diff options
Diffstat (limited to 'src/mapgen_v6.cpp')
-rw-r--r-- | src/mapgen_v6.cpp | 268 |
1 files changed, 8 insertions, 260 deletions
diff --git a/src/mapgen_v6.cpp b/src/mapgen_v6.cpp index 2e44d7b4a..352afd2f3 100644 --- a/src/mapgen_v6.cpp +++ b/src/mapgen_v6.cpp @@ -33,6 +33,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "main.h" // For g_profiler #include "emerge.h" #include "dungeongen.h" +#include "cavegen.h" #include "treegen.h" #include "mapgen_v6.h" @@ -423,7 +424,7 @@ void MapgenV6::makeChunk(BlockMakeData *data) { // Generate general ground level to full area stone_surface_max_y = generateGround(); - generateSomething(); + generateExperimental(); const s16 max_spread_amount = MAP_BLOCKSIZE; // Limit dirt flow area by 1 because mud is flown into neighbors. @@ -927,35 +928,10 @@ void MapgenV6::growGrass() { } -void MapgenV6::defineCave(Cave &cave, PseudoRandom ps, - v3s16 node_min, bool large_cave) { - cave.min_tunnel_diameter = 2; - cave.max_tunnel_diameter = ps.range(2,6); - cave.dswitchint = ps.range(1,14); - cave.flooded = true; //large_cave && ps.range(0,4); - if (large_cave){ - cave.part_max_length_rs = ps.range(2,4); - cave.tunnel_routepoints = ps.range(5, ps.range(15,30)); - cave.min_tunnel_diameter = 5; - cave.max_tunnel_diameter = ps.range(7, ps.range(8,24)); - } else { - cave.part_max_length_rs = ps.range(2,9); - cave.tunnel_routepoints = ps.range(10, ps.range(15,30)); - } - cave.large_cave_is_flat = (ps.range(0,1) == 0); -} - - void MapgenV6::generateCaves(int max_stone_y) { - // 24ms @cs=8 - //TimeTaker timer1("caves"); - - /*double cave_amount = 6.0 + 6.0 * noise2d_perlin( - 0.5+(double)node_min.X/250, 0.5+(double)node_min.Y/250, - data->seed+34329, 3, 0.50);*/ - const s16 max_spread_amount = MAP_BLOCKSIZE; float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed); - + int volume_nodes = (node_max.X - node_min.X + 1) * + (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE; cave_amount = MYMAX(0.0, cave_amount); u32 caves_count = cave_amount * volume_nodes / 50000; u32 bruises_count = 1; @@ -970,238 +946,10 @@ void MapgenV6::generateCaves(int max_stone_y) { bruises_count /= 3; } - for(u32 jj = 0; jj < caves_count + bruises_count; jj++) { - /*int avg_height = (int) - ((base_rock_level_2d(data->seed, v2s16(node_min.X, node_min.Z)) + - base_rock_level_2d(data->seed, v2s16(node_max.X, node_max.Z))) / 2); - if ((node_max.Y + node_min.Y) / 2 > avg_height) - break;*/ - - bool large_cave = (jj >= caves_count); - - Cave cave; - defineCave(cave, ps, node_min, large_cave); - - v3f main_direction(0,0,0); - - // Allowed route area size in nodes - v3s16 ar = central_area_size; - - // Area starting point in nodes - v3s16 of = node_min; - - // Allow a bit more - //(this should be more than the maximum radius of the tunnel) - s16 insure = 10; - s16 more = max_spread_amount - cave.max_tunnel_diameter / 2 - insure; - ar += v3s16(1,0,1) * more * 2; - of -= v3s16(1,0,1) * more; - - s16 route_y_min = 0; - // Allow half a diameter + 7 over stone surface - s16 route_y_max = -of.Y + max_stone_y + cave.max_tunnel_diameter/2 + 7; - - // Limit maximum to area - route_y_max = rangelim(route_y_max, 0, ar.Y-1); - - if(large_cave) - { - s16 min = 0; - if(node_min.Y < water_level && node_max.Y > water_level) - { - min = water_level - cave.max_tunnel_diameter/3 - of.Y; - route_y_max = water_level + cave.max_tunnel_diameter/3 - of.Y; - } - route_y_min = ps.range(min, min + cave.max_tunnel_diameter); - route_y_min = rangelim(route_y_min, 0, route_y_max); - } - - s16 route_start_y_min = route_y_min; - s16 route_start_y_max = route_y_max; - - route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1); - route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1); - - // Randomize starting position - v3f orp( - (float)(ps.next()%ar.X)+0.5, - (float)(ps.range(route_start_y_min, route_start_y_max))+0.5, - (float)(ps.next()%ar.Z)+0.5 - ); - - v3s16 startp(orp.X, orp.Y, orp.Z); - startp += of; - - MapNode airnode(CONTENT_AIR); - MapNode waternode(c_water_source); - MapNode lavanode(c_lava_source); + for (u32 i = 0; i < caves_count + bruises_count; i++) { + bool large_cave = (i >= caves_count); + CaveV6 cave(this, &ps, &ps2, large_cave, c_water_source, c_lava_source); - /* - Generate some tunnel starting from orp - */ - - for(u16 j=0; j<cave.tunnel_routepoints; j++) - { - if(j%cave.dswitchint==0 && large_cave == false) - { - main_direction = v3f( - ((float)(ps.next()%20)-(float)10)/10, - ((float)(ps.next()%20)-(float)10)/30, - ((float)(ps.next()%20)-(float)10)/10 - ); - main_direction *= (float)ps.range(0, 10)/10; - } - - // Randomize size - s16 min_d = cave.min_tunnel_diameter; - s16 max_d = cave.max_tunnel_diameter; - s16 rs = ps.range(min_d, max_d); - - // Every second section is rough - bool randomize_xz = (ps2.range(1,2) == 1); - - v3s16 maxlen; - if(large_cave) - { - maxlen = v3s16( - rs*cave.part_max_length_rs, - rs*cave.part_max_length_rs/2, - rs*cave.part_max_length_rs - ); - } - else - { - maxlen = v3s16( - rs*cave.part_max_length_rs, - ps.range(1, rs*cave.part_max_length_rs), - rs*cave.part_max_length_rs - ); - } - - v3f vec; - - vec = v3f( - (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2, - (float)(ps.next()%(maxlen.Y*1))-(float)maxlen.Y/2, - (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2 - ); - - // Jump downward sometimes - if(!large_cave && ps.range(0,12) == 0) - { - vec = v3f( - (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2, - (float)(ps.next()%(maxlen.Y*2))-(float)maxlen.Y*2/2, - (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2 - ); - } - - /*if(large_cave){ - v3f p = orp + vec; - s16 h = find_ground_level_clever(vmanip, - v2s16(p.X, p.Z), ndef); - route_y_min = h - rs/3; - route_y_max = h + rs; - }*/ - - vec += main_direction; - - v3f rp = orp + vec; - if(rp.X < 0) - rp.X = 0; - else if(rp.X >= ar.X) - rp.X = ar.X-1; - if(rp.Y < route_y_min) - rp.Y = route_y_min; - else if(rp.Y >= route_y_max) - rp.Y = route_y_max-1; - if(rp.Z < 0) - rp.Z = 0; - else if(rp.Z >= ar.Z) - rp.Z = ar.Z-1; - vec = rp - orp; - - float veclen = vec.getLength(); - // As odd as it sounds, veclen is *exactly* - // 0.0 sometimes, causing a FPE - if (veclen == 0.0) - veclen = 1.0; - - for(float f=0; f<1.0; f+=1.0/veclen) - { - v3f fp = orp + vec * f; - fp.X += 0.1*ps.range(-10,10); - fp.Z += 0.1*ps.range(-10,10); - v3s16 cp(fp.X, fp.Y, fp.Z); - - s16 d0 = -rs/2; - s16 d1 = d0 + rs; - if(randomize_xz){ - d0 += ps.range(-1,1); - d1 += ps.range(-1,1); - } - for(s16 z0=d0; z0<=d1; z0++) - { - s16 si = rs/2 - MYMAX(0, abs(z0)-rs/7-1); - for(s16 x0=-si-ps.range(0,1); x0<=si-1+ps.range(0,1); x0++) - { - s16 maxabsxz = MYMAX(abs(x0), abs(z0)); - s16 si2 = rs/2 - MYMAX(0, maxabsxz-rs/7-1); - for(s16 y0=-si2; y0<=si2; y0++) - { - /*// Make better floors in small caves - if(y0 <= -rs/2 && rs<=7) - continue;*/ - if (cave.large_cave_is_flat) { - // Make large caves not so tall - if (rs > 7 && abs(y0) >= rs/3) - continue; - } - - s16 z = cp.Z + z0; - s16 y = cp.Y + y0; - s16 x = cp.X + x0; - v3s16 p(x,y,z); - p += of; - - if(vm->m_area.contains(p) == false) - continue; - - u32 i = vm->m_area.index(p); - - if(large_cave) { - if (cave.flooded && full_node_min.Y < water_level && - full_node_max.Y > water_level) { - if (p.Y <= water_level) - vm->m_data[i] = waternode; - else - vm->m_data[i] = airnode; - } else if (cave.flooded && full_node_max.Y < water_level) { - if (p.Y < startp.Y - 2) - vm->m_data[i] = lavanode; - else - vm->m_data[i] = airnode; - } else { - vm->m_data[i] = airnode; - } - } else { - // Don't replace air or water or lava or ignore - if (vm->m_data[i].getContent() == CONTENT_IGNORE || - vm->m_data[i].getContent() == CONTENT_AIR || - vm->m_data[i].getContent() == c_water_source || - vm->m_data[i].getContent() == c_lava_source) - continue; - - vm->m_data[i] = airnode; - - // Set tunnel flag - vm->m_flags[i] |= VMANIP_FLAG_CAVE; - } - } - } - } - } - orp = rp; - } + cave.makeCave(node_min, node_max, max_stone_y); } } |