aboutsummaryrefslogtreecommitdiff
path: root/src/gui
Commit message (Expand)AuthorAge
...
* Clean up font caching, fix bitmap fontsSmallJoker2019-11-03
* Formspec: add hypertext elementPierre-Yves Rollo2019-11-03
* Change some rough/inappropriate language in comments (#9061)random-geek2019-10-24
* Formspecs: Reset version number on rebuildSmallJoker2019-10-20
* Add more visual feedback for button states (#8916)Hugues Ross2019-10-12
* Revert "Fix the bgcolor formspec element (#8716)" (#9018)SmallJoker2019-10-06
* Fix warnings in guiButton.hsfan52019-10-05
* label[]: Fix broken colors since 2c9edefSmallJoker2019-09-29
* Fix error message caused by adding new parameter to background (#8922)rubenwardy2019-09-29
* Fix some reference counters (memleak) (#8981)SmallJoker2019-09-24
* Fix the bgcolor formspec element (#8716)DS2019-09-15
* Fix formspec version backup in prepends losing datarubenwardy2019-09-15
* Formspecs: Introduce formspec_version to modsSmallJoker2019-09-14
* label[]: Fix cut-off translated textSmallJoker2019-09-07
* Fix Irrlicht 1.9 supportsfan52019-09-06
* Add ItemStack:get_description() to get tooltip (#8847)Paul Ouellette2019-08-24
* Add support for set_formspec_prepend in main menu (#8611)rubenwardy2019-08-12
* guiVolumeChange: Fix child not being removedANAND2019-08-08
* guiConfirmRegistration: Set focus to text field (#8761)ANAND2019-08-07
* Clean up and fix freetype=false crashes (#8641)SmallJoker2019-08-06
* Unify OpenGL ES supportsfan52019-08-04
* Add formspec testing to test mod in minimalrubenwardy2019-08-03
* Add styles to most elementsrubenwardy2019-08-03
* Add style[] tag with button supportrubenwardy2019-08-03
* Add custom colorable GUIButton implementationrubenwardy2019-08-03
* Fix negative offsets not being supported by container[]rubenwardy2019-08-03
* Rename guiScrollBar to GUIScrollBarDS-Minetest2019-07-29
* guiScrollBar: move directly to clicked pos if clicked into trayDS-Minetest2019-07-28
* Add compatible, consistent coordinate system to FormSpecs. (#8524)v-rob2019-06-27
* Add support for 9-sliced backgrounds (#8600)rubenwardy2019-06-22
* Formspecs: Close on metadata removal (#8348)SmallJoker2019-06-10
* Do not drag-place stack into 'craftpreview' slot (#8514)SmallJoker2019-05-25
* Add IGUIScrollbar implementation with variable bar sizes (#8507)stujones112019-05-24
* Optimize string (mis)handling (#8128)Jozef Behran2019-05-18
* Correct the checkbox selection box position (#8246)SmallJoker2019-04-27
* Change pitch fly binding to 'P', add to change keys menu (#8314)rubenwardy2019-04-03
* Add newline before itemstring in item tooltip (#8213)Wuzzy2019-03-17
* LINT fixes since recent tooling updateLoïc Blot2019-03-14
* Drop GUIConfirmRegistration::m_address unused fieldLoïc Blot2019-03-12
* Confirm registration GUI: Remove positional strings to fix Windows bug (#8258)Paramat2019-03-10
* Replace for loop with call to standard library function (#8194)Benjamin Lindley2019-03-05
* Fix coloured fog in main menu (#8181)random-geek2019-02-15
* Don't append itemname to itemname in tooltip (#8176)Wuzzy2019-02-09
* Fix cloud color in loading screen and main menu (#8174)random-geek2019-02-04
* Update color of main menu clouds (#8172)random-geek2019-02-04
* Fix core.download_file() creating empty files on HTTP errorrubenwardy2019-02-03
* DragonFly BSD is somewhat identical to FreeBSD (#8159)Leonid Bobrov2019-02-03
* Android: Fix memory leak when displaying images in the mainmenu (#8011)rubenwardy2018-12-22
* Android: Move touchscreen rare controls inline with settings icon (#8006)stujones112018-12-20
* Fix Android build errors (caused by 5f1cd55)Juozas2018-12-03
8 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054
/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "util/numeric.h"
#include "map.h"
#include "mapgen.h"
#include "mapgen_v5.h"
#include "mapgen_v6.h"
#include "mapgen_v7.h"
#include "mapgen_fractal.h"
#include "cavegen.h"

NoiseParams nparams_caveliquids(0, 1, v3f(150.0, 150.0, 150.0), 776, 3, 0.6, 2.0);


///////////////////////////////////////// Caves V5


CaveV5::CaveV5(MapgenV5 *mg, PseudoRandom *ps)
{
	this->mg             = mg;
	this->vm             = mg->vm;
	this->ndef           = mg->ndef;
	this->water_level    = mg->water_level;
	this->ps             = ps;
	this->c_water_source = mg->c_water_source;
	this->c_lava_source  = mg->c_lava_source;
	this->c_ice          = mg->c_ice;
	this->np_caveliquids = &nparams_caveliquids;

	dswitchint = ps->range(1, 14);
	flooded    = ps->range(1, 2) == 2;

	part_max_length_rs  = ps->range(2, 4);
	tunnel_routepoints  = ps->range(5, ps->range(15, 30));
	min_tunnel_diameter = 5;
	max_tunnel_diameter = ps->range(7, ps->range(8, 24));

	large_cave_is_flat = (ps->range(0, 1) == 0);
}


void CaveV5::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height)
{
	node_min = nmin;
	node_max = nmax;
	main_direction = v3f(0, 0, 0);

	// Allowed route area size in nodes
	ar = node_max - node_min + v3s16(1, 1, 1);
	// Area starting point in nodes
	of = node_min;

	// Allow a bit more
	//(this should be more than the maximum radius of the tunnel)
	s16 insure = 10;
	s16 more = MYMAX(MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure, 1);
	ar += v3s16(1,0,1) * more * 2;
	of -= v3s16(1,0,1) * more;

	route_y_min = 0;
	// Allow half a diameter + 7 over stone surface
	route_y_max = -of.Y + max_stone_y + max_tunnel_diameter / 2 + 7;

	// Limit maximum to area
	route_y_max = rangelim(route_y_max, 0, ar.Y - 1);

	s16 min = 0;
		if (node_min.Y < water_level && node_max.Y > water_level) {
			min = water_level - max_tunnel_diameter/3 - of.Y;
			route_y_max = water_level + max_tunnel_diameter/3 - of.Y;
		}
	route_y_min = ps->range(min, min + 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
	orp = v3f(
		(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
	);

	// Add generation notify begin event
	v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
	GenNotifyType notifytype = GENNOTIFY_LARGECAVE_BEGIN;
	mg->gennotify.addEvent(notifytype, abs_pos);

	// Generate some tunnel starting from orp
	for (u16 j = 0; j < tunnel_routepoints; j++)
		makeTunnel(j % dswitchint == 0);

	// Add generation notify end event
	abs_pos = v3s16(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
	notifytype = GENNOTIFY_LARGECAVE_END;
	mg->gennotify.addEvent(notifytype, abs_pos);
}


void CaveV5::makeTunnel(bool dirswitch)
{
	// Randomize size
	s16 min_d = min_tunnel_diameter;
	s16 max_d = max_tunnel_diameter;
	rs = ps->range(min_d, max_d);
	s16 rs_part_max_length_rs = rs * part_max_length_rs;

	v3s16 maxlen;
	maxlen = v3s16(
		rs_part_max_length_rs,
		rs_part_max_length_rs / 2,
		rs_part_max_length_rs
	);

	v3f vec;
	// Jump downward sometimes
	vec = v3f(
		(float)(ps->next() % maxlen.X) - (float)maxlen.X / 2,
		(float)(ps->next() % maxlen.Y) - (float)maxlen.Y / 2,
		(float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
	);

	// Do not make caves that are above ground.
	// It is only necessary to check the startpoint and endpoint.
	v3s16 orpi(orp.X, orp.Y, orp.Z);
	v3s16 veci(vec.X, vec.Y, vec.Z);
	v3s16 p;

	p = orpi + veci + of + rs / 2;
	if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
			p.X >= node_min.X && p.X <= node_max.X) {
		u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
		s16 h = mg->heightmap[index];
		if (h < p.Y)
			return;
	} else if (p.Y > water_level) {
		return; // If it's not in our heightmap, use a simple heuristic
	}

	p = orpi + of + rs / 2;
	if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
			p.X >= node_min.X && p.X <= node_max.X) {
		u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
		s16 h = mg->heightmap[index];
		if (h < p.Y)
			return;
	} else if (p.Y > water_level) {
		return;
	}

	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();
	if (veclen < 0.05)
		veclen = 1.0;

	// Every second section is rough
	bool randomize_xz = (ps->range(1, 2) == 1);

	// Carve routes
	for (float f = 0; f < 1.0; f += 1.0 / veclen)
		carveRoute(vec, f, randomize_xz);

	orp = rp;
}


void CaveV5::carveRoute(v3f vec, float f, bool randomize_xz) 
{
	MapNode airnode(CONTENT_AIR);
	MapNode waternode(c_water_source);
	MapNode lavanode(c_lava_source);

	v3s16 startp(orp.X, orp.Y, orp.Z);
	startp += of;

	float nval = NoisePerlin3D(np_caveliquids, startp.X,
		startp.Y, startp.Z, mg->seed);
	MapNode liquidnode = nval < 0.40 ? lavanode : waternode;

	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++) {
				if (large_cave_is_flat) {
					// Make large caves not so tall
					if (rs > 7 && abs(y0) >= rs / 3)
						continue;
				}

				v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
				p += of;

				if (vm->m_area.contains(p) == false)
					continue;

				u32 i = vm->m_area.index(p);
				content_t c = vm->m_data[i].getContent();
				if (!ndef->get(c).is_ground_content)
					continue;

				int full_ymin = node_min.Y - MAP_BLOCKSIZE;
				int full_ymax = node_max.Y + MAP_BLOCKSIZE;

				if (flooded && full_ymin < water_level &&
						full_ymax > water_level)
					vm->m_data[i] = (p.Y <= water_level) ?
						waternode : airnode;
				else if (flooded && full_ymax < water_level)
					vm->m_data[i] = (p.Y < startp.Y - 4) ?
						liquidnode : airnode;
				else
					vm->m_data[i] = airnode;
			}
		}
	}
}


///////////////////////////////////////// Caves V6


CaveV6::CaveV6(MapgenV6 *mg, PseudoRandom *ps, PseudoRandom *ps2, bool is_large_cave)
{
	this->mg             = mg;
	this->vm             = mg->vm;
	this->ndef           = mg->ndef;
	this->water_level    = mg->water_level;
	this->large_cave     = is_large_cave;
	this->ps             = ps;
	this->ps2            = ps2;
	this->c_water_source = mg->c_water_source;
	this->c_lava_source  = mg->c_lava_source;

	min_tunnel_diameter = 2;
	max_tunnel_diameter = ps->range(2, 6);
	dswitchint          = ps->range(1, 14);
	flooded             = true;

	if (large_cave) {
		part_max_length_rs  = ps->range(2,4);
		tunnel_routepoints  = ps->range(5, ps->range(15,30));
		min_tunnel_diameter = 5;
		max_tunnel_diameter = ps->range(7, ps->range(8,24));
	} else {
		part_max_length_rs = ps->range(2,9);
		tunnel_routepoints = ps->range(10, ps->range(15,30));
	}

	large_cave_is_flat = (ps->range(0,1) == 0);
}


void CaveV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height)
{
	node_min = nmin;
	node_max = nmax;
	max_stone_y = max_stone_height;
	main_direction = v3f(0, 0, 0);

	// Allowed route area size in nodes
	ar = node_max - node_min + v3s16(1, 1, 1);
	// Area starting point in nodes
	of = node_min;

	// Allow a bit more
	//(this should be more than the maximum radius of the tunnel)
	const s16 max_spread_amount = MAP_BLOCKSIZE;
	s16 insure = 10;
	s16 more = MYMAX(max_spread_amount - max_tunnel_diameter / 2 - insure, 1);
	ar += v3s16(1,0,1) * more * 2;
	of -= v3s16(1,0,1) * more;

	route_y_min = 0;
	// Allow half a diameter + 7 over stone surface
	route_y_max = -of.Y + max_stone_y + 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 - max_tunnel_diameter/3 - of.Y;
			route_y_max = water_level + max_tunnel_diameter/3 - of.Y;
		}
		route_y_min = ps->range(min, min + 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
	orp = v3f(
		(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
	);

	// Add generation notify begin event
	v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
	GenNotifyType notifytype = large_cave ?
		GENNOTIFY_LARGECAVE_BEGIN : GENNOTIFY_CAVE_BEGIN;
	mg->gennotify.addEvent(notifytype, abs_pos);

	// Generate some tunnel starting from orp
	for (u16 j = 0; j < tunnel_routepoints; j++)
		makeTunnel(j % dswitchint == 0);

	// Add generation notify end event
	abs_pos = v3s16(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
	notifytype = large_cave ?
		GENNOTIFY_LARGECAVE_END : GENNOTIFY_CAVE_END;
	mg->gennotify.addEvent(notifytype, abs_pos);
}


void CaveV6::makeTunnel(bool dirswitch)
{
	if (dirswitch && !large_cave) {
		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 = min_tunnel_diameter;
	s16 max_d = max_tunnel_diameter;
	rs = ps->range(min_d, max_d);
	s16 rs_part_max_length_rs = rs * part_max_length_rs;

	v3s16 maxlen;
	if (large_cave) {
		maxlen = v3s16(
			rs_part_max_length_rs,
			rs_part_max_length_rs / 2,
			rs_part_max_length_rs
		);
	} else {
		maxlen = v3s16(
			rs_part_max_length_rs,
			ps->range(1, rs_part_max_length_rs),
			rs_part_max_length_rs
		);
	}

	v3f vec(
		(float)(ps->next() % maxlen.X) - (float)maxlen.X / 2,
		(float)(ps->next() % maxlen.Y) - (float)maxlen.Y / 2,
		(float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
	);

	// Jump downward sometimes
	if (!large_cave && ps->range(0, 12) == 0) {
		vec = v3f(
			(float)(ps->next() % maxlen.X) - (float)maxlen.X / 2,
			(float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y,
			(float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
		);
	}

	// Do not make caves that are entirely above ground, to fix
	// shadow bugs caused by overgenerated large caves.
	// It is only necessary to check the startpoint and endpoint.
	v3s16 orpi(orp.X, orp.Y, orp.Z);
	v3s16 veci(vec.X, vec.Y, vec.Z);
	s16 h1;
	s16 h2;

	v3s16 p1 = orpi + veci + of + rs / 2;
	if (p1.Z >= node_min.Z && p1.Z <= node_max.Z &&
			p1.X >= node_min.X && p1.X <= node_max.X) {
		u32 index1 = (p1.Z - node_min.Z) * mg->ystride +
			(p1.X - node_min.X);
		h1 = mg->heightmap[index1];
	} else {
		h1 = water_level; // If not in heightmap
	}

	v3s16 p2 = orpi + of + rs / 2;
	if (p2.Z >= node_min.Z && p2.Z <= node_max.Z &&
			p2.X >= node_min.X && p2.X <= node_max.X) {
		u32 index2 = (p2.Z - node_min.Z) * mg->ystride +
			(p2.X - node_min.X);
		h2 = mg->heightmap[index2];
	} else {
		h2 = water_level;
	}

	// If startpoint and endpoint are above ground,
	// disable placing of nodes in carveRoute while
	// still running all pseudorandom calls to ensure
	// caves consistent with existing worlds.
	bool tunnel_above_ground = p1.Y > h1 && p2.Y > h2;

	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 < 0.05)
		veclen = 1.0;

	// Every second section is rough
	bool randomize_xz = (ps2->range(1, 2) == 1);

	// Carve routes
	for (float f = 0; f < 1.0; f += 1.0 / veclen)
		carveRoute(vec, f, randomize_xz, tunnel_above_ground);

	orp = rp;
}


void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz, bool tunnel_above_ground)
{
	MapNode airnode(CONTENT_AIR);
	MapNode waternode(c_water_source);
	MapNode lavanode(c_lava_source);

	v3s16 startp(orp.X, orp.Y, orp.Z);
	startp += of;

	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++) {
			if (tunnel_above_ground)
				continue;

			s16 maxabsxz = MYMAX(abs(x0), abs(z0));
			s16 si2 = rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
			for (s16 y0 = -si2; y0 <= si2; y0++) {
				if (large_cave_is_flat) {
					// Make large caves not so tall
					if (rs > 7 && abs(y0) >= rs / 3)
						continue;
				}

				v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
				p += of;

				if (vm->m_area.contains(p) == false)
					continue;

				u32 i = vm->m_area.index(p);
				content_t c = vm->m_data[i].getContent();
				if (!ndef->get(c).is_ground_content)
					continue;

				if (large_cave) {
					int full_ymin = node_min.Y - MAP_BLOCKSIZE;
					int full_ymax = node_max.Y + MAP_BLOCKSIZE;

					if (flooded && full_ymin < water_level &&
							full_ymax > water_level) {
						vm->m_data[i] = (p.Y <= water_level) ?
							waternode : airnode;
					} else if (flooded && full_ymax < water_level) {
						vm->m_data[i] = (p.Y < startp.Y - 2) ?
							lavanode : airnode;
					} else {
						vm->m_data[i] = airnode;
					}
				} else {
					if (c == CONTENT_IGNORE || c == CONTENT_AIR)
						continue;

					vm->m_data[i] = airnode;
					vm->m_flags[i] |= VMANIP_FLAG_CAVE;
				}
			}
		}
	}
}


///////////////////////////////////////// Caves V7


CaveV7::CaveV7(MapgenV7 *mg, PseudoRandom *ps)
{
	this->mg             = mg;
	this->vm             = mg->vm;
	this->ndef           = mg->ndef;
	this->water_level    = mg->water_level;
	this->ps             = ps;
	this->c_water_source = mg->c_water_source;
	this->c_lava_source  = mg->c_lava_source;
	this->c_ice          = mg->c_ice;
	this->np_caveliquids = &nparams_caveliquids;

	dswitchint = ps->range(1, 14);
	flooded    = ps->range(1, 2) == 2;

	part_max_length_rs  = ps->range(2, 4);
	tunnel_routepoints  = ps->range(5, ps->range(15, 30));
	min_tunnel_diameter = 5;
	max_tunnel_diameter = ps->range(7, ps->range(8, 24));

	large_cave_is_flat = (ps->range(0, 1) == 0);
}


void CaveV7::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height)
{
	node_min = nmin;
	node_max = nmax;
	max_stone_y = max_stone_height;
	main_direction = v3f(0, 0, 0);

	// Allowed route area size in nodes
	ar = node_max - node_min + v3s16(1, 1, 1);
	// Area starting point in nodes
	of = node_min;

	// Allow a bit more
	//(this should be more than the maximum radius of the tunnel)
	s16 insure = 10;
	s16 more = MYMAX(MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure, 1);
	ar += v3s16(1,0,1) * more * 2;
	of -= v3s16(1,0,1) * more;

	route_y_min = 0;
	// Allow half a diameter + 7 over stone surface
	route_y_max = -of.Y + max_stone_y + max_tunnel_diameter / 2 + 7;

	// Limit maximum to area
	route_y_max = rangelim(route_y_max, 0, ar.Y - 1);

	s16 min = 0;
	if (node_min.Y < water_level && node_max.Y > water_level) {
		min = water_level - max_tunnel_diameter/3 - of.Y;
		route_y_max = water_level + max_tunnel_diameter/3 - of.Y;
	}
	route_y_min = ps->range(min, min + 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
	orp = v3f(
		(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
	);

	// Add generation notify begin event
	v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
	GenNotifyType notifytype = GENNOTIFY_LARGECAVE_BEGIN;
	mg->gennotify.addEvent(notifytype, abs_pos);

	// Generate some tunnel starting from orp
	for (u16 j = 0; j < tunnel_routepoints; j++)
		makeTunnel(j % dswitchint == 0);

	// Add generation notify end event
	abs_pos = v3s16(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
	notifytype = GENNOTIFY_LARGECAVE_END;
	mg->gennotify.addEvent(notifytype, abs_pos);
}


void CaveV7::makeTunnel(bool dirswitch)
{
	// Randomize size
	s16 min_d = min_tunnel_diameter;
	s16 max_d = max_tunnel_diameter;
	rs = ps->range(min_d, max_d);
	s16 rs_part_max_length_rs = rs * part_max_length_rs;

	v3s16 maxlen;
	maxlen = v3s16(
		rs_part_max_length_rs,
		rs_part_max_length_rs / 2,
		rs_part_max_length_rs
	);

	v3f vec;
	// Jump downward sometimes
	vec = v3f(
		(float)(ps->next() % maxlen.X) - (float)maxlen.X / 2,
		(float)(ps->next() % maxlen.Y) - (float)maxlen.Y / 2,
		(float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
	);

	// Do not make caves that are above ground.
	// It is only necessary to check the startpoint and endpoint.
	v3s16 orpi(orp.X, orp.Y, orp.Z);
	v3s16 veci(vec.X, vec.Y, vec.Z);
	v3s16 p;

	p = orpi + veci + of + rs / 2;
	if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
			p.X >= node_min.X && p.X <= node_max.X) {
		u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
		s16 h = mg->ridge_heightmap[index];
		if (h < p.Y)
			return;
	} else if (p.Y > water_level) {
		return; // If it's not in our heightmap, use a simple heuristic
	}

	p = orpi + of + rs / 2;
	if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
			p.X >= node_min.X && p.X <= node_max.X) {
		u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
		s16 h = mg->ridge_heightmap[index];
		if (h < p.Y)
			return;
	} else if (p.Y > water_level) {
		return;
	}

	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();
	if (veclen < 0.05)
		veclen = 1.0;

	// Every second section is rough
	bool randomize_xz = (ps->range(1, 2) == 1);

	// Carve routes
	for (float f = 0; f < 1.0; f += 1.0 / veclen)
		carveRoute(vec, f, randomize_xz);

	orp = rp;
}


void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz)
{
	MapNode airnode(CONTENT_AIR);
	MapNode waternode(c_water_source);
	MapNode lavanode(c_lava_source);

	v3s16 startp(orp.X, orp.Y, orp.Z);
	startp += of;

	float nval = NoisePerlin3D(np_caveliquids, startp.X,
		startp.Y, startp.Z, mg->seed);
	MapNode liquidnode = (nval < 0.40 && node_max.Y < MGV7_LAVA_DEPTH) ?
		lavanode : waternode;

	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++) {
				if (large_cave_is_flat) {
					// Make large caves not so tall
					if (rs > 7 && abs(y0) >= rs / 3)
						continue;
				}

				v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
				p += of;

				if (vm->m_area.contains(p) == false)
					continue;

				u32 i = vm->m_area.index(p);
				content_t c = vm->m_data[i].getContent();
				if (!ndef->get(c).is_ground_content)
					continue;

				int full_ymin = node_min.Y - MAP_BLOCKSIZE;
				int full_ymax = node_max.Y + MAP_BLOCKSIZE;

				if (flooded && full_ymin < water_level &&
						full_ymax > water_level)
					vm->m_data[i] = (p.Y <= water_level) ?
						waternode : airnode;
				else if (flooded && full_ymax < water_level)
					vm->m_data[i] = (p.Y < startp.Y - 4) ?
						liquidnode : airnode;
				else
					vm->m_data[i] = airnode;
			}
		}
	}
}


///////////////////////////////////////// Caves Fractal


CaveFractal::CaveFractal(MapgenFractal *mg, PseudoRandom *ps)
{
	this->mg             = mg;
	this->vm             = mg->vm;
	this->ndef           = mg->ndef;
	this->water_level    = mg->water_level;
	this->ps             = ps;
	this->c_water_source = mg->c_water_source;
	this->c_lava_source  = mg->c_lava_source;
	this->c_ice          = mg->c_ice;
	this->np_caveliquids = &nparams_caveliquids;

	dswitchint = ps->range(1, 14);
	flooded    = ps->range(1, 2) == 2;

	part_max_length_rs  = ps->range(2, 4);
	tunnel_routepoints  = ps->range(5, ps->range(15, 30));
	min_tunnel_diameter = 5;
	max_tunnel_diameter = ps->range(7, ps->range(8, 24));

	large_cave_is_flat = (ps->range(0, 1) == 0);
}


void CaveFractal::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height)
{
	node_min = nmin;
	node_max = nmax;
	main_direction = v3f(0, 0, 0);

	// Allowed route area size in nodes
	ar = node_max - node_min + v3s16(1, 1, 1);
	// Area starting point in nodes
	of = node_min;

	// Allow a bit more
	//(this should be more than the maximum radius of the tunnel)
	s16 insure = 10;
	s16 more = MYMAX(MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure, 1);
	ar += v3s16(1,0,1) * more * 2;
	of -= v3s16(1,0,1) * more;

	route_y_min = 0;
	// Allow half a diameter + 7 over stone surface
	route_y_max = -of.Y + max_stone_y + max_tunnel_diameter / 2 + 7;

	// Limit maximum to area
	route_y_max = rangelim(route_y_max, 0, ar.Y - 1);

	s16 min = 0;
		if (node_min.Y < water_level && node_max.Y > water_level) {
			min = water_level - max_tunnel_diameter/3 - of.Y;
			route_y_max = water_level + max_tunnel_diameter/3 - of.Y;
		}
	route_y_min = ps->range(min, min + 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
	orp = v3f(
		(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
	);

	// Add generation notify begin event
	v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
	GenNotifyType notifytype = GENNOTIFY_LARGECAVE_BEGIN;
	mg->gennotify.addEvent(notifytype, abs_pos);

	// Generate some tunnel starting from orp
	for (u16 j = 0; j < tunnel_routepoints; j++)
		makeTunnel(j % dswitchint == 0);

	// Add generation notify end event
	abs_pos = v3s16(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
	notifytype = GENNOTIFY_LARGECAVE_END;
	mg->gennotify.addEvent(notifytype, abs_pos);
}


void CaveFractal::makeTunnel(bool dirswitch)
{
	// Randomize size
	s16 min_d = min_tunnel_diameter;
	s16 max_d = max_tunnel_diameter;
	rs = ps->range(min_d, max_d);
	s16 rs_part_max_length_rs = rs * part_max_length_rs;

	v3s16 maxlen;
	maxlen = v3s16(
		rs_part_max_length_rs,
		rs_part_max_length_rs / 2,
		rs_part_max_length_rs
	);

	v3f vec;
	// Jump downward sometimes
	vec = v3f(
		(float)(ps->next() % maxlen.X) - (float)maxlen.X / 2,
		(float)(ps->next() % maxlen.Y) - (float)maxlen.Y / 2,
		(float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
	);

	// Do not make caves that are above ground.
	// It is only necessary to check the startpoint and endpoint.
	v3s16 orpi(orp.X, orp.Y, orp.Z);
	v3s16 veci(vec.X, vec.Y, vec.Z);
	v3s16 p;

	p = orpi + veci + of + rs / 2;
	if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
			p.X >= node_min.X && p.X <= node_max.X) {
		u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
		s16 h = mg->heightmap[index];
		if (h < p.Y)
			return;
	} else if (p.Y > water_level) {
		return; // If it's not in our heightmap, use a simple heuristic
	}

	p = orpi + of + rs / 2;
	if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
			p.X >= node_min.X && p.X <= node_max.X) {
		u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
		s16 h = mg->heightmap[index];
		if (h < p.Y)
			return;
	} else if (p.Y > water_level) {
		return;
	}

	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();
	if (veclen < 0.05)
		veclen = 1.0;

	// Every second section is rough
	bool randomize_xz = (ps->range(1, 2) == 1);

	// Carve routes
	for (float f = 0; f < 1.0; f += 1.0 / veclen)
		carveRoute(vec, f, randomize_xz);

	orp = rp;
}


void CaveFractal::carveRoute(v3f vec, float f, bool randomize_xz) 
{
	MapNode airnode(CONTENT_AIR);
	MapNode waternode(c_water_source);
	MapNode lavanode(c_lava_source);

	v3s16 startp(orp.X, orp.Y, orp.Z);
	startp += of;

	float nval = NoisePerlin3D(np_caveliquids, startp.X,
		startp.Y, startp.Z, mg->seed);
	MapNode liquidnode = (nval < 0.40 && node_max.Y < MGFRACTAL_LAVA_DEPTH) ?
		lavanode : waternode;

	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++) {
				if (large_cave_is_flat) {
					// Make large caves not so tall
					if (rs > 7 && abs(y0) >= rs / 3)
						continue;
				}

				v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
				p += of;

				if (vm->m_area.contains(p) == false)
					continue;

				u32 i = vm->m_area.index(p);
				content_t c = vm->m_data[i].getContent();
				if (!ndef->get(c).is_ground_content)
					continue;

				int full_ymin = node_min.Y - MAP_BLOCKSIZE;
				int full_ymax = node_max.Y + MAP_BLOCKSIZE;

				if (flooded && full_ymin < water_level &&
						full_ymax > water_level)
					vm->m_data[i] = (p.Y <= water_level) ?
						waternode : airnode;
				else if (flooded && full_ymax < water_level)
					vm->m_data[i] = (p.Y < startp.Y - 4) ?
						liquidnode : airnode;
				else
					vm->m_data[i] = airnode;
			}
		}
	}
}