3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
20 #include "util/numeric.h"
23 #include "mapgen_v5.h"
24 #include "mapgen_v6.h"
25 #include "mapgen_v7.h"
29 static NoiseParams nparams_caveliquids(0, 1, v3f(150.0, 150.0, 150.0), 776, 3, 0.6, 2.0);
33 //// CavesNoiseIntersection
36 CavesNoiseIntersection::CavesNoiseIntersection(
37 INodeDefManager *nodedef, BiomeManager *biomemgr, v3s16 chunksize,
38 NoiseParams *np_cave1, NoiseParams *np_cave2, s32 seed, float cave_width)
47 m_cave_width = cave_width;
49 m_ystride = m_csize.X;
50 m_zstride_1d = m_csize.X * (m_csize.Y + 1);
52 // Noises are created using 1-down overgeneration
53 // A Nx-by-1-by-Nz-sized plane is at the bottom of the desired for
54 // re-carving the solid overtop placed for blocking sunlight
55 noise_cave1 = new Noise(np_cave1, seed, m_csize.X, m_csize.Y + 1, m_csize.Z);
56 noise_cave2 = new Noise(np_cave2, seed, m_csize.X, m_csize.Y + 1, m_csize.Z);
60 CavesNoiseIntersection::~CavesNoiseIntersection()
67 void CavesNoiseIntersection::generateCaves(MMVManip *vm,
68 v3s16 nmin, v3s16 nmax, u8 *biomemap)
73 noise_cave1->perlinMap3D(nmin.X, nmin.Y - 1, nmin.Z);
74 noise_cave2->perlinMap3D(nmin.X, nmin.Y - 1, nmin.Z);
76 v3s16 em = vm->m_area.getExtent();
77 u32 index2d = 0; // Biomemap index
79 for (s16 z = nmin.Z; z <= nmax.Z; z++)
80 for (s16 x = nmin.X; x <= nmax.X; x++, index2d++) {
81 bool column_is_open = false; // Is column open to overground
82 bool is_under_river = false; // Is column under river water
83 bool is_under_tunnel = false; // Is tunnel or is under tunnel
84 // Indexes at column top
85 u32 vi = vm->m_area.index(x, nmax.Y, z);
86 u32 index3d = (z - nmin.Z) * m_zstride_1d + m_csize.Y * m_ystride +
87 (x - nmin.X); // 3D noise index
89 Biome *biome = (Biome *)m_bmgr->getRaw(biomemap[index2d]);
90 u16 depth_top = biome->depth_top;
91 u16 base_filler = depth_top + biome->depth_filler;
92 u16 depth_riverbed = biome->depth_riverbed;
94 // Don't excavate the overgenerated stone at nmax.Y + 1,
95 // this creates a 'roof' over the tunnel, preventing light in
96 // tunnels at mapchunk borders when generating mapchunks upwards.
97 // This 'roof' is removed when the mapchunk above is generated.
98 for (s16 y = nmax.Y; y >= nmin.Y - 1; y--,
100 vm->m_area.add_y(em, vi, -1)) {
102 content_t c = vm->m_data[vi].getContent();
103 if (c == CONTENT_AIR || c == biome->c_water_top ||
104 c == biome->c_water) {
105 column_is_open = true;
107 } else if (c == biome->c_river_water) {
108 column_is_open = true;
109 is_under_river = true;
113 float d1 = contour(noise_cave1->result[index3d]);
114 float d2 = contour(noise_cave2->result[index3d]);
116 if (d1 * d2 > m_cave_width && m_ndef->get(c).is_ground_content) {
117 // In tunnel and ground content, excavate
118 vm->m_data[vi] = MapNode(CONTENT_AIR);
119 is_under_tunnel = true;
120 } else if (column_is_open && is_under_tunnel &&
121 (c == biome->c_stone || c == biome->c_filler)) {
122 // Tunnel entrance floor, place biome surface nodes
123 if (is_under_river) {
124 if (nplaced < depth_riverbed) {
125 vm->m_data[vi] = MapNode(biome->c_riverbed);
128 // Disable top/filler placement
129 column_is_open = false;
130 is_under_river = false;
131 is_under_tunnel = false;
133 } else if (nplaced < depth_top) {
134 vm->m_data[vi] = MapNode(biome->c_top);
136 } else if (nplaced < base_filler) {
137 vm->m_data[vi] = MapNode(biome->c_filler);
140 // Disable top/filler placement
141 column_is_open = false;
142 is_under_tunnel = false;
145 // Not tunnel or tunnel entrance floor
146 column_is_open = false;
157 CavernsNoise::CavernsNoise(
158 INodeDefManager *nodedef, v3s16 chunksize, NoiseParams *np_cavern,
159 s32 seed, float cavern_limit, float cavern_taper, float cavern_threshold)
166 m_cavern_limit = cavern_limit;
167 m_cavern_taper = cavern_taper;
168 m_cavern_threshold = cavern_threshold;
170 m_ystride = m_csize.X;
171 m_zstride_1d = m_csize.X * (m_csize.Y + 1);
173 // Noise is created using 1-down overgeneration
174 // A Nx-by-1-by-Nz-sized plane is at the bottom of the desired for
175 // re-carving the solid overtop placed for blocking sunlight
176 noise_cavern = new Noise(np_cavern, seed, m_csize.X, m_csize.Y + 1, m_csize.Z);
178 c_water_source = m_ndef->getId("mapgen_water_source");
179 if (c_water_source == CONTENT_IGNORE)
180 c_water_source = CONTENT_AIR;
182 c_lava_source = m_ndef->getId("mapgen_lava_source");
183 if (c_lava_source == CONTENT_IGNORE)
184 c_lava_source = CONTENT_AIR;
188 CavernsNoise::~CavernsNoise()
194 bool CavernsNoise::generateCaverns(MMVManip *vm, v3s16 nmin, v3s16 nmax)
199 noise_cavern->perlinMap3D(nmin.X, nmin.Y - 1, nmin.Z);
201 // Cache cavern_amp values
202 float *cavern_amp = new float[m_csize.Y + 1];
203 u8 cavern_amp_index = 0; // Index zero at column top
204 for (s16 y = nmax.Y; y >= nmin.Y - 1; y--, cavern_amp_index++) {
205 cavern_amp[cavern_amp_index] =
206 MYMIN((m_cavern_limit - y) / (float)m_cavern_taper, 1.0f);
210 bool has_cavern = false;
211 v3s16 em = vm->m_area.getExtent();
214 for (s16 z = nmin.Z; z <= nmax.Z; z++)
215 for (s16 x = nmin.X; x <= nmax.X; x++, index2d++) {
216 // Reset cave_amp index to column top
217 cavern_amp_index = 0;
218 // Initial voxelmanip index at column top
219 u32 vi = vm->m_area.index(x, nmax.Y, z);
220 // Initial 3D noise index at column top
221 u32 index3d = (z - nmin.Z) * m_zstride_1d + m_csize.Y * m_ystride +
223 // Don't excavate the overgenerated stone at node_max.Y + 1,
224 // this creates a 'roof' over the cavern, preventing light in
225 // caverns at mapchunk borders when generating mapchunks upwards.
226 // This 'roof' is excavated when the mapchunk above is generated.
227 for (s16 y = nmax.Y; y >= nmin.Y - 1; y--,
228 index3d -= m_ystride,
229 vm->m_area.add_y(em, vi, -1),
230 cavern_amp_index++) {
231 content_t c = vm->m_data[vi].getContent();
232 float nabs_cavern = fabs(noise_cavern->result[index3d]);
233 // Caverns generate first but still remove lava and water in case
234 // of overgenerated classic caves.
235 if (nabs_cavern * cavern_amp[cavern_amp_index] > m_cavern_threshold &&
236 (m_ndef->get(c).is_ground_content ||
237 c == c_lava_source || c == c_water_source)) {
238 vm->m_data[vi] = MapNode(CONTENT_AIR);
253 CavesRandomWalk::CavesRandomWalk(
254 INodeDefManager *ndef,
255 GenerateNotifier *gennotify,
258 content_t water_source,
259 content_t lava_source)
264 this->gennotify = gennotify;
266 this->water_level = water_level;
267 this->np_caveliquids = &nparams_caveliquids;
268 this->lava_depth = DEFAULT_LAVA_DEPTH;
270 c_water_source = water_source;
271 if (c_water_source == CONTENT_IGNORE)
272 c_water_source = ndef->getId("mapgen_water_source");
273 if (c_water_source == CONTENT_IGNORE)
274 c_water_source = CONTENT_AIR;
276 c_lava_source = lava_source;
277 if (c_lava_source == CONTENT_IGNORE)
278 c_lava_source = ndef->getId("mapgen_lava_source");
279 if (c_lava_source == CONTENT_IGNORE)
280 c_lava_source = CONTENT_AIR;
284 void CavesRandomWalk::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax,
285 PseudoRandom *ps, bool is_large_cave, int max_stone_height, s16 *heightmap)
292 this->node_min = nmin;
293 this->node_max = nmax;
294 this->heightmap = heightmap;
295 this->large_cave = is_large_cave;
297 this->ystride = nmax.X - nmin.X + 1;
299 // Set initial parameters from randomness
300 int dswitchint = ps->range(1, 14);
301 flooded = ps->range(1, 2) == 2;
304 part_max_length_rs = ps->range(2, 4);
305 tunnel_routepoints = ps->range(5, ps->range(15, 30));
306 min_tunnel_diameter = 5;
307 max_tunnel_diameter = ps->range(7, ps->range(8, 24));
309 part_max_length_rs = ps->range(2, 9);
310 tunnel_routepoints = ps->range(10, ps->range(15, 30));
311 min_tunnel_diameter = 2;
312 max_tunnel_diameter = ps->range(2, 6);
315 large_cave_is_flat = (ps->range(0, 1) == 0);
317 main_direction = v3f(0, 0, 0);
319 // Allowed route area size in nodes
320 ar = node_max - node_min + v3s16(1, 1, 1);
321 // Area starting point in nodes
325 //(this should be more than the maximum radius of the tunnel)
326 const s16 insure = 10;
327 s16 more = MYMAX(MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure, 1);
328 ar += v3s16(1, 0, 1) * more * 2;
329 of -= v3s16(1, 0, 1) * more;
332 // Allow half a diameter + 7 over stone surface
333 route_y_max = -of.Y + max_stone_y + max_tunnel_diameter / 2 + 7;
335 // Limit maximum to area
336 route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
340 if (node_min.Y < water_level && node_max.Y > water_level) {
341 minpos = water_level - max_tunnel_diameter / 3 - of.Y;
342 route_y_max = water_level + max_tunnel_diameter / 3 - of.Y;
344 route_y_min = ps->range(minpos, minpos + max_tunnel_diameter);
345 route_y_min = rangelim(route_y_min, 0, route_y_max);
348 s16 route_start_y_min = route_y_min;
349 s16 route_start_y_max = route_y_max;
351 route_start_y_min = rangelim(route_start_y_min, 0, ar.Y - 1);
352 route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1);
354 // Randomize starting position
355 orp.Z = (float)(ps->next() % ar.Z) + 0.5f;
356 orp.Y = (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5f;
357 orp.X = (float)(ps->next() % ar.X) + 0.5f;
359 // Add generation notify begin event
361 v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
362 GenNotifyType notifytype = large_cave ?
363 GENNOTIFY_LARGECAVE_BEGIN : GENNOTIFY_CAVE_BEGIN;
364 gennotify->addEvent(notifytype, abs_pos);
367 // Generate some tunnel starting from orp
368 for (u16 j = 0; j < tunnel_routepoints; j++)
369 makeTunnel(j % dswitchint == 0);
371 // Add generation notify end event
373 v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
374 GenNotifyType notifytype = large_cave ?
375 GENNOTIFY_LARGECAVE_END : GENNOTIFY_CAVE_END;
376 gennotify->addEvent(notifytype, abs_pos);
381 void CavesRandomWalk::makeTunnel(bool dirswitch)
383 if (dirswitch && !large_cave) {
384 main_direction.Z = ((float)(ps->next() % 20) - (float)10) / 10;
385 main_direction.Y = ((float)(ps->next() % 20) - (float)10) / 30;
386 main_direction.X = ((float)(ps->next() % 20) - (float)10) / 10;
388 main_direction *= (float)ps->range(0, 10) / 10;
392 s16 min_d = min_tunnel_diameter;
393 s16 max_d = max_tunnel_diameter;
394 rs = ps->range(min_d, max_d);
395 s16 rs_part_max_length_rs = rs * part_max_length_rs;
400 rs_part_max_length_rs,
401 rs_part_max_length_rs / 2,
402 rs_part_max_length_rs
406 rs_part_max_length_rs,
407 ps->range(1, rs_part_max_length_rs),
408 rs_part_max_length_rs
413 // Jump downward sometimes
414 if (!large_cave && ps->range(0, 12) == 0) {
415 vec.Z = (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2;
416 vec.Y = (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y;
417 vec.X = (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2;
419 vec.Z = (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2;
420 vec.Y = (float)(ps->next() % (maxlen.Y * 1)) - (float)maxlen.Y / 2;
421 vec.X = (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2;
424 // Do not make caves that are above ground.
425 // It is only necessary to check the startpoint and endpoint.
426 v3s16 p1 = v3s16(orp.X, orp.Y, orp.Z) + of + rs / 2;
427 v3s16 p2 = v3s16(vec.X, vec.Y, vec.Z) + p1;
428 if (isPosAboveSurface(p1) || isPosAboveSurface(p2))
431 vec += main_direction;
436 else if (rp.X >= ar.X)
439 if (rp.Y < route_y_min)
441 else if (rp.Y >= route_y_max)
442 rp.Y = route_y_max - 1;
446 else if (rp.Z >= ar.Z)
451 float veclen = vec.getLength();
455 // Every second section is rough
456 bool randomize_xz = (ps->range(1, 2) == 1);
459 for (float f = 0.f; f < 1.0f; f += 1.0f / veclen)
460 carveRoute(vec, f, randomize_xz);
466 void CavesRandomWalk::carveRoute(v3f vec, float f, bool randomize_xz)
468 MapNode airnode(CONTENT_AIR);
469 MapNode waternode(c_water_source);
470 MapNode lavanode(c_lava_source);
472 v3s16 startp(orp.X, orp.Y, orp.Z);
475 float nval = NoisePerlin3D(np_caveliquids, startp.X,
476 startp.Y, startp.Z, seed);
477 MapNode liquidnode = (nval < 0.40f && node_max.Y < lava_depth) ?
478 lavanode : waternode;
480 v3f fp = orp + vec * f;
481 fp.X += 0.1f * ps->range(-10, 10);
482 fp.Z += 0.1f * ps->range(-10, 10);
483 v3s16 cp(fp.X, fp.Y, fp.Z);
488 d0 += ps->range(-1, 1);
489 d1 += ps->range(-1, 1);
492 bool flat_cave_floor = !large_cave && ps->range(0, 2) == 2;
494 for (s16 z0 = d0; z0 <= d1; z0++) {
495 s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
496 for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
497 s16 maxabsxz = MYMAX(abs(x0), abs(z0));
499 s16 si2 = rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
501 for (s16 y0 = -si2; y0 <= si2; y0++) {
502 // Make better floors in small caves
503 if (flat_cave_floor && y0 <= -rs / 2 && rs <= 7)
506 if (large_cave_is_flat) {
507 // Make large caves not so tall
508 if (rs > 7 && abs(y0) >= rs / 3)
512 v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
515 if (vm->m_area.contains(p) == false)
518 u32 i = vm->m_area.index(p);
519 content_t c = vm->m_data[i].getContent();
520 if (!ndef->get(c).is_ground_content)
524 int full_ymin = node_min.Y - MAP_BLOCKSIZE;
525 int full_ymax = node_max.Y + MAP_BLOCKSIZE;
527 if (flooded && full_ymin < water_level && full_ymax > water_level)
528 vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode;
529 else if (flooded && full_ymax < water_level)
530 vm->m_data[i] = (p.Y < startp.Y - 4) ? liquidnode : airnode;
532 vm->m_data[i] = airnode;
534 if (c == CONTENT_IGNORE)
537 vm->m_data[i] = airnode;
538 vm->m_flags[i] |= VMANIP_FLAG_CAVE;
546 inline bool CavesRandomWalk::isPosAboveSurface(v3s16 p)
548 if (heightmap != NULL &&
549 p.Z >= node_min.Z && p.Z <= node_max.Z &&
550 p.X >= node_min.X && p.X <= node_max.X) {
551 u32 index = (p.Z - node_min.Z) * ystride + (p.X - node_min.X);
552 if (heightmap[index] < p.Y)
554 } else if (p.Y > water_level) {
566 CavesV6::CavesV6(INodeDefManager *ndef, GenerateNotifier *gennotify,
567 int water_level, content_t water_source, content_t lava_source)
572 this->gennotify = gennotify;
573 this->water_level = water_level;
575 c_water_source = water_source;
576 if (c_water_source == CONTENT_IGNORE)
577 c_water_source = ndef->getId("mapgen_water_source");
578 if (c_water_source == CONTENT_IGNORE)
579 c_water_source = CONTENT_AIR;
581 c_lava_source = lava_source;
582 if (c_lava_source == CONTENT_IGNORE)
583 c_lava_source = ndef->getId("mapgen_lava_source");
584 if (c_lava_source == CONTENT_IGNORE)
585 c_lava_source = CONTENT_AIR;
589 void CavesV6::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax,
590 PseudoRandom *ps, PseudoRandom *ps2,
591 bool is_large_cave, int max_stone_height, s16 *heightmap)
600 this->node_min = nmin;
601 this->node_max = nmax;
602 this->heightmap = heightmap;
603 this->large_cave = is_large_cave;
605 this->ystride = nmax.X - nmin.X + 1;
607 // Set initial parameters from randomness
608 min_tunnel_diameter = 2;
609 max_tunnel_diameter = ps->range(2, 6);
610 int dswitchint = ps->range(1, 14);
612 part_max_length_rs = ps->range(2, 4);
613 tunnel_routepoints = ps->range(5, ps->range(15, 30));
614 min_tunnel_diameter = 5;
615 max_tunnel_diameter = ps->range(7, ps->range(8, 24));
617 part_max_length_rs = ps->range(2, 9);
618 tunnel_routepoints = ps->range(10, ps->range(15, 30));
620 large_cave_is_flat = (ps->range(0, 1) == 0);
622 main_direction = v3f(0, 0, 0);
624 // Allowed route area size in nodes
625 ar = node_max - node_min + v3s16(1, 1, 1);
626 // Area starting point in nodes
630 //(this should be more than the maximum radius of the tunnel)
631 const s16 max_spread_amount = MAP_BLOCKSIZE;
632 const s16 insure = 10;
633 s16 more = MYMAX(max_spread_amount - max_tunnel_diameter / 2 - insure, 1);
634 ar += v3s16(1, 0, 1) * more * 2;
635 of -= v3s16(1, 0, 1) * more;
638 // Allow half a diameter + 7 over stone surface
639 route_y_max = -of.Y + max_stone_height + max_tunnel_diameter / 2 + 7;
641 // Limit maximum to area
642 route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
646 if (node_min.Y < water_level && node_max.Y > water_level) {
647 minpos = water_level - max_tunnel_diameter / 3 - of.Y;
648 route_y_max = water_level + max_tunnel_diameter / 3 - of.Y;
650 route_y_min = ps->range(minpos, minpos + max_tunnel_diameter);
651 route_y_min = rangelim(route_y_min, 0, route_y_max);
654 s16 route_start_y_min = route_y_min;
655 s16 route_start_y_max = route_y_max;
657 route_start_y_min = rangelim(route_start_y_min, 0, ar.Y - 1);
658 route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1);
660 // Randomize starting position
661 orp.Z = (float)(ps->next() % ar.Z) + 0.5f;
662 orp.Y = (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5f;
663 orp.X = (float)(ps->next() % ar.X) + 0.5f;
665 // Add generation notify begin event
666 if (gennotify != NULL) {
667 v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
668 GenNotifyType notifytype = large_cave ?
669 GENNOTIFY_LARGECAVE_BEGIN : GENNOTIFY_CAVE_BEGIN;
670 gennotify->addEvent(notifytype, abs_pos);
673 // Generate some tunnel starting from orp
674 for (u16 j = 0; j < tunnel_routepoints; j++)
675 makeTunnel(j % dswitchint == 0);
677 // Add generation notify end event
678 if (gennotify != NULL) {
679 v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
680 GenNotifyType notifytype = large_cave ?
681 GENNOTIFY_LARGECAVE_END : GENNOTIFY_CAVE_END;
682 gennotify->addEvent(notifytype, abs_pos);
687 void CavesV6::makeTunnel(bool dirswitch)
689 if (dirswitch && !large_cave) {
690 main_direction.Z = ((float)(ps->next() % 20) - (float)10) / 10;
691 main_direction.Y = ((float)(ps->next() % 20) - (float)10) / 30;
692 main_direction.X = ((float)(ps->next() % 20) - (float)10) / 10;
694 main_direction *= (float)ps->range(0, 10) / 10;
698 s16 min_d = min_tunnel_diameter;
699 s16 max_d = max_tunnel_diameter;
700 rs = ps->range(min_d, max_d);
701 s16 rs_part_max_length_rs = rs * part_max_length_rs;
706 rs_part_max_length_rs,
707 rs_part_max_length_rs / 2,
708 rs_part_max_length_rs
712 rs_part_max_length_rs,
713 ps->range(1, rs_part_max_length_rs),
714 rs_part_max_length_rs
719 vec.Z = (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2;
720 vec.Y = (float)(ps->next() % maxlen.Y) - (float)maxlen.Y / 2;
721 vec.X = (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2;
723 // Jump downward sometimes
724 if (!large_cave && ps->range(0, 12) == 0) {
725 vec.Z = (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2;
726 vec.Y = (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y;
727 vec.X = (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2;
730 // Do not make caves that are entirely above ground, to fix shadow bugs
731 // caused by overgenerated large caves.
732 // It is only necessary to check the startpoint and endpoint.
733 v3s16 p1 = v3s16(orp.X, orp.Y, orp.Z) + of + rs / 2;
734 v3s16 p2 = v3s16(vec.X, vec.Y, vec.Z) + p1;
736 // If startpoint and endpoint are above ground, disable placement of nodes
737 // in carveRoute while still running all PseudoRandom calls to ensure caves
738 // are consistent with existing worlds.
739 bool tunnel_above_ground =
740 p1.Y > getSurfaceFromHeightmap(p1) &&
741 p2.Y > getSurfaceFromHeightmap(p2);
743 vec += main_direction;
748 else if (rp.X >= ar.X)
751 if (rp.Y < route_y_min)
753 else if (rp.Y >= route_y_max)
754 rp.Y = route_y_max - 1;
758 else if (rp.Z >= ar.Z)
763 float veclen = vec.getLength();
764 // As odd as it sounds, veclen is *exactly* 0.0 sometimes, causing a FPE
768 // Every second section is rough
769 bool randomize_xz = (ps2->range(1, 2) == 1);
772 for (float f = 0.f; f < 1.0f; f += 1.0f / veclen)
773 carveRoute(vec, f, randomize_xz, tunnel_above_ground);
779 void CavesV6::carveRoute(v3f vec, float f, bool randomize_xz,
780 bool tunnel_above_ground)
782 MapNode airnode(CONTENT_AIR);
783 MapNode waternode(c_water_source);
784 MapNode lavanode(c_lava_source);
786 v3s16 startp(orp.X, orp.Y, orp.Z);
789 v3f fp = orp + vec * f;
790 fp.X += 0.1f * ps->range(-10, 10);
791 fp.Z += 0.1f * ps->range(-10, 10);
792 v3s16 cp(fp.X, fp.Y, fp.Z);
797 d0 += ps->range(-1, 1);
798 d1 += ps->range(-1, 1);
801 for (s16 z0 = d0; z0 <= d1; z0++) {
802 s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
803 for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
804 if (tunnel_above_ground)
807 s16 maxabsxz = MYMAX(abs(x0), abs(z0));
808 s16 si2 = rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
809 for (s16 y0 = -si2; y0 <= si2; y0++) {
810 if (large_cave_is_flat) {
811 // Make large caves not so tall
812 if (rs > 7 && abs(y0) >= rs / 3)
816 v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
819 if (vm->m_area.contains(p) == false)
822 u32 i = vm->m_area.index(p);
823 content_t c = vm->m_data[i].getContent();
824 if (!ndef->get(c).is_ground_content)
828 int full_ymin = node_min.Y - MAP_BLOCKSIZE;
829 int full_ymax = node_max.Y + MAP_BLOCKSIZE;
831 if (full_ymin < water_level && full_ymax > water_level) {
832 vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode;
833 } else if (full_ymax < water_level) {
834 vm->m_data[i] = (p.Y < startp.Y - 2) ? lavanode : airnode;
836 vm->m_data[i] = airnode;
839 if (c == CONTENT_IGNORE || c == CONTENT_AIR)
842 vm->m_data[i] = airnode;
843 vm->m_flags[i] |= VMANIP_FLAG_CAVE;
851 inline s16 CavesV6::getSurfaceFromHeightmap(v3s16 p)
853 if (heightmap != NULL &&
854 p.Z >= node_min.Z && p.Z <= node_max.Z &&
855 p.X >= node_min.X && p.X <= node_max.X) {
856 u32 index = (p.Z - node_min.Z) * ystride + (p.X - node_min.X);
857 return heightmap[index];