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 const 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;
109 if (c == biome->c_river_water) {
110 column_is_open = true;
111 is_under_river = true;
115 float d1 = contour(noise_cave1->result[index3d]);
116 float d2 = contour(noise_cave2->result[index3d]);
118 if (d1 * d2 > m_cave_width && m_ndef->get(c).is_ground_content) {
119 // In tunnel and ground content, excavate
120 vm->m_data[vi] = MapNode(CONTENT_AIR);
121 is_under_tunnel = true;
122 } else if (column_is_open && is_under_tunnel &&
123 (c == biome->c_stone || c == biome->c_filler)) {
124 // Tunnel entrance floor, place biome surface nodes
125 if (is_under_river) {
126 if (nplaced < depth_riverbed) {
127 vm->m_data[vi] = MapNode(biome->c_riverbed);
130 // Disable top/filler placement
131 column_is_open = false;
132 is_under_river = false;
133 is_under_tunnel = false;
135 } else if (nplaced < depth_top) {
136 vm->m_data[vi] = MapNode(biome->c_top);
138 } else if (nplaced < base_filler) {
139 vm->m_data[vi] = MapNode(biome->c_filler);
142 // Disable top/filler placement
143 column_is_open = false;
144 is_under_tunnel = false;
147 // Not tunnel or tunnel entrance floor
148 column_is_open = false;
159 CavernsNoise::CavernsNoise(
160 INodeDefManager *nodedef, v3s16 chunksize, NoiseParams *np_cavern,
161 s32 seed, float cavern_limit, float cavern_taper, float cavern_threshold)
168 m_cavern_limit = cavern_limit;
169 m_cavern_taper = cavern_taper;
170 m_cavern_threshold = cavern_threshold;
172 m_ystride = m_csize.X;
173 m_zstride_1d = m_csize.X * (m_csize.Y + 1);
175 // Noise is created using 1-down overgeneration
176 // A Nx-by-1-by-Nz-sized plane is at the bottom of the desired for
177 // re-carving the solid overtop placed for blocking sunlight
178 noise_cavern = new Noise(np_cavern, seed, m_csize.X, m_csize.Y + 1, m_csize.Z);
180 c_water_source = m_ndef->getId("mapgen_water_source");
181 if (c_water_source == CONTENT_IGNORE)
182 c_water_source = CONTENT_AIR;
184 c_lava_source = m_ndef->getId("mapgen_lava_source");
185 if (c_lava_source == CONTENT_IGNORE)
186 c_lava_source = CONTENT_AIR;
190 CavernsNoise::~CavernsNoise()
196 bool CavernsNoise::generateCaverns(MMVManip *vm, v3s16 nmin, v3s16 nmax)
201 noise_cavern->perlinMap3D(nmin.X, nmin.Y - 1, nmin.Z);
203 // Cache cavern_amp values
204 float *cavern_amp = new float[m_csize.Y + 1];
205 u8 cavern_amp_index = 0; // Index zero at column top
206 for (s16 y = nmax.Y; y >= nmin.Y - 1; y--, cavern_amp_index++) {
207 cavern_amp[cavern_amp_index] =
208 MYMIN((m_cavern_limit - y) / (float)m_cavern_taper, 1.0f);
212 bool near_cavern = false;
213 const v3s16 &em = vm->m_area.getExtent();
216 for (s16 z = nmin.Z; z <= nmax.Z; z++)
217 for (s16 x = nmin.X; x <= nmax.X; x++, index2d++) {
218 // Reset cave_amp index to column top
219 cavern_amp_index = 0;
220 // Initial voxelmanip index at column top
221 u32 vi = vm->m_area.index(x, nmax.Y, z);
222 // Initial 3D noise index at column top
223 u32 index3d = (z - nmin.Z) * m_zstride_1d + m_csize.Y * m_ystride +
225 // Don't excavate the overgenerated stone at node_max.Y + 1,
226 // this creates a 'roof' over the cavern, preventing light in
227 // caverns at mapchunk borders when generating mapchunks upwards.
228 // This 'roof' is excavated when the mapchunk above is generated.
229 for (s16 y = nmax.Y; y >= nmin.Y - 1; y--,
230 index3d -= m_ystride,
231 vm->m_area.add_y(em, vi, -1),
232 cavern_amp_index++) {
233 content_t c = vm->m_data[vi].getContent();
234 float n_absamp_cavern = fabs(noise_cavern->result[index3d]) *
235 cavern_amp[cavern_amp_index];
236 // Disable CavesRandomWalk at a safe distance from caverns
237 // to avoid excessively spreading liquids in caverns.
238 if (n_absamp_cavern > m_cavern_threshold - 0.1f) {
240 if (n_absamp_cavern > m_cavern_threshold &&
241 m_ndef->get(c).is_ground_content)
242 vm->m_data[vi] = MapNode(CONTENT_AIR);
257 CavesRandomWalk::CavesRandomWalk(
258 INodeDefManager *ndef,
259 GenerateNotifier *gennotify,
262 content_t water_source,
263 content_t lava_source,
269 this->gennotify = gennotify;
271 this->water_level = water_level;
272 this->np_caveliquids = &nparams_caveliquids;
273 this->lava_depth = lava_depth;
275 c_water_source = water_source;
276 if (c_water_source == CONTENT_IGNORE)
277 c_water_source = ndef->getId("mapgen_water_source");
278 if (c_water_source == CONTENT_IGNORE)
279 c_water_source = CONTENT_AIR;
281 c_lava_source = lava_source;
282 if (c_lava_source == CONTENT_IGNORE)
283 c_lava_source = ndef->getId("mapgen_lava_source");
284 if (c_lava_source == CONTENT_IGNORE)
285 c_lava_source = CONTENT_AIR;
289 void CavesRandomWalk::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax,
290 PseudoRandom *ps, bool is_large_cave, int max_stone_height, s16 *heightmap)
297 this->node_min = nmin;
298 this->node_max = nmax;
299 this->heightmap = heightmap;
300 this->large_cave = is_large_cave;
302 this->ystride = nmax.X - nmin.X + 1;
304 // Set initial parameters from randomness
305 int dswitchint = ps->range(1, 14);
306 flooded = ps->range(1, 2) == 2;
309 part_max_length_rs = ps->range(2, 4);
310 tunnel_routepoints = ps->range(5, ps->range(15, 30));
311 min_tunnel_diameter = 5;
312 max_tunnel_diameter = ps->range(7, ps->range(8, 24));
314 part_max_length_rs = ps->range(2, 9);
315 tunnel_routepoints = ps->range(10, ps->range(15, 30));
316 min_tunnel_diameter = 2;
317 max_tunnel_diameter = ps->range(2, 6);
320 large_cave_is_flat = (ps->range(0, 1) == 0);
322 main_direction = v3f(0, 0, 0);
324 // Allowed route area size in nodes
325 ar = node_max - node_min + v3s16(1, 1, 1);
326 // Area starting point in nodes
330 //(this should be more than the maximum radius of the tunnel)
331 const s16 insure = 10;
332 s16 more = MYMAX(MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure, 1);
333 ar += v3s16(1, 0, 1) * more * 2;
334 of -= v3s16(1, 0, 1) * more;
337 // Allow half a diameter + 7 over stone surface
338 route_y_max = -of.Y + max_stone_y + max_tunnel_diameter / 2 + 7;
340 // Limit maximum to area
341 route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
345 if (node_min.Y < water_level && node_max.Y > water_level) {
346 minpos = water_level - max_tunnel_diameter / 3 - of.Y;
347 route_y_max = water_level + max_tunnel_diameter / 3 - of.Y;
349 route_y_min = ps->range(minpos, minpos + max_tunnel_diameter);
350 route_y_min = rangelim(route_y_min, 0, route_y_max);
353 s16 route_start_y_min = route_y_min;
354 s16 route_start_y_max = route_y_max;
356 route_start_y_min = rangelim(route_start_y_min, 0, ar.Y - 1);
357 route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1);
359 // Randomize starting position
360 orp.Z = (float)(ps->next() % ar.Z) + 0.5f;
361 orp.Y = (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5f;
362 orp.X = (float)(ps->next() % ar.X) + 0.5f;
364 // Add generation notify begin event
366 v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
367 GenNotifyType notifytype = large_cave ?
368 GENNOTIFY_LARGECAVE_BEGIN : GENNOTIFY_CAVE_BEGIN;
369 gennotify->addEvent(notifytype, abs_pos);
372 // Generate some tunnel starting from orp
373 for (u16 j = 0; j < tunnel_routepoints; j++)
374 makeTunnel(j % dswitchint == 0);
376 // Add generation notify end event
378 v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
379 GenNotifyType notifytype = large_cave ?
380 GENNOTIFY_LARGECAVE_END : GENNOTIFY_CAVE_END;
381 gennotify->addEvent(notifytype, abs_pos);
386 void CavesRandomWalk::makeTunnel(bool dirswitch)
388 if (dirswitch && !large_cave) {
389 main_direction.Z = ((float)(ps->next() % 20) - (float)10) / 10;
390 main_direction.Y = ((float)(ps->next() % 20) - (float)10) / 30;
391 main_direction.X = ((float)(ps->next() % 20) - (float)10) / 10;
393 main_direction *= (float)ps->range(0, 10) / 10;
397 s16 min_d = min_tunnel_diameter;
398 s16 max_d = max_tunnel_diameter;
399 rs = ps->range(min_d, max_d);
400 s16 rs_part_max_length_rs = rs * part_max_length_rs;
405 rs_part_max_length_rs,
406 rs_part_max_length_rs / 2,
407 rs_part_max_length_rs
411 rs_part_max_length_rs,
412 ps->range(1, rs_part_max_length_rs),
413 rs_part_max_length_rs
418 // Jump downward sometimes
419 if (!large_cave && ps->range(0, 12) == 0) {
420 vec.Z = (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2;
421 vec.Y = (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y;
422 vec.X = (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2;
424 vec.Z = (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2;
425 vec.Y = (float)(ps->next() % (maxlen.Y * 1)) - (float)maxlen.Y / 2;
426 vec.X = (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2;
429 // Do not make caves that are above ground.
430 // It is only necessary to check the startpoint and endpoint.
431 v3s16 p1 = v3s16(orp.X, orp.Y, orp.Z) + of + rs / 2;
432 v3s16 p2 = v3s16(vec.X, vec.Y, vec.Z) + p1;
433 if (isPosAboveSurface(p1) || isPosAboveSurface(p2))
436 vec += main_direction;
441 else if (rp.X >= ar.X)
444 if (rp.Y < route_y_min)
446 else if (rp.Y >= route_y_max)
447 rp.Y = route_y_max - 1;
451 else if (rp.Z >= ar.Z)
456 float veclen = vec.getLength();
460 // Every second section is rough
461 bool randomize_xz = (ps->range(1, 2) == 1);
464 for (float f = 0.f; f < 1.0f; f += 1.0f / veclen)
465 carveRoute(vec, f, randomize_xz);
471 void CavesRandomWalk::carveRoute(v3f vec, float f, bool randomize_xz)
473 MapNode airnode(CONTENT_AIR);
474 MapNode waternode(c_water_source);
475 MapNode lavanode(c_lava_source);
477 v3s16 startp(orp.X, orp.Y, orp.Z);
480 float nval = NoisePerlin3D(np_caveliquids, startp.X,
481 startp.Y, startp.Z, seed);
482 MapNode liquidnode = (nval < 0.40f && node_max.Y < lava_depth) ?
483 lavanode : waternode;
485 v3f fp = orp + vec * f;
486 fp.X += 0.1f * ps->range(-10, 10);
487 fp.Z += 0.1f * ps->range(-10, 10);
488 v3s16 cp(fp.X, fp.Y, fp.Z);
493 d0 += ps->range(-1, 1);
494 d1 += ps->range(-1, 1);
497 bool flat_cave_floor = !large_cave && ps->range(0, 2) == 2;
499 for (s16 z0 = d0; z0 <= d1; z0++) {
500 s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
501 for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
502 s16 maxabsxz = MYMAX(abs(x0), abs(z0));
504 s16 si2 = rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
506 for (s16 y0 = -si2; y0 <= si2; y0++) {
507 // Make better floors in small caves
508 if (flat_cave_floor && y0 <= -rs / 2 && rs <= 7)
511 if (large_cave_is_flat) {
512 // Make large caves not so tall
513 if (rs > 7 && abs(y0) >= rs / 3)
517 v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
520 if (!vm->m_area.contains(p))
523 u32 i = vm->m_area.index(p);
524 content_t c = vm->m_data[i].getContent();
525 if (!ndef->get(c).is_ground_content)
529 int full_ymin = node_min.Y - MAP_BLOCKSIZE;
530 int full_ymax = node_max.Y + MAP_BLOCKSIZE;
532 if (flooded && full_ymin < water_level && full_ymax > water_level)
533 vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode;
534 else if (flooded && full_ymax < water_level)
535 vm->m_data[i] = (p.Y < startp.Y - 4) ? liquidnode : airnode;
537 vm->m_data[i] = airnode;
539 if (c == CONTENT_IGNORE)
542 vm->m_data[i] = airnode;
543 vm->m_flags[i] |= VMANIP_FLAG_CAVE;
551 inline bool CavesRandomWalk::isPosAboveSurface(v3s16 p)
553 if (heightmap != NULL &&
554 p.Z >= node_min.Z && p.Z <= node_max.Z &&
555 p.X >= node_min.X && p.X <= node_max.X) {
556 u32 index = (p.Z - node_min.Z) * ystride + (p.X - node_min.X);
557 if (heightmap[index] < p.Y)
559 } else if (p.Y > water_level) {
571 CavesV6::CavesV6(INodeDefManager *ndef, GenerateNotifier *gennotify,
572 int water_level, content_t water_source, content_t lava_source)
577 this->gennotify = gennotify;
578 this->water_level = water_level;
580 c_water_source = water_source;
581 if (c_water_source == CONTENT_IGNORE)
582 c_water_source = ndef->getId("mapgen_water_source");
583 if (c_water_source == CONTENT_IGNORE)
584 c_water_source = CONTENT_AIR;
586 c_lava_source = lava_source;
587 if (c_lava_source == CONTENT_IGNORE)
588 c_lava_source = ndef->getId("mapgen_lava_source");
589 if (c_lava_source == CONTENT_IGNORE)
590 c_lava_source = CONTENT_AIR;
594 void CavesV6::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax,
595 PseudoRandom *ps, PseudoRandom *ps2,
596 bool is_large_cave, int max_stone_height, s16 *heightmap)
605 this->node_min = nmin;
606 this->node_max = nmax;
607 this->heightmap = heightmap;
608 this->large_cave = is_large_cave;
610 this->ystride = nmax.X - nmin.X + 1;
612 // Set initial parameters from randomness
613 min_tunnel_diameter = 2;
614 max_tunnel_diameter = ps->range(2, 6);
615 int dswitchint = ps->range(1, 14);
617 part_max_length_rs = ps->range(2, 4);
618 tunnel_routepoints = ps->range(5, ps->range(15, 30));
619 min_tunnel_diameter = 5;
620 max_tunnel_diameter = ps->range(7, ps->range(8, 24));
622 part_max_length_rs = ps->range(2, 9);
623 tunnel_routepoints = ps->range(10, ps->range(15, 30));
625 large_cave_is_flat = (ps->range(0, 1) == 0);
627 main_direction = v3f(0, 0, 0);
629 // Allowed route area size in nodes
630 ar = node_max - node_min + v3s16(1, 1, 1);
631 // Area starting point in nodes
635 //(this should be more than the maximum radius of the tunnel)
636 const s16 max_spread_amount = MAP_BLOCKSIZE;
637 const s16 insure = 10;
638 s16 more = MYMAX(max_spread_amount - max_tunnel_diameter / 2 - insure, 1);
639 ar += v3s16(1, 0, 1) * more * 2;
640 of -= v3s16(1, 0, 1) * more;
643 // Allow half a diameter + 7 over stone surface
644 route_y_max = -of.Y + max_stone_height + max_tunnel_diameter / 2 + 7;
646 // Limit maximum to area
647 route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
651 if (node_min.Y < water_level && node_max.Y > water_level) {
652 minpos = water_level - max_tunnel_diameter / 3 - of.Y;
653 route_y_max = water_level + max_tunnel_diameter / 3 - of.Y;
655 route_y_min = ps->range(minpos, minpos + max_tunnel_diameter);
656 route_y_min = rangelim(route_y_min, 0, route_y_max);
659 s16 route_start_y_min = route_y_min;
660 s16 route_start_y_max = route_y_max;
662 route_start_y_min = rangelim(route_start_y_min, 0, ar.Y - 1);
663 route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1);
665 // Randomize starting position
666 orp.Z = (float)(ps->next() % ar.Z) + 0.5f;
667 orp.Y = (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5f;
668 orp.X = (float)(ps->next() % ar.X) + 0.5f;
670 // Add generation notify begin event
671 if (gennotify != NULL) {
672 v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
673 GenNotifyType notifytype = large_cave ?
674 GENNOTIFY_LARGECAVE_BEGIN : GENNOTIFY_CAVE_BEGIN;
675 gennotify->addEvent(notifytype, abs_pos);
678 // Generate some tunnel starting from orp
679 for (u16 j = 0; j < tunnel_routepoints; j++)
680 makeTunnel(j % dswitchint == 0);
682 // Add generation notify end event
683 if (gennotify != NULL) {
684 v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
685 GenNotifyType notifytype = large_cave ?
686 GENNOTIFY_LARGECAVE_END : GENNOTIFY_CAVE_END;
687 gennotify->addEvent(notifytype, abs_pos);
692 void CavesV6::makeTunnel(bool dirswitch)
694 if (dirswitch && !large_cave) {
695 main_direction.Z = ((float)(ps->next() % 20) - (float)10) / 10;
696 main_direction.Y = ((float)(ps->next() % 20) - (float)10) / 30;
697 main_direction.X = ((float)(ps->next() % 20) - (float)10) / 10;
699 main_direction *= (float)ps->range(0, 10) / 10;
703 s16 min_d = min_tunnel_diameter;
704 s16 max_d = max_tunnel_diameter;
705 rs = ps->range(min_d, max_d);
706 s16 rs_part_max_length_rs = rs * part_max_length_rs;
711 rs_part_max_length_rs,
712 rs_part_max_length_rs / 2,
713 rs_part_max_length_rs
717 rs_part_max_length_rs,
718 ps->range(1, rs_part_max_length_rs),
719 rs_part_max_length_rs
724 vec.Z = (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2;
725 vec.Y = (float)(ps->next() % maxlen.Y) - (float)maxlen.Y / 2;
726 vec.X = (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2;
728 // Jump downward sometimes
729 if (!large_cave && ps->range(0, 12) == 0) {
730 vec.Z = (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2;
731 vec.Y = (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y;
732 vec.X = (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2;
735 // Do not make caves that are entirely above ground, to fix shadow bugs
736 // caused by overgenerated large caves.
737 // It is only necessary to check the startpoint and endpoint.
738 v3s16 p1 = v3s16(orp.X, orp.Y, orp.Z) + of + rs / 2;
739 v3s16 p2 = v3s16(vec.X, vec.Y, vec.Z) + p1;
741 // If startpoint and endpoint are above ground, disable placement of nodes
742 // in carveRoute while still running all PseudoRandom calls to ensure caves
743 // are consistent with existing worlds.
744 bool tunnel_above_ground =
745 p1.Y > getSurfaceFromHeightmap(p1) &&
746 p2.Y > getSurfaceFromHeightmap(p2);
748 vec += main_direction;
753 else if (rp.X >= ar.X)
756 if (rp.Y < route_y_min)
758 else if (rp.Y >= route_y_max)
759 rp.Y = route_y_max - 1;
763 else if (rp.Z >= ar.Z)
768 float veclen = vec.getLength();
769 // As odd as it sounds, veclen is *exactly* 0.0 sometimes, causing a FPE
773 // Every second section is rough
774 bool randomize_xz = (ps2->range(1, 2) == 1);
777 for (float f = 0.f; f < 1.0f; f += 1.0f / veclen)
778 carveRoute(vec, f, randomize_xz, tunnel_above_ground);
784 void CavesV6::carveRoute(v3f vec, float f, bool randomize_xz,
785 bool tunnel_above_ground)
787 MapNode airnode(CONTENT_AIR);
788 MapNode waternode(c_water_source);
789 MapNode lavanode(c_lava_source);
791 v3s16 startp(orp.X, orp.Y, orp.Z);
794 v3f fp = orp + vec * f;
795 fp.X += 0.1f * ps->range(-10, 10);
796 fp.Z += 0.1f * ps->range(-10, 10);
797 v3s16 cp(fp.X, fp.Y, fp.Z);
802 d0 += ps->range(-1, 1);
803 d1 += ps->range(-1, 1);
806 for (s16 z0 = d0; z0 <= d1; z0++) {
807 s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
808 for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
809 if (tunnel_above_ground)
812 s16 maxabsxz = MYMAX(abs(x0), abs(z0));
813 s16 si2 = rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
814 for (s16 y0 = -si2; y0 <= si2; y0++) {
815 if (large_cave_is_flat) {
816 // Make large caves not so tall
817 if (rs > 7 && abs(y0) >= rs / 3)
821 v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
824 if (!vm->m_area.contains(p))
827 u32 i = vm->m_area.index(p);
828 content_t c = vm->m_data[i].getContent();
829 if (!ndef->get(c).is_ground_content)
833 int full_ymin = node_min.Y - MAP_BLOCKSIZE;
834 int full_ymax = node_max.Y + MAP_BLOCKSIZE;
836 if (full_ymin < water_level && full_ymax > water_level) {
837 vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode;
838 } else if (full_ymax < water_level) {
839 vm->m_data[i] = (p.Y < startp.Y - 2) ? lavanode : airnode;
841 vm->m_data[i] = airnode;
844 if (c == CONTENT_IGNORE || c == CONTENT_AIR)
847 vm->m_data[i] = airnode;
848 vm->m_flags[i] |= VMANIP_FLAG_CAVE;
856 inline s16 CavesV6::getSurfaceFromHeightmap(v3s16 p)
858 if (heightmap != NULL &&
859 p.Z >= node_min.Z && p.Z <= node_max.Z &&
860 p.X >= node_min.X && p.X <= node_max.X) {
861 u32 index = (p.Z - node_min.Z) * ystride + (p.X - node_min.X);
862 return heightmap[index];