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 near_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 n_absamp_cavern = fabs(noise_cavern->result[index3d]) *
233 cavern_amp[cavern_amp_index];
234 // Disable CavesRandomWalk at a safe distance from caverns
235 // to avoid excessively spreading liquids in caverns.
236 if (n_absamp_cavern > m_cavern_threshold - 0.1f) {
238 if (n_absamp_cavern > m_cavern_threshold &&
239 m_ndef->get(c).is_ground_content)
240 vm->m_data[vi] = MapNode(CONTENT_AIR);
255 CavesRandomWalk::CavesRandomWalk(
256 INodeDefManager *ndef,
257 GenerateNotifier *gennotify,
260 content_t water_source,
261 content_t lava_source)
266 this->gennotify = gennotify;
268 this->water_level = water_level;
269 this->np_caveliquids = &nparams_caveliquids;
270 this->lava_depth = DEFAULT_LAVA_DEPTH;
272 c_water_source = water_source;
273 if (c_water_source == CONTENT_IGNORE)
274 c_water_source = ndef->getId("mapgen_water_source");
275 if (c_water_source == CONTENT_IGNORE)
276 c_water_source = CONTENT_AIR;
278 c_lava_source = lava_source;
279 if (c_lava_source == CONTENT_IGNORE)
280 c_lava_source = ndef->getId("mapgen_lava_source");
281 if (c_lava_source == CONTENT_IGNORE)
282 c_lava_source = CONTENT_AIR;
286 void CavesRandomWalk::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax,
287 PseudoRandom *ps, bool is_large_cave, int max_stone_height, s16 *heightmap)
294 this->node_min = nmin;
295 this->node_max = nmax;
296 this->heightmap = heightmap;
297 this->large_cave = is_large_cave;
299 this->ystride = nmax.X - nmin.X + 1;
301 // Set initial parameters from randomness
302 int dswitchint = ps->range(1, 14);
303 flooded = ps->range(1, 2) == 2;
306 part_max_length_rs = ps->range(2, 4);
307 tunnel_routepoints = ps->range(5, ps->range(15, 30));
308 min_tunnel_diameter = 5;
309 max_tunnel_diameter = ps->range(7, ps->range(8, 24));
311 part_max_length_rs = ps->range(2, 9);
312 tunnel_routepoints = ps->range(10, ps->range(15, 30));
313 min_tunnel_diameter = 2;
314 max_tunnel_diameter = ps->range(2, 6);
317 large_cave_is_flat = (ps->range(0, 1) == 0);
319 main_direction = v3f(0, 0, 0);
321 // Allowed route area size in nodes
322 ar = node_max - node_min + v3s16(1, 1, 1);
323 // Area starting point in nodes
327 //(this should be more than the maximum radius of the tunnel)
328 const s16 insure = 10;
329 s16 more = MYMAX(MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure, 1);
330 ar += v3s16(1, 0, 1) * more * 2;
331 of -= v3s16(1, 0, 1) * more;
334 // Allow half a diameter + 7 over stone surface
335 route_y_max = -of.Y + max_stone_y + max_tunnel_diameter / 2 + 7;
337 // Limit maximum to area
338 route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
342 if (node_min.Y < water_level && node_max.Y > water_level) {
343 minpos = water_level - max_tunnel_diameter / 3 - of.Y;
344 route_y_max = water_level + max_tunnel_diameter / 3 - of.Y;
346 route_y_min = ps->range(minpos, minpos + max_tunnel_diameter);
347 route_y_min = rangelim(route_y_min, 0, route_y_max);
350 s16 route_start_y_min = route_y_min;
351 s16 route_start_y_max = route_y_max;
353 route_start_y_min = rangelim(route_start_y_min, 0, ar.Y - 1);
354 route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1);
356 // Randomize starting position
357 orp.Z = (float)(ps->next() % ar.Z) + 0.5f;
358 orp.Y = (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5f;
359 orp.X = (float)(ps->next() % ar.X) + 0.5f;
361 // Add generation notify begin event
363 v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
364 GenNotifyType notifytype = large_cave ?
365 GENNOTIFY_LARGECAVE_BEGIN : GENNOTIFY_CAVE_BEGIN;
366 gennotify->addEvent(notifytype, abs_pos);
369 // Generate some tunnel starting from orp
370 for (u16 j = 0; j < tunnel_routepoints; j++)
371 makeTunnel(j % dswitchint == 0);
373 // Add generation notify end event
375 v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
376 GenNotifyType notifytype = large_cave ?
377 GENNOTIFY_LARGECAVE_END : GENNOTIFY_CAVE_END;
378 gennotify->addEvent(notifytype, abs_pos);
383 void CavesRandomWalk::makeTunnel(bool dirswitch)
385 if (dirswitch && !large_cave) {
386 main_direction.Z = ((float)(ps->next() % 20) - (float)10) / 10;
387 main_direction.Y = ((float)(ps->next() % 20) - (float)10) / 30;
388 main_direction.X = ((float)(ps->next() % 20) - (float)10) / 10;
390 main_direction *= (float)ps->range(0, 10) / 10;
394 s16 min_d = min_tunnel_diameter;
395 s16 max_d = max_tunnel_diameter;
396 rs = ps->range(min_d, max_d);
397 s16 rs_part_max_length_rs = rs * part_max_length_rs;
402 rs_part_max_length_rs,
403 rs_part_max_length_rs / 2,
404 rs_part_max_length_rs
408 rs_part_max_length_rs,
409 ps->range(1, rs_part_max_length_rs),
410 rs_part_max_length_rs
415 // Jump downward sometimes
416 if (!large_cave && ps->range(0, 12) == 0) {
417 vec.Z = (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2;
418 vec.Y = (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y;
419 vec.X = (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2;
421 vec.Z = (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2;
422 vec.Y = (float)(ps->next() % (maxlen.Y * 1)) - (float)maxlen.Y / 2;
423 vec.X = (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2;
426 // Do not make caves that are above ground.
427 // It is only necessary to check the startpoint and endpoint.
428 v3s16 p1 = v3s16(orp.X, orp.Y, orp.Z) + of + rs / 2;
429 v3s16 p2 = v3s16(vec.X, vec.Y, vec.Z) + p1;
430 if (isPosAboveSurface(p1) || isPosAboveSurface(p2))
433 vec += main_direction;
438 else if (rp.X >= ar.X)
441 if (rp.Y < route_y_min)
443 else if (rp.Y >= route_y_max)
444 rp.Y = route_y_max - 1;
448 else if (rp.Z >= ar.Z)
453 float veclen = vec.getLength();
457 // Every second section is rough
458 bool randomize_xz = (ps->range(1, 2) == 1);
461 for (float f = 0.f; f < 1.0f; f += 1.0f / veclen)
462 carveRoute(vec, f, randomize_xz);
468 void CavesRandomWalk::carveRoute(v3f vec, float f, bool randomize_xz)
470 MapNode airnode(CONTENT_AIR);
471 MapNode waternode(c_water_source);
472 MapNode lavanode(c_lava_source);
474 v3s16 startp(orp.X, orp.Y, orp.Z);
477 float nval = NoisePerlin3D(np_caveliquids, startp.X,
478 startp.Y, startp.Z, seed);
479 MapNode liquidnode = (nval < 0.40f && node_max.Y < lava_depth) ?
480 lavanode : waternode;
482 v3f fp = orp + vec * f;
483 fp.X += 0.1f * ps->range(-10, 10);
484 fp.Z += 0.1f * ps->range(-10, 10);
485 v3s16 cp(fp.X, fp.Y, fp.Z);
490 d0 += ps->range(-1, 1);
491 d1 += ps->range(-1, 1);
494 bool flat_cave_floor = !large_cave && ps->range(0, 2) == 2;
496 for (s16 z0 = d0; z0 <= d1; z0++) {
497 s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
498 for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
499 s16 maxabsxz = MYMAX(abs(x0), abs(z0));
501 s16 si2 = rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
503 for (s16 y0 = -si2; y0 <= si2; y0++) {
504 // Make better floors in small caves
505 if (flat_cave_floor && y0 <= -rs / 2 && rs <= 7)
508 if (large_cave_is_flat) {
509 // Make large caves not so tall
510 if (rs > 7 && abs(y0) >= rs / 3)
514 v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
517 if (vm->m_area.contains(p) == false)
520 u32 i = vm->m_area.index(p);
521 content_t c = vm->m_data[i].getContent();
522 if (!ndef->get(c).is_ground_content)
526 int full_ymin = node_min.Y - MAP_BLOCKSIZE;
527 int full_ymax = node_max.Y + MAP_BLOCKSIZE;
529 if (flooded && full_ymin < water_level && full_ymax > water_level)
530 vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode;
531 else if (flooded && full_ymax < water_level)
532 vm->m_data[i] = (p.Y < startp.Y - 4) ? liquidnode : airnode;
534 vm->m_data[i] = airnode;
536 if (c == CONTENT_IGNORE)
539 vm->m_data[i] = airnode;
540 vm->m_flags[i] |= VMANIP_FLAG_CAVE;
548 inline bool CavesRandomWalk::isPosAboveSurface(v3s16 p)
550 if (heightmap != NULL &&
551 p.Z >= node_min.Z && p.Z <= node_max.Z &&
552 p.X >= node_min.X && p.X <= node_max.X) {
553 u32 index = (p.Z - node_min.Z) * ystride + (p.X - node_min.X);
554 if (heightmap[index] < p.Y)
556 } else if (p.Y > water_level) {
568 CavesV6::CavesV6(INodeDefManager *ndef, GenerateNotifier *gennotify,
569 int water_level, content_t water_source, content_t lava_source)
574 this->gennotify = gennotify;
575 this->water_level = water_level;
577 c_water_source = water_source;
578 if (c_water_source == CONTENT_IGNORE)
579 c_water_source = ndef->getId("mapgen_water_source");
580 if (c_water_source == CONTENT_IGNORE)
581 c_water_source = CONTENT_AIR;
583 c_lava_source = lava_source;
584 if (c_lava_source == CONTENT_IGNORE)
585 c_lava_source = ndef->getId("mapgen_lava_source");
586 if (c_lava_source == CONTENT_IGNORE)
587 c_lava_source = CONTENT_AIR;
591 void CavesV6::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax,
592 PseudoRandom *ps, PseudoRandom *ps2,
593 bool is_large_cave, int max_stone_height, s16 *heightmap)
602 this->node_min = nmin;
603 this->node_max = nmax;
604 this->heightmap = heightmap;
605 this->large_cave = is_large_cave;
607 this->ystride = nmax.X - nmin.X + 1;
609 // Set initial parameters from randomness
610 min_tunnel_diameter = 2;
611 max_tunnel_diameter = ps->range(2, 6);
612 int dswitchint = ps->range(1, 14);
614 part_max_length_rs = ps->range(2, 4);
615 tunnel_routepoints = ps->range(5, ps->range(15, 30));
616 min_tunnel_diameter = 5;
617 max_tunnel_diameter = ps->range(7, ps->range(8, 24));
619 part_max_length_rs = ps->range(2, 9);
620 tunnel_routepoints = ps->range(10, ps->range(15, 30));
622 large_cave_is_flat = (ps->range(0, 1) == 0);
624 main_direction = v3f(0, 0, 0);
626 // Allowed route area size in nodes
627 ar = node_max - node_min + v3s16(1, 1, 1);
628 // Area starting point in nodes
632 //(this should be more than the maximum radius of the tunnel)
633 const s16 max_spread_amount = MAP_BLOCKSIZE;
634 const s16 insure = 10;
635 s16 more = MYMAX(max_spread_amount - max_tunnel_diameter / 2 - insure, 1);
636 ar += v3s16(1, 0, 1) * more * 2;
637 of -= v3s16(1, 0, 1) * more;
640 // Allow half a diameter + 7 over stone surface
641 route_y_max = -of.Y + max_stone_height + max_tunnel_diameter / 2 + 7;
643 // Limit maximum to area
644 route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
648 if (node_min.Y < water_level && node_max.Y > water_level) {
649 minpos = water_level - max_tunnel_diameter / 3 - of.Y;
650 route_y_max = water_level + max_tunnel_diameter / 3 - of.Y;
652 route_y_min = ps->range(minpos, minpos + max_tunnel_diameter);
653 route_y_min = rangelim(route_y_min, 0, route_y_max);
656 s16 route_start_y_min = route_y_min;
657 s16 route_start_y_max = route_y_max;
659 route_start_y_min = rangelim(route_start_y_min, 0, ar.Y - 1);
660 route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1);
662 // Randomize starting position
663 orp.Z = (float)(ps->next() % ar.Z) + 0.5f;
664 orp.Y = (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5f;
665 orp.X = (float)(ps->next() % ar.X) + 0.5f;
667 // Add generation notify begin event
668 if (gennotify != NULL) {
669 v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
670 GenNotifyType notifytype = large_cave ?
671 GENNOTIFY_LARGECAVE_BEGIN : GENNOTIFY_CAVE_BEGIN;
672 gennotify->addEvent(notifytype, abs_pos);
675 // Generate some tunnel starting from orp
676 for (u16 j = 0; j < tunnel_routepoints; j++)
677 makeTunnel(j % dswitchint == 0);
679 // Add generation notify end event
680 if (gennotify != NULL) {
681 v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
682 GenNotifyType notifytype = large_cave ?
683 GENNOTIFY_LARGECAVE_END : GENNOTIFY_CAVE_END;
684 gennotify->addEvent(notifytype, abs_pos);
689 void CavesV6::makeTunnel(bool dirswitch)
691 if (dirswitch && !large_cave) {
692 main_direction.Z = ((float)(ps->next() % 20) - (float)10) / 10;
693 main_direction.Y = ((float)(ps->next() % 20) - (float)10) / 30;
694 main_direction.X = ((float)(ps->next() % 20) - (float)10) / 10;
696 main_direction *= (float)ps->range(0, 10) / 10;
700 s16 min_d = min_tunnel_diameter;
701 s16 max_d = max_tunnel_diameter;
702 rs = ps->range(min_d, max_d);
703 s16 rs_part_max_length_rs = rs * part_max_length_rs;
708 rs_part_max_length_rs,
709 rs_part_max_length_rs / 2,
710 rs_part_max_length_rs
714 rs_part_max_length_rs,
715 ps->range(1, rs_part_max_length_rs),
716 rs_part_max_length_rs
721 vec.Z = (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2;
722 vec.Y = (float)(ps->next() % maxlen.Y) - (float)maxlen.Y / 2;
723 vec.X = (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2;
725 // Jump downward sometimes
726 if (!large_cave && ps->range(0, 12) == 0) {
727 vec.Z = (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2;
728 vec.Y = (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y;
729 vec.X = (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2;
732 // Do not make caves that are entirely above ground, to fix shadow bugs
733 // caused by overgenerated large caves.
734 // It is only necessary to check the startpoint and endpoint.
735 v3s16 p1 = v3s16(orp.X, orp.Y, orp.Z) + of + rs / 2;
736 v3s16 p2 = v3s16(vec.X, vec.Y, vec.Z) + p1;
738 // If startpoint and endpoint are above ground, disable placement of nodes
739 // in carveRoute while still running all PseudoRandom calls to ensure caves
740 // are consistent with existing worlds.
741 bool tunnel_above_ground =
742 p1.Y > getSurfaceFromHeightmap(p1) &&
743 p2.Y > getSurfaceFromHeightmap(p2);
745 vec += main_direction;
750 else if (rp.X >= ar.X)
753 if (rp.Y < route_y_min)
755 else if (rp.Y >= route_y_max)
756 rp.Y = route_y_max - 1;
760 else if (rp.Z >= ar.Z)
765 float veclen = vec.getLength();
766 // As odd as it sounds, veclen is *exactly* 0.0 sometimes, causing a FPE
770 // Every second section is rough
771 bool randomize_xz = (ps2->range(1, 2) == 1);
774 for (float f = 0.f; f < 1.0f; f += 1.0f / veclen)
775 carveRoute(vec, f, randomize_xz, tunnel_above_ground);
781 void CavesV6::carveRoute(v3f vec, float f, bool randomize_xz,
782 bool tunnel_above_ground)
784 MapNode airnode(CONTENT_AIR);
785 MapNode waternode(c_water_source);
786 MapNode lavanode(c_lava_source);
788 v3s16 startp(orp.X, orp.Y, orp.Z);
791 v3f fp = orp + vec * f;
792 fp.X += 0.1f * ps->range(-10, 10);
793 fp.Z += 0.1f * ps->range(-10, 10);
794 v3s16 cp(fp.X, fp.Y, fp.Z);
799 d0 += ps->range(-1, 1);
800 d1 += ps->range(-1, 1);
803 for (s16 z0 = d0; z0 <= d1; z0++) {
804 s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
805 for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
806 if (tunnel_above_ground)
809 s16 maxabsxz = MYMAX(abs(x0), abs(z0));
810 s16 si2 = rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
811 for (s16 y0 = -si2; y0 <= si2; y0++) {
812 if (large_cave_is_flat) {
813 // Make large caves not so tall
814 if (rs > 7 && abs(y0) >= rs / 3)
818 v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
821 if (vm->m_area.contains(p) == false)
824 u32 i = vm->m_area.index(p);
825 content_t c = vm->m_data[i].getContent();
826 if (!ndef->get(c).is_ground_content)
830 int full_ymin = node_min.Y - MAP_BLOCKSIZE;
831 int full_ymax = node_max.Y + MAP_BLOCKSIZE;
833 if (full_ymin < water_level && full_ymax > water_level) {
834 vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode;
835 } else if (full_ymax < water_level) {
836 vm->m_data[i] = (p.Y < startp.Y - 2) ? lavanode : airnode;
838 vm->m_data[i] = airnode;
841 if (c == CONTENT_IGNORE || c == CONTENT_AIR)
844 vm->m_data[i] = airnode;
845 vm->m_flags[i] |= VMANIP_FLAG_CAVE;
853 inline s16 CavesV6::getSurfaceFromHeightmap(v3s16 p)
855 if (heightmap != NULL &&
856 p.Z >= node_min.Z && p.Z <= node_max.Z &&
857 p.X >= node_min.X && p.X <= node_max.X) {
858 u32 index = (p.Z - node_min.Z) * ystride + (p.X - node_min.X);
859 return heightmap[index];