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();
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_tunnel = false; // Is tunnel or tunnel floor
83 u32 vi = vm->m_area.index(x, nmax.Y, z);
84 u32 index3d = (z - nmin.Z) * m_zstride_1d + m_csize.Y * m_ystride +
87 Biome *biome = (Biome *)m_bmgr->getRaw(biomemap[index2d]);
89 // Don't excavate the overgenerated stone at nmax.Y + 1,
90 // this creates a 'roof' over the tunnel, preventing light in
91 // tunnels at mapchunk borders when generating mapchunks upwards.
92 // This 'roof' is removed when the mapchunk above is generated.
93 for (s16 y = nmax.Y; y >= nmin.Y - 1; y--,
95 vm->m_area.add_y(em, vi, -1)) {
97 content_t c = vm->m_data[vi].getContent();
98 if (c == CONTENT_AIR || c == biome->c_water_top ||
99 c == biome->c_water) {
100 column_is_open = true;
104 float d1 = contour(noise_cave1->result[index3d]);
105 float d2 = contour(noise_cave2->result[index3d]);
107 if (d1 * d2 > m_cave_width && m_ndef->get(c).is_ground_content) {
108 // In tunnel and ground content, excavate
109 vm->m_data[vi] = MapNode(CONTENT_AIR);
112 // Not in tunnel or not ground content
113 if (is_tunnel && column_is_open &&
114 (c == biome->c_filler || c == biome->c_stone))
115 // Tunnel entrance floor
116 vm->m_data[vi] = MapNode(biome->c_top);
118 column_is_open = false;
130 CavesRandomWalk::CavesRandomWalk(
131 INodeDefManager *ndef,
132 GenerateNotifier *gennotify,
135 content_t water_source,
136 content_t lava_source)
141 this->gennotify = gennotify;
143 this->water_level = water_level;
144 this->np_caveliquids = &nparams_caveliquids;
145 this->lava_depth = DEFAULT_LAVA_DEPTH;
147 c_water_source = water_source;
148 if (c_water_source == CONTENT_IGNORE)
149 c_water_source = ndef->getId("mapgen_water_source");
150 if (c_water_source == CONTENT_IGNORE)
151 c_water_source = CONTENT_AIR;
153 c_lava_source = lava_source;
154 if (c_lava_source == CONTENT_IGNORE)
155 c_lava_source = ndef->getId("mapgen_lava_source");
156 if (c_lava_source == CONTENT_IGNORE)
157 c_lava_source = CONTENT_AIR;
161 void CavesRandomWalk::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax,
162 PseudoRandom *ps, bool is_large_cave, int max_stone_height, s16 *heightmap)
169 this->node_min = nmin;
170 this->node_max = nmax;
171 this->heightmap = heightmap;
172 this->large_cave = is_large_cave;
174 this->ystride = nmax.X - nmin.X + 1;
176 // Set initial parameters from randomness
177 int dswitchint = ps->range(1, 14);
178 flooded = ps->range(1, 2) == 2;
181 part_max_length_rs = ps->range(2, 4);
182 tunnel_routepoints = ps->range(5, ps->range(15, 30));
183 min_tunnel_diameter = 5;
184 max_tunnel_diameter = ps->range(7, ps->range(8, 24));
186 part_max_length_rs = ps->range(2, 9);
187 tunnel_routepoints = ps->range(10, ps->range(15, 30));
188 min_tunnel_diameter = 2;
189 max_tunnel_diameter = ps->range(2, 6);
192 large_cave_is_flat = (ps->range(0, 1) == 0);
194 main_direction = v3f(0, 0, 0);
196 // Allowed route area size in nodes
197 ar = node_max - node_min + v3s16(1, 1, 1);
198 // Area starting point in nodes
202 //(this should be more than the maximum radius of the tunnel)
203 const s16 insure = 10;
204 s16 more = MYMAX(MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure, 1);
205 ar += v3s16(1, 0, 1) * more * 2;
206 of -= v3s16(1, 0, 1) * more;
209 // Allow half a diameter + 7 over stone surface
210 route_y_max = -of.Y + max_stone_y + max_tunnel_diameter / 2 + 7;
212 // Limit maximum to area
213 route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
217 if (node_min.Y < water_level && node_max.Y > water_level) {
218 minpos = water_level - max_tunnel_diameter / 3 - of.Y;
219 route_y_max = water_level + max_tunnel_diameter / 3 - of.Y;
221 route_y_min = ps->range(minpos, minpos + max_tunnel_diameter);
222 route_y_min = rangelim(route_y_min, 0, route_y_max);
225 s16 route_start_y_min = route_y_min;
226 s16 route_start_y_max = route_y_max;
228 route_start_y_min = rangelim(route_start_y_min, 0, ar.Y - 1);
229 route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1);
231 // Randomize starting position
232 orp.Z = (float)(ps->next() % ar.Z) + 0.5f;
233 orp.Y = (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5f;
234 orp.X = (float)(ps->next() % ar.X) + 0.5f;
236 // Add generation notify begin event
238 v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
239 GenNotifyType notifytype = large_cave ?
240 GENNOTIFY_LARGECAVE_BEGIN : GENNOTIFY_CAVE_BEGIN;
241 gennotify->addEvent(notifytype, abs_pos);
244 // Generate some tunnel starting from orp
245 for (u16 j = 0; j < tunnel_routepoints; j++)
246 makeTunnel(j % dswitchint == 0);
248 // Add generation notify end event
250 v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
251 GenNotifyType notifytype = large_cave ?
252 GENNOTIFY_LARGECAVE_END : GENNOTIFY_CAVE_END;
253 gennotify->addEvent(notifytype, abs_pos);
258 void CavesRandomWalk::makeTunnel(bool dirswitch)
260 if (dirswitch && !large_cave) {
261 main_direction.Z = ((float)(ps->next() % 20) - (float)10) / 10;
262 main_direction.Y = ((float)(ps->next() % 20) - (float)10) / 30;
263 main_direction.X = ((float)(ps->next() % 20) - (float)10) / 10;
265 main_direction *= (float)ps->range(0, 10) / 10;
269 s16 min_d = min_tunnel_diameter;
270 s16 max_d = max_tunnel_diameter;
271 rs = ps->range(min_d, max_d);
272 s16 rs_part_max_length_rs = rs * part_max_length_rs;
277 rs_part_max_length_rs,
278 rs_part_max_length_rs / 2,
279 rs_part_max_length_rs
283 rs_part_max_length_rs,
284 ps->range(1, rs_part_max_length_rs),
285 rs_part_max_length_rs
290 // Jump downward sometimes
291 if (!large_cave && ps->range(0, 12) == 0) {
292 vec.Z = (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2;
293 vec.Y = (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y;
294 vec.X = (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2;
296 vec.Z = (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2;
297 vec.Y = (float)(ps->next() % (maxlen.Y * 1)) - (float)maxlen.Y / 2;
298 vec.X = (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2;
301 // Do not make caves that are above ground.
302 // It is only necessary to check the startpoint and endpoint.
303 v3s16 p1 = v3s16(orp.X, orp.Y, orp.Z) + of + rs / 2;
304 v3s16 p2 = v3s16(vec.X, vec.Y, vec.Z) + p1;
305 if (isPosAboveSurface(p1) || isPosAboveSurface(p2))
308 vec += main_direction;
313 else if (rp.X >= ar.X)
316 if (rp.Y < route_y_min)
318 else if (rp.Y >= route_y_max)
319 rp.Y = route_y_max - 1;
323 else if (rp.Z >= ar.Z)
328 float veclen = vec.getLength();
332 // Every second section is rough
333 bool randomize_xz = (ps->range(1, 2) == 1);
336 for (float f = 0.f; f < 1.0f; f += 1.0f / veclen)
337 carveRoute(vec, f, randomize_xz);
343 void CavesRandomWalk::carveRoute(v3f vec, float f, bool randomize_xz)
345 MapNode airnode(CONTENT_AIR);
346 MapNode waternode(c_water_source);
347 MapNode lavanode(c_lava_source);
349 v3s16 startp(orp.X, orp.Y, orp.Z);
352 float nval = NoisePerlin3D(np_caveliquids, startp.X,
353 startp.Y, startp.Z, seed);
354 MapNode liquidnode = (nval < 0.40f && node_max.Y < lava_depth) ?
355 lavanode : waternode;
357 v3f fp = orp + vec * f;
358 fp.X += 0.1f * ps->range(-10, 10);
359 fp.Z += 0.1f * ps->range(-10, 10);
360 v3s16 cp(fp.X, fp.Y, fp.Z);
365 d0 += ps->range(-1, 1);
366 d1 += ps->range(-1, 1);
369 bool flat_cave_floor = !large_cave && ps->range(0, 2) == 2;
371 for (s16 z0 = d0; z0 <= d1; z0++) {
372 s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
373 for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
374 s16 maxabsxz = MYMAX(abs(x0), abs(z0));
376 s16 si2 = rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
378 for (s16 y0 = -si2; y0 <= si2; y0++) {
379 // Make better floors in small caves
380 if (flat_cave_floor && y0 <= -rs / 2 && rs <= 7)
383 if (large_cave_is_flat) {
384 // Make large caves not so tall
385 if (rs > 7 && abs(y0) >= rs / 3)
389 v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
392 if (vm->m_area.contains(p) == false)
395 u32 i = vm->m_area.index(p);
396 content_t c = vm->m_data[i].getContent();
397 if (!ndef->get(c).is_ground_content)
401 int full_ymin = node_min.Y - MAP_BLOCKSIZE;
402 int full_ymax = node_max.Y + MAP_BLOCKSIZE;
404 if (flooded && full_ymin < water_level && full_ymax > water_level)
405 vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode;
406 else if (flooded && full_ymax < water_level)
407 vm->m_data[i] = (p.Y < startp.Y - 4) ? liquidnode : airnode;
409 vm->m_data[i] = airnode;
411 if (c == CONTENT_IGNORE)
414 vm->m_data[i] = airnode;
415 vm->m_flags[i] |= VMANIP_FLAG_CAVE;
423 inline bool CavesRandomWalk::isPosAboveSurface(v3s16 p)
425 if (heightmap != NULL &&
426 p.Z >= node_min.Z && p.Z <= node_max.Z &&
427 p.X >= node_min.X && p.X <= node_max.X) {
428 u32 index = (p.Z - node_min.Z) * ystride + (p.X - node_min.X);
429 if (heightmap[index] < p.Y)
431 } else if (p.Y > water_level) {
443 CavesV6::CavesV6(INodeDefManager *ndef, GenerateNotifier *gennotify,
444 int water_level, content_t water_source, content_t lava_source)
449 this->gennotify = gennotify;
450 this->water_level = water_level;
452 c_water_source = water_source;
453 if (c_water_source == CONTENT_IGNORE)
454 c_water_source = ndef->getId("mapgen_water_source");
455 if (c_water_source == CONTENT_IGNORE)
456 c_water_source = CONTENT_AIR;
458 c_lava_source = lava_source;
459 if (c_lava_source == CONTENT_IGNORE)
460 c_lava_source = ndef->getId("mapgen_lava_source");
461 if (c_lava_source == CONTENT_IGNORE)
462 c_lava_source = CONTENT_AIR;
466 void CavesV6::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax,
467 PseudoRandom *ps, PseudoRandom *ps2,
468 bool is_large_cave, int max_stone_height, s16 *heightmap)
477 this->node_min = nmin;
478 this->node_max = nmax;
479 this->heightmap = heightmap;
480 this->large_cave = is_large_cave;
482 this->ystride = nmax.X - nmin.X + 1;
484 // Set initial parameters from randomness
485 min_tunnel_diameter = 2;
486 max_tunnel_diameter = ps->range(2, 6);
487 int dswitchint = ps->range(1, 14);
489 part_max_length_rs = ps->range(2, 4);
490 tunnel_routepoints = ps->range(5, ps->range(15, 30));
491 min_tunnel_diameter = 5;
492 max_tunnel_diameter = ps->range(7, ps->range(8, 24));
494 part_max_length_rs = ps->range(2, 9);
495 tunnel_routepoints = ps->range(10, ps->range(15, 30));
497 large_cave_is_flat = (ps->range(0, 1) == 0);
499 main_direction = v3f(0, 0, 0);
501 // Allowed route area size in nodes
502 ar = node_max - node_min + v3s16(1, 1, 1);
503 // Area starting point in nodes
507 //(this should be more than the maximum radius of the tunnel)
508 const s16 max_spread_amount = MAP_BLOCKSIZE;
509 const s16 insure = 10;
510 s16 more = MYMAX(max_spread_amount - max_tunnel_diameter / 2 - insure, 1);
511 ar += v3s16(1, 0, 1) * more * 2;
512 of -= v3s16(1, 0, 1) * more;
515 // Allow half a diameter + 7 over stone surface
516 route_y_max = -of.Y + max_stone_height + max_tunnel_diameter / 2 + 7;
518 // Limit maximum to area
519 route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
523 if (node_min.Y < water_level && node_max.Y > water_level) {
524 minpos = water_level - max_tunnel_diameter / 3 - of.Y;
525 route_y_max = water_level + max_tunnel_diameter / 3 - of.Y;
527 route_y_min = ps->range(minpos, minpos + max_tunnel_diameter);
528 route_y_min = rangelim(route_y_min, 0, route_y_max);
531 s16 route_start_y_min = route_y_min;
532 s16 route_start_y_max = route_y_max;
534 route_start_y_min = rangelim(route_start_y_min, 0, ar.Y - 1);
535 route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1);
537 // Randomize starting position
538 orp.Z = (float)(ps->next() % ar.Z) + 0.5f;
539 orp.Y = (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5f;
540 orp.X = (float)(ps->next() % ar.X) + 0.5f;
542 // Add generation notify begin event
543 if (gennotify != NULL) {
544 v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
545 GenNotifyType notifytype = large_cave ?
546 GENNOTIFY_LARGECAVE_BEGIN : GENNOTIFY_CAVE_BEGIN;
547 gennotify->addEvent(notifytype, abs_pos);
550 // Generate some tunnel starting from orp
551 for (u16 j = 0; j < tunnel_routepoints; j++)
552 makeTunnel(j % dswitchint == 0);
554 // Add generation notify end event
555 if (gennotify != NULL) {
556 v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
557 GenNotifyType notifytype = large_cave ?
558 GENNOTIFY_LARGECAVE_END : GENNOTIFY_CAVE_END;
559 gennotify->addEvent(notifytype, abs_pos);
564 void CavesV6::makeTunnel(bool dirswitch)
566 if (dirswitch && !large_cave) {
567 main_direction.Z = ((float)(ps->next() % 20) - (float)10) / 10;
568 main_direction.Y = ((float)(ps->next() % 20) - (float)10) / 30;
569 main_direction.X = ((float)(ps->next() % 20) - (float)10) / 10;
571 main_direction *= (float)ps->range(0, 10) / 10;
575 s16 min_d = min_tunnel_diameter;
576 s16 max_d = max_tunnel_diameter;
577 rs = ps->range(min_d, max_d);
578 s16 rs_part_max_length_rs = rs * part_max_length_rs;
583 rs_part_max_length_rs,
584 rs_part_max_length_rs / 2,
585 rs_part_max_length_rs
589 rs_part_max_length_rs,
590 ps->range(1, rs_part_max_length_rs),
591 rs_part_max_length_rs
596 vec.Z = (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2;
597 vec.Y = (float)(ps->next() % maxlen.Y) - (float)maxlen.Y / 2;
598 vec.X = (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2;
600 // Jump downward sometimes
601 if (!large_cave && ps->range(0, 12) == 0) {
602 vec.Z = (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2;
603 vec.Y = (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y;
604 vec.X = (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2;
607 // Do not make caves that are entirely above ground, to fix shadow bugs
608 // caused by overgenerated large caves.
609 // It is only necessary to check the startpoint and endpoint.
610 v3s16 p1 = v3s16(orp.X, orp.Y, orp.Z) + of + rs / 2;
611 v3s16 p2 = v3s16(vec.X, vec.Y, vec.Z) + p1;
613 // If startpoint and endpoint are above ground, disable placement of nodes
614 // in carveRoute while still running all PseudoRandom calls to ensure caves
615 // are consistent with existing worlds.
616 bool tunnel_above_ground =
617 p1.Y > getSurfaceFromHeightmap(p1) &&
618 p2.Y > getSurfaceFromHeightmap(p2);
620 vec += main_direction;
625 else if (rp.X >= ar.X)
628 if (rp.Y < route_y_min)
630 else if (rp.Y >= route_y_max)
631 rp.Y = route_y_max - 1;
635 else if (rp.Z >= ar.Z)
640 float veclen = vec.getLength();
641 // As odd as it sounds, veclen is *exactly* 0.0 sometimes, causing a FPE
645 // Every second section is rough
646 bool randomize_xz = (ps2->range(1, 2) == 1);
649 for (float f = 0.f; f < 1.0f; f += 1.0f / veclen)
650 carveRoute(vec, f, randomize_xz, tunnel_above_ground);
656 void CavesV6::carveRoute(v3f vec, float f, bool randomize_xz,
657 bool tunnel_above_ground)
659 MapNode airnode(CONTENT_AIR);
660 MapNode waternode(c_water_source);
661 MapNode lavanode(c_lava_source);
663 v3s16 startp(orp.X, orp.Y, orp.Z);
666 v3f fp = orp + vec * f;
667 fp.X += 0.1f * ps->range(-10, 10);
668 fp.Z += 0.1f * ps->range(-10, 10);
669 v3s16 cp(fp.X, fp.Y, fp.Z);
674 d0 += ps->range(-1, 1);
675 d1 += ps->range(-1, 1);
678 for (s16 z0 = d0; z0 <= d1; z0++) {
679 s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
680 for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
681 if (tunnel_above_ground)
684 s16 maxabsxz = MYMAX(abs(x0), abs(z0));
685 s16 si2 = rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
686 for (s16 y0 = -si2; y0 <= si2; y0++) {
687 if (large_cave_is_flat) {
688 // Make large caves not so tall
689 if (rs > 7 && abs(y0) >= rs / 3)
693 v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
696 if (vm->m_area.contains(p) == false)
699 u32 i = vm->m_area.index(p);
700 content_t c = vm->m_data[i].getContent();
701 if (!ndef->get(c).is_ground_content)
705 int full_ymin = node_min.Y - MAP_BLOCKSIZE;
706 int full_ymax = node_max.Y + MAP_BLOCKSIZE;
708 if (full_ymin < water_level && full_ymax > water_level) {
709 vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode;
710 } else if (full_ymax < water_level) {
711 vm->m_data[i] = (p.Y < startp.Y - 2) ? lavanode : airnode;
713 vm->m_data[i] = airnode;
716 if (c == CONTENT_IGNORE || c == CONTENT_AIR)
719 vm->m_data[i] = airnode;
720 vm->m_flags[i] |= VMANIP_FLAG_CAVE;
728 inline s16 CavesV6::getSurfaceFromHeightmap(v3s16 p)
730 if (heightmap != NULL &&
731 p.Z >= node_min.Z && p.Z <= node_max.Z &&
732 p.X >= node_min.X && p.X <= node_max.X) {
733 u32 index = (p.Z - node_min.Z) * ystride + (p.X - node_min.X);
734 return heightmap[index];