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 bool is_top_filler_above = false; // Is top or filler above node
85 // Indexes at column top
86 u32 vi = vm->m_area.index(x, nmax.Y, z);
87 u32 index3d = (z - nmin.Z) * m_zstride_1d + m_csize.Y * m_ystride +
88 (x - nmin.X); // 3D noise index
90 Biome *biome = (Biome *)m_bmgr->getRaw(biomemap[index2d]);
91 u16 depth_top = biome->depth_top;
92 u16 base_filler = depth_top + biome->depth_filler;
93 u16 depth_riverbed = biome->depth_riverbed;
95 // Don't excavate the overgenerated stone at nmax.Y + 1,
96 // this creates a 'roof' over the tunnel, preventing light in
97 // tunnels at mapchunk borders when generating mapchunks upwards.
98 // This 'roof' is removed when the mapchunk above is generated.
99 for (s16 y = nmax.Y; y >= nmin.Y - 1; y--,
100 index3d -= m_ystride,
101 vm->m_area.add_y(em, vi, -1)) {
102 content_t c = vm->m_data[vi].getContent();
104 if (c == CONTENT_AIR || c == biome->c_water_top ||
105 c == biome->c_water) {
106 column_is_open = true;
107 is_top_filler_above = false;
111 if (c == biome->c_river_water) {
112 column_is_open = true;
113 is_under_river = true;
114 is_top_filler_above = false;
119 float d1 = contour(noise_cave1->result[index3d]);
120 float d2 = contour(noise_cave2->result[index3d]);
122 if (d1 * d2 > m_cave_width && m_ndef->get(c).is_ground_content) {
123 // In tunnel and ground content, excavate
124 vm->m_data[vi] = MapNode(CONTENT_AIR);
125 is_under_tunnel = true;
126 // If tunnel roof is top or filler, replace with stone
127 if (is_top_filler_above)
128 vm->m_data[vi + em.X] = MapNode(biome->c_stone);
129 is_top_filler_above = false;
130 } else if (column_is_open && is_under_tunnel &&
131 (c == biome->c_stone || c == biome->c_filler)) {
132 // Tunnel entrance floor, place biome surface nodes
133 if (is_under_river) {
134 if (nplaced < depth_riverbed) {
135 vm->m_data[vi] = MapNode(biome->c_riverbed);
136 is_top_filler_above = true;
139 // Disable top/filler placement
140 column_is_open = false;
141 is_under_river = false;
142 is_under_tunnel = false;
144 } else if (nplaced < depth_top) {
145 vm->m_data[vi] = MapNode(biome->c_top);
146 is_top_filler_above = true;
148 } else if (nplaced < base_filler) {
149 vm->m_data[vi] = MapNode(biome->c_filler);
150 is_top_filler_above = true;
153 // Disable top/filler placement
154 column_is_open = false;
155 is_under_tunnel = false;
158 // Not tunnel or tunnel entrance floor
159 // Check node for possible replacing with stone for tunnel roof
160 if (c == biome->c_top || c == biome->c_filler)
161 is_top_filler_above = true;
163 column_is_open = false;
174 CavernsNoise::CavernsNoise(
175 INodeDefManager *nodedef, v3s16 chunksize, NoiseParams *np_cavern,
176 s32 seed, float cavern_limit, float cavern_taper, float cavern_threshold)
183 m_cavern_limit = cavern_limit;
184 m_cavern_taper = cavern_taper;
185 m_cavern_threshold = cavern_threshold;
187 m_ystride = m_csize.X;
188 m_zstride_1d = m_csize.X * (m_csize.Y + 1);
190 // Noise is created using 1-down overgeneration
191 // A Nx-by-1-by-Nz-sized plane is at the bottom of the desired for
192 // re-carving the solid overtop placed for blocking sunlight
193 noise_cavern = new Noise(np_cavern, seed, m_csize.X, m_csize.Y + 1, m_csize.Z);
195 c_water_source = m_ndef->getId("mapgen_water_source");
196 if (c_water_source == CONTENT_IGNORE)
197 c_water_source = CONTENT_AIR;
199 c_lava_source = m_ndef->getId("mapgen_lava_source");
200 if (c_lava_source == CONTENT_IGNORE)
201 c_lava_source = CONTENT_AIR;
205 CavernsNoise::~CavernsNoise()
211 bool CavernsNoise::generateCaverns(MMVManip *vm, v3s16 nmin, v3s16 nmax)
216 noise_cavern->perlinMap3D(nmin.X, nmin.Y - 1, nmin.Z);
218 // Cache cavern_amp values
219 float *cavern_amp = new float[m_csize.Y + 1];
220 u8 cavern_amp_index = 0; // Index zero at column top
221 for (s16 y = nmax.Y; y >= nmin.Y - 1; y--, cavern_amp_index++) {
222 cavern_amp[cavern_amp_index] =
223 MYMIN((m_cavern_limit - y) / (float)m_cavern_taper, 1.0f);
227 bool near_cavern = false;
228 const v3s16 &em = vm->m_area.getExtent();
231 for (s16 z = nmin.Z; z <= nmax.Z; z++)
232 for (s16 x = nmin.X; x <= nmax.X; x++, index2d++) {
233 // Reset cave_amp index to column top
234 cavern_amp_index = 0;
235 // Initial voxelmanip index at column top
236 u32 vi = vm->m_area.index(x, nmax.Y, z);
237 // Initial 3D noise index at column top
238 u32 index3d = (z - nmin.Z) * m_zstride_1d + m_csize.Y * m_ystride +
240 // Don't excavate the overgenerated stone at node_max.Y + 1,
241 // this creates a 'roof' over the cavern, preventing light in
242 // caverns at mapchunk borders when generating mapchunks upwards.
243 // This 'roof' is excavated when the mapchunk above is generated.
244 for (s16 y = nmax.Y; y >= nmin.Y - 1; y--,
245 index3d -= m_ystride,
246 vm->m_area.add_y(em, vi, -1),
247 cavern_amp_index++) {
248 content_t c = vm->m_data[vi].getContent();
249 float n_absamp_cavern = fabs(noise_cavern->result[index3d]) *
250 cavern_amp[cavern_amp_index];
251 // Disable CavesRandomWalk at a safe distance from caverns
252 // to avoid excessively spreading liquids in caverns.
253 if (n_absamp_cavern > m_cavern_threshold - 0.1f) {
255 if (n_absamp_cavern > m_cavern_threshold &&
256 m_ndef->get(c).is_ground_content)
257 vm->m_data[vi] = MapNode(CONTENT_AIR);
272 CavesRandomWalk::CavesRandomWalk(
273 INodeDefManager *ndef,
274 GenerateNotifier *gennotify,
277 content_t water_source,
278 content_t lava_source,
284 this->gennotify = gennotify;
286 this->water_level = water_level;
287 this->np_caveliquids = &nparams_caveliquids;
288 this->lava_depth = lava_depth;
290 c_water_source = water_source;
291 if (c_water_source == CONTENT_IGNORE)
292 c_water_source = ndef->getId("mapgen_water_source");
293 if (c_water_source == CONTENT_IGNORE)
294 c_water_source = CONTENT_AIR;
296 c_lava_source = lava_source;
297 if (c_lava_source == CONTENT_IGNORE)
298 c_lava_source = ndef->getId("mapgen_lava_source");
299 if (c_lava_source == CONTENT_IGNORE)
300 c_lava_source = CONTENT_AIR;
304 void CavesRandomWalk::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax,
305 PseudoRandom *ps, bool is_large_cave, int max_stone_height, s16 *heightmap)
312 this->node_min = nmin;
313 this->node_max = nmax;
314 this->heightmap = heightmap;
315 this->large_cave = is_large_cave;
317 this->ystride = nmax.X - nmin.X + 1;
319 // Set initial parameters from randomness
320 int dswitchint = ps->range(1, 14);
321 flooded = ps->range(1, 2) == 2;
324 part_max_length_rs = ps->range(2, 4);
325 tunnel_routepoints = ps->range(5, ps->range(15, 30));
326 min_tunnel_diameter = 5;
327 max_tunnel_diameter = ps->range(7, ps->range(8, 24));
329 part_max_length_rs = ps->range(2, 9);
330 tunnel_routepoints = ps->range(10, ps->range(15, 30));
331 min_tunnel_diameter = 2;
332 max_tunnel_diameter = ps->range(2, 6);
335 large_cave_is_flat = (ps->range(0, 1) == 0);
337 main_direction = v3f(0, 0, 0);
339 // Allowed route area size in nodes
340 ar = node_max - node_min + v3s16(1, 1, 1);
341 // Area starting point in nodes
345 //(this should be more than the maximum radius of the tunnel)
346 const s16 insure = 10;
347 s16 more = MYMAX(MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure, 1);
348 ar += v3s16(1, 0, 1) * more * 2;
349 of -= v3s16(1, 0, 1) * more;
352 // Allow half a diameter + 7 over stone surface
353 route_y_max = -of.Y + max_stone_y + max_tunnel_diameter / 2 + 7;
355 // Limit maximum to area
356 route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
360 if (node_min.Y < water_level && node_max.Y > water_level) {
361 minpos = water_level - max_tunnel_diameter / 3 - of.Y;
362 route_y_max = water_level + max_tunnel_diameter / 3 - of.Y;
364 route_y_min = ps->range(minpos, minpos + max_tunnel_diameter);
365 route_y_min = rangelim(route_y_min, 0, route_y_max);
368 s16 route_start_y_min = route_y_min;
369 s16 route_start_y_max = route_y_max;
371 route_start_y_min = rangelim(route_start_y_min, 0, ar.Y - 1);
372 route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1);
374 // Randomize starting position
375 orp.Z = (float)(ps->next() % ar.Z) + 0.5f;
376 orp.Y = (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5f;
377 orp.X = (float)(ps->next() % ar.X) + 0.5f;
379 // Add generation notify begin event
381 v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
382 GenNotifyType notifytype = large_cave ?
383 GENNOTIFY_LARGECAVE_BEGIN : GENNOTIFY_CAVE_BEGIN;
384 gennotify->addEvent(notifytype, abs_pos);
387 // Generate some tunnel starting from orp
388 for (u16 j = 0; j < tunnel_routepoints; j++)
389 makeTunnel(j % dswitchint == 0);
391 // Add generation notify end event
393 v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
394 GenNotifyType notifytype = large_cave ?
395 GENNOTIFY_LARGECAVE_END : GENNOTIFY_CAVE_END;
396 gennotify->addEvent(notifytype, abs_pos);
401 void CavesRandomWalk::makeTunnel(bool dirswitch)
403 if (dirswitch && !large_cave) {
404 main_direction.Z = ((float)(ps->next() % 20) - (float)10) / 10;
405 main_direction.Y = ((float)(ps->next() % 20) - (float)10) / 30;
406 main_direction.X = ((float)(ps->next() % 20) - (float)10) / 10;
408 main_direction *= (float)ps->range(0, 10) / 10;
412 s16 min_d = min_tunnel_diameter;
413 s16 max_d = max_tunnel_diameter;
414 rs = ps->range(min_d, max_d);
415 s16 rs_part_max_length_rs = rs * part_max_length_rs;
420 rs_part_max_length_rs,
421 rs_part_max_length_rs / 2,
422 rs_part_max_length_rs
426 rs_part_max_length_rs,
427 ps->range(1, rs_part_max_length_rs),
428 rs_part_max_length_rs
433 // Jump downward sometimes
434 if (!large_cave && ps->range(0, 12) == 0) {
435 vec.Z = (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2;
436 vec.Y = (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y;
437 vec.X = (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2;
439 vec.Z = (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2;
440 vec.Y = (float)(ps->next() % (maxlen.Y * 1)) - (float)maxlen.Y / 2;
441 vec.X = (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2;
444 // Do not make caves that are above ground.
445 // It is only necessary to check the startpoint and endpoint.
446 v3s16 p1 = v3s16(orp.X, orp.Y, orp.Z) + of + rs / 2;
447 v3s16 p2 = v3s16(vec.X, vec.Y, vec.Z) + p1;
448 if (isPosAboveSurface(p1) || isPosAboveSurface(p2))
451 vec += main_direction;
456 else if (rp.X >= ar.X)
459 if (rp.Y < route_y_min)
461 else if (rp.Y >= route_y_max)
462 rp.Y = route_y_max - 1;
466 else if (rp.Z >= ar.Z)
471 float veclen = vec.getLength();
475 // Every second section is rough
476 bool randomize_xz = (ps->range(1, 2) == 1);
479 for (float f = 0.f; f < 1.0f; f += 1.0f / veclen)
480 carveRoute(vec, f, randomize_xz);
486 void CavesRandomWalk::carveRoute(v3f vec, float f, bool randomize_xz)
488 MapNode airnode(CONTENT_AIR);
489 MapNode waternode(c_water_source);
490 MapNode lavanode(c_lava_source);
492 v3s16 startp(orp.X, orp.Y, orp.Z);
495 float nval = NoisePerlin3D(np_caveliquids, startp.X,
496 startp.Y, startp.Z, seed);
497 MapNode liquidnode = (nval < 0.40f && node_max.Y < lava_depth) ?
498 lavanode : waternode;
500 v3f fp = orp + vec * f;
501 fp.X += 0.1f * ps->range(-10, 10);
502 fp.Z += 0.1f * ps->range(-10, 10);
503 v3s16 cp(fp.X, fp.Y, fp.Z);
508 d0 += ps->range(-1, 1);
509 d1 += ps->range(-1, 1);
512 bool flat_cave_floor = !large_cave && ps->range(0, 2) == 2;
514 for (s16 z0 = d0; z0 <= d1; z0++) {
515 s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
516 for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
517 s16 maxabsxz = MYMAX(abs(x0), abs(z0));
519 s16 si2 = rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
521 for (s16 y0 = -si2; y0 <= si2; y0++) {
522 // Make better floors in small caves
523 if (flat_cave_floor && y0 <= -rs / 2 && rs <= 7)
526 if (large_cave_is_flat) {
527 // Make large caves not so tall
528 if (rs > 7 && abs(y0) >= rs / 3)
532 v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
535 if (!vm->m_area.contains(p))
538 u32 i = vm->m_area.index(p);
539 content_t c = vm->m_data[i].getContent();
540 if (!ndef->get(c).is_ground_content)
544 int full_ymin = node_min.Y - MAP_BLOCKSIZE;
545 int full_ymax = node_max.Y + MAP_BLOCKSIZE;
547 if (flooded && full_ymin < water_level && full_ymax > water_level)
548 vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode;
549 else if (flooded && full_ymax < water_level)
550 vm->m_data[i] = (p.Y < startp.Y - 4) ? liquidnode : airnode;
552 vm->m_data[i] = airnode;
554 if (c == CONTENT_IGNORE)
557 vm->m_data[i] = airnode;
558 vm->m_flags[i] |= VMANIP_FLAG_CAVE;
566 inline bool CavesRandomWalk::isPosAboveSurface(v3s16 p)
568 if (heightmap != NULL &&
569 p.Z >= node_min.Z && p.Z <= node_max.Z &&
570 p.X >= node_min.X && p.X <= node_max.X) {
571 u32 index = (p.Z - node_min.Z) * ystride + (p.X - node_min.X);
572 if (heightmap[index] < p.Y)
574 } else if (p.Y > water_level) {
586 CavesV6::CavesV6(INodeDefManager *ndef, GenerateNotifier *gennotify,
587 int water_level, content_t water_source, content_t lava_source)
592 this->gennotify = gennotify;
593 this->water_level = water_level;
595 c_water_source = water_source;
596 if (c_water_source == CONTENT_IGNORE)
597 c_water_source = ndef->getId("mapgen_water_source");
598 if (c_water_source == CONTENT_IGNORE)
599 c_water_source = CONTENT_AIR;
601 c_lava_source = lava_source;
602 if (c_lava_source == CONTENT_IGNORE)
603 c_lava_source = ndef->getId("mapgen_lava_source");
604 if (c_lava_source == CONTENT_IGNORE)
605 c_lava_source = CONTENT_AIR;
609 void CavesV6::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax,
610 PseudoRandom *ps, PseudoRandom *ps2,
611 bool is_large_cave, int max_stone_height, s16 *heightmap)
620 this->node_min = nmin;
621 this->node_max = nmax;
622 this->heightmap = heightmap;
623 this->large_cave = is_large_cave;
625 this->ystride = nmax.X - nmin.X + 1;
627 // Set initial parameters from randomness
628 min_tunnel_diameter = 2;
629 max_tunnel_diameter = ps->range(2, 6);
630 int dswitchint = ps->range(1, 14);
632 part_max_length_rs = ps->range(2, 4);
633 tunnel_routepoints = ps->range(5, ps->range(15, 30));
634 min_tunnel_diameter = 5;
635 max_tunnel_diameter = ps->range(7, ps->range(8, 24));
637 part_max_length_rs = ps->range(2, 9);
638 tunnel_routepoints = ps->range(10, ps->range(15, 30));
640 large_cave_is_flat = (ps->range(0, 1) == 0);
642 main_direction = v3f(0, 0, 0);
644 // Allowed route area size in nodes
645 ar = node_max - node_min + v3s16(1, 1, 1);
646 // Area starting point in nodes
650 //(this should be more than the maximum radius of the tunnel)
651 const s16 max_spread_amount = MAP_BLOCKSIZE;
652 const s16 insure = 10;
653 s16 more = MYMAX(max_spread_amount - max_tunnel_diameter / 2 - insure, 1);
654 ar += v3s16(1, 0, 1) * more * 2;
655 of -= v3s16(1, 0, 1) * more;
658 // Allow half a diameter + 7 over stone surface
659 route_y_max = -of.Y + max_stone_height + max_tunnel_diameter / 2 + 7;
661 // Limit maximum to area
662 route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
666 if (node_min.Y < water_level && node_max.Y > water_level) {
667 minpos = water_level - max_tunnel_diameter / 3 - of.Y;
668 route_y_max = water_level + max_tunnel_diameter / 3 - of.Y;
670 route_y_min = ps->range(minpos, minpos + max_tunnel_diameter);
671 route_y_min = rangelim(route_y_min, 0, route_y_max);
674 s16 route_start_y_min = route_y_min;
675 s16 route_start_y_max = route_y_max;
677 route_start_y_min = rangelim(route_start_y_min, 0, ar.Y - 1);
678 route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1);
680 // Randomize starting position
681 orp.Z = (float)(ps->next() % ar.Z) + 0.5f;
682 orp.Y = (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5f;
683 orp.X = (float)(ps->next() % ar.X) + 0.5f;
685 // Add generation notify begin event
686 if (gennotify != NULL) {
687 v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
688 GenNotifyType notifytype = large_cave ?
689 GENNOTIFY_LARGECAVE_BEGIN : GENNOTIFY_CAVE_BEGIN;
690 gennotify->addEvent(notifytype, abs_pos);
693 // Generate some tunnel starting from orp
694 for (u16 j = 0; j < tunnel_routepoints; j++)
695 makeTunnel(j % dswitchint == 0);
697 // Add generation notify end event
698 if (gennotify != NULL) {
699 v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
700 GenNotifyType notifytype = large_cave ?
701 GENNOTIFY_LARGECAVE_END : GENNOTIFY_CAVE_END;
702 gennotify->addEvent(notifytype, abs_pos);
707 void CavesV6::makeTunnel(bool dirswitch)
709 if (dirswitch && !large_cave) {
710 main_direction.Z = ((float)(ps->next() % 20) - (float)10) / 10;
711 main_direction.Y = ((float)(ps->next() % 20) - (float)10) / 30;
712 main_direction.X = ((float)(ps->next() % 20) - (float)10) / 10;
714 main_direction *= (float)ps->range(0, 10) / 10;
718 s16 min_d = min_tunnel_diameter;
719 s16 max_d = max_tunnel_diameter;
720 rs = ps->range(min_d, max_d);
721 s16 rs_part_max_length_rs = rs * part_max_length_rs;
726 rs_part_max_length_rs,
727 rs_part_max_length_rs / 2,
728 rs_part_max_length_rs
732 rs_part_max_length_rs,
733 ps->range(1, rs_part_max_length_rs),
734 rs_part_max_length_rs
739 vec.Z = (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2;
740 vec.Y = (float)(ps->next() % maxlen.Y) - (float)maxlen.Y / 2;
741 vec.X = (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2;
743 // Jump downward sometimes
744 if (!large_cave && ps->range(0, 12) == 0) {
745 vec.Z = (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2;
746 vec.Y = (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y;
747 vec.X = (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2;
750 // Do not make caves that are entirely above ground, to fix shadow bugs
751 // caused by overgenerated large caves.
752 // It is only necessary to check the startpoint and endpoint.
753 v3s16 p1 = v3s16(orp.X, orp.Y, orp.Z) + of + rs / 2;
754 v3s16 p2 = v3s16(vec.X, vec.Y, vec.Z) + p1;
756 // If startpoint and endpoint are above ground, disable placement of nodes
757 // in carveRoute while still running all PseudoRandom calls to ensure caves
758 // are consistent with existing worlds.
759 bool tunnel_above_ground =
760 p1.Y > getSurfaceFromHeightmap(p1) &&
761 p2.Y > getSurfaceFromHeightmap(p2);
763 vec += main_direction;
768 else if (rp.X >= ar.X)
771 if (rp.Y < route_y_min)
773 else if (rp.Y >= route_y_max)
774 rp.Y = route_y_max - 1;
778 else if (rp.Z >= ar.Z)
783 float veclen = vec.getLength();
784 // As odd as it sounds, veclen is *exactly* 0.0 sometimes, causing a FPE
788 // Every second section is rough
789 bool randomize_xz = (ps2->range(1, 2) == 1);
792 for (float f = 0.f; f < 1.0f; f += 1.0f / veclen)
793 carveRoute(vec, f, randomize_xz, tunnel_above_ground);
799 void CavesV6::carveRoute(v3f vec, float f, bool randomize_xz,
800 bool tunnel_above_ground)
802 MapNode airnode(CONTENT_AIR);
803 MapNode waternode(c_water_source);
804 MapNode lavanode(c_lava_source);
806 v3s16 startp(orp.X, orp.Y, orp.Z);
809 v3f fp = orp + vec * f;
810 fp.X += 0.1f * ps->range(-10, 10);
811 fp.Z += 0.1f * ps->range(-10, 10);
812 v3s16 cp(fp.X, fp.Y, fp.Z);
817 d0 += ps->range(-1, 1);
818 d1 += ps->range(-1, 1);
821 for (s16 z0 = d0; z0 <= d1; z0++) {
822 s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
823 for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
824 if (tunnel_above_ground)
827 s16 maxabsxz = MYMAX(abs(x0), abs(z0));
828 s16 si2 = rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
829 for (s16 y0 = -si2; y0 <= si2; y0++) {
830 if (large_cave_is_flat) {
831 // Make large caves not so tall
832 if (rs > 7 && abs(y0) >= rs / 3)
836 v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
839 if (!vm->m_area.contains(p))
842 u32 i = vm->m_area.index(p);
843 content_t c = vm->m_data[i].getContent();
844 if (!ndef->get(c).is_ground_content)
848 int full_ymin = node_min.Y - MAP_BLOCKSIZE;
849 int full_ymax = node_max.Y + MAP_BLOCKSIZE;
851 if (full_ymin < water_level && full_ymax > water_level) {
852 vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode;
853 } else if (full_ymax < water_level) {
854 vm->m_data[i] = (p.Y < startp.Y - 2) ? lavanode : airnode;
856 vm->m_data[i] = airnode;
859 if (c == CONTENT_IGNORE || c == CONTENT_AIR)
862 vm->m_data[i] = airnode;
863 vm->m_flags[i] |= VMANIP_FLAG_CAVE;
871 inline s16 CavesV6::getSurfaceFromHeightmap(v3s16 p)
873 if (heightmap != NULL &&
874 p.Z >= node_min.Z && p.Z <= node_max.Z &&
875 p.X >= node_min.X && p.X <= node_max.X) {
876 u32 index = (p.Z - node_min.Z) * ystride + (p.X - node_min.X);
877 return heightmap[index];