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"
28 NoiseParams nparams_caveliquids(0, 1, v3f(150.0, 150.0, 150.0), 776, 3, 0.6, 2.0);
31 ///////////////////////////////////////// Caves V5
34 CaveV5::CaveV5(MapgenV5 *mg, PseudoRandom *ps) {
37 this->ndef = mg->ndef;
38 this->water_level = mg->water_level;
40 this->c_water_source = mg->c_water_source;
41 this->c_lava_source = mg->c_lava_source;
42 this->c_ice = mg->c_ice;
43 this->np_caveliquids = &nparams_caveliquids;
45 dswitchint = ps->range(1, 14);
46 flooded = ps->range(1, 2) == 2;
48 part_max_length_rs = ps->range(2, 4);
49 tunnel_routepoints = ps->range(5, ps->range(15, 30));
50 min_tunnel_diameter = 5;
51 max_tunnel_diameter = ps->range(7, ps->range(8, 24));
53 large_cave_is_flat = (ps->range(0, 1) == 0);
57 void CaveV5::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
60 main_direction = v3f(0, 0, 0);
62 // Allowed route area size in nodes
63 ar = node_max - node_min + v3s16(1, 1, 1);
64 // Area starting point in nodes
68 //(this should be more than the maximum radius of the tunnel)
70 s16 more = MYMAX(MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure, 1);
71 ar += v3s16(1,0,1) * more * 2;
72 of -= v3s16(1,0,1) * more;
75 // Allow half a diameter + 7 over stone surface
76 route_y_max = -of.Y + max_stone_y + max_tunnel_diameter / 2 + 7;
78 // Limit maximum to area
79 route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
82 if (node_min.Y < water_level && node_max.Y > water_level) {
83 min = water_level - max_tunnel_diameter/3 - of.Y;
84 route_y_max = water_level + max_tunnel_diameter/3 - of.Y;
86 route_y_min = ps->range(min, min + max_tunnel_diameter);
87 route_y_min = rangelim(route_y_min, 0, route_y_max);
89 s16 route_start_y_min = route_y_min;
90 s16 route_start_y_max = route_y_max;
92 route_start_y_min = rangelim(route_start_y_min, 0, ar.Y - 1);
93 route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1);
95 // Randomize starting position
97 (float)(ps->next() % ar.X) + 0.5,
98 (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5,
99 (float)(ps->next() % ar.Z) + 0.5
102 // Add generation notify begin event
103 v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
104 GenNotifyType notifytype = GENNOTIFY_LARGECAVE_BEGIN;
105 mg->gennotify.addEvent(notifytype, abs_pos);
107 // Generate some tunnel starting from orp
108 for (u16 j = 0; j < tunnel_routepoints; j++)
109 makeTunnel(j % dswitchint == 0);
111 // Add generation notify end event
112 abs_pos = v3s16(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
113 notifytype = GENNOTIFY_LARGECAVE_END;
114 mg->gennotify.addEvent(notifytype, abs_pos);
118 void CaveV5::makeTunnel(bool dirswitch) {
121 s16 min_d = min_tunnel_diameter;
122 s16 max_d = max_tunnel_diameter;
123 rs = ps->range(min_d, max_d);
124 s16 rs_part_max_length_rs = rs * part_max_length_rs;
128 rs_part_max_length_rs,
129 rs_part_max_length_rs / 2,
130 rs_part_max_length_rs
134 // Jump downward sometimes
136 (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2,
137 (float)(ps->next() % maxlen.Y) - (float)maxlen.Y / 2,
138 (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
141 // Do not make large caves that are above ground.
142 // It is only necessary to check the startpoint and endpoint.
143 v3s16 orpi(orp.X, orp.Y, orp.Z);
144 v3s16 veci(vec.X, vec.Y, vec.Z);
147 p = orpi + veci + of + rs / 2;
148 if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
149 p.X >= node_min.X && p.X <= node_max.X) {
150 u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
151 s16 h = mg->heightmap[index];
154 } else if (p.Y > water_level) {
155 return; // If it's not in our heightmap, use a simple heuristic
158 p = orpi + of + rs / 2;
159 if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
160 p.X >= node_min.X && p.X <= node_max.X) {
161 u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
162 s16 h = mg->heightmap[index];
165 } else if (p.Y > water_level) {
169 vec += main_direction;
174 else if (rp.X >= ar.X)
177 if (rp.Y < route_y_min)
179 else if (rp.Y >= route_y_max)
180 rp.Y = route_y_max - 1;
184 else if (rp.Z >= ar.Z)
189 float veclen = vec.getLength();
193 // Every second section is rough
194 bool randomize_xz = (ps->range(1, 2) == 1);
196 // Make a ravine every once in a while if it's long enough
197 //float xylen = vec.X * vec.X + vec.Z * vec.Z;
198 //disable ravines for now
199 bool is_ravine = false; //(xylen > 500.0) && !large_cave && (ps->range(1, 8) == 1);
202 for (float f = 0; f < 1.0; f += 1.0 / veclen)
203 carveRoute(vec, f, randomize_xz, is_ravine);
209 void CaveV5::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
210 MapNode airnode(CONTENT_AIR);
211 MapNode waternode(c_water_source);
212 MapNode lavanode(c_lava_source);
214 v3s16 startp(orp.X, orp.Y, orp.Z);
217 float nval = NoisePerlin3D(np_caveliquids, startp.X,
218 startp.Y, startp.Z, mg->seed);
219 MapNode liquidnode = nval < 0.40 ? lavanode : waternode;
221 v3f fp = orp + vec * f;
222 fp.X += 0.1 * ps->range(-10, 10);
223 fp.Z += 0.1 * ps->range(-10, 10);
224 v3s16 cp(fp.X, fp.Y, fp.Z);
229 d0 += ps->range(-1, 1);
230 d1 += ps->range(-1, 1);
233 bool should_make_cave_hole = ps->range(1, 10) == 1;
235 for (s16 z0 = d0; z0 <= d1; z0++) {
236 s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
237 for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
238 s16 maxabsxz = MYMAX(abs(x0), abs(z0));
240 s16 si2 = is_ravine ? MYMIN(ps->range(25, 26), ar.Y) :
241 rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
243 for (s16 y0 = -si2; y0 <= si2; y0++) {
244 if (large_cave_is_flat) {
245 // Make large caves not so tall
246 if (rs > 7 && abs(y0) >= rs / 3)
250 v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
253 if (!is_ravine && mg->heightmap && should_make_cave_hole &&
254 p.X <= node_max.X && p.Z <= node_max.Z) {
255 int maplen = node_max.X - node_min.X + 1;
256 int idx = (p.Z - node_min.Z) * maplen +
258 if (p.Y >= mg->heightmap[idx] - 2)
262 if (vm->m_area.contains(p) == false)
265 u32 i = vm->m_area.index(p);
266 content_t c = vm->m_data[i].getContent();
267 if (!ndef->get(c).is_ground_content)
270 int full_ymin = node_min.Y - MAP_BLOCKSIZE;
271 int full_ymax = node_max.Y + MAP_BLOCKSIZE;
273 if (flooded && full_ymin < water_level &&
274 full_ymax > water_level)
275 vm->m_data[i] = (p.Y <= water_level) ?
277 else if (flooded && full_ymax < water_level)
278 vm->m_data[i] = (p.Y < startp.Y - 4) ?
279 liquidnode : airnode;
281 vm->m_data[i] = airnode;
288 ///////////////////////////////////////// Caves V6
291 CaveV6::CaveV6(MapgenV6 *mg, PseudoRandom *ps, PseudoRandom *ps2, bool is_large_cave) {
294 this->ndef = mg->ndef;
295 this->water_level = mg->water_level;
296 this->large_cave = is_large_cave;
299 this->c_water_source = mg->c_water_source;
300 this->c_lava_source = mg->c_lava_source;
302 min_tunnel_diameter = 2;
303 max_tunnel_diameter = ps->range(2, 6);
304 dswitchint = ps->range(1, 14);
308 part_max_length_rs = ps->range(2,4);
309 tunnel_routepoints = ps->range(5, ps->range(15,30));
310 min_tunnel_diameter = 5;
311 max_tunnel_diameter = ps->range(7, ps->range(8,24));
313 part_max_length_rs = ps->range(2,9);
314 tunnel_routepoints = ps->range(10, ps->range(15,30));
317 large_cave_is_flat = (ps->range(0,1) == 0);
321 void CaveV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
324 max_stone_y = max_stone_height;
325 main_direction = v3f(0, 0, 0);
327 // Allowed route area size in nodes
328 ar = node_max - node_min + v3s16(1, 1, 1);
329 // Area starting point in nodes
333 //(this should be more than the maximum radius of the tunnel)
334 const s16 max_spread_amount = MAP_BLOCKSIZE;
336 s16 more = MYMAX(max_spread_amount - max_tunnel_diameter / 2 - insure, 1);
337 ar += v3s16(1,0,1) * more * 2;
338 of -= v3s16(1,0,1) * more;
341 // Allow half a diameter + 7 over stone surface
342 route_y_max = -of.Y + max_stone_y + max_tunnel_diameter / 2 + 7;
344 // Limit maximum to area
345 route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
349 if (node_min.Y < water_level && node_max.Y > water_level) {
350 min = water_level - max_tunnel_diameter/3 - of.Y;
351 route_y_max = water_level + max_tunnel_diameter/3 - of.Y;
353 route_y_min = ps->range(min, min + max_tunnel_diameter);
354 route_y_min = rangelim(route_y_min, 0, route_y_max);
357 s16 route_start_y_min = route_y_min;
358 s16 route_start_y_max = route_y_max;
360 route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
361 route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1);
363 // Randomize starting position
365 (float)(ps->next() % ar.X) + 0.5,
366 (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5,
367 (float)(ps->next() % ar.Z) + 0.5
370 // Add generation notify begin event
371 v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
372 GenNotifyType notifytype = large_cave ?
373 GENNOTIFY_LARGECAVE_BEGIN : GENNOTIFY_CAVE_BEGIN;
374 mg->gennotify.addEvent(notifytype, abs_pos);
376 // Generate some tunnel starting from orp
377 for (u16 j = 0; j < tunnel_routepoints; j++)
378 makeTunnel(j % dswitchint == 0);
380 // Add generation notify end event
381 abs_pos = v3s16(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
382 notifytype = large_cave ?
383 GENNOTIFY_LARGECAVE_END : GENNOTIFY_CAVE_END;
384 mg->gennotify.addEvent(notifytype, abs_pos);
388 void CaveV6::makeTunnel(bool dirswitch) {
389 if (dirswitch && !large_cave) {
390 main_direction = v3f(
391 ((float)(ps->next() % 20) - (float)10) / 10,
392 ((float)(ps->next() % 20) - (float)10) / 30,
393 ((float)(ps->next() % 20) - (float)10) / 10
395 main_direction *= (float)ps->range(0, 10) / 10;
399 s16 min_d = min_tunnel_diameter;
400 s16 max_d = max_tunnel_diameter;
401 rs = ps->range(min_d, max_d);
402 s16 rs_part_max_length_rs = rs * part_max_length_rs;
407 rs_part_max_length_rs,
408 rs_part_max_length_rs / 2,
409 rs_part_max_length_rs
413 rs_part_max_length_rs,
414 ps->range(1, rs_part_max_length_rs),
415 rs_part_max_length_rs
420 (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2,
421 (float)(ps->next() % maxlen.Y) - (float)maxlen.Y / 2,
422 (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
425 // Jump downward sometimes
426 if (!large_cave && ps->range(0, 12) == 0) {
428 (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2,
429 (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y,
430 (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
434 // Do not make large caves that are entirely above ground.
435 // It is only necessary to check the startpoint and endpoint.
437 v3s16 orpi(orp.X, orp.Y, orp.Z);
438 v3s16 veci(vec.X, vec.Y, vec.Z);
442 v3s16 p1 = orpi + veci + of + rs / 2;
443 if (p1.Z >= node_min.Z && p1.Z <= node_max.Z &&
444 p1.X >= node_min.X && p1.X <= node_max.X) {
445 u32 index1 = (p1.Z - node_min.Z) * mg->ystride +
447 h1 = mg->heightmap[index1];
449 h1 = water_level; // If not in heightmap
452 v3s16 p2 = orpi + of + rs / 2;
453 if (p2.Z >= node_min.Z && p2.Z <= node_max.Z &&
454 p2.X >= node_min.X && p2.X <= node_max.X) {
455 u32 index2 = (p2.Z - node_min.Z) * mg->ystride +
457 h2 = mg->heightmap[index2];
462 if (p1.Y > h1 && p2.Y > h2) // If startpoint and endpoint are above ground
466 vec += main_direction;
471 else if (rp.X >= ar.X)
474 if (rp.Y < route_y_min)
476 else if (rp.Y >= route_y_max)
477 rp.Y = route_y_max - 1;
481 else if (rp.Z >= ar.Z)
486 float veclen = vec.getLength();
487 // As odd as it sounds, veclen is *exactly* 0.0 sometimes, causing a FPE
491 // Every second section is rough
492 bool randomize_xz = (ps2->range(1, 2) == 1);
495 for (float f = 0; f < 1.0; f += 1.0 / veclen)
496 carveRoute(vec, f, randomize_xz);
502 void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz) {
503 MapNode airnode(CONTENT_AIR);
504 MapNode waternode(c_water_source);
505 MapNode lavanode(c_lava_source);
507 v3s16 startp(orp.X, orp.Y, orp.Z);
510 v3f fp = orp + vec * f;
511 fp.X += 0.1 * ps->range(-10, 10);
512 fp.Z += 0.1 * ps->range(-10, 10);
513 v3s16 cp(fp.X, fp.Y, fp.Z);
518 d0 += ps->range(-1, 1);
519 d1 += ps->range(-1, 1);
522 for (s16 z0 = d0; z0 <= d1; z0++) {
523 s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
524 for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
525 s16 maxabsxz = MYMAX(abs(x0), abs(z0));
526 s16 si2 = rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
527 for (s16 y0 = -si2; y0 <= si2; y0++) {
528 if (large_cave_is_flat) {
529 // Make large caves not so tall
530 if (rs > 7 && abs(y0) >= rs / 3)
534 v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
537 if (vm->m_area.contains(p) == false)
540 u32 i = vm->m_area.index(p);
541 content_t c = vm->m_data[i].getContent();
542 if (!ndef->get(c).is_ground_content)
546 int full_ymin = node_min.Y - MAP_BLOCKSIZE;
547 int full_ymax = node_max.Y + MAP_BLOCKSIZE;
549 if (flooded && full_ymin < water_level &&
550 full_ymax > water_level) {
551 vm->m_data[i] = (p.Y <= water_level) ?
553 } else if (flooded && full_ymax < water_level) {
554 vm->m_data[i] = (p.Y < startp.Y - 2) ?
557 vm->m_data[i] = airnode;
560 if (c == CONTENT_IGNORE || c == CONTENT_AIR)
563 vm->m_data[i] = airnode;
564 vm->m_flags[i] |= VMANIP_FLAG_CAVE;
572 ///////////////////////////////////////// Caves V7
575 CaveV7::CaveV7(MapgenV7 *mg, PseudoRandom *ps) {
578 this->ndef = mg->ndef;
579 this->water_level = mg->water_level;
581 this->c_water_source = mg->c_water_source;
582 this->c_lava_source = mg->c_lava_source;
583 this->c_ice = mg->c_ice;
584 this->np_caveliquids = &nparams_caveliquids;
586 dswitchint = ps->range(1, 14);
587 flooded = ps->range(1, 2) == 2;
589 part_max_length_rs = ps->range(2, 4);
590 tunnel_routepoints = ps->range(5, ps->range(15, 30));
591 min_tunnel_diameter = 5;
592 max_tunnel_diameter = ps->range(7, ps->range(8, 24));
594 large_cave_is_flat = (ps->range(0, 1) == 0);
598 void CaveV7::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
601 max_stone_y = max_stone_height;
602 main_direction = v3f(0, 0, 0);
604 // Allowed route area size in nodes
605 ar = node_max - node_min + v3s16(1, 1, 1);
606 // Area starting point in nodes
610 //(this should be more than the maximum radius of the tunnel)
612 s16 more = MYMAX(MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure, 1);
613 ar += v3s16(1,0,1) * more * 2;
614 of -= v3s16(1,0,1) * more;
617 // Allow half a diameter + 7 over stone surface
618 route_y_max = -of.Y + max_stone_y + max_tunnel_diameter / 2 + 7;
620 // Limit maximum to area
621 route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
624 if (node_min.Y < water_level && node_max.Y > water_level) {
625 min = water_level - max_tunnel_diameter/3 - of.Y;
626 route_y_max = water_level + max_tunnel_diameter/3 - of.Y;
628 route_y_min = ps->range(min, min + max_tunnel_diameter);
629 route_y_min = rangelim(route_y_min, 0, route_y_max);
631 s16 route_start_y_min = route_y_min;
632 s16 route_start_y_max = route_y_max;
634 route_start_y_min = rangelim(route_start_y_min, 0, ar.Y - 1);
635 route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1);
637 // Randomize starting position
639 (float)(ps->next() % ar.X) + 0.5,
640 (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5,
641 (float)(ps->next() % ar.Z) + 0.5
644 // Add generation notify begin event
645 v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
646 GenNotifyType notifytype = GENNOTIFY_LARGECAVE_BEGIN;
647 mg->gennotify.addEvent(notifytype, abs_pos);
649 // Generate some tunnel starting from orp
650 for (u16 j = 0; j < tunnel_routepoints; j++)
651 makeTunnel(j % dswitchint == 0);
653 // Add generation notify end event
654 abs_pos = v3s16(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
655 notifytype = GENNOTIFY_LARGECAVE_END;
656 mg->gennotify.addEvent(notifytype, abs_pos);
660 void CaveV7::makeTunnel(bool dirswitch) {
663 s16 min_d = min_tunnel_diameter;
664 s16 max_d = max_tunnel_diameter;
665 rs = ps->range(min_d, max_d);
666 s16 rs_part_max_length_rs = rs * part_max_length_rs;
670 rs_part_max_length_rs,
671 rs_part_max_length_rs / 2,
672 rs_part_max_length_rs
676 // Jump downward sometimes
678 (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2,
679 (float)(ps->next() % maxlen.Y) - (float)maxlen.Y / 2,
680 (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
683 // Do not make large caves that are above ground.
684 // It is only necessary to check the startpoint and endpoint.
685 v3s16 orpi(orp.X, orp.Y, orp.Z);
686 v3s16 veci(vec.X, vec.Y, vec.Z);
689 p = orpi + veci + of + rs / 2;
690 if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
691 p.X >= node_min.X && p.X <= node_max.X) {
692 u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
693 s16 h = mg->ridge_heightmap[index];
696 } else if (p.Y > water_level) {
697 return; // If it's not in our heightmap, use a simple heuristic
700 p = orpi + of + rs / 2;
701 if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
702 p.X >= node_min.X && p.X <= node_max.X) {
703 u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
704 s16 h = mg->ridge_heightmap[index];
707 } else if (p.Y > water_level) {
711 vec += main_direction;
716 else if (rp.X >= ar.X)
719 if (rp.Y < route_y_min)
721 else if (rp.Y >= route_y_max)
722 rp.Y = route_y_max - 1;
726 else if (rp.Z >= ar.Z)
731 float veclen = vec.getLength();
735 // Every second section is rough
736 bool randomize_xz = (ps->range(1, 2) == 1);
738 // Make a ravine every once in a while if it's long enough
739 //float xylen = vec.X * vec.X + vec.Z * vec.Z;
740 //disable ravines for now
741 bool is_ravine = false; //(xylen > 500.0) && !large_cave && (ps->range(1, 8) == 1);
744 for (float f = 0; f < 1.0; f += 1.0 / veclen)
745 carveRoute(vec, f, randomize_xz, is_ravine);
751 void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
752 MapNode airnode(CONTENT_AIR);
753 MapNode waternode(c_water_source);
754 MapNode lavanode(c_lava_source);
756 v3s16 startp(orp.X, orp.Y, orp.Z);
759 float nval = NoisePerlin3D(np_caveliquids, startp.X,
760 startp.Y, startp.Z, mg->seed);
761 MapNode liquidnode = (nval < 0.40 && node_max.Y < MGV7_LAVA_DEPTH) ?
762 lavanode : waternode;
764 v3f fp = orp + vec * f;
765 fp.X += 0.1 * ps->range(-10, 10);
766 fp.Z += 0.1 * ps->range(-10, 10);
767 v3s16 cp(fp.X, fp.Y, fp.Z);
772 d0 += ps->range(-1, 1);
773 d1 += ps->range(-1, 1);
776 bool should_make_cave_hole = ps->range(1, 10) == 1;
778 for (s16 z0 = d0; z0 <= d1; z0++) {
779 s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
780 for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
781 s16 maxabsxz = MYMAX(abs(x0), abs(z0));
783 s16 si2 = is_ravine ? MYMIN(ps->range(25, 26), ar.Y) :
784 rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
786 for (s16 y0 = -si2; y0 <= si2; y0++) {
787 if (large_cave_is_flat) {
788 // Make large caves not so tall
789 if (rs > 7 && abs(y0) >= rs / 3)
793 v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
796 if (!is_ravine && mg->heightmap && should_make_cave_hole &&
797 p.X <= node_max.X && p.Z <= node_max.Z) {
798 int maplen = node_max.X - node_min.X + 1;
799 int idx = (p.Z - node_min.Z) * maplen +
801 if (p.Y >= mg->heightmap[idx] - 2)
805 if (vm->m_area.contains(p) == false)
808 u32 i = vm->m_area.index(p);
809 content_t c = vm->m_data[i].getContent();
810 if (!ndef->get(c).is_ground_content)
813 int full_ymin = node_min.Y - MAP_BLOCKSIZE;
814 int full_ymax = node_max.Y + MAP_BLOCKSIZE;
816 if (flooded && full_ymin < water_level &&
817 full_ymax > water_level)
818 vm->m_data[i] = (p.Y <= water_level) ?
820 else if (flooded && full_ymax < water_level)
821 vm->m_data[i] = (p.Y < startp.Y - 4) ?
822 liquidnode : airnode;
824 vm->m_data[i] = airnode;