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_v6.h"
24 #include "mapgen_v7.h"
27 NoiseParams nparams_caveliquids =
28 {0, 1, v3f(150.0, 150.0, 150.0), 776, 3, 0.6};
31 ///////////////////////////////////////////////////////////////////////////////
34 CaveV6::CaveV6(MapgenV6 *mg, PseudoRandom *ps, PseudoRandom *ps2, bool is_large_cave) {
37 this->ndef = mg->ndef;
38 this->water_level = mg->water_level;
39 this->large_cave = is_large_cave;
42 this->c_water_source = mg->c_water_source;
43 this->c_lava_source = mg->c_lava_source;
45 min_tunnel_diameter = 2;
46 max_tunnel_diameter = ps->range(2, 6);
47 dswitchint = ps->range(1, 14);
51 part_max_length_rs = ps->range(2,4);
52 tunnel_routepoints = ps->range(5, ps->range(15,30));
53 min_tunnel_diameter = 5;
54 max_tunnel_diameter = ps->range(7, ps->range(8,24));
56 part_max_length_rs = ps->range(2,9);
57 tunnel_routepoints = ps->range(10, ps->range(15,30));
60 large_cave_is_flat = (ps->range(0,1) == 0);
64 void CaveV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
67 max_stone_y = max_stone_height;
68 main_direction = v3f(0, 0, 0);
70 // Allowed route area size in nodes
71 ar = node_max - node_min + v3s16(1, 1, 1);
72 // Area starting point in nodes
76 //(this should be more than the maximum radius of the tunnel)
77 const s16 max_spread_amount = MAP_BLOCKSIZE;
79 s16 more = MYMAX(max_spread_amount - max_tunnel_diameter / 2 - insure, 1);
80 ar += v3s16(1,0,1) * more * 2;
81 of -= v3s16(1,0,1) * more;
84 // Allow half a diameter + 7 over stone surface
85 route_y_max = -of.Y + max_stone_y + max_tunnel_diameter / 2 + 7;
87 // Limit maximum to area
88 route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
92 if (node_min.Y < water_level && node_max.Y > water_level) {
93 min = water_level - max_tunnel_diameter/3 - of.Y;
94 route_y_max = water_level + max_tunnel_diameter/3 - of.Y;
96 route_y_min = ps->range(min, min + max_tunnel_diameter);
97 route_y_min = rangelim(route_y_min, 0, route_y_max);
100 s16 route_start_y_min = route_y_min;
101 s16 route_start_y_max = route_y_max;
103 route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
104 route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1);
106 // Randomize starting position
108 (float)(ps->next() % ar.X) + 0.5,
109 (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5,
110 (float)(ps->next() % ar.Z) + 0.5
113 // Generate some tunnel starting from orp
114 for (u16 j = 0; j < tunnel_routepoints; j++)
115 makeTunnel(j % dswitchint == 0);
119 void CaveV6::makeTunnel(bool dirswitch) {
120 if (dirswitch && !large_cave) {
121 main_direction = v3f(
122 ((float)(ps->next() % 20) - (float)10) / 10,
123 ((float)(ps->next() % 20) - (float)10) / 30,
124 ((float)(ps->next() % 20) - (float)10) / 10
126 main_direction *= (float)ps->range(0, 10) / 10;
130 s16 min_d = min_tunnel_diameter;
131 s16 max_d = max_tunnel_diameter;
132 rs = ps->range(min_d, max_d);
137 rs * part_max_length_rs,
138 rs * part_max_length_rs / 2,
139 rs * part_max_length_rs
143 rs * part_max_length_rs,
144 ps->range(1, rs * part_max_length_rs),
145 rs * part_max_length_rs
150 (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2,
151 (float)(ps->next() % (maxlen.Y * 1)) - (float)maxlen.Y / 2,
152 (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2
155 // Jump downward sometimes
156 if (!large_cave && ps->range(0, 12) == 0) {
158 (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2,
159 (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y,
160 (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2
164 vec += main_direction;
169 else if (rp.X >= ar.X)
172 if (rp.Y < route_y_min)
174 else if (rp.Y >= route_y_max)
175 rp.Y = route_y_max - 1;
179 else if (rp.Z >= ar.Z)
184 float veclen = vec.getLength();
185 // As odd as it sounds, veclen is *exactly* 0.0 sometimes, causing a FPE
189 // Every second section is rough
190 bool randomize_xz = (ps2->range(1, 2) == 1);
193 for (float f = 0; f < 1.0; f += 1.0 / veclen)
194 carveRoute(vec, f, randomize_xz);
200 void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz) {
201 MapNode airnode(CONTENT_AIR);
202 MapNode waternode(c_water_source);
203 MapNode lavanode(c_lava_source);
205 v3s16 startp(orp.X, orp.Y, orp.Z);
208 v3f fp = orp + vec * f;
209 fp.X += 0.1 * ps->range(-10, 10);
210 fp.Z += 0.1 * ps->range(-10, 10);
211 v3s16 cp(fp.X, fp.Y, fp.Z);
216 d0 += ps->range(-1, 1);
217 d1 += ps->range(-1, 1);
220 for (s16 z0 = d0; z0 <= d1; z0++) {
221 s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
222 for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
223 s16 maxabsxz = MYMAX(abs(x0), abs(z0));
224 s16 si2 = rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
225 for (s16 y0 = -si2; y0 <= si2; y0++) {
226 if (large_cave_is_flat) {
227 // Make large caves not so tall
228 if (rs > 7 && abs(y0) >= rs / 3)
232 v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
235 if (vm->m_area.contains(p) == false)
238 u32 i = vm->m_area.index(p);
239 content_t c = vm->m_data[i].getContent();
240 if (!ndef->get(c).is_ground_content)
244 int full_ymin = node_min.Y - MAP_BLOCKSIZE;
245 int full_ymax = node_max.Y + MAP_BLOCKSIZE;
247 if (flooded && full_ymin < water_level && full_ymax > water_level) {
248 vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode;
249 } else if (flooded && full_ymax < water_level) {
250 vm->m_data[i] = (p.Y < startp.Y - 2) ? lavanode : airnode;
252 vm->m_data[i] = airnode;
255 // Don't replace air or water or lava or ignore
256 if (c == CONTENT_IGNORE || c == CONTENT_AIR ||
257 c == c_water_source || c == c_lava_source)
260 vm->m_data[i] = airnode;
261 vm->m_flags[i] |= VMANIP_FLAG_CAVE;
269 ///////////////////////////////////////// Caves V7
271 CaveV7::CaveV7(MapgenV7 *mg, PseudoRandom *ps, bool is_large_cave) {
274 this->ndef = mg->ndef;
275 this->water_level = mg->water_level;
276 this->large_cave = is_large_cave;
278 this->c_water_source = mg->c_water_source;
279 this->c_lava_source = mg->c_lava_source;
280 this->c_ice = mg->c_ice;
281 this->np_caveliquids = &nparams_caveliquids;
283 dswitchint = ps->range(1, 14);
284 flooded = ps->range(1, 2) == 2;
287 part_max_length_rs = ps->range(2, 4);
288 tunnel_routepoints = ps->range(5, ps->range(15, 30));
289 min_tunnel_diameter = 5;
290 max_tunnel_diameter = ps->range(7, ps->range(8, 24));
292 part_max_length_rs = ps->range(2, 9);
293 tunnel_routepoints = ps->range(10, ps->range(15, 30));
294 min_tunnel_diameter = 2;
295 max_tunnel_diameter = ps->range(2, 6);
298 large_cave_is_flat = (ps->range(0, 1) == 0);
302 void CaveV7::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
305 max_stone_y = max_stone_height;
306 main_direction = v3f(0, 0, 0);
308 // Allowed route area size in nodes
309 ar = node_max - node_min + v3s16(1, 1, 1);
310 // Area starting point in nodes
314 //(this should be more than the maximum radius of the tunnel)
316 s16 more = MYMAX(MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure, 1);
317 ar += v3s16(1,0,1) * more * 2;
318 of -= v3s16(1,0,1) * more;
321 // Allow half a diameter + 7 over stone surface
322 route_y_max = -of.Y + max_stone_y + max_tunnel_diameter / 2 + 7;
324 // Limit maximum to area
325 route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
329 if (node_min.Y < water_level && node_max.Y > water_level) {
330 min = water_level - max_tunnel_diameter/3 - of.Y;
331 route_y_max = water_level + max_tunnel_diameter/3 - of.Y;
333 route_y_min = ps->range(min, min + max_tunnel_diameter);
334 route_y_min = rangelim(route_y_min, 0, route_y_max);
337 s16 route_start_y_min = route_y_min;
338 s16 route_start_y_max = route_y_max;
340 route_start_y_min = rangelim(route_start_y_min, 0, ar.Y - 1);
341 route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1);
343 // Randomize starting position
345 (float)(ps->next() % ar.X) + 0.5,
346 (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5,
347 (float)(ps->next() % ar.Z) + 0.5
350 // Generate some tunnel starting from orp
351 for (u16 j = 0; j < tunnel_routepoints; j++)
352 makeTunnel(j % dswitchint == 0);
356 void CaveV7::makeTunnel(bool dirswitch) {
357 if (dirswitch && !large_cave) {
358 main_direction = v3f(
359 ((float)(ps->next() % 20) - (float)10) / 10,
360 ((float)(ps->next() % 20) - (float)10) / 30,
361 ((float)(ps->next() % 20) - (float)10) / 10
363 main_direction *= (float)ps->range(0, 10) / 10;
367 s16 min_d = min_tunnel_diameter;
368 s16 max_d = max_tunnel_diameter;
369 rs = ps->range(min_d, max_d);
374 rs * part_max_length_rs,
375 rs * part_max_length_rs / 2,
376 rs * part_max_length_rs
380 rs * part_max_length_rs,
381 ps->range(1, rs * part_max_length_rs),
382 rs * part_max_length_rs
387 // Jump downward sometimes
388 if (!large_cave && ps->range(0, 12) == 0) {
390 (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2,
391 (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y,
392 (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2
396 (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2,
397 (float)(ps->next() % (maxlen.Y * 1)) - (float)maxlen.Y / 2,
398 (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2
402 // Do not make large caves that are above ground.
403 // It is only necessary to check the startpoint and endpoint.
405 v3s16 orpi(orp.X, orp.Y, orp.Z);
406 v3s16 veci(vec.X, vec.Y, vec.Z);
409 p = orpi + veci + of + rs / 2;
410 if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
411 p.X >= node_min.X && p.X <= node_max.X) {
412 u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
413 s16 h = mg->ridge_heightmap[index];
416 } else if (p.Y > water_level) {
417 return; // If it's not in our heightmap, use a simple heuristic
420 p = orpi + of + rs / 2;
421 if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
422 p.X >= node_min.X && p.X <= node_max.X) {
423 u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
424 s16 h = mg->ridge_heightmap[index];
427 } else if (p.Y > water_level) {
432 vec += main_direction;
437 else if (rp.X >= ar.X)
440 if (rp.Y < route_y_min)
442 else if (rp.Y >= route_y_max)
443 rp.Y = route_y_max - 1;
447 else if (rp.Z >= ar.Z)
452 float veclen = vec.getLength();
456 // Every second section is rough
457 bool randomize_xz = (ps->range(1, 2) == 1);
459 // Make a ravine every once in a while if it's long enough
460 //float xylen = vec.X * vec.X + vec.Z * vec.Z;
461 //disable ravines for now
462 bool is_ravine = false; //(xylen > 500.0) && !large_cave && (ps->range(1, 8) == 1);
465 for (float f = 0; f < 1.0; f += 1.0 / veclen)
466 carveRoute(vec, f, randomize_xz, is_ravine);
472 void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
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, mg->seed);
482 MapNode liquidnode = nval < 0.40 ? lavanode : waternode;
484 v3f fp = orp + vec * f;
485 fp.X += 0.1 * ps->range(-10, 10);
486 fp.Z += 0.1 * ps->range(-10, 10);
487 v3s16 cp(fp.X, fp.Y, fp.Z);
492 d0 += ps->range(-1, 1);
493 d1 += ps->range(-1, 1);
496 bool flat_cave_floor = !large_cave && ps->range(0, 2) == 2;
497 bool should_make_cave_hole = ps->range(1, 10) == 1;
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 = is_ravine ? MYMIN(ps->range(25, 26), ar.Y) :
505 rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
507 for (s16 y0 = -si2; y0 <= si2; y0++) {
508 // Make better floors in small caves
509 if(flat_cave_floor && y0 <= -rs/2 && rs<=7)
512 if (large_cave_is_flat) {
513 // Make large caves not so tall
514 if (rs > 7 && abs(y0) >= rs / 3)
518 v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
521 if (!is_ravine && mg->heightmap && should_make_cave_hole &&
522 p.X <= node_max.X && p.Z <= node_max.Z) {
523 int maplen = node_max.X - node_min.X + 1;
524 int idx = (p.Z - node_min.Z) * maplen + (p.X - node_min.X);
525 if (p.Y >= mg->heightmap[idx] - 2)
529 if (vm->m_area.contains(p) == false)
532 u32 i = vm->m_area.index(p);
534 // Don't replace air, water, lava, or ice
535 content_t c = vm->m_data[i].getContent();
536 if (!ndef->get(c).is_ground_content || c == CONTENT_AIR ||
537 c == c_water_source || c == c_lava_source || c == c_ice)
541 int full_ymin = node_min.Y - MAP_BLOCKSIZE;
542 int full_ymax = node_max.Y + MAP_BLOCKSIZE;
544 if (flooded && full_ymin < water_level && full_ymax > water_level)
545 vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode;
546 else if (flooded && full_ymax < water_level)
547 vm->m_data[i] = (p.Y < startp.Y - 4) ? liquidnode : airnode;
549 vm->m_data[i] = airnode;
551 if (c == CONTENT_IGNORE)
554 vm->m_data[i] = airnode;
555 vm->m_flags[i] |= VMANIP_FLAG_CAVE;