#include "util/numeric.h"
#include "map.h"
#include "mapgen.h"
+#include "mapgen_v5.h"
#include "mapgen_v6.h"
#include "mapgen_v7.h"
+#include "mg_biome.h"
#include "cavegen.h"
+static NoiseParams nparams_caveliquids(0, 1, v3f(150.0, 150.0, 150.0), 776, 3, 0.6, 2.0);
-CaveV6::CaveV6(MapgenV6 *mg, PseudoRandom *ps, PseudoRandom *ps2, bool is_large_cave) {
- this->mg = mg;
- this->vm = mg->vm;
- this->ndef = mg->ndef;
- this->water_level = mg->water_level;
+
+////
+//// CavesNoiseIntersection
+////
+
+CavesNoiseIntersection::CavesNoiseIntersection(
+ INodeDefManager *nodedef, BiomeManager *biomemgr, v3s16 chunksize,
+ NoiseParams *np_cave1, NoiseParams *np_cave2, s32 seed, float cave_width)
+{
+ assert(nodedef);
+ assert(biomemgr);
+
+ m_ndef = nodedef;
+ m_bmgr = biomemgr;
+
+ m_csize = chunksize;
+ m_cave_width = cave_width;
+
+ m_ystride = m_csize.X;
+ m_zstride_1d = m_csize.X * (m_csize.Y + 1);
+
+ // Noises are created using 1-down overgeneration
+ // A Nx-by-1-by-Nz-sized plane is at the bottom of the desired for
+ // re-carving the solid overtop placed for blocking sunlight
+ noise_cave1 = new Noise(np_cave1, seed, m_csize.X, m_csize.Y + 1, m_csize.Z);
+ noise_cave2 = new Noise(np_cave2, seed, m_csize.X, m_csize.Y + 1, m_csize.Z);
+}
+
+
+CavesNoiseIntersection::~CavesNoiseIntersection()
+{
+ delete noise_cave1;
+ delete noise_cave2;
+}
+
+
+void CavesNoiseIntersection::generateCaves(MMVManip *vm,
+ v3s16 nmin, v3s16 nmax, u8 *biomemap)
+{
+ assert(vm);
+ assert(biomemap);
+
+ noise_cave1->perlinMap3D(nmin.X, nmin.Y - 1, nmin.Z);
+ noise_cave2->perlinMap3D(nmin.X, nmin.Y - 1, nmin.Z);
+
+ v3s16 em = vm->m_area.getExtent();
+ u32 index2d = 0; // Biomemap index
+
+ for (s16 z = nmin.Z; z <= nmax.Z; z++)
+ for (s16 x = nmin.X; x <= nmax.X; x++, index2d++) {
+ bool column_is_open = false; // Is column open to overground
+ bool is_under_river = false; // Is column under river water
+ bool is_under_tunnel = false; // Is tunnel or is under tunnel
+ // Indexes at column top
+ u32 vi = vm->m_area.index(x, nmax.Y, z);
+ u32 index3d = (z - nmin.Z) * m_zstride_1d + m_csize.Y * m_ystride +
+ (x - nmin.X); // 3D noise index
+ // Biome of column
+ Biome *biome = (Biome *)m_bmgr->getRaw(biomemap[index2d]);
+ u16 depth_top = biome->depth_top;
+ u16 base_filler = depth_top + biome->depth_filler;
+ u16 depth_riverbed = biome->depth_riverbed;
+ u16 nplaced = 0;
+ // Don't excavate the overgenerated stone at nmax.Y + 1,
+ // this creates a 'roof' over the tunnel, preventing light in
+ // tunnels at mapchunk borders when generating mapchunks upwards.
+ // This 'roof' is removed when the mapchunk above is generated.
+ for (s16 y = nmax.Y; y >= nmin.Y - 1; y--,
+ index3d -= m_ystride,
+ vm->m_area.add_y(em, vi, -1)) {
+
+ content_t c = vm->m_data[vi].getContent();
+ if (c == CONTENT_AIR || c == biome->c_water_top ||
+ c == biome->c_water) {
+ column_is_open = true;
+ continue;
+ } else if (c == biome->c_river_water) {
+ column_is_open = true;
+ is_under_river = true;
+ continue;
+ }
+ // Ground
+ float d1 = contour(noise_cave1->result[index3d]);
+ float d2 = contour(noise_cave2->result[index3d]);
+
+ if (d1 * d2 > m_cave_width && m_ndef->get(c).is_ground_content) {
+ // In tunnel and ground content, excavate
+ vm->m_data[vi] = MapNode(CONTENT_AIR);
+ is_under_tunnel = true;
+ } else if (column_is_open && is_under_tunnel &&
+ (c == biome->c_stone || c == biome->c_filler)) {
+ // Tunnel entrance floor, place biome surface nodes
+ if (is_under_river) {
+ if (nplaced < depth_riverbed) {
+ vm->m_data[vi] = MapNode(biome->c_riverbed);
+ nplaced++;
+ } else {
+ // Disable top/filler placement
+ column_is_open = false;
+ is_under_river = false;
+ is_under_tunnel = false;
+ }
+ } else if (nplaced < depth_top) {
+ vm->m_data[vi] = MapNode(biome->c_top);
+ nplaced++;
+ } else if (nplaced < base_filler) {
+ vm->m_data[vi] = MapNode(biome->c_filler);
+ nplaced++;
+ } else {
+ // Disable top/filler placement
+ column_is_open = false;
+ is_under_tunnel = false;
+ }
+ } else {
+ // Not tunnel or tunnel entrance floor
+ column_is_open = false;
+ }
+ }
+ }
+}
+
+
+////
+//// CavernsNoise
+////
+
+CavernsNoise::CavernsNoise(
+ INodeDefManager *nodedef, v3s16 chunksize, NoiseParams *np_cavern,
+ s32 seed, float cavern_limit, float cavern_taper, float cavern_threshold)
+{
+ assert(nodedef);
+
+ m_ndef = nodedef;
+
+ m_csize = chunksize;
+ m_cavern_limit = cavern_limit;
+ m_cavern_taper = cavern_taper;
+ m_cavern_threshold = cavern_threshold;
+
+ m_ystride = m_csize.X;
+ m_zstride_1d = m_csize.X * (m_csize.Y + 1);
+
+ // Noise is created using 1-down overgeneration
+ // A Nx-by-1-by-Nz-sized plane is at the bottom of the desired for
+ // re-carving the solid overtop placed for blocking sunlight
+ noise_cavern = new Noise(np_cavern, seed, m_csize.X, m_csize.Y + 1, m_csize.Z);
+
+ c_water_source = m_ndef->getId("mapgen_water_source");
+ if (c_water_source == CONTENT_IGNORE)
+ c_water_source = CONTENT_AIR;
+
+ c_lava_source = m_ndef->getId("mapgen_lava_source");
+ if (c_lava_source == CONTENT_IGNORE)
+ c_lava_source = CONTENT_AIR;
+}
+
+
+CavernsNoise::~CavernsNoise()
+{
+ delete noise_cavern;
+}
+
+
+bool CavernsNoise::generateCaverns(MMVManip *vm, v3s16 nmin, v3s16 nmax)
+{
+ assert(vm);
+
+ // Calculate noise
+ noise_cavern->perlinMap3D(nmin.X, nmin.Y - 1, nmin.Z);
+
+ // Cache cavern_amp values
+ float *cavern_amp = new float[m_csize.Y + 1];
+ u8 cavern_amp_index = 0; // Index zero at column top
+ for (s16 y = nmax.Y; y >= nmin.Y - 1; y--, cavern_amp_index++) {
+ cavern_amp[cavern_amp_index] =
+ MYMIN((m_cavern_limit - y) / (float)m_cavern_taper, 1.0f);
+ }
+
+ //// Place nodes
+ bool near_cavern = false;
+ v3s16 em = vm->m_area.getExtent();
+ u32 index2d = 0;
+
+ for (s16 z = nmin.Z; z <= nmax.Z; z++)
+ for (s16 x = nmin.X; x <= nmax.X; x++, index2d++) {
+ // Reset cave_amp index to column top
+ cavern_amp_index = 0;
+ // Initial voxelmanip index at column top
+ u32 vi = vm->m_area.index(x, nmax.Y, z);
+ // Initial 3D noise index at column top
+ u32 index3d = (z - nmin.Z) * m_zstride_1d + m_csize.Y * m_ystride +
+ (x - nmin.X);
+ // Don't excavate the overgenerated stone at node_max.Y + 1,
+ // this creates a 'roof' over the cavern, preventing light in
+ // caverns at mapchunk borders when generating mapchunks upwards.
+ // This 'roof' is excavated when the mapchunk above is generated.
+ for (s16 y = nmax.Y; y >= nmin.Y - 1; y--,
+ index3d -= m_ystride,
+ vm->m_area.add_y(em, vi, -1),
+ cavern_amp_index++) {
+ content_t c = vm->m_data[vi].getContent();
+ float n_absamp_cavern = fabs(noise_cavern->result[index3d]) *
+ cavern_amp[cavern_amp_index];
+ // Disable CavesRandomWalk at a safe distance from caverns
+ // to avoid excessively spreading liquids in caverns.
+ if (n_absamp_cavern > m_cavern_threshold - 0.1f) {
+ near_cavern = true;
+ if (n_absamp_cavern > m_cavern_threshold &&
+ m_ndef->get(c).is_ground_content)
+ vm->m_data[vi] = MapNode(CONTENT_AIR);
+ }
+ }
+ }
+
+ delete[] cavern_amp;
+
+ return near_cavern;
+}
+
+
+////
+//// CavesRandomWalk
+////
+
+CavesRandomWalk::CavesRandomWalk(
+ INodeDefManager *ndef,
+ GenerateNotifier *gennotify,
+ s32 seed,
+ int water_level,
+ content_t water_source,
+ content_t lava_source)
+{
+ assert(ndef);
+
+ this->ndef = ndef;
+ this->gennotify = gennotify;
+ this->seed = seed;
+ this->water_level = water_level;
+ this->np_caveliquids = &nparams_caveliquids;
+ this->lava_depth = DEFAULT_LAVA_DEPTH;
+
+ c_water_source = water_source;
+ if (c_water_source == CONTENT_IGNORE)
+ c_water_source = ndef->getId("mapgen_water_source");
+ if (c_water_source == CONTENT_IGNORE)
+ c_water_source = CONTENT_AIR;
+
+ c_lava_source = lava_source;
+ if (c_lava_source == CONTENT_IGNORE)
+ c_lava_source = ndef->getId("mapgen_lava_source");
+ if (c_lava_source == CONTENT_IGNORE)
+ c_lava_source = CONTENT_AIR;
+}
+
+
+void CavesRandomWalk::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax,
+ PseudoRandom *ps, bool is_large_cave, int max_stone_height, s16 *heightmap)
+{
+ assert(vm);
+ assert(ps);
+
+ this->vm = vm;
+ this->ps = ps;
+ this->node_min = nmin;
+ this->node_max = nmax;
+ this->heightmap = heightmap;
this->large_cave = is_large_cave;
- this->ps = ps;
- this->ps2 = ps2;
- this->c_water_source = mg->c_water_source;
- this->c_lava_source = mg->c_lava_source;
- min_tunnel_diameter = 2;
- max_tunnel_diameter = ps->range(2, 6);
- dswitchint = ps->range(1, 14);
- flooded = true;
-
+ this->ystride = nmax.X - nmin.X + 1;
+
+ // Set initial parameters from randomness
+ int dswitchint = ps->range(1, 14);
+ flooded = ps->range(1, 2) == 2;
+
if (large_cave) {
- part_max_length_rs = ps->range(2,4);
- tunnel_routepoints = ps->range(5, ps->range(15,30));
+ part_max_length_rs = ps->range(2, 4);
+ tunnel_routepoints = ps->range(5, ps->range(15, 30));
min_tunnel_diameter = 5;
- max_tunnel_diameter = ps->range(7, ps->range(8,24));
+ max_tunnel_diameter = ps->range(7, ps->range(8, 24));
} else {
- part_max_length_rs = ps->range(2,9);
- tunnel_routepoints = ps->range(10, ps->range(15,30));
+ part_max_length_rs = ps->range(2, 9);
+ tunnel_routepoints = ps->range(10, ps->range(15, 30));
+ min_tunnel_diameter = 2;
+ max_tunnel_diameter = ps->range(2, 6);
}
-
- large_cave_is_flat = (ps->range(0,1) == 0);
-}
+ large_cave_is_flat = (ps->range(0, 1) == 0);
-void CaveV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
- node_min = nmin;
- node_max = nmax;
- max_stone_y = max_stone_height;
main_direction = v3f(0, 0, 0);
// Allowed route area size in nodes
// Allow a bit more
//(this should be more than the maximum radius of the tunnel)
- const s16 max_spread_amount = MAP_BLOCKSIZE;
- s16 insure = 10;
- s16 more = max_spread_amount - max_tunnel_diameter / 2 - insure;
- ar += v3s16(1,0,1) * more * 2;
- of -= v3s16(1,0,1) * more;
+ const s16 insure = 10;
+ s16 more = MYMAX(MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure, 1);
+ ar += v3s16(1, 0, 1) * more * 2;
+ of -= v3s16(1, 0, 1) * more;
route_y_min = 0;
// Allow half a diameter + 7 over stone surface
route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
if (large_cave) {
- s16 min = 0;
+ s16 minpos = 0;
if (node_min.Y < water_level && node_max.Y > water_level) {
- min = water_level - max_tunnel_diameter/3 - of.Y;
- route_y_max = water_level + max_tunnel_diameter/3 - of.Y;
+ minpos = water_level - max_tunnel_diameter / 3 - of.Y;
+ route_y_max = water_level + max_tunnel_diameter / 3 - of.Y;
}
- route_y_min = ps->range(min, min + max_tunnel_diameter);
+ route_y_min = ps->range(minpos, minpos + max_tunnel_diameter);
route_y_min = rangelim(route_y_min, 0, route_y_max);
}
s16 route_start_y_min = route_y_min;
s16 route_start_y_max = route_y_max;
- route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
- route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1);
+ route_start_y_min = rangelim(route_start_y_min, 0, ar.Y - 1);
+ route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1);
// Randomize starting position
- orp = v3f(
- (float)(ps->next() % ar.X) + 0.5,
- (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5,
- (float)(ps->next() % ar.Z) + 0.5
- );
+ orp.Z = (float)(ps->next() % ar.Z) + 0.5f;
+ orp.Y = (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5f;
+ orp.X = (float)(ps->next() % ar.X) + 0.5f;
+
+ // Add generation notify begin event
+ if (gennotify) {
+ v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
+ GenNotifyType notifytype = large_cave ?
+ GENNOTIFY_LARGECAVE_BEGIN : GENNOTIFY_CAVE_BEGIN;
+ gennotify->addEvent(notifytype, abs_pos);
+ }
// Generate some tunnel starting from orp
for (u16 j = 0; j < tunnel_routepoints; j++)
makeTunnel(j % dswitchint == 0);
+
+ // Add generation notify end event
+ if (gennotify) {
+ v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
+ GenNotifyType notifytype = large_cave ?
+ GENNOTIFY_LARGECAVE_END : GENNOTIFY_CAVE_END;
+ gennotify->addEvent(notifytype, abs_pos);
+ }
}
-void CaveV6::makeTunnel(bool dirswitch) {
+void CavesRandomWalk::makeTunnel(bool dirswitch)
+{
if (dirswitch && !large_cave) {
- main_direction = v3f(
- ((float)(ps->next() % 20) - (float)10) / 10,
- ((float)(ps->next() % 20) - (float)10) / 30,
- ((float)(ps->next() % 20) - (float)10) / 10
- );
+ main_direction.Z = ((float)(ps->next() % 20) - (float)10) / 10;
+ main_direction.Y = ((float)(ps->next() % 20) - (float)10) / 30;
+ main_direction.X = ((float)(ps->next() % 20) - (float)10) / 10;
+
main_direction *= (float)ps->range(0, 10) / 10;
}
s16 min_d = min_tunnel_diameter;
s16 max_d = max_tunnel_diameter;
rs = ps->range(min_d, max_d);
+ s16 rs_part_max_length_rs = rs * part_max_length_rs;
v3s16 maxlen;
if (large_cave) {
maxlen = v3s16(
- rs * part_max_length_rs,
- rs * part_max_length_rs / 2,
- rs * part_max_length_rs
+ rs_part_max_length_rs,
+ rs_part_max_length_rs / 2,
+ rs_part_max_length_rs
);
} else {
maxlen = v3s16(
- rs * part_max_length_rs,
- ps->range(1, rs * part_max_length_rs),
- rs * part_max_length_rs
+ rs_part_max_length_rs,
+ ps->range(1, rs_part_max_length_rs),
+ rs_part_max_length_rs
);
}
- v3f vec(
- (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2,
- (float)(ps->next() % (maxlen.Y * 1)) - (float)maxlen.Y / 2,
- (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2
- );
-
+ v3f vec;
// Jump downward sometimes
if (!large_cave && ps->range(0, 12) == 0) {
- vec = v3f(
- (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2,
- (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y,
- (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2
- );
+ vec.Z = (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2;
+ vec.Y = (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y;
+ vec.X = (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2;
+ } else {
+ vec.Z = (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2;
+ vec.Y = (float)(ps->next() % (maxlen.Y * 1)) - (float)maxlen.Y / 2;
+ vec.X = (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2;
}
+ // Do not make caves that are above ground.
+ // It is only necessary to check the startpoint and endpoint.
+ v3s16 p1 = v3s16(orp.X, orp.Y, orp.Z) + of + rs / 2;
+ v3s16 p2 = v3s16(vec.X, vec.Y, vec.Z) + p1;
+ if (isPosAboveSurface(p1) || isPosAboveSurface(p2))
+ return;
+
vec += main_direction;
v3f rp = orp + vec;
rp.X = 0;
else if (rp.X >= ar.X)
rp.X = ar.X - 1;
-
+
if (rp.Y < route_y_min)
rp.Y = route_y_min;
else if (rp.Y >= route_y_max)
rp.Y = route_y_max - 1;
-
+
if (rp.Z < 0)
rp.Z = 0;
else if (rp.Z >= ar.Z)
rp.Z = ar.Z - 1;
-
+
vec = rp - orp;
float veclen = vec.getLength();
- // As odd as it sounds, veclen is *exactly* 0.0 sometimes, causing a FPE
- if (veclen < 0.05)
- veclen = 1.0;
-
+ if (veclen < 0.05f)
+ veclen = 1.0f;
+
// Every second section is rough
- bool randomize_xz = (ps2->range(1, 2) == 1);
+ bool randomize_xz = (ps->range(1, 2) == 1);
// Carve routes
- for (float f = 0; f < 1.0; f += 1.0 / veclen)
+ for (float f = 0.f; f < 1.0f; f += 1.0f / veclen)
carveRoute(vec, f, randomize_xz);
-
+
orp = rp;
}
-void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz) {
+void CavesRandomWalk::carveRoute(v3f vec, float f, bool randomize_xz)
+{
MapNode airnode(CONTENT_AIR);
MapNode waternode(c_water_source);
MapNode lavanode(c_lava_source);
-
+
v3s16 startp(orp.X, orp.Y, orp.Z);
startp += of;
-
+
+ float nval = NoisePerlin3D(np_caveliquids, startp.X,
+ startp.Y, startp.Z, seed);
+ MapNode liquidnode = (nval < 0.40f && node_max.Y < lava_depth) ?
+ lavanode : waternode;
+
v3f fp = orp + vec * f;
- fp.X += 0.1 * ps->range(-10, 10);
- fp.Z += 0.1 * ps->range(-10, 10);
+ fp.X += 0.1f * ps->range(-10, 10);
+ fp.Z += 0.1f * ps->range(-10, 10);
v3s16 cp(fp.X, fp.Y, fp.Z);
- s16 d0 = -rs/2;
+ s16 d0 = -rs / 2;
s16 d1 = d0 + rs;
if (randomize_xz) {
d0 += ps->range(-1, 1);
d1 += ps->range(-1, 1);
}
-
+
+ bool flat_cave_floor = !large_cave && ps->range(0, 2) == 2;
+
for (s16 z0 = d0; z0 <= d1; z0++) {
s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
s16 maxabsxz = MYMAX(abs(x0), abs(z0));
+
s16 si2 = rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
- for (s16 y0 = -si2; y0 <= si2; y0++) {
+
+ for (s16 y0 = -si2; y0 <= si2; y0++) {
+ // Make better floors in small caves
+ if (flat_cave_floor && y0 <= -rs / 2 && rs <= 7)
+ continue;
+
if (large_cave_is_flat) {
// Make large caves not so tall
if (rs > 7 && abs(y0) >= rs / 3)
continue;
u32 i = vm->m_area.index(p);
+ content_t c = vm->m_data[i].getContent();
+ if (!ndef->get(c).is_ground_content)
+ continue;
if (large_cave) {
int full_ymin = node_min.Y - MAP_BLOCKSIZE;
int full_ymax = node_max.Y + MAP_BLOCKSIZE;
- if (flooded && full_ymin < water_level && full_ymax > water_level) {
+ if (flooded && full_ymin < water_level && full_ymax > water_level)
vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode;
- } else if (flooded && full_ymax < water_level) {
- vm->m_data[i] = (p.Y < startp.Y - 2) ? lavanode : airnode;
- } else {
+ else if (flooded && full_ymax < water_level)
+ vm->m_data[i] = (p.Y < startp.Y - 4) ? liquidnode : airnode;
+ else
vm->m_data[i] = airnode;
- }
} else {
- // Don't replace air or water or lava or ignore
- content_t c = vm->m_data[i].getContent();
- if (c == CONTENT_IGNORE || c == CONTENT_AIR ||
- c == c_water_source || c == c_lava_source)
+ if (c == CONTENT_IGNORE)
continue;
vm->m_data[i] = airnode;
}
-///////////////////////////////////////// Caves V7
+inline bool CavesRandomWalk::isPosAboveSurface(v3s16 p)
+{
+ if (heightmap != NULL &&
+ p.Z >= node_min.Z && p.Z <= node_max.Z &&
+ p.X >= node_min.X && p.X <= node_max.X) {
+ u32 index = (p.Z - node_min.Z) * ystride + (p.X - node_min.X);
+ if (heightmap[index] < p.Y)
+ return true;
+ } else if (p.Y > water_level) {
+ return true;
+ }
+
+ return false;
+}
+
+
+////
+//// CavesV6
+////
-CaveV7::CaveV7(MapgenV7 *mg, PseudoRandom *ps, bool is_large_cave) {
- this->mg = mg;
- this->vm = mg->vm;
- this->ndef = mg->ndef;
- this->water_level = mg->water_level;
- this->large_cave = is_large_cave;
- this->ps = ps;
- this->c_water_source = mg->c_water_source;
- this->c_lava_source = mg->c_lava_source;
+CavesV6::CavesV6(INodeDefManager *ndef, GenerateNotifier *gennotify,
+ int water_level, content_t water_source, content_t lava_source)
+{
+ assert(ndef);
- dswitchint = ps->range(1, 14);
- flooded = ps->range(1, 2) == 2;
-
+ this->ndef = ndef;
+ this->gennotify = gennotify;
+ this->water_level = water_level;
+
+ c_water_source = water_source;
+ if (c_water_source == CONTENT_IGNORE)
+ c_water_source = ndef->getId("mapgen_water_source");
+ if (c_water_source == CONTENT_IGNORE)
+ c_water_source = CONTENT_AIR;
+
+ c_lava_source = lava_source;
+ if (c_lava_source == CONTENT_IGNORE)
+ c_lava_source = ndef->getId("mapgen_lava_source");
+ if (c_lava_source == CONTENT_IGNORE)
+ c_lava_source = CONTENT_AIR;
+}
+
+
+void CavesV6::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax,
+ PseudoRandom *ps, PseudoRandom *ps2,
+ bool is_large_cave, int max_stone_height, s16 *heightmap)
+{
+ assert(vm);
+ assert(ps);
+ assert(ps2);
+
+ this->vm = vm;
+ this->ps = ps;
+ this->ps2 = ps2;
+ this->node_min = nmin;
+ this->node_max = nmax;
+ this->heightmap = heightmap;
+ this->large_cave = is_large_cave;
+
+ this->ystride = nmax.X - nmin.X + 1;
+
+ // Set initial parameters from randomness
+ min_tunnel_diameter = 2;
+ max_tunnel_diameter = ps->range(2, 6);
+ int dswitchint = ps->range(1, 14);
if (large_cave) {
- part_max_length_rs = ps->range(2, 4);
- tunnel_routepoints = ps->range(5, ps->range(15, 30));
+ part_max_length_rs = ps->range(2, 4);
+ tunnel_routepoints = ps->range(5, ps->range(15, 30));
min_tunnel_diameter = 5;
max_tunnel_diameter = ps->range(7, ps->range(8, 24));
} else {
part_max_length_rs = ps->range(2, 9);
tunnel_routepoints = ps->range(10, ps->range(15, 30));
- min_tunnel_diameter = 2;
- max_tunnel_diameter = ps->range(2, 6);
}
-
large_cave_is_flat = (ps->range(0, 1) == 0);
-}
-
-void CaveV7::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
- node_min = nmin;
- node_max = nmax;
- max_stone_y = max_stone_height;
main_direction = v3f(0, 0, 0);
// Allowed route area size in nodes
// Allow a bit more
//(this should be more than the maximum radius of the tunnel)
- s16 insure = 10;
- s16 more = MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure;
- ar += v3s16(1,0,1) * more * 2;
- of -= v3s16(1,0,1) * more;
+ const s16 max_spread_amount = MAP_BLOCKSIZE;
+ const s16 insure = 10;
+ s16 more = MYMAX(max_spread_amount - max_tunnel_diameter / 2 - insure, 1);
+ ar += v3s16(1, 0, 1) * more * 2;
+ of -= v3s16(1, 0, 1) * more;
route_y_min = 0;
// Allow half a diameter + 7 over stone surface
- route_y_max = -of.Y + max_stone_y + max_tunnel_diameter / 2 + 7;
+ route_y_max = -of.Y + max_stone_height + max_tunnel_diameter / 2 + 7;
// Limit maximum to area
route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
if (large_cave) {
- s16 min = 0;
+ s16 minpos = 0;
if (node_min.Y < water_level && node_max.Y > water_level) {
- min = water_level - max_tunnel_diameter/3 - of.Y;
- route_y_max = water_level + max_tunnel_diameter/3 - of.Y;
+ minpos = water_level - max_tunnel_diameter / 3 - of.Y;
+ route_y_max = water_level + max_tunnel_diameter / 3 - of.Y;
}
- route_y_min = ps->range(min, min + max_tunnel_diameter);
+ route_y_min = ps->range(minpos, minpos + max_tunnel_diameter);
route_y_min = rangelim(route_y_min, 0, route_y_max);
}
route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1);
// Randomize starting position
- orp = v3f(
- (float)(ps->next() % ar.X) + 0.5,
- (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5,
- (float)(ps->next() % ar.Z) + 0.5
- );
+ orp.Z = (float)(ps->next() % ar.Z) + 0.5f;
+ orp.Y = (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5f;
+ orp.X = (float)(ps->next() % ar.X) + 0.5f;
+
+ // Add generation notify begin event
+ if (gennotify != NULL) {
+ v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
+ GenNotifyType notifytype = large_cave ?
+ GENNOTIFY_LARGECAVE_BEGIN : GENNOTIFY_CAVE_BEGIN;
+ gennotify->addEvent(notifytype, abs_pos);
+ }
// Generate some tunnel starting from orp
for (u16 j = 0; j < tunnel_routepoints; j++)
makeTunnel(j % dswitchint == 0);
+
+ // Add generation notify end event
+ if (gennotify != NULL) {
+ v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
+ GenNotifyType notifytype = large_cave ?
+ GENNOTIFY_LARGECAVE_END : GENNOTIFY_CAVE_END;
+ gennotify->addEvent(notifytype, abs_pos);
+ }
}
-void CaveV7::makeTunnel(bool dirswitch) {
+void CavesV6::makeTunnel(bool dirswitch)
+{
if (dirswitch && !large_cave) {
- main_direction = v3f(
- ((float)(ps->next() % 20) - (float)10) / 10,
- ((float)(ps->next() % 20) - (float)10) / 30,
- ((float)(ps->next() % 20) - (float)10) / 10
- );
+ main_direction.Z = ((float)(ps->next() % 20) - (float)10) / 10;
+ main_direction.Y = ((float)(ps->next() % 20) - (float)10) / 30;
+ main_direction.X = ((float)(ps->next() % 20) - (float)10) / 10;
+
main_direction *= (float)ps->range(0, 10) / 10;
}
s16 min_d = min_tunnel_diameter;
s16 max_d = max_tunnel_diameter;
rs = ps->range(min_d, max_d);
+ s16 rs_part_max_length_rs = rs * part_max_length_rs;
v3s16 maxlen;
if (large_cave) {
maxlen = v3s16(
- rs * part_max_length_rs,
- rs * part_max_length_rs / 2,
- rs * part_max_length_rs
+ rs_part_max_length_rs,
+ rs_part_max_length_rs / 2,
+ rs_part_max_length_rs
);
} else {
maxlen = v3s16(
- rs * part_max_length_rs,
- ps->range(1, rs * part_max_length_rs),
- rs * part_max_length_rs
+ rs_part_max_length_rs,
+ ps->range(1, rs_part_max_length_rs),
+ rs_part_max_length_rs
);
}
v3f vec;
+ vec.Z = (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2;
+ vec.Y = (float)(ps->next() % maxlen.Y) - (float)maxlen.Y / 2;
+ vec.X = (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2;
+
// Jump downward sometimes
if (!large_cave && ps->range(0, 12) == 0) {
- vec = v3f(
- (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2,
- (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y,
- (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2
- );
- } else {
- vec = v3f(
- (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2,
- (float)(ps->next() % (maxlen.Y * 1)) - (float)maxlen.Y / 2,
- (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2
- );
+ vec.Z = (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2;
+ vec.Y = (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y;
+ vec.X = (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2;
}
- // Do not make large caves that are above ground.
+ // Do not make caves that are entirely above ground, to fix shadow bugs
+ // caused by overgenerated large caves.
// It is only necessary to check the startpoint and endpoint.
- if (large_cave) {
- v3s16 orpi(orp.X, orp.Y, orp.Z);
- v3s16 veci(vec.X, vec.Y, vec.Z);
- v3s16 p;
-
- p = orpi + veci + of + rs / 2;
- if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
- p.X >= node_min.X && p.X <= node_max.X) {
- u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
- s16 h = mg->ridge_heightmap[index];
- if (h < p.Y)
- return;
- } else if (p.Y > water_level) {
- return; // If it's not in our heightmap, use a simple heuristic
- }
-
- p = orpi + of + rs / 2;
- if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
- p.X >= node_min.X && p.X <= node_max.X) {
- u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
- s16 h = mg->ridge_heightmap[index];
- if (h < p.Y)
- return;
- } else if (p.Y > water_level) {
- return;
- }
- }
+ v3s16 p1 = v3s16(orp.X, orp.Y, orp.Z) + of + rs / 2;
+ v3s16 p2 = v3s16(vec.X, vec.Y, vec.Z) + p1;
+
+ // If startpoint and endpoint are above ground, disable placement of nodes
+ // in carveRoute while still running all PseudoRandom calls to ensure caves
+ // are consistent with existing worlds.
+ bool tunnel_above_ground =
+ p1.Y > getSurfaceFromHeightmap(p1) &&
+ p2.Y > getSurfaceFromHeightmap(p2);
vec += main_direction;
rp.X = 0;
else if (rp.X >= ar.X)
rp.X = ar.X - 1;
-
+
if (rp.Y < route_y_min)
rp.Y = route_y_min;
else if (rp.Y >= route_y_max)
rp.Y = route_y_max - 1;
-
+
if (rp.Z < 0)
rp.Z = 0;
else if (rp.Z >= ar.Z)
rp.Z = ar.Z - 1;
-
+
vec = rp - orp;
float veclen = vec.getLength();
- if (veclen < 0.05)
- veclen = 1.0;
-
- // Every second section is rough
- bool randomize_xz = (ps->range(1, 2) == 1);
+ // As odd as it sounds, veclen is *exactly* 0.0 sometimes, causing a FPE
+ if (veclen < 0.05f)
+ veclen = 1.0f;
- // Make a ravine every once in a while if it's long enough
- float xylen = vec.X * vec.X + vec.Z * vec.Z;
- bool is_ravine = (xylen > 500.0) && !large_cave && (ps->range(1, 8) == 1);
+ // Every second section is rough
+ bool randomize_xz = (ps2->range(1, 2) == 1);
// Carve routes
- for (float f = 0; f < 1.0; f += 1.0 / veclen)
- carveRoute(vec, f, randomize_xz, is_ravine);
-
+ for (float f = 0.f; f < 1.0f; f += 1.0f / veclen)
+ carveRoute(vec, f, randomize_xz, tunnel_above_ground);
+
orp = rp;
}
-void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
+void CavesV6::carveRoute(v3f vec, float f, bool randomize_xz,
+ bool tunnel_above_ground)
+{
MapNode airnode(CONTENT_AIR);
MapNode waternode(c_water_source);
MapNode lavanode(c_lava_source);
- MapNode liquidnode = ps->range(0, 4) ? lavanode : waternode;
-
+
v3s16 startp(orp.X, orp.Y, orp.Z);
startp += of;
-
+
v3f fp = orp + vec * f;
- fp.X += 0.1 * ps->range(-10, 10);
- fp.Z += 0.1 * ps->range(-10, 10);
+ fp.X += 0.1f * ps->range(-10, 10);
+ fp.Z += 0.1f * ps->range(-10, 10);
v3s16 cp(fp.X, fp.Y, fp.Z);
- s16 d0 = -rs/2;
+ s16 d0 = -rs / 2;
s16 d1 = d0 + rs;
if (randomize_xz) {
d0 += ps->range(-1, 1);
d1 += ps->range(-1, 1);
}
-
- bool flat_cave_floor = !large_cave && ps->range(0, 2) == 2;
-
+
for (s16 z0 = d0; z0 <= d1; z0++) {
s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
+ if (tunnel_above_ground)
+ continue;
+
s16 maxabsxz = MYMAX(abs(x0), abs(z0));
-
- s16 si2 = is_ravine ? MYMIN(ps->range(25, 26), ar.Y) :
- rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
-
+ s16 si2 = rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
for (s16 y0 = -si2; y0 <= si2; y0++) {
- // Make better floors in small caves
- if(flat_cave_floor && y0 <= -rs/2 && rs<=7)
- continue;
-
if (large_cave_is_flat) {
// Make large caves not so tall
if (rs > 7 && abs(y0) >= rs / 3)
continue;
u32 i = vm->m_area.index(p);
-
- // Don't replace air or water or lava
content_t c = vm->m_data[i].getContent();
- if (c == CONTENT_AIR || c == c_water_source || c == c_lava_source)
+ if (!ndef->get(c).is_ground_content)
continue;
-
+
if (large_cave) {
int full_ymin = node_min.Y - MAP_BLOCKSIZE;
int full_ymax = node_max.Y + MAP_BLOCKSIZE;
- if (flooded && full_ymin < water_level && full_ymax > water_level)
+ if (full_ymin < water_level && full_ymax > water_level) {
vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode;
- else if (flooded && full_ymax < water_level)
- vm->m_data[i] = (p.Y < startp.Y - 4) ? liquidnode : airnode;
- else
+ } else if (full_ymax < water_level) {
+ vm->m_data[i] = (p.Y < startp.Y - 2) ? lavanode : airnode;
+ } else {
vm->m_data[i] = airnode;
+ }
} else {
+ if (c == CONTENT_IGNORE || c == CONTENT_AIR)
+ continue;
+
vm->m_data[i] = airnode;
vm->m_flags[i] |= VMANIP_FLAG_CAVE;
}
}
}
}
+
+
+inline s16 CavesV6::getSurfaceFromHeightmap(v3s16 p)
+{
+ if (heightmap != NULL &&
+ p.Z >= node_min.Z && p.Z <= node_max.Z &&
+ p.X >= node_min.X && p.X <= node_max.X) {
+ u32 index = (p.Z - node_min.Z) * ystride + (p.X - node_min.X);
+ return heightmap[index];
+ } else {
+ return water_level;
+ }
+}