Cavegen, mgv5: Cleanup code
authorparamat <mat.gregory@virginmedia.com>
Wed, 4 Mar 2015 10:14:07 +0000 (10:14 +0000)
committerparamat <mat.gregory@virginmedia.com>
Wed, 4 Mar 2015 23:53:58 +0000 (23:53 +0000)
Conf.example: Update mgv5 mapgen params
Mgv7: Lava caves only below -256

minetest.conf.example
src/cavegen.cpp
src/cavegen.h
src/mapgen_v5.cpp
src/mapgen_v7.cpp

index e8e304073b494972a32c5738e83dad331a690d8b..6731c9ece0221a83df092bf7c7fe7fc353fdde04 100644 (file)
 #    flags       = "defaults"
 #}
 #    Only the group format supports noise flags which are needed for eased noise.
-#    Mgv5 uses eased noise for np_cave1, np_cave2, np_ground and np_crumble, so these are shown in
-#    group format, other noise parameters are shown in positional format to save space.
+#    Mgv5 uses eased noise for np_ground so this is shown in group format,
+#    other noise parameters are shown in positional format to save space.
 
-#mgv5_spflags = blobs
 #mgv5_np_filler_depth = 0, 1, (150, 150, 150), 261, 4, 0.7, 2.0
 #mgv5_np_factor = 0, 1, (250, 250, 250), 920381, 3, 0.45, 2.0
 #mgv5_np_height = 0, 10, (250, 250, 250), 84174, 4, 0.5, 2.0
-#mgv5_np_cave1 = {
-#    offset      = 0
-#    scale       = 6
-#    spread      = (50, 50, 50)
-#    seed        = 52534
-#    octaves     = 4
-#    persistence = 0.5
-#    lacunarity  = 2.0
-#    flags       = "eased"
-#}
-#mgv5_np_cave2 = {
-#    offset      = 0
-#    scale       = 6
-#    spread      = (50, 50, 50)
-#    seed        = 10325
-#    octaves     = 4
-#    persistence = 0.5
-#    lacunarity  = 2.0
-#    flags       = "eased"
-#}
+#mgv5_np_cave1 = 0, 12, (50, 50, 50), 52534, 4, 0.5, 2.0
+#mgv5_np_cave2 = 0, 12, (50, 50, 50), 10325, 4, 0.5, 2.0
 #mgv5_np_ground = {
 #    offset      = 0
 #    scale       = 40
 #    lacunarity  = 2.0
 #    flags       = "eased"
 #}
-#mgv5_np_crumble = {
-#    offset      = 0
-#    scale       = 1
-#    spread      = (20, 20, 20)
-#    seed        = 34413
-#    octaves     = 3
-#    persistence = 1.3
-#    lacunarity  = 2.0
-#    flags       = "eased"
-#}
-#mgv5_np_wetness = 0, 1, (40, 40, 40), 32474, 4, 1.1, 2.0
 
 #mgv6_spflags = biomeblend, jungles, mudflow
 #mgv6_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0
index bac656511fc8daf045cd80e5152323c56b5d91be..8fb1a72930740099d4c4cba5f1ccdaa75fa78fcd 100644 (file)
@@ -28,43 +28,35 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 NoiseParams nparams_caveliquids(0, 1, v3f(150.0, 150.0, 150.0), 776, 3, 0.6, 2.0);
 
 
-///////////////////////////////////////////////////////////////////////////////
+///////////////////////////////////////// Caves V5
 
 
-CaveV6::CaveV6(MapgenV6 *mg, PseudoRandom *ps, PseudoRandom *ps2, bool is_large_cave) {
+CaveV5::CaveV5(MapgenV5 *mg, PseudoRandom *ps) {
        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->ps2 = ps2;
+       this->ps = ps;
        this->c_water_source = mg->c_water_source;
        this->c_lava_source  = mg->c_lava_source;
+       this->c_ice          = mg->c_ice;
+       this->np_caveliquids = &nparams_caveliquids;
 
-       min_tunnel_diameter = 2;
-       max_tunnel_diameter = ps->range(2, 6);
        dswitchint = ps->range(1, 14);
-       flooded = true;
+       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));
-               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));
-       }
+       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));
 
-       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) {
+void CaveV5::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
@@ -74,9 +66,8 @@ void CaveV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
 
        // 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 = MYMAX(max_spread_amount - max_tunnel_diameter / 2 - insure, 1);
+       s16 more = MYMAX(MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure, 1);
        ar += v3s16(1,0,1) * more * 2;
        of -= v3s16(1,0,1) * more;
 
@@ -87,21 +78,19 @@ void CaveV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
        // Limit maximum to area
        route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
 
-       if (large_cave) {
-               s16 min = 0;
+       s16 min = 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;
                }
-               route_y_min = ps->range(min, min + max_tunnel_diameter);
-               route_y_min = rangelim(route_y_min, 0, route_y_max);
-       }
+       route_y_min = ps->range(min, min + 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(
@@ -112,8 +101,7 @@ void CaveV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
 
        // Add generation notify begin event
        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;
+       GenNotifyType notifytype = GENNOTIFY_LARGECAVE_BEGIN;
        mg->gennotify.addEvent(notifytype, abs_pos);
 
        // Generate some tunnel starting from orp
@@ -122,85 +110,60 @@ void CaveV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
 
        // Add generation notify end event
        abs_pos = v3s16(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
-       notifytype = large_cave ?
-               GENNOTIFY_LARGECAVE_END : GENNOTIFY_CAVE_END;
+       notifytype = GENNOTIFY_LARGECAVE_END;
        mg->gennotify.addEvent(notifytype, abs_pos);
 }
 
 
-void CaveV6::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 *= (float)ps->range(0, 10) / 10;
-       }
+void CaveV5::makeTunnel(bool dirswitch) {
 
        // Randomize size
        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
-               );
-       } else {
-               maxlen = v3s16(
-                       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
+       maxlen = v3s16(
+               rs_part_max_length_rs,
+               rs_part_max_length_rs / 2,
+               rs_part_max_length_rs
        );
 
+       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 = v3f(
+               (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2,
+               (float)(ps->next() % maxlen.Y) - (float)maxlen.Y / 2,
+               (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
+       );
 
-       // Do not make large caves that are entirely above ground.
+       // Do not make large caves that are above ground.
        // 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);
-               s16 h1;
-               s16 h2;
-
-               v3s16 p1 = orpi + veci + of + rs / 2;
-               if (p1.Z >= node_min.Z && p1.Z <= node_max.Z &&
-                               p1.X >= node_min.X && p1.X <= node_max.X) {
-                       u32 index1 = (p1.Z - node_min.Z) * mg->ystride + (p1.X - node_min.X);
-                       h1 = mg->heightmap[index1];
-               } else {
-                       h1 = water_level; // If not in heightmap
-               }
+       v3s16 orpi(orp.X, orp.Y, orp.Z);
+       v3s16 veci(vec.X, vec.Y, vec.Z);
+       v3s16 p;
 
-               v3s16 p2 = orpi + of + rs / 2;
-               if (p2.Z >= node_min.Z && p2.Z <= node_max.Z &&
-                               p2.X >= node_min.X && p2.X <= node_max.X) {
-                       u32 index2 = (p2.Z - node_min.Z) * mg->ystride + (p2.X - node_min.X);
-                       h2 = mg->heightmap[index2];
-               } else {
-                       h2 = water_level;
-               }
+       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->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
+       }
 
-               if (p1.Y > h1 && p2.Y > h2) // If startpoint and endpoint are above ground
+       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->heightmap[index];
+               if (h < p.Y)
                        return;
+       } else if (p.Y > water_level) {
+               return;
        }
 
        vec += main_direction;
@@ -224,22 +187,26 @@ void CaveV6::makeTunnel(bool dirswitch) {
        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;
 
        // Every second section is rough
-       bool randomize_xz = (ps2->range(1, 2) == 1);
+       bool randomize_xz = (ps->range(1, 2) == 1);
+
+       // Make a ravine every once in a while if it's long enough
+       //float xylen = vec.X * vec.X + vec.Z * vec.Z;
+       //disable ravines for now
+       bool is_ravine = false; //(xylen > 500.0) && !large_cave && (ps->range(1, 8) == 1);
 
        // Carve routes
        for (float f = 0; f < 1.0; f += 1.0 / veclen)
-               carveRoute(vec, f, randomize_xz);
+               carveRoute(vec, f, randomize_xz, is_ravine);
 
        orp = rp;
 }
 
 
-void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz) {
+void CaveV5::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
        MapNode airnode(CONTENT_AIR);
        MapNode waternode(c_water_source);
        MapNode lavanode(c_lava_source);
@@ -247,6 +214,10 @@ void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz) {
        v3s16 startp(orp.X, orp.Y, orp.Z);
        startp += of;
 
+       float nval = NoisePerlin3D(np_caveliquids, startp.X,
+                                                       startp.Y, startp.Z, mg->seed);
+       MapNode liquidnode = nval < 0.40 ? lavanode : waternode;
+
        v3f fp = orp + vec * f;
        fp.X += 0.1 * ps->range(-10, 10);
        fp.Z += 0.1 * ps->range(-10, 10);
@@ -259,11 +230,16 @@ void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz) {
                d1 += ps->range(-1, 1);
        }
 
+       bool should_make_cave_hole = ps->range(1, 10) == 1;
+
        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);
+
+                       s16 si2 = is_ravine ? MYMIN(ps->range(25, 26), ar.Y) :
+                                                                rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
+
                        for (s16 y0 = -si2; y0 <= si2; y0++) {
                                if (large_cave_is_flat) {
                                        // Make large caves not so tall
@@ -274,75 +250,74 @@ void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz) {
                                v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
                                p += of;
 
+                               if (!is_ravine && mg->heightmap && should_make_cave_hole &&
+                                       p.X <= node_max.X && p.Z <= node_max.Z) {
+                                       int maplen = node_max.X - node_min.X + 1;
+                                       int idx = (p.Z - node_min.Z) * maplen + (p.X - node_min.X);
+                                       if (p.Y >= mg->heightmap[idx] - 2)
+                                               continue;
+                               }
+
                                if (vm->m_area.contains(p) == false)
                                        continue;
 
                                u32 i = vm->m_area.index(p);
+
+                               // Don't replace air, water, lava, or ice
                                content_t c = vm->m_data[i].getContent();
-                               if (!ndef->get(c).is_ground_content)
+                               if (!ndef->get(c).is_ground_content || c == CONTENT_AIR ||
+                                       c == c_water_source || c == c_lava_source || c == c_ice)
                                        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) {
-                                               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 {
-                                               vm->m_data[i] = airnode;
-                                       }
-                               } else {
-                                       // Don't replace air or water or lava or ignore
-                                       if (c == CONTENT_IGNORE || c == CONTENT_AIR ||
-                                               c == c_water_source || c == c_lava_source)
-                                               continue;
+                               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)
+                                       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
                                        vm->m_data[i] = airnode;
-                                       vm->m_flags[i] |= VMANIP_FLAG_CAVE;
-                               }
                        }
                }
        }
 }
 
 
-///////////////////////////////////////// Caves V7
+///////////////////////////////////////// Caves V6
 
 
-CaveV7::CaveV7(MapgenV7 *mg, PseudoRandom *ps, bool is_large_cave) {
+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;
-       this->large_cave  = is_large_cave;
-       this->ps = ps;
+       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;
-       this->c_ice          = mg->c_ice;
-       this->np_caveliquids = &nparams_caveliquids;
 
+       min_tunnel_diameter = 2;
+       max_tunnel_diameter = ps->range(2, 6);
        dswitchint = ps->range(1, 14);
-       flooded    = ps->range(1, 2) == 2;
+       flooded = true;
 
        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));
-               min_tunnel_diameter = 2;
-               max_tunnel_diameter = ps->range(2, 6);
+               part_max_length_rs = ps->range(2,9);
+               tunnel_routepoints = ps->range(10, ps->range(15,30));
        }
 
-       large_cave_is_flat = (ps->range(0, 1) == 0);
+       large_cave_is_flat = (ps->range(0,1) == 0);
 }
 
 
-void CaveV7::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
+void CaveV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
        node_min = nmin;
        node_max = nmax;
        max_stone_y = max_stone_height;
@@ -355,8 +330,9 @@ void CaveV7::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
 
        // 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 = MYMAX(MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure, 1);
+       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;
 
@@ -380,8 +356,8 @@ void CaveV7::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
        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(
@@ -408,7 +384,7 @@ void CaveV7::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
 }
 
 
-void CaveV7::makeTunnel(bool dirswitch) {
+void CaveV6::makeTunnel(bool dirswitch) {
        if (dirswitch && !large_cave) {
                main_direction = v3f(
                        ((float)(ps->next() % 20) - (float)10) / 10,
@@ -422,66 +398,66 @@ void CaveV7::makeTunnel(bool dirswitch) {
        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;
+       v3f vec(
+               (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2,
+               (float)(ps->next() % maxlen.Y) - (float)maxlen.Y / 2,
+               (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 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.X) - (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
+                       (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
                );
        }
 
-       // Do not make large caves that are above ground.
+       // Do not make large caves that are entirely above ground.
        // 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
+               s16 h1;
+               s16 h2;
+
+               v3s16 p1 = orpi + veci + of + rs / 2;
+               if (p1.Z >= node_min.Z && p1.Z <= node_max.Z &&
+                               p1.X >= node_min.X && p1.X <= node_max.X) {
+                       u32 index1 = (p1.Z - node_min.Z) * mg->ystride + (p1.X - node_min.X);
+                       h1 = mg->heightmap[index1];
+               } else {
+                       h1 = water_level; // If not in heightmap
                }
 
-               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 p2 = orpi + of + rs / 2;
+               if (p2.Z >= node_min.Z && p2.Z <= node_max.Z &&
+                               p2.X >= node_min.X && p2.X <= node_max.X) {
+                       u32 index2 = (p2.Z - node_min.Z) * mg->ystride + (p2.X - node_min.X);
+                       h2 = mg->heightmap[index2];
+               } else {
+                       h2 = water_level;
                }
+
+               if (p1.Y > h1 && p2.Y > h2) // If startpoint and endpoint are above ground
+                       return;
        }
 
        vec += main_direction;
@@ -505,26 +481,22 @@ void CaveV7::makeTunnel(bool dirswitch) {
        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;
 
        // Every second section is rough
-       bool randomize_xz = (ps->range(1, 2) == 1);
-
-       // Make a ravine every once in a while if it's long enough
-       //float xylen = vec.X * vec.X + vec.Z * vec.Z;
-       //disable ravines for now
-       bool is_ravine = false; //(xylen > 500.0) && !large_cave && (ps->range(1, 8) == 1);
+       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);
+               carveRoute(vec, f, randomize_xz);
 
        orp = rp;
 }
 
 
-void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
+void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz) {
        MapNode airnode(CONTENT_AIR);
        MapNode waternode(c_water_source);
        MapNode lavanode(c_lava_source);
@@ -532,10 +504,6 @@ void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
        v3s16 startp(orp.X, orp.Y, orp.Z);
        startp += of;
 
-       float nval = NoisePerlin3D(np_caveliquids, startp.X,
-                                                       startp.Y, startp.Z, mg->seed);
-       MapNode liquidnode = nval < 0.40 ? lavanode : waternode;
-
        v3f fp = orp + vec * f;
        fp.X += 0.1 * ps->range(-10, 10);
        fp.Z += 0.1 * ps->range(-10, 10);
@@ -548,22 +516,12 @@ void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
                d1 += ps->range(-1, 1);
        }
 
-       bool flat_cave_floor = !large_cave && ps->range(0, 2) == 2;
-       bool should_make_cave_hole = ps->range(1, 10) == 1;
-
        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 = 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)
@@ -573,37 +531,29 @@ void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
                                v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
                                p += of;
 
-                               if (!is_ravine && mg->heightmap && should_make_cave_hole &&
-                                       p.X <= node_max.X && p.Z <= node_max.Z) {
-                                       int maplen = node_max.X - node_min.X + 1;
-                                       int idx = (p.Z - node_min.Z) * maplen + (p.X - node_min.X);
-                                       if (p.Y >= mg->heightmap[idx] - 2)
-                                               continue;
-                               }
-
                                if (vm->m_area.contains(p) == false)
                                        continue;
 
                                u32 i = vm->m_area.index(p);
-
-                               // Don't replace air, water, lava, or ice
                                content_t c = vm->m_data[i].getContent();
-                               if (!ndef->get(c).is_ground_content || c == CONTENT_AIR ||
-                                       c == c_water_source || c == c_lava_source || c == c_ice)
+                               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 - 4) ? liquidnode : airnode;
-                                       else
+                                       } else if (flooded && 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)
+                                       // Don't replace air or water or lava or ignore
+                                       if (c == CONTENT_IGNORE || c == CONTENT_AIR ||
+                                               c == c_water_source || c == c_lava_source)
                                                continue;
 
                                        vm->m_data[i] = airnode;
@@ -615,10 +565,10 @@ void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
 }
 
 
-///////////////////////////////////////// Caves V5
+///////////////////////////////////////// Caves V7
 
 
-CaveV5::CaveV5(MapgenV5 *mg, PseudoRandom *ps) {
+CaveV7::CaveV7(MapgenV7 *mg, PseudoRandom *ps) {
        this->mg   = mg;
        this->vm   = mg->vm;
        this->ndef = mg->ndef;
@@ -641,9 +591,10 @@ CaveV5::CaveV5(MapgenV5 *mg, PseudoRandom *ps) {
 }
 
 
-void CaveV5::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
+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
@@ -666,10 +617,10 @@ void CaveV5::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
        route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
 
        s16 min = 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;
-               }
+       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;
+       }
        route_y_min = ps->range(min, min + max_tunnel_diameter);
        route_y_min = rangelim(route_y_min, 0, route_y_max);
 
@@ -702,26 +653,27 @@ void CaveV5::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
 }
 
 
-void CaveV5::makeTunnel(bool dirswitch) {
+void CaveV7::makeTunnel(bool dirswitch) {
 
        // Randomize size
        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;
        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
        );
 
        v3f vec;
        // Jump downward sometimes
        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
+               (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2,
+               (float)(ps->next() % maxlen.Y) - (float)maxlen.Y / 2,
+               (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
        );
 
        // Do not make large caves that are above ground.
@@ -734,7 +686,7 @@ void CaveV5::makeTunnel(bool dirswitch) {
        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->heightmap[index];
+               s16 h = mg->ridge_heightmap[index];
                if (h < p.Y)
                        return;
        } else if (p.Y > water_level) {
@@ -743,9 +695,9 @@ void CaveV5::makeTunnel(bool dirswitch) {
 
        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) {
+                       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->heightmap[index];
+               s16 h = mg->ridge_heightmap[index];
                if (h < p.Y)
                        return;
        } else if (p.Y > water_level) {
@@ -792,7 +744,7 @@ void CaveV5::makeTunnel(bool dirswitch) {
 }
 
 
-void CaveV5::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
+void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
        MapNode airnode(CONTENT_AIR);
        MapNode waternode(c_water_source);
        MapNode lavanode(c_lava_source);
@@ -802,7 +754,7 @@ void CaveV5::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
 
        float nval = NoisePerlin3D(np_caveliquids, startp.X,
                                                        startp.Y, startp.Z, mg->seed);
-       MapNode liquidnode = nval < 0.40 ? lavanode : waternode;
+       MapNode liquidnode = (nval < 0.40 && node_max.Y < -256) ? lavanode : waternode;
 
        v3f fp = orp + vec * f;
        fp.X += 0.1 * ps->range(-10, 10);
index 0b57bf4dc20898150d4d4aee473600de1164dddb..27626753a751ec028976face4ae1bd28883452c2 100644 (file)
@@ -129,7 +129,6 @@ public:
        int dswitchint;
        int part_max_length_rs;
 
-       bool large_cave;
        bool large_cave_is_flat;
        bool flooded;
 
@@ -155,7 +154,7 @@ public:
        int water_level;
 
        CaveV7() {}
-       CaveV7(MapgenV7 *mg, PseudoRandom *ps, bool large_cave);
+       CaveV7(MapgenV7 *mg, PseudoRandom *ps);
        void makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height);
        void makeTunnel(bool dirswitch);
        void carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine);
index e3624c2bdf314147ec4cf1ae300e991ccfcd7261..9392c35b1f0734a4e257da717ed63a0358ba8b44 100644 (file)
@@ -171,9 +171,9 @@ int MapgenV5::getGroundLevelAtPoint(v2s16 p)
        //TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);
 
        float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
-       if(f < 0.01)
+       if (f < 0.01)
                f = 0.01;
-       else if(f >= 1.0)
+       else if (f >= 1.0)
                f *= 1.6;
        float h = water_level + NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
 
@@ -183,8 +183,8 @@ int MapgenV5::getGroundLevelAtPoint(v2s16 p)
        s16 level = -31000;
        for (s16 y = search_top; y >= search_base; y--) {
                float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
-               if(n_ground * f > y - h) {
-                       if(y >= search_top - 7)
+               if (n_ground * f > y - h) {
+                       if (y >= search_top - 7)
                                break;
                        else
                                level = y;
@@ -322,22 +322,22 @@ int MapgenV5::generateBaseTerrain()
        u32 index2d = 0;
        int stone_surface_max_y = -MAP_GENERATION_LIMIT;
 
-       for(s16 z=node_min.Z; z<=node_max.Z; z++) {
-               for(s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
+       for (s16 z=node_min.Z; z<=node_max.Z; z++) {
+               for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
                        u32 i = vm->m_area.index(node_min.X, y, z);
-                       for(s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
-                               if(vm->m_data[i].getContent() != CONTENT_IGNORE)
+                       for (s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
+                               if (vm->m_data[i].getContent() != CONTENT_IGNORE)
                                        continue;
 
                                float f = 0.55 + noise_factor->result[index2d];
-                               if(f < 0.01)
+                               if (f < 0.01)
                                        f = 0.01;
-                               else if(f >= 1.0)
+                               else if (f >= 1.0)
                                        f *= 1.6;
                                float h = noise_height->result[index2d];
 
-                               if(noise_ground->result[index] * f < y - h) {
-                                       if(y <= water_level)
+                               if (noise_ground->result[index] * f < y - h) {
+                                       if (y <= water_level)
                                                vm->m_data[i] = MapNode(c_water_source);
                                        else
                                                vm->m_data[i] = MapNode(CONTENT_AIR);
@@ -443,13 +443,13 @@ void MapgenV5::generateCaves(int max_stone_y)
        u32 index = 0;
        u32 index2d = 0;
 
-       for(s16 z=node_min.Z; z<=node_max.Z; z++) {
-               for(s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
+       for (s16 z=node_min.Z; z<=node_max.Z; z++) {
+               for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
                        u32 i = vm->m_area.index(node_min.X, y, z);
-                       for(s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
+                       for (s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
                                Biome *biome = (Biome *)bmgr->get(biomemap[index2d]);
                                content_t c = vm->m_data[i].getContent();
-                               if(c == CONTENT_AIR
+                               if (c == CONTENT_AIR
                                                || (y <= water_level
                                                && c != biome->c_stone
                                                && c != c_stone))
@@ -457,7 +457,7 @@ void MapgenV5::generateCaves(int max_stone_y)
 
                                float d1 = contour(noise_cave1->result[index]);
                                float d2 = contour(noise_cave2->result[index]);
-                               if(d1*d2 > 0.125)
+                               if (d1*d2 > 0.125)
                                        vm->m_data[i] = MapNode(CONTENT_AIR);
                        }
                        index2d = index2d - ystride;
index 29d311575d99c669df58d59c906e67fb41530bc7..6bdb5a1775c8b80a947b9f8dd259b9d1435c5287 100644 (file)
@@ -790,7 +790,7 @@ void MapgenV7::generateCaves(int max_stone_y)
        PseudoRandom ps(blockseed + 21343);
        u32 bruises_count = (ps.range(1, 5) == 1) ? ps.range(1, 2) : 0;
        for (u32 i = 0; i < bruises_count; i++) {
-               CaveV7 cave(this, &ps, true);
+               CaveV7 cave(this, &ps);
                cave.makeCave(node_min, node_max, max_stone_y);
        }
 }