cavegen.cpp 16 KB

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  1. /*
  2. Minetest
  3. Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
  4. This program is free software; you can redistribute it and/or modify
  5. it under the terms of the GNU Lesser General Public License as published by
  6. the Free Software Foundation; either version 2.1 of the License, or
  7. (at your option) any later version.
  8. This program is distributed in the hope that it will be useful,
  9. but WITHOUT ANY WARRANTY; without even the implied warranty of
  10. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  11. GNU Lesser General Public License for more details.
  12. You should have received a copy of the GNU Lesser General Public License along
  13. with this program; if not, write to the Free Software Foundation, Inc.,
  14. 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
  15. */
  16. #include "util/numeric.h"
  17. #include "map.h"
  18. #include "mapgen.h"
  19. #include "mapgen_v6.h"
  20. #include "mapgen_v7.h"
  21. #include "cavegen.h"
  22. NoiseParams nparams_caveliquids(0, 1, v3f(150.0, 150.0, 150.0), 776, 3, 0.6);
  23. ///////////////////////////////////////////////////////////////////////////////
  24. CaveV6::CaveV6(MapgenV6 *mg, PseudoRandom *ps, PseudoRandom *ps2, bool is_large_cave) {
  25. this->mg = mg;
  26. this->vm = mg->vm;
  27. this->ndef = mg->ndef;
  28. this->water_level = mg->water_level;
  29. this->large_cave = is_large_cave;
  30. this->ps = ps;
  31. this->ps2 = ps2;
  32. this->c_water_source = mg->c_water_source;
  33. this->c_lava_source = mg->c_lava_source;
  34. min_tunnel_diameter = 2;
  35. max_tunnel_diameter = ps->range(2, 6);
  36. dswitchint = ps->range(1, 14);
  37. flooded = true;
  38. if (large_cave) {
  39. part_max_length_rs = ps->range(2,4);
  40. tunnel_routepoints = ps->range(5, ps->range(15,30));
  41. min_tunnel_diameter = 5;
  42. max_tunnel_diameter = ps->range(7, ps->range(8,24));
  43. } else {
  44. part_max_length_rs = ps->range(2,9);
  45. tunnel_routepoints = ps->range(10, ps->range(15,30));
  46. }
  47. large_cave_is_flat = (ps->range(0,1) == 0);
  48. }
  49. void CaveV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
  50. node_min = nmin;
  51. node_max = nmax;
  52. max_stone_y = max_stone_height;
  53. main_direction = v3f(0, 0, 0);
  54. // Allowed route area size in nodes
  55. ar = node_max - node_min + v3s16(1, 1, 1);
  56. // Area starting point in nodes
  57. of = node_min;
  58. // Allow a bit more
  59. //(this should be more than the maximum radius of the tunnel)
  60. const s16 max_spread_amount = MAP_BLOCKSIZE;
  61. s16 insure = 10;
  62. s16 more = MYMAX(max_spread_amount - max_tunnel_diameter / 2 - insure, 1);
  63. ar += v3s16(1,0,1) * more * 2;
  64. of -= v3s16(1,0,1) * more;
  65. route_y_min = 0;
  66. // Allow half a diameter + 7 over stone surface
  67. route_y_max = -of.Y + max_stone_y + max_tunnel_diameter / 2 + 7;
  68. // Limit maximum to area
  69. route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
  70. if (large_cave) {
  71. s16 min = 0;
  72. if (node_min.Y < water_level && node_max.Y > water_level) {
  73. min = water_level - max_tunnel_diameter/3 - of.Y;
  74. route_y_max = water_level + max_tunnel_diameter/3 - of.Y;
  75. }
  76. route_y_min = ps->range(min, min + max_tunnel_diameter);
  77. route_y_min = rangelim(route_y_min, 0, route_y_max);
  78. }
  79. s16 route_start_y_min = route_y_min;
  80. s16 route_start_y_max = route_y_max;
  81. route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
  82. route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1);
  83. // Randomize starting position
  84. orp = v3f(
  85. (float)(ps->next() % ar.X) + 0.5,
  86. (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5,
  87. (float)(ps->next() % ar.Z) + 0.5
  88. );
  89. int notifytype = large_cave ? GENNOTIFY_LARGECAVE_BEGIN : GENNOTIFY_CAVE_BEGIN;
  90. if (mg->gennotify & (1 << notifytype)) {
  91. std::vector <v3s16> *nvec = mg->gen_notifications[notifytype];
  92. nvec->push_back(v3s16(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z));
  93. }
  94. // Generate some tunnel starting from orp
  95. for (u16 j = 0; j < tunnel_routepoints; j++)
  96. makeTunnel(j % dswitchint == 0);
  97. notifytype = large_cave ? GENNOTIFY_LARGECAVE_END : GENNOTIFY_CAVE_END;
  98. if (mg->gennotify & (1 << notifytype)) {
  99. std::vector <v3s16> *nvec = mg->gen_notifications[notifytype];
  100. nvec->push_back(v3s16(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z));
  101. }
  102. }
  103. void CaveV6::makeTunnel(bool dirswitch) {
  104. if (dirswitch && !large_cave) {
  105. main_direction = v3f(
  106. ((float)(ps->next() % 20) - (float)10) / 10,
  107. ((float)(ps->next() % 20) - (float)10) / 30,
  108. ((float)(ps->next() % 20) - (float)10) / 10
  109. );
  110. main_direction *= (float)ps->range(0, 10) / 10;
  111. }
  112. // Randomize size
  113. s16 min_d = min_tunnel_diameter;
  114. s16 max_d = max_tunnel_diameter;
  115. rs = ps->range(min_d, max_d);
  116. v3s16 maxlen;
  117. if (large_cave) {
  118. maxlen = v3s16(
  119. rs * part_max_length_rs,
  120. rs * part_max_length_rs / 2,
  121. rs * part_max_length_rs
  122. );
  123. } else {
  124. maxlen = v3s16(
  125. rs * part_max_length_rs,
  126. ps->range(1, rs * part_max_length_rs),
  127. rs * part_max_length_rs
  128. );
  129. }
  130. v3f vec(
  131. (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2,
  132. (float)(ps->next() % (maxlen.Y * 1)) - (float)maxlen.Y / 2,
  133. (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2
  134. );
  135. // Jump downward sometimes
  136. if (!large_cave && ps->range(0, 12) == 0) {
  137. vec = v3f(
  138. (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2,
  139. (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y,
  140. (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2
  141. );
  142. }
  143. vec += main_direction;
  144. v3f rp = orp + vec;
  145. if (rp.X < 0)
  146. rp.X = 0;
  147. else if (rp.X >= ar.X)
  148. rp.X = ar.X - 1;
  149. if (rp.Y < route_y_min)
  150. rp.Y = route_y_min;
  151. else if (rp.Y >= route_y_max)
  152. rp.Y = route_y_max - 1;
  153. if (rp.Z < 0)
  154. rp.Z = 0;
  155. else if (rp.Z >= ar.Z)
  156. rp.Z = ar.Z - 1;
  157. vec = rp - orp;
  158. float veclen = vec.getLength();
  159. // As odd as it sounds, veclen is *exactly* 0.0 sometimes, causing a FPE
  160. if (veclen < 0.05)
  161. veclen = 1.0;
  162. // Every second section is rough
  163. bool randomize_xz = (ps2->range(1, 2) == 1);
  164. // Carve routes
  165. for (float f = 0; f < 1.0; f += 1.0 / veclen)
  166. carveRoute(vec, f, randomize_xz);
  167. orp = rp;
  168. }
  169. void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz) {
  170. MapNode airnode(CONTENT_AIR);
  171. MapNode waternode(c_water_source);
  172. MapNode lavanode(c_lava_source);
  173. v3s16 startp(orp.X, orp.Y, orp.Z);
  174. startp += of;
  175. v3f fp = orp + vec * f;
  176. fp.X += 0.1 * ps->range(-10, 10);
  177. fp.Z += 0.1 * ps->range(-10, 10);
  178. v3s16 cp(fp.X, fp.Y, fp.Z);
  179. s16 d0 = -rs/2;
  180. s16 d1 = d0 + rs;
  181. if (randomize_xz) {
  182. d0 += ps->range(-1, 1);
  183. d1 += ps->range(-1, 1);
  184. }
  185. for (s16 z0 = d0; z0 <= d1; z0++) {
  186. s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
  187. for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
  188. s16 maxabsxz = MYMAX(abs(x0), abs(z0));
  189. s16 si2 = rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
  190. for (s16 y0 = -si2; y0 <= si2; y0++) {
  191. if (large_cave_is_flat) {
  192. // Make large caves not so tall
  193. if (rs > 7 && abs(y0) >= rs / 3)
  194. continue;
  195. }
  196. v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
  197. p += of;
  198. if (vm->m_area.contains(p) == false)
  199. continue;
  200. u32 i = vm->m_area.index(p);
  201. content_t c = vm->m_data[i].getContent();
  202. if (!ndef->get(c).is_ground_content)
  203. continue;
  204. if (large_cave) {
  205. int full_ymin = node_min.Y - MAP_BLOCKSIZE;
  206. int full_ymax = node_max.Y + MAP_BLOCKSIZE;
  207. if (flooded && full_ymin < water_level && full_ymax > water_level) {
  208. vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode;
  209. } else if (flooded && full_ymax < water_level) {
  210. vm->m_data[i] = (p.Y < startp.Y - 2) ? lavanode : airnode;
  211. } else {
  212. vm->m_data[i] = airnode;
  213. }
  214. } else {
  215. // Don't replace air or water or lava or ignore
  216. if (c == CONTENT_IGNORE || c == CONTENT_AIR ||
  217. c == c_water_source || c == c_lava_source)
  218. continue;
  219. vm->m_data[i] = airnode;
  220. vm->m_flags[i] |= VMANIP_FLAG_CAVE;
  221. }
  222. }
  223. }
  224. }
  225. }
  226. ///////////////////////////////////////// Caves V7
  227. CaveV7::CaveV7(MapgenV7 *mg, PseudoRandom *ps, bool is_large_cave) {
  228. this->mg = mg;
  229. this->vm = mg->vm;
  230. this->ndef = mg->ndef;
  231. this->water_level = mg->water_level;
  232. this->large_cave = is_large_cave;
  233. this->ps = ps;
  234. this->c_water_source = mg->c_water_source;
  235. this->c_lava_source = mg->c_lava_source;
  236. this->c_ice = mg->c_ice;
  237. this->np_caveliquids = &nparams_caveliquids;
  238. dswitchint = ps->range(1, 14);
  239. flooded = ps->range(1, 2) == 2;
  240. if (large_cave) {
  241. part_max_length_rs = ps->range(2, 4);
  242. tunnel_routepoints = ps->range(5, ps->range(15, 30));
  243. min_tunnel_diameter = 5;
  244. max_tunnel_diameter = ps->range(7, ps->range(8, 24));
  245. } else {
  246. part_max_length_rs = ps->range(2, 9);
  247. tunnel_routepoints = ps->range(10, ps->range(15, 30));
  248. min_tunnel_diameter = 2;
  249. max_tunnel_diameter = ps->range(2, 6);
  250. }
  251. large_cave_is_flat = (ps->range(0, 1) == 0);
  252. }
  253. void CaveV7::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
  254. node_min = nmin;
  255. node_max = nmax;
  256. max_stone_y = max_stone_height;
  257. main_direction = v3f(0, 0, 0);
  258. // Allowed route area size in nodes
  259. ar = node_max - node_min + v3s16(1, 1, 1);
  260. // Area starting point in nodes
  261. of = node_min;
  262. // Allow a bit more
  263. //(this should be more than the maximum radius of the tunnel)
  264. s16 insure = 10;
  265. s16 more = MYMAX(MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure, 1);
  266. ar += v3s16(1,0,1) * more * 2;
  267. of -= v3s16(1,0,1) * more;
  268. route_y_min = 0;
  269. // Allow half a diameter + 7 over stone surface
  270. route_y_max = -of.Y + max_stone_y + max_tunnel_diameter / 2 + 7;
  271. // Limit maximum to area
  272. route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
  273. if (large_cave) {
  274. s16 min = 0;
  275. if (node_min.Y < water_level && node_max.Y > water_level) {
  276. min = water_level - max_tunnel_diameter/3 - of.Y;
  277. route_y_max = water_level + max_tunnel_diameter/3 - of.Y;
  278. }
  279. route_y_min = ps->range(min, min + max_tunnel_diameter);
  280. route_y_min = rangelim(route_y_min, 0, route_y_max);
  281. }
  282. s16 route_start_y_min = route_y_min;
  283. s16 route_start_y_max = route_y_max;
  284. route_start_y_min = rangelim(route_start_y_min, 0, ar.Y - 1);
  285. route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1);
  286. // Randomize starting position
  287. orp = v3f(
  288. (float)(ps->next() % ar.X) + 0.5,
  289. (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5,
  290. (float)(ps->next() % ar.Z) + 0.5
  291. );
  292. int notifytype = large_cave ? GENNOTIFY_LARGECAVE_BEGIN : GENNOTIFY_CAVE_BEGIN;
  293. if (mg->gennotify & (1 << notifytype)) {
  294. std::vector <v3s16> *nvec = mg->gen_notifications[notifytype];
  295. nvec->push_back(v3s16(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z));
  296. }
  297. // Generate some tunnel starting from orp
  298. for (u16 j = 0; j < tunnel_routepoints; j++)
  299. makeTunnel(j % dswitchint == 0);
  300. notifytype = large_cave ? GENNOTIFY_LARGECAVE_END : GENNOTIFY_CAVE_END;
  301. if (mg->gennotify & (1 << notifytype)) {
  302. std::vector <v3s16> *nvec = mg->gen_notifications[notifytype];
  303. nvec->push_back(v3s16(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z));
  304. }
  305. }
  306. void CaveV7::makeTunnel(bool dirswitch) {
  307. if (dirswitch && !large_cave) {
  308. main_direction = v3f(
  309. ((float)(ps->next() % 20) - (float)10) / 10,
  310. ((float)(ps->next() % 20) - (float)10) / 30,
  311. ((float)(ps->next() % 20) - (float)10) / 10
  312. );
  313. main_direction *= (float)ps->range(0, 10) / 10;
  314. }
  315. // Randomize size
  316. s16 min_d = min_tunnel_diameter;
  317. s16 max_d = max_tunnel_diameter;
  318. rs = ps->range(min_d, max_d);
  319. v3s16 maxlen;
  320. if (large_cave) {
  321. maxlen = v3s16(
  322. rs * part_max_length_rs,
  323. rs * part_max_length_rs / 2,
  324. rs * part_max_length_rs
  325. );
  326. } else {
  327. maxlen = v3s16(
  328. rs * part_max_length_rs,
  329. ps->range(1, rs * part_max_length_rs),
  330. rs * part_max_length_rs
  331. );
  332. }
  333. v3f vec;
  334. // Jump downward sometimes
  335. if (!large_cave && ps->range(0, 12) == 0) {
  336. vec = v3f(
  337. (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2,
  338. (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y,
  339. (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2
  340. );
  341. } else {
  342. vec = v3f(
  343. (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2,
  344. (float)(ps->next() % (maxlen.Y * 1)) - (float)maxlen.Y / 2,
  345. (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2
  346. );
  347. }
  348. // Do not make large caves that are above ground.
  349. // It is only necessary to check the startpoint and endpoint.
  350. if (large_cave) {
  351. v3s16 orpi(orp.X, orp.Y, orp.Z);
  352. v3s16 veci(vec.X, vec.Y, vec.Z);
  353. v3s16 p;
  354. p = orpi + veci + of + rs / 2;
  355. if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
  356. p.X >= node_min.X && p.X <= node_max.X) {
  357. u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
  358. s16 h = mg->ridge_heightmap[index];
  359. if (h < p.Y)
  360. return;
  361. } else if (p.Y > water_level) {
  362. return; // If it's not in our heightmap, use a simple heuristic
  363. }
  364. p = orpi + of + rs / 2;
  365. if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
  366. p.X >= node_min.X && p.X <= node_max.X) {
  367. u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
  368. s16 h = mg->ridge_heightmap[index];
  369. if (h < p.Y)
  370. return;
  371. } else if (p.Y > water_level) {
  372. return;
  373. }
  374. }
  375. vec += main_direction;
  376. v3f rp = orp + vec;
  377. if (rp.X < 0)
  378. rp.X = 0;
  379. else if (rp.X >= ar.X)
  380. rp.X = ar.X - 1;
  381. if (rp.Y < route_y_min)
  382. rp.Y = route_y_min;
  383. else if (rp.Y >= route_y_max)
  384. rp.Y = route_y_max - 1;
  385. if (rp.Z < 0)
  386. rp.Z = 0;
  387. else if (rp.Z >= ar.Z)
  388. rp.Z = ar.Z - 1;
  389. vec = rp - orp;
  390. float veclen = vec.getLength();
  391. if (veclen < 0.05)
  392. veclen = 1.0;
  393. // Every second section is rough
  394. bool randomize_xz = (ps->range(1, 2) == 1);
  395. // Make a ravine every once in a while if it's long enough
  396. //float xylen = vec.X * vec.X + vec.Z * vec.Z;
  397. //disable ravines for now
  398. bool is_ravine = false; //(xylen > 500.0) && !large_cave && (ps->range(1, 8) == 1);
  399. // Carve routes
  400. for (float f = 0; f < 1.0; f += 1.0 / veclen)
  401. carveRoute(vec, f, randomize_xz, is_ravine);
  402. orp = rp;
  403. }
  404. void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
  405. MapNode airnode(CONTENT_AIR);
  406. MapNode waternode(c_water_source);
  407. MapNode lavanode(c_lava_source);
  408. v3s16 startp(orp.X, orp.Y, orp.Z);
  409. startp += of;
  410. float nval = NoisePerlin3D(np_caveliquids, startp.X,
  411. startp.Y, startp.Z, mg->seed);
  412. MapNode liquidnode = nval < 0.40 ? lavanode : waternode;
  413. v3f fp = orp + vec * f;
  414. fp.X += 0.1 * ps->range(-10, 10);
  415. fp.Z += 0.1 * ps->range(-10, 10);
  416. v3s16 cp(fp.X, fp.Y, fp.Z);
  417. s16 d0 = -rs/2;
  418. s16 d1 = d0 + rs;
  419. if (randomize_xz) {
  420. d0 += ps->range(-1, 1);
  421. d1 += ps->range(-1, 1);
  422. }
  423. bool flat_cave_floor = !large_cave && ps->range(0, 2) == 2;
  424. bool should_make_cave_hole = ps->range(1, 10) == 1;
  425. for (s16 z0 = d0; z0 <= d1; z0++) {
  426. s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
  427. for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
  428. s16 maxabsxz = MYMAX(abs(x0), abs(z0));
  429. s16 si2 = is_ravine ? MYMIN(ps->range(25, 26), ar.Y) :
  430. rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
  431. for (s16 y0 = -si2; y0 <= si2; y0++) {
  432. // Make better floors in small caves
  433. if(flat_cave_floor && y0 <= -rs/2 && rs<=7)
  434. continue;
  435. if (large_cave_is_flat) {
  436. // Make large caves not so tall
  437. if (rs > 7 && abs(y0) >= rs / 3)
  438. continue;
  439. }
  440. v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
  441. p += of;
  442. if (!is_ravine && mg->heightmap && should_make_cave_hole &&
  443. p.X <= node_max.X && p.Z <= node_max.Z) {
  444. int maplen = node_max.X - node_min.X + 1;
  445. int idx = (p.Z - node_min.Z) * maplen + (p.X - node_min.X);
  446. if (p.Y >= mg->heightmap[idx] - 2)
  447. continue;
  448. }
  449. if (vm->m_area.contains(p) == false)
  450. continue;
  451. u32 i = vm->m_area.index(p);
  452. // Don't replace air, water, lava, or ice
  453. content_t c = vm->m_data[i].getContent();
  454. if (!ndef->get(c).is_ground_content || c == CONTENT_AIR ||
  455. c == c_water_source || c == c_lava_source || c == c_ice)
  456. continue;
  457. if (large_cave) {
  458. int full_ymin = node_min.Y - MAP_BLOCKSIZE;
  459. int full_ymax = node_max.Y + MAP_BLOCKSIZE;
  460. if (flooded && full_ymin < water_level && full_ymax > water_level)
  461. vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode;
  462. else if (flooded && full_ymax < water_level)
  463. vm->m_data[i] = (p.Y < startp.Y - 4) ? liquidnode : airnode;
  464. else
  465. vm->m_data[i] = airnode;
  466. } else {
  467. if (c == CONTENT_IGNORE)
  468. continue;
  469. vm->m_data[i] = airnode;
  470. vm->m_flags[i] |= VMANIP_FLAG_CAVE;
  471. }
  472. }
  473. }
  474. }
  475. }