cavegen.cpp 26 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915
  1. /*
  2. Minetest
  3. Copyright (C) 2010-2020 celeron55, Perttu Ahola <celeron55@gmail.com>
  4. Copyright (C) 2015-2020 paramat
  5. Copyright (C) 2010-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
  6. This program is free software; you can redistribute it and/or modify
  7. it under the terms of the GNU Lesser General Public License as published by
  8. the Free Software Foundation; either version 2.1 of the License, or
  9. (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.
  14. You should have received a copy of the GNU Lesser General Public License along
  15. with this program; if not, write to the Free Software Foundation, Inc.,
  16. 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
  17. */
  18. #include "util/numeric.h"
  19. #include <cmath>
  20. #include "map.h"
  21. #include "mapgen.h"
  22. #include "mapgen_v5.h"
  23. #include "mapgen_v6.h"
  24. #include "mapgen_v7.h"
  25. #include "mg_biome.h"
  26. #include "cavegen.h"
  27. // TODO Remove this. Cave liquids are now defined and located using biome definitions
  28. static NoiseParams nparams_caveliquids(0, 1, v3f(150.0, 150.0, 150.0), 776, 3, 0.6, 2.0);
  29. ////
  30. //// CavesNoiseIntersection
  31. ////
  32. CavesNoiseIntersection::CavesNoiseIntersection(
  33. const NodeDefManager *nodedef, BiomeManager *biomemgr, v3s16 chunksize,
  34. NoiseParams *np_cave1, NoiseParams *np_cave2, s32 seed, float cave_width)
  35. {
  36. assert(nodedef);
  37. assert(biomemgr);
  38. m_ndef = nodedef;
  39. m_bmgr = biomemgr;
  40. m_csize = chunksize;
  41. m_cave_width = cave_width;
  42. m_ystride = m_csize.X;
  43. m_zstride_1d = m_csize.X * (m_csize.Y + 1);
  44. // Noises are created using 1-down overgeneration
  45. // A Nx-by-1-by-Nz-sized plane is at the bottom of the desired for
  46. // re-carving the solid overtop placed for blocking sunlight
  47. noise_cave1 = new Noise(np_cave1, seed, m_csize.X, m_csize.Y + 1, m_csize.Z);
  48. noise_cave2 = new Noise(np_cave2, seed, m_csize.X, m_csize.Y + 1, m_csize.Z);
  49. }
  50. CavesNoiseIntersection::~CavesNoiseIntersection()
  51. {
  52. delete noise_cave1;
  53. delete noise_cave2;
  54. }
  55. void CavesNoiseIntersection::generateCaves(MMVManip *vm,
  56. v3s16 nmin, v3s16 nmax, biome_t *biomemap)
  57. {
  58. assert(vm);
  59. assert(biomemap);
  60. noise_cave1->perlinMap3D(nmin.X, nmin.Y - 1, nmin.Z);
  61. noise_cave2->perlinMap3D(nmin.X, nmin.Y - 1, nmin.Z);
  62. const v3s16 &em = vm->m_area.getExtent();
  63. u32 index2d = 0; // Biomemap index
  64. for (s16 z = nmin.Z; z <= nmax.Z; z++)
  65. for (s16 x = nmin.X; x <= nmax.X; x++, index2d++) {
  66. bool column_is_open = false; // Is column open to overground
  67. bool is_under_river = false; // Is column under river water
  68. bool is_under_tunnel = false; // Is tunnel or is under tunnel
  69. bool is_top_filler_above = false; // Is top or filler above node
  70. // Indexes at column top
  71. u32 vi = vm->m_area.index(x, nmax.Y, z);
  72. u32 index3d = (z - nmin.Z) * m_zstride_1d + m_csize.Y * m_ystride +
  73. (x - nmin.X); // 3D noise index
  74. // Biome of column
  75. Biome *biome = (Biome *)m_bmgr->getRaw(biomemap[index2d]);
  76. u16 depth_top = biome->depth_top;
  77. u16 base_filler = depth_top + biome->depth_filler;
  78. u16 depth_riverbed = biome->depth_riverbed;
  79. u16 nplaced = 0;
  80. // Don't excavate the overgenerated stone at nmax.Y + 1,
  81. // this creates a 'roof' over the tunnel, preventing light in
  82. // tunnels at mapchunk borders when generating mapchunks upwards.
  83. // This 'roof' is removed when the mapchunk above is generated.
  84. for (s16 y = nmax.Y; y >= nmin.Y - 1; y--,
  85. index3d -= m_ystride,
  86. VoxelArea::add_y(em, vi, -1)) {
  87. content_t c = vm->m_data[vi].getContent();
  88. if (c == CONTENT_AIR || c == biome->c_water_top ||
  89. c == biome->c_water) {
  90. column_is_open = true;
  91. is_top_filler_above = false;
  92. continue;
  93. }
  94. if (c == biome->c_river_water) {
  95. column_is_open = true;
  96. is_under_river = true;
  97. is_top_filler_above = false;
  98. continue;
  99. }
  100. // Ground
  101. float d1 = contour(noise_cave1->result[index3d]);
  102. float d2 = contour(noise_cave2->result[index3d]);
  103. if (d1 * d2 > m_cave_width && m_ndef->get(c).is_ground_content) {
  104. // In tunnel and ground content, excavate
  105. vm->m_data[vi] = MapNode(CONTENT_AIR);
  106. is_under_tunnel = true;
  107. // If tunnel roof is top or filler, replace with stone
  108. if (is_top_filler_above)
  109. vm->m_data[vi + em.X] = MapNode(biome->c_stone);
  110. is_top_filler_above = false;
  111. } else if (column_is_open && is_under_tunnel &&
  112. (c == biome->c_stone || c == biome->c_filler)) {
  113. // Tunnel entrance floor, place biome surface nodes
  114. if (is_under_river) {
  115. if (nplaced < depth_riverbed) {
  116. vm->m_data[vi] = MapNode(biome->c_riverbed);
  117. is_top_filler_above = true;
  118. nplaced++;
  119. } else {
  120. // Disable top/filler placement
  121. column_is_open = false;
  122. is_under_river = false;
  123. is_under_tunnel = false;
  124. }
  125. } else if (nplaced < depth_top) {
  126. vm->m_data[vi] = MapNode(biome->c_top);
  127. is_top_filler_above = true;
  128. nplaced++;
  129. } else if (nplaced < base_filler) {
  130. vm->m_data[vi] = MapNode(biome->c_filler);
  131. is_top_filler_above = true;
  132. nplaced++;
  133. } else {
  134. // Disable top/filler placement
  135. column_is_open = false;
  136. is_under_tunnel = false;
  137. }
  138. } else {
  139. // Not tunnel or tunnel entrance floor
  140. // Check node for possible replacing with stone for tunnel roof
  141. if (c == biome->c_top || c == biome->c_filler)
  142. is_top_filler_above = true;
  143. column_is_open = false;
  144. }
  145. }
  146. }
  147. }
  148. ////
  149. //// CavernsNoise
  150. ////
  151. CavernsNoise::CavernsNoise(
  152. const NodeDefManager *nodedef, v3s16 chunksize, NoiseParams *np_cavern,
  153. s32 seed, float cavern_limit, float cavern_taper, float cavern_threshold)
  154. {
  155. assert(nodedef);
  156. m_ndef = nodedef;
  157. m_csize = chunksize;
  158. m_cavern_limit = cavern_limit;
  159. m_cavern_taper = cavern_taper;
  160. m_cavern_threshold = cavern_threshold;
  161. m_ystride = m_csize.X;
  162. m_zstride_1d = m_csize.X * (m_csize.Y + 1);
  163. // Noise is created using 1-down overgeneration
  164. // A Nx-by-1-by-Nz-sized plane is at the bottom of the desired for
  165. // re-carving the solid overtop placed for blocking sunlight
  166. noise_cavern = new Noise(np_cavern, seed, m_csize.X, m_csize.Y + 1, m_csize.Z);
  167. c_water_source = m_ndef->getId("mapgen_water_source");
  168. if (c_water_source == CONTENT_IGNORE)
  169. c_water_source = CONTENT_AIR;
  170. c_lava_source = m_ndef->getId("mapgen_lava_source");
  171. if (c_lava_source == CONTENT_IGNORE)
  172. c_lava_source = CONTENT_AIR;
  173. }
  174. CavernsNoise::~CavernsNoise()
  175. {
  176. delete noise_cavern;
  177. }
  178. bool CavernsNoise::generateCaverns(MMVManip *vm, v3s16 nmin, v3s16 nmax)
  179. {
  180. assert(vm);
  181. // Calculate noise
  182. noise_cavern->perlinMap3D(nmin.X, nmin.Y - 1, nmin.Z);
  183. // Cache cavern_amp values
  184. float *cavern_amp = new float[m_csize.Y + 1];
  185. u8 cavern_amp_index = 0; // Index zero at column top
  186. for (s16 y = nmax.Y; y >= nmin.Y - 1; y--, cavern_amp_index++) {
  187. cavern_amp[cavern_amp_index] =
  188. MYMIN((m_cavern_limit - y) / (float)m_cavern_taper, 1.0f);
  189. }
  190. //// Place nodes
  191. bool near_cavern = false;
  192. const v3s16 &em = vm->m_area.getExtent();
  193. u32 index2d = 0;
  194. for (s16 z = nmin.Z; z <= nmax.Z; z++)
  195. for (s16 x = nmin.X; x <= nmax.X; x++, index2d++) {
  196. // Reset cave_amp index to column top
  197. cavern_amp_index = 0;
  198. // Initial voxelmanip index at column top
  199. u32 vi = vm->m_area.index(x, nmax.Y, z);
  200. // Initial 3D noise index at column top
  201. u32 index3d = (z - nmin.Z) * m_zstride_1d + m_csize.Y * m_ystride +
  202. (x - nmin.X);
  203. // Don't excavate the overgenerated stone at node_max.Y + 1,
  204. // this creates a 'roof' over the cavern, preventing light in
  205. // caverns at mapchunk borders when generating mapchunks upwards.
  206. // This 'roof' is excavated when the mapchunk above is generated.
  207. for (s16 y = nmax.Y; y >= nmin.Y - 1; y--,
  208. index3d -= m_ystride,
  209. VoxelArea::add_y(em, vi, -1),
  210. cavern_amp_index++) {
  211. content_t c = vm->m_data[vi].getContent();
  212. float n_absamp_cavern = std::fabs(noise_cavern->result[index3d]) *
  213. cavern_amp[cavern_amp_index];
  214. // Disable CavesRandomWalk at a safe distance from caverns
  215. // to avoid excessively spreading liquids in caverns.
  216. if (n_absamp_cavern > m_cavern_threshold - 0.1f) {
  217. near_cavern = true;
  218. if (n_absamp_cavern > m_cavern_threshold &&
  219. m_ndef->get(c).is_ground_content)
  220. vm->m_data[vi] = MapNode(CONTENT_AIR);
  221. }
  222. }
  223. }
  224. delete[] cavern_amp;
  225. return near_cavern;
  226. }
  227. ////
  228. //// CavesRandomWalk
  229. ////
  230. CavesRandomWalk::CavesRandomWalk(
  231. const NodeDefManager *ndef,
  232. GenerateNotifier *gennotify,
  233. s32 seed,
  234. int water_level,
  235. content_t water_source,
  236. content_t lava_source,
  237. float large_cave_flooded,
  238. BiomeGen *biomegen)
  239. {
  240. assert(ndef);
  241. this->ndef = ndef;
  242. this->gennotify = gennotify;
  243. this->seed = seed;
  244. this->water_level = water_level;
  245. this->np_caveliquids = &nparams_caveliquids;
  246. this->large_cave_flooded = large_cave_flooded;
  247. this->bmgn = biomegen;
  248. c_water_source = water_source;
  249. if (c_water_source == CONTENT_IGNORE)
  250. c_water_source = ndef->getId("mapgen_water_source");
  251. if (c_water_source == CONTENT_IGNORE)
  252. c_water_source = CONTENT_AIR;
  253. c_lava_source = lava_source;
  254. if (c_lava_source == CONTENT_IGNORE)
  255. c_lava_source = ndef->getId("mapgen_lava_source");
  256. if (c_lava_source == CONTENT_IGNORE)
  257. c_lava_source = CONTENT_AIR;
  258. }
  259. void CavesRandomWalk::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax,
  260. PseudoRandom *ps, bool is_large_cave, int max_stone_height, s16 *heightmap)
  261. {
  262. assert(vm);
  263. assert(ps);
  264. this->vm = vm;
  265. this->ps = ps;
  266. this->node_min = nmin;
  267. this->node_max = nmax;
  268. this->heightmap = heightmap;
  269. this->large_cave = is_large_cave;
  270. this->ystride = nmax.X - nmin.X + 1;
  271. flooded = ps->range(1, 1000) <= large_cave_flooded * 1000.0f;
  272. // If flooded:
  273. // Get biome at mapchunk midpoint. If cave liquid defined for biome, use it.
  274. // If defined liquid is "air", disable 'flooded' to avoid placing "air".
  275. use_biome_liquid = false;
  276. if (flooded && bmgn) {
  277. v3s16 midp = node_min + (node_max - node_min) / v3s16(2, 2, 2);
  278. Biome *biome = (Biome *)bmgn->getBiomeAtPoint(midp);
  279. if (biome->c_cave_liquid[0] != CONTENT_IGNORE) {
  280. use_biome_liquid = true;
  281. c_biome_liquid =
  282. biome->c_cave_liquid[ps->range(0, biome->c_cave_liquid.size() - 1)];
  283. if (c_biome_liquid == CONTENT_AIR)
  284. flooded = false;
  285. }
  286. }
  287. // Set initial parameters from randomness
  288. int dswitchint = ps->range(1, 14);
  289. if (large_cave) {
  290. part_max_length_rs = ps->range(2, 4);
  291. tunnel_routepoints = ps->range(5, ps->range(15, 30));
  292. min_tunnel_diameter = 5;
  293. max_tunnel_diameter = ps->range(7, ps->range(8, 24));
  294. } else {
  295. part_max_length_rs = ps->range(2, 9);
  296. tunnel_routepoints = ps->range(10, ps->range(15, 30));
  297. min_tunnel_diameter = 2;
  298. max_tunnel_diameter = ps->range(2, 6);
  299. }
  300. large_cave_is_flat = (ps->range(0, 1) == 0);
  301. main_direction = v3f(0, 0, 0);
  302. // Allowed route area size in nodes
  303. ar = node_max - node_min + v3s16(1, 1, 1);
  304. // Area starting point in nodes
  305. of = node_min;
  306. // Allow caves to extend up to 16 nodes beyond the mapchunk edge, to allow
  307. // connecting with caves of neighbor mapchunks.
  308. // 'insure' is needed to avoid many 'out of voxelmanip' cave nodes.
  309. const s16 insure = 2;
  310. s16 more = MYMAX(MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure, 1);
  311. ar += v3s16(1, 1, 1) * more * 2;
  312. of -= v3s16(1, 1, 1) * more;
  313. route_y_min = 0;
  314. // Allow half a diameter + 7 over stone surface
  315. route_y_max = -of.Y + max_stone_height + max_tunnel_diameter / 2 + 7;
  316. // Limit maximum to area
  317. route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
  318. if (large_cave) {
  319. s16 minpos = 0;
  320. if (node_min.Y < water_level && node_max.Y > water_level) {
  321. minpos = water_level - max_tunnel_diameter / 3 - of.Y;
  322. route_y_max = water_level + max_tunnel_diameter / 3 - of.Y;
  323. }
  324. route_y_min = ps->range(minpos, minpos + max_tunnel_diameter);
  325. route_y_min = rangelim(route_y_min, 0, route_y_max);
  326. }
  327. s16 route_start_y_min = route_y_min;
  328. s16 route_start_y_max = route_y_max;
  329. route_start_y_min = rangelim(route_start_y_min, 0, ar.Y - 1);
  330. route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1);
  331. // Randomize starting position
  332. orp.Z = (float)(ps->next() % ar.Z) + 0.5f;
  333. orp.Y = (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5f;
  334. orp.X = (float)(ps->next() % ar.X) + 0.5f;
  335. // Add generation notify begin event
  336. if (gennotify) {
  337. v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
  338. GenNotifyType notifytype = large_cave ?
  339. GENNOTIFY_LARGECAVE_BEGIN : GENNOTIFY_CAVE_BEGIN;
  340. gennotify->addEvent(notifytype, abs_pos);
  341. }
  342. // Generate some tunnel starting from orp
  343. for (u16 j = 0; j < tunnel_routepoints; j++)
  344. makeTunnel(j % dswitchint == 0);
  345. // Add generation notify end event
  346. if (gennotify) {
  347. v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
  348. GenNotifyType notifytype = large_cave ?
  349. GENNOTIFY_LARGECAVE_END : GENNOTIFY_CAVE_END;
  350. gennotify->addEvent(notifytype, abs_pos);
  351. }
  352. }
  353. void CavesRandomWalk::makeTunnel(bool dirswitch)
  354. {
  355. if (dirswitch && !large_cave) {
  356. main_direction.Z = ((float)(ps->next() % 20) - (float)10) / 10;
  357. main_direction.Y = ((float)(ps->next() % 20) - (float)10) / 30;
  358. main_direction.X = ((float)(ps->next() % 20) - (float)10) / 10;
  359. main_direction *= (float)ps->range(0, 10) / 10;
  360. }
  361. // Randomize size
  362. s16 min_d = min_tunnel_diameter;
  363. s16 max_d = max_tunnel_diameter;
  364. rs = ps->range(min_d, max_d);
  365. s16 rs_part_max_length_rs = rs * part_max_length_rs;
  366. v3s16 maxlen;
  367. if (large_cave) {
  368. maxlen = v3s16(
  369. rs_part_max_length_rs,
  370. rs_part_max_length_rs / 2,
  371. rs_part_max_length_rs
  372. );
  373. } else {
  374. maxlen = v3s16(
  375. rs_part_max_length_rs,
  376. ps->range(1, rs_part_max_length_rs),
  377. rs_part_max_length_rs
  378. );
  379. }
  380. v3f vec;
  381. // Jump downward sometimes
  382. if (!large_cave && ps->range(0, 12) == 0) {
  383. vec.Z = (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2;
  384. vec.Y = (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y;
  385. vec.X = (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2;
  386. } else {
  387. vec.Z = (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2;
  388. vec.Y = (float)(ps->next() % (maxlen.Y * 1)) - (float)maxlen.Y / 2;
  389. vec.X = (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2;
  390. }
  391. // Do not make caves that are above ground.
  392. // It is only necessary to check the startpoint and endpoint.
  393. v3s16 p1 = v3s16(orp.X, orp.Y, orp.Z) + of + rs / 2;
  394. v3s16 p2 = v3s16(vec.X, vec.Y, vec.Z) + p1;
  395. if (isPosAboveSurface(p1) || isPosAboveSurface(p2))
  396. return;
  397. vec += main_direction;
  398. v3f rp = orp + vec;
  399. if (rp.X < 0)
  400. rp.X = 0;
  401. else if (rp.X >= ar.X)
  402. rp.X = ar.X - 1;
  403. if (rp.Y < route_y_min)
  404. rp.Y = route_y_min;
  405. else if (rp.Y >= route_y_max)
  406. rp.Y = route_y_max - 1;
  407. if (rp.Z < 0)
  408. rp.Z = 0;
  409. else if (rp.Z >= ar.Z)
  410. rp.Z = ar.Z - 1;
  411. vec = rp - orp;
  412. float veclen = vec.getLength();
  413. if (veclen < 0.05f)
  414. veclen = 1.0f;
  415. // Every second section is rough
  416. bool randomize_xz = (ps->range(1, 2) == 1);
  417. // Carve routes
  418. for (float f = 0.f; f < 1.0f; f += 1.0f / veclen)
  419. carveRoute(vec, f, randomize_xz);
  420. orp = rp;
  421. }
  422. void CavesRandomWalk::carveRoute(v3f vec, float f, bool randomize_xz)
  423. {
  424. MapNode airnode(CONTENT_AIR);
  425. MapNode waternode(c_water_source);
  426. MapNode lavanode(c_lava_source);
  427. v3s16 startp(orp.X, orp.Y, orp.Z);
  428. startp += of;
  429. v3f fp = orp + vec * f;
  430. fp.X += 0.1f * ps->range(-10, 10);
  431. fp.Z += 0.1f * ps->range(-10, 10);
  432. v3s16 cp(fp.X, fp.Y, fp.Z);
  433. // Choose cave liquid
  434. MapNode liquidnode = CONTENT_IGNORE;
  435. if (flooded) {
  436. if (use_biome_liquid) {
  437. liquidnode = c_biome_liquid;
  438. } else {
  439. // If cave liquid not defined by biome, fallback to old hardcoded behavior.
  440. // TODO 'np_caveliquids' is deprecated and should eventually be removed.
  441. // Cave liquids are now defined and located using biome definitions.
  442. float nval = NoisePerlin3D(np_caveliquids, startp.X,
  443. startp.Y, startp.Z, seed);
  444. liquidnode = (nval < 0.40f && node_max.Y < water_level - 256) ?
  445. lavanode : waternode;
  446. }
  447. }
  448. s16 d0 = -rs / 2;
  449. s16 d1 = d0 + rs;
  450. if (randomize_xz) {
  451. d0 += ps->range(-1, 1);
  452. d1 += ps->range(-1, 1);
  453. }
  454. bool flat_cave_floor = !large_cave && ps->range(0, 2) == 2;
  455. for (s16 z0 = d0; z0 <= d1; z0++) {
  456. s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
  457. for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
  458. s16 maxabsxz = MYMAX(abs(x0), abs(z0));
  459. s16 si2 = rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
  460. for (s16 y0 = -si2; y0 <= si2; y0++) {
  461. // Make better floors in small caves
  462. if (flat_cave_floor && y0 <= -rs / 2 && rs <= 7)
  463. continue;
  464. if (large_cave_is_flat) {
  465. // Make large caves not so tall
  466. if (rs > 7 && abs(y0) >= rs / 3)
  467. continue;
  468. }
  469. v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
  470. p += of;
  471. if (!vm->m_area.contains(p))
  472. continue;
  473. u32 i = vm->m_area.index(p);
  474. content_t c = vm->m_data[i].getContent();
  475. if (!ndef->get(c).is_ground_content)
  476. continue;
  477. if (large_cave) {
  478. int full_ymin = node_min.Y - MAP_BLOCKSIZE;
  479. int full_ymax = node_max.Y + MAP_BLOCKSIZE;
  480. if (flooded && full_ymin < water_level && full_ymax > water_level)
  481. vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode;
  482. else if (flooded && full_ymax < water_level)
  483. vm->m_data[i] = (p.Y < startp.Y - 4) ? liquidnode : airnode;
  484. else
  485. vm->m_data[i] = airnode;
  486. } else {
  487. vm->m_data[i] = airnode;
  488. vm->m_flags[i] |= VMANIP_FLAG_CAVE;
  489. }
  490. }
  491. }
  492. }
  493. }
  494. inline bool CavesRandomWalk::isPosAboveSurface(v3s16 p)
  495. {
  496. if (heightmap != NULL &&
  497. p.Z >= node_min.Z && p.Z <= node_max.Z &&
  498. p.X >= node_min.X && p.X <= node_max.X) {
  499. u32 index = (p.Z - node_min.Z) * ystride + (p.X - node_min.X);
  500. if (heightmap[index] < p.Y)
  501. return true;
  502. } else if (p.Y > water_level) {
  503. return true;
  504. }
  505. return false;
  506. }
  507. ////
  508. //// CavesV6
  509. ////
  510. CavesV6::CavesV6(const NodeDefManager *ndef, GenerateNotifier *gennotify,
  511. int water_level, content_t water_source, content_t lava_source)
  512. {
  513. assert(ndef);
  514. this->ndef = ndef;
  515. this->gennotify = gennotify;
  516. this->water_level = water_level;
  517. c_water_source = water_source;
  518. if (c_water_source == CONTENT_IGNORE)
  519. c_water_source = ndef->getId("mapgen_water_source");
  520. if (c_water_source == CONTENT_IGNORE)
  521. c_water_source = CONTENT_AIR;
  522. c_lava_source = lava_source;
  523. if (c_lava_source == CONTENT_IGNORE)
  524. c_lava_source = ndef->getId("mapgen_lava_source");
  525. if (c_lava_source == CONTENT_IGNORE)
  526. c_lava_source = CONTENT_AIR;
  527. }
  528. void CavesV6::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax,
  529. PseudoRandom *ps, PseudoRandom *ps2,
  530. bool is_large_cave, int max_stone_height, s16 *heightmap)
  531. {
  532. assert(vm);
  533. assert(ps);
  534. assert(ps2);
  535. this->vm = vm;
  536. this->ps = ps;
  537. this->ps2 = ps2;
  538. this->node_min = nmin;
  539. this->node_max = nmax;
  540. this->heightmap = heightmap;
  541. this->large_cave = is_large_cave;
  542. this->ystride = nmax.X - nmin.X + 1;
  543. // Set initial parameters from randomness
  544. min_tunnel_diameter = 2;
  545. max_tunnel_diameter = ps->range(2, 6);
  546. int dswitchint = ps->range(1, 14);
  547. if (large_cave) {
  548. part_max_length_rs = ps->range(2, 4);
  549. tunnel_routepoints = ps->range(5, ps->range(15, 30));
  550. min_tunnel_diameter = 5;
  551. max_tunnel_diameter = ps->range(7, ps->range(8, 24));
  552. } else {
  553. part_max_length_rs = ps->range(2, 9);
  554. tunnel_routepoints = ps->range(10, ps->range(15, 30));
  555. }
  556. large_cave_is_flat = (ps->range(0, 1) == 0);
  557. main_direction = v3f(0, 0, 0);
  558. // Allowed route area size in nodes
  559. ar = node_max - node_min + v3s16(1, 1, 1);
  560. // Area starting point in nodes
  561. of = node_min;
  562. // Allow a bit more
  563. //(this should be more than the maximum radius of the tunnel)
  564. const s16 max_spread_amount = MAP_BLOCKSIZE;
  565. const s16 insure = 10;
  566. s16 more = MYMAX(max_spread_amount - max_tunnel_diameter / 2 - insure, 1);
  567. ar += v3s16(1, 0, 1) * more * 2;
  568. of -= v3s16(1, 0, 1) * more;
  569. route_y_min = 0;
  570. // Allow half a diameter + 7 over stone surface
  571. route_y_max = -of.Y + max_stone_height + max_tunnel_diameter / 2 + 7;
  572. // Limit maximum to area
  573. route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
  574. if (large_cave) {
  575. s16 minpos = 0;
  576. if (node_min.Y < water_level && node_max.Y > water_level) {
  577. minpos = water_level - max_tunnel_diameter / 3 - of.Y;
  578. route_y_max = water_level + max_tunnel_diameter / 3 - of.Y;
  579. }
  580. route_y_min = ps->range(minpos, minpos + max_tunnel_diameter);
  581. route_y_min = rangelim(route_y_min, 0, route_y_max);
  582. }
  583. s16 route_start_y_min = route_y_min;
  584. s16 route_start_y_max = route_y_max;
  585. route_start_y_min = rangelim(route_start_y_min, 0, ar.Y - 1);
  586. route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1);
  587. // Randomize starting position
  588. orp.Z = (float)(ps->next() % ar.Z) + 0.5f;
  589. orp.Y = (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5f;
  590. orp.X = (float)(ps->next() % ar.X) + 0.5f;
  591. // Add generation notify begin event
  592. if (gennotify != NULL) {
  593. v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
  594. GenNotifyType notifytype = large_cave ?
  595. GENNOTIFY_LARGECAVE_BEGIN : GENNOTIFY_CAVE_BEGIN;
  596. gennotify->addEvent(notifytype, abs_pos);
  597. }
  598. // Generate some tunnel starting from orp
  599. for (u16 j = 0; j < tunnel_routepoints; j++)
  600. makeTunnel(j % dswitchint == 0);
  601. // Add generation notify end event
  602. if (gennotify != NULL) {
  603. v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
  604. GenNotifyType notifytype = large_cave ?
  605. GENNOTIFY_LARGECAVE_END : GENNOTIFY_CAVE_END;
  606. gennotify->addEvent(notifytype, abs_pos);
  607. }
  608. }
  609. void CavesV6::makeTunnel(bool dirswitch)
  610. {
  611. if (dirswitch && !large_cave) {
  612. main_direction.Z = ((float)(ps->next() % 20) - (float)10) / 10;
  613. main_direction.Y = ((float)(ps->next() % 20) - (float)10) / 30;
  614. main_direction.X = ((float)(ps->next() % 20) - (float)10) / 10;
  615. main_direction *= (float)ps->range(0, 10) / 10;
  616. }
  617. // Randomize size
  618. s16 min_d = min_tunnel_diameter;
  619. s16 max_d = max_tunnel_diameter;
  620. rs = ps->range(min_d, max_d);
  621. s16 rs_part_max_length_rs = rs * part_max_length_rs;
  622. v3s16 maxlen;
  623. if (large_cave) {
  624. maxlen = v3s16(
  625. rs_part_max_length_rs,
  626. rs_part_max_length_rs / 2,
  627. rs_part_max_length_rs
  628. );
  629. } else {
  630. maxlen = v3s16(
  631. rs_part_max_length_rs,
  632. ps->range(1, rs_part_max_length_rs),
  633. rs_part_max_length_rs
  634. );
  635. }
  636. v3f vec;
  637. vec.Z = (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2;
  638. vec.Y = (float)(ps->next() % maxlen.Y) - (float)maxlen.Y / 2;
  639. vec.X = (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2;
  640. // Jump downward sometimes
  641. if (!large_cave && ps->range(0, 12) == 0) {
  642. vec.Z = (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2;
  643. vec.Y = (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y;
  644. vec.X = (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2;
  645. }
  646. // Do not make caves that are entirely above ground, to fix shadow bugs
  647. // caused by overgenerated large caves.
  648. // It is only necessary to check the startpoint and endpoint.
  649. v3s16 p1 = v3s16(orp.X, orp.Y, orp.Z) + of + rs / 2;
  650. v3s16 p2 = v3s16(vec.X, vec.Y, vec.Z) + p1;
  651. // If startpoint and endpoint are above ground, disable placement of nodes
  652. // in carveRoute while still running all PseudoRandom calls to ensure caves
  653. // are consistent with existing worlds.
  654. bool tunnel_above_ground =
  655. p1.Y > getSurfaceFromHeightmap(p1) &&
  656. p2.Y > getSurfaceFromHeightmap(p2);
  657. vec += main_direction;
  658. v3f rp = orp + vec;
  659. if (rp.X < 0)
  660. rp.X = 0;
  661. else if (rp.X >= ar.X)
  662. rp.X = ar.X - 1;
  663. if (rp.Y < route_y_min)
  664. rp.Y = route_y_min;
  665. else if (rp.Y >= route_y_max)
  666. rp.Y = route_y_max - 1;
  667. if (rp.Z < 0)
  668. rp.Z = 0;
  669. else if (rp.Z >= ar.Z)
  670. rp.Z = ar.Z - 1;
  671. vec = rp - orp;
  672. float veclen = vec.getLength();
  673. // As odd as it sounds, veclen is *exactly* 0.0 sometimes, causing a FPE
  674. if (veclen < 0.05f)
  675. veclen = 1.0f;
  676. // Every second section is rough
  677. bool randomize_xz = (ps2->range(1, 2) == 1);
  678. // Carve routes
  679. for (float f = 0.f; f < 1.0f; f += 1.0f / veclen)
  680. carveRoute(vec, f, randomize_xz, tunnel_above_ground);
  681. orp = rp;
  682. }
  683. void CavesV6::carveRoute(v3f vec, float f, bool randomize_xz,
  684. bool tunnel_above_ground)
  685. {
  686. MapNode airnode(CONTENT_AIR);
  687. MapNode waternode(c_water_source);
  688. MapNode lavanode(c_lava_source);
  689. v3s16 startp(orp.X, orp.Y, orp.Z);
  690. startp += of;
  691. v3f fp = orp + vec * f;
  692. fp.X += 0.1f * ps->range(-10, 10);
  693. fp.Z += 0.1f * ps->range(-10, 10);
  694. v3s16 cp(fp.X, fp.Y, fp.Z);
  695. s16 d0 = -rs / 2;
  696. s16 d1 = d0 + rs;
  697. if (randomize_xz) {
  698. d0 += ps->range(-1, 1);
  699. d1 += ps->range(-1, 1);
  700. }
  701. for (s16 z0 = d0; z0 <= d1; z0++) {
  702. s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
  703. for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
  704. if (tunnel_above_ground)
  705. continue;
  706. s16 maxabsxz = MYMAX(abs(x0), abs(z0));
  707. s16 si2 = rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
  708. for (s16 y0 = -si2; y0 <= si2; y0++) {
  709. if (large_cave_is_flat) {
  710. // Make large caves not so tall
  711. if (rs > 7 && abs(y0) >= rs / 3)
  712. continue;
  713. }
  714. v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
  715. p += of;
  716. if (!vm->m_area.contains(p))
  717. continue;
  718. u32 i = vm->m_area.index(p);
  719. content_t c = vm->m_data[i].getContent();
  720. if (!ndef->get(c).is_ground_content)
  721. continue;
  722. if (large_cave) {
  723. int full_ymin = node_min.Y - MAP_BLOCKSIZE;
  724. int full_ymax = node_max.Y + MAP_BLOCKSIZE;
  725. if (full_ymin < water_level && full_ymax > water_level) {
  726. vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode;
  727. } else if (full_ymax < water_level) {
  728. vm->m_data[i] = (p.Y < startp.Y - 2) ? lavanode : airnode;
  729. } else {
  730. vm->m_data[i] = airnode;
  731. }
  732. } else {
  733. if (c == CONTENT_AIR)
  734. continue;
  735. vm->m_data[i] = airnode;
  736. vm->m_flags[i] |= VMANIP_FLAG_CAVE;
  737. }
  738. }
  739. }
  740. }
  741. }
  742. inline s16 CavesV6::getSurfaceFromHeightmap(v3s16 p)
  743. {
  744. if (heightmap != NULL &&
  745. p.Z >= node_min.Z && p.Z <= node_max.Z &&
  746. p.X >= node_min.X && p.X <= node_max.X) {
  747. u32 index = (p.Z - node_min.Z) * ystride + (p.X - node_min.X);
  748. return heightmap[index];
  749. }
  750. return water_level;
  751. }