3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
20 #include "util/numeric.h"
23 #include "mapgen_v6.h"
24 #include "mapgen_v7.h"
28 CaveV6::CaveV6(MapgenV6 *mg, PseudoRandom *ps, PseudoRandom *ps2, bool is_large_cave) {
31 this->ndef = mg->ndef;
32 this->water_level = mg->water_level;
33 this->large_cave = is_large_cave;
36 this->c_water_source = mg->c_water_source;
37 this->c_lava_source = mg->c_lava_source;
39 min_tunnel_diameter = 2;
40 max_tunnel_diameter = ps->range(2, 6);
41 dswitchint = ps->range(1, 14);
45 part_max_length_rs = ps->range(2,4);
46 tunnel_routepoints = ps->range(5, ps->range(15,30));
47 min_tunnel_diameter = 5;
48 max_tunnel_diameter = ps->range(7, ps->range(8,24));
50 part_max_length_rs = ps->range(2,9);
51 tunnel_routepoints = ps->range(10, ps->range(15,30));
54 large_cave_is_flat = (ps->range(0,1) == 0);
58 void CaveV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
61 max_stone_y = max_stone_height;
62 main_direction = v3f(0, 0, 0);
64 // Allowed route area size in nodes
65 ar = node_max - node_min + v3s16(1, 1, 1);
66 // Area starting point in nodes
70 //(this should be more than the maximum radius of the tunnel)
71 const s16 max_spread_amount = MAP_BLOCKSIZE;
73 s16 more = max_spread_amount - max_tunnel_diameter / 2 - insure;
74 ar += v3s16(1,0,1) * more * 2;
75 of -= v3s16(1,0,1) * more;
78 // Allow half a diameter + 7 over stone surface
79 route_y_max = -of.Y + max_stone_y + max_tunnel_diameter / 2 + 7;
81 // Limit maximum to area
82 route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
86 if (node_min.Y < water_level && node_max.Y > water_level) {
87 min = water_level - max_tunnel_diameter/3 - of.Y;
88 route_y_max = water_level + max_tunnel_diameter/3 - of.Y;
90 route_y_min = ps->range(min, min + max_tunnel_diameter);
91 route_y_min = rangelim(route_y_min, 0, route_y_max);
94 s16 route_start_y_min = route_y_min;
95 s16 route_start_y_max = route_y_max;
97 route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
98 route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1);
100 // Randomize starting position
102 (float)(ps->next() % ar.X) + 0.5,
103 (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5,
104 (float)(ps->next() % ar.Z) + 0.5
107 // Generate some tunnel starting from orp
108 for (u16 j = 0; j < tunnel_routepoints; j++)
109 makeTunnel(j % dswitchint == 0);
113 void CaveV6::makeTunnel(bool dirswitch) {
114 if (dirswitch && !large_cave) {
115 main_direction = v3f(
116 ((float)(ps->next() % 20) - (float)10) / 10,
117 ((float)(ps->next() % 20) - (float)10) / 30,
118 ((float)(ps->next() % 20) - (float)10) / 10
120 main_direction *= (float)ps->range(0, 10) / 10;
124 s16 min_d = min_tunnel_diameter;
125 s16 max_d = max_tunnel_diameter;
126 rs = ps->range(min_d, max_d);
131 rs * part_max_length_rs,
132 rs * part_max_length_rs / 2,
133 rs * part_max_length_rs
137 rs * part_max_length_rs,
138 ps->range(1, rs * part_max_length_rs),
139 rs * part_max_length_rs
144 (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2,
145 (float)(ps->next() % (maxlen.Y * 1)) - (float)maxlen.Y / 2,
146 (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2
149 // Jump downward sometimes
150 if (!large_cave && ps->range(0, 12) == 0) {
152 (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2,
153 (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y,
154 (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2
158 vec += main_direction;
163 else if (rp.X >= ar.X)
166 if (rp.Y < route_y_min)
168 else if (rp.Y >= route_y_max)
169 rp.Y = route_y_max - 1;
173 else if (rp.Z >= ar.Z)
178 float veclen = vec.getLength();
179 // As odd as it sounds, veclen is *exactly* 0.0 sometimes, causing a FPE
183 // Every second section is rough
184 bool randomize_xz = (ps2->range(1, 2) == 1);
187 for (float f = 0; f < 1.0; f += 1.0 / veclen)
188 carveRoute(vec, f, randomize_xz);
194 void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz) {
195 MapNode airnode(CONTENT_AIR);
196 MapNode waternode(c_water_source);
197 MapNode lavanode(c_lava_source);
199 v3s16 startp(orp.X, orp.Y, orp.Z);
202 v3f fp = orp + vec * f;
203 fp.X += 0.1 * ps->range(-10, 10);
204 fp.Z += 0.1 * ps->range(-10, 10);
205 v3s16 cp(fp.X, fp.Y, fp.Z);
210 d0 += ps->range(-1, 1);
211 d1 += ps->range(-1, 1);
214 for (s16 z0 = d0; z0 <= d1; z0++) {
215 s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
216 for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
217 s16 maxabsxz = MYMAX(abs(x0), abs(z0));
218 s16 si2 = rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
219 for (s16 y0 = -si2; y0 <= si2; y0++) {
220 if (large_cave_is_flat) {
221 // Make large caves not so tall
222 if (rs > 7 && abs(y0) >= rs / 3)
226 v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
229 if (vm->m_area.contains(p) == false)
232 u32 i = vm->m_area.index(p);
235 int full_ymin = node_min.Y - MAP_BLOCKSIZE;
236 int full_ymax = node_max.Y + MAP_BLOCKSIZE;
238 if (flooded && full_ymin < water_level && full_ymax > water_level) {
239 vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode;
240 } else if (flooded && full_ymax < water_level) {
241 vm->m_data[i] = (p.Y < startp.Y - 2) ? lavanode : airnode;
243 vm->m_data[i] = airnode;
246 // Don't replace air or water or lava or ignore
247 content_t c = vm->m_data[i].getContent();
248 if (c == CONTENT_IGNORE || c == CONTENT_AIR ||
249 c == c_water_source || c == c_lava_source)
252 vm->m_data[i] = airnode;
253 vm->m_flags[i] |= VMANIP_FLAG_CAVE;
261 ///////////////////////////////////////// Caves V7
263 CaveV7::CaveV7(MapgenV7 *mg, PseudoRandom *ps, bool is_large_cave) {
266 this->ndef = mg->ndef;
267 this->water_level = mg->water_level;
268 this->large_cave = is_large_cave;
270 this->c_water_source = mg->c_water_source;
271 this->c_lava_source = mg->c_lava_source;
273 dswitchint = ps->range(1, 14);
274 flooded = ps->range(1, 2) == 2;
277 part_max_length_rs = ps->range(2, 4);
278 tunnel_routepoints = ps->range(5, ps->range(15, 30));
279 min_tunnel_diameter = 5;
280 max_tunnel_diameter = ps->range(7, ps->range(8, 24));
282 part_max_length_rs = ps->range(2, 9);
283 tunnel_routepoints = ps->range(10, ps->range(15, 30));
284 min_tunnel_diameter = 2;
285 max_tunnel_diameter = ps->range(2, 6);
288 large_cave_is_flat = (ps->range(0, 1) == 0);
292 void CaveV7::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
295 max_stone_y = max_stone_height;
296 main_direction = v3f(0, 0, 0);
298 // Allowed route area size in nodes
299 ar = node_max - node_min + v3s16(1, 1, 1);
300 // Area starting point in nodes
304 //(this should be more than the maximum radius of the tunnel)
306 s16 more = MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure;
307 ar += v3s16(1,0,1) * more * 2;
308 of -= v3s16(1,0,1) * more;
311 // Allow half a diameter + 7 over stone surface
312 route_y_max = -of.Y + max_stone_y + max_tunnel_diameter / 2 + 7;
314 // Limit maximum to area
315 route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
319 if (node_min.Y < water_level && node_max.Y > water_level) {
320 min = water_level - max_tunnel_diameter/3 - of.Y;
321 route_y_max = water_level + max_tunnel_diameter/3 - of.Y;
323 route_y_min = ps->range(min, min + max_tunnel_diameter);
324 route_y_min = rangelim(route_y_min, 0, route_y_max);
327 s16 route_start_y_min = route_y_min;
328 s16 route_start_y_max = route_y_max;
330 route_start_y_min = rangelim(route_start_y_min, 0, ar.Y - 1);
331 route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1);
333 // Randomize starting position
335 (float)(ps->next() % ar.X) + 0.5,
336 (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5,
337 (float)(ps->next() % ar.Z) + 0.5
340 // Generate some tunnel starting from orp
341 for (u16 j = 0; j < tunnel_routepoints; j++)
342 makeTunnel(j % dswitchint == 0);
346 void CaveV7::makeTunnel(bool dirswitch) {
347 if (dirswitch && !large_cave) {
348 main_direction = v3f(
349 ((float)(ps->next() % 20) - (float)10) / 10,
350 ((float)(ps->next() % 20) - (float)10) / 30,
351 ((float)(ps->next() % 20) - (float)10) / 10
353 main_direction *= (float)ps->range(0, 10) / 10;
357 s16 min_d = min_tunnel_diameter;
358 s16 max_d = max_tunnel_diameter;
359 rs = ps->range(min_d, max_d);
364 rs * part_max_length_rs,
365 rs * part_max_length_rs / 2,
366 rs * part_max_length_rs
370 rs * part_max_length_rs,
371 ps->range(1, rs * part_max_length_rs),
372 rs * part_max_length_rs
377 // Jump downward sometimes
378 if (!large_cave && ps->range(0, 12) == 0) {
380 (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2,
381 (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y,
382 (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2
386 (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2,
387 (float)(ps->next() % (maxlen.Y * 1)) - (float)maxlen.Y / 2,
388 (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2
392 // Do not make large caves that are above ground.
393 // It is only necessary to check the startpoint and endpoint.
395 v3s16 orpi(orp.X, orp.Y, orp.Z);
396 v3s16 veci(vec.X, vec.Y, vec.Z);
399 p = orpi + veci + of + rs / 2;
400 if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
401 p.X >= node_min.X && p.X <= node_max.X) {
402 u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
403 s16 h = mg->ridge_heightmap[index];
406 } else if (p.Y > water_level) {
407 return; // If it's not in our heightmap, use a simple heuristic
410 p = orpi + of + rs / 2;
411 if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
412 p.X >= node_min.X && p.X <= node_max.X) {
413 u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
414 s16 h = mg->ridge_heightmap[index];
417 } else if (p.Y > water_level) {
422 vec += main_direction;
427 else if (rp.X >= ar.X)
430 if (rp.Y < route_y_min)
432 else if (rp.Y >= route_y_max)
433 rp.Y = route_y_max - 1;
437 else if (rp.Z >= ar.Z)
442 float veclen = vec.getLength();
446 // Every second section is rough
447 bool randomize_xz = (ps->range(1, 2) == 1);
449 // Make a ravine every once in a while if it's long enough
450 float xylen = vec.X * vec.X + vec.Z * vec.Z;
451 bool is_ravine = (xylen > 500.0) && !large_cave && (ps->range(1, 8) == 1);
454 for (float f = 0; f < 1.0; f += 1.0 / veclen)
455 carveRoute(vec, f, randomize_xz, is_ravine);
461 void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
462 MapNode airnode(CONTENT_AIR);
463 MapNode waternode(c_water_source);
464 MapNode lavanode(c_lava_source);
465 MapNode liquidnode = ps->range(0, 4) ? lavanode : waternode;
467 v3s16 startp(orp.X, orp.Y, orp.Z);
470 v3f fp = orp + vec * f;
471 fp.X += 0.1 * ps->range(-10, 10);
472 fp.Z += 0.1 * ps->range(-10, 10);
473 v3s16 cp(fp.X, fp.Y, fp.Z);
478 d0 += ps->range(-1, 1);
479 d1 += ps->range(-1, 1);
482 bool flat_cave_floor = !large_cave && ps->range(0, 2) == 2;
484 for (s16 z0 = d0; z0 <= d1; z0++) {
485 s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
486 for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
487 s16 maxabsxz = MYMAX(abs(x0), abs(z0));
489 s16 si2 = is_ravine ? MYMIN(ps->range(25, 26), ar.Y) :
490 rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
492 for (s16 y0 = -si2; y0 <= si2; y0++) {
493 // Make better floors in small caves
494 if(flat_cave_floor && y0 <= -rs/2 && rs<=7)
497 if (large_cave_is_flat) {
498 // Make large caves not so tall
499 if (rs > 7 && abs(y0) >= rs / 3)
503 v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
506 if (vm->m_area.contains(p) == false)
509 u32 i = vm->m_area.index(p);
511 // Don't replace air or water or lava
512 content_t c = vm->m_data[i].getContent();
513 if (c == CONTENT_AIR || c == c_water_source || c == c_lava_source)
517 int full_ymin = node_min.Y - MAP_BLOCKSIZE;
518 int full_ymax = node_max.Y + MAP_BLOCKSIZE;
520 if (flooded && full_ymin < water_level && full_ymax > water_level)
521 vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode;
522 else if (flooded && full_ymax < water_level)
523 vm->m_data[i] = (p.Y < startp.Y - 4) ? liquidnode : airnode;
525 vm->m_data[i] = airnode;
527 vm->m_data[i] = airnode;
528 vm->m_flags[i] |= VMANIP_FLAG_CAVE;