]> git.lizzy.rs Git - minetest.git/blobdiff - src/cavegen.cpp
Add '@n' escape sequences and some documentation on translated strings.
[minetest.git] / src / cavegen.cpp
index 1beac6f27aa2469a0b9bd788f882349ea1daa6a5..ad5103893d9df1255762ec262312b00808265481 100644 (file)
@@ -23,9 +23,232 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "mapgen_v5.h"
 #include "mapgen_v6.h"
 #include "mapgen_v7.h"
+#include "mg_biome.h"
 #include "cavegen.h"
 
-NoiseParams nparams_caveliquids(0, 1, v3f(150.0, 150.0, 150.0), 776, 3, 0.6, 2.0);
+static NoiseParams nparams_caveliquids(0, 1, v3f(150.0, 150.0, 150.0), 776, 3, 0.6, 2.0);
+
+
+////
+//// CavesNoiseIntersection
+////
+
+CavesNoiseIntersection::CavesNoiseIntersection(
+       INodeDefManager *nodedef, BiomeManager *biomemgr, v3s16 chunksize,
+       NoiseParams *np_cave1, NoiseParams *np_cave2, s32 seed, float cave_width)
+{
+       assert(nodedef);
+       assert(biomemgr);
+
+       m_ndef = nodedef;
+       m_bmgr = biomemgr;
+
+       m_csize = chunksize;
+       m_cave_width = cave_width;
+
+       m_ystride    = m_csize.X;
+       m_zstride_1d = m_csize.X * (m_csize.Y + 1);
+
+       // Noises are created using 1-down overgeneration
+       // A Nx-by-1-by-Nz-sized plane is at the bottom of the desired for
+       // re-carving the solid overtop placed for blocking sunlight
+       noise_cave1 = new Noise(np_cave1, seed, m_csize.X, m_csize.Y + 1, m_csize.Z);
+       noise_cave2 = new Noise(np_cave2, seed, m_csize.X, m_csize.Y + 1, m_csize.Z);
+}
+
+
+CavesNoiseIntersection::~CavesNoiseIntersection()
+{
+       delete noise_cave1;
+       delete noise_cave2;
+}
+
+
+void CavesNoiseIntersection::generateCaves(MMVManip *vm,
+       v3s16 nmin, v3s16 nmax, u8 *biomemap)
+{
+       assert(vm);
+       assert(biomemap);
+
+       noise_cave1->perlinMap3D(nmin.X, nmin.Y - 1, nmin.Z);
+       noise_cave2->perlinMap3D(nmin.X, nmin.Y - 1, nmin.Z);
+
+       const v3s16 &em = vm->m_area.getExtent();
+       u32 index2d = 0;  // Biomemap index
+
+       for (s16 z = nmin.Z; z <= nmax.Z; z++)
+       for (s16 x = nmin.X; x <= nmax.X; x++, index2d++) {
+               bool column_is_open = false;  // Is column open to overground
+               bool is_under_river = false;  // Is column under river water
+               bool is_under_tunnel = false;  // Is tunnel or is under tunnel
+               // Indexes at column top
+               u32 vi = vm->m_area.index(x, nmax.Y, z);
+               u32 index3d = (z - nmin.Z) * m_zstride_1d + m_csize.Y * m_ystride +
+                       (x - nmin.X);  // 3D noise index
+               // Biome of column
+               Biome *biome = (Biome *)m_bmgr->getRaw(biomemap[index2d]);
+               u16 depth_top = biome->depth_top;
+               u16 base_filler = depth_top + biome->depth_filler;
+               u16 depth_riverbed = biome->depth_riverbed;
+               u16 nplaced = 0;
+               // Don't excavate the overgenerated stone at nmax.Y + 1,
+               // this creates a 'roof' over the tunnel, preventing light in
+               // tunnels at mapchunk borders when generating mapchunks upwards.
+               // This 'roof' is removed when the mapchunk above is generated.
+               for (s16 y = nmax.Y; y >= nmin.Y - 1; y--,
+                               index3d -= m_ystride,
+                               vm->m_area.add_y(em, vi, -1)) {
+
+                       content_t c = vm->m_data[vi].getContent();
+                       if (c == CONTENT_AIR || c == biome->c_water_top ||
+                                       c == biome->c_water) {
+                               column_is_open = true;
+                               continue;
+                       }
+
+                       if (c == biome->c_river_water) {
+                               column_is_open = true;
+                               is_under_river = true;
+                               continue;
+                       }
+                       // Ground
+                       float d1 = contour(noise_cave1->result[index3d]);
+                       float d2 = contour(noise_cave2->result[index3d]);
+
+                       if (d1 * d2 > m_cave_width && m_ndef->get(c).is_ground_content) {
+                               // In tunnel and ground content, excavate
+                               vm->m_data[vi] = MapNode(CONTENT_AIR);
+                               is_under_tunnel = true;
+                       } else if (column_is_open && is_under_tunnel &&
+                                       (c == biome->c_stone || c == biome->c_filler)) {
+                               // Tunnel entrance floor, place biome surface nodes
+                               if (is_under_river) {
+                                       if (nplaced < depth_riverbed) {
+                                               vm->m_data[vi] = MapNode(biome->c_riverbed);
+                                               nplaced++;
+                                       } else {
+                                               // Disable top/filler placement
+                                               column_is_open = false;
+                                               is_under_river = false;
+                                               is_under_tunnel = false;
+                                       }
+                               } else if (nplaced < depth_top) {
+                                       vm->m_data[vi] = MapNode(biome->c_top);
+                                       nplaced++;
+                               } else if (nplaced < base_filler) {
+                                       vm->m_data[vi] = MapNode(biome->c_filler);
+                                       nplaced++;
+                               } else {
+                                       // Disable top/filler placement
+                                       column_is_open = false;
+                                       is_under_tunnel = false;
+                               }
+                       } else {
+                               // Not tunnel or tunnel entrance floor
+                               column_is_open = false;
+                       }
+               }
+       }
+}
+
+
+////
+//// CavernsNoise
+////
+
+CavernsNoise::CavernsNoise(
+       INodeDefManager *nodedef, v3s16 chunksize, NoiseParams *np_cavern,
+       s32 seed, float cavern_limit, float cavern_taper, float cavern_threshold)
+{
+       assert(nodedef);
+
+       m_ndef  = nodedef;
+
+       m_csize            = chunksize;
+       m_cavern_limit     = cavern_limit;
+       m_cavern_taper     = cavern_taper;
+       m_cavern_threshold = cavern_threshold;
+
+       m_ystride = m_csize.X;
+       m_zstride_1d = m_csize.X * (m_csize.Y + 1);
+
+       // Noise is created using 1-down overgeneration
+       // A Nx-by-1-by-Nz-sized plane is at the bottom of the desired for
+       // re-carving the solid overtop placed for blocking sunlight
+       noise_cavern = new Noise(np_cavern, seed, m_csize.X, m_csize.Y + 1, m_csize.Z);
+
+       c_water_source = m_ndef->getId("mapgen_water_source");
+       if (c_water_source == CONTENT_IGNORE)
+               c_water_source = CONTENT_AIR;
+
+       c_lava_source = m_ndef->getId("mapgen_lava_source");
+       if (c_lava_source == CONTENT_IGNORE)
+               c_lava_source = CONTENT_AIR;
+}
+
+
+CavernsNoise::~CavernsNoise()
+{
+       delete noise_cavern;
+}
+
+
+bool CavernsNoise::generateCaverns(MMVManip *vm, v3s16 nmin, v3s16 nmax)
+{
+       assert(vm);
+
+       // Calculate noise
+       noise_cavern->perlinMap3D(nmin.X, nmin.Y - 1, nmin.Z);
+
+       // Cache cavern_amp values
+       float *cavern_amp = new float[m_csize.Y + 1];
+       u8 cavern_amp_index = 0;  // Index zero at column top
+       for (s16 y = nmax.Y; y >= nmin.Y - 1; y--, cavern_amp_index++) {
+               cavern_amp[cavern_amp_index] =
+                       MYMIN((m_cavern_limit - y) / (float)m_cavern_taper, 1.0f);
+       }
+
+       //// Place nodes
+       bool near_cavern = false;
+       const v3s16 &em = vm->m_area.getExtent();
+       u32 index2d = 0;
+
+       for (s16 z = nmin.Z; z <= nmax.Z; z++)
+       for (s16 x = nmin.X; x <= nmax.X; x++, index2d++) {
+               // Reset cave_amp index to column top
+               cavern_amp_index = 0;
+               // Initial voxelmanip index at column top
+               u32 vi = vm->m_area.index(x, nmax.Y, z);
+               // Initial 3D noise index at column top
+               u32 index3d = (z - nmin.Z) * m_zstride_1d + m_csize.Y * m_ystride +
+                       (x - nmin.X);
+               // Don't excavate the overgenerated stone at node_max.Y + 1,
+               // this creates a 'roof' over the cavern, preventing light in
+               // caverns at mapchunk borders when generating mapchunks upwards.
+               // This 'roof' is excavated when the mapchunk above is generated.
+               for (s16 y = nmax.Y; y >= nmin.Y - 1; y--,
+                               index3d -= m_ystride,
+                               vm->m_area.add_y(em, vi, -1),
+                               cavern_amp_index++) {
+                       content_t c = vm->m_data[vi].getContent();
+                       float n_absamp_cavern = fabs(noise_cavern->result[index3d]) *
+                               cavern_amp[cavern_amp_index];
+                       // Disable CavesRandomWalk at a safe distance from caverns
+                       // to avoid excessively spreading liquids in caverns.
+                       if (n_absamp_cavern > m_cavern_threshold - 0.1f) {
+                               near_cavern = true;
+                               if (n_absamp_cavern > m_cavern_threshold &&
+                                               m_ndef->get(c).is_ground_content)
+                                       vm->m_data[vi] = MapNode(CONTENT_AIR);
+                       }
+               }
+       }
+
+       delete[] cavern_amp;
+
+       return near_cavern;
+}
+
 
 ////
 //// CavesRandomWalk
@@ -34,10 +257,11 @@ NoiseParams nparams_caveliquids(0, 1, v3f(150.0, 150.0, 150.0), 776, 3, 0.6, 2.0
 CavesRandomWalk::CavesRandomWalk(
        INodeDefManager *ndef,
        GenerateNotifier *gennotify,
-       int seed,
+       s32 seed,
        int water_level,
        content_t water_source,
-       content_t lava_source)
+       content_t lava_source,
+       int lava_depth)
 {
        assert(ndef);
 
@@ -46,7 +270,7 @@ CavesRandomWalk::CavesRandomWalk(
        this->seed           = seed;
        this->water_level    = water_level;
        this->np_caveliquids = &nparams_caveliquids;
-       this->lava_depth     = DEFAULT_LAVA_DEPTH;
+       this->lava_depth     = lava_depth;
 
        c_water_source = water_source;
        if (c_water_source == CONTENT_IGNORE)
@@ -78,8 +302,8 @@ void CavesRandomWalk::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax,
        this->ystride = nmax.X - nmin.X + 1;
 
        // Set initial parameters from randomness
-       dswitchint = ps->range(1, 14);
-       flooded    = ps->range(1, 2) == 2;
+       int dswitchint = ps->range(1, 14);
+       flooded = ps->range(1, 2) == 2;
 
        if (large_cave) {
                part_max_length_rs = ps->range(2, 4);
@@ -104,10 +328,10 @@ void CavesRandomWalk::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax,
 
        // Allow a bit more
        //(this should be more than the maximum radius of the tunnel)
-       s16 insure = 10;
+       const s16 insure = 10;
        s16 more = MYMAX(MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure, 1);
-       ar += v3s16(1,0,1) * more * 2;
-       of -= v3s16(1,0,1) * more;
+       ar += v3s16(1, 0, 1) * more * 2;
+       of -= v3s16(1, 0, 1) * more;
 
        route_y_min = 0;
        // Allow half a diameter + 7 over stone surface
@@ -133,11 +357,9 @@ void CavesRandomWalk::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax,
        route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1);
 
        // Randomize starting position
-       orp = v3f(
-               (float)(ps->next() % ar.X) + 0.5,
-               (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5,
-               (float)(ps->next() % ar.Z) + 0.5
-       );
+       orp.Z = (float)(ps->next() % ar.Z) + 0.5f;
+       orp.Y = (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5f;
+       orp.X = (float)(ps->next() % ar.X) + 0.5f;
 
        // Add generation notify begin event
        if (gennotify) {
@@ -164,11 +386,10 @@ void CavesRandomWalk::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax,
 void CavesRandomWalk::makeTunnel(bool dirswitch)
 {
        if (dirswitch && !large_cave) {
-               main_direction = v3f(
-                       ((float)(ps->next() % 20) - (float)10) / 10,
-                       ((float)(ps->next() % 20) - (float)10) / 30,
-                       ((float)(ps->next() % 20) - (float)10) / 10
-               );
+               main_direction.Z = ((float)(ps->next() % 20) - (float)10) / 10;
+               main_direction.Y = ((float)(ps->next() % 20) - (float)10) / 30;
+               main_direction.X = ((float)(ps->next() % 20) - (float)10) / 10;
+
                main_direction *= (float)ps->range(0, 10) / 10;
        }
 
@@ -196,17 +417,13 @@ void CavesRandomWalk::makeTunnel(bool dirswitch)
        v3f vec;
        // Jump downward sometimes
        if (!large_cave && ps->range(0, 12) == 0) {
-               vec = v3f(
-                       (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2,
-                       (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y,
-                       (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2
-               );
+               vec.Z = (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2;
+               vec.Y = (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y;
+               vec.X = (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2;
        } else {
-               vec = v3f(
-                       (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2,
-                       (float)(ps->next() % (maxlen.Y * 1)) - (float)maxlen.Y / 2,
-                       (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2
-               );
+               vec.Z = (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2;
+               vec.Y = (float)(ps->next() % (maxlen.Y * 1)) - (float)maxlen.Y / 2;
+               vec.X = (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2;
        }
 
        // Do not make caves that are above ground.
@@ -237,14 +454,14 @@ void CavesRandomWalk::makeTunnel(bool dirswitch)
        vec = rp - orp;
 
        float veclen = vec.getLength();
-       if (veclen < 0.05)
-               veclen = 1.0;
+       if (veclen < 0.05f)
+               veclen = 1.0f;
 
        // Every second section is rough
        bool randomize_xz = (ps->range(1, 2) == 1);
 
        // Carve routes
-       for (float f = 0; f < 1.0; f += 1.0 / veclen)
+       for (float f = 0.f; f < 1.0f; f += 1.0f / veclen)
                carveRoute(vec, f, randomize_xz);
 
        orp = rp;
@@ -262,15 +479,15 @@ void CavesRandomWalk::carveRoute(v3f vec, float f, bool randomize_xz)
 
        float nval = NoisePerlin3D(np_caveliquids, startp.X,
                startp.Y, startp.Z, seed);
-       MapNode liquidnode = (nval < 0.40 && node_max.Y < lava_depth) ?
+       MapNode liquidnode = (nval < 0.40f && node_max.Y < lava_depth) ?
                lavanode : waternode;
 
        v3f fp = orp + vec * f;
-       fp.X += 0.1 * ps->range(-10, 10);
-       fp.Z += 0.1 * ps->range(-10, 10);
+       fp.X += 0.1f * ps->range(-10, 10);
+       fp.Z += 0.1f * ps->range(-10, 10);
        v3s16 cp(fp.X, fp.Y, fp.Z);
 
-       s16 d0 = -rs/2;
+       s16 d0 = -rs / 2;
        s16 d1 = d0 + rs;
        if (randomize_xz) {
                d0 += ps->range(-1, 1);
@@ -300,7 +517,7 @@ void CavesRandomWalk::carveRoute(v3f vec, float f, bool randomize_xz)
                                v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
                                p += of;
 
-                               if (vm->m_area.contains(p) == false)
+                               if (!vm->m_area.contains(p))
                                        continue;
 
                                u32 i = vm->m_area.index(p);
@@ -395,7 +612,7 @@ void CavesV6::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax,
        // Set initial parameters from randomness
        min_tunnel_diameter = 2;
        max_tunnel_diameter = ps->range(2, 6);
-       dswitchint          = ps->range(1, 14);
+       int dswitchint      = ps->range(1, 14);
        if (large_cave) {
                part_max_length_rs  = ps->range(2, 4);
                tunnel_routepoints  = ps->range(5, ps->range(15, 30));
@@ -417,7 +634,7 @@ void CavesV6::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax,
        // 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;
+       const s16 insure = 10;
        s16 more = MYMAX(max_spread_amount - max_tunnel_diameter / 2 - insure, 1);
        ar += v3s16(1, 0, 1) * more * 2;
        of -= v3s16(1, 0, 1) * more;
@@ -446,11 +663,9 @@ void CavesV6::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax,
        route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1);
 
        // Randomize starting position
-       orp = v3f(
-               (float)(ps->next() % ar.X) + 0.5,
-               (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5,
-               (float)(ps->next() % ar.Z) + 0.5
-       );
+       orp.Z = (float)(ps->next() % ar.Z) + 0.5f;
+       orp.Y = (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5f;
+       orp.X = (float)(ps->next() % ar.X) + 0.5f;
 
        // Add generation notify begin event
        if (gennotify != NULL) {
@@ -477,11 +692,10 @@ void CavesV6::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax,
 void CavesV6::makeTunnel(bool dirswitch)
 {
        if (dirswitch && !large_cave) {
-               main_direction = v3f(
-                       ((float)(ps->next() % 20) - (float)10) / 10,
-                       ((float)(ps->next() % 20) - (float)10) / 30,
-                       ((float)(ps->next() % 20) - (float)10) / 10
-               );
+               main_direction.Z = ((float)(ps->next() % 20) - (float)10) / 10;
+               main_direction.Y = ((float)(ps->next() % 20) - (float)10) / 30;
+               main_direction.X = ((float)(ps->next() % 20) - (float)10) / 10;
+
                main_direction *= (float)ps->range(0, 10) / 10;
        }
 
@@ -506,19 +720,16 @@ void CavesV6::makeTunnel(bool dirswitch)
                );
        }
 
-       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
-       );
+       v3f vec;
+       vec.Z = (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2;
+       vec.Y = (float)(ps->next() % maxlen.Y) - (float)maxlen.Y / 2;
+       vec.X = (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2;
 
        // Jump downward sometimes
        if (!large_cave && ps->range(0, 12) == 0) {
-               vec = v3f(
-                       (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2,
-                       (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y,
-                       (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
-               );
+               vec.Z = (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2;
+               vec.Y = (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y;
+               vec.X = (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2;
        }
 
        // Do not make caves that are entirely above ground, to fix shadow bugs
@@ -556,14 +767,14 @@ void CavesV6::makeTunnel(bool dirswitch)
 
        float veclen = vec.getLength();
        // As odd as it sounds, veclen is *exactly* 0.0 sometimes, causing a FPE
-       if (veclen < 0.05)
-               veclen = 1.0;
+       if (veclen < 0.05f)
+               veclen = 1.0f;
 
        // Every second section is rough
        bool randomize_xz = (ps2->range(1, 2) == 1);
 
        // Carve routes
-       for (float f = 0; f < 1.0; f += 1.0 / veclen)
+       for (float f = 0.f; f < 1.0f; f += 1.0f / veclen)
                carveRoute(vec, f, randomize_xz, tunnel_above_ground);
 
        orp = rp;
@@ -581,8 +792,8 @@ void CavesV6::carveRoute(v3f vec, float f, bool randomize_xz,
        startp += of;
 
        v3f fp = orp + vec * f;
-       fp.X += 0.1 * ps->range(-10, 10);
-       fp.Z += 0.1 * ps->range(-10, 10);
+       fp.X += 0.1f * ps->range(-10, 10);
+       fp.Z += 0.1f * ps->range(-10, 10);
        v3s16 cp(fp.X, fp.Y, fp.Z);
 
        s16 d0 = -rs / 2;
@@ -610,7 +821,7 @@ void CavesV6::carveRoute(v3f vec, float f, bool randomize_xz,
                                v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
                                p += of;
 
-                               if (vm->m_area.contains(p) == false)
+                               if (!vm->m_area.contains(p))
                                        continue;
 
                                u32 i = vm->m_area.index(p);
@@ -649,7 +860,8 @@ inline s16 CavesV6::getSurfaceFromHeightmap(v3s16 p)
                        p.X >= node_min.X && p.X <= node_max.X) {
                u32 index = (p.Z - node_min.Z) * ystride + (p.X - node_min.X);
                return heightmap[index];
-       } else {
-               return water_level;
        }
+
+       return water_level;
+
 }