]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/cavegen.cpp
Check minetest.hud_change() parameters on conversion (Fix #1714)
[dragonfireclient.git] / src / cavegen.cpp
index bef50c7a7df4c910a743cbf4abd56b48f2734a35..d93911f277bdda6fab4c3bdf581426b6e7a37260 100644 (file)
@@ -20,18 +20,26 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "util/numeric.h"
 #include "map.h"
 #include "mapgen.h"
+#include "mapgen_v6.h"
+#include "mapgen_v7.h"
 #include "cavegen.h"
 
+NoiseParams nparams_caveliquids(0, 1, v3f(150.0, 150.0, 150.0), 776, 3, 0.6);
 
-CaveV6::CaveV6(Mapgen *mg, PseudoRandom *ps, PseudoRandom *ps2,
-                       bool is_large_cave, content_t c_water, content_t c_lava) {
-       this->vm = mg->vm;
+
+///////////////////////////////////////////////////////////////////////////////
+
+
+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->ps2 = ps2;
-       this->c_water_source = c_water;
-       this->c_lava_source  = c_lava;
+       this->c_water_source = mg->c_water_source;
+       this->c_lava_source  = mg->c_lava_source;
 
        min_tunnel_diameter = 2;
        max_tunnel_diameter = ps->range(2, 6);
@@ -67,7 +75,7 @@ void CaveV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
        //(this should be more than the maximum radius of the tunnel)
        const s16 max_spread_amount = MAP_BLOCKSIZE;
        s16 insure = 10;
-       s16 more = max_spread_amount - max_tunnel_diameter / 2 - insure;
+       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;
 
@@ -101,9 +109,21 @@ void CaveV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
                (float)(ps->next() % ar.Z) + 0.5
        );
 
+       int notifytype = large_cave ? GENNOTIFY_LARGECAVE_BEGIN : GENNOTIFY_CAVE_BEGIN;
+       if (mg->gennotify & (1 << notifytype)) {
+               std::vector <v3s16> *nvec = mg->gen_notifications[notifytype];
+               nvec->push_back(v3s16(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z));
+       }
+
        // Generate some tunnel starting from orp
        for (u16 j = 0; j < tunnel_routepoints; j++)
                makeTunnel(j % dswitchint == 0);
+
+       notifytype = large_cave ? GENNOTIFY_LARGECAVE_END : GENNOTIFY_CAVE_END;
+       if (mg->gennotify & (1 << notifytype)) {
+               std::vector <v3s16> *nvec = mg->gen_notifications[notifytype];
+               nvec->push_back(v3s16(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z));
+       }
 }
 
 
@@ -152,13 +172,6 @@ void CaveV6::makeTunnel(bool dirswitch) {
                );
        }
 
-       /*if(large_cave){
-               v3f p = orp + vec;
-               s16 h = find_ground_level_clever(vmanip, v2s16(p.X, p.Z), ndef);
-               route_y_min = h - rs/3;
-               route_y_max = h + rs;
-       }*/
-
        vec += main_direction;
 
        v3f rp = orp + vec;
@@ -181,7 +194,7 @@ void CaveV6::makeTunnel(bool dirswitch) {
 
        float veclen = vec.getLength();
        // As odd as it sounds, veclen is *exactly* 0.0 sometimes, causing a FPE
-       if (veclen == 0.0)
+       if (veclen < 0.05)
                veclen = 1.0;
                
        // Every second section is rough
@@ -220,11 +233,7 @@ void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz) {
                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);
-                       for (s16 y0 = -si2; y0 <= si2; y0++) {
-                               // Make better floors in small caves
-                               //if(y0 <= -rs/2 && rs<=7)
-                               //      continue;
-                               
+                       for (s16 y0 = -si2; y0 <= si2; y0++) {                          
                                if (large_cave_is_flat) {
                                        // Make large caves not so tall
                                        if (rs > 7 && abs(y0) >= rs / 3)
@@ -238,11 +247,14 @@ void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz) {
                                        continue;
 
                                u32 i = vm->m_area.index(p);
+                               content_t c = vm->m_data[i].getContent();
+                               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) {
                                                vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode;
                                        } else if (flooded && full_ymax < water_level) {
@@ -252,7 +264,6 @@ void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz) {
                                        }
                                } else {
                                        // Don't replace air or water or lava or ignore
-                                       content_t c = vm->m_data[i].getContent();
                                        if (c == CONTENT_IGNORE || c == CONTENT_AIR ||
                                                c == c_water_source || c == c_lava_source)
                                                continue;
@@ -264,3 +275,309 @@ void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz) {
                }
        }
 }
+
+
+///////////////////////////////////////// Caves V7
+
+CaveV7::CaveV7(MapgenV7 *mg, PseudoRandom *ps, 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->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;
+
+       dswitchint = ps->range(1, 14);
+       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));
+               min_tunnel_diameter = 2;
+               max_tunnel_diameter = ps->range(2, 6);
+       }
+       
+       large_cave_is_flat = (ps->range(0, 1) == 0);
+}
+
+
+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
+       ar = node_max - node_min + v3s16(1, 1, 1);
+       // Area starting point in nodes
+       of = node_min;
+
+       // Allow a bit more
+       //(this should be more than the maximum radius of the tunnel)
+       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;
+
+       route_y_min = 0;
+       // Allow half a diameter + 7 over stone surface
+       route_y_max = -of.Y + max_stone_y + max_tunnel_diameter / 2 + 7;
+
+       // Limit maximum to area
+       route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
+
+       if (large_cave) {
+               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);
+       }
+
+       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);
+
+       // 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
+       );
+
+       int notifytype = large_cave ? GENNOTIFY_LARGECAVE_BEGIN : GENNOTIFY_CAVE_BEGIN;
+       if (mg->gennotify & (1 << notifytype)) {
+               std::vector <v3s16> *nvec = mg->gen_notifications[notifytype];
+               nvec->push_back(v3s16(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z));
+       }
+
+       // Generate some tunnel starting from orp
+       for (u16 j = 0; j < tunnel_routepoints; j++)
+               makeTunnel(j % dswitchint == 0);
+
+       notifytype = large_cave ? GENNOTIFY_LARGECAVE_END : GENNOTIFY_CAVE_END;
+       if (mg->gennotify & (1 << notifytype)) {
+               std::vector <v3s16> *nvec = mg->gen_notifications[notifytype];
+               nvec->push_back(v3s16(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z));
+       }
+}
+
+
+void CaveV7::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;
+       }
+
+       // Randomize size
+       s16 min_d = min_tunnel_diameter;
+       s16 max_d = max_tunnel_diameter;
+       rs = ps->range(min_d, max_d);
+
+       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;
+       // 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
+               );
+       } 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
+               );
+       }
+
+       // 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);
+               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
+               }
+               
+               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;
+               }
+       }
+
+       vec += main_direction;
+
+       v3f rp = orp + vec;
+       if (rp.X < 0)
+               rp.X = 0;
+       else if (rp.X >= ar.X)
+               rp.X = ar.X - 1;
+       
+       if (rp.Y < route_y_min)
+               rp.Y = route_y_min;
+       else if (rp.Y >= route_y_max)
+               rp.Y = route_y_max - 1;
+       
+       if (rp.Z < 0)
+               rp.Z = 0;
+       else if (rp.Z >= ar.Z)
+               rp.Z = ar.Z - 1;
+       
+       vec = rp - orp;
+
+       float veclen = vec.getLength();
+       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);
+
+       // Carve routes
+       for (float f = 0; f < 1.0; f += 1.0 / veclen)
+               carveRoute(vec, f, randomize_xz, is_ravine);
+       
+       orp = rp;
+}
+
+
+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);
+       
+       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);
+       v3s16 cp(fp.X, fp.Y, fp.Z);
+
+       s16 d0 = -rs/2;
+       s16 d1 = d0 + rs;
+       if (randomize_xz) {
+               d0 += ps->range(-1, 1);
+               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);
+                       
+                       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)
+                                               continue;
+                               }
+
+                               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)
+                                       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 - 4) ? liquidnode : airnode;
+                                       else
+                                               vm->m_data[i] = airnode;
+                               } else {
+                                       if (c == CONTENT_IGNORE)
+                                               continue;
+                                       
+                                       vm->m_data[i] = airnode;
+                                       vm->m_flags[i] |= VMANIP_FLAG_CAVE;
+                               }
+                       }
+               }
+       }
+}