X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fcavegen.cpp;h=b8abfbca5651bc2d48efa2181baea99359d4c52b;hb=4fdf66bbf4d90846844ee3f6d41acb31ce06ca8b;hp=71f005d5bab9617ec94a773fcdf2abff7f154b4e;hpb=747bc40840ff13bcf9c7a60b790a6de24f94f946;p=dragonfireclient.git diff --git a/src/cavegen.cpp b/src/cavegen.cpp index 71f005d5b..b8abfbca5 100644 --- a/src/cavegen.cpp +++ b/src/cavegen.cpp @@ -20,48 +20,298 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "util/numeric.h" #include "map.h" #include "mapgen.h" +#include "mapgen_v5.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}; +NoiseParams nparams_caveliquids(0, 1, v3f(150.0, 150.0, 150.0), 776, 3, 0.6, 2.0); -/////////////////////////////////////////////////////////////////////////////// +///////////////////////////////////////// Caves V5 -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; +CaveV5::CaveV5(Mapgen *mg, PseudoRandom *ps) +{ + this->mg = mg; + this->vm = mg->vm; + this->ndef = mg->ndef; + this->water_level = mg->water_level; + this->ps = ps; + c_water_source = ndef->getId("mapgen_water_source"); + c_lava_source = ndef->getId("mapgen_lava_source"); + c_ice = ndef->getId("mapgen_ice"); + this->np_caveliquids = &nparams_caveliquids; + this->ystride = mg->csize.X; + + if (c_ice == CONTENT_IGNORE) + c_ice = CONTENT_AIR; + + dswitchint = ps->range(1, 14); + flooded = ps->range(1, 2) == 2; + + 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)); + + large_cave_is_flat = (ps->range(0, 1) == 0); +} + + +void CaveV5::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) +{ + node_min = nmin; + node_max = nmax; + 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); + + 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 + ); + + // Add generation notify begin event + v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z); + GenNotifyType notifytype = GENNOTIFY_LARGECAVE_BEGIN; + mg->gennotify.addEvent(notifytype, abs_pos); + + // Generate some tunnel starting from orp + for (u16 j = 0; j < tunnel_routepoints; j++) + makeTunnel(j % dswitchint == 0); + + // Add generation notify end event + abs_pos = v3s16(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z); + notifytype = GENNOTIFY_LARGECAVE_END; + mg->gennotify.addEvent(notifytype, abs_pos); +} + + +void CaveV5::makeTunnel(bool dirswitch) +{ + // Randomize size + s16 min_d = min_tunnel_diameter; + s16 max_d = max_tunnel_diameter; + rs = ps->range(min_d, max_d); + s16 rs_part_max_length_rs = rs * part_max_length_rs; + + v3s16 maxlen; + maxlen = v3s16( + rs_part_max_length_rs, + rs_part_max_length_rs / 2, + rs_part_max_length_rs + ); + + v3f vec; + // Jump downward sometimes + vec = v3f( + (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 + ); + + // Do not make caves that are above ground. + // It is only necessary to check the startpoint and endpoint. + 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) * ystride + (p.X - node_min.X); + s16 h = mg->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) * ystride + (p.X - node_min.X); + s16 h = mg->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); + + // Carve routes + for (float f = 0; f < 1.0; f += 1.0 / veclen) + carveRoute(vec, f, randomize_xz); + + orp = rp; +} + + +void CaveV5::carveRoute(v3f vec, float f, bool randomize_xz) +{ + 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 && node_max.Y < MGV5_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); + 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); + } + + 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 = rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1); + + 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) + continue; + } + + v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0); + p += of; + + if (vm->m_area.contains(p) == false) + continue; + + u32 i = vm->m_area.index(p); + content_t c = vm->m_data[i].getContent(); + if (!ndef->get(c).is_ground_content) + continue; + + 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; + } + } + } +} + + +///////////////////////////////////////// Caves V6 + + +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 = mg->c_water_source; this->c_lava_source = mg->c_lava_source; min_tunnel_diameter = 2; max_tunnel_diameter = ps->range(2, 6); - dswitchint = ps->range(1, 14); - flooded = true; - + dswitchint = ps->range(1, 14); + flooded = true; + if (large_cave) { - part_max_length_rs = ps->range(2,4); - tunnel_routepoints = ps->range(5, ps->range(15,30)); + 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)); } - + large_cave_is_flat = (ps->range(0,1) == 0); } -void CaveV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) { +void CaveV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) +{ node_min = nmin; node_max = nmax; max_stone_y = max_stone_height; @@ -110,13 +360,26 @@ void CaveV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) { (float)(ps->next() % ar.Z) + 0.5 ); + // Add generation notify begin event + v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z); + GenNotifyType notifytype = large_cave ? + GENNOTIFY_LARGECAVE_BEGIN : GENNOTIFY_CAVE_BEGIN; + mg->gennotify.addEvent(notifytype, abs_pos); + // Generate some tunnel starting from orp for (u16 j = 0; j < tunnel_routepoints; j++) makeTunnel(j % dswitchint == 0); + + // Add generation notify end event + abs_pos = v3s16(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z); + notifytype = large_cave ? + GENNOTIFY_LARGECAVE_END : GENNOTIFY_CAVE_END; + mg->gennotify.addEvent(notifytype, abs_pos); } -void CaveV6::makeTunnel(bool dirswitch) { +void CaveV6::makeTunnel(bool dirswitch) +{ if (dirswitch && !large_cave) { main_direction = v3f( ((float)(ps->next() % 20) - (float)10) / 10, @@ -130,37 +393,72 @@ void CaveV6::makeTunnel(bool dirswitch) { s16 min_d = min_tunnel_diameter; s16 max_d = max_tunnel_diameter; rs = ps->range(min_d, max_d); + s16 rs_part_max_length_rs = rs * part_max_length_rs; v3s16 maxlen; if (large_cave) { maxlen = v3s16( - rs * part_max_length_rs, - rs * part_max_length_rs / 2, - rs * part_max_length_rs + 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 + rs_part_max_length_rs, + ps->range(1, rs_part_max_length_rs), + rs_part_max_length_rs ); } v3f vec( - (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 + (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 ); // 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.X) - (float)maxlen.X / 2, (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y, - (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2 + (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2 ); } + // Do not make caves that are entirely above ground, to fix + // shadow bugs caused by overgenerated large caves. + // It is only necessary to check the startpoint and endpoint. + v3s16 orpi(orp.X, orp.Y, orp.Z); + v3s16 veci(vec.X, vec.Y, vec.Z); + s16 h1; + s16 h2; + + v3s16 p1 = orpi + veci + of + rs / 2; + if (p1.Z >= node_min.Z && p1.Z <= node_max.Z && + p1.X >= node_min.X && p1.X <= node_max.X) { + u32 index1 = (p1.Z - node_min.Z) * mg->ystride + + (p1.X - node_min.X); + h1 = mg->heightmap[index1]; + } else { + h1 = water_level; // If not in heightmap + } + + v3s16 p2 = orpi + of + rs / 2; + if (p2.Z >= node_min.Z && p2.Z <= node_max.Z && + p2.X >= node_min.X && p2.X <= node_max.X) { + u32 index2 = (p2.Z - node_min.Z) * mg->ystride + + (p2.X - node_min.X); + h2 = mg->heightmap[index2]; + } else { + h2 = water_level; + } + + // If startpoint and endpoint are above ground, + // disable placing of nodes in carveRoute while + // still running all pseudorandom calls to ensure + // caves consistent with existing worlds. + bool tunnel_above_ground = p1.Y > h1 && p2.Y > h2; + vec += main_direction; v3f rp = orp + vec; @@ -168,43 +466,44 @@ void CaveV6::makeTunnel(bool dirswitch) { 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(); // As odd as it sounds, veclen is *exactly* 0.0 sometimes, causing a FPE if (veclen < 0.05) veclen = 1.0; - + // 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) - carveRoute(vec, f, randomize_xz); - + carveRoute(vec, f, randomize_xz, tunnel_above_ground); + orp = rp; } -void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz) { +void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz, bool tunnel_above_ground) +{ MapNode airnode(CONTENT_AIR); MapNode waternode(c_water_source); MapNode lavanode(c_lava_source); - + v3s16 startp(orp.X, orp.Y, orp.Z); startp += of; - + v3f fp = orp + vec * f; fp.X += 0.1 * ps->range(-10, 10); fp.Z += 0.1 * ps->range(-10, 10); @@ -216,13 +515,16 @@ void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz) { d0 += ps->range(-1, 1); d1 += ps->range(-1, 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++) { + if (tunnel_above_ground) + continue; + s16 maxabsxz = MYMAX(abs(x0), abs(z0)); s16 si2 = rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1); - for (s16 y0 = -si2; y0 <= si2; y0++) { + 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) @@ -244,17 +546,18 @@ void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz) { 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; + 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 - 2) ? lavanode : airnode; + vm->m_data[i] = (p.Y < startp.Y - 2) ? + lavanode : airnode; } else { vm->m_data[i] = airnode; } } else { - // Don't replace air or water or lava or ignore - if (c == CONTENT_IGNORE || c == CONTENT_AIR || - c == c_water_source || c == c_lava_source) + if (c == CONTENT_IGNORE || c == CONTENT_AIR) continue; vm->m_data[i] = airnode; @@ -268,13 +571,14 @@ 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; + +CaveV7::CaveV7(MapgenV7 *mg, PseudoRandom *ps) +{ + this->mg = mg; + this->vm = mg->vm; + this->ndef = mg->ndef; + this->water_level = mg->water_level; + 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; @@ -282,24 +586,18 @@ CaveV7::CaveV7(MapgenV7 *mg, PseudoRandom *ps, bool is_large_cave) { 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); - } - + + 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)); + large_cave_is_flat = (ps->range(0, 1) == 0); } -void CaveV7::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) { +void CaveV7::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) +{ node_min = nmin; node_max = nmax; max_stone_y = max_stone_height; @@ -324,15 +622,13 @@ void CaveV7::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) { // 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 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; @@ -347,86 +643,71 @@ void CaveV7::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) { (float)(ps->next() % ar.Z) + 0.5 ); + // Add generation notify begin event + v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z); + GenNotifyType notifytype = GENNOTIFY_LARGECAVE_BEGIN; + mg->gennotify.addEvent(notifytype, abs_pos); + // Generate some tunnel starting from orp for (u16 j = 0; j < tunnel_routepoints; j++) makeTunnel(j % dswitchint == 0); -} + // Add generation notify end event + abs_pos = v3s16(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z); + notifytype = GENNOTIFY_LARGECAVE_END; + mg->gennotify.addEvent(notifytype, abs_pos); +} -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; - } +void CaveV7::makeTunnel(bool dirswitch) +{ // Randomize size s16 min_d = min_tunnel_diameter; s16 max_d = max_tunnel_diameter; rs = ps->range(min_d, max_d); + s16 rs_part_max_length_rs = rs * part_max_length_rs; 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 - ); - } + maxlen = v3s16( + rs_part_max_length_rs, + rs_part_max_length_rs / 2, + 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 - ); - } + vec = v3f( + (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 + ); - // Do not make large caves that are above ground. + // Do not make 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 && + 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 && + 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) { + 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; @@ -436,51 +717,48 @@ void CaveV7::makeTunnel(bool dirswitch) { 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); - + carveRoute(vec, f, randomize_xz); + orp = rp; } -void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) { +void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz) +{ 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; - + startp.Y, startp.Z, mg->seed); + MapNode liquidnode = (nval < 0.40 && node_max.Y < MGV7_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); @@ -492,23 +770,15 @@ void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) { 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); - + + s16 si2 = 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) @@ -517,42 +787,27 @@ void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) { v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0); p += of; - - if (!is_ravine && mg->heightmap && should_make_cave_hole) { - 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) + 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) - vm->m_data[i] = (p.Y < startp.Y - 4) ? liquidnode : airnode; - else - vm->m_data[i] = airnode; - } else { - if (c == CONTENT_IGNORE) - continue; - + 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; - vm->m_flags[i] |= VMANIP_FLAG_CAVE; - } } } }