diff --git a/src/cavegen.cpp b/src/cavegen.cpp index bef50c7a7..01543252a 100644 --- a/src/cavegen.cpp +++ b/src/cavegen.cpp @@ -20,18 +20,21 @@ 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" -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); @@ -152,13 +155,6 @@ 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 +177,7 @@ 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 +216,7 @@ 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) @@ -242,7 +234,7 @@ void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz) { 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) { @@ -264,3 +256,278 @@ 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; + + 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 = MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure; + 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 + ); + + // Generate some tunnel starting from orp + for (u16 j = 0; j < tunnel_routepoints; j++) + makeTunnel(j % dswitchint == 0); +} + + +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; + bool is_ravine = (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); + MapNode liquidnode = ps->range(0, 4) ? lavanode : waternode; + + 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); + 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; + + 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 (vm->m_area.contains(p) == false) + continue; + + u32 i = vm->m_area.index(p); + + // Don't replace air or water or lava + content_t c = vm->m_data[i].getContent(); + if (c == CONTENT_AIR || c == c_water_source || c == c_lava_source) + 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 { + vm->m_data[i] = airnode; + vm->m_flags[i] |= VMANIP_FLAG_CAVE; + } + } + } + } +} diff --git a/src/cavegen.h b/src/cavegen.h index 979226b3e..7822816d6 100644 --- a/src/cavegen.h +++ b/src/cavegen.h @@ -22,9 +22,14 @@ with this program; if not, write to the Free Software Foundation, Inc., #define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1 +class MapgenV6; +class MapgenV7; + class CaveV6 { public: + MapgenV6 *mg; ManualMapVoxelManipulator *vm; + INodeDefManager *ndef; s16 min_tunnel_diameter; s16 max_tunnel_diameter; @@ -40,10 +45,10 @@ public: v3s16 node_min; v3s16 node_max; - v3f orp; //original point - v3s16 of; + v3f orp; // starting point, relative to caved space + v3s16 of; // absolute coordinates of caved space v3s16 ar; // allowed route area - s16 rs; // radius size + s16 rs; // tunnel radius size v3f main_direction; s16 route_y_min; @@ -58,11 +63,53 @@ public: int water_level; CaveV6() {} - CaveV6(Mapgen *mg, PseudoRandom *ps, PseudoRandom *ps2, bool large_cave, - content_t c_water, content_t c_lava); + CaveV6(MapgenV6 *mg, PseudoRandom *ps, PseudoRandom *ps2, bool large_cave); void makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height); void makeTunnel(bool dirswitch); void carveRoute(v3f vec, float f, bool randomize_xz); }; +class CaveV7 { +public: + MapgenV7 *mg; + ManualMapVoxelManipulator *vm; + INodeDefManager *ndef; + + s16 min_tunnel_diameter; + s16 max_tunnel_diameter; + u16 tunnel_routepoints; + int dswitchint; + int part_max_length_rs; + + bool large_cave; + bool large_cave_is_flat; + bool flooded; + + s16 max_stone_y; + v3s16 node_min; + v3s16 node_max; + + v3f orp; // starting point, relative to caved space + v3s16 of; // absolute coordinates of caved space + v3s16 ar; // allowed route area + s16 rs; // tunnel radius size + v3f main_direction; + + s16 route_y_min; + s16 route_y_max; + + PseudoRandom *ps; + + content_t c_water_source; + content_t c_lava_source; + + int water_level; + + CaveV7() {} + CaveV7(MapgenV7 *mg, PseudoRandom *ps, bool large_cave); + void makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height); + void makeTunnel(bool dirswitch); + void carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine); +}; + #endif diff --git a/src/mapgen_indev.cpp b/src/mapgen_indev.cpp index ce5cfbfeb..2eeaf13eb 100644 --- a/src/mapgen_indev.cpp +++ b/src/mapgen_indev.cpp @@ -274,23 +274,21 @@ void MapgenIndev::generateCaves(int max_stone_y) { for (u32 i = 0; i < caves_count + bruises_count; i++) { bool large_cave = (i >= caves_count); - CaveIndev cave(this, &ps, &ps2, node_min, large_cave, - c_water_source, c_lava_source); + CaveIndev cave(this, &ps, &ps2, node_min, large_cave); cave.makeCave(node_min, node_max, max_stone_y); } } -CaveIndev::CaveIndev(Mapgen *mg, PseudoRandom *ps, PseudoRandom *ps2, - v3s16 node_min, bool is_large_cave, - content_t c_water, content_t c_lava) { +CaveIndev::CaveIndev(MapgenIndev *mg, PseudoRandom *ps, PseudoRandom *ps2, + v3s16 node_min, bool is_large_cave) { this->vm = mg->vm; 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); diff --git a/src/mapgen_indev.h b/src/mapgen_indev.h index bd6faa21c..87ae39d09 100644 --- a/src/mapgen_indev.h +++ b/src/mapgen_indev.h @@ -153,8 +153,8 @@ struct MapgenFactoryIndev : public MapgenFactoryV6 { class CaveIndev : public CaveV6 { public: - CaveIndev(Mapgen *mg, PseudoRandom *ps, PseudoRandom *ps2, v3s16 node_min, - bool is_large_cave, content_t c_water, content_t c_lava); + CaveIndev(MapgenIndev *mg, PseudoRandom *ps, PseudoRandom *ps2, + v3s16 node_min, bool is_large_cave); }; #endif diff --git a/src/mapgen_v6.cpp b/src/mapgen_v6.cpp index 352afd2f3..d90d142d5 100644 --- a/src/mapgen_v6.cpp +++ b/src/mapgen_v6.cpp @@ -948,7 +948,7 @@ void MapgenV6::generateCaves(int max_stone_y) { for (u32 i = 0; i < caves_count + bruises_count; i++) { bool large_cave = (i >= caves_count); - CaveV6 cave(this, &ps, &ps2, large_cave, c_water_source, c_lava_source); + CaveV6 cave(this, &ps, &ps2, large_cave); cave.makeCave(node_min, node_max, max_stone_y); } diff --git a/src/mapgen_v7.cpp b/src/mapgen_v7.cpp index efcf78672..4bfc866e2 100644 --- a/src/mapgen_v7.cpp +++ b/src/mapgen_v7.cpp @@ -78,7 +78,7 @@ MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge) this->water_level = params->water_level; this->flags = params->flags; this->csize = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE; -// this->ystride = csize.X; //////fix this + this->ystride = csize.X; //////fix this this->biomemap = new u8[csize.X * csize.Z]; this->heightmap = new s16[csize.X * csize.Z]; @@ -187,7 +187,6 @@ void MapgenV7::makeChunk(BlockMakeData *data) { generateCaves(stone_surface_max_y); addTopNodes(); - //v3s16 central_area_size = node_max - node_min + v3s16(1,1,1); if (flags & MG_DUNGEONS) { DungeonGen dgen(ndef, data->seed, water_level); @@ -452,7 +451,8 @@ void MapgenV7::addTopNodes() { vm->m_area.add_y(em, i, 1); } // If dirt, grow grass on it. - if (vm->m_data[i].getContent() == CONTENT_AIR) { + if (y > water_level - 10 && + vm->m_data[i].getContent() == CONTENT_AIR) { vm->m_area.add_y(em, i, -1); if (vm->m_data[i].getContent() == c_dirt) vm->m_data[i] = MapNode(c_dirt_with_grass); @@ -489,7 +489,8 @@ void MapgenV7::addTopNodes() { vm->m_area.add_y(em, i, 1); } // If dirt, grow grass on it. - if (vm->m_data[i].getContent() == CONTENT_AIR) { + if (y > water_level - 10 && + vm->m_data[i].getContent() == CONTENT_AIR) { vm->m_area.add_y(em, i, -1); if (vm->m_data[i].getContent() == c_dirt) vm->m_data[i] = MapNode(c_dirt_with_grass); @@ -502,22 +503,22 @@ void MapgenV7::addTopNodes() { #include "mapgen_v6.h" void MapgenV7::generateCaves(int max_stone_y) { PseudoRandom ps(blockseed + 21343); - PseudoRandom ps2(blockseed + 1032); int volume_nodes = (node_max.X - node_min.X + 1) * - (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE; + (node_max.Y - node_min.Y + 1) * + (node_max.Z - node_min.Z + 1); float cave_amount = NoisePerlin2D(&nparams_v6_def_cave, node_min.X, node_min.Y, seed); - - u32 caves_count = MYMAX(0.0, cave_amount) * volume_nodes / 50000; + + u32 caves_count = MYMAX(0.0, cave_amount) * volume_nodes / 250000; for (u32 i = 0; i < caves_count; i++) { - CaveV6 cave(this, &ps, &ps2, false, c_water_source, c_lava_source); + CaveV7 cave(this, &ps, false); cave.makeCave(node_min, node_max, max_stone_y); } - - u32 bruises_count = (ps.range(1, 6) == 1) ? ps.range(0, ps.range(0, 2)) : 1; + + u32 bruises_count = (ps.range(1, 8) == 1) ? ps.range(0, ps.range(0, 2)) : 1; for (u32 i = 0; i < bruises_count; i++) { - CaveV6 cave(this, &ps, &ps2, true, c_water_source, c_lava_source); + CaveV7 cave(this, &ps, true); cave.makeCave(node_min, node_max, max_stone_y); } }