/* Minetest Copyright (C) 2010-2018 celeron55, Perttu Ahola Copyright (C) 2010-2018 kwolekr, Ryan Kwolek Copyright (C) 2015-2018 paramat This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include "util/numeric.h" #include "map.h" #include "mapgen.h" #include "mapgen_v5.h" #include "mapgen_v6.h" #include "mapgen_v7.h" #include "mg_biome.h" #include "cavegen.h" static NoiseParams nparams_caveliquids(0, 1, v3f(150.0, 150.0, 150.0), 776, 3, 0.6, 2.0); //// //// CavesNoiseIntersection //// CavesNoiseIntersection::CavesNoiseIntersection( const NodeDefManager *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 bool is_top_filler_above = false; // Is top or filler above node // 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; is_top_filler_above = false; continue; } if (c == biome->c_river_water) { column_is_open = true; is_under_river = true; is_top_filler_above = false; 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; // If tunnel roof is top or filler, replace with stone if (is_top_filler_above) vm->m_data[vi + em.X] = MapNode(biome->c_stone); is_top_filler_above = false; } 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); is_top_filler_above = true; 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); is_top_filler_above = true; nplaced++; } else if (nplaced < base_filler) { vm->m_data[vi] = MapNode(biome->c_filler); is_top_filler_above = true; nplaced++; } else { // Disable top/filler placement column_is_open = false; is_under_tunnel = false; } } else { // Not tunnel or tunnel entrance floor // Check node for possible replacing with stone for tunnel roof if (c == biome->c_top || c == biome->c_filler) is_top_filler_above = true; column_is_open = false; } } } } //// //// CavernsNoise //// CavernsNoise::CavernsNoise( const NodeDefManager *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 //// CavesRandomWalk::CavesRandomWalk( const NodeDefManager *ndef, GenerateNotifier *gennotify, s32 seed, int water_level, content_t water_source, content_t lava_source, int lava_depth) { assert(ndef); this->ndef = ndef; this->gennotify = gennotify; this->seed = seed; this->water_level = water_level; this->np_caveliquids = &nparams_caveliquids; this->lava_depth = lava_depth; c_water_source = water_source; if (c_water_source == CONTENT_IGNORE) c_water_source = ndef->getId("mapgen_water_source"); if (c_water_source == CONTENT_IGNORE) c_water_source = CONTENT_AIR; c_lava_source = lava_source; if (c_lava_source == CONTENT_IGNORE) c_lava_source = ndef->getId("mapgen_lava_source"); if (c_lava_source == CONTENT_IGNORE) c_lava_source = CONTENT_AIR; } void CavesRandomWalk::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax, PseudoRandom *ps, bool is_large_cave, int max_stone_height, s16 *heightmap) { assert(vm); assert(ps); this->vm = vm; this->ps = ps; this->node_min = nmin; this->node_max = nmax; this->heightmap = heightmap; this->large_cave = is_large_cave; this->ystride = nmax.X - nmin.X + 1; // Set initial parameters from randomness int 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); 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) 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; 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 minpos = 0; if (node_min.Y < water_level && node_max.Y > water_level) { minpos = water_level - max_tunnel_diameter / 3 - of.Y; route_y_max = water_level + max_tunnel_diameter / 3 - of.Y; } route_y_min = ps->range(minpos, minpos + 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.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) { 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; 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 if (gennotify) { v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z); GenNotifyType notifytype = large_cave ? GENNOTIFY_LARGECAVE_END : GENNOTIFY_CAVE_END; gennotify->addEvent(notifytype, abs_pos); } } void CavesRandomWalk::makeTunnel(bool dirswitch) { if (dirswitch && !large_cave) { 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; } // 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 ); } v3f vec; // Jump downward sometimes if (!large_cave && ps->range(0, 12) == 0) { 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.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. // It is only necessary to check the startpoint and endpoint. v3s16 p1 = v3s16(orp.X, orp.Y, orp.Z) + of + rs / 2; v3s16 p2 = v3s16(vec.X, vec.Y, vec.Z) + p1; if (isPosAboveSurface(p1) || isPosAboveSurface(p2)) 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 < 0.05f) veclen = 1.0f; // Every second section is rough bool randomize_xz = (ps->range(1, 2) == 1); // Carve routes for (float f = 0.f; f < 1.0f; f += 1.0f / veclen) carveRoute(vec, f, randomize_xz); orp = rp; } void CavesRandomWalk::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, seed); MapNode liquidnode = (nval < 0.40f && node_max.Y < lava_depth) ? lavanode : waternode; v3f fp = orp + vec * f; 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 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 = 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)) 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) 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; } } } } } inline bool CavesRandomWalk::isPosAboveSurface(v3s16 p) { if (heightmap != NULL && 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); if (heightmap[index] < p.Y) return true; } else if (p.Y > water_level) { return true; } return false; } //// //// CavesV6 //// CavesV6::CavesV6(const NodeDefManager *ndef, GenerateNotifier *gennotify, int water_level, content_t water_source, content_t lava_source) { assert(ndef); this->ndef = ndef; this->gennotify = gennotify; this->water_level = water_level; c_water_source = water_source; if (c_water_source == CONTENT_IGNORE) c_water_source = ndef->getId("mapgen_water_source"); if (c_water_source == CONTENT_IGNORE) c_water_source = CONTENT_AIR; c_lava_source = lava_source; if (c_lava_source == CONTENT_IGNORE) c_lava_source = ndef->getId("mapgen_lava_source"); if (c_lava_source == CONTENT_IGNORE) c_lava_source = CONTENT_AIR; } void CavesV6::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax, PseudoRandom *ps, PseudoRandom *ps2, bool is_large_cave, int max_stone_height, s16 *heightmap) { assert(vm); assert(ps); assert(ps2); this->vm = vm; this->ps = ps; this->ps2 = ps2; this->node_min = nmin; this->node_max = nmax; this->heightmap = heightmap; this->large_cave = is_large_cave; this->ystride = nmax.X - nmin.X + 1; // Set initial parameters from randomness min_tunnel_diameter = 2; max_tunnel_diameter = ps->range(2, 6); 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)); 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); 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) const s16 max_spread_amount = MAP_BLOCKSIZE; 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; route_y_min = 0; // Allow half a diameter + 7 over stone surface route_y_max = -of.Y + max_stone_height + max_tunnel_diameter / 2 + 7; // Limit maximum to area route_y_max = rangelim(route_y_max, 0, ar.Y - 1); if (large_cave) { s16 minpos = 0; if (node_min.Y < water_level && node_max.Y > water_level) { minpos = water_level - max_tunnel_diameter / 3 - of.Y; route_y_max = water_level + max_tunnel_diameter / 3 - of.Y; } route_y_min = ps->range(minpos, minpos + 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.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) { 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; 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 if (gennotify != NULL) { v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z); GenNotifyType notifytype = large_cave ? GENNOTIFY_LARGECAVE_END : GENNOTIFY_CAVE_END; gennotify->addEvent(notifytype, abs_pos); } } void CavesV6::makeTunnel(bool dirswitch) { if (dirswitch && !large_cave) { 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; } // 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 ); } 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.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 // caused by overgenerated large caves. // It is only necessary to check the startpoint and endpoint. v3s16 p1 = v3s16(orp.X, orp.Y, orp.Z) + of + rs / 2; v3s16 p2 = v3s16(vec.X, vec.Y, vec.Z) + p1; // If startpoint and endpoint are above ground, disable placement of nodes // in carveRoute while still running all PseudoRandom calls to ensure caves // are consistent with existing worlds. bool tunnel_above_ground = p1.Y > getSurfaceFromHeightmap(p1) && p2.Y > getSurfaceFromHeightmap(p2); 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(); // As odd as it sounds, veclen is *exactly* 0.0 sometimes, causing a FPE 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; f < 1.0f; f += 1.0f / veclen) carveRoute(vec, f, randomize_xz, tunnel_above_ground); orp = rp; } void CavesV6::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 += 0.1f * 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 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++) { 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++) { 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)) 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 (full_ymin < water_level && full_ymax > water_level) { vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode; } else if (full_ymax < water_level) { vm->m_data[i] = (p.Y < startp.Y - 2) ? lavanode : airnode; } else { vm->m_data[i] = airnode; } } else { if (c == CONTENT_IGNORE || c == CONTENT_AIR) continue; vm->m_data[i] = airnode; vm->m_flags[i] |= VMANIP_FLAG_CAVE; } } } } } inline s16 CavesV6::getSurfaceFromHeightmap(v3s16 p) { if (heightmap != NULL && 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); return heightmap[index]; } return water_level; }