minetest/src/cavegen.cpp
2013-04-27 22:40:52 -04:00

534 lines
14 KiB
C++

/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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_v6.h"
#include "mapgen_v7.h"
#include "cavegen.h"
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;
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);
}
void CaveV6::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)
const s16 max_spread_amount = MAP_BLOCKSIZE;
s16 insure = 10;
s16 more = max_spread_amount - 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 CaveV6::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(
(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
);
// 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 += 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 < 0.05)
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);
orp = rp;
}
void CaveV6::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;
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);
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 - 2) ? lavanode : airnode;
} else {
vm->m_data[i] = airnode;
}
} 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;
vm->m_data[i] = airnode;
vm->m_flags[i] |= VMANIP_FLAG_CAVE;
}
}
}
}
}
///////////////////////////////////////// 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;
}
}
}
}
}