Class-ify caves & move to cavegen.cpp, fix cave regression, add caves to Mapgen V7

This commit is contained in:
kwolekr 2013-04-21 00:11:05 -04:00
parent 527deb947c
commit 03868ff8e1
10 changed files with 459 additions and 308 deletions

@ -248,6 +248,7 @@ set(common_SRCS
mapgen_singlenode.cpp
treegen.cpp
dungeongen.cpp
cavegen.cpp
content_nodemeta.cpp
content_mapnode.cpp
collision.cpp

266
src/cavegen.cpp Normal file

@ -0,0 +1,266 @@
/*
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 "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;
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;
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
);
}
/*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;
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 == 0.0)
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++) {
// Make better floors in small caves
//if(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);
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;
}
}
}
}
}

68
src/cavegen.h Normal file

@ -0,0 +1,68 @@
/*
Minetest
Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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.
*/
#ifndef CAVEGEN_HEADER
#define CAVEGEN_HEADER
#define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1
class CaveV6 {
public:
ManualMapVoxelManipulator *vm;
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; //original point
v3s16 of;
v3s16 ar; // allowed route area
s16 rs; // radius size
v3f main_direction;
s16 route_y_min;
s16 route_y_max;
PseudoRandom *ps;
PseudoRandom *ps2;
content_t c_water_source;
content_t c_lava_source;
int water_level;
CaveV6() {}
CaveV6(Mapgen *mg, PseudoRandom *ps, PseudoRandom *ps2, bool large_cave,
content_t c_water, content_t c_lava);
void makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height);
void makeTunnel(bool dirswitch);
void carveRoute(v3f vec, float f, bool randomize_xz);
};
#endif

@ -50,7 +50,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
EmergeManager::EmergeManager(IGameDef *gamedef) {
//register built-in mapgens
registerMapgen("v6", new MapgenFactoryV6());
//registerMapgen("v7", new MapgenFactoryV7());
registerMapgen("v7", new MapgenFactoryV7());
registerMapgen("indev", new MapgenFactoryIndev());
registerMapgen("singlenode", new MapgenFactorySinglenode());

@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "constants.h"
#include "map.h"
#include "main.h"
#include "util/numeric.h"
#include "log.h"
/////////////////// Mapgen Indev perlin noise (default values - not used, from config or defaultsettings)
@ -154,9 +155,6 @@ void MapgenIndev::calculateNoise() {
z + 0.5 * noiseindev_float_islands3->npindev->spread.Z * farscale(noiseindev_float_islands3->npindev->farspread, x, z));
noiseindev_float_islands3->transformNoiseMapFarScale(x, y, z);
}
if (!(flags & MG_FLAT)) {
noiseindev_mud->perlinMap2D(
x + 0.5 * noiseindev_mud->npindev->spread.X * farscale(noiseindev_mud->npindev->farspread, x, y, z),
z + 0.5 * noiseindev_mud->npindev->spread.Z * farscale(noiseindev_mud->npindev->farspread, x, y, z));
@ -256,28 +254,66 @@ float MapgenIndev::getMudAmount(int index) {
return noiseindev_mud->result[index];
}
void MapgenIndev::defineCave(Cave & cave, PseudoRandom ps, v3s16 node_min, bool large_cave) {
cave.min_tunnel_diameter = 2;
cave.max_tunnel_diameter = ps.range(2,6);
cave.dswitchint = ps.range(1,14);
cave.flooded = large_cave && ps.range(0,4);
if(large_cave){
cave.part_max_length_rs = ps.range(2,4);
if (node_min.Y < -100 && !ps.range(0, farscale(0.2, node_min.X,node_min.Y,node_min.Z)*30)) { //huge
cave.flooded = !ps.range(0, 3);
cave.tunnel_routepoints = ps.range(5, 30);
cave.min_tunnel_diameter = 30;
cave.max_tunnel_diameter = ps.range(40, ps.range(80,200));
void MapgenIndev::generateCaves(int max_stone_y) {
float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
int volume_nodes = (node_max.X - node_min.X + 1) *
(node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
cave_amount = MYMAX(0.0, cave_amount);
u32 caves_count = cave_amount * volume_nodes / 50000;
u32 bruises_count = 1;
PseudoRandom ps(blockseed + 21343);
PseudoRandom ps2(blockseed + 1032);
if (ps.range(1, 6) == 1)
bruises_count = ps.range(0, ps.range(0, 2));
if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
caves_count /= 3;
bruises_count /= 3;
}
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);
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) {
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;
min_tunnel_diameter = 2;
max_tunnel_diameter = ps->range(2,6);
dswitchint = ps->range(1,14);
flooded = large_cave && ps->range(0,4);
if (large_cave) {
part_max_length_rs = ps->range(2,4);
float scale = farscale(0.2, node_min.X, node_min.Y, node_min.Z);
if (node_min.Y < -100 && !ps->range(0, scale * 30)) { //huge
flooded = !ps->range(0, 3);
tunnel_routepoints = ps->range(5, 30);
min_tunnel_diameter = 30;
max_tunnel_diameter = ps->range(40, ps->range(80, 200));
} else {
cave.tunnel_routepoints = ps.range(5, ps.range(15,30));
cave.min_tunnel_diameter = 5;
cave.max_tunnel_diameter = ps.range(7, ps.range(8,24));
tunnel_routepoints = ps->range(5, ps->range(15,30));
min_tunnel_diameter = 5;
max_tunnel_diameter = ps->range(7, ps->range(8,24));
}
} else {
cave.part_max_length_rs = ps.range(2,9);
cave.tunnel_routepoints = ps.range(10, ps.range(15,30));
part_max_length_rs = ps->range(2,9);
tunnel_routepoints = ps->range(10, ps->range(15,30));
}
cave.large_cave_is_flat = (ps.range(0,1) == 0);
large_cave_is_flat = (ps->range(0,1) == 0);
}
/*
@ -365,7 +401,8 @@ void MapgenIndev::generateFloatIslands(int min_y) {
}
}
void MapgenIndev::generateSomething() {
void MapgenIndev::generateExperimental() {
int float_islands = g_settings->getS16("mgindev_float_islands");
if(float_islands) generateFloatIslands(float_islands);
if (float_islands)
generateFloatIslands(float_islands);
}

@ -22,6 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mapgen.h"
#include "mapgen_v6.h"
#include "cavegen.h"
float farscale(float scale, float z);
float farscale(float scale, float x, float z);
@ -133,8 +134,9 @@ class MapgenIndev : public MapgenV6 {
float baseTerrainLevelFromNoise(v2s16 p);
float baseTerrainLevelFromMap(int index);
float getMudAmount(int index);
void defineCave(Cave & cave, PseudoRandom ps, v3s16 node_min, bool large_cave);
void generateSomething();
void generateCaves(int max_stone_y);
//void defineCave(Cave & cave, PseudoRandom ps, v3s16 node_min, bool large_cave);
void generateExperimental();
void generateFloatIslands(int min_y);
};
@ -149,4 +151,10 @@ 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);
};
#endif

@ -33,6 +33,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "main.h" // For g_profiler
#include "emerge.h"
#include "dungeongen.h"
#include "cavegen.h"
#include "treegen.h"
#include "mapgen_v6.h"
@ -423,7 +424,7 @@ void MapgenV6::makeChunk(BlockMakeData *data) {
// Generate general ground level to full area
stone_surface_max_y = generateGround();
generateSomething();
generateExperimental();
const s16 max_spread_amount = MAP_BLOCKSIZE;
// Limit dirt flow area by 1 because mud is flown into neighbors.
@ -927,35 +928,10 @@ void MapgenV6::growGrass() {
}
void MapgenV6::defineCave(Cave &cave, PseudoRandom ps,
v3s16 node_min, bool large_cave) {
cave.min_tunnel_diameter = 2;
cave.max_tunnel_diameter = ps.range(2,6);
cave.dswitchint = ps.range(1,14);
cave.flooded = true; //large_cave && ps.range(0,4);
if (large_cave){
cave.part_max_length_rs = ps.range(2,4);
cave.tunnel_routepoints = ps.range(5, ps.range(15,30));
cave.min_tunnel_diameter = 5;
cave.max_tunnel_diameter = ps.range(7, ps.range(8,24));
} else {
cave.part_max_length_rs = ps.range(2,9);
cave.tunnel_routepoints = ps.range(10, ps.range(15,30));
}
cave.large_cave_is_flat = (ps.range(0,1) == 0);
}
void MapgenV6::generateCaves(int max_stone_y) {
// 24ms @cs=8
//TimeTaker timer1("caves");
/*double cave_amount = 6.0 + 6.0 * noise2d_perlin(
0.5+(double)node_min.X/250, 0.5+(double)node_min.Y/250,
data->seed+34329, 3, 0.50);*/
const s16 max_spread_amount = MAP_BLOCKSIZE;
float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
int volume_nodes = (node_max.X - node_min.X + 1) *
(node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
cave_amount = MYMAX(0.0, cave_amount);
u32 caves_count = cave_amount * volume_nodes / 50000;
u32 bruises_count = 1;
@ -970,238 +946,10 @@ void MapgenV6::generateCaves(int max_stone_y) {
bruises_count /= 3;
}
for(u32 jj = 0; jj < caves_count + bruises_count; jj++) {
/*int avg_height = (int)
((base_rock_level_2d(data->seed, v2s16(node_min.X, node_min.Z)) +
base_rock_level_2d(data->seed, v2s16(node_max.X, node_max.Z))) / 2);
if ((node_max.Y + node_min.Y) / 2 > avg_height)
break;*/
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);
bool large_cave = (jj >= caves_count);
Cave cave;
defineCave(cave, ps, node_min, large_cave);
v3f main_direction(0,0,0);
// Allowed route area size in nodes
v3s16 ar = central_area_size;
// Area starting point in nodes
v3s16 of = node_min;
// Allow a bit more
//(this should be more than the maximum radius of the tunnel)
s16 insure = 10;
s16 more = max_spread_amount - cave.max_tunnel_diameter / 2 - insure;
ar += v3s16(1,0,1) * more * 2;
of -= v3s16(1,0,1) * more;
s16 route_y_min = 0;
// Allow half a diameter + 7 over stone surface
s16 route_y_max = -of.Y + max_stone_y + cave.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 - cave.max_tunnel_diameter/3 - of.Y;
route_y_max = water_level + cave.max_tunnel_diameter/3 - of.Y;
}
route_y_min = ps.range(min, min + cave.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
v3f orp(
(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
);
v3s16 startp(orp.X, orp.Y, orp.Z);
startp += of;
MapNode airnode(CONTENT_AIR);
MapNode waternode(c_water_source);
MapNode lavanode(c_lava_source);
/*
Generate some tunnel starting from orp
*/
for(u16 j=0; j<cave.tunnel_routepoints; j++)
{
if(j%cave.dswitchint==0 && large_cave == false)
{
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 = cave.min_tunnel_diameter;
s16 max_d = cave.max_tunnel_diameter;
s16 rs = ps.range(min_d, max_d);
// Every second section is rough
bool randomize_xz = (ps2.range(1,2) == 1);
v3s16 maxlen;
if(large_cave)
{
maxlen = v3s16(
rs*cave.part_max_length_rs,
rs*cave.part_max_length_rs/2,
rs*cave.part_max_length_rs
);
}
else
{
maxlen = v3s16(
rs*cave.part_max_length_rs,
ps.range(1, rs*cave.part_max_length_rs),
rs*cave.part_max_length_rs
);
}
v3f vec;
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
);
// 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*2/2,
(float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
);
}
/*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;
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 == 0.0)
veclen = 1.0;
for(float f=0; f<1.0; f+=1.0/veclen)
{
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++)
{
/*// Make better floors in small caves
if(y0 <= -rs/2 && rs<=7)
continue;*/
if (cave.large_cave_is_flat) {
// Make large caves not so tall
if (rs > 7 && abs(y0) >= rs/3)
continue;
}
s16 z = cp.Z + z0;
s16 y = cp.Y + y0;
s16 x = cp.X + x0;
v3s16 p(x,y,z);
p += of;
if(vm->m_area.contains(p) == false)
continue;
u32 i = vm->m_area.index(p);
if(large_cave) {
if (cave.flooded && full_node_min.Y < water_level &&
full_node_max.Y > water_level) {
if (p.Y <= water_level)
vm->m_data[i] = waternode;
else
vm->m_data[i] = airnode;
} else if (cave.flooded && full_node_max.Y < water_level) {
if (p.Y < startp.Y - 2)
vm->m_data[i] = lavanode;
else
vm->m_data[i] = airnode;
} else {
vm->m_data[i] = airnode;
}
} else {
// Don't replace air or water or lava or ignore
if (vm->m_data[i].getContent() == CONTENT_IGNORE ||
vm->m_data[i].getContent() == CONTENT_AIR ||
vm->m_data[i].getContent() == c_water_source ||
vm->m_data[i].getContent() == c_lava_source)
continue;
vm->m_data[i] = airnode;
// Set tunnel flag
vm->m_flags[i] |= VMANIP_FLAG_CAVE;
}
}
}
}
}
orp = rp;
}
cave.makeCave(node_min, node_max, max_stone_y);
}
}

@ -23,7 +23,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mapgen.h"
#define AVERAGE_MUD_AMOUNT 4
#define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1
enum BiomeType
{
@ -43,16 +42,6 @@ extern NoiseParams nparams_v6_def_humidity;
extern NoiseParams nparams_v6_def_trees;
extern NoiseParams nparams_v6_def_apple_trees;
struct Cave {
s16 min_tunnel_diameter;
s16 max_tunnel_diameter;
int dswitchint;
u16 tunnel_routepoints;
int part_max_length_rs;
bool large_cave_is_flat;
bool flooded;
};
struct MapgenV6Params : public MapgenParams {
float freq_desert;
float freq_beach;
@ -166,10 +155,8 @@ public:
void addDirtGravelBlobs();
void growGrass();
void placeTreesAndJungleGrass();
virtual void defineCave(Cave &cave, PseudoRandom ps,
v3s16 node_min, bool large_cave);
void generateCaves(int max_stone_y);
virtual void generateSomething() {}; //for next mapgen
virtual void generateCaves(int max_stone_y);
virtual void generateExperimental() {}
};
struct MapgenFactoryV6 : public MapgenFactory {

@ -34,6 +34,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "main.h" // For g_profiler
#include "emerge.h"
#include "dungeongen.h"
#include "cavegen.h"
#include "treegen.h"
#include "biome.h"
#include "mapgen_v7.h"
@ -142,7 +143,7 @@ void MapgenV7::makeChunk(BlockMakeData *data) {
full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
//blockseed = emerge->getBlockSeed(full_node_min);
blockseed = emerge->getBlockSeed(full_node_min); //////use getBlockSeed2()!
// Make some noise
calculateNoise();
@ -163,14 +164,17 @@ void MapgenV7::makeChunk(BlockMakeData *data) {
c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
c_sand = ndef->getId("mapgen_sand");
c_water_source = ndef->getId("mapgen_water_source");
c_lava_source = ndef->getId("mapgen_lava_source");
generateTerrain();
carveRidges();
//carveRivers();
addTopNodes();
growGrass();
generateCaves(stone_surface_max_y);
addTopNodes();
growGrass();
//v3s16 central_area_size = node_max - node_min + v3s16(1,1,1);
if (flags & MG_DUNGEONS) {
@ -398,6 +402,8 @@ void MapgenV7::addTopNodes() {
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
Biome *biome = bmgr->biomes[biomemap[index]];
// First, add top nodes below the ridge
s16 y = ridge_heightmap[index];
@ -408,7 +414,8 @@ void MapgenV7::addTopNodes() {
if (y > node_max.Y) {
y = node_max.Y; // Let's see if we can still go downward anyway
u32 vi = vm->m_area.index(x, y, z);
if (vm->m_data[vi].getContent() != CONTENT_AIR)
content_t c = vm->m_data[vi].getContent();
if (c == biome->c_filler || c == c_stone)//c != CONTENT_AIR)
continue;
}
@ -417,12 +424,14 @@ void MapgenV7::addTopNodes() {
// where a ridge had been carved
u32 i = vm->m_area.index(x, y, z);
for (; y >= node_min.Y; y--) {
if (vm->m_data[i].getContent() != CONTENT_AIR)
content_t c = vm->m_data[i].getContent();
if (c == biome->c_filler || c == c_stone)//c != CONTENT_AIR)
//if (vm->m_data[i].getContent() != CONTENT_AIR)
break;
vm->m_area.add_y(em, i, -1);
}
Biome *biome = bmgr->biomes[biomemap[index]];
if (y != node_min.Y - 1) {
ridge_heightmap[index] = y; //update ridgeheight
@ -440,7 +449,9 @@ void MapgenV7::addTopNodes() {
i = vm->m_area.index(x, y, z);
for (; y >= node_min.Y; y--) {
if (vm->m_data[i].getContent() != CONTENT_AIR)
content_t c = vm->m_data[i].getContent();
if (c == biome->c_filler || c == c_stone)//c != CONTENT_AIR)
//if (vm->m_data[i].getContent() != CONTENT_AIR)
break;
vm->m_area.add_y(em, i, -1);
}
@ -488,3 +499,26 @@ void MapgenV7::growGrass() {
n->setContent(c_dirt_with_grass);
}
}
#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;
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;
for (u32 i = 0; i < caves_count; i++) {
CaveV6 cave(this, &ps, &ps2, false, c_water_source, c_lava_source);
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;
for (u32 i = 0; i < bruises_count; i++) {
CaveV6 cave(this, &ps, &ps2, true, c_water_source, c_lava_source);
cave.makeCave(node_min, node_max, max_stone_y);
}
}

@ -110,6 +110,8 @@ public:
void testBiomes();
void addTopNodes();
void growGrass();
void generateCaves(int max_stone_y);
};
struct MapgenFactoryV7 : public MapgenFactory {