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862 lines
24 KiB
C++
862 lines
24 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "util/numeric.h"
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#include "map.h"
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#include "mapgen.h"
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#include "mapgen_v5.h"
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#include "mapgen_v6.h"
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#include "mapgen_v7.h"
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#include "mg_biome.h"
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#include "cavegen.h"
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static NoiseParams nparams_caveliquids(0, 1, v3f(150.0, 150.0, 150.0), 776, 3, 0.6, 2.0);
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////
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//// CavesNoiseIntersection
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////
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CavesNoiseIntersection::CavesNoiseIntersection(
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INodeDefManager *nodedef, BiomeManager *biomemgr, v3s16 chunksize,
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NoiseParams *np_cave1, NoiseParams *np_cave2, s32 seed, float cave_width)
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{
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assert(nodedef);
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assert(biomemgr);
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m_ndef = nodedef;
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m_bmgr = biomemgr;
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m_csize = chunksize;
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m_cave_width = cave_width;
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m_ystride = m_csize.X;
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m_zstride_1d = m_csize.X * (m_csize.Y + 1);
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// Noises are created using 1-down overgeneration
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// A Nx-by-1-by-Nz-sized plane is at the bottom of the desired for
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// re-carving the solid overtop placed for blocking sunlight
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noise_cave1 = new Noise(np_cave1, seed, m_csize.X, m_csize.Y + 1, m_csize.Z);
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noise_cave2 = new Noise(np_cave2, seed, m_csize.X, m_csize.Y + 1, m_csize.Z);
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}
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CavesNoiseIntersection::~CavesNoiseIntersection()
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{
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delete noise_cave1;
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delete noise_cave2;
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}
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void CavesNoiseIntersection::generateCaves(MMVManip *vm,
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v3s16 nmin, v3s16 nmax, u8 *biomemap)
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{
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assert(vm);
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assert(biomemap);
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noise_cave1->perlinMap3D(nmin.X, nmin.Y - 1, nmin.Z);
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noise_cave2->perlinMap3D(nmin.X, nmin.Y - 1, nmin.Z);
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v3s16 em = vm->m_area.getExtent();
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u32 index2d = 0; // Biomemap index
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for (s16 z = nmin.Z; z <= nmax.Z; z++)
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for (s16 x = nmin.X; x <= nmax.X; x++, index2d++) {
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bool column_is_open = false; // Is column open to overground
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bool is_under_river = false; // Is column under river water
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bool is_under_tunnel = false; // Is tunnel or is under tunnel
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// Indexes at column top
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u32 vi = vm->m_area.index(x, nmax.Y, z);
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u32 index3d = (z - nmin.Z) * m_zstride_1d + m_csize.Y * m_ystride +
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(x - nmin.X); // 3D noise index
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// Biome of column
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Biome *biome = (Biome *)m_bmgr->getRaw(biomemap[index2d]);
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u16 depth_top = biome->depth_top;
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u16 base_filler = depth_top + biome->depth_filler;
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u16 depth_riverbed = biome->depth_riverbed;
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u16 nplaced = 0;
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// Don't excavate the overgenerated stone at nmax.Y + 1,
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// this creates a 'roof' over the tunnel, preventing light in
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// tunnels at mapchunk borders when generating mapchunks upwards.
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// This 'roof' is removed when the mapchunk above is generated.
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for (s16 y = nmax.Y; y >= nmin.Y - 1; y--,
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index3d -= m_ystride,
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vm->m_area.add_y(em, vi, -1)) {
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content_t c = vm->m_data[vi].getContent();
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if (c == CONTENT_AIR || c == biome->c_water_top ||
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c == biome->c_water) {
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column_is_open = true;
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continue;
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} else if (c == biome->c_river_water) {
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column_is_open = true;
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is_under_river = true;
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continue;
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}
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// Ground
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float d1 = contour(noise_cave1->result[index3d]);
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float d2 = contour(noise_cave2->result[index3d]);
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if (d1 * d2 > m_cave_width && m_ndef->get(c).is_ground_content) {
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// In tunnel and ground content, excavate
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vm->m_data[vi] = MapNode(CONTENT_AIR);
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is_under_tunnel = true;
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} else if (column_is_open && is_under_tunnel &&
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(c == biome->c_stone || c == biome->c_filler)) {
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// Tunnel entrance floor, place biome surface nodes
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if (is_under_river) {
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if (nplaced < depth_riverbed) {
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vm->m_data[vi] = MapNode(biome->c_riverbed);
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nplaced++;
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} else {
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// Disable top/filler placement
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column_is_open = false;
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is_under_river = false;
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is_under_tunnel = false;
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}
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} else if (nplaced < depth_top) {
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vm->m_data[vi] = MapNode(biome->c_top);
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nplaced++;
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} else if (nplaced < base_filler) {
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vm->m_data[vi] = MapNode(biome->c_filler);
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nplaced++;
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} else {
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// Disable top/filler placement
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column_is_open = false;
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is_under_tunnel = false;
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}
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} else {
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// Not tunnel or tunnel entrance floor
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column_is_open = false;
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}
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}
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}
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}
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////
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//// CavernsNoise
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////
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CavernsNoise::CavernsNoise(
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INodeDefManager *nodedef, v3s16 chunksize, NoiseParams *np_cavern,
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s32 seed, float cavern_limit, float cavern_taper, float cavern_threshold)
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{
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assert(nodedef);
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m_ndef = nodedef;
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m_csize = chunksize;
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m_cavern_limit = cavern_limit;
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m_cavern_taper = cavern_taper;
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m_cavern_threshold = cavern_threshold;
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m_ystride = m_csize.X;
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m_zstride_1d = m_csize.X * (m_csize.Y + 1);
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// Noise is created using 1-down overgeneration
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// A Nx-by-1-by-Nz-sized plane is at the bottom of the desired for
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// re-carving the solid overtop placed for blocking sunlight
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noise_cavern = new Noise(np_cavern, seed, m_csize.X, m_csize.Y + 1, m_csize.Z);
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c_water_source = m_ndef->getId("mapgen_water_source");
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if (c_water_source == CONTENT_IGNORE)
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c_water_source = CONTENT_AIR;
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c_lava_source = m_ndef->getId("mapgen_lava_source");
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if (c_lava_source == CONTENT_IGNORE)
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c_lava_source = CONTENT_AIR;
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}
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CavernsNoise::~CavernsNoise()
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{
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delete noise_cavern;
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}
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bool CavernsNoise::generateCaverns(MMVManip *vm, v3s16 nmin, v3s16 nmax)
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{
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assert(vm);
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// Calculate noise
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noise_cavern->perlinMap3D(nmin.X, nmin.Y - 1, nmin.Z);
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// Cache cavern_amp values
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float *cavern_amp = new float[m_csize.Y + 1];
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u8 cavern_amp_index = 0; // Index zero at column top
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for (s16 y = nmax.Y; y >= nmin.Y - 1; y--, cavern_amp_index++) {
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cavern_amp[cavern_amp_index] =
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MYMIN((m_cavern_limit - y) / (float)m_cavern_taper, 1.0f);
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}
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//// Place nodes
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bool has_cavern = false;
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v3s16 em = vm->m_area.getExtent();
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u32 index2d = 0;
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for (s16 z = nmin.Z; z <= nmax.Z; z++)
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for (s16 x = nmin.X; x <= nmax.X; x++, index2d++) {
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// Reset cave_amp index to column top
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cavern_amp_index = 0;
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// Initial voxelmanip index at column top
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u32 vi = vm->m_area.index(x, nmax.Y, z);
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// Initial 3D noise index at column top
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u32 index3d = (z - nmin.Z) * m_zstride_1d + m_csize.Y * m_ystride +
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(x - nmin.X);
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// Don't excavate the overgenerated stone at node_max.Y + 1,
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// this creates a 'roof' over the cavern, preventing light in
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// caverns at mapchunk borders when generating mapchunks upwards.
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// This 'roof' is excavated when the mapchunk above is generated.
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for (s16 y = nmax.Y; y >= nmin.Y - 1; y--,
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index3d -= m_ystride,
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vm->m_area.add_y(em, vi, -1),
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cavern_amp_index++) {
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content_t c = vm->m_data[vi].getContent();
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float nabs_cavern = fabs(noise_cavern->result[index3d]);
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// Caverns generate first but still remove lava and water in case
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// of overgenerated classic caves.
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if (nabs_cavern * cavern_amp[cavern_amp_index] > m_cavern_threshold &&
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(m_ndef->get(c).is_ground_content ||
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c == c_lava_source || c == c_water_source)) {
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vm->m_data[vi] = MapNode(CONTENT_AIR);
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has_cavern = true;
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}
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}
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}
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delete[] cavern_amp;
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return has_cavern;
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}
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////
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//// CavesRandomWalk
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////
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CavesRandomWalk::CavesRandomWalk(
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INodeDefManager *ndef,
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GenerateNotifier *gennotify,
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s32 seed,
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int water_level,
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content_t water_source,
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content_t lava_source)
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{
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assert(ndef);
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this->ndef = ndef;
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this->gennotify = gennotify;
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this->seed = seed;
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this->water_level = water_level;
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this->np_caveliquids = &nparams_caveliquids;
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this->lava_depth = DEFAULT_LAVA_DEPTH;
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c_water_source = water_source;
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if (c_water_source == CONTENT_IGNORE)
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c_water_source = ndef->getId("mapgen_water_source");
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if (c_water_source == CONTENT_IGNORE)
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c_water_source = CONTENT_AIR;
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c_lava_source = lava_source;
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if (c_lava_source == CONTENT_IGNORE)
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c_lava_source = ndef->getId("mapgen_lava_source");
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if (c_lava_source == CONTENT_IGNORE)
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c_lava_source = CONTENT_AIR;
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}
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void CavesRandomWalk::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax,
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PseudoRandom *ps, bool is_large_cave, int max_stone_height, s16 *heightmap)
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{
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assert(vm);
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assert(ps);
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this->vm = vm;
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this->ps = ps;
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this->node_min = nmin;
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this->node_max = nmax;
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this->heightmap = heightmap;
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this->large_cave = is_large_cave;
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this->ystride = nmax.X - nmin.X + 1;
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// Set initial parameters from randomness
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int dswitchint = ps->range(1, 14);
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flooded = ps->range(1, 2) == 2;
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if (large_cave) {
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part_max_length_rs = ps->range(2, 4);
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tunnel_routepoints = ps->range(5, ps->range(15, 30));
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min_tunnel_diameter = 5;
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max_tunnel_diameter = ps->range(7, ps->range(8, 24));
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} else {
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part_max_length_rs = ps->range(2, 9);
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tunnel_routepoints = ps->range(10, ps->range(15, 30));
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min_tunnel_diameter = 2;
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max_tunnel_diameter = ps->range(2, 6);
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}
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large_cave_is_flat = (ps->range(0, 1) == 0);
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main_direction = v3f(0, 0, 0);
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// Allowed route area size in nodes
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ar = node_max - node_min + v3s16(1, 1, 1);
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// Area starting point in nodes
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of = node_min;
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// Allow a bit more
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//(this should be more than the maximum radius of the tunnel)
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const s16 insure = 10;
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s16 more = MYMAX(MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure, 1);
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ar += v3s16(1, 0, 1) * more * 2;
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of -= v3s16(1, 0, 1) * more;
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route_y_min = 0;
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// Allow half a diameter + 7 over stone surface
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route_y_max = -of.Y + max_stone_y + max_tunnel_diameter / 2 + 7;
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// Limit maximum to area
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route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
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if (large_cave) {
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s16 minpos = 0;
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if (node_min.Y < water_level && node_max.Y > water_level) {
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minpos = water_level - max_tunnel_diameter / 3 - of.Y;
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route_y_max = water_level + max_tunnel_diameter / 3 - of.Y;
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}
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route_y_min = ps->range(minpos, minpos + max_tunnel_diameter);
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route_y_min = rangelim(route_y_min, 0, route_y_max);
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}
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s16 route_start_y_min = route_y_min;
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s16 route_start_y_max = route_y_max;
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route_start_y_min = rangelim(route_start_y_min, 0, ar.Y - 1);
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route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1);
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// Randomize starting position
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orp.Z = (float)(ps->next() % ar.Z) + 0.5f;
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orp.Y = (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5f;
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orp.X = (float)(ps->next() % ar.X) + 0.5f;
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// Add generation notify begin event
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if (gennotify) {
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v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
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GenNotifyType notifytype = large_cave ?
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GENNOTIFY_LARGECAVE_BEGIN : GENNOTIFY_CAVE_BEGIN;
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gennotify->addEvent(notifytype, abs_pos);
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}
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// Generate some tunnel starting from orp
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for (u16 j = 0; j < tunnel_routepoints; j++)
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makeTunnel(j % dswitchint == 0);
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// Add generation notify end event
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if (gennotify) {
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v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
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GenNotifyType notifytype = large_cave ?
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GENNOTIFY_LARGECAVE_END : GENNOTIFY_CAVE_END;
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gennotify->addEvent(notifytype, abs_pos);
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}
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}
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void CavesRandomWalk::makeTunnel(bool dirswitch)
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{
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if (dirswitch && !large_cave) {
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main_direction.Z = ((float)(ps->next() % 20) - (float)10) / 10;
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main_direction.Y = ((float)(ps->next() % 20) - (float)10) / 30;
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main_direction.X = ((float)(ps->next() % 20) - (float)10) / 10;
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main_direction *= (float)ps->range(0, 10) / 10;
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}
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// Randomize size
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s16 min_d = min_tunnel_diameter;
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s16 max_d = max_tunnel_diameter;
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rs = ps->range(min_d, max_d);
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s16 rs_part_max_length_rs = rs * part_max_length_rs;
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v3s16 maxlen;
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if (large_cave) {
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maxlen = v3s16(
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rs_part_max_length_rs,
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rs_part_max_length_rs / 2,
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rs_part_max_length_rs
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);
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} else {
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maxlen = v3s16(
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rs_part_max_length_rs,
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ps->range(1, rs_part_max_length_rs),
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rs_part_max_length_rs
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);
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}
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v3f vec;
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// Jump downward sometimes
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if (!large_cave && ps->range(0, 12) == 0) {
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vec.Z = (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2;
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vec.Y = (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y;
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vec.X = (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2;
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} else {
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vec.Z = (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2;
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vec.Y = (float)(ps->next() % (maxlen.Y * 1)) - (float)maxlen.Y / 2;
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vec.X = (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2;
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}
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// Do not make caves that are above ground.
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// It is only necessary to check the startpoint and endpoint.
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v3s16 p1 = v3s16(orp.X, orp.Y, orp.Z) + of + rs / 2;
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v3s16 p2 = v3s16(vec.X, vec.Y, vec.Z) + p1;
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if (isPosAboveSurface(p1) || isPosAboveSurface(p2))
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return;
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vec += main_direction;
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v3f rp = orp + vec;
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if (rp.X < 0)
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rp.X = 0;
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else if (rp.X >= ar.X)
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rp.X = ar.X - 1;
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if (rp.Y < route_y_min)
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rp.Y = route_y_min;
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else if (rp.Y >= route_y_max)
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rp.Y = route_y_max - 1;
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if (rp.Z < 0)
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rp.Z = 0;
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else if (rp.Z >= ar.Z)
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rp.Z = ar.Z - 1;
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vec = rp - orp;
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|
|
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) == 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;
|
|
|
|
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(INodeDefManager *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) == 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;
|
|
|
|
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];
|
|
} else {
|
|
return water_level;
|
|
}
|
|
}
|