Class-ify caves & move to cavegen.cpp, fix cave regression, add caves to Mapgen V7
authorkwolekr <kwolekr@minetest.net>
Sun, 21 Apr 2013 04:11:05 +0000 (00:11 -0400)
committerkwolekr <kwolekr@minetest.net>
Sun, 21 Apr 2013 05:06:19 +0000 (01:06 -0400)
src/CMakeLists.txt
src/cavegen.cpp [new file with mode: 0644]
src/cavegen.h [new file with mode: 0644]
src/emerge.cpp
src/mapgen_indev.cpp
src/mapgen_indev.h
src/mapgen_v6.cpp
src/mapgen_v6.h
src/mapgen_v7.cpp
src/mapgen_v7.h

index 7ddeeb02e425c85ef307e66326bf18db9e27505b..74c5fabb87023cb0fe0636f6553b066b6bbd2b21 100644 (file)
@@ -248,6 +248,7 @@ set(common_SRCS
        mapgen_singlenode.cpp
        treegen.cpp
        dungeongen.cpp
+       cavegen.cpp
        content_nodemeta.cpp
        content_mapnode.cpp
        collision.cpp
diff --git a/src/cavegen.cpp b/src/cavegen.cpp
new file mode 100644 (file)
index 0000000..bef50c7
--- /dev/null
@@ -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;
+                               }
+                       }
+               }
+       }
+}
diff --git a/src/cavegen.h b/src/cavegen.h
new file mode 100644 (file)
index 0000000..979226b
--- /dev/null
@@ -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
index 049b3cc1276443b04910d3fc32e84f856c9cd661..2d8b01819b08916877ddbd9b1674c557331d49ce 100644 (file)
@@ -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());
 
index 5c842b6a503fb39f32663704bc07fad279206052..7f0faf16ffc2f52c636c5d44cb79824bd13c0963 100644 (file)
@@ -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);
 }
index fdac1ba209f4808217527909c43e26236477946e..bd6faa21c59dd09db3054d50c38617020e25d496 100644 (file)
@@ -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
index 2e44d7b4af17b39031cfcb14b6d7774b2f494495..352afd2f30d39dd9d4307d7de56cbd9dec6bf04a 100644 (file)
@@ -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;*/
-
-               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);
+       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);
 
-               /*
-                       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);
        }
 }
index d37e406cbcb1d65933e31ae51d8aa4c07b8edd92..a0276fb591d007ea511655a8eb9e9509ead69e86 100644 (file)
@@ -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 {
index 8aad37f73cdad1bb1e8bd8834ab43943f7b6e307..d5194341dfbc9d61b348e23d005cfec3b3abe6a4 100644 (file)
@@ -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);
+       }       
+}
index 73fa9be0392b5b0745b9fc7428672f3d14bcc083..9a2743f039102e31158afc5fa6aadebcb13986fe 100644 (file)
@@ -110,6 +110,8 @@ public:
        void testBiomes();
        void addTopNodes();
        void growGrass();
+       
+       void generateCaves(int max_stone_y);
 };
 
 struct MapgenFactoryV7 : public MapgenFactory {