A day with Mapgen v7

devmarth
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A day with Mapgen v7

by devmarth » Sat Mar 14, 2015 02:41

What's good?

I decided to fiddle around with Minetest's Mapgen v7 for a day. I am fairly new to Minetest's community and wanted to learn how things work (code wise), so I have messed around, this being one of those things.

As it turns out, it's completely stone when you load a world with Mapgen v7 checked. So I fiddled around and ended up making it work using the Lua shit. Of course, anyone can do that, but I also changed around some stuff in the mapgen_v7.cpp file, and made things real sexy. So with some minor changes to the code, and a small folder in minetest_game, you could have Mapgen v7 working with some amazing modifications to it. It looks really beautiful, you should try it yourself. (Oh did I mention, I modified the caves too to be really beautiful and better looking as well?)

Here's how:
Get the source of Minetest, open up mapgen_v7.cpp and delete everything and replace it with this code (for Minetest 0.4.12)
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Code: Select all
/*
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.
*/


#include "mapgen.h"
#include "voxel.h"
#include "noise.h"
#include "mapblock.h"
#include "mapnode.h"
#include "map.h"
#include "content_sao.h"
#include "nodedef.h"
#include "voxelalgorithms.h"
#include "profiler.h"
#include "settings.h" // For g_settings
#include "main.h" // For g_profiler
#include "emerge.h"
#include "dungeongen.h"
#include "cavegen.h"
#include "treegen.h"
#include "mg_biome.h"
#include "mg_ore.h"
#include "mg_decoration.h"
#include "mapgen_v7.h"


FlagDesc flagdesc_mapgen_v7[] = {
   {"mountains", MGV7_MOUNTAINS},
   {"ridges",    MGV7_RIDGES},
   {NULL,        0}
};

///////////////////////////////////////////////////////////////////////////////


MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
   : Mapgen(mapgenid, params, emerge)
{
   this->m_emerge = emerge;
   this->bmgr     = emerge->biomemgr;

   //// amount of elements to skip for the next index
   //// for noise/height/biome maps (not vmanip)
   this->ystride = csize.X;
   this->zstride = csize.X * csize.Y;

   this->biomemap  = new u8[csize.X * csize.Z];
   this->heightmap = new s16[csize.X * csize.Z];
   this->ridge_heightmap = new s16[csize.X * csize.Z];

   MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
   this->spflags = sp->spflags;

   //// Terrain noise
   noise_terrain_base    = new Noise(&sp->np_terrain_base,    seed, csize.X, csize.Z);
   noise_terrain_alt     = new Noise(&sp->np_terrain_alt,     seed, csize.X, csize.Z);
   noise_terrain_persist = new Noise(&sp->np_terrain_persist, seed, csize.X, csize.Z);
   noise_height_select   = new Noise(&sp->np_height_select,   seed, csize.X, csize.Z);
   noise_filler_depth    = new Noise(&sp->np_filler_depth,    seed, csize.X, csize.Z);
   noise_mount_height    = new Noise(&sp->np_mount_height,    seed, csize.X, csize.Z);
   noise_ridge_uwater    = new Noise(&sp->np_ridge_uwater,    seed, csize.X, csize.Z);

   //// 3d terrain noise
   noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y, csize.Z);
   noise_ridge    = new Noise(&sp->np_ridge,    seed, csize.X, csize.Y, csize.Z);
   noise_cave1    = new Noise(&sp->np_cave1,    seed, csize.X, csize.Y, csize.Z);
   noise_cave2    = new Noise(&sp->np_cave2,    seed, csize.X, csize.Y, csize.Z);

   //// Biome noise
   noise_heat     = new Noise(&params->np_biome_heat,     seed, csize.X, csize.Z);
   noise_humidity = new Noise(&params->np_biome_humidity, seed, csize.X, csize.Z);

   //// Resolve nodes to be used
   INodeDefManager *ndef = emerge->ndef;

   c_stone           = ndef->getId("mapgen_stone");
   c_dirt            = ndef->getId("mapgen_dirt");
   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");
   c_ice             = ndef->getId("default:ice");
   c_cobble          = ndef->getId("mapgen_cobble");
   c_desert_stone    = ndef->getId("mapgen_desert_stone");
   c_mossycobble     = ndef->getId("mapgen_mossycobble");
   c_sandbrick       = ndef->getId("mapgen_sandstonebrick");
   c_stair_cobble    = ndef->getId("mapgen_stair_cobble");
   c_stair_sandstone = ndef->getId("mapgen_stair_sandstone");
   if (c_ice == CONTENT_IGNORE)
      c_ice = CONTENT_AIR;
   if (c_mossycobble == CONTENT_IGNORE)
      c_mossycobble = c_cobble;
   if (c_sandbrick == CONTENT_IGNORE)
      c_sandbrick = c_desert_stone;
   if (c_stair_cobble == CONTENT_IGNORE)
      c_stair_cobble = c_cobble;
   if (c_stair_sandstone == CONTENT_IGNORE)
      c_stair_sandstone = c_sandbrick;
}


MapgenV7::~MapgenV7()
{
   delete noise_terrain_base;
   delete noise_terrain_persist;
   delete noise_height_select;
   delete noise_terrain_alt;
   delete noise_filler_depth;
   delete noise_mount_height;
   delete noise_ridge_uwater;
   delete noise_mountain;
   delete noise_ridge;
   delete noise_cave1;
   delete noise_cave2;

   delete noise_heat;
   delete noise_humidity;

   delete[] ridge_heightmap;
   delete[] heightmap;
   delete[] biomemap;
}


MapgenV7Params::MapgenV7Params()
{
   spflags = MGV7_MOUNTAINS | MGV7_RIDGES;

   np_terrain_base    = NoiseParams(4,    70,  v3f(300, 300, 300), 82341, 6, 0.7,  2.0);
   np_terrain_alt     = NoiseParams(4,    25,  v3f(600, 600, 600), 5934,  5, 0.6,  2.0);
   np_terrain_persist = NoiseParams(0.6,  0.1, v3f(500, 500, 500), 539,   3, 0.6,  2.0);
   np_height_select   = NoiseParams(-0.5, 1,   v3f(250, 250, 250), 4213,  5, 0.69, 2.0);
   np_filler_depth    = NoiseParams(0,    1.2, v3f(150, 150, 150), 261,   4, 0.7,  2.0);
   np_mount_height    = NoiseParams(100,  30,  v3f(500, 500, 500), 72449, 4, 0.85, 2.0);
   np_ridge_uwater    = NoiseParams(0,    1,   v3f(500, 500, 500), 85039, 4, 0.6,  2.0);
   np_mountain        = NoiseParams(-0.6, 1,   v3f(250, 350, 250), 5333,  5, 0.85, 2.0);
   np_ridge           = NoiseParams(0,    1,   v3f(100, 100, 100), 6467,  4, 0.85, 2.0);
   np_cave1           = NoiseParams(0,    12,  v3f(100, 100, 100), 52534, 4, 0.5,  2.0);
   np_cave2           = NoiseParams(0,    12,  v3f(100, 100, 100), 10325, 4, 0.5,  2.0);
}


void MapgenV7Params::readParams(const Settings *settings)
{
   settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);

   settings->getNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
   settings->getNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
   settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
   settings->getNoiseParams("mgv7_np_height_select",   np_height_select);
   settings->getNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
   settings->getNoiseParams("mgv7_np_mount_height",    np_mount_height);
   settings->getNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
   settings->getNoiseParams("mgv7_np_mountain",        np_mountain);
   settings->getNoiseParams("mgv7_np_ridge",           np_ridge);
   settings->getNoiseParams("mgv7_np_cave1",           np_cave1);
   settings->getNoiseParams("mgv7_np_cave2",           np_cave2);
}


void MapgenV7Params::writeParams(Settings *settings) const
{
   settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, (u32)-1);

   settings->setNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
   settings->setNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
   settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
   settings->setNoiseParams("mgv7_np_height_select",   np_height_select);
   settings->setNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
   settings->setNoiseParams("mgv7_np_mount_height",    np_mount_height);
   settings->setNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
   settings->setNoiseParams("mgv7_np_mountain",        np_mountain);
   settings->setNoiseParams("mgv7_np_ridge",           np_ridge);
   settings->setNoiseParams("mgv7_np_cave1",           np_cave1);
   settings->setNoiseParams("mgv7_np_cave2",           np_cave2);
}


///////////////////////////////////////


int MapgenV7::getGroundLevelAtPoint(v2s16 p)
{
   // Base terrain calculation
   s16 y = baseTerrainLevelAtPoint(p.X, p.Y);

   // Ridge/river terrain calculation
   float width = 0.2;
   float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
   // actually computing the depth of the ridge is much more expensive;
   // if inside a river, simply guess
   if (fabs(uwatern) <= width)
      return water_level - 10;

   // Mountain terrain calculation
   int iters = 128; // don't even bother iterating more than 128 times..
   while (iters--) {
      //current point would have been air
      if (!getMountainTerrainAtPoint(p.X, y, p.Y))
         return y;

      y++;
   }

   return y;
}


void MapgenV7::makeChunk(BlockMakeData *data)
{
   // Pre-conditions
   assert(data->vmanip);
   assert(data->nodedef);
   assert(data->blockpos_requested.X >= data->blockpos_min.X &&
         data->blockpos_requested.Y >= data->blockpos_min.Y &&
         data->blockpos_requested.Z >= data->blockpos_min.Z);
   assert(data->blockpos_requested.X <= data->blockpos_max.X &&
         data->blockpos_requested.Y <= data->blockpos_max.Y &&
         data->blockpos_requested.Z <= data->blockpos_max.Z);

   this->generating = true;
   this->vm   = data->vmanip;
   this->ndef = data->nodedef;
   //TimeTaker t("makeChunk");

   v3s16 blockpos_min = data->blockpos_min;
   v3s16 blockpos_max = data->blockpos_max;
   node_min = blockpos_min * MAP_BLOCKSIZE;
   node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
   full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
   full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);

   blockseed = getBlockSeed2(full_node_min, seed);

   // Make some noise
   calculateNoise();

   // Generate base terrain, mountains, and ridges with initial heightmaps
   s16 stone_surface_max_y = generateTerrain();

   // Create heightmap
   updateHeightmap(node_min, node_max);

   // Create biomemap at heightmap surface
   bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
      noise_humidity->result, heightmap, biomemap);

   // Actually place the biome-specific nodes
   bool desert_stone = generateBiomes(noise_heat->result, noise_humidity->result);

   if (flags & MG_CAVES)
      generateCaves(stone_surface_max_y);

   if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
      DungeonParams dp;

      dp.np_rarity  = nparams_dungeon_rarity;
      dp.np_density = nparams_dungeon_density;
      dp.np_wetness = nparams_dungeon_wetness;
      dp.c_water = c_water_source;
      if (desert_stone) {
         dp.c_cobble  = c_sandbrick;
         dp.c_moss    = c_sandbrick; // should make this 'cracked sandstone' later
         dp.c_stair   = c_stair_sandstone;

         dp.diagonal_dirs = true;
         dp.mossratio  = 0.0;
         dp.holesize   = v3s16(2, 3, 2);
         dp.roomsize   = v3s16(2, 5, 2);
         dp.notifytype = GENNOTIFY_TEMPLE;
      } else {
         dp.c_cobble  = c_cobble;
         dp.c_moss    = c_mossycobble;
         dp.c_stair   = c_stair_cobble;

         dp.diagonal_dirs = false;
         dp.mossratio  = 3.0;
         dp.holesize   = v3s16(1, 2, 1);
         dp.roomsize   = v3s16(0, 0, 0);
         dp.notifytype = GENNOTIFY_DUNGEON;
      }

      DungeonGen dgen(this, &dp);
      dgen.generate(blockseed, full_node_min, full_node_max);
   }

   // Generate the registered decorations
   m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);

   // Generate the registered ores
   m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);

   // Sprinkle some dust on top after everything else was generated
   dustTopNodes();

   //printf("makeChunk: %dms\n", t.stop());

   updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);

   if (flags & MG_LIGHT)
      calcLighting(node_min, node_max);
   //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
   //         node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);

   this->generating = false;
}


void MapgenV7::calculateNoise()
{
   //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
   int x = node_min.X;
   int y = node_min.Y;
   int z = node_min.Z;

   noise_terrain_persist->perlinMap2D(x, z);
   float *persistmap = noise_terrain_persist->result;

   noise_terrain_base->perlinMap2D(x, z, persistmap);
   noise_terrain_alt->perlinMap2D(x, z, persistmap);
   noise_height_select->perlinMap2D(x, z);

   if (flags & MG_CAVES) {
      noise_cave1->perlinMap3D(x, y, z);
      noise_cave2->perlinMap3D(x, y, z);
   }

   if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) {
      noise_ridge->perlinMap3D(x, y, z);
      noise_ridge_uwater->perlinMap2D(x, z);
   }

   if ((spflags & MGV7_MOUNTAINS) && node_max.Y >= 0) {
      noise_mountain->perlinMap3D(x, y, z);
      noise_mount_height->perlinMap2D(x, z);
   }

   if (node_max.Y >= water_level) {
      noise_filler_depth->perlinMap2D(x, z);
      noise_heat->perlinMap2D(x, z);
      noise_humidity->perlinMap2D(x, z);
   }
   //printf("calculateNoise: %dus\n", t.stop());
}


Biome *MapgenV7::getBiomeAtPoint(v3s16 p)
{
   float heat      = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed);
   float humidity  = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed);
   s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);

   return bmgr->getBiome(heat, humidity, groundlevel);
}

//needs to be updated
float MapgenV7::baseTerrainLevelAtPoint(int x, int z)
{
   float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
   hselect = rangelim(hselect, 0.0, 2.0);

   float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);

   noise_terrain_base->np.persist = persist;
   float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);

   noise_terrain_alt->np.persist = persist;
   float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);

   if (height_alt > height_base)
      return height_alt;

   return (height_base * hselect) + (height_alt * (3.0 - hselect));
}


float MapgenV7::baseTerrainLevelFromMap(int index)
{
   float hselect     = rangelim(noise_height_select->result[index], 0.0, 2.0);
   float height_base = noise_terrain_base->result[index];
   float height_alt  = noise_terrain_alt->result[index];

   if (height_alt > height_base)
      return height_alt;

   return (height_base * hselect) + (height_alt * (3.0 - hselect));
}


bool MapgenV7::getMountainTerrainAtPoint(int x, int y, int z)
{
   float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
   float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
   return mnt_n * mnt_h_n >= (float)y;
}


bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, int y)
{
   float mounthn = noise_mount_height->result[idx_xz];
   float mountn = noise_mountain->result[idx_xyz];
   return mountn * mounthn >= (float)y;
}


#if 0
void MapgenV7::carveRivers() {
   MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
   MapNode n_stone(c_stone);
   u32 index = 0;

   int river_depth = 4;

   for (s16 z = node_min.Z; z <= node_max.Z; z++)
   for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
      float terrain_mod  = noise_terrain_mod->result[index];
      NoiseParams *np = noise_terrain_river->np;
      np.persist = noise_terrain_persist->result[index];
      float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
      float height = terrain_river * (2 - abs(terrain_mod)) *
                  noise_terrain_river->np.scale;
      height = log(height * height); //log(h^3) is pretty interesting for terrain

      s16 y = heightmap[index];
      if (height < 1.0 && y > river_depth &&
         y - river_depth >= node_min.Y && y <= node_max.Y) {

         for (s16 ry = y; ry != y - river_depth; ry--) {
            u32 vi = vm->m_area.index(x, ry, z);
            vm->m_data[vi] = n_air;
         }

         u32 vi = vm->m_area.index(x, y - river_depth, z);
         vm->m_data[vi] = n_water_source;
      }
   }
}
#endif


int MapgenV7::generateTerrain()
{
   int ymax = generateBaseTerrain();

   if (spflags & MGV7_MOUNTAINS)
      ymax = generateMountainTerrain(ymax);

   if (spflags & MGV7_RIDGES)
      generateRidgeTerrain();

   return ymax;
}


int MapgenV7::generateBaseTerrain()
{
   MapNode n_air(CONTENT_AIR);
   MapNode n_stone(c_stone);
   MapNode n_water(c_water_source);

   int stone_surface_max_y = -MAP_GENERATION_LIMIT;
   v3s16 em = vm->m_area.getExtent();
   u32 index = 0;

   for (s16 z = node_min.Z; z <= node_max.Z; z++)
   for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
      float surface_height = baseTerrainLevelFromMap(index);
      s16 surface_y = (s16)surface_height;

      heightmap[index]       = surface_y;
      ridge_heightmap[index] = surface_y;

      if (surface_y > stone_surface_max_y)
         stone_surface_max_y = surface_y;

      u32 i = vm->m_area.index(x, node_min.Y, z);
      for (s16 y = node_min.Y; y <= node_max.Y; y++) {
         if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
            if (y <= surface_y)
               vm->m_data[i] = n_stone;
            else if (y <= water_level)
               vm->m_data[i] = n_water;
            else
               vm->m_data[i] = n_air;
         }
         vm->m_area.add_y(em, i, 1);
      }
   }

   return stone_surface_max_y;
}


int MapgenV7::generateMountainTerrain(int ymax)
{
   if (node_max.Y < 0)
      return ymax;

   MapNode n_stone(c_stone);
   u32 j = 0;

   for (s16 z = node_min.Z; z <= node_max.Z; z++)
   for (s16 y = node_min.Y; y <= node_max.Y; y++) {
      u32 vi = vm->m_area.index(node_min.X, y, z);
      for (s16 x = node_min.X; x <= node_max.X; x++) {
         int index = (z - node_min.Z) * csize.X + (x - node_min.X);
         content_t c = vm->m_data[vi].getContent();

         if (getMountainTerrainFromMap(j, index, y)
               && (c == CONTENT_AIR || c == c_water_source)) {
            vm->m_data[vi] = n_stone;
            if (y > ymax)
               ymax = y;
         }

         vi++;
         j++;
      }
   }

   return ymax;
}


void MapgenV7::generateRidgeTerrain()
{
   if (node_max.Y < water_level)
      return;

   MapNode n_water(c_water_source);
   MapNode n_air(CONTENT_AIR);
   u32 index = 0;
   float width = 0.6; // TODO: figure out acceptable perlin noise values

   for (s16 z = node_min.Z; z <= node_max.Z; z++)
   for (s16 y = node_min.Y; y <= node_max.Y; y++) {
      u32 vi = vm->m_area.index(node_min.X, y, z);
      for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
         int j = (z - node_min.Z) * csize.X + (x - node_min.X);

         if (heightmap[j] < water_level - 20)
            continue;

         float uwatern = noise_ridge_uwater->result[j] * 4;
         if (fabs(uwatern) > width)
            continue;

         float altitude = y - water_level;
         float height_mod = (altitude + 20) / 3.0;
         float width_mod  = width - fabs(uwatern);
         float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 3.0;

         if (nridge + width_mod * height_mod < 0.6)
            continue;

         if (y < ridge_heightmap[j])
            ridge_heightmap[j] = y - 1;

         vm->m_data[vi] = (y > water_level) ? n_air : n_water;
      }
   }
}


bool MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
{
   if (node_max.Y < water_level)
      return false;

   MapNode n_air(CONTENT_AIR);
   MapNode n_stone(c_stone);
   MapNode n_water(c_water_source);

   v3s16 em = vm->m_area.getExtent();
   u32 index = 0;
   bool desert_stone = false;

   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 = NULL;
      s16 dfiller = 0;
      s16 y0_top = 0;
      s16 y0_filler = 0;
      s16 depth_water_top = 0;

      s16 nplaced = 0;
      u32 i = vm->m_area.index(x, node_max.Y, z);

      content_t c_above = vm->m_data[i + em.X].getContent();
      bool have_air = c_above == CONTENT_AIR;

      for (s16 y = node_max.Y; y >= node_min.Y; y--) {
         content_t c = vm->m_data[i].getContent();

         // It could be the case that the elevation is equal to the chunk
         // boundary, but the chunk above has not been generated yet
         if (y == node_max.Y && c_above == CONTENT_IGNORE &&
            y == heightmap[index] && c == c_stone) {
            int j = (z - node_min.Z) * zstride +
                  (y - node_min.Y) * ystride +
                  (x - node_min.X);
            have_air = !getMountainTerrainFromMap(j, index, y);
         }

         if (c != CONTENT_IGNORE && c != CONTENT_AIR && (y == node_max.Y || have_air)) {
            biome           = bmgr->getBiome(heat_map[index], humidity_map[index], y);
            dfiller         = biome->depth_filler + noise_filler_depth->result[index];
            y0_top          = biome->depth_top;
            y0_filler       = biome->depth_top + dfiller;
            depth_water_top = biome->depth_water_top;

            if (biome->c_stone == c_desert_stone)
               desert_stone = true;
         }

         if (c == c_stone && have_air) {
            content_t c_below = vm->m_data[i - em.X].getContent();

            if (c_below != CONTENT_AIR) {
               if (nplaced < y0_top) {
                  vm->m_data[i] = MapNode(biome->c_top);
                  nplaced++;
               } else if (nplaced < y0_filler && nplaced >= y0_top) {
                  vm->m_data[i] = MapNode(biome->c_filler);
                  nplaced++;
               } else if (c == c_stone) {
                  have_air = false;
                  nplaced  = 0;
                  vm->m_data[i] = MapNode(biome->c_stone);
               } else {
                  have_air = false;
                  nplaced  = 0;
               }
            } else if (c == c_stone) {
               have_air = false;
               nplaced = 0;
               vm->m_data[i] = MapNode(biome->c_stone);
            }
         } else if (c == c_stone) {
            have_air = false;
            nplaced = 0;
            vm->m_data[i] = MapNode(biome->c_stone);
         } else if (c == c_water_source) {
            have_air = true;
            nplaced = 0;
            if (y > water_level - depth_water_top)
               vm->m_data[i] = MapNode(biome->c_water_top);
            else
               vm->m_data[i] = MapNode(biome->c_water);
         } else if (c == CONTENT_AIR) {
            have_air = true;
            nplaced = 0;
         }

         vm->m_area.add_y(em, i, -1);
      }
   }

   return desert_stone;
}


void MapgenV7::dustTopNodes()
{
   if (node_max.Y < water_level)
      return;

   v3s16 em = vm->m_area.getExtent();
   u32 index = 0;

   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 = (Biome *)bmgr->get(biomemap[index]);

      if (biome->c_dust == CONTENT_IGNORE)
         continue;

      s16 y = node_max.Y;
      u32 vi = vm->m_area.index(x, y, z);
      for (; y >= node_min.Y; y--) {
         if (vm->m_data[vi].getContent() != CONTENT_AIR)
            break;

         vm->m_area.add_y(em, vi, -1);
      }

      content_t c = vm->m_data[vi].getContent();
      if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE) {
         if (y == node_max.Y)
            continue;

         vm->m_area.add_y(em, vi, 1);
         vm->m_data[vi] = MapNode(biome->c_dust);
      }
   }
}


#if 0
void MapgenV7::addTopNodes()
{
   v3s16 em = vm->m_area.getExtent();
   s16 ntopnodes;
   u32 index = 0;

   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];

      // This cutoff is good enough, but not perfect.
      // It will cut off potentially placed top nodes at chunk boundaries
      if (y < node_min.Y)
         continue;
      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);
         content_t c = vm->m_data[vi].getContent();
         if (ndef->get(c).walkable)
            continue;
      }

      // N.B.  It is necessary to search downward since ridge_heightmap[i]
      // might not be the actual height, just the lowest part in the chunk
      // where a ridge had been carved
      u32 i = vm->m_area.index(x, y, z);
      for (; y >= node_min.Y; y--) {
         content_t c = vm->m_data[i].getContent();
         if (ndef->get(c).walkable)
            break;
         vm->m_area.add_y(em, i, -1);
      }

      if (y != node_min.Y - 1 && y >= water_level) {
         ridge_heightmap[index] = y; //update ridgeheight
         ntopnodes = biome->top_depth;
         for (; y <= node_max.Y && ntopnodes; y++) {
            ntopnodes--;
            vm->m_data[i] = MapNode(biome->c_top);
            vm->m_area.add_y(em, i, 1);
         }
         // If dirt, grow grass on it.
         if (y > water_level - 10 &&
            vm->m_data[i].getContent() == CONTENT_AIR) {
            vm->m_area.add_y(em, i, -1);
            if (vm->m_data[i].getContent() == c_dirt)
               vm->m_data[i] = MapNode(c_dirt_with_grass);
         }
      }

      //////////////////// Now, add top nodes on top of the ridge
      y = heightmap[index];
      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);
         content_t c = vm->m_data[vi].getContent();
         if (ndef->get(c).walkable)
            continue;
      }

      i = vm->m_area.index(x, y, z);
      for (; y >= node_min.Y; y--) {
         content_t c = vm->m_data[i].getContent();
         if (ndef->get(c).walkable)
            break;
         vm->m_area.add_y(em, i, -1);
      }

      if (y != node_min.Y - 1) {
         ntopnodes = biome->top_depth;
         // Let's see if we've already added it...
         if (y == ridge_heightmap[index] + ntopnodes - 1)
            continue;

         for (; y <= node_max.Y && ntopnodes; y++) {
            ntopnodes--;
            vm->m_data[i] = MapNode(biome->c_top);
            vm->m_area.add_y(em, i, 1);
         }
         // If dirt, grow grass on it.
         if (y > water_level - 10 &&
            vm->m_data[i].getContent() == CONTENT_AIR) {
            vm->m_area.add_y(em, i, -1);
            if (vm->m_data[i].getContent() == c_dirt)
               vm->m_data[i] = MapNode(c_dirt_with_grass);
         }
      }
   }
}
#endif


void MapgenV7::generateCaves(int max_stone_y)
{
   if (max_stone_y >= node_min.Y) {
      u32 index   = 0;
      u32 index2d = 0;

      for (s16 z = node_min.Z; z <= node_max.Z; z++) {
         for (s16 y = node_min.Y; y <= node_max.Y; y++) {
            u32 i = vm->m_area.index(node_min.X, y, z);
            for (s16 x = node_min.X; x <= node_max.X;
                  x++, i++, index++, index2d++) {
               Biome *biome = (Biome *)bmgr->get(biomemap[index2d]);
               content_t c = vm->m_data[i].getContent();
               if (c == CONTENT_AIR || (y <= water_level &&
                  c != biome->c_stone && c != c_stone))
                  continue;

               float d1 = contour(noise_cave1->result[index]);
               float d2 = contour(noise_cave2->result[index]);
               if (d1 * d2 > 0.3)
                  vm->m_data[i] = MapNode(CONTENT_AIR);
            }
            index2d -= ystride;
         }
         index2d += ystride;
      }
   }

   PseudoRandom ps(blockseed + 21343);
   u32 bruises_count = (ps.range(1, 5) == 1) ? ps.range(1, 2) : 0;
   for (u32 i = 0; i < bruises_count; i++) {
      CaveV7 cave(this, &ps);
      cave.makeCave(node_min, node_max, max_stone_y);
   }
}




Then open up cavegen.cpp, and delete everything and enter (for Minetest 0.4.12)
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "util/numeric.h"
#include "map.h"
#include "mapgen.h"
#include "mapgen_v5.h"
#include "mapgen_v6.h"
#include "mapgen_v7.h"
#include "cavegen.h"

NoiseParams nparams_caveliquids(0, 1, v3f(150.0, 150.0, 150.0), 776, 3, 0.6, 2.0);


///////////////////////////////////////// Caves V5


CaveV5::CaveV5(MapgenV5 *mg, PseudoRandom *ps) {
   this->mg   = mg;
   this->vm   = mg->vm;
   this->ndef = mg->ndef;
   this->water_level = mg->water_level;
   this->ps = ps;
   this->c_water_source = mg->c_water_source;
   this->c_lava_source  = mg->c_lava_source;
   this->c_ice          = mg->c_ice;
   this->np_caveliquids = &nparams_caveliquids;

   dswitchint = ps->range(1, 14);
   flooded    = ps->range(1, 2) == 2;

   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));

   large_cave_is_flat = (ps->range(0, 1) == 0);
}


void CaveV5::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
   node_min = nmin;
   node_max = nmax;
   main_direction = v3f(0, 0, 0);

   // Allowed route area size in nodes
   ar = node_max - node_min + v3s16(1, 1, 1);
   // Area starting point in nodes
   of = node_min;

   // Allow a bit more
   //(this should be more than the maximum radius of the tunnel)
   s16 insure = 10;
   s16 more = MYMAX(MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure, 1);
   ar += v3s16(1,0,1) * more * 2;
   of -= v3s16(1,0,1) * more;

   route_y_min = 0;
   // Allow half a diameter + 7 over stone surface
   route_y_max = -of.Y + max_stone_y + max_tunnel_diameter / 4 + 10;

   // Limit maximum to area
   route_y_max = rangelim(route_y_max, 0, ar.Y - 1);

   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
   );

   // Add generation notify begin event
   v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
   GenNotifyType notifytype = GENNOTIFY_LARGECAVE_BEGIN;
   mg->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
   abs_pos = v3s16(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
   notifytype = GENNOTIFY_LARGECAVE_END;
   mg->gennotify.addEvent(notifytype, abs_pos);
}


void CaveV5::makeTunnel(bool dirswitch) {

   // 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;
   maxlen = v3s16(
      rs_part_max_length_rs,
      rs_part_max_length_rs / 2,
      rs_part_max_length_rs
   );

   v3f vec;
   // Jump downward sometimes
   vec = v3f(
      (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2,
      (float)(ps->next() % maxlen.Y) - (float)maxlen.Y / 2,
      (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
   );

   // Do not make large caves that are above ground.
   // It is only necessary to check the startpoint and endpoint.
   v3s16 orpi(orp.X, orp.Y, orp.Z);
   v3s16 veci(vec.X, vec.Y, vec.Z);
   v3s16 p;

   p = orpi + veci + of + rs / 2;
   if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
         p.X >= node_min.X && p.X <= node_max.X) {
      u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
      s16 h = mg->heightmap[index];
      if (h < p.Y)
         return;
   } else if (p.Y > water_level) {
      return; // If it's not in our heightmap, use a simple heuristic
   }

   p = orpi + of + rs / 2;
   if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
      p.X >= node_min.X && p.X <= node_max.X) {
      u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
      s16 h = mg->heightmap[index];
      if (h < p.Y)
         return;
   } else if (p.Y > water_level) {
      return;
   }

   vec += main_direction;

   v3f rp = orp + vec;
   if (rp.X < 0)
      rp.X = 0;
   else if (rp.X >= ar.X)
      rp.X = ar.X - 1;

   if (rp.Y < route_y_min)
      rp.Y = route_y_min;
   else if (rp.Y >= route_y_max)
      rp.Y = route_y_max - 1;

   if (rp.Z < 0)
      rp.Z = 0;
   else if (rp.Z >= ar.Z)
      rp.Z = ar.Z - 1;

   vec = rp - orp;

   float veclen = vec.getLength();
   if (veclen < 0.05)
      veclen = 1.0;

   // Every second section is rough
   bool randomize_xz = (ps->range(1, 2) == 1);

   // Make a ravine every once in a while if it's long enough
   //float xylen = vec.X * vec.X + vec.Z * vec.Z;
   //disable ravines for now
   bool is_ravine = false; //(xylen > 500.0) && !large_cave && (ps->range(1, 8) == 1);

   // Carve routes
   for (float f = 0; f < 1.0; f += 1.0 / veclen)
      carveRoute(vec, f, randomize_xz, is_ravine);

   orp = rp;
}


void CaveV5::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
   MapNode airnode(CONTENT_AIR);
   MapNode waternode(c_water_source);
   MapNode lavanode(c_lava_source);

   v3s16 startp(orp.X, orp.Y, orp.Z);
   startp += of;

   float nval = NoisePerlin3D(np_caveliquids, startp.X,
                     startp.Y, startp.Z, mg->seed);
   MapNode liquidnode = nval < 0.40 ? lavanode : waternode;

   v3f fp = orp + vec * f;
   fp.X += 0.1 * ps->range(-10, 10);
   fp.Z += 0.1 * ps->range(-10, 10);
   v3s16 cp(fp.X, fp.Y, fp.Z);

   s16 d0 = -rs/2;
   s16 d1 = d0 + rs;
   if (randomize_xz) {
      d0 += ps->range(-1, 1);
      d1 += ps->range(-1, 1);
   }

   bool should_make_cave_hole = ps->range(1, 10) == 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 = is_ravine ? MYMIN(ps->range(25, 26), ar.Y) :
                         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 (!is_ravine && mg->heightmap && should_make_cave_hole &&
               p.X <= node_max.X && p.Z <= node_max.Z) {
               int maplen = node_max.X - node_min.X + 1;
               int idx = (p.Z - node_min.Z) * maplen + (p.X - node_min.X);
               if (p.Y >= mg->heightmap[idx] - 2)
                  continue;
            }

            if (vm->m_area.contains(p) == false)
               continue;

            u32 i = vm->m_area.index(p);

            // Don't replace air, water, lava, or ice
            content_t c = vm->m_data[i].getContent();
            if (!ndef->get(c).is_ground_content || c == CONTENT_AIR ||
               c == c_water_source || c == c_lava_source || c == c_ice)
               continue;

            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;
         }
      }
   }
}


///////////////////////////////////////// Caves V6


CaveV6::CaveV6(MapgenV6 *mg, PseudoRandom *ps, PseudoRandom *ps2, bool is_large_cave) {
   this->mg   = mg;
   this->vm   = mg->vm;
   this->ndef = mg->ndef;
   this->water_level = mg->water_level;
   this->large_cave = is_large_cave;
   this->ps  = ps;
   this->ps2 = ps2;
   this->c_water_source = mg->c_water_source;
   this->c_lava_source  = mg->c_lava_source;

   min_tunnel_diameter = 2;
   max_tunnel_diameter = ps->range(2, 6);
   dswitchint = ps->range(1, 14);
   flooded = true;

   if (large_cave) {
      part_max_length_rs = ps->range(2,4);
      tunnel_routepoints = ps->range(7, ps->range(15,30));
      min_tunnel_diameter = 8;
      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 = 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_y + max_tunnel_diameter / 2 + 10;

   // 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/2 - 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
   );

   // Add generation notify begin event
   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;
   mg->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
   abs_pos = v3s16(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
   notifytype = large_cave ?
      GENNOTIFY_LARGECAVE_END : GENNOTIFY_CAVE_END;
   mg->gennotify.addEvent(notifytype, abs_pos);
}


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);
   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(
      (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2,
      (float)(ps->next() % maxlen.Y) - (float)maxlen.Y / 2,
      (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
   );

   // Jump downward sometimes
   if (!large_cave && ps->range(0, 12) == 0) {
      vec = v3f(
         (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2,
         (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y,
         (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
      );
   }

   // Do not make large caves that are entirely above ground.
   // It is only necessary to check the startpoint and endpoint.
   if (large_cave) {
      v3s16 orpi(orp.X, orp.Y, orp.Z);
      v3s16 veci(vec.X, vec.Y, vec.Z);
      s16 h1;
      s16 h2;

      v3s16 p1 = orpi + veci + of + rs / 2;
      if (p1.Z >= node_min.Z && p1.Z <= node_max.Z &&
            p1.X >= node_min.X && p1.X <= node_max.X) {
         u32 index1 = (p1.Z - node_min.Z) * mg->ystride + (p1.X - node_min.X);
         h1 = mg->heightmap[index1];
      } else {
         h1 = water_level; // If not in heightmap
      }

      v3s16 p2 = orpi + of + rs / 2;
      if (p2.Z >= node_min.Z && p2.Z <= node_max.Z &&
            p2.X >= node_min.X && p2.X <= node_max.X) {
         u32 index2 = (p2.Z - node_min.Z) * mg->ystride + (p2.X - node_min.X);
         h2 = mg->heightmap[index2];
      } else {
         h2 = water_level;
      }

      if (p1.Y > h1 && p2.Y > h2) // If startpoint and endpoint are above ground
         return;
   }

   vec += main_direction;

   v3f rp = orp + vec;
   if (rp.X < 0)
      rp.X = 0;
   else if (rp.X >= ar.X)
      rp.X = ar.X - 1;

   if (rp.Y < route_y_min)
      rp.Y = route_y_min;
   else if (rp.Y >= route_y_max)
      rp.Y = route_y_max - 1;

   if (rp.Z < 0)
      rp.Z = 0;
   else if (rp.Z >= ar.Z)
      rp.Z = ar.Z - 1;

   vec = rp - orp;

   float veclen = vec.getLength();
   // As odd as it sounds, veclen is *exactly* 0.0 sometimes, causing a FPE
   if (veclen < 0.05)
      veclen = 1.0;

   // Every second section is rough
   bool randomize_xz = (ps2->range(1, 2) == 1);

   // Carve routes
   for (float f = 0; f < 1.0; f += 1.0 / veclen)
      carveRoute(vec, f, randomize_xz);

   orp = rp;
}


void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz) {
   MapNode airnode(CONTENT_AIR);
   MapNode waternode(c_water_source);
   MapNode lavanode(c_lava_source);

   v3s16 startp(orp.X, orp.Y, orp.Z);
   startp += of;

   v3f fp = orp + vec * f;
   fp.X += 0.1 * ps->range(-10, 10);
   fp.Z += 0.1 * ps->range(-10, 10);
   v3s16 cp(fp.X, fp.Y, fp.Z);

   s16 d0 = -rs/2;
   s16 d1 = d0 + rs;
   if (randomize_xz) {
      d0 += ps->range(-1, 1);
      d1 += ps->range(-1, 1);
   }

   for (s16 z0 = d0; z0 <= d1; z0++) {
      s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
      for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
         s16 maxabsxz = MYMAX(abs(x0), abs(z0));
         s16 si2 = rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
         for (s16 y0 = -si2; y0 <= si2; y0++) {
            if (large_cave_is_flat) {
               // Make large caves not so tall
               if (rs > 7 && abs(y0) >= rs / 3)
                  continue;
            }

            v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
            p += of;

            if (vm->m_area.contains(p) == false)
               continue;

            u32 i = vm->m_area.index(p);
            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 - 2) ? lavanode : airnode;
               } else {
                  vm->m_data[i] = airnode;
               }
            } else {
               // Don't replace air or water or lava or ignore
               if (c == CONTENT_IGNORE || c == CONTENT_AIR ||
                  c == c_water_source || c == c_lava_source)
                  continue;

               vm->m_data[i] = airnode;
               vm->m_flags[i] |= VMANIP_FLAG_CAVE;
            }
         }
      }
   }
}


///////////////////////////////////////// Caves V7


CaveV7::CaveV7(MapgenV7 *mg, PseudoRandom *ps) {
   this->mg   = mg;
   this->vm   = mg->vm;
   this->ndef = mg->ndef;
   this->water_level = mg->water_level;
   this->ps = ps;
   this->c_water_source = mg->c_water_source;
   this->c_lava_source  = mg->c_lava_source;
   this->c_ice          = mg->c_ice;
   this->np_caveliquids = &nparams_caveliquids;

   dswitchint = ps->range(1, 14);
   flooded    = ps->range(1, 2) == 2;

   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));

   large_cave_is_flat = (ps->range(0, 1) == 0);
}


void CaveV7::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
   node_min = nmin;
   node_max = nmax;
   max_stone_y = max_stone_height;
   main_direction = v3f(0, 0, 0);

   // Allowed route area size in nodes
   ar = node_max - node_min + v3s16(1, 1, 1);
   // Area starting point in nodes
   of = node_min;

   // Allow a bit more
   //(this should be more than the maximum radius of the tunnel)
   s16 insure = 10;
   s16 more = MYMAX(MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure, 1);
   ar += v3s16(1,0,1) * more * 2;
   of -= v3s16(1,0,1) * more;

   route_y_min = 0;
   // Allow half a diameter + 7 over stone surface
   route_y_max = -of.Y + max_stone_y + max_tunnel_diameter / 2 + 7;

   // Limit maximum to area
   route_y_max = rangelim(route_y_max, 0, ar.Y - 1);

   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
   );

   // Add generation notify begin event
   v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
   GenNotifyType notifytype = GENNOTIFY_LARGECAVE_BEGIN;
   mg->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
   abs_pos = v3s16(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
   notifytype = GENNOTIFY_LARGECAVE_END;
   mg->gennotify.addEvent(notifytype, abs_pos);
}


void CaveV7::makeTunnel(bool dirswitch) {

   // 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;
   maxlen = v3s16(
      rs_part_max_length_rs,
      rs_part_max_length_rs / 2,
      rs_part_max_length_rs
   );

   v3f vec;
   // Jump downward sometimes
   vec = v3f(
      (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2,
      (float)(ps->next() % maxlen.Y) - (float)maxlen.Y / 2,
      (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
   );

   // Do not make large caves that are above ground.
   // It is only necessary to check the startpoint and endpoint.
   v3s16 orpi(orp.X, orp.Y, orp.Z);
   v3s16 veci(vec.X, vec.Y, vec.Z);
   v3s16 p;

   p = orpi + veci + of + rs / 2;
   if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
         p.X >= node_min.X && p.X <= node_max.X) {
      u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
      s16 h = mg->ridge_heightmap[index];
      if (h < p.Y)
         return;
   } else if (p.Y > water_level) {
      return; // If it's not in our heightmap, use a simple heuristic
   }

   p = orpi + of + rs / 2;
   if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
         p.X >= node_min.X && p.X <= node_max.X) {
      u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
      s16 h = mg->ridge_heightmap[index];
      if (h < p.Y)
         return;
   } else if (p.Y > water_level) {
      return;
   }

   vec += main_direction;

   v3f rp = orp + vec;
   if (rp.X < 0)
      rp.X = 0;
   else if (rp.X >= ar.X)
      rp.X = ar.X - 1;

   if (rp.Y < route_y_min)
      rp.Y = route_y_min;
   else if (rp.Y >= route_y_max)
      rp.Y = route_y_max - 1;

   if (rp.Z < 0)
      rp.Z = 0;
   else if (rp.Z >= ar.Z)
      rp.Z = ar.Z - 1;

   vec = rp - orp;

   float veclen = vec.getLength();
   if (veclen < 0.05)
      veclen = 1.0;

   // Every second section is rough
   bool randomize_xz = (ps->range(1, 2) == 1);

   // Make a ravine every once in a while if it's long enough
   //float xylen = vec.X * vec.X + vec.Z * vec.Z;
   //disable ravines for now
   bool is_ravine = false; //(xylen > 500.0) && !large_cave && (ps->range(1, 8) == 1);

   // Carve routes
   for (float f = 0; f < 1.0; f += 1.0 / veclen)
      carveRoute(vec, f, randomize_xz, is_ravine);

   orp = rp;
}


void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
   MapNode airnode(CONTENT_AIR);
   MapNode waternode(c_water_source);
   MapNode lavanode(c_lava_source);

   v3s16 startp(orp.X, orp.Y, orp.Z);
   startp += of;

   float nval = NoisePerlin3D(np_caveliquids, startp.X,
                     startp.Y, startp.Z, mg->seed);
   MapNode liquidnode = (nval < 0.40 && node_max.Y < -256) ? lavanode : waternode;

   v3f fp = orp + vec * f;
   fp.X += 0.1 * ps->range(-10, 10);
   fp.Z += 0.1 * ps->range(-10, 10);
   v3s16 cp(fp.X, fp.Y, fp.Z);

   s16 d0 = -rs/2;
   s16 d1 = d0 + rs;
   if (randomize_xz) {
      d0 += ps->range(-1, 1);
      d1 += ps->range(-1, 1);
   }

   bool should_make_cave_hole = ps->range(1, 10) == 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 = is_ravine ? MYMIN(ps->range(25, 26), ar.Y) :
                         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 (!is_ravine && mg->heightmap && should_make_cave_hole &&
               p.X <= node_max.X && p.Z <= node_max.Z) {
               int maplen = node_max.X - node_min.X + 1;
               int idx = (p.Z - node_min.Z) * maplen + (p.X - node_min.X);
               if (p.Y >= mg->heightmap[idx] - 2)
                  continue;
            }

            if (vm->m_area.contains(p) == false)
               continue;

            u32 i = vm->m_area.index(p);

            // Don't replace air, water, lava, or ice
            content_t c = vm->m_data[i].getContent();
            if (!ndef->get(c).is_ground_content || c == CONTENT_AIR ||
               c == c_water_source || c == c_lava_source || c == c_ice)
               continue;

            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;
         }
      }
   }
}



After that, you're all set for the C++ code, and now time for the lua part. Simply download this file, and drop the folder into minetest_game:
https://www.mediafire.com/?kf69mijvvlkulqr

And this mapgen can be seen in my in-development fork at http://github.com/blokel/blokel

Cheers.
Last edited by devmarth on Thu Mar 19, 2015 19:55, edited 1 time in total.
 

paramat
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Re: A day with Mapgen v7

by paramat » Sat Mar 14, 2015 08:44

The first block of code you posted seems to be normal mgv6?
 

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Krock
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Re: A day with Mapgen v7

by Krock » Sat Mar 14, 2015 09:39

Looks like you changed some numbers in the noise parameters.
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devmarth
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Re: A day with Mapgen v7

by devmarth » Sat Mar 14, 2015 19:12

Krock wrote:Looks like you changed some numbers in the noise parameters.


Pretty much, it wasn't much more than that, there was a few other things. But with such little adjustments it had a huge impact on the mapgen. It looks really nice. However, it was a bit more than changing numbers, but not by much.

You should really try it yourself.
 

devmarth
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Re: A day with Mapgen v7

by devmarth » Sat Mar 14, 2015 19:13

paramat wrote:The first block of code you posted seems to be normal mgv6?


That's just how mapgen_v7.cpp comes like. Not sure why.
 

paramat
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Re: A day with Mapgen v7

by paramat » Thu Mar 19, 2015 10:54

That first block of code is certainly mapgen v6. Subtle hint: it says MapgenV6 in a few places :]
 

devmarth
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Re: A day with Mapgen v7

by devmarth » Thu Mar 19, 2015 19:54

paramat wrote:That first block of code is certainly mapgen v6. Subtle hint: it says MapgenV6 in a few places :]


Well, that's odd.
 

devmarth
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Re: A day with Mapgen v7

by devmarth » Thu Mar 19, 2015 19:56

Fixed the code to actually be mapgen_v7.cpp.
 


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