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authorparamat <mat.gregory@virginmedia.com>2017-02-15 00:14:11 +0000
committerparamat <mat.gregory@virginmedia.com>2017-02-16 22:25:14 +0000
commit9aabfd5188ce42c98f5ccbe275776dee5ace057d (patch)
treef54c3b847a7fd57d7f0bea81a51d65af18b05f18
parent3955f512538ca7c6f2d2187f22d5a696da8e84d3 (diff)
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Cavegen: Place correct biome surface in tunnel entrances
Previously in tunnel entrance floors only a single biome 'top' node was placed and 'filler' nodes were missing. Place 'top' and 'filler' nodes in tunnel entrance floors with depths defined by the biome. In tunnel entrances under rivers 'riverbed' nodes are placed to the biome-defined depth.
-rw-r--r--src/cavegen.cpp48
1 files changed, 33 insertions, 15 deletions
diff --git a/src/cavegen.cpp b/src/cavegen.cpp
index bb6aa25a6..1005640c1 100644
--- a/src/cavegen.cpp
+++ b/src/cavegen.cpp
@@ -74,19 +74,23 @@ void CavesNoiseIntersection::generateCaves(MMVManip *vm,
noise_cave2->perlinMap3D(nmin.X, nmin.Y - 1, nmin.Z);
v3s16 em = vm->m_area.getExtent();
- u32 index2d = 0;
+ u32 index2d = 0; // Biomemap index
for (s16 z = nmin.Z; z <= nmax.Z; z++)
for (s16 x = nmin.X; x <= nmax.X; x++, index2d++) {
bool column_is_open = false; // Is column open to overground
bool is_under_river = false; // Is column under river water
- bool is_tunnel = false; // Is tunnel or tunnel floor
+ bool is_under_tunnel = false; // Is tunnel or is under tunnel
+ // Indexes at column top
u32 vi = vm->m_area.index(x, nmax.Y, z);
u32 index3d = (z - nmin.Z) * m_zstride_1d + m_csize.Y * m_ystride +
- (x - nmin.X);
+ (x - nmin.X); // 3D noise index
// Biome of column
Biome *biome = (Biome *)m_bmgr->getRaw(biomemap[index2d]);
-
+ u16 depth_top = biome->depth_top;
+ u16 base_filler = depth_top + biome->depth_filler;
+ u16 depth_riverbed = biome->depth_riverbed;
+ u16 nplaced = 0;
// Don't excavate the overgenerated stone at nmax.Y + 1,
// this creates a 'roof' over the tunnel, preventing light in
// tunnels at mapchunk borders when generating mapchunks upwards.
@@ -112,20 +116,34 @@ void CavesNoiseIntersection::generateCaves(MMVManip *vm,
if (d1 * d2 > m_cave_width && m_ndef->get(c).is_ground_content) {
// In tunnel and ground content, excavate
vm->m_data[vi] = MapNode(CONTENT_AIR);
- is_tunnel = true;
- } else {
- // Not in tunnel or not ground content
- if (is_tunnel && column_is_open &&
- (c == biome->c_filler || c == biome->c_stone)) {
- // Tunnel entrance floor
- if (is_under_river)
+ is_under_tunnel = true;
+ } else if (column_is_open && is_under_tunnel &&
+ (c == biome->c_stone || c == biome->c_filler)) {
+ // Tunnel entrance floor, place biome surface nodes
+ if (is_under_river) {
+ if (nplaced < depth_riverbed) {
vm->m_data[vi] = MapNode(biome->c_riverbed);
- else
- vm->m_data[vi] = MapNode(biome->c_top);
+ nplaced++;
+ } else {
+ // Disable top/filler placement
+ column_is_open = false;
+ is_under_river = false;
+ is_under_tunnel = false;
+ }
+ } else if (nplaced < depth_top) {
+ vm->m_data[vi] = MapNode(biome->c_top);
+ nplaced++;
+ } else if (nplaced < base_filler) {
+ vm->m_data[vi] = MapNode(biome->c_filler);
+ nplaced++;
+ } else {
+ // Disable top/filler placement
+ column_is_open = false;
+ is_under_tunnel = false;
}
-
+ } else {
+ // Not tunnel or tunnel entrance floor
column_is_open = false;
- is_tunnel = false;
}
}
}