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-rw-r--r--src/cavegen.cpp97
1 files changed, 42 insertions, 55 deletions
diff --git a/src/cavegen.cpp b/src/cavegen.cpp
index bc73b7206..59878c890 100644
--- a/src/cavegen.cpp
+++ b/src/cavegen.cpp
@@ -147,31 +147,10 @@ void CavesRandomWalk::makeTunnel(bool dirswitch)
// Do not make 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) * 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) * ystride + (p.X - node_min.X);
- s16 h = mg->heightmap[index];
- if (h < p.Y)
- return;
- } else if (p.Y > water_level) {
+ v3s16 p1 = v3s16(orp.X, orp.Y, orp.Z) + of + rs / 2;
+ v3s16 p2 = v3s16(vec.X, vec.Y, vec.Z) + p1;
+ if (isPosAboveSurface(p1) || isPosAboveSurface(p2))
return;
- }
vec += main_direction;
@@ -274,6 +253,22 @@ void CavesRandomWalk::carveRoute(v3f vec, float f, bool randomize_xz)
}
+inline bool CavesRandomWalk::isPosAboveSurface(v3s16 p)
+{
+ if (heightmap != NULL &&
+ p.Z >= node_min.Z && p.Z <= node_max.Z &&
+ p.X >= node_min.X && p.X <= node_max.X) {
+ u32 index = (p.Z - node_min.Z) * ystride + (p.X - node_min.X);
+ if (heightmap[index] < p.Y)
+ return true;
+ } else if (p.Y > water_level) {
+ return true;
+ }
+
+ return false;
+}
+
+
////
//// CavesV6
////
@@ -448,39 +443,18 @@ void CavesV6::makeTunnel(bool dirswitch)
);
}
- // Do not make caves that are entirely above ground, to fix
- // shadow bugs caused by overgenerated large caves.
+ // Do not make caves that are entirely above ground, to fix shadow bugs
+ // caused by overgenerated large caves.
// It is only necessary to check the startpoint and endpoint.
- v3s16 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) * ystride +
- (p1.X - node_min.X);
- h1 = 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) * ystride +
- (p2.X - node_min.X);
- h2 = heightmap[index2];
- } else {
- h2 = water_level;
- }
+ v3s16 p1 = v3s16(orp.X, orp.Y, orp.Z) + of + rs / 2;
+ v3s16 p2 = v3s16(vec.X, vec.Y, vec.Z) + p1;
- // If startpoint and endpoint are above ground,
- // disable placing of nodes in carveRoute while
- // still running all pseudorandom calls to ensure
- // caves consistent with existing worlds.
- bool tunnel_above_ground = p1.Y > h1 && p2.Y > h2;
+ // If startpoint and endpoint are above ground, disable placement of nodes
+ // in carveRoute while still running all PseudoRandom calls to ensure caves
+ // are consistent with existing worlds.
+ bool tunnel_above_ground =
+ p1.Y > getSurfaceFromHeightmap(p1) &&
+ p2.Y > getSurfaceFromHeightmap(p2);
vec += main_direction;
@@ -588,3 +562,16 @@ void CavesV6::carveRoute(v3f vec, float f, bool randomize_xz,
}
}
}
+
+
+inline s16 CavesV6::getSurfaceFromHeightmap(v3s16 p)
+{
+ if (heightmap != NULL &&
+ p.Z >= node_min.Z && p.Z <= node_max.Z &&
+ p.X >= node_min.X && p.X <= node_max.X) {
+ u32 index = (p.Z - node_min.Z) * ystride + (p.X - node_min.X);
+ return heightmap[index];
+ } else {
+ return water_level;
+ }
+}