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authorparamat <mat.gregory@virginmedia.com>2015-07-18 20:37:04 +0100
committerparamat <mat.gregory@virginmedia.com>2015-07-19 02:47:11 +0100
commit4046f3e302a3394bf376caf543cb643e1562bc5e (patch)
tree13108b00606930f5204f20f8bb633b56c2b5957e
parente47f390e0d37d7906bbbe6a082cc69e10235a3ba (diff)
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Cavegen: Mgv6: No small caves entirely above ground
Mgv5/mgv7: Remove 'should make cave hole' feature Remove ravine code
-rw-r--r--src/cavegen.cpp104
-rw-r--r--src/cavegen.h4
2 files changed, 36 insertions, 72 deletions
diff --git a/src/cavegen.cpp b/src/cavegen.cpp
index 8bb8b847a..0c14375ee 100644
--- a/src/cavegen.cpp
+++ b/src/cavegen.cpp
@@ -138,7 +138,7 @@ void CaveV5::makeTunnel(bool dirswitch) {
(float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
);
- // Do not make large caves that are above ground.
+ // 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);
@@ -193,20 +193,15 @@ void CaveV5::makeTunnel(bool dirswitch) {
// 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);
+ carveRoute(vec, f, randomize_xz);
orp = rp;
}
-void CaveV5::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
+void CaveV5::carveRoute(v3f vec, float f, bool randomize_xz) {
MapNode airnode(CONTENT_AIR);
MapNode waternode(c_water_source);
MapNode lavanode(c_lava_source);
@@ -230,15 +225,12 @@ void CaveV5::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
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);
+ s16 si2 = rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
for (s16 y0 = -si2; y0 <= si2; y0++) {
if (large_cave_is_flat) {
@@ -250,15 +242,6 @@ void CaveV5::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
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;
@@ -431,38 +414,36 @@ void CaveV6::makeTunnel(bool dirswitch) {
);
}
- // Do not make large caves that are entirely above ground.
+ // Do not make 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;
- }
+ 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
+ }
- if (p1.Y > h1 && p2.Y > h2) // If startpoint and endpoint are above ground
- return;
+ 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;
@@ -680,7 +661,7 @@ void CaveV7::makeTunnel(bool dirswitch) {
(float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
);
- // Do not make large caves that are above ground.
+ // 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);
@@ -735,20 +716,15 @@ void CaveV7::makeTunnel(bool dirswitch) {
// 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);
+ carveRoute(vec, f, randomize_xz);
orp = rp;
}
-void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
+void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz) {
MapNode airnode(CONTENT_AIR);
MapNode waternode(c_water_source);
MapNode lavanode(c_lava_source);
@@ -773,15 +749,12 @@ void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
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);
+ s16 si2 = rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
for (s16 y0 = -si2; y0 <= si2; y0++) {
if (large_cave_is_flat) {
@@ -793,15 +766,6 @@ void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
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;
diff --git a/src/cavegen.h b/src/cavegen.h
index 38ef57c5a..5d150802a 100644
--- a/src/cavegen.h
+++ b/src/cavegen.h
@@ -69,7 +69,7 @@ public:
CaveV5(MapgenV5 *mg, PseudoRandom *ps);
void makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height);
void makeTunnel(bool dirswitch);
- void carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine);
+ void carveRoute(v3f vec, float f, bool randomize_xz);
};
class CaveV6 {
@@ -158,7 +158,7 @@ public:
CaveV7(MapgenV7 *mg, PseudoRandom *ps);
void makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height);
void makeTunnel(bool dirswitch);
- void carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine);
+ void carveRoute(v3f vec, float f, bool randomize_xz);
};
#endif