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authorPerttu Ahola <celeron55@gmail.com>2012-01-27 14:54:42 +0200
committerPerttu Ahola <celeron55@gmail.com>2012-03-27 19:01:52 +0300
commita57f4c23d8fa490f2aef8bd2bc15d9d4e3a7dbd5 (patch)
treec2ae52c2e620f363832fdf46a21b4f8dc407cfd2 /src/mapgen.cpp
parentd629f4d2fbb14476d19a5da55035efdeeacc3a42 (diff)
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Fix inexistent_top_provides_sunlight heuristic in make_block and remove clitch-causing optimization
Diffstat (limited to 'src/mapgen.cpp')
-rw-r--r--src/mapgen.cpp48
1 files changed, 9 insertions, 39 deletions
diff --git a/src/mapgen.cpp b/src/mapgen.cpp
index 0ce211f30..5cab6eab9 100644
--- a/src/mapgen.cpp
+++ b/src/mapgen.cpp
@@ -1505,7 +1505,7 @@ void make_block(BlockMakeData *data)
// Hack: use minimum block coordinates for old code that assumes
// a single block
- v3s16 blockpos = data->blockpos_min;
+ v3s16 blockpos = data->blockpos_requested;
/*dstream<<"makeBlock(): ("<<blockpos.X<<","<<blockpos.Y<<","
<<blockpos.Z<<")"<<std::endl;*/
@@ -1534,6 +1534,8 @@ void make_block(BlockMakeData *data)
/*
Get average ground level from noise
+ TODO: These are currently crap because they assume we are
+ dealing with a single MapBlock only. Fix them.
*/
s16 approx_groundlevel = (s16)get_sector_average_ground_level(
@@ -1551,42 +1553,11 @@ void make_block(BlockMakeData *data)
data->seed, v2s16(blockpos.X, blockpos.Z), 1);
// Maximum amount of ground above the bottom of the central block
s16 maximum_ground_depth = maximum_groundlevel - node_min.Y;
-
- #if 1
- /*
- Special case for high air or water: Just fill with air and water.
- */
- if(maximum_ground_depth < -20)
- {
- for(s16 x=node_min.X; x<=node_max.X; x++)
- for(s16 z=node_min.Z; z<=node_max.Z; z++)
- {
- // Node position
- v2s16 p2d(x,z);
- {
- // Use fast index incrementing
- v3s16 em = vmanip.m_area.getExtent();
- u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
- for(s16 y=node_min.Y; y<=node_max.Y; y++)
- {
- // Only modify places that have no content
- if(vmanip.m_data[i].getContent() == CONTENT_IGNORE)
- {
- if(y <= WATER_LEVEL)
- vmanip.m_data[i] = MapNode(LEGN(ndef, "CONTENT_WATERSOURCE"));
- else
- vmanip.m_data[i] = MapNode(CONTENT_AIR);
- }
-
- data->vmanip->m_area.add_y(em, i, 1);
- }
- }
- }
-
- // We're done
- return;
- }
- #endif
+
+ // Horribly wrong heuristic, but better than nothing
+ bool block_is_underground = (minimum_ground_depth >
+ MAP_BLOCKSIZE * (data->blockpos_max.X
+ - data->blockpos_min.X + 1) / 2);
/*
If block is deep underground, this is set to true and ground
@@ -2356,8 +2327,7 @@ void make_block(BlockMakeData *data)
voxalgo::clearLightAndCollectSources(vmanip, a, bank, ndef,
light_sources, unlight_from);
- // TODO: Get this from elsewhere
- bool inexistent_top_provides_sunlight = true;
+ bool inexistent_top_provides_sunlight = !block_is_underground;
voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
vmanip, a, inexistent_top_provides_sunlight,
light_sources, ndef);