diff options
-rw-r--r-- | src/mapgen_valleys.cpp | 83 |
1 files changed, 39 insertions, 44 deletions
diff --git a/src/mapgen_valleys.cpp b/src/mapgen_valleys.cpp index be122aace..3926deb4a 100644 --- a/src/mapgen_valleys.cpp +++ b/src/mapgen_valleys.cpp @@ -921,14 +921,13 @@ void MapgenValleys::generateCaves(s16 max_stone_y) } u32 index_2d = 0; - u32 index_3d = 0; for (s16 z = node_min.Z; z <= node_max.Z; z++) for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) { Biome *biome = (Biome *)bmgr->getRaw(biomemap[index_2d]); - bool air_above = false; + bool tunnel_air_above = false; bool underground = false; u32 index_data = vm->m_area.index(x, node_max.Y, z); - index_3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride + (x - node_min.X); + u32 index_3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride + (x - node_min.X); // Dig caves on down loop to check for air above. // Don't excavate the overgenerated stone at node_max.Y + 1, @@ -942,12 +941,10 @@ void MapgenValleys::generateCaves(s16 max_stone_y) float terrain = noise_terrain_height->result[index_2d]; // Saves some time. - if (y > terrain + 10) { - air_above = true; + if (y > terrain + 10) continue; - } else if (y < terrain - 40) { + else if (y < terrain - 40) underground = true; - } // Dig massive caves. if (node_max.Y <= massive_cave_depth @@ -955,6 +952,7 @@ void MapgenValleys::generateCaves(s16 max_stone_y) > tcave_cache[y - node_min.Y + 1]) { vm->m_data[index_data] = n_air; made_a_big_one = true; + continue; } content_t c = vm->m_data[index_data].getContent(); @@ -963,54 +961,51 @@ void MapgenValleys::generateCaves(s16 max_stone_y) // River water is not set as ground content // in the default game. This can produce strange results - // when a cave undercuts a river. However, that's not for + // when a tunnel undercuts a river. However, that's not for // the mapgen to correct. Fix it in lua. - if (c == CONTENT_AIR) { - air_above = true; - } else if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) { - // in a cave + if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) { + // in a tunnel vm->m_data[index_data] = n_air; - air_above = true; - } else if (air_above && (c == biome->c_filler || c == biome->c_stone)) { - // at the cave floor - s16 sr = ps.range(0,39); - u32 j = index_data; - vm->m_area.add_y(em, j, 1); - - if (sr > terrain - y) { - // Put dirt in caves near the surface. - if (underground) - vm->m_data[index_data] = MapNode(biome->c_filler); - else - vm->m_data[index_data] = MapNode(biome->c_top); - } else if (sr < 3 && underground) { - sr = abs(ps.next()); - if (lava_features_lim > 0 && y <= lava_max_height - && c == biome->c_stone && sr < lava_chance) - vm->m_data[j] = n_lava; - - sr -= lava_chance; - - // If sr < 0 then we should have already placed lava -- - // don't immediately dump water on it. - if (water_features_lim > 0 && y <= cave_water_max_height - && sr >= 0 && sr < water_chance) - vm->m_data[j] = n_water; + tunnel_air_above = true; + } else if (c == biome->c_filler || c == biome->c_stone) { + if (tunnel_air_above) { + // at the tunnel floor + s16 sr = ps.range(0, 39); + u32 j = index_data; + vm->m_area.add_y(em, j, 1); + + if (sr > terrain - y) { + // Put dirt in tunnels near the surface. + if (underground) + vm->m_data[index_data] = MapNode(biome->c_filler); + else + vm->m_data[index_data] = MapNode(biome->c_top); + } else if (sr < 3 && underground) { + sr = abs(ps.next()); + if (lava_features_lim > 0 && y <= lava_max_height + && c == biome->c_stone && sr < lava_chance) + vm->m_data[j] = n_lava; + + sr -= lava_chance; + + // If sr < 0 then we should have already placed lava -- + // don't immediately dump water on it. + if (water_features_lim > 0 && y <= cave_water_max_height + && sr >= 0 && sr < water_chance) + vm->m_data[j] = n_water; + } } - air_above = false; - underground = true; - } else if (c == biome->c_filler || c == biome->c_stone) { - air_above = false; + tunnel_air_above = false; underground = true; } else { - air_above = false; + tunnel_air_above = false; } } } - if (node_max.Y <= large_cave_depth && (!made_a_big_one)) { + if (node_max.Y <= large_cave_depth && !made_a_big_one) { u32 bruises_count = ps.range(0, 2); for (u32 i = 0; i < bruises_count; i++) { CaveV5 cave(this, &ps); |