///////////////////////////////////////// Caves V5
-CaveV5::CaveV5(MapgenV5 *mg, PseudoRandom *ps) {
+CaveV5::CaveV5(Mapgen *mg, PseudoRandom *ps)
+{
this->mg = mg;
this->vm = mg->vm;
this->ndef = mg->ndef;
this->water_level = mg->water_level;
this->ps = ps;
- this->c_water_source = mg->c_water_source;
- this->c_lava_source = mg->c_lava_source;
- this->c_ice = mg->c_ice;
+ c_water_source = ndef->getId("mapgen_water_source");
+ c_lava_source = ndef->getId("mapgen_lava_source");
+ c_ice = ndef->getId("mapgen_ice");
this->np_caveliquids = &nparams_caveliquids;
+ this->ystride = mg->csize.X;
+
+ if (c_ice == CONTENT_IGNORE)
+ c_ice = CONTENT_AIR;
dswitchint = ps->range(1, 14);
flooded = ps->range(1, 2) == 2;
}
-void CaveV5::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
+void CaveV5::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height)
+{
node_min = nmin;
node_max = nmax;
main_direction = v3f(0, 0, 0);
}
-void CaveV5::makeTunnel(bool dirswitch) {
-
+void CaveV5::makeTunnel(bool dirswitch)
+{
// Randomize size
s16 min_d = min_tunnel_diameter;
s16 max_d = max_tunnel_diameter;
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) * mg->ystride + (p.X - node_min.X);
+ u32 index = (p.Z - node_min.Z) * ystride + (p.X - node_min.X);
s16 h = mg->heightmap[index];
if (h < p.Y)
return;
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) * mg->ystride + (p.X - node_min.X);
+ u32 index = (p.Z - node_min.Z) * ystride + (p.X - node_min.X);
s16 h = mg->heightmap[index];
if (h < p.Y)
return;
}
-void CaveV5::carveRoute(v3f vec, float f, bool randomize_xz) {
+void CaveV5::carveRoute(v3f vec, float f, bool randomize_xz)
+{
MapNode airnode(CONTENT_AIR);
MapNode waternode(c_water_source);
MapNode lavanode(c_lava_source);
float nval = NoisePerlin3D(np_caveliquids, startp.X,
startp.Y, startp.Z, mg->seed);
- MapNode liquidnode = nval < 0.40 ? lavanode : waternode;
+ MapNode liquidnode = (nval < 0.40 && node_max.Y < MGV5_LAVA_DEPTH) ?
+ lavanode : waternode;
v3f fp = orp + vec * f;
fp.X += 0.1 * ps->range(-10, 10);
///////////////////////////////////////// Caves V6
-CaveV6::CaveV6(MapgenV6 *mg, PseudoRandom *ps, PseudoRandom *ps2, bool is_large_cave) {
+CaveV6::CaveV6(MapgenV6 *mg, PseudoRandom *ps, PseudoRandom *ps2, bool is_large_cave)
+{
this->mg = mg;
this->vm = mg->vm;
this->ndef = mg->ndef;
}
-void CaveV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
+void CaveV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height)
+{
node_min = nmin;
node_max = nmax;
max_stone_y = max_stone_height;
}
-void CaveV6::makeTunnel(bool dirswitch) {
+void CaveV6::makeTunnel(bool dirswitch)
+{
if (dirswitch && !large_cave) {
main_direction = v3f(
((float)(ps->next() % 20) - (float)10) / 10,
);
}
- // Do not make caves that are entirely above ground.
+ // 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);
h2 = water_level;
}
- if (p1.Y > h1 && p2.Y > h2) // If startpoint and endpoint are above ground
- return;
+ // 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;
vec += main_direction;
// Carve routes
for (float f = 0; f < 1.0; f += 1.0 / veclen)
- carveRoute(vec, f, randomize_xz);
+ carveRoute(vec, f, randomize_xz, tunnel_above_ground);
orp = rp;
}
-void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz) {
+void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz, bool tunnel_above_ground)
+{
MapNode airnode(CONTENT_AIR);
MapNode waternode(c_water_source);
MapNode lavanode(c_lava_source);
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++) {
+ if (tunnel_above_ground)
+ continue;
+
s16 maxabsxz = MYMAX(abs(x0), abs(z0));
s16 si2 = rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
for (s16 y0 = -si2; y0 <= si2; y0++) {
///////////////////////////////////////// Caves V7
-CaveV7::CaveV7(MapgenV7 *mg, PseudoRandom *ps) {
+CaveV7::CaveV7(MapgenV7 *mg, PseudoRandom *ps)
+{
this->mg = mg;
this->vm = mg->vm;
this->ndef = mg->ndef;
}
-void CaveV7::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
+void CaveV7::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height)
+{
node_min = nmin;
node_max = nmax;
max_stone_y = max_stone_height;
}
-void CaveV7::makeTunnel(bool dirswitch) {
-
+void CaveV7::makeTunnel(bool dirswitch)
+{
// Randomize size
s16 min_d = min_tunnel_diameter;
s16 max_d = max_tunnel_diameter;
}
-void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz) {
+void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz)
+{
MapNode airnode(CONTENT_AIR);
MapNode waternode(c_water_source);
MapNode lavanode(c_lava_source);
}
}
}
-