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-rw-r--r--src/cavegen.cpp49
-rw-r--r--src/cavegen.h19
-rw-r--r--src/mapgen_v6.cpp2
3 files changed, 41 insertions, 29 deletions
diff --git a/src/cavegen.cpp b/src/cavegen.cpp
index 59274101e..e6e21be40 100644
--- a/src/cavegen.cpp
+++ b/src/cavegen.cpp
@@ -277,10 +277,12 @@ void CavesRandomWalk::carveRoute(v3f vec, float f, bool randomize_xz)
}
-///////////////////////////////////////// Caves V6
+////
+//// CavesV6
+////
-
-CaveV6::CaveV6(MapgenV6 *mg, PseudoRandom *ps, PseudoRandom *ps2, bool is_large_cave)
+CavesV6::CavesV6(MapgenV6 *mg, PseudoRandom *ps, PseudoRandom *ps2,
+ bool is_large_cave)
{
this->mg = mg;
this->vm = mg->vm;
@@ -295,23 +297,22 @@ CaveV6::CaveV6(MapgenV6 *mg, PseudoRandom *ps, PseudoRandom *ps2, bool is_large_
min_tunnel_diameter = 2;
max_tunnel_diameter = ps->range(2, 6);
dswitchint = ps->range(1, 14);
- flooded = true;
if (large_cave) {
- part_max_length_rs = ps->range(2,4);
- tunnel_routepoints = ps->range(5, ps->range(15,30));
+ part_max_length_rs = ps->range(2, 4);
+ tunnel_routepoints = ps->range(5, ps->range(15, 30));
min_tunnel_diameter = 5;
- max_tunnel_diameter = ps->range(7, ps->range(8,24));
+ max_tunnel_diameter = ps->range(7, ps->range(8, 24));
} else {
- part_max_length_rs = ps->range(2,9);
- tunnel_routepoints = ps->range(10, ps->range(15,30));
+ part_max_length_rs = ps->range(2, 9);
+ tunnel_routepoints = ps->range(10, ps->range(15, 30));
}
- large_cave_is_flat = (ps->range(0,1) == 0);
+ large_cave_is_flat = (ps->range(0, 1) == 0);
}
-void CaveV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height)
+void CavesV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height)
{
node_min = nmin;
node_max = nmax;
@@ -328,8 +329,8 @@ void CaveV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height)
const s16 max_spread_amount = MAP_BLOCKSIZE;
s16 insure = 10;
s16 more = MYMAX(max_spread_amount - max_tunnel_diameter / 2 - insure, 1);
- ar += v3s16(1,0,1) * more * 2;
- of -= v3s16(1,0,1) * more;
+ ar += v3s16(1, 0, 1) * more * 2;
+ of -= v3s16(1, 0, 1) * more;
route_y_min = 0;
// Allow half a diameter + 7 over stone surface
@@ -339,20 +340,20 @@ void CaveV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height)
route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
if (large_cave) {
- s16 min = 0;
+ s16 minpos = 0;
if (node_min.Y < water_level && node_max.Y > water_level) {
- min = water_level - max_tunnel_diameter/3 - of.Y;
- route_y_max = water_level + max_tunnel_diameter/3 - of.Y;
+ minpos = water_level - max_tunnel_diameter / 3 - of.Y;
+ route_y_max = water_level + max_tunnel_diameter / 3 - of.Y;
}
- route_y_min = ps->range(min, min + max_tunnel_diameter);
+ route_y_min = ps->range(minpos, minpos + max_tunnel_diameter);
route_y_min = rangelim(route_y_min, 0, route_y_max);
}
s16 route_start_y_min = route_y_min;
s16 route_start_y_max = route_y_max;
- route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
- route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1);
+ route_start_y_min = rangelim(route_start_y_min, 0, ar.Y - 1);
+ route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1);
// Randomize starting position
orp = v3f(
@@ -379,7 +380,7 @@ void CaveV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height)
}
-void CaveV6::makeTunnel(bool dirswitch)
+void CavesV6::makeTunnel(bool dirswitch)
{
if (dirswitch && !large_cave) {
main_direction = v3f(
@@ -496,7 +497,8 @@ void CaveV6::makeTunnel(bool dirswitch)
}
-void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz, bool tunnel_above_ground)
+void CavesV6::carveRoute(v3f vec, float f, bool randomize_xz,
+ bool tunnel_above_ground)
{
MapNode airnode(CONTENT_AIR);
MapNode waternode(c_water_source);
@@ -547,11 +549,10 @@ void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz, bool tunnel_above_g
int full_ymin = node_min.Y - MAP_BLOCKSIZE;
int full_ymax = node_max.Y + MAP_BLOCKSIZE;
- if (flooded && full_ymin < water_level &&
- full_ymax > water_level) {
+ if (full_ymin < water_level && full_ymax > water_level) {
vm->m_data[i] = (p.Y <= water_level) ?
waternode : airnode;
- } else if (flooded && full_ymax < water_level) {
+ } else if (full_ymax < water_level) {
vm->m_data[i] = (p.Y < startp.Y - 2) ?
lavanode : airnode;
} else {
diff --git a/src/cavegen.h b/src/cavegen.h
index c907fe294..b50455c1c 100644
--- a/src/cavegen.h
+++ b/src/cavegen.h
@@ -72,7 +72,20 @@ public:
void carveRoute(v3f vec, float f, bool randomize_xz);
};
-class CaveV6 {
+/*
+ CavesV6 is the original version of caves used with Mapgen V6.
+
+ Though it uses the same fundamental algorithm as CavesRandomWalk, it is made
+ separate to preserve the exact sequence of PseudoRandom calls - any change
+ to this ordering results in the output being radically different.
+ Because caves in Mapgen V6 are responsible for a large portion of the basic
+ terrain shape, modifying this will break our contract of reverse
+ compatibility for a 'stable' mapgen such as V6.
+
+ tl;dr,
+ *** DO NOT TOUCH THIS CLASS UNLESS YOU KNOW WHAT YOU ARE DOING ***
+*/
+class CavesV6 {
public:
MapgenV6 *mg;
MMVManip *vm;
@@ -86,7 +99,6 @@ public:
bool large_cave;
bool large_cave_is_flat;
- bool flooded;
s16 max_stone_y;
v3s16 node_min;
@@ -109,8 +121,7 @@ public:
int water_level;
- CaveV6() {}
- CaveV6(MapgenV6 *mg, PseudoRandom *ps, PseudoRandom *ps2, bool large_cave);
+ CavesV6(MapgenV6 *mg, PseudoRandom *ps, PseudoRandom *ps2, bool large_cave);
void makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height);
void makeTunnel(bool dirswitch);
void carveRoute(v3f vec, float f, bool randomize_xz, bool tunnel_above_ground);
diff --git a/src/mapgen_v6.cpp b/src/mapgen_v6.cpp
index c389b2ed4..d143f12e9 100644
--- a/src/mapgen_v6.cpp
+++ b/src/mapgen_v6.cpp
@@ -1067,7 +1067,7 @@ void MapgenV6::generateCaves(int max_stone_y)
for (u32 i = 0; i < caves_count + bruises_count; i++) {
bool large_cave = (i >= caves_count);
- CaveV6 cave(this, &ps, &ps2, large_cave);
+ CavesV6 cave(this, &ps, &ps2, large_cave);
cave.makeCave(node_min, node_max, max_stone_y);
}