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Mgv6: Add heightmap. Do not make large caves that are entirely above ground
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2 changed files with 35 additions and 0 deletions
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@ -173,6 +173,36 @@ void CaveV6::makeTunnel(bool dirswitch) {
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);
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}
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// Do not make large caves that are entirely above ground.
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// It is only necessary to check the startpoint and endpoint.
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if (large_cave) {
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v3s16 orpi(orp.X, orp.Y, orp.Z);
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v3s16 veci(vec.X, vec.Y, vec.Z);
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s16 h1;
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s16 h2;
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v3s16 p1 = orpi + veci + of + rs / 2;
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if (p1.Z >= node_min.Z && p1.Z <= node_max.Z &&
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p1.X >= node_min.X && p1.X <= node_max.X) {
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u32 index1 = (p1.Z - node_min.Z) * mg->ystride + (p1.X - node_min.X);
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h1 = mg->heightmap[index1];
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} else {
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h1 = water_level; // If not in heightmap
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}
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v3s16 p2 = orpi + of + rs / 2;
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if (p2.Z >= node_min.Z && p2.Z <= node_max.Z &&
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p2.X >= node_min.X && p2.X <= node_max.X) {
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u32 index2 = (p2.Z - node_min.Z) * mg->ystride + (p2.X - node_min.X);
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h2 = mg->heightmap[index2];
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} else {
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h2 = water_level;
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}
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if (p1.Y > h1 && p2.Y > h2) // If startpoint and endpoint are above ground
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return;
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}
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vec += main_direction;
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v3f rp = orp + vec;
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