);
}
+ // Do not make large caves that are entirely above ground.
+ // It is only necessary to check the startpoint and endpoint.
+ if (large_cave) {
+ v3s16 orpi(orp.X, orp.Y, orp.Z);
+ v3s16 veci(vec.X, vec.Y, vec.Z);
+ s16 h1;
+ s16 h2;
+
+ v3s16 p1 = orpi + veci + of + rs / 2;
+ if (p1.Z >= node_min.Z && p1.Z <= node_max.Z &&
+ p1.X >= node_min.X && p1.X <= node_max.X) {
+ u32 index1 = (p1.Z - node_min.Z) * mg->ystride + (p1.X - node_min.X);
+ h1 = mg->heightmap[index1];
+ } else {
+ h1 = water_level; // If not in heightmap
+ }
+
+ v3s16 p2 = orpi + of + rs / 2;
+ if (p2.Z >= node_min.Z && p2.Z <= node_max.Z &&
+ p2.X >= node_min.X && p2.X <= node_max.X) {
+ u32 index2 = (p2.Z - node_min.Z) * mg->ystride + (p2.X - node_min.X);
+ h2 = mg->heightmap[index2];
+ } else {
+ h2 = water_level;
+ }
+
+ if (p1.Y > h1 && p2.Y > h2) // If startpoint and endpoint are above ground
+ return;
+ }
+
vec += main_direction;
v3f rp = orp + vec;
this->m_emerge = emerge;
this->ystride = csize.X; //////fix this
+ this->heightmap = new s16[csize.X * csize.Z];
+
MapgenV6Params *sp = (MapgenV6Params *)params->sparams;
this->spflags = sp->spflags;
this->freq_desert = sp->freq_desert;
}
+ // Create heightmap after mudflow
+ updateHeightmap(node_min, node_max);
+
// Add dungeons
if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
DungeonParams dp;