From 2ba8ad1dfe2698cf9820a6dde3b40423cd719ddf Mon Sep 17 00:00:00 2001 From: paramat Date: Wed, 20 Jul 2016 00:23:08 +0100 Subject: Mgvalleys / cavegen: Place riverbed nodes under river water When a CavesNoiseIntersection tunnel intersects a river place biome 'riverbed' nodes in tunnel entrance instead of biome 'top' nodes. --- src/cavegen.cpp | 13 +++++++++++-- 1 file changed, 11 insertions(+), 2 deletions(-) (limited to 'src/cavegen.cpp') diff --git a/src/cavegen.cpp b/src/cavegen.cpp index dc7355fe0..bb6aa25a6 100644 --- a/src/cavegen.cpp +++ b/src/cavegen.cpp @@ -79,6 +79,7 @@ void CavesNoiseIntersection::generateCaves(MMVManip *vm, for (s16 z = nmin.Z; z <= nmax.Z; z++) for (s16 x = nmin.X; x <= nmax.X; x++, index2d++) { bool column_is_open = false; // Is column open to overground + bool is_under_river = false; // Is column under river water bool is_tunnel = false; // Is tunnel or tunnel floor u32 vi = vm->m_area.index(x, nmax.Y, z); u32 index3d = (z - nmin.Z) * m_zstride_1d + m_csize.Y * m_ystride + @@ -99,6 +100,10 @@ void CavesNoiseIntersection::generateCaves(MMVManip *vm, c == biome->c_water) { column_is_open = true; continue; + } else if (c == biome->c_river_water) { + column_is_open = true; + is_under_river = true; + continue; } // Ground float d1 = contour(noise_cave1->result[index3d]); @@ -111,9 +116,13 @@ void CavesNoiseIntersection::generateCaves(MMVManip *vm, } else { // Not in tunnel or not ground content if (is_tunnel && column_is_open && - (c == biome->c_filler || c == biome->c_stone)) + (c == biome->c_filler || c == biome->c_stone)) { // Tunnel entrance floor - vm->m_data[vi] = MapNode(biome->c_top); + if (is_under_river) + vm->m_data[vi] = MapNode(biome->c_riverbed); + else + vm->m_data[vi] = MapNode(biome->c_top); + } column_is_open = false; is_tunnel = false; -- cgit v1.2.3