Files
luanti/src/mapgen/mapgen_carpathian.cpp
Paramat 2a74727857 Randomwalk caves: Add parameters for number, proportion flooded. Allow small caves (#8928)
Add mapgen parameters to set the range of the random number of
randomwalk caves per mapchunk, and to set the proportion that are
flooded with liquids.
Default values are, for now, unchanged from the previous hardcoded
values.

Add parameters to allow small randomwalk caves
Disabled by default for now as they have never been present in the
non-mgv6 mapgens.
2019-11-08 03:09:43 +00:00

577 lines
22 KiB
C++

/*
Minetest
Copyright (C) 2017-2019 vlapsley, Vaughan Lapsley <vlapsley@gmail.com>
Copyright (C) 2017-2019 paramat
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include <cmath>
#include "mapgen.h"
#include "voxel.h"
#include "noise.h"
#include "mapblock.h"
#include "mapnode.h"
#include "map.h"
#include "content_sao.h"
#include "nodedef.h"
#include "voxelalgorithms.h"
//#include "profiler.h" // For TimeTaker
#include "settings.h" // For g_settings
#include "emerge.h"
#include "dungeongen.h"
#include "cavegen.h"
#include "mg_biome.h"
#include "mg_ore.h"
#include "mg_decoration.h"
#include "mapgen_carpathian.h"
FlagDesc flagdesc_mapgen_carpathian[] = {
{"caverns", MGCARPATHIAN_CAVERNS},
{"rivers", MGCARPATHIAN_RIVERS},
{NULL, 0}
};
///////////////////////////////////////////////////////////////////////////////
MapgenCarpathian::MapgenCarpathian(MapgenCarpathianParams *params, EmergeManager *emerge)
: MapgenBasic(MAPGEN_CARPATHIAN, params, emerge)
{
base_level = params->base_level;
river_width = params->river_width;
river_depth = params->river_depth;
valley_width = params->valley_width;
spflags = params->spflags;
cave_width = params->cave_width;
large_cave_depth = params->large_cave_depth;
lava_depth = params->lava_depth;
small_cave_num_min = params->small_cave_num_min;
small_cave_num_max = params->small_cave_num_max;
large_cave_num_min = params->large_cave_num_min;
large_cave_num_max = params->large_cave_num_max;
large_cave_flooded = params->large_cave_flooded;
cavern_limit = params->cavern_limit;
cavern_taper = params->cavern_taper;
cavern_threshold = params->cavern_threshold;
dungeon_ymin = params->dungeon_ymin;
dungeon_ymax = params->dungeon_ymax;
grad_wl = 1 - water_level;
//// 2D Terrain noise
noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
noise_height1 = new Noise(&params->np_height1, seed, csize.X, csize.Z);
noise_height2 = new Noise(&params->np_height2, seed, csize.X, csize.Z);
noise_height3 = new Noise(&params->np_height3, seed, csize.X, csize.Z);
noise_height4 = new Noise(&params->np_height4, seed, csize.X, csize.Z);
noise_hills_terrain = new Noise(&params->np_hills_terrain, seed, csize.X, csize.Z);
noise_ridge_terrain = new Noise(&params->np_ridge_terrain, seed, csize.X, csize.Z);
noise_step_terrain = new Noise(&params->np_step_terrain, seed, csize.X, csize.Z);
noise_hills = new Noise(&params->np_hills, seed, csize.X, csize.Z);
noise_ridge_mnt = new Noise(&params->np_ridge_mnt, seed, csize.X, csize.Z);
noise_step_mnt = new Noise(&params->np_step_mnt, seed, csize.X, csize.Z);
if (spflags & MGCARPATHIAN_RIVERS)
noise_rivers = new Noise(&params->np_rivers, seed, csize.X, csize.Z);
//// 3D terrain noise
// 1 up 1 down overgeneration
noise_mnt_var = new Noise(&params->np_mnt_var, seed, csize.X, csize.Y + 2, csize.Z);
//// Cave noise
MapgenBasic::np_cave1 = params->np_cave1;
MapgenBasic::np_cave2 = params->np_cave2;
MapgenBasic::np_cavern = params->np_cavern;
MapgenBasic::np_dungeons = params->np_dungeons;
}
MapgenCarpathian::~MapgenCarpathian()
{
delete noise_filler_depth;
delete noise_height1;
delete noise_height2;
delete noise_height3;
delete noise_height4;
delete noise_hills_terrain;
delete noise_ridge_terrain;
delete noise_step_terrain;
delete noise_hills;
delete noise_ridge_mnt;
delete noise_step_mnt;
if (spflags & MGCARPATHIAN_RIVERS)
delete noise_rivers;
delete noise_mnt_var;
}
MapgenCarpathianParams::MapgenCarpathianParams():
np_filler_depth (0, 1, v3f(128, 128, 128), 261, 3, 0.7, 2.0),
np_height1 (0, 5, v3f(251, 251, 251), 9613, 5, 0.5, 2.0),
np_height2 (0, 5, v3f(383, 383, 383), 1949, 5, 0.5, 2.0),
np_height3 (0, 5, v3f(509, 509, 509), 3211, 5, 0.5, 2.0),
np_height4 (0, 5, v3f(631, 631, 631), 1583, 5, 0.5, 2.0),
np_hills_terrain (1, 1, v3f(1301, 1301, 1301), 1692, 5, 0.5, 2.0),
np_ridge_terrain (1, 1, v3f(1889, 1889, 1889), 3568, 5, 0.5, 2.0),
np_step_terrain (1, 1, v3f(1889, 1889, 1889), 4157, 5, 0.5, 2.0),
np_hills (0, 3, v3f(257, 257, 257), 6604, 6, 0.5, 2.0),
np_ridge_mnt (0, 12, v3f(743, 743, 743), 5520, 6, 0.7, 2.0),
np_step_mnt (0, 8, v3f(509, 509, 509), 2590, 6, 0.6, 2.0),
np_rivers (0, 1, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0),
np_mnt_var (0, 1, v3f(499, 499, 499), 2490, 5, 0.55, 2.0),
np_cave1 (0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0),
np_cavern (0, 1, v3f(384, 128, 384), 723, 5, 0.63, 2.0),
np_dungeons (0.9, 0.5, v3f(500, 500, 500), 0, 2, 0.8, 2.0)
{
}
void MapgenCarpathianParams::readParams(const Settings *settings)
{
settings->getFlagStrNoEx("mgcarpathian_spflags", spflags, flagdesc_mapgen_carpathian);
settings->getFloatNoEx("mgcarpathian_base_level", base_level);
settings->getFloatNoEx("mgcarpathian_river_width", river_width);
settings->getFloatNoEx("mgcarpathian_river_depth", river_depth);
settings->getFloatNoEx("mgcarpathian_valley_width", valley_width);
settings->getFloatNoEx("mgcarpathian_cave_width", cave_width);
settings->getS16NoEx("mgcarpathian_large_cave_depth", large_cave_depth);
settings->getS16NoEx("mgcarpathian_lava_depth", lava_depth);
settings->getU16NoEx("mgcarpathian_small_cave_num_min", small_cave_num_min);
settings->getU16NoEx("mgcarpathian_small_cave_num_max", small_cave_num_max);
settings->getU16NoEx("mgcarpathian_large_cave_num_min", large_cave_num_min);
settings->getU16NoEx("mgcarpathian_large_cave_num_max", large_cave_num_max);
settings->getFloatNoEx("mgcarpathian_large_cave_flooded", large_cave_flooded);
settings->getS16NoEx("mgcarpathian_cavern_limit", cavern_limit);
settings->getS16NoEx("mgcarpathian_cavern_taper", cavern_taper);
settings->getFloatNoEx("mgcarpathian_cavern_threshold", cavern_threshold);
settings->getS16NoEx("mgcarpathian_dungeon_ymin", dungeon_ymin);
settings->getS16NoEx("mgcarpathian_dungeon_ymax", dungeon_ymax);
settings->getNoiseParams("mgcarpathian_np_filler_depth", np_filler_depth);
settings->getNoiseParams("mgcarpathian_np_height1", np_height1);
settings->getNoiseParams("mgcarpathian_np_height2", np_height2);
settings->getNoiseParams("mgcarpathian_np_height3", np_height3);
settings->getNoiseParams("mgcarpathian_np_height4", np_height4);
settings->getNoiseParams("mgcarpathian_np_hills_terrain", np_hills_terrain);
settings->getNoiseParams("mgcarpathian_np_ridge_terrain", np_ridge_terrain);
settings->getNoiseParams("mgcarpathian_np_step_terrain", np_step_terrain);
settings->getNoiseParams("mgcarpathian_np_hills", np_hills);
settings->getNoiseParams("mgcarpathian_np_ridge_mnt", np_ridge_mnt);
settings->getNoiseParams("mgcarpathian_np_step_mnt", np_step_mnt);
settings->getNoiseParams("mgcarpathian_np_rivers", np_rivers);
settings->getNoiseParams("mgcarpathian_np_mnt_var", np_mnt_var);
settings->getNoiseParams("mgcarpathian_np_cave1", np_cave1);
settings->getNoiseParams("mgcarpathian_np_cave2", np_cave2);
settings->getNoiseParams("mgcarpathian_np_cavern", np_cavern);
settings->getNoiseParams("mgcarpathian_np_dungeons", np_dungeons);
}
void MapgenCarpathianParams::writeParams(Settings *settings) const
{
settings->setFlagStr("mgcarpathian_spflags", spflags, flagdesc_mapgen_carpathian, U32_MAX);
settings->setFloat("mgcarpathian_base_level", base_level);
settings->setFloat("mgcarpathian_river_width", river_width);
settings->setFloat("mgcarpathian_river_depth", river_depth);
settings->setFloat("mgcarpathian_valley_width", valley_width);
settings->setFloat("mgcarpathian_cave_width", cave_width);
settings->setS16("mgcarpathian_large_cave_depth", large_cave_depth);
settings->setS16("mgcarpathian_lava_depth", lava_depth);
settings->setU16("mgcarpathian_small_cave_num_min", small_cave_num_min);
settings->setU16("mgcarpathian_small_cave_num_max", small_cave_num_max);
settings->setU16("mgcarpathian_large_cave_num_min", large_cave_num_min);
settings->setU16("mgcarpathian_large_cave_num_max", large_cave_num_max);
settings->setFloat("mgcarpathian_large_cave_flooded", large_cave_flooded);
settings->setS16("mgcarpathian_cavern_limit", cavern_limit);
settings->setS16("mgcarpathian_cavern_taper", cavern_taper);
settings->setFloat("mgcarpathian_cavern_threshold", cavern_threshold);
settings->setS16("mgcarpathian_dungeon_ymin", dungeon_ymin);
settings->setS16("mgcarpathian_dungeon_ymax", dungeon_ymax);
settings->setNoiseParams("mgcarpathian_np_filler_depth", np_filler_depth);
settings->setNoiseParams("mgcarpathian_np_height1", np_height1);
settings->setNoiseParams("mgcarpathian_np_height2", np_height2);
settings->setNoiseParams("mgcarpathian_np_height3", np_height3);
settings->setNoiseParams("mgcarpathian_np_height4", np_height4);
settings->setNoiseParams("mgcarpathian_np_hills_terrain", np_hills_terrain);
settings->setNoiseParams("mgcarpathian_np_ridge_terrain", np_ridge_terrain);
settings->setNoiseParams("mgcarpathian_np_step_terrain", np_step_terrain);
settings->setNoiseParams("mgcarpathian_np_hills", np_hills);
settings->setNoiseParams("mgcarpathian_np_ridge_mnt", np_ridge_mnt);
settings->setNoiseParams("mgcarpathian_np_step_mnt", np_step_mnt);
settings->setNoiseParams("mgcarpathian_np_rivers", np_rivers);
settings->setNoiseParams("mgcarpathian_np_mnt_var", np_mnt_var);
settings->setNoiseParams("mgcarpathian_np_cave1", np_cave1);
settings->setNoiseParams("mgcarpathian_np_cave2", np_cave2);
settings->setNoiseParams("mgcarpathian_np_cavern", np_cavern);
settings->setNoiseParams("mgcarpathian_np_dungeons", np_dungeons);
}
////////////////////////////////////////////////////////////////////////////////
// Lerp function
inline float MapgenCarpathian::getLerp(float noise1, float noise2, float mod)
{
return noise1 + mod * (noise2 - noise1);
}
// Steps function
float MapgenCarpathian::getSteps(float noise)
{
float w = 0.5f;
float k = std::floor(noise / w);
float f = (noise - k * w) / w;
float s = std::fmin(2.f * f, 1.f);
return (k + s) * w;
}
////////////////////////////////////////////////////////////////////////////////
void MapgenCarpathian::makeChunk(BlockMakeData *data)
{
// Pre-conditions
assert(data->vmanip);
assert(data->nodedef);
assert(data->blockpos_requested.X >= data->blockpos_min.X &&
data->blockpos_requested.Y >= data->blockpos_min.Y &&
data->blockpos_requested.Z >= data->blockpos_min.Z);
assert(data->blockpos_requested.X <= data->blockpos_max.X &&
data->blockpos_requested.Y <= data->blockpos_max.Y &&
data->blockpos_requested.Z <= data->blockpos_max.Z);
this->generating = true;
this->vm = data->vmanip;
this->ndef = data->nodedef;
v3s16 blockpos_min = data->blockpos_min;
v3s16 blockpos_max = data->blockpos_max;
node_min = blockpos_min * MAP_BLOCKSIZE;
node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
// Create a block-specific seed
blockseed = getBlockSeed2(full_node_min, seed);
// Generate terrain
s16 stone_surface_max_y = generateTerrain();
// Create heightmap
updateHeightmap(node_min, node_max);
// Init biome generator, place biome-specific nodes, and build biomemap
if (flags & MG_BIOMES) {
biomegen->calcBiomeNoise(node_min);
generateBiomes();
}
// Generate tunnels, caverns and large randomwalk caves
if (flags & MG_CAVES) {
// Generate tunnels first as caverns confuse them
generateCavesNoiseIntersection(stone_surface_max_y);
// Generate caverns
bool near_cavern = false;
if (spflags & MGCARPATHIAN_CAVERNS)
near_cavern = generateCavernsNoise(stone_surface_max_y);
// Generate large randomwalk caves
if (near_cavern)
// Disable large randomwalk caves in this mapchunk by setting
// 'large cave depth' to world base. Avoids excessive liquid in
// large caverns and floating blobs of overgenerated liquid.
generateCavesRandomWalk(stone_surface_max_y,
-MAX_MAP_GENERATION_LIMIT);
else
generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
}
// Generate the registered ores
m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
// Generate dungeons
if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
full_node_max.Y <= dungeon_ymax)
generateDungeons(stone_surface_max_y);
// Generate the registered decorations
if (flags & MG_DECORATIONS)
m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
// Sprinkle some dust on top after everything else was generated
if (flags & MG_BIOMES)
dustTopNodes();
// Update liquids
updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
// Calculate lighting
if (flags & MG_LIGHT) {
calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
full_node_min, full_node_max);
}
this->generating = false;
}
////////////////////////////////////////////////////////////////////////////////
int MapgenCarpathian::getSpawnLevelAtPoint(v2s16 p)
{
// If rivers are enabled, first check if in a river channel
if (spflags & MGCARPATHIAN_RIVERS) {
float river = std::fabs(NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed)) -
river_width;
if (river < 0.0f)
return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
}
float height1 = NoisePerlin2D(&noise_height1->np, p.X, p.Y, seed);
float height2 = NoisePerlin2D(&noise_height2->np, p.X, p.Y, seed);
float height3 = NoisePerlin2D(&noise_height3->np, p.X, p.Y, seed);
float height4 = NoisePerlin2D(&noise_height4->np, p.X, p.Y, seed);
float hterabs = std::fabs(NoisePerlin2D(&noise_hills_terrain->np, p.X, p.Y, seed));
float n_hills = NoisePerlin2D(&noise_hills->np, p.X, p.Y, seed);
float hill_mnt = hterabs * hterabs * hterabs * n_hills * n_hills;
float rterabs = std::fabs(NoisePerlin2D(&noise_ridge_terrain->np, p.X, p.Y, seed));
float n_ridge_mnt = NoisePerlin2D(&noise_ridge_mnt->np, p.X, p.Y, seed);
float ridge_mnt = rterabs * rterabs * rterabs * (1.0f - std::fabs(n_ridge_mnt));
float sterabs = std::fabs(NoisePerlin2D(&noise_step_terrain->np, p.X, p.Y, seed));
float n_step_mnt = NoisePerlin2D(&noise_step_mnt->np, p.X, p.Y, seed);
float step_mnt = sterabs * sterabs * sterabs * getSteps(n_step_mnt);
float valley = 1.0f;
float river = 0.0f;
if ((spflags & MGCARPATHIAN_RIVERS) && node_max.Y >= water_level - 16) {
river = std::fabs(NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed)) - river_width;
if (river <= valley_width) {
// Within river valley
if (river < 0.0f) {
// River channel
valley = river;
} else {
// Valley slopes.
// 0 at river edge, 1 at valley edge.
float riversc = river / valley_width;
// Smoothstep
valley = riversc * riversc * (3.0f - 2.0f * riversc);
}
}
}
bool solid_below = false;
u8 cons_non_solid = 0; // consecutive non-solid nodes
for (s16 y = water_level; y <= water_level + 32; y++) {
float mnt_var = NoisePerlin3D(&noise_mnt_var->np, p.X, y, p.Y, seed);
float hill1 = getLerp(height1, height2, mnt_var);
float hill2 = getLerp(height3, height4, mnt_var);
float hill3 = getLerp(height3, height2, mnt_var);
float hill4 = getLerp(height1, height4, mnt_var);
float hilliness = std::fmax(std::fmin(hill1, hill2), std::fmin(hill3, hill4));
float hills = hill_mnt * hilliness;
float ridged_mountains = ridge_mnt * hilliness;
float step_mountains = step_mnt * hilliness;
s32 grad = 1 - y;
float mountains = hills + ridged_mountains + step_mountains;
float surface_level = base_level + mountains + grad;
if ((spflags & MGCARPATHIAN_RIVERS) && river <= valley_width) {
if (valley < 0.0f) {
// River channel
surface_level = std::fmin(surface_level,
water_level - std::sqrt(-valley) * river_depth);
} else if (surface_level > water_level) {
// Valley slopes
surface_level = water_level + (surface_level - water_level) * valley;
}
}
if (y < surface_level) { //TODO '<=' fix from generateTerrain()
// solid node
solid_below = true;
cons_non_solid = 0;
} else {
// non-solid node
cons_non_solid++;
if (cons_non_solid == 3 && solid_below)
return y - 1;
}
}
return MAX_MAP_GENERATION_LIMIT; // No suitable spawn point found
}
////////////////////////////////////////////////////////////////////////////////
int MapgenCarpathian::generateTerrain()
{
MapNode mn_air(CONTENT_AIR);
MapNode mn_stone(c_stone);
MapNode mn_water(c_water_source);
// Calculate noise for terrain generation
noise_height1->perlinMap2D(node_min.X, node_min.Z);
noise_height2->perlinMap2D(node_min.X, node_min.Z);
noise_height3->perlinMap2D(node_min.X, node_min.Z);
noise_height4->perlinMap2D(node_min.X, node_min.Z);
noise_hills_terrain->perlinMap2D(node_min.X, node_min.Z);
noise_ridge_terrain->perlinMap2D(node_min.X, node_min.Z);
noise_step_terrain->perlinMap2D(node_min.X, node_min.Z);
noise_hills->perlinMap2D(node_min.X, node_min.Z);
noise_ridge_mnt->perlinMap2D(node_min.X, node_min.Z);
noise_step_mnt->perlinMap2D(node_min.X, node_min.Z);
noise_mnt_var->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
if (spflags & MGCARPATHIAN_RIVERS)
noise_rivers->perlinMap2D(node_min.X, node_min.Z);
//// Place nodes
const v3s16 &em = vm->m_area.getExtent();
s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
u32 index2d = 0;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
// Hill/Mountain height (hilliness)
float height1 = noise_height1->result[index2d];
float height2 = noise_height2->result[index2d];
float height3 = noise_height3->result[index2d];
float height4 = noise_height4->result[index2d];
// Rolling hills
float hterabs = std::fabs(noise_hills_terrain->result[index2d]);
float n_hills = noise_hills->result[index2d];
float hill_mnt = hterabs * hterabs * hterabs * n_hills * n_hills;
// Ridged mountains
float rterabs = std::fabs(noise_ridge_terrain->result[index2d]);
float n_ridge_mnt = noise_ridge_mnt->result[index2d];
float ridge_mnt = rterabs * rterabs * rterabs *
(1.0f - std::fabs(n_ridge_mnt));
// Step (terraced) mountains
float sterabs = std::fabs(noise_step_terrain->result[index2d]);
float n_step_mnt = noise_step_mnt->result[index2d];
float step_mnt = sterabs * sterabs * sterabs * getSteps(n_step_mnt);
// Rivers
float valley = 1.0f;
float river = 0.0f;
if ((spflags & MGCARPATHIAN_RIVERS) && node_max.Y >= water_level - 16) {
river = std::fabs(noise_rivers->result[index2d]) - river_width;
if (river <= valley_width) {
// Within river valley
if (river < 0.0f) {
// River channel
valley = river;
} else {
// Valley slopes.
// 0 at river edge, 1 at valley edge.
float riversc = river / valley_width;
// Smoothstep
valley = riversc * riversc * (3.0f - 2.0f * riversc);
}
}
}
// Initialise 3D noise index and voxelmanip index to column base
u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1;
y++,
index3d += ystride,
VoxelArea::add_y(em, vi, 1)) {
if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
continue;
// Combine height noises and apply 3D variation
float mnt_var = noise_mnt_var->result[index3d];
float hill1 = getLerp(height1, height2, mnt_var);
float hill2 = getLerp(height3, height4, mnt_var);
float hill3 = getLerp(height3, height2, mnt_var);
float hill4 = getLerp(height1, height4, mnt_var);
// 'hilliness' determines whether hills/mountains are
// small or large
float hilliness =
std::fmax(std::fmin(hill1, hill2), std::fmin(hill3, hill4));
float hills = hill_mnt * hilliness;
float ridged_mountains = ridge_mnt * hilliness;
float step_mountains = step_mnt * hilliness;
// Gradient & shallow seabed
s32 grad = (y < water_level) ? grad_wl + (water_level - y) * 3 :
1 - y;
// Final terrain level
float mountains = hills + ridged_mountains + step_mountains;
float surface_level = base_level + mountains + grad;
// Rivers
if ((spflags & MGCARPATHIAN_RIVERS) && node_max.Y >= water_level - 16 &&
river <= valley_width) {
if (valley < 0.0f) {
// River channel
surface_level = std::fmin(surface_level,
water_level - std::sqrt(-valley) * river_depth);
} else if (surface_level > water_level) {
// Valley slopes
surface_level = water_level + (surface_level - water_level) * valley;
}
}
if (y < surface_level) { //TODO '<='
vm->m_data[vi] = mn_stone; // Stone
if (y > stone_surface_max_y)
stone_surface_max_y = y;
} else if (y <= water_level) {
vm->m_data[vi] = mn_water; // Sea water
} else {
vm->m_data[vi] = mn_air; // Air
}
}
}
return stone_surface_max_y;
}