Previously dungeons > decorations > ores. Decorations depend on the node they are placed on, and ore types are increasingly able to place large continuous volumes of nodes, such as strata. Decorations are increasingly being used underground. The new order avoids a node being changed by ore generation after a decoration has been placed on it. The new order also avoids ores appearing in the walls of a dungeon if the wall nodes match the local stone node.
470 lines
17 KiB
C++
470 lines
17 KiB
C++
/*
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Minetest
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Copyright (C) 2017-2018 vlapsley, Vaughan Lapsley <vlapsley@gmail.com>
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Copyright (C) 2010-2018 paramat
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Copyright (C) 2010-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include <cmath>
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#include "mapgen.h"
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#include "voxel.h"
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#include "noise.h"
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#include "mapblock.h"
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#include "mapnode.h"
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#include "map.h"
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#include "content_sao.h"
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#include "nodedef.h"
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#include "voxelalgorithms.h"
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//#include "profiler.h" // For TimeTaker
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#include "settings.h" // For g_settings
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#include "emerge.h"
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#include "dungeongen.h"
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#include "cavegen.h"
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#include "mg_biome.h"
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#include "mg_ore.h"
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#include "mg_decoration.h"
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#include "mapgen_carpathian.h"
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FlagDesc flagdesc_mapgen_carpathian[] = {
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{"caverns", MGCARPATHIAN_CAVERNS},
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{NULL, 0}
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};
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///////////////////////////////////////////////////////////////////////////////
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MapgenCarpathian::MapgenCarpathian(
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int mapgenid, MapgenCarpathianParams *params, EmergeManager *emerge)
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: MapgenBasic(mapgenid, params, emerge)
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{
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base_level = params->base_level;
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spflags = params->spflags;
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cave_width = params->cave_width;
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large_cave_depth = params->large_cave_depth;
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lava_depth = params->lava_depth;
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cavern_limit = params->cavern_limit;
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cavern_taper = params->cavern_taper;
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cavern_threshold = params->cavern_threshold;
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dungeon_ymin = params->dungeon_ymin;
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dungeon_ymax = params->dungeon_ymax;
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grad_wl = 1 - water_level;
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//// 2D Terrain noise
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noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
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noise_height1 = new Noise(¶ms->np_height1, seed, csize.X, csize.Z);
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noise_height2 = new Noise(¶ms->np_height2, seed, csize.X, csize.Z);
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noise_height3 = new Noise(¶ms->np_height3, seed, csize.X, csize.Z);
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noise_height4 = new Noise(¶ms->np_height4, seed, csize.X, csize.Z);
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noise_hills_terrain = new Noise(¶ms->np_hills_terrain, seed, csize.X, csize.Z);
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noise_ridge_terrain = new Noise(¶ms->np_ridge_terrain, seed, csize.X, csize.Z);
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noise_step_terrain = new Noise(¶ms->np_step_terrain, seed, csize.X, csize.Z);
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noise_hills = new Noise(¶ms->np_hills, seed, csize.X, csize.Z);
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noise_ridge_mnt = new Noise(¶ms->np_ridge_mnt, seed, csize.X, csize.Z);
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noise_step_mnt = new Noise(¶ms->np_step_mnt, seed, csize.X, csize.Z);
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//// 3D terrain noise
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// 1 up 1 down overgeneration
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noise_mnt_var = new Noise(¶ms->np_mnt_var, seed, csize.X, csize.Y + 2, csize.Z);
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//// Cave noise
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MapgenBasic::np_cave1 = params->np_cave1;
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MapgenBasic::np_cave2 = params->np_cave2;
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MapgenBasic::np_cavern = params->np_cavern;
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}
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MapgenCarpathian::~MapgenCarpathian()
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{
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delete noise_filler_depth;
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delete noise_height1;
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delete noise_height2;
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delete noise_height3;
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delete noise_height4;
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delete noise_hills_terrain;
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delete noise_ridge_terrain;
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delete noise_step_terrain;
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delete noise_hills;
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delete noise_ridge_mnt;
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delete noise_step_mnt;
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delete noise_mnt_var;
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}
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MapgenCarpathianParams::MapgenCarpathianParams():
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np_filler_depth (0, 1, v3f(128, 128, 128), 261, 3, 0.7, 2.0),
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np_height1 (0, 5, v3f(251, 251, 251), 9613, 5, 0.5, 2.0),
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np_height2 (0, 5, v3f(383, 383, 383), 1949, 5, 0.5, 2.0),
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np_height3 (0, 5, v3f(509, 509, 509), 3211, 5, 0.5, 2.0),
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np_height4 (0, 5, v3f(631, 631, 631), 1583, 5, 0.5, 2.0),
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np_hills_terrain (1, 1, v3f(1301, 1301, 1301), 1692, 5, 0.5, 2.0),
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np_ridge_terrain (1, 1, v3f(1889, 1889, 1889), 3568, 5, 0.5, 2.0),
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np_step_terrain (1, 1, v3f(1889, 1889, 1889), 4157, 5, 0.5, 2.0),
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np_hills (0, 3, v3f(257, 257, 257), 6604, 6, 0.5, 2.0),
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np_ridge_mnt (0, 12, v3f(743, 743, 743), 5520, 6, 0.7, 2.0),
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np_step_mnt (0, 8, v3f(509, 509, 509), 2590, 6, 0.6, 2.0),
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np_mnt_var (0, 1, v3f(499, 499, 499), 2490, 5, 0.55, 2.0),
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np_cave1 (0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
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np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0),
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np_cavern (0, 1, v3f(384, 128, 384), 723, 5, 0.63, 2.0)
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{
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}
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void MapgenCarpathianParams::readParams(const Settings *settings)
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{
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settings->getFlagStrNoEx("mgcarpathian_spflags", spflags, flagdesc_mapgen_carpathian);
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settings->getFloatNoEx("mgcarpathian_base_level", base_level);
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settings->getFloatNoEx("mgcarpathian_cave_width", cave_width);
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settings->getS16NoEx("mgcarpathian_large_cave_depth", large_cave_depth);
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settings->getS16NoEx("mgcarpathian_lava_depth", lava_depth);
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settings->getS16NoEx("mgcarpathian_cavern_limit", cavern_limit);
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settings->getS16NoEx("mgcarpathian_cavern_taper", cavern_taper);
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settings->getFloatNoEx("mgcarpathian_cavern_threshold", cavern_threshold);
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settings->getS16NoEx("mgcarpathian_dungeon_ymin", dungeon_ymin);
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settings->getS16NoEx("mgcarpathian_dungeon_ymax", dungeon_ymax);
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settings->getNoiseParams("mgcarpathian_np_filler_depth", np_filler_depth);
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settings->getNoiseParams("mgcarpathian_np_height1", np_height1);
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settings->getNoiseParams("mgcarpathian_np_height2", np_height2);
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settings->getNoiseParams("mgcarpathian_np_height3", np_height3);
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settings->getNoiseParams("mgcarpathian_np_height4", np_height4);
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settings->getNoiseParams("mgcarpathian_np_hills_terrain", np_hills_terrain);
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settings->getNoiseParams("mgcarpathian_np_ridge_terrain", np_ridge_terrain);
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settings->getNoiseParams("mgcarpathian_np_step_terrain", np_step_terrain);
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settings->getNoiseParams("mgcarpathian_np_hills", np_hills);
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settings->getNoiseParams("mgcarpathian_np_ridge_mnt", np_ridge_mnt);
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settings->getNoiseParams("mgcarpathian_np_step_mnt", np_step_mnt);
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settings->getNoiseParams("mgcarpathian_np_mnt_var", np_mnt_var);
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settings->getNoiseParams("mgcarpathian_np_cave1", np_cave1);
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settings->getNoiseParams("mgcarpathian_np_cave2", np_cave2);
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settings->getNoiseParams("mgcarpathian_np_cavern", np_cavern);
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}
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void MapgenCarpathianParams::writeParams(Settings *settings) const
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{
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settings->setFlagStr("mgcarpathian_spflags", spflags, flagdesc_mapgen_carpathian, U32_MAX);
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settings->setFloat("mgcarpathian_base_level", base_level);
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settings->setFloat("mgcarpathian_cave_width", cave_width);
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settings->setS16("mgcarpathian_large_cave_depth", large_cave_depth);
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settings->setS16("mgcarpathian_lava_depth", lava_depth);
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settings->setS16("mgcarpathian_cavern_limit", cavern_limit);
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settings->setS16("mgcarpathian_cavern_taper", cavern_taper);
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settings->setFloat("mgcarpathian_cavern_threshold", cavern_threshold);
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settings->setS16("mgcarpathian_dungeon_ymin", dungeon_ymin);
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settings->setS16("mgcarpathian_dungeon_ymax", dungeon_ymax);
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settings->setNoiseParams("mgcarpathian_np_filler_depth", np_filler_depth);
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settings->setNoiseParams("mgcarpathian_np_height1", np_height1);
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settings->setNoiseParams("mgcarpathian_np_height2", np_height2);
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settings->setNoiseParams("mgcarpathian_np_height3", np_height3);
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settings->setNoiseParams("mgcarpathian_np_height4", np_height4);
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settings->setNoiseParams("mgcarpathian_np_hills_terrain", np_hills_terrain);
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settings->setNoiseParams("mgcarpathian_np_ridge_terrain", np_ridge_terrain);
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settings->setNoiseParams("mgcarpathian_np_step_terrain", np_step_terrain);
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settings->setNoiseParams("mgcarpathian_np_hills", np_hills);
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settings->setNoiseParams("mgcarpathian_np_ridge_mnt", np_ridge_mnt);
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settings->setNoiseParams("mgcarpathian_np_step_mnt", np_step_mnt);
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settings->setNoiseParams("mgcarpathian_np_mnt_var", np_mnt_var);
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settings->setNoiseParams("mgcarpathian_np_cave1", np_cave1);
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settings->setNoiseParams("mgcarpathian_np_cave2", np_cave2);
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settings->setNoiseParams("mgcarpathian_np_cavern", np_cavern);
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}
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////////////////////////////////////////////////////////////////////////////////
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// Lerp function
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inline float MapgenCarpathian::getLerp(float noise1, float noise2, float mod)
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{
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return noise1 + mod * (noise2 - noise1);
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}
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// Steps function
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float MapgenCarpathian::getSteps(float noise)
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{
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float w = 0.5f;
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float k = std::floor(noise / w);
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float f = (noise - k * w) / w;
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float s = std::fmin(2.f * f, 1.f);
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return (k + s) * w;
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}
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////////////////////////////////////////////////////////////////////////////////
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void MapgenCarpathian::makeChunk(BlockMakeData *data)
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{
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// Pre-conditions
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assert(data->vmanip);
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assert(data->nodedef);
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assert(data->blockpos_requested.X >= data->blockpos_min.X &&
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data->blockpos_requested.Y >= data->blockpos_min.Y &&
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data->blockpos_requested.Z >= data->blockpos_min.Z);
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assert(data->blockpos_requested.X <= data->blockpos_max.X &&
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data->blockpos_requested.Y <= data->blockpos_max.Y &&
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data->blockpos_requested.Z <= data->blockpos_max.Z);
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this->generating = true;
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this->vm = data->vmanip;
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this->ndef = data->nodedef;
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v3s16 blockpos_min = data->blockpos_min;
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v3s16 blockpos_max = data->blockpos_max;
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node_min = blockpos_min * MAP_BLOCKSIZE;
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node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
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full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
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full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
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// Create a block-specific seed
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blockseed = getBlockSeed2(full_node_min, seed);
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// Generate terrain
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s16 stone_surface_max_y = generateTerrain();
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// Create heightmap
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updateHeightmap(node_min, node_max);
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// Init biome generator, place biome-specific nodes, and build biomemap
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if (flags & MG_BIOMES) {
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biomegen->calcBiomeNoise(node_min);
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generateBiomes();
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}
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// Generate tunnels, caverns and large randomwalk caves
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if (flags & MG_CAVES) {
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// Generate tunnels first as caverns confuse them
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generateCavesNoiseIntersection(stone_surface_max_y);
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// Generate caverns
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bool near_cavern = false;
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if (spflags & MGCARPATHIAN_CAVERNS)
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near_cavern = generateCavernsNoise(stone_surface_max_y);
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// Generate large randomwalk caves
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if (near_cavern)
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// Disable large randomwalk caves in this mapchunk by setting
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// 'large cave depth' to world base. Avoids excessive liquid in
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// large caverns and floating blobs of overgenerated liquid.
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generateCavesRandomWalk(stone_surface_max_y,
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-MAX_MAP_GENERATION_LIMIT);
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else
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generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
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}
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// Generate the registered ores
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m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
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// Generate dungeons
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if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
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full_node_max.Y <= dungeon_ymax)
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generateDungeons(stone_surface_max_y);
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// Generate the registered decorations
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if (flags & MG_DECORATIONS)
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m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
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// Sprinkle some dust on top after everything else was generated
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if (flags & MG_BIOMES)
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dustTopNodes();
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// Update liquids
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updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
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// Calculate lighting
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if (flags & MG_LIGHT) {
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calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
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full_node_min, full_node_max);
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}
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this->generating = false;
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}
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////////////////////////////////////////////////////////////////////////////////
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int MapgenCarpathian::getSpawnLevelAtPoint(v2s16 p)
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{
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s16 level_at_point = terrainLevelAtPoint(p.X, p.Y);
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if (level_at_point <= water_level || level_at_point > water_level + 32)
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return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
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return level_at_point;
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}
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float MapgenCarpathian::terrainLevelAtPoint(s16 x, s16 z)
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{
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float height1 = NoisePerlin2D(&noise_height1->np, x, z, seed);
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float height2 = NoisePerlin2D(&noise_height2->np, x, z, seed);
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float height3 = NoisePerlin2D(&noise_height3->np, x, z, seed);
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float height4 = NoisePerlin2D(&noise_height4->np, x, z, seed);
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float hter = NoisePerlin2D(&noise_hills_terrain->np, x, z, seed);
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float rter = NoisePerlin2D(&noise_ridge_terrain->np, x, z, seed);
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float ster = NoisePerlin2D(&noise_step_terrain->np, x, z, seed);
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float n_hills = NoisePerlin2D(&noise_hills->np, x, z, seed);
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float n_ridge_mnt = NoisePerlin2D(&noise_ridge_mnt->np, x, z, seed);
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float n_step_mnt = NoisePerlin2D(&noise_step_mnt->np, x, z, seed);
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int height = -MAX_MAP_GENERATION_LIMIT;
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for (s16 y = 1; y <= 30; y++) {
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float mnt_var = NoisePerlin3D(&noise_mnt_var->np, x, y, z, seed);
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// Gradient & shallow seabed
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s32 grad = (y < water_level) ? grad_wl + (water_level - y) * 3 : 1 - y;
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// Hill/Mountain height (hilliness)
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float hill1 = getLerp(height1, height2, mnt_var);
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float hill2 = getLerp(height3, height4, mnt_var);
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float hill3 = getLerp(height3, height2, mnt_var);
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float hill4 = getLerp(height1, height4, mnt_var);
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float hilliness =
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std::fmax(std::fmin(hill1, hill2), std::fmin(hill3, hill4));
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// Rolling hills
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float hill_mnt = hilliness * std::pow(n_hills, 2.f);
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float hills = std::pow(std::fabs(hter), 3.f) * hill_mnt;
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// Ridged mountains
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float ridge_mnt = hilliness * (1.f - std::fabs(n_ridge_mnt));
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float ridged_mountains = std::pow(std::fabs(rter), 3.f) * ridge_mnt;
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// Step (terraced) mountains
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float step_mnt = hilliness * getSteps(n_step_mnt);
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float step_mountains = std::pow(std::fabs(ster), 3.f) * step_mnt;
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// Final terrain level
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float mountains = hills + ridged_mountains + step_mountains;
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float surface_level = base_level + mountains + grad;
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if (y > surface_level && height < 0)
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height = y;
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}
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return height;
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}
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////////////////////////////////////////////////////////////////////////////////
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int MapgenCarpathian::generateTerrain()
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{
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MapNode mn_air(CONTENT_AIR);
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MapNode mn_stone(c_stone);
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MapNode mn_water(c_water_source);
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// Calculate noise for terrain generation
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noise_height1->perlinMap2D(node_min.X, node_min.Z);
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noise_height2->perlinMap2D(node_min.X, node_min.Z);
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noise_height3->perlinMap2D(node_min.X, node_min.Z);
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noise_height4->perlinMap2D(node_min.X, node_min.Z);
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noise_hills_terrain->perlinMap2D(node_min.X, node_min.Z);
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noise_ridge_terrain->perlinMap2D(node_min.X, node_min.Z);
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noise_step_terrain->perlinMap2D(node_min.X, node_min.Z);
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noise_hills->perlinMap2D(node_min.X, node_min.Z);
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noise_ridge_mnt->perlinMap2D(node_min.X, node_min.Z);
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noise_step_mnt->perlinMap2D(node_min.X, node_min.Z);
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noise_mnt_var->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
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//// Place nodes
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const v3s16 &em = vm->m_area.getExtent();
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s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
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u32 index2d = 0;
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|
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for (s16 z = node_min.Z; z <= node_max.Z; z++)
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for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
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// Hill/Mountain height (hilliness)
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float height1 = noise_height1->result[index2d];
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float height2 = noise_height2->result[index2d];
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float height3 = noise_height3->result[index2d];
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float height4 = noise_height4->result[index2d];
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|
|
|
// Rolling hills
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float hterabs = std::fabs(noise_hills_terrain->result[index2d]);
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|
float n_hills = noise_hills->result[index2d];
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float hill_mnt = hterabs * hterabs * hterabs * n_hills * n_hills;
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|
|
|
// Ridged mountains
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|
float rterabs = std::fabs(noise_ridge_terrain->result[index2d]);
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|
float n_ridge_mnt = noise_ridge_mnt->result[index2d];
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|
float ridge_mnt = rterabs * rterabs * rterabs *
|
|
(1.f - std::fabs(n_ridge_mnt));
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|
|
|
// Step (terraced) mountains
|
|
float sterabs = std::fabs(noise_step_terrain->result[index2d]);
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|
float n_step_mnt = noise_step_mnt->result[index2d];
|
|
float step_mnt = sterabs * sterabs * sterabs * getSteps(n_step_mnt);
|
|
|
|
// 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;
|
|
|
|
if (y < surface_level) {
|
|
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;
|
|
}
|