aboutsummaryrefslogtreecommitdiff
Commit message (Expand)AuthorAge
...
* Fix *.po errors caused by rebase.Ilya Zhuravlev2013-08-25
* Translated using Weblate (Ukrainian)Vladimir a2013-08-25
* Translated using Weblate (Russian)Anton Tsyganenko2013-08-25
* Translated using Weblate (Norwegian Bokmål)sfan52013-08-25
* Translated using Weblate (Estonian)sfan52013-08-25
* Translated using Weblate (Dutch)Sasikaa Lacikaa2013-08-25
* Translated using Weblate (Hungarian)Sasikaa Lacikaa2013-08-25
* Translated using Weblate (Dutch)sfan52013-08-25
* Translated using Weblate (Russian)Vladimir a2013-08-25
* Translated using Weblate (French)Nicola Spanti2013-08-25
* Translated using Weblate (French)we prefer instagib metl32013-08-25
* Translated using Weblate (Ukrainian)sfan52013-08-25
* Fix umlauts/special character issue in lua gettextBlockMen2013-08-19
* Fix gettext for tabs (windows)BlockMen2013-08-19
* Allow SIGINT to kill mainmenu againKahrl2013-08-19
* World config dialog: Use engine determined path for game modsKahrl2013-08-19
* GUIFormSpecMenu focus fixesKahrl2013-08-19
* Reenable image scaling in formspecsBlockMen2013-08-18
* Fix trailing nils being dropped by deprecated minetest.env handlerKahrl2013-08-18
* Add translation for main menusapier2013-08-17
* Send player damage to all clients and apply [brightenPilzAdam2013-08-17
* Diagonal liquid animationKahrl2013-08-17
* Fix modstore pagecountNovatux2013-08-16
* Use get_texturepath() instead of get_gamepath()/../texturesNovatux2013-08-16
* Use errorstream instead of std::cout in pathfinder.cppPilzAdam2013-08-16
* Remove debug outputPilzAdam2013-08-16
* Sort modlist alphabeticallyPilzAdam2013-08-16
* Add ability to activate mods with doubleclick (remove old_style_mod_selection)PilzAdam2013-08-16
* Don't automatically scroll listbox when selecting an item in the middleKahrl2013-08-16
* Formspec textlist: Black Irrlicht magic to detect fake doubleclicksKahrl2013-08-16
* Fix formspec escaping, add escaping to info.txt for texture packs.Novatux2013-08-15
* Fix documentation about colors in formspecSfan52013-08-15
* Add virtual destructor to IBackgroundBlockEmerger to silence warningKahrl2013-08-15
* Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenuKahrl2013-08-14
* Fix my name.Ilya Zhuravlev2013-08-14
* Fix typosPilzAdam2013-08-14
* Add support for entities to automatic face movement directionsapier2013-08-13
* Dont write directly to files but rather write and copy a tmp filePilzAdam2013-08-13
* Remove farmeshKahrl2013-08-13
* Decoration: Fix schematic probability mess with new MTS file versionkwolekr2013-08-11
* Dont crash if facedir > 23PilzAdam2013-08-10
* Dont download modstore info if its isnt neededPilzAdam2013-08-10
* Don't freak out when a client sends multiple TOSERVER_INIT packets; also log ...Perttu Ahola2013-08-08
* Fix various memory access problems detected by valgrindKahrl2013-08-07
* Fix path of mono font in defaultsettings.cppPilzAdam2013-08-07
* Fix stored XSS vulnerability in the serverlistSfan52013-08-07
* Fix uninitialized irr::SEvent fields in guiFormSpecMenu.cppKahrl2013-08-07
* Simplify code of mainmenu world sortNovatux2013-08-06
* Fix full crack texture being shown when releasing dig buttonKahrl2013-08-06
* Add support for different drowning damage and allow drowning in other nodetypesBlockMen2013-08-06
='n402' href='#n402'>402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577
/*
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 "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, EmergeParams *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;
	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->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);

	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->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);
}


void MapgenCarpathianParams::setDefaultSettings(Settings *settings)
{
	settings->setDefault("mgcarpathian_spflags", flagdesc_mapgen_carpathian,
		MGCARPATHIAN_CAVERNS);
}

////////////////////////////////////////////////////////////////////////////////


// 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)
		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;
}