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* Simpler patch for saplings trying to grow on unknown nodesShadowNinja2015-06-16
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* Add list-ringsest312015-06-16
| | | | | | | Adds list-rings, a method to implement item sending between inventories via shift-click. Nice insider feature: a ring consisting of a single inventory list serves as nice clean-up method. Also adds them to minimal game, and the standard inventory. Craft output slots are not supported.
* Don't crash when saplings try to grow on unknown nodesy.st2015-06-15
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* Minimal: Add snow biome and jungleleaves nodes. Add mapgen aliasesparamat2015-06-12
| | | | Treegen: Remove alias checks from jungletree generation for speed
* Minimal: Edit mapgen aliases. Use blob ore for clay, update other ores. ↵paramat2015-06-09
| | | | Update simple biomes. Cleanup code
* Fix NDT_GLASSLIKE normalsKahrl2015-01-31
| | | | Remove inventorycube() workaround for default:glass in minimal game
* Remove builtin_biome.lua from builtin and add simple biome minimalparamat2015-01-11
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* Add lua exception handling test codesapier2014-08-23
| | | | Catch some error situations when mod used without thinking about it
* Minimal game: add /dummyball <count> commandKahrl2014-08-23
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* Add minetest.swap_nodeNovatux2013-11-30
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* Change default value of is_ground_content to truekwolekr2013-11-30
| | | | Most modders would otherwise forget to explicitly define this, and generated nodes aliased from mods would wall-off caves
* Fix possible crash with grass ABM.Novatux2013-11-02
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* Fix grass adding/removing ABM.Novatux2013-11-02
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* Move the sapling growing and grass adding/removing ABMs to LuaNovatux2013-11-02
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* Remove mapgen_air alias (#935)0gb.us2013-10-05
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* Add mapgen_stair_cobble alias to minimalSfan52013-09-06
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* Add support for different drowning damage and allow drowning in other nodetypesBlockMen2013-08-06
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* Add drowningPilzAdam2013-06-19
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* Compress texturesDavid Gumberg2013-06-18
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* Move scriptapi to separate folder (by sapier)sapier2013-05-25
| | | | | | | | | | | On the lua side, notably minetest.env:<function>(<args>) should now be replaced by minetest.<function>(<args>). The old way is and will stay supported for a long time. Also: Update and clean up lua_api.txt (by celeron55) Move EnvRef to lua and remove add_rat and add_firefly (by kahrl) Add separate src/util/CMakeLists.txt, other minor fixes (by kahrl)
* Use the group "soil" for nodes that saplings grow onShadowNinja2013-05-20
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* games/minimal: Add menu/background.png and menu/icon.pngPerttu Ahola2013-05-02
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* Add Mapgen V7, reorganize biomeskwolekr2013-04-07
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* unkn own block -> unkn own nodekhonkhortisan2013-04-05
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* Add different place sound for nodesPilzAdam2013-03-29
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* Use minetest.register_ore() in minimalPilzAdam2013-03-24
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* Mapgen indev: float islands, larger far biomesproller2013-03-24
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* Liquid fine tuningproller2013-03-14
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* new adjustable finite liquidproller2013-02-24
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* Readded and optimized mapgen V6kwolekr2013-01-21
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* Add initial Lua biomedef support, fixed biome selectionkwolekr2013-01-21
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* Add the group attached_nodePilzAdam2012-12-01
| | | | Nodes in this group will be dropped as items if the node under them or the node in the wallmounted direction is not walkable.
* Swap out pixel-perfect nyan cat by request of Chris TorresPerttu Ahola2012-11-09
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* Add functions to the default mod of minimal game to support old codePilzAdam2012-11-01
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* Move falling to builtinPilzAdam2012-10-31
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* Fix crash when furnace is full (minimal game)Perttu Ahola2012-08-12
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* Deprecate minetest.add_to_creative_inventory and use group ↵Perttu Ahola2012-07-25
| | | | not_in_creative_inventory instead
* Add notice in the minimal gamePerttu Ahola2012-07-25
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* Improve inventory callbacks a bitPerttu Ahola2012-07-25
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* Detached inventory callbacks and reworked node metadata callbacksPerttu Ahola2012-07-25
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* Detached inventoriesPerttu Ahola2012-07-24
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* Add node timer test in minimal/experimentalPerttu Ahola2012-07-24
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* Move /give, /giveme, /spawnentity and /pulverize to builtin/chatcommands.luaPerttu Ahola2012-07-23
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* Formspec button_exit[] and image_button_exit[]Perttu Ahola2012-07-22
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* Add /test1 command to minimal for testing a more complicated player ↵Perttu Ahola2012-07-22
| | | | inventory form
* Implement formspecdarkrose2012-07-22
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* Actually fix facedir-rotated nodes placed using minetest.env:place_node()Perttu Ahola2012-07-21
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* Make lava buckets work as fuel in minimal gamedarkrose2012-07-21
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* Allow defining player's inventory form in LuaPerttu Ahola2012-07-19
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* Custom boxy nodes (stairs, slabs) and collision changesKahrl2012-06-17
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>; 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); 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 if (flags & MG_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; }