@@ -59,7 +59,7 @@ MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge)
this ->large_cave_depth = params->large_cave_depth ;
this ->lava_depth = params->lava_depth ;
this ->float_mount_density = params->float_mount_density ;
this -> float_mount_height = params->float_mount_height ;
float_mount_height_lim = MYMAX ( params->float_mount_height , 1 . 0f ) ;
this ->floatland_level = params->floatland_level ;
this ->shadow_limit = params->shadow_limit ;
this ->cavern_limit = params->cavern_limit ;
@@ -382,7 +382,8 @@ float MapgenV7::baseTerrainLevelFromMap(int index)
bool MapgenV7::getMountainTerrainAtPoint (s16 x, s16 y, s16 z)
{
float mnt_h_n = NoisePerlin2D (&noise_mount_height->np , x, z, seed);
float mnt_h_n =
MYMAX (NoisePerlin2D (&noise_mount_height->np , x, z, seed), 1 .0f );
float density_gradient = -((float )y / mnt_h_n);
float mnt_n = NoisePerlin3D (&noise_mountain->np , x, y, z, seed);
@@ -392,7 +393,7 @@ bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
bool MapgenV7::getMountainTerrainFromMap (int idx_xyz, int idx_xz, s16 y)
{
float mounthn = noise_mount_height->result [idx_xz];
float mounthn = MYMAX ( noise_mount_height->result [idx_xz], 1 . 0f ) ;
float density_gradient = -((float )y / mounthn);
float mountn = noise_mountain->result [idx_xyz];
@@ -404,8 +405,8 @@ bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y)
{
// Make rim 2 nodes thick to match floatland base terrain
float density_gradient = (y >= floatland_level) ?
-pow ((float )(y - floatland_level) / float_mount_height , 0 .75f ) :
-pow ((float )(floatland_level - 1 - y) / float_mount_height , 0 .75f );
-pow ((float )(y - floatland_level) / float_mount_height_lim , 0 .75f ) :
-pow ((float )(floatland_level - 1 - y) / float_mount_height_lim , 0 .75f );
float floatn = noise_mountain->result [idx_xyz] + float_mount_density;
@@ -421,7 +422,8 @@ void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max,
float n_base = noise_floatland_base->result [idx_xz];
if (n_base > 0 .0f ) {
float n_base_height = noise_float_base_height->result [idx_xz];
float n_base_height =
MYMAX (noise_float_base_height->result [idx_xz], 1 .0f );
float amp = n_base * n_base_height;
float ridge = n_base_height / 3 .0f ;
base_min = floatland_level - amp / 1 .5f ;