Mgv7: Always carve river channels in mountain terrain

Previously, rivers were sometimes blocked by vertical walls
of mountain terrain due to river carving being disabled
when base terrain height was below water_level - 16
Remove now unused base terrain heightmap created in
generateTerrain()
This commit is contained in:
paramat 2016-05-30 13:15:14 +01:00
parent 14ef2b445a
commit 569998011e

@ -206,13 +206,15 @@ void MapgenV7::makeChunk(BlockMakeData *data)
blockseed = getBlockSeed2(full_node_min, seed); blockseed = getBlockSeed2(full_node_min, seed);
// Generate terrain and ridges with initial heightmaps // Generate base and mountain terrain
// An initial heightmap is no longer created here for use in generateRidgeTerrain()
s16 stone_surface_max_y = generateTerrain(); s16 stone_surface_max_y = generateTerrain();
// Generate rivers
if (spflags & MGV7_RIDGES) if (spflags & MGV7_RIDGES)
generateRidgeTerrain(); generateRidgeTerrain();
// Update heightmap to include mountain terrain // Create heightmap
updateHeightmap(node_min, node_max); updateHeightmap(node_min, node_max);
// Init biome generator, place biome-specific nodes, and build biomemap // Init biome generator, place biome-specific nodes, and build biomemap
@ -331,7 +333,6 @@ int MapgenV7::generateTerrain()
for (s16 z = node_min.Z; z <= node_max.Z; z++) for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) { for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
s16 surface_y = baseTerrainLevelFromMap(index2d); s16 surface_y = baseTerrainLevelFromMap(index2d);
heightmap[index2d] = surface_y; // Create base terrain heightmap
if (surface_y > stone_surface_max_y) if (surface_y > stone_surface_max_y)
stone_surface_max_y = surface_y; stone_surface_max_y = surface_y;
@ -382,9 +383,6 @@ void MapgenV7::generateRidgeTerrain()
for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) { for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
int j = (z - node_min.Z) * csize.X + (x - node_min.X); int j = (z - node_min.Z) * csize.X + (x - node_min.X);
if (heightmap[j] < water_level - 16) // Use base terrain heightmap
continue;
float uwatern = noise_ridge_uwater->result[j] * 2; float uwatern = noise_ridge_uwater->result[j] * 2;
if (fabs(uwatern) > width) if (fabs(uwatern) > width)
continue; continue;