]> git.lizzy.rs Git - minetest.git/blob - src/mapgen/mapgen_v7.cpp
Move files to subdirectories (#6599)
[minetest.git] / src / mapgen / mapgen_v7.cpp
1 /*
2 Minetest
3 Copyright (C) 2013-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Copyright (C) 2014-2017 paramat
5
6 This program is free software; you can redistribute it and/or modify
7 it under the terms of the GNU Lesser General Public License as published by
8 the Free Software Foundation; either version 2.1 of the License, or
9 (at your option) any later version.
10
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14 GNU Lesser General Public License for more details.
15
16 You should have received a copy of the GNU Lesser General Public License along
17 with this program; if not, write to the Free Software Foundation, Inc.,
18 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
19 */
20
21
22 #include "mapgen.h"
23 #include "voxel.h"
24 #include "noise.h"
25 #include "mapblock.h"
26 #include "mapnode.h"
27 #include "map.h"
28 #include "content_sao.h"
29 #include "nodedef.h"
30 #include "voxelalgorithms.h"
31 //#include "profiler.h" // For TimeTaker
32 #include "settings.h" // For g_settings
33 #include "emerge.h"
34 #include "dungeongen.h"
35 #include "cavegen.h"
36 #include "mg_biome.h"
37 #include "mg_ore.h"
38 #include "mg_decoration.h"
39 #include "mapgen_v7.h"
40
41
42 FlagDesc flagdesc_mapgen_v7[] = {
43         {"mountains",   MGV7_MOUNTAINS},
44         {"ridges",      MGV7_RIDGES},
45         {"floatlands",  MGV7_FLOATLANDS},
46         {"caverns",     MGV7_CAVERNS},
47         {NULL,          0}
48 };
49
50
51 ///////////////////////////////////////////////////////////////////////////////
52
53
54 MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge)
55         : MapgenBasic(mapgenid, params, emerge)
56 {
57         spflags             = params->spflags;
58         mount_zero_level    = params->mount_zero_level;
59         cave_width          = params->cave_width;
60         large_cave_depth    = params->large_cave_depth;
61         lava_depth          = params->lava_depth;
62         float_mount_density = params->float_mount_density;
63         floatland_level     = params->floatland_level;
64         shadow_limit        = params->shadow_limit;
65         cavern_limit        = params->cavern_limit;
66         cavern_taper        = params->cavern_taper;
67         cavern_threshold    = params->cavern_threshold;
68
69         // This is to avoid a divide-by-zero.
70         // Parameter will be saved to map_meta.txt in limited form.
71         params->float_mount_height = MYMAX(params->float_mount_height, 1.0f);
72         float_mount_height   = params->float_mount_height;
73
74         // 2D noise
75         noise_terrain_base    = new Noise(&params->np_terrain_base,    seed, csize.X, csize.Z);
76         noise_terrain_alt     = new Noise(&params->np_terrain_alt,     seed, csize.X, csize.Z);
77         noise_terrain_persist = new Noise(&params->np_terrain_persist, seed, csize.X, csize.Z);
78         noise_height_select   = new Noise(&params->np_height_select,   seed, csize.X, csize.Z);
79         noise_filler_depth    = new Noise(&params->np_filler_depth,    seed, csize.X, csize.Z);
80
81         if (spflags & MGV7_MOUNTAINS)
82                 noise_mount_height = new Noise(&params->np_mount_height, seed, csize.X, csize.Z);
83
84         if (spflags & MGV7_FLOATLANDS) {
85                 noise_floatland_base    = new Noise(&params->np_floatland_base,    seed, csize.X, csize.Z);
86                 noise_float_base_height = new Noise(&params->np_float_base_height, seed, csize.X, csize.Z);
87         }
88
89         if (spflags & MGV7_RIDGES) {
90                 noise_ridge_uwater = new Noise(&params->np_ridge_uwater, seed, csize.X, csize.Z);
91         // 3D noise, 1-up 1-down overgeneration
92                 noise_ridge = new Noise(&params->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
93         }
94         // 3D noise, 1 up, 1 down overgeneration
95         if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
96                 noise_mountain = new Noise(&params->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
97         // 3D noise, 1 down overgeneration
98         MapgenBasic::np_cave1  = params->np_cave1;
99         MapgenBasic::np_cave2  = params->np_cave2;
100         MapgenBasic::np_cavern = params->np_cavern;
101 }
102
103
104 MapgenV7::~MapgenV7()
105 {
106         delete noise_terrain_base;
107         delete noise_terrain_alt;
108         delete noise_terrain_persist;
109         delete noise_height_select;
110         delete noise_filler_depth;
111
112         if (spflags & MGV7_MOUNTAINS)
113                 delete noise_mount_height;
114
115         if (spflags & MGV7_FLOATLANDS) {
116                 delete noise_floatland_base;
117                 delete noise_float_base_height;
118         }
119
120         if (spflags & MGV7_RIDGES) {
121                 delete noise_ridge_uwater;
122                 delete noise_ridge;
123         }
124
125         if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
126                 delete noise_mountain;
127 }
128
129
130 MapgenV7Params::MapgenV7Params():
131         np_terrain_base      (4,    70,   v3f(600,  600,  600),  82341, 5, 0.6,  2.0),
132         np_terrain_alt       (4,    25,   v3f(600,  600,  600),  5934,  5, 0.6,  2.0),
133         np_terrain_persist   (0.6,  0.1,  v3f(2000, 2000, 2000), 539,   3, 0.6,  2.0),
134         np_height_select     (-8,   16,   v3f(500,  500,  500),  4213,  6, 0.7,  2.0),
135         np_filler_depth      (0,    1.2,  v3f(150,  150,  150),  261,   3, 0.7,  2.0),
136         np_mount_height      (256,  112,  v3f(1000, 1000, 1000), 72449, 3, 0.6,  2.0),
137         np_ridge_uwater      (0,    1,    v3f(1000, 1000, 1000), 85039, 5, 0.6,  2.0),
138         np_floatland_base    (-0.6, 1.5,  v3f(600,  600,  600),  114,   5, 0.6,  2.0),
139         np_float_base_height (48,   24,   v3f(300,  300,  300),  907,   4, 0.7,  2.0),
140         np_mountain          (-0.6, 1,    v3f(250,  350,  250),  5333,  5, 0.63, 2.0),
141         np_ridge             (0,    1,    v3f(100,  100,  100),  6467,  4, 0.75, 2.0),
142         np_cavern            (0,    1,    v3f(384,  128,  384),  723,   5, 0.63, 2.0),
143         np_cave1             (0,    12,   v3f(61,   61,   61),   52534, 3, 0.5,  2.0),
144         np_cave2             (0,    12,   v3f(67,   67,   67),   10325, 3, 0.5,  2.0)
145 {
146 }
147
148
149 void MapgenV7Params::readParams(const Settings *settings)
150 {
151         settings->getFlagStrNoEx("mgv7_spflags",           spflags, flagdesc_mapgen_v7);
152         settings->getS16NoEx("mgv7_mount_zero_level",      mount_zero_level);
153         settings->getFloatNoEx("mgv7_cave_width",          cave_width);
154         settings->getS16NoEx("mgv7_large_cave_depth",      large_cave_depth);
155         settings->getS16NoEx("mgv7_lava_depth",            lava_depth);
156         settings->getFloatNoEx("mgv7_float_mount_density", float_mount_density);
157         settings->getFloatNoEx("mgv7_float_mount_height",  float_mount_height);
158         settings->getS16NoEx("mgv7_floatland_level",       floatland_level);
159         settings->getS16NoEx("mgv7_shadow_limit",          shadow_limit);
160         settings->getS16NoEx("mgv7_cavern_limit",          cavern_limit);
161         settings->getS16NoEx("mgv7_cavern_taper",          cavern_taper);
162         settings->getFloatNoEx("mgv7_cavern_threshold",    cavern_threshold);
163
164         settings->getNoiseParams("mgv7_np_terrain_base",      np_terrain_base);
165         settings->getNoiseParams("mgv7_np_terrain_alt",       np_terrain_alt);
166         settings->getNoiseParams("mgv7_np_terrain_persist",   np_terrain_persist);
167         settings->getNoiseParams("mgv7_np_height_select",     np_height_select);
168         settings->getNoiseParams("mgv7_np_filler_depth",      np_filler_depth);
169         settings->getNoiseParams("mgv7_np_mount_height",      np_mount_height);
170         settings->getNoiseParams("mgv7_np_ridge_uwater",      np_ridge_uwater);
171         settings->getNoiseParams("mgv7_np_floatland_base",    np_floatland_base);
172         settings->getNoiseParams("mgv7_np_float_base_height", np_float_base_height);
173         settings->getNoiseParams("mgv7_np_mountain",          np_mountain);
174         settings->getNoiseParams("mgv7_np_ridge",             np_ridge);
175         settings->getNoiseParams("mgv7_np_cavern",            np_cavern);
176         settings->getNoiseParams("mgv7_np_cave1",             np_cave1);
177         settings->getNoiseParams("mgv7_np_cave2",             np_cave2);
178 }
179
180
181 void MapgenV7Params::writeParams(Settings *settings) const
182 {
183         settings->setFlagStr("mgv7_spflags",           spflags, flagdesc_mapgen_v7, U32_MAX);
184         settings->setS16("mgv7_mount_zero_level",      mount_zero_level);
185         settings->setFloat("mgv7_cave_width",          cave_width);
186         settings->setS16("mgv7_large_cave_depth",      large_cave_depth);
187         settings->setS16("mgv7_lava_depth",            lava_depth);
188         settings->setFloat("mgv7_float_mount_density", float_mount_density);
189         settings->setFloat("mgv7_float_mount_height",  float_mount_height);
190         settings->setS16("mgv7_floatland_level",       floatland_level);
191         settings->setS16("mgv7_shadow_limit",          shadow_limit);
192         settings->setS16("mgv7_cavern_limit",          cavern_limit);
193         settings->setS16("mgv7_cavern_taper",          cavern_taper);
194         settings->setFloat("mgv7_cavern_threshold",    cavern_threshold);
195
196         settings->setNoiseParams("mgv7_np_terrain_base",      np_terrain_base);
197         settings->setNoiseParams("mgv7_np_terrain_alt",       np_terrain_alt);
198         settings->setNoiseParams("mgv7_np_terrain_persist",   np_terrain_persist);
199         settings->setNoiseParams("mgv7_np_height_select",     np_height_select);
200         settings->setNoiseParams("mgv7_np_filler_depth",      np_filler_depth);
201         settings->setNoiseParams("mgv7_np_mount_height",      np_mount_height);
202         settings->setNoiseParams("mgv7_np_ridge_uwater",      np_ridge_uwater);
203         settings->setNoiseParams("mgv7_np_floatland_base",    np_floatland_base);
204         settings->setNoiseParams("mgv7_np_float_base_height", np_float_base_height);
205         settings->setNoiseParams("mgv7_np_mountain",          np_mountain);
206         settings->setNoiseParams("mgv7_np_ridge",             np_ridge);
207         settings->setNoiseParams("mgv7_np_cavern",            np_cavern);
208         settings->setNoiseParams("mgv7_np_cave1",             np_cave1);
209         settings->setNoiseParams("mgv7_np_cave2",             np_cave2);
210 }
211
212
213 ///////////////////////////////////////////////////////////////////////////////
214
215
216 int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
217 {
218         // If rivers are enabled, first check if in a river
219         if (spflags & MGV7_RIDGES) {
220                 float width = 0.2;
221                 float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
222                 if (fabs(uwatern) <= width)
223                         return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
224         }
225
226         // Terrain noise 'offset' is the average level of that terrain.
227         // At least 50% of terrain will be below the higher of base and alt terrain
228         // 'offset's.
229         // Raising the maximum spawn level above 'water_level + 16' is necessary
230         // for when terrain 'offset's are set much higher than water_level.
231         s16 max_spawn_y = MYMAX(MYMAX(noise_terrain_alt->np.offset,
232                         noise_terrain_base->np.offset),
233                         water_level + 16);
234         // Base terrain calculation
235         s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
236
237         // If mountains are disabled, terrain level is base terrain level.
238         // Avoids mid-air spawn where mountain terrain would have been.
239         if (!(spflags & MGV7_MOUNTAINS)) {
240                 if (y < water_level || y > max_spawn_y)
241                         return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
242
243                 // y + 2 because y is surface level and due to biome 'dust'
244                 return y + 2;
245         }
246
247         // Search upwards for first node without mountain terrain
248         int iters = 256;
249         while (iters > 0 && y <= max_spawn_y) {
250                 if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) {
251                         if (y <= water_level || y > max_spawn_y)
252                                 return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
253
254                         // y + 1 due to biome 'dust'
255                         return y + 1;
256                 }
257                 y++;
258                 iters--;
259         }
260
261         // Unsuitable spawn point
262         return MAX_MAP_GENERATION_LIMIT;
263 }
264
265
266 void MapgenV7::makeChunk(BlockMakeData *data)
267 {
268         // Pre-conditions
269         assert(data->vmanip);
270         assert(data->nodedef);
271         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
272                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
273                 data->blockpos_requested.Z >= data->blockpos_min.Z);
274         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
275                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
276                 data->blockpos_requested.Z <= data->blockpos_max.Z);
277
278         this->generating = true;
279         this->vm   = data->vmanip;
280         this->ndef = data->nodedef;
281         //TimeTaker t("makeChunk");
282
283         v3s16 blockpos_min = data->blockpos_min;
284         v3s16 blockpos_max = data->blockpos_max;
285         node_min = blockpos_min * MAP_BLOCKSIZE;
286         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
287         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
288         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
289
290         blockseed = getBlockSeed2(full_node_min, seed);
291
292         // Generate base and mountain terrain
293         // An initial heightmap is no longer created here for use in generateRidgeTerrain()
294         s16 stone_surface_max_y = generateTerrain();
295
296         // Generate rivers
297         if (spflags & MGV7_RIDGES)
298                 generateRidgeTerrain();
299
300         // Create heightmap
301         updateHeightmap(node_min, node_max);
302
303         // Init biome generator, place biome-specific nodes, and build biomemap
304         biomegen->calcBiomeNoise(node_min);
305
306         MgStoneType mgstone_type;
307         content_t biome_stone;
308         generateBiomes(&mgstone_type, &biome_stone);
309
310         // Generate caverns, tunnels and classic caves
311         if (flags & MG_CAVES) {
312                 bool near_cavern = false;
313                 // Generate caverns
314                 if (spflags & MGV7_CAVERNS)
315                         near_cavern = generateCaverns(stone_surface_max_y);
316                 // Generate tunnels and classic caves
317                 if (near_cavern)
318                         // Disable classic caves in this mapchunk by setting
319                         // 'large cave depth' to world base. Avoids excessive liquid in
320                         // large caverns and floating blobs of overgenerated liquid.
321                         generateCaves(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT);
322                 else
323                         generateCaves(stone_surface_max_y, large_cave_depth);
324         }
325
326         // Generate dungeons
327         if (flags & MG_DUNGEONS)
328                 generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);
329
330         // Generate the registered decorations
331         if (flags & MG_DECORATIONS)
332                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
333
334         // Generate the registered ores
335         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
336
337         // Sprinkle some dust on top after everything else was generated
338         dustTopNodes();
339
340         //printf("makeChunk: %dms\n", t.stop());
341
342         // Update liquids
343         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
344
345         // Calculate lighting
346         // Limit floatland shadow
347         bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) &&
348                 node_min.Y <= shadow_limit && node_max.Y >= shadow_limit);
349
350         if (flags & MG_LIGHT)
351                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
352                         full_node_min, full_node_max, propagate_shadow);
353
354         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
355         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
356
357         this->generating = false;
358 }
359
360
361 float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
362 {
363         float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
364         hselect = rangelim(hselect, 0.0, 1.0);
365
366         float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
367
368         noise_terrain_base->np.persist = persist;
369         float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
370
371         noise_terrain_alt->np.persist = persist;
372         float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
373
374         if (height_alt > height_base)
375                 return height_alt;
376
377         return (height_base * hselect) + (height_alt * (1.0 - hselect));
378 }
379
380
381 float MapgenV7::baseTerrainLevelFromMap(int index)
382 {
383         float hselect     = rangelim(noise_height_select->result[index], 0.0, 1.0);
384         float height_base = noise_terrain_base->result[index];
385         float height_alt  = noise_terrain_alt->result[index];
386
387         if (height_alt > height_base)
388                 return height_alt;
389
390         return (height_base * hselect) + (height_alt * (1.0 - hselect));
391 }
392
393
394 bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
395 {
396         float mnt_h_n =
397                         MYMAX(NoisePerlin2D(&noise_mount_height->np, x, z, seed), 1.0f);
398         float density_gradient = -((float)(y - mount_zero_level) / mnt_h_n);
399         float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
400
401         return mnt_n + density_gradient >= 0.0;
402 }
403
404
405 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
406 {
407         float mounthn = MYMAX(noise_mount_height->result[idx_xz], 1.0f);
408         float density_gradient = -((float)(y - mount_zero_level) / mounthn);
409         float mountn = noise_mountain->result[idx_xyz];
410
411         return mountn + density_gradient >= 0.0;
412 }
413
414
415 bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y)
416 {
417         // Make rim 2 nodes thick to match floatland base terrain
418         float density_gradient = (y >= floatland_level) ?
419                 -pow((float)(y - floatland_level) / float_mount_height, 0.75f) :
420                 -pow((float)(floatland_level - 1 - y) / float_mount_height, 0.75f);
421
422         float floatn = noise_mountain->result[idx_xyz] + float_mount_density;
423
424         return floatn + density_gradient >= 0.0f;
425 }
426
427
428 void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max, int idx_xz)
429 {
430         // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
431         s16 base_min = MAX_MAP_GENERATION_LIMIT + 1;
432         s16 base_max = MAX_MAP_GENERATION_LIMIT;
433
434         float n_base = noise_floatland_base->result[idx_xz];
435         if (n_base > 0.0f) {
436                 float n_base_height =
437                                 MYMAX(noise_float_base_height->result[idx_xz], 1.0f);
438                 float amp = n_base * n_base_height;
439                 float ridge = n_base_height / 3.0f;
440                 base_min = floatland_level - amp / 1.5f;
441
442                 if (amp > ridge * 2.0f) {
443                         // Lake bed
444                         base_max = floatland_level - (amp - ridge * 2.0f) / 2.0f;
445                 } else {
446                         // Hills and ridges
447                         float diff = fabs(amp - ridge) / ridge;
448                         // Smooth ridges using the 'smoothstep function'
449                         float smooth_diff = diff * diff * (3.0f - 2.0f * diff);
450                         base_max = floatland_level + ridge - smooth_diff * ridge;
451                 }
452         }
453
454         *float_base_min = base_min;
455         *float_base_max = base_max;
456 }
457
458
459 int MapgenV7::generateTerrain()
460 {
461         MapNode n_air(CONTENT_AIR);
462         MapNode n_stone(c_stone);
463         MapNode n_water(c_water_source);
464
465         //// Calculate noise for terrain generation
466         noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z);
467         float *persistmap = noise_terrain_persist->result;
468
469         noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap);
470         noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
471         noise_height_select->perlinMap2D(node_min.X, node_min.Z);
472
473         if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) {
474                 noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
475         }
476
477         if (spflags & MGV7_MOUNTAINS) {
478                 noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
479         }
480
481         if (spflags & MGV7_FLOATLANDS) {
482                 noise_floatland_base->perlinMap2D(node_min.X, node_min.Z);
483                 noise_float_base_height->perlinMap2D(node_min.X, node_min.Z);
484         }
485
486         //// Place nodes
487         const v3s16 &em = vm->m_area.getExtent();
488         s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
489         u32 index2d = 0;
490
491         for (s16 z = node_min.Z; z <= node_max.Z; z++)
492         for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
493                 s16 surface_y = baseTerrainLevelFromMap(index2d);
494                 if (surface_y > stone_surface_max_y)
495                         stone_surface_max_y = surface_y;
496
497                 // Get extent of floatland base terrain
498                 // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
499                 s16 float_base_min = MAX_MAP_GENERATION_LIMIT + 1;
500                 s16 float_base_max = MAX_MAP_GENERATION_LIMIT;
501                 if (spflags & MGV7_FLOATLANDS)
502                         floatBaseExtentFromMap(&float_base_min, &float_base_max, index2d);
503
504                 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
505                 u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
506
507                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
508                         if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
509                                 if (y <= surface_y) {
510                                         vm->m_data[vi] = n_stone;  // Base terrain
511                                 } else if ((spflags & MGV7_MOUNTAINS) &&
512                                                 getMountainTerrainFromMap(index3d, index2d, y)) {
513                                         vm->m_data[vi] = n_stone;  // Mountain terrain
514                                         if (y > stone_surface_max_y)
515                                                 stone_surface_max_y = y;
516                                 } else if ((spflags & MGV7_FLOATLANDS) &&
517                                                 ((y >= float_base_min && y <= float_base_max) ||
518                                                 getFloatlandMountainFromMap(index3d, index2d, y))) {
519                                         vm->m_data[vi] = n_stone;  // Floatland terrain
520                                         stone_surface_max_y = node_max.Y;
521                                 } else if (y <= water_level) {
522                                         vm->m_data[vi] = n_water;  // Ground level water
523                                 } else if ((spflags & MGV7_FLOATLANDS) &&
524                                                 (y >= float_base_max && y <= floatland_level)) {
525                                         vm->m_data[vi] = n_water;  // Floatland water
526                                 } else {
527                                         vm->m_data[vi] = n_air;
528                                 }
529                         }
530                         vm->m_area.add_y(em, vi, 1);
531                         index3d += ystride;
532                 }
533         }
534
535         return stone_surface_max_y;
536 }
537
538
539 void MapgenV7::generateRidgeTerrain()
540 {
541         if (node_max.Y < water_level - 16 ||
542                         ((spflags & MGV7_FLOATLANDS) && node_max.Y > shadow_limit))
543                 return;
544
545         noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
546         noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
547
548         MapNode n_water(c_water_source);
549         MapNode n_air(CONTENT_AIR);
550         u32 index = 0;
551         float width = 0.2;
552
553         for (s16 z = node_min.Z; z <= node_max.Z; z++)
554         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
555                 u32 vi = vm->m_area.index(node_min.X, y, z);
556                 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
557                         int j = (z - node_min.Z) * csize.X + (x - node_min.X);
558
559                         float uwatern = noise_ridge_uwater->result[j] * 2;
560                         if (fabs(uwatern) > width)
561                                 continue;
562
563                         float altitude = y - water_level;
564                         float height_mod = (altitude + 17) / 2.5;
565                         float width_mod  = width - fabs(uwatern);
566                         float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
567
568                         if (nridge + width_mod * height_mod < 0.6)
569                                 continue;
570
571                         vm->m_data[vi] = (y > water_level) ? n_air : n_water;
572                 }
573         }
574 }
575
576
577 ////////////////////////////////////////////////////////////////////////////////
578 //// Code Boneyard
579 ////
580 //// Much of the stuff here has potential to become useful again at some point
581 //// in the future, but we don't want it to get lost or forgotten in version
582 //// control.
583 ////
584
585 #if 0
586 int MapgenV7::generateMountainTerrain(s16 ymax)
587 {
588         MapNode n_stone(c_stone);
589         u32 j = 0;
590
591         for (s16 z = node_min.Z; z <= node_max.Z; z++)
592         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
593                 u32 vi = vm->m_area.index(node_min.X, y, z);
594                 for (s16 x = node_min.X; x <= node_max.X; x++) {
595                         int index = (z - node_min.Z) * csize.X + (x - node_min.X);
596                         content_t c = vm->m_data[vi].getContent();
597
598                         if (getMountainTerrainFromMap(j, index, y)
599                                         && (c == CONTENT_AIR || c == c_water_source)) {
600                                 vm->m_data[vi] = n_stone;
601                                 if (y > ymax)
602                                         ymax = y;
603                         }
604
605                         vi++;
606                         j++;
607                 }
608         }
609
610         return ymax;
611 }
612 #endif
613
614
615 #if 0
616 void MapgenV7::carveRivers() {
617         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
618         MapNode n_stone(c_stone);
619         u32 index = 0;
620
621         int river_depth = 4;
622
623         for (s16 z = node_min.Z; z <= node_max.Z; z++)
624         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
625                 float terrain_mod  = noise_terrain_mod->result[index];
626                 NoiseParams *np = noise_terrain_river->np;
627                 np.persist = noise_terrain_persist->result[index];
628                 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
629                 float height = terrain_river * (1 - abs(terrain_mod)) *
630                                                 noise_terrain_river->np.scale;
631                 height = log(height * height); //log(h^3) is pretty interesting for terrain
632
633                 s16 y = heightmap[index];
634                 if (height < 1.0 && y > river_depth &&
635                         y - river_depth >= node_min.Y && y <= node_max.Y) {
636
637                         for (s16 ry = y; ry != y - river_depth; ry--) {
638                                 u32 vi = vm->m_area.index(x, ry, z);
639                                 vm->m_data[vi] = n_air;
640                         }
641
642                         u32 vi = vm->m_area.index(x, y - river_depth, z);
643                         vm->m_data[vi] = n_water_source;
644                 }
645         }
646 }
647 #endif
648
649
650 #if 0
651 void MapgenV7::addTopNodes()
652 {
653         v3s16 em = vm->m_area.getExtent();
654         s16 ntopnodes;
655         u32 index = 0;
656
657         for (s16 z = node_min.Z; z <= node_max.Z; z++)
658         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
659                 Biome *biome = bmgr->biomes[biomemap[index]];
660
661                 //////////////////// First, add top nodes below the ridge
662                 s16 y = ridge_heightmap[index];
663
664                 // This cutoff is good enough, but not perfect.
665                 // It will cut off potentially placed top nodes at chunk boundaries
666                 if (y < node_min.Y)
667                         continue;
668                 if (y > node_max.Y) {
669                         y = node_max.Y; // Let's see if we can still go downward anyway
670                         u32 vi = vm->m_area.index(x, y, z);
671                         content_t c = vm->m_data[vi].getContent();
672                         if (ndef->get(c).walkable)
673                                 continue;
674                 }
675
676                 // N.B.  It is necessary to search downward since ridge_heightmap[i]
677                 // might not be the actual height, just the lowest part in the chunk
678                 // where a ridge had been carved
679                 u32 i = vm->m_area.index(x, y, z);
680                 for (; y >= node_min.Y; y--) {
681                         content_t c = vm->m_data[i].getContent();
682                         if (ndef->get(c).walkable)
683                                 break;
684                         vm->m_area.add_y(em, i, -1);
685                 }
686
687                 if (y != node_min.Y - 1 && y >= water_level) {
688                         ridge_heightmap[index] = y; //update ridgeheight
689                         ntopnodes = biome->top_depth;
690                         for (; y <= node_max.Y && ntopnodes; y++) {
691                                 ntopnodes--;
692                                 vm->m_data[i] = MapNode(biome->c_top);
693                                 vm->m_area.add_y(em, i, 1);
694                         }
695                         // If dirt, grow grass on it.
696                         if (y > water_level - 10 &&
697                                 vm->m_data[i].getContent() == CONTENT_AIR) {
698                                 vm->m_area.add_y(em, i, -1);
699                                 if (vm->m_data[i].getContent() == c_dirt)
700                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
701                         }
702                 }
703
704                 //////////////////// Now, add top nodes on top of the ridge
705                 y = heightmap[index];
706                 if (y > node_max.Y) {
707                         y = node_max.Y; // Let's see if we can still go downward anyway
708                         u32 vi = vm->m_area.index(x, y, z);
709                         content_t c = vm->m_data[vi].getContent();
710                         if (ndef->get(c).walkable)
711                                 continue;
712                 }
713
714                 i = vm->m_area.index(x, y, z);
715                 for (; y >= node_min.Y; y--) {
716                         content_t c = vm->m_data[i].getContent();
717                         if (ndef->get(c).walkable)
718                                 break;
719                         vm->m_area.add_y(em, i, -1);
720                 }
721
722                 if (y != node_min.Y - 1) {
723                         ntopnodes = biome->top_depth;
724                         // Let's see if we've already added it...
725                         if (y == ridge_heightmap[index] + ntopnodes - 1)
726                                 continue;
727
728                         for (; y <= node_max.Y && ntopnodes; y++) {
729                                 ntopnodes--;
730                                 vm->m_data[i] = MapNode(biome->c_top);
731                                 vm->m_area.add_y(em, i, 1);
732                         }
733                         // If dirt, grow grass on it.
734                         if (y > water_level - 10 &&
735                                 vm->m_data[i].getContent() == CONTENT_AIR) {
736                                 vm->m_area.add_y(em, i, -1);
737                                 if (vm->m_data[i].getContent() == c_dirt)
738                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
739                         }
740                 }
741         }
742 }
743 #endif