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1 /*
2 Minetest
3 Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Copyright (C) 2010-2015 paramat, Matt Gregory
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 "treegen.h"
37 #include "mg_biome.h"
38 #include "mg_ore.h"
39 #include "mg_decoration.h"
40 #include "mapgen_v7.h"
41
42
43 FlagDesc flagdesc_mapgen_v7[] = {
44         {"mountains", MGV7_MOUNTAINS},
45         {"ridges",    MGV7_RIDGES},
46         {NULL,        0}
47 };
48
49
50 ///////////////////////////////////////////////////////////////////////////////
51
52
53 MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
54         : Mapgen(mapgenid, params, emerge)
55 {
56         this->m_emerge = emerge;
57         this->bmgr     = emerge->biomemgr;
58
59         //// amount of elements to skip for the next index
60         //// for noise/height/biome maps (not vmanip)
61         this->ystride = csize.X;
62         // 1-down overgeneration
63         this->zstride_1d = csize.X * (csize.Y + 1);
64
65         this->biomemap        = new u8[csize.X * csize.Z];
66         this->heightmap       = new s16[csize.X * csize.Z];
67         this->heatmap         = NULL;
68         this->humidmap        = NULL;
69         this->ridge_heightmap = new s16[csize.X * csize.Z];
70
71         MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
72         this->spflags = sp->spflags;
73
74         //// Terrain noise
75         noise_terrain_base    = new Noise(&sp->np_terrain_base,    seed, csize.X, csize.Z);
76         noise_terrain_alt     = new Noise(&sp->np_terrain_alt,     seed, csize.X, csize.Z);
77         noise_terrain_persist = new Noise(&sp->np_terrain_persist, seed, csize.X, csize.Z);
78         noise_height_select   = new Noise(&sp->np_height_select,   seed, csize.X, csize.Z);
79         noise_filler_depth    = new Noise(&sp->np_filler_depth,    seed, csize.X, csize.Z);
80         noise_mount_height    = new Noise(&sp->np_mount_height,    seed, csize.X, csize.Z);
81         noise_ridge_uwater    = new Noise(&sp->np_ridge_uwater,    seed, csize.X, csize.Z);
82
83         //// 3d terrain noise
84         // 1-up 1-down overgeneration
85         noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
86         noise_ridge    = new Noise(&sp->np_ridge,    seed, csize.X, csize.Y + 2, csize.Z);
87         // 1-down overgeneraion
88         noise_cave1    = new Noise(&sp->np_cave1,    seed, csize.X, csize.Y + 1, csize.Z);
89         noise_cave2    = new Noise(&sp->np_cave2,    seed, csize.X, csize.Y + 1, csize.Z);
90
91         //// Biome noise
92         noise_heat           = new Noise(&params->np_biome_heat,           seed, csize.X, csize.Z);
93         noise_humidity       = new Noise(&params->np_biome_humidity,       seed, csize.X, csize.Z);
94         noise_heat_blend     = new Noise(&params->np_biome_heat_blend,     seed, csize.X, csize.Z);
95         noise_humidity_blend = new Noise(&params->np_biome_humidity_blend, seed, csize.X, csize.Z);
96
97         //// Resolve nodes to be used
98         INodeDefManager *ndef = emerge->ndef;
99
100         c_stone                = ndef->getId("mapgen_stone");
101         c_water_source         = ndef->getId("mapgen_water_source");
102         c_lava_source          = ndef->getId("mapgen_lava_source");
103         c_desert_stone         = ndef->getId("mapgen_desert_stone");
104         c_ice                  = ndef->getId("mapgen_ice");
105         c_sandstone            = ndef->getId("mapgen_sandstone");
106
107         c_cobble               = ndef->getId("mapgen_cobble");
108         c_stair_cobble         = ndef->getId("mapgen_stair_cobble");
109         c_mossycobble          = ndef->getId("mapgen_mossycobble");
110         c_sandstonebrick       = ndef->getId("mapgen_sandstonebrick");
111         c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
112
113         if (c_ice == CONTENT_IGNORE)
114                 c_ice = CONTENT_AIR;
115         if (c_mossycobble == CONTENT_IGNORE)
116                 c_mossycobble = c_cobble;
117         if (c_stair_cobble == CONTENT_IGNORE)
118                 c_stair_cobble = c_cobble;
119         if (c_sandstonebrick == CONTENT_IGNORE)
120                 c_sandstonebrick = c_sandstone;
121         if (c_stair_sandstonebrick == CONTENT_IGNORE)
122                 c_stair_sandstonebrick = c_sandstone;
123 }
124
125
126 MapgenV7::~MapgenV7()
127 {
128         delete noise_terrain_base;
129         delete noise_terrain_persist;
130         delete noise_height_select;
131         delete noise_terrain_alt;
132         delete noise_filler_depth;
133         delete noise_mount_height;
134         delete noise_ridge_uwater;
135         delete noise_mountain;
136         delete noise_ridge;
137         delete noise_cave1;
138         delete noise_cave2;
139
140         delete noise_heat;
141         delete noise_humidity;
142         delete noise_heat_blend;
143         delete noise_humidity_blend;
144
145         delete[] ridge_heightmap;
146         delete[] heightmap;
147         delete[] biomemap;
148 }
149
150
151 MapgenV7Params::MapgenV7Params()
152 {
153         spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
154
155         np_terrain_base    = NoiseParams(4,    70,  v3f(600,  600,  600),  82341, 5, 0.6,  2.0);
156         np_terrain_alt     = NoiseParams(4,    25,  v3f(600,  600,  600),  5934,  5, 0.6,  2.0);
157         np_terrain_persist = NoiseParams(0.6,  0.1, v3f(2000, 2000, 2000), 539,   3, 0.6,  2.0);
158         np_height_select   = NoiseParams(-8,   16,  v3f(500,  500,  500),  4213,  6, 0.7,  2.0);
159         np_filler_depth    = NoiseParams(0,    1.2, v3f(150,  150,  150),  261,   3, 0.7,  2.0);
160         np_mount_height    = NoiseParams(256,  112, v3f(1000, 1000, 1000), 72449, 3, 0.6,  2.0);
161         np_ridge_uwater    = NoiseParams(0,    1,   v3f(1000, 1000, 1000), 85039, 5, 0.6,  2.0);
162         np_mountain        = NoiseParams(-0.6, 1,   v3f(250,  350,  250),  5333,  5, 0.63, 2.0);
163         np_ridge           = NoiseParams(0,    1,   v3f(100,  100,  100),  6467,  4, 0.75, 2.0);
164         np_cave1           = NoiseParams(0,    12,  v3f(96,   96,   96),   52534, 4, 0.5,  2.0);
165         np_cave2           = NoiseParams(0,    12,  v3f(96,   96,   96),   10325, 4, 0.5,  2.0);
166 }
167
168
169 void MapgenV7Params::readParams(const Settings *settings)
170 {
171         settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
172
173         settings->getNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
174         settings->getNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
175         settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
176         settings->getNoiseParams("mgv7_np_height_select",   np_height_select);
177         settings->getNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
178         settings->getNoiseParams("mgv7_np_mount_height",    np_mount_height);
179         settings->getNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
180         settings->getNoiseParams("mgv7_np_mountain",        np_mountain);
181         settings->getNoiseParams("mgv7_np_ridge",           np_ridge);
182         settings->getNoiseParams("mgv7_np_cave1",           np_cave1);
183         settings->getNoiseParams("mgv7_np_cave2",           np_cave2);
184 }
185
186
187 void MapgenV7Params::writeParams(Settings *settings) const
188 {
189         settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX);
190
191         settings->setNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
192         settings->setNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
193         settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
194         settings->setNoiseParams("mgv7_np_height_select",   np_height_select);
195         settings->setNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
196         settings->setNoiseParams("mgv7_np_mount_height",    np_mount_height);
197         settings->setNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
198         settings->setNoiseParams("mgv7_np_mountain",        np_mountain);
199         settings->setNoiseParams("mgv7_np_ridge",           np_ridge);
200         settings->setNoiseParams("mgv7_np_cave1",           np_cave1);
201         settings->setNoiseParams("mgv7_np_cave2",           np_cave2);
202 }
203
204
205 ///////////////////////////////////////////////////////////////////////////////
206
207
208 int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
209 {
210         // Base terrain calculation
211         s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
212
213         // Ridge/river terrain calculation
214         float width = 0.2;
215         float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
216         // if inside a river this is an unsuitable spawn point
217         if (fabs(uwatern) <= width)
218                 return MAX_MAP_GENERATION_LIMIT;
219
220         // Mountain terrain calculation
221         int iters = 128;
222         while (iters--) {
223                 if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) {  // Air, y is ground level
224                         if (y <= water_level || y > water_level + 16)
225                                 return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
226                         else
227                                 return y;
228                 }
229                 y++;
230         }
231
232         // Unsuitable spawn point, no ground surface found
233         return MAX_MAP_GENERATION_LIMIT;
234 }
235
236
237 void MapgenV7::makeChunk(BlockMakeData *data)
238 {
239         // Pre-conditions
240         assert(data->vmanip);
241         assert(data->nodedef);
242         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
243                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
244                 data->blockpos_requested.Z >= data->blockpos_min.Z);
245         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
246                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
247                 data->blockpos_requested.Z <= data->blockpos_max.Z);
248
249         this->generating = true;
250         this->vm   = data->vmanip;
251         this->ndef = data->nodedef;
252         //TimeTaker t("makeChunk");
253
254         v3s16 blockpos_min = data->blockpos_min;
255         v3s16 blockpos_max = data->blockpos_max;
256         node_min = blockpos_min * MAP_BLOCKSIZE;
257         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
258         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
259         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
260
261         blockseed = getBlockSeed2(full_node_min, seed);
262
263         // Make some noise
264         calculateNoise();
265
266         // Generate base terrain, mountains, and ridges with initial heightmaps
267         s16 stone_surface_max_y = generateTerrain();
268
269         // Create heightmap
270         updateHeightmap(node_min, node_max);
271
272         // Create biomemap at heightmap surface
273         bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
274                 noise_humidity->result, heightmap, biomemap);
275
276         // Actually place the biome-specific nodes
277         MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
278
279         if (flags & MG_CAVES)
280                 generateCaves(stone_surface_max_y);
281
282         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
283                 DungeonParams dp;
284
285                 dp.np_rarity  = nparams_dungeon_rarity;
286                 dp.np_density = nparams_dungeon_density;
287                 dp.np_wetness = nparams_dungeon_wetness;
288                 dp.c_water    = c_water_source;
289                 if (stone_type == STONE) {
290                         dp.c_cobble = c_cobble;
291                         dp.c_moss   = c_mossycobble;
292                         dp.c_stair  = c_stair_cobble;
293
294                         dp.diagonal_dirs = false;
295                         dp.mossratio     = 3.0;
296                         dp.holesize      = v3s16(1, 2, 1);
297                         dp.roomsize      = v3s16(0, 0, 0);
298                         dp.notifytype    = GENNOTIFY_DUNGEON;
299                 } else if (stone_type == DESERT_STONE) {
300                         dp.c_cobble = c_desert_stone;
301                         dp.c_moss   = c_desert_stone;
302                         dp.c_stair  = c_desert_stone;
303
304                         dp.diagonal_dirs = true;
305                         dp.mossratio     = 0.0;
306                         dp.holesize      = v3s16(2, 3, 2);
307                         dp.roomsize      = v3s16(2, 5, 2);
308                         dp.notifytype    = GENNOTIFY_TEMPLE;
309                 } else if (stone_type == SANDSTONE) {
310                         dp.c_cobble = c_sandstonebrick;
311                         dp.c_moss   = c_sandstonebrick;
312                         dp.c_stair  = c_sandstonebrick;
313
314                         dp.diagonal_dirs = false;
315                         dp.mossratio     = 0.0;
316                         dp.holesize      = v3s16(2, 2, 2);
317                         dp.roomsize      = v3s16(2, 0, 2);
318                         dp.notifytype    = GENNOTIFY_DUNGEON;
319                 }
320
321                 DungeonGen dgen(this, &dp);
322                 dgen.generate(blockseed, full_node_min, full_node_max);
323         }
324
325         // Generate the registered decorations
326         if (flags & MG_DECORATIONS)
327                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
328
329         // Generate the registered ores
330         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
331
332         // Sprinkle some dust on top after everything else was generated
333         dustTopNodes();
334
335         //printf("makeChunk: %dms\n", t.stop());
336
337         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
338
339         if (flags & MG_LIGHT)
340                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
341                         full_node_min, full_node_max);
342
343         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
344         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
345
346         this->generating = false;
347 }
348
349
350 void MapgenV7::calculateNoise()
351 {
352         //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
353         s16 x = node_min.X;
354         s16 y = node_min.Y - 1;
355         s16 z = node_min.Z;
356
357         noise_terrain_persist->perlinMap2D(x, z);
358         float *persistmap = noise_terrain_persist->result;
359
360         noise_terrain_base->perlinMap2D(x, z, persistmap);
361         noise_terrain_alt->perlinMap2D(x, z, persistmap);
362         noise_height_select->perlinMap2D(x, z);
363
364         if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) {
365                 noise_ridge->perlinMap3D(x, y, z);
366                 noise_ridge_uwater->perlinMap2D(x, z);
367         }
368
369         // Cave noises are calculated in generateCaves()
370         // only if solid terrain is present in mapchunk
371
372         // Mountain noises are calculated in generateMountainTerrain()
373         // only if solid terrain surface dips into mapchunk
374
375         noise_filler_depth->perlinMap2D(x, z);
376         noise_heat->perlinMap2D(x, z);
377         noise_humidity->perlinMap2D(x, z);
378         noise_heat_blend->perlinMap2D(x, z);
379         noise_humidity_blend->perlinMap2D(x, z);
380
381         for (s32 i = 0; i < csize.X * csize.Z; i++) {
382                 noise_heat->result[i] += noise_heat_blend->result[i];
383                 noise_humidity->result[i] += noise_humidity_blend->result[i];
384         }
385
386         heatmap = noise_heat->result;
387         humidmap = noise_humidity->result;
388         //printf("calculateNoise: %dus\n", t.stop());
389 }
390
391
392 Biome *MapgenV7::getBiomeAtPoint(v3s16 p)
393 {
394         float heat = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed) +
395                 NoisePerlin2D(&noise_heat_blend->np, p.X, p.Z, seed);
396         float humidity = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed) +
397                 NoisePerlin2D(&noise_humidity_blend->np, p.X, p.Z, seed);
398         s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
399
400         return bmgr->getBiome(heat, humidity, groundlevel);
401 }
402
403 //needs to be updated
404 float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
405 {
406         float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
407         hselect = rangelim(hselect, 0.0, 1.0);
408
409         float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
410
411         noise_terrain_base->np.persist = persist;
412         float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
413
414         noise_terrain_alt->np.persist = persist;
415         float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
416
417         if (height_alt > height_base)
418                 return height_alt;
419
420         return (height_base * hselect) + (height_alt * (1.0 - hselect));
421 }
422
423
424 float MapgenV7::baseTerrainLevelFromMap(int index)
425 {
426         float hselect     = rangelim(noise_height_select->result[index], 0.0, 1.0);
427         float height_base = noise_terrain_base->result[index];
428         float height_alt  = noise_terrain_alt->result[index];
429
430         if (height_alt > height_base)
431                 return height_alt;
432
433         return (height_base * hselect) + (height_alt * (1.0 - hselect));
434 }
435
436
437 bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
438 {
439         float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
440         float density_gradient = -((float)y / mnt_h_n);
441         float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
442
443         return mnt_n + density_gradient >= 0.0;
444 }
445
446
447 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
448 {
449         float mounthn = noise_mount_height->result[idx_xz];
450         float density_gradient = -((float)y / mounthn);
451         float mountn = noise_mountain->result[idx_xyz];
452
453         return mountn + density_gradient >= 0.0;
454 }
455
456
457 int MapgenV7::generateTerrain()
458 {
459         s16 stone_surface_min_y;
460         s16 stone_surface_max_y;
461
462         generateBaseTerrain(&stone_surface_min_y, &stone_surface_max_y);
463
464         if ((spflags & MGV7_MOUNTAINS) && stone_surface_min_y < node_max.Y)
465                 stone_surface_max_y = generateMountainTerrain(stone_surface_max_y);
466
467         if (spflags & MGV7_RIDGES)
468                 generateRidgeTerrain();
469
470         return stone_surface_max_y;
471 }
472
473
474 void MapgenV7::generateBaseTerrain(s16 *stone_surface_min_y, s16 *stone_surface_max_y)
475 {
476         MapNode n_air(CONTENT_AIR);
477         MapNode n_stone(c_stone);
478         MapNode n_water(c_water_source);
479
480         v3s16 em = vm->m_area.getExtent();
481         s16 surface_min_y = MAX_MAP_GENERATION_LIMIT;
482         s16 surface_max_y = -MAX_MAP_GENERATION_LIMIT;
483         u32 index = 0;
484
485         for (s16 z = node_min.Z; z <= node_max.Z; z++)
486         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
487                 float surface_height = baseTerrainLevelFromMap(index);
488                 s16 surface_y = (s16)surface_height;
489
490                 heightmap[index]       = surface_y;
491                 ridge_heightmap[index] = surface_y;
492
493                 if (surface_y < surface_min_y)
494                         surface_min_y = surface_y;
495
496                 if (surface_y > surface_max_y)
497                         surface_max_y = surface_y;
498
499                 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
500                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
501                         if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
502                                 if (y <= surface_y)
503                                         vm->m_data[vi] = n_stone;
504                                 else if (y <= water_level)
505                                         vm->m_data[vi] = n_water;
506                                 else
507                                         vm->m_data[vi] = n_air;
508                         }
509                         vm->m_area.add_y(em, vi, 1);
510                 }
511         }
512
513         *stone_surface_min_y = surface_min_y;
514         *stone_surface_max_y = surface_max_y;
515 }
516
517
518 int MapgenV7::generateMountainTerrain(s16 ymax)
519 {
520         noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
521         noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
522
523         MapNode n_stone(c_stone);
524         u32 j = 0;
525
526         for (s16 z = node_min.Z; z <= node_max.Z; z++)
527         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
528                 u32 vi = vm->m_area.index(node_min.X, y, z);
529                 for (s16 x = node_min.X; x <= node_max.X; x++) {
530                         int index = (z - node_min.Z) * csize.X + (x - node_min.X);
531                         content_t c = vm->m_data[vi].getContent();
532
533                         if (getMountainTerrainFromMap(j, index, y)
534                                         && (c == CONTENT_AIR || c == c_water_source)) {
535                                 vm->m_data[vi] = n_stone;
536                                 if (y > ymax)
537                                         ymax = y;
538                         }
539
540                         vi++;
541                         j++;
542                 }
543         }
544
545         return ymax;
546 }
547
548
549 void MapgenV7::generateRidgeTerrain()
550 {
551         if (node_max.Y < water_level)
552                 return;
553
554         MapNode n_water(c_water_source);
555         MapNode n_air(CONTENT_AIR);
556         u32 index = 0;
557         float width = 0.2;
558
559         for (s16 z = node_min.Z; z <= node_max.Z; z++)
560         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
561                 u32 vi = vm->m_area.index(node_min.X, y, z);
562                 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
563                         int j = (z - node_min.Z) * csize.X + (x - node_min.X);
564
565                         if (heightmap[j] < water_level - 16)
566                                 continue;
567
568                         float uwatern = noise_ridge_uwater->result[j] * 2;
569                         if (fabs(uwatern) > width)
570                                 continue;
571
572                         float altitude = y - water_level;
573                         float height_mod = (altitude + 17) / 2.5;
574                         float width_mod  = width - fabs(uwatern);
575                         float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
576
577                         if (nridge + width_mod * height_mod < 0.6)
578                                 continue;
579
580                         if (y < ridge_heightmap[j])
581                                 ridge_heightmap[j] = y - 1;
582
583                         vm->m_data[vi] = (y > water_level) ? n_air : n_water;
584                 }
585         }
586 }
587
588
589 MgStoneType MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
590 {
591         v3s16 em = vm->m_area.getExtent();
592         u32 index = 0;
593         MgStoneType stone_type = STONE;
594
595         for (s16 z = node_min.Z; z <= node_max.Z; z++)
596         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
597                 Biome *biome = NULL;
598                 u16 depth_top = 0;
599                 u16 base_filler = 0;
600                 u16 depth_water_top = 0;
601                 u32 vi = vm->m_area.index(x, node_max.Y, z);
602
603                 // Check node at base of mapchunk above, either a node of a previously
604                 // generated mapchunk or if not, a node of overgenerated base terrain.
605                 content_t c_above = vm->m_data[vi + em.X].getContent();
606                 bool air_above = c_above == CONTENT_AIR;
607                 bool water_above = c_above == c_water_source;
608
609                 // If there is air or water above enable top/filler placement, otherwise force
610                 // nplaced to stone level by setting a number exceeding any possible filler depth.
611                 u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
612
613                 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
614                         content_t c = vm->m_data[vi].getContent();
615
616                         // Biome is recalculated each time an upper surface is detected while
617                         // working down a column. The selected biome then remains in effect for
618                         // all nodes below until the next surface and biome recalculation.
619                         // Biome is recalculated:
620                         // 1. At the surface of stone below air or water.
621                         // 2. At the surface of water below air.
622                         // 3. When stone or water is detected but biome has not yet been calculated.
623                         if ((c == c_stone && (air_above || water_above || !biome)) ||
624                                         (c == c_water_source && (air_above || !biome))) {
625                                 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
626                                 depth_top = biome->depth_top;
627                                 base_filler = MYMAX(depth_top + biome->depth_filler
628                                                 + noise_filler_depth->result[index], 0);
629                                 depth_water_top = biome->depth_water_top;
630
631                                 // Detect stone type for dungeons during every biome calculation.
632                                 // This is more efficient than detecting per-node and will not
633                                 // miss any desert stone or sandstone biomes.
634                                 if (biome->c_stone == c_desert_stone)
635                                         stone_type = DESERT_STONE;
636                                 else if (biome->c_stone == c_sandstone)
637                                         stone_type = SANDSTONE;
638                         }
639
640                         if (c == c_stone) {
641                                 content_t c_below = vm->m_data[vi - em.X].getContent();
642
643                                 // If the node below isn't solid, make this node stone, so that
644                                 // any top/filler nodes above are structurally supported.
645                                 // This is done by aborting the cycle of top/filler placement
646                                 // immediately by forcing nplaced to stone level.
647                                 if (c_below == CONTENT_AIR || c_below == c_water_source)
648                                         nplaced = U16_MAX;
649
650                                 if (nplaced < depth_top) {
651                                         vm->m_data[vi] = MapNode(biome->c_top);
652                                         nplaced++;
653                                 } else if (nplaced < base_filler) {
654                                         vm->m_data[vi] = MapNode(biome->c_filler);
655                                         nplaced++;
656                                 } else {
657                                         vm->m_data[vi] = MapNode(biome->c_stone);
658                                 }
659
660                                 air_above = false;
661                                 water_above = false;
662                         } else if (c == c_water_source) {
663                                 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
664                                                 biome->c_water_top : biome->c_water);
665                                 nplaced = 0;  // Enable top/filler placement for next surface
666                                 air_above = false;
667                                 water_above = true;
668                         } else if (c == CONTENT_AIR) {
669                                 nplaced = 0;  // Enable top/filler placement for next surface
670                                 air_above = true;
671                                 water_above = false;
672                         } else {  // Possible various nodes overgenerated from neighbouring mapchunks
673                                 nplaced = U16_MAX;  // Disable top/filler placement
674                                 air_above = false;
675                                 water_above = false;
676                         }
677
678                         vm->m_area.add_y(em, vi, -1);
679                 }
680         }
681
682         return stone_type;
683 }
684
685
686 void MapgenV7::dustTopNodes()
687 {
688         if (node_max.Y < water_level)
689                 return;
690
691         v3s16 em = vm->m_area.getExtent();
692         u32 index = 0;
693
694         for (s16 z = node_min.Z; z <= node_max.Z; z++)
695         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
696                 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
697
698                 if (biome->c_dust == CONTENT_IGNORE)
699                         continue;
700
701                 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
702                 content_t c_full_max = vm->m_data[vi].getContent();
703                 s16 y_start;
704
705                 if (c_full_max == CONTENT_AIR) {
706                         y_start = full_node_max.Y - 1;
707                 } else if (c_full_max == CONTENT_IGNORE) {
708                         vi = vm->m_area.index(x, node_max.Y + 1, z);
709                         content_t c_max = vm->m_data[vi].getContent();
710
711                         if (c_max == CONTENT_AIR)
712                                 y_start = node_max.Y;
713                         else
714                                 continue;
715                 } else {
716                         continue;
717                 }
718
719                 vi = vm->m_area.index(x, y_start, z);
720                 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
721                         if (vm->m_data[vi].getContent() != CONTENT_AIR)
722                                 break;
723
724                         vm->m_area.add_y(em, vi, -1);
725                 }
726
727                 content_t c = vm->m_data[vi].getContent();
728                 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
729                         vm->m_area.add_y(em, vi, 1);
730                         vm->m_data[vi] = MapNode(biome->c_dust);
731                 }
732         }
733 }
734
735
736 void MapgenV7::generateCaves(s16 max_stone_y)
737 {
738         if (max_stone_y < node_min.Y)
739                 return;
740
741         noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
742         noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
743
744         v3s16 em = vm->m_area.getExtent();
745         u32 index2d = 0;
746
747         for (s16 z = node_min.Z; z <= node_max.Z; z++)
748         for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
749                 bool column_is_open = false;  // Is column open to overground
750                 bool is_tunnel = false;  // Is tunnel or tunnel floor
751                 // Indexes at column top (node_max.Y)
752                 u32 vi = vm->m_area.index(x, node_max.Y, z);
753                 u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride +
754                         (x - node_min.X);
755                 // Biome of column
756                 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
757
758                 // Don't excavate the overgenerated stone at node_max.Y + 1,
759                 // this creates a 'roof' over the tunnel, preventing light in
760                 // tunnels at mapchunk borders when generating mapchunks upwards.
761                 // This 'roof' is removed when the mapchunk above is generated.
762                 for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
763                                 index3d -= ystride,
764                                 vm->m_area.add_y(em, vi, -1)) {
765
766                         content_t c = vm->m_data[vi].getContent();
767                         if (c == CONTENT_AIR || c == biome->c_water_top ||
768                                         c == biome->c_water) {
769                                 column_is_open = true;
770                                 continue;
771                         }
772                         // Ground
773                         float d1 = contour(noise_cave1->result[index3d]);
774                         float d2 = contour(noise_cave2->result[index3d]);
775
776                         if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
777                                 // In tunnel and ground content, excavate
778                                 vm->m_data[vi] = MapNode(CONTENT_AIR);
779                                 is_tunnel = true;
780                         } else {
781                                 // Not in tunnel or not ground content
782                                 if (is_tunnel && column_is_open &&
783                                                 (c == biome->c_filler || c == biome->c_stone))
784                                         // Tunnel entrance floor
785                                         vm->m_data[vi] = MapNode(biome->c_top);
786
787                                 column_is_open = false;
788                                 is_tunnel = false;
789                         }
790                 }
791         }
792
793         if (node_min.Y >= water_level)
794                 return;
795
796         PseudoRandom ps(blockseed + 21343);
797         u32 bruises_count = ps.range(0, 2);
798         for (u32 i = 0; i < bruises_count; i++) {
799                 CaveV7 cave(this, &ps);
800                 cave.makeCave(node_min, node_max, max_stone_y);
801         }
802 }
803
804
805 ///////////////////////////////////////////////////////////////
806
807
808 #if 0
809 void MapgenV7::carveRivers() {
810         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
811         MapNode n_stone(c_stone);
812         u32 index = 0;
813
814         int river_depth = 4;
815
816         for (s16 z = node_min.Z; z <= node_max.Z; z++)
817         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
818                 float terrain_mod  = noise_terrain_mod->result[index];
819                 NoiseParams *np = noise_terrain_river->np;
820                 np.persist = noise_terrain_persist->result[index];
821                 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
822                 float height = terrain_river * (1 - abs(terrain_mod)) *
823                                                 noise_terrain_river->np.scale;
824                 height = log(height * height); //log(h^3) is pretty interesting for terrain
825
826                 s16 y = heightmap[index];
827                 if (height < 1.0 && y > river_depth &&
828                         y - river_depth >= node_min.Y && y <= node_max.Y) {
829
830                         for (s16 ry = y; ry != y - river_depth; ry--) {
831                                 u32 vi = vm->m_area.index(x, ry, z);
832                                 vm->m_data[vi] = n_air;
833                         }
834
835                         u32 vi = vm->m_area.index(x, y - river_depth, z);
836                         vm->m_data[vi] = n_water_source;
837                 }
838         }
839 }
840 #endif
841
842
843 #if 0
844 void MapgenV7::addTopNodes()
845 {
846         v3s16 em = vm->m_area.getExtent();
847         s16 ntopnodes;
848         u32 index = 0;
849
850         for (s16 z = node_min.Z; z <= node_max.Z; z++)
851         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
852                 Biome *biome = bmgr->biomes[biomemap[index]];
853
854                 //////////////////// First, add top nodes below the ridge
855                 s16 y = ridge_heightmap[index];
856
857                 // This cutoff is good enough, but not perfect.
858                 // It will cut off potentially placed top nodes at chunk boundaries
859                 if (y < node_min.Y)
860                         continue;
861                 if (y > node_max.Y) {
862                         y = node_max.Y; // Let's see if we can still go downward anyway
863                         u32 vi = vm->m_area.index(x, y, z);
864                         content_t c = vm->m_data[vi].getContent();
865                         if (ndef->get(c).walkable)
866                                 continue;
867                 }
868
869                 // N.B.  It is necessary to search downward since ridge_heightmap[i]
870                 // might not be the actual height, just the lowest part in the chunk
871                 // where a ridge had been carved
872                 u32 i = vm->m_area.index(x, y, z);
873                 for (; y >= node_min.Y; y--) {
874                         content_t c = vm->m_data[i].getContent();
875                         if (ndef->get(c).walkable)
876                                 break;
877                         vm->m_area.add_y(em, i, -1);
878                 }
879
880                 if (y != node_min.Y - 1 && y >= water_level) {
881                         ridge_heightmap[index] = y; //update ridgeheight
882                         ntopnodes = biome->top_depth;
883                         for (; y <= node_max.Y && ntopnodes; y++) {
884                                 ntopnodes--;
885                                 vm->m_data[i] = MapNode(biome->c_top);
886                                 vm->m_area.add_y(em, i, 1);
887                         }
888                         // If dirt, grow grass on it.
889                         if (y > water_level - 10 &&
890                                 vm->m_data[i].getContent() == CONTENT_AIR) {
891                                 vm->m_area.add_y(em, i, -1);
892                                 if (vm->m_data[i].getContent() == c_dirt)
893                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
894                         }
895                 }
896
897                 //////////////////// Now, add top nodes on top of the ridge
898                 y = heightmap[index];
899                 if (y > node_max.Y) {
900                         y = node_max.Y; // Let's see if we can still go downward anyway
901                         u32 vi = vm->m_area.index(x, y, z);
902                         content_t c = vm->m_data[vi].getContent();
903                         if (ndef->get(c).walkable)
904                                 continue;
905                 }
906
907                 i = vm->m_area.index(x, y, z);
908                 for (; y >= node_min.Y; y--) {
909                         content_t c = vm->m_data[i].getContent();
910                         if (ndef->get(c).walkable)
911                                 break;
912                         vm->m_area.add_y(em, i, -1);
913                 }
914
915                 if (y != node_min.Y - 1) {
916                         ntopnodes = biome->top_depth;
917                         // Let's see if we've already added it...
918                         if (y == ridge_heightmap[index] + ntopnodes - 1)
919                                 continue;
920
921                         for (; y <= node_max.Y && ntopnodes; y++) {
922                                 ntopnodes--;
923                                 vm->m_data[i] = MapNode(biome->c_top);
924                                 vm->m_area.add_y(em, i, 1);
925                         }
926                         // If dirt, grow grass on it.
927                         if (y > water_level - 10 &&
928                                 vm->m_data[i].getContent() == CONTENT_AIR) {
929                                 vm->m_area.add_y(em, i, -1);
930                                 if (vm->m_data[i].getContent() == c_dirt)
931                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
932                         }
933                 }
934         }
935 }
936 #endif