]> git.lizzy.rs Git - minetest.git/blob - src/mapgen_v7.cpp
Fix wield item glitch
[minetest.git] / src / mapgen_v7.cpp
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         this->zstride = csize.X * (csize.Y + 2);
63
64         this->biomemap        = new u8[csize.X * csize.Z];
65         this->heightmap       = new s16[csize.X * csize.Z];
66         this->heatmap         = NULL;
67         this->humidmap        = NULL;
68         this->ridge_heightmap = new s16[csize.X * csize.Z];
69
70         MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
71         this->spflags = sp->spflags;
72
73         //// Terrain noise
74         noise_terrain_base    = new Noise(&sp->np_terrain_base,    seed, csize.X, csize.Z);
75         noise_terrain_alt     = new Noise(&sp->np_terrain_alt,     seed, csize.X, csize.Z);
76         noise_terrain_persist = new Noise(&sp->np_terrain_persist, seed, csize.X, csize.Z);
77         noise_height_select   = new Noise(&sp->np_height_select,   seed, csize.X, csize.Z);
78         noise_filler_depth    = new Noise(&sp->np_filler_depth,    seed, csize.X, csize.Z);
79         noise_mount_height    = new Noise(&sp->np_mount_height,    seed, csize.X, csize.Z);
80         noise_ridge_uwater    = new Noise(&sp->np_ridge_uwater,    seed, csize.X, csize.Z);
81
82         //// 3d terrain noise
83         noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
84         noise_ridge    = new Noise(&sp->np_ridge,    seed, csize.X, csize.Y + 2, csize.Z);
85         noise_cave1    = new Noise(&sp->np_cave1,    seed, csize.X, csize.Y + 2, csize.Z);
86         noise_cave2    = new Noise(&sp->np_cave2,    seed, csize.X, csize.Y + 2, csize.Z);
87
88         //// Biome noise
89         noise_heat           = new Noise(&params->np_biome_heat,           seed, csize.X, csize.Z);
90         noise_humidity       = new Noise(&params->np_biome_humidity,       seed, csize.X, csize.Z);
91         noise_heat_blend     = new Noise(&params->np_biome_heat_blend,     seed, csize.X, csize.Z);
92         noise_humidity_blend = new Noise(&params->np_biome_humidity_blend, seed, csize.X, csize.Z);
93
94         //// Resolve nodes to be used
95         INodeDefManager *ndef = emerge->ndef;
96
97         c_stone                = ndef->getId("mapgen_stone");
98         c_water_source         = ndef->getId("mapgen_water_source");
99         c_lava_source          = ndef->getId("mapgen_lava_source");
100         c_desert_stone         = ndef->getId("mapgen_desert_stone");
101         c_ice                  = ndef->getId("mapgen_ice");
102         c_sandstone            = ndef->getId("mapgen_sandstone");
103
104         c_cobble               = ndef->getId("mapgen_cobble");
105         c_stair_cobble         = ndef->getId("mapgen_stair_cobble");
106         c_mossycobble          = ndef->getId("mapgen_mossycobble");
107         c_sandstonebrick       = ndef->getId("mapgen_sandstonebrick");
108         c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
109
110         if (c_ice == CONTENT_IGNORE)
111                 c_ice = CONTENT_AIR;
112         if (c_mossycobble == CONTENT_IGNORE)
113                 c_mossycobble = c_cobble;
114         if (c_stair_cobble == CONTENT_IGNORE)
115                 c_stair_cobble = c_cobble;
116         if (c_sandstonebrick == CONTENT_IGNORE)
117                 c_sandstonebrick = c_sandstone;
118         if (c_stair_sandstonebrick == CONTENT_IGNORE)
119                 c_stair_sandstonebrick = c_sandstone;
120 }
121
122
123 MapgenV7::~MapgenV7()
124 {
125         delete noise_terrain_base;
126         delete noise_terrain_persist;
127         delete noise_height_select;
128         delete noise_terrain_alt;
129         delete noise_filler_depth;
130         delete noise_mount_height;
131         delete noise_ridge_uwater;
132         delete noise_mountain;
133         delete noise_ridge;
134         delete noise_cave1;
135         delete noise_cave2;
136
137         delete noise_heat;
138         delete noise_humidity;
139         delete noise_heat_blend;
140         delete noise_humidity_blend;
141
142         delete[] ridge_heightmap;
143         delete[] heightmap;
144         delete[] biomemap;
145 }
146
147
148 MapgenV7Params::MapgenV7Params()
149 {
150         spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
151
152         np_terrain_base    = NoiseParams(4,    70,  v3f(600,  600,  600),  82341, 5, 0.6,  2.0);
153         np_terrain_alt     = NoiseParams(4,    25,  v3f(600,  600,  600),  5934,  5, 0.6,  2.0);
154         np_terrain_persist = NoiseParams(0.6,  0.1, v3f(2000, 2000, 2000), 539,   3, 0.6,  2.0);
155         np_height_select   = NoiseParams(-12,  24,  v3f(500,  500,  500),  4213,  6, 0.7,  2.0);
156         np_filler_depth    = NoiseParams(0,    1.2, v3f(150,  150,  150),  261,   3, 0.7,  2.0);
157         np_mount_height    = NoiseParams(256,  112, v3f(1000, 1000, 1000), 72449, 3, 0.6,  2.0);
158         np_ridge_uwater    = NoiseParams(0,    1,   v3f(1000, 1000, 1000), 85039, 5, 0.6,  2.0);
159         np_mountain        = NoiseParams(-0.6, 1,   v3f(250,  350,  250),  5333,  5, 0.63, 2.0);
160         np_ridge           = NoiseParams(0,    1,   v3f(100,  100,  100),  6467,  4, 0.75, 2.0);
161         np_cave1           = NoiseParams(0,    12,  v3f(96,   96,   96),   52534, 4, 0.5,  2.0);
162         np_cave2           = NoiseParams(0,    12,  v3f(96,   96,   96),   10325, 4, 0.5,  2.0);
163 }
164
165
166 void MapgenV7Params::readParams(const Settings *settings)
167 {
168         settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
169
170         settings->getNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
171         settings->getNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
172         settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
173         settings->getNoiseParams("mgv7_np_height_select",   np_height_select);
174         settings->getNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
175         settings->getNoiseParams("mgv7_np_mount_height",    np_mount_height);
176         settings->getNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
177         settings->getNoiseParams("mgv7_np_mountain",        np_mountain);
178         settings->getNoiseParams("mgv7_np_ridge",           np_ridge);
179         settings->getNoiseParams("mgv7_np_cave1",           np_cave1);
180         settings->getNoiseParams("mgv7_np_cave2",           np_cave2);
181 }
182
183
184 void MapgenV7Params::writeParams(Settings *settings) const
185 {
186         settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX);
187
188         settings->setNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
189         settings->setNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
190         settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
191         settings->setNoiseParams("mgv7_np_height_select",   np_height_select);
192         settings->setNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
193         settings->setNoiseParams("mgv7_np_mount_height",    np_mount_height);
194         settings->setNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
195         settings->setNoiseParams("mgv7_np_mountain",        np_mountain);
196         settings->setNoiseParams("mgv7_np_ridge",           np_ridge);
197         settings->setNoiseParams("mgv7_np_cave1",           np_cave1);
198         settings->setNoiseParams("mgv7_np_cave2",           np_cave2);
199 }
200
201
202 ///////////////////////////////////////
203
204
205 int MapgenV7::getGroundLevelAtPoint(v2s16 p)
206 {
207         // Base terrain calculation
208         s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
209
210         // Ridge/river terrain calculation
211         float width = 0.2;
212         float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
213         // actually computing the depth of the ridge is much more expensive;
214         // if inside a river, simply guess
215         if (fabs(uwatern) <= width)
216                 return water_level - 10;
217
218         // Mountain terrain calculation
219         int iters = 128; // don't even bother iterating more than 128 times..
220         while (iters--) {
221                 //current point would have been air
222                 if (!getMountainTerrainAtPoint(p.X, y, p.Y))
223                         return y;
224
225                 y++;
226         }
227
228         return y;
229 }
230
231
232 void MapgenV7::makeChunk(BlockMakeData *data)
233 {
234         // Pre-conditions
235         assert(data->vmanip);
236         assert(data->nodedef);
237         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
238                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
239                 data->blockpos_requested.Z >= data->blockpos_min.Z);
240         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
241                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
242                 data->blockpos_requested.Z <= data->blockpos_max.Z);
243
244         this->generating = true;
245         this->vm   = data->vmanip;
246         this->ndef = data->nodedef;
247         //TimeTaker t("makeChunk");
248
249         v3s16 blockpos_min = data->blockpos_min;
250         v3s16 blockpos_max = data->blockpos_max;
251         node_min = blockpos_min * MAP_BLOCKSIZE;
252         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
253         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
254         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
255
256         blockseed = getBlockSeed2(full_node_min, seed);
257
258         // Make some noise
259         calculateNoise();
260
261         // Generate base terrain, mountains, and ridges with initial heightmaps
262         s16 stone_surface_max_y = generateTerrain();
263
264         // Create heightmap
265         updateHeightmap(node_min, node_max);
266
267         // Create biomemap at heightmap surface
268         bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
269                 noise_humidity->result, heightmap, biomemap);
270
271         // Actually place the biome-specific nodes
272         MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
273
274         if (flags & MG_CAVES)
275                 generateCaves(stone_surface_max_y);
276
277         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
278                 DungeonParams dp;
279
280                 dp.np_rarity  = nparams_dungeon_rarity;
281                 dp.np_density = nparams_dungeon_density;
282                 dp.np_wetness = nparams_dungeon_wetness;
283                 dp.c_water    = c_water_source;
284                 if (stone_type == STONE) {
285                         dp.c_cobble = c_cobble;
286                         dp.c_moss   = c_mossycobble;
287                         dp.c_stair  = c_stair_cobble;
288
289                         dp.diagonal_dirs = false;
290                         dp.mossratio     = 3.0;
291                         dp.holesize      = v3s16(1, 2, 1);
292                         dp.roomsize      = v3s16(0, 0, 0);
293                         dp.notifytype    = GENNOTIFY_DUNGEON;
294                 } else if (stone_type == DESERT_STONE) {
295                         dp.c_cobble = c_desert_stone;
296                         dp.c_moss   = c_desert_stone;
297                         dp.c_stair  = c_desert_stone;
298
299                         dp.diagonal_dirs = true;
300                         dp.mossratio     = 0.0;
301                         dp.holesize      = v3s16(2, 3, 2);
302                         dp.roomsize      = v3s16(2, 5, 2);
303                         dp.notifytype    = GENNOTIFY_TEMPLE;
304                 } else if (stone_type == SANDSTONE) {
305                         dp.c_cobble = c_sandstonebrick;
306                         dp.c_moss   = c_sandstonebrick;
307                         dp.c_stair  = c_sandstonebrick;
308
309                         dp.diagonal_dirs = false;
310                         dp.mossratio     = 0.0;
311                         dp.holesize      = v3s16(2, 2, 2);
312                         dp.roomsize      = v3s16(2, 0, 2);
313                         dp.notifytype    = GENNOTIFY_DUNGEON;
314                 }
315
316                 DungeonGen dgen(this, &dp);
317                 dgen.generate(blockseed, full_node_min, full_node_max);
318         }
319
320         // Generate the registered decorations
321         if (flags & MG_DECORATIONS)
322                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
323
324         // Generate the registered ores
325         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
326
327         // Sprinkle some dust on top after everything else was generated
328         dustTopNodes();
329
330         //printf("makeChunk: %dms\n", t.stop());
331
332         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
333
334         if (flags & MG_LIGHT)
335                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
336                         full_node_min, full_node_max);
337
338         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
339         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
340
341         this->generating = false;
342 }
343
344
345 void MapgenV7::calculateNoise()
346 {
347         //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
348         int x = node_min.X;
349         int y = node_min.Y - 1;
350         int z = node_min.Z;
351
352         noise_terrain_persist->perlinMap2D(x, z);
353         float *persistmap = noise_terrain_persist->result;
354
355         noise_terrain_base->perlinMap2D(x, z, persistmap);
356         noise_terrain_alt->perlinMap2D(x, z, persistmap);
357         noise_height_select->perlinMap2D(x, z);
358
359         if (flags & MG_CAVES) {
360                 noise_cave1->perlinMap3D(x, y, z);
361                 noise_cave2->perlinMap3D(x, y, z);
362         }
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         // Mountain noises are calculated in generateMountainTerrain()
370
371         noise_filler_depth->perlinMap2D(x, z);
372         noise_heat->perlinMap2D(x, z);
373         noise_humidity->perlinMap2D(x, z);
374         noise_heat_blend->perlinMap2D(x, z);
375         noise_humidity_blend->perlinMap2D(x, z);
376
377         for (s32 i = 0; i < csize.X * csize.Z; i++) {
378                 noise_heat->result[i] += noise_heat_blend->result[i];
379                 noise_humidity->result[i] += noise_humidity_blend->result[i];
380         }
381
382         heatmap = noise_heat->result;
383         humidmap = noise_humidity->result;
384         //printf("calculateNoise: %dus\n", t.stop());
385 }
386
387
388 Biome *MapgenV7::getBiomeAtPoint(v3s16 p)
389 {
390         float heat = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed) +
391                 NoisePerlin2D(&noise_heat_blend->np, p.X, p.Z, seed);
392         float humidity = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed) +
393                 NoisePerlin2D(&noise_humidity_blend->np, p.X, p.Z, seed);
394         s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
395
396         return bmgr->getBiome(heat, humidity, groundlevel);
397 }
398
399 //needs to be updated
400 float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
401 {
402         float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
403         hselect = rangelim(hselect, 0.0, 1.0);
404
405         float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
406
407         noise_terrain_base->np.persist = persist;
408         float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
409
410         noise_terrain_alt->np.persist = persist;
411         float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
412
413         if (height_alt > height_base)
414                 return height_alt;
415
416         return (height_base * hselect) + (height_alt * (1.0 - hselect));
417 }
418
419
420 float MapgenV7::baseTerrainLevelFromMap(int index)
421 {
422         float hselect     = rangelim(noise_height_select->result[index], 0.0, 1.0);
423         float height_base = noise_terrain_base->result[index];
424         float height_alt  = noise_terrain_alt->result[index];
425
426         if (height_alt > height_base)
427                 return height_alt;
428
429         return (height_base * hselect) + (height_alt * (1.0 - hselect));
430 }
431
432
433 bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
434 {
435         float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
436         float density_gradient = -((float)y / mnt_h_n);
437         float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
438
439         return mnt_n + density_gradient >= 0.0;
440 }
441
442
443 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
444 {
445         float mounthn = noise_mount_height->result[idx_xz];
446         float density_gradient = -((float)y / mounthn);
447         float mountn = noise_mountain->result[idx_xyz];
448
449         return mountn + density_gradient >= 0.0;
450 }
451
452
453 #if 0
454 void MapgenV7::carveRivers() {
455         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
456         MapNode n_stone(c_stone);
457         u32 index = 0;
458
459         int river_depth = 4;
460
461         for (s16 z = node_min.Z; z <= node_max.Z; z++)
462         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
463                 float terrain_mod  = noise_terrain_mod->result[index];
464                 NoiseParams *np = noise_terrain_river->np;
465                 np.persist = noise_terrain_persist->result[index];
466                 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
467                 float height = terrain_river * (1 - abs(terrain_mod)) *
468                                                 noise_terrain_river->np.scale;
469                 height = log(height * height); //log(h^3) is pretty interesting for terrain
470
471                 s16 y = heightmap[index];
472                 if (height < 1.0 && y > river_depth &&
473                         y - river_depth >= node_min.Y && y <= node_max.Y) {
474
475                         for (s16 ry = y; ry != y - river_depth; ry--) {
476                                 u32 vi = vm->m_area.index(x, ry, z);
477                                 vm->m_data[vi] = n_air;
478                         }
479
480                         u32 vi = vm->m_area.index(x, y - river_depth, z);
481                         vm->m_data[vi] = n_water_source;
482                 }
483         }
484 }
485 #endif
486
487
488 int MapgenV7::generateTerrain()
489 {
490         s16 stone_surface_min_y;
491         s16 stone_surface_max_y;
492
493         generateBaseTerrain(&stone_surface_min_y, &stone_surface_max_y);
494
495         if ((spflags & MGV7_MOUNTAINS) && stone_surface_min_y < node_max.Y)
496                 stone_surface_max_y = generateMountainTerrain(stone_surface_max_y);
497
498         if (spflags & MGV7_RIDGES)
499                 generateRidgeTerrain();
500
501         return stone_surface_max_y;
502 }
503
504
505 void MapgenV7::generateBaseTerrain(s16 *stone_surface_min_y, s16 *stone_surface_max_y)
506 {
507         MapNode n_air(CONTENT_AIR);
508         MapNode n_stone(c_stone);
509         MapNode n_water(c_water_source);
510
511         v3s16 em = vm->m_area.getExtent();
512         s16 surface_min_y = MAX_MAP_GENERATION_LIMIT;
513         s16 surface_max_y = -MAX_MAP_GENERATION_LIMIT;
514         u32 index = 0;
515
516         for (s16 z = node_min.Z; z <= node_max.Z; z++)
517         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
518                 float surface_height = baseTerrainLevelFromMap(index);
519                 s16 surface_y = (s16)surface_height;
520
521                 heightmap[index]       = surface_y;
522                 ridge_heightmap[index] = surface_y;
523
524                 if (surface_y < surface_min_y)
525                         surface_min_y = surface_y;
526
527                 if (surface_y > surface_max_y)
528                         surface_max_y = surface_y;
529
530                 u32 i = vm->m_area.index(x, node_min.Y - 1, z);
531                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
532                         if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
533                                 if (y <= surface_y)
534                                         vm->m_data[i] = n_stone;
535                                 else if (y <= water_level)
536                                         vm->m_data[i] = n_water;
537                                 else
538                                         vm->m_data[i] = n_air;
539                         }
540                         vm->m_area.add_y(em, i, 1);
541                 }
542         }
543
544         *stone_surface_min_y = surface_min_y;
545         *stone_surface_max_y = surface_max_y;
546 }
547
548
549 int MapgenV7::generateMountainTerrain(s16 ymax)
550 {
551         noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
552         noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
553
554         MapNode n_stone(c_stone);
555         u32 j = 0;
556
557         for (s16 z = node_min.Z; z <= node_max.Z; z++)
558         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
559                 u32 vi = vm->m_area.index(node_min.X, y, z);
560                 for (s16 x = node_min.X; x <= node_max.X; x++) {
561                         int index = (z - node_min.Z) * csize.X + (x - node_min.X);
562                         content_t c = vm->m_data[vi].getContent();
563
564                         if (getMountainTerrainFromMap(j, index, y)
565                                         && (c == CONTENT_AIR || c == c_water_source)) {
566                                 vm->m_data[vi] = n_stone;
567                                 if (y > ymax)
568                                         ymax = y;
569                         }
570
571                         vi++;
572                         j++;
573                 }
574         }
575
576         return ymax;
577 }
578
579
580 void MapgenV7::generateRidgeTerrain()
581 {
582         if (node_max.Y < water_level)
583                 return;
584
585         MapNode n_water(c_water_source);
586         MapNode n_air(CONTENT_AIR);
587         u32 index = 0;
588         float width = 0.2; // TODO: figure out acceptable perlin noise values
589
590         for (s16 z = node_min.Z; z <= node_max.Z; z++)
591         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
592                 u32 vi = vm->m_area.index(node_min.X, y, z);
593                 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
594                         int j = (z - node_min.Z) * csize.X + (x - node_min.X);
595
596                         if (heightmap[j] < water_level - 16)
597                                 continue;
598
599                         float uwatern = noise_ridge_uwater->result[j] * 2;
600                         if (fabs(uwatern) > width)
601                                 continue;
602
603                         float altitude = y - water_level;
604                         float height_mod = (altitude + 17) / 2.5;
605                         float width_mod  = width - fabs(uwatern);
606                         float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
607
608                         if (nridge + width_mod * height_mod < 0.6)
609                                 continue;
610
611                         if (y < ridge_heightmap[j])
612                                 ridge_heightmap[j] = y - 1;
613
614                         vm->m_data[vi] = (y > water_level) ? n_air : n_water;
615                 }
616         }
617 }
618
619
620 MgStoneType MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
621 {
622         v3s16 em = vm->m_area.getExtent();
623         u32 index = 0;
624         MgStoneType stone_type = STONE;
625
626         for (s16 z = node_min.Z; z <= node_max.Z; z++)
627         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
628                 Biome *biome = NULL;
629                 u16 depth_top = 0;
630                 u16 base_filler = 0;
631                 u16 depth_water_top = 0;
632                 u32 vi = vm->m_area.index(x, node_max.Y, z);
633
634                 // Check node at base of mapchunk above, either a node of a previously
635                 // generated mapchunk or if not, a node of overgenerated base terrain.
636                 content_t c_above = vm->m_data[vi + em.X].getContent();
637                 bool air_above = c_above == CONTENT_AIR;
638                 bool water_above = c_above == c_water_source;
639
640                 // If there is air or water above enable top/filler placement, otherwise force
641                 // nplaced to stone level by setting a number exceeding any possible filler depth.
642                 u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
643
644                 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
645                         content_t c = vm->m_data[vi].getContent();
646
647                         // Biome is recalculated each time an upper surface is detected while
648                         // working down a column. The selected biome then remains in effect for
649                         // all nodes below until the next surface and biome recalculation.
650                         // Biome is recalculated:
651                         // 1. At the surface of stone below air or water.
652                         // 2. At the surface of water below air.
653                         // 3. When stone or water is detected but biome has not yet been calculated.
654                         if ((c == c_stone && (air_above || water_above || !biome)) ||
655                                         (c == c_water_source && (air_above || !biome))) {
656                                 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
657                                 depth_top = biome->depth_top;
658                                 base_filler = MYMAX(depth_top + biome->depth_filler
659                                                 + noise_filler_depth->result[index], 0);
660                                 depth_water_top = biome->depth_water_top;
661
662                                 // Detect stone type for dungeons during every biome calculation.
663                                 // This is more efficient than detecting per-node and will not
664                                 // miss any desert stone or sandstone biomes.
665                                 if (biome->c_stone == c_desert_stone)
666                                         stone_type = DESERT_STONE;
667                                 else if (biome->c_stone == c_sandstone)
668                                         stone_type = SANDSTONE;
669                         }
670
671                         if (c == c_stone) {
672                                 content_t c_below = vm->m_data[vi - em.X].getContent();
673
674                                 // If the node below isn't solid, make this node stone, so that
675                                 // any top/filler nodes above are structurally supported.
676                                 // This is done by aborting the cycle of top/filler placement
677                                 // immediately by forcing nplaced to stone level.
678                                 if (c_below == CONTENT_AIR || c_below == c_water_source)
679                                         nplaced = U16_MAX;
680
681                                 if (nplaced < depth_top) {
682                                         vm->m_data[vi] = MapNode(biome->c_top);
683                                         nplaced++;
684                                 } else if (nplaced < base_filler) {
685                                         vm->m_data[vi] = MapNode(biome->c_filler);
686                                         nplaced++;
687                                 } else {
688                                         vm->m_data[vi] = MapNode(biome->c_stone);
689                                 }
690
691                                 air_above = false;
692                                 water_above = false;
693                         } else if (c == c_water_source) {
694                                 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
695                                                 biome->c_water_top : biome->c_water);
696                                 nplaced = 0;  // Enable top/filler placement for next surface
697                                 air_above = false;
698                                 water_above = true;
699                         } else if (c == CONTENT_AIR) {
700                                 nplaced = 0;  // Enable top/filler placement for next surface
701                                 air_above = true;
702                                 water_above = false;
703                         } else {  // Possible various nodes overgenerated from neighbouring mapchunks
704                                 nplaced = U16_MAX;  // Disable top/filler placement
705                                 air_above = false;
706                                 water_above = false;
707                         }
708
709                         vm->m_area.add_y(em, vi, -1);
710                 }
711         }
712
713         return stone_type;
714 }
715
716
717 void MapgenV7::dustTopNodes()
718 {
719         if (node_max.Y < water_level)
720                 return;
721
722         v3s16 em = vm->m_area.getExtent();
723         u32 index = 0;
724
725         for (s16 z = node_min.Z; z <= node_max.Z; z++)
726         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
727                 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
728
729                 if (biome->c_dust == CONTENT_IGNORE)
730                         continue;
731
732                 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
733                 content_t c_full_max = vm->m_data[vi].getContent();
734                 s16 y_start;
735
736                 if (c_full_max == CONTENT_AIR) {
737                         y_start = full_node_max.Y - 1;
738                 } else if (c_full_max == CONTENT_IGNORE) {
739                         vi = vm->m_area.index(x, node_max.Y + 1, z);
740                         content_t c_max = vm->m_data[vi].getContent();
741
742                         if (c_max == CONTENT_AIR)
743                                 y_start = node_max.Y;
744                         else
745                                 continue;
746                 } else {
747                         continue;
748                 }
749
750                 vi = vm->m_area.index(x, y_start, z);
751                 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
752                         if (vm->m_data[vi].getContent() != CONTENT_AIR)
753                                 break;
754
755                         vm->m_area.add_y(em, vi, -1);
756                 }
757
758                 content_t c = vm->m_data[vi].getContent();
759                 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
760                         vm->m_area.add_y(em, vi, 1);
761                         vm->m_data[vi] = MapNode(biome->c_dust);
762                 }
763         }
764 }
765
766
767 #if 0
768 void MapgenV7::addTopNodes()
769 {
770         v3s16 em = vm->m_area.getExtent();
771         s16 ntopnodes;
772         u32 index = 0;
773
774         for (s16 z = node_min.Z; z <= node_max.Z; z++)
775         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
776                 Biome *biome = bmgr->biomes[biomemap[index]];
777
778                 //////////////////// First, add top nodes below the ridge
779                 s16 y = ridge_heightmap[index];
780
781                 // This cutoff is good enough, but not perfect.
782                 // It will cut off potentially placed top nodes at chunk boundaries
783                 if (y < node_min.Y)
784                         continue;
785                 if (y > node_max.Y) {
786                         y = node_max.Y; // Let's see if we can still go downward anyway
787                         u32 vi = vm->m_area.index(x, y, z);
788                         content_t c = vm->m_data[vi].getContent();
789                         if (ndef->get(c).walkable)
790                                 continue;
791                 }
792
793                 // N.B.  It is necessary to search downward since ridge_heightmap[i]
794                 // might not be the actual height, just the lowest part in the chunk
795                 // where a ridge had been carved
796                 u32 i = vm->m_area.index(x, y, z);
797                 for (; y >= node_min.Y; y--) {
798                         content_t c = vm->m_data[i].getContent();
799                         if (ndef->get(c).walkable)
800                                 break;
801                         vm->m_area.add_y(em, i, -1);
802                 }
803
804                 if (y != node_min.Y - 1 && y >= water_level) {
805                         ridge_heightmap[index] = y; //update ridgeheight
806                         ntopnodes = biome->top_depth;
807                         for (; y <= node_max.Y && ntopnodes; y++) {
808                                 ntopnodes--;
809                                 vm->m_data[i] = MapNode(biome->c_top);
810                                 vm->m_area.add_y(em, i, 1);
811                         }
812                         // If dirt, grow grass on it.
813                         if (y > water_level - 10 &&
814                                 vm->m_data[i].getContent() == CONTENT_AIR) {
815                                 vm->m_area.add_y(em, i, -1);
816                                 if (vm->m_data[i].getContent() == c_dirt)
817                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
818                         }
819                 }
820
821                 //////////////////// Now, add top nodes on top of the ridge
822                 y = heightmap[index];
823                 if (y > node_max.Y) {
824                         y = node_max.Y; // Let's see if we can still go downward anyway
825                         u32 vi = vm->m_area.index(x, y, z);
826                         content_t c = vm->m_data[vi].getContent();
827                         if (ndef->get(c).walkable)
828                                 continue;
829                 }
830
831                 i = vm->m_area.index(x, y, z);
832                 for (; y >= node_min.Y; y--) {
833                         content_t c = vm->m_data[i].getContent();
834                         if (ndef->get(c).walkable)
835                                 break;
836                         vm->m_area.add_y(em, i, -1);
837                 }
838
839                 if (y != node_min.Y - 1) {
840                         ntopnodes = biome->top_depth;
841                         // Let's see if we've already added it...
842                         if (y == ridge_heightmap[index] + ntopnodes - 1)
843                                 continue;
844
845                         for (; y <= node_max.Y && ntopnodes; y++) {
846                                 ntopnodes--;
847                                 vm->m_data[i] = MapNode(biome->c_top);
848                                 vm->m_area.add_y(em, i, 1);
849                         }
850                         // If dirt, grow grass on it.
851                         if (y > water_level - 10 &&
852                                 vm->m_data[i].getContent() == CONTENT_AIR) {
853                                 vm->m_area.add_y(em, i, -1);
854                                 if (vm->m_data[i].getContent() == c_dirt)
855                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
856                         }
857                 }
858         }
859 }
860 #endif
861
862
863 void MapgenV7::generateCaves(s16 max_stone_y)
864 {
865         if (max_stone_y >= node_min.Y) {
866                 v3s16 em = vm->m_area.getExtent();
867                 u32 index2d = 0;
868                 u32 index3d;
869
870                 for (s16 z = node_min.Z; z <= node_max.Z; z++)
871                 for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
872                         bool open = false;  // Is column open to overground
873                         u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
874                         index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
875                                 (x - node_min.X);
876                         // Biome of column
877                         Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
878
879                         for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
880                                         y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
881                                 content_t c = vm->m_data[vi].getContent();
882                                 if (c == CONTENT_AIR || c == biome->c_water_top ||
883                                                 c == biome->c_water) {
884                                         open = true;
885                                         continue;
886                                 }
887                                 // Ground
888                                 float d1 = contour(noise_cave1->result[index3d]);
889                                 float d2 = contour(noise_cave2->result[index3d]);
890                                 if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
891                                         // In tunnel and ground content, excavate
892                                         vm->m_data[vi] = MapNode(CONTENT_AIR);
893                                 } else if (open && (c == biome->c_filler || c == biome->c_stone)) {
894                                         // Tunnel entrance floor
895                                         vm->m_data[vi] = MapNode(biome->c_top);
896                                         open = false;
897                                 } else {
898                                         open = false;
899                                 }
900                         }
901                 }
902         }
903
904         PseudoRandom ps(blockseed + 21343);
905         u32 bruises_count = ps.range(0, 2);
906         for (u32 i = 0; i < bruises_count; i++) {
907                 CaveV7 cave(this, &ps);
908                 cave.makeCave(node_min, node_max, max_stone_y);
909         }
910 }