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Biome API: Enable biome generation to lower world limit
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1 /*
2 Minetest
3 Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU Lesser General Public License for more details.
14
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20
21 #include "mapgen.h"
22 #include "voxel.h"
23 #include "noise.h"
24 #include "mapblock.h"
25 #include "mapnode.h"
26 #include "map.h"
27 #include "content_sao.h"
28 #include "nodedef.h"
29 #include "voxelalgorithms.h"
30 #include "profiler.h"
31 #include "settings.h" // For g_settings
32 #include "emerge.h"
33 #include "dungeongen.h"
34 #include "cavegen.h"
35 #include "treegen.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         {NULL,        0}
46 };
47
48 ///////////////////////////////////////////////////////////////////////////////
49
50
51 MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
52         : Mapgen(mapgenid, params, emerge)
53 {
54         this->m_emerge = emerge;
55         this->bmgr     = emerge->biomemgr;
56
57         //// amount of elements to skip for the next index
58         //// for noise/height/biome maps (not vmanip)
59         this->ystride = csize.X;
60         this->zstride = csize.X * (csize.Y + 2);
61
62         this->biomemap  = new u8[csize.X * csize.Z];
63         this->heightmap = new s16[csize.X * csize.Z];
64         this->ridge_heightmap = new s16[csize.X * csize.Z];
65
66         MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
67         this->spflags = sp->spflags;
68
69         //// Terrain noise
70         noise_terrain_base    = new Noise(&sp->np_terrain_base,    seed, csize.X, csize.Z);
71         noise_terrain_alt     = new Noise(&sp->np_terrain_alt,     seed, csize.X, csize.Z);
72         noise_terrain_persist = new Noise(&sp->np_terrain_persist, seed, csize.X, csize.Z);
73         noise_height_select   = new Noise(&sp->np_height_select,   seed, csize.X, csize.Z);
74         noise_filler_depth    = new Noise(&sp->np_filler_depth,    seed, csize.X, csize.Z);
75         noise_mount_height    = new Noise(&sp->np_mount_height,    seed, csize.X, csize.Z);
76         noise_ridge_uwater    = new Noise(&sp->np_ridge_uwater,    seed, csize.X, csize.Z);
77
78         //// 3d terrain noise
79         noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
80         noise_ridge    = new Noise(&sp->np_ridge,    seed, csize.X, csize.Y + 2, csize.Z);
81         noise_cave1    = new Noise(&sp->np_cave1,    seed, csize.X, csize.Y + 2, csize.Z);
82         noise_cave2    = new Noise(&sp->np_cave2,    seed, csize.X, csize.Y + 2, csize.Z);
83
84         //// Biome noise
85         noise_heat     = new Noise(&params->np_biome_heat,     seed, csize.X, csize.Z);
86         noise_humidity = new Noise(&params->np_biome_humidity, seed, csize.X, csize.Z);
87
88         //// Resolve nodes to be used
89         INodeDefManager *ndef = emerge->ndef;
90
91         c_stone                = ndef->getId("mapgen_stone");
92         c_water_source         = ndef->getId("mapgen_water_source");
93         c_lava_source          = ndef->getId("mapgen_lava_source");
94         c_desert_stone         = ndef->getId("mapgen_desert_stone");
95         c_ice                  = ndef->getId("mapgen_ice");
96         c_sandstone            = ndef->getId("mapgen_sandstone");
97
98         c_cobble               = ndef->getId("mapgen_cobble");
99         c_stair_cobble         = ndef->getId("mapgen_stair_cobble");
100         c_mossycobble          = ndef->getId("mapgen_mossycobble");
101         c_sandstonebrick       = ndef->getId("mapgen_sandstonebrick");
102         c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
103
104         if (c_ice == CONTENT_IGNORE)
105                 c_ice = CONTENT_AIR;
106         if (c_mossycobble == CONTENT_IGNORE)
107                 c_mossycobble = c_cobble;
108         if (c_stair_cobble == CONTENT_IGNORE)
109                 c_stair_cobble = c_cobble;
110         if (c_sandstonebrick == CONTENT_IGNORE)
111                 c_sandstonebrick = c_sandstone;
112         if (c_stair_sandstonebrick == CONTENT_IGNORE)
113                 c_stair_sandstonebrick = c_sandstone;
114 }
115
116
117 MapgenV7::~MapgenV7()
118 {
119         delete noise_terrain_base;
120         delete noise_terrain_persist;
121         delete noise_height_select;
122         delete noise_terrain_alt;
123         delete noise_filler_depth;
124         delete noise_mount_height;
125         delete noise_ridge_uwater;
126         delete noise_mountain;
127         delete noise_ridge;
128         delete noise_cave1;
129         delete noise_cave2;
130
131         delete noise_heat;
132         delete noise_humidity;
133
134         delete[] ridge_heightmap;
135         delete[] heightmap;
136         delete[] biomemap;
137 }
138
139
140 MapgenV7Params::MapgenV7Params()
141 {
142         spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
143
144         np_terrain_base    = NoiseParams(4,    70,  v3f(600,  600,  600),  82341, 6, 0.7,  2.0);
145         np_terrain_alt     = NoiseParams(4,    25,  v3f(600,  600,  600),  5934,  5, 0.6,  2.0);
146         np_terrain_persist = NoiseParams(0.6,  0.1, v3f(500,  500,  500),  539,   3, 0.6,  2.0);
147         np_height_select   = NoiseParams(-12,  24,  v3f(500,  500,  500),  4213,  6, 0.69, 2.0);
148         np_filler_depth    = NoiseParams(0,    1.2, v3f(150,  150,  150),  261,   4, 0.7,  2.0);
149         np_mount_height    = NoiseParams(184,  72,  v3f(500,  500,  500),  72449, 4, 0.6,  2.0);
150         np_ridge_uwater    = NoiseParams(0,    1,   v3f(1000, 1000, 1000), 85039, 5, 0.6,  2.0);
151         np_mountain        = NoiseParams(-0.6, 1,   v3f(250,  350,  250),  5333,  5, 0.68, 2.0);
152         np_ridge           = NoiseParams(0,    1,   v3f(100,  100,  100),  6467,  4, 0.75, 2.0);
153         np_cave1           = NoiseParams(0,    12,  v3f(100,  100,  100),  52534, 4, 0.5,  2.0);
154         np_cave2           = NoiseParams(0,    12,  v3f(100,  100,  100),  10325, 4, 0.5,  2.0);
155 }
156
157
158 void MapgenV7Params::readParams(const Settings *settings)
159 {
160         settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
161
162         settings->getNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
163         settings->getNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
164         settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
165         settings->getNoiseParams("mgv7_np_height_select",   np_height_select);
166         settings->getNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
167         settings->getNoiseParams("mgv7_np_mount_height",    np_mount_height);
168         settings->getNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
169         settings->getNoiseParams("mgv7_np_mountain",        np_mountain);
170         settings->getNoiseParams("mgv7_np_ridge",           np_ridge);
171         settings->getNoiseParams("mgv7_np_cave1",           np_cave1);
172         settings->getNoiseParams("mgv7_np_cave2",           np_cave2);
173 }
174
175
176 void MapgenV7Params::writeParams(Settings *settings) const
177 {
178         settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, (u32)-1);
179
180         settings->setNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
181         settings->setNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
182         settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
183         settings->setNoiseParams("mgv7_np_height_select",   np_height_select);
184         settings->setNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
185         settings->setNoiseParams("mgv7_np_mount_height",    np_mount_height);
186         settings->setNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
187         settings->setNoiseParams("mgv7_np_mountain",        np_mountain);
188         settings->setNoiseParams("mgv7_np_ridge",           np_ridge);
189         settings->setNoiseParams("mgv7_np_cave1",           np_cave1);
190         settings->setNoiseParams("mgv7_np_cave2",           np_cave2);
191 }
192
193
194 ///////////////////////////////////////
195
196
197 int MapgenV7::getGroundLevelAtPoint(v2s16 p)
198 {
199         // Base terrain calculation
200         s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
201
202         // Ridge/river terrain calculation
203         float width = 0.2;
204         float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
205         // actually computing the depth of the ridge is much more expensive;
206         // if inside a river, simply guess
207         if (fabs(uwatern) <= width)
208                 return water_level - 10;
209
210         // Mountain terrain calculation
211         int iters = 128; // don't even bother iterating more than 128 times..
212         while (iters--) {
213                 //current point would have been air
214                 if (!getMountainTerrainAtPoint(p.X, y, p.Y))
215                         return y;
216
217                 y++;
218         }
219
220         return y;
221 }
222
223
224 void MapgenV7::makeChunk(BlockMakeData *data)
225 {
226         // Pre-conditions
227         assert(data->vmanip);
228         assert(data->nodedef);
229         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
230                    data->blockpos_requested.Y >= data->blockpos_min.Y &&
231                    data->blockpos_requested.Z >= data->blockpos_min.Z);
232         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
233                    data->blockpos_requested.Y <= data->blockpos_max.Y &&
234                    data->blockpos_requested.Z <= data->blockpos_max.Z);
235
236         this->generating = true;
237         this->vm   = data->vmanip;
238         this->ndef = data->nodedef;
239         //TimeTaker t("makeChunk");
240
241         v3s16 blockpos_min = data->blockpos_min;
242         v3s16 blockpos_max = data->blockpos_max;
243         node_min = blockpos_min * MAP_BLOCKSIZE;
244         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
245         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
246         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
247
248         blockseed = getBlockSeed2(full_node_min, seed);
249
250         // Make some noise
251         calculateNoise();
252
253         // Generate base terrain, mountains, and ridges with initial heightmaps
254         s16 stone_surface_max_y = generateTerrain();
255
256         // Create heightmap
257         updateHeightmap(node_min, node_max);
258
259         // Create biomemap at heightmap surface
260         bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
261                 noise_humidity->result, heightmap, biomemap);
262
263         // Actually place the biome-specific nodes
264         MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
265
266         if (flags & MG_CAVES)
267                 generateCaves(stone_surface_max_y);
268
269         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
270                 DungeonParams dp;
271
272                 dp.np_rarity  = nparams_dungeon_rarity;
273                 dp.np_density = nparams_dungeon_density;
274                 dp.np_wetness = nparams_dungeon_wetness;
275                 dp.c_water    = c_water_source;
276                 if (stone_type == STONE) {
277                         dp.c_cobble = c_cobble;
278                         dp.c_moss   = c_mossycobble;
279                         dp.c_stair  = c_stair_cobble;
280
281                         dp.diagonal_dirs = false;
282                         dp.mossratio     = 3.0;
283                         dp.holesize      = v3s16(1, 2, 1);
284                         dp.roomsize      = v3s16(0, 0, 0);
285                         dp.notifytype    = GENNOTIFY_DUNGEON;
286                 } else if (stone_type == DESERT_STONE) {
287                         dp.c_cobble = c_desert_stone;
288                         dp.c_moss   = c_desert_stone;
289                         dp.c_stair  = c_desert_stone;
290
291                         dp.diagonal_dirs = true;
292                         dp.mossratio     = 0.0;
293                         dp.holesize      = v3s16(2, 3, 2);
294                         dp.roomsize      = v3s16(2, 5, 2);
295                         dp.notifytype    = GENNOTIFY_TEMPLE;
296                 } else if (stone_type == SANDSTONE) {
297                         dp.c_cobble = c_sandstonebrick;
298                         dp.c_moss   = c_sandstonebrick;
299                         dp.c_stair  = c_sandstonebrick;
300
301                         dp.diagonal_dirs = false;
302                         dp.mossratio     = 0.0;
303                         dp.holesize      = v3s16(2, 2, 2);
304                         dp.roomsize      = v3s16(2, 0, 2);
305                         dp.notifytype    = GENNOTIFY_DUNGEON;
306                 }
307
308                 DungeonGen dgen(this, &dp);
309                 dgen.generate(blockseed, full_node_min, full_node_max);
310         }
311
312         // Generate the registered decorations
313         m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
314
315         // Generate the registered ores
316         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
317
318         // Sprinkle some dust on top after everything else was generated
319         dustTopNodes();
320
321         //printf("makeChunk: %dms\n", t.stop());
322
323         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
324
325         if (flags & MG_LIGHT)
326                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
327                         full_node_min, full_node_max);
328
329         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
330         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
331
332         this->generating = false;
333 }
334
335
336 void MapgenV7::calculateNoise()
337 {
338         //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
339         int x = node_min.X;
340         int y = node_min.Y - 1;
341         int z = node_min.Z;
342
343         noise_terrain_persist->perlinMap2D(x, z);
344         float *persistmap = noise_terrain_persist->result;
345
346         noise_terrain_base->perlinMap2D(x, z, persistmap);
347         noise_terrain_alt->perlinMap2D(x, z, persistmap);
348         noise_height_select->perlinMap2D(x, z);
349
350         if (flags & MG_CAVES) {
351                 noise_cave1->perlinMap3D(x, y, z);
352                 noise_cave2->perlinMap3D(x, y, z);
353         }
354
355         if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) {
356                 noise_ridge->perlinMap3D(x, y, z);
357                 noise_ridge_uwater->perlinMap2D(x, z);
358         }
359
360         if ((spflags & MGV7_MOUNTAINS) && node_max.Y >= 0) {
361                 noise_mountain->perlinMap3D(x, y, z);
362                 noise_mount_height->perlinMap2D(x, z);
363         }
364
365         noise_filler_depth->perlinMap2D(x, z);
366         noise_heat->perlinMap2D(x, z);
367         noise_humidity->perlinMap2D(x, z);
368         //printf("calculateNoise: %dus\n", t.stop());
369 }
370
371
372 Biome *MapgenV7::getBiomeAtPoint(v3s16 p)
373 {
374         float heat      = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed);
375         float humidity  = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed);
376         s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
377
378         return bmgr->getBiome(heat, humidity, groundlevel);
379 }
380
381 //needs to be updated
382 float MapgenV7::baseTerrainLevelAtPoint(int x, int z)
383 {
384         float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
385         hselect = rangelim(hselect, 0.0, 1.0);
386
387         float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
388
389         noise_terrain_base->np.persist = persist;
390         float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
391
392         noise_terrain_alt->np.persist = persist;
393         float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
394
395         if (height_alt > height_base)
396                 return height_alt;
397
398         return (height_base * hselect) + (height_alt * (1.0 - hselect));
399 }
400
401
402 float MapgenV7::baseTerrainLevelFromMap(int index)
403 {
404         float hselect     = rangelim(noise_height_select->result[index], 0.0, 1.0);
405         float height_base = noise_terrain_base->result[index];
406         float height_alt  = noise_terrain_alt->result[index];
407
408         if (height_alt > height_base)
409                 return height_alt;
410
411         return (height_base * hselect) + (height_alt * (1.0 - hselect));
412 }
413
414
415 bool MapgenV7::getMountainTerrainAtPoint(int x, int y, int z)
416 {
417         float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
418         float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
419         return mnt_n * mnt_h_n >= (float)y;
420 }
421
422
423 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, int y)
424 {
425         float mounthn = noise_mount_height->result[idx_xz];
426         float mountn = noise_mountain->result[idx_xyz];
427         return mountn * mounthn >= (float)y;
428 }
429
430
431 #if 0
432 void MapgenV7::carveRivers() {
433         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
434         MapNode n_stone(c_stone);
435         u32 index = 0;
436
437         int river_depth = 4;
438
439         for (s16 z = node_min.Z; z <= node_max.Z; z++)
440         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
441                 float terrain_mod  = noise_terrain_mod->result[index];
442                 NoiseParams *np = noise_terrain_river->np;
443                 np.persist = noise_terrain_persist->result[index];
444                 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
445                 float height = terrain_river * (1 - abs(terrain_mod)) *
446                                                 noise_terrain_river->np.scale;
447                 height = log(height * height); //log(h^3) is pretty interesting for terrain
448
449                 s16 y = heightmap[index];
450                 if (height < 1.0 && y > river_depth &&
451                         y - river_depth >= node_min.Y && y <= node_max.Y) {
452
453                         for (s16 ry = y; ry != y - river_depth; ry--) {
454                                 u32 vi = vm->m_area.index(x, ry, z);
455                                 vm->m_data[vi] = n_air;
456                         }
457
458                         u32 vi = vm->m_area.index(x, y - river_depth, z);
459                         vm->m_data[vi] = n_water_source;
460                 }
461         }
462 }
463 #endif
464
465
466 int MapgenV7::generateTerrain()
467 {
468         int ymax = generateBaseTerrain();
469
470         if (spflags & MGV7_MOUNTAINS)
471                 ymax = generateMountainTerrain(ymax);
472
473         if (spflags & MGV7_RIDGES)
474                 generateRidgeTerrain();
475
476         return ymax;
477 }
478
479
480 int MapgenV7::generateBaseTerrain()
481 {
482         MapNode n_air(CONTENT_AIR);
483         MapNode n_stone(c_stone);
484         MapNode n_water(c_water_source);
485
486         int stone_surface_max_y = -MAP_GENERATION_LIMIT;
487         v3s16 em = vm->m_area.getExtent();
488         u32 index = 0;
489
490         for (s16 z = node_min.Z; z <= node_max.Z; z++)
491         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
492                 float surface_height = baseTerrainLevelFromMap(index);
493                 s16 surface_y = (s16)surface_height;
494
495                 heightmap[index]       = surface_y;
496                 ridge_heightmap[index] = surface_y;
497
498                 if (surface_y > stone_surface_max_y)
499                         stone_surface_max_y = surface_y;
500
501                 u32 i = vm->m_area.index(x, node_min.Y - 1, z);
502                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
503                         if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
504                                 if (y <= surface_y)
505                                         vm->m_data[i] = n_stone;
506                                 else if (y <= water_level)
507                                         vm->m_data[i] = n_water;
508                                 else
509                                         vm->m_data[i] = n_air;
510                         }
511                         vm->m_area.add_y(em, i, 1);
512                 }
513         }
514
515         return stone_surface_max_y;
516 }
517
518
519 int MapgenV7::generateMountainTerrain(int ymax)
520 {
521         if (node_max.Y < 0)
522                 return ymax;
523
524         MapNode n_stone(c_stone);
525         u32 j = 0;
526
527         for (s16 z = node_min.Z; z <= node_max.Z; z++)
528         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
529                 u32 vi = vm->m_area.index(node_min.X, y, z);
530                 for (s16 x = node_min.X; x <= node_max.X; x++) {
531                         int index = (z - node_min.Z) * csize.X + (x - node_min.X);
532                         content_t c = vm->m_data[vi].getContent();
533
534                         if (getMountainTerrainFromMap(j, index, y)
535                                         && (c == CONTENT_AIR || c == c_water_source)) {
536                                 vm->m_data[vi] = n_stone;
537                                 if (y > ymax)
538                                         ymax = y;
539                         }
540
541                         vi++;
542                         j++;
543                 }
544         }
545
546         return ymax;
547 }
548
549
550 void MapgenV7::generateRidgeTerrain()
551 {
552         if (node_max.Y < water_level)
553                 return;
554
555         MapNode n_water(c_water_source);
556         MapNode n_air(CONTENT_AIR);
557         u32 index = 0;
558         float width = 0.2; // TODO: figure out acceptable perlin noise values
559
560         for (s16 z = node_min.Z; z <= node_max.Z; z++)
561         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
562                 u32 vi = vm->m_area.index(node_min.X, y, z);
563                 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
564                         int j = (z - node_min.Z) * csize.X + (x - node_min.X);
565
566                         if (heightmap[j] < water_level - 16)
567                                 continue;
568
569                         float uwatern = noise_ridge_uwater->result[j] * 2;
570                         if (fabs(uwatern) > width)
571                                 continue;
572
573                         float altitude = y - water_level;
574                         float height_mod = (altitude + 17) / 2.5;
575                         float width_mod  = width - fabs(uwatern);
576                         float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
577
578                         if (nridge + width_mod * height_mod < 0.6)
579                                 continue;
580
581                         if (y < ridge_heightmap[j])
582                                 ridge_heightmap[j] = y - 1;
583
584                         vm->m_data[vi] = (y > water_level) ? n_air : n_water;
585                 }
586         }
587 }
588
589
590 MgStoneType MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
591 {
592         v3s16 em = vm->m_area.getExtent();
593         u32 index = 0;
594         MgStoneType stone_type = STONE;
595
596         for (s16 z = node_min.Z; z <= node_max.Z; z++)
597         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
598                 Biome *biome = NULL;
599                 u16 depth_top = 0;
600                 u16 base_filler = 0;
601                 u16 depth_water_top = 0;
602                 u32 vi = vm->m_area.index(x, node_max.Y, z);
603
604                 // Check node at base of mapchunk above, either a node of a previously
605                 // generated mapchunk or if not, a node of overgenerated base terrain.
606                 content_t c_above = vm->m_data[vi + em.X].getContent();
607                 bool air_above = c_above == CONTENT_AIR;
608                 bool water_above = c_above == c_water_source;
609
610                 // If there is air or water above enable top/filler placement, otherwise force
611                 // nplaced to stone level by setting a number exceeding any possible filler depth.
612                 u16 nplaced = (air_above || water_above) ? 0 : (u16)-1;
613
614                 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
615                         content_t c = vm->m_data[vi].getContent();
616
617                         // Biome is recalculated each time an upper surface is detected while
618                         // working down a column. The selected biome then remains in effect for
619                         // all nodes below until the next surface and biome recalculation.
620                         // Biome is recalculated:
621                         // 1. At the surface of stone below air or water.
622                         // 2. At the surface of water below air.
623                         // 3. When stone or water is detected but biome has not yet been calculated.
624                         if ((c == c_stone && (air_above || water_above || !biome)) ||
625                                         (c == c_water_source && (air_above || !biome))) {
626                                 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
627                                 depth_top = biome->depth_top;
628                                 base_filler = MYMAX(depth_top + biome->depth_filler
629                                                 + noise_filler_depth->result[index], 0);
630                                 depth_water_top = biome->depth_water_top;
631
632                                 // Detect stone type for dungeons during every biome calculation.
633                                 // This is more efficient than detecting per-node and will not
634                                 // miss any desert stone or sandstone biomes.
635                                 if (biome->c_stone == c_desert_stone)
636                                         stone_type = DESERT_STONE;
637                                 else if (biome->c_stone == c_sandstone)
638                                         stone_type = SANDSTONE;
639                         }
640
641                         if (c == c_stone) {
642                                 content_t c_below = vm->m_data[vi - em.X].getContent();
643
644                                 // If the node below isn't solid, make this node stone, so that
645                                 // any top/filler nodes above are structurally supported.
646                                 // This is done by aborting the cycle of top/filler placement
647                                 // immediately by forcing nplaced to stone level.
648                                 if (c_below == CONTENT_AIR || c_below == c_water_source)
649                                         nplaced = (u16)-1;
650
651                                 if (nplaced < depth_top) {
652                                         vm->m_data[vi] = MapNode(biome->c_top);
653                                         nplaced++;
654                                 } else if (nplaced < base_filler) {
655                                         vm->m_data[vi] = MapNode(biome->c_filler);
656                                         nplaced++;
657                                 } else {
658                                         vm->m_data[vi] = MapNode(biome->c_stone);
659                                 }
660
661                                 air_above = false;
662                                 water_above = false;
663                         } else if (c == c_water_source) {
664                                 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
665                                                 biome->c_water_top : biome->c_water);
666                                 nplaced = 0;  // Enable top/filler placement for next surface
667                                 air_above = false;
668                                 water_above = true;
669                         } else if (c == CONTENT_AIR) {
670                                 nplaced = 0;  // Enable top/filler placement for next surface
671                                 air_above = true;
672                                 water_above = false;
673                         } else {  // Possible various nodes overgenerated from neighbouring mapchunks
674                                 nplaced = (u16)-1;  // Disable top/filler placement
675                                 air_above = false;
676                                 water_above = false;
677                         }
678
679                         vm->m_area.add_y(em, vi, -1);
680                 }
681         }
682
683         return stone_type;
684 }
685
686
687 void MapgenV7::dustTopNodes()
688 {
689         if (node_max.Y < water_level)
690                 return;
691
692         v3s16 em = vm->m_area.getExtent();
693         u32 index = 0;
694
695         for (s16 z = node_min.Z; z <= node_max.Z; z++)
696         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
697                 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
698
699                 if (biome->c_dust == CONTENT_IGNORE)
700                         continue;
701
702                 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
703                 content_t c_full_max = vm->m_data[vi].getContent();
704                 s16 y_start;
705
706                 if (c_full_max == CONTENT_AIR) {
707                         y_start = full_node_max.Y - 1;
708                 } else if (c_full_max == CONTENT_IGNORE) {
709                         vi = vm->m_area.index(x, node_max.Y + 1, z);
710                         content_t c_max = vm->m_data[vi].getContent();
711
712                         if (c_max == CONTENT_AIR)
713                                 y_start = node_max.Y;
714                         else
715                                 continue;
716                 } else {
717                         continue;
718                 }
719
720                 vi = vm->m_area.index(x, y_start, z);
721                 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
722                         if (vm->m_data[vi].getContent() != CONTENT_AIR)
723                                 break;
724
725                         vm->m_area.add_y(em, vi, -1);
726                 }
727
728                 content_t c = vm->m_data[vi].getContent();
729                 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
730                         vm->m_area.add_y(em, vi, 1);
731                         vm->m_data[vi] = MapNode(biome->c_dust);
732                 }
733         }
734 }
735
736
737 #if 0
738 void MapgenV7::addTopNodes()
739 {
740         v3s16 em = vm->m_area.getExtent();
741         s16 ntopnodes;
742         u32 index = 0;
743
744         for (s16 z = node_min.Z; z <= node_max.Z; z++)
745         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
746                 Biome *biome = bmgr->biomes[biomemap[index]];
747
748                 //////////////////// First, add top nodes below the ridge
749                 s16 y = ridge_heightmap[index];
750
751                 // This cutoff is good enough, but not perfect.
752                 // It will cut off potentially placed top nodes at chunk boundaries
753                 if (y < node_min.Y)
754                         continue;
755                 if (y > node_max.Y) {
756                         y = node_max.Y; // Let's see if we can still go downward anyway
757                         u32 vi = vm->m_area.index(x, y, z);
758                         content_t c = vm->m_data[vi].getContent();
759                         if (ndef->get(c).walkable)
760                                 continue;
761                 }
762
763                 // N.B.  It is necessary to search downward since ridge_heightmap[i]
764                 // might not be the actual height, just the lowest part in the chunk
765                 // where a ridge had been carved
766                 u32 i = vm->m_area.index(x, y, z);
767                 for (; y >= node_min.Y; y--) {
768                         content_t c = vm->m_data[i].getContent();
769                         if (ndef->get(c).walkable)
770                                 break;
771                         vm->m_area.add_y(em, i, -1);
772                 }
773
774                 if (y != node_min.Y - 1 && y >= water_level) {
775                         ridge_heightmap[index] = y; //update ridgeheight
776                         ntopnodes = biome->top_depth;
777                         for (; y <= node_max.Y && ntopnodes; y++) {
778                                 ntopnodes--;
779                                 vm->m_data[i] = MapNode(biome->c_top);
780                                 vm->m_area.add_y(em, i, 1);
781                         }
782                         // If dirt, grow grass on it.
783                         if (y > water_level - 10 &&
784                                 vm->m_data[i].getContent() == CONTENT_AIR) {
785                                 vm->m_area.add_y(em, i, -1);
786                                 if (vm->m_data[i].getContent() == c_dirt)
787                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
788                         }
789                 }
790
791                 //////////////////// Now, add top nodes on top of the ridge
792                 y = heightmap[index];
793                 if (y > node_max.Y) {
794                         y = node_max.Y; // Let's see if we can still go downward anyway
795                         u32 vi = vm->m_area.index(x, y, z);
796                         content_t c = vm->m_data[vi].getContent();
797                         if (ndef->get(c).walkable)
798                                 continue;
799                 }
800
801                 i = vm->m_area.index(x, y, z);
802                 for (; y >= node_min.Y; y--) {
803                         content_t c = vm->m_data[i].getContent();
804                         if (ndef->get(c).walkable)
805                                 break;
806                         vm->m_area.add_y(em, i, -1);
807                 }
808
809                 if (y != node_min.Y - 1) {
810                         ntopnodes = biome->top_depth;
811                         // Let's see if we've already added it...
812                         if (y == ridge_heightmap[index] + ntopnodes - 1)
813                                 continue;
814
815                         for (; y <= node_max.Y && ntopnodes; y++) {
816                                 ntopnodes--;
817                                 vm->m_data[i] = MapNode(biome->c_top);
818                                 vm->m_area.add_y(em, i, 1);
819                         }
820                         // If dirt, grow grass on it.
821                         if (y > water_level - 10 &&
822                                 vm->m_data[i].getContent() == CONTENT_AIR) {
823                                 vm->m_area.add_y(em, i, -1);
824                                 if (vm->m_data[i].getContent() == c_dirt)
825                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
826                         }
827                 }
828         }
829 }
830 #endif
831
832
833 void MapgenV7::generateCaves(int max_stone_y)
834 {
835         if (max_stone_y >= node_min.Y) {
836                 u32 index   = 0;
837                 u32 index2d = 0;
838
839                 for (s16 z = node_min.Z; z <= node_max.Z; z++) {
840                         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
841                                 u32 i = vm->m_area.index(node_min.X, y, z);
842                                 for (s16 x = node_min.X; x <= node_max.X;
843                                                 x++, i++, index++, index2d++) {
844                                         float d1 = contour(noise_cave1->result[index]);
845                                         float d2 = contour(noise_cave2->result[index]);
846                                         if (d1 * d2 > 0.3) {
847                                                 Biome *biome = (Biome *)bmgr->
848                                                                         getRaw(biomemap[index2d]);
849                                                 content_t c = vm->m_data[i].getContent();
850                                                 if (!ndef->get(c).is_ground_content ||
851                                                                 c == CONTENT_AIR ||
852                                                                 (y <= water_level &&
853                                                                 c != biome->c_stone &&
854                                                                 c != c_stone))
855                                                         continue;
856
857                                                 vm->m_data[i] = MapNode(CONTENT_AIR);
858                                         }
859                                 }
860                                 index2d -= ystride;
861                         }
862                         index2d += ystride;
863                 }
864         }
865
866         PseudoRandom ps(blockseed + 21343);
867         u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
868         for (u32 i = 0; i < bruises_count; i++) {
869                 CaveV7 cave(this, &ps);
870                 cave.makeCave(node_min, node_max, max_stone_y);
871         }
872 }
873