]> git.lizzy.rs Git - minetest.git/blob - src/mapgen_v7.cpp
29c81e8a7d2495c6d1de2830a4a90ef8098dab29
[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         : MapgenBasic(mapgenid, params, emerge)
55 {
56         MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
57
58         this->spflags    = sp->spflags;
59         this->cave_width = sp->cave_width;
60
61         //// Terrain noise
62         noise_terrain_base    = new Noise(&sp->np_terrain_base,    seed, csize.X, csize.Z);
63         noise_terrain_alt     = new Noise(&sp->np_terrain_alt,     seed, csize.X, csize.Z);
64         noise_terrain_persist = new Noise(&sp->np_terrain_persist, seed, csize.X, csize.Z);
65         noise_height_select   = new Noise(&sp->np_height_select,   seed, csize.X, csize.Z);
66         noise_filler_depth    = new Noise(&sp->np_filler_depth,    seed, csize.X, csize.Z);
67         noise_mount_height    = new Noise(&sp->np_mount_height,    seed, csize.X, csize.Z);
68         noise_ridge_uwater    = new Noise(&sp->np_ridge_uwater,    seed, csize.X, csize.Z);
69
70         //// 3d terrain noise
71         // 1-up 1-down overgeneration
72         noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
73         noise_ridge    = new Noise(&sp->np_ridge,    seed, csize.X, csize.Y + 2, csize.Z);
74
75         MapgenBasic::np_cave1 = sp->np_cave1;
76         MapgenBasic::np_cave2 = sp->np_cave2;
77
78         // Content used for dungeon generation
79         c_cobble               = ndef->getId("mapgen_cobble");
80         c_stair_cobble         = ndef->getId("mapgen_stair_cobble");
81         c_mossycobble          = ndef->getId("mapgen_mossycobble");
82         c_sandstonebrick       = ndef->getId("mapgen_sandstonebrick");
83         c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
84
85         // Fall back to more basic content if not defined
86         if (c_mossycobble == CONTENT_IGNORE)
87                 c_mossycobble = c_cobble;
88         if (c_stair_cobble == CONTENT_IGNORE)
89                 c_stair_cobble = c_cobble;
90         if (c_sandstonebrick == CONTENT_IGNORE)
91                 c_sandstonebrick = c_sandstone;
92         if (c_stair_sandstonebrick == CONTENT_IGNORE)
93                 c_stair_sandstonebrick = c_sandstone;
94 }
95
96
97 MapgenV7::~MapgenV7()
98 {
99         delete noise_terrain_base;
100         delete noise_terrain_persist;
101         delete noise_height_select;
102         delete noise_terrain_alt;
103         delete noise_filler_depth;
104         delete noise_mount_height;
105         delete noise_ridge_uwater;
106         delete noise_mountain;
107         delete noise_ridge;
108 }
109
110
111 MapgenV7Params::MapgenV7Params()
112 {
113         spflags    = MGV7_MOUNTAINS | MGV7_RIDGES;
114         cave_width = 0.3;
115
116         np_terrain_base    = NoiseParams(4,    70,  v3f(600,  600,  600),  82341, 5, 0.6,  2.0);
117         np_terrain_alt     = NoiseParams(4,    25,  v3f(600,  600,  600),  5934,  5, 0.6,  2.0);
118         np_terrain_persist = NoiseParams(0.6,  0.1, v3f(2000, 2000, 2000), 539,   3, 0.6,  2.0);
119         np_height_select   = NoiseParams(-8,   16,  v3f(500,  500,  500),  4213,  6, 0.7,  2.0);
120         np_filler_depth    = NoiseParams(0,    1.2, v3f(150,  150,  150),  261,   3, 0.7,  2.0);
121         np_mount_height    = NoiseParams(256,  112, v3f(1000, 1000, 1000), 72449, 3, 0.6,  2.0);
122         np_ridge_uwater    = NoiseParams(0,    1,   v3f(1000, 1000, 1000), 85039, 5, 0.6,  2.0);
123         np_mountain        = NoiseParams(-0.6, 1,   v3f(250,  350,  250),  5333,  5, 0.63, 2.0);
124         np_ridge           = NoiseParams(0,    1,   v3f(100,  100,  100),  6467,  4, 0.75, 2.0);
125         np_cave1           = NoiseParams(0,    12,  v3f(96,   96,   96),   52534, 4, 0.5,  2.0);
126         np_cave2           = NoiseParams(0,    12,  v3f(96,   96,   96),   10325, 4, 0.5,  2.0);
127 }
128
129
130 void MapgenV7Params::readParams(const Settings *settings)
131 {
132         settings->getFlagStrNoEx("mgv7_spflags",  spflags, flagdesc_mapgen_v7);
133         settings->getFloatNoEx("mgv7_cave_width", cave_width);
134
135         settings->getNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
136         settings->getNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
137         settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
138         settings->getNoiseParams("mgv7_np_height_select",   np_height_select);
139         settings->getNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
140         settings->getNoiseParams("mgv7_np_mount_height",    np_mount_height);
141         settings->getNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
142         settings->getNoiseParams("mgv7_np_mountain",        np_mountain);
143         settings->getNoiseParams("mgv7_np_ridge",           np_ridge);
144         settings->getNoiseParams("mgv7_np_cave1",           np_cave1);
145         settings->getNoiseParams("mgv7_np_cave2",           np_cave2);
146 }
147
148
149 void MapgenV7Params::writeParams(Settings *settings) const
150 {
151         settings->setFlagStr("mgv7_spflags",  spflags, flagdesc_mapgen_v7, U32_MAX);
152         settings->setFloat("mgv7_cave_width", cave_width);
153
154         settings->setNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
155         settings->setNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
156         settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
157         settings->setNoiseParams("mgv7_np_height_select",   np_height_select);
158         settings->setNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
159         settings->setNoiseParams("mgv7_np_mount_height",    np_mount_height);
160         settings->setNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
161         settings->setNoiseParams("mgv7_np_mountain",        np_mountain);
162         settings->setNoiseParams("mgv7_np_ridge",           np_ridge);
163         settings->setNoiseParams("mgv7_np_cave1",           np_cave1);
164         settings->setNoiseParams("mgv7_np_cave2",           np_cave2);
165 }
166
167
168 ///////////////////////////////////////////////////////////////////////////////
169
170
171 int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
172 {
173         // Base terrain calculation
174         s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
175
176         // Ridge/river terrain calculation
177         float width = 0.2;
178         float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
179         // if inside a river this is an unsuitable spawn point
180         if (fabs(uwatern) <= width)
181                 return MAX_MAP_GENERATION_LIMIT;
182
183         // Mountain terrain calculation
184         int iters = 128;
185         while (iters--) {
186                 if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) {  // Air, y is ground level
187                         if (y <= water_level || y > water_level + 16)
188                                 return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
189                         else
190                                 return y;
191                 }
192                 y++;
193         }
194
195         // Unsuitable spawn point, no ground surface found
196         return MAX_MAP_GENERATION_LIMIT;
197 }
198
199
200 void MapgenV7::makeChunk(BlockMakeData *data)
201 {
202         // Pre-conditions
203         assert(data->vmanip);
204         assert(data->nodedef);
205         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
206                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
207                 data->blockpos_requested.Z >= data->blockpos_min.Z);
208         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
209                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
210                 data->blockpos_requested.Z <= data->blockpos_max.Z);
211
212         this->generating = true;
213         this->vm   = data->vmanip;
214         this->ndef = data->nodedef;
215         //TimeTaker t("makeChunk");
216
217         v3s16 blockpos_min = data->blockpos_min;
218         v3s16 blockpos_max = data->blockpos_max;
219         node_min = blockpos_min * MAP_BLOCKSIZE;
220         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
221         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
222         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
223
224         blockseed = getBlockSeed2(full_node_min, seed);
225
226         // Generate terrain and ridges with initial heightmaps
227         s16 stone_surface_max_y = generateTerrain();
228
229         if (spflags & MGV7_RIDGES)
230                 generateRidgeTerrain();
231
232         // Update heightmap to include mountain terrain
233         updateHeightmap(node_min, node_max);
234
235         // Init biome generator, place biome-specific nodes, and build biomemap
236         biomegen->calcBiomeNoise(node_min);
237         biomegen->getBiomes(heightmap);
238         MgStoneType stone_type = generateBiomes();
239
240         if (flags & MG_CAVES)
241                 generateCaves(stone_surface_max_y, water_level);
242
243         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
244                 DungeonParams dp;
245
246                 dp.np_rarity  = nparams_dungeon_rarity;
247                 dp.np_density = nparams_dungeon_density;
248                 dp.np_wetness = nparams_dungeon_wetness;
249                 dp.c_water    = c_water_source;
250                 if (stone_type == MGSTONE_STONE) {
251                         dp.c_cobble = c_cobble;
252                         dp.c_moss   = c_mossycobble;
253                         dp.c_stair  = c_stair_cobble;
254
255                         dp.diagonal_dirs = false;
256                         dp.mossratio     = 3.0;
257                         dp.holesize      = v3s16(1, 2, 1);
258                         dp.roomsize      = v3s16(0, 0, 0);
259                         dp.notifytype    = GENNOTIFY_DUNGEON;
260                 } else if (stone_type == MGSTONE_DESERT_STONE) {
261                         dp.c_cobble = c_desert_stone;
262                         dp.c_moss   = c_desert_stone;
263                         dp.c_stair  = c_desert_stone;
264
265                         dp.diagonal_dirs = true;
266                         dp.mossratio     = 0.0;
267                         dp.holesize      = v3s16(2, 3, 2);
268                         dp.roomsize      = v3s16(2, 5, 2);
269                         dp.notifytype    = GENNOTIFY_TEMPLE;
270                 } else if (stone_type == MGSTONE_SANDSTONE) {
271                         dp.c_cobble = c_sandstonebrick;
272                         dp.c_moss   = c_sandstonebrick;
273                         dp.c_stair  = c_sandstonebrick;
274
275                         dp.diagonal_dirs = false;
276                         dp.mossratio     = 0.0;
277                         dp.holesize      = v3s16(2, 2, 2);
278                         dp.roomsize      = v3s16(2, 0, 2);
279                         dp.notifytype    = GENNOTIFY_DUNGEON;
280                 }
281
282                 DungeonGen dgen(this, &dp);
283                 dgen.generate(blockseed, full_node_min, full_node_max);
284         }
285
286         // Generate the registered decorations
287         if (flags & MG_DECORATIONS)
288                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
289
290         // Generate the registered ores
291         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
292
293         // Sprinkle some dust on top after everything else was generated
294         dustTopNodes();
295
296         //printf("makeChunk: %dms\n", t.stop());
297
298         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
299
300         if (flags & MG_LIGHT)
301                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
302                         full_node_min, full_node_max);
303
304         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
305         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
306
307         this->generating = false;
308 }
309
310
311 float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
312 {
313         float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
314         hselect = rangelim(hselect, 0.0, 1.0);
315
316         float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
317
318         noise_terrain_base->np.persist = persist;
319         float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
320
321         noise_terrain_alt->np.persist = persist;
322         float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
323
324         if (height_alt > height_base)
325                 return height_alt;
326
327         return (height_base * hselect) + (height_alt * (1.0 - hselect));
328 }
329
330
331 float MapgenV7::baseTerrainLevelFromMap(int index)
332 {
333         float hselect     = rangelim(noise_height_select->result[index], 0.0, 1.0);
334         float height_base = noise_terrain_base->result[index];
335         float height_alt  = noise_terrain_alt->result[index];
336
337         if (height_alt > height_base)
338                 return height_alt;
339
340         return (height_base * hselect) + (height_alt * (1.0 - hselect));
341 }
342
343
344 bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
345 {
346         float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
347         float density_gradient = -((float)y / mnt_h_n);
348         float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
349
350         return mnt_n + density_gradient >= 0.0;
351 }
352
353
354 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
355 {
356         float mounthn = noise_mount_height->result[idx_xz];
357         float density_gradient = -((float)y / mounthn);
358         float mountn = noise_mountain->result[idx_xyz];
359
360         return mountn + density_gradient >= 0.0;
361 }
362
363
364 int MapgenV7::generateTerrain()
365 {
366         MapNode n_air(CONTENT_AIR);
367         MapNode n_stone(c_stone);
368         MapNode n_water(c_water_source);
369
370         //// Calculate noise for terrain generation
371         noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z);
372         float *persistmap = noise_terrain_persist->result;
373
374         noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap);
375         noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
376         noise_height_select->perlinMap2D(node_min.X, node_min.Z);
377
378         if (spflags & MGV7_MOUNTAINS) {
379                 noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
380                 noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
381         }
382
383         //// Place nodes
384         v3s16 em = vm->m_area.getExtent();
385         s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
386         u32 index2d = 0;
387
388         for (s16 z = node_min.Z; z <= node_max.Z; z++)
389         for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
390                 s16 surface_y = baseTerrainLevelFromMap(index2d);
391                 heightmap[index2d] = surface_y;  // Create base terrain heightmap
392
393                 if (surface_y > stone_surface_max_y)
394                         stone_surface_max_y = surface_y;
395
396                 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
397                 u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
398
399                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
400                         if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
401                                 if (y <= surface_y) {
402                                         vm->m_data[vi] = n_stone;  // Base terrain
403                                 } else if ((spflags & MGV7_MOUNTAINS) &&
404                                                 getMountainTerrainFromMap(index3d, index2d, y)) {
405                                         vm->m_data[vi] = n_stone;  // Mountain terrain
406                                         if (y > stone_surface_max_y)
407                                                 stone_surface_max_y = y;
408                                 } else if (y <= water_level) {
409                                         vm->m_data[vi] = n_water;
410                                 } else {
411                                         vm->m_data[vi] = n_air;
412                                 }
413                         }
414                         vm->m_area.add_y(em, vi, 1);
415                         index3d += ystride;
416                 }
417         }
418
419         return stone_surface_max_y;
420 }
421
422
423 void MapgenV7::generateRidgeTerrain()
424 {
425         if (node_max.Y < water_level - 16)
426                 return;
427
428         noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
429         noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
430
431         MapNode n_water(c_water_source);
432         MapNode n_air(CONTENT_AIR);
433         u32 index = 0;
434         float width = 0.2;
435
436         for (s16 z = node_min.Z; z <= node_max.Z; z++)
437         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
438                 u32 vi = vm->m_area.index(node_min.X, y, z);
439                 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
440                         int j = (z - node_min.Z) * csize.X + (x - node_min.X);
441
442                         if (heightmap[j] < water_level - 16)  // Use base terrain heightmap
443                                 continue;
444
445                         float uwatern = noise_ridge_uwater->result[j] * 2;
446                         if (fabs(uwatern) > width)
447                                 continue;
448
449                         float altitude = y - water_level;
450                         float height_mod = (altitude + 17) / 2.5;
451                         float width_mod  = width - fabs(uwatern);
452                         float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
453
454                         if (nridge + width_mod * height_mod < 0.6)
455                                 continue;
456
457                         vm->m_data[vi] = (y > water_level) ? n_air : n_water;
458                 }
459         }
460 }
461
462
463 ////////////////////////////////////////////////////////////////////////////////
464 //// Code Boneyard
465 ////
466 //// Much of the stuff here has potential to become useful again at some point
467 //// in the future, but we don't want it to get lost or forgotten in version
468 //// control.
469 ////
470
471 #if 0
472 int MapgenV7::generateMountainTerrain(s16 ymax)
473 {
474         MapNode n_stone(c_stone);
475         u32 j = 0;
476
477         for (s16 z = node_min.Z; z <= node_max.Z; z++)
478         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
479                 u32 vi = vm->m_area.index(node_min.X, y, z);
480                 for (s16 x = node_min.X; x <= node_max.X; x++) {
481                         int index = (z - node_min.Z) * csize.X + (x - node_min.X);
482                         content_t c = vm->m_data[vi].getContent();
483
484                         if (getMountainTerrainFromMap(j, index, y)
485                                         && (c == CONTENT_AIR || c == c_water_source)) {
486                                 vm->m_data[vi] = n_stone;
487                                 if (y > ymax)
488                                         ymax = y;
489                         }
490
491                         vi++;
492                         j++;
493                 }
494         }
495
496         return ymax;
497 }
498 #endif
499
500
501 #if 0
502 void MapgenV7::carveRivers() {
503         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
504         MapNode n_stone(c_stone);
505         u32 index = 0;
506
507         int river_depth = 4;
508
509         for (s16 z = node_min.Z; z <= node_max.Z; z++)
510         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
511                 float terrain_mod  = noise_terrain_mod->result[index];
512                 NoiseParams *np = noise_terrain_river->np;
513                 np.persist = noise_terrain_persist->result[index];
514                 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
515                 float height = terrain_river * (1 - abs(terrain_mod)) *
516                                                 noise_terrain_river->np.scale;
517                 height = log(height * height); //log(h^3) is pretty interesting for terrain
518
519                 s16 y = heightmap[index];
520                 if (height < 1.0 && y > river_depth &&
521                         y - river_depth >= node_min.Y && y <= node_max.Y) {
522
523                         for (s16 ry = y; ry != y - river_depth; ry--) {
524                                 u32 vi = vm->m_area.index(x, ry, z);
525                                 vm->m_data[vi] = n_air;
526                         }
527
528                         u32 vi = vm->m_area.index(x, y - river_depth, z);
529                         vm->m_data[vi] = n_water_source;
530                 }
531         }
532 }
533 #endif
534
535
536 #if 0
537 void MapgenV7::addTopNodes()
538 {
539         v3s16 em = vm->m_area.getExtent();
540         s16 ntopnodes;
541         u32 index = 0;
542
543         for (s16 z = node_min.Z; z <= node_max.Z; z++)
544         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
545                 Biome *biome = bmgr->biomes[biomemap[index]];
546
547                 //////////////////// First, add top nodes below the ridge
548                 s16 y = ridge_heightmap[index];
549
550                 // This cutoff is good enough, but not perfect.
551                 // It will cut off potentially placed top nodes at chunk boundaries
552                 if (y < node_min.Y)
553                         continue;
554                 if (y > node_max.Y) {
555                         y = node_max.Y; // Let's see if we can still go downward anyway
556                         u32 vi = vm->m_area.index(x, y, z);
557                         content_t c = vm->m_data[vi].getContent();
558                         if (ndef->get(c).walkable)
559                                 continue;
560                 }
561
562                 // N.B.  It is necessary to search downward since ridge_heightmap[i]
563                 // might not be the actual height, just the lowest part in the chunk
564                 // where a ridge had been carved
565                 u32 i = vm->m_area.index(x, y, z);
566                 for (; y >= node_min.Y; y--) {
567                         content_t c = vm->m_data[i].getContent();
568                         if (ndef->get(c).walkable)
569                                 break;
570                         vm->m_area.add_y(em, i, -1);
571                 }
572
573                 if (y != node_min.Y - 1 && y >= water_level) {
574                         ridge_heightmap[index] = y; //update ridgeheight
575                         ntopnodes = biome->top_depth;
576                         for (; y <= node_max.Y && ntopnodes; y++) {
577                                 ntopnodes--;
578                                 vm->m_data[i] = MapNode(biome->c_top);
579                                 vm->m_area.add_y(em, i, 1);
580                         }
581                         // If dirt, grow grass on it.
582                         if (y > water_level - 10 &&
583                                 vm->m_data[i].getContent() == CONTENT_AIR) {
584                                 vm->m_area.add_y(em, i, -1);
585                                 if (vm->m_data[i].getContent() == c_dirt)
586                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
587                         }
588                 }
589
590                 //////////////////// Now, add top nodes on top of the ridge
591                 y = heightmap[index];
592                 if (y > node_max.Y) {
593                         y = node_max.Y; // Let's see if we can still go downward anyway
594                         u32 vi = vm->m_area.index(x, y, z);
595                         content_t c = vm->m_data[vi].getContent();
596                         if (ndef->get(c).walkable)
597                                 continue;
598                 }
599
600                 i = vm->m_area.index(x, y, z);
601                 for (; y >= node_min.Y; y--) {
602                         content_t c = vm->m_data[i].getContent();
603                         if (ndef->get(c).walkable)
604                                 break;
605                         vm->m_area.add_y(em, i, -1);
606                 }
607
608                 if (y != node_min.Y - 1) {
609                         ntopnodes = biome->top_depth;
610                         // Let's see if we've already added it...
611                         if (y == ridge_heightmap[index] + ntopnodes - 1)
612                                 continue;
613
614                         for (; y <= node_max.Y && ntopnodes; y++) {
615                                 ntopnodes--;
616                                 vm->m_data[i] = MapNode(biome->c_top);
617                                 vm->m_area.add_y(em, i, 1);
618                         }
619                         // If dirt, grow grass on it.
620                         if (y > water_level - 10 &&
621                                 vm->m_data[i].getContent() == CONTENT_AIR) {
622                                 vm->m_area.add_y(em, i, -1);
623                                 if (vm->m_data[i].getContent() == c_dirt)
624                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
625                         }
626                 }
627         }
628 }
629 #endif