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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 "main.h" // For g_profiler
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 MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
53         : Mapgen(mapgenid, params, emerge)
54 {
55         this->m_emerge = emerge;
56         this->bmgr     = emerge->biomemgr;
57
58         //// amount of elements to skip for the next index
59         //// for noise/height/biome maps (not vmanip)
60         this->ystride = csize.X;
61         this->zstride = csize.X * (csize.Y + 2);
62
63         this->biomemap  = new u8[csize.X * csize.Z];
64         this->heightmap = new s16[csize.X * csize.Z];
65         this->ridge_heightmap = new s16[csize.X * csize.Z];
66
67         MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
68         this->spflags = sp->spflags;
69
70         //// Terrain noise
71         noise_terrain_base    = new Noise(&sp->np_terrain_base,    seed, csize.X, csize.Z);
72         noise_terrain_alt     = new Noise(&sp->np_terrain_alt,     seed, csize.X, csize.Z);
73         noise_terrain_persist = new Noise(&sp->np_terrain_persist, seed, csize.X, csize.Z);
74         noise_height_select   = new Noise(&sp->np_height_select,   seed, csize.X, csize.Z);
75         noise_filler_depth    = new Noise(&sp->np_filler_depth,    seed, csize.X, csize.Z);
76         noise_mount_height    = new Noise(&sp->np_mount_height,    seed, csize.X, csize.Z);
77         noise_ridge_uwater    = new Noise(&sp->np_ridge_uwater,    seed, csize.X, csize.Z);
78
79         //// 3d terrain noise
80         noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
81         noise_ridge    = new Noise(&sp->np_ridge,    seed, csize.X, csize.Y + 2, csize.Z);
82         noise_cave1    = new Noise(&sp->np_cave1,    seed, csize.X, csize.Y + 2, csize.Z);
83         noise_cave2    = new Noise(&sp->np_cave2,    seed, csize.X, csize.Y + 2, csize.Z);
84
85         //// Biome noise
86         noise_heat     = new Noise(&params->np_biome_heat,     seed, csize.X, csize.Z);
87         noise_humidity = new Noise(&params->np_biome_humidity, seed, csize.X, csize.Z);
88
89         //// Resolve nodes to be used
90         INodeDefManager *ndef = emerge->ndef;
91
92         c_stone           = ndef->getId("mapgen_stone");
93         c_dirt            = ndef->getId("mapgen_dirt");
94         c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
95         c_sand            = ndef->getId("mapgen_sand");
96         c_water_source    = ndef->getId("mapgen_water_source");
97         c_lava_source     = ndef->getId("mapgen_lava_source");
98         c_ice             = ndef->getId("default:ice");
99         c_cobble          = ndef->getId("mapgen_cobble");
100         c_desert_stone    = ndef->getId("mapgen_desert_stone");
101         c_mossycobble     = ndef->getId("mapgen_mossycobble");
102         c_sandbrick       = ndef->getId("mapgen_sandstonebrick");
103         c_stair_cobble    = ndef->getId("mapgen_stair_cobble");
104         c_stair_sandstone = ndef->getId("mapgen_stair_sandstone");
105         if (c_ice == CONTENT_IGNORE)
106                 c_ice = CONTENT_AIR;
107         if (c_mossycobble == CONTENT_IGNORE)
108                 c_mossycobble = c_cobble;
109         if (c_sandbrick == CONTENT_IGNORE)
110                 c_sandbrick = c_desert_stone;
111         if (c_stair_cobble == CONTENT_IGNORE)
112                 c_stair_cobble = c_cobble;
113         if (c_stair_sandstone == CONTENT_IGNORE)
114                 c_stair_sandstone = c_sandbrick;
115 }
116
117
118 MapgenV7::~MapgenV7()
119 {
120         delete noise_terrain_base;
121         delete noise_terrain_persist;
122         delete noise_height_select;
123         delete noise_terrain_alt;
124         delete noise_filler_depth;
125         delete noise_mount_height;
126         delete noise_ridge_uwater;
127         delete noise_mountain;
128         delete noise_ridge;
129         delete noise_cave1;
130         delete noise_cave2;
131
132         delete noise_heat;
133         delete noise_humidity;
134
135         delete[] ridge_heightmap;
136         delete[] heightmap;
137         delete[] biomemap;
138 }
139
140
141 MapgenV7Params::MapgenV7Params()
142 {
143         spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
144
145         np_terrain_base    = NoiseParams(4,    70,  v3f(300, 300, 300), 82341, 6, 0.7,  2.0);
146         np_terrain_alt     = NoiseParams(4,    25,  v3f(600, 600, 600), 5934,  5, 0.6,  2.0);
147         np_terrain_persist = NoiseParams(0.6,  0.1, v3f(500, 500, 500), 539,   3, 0.6,  2.0);
148         np_height_select   = NoiseParams(-0.5, 1,   v3f(250, 250, 250), 4213,  5, 0.69, 2.0);
149         np_filler_depth    = NoiseParams(0,    1.2, v3f(150, 150, 150), 261,   4, 0.7,  2.0);
150         np_mount_height    = NoiseParams(100,  30,  v3f(500, 500, 500), 72449, 4, 0.6,  2.0);
151         np_ridge_uwater    = NoiseParams(0,    1,   v3f(500, 500, 500), 85039, 4, 0.6,  2.0);
152         np_mountain        = NoiseParams(-0.6, 1,   v3f(250, 350, 250), 5333,  5, 0.68, 2.0);
153         np_ridge           = NoiseParams(0,    1,   v3f(100, 100, 100), 6467,  4, 0.75, 2.0);
154         np_cave1           = NoiseParams(0,    12,  v3f(100, 100, 100), 52534, 4, 0.5,  2.0);
155         np_cave2           = NoiseParams(0,    12,  v3f(100, 100, 100), 10325, 4, 0.5,  2.0);
156 }
157
158
159 void MapgenV7Params::readParams(const Settings *settings)
160 {
161         settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
162
163         settings->getNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
164         settings->getNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
165         settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
166         settings->getNoiseParams("mgv7_np_height_select",   np_height_select);
167         settings->getNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
168         settings->getNoiseParams("mgv7_np_mount_height",    np_mount_height);
169         settings->getNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
170         settings->getNoiseParams("mgv7_np_mountain",        np_mountain);
171         settings->getNoiseParams("mgv7_np_ridge",           np_ridge);
172         settings->getNoiseParams("mgv7_np_cave1",           np_cave1);
173         settings->getNoiseParams("mgv7_np_cave2",           np_cave2);
174 }
175
176
177 void MapgenV7Params::writeParams(Settings *settings) const
178 {
179         settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, (u32)-1);
180
181         settings->setNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
182         settings->setNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
183         settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
184         settings->setNoiseParams("mgv7_np_height_select",   np_height_select);
185         settings->setNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
186         settings->setNoiseParams("mgv7_np_mount_height",    np_mount_height);
187         settings->setNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
188         settings->setNoiseParams("mgv7_np_mountain",        np_mountain);
189         settings->setNoiseParams("mgv7_np_ridge",           np_ridge);
190         settings->setNoiseParams("mgv7_np_cave1",           np_cave1);
191         settings->setNoiseParams("mgv7_np_cave2",           np_cave2);
192 }
193
194
195 ///////////////////////////////////////
196
197
198 int MapgenV7::getGroundLevelAtPoint(v2s16 p)
199 {
200         // Base terrain calculation
201         s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
202
203         // Ridge/river terrain calculation
204         float width = 0.2;
205         float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
206         // actually computing the depth of the ridge is much more expensive;
207         // if inside a river, simply guess
208         if (fabs(uwatern) <= width)
209                 return water_level - 10;
210
211         // Mountain terrain calculation
212         int iters = 128; // don't even bother iterating more than 128 times..
213         while (iters--) {
214                 //current point would have been air
215                 if (!getMountainTerrainAtPoint(p.X, y, p.Y))
216                         return y;
217
218                 y++;
219         }
220
221         return y;
222 }
223
224
225 void MapgenV7::makeChunk(BlockMakeData *data)
226 {
227         // Pre-conditions
228         assert(data->vmanip);
229         assert(data->nodedef);
230         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
231                    data->blockpos_requested.Y >= data->blockpos_min.Y &&
232                    data->blockpos_requested.Z >= data->blockpos_min.Z);
233         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
234                    data->blockpos_requested.Y <= data->blockpos_max.Y &&
235                    data->blockpos_requested.Z <= data->blockpos_max.Z);
236
237         this->generating = true;
238         this->vm   = data->vmanip;
239         this->ndef = data->nodedef;
240         //TimeTaker t("makeChunk");
241
242         v3s16 blockpos_min = data->blockpos_min;
243         v3s16 blockpos_max = data->blockpos_max;
244         node_min = blockpos_min * MAP_BLOCKSIZE;
245         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
246         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
247         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
248
249         blockseed = getBlockSeed2(full_node_min, seed);
250
251         // Make some noise
252         calculateNoise();
253
254         // Generate base terrain, mountains, and ridges with initial heightmaps
255         s16 stone_surface_max_y = generateTerrain();
256
257         // Create heightmap
258         updateHeightmap(node_min, node_max);
259
260         // Create biomemap at heightmap surface
261         bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
262                 noise_humidity->result, heightmap, biomemap);
263
264         // Actually place the biome-specific nodes
265         bool desert_stone = generateBiomes(noise_heat->result, noise_humidity->result);
266
267         if (flags & MG_CAVES)
268                 generateCaves(stone_surface_max_y);
269
270         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
271                 DungeonParams dp;
272
273                 dp.np_rarity  = nparams_dungeon_rarity;
274                 dp.np_density = nparams_dungeon_density;
275                 dp.np_wetness = nparams_dungeon_wetness;
276                 dp.c_water = c_water_source;
277                 if (desert_stone) {
278                         dp.c_cobble  = c_sandbrick;
279                         dp.c_moss    = c_sandbrick; // should make this 'cracked sandstone' later
280                         dp.c_stair   = c_stair_sandstone;
281
282                         dp.diagonal_dirs = true;
283                         dp.mossratio  = 0.0;
284                         dp.holesize   = v3s16(2, 3, 2);
285                         dp.roomsize   = v3s16(2, 5, 2);
286                         dp.notifytype = GENNOTIFY_TEMPLE;
287                 } else {
288                         dp.c_cobble  = c_cobble;
289                         dp.c_moss    = c_mossycobble;
290                         dp.c_stair   = c_stair_cobble;
291
292                         dp.diagonal_dirs = false;
293                         dp.mossratio  = 3.0;
294                         dp.holesize   = v3s16(1, 2, 1);
295                         dp.roomsize   = v3s16(0, 0, 0);
296                         dp.notifytype = GENNOTIFY_DUNGEON;
297                 }
298
299                 DungeonGen dgen(this, &dp);
300                 dgen.generate(blockseed, full_node_min, full_node_max);
301         }
302
303         // Generate the registered decorations
304         m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
305
306         // Generate the registered ores
307         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
308
309         // Sprinkle some dust on top after everything else was generated
310         dustTopNodes();
311
312         //printf("makeChunk: %dms\n", t.stop());
313
314         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
315
316         if (flags & MG_LIGHT)
317                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
318                         full_node_min, full_node_max);
319
320         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
321         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
322
323         this->generating = false;
324 }
325
326
327 void MapgenV7::calculateNoise()
328 {
329         //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
330         int x = node_min.X;
331         int y = node_min.Y - 1;
332         int z = node_min.Z;
333
334         noise_terrain_persist->perlinMap2D(x, z);
335         float *persistmap = noise_terrain_persist->result;
336
337         noise_terrain_base->perlinMap2D(x, z, persistmap);
338         noise_terrain_alt->perlinMap2D(x, z, persistmap);
339         noise_height_select->perlinMap2D(x, z);
340
341         if (flags & MG_CAVES) {
342                 noise_cave1->perlinMap3D(x, y, z);
343                 noise_cave2->perlinMap3D(x, y, z);
344         }
345
346         if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) {
347                 noise_ridge->perlinMap3D(x, y, z);
348                 noise_ridge_uwater->perlinMap2D(x, z);
349         }
350
351         if ((spflags & MGV7_MOUNTAINS) && node_max.Y >= 0) {
352                 noise_mountain->perlinMap3D(x, y, z);
353                 noise_mount_height->perlinMap2D(x, z);
354         }
355
356         if (node_max.Y >= water_level) {
357                 noise_filler_depth->perlinMap2D(x, z);
358                 noise_heat->perlinMap2D(x, z);
359                 noise_humidity->perlinMap2D(x, z);
360         }
361         //printf("calculateNoise: %dus\n", t.stop());
362 }
363
364
365 Biome *MapgenV7::getBiomeAtPoint(v3s16 p)
366 {
367         float heat      = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed);
368         float humidity  = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed);
369         s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
370
371         return bmgr->getBiome(heat, humidity, groundlevel);
372 }
373
374 //needs to be updated
375 float MapgenV7::baseTerrainLevelAtPoint(int x, int z)
376 {
377         float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
378         hselect = rangelim(hselect, 0.0, 1.0);
379
380         float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
381
382         noise_terrain_base->np.persist = persist;
383         float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
384
385         noise_terrain_alt->np.persist = persist;
386         float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
387
388         if (height_alt > height_base)
389                 return height_alt;
390
391         return (height_base * hselect) + (height_alt * (1.0 - hselect));
392 }
393
394
395 float MapgenV7::baseTerrainLevelFromMap(int index)
396 {
397         float hselect     = rangelim(noise_height_select->result[index], 0.0, 1.0);
398         float height_base = noise_terrain_base->result[index];
399         float height_alt  = noise_terrain_alt->result[index];
400
401         if (height_alt > height_base)
402                 return height_alt;
403
404         return (height_base * hselect) + (height_alt * (1.0 - hselect));
405 }
406
407
408 bool MapgenV7::getMountainTerrainAtPoint(int x, int y, int z)
409 {
410         float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
411         float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
412         return mnt_n * mnt_h_n >= (float)y;
413 }
414
415
416 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, int y)
417 {
418         float mounthn = noise_mount_height->result[idx_xz];
419         float mountn = noise_mountain->result[idx_xyz];
420         return mountn * mounthn >= (float)y;
421 }
422
423
424 #if 0
425 void MapgenV7::carveRivers() {
426         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
427         MapNode n_stone(c_stone);
428         u32 index = 0;
429
430         int river_depth = 4;
431
432         for (s16 z = node_min.Z; z <= node_max.Z; z++)
433         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
434                 float terrain_mod  = noise_terrain_mod->result[index];
435                 NoiseParams *np = noise_terrain_river->np;
436                 np.persist = noise_terrain_persist->result[index];
437                 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
438                 float height = terrain_river * (1 - abs(terrain_mod)) *
439                                                 noise_terrain_river->np.scale;
440                 height = log(height * height); //log(h^3) is pretty interesting for terrain
441
442                 s16 y = heightmap[index];
443                 if (height < 1.0 && y > river_depth &&
444                         y - river_depth >= node_min.Y && y <= node_max.Y) {
445
446                         for (s16 ry = y; ry != y - river_depth; ry--) {
447                                 u32 vi = vm->m_area.index(x, ry, z);
448                                 vm->m_data[vi] = n_air;
449                         }
450
451                         u32 vi = vm->m_area.index(x, y - river_depth, z);
452                         vm->m_data[vi] = n_water_source;
453                 }
454         }
455 }
456 #endif
457
458
459 int MapgenV7::generateTerrain()
460 {
461         int ymax = generateBaseTerrain();
462
463         if (spflags & MGV7_MOUNTAINS)
464                 ymax = generateMountainTerrain(ymax);
465
466         if (spflags & MGV7_RIDGES)
467                 generateRidgeTerrain();
468
469         return ymax;
470 }
471
472
473 int MapgenV7::generateBaseTerrain()
474 {
475         MapNode n_air(CONTENT_AIR);
476         MapNode n_stone(c_stone);
477         MapNode n_water(c_water_source);
478
479         int stone_surface_max_y = -MAP_GENERATION_LIMIT;
480         v3s16 em = vm->m_area.getExtent();
481         u32 index = 0;
482
483         for (s16 z = node_min.Z; z <= node_max.Z; z++)
484         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
485                 float surface_height = baseTerrainLevelFromMap(index);
486                 s16 surface_y = (s16)surface_height;
487
488                 heightmap[index]       = surface_y;
489                 ridge_heightmap[index] = surface_y;
490
491                 if (surface_y > stone_surface_max_y)
492                         stone_surface_max_y = surface_y;
493
494                 u32 i = vm->m_area.index(x, node_min.Y - 1, z);
495                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
496                         if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
497                                 if (y <= surface_y)
498                                         vm->m_data[i] = n_stone;
499                                 else if (y <= water_level)
500                                         vm->m_data[i] = n_water;
501                                 else
502                                         vm->m_data[i] = n_air;
503                         }
504                         vm->m_area.add_y(em, i, 1);
505                 }
506         }
507
508         return stone_surface_max_y;
509 }
510
511
512 int MapgenV7::generateMountainTerrain(int ymax)
513 {
514         if (node_max.Y < 0)
515                 return ymax;
516
517         MapNode n_stone(c_stone);
518         u32 j = 0;
519
520         for (s16 z = node_min.Z; z <= node_max.Z; z++)
521         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
522                 u32 vi = vm->m_area.index(node_min.X, y, z);
523                 for (s16 x = node_min.X; x <= node_max.X; x++) {
524                         int index = (z - node_min.Z) * csize.X + (x - node_min.X);
525                         content_t c = vm->m_data[vi].getContent();
526
527                         if (getMountainTerrainFromMap(j, index, y)
528                                         && (c == CONTENT_AIR || c == c_water_source)) {
529                                 vm->m_data[vi] = n_stone;
530                                 if (y > ymax)
531                                         ymax = y;
532                         }
533
534                         vi++;
535                         j++;
536                 }
537         }
538
539         return ymax;
540 }
541
542
543 void MapgenV7::generateRidgeTerrain()
544 {
545         if (node_max.Y < water_level)
546                 return;
547
548         MapNode n_water(c_water_source);
549         MapNode n_air(CONTENT_AIR);
550         u32 index = 0;
551         float width = 0.2; // TODO: figure out acceptable perlin noise values
552
553         for (s16 z = node_min.Z; z <= node_max.Z; z++)
554         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
555                 u32 vi = vm->m_area.index(node_min.X, y, z);
556                 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
557                         int j = (z - node_min.Z) * csize.X + (x - node_min.X);
558
559                         if (heightmap[j] < water_level - 16)
560                                 continue;
561
562                         float uwatern = noise_ridge_uwater->result[j] * 2;
563                         if (fabs(uwatern) > width)
564                                 continue;
565
566                         float altitude = y - water_level;
567                         float height_mod = (altitude + 17) / 2.5;
568                         float width_mod  = width - fabs(uwatern);
569                         float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
570
571                         if (nridge + width_mod * height_mod < 0.6)
572                                 continue;
573
574                         if (y < ridge_heightmap[j])
575                                 ridge_heightmap[j] = y - 1;
576
577                         vm->m_data[vi] = (y > water_level) ? n_air : n_water;
578                 }
579         }
580 }
581
582
583 bool MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
584 {
585         if (node_max.Y < water_level)
586                 return false;
587
588         v3s16 em = vm->m_area.getExtent();
589         u32 index = 0;
590         bool desert_stone = false;
591
592         for (s16 z = node_min.Z; z <= node_max.Z; z++)
593         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
594                 Biome *biome = NULL;
595                 s16 dfiller = 0;
596                 s16 y0_top = 0;
597                 s16 y0_filler = 0;
598                 s16 depth_water_top = 0;
599
600                 s16 nplaced = 0;
601                 u32 i = vm->m_area.index(x, node_max.Y, z);
602
603                 content_t c_above = vm->m_data[i + em.X].getContent();
604                 bool have_air = c_above == CONTENT_AIR;
605
606                 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
607                         content_t c = vm->m_data[i].getContent();
608
609                         if (c != CONTENT_IGNORE && c != CONTENT_AIR && (y == node_max.Y || have_air)) {
610                                 biome           = bmgr->getBiome(heat_map[index], humidity_map[index], y);
611                                 dfiller         = biome->depth_filler + noise_filler_depth->result[index];
612                                 y0_top          = biome->depth_top;
613                                 y0_filler       = biome->depth_top + dfiller;
614                                 depth_water_top = biome->depth_water_top;
615
616                                 if (biome->c_stone == c_desert_stone)
617                                         desert_stone = true;
618                         }
619
620                         if (c == c_stone && have_air) {
621                                 content_t c_below = vm->m_data[i - em.X].getContent();
622
623                                 if (c_below != CONTENT_AIR) {
624                                         if (nplaced < y0_top) {
625                                                 vm->m_data[i] = MapNode(biome->c_top);
626                                                 nplaced++;
627                                         } else if (nplaced < y0_filler && nplaced >= y0_top) {
628                                                 vm->m_data[i] = MapNode(biome->c_filler);
629                                                 nplaced++;
630                                         } else if (c == c_stone) {
631                                                 have_air = false;
632                                                 nplaced  = 0;
633                                                 vm->m_data[i] = MapNode(biome->c_stone);
634                                         } else {
635                                                 have_air = false;
636                                                 nplaced  = 0;
637                                         }
638                                 } else if (c == c_stone) {
639                                         have_air = false;
640                                         nplaced = 0;
641                                         vm->m_data[i] = MapNode(biome->c_stone);
642                                 }
643                         } else if (c == c_stone) {
644                                 have_air = false;
645                                 nplaced = 0;
646                                 vm->m_data[i] = MapNode(biome->c_stone);
647                         } else if (c == c_water_source) {
648                                 have_air = true;
649                                 nplaced = 0;
650                                 if (y > water_level - depth_water_top)
651                                         vm->m_data[i] = MapNode(biome->c_water_top);
652                                 else
653                                         vm->m_data[i] = MapNode(biome->c_water);
654                         } else if (c == CONTENT_AIR) {
655                                 have_air = true;
656                                 nplaced = 0;
657                         }
658
659                         vm->m_area.add_y(em, i, -1);
660                 }
661         }
662
663         return desert_stone;
664 }
665
666
667 void MapgenV7::dustTopNodes()
668 {
669         if (node_max.Y < water_level)
670                 return;
671
672         v3s16 em = vm->m_area.getExtent();
673         u32 index = 0;
674
675         for (s16 z = node_min.Z; z <= node_max.Z; z++)
676         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
677                 Biome *biome = (Biome *)bmgr->get(biomemap[index]);
678
679                 if (biome->c_dust == CONTENT_IGNORE)
680                         continue;
681
682                 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
683                 content_t c_full_max = vm->m_data[vi].getContent();
684                 s16 y_start;
685
686                 if (c_full_max == CONTENT_AIR) {
687                         y_start = full_node_max.Y - 1;
688                 } else if (c_full_max == CONTENT_IGNORE) {
689                         vi = vm->m_area.index(x, node_max.Y + 1, z);
690                         content_t c_max = vm->m_data[vi].getContent();
691
692                         if (c_max == CONTENT_AIR)
693                                 y_start = node_max.Y;
694                         else
695                                 continue;
696                 } else {
697                         continue;
698                 }
699
700                 vi = vm->m_area.index(x, y_start, z);
701                 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
702                         if (vm->m_data[vi].getContent() != CONTENT_AIR)
703                                 break;
704
705                         vm->m_area.add_y(em, vi, -1);
706                 }
707
708                 content_t c = vm->m_data[vi].getContent();
709                 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
710                         vm->m_area.add_y(em, vi, 1);
711                         vm->m_data[vi] = MapNode(biome->c_dust);
712                 }
713         }
714 }
715
716
717 #if 0
718 void MapgenV7::addTopNodes()
719 {
720         v3s16 em = vm->m_area.getExtent();
721         s16 ntopnodes;
722         u32 index = 0;
723
724         for (s16 z = node_min.Z; z <= node_max.Z; z++)
725         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
726                 Biome *biome = bmgr->biomes[biomemap[index]];
727
728                 //////////////////// First, add top nodes below the ridge
729                 s16 y = ridge_heightmap[index];
730
731                 // This cutoff is good enough, but not perfect.
732                 // It will cut off potentially placed top nodes at chunk boundaries
733                 if (y < node_min.Y)
734                         continue;
735                 if (y > node_max.Y) {
736                         y = node_max.Y; // Let's see if we can still go downward anyway
737                         u32 vi = vm->m_area.index(x, y, z);
738                         content_t c = vm->m_data[vi].getContent();
739                         if (ndef->get(c).walkable)
740                                 continue;
741                 }
742
743                 // N.B.  It is necessary to search downward since ridge_heightmap[i]
744                 // might not be the actual height, just the lowest part in the chunk
745                 // where a ridge had been carved
746                 u32 i = vm->m_area.index(x, y, z);
747                 for (; y >= node_min.Y; y--) {
748                         content_t c = vm->m_data[i].getContent();
749                         if (ndef->get(c).walkable)
750                                 break;
751                         vm->m_area.add_y(em, i, -1);
752                 }
753
754                 if (y != node_min.Y - 1 && y >= water_level) {
755                         ridge_heightmap[index] = y; //update ridgeheight
756                         ntopnodes = biome->top_depth;
757                         for (; y <= node_max.Y && ntopnodes; y++) {
758                                 ntopnodes--;
759                                 vm->m_data[i] = MapNode(biome->c_top);
760                                 vm->m_area.add_y(em, i, 1);
761                         }
762                         // If dirt, grow grass on it.
763                         if (y > water_level - 10 &&
764                                 vm->m_data[i].getContent() == CONTENT_AIR) {
765                                 vm->m_area.add_y(em, i, -1);
766                                 if (vm->m_data[i].getContent() == c_dirt)
767                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
768                         }
769                 }
770
771                 //////////////////// Now, add top nodes on top of the ridge
772                 y = heightmap[index];
773                 if (y > node_max.Y) {
774                         y = node_max.Y; // Let's see if we can still go downward anyway
775                         u32 vi = vm->m_area.index(x, y, z);
776                         content_t c = vm->m_data[vi].getContent();
777                         if (ndef->get(c).walkable)
778                                 continue;
779                 }
780
781                 i = vm->m_area.index(x, y, z);
782                 for (; y >= node_min.Y; y--) {
783                         content_t c = vm->m_data[i].getContent();
784                         if (ndef->get(c).walkable)
785                                 break;
786                         vm->m_area.add_y(em, i, -1);
787                 }
788
789                 if (y != node_min.Y - 1) {
790                         ntopnodes = biome->top_depth;
791                         // Let's see if we've already added it...
792                         if (y == ridge_heightmap[index] + ntopnodes - 1)
793                                 continue;
794
795                         for (; y <= node_max.Y && ntopnodes; y++) {
796                                 ntopnodes--;
797                                 vm->m_data[i] = MapNode(biome->c_top);
798                                 vm->m_area.add_y(em, i, 1);
799                         }
800                         // If dirt, grow grass on it.
801                         if (y > water_level - 10 &&
802                                 vm->m_data[i].getContent() == CONTENT_AIR) {
803                                 vm->m_area.add_y(em, i, -1);
804                                 if (vm->m_data[i].getContent() == c_dirt)
805                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
806                         }
807                 }
808         }
809 }
810 #endif
811
812
813 void MapgenV7::generateCaves(int max_stone_y)
814 {
815         if (max_stone_y >= node_min.Y) {
816                 u32 index   = 0;
817                 u32 index2d = 0;
818
819                 for (s16 z = node_min.Z; z <= node_max.Z; z++) {
820                         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
821                                 u32 i = vm->m_area.index(node_min.X, y, z);
822                                 for (s16 x = node_min.X; x <= node_max.X;
823                                                 x++, i++, index++, index2d++) {
824                                         Biome *biome = (Biome *)bmgr->get(biomemap[index2d]);
825                                         content_t c = vm->m_data[i].getContent();
826                                         if (c == CONTENT_AIR || (y <= water_level &&
827                                                 c != biome->c_stone && c != c_stone))
828                                                 continue;
829
830                                         float d1 = contour(noise_cave1->result[index]);
831                                         float d2 = contour(noise_cave2->result[index]);
832                                         if (d1 * d2 > 0.3)
833                                                 vm->m_data[i] = MapNode(CONTENT_AIR);
834                                 }
835                                 index2d -= ystride;
836                         }
837                         index2d += ystride;
838                 }
839         }
840
841         PseudoRandom ps(blockseed + 21343);
842         u32 bruises_count = (ps.range(1, 5) == 1) ? ps.range(1, 2) : 0;
843         for (u32 i = 0; i < bruises_count; i++) {
844                 CaveV7 cave(this, &ps);
845                 cave.makeCave(node_min, node_max, max_stone_y);
846         }
847 }
848