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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->heatmap         = NULL;
65         this->humidmap        = NULL;
66         this->ridge_heightmap = new s16[csize.X * csize.Z];
67
68         MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
69         this->spflags = sp->spflags;
70
71         //// Terrain noise
72         noise_terrain_base    = new Noise(&sp->np_terrain_base,    seed, csize.X, csize.Z);
73         noise_terrain_alt     = new Noise(&sp->np_terrain_alt,     seed, csize.X, csize.Z);
74         noise_terrain_persist = new Noise(&sp->np_terrain_persist, seed, csize.X, csize.Z);
75         noise_height_select   = new Noise(&sp->np_height_select,   seed, csize.X, csize.Z);
76         noise_filler_depth    = new Noise(&sp->np_filler_depth,    seed, csize.X, csize.Z);
77         noise_mount_height    = new Noise(&sp->np_mount_height,    seed, csize.X, csize.Z);
78         noise_ridge_uwater    = new Noise(&sp->np_ridge_uwater,    seed, csize.X, csize.Z);
79
80         //// 3d terrain noise
81         noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
82         noise_ridge    = new Noise(&sp->np_ridge,    seed, csize.X, csize.Y + 2, csize.Z);
83         noise_cave1    = new Noise(&sp->np_cave1,    seed, csize.X, csize.Y + 2, csize.Z);
84         noise_cave2    = new Noise(&sp->np_cave2,    seed, csize.X, csize.Y + 2, csize.Z);
85
86         //// Biome noise
87         noise_heat           = new Noise(&params->np_biome_heat,           seed, csize.X, csize.Z);
88         noise_humidity       = new Noise(&params->np_biome_humidity,       seed, csize.X, csize.Z);
89         noise_heat_blend     = new Noise(&params->np_biome_heat_blend,     seed, csize.X, csize.Z);
90         noise_humidity_blend = new Noise(&params->np_biome_humidity_blend, seed, csize.X, csize.Z);
91
92         //// Resolve nodes to be used
93         INodeDefManager *ndef = emerge->ndef;
94
95         c_stone                = ndef->getId("mapgen_stone");
96         c_water_source         = ndef->getId("mapgen_water_source");
97         c_lava_source          = ndef->getId("mapgen_lava_source");
98         c_desert_stone         = ndef->getId("mapgen_desert_stone");
99         c_ice                  = ndef->getId("mapgen_ice");
100         c_sandstone            = ndef->getId("mapgen_sandstone");
101
102         c_cobble               = ndef->getId("mapgen_cobble");
103         c_stair_cobble         = ndef->getId("mapgen_stair_cobble");
104         c_mossycobble          = ndef->getId("mapgen_mossycobble");
105         c_sandstonebrick       = ndef->getId("mapgen_sandstonebrick");
106         c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
107
108         if (c_ice == CONTENT_IGNORE)
109                 c_ice = CONTENT_AIR;
110         if (c_mossycobble == CONTENT_IGNORE)
111                 c_mossycobble = c_cobble;
112         if (c_stair_cobble == CONTENT_IGNORE)
113                 c_stair_cobble = c_cobble;
114         if (c_sandstonebrick == CONTENT_IGNORE)
115                 c_sandstonebrick = c_sandstone;
116         if (c_stair_sandstonebrick == CONTENT_IGNORE)
117                 c_stair_sandstonebrick = c_sandstone;
118 }
119
120
121 MapgenV7::~MapgenV7()
122 {
123         delete noise_terrain_base;
124         delete noise_terrain_persist;
125         delete noise_height_select;
126         delete noise_terrain_alt;
127         delete noise_filler_depth;
128         delete noise_mount_height;
129         delete noise_ridge_uwater;
130         delete noise_mountain;
131         delete noise_ridge;
132         delete noise_cave1;
133         delete noise_cave2;
134
135         delete noise_heat;
136         delete noise_humidity;
137         delete noise_heat_blend;
138         delete noise_humidity_blend;
139
140         delete[] ridge_heightmap;
141         delete[] heightmap;
142         delete[] biomemap;
143 }
144
145
146 MapgenV7Params::MapgenV7Params()
147 {
148         spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
149
150         np_terrain_base    = NoiseParams(4,    70,   v3f(600,  600,  600),  82341, 5, 0.6,  2.0);
151         np_terrain_alt     = NoiseParams(4,    25,   v3f(600,  600,  600),  5934,  5, 0.6,  2.0);
152         np_terrain_persist = NoiseParams(0.6,  0.12, v3f(2000, 2000, 2000), 539,   3, 0.5,  2.0);
153         np_height_select   = NoiseParams(-12,  24,   v3f(500,  500,  500),  4213,  6, 0.69, 2.0);
154         np_filler_depth    = NoiseParams(0,    1.2,  v3f(150,  150,  150),  261,   4, 0.7,  2.0);
155         np_mount_height    = NoiseParams(184,  72,   v3f(1000, 1000, 1000), 72449, 3, 0.5,  2.0);
156         np_ridge_uwater    = NoiseParams(0,    1,    v3f(1000, 1000, 1000), 85039, 5, 0.6,  2.0);
157         np_mountain        = NoiseParams(-0.6, 1,    v3f(250,  350,  250),  5333,  5, 0.68, 2.0);
158         np_ridge           = NoiseParams(0,    1,    v3f(100,  100,  100),  6467,  4, 0.75, 2.0);
159         np_cave1           = NoiseParams(0,    12,   v3f(100,  100,  100),  52534, 4, 0.5,  2.0);
160         np_cave2           = NoiseParams(0,    12,   v3f(100,  100,  100),  10325, 4, 0.5,  2.0);
161 }
162
163
164 void MapgenV7Params::readParams(const Settings *settings)
165 {
166         settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
167
168         settings->getNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
169         settings->getNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
170         settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
171         settings->getNoiseParams("mgv7_np_height_select",   np_height_select);
172         settings->getNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
173         settings->getNoiseParams("mgv7_np_mount_height",    np_mount_height);
174         settings->getNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
175         settings->getNoiseParams("mgv7_np_mountain",        np_mountain);
176         settings->getNoiseParams("mgv7_np_ridge",           np_ridge);
177         settings->getNoiseParams("mgv7_np_cave1",           np_cave1);
178         settings->getNoiseParams("mgv7_np_cave2",           np_cave2);
179 }
180
181
182 void MapgenV7Params::writeParams(Settings *settings) const
183 {
184         settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, (u32)-1);
185
186         settings->setNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
187         settings->setNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
188         settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
189         settings->setNoiseParams("mgv7_np_height_select",   np_height_select);
190         settings->setNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
191         settings->setNoiseParams("mgv7_np_mount_height",    np_mount_height);
192         settings->setNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
193         settings->setNoiseParams("mgv7_np_mountain",        np_mountain);
194         settings->setNoiseParams("mgv7_np_ridge",           np_ridge);
195         settings->setNoiseParams("mgv7_np_cave1",           np_cave1);
196         settings->setNoiseParams("mgv7_np_cave2",           np_cave2);
197 }
198
199
200 ///////////////////////////////////////
201
202
203 int MapgenV7::getGroundLevelAtPoint(v2s16 p)
204 {
205         // Base terrain calculation
206         s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
207
208         // Ridge/river terrain calculation
209         float width = 0.2;
210         float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
211         // actually computing the depth of the ridge is much more expensive;
212         // if inside a river, simply guess
213         if (fabs(uwatern) <= width)
214                 return water_level - 10;
215
216         // Mountain terrain calculation
217         int iters = 128; // don't even bother iterating more than 128 times..
218         while (iters--) {
219                 //current point would have been air
220                 if (!getMountainTerrainAtPoint(p.X, y, p.Y))
221                         return y;
222
223                 y++;
224         }
225
226         return y;
227 }
228
229
230 void MapgenV7::makeChunk(BlockMakeData *data)
231 {
232         // Pre-conditions
233         assert(data->vmanip);
234         assert(data->nodedef);
235         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
236                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
237                 data->blockpos_requested.Z >= data->blockpos_min.Z);
238         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
239                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
240                 data->blockpos_requested.Z <= data->blockpos_max.Z);
241
242         this->generating = true;
243         this->vm   = data->vmanip;
244         this->ndef = data->nodedef;
245         //TimeTaker t("makeChunk");
246
247         v3s16 blockpos_min = data->blockpos_min;
248         v3s16 blockpos_max = data->blockpos_max;
249         node_min = blockpos_min * MAP_BLOCKSIZE;
250         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
251         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
252         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
253
254         blockseed = getBlockSeed2(full_node_min, seed);
255
256         // Make some noise
257         calculateNoise();
258
259         // Generate base terrain, mountains, and ridges with initial heightmaps
260         s16 stone_surface_max_y = generateTerrain();
261
262         // Create heightmap
263         updateHeightmap(node_min, node_max);
264
265         // Create biomemap at heightmap surface
266         bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
267                 noise_humidity->result, heightmap, biomemap);
268
269         // Actually place the biome-specific nodes
270         MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
271
272         if (flags & MG_CAVES)
273                 generateCaves(stone_surface_max_y);
274
275         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
276                 DungeonParams dp;
277
278                 dp.np_rarity  = nparams_dungeon_rarity;
279                 dp.np_density = nparams_dungeon_density;
280                 dp.np_wetness = nparams_dungeon_wetness;
281                 dp.c_water    = c_water_source;
282                 if (stone_type == STONE) {
283                         dp.c_cobble = c_cobble;
284                         dp.c_moss   = c_mossycobble;
285                         dp.c_stair  = c_stair_cobble;
286
287                         dp.diagonal_dirs = false;
288                         dp.mossratio     = 3.0;
289                         dp.holesize      = v3s16(1, 2, 1);
290                         dp.roomsize      = v3s16(0, 0, 0);
291                         dp.notifytype    = GENNOTIFY_DUNGEON;
292                 } else if (stone_type == DESERT_STONE) {
293                         dp.c_cobble = c_desert_stone;
294                         dp.c_moss   = c_desert_stone;
295                         dp.c_stair  = c_desert_stone;
296
297                         dp.diagonal_dirs = true;
298                         dp.mossratio     = 0.0;
299                         dp.holesize      = v3s16(2, 3, 2);
300                         dp.roomsize      = v3s16(2, 5, 2);
301                         dp.notifytype    = GENNOTIFY_TEMPLE;
302                 } else if (stone_type == SANDSTONE) {
303                         dp.c_cobble = c_sandstonebrick;
304                         dp.c_moss   = c_sandstonebrick;
305                         dp.c_stair  = c_sandstonebrick;
306
307                         dp.diagonal_dirs = false;
308                         dp.mossratio     = 0.0;
309                         dp.holesize      = v3s16(2, 2, 2);
310                         dp.roomsize      = v3s16(2, 0, 2);
311                         dp.notifytype    = GENNOTIFY_DUNGEON;
312                 }
313
314                 DungeonGen dgen(this, &dp);
315                 dgen.generate(blockseed, full_node_min, full_node_max);
316         }
317
318         // Generate the registered decorations
319         m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
320
321         // Generate the registered ores
322         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
323
324         // Sprinkle some dust on top after everything else was generated
325         dustTopNodes();
326
327         //printf("makeChunk: %dms\n", t.stop());
328
329         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
330
331         if (flags & MG_LIGHT)
332                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
333                         full_node_min, full_node_max);
334
335         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
336         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
337
338         this->generating = false;
339 }
340
341
342 void MapgenV7::calculateNoise()
343 {
344         //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
345         int x = node_min.X;
346         int y = node_min.Y - 1;
347         int z = node_min.Z;
348
349         noise_terrain_persist->perlinMap2D(x, z);
350         float *persistmap = noise_terrain_persist->result;
351
352         noise_terrain_base->perlinMap2D(x, z, persistmap);
353         noise_terrain_alt->perlinMap2D(x, z, persistmap);
354         noise_height_select->perlinMap2D(x, z);
355
356         if (flags & MG_CAVES) {
357                 noise_cave1->perlinMap3D(x, y, z);
358                 noise_cave2->perlinMap3D(x, y, z);
359         }
360
361         if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) {
362                 noise_ridge->perlinMap3D(x, y, z);
363                 noise_ridge_uwater->perlinMap2D(x, z);
364         }
365
366         // Mountain noises are calculated in generateMountainTerrain()
367
368         noise_filler_depth->perlinMap2D(x, z);
369         noise_heat->perlinMap2D(x, z);
370         noise_humidity->perlinMap2D(x, z);
371         noise_heat_blend->perlinMap2D(x, z);
372         noise_humidity_blend->perlinMap2D(x, z);
373
374         for (s32 i = 0; i < csize.X * csize.Z; i++) {
375                 noise_heat->result[i] += noise_heat_blend->result[i];
376                 noise_humidity->result[i] += noise_humidity_blend->result[i];
377         }
378
379         heatmap = noise_heat->result;
380         humidmap = noise_humidity->result;
381         //printf("calculateNoise: %dus\n", t.stop());
382 }
383
384
385 Biome *MapgenV7::getBiomeAtPoint(v3s16 p)
386 {
387         float heat = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed) +
388                 NoisePerlin2D(&noise_heat_blend->np, p.X, p.Z, seed);
389         float humidity = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed) +
390                 NoisePerlin2D(&noise_humidity_blend->np, p.X, p.Z, seed);
391         s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
392
393         return bmgr->getBiome(heat, humidity, groundlevel);
394 }
395
396 //needs to be updated
397 float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
398 {
399         float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
400         hselect = rangelim(hselect, 0.0, 1.0);
401
402         float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
403
404         noise_terrain_base->np.persist = persist;
405         float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
406
407         noise_terrain_alt->np.persist = persist;
408         float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
409
410         if (height_alt > height_base)
411                 return height_alt;
412
413         return (height_base * hselect) + (height_alt * (1.0 - hselect));
414 }
415
416
417 float MapgenV7::baseTerrainLevelFromMap(int index)
418 {
419         float hselect     = rangelim(noise_height_select->result[index], 0.0, 1.0);
420         float height_base = noise_terrain_base->result[index];
421         float height_alt  = noise_terrain_alt->result[index];
422
423         if (height_alt > height_base)
424                 return height_alt;
425
426         return (height_base * hselect) + (height_alt * (1.0 - hselect));
427 }
428
429
430 bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
431 {
432         float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
433         float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
434         return mnt_n * mnt_h_n >= (float)y;
435 }
436
437
438 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
439 {
440         float mounthn = noise_mount_height->result[idx_xz];
441         float mountn = noise_mountain->result[idx_xyz];
442         return mountn * mounthn >= (float)y;
443 }
444
445
446 #if 0
447 void MapgenV7::carveRivers() {
448         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
449         MapNode n_stone(c_stone);
450         u32 index = 0;
451
452         int river_depth = 4;
453
454         for (s16 z = node_min.Z; z <= node_max.Z; z++)
455         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
456                 float terrain_mod  = noise_terrain_mod->result[index];
457                 NoiseParams *np = noise_terrain_river->np;
458                 np.persist = noise_terrain_persist->result[index];
459                 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
460                 float height = terrain_river * (1 - abs(terrain_mod)) *
461                                                 noise_terrain_river->np.scale;
462                 height = log(height * height); //log(h^3) is pretty interesting for terrain
463
464                 s16 y = heightmap[index];
465                 if (height < 1.0 && y > river_depth &&
466                         y - river_depth >= node_min.Y && y <= node_max.Y) {
467
468                         for (s16 ry = y; ry != y - river_depth; ry--) {
469                                 u32 vi = vm->m_area.index(x, ry, z);
470                                 vm->m_data[vi] = n_air;
471                         }
472
473                         u32 vi = vm->m_area.index(x, y - river_depth, z);
474                         vm->m_data[vi] = n_water_source;
475                 }
476         }
477 }
478 #endif
479
480
481 int MapgenV7::generateTerrain()
482 {
483         s16 stone_surface_min_y;
484         s16 stone_surface_max_y;
485
486         generateBaseTerrain(&stone_surface_min_y, &stone_surface_max_y);
487
488         if ((spflags & MGV7_MOUNTAINS) && stone_surface_min_y < node_max.Y)
489                 stone_surface_max_y = generateMountainTerrain(stone_surface_max_y);
490
491         if (spflags & MGV7_RIDGES)
492                 generateRidgeTerrain();
493
494         return stone_surface_max_y;
495 }
496
497
498 void MapgenV7::generateBaseTerrain(s16 *stone_surface_min_y, s16 *stone_surface_max_y)
499 {
500         MapNode n_air(CONTENT_AIR);
501         MapNode n_stone(c_stone);
502         MapNode n_water(c_water_source);
503
504         v3s16 em = vm->m_area.getExtent();
505         s16 surface_min_y = MAP_GENERATION_LIMIT;
506         s16 surface_max_y = -MAP_GENERATION_LIMIT;
507         u32 index = 0;
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 surface_height = baseTerrainLevelFromMap(index);
512                 s16 surface_y = (s16)surface_height;
513
514                 heightmap[index]       = surface_y;
515                 ridge_heightmap[index] = surface_y;
516
517                 if (surface_y < surface_min_y)
518                         surface_min_y = surface_y;
519
520                 if (surface_y > surface_max_y)
521                         surface_max_y = surface_y;
522
523                 u32 i = vm->m_area.index(x, node_min.Y - 1, z);
524                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
525                         if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
526                                 if (y <= surface_y)
527                                         vm->m_data[i] = n_stone;
528                                 else if (y <= water_level)
529                                         vm->m_data[i] = n_water;
530                                 else
531                                         vm->m_data[i] = n_air;
532                         }
533                         vm->m_area.add_y(em, i, 1);
534                 }
535         }
536
537         *stone_surface_min_y = surface_min_y;
538         *stone_surface_max_y = surface_max_y;
539 }
540
541
542 int MapgenV7::generateMountainTerrain(s16 ymax)
543 {
544         noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
545         noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
546
547         MapNode n_stone(c_stone);
548         u32 j = 0;
549
550         for (s16 z = node_min.Z; z <= node_max.Z; z++)
551         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
552                 u32 vi = vm->m_area.index(node_min.X, y, z);
553                 for (s16 x = node_min.X; x <= node_max.X; x++) {
554                         int index = (z - node_min.Z) * csize.X + (x - node_min.X);
555                         content_t c = vm->m_data[vi].getContent();
556
557                         if (getMountainTerrainFromMap(j, index, y)
558                                         && (c == CONTENT_AIR || c == c_water_source)) {
559                                 vm->m_data[vi] = n_stone;
560                                 if (y > ymax)
561                                         ymax = y;
562                         }
563
564                         vi++;
565                         j++;
566                 }
567         }
568
569         return ymax;
570 }
571
572
573 void MapgenV7::generateRidgeTerrain()
574 {
575         if (node_max.Y < water_level)
576                 return;
577
578         MapNode n_water(c_water_source);
579         MapNode n_air(CONTENT_AIR);
580         u32 index = 0;
581         float width = 0.2; // TODO: figure out acceptable perlin noise values
582
583         for (s16 z = node_min.Z; z <= node_max.Z; z++)
584         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
585                 u32 vi = vm->m_area.index(node_min.X, y, z);
586                 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
587                         int j = (z - node_min.Z) * csize.X + (x - node_min.X);
588
589                         if (heightmap[j] < water_level - 16)
590                                 continue;
591
592                         float uwatern = noise_ridge_uwater->result[j] * 2;
593                         if (fabs(uwatern) > width)
594                                 continue;
595
596                         float altitude = y - water_level;
597                         float height_mod = (altitude + 17) / 2.5;
598                         float width_mod  = width - fabs(uwatern);
599                         float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
600
601                         if (nridge + width_mod * height_mod < 0.6)
602                                 continue;
603
604                         if (y < ridge_heightmap[j])
605                                 ridge_heightmap[j] = y - 1;
606
607                         vm->m_data[vi] = (y > water_level) ? n_air : n_water;
608                 }
609         }
610 }
611
612
613 MgStoneType MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
614 {
615         v3s16 em = vm->m_area.getExtent();
616         u32 index = 0;
617         MgStoneType stone_type = STONE;
618
619         for (s16 z = node_min.Z; z <= node_max.Z; z++)
620         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
621                 Biome *biome = NULL;
622                 u16 depth_top = 0;
623                 u16 base_filler = 0;
624                 u16 depth_water_top = 0;
625                 u32 vi = vm->m_area.index(x, node_max.Y, z);
626
627                 // Check node at base of mapchunk above, either a node of a previously
628                 // generated mapchunk or if not, a node of overgenerated base terrain.
629                 content_t c_above = vm->m_data[vi + em.X].getContent();
630                 bool air_above = c_above == CONTENT_AIR;
631                 bool water_above = c_above == c_water_source;
632
633                 // If there is air or water above enable top/filler placement, otherwise force
634                 // nplaced to stone level by setting a number exceeding any possible filler depth.
635                 u16 nplaced = (air_above || water_above) ? 0 : (u16)-1;
636
637                 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
638                         content_t c = vm->m_data[vi].getContent();
639
640                         // Biome is recalculated each time an upper surface is detected while
641                         // working down a column. The selected biome then remains in effect for
642                         // all nodes below until the next surface and biome recalculation.
643                         // Biome is recalculated:
644                         // 1. At the surface of stone below air or water.
645                         // 2. At the surface of water below air.
646                         // 3. When stone or water is detected but biome has not yet been calculated.
647                         if ((c == c_stone && (air_above || water_above || !biome)) ||
648                                         (c == c_water_source && (air_above || !biome))) {
649                                 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
650                                 depth_top = biome->depth_top;
651                                 base_filler = MYMAX(depth_top + biome->depth_filler
652                                                 + noise_filler_depth->result[index], 0);
653                                 depth_water_top = biome->depth_water_top;
654
655                                 // Detect stone type for dungeons during every biome calculation.
656                                 // This is more efficient than detecting per-node and will not
657                                 // miss any desert stone or sandstone biomes.
658                                 if (biome->c_stone == c_desert_stone)
659                                         stone_type = DESERT_STONE;
660                                 else if (biome->c_stone == c_sandstone)
661                                         stone_type = SANDSTONE;
662                         }
663
664                         if (c == c_stone) {
665                                 content_t c_below = vm->m_data[vi - em.X].getContent();
666
667                                 // If the node below isn't solid, make this node stone, so that
668                                 // any top/filler nodes above are structurally supported.
669                                 // This is done by aborting the cycle of top/filler placement
670                                 // immediately by forcing nplaced to stone level.
671                                 if (c_below == CONTENT_AIR || c_below == c_water_source)
672                                         nplaced = (u16)-1;
673
674                                 if (nplaced < depth_top) {
675                                         vm->m_data[vi] = MapNode(biome->c_top);
676                                         nplaced++;
677                                 } else if (nplaced < base_filler) {
678                                         vm->m_data[vi] = MapNode(biome->c_filler);
679                                         nplaced++;
680                                 } else {
681                                         vm->m_data[vi] = MapNode(biome->c_stone);
682                                 }
683
684                                 air_above = false;
685                                 water_above = false;
686                         } else if (c == c_water_source) {
687                                 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
688                                                 biome->c_water_top : biome->c_water);
689                                 nplaced = 0;  // Enable top/filler placement for next surface
690                                 air_above = false;
691                                 water_above = true;
692                         } else if (c == CONTENT_AIR) {
693                                 nplaced = 0;  // Enable top/filler placement for next surface
694                                 air_above = true;
695                                 water_above = false;
696                         } else {  // Possible various nodes overgenerated from neighbouring mapchunks
697                                 nplaced = (u16)-1;  // Disable top/filler placement
698                                 air_above = false;
699                                 water_above = false;
700                         }
701
702                         vm->m_area.add_y(em, vi, -1);
703                 }
704         }
705
706         return stone_type;
707 }
708
709
710 void MapgenV7::dustTopNodes()
711 {
712         if (node_max.Y < water_level)
713                 return;
714
715         v3s16 em = vm->m_area.getExtent();
716         u32 index = 0;
717
718         for (s16 z = node_min.Z; z <= node_max.Z; z++)
719         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
720                 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
721
722                 if (biome->c_dust == CONTENT_IGNORE)
723                         continue;
724
725                 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
726                 content_t c_full_max = vm->m_data[vi].getContent();
727                 s16 y_start;
728
729                 if (c_full_max == CONTENT_AIR) {
730                         y_start = full_node_max.Y - 1;
731                 } else if (c_full_max == CONTENT_IGNORE) {
732                         vi = vm->m_area.index(x, node_max.Y + 1, z);
733                         content_t c_max = vm->m_data[vi].getContent();
734
735                         if (c_max == CONTENT_AIR)
736                                 y_start = node_max.Y;
737                         else
738                                 continue;
739                 } else {
740                         continue;
741                 }
742
743                 vi = vm->m_area.index(x, y_start, z);
744                 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
745                         if (vm->m_data[vi].getContent() != CONTENT_AIR)
746                                 break;
747
748                         vm->m_area.add_y(em, vi, -1);
749                 }
750
751                 content_t c = vm->m_data[vi].getContent();
752                 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
753                         vm->m_area.add_y(em, vi, 1);
754                         vm->m_data[vi] = MapNode(biome->c_dust);
755                 }
756         }
757 }
758
759
760 #if 0
761 void MapgenV7::addTopNodes()
762 {
763         v3s16 em = vm->m_area.getExtent();
764         s16 ntopnodes;
765         u32 index = 0;
766
767         for (s16 z = node_min.Z; z <= node_max.Z; z++)
768         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
769                 Biome *biome = bmgr->biomes[biomemap[index]];
770
771                 //////////////////// First, add top nodes below the ridge
772                 s16 y = ridge_heightmap[index];
773
774                 // This cutoff is good enough, but not perfect.
775                 // It will cut off potentially placed top nodes at chunk boundaries
776                 if (y < node_min.Y)
777                         continue;
778                 if (y > node_max.Y) {
779                         y = node_max.Y; // Let's see if we can still go downward anyway
780                         u32 vi = vm->m_area.index(x, y, z);
781                         content_t c = vm->m_data[vi].getContent();
782                         if (ndef->get(c).walkable)
783                                 continue;
784                 }
785
786                 // N.B.  It is necessary to search downward since ridge_heightmap[i]
787                 // might not be the actual height, just the lowest part in the chunk
788                 // where a ridge had been carved
789                 u32 i = vm->m_area.index(x, y, z);
790                 for (; y >= node_min.Y; y--) {
791                         content_t c = vm->m_data[i].getContent();
792                         if (ndef->get(c).walkable)
793                                 break;
794                         vm->m_area.add_y(em, i, -1);
795                 }
796
797                 if (y != node_min.Y - 1 && y >= water_level) {
798                         ridge_heightmap[index] = y; //update ridgeheight
799                         ntopnodes = biome->top_depth;
800                         for (; y <= node_max.Y && ntopnodes; y++) {
801                                 ntopnodes--;
802                                 vm->m_data[i] = MapNode(biome->c_top);
803                                 vm->m_area.add_y(em, i, 1);
804                         }
805                         // If dirt, grow grass on it.
806                         if (y > water_level - 10 &&
807                                 vm->m_data[i].getContent() == CONTENT_AIR) {
808                                 vm->m_area.add_y(em, i, -1);
809                                 if (vm->m_data[i].getContent() == c_dirt)
810                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
811                         }
812                 }
813
814                 //////////////////// Now, add top nodes on top of the ridge
815                 y = heightmap[index];
816                 if (y > node_max.Y) {
817                         y = node_max.Y; // Let's see if we can still go downward anyway
818                         u32 vi = vm->m_area.index(x, y, z);
819                         content_t c = vm->m_data[vi].getContent();
820                         if (ndef->get(c).walkable)
821                                 continue;
822                 }
823
824                 i = vm->m_area.index(x, y, z);
825                 for (; y >= node_min.Y; y--) {
826                         content_t c = vm->m_data[i].getContent();
827                         if (ndef->get(c).walkable)
828                                 break;
829                         vm->m_area.add_y(em, i, -1);
830                 }
831
832                 if (y != node_min.Y - 1) {
833                         ntopnodes = biome->top_depth;
834                         // Let's see if we've already added it...
835                         if (y == ridge_heightmap[index] + ntopnodes - 1)
836                                 continue;
837
838                         for (; y <= node_max.Y && ntopnodes; y++) {
839                                 ntopnodes--;
840                                 vm->m_data[i] = MapNode(biome->c_top);
841                                 vm->m_area.add_y(em, i, 1);
842                         }
843                         // If dirt, grow grass on it.
844                         if (y > water_level - 10 &&
845                                 vm->m_data[i].getContent() == CONTENT_AIR) {
846                                 vm->m_area.add_y(em, i, -1);
847                                 if (vm->m_data[i].getContent() == c_dirt)
848                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
849                         }
850                 }
851         }
852 }
853 #endif
854
855
856 void MapgenV7::generateCaves(s16 max_stone_y)
857 {
858         if (max_stone_y >= node_min.Y) {
859                 u32 index   = 0;
860
861                 for (s16 z = node_min.Z; z <= node_max.Z; z++)
862                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
863                         u32 i = vm->m_area.index(node_min.X, y, z);
864                         for (s16 x = node_min.X; x <= node_max.X; x++, i++, index++) {
865                                 float d1 = contour(noise_cave1->result[index]);
866                                 float d2 = contour(noise_cave2->result[index]);
867                                 if (d1 * d2 > 0.3) {
868                                         content_t c = vm->m_data[i].getContent();
869                                         if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
870                                                 continue;
871
872                                         vm->m_data[i] = MapNode(CONTENT_AIR);
873                                 }
874                         }
875                 }
876         }
877
878         PseudoRandom ps(blockseed + 21343);
879         u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
880         for (u32 i = 0; i < bruises_count; i++) {
881                 CaveV7 cave(this, &ps);
882                 cave.makeCave(node_min, node_max, max_stone_y);
883         }
884 }
885