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1 /*
2 Minetest
3 Copyright (C) 2013-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Copyright (C) 2014-2017 paramat
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 "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         {"floatlands", MGV7_FLOATLANDS},
46         {"caverns",    MGV7_CAVERNS},
47         {NULL,         0}
48 };
49
50
51 ///////////////////////////////////////////////////////////////////////////////
52
53
54 MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge)
55         : MapgenBasic(mapgenid, params, emerge)
56 {
57         this->spflags             = params->spflags;
58         this->cave_width          = params->cave_width;
59         this->large_cave_depth    = params->large_cave_depth;
60         this->lava_depth          = params->lava_depth;
61         this->float_mount_density = params->float_mount_density;
62         this->float_mount_height  = params->float_mount_height;
63         this->floatland_level     = params->floatland_level;
64         this->shadow_limit        = params->shadow_limit;
65         this->cavern_limit        = params->cavern_limit;
66         this->cavern_taper        = params->cavern_taper;
67         this->cavern_threshold    = params->cavern_threshold;
68
69         // 2D noise
70         noise_terrain_base    = new Noise(&params->np_terrain_base,    seed, csize.X, csize.Z);
71         noise_terrain_alt     = new Noise(&params->np_terrain_alt,     seed, csize.X, csize.Z);
72         noise_terrain_persist = new Noise(&params->np_terrain_persist, seed, csize.X, csize.Z);
73         noise_height_select   = new Noise(&params->np_height_select,   seed, csize.X, csize.Z);
74         noise_filler_depth    = new Noise(&params->np_filler_depth,    seed, csize.X, csize.Z);
75
76         if (spflags & MGV7_MOUNTAINS)
77                 noise_mount_height = new Noise(&params->np_mount_height, seed, csize.X, csize.Z);
78
79         if (spflags & MGV7_FLOATLANDS) {
80                 noise_floatland_base    = new Noise(&params->np_floatland_base,    seed, csize.X, csize.Z);
81                 noise_float_base_height = new Noise(&params->np_float_base_height, seed, csize.X, csize.Z);
82         }
83
84         if (spflags & MGV7_RIDGES) {
85                 noise_ridge_uwater = new Noise(&params->np_ridge_uwater, seed, csize.X, csize.Z);
86         // 3D noise, 1-up 1-down overgeneration
87                 noise_ridge = new Noise(&params->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
88         }
89         // 3D noise, 1 up, 1 down overgeneration
90         if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
91                 noise_mountain = new Noise(&params->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
92         // 3D noise, 1 down overgeneration
93         MapgenBasic::np_cave1  = params->np_cave1;
94         MapgenBasic::np_cave2  = params->np_cave2;
95         MapgenBasic::np_cavern = params->np_cavern;
96 }
97
98
99 MapgenV7::~MapgenV7()
100 {
101         delete noise_terrain_base;
102         delete noise_terrain_alt;
103         delete noise_terrain_persist;
104         delete noise_height_select;
105         delete noise_filler_depth;
106
107         if (spflags & MGV7_MOUNTAINS)
108                 delete noise_mount_height;
109
110         if (spflags & MGV7_FLOATLANDS) {
111                 delete noise_floatland_base;
112                 delete noise_float_base_height;
113         }
114
115         if (spflags & MGV7_RIDGES) {
116                 delete noise_ridge_uwater;
117                 delete noise_ridge;
118         }
119
120         if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
121                 delete noise_mountain;
122 }
123
124
125 MapgenV7Params::MapgenV7Params()
126 {
127         np_terrain_base      = NoiseParams(4,    70,   v3f(600,  600,  600),  82341, 5, 0.6,  2.0);
128         np_terrain_alt       = NoiseParams(4,    25,   v3f(600,  600,  600),  5934,  5, 0.6,  2.0);
129         np_terrain_persist   = NoiseParams(0.6,  0.1,  v3f(2000, 2000, 2000), 539,   3, 0.6,  2.0);
130         np_height_select     = NoiseParams(-8,   16,   v3f(500,  500,  500),  4213,  6, 0.7,  2.0);
131         np_filler_depth      = NoiseParams(0,    1.2,  v3f(150,  150,  150),  261,   3, 0.7,  2.0);
132         np_mount_height      = NoiseParams(256,  112,  v3f(1000, 1000, 1000), 72449, 3, 0.6,  2.0);
133         np_ridge_uwater      = NoiseParams(0,    1,    v3f(1000, 1000, 1000), 85039, 5, 0.6,  2.0);
134         np_floatland_base    = NoiseParams(-0.6, 1.5,  v3f(600,  600,  600),  114,   5, 0.6,  2.0);
135         np_float_base_height = NoiseParams(48,   24,   v3f(300,  300,  300),  907,   4, 0.7,  2.0);
136         np_mountain          = NoiseParams(-0.6, 1,    v3f(250,  350,  250),  5333,  5, 0.63, 2.0);
137         np_ridge             = NoiseParams(0,    1,    v3f(100,  100,  100),  6467,  4, 0.75, 2.0);
138         np_cavern            = NoiseParams(0,    1,    v3f(384,  128,  384),  723,   5, 0.63, 2.0);
139         np_cave1             = NoiseParams(0,    12,   v3f(61,   61,   61),   52534, 3, 0.5,  2.0);
140         np_cave2             = NoiseParams(0,    12,   v3f(67,   67,   67),   10325, 3, 0.5,  2.0);
141 }
142
143
144 void MapgenV7Params::readParams(const Settings *settings)
145 {
146         settings->getFlagStrNoEx("mgv7_spflags",           spflags, flagdesc_mapgen_v7);
147         settings->getFloatNoEx("mgv7_cave_width",          cave_width);
148         settings->getS16NoEx("mgv7_large_cave_depth",      large_cave_depth);
149         settings->getS16NoEx("mgv7_lava_depth",            lava_depth);
150         settings->getFloatNoEx("mgv7_float_mount_density", float_mount_density);
151         settings->getFloatNoEx("mgv7_float_mount_height",  float_mount_height);
152         settings->getS16NoEx("mgv7_floatland_level",       floatland_level);
153         settings->getS16NoEx("mgv7_shadow_limit",          shadow_limit);
154         settings->getS16NoEx("mgv7_cavern_limit",          cavern_limit);
155         settings->getS16NoEx("mgv7_cavern_taper",          cavern_taper);
156         settings->getFloatNoEx("mgv7_cavern_threshold",    cavern_threshold);
157
158         settings->getNoiseParams("mgv7_np_terrain_base",      np_terrain_base);
159         settings->getNoiseParams("mgv7_np_terrain_alt",       np_terrain_alt);
160         settings->getNoiseParams("mgv7_np_terrain_persist",   np_terrain_persist);
161         settings->getNoiseParams("mgv7_np_height_select",     np_height_select);
162         settings->getNoiseParams("mgv7_np_filler_depth",      np_filler_depth);
163         settings->getNoiseParams("mgv7_np_mount_height",      np_mount_height);
164         settings->getNoiseParams("mgv7_np_ridge_uwater",      np_ridge_uwater);
165         settings->getNoiseParams("mgv7_np_floatland_base",    np_floatland_base);
166         settings->getNoiseParams("mgv7_np_float_base_height", np_float_base_height);
167         settings->getNoiseParams("mgv7_np_mountain",          np_mountain);
168         settings->getNoiseParams("mgv7_np_ridge",             np_ridge);
169         settings->getNoiseParams("mgv7_np_cavern",            np_cavern);
170         settings->getNoiseParams("mgv7_np_cave1",             np_cave1);
171         settings->getNoiseParams("mgv7_np_cave2",             np_cave2);
172 }
173
174
175 void MapgenV7Params::writeParams(Settings *settings) const
176 {
177         settings->setFlagStr("mgv7_spflags",           spflags, flagdesc_mapgen_v7, U32_MAX);
178         settings->setFloat("mgv7_cave_width",          cave_width);
179         settings->setS16("mgv7_large_cave_depth",      large_cave_depth);
180         settings->setS16("mgv7_lava_depth",            lava_depth);
181         settings->setFloat("mgv7_float_mount_density", float_mount_density);
182         settings->setFloat("mgv7_float_mount_height",  float_mount_height);
183         settings->setS16("mgv7_floatland_level",       floatland_level);
184         settings->setS16("mgv7_shadow_limit",          shadow_limit);
185         settings->setS16("mgv7_cavern_limit",          cavern_limit);
186         settings->setS16("mgv7_cavern_taper",          cavern_taper);
187         settings->setFloat("mgv7_cavern_threshold",    cavern_threshold);
188
189         settings->setNoiseParams("mgv7_np_terrain_base",      np_terrain_base);
190         settings->setNoiseParams("mgv7_np_terrain_alt",       np_terrain_alt);
191         settings->setNoiseParams("mgv7_np_terrain_persist",   np_terrain_persist);
192         settings->setNoiseParams("mgv7_np_height_select",     np_height_select);
193         settings->setNoiseParams("mgv7_np_filler_depth",      np_filler_depth);
194         settings->setNoiseParams("mgv7_np_mount_height",      np_mount_height);
195         settings->setNoiseParams("mgv7_np_ridge_uwater",      np_ridge_uwater);
196         settings->setNoiseParams("mgv7_np_floatland_base",    np_floatland_base);
197         settings->setNoiseParams("mgv7_np_float_base_height", np_float_base_height);
198         settings->setNoiseParams("mgv7_np_mountain",          np_mountain);
199         settings->setNoiseParams("mgv7_np_ridge",             np_ridge);
200         settings->setNoiseParams("mgv7_np_cavern",            np_cavern);
201         settings->setNoiseParams("mgv7_np_cave1",             np_cave1);
202         settings->setNoiseParams("mgv7_np_cave2",             np_cave2);
203 }
204
205
206 ///////////////////////////////////////////////////////////////////////////////
207
208
209 int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
210 {
211         // If rivers are enabled, first check if in a river
212         if (spflags & MGV7_RIDGES) {
213                 float width = 0.2;
214                 float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
215                 if (fabs(uwatern) <= width)
216                         return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
217         }
218
219         // Terrain noise 'offset' is the average level of that terrain.
220         // At least 50% of terrain will be below the higher of base and alt terrain
221         // 'offset's.
222         // Raising the maximum spawn level above 'water_level + 16' is necessary
223         // for when terrain 'offset's are set much higher than water_level.
224         s16 max_spawn_y = MYMAX(MYMAX(noise_terrain_alt->np.offset,
225                         noise_terrain_base->np.offset),
226                         water_level + 16);
227         // Base terrain calculation
228         s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
229
230         // If mountains are disabled, terrain level is base terrain level.
231         // Avoids mid-air spawn where mountain terrain would have been.
232         if (!(spflags & MGV7_MOUNTAINS)) {
233                 if (y <= water_level || y > max_spawn_y)
234                         return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
235                 else
236                         // + 1 to not be half-buried in a potential node-deep biome 'dust'
237                         return y + 1;
238         }
239
240         // Search upwards for first node without mountain terrain
241         int iters = 256;
242         while (iters > 0 && y <= max_spawn_y) {
243                 if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) {  // If air above
244                         if (y <= water_level || y > max_spawn_y)
245                                 return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
246                         else
247                                 return y + 1;
248                 }
249                 y++;
250                 iters--;
251         }
252
253         // Unsuitable spawn point
254         return MAX_MAP_GENERATION_LIMIT;
255 }
256
257
258 void MapgenV7::makeChunk(BlockMakeData *data)
259 {
260         // Pre-conditions
261         assert(data->vmanip);
262         assert(data->nodedef);
263         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
264                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
265                 data->blockpos_requested.Z >= data->blockpos_min.Z);
266         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
267                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
268                 data->blockpos_requested.Z <= data->blockpos_max.Z);
269
270         this->generating = true;
271         this->vm   = data->vmanip;
272         this->ndef = data->nodedef;
273         //TimeTaker t("makeChunk");
274
275         v3s16 blockpos_min = data->blockpos_min;
276         v3s16 blockpos_max = data->blockpos_max;
277         node_min = blockpos_min * MAP_BLOCKSIZE;
278         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
279         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
280         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
281
282         blockseed = getBlockSeed2(full_node_min, seed);
283
284         // Generate base and mountain terrain
285         // An initial heightmap is no longer created here for use in generateRidgeTerrain()
286         s16 stone_surface_max_y = generateTerrain();
287
288         // Generate rivers
289         if (spflags & MGV7_RIDGES)
290                 generateRidgeTerrain();
291
292         // Create heightmap
293         updateHeightmap(node_min, node_max);
294
295         // Init biome generator, place biome-specific nodes, and build biomemap
296         biomegen->calcBiomeNoise(node_min);
297         MgStoneType stone_type = generateBiomes();
298
299         // Generate caverns, tunnels and classic caves
300         if (flags & MG_CAVES) {
301                 bool near_cavern = false;
302                 // Generate caverns
303                 if (spflags & MGV7_CAVERNS)
304                         near_cavern = generateCaverns(stone_surface_max_y);
305                 // Generate tunnels and classic caves
306                 if (near_cavern)
307                         // Disable classic caves in this mapchunk by setting
308                         // 'large cave depth' to world base. Avoids excessive liquid in
309                         // large caverns and floating blobs of overgenerated liquid.
310                         generateCaves(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT);
311                 else
312                         generateCaves(stone_surface_max_y, large_cave_depth);
313         }
314
315         // Generate dungeons
316         if (flags & MG_DUNGEONS)
317                 generateDungeons(stone_surface_max_y, stone_type);
318
319         // Generate the registered decorations
320         if (flags & MG_DECORATIONS)
321                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
322
323         // Generate the registered ores
324         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
325
326         // Sprinkle some dust on top after everything else was generated
327         dustTopNodes();
328
329         //printf("makeChunk: %dms\n", t.stop());
330
331         // Update liquids
332         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
333
334         // Calculate lighting
335         // Limit floatland shadow
336         bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) &&
337                 node_min.Y <= shadow_limit && node_max.Y >= shadow_limit);
338
339         if (flags & MG_LIGHT)
340                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
341                         full_node_min, full_node_max, propagate_shadow);
342
343         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
344         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
345
346         this->generating = false;
347 }
348
349
350 float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
351 {
352         float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
353         hselect = rangelim(hselect, 0.0, 1.0);
354
355         float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
356
357         noise_terrain_base->np.persist = persist;
358         float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
359
360         noise_terrain_alt->np.persist = persist;
361         float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
362
363         if (height_alt > height_base)
364                 return height_alt;
365
366         return (height_base * hselect) + (height_alt * (1.0 - hselect));
367 }
368
369
370 float MapgenV7::baseTerrainLevelFromMap(int index)
371 {
372         float hselect     = rangelim(noise_height_select->result[index], 0.0, 1.0);
373         float height_base = noise_terrain_base->result[index];
374         float height_alt  = noise_terrain_alt->result[index];
375
376         if (height_alt > height_base)
377                 return height_alt;
378
379         return (height_base * hselect) + (height_alt * (1.0 - hselect));
380 }
381
382
383 bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
384 {
385         float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
386         float density_gradient = -((float)y / mnt_h_n);
387         float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
388
389         return mnt_n + density_gradient >= 0.0;
390 }
391
392
393 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
394 {
395         float mounthn = noise_mount_height->result[idx_xz];
396         float density_gradient = -((float)y / mounthn);
397         float mountn = noise_mountain->result[idx_xyz];
398
399         return mountn + density_gradient >= 0.0;
400 }
401
402
403 bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y)
404 {
405         // Make rim 2 nodes thick to match floatland base terrain
406         float density_gradient = (y >= floatland_level) ?
407                 -pow((float)(y - floatland_level) / float_mount_height, 0.75f) :
408                 -pow((float)(floatland_level - 1 - y) / float_mount_height, 0.75f);
409
410         float floatn = noise_mountain->result[idx_xyz] + float_mount_density;
411
412         return floatn + density_gradient >= 0.0f;
413 }
414
415
416 void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max, int idx_xz)
417 {
418         // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
419         s16 base_min = MAX_MAP_GENERATION_LIMIT + 1;
420         s16 base_max = MAX_MAP_GENERATION_LIMIT;
421
422         float n_base = noise_floatland_base->result[idx_xz];
423         if (n_base > 0.0f) {
424                 float n_base_height = noise_float_base_height->result[idx_xz];
425                 float amp = n_base * n_base_height;
426                 float ridge = n_base_height / 3.0f;
427                 base_min = floatland_level - amp / 1.5f;
428
429                 if (amp > ridge * 2.0f) {
430                         // Lake bed
431                         base_max = floatland_level - (amp - ridge * 2.0f) / 2.0f;
432                 } else {
433                         // Hills and ridges
434                         float diff = fabs(amp - ridge) / ridge;
435                         // Smooth ridges using the 'smoothstep function'
436                         float smooth_diff = diff * diff * (3.0f - 2.0f * diff);
437                         base_max = floatland_level + ridge - smooth_diff * ridge;
438                 }
439         }
440
441         *float_base_min = base_min;
442         *float_base_max = base_max;
443 }
444
445
446 int MapgenV7::generateTerrain()
447 {
448         MapNode n_air(CONTENT_AIR);
449         MapNode n_stone(c_stone);
450         MapNode n_water(c_water_source);
451
452         //// Calculate noise for terrain generation
453         noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z);
454         float *persistmap = noise_terrain_persist->result;
455
456         noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap);
457         noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
458         noise_height_select->perlinMap2D(node_min.X, node_min.Z);
459
460         if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) {
461                 noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
462         }
463
464         if (spflags & MGV7_MOUNTAINS) {
465                 noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
466         }
467
468         if (spflags & MGV7_FLOATLANDS) {
469                 noise_floatland_base->perlinMap2D(node_min.X, node_min.Z);
470                 noise_float_base_height->perlinMap2D(node_min.X, node_min.Z);
471         }
472
473         //// Place nodes
474         v3s16 em = vm->m_area.getExtent();
475         s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
476         u32 index2d = 0;
477
478         for (s16 z = node_min.Z; z <= node_max.Z; z++)
479         for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
480                 s16 surface_y = baseTerrainLevelFromMap(index2d);
481                 if (surface_y > stone_surface_max_y)
482                         stone_surface_max_y = surface_y;
483
484                 // Get extent of floatland base terrain
485                 // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
486                 s16 float_base_min = MAX_MAP_GENERATION_LIMIT + 1;
487                 s16 float_base_max = MAX_MAP_GENERATION_LIMIT;
488                 if (spflags & MGV7_FLOATLANDS)
489                         floatBaseExtentFromMap(&float_base_min, &float_base_max, index2d);
490
491                 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
492                 u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
493
494                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
495                         if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
496                                 if (y <= surface_y) {
497                                         vm->m_data[vi] = n_stone;  // Base terrain
498                                 } else if ((spflags & MGV7_MOUNTAINS) &&
499                                                 getMountainTerrainFromMap(index3d, index2d, y)) {
500                                         vm->m_data[vi] = n_stone;  // Mountain terrain
501                                         if (y > stone_surface_max_y)
502                                                 stone_surface_max_y = y;
503                                 } else if ((spflags & MGV7_FLOATLANDS) &&
504                                                 ((y >= float_base_min && y <= float_base_max) ||
505                                                 getFloatlandMountainFromMap(index3d, index2d, y))) {
506                                         vm->m_data[vi] = n_stone;  // Floatland terrain
507                                         stone_surface_max_y = node_max.Y;
508                                 } else if (y <= water_level) {
509                                         vm->m_data[vi] = n_water;  // Ground level water
510                                 } else if ((spflags & MGV7_FLOATLANDS) &&
511                                                 (y >= float_base_max && y <= floatland_level)) {
512                                         vm->m_data[vi] = n_water;  // Floatland water
513                                 } else {
514                                         vm->m_data[vi] = n_air;
515                                 }
516                         }
517                         vm->m_area.add_y(em, vi, 1);
518                         index3d += ystride;
519                 }
520         }
521
522         return stone_surface_max_y;
523 }
524
525
526 void MapgenV7::generateRidgeTerrain()
527 {
528         if (node_max.Y < water_level - 16 ||
529                         ((spflags & MGV7_FLOATLANDS) && node_max.Y > shadow_limit))
530                 return;
531
532         noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
533         noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
534
535         MapNode n_water(c_water_source);
536         MapNode n_air(CONTENT_AIR);
537         u32 index = 0;
538         float width = 0.2;
539
540         for (s16 z = node_min.Z; z <= node_max.Z; z++)
541         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
542                 u32 vi = vm->m_area.index(node_min.X, y, z);
543                 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
544                         int j = (z - node_min.Z) * csize.X + (x - node_min.X);
545
546                         float uwatern = noise_ridge_uwater->result[j] * 2;
547                         if (fabs(uwatern) > width)
548                                 continue;
549
550                         float altitude = y - water_level;
551                         float height_mod = (altitude + 17) / 2.5;
552                         float width_mod  = width - fabs(uwatern);
553                         float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
554
555                         if (nridge + width_mod * height_mod < 0.6)
556                                 continue;
557
558                         vm->m_data[vi] = (y > water_level) ? n_air : n_water;
559                 }
560         }
561 }
562
563
564 ////////////////////////////////////////////////////////////////////////////////
565 //// Code Boneyard
566 ////
567 //// Much of the stuff here has potential to become useful again at some point
568 //// in the future, but we don't want it to get lost or forgotten in version
569 //// control.
570 ////
571
572 #if 0
573 int MapgenV7::generateMountainTerrain(s16 ymax)
574 {
575         MapNode n_stone(c_stone);
576         u32 j = 0;
577
578         for (s16 z = node_min.Z; z <= node_max.Z; z++)
579         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
580                 u32 vi = vm->m_area.index(node_min.X, y, z);
581                 for (s16 x = node_min.X; x <= node_max.X; x++) {
582                         int index = (z - node_min.Z) * csize.X + (x - node_min.X);
583                         content_t c = vm->m_data[vi].getContent();
584
585                         if (getMountainTerrainFromMap(j, index, y)
586                                         && (c == CONTENT_AIR || c == c_water_source)) {
587                                 vm->m_data[vi] = n_stone;
588                                 if (y > ymax)
589                                         ymax = y;
590                         }
591
592                         vi++;
593                         j++;
594                 }
595         }
596
597         return ymax;
598 }
599 #endif
600
601
602 #if 0
603 void MapgenV7::carveRivers() {
604         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
605         MapNode n_stone(c_stone);
606         u32 index = 0;
607
608         int river_depth = 4;
609
610         for (s16 z = node_min.Z; z <= node_max.Z; z++)
611         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
612                 float terrain_mod  = noise_terrain_mod->result[index];
613                 NoiseParams *np = noise_terrain_river->np;
614                 np.persist = noise_terrain_persist->result[index];
615                 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
616                 float height = terrain_river * (1 - abs(terrain_mod)) *
617                                                 noise_terrain_river->np.scale;
618                 height = log(height * height); //log(h^3) is pretty interesting for terrain
619
620                 s16 y = heightmap[index];
621                 if (height < 1.0 && y > river_depth &&
622                         y - river_depth >= node_min.Y && y <= node_max.Y) {
623
624                         for (s16 ry = y; ry != y - river_depth; ry--) {
625                                 u32 vi = vm->m_area.index(x, ry, z);
626                                 vm->m_data[vi] = n_air;
627                         }
628
629                         u32 vi = vm->m_area.index(x, y - river_depth, z);
630                         vm->m_data[vi] = n_water_source;
631                 }
632         }
633 }
634 #endif
635
636
637 #if 0
638 void MapgenV7::addTopNodes()
639 {
640         v3s16 em = vm->m_area.getExtent();
641         s16 ntopnodes;
642         u32 index = 0;
643
644         for (s16 z = node_min.Z; z <= node_max.Z; z++)
645         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
646                 Biome *biome = bmgr->biomes[biomemap[index]];
647
648                 //////////////////// First, add top nodes below the ridge
649                 s16 y = ridge_heightmap[index];
650
651                 // This cutoff is good enough, but not perfect.
652                 // It will cut off potentially placed top nodes at chunk boundaries
653                 if (y < node_min.Y)
654                         continue;
655                 if (y > node_max.Y) {
656                         y = node_max.Y; // Let's see if we can still go downward anyway
657                         u32 vi = vm->m_area.index(x, y, z);
658                         content_t c = vm->m_data[vi].getContent();
659                         if (ndef->get(c).walkable)
660                                 continue;
661                 }
662
663                 // N.B.  It is necessary to search downward since ridge_heightmap[i]
664                 // might not be the actual height, just the lowest part in the chunk
665                 // where a ridge had been carved
666                 u32 i = vm->m_area.index(x, y, z);
667                 for (; y >= node_min.Y; y--) {
668                         content_t c = vm->m_data[i].getContent();
669                         if (ndef->get(c).walkable)
670                                 break;
671                         vm->m_area.add_y(em, i, -1);
672                 }
673
674                 if (y != node_min.Y - 1 && y >= water_level) {
675                         ridge_heightmap[index] = y; //update ridgeheight
676                         ntopnodes = biome->top_depth;
677                         for (; y <= node_max.Y && ntopnodes; y++) {
678                                 ntopnodes--;
679                                 vm->m_data[i] = MapNode(biome->c_top);
680                                 vm->m_area.add_y(em, i, 1);
681                         }
682                         // If dirt, grow grass on it.
683                         if (y > water_level - 10 &&
684                                 vm->m_data[i].getContent() == CONTENT_AIR) {
685                                 vm->m_area.add_y(em, i, -1);
686                                 if (vm->m_data[i].getContent() == c_dirt)
687                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
688                         }
689                 }
690
691                 //////////////////// Now, add top nodes on top of the ridge
692                 y = heightmap[index];
693                 if (y > node_max.Y) {
694                         y = node_max.Y; // Let's see if we can still go downward anyway
695                         u32 vi = vm->m_area.index(x, y, z);
696                         content_t c = vm->m_data[vi].getContent();
697                         if (ndef->get(c).walkable)
698                                 continue;
699                 }
700
701                 i = vm->m_area.index(x, y, z);
702                 for (; y >= node_min.Y; y--) {
703                         content_t c = vm->m_data[i].getContent();
704                         if (ndef->get(c).walkable)
705                                 break;
706                         vm->m_area.add_y(em, i, -1);
707                 }
708
709                 if (y != node_min.Y - 1) {
710                         ntopnodes = biome->top_depth;
711                         // Let's see if we've already added it...
712                         if (y == ridge_heightmap[index] + ntopnodes - 1)
713                                 continue;
714
715                         for (; y <= node_max.Y && ntopnodes; y++) {
716                                 ntopnodes--;
717                                 vm->m_data[i] = MapNode(biome->c_top);
718                                 vm->m_area.add_y(em, i, 1);
719                         }
720                         // If dirt, grow grass on it.
721                         if (y > water_level - 10 &&
722                                 vm->m_data[i].getContent() == CONTENT_AIR) {
723                                 vm->m_area.add_y(em, i, -1);
724                                 if (vm->m_data[i].getContent() == c_dirt)
725                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
726                         }
727                 }
728         }
729 }
730 #endif