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1 /*
2 Minetest
3 Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Copyright (C) 2010-2015 paramat, Matt Gregory
5
6 This program is free software; you can redistribute it and/or modify
7 it under the terms of the GNU Lesser General Public License as published by
8 the Free Software Foundation; either version 2.1 of the License, or
9 (at your option) any later version.
10
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14 GNU Lesser General Public License for more details.
15
16 You should have received a copy of the GNU Lesser General Public License along
17 with this program; if not, write to the Free Software Foundation, Inc.,
18 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
19 */
20
21
22 #include "mapgen.h"
23 #include "voxel.h"
24 #include "noise.h"
25 #include "mapblock.h"
26 #include "mapnode.h"
27 #include "map.h"
28 #include "content_sao.h"
29 #include "nodedef.h"
30 #include "voxelalgorithms.h"
31 //#include "profiler.h" // For TimeTaker
32 #include "settings.h" // For g_settings
33 #include "emerge.h"
34 #include "dungeongen.h"
35 #include "cavegen.h"
36 #include "treegen.h"
37 #include "mg_biome.h"
38 #include "mg_ore.h"
39 #include "mg_decoration.h"
40 #include "mapgen_v7.h"
41
42
43 FlagDesc flagdesc_mapgen_v7[] = {
44         {"mountains", MGV7_MOUNTAINS},
45         {"ridges",    MGV7_RIDGES},
46         {NULL,        0}
47 };
48
49
50 ///////////////////////////////////////////////////////////////////////////////
51
52
53 MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
54         : Mapgen(mapgenid, params, emerge)
55 {
56         this->m_emerge = emerge;
57         this->bmgr     = emerge->biomemgr;
58
59         //// amount of elements to skip for the next index
60         //// for noise/height/biome maps (not vmanip)
61         this->ystride = csize.X;
62         // 1-up 1-down overgeneration
63         this->zstride_1u1d = csize.X * (csize.Y + 2);
64         // 1-down overgeneration
65         this->zstride_1d = csize.X * (csize.Y + 1);
66
67         this->biomemap        = new u8[csize.X * csize.Z];
68         this->heightmap       = new s16[csize.X * csize.Z];
69         this->heatmap         = NULL;
70         this->humidmap        = NULL;
71         this->ridge_heightmap = new s16[csize.X * csize.Z];
72
73         MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
74
75         this->spflags    = sp->spflags;
76         this->cave_width = sp->cave_width;
77
78         //// Terrain noise
79         noise_terrain_base    = new Noise(&sp->np_terrain_base,    seed, csize.X, csize.Z);
80         noise_terrain_alt     = new Noise(&sp->np_terrain_alt,     seed, csize.X, csize.Z);
81         noise_terrain_persist = new Noise(&sp->np_terrain_persist, seed, csize.X, csize.Z);
82         noise_height_select   = new Noise(&sp->np_height_select,   seed, csize.X, csize.Z);
83         noise_filler_depth    = new Noise(&sp->np_filler_depth,    seed, csize.X, csize.Z);
84         noise_mount_height    = new Noise(&sp->np_mount_height,    seed, csize.X, csize.Z);
85         noise_ridge_uwater    = new Noise(&sp->np_ridge_uwater,    seed, csize.X, csize.Z);
86
87         //// 3d terrain noise
88         // 1-up 1-down overgeneration
89         noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
90         noise_ridge    = new Noise(&sp->np_ridge,    seed, csize.X, csize.Y + 2, csize.Z);
91         // 1-down overgeneraion
92         noise_cave1    = new Noise(&sp->np_cave1,    seed, csize.X, csize.Y + 1, csize.Z);
93         noise_cave2    = new Noise(&sp->np_cave2,    seed, csize.X, csize.Y + 1, csize.Z);
94
95         //// Biome noise
96         noise_heat           = new Noise(&params->np_biome_heat,           seed, csize.X, csize.Z);
97         noise_humidity       = new Noise(&params->np_biome_humidity,       seed, csize.X, csize.Z);
98         noise_heat_blend     = new Noise(&params->np_biome_heat_blend,     seed, csize.X, csize.Z);
99         noise_humidity_blend = new Noise(&params->np_biome_humidity_blend, seed, csize.X, csize.Z);
100
101         //// Resolve nodes to be used
102         INodeDefManager *ndef = emerge->ndef;
103
104         c_stone                = ndef->getId("mapgen_stone");
105         c_water_source         = ndef->getId("mapgen_water_source");
106         c_lava_source          = ndef->getId("mapgen_lava_source");
107         c_desert_stone         = ndef->getId("mapgen_desert_stone");
108         c_ice                  = ndef->getId("mapgen_ice");
109         c_sandstone            = ndef->getId("mapgen_sandstone");
110
111         c_cobble               = ndef->getId("mapgen_cobble");
112         c_stair_cobble         = ndef->getId("mapgen_stair_cobble");
113         c_mossycobble          = ndef->getId("mapgen_mossycobble");
114         c_sandstonebrick       = ndef->getId("mapgen_sandstonebrick");
115         c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
116
117         if (c_ice == CONTENT_IGNORE)
118                 c_ice = CONTENT_AIR;
119         if (c_mossycobble == CONTENT_IGNORE)
120                 c_mossycobble = c_cobble;
121         if (c_stair_cobble == CONTENT_IGNORE)
122                 c_stair_cobble = c_cobble;
123         if (c_sandstonebrick == CONTENT_IGNORE)
124                 c_sandstonebrick = c_sandstone;
125         if (c_stair_sandstonebrick == CONTENT_IGNORE)
126                 c_stair_sandstonebrick = c_sandstone;
127 }
128
129
130 MapgenV7::~MapgenV7()
131 {
132         delete noise_terrain_base;
133         delete noise_terrain_persist;
134         delete noise_height_select;
135         delete noise_terrain_alt;
136         delete noise_filler_depth;
137         delete noise_mount_height;
138         delete noise_ridge_uwater;
139         delete noise_mountain;
140         delete noise_ridge;
141         delete noise_cave1;
142         delete noise_cave2;
143
144         delete noise_heat;
145         delete noise_humidity;
146         delete noise_heat_blend;
147         delete noise_humidity_blend;
148
149         delete[] ridge_heightmap;
150         delete[] heightmap;
151         delete[] biomemap;
152 }
153
154
155 MapgenV7Params::MapgenV7Params()
156 {
157         spflags    = MGV7_MOUNTAINS | MGV7_RIDGES;
158         cave_width = 0.3;
159
160         np_terrain_base    = NoiseParams(4,    70,  v3f(600,  600,  600),  82341, 5, 0.6,  2.0);
161         np_terrain_alt     = NoiseParams(4,    25,  v3f(600,  600,  600),  5934,  5, 0.6,  2.0);
162         np_terrain_persist = NoiseParams(0.6,  0.1, v3f(2000, 2000, 2000), 539,   3, 0.6,  2.0);
163         np_height_select   = NoiseParams(-8,   16,  v3f(500,  500,  500),  4213,  6, 0.7,  2.0);
164         np_filler_depth    = NoiseParams(0,    1.2, v3f(150,  150,  150),  261,   3, 0.7,  2.0);
165         np_mount_height    = NoiseParams(256,  112, v3f(1000, 1000, 1000), 72449, 3, 0.6,  2.0);
166         np_ridge_uwater    = NoiseParams(0,    1,   v3f(1000, 1000, 1000), 85039, 5, 0.6,  2.0);
167         np_mountain        = NoiseParams(-0.6, 1,   v3f(250,  350,  250),  5333,  5, 0.63, 2.0);
168         np_ridge           = NoiseParams(0,    1,   v3f(100,  100,  100),  6467,  4, 0.75, 2.0);
169         np_cave1           = NoiseParams(0,    12,  v3f(96,   96,   96),   52534, 4, 0.5,  2.0);
170         np_cave2           = NoiseParams(0,    12,  v3f(96,   96,   96),   10325, 4, 0.5,  2.0);
171 }
172
173
174 void MapgenV7Params::readParams(const Settings *settings)
175 {
176         settings->getFlagStrNoEx("mgv7_spflags",  spflags, flagdesc_mapgen_v7);
177         settings->getFloatNoEx("mgv7_cave_width", cave_width);
178
179         settings->getNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
180         settings->getNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
181         settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
182         settings->getNoiseParams("mgv7_np_height_select",   np_height_select);
183         settings->getNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
184         settings->getNoiseParams("mgv7_np_mount_height",    np_mount_height);
185         settings->getNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
186         settings->getNoiseParams("mgv7_np_mountain",        np_mountain);
187         settings->getNoiseParams("mgv7_np_ridge",           np_ridge);
188         settings->getNoiseParams("mgv7_np_cave1",           np_cave1);
189         settings->getNoiseParams("mgv7_np_cave2",           np_cave2);
190 }
191
192
193 void MapgenV7Params::writeParams(Settings *settings) const
194 {
195         settings->setFlagStr("mgv7_spflags",  spflags, flagdesc_mapgen_v7, U32_MAX);
196         settings->setFloat("mgv7_cave_width", cave_width);
197
198         settings->setNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
199         settings->setNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
200         settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
201         settings->setNoiseParams("mgv7_np_height_select",   np_height_select);
202         settings->setNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
203         settings->setNoiseParams("mgv7_np_mount_height",    np_mount_height);
204         settings->setNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
205         settings->setNoiseParams("mgv7_np_mountain",        np_mountain);
206         settings->setNoiseParams("mgv7_np_ridge",           np_ridge);
207         settings->setNoiseParams("mgv7_np_cave1",           np_cave1);
208         settings->setNoiseParams("mgv7_np_cave2",           np_cave2);
209 }
210
211
212 ///////////////////////////////////////////////////////////////////////////////
213
214
215 int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
216 {
217         // Base terrain calculation
218         s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
219
220         // Ridge/river terrain calculation
221         float width = 0.2;
222         float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
223         // if inside a river this is an unsuitable spawn point
224         if (fabs(uwatern) <= width)
225                 return MAX_MAP_GENERATION_LIMIT;
226
227         // Mountain terrain calculation
228         int iters = 128;
229         while (iters--) {
230                 if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) {  // Air, y is ground level
231                         if (y <= water_level || y > water_level + 16)
232                                 return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
233                         else
234                                 return y;
235                 }
236                 y++;
237         }
238
239         // Unsuitable spawn point, no ground surface found
240         return MAX_MAP_GENERATION_LIMIT;
241 }
242
243
244 void MapgenV7::makeChunk(BlockMakeData *data)
245 {
246         // Pre-conditions
247         assert(data->vmanip);
248         assert(data->nodedef);
249         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
250                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
251                 data->blockpos_requested.Z >= data->blockpos_min.Z);
252         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
253                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
254                 data->blockpos_requested.Z <= data->blockpos_max.Z);
255
256         this->generating = true;
257         this->vm   = data->vmanip;
258         this->ndef = data->nodedef;
259         //TimeTaker t("makeChunk");
260
261         v3s16 blockpos_min = data->blockpos_min;
262         v3s16 blockpos_max = data->blockpos_max;
263         node_min = blockpos_min * MAP_BLOCKSIZE;
264         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
265         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
266         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
267
268         blockseed = getBlockSeed2(full_node_min, seed);
269
270         // Make some noise
271         calculateNoise();
272
273         // Generate terrain and ridges with initial heightmaps
274         s16 stone_surface_max_y = generateTerrain();
275
276         if (spflags & MGV7_RIDGES)
277                 generateRidgeTerrain();
278
279         // Update heightmap to include mountain terrain
280         updateHeightmap(node_min, node_max);
281
282         // Create biomemap at heightmap surface
283         bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
284                 noise_humidity->result, heightmap, biomemap);
285
286         // Actually place the biome-specific nodes
287         MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
288
289         if (flags & MG_CAVES)
290                 generateCaves(stone_surface_max_y);
291
292         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
293                 DungeonParams dp;
294
295                 dp.np_rarity  = nparams_dungeon_rarity;
296                 dp.np_density = nparams_dungeon_density;
297                 dp.np_wetness = nparams_dungeon_wetness;
298                 dp.c_water    = c_water_source;
299                 if (stone_type == STONE) {
300                         dp.c_cobble = c_cobble;
301                         dp.c_moss   = c_mossycobble;
302                         dp.c_stair  = c_stair_cobble;
303
304                         dp.diagonal_dirs = false;
305                         dp.mossratio     = 3.0;
306                         dp.holesize      = v3s16(1, 2, 1);
307                         dp.roomsize      = v3s16(0, 0, 0);
308                         dp.notifytype    = GENNOTIFY_DUNGEON;
309                 } else if (stone_type == DESERT_STONE) {
310                         dp.c_cobble = c_desert_stone;
311                         dp.c_moss   = c_desert_stone;
312                         dp.c_stair  = c_desert_stone;
313
314                         dp.diagonal_dirs = true;
315                         dp.mossratio     = 0.0;
316                         dp.holesize      = v3s16(2, 3, 2);
317                         dp.roomsize      = v3s16(2, 5, 2);
318                         dp.notifytype    = GENNOTIFY_TEMPLE;
319                 } else if (stone_type == SANDSTONE) {
320                         dp.c_cobble = c_sandstonebrick;
321                         dp.c_moss   = c_sandstonebrick;
322                         dp.c_stair  = c_sandstonebrick;
323
324                         dp.diagonal_dirs = false;
325                         dp.mossratio     = 0.0;
326                         dp.holesize      = v3s16(2, 2, 2);
327                         dp.roomsize      = v3s16(2, 0, 2);
328                         dp.notifytype    = GENNOTIFY_DUNGEON;
329                 }
330
331                 DungeonGen dgen(this, &dp);
332                 dgen.generate(blockseed, full_node_min, full_node_max);
333         }
334
335         // Generate the registered decorations
336         if (flags & MG_DECORATIONS)
337                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
338
339         // Generate the registered ores
340         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
341
342         // Sprinkle some dust on top after everything else was generated
343         dustTopNodes();
344
345         //printf("makeChunk: %dms\n", t.stop());
346
347         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
348
349         if (flags & MG_LIGHT)
350                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
351                         full_node_min, full_node_max);
352
353         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
354         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
355
356         this->generating = false;
357 }
358
359
360 void MapgenV7::calculateNoise()
361 {
362         //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
363         s16 x = node_min.X;
364         s16 y = node_min.Y - 1;
365         s16 z = node_min.Z;
366
367         noise_terrain_persist->perlinMap2D(x, z);
368         float *persistmap = noise_terrain_persist->result;
369
370         noise_terrain_base->perlinMap2D(x, z, persistmap);
371         noise_terrain_alt->perlinMap2D(x, z, persistmap);
372         noise_height_select->perlinMap2D(x, z);
373
374         if (spflags & MGV7_MOUNTAINS) {
375                 noise_mountain->perlinMap3D(x, y, z);
376                 noise_mount_height->perlinMap2D(x, z);
377         }
378
379         if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) {
380                 noise_ridge->perlinMap3D(x, y, z);
381                 noise_ridge_uwater->perlinMap2D(x, z);
382         }
383
384         // Cave noises are calculated in generateCaves()
385         // only if solid terrain is present in mapchunk
386
387         noise_filler_depth->perlinMap2D(x, z);
388         noise_heat->perlinMap2D(x, z);
389         noise_humidity->perlinMap2D(x, z);
390         noise_heat_blend->perlinMap2D(x, z);
391         noise_humidity_blend->perlinMap2D(x, z);
392
393         for (s32 i = 0; i < csize.X * csize.Z; i++) {
394                 noise_heat->result[i] += noise_heat_blend->result[i];
395                 noise_humidity->result[i] += noise_humidity_blend->result[i];
396         }
397
398         heatmap = noise_heat->result;
399         humidmap = noise_humidity->result;
400         //printf("calculateNoise: %dus\n", t.stop());
401 }
402
403
404 Biome *MapgenV7::getBiomeAtPoint(v3s16 p)
405 {
406         float heat = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed) +
407                 NoisePerlin2D(&noise_heat_blend->np, p.X, p.Z, seed);
408         float humidity = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed) +
409                 NoisePerlin2D(&noise_humidity_blend->np, p.X, p.Z, seed);
410         s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
411
412         return bmgr->getBiome(heat, humidity, groundlevel);
413 }
414
415
416 float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
417 {
418         float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
419         hselect = rangelim(hselect, 0.0, 1.0);
420
421         float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
422
423         noise_terrain_base->np.persist = persist;
424         float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
425
426         noise_terrain_alt->np.persist = persist;
427         float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
428
429         if (height_alt > height_base)
430                 return height_alt;
431
432         return (height_base * hselect) + (height_alt * (1.0 - hselect));
433 }
434
435
436 float MapgenV7::baseTerrainLevelFromMap(int index)
437 {
438         float hselect     = rangelim(noise_height_select->result[index], 0.0, 1.0);
439         float height_base = noise_terrain_base->result[index];
440         float height_alt  = noise_terrain_alt->result[index];
441
442         if (height_alt > height_base)
443                 return height_alt;
444
445         return (height_base * hselect) + (height_alt * (1.0 - hselect));
446 }
447
448
449 bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
450 {
451         float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
452         float density_gradient = -((float)y / mnt_h_n);
453         float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
454
455         return mnt_n + density_gradient >= 0.0;
456 }
457
458
459 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
460 {
461         float mounthn = noise_mount_height->result[idx_xz];
462         float density_gradient = -((float)y / mounthn);
463         float mountn = noise_mountain->result[idx_xyz];
464
465         return mountn + density_gradient >= 0.0;
466 }
467
468
469 int MapgenV7::generateTerrain()
470 {
471         MapNode n_air(CONTENT_AIR);
472         MapNode n_stone(c_stone);
473         MapNode n_water(c_water_source);
474
475         v3s16 em = vm->m_area.getExtent();
476         s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
477         u32 index2d = 0;
478         bool mountain_flag = spflags & MGV7_MOUNTAINS;
479
480         for (s16 z = node_min.Z; z <= node_max.Z; z++)
481         for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
482                 s16 surface_y = baseTerrainLevelFromMap(index2d);
483                 heightmap[index2d]       = surface_y;  // Create base terrain heightmap
484                 ridge_heightmap[index2d] = surface_y;
485
486                 if (surface_y > stone_surface_max_y)
487                         stone_surface_max_y = surface_y;
488
489                 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
490                 u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
491
492                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
493                         if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
494                                 if (y <= surface_y) {
495                                         vm->m_data[vi] = n_stone;  // Base terrain
496                                 } else if (mountain_flag &&
497                                                 getMountainTerrainFromMap(index3d, index2d, y)) {
498                                         vm->m_data[vi] = n_stone;  // Mountain terrain
499                                         if (y > stone_surface_max_y)
500                                                 stone_surface_max_y = y;
501                                 } else if (y <= water_level) {
502                                         vm->m_data[vi] = n_water;
503                                 } else {
504                                         vm->m_data[vi] = n_air;
505                                 }
506                         }
507                         vm->m_area.add_y(em, vi, 1);
508                         index3d += ystride;
509                 }
510         }
511
512         return stone_surface_max_y;
513 }
514
515
516 void MapgenV7::generateRidgeTerrain()
517 {
518         if (node_max.Y < water_level - 16)
519                 return;
520
521         MapNode n_water(c_water_source);
522         MapNode n_air(CONTENT_AIR);
523         u32 index = 0;
524         float width = 0.2;
525
526         for (s16 z = node_min.Z; z <= node_max.Z; z++)
527         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
528                 u32 vi = vm->m_area.index(node_min.X, y, z);
529                 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
530                         int j = (z - node_min.Z) * csize.X + (x - node_min.X);
531
532                         if (heightmap[j] < water_level - 16)  // Use base terrain heightmap
533                                 continue;
534
535                         float uwatern = noise_ridge_uwater->result[j] * 2;
536                         if (fabs(uwatern) > width)
537                                 continue;
538
539                         float altitude = y - water_level;
540                         float height_mod = (altitude + 17) / 2.5;
541                         float width_mod  = width - fabs(uwatern);
542                         float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
543
544                         if (nridge + width_mod * height_mod < 0.6)
545                                 continue;
546
547                         if (y < ridge_heightmap[j])
548                                 ridge_heightmap[j] = y - 1;
549
550                         vm->m_data[vi] = (y > water_level) ? n_air : n_water;
551                 }
552         }
553 }
554
555
556 MgStoneType MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
557 {
558         v3s16 em = vm->m_area.getExtent();
559         u32 index = 0;
560         MgStoneType stone_type = STONE;
561
562         for (s16 z = node_min.Z; z <= node_max.Z; z++)
563         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
564                 Biome *biome = NULL;
565                 u16 depth_top = 0;
566                 u16 base_filler = 0;
567                 u16 depth_water_top = 0;
568                 u32 vi = vm->m_area.index(x, node_max.Y, z);
569
570                 // Check node at base of mapchunk above, either a node of a previously
571                 // generated mapchunk or if not, a node of overgenerated base terrain.
572                 content_t c_above = vm->m_data[vi + em.X].getContent();
573                 bool air_above = c_above == CONTENT_AIR;
574                 bool water_above = c_above == c_water_source;
575
576                 // If there is air or water above enable top/filler placement, otherwise force
577                 // nplaced to stone level by setting a number exceeding any possible filler depth.
578                 u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
579
580                 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
581                         content_t c = vm->m_data[vi].getContent();
582
583                         // Biome is recalculated each time an upper surface is detected while
584                         // working down a column. The selected biome then remains in effect for
585                         // all nodes below until the next surface and biome recalculation.
586                         // Biome is recalculated:
587                         // 1. At the surface of stone below air or water.
588                         // 2. At the surface of water below air.
589                         // 3. When stone or water is detected but biome has not yet been calculated.
590                         if ((c == c_stone && (air_above || water_above || !biome)) ||
591                                         (c == c_water_source && (air_above || !biome))) {
592                                 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
593                                 depth_top = biome->depth_top;
594                                 base_filler = MYMAX(depth_top + biome->depth_filler
595                                                 + noise_filler_depth->result[index], 0);
596                                 depth_water_top = biome->depth_water_top;
597
598                                 // Detect stone type for dungeons during every biome calculation.
599                                 // This is more efficient than detecting per-node and will not
600                                 // miss any desert stone or sandstone biomes.
601                                 if (biome->c_stone == c_desert_stone)
602                                         stone_type = DESERT_STONE;
603                                 else if (biome->c_stone == c_sandstone)
604                                         stone_type = SANDSTONE;
605                         }
606
607                         if (c == c_stone) {
608                                 content_t c_below = vm->m_data[vi - em.X].getContent();
609
610                                 // If the node below isn't solid, make this node stone, so that
611                                 // any top/filler nodes above are structurally supported.
612                                 // This is done by aborting the cycle of top/filler placement
613                                 // immediately by forcing nplaced to stone level.
614                                 if (c_below == CONTENT_AIR || c_below == c_water_source)
615                                         nplaced = U16_MAX;
616
617                                 if (nplaced < depth_top) {
618                                         vm->m_data[vi] = MapNode(biome->c_top);
619                                         nplaced++;
620                                 } else if (nplaced < base_filler) {
621                                         vm->m_data[vi] = MapNode(biome->c_filler);
622                                         nplaced++;
623                                 } else {
624                                         vm->m_data[vi] = MapNode(biome->c_stone);
625                                 }
626
627                                 air_above = false;
628                                 water_above = false;
629                         } else if (c == c_water_source) {
630                                 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
631                                                 biome->c_water_top : biome->c_water);
632                                 nplaced = 0;  // Enable top/filler placement for next surface
633                                 air_above = false;
634                                 water_above = true;
635                         } else if (c == CONTENT_AIR) {
636                                 nplaced = 0;  // Enable top/filler placement for next surface
637                                 air_above = true;
638                                 water_above = false;
639                         } else {  // Possible various nodes overgenerated from neighbouring mapchunks
640                                 nplaced = U16_MAX;  // Disable top/filler placement
641                                 air_above = false;
642                                 water_above = false;
643                         }
644
645                         vm->m_area.add_y(em, vi, -1);
646                 }
647         }
648
649         return stone_type;
650 }
651
652
653 void MapgenV7::dustTopNodes()
654 {
655         if (node_max.Y < water_level)
656                 return;
657
658         v3s16 em = vm->m_area.getExtent();
659         u32 index = 0;
660
661         for (s16 z = node_min.Z; z <= node_max.Z; z++)
662         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
663                 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
664
665                 if (biome->c_dust == CONTENT_IGNORE)
666                         continue;
667
668                 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
669                 content_t c_full_max = vm->m_data[vi].getContent();
670                 s16 y_start;
671
672                 if (c_full_max == CONTENT_AIR) {
673                         y_start = full_node_max.Y - 1;
674                 } else if (c_full_max == CONTENT_IGNORE) {
675                         vi = vm->m_area.index(x, node_max.Y + 1, z);
676                         content_t c_max = vm->m_data[vi].getContent();
677
678                         if (c_max == CONTENT_AIR)
679                                 y_start = node_max.Y;
680                         else
681                                 continue;
682                 } else {
683                         continue;
684                 }
685
686                 vi = vm->m_area.index(x, y_start, z);
687                 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
688                         if (vm->m_data[vi].getContent() != CONTENT_AIR)
689                                 break;
690
691                         vm->m_area.add_y(em, vi, -1);
692                 }
693
694                 content_t c = vm->m_data[vi].getContent();
695                 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
696                         vm->m_area.add_y(em, vi, 1);
697                         vm->m_data[vi] = MapNode(biome->c_dust);
698                 }
699         }
700 }
701
702
703 void MapgenV7::generateCaves(s16 max_stone_y)
704 {
705         if (max_stone_y < node_min.Y)
706                 return;
707
708         noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
709         noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
710
711         v3s16 em = vm->m_area.getExtent();
712         u32 index2d = 0;
713
714         for (s16 z = node_min.Z; z <= node_max.Z; z++)
715         for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
716                 bool column_is_open = false;  // Is column open to overground
717                 bool is_tunnel = false;  // Is tunnel or tunnel floor
718                 // Indexes at column top (node_max.Y)
719                 u32 vi = vm->m_area.index(x, node_max.Y, z);
720                 u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride +
721                         (x - node_min.X);
722                 // Biome of column
723                 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
724
725                 // Don't excavate the overgenerated stone at node_max.Y + 1,
726                 // this creates a 'roof' over the tunnel, preventing light in
727                 // tunnels at mapchunk borders when generating mapchunks upwards.
728                 // This 'roof' is removed when the mapchunk above is generated.
729                 for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
730                                 index3d -= ystride,
731                                 vm->m_area.add_y(em, vi, -1)) {
732
733                         content_t c = vm->m_data[vi].getContent();
734                         if (c == CONTENT_AIR || c == biome->c_water_top ||
735                                         c == biome->c_water) {
736                                 column_is_open = true;
737                                 continue;
738                         }
739                         // Ground
740                         float d1 = contour(noise_cave1->result[index3d]);
741                         float d2 = contour(noise_cave2->result[index3d]);
742
743                         if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) {
744                                 // In tunnel and ground content, excavate
745                                 vm->m_data[vi] = MapNode(CONTENT_AIR);
746                                 is_tunnel = true;
747                         } else {
748                                 // Not in tunnel or not ground content
749                                 if (is_tunnel && column_is_open &&
750                                                 (c == biome->c_filler || c == biome->c_stone))
751                                         // Tunnel entrance floor
752                                         vm->m_data[vi] = MapNode(biome->c_top);
753
754                                 column_is_open = false;
755                                 is_tunnel = false;
756                         }
757                 }
758         }
759
760         if (node_min.Y >= water_level)
761                 return;
762
763         PseudoRandom ps(blockseed + 21343);
764         u32 bruises_count = ps.range(0, 2);
765         for (u32 i = 0; i < bruises_count; i++) {
766                 CaveV7 cave(this, &ps);
767                 cave.makeCave(node_min, node_max, max_stone_y);
768         }
769 }
770
771
772 ///////////////////////////////////////////////////////////////
773
774
775 #if 0
776 int MapgenV7::generateMountainTerrain(s16 ymax)
777 {
778         MapNode n_stone(c_stone);
779         u32 j = 0;
780
781         for (s16 z = node_min.Z; z <= node_max.Z; z++)
782         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
783                 u32 vi = vm->m_area.index(node_min.X, y, z);
784                 for (s16 x = node_min.X; x <= node_max.X; x++) {
785                         int index = (z - node_min.Z) * csize.X + (x - node_min.X);
786                         content_t c = vm->m_data[vi].getContent();
787
788                         if (getMountainTerrainFromMap(j, index, y)
789                                         && (c == CONTENT_AIR || c == c_water_source)) {
790                                 vm->m_data[vi] = n_stone;
791                                 if (y > ymax)
792                                         ymax = y;
793                         }
794
795                         vi++;
796                         j++;
797                 }
798         }
799
800         return ymax;
801 }
802 #endif
803
804
805 #if 0
806 void MapgenV7::carveRivers() {
807         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
808         MapNode n_stone(c_stone);
809         u32 index = 0;
810
811         int river_depth = 4;
812
813         for (s16 z = node_min.Z; z <= node_max.Z; z++)
814         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
815                 float terrain_mod  = noise_terrain_mod->result[index];
816                 NoiseParams *np = noise_terrain_river->np;
817                 np.persist = noise_terrain_persist->result[index];
818                 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
819                 float height = terrain_river * (1 - abs(terrain_mod)) *
820                                                 noise_terrain_river->np.scale;
821                 height = log(height * height); //log(h^3) is pretty interesting for terrain
822
823                 s16 y = heightmap[index];
824                 if (height < 1.0 && y > river_depth &&
825                         y - river_depth >= node_min.Y && y <= node_max.Y) {
826
827                         for (s16 ry = y; ry != y - river_depth; ry--) {
828                                 u32 vi = vm->m_area.index(x, ry, z);
829                                 vm->m_data[vi] = n_air;
830                         }
831
832                         u32 vi = vm->m_area.index(x, y - river_depth, z);
833                         vm->m_data[vi] = n_water_source;
834                 }
835         }
836 }
837 #endif
838
839
840 #if 0
841 void MapgenV7::addTopNodes()
842 {
843         v3s16 em = vm->m_area.getExtent();
844         s16 ntopnodes;
845         u32 index = 0;
846
847         for (s16 z = node_min.Z; z <= node_max.Z; z++)
848         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
849                 Biome *biome = bmgr->biomes[biomemap[index]];
850
851                 //////////////////// First, add top nodes below the ridge
852                 s16 y = ridge_heightmap[index];
853
854                 // This cutoff is good enough, but not perfect.
855                 // It will cut off potentially placed top nodes at chunk boundaries
856                 if (y < node_min.Y)
857                         continue;
858                 if (y > node_max.Y) {
859                         y = node_max.Y; // Let's see if we can still go downward anyway
860                         u32 vi = vm->m_area.index(x, y, z);
861                         content_t c = vm->m_data[vi].getContent();
862                         if (ndef->get(c).walkable)
863                                 continue;
864                 }
865
866                 // N.B.  It is necessary to search downward since ridge_heightmap[i]
867                 // might not be the actual height, just the lowest part in the chunk
868                 // where a ridge had been carved
869                 u32 i = vm->m_area.index(x, y, z);
870                 for (; y >= node_min.Y; y--) {
871                         content_t c = vm->m_data[i].getContent();
872                         if (ndef->get(c).walkable)
873                                 break;
874                         vm->m_area.add_y(em, i, -1);
875                 }
876
877                 if (y != node_min.Y - 1 && y >= water_level) {
878                         ridge_heightmap[index] = y; //update ridgeheight
879                         ntopnodes = biome->top_depth;
880                         for (; y <= node_max.Y && ntopnodes; y++) {
881                                 ntopnodes--;
882                                 vm->m_data[i] = MapNode(biome->c_top);
883                                 vm->m_area.add_y(em, i, 1);
884                         }
885                         // If dirt, grow grass on it.
886                         if (y > water_level - 10 &&
887                                 vm->m_data[i].getContent() == CONTENT_AIR) {
888                                 vm->m_area.add_y(em, i, -1);
889                                 if (vm->m_data[i].getContent() == c_dirt)
890                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
891                         }
892                 }
893
894                 //////////////////// Now, add top nodes on top of the ridge
895                 y = heightmap[index];
896                 if (y > node_max.Y) {
897                         y = node_max.Y; // Let's see if we can still go downward anyway
898                         u32 vi = vm->m_area.index(x, y, z);
899                         content_t c = vm->m_data[vi].getContent();
900                         if (ndef->get(c).walkable)
901                                 continue;
902                 }
903
904                 i = vm->m_area.index(x, y, z);
905                 for (; y >= node_min.Y; y--) {
906                         content_t c = vm->m_data[i].getContent();
907                         if (ndef->get(c).walkable)
908                                 break;
909                         vm->m_area.add_y(em, i, -1);
910                 }
911
912                 if (y != node_min.Y - 1) {
913                         ntopnodes = biome->top_depth;
914                         // Let's see if we've already added it...
915                         if (y == ridge_heightmap[index] + ntopnodes - 1)
916                                 continue;
917
918                         for (; y <= node_max.Y && ntopnodes; y++) {
919                                 ntopnodes--;
920                                 vm->m_data[i] = MapNode(biome->c_top);
921                                 vm->m_area.add_y(em, i, 1);
922                         }
923                         // If dirt, grow grass on it.
924                         if (y > water_level - 10 &&
925                                 vm->m_data[i].getContent() == CONTENT_AIR) {
926                                 vm->m_area.add_y(em, i, -1);
927                                 if (vm->m_data[i].getContent() == c_dirt)
928                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
929                         }
930                 }
931         }
932 }
933 #endif