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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         {"biomerepeat", MGV7_BIOMEREPEAT},
48         {NULL,          0}
49 };
50
51
52 ///////////////////////////////////////////////////////////////////////////////
53
54
55 MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge)
56         : MapgenBasic(mapgenid, params, emerge)
57 {
58         spflags             = params->spflags;
59         cave_width          = params->cave_width;
60         large_cave_depth    = params->large_cave_depth;
61         lava_depth          = params->lava_depth;
62         float_mount_density = params->float_mount_density;
63         floatland_level     = params->floatland_level;
64         shadow_limit        = params->shadow_limit;
65         cavern_limit        = params->cavern_limit;
66         cavern_taper        = params->cavern_taper;
67         cavern_threshold    = params->cavern_threshold;
68
69         // This is to avoid a divide-by-zero.
70         // Parameter will be saved to map_meta.txt in limited form.
71         params->float_mount_height = MYMAX(params->float_mount_height, 1.0f);
72         float_mount_height   = params->float_mount_height;
73
74         // 2D noise
75         noise_terrain_base    = new Noise(&params->np_terrain_base,    seed, csize.X, csize.Z);
76         noise_terrain_alt     = new Noise(&params->np_terrain_alt,     seed, csize.X, csize.Z);
77         noise_terrain_persist = new Noise(&params->np_terrain_persist, seed, csize.X, csize.Z);
78         noise_height_select   = new Noise(&params->np_height_select,   seed, csize.X, csize.Z);
79         noise_filler_depth    = new Noise(&params->np_filler_depth,    seed, csize.X, csize.Z);
80
81         if (spflags & MGV7_MOUNTAINS)
82                 noise_mount_height = new Noise(&params->np_mount_height, seed, csize.X, csize.Z);
83
84         if (spflags & MGV7_FLOATLANDS) {
85                 noise_floatland_base    = new Noise(&params->np_floatland_base,    seed, csize.X, csize.Z);
86                 noise_float_base_height = new Noise(&params->np_float_base_height, seed, csize.X, csize.Z);
87         }
88
89         if (spflags & MGV7_RIDGES) {
90                 noise_ridge_uwater = new Noise(&params->np_ridge_uwater, seed, csize.X, csize.Z);
91         // 3D noise, 1-up 1-down overgeneration
92                 noise_ridge = new Noise(&params->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
93         }
94         // 3D noise, 1 up, 1 down overgeneration
95         if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
96                 noise_mountain = new Noise(&params->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
97         // 3D noise, 1 down overgeneration
98         MapgenBasic::np_cave1  = params->np_cave1;
99         MapgenBasic::np_cave2  = params->np_cave2;
100         MapgenBasic::np_cavern = params->np_cavern;
101 }
102
103
104 MapgenV7::~MapgenV7()
105 {
106         delete noise_terrain_base;
107         delete noise_terrain_alt;
108         delete noise_terrain_persist;
109         delete noise_height_select;
110         delete noise_filler_depth;
111
112         if (spflags & MGV7_MOUNTAINS)
113                 delete noise_mount_height;
114
115         if (spflags & MGV7_FLOATLANDS) {
116                 delete noise_floatland_base;
117                 delete noise_float_base_height;
118         }
119
120         if (spflags & MGV7_RIDGES) {
121                 delete noise_ridge_uwater;
122                 delete noise_ridge;
123         }
124
125         if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
126                 delete noise_mountain;
127 }
128
129
130 MapgenV7Params::MapgenV7Params()
131 {
132         np_terrain_base      = NoiseParams(4,    70,   v3f(600,  600,  600),  82341, 5, 0.6,  2.0);
133         np_terrain_alt       = NoiseParams(4,    25,   v3f(600,  600,  600),  5934,  5, 0.6,  2.0);
134         np_terrain_persist   = NoiseParams(0.6,  0.1,  v3f(2000, 2000, 2000), 539,   3, 0.6,  2.0);
135         np_height_select     = NoiseParams(-8,   16,   v3f(500,  500,  500),  4213,  6, 0.7,  2.0);
136         np_filler_depth      = NoiseParams(0,    1.2,  v3f(150,  150,  150),  261,   3, 0.7,  2.0);
137         np_mount_height      = NoiseParams(256,  112,  v3f(1000, 1000, 1000), 72449, 3, 0.6,  2.0);
138         np_ridge_uwater      = NoiseParams(0,    1,    v3f(1000, 1000, 1000), 85039, 5, 0.6,  2.0);
139         np_floatland_base    = NoiseParams(-0.6, 1.5,  v3f(600,  600,  600),  114,   5, 0.6,  2.0);
140         np_float_base_height = NoiseParams(48,   24,   v3f(300,  300,  300),  907,   4, 0.7,  2.0);
141         np_mountain          = NoiseParams(-0.6, 1,    v3f(250,  350,  250),  5333,  5, 0.63, 2.0);
142         np_ridge             = NoiseParams(0,    1,    v3f(100,  100,  100),  6467,  4, 0.75, 2.0);
143         np_cavern            = NoiseParams(0,    1,    v3f(384,  128,  384),  723,   5, 0.63, 2.0);
144         np_cave1             = NoiseParams(0,    12,   v3f(61,   61,   61),   52534, 3, 0.5,  2.0);
145         np_cave2             = NoiseParams(0,    12,   v3f(67,   67,   67),   10325, 3, 0.5,  2.0);
146 }
147
148
149 void MapgenV7Params::readParams(const Settings *settings)
150 {
151         settings->getFlagStrNoEx("mgv7_spflags",           spflags, flagdesc_mapgen_v7);
152         settings->getFloatNoEx("mgv7_cave_width",          cave_width);
153         settings->getS16NoEx("mgv7_large_cave_depth",      large_cave_depth);
154         settings->getS16NoEx("mgv7_lava_depth",            lava_depth);
155         settings->getFloatNoEx("mgv7_float_mount_density", float_mount_density);
156         settings->getFloatNoEx("mgv7_float_mount_height",  float_mount_height);
157         settings->getS16NoEx("mgv7_floatland_level",       floatland_level);
158         settings->getS16NoEx("mgv7_shadow_limit",          shadow_limit);
159         settings->getS16NoEx("mgv7_cavern_limit",          cavern_limit);
160         settings->getS16NoEx("mgv7_cavern_taper",          cavern_taper);
161         settings->getFloatNoEx("mgv7_cavern_threshold",    cavern_threshold);
162
163         settings->getNoiseParams("mgv7_np_terrain_base",      np_terrain_base);
164         settings->getNoiseParams("mgv7_np_terrain_alt",       np_terrain_alt);
165         settings->getNoiseParams("mgv7_np_terrain_persist",   np_terrain_persist);
166         settings->getNoiseParams("mgv7_np_height_select",     np_height_select);
167         settings->getNoiseParams("mgv7_np_filler_depth",      np_filler_depth);
168         settings->getNoiseParams("mgv7_np_mount_height",      np_mount_height);
169         settings->getNoiseParams("mgv7_np_ridge_uwater",      np_ridge_uwater);
170         settings->getNoiseParams("mgv7_np_floatland_base",    np_floatland_base);
171         settings->getNoiseParams("mgv7_np_float_base_height", np_float_base_height);
172         settings->getNoiseParams("mgv7_np_mountain",          np_mountain);
173         settings->getNoiseParams("mgv7_np_ridge",             np_ridge);
174         settings->getNoiseParams("mgv7_np_cavern",            np_cavern);
175         settings->getNoiseParams("mgv7_np_cave1",             np_cave1);
176         settings->getNoiseParams("mgv7_np_cave2",             np_cave2);
177 }
178
179
180 void MapgenV7Params::writeParams(Settings *settings) const
181 {
182         settings->setFlagStr("mgv7_spflags",           spflags, flagdesc_mapgen_v7, U32_MAX);
183         settings->setFloat("mgv7_cave_width",          cave_width);
184         settings->setS16("mgv7_large_cave_depth",      large_cave_depth);
185         settings->setS16("mgv7_lava_depth",            lava_depth);
186         settings->setFloat("mgv7_float_mount_density", float_mount_density);
187         settings->setFloat("mgv7_float_mount_height",  float_mount_height);
188         settings->setS16("mgv7_floatland_level",       floatland_level);
189         settings->setS16("mgv7_shadow_limit",          shadow_limit);
190         settings->setS16("mgv7_cavern_limit",          cavern_limit);
191         settings->setS16("mgv7_cavern_taper",          cavern_taper);
192         settings->setFloat("mgv7_cavern_threshold",    cavern_threshold);
193
194         settings->setNoiseParams("mgv7_np_terrain_base",      np_terrain_base);
195         settings->setNoiseParams("mgv7_np_terrain_alt",       np_terrain_alt);
196         settings->setNoiseParams("mgv7_np_terrain_persist",   np_terrain_persist);
197         settings->setNoiseParams("mgv7_np_height_select",     np_height_select);
198         settings->setNoiseParams("mgv7_np_filler_depth",      np_filler_depth);
199         settings->setNoiseParams("mgv7_np_mount_height",      np_mount_height);
200         settings->setNoiseParams("mgv7_np_ridge_uwater",      np_ridge_uwater);
201         settings->setNoiseParams("mgv7_np_floatland_base",    np_floatland_base);
202         settings->setNoiseParams("mgv7_np_float_base_height", np_float_base_height);
203         settings->setNoiseParams("mgv7_np_mountain",          np_mountain);
204         settings->setNoiseParams("mgv7_np_ridge",             np_ridge);
205         settings->setNoiseParams("mgv7_np_cavern",            np_cavern);
206         settings->setNoiseParams("mgv7_np_cave1",             np_cave1);
207         settings->setNoiseParams("mgv7_np_cave2",             np_cave2);
208 }
209
210
211 ///////////////////////////////////////////////////////////////////////////////
212
213
214 int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
215 {
216         // If rivers are enabled, first check if in a river
217         if (spflags & MGV7_RIDGES) {
218                 float width = 0.2;
219                 float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
220                 if (fabs(uwatern) <= width)
221                         return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
222         }
223
224         // Terrain noise 'offset' is the average level of that terrain.
225         // At least 50% of terrain will be below the higher of base and alt terrain
226         // 'offset's.
227         // Raising the maximum spawn level above 'water_level + 16' is necessary
228         // for when terrain 'offset's are set much higher than water_level.
229         s16 max_spawn_y = MYMAX(MYMAX(noise_terrain_alt->np.offset,
230                         noise_terrain_base->np.offset),
231                         water_level + 16);
232         // Base terrain calculation
233         s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
234
235         // If mountains are disabled, terrain level is base terrain level.
236         // Avoids mid-air spawn where mountain terrain would have been.
237         if (!(spflags & MGV7_MOUNTAINS)) {
238                 if (y <= water_level || y > max_spawn_y)
239                         return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
240                 else
241                         // + 1 to not be half-buried in a potential node-deep biome 'dust'
242                         return y + 1;
243         }
244
245         // Search upwards for first node without mountain terrain
246         int iters = 256;
247         while (iters > 0 && y <= max_spawn_y) {
248                 if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) {  // If air above
249                         if (y <= water_level || y > max_spawn_y)
250                                 return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
251                         else
252                                 return y + 1;
253                 }
254                 y++;
255                 iters--;
256         }
257
258         // Unsuitable spawn point
259         return MAX_MAP_GENERATION_LIMIT;
260 }
261
262
263 void MapgenV7::makeChunk(BlockMakeData *data)
264 {
265         // Pre-conditions
266         assert(data->vmanip);
267         assert(data->nodedef);
268         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
269                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
270                 data->blockpos_requested.Z >= data->blockpos_min.Z);
271         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
272                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
273                 data->blockpos_requested.Z <= data->blockpos_max.Z);
274
275         this->generating = true;
276         this->vm   = data->vmanip;
277         this->ndef = data->nodedef;
278         //TimeTaker t("makeChunk");
279
280         v3s16 blockpos_min = data->blockpos_min;
281         v3s16 blockpos_max = data->blockpos_max;
282         node_min = blockpos_min * MAP_BLOCKSIZE;
283         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
284         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
285         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
286
287         blockseed = getBlockSeed2(full_node_min, seed);
288
289         // Get zero level for biomes and decorations
290         // Optionally repeat surface biomes in floatlands
291         s16 biome_zero_level = ((spflags & MGV7_FLOATLANDS) &&
292                 (spflags & MGV7_BIOMEREPEAT) && node_max.Y >= shadow_limit) ?
293                 floatland_level - 1 : water_level - 1;
294
295         // Generate base and mountain terrain
296         // An initial heightmap is no longer created here for use in generateRidgeTerrain()
297         s16 stone_surface_max_y = generateTerrain();
298
299         // Generate rivers
300         if (spflags & MGV7_RIDGES)
301                 generateRidgeTerrain();
302
303         // Create heightmap
304         updateHeightmap(node_min, node_max);
305
306         // Init biome generator, place biome-specific nodes, and build biomemap
307         biomegen->calcBiomeNoise(node_min);
308         MgStoneType stone_type = generateBiomes(biome_zero_level);
309
310         // Generate caverns, tunnels and classic caves
311         if (flags & MG_CAVES) {
312                 bool near_cavern = false;
313                 // Generate caverns
314                 if (spflags & MGV7_CAVERNS)
315                         near_cavern = generateCaverns(stone_surface_max_y);
316                 // Generate tunnels and classic caves
317                 if (near_cavern)
318                         // Disable classic caves in this mapchunk by setting
319                         // 'large cave depth' to world base. Avoids excessive liquid in
320                         // large caverns and floating blobs of overgenerated liquid.
321                         generateCaves(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT);
322                 else
323                         generateCaves(stone_surface_max_y, large_cave_depth);
324         }
325
326         // Generate dungeons
327         if (flags & MG_DUNGEONS)
328                 generateDungeons(stone_surface_max_y, stone_type);
329
330         // Generate the registered decorations
331         if (flags & MG_DECORATIONS)
332                 m_emerge->decomgr->placeAllDecos(this, blockseed,
333                         node_min, node_max, biome_zero_level);
334
335         // Generate the registered ores
336         m_emerge->oremgr->placeAllOres(this, blockseed,
337                 node_min, node_max, water_level - 1);
338
339         // Sprinkle some dust on top after everything else was generated
340         dustTopNodes();
341
342         //printf("makeChunk: %dms\n", t.stop());
343
344         // Update liquids
345         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
346
347         // Calculate lighting
348         // Limit floatland shadow
349         bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) &&
350                 node_min.Y <= shadow_limit && node_max.Y >= shadow_limit);
351
352         if (flags & MG_LIGHT)
353                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
354                         full_node_min, full_node_max, propagate_shadow);
355
356         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
357         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
358
359         this->generating = false;
360 }
361
362
363 float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
364 {
365         float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
366         hselect = rangelim(hselect, 0.0, 1.0);
367
368         float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
369
370         noise_terrain_base->np.persist = persist;
371         float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
372
373         noise_terrain_alt->np.persist = persist;
374         float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
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 float MapgenV7::baseTerrainLevelFromMap(int index)
384 {
385         float hselect     = rangelim(noise_height_select->result[index], 0.0, 1.0);
386         float height_base = noise_terrain_base->result[index];
387         float height_alt  = noise_terrain_alt->result[index];
388
389         if (height_alt > height_base)
390                 return height_alt;
391
392         return (height_base * hselect) + (height_alt * (1.0 - hselect));
393 }
394
395
396 bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
397 {
398         float mnt_h_n =
399                         MYMAX(NoisePerlin2D(&noise_mount_height->np, x, z, seed), 1.0f);
400         float density_gradient = -((float)y / mnt_h_n);
401         float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
402
403         return mnt_n + density_gradient >= 0.0;
404 }
405
406
407 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
408 {
409         float mounthn = MYMAX(noise_mount_height->result[idx_xz], 1.0f);
410         float density_gradient = -((float)y / mounthn);
411         float mountn = noise_mountain->result[idx_xyz];
412
413         return mountn + density_gradient >= 0.0;
414 }
415
416
417 bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y)
418 {
419         // Make rim 2 nodes thick to match floatland base terrain
420         float density_gradient = (y >= floatland_level) ?
421                 -pow((float)(y - floatland_level) / float_mount_height, 0.75f) :
422                 -pow((float)(floatland_level - 1 - y) / float_mount_height, 0.75f);
423
424         float floatn = noise_mountain->result[idx_xyz] + float_mount_density;
425
426         return floatn + density_gradient >= 0.0f;
427 }
428
429
430 void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max, int idx_xz)
431 {
432         // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
433         s16 base_min = MAX_MAP_GENERATION_LIMIT + 1;
434         s16 base_max = MAX_MAP_GENERATION_LIMIT;
435
436         float n_base = noise_floatland_base->result[idx_xz];
437         if (n_base > 0.0f) {
438                 float n_base_height =
439                                 MYMAX(noise_float_base_height->result[idx_xz], 1.0f);
440                 float amp = n_base * n_base_height;
441                 float ridge = n_base_height / 3.0f;
442                 base_min = floatland_level - amp / 1.5f;
443
444                 if (amp > ridge * 2.0f) {
445                         // Lake bed
446                         base_max = floatland_level - (amp - ridge * 2.0f) / 2.0f;
447                 } else {
448                         // Hills and ridges
449                         float diff = fabs(amp - ridge) / ridge;
450                         // Smooth ridges using the 'smoothstep function'
451                         float smooth_diff = diff * diff * (3.0f - 2.0f * diff);
452                         base_max = floatland_level + ridge - smooth_diff * ridge;
453                 }
454         }
455
456         *float_base_min = base_min;
457         *float_base_max = base_max;
458 }
459
460
461 int MapgenV7::generateTerrain()
462 {
463         MapNode n_air(CONTENT_AIR);
464         MapNode n_stone(c_stone);
465         MapNode n_water(c_water_source);
466
467         //// Calculate noise for terrain generation
468         noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z);
469         float *persistmap = noise_terrain_persist->result;
470
471         noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap);
472         noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
473         noise_height_select->perlinMap2D(node_min.X, node_min.Z);
474
475         if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) {
476                 noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
477         }
478
479         if (spflags & MGV7_MOUNTAINS) {
480                 noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
481         }
482
483         if (spflags & MGV7_FLOATLANDS) {
484                 noise_floatland_base->perlinMap2D(node_min.X, node_min.Z);
485                 noise_float_base_height->perlinMap2D(node_min.X, node_min.Z);
486         }
487
488         //// Place nodes
489         v3s16 em = vm->m_area.getExtent();
490         s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
491         u32 index2d = 0;
492
493         for (s16 z = node_min.Z; z <= node_max.Z; z++)
494         for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
495                 s16 surface_y = baseTerrainLevelFromMap(index2d);
496                 if (surface_y > stone_surface_max_y)
497                         stone_surface_max_y = surface_y;
498
499                 // Get extent of floatland base terrain
500                 // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
501                 s16 float_base_min = MAX_MAP_GENERATION_LIMIT + 1;
502                 s16 float_base_max = MAX_MAP_GENERATION_LIMIT;
503                 if (spflags & MGV7_FLOATLANDS)
504                         floatBaseExtentFromMap(&float_base_min, &float_base_max, index2d);
505
506                 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
507                 u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
508
509                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
510                         if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
511                                 if (y <= surface_y) {
512                                         vm->m_data[vi] = n_stone;  // Base terrain
513                                 } else if ((spflags & MGV7_MOUNTAINS) &&
514                                                 getMountainTerrainFromMap(index3d, index2d, y)) {
515                                         vm->m_data[vi] = n_stone;  // Mountain terrain
516                                         if (y > stone_surface_max_y)
517                                                 stone_surface_max_y = y;
518                                 } else if ((spflags & MGV7_FLOATLANDS) &&
519                                                 ((y >= float_base_min && y <= float_base_max) ||
520                                                 getFloatlandMountainFromMap(index3d, index2d, y))) {
521                                         vm->m_data[vi] = n_stone;  // Floatland terrain
522                                         stone_surface_max_y = node_max.Y;
523                                 } else if (y <= water_level) {
524                                         vm->m_data[vi] = n_water;  // Ground level water
525                                 } else if ((spflags & MGV7_FLOATLANDS) &&
526                                                 (y >= float_base_max && y <= floatland_level)) {
527                                         vm->m_data[vi] = n_water;  // Floatland water
528                                 } else {
529                                         vm->m_data[vi] = n_air;
530                                 }
531                         }
532                         vm->m_area.add_y(em, vi, 1);
533                         index3d += ystride;
534                 }
535         }
536
537         return stone_surface_max_y;
538 }
539
540
541 void MapgenV7::generateRidgeTerrain()
542 {
543         if (node_max.Y < water_level - 16 ||
544                         ((spflags & MGV7_FLOATLANDS) && node_max.Y > shadow_limit))
545                 return;
546
547         noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
548         noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
549
550         MapNode n_water(c_water_source);
551         MapNode n_air(CONTENT_AIR);
552         u32 index = 0;
553         float width = 0.2;
554
555         for (s16 z = node_min.Z; z <= node_max.Z; z++)
556         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
557                 u32 vi = vm->m_area.index(node_min.X, y, z);
558                 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
559                         int j = (z - node_min.Z) * csize.X + (x - node_min.X);
560
561                         float uwatern = noise_ridge_uwater->result[j] * 2;
562                         if (fabs(uwatern) > width)
563                                 continue;
564
565                         float altitude = y - water_level;
566                         float height_mod = (altitude + 17) / 2.5;
567                         float width_mod  = width - fabs(uwatern);
568                         float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
569
570                         if (nridge + width_mod * height_mod < 0.6)
571                                 continue;
572
573                         vm->m_data[vi] = (y > water_level) ? n_air : n_water;
574                 }
575         }
576 }
577
578
579 ////////////////////////////////////////////////////////////////////////////////
580 //// Code Boneyard
581 ////
582 //// Much of the stuff here has potential to become useful again at some point
583 //// in the future, but we don't want it to get lost or forgotten in version
584 //// control.
585 ////
586
587 #if 0
588 int MapgenV7::generateMountainTerrain(s16 ymax)
589 {
590         MapNode n_stone(c_stone);
591         u32 j = 0;
592
593         for (s16 z = node_min.Z; z <= node_max.Z; z++)
594         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
595                 u32 vi = vm->m_area.index(node_min.X, y, z);
596                 for (s16 x = node_min.X; x <= node_max.X; x++) {
597                         int index = (z - node_min.Z) * csize.X + (x - node_min.X);
598                         content_t c = vm->m_data[vi].getContent();
599
600                         if (getMountainTerrainFromMap(j, index, y)
601                                         && (c == CONTENT_AIR || c == c_water_source)) {
602                                 vm->m_data[vi] = n_stone;
603                                 if (y > ymax)
604                                         ymax = y;
605                         }
606
607                         vi++;
608                         j++;
609                 }
610         }
611
612         return ymax;
613 }
614 #endif
615
616
617 #if 0
618 void MapgenV7::carveRivers() {
619         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
620         MapNode n_stone(c_stone);
621         u32 index = 0;
622
623         int river_depth = 4;
624
625         for (s16 z = node_min.Z; z <= node_max.Z; z++)
626         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
627                 float terrain_mod  = noise_terrain_mod->result[index];
628                 NoiseParams *np = noise_terrain_river->np;
629                 np.persist = noise_terrain_persist->result[index];
630                 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
631                 float height = terrain_river * (1 - abs(terrain_mod)) *
632                                                 noise_terrain_river->np.scale;
633                 height = log(height * height); //log(h^3) is pretty interesting for terrain
634
635                 s16 y = heightmap[index];
636                 if (height < 1.0 && y > river_depth &&
637                         y - river_depth >= node_min.Y && y <= node_max.Y) {
638
639                         for (s16 ry = y; ry != y - river_depth; ry--) {
640                                 u32 vi = vm->m_area.index(x, ry, z);
641                                 vm->m_data[vi] = n_air;
642                         }
643
644                         u32 vi = vm->m_area.index(x, y - river_depth, z);
645                         vm->m_data[vi] = n_water_source;
646                 }
647         }
648 }
649 #endif
650
651
652 #if 0
653 void MapgenV7::addTopNodes()
654 {
655         v3s16 em = vm->m_area.getExtent();
656         s16 ntopnodes;
657         u32 index = 0;
658
659         for (s16 z = node_min.Z; z <= node_max.Z; z++)
660         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
661                 Biome *biome = bmgr->biomes[biomemap[index]];
662
663                 //////////////////// First, add top nodes below the ridge
664                 s16 y = ridge_heightmap[index];
665
666                 // This cutoff is good enough, but not perfect.
667                 // It will cut off potentially placed top nodes at chunk boundaries
668                 if (y < node_min.Y)
669                         continue;
670                 if (y > node_max.Y) {
671                         y = node_max.Y; // Let's see if we can still go downward anyway
672                         u32 vi = vm->m_area.index(x, y, z);
673                         content_t c = vm->m_data[vi].getContent();
674                         if (ndef->get(c).walkable)
675                                 continue;
676                 }
677
678                 // N.B.  It is necessary to search downward since ridge_heightmap[i]
679                 // might not be the actual height, just the lowest part in the chunk
680                 // where a ridge had been carved
681                 u32 i = vm->m_area.index(x, y, z);
682                 for (; y >= node_min.Y; y--) {
683                         content_t c = vm->m_data[i].getContent();
684                         if (ndef->get(c).walkable)
685                                 break;
686                         vm->m_area.add_y(em, i, -1);
687                 }
688
689                 if (y != node_min.Y - 1 && y >= water_level) {
690                         ridge_heightmap[index] = y; //update ridgeheight
691                         ntopnodes = biome->top_depth;
692                         for (; y <= node_max.Y && ntopnodes; y++) {
693                                 ntopnodes--;
694                                 vm->m_data[i] = MapNode(biome->c_top);
695                                 vm->m_area.add_y(em, i, 1);
696                         }
697                         // If dirt, grow grass on it.
698                         if (y > water_level - 10 &&
699                                 vm->m_data[i].getContent() == CONTENT_AIR) {
700                                 vm->m_area.add_y(em, i, -1);
701                                 if (vm->m_data[i].getContent() == c_dirt)
702                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
703                         }
704                 }
705
706                 //////////////////// Now, add top nodes on top of the ridge
707                 y = heightmap[index];
708                 if (y > node_max.Y) {
709                         y = node_max.Y; // Let's see if we can still go downward anyway
710                         u32 vi = vm->m_area.index(x, y, z);
711                         content_t c = vm->m_data[vi].getContent();
712                         if (ndef->get(c).walkable)
713                                 continue;
714                 }
715
716                 i = vm->m_area.index(x, y, z);
717                 for (; y >= node_min.Y; y--) {
718                         content_t c = vm->m_data[i].getContent();
719                         if (ndef->get(c).walkable)
720                                 break;
721                         vm->m_area.add_y(em, i, -1);
722                 }
723
724                 if (y != node_min.Y - 1) {
725                         ntopnodes = biome->top_depth;
726                         // Let's see if we've already added it...
727                         if (y == ridge_heightmap[index] + ntopnodes - 1)
728                                 continue;
729
730                         for (; y <= node_max.Y && ntopnodes; y++) {
731                                 ntopnodes--;
732                                 vm->m_data[i] = MapNode(biome->c_top);
733                                 vm->m_area.add_y(em, i, 1);
734                         }
735                         // If dirt, grow grass on it.
736                         if (y > water_level - 10 &&
737                                 vm->m_data[i].getContent() == CONTENT_AIR) {
738                                 vm->m_area.add_y(em, i, -1);
739                                 if (vm->m_data[i].getContent() == c_dirt)
740                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
741                         }
742                 }
743         }
744 }
745 #endif