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