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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 "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         //// Terrain 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         noise_mount_height      = new Noise(&params->np_mount_height,      seed, csize.X, csize.Z);
74         noise_ridge_uwater      = new Noise(&params->np_ridge_uwater,      seed, csize.X, csize.Z);
75         noise_floatland_base    = new Noise(&params->np_floatland_base,    seed, csize.X, csize.Z);
76         noise_float_base_height = new Noise(&params->np_float_base_height, seed, csize.X, csize.Z);
77
78         //// 3d terrain noise
79         // 1-up 1-down overgeneration
80         noise_mountain = new Noise(&params->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
81         noise_ridge    = new Noise(&params->np_ridge,    seed, csize.X, csize.Y + 2, csize.Z);
82         // 1 down overgeneration
83         MapgenBasic::np_cave1  = params->np_cave1;
84         MapgenBasic::np_cave2  = params->np_cave2;
85         MapgenBasic::np_cavern = params->np_cavern;
86 }
87
88
89 MapgenV7::~MapgenV7()
90 {
91         delete noise_terrain_base;
92         delete noise_terrain_persist;
93         delete noise_height_select;
94         delete noise_terrain_alt;
95         delete noise_filler_depth;
96         delete noise_mount_height;
97         delete noise_ridge_uwater;
98         delete noise_floatland_base;
99         delete noise_float_base_height;
100         delete noise_mountain;
101         delete noise_ridge;
102 }
103
104
105 MapgenV7Params::MapgenV7Params()
106 {
107         spflags             = MGV7_MOUNTAINS | MGV7_RIDGES | MGV7_CAVERNS;
108         cave_width          = 0.09;
109         float_mount_density = 0.6;
110         float_mount_height  = 128.0;
111         floatland_level     = 1280;
112         shadow_limit        = 1024;
113         cavern_limit        = -256;
114         cavern_taper        = 256;
115         cavern_threshold    = 0.7;
116
117         np_terrain_base      = NoiseParams(4,    70,   v3f(600,  600,  600),  82341, 5, 0.6,  2.0);
118         np_terrain_alt       = NoiseParams(4,    25,   v3f(600,  600,  600),  5934,  5, 0.6,  2.0);
119         np_terrain_persist   = NoiseParams(0.6,  0.1,  v3f(2000, 2000, 2000), 539,   3, 0.6,  2.0);
120         np_height_select     = NoiseParams(-8,   16,   v3f(500,  500,  500),  4213,  6, 0.7,  2.0);
121         np_filler_depth      = NoiseParams(0,    1.2,  v3f(150,  150,  150),  261,   3, 0.7,  2.0);
122         np_mount_height      = NoiseParams(256,  112,  v3f(1000, 1000, 1000), 72449, 3, 0.6,  2.0);
123         np_ridge_uwater      = NoiseParams(0,    1,    v3f(1000, 1000, 1000), 85039, 5, 0.6,  2.0);
124         np_floatland_base    = NoiseParams(-0.6, 1.5,  v3f(600,  600,  600),  114,   5, 0.6,  2.0);
125         np_float_base_height = NoiseParams(48,   24,   v3f(300,  300,  300),  907,   4, 0.7,  2.0);
126         np_mountain          = NoiseParams(-0.6, 1,    v3f(250,  350,  250),  5333,  5, 0.63, 2.0);
127         np_ridge             = NoiseParams(0,    1,    v3f(100,  100,  100),  6467,  4, 0.75, 2.0);
128         np_cavern            = NoiseParams(0,    1,    v3f(384,  128,  384),  723,   5, 0.63, 2.0);
129         np_cave1             = NoiseParams(0,    12,   v3f(61,   61,   61),   52534, 3, 0.5,  2.0);
130         np_cave2             = NoiseParams(0,    12,   v3f(67,   67,   67),   10325, 3, 0.5,  2.0);
131 }
132
133
134 void MapgenV7Params::readParams(const Settings *settings)
135 {
136         settings->getFlagStrNoEx("mgv7_spflags",           spflags, flagdesc_mapgen_v7);
137         settings->getFloatNoEx("mgv7_cave_width",          cave_width);
138         settings->getFloatNoEx("mgv7_float_mount_density", float_mount_density);
139         settings->getFloatNoEx("mgv7_float_mount_height",  float_mount_height);
140         settings->getS16NoEx("mgv7_floatland_level",       floatland_level);
141         settings->getS16NoEx("mgv7_shadow_limit",          shadow_limit);
142         settings->getS16NoEx("mgv7_cavern_limit",          cavern_limit);
143         settings->getS16NoEx("mgv7_cavern_taper",          cavern_taper);
144         settings->getFloatNoEx("mgv7_cavern_threshold",    cavern_threshold);
145
146         settings->getNoiseParams("mgv7_np_terrain_base",      np_terrain_base);
147         settings->getNoiseParams("mgv7_np_terrain_alt",       np_terrain_alt);
148         settings->getNoiseParams("mgv7_np_terrain_persist",   np_terrain_persist);
149         settings->getNoiseParams("mgv7_np_height_select",     np_height_select);
150         settings->getNoiseParams("mgv7_np_filler_depth",      np_filler_depth);
151         settings->getNoiseParams("mgv7_np_mount_height",      np_mount_height);
152         settings->getNoiseParams("mgv7_np_ridge_uwater",      np_ridge_uwater);
153         settings->getNoiseParams("mgv7_np_floatland_base",    np_floatland_base);
154         settings->getNoiseParams("mgv7_np_float_base_height", np_float_base_height);
155         settings->getNoiseParams("mgv7_np_mountain",          np_mountain);
156         settings->getNoiseParams("mgv7_np_ridge",             np_ridge);
157         settings->getNoiseParams("mgv7_np_cavern",            np_cavern);
158         settings->getNoiseParams("mgv7_np_cave1",             np_cave1);
159         settings->getNoiseParams("mgv7_np_cave2",             np_cave2);
160 }
161
162
163 void MapgenV7Params::writeParams(Settings *settings) const
164 {
165         settings->setFlagStr("mgv7_spflags",           spflags, flagdesc_mapgen_v7, U32_MAX);
166         settings->setFloat("mgv7_cave_width",          cave_width);
167         settings->setFloat("mgv7_float_mount_density", float_mount_density);
168         settings->setFloat("mgv7_float_mount_height",  float_mount_height);
169         settings->setS16("mgv7_floatland_level",       floatland_level);
170         settings->setS16("mgv7_shadow_limit",          shadow_limit);
171         settings->setS16("mgv7_cavern_limit",          cavern_limit);
172         settings->setS16("mgv7_cavern_taper",          cavern_taper);
173         settings->setFloat("mgv7_cavern_threshold",    cavern_threshold);
174
175         settings->setNoiseParams("mgv7_np_terrain_base",      np_terrain_base);
176         settings->setNoiseParams("mgv7_np_terrain_alt",       np_terrain_alt);
177         settings->setNoiseParams("mgv7_np_terrain_persist",   np_terrain_persist);
178         settings->setNoiseParams("mgv7_np_height_select",     np_height_select);
179         settings->setNoiseParams("mgv7_np_filler_depth",      np_filler_depth);
180         settings->setNoiseParams("mgv7_np_mount_height",      np_mount_height);
181         settings->setNoiseParams("mgv7_np_ridge_uwater",      np_ridge_uwater);
182         settings->setNoiseParams("mgv7_np_floatland_base",    np_floatland_base);
183         settings->setNoiseParams("mgv7_np_float_base_height", np_float_base_height);
184         settings->setNoiseParams("mgv7_np_mountain",          np_mountain);
185         settings->setNoiseParams("mgv7_np_ridge",             np_ridge);
186         settings->setNoiseParams("mgv7_np_cavern",            np_cavern);
187         settings->setNoiseParams("mgv7_np_cave1",             np_cave1);
188         settings->setNoiseParams("mgv7_np_cave2",             np_cave2);
189 }
190
191
192 ///////////////////////////////////////////////////////////////////////////////
193
194
195 int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
196 {
197         // Base terrain calculation
198         s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
199
200         // If enabled, check if inside a river
201         if (spflags & MGV7_RIDGES) {
202                 float width = 0.2;
203                 float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
204                 if (fabs(uwatern) <= width)
205                         return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
206         }
207
208         // If mountains are disabled, terrain level is base terrain level
209         // Avoids spawn on non-existant mountain terrain
210         if (!(spflags & MGV7_MOUNTAINS)) {
211                 if (y <= water_level || y > water_level + 16)
212                         return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
213                 else
214                         return y;
215         }
216
217         // Mountain terrain calculation
218         int iters = 128;
219         while (iters--) {
220                 if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) {  // If air above
221                         if (y <= water_level || y > water_level + 16)
222                                 return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
223                         else
224                                 return y;
225                 }
226                 y++;
227         }
228
229         // Unsuitable spawn point, no mountain surface found
230         return MAX_MAP_GENERATION_LIMIT;
231 }
232
233
234 void MapgenV7::makeChunk(BlockMakeData *data)
235 {
236         // Pre-conditions
237         assert(data->vmanip);
238         assert(data->nodedef);
239         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
240                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
241                 data->blockpos_requested.Z >= data->blockpos_min.Z);
242         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
243                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
244                 data->blockpos_requested.Z <= data->blockpos_max.Z);
245
246         this->generating = true;
247         this->vm   = data->vmanip;
248         this->ndef = data->nodedef;
249         //TimeTaker t("makeChunk");
250
251         v3s16 blockpos_min = data->blockpos_min;
252         v3s16 blockpos_max = data->blockpos_max;
253         node_min = blockpos_min * MAP_BLOCKSIZE;
254         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
255         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
256         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
257
258         blockseed = getBlockSeed2(full_node_min, seed);
259
260         // Generate base and mountain terrain
261         // An initial heightmap is no longer created here for use in generateRidgeTerrain()
262         s16 stone_surface_max_y = generateTerrain();
263
264         // Generate rivers
265         if (spflags & MGV7_RIDGES)
266                 generateRidgeTerrain();
267
268         // Create heightmap
269         updateHeightmap(node_min, node_max);
270
271         // Init biome generator, place biome-specific nodes, and build biomemap
272         biomegen->calcBiomeNoise(node_min);
273         MgStoneType stone_type = generateBiomes();
274
275         // Generate caverns, tunnels and classic caves
276         if (flags & MG_CAVES) {
277                 bool has_cavern = false;
278                 // Generate caverns
279                 if (spflags & MGV7_CAVERNS)
280                         has_cavern = generateCaverns(stone_surface_max_y);
281                 // Generate tunnels and classic caves
282                 if (has_cavern)
283                         // Disable classic caves in this mapchunk by setting
284                         // 'large cave depth' to world base. Avoids excessive liquid in
285                         // large caverns and floating blobs of overgenerated liquid.
286                         generateCaves(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT);
287                 else
288                         generateCaves(stone_surface_max_y, water_level);
289         }
290
291         // Generate dungeons
292         if (flags & MG_DUNGEONS)
293                 generateDungeons(stone_surface_max_y, stone_type);
294
295         // Generate the registered decorations
296         if (flags & MG_DECORATIONS)
297                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
298
299         // Generate the registered ores
300         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
301
302         // Sprinkle some dust on top after everything else was generated
303         dustTopNodes();
304
305         //printf("makeChunk: %dms\n", t.stop());
306
307         // Update liquids
308         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
309
310         // Calculate lighting
311         // Limit floatland shadow
312         bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) &&
313                 node_min.Y <= shadow_limit && node_max.Y >= shadow_limit);
314
315         if (flags & MG_LIGHT)
316                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
317                         full_node_min, full_node_max, propagate_shadow);
318
319         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
320         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
321
322         this->generating = false;
323 }
324
325
326 float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
327 {
328         float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
329         hselect = rangelim(hselect, 0.0, 1.0);
330
331         float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
332
333         noise_terrain_base->np.persist = persist;
334         float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
335
336         noise_terrain_alt->np.persist = persist;
337         float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
338
339         if (height_alt > height_base)
340                 return height_alt;
341
342         return (height_base * hselect) + (height_alt * (1.0 - hselect));
343 }
344
345
346 float MapgenV7::baseTerrainLevelFromMap(int index)
347 {
348         float hselect     = rangelim(noise_height_select->result[index], 0.0, 1.0);
349         float height_base = noise_terrain_base->result[index];
350         float height_alt  = noise_terrain_alt->result[index];
351
352         if (height_alt > height_base)
353                 return height_alt;
354
355         return (height_base * hselect) + (height_alt * (1.0 - hselect));
356 }
357
358
359 bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
360 {
361         float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
362         float density_gradient = -((float)y / mnt_h_n);
363         float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
364
365         return mnt_n + density_gradient >= 0.0;
366 }
367
368
369 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
370 {
371         float mounthn = noise_mount_height->result[idx_xz];
372         float density_gradient = -((float)y / mounthn);
373         float mountn = noise_mountain->result[idx_xyz];
374
375         return mountn + density_gradient >= 0.0;
376 }
377
378
379 bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y)
380 {
381         // Make rim 2 nodes thick to match floatland base terrain
382         float density_gradient = (y >= floatland_level) ?
383                 -pow((float)(y - floatland_level) / float_mount_height, 0.75f) :
384                 -pow((float)(floatland_level - 1 - y) / float_mount_height, 0.75f);
385
386         float floatn = noise_mountain->result[idx_xyz] + float_mount_density;
387
388         return floatn + density_gradient >= 0.0f;
389 }
390
391
392 void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max, int idx_xz)
393 {
394         // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
395         s16 base_min = MAX_MAP_GENERATION_LIMIT + 1;
396         s16 base_max = MAX_MAP_GENERATION_LIMIT;
397
398         float n_base = noise_floatland_base->result[idx_xz];
399         if (n_base > 0.0f) {
400                 float n_base_height = noise_float_base_height->result[idx_xz];
401                 float amp = n_base * n_base_height;
402                 float ridge = n_base_height / 3.0f;
403                 base_min = floatland_level - amp / 1.5f;
404
405                 if (amp > ridge * 2.0f) {
406                         // Lake bed
407                         base_max = floatland_level - (amp - ridge * 2.0f) / 2.0f;
408                 } else {
409                         // Hills and ridges
410                         float diff = fabs(amp - ridge) / ridge;
411                         // Smooth ridges using the 'smoothstep function'
412                         float smooth_diff = diff * diff * (3.0f - 2.0f * diff);
413                         base_max = floatland_level + ridge - smooth_diff * ridge;
414                 }
415         }
416
417         *float_base_min = base_min;
418         *float_base_max = base_max;
419 }
420
421
422 int MapgenV7::generateTerrain()
423 {
424         MapNode n_air(CONTENT_AIR);
425         MapNode n_stone(c_stone);
426         MapNode n_water(c_water_source);
427
428         //// Calculate noise for terrain generation
429         noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z);
430         float *persistmap = noise_terrain_persist->result;
431
432         noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap);
433         noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
434         noise_height_select->perlinMap2D(node_min.X, node_min.Z);
435
436         if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) {
437                 noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
438         }
439
440         if (spflags & MGV7_MOUNTAINS) {
441                 noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
442         }
443
444         if (spflags & MGV7_FLOATLANDS) {
445                 noise_floatland_base->perlinMap2D(node_min.X, node_min.Z);
446                 noise_float_base_height->perlinMap2D(node_min.X, node_min.Z);
447         }
448
449         //// Place nodes
450         v3s16 em = vm->m_area.getExtent();
451         s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
452         u32 index2d = 0;
453
454         for (s16 z = node_min.Z; z <= node_max.Z; z++)
455         for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
456                 s16 surface_y = baseTerrainLevelFromMap(index2d);
457                 if (surface_y > stone_surface_max_y)
458                         stone_surface_max_y = surface_y;
459
460                 // Get extent of floatland base terrain
461                 // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
462                 s16 float_base_min = MAX_MAP_GENERATION_LIMIT + 1;
463                 s16 float_base_max = MAX_MAP_GENERATION_LIMIT;
464                 if (spflags & MGV7_FLOATLANDS)
465                         floatBaseExtentFromMap(&float_base_min, &float_base_max, index2d);
466
467                 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
468                 u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
469
470                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
471                         if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
472                                 if (y <= surface_y) {
473                                         vm->m_data[vi] = n_stone;  // Base terrain
474                                 } else if ((spflags & MGV7_MOUNTAINS) &&
475                                                 getMountainTerrainFromMap(index3d, index2d, y)) {
476                                         vm->m_data[vi] = n_stone;  // Mountain terrain
477                                         if (y > stone_surface_max_y)
478                                                 stone_surface_max_y = y;
479                                 } else if ((spflags & MGV7_FLOATLANDS) &&
480                                                 ((y >= float_base_min && y <= float_base_max) ||
481                                                 getFloatlandMountainFromMap(index3d, index2d, y))) {
482                                         vm->m_data[vi] = n_stone;  // Floatland terrain
483                                         stone_surface_max_y = node_max.Y;
484                                 } else if (y <= water_level) {
485                                         vm->m_data[vi] = n_water;  // Ground level water
486                                 } else if ((spflags & MGV7_FLOATLANDS) &&
487                                                 (y >= float_base_max && y <= floatland_level)) {
488                                         vm->m_data[vi] = n_water;  // Floatland water
489                                 } else {
490                                         vm->m_data[vi] = n_air;
491                                 }
492                         }
493                         vm->m_area.add_y(em, vi, 1);
494                         index3d += ystride;
495                 }
496         }
497
498         return stone_surface_max_y;
499 }
500
501
502 void MapgenV7::generateRidgeTerrain()
503 {
504         if ((node_max.Y < water_level - 16) || (node_max.Y > shadow_limit))
505                 return;
506
507         noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
508         noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
509
510         MapNode n_water(c_water_source);
511         MapNode n_air(CONTENT_AIR);
512         u32 index = 0;
513         float width = 0.2;
514
515         for (s16 z = node_min.Z; z <= node_max.Z; z++)
516         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
517                 u32 vi = vm->m_area.index(node_min.X, y, z);
518                 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
519                         int j = (z - node_min.Z) * csize.X + (x - node_min.X);
520
521                         float uwatern = noise_ridge_uwater->result[j] * 2;
522                         if (fabs(uwatern) > width)
523                                 continue;
524
525                         float altitude = y - water_level;
526                         float height_mod = (altitude + 17) / 2.5;
527                         float width_mod  = width - fabs(uwatern);
528                         float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
529
530                         if (nridge + width_mod * height_mod < 0.6)
531                                 continue;
532
533                         vm->m_data[vi] = (y > water_level) ? n_air : n_water;
534                 }
535         }
536 }
537
538
539 ////////////////////////////////////////////////////////////////////////////////
540 //// Code Boneyard
541 ////
542 //// Much of the stuff here has potential to become useful again at some point
543 //// in the future, but we don't want it to get lost or forgotten in version
544 //// control.
545 ////
546
547 #if 0
548 int MapgenV7::generateMountainTerrain(s16 ymax)
549 {
550         MapNode n_stone(c_stone);
551         u32 j = 0;
552
553         for (s16 z = node_min.Z; z <= node_max.Z; z++)
554         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
555                 u32 vi = vm->m_area.index(node_min.X, y, z);
556                 for (s16 x = node_min.X; x <= node_max.X; x++) {
557                         int index = (z - node_min.Z) * csize.X + (x - node_min.X);
558                         content_t c = vm->m_data[vi].getContent();
559
560                         if (getMountainTerrainFromMap(j, index, y)
561                                         && (c == CONTENT_AIR || c == c_water_source)) {
562                                 vm->m_data[vi] = n_stone;
563                                 if (y > ymax)
564                                         ymax = y;
565                         }
566
567                         vi++;
568                         j++;
569                 }
570         }
571
572         return ymax;
573 }
574 #endif
575
576
577 #if 0
578 void MapgenV7::carveRivers() {
579         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
580         MapNode n_stone(c_stone);
581         u32 index = 0;
582
583         int river_depth = 4;
584
585         for (s16 z = node_min.Z; z <= node_max.Z; z++)
586         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
587                 float terrain_mod  = noise_terrain_mod->result[index];
588                 NoiseParams *np = noise_terrain_river->np;
589                 np.persist = noise_terrain_persist->result[index];
590                 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
591                 float height = terrain_river * (1 - abs(terrain_mod)) *
592                                                 noise_terrain_river->np.scale;
593                 height = log(height * height); //log(h^3) is pretty interesting for terrain
594
595                 s16 y = heightmap[index];
596                 if (height < 1.0 && y > river_depth &&
597                         y - river_depth >= node_min.Y && y <= node_max.Y) {
598
599                         for (s16 ry = y; ry != y - river_depth; ry--) {
600                                 u32 vi = vm->m_area.index(x, ry, z);
601                                 vm->m_data[vi] = n_air;
602                         }
603
604                         u32 vi = vm->m_area.index(x, y - river_depth, z);
605                         vm->m_data[vi] = n_water_source;
606                 }
607         }
608 }
609 #endif
610
611
612 #if 0
613 void MapgenV7::addTopNodes()
614 {
615         v3s16 em = vm->m_area.getExtent();
616         s16 ntopnodes;
617         u32 index = 0;
618
619         for (s16 z = node_min.Z; z <= node_max.Z; z++)
620         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
621                 Biome *biome = bmgr->biomes[biomemap[index]];
622
623                 //////////////////// First, add top nodes below the ridge
624                 s16 y = ridge_heightmap[index];
625
626                 // This cutoff is good enough, but not perfect.
627                 // It will cut off potentially placed top nodes at chunk boundaries
628                 if (y < node_min.Y)
629                         continue;
630                 if (y > node_max.Y) {
631                         y = node_max.Y; // Let's see if we can still go downward anyway
632                         u32 vi = vm->m_area.index(x, y, z);
633                         content_t c = vm->m_data[vi].getContent();
634                         if (ndef->get(c).walkable)
635                                 continue;
636                 }
637
638                 // N.B.  It is necessary to search downward since ridge_heightmap[i]
639                 // might not be the actual height, just the lowest part in the chunk
640                 // where a ridge had been carved
641                 u32 i = vm->m_area.index(x, y, z);
642                 for (; y >= node_min.Y; y--) {
643                         content_t c = vm->m_data[i].getContent();
644                         if (ndef->get(c).walkable)
645                                 break;
646                         vm->m_area.add_y(em, i, -1);
647                 }
648
649                 if (y != node_min.Y - 1 && y >= water_level) {
650                         ridge_heightmap[index] = y; //update ridgeheight
651                         ntopnodes = biome->top_depth;
652                         for (; y <= node_max.Y && ntopnodes; y++) {
653                                 ntopnodes--;
654                                 vm->m_data[i] = MapNode(biome->c_top);
655                                 vm->m_area.add_y(em, i, 1);
656                         }
657                         // If dirt, grow grass on it.
658                         if (y > water_level - 10 &&
659                                 vm->m_data[i].getContent() == CONTENT_AIR) {
660                                 vm->m_area.add_y(em, i, -1);
661                                 if (vm->m_data[i].getContent() == c_dirt)
662                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
663                         }
664                 }
665
666                 //////////////////// Now, add top nodes on top of the ridge
667                 y = heightmap[index];
668                 if (y > node_max.Y) {
669                         y = node_max.Y; // Let's see if we can still go downward anyway
670                         u32 vi = vm->m_area.index(x, y, z);
671                         content_t c = vm->m_data[vi].getContent();
672                         if (ndef->get(c).walkable)
673                                 continue;
674                 }
675
676                 i = vm->m_area.index(x, y, z);
677                 for (; y >= node_min.Y; y--) {
678                         content_t c = vm->m_data[i].getContent();
679                         if (ndef->get(c).walkable)
680                                 break;
681                         vm->m_area.add_y(em, i, -1);
682                 }
683
684                 if (y != node_min.Y - 1) {
685                         ntopnodes = biome->top_depth;
686                         // Let's see if we've already added it...
687                         if (y == ridge_heightmap[index] + ntopnodes - 1)
688                                 continue;
689
690                         for (; y <= node_max.Y && ntopnodes; y++) {
691                                 ntopnodes--;
692                                 vm->m_data[i] = MapNode(biome->c_top);
693                                 vm->m_area.add_y(em, i, 1);
694                         }
695                         // If dirt, grow grass on it.
696                         if (y > water_level - 10 &&
697                                 vm->m_data[i].getContent() == CONTENT_AIR) {
698                                 vm->m_area.add_y(em, i, -1);
699                                 if (vm->m_data[i].getContent() == c_dirt)
700                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
701                         }
702                 }
703         }
704 }
705 #endif