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1 /*
2 Minetest
3 Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU Lesser General Public License for more details.
14
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20
21 #include "mapgen.h"
22 #include "voxel.h"
23 #include "noise.h"
24 #include "mapblock.h"
25 #include "mapnode.h"
26 #include "map.h"
27 #include "content_sao.h"
28 #include "nodedef.h"
29 #include "voxelalgorithms.h"
30 #include "profiler.h"
31 #include "settings.h" // For g_settings
32 #include "main.h" // For g_profiler
33 #include "emerge.h"
34 #include "dungeongen.h"
35 #include "cavegen.h"
36 #include "treegen.h"
37 #include "biome.h"
38 #include "mapgen_v7.h"
39
40
41 FlagDesc flagdesc_mapgen_v7[] = {
42         {"mountains", MGV7_MOUNTAINS},
43         {"ridges",    MGV7_RIDGES},
44         {NULL,        0}
45 };
46
47 ///////////////////////////////////////////////////////////////////////////////
48
49
50 MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge) {
51         this->generating  = false;
52         this->id     = mapgenid;
53         this->emerge = emerge;
54         this->bmgr   = emerge->biomedef;
55
56         this->seed        = (int)params->seed;
57         this->water_level = params->water_level;
58         this->flags       = params->flags;
59         this->gennotify   = emerge->gennotify;
60
61         this->csize   = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
62
63         //// amount of elements to skip for the next index
64         //// for noise/height/biome maps (not vmanip)
65         this->ystride = csize.X;
66         this->zstride = csize.X * csize.Y;
67
68         this->biomemap  = new u8[csize.X * csize.Z];
69         this->heightmap = new s16[csize.X * csize.Z];
70         this->ridge_heightmap = new s16[csize.X * csize.Z];
71
72         MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
73
74         //// Terrain noise
75         noise_terrain_base    = new Noise(&sp->np_terrain_base,    seed, csize.X, csize.Z);
76         noise_terrain_alt     = new Noise(&sp->np_terrain_alt,     seed, csize.X, csize.Z);
77         noise_terrain_persist = new Noise(&sp->np_terrain_persist, seed, csize.X, csize.Z);
78         noise_height_select   = new Noise(&sp->np_height_select,   seed, csize.X, csize.Z);
79         noise_filler_depth    = new Noise(&sp->np_filler_depth,    seed, csize.X, csize.Z);
80         noise_mount_height    = new Noise(&sp->np_mount_height,    seed, csize.X, csize.Z);
81         noise_ridge_uwater    = new Noise(&sp->np_ridge_uwater,    seed, csize.X, csize.Z);
82
83         //// 3d terrain noise
84         noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y, csize.Z);
85         noise_ridge    = new Noise(&sp->np_ridge,    seed, csize.X, csize.Y, csize.Z);
86
87         //// Biome noise
88         noise_heat     = new Noise(bmgr->np_heat,     seed, csize.X, csize.Z);
89         noise_humidity = new Noise(bmgr->np_humidity, seed, csize.X, csize.Z);
90
91         //// Resolve nodes to be used
92         INodeDefManager *ndef = emerge->ndef;
93
94         c_stone           = ndef->getId("mapgen_stone");
95         c_dirt            = ndef->getId("mapgen_dirt");
96         c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
97         c_sand            = ndef->getId("mapgen_sand");
98         c_water_source    = ndef->getId("mapgen_water_source");
99         c_lava_source     = ndef->getId("mapgen_lava_source");
100         c_ice             = ndef->getId("default:ice");
101         if (c_ice == CONTENT_IGNORE)
102                 c_ice = CONTENT_AIR;
103 }
104
105
106 MapgenV7::~MapgenV7() {
107         delete noise_terrain_base;
108         delete noise_terrain_persist;
109         delete noise_height_select;
110         delete noise_terrain_alt;
111         delete noise_filler_depth;
112         delete noise_mount_height;
113         delete noise_ridge_uwater;
114         delete noise_mountain;
115         delete noise_ridge;
116
117         delete noise_heat;
118         delete noise_humidity;
119         
120         delete[] ridge_heightmap;
121         delete[] heightmap;
122         delete[] biomemap;
123 }
124
125
126 MapgenV7Params::MapgenV7Params() {
127         spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
128
129         np_terrain_base    = NoiseParams(4,    70,  v3f(300, 300, 300), 82341, 6, 0.7);
130         np_terrain_alt     = NoiseParams(4,    25,  v3f(600, 600, 600), 5934,  5, 0.6);
131         np_terrain_persist = NoiseParams(0.6,  0.1, v3f(500, 500, 500), 539,   3, 0.6);
132         np_height_select   = NoiseParams(-0.5, 1,   v3f(250, 250, 250), 4213,  5, 0.69);
133         np_filler_depth    = NoiseParams(0,    1.2, v3f(150, 150, 150), 261,   4, 0.7);
134         np_mount_height    = NoiseParams(100,  30,  v3f(500, 500, 500), 72449, 4, 0.6);
135         np_ridge_uwater    = NoiseParams(0,    1,   v3f(500, 500, 500), 85039, 4, 0.6);
136         np_mountain        = NoiseParams(0,    1,   v3f(250, 350, 250), 5333,  5, 0.68);
137         np_ridge           = NoiseParams(0,    1,   v3f(100, 100, 100), 6467,  4, 0.75);
138 }
139
140
141 void MapgenV7Params::readParams(Settings *settings) {
142         settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
143
144         settings->getNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
145         settings->getNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
146         settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
147         settings->getNoiseParams("mgv7_np_height_select",   np_height_select);
148         settings->getNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
149         settings->getNoiseParams("mgv7_np_mount_height",    np_mount_height);
150         settings->getNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
151         settings->getNoiseParams("mgv7_np_mountain",        np_mountain);
152         settings->getNoiseParams("mgv7_np_ridge",           np_ridge);
153 }
154
155
156 void MapgenV7Params::writeParams(Settings *settings) {
157         settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, (u32)-1);
158
159         settings->setNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
160         settings->setNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
161         settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
162         settings->setNoiseParams("mgv7_np_height_select",   np_height_select);
163         settings->setNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
164         settings->setNoiseParams("mgv7_np_mount_height",    np_mount_height);
165         settings->setNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
166         settings->setNoiseParams("mgv7_np_mountain",        np_mountain);
167         settings->setNoiseParams("mgv7_np_ridge",           np_ridge);
168 }
169
170
171 ///////////////////////////////////////
172
173
174 int MapgenV7::getGroundLevelAtPoint(v2s16 p) {
175         // Base terrain calculation
176         s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
177         
178         // Ridge/river terrain calculation
179         float width = 0.3;
180         float uwatern = NoisePerlin2DNoTxfm(noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
181         // actually computing the depth of the ridge is much more expensive;
182         // if inside a river, simply guess
183         if (uwatern >= -width && uwatern <= width)
184                 return water_level - 10;
185         
186         // Mountain terrain calculation
187         int iters = 128; // don't even bother iterating more than 128 times..
188         while (iters--) {
189                 //current point would have been air
190                 if (!getMountainTerrainAtPoint(p.X, y, p.Y))
191                         return y;
192                         
193                 y++;
194         }
195
196         return y;
197 }
198
199
200 void MapgenV7::makeChunk(BlockMakeData *data) {
201         assert(data->vmanip);
202         assert(data->nodedef);
203         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
204                    data->blockpos_requested.Y >= data->blockpos_min.Y &&
205                    data->blockpos_requested.Z >= data->blockpos_min.Z);
206         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
207                    data->blockpos_requested.Y <= data->blockpos_max.Y &&
208                    data->blockpos_requested.Z <= data->blockpos_max.Z);
209                         
210         this->generating = true;
211         this->vm   = data->vmanip;      
212         this->ndef = data->nodedef;
213         //TimeTaker t("makeChunk");
214         
215         v3s16 blockpos_min = data->blockpos_min;
216         v3s16 blockpos_max = data->blockpos_max;
217         node_min = blockpos_min * MAP_BLOCKSIZE;
218         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
219         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
220         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
221
222         blockseed = emerge->getBlockSeed(full_node_min);  //////use getBlockSeed2()!
223         
224         // Make some noise
225         calculateNoise();
226         
227         // Generate base terrain, mountains, and ridges with initial heightmaps
228         s16 stone_surface_max_y = generateTerrain();
229         
230         updateHeightmap(node_min, node_max);
231         
232         // Calculate biomes
233         BiomeNoiseInput binput;
234         binput.mapsize      = v2s16(csize.X, csize.Z);
235         binput.heat_map     = noise_heat->result;
236         binput.humidity_map = noise_humidity->result;
237         binput.height_map   = heightmap;
238         bmgr->calcBiomes(&binput, biomemap);
239         
240         // Actually place the biome-specific nodes and what not
241         generateBiomes();
242
243         if (flags & MG_CAVES)
244                 generateCaves(stone_surface_max_y);
245
246         if (flags & MG_DUNGEONS) {
247                 DungeonGen dgen(this, NULL);
248                 dgen.generate(blockseed, full_node_min, full_node_max);
249         }
250
251         for (size_t i = 0; i != emerge->decorations.size(); i++) {
252                 Decoration *deco = emerge->decorations[i];
253                 deco->placeDeco(this, blockseed + i, node_min, node_max);
254         }
255
256         for (size_t i = 0; i != emerge->ores.size(); i++) {
257                 Ore *ore = emerge->ores[i];
258                 ore->placeOre(this, blockseed + i, node_min, node_max);
259         }
260         
261         // Sprinkle some dust on top after everything else was generated
262         dustTopNodes();
263         
264         //printf("makeChunk: %dms\n", t.stop());
265         
266         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
267         
268         if (flags & MG_LIGHT)
269                 calcLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
270                                          node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
271         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
272         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
273         
274         this->generating = false;
275 }
276
277
278 void MapgenV7::calculateNoise() {
279         //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
280         int x = node_min.X;
281         int y = node_min.Y;
282         int z = node_min.Z;
283         
284         noise_height_select->perlinMap2D(x, z);
285         noise_height_select->transformNoiseMap();
286         
287         noise_terrain_persist->perlinMap2D(x, z);
288         noise_terrain_persist->transformNoiseMap();
289         float *persistmap = noise_terrain_persist->result;
290         for (int i = 0; i != csize.X * csize.Z; i++)
291                 persistmap[i] = rangelim(persistmap[i], 0.4, 0.9);
292         
293         noise_terrain_base->perlinMap2DModulated(x, z, persistmap);
294         noise_terrain_base->transformNoiseMap();
295         
296         noise_terrain_alt->perlinMap2DModulated(x, z, persistmap);
297         noise_terrain_alt->transformNoiseMap();
298         
299         noise_filler_depth->perlinMap2D(x, z);
300         
301         if (spflags & MGV7_MOUNTAINS) {
302                 noise_mountain->perlinMap3D(x, y, z);
303                 noise_mount_height->perlinMap2D(x, z);
304                 noise_mount_height->transformNoiseMap();
305         }
306
307         if (spflags & MGV7_RIDGES) {
308                 noise_ridge->perlinMap3D(x, y, z);
309                 noise_ridge_uwater->perlinMap2D(x, z);
310         }
311         
312         noise_heat->perlinMap2D(x, z);
313         noise_humidity->perlinMap2D(x, z);
314         
315         //printf("calculateNoise: %dus\n", t.stop());
316 }
317
318
319 Biome *MapgenV7::getBiomeAtPoint(v3s16 p) {
320         float heat      = NoisePerlin2D(bmgr->np_heat, p.X, p.Z, seed);
321         float humidity  = NoisePerlin2D(bmgr->np_humidity, p.X, p.Z, seed);
322         s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
323         
324         return bmgr->getBiome(heat, humidity, groundlevel);
325 }
326
327 //needs to be updated
328 float MapgenV7::baseTerrainLevelAtPoint(int x, int z) {
329         float hselect = NoisePerlin2D(noise_height_select->np, x, z, seed);
330         hselect = rangelim(hselect, 0.0, 1.0);
331         
332         float persist = NoisePerlin2D(noise_terrain_persist->np, x, z, seed);
333         persist = rangelim(persist, 0.4, 0.9);
334
335         noise_terrain_base->np->persist = persist;
336         float height_base = NoisePerlin2D(noise_terrain_base->np, x, z, seed);
337
338         noise_terrain_alt->np->persist = persist;
339         float height_alt = NoisePerlin2D(noise_terrain_alt->np, x, z, seed);
340
341         if (height_alt > height_base)
342                 return height_alt;
343                 
344         return (height_base * hselect) + (height_alt * (1.0 - hselect));
345 }
346
347
348 float MapgenV7::baseTerrainLevelFromMap(int index) {
349         float hselect     = rangelim(noise_height_select->result[index], 0.0, 1.0);
350         float height_base = noise_terrain_base->result[index];
351         float height_alt  = noise_terrain_alt->result[index];
352         
353         if (height_alt > height_base)
354                 return height_alt;
355
356         return (height_base * hselect) + (height_alt * (1.0 - hselect));
357 }
358
359
360 bool MapgenV7::getMountainTerrainAtPoint(int x, int y, int z) {
361         float mnt_h_n = NoisePerlin2D(noise_mount_height->np, x, z, seed);
362         float height_modifier = -((float)y / rangelim(mnt_h_n, 80.0, 150.0));
363         float mnt_n = NoisePerlin3D(noise_mountain->np, x, y, z, seed);
364
365         return mnt_n + height_modifier >= 0.6;
366 }
367
368
369 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, int y) {
370         float mounthn = noise_mount_height->result[idx_xz];
371         float height_modifier = -((float)y / rangelim(mounthn, 80.0, 150.0));
372         return (noise_mountain->result[idx_xyz] + height_modifier >= 0.6);
373 }
374
375
376 #if 0
377 void MapgenV7::carveRivers() {
378         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
379         MapNode n_stone(c_stone);
380         u32 index = 0;
381         
382         int river_depth = 4;
383
384         for (s16 z = node_min.Z; z <= node_max.Z; z++)
385         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
386                 float terrain_mod  = noise_terrain_mod->result[index];
387                 NoiseParams *np = noise_terrain_river->np;
388                 np->persist = noise_terrain_persist->result[index];
389                 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
390                 float height = terrain_river * (1 - abs(terrain_mod)) *
391                                                 noise_terrain_river->np->scale;
392                 height = log(height * height); //log(h^3) is pretty interesting for terrain
393                 
394                 s16 y = heightmap[index];
395                 if (height < 1.0 && y > river_depth &&
396                         y - river_depth >= node_min.Y && y <= node_max.Y) {
397                         
398                         for (s16 ry = y; ry != y - river_depth; ry--) {
399                                 u32 vi = vm->m_area.index(x, ry, z);
400                                 vm->m_data[vi] = n_air;
401                         }
402                         
403                         u32 vi = vm->m_area.index(x, y - river_depth, z);
404                         vm->m_data[vi] = n_water_source;
405                 }
406         }
407 }
408 #endif
409
410
411 int MapgenV7::generateTerrain() {
412         int ymax = generateBaseTerrain();
413
414         if (spflags & MGV7_MOUNTAINS)
415                 generateMountainTerrain();
416
417         if (spflags & MGV7_RIDGES)
418                 generateRidgeTerrain();
419                 
420         return ymax;
421 }
422
423
424 int MapgenV7::generateBaseTerrain() {
425         MapNode n_air(CONTENT_AIR);
426         MapNode n_stone(c_stone);
427         MapNode n_water(c_water_source);
428         
429         int stone_surface_max_y = -MAP_GENERATION_LIMIT;
430         v3s16 em = vm->m_area.getExtent();
431         u32 index = 0;
432         
433         for (s16 z = node_min.Z; z <= node_max.Z; z++)
434         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
435                 float surface_height = baseTerrainLevelFromMap(index);
436                 s16 surface_y = (s16)surface_height;
437                 
438                 heightmap[index]       = surface_y; 
439                 ridge_heightmap[index] = surface_y;
440                 
441                 if (surface_y > stone_surface_max_y)
442                         stone_surface_max_y = surface_y;
443
444                 u32 i = vm->m_area.index(x, node_min.Y, z);             
445                 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
446                         if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
447                                 if (y <= surface_y)
448                                         vm->m_data[i] = n_stone;
449                                 else if (y <= water_level)
450                                         vm->m_data[i] = n_water;
451                                 else
452                                         vm->m_data[i] = n_air;
453                         }
454                         vm->m_area.add_y(em, i, 1);
455                 }
456         }
457         
458         return stone_surface_max_y;
459 }
460
461
462 void MapgenV7::generateMountainTerrain() {
463         if (node_max.Y <= water_level)
464                 return;
465                 
466         MapNode n_stone(c_stone);
467         u32 j = 0;
468         
469         for (s16 z = node_min.Z; z <= node_max.Z; z++)
470         for (s16 y = node_min.Y; y <= node_max.Y; y++) {
471                 u32 vi = vm->m_area.index(node_min.X, y, z);
472                 for (s16 x = node_min.X; x <= node_max.X; x++) {
473                         int index = (z - node_min.Z) * csize.X + (x - node_min.X);
474
475                         if (getMountainTerrainFromMap(j, index, y))
476                                 vm->m_data[vi] = n_stone;
477                                 
478                         vi++;
479                         j++;
480                 }
481         }
482 }
483
484
485 void MapgenV7::generateRidgeTerrain() {
486         MapNode n_water(c_water_source);
487         MapNode n_air(CONTENT_AIR);
488         u32 index = 0;
489         
490         for (s16 z = node_min.Z; z <= node_max.Z; z++)
491         for (s16 y = node_min.Y; y <= node_max.Y; y++) {
492                 u32 vi = vm->m_area.index(node_min.X, y, z);
493                 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
494                         int j = (z - node_min.Z) * csize.X + (x - node_min.X);
495                         
496                         if (heightmap[j] < water_level - 4)
497                                 continue;
498                         
499                         float widthn = (noise_terrain_persist->result[j] - 0.6) / 0.1;
500                         //widthn = rangelim(widthn, -0.05, 0.5);
501                         
502                         float width = 0.3; // TODO: figure out acceptable perlin noise values
503                         float uwatern = noise_ridge_uwater->result[j] * 2;
504                         if (uwatern < -width || uwatern > width)
505                                 continue;
506                         
507                         float height_mod = (float)(y + 17) / 2.5;
508                         float width_mod  = (width - fabs(uwatern));
509                         float nridge = noise_ridge->result[index] * (float)y / 7.0;
510
511                         if (y < water_level)
512                                 nridge = -fabs(nridge) * 3.0 * widthn * 0.3;
513                         
514                         if (nridge + width_mod * height_mod < 0.6)
515                                 continue;
516                         
517                         if (y < ridge_heightmap[j])
518                                 ridge_heightmap[j] = y - 1; 
519
520                         vm->m_data[vi] = (y > water_level) ? n_air : n_water;
521                 }
522         }
523 }
524
525
526 void MapgenV7::generateBiomes() {
527         if (node_max.Y < water_level)
528                 return;
529
530         MapNode n_air(CONTENT_AIR);
531         MapNode n_stone(c_stone);
532         MapNode n_water(c_water_source);
533
534         v3s16 em = vm->m_area.getExtent();
535         u32 index = 0;
536         
537         for (s16 z = node_min.Z; z <= node_max.Z; z++)
538         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
539                 Biome *biome  = bmgr->biomes[biomemap[index]];
540                 s16 dfiller   = biome->depth_filler + noise_filler_depth->result[index];
541                 s16 y0_top    = biome->depth_top;
542                 s16 y0_filler = biome->depth_filler + biome->depth_top + dfiller;
543                 
544                 s16 nplaced = 0;
545                 u32 i = vm->m_area.index(x, node_max.Y, z);     
546
547                 content_t c_above = vm->m_data[i + em.X].getContent();
548                 bool have_air = c_above == CONTENT_AIR;
549                 
550                 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
551                         content_t c = vm->m_data[i].getContent();
552                         
553                         // It could be the case that the elevation is equal to the chunk
554                         // boundary, but the chunk above has not been generated yet
555                         if (y == node_max.Y && c_above == CONTENT_IGNORE &&
556                                 y == heightmap[index] && c == c_stone) {
557                                 int j = (z - node_min.Z) * zstride +
558                                                 (y - node_min.Y) * ystride +
559                                                 (x - node_min.X);
560                                 have_air = !getMountainTerrainFromMap(j, index, y);
561                         }
562                         
563                         if (c == c_stone && have_air) {
564                                 content_t c_below = vm->m_data[i - em.X].getContent();
565                                 
566                                 if (c_below != CONTENT_AIR) {
567                                         if (nplaced < y0_top) {
568                                                 // A hack to prevent dirt_with_grass from being
569                                                 // placed below water.  TODO: fix later
570                                                 content_t c_place = ((y < water_level) &&
571                                                                 (biome->c_top == c_dirt_with_grass)) ?
572                                                                  c_dirt : biome->c_top;
573                                                 
574                                                 vm->m_data[i] = MapNode(c_place);
575                                                 nplaced++;
576                                         } else if (nplaced < y0_filler && nplaced >= y0_top) {
577                                                 vm->m_data[i] = MapNode(biome->c_filler);
578                                                 nplaced++;
579                                         } else {
580                                                 have_air = false;
581                                                 nplaced  = 0;
582                                         }
583                                 }
584                         } else if (c == c_water_source) {
585                                 have_air = true;
586                                 nplaced = 0;
587                                 vm->m_data[i] = MapNode(biome->c_water);
588                         } else if (c == CONTENT_AIR) {
589                                 have_air = true;
590                                 nplaced = 0;
591                         }
592                         
593                         vm->m_area.add_y(em, i, -1);
594                 }
595         }
596 }
597
598
599 void MapgenV7::dustTopNodes() {
600         v3s16 em = vm->m_area.getExtent();
601         u32 index = 0;
602         
603         if (water_level > node_max.Y)
604                 return;
605
606         for (s16 z = node_min.Z; z <= node_max.Z; z++)
607         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
608                 Biome *biome = bmgr->biomes[biomemap[index]];
609         
610                 if (biome->c_dust == CONTENT_IGNORE)
611                         continue;
612
613                 s16 y = node_max.Y;
614                 u32 vi = vm->m_area.index(x, y, z);
615                 for (; y >= node_min.Y; y--) {
616                         if (vm->m_data[vi].getContent() != CONTENT_AIR)
617                                 break;
618
619                         vm->m_area.add_y(em, vi, -1);
620                 }
621                         
622                 content_t c = vm->m_data[vi].getContent();
623                 if (c == biome->c_water && biome->c_dust_water != CONTENT_IGNORE) {
624                         if (y < node_min.Y)
625                                 continue;
626                                 
627                         vm->m_data[vi] = MapNode(biome->c_dust_water);
628                 } else if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE) {
629                         if (y == node_max.Y)
630                                 continue;
631                                 
632                         vm->m_area.add_y(em, vi, 1);
633                         vm->m_data[vi] = MapNode(biome->c_dust);
634                 }
635         }
636 }
637
638
639 #if 0
640 void MapgenV7::addTopNodes() {
641         v3s16 em = vm->m_area.getExtent();
642         s16 ntopnodes;
643         u32 index = 0;
644
645         for (s16 z = node_min.Z; z <= node_max.Z; z++)
646         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
647                 Biome *biome = bmgr->biomes[biomemap[index]];
648                 
649                 //////////////////// First, add top nodes below the ridge
650                 s16 y = ridge_heightmap[index];
651                 
652                 // This cutoff is good enough, but not perfect.
653                 // It will cut off potentially placed top nodes at chunk boundaries
654                 if (y < node_min.Y)
655                         continue;
656                 if (y > node_max.Y) {
657                         y = node_max.Y; // Let's see if we can still go downward anyway
658                         u32 vi = vm->m_area.index(x, y, z);
659                         content_t c = vm->m_data[vi].getContent();
660                         if (ndef->get(c).walkable)
661                                 continue;
662                 }
663                 
664                 // N.B.  It is necessary to search downward since ridge_heightmap[i]
665                 // might not be the actual height, just the lowest part in the chunk
666                 // where a ridge had been carved
667                 u32 i = vm->m_area.index(x, y, z);
668                 for (; y >= node_min.Y; y--) {
669                         content_t c = vm->m_data[i].getContent();
670                         if (ndef->get(c).walkable)
671                                 break;
672                         vm->m_area.add_y(em, i, -1);
673                 }
674
675                 if (y != node_min.Y - 1 && y >= water_level) {
676                         ridge_heightmap[index] = y; //update ridgeheight
677                         ntopnodes = biome->top_depth;
678                         for (; y <= node_max.Y && ntopnodes; y++) {
679                                 ntopnodes--;
680                                 vm->m_data[i] = MapNode(biome->c_top);
681                                 vm->m_area.add_y(em, i, 1);
682                         }
683                         // If dirt, grow grass on it.
684                         if (y > water_level - 10 &&
685                                 vm->m_data[i].getContent() == CONTENT_AIR) {
686                                 vm->m_area.add_y(em, i, -1);
687                                 if (vm->m_data[i].getContent() == c_dirt)
688                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
689                         }
690                 }
691                 
692                 //////////////////// Now, add top nodes on top of the ridge
693                 y = heightmap[index];
694                 if (y > node_max.Y) {
695                         y = node_max.Y; // Let's see if we can still go downward anyway
696                         u32 vi = vm->m_area.index(x, y, z);
697                         content_t c = vm->m_data[vi].getContent();
698                         if (ndef->get(c).walkable)
699                                 continue;
700                 }
701
702                 i = vm->m_area.index(x, y, z);
703                 for (; y >= node_min.Y; y--) {
704                         content_t c = vm->m_data[i].getContent();
705                         if (ndef->get(c).walkable)
706                                 break;
707                         vm->m_area.add_y(em, i, -1);
708                 }
709
710                 if (y != node_min.Y - 1) {
711                         ntopnodes = biome->top_depth;
712                         // Let's see if we've already added it...
713                         if (y == ridge_heightmap[index] + ntopnodes - 1)
714                                 continue;
715
716                         for (; y <= node_max.Y && ntopnodes; y++) {
717                                 ntopnodes--;
718                                 vm->m_data[i] = MapNode(biome->c_top);
719                                 vm->m_area.add_y(em, i, 1);
720                         }
721                         // If dirt, grow grass on it.
722                         if (y > water_level - 10 &&
723                                 vm->m_data[i].getContent() == CONTENT_AIR) {
724                                 vm->m_area.add_y(em, i, -1);
725                                 if (vm->m_data[i].getContent() == c_dirt)
726                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
727                         }
728                 }
729         }
730 }
731 #endif
732
733
734 NoiseParams nparams_v7_def_cave(6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50);
735
736 void MapgenV7::generateCaves(int max_stone_y) {
737         PseudoRandom ps(blockseed + 21343);
738
739         int volume_nodes = (node_max.X - node_min.X + 1) *
740                                            (node_max.Y - node_min.Y + 1) *
741                                            (node_max.Z - node_min.Z + 1);
742         float cave_amount = NoisePerlin2D(&nparams_v7_def_cave,
743                                                                 node_min.X, node_min.Y, seed);
744
745         u32 caves_count = MYMAX(0.0, cave_amount) * volume_nodes / 250000;
746         for (u32 i = 0; i < caves_count; i++) {
747                 CaveV7 cave(this, &ps, false);
748                 cave.makeCave(node_min, node_max, max_stone_y);
749         }
750
751         u32 bruises_count = (ps.range(1, 8) == 1) ? ps.range(0, ps.range(0, 2)) : 1;
752         for (u32 i = 0; i < bruises_count; i++) {
753                 CaveV7 cave(this, &ps, true);
754                 cave.makeCave(node_min, node_max, max_stone_y);
755         }
756 }