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