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1 /*
2 Minetest
3 Copyright (C) 2013-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Copyright (C) 2014-2017 paramat
5
6 This program is free software; you can redistribute it and/or modify
7 it under the terms of the GNU Lesser General Public License as published by
8 the Free Software Foundation; either version 2.1 of the License, or
9 (at your option) any later version.
10
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14 GNU Lesser General Public License for more details.
15
16 You should have received a copy of the GNU Lesser General Public License along
17 with this program; if not, write to the Free Software Foundation, Inc.,
18 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
19 */
20
21
22 #include "mapgen.h"
23 #include "voxel.h"
24 #include "noise.h"
25 #include "mapblock.h"
26 #include "mapnode.h"
27 #include "map.h"
28 #include "content_sao.h"
29 #include "nodedef.h"
30 #include "voxelalgorithms.h"
31 //#include "profiler.h" // For TimeTaker
32 #include "settings.h" // For g_settings
33 #include "emerge.h"
34 #include "dungeongen.h"
35 #include "cavegen.h"
36 #include "mg_biome.h"
37 #include "mg_ore.h"
38 #include "mg_decoration.h"
39 #include "mapgen_v7.h"
40
41
42 FlagDesc flagdesc_mapgen_v7[] = {
43         {"mountains",  MGV7_MOUNTAINS},
44         {"ridges",     MGV7_RIDGES},
45         {"floatlands", MGV7_FLOATLANDS},
46         {"caverns",    MGV7_CAVERNS},
47         {NULL,         0}
48 };
49
50
51 ///////////////////////////////////////////////////////////////////////////////
52
53
54 MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge)
55         : MapgenBasic(mapgenid, params, emerge)
56 {
57         spflags             = params->spflags;
58         cave_width          = params->cave_width;
59         large_cave_depth    = params->large_cave_depth;
60         lava_depth          = params->lava_depth;
61         float_mount_density = params->float_mount_density;
62         floatland_level     = params->floatland_level;
63         shadow_limit        = params->shadow_limit;
64         cavern_limit        = params->cavern_limit;
65         cavern_taper        = params->cavern_taper;
66         cavern_threshold    = params->cavern_threshold;
67
68         // This is to avoid a divide-by-zero.
69         // Parameter will be saved to map_meta.txt in limited form.
70         params->float_mount_height = MYMAX(params->float_mount_height, 1.0f);
71         float_mount_height   = params->float_mount_height;
72
73         // 2D noise
74         noise_terrain_base    = new Noise(&params->np_terrain_base,    seed, csize.X, csize.Z);
75         noise_terrain_alt     = new Noise(&params->np_terrain_alt,     seed, csize.X, csize.Z);
76         noise_terrain_persist = new Noise(&params->np_terrain_persist, seed, csize.X, csize.Z);
77         noise_height_select   = new Noise(&params->np_height_select,   seed, csize.X, csize.Z);
78         noise_filler_depth    = new Noise(&params->np_filler_depth,    seed, csize.X, csize.Z);
79
80         if (spflags & MGV7_MOUNTAINS)
81                 noise_mount_height = new Noise(&params->np_mount_height, seed, csize.X, csize.Z);
82
83         if (spflags & MGV7_FLOATLANDS) {
84                 noise_floatland_base    = new Noise(&params->np_floatland_base,    seed, csize.X, csize.Z);
85                 noise_float_base_height = new Noise(&params->np_float_base_height, seed, csize.X, csize.Z);
86         }
87
88         if (spflags & MGV7_RIDGES) {
89                 noise_ridge_uwater = new Noise(&params->np_ridge_uwater, seed, csize.X, csize.Z);
90         // 3D noise, 1-up 1-down overgeneration
91                 noise_ridge = new Noise(&params->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
92         }
93         // 3D noise, 1 up, 1 down overgeneration
94         if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
95                 noise_mountain = new Noise(&params->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
96         // 3D noise, 1 down overgeneration
97         MapgenBasic::np_cave1  = params->np_cave1;
98         MapgenBasic::np_cave2  = params->np_cave2;
99         MapgenBasic::np_cavern = params->np_cavern;
100 }
101
102
103 MapgenV7::~MapgenV7()
104 {
105         delete noise_terrain_base;
106         delete noise_terrain_alt;
107         delete noise_terrain_persist;
108         delete noise_height_select;
109         delete noise_filler_depth;
110
111         if (spflags & MGV7_MOUNTAINS)
112                 delete noise_mount_height;
113
114         if (spflags & MGV7_FLOATLANDS) {
115                 delete noise_floatland_base;
116                 delete noise_float_base_height;
117         }
118
119         if (spflags & MGV7_RIDGES) {
120                 delete noise_ridge_uwater;
121                 delete noise_ridge;
122         }
123
124         if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
125                 delete noise_mountain;
126 }
127
128
129 MapgenV7Params::MapgenV7Params()
130 {
131         np_terrain_base      = NoiseParams(4,    70,   v3f(600,  600,  600),  82341, 5, 0.6,  2.0);
132         np_terrain_alt       = NoiseParams(4,    25,   v3f(600,  600,  600),  5934,  5, 0.6,  2.0);
133         np_terrain_persist   = NoiseParams(0.6,  0.1,  v3f(2000, 2000, 2000), 539,   3, 0.6,  2.0);
134         np_height_select     = NoiseParams(-8,   16,   v3f(500,  500,  500),  4213,  6, 0.7,  2.0);
135         np_filler_depth      = NoiseParams(0,    1.2,  v3f(150,  150,  150),  261,   3, 0.7,  2.0);
136         np_mount_height      = NoiseParams(256,  112,  v3f(1000, 1000, 1000), 72449, 3, 0.6,  2.0);
137         np_ridge_uwater      = NoiseParams(0,    1,    v3f(1000, 1000, 1000), 85039, 5, 0.6,  2.0);
138         np_floatland_base    = NoiseParams(-0.6, 1.5,  v3f(600,  600,  600),  114,   5, 0.6,  2.0);
139         np_float_base_height = NoiseParams(48,   24,   v3f(300,  300,  300),  907,   4, 0.7,  2.0);
140         np_mountain          = NoiseParams(-0.6, 1,    v3f(250,  350,  250),  5333,  5, 0.63, 2.0);
141         np_ridge             = NoiseParams(0,    1,    v3f(100,  100,  100),  6467,  4, 0.75, 2.0);
142         np_cavern            = NoiseParams(0,    1,    v3f(384,  128,  384),  723,   5, 0.63, 2.0);
143         np_cave1             = NoiseParams(0,    12,   v3f(61,   61,   61),   52534, 3, 0.5,  2.0);
144         np_cave2             = NoiseParams(0,    12,   v3f(67,   67,   67),   10325, 3, 0.5,  2.0);
145 }
146
147
148 void MapgenV7Params::readParams(const Settings *settings)
149 {
150         settings->getFlagStrNoEx("mgv7_spflags",           spflags, flagdesc_mapgen_v7);
151         settings->getFloatNoEx("mgv7_cave_width",          cave_width);
152         settings->getS16NoEx("mgv7_large_cave_depth",      large_cave_depth);
153         settings->getS16NoEx("mgv7_lava_depth",            lava_depth);
154         settings->getFloatNoEx("mgv7_float_mount_density", float_mount_density);
155         settings->getFloatNoEx("mgv7_float_mount_height",  float_mount_height);
156         settings->getS16NoEx("mgv7_floatland_level",       floatland_level);
157         settings->getS16NoEx("mgv7_shadow_limit",          shadow_limit);
158         settings->getS16NoEx("mgv7_cavern_limit",          cavern_limit);
159         settings->getS16NoEx("mgv7_cavern_taper",          cavern_taper);
160         settings->getFloatNoEx("mgv7_cavern_threshold",    cavern_threshold);
161
162         settings->getNoiseParams("mgv7_np_terrain_base",      np_terrain_base);
163         settings->getNoiseParams("mgv7_np_terrain_alt",       np_terrain_alt);
164         settings->getNoiseParams("mgv7_np_terrain_persist",   np_terrain_persist);
165         settings->getNoiseParams("mgv7_np_height_select",     np_height_select);
166         settings->getNoiseParams("mgv7_np_filler_depth",      np_filler_depth);
167         settings->getNoiseParams("mgv7_np_mount_height",      np_mount_height);
168         settings->getNoiseParams("mgv7_np_ridge_uwater",      np_ridge_uwater);
169         settings->getNoiseParams("mgv7_np_floatland_base",    np_floatland_base);
170         settings->getNoiseParams("mgv7_np_float_base_height", np_float_base_height);
171         settings->getNoiseParams("mgv7_np_mountain",          np_mountain);
172         settings->getNoiseParams("mgv7_np_ridge",             np_ridge);
173         settings->getNoiseParams("mgv7_np_cavern",            np_cavern);
174         settings->getNoiseParams("mgv7_np_cave1",             np_cave1);
175         settings->getNoiseParams("mgv7_np_cave2",             np_cave2);
176 }
177
178
179 void MapgenV7Params::writeParams(Settings *settings) const
180 {
181         settings->setFlagStr("mgv7_spflags",           spflags, flagdesc_mapgen_v7, U32_MAX);
182         settings->setFloat("mgv7_cave_width",          cave_width);
183         settings->setS16("mgv7_large_cave_depth",      large_cave_depth);
184         settings->setS16("mgv7_lava_depth",            lava_depth);
185         settings->setFloat("mgv7_float_mount_density", float_mount_density);
186         settings->setFloat("mgv7_float_mount_height",  float_mount_height);
187         settings->setS16("mgv7_floatland_level",       floatland_level);
188         settings->setS16("mgv7_shadow_limit",          shadow_limit);
189         settings->setS16("mgv7_cavern_limit",          cavern_limit);
190         settings->setS16("mgv7_cavern_taper",          cavern_taper);
191         settings->setFloat("mgv7_cavern_threshold",    cavern_threshold);
192
193         settings->setNoiseParams("mgv7_np_terrain_base",      np_terrain_base);
194         settings->setNoiseParams("mgv7_np_terrain_alt",       np_terrain_alt);
195         settings->setNoiseParams("mgv7_np_terrain_persist",   np_terrain_persist);
196         settings->setNoiseParams("mgv7_np_height_select",     np_height_select);
197         settings->setNoiseParams("mgv7_np_filler_depth",      np_filler_depth);
198         settings->setNoiseParams("mgv7_np_mount_height",      np_mount_height);
199         settings->setNoiseParams("mgv7_np_ridge_uwater",      np_ridge_uwater);
200         settings->setNoiseParams("mgv7_np_floatland_base",    np_floatland_base);
201         settings->setNoiseParams("mgv7_np_float_base_height", np_float_base_height);
202         settings->setNoiseParams("mgv7_np_mountain",          np_mountain);
203         settings->setNoiseParams("mgv7_np_ridge",             np_ridge);
204         settings->setNoiseParams("mgv7_np_cavern",            np_cavern);
205         settings->setNoiseParams("mgv7_np_cave1",             np_cave1);
206         settings->setNoiseParams("mgv7_np_cave2",             np_cave2);
207 }
208
209
210 ///////////////////////////////////////////////////////////////////////////////
211
212
213 int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
214 {
215         // If rivers are enabled, first check if in a river
216         if (spflags & MGV7_RIDGES) {
217                 float width = 0.2;
218                 float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
219                 if (fabs(uwatern) <= width)
220                         return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
221         }
222
223         // Terrain noise 'offset' is the average level of that terrain.
224         // At least 50% of terrain will be below the higher of base and alt terrain
225         // 'offset's.
226         // Raising the maximum spawn level above 'water_level + 16' is necessary
227         // for when terrain 'offset's are set much higher than water_level.
228         s16 max_spawn_y = MYMAX(MYMAX(noise_terrain_alt->np.offset,
229                         noise_terrain_base->np.offset),
230                         water_level + 16);
231         // Base terrain calculation
232         s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
233
234         // If mountains are disabled, terrain level is base terrain level.
235         // Avoids mid-air spawn where mountain terrain would have been.
236         if (!(spflags & MGV7_MOUNTAINS)) {
237                 if (y <= water_level || y > max_spawn_y)
238                         return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
239                 else
240                         // + 1 to not be half-buried in a potential node-deep biome 'dust'
241                         return y + 1;
242         }
243
244         // Search upwards for first node without mountain terrain
245         int iters = 256;
246         while (iters > 0 && y <= max_spawn_y) {
247                 if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) {  // If air above
248                         if (y <= water_level || y > max_spawn_y)
249                                 return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
250                         else
251                                 return y + 1;
252                 }
253                 y++;
254                 iters--;
255         }
256
257         // Unsuitable spawn point
258         return MAX_MAP_GENERATION_LIMIT;
259 }
260
261
262 void MapgenV7::makeChunk(BlockMakeData *data)
263 {
264         // Pre-conditions
265         assert(data->vmanip);
266         assert(data->nodedef);
267         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
268                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
269                 data->blockpos_requested.Z >= data->blockpos_min.Z);
270         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
271                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
272                 data->blockpos_requested.Z <= data->blockpos_max.Z);
273
274         this->generating = true;
275         this->vm   = data->vmanip;
276         this->ndef = data->nodedef;
277         //TimeTaker t("makeChunk");
278
279         v3s16 blockpos_min = data->blockpos_min;
280         v3s16 blockpos_max = data->blockpos_max;
281         node_min = blockpos_min * MAP_BLOCKSIZE;
282         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
283         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
284         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
285
286         blockseed = getBlockSeed2(full_node_min, seed);
287
288         // Generate base and mountain terrain
289         // An initial heightmap is no longer created here for use in generateRidgeTerrain()
290         s16 stone_surface_max_y = generateTerrain();
291
292         // Generate rivers
293         if (spflags & MGV7_RIDGES)
294                 generateRidgeTerrain();
295
296         // Create heightmap
297         updateHeightmap(node_min, node_max);
298
299         // Init biome generator, place biome-specific nodes, and build biomemap
300         biomegen->calcBiomeNoise(node_min);
301         MgStoneType stone_type = generateBiomes(water_level - 1);
302
303         // Generate caverns, tunnels and classic caves
304         if (flags & MG_CAVES) {
305                 bool near_cavern = false;
306                 // Generate caverns
307                 if (spflags & MGV7_CAVERNS)
308                         near_cavern = generateCaverns(stone_surface_max_y);
309                 // Generate tunnels and classic caves
310                 if (near_cavern)
311                         // Disable classic caves in this mapchunk by setting
312                         // 'large cave depth' to world base. Avoids excessive liquid in
313                         // large caverns and floating blobs of overgenerated liquid.
314                         generateCaves(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT);
315                 else
316                         generateCaves(stone_surface_max_y, large_cave_depth);
317         }
318
319         // Generate dungeons
320         if (flags & MG_DUNGEONS)
321                 generateDungeons(stone_surface_max_y, stone_type);
322
323         // Generate the registered decorations
324         if (flags & MG_DECORATIONS)
325                 m_emerge->decomgr->placeAllDecos(this, blockseed,
326                         node_min, node_max, water_level - 1);
327
328         // Generate the registered ores
329         m_emerge->oremgr->placeAllOres(this, blockseed,
330                 node_min, node_max, water_level - 1);
331
332         // Sprinkle some dust on top after everything else was generated
333         dustTopNodes();
334
335         //printf("makeChunk: %dms\n", t.stop());
336
337         // Update liquids
338         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
339
340         // Calculate lighting
341         // Limit floatland shadow
342         bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) &&
343                 node_min.Y <= shadow_limit && node_max.Y >= shadow_limit);
344
345         if (flags & MG_LIGHT)
346                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
347                         full_node_min, full_node_max, propagate_shadow);
348
349         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
350         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
351
352         this->generating = false;
353 }
354
355
356 float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
357 {
358         float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
359         hselect = rangelim(hselect, 0.0, 1.0);
360
361         float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
362
363         noise_terrain_base->np.persist = persist;
364         float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
365
366         noise_terrain_alt->np.persist = persist;
367         float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
368
369         if (height_alt > height_base)
370                 return height_alt;
371
372         return (height_base * hselect) + (height_alt * (1.0 - hselect));
373 }
374
375
376 float MapgenV7::baseTerrainLevelFromMap(int index)
377 {
378         float hselect     = rangelim(noise_height_select->result[index], 0.0, 1.0);
379         float height_base = noise_terrain_base->result[index];
380         float height_alt  = noise_terrain_alt->result[index];
381
382         if (height_alt > height_base)
383                 return height_alt;
384
385         return (height_base * hselect) + (height_alt * (1.0 - hselect));
386 }
387
388
389 bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
390 {
391         float mnt_h_n =
392                         MYMAX(NoisePerlin2D(&noise_mount_height->np, x, z, seed), 1.0f);
393         float density_gradient = -((float)y / mnt_h_n);
394         float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
395
396         return mnt_n + density_gradient >= 0.0;
397 }
398
399
400 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
401 {
402         float mounthn = MYMAX(noise_mount_height->result[idx_xz], 1.0f);
403         float density_gradient = -((float)y / mounthn);
404         float mountn = noise_mountain->result[idx_xyz];
405
406         return mountn + density_gradient >= 0.0;
407 }
408
409
410 bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y)
411 {
412         // Make rim 2 nodes thick to match floatland base terrain
413         float density_gradient = (y >= floatland_level) ?
414                 -pow((float)(y - floatland_level) / float_mount_height, 0.75f) :
415                 -pow((float)(floatland_level - 1 - y) / float_mount_height, 0.75f);
416
417         float floatn = noise_mountain->result[idx_xyz] + float_mount_density;
418
419         return floatn + density_gradient >= 0.0f;
420 }
421
422
423 void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max, int idx_xz)
424 {
425         // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
426         s16 base_min = MAX_MAP_GENERATION_LIMIT + 1;
427         s16 base_max = MAX_MAP_GENERATION_LIMIT;
428
429         float n_base = noise_floatland_base->result[idx_xz];
430         if (n_base > 0.0f) {
431                 float n_base_height =
432                                 MYMAX(noise_float_base_height->result[idx_xz], 1.0f);
433                 float amp = n_base * n_base_height;
434                 float ridge = n_base_height / 3.0f;
435                 base_min = floatland_level - amp / 1.5f;
436
437                 if (amp > ridge * 2.0f) {
438                         // Lake bed
439                         base_max = floatland_level - (amp - ridge * 2.0f) / 2.0f;
440                 } else {
441                         // Hills and ridges
442                         float diff = fabs(amp - ridge) / ridge;
443                         // Smooth ridges using the 'smoothstep function'
444                         float smooth_diff = diff * diff * (3.0f - 2.0f * diff);
445                         base_max = floatland_level + ridge - smooth_diff * ridge;
446                 }
447         }
448
449         *float_base_min = base_min;
450         *float_base_max = base_max;
451 }
452
453
454 int MapgenV7::generateTerrain()
455 {
456         MapNode n_air(CONTENT_AIR);
457         MapNode n_stone(c_stone);
458         MapNode n_water(c_water_source);
459
460         //// Calculate noise for terrain generation
461         noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z);
462         float *persistmap = noise_terrain_persist->result;
463
464         noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap);
465         noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
466         noise_height_select->perlinMap2D(node_min.X, node_min.Z);
467
468         if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) {
469                 noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
470         }
471
472         if (spflags & MGV7_MOUNTAINS) {
473                 noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
474         }
475
476         if (spflags & MGV7_FLOATLANDS) {
477                 noise_floatland_base->perlinMap2D(node_min.X, node_min.Z);
478                 noise_float_base_height->perlinMap2D(node_min.X, node_min.Z);
479         }
480
481         //// Place nodes
482         v3s16 em = vm->m_area.getExtent();
483         s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
484         u32 index2d = 0;
485
486         for (s16 z = node_min.Z; z <= node_max.Z; z++)
487         for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
488                 s16 surface_y = baseTerrainLevelFromMap(index2d);
489                 if (surface_y > stone_surface_max_y)
490                         stone_surface_max_y = surface_y;
491
492                 // Get extent of floatland base terrain
493                 // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
494                 s16 float_base_min = MAX_MAP_GENERATION_LIMIT + 1;
495                 s16 float_base_max = MAX_MAP_GENERATION_LIMIT;
496                 if (spflags & MGV7_FLOATLANDS)
497                         floatBaseExtentFromMap(&float_base_min, &float_base_max, index2d);
498
499                 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
500                 u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
501
502                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
503                         if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
504                                 if (y <= surface_y) {
505                                         vm->m_data[vi] = n_stone;  // Base terrain
506                                 } else if ((spflags & MGV7_MOUNTAINS) &&
507                                                 getMountainTerrainFromMap(index3d, index2d, y)) {
508                                         vm->m_data[vi] = n_stone;  // Mountain terrain
509                                         if (y > stone_surface_max_y)
510                                                 stone_surface_max_y = y;
511                                 } else if ((spflags & MGV7_FLOATLANDS) &&
512                                                 ((y >= float_base_min && y <= float_base_max) ||
513                                                 getFloatlandMountainFromMap(index3d, index2d, y))) {
514                                         vm->m_data[vi] = n_stone;  // Floatland terrain
515                                         stone_surface_max_y = node_max.Y;
516                                 } else if (y <= water_level) {
517                                         vm->m_data[vi] = n_water;  // Ground level water
518                                 } else if ((spflags & MGV7_FLOATLANDS) &&
519                                                 (y >= float_base_max && y <= floatland_level)) {
520                                         vm->m_data[vi] = n_water;  // Floatland water
521                                 } else {
522                                         vm->m_data[vi] = n_air;
523                                 }
524                         }
525                         vm->m_area.add_y(em, vi, 1);
526                         index3d += ystride;
527                 }
528         }
529
530         return stone_surface_max_y;
531 }
532
533
534 void MapgenV7::generateRidgeTerrain()
535 {
536         if (node_max.Y < water_level - 16 ||
537                         ((spflags & MGV7_FLOATLANDS) && node_max.Y > shadow_limit))
538                 return;
539
540         noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
541         noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
542
543         MapNode n_water(c_water_source);
544         MapNode n_air(CONTENT_AIR);
545         u32 index = 0;
546         float width = 0.2;
547
548         for (s16 z = node_min.Z; z <= node_max.Z; z++)
549         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
550                 u32 vi = vm->m_area.index(node_min.X, y, z);
551                 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
552                         int j = (z - node_min.Z) * csize.X + (x - node_min.X);
553
554                         float uwatern = noise_ridge_uwater->result[j] * 2;
555                         if (fabs(uwatern) > width)
556                                 continue;
557
558                         float altitude = y - water_level;
559                         float height_mod = (altitude + 17) / 2.5;
560                         float width_mod  = width - fabs(uwatern);
561                         float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
562
563                         if (nridge + width_mod * height_mod < 0.6)
564                                 continue;
565
566                         vm->m_data[vi] = (y > water_level) ? n_air : n_water;
567                 }
568         }
569 }
570
571
572 ////////////////////////////////////////////////////////////////////////////////
573 //// Code Boneyard
574 ////
575 //// Much of the stuff here has potential to become useful again at some point
576 //// in the future, but we don't want it to get lost or forgotten in version
577 //// control.
578 ////
579
580 #if 0
581 int MapgenV7::generateMountainTerrain(s16 ymax)
582 {
583         MapNode n_stone(c_stone);
584         u32 j = 0;
585
586         for (s16 z = node_min.Z; z <= node_max.Z; z++)
587         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
588                 u32 vi = vm->m_area.index(node_min.X, y, z);
589                 for (s16 x = node_min.X; x <= node_max.X; x++) {
590                         int index = (z - node_min.Z) * csize.X + (x - node_min.X);
591                         content_t c = vm->m_data[vi].getContent();
592
593                         if (getMountainTerrainFromMap(j, index, y)
594                                         && (c == CONTENT_AIR || c == c_water_source)) {
595                                 vm->m_data[vi] = n_stone;
596                                 if (y > ymax)
597                                         ymax = y;
598                         }
599
600                         vi++;
601                         j++;
602                 }
603         }
604
605         return ymax;
606 }
607 #endif
608
609
610 #if 0
611 void MapgenV7::carveRivers() {
612         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
613         MapNode n_stone(c_stone);
614         u32 index = 0;
615
616         int river_depth = 4;
617
618         for (s16 z = node_min.Z; z <= node_max.Z; z++)
619         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
620                 float terrain_mod  = noise_terrain_mod->result[index];
621                 NoiseParams *np = noise_terrain_river->np;
622                 np.persist = noise_terrain_persist->result[index];
623                 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
624                 float height = terrain_river * (1 - abs(terrain_mod)) *
625                                                 noise_terrain_river->np.scale;
626                 height = log(height * height); //log(h^3) is pretty interesting for terrain
627
628                 s16 y = heightmap[index];
629                 if (height < 1.0 && y > river_depth &&
630                         y - river_depth >= node_min.Y && y <= node_max.Y) {
631
632                         for (s16 ry = y; ry != y - river_depth; ry--) {
633                                 u32 vi = vm->m_area.index(x, ry, z);
634                                 vm->m_data[vi] = n_air;
635                         }
636
637                         u32 vi = vm->m_area.index(x, y - river_depth, z);
638                         vm->m_data[vi] = n_water_source;
639                 }
640         }
641 }
642 #endif
643
644
645 #if 0
646 void MapgenV7::addTopNodes()
647 {
648         v3s16 em = vm->m_area.getExtent();
649         s16 ntopnodes;
650         u32 index = 0;
651
652         for (s16 z = node_min.Z; z <= node_max.Z; z++)
653         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
654                 Biome *biome = bmgr->biomes[biomemap[index]];
655
656                 //////////////////// First, add top nodes below the ridge
657                 s16 y = ridge_heightmap[index];
658
659                 // This cutoff is good enough, but not perfect.
660                 // It will cut off potentially placed top nodes at chunk boundaries
661                 if (y < node_min.Y)
662                         continue;
663                 if (y > node_max.Y) {
664                         y = node_max.Y; // Let's see if we can still go downward anyway
665                         u32 vi = vm->m_area.index(x, y, z);
666                         content_t c = vm->m_data[vi].getContent();
667                         if (ndef->get(c).walkable)
668                                 continue;
669                 }
670
671                 // N.B.  It is necessary to search downward since ridge_heightmap[i]
672                 // might not be the actual height, just the lowest part in the chunk
673                 // where a ridge had been carved
674                 u32 i = vm->m_area.index(x, y, z);
675                 for (; y >= node_min.Y; y--) {
676                         content_t c = vm->m_data[i].getContent();
677                         if (ndef->get(c).walkable)
678                                 break;
679                         vm->m_area.add_y(em, i, -1);
680                 }
681
682                 if (y != node_min.Y - 1 && y >= water_level) {
683                         ridge_heightmap[index] = y; //update ridgeheight
684                         ntopnodes = biome->top_depth;
685                         for (; y <= node_max.Y && ntopnodes; y++) {
686                                 ntopnodes--;
687                                 vm->m_data[i] = MapNode(biome->c_top);
688                                 vm->m_area.add_y(em, i, 1);
689                         }
690                         // If dirt, grow grass on it.
691                         if (y > water_level - 10 &&
692                                 vm->m_data[i].getContent() == CONTENT_AIR) {
693                                 vm->m_area.add_y(em, i, -1);
694                                 if (vm->m_data[i].getContent() == c_dirt)
695                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
696                         }
697                 }
698
699                 //////////////////// Now, add top nodes on top of the ridge
700                 y = heightmap[index];
701                 if (y > node_max.Y) {
702                         y = node_max.Y; // Let's see if we can still go downward anyway
703                         u32 vi = vm->m_area.index(x, y, z);
704                         content_t c = vm->m_data[vi].getContent();
705                         if (ndef->get(c).walkable)
706                                 continue;
707                 }
708
709                 i = vm->m_area.index(x, y, z);
710                 for (; y >= node_min.Y; y--) {
711                         content_t c = vm->m_data[i].getContent();
712                         if (ndef->get(c).walkable)
713                                 break;
714                         vm->m_area.add_y(em, i, -1);
715                 }
716
717                 if (y != node_min.Y - 1) {
718                         ntopnodes = biome->top_depth;
719                         // Let's see if we've already added it...
720                         if (y == ridge_heightmap[index] + ntopnodes - 1)
721                                 continue;
722
723                         for (; y <= node_max.Y && ntopnodes; y++) {
724                                 ntopnodes--;
725                                 vm->m_data[i] = MapNode(biome->c_top);
726                                 vm->m_area.add_y(em, i, 1);
727                         }
728                         // If dirt, grow grass on it.
729                         if (y > water_level - 10 &&
730                                 vm->m_data[i].getContent() == CONTENT_AIR) {
731                                 vm->m_area.add_y(em, i, -1);
732                                 if (vm->m_data[i].getContent() == c_dirt)
733                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
734                         }
735                 }
736         }
737 }
738 #endif