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Mgv7: Clean up divide-by-zero fix
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1 /*
2 Minetest
3 Copyright (C) 2013-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Copyright (C) 2014-2017 paramat
5
6 This program is free software; you can redistribute it and/or modify
7 it under the terms of the GNU Lesser General Public License as published by
8 the Free Software Foundation; either version 2.1 of the License, or
9 (at your option) any later version.
10
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14 GNU Lesser General Public License for more details.
15
16 You should have received a copy of the GNU Lesser General Public License along
17 with this program; if not, write to the Free Software Foundation, Inc.,
18 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
19 */
20
21
22 #include "mapgen.h"
23 #include "voxel.h"
24 #include "noise.h"
25 #include "mapblock.h"
26 #include "mapnode.h"
27 #include "map.h"
28 #include "content_sao.h"
29 #include "nodedef.h"
30 #include "voxelalgorithms.h"
31 //#include "profiler.h" // For TimeTaker
32 #include "settings.h" // For g_settings
33 #include "emerge.h"
34 #include "dungeongen.h"
35 #include "cavegen.h"
36 #include "mg_biome.h"
37 #include "mg_ore.h"
38 #include "mg_decoration.h"
39 #include "mapgen_v7.h"
40
41
42 FlagDesc flagdesc_mapgen_v7[] = {
43         {"mountains",  MGV7_MOUNTAINS},
44         {"ridges",     MGV7_RIDGES},
45         {"floatlands", MGV7_FLOATLANDS},
46         {"caverns",    MGV7_CAVERNS},
47         {NULL,         0}
48 };
49
50
51 ///////////////////////////////////////////////////////////////////////////////
52
53
54 MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge)
55         : MapgenBasic(mapgenid, params, emerge)
56 {
57         this->spflags             = params->spflags;
58         this->cave_width          = params->cave_width;
59         this->large_cave_depth    = params->large_cave_depth;
60         this->lava_depth          = params->lava_depth;
61         this->float_mount_density = params->float_mount_density;
62         this->floatland_level     = params->floatland_level;
63         this->shadow_limit        = params->shadow_limit;
64         this->cavern_limit        = params->cavern_limit;
65         this->cavern_taper        = params->cavern_taper;
66         this->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
72         // 2D noise
73         noise_terrain_base    = new Noise(&params->np_terrain_base,    seed, csize.X, csize.Z);
74         noise_terrain_alt     = new Noise(&params->np_terrain_alt,     seed, csize.X, csize.Z);
75         noise_terrain_persist = new Noise(&params->np_terrain_persist, seed, csize.X, csize.Z);
76         noise_height_select   = new Noise(&params->np_height_select,   seed, csize.X, csize.Z);
77         noise_filler_depth    = new Noise(&params->np_filler_depth,    seed, csize.X, csize.Z);
78
79         if (spflags & MGV7_MOUNTAINS)
80                 noise_mount_height = new Noise(&params->np_mount_height, seed, csize.X, csize.Z);
81
82         if (spflags & MGV7_FLOATLANDS) {
83                 noise_floatland_base    = new Noise(&params->np_floatland_base,    seed, csize.X, csize.Z);
84                 noise_float_base_height = new Noise(&params->np_float_base_height, seed, csize.X, csize.Z);
85         }
86
87         if (spflags & MGV7_RIDGES) {
88                 noise_ridge_uwater = new Noise(&params->np_ridge_uwater, seed, csize.X, csize.Z);
89         // 3D noise, 1-up 1-down overgeneration
90                 noise_ridge = new Noise(&params->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
91         }
92         // 3D noise, 1 up, 1 down overgeneration
93         if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
94                 noise_mountain = new Noise(&params->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
95         // 3D noise, 1 down overgeneration
96         MapgenBasic::np_cave1  = params->np_cave1;
97         MapgenBasic::np_cave2  = params->np_cave2;
98         MapgenBasic::np_cavern = params->np_cavern;
99 }
100
101
102 MapgenV7::~MapgenV7()
103 {
104         delete noise_terrain_base;
105         delete noise_terrain_alt;
106         delete noise_terrain_persist;
107         delete noise_height_select;
108         delete noise_filler_depth;
109
110         if (spflags & MGV7_MOUNTAINS)
111                 delete noise_mount_height;
112
113         if (spflags & MGV7_FLOATLANDS) {
114                 delete noise_floatland_base;
115                 delete noise_float_base_height;
116         }
117
118         if (spflags & MGV7_RIDGES) {
119                 delete noise_ridge_uwater;
120                 delete noise_ridge;
121         }
122
123         if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
124                 delete noise_mountain;
125 }
126
127
128 MapgenV7Params::MapgenV7Params()
129 {
130         np_terrain_base      = NoiseParams(4,    70,   v3f(600,  600,  600),  82341, 5, 0.6,  2.0);
131         np_terrain_alt       = NoiseParams(4,    25,   v3f(600,  600,  600),  5934,  5, 0.6,  2.0);
132         np_terrain_persist   = NoiseParams(0.6,  0.1,  v3f(2000, 2000, 2000), 539,   3, 0.6,  2.0);
133         np_height_select     = NoiseParams(-8,   16,   v3f(500,  500,  500),  4213,  6, 0.7,  2.0);
134         np_filler_depth      = NoiseParams(0,    1.2,  v3f(150,  150,  150),  261,   3, 0.7,  2.0);
135         np_mount_height      = NoiseParams(256,  112,  v3f(1000, 1000, 1000), 72449, 3, 0.6,  2.0);
136         np_ridge_uwater      = NoiseParams(0,    1,    v3f(1000, 1000, 1000), 85039, 5, 0.6,  2.0);
137         np_floatland_base    = NoiseParams(-0.6, 1.5,  v3f(600,  600,  600),  114,   5, 0.6,  2.0);
138         np_float_base_height = NoiseParams(48,   24,   v3f(300,  300,  300),  907,   4, 0.7,  2.0);
139         np_mountain          = NoiseParams(-0.6, 1,    v3f(250,  350,  250),  5333,  5, 0.63, 2.0);
140         np_ridge             = NoiseParams(0,    1,    v3f(100,  100,  100),  6467,  4, 0.75, 2.0);
141         np_cavern            = NoiseParams(0,    1,    v3f(384,  128,  384),  723,   5, 0.63, 2.0);
142         np_cave1             = NoiseParams(0,    12,   v3f(61,   61,   61),   52534, 3, 0.5,  2.0);
143         np_cave2             = NoiseParams(0,    12,   v3f(67,   67,   67),   10325, 3, 0.5,  2.0);
144 }
145
146
147 void MapgenV7Params::readParams(const Settings *settings)
148 {
149         settings->getFlagStrNoEx("mgv7_spflags",           spflags, flagdesc_mapgen_v7);
150         settings->getFloatNoEx("mgv7_cave_width",          cave_width);
151         settings->getS16NoEx("mgv7_large_cave_depth",      large_cave_depth);
152         settings->getS16NoEx("mgv7_lava_depth",            lava_depth);
153         settings->getFloatNoEx("mgv7_float_mount_density", float_mount_density);
154         settings->getFloatNoEx("mgv7_float_mount_height",  float_mount_height);
155         settings->getS16NoEx("mgv7_floatland_level",       floatland_level);
156         settings->getS16NoEx("mgv7_shadow_limit",          shadow_limit);
157         settings->getS16NoEx("mgv7_cavern_limit",          cavern_limit);
158         settings->getS16NoEx("mgv7_cavern_taper",          cavern_taper);
159         settings->getFloatNoEx("mgv7_cavern_threshold",    cavern_threshold);
160
161         settings->getNoiseParams("mgv7_np_terrain_base",      np_terrain_base);
162         settings->getNoiseParams("mgv7_np_terrain_alt",       np_terrain_alt);
163         settings->getNoiseParams("mgv7_np_terrain_persist",   np_terrain_persist);
164         settings->getNoiseParams("mgv7_np_height_select",     np_height_select);
165         settings->getNoiseParams("mgv7_np_filler_depth",      np_filler_depth);
166         settings->getNoiseParams("mgv7_np_mount_height",      np_mount_height);
167         settings->getNoiseParams("mgv7_np_ridge_uwater",      np_ridge_uwater);
168         settings->getNoiseParams("mgv7_np_floatland_base",    np_floatland_base);
169         settings->getNoiseParams("mgv7_np_float_base_height", np_float_base_height);
170         settings->getNoiseParams("mgv7_np_mountain",          np_mountain);
171         settings->getNoiseParams("mgv7_np_ridge",             np_ridge);
172         settings->getNoiseParams("mgv7_np_cavern",            np_cavern);
173         settings->getNoiseParams("mgv7_np_cave1",             np_cave1);
174         settings->getNoiseParams("mgv7_np_cave2",             np_cave2);
175 }
176
177
178 void MapgenV7Params::writeParams(Settings *settings) const
179 {
180         settings->setFlagStr("mgv7_spflags",           spflags, flagdesc_mapgen_v7, U32_MAX);
181         settings->setFloat("mgv7_cave_width",          cave_width);
182         settings->setS16("mgv7_large_cave_depth",      large_cave_depth);
183         settings->setS16("mgv7_lava_depth",            lava_depth);
184         settings->setFloat("mgv7_float_mount_density", float_mount_density);
185         settings->setFloat("mgv7_float_mount_height",  float_mount_height);
186         settings->setS16("mgv7_floatland_level",       floatland_level);
187         settings->setS16("mgv7_shadow_limit",          shadow_limit);
188         settings->setS16("mgv7_cavern_limit",          cavern_limit);
189         settings->setS16("mgv7_cavern_taper",          cavern_taper);
190         settings->setFloat("mgv7_cavern_threshold",    cavern_threshold);
191
192         settings->setNoiseParams("mgv7_np_terrain_base",      np_terrain_base);
193         settings->setNoiseParams("mgv7_np_terrain_alt",       np_terrain_alt);
194         settings->setNoiseParams("mgv7_np_terrain_persist",   np_terrain_persist);
195         settings->setNoiseParams("mgv7_np_height_select",     np_height_select);
196         settings->setNoiseParams("mgv7_np_filler_depth",      np_filler_depth);
197         settings->setNoiseParams("mgv7_np_mount_height",      np_mount_height);
198         settings->setNoiseParams("mgv7_np_ridge_uwater",      np_ridge_uwater);
199         settings->setNoiseParams("mgv7_np_floatland_base",    np_floatland_base);
200         settings->setNoiseParams("mgv7_np_float_base_height", np_float_base_height);
201         settings->setNoiseParams("mgv7_np_mountain",          np_mountain);
202         settings->setNoiseParams("mgv7_np_ridge",             np_ridge);
203         settings->setNoiseParams("mgv7_np_cavern",            np_cavern);
204         settings->setNoiseParams("mgv7_np_cave1",             np_cave1);
205         settings->setNoiseParams("mgv7_np_cave2",             np_cave2);
206 }
207
208
209 ///////////////////////////////////////////////////////////////////////////////
210
211
212 int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
213 {
214         // If rivers are enabled, first check if in a river
215         if (spflags & MGV7_RIDGES) {
216                 float width = 0.2;
217                 float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
218                 if (fabs(uwatern) <= width)
219                         return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
220         }
221
222         // Terrain noise 'offset' is the average level of that terrain.
223         // At least 50% of terrain will be below the higher of base and alt terrain
224         // 'offset's.
225         // Raising the maximum spawn level above 'water_level + 16' is necessary
226         // for when terrain 'offset's are set much higher than water_level.
227         s16 max_spawn_y = MYMAX(MYMAX(noise_terrain_alt->np.offset,
228                         noise_terrain_base->np.offset),
229                         water_level + 16);
230         // Base terrain calculation
231         s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
232
233         // If mountains are disabled, terrain level is base terrain level.
234         // Avoids mid-air spawn where mountain terrain would have been.
235         if (!(spflags & MGV7_MOUNTAINS)) {
236                 if (y <= water_level || y > max_spawn_y)
237                         return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
238                 else
239                         // + 1 to not be half-buried in a potential node-deep biome 'dust'
240                         return y + 1;
241         }
242
243         // Search upwards for first node without mountain terrain
244         int iters = 256;
245         while (iters > 0 && y <= max_spawn_y) {
246                 if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) {  // If air above
247                         if (y <= water_level || y > max_spawn_y)
248                                 return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
249                         else
250                                 return y + 1;
251                 }
252                 y++;
253                 iters--;
254         }
255
256         // Unsuitable spawn point
257         return MAX_MAP_GENERATION_LIMIT;
258 }
259
260
261 void MapgenV7::makeChunk(BlockMakeData *data)
262 {
263         // Pre-conditions
264         assert(data->vmanip);
265         assert(data->nodedef);
266         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
267                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
268                 data->blockpos_requested.Z >= data->blockpos_min.Z);
269         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
270                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
271                 data->blockpos_requested.Z <= data->blockpos_max.Z);
272
273         this->generating = true;
274         this->vm   = data->vmanip;
275         this->ndef = data->nodedef;
276         //TimeTaker t("makeChunk");
277
278         v3s16 blockpos_min = data->blockpos_min;
279         v3s16 blockpos_max = data->blockpos_max;
280         node_min = blockpos_min * MAP_BLOCKSIZE;
281         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
282         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
283         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
284
285         blockseed = getBlockSeed2(full_node_min, seed);
286
287         // Generate base and mountain terrain
288         // An initial heightmap is no longer created here for use in generateRidgeTerrain()
289         s16 stone_surface_max_y = generateTerrain();
290
291         // Generate rivers
292         if (spflags & MGV7_RIDGES)
293                 generateRidgeTerrain();
294
295         // Create heightmap
296         updateHeightmap(node_min, node_max);
297
298         // Init biome generator, place biome-specific nodes, and build biomemap
299         biomegen->calcBiomeNoise(node_min);
300         MgStoneType stone_type = generateBiomes();
301
302         // Generate caverns, tunnels and classic caves
303         if (flags & MG_CAVES) {
304                 bool near_cavern = false;
305                 // Generate caverns
306                 if (spflags & MGV7_CAVERNS)
307                         near_cavern = generateCaverns(stone_surface_max_y);
308                 // Generate tunnels and classic caves
309                 if (near_cavern)
310                         // Disable classic caves in this mapchunk by setting
311                         // 'large cave depth' to world base. Avoids excessive liquid in
312                         // large caverns and floating blobs of overgenerated liquid.
313                         generateCaves(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT);
314                 else
315                         generateCaves(stone_surface_max_y, large_cave_depth);
316         }
317
318         // Generate dungeons
319         if (flags & MG_DUNGEONS)
320                 generateDungeons(stone_surface_max_y, stone_type);
321
322         // Generate the registered decorations
323         if (flags & MG_DECORATIONS)
324                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
325
326         // Generate the registered ores
327         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
328
329         // Sprinkle some dust on top after everything else was generated
330         dustTopNodes();
331
332         //printf("makeChunk: %dms\n", t.stop());
333
334         // Update liquids
335         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
336
337         // Calculate lighting
338         // Limit floatland shadow
339         bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) &&
340                 node_min.Y <= shadow_limit && node_max.Y >= shadow_limit);
341
342         if (flags & MG_LIGHT)
343                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
344                         full_node_min, full_node_max, propagate_shadow);
345
346         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
347         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
348
349         this->generating = false;
350 }
351
352
353 float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
354 {
355         float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
356         hselect = rangelim(hselect, 0.0, 1.0);
357
358         float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
359
360         noise_terrain_base->np.persist = persist;
361         float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
362
363         noise_terrain_alt->np.persist = persist;
364         float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
365
366         if (height_alt > height_base)
367                 return height_alt;
368
369         return (height_base * hselect) + (height_alt * (1.0 - hselect));
370 }
371
372
373 float MapgenV7::baseTerrainLevelFromMap(int index)
374 {
375         float hselect     = rangelim(noise_height_select->result[index], 0.0, 1.0);
376         float height_base = noise_terrain_base->result[index];
377         float height_alt  = noise_terrain_alt->result[index];
378
379         if (height_alt > height_base)
380                 return height_alt;
381
382         return (height_base * hselect) + (height_alt * (1.0 - hselect));
383 }
384
385
386 bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
387 {
388         float mnt_h_n =
389                         MYMAX(NoisePerlin2D(&noise_mount_height->np, x, z, seed), 1.0f);
390         float density_gradient = -((float)y / mnt_h_n);
391         float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
392
393         return mnt_n + density_gradient >= 0.0;
394 }
395
396
397 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
398 {
399         float mounthn = MYMAX(noise_mount_height->result[idx_xz], 1.0f);
400         float density_gradient = -((float)y / mounthn);
401         float mountn = noise_mountain->result[idx_xyz];
402
403         return mountn + density_gradient >= 0.0;
404 }
405
406
407 bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y)
408 {
409         // Make rim 2 nodes thick to match floatland base terrain
410         float density_gradient = (y >= floatland_level) ?
411                 -pow((float)(y - floatland_level) / float_mount_height, 0.75f) :
412                 -pow((float)(floatland_level - 1 - y) / float_mount_height, 0.75f);
413
414         float floatn = noise_mountain->result[idx_xyz] + float_mount_density;
415
416         return floatn + density_gradient >= 0.0f;
417 }
418
419
420 void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max, int idx_xz)
421 {
422         // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
423         s16 base_min = MAX_MAP_GENERATION_LIMIT + 1;
424         s16 base_max = MAX_MAP_GENERATION_LIMIT;
425
426         float n_base = noise_floatland_base->result[idx_xz];
427         if (n_base > 0.0f) {
428                 float n_base_height =
429                                 MYMAX(noise_float_base_height->result[idx_xz], 1.0f);
430                 float amp = n_base * n_base_height;
431                 float ridge = n_base_height / 3.0f;
432                 base_min = floatland_level - amp / 1.5f;
433
434                 if (amp > ridge * 2.0f) {
435                         // Lake bed
436                         base_max = floatland_level - (amp - ridge * 2.0f) / 2.0f;
437                 } else {
438                         // Hills and ridges
439                         float diff = fabs(amp - ridge) / ridge;
440                         // Smooth ridges using the 'smoothstep function'
441                         float smooth_diff = diff * diff * (3.0f - 2.0f * diff);
442                         base_max = floatland_level + ridge - smooth_diff * ridge;
443                 }
444         }
445
446         *float_base_min = base_min;
447         *float_base_max = base_max;
448 }
449
450
451 int MapgenV7::generateTerrain()
452 {
453         MapNode n_air(CONTENT_AIR);
454         MapNode n_stone(c_stone);
455         MapNode n_water(c_water_source);
456
457         //// Calculate noise for terrain generation
458         noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z);
459         float *persistmap = noise_terrain_persist->result;
460
461         noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap);
462         noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
463         noise_height_select->perlinMap2D(node_min.X, node_min.Z);
464
465         if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) {
466                 noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
467         }
468
469         if (spflags & MGV7_MOUNTAINS) {
470                 noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
471         }
472
473         if (spflags & MGV7_FLOATLANDS) {
474                 noise_floatland_base->perlinMap2D(node_min.X, node_min.Z);
475                 noise_float_base_height->perlinMap2D(node_min.X, node_min.Z);
476         }
477
478         //// Place nodes
479         v3s16 em = vm->m_area.getExtent();
480         s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
481         u32 index2d = 0;
482
483         for (s16 z = node_min.Z; z <= node_max.Z; z++)
484         for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
485                 s16 surface_y = baseTerrainLevelFromMap(index2d);
486                 if (surface_y > stone_surface_max_y)
487                         stone_surface_max_y = surface_y;
488
489                 // Get extent of floatland base terrain
490                 // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
491                 s16 float_base_min = MAX_MAP_GENERATION_LIMIT + 1;
492                 s16 float_base_max = MAX_MAP_GENERATION_LIMIT;
493                 if (spflags & MGV7_FLOATLANDS)
494                         floatBaseExtentFromMap(&float_base_min, &float_base_max, index2d);
495
496                 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
497                 u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
498
499                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
500                         if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
501                                 if (y <= surface_y) {
502                                         vm->m_data[vi] = n_stone;  // Base terrain
503                                 } else if ((spflags & MGV7_MOUNTAINS) &&
504                                                 getMountainTerrainFromMap(index3d, index2d, y)) {
505                                         vm->m_data[vi] = n_stone;  // Mountain terrain
506                                         if (y > stone_surface_max_y)
507                                                 stone_surface_max_y = y;
508                                 } else if ((spflags & MGV7_FLOATLANDS) &&
509                                                 ((y >= float_base_min && y <= float_base_max) ||
510                                                 getFloatlandMountainFromMap(index3d, index2d, y))) {
511                                         vm->m_data[vi] = n_stone;  // Floatland terrain
512                                         stone_surface_max_y = node_max.Y;
513                                 } else if (y <= water_level) {
514                                         vm->m_data[vi] = n_water;  // Ground level water
515                                 } else if ((spflags & MGV7_FLOATLANDS) &&
516                                                 (y >= float_base_max && y <= floatland_level)) {
517                                         vm->m_data[vi] = n_water;  // Floatland water
518                                 } else {
519                                         vm->m_data[vi] = n_air;
520                                 }
521                         }
522                         vm->m_area.add_y(em, vi, 1);
523                         index3d += ystride;
524                 }
525         }
526
527         return stone_surface_max_y;
528 }
529
530
531 void MapgenV7::generateRidgeTerrain()
532 {
533         if (node_max.Y < water_level - 16 ||
534                         ((spflags & MGV7_FLOATLANDS) && node_max.Y > shadow_limit))
535                 return;
536
537         noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
538         noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
539
540         MapNode n_water(c_water_source);
541         MapNode n_air(CONTENT_AIR);
542         u32 index = 0;
543         float width = 0.2;
544
545         for (s16 z = node_min.Z; z <= node_max.Z; z++)
546         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
547                 u32 vi = vm->m_area.index(node_min.X, y, z);
548                 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
549                         int j = (z - node_min.Z) * csize.X + (x - node_min.X);
550
551                         float uwatern = noise_ridge_uwater->result[j] * 2;
552                         if (fabs(uwatern) > width)
553                                 continue;
554
555                         float altitude = y - water_level;
556                         float height_mod = (altitude + 17) / 2.5;
557                         float width_mod  = width - fabs(uwatern);
558                         float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
559
560                         if (nridge + width_mod * height_mod < 0.6)
561                                 continue;
562
563                         vm->m_data[vi] = (y > water_level) ? n_air : n_water;
564                 }
565         }
566 }
567
568
569 ////////////////////////////////////////////////////////////////////////////////
570 //// Code Boneyard
571 ////
572 //// Much of the stuff here has potential to become useful again at some point
573 //// in the future, but we don't want it to get lost or forgotten in version
574 //// control.
575 ////
576
577 #if 0
578 int MapgenV7::generateMountainTerrain(s16 ymax)
579 {
580         MapNode n_stone(c_stone);
581         u32 j = 0;
582
583         for (s16 z = node_min.Z; z <= node_max.Z; z++)
584         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
585                 u32 vi = vm->m_area.index(node_min.X, y, z);
586                 for (s16 x = node_min.X; x <= node_max.X; x++) {
587                         int index = (z - node_min.Z) * csize.X + (x - node_min.X);
588                         content_t c = vm->m_data[vi].getContent();
589
590                         if (getMountainTerrainFromMap(j, index, y)
591                                         && (c == CONTENT_AIR || c == c_water_source)) {
592                                 vm->m_data[vi] = n_stone;
593                                 if (y > ymax)
594                                         ymax = y;
595                         }
596
597                         vi++;
598                         j++;
599                 }
600         }
601
602         return ymax;
603 }
604 #endif
605
606
607 #if 0
608 void MapgenV7::carveRivers() {
609         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
610         MapNode n_stone(c_stone);
611         u32 index = 0;
612
613         int river_depth = 4;
614
615         for (s16 z = node_min.Z; z <= node_max.Z; z++)
616         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
617                 float terrain_mod  = noise_terrain_mod->result[index];
618                 NoiseParams *np = noise_terrain_river->np;
619                 np.persist = noise_terrain_persist->result[index];
620                 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
621                 float height = terrain_river * (1 - abs(terrain_mod)) *
622                                                 noise_terrain_river->np.scale;
623                 height = log(height * height); //log(h^3) is pretty interesting for terrain
624
625                 s16 y = heightmap[index];
626                 if (height < 1.0 && y > river_depth &&
627                         y - river_depth >= node_min.Y && y <= node_max.Y) {
628
629                         for (s16 ry = y; ry != y - river_depth; ry--) {
630                                 u32 vi = vm->m_area.index(x, ry, z);
631                                 vm->m_data[vi] = n_air;
632                         }
633
634                         u32 vi = vm->m_area.index(x, y - river_depth, z);
635                         vm->m_data[vi] = n_water_source;
636                 }
637         }
638 }
639 #endif
640
641
642 #if 0
643 void MapgenV7::addTopNodes()
644 {
645         v3s16 em = vm->m_area.getExtent();
646         s16 ntopnodes;
647         u32 index = 0;
648
649         for (s16 z = node_min.Z; z <= node_max.Z; z++)
650         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
651                 Biome *biome = bmgr->biomes[biomemap[index]];
652
653                 //////////////////// First, add top nodes below the ridge
654                 s16 y = ridge_heightmap[index];
655
656                 // This cutoff is good enough, but not perfect.
657                 // It will cut off potentially placed top nodes at chunk boundaries
658                 if (y < node_min.Y)
659                         continue;
660                 if (y > node_max.Y) {
661                         y = node_max.Y; // Let's see if we can still go downward anyway
662                         u32 vi = vm->m_area.index(x, y, z);
663                         content_t c = vm->m_data[vi].getContent();
664                         if (ndef->get(c).walkable)
665                                 continue;
666                 }
667
668                 // N.B.  It is necessary to search downward since ridge_heightmap[i]
669                 // might not be the actual height, just the lowest part in the chunk
670                 // where a ridge had been carved
671                 u32 i = vm->m_area.index(x, y, z);
672                 for (; y >= node_min.Y; y--) {
673                         content_t c = vm->m_data[i].getContent();
674                         if (ndef->get(c).walkable)
675                                 break;
676                         vm->m_area.add_y(em, i, -1);
677                 }
678
679                 if (y != node_min.Y - 1 && y >= water_level) {
680                         ridge_heightmap[index] = y; //update ridgeheight
681                         ntopnodes = biome->top_depth;
682                         for (; y <= node_max.Y && ntopnodes; y++) {
683                                 ntopnodes--;
684                                 vm->m_data[i] = MapNode(biome->c_top);
685                                 vm->m_area.add_y(em, i, 1);
686                         }
687                         // If dirt, grow grass on it.
688                         if (y > water_level - 10 &&
689                                 vm->m_data[i].getContent() == CONTENT_AIR) {
690                                 vm->m_area.add_y(em, i, -1);
691                                 if (vm->m_data[i].getContent() == c_dirt)
692                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
693                         }
694                 }
695
696                 //////////////////// Now, add top nodes on top of the ridge
697                 y = heightmap[index];
698                 if (y > node_max.Y) {
699                         y = node_max.Y; // Let's see if we can still go downward anyway
700                         u32 vi = vm->m_area.index(x, y, z);
701                         content_t c = vm->m_data[vi].getContent();
702                         if (ndef->get(c).walkable)
703                                 continue;
704                 }
705
706                 i = vm->m_area.index(x, y, z);
707                 for (; y >= node_min.Y; y--) {
708                         content_t c = vm->m_data[i].getContent();
709                         if (ndef->get(c).walkable)
710                                 break;
711                         vm->m_area.add_y(em, i, -1);
712                 }
713
714                 if (y != node_min.Y - 1) {
715                         ntopnodes = biome->top_depth;
716                         // Let's see if we've already added it...
717                         if (y == ridge_heightmap[index] + ntopnodes - 1)
718                                 continue;
719
720                         for (; y <= node_max.Y && ntopnodes; y++) {
721                                 ntopnodes--;
722                                 vm->m_data[i] = MapNode(biome->c_top);
723                                 vm->m_area.add_y(em, i, 1);
724                         }
725                         // If dirt, grow grass on it.
726                         if (y > water_level - 10 &&
727                                 vm->m_data[i].getContent() == CONTENT_AIR) {
728                                 vm->m_area.add_y(em, i, -1);
729                                 if (vm->m_data[i].getContent() == c_dirt)
730                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
731                         }
732                 }
733         }
734 }
735 #endif