]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/mapgen_v7.cpp
Fix serverlist code style, const-correctness, and types
[dragonfireclient.git] / src / mapgen_v7.cpp
index 870e7343e4f894781388b4cae3b2b70015a408dc..a9547fdb0a28a946fbb673fb4ffcc1736aff8db5 100644 (file)
@@ -24,10 +24,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "mapblock.h"
 #include "mapnode.h"
 #include "map.h"
-//#include "serverobject.h"
 #include "content_sao.h"
 #include "nodedef.h"
-#include "content_mapnode.h" // For content_mapnode_get_new_name
 #include "voxelalgorithms.h"
 #include "profiler.h"
 #include "settings.h" // For g_settings
@@ -40,61 +38,52 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "mapgen_v7.h"
 
 
-/////////////////// Mapgen V7 perlin noise default values
-NoiseParams nparams_v7_def_terrain_base =
-       {0, 80.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6};
-NoiseParams nparams_v7_def_terrain_alt =
-       {0, 20.0, v3f(250.0, 250.0, 250.0), 5934, 5, 0.6};
-NoiseParams nparams_v7_def_terrain_mod =
-       {0, 1.0, v3f(350.0, 350.0, 350.0), 85039, 5, 0.6};
-NoiseParams nparams_v7_def_terrain_persist =
-       {0, 1.0, v3f(500.0, 500.0, 500.0), 539, 3, 0.6};
-NoiseParams nparams_v7_def_height_select =
-       {0.5, 0.5, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69};
-NoiseParams nparams_v7_def_ridge =
-       {0, 1.0, v3f(100.0, 100.0, 100.0), 6467, 4, 0.75};
-/*
-NoiseParams nparams_v6_def_beach =
-       {0.0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50};
-NoiseParams nparams_v6_def_cave =
-       {6.0, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50};
-NoiseParams nparams_v6_def_humidity =
-       {0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 4, 0.66};
-NoiseParams nparams_v6_def_trees =
-       {0.0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66};
-NoiseParams nparams_v6_def_apple_trees =
-       {0.0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45};
-*/
+FlagDesc flagdesc_mapgen_v7[] = {
+       {"mountains", MGV7_MOUNTAINS},
+       {"ridges",    MGV7_RIDGES},
+       {NULL,        0}
+};
+
 ///////////////////////////////////////////////////////////////////////////////
 
 
-MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge) {
+MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge) {
        this->generating  = false;
        this->id     = mapgenid;
        this->emerge = emerge;
        this->bmgr   = emerge->biomedef;
 
-       this->seed     = (int)params->seed;
+       this->seed        = (int)params->seed;
        this->water_level = params->water_level;
-       this->flags    = params->flags;
-       this->lighting = 1;
-       this->ridges   = 1;
+       this->flags       = params->flags;
+       this->gennotify   = emerge->gennotify;
 
        this->csize   = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
-       this->ystride = csize.X; //////fix this
+
+       // amount of elements to skip for the next index
+       // for noise/height/biome maps (not vmanip)
+       this->ystride = csize.X;
+       this->zstride = csize.X * csize.Y;
 
        this->biomemap  = new u8[csize.X * csize.Z];
        this->heightmap = new s16[csize.X * csize.Z];
        this->ridge_heightmap = new s16[csize.X * csize.Z];
 
+       MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
+
        // Terrain noise
-       noise_terrain_base    = new Noise(&params->np_terrain_base,    seed, csize.X, csize.Z);
-       noise_terrain_alt     = new Noise(&params->np_terrain_alt,     seed, csize.X, csize.Z);
-       noise_terrain_mod     = new Noise(&params->np_terrain_mod,     seed, csize.X, csize.Z);
-       noise_terrain_persist = new Noise(&params->np_terrain_persist, seed, csize.X, csize.Z);
-       noise_height_select   = new Noise(&params->np_height_select,   seed, csize.X, csize.Z);
-       noise_ridge           = new Noise(&params->np_ridge, seed, csize.X, csize.Y, csize.Z);
-       
+       noise_terrain_base    = new Noise(&sp->np_terrain_base,    seed, csize.X, csize.Z);
+       noise_terrain_alt     = new Noise(&sp->np_terrain_alt,     seed, csize.X, csize.Z);
+       noise_terrain_persist = new Noise(&sp->np_terrain_persist, seed, csize.X, csize.Z);
+       noise_height_select   = new Noise(&sp->np_height_select,   seed, csize.X, csize.Z);
+       noise_filler_depth    = new Noise(&sp->np_filler_depth,    seed, csize.X, csize.Z);
+       noise_mount_height    = new Noise(&sp->np_mount_height,    seed, csize.X, csize.Z);
+       noise_ridge_uwater    = new Noise(&sp->np_ridge_uwater,    seed, csize.X, csize.Z);
+
+       // 3d terrain noise
+       noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y, csize.Z);
+       noise_ridge    = new Noise(&sp->np_ridge,    seed, csize.X, csize.Y, csize.Z);
+
        // Biome noise
        noise_heat     = new Noise(bmgr->np_heat,     seed, csize.X, csize.Z);
        noise_humidity = new Noise(bmgr->np_humidity, seed, csize.X, csize.Z);  
@@ -103,11 +92,15 @@ MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge)
 
 MapgenV7::~MapgenV7() {
        delete noise_terrain_base;
-       delete noise_terrain_mod;
        delete noise_terrain_persist;
        delete noise_height_select;
        delete noise_terrain_alt;
+       delete noise_filler_depth;
+       delete noise_mount_height;
+       delete noise_ridge_uwater;
+       delete noise_mountain;
        delete noise_ridge;
+
        delete noise_heat;
        delete noise_humidity;
        
@@ -117,26 +110,77 @@ MapgenV7::~MapgenV7() {
 }
 
 
+MapgenV7Params::MapgenV7Params() {
+       spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
+
+       np_terrain_base    = NoiseParams(4,    70,  v3f(300, 300, 300), 82341, 6, 0.7);
+       np_terrain_alt     = NoiseParams(4,    25,  v3f(600, 600, 600), 5934,  5, 0.6);
+       np_terrain_persist = NoiseParams(0.6,  0.1, v3f(500, 500, 500), 539,   3, 0.6);
+       np_height_select   = NoiseParams(-0.5, 1,   v3f(250, 250, 250), 4213,  5, 0.69);
+       np_filler_depth    = NoiseParams(0,    1.2, v3f(150, 150, 150), 261,   4, 0.7);
+       np_mount_height    = NoiseParams(100,  30,  v3f(500, 500, 500), 72449, 4, 0.6);
+       np_ridge_uwater    = NoiseParams(0,    1,   v3f(500, 500, 500), 85039, 4, 0.6);
+       np_mountain        = NoiseParams(0,    1,   v3f(250, 350, 250), 5333,  5, 0.68);
+       np_ridge           = NoiseParams(0,    1,   v3f(100, 100, 100), 6467,  4, 0.75);
+}
+
+
+void MapgenV7Params::readParams(Settings *settings) {
+       settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
+
+       settings->getNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
+       settings->getNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
+       settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
+       settings->getNoiseParams("mgv7_np_height_select",   np_height_select);
+       settings->getNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
+       settings->getNoiseParams("mgv7_np_mount_height",    np_mount_height);
+       settings->getNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
+       settings->getNoiseParams("mgv7_np_mountain",        np_mountain);
+       settings->getNoiseParams("mgv7_np_ridge",           np_ridge);
+}
+
+
+void MapgenV7Params::writeParams(Settings *settings) {
+       settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, (u32)-1);
+
+       settings->setNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
+       settings->setNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
+       settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
+       settings->setNoiseParams("mgv7_np_height_select",   np_height_select);
+       settings->setNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
+       settings->setNoiseParams("mgv7_np_mount_height",    np_mount_height);
+       settings->setNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
+       settings->setNoiseParams("mgv7_np_mountain",        np_mountain);
+       settings->setNoiseParams("mgv7_np_ridge",           np_ridge);
+}
+
+
+///////////////////////////////////////
+
+
 int MapgenV7::getGroundLevelAtPoint(v2s16 p) {
-       s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Y);
-       float heat      = NoisePerlin2D(bmgr->np_heat, p.X, p.Y, seed);
-       float humidity  = NoisePerlin2D(bmgr->np_humidity, p.X, p.Y, seed);
-       Biome *b = bmgr->getBiome(heat, humidity, groundlevel);
+       // Base terrain calculation
+       s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
+       
+       // Ridge/river terrain calculation
+       float width = 0.3;
+       float uwatern = NoisePerlin2DNoTxfm(noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
+       // actually computing the depth of the ridge is much more expensive;
+       // if inside a river, simply guess
+       if (uwatern >= -width && uwatern <= width)
+               return water_level - 10;
        
-       s16 y = groundlevel;
-       int iters = 1024; // don't even bother iterating more than 64 times..
+       // Mountain terrain calculation
+       int iters = 128; // don't even bother iterating more than 128 times..
        while (iters--) {
-               if (y <= water_level)
-                       break;
-               
-               float ridgenoise = NoisePerlin3D(noise_ridge->np, p.X, y, p.Y, seed);
-               if (ridgenoise * (float)(y * y) < 15.0)
-                       break;
+               //current point would have been air
+               if (!getMountainTerrainAtPoint(p.X, y, p.Y))
+                       return y;
                        
-               y--;
+               y++;
        }
 
-       return y + b->top_depth;
+       return y;
 }
 
 
@@ -163,20 +207,6 @@ void MapgenV7::makeChunk(BlockMakeData *data) {
        full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
 
        blockseed = emerge->getBlockSeed(full_node_min);  //////use getBlockSeed2()!
-
-       // Make some noise
-       calculateNoise();
-
-       // Calculate height map
-       s16 stone_surface_max_y = calcHeightMap();
-       
-       // Calculate biomes
-       BiomeNoiseInput binput;
-       binput.mapsize       = v2s16(csize.X, csize.Z);
-       binput.heat_map      = noise_heat->result;
-       binput.humidity_map  = noise_humidity->result;
-       binput.height_map    = heightmap;
-       bmgr->calcBiomes(&binput, biomemap);
        
        c_stone           = ndef->getId("mapgen_stone");
        c_dirt            = ndef->getId("mapgen_dirt");
@@ -184,21 +214,35 @@ void MapgenV7::makeChunk(BlockMakeData *data) {
        c_sand            = ndef->getId("mapgen_sand");
        c_water_source    = ndef->getId("mapgen_water_source");
        c_lava_source     = ndef->getId("mapgen_lava_source");
+       c_ice             = ndef->getId("default:ice");
+       if (c_ice == CONTENT_IGNORE)
+               c_ice = CONTENT_AIR;
        
-       generateTerrain();
-       if (this->ridges)
-               carveRidges();
-
-       if (flags & MG_CAVES)
-               generateCaves(stone_surface_max_y);
+       // Make some noise
+       calculateNoise();
        
-       addTopNodes();
+       // Generate base terrain, mountains, and ridges with initial heightmaps
+       s16 stone_surface_max_y = generateTerrain();
        
        updateHeightmap(node_min, node_max);
+       
+       // Calculate biomes
+       BiomeNoiseInput binput;
+       binput.mapsize      = v2s16(csize.X, csize.Z);
+       binput.heat_map     = noise_heat->result;
+       binput.humidity_map = noise_humidity->result;
+       binput.height_map   = heightmap;
+       bmgr->calcBiomes(&binput, biomemap);
+       
+       // Actually place the biome-specific nodes and what not
+       generateBiomes();
+
+       if (flags & MG_CAVES)
+               generateCaves(stone_surface_max_y);
 
        if (flags & MG_DUNGEONS) {
-               DungeonGen dgen(ndef, data->seed, water_level);
-               dgen.generate(vm, blockseed, full_node_min, full_node_max);
+               DungeonGen dgen(this, NULL);
+               dgen.generate(blockseed, full_node_min, full_node_max);
        }
 
        for (size_t i = 0; i != emerge->decorations.size(); i++) {
@@ -211,16 +255,19 @@ void MapgenV7::makeChunk(BlockMakeData *data) {
                ore->placeOre(this, blockseed + i, node_min, node_max);
        }
        
+       // Sprinkle some dust on top after everything else was generated
+       dustTopNodes();
+       
        //printf("makeChunk: %dms\n", t.stop());
        
        updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
        
-       if (this->lighting)
+       if (flags & MG_LIGHT)
                calcLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
-                                node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
+                                        node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
        //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
        //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
-
+       
        this->generating = false;
 }
 
@@ -231,15 +278,14 @@ void MapgenV7::calculateNoise() {
        int y = node_min.Y;
        int z = node_min.Z;
        
-       noise_terrain_mod->perlinMap2D(x, z);
-       
        noise_height_select->perlinMap2D(x, z);
        noise_height_select->transformNoiseMap();
        
        noise_terrain_persist->perlinMap2D(x, z);
+       noise_terrain_persist->transformNoiseMap();
        float *persistmap = noise_terrain_persist->result;
        for (int i = 0; i != csize.X * csize.Z; i++)
-               persistmap[i] = abs(persistmap[i]);
+               persistmap[i] = rangelim(persistmap[i], 0.4, 0.9);
        
        noise_terrain_base->perlinMap2DModulated(x, z, persistmap);
        noise_terrain_base->transformNoiseMap();
@@ -247,10 +293,20 @@ void MapgenV7::calculateNoise() {
        noise_terrain_alt->perlinMap2DModulated(x, z, persistmap);
        noise_terrain_alt->transformNoiseMap();
        
-       noise_ridge->perlinMap3D(x, y, z);
+       noise_filler_depth->perlinMap2D(x, z);
        
-       noise_heat->perlinMap2D(x, z);
+       if (spflags & MGV7_MOUNTAINS) {
+               noise_mountain->perlinMap3D(x, y, z);
+               noise_mount_height->perlinMap2D(x, z);
+               noise_mount_height->transformNoiseMap();
+       }
+
+       if (spflags & MGV7_RIDGES) {
+               noise_ridge->perlinMap3D(x, y, z);
+               noise_ridge_uwater->perlinMap2D(x, z);
+       }
        
+       noise_heat->perlinMap2D(x, z);
        noise_humidity->perlinMap2D(x, z);
        
        //printf("calculateNoise: %dus\n", t.stop());
@@ -265,36 +321,56 @@ Biome *MapgenV7::getBiomeAtPoint(v3s16 p) {
        return bmgr->getBiome(heat, humidity, groundlevel);
 }
 
-
+//needs to be updated
 float MapgenV7::baseTerrainLevelAtPoint(int x, int z) {
-       float terrain_mod = NoisePerlin2DNoTxfm(noise_terrain_mod->np, x, z, seed);
-       float hselect     = NoisePerlin2D(noise_height_select->np, x, z, seed);
-       float persist     = abs(NoisePerlin2DNoTxfm(noise_terrain_persist->np, x, z, seed));
+       float hselect = NoisePerlin2D(noise_height_select->np, x, z, seed);
+       hselect = rangelim(hselect, 0.0, 1.0);
+       
+       float persist = NoisePerlin2D(noise_terrain_persist->np, x, z, seed);
+       persist = rangelim(persist, 0.4, 0.9);
 
        noise_terrain_base->np->persist = persist;
-       float terrain_base = NoisePerlin2D(noise_terrain_base->np, x, z, seed);
-       float height_base  = terrain_base * terrain_mod;
+       float height_base = NoisePerlin2D(noise_terrain_base->np, x, z, seed);
 
        noise_terrain_alt->np->persist = persist;
        float height_alt = NoisePerlin2D(noise_terrain_alt->np, x, z, seed);
 
+       if (height_alt > height_base)
+               return height_alt;
+               
        return (height_base * hselect) + (height_alt * (1.0 - hselect));
 }
 
 
 float MapgenV7::baseTerrainLevelFromMap(int index) {
-       float terrain_mod  = noise_terrain_mod->result[index];
-       float hselect      = noise_height_select->result[index];
-       float terrain_base = noise_terrain_base->result[index];
-       float height_base  = terrain_base * terrain_mod;
-       float height_alt   = noise_terrain_alt->result[index];
+       float hselect     = rangelim(noise_height_select->result[index], 0.0, 1.0);
+       float height_base = noise_terrain_base->result[index];
+       float height_alt  = noise_terrain_alt->result[index];
+       
+       if (height_alt > height_base)
+               return height_alt;
 
        return (height_base * hselect) + (height_alt * (1.0 - hselect));
 }
 
 
+bool MapgenV7::getMountainTerrainAtPoint(int x, int y, int z) {
+       float mnt_h_n = NoisePerlin2D(noise_mount_height->np, x, z, seed);
+       float height_modifier = -((float)y / rangelim(mnt_h_n, 80.0, 150.0));
+       float mnt_n = NoisePerlin3D(noise_mountain->np, x, y, z, seed);
+
+       return mnt_n + height_modifier >= 0.6;
+}
+
+
+bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, int y) {
+       float mounthn = noise_mount_height->result[idx_xz];
+       float height_modifier = -((float)y / rangelim(mounthn, 80.0, 150.0));
+       return (noise_mountain->result[idx_xyz] + height_modifier >= 0.6);
+}
+
+
 #if 0
-// Crap code to test log rivers as a proof-of-concept.  Didn't work out too well.
 void MapgenV7::carveRivers() {
        MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
        MapNode n_stone(c_stone);
@@ -329,8 +405,26 @@ void MapgenV7::carveRivers() {
 #endif
 
 
-int MapgenV7::calcHeightMap() {
+int MapgenV7::generateTerrain() {
+       int ymax = generateBaseTerrain();
+
+       if (spflags & MGV7_MOUNTAINS)
+               generateMountainTerrain();
+
+       if (spflags & MGV7_RIDGES)
+               generateRidgeTerrain();
+               
+       return ymax;
+}
+
+
+int MapgenV7::generateBaseTerrain() {
+       MapNode n_air(CONTENT_AIR);
+       MapNode n_stone(c_stone);
+       MapNode n_water(c_water_source);
+       
        int stone_surface_max_y = -MAP_GENERATION_LIMIT;
+       v3s16 em = vm->m_area.getExtent();
        u32 index = 0;
        
        for (s16 z = node_min.Z; z <= node_max.Z; z++)
@@ -343,46 +437,50 @@ int MapgenV7::calcHeightMap() {
                
                if (surface_y > stone_surface_max_y)
                        stone_surface_max_y = surface_y;
-       }
-               
-       return stone_surface_max_y;
-}
-
-
-void MapgenV7::generateTerrain() {
-       MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
-       MapNode n_stone(c_stone);
 
-       v3s16 em = vm->m_area.getExtent();
-       u32 index = 0;
-       
-       for (s16 z = node_min.Z; z <= node_max.Z; z++)
-       for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
-               s16 surface_y = heightmap[index];
-               Biome *biome = bmgr->biomes[biomemap[index]];
-               
-               u32 i = vm->m_area.index(x, node_min.Y, z);
+               u32 i = vm->m_area.index(x, node_min.Y, z);             
                for (s16 y = node_min.Y; y <= node_max.Y; y++) {
                        if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
-                               if (y <= surface_y) {
-                                       vm->m_data[i] = (y > water_level + biome->filler_height) ?
-                                               MapNode(biome->c_filler) : n_stone;
-                               } else if (y <= water_level) {
-                                       vm->m_data[i] = n_water_source;
-                               } else {
+                               if (y <= surface_y)
+                                       vm->m_data[i] = n_stone;
+                               else if (y <= water_level)
+                                       vm->m_data[i] = n_water;
+                               else
                                        vm->m_data[i] = n_air;
-                               }
                        }
                        vm->m_area.add_y(em, i, 1);
                }
        }
+       
+       return stone_surface_max_y;
 }
 
 
-void MapgenV7::carveRidges() {
+void MapgenV7::generateMountainTerrain() {
        if (node_max.Y <= water_level)
                return;
                
+       MapNode n_stone(c_stone);
+       u32 j = 0;
+       
+       for (s16 z = node_min.Z; z <= node_max.Z; z++)
+       for (s16 y = node_min.Y; y <= node_max.Y; y++) {
+               u32 vi = vm->m_area.index(node_min.X, y, z);
+               for (s16 x = node_min.X; x <= node_max.X; x++) {
+                       int index = (z - node_min.Z) * csize.X + (x - node_min.X);
+
+                       if (getMountainTerrainFromMap(j, index, y))
+                               vm->m_data[vi] = n_stone;
+                               
+                       vi++;
+                       j++;
+               }
+       }
+}
+
+
+void MapgenV7::generateRidgeTerrain() {
+       MapNode n_water(c_water_source);
        MapNode n_air(CONTENT_AIR);
        u32 index = 0;
        
@@ -390,37 +488,152 @@ void MapgenV7::carveRidges() {
        for (s16 y = node_min.Y; y <= node_max.Y; y++) {
                u32 vi = vm->m_area.index(node_min.X, y, z);
                for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
-                       // Removing this check will create huge underwater caverns,
-                       // which are interesting but not desirable for gameplay
-                       if (y <= water_level)
+                       int j = (z - node_min.Z) * csize.X + (x - node_min.X);
+                       
+                       if (heightmap[j] < water_level - 4)
                                continue;
-                               
-                       if (noise_ridge->result[index] * (float)(y * y) < 15.0)
+                       
+                       float widthn = (noise_terrain_persist->result[j] - 0.6) / 0.1;
+                       //widthn = rangelim(widthn, -0.05, 0.5);
+                       
+                       float width = 0.3; // TODO: figure out acceptable perlin noise values
+                       float uwatern = noise_ridge_uwater->result[j] * 2;
+                       if (uwatern < -width || uwatern > width)
                                continue;
+                       
+                       float height_mod = (float)(y + 17) / 2.5;
+                       float width_mod  = (width - fabs(uwatern));
+                       float nridge = noise_ridge->result[index] * (float)y / 7.0;
 
-                       int j = (z - node_min.Z) * csize.Z + (x - node_min.X); //////obviously just temporary
+                       if (y < water_level)
+                               nridge = -fabs(nridge) * 3.0 * widthn * 0.3;
+                       
+                       if (nridge + width_mod * height_mod < 0.6)
+                               continue;
+                       
                        if (y < ridge_heightmap[j])
                                ridge_heightmap[j] = y - 1; 
 
-                       vm->m_data[vi] = n_air;
+                       vm->m_data[vi] = (y > water_level) ? n_air : n_water;
                }
        }
 }
 
-/*
-void MapgenV7::testBiomes() {
+
+void MapgenV7::generateBiomes() {
+       if (node_max.Y < water_level)
+               return;
+
+       MapNode n_air(CONTENT_AIR);
+       MapNode n_stone(c_stone);
+       MapNode n_water(c_water_source);
+
+       v3s16 em = vm->m_area.getExtent();
        u32 index = 0;
        
-       for (s16 z = node_min.Z; z <= node_min.Z; z++)
-       for (s16 x = node_min.X; x <= node_min.X; x++) {;
-               Biome *b = bmgr->getBiome(heat, humidity, 0);
+       for (s16 z = node_min.Z; z <= node_max.Z; z++)
+       for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
+               Biome *biome  = bmgr->biomes[biomemap[index]];
+               s16 dfiller   = biome->depth_filler + noise_filler_depth->result[index];
+               s16 y0_top    = biome->depth_top;
+               s16 y0_filler = biome->depth_filler + biome->depth_top + dfiller;
+               
+               s16 nplaced = 0;
+               u32 i = vm->m_area.index(x, node_max.Y, z);     
+
+               content_t c_above = vm->m_data[i + em.X].getContent();
+               bool have_air = c_above == CONTENT_AIR;
+               
+               for (s16 y = node_max.Y; y >= node_min.Y; y--) {
+                       content_t c = vm->m_data[i].getContent();
+                       
+                       // It could be the case that the elevation is equal to the chunk
+                       // boundary, but the chunk above has not been generated yet
+                       if (y == node_max.Y && c_above == CONTENT_IGNORE &&
+                               y == heightmap[index] && c == c_stone) {
+                               int j = (z - node_min.Z) * zstride +
+                                               (y - node_min.Y) * ystride +
+                                               (x - node_min.X);
+                               have_air = !getMountainTerrainFromMap(j, index, y);
+                       }
+                       
+                       if (c == c_stone && have_air) {
+                               content_t c_below = vm->m_data[i - em.X].getContent();
+                               
+                               if (c_below != CONTENT_AIR) {
+                                       if (nplaced < y0_top) {
+                                               // A hack to prevent dirt_with_grass from being
+                                               // placed below water.  TODO: fix later
+                                               content_t c_place = ((y < water_level) &&
+                                                               (biome->c_top == c_dirt_with_grass)) ?
+                                                                c_dirt : biome->c_top;
+                                               
+                                               vm->m_data[i] = MapNode(c_place);
+                                               nplaced++;
+                                       } else if (nplaced < y0_filler && nplaced >= y0_top) {
+                                               vm->m_data[i] = MapNode(biome->c_filler);
+                                               nplaced++;
+                                       } else {
+                                               have_air = false;
+                                               nplaced  = 0;
+                                       }
+                               }
+                       } else if (c == c_water_source) {
+                               have_air = true;
+                               nplaced = 0;
+                               vm->m_data[i] = MapNode(biome->c_water);
+                       } else if (c == CONTENT_AIR) {
+                               have_air = true;
+                               nplaced = 0;
+                       }
+                       
+                       vm->m_area.add_y(em, i, -1);
+               }
        }
-       // make an 80x80 grid with axes heat/humidity as a voroni diagram for biomes
-       // clear out y space for it first with air
-       // use absolute positioning, each chunk will be a +1 height
-}*/
+}
+
 
+void MapgenV7::dustTopNodes() {
+       v3s16 em = vm->m_area.getExtent();
+       u32 index = 0;
+       
+       if (water_level > node_max.Y)
+               return;
 
+       for (s16 z = node_min.Z; z <= node_max.Z; z++)
+       for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
+               Biome *biome = bmgr->biomes[biomemap[index]];
+       
+               if (biome->c_dust == CONTENT_IGNORE)
+                       continue;
+
+               s16 y = node_max.Y;
+               u32 vi = vm->m_area.index(x, y, z);
+               for (; y >= node_min.Y; y--) {
+                       if (vm->m_data[vi].getContent() != CONTENT_AIR)
+                               break;
+
+                       vm->m_area.add_y(em, vi, -1);
+               }
+                       
+               content_t c = vm->m_data[vi].getContent();
+               if (c == biome->c_water && biome->c_dust_water != CONTENT_IGNORE) {
+                       if (y < node_min.Y)
+                               continue;
+                               
+                       vm->m_data[vi] = MapNode(biome->c_dust_water);
+               } else if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE) {
+                       if (y == node_max.Y)
+                               continue;
+                               
+                       vm->m_area.add_y(em, vi, 1);
+                       vm->m_data[vi] = MapNode(biome->c_dust);
+               }
+       }
+}
+
+
+#if 0
 void MapgenV7::addTopNodes() {
        v3s16 em = vm->m_area.getExtent();
        s16 ntopnodes;
@@ -512,16 +725,18 @@ void MapgenV7::addTopNodes() {
                }
        }
 }
+#endif
 
 
-#include "mapgen_v6.h"
+NoiseParams nparams_v7_def_cave(6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50);
+
 void MapgenV7::generateCaves(int max_stone_y) {
        PseudoRandom ps(blockseed + 21343);
 
        int volume_nodes = (node_max.X - node_min.X + 1) *
                                           (node_max.Y - node_min.Y + 1) *
                                           (node_max.Z - node_min.Z + 1);
-       float cave_amount = NoisePerlin2D(&nparams_v6_def_cave,
+       float cave_amount = NoisePerlin2D(&nparams_v7_def_cave,
                                                                node_min.X, node_min.Y, seed);
 
        u32 caves_count = MYMAX(0.0, cave_amount) * volume_nodes / 250000;
@@ -534,5 +749,5 @@ void MapgenV7::generateCaves(int max_stone_y) {
        for (u32 i = 0; i < bruises_count; i++) {
                CaveV7 cave(this, &ps, true);
                cave.makeCave(node_min, node_max, max_stone_y);
-       }       
+       }
 }