]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/mapgen_v7.cpp
Document zoom_fov in settingtypes.txt and minetest.conf.example
[dragonfireclient.git] / src / mapgen_v7.cpp
index 247d9debc6d0995473ee3ef7222dade729a12097..d14fdb97a5f0ea56eac2d83164ec2d06147f8b9f 100644 (file)
@@ -1,6 +1,7 @@
 /*
 Minetest
-Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
+Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
+Copyright (C) 2010-2015 paramat, Matt Gregory
 
 This program is free software; you can redistribute it and/or modify
 it under the terms of the GNU Lesser General Public License as published by
@@ -27,7 +28,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "content_sao.h"
 #include "nodedef.h"
 #include "voxelalgorithms.h"
-#include "profiler.h"
+//#include "profiler.h" // For TimeTaker
 #include "settings.h" // For g_settings
 #include "emerge.h"
 #include "dungeongen.h"
@@ -45,72 +46,32 @@ FlagDesc flagdesc_mapgen_v7[] = {
        {NULL,        0}
 };
 
+
 ///////////////////////////////////////////////////////////////////////////////
 
 
-MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
-       : Mapgen(mapgenid, params, emerge)
+MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge)
+       : MapgenBasic(mapgenid, params, emerge)
 {
-       this->m_emerge = emerge;
-       this->bmgr     = emerge->biomemgr;
-
-       //// 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 + 2);
-
-       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;
-       this->spflags = sp->spflags;
+       this->spflags    = params->spflags;
+       this->cave_width = params->cave_width;
 
        //// Terrain noise
-       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);
+       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_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_filler_depth    = new Noise(&params->np_filler_depth,    seed, csize.X, csize.Z);
+       noise_mount_height    = new Noise(&params->np_mount_height,    seed, csize.X, csize.Z);
+       noise_ridge_uwater    = new Noise(&params->np_ridge_uwater,    seed, csize.X, csize.Z);
 
        //// 3d terrain noise
-       noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
-       noise_ridge    = new Noise(&sp->np_ridge,    seed, csize.X, csize.Y + 2, csize.Z);
-       noise_cave1    = new Noise(&sp->np_cave1,    seed, csize.X, csize.Y + 2, csize.Z);
-       noise_cave2    = new Noise(&sp->np_cave2,    seed, csize.X, csize.Y + 2, csize.Z);
-
-       //// Biome noise
-       noise_heat     = new Noise(&params->np_biome_heat,     seed, csize.X, csize.Z);
-       noise_humidity = new Noise(&params->np_biome_humidity, seed, csize.X, csize.Z);
-
-       //// Resolve nodes to be used
-       INodeDefManager *ndef = emerge->ndef;
-
-       c_stone                = ndef->getId("mapgen_stone");
-       c_water_source         = ndef->getId("mapgen_water_source");
-       c_lava_source          = ndef->getId("mapgen_lava_source");
-       c_desert_stone         = ndef->getId("mapgen_desert_stone");
-       c_ice                  = ndef->getId("mapgen_ice");
-       c_sandstone            = ndef->getId("mapgen_sandstone");
-
-       c_cobble               = ndef->getId("mapgen_cobble");
-       c_stair_cobble         = ndef->getId("mapgen_stair_cobble");
-       c_mossycobble          = ndef->getId("mapgen_mossycobble");
-       c_sandstonebrick       = ndef->getId("mapgen_sandstonebrick");
-       c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
-
-       if (c_ice == CONTENT_IGNORE)
-               c_ice = CONTENT_AIR;
-       if (c_mossycobble == CONTENT_IGNORE)
-               c_mossycobble = c_cobble;
-       if (c_stair_cobble == CONTENT_IGNORE)
-               c_stair_cobble = c_cobble;
-       if (c_sandstonebrick == CONTENT_IGNORE)
-               c_sandstonebrick = c_sandstone;
-       if (c_stair_sandstonebrick == CONTENT_IGNORE)
-               c_stair_sandstonebrick = c_sandstone;
+       // 1-up 1-down overgeneration
+       noise_mountain = new Noise(&params->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
+       noise_ridge    = new Noise(&params->np_ridge,    seed, csize.X, csize.Y + 2, csize.Z);
+
+       MapgenBasic::np_cave1 = params->np_cave1;
+       MapgenBasic::np_cave2 = params->np_cave2;
 }
 
 
@@ -125,39 +86,32 @@ MapgenV7::~MapgenV7()
        delete noise_ridge_uwater;
        delete noise_mountain;
        delete noise_ridge;
-       delete noise_cave1;
-       delete noise_cave2;
-
-       delete noise_heat;
-       delete noise_humidity;
-
-       delete[] ridge_heightmap;
-       delete[] heightmap;
-       delete[] biomemap;
 }
 
 
 MapgenV7Params::MapgenV7Params()
 {
-       spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
+       spflags    = MGV7_MOUNTAINS | MGV7_RIDGES;
+       cave_width = 0.2;
 
-       np_terrain_base    = NoiseParams(4,    70,  v3f(600,  600,  600),  82341, 6, 0.7,  2.0);
+       np_terrain_base    = NoiseParams(4,    70,  v3f(600,  600,  600),  82341, 5, 0.6,  2.0);
        np_terrain_alt     = NoiseParams(4,    25,  v3f(600,  600,  600),  5934,  5, 0.6,  2.0);
-       np_terrain_persist = NoiseParams(0.6,  0.1, v3f(500,  500,  500),  539,   3, 0.6,  2.0);
-       np_height_select   = NoiseParams(-12,  24,  v3f(500,  500,  500),  4213,  6, 0.69, 2.0);
-       np_filler_depth    = NoiseParams(0,    1.2, v3f(150,  150,  150),  261,   4, 0.7,  2.0);
-       np_mount_height    = NoiseParams(184,  72,  v3f(500,  500,  500),  72449, 4, 0.6,  2.0);
+       np_terrain_persist = NoiseParams(0.6,  0.1, v3f(2000, 2000, 2000), 539,   3, 0.6,  2.0);
+       np_height_select   = NoiseParams(-8,   16,  v3f(500,  500,  500),  4213,  6, 0.7,  2.0);
+       np_filler_depth    = NoiseParams(0,    1.2, v3f(150,  150,  150),  261,   3, 0.7,  2.0);
+       np_mount_height    = NoiseParams(256,  112, v3f(1000, 1000, 1000), 72449, 3, 0.6,  2.0);
        np_ridge_uwater    = NoiseParams(0,    1,   v3f(1000, 1000, 1000), 85039, 5, 0.6,  2.0);
-       np_mountain        = NoiseParams(-0.6, 1,   v3f(250,  350,  250),  5333,  5, 0.68, 2.0);
+       np_mountain        = NoiseParams(-0.6, 1,   v3f(250,  350,  250),  5333,  5, 0.63, 2.0);
        np_ridge           = NoiseParams(0,    1,   v3f(100,  100,  100),  6467,  4, 0.75, 2.0);
-       np_cave1           = NoiseParams(0,    12,  v3f(100,  100,  100),  52534, 4, 0.5,  2.0);
-       np_cave2           = NoiseParams(0,    12,  v3f(100,  100,  100),  10325, 4, 0.5,  2.0);
+       np_cave1           = NoiseParams(0,    12,  v3f(61,   61,   61),   52534, 3, 0.5,  2.0);
+       np_cave2           = NoiseParams(0,    12,  v3f(67,   67,   67),   10325, 3, 0.5,  2.0);
 }
 
 
 void MapgenV7Params::readParams(const Settings *settings)
 {
-       settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
+       settings->getFlagStrNoEx("mgv7_spflags",  spflags, flagdesc_mapgen_v7);
+       settings->getFloatNoEx("mgv7_cave_width", cave_width);
 
        settings->getNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
        settings->getNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
@@ -175,7 +129,8 @@ void MapgenV7Params::readParams(const Settings *settings)
 
 void MapgenV7Params::writeParams(Settings *settings) const
 {
-       settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, (u32)-1);
+       settings->setFlagStr("mgv7_spflags",  spflags, flagdesc_mapgen_v7, U32_MAX);
+       settings->setFloat("mgv7_cave_width", cave_width);
 
        settings->setNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
        settings->setNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
@@ -191,10 +146,10 @@ void MapgenV7Params::writeParams(Settings *settings) const
 }
 
 
-///////////////////////////////////////
+///////////////////////////////////////////////////////////////////////////////
 
 
-int MapgenV7::getGroundLevelAtPoint(v2s16 p)
+int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
 {
        // Base terrain calculation
        s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
@@ -202,22 +157,24 @@ int MapgenV7::getGroundLevelAtPoint(v2s16 p)
        // Ridge/river terrain calculation
        float width = 0.2;
        float uwatern = NoisePerlin2D(&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 inside a river this is an unsuitable spawn point
        if (fabs(uwatern) <= width)
-               return water_level - 10;
+               return MAX_MAP_GENERATION_LIMIT;
 
        // Mountain terrain calculation
-       int iters = 128; // don't even bother iterating more than 128 times..
+       int iters = 128;
        while (iters--) {
-               //current point would have been air
-               if (!getMountainTerrainAtPoint(p.X, y, p.Y))
-                       return y;
-
+               if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) {  // Air, y is ground level
+                       if (y <= water_level || y > water_level + 16)
+                               return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
+                       else
+                               return y;
+               }
                y++;
        }
 
-       return y;
+       // Unsuitable spawn point, no ground surface found
+       return MAX_MAP_GENERATION_LIMIT;
 }
 
 
@@ -227,11 +184,11 @@ void MapgenV7::makeChunk(BlockMakeData *data)
        assert(data->vmanip);
        assert(data->nodedef);
        assert(data->blockpos_requested.X >= data->blockpos_min.X &&
-                  data->blockpos_requested.Y >= data->blockpos_min.Y &&
-                  data->blockpos_requested.Z >= data->blockpos_min.Z);
+               data->blockpos_requested.Y >= data->blockpos_min.Y &&
+               data->blockpos_requested.Z >= data->blockpos_min.Z);
        assert(data->blockpos_requested.X <= data->blockpos_max.X &&
-                  data->blockpos_requested.Y <= data->blockpos_max.Y &&
-                  data->blockpos_requested.Z <= data->blockpos_max.Z);
+               data->blockpos_requested.Y <= data->blockpos_max.Y &&
+               data->blockpos_requested.Z <= data->blockpos_max.Z);
 
        this->generating = true;
        this->vm   = data->vmanip;
@@ -247,70 +204,30 @@ void MapgenV7::makeChunk(BlockMakeData *data)
 
        blockseed = getBlockSeed2(full_node_min, seed);
 
-       // Make some noise
-       calculateNoise();
-
-       // Generate base terrain, mountains, and ridges with initial heightmaps
+       // Generate base and mountain terrain
+       // An initial heightmap is no longer created here for use in generateRidgeTerrain()
        s16 stone_surface_max_y = generateTerrain();
 
+       // Generate rivers
+       if (spflags & MGV7_RIDGES)
+               generateRidgeTerrain();
+
        // Create heightmap
        updateHeightmap(node_min, node_max);
 
-       // Create biomemap at heightmap surface
-       bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
-               noise_humidity->result, heightmap, biomemap);
-
-       // Actually place the biome-specific nodes
-       MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
+       // Init biome generator, place biome-specific nodes, and build biomemap
+       biomegen->calcBiomeNoise(node_min);
+       MgStoneType stone_type = generateBiomes();
 
        if (flags & MG_CAVES)
-               generateCaves(stone_surface_max_y);
-
-       if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
-               DungeonParams dp;
-
-               dp.np_rarity  = nparams_dungeon_rarity;
-               dp.np_density = nparams_dungeon_density;
-               dp.np_wetness = nparams_dungeon_wetness;
-               dp.c_water    = c_water_source;
-               if (stone_type == STONE) {
-                       dp.c_cobble = c_cobble;
-                       dp.c_moss   = c_mossycobble;
-                       dp.c_stair  = c_stair_cobble;
-
-                       dp.diagonal_dirs = false;
-                       dp.mossratio     = 3.0;
-                       dp.holesize      = v3s16(1, 2, 1);
-                       dp.roomsize      = v3s16(0, 0, 0);
-                       dp.notifytype    = GENNOTIFY_DUNGEON;
-               } else if (stone_type == DESERT_STONE) {
-                       dp.c_cobble = c_desert_stone;
-                       dp.c_moss   = c_desert_stone;
-                       dp.c_stair  = c_desert_stone;
-
-                       dp.diagonal_dirs = true;
-                       dp.mossratio     = 0.0;
-                       dp.holesize      = v3s16(2, 3, 2);
-                       dp.roomsize      = v3s16(2, 5, 2);
-                       dp.notifytype    = GENNOTIFY_TEMPLE;
-               } else if (stone_type == SANDSTONE) {
-                       dp.c_cobble = c_sandstonebrick;
-                       dp.c_moss   = c_sandstonebrick;
-                       dp.c_stair  = c_sandstonebrick;
-
-                       dp.diagonal_dirs = false;
-                       dp.mossratio     = 0.0;
-                       dp.holesize      = v3s16(2, 2, 2);
-                       dp.roomsize      = v3s16(2, 0, 2);
-                       dp.notifytype    = GENNOTIFY_DUNGEON;
-               }
+               generateCaves(stone_surface_max_y, water_level);
 
-               DungeonGen dgen(this, &dp);
-               dgen.generate(blockseed, full_node_min, full_node_max);
-       }
+       if (flags & MG_DUNGEONS)
+               generateDungeons(stone_surface_max_y, stone_type);
 
        // Generate the registered decorations
-       m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
+       if (flags & MG_DECORATIONS)
+               m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
 
        // Generate the registered ores
        m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
@@ -333,53 +250,7 @@ void MapgenV7::makeChunk(BlockMakeData *data)
 }
 
 
-void MapgenV7::calculateNoise()
-{
-       //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
-       int x = node_min.X;
-       int y = node_min.Y - 1;
-       int z = node_min.Z;
-
-       noise_terrain_persist->perlinMap2D(x, z);
-       float *persistmap = noise_terrain_persist->result;
-
-       noise_terrain_base->perlinMap2D(x, z, persistmap);
-       noise_terrain_alt->perlinMap2D(x, z, persistmap);
-       noise_height_select->perlinMap2D(x, z);
-
-       if (flags & MG_CAVES) {
-               noise_cave1->perlinMap3D(x, y, z);
-               noise_cave2->perlinMap3D(x, y, z);
-       }
-
-       if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) {
-               noise_ridge->perlinMap3D(x, y, z);
-               noise_ridge_uwater->perlinMap2D(x, z);
-       }
-
-       if ((spflags & MGV7_MOUNTAINS) && node_max.Y >= 0) {
-               noise_mountain->perlinMap3D(x, y, z);
-               noise_mount_height->perlinMap2D(x, z);
-       }
-
-       noise_filler_depth->perlinMap2D(x, z);
-       noise_heat->perlinMap2D(x, z);
-       noise_humidity->perlinMap2D(x, z);
-       //printf("calculateNoise: %dus\n", t.stop());
-}
-
-
-Biome *MapgenV7::getBiomeAtPoint(v3s16 p)
-{
-       float heat      = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed);
-       float humidity  = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed);
-       s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
-
-       return bmgr->getBiome(heat, humidity, groundlevel);
-}
-
-//needs to be updated
-float MapgenV7::baseTerrainLevelAtPoint(int x, int z)
+float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
 {
        float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
        hselect = rangelim(hselect, 0.0, 1.0);
@@ -412,103 +283,77 @@ float MapgenV7::baseTerrainLevelFromMap(int index)
 }
 
 
-bool MapgenV7::getMountainTerrainAtPoint(int x, int y, int z)
+bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
 {
        float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
+       float density_gradient = -((float)y / mnt_h_n);
        float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
-       return mnt_n * mnt_h_n >= (float)y;
+
+       return mnt_n + density_gradient >= 0.0;
 }
 
 
-bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, int y)
+bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
 {
        float mounthn = noise_mount_height->result[idx_xz];
+       float density_gradient = -((float)y / mounthn);
        float mountn = noise_mountain->result[idx_xyz];
-       return mountn * mounthn >= (float)y;
-}
-
 
-#if 0
-void MapgenV7::carveRivers() {
-       MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
-       MapNode n_stone(c_stone);
-       u32 index = 0;
-
-       int river_depth = 4;
-
-       for (s16 z = node_min.Z; z <= node_max.Z; z++)
-       for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
-               float terrain_mod  = noise_terrain_mod->result[index];
-               NoiseParams *np = noise_terrain_river->np;
-               np.persist = noise_terrain_persist->result[index];
-               float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
-               float height = terrain_river * (1 - abs(terrain_mod)) *
-                                               noise_terrain_river->np.scale;
-               height = log(height * height); //log(h^3) is pretty interesting for terrain
-
-               s16 y = heightmap[index];
-               if (height < 1.0 && y > river_depth &&
-                       y - river_depth >= node_min.Y && y <= node_max.Y) {
-
-                       for (s16 ry = y; ry != y - river_depth; ry--) {
-                               u32 vi = vm->m_area.index(x, ry, z);
-                               vm->m_data[vi] = n_air;
-                       }
-
-                       u32 vi = vm->m_area.index(x, y - river_depth, z);
-                       vm->m_data[vi] = n_water_source;
-               }
-       }
+       return mountn + density_gradient >= 0.0;
 }
-#endif
 
 
 int MapgenV7::generateTerrain()
-{
-       int ymax = generateBaseTerrain();
-
-       if (spflags & MGV7_MOUNTAINS)
-               ymax = generateMountainTerrain(ymax);
-
-       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;
+       //// Calculate noise for terrain generation
+       noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z);
+       float *persistmap = noise_terrain_persist->result;
+
+       noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap);
+       noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
+       noise_height_select->perlinMap2D(node_min.X, node_min.Z);
+
+       if (spflags & MGV7_MOUNTAINS) {
+               noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
+               noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
+       }
+
+       //// Place nodes
        v3s16 em = vm->m_area.getExtent();
-       u32 index = 0;
+       s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
+       u32 index2d = 0;
 
        for (s16 z = node_min.Z; z <= node_max.Z; z++)
-       for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
-               float surface_height = baseTerrainLevelFromMap(index);
-               s16 surface_y = (s16)surface_height;
-
-               heightmap[index]       = surface_y;
-               ridge_heightmap[index] = surface_y;
+       for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
+               s16 surface_y = baseTerrainLevelFromMap(index2d);
 
                if (surface_y > stone_surface_max_y)
                        stone_surface_max_y = surface_y;
 
-               u32 i = vm->m_area.index(x, node_min.Y - 1, z);
+               u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
+               u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
+
                for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
-                       if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
-                               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;
+                       if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
+                               if (y <= surface_y) {
+                                       vm->m_data[vi] = n_stone;  // Base terrain
+                               } else if ((spflags & MGV7_MOUNTAINS) &&
+                                               getMountainTerrainFromMap(index3d, index2d, y)) {
+                                       vm->m_data[vi] = n_stone;  // Mountain terrain
+                                       if (y > stone_surface_max_y)
+                                               stone_surface_max_y = y;
+                               } else if (y <= water_level) {
+                                       vm->m_data[vi] = n_water;
+                               } else {
+                                       vm->m_data[vi] = n_air;
+                               }
                        }
-                       vm->m_area.add_y(em, i, 1);
+                       vm->m_area.add_y(em, vi, 1);
+                       index3d += ystride;
                }
        }
 
@@ -516,46 +361,18 @@ int MapgenV7::generateBaseTerrain()
 }
 
 
-int MapgenV7::generateMountainTerrain(int ymax)
-{
-       if (node_max.Y < 0)
-               return ymax;
-
-       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 - 1; y <= node_max.Y + 1; 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);
-                       content_t c = vm->m_data[vi].getContent();
-
-                       if (getMountainTerrainFromMap(j, index, y)
-                                       && (c == CONTENT_AIR || c == c_water_source)) {
-                               vm->m_data[vi] = n_stone;
-                               if (y > ymax)
-                                       ymax = y;
-                       }
-
-                       vi++;
-                       j++;
-               }
-       }
-
-       return ymax;
-}
-
-
 void MapgenV7::generateRidgeTerrain()
 {
-       if (node_max.Y < water_level)
+       if (node_max.Y < water_level - 16)
                return;
 
+       noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
+       noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
+
        MapNode n_water(c_water_source);
        MapNode n_air(CONTENT_AIR);
        u32 index = 0;
-       float width = 0.2; // TODO: figure out acceptable perlin noise values
+       float width = 0.2;
 
        for (s16 z = node_min.Z; z <= node_max.Z; z++)
        for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
@@ -563,9 +380,6 @@ void MapgenV7::generateRidgeTerrain()
                for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
                        int j = (z - node_min.Z) * csize.X + (x - node_min.X);
 
-                       if (heightmap[j] < water_level - 16)
-                               continue;
-
                        float uwatern = noise_ridge_uwater->result[j] * 2;
                        if (fabs(uwatern) > width)
                                continue;
@@ -578,160 +392,83 @@ void MapgenV7::generateRidgeTerrain()
                        if (nridge + width_mod * height_mod < 0.6)
                                continue;
 
-                       if (y < ridge_heightmap[j])
-                               ridge_heightmap[j] = y - 1;
-
                        vm->m_data[vi] = (y > water_level) ? n_air : n_water;
                }
        }
 }
 
 
-MgStoneType MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
+////////////////////////////////////////////////////////////////////////////////
+//// Code Boneyard
+////
+//// Much of the stuff here has potential to become useful again at some point
+//// in the future, but we don't want it to get lost or forgotten in version
+//// control.
+////
+
+#if 0
+int MapgenV7::generateMountainTerrain(s16 ymax)
 {
-       v3s16 em = vm->m_area.getExtent();
-       u32 index = 0;
-       MgStoneType stone_type = STONE;
+       MapNode n_stone(c_stone);
+       u32 j = 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 = NULL;
-               u16 depth_top = 0;
-               u16 base_filler = 0;
-               u16 depth_water_top = 0;
-               u32 vi = vm->m_area.index(x, node_max.Y, z);
-
-               // Check node at base of mapchunk above, either a node of a previously
-               // generated mapchunk or if not, a node of overgenerated base terrain.
-               content_t c_above = vm->m_data[vi + em.X].getContent();
-               bool air_above = c_above == CONTENT_AIR;
-               bool water_above = c_above == c_water_source;
-
-               // If there is air or water above enable top/filler placement, otherwise force
-               // nplaced to stone level by setting a number exceeding any possible filler depth.
-               u16 nplaced = (air_above || water_above) ? 0 : (u16)-1;
-
-               for (s16 y = node_max.Y; y >= node_min.Y; y--) {
+       for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; 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);
                        content_t c = vm->m_data[vi].getContent();
 
-                       // Biome is recalculated each time an upper surface is detected while
-                       // working down a column. The selected biome then remains in effect for
-                       // all nodes below until the next surface and biome recalculation.
-                       // Biome is recalculated:
-                       // 1. At the surface of stone below air or water.
-                       // 2. At the surface of water below air.
-                       // 3. When stone or water is detected but biome has not yet been calculated.
-                       if ((c == c_stone && (air_above || water_above || !biome)) ||
-                                       (c == c_water_source && (air_above || !biome))) {
-                               biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
-                               depth_top = biome->depth_top;
-                               base_filler = MYMAX(depth_top + biome->depth_filler
-                                               + noise_filler_depth->result[index], 0);
-                               depth_water_top = biome->depth_water_top;
-
-                               // Detect stone type for dungeons during every biome calculation.
-                               // This is more efficient than detecting per-node and will not
-                               // miss any desert stone or sandstone biomes.
-                               if (biome->c_stone == c_desert_stone)
-                                       stone_type = DESERT_STONE;
-                               else if (biome->c_stone == c_sandstone)
-                                       stone_type = SANDSTONE;
-                       }
-
-                       if (c == c_stone) {
-                               content_t c_below = vm->m_data[vi - em.X].getContent();
-
-                               // If the node below isn't solid, make this node stone, so that
-                               // any top/filler nodes above are structurally supported.
-                               // This is done by aborting the cycle of top/filler placement
-                               // immediately by forcing nplaced to stone level.
-                               if (c_below == CONTENT_AIR || c_below == c_water_source)
-                                       nplaced = (u16)-1;
-
-                               if (nplaced < depth_top) {
-                                       vm->m_data[vi] = MapNode(biome->c_top);
-                                       nplaced++;
-                               } else if (nplaced < base_filler) {
-                                       vm->m_data[vi] = MapNode(biome->c_filler);
-                                       nplaced++;
-                               } else {
-                                       vm->m_data[vi] = MapNode(biome->c_stone);
-                               }
-
-                               air_above = false;
-                               water_above = false;
-                       } else if (c == c_water_source) {
-                               vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
-                                               biome->c_water_top : biome->c_water);
-                               nplaced = 0;  // Enable top/filler placement for next surface
-                               air_above = false;
-                               water_above = true;
-                       } else if (c == CONTENT_AIR) {
-                               nplaced = 0;  // Enable top/filler placement for next surface
-                               air_above = true;
-                               water_above = false;
-                       } else {  // Possible various nodes overgenerated from neighbouring mapchunks
-                               nplaced = (u16)-1;  // Disable top/filler placement
-                               air_above = false;
-                               water_above = false;
+                       if (getMountainTerrainFromMap(j, index, y)
+                                       && (c == CONTENT_AIR || c == c_water_source)) {
+                               vm->m_data[vi] = n_stone;
+                               if (y > ymax)
+                                       ymax = y;
                        }
 
-                       vm->m_area.add_y(em, vi, -1);
+                       vi++;
+                       j++;
                }
        }
 
-       return stone_type;
+       return ymax;
 }
+#endif
 
 
-void MapgenV7::dustTopNodes()
-{
-       if (node_max.Y < water_level)
-               return;
-
-       v3s16 em = vm->m_area.getExtent();
+#if 0
+void MapgenV7::carveRivers() {
+       MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
+       MapNode n_stone(c_stone);
        u32 index = 0;
 
+       int river_depth = 4;
+
        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 = (Biome *)bmgr->getRaw(biomemap[index]);
-
-               if (biome->c_dust == CONTENT_IGNORE)
-                       continue;
-
-               u32 vi = vm->m_area.index(x, full_node_max.Y, z);
-               content_t c_full_max = vm->m_data[vi].getContent();
-               s16 y_start;
-
-               if (c_full_max == CONTENT_AIR) {
-                       y_start = full_node_max.Y - 1;
-               } else if (c_full_max == CONTENT_IGNORE) {
-                       vi = vm->m_area.index(x, node_max.Y + 1, z);
-                       content_t c_max = vm->m_data[vi].getContent();
-
-                       if (c_max == CONTENT_AIR)
-                               y_start = node_max.Y;
-                       else
-                               continue;
-               } else {
-                       continue;
-               }
+               float terrain_mod  = noise_terrain_mod->result[index];
+               NoiseParams *np = noise_terrain_river->np;
+               np.persist = noise_terrain_persist->result[index];
+               float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
+               float height = terrain_river * (1 - abs(terrain_mod)) *
+                                               noise_terrain_river->np.scale;
+               height = log(height * height); //log(h^3) is pretty interesting for terrain
 
-               vi = vm->m_area.index(x, y_start, z);
-               for (s16 y = y_start; y >= node_min.Y - 1; y--) {
-                       if (vm->m_data[vi].getContent() != CONTENT_AIR)
-                               break;
+               s16 y = heightmap[index];
+               if (height < 1.0 && y > river_depth &&
+                       y - river_depth >= node_min.Y && y <= node_max.Y) {
 
-                       vm->m_area.add_y(em, vi, -1);
-               }
+                       for (s16 ry = y; ry != y - river_depth; ry--) {
+                               u32 vi = vm->m_area.index(x, ry, z);
+                               vm->m_data[vi] = n_air;
+                       }
 
-               content_t c = vm->m_data[vi].getContent();
-               if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
-                       vm->m_area.add_y(em, vi, 1);
-                       vm->m_data[vi] = MapNode(biome->c_dust);
+                       u32 vi = vm->m_area.index(x, y - river_depth, z);
+                       vm->m_data[vi] = n_water_source;
                }
        }
 }
+#endif
 
 
 #if 0
@@ -828,46 +565,3 @@ void MapgenV7::addTopNodes()
        }
 }
 #endif
-
-
-void MapgenV7::generateCaves(int max_stone_y)
-{
-       if (max_stone_y >= node_min.Y) {
-               u32 index   = 0;
-               u32 index2d = 0;
-
-               for (s16 z = node_min.Z; z <= node_max.Z; z++) {
-                       for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
-                               u32 i = vm->m_area.index(node_min.X, y, z);
-                               for (s16 x = node_min.X; x <= node_max.X;
-                                               x++, i++, index++, index2d++) {
-                                       float d1 = contour(noise_cave1->result[index]);
-                                       float d2 = contour(noise_cave2->result[index]);
-                                       if (d1 * d2 > 0.3) {
-                                               Biome *biome = (Biome *)bmgr->
-                                                                       getRaw(biomemap[index2d]);
-                                               content_t c = vm->m_data[i].getContent();
-                                               if (!ndef->get(c).is_ground_content ||
-                                                               c == CONTENT_AIR ||
-                                                               (y <= water_level &&
-                                                               c != biome->c_stone &&
-                                                               c != c_stone))
-                                                       continue;
-
-                                               vm->m_data[i] = MapNode(CONTENT_AIR);
-                                       }
-                               }
-                               index2d -= ystride;
-                       }
-                       index2d += ystride;
-               }
-       }
-
-       PseudoRandom ps(blockseed + 21343);
-       u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
-       for (u32 i = 0; i < bruises_count; i++) {
-               CaveV7 cave(this, &ps);
-               cave.makeCave(node_min, node_max, max_stone_y);
-       }
-}
-