]> 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 870e7343e4f894781388b4cae3b2b70015a408dc..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
@@ -24,137 +25,176 @@ 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 "profiler.h" // For TimeTaker
 #include "settings.h" // For g_settings
-#include "main.h" // For g_profiler
 #include "emerge.h"
 #include "dungeongen.h"
 #include "cavegen.h"
 #include "treegen.h"
-#include "biome.h"
+#include "mg_biome.h"
+#include "mg_ore.h"
+#include "mg_decoration.h"
 #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) {
-       this->generating  = false;
-       this->id     = mapgenid;
-       this->emerge = emerge;
-       this->bmgr   = emerge->biomedef;
-
-       this->seed     = (int)params->seed;
-       this->water_level = params->water_level;
-       this->flags    = params->flags;
-       this->lighting = 1;
-       this->ridges   = 1;
+///////////////////////////////////////////////////////////////////////////////
 
-       this->csize   = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
-       this->ystride = csize.X; //////fix this
 
-       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];
+MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge)
+       : MapgenBasic(mapgenid, params, emerge)
+{
+       this->spflags    = params->spflags;
+       this->cave_width = params->cave_width;
 
-       // Terrain noise
+       //// 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);
-       
-       // 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);  
+       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
+       // 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;
 }
 
 
-MapgenV7::~MapgenV7() {
+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;
-       
-       delete[] ridge_heightmap;
-       delete[] heightmap;
-       delete[] biomemap;
 }
 
 
-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);
-       
-       s16 y = groundlevel;
-       int iters = 1024; // don't even bother iterating more than 64 times..
+MapgenV7Params::MapgenV7Params()
+{
+       spflags    = MGV7_MOUNTAINS | MGV7_RIDGES;
+       cave_width = 0.2;
+
+       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(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, 0.63, 2.0);
+       np_ridge           = NoiseParams(0,    1,   v3f(100,  100,  100),  6467,  4, 0.75, 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->getFloatNoEx("mgv7_cave_width", cave_width);
+
+       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);
+       settings->getNoiseParams("mgv7_np_cave1",           np_cave1);
+       settings->getNoiseParams("mgv7_np_cave2",           np_cave2);
+}
+
+
+void MapgenV7Params::writeParams(Settings *settings) const
+{
+       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);
+       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);
+       settings->setNoiseParams("mgv7_np_cave1",           np_cave1);
+       settings->setNoiseParams("mgv7_np_cave2",           np_cave2);
+}
+
+
+///////////////////////////////////////////////////////////////////////////////
+
+
+int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
+{
+       // Base terrain calculation
+       s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
+
+       // Ridge/river terrain calculation
+       float width = 0.2;
+       float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
+       // if inside a river this is an unsuitable spawn point
+       if (fabs(uwatern) <= width)
+               return MAX_MAP_GENERATION_LIMIT;
+
+       // Mountain terrain calculation
+       int iters = 128;
        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;
-                       
-               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 + b->top_depth;
+       // Unsuitable spawn point, no ground surface found
+       return MAX_MAP_GENERATION_LIMIT;
 }
 
 
-void MapgenV7::makeChunk(BlockMakeData *data) {
+void MapgenV7::makeChunk(BlockMakeData *data)
+{
+       // Pre-conditions
        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;      
+       this->vm   = data->vmanip;
        this->ndef = data->nodedef;
        //TimeTaker t("makeChunk");
-       
+
        v3s16 blockpos_min = data->blockpos_min;
        v3s16 blockpos_max = data->blockpos_max;
        node_min = blockpos_min * MAP_BLOCKSIZE;
@@ -162,62 +202,47 @@ void MapgenV7::makeChunk(BlockMakeData *data) {
        full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
        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");
-       c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
-       c_sand            = ndef->getId("mapgen_sand");
-       c_water_source    = ndef->getId("mapgen_water_source");
-       c_lava_source     = ndef->getId("mapgen_lava_source");
-       
-       generateTerrain();
-       if (this->ridges)
-               carveRidges();
+       blockseed = getBlockSeed2(full_node_min, seed);
 
-       if (flags & MG_CAVES)
-               generateCaves(stone_surface_max_y);
-       
-       addTopNodes();
-       
+       // 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);
 
-       if (flags & MG_DUNGEONS) {
-               DungeonGen dgen(ndef, data->seed, water_level);
-               dgen.generate(vm, blockseed, full_node_min, full_node_max);
-       }
+       // Init biome generator, place biome-specific nodes, and build biomemap
+       biomegen->calcBiomeNoise(node_min);
+       MgStoneType stone_type = generateBiomes();
 
-       for (size_t i = 0; i != emerge->decorations.size(); i++) {
-               Decoration *deco = emerge->decorations[i];
-               deco->placeDeco(this, blockseed + i, node_min, node_max);
-       }
+       if (flags & MG_CAVES)
+               generateCaves(stone_surface_max_y, water_level);
+
+       if (flags & MG_DUNGEONS)
+               generateDungeons(stone_surface_max_y, stone_type);
+
+       // Generate the registered decorations
+       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);
+
+       // Sprinkle some dust on top after everything else was generated
+       dustTopNodes();
 
-       for (size_t i = 0; i != emerge->ores.size(); i++) {
-               Ore *ore = emerge->ores[i];
-               ore->placeOre(this, blockseed + i, node_min, node_max);
-       }
-       
        //printf("makeChunk: %dms\n", t.stop());
-       
+
        updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
-       
-       if (this->lighting)
-               calcLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
-                                node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
+
+       if (flags & MG_LIGHT)
+               calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
+                       full_node_min, full_node_max);
+
        //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
        //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
 
@@ -225,203 +250,230 @@ void MapgenV7::makeChunk(BlockMakeData *data) {
 }
 
 
-void MapgenV7::calculateNoise() {
-       //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
-       int x = node_min.X;
-       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);
-       float *persistmap = noise_terrain_persist->result;
-       for (int i = 0; i != csize.X * csize.Z; i++)
-               persistmap[i] = abs(persistmap[i]);
-       
-       noise_terrain_base->perlinMap2DModulated(x, z, persistmap);
-       noise_terrain_base->transformNoiseMap();
-       
-       noise_terrain_alt->perlinMap2DModulated(x, z, persistmap);
-       noise_terrain_alt->transformNoiseMap();
-       
-       noise_ridge->perlinMap3D(x, y, z);
-       
-       noise_heat->perlinMap2D(x, z);
-       
-       noise_humidity->perlinMap2D(x, z);
-       
-       //printf("calculateNoise: %dus\n", t.stop());
-}
+float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
+{
+       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);
 
-Biome *MapgenV7::getBiomeAtPoint(v3s16 p) {
-       float heat      = NoisePerlin2D(bmgr->np_heat, p.X, p.Z, seed);
-       float humidity  = NoisePerlin2D(bmgr->np_humidity, p.X, p.Z, seed);
-       s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
-       
-       return bmgr->getBiome(heat, humidity, groundlevel);
-}
+       noise_terrain_base->np.persist = persist;
+       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);
 
-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));
-
-       noise_terrain_base->np->persist = persist;
-       float terrain_base = NoisePerlin2D(noise_terrain_base->np, x, z, seed);
-       float height_base  = terrain_base * terrain_mod;
-
-       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 MapgenV7::baseTerrainLevelFromMap(int 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));
 }
 
 
-#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);
-       u32 index = 0;
-       
-       int river_depth = 4;
+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);
 
-       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 mnt_n + density_gradient >= 0.0;
 }
-#endif
 
 
-int MapgenV7::calcHeightMap() {
-       int stone_surface_max_y = -MAP_GENERATION_LIMIT;
-       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++) {
-               float surface_height = baseTerrainLevelFromMap(index);
-               s16 surface_y = (s16)surface_height;
-               
-               heightmap[index]       = surface_y; 
-               ridge_heightmap[index] = surface_y;
-               
-               if (surface_y > stone_surface_max_y)
-                       stone_surface_max_y = surface_y;
-       }
-               
-       return stone_surface_max_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 + density_gradient >= 0.0;
 }
 
 
-void MapgenV7::generateTerrain() {
-       MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
+int MapgenV7::generateTerrain()
+{
+       MapNode n_air(CONTENT_AIR);
        MapNode n_stone(c_stone);
+       MapNode n_water(c_water_source);
+
+       //// 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++) {
-               s16 surface_y = heightmap[index];
-               Biome *biome = bmgr->biomes[biomemap[index]];
-               
-               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) {
+       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 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[vi].getContent() == CONTENT_IGNORE) {
                                if (y <= surface_y) {
-                                       vm->m_data[i] = (y > water_level + biome->filler_height) ?
-                                               MapNode(biome->c_filler) : n_stone;
+                                       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[i] = n_water_source;
+                                       vm->m_data[vi] = n_water;
                                } else {
-                                       vm->m_data[i] = n_air;
+                                       vm->m_data[vi] = n_air;
                                }
                        }
-                       vm->m_area.add_y(em, i, 1);
+                       vm->m_area.add_y(em, vi, 1);
+                       index3d += ystride;
                }
        }
+
+       return stone_surface_max_y;
 }
 
 
-void MapgenV7::carveRidges() {
-       if (node_max.Y <= water_level)
+void MapgenV7::generateRidgeTerrain()
+{
+       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;
+
        for (s16 z = node_min.Z; z <= node_max.Z; z++)
-       for (s16 y = node_min.Y; y <= node_max.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++, 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);
+
+                       float uwatern = noise_ridge_uwater->result[j] * 2;
+                       if (fabs(uwatern) > width)
                                continue;
-                               
-                       if (noise_ridge->result[index] * (float)(y * y) < 15.0)
+
+                       float altitude = y - water_level;
+                       float height_mod = (altitude + 17) / 2.5;
+                       float width_mod  = width - fabs(uwatern);
+                       float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
+
+                       if (nridge + width_mod * height_mod < 0.6)
                                continue;
 
-                       int j = (z - node_min.Z) * csize.Z + (x - node_min.X); //////obviously just temporary
-                       if (y < ridge_heightmap[j])
-                               ridge_heightmap[j] = y - 1; 
+                       vm->m_data[vi] = (y > water_level) ? n_air : n_water;
+               }
+       }
+}
+
+
+////////////////////////////////////////////////////////////////////////////////
+//// 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)
+{
+       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();
 
-                       vm->m_data[vi] = n_air;
+                       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;
 }
+#endif
 
-/*
-void MapgenV7::testBiomes() {
+
+#if 0
+void MapgenV7::carveRivers() {
+       MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
+       MapNode n_stone(c_stone);
        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);
+
+       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;
+               }
        }
-       // 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
-}*/
+}
+#endif
 
 
-void MapgenV7::addTopNodes() {
+#if 0
+void MapgenV7::addTopNodes()
+{
        v3s16 em = vm->m_area.getExtent();
        s16 ntopnodes;
        u32 index = 0;
@@ -429,10 +481,10 @@ void MapgenV7::addTopNodes() {
        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]];
-               
+
                //////////////////// First, add top nodes below the ridge
                s16 y = ridge_heightmap[index];
-               
+
                // This cutoff is good enough, but not perfect.
                // It will cut off potentially placed top nodes at chunk boundaries
                if (y < node_min.Y)
@@ -444,7 +496,7 @@ void MapgenV7::addTopNodes() {
                        if (ndef->get(c).walkable)
                                continue;
                }
-               
+
                // N.B.  It is necessary to search downward since ridge_heightmap[i]
                // might not be the actual height, just the lowest part in the chunk
                // where a ridge had been carved
@@ -472,7 +524,7 @@ void MapgenV7::addTopNodes() {
                                        vm->m_data[i] = MapNode(c_dirt_with_grass);
                        }
                }
-               
+
                //////////////////// Now, add top nodes on top of the ridge
                y = heightmap[index];
                if (y > node_max.Y) {
@@ -512,27 +564,4 @@ void MapgenV7::addTopNodes() {
                }
        }
 }
-
-
-#include "mapgen_v6.h"
-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,
-                                                               node_min.X, node_min.Y, seed);
-
-       u32 caves_count = MYMAX(0.0, cave_amount) * volume_nodes / 250000;
-       for (u32 i = 0; i < caves_count; i++) {
-               CaveV7 cave(this, &ps, false);
-               cave.makeCave(node_min, node_max, max_stone_y);
-       }
-
-       u32 bruises_count = (ps.range(1, 8) == 1) ? ps.range(0, ps.range(0, 2)) : 1;
-       for (u32 i = 0; i < bruises_count; i++) {
-               CaveV7 cave(this, &ps, true);
-               cave.makeCave(node_min, node_max, max_stone_y);
-       }       
-}
+#endif