]> git.lizzy.rs Git - minetest.git/blobdiff - src/mapgen_v7.cpp
Optimize headers (part 2) (#6272)
[minetest.git] / src / mapgen_v7.cpp
index ee2c5f45f56658c2a70e2dfc3f8e59ba9142e430..d27e339ce1415afed632fafeede04405b9095e3e 100644 (file)
@@ -1,7 +1,7 @@
 /*
 Minetest
-Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
-Copyright (C) 2010-2015 paramat, Matt Gregory
+Copyright (C) 2013-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
+Copyright (C) 2014-2017 paramat
 
 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
@@ -33,7 +33,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "emerge.h"
 #include "dungeongen.h"
 #include "cavegen.h"
-#include "treegen.h"
 #include "mg_biome.h"
 #include "mg_ore.h"
 #include "mg_decoration.h"
@@ -41,156 +40,174 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 
 FlagDesc flagdesc_mapgen_v7[] = {
-       {"mountains", MGV7_MOUNTAINS},
-       {"ridges",    MGV7_RIDGES},
-       {NULL,        0}
+       {"mountains",   MGV7_MOUNTAINS},
+       {"ridges",      MGV7_RIDGES},
+       {"floatlands",  MGV7_FLOATLANDS},
+       {"caverns",     MGV7_CAVERNS},
+       {"biomerepeat", MGV7_BIOMEREPEAT},
+       {NULL,          0}
 };
 
 
 ///////////////////////////////////////////////////////////////////////////////
 
 
-MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *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;
-       // 1-up 1-down overgeneration
-       this->zstride_1u1d = csize.X * (csize.Y + 2);
-
-       this->heightmap = new s16[csize.X * csize.Z];
-
-       MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
-
-       this->spflags    = sp->spflags;
-       this->cave_width = sp->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);
-
-       //// 3d terrain noise
-       // 1-up 1-down overgeneration
-       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);
-
-       MapgenBasic::np_cave1 = sp->np_cave1;
-       MapgenBasic::np_cave2 = sp->np_cave2;
-
-       // TODO(hmmmm): should we have a way to disable biomemanager biomes?
-       //// Initialize biome generator
-       biomegen = emerge->biomemgr->createBiomeGen(
-               BIOMEGEN_ORIGINAL, params->bparams, csize);
-       biomemap = biomegen->biomemap;
-
-       //// Resolve nodes to be used
-       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;
+       spflags             = params->spflags;
+       mount_zero_level    = params->mount_zero_level;
+       cave_width          = params->cave_width;
+       large_cave_depth    = params->large_cave_depth;
+       lava_depth          = params->lava_depth;
+       float_mount_density = params->float_mount_density;
+       floatland_level     = params->floatland_level;
+       shadow_limit        = params->shadow_limit;
+       cavern_limit        = params->cavern_limit;
+       cavern_taper        = params->cavern_taper;
+       cavern_threshold    = params->cavern_threshold;
+
+       // This is to avoid a divide-by-zero.
+       // Parameter will be saved to map_meta.txt in limited form.
+       params->float_mount_height = MYMAX(params->float_mount_height, 1.0f);
+       float_mount_height   = params->float_mount_height;
+
+       // 2D 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_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);
+
+       if (spflags & MGV7_MOUNTAINS)
+               noise_mount_height = new Noise(&params->np_mount_height, seed, csize.X, csize.Z);
+
+       if (spflags & MGV7_FLOATLANDS) {
+               noise_floatland_base    = new Noise(&params->np_floatland_base,    seed, csize.X, csize.Z);
+               noise_float_base_height = new Noise(&params->np_float_base_height, seed, csize.X, csize.Z);
+       }
+
+       if (spflags & MGV7_RIDGES) {
+               noise_ridge_uwater = new Noise(&params->np_ridge_uwater, seed, csize.X, csize.Z);
+       // 3D noise, 1-up 1-down overgeneration
+               noise_ridge = new Noise(&params->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
+       }
+       // 3D noise, 1 up, 1 down overgeneration
+       if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
+               noise_mountain = new Noise(&params->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
+       // 3D noise, 1 down overgeneration
+       MapgenBasic::np_cave1  = params->np_cave1;
+       MapgenBasic::np_cave2  = params->np_cave2;
+       MapgenBasic::np_cavern = params->np_cavern;
 }
 
 
 MapgenV7::~MapgenV7()
 {
        delete noise_terrain_base;
+       delete noise_terrain_alt;
        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 biomegen;
+       if (spflags & MGV7_MOUNTAINS)
+               delete noise_mount_height;
+
+       if (spflags & MGV7_FLOATLANDS) {
+               delete noise_floatland_base;
+               delete noise_float_base_height;
+       }
+
+       if (spflags & MGV7_RIDGES) {
+               delete noise_ridge_uwater;
+               delete noise_ridge;
+       }
 
-       delete[] heightmap;
+       if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
+               delete noise_mountain;
 }
 
 
 MapgenV7Params::MapgenV7Params()
 {
-       spflags    = MGV7_MOUNTAINS | MGV7_RIDGES;
-       cave_width = 0.3;
-
-       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(96,   96,   96),   52534, 4, 0.5,  2.0);
-       np_cave2           = NoiseParams(0,    12,  v3f(96,   96,   96),   10325, 4, 0.5,  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(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_floatland_base    = NoiseParams(-0.6, 1.5,  v3f(600,  600,  600),  114,   5, 0.6,  2.0);
+       np_float_base_height = NoiseParams(48,   24,   v3f(300,  300,  300),  907,   4, 0.7,  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_cavern            = NoiseParams(0,    1,    v3f(384,  128,  384),  723,   5, 0.63, 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);
+       settings->getFlagStrNoEx("mgv7_spflags",           spflags, flagdesc_mapgen_v7);
+       settings->getS16NoEx("mgv7_mount_zero_level",      mount_zero_level);
+       settings->getFloatNoEx("mgv7_cave_width",          cave_width);
+       settings->getS16NoEx("mgv7_large_cave_depth",      large_cave_depth);
+       settings->getS16NoEx("mgv7_lava_depth",            lava_depth);
+       settings->getFloatNoEx("mgv7_float_mount_density", float_mount_density);
+       settings->getFloatNoEx("mgv7_float_mount_height",  float_mount_height);
+       settings->getS16NoEx("mgv7_floatland_level",       floatland_level);
+       settings->getS16NoEx("mgv7_shadow_limit",          shadow_limit);
+       settings->getS16NoEx("mgv7_cavern_limit",          cavern_limit);
+       settings->getS16NoEx("mgv7_cavern_taper",          cavern_taper);
+       settings->getFloatNoEx("mgv7_cavern_threshold",    cavern_threshold);
+
+       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_floatland_base",    np_floatland_base);
+       settings->getNoiseParams("mgv7_np_float_base_height", np_float_base_height);
+       settings->getNoiseParams("mgv7_np_mountain",          np_mountain);
+       settings->getNoiseParams("mgv7_np_ridge",             np_ridge);
+       settings->getNoiseParams("mgv7_np_cavern",            np_cavern);
+       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);
+       settings->setFlagStr("mgv7_spflags",           spflags, flagdesc_mapgen_v7, U32_MAX);
+       settings->setS16("mgv7_mount_zero_level",      mount_zero_level);
+       settings->setFloat("mgv7_cave_width",          cave_width);
+       settings->setS16("mgv7_large_cave_depth",      large_cave_depth);
+       settings->setS16("mgv7_lava_depth",            lava_depth);
+       settings->setFloat("mgv7_float_mount_density", float_mount_density);
+       settings->setFloat("mgv7_float_mount_height",  float_mount_height);
+       settings->setS16("mgv7_floatland_level",       floatland_level);
+       settings->setS16("mgv7_shadow_limit",          shadow_limit);
+       settings->setS16("mgv7_cavern_limit",          cavern_limit);
+       settings->setS16("mgv7_cavern_taper",          cavern_taper);
+       settings->setFloat("mgv7_cavern_threshold",    cavern_threshold);
+
+       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_floatland_base",    np_floatland_base);
+       settings->setNoiseParams("mgv7_np_float_base_height", np_float_base_height);
+       settings->setNoiseParams("mgv7_np_mountain",          np_mountain);
+       settings->setNoiseParams("mgv7_np_ridge",             np_ridge);
+       settings->setNoiseParams("mgv7_np_cavern",            np_cavern);
+       settings->setNoiseParams("mgv7_np_cave1",             np_cave1);
+       settings->setNoiseParams("mgv7_np_cave2",             np_cave2);
 }
 
 
@@ -199,29 +216,50 @@ void MapgenV7Params::writeParams(Settings *settings) const
 
 int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
 {
+       // If rivers are enabled, first check if in a river
+       if (spflags & MGV7_RIDGES) {
+               float width = 0.2;
+               float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
+               if (fabs(uwatern) <= width)
+                       return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
+       }
+
+       // Terrain noise 'offset' is the average level of that terrain.
+       // At least 50% of terrain will be below the higher of base and alt terrain
+       // 'offset's.
+       // Raising the maximum spawn level above 'water_level + 16' is necessary
+       // for when terrain 'offset's are set much higher than water_level.
+       s16 max_spawn_y = MYMAX(MYMAX(noise_terrain_alt->np.offset,
+                       noise_terrain_base->np.offset),
+                       water_level + 16);
        // 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 (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) {  // Air, y is ground level
-                       if (y <= water_level || y > water_level + 16)
+       // If mountains are disabled, terrain level is base terrain level.
+       // Avoids mid-air spawn where mountain terrain would have been.
+       if (!(spflags & MGV7_MOUNTAINS)) {
+               if (y < water_level || y > max_spawn_y)
+                       return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
+
+               // y + 2 because y is surface level and due to biome 'dust'
+               return y + 2;
+       }
+
+       // Search upwards for first node without mountain terrain
+       int iters = 256;
+       while (iters > 0 && y <= max_spawn_y) {
+               if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) {
+                       if (y <= water_level || y > max_spawn_y)
                                return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
-                       else
-                               return y;
+
+                       // y + 1 due to biome 'dust'
+                       return y + 1;
                }
                y++;
+               iters--;
        }
 
-       // Unsuitable spawn point, no ground surface found
+       // Unsuitable spawn point
        return MAX_MAP_GENERATION_LIMIT;
 }
 
@@ -252,86 +290,75 @@ void MapgenV7::makeChunk(BlockMakeData *data)
 
        blockseed = getBlockSeed2(full_node_min, seed);
 
-       // Make some noise
-       calculateNoise();
+       // Get zero level for biomes and decorations
+       // Optionally repeat surface biomes in floatlands
+       s16 biome_zero_level = ((spflags & MGV7_FLOATLANDS) &&
+               (spflags & MGV7_BIOMEREPEAT) && node_max.Y >= shadow_limit) ?
+               floatland_level - 1 : water_level - 1;
 
-       // Generate terrain 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();
 
-       // Update heightmap to include mountain terrain
+       // Create heightmap
        updateHeightmap(node_min, node_max);
 
        // Init biome generator, place biome-specific nodes, and build biomemap
        biomegen->calcBiomeNoise(node_min);
-       biomegen->getBiomes(heightmap);
-       MgStoneType stone_type = generateBiomes();
-
-       if (flags & MG_CAVES)
-               generateCaves(stone_surface_max_y, water_level);
-
-       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 == MGSTONE_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 == MGSTONE_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 == MGSTONE_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;
-               }
 
-               DungeonGen dgen(this, &dp);
-               dgen.generate(blockseed, full_node_min, full_node_max);
+       MgStoneType mgstone_type;
+       content_t biome_stone;
+       generateBiomes(&mgstone_type, &biome_stone, water_level - 1);
+
+       // Generate caverns, tunnels and classic caves
+       if (flags & MG_CAVES) {
+               bool near_cavern = false;
+               // Generate caverns
+               if (spflags & MGV7_CAVERNS)
+                       near_cavern = generateCaverns(stone_surface_max_y);
+               // Generate tunnels and classic caves
+               if (near_cavern)
+                       // Disable classic caves in this mapchunk by setting
+                       // 'large cave depth' to world base. Avoids excessive liquid in
+                       // large caverns and floating blobs of overgenerated liquid.
+                       generateCaves(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT);
+               else
+                       generateCaves(stone_surface_max_y, large_cave_depth);
        }
 
+       // Generate dungeons
+       if (flags & MG_DUNGEONS)
+               generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);
+
        // Generate the registered decorations
        if (flags & MG_DECORATIONS)
-               m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
+               m_emerge->decomgr->placeAllDecos(this, blockseed,
+                       node_min, node_max, biome_zero_level);
 
        // Generate the registered ores
-       m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
+       m_emerge->oremgr->placeAllOres(this, blockseed,
+               node_min, node_max, water_level - 1);
 
        // Sprinkle some dust on top after everything else was generated
        dustTopNodes();
 
        //printf("makeChunk: %dms\n", t.stop());
 
+       // Update liquids
        updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
 
+       // Calculate lighting
+       // Limit floatland shadow
+       bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) &&
+               node_min.Y <= shadow_limit && node_max.Y >= shadow_limit);
+
        if (flags & MG_LIGHT)
                calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
-                       full_node_min, full_node_max);
+                       full_node_min, full_node_max, propagate_shadow);
 
        //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
        //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
@@ -340,37 +367,6 @@ void MapgenV7::makeChunk(BlockMakeData *data)
 }
 
 
-void MapgenV7::calculateNoise()
-{
-       //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
-       s16 x = node_min.X;
-       s16 y = node_min.Y - 1;
-       s16 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 (spflags & MGV7_MOUNTAINS) {
-               noise_mountain->perlinMap3D(x, y, z);
-               noise_mount_height->perlinMap2D(x, z);
-       }
-
-       if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) {
-               noise_ridge->perlinMap3D(x, y, z);
-               noise_ridge_uwater->perlinMap2D(x, z);
-       }
-
-       // Cave noises are calculated in generateCaves()
-       // only if solid terrain is present in mapchunk
-
-       //printf("calculateNoise: %dus\n", t.stop());
-}
-
-
 float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
 {
        float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
@@ -406,8 +402,9 @@ float MapgenV7::baseTerrainLevelFromMap(int index)
 
 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_h_n =
+                       MYMAX(NoisePerlin2D(&noise_mount_height->np, x, z, seed), 1.0f);
+       float density_gradient = -((float)(y - mount_zero_level) / mnt_h_n);
        float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
 
        return mnt_n + density_gradient >= 0.0;
@@ -416,33 +413,103 @@ bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
 
 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 mounthn = MYMAX(noise_mount_height->result[idx_xz], 1.0f);
+       float density_gradient = -((float)(y - mount_zero_level) / mounthn);
        float mountn = noise_mountain->result[idx_xyz];
 
        return mountn + density_gradient >= 0.0;
 }
 
 
+bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y)
+{
+       // Make rim 2 nodes thick to match floatland base terrain
+       float density_gradient = (y >= floatland_level) ?
+               -pow((float)(y - floatland_level) / float_mount_height, 0.75f) :
+               -pow((float)(floatland_level - 1 - y) / float_mount_height, 0.75f);
+
+       float floatn = noise_mountain->result[idx_xyz] + float_mount_density;
+
+       return floatn + density_gradient >= 0.0f;
+}
+
+
+void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max, int idx_xz)
+{
+       // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
+       s16 base_min = MAX_MAP_GENERATION_LIMIT + 1;
+       s16 base_max = MAX_MAP_GENERATION_LIMIT;
+
+       float n_base = noise_floatland_base->result[idx_xz];
+       if (n_base > 0.0f) {
+               float n_base_height =
+                               MYMAX(noise_float_base_height->result[idx_xz], 1.0f);
+               float amp = n_base * n_base_height;
+               float ridge = n_base_height / 3.0f;
+               base_min = floatland_level - amp / 1.5f;
+
+               if (amp > ridge * 2.0f) {
+                       // Lake bed
+                       base_max = floatland_level - (amp - ridge * 2.0f) / 2.0f;
+               } else {
+                       // Hills and ridges
+                       float diff = fabs(amp - ridge) / ridge;
+                       // Smooth ridges using the 'smoothstep function'
+                       float smooth_diff = diff * diff * (3.0f - 2.0f * diff);
+                       base_max = floatland_level + ridge - smooth_diff * ridge;
+               }
+       }
+
+       *float_base_min = base_min;
+       *float_base_max = base_max;
+}
+
+
 int MapgenV7::generateTerrain()
 {
        MapNode n_air(CONTENT_AIR);
        MapNode n_stone(c_stone);
        MapNode n_water(c_water_source);
 
-       v3s16 em = vm->m_area.getExtent();
+       //// 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) || (spflags & MGV7_FLOATLANDS)) {
+               noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
+       }
+
+       if (spflags & MGV7_MOUNTAINS) {
+               noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
+       }
+
+       if (spflags & MGV7_FLOATLANDS) {
+               noise_floatland_base->perlinMap2D(node_min.X, node_min.Z);
+               noise_float_base_height->perlinMap2D(node_min.X, node_min.Z);
+       }
+
+       //// Place nodes
+       const v3s16 &em = vm->m_area.getExtent();
        s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
        u32 index2d = 0;
-       bool mountain_flag = spflags & MGV7_MOUNTAINS;
 
        for (s16 z = node_min.Z; z <= node_max.Z; z++)
        for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
                s16 surface_y = baseTerrainLevelFromMap(index2d);
-               heightmap[index2d] = surface_y;  // Create base terrain heightmap
-
                if (surface_y > stone_surface_max_y)
                        stone_surface_max_y = surface_y;
 
+               // Get extent of floatland base terrain
+               // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
+               s16 float_base_min = MAX_MAP_GENERATION_LIMIT + 1;
+               s16 float_base_max = MAX_MAP_GENERATION_LIMIT;
+               if (spflags & MGV7_FLOATLANDS)
+                       floatBaseExtentFromMap(&float_base_min, &float_base_max, index2d);
+
                u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
                u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
 
@@ -450,13 +517,21 @@ int MapgenV7::generateTerrain()
                        if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
                                if (y <= surface_y) {
                                        vm->m_data[vi] = n_stone;  // Base terrain
-                               } else if (mountain_flag &&
+                               } 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 ((spflags & MGV7_FLOATLANDS) &&
+                                               ((y >= float_base_min && y <= float_base_max) ||
+                                               getFloatlandMountainFromMap(index3d, index2d, y))) {
+                                       vm->m_data[vi] = n_stone;  // Floatland terrain
+                                       stone_surface_max_y = node_max.Y;
                                } else if (y <= water_level) {
-                                       vm->m_data[vi] = n_water;
+                                       vm->m_data[vi] = n_water;  // Ground level water
+                               } else if ((spflags & MGV7_FLOATLANDS) &&
+                                               (y >= float_base_max && y <= floatland_level)) {
+                                       vm->m_data[vi] = n_water;  // Floatland water
                                } else {
                                        vm->m_data[vi] = n_air;
                                }
@@ -472,9 +547,13 @@ int MapgenV7::generateTerrain()
 
 void MapgenV7::generateRidgeTerrain()
 {
-       if (node_max.Y < water_level - 16)
+       if (node_max.Y < water_level - 16 ||
+                       ((spflags & MGV7_FLOATLANDS) && node_max.Y > shadow_limit))
                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;
@@ -486,9 +565,6 @@ 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)  // Use base terrain heightmap
-                               continue;
-
                        float uwatern = noise_ridge_uwater->result[j] * 2;
                        if (fabs(uwatern) > width)
                                continue;