]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/mapgen_v7.cpp
Cavegen: Minor misc. fixes
[dragonfireclient.git] / src / mapgen_v7.cpp
index 3842b1a96b4e07694d5d39cae30d29e9c88b943c..e6801a24b75293ad38db2838cbb8894274803675 100644 (file)
@@ -46,11 +46,12 @@ FlagDesc flagdesc_mapgen_v7[] = {
        {NULL,        0}
 };
 
+
 ///////////////////////////////////////////////////////////////////////////////
 
 
 MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
-       : Mapgen(mapgenid, params, emerge)
+       : MapgenBasic(mapgenid, params, emerge)
 {
        this->m_emerge = emerge;
        this->bmgr     = emerge->biomemgr;
@@ -58,16 +59,18 @@ MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
        //// 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);
+       // 1-up 1-down overgeneration
+       this->zstride_1u1d = csize.X * (csize.Y + 2);
+       // 1-down overgeneration
+       this->zstride_1d = csize.X * (csize.Y + 1);
 
-       this->biomemap        = new u8[csize.X * csize.Z];
        this->heightmap       = new s16[csize.X * csize.Z];
-       this->heatmap         = NULL;
-       this->humidmap        = NULL;
        this->ridge_heightmap = new s16[csize.X * csize.Z];
 
        MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
-       this->spflags = sp->spflags;
+
+       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);
@@ -79,20 +82,20 @@ MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
        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);
-       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);
+       // 1-down overgeneraion
+       noise_cave1    = new Noise(&sp->np_cave1,    seed, csize.X, csize.Y + 1, csize.Z);
+       noise_cave2    = new Noise(&sp->np_cave2,    seed, csize.X, csize.Y + 1, 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);
-       noise_heat_blend     = new Noise(&params->np_biome_heat_blend,     seed, csize.X, csize.Z);
-       noise_humidity_blend = new Noise(&params->np_biome_humidity_blend, seed, csize.X, csize.Z);
+       // 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
-       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");
@@ -133,25 +136,22 @@ MapgenV7::~MapgenV7()
        delete noise_cave1;
        delete noise_cave2;
 
-       delete noise_heat;
-       delete noise_humidity;
-       delete noise_heat_blend;
-       delete noise_humidity_blend;
+       delete biomegen;
 
        delete[] ridge_heightmap;
        delete[] heightmap;
-       delete[] biomemap;
 }
 
 
 MapgenV7Params::MapgenV7Params()
 {
-       spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
+       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(-12,  24,  v3f(500,  500,  500),  4213,  6, 0.7,  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);
@@ -164,7 +164,8 @@ MapgenV7Params::MapgenV7Params()
 
 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);
@@ -182,7 +183,8 @@ void MapgenV7Params::readParams(const Settings *settings)
 
 void MapgenV7Params::writeParams(Settings *settings) const
 {
-       settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX);
+       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);
@@ -198,10 +200,10 @@ 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);
@@ -209,22 +211,24 @@ 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;
 }
 
 
@@ -257,21 +261,22 @@ void MapgenV7::makeChunk(BlockMakeData *data)
        // Make some noise
        calculateNoise();
 
-       // Generate base terrain, mountains, and ridges with initial heightmaps
+       // Generate terrain and ridges with initial heightmaps
        s16 stone_surface_max_y = generateTerrain();
 
-       // Create heightmap
-       updateHeightmap(node_min, node_max);
+       if (spflags & MGV7_RIDGES)
+               generateRidgeTerrain();
 
-       // Create biomemap at heightmap surface
-       bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
-               noise_humidity->result, heightmap, biomemap);
+       // Update heightmap to include mountain terrain
+       updateHeightmap(node_min, node_max);
 
-       // 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);
+       biomegen->getBiomes(heightmap);
+       MgStoneType stone_type = generateBiomes();
 
        if (flags & MG_CAVES)
-               generateCaves(stone_surface_max_y);
+               generateCaves(stone_surface_max_y, water_level);
 
        if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
                DungeonParams dp;
@@ -280,7 +285,7 @@ void MapgenV7::makeChunk(BlockMakeData *data)
                dp.np_density = nparams_dungeon_density;
                dp.np_wetness = nparams_dungeon_wetness;
                dp.c_water    = c_water_source;
-               if (stone_type == STONE) {
+               if (stone_type == MGSTONE_STONE) {
                        dp.c_cobble = c_cobble;
                        dp.c_moss   = c_mossycobble;
                        dp.c_stair  = c_stair_cobble;
@@ -290,7 +295,7 @@ void MapgenV7::makeChunk(BlockMakeData *data)
                        dp.holesize      = v3s16(1, 2, 1);
                        dp.roomsize      = v3s16(0, 0, 0);
                        dp.notifytype    = GENNOTIFY_DUNGEON;
-               } else if (stone_type == DESERT_STONE) {
+               } 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;
@@ -300,7 +305,7 @@ void MapgenV7::makeChunk(BlockMakeData *data)
                        dp.holesize      = v3s16(2, 3, 2);
                        dp.roomsize      = v3s16(2, 5, 2);
                        dp.notifytype    = GENNOTIFY_TEMPLE;
-               } else if (stone_type == SANDSTONE) {
+               } else if (stone_type == MGSTONE_SANDSTONE) {
                        dp.c_cobble = c_sandstonebrick;
                        dp.c_moss   = c_sandstonebrick;
                        dp.c_stair  = c_sandstonebrick;
@@ -344,9 +349,9 @@ 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;
+       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;
@@ -355,9 +360,9 @@ void MapgenV7::calculateNoise()
        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_MOUNTAINS) {
+               noise_mountain->perlinMap3D(x, y, z);
+               noise_mount_height->perlinMap2D(x, z);
        }
 
        if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) {
@@ -365,37 +370,13 @@ void MapgenV7::calculateNoise()
                noise_ridge_uwater->perlinMap2D(x, z);
        }
 
-       // Mountain noises are calculated in generateMountainTerrain()
-
-       noise_filler_depth->perlinMap2D(x, z);
-       noise_heat->perlinMap2D(x, z);
-       noise_humidity->perlinMap2D(x, z);
-       noise_heat_blend->perlinMap2D(x, z);
-       noise_humidity_blend->perlinMap2D(x, z);
+       // Cave noises are calculated in generateCaves()
+       // only if solid terrain is present in mapchunk
 
-       for (s32 i = 0; i < csize.X * csize.Z; i++) {
-               noise_heat->result[i] += noise_heat_blend->result[i];
-               noise_humidity->result[i] += noise_humidity_blend->result[i];
-       }
-
-       heatmap = noise_heat->result;
-       humidmap = noise_humidity->result;
        //printf("calculateNoise: %dus\n", t.stop());
 }
 
 
-Biome *MapgenV7::getBiomeAtPoint(v3s16 p)
-{
-       float heat = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed) +
-               NoisePerlin2D(&noise_heat_blend->np, p.X, p.Z, seed);
-       float humidity = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed) +
-               NoisePerlin2D(&noise_humidity_blend->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(s16 x, s16 z)
 {
        float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
@@ -449,142 +430,62 @@ bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 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;
-               }
-       }
-}
-#endif
-
-
 int MapgenV7::generateTerrain()
-{
-       s16 stone_surface_min_y;
-       s16 stone_surface_max_y;
-
-       generateBaseTerrain(&stone_surface_min_y, &stone_surface_max_y);
-
-       if ((spflags & MGV7_MOUNTAINS) && stone_surface_min_y < node_max.Y)
-               stone_surface_max_y = generateMountainTerrain(stone_surface_max_y);
-
-       if (spflags & MGV7_RIDGES)
-               generateRidgeTerrain();
-
-       return stone_surface_max_y;
-}
-
-
-void MapgenV7::generateBaseTerrain(s16 *stone_surface_min_y, s16 *stone_surface_max_y)
 {
        MapNode n_air(CONTENT_AIR);
        MapNode n_stone(c_stone);
        MapNode n_water(c_water_source);
 
        v3s16 em = vm->m_area.getExtent();
-       s16 surface_min_y = MAX_MAP_GENERATION_LIMIT;
-       s16 surface_max_y = -MAX_MAP_GENERATION_LIMIT;
-       u32 index = 0;
+       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++, 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);
+               heightmap[index2d]       = surface_y;  // Create base terrain heightmap
+               ridge_heightmap[index2d] = surface_y;
 
-               if (surface_y < surface_min_y)
-                       surface_min_y = surface_y;
+               if (surface_y > stone_surface_max_y)
+                       stone_surface_max_y = surface_y;
 
-               if (surface_y > surface_max_y)
-                       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);
 
-               u32 i = vm->m_area.index(x, node_min.Y - 1, z);
                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;
-                       }
-                       vm->m_area.add_y(em, i, 1);
-               }
-       }
-
-       *stone_surface_min_y = surface_min_y;
-       *stone_surface_max_y = surface_max_y;
-}
-
-
-int MapgenV7::generateMountainTerrain(s16 ymax)
-{
-       noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
-       noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
-
-       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;
+                       if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
+                               if (y <= surface_y) {
+                                       vm->m_data[vi] = n_stone;  // Base terrain
+                               } else if (mountain_flag &&
+                                               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;
+                               }
                        }
-
-                       vi++;
-                       j++;
+                       vm->m_area.add_y(em, vi, 1);
+                       index3d += ystride;
                }
        }
 
-       return ymax;
+       return stone_surface_max_y;
 }
 
 
 void MapgenV7::generateRidgeTerrain()
 {
-       if (node_max.Y < water_level)
+       if (node_max.Y < water_level - 16)
                return;
 
        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++) {
@@ -592,7 +493,7 @@ 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)
+                       if (heightmap[j] < water_level - 16)  // Use base terrain heightmap
                                continue;
 
                        float uwatern = noise_ridge_uwater->result[j] * 2;
@@ -616,151 +517,77 @@ void MapgenV7::generateRidgeTerrain()
 }
 
 
-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_MAX;
-
-               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_MAX;
-
-                               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_MAX;  // 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
@@ -857,34 +684,3 @@ void MapgenV7::addTopNodes()
        }
 }
 #endif
-
-
-void MapgenV7::generateCaves(s16 max_stone_y)
-{
-       if (max_stone_y >= node_min.Y) {
-               u32 index   = 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++) {
-                               float d1 = contour(noise_cave1->result[index]);
-                               float d2 = contour(noise_cave2->result[index]);
-                               if (d1 * d2 > 0.3f) {
-                                       content_t c = vm->m_data[i].getContent();
-                                       if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
-                                               continue;
-
-                                       vm->m_data[i] = MapNode(CONTENT_AIR);
-                               }
-                       }
-               }
-       }
-
-       PseudoRandom ps(blockseed + 21343);
-       u32 bruises_count = ps.range(0, 2);
-       for (u32 i = 0; i < bruises_count; i++) {
-               CaveV7 cave(this, &ps);
-               cave.makeCave(node_min, node_max, max_stone_y);
-       }
-}