]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/mapgen_v7.cpp
Cavegen: Minor misc. fixes
[dragonfireclient.git] / src / mapgen_v7.cpp
index d9e9280066e1768e9e530d048cd0b4a471480d5b..e6801a24b75293ad38db2838cbb8894274803675 100644 (file)
@@ -1,6 +1,7 @@
 /*
 Minetest
-Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
+Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
+Copyright (C) 2010-2015 paramat, Matt Gregory
 
 This program is free software; you can redistribute it and/or modify
 it under the terms of the GNU Lesser General Public License as published by
@@ -27,9 +28,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "content_sao.h"
 #include "nodedef.h"
 #include "voxelalgorithms.h"
-#include "profiler.h"
+//#include "profiler.h" // For TimeTaker
 #include "settings.h" // For g_settings
-#include "main.h" // For g_profiler
 #include "emerge.h"
 #include "dungeongen.h"
 #include "cavegen.h"
@@ -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;
@@ -58,14 +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;
+       // 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->heightmap       = new s16[csize.X * csize.Z];
        this->ridge_heightmap = new s16[csize.X * csize.Z];
 
        MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
-       this->spflags = sp->spflags;
+
+       this->spflags    = sp->spflags;
+       this->cave_width = sp->cave_width;
 
        //// Terrain noise
        noise_terrain_base    = new Noise(&sp->np_terrain_base,    seed, csize.X, csize.Z);
@@ -77,25 +82,43 @@ 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
-       noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y, csize.Z);
-       noise_ridge    = new Noise(&sp->np_ridge,    seed, csize.X, csize.Y, csize.Z);
-
-       //// Biome noise
-       noise_heat     = new Noise(&params->np_biome_heat,     seed, csize.X, csize.Z);
-       noise_humidity = new Noise(&params->np_biome_humidity, seed, csize.X, csize.Z);
+       // 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);
+       // 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);
+
+       // 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_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");
-       c_ice             = ndef->getId("default:ice");
+       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;
 }
 
 
@@ -110,35 +133,39 @@ MapgenV7::~MapgenV7()
        delete noise_ridge_uwater;
        delete noise_mountain;
        delete noise_ridge;
+       delete noise_cave1;
+       delete noise_cave2;
 
-       delete noise_heat;
-       delete noise_humidity;
+       delete biomegen;
 
        delete[] ridge_heightmap;
        delete[] heightmap;
-       delete[] biomemap;
 }
 
 
 MapgenV7Params::MapgenV7Params()
 {
-       spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
-
-       np_terrain_base    = NoiseParams(4,    70,  v3f(300, 300, 300), 82341, 6, 0.7,  2.0);
-       np_terrain_alt     = NoiseParams(4,    25,  v3f(600, 600, 600), 5934,  5, 0.6,  2.0);
-       np_terrain_persist = NoiseParams(0.6,  0.1, v3f(500, 500, 500), 539,   3, 0.6,  2.0);
-       np_height_select   = NoiseParams(-0.5, 1,   v3f(250, 250, 250), 4213,  5, 0.69, 2.0);
-       np_filler_depth    = NoiseParams(0,    1.2, v3f(150, 150, 150), 261,   4, 0.7,  2.0);
-       np_mount_height    = NoiseParams(100,  30,  v3f(500, 500, 500), 72449, 4, 0.6,  2.0);
-       np_ridge_uwater    = NoiseParams(0,    1,   v3f(500, 500, 500), 85039, 4, 0.6,  2.0);
-       np_mountain        = NoiseParams(0,    1,   v3f(250, 350, 250), 5333,  5, 0.68, 2.0);
-       np_ridge           = NoiseParams(0,    1,   v3f(100, 100, 100), 6467,  4, 0.75, 2.0);
+       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);
 }
 
 
-void MapgenV7Params::readParams(Settings *settings)
+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);
@@ -149,12 +176,15 @@ void MapgenV7Params::readParams(Settings *settings)
        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)
+void MapgenV7Params::writeParams(Settings *settings) const
 {
-       settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, (u32)-1);
+       settings->setFlagStr("mgv7_spflags",  spflags, flagdesc_mapgen_v7, U32_MAX);
+       settings->setFloat("mgv7_cave_width", cave_width);
 
        settings->setNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
        settings->setNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
@@ -165,49 +195,54 @@ void MapgenV7Params::writeParams(Settings *settings)
        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::getGroundLevelAtPoint(v2s16 p)
+int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
 {
        // Base terrain calculation
        s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
 
        // Ridge/river terrain calculation
-       float width = 0.3;
+       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 (uwatern >= -width && uwatern <= width)
-               return water_level - 10;
+       // 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; // 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;
 }
 
 
 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;
@@ -226,28 +261,69 @@ 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();
 
-       updateHeightmap(node_min, node_max);
+       if (spflags & MGV7_RIDGES)
+               generateRidgeTerrain();
 
-       // Calculate biomes
-       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 and what not
-       generateBiomes();
+       // 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;
+
+               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;
+               }
 
-       if (flags & MG_DUNGEONS) {
-               DungeonGen dgen(this, NULL);
+               DungeonGen dgen(this, &dp);
                dgen.generate(blockseed, full_node_min, full_node_max);
        }
 
        // Generate the registered decorations
-       m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
+       if (flags & MG_DECORATIONS)
+               m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
 
        // Generate the registered ores
        m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
@@ -260,8 +336,9 @@ void MapgenV7::makeChunk(BlockMakeData *data)
        updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
 
        if (flags & MG_LIGHT)
-               calcLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
-                                        node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
+               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);
 
@@ -272,54 +349,40 @@ 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;
+       s16 x = node_min.X;
+       s16 y = node_min.Y - 1;
+       s16 z = node_min.Z;
 
-       noise_height_select->perlinMap2D(x, z);
        noise_terrain_persist->perlinMap2D(x, z);
        float *persistmap = noise_terrain_persist->result;
-       for (int i = 0; i != csize.X * csize.Z; i++)
-               persistmap[i] = rangelim(persistmap[i], 0.4, 0.9);
 
        noise_terrain_base->perlinMap2D(x, z, persistmap);
        noise_terrain_alt->perlinMap2D(x, z, persistmap);
-       noise_filler_depth->perlinMap2D(x, z);
+       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) {
+       if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) {
                noise_ridge->perlinMap3D(x, y, z);
                noise_ridge_uwater->perlinMap2D(x, z);
        }
 
-       noise_heat->perlinMap2D(x, z);
-       noise_humidity->perlinMap2D(x, z);
+       // Cave noises are calculated in generateCaves()
+       // only if solid terrain is present in mapchunk
 
        //printf("calculateNoise: %dus\n", t.stop());
 }
 
 
-Biome *MapgenV7::getBiomeAtPoint(v3s16 p)
-{
-       float heat      = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed);
-       float humidity  = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed);
-       s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
-
-       return bmgr->getBiome(heat, humidity, groundlevel);
-}
-
-//needs to be updated
-float MapgenV7::baseTerrainLevelAtPoint(int x, int z)
+float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
 {
        float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
        hselect = rangelim(hselect, 0.0, 1.0);
 
        float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
-       persist = rangelim(persist, 0.4, 0.9);
 
        noise_terrain_base->np.persist = persist;
        float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
@@ -347,105 +410,66 @@ float MapgenV7::baseTerrainLevelFromMap(int index)
 }
 
 
-bool MapgenV7::getMountainTerrainAtPoint(int x, int y, int z)
+bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
 {
        float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
-       float height_modifier = -((float)y / mnt_h_n);
+       float density_gradient = -((float)y / mnt_h_n);
        float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
 
-       return mnt_n + height_modifier >= 0.6;
+       return mnt_n + density_gradient >= 0.0;
 }
 
 
-bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, int y)
+bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
 {
        float mounthn = noise_mount_height->result[idx_xz];
-       float height_modifier = -((float)y / mounthn);
-       return (noise_mountain->result[idx_xyz] + height_modifier >= 0.6);
-}
-
-
-#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;
-                       }
+       float density_gradient = -((float)y / mounthn);
+       float mountn = noise_mountain->result[idx_xyz];
 
-                       u32 vi = vm->m_area.index(x, y - river_depth, z);
-                       vm->m_data[vi] = n_water_source;
-               }
-       }
+       return mountn + density_gradient >= 0.0;
 }
-#endif
 
 
 int MapgenV7::generateTerrain()
-{
-       int ymax = generateBaseTerrain();
-
-       if (spflags & MGV7_MOUNTAINS)
-               generateMountainTerrain();
-
-       if (spflags & MGV7_RIDGES)
-               generateRidgeTerrain();
-
-       return ymax;
-}
-
-
-int MapgenV7::generateBaseTerrain()
 {
        MapNode n_air(CONTENT_AIR);
        MapNode n_stone(c_stone);
        MapNode n_water(c_water_source);
 
-       int stone_surface_max_y = -MAP_GENERATION_LIMIT;
        v3s16 em = vm->m_area.getExtent();
-       u32 index = 0;
+       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 > stone_surface_max_y)
                        stone_surface_max_y = surface_y;
 
-               u32 i = vm->m_area.index(x, node_min.Y, z);
-               for (s16 y = node_min.Y; y <= node_max.Y; y++) {
-                       if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
-                               if (y <= surface_y)
-                                       vm->m_data[i] = n_stone;
-                               else if (y <= water_level)
-                                       vm->m_data[i] = n_water;
-                               else
-                                       vm->m_data[i] = n_air;
+               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[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;
+                               }
                        }
-                       vm->m_area.add_y(em, i, 1);
+                       vm->m_area.add_y(em, vi, 1);
+                       index3d += ystride;
                }
        }
 
@@ -453,59 +477,33 @@ int MapgenV7::generateBaseTerrain()
 }
 
 
-void MapgenV7::generateMountainTerrain()
+void MapgenV7::generateRidgeTerrain()
 {
-       if (node_max.Y <= water_level)
+       if (node_max.Y < water_level - 16)
                return;
 
-       MapNode n_stone(c_stone);
-       u32 j = 0;
-
-       for (s16 z = node_min.Z; z <= node_max.Z; z++)
-       for (s16 y = node_min.Y; y <= node_max.Y; y++) {
-               u32 vi = vm->m_area.index(node_min.X, y, z);
-               for (s16 x = node_min.X; x <= node_max.X; x++) {
-                       int index = (z - node_min.Z) * csize.X + (x - node_min.X);
-
-                       if (getMountainTerrainFromMap(j, index, y))
-                               vm->m_data[vi] = n_stone;
-
-                       vi++;
-                       j++;
-               }
-       }
-}
-
-
-void MapgenV7::generateRidgeTerrain()
-{
        MapNode n_water(c_water_source);
        MapNode n_air(CONTENT_AIR);
        u32 index = 0;
+       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++) {
                        int j = (z - node_min.Z) * csize.X + (x - node_min.X);
 
-                       if (heightmap[j] < water_level - 4)
+                       if (heightmap[j] < water_level - 16)  // Use base terrain heightmap
                                continue;
 
-                       float widthn = (noise_terrain_persist->result[j] - 0.6) / 0.1;
-                       //widthn = rangelim(widthn, -0.05, 0.5);
-
-                       float width = 0.3; // TODO: figure out acceptable perlin noise values
                        float uwatern = noise_ridge_uwater->result[j] * 2;
-                       if (uwatern < -width || uwatern > width)
+                       if (fabs(uwatern) > width)
                                continue;
 
-                       float height_mod = (float)(y + 17) / 2.5;
-                       float width_mod  = (width - fabs(uwatern));
-                       float nridge = noise_ridge->result[index] * (float)y / 7.0;
-
-                       if (y < water_level)
-                               nridge = -fabs(nridge) * 3.0 * widthn * 0.3;
+                       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;
@@ -519,135 +517,77 @@ void MapgenV7::generateRidgeTerrain()
 }
 
 
-void MapgenV7::generateBiomes()
-{
-       if (node_max.Y < water_level)
-               return;
+////////////////////////////////////////////////////////////////////////////////
+//// 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.
+////
 
-       MapNode n_air(CONTENT_AIR);
+#if 0
+int MapgenV7::generateMountainTerrain(s16 ymax)
+{
        MapNode n_stone(c_stone);
-       MapNode n_water(c_water_source);
-
-       v3s16 em = vm->m_area.getExtent();
-       u32 index = 0;
+       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        = (Biome *)bmgr->get(biomemap[index]);
-               s16 dfiller         = biome->depth_filler + noise_filler_depth->result[index];
-               s16 y0_top          = biome->depth_top;
-               s16 y0_filler       = biome->depth_top + dfiller;
-               s16 shore_max       = water_level + biome->height_shore;
-               s16 depth_water_top = biome->depth_water_top;
-
-               s16 nplaced = 0;
-               u32 i = vm->m_area.index(x, node_max.Y, z);
-
-               content_t c_above = vm->m_data[i + em.X].getContent();
-               bool have_air = c_above == CONTENT_AIR;
-
-               for (s16 y = node_max.Y; y >= node_min.Y; y--) {
-                       content_t c = vm->m_data[i].getContent();
-
-                       // It could be the case that the elevation is equal to the chunk
-                       // boundary, but the chunk above has not been generated yet
-                       if (y == node_max.Y && c_above == CONTENT_IGNORE &&
-                               y == heightmap[index] && c == c_stone) {
-                               int j = (z - node_min.Z) * zstride +
-                                               (y - node_min.Y) * ystride +
-                                               (x - node_min.X);
-                               have_air = !getMountainTerrainFromMap(j, index, y);
-                       }
+       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 (c == c_stone && have_air) {
-                               content_t c_below = vm->m_data[i - em.X].getContent();
-
-                               if (c_below != CONTENT_AIR) {
-                                       if (nplaced < y0_top) {
-                                               if(y < water_level)
-                                                       vm->m_data[i] = MapNode(biome->c_underwater);
-                                               else if(y <= shore_max)
-                                                       vm->m_data[i] = MapNode(biome->c_shore_top);
-                                               else
-                                                       vm->m_data[i] = MapNode(biome->c_top);
-                                               nplaced++;
-                                       } else if (nplaced < y0_filler && nplaced >= y0_top) {
-                                               if(y < water_level)
-                                                       vm->m_data[i] = MapNode(biome->c_underwater);
-                                               else if(y <= shore_max)
-                                                       vm->m_data[i] = MapNode(biome->c_shore_filler);
-                                               else
-                                                       vm->m_data[i] = MapNode(biome->c_filler);
-                                               nplaced++;
-                                       } else if (c == c_stone) {
-                                               have_air = false;
-                                               nplaced  = 0;
-                                               vm->m_data[i] = MapNode(biome->c_stone);
-                                       } else {
-                                               have_air = false;
-                                               nplaced  = 0;
-                                       }
-                               } else if (c == c_stone) {
-                                       have_air = false;
-                                       nplaced = 0;
-                                       vm->m_data[i] = MapNode(biome->c_stone);
-                               }
-                       } else if (c == c_stone) {
-                               have_air = false;
-                               nplaced = 0;
-                               vm->m_data[i] = MapNode(biome->c_stone);
-                       } else if (c == c_water_source) {
-                               have_air = true;
-                               nplaced = 0;
-                               if(y > water_level - depth_water_top)
-                                       vm->m_data[i] = MapNode(biome->c_water_top);
-                               else
-                                       vm->m_data[i] = MapNode(biome->c_water);
-                       } else if (c == CONTENT_AIR) {
-                               have_air = true;
-                               nplaced = 0;
+                       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, i, -1);
+                       vi++;
+                       j++;
                }
        }
+
+       return ymax;
 }
+#endif
 
 
-void MapgenV7::dustTopNodes()
-{
-       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;
 
-       if (water_level > node_max.Y)
-               return;
+       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->get(biomemap[index]);
-
-               if (biome->c_dust == CONTENT_IGNORE)
-                       continue;
-
-               s16 y = node_max.Y;
-               u32 vi = vm->m_area.index(x, y, z);
-               for (; y >= node_min.Y; y--) {
-                       if (vm->m_data[vi].getContent() != CONTENT_AIR)
-                               break;
+               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
 
-                       vm->m_area.add_y(em, vi, -1);
-               }
+               s16 y = heightmap[index];
+               if (height < 1.0 && y > river_depth &&
+                       y - river_depth >= node_min.Y && y <= node_max.Y) {
 
-               content_t c = vm->m_data[vi].getContent();
-               if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE) {
-                       if (y == node_max.Y)
-                               continue;
+                       for (s16 ry = y; ry != y - river_depth; ry--) {
+                               u32 vi = vm->m_area.index(x, ry, z);
+                               vm->m_data[vi] = n_air;
+                       }
 
-                       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
@@ -744,29 +684,3 @@ void MapgenV7::addTopNodes()
        }
 }
 #endif
-
-
-NoiseParams nparams_v7_def_cave(6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50, 2.0);
-
-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_v7_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);
-       }
-}