eaaff6ac6fad9c2911ed6ec322f3040d63230521
[oweals/minetest.git] / src / mapgen / mapgen_v7.cpp
1 /*
2 Minetest
3 Copyright (C) 2013-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Copyright (C) 2014-2018 paramat
5
6 This program is free software; you can redistribute it and/or modify
7 it under the terms of the GNU Lesser General Public License as published by
8 the Free Software Foundation; either version 2.1 of the License, or
9 (at your option) any later version.
10
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14 GNU Lesser General Public License for more details.
15
16 You should have received a copy of the GNU Lesser General Public License along
17 with this program; if not, write to the Free Software Foundation, Inc.,
18 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
19 */
20
21
22 #include "mapgen.h"
23 #include <cmath>
24 #include "voxel.h"
25 #include "noise.h"
26 #include "mapblock.h"
27 #include "mapnode.h"
28 #include "map.h"
29 #include "content_sao.h"
30 #include "nodedef.h"
31 #include "voxelalgorithms.h"
32 //#include "profiler.h" // For TimeTaker
33 #include "settings.h" // For g_settings
34 #include "emerge.h"
35 #include "dungeongen.h"
36 #include "cavegen.h"
37 #include "mg_biome.h"
38 #include "mg_ore.h"
39 #include "mg_decoration.h"
40 #include "mapgen_v7.h"
41
42
43 FlagDesc flagdesc_mapgen_v7[] = {
44         {"mountains",   MGV7_MOUNTAINS},
45         {"ridges",      MGV7_RIDGES},
46         {"floatlands",  MGV7_FLOATLANDS},
47         {"caverns",     MGV7_CAVERNS},
48         {NULL,          0}
49 };
50
51
52 ////////////////////////////////////////////////////////////////////////////////
53
54
55 MapgenV7::MapgenV7(MapgenV7Params *params, EmergeManager *emerge)
56         : MapgenBasic(MAPGEN_V7, params, emerge)
57 {
58         spflags              = params->spflags;
59         mount_zero_level     = params->mount_zero_level;
60         float_mount_density  = params->float_mount_density;
61         float_mount_exponent = params->float_mount_exponent;
62         floatland_level      = params->floatland_level;
63         shadow_limit         = params->shadow_limit;
64
65         cave_width         = params->cave_width;
66         large_cave_depth   = params->large_cave_depth;
67         lava_depth         = params->lava_depth;
68         small_cave_num_min = params->small_cave_num_min;
69         small_cave_num_max = params->small_cave_num_max;
70         large_cave_num_min = params->large_cave_num_min;
71         large_cave_num_max = params->large_cave_num_max;
72         large_cave_flooded = params->large_cave_flooded;
73         cavern_limit       = params->cavern_limit;
74         cavern_taper       = params->cavern_taper;
75         cavern_threshold   = params->cavern_threshold;
76         dungeon_ymin       = params->dungeon_ymin;
77         dungeon_ymax       = params->dungeon_ymax;
78
79         // This is to avoid a divide-by-zero.
80         // Parameter will be saved to map_meta.txt in limited form.
81         params->float_mount_height = std::fmax(params->float_mount_height, 1.0f);
82         float_mount_height   = params->float_mount_height;
83
84         // 2D noise
85         noise_terrain_base =
86                 new Noise(&params->np_terrain_base,    seed, csize.X, csize.Z);
87         noise_terrain_alt =
88                 new Noise(&params->np_terrain_alt,     seed, csize.X, csize.Z);
89         noise_terrain_persist =
90                 new Noise(&params->np_terrain_persist, seed, csize.X, csize.Z);
91         noise_height_select =
92                 new Noise(&params->np_height_select,   seed, csize.X, csize.Z);
93         noise_filler_depth =
94                 new Noise(&params->np_filler_depth,    seed, csize.X, csize.Z);
95
96         if (spflags & MGV7_MOUNTAINS)
97                 noise_mount_height =
98                         new Noise(&params->np_mount_height,      seed, csize.X, csize.Z);
99
100         if (spflags & MGV7_FLOATLANDS) {
101                 noise_floatland_base =
102                         new Noise(&params->np_floatland_base,    seed, csize.X, csize.Z);
103                 noise_float_base_height =
104                         new Noise(&params->np_float_base_height, seed, csize.X, csize.Z);
105         }
106
107         if (spflags & MGV7_RIDGES) {
108                 noise_ridge_uwater =
109                         new Noise(&params->np_ridge_uwater,      seed, csize.X, csize.Z);
110         // 3D noise, 1 up, 1 down overgeneration
111                 noise_ridge =
112                         new Noise(&params->np_ridge,    seed, csize.X, csize.Y + 2, csize.Z);
113         }
114
115         // 3D noise, 1 up, 1 down overgeneration
116         if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
117                 noise_mountain =
118                         new Noise(&params->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
119
120         // 3D noise, 1 down overgeneration
121         MapgenBasic::np_cave1    = params->np_cave1;
122         MapgenBasic::np_cave2    = params->np_cave2;
123         MapgenBasic::np_cavern   = params->np_cavern;
124         MapgenBasic::np_dungeons = params->np_dungeons;
125 }
126
127
128 MapgenV7::~MapgenV7()
129 {
130         delete noise_terrain_base;
131         delete noise_terrain_alt;
132         delete noise_terrain_persist;
133         delete noise_height_select;
134         delete noise_filler_depth;
135
136         if (spflags & MGV7_MOUNTAINS)
137                 delete noise_mount_height;
138
139         if (spflags & MGV7_FLOATLANDS) {
140                 delete noise_floatland_base;
141                 delete noise_float_base_height;
142         }
143
144         if (spflags & MGV7_RIDGES) {
145                 delete noise_ridge_uwater;
146                 delete noise_ridge;
147         }
148
149         if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
150                 delete noise_mountain;
151 }
152
153
154 MapgenV7Params::MapgenV7Params():
155         np_terrain_base      (4.0,   70.0,  v3f(600,  600,  600),  82341, 5, 0.6,  2.0),
156         np_terrain_alt       (4.0,   25.0,  v3f(600,  600,  600),  5934,  5, 0.6,  2.0),
157         np_terrain_persist   (0.6,   0.1,   v3f(2000, 2000, 2000), 539,   3, 0.6,  2.0),
158         np_height_select     (-8.0,  16.0,  v3f(500,  500,  500),  4213,  6, 0.7,  2.0),
159         np_filler_depth      (0.0,   1.2,   v3f(150,  150,  150),  261,   3, 0.7,  2.0),
160         np_mount_height      (256.0, 112.0, v3f(1000, 1000, 1000), 72449, 3, 0.6,  2.0),
161         np_ridge_uwater      (0.0,   1.0,   v3f(1000, 1000, 1000), 85039, 5, 0.6,  2.0),
162         np_floatland_base    (-0.6,  1.5,   v3f(600,  600,  600),  114,   5, 0.6,  2.0),
163         np_float_base_height (48.0,  24.0,  v3f(300,  300,  300),  907,   4, 0.7,  2.0),
164         np_mountain          (-0.6,  1.0,   v3f(250,  350,  250),  5333,  5, 0.63, 2.0),
165         np_ridge             (0.0,   1.0,   v3f(100,  100,  100),  6467,  4, 0.75, 2.0),
166         np_cavern            (0.0,   1.0,   v3f(384,  128,  384),  723,   5, 0.63, 2.0),
167         np_cave1             (0.0,   12.0,  v3f(61,   61,   61),   52534, 3, 0.5,  2.0),
168         np_cave2             (0.0,   12.0,  v3f(67,   67,   67),   10325, 3, 0.5,  2.0),
169         np_dungeons          (0.9,   0.5,   v3f(500,  500,  500),  0,     2, 0.8,  2.0)
170 {
171 }
172
173
174 void MapgenV7Params::readParams(const Settings *settings)
175 {
176         settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
177         settings->getS16NoEx("mgv7_mount_zero_level",       mount_zero_level);
178         settings->getFloatNoEx("mgv7_cave_width",           cave_width);
179         settings->getS16NoEx("mgv7_large_cave_depth",       large_cave_depth);
180         settings->getS16NoEx("mgv7_lava_depth",             lava_depth);
181         settings->getU16NoEx("mgv7_small_cave_num_min",     small_cave_num_min);
182         settings->getU16NoEx("mgv7_small_cave_num_max",     small_cave_num_max);
183         settings->getU16NoEx("mgv7_large_cave_num_min",     large_cave_num_min);
184         settings->getU16NoEx("mgv7_large_cave_num_max",     large_cave_num_max);
185         settings->getFloatNoEx("mgv7_large_cave_flooded",   large_cave_flooded);
186         settings->getFloatNoEx("mgv7_float_mount_density",  float_mount_density);
187         settings->getFloatNoEx("mgv7_float_mount_height",   float_mount_height);
188         settings->getFloatNoEx("mgv7_float_mount_exponent", float_mount_exponent);
189         settings->getS16NoEx("mgv7_floatland_level",        floatland_level);
190         settings->getS16NoEx("mgv7_shadow_limit",           shadow_limit);
191         settings->getS16NoEx("mgv7_cavern_limit",           cavern_limit);
192         settings->getS16NoEx("mgv7_cavern_taper",           cavern_taper);
193         settings->getFloatNoEx("mgv7_cavern_threshold",     cavern_threshold);
194         settings->getS16NoEx("mgv7_dungeon_ymin",           dungeon_ymin);
195         settings->getS16NoEx("mgv7_dungeon_ymax",           dungeon_ymax);
196
197         settings->getNoiseParams("mgv7_np_terrain_base",      np_terrain_base);
198         settings->getNoiseParams("mgv7_np_terrain_alt",       np_terrain_alt);
199         settings->getNoiseParams("mgv7_np_terrain_persist",   np_terrain_persist);
200         settings->getNoiseParams("mgv7_np_height_select",     np_height_select);
201         settings->getNoiseParams("mgv7_np_filler_depth",      np_filler_depth);
202         settings->getNoiseParams("mgv7_np_mount_height",      np_mount_height);
203         settings->getNoiseParams("mgv7_np_ridge_uwater",      np_ridge_uwater);
204         settings->getNoiseParams("mgv7_np_floatland_base",    np_floatland_base);
205         settings->getNoiseParams("mgv7_np_float_base_height", np_float_base_height);
206         settings->getNoiseParams("mgv7_np_mountain",          np_mountain);
207         settings->getNoiseParams("mgv7_np_ridge",             np_ridge);
208         settings->getNoiseParams("mgv7_np_cavern",            np_cavern);
209         settings->getNoiseParams("mgv7_np_cave1",             np_cave1);
210         settings->getNoiseParams("mgv7_np_cave2",             np_cave2);
211         settings->getNoiseParams("mgv7_np_dungeons",          np_dungeons);
212 }
213
214
215 void MapgenV7Params::writeParams(Settings *settings) const
216 {
217         settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX);
218         settings->setS16("mgv7_mount_zero_level",       mount_zero_level);
219         settings->setFloat("mgv7_cave_width",           cave_width);
220         settings->setS16("mgv7_large_cave_depth",       large_cave_depth);
221         settings->setS16("mgv7_lava_depth",             lava_depth);
222         settings->setU16("mgv7_small_cave_num_min",     small_cave_num_min);
223         settings->setU16("mgv7_small_cave_num_max",     small_cave_num_max);
224         settings->setU16("mgv7_large_cave_num_min",     large_cave_num_min);
225         settings->setU16("mgv7_large_cave_num_max",     large_cave_num_max);
226         settings->setFloat("mgv7_large_cave_flooded",   large_cave_flooded);
227         settings->setFloat("mgv7_float_mount_density",  float_mount_density);
228         settings->setFloat("mgv7_float_mount_height",   float_mount_height);
229         settings->setFloat("mgv7_float_mount_exponent", float_mount_exponent);
230         settings->setS16("mgv7_floatland_level",        floatland_level);
231         settings->setS16("mgv7_shadow_limit",           shadow_limit);
232         settings->setS16("mgv7_cavern_limit",           cavern_limit);
233         settings->setS16("mgv7_cavern_taper",           cavern_taper);
234         settings->setFloat("mgv7_cavern_threshold",     cavern_threshold);
235         settings->setS16("mgv7_dungeon_ymin",           dungeon_ymin);
236         settings->setS16("mgv7_dungeon_ymax",           dungeon_ymax);
237
238         settings->setNoiseParams("mgv7_np_terrain_base",      np_terrain_base);
239         settings->setNoiseParams("mgv7_np_terrain_alt",       np_terrain_alt);
240         settings->setNoiseParams("mgv7_np_terrain_persist",   np_terrain_persist);
241         settings->setNoiseParams("mgv7_np_height_select",     np_height_select);
242         settings->setNoiseParams("mgv7_np_filler_depth",      np_filler_depth);
243         settings->setNoiseParams("mgv7_np_mount_height",      np_mount_height);
244         settings->setNoiseParams("mgv7_np_ridge_uwater",      np_ridge_uwater);
245         settings->setNoiseParams("mgv7_np_floatland_base",    np_floatland_base);
246         settings->setNoiseParams("mgv7_np_float_base_height", np_float_base_height);
247         settings->setNoiseParams("mgv7_np_mountain",          np_mountain);
248         settings->setNoiseParams("mgv7_np_ridge",             np_ridge);
249         settings->setNoiseParams("mgv7_np_cavern",            np_cavern);
250         settings->setNoiseParams("mgv7_np_cave1",             np_cave1);
251         settings->setNoiseParams("mgv7_np_cave2",             np_cave2);
252         settings->setNoiseParams("mgv7_np_dungeons",          np_dungeons);
253 }
254
255
256 ////////////////////////////////////////////////////////////////////////////////
257
258
259 int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
260 {
261         // If rivers are enabled, first check if in a river
262         if (spflags & MGV7_RIDGES) {
263                 float width = 0.2f;
264                 float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) *
265                         2.0f;
266                 if (std::fabs(uwatern) <= width)
267                         return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
268         }
269
270         // Terrain noise 'offset' is the average level of that terrain.
271         // At least 50% of terrain will be below the higher of base and alt terrain
272         // 'offset's.
273         // Raising the maximum spawn level above 'water_level + 16' is necessary
274         // for when terrain 'offset's are set much higher than water_level.
275         s16 max_spawn_y = std::fmax(std::fmax(noise_terrain_alt->np.offset,
276                         noise_terrain_base->np.offset),
277                         water_level + 16);
278         // Base terrain calculation
279         s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
280
281         // If mountains are disabled, terrain level is base terrain level.
282         // Avoids mid-air spawn where mountain terrain would have been.
283         if (!(spflags & MGV7_MOUNTAINS)) {
284                 if (y < water_level || y > max_spawn_y)
285                         return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
286
287                 // y + 2 because y is surface level and due to biome 'dust'
288                 return y + 2;
289         }
290
291         // Search upwards for first node without mountain terrain
292         int iters = 256;
293         while (iters > 0 && y <= max_spawn_y) {
294                 if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) {
295                         if (y <= water_level || y > max_spawn_y)
296                                 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
297
298                         // y + 1 due to biome 'dust'
299                         return y + 1;
300                 }
301                 y++;
302                 iters--;
303         }
304
305         // Unsuitable spawn point
306         return MAX_MAP_GENERATION_LIMIT;
307 }
308
309
310 void MapgenV7::makeChunk(BlockMakeData *data)
311 {
312         // Pre-conditions
313         assert(data->vmanip);
314         assert(data->nodedef);
315         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
316                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
317                 data->blockpos_requested.Z >= data->blockpos_min.Z);
318         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
319                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
320                 data->blockpos_requested.Z <= data->blockpos_max.Z);
321
322         //TimeTaker t("makeChunk");
323
324         this->generating = true;
325         this->vm = data->vmanip;
326         this->ndef = data->nodedef;
327
328         v3s16 blockpos_min = data->blockpos_min;
329         v3s16 blockpos_max = data->blockpos_max;
330         node_min = blockpos_min * MAP_BLOCKSIZE;
331         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
332         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
333         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
334
335         blockseed = getBlockSeed2(full_node_min, seed);
336
337         // Generate base and mountain terrain
338         s16 stone_surface_max_y = generateTerrain();
339
340         // Generate rivers
341         if (spflags & MGV7_RIDGES)
342                 generateRidgeTerrain();
343
344         // Create heightmap
345         updateHeightmap(node_min, node_max);
346
347         // Init biome generator, place biome-specific nodes, and build biomemap
348         if (flags & MG_BIOMES) {
349                 biomegen->calcBiomeNoise(node_min);
350                 generateBiomes();
351         }
352
353         // Generate tunnels, caverns and large randomwalk caves
354         if (flags & MG_CAVES) {
355                 // Generate tunnels first as caverns confuse them
356                 generateCavesNoiseIntersection(stone_surface_max_y);
357
358                 // Generate caverns
359                 bool near_cavern = false;
360                 if (spflags & MGV7_CAVERNS)
361                         near_cavern = generateCavernsNoise(stone_surface_max_y);
362
363                 // Generate large randomwalk caves
364                 if (near_cavern)
365                         // Disable large randomwalk caves in this mapchunk by setting
366                         // 'large cave depth' to world base. Avoids excessive liquid in
367                         // large caverns and floating blobs of overgenerated liquid.
368                         generateCavesRandomWalk(stone_surface_max_y,
369                                 -MAX_MAP_GENERATION_LIMIT);
370                 else
371                         generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
372         }
373
374         // Generate the registered ores
375         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
376
377         // Generate dungeons
378         if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
379                         full_node_max.Y <= dungeon_ymax)
380                 generateDungeons(stone_surface_max_y);
381
382         // Generate the registered decorations
383         if (flags & MG_DECORATIONS)
384                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
385
386         // Sprinkle some dust on top after everything else was generated
387         if (flags & MG_BIOMES)
388                 dustTopNodes();
389
390         // Update liquids
391         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
392
393         // Calculate lighting.
394         // Limit floatland shadow.
395         bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) &&
396                 node_min.Y <= shadow_limit && node_max.Y >= shadow_limit);
397
398         if (flags & MG_LIGHT)
399                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
400                         full_node_min, full_node_max, propagate_shadow);
401
402         this->generating = false;
403
404         //printf("makeChunk: %lums\n", t.stop());
405 }
406
407
408 ////////////////////////////////////////////////////////////////////////////////
409
410
411 float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
412 {
413         float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
414         hselect = rangelim(hselect, 0.0f, 1.0f);
415
416         float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
417
418         noise_terrain_base->np.persist = persist;
419         float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
420
421         noise_terrain_alt->np.persist = persist;
422         float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
423
424         if (height_alt > height_base)
425                 return height_alt;
426
427         return (height_base * hselect) + (height_alt * (1.0f - hselect));
428 }
429
430
431 float MapgenV7::baseTerrainLevelFromMap(int index)
432 {
433         float hselect = rangelim(noise_height_select->result[index], 0.0f, 1.0f);
434         float height_base = noise_terrain_base->result[index];
435         float height_alt = noise_terrain_alt->result[index];
436
437         if (height_alt > height_base)
438                 return height_alt;
439
440         return (height_base * hselect) + (height_alt * (1.0f - hselect));
441 }
442
443
444 bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
445 {
446         float mnt_h_n =
447                 std::fmax(NoisePerlin2D(&noise_mount_height->np, x, z, seed), 1.0f);
448         float density_gradient = -((float)(y - mount_zero_level) / mnt_h_n);
449         float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
450
451         return mnt_n + density_gradient >= 0.0f;
452 }
453
454
455 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
456 {
457         float mounthn = std::fmax(noise_mount_height->result[idx_xz], 1.0f);
458         float density_gradient = -((float)(y - mount_zero_level) / mounthn);
459         float mountn = noise_mountain->result[idx_xyz];
460
461         return mountn + density_gradient >= 0.0f;
462 }
463
464
465 bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y)
466 {
467         // Make rim 2 nodes thick to match floatland base terrain
468         float density_gradient = (y >= floatland_level) ?
469                 -std::pow((float)(y - floatland_level) / float_mount_height,
470                 float_mount_exponent) :
471                 -std::pow((float)(floatland_level - 1 - y) / float_mount_height,
472                 float_mount_exponent);
473
474         float floatn = noise_mountain->result[idx_xyz] + float_mount_density;
475
476         return floatn + density_gradient >= 0.0f;
477 }
478
479
480 void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max,
481         int idx_xz)
482 {
483         // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
484         s16 base_min = MAX_MAP_GENERATION_LIMIT + 1;
485         s16 base_max = MAX_MAP_GENERATION_LIMIT;
486
487         float n_base = noise_floatland_base->result[idx_xz];
488         if (n_base > 0.0f) {
489                 float n_base_height =
490                                 std::fmax(noise_float_base_height->result[idx_xz], 1.0f);
491                 float amp = n_base * n_base_height;
492                 float ridge = n_base_height / 3.0f;
493                 base_min = floatland_level - amp / 1.5f;
494
495                 if (amp > ridge * 2.0f) {
496                         // Lake bed
497                         base_max = floatland_level - (amp - ridge * 2.0f) / 2.0f;
498                 } else {
499                         // Hills and ridges
500                         float diff = std::fabs(amp - ridge) / ridge;
501                         // Smooth ridges using the 'smoothstep function'
502                         float smooth_diff = diff * diff * (3.0f - 2.0f * diff);
503                         base_max = floatland_level + ridge - smooth_diff * ridge;
504                 }
505         }
506
507         *float_base_min = base_min;
508         *float_base_max = base_max;
509 }
510
511
512 int MapgenV7::generateTerrain()
513 {
514         MapNode n_air(CONTENT_AIR);
515         MapNode n_stone(c_stone);
516         MapNode n_water(c_water_source);
517
518         //// Calculate noise for terrain generation
519         noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z);
520         float *persistmap = noise_terrain_persist->result;
521
522         noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap);
523         noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
524         noise_height_select->perlinMap2D(node_min.X, node_min.Z);
525
526         if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) {
527                 noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
528         }
529
530         if (spflags & MGV7_MOUNTAINS) {
531                 noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
532         }
533
534         if (spflags & MGV7_FLOATLANDS) {
535                 noise_floatland_base->perlinMap2D(node_min.X, node_min.Z);
536                 noise_float_base_height->perlinMap2D(node_min.X, node_min.Z);
537         }
538
539         //// Place nodes
540         const v3s16 &em = vm->m_area.getExtent();
541         s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
542         u32 index2d = 0;
543
544         for (s16 z = node_min.Z; z <= node_max.Z; z++)
545         for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
546                 s16 surface_y = baseTerrainLevelFromMap(index2d);
547                 if (surface_y > stone_surface_max_y)
548                         stone_surface_max_y = surface_y;
549
550                 // Get extent of floatland base terrain
551                 // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
552                 s16 float_base_min = MAX_MAP_GENERATION_LIMIT + 1;
553                 s16 float_base_max = MAX_MAP_GENERATION_LIMIT;
554                 if (spflags & MGV7_FLOATLANDS)
555                         floatBaseExtentFromMap(&float_base_min, &float_base_max, index2d);
556
557                 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
558                 u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
559
560                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1;
561                                 y++,
562                                 index3d += ystride,
563                                 VoxelArea::add_y(em, vi, 1)) {
564                         if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
565                                 continue;
566
567                         if (y <= surface_y) {
568                                 vm->m_data[vi] = n_stone; // Base terrain
569                         } else if ((spflags & MGV7_MOUNTAINS) &&
570                                         getMountainTerrainFromMap(index3d, index2d, y)) {
571                                 vm->m_data[vi] = n_stone; // Mountain terrain
572                                 if (y > stone_surface_max_y)
573                                         stone_surface_max_y = y;
574                         } else if ((spflags & MGV7_FLOATLANDS) &&
575                                         ((y >= float_base_min && y <= float_base_max) ||
576                                         getFloatlandMountainFromMap(index3d, index2d, y))) {
577                                 vm->m_data[vi] = n_stone; // Floatland terrain
578                                 stone_surface_max_y = node_max.Y;
579                         } else if (y <= water_level) {
580                                 vm->m_data[vi] = n_water; // Ground level water
581                         } else if ((spflags & MGV7_FLOATLANDS) &&
582                                         (y >= float_base_max && y <= floatland_level)) {
583                                 vm->m_data[vi] = n_water; // Floatland water
584                         } else {
585                                 vm->m_data[vi] = n_air;
586                         }
587                 }
588         }
589
590         return stone_surface_max_y;
591 }
592
593
594 void MapgenV7::generateRidgeTerrain()
595 {
596         if (node_max.Y < water_level - 16 ||
597                         ((spflags & MGV7_FLOATLANDS) && node_max.Y > shadow_limit))
598                 return;
599
600         noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
601         noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
602
603         MapNode n_water(c_water_source);
604         MapNode n_air(CONTENT_AIR);
605         u32 index3d = 0;
606         float width = 0.2f;
607
608         for (s16 z = node_min.Z; z <= node_max.Z; z++)
609         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
610                 u32 vi = vm->m_area.index(node_min.X, y, z);
611                 for (s16 x = node_min.X; x <= node_max.X; x++, index3d++, vi++) {
612                         u32 index2d = (z - node_min.Z) * csize.X + (x - node_min.X);
613                         float uwatern = noise_ridge_uwater->result[index2d] * 2.0f;
614                         if (std::fabs(uwatern) > width)
615                                 continue;
616                         // Optimises, but also avoids removing nodes placed by mods in
617                         // 'on-generated', when generating outside mapchunk.
618                         content_t c = vm->m_data[vi].getContent();
619                         if (c != c_stone)
620                                 continue;
621
622                         float altitude = y - water_level;
623                         float height_mod = (altitude + 17.0f) / 2.5f;
624                         float width_mod = width - std::fabs(uwatern);
625                         float nridge = noise_ridge->result[index3d] *
626                                 std::fmax(altitude, 0.0f) / 7.0f;
627                         if (nridge + width_mod * height_mod < 0.6f)
628                                 continue;
629
630                         vm->m_data[vi] = (y > water_level) ? n_air : n_water;
631                 }
632         }
633 }