SAPI: Disable unlockable time profiling
[oweals/minetest.git] / src / mapgen_v7.cpp
1 /*
2 Minetest
3 Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU Lesser General Public License for more details.
14
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20
21 #include "mapgen.h"
22 #include "voxel.h"
23 #include "noise.h"
24 #include "mapblock.h"
25 #include "mapnode.h"
26 #include "map.h"
27 #include "content_sao.h"
28 #include "nodedef.h"
29 #include "voxelalgorithms.h"
30 #include "settings.h" // For g_settings
31 #include "emerge.h"
32 #include "dungeongen.h"
33 #include "cavegen.h"
34 #include "treegen.h"
35 #include "mg_biome.h"
36 #include "mg_ore.h"
37 #include "mg_decoration.h"
38 #include "mapgen_v7.h"
39
40
41 FlagDesc flagdesc_mapgen_v7[] = {
42         {"mountains", MGV7_MOUNTAINS},
43         {"ridges",    MGV7_RIDGES},
44         {NULL,        0}
45 };
46
47 ///////////////////////////////////////////////////////////////////////////////
48
49
50 MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
51         : Mapgen(mapgenid, params, emerge)
52 {
53         this->m_emerge = emerge;
54         this->bmgr     = emerge->biomemgr;
55
56         //// amount of elements to skip for the next index
57         //// for noise/height/biome maps (not vmanip)
58         this->ystride = csize.X;
59         this->zstride = csize.X * (csize.Y + 2);
60
61         this->biomemap        = new u8[csize.X * csize.Z];
62         this->heightmap       = new s16[csize.X * csize.Z];
63         this->heatmap         = NULL;
64         this->humidmap        = NULL;
65         this->ridge_heightmap = new s16[csize.X * csize.Z];
66
67         MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
68         this->spflags = sp->spflags;
69
70         //// Terrain noise
71         noise_terrain_base    = new Noise(&sp->np_terrain_base,    seed, csize.X, csize.Z);
72         noise_terrain_alt     = new Noise(&sp->np_terrain_alt,     seed, csize.X, csize.Z);
73         noise_terrain_persist = new Noise(&sp->np_terrain_persist, seed, csize.X, csize.Z);
74         noise_height_select   = new Noise(&sp->np_height_select,   seed, csize.X, csize.Z);
75         noise_filler_depth    = new Noise(&sp->np_filler_depth,    seed, csize.X, csize.Z);
76         noise_mount_height    = new Noise(&sp->np_mount_height,    seed, csize.X, csize.Z);
77         noise_ridge_uwater    = new Noise(&sp->np_ridge_uwater,    seed, csize.X, csize.Z);
78
79         //// 3d terrain noise
80         noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
81         noise_ridge    = new Noise(&sp->np_ridge,    seed, csize.X, csize.Y + 2, csize.Z);
82         noise_cave1    = new Noise(&sp->np_cave1,    seed, csize.X, csize.Y + 2, csize.Z);
83         noise_cave2    = new Noise(&sp->np_cave2,    seed, csize.X, csize.Y + 2, csize.Z);
84
85         //// Biome noise
86         noise_heat           = new Noise(&params->np_biome_heat,           seed, csize.X, csize.Z);
87         noise_humidity       = new Noise(&params->np_biome_humidity,       seed, csize.X, csize.Z);
88         noise_heat_blend     = new Noise(&params->np_biome_heat_blend,     seed, csize.X, csize.Z);
89         noise_humidity_blend = new Noise(&params->np_biome_humidity_blend, seed, csize.X, csize.Z);
90
91         //// Resolve nodes to be used
92         INodeDefManager *ndef = emerge->ndef;
93
94         c_stone                = ndef->getId("mapgen_stone");
95         c_water_source         = ndef->getId("mapgen_water_source");
96         c_lava_source          = ndef->getId("mapgen_lava_source");
97         c_desert_stone         = ndef->getId("mapgen_desert_stone");
98         c_ice                  = ndef->getId("mapgen_ice");
99         c_sandstone            = ndef->getId("mapgen_sandstone");
100
101         c_cobble               = ndef->getId("mapgen_cobble");
102         c_stair_cobble         = ndef->getId("mapgen_stair_cobble");
103         c_mossycobble          = ndef->getId("mapgen_mossycobble");
104         c_sandstonebrick       = ndef->getId("mapgen_sandstonebrick");
105         c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
106
107         if (c_ice == CONTENT_IGNORE)
108                 c_ice = CONTENT_AIR;
109         if (c_mossycobble == CONTENT_IGNORE)
110                 c_mossycobble = c_cobble;
111         if (c_stair_cobble == CONTENT_IGNORE)
112                 c_stair_cobble = c_cobble;
113         if (c_sandstonebrick == CONTENT_IGNORE)
114                 c_sandstonebrick = c_sandstone;
115         if (c_stair_sandstonebrick == CONTENT_IGNORE)
116                 c_stair_sandstonebrick = c_sandstone;
117 }
118
119
120 MapgenV7::~MapgenV7()
121 {
122         delete noise_terrain_base;
123         delete noise_terrain_persist;
124         delete noise_height_select;
125         delete noise_terrain_alt;
126         delete noise_filler_depth;
127         delete noise_mount_height;
128         delete noise_ridge_uwater;
129         delete noise_mountain;
130         delete noise_ridge;
131         delete noise_cave1;
132         delete noise_cave2;
133
134         delete noise_heat;
135         delete noise_humidity;
136         delete noise_heat_blend;
137         delete noise_humidity_blend;
138
139         delete[] ridge_heightmap;
140         delete[] heightmap;
141         delete[] biomemap;
142 }
143
144
145 MapgenV7Params::MapgenV7Params()
146 {
147         spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
148
149         np_terrain_base    = NoiseParams(4,    70,  v3f(600,  600,  600),  82341, 5, 0.6,  2.0);
150         np_terrain_alt     = NoiseParams(4,    25,  v3f(600,  600,  600),  5934,  5, 0.6,  2.0);
151         np_terrain_persist = NoiseParams(0.6,  0.1, v3f(2000, 2000, 2000), 539,   3, 0.6,  2.0);
152         np_height_select   = NoiseParams(-12,  24,  v3f(500,  500,  500),  4213,  6, 0.7,  2.0);
153         np_filler_depth    = NoiseParams(0,    1.2, v3f(150,  150,  150),  261,   3, 0.7,  2.0);
154         np_mount_height    = NoiseParams(256,  112, v3f(1000, 1000, 1000), 72449, 3, 0.6,  2.0);
155         np_ridge_uwater    = NoiseParams(0,    1,   v3f(1000, 1000, 1000), 85039, 5, 0.6,  2.0);
156         np_mountain        = NoiseParams(-0.6, 1,   v3f(250,  350,  250),  5333,  5, 0.63, 2.0);
157         np_ridge           = NoiseParams(0,    1,   v3f(100,  100,  100),  6467,  4, 0.75, 2.0);
158         np_cave1           = NoiseParams(0,    12,  v3f(100,  100,  100),  52534, 4, 0.5,  2.0);
159         np_cave2           = NoiseParams(0,    12,  v3f(100,  100,  100),  10325, 4, 0.5,  2.0);
160 }
161
162
163 void MapgenV7Params::readParams(const Settings *settings)
164 {
165         settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
166
167         settings->getNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
168         settings->getNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
169         settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
170         settings->getNoiseParams("mgv7_np_height_select",   np_height_select);
171         settings->getNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
172         settings->getNoiseParams("mgv7_np_mount_height",    np_mount_height);
173         settings->getNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
174         settings->getNoiseParams("mgv7_np_mountain",        np_mountain);
175         settings->getNoiseParams("mgv7_np_ridge",           np_ridge);
176         settings->getNoiseParams("mgv7_np_cave1",           np_cave1);
177         settings->getNoiseParams("mgv7_np_cave2",           np_cave2);
178 }
179
180
181 void MapgenV7Params::writeParams(Settings *settings) const
182 {
183         settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, (u32)-1);
184
185         settings->setNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
186         settings->setNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
187         settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
188         settings->setNoiseParams("mgv7_np_height_select",   np_height_select);
189         settings->setNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
190         settings->setNoiseParams("mgv7_np_mount_height",    np_mount_height);
191         settings->setNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
192         settings->setNoiseParams("mgv7_np_mountain",        np_mountain);
193         settings->setNoiseParams("mgv7_np_ridge",           np_ridge);
194         settings->setNoiseParams("mgv7_np_cave1",           np_cave1);
195         settings->setNoiseParams("mgv7_np_cave2",           np_cave2);
196 }
197
198
199 ///////////////////////////////////////
200
201
202 int MapgenV7::getGroundLevelAtPoint(v2s16 p)
203 {
204         // Base terrain calculation
205         s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
206
207         // Ridge/river terrain calculation
208         float width = 0.2;
209         float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
210         // actually computing the depth of the ridge is much more expensive;
211         // if inside a river, simply guess
212         if (fabs(uwatern) <= width)
213                 return water_level - 10;
214
215         // Mountain terrain calculation
216         int iters = 128; // don't even bother iterating more than 128 times..
217         while (iters--) {
218                 //current point would have been air
219                 if (!getMountainTerrainAtPoint(p.X, y, p.Y))
220                         return y;
221
222                 y++;
223         }
224
225         return y;
226 }
227
228
229 void MapgenV7::makeChunk(BlockMakeData *data)
230 {
231         // Pre-conditions
232         assert(data->vmanip);
233         assert(data->nodedef);
234         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
235                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
236                 data->blockpos_requested.Z >= data->blockpos_min.Z);
237         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
238                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
239                 data->blockpos_requested.Z <= data->blockpos_max.Z);
240
241         this->generating = true;
242         this->vm   = data->vmanip;
243         this->ndef = data->nodedef;
244         //TimeTaker t("makeChunk");
245
246         v3s16 blockpos_min = data->blockpos_min;
247         v3s16 blockpos_max = data->blockpos_max;
248         node_min = blockpos_min * MAP_BLOCKSIZE;
249         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
250         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
251         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
252
253         blockseed = getBlockSeed2(full_node_min, seed);
254
255         // Make some noise
256         calculateNoise();
257
258         // Generate base terrain, mountains, and ridges with initial heightmaps
259         s16 stone_surface_max_y = generateTerrain();
260
261         // Create heightmap
262         updateHeightmap(node_min, node_max);
263
264         // Create biomemap at heightmap surface
265         bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
266                 noise_humidity->result, heightmap, biomemap);
267
268         // Actually place the biome-specific nodes
269         MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
270
271         if (flags & MG_CAVES)
272                 generateCaves(stone_surface_max_y);
273
274         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
275                 DungeonParams dp;
276
277                 dp.np_rarity  = nparams_dungeon_rarity;
278                 dp.np_density = nparams_dungeon_density;
279                 dp.np_wetness = nparams_dungeon_wetness;
280                 dp.c_water    = c_water_source;
281                 if (stone_type == STONE) {
282                         dp.c_cobble = c_cobble;
283                         dp.c_moss   = c_mossycobble;
284                         dp.c_stair  = c_stair_cobble;
285
286                         dp.diagonal_dirs = false;
287                         dp.mossratio     = 3.0;
288                         dp.holesize      = v3s16(1, 2, 1);
289                         dp.roomsize      = v3s16(0, 0, 0);
290                         dp.notifytype    = GENNOTIFY_DUNGEON;
291                 } else if (stone_type == DESERT_STONE) {
292                         dp.c_cobble = c_desert_stone;
293                         dp.c_moss   = c_desert_stone;
294                         dp.c_stair  = c_desert_stone;
295
296                         dp.diagonal_dirs = true;
297                         dp.mossratio     = 0.0;
298                         dp.holesize      = v3s16(2, 3, 2);
299                         dp.roomsize      = v3s16(2, 5, 2);
300                         dp.notifytype    = GENNOTIFY_TEMPLE;
301                 } else if (stone_type == SANDSTONE) {
302                         dp.c_cobble = c_sandstonebrick;
303                         dp.c_moss   = c_sandstonebrick;
304                         dp.c_stair  = c_sandstonebrick;
305
306                         dp.diagonal_dirs = false;
307                         dp.mossratio     = 0.0;
308                         dp.holesize      = v3s16(2, 2, 2);
309                         dp.roomsize      = v3s16(2, 0, 2);
310                         dp.notifytype    = GENNOTIFY_DUNGEON;
311                 }
312
313                 DungeonGen dgen(this, &dp);
314                 dgen.generate(blockseed, full_node_min, full_node_max);
315         }
316
317         // Generate the registered decorations
318         m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
319
320         // Generate the registered ores
321         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
322
323         // Sprinkle some dust on top after everything else was generated
324         dustTopNodes();
325
326         //printf("makeChunk: %dms\n", t.stop());
327
328         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
329
330         if (flags & MG_LIGHT)
331                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
332                         full_node_min, full_node_max);
333
334         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
335         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
336
337         this->generating = false;
338 }
339
340
341 void MapgenV7::calculateNoise()
342 {
343         //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
344         int x = node_min.X;
345         int y = node_min.Y - 1;
346         int z = node_min.Z;
347
348         noise_terrain_persist->perlinMap2D(x, z);
349         float *persistmap = noise_terrain_persist->result;
350
351         noise_terrain_base->perlinMap2D(x, z, persistmap);
352         noise_terrain_alt->perlinMap2D(x, z, persistmap);
353         noise_height_select->perlinMap2D(x, z);
354
355         if (flags & MG_CAVES) {
356                 noise_cave1->perlinMap3D(x, y, z);
357                 noise_cave2->perlinMap3D(x, y, z);
358         }
359
360         if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) {
361                 noise_ridge->perlinMap3D(x, y, z);
362                 noise_ridge_uwater->perlinMap2D(x, z);
363         }
364
365         // Mountain noises are calculated in generateMountainTerrain()
366
367         noise_filler_depth->perlinMap2D(x, z);
368         noise_heat->perlinMap2D(x, z);
369         noise_humidity->perlinMap2D(x, z);
370         noise_heat_blend->perlinMap2D(x, z);
371         noise_humidity_blend->perlinMap2D(x, z);
372
373         for (s32 i = 0; i < csize.X * csize.Z; i++) {
374                 noise_heat->result[i] += noise_heat_blend->result[i];
375                 noise_humidity->result[i] += noise_humidity_blend->result[i];
376         }
377
378         heatmap = noise_heat->result;
379         humidmap = noise_humidity->result;
380         //printf("calculateNoise: %dus\n", t.stop());
381 }
382
383
384 Biome *MapgenV7::getBiomeAtPoint(v3s16 p)
385 {
386         float heat = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed) +
387                 NoisePerlin2D(&noise_heat_blend->np, p.X, p.Z, seed);
388         float humidity = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed) +
389                 NoisePerlin2D(&noise_humidity_blend->np, p.X, p.Z, seed);
390         s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
391
392         return bmgr->getBiome(heat, humidity, groundlevel);
393 }
394
395 //needs to be updated
396 float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
397 {
398         float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
399         hselect = rangelim(hselect, 0.0, 1.0);
400
401         float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
402
403         noise_terrain_base->np.persist = persist;
404         float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
405
406         noise_terrain_alt->np.persist = persist;
407         float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
408
409         if (height_alt > height_base)
410                 return height_alt;
411
412         return (height_base * hselect) + (height_alt * (1.0 - hselect));
413 }
414
415
416 float MapgenV7::baseTerrainLevelFromMap(int index)
417 {
418         float hselect     = rangelim(noise_height_select->result[index], 0.0, 1.0);
419         float height_base = noise_terrain_base->result[index];
420         float height_alt  = noise_terrain_alt->result[index];
421
422         if (height_alt > height_base)
423                 return height_alt;
424
425         return (height_base * hselect) + (height_alt * (1.0 - hselect));
426 }
427
428
429 bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
430 {
431         float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
432         float density_gradient = -((float)y / mnt_h_n);
433         float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
434
435         return mnt_n + density_gradient >= 0.0;
436 }
437
438
439 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
440 {
441         float mounthn = noise_mount_height->result[idx_xz];
442         float density_gradient = -((float)y / mounthn);
443         float mountn = noise_mountain->result[idx_xyz];
444
445         return mountn + density_gradient >= 0.0;
446 }
447
448
449 #if 0
450 void MapgenV7::carveRivers() {
451         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
452         MapNode n_stone(c_stone);
453         u32 index = 0;
454
455         int river_depth = 4;
456
457         for (s16 z = node_min.Z; z <= node_max.Z; z++)
458         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
459                 float terrain_mod  = noise_terrain_mod->result[index];
460                 NoiseParams *np = noise_terrain_river->np;
461                 np.persist = noise_terrain_persist->result[index];
462                 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
463                 float height = terrain_river * (1 - abs(terrain_mod)) *
464                                                 noise_terrain_river->np.scale;
465                 height = log(height * height); //log(h^3) is pretty interesting for terrain
466
467                 s16 y = heightmap[index];
468                 if (height < 1.0 && y > river_depth &&
469                         y - river_depth >= node_min.Y && y <= node_max.Y) {
470
471                         for (s16 ry = y; ry != y - river_depth; ry--) {
472                                 u32 vi = vm->m_area.index(x, ry, z);
473                                 vm->m_data[vi] = n_air;
474                         }
475
476                         u32 vi = vm->m_area.index(x, y - river_depth, z);
477                         vm->m_data[vi] = n_water_source;
478                 }
479         }
480 }
481 #endif
482
483
484 int MapgenV7::generateTerrain()
485 {
486         s16 stone_surface_min_y;
487         s16 stone_surface_max_y;
488
489         generateBaseTerrain(&stone_surface_min_y, &stone_surface_max_y);
490
491         if ((spflags & MGV7_MOUNTAINS) && stone_surface_min_y < node_max.Y)
492                 stone_surface_max_y = generateMountainTerrain(stone_surface_max_y);
493
494         if (spflags & MGV7_RIDGES)
495                 generateRidgeTerrain();
496
497         return stone_surface_max_y;
498 }
499
500
501 void MapgenV7::generateBaseTerrain(s16 *stone_surface_min_y, s16 *stone_surface_max_y)
502 {
503         MapNode n_air(CONTENT_AIR);
504         MapNode n_stone(c_stone);
505         MapNode n_water(c_water_source);
506
507         v3s16 em = vm->m_area.getExtent();
508         s16 surface_min_y = MAX_MAP_GENERATION_LIMIT;
509         s16 surface_max_y = -MAX_MAP_GENERATION_LIMIT;
510         u32 index = 0;
511
512         for (s16 z = node_min.Z; z <= node_max.Z; z++)
513         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
514                 float surface_height = baseTerrainLevelFromMap(index);
515                 s16 surface_y = (s16)surface_height;
516
517                 heightmap[index]       = surface_y;
518                 ridge_heightmap[index] = surface_y;
519
520                 if (surface_y < surface_min_y)
521                         surface_min_y = surface_y;
522
523                 if (surface_y > surface_max_y)
524                         surface_max_y = surface_y;
525
526                 u32 i = vm->m_area.index(x, node_min.Y - 1, z);
527                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
528                         if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
529                                 if (y <= surface_y)
530                                         vm->m_data[i] = n_stone;
531                                 else if (y <= water_level)
532                                         vm->m_data[i] = n_water;
533                                 else
534                                         vm->m_data[i] = n_air;
535                         }
536                         vm->m_area.add_y(em, i, 1);
537                 }
538         }
539
540         *stone_surface_min_y = surface_min_y;
541         *stone_surface_max_y = surface_max_y;
542 }
543
544
545 int MapgenV7::generateMountainTerrain(s16 ymax)
546 {
547         noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
548         noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
549
550         MapNode n_stone(c_stone);
551         u32 j = 0;
552
553         for (s16 z = node_min.Z; z <= node_max.Z; z++)
554         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
555                 u32 vi = vm->m_area.index(node_min.X, y, z);
556                 for (s16 x = node_min.X; x <= node_max.X; x++) {
557                         int index = (z - node_min.Z) * csize.X + (x - node_min.X);
558                         content_t c = vm->m_data[vi].getContent();
559
560                         if (getMountainTerrainFromMap(j, index, y)
561                                         && (c == CONTENT_AIR || c == c_water_source)) {
562                                 vm->m_data[vi] = n_stone;
563                                 if (y > ymax)
564                                         ymax = y;
565                         }
566
567                         vi++;
568                         j++;
569                 }
570         }
571
572         return ymax;
573 }
574
575
576 void MapgenV7::generateRidgeTerrain()
577 {
578         if (node_max.Y < water_level)
579                 return;
580
581         MapNode n_water(c_water_source);
582         MapNode n_air(CONTENT_AIR);
583         u32 index = 0;
584         float width = 0.2; // TODO: figure out acceptable perlin noise values
585
586         for (s16 z = node_min.Z; z <= node_max.Z; z++)
587         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
588                 u32 vi = vm->m_area.index(node_min.X, y, z);
589                 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
590                         int j = (z - node_min.Z) * csize.X + (x - node_min.X);
591
592                         if (heightmap[j] < water_level - 16)
593                                 continue;
594
595                         float uwatern = noise_ridge_uwater->result[j] * 2;
596                         if (fabs(uwatern) > width)
597                                 continue;
598
599                         float altitude = y - water_level;
600                         float height_mod = (altitude + 17) / 2.5;
601                         float width_mod  = width - fabs(uwatern);
602                         float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
603
604                         if (nridge + width_mod * height_mod < 0.6)
605                                 continue;
606
607                         if (y < ridge_heightmap[j])
608                                 ridge_heightmap[j] = y - 1;
609
610                         vm->m_data[vi] = (y > water_level) ? n_air : n_water;
611                 }
612         }
613 }
614
615
616 MgStoneType MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
617 {
618         v3s16 em = vm->m_area.getExtent();
619         u32 index = 0;
620         MgStoneType stone_type = STONE;
621
622         for (s16 z = node_min.Z; z <= node_max.Z; z++)
623         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
624                 Biome *biome = NULL;
625                 u16 depth_top = 0;
626                 u16 base_filler = 0;
627                 u16 depth_water_top = 0;
628                 u32 vi = vm->m_area.index(x, node_max.Y, z);
629
630                 // Check node at base of mapchunk above, either a node of a previously
631                 // generated mapchunk or if not, a node of overgenerated base terrain.
632                 content_t c_above = vm->m_data[vi + em.X].getContent();
633                 bool air_above = c_above == CONTENT_AIR;
634                 bool water_above = c_above == c_water_source;
635
636                 // If there is air or water above enable top/filler placement, otherwise force
637                 // nplaced to stone level by setting a number exceeding any possible filler depth.
638                 u16 nplaced = (air_above || water_above) ? 0 : (u16)-1;
639
640                 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
641                         content_t c = vm->m_data[vi].getContent();
642
643                         // Biome is recalculated each time an upper surface is detected while
644                         // working down a column. The selected biome then remains in effect for
645                         // all nodes below until the next surface and biome recalculation.
646                         // Biome is recalculated:
647                         // 1. At the surface of stone below air or water.
648                         // 2. At the surface of water below air.
649                         // 3. When stone or water is detected but biome has not yet been calculated.
650                         if ((c == c_stone && (air_above || water_above || !biome)) ||
651                                         (c == c_water_source && (air_above || !biome))) {
652                                 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
653                                 depth_top = biome->depth_top;
654                                 base_filler = MYMAX(depth_top + biome->depth_filler
655                                                 + noise_filler_depth->result[index], 0);
656                                 depth_water_top = biome->depth_water_top;
657
658                                 // Detect stone type for dungeons during every biome calculation.
659                                 // This is more efficient than detecting per-node and will not
660                                 // miss any desert stone or sandstone biomes.
661                                 if (biome->c_stone == c_desert_stone)
662                                         stone_type = DESERT_STONE;
663                                 else if (biome->c_stone == c_sandstone)
664                                         stone_type = SANDSTONE;
665                         }
666
667                         if (c == c_stone) {
668                                 content_t c_below = vm->m_data[vi - em.X].getContent();
669
670                                 // If the node below isn't solid, make this node stone, so that
671                                 // any top/filler nodes above are structurally supported.
672                                 // This is done by aborting the cycle of top/filler placement
673                                 // immediately by forcing nplaced to stone level.
674                                 if (c_below == CONTENT_AIR || c_below == c_water_source)
675                                         nplaced = (u16)-1;
676
677                                 if (nplaced < depth_top) {
678                                         vm->m_data[vi] = MapNode(biome->c_top);
679                                         nplaced++;
680                                 } else if (nplaced < base_filler) {
681                                         vm->m_data[vi] = MapNode(biome->c_filler);
682                                         nplaced++;
683                                 } else {
684                                         vm->m_data[vi] = MapNode(biome->c_stone);
685                                 }
686
687                                 air_above = false;
688                                 water_above = false;
689                         } else if (c == c_water_source) {
690                                 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
691                                                 biome->c_water_top : biome->c_water);
692                                 nplaced = 0;  // Enable top/filler placement for next surface
693                                 air_above = false;
694                                 water_above = true;
695                         } else if (c == CONTENT_AIR) {
696                                 nplaced = 0;  // Enable top/filler placement for next surface
697                                 air_above = true;
698                                 water_above = false;
699                         } else {  // Possible various nodes overgenerated from neighbouring mapchunks
700                                 nplaced = (u16)-1;  // Disable top/filler placement
701                                 air_above = false;
702                                 water_above = false;
703                         }
704
705                         vm->m_area.add_y(em, vi, -1);
706                 }
707         }
708
709         return stone_type;
710 }
711
712
713 void MapgenV7::dustTopNodes()
714 {
715         if (node_max.Y < water_level)
716                 return;
717
718         v3s16 em = vm->m_area.getExtent();
719         u32 index = 0;
720
721         for (s16 z = node_min.Z; z <= node_max.Z; z++)
722         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
723                 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
724
725                 if (biome->c_dust == CONTENT_IGNORE)
726                         continue;
727
728                 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
729                 content_t c_full_max = vm->m_data[vi].getContent();
730                 s16 y_start;
731
732                 if (c_full_max == CONTENT_AIR) {
733                         y_start = full_node_max.Y - 1;
734                 } else if (c_full_max == CONTENT_IGNORE) {
735                         vi = vm->m_area.index(x, node_max.Y + 1, z);
736                         content_t c_max = vm->m_data[vi].getContent();
737
738                         if (c_max == CONTENT_AIR)
739                                 y_start = node_max.Y;
740                         else
741                                 continue;
742                 } else {
743                         continue;
744                 }
745
746                 vi = vm->m_area.index(x, y_start, z);
747                 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
748                         if (vm->m_data[vi].getContent() != CONTENT_AIR)
749                                 break;
750
751                         vm->m_area.add_y(em, vi, -1);
752                 }
753
754                 content_t c = vm->m_data[vi].getContent();
755                 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
756                         vm->m_area.add_y(em, vi, 1);
757                         vm->m_data[vi] = MapNode(biome->c_dust);
758                 }
759         }
760 }
761
762
763 #if 0
764 void MapgenV7::addTopNodes()
765 {
766         v3s16 em = vm->m_area.getExtent();
767         s16 ntopnodes;
768         u32 index = 0;
769
770         for (s16 z = node_min.Z; z <= node_max.Z; z++)
771         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
772                 Biome *biome = bmgr->biomes[biomemap[index]];
773
774                 //////////////////// First, add top nodes below the ridge
775                 s16 y = ridge_heightmap[index];
776
777                 // This cutoff is good enough, but not perfect.
778                 // It will cut off potentially placed top nodes at chunk boundaries
779                 if (y < node_min.Y)
780                         continue;
781                 if (y > node_max.Y) {
782                         y = node_max.Y; // Let's see if we can still go downward anyway
783                         u32 vi = vm->m_area.index(x, y, z);
784                         content_t c = vm->m_data[vi].getContent();
785                         if (ndef->get(c).walkable)
786                                 continue;
787                 }
788
789                 // N.B.  It is necessary to search downward since ridge_heightmap[i]
790                 // might not be the actual height, just the lowest part in the chunk
791                 // where a ridge had been carved
792                 u32 i = vm->m_area.index(x, y, z);
793                 for (; y >= node_min.Y; y--) {
794                         content_t c = vm->m_data[i].getContent();
795                         if (ndef->get(c).walkable)
796                                 break;
797                         vm->m_area.add_y(em, i, -1);
798                 }
799
800                 if (y != node_min.Y - 1 && y >= water_level) {
801                         ridge_heightmap[index] = y; //update ridgeheight
802                         ntopnodes = biome->top_depth;
803                         for (; y <= node_max.Y && ntopnodes; y++) {
804                                 ntopnodes--;
805                                 vm->m_data[i] = MapNode(biome->c_top);
806                                 vm->m_area.add_y(em, i, 1);
807                         }
808                         // If dirt, grow grass on it.
809                         if (y > water_level - 10 &&
810                                 vm->m_data[i].getContent() == CONTENT_AIR) {
811                                 vm->m_area.add_y(em, i, -1);
812                                 if (vm->m_data[i].getContent() == c_dirt)
813                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
814                         }
815                 }
816
817                 //////////////////// Now, add top nodes on top of the ridge
818                 y = heightmap[index];
819                 if (y > node_max.Y) {
820                         y = node_max.Y; // Let's see if we can still go downward anyway
821                         u32 vi = vm->m_area.index(x, y, z);
822                         content_t c = vm->m_data[vi].getContent();
823                         if (ndef->get(c).walkable)
824                                 continue;
825                 }
826
827                 i = vm->m_area.index(x, y, z);
828                 for (; y >= node_min.Y; y--) {
829                         content_t c = vm->m_data[i].getContent();
830                         if (ndef->get(c).walkable)
831                                 break;
832                         vm->m_area.add_y(em, i, -1);
833                 }
834
835                 if (y != node_min.Y - 1) {
836                         ntopnodes = biome->top_depth;
837                         // Let's see if we've already added it...
838                         if (y == ridge_heightmap[index] + ntopnodes - 1)
839                                 continue;
840
841                         for (; y <= node_max.Y && ntopnodes; y++) {
842                                 ntopnodes--;
843                                 vm->m_data[i] = MapNode(biome->c_top);
844                                 vm->m_area.add_y(em, i, 1);
845                         }
846                         // If dirt, grow grass on it.
847                         if (y > water_level - 10 &&
848                                 vm->m_data[i].getContent() == CONTENT_AIR) {
849                                 vm->m_area.add_y(em, i, -1);
850                                 if (vm->m_data[i].getContent() == c_dirt)
851                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
852                         }
853                 }
854         }
855 }
856 #endif
857
858
859 void MapgenV7::generateCaves(s16 max_stone_y)
860 {
861         if (max_stone_y >= node_min.Y) {
862                 u32 index   = 0;
863
864                 for (s16 z = node_min.Z; z <= node_max.Z; z++)
865                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
866                         u32 i = vm->m_area.index(node_min.X, y, z);
867                         for (s16 x = node_min.X; x <= node_max.X; x++, i++, index++) {
868                                 float d1 = contour(noise_cave1->result[index]);
869                                 float d2 = contour(noise_cave2->result[index]);
870                                 if (d1 * d2 > 0.3) {
871                                         content_t c = vm->m_data[i].getContent();
872                                         if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
873                                                 continue;
874
875                                         vm->m_data[i] = MapNode(CONTENT_AIR);
876                                 }
877                         }
878                 }
879         }
880
881         PseudoRandom ps(blockseed + 21343);
882         u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
883         for (u32 i = 0; i < bruises_count; i++) {
884                 CaveV7 cave(this, &ps);
885                 cave.makeCave(node_min, node_max, max_stone_y);
886         }
887 }