Remove profiler.h include where it's not needed. Remove some unreachable and very...
[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,  0.12, v3f(2000, 2000, 2000), 539,   3, 0.5,  2.0);
152         np_height_select   = NoiseParams(-12,  24,   v3f(500,  500,  500),  4213,  6, 0.69, 2.0);
153         np_filler_depth    = NoiseParams(0,    1.2,  v3f(150,  150,  150),  261,   4, 0.7,  2.0);
154         np_mount_height    = NoiseParams(184,  72,   v3f(1000, 1000, 1000), 72449, 3, 0.5,  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, 0.68, 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 mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
433         return mnt_n * mnt_h_n >= (float)y;
434 }
435
436
437 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
438 {
439         float mounthn = noise_mount_height->result[idx_xz];
440         float mountn = noise_mountain->result[idx_xyz];
441         return mountn * mounthn >= (float)y;
442 }
443
444
445 #if 0
446 void MapgenV7::carveRivers() {
447         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
448         MapNode n_stone(c_stone);
449         u32 index = 0;
450
451         int river_depth = 4;
452
453         for (s16 z = node_min.Z; z <= node_max.Z; z++)
454         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
455                 float terrain_mod  = noise_terrain_mod->result[index];
456                 NoiseParams *np = noise_terrain_river->np;
457                 np.persist = noise_terrain_persist->result[index];
458                 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
459                 float height = terrain_river * (1 - abs(terrain_mod)) *
460                                                 noise_terrain_river->np.scale;
461                 height = log(height * height); //log(h^3) is pretty interesting for terrain
462
463                 s16 y = heightmap[index];
464                 if (height < 1.0 && y > river_depth &&
465                         y - river_depth >= node_min.Y && y <= node_max.Y) {
466
467                         for (s16 ry = y; ry != y - river_depth; ry--) {
468                                 u32 vi = vm->m_area.index(x, ry, z);
469                                 vm->m_data[vi] = n_air;
470                         }
471
472                         u32 vi = vm->m_area.index(x, y - river_depth, z);
473                         vm->m_data[vi] = n_water_source;
474                 }
475         }
476 }
477 #endif
478
479
480 int MapgenV7::generateTerrain()
481 {
482         s16 stone_surface_min_y;
483         s16 stone_surface_max_y;
484
485         generateBaseTerrain(&stone_surface_min_y, &stone_surface_max_y);
486
487         if ((spflags & MGV7_MOUNTAINS) && stone_surface_min_y < node_max.Y)
488                 stone_surface_max_y = generateMountainTerrain(stone_surface_max_y);
489
490         if (spflags & MGV7_RIDGES)
491                 generateRidgeTerrain();
492
493         return stone_surface_max_y;
494 }
495
496
497 void MapgenV7::generateBaseTerrain(s16 *stone_surface_min_y, s16 *stone_surface_max_y)
498 {
499         MapNode n_air(CONTENT_AIR);
500         MapNode n_stone(c_stone);
501         MapNode n_water(c_water_source);
502
503         v3s16 em = vm->m_area.getExtent();
504         s16 surface_min_y = MAP_GENERATION_LIMIT;
505         s16 surface_max_y = -MAP_GENERATION_LIMIT;
506         u32 index = 0;
507
508         for (s16 z = node_min.Z; z <= node_max.Z; z++)
509         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
510                 float surface_height = baseTerrainLevelFromMap(index);
511                 s16 surface_y = (s16)surface_height;
512
513                 heightmap[index]       = surface_y;
514                 ridge_heightmap[index] = surface_y;
515
516                 if (surface_y < surface_min_y)
517                         surface_min_y = surface_y;
518
519                 if (surface_y > surface_max_y)
520                         surface_max_y = surface_y;
521
522                 u32 i = vm->m_area.index(x, node_min.Y - 1, z);
523                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
524                         if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
525                                 if (y <= surface_y)
526                                         vm->m_data[i] = n_stone;
527                                 else if (y <= water_level)
528                                         vm->m_data[i] = n_water;
529                                 else
530                                         vm->m_data[i] = n_air;
531                         }
532                         vm->m_area.add_y(em, i, 1);
533                 }
534         }
535
536         *stone_surface_min_y = surface_min_y;
537         *stone_surface_max_y = surface_max_y;
538 }
539
540
541 int MapgenV7::generateMountainTerrain(s16 ymax)
542 {
543         noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
544         noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
545
546         MapNode n_stone(c_stone);
547         u32 j = 0;
548
549         for (s16 z = node_min.Z; z <= node_max.Z; z++)
550         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
551                 u32 vi = vm->m_area.index(node_min.X, y, z);
552                 for (s16 x = node_min.X; x <= node_max.X; x++) {
553                         int index = (z - node_min.Z) * csize.X + (x - node_min.X);
554                         content_t c = vm->m_data[vi].getContent();
555
556                         if (getMountainTerrainFromMap(j, index, y)
557                                         && (c == CONTENT_AIR || c == c_water_source)) {
558                                 vm->m_data[vi] = n_stone;
559                                 if (y > ymax)
560                                         ymax = y;
561                         }
562
563                         vi++;
564                         j++;
565                 }
566         }
567
568         return ymax;
569 }
570
571
572 void MapgenV7::generateRidgeTerrain()
573 {
574         if (node_max.Y < water_level)
575                 return;
576
577         MapNode n_water(c_water_source);
578         MapNode n_air(CONTENT_AIR);
579         u32 index = 0;
580         float width = 0.2; // TODO: figure out acceptable perlin noise values
581
582         for (s16 z = node_min.Z; z <= node_max.Z; z++)
583         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
584                 u32 vi = vm->m_area.index(node_min.X, y, z);
585                 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
586                         int j = (z - node_min.Z) * csize.X + (x - node_min.X);
587
588                         if (heightmap[j] < water_level - 16)
589                                 continue;
590
591                         float uwatern = noise_ridge_uwater->result[j] * 2;
592                         if (fabs(uwatern) > width)
593                                 continue;
594
595                         float altitude = y - water_level;
596                         float height_mod = (altitude + 17) / 2.5;
597                         float width_mod  = width - fabs(uwatern);
598                         float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
599
600                         if (nridge + width_mod * height_mod < 0.6)
601                                 continue;
602
603                         if (y < ridge_heightmap[j])
604                                 ridge_heightmap[j] = y - 1;
605
606                         vm->m_data[vi] = (y > water_level) ? n_air : n_water;
607                 }
608         }
609 }
610
611
612 MgStoneType MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
613 {
614         v3s16 em = vm->m_area.getExtent();
615         u32 index = 0;
616         MgStoneType stone_type = STONE;
617
618         for (s16 z = node_min.Z; z <= node_max.Z; z++)
619         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
620                 Biome *biome = NULL;
621                 u16 depth_top = 0;
622                 u16 base_filler = 0;
623                 u16 depth_water_top = 0;
624                 u32 vi = vm->m_area.index(x, node_max.Y, z);
625
626                 // Check node at base of mapchunk above, either a node of a previously
627                 // generated mapchunk or if not, a node of overgenerated base terrain.
628                 content_t c_above = vm->m_data[vi + em.X].getContent();
629                 bool air_above = c_above == CONTENT_AIR;
630                 bool water_above = c_above == c_water_source;
631
632                 // If there is air or water above enable top/filler placement, otherwise force
633                 // nplaced to stone level by setting a number exceeding any possible filler depth.
634                 u16 nplaced = (air_above || water_above) ? 0 : (u16)-1;
635
636                 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
637                         content_t c = vm->m_data[vi].getContent();
638
639                         // Biome is recalculated each time an upper surface is detected while
640                         // working down a column. The selected biome then remains in effect for
641                         // all nodes below until the next surface and biome recalculation.
642                         // Biome is recalculated:
643                         // 1. At the surface of stone below air or water.
644                         // 2. At the surface of water below air.
645                         // 3. When stone or water is detected but biome has not yet been calculated.
646                         if ((c == c_stone && (air_above || water_above || !biome)) ||
647                                         (c == c_water_source && (air_above || !biome))) {
648                                 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
649                                 depth_top = biome->depth_top;
650                                 base_filler = MYMAX(depth_top + biome->depth_filler
651                                                 + noise_filler_depth->result[index], 0);
652                                 depth_water_top = biome->depth_water_top;
653
654                                 // Detect stone type for dungeons during every biome calculation.
655                                 // This is more efficient than detecting per-node and will not
656                                 // miss any desert stone or sandstone biomes.
657                                 if (biome->c_stone == c_desert_stone)
658                                         stone_type = DESERT_STONE;
659                                 else if (biome->c_stone == c_sandstone)
660                                         stone_type = SANDSTONE;
661                         }
662
663                         if (c == c_stone) {
664                                 content_t c_below = vm->m_data[vi - em.X].getContent();
665
666                                 // If the node below isn't solid, make this node stone, so that
667                                 // any top/filler nodes above are structurally supported.
668                                 // This is done by aborting the cycle of top/filler placement
669                                 // immediately by forcing nplaced to stone level.
670                                 if (c_below == CONTENT_AIR || c_below == c_water_source)
671                                         nplaced = (u16)-1;
672
673                                 if (nplaced < depth_top) {
674                                         vm->m_data[vi] = MapNode(biome->c_top);
675                                         nplaced++;
676                                 } else if (nplaced < base_filler) {
677                                         vm->m_data[vi] = MapNode(biome->c_filler);
678                                         nplaced++;
679                                 } else {
680                                         vm->m_data[vi] = MapNode(biome->c_stone);
681                                 }
682
683                                 air_above = false;
684                                 water_above = false;
685                         } else if (c == c_water_source) {
686                                 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
687                                                 biome->c_water_top : biome->c_water);
688                                 nplaced = 0;  // Enable top/filler placement for next surface
689                                 air_above = false;
690                                 water_above = true;
691                         } else if (c == CONTENT_AIR) {
692                                 nplaced = 0;  // Enable top/filler placement for next surface
693                                 air_above = true;
694                                 water_above = false;
695                         } else {  // Possible various nodes overgenerated from neighbouring mapchunks
696                                 nplaced = (u16)-1;  // Disable top/filler placement
697                                 air_above = false;
698                                 water_above = false;
699                         }
700
701                         vm->m_area.add_y(em, vi, -1);
702                 }
703         }
704
705         return stone_type;
706 }
707
708
709 void MapgenV7::dustTopNodes()
710 {
711         if (node_max.Y < water_level)
712                 return;
713
714         v3s16 em = vm->m_area.getExtent();
715         u32 index = 0;
716
717         for (s16 z = node_min.Z; z <= node_max.Z; z++)
718         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
719                 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
720
721                 if (biome->c_dust == CONTENT_IGNORE)
722                         continue;
723
724                 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
725                 content_t c_full_max = vm->m_data[vi].getContent();
726                 s16 y_start;
727
728                 if (c_full_max == CONTENT_AIR) {
729                         y_start = full_node_max.Y - 1;
730                 } else if (c_full_max == CONTENT_IGNORE) {
731                         vi = vm->m_area.index(x, node_max.Y + 1, z);
732                         content_t c_max = vm->m_data[vi].getContent();
733
734                         if (c_max == CONTENT_AIR)
735                                 y_start = node_max.Y;
736                         else
737                                 continue;
738                 } else {
739                         continue;
740                 }
741
742                 vi = vm->m_area.index(x, y_start, z);
743                 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
744                         if (vm->m_data[vi].getContent() != CONTENT_AIR)
745                                 break;
746
747                         vm->m_area.add_y(em, vi, -1);
748                 }
749
750                 content_t c = vm->m_data[vi].getContent();
751                 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
752                         vm->m_area.add_y(em, vi, 1);
753                         vm->m_data[vi] = MapNode(biome->c_dust);
754                 }
755         }
756 }
757
758
759 #if 0
760 void MapgenV7::addTopNodes()
761 {
762         v3s16 em = vm->m_area.getExtent();
763         s16 ntopnodes;
764         u32 index = 0;
765
766         for (s16 z = node_min.Z; z <= node_max.Z; z++)
767         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
768                 Biome *biome = bmgr->biomes[biomemap[index]];
769
770                 //////////////////// First, add top nodes below the ridge
771                 s16 y = ridge_heightmap[index];
772
773                 // This cutoff is good enough, but not perfect.
774                 // It will cut off potentially placed top nodes at chunk boundaries
775                 if (y < node_min.Y)
776                         continue;
777                 if (y > node_max.Y) {
778                         y = node_max.Y; // Let's see if we can still go downward anyway
779                         u32 vi = vm->m_area.index(x, y, z);
780                         content_t c = vm->m_data[vi].getContent();
781                         if (ndef->get(c).walkable)
782                                 continue;
783                 }
784
785                 // N.B.  It is necessary to search downward since ridge_heightmap[i]
786                 // might not be the actual height, just the lowest part in the chunk
787                 // where a ridge had been carved
788                 u32 i = vm->m_area.index(x, y, z);
789                 for (; y >= node_min.Y; y--) {
790                         content_t c = vm->m_data[i].getContent();
791                         if (ndef->get(c).walkable)
792                                 break;
793                         vm->m_area.add_y(em, i, -1);
794                 }
795
796                 if (y != node_min.Y - 1 && y >= water_level) {
797                         ridge_heightmap[index] = y; //update ridgeheight
798                         ntopnodes = biome->top_depth;
799                         for (; y <= node_max.Y && ntopnodes; y++) {
800                                 ntopnodes--;
801                                 vm->m_data[i] = MapNode(biome->c_top);
802                                 vm->m_area.add_y(em, i, 1);
803                         }
804                         // If dirt, grow grass on it.
805                         if (y > water_level - 10 &&
806                                 vm->m_data[i].getContent() == CONTENT_AIR) {
807                                 vm->m_area.add_y(em, i, -1);
808                                 if (vm->m_data[i].getContent() == c_dirt)
809                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
810                         }
811                 }
812
813                 //////////////////// Now, add top nodes on top of the ridge
814                 y = heightmap[index];
815                 if (y > node_max.Y) {
816                         y = node_max.Y; // Let's see if we can still go downward anyway
817                         u32 vi = vm->m_area.index(x, y, z);
818                         content_t c = vm->m_data[vi].getContent();
819                         if (ndef->get(c).walkable)
820                                 continue;
821                 }
822
823                 i = vm->m_area.index(x, y, z);
824                 for (; y >= node_min.Y; y--) {
825                         content_t c = vm->m_data[i].getContent();
826                         if (ndef->get(c).walkable)
827                                 break;
828                         vm->m_area.add_y(em, i, -1);
829                 }
830
831                 if (y != node_min.Y - 1) {
832                         ntopnodes = biome->top_depth;
833                         // Let's see if we've already added it...
834                         if (y == ridge_heightmap[index] + ntopnodes - 1)
835                                 continue;
836
837                         for (; y <= node_max.Y && ntopnodes; y++) {
838                                 ntopnodes--;
839                                 vm->m_data[i] = MapNode(biome->c_top);
840                                 vm->m_area.add_y(em, i, 1);
841                         }
842                         // If dirt, grow grass on it.
843                         if (y > water_level - 10 &&
844                                 vm->m_data[i].getContent() == CONTENT_AIR) {
845                                 vm->m_area.add_y(em, i, -1);
846                                 if (vm->m_data[i].getContent() == c_dirt)
847                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
848                         }
849                 }
850         }
851 }
852 #endif
853
854
855 void MapgenV7::generateCaves(s16 max_stone_y)
856 {
857         if (max_stone_y >= node_min.Y) {
858                 u32 index   = 0;
859
860                 for (s16 z = node_min.Z; z <= node_max.Z; z++)
861                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
862                         u32 i = vm->m_area.index(node_min.X, y, z);
863                         for (s16 x = node_min.X; x <= node_max.X; x++, i++, index++) {
864                                 float d1 = contour(noise_cave1->result[index]);
865                                 float d2 = contour(noise_cave2->result[index]);
866                                 if (d1 * d2 > 0.3) {
867                                         content_t c = vm->m_data[i].getContent();
868                                         if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
869                                                 continue;
870
871                                         vm->m_data[i] = MapNode(CONTENT_AIR);
872                                 }
873                         }
874                 }
875         }
876
877         PseudoRandom ps(blockseed + 21343);
878         u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
879         for (u32 i = 0; i < bruises_count; i++) {
880                 CaveV7 cave(this, &ps);
881                 cave.makeCave(node_min, node_max, max_stone_y);
882         }
883 }
884