Mapgen v5/6/7: Cleanup node resolver and aliases
[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 "profiler.h"
31 #include "settings.h" // For g_settings
32 #include "emerge.h"
33 #include "dungeongen.h"
34 #include "cavegen.h"
35 #include "treegen.h"
36 #include "mg_biome.h"
37 #include "mg_ore.h"
38 #include "mg_decoration.h"
39 #include "mapgen_v7.h"
40
41
42 FlagDesc flagdesc_mapgen_v7[] = {
43         {"mountains", MGV7_MOUNTAINS},
44         {"ridges",    MGV7_RIDGES},
45         {NULL,        0}
46 };
47
48 ///////////////////////////////////////////////////////////////////////////////
49
50
51 MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
52         : Mapgen(mapgenid, params, emerge)
53 {
54         this->m_emerge = emerge;
55         this->bmgr     = emerge->biomemgr;
56
57         //// amount of elements to skip for the next index
58         //// for noise/height/biome maps (not vmanip)
59         this->ystride = csize.X;
60         this->zstride = csize.X * (csize.Y + 2);
61
62         this->biomemap  = new u8[csize.X * csize.Z];
63         this->heightmap = new s16[csize.X * csize.Z];
64         this->ridge_heightmap = new s16[csize.X * csize.Z];
65
66         MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
67         this->spflags = sp->spflags;
68
69         //// Terrain noise
70         noise_terrain_base    = new Noise(&sp->np_terrain_base,    seed, csize.X, csize.Z);
71         noise_terrain_alt     = new Noise(&sp->np_terrain_alt,     seed, csize.X, csize.Z);
72         noise_terrain_persist = new Noise(&sp->np_terrain_persist, seed, csize.X, csize.Z);
73         noise_height_select   = new Noise(&sp->np_height_select,   seed, csize.X, csize.Z);
74         noise_filler_depth    = new Noise(&sp->np_filler_depth,    seed, csize.X, csize.Z);
75         noise_mount_height    = new Noise(&sp->np_mount_height,    seed, csize.X, csize.Z);
76         noise_ridge_uwater    = new Noise(&sp->np_ridge_uwater,    seed, csize.X, csize.Z);
77
78         //// 3d terrain noise
79         noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
80         noise_ridge    = new Noise(&sp->np_ridge,    seed, csize.X, csize.Y + 2, csize.Z);
81         noise_cave1    = new Noise(&sp->np_cave1,    seed, csize.X, csize.Y + 2, csize.Z);
82         noise_cave2    = new Noise(&sp->np_cave2,    seed, csize.X, csize.Y + 2, csize.Z);
83
84         //// Biome noise
85         noise_heat     = new Noise(&params->np_biome_heat,     seed, csize.X, csize.Z);
86         noise_humidity = new Noise(&params->np_biome_humidity, seed, csize.X, csize.Z);
87
88         //// Resolve nodes to be used
89         INodeDefManager *ndef = emerge->ndef;
90
91         c_stone                = ndef->getId("mapgen_stone");
92         c_water_source         = ndef->getId("mapgen_water_source");
93         c_lava_source          = ndef->getId("mapgen_lava_source");
94         c_desert_stone         = ndef->getId("mapgen_desert_stone");
95         c_ice                  = ndef->getId("mapgen_ice");
96
97         c_cobble               = ndef->getId("mapgen_cobble");
98         c_stair_cobble         = ndef->getId("mapgen_stair_cobble");
99         c_mossycobble          = ndef->getId("mapgen_mossycobble");
100         c_sandstonebrick       = ndef->getId("mapgen_sandstonebrick");
101         c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
102
103         if (c_ice == CONTENT_IGNORE)
104                 c_ice = CONTENT_AIR;
105         if (c_mossycobble == CONTENT_IGNORE)
106                 c_mossycobble = c_cobble;
107         if (c_stair_cobble == CONTENT_IGNORE)
108                 c_stair_cobble = c_cobble;
109         if (c_sandstonebrick == CONTENT_IGNORE)
110                 c_sandstonebrick = c_desert_stone;
111         if (c_stair_sandstonebrick == CONTENT_IGNORE)
112                 c_stair_sandstonebrick = c_sandstonebrick;
113 }
114
115
116 MapgenV7::~MapgenV7()
117 {
118         delete noise_terrain_base;
119         delete noise_terrain_persist;
120         delete noise_height_select;
121         delete noise_terrain_alt;
122         delete noise_filler_depth;
123         delete noise_mount_height;
124         delete noise_ridge_uwater;
125         delete noise_mountain;
126         delete noise_ridge;
127         delete noise_cave1;
128         delete noise_cave2;
129
130         delete noise_heat;
131         delete noise_humidity;
132
133         delete[] ridge_heightmap;
134         delete[] heightmap;
135         delete[] biomemap;
136 }
137
138
139 MapgenV7Params::MapgenV7Params()
140 {
141         spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
142
143         np_terrain_base    = NoiseParams(4,    70,  v3f(300, 300, 300), 82341, 6, 0.7,  2.0);
144         np_terrain_alt     = NoiseParams(4,    25,  v3f(600, 600, 600), 5934,  5, 0.6,  2.0);
145         np_terrain_persist = NoiseParams(0.6,  0.1, v3f(500, 500, 500), 539,   3, 0.6,  2.0);
146         np_height_select   = NoiseParams(-0.5, 1,   v3f(250, 250, 250), 4213,  5, 0.69, 2.0);
147         np_filler_depth    = NoiseParams(0,    1.2, v3f(150, 150, 150), 261,   4, 0.7,  2.0);
148         np_mount_height    = NoiseParams(100,  30,  v3f(500, 500, 500), 72449, 4, 0.6,  2.0);
149         np_ridge_uwater    = NoiseParams(0,    1,   v3f(500, 500, 500), 85039, 4, 0.6,  2.0);
150         np_mountain        = NoiseParams(-0.6, 1,   v3f(250, 350, 250), 5333,  5, 0.68, 2.0);
151         np_ridge           = NoiseParams(0,    1,   v3f(100, 100, 100), 6467,  4, 0.75, 2.0);
152         np_cave1           = NoiseParams(0,    12,  v3f(100, 100, 100), 52534, 4, 0.5,  2.0);
153         np_cave2           = NoiseParams(0,    12,  v3f(100, 100, 100), 10325, 4, 0.5,  2.0);
154 }
155
156
157 void MapgenV7Params::readParams(const Settings *settings)
158 {
159         settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
160
161         settings->getNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
162         settings->getNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
163         settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
164         settings->getNoiseParams("mgv7_np_height_select",   np_height_select);
165         settings->getNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
166         settings->getNoiseParams("mgv7_np_mount_height",    np_mount_height);
167         settings->getNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
168         settings->getNoiseParams("mgv7_np_mountain",        np_mountain);
169         settings->getNoiseParams("mgv7_np_ridge",           np_ridge);
170         settings->getNoiseParams("mgv7_np_cave1",           np_cave1);
171         settings->getNoiseParams("mgv7_np_cave2",           np_cave2);
172 }
173
174
175 void MapgenV7Params::writeParams(Settings *settings) const
176 {
177         settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, (u32)-1);
178
179         settings->setNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
180         settings->setNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
181         settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
182         settings->setNoiseParams("mgv7_np_height_select",   np_height_select);
183         settings->setNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
184         settings->setNoiseParams("mgv7_np_mount_height",    np_mount_height);
185         settings->setNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
186         settings->setNoiseParams("mgv7_np_mountain",        np_mountain);
187         settings->setNoiseParams("mgv7_np_ridge",           np_ridge);
188         settings->setNoiseParams("mgv7_np_cave1",           np_cave1);
189         settings->setNoiseParams("mgv7_np_cave2",           np_cave2);
190 }
191
192
193 ///////////////////////////////////////
194
195
196 int MapgenV7::getGroundLevelAtPoint(v2s16 p)
197 {
198         // Base terrain calculation
199         s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
200
201         // Ridge/river terrain calculation
202         float width = 0.2;
203         float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
204         // actually computing the depth of the ridge is much more expensive;
205         // if inside a river, simply guess
206         if (fabs(uwatern) <= width)
207                 return water_level - 10;
208
209         // Mountain terrain calculation
210         int iters = 128; // don't even bother iterating more than 128 times..
211         while (iters--) {
212                 //current point would have been air
213                 if (!getMountainTerrainAtPoint(p.X, y, p.Y))
214                         return y;
215
216                 y++;
217         }
218
219         return y;
220 }
221
222
223 void MapgenV7::makeChunk(BlockMakeData *data)
224 {
225         // Pre-conditions
226         assert(data->vmanip);
227         assert(data->nodedef);
228         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
229                    data->blockpos_requested.Y >= data->blockpos_min.Y &&
230                    data->blockpos_requested.Z >= data->blockpos_min.Z);
231         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
232                    data->blockpos_requested.Y <= data->blockpos_max.Y &&
233                    data->blockpos_requested.Z <= data->blockpos_max.Z);
234
235         this->generating = true;
236         this->vm   = data->vmanip;
237         this->ndef = data->nodedef;
238         //TimeTaker t("makeChunk");
239
240         v3s16 blockpos_min = data->blockpos_min;
241         v3s16 blockpos_max = data->blockpos_max;
242         node_min = blockpos_min * MAP_BLOCKSIZE;
243         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
244         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
245         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
246
247         blockseed = getBlockSeed2(full_node_min, seed);
248
249         // Make some noise
250         calculateNoise();
251
252         // Generate base terrain, mountains, and ridges with initial heightmaps
253         s16 stone_surface_max_y = generateTerrain();
254
255         // Create heightmap
256         updateHeightmap(node_min, node_max);
257
258         // Create biomemap at heightmap surface
259         bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
260                 noise_humidity->result, heightmap, biomemap);
261
262         // Actually place the biome-specific nodes
263         bool desert_stone = generateBiomes(noise_heat->result, noise_humidity->result);
264
265         if (flags & MG_CAVES)
266                 generateCaves(stone_surface_max_y);
267
268         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
269                 DungeonParams dp;
270
271                 dp.np_rarity  = nparams_dungeon_rarity;
272                 dp.np_density = nparams_dungeon_density;
273                 dp.np_wetness = nparams_dungeon_wetness;
274                 dp.c_water    = c_water_source;
275                 if (desert_stone) {
276                         dp.c_cobble = c_desert_stone;
277                         dp.c_moss   = c_desert_stone;
278                         dp.c_stair  = c_desert_stone;
279
280                         dp.diagonal_dirs = true;
281                         dp.mossratio     = 0.0;
282                         dp.holesize      = v3s16(2, 3, 2);
283                         dp.roomsize      = v3s16(2, 5, 2);
284                         dp.notifytype    = GENNOTIFY_TEMPLE;
285                 } else {
286                         dp.c_cobble = c_cobble;
287                         dp.c_moss   = c_mossycobble;
288                         dp.c_stair  = c_stair_cobble;
289
290                         dp.diagonal_dirs = false;
291                         dp.mossratio     = 3.0;
292                         dp.holesize      = v3s16(1, 2, 1);
293                         dp.roomsize      = v3s16(0, 0, 0);
294                         dp.notifytype    = GENNOTIFY_DUNGEON;
295                 }
296
297                 DungeonGen dgen(this, &dp);
298                 dgen.generate(blockseed, full_node_min, full_node_max);
299         }
300
301         // Generate the registered decorations
302         m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
303
304         // Generate the registered ores
305         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
306
307         // Sprinkle some dust on top after everything else was generated
308         dustTopNodes();
309
310         //printf("makeChunk: %dms\n", t.stop());
311
312         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
313
314         if (flags & MG_LIGHT)
315                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
316                         full_node_min, full_node_max);
317
318         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
319         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
320
321         this->generating = false;
322 }
323
324
325 void MapgenV7::calculateNoise()
326 {
327         //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
328         int x = node_min.X;
329         int y = node_min.Y - 1;
330         int z = node_min.Z;
331
332         noise_terrain_persist->perlinMap2D(x, z);
333         float *persistmap = noise_terrain_persist->result;
334
335         noise_terrain_base->perlinMap2D(x, z, persistmap);
336         noise_terrain_alt->perlinMap2D(x, z, persistmap);
337         noise_height_select->perlinMap2D(x, z);
338
339         if (flags & MG_CAVES) {
340                 noise_cave1->perlinMap3D(x, y, z);
341                 noise_cave2->perlinMap3D(x, y, z);
342         }
343
344         if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) {
345                 noise_ridge->perlinMap3D(x, y, z);
346                 noise_ridge_uwater->perlinMap2D(x, z);
347         }
348
349         if ((spflags & MGV7_MOUNTAINS) && node_max.Y >= 0) {
350                 noise_mountain->perlinMap3D(x, y, z);
351                 noise_mount_height->perlinMap2D(x, z);
352         }
353
354         if (node_max.Y >= water_level) {
355                 noise_filler_depth->perlinMap2D(x, z);
356                 noise_heat->perlinMap2D(x, z);
357                 noise_humidity->perlinMap2D(x, z);
358         }
359         //printf("calculateNoise: %dus\n", t.stop());
360 }
361
362
363 Biome *MapgenV7::getBiomeAtPoint(v3s16 p)
364 {
365         float heat      = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed);
366         float humidity  = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed);
367         s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
368
369         return bmgr->getBiome(heat, humidity, groundlevel);
370 }
371
372 //needs to be updated
373 float MapgenV7::baseTerrainLevelAtPoint(int x, int z)
374 {
375         float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
376         hselect = rangelim(hselect, 0.0, 1.0);
377
378         float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
379
380         noise_terrain_base->np.persist = persist;
381         float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
382
383         noise_terrain_alt->np.persist = persist;
384         float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
385
386         if (height_alt > height_base)
387                 return height_alt;
388
389         return (height_base * hselect) + (height_alt * (1.0 - hselect));
390 }
391
392
393 float MapgenV7::baseTerrainLevelFromMap(int index)
394 {
395         float hselect     = rangelim(noise_height_select->result[index], 0.0, 1.0);
396         float height_base = noise_terrain_base->result[index];
397         float height_alt  = noise_terrain_alt->result[index];
398
399         if (height_alt > height_base)
400                 return height_alt;
401
402         return (height_base * hselect) + (height_alt * (1.0 - hselect));
403 }
404
405
406 bool MapgenV7::getMountainTerrainAtPoint(int x, int y, int z)
407 {
408         float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
409         float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
410         return mnt_n * mnt_h_n >= (float)y;
411 }
412
413
414 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, int y)
415 {
416         float mounthn = noise_mount_height->result[idx_xz];
417         float mountn = noise_mountain->result[idx_xyz];
418         return mountn * mounthn >= (float)y;
419 }
420
421
422 #if 0
423 void MapgenV7::carveRivers() {
424         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
425         MapNode n_stone(c_stone);
426         u32 index = 0;
427
428         int river_depth = 4;
429
430         for (s16 z = node_min.Z; z <= node_max.Z; z++)
431         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
432                 float terrain_mod  = noise_terrain_mod->result[index];
433                 NoiseParams *np = noise_terrain_river->np;
434                 np.persist = noise_terrain_persist->result[index];
435                 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
436                 float height = terrain_river * (1 - abs(terrain_mod)) *
437                                                 noise_terrain_river->np.scale;
438                 height = log(height * height); //log(h^3) is pretty interesting for terrain
439
440                 s16 y = heightmap[index];
441                 if (height < 1.0 && y > river_depth &&
442                         y - river_depth >= node_min.Y && y <= node_max.Y) {
443
444                         for (s16 ry = y; ry != y - river_depth; ry--) {
445                                 u32 vi = vm->m_area.index(x, ry, z);
446                                 vm->m_data[vi] = n_air;
447                         }
448
449                         u32 vi = vm->m_area.index(x, y - river_depth, z);
450                         vm->m_data[vi] = n_water_source;
451                 }
452         }
453 }
454 #endif
455
456
457 int MapgenV7::generateTerrain()
458 {
459         int ymax = generateBaseTerrain();
460
461         if (spflags & MGV7_MOUNTAINS)
462                 ymax = generateMountainTerrain(ymax);
463
464         if (spflags & MGV7_RIDGES)
465                 generateRidgeTerrain();
466
467         return ymax;
468 }
469
470
471 int MapgenV7::generateBaseTerrain()
472 {
473         MapNode n_air(CONTENT_AIR);
474         MapNode n_stone(c_stone);
475         MapNode n_water(c_water_source);
476
477         int stone_surface_max_y = -MAP_GENERATION_LIMIT;
478         v3s16 em = vm->m_area.getExtent();
479         u32 index = 0;
480
481         for (s16 z = node_min.Z; z <= node_max.Z; z++)
482         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
483                 float surface_height = baseTerrainLevelFromMap(index);
484                 s16 surface_y = (s16)surface_height;
485
486                 heightmap[index]       = surface_y;
487                 ridge_heightmap[index] = surface_y;
488
489                 if (surface_y > stone_surface_max_y)
490                         stone_surface_max_y = surface_y;
491
492                 u32 i = vm->m_area.index(x, node_min.Y - 1, z);
493                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
494                         if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
495                                 if (y <= surface_y)
496                                         vm->m_data[i] = n_stone;
497                                 else if (y <= water_level)
498                                         vm->m_data[i] = n_water;
499                                 else
500                                         vm->m_data[i] = n_air;
501                         }
502                         vm->m_area.add_y(em, i, 1);
503                 }
504         }
505
506         return stone_surface_max_y;
507 }
508
509
510 int MapgenV7::generateMountainTerrain(int ymax)
511 {
512         if (node_max.Y < 0)
513                 return ymax;
514
515         MapNode n_stone(c_stone);
516         u32 j = 0;
517
518         for (s16 z = node_min.Z; z <= node_max.Z; z++)
519         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
520                 u32 vi = vm->m_area.index(node_min.X, y, z);
521                 for (s16 x = node_min.X; x <= node_max.X; x++) {
522                         int index = (z - node_min.Z) * csize.X + (x - node_min.X);
523                         content_t c = vm->m_data[vi].getContent();
524
525                         if (getMountainTerrainFromMap(j, index, y)
526                                         && (c == CONTENT_AIR || c == c_water_source)) {
527                                 vm->m_data[vi] = n_stone;
528                                 if (y > ymax)
529                                         ymax = y;
530                         }
531
532                         vi++;
533                         j++;
534                 }
535         }
536
537         return ymax;
538 }
539
540
541 void MapgenV7::generateRidgeTerrain()
542 {
543         if (node_max.Y < water_level)
544                 return;
545
546         MapNode n_water(c_water_source);
547         MapNode n_air(CONTENT_AIR);
548         u32 index = 0;
549         float width = 0.2; // TODO: figure out acceptable perlin noise values
550
551         for (s16 z = node_min.Z; z <= node_max.Z; z++)
552         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
553                 u32 vi = vm->m_area.index(node_min.X, y, z);
554                 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
555                         int j = (z - node_min.Z) * csize.X + (x - node_min.X);
556
557                         if (heightmap[j] < water_level - 16)
558                                 continue;
559
560                         float uwatern = noise_ridge_uwater->result[j] * 2;
561                         if (fabs(uwatern) > width)
562                                 continue;
563
564                         float altitude = y - water_level;
565                         float height_mod = (altitude + 17) / 2.5;
566                         float width_mod  = width - fabs(uwatern);
567                         float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
568
569                         if (nridge + width_mod * height_mod < 0.6)
570                                 continue;
571
572                         if (y < ridge_heightmap[j])
573                                 ridge_heightmap[j] = y - 1;
574
575                         vm->m_data[vi] = (y > water_level) ? n_air : n_water;
576                 }
577         }
578 }
579
580
581 bool MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
582 {
583         if (node_max.Y < water_level)
584                 return false;
585
586         v3s16 em = vm->m_area.getExtent();
587         u32 index = 0;
588         bool desert_stone = false;
589
590         for (s16 z = node_min.Z; z <= node_max.Z; z++)
591         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
592                 Biome *biome = NULL;
593                 s16 dfiller = 0;
594                 s16 y0_top = 0;
595                 s16 y0_filler = 0;
596                 s16 depth_water_top = 0;
597
598                 s16 nplaced = 0;
599                 u32 i = vm->m_area.index(x, node_max.Y, z);
600
601                 content_t c_above = vm->m_data[i + em.X].getContent();
602                 bool have_air = c_above == CONTENT_AIR;
603
604                 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
605                         content_t c = vm->m_data[i].getContent();
606
607                         if (c != CONTENT_IGNORE && c != CONTENT_AIR &&
608                                         (y == node_max.Y || have_air)) {
609                                 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
610                                 dfiller = biome->depth_filler + noise_filler_depth->result[index];
611                                 y0_top = biome->depth_top;
612                                 y0_filler = biome->depth_top + dfiller;
613                                 depth_water_top = biome->depth_water_top;
614
615                                 if (biome->c_stone == c_desert_stone)
616                                         desert_stone = true;
617                         }
618
619                         if (c == c_stone && have_air) {
620                                 content_t c_below = vm->m_data[i - em.X].getContent();
621
622                                 if (c_below != CONTENT_AIR && c_below != c_water_source) {
623                                         if (nplaced < y0_top) {
624                                                 vm->m_data[i] = MapNode(biome->c_top);
625                                                 nplaced++;
626                                         } else if (nplaced < y0_filler && nplaced >= y0_top) {
627                                                 vm->m_data[i] = MapNode(biome->c_filler);
628                                                 nplaced++;
629                                         } else if (c == c_stone) {
630                                                 have_air = false;
631                                                 nplaced  = 0;
632                                                 vm->m_data[i] = MapNode(biome->c_stone);
633                                         } else {
634                                                 have_air = false;
635                                                 nplaced  = 0;
636                                         }
637                                 } else if (c == c_stone) {
638                                         have_air = false;
639                                         nplaced = 0;
640                                         vm->m_data[i] = MapNode(biome->c_stone);
641                                 }
642                         } else if (c == c_stone) {
643                                 have_air = false;
644                                 nplaced = 0;
645                                 vm->m_data[i] = MapNode(biome->c_stone);
646                         } else if (c == c_water_source) {
647                                 have_air = true;
648                                 nplaced = 0;
649                                 if (y > water_level - depth_water_top)
650                                         vm->m_data[i] = MapNode(biome->c_water_top);
651                                 else
652                                         vm->m_data[i] = MapNode(biome->c_water);
653                         } else if (c == CONTENT_AIR) {
654                                 have_air = true;
655                                 nplaced = 0;
656                         }
657
658                         vm->m_area.add_y(em, i, -1);
659                 }
660         }
661
662         return desert_stone;
663 }
664
665
666 void MapgenV7::dustTopNodes()
667 {
668         if (node_max.Y < water_level)
669                 return;
670
671         v3s16 em = vm->m_area.getExtent();
672         u32 index = 0;
673
674         for (s16 z = node_min.Z; z <= node_max.Z; z++)
675         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
676                 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
677
678                 if (biome->c_dust == CONTENT_IGNORE)
679                         continue;
680
681                 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
682                 content_t c_full_max = vm->m_data[vi].getContent();
683                 s16 y_start;
684
685                 if (c_full_max == CONTENT_AIR) {
686                         y_start = full_node_max.Y - 1;
687                 } else if (c_full_max == CONTENT_IGNORE) {
688                         vi = vm->m_area.index(x, node_max.Y + 1, z);
689                         content_t c_max = vm->m_data[vi].getContent();
690
691                         if (c_max == CONTENT_AIR)
692                                 y_start = node_max.Y;
693                         else
694                                 continue;
695                 } else {
696                         continue;
697                 }
698
699                 vi = vm->m_area.index(x, y_start, z);
700                 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
701                         if (vm->m_data[vi].getContent() != CONTENT_AIR)
702                                 break;
703
704                         vm->m_area.add_y(em, vi, -1);
705                 }
706
707                 content_t c = vm->m_data[vi].getContent();
708                 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
709                         vm->m_area.add_y(em, vi, 1);
710                         vm->m_data[vi] = MapNode(biome->c_dust);
711                 }
712         }
713 }
714
715
716 #if 0
717 void MapgenV7::addTopNodes()
718 {
719         v3s16 em = vm->m_area.getExtent();
720         s16 ntopnodes;
721         u32 index = 0;
722
723         for (s16 z = node_min.Z; z <= node_max.Z; z++)
724         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
725                 Biome *biome = bmgr->biomes[biomemap[index]];
726
727                 //////////////////// First, add top nodes below the ridge
728                 s16 y = ridge_heightmap[index];
729
730                 // This cutoff is good enough, but not perfect.
731                 // It will cut off potentially placed top nodes at chunk boundaries
732                 if (y < node_min.Y)
733                         continue;
734                 if (y > node_max.Y) {
735                         y = node_max.Y; // Let's see if we can still go downward anyway
736                         u32 vi = vm->m_area.index(x, y, z);
737                         content_t c = vm->m_data[vi].getContent();
738                         if (ndef->get(c).walkable)
739                                 continue;
740                 }
741
742                 // N.B.  It is necessary to search downward since ridge_heightmap[i]
743                 // might not be the actual height, just the lowest part in the chunk
744                 // where a ridge had been carved
745                 u32 i = vm->m_area.index(x, y, z);
746                 for (; y >= node_min.Y; y--) {
747                         content_t c = vm->m_data[i].getContent();
748                         if (ndef->get(c).walkable)
749                                 break;
750                         vm->m_area.add_y(em, i, -1);
751                 }
752
753                 if (y != node_min.Y - 1 && y >= water_level) {
754                         ridge_heightmap[index] = y; //update ridgeheight
755                         ntopnodes = biome->top_depth;
756                         for (; y <= node_max.Y && ntopnodes; y++) {
757                                 ntopnodes--;
758                                 vm->m_data[i] = MapNode(biome->c_top);
759                                 vm->m_area.add_y(em, i, 1);
760                         }
761                         // If dirt, grow grass on it.
762                         if (y > water_level - 10 &&
763                                 vm->m_data[i].getContent() == CONTENT_AIR) {
764                                 vm->m_area.add_y(em, i, -1);
765                                 if (vm->m_data[i].getContent() == c_dirt)
766                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
767                         }
768                 }
769
770                 //////////////////// Now, add top nodes on top of the ridge
771                 y = heightmap[index];
772                 if (y > node_max.Y) {
773                         y = node_max.Y; // Let's see if we can still go downward anyway
774                         u32 vi = vm->m_area.index(x, y, z);
775                         content_t c = vm->m_data[vi].getContent();
776                         if (ndef->get(c).walkable)
777                                 continue;
778                 }
779
780                 i = vm->m_area.index(x, y, z);
781                 for (; y >= node_min.Y; y--) {
782                         content_t c = vm->m_data[i].getContent();
783                         if (ndef->get(c).walkable)
784                                 break;
785                         vm->m_area.add_y(em, i, -1);
786                 }
787
788                 if (y != node_min.Y - 1) {
789                         ntopnodes = biome->top_depth;
790                         // Let's see if we've already added it...
791                         if (y == ridge_heightmap[index] + ntopnodes - 1)
792                                 continue;
793
794                         for (; y <= node_max.Y && ntopnodes; y++) {
795                                 ntopnodes--;
796                                 vm->m_data[i] = MapNode(biome->c_top);
797                                 vm->m_area.add_y(em, i, 1);
798                         }
799                         // If dirt, grow grass on it.
800                         if (y > water_level - 10 &&
801                                 vm->m_data[i].getContent() == CONTENT_AIR) {
802                                 vm->m_area.add_y(em, i, -1);
803                                 if (vm->m_data[i].getContent() == c_dirt)
804                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
805                         }
806                 }
807         }
808 }
809 #endif
810
811
812 void MapgenV7::generateCaves(int max_stone_y)
813 {
814         if (max_stone_y >= node_min.Y) {
815                 u32 index   = 0;
816                 u32 index2d = 0;
817
818                 for (s16 z = node_min.Z; z <= node_max.Z; z++) {
819                         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
820                                 u32 i = vm->m_area.index(node_min.X, y, z);
821                                 for (s16 x = node_min.X; x <= node_max.X;
822                                                 x++, i++, index++, index2d++) {
823                                         float d1 = contour(noise_cave1->result[index]);
824                                         float d2 = contour(noise_cave2->result[index]);
825                                         if (d1 * d2 > 0.3) {
826                                                 Biome *biome = (Biome *)bmgr->
827                                                                         getRaw(biomemap[index2d]);
828                                                 content_t c = vm->m_data[i].getContent();
829                                                 if (!ndef->get(c).is_ground_content ||
830                                                                 c == CONTENT_AIR ||
831                                                                 (y <= water_level &&
832                                                                 c != biome->c_stone &&
833                                                                 c != c_stone))
834                                                         continue;
835
836                                                 vm->m_data[i] = MapNode(CONTENT_AIR);
837                                         }
838                                 }
839                                 index2d -= ystride;
840                         }
841                         index2d += ystride;
842                 }
843         }
844
845         PseudoRandom ps(blockseed + 21343);
846         u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
847         for (u32 i = 0; i < bruises_count; i++) {
848                 CaveV7 cave(this, &ps);
849                 cave.makeCave(node_min, node_max, max_stone_y);
850         }
851 }
852