Cavegen/Mgv5/Mgv7: Add optional giant caverns
[oweals/minetest.git] / src / mapgen_v7.cpp
1 /*
2 Minetest
3 Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Copyright (C) 2010-2015 paramat, Matt Gregory
5
6 This program is free software; you can redistribute it and/or modify
7 it under the terms of the GNU Lesser General Public License as published by
8 the Free Software Foundation; either version 2.1 of the License, or
9 (at your option) any later version.
10
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14 GNU Lesser General Public License for more details.
15
16 You should have received a copy of the GNU Lesser General Public License along
17 with this program; if not, write to the Free Software Foundation, Inc.,
18 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
19 */
20
21
22 #include "mapgen.h"
23 #include "voxel.h"
24 #include "noise.h"
25 #include "mapblock.h"
26 #include "mapnode.h"
27 #include "map.h"
28 #include "content_sao.h"
29 #include "nodedef.h"
30 #include "voxelalgorithms.h"
31 //#include "profiler.h" // For TimeTaker
32 #include "settings.h" // For g_settings
33 #include "emerge.h"
34 #include "dungeongen.h"
35 #include "cavegen.h"
36 #include "treegen.h"
37 #include "mg_biome.h"
38 #include "mg_ore.h"
39 #include "mg_decoration.h"
40 #include "mapgen_v7.h"
41
42
43 FlagDesc flagdesc_mapgen_v7[] = {
44         {"mountains",  MGV7_MOUNTAINS},
45         {"ridges",     MGV7_RIDGES},
46         {"floatlands", MGV7_FLOATLANDS},
47         {"caverns",    MGV7_CAVERNS},
48         {NULL,         0}
49 };
50
51
52 ///////////////////////////////////////////////////////////////////////////////
53
54
55 MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge)
56         : MapgenBasic(mapgenid, params, emerge)
57 {
58         this->spflags             = params->spflags;
59         this->cave_width          = params->cave_width;
60         this->float_mount_density = params->float_mount_density;
61         this->float_mount_height  = params->float_mount_height;
62         this->floatland_level     = params->floatland_level;
63         this->shadow_limit        = params->shadow_limit;
64         this->cavern_limit        = params->cavern_limit;
65         this->cavern_taper        = params->cavern_taper;
66         this->cavern_threshold    = params->cavern_threshold;
67
68         //// Terrain noise
69         noise_terrain_base      = new Noise(&params->np_terrain_base,      seed, csize.X, csize.Z);
70         noise_terrain_alt       = new Noise(&params->np_terrain_alt,       seed, csize.X, csize.Z);
71         noise_terrain_persist   = new Noise(&params->np_terrain_persist,   seed, csize.X, csize.Z);
72         noise_height_select     = new Noise(&params->np_height_select,     seed, csize.X, csize.Z);
73         noise_filler_depth      = new Noise(&params->np_filler_depth,      seed, csize.X, csize.Z);
74         noise_mount_height      = new Noise(&params->np_mount_height,      seed, csize.X, csize.Z);
75         noise_ridge_uwater      = new Noise(&params->np_ridge_uwater,      seed, csize.X, csize.Z);
76         noise_floatland_base    = new Noise(&params->np_floatland_base,    seed, csize.X, csize.Z);
77         noise_float_base_height = new Noise(&params->np_float_base_height, seed, csize.X, csize.Z);
78
79         //// 3d terrain noise
80         // 1-up 1-down overgeneration
81         noise_mountain = new Noise(&params->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
82         noise_ridge    = new Noise(&params->np_ridge,    seed, csize.X, csize.Y + 2, csize.Z);
83         // 1 down overgeneration
84         MapgenBasic::np_cave1  = params->np_cave1;
85         MapgenBasic::np_cave2  = params->np_cave2;
86         MapgenBasic::np_cavern = params->np_cavern;
87 }
88
89
90 MapgenV7::~MapgenV7()
91 {
92         delete noise_terrain_base;
93         delete noise_terrain_persist;
94         delete noise_height_select;
95         delete noise_terrain_alt;
96         delete noise_filler_depth;
97         delete noise_mount_height;
98         delete noise_ridge_uwater;
99         delete noise_floatland_base;
100         delete noise_float_base_height;
101         delete noise_mountain;
102         delete noise_ridge;
103 }
104
105
106 MapgenV7Params::MapgenV7Params()
107 {
108         spflags             = MGV7_MOUNTAINS | MGV7_RIDGES | MGV7_CAVERNS;
109         cave_width          = 0.09;
110         float_mount_density = 0.6;
111         float_mount_height  = 128.0;
112         floatland_level     = 1280;
113         shadow_limit        = 1024;
114         cavern_limit        = -256;
115         cavern_taper        = 256;
116         cavern_threshold    = 0.7;
117
118         np_terrain_base      = NoiseParams(4,    70,   v3f(600,  600,  600),  82341, 5, 0.6,  2.0);
119         np_terrain_alt       = NoiseParams(4,    25,   v3f(600,  600,  600),  5934,  5, 0.6,  2.0);
120         np_terrain_persist   = NoiseParams(0.6,  0.1,  v3f(2000, 2000, 2000), 539,   3, 0.6,  2.0);
121         np_height_select     = NoiseParams(-8,   16,   v3f(500,  500,  500),  4213,  6, 0.7,  2.0);
122         np_filler_depth      = NoiseParams(0,    1.2,  v3f(150,  150,  150),  261,   3, 0.7,  2.0);
123         np_mount_height      = NoiseParams(256,  112,  v3f(1000, 1000, 1000), 72449, 3, 0.6,  2.0);
124         np_ridge_uwater      = NoiseParams(0,    1,    v3f(1000, 1000, 1000), 85039, 5, 0.6,  2.0);
125         np_floatland_base    = NoiseParams(-0.6, 1.5,  v3f(600,  600,  600),  114,   5, 0.6,  2.0);
126         np_float_base_height = NoiseParams(48,   24,   v3f(300,  300,  300),  907,   4, 0.7,  2.0);
127         np_mountain          = NoiseParams(-0.6, 1,    v3f(250,  350,  250),  5333,  5, 0.63, 2.0);
128         np_ridge             = NoiseParams(0,    1,    v3f(100,  100,  100),  6467,  4, 0.75, 2.0);
129         np_cavern            = NoiseParams(0,    1,    v3f(384,  128,  384),  723,   5, 0.63, 2.0);
130         np_cave1             = NoiseParams(0,    12,   v3f(61,   61,   61),   52534, 3, 0.5,  2.0);
131         np_cave2             = NoiseParams(0,    12,   v3f(67,   67,   67),   10325, 3, 0.5,  2.0);
132 }
133
134
135 void MapgenV7Params::readParams(const Settings *settings)
136 {
137         settings->getFlagStrNoEx("mgv7_spflags",           spflags, flagdesc_mapgen_v7);
138         settings->getFloatNoEx("mgv7_cave_width",          cave_width);
139         settings->getFloatNoEx("mgv7_float_mount_density", float_mount_density);
140         settings->getFloatNoEx("mgv7_float_mount_height",  float_mount_height);
141         settings->getS16NoEx("mgv7_floatland_level",       floatland_level);
142         settings->getS16NoEx("mgv7_shadow_limit",          shadow_limit);
143         settings->getS16NoEx("mgv7_cavern_limit",          cavern_limit);
144         settings->getS16NoEx("mgv7_cavern_taper",          cavern_taper);
145         settings->getFloatNoEx("mgv7_cavern_threshold",    cavern_threshold);
146
147         settings->getNoiseParams("mgv7_np_terrain_base",      np_terrain_base);
148         settings->getNoiseParams("mgv7_np_terrain_alt",       np_terrain_alt);
149         settings->getNoiseParams("mgv7_np_terrain_persist",   np_terrain_persist);
150         settings->getNoiseParams("mgv7_np_height_select",     np_height_select);
151         settings->getNoiseParams("mgv7_np_filler_depth",      np_filler_depth);
152         settings->getNoiseParams("mgv7_np_mount_height",      np_mount_height);
153         settings->getNoiseParams("mgv7_np_ridge_uwater",      np_ridge_uwater);
154         settings->getNoiseParams("mgv7_np_floatland_base",    np_floatland_base);
155         settings->getNoiseParams("mgv7_np_float_base_height", np_float_base_height);
156         settings->getNoiseParams("mgv7_np_mountain",          np_mountain);
157         settings->getNoiseParams("mgv7_np_ridge",             np_ridge);
158         settings->getNoiseParams("mgv7_np_cavern",            np_cavern);
159         settings->getNoiseParams("mgv7_np_cave1",             np_cave1);
160         settings->getNoiseParams("mgv7_np_cave2",             np_cave2);
161 }
162
163
164 void MapgenV7Params::writeParams(Settings *settings) const
165 {
166         settings->setFlagStr("mgv7_spflags",           spflags, flagdesc_mapgen_v7, U32_MAX);
167         settings->setFloat("mgv7_cave_width",          cave_width);
168         settings->setFloat("mgv7_float_mount_density", float_mount_density);
169         settings->setFloat("mgv7_float_mount_height",  float_mount_height);
170         settings->setS16("mgv7_floatland_level",       floatland_level);
171         settings->setS16("mgv7_shadow_limit",          shadow_limit);
172         settings->setS16("mgv7_cavern_limit",          cavern_limit);
173         settings->setS16("mgv7_cavern_taper",          cavern_taper);
174         settings->setFloat("mgv7_cavern_threshold",    cavern_threshold);
175
176         settings->setNoiseParams("mgv7_np_terrain_base",      np_terrain_base);
177         settings->setNoiseParams("mgv7_np_terrain_alt",       np_terrain_alt);
178         settings->setNoiseParams("mgv7_np_terrain_persist",   np_terrain_persist);
179         settings->setNoiseParams("mgv7_np_height_select",     np_height_select);
180         settings->setNoiseParams("mgv7_np_filler_depth",      np_filler_depth);
181         settings->setNoiseParams("mgv7_np_mount_height",      np_mount_height);
182         settings->setNoiseParams("mgv7_np_ridge_uwater",      np_ridge_uwater);
183         settings->setNoiseParams("mgv7_np_floatland_base",    np_floatland_base);
184         settings->setNoiseParams("mgv7_np_float_base_height", np_float_base_height);
185         settings->setNoiseParams("mgv7_np_mountain",          np_mountain);
186         settings->setNoiseParams("mgv7_np_ridge",             np_ridge);
187         settings->setNoiseParams("mgv7_np_cavern",            np_cavern);
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::getSpawnLevelAtPoint(v2s16 p)
197 {
198         // Base terrain calculation
199         s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
200
201         // If enabled, check if inside a river
202         if (spflags & MGV7_RIDGES) {
203                 float width = 0.2;
204                 float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
205                 if (fabs(uwatern) <= width)
206                         return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
207         }
208
209         // If mountains are disabled, terrain level is base terrain level
210         // Avoids spawn on non-existant mountain terrain
211         if (!(spflags & MGV7_MOUNTAINS)) {
212                 if (y <= water_level || y > water_level + 16)
213                         return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
214                 else
215                         return y;
216         }
217
218         // Mountain terrain calculation
219         int iters = 128;
220         while (iters--) {
221                 if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) {  // If air above
222                         if (y <= water_level || y > water_level + 16)
223                                 return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
224                         else
225                                 return y;
226                 }
227                 y++;
228         }
229
230         // Unsuitable spawn point, no mountain surface found
231         return MAX_MAP_GENERATION_LIMIT;
232 }
233
234
235 void MapgenV7::makeChunk(BlockMakeData *data)
236 {
237         // Pre-conditions
238         assert(data->vmanip);
239         assert(data->nodedef);
240         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
241                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
242                 data->blockpos_requested.Z >= data->blockpos_min.Z);
243         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
244                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
245                 data->blockpos_requested.Z <= data->blockpos_max.Z);
246
247         this->generating = true;
248         this->vm   = data->vmanip;
249         this->ndef = data->nodedef;
250         //TimeTaker t("makeChunk");
251
252         v3s16 blockpos_min = data->blockpos_min;
253         v3s16 blockpos_max = data->blockpos_max;
254         node_min = blockpos_min * MAP_BLOCKSIZE;
255         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
256         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
257         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
258
259         blockseed = getBlockSeed2(full_node_min, seed);
260
261         // Generate base and mountain terrain
262         // An initial heightmap is no longer created here for use in generateRidgeTerrain()
263         s16 stone_surface_max_y = generateTerrain();
264
265         // Generate rivers
266         if (spflags & MGV7_RIDGES)
267                 generateRidgeTerrain();
268
269         // Create heightmap
270         updateHeightmap(node_min, node_max);
271
272         // Init biome generator, place biome-specific nodes, and build biomemap
273         biomegen->calcBiomeNoise(node_min);
274         MgStoneType stone_type = generateBiomes();
275
276         // Generate caverns, tunnels and classic caves
277         if (flags & MG_CAVES) {
278                 bool has_cavern = false;
279                 // Generate caverns
280                 if (spflags & MGV7_CAVERNS)
281                         has_cavern = generateCaverns(stone_surface_max_y);
282                 // Generate tunnels and classic caves
283                 if (has_cavern)
284                         // Disable classic caves in this mapchunk by setting
285                         // 'large cave depth' to world base. Avoids excessive liquid in
286                         // large caverns and floating blobs of overgenerated liquid.
287                         generateCaves(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT);
288                 else
289                         generateCaves(stone_surface_max_y, water_level);
290         }
291
292         // Generate dungeons
293         if (flags & MG_DUNGEONS)
294                 generateDungeons(stone_surface_max_y, stone_type);
295
296         // Generate the registered decorations
297         if (flags & MG_DECORATIONS)
298                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
299
300         // Generate the registered ores
301         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
302
303         // Sprinkle some dust on top after everything else was generated
304         dustTopNodes();
305
306         //printf("makeChunk: %dms\n", t.stop());
307
308         // Update liquids
309         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
310
311         // Calculate lighting
312         // Limit floatland shadow
313         bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) &&
314                 node_min.Y <= shadow_limit && node_max.Y >= shadow_limit);
315
316         if (flags & MG_LIGHT)
317                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
318                         full_node_min, full_node_max, propagate_shadow);
319
320         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
321         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
322
323         this->generating = false;
324 }
325
326
327 float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
328 {
329         float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
330         hselect = rangelim(hselect, 0.0, 1.0);
331
332         float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
333
334         noise_terrain_base->np.persist = persist;
335         float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
336
337         noise_terrain_alt->np.persist = persist;
338         float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
339
340         if (height_alt > height_base)
341                 return height_alt;
342
343         return (height_base * hselect) + (height_alt * (1.0 - hselect));
344 }
345
346
347 float MapgenV7::baseTerrainLevelFromMap(int index)
348 {
349         float hselect     = rangelim(noise_height_select->result[index], 0.0, 1.0);
350         float height_base = noise_terrain_base->result[index];
351         float height_alt  = noise_terrain_alt->result[index];
352
353         if (height_alt > height_base)
354                 return height_alt;
355
356         return (height_base * hselect) + (height_alt * (1.0 - hselect));
357 }
358
359
360 bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
361 {
362         float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
363         float density_gradient = -((float)y / mnt_h_n);
364         float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
365
366         return mnt_n + density_gradient >= 0.0;
367 }
368
369
370 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
371 {
372         float mounthn = noise_mount_height->result[idx_xz];
373         float density_gradient = -((float)y / mounthn);
374         float mountn = noise_mountain->result[idx_xyz];
375
376         return mountn + density_gradient >= 0.0;
377 }
378
379
380 bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y)
381 {
382         // Make rim 2 nodes thick to match floatland base terrain
383         float density_gradient = (y >= floatland_level) ?
384                 -pow((float)(y - floatland_level) / float_mount_height, 0.75f) :
385                 -pow((float)(floatland_level - 1 - y) / float_mount_height, 0.75f);
386
387         float floatn = noise_mountain->result[idx_xyz] + float_mount_density;
388
389         return floatn + density_gradient >= 0.0f;
390 }
391
392
393 void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max, int idx_xz)
394 {
395         // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
396         s16 base_min = MAX_MAP_GENERATION_LIMIT + 1;
397         s16 base_max = MAX_MAP_GENERATION_LIMIT;
398
399         float n_base = noise_floatland_base->result[idx_xz];
400         if (n_base > 0.0f) {
401                 float n_base_height = noise_float_base_height->result[idx_xz];
402                 float amp = n_base * n_base_height;
403                 float ridge = n_base_height / 3.0f;
404                 base_min = floatland_level - amp / 1.5f;
405
406                 if (amp > ridge * 2.0f) {
407                         // Lake bed
408                         base_max = floatland_level - (amp - ridge * 2.0f) / 2.0f;
409                 } else {
410                         // Hills and ridges
411                         float diff = fabs(amp - ridge) / ridge;
412                         // Smooth ridges using the 'smoothstep function'
413                         float smooth_diff = diff * diff * (3.0f - 2.0f * diff);
414                         base_max = floatland_level + ridge - smooth_diff * ridge;
415                 }
416         }
417
418         *float_base_min = base_min;
419         *float_base_max = base_max;
420 }
421
422
423 int MapgenV7::generateTerrain()
424 {
425         MapNode n_air(CONTENT_AIR);
426         MapNode n_stone(c_stone);
427         MapNode n_water(c_water_source);
428
429         //// Calculate noise for terrain generation
430         noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z);
431         float *persistmap = noise_terrain_persist->result;
432
433         noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap);
434         noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
435         noise_height_select->perlinMap2D(node_min.X, node_min.Z);
436
437         if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) {
438                 noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
439         }
440
441         if (spflags & MGV7_MOUNTAINS) {
442                 noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
443         }
444
445         if (spflags & MGV7_FLOATLANDS) {
446                 noise_floatland_base->perlinMap2D(node_min.X, node_min.Z);
447                 noise_float_base_height->perlinMap2D(node_min.X, node_min.Z);
448         }
449
450         //// Place nodes
451         v3s16 em = vm->m_area.getExtent();
452         s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
453         u32 index2d = 0;
454
455         for (s16 z = node_min.Z; z <= node_max.Z; z++)
456         for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
457                 s16 surface_y = baseTerrainLevelFromMap(index2d);
458                 if (surface_y > stone_surface_max_y)
459                         stone_surface_max_y = surface_y;
460
461                 // Get extent of floatland base terrain
462                 // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
463                 s16 float_base_min = MAX_MAP_GENERATION_LIMIT + 1;
464                 s16 float_base_max = MAX_MAP_GENERATION_LIMIT;
465                 if (spflags & MGV7_FLOATLANDS)
466                         floatBaseExtentFromMap(&float_base_min, &float_base_max, index2d);
467
468                 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
469                 u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
470
471                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
472                         if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
473                                 if (y <= surface_y) {
474                                         vm->m_data[vi] = n_stone;  // Base terrain
475                                 } else if ((spflags & MGV7_MOUNTAINS) &&
476                                                 getMountainTerrainFromMap(index3d, index2d, y)) {
477                                         vm->m_data[vi] = n_stone;  // Mountain terrain
478                                         if (y > stone_surface_max_y)
479                                                 stone_surface_max_y = y;
480                                 } else if ((spflags & MGV7_FLOATLANDS) &&
481                                                 ((y >= float_base_min && y <= float_base_max) ||
482                                                 getFloatlandMountainFromMap(index3d, index2d, y))) {
483                                         vm->m_data[vi] = n_stone;  // Floatland terrain
484                                         stone_surface_max_y = node_max.Y;
485                                 } else if (y <= water_level) {
486                                         vm->m_data[vi] = n_water;  // Ground level water
487                                 } else if ((spflags & MGV7_FLOATLANDS) &&
488                                                 (y >= float_base_max && y <= floatland_level)) {
489                                         vm->m_data[vi] = n_water;  // Floatland water
490                                 } else {
491                                         vm->m_data[vi] = n_air;
492                                 }
493                         }
494                         vm->m_area.add_y(em, vi, 1);
495                         index3d += ystride;
496                 }
497         }
498
499         return stone_surface_max_y;
500 }
501
502
503 void MapgenV7::generateRidgeTerrain()
504 {
505         if ((node_max.Y < water_level - 16) || (node_max.Y > shadow_limit))
506                 return;
507
508         noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
509         noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
510
511         MapNode n_water(c_water_source);
512         MapNode n_air(CONTENT_AIR);
513         u32 index = 0;
514         float width = 0.2;
515
516         for (s16 z = node_min.Z; z <= node_max.Z; z++)
517         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
518                 u32 vi = vm->m_area.index(node_min.X, y, z);
519                 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
520                         int j = (z - node_min.Z) * csize.X + (x - node_min.X);
521
522                         float uwatern = noise_ridge_uwater->result[j] * 2;
523                         if (fabs(uwatern) > width)
524                                 continue;
525
526                         float altitude = y - water_level;
527                         float height_mod = (altitude + 17) / 2.5;
528                         float width_mod  = width - fabs(uwatern);
529                         float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
530
531                         if (nridge + width_mod * height_mod < 0.6)
532                                 continue;
533
534                         vm->m_data[vi] = (y > water_level) ? n_air : n_water;
535                 }
536         }
537 }
538
539
540 ////////////////////////////////////////////////////////////////////////////////
541 //// Code Boneyard
542 ////
543 //// Much of the stuff here has potential to become useful again at some point
544 //// in the future, but we don't want it to get lost or forgotten in version
545 //// control.
546 ////
547
548 #if 0
549 int MapgenV7::generateMountainTerrain(s16 ymax)
550 {
551         MapNode n_stone(c_stone);
552         u32 j = 0;
553
554         for (s16 z = node_min.Z; z <= node_max.Z; z++)
555         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
556                 u32 vi = vm->m_area.index(node_min.X, y, z);
557                 for (s16 x = node_min.X; x <= node_max.X; x++) {
558                         int index = (z - node_min.Z) * csize.X + (x - node_min.X);
559                         content_t c = vm->m_data[vi].getContent();
560
561                         if (getMountainTerrainFromMap(j, index, y)
562                                         && (c == CONTENT_AIR || c == c_water_source)) {
563                                 vm->m_data[vi] = n_stone;
564                                 if (y > ymax)
565                                         ymax = y;
566                         }
567
568                         vi++;
569                         j++;
570                 }
571         }
572
573         return ymax;
574 }
575 #endif
576
577
578 #if 0
579 void MapgenV7::carveRivers() {
580         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
581         MapNode n_stone(c_stone);
582         u32 index = 0;
583
584         int river_depth = 4;
585
586         for (s16 z = node_min.Z; z <= node_max.Z; z++)
587         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
588                 float terrain_mod  = noise_terrain_mod->result[index];
589                 NoiseParams *np = noise_terrain_river->np;
590                 np.persist = noise_terrain_persist->result[index];
591                 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
592                 float height = terrain_river * (1 - abs(terrain_mod)) *
593                                                 noise_terrain_river->np.scale;
594                 height = log(height * height); //log(h^3) is pretty interesting for terrain
595
596                 s16 y = heightmap[index];
597                 if (height < 1.0 && y > river_depth &&
598                         y - river_depth >= node_min.Y && y <= node_max.Y) {
599
600                         for (s16 ry = y; ry != y - river_depth; ry--) {
601                                 u32 vi = vm->m_area.index(x, ry, z);
602                                 vm->m_data[vi] = n_air;
603                         }
604
605                         u32 vi = vm->m_area.index(x, y - river_depth, z);
606                         vm->m_data[vi] = n_water_source;
607                 }
608         }
609 }
610 #endif
611
612
613 #if 0
614 void MapgenV7::addTopNodes()
615 {
616         v3s16 em = vm->m_area.getExtent();
617         s16 ntopnodes;
618         u32 index = 0;
619
620         for (s16 z = node_min.Z; z <= node_max.Z; z++)
621         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
622                 Biome *biome = bmgr->biomes[biomemap[index]];
623
624                 //////////////////// First, add top nodes below the ridge
625                 s16 y = ridge_heightmap[index];
626
627                 // This cutoff is good enough, but not perfect.
628                 // It will cut off potentially placed top nodes at chunk boundaries
629                 if (y < node_min.Y)
630                         continue;
631                 if (y > node_max.Y) {
632                         y = node_max.Y; // Let's see if we can still go downward anyway
633                         u32 vi = vm->m_area.index(x, y, z);
634                         content_t c = vm->m_data[vi].getContent();
635                         if (ndef->get(c).walkable)
636                                 continue;
637                 }
638
639                 // N.B.  It is necessary to search downward since ridge_heightmap[i]
640                 // might not be the actual height, just the lowest part in the chunk
641                 // where a ridge had been carved
642                 u32 i = vm->m_area.index(x, y, z);
643                 for (; y >= node_min.Y; y--) {
644                         content_t c = vm->m_data[i].getContent();
645                         if (ndef->get(c).walkable)
646                                 break;
647                         vm->m_area.add_y(em, i, -1);
648                 }
649
650                 if (y != node_min.Y - 1 && y >= water_level) {
651                         ridge_heightmap[index] = y; //update ridgeheight
652                         ntopnodes = biome->top_depth;
653                         for (; y <= node_max.Y && ntopnodes; y++) {
654                                 ntopnodes--;
655                                 vm->m_data[i] = MapNode(biome->c_top);
656                                 vm->m_area.add_y(em, i, 1);
657                         }
658                         // If dirt, grow grass on it.
659                         if (y > water_level - 10 &&
660                                 vm->m_data[i].getContent() == CONTENT_AIR) {
661                                 vm->m_area.add_y(em, i, -1);
662                                 if (vm->m_data[i].getContent() == c_dirt)
663                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
664                         }
665                 }
666
667                 //////////////////// Now, add top nodes on top of the ridge
668                 y = heightmap[index];
669                 if (y > node_max.Y) {
670                         y = node_max.Y; // Let's see if we can still go downward anyway
671                         u32 vi = vm->m_area.index(x, y, z);
672                         content_t c = vm->m_data[vi].getContent();
673                         if (ndef->get(c).walkable)
674                                 continue;
675                 }
676
677                 i = vm->m_area.index(x, y, z);
678                 for (; y >= node_min.Y; y--) {
679                         content_t c = vm->m_data[i].getContent();
680                         if (ndef->get(c).walkable)
681                                 break;
682                         vm->m_area.add_y(em, i, -1);
683                 }
684
685                 if (y != node_min.Y - 1) {
686                         ntopnodes = biome->top_depth;
687                         // Let's see if we've already added it...
688                         if (y == ridge_heightmap[index] + ntopnodes - 1)
689                                 continue;
690
691                         for (; y <= node_max.Y && ntopnodes; y++) {
692                                 ntopnodes--;
693                                 vm->m_data[i] = MapNode(biome->c_top);
694                                 vm->m_area.add_y(em, i, 1);
695                         }
696                         // If dirt, grow grass on it.
697                         if (y > water_level - 10 &&
698                                 vm->m_data[i].getContent() == CONTENT_AIR) {
699                                 vm->m_area.add_y(em, i, -1);
700                                 if (vm->m_data[i].getContent() == c_dirt)
701                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
702                         }
703                 }
704         }
705 }
706 #endif