Dungeons: Use biome 'node_stone' if normal stone types not detected
[oweals/minetest.git] / src / mapgen_v7.cpp
1 /*
2 Minetest
3 Copyright (C) 2013-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Copyright (C) 2014-2017 paramat
5
6 This program is free software; you can redistribute it and/or modify
7 it under the terms of the GNU Lesser General Public License as published by
8 the Free Software Foundation; either version 2.1 of the License, or
9 (at your option) any later version.
10
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14 GNU Lesser General Public License for more details.
15
16 You should have received a copy of the GNU Lesser General Public License along
17 with this program; if not, write to the Free Software Foundation, Inc.,
18 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
19 */
20
21
22 #include "mapgen.h"
23 #include "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 "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         {"floatlands",  MGV7_FLOATLANDS},
46         {"caverns",     MGV7_CAVERNS},
47         {"biomerepeat", MGV7_BIOMEREPEAT},
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         spflags             = params->spflags;
59         mount_zero_level    = params->mount_zero_level;
60         cave_width          = params->cave_width;
61         large_cave_depth    = params->large_cave_depth;
62         lava_depth          = params->lava_depth;
63         float_mount_density = params->float_mount_density;
64         floatland_level     = params->floatland_level;
65         shadow_limit        = params->shadow_limit;
66         cavern_limit        = params->cavern_limit;
67         cavern_taper        = params->cavern_taper;
68         cavern_threshold    = params->cavern_threshold;
69
70         // This is to avoid a divide-by-zero.
71         // Parameter will be saved to map_meta.txt in limited form.
72         params->float_mount_height = MYMAX(params->float_mount_height, 1.0f);
73         float_mount_height   = params->float_mount_height;
74
75         // 2D noise
76         noise_terrain_base    = new Noise(&params->np_terrain_base,    seed, csize.X, csize.Z);
77         noise_terrain_alt     = new Noise(&params->np_terrain_alt,     seed, csize.X, csize.Z);
78         noise_terrain_persist = new Noise(&params->np_terrain_persist, seed, csize.X, csize.Z);
79         noise_height_select   = new Noise(&params->np_height_select,   seed, csize.X, csize.Z);
80         noise_filler_depth    = new Noise(&params->np_filler_depth,    seed, csize.X, csize.Z);
81
82         if (spflags & MGV7_MOUNTAINS)
83                 noise_mount_height = new Noise(&params->np_mount_height, seed, csize.X, csize.Z);
84
85         if (spflags & MGV7_FLOATLANDS) {
86                 noise_floatland_base    = new Noise(&params->np_floatland_base,    seed, csize.X, csize.Z);
87                 noise_float_base_height = new Noise(&params->np_float_base_height, seed, csize.X, csize.Z);
88         }
89
90         if (spflags & MGV7_RIDGES) {
91                 noise_ridge_uwater = new Noise(&params->np_ridge_uwater, seed, csize.X, csize.Z);
92         // 3D noise, 1-up 1-down overgeneration
93                 noise_ridge = new Noise(&params->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
94         }
95         // 3D noise, 1 up, 1 down overgeneration
96         if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
97                 noise_mountain = new Noise(&params->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
98         // 3D noise, 1 down overgeneration
99         MapgenBasic::np_cave1  = params->np_cave1;
100         MapgenBasic::np_cave2  = params->np_cave2;
101         MapgenBasic::np_cavern = params->np_cavern;
102 }
103
104
105 MapgenV7::~MapgenV7()
106 {
107         delete noise_terrain_base;
108         delete noise_terrain_alt;
109         delete noise_terrain_persist;
110         delete noise_height_select;
111         delete noise_filler_depth;
112
113         if (spflags & MGV7_MOUNTAINS)
114                 delete noise_mount_height;
115
116         if (spflags & MGV7_FLOATLANDS) {
117                 delete noise_floatland_base;
118                 delete noise_float_base_height;
119         }
120
121         if (spflags & MGV7_RIDGES) {
122                 delete noise_ridge_uwater;
123                 delete noise_ridge;
124         }
125
126         if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
127                 delete noise_mountain;
128 }
129
130
131 MapgenV7Params::MapgenV7Params()
132 {
133         np_terrain_base      = NoiseParams(4,    70,   v3f(600,  600,  600),  82341, 5, 0.6,  2.0);
134         np_terrain_alt       = NoiseParams(4,    25,   v3f(600,  600,  600),  5934,  5, 0.6,  2.0);
135         np_terrain_persist   = NoiseParams(0.6,  0.1,  v3f(2000, 2000, 2000), 539,   3, 0.6,  2.0);
136         np_height_select     = NoiseParams(-8,   16,   v3f(500,  500,  500),  4213,  6, 0.7,  2.0);
137         np_filler_depth      = NoiseParams(0,    1.2,  v3f(150,  150,  150),  261,   3, 0.7,  2.0);
138         np_mount_height      = NoiseParams(256,  112,  v3f(1000, 1000, 1000), 72449, 3, 0.6,  2.0);
139         np_ridge_uwater      = NoiseParams(0,    1,    v3f(1000, 1000, 1000), 85039, 5, 0.6,  2.0);
140         np_floatland_base    = NoiseParams(-0.6, 1.5,  v3f(600,  600,  600),  114,   5, 0.6,  2.0);
141         np_float_base_height = NoiseParams(48,   24,   v3f(300,  300,  300),  907,   4, 0.7,  2.0);
142         np_mountain          = NoiseParams(-0.6, 1,    v3f(250,  350,  250),  5333,  5, 0.63, 2.0);
143         np_ridge             = NoiseParams(0,    1,    v3f(100,  100,  100),  6467,  4, 0.75, 2.0);
144         np_cavern            = NoiseParams(0,    1,    v3f(384,  128,  384),  723,   5, 0.63, 2.0);
145         np_cave1             = NoiseParams(0,    12,   v3f(61,   61,   61),   52534, 3, 0.5,  2.0);
146         np_cave2             = NoiseParams(0,    12,   v3f(67,   67,   67),   10325, 3, 0.5,  2.0);
147 }
148
149
150 void MapgenV7Params::readParams(const Settings *settings)
151 {
152         settings->getFlagStrNoEx("mgv7_spflags",           spflags, flagdesc_mapgen_v7);
153         settings->getS16NoEx("mgv7_mount_zero_level",      mount_zero_level);
154         settings->getFloatNoEx("mgv7_cave_width",          cave_width);
155         settings->getS16NoEx("mgv7_large_cave_depth",      large_cave_depth);
156         settings->getS16NoEx("mgv7_lava_depth",            lava_depth);
157         settings->getFloatNoEx("mgv7_float_mount_density", float_mount_density);
158         settings->getFloatNoEx("mgv7_float_mount_height",  float_mount_height);
159         settings->getS16NoEx("mgv7_floatland_level",       floatland_level);
160         settings->getS16NoEx("mgv7_shadow_limit",          shadow_limit);
161         settings->getS16NoEx("mgv7_cavern_limit",          cavern_limit);
162         settings->getS16NoEx("mgv7_cavern_taper",          cavern_taper);
163         settings->getFloatNoEx("mgv7_cavern_threshold",    cavern_threshold);
164
165         settings->getNoiseParams("mgv7_np_terrain_base",      np_terrain_base);
166         settings->getNoiseParams("mgv7_np_terrain_alt",       np_terrain_alt);
167         settings->getNoiseParams("mgv7_np_terrain_persist",   np_terrain_persist);
168         settings->getNoiseParams("mgv7_np_height_select",     np_height_select);
169         settings->getNoiseParams("mgv7_np_filler_depth",      np_filler_depth);
170         settings->getNoiseParams("mgv7_np_mount_height",      np_mount_height);
171         settings->getNoiseParams("mgv7_np_ridge_uwater",      np_ridge_uwater);
172         settings->getNoiseParams("mgv7_np_floatland_base",    np_floatland_base);
173         settings->getNoiseParams("mgv7_np_float_base_height", np_float_base_height);
174         settings->getNoiseParams("mgv7_np_mountain",          np_mountain);
175         settings->getNoiseParams("mgv7_np_ridge",             np_ridge);
176         settings->getNoiseParams("mgv7_np_cavern",            np_cavern);
177         settings->getNoiseParams("mgv7_np_cave1",             np_cave1);
178         settings->getNoiseParams("mgv7_np_cave2",             np_cave2);
179 }
180
181
182 void MapgenV7Params::writeParams(Settings *settings) const
183 {
184         settings->setFlagStr("mgv7_spflags",           spflags, flagdesc_mapgen_v7, U32_MAX);
185         settings->setS16("mgv7_mount_zero_level",      mount_zero_level);
186         settings->setFloat("mgv7_cave_width",          cave_width);
187         settings->setS16("mgv7_large_cave_depth",      large_cave_depth);
188         settings->setS16("mgv7_lava_depth",            lava_depth);
189         settings->setFloat("mgv7_float_mount_density", float_mount_density);
190         settings->setFloat("mgv7_float_mount_height",  float_mount_height);
191         settings->setS16("mgv7_floatland_level",       floatland_level);
192         settings->setS16("mgv7_shadow_limit",          shadow_limit);
193         settings->setS16("mgv7_cavern_limit",          cavern_limit);
194         settings->setS16("mgv7_cavern_taper",          cavern_taper);
195         settings->setFloat("mgv7_cavern_threshold",    cavern_threshold);
196
197         settings->setNoiseParams("mgv7_np_terrain_base",      np_terrain_base);
198         settings->setNoiseParams("mgv7_np_terrain_alt",       np_terrain_alt);
199         settings->setNoiseParams("mgv7_np_terrain_persist",   np_terrain_persist);
200         settings->setNoiseParams("mgv7_np_height_select",     np_height_select);
201         settings->setNoiseParams("mgv7_np_filler_depth",      np_filler_depth);
202         settings->setNoiseParams("mgv7_np_mount_height",      np_mount_height);
203         settings->setNoiseParams("mgv7_np_ridge_uwater",      np_ridge_uwater);
204         settings->setNoiseParams("mgv7_np_floatland_base",    np_floatland_base);
205         settings->setNoiseParams("mgv7_np_float_base_height", np_float_base_height);
206         settings->setNoiseParams("mgv7_np_mountain",          np_mountain);
207         settings->setNoiseParams("mgv7_np_ridge",             np_ridge);
208         settings->setNoiseParams("mgv7_np_cavern",            np_cavern);
209         settings->setNoiseParams("mgv7_np_cave1",             np_cave1);
210         settings->setNoiseParams("mgv7_np_cave2",             np_cave2);
211 }
212
213
214 ///////////////////////////////////////////////////////////////////////////////
215
216
217 int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
218 {
219         // If rivers are enabled, first check if in a river
220         if (spflags & MGV7_RIDGES) {
221                 float width = 0.2;
222                 float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
223                 if (fabs(uwatern) <= width)
224                         return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
225         }
226
227         // Terrain noise 'offset' is the average level of that terrain.
228         // At least 50% of terrain will be below the higher of base and alt terrain
229         // 'offset's.
230         // Raising the maximum spawn level above 'water_level + 16' is necessary
231         // for when terrain 'offset's are set much higher than water_level.
232         s16 max_spawn_y = MYMAX(MYMAX(noise_terrain_alt->np.offset,
233                         noise_terrain_base->np.offset),
234                         water_level + 16);
235         // Base terrain calculation
236         s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
237
238         // If mountains are disabled, terrain level is base terrain level.
239         // Avoids mid-air spawn where mountain terrain would have been.
240         if (!(spflags & MGV7_MOUNTAINS)) {
241                 if (y <= water_level || y > max_spawn_y)
242                         return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
243                 else
244                         // + 1 to not be half-buried in a potential node-deep biome 'dust'
245                         return y + 1;
246         }
247
248         // Search upwards for first node without mountain terrain
249         int iters = 256;
250         while (iters > 0 && y <= max_spawn_y) {
251                 if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) {  // If air above
252                         if (y <= water_level || y > max_spawn_y)
253                                 return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
254                         else
255                                 return y + 1;
256                 }
257                 y++;
258                 iters--;
259         }
260
261         // Unsuitable spawn point
262         return MAX_MAP_GENERATION_LIMIT;
263 }
264
265
266 void MapgenV7::makeChunk(BlockMakeData *data)
267 {
268         // Pre-conditions
269         assert(data->vmanip);
270         assert(data->nodedef);
271         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
272                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
273                 data->blockpos_requested.Z >= data->blockpos_min.Z);
274         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
275                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
276                 data->blockpos_requested.Z <= data->blockpos_max.Z);
277
278         this->generating = true;
279         this->vm   = data->vmanip;
280         this->ndef = data->nodedef;
281         //TimeTaker t("makeChunk");
282
283         v3s16 blockpos_min = data->blockpos_min;
284         v3s16 blockpos_max = data->blockpos_max;
285         node_min = blockpos_min * MAP_BLOCKSIZE;
286         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
287         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
288         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
289
290         blockseed = getBlockSeed2(full_node_min, seed);
291
292         // Get zero level for biomes and decorations
293         // Optionally repeat surface biomes in floatlands
294         s16 biome_zero_level = ((spflags & MGV7_FLOATLANDS) &&
295                 (spflags & MGV7_BIOMEREPEAT) && node_max.Y >= shadow_limit) ?
296                 floatland_level - 1 : water_level - 1;
297
298         // Generate base and mountain terrain
299         // An initial heightmap is no longer created here for use in generateRidgeTerrain()
300         s16 stone_surface_max_y = generateTerrain();
301
302         // Generate rivers
303         if (spflags & MGV7_RIDGES)
304                 generateRidgeTerrain();
305
306         // Create heightmap
307         updateHeightmap(node_min, node_max);
308
309         // Init biome generator, place biome-specific nodes, and build biomemap
310         biomegen->calcBiomeNoise(node_min);
311
312         MgStoneType mgstone_type;
313         content_t biome_stone;
314         generateBiomes(&mgstone_type, &biome_stone, water_level - 1);
315
316         // Generate caverns, tunnels and classic caves
317         if (flags & MG_CAVES) {
318                 bool near_cavern = false;
319                 // Generate caverns
320                 if (spflags & MGV7_CAVERNS)
321                         near_cavern = generateCaverns(stone_surface_max_y);
322                 // Generate tunnels and classic caves
323                 if (near_cavern)
324                         // Disable classic caves in this mapchunk by setting
325                         // 'large cave depth' to world base. Avoids excessive liquid in
326                         // large caverns and floating blobs of overgenerated liquid.
327                         generateCaves(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT);
328                 else
329                         generateCaves(stone_surface_max_y, large_cave_depth);
330         }
331
332         // Generate dungeons
333         if (flags & MG_DUNGEONS)
334                 generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);
335
336         // Generate the registered decorations
337         if (flags & MG_DECORATIONS)
338                 m_emerge->decomgr->placeAllDecos(this, blockseed,
339                         node_min, node_max, biome_zero_level);
340
341         // Generate the registered ores
342         m_emerge->oremgr->placeAllOres(this, blockseed,
343                 node_min, node_max, water_level - 1);
344
345         // Sprinkle some dust on top after everything else was generated
346         dustTopNodes();
347
348         //printf("makeChunk: %dms\n", t.stop());
349
350         // Update liquids
351         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
352
353         // Calculate lighting
354         // Limit floatland shadow
355         bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) &&
356                 node_min.Y <= shadow_limit && node_max.Y >= shadow_limit);
357
358         if (flags & MG_LIGHT)
359                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
360                         full_node_min, full_node_max, propagate_shadow);
361
362         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
363         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
364
365         this->generating = false;
366 }
367
368
369 float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
370 {
371         float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
372         hselect = rangelim(hselect, 0.0, 1.0);
373
374         float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
375
376         noise_terrain_base->np.persist = persist;
377         float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
378
379         noise_terrain_alt->np.persist = persist;
380         float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
381
382         if (height_alt > height_base)
383                 return height_alt;
384
385         return (height_base * hselect) + (height_alt * (1.0 - hselect));
386 }
387
388
389 float MapgenV7::baseTerrainLevelFromMap(int index)
390 {
391         float hselect     = rangelim(noise_height_select->result[index], 0.0, 1.0);
392         float height_base = noise_terrain_base->result[index];
393         float height_alt  = noise_terrain_alt->result[index];
394
395         if (height_alt > height_base)
396                 return height_alt;
397
398         return (height_base * hselect) + (height_alt * (1.0 - hselect));
399 }
400
401
402 bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
403 {
404         float mnt_h_n =
405                         MYMAX(NoisePerlin2D(&noise_mount_height->np, x, z, seed), 1.0f);
406         float density_gradient = -((float)(y - mount_zero_level) / mnt_h_n);
407         float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
408
409         return mnt_n + density_gradient >= 0.0;
410 }
411
412
413 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
414 {
415         float mounthn = MYMAX(noise_mount_height->result[idx_xz], 1.0f);
416         float density_gradient = -((float)(y - mount_zero_level) / mounthn);
417         float mountn = noise_mountain->result[idx_xyz];
418
419         return mountn + density_gradient >= 0.0;
420 }
421
422
423 bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y)
424 {
425         // Make rim 2 nodes thick to match floatland base terrain
426         float density_gradient = (y >= floatland_level) ?
427                 -pow((float)(y - floatland_level) / float_mount_height, 0.75f) :
428                 -pow((float)(floatland_level - 1 - y) / float_mount_height, 0.75f);
429
430         float floatn = noise_mountain->result[idx_xyz] + float_mount_density;
431
432         return floatn + density_gradient >= 0.0f;
433 }
434
435
436 void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max, int idx_xz)
437 {
438         // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
439         s16 base_min = MAX_MAP_GENERATION_LIMIT + 1;
440         s16 base_max = MAX_MAP_GENERATION_LIMIT;
441
442         float n_base = noise_floatland_base->result[idx_xz];
443         if (n_base > 0.0f) {
444                 float n_base_height =
445                                 MYMAX(noise_float_base_height->result[idx_xz], 1.0f);
446                 float amp = n_base * n_base_height;
447                 float ridge = n_base_height / 3.0f;
448                 base_min = floatland_level - amp / 1.5f;
449
450                 if (amp > ridge * 2.0f) {
451                         // Lake bed
452                         base_max = floatland_level - (amp - ridge * 2.0f) / 2.0f;
453                 } else {
454                         // Hills and ridges
455                         float diff = fabs(amp - ridge) / ridge;
456                         // Smooth ridges using the 'smoothstep function'
457                         float smooth_diff = diff * diff * (3.0f - 2.0f * diff);
458                         base_max = floatland_level + ridge - smooth_diff * ridge;
459                 }
460         }
461
462         *float_base_min = base_min;
463         *float_base_max = base_max;
464 }
465
466
467 int MapgenV7::generateTerrain()
468 {
469         MapNode n_air(CONTENT_AIR);
470         MapNode n_stone(c_stone);
471         MapNode n_water(c_water_source);
472
473         //// Calculate noise for terrain generation
474         noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z);
475         float *persistmap = noise_terrain_persist->result;
476
477         noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap);
478         noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
479         noise_height_select->perlinMap2D(node_min.X, node_min.Z);
480
481         if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) {
482                 noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
483         }
484
485         if (spflags & MGV7_MOUNTAINS) {
486                 noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
487         }
488
489         if (spflags & MGV7_FLOATLANDS) {
490                 noise_floatland_base->perlinMap2D(node_min.X, node_min.Z);
491                 noise_float_base_height->perlinMap2D(node_min.X, node_min.Z);
492         }
493
494         //// Place nodes
495         const v3s16 &em = vm->m_area.getExtent();
496         s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
497         u32 index2d = 0;
498
499         for (s16 z = node_min.Z; z <= node_max.Z; z++)
500         for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
501                 s16 surface_y = baseTerrainLevelFromMap(index2d);
502                 if (surface_y > stone_surface_max_y)
503                         stone_surface_max_y = surface_y;
504
505                 // Get extent of floatland base terrain
506                 // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
507                 s16 float_base_min = MAX_MAP_GENERATION_LIMIT + 1;
508                 s16 float_base_max = MAX_MAP_GENERATION_LIMIT;
509                 if (spflags & MGV7_FLOATLANDS)
510                         floatBaseExtentFromMap(&float_base_min, &float_base_max, index2d);
511
512                 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
513                 u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
514
515                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
516                         if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
517                                 if (y <= surface_y) {
518                                         vm->m_data[vi] = n_stone;  // Base terrain
519                                 } else if ((spflags & MGV7_MOUNTAINS) &&
520                                                 getMountainTerrainFromMap(index3d, index2d, y)) {
521                                         vm->m_data[vi] = n_stone;  // Mountain terrain
522                                         if (y > stone_surface_max_y)
523                                                 stone_surface_max_y = y;
524                                 } else if ((spflags & MGV7_FLOATLANDS) &&
525                                                 ((y >= float_base_min && y <= float_base_max) ||
526                                                 getFloatlandMountainFromMap(index3d, index2d, y))) {
527                                         vm->m_data[vi] = n_stone;  // Floatland terrain
528                                         stone_surface_max_y = node_max.Y;
529                                 } else if (y <= water_level) {
530                                         vm->m_data[vi] = n_water;  // Ground level water
531                                 } else if ((spflags & MGV7_FLOATLANDS) &&
532                                                 (y >= float_base_max && y <= floatland_level)) {
533                                         vm->m_data[vi] = n_water;  // Floatland water
534                                 } else {
535                                         vm->m_data[vi] = n_air;
536                                 }
537                         }
538                         vm->m_area.add_y(em, vi, 1);
539                         index3d += ystride;
540                 }
541         }
542
543         return stone_surface_max_y;
544 }
545
546
547 void MapgenV7::generateRidgeTerrain()
548 {
549         if (node_max.Y < water_level - 16 ||
550                         ((spflags & MGV7_FLOATLANDS) && node_max.Y > shadow_limit))
551                 return;
552
553         noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
554         noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
555
556         MapNode n_water(c_water_source);
557         MapNode n_air(CONTENT_AIR);
558         u32 index = 0;
559         float width = 0.2;
560
561         for (s16 z = node_min.Z; z <= node_max.Z; z++)
562         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
563                 u32 vi = vm->m_area.index(node_min.X, y, z);
564                 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
565                         int j = (z - node_min.Z) * csize.X + (x - node_min.X);
566
567                         float uwatern = noise_ridge_uwater->result[j] * 2;
568                         if (fabs(uwatern) > width)
569                                 continue;
570
571                         float altitude = y - water_level;
572                         float height_mod = (altitude + 17) / 2.5;
573                         float width_mod  = width - fabs(uwatern);
574                         float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
575
576                         if (nridge + width_mod * height_mod < 0.6)
577                                 continue;
578
579                         vm->m_data[vi] = (y > water_level) ? n_air : n_water;
580                 }
581         }
582 }
583
584
585 ////////////////////////////////////////////////////////////////////////////////
586 //// Code Boneyard
587 ////
588 //// Much of the stuff here has potential to become useful again at some point
589 //// in the future, but we don't want it to get lost or forgotten in version
590 //// control.
591 ////
592
593 #if 0
594 int MapgenV7::generateMountainTerrain(s16 ymax)
595 {
596         MapNode n_stone(c_stone);
597         u32 j = 0;
598
599         for (s16 z = node_min.Z; z <= node_max.Z; z++)
600         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
601                 u32 vi = vm->m_area.index(node_min.X, y, z);
602                 for (s16 x = node_min.X; x <= node_max.X; x++) {
603                         int index = (z - node_min.Z) * csize.X + (x - node_min.X);
604                         content_t c = vm->m_data[vi].getContent();
605
606                         if (getMountainTerrainFromMap(j, index, y)
607                                         && (c == CONTENT_AIR || c == c_water_source)) {
608                                 vm->m_data[vi] = n_stone;
609                                 if (y > ymax)
610                                         ymax = y;
611                         }
612
613                         vi++;
614                         j++;
615                 }
616         }
617
618         return ymax;
619 }
620 #endif
621
622
623 #if 0
624 void MapgenV7::carveRivers() {
625         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
626         MapNode n_stone(c_stone);
627         u32 index = 0;
628
629         int river_depth = 4;
630
631         for (s16 z = node_min.Z; z <= node_max.Z; z++)
632         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
633                 float terrain_mod  = noise_terrain_mod->result[index];
634                 NoiseParams *np = noise_terrain_river->np;
635                 np.persist = noise_terrain_persist->result[index];
636                 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
637                 float height = terrain_river * (1 - abs(terrain_mod)) *
638                                                 noise_terrain_river->np.scale;
639                 height = log(height * height); //log(h^3) is pretty interesting for terrain
640
641                 s16 y = heightmap[index];
642                 if (height < 1.0 && y > river_depth &&
643                         y - river_depth >= node_min.Y && y <= node_max.Y) {
644
645                         for (s16 ry = y; ry != y - river_depth; ry--) {
646                                 u32 vi = vm->m_area.index(x, ry, z);
647                                 vm->m_data[vi] = n_air;
648                         }
649
650                         u32 vi = vm->m_area.index(x, y - river_depth, z);
651                         vm->m_data[vi] = n_water_source;
652                 }
653         }
654 }
655 #endif
656
657
658 #if 0
659 void MapgenV7::addTopNodes()
660 {
661         v3s16 em = vm->m_area.getExtent();
662         s16 ntopnodes;
663         u32 index = 0;
664
665         for (s16 z = node_min.Z; z <= node_max.Z; z++)
666         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
667                 Biome *biome = bmgr->biomes[biomemap[index]];
668
669                 //////////////////// First, add top nodes below the ridge
670                 s16 y = ridge_heightmap[index];
671
672                 // This cutoff is good enough, but not perfect.
673                 // It will cut off potentially placed top nodes at chunk boundaries
674                 if (y < node_min.Y)
675                         continue;
676                 if (y > node_max.Y) {
677                         y = node_max.Y; // Let's see if we can still go downward anyway
678                         u32 vi = vm->m_area.index(x, y, z);
679                         content_t c = vm->m_data[vi].getContent();
680                         if (ndef->get(c).walkable)
681                                 continue;
682                 }
683
684                 // N.B.  It is necessary to search downward since ridge_heightmap[i]
685                 // might not be the actual height, just the lowest part in the chunk
686                 // where a ridge had been carved
687                 u32 i = vm->m_area.index(x, y, z);
688                 for (; y >= node_min.Y; y--) {
689                         content_t c = vm->m_data[i].getContent();
690                         if (ndef->get(c).walkable)
691                                 break;
692                         vm->m_area.add_y(em, i, -1);
693                 }
694
695                 if (y != node_min.Y - 1 && y >= water_level) {
696                         ridge_heightmap[index] = y; //update ridgeheight
697                         ntopnodes = biome->top_depth;
698                         for (; y <= node_max.Y && ntopnodes; y++) {
699                                 ntopnodes--;
700                                 vm->m_data[i] = MapNode(biome->c_top);
701                                 vm->m_area.add_y(em, i, 1);
702                         }
703                         // If dirt, grow grass on it.
704                         if (y > water_level - 10 &&
705                                 vm->m_data[i].getContent() == CONTENT_AIR) {
706                                 vm->m_area.add_y(em, i, -1);
707                                 if (vm->m_data[i].getContent() == c_dirt)
708                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
709                         }
710                 }
711
712                 //////////////////// Now, add top nodes on top of the ridge
713                 y = heightmap[index];
714                 if (y > node_max.Y) {
715                         y = node_max.Y; // Let's see if we can still go downward anyway
716                         u32 vi = vm->m_area.index(x, y, z);
717                         content_t c = vm->m_data[vi].getContent();
718                         if (ndef->get(c).walkable)
719                                 continue;
720                 }
721
722                 i = vm->m_area.index(x, y, z);
723                 for (; y >= node_min.Y; y--) {
724                         content_t c = vm->m_data[i].getContent();
725                         if (ndef->get(c).walkable)
726                                 break;
727                         vm->m_area.add_y(em, i, -1);
728                 }
729
730                 if (y != node_min.Y - 1) {
731                         ntopnodes = biome->top_depth;
732                         // Let's see if we've already added it...
733                         if (y == ridge_heightmap[index] + ntopnodes - 1)
734                                 continue;
735
736                         for (; y <= node_max.Y && ntopnodes; y++) {
737                                 ntopnodes--;
738                                 vm->m_data[i] = MapNode(biome->c_top);
739                                 vm->m_area.add_y(em, i, 1);
740                         }
741                         // If dirt, grow grass on it.
742                         if (y > water_level - 10 &&
743                                 vm->m_data[i].getContent() == CONTENT_AIR) {
744                                 vm->m_area.add_y(em, i, -1);
745                                 if (vm->m_data[i].getContent() == c_dirt)
746                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
747                         }
748                 }
749         }
750 }
751 #endif