Mgv5/v7/fractal: Add 'large_cave_depth' parameter to replace fixed value
[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         {NULL,         0}
48 };
49
50
51 ///////////////////////////////////////////////////////////////////////////////
52
53
54 MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge)
55         : MapgenBasic(mapgenid, params, emerge)
56 {
57         this->spflags             = params->spflags;
58         this->cave_width          = params->cave_width;
59         this->large_cave_depth    = params->large_cave_depth;
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         // 2D 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
75         if (spflags & MGV7_MOUNTAINS)
76                 noise_mount_height = new Noise(&params->np_mount_height, seed, csize.X, csize.Z);
77
78         if (spflags & MGV7_FLOATLANDS) {
79                 noise_floatland_base    = new Noise(&params->np_floatland_base,    seed, csize.X, csize.Z);
80                 noise_float_base_height = new Noise(&params->np_float_base_height, seed, csize.X, csize.Z);
81         }
82
83         if (spflags & MGV7_RIDGES) {
84                 noise_ridge_uwater = new Noise(&params->np_ridge_uwater, seed, csize.X, csize.Z);
85         // 3D noise, 1-up 1-down overgeneration
86                 noise_ridge = new Noise(&params->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
87         }
88         // 3D noise, 1 up, 1 down overgeneration
89         if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
90                 noise_mountain = new Noise(&params->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
91         // 3D noise, 1 down overgeneration
92         MapgenBasic::np_cave1  = params->np_cave1;
93         MapgenBasic::np_cave2  = params->np_cave2;
94         MapgenBasic::np_cavern = params->np_cavern;
95 }
96
97
98 MapgenV7::~MapgenV7()
99 {
100         delete noise_terrain_base;
101         delete noise_terrain_alt;
102         delete noise_terrain_persist;
103         delete noise_height_select;
104         delete noise_filler_depth;
105
106         if (spflags & MGV7_MOUNTAINS)
107                 delete noise_mount_height;
108
109         if (spflags & MGV7_FLOATLANDS) {
110                 delete noise_floatland_base;
111                 delete noise_float_base_height;
112         }
113
114         if (spflags & MGV7_RIDGES) {
115                 delete noise_ridge_uwater;
116                 delete noise_ridge;
117         }
118
119         if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
120                 delete noise_mountain;
121 }
122
123
124 MapgenV7Params::MapgenV7Params()
125 {
126         np_terrain_base      = NoiseParams(4,    70,   v3f(600,  600,  600),  82341, 5, 0.6,  2.0);
127         np_terrain_alt       = NoiseParams(4,    25,   v3f(600,  600,  600),  5934,  5, 0.6,  2.0);
128         np_terrain_persist   = NoiseParams(0.6,  0.1,  v3f(2000, 2000, 2000), 539,   3, 0.6,  2.0);
129         np_height_select     = NoiseParams(-8,   16,   v3f(500,  500,  500),  4213,  6, 0.7,  2.0);
130         np_filler_depth      = NoiseParams(0,    1.2,  v3f(150,  150,  150),  261,   3, 0.7,  2.0);
131         np_mount_height      = NoiseParams(256,  112,  v3f(1000, 1000, 1000), 72449, 3, 0.6,  2.0);
132         np_ridge_uwater      = NoiseParams(0,    1,    v3f(1000, 1000, 1000), 85039, 5, 0.6,  2.0);
133         np_floatland_base    = NoiseParams(-0.6, 1.5,  v3f(600,  600,  600),  114,   5, 0.6,  2.0);
134         np_float_base_height = NoiseParams(48,   24,   v3f(300,  300,  300),  907,   4, 0.7,  2.0);
135         np_mountain          = NoiseParams(-0.6, 1,    v3f(250,  350,  250),  5333,  5, 0.63, 2.0);
136         np_ridge             = NoiseParams(0,    1,    v3f(100,  100,  100),  6467,  4, 0.75, 2.0);
137         np_cavern            = NoiseParams(0,    1,    v3f(384,  128,  384),  723,   5, 0.63, 2.0);
138         np_cave1             = NoiseParams(0,    12,   v3f(61,   61,   61),   52534, 3, 0.5,  2.0);
139         np_cave2             = NoiseParams(0,    12,   v3f(67,   67,   67),   10325, 3, 0.5,  2.0);
140 }
141
142
143 void MapgenV7Params::readParams(const Settings *settings)
144 {
145         settings->getFlagStrNoEx("mgv7_spflags",           spflags, flagdesc_mapgen_v7);
146         settings->getFloatNoEx("mgv7_cave_width",          cave_width);
147         settings->getS16NoEx("mgv7_large_cave_depth",      large_cave_depth);
148         settings->getFloatNoEx("mgv7_float_mount_density", float_mount_density);
149         settings->getFloatNoEx("mgv7_float_mount_height",  float_mount_height);
150         settings->getS16NoEx("mgv7_floatland_level",       floatland_level);
151         settings->getS16NoEx("mgv7_shadow_limit",          shadow_limit);
152         settings->getS16NoEx("mgv7_cavern_limit",          cavern_limit);
153         settings->getS16NoEx("mgv7_cavern_taper",          cavern_taper);
154         settings->getFloatNoEx("mgv7_cavern_threshold",    cavern_threshold);
155
156         settings->getNoiseParams("mgv7_np_terrain_base",      np_terrain_base);
157         settings->getNoiseParams("mgv7_np_terrain_alt",       np_terrain_alt);
158         settings->getNoiseParams("mgv7_np_terrain_persist",   np_terrain_persist);
159         settings->getNoiseParams("mgv7_np_height_select",     np_height_select);
160         settings->getNoiseParams("mgv7_np_filler_depth",      np_filler_depth);
161         settings->getNoiseParams("mgv7_np_mount_height",      np_mount_height);
162         settings->getNoiseParams("mgv7_np_ridge_uwater",      np_ridge_uwater);
163         settings->getNoiseParams("mgv7_np_floatland_base",    np_floatland_base);
164         settings->getNoiseParams("mgv7_np_float_base_height", np_float_base_height);
165         settings->getNoiseParams("mgv7_np_mountain",          np_mountain);
166         settings->getNoiseParams("mgv7_np_ridge",             np_ridge);
167         settings->getNoiseParams("mgv7_np_cavern",            np_cavern);
168         settings->getNoiseParams("mgv7_np_cave1",             np_cave1);
169         settings->getNoiseParams("mgv7_np_cave2",             np_cave2);
170 }
171
172
173 void MapgenV7Params::writeParams(Settings *settings) const
174 {
175         settings->setFlagStr("mgv7_spflags",           spflags, flagdesc_mapgen_v7, U32_MAX);
176         settings->setFloat("mgv7_cave_width",          cave_width);
177         settings->setS16("mgv7_large_cave_depth",      large_cave_depth);
178         settings->setFloat("mgv7_float_mount_density", float_mount_density);
179         settings->setFloat("mgv7_float_mount_height",  float_mount_height);
180         settings->setS16("mgv7_floatland_level",       floatland_level);
181         settings->setS16("mgv7_shadow_limit",          shadow_limit);
182         settings->setS16("mgv7_cavern_limit",          cavern_limit);
183         settings->setS16("mgv7_cavern_taper",          cavern_taper);
184         settings->setFloat("mgv7_cavern_threshold",    cavern_threshold);
185
186         settings->setNoiseParams("mgv7_np_terrain_base",      np_terrain_base);
187         settings->setNoiseParams("mgv7_np_terrain_alt",       np_terrain_alt);
188         settings->setNoiseParams("mgv7_np_terrain_persist",   np_terrain_persist);
189         settings->setNoiseParams("mgv7_np_height_select",     np_height_select);
190         settings->setNoiseParams("mgv7_np_filler_depth",      np_filler_depth);
191         settings->setNoiseParams("mgv7_np_mount_height",      np_mount_height);
192         settings->setNoiseParams("mgv7_np_ridge_uwater",      np_ridge_uwater);
193         settings->setNoiseParams("mgv7_np_floatland_base",    np_floatland_base);
194         settings->setNoiseParams("mgv7_np_float_base_height", np_float_base_height);
195         settings->setNoiseParams("mgv7_np_mountain",          np_mountain);
196         settings->setNoiseParams("mgv7_np_ridge",             np_ridge);
197         settings->setNoiseParams("mgv7_np_cavern",            np_cavern);
198         settings->setNoiseParams("mgv7_np_cave1",             np_cave1);
199         settings->setNoiseParams("mgv7_np_cave2",             np_cave2);
200 }
201
202
203 ///////////////////////////////////////////////////////////////////////////////
204
205
206 int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
207 {
208         // If rivers are enabled, first check if in a river
209         if (spflags & MGV7_RIDGES) {
210                 float width = 0.2;
211                 float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
212                 if (fabs(uwatern) <= width)
213                         return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
214         }
215
216         // Terrain noise 'offset' is the average level of that terrain.
217         // At least 50% of terrain will be below the higher of base and alt terrain
218         // 'offset's.
219         // Raising the maximum spawn level above 'water_level + 16' is necessary
220         // for when terrain 'offset's are set much higher than water_level.
221         s16 max_spawn_y = MYMAX(MYMAX(noise_terrain_alt->np.offset,
222                         noise_terrain_base->np.offset),
223                         water_level + 16);
224         // Base terrain calculation
225         s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
226
227         // If mountains are disabled, terrain level is base terrain level.
228         // Avoids mid-air spawn where mountain terrain would have been.
229         if (!(spflags & MGV7_MOUNTAINS)) {
230                 if (y <= water_level || y > max_spawn_y)
231                         return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
232                 else
233                         // + 1 to not be half-buried in a potential node-deep biome 'dust'
234                         return y + 1;
235         }
236
237         // Search upwards for first node without mountain terrain
238         int iters = 256;
239         while (iters > 0 && y <= max_spawn_y) {
240                 if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) {  // If air above
241                         if (y <= water_level || y > max_spawn_y)
242                                 return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
243                         else
244                                 return y + 1;
245                 }
246                 y++;
247                 iters--;
248         }
249
250         // Unsuitable spawn point
251         return MAX_MAP_GENERATION_LIMIT;
252 }
253
254
255 void MapgenV7::makeChunk(BlockMakeData *data)
256 {
257         // Pre-conditions
258         assert(data->vmanip);
259         assert(data->nodedef);
260         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
261                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
262                 data->blockpos_requested.Z >= data->blockpos_min.Z);
263         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
264                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
265                 data->blockpos_requested.Z <= data->blockpos_max.Z);
266
267         this->generating = true;
268         this->vm   = data->vmanip;
269         this->ndef = data->nodedef;
270         //TimeTaker t("makeChunk");
271
272         v3s16 blockpos_min = data->blockpos_min;
273         v3s16 blockpos_max = data->blockpos_max;
274         node_min = blockpos_min * MAP_BLOCKSIZE;
275         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
276         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
277         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
278
279         blockseed = getBlockSeed2(full_node_min, seed);
280
281         // Generate base and mountain terrain
282         // An initial heightmap is no longer created here for use in generateRidgeTerrain()
283         s16 stone_surface_max_y = generateTerrain();
284
285         // Generate rivers
286         if (spflags & MGV7_RIDGES)
287                 generateRidgeTerrain();
288
289         // Create heightmap
290         updateHeightmap(node_min, node_max);
291
292         // Init biome generator, place biome-specific nodes, and build biomemap
293         biomegen->calcBiomeNoise(node_min);
294         MgStoneType stone_type = generateBiomes();
295
296         // Generate caverns, tunnels and classic caves
297         if (flags & MG_CAVES) {
298                 bool near_cavern = false;
299                 // Generate caverns
300                 if (spflags & MGV7_CAVERNS)
301                         near_cavern = generateCaverns(stone_surface_max_y);
302                 // Generate tunnels and classic caves
303                 if (near_cavern)
304                         // Disable classic caves in this mapchunk by setting
305                         // 'large cave depth' to world base. Avoids excessive liquid in
306                         // large caverns and floating blobs of overgenerated liquid.
307                         generateCaves(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT);
308                 else
309                         generateCaves(stone_surface_max_y, large_cave_depth);
310         }
311
312         // Generate dungeons
313         if (flags & MG_DUNGEONS)
314                 generateDungeons(stone_surface_max_y, stone_type);
315
316         // Generate the registered decorations
317         if (flags & MG_DECORATIONS)
318                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
319
320         // Generate the registered ores
321         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
322
323         // Sprinkle some dust on top after everything else was generated
324         dustTopNodes();
325
326         //printf("makeChunk: %dms\n", t.stop());
327
328         // Update liquids
329         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
330
331         // Calculate lighting
332         // Limit floatland shadow
333         bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) &&
334                 node_min.Y <= shadow_limit && node_max.Y >= shadow_limit);
335
336         if (flags & MG_LIGHT)
337                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
338                         full_node_min, full_node_max, propagate_shadow);
339
340         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
341         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
342
343         this->generating = false;
344 }
345
346
347 float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
348 {
349         float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
350         hselect = rangelim(hselect, 0.0, 1.0);
351
352         float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
353
354         noise_terrain_base->np.persist = persist;
355         float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
356
357         noise_terrain_alt->np.persist = persist;
358         float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
359
360         if (height_alt > height_base)
361                 return height_alt;
362
363         return (height_base * hselect) + (height_alt * (1.0 - hselect));
364 }
365
366
367 float MapgenV7::baseTerrainLevelFromMap(int index)
368 {
369         float hselect     = rangelim(noise_height_select->result[index], 0.0, 1.0);
370         float height_base = noise_terrain_base->result[index];
371         float height_alt  = noise_terrain_alt->result[index];
372
373         if (height_alt > height_base)
374                 return height_alt;
375
376         return (height_base * hselect) + (height_alt * (1.0 - hselect));
377 }
378
379
380 bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
381 {
382         float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
383         float density_gradient = -((float)y / mnt_h_n);
384         float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
385
386         return mnt_n + density_gradient >= 0.0;
387 }
388
389
390 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
391 {
392         float mounthn = noise_mount_height->result[idx_xz];
393         float density_gradient = -((float)y / mounthn);
394         float mountn = noise_mountain->result[idx_xyz];
395
396         return mountn + density_gradient >= 0.0;
397 }
398
399
400 bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y)
401 {
402         // Make rim 2 nodes thick to match floatland base terrain
403         float density_gradient = (y >= floatland_level) ?
404                 -pow((float)(y - floatland_level) / float_mount_height, 0.75f) :
405                 -pow((float)(floatland_level - 1 - y) / float_mount_height, 0.75f);
406
407         float floatn = noise_mountain->result[idx_xyz] + float_mount_density;
408
409         return floatn + density_gradient >= 0.0f;
410 }
411
412
413 void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max, int idx_xz)
414 {
415         // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
416         s16 base_min = MAX_MAP_GENERATION_LIMIT + 1;
417         s16 base_max = MAX_MAP_GENERATION_LIMIT;
418
419         float n_base = noise_floatland_base->result[idx_xz];
420         if (n_base > 0.0f) {
421                 float n_base_height = noise_float_base_height->result[idx_xz];
422                 float amp = n_base * n_base_height;
423                 float ridge = n_base_height / 3.0f;
424                 base_min = floatland_level - amp / 1.5f;
425
426                 if (amp > ridge * 2.0f) {
427                         // Lake bed
428                         base_max = floatland_level - (amp - ridge * 2.0f) / 2.0f;
429                 } else {
430                         // Hills and ridges
431                         float diff = fabs(amp - ridge) / ridge;
432                         // Smooth ridges using the 'smoothstep function'
433                         float smooth_diff = diff * diff * (3.0f - 2.0f * diff);
434                         base_max = floatland_level + ridge - smooth_diff * ridge;
435                 }
436         }
437
438         *float_base_min = base_min;
439         *float_base_max = base_max;
440 }
441
442
443 int MapgenV7::generateTerrain()
444 {
445         MapNode n_air(CONTENT_AIR);
446         MapNode n_stone(c_stone);
447         MapNode n_water(c_water_source);
448
449         //// Calculate noise for terrain generation
450         noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z);
451         float *persistmap = noise_terrain_persist->result;
452
453         noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap);
454         noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
455         noise_height_select->perlinMap2D(node_min.X, node_min.Z);
456
457         if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) {
458                 noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
459         }
460
461         if (spflags & MGV7_MOUNTAINS) {
462                 noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
463         }
464
465         if (spflags & MGV7_FLOATLANDS) {
466                 noise_floatland_base->perlinMap2D(node_min.X, node_min.Z);
467                 noise_float_base_height->perlinMap2D(node_min.X, node_min.Z);
468         }
469
470         //// Place nodes
471         v3s16 em = vm->m_area.getExtent();
472         s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
473         u32 index2d = 0;
474
475         for (s16 z = node_min.Z; z <= node_max.Z; z++)
476         for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
477                 s16 surface_y = baseTerrainLevelFromMap(index2d);
478                 if (surface_y > stone_surface_max_y)
479                         stone_surface_max_y = surface_y;
480
481                 // Get extent of floatland base terrain
482                 // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
483                 s16 float_base_min = MAX_MAP_GENERATION_LIMIT + 1;
484                 s16 float_base_max = MAX_MAP_GENERATION_LIMIT;
485                 if (spflags & MGV7_FLOATLANDS)
486                         floatBaseExtentFromMap(&float_base_min, &float_base_max, index2d);
487
488                 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
489                 u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
490
491                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
492                         if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
493                                 if (y <= surface_y) {
494                                         vm->m_data[vi] = n_stone;  // Base terrain
495                                 } else if ((spflags & MGV7_MOUNTAINS) &&
496                                                 getMountainTerrainFromMap(index3d, index2d, y)) {
497                                         vm->m_data[vi] = n_stone;  // Mountain terrain
498                                         if (y > stone_surface_max_y)
499                                                 stone_surface_max_y = y;
500                                 } else if ((spflags & MGV7_FLOATLANDS) &&
501                                                 ((y >= float_base_min && y <= float_base_max) ||
502                                                 getFloatlandMountainFromMap(index3d, index2d, y))) {
503                                         vm->m_data[vi] = n_stone;  // Floatland terrain
504                                         stone_surface_max_y = node_max.Y;
505                                 } else if (y <= water_level) {
506                                         vm->m_data[vi] = n_water;  // Ground level water
507                                 } else if ((spflags & MGV7_FLOATLANDS) &&
508                                                 (y >= float_base_max && y <= floatland_level)) {
509                                         vm->m_data[vi] = n_water;  // Floatland water
510                                 } else {
511                                         vm->m_data[vi] = n_air;
512                                 }
513                         }
514                         vm->m_area.add_y(em, vi, 1);
515                         index3d += ystride;
516                 }
517         }
518
519         return stone_surface_max_y;
520 }
521
522
523 void MapgenV7::generateRidgeTerrain()
524 {
525         if (node_max.Y < water_level - 16 ||
526                         ((spflags & MGV7_FLOATLANDS) && node_max.Y > shadow_limit))
527                 return;
528
529         noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
530         noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
531
532         MapNode n_water(c_water_source);
533         MapNode n_air(CONTENT_AIR);
534         u32 index = 0;
535         float width = 0.2;
536
537         for (s16 z = node_min.Z; z <= node_max.Z; z++)
538         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
539                 u32 vi = vm->m_area.index(node_min.X, y, z);
540                 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
541                         int j = (z - node_min.Z) * csize.X + (x - node_min.X);
542
543                         float uwatern = noise_ridge_uwater->result[j] * 2;
544                         if (fabs(uwatern) > width)
545                                 continue;
546
547                         float altitude = y - water_level;
548                         float height_mod = (altitude + 17) / 2.5;
549                         float width_mod  = width - fabs(uwatern);
550                         float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
551
552                         if (nridge + width_mod * height_mod < 0.6)
553                                 continue;
554
555                         vm->m_data[vi] = (y > water_level) ? n_air : n_water;
556                 }
557         }
558 }
559
560
561 ////////////////////////////////////////////////////////////////////////////////
562 //// Code Boneyard
563 ////
564 //// Much of the stuff here has potential to become useful again at some point
565 //// in the future, but we don't want it to get lost or forgotten in version
566 //// control.
567 ////
568
569 #if 0
570 int MapgenV7::generateMountainTerrain(s16 ymax)
571 {
572         MapNode n_stone(c_stone);
573         u32 j = 0;
574
575         for (s16 z = node_min.Z; z <= node_max.Z; z++)
576         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
577                 u32 vi = vm->m_area.index(node_min.X, y, z);
578                 for (s16 x = node_min.X; x <= node_max.X; x++) {
579                         int index = (z - node_min.Z) * csize.X + (x - node_min.X);
580                         content_t c = vm->m_data[vi].getContent();
581
582                         if (getMountainTerrainFromMap(j, index, y)
583                                         && (c == CONTENT_AIR || c == c_water_source)) {
584                                 vm->m_data[vi] = n_stone;
585                                 if (y > ymax)
586                                         ymax = y;
587                         }
588
589                         vi++;
590                         j++;
591                 }
592         }
593
594         return ymax;
595 }
596 #endif
597
598
599 #if 0
600 void MapgenV7::carveRivers() {
601         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
602         MapNode n_stone(c_stone);
603         u32 index = 0;
604
605         int river_depth = 4;
606
607         for (s16 z = node_min.Z; z <= node_max.Z; z++)
608         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
609                 float terrain_mod  = noise_terrain_mod->result[index];
610                 NoiseParams *np = noise_terrain_river->np;
611                 np.persist = noise_terrain_persist->result[index];
612                 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
613                 float height = terrain_river * (1 - abs(terrain_mod)) *
614                                                 noise_terrain_river->np.scale;
615                 height = log(height * height); //log(h^3) is pretty interesting for terrain
616
617                 s16 y = heightmap[index];
618                 if (height < 1.0 && y > river_depth &&
619                         y - river_depth >= node_min.Y && y <= node_max.Y) {
620
621                         for (s16 ry = y; ry != y - river_depth; ry--) {
622                                 u32 vi = vm->m_area.index(x, ry, z);
623                                 vm->m_data[vi] = n_air;
624                         }
625
626                         u32 vi = vm->m_area.index(x, y - river_depth, z);
627                         vm->m_data[vi] = n_water_source;
628                 }
629         }
630 }
631 #endif
632
633
634 #if 0
635 void MapgenV7::addTopNodes()
636 {
637         v3s16 em = vm->m_area.getExtent();
638         s16 ntopnodes;
639         u32 index = 0;
640
641         for (s16 z = node_min.Z; z <= node_max.Z; z++)
642         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
643                 Biome *biome = bmgr->biomes[biomemap[index]];
644
645                 //////////////////// First, add top nodes below the ridge
646                 s16 y = ridge_heightmap[index];
647
648                 // This cutoff is good enough, but not perfect.
649                 // It will cut off potentially placed top nodes at chunk boundaries
650                 if (y < node_min.Y)
651                         continue;
652                 if (y > node_max.Y) {
653                         y = node_max.Y; // Let's see if we can still go downward anyway
654                         u32 vi = vm->m_area.index(x, y, z);
655                         content_t c = vm->m_data[vi].getContent();
656                         if (ndef->get(c).walkable)
657                                 continue;
658                 }
659
660                 // N.B.  It is necessary to search downward since ridge_heightmap[i]
661                 // might not be the actual height, just the lowest part in the chunk
662                 // where a ridge had been carved
663                 u32 i = vm->m_area.index(x, y, z);
664                 for (; y >= node_min.Y; y--) {
665                         content_t c = vm->m_data[i].getContent();
666                         if (ndef->get(c).walkable)
667                                 break;
668                         vm->m_area.add_y(em, i, -1);
669                 }
670
671                 if (y != node_min.Y - 1 && y >= water_level) {
672                         ridge_heightmap[index] = y; //update ridgeheight
673                         ntopnodes = biome->top_depth;
674                         for (; y <= node_max.Y && ntopnodes; y++) {
675                                 ntopnodes--;
676                                 vm->m_data[i] = MapNode(biome->c_top);
677                                 vm->m_area.add_y(em, i, 1);
678                         }
679                         // If dirt, grow grass on it.
680                         if (y > water_level - 10 &&
681                                 vm->m_data[i].getContent() == CONTENT_AIR) {
682                                 vm->m_area.add_y(em, i, -1);
683                                 if (vm->m_data[i].getContent() == c_dirt)
684                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
685                         }
686                 }
687
688                 //////////////////// Now, add top nodes on top of the ridge
689                 y = heightmap[index];
690                 if (y > node_max.Y) {
691                         y = node_max.Y; // Let's see if we can still go downward anyway
692                         u32 vi = vm->m_area.index(x, y, z);
693                         content_t c = vm->m_data[vi].getContent();
694                         if (ndef->get(c).walkable)
695                                 continue;
696                 }
697
698                 i = vm->m_area.index(x, y, z);
699                 for (; y >= node_min.Y; y--) {
700                         content_t c = vm->m_data[i].getContent();
701                         if (ndef->get(c).walkable)
702                                 break;
703                         vm->m_area.add_y(em, i, -1);
704                 }
705
706                 if (y != node_min.Y - 1) {
707                         ntopnodes = biome->top_depth;
708                         // Let's see if we've already added it...
709                         if (y == ridge_heightmap[index] + ntopnodes - 1)
710                                 continue;
711
712                         for (; y <= node_max.Y && ntopnodes; y++) {
713                                 ntopnodes--;
714                                 vm->m_data[i] = MapNode(biome->c_top);
715                                 vm->m_area.add_y(em, i, 1);
716                         }
717                         // If dirt, grow grass on it.
718                         if (y > water_level - 10 &&
719                                 vm->m_data[i].getContent() == CONTENT_AIR) {
720                                 vm->m_area.add_y(em, i, -1);
721                                 if (vm->m_data[i].getContent() == c_dirt)
722                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
723                         }
724                 }
725         }
726 }
727 #endif