Mapgen v5/v7: Detect sandstone, enable sandstone brick dungeons
[oweals/minetest.git] / src / mapgen_v7.cpp
1 /*
2 Minetest
3 Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU Lesser General Public License for more details.
14
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20
21 #include "mapgen.h"
22 #include "voxel.h"
23 #include "noise.h"
24 #include "mapblock.h"
25 #include "mapnode.h"
26 #include "map.h"
27 #include "content_sao.h"
28 #include "nodedef.h"
29 #include "voxelalgorithms.h"
30 #include "profiler.h"
31 #include "settings.h" // For g_settings
32 #include "emerge.h"
33 #include "dungeongen.h"
34 #include "cavegen.h"
35 #include "treegen.h"
36 #include "mg_biome.h"
37 #include "mg_ore.h"
38 #include "mg_decoration.h"
39 #include "mapgen_v7.h"
40
41
42 FlagDesc flagdesc_mapgen_v7[] = {
43         {"mountains", MGV7_MOUNTAINS},
44         {"ridges",    MGV7_RIDGES},
45         {NULL,        0}
46 };
47
48 ///////////////////////////////////////////////////////////////////////////////
49
50
51 MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
52         : Mapgen(mapgenid, params, emerge)
53 {
54         this->m_emerge = emerge;
55         this->bmgr     = emerge->biomemgr;
56
57         //// amount of elements to skip for the next index
58         //// for noise/height/biome maps (not vmanip)
59         this->ystride = csize.X;
60         this->zstride = csize.X * (csize.Y + 2);
61
62         this->biomemap  = new u8[csize.X * csize.Z];
63         this->heightmap = new s16[csize.X * csize.Z];
64         this->ridge_heightmap = new s16[csize.X * csize.Z];
65
66         MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
67         this->spflags = sp->spflags;
68
69         //// Terrain noise
70         noise_terrain_base    = new Noise(&sp->np_terrain_base,    seed, csize.X, csize.Z);
71         noise_terrain_alt     = new Noise(&sp->np_terrain_alt,     seed, csize.X, csize.Z);
72         noise_terrain_persist = new Noise(&sp->np_terrain_persist, seed, csize.X, csize.Z);
73         noise_height_select   = new Noise(&sp->np_height_select,   seed, csize.X, csize.Z);
74         noise_filler_depth    = new Noise(&sp->np_filler_depth,    seed, csize.X, csize.Z);
75         noise_mount_height    = new Noise(&sp->np_mount_height,    seed, csize.X, csize.Z);
76         noise_ridge_uwater    = new Noise(&sp->np_ridge_uwater,    seed, csize.X, csize.Z);
77
78         //// 3d terrain noise
79         noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
80         noise_ridge    = new Noise(&sp->np_ridge,    seed, csize.X, csize.Y + 2, csize.Z);
81         noise_cave1    = new Noise(&sp->np_cave1,    seed, csize.X, csize.Y + 2, csize.Z);
82         noise_cave2    = new Noise(&sp->np_cave2,    seed, csize.X, csize.Y + 2, csize.Z);
83
84         //// Biome noise
85         noise_heat     = new Noise(&params->np_biome_heat,     seed, csize.X, csize.Z);
86         noise_humidity = new Noise(&params->np_biome_humidity, seed, csize.X, csize.Z);
87
88         //// Resolve nodes to be used
89         INodeDefManager *ndef = emerge->ndef;
90
91         c_stone                = ndef->getId("mapgen_stone");
92         c_water_source         = ndef->getId("mapgen_water_source");
93         c_lava_source          = ndef->getId("mapgen_lava_source");
94         c_desert_stone         = ndef->getId("mapgen_desert_stone");
95         c_ice                  = ndef->getId("mapgen_ice");
96         c_sandstone            = ndef->getId("mapgen_sandstone");
97
98         c_cobble               = ndef->getId("mapgen_cobble");
99         c_stair_cobble         = ndef->getId("mapgen_stair_cobble");
100         c_mossycobble          = ndef->getId("mapgen_mossycobble");
101         c_sandstonebrick       = ndef->getId("mapgen_sandstonebrick");
102         c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
103
104         if (c_ice == CONTENT_IGNORE)
105                 c_ice = CONTENT_AIR;
106         if (c_mossycobble == CONTENT_IGNORE)
107                 c_mossycobble = c_cobble;
108         if (c_stair_cobble == CONTENT_IGNORE)
109                 c_stair_cobble = c_cobble;
110         if (c_sandstonebrick == CONTENT_IGNORE)
111                 c_sandstonebrick = c_sandstone;
112         if (c_stair_sandstonebrick == CONTENT_IGNORE)
113                 c_stair_sandstonebrick = c_sandstone;
114 }
115
116
117 MapgenV7::~MapgenV7()
118 {
119         delete noise_terrain_base;
120         delete noise_terrain_persist;
121         delete noise_height_select;
122         delete noise_terrain_alt;
123         delete noise_filler_depth;
124         delete noise_mount_height;
125         delete noise_ridge_uwater;
126         delete noise_mountain;
127         delete noise_ridge;
128         delete noise_cave1;
129         delete noise_cave2;
130
131         delete noise_heat;
132         delete noise_humidity;
133
134         delete[] ridge_heightmap;
135         delete[] heightmap;
136         delete[] biomemap;
137 }
138
139
140 MapgenV7Params::MapgenV7Params()
141 {
142         spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
143
144         np_terrain_base    = NoiseParams(4,    70,  v3f(300, 300, 300), 82341, 6, 0.7,  2.0);
145         np_terrain_alt     = NoiseParams(4,    25,  v3f(600, 600, 600), 5934,  5, 0.6,  2.0);
146         np_terrain_persist = NoiseParams(0.6,  0.1, v3f(500, 500, 500), 539,   3, 0.6,  2.0);
147         np_height_select   = NoiseParams(-0.5, 1,   v3f(250, 250, 250), 4213,  5, 0.69, 2.0);
148         np_filler_depth    = NoiseParams(0,    1.2, v3f(150, 150, 150), 261,   4, 0.7,  2.0);
149         np_mount_height    = NoiseParams(100,  30,  v3f(500, 500, 500), 72449, 4, 0.6,  2.0);
150         np_ridge_uwater    = NoiseParams(0,    1,   v3f(500, 500, 500), 85039, 4, 0.6,  2.0);
151         np_mountain        = NoiseParams(-0.6, 1,   v3f(250, 350, 250), 5333,  5, 0.68, 2.0);
152         np_ridge           = NoiseParams(0,    1,   v3f(100, 100, 100), 6467,  4, 0.75, 2.0);
153         np_cave1           = NoiseParams(0,    12,  v3f(100, 100, 100), 52534, 4, 0.5,  2.0);
154         np_cave2           = NoiseParams(0,    12,  v3f(100, 100, 100), 10325, 4, 0.5,  2.0);
155 }
156
157
158 void MapgenV7Params::readParams(const Settings *settings)
159 {
160         settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
161
162         settings->getNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
163         settings->getNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
164         settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
165         settings->getNoiseParams("mgv7_np_height_select",   np_height_select);
166         settings->getNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
167         settings->getNoiseParams("mgv7_np_mount_height",    np_mount_height);
168         settings->getNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
169         settings->getNoiseParams("mgv7_np_mountain",        np_mountain);
170         settings->getNoiseParams("mgv7_np_ridge",           np_ridge);
171         settings->getNoiseParams("mgv7_np_cave1",           np_cave1);
172         settings->getNoiseParams("mgv7_np_cave2",           np_cave2);
173 }
174
175
176 void MapgenV7Params::writeParams(Settings *settings) const
177 {
178         settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, (u32)-1);
179
180         settings->setNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
181         settings->setNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
182         settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
183         settings->setNoiseParams("mgv7_np_height_select",   np_height_select);
184         settings->setNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
185         settings->setNoiseParams("mgv7_np_mount_height",    np_mount_height);
186         settings->setNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
187         settings->setNoiseParams("mgv7_np_mountain",        np_mountain);
188         settings->setNoiseParams("mgv7_np_ridge",           np_ridge);
189         settings->setNoiseParams("mgv7_np_cave1",           np_cave1);
190         settings->setNoiseParams("mgv7_np_cave2",           np_cave2);
191 }
192
193
194 ///////////////////////////////////////
195
196
197 int MapgenV7::getGroundLevelAtPoint(v2s16 p)
198 {
199         // Base terrain calculation
200         s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
201
202         // Ridge/river terrain calculation
203         float width = 0.2;
204         float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
205         // actually computing the depth of the ridge is much more expensive;
206         // if inside a river, simply guess
207         if (fabs(uwatern) <= width)
208                 return water_level - 10;
209
210         // Mountain terrain calculation
211         int iters = 128; // don't even bother iterating more than 128 times..
212         while (iters--) {
213                 //current point would have been air
214                 if (!getMountainTerrainAtPoint(p.X, y, p.Y))
215                         return y;
216
217                 y++;
218         }
219
220         return y;
221 }
222
223
224 void MapgenV7::makeChunk(BlockMakeData *data)
225 {
226         // Pre-conditions
227         assert(data->vmanip);
228         assert(data->nodedef);
229         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
230                    data->blockpos_requested.Y >= data->blockpos_min.Y &&
231                    data->blockpos_requested.Z >= data->blockpos_min.Z);
232         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
233                    data->blockpos_requested.Y <= data->blockpos_max.Y &&
234                    data->blockpos_requested.Z <= data->blockpos_max.Z);
235
236         this->generating = true;
237         this->vm   = data->vmanip;
238         this->ndef = data->nodedef;
239         //TimeTaker t("makeChunk");
240
241         v3s16 blockpos_min = data->blockpos_min;
242         v3s16 blockpos_max = data->blockpos_max;
243         node_min = blockpos_min * MAP_BLOCKSIZE;
244         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
245         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
246         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
247
248         blockseed = getBlockSeed2(full_node_min, seed);
249
250         // Make some noise
251         calculateNoise();
252
253         // Generate base terrain, mountains, and ridges with initial heightmaps
254         s16 stone_surface_max_y = generateTerrain();
255
256         // Create heightmap
257         updateHeightmap(node_min, node_max);
258
259         // Create biomemap at heightmap surface
260         bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
261                 noise_humidity->result, heightmap, biomemap);
262
263         // Actually place the biome-specific nodes
264         MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
265
266         if (flags & MG_CAVES)
267                 generateCaves(stone_surface_max_y);
268
269         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
270                 DungeonParams dp;
271
272                 dp.np_rarity  = nparams_dungeon_rarity;
273                 dp.np_density = nparams_dungeon_density;
274                 dp.np_wetness = nparams_dungeon_wetness;
275                 dp.c_water    = c_water_source;
276                 if (stone_type == STONE) {
277                         dp.c_cobble = c_cobble;
278                         dp.c_moss   = c_mossycobble;
279                         dp.c_stair  = c_stair_cobble;
280
281                         dp.diagonal_dirs = false;
282                         dp.mossratio     = 3.0;
283                         dp.holesize      = v3s16(1, 2, 1);
284                         dp.roomsize      = v3s16(0, 0, 0);
285                         dp.notifytype    = GENNOTIFY_DUNGEON;
286                 } else if (stone_type == DESERT_STONE) {
287                         dp.c_cobble = c_desert_stone;
288                         dp.c_moss   = c_desert_stone;
289                         dp.c_stair  = c_desert_stone;
290
291                         dp.diagonal_dirs = true;
292                         dp.mossratio     = 0.0;
293                         dp.holesize      = v3s16(2, 3, 2);
294                         dp.roomsize      = v3s16(2, 5, 2);
295                         dp.notifytype    = GENNOTIFY_TEMPLE;
296                 } else if (stone_type == SANDSTONE) {
297                         dp.c_cobble = c_sandstonebrick;
298                         dp.c_moss   = c_sandstonebrick;
299                         dp.c_stair  = c_sandstonebrick;
300
301                         dp.diagonal_dirs = false;
302                         dp.mossratio     = 0.0;
303                         dp.holesize      = v3s16(2, 2, 2);
304                         dp.roomsize      = v3s16(2, 0, 2);
305                         dp.notifytype    = GENNOTIFY_DUNGEON;
306                 }
307
308                 DungeonGen dgen(this, &dp);
309                 dgen.generate(blockseed, full_node_min, full_node_max);
310         }
311
312         // Generate the registered decorations
313         m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
314
315         // Generate the registered ores
316         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
317
318         // Sprinkle some dust on top after everything else was generated
319         dustTopNodes();
320
321         //printf("makeChunk: %dms\n", t.stop());
322
323         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
324
325         if (flags & MG_LIGHT)
326                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
327                         full_node_min, full_node_max);
328
329         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
330         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
331
332         this->generating = false;
333 }
334
335
336 void MapgenV7::calculateNoise()
337 {
338         //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
339         int x = node_min.X;
340         int y = node_min.Y - 1;
341         int z = node_min.Z;
342
343         noise_terrain_persist->perlinMap2D(x, z);
344         float *persistmap = noise_terrain_persist->result;
345
346         noise_terrain_base->perlinMap2D(x, z, persistmap);
347         noise_terrain_alt->perlinMap2D(x, z, persistmap);
348         noise_height_select->perlinMap2D(x, z);
349
350         if (flags & MG_CAVES) {
351                 noise_cave1->perlinMap3D(x, y, z);
352                 noise_cave2->perlinMap3D(x, y, z);
353         }
354
355         if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) {
356                 noise_ridge->perlinMap3D(x, y, z);
357                 noise_ridge_uwater->perlinMap2D(x, z);
358         }
359
360         if ((spflags & MGV7_MOUNTAINS) && node_max.Y >= 0) {
361                 noise_mountain->perlinMap3D(x, y, z);
362                 noise_mount_height->perlinMap2D(x, z);
363         }
364
365         if (node_max.Y >= water_level) {
366                 noise_filler_depth->perlinMap2D(x, z);
367                 noise_heat->perlinMap2D(x, z);
368                 noise_humidity->perlinMap2D(x, z);
369         }
370         //printf("calculateNoise: %dus\n", t.stop());
371 }
372
373
374 Biome *MapgenV7::getBiomeAtPoint(v3s16 p)
375 {
376         float heat      = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed);
377         float humidity  = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed);
378         s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
379
380         return bmgr->getBiome(heat, humidity, groundlevel);
381 }
382
383 //needs to be updated
384 float MapgenV7::baseTerrainLevelAtPoint(int x, int z)
385 {
386         float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
387         hselect = rangelim(hselect, 0.0, 1.0);
388
389         float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
390
391         noise_terrain_base->np.persist = persist;
392         float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
393
394         noise_terrain_alt->np.persist = persist;
395         float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
396
397         if (height_alt > height_base)
398                 return height_alt;
399
400         return (height_base * hselect) + (height_alt * (1.0 - hselect));
401 }
402
403
404 float MapgenV7::baseTerrainLevelFromMap(int index)
405 {
406         float hselect     = rangelim(noise_height_select->result[index], 0.0, 1.0);
407         float height_base = noise_terrain_base->result[index];
408         float height_alt  = noise_terrain_alt->result[index];
409
410         if (height_alt > height_base)
411                 return height_alt;
412
413         return (height_base * hselect) + (height_alt * (1.0 - hselect));
414 }
415
416
417 bool MapgenV7::getMountainTerrainAtPoint(int x, int y, int z)
418 {
419         float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
420         float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
421         return mnt_n * mnt_h_n >= (float)y;
422 }
423
424
425 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, int y)
426 {
427         float mounthn = noise_mount_height->result[idx_xz];
428         float mountn = noise_mountain->result[idx_xyz];
429         return mountn * mounthn >= (float)y;
430 }
431
432
433 #if 0
434 void MapgenV7::carveRivers() {
435         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
436         MapNode n_stone(c_stone);
437         u32 index = 0;
438
439         int river_depth = 4;
440
441         for (s16 z = node_min.Z; z <= node_max.Z; z++)
442         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
443                 float terrain_mod  = noise_terrain_mod->result[index];
444                 NoiseParams *np = noise_terrain_river->np;
445                 np.persist = noise_terrain_persist->result[index];
446                 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
447                 float height = terrain_river * (1 - abs(terrain_mod)) *
448                                                 noise_terrain_river->np.scale;
449                 height = log(height * height); //log(h^3) is pretty interesting for terrain
450
451                 s16 y = heightmap[index];
452                 if (height < 1.0 && y > river_depth &&
453                         y - river_depth >= node_min.Y && y <= node_max.Y) {
454
455                         for (s16 ry = y; ry != y - river_depth; ry--) {
456                                 u32 vi = vm->m_area.index(x, ry, z);
457                                 vm->m_data[vi] = n_air;
458                         }
459
460                         u32 vi = vm->m_area.index(x, y - river_depth, z);
461                         vm->m_data[vi] = n_water_source;
462                 }
463         }
464 }
465 #endif
466
467
468 int MapgenV7::generateTerrain()
469 {
470         int ymax = generateBaseTerrain();
471
472         if (spflags & MGV7_MOUNTAINS)
473                 ymax = generateMountainTerrain(ymax);
474
475         if (spflags & MGV7_RIDGES)
476                 generateRidgeTerrain();
477
478         return ymax;
479 }
480
481
482 int MapgenV7::generateBaseTerrain()
483 {
484         MapNode n_air(CONTENT_AIR);
485         MapNode n_stone(c_stone);
486         MapNode n_water(c_water_source);
487
488         int stone_surface_max_y = -MAP_GENERATION_LIMIT;
489         v3s16 em = vm->m_area.getExtent();
490         u32 index = 0;
491
492         for (s16 z = node_min.Z; z <= node_max.Z; z++)
493         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
494                 float surface_height = baseTerrainLevelFromMap(index);
495                 s16 surface_y = (s16)surface_height;
496
497                 heightmap[index]       = surface_y;
498                 ridge_heightmap[index] = surface_y;
499
500                 if (surface_y > stone_surface_max_y)
501                         stone_surface_max_y = surface_y;
502
503                 u32 i = vm->m_area.index(x, node_min.Y - 1, z);
504                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
505                         if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
506                                 if (y <= surface_y)
507                                         vm->m_data[i] = n_stone;
508                                 else if (y <= water_level)
509                                         vm->m_data[i] = n_water;
510                                 else
511                                         vm->m_data[i] = n_air;
512                         }
513                         vm->m_area.add_y(em, i, 1);
514                 }
515         }
516
517         return stone_surface_max_y;
518 }
519
520
521 int MapgenV7::generateMountainTerrain(int ymax)
522 {
523         if (node_max.Y < 0)
524                 return ymax;
525
526         MapNode n_stone(c_stone);
527         u32 j = 0;
528
529         for (s16 z = node_min.Z; z <= node_max.Z; z++)
530         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
531                 u32 vi = vm->m_area.index(node_min.X, y, z);
532                 for (s16 x = node_min.X; x <= node_max.X; x++) {
533                         int index = (z - node_min.Z) * csize.X + (x - node_min.X);
534                         content_t c = vm->m_data[vi].getContent();
535
536                         if (getMountainTerrainFromMap(j, index, y)
537                                         && (c == CONTENT_AIR || c == c_water_source)) {
538                                 vm->m_data[vi] = n_stone;
539                                 if (y > ymax)
540                                         ymax = y;
541                         }
542
543                         vi++;
544                         j++;
545                 }
546         }
547
548         return ymax;
549 }
550
551
552 void MapgenV7::generateRidgeTerrain()
553 {
554         if (node_max.Y < water_level)
555                 return;
556
557         MapNode n_water(c_water_source);
558         MapNode n_air(CONTENT_AIR);
559         u32 index = 0;
560         float width = 0.2; // TODO: figure out acceptable perlin noise values
561
562         for (s16 z = node_min.Z; z <= node_max.Z; z++)
563         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
564                 u32 vi = vm->m_area.index(node_min.X, y, z);
565                 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
566                         int j = (z - node_min.Z) * csize.X + (x - node_min.X);
567
568                         if (heightmap[j] < water_level - 16)
569                                 continue;
570
571                         float uwatern = noise_ridge_uwater->result[j] * 2;
572                         if (fabs(uwatern) > width)
573                                 continue;
574
575                         float altitude = y - water_level;
576                         float height_mod = (altitude + 17) / 2.5;
577                         float width_mod  = width - fabs(uwatern);
578                         float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
579
580                         if (nridge + width_mod * height_mod < 0.6)
581                                 continue;
582
583                         if (y < ridge_heightmap[j])
584                                 ridge_heightmap[j] = y - 1;
585
586                         vm->m_data[vi] = (y > water_level) ? n_air : n_water;
587                 }
588         }
589 }
590
591
592 MgStoneType MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
593 {
594         if (node_max.Y < water_level)
595                 return STONE;
596
597         v3s16 em = vm->m_area.getExtent();
598         u32 index = 0;
599         MgStoneType stone_type = STONE;
600
601         for (s16 z = node_min.Z; z <= node_max.Z; z++)
602         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
603                 Biome *biome = NULL;
604                 s16 dfiller = 0;
605                 s16 y0_top = 0;
606                 s16 y0_filler = 0;
607                 s16 depth_water_top = 0;
608
609                 s16 nplaced = 0;
610                 u32 i = vm->m_area.index(x, node_max.Y, z);
611
612                 content_t c_above = vm->m_data[i + em.X].getContent();
613                 bool have_air = c_above == CONTENT_AIR;
614
615                 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
616                         content_t c = vm->m_data[i].getContent();
617
618                         if (c != CONTENT_IGNORE && c != CONTENT_AIR &&
619                                         (y == node_max.Y || have_air)) {
620                                 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
621                                 dfiller = biome->depth_filler + noise_filler_depth->result[index];
622                                 y0_top = biome->depth_top;
623                                 y0_filler = biome->depth_top + dfiller;
624                                 depth_water_top = biome->depth_water_top;
625
626                                 if (biome->c_stone == c_desert_stone)
627                                         stone_type = DESERT_STONE;
628                                 else if (biome->c_stone == c_sandstone)
629                                         stone_type = SANDSTONE;
630                         }
631
632                         if (c == c_stone && have_air) {
633                                 content_t c_below = vm->m_data[i - em.X].getContent();
634
635                                 if (c_below != CONTENT_AIR && c_below != c_water_source) {
636                                         if (nplaced < y0_top) {
637                                                 vm->m_data[i] = MapNode(biome->c_top);
638                                                 nplaced++;
639                                         } else if (nplaced < y0_filler && nplaced >= y0_top) {
640                                                 vm->m_data[i] = MapNode(biome->c_filler);
641                                                 nplaced++;
642                                         } else if (c == c_stone) {
643                                                 have_air = false;
644                                                 nplaced  = 0;
645                                                 vm->m_data[i] = MapNode(biome->c_stone);
646                                         } else {
647                                                 have_air = false;
648                                                 nplaced  = 0;
649                                         }
650                                 } else if (c == c_stone) {
651                                         have_air = false;
652                                         nplaced = 0;
653                                         vm->m_data[i] = MapNode(biome->c_stone);
654                                 }
655                         } else if (c == c_stone) {
656                                 have_air = false;
657                                 nplaced = 0;
658                                 vm->m_data[i] = MapNode(biome->c_stone);
659                         } else if (c == c_water_source) {
660                                 have_air = true;
661                                 nplaced = 0;
662                                 if (y > water_level - depth_water_top)
663                                         vm->m_data[i] = MapNode(biome->c_water_top);
664                                 else
665                                         vm->m_data[i] = MapNode(biome->c_water);
666                         } else if (c == CONTENT_AIR) {
667                                 have_air = true;
668                                 nplaced = 0;
669                         }
670
671                         vm->m_area.add_y(em, i, -1);
672                 }
673         }
674
675         return stone_type;
676 }
677
678
679 void MapgenV7::dustTopNodes()
680 {
681         if (node_max.Y < water_level)
682                 return;
683
684         v3s16 em = vm->m_area.getExtent();
685         u32 index = 0;
686
687         for (s16 z = node_min.Z; z <= node_max.Z; z++)
688         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
689                 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
690
691                 if (biome->c_dust == CONTENT_IGNORE)
692                         continue;
693
694                 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
695                 content_t c_full_max = vm->m_data[vi].getContent();
696                 s16 y_start;
697
698                 if (c_full_max == CONTENT_AIR) {
699                         y_start = full_node_max.Y - 1;
700                 } else if (c_full_max == CONTENT_IGNORE) {
701                         vi = vm->m_area.index(x, node_max.Y + 1, z);
702                         content_t c_max = vm->m_data[vi].getContent();
703
704                         if (c_max == CONTENT_AIR)
705                                 y_start = node_max.Y;
706                         else
707                                 continue;
708                 } else {
709                         continue;
710                 }
711
712                 vi = vm->m_area.index(x, y_start, z);
713                 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
714                         if (vm->m_data[vi].getContent() != CONTENT_AIR)
715                                 break;
716
717                         vm->m_area.add_y(em, vi, -1);
718                 }
719
720                 content_t c = vm->m_data[vi].getContent();
721                 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
722                         vm->m_area.add_y(em, vi, 1);
723                         vm->m_data[vi] = MapNode(biome->c_dust);
724                 }
725         }
726 }
727
728
729 #if 0
730 void MapgenV7::addTopNodes()
731 {
732         v3s16 em = vm->m_area.getExtent();
733         s16 ntopnodes;
734         u32 index = 0;
735
736         for (s16 z = node_min.Z; z <= node_max.Z; z++)
737         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
738                 Biome *biome = bmgr->biomes[biomemap[index]];
739
740                 //////////////////// First, add top nodes below the ridge
741                 s16 y = ridge_heightmap[index];
742
743                 // This cutoff is good enough, but not perfect.
744                 // It will cut off potentially placed top nodes at chunk boundaries
745                 if (y < node_min.Y)
746                         continue;
747                 if (y > node_max.Y) {
748                         y = node_max.Y; // Let's see if we can still go downward anyway
749                         u32 vi = vm->m_area.index(x, y, z);
750                         content_t c = vm->m_data[vi].getContent();
751                         if (ndef->get(c).walkable)
752                                 continue;
753                 }
754
755                 // N.B.  It is necessary to search downward since ridge_heightmap[i]
756                 // might not be the actual height, just the lowest part in the chunk
757                 // where a ridge had been carved
758                 u32 i = vm->m_area.index(x, y, z);
759                 for (; y >= node_min.Y; y--) {
760                         content_t c = vm->m_data[i].getContent();
761                         if (ndef->get(c).walkable)
762                                 break;
763                         vm->m_area.add_y(em, i, -1);
764                 }
765
766                 if (y != node_min.Y - 1 && y >= water_level) {
767                         ridge_heightmap[index] = y; //update ridgeheight
768                         ntopnodes = biome->top_depth;
769                         for (; y <= node_max.Y && ntopnodes; y++) {
770                                 ntopnodes--;
771                                 vm->m_data[i] = MapNode(biome->c_top);
772                                 vm->m_area.add_y(em, i, 1);
773                         }
774                         // If dirt, grow grass on it.
775                         if (y > water_level - 10 &&
776                                 vm->m_data[i].getContent() == CONTENT_AIR) {
777                                 vm->m_area.add_y(em, i, -1);
778                                 if (vm->m_data[i].getContent() == c_dirt)
779                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
780                         }
781                 }
782
783                 //////////////////// Now, add top nodes on top of the ridge
784                 y = heightmap[index];
785                 if (y > node_max.Y) {
786                         y = node_max.Y; // Let's see if we can still go downward anyway
787                         u32 vi = vm->m_area.index(x, y, z);
788                         content_t c = vm->m_data[vi].getContent();
789                         if (ndef->get(c).walkable)
790                                 continue;
791                 }
792
793                 i = vm->m_area.index(x, y, z);
794                 for (; y >= node_min.Y; y--) {
795                         content_t c = vm->m_data[i].getContent();
796                         if (ndef->get(c).walkable)
797                                 break;
798                         vm->m_area.add_y(em, i, -1);
799                 }
800
801                 if (y != node_min.Y - 1) {
802                         ntopnodes = biome->top_depth;
803                         // Let's see if we've already added it...
804                         if (y == ridge_heightmap[index] + ntopnodes - 1)
805                                 continue;
806
807                         for (; y <= node_max.Y && ntopnodes; y++) {
808                                 ntopnodes--;
809                                 vm->m_data[i] = MapNode(biome->c_top);
810                                 vm->m_area.add_y(em, i, 1);
811                         }
812                         // If dirt, grow grass on it.
813                         if (y > water_level - 10 &&
814                                 vm->m_data[i].getContent() == CONTENT_AIR) {
815                                 vm->m_area.add_y(em, i, -1);
816                                 if (vm->m_data[i].getContent() == c_dirt)
817                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
818                         }
819                 }
820         }
821 }
822 #endif
823
824
825 void MapgenV7::generateCaves(int max_stone_y)
826 {
827         if (max_stone_y >= node_min.Y) {
828                 u32 index   = 0;
829                 u32 index2d = 0;
830
831                 for (s16 z = node_min.Z; z <= node_max.Z; z++) {
832                         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
833                                 u32 i = vm->m_area.index(node_min.X, y, z);
834                                 for (s16 x = node_min.X; x <= node_max.X;
835                                                 x++, i++, index++, index2d++) {
836                                         float d1 = contour(noise_cave1->result[index]);
837                                         float d2 = contour(noise_cave2->result[index]);
838                                         if (d1 * d2 > 0.3) {
839                                                 Biome *biome = (Biome *)bmgr->
840                                                                         getRaw(biomemap[index2d]);
841                                                 content_t c = vm->m_data[i].getContent();
842                                                 if (!ndef->get(c).is_ground_content ||
843                                                                 c == CONTENT_AIR ||
844                                                                 (y <= water_level &&
845                                                                 c != biome->c_stone &&
846                                                                 c != c_stone))
847                                                         continue;
848
849                                                 vm->m_data[i] = MapNode(CONTENT_AIR);
850                                         }
851                                 }
852                                 index2d -= ystride;
853                         }
854                         index2d += ystride;
855                 }
856         }
857
858         PseudoRandom ps(blockseed + 21343);
859         u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
860         for (u32 i = 0; i < bruises_count; i++) {
861                 CaveV7 cave(this, &ps);
862                 cave.makeCave(node_min, node_max, max_stone_y);
863         }
864 }
865