Define and use limit constants for Irrlicht fixed-width types
[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" // For TimeTaker
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->heatmap         = NULL;
65         this->humidmap        = NULL;
66         this->ridge_heightmap = new s16[csize.X * csize.Z];
67
68         MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
69         this->spflags = sp->spflags;
70
71         //// Terrain noise
72         noise_terrain_base    = new Noise(&sp->np_terrain_base,    seed, csize.X, csize.Z);
73         noise_terrain_alt     = new Noise(&sp->np_terrain_alt,     seed, csize.X, csize.Z);
74         noise_terrain_persist = new Noise(&sp->np_terrain_persist, seed, csize.X, csize.Z);
75         noise_height_select   = new Noise(&sp->np_height_select,   seed, csize.X, csize.Z);
76         noise_filler_depth    = new Noise(&sp->np_filler_depth,    seed, csize.X, csize.Z);
77         noise_mount_height    = new Noise(&sp->np_mount_height,    seed, csize.X, csize.Z);
78         noise_ridge_uwater    = new Noise(&sp->np_ridge_uwater,    seed, csize.X, csize.Z);
79
80         //// 3d terrain noise
81         noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
82         noise_ridge    = new Noise(&sp->np_ridge,    seed, csize.X, csize.Y + 2, csize.Z);
83         noise_cave1    = new Noise(&sp->np_cave1,    seed, csize.X, csize.Y + 2, csize.Z);
84         noise_cave2    = new Noise(&sp->np_cave2,    seed, csize.X, csize.Y + 2, csize.Z);
85
86         //// Biome noise
87         noise_heat           = new Noise(&params->np_biome_heat,           seed, csize.X, csize.Z);
88         noise_humidity       = new Noise(&params->np_biome_humidity,       seed, csize.X, csize.Z);
89         noise_heat_blend     = new Noise(&params->np_biome_heat_blend,     seed, csize.X, csize.Z);
90         noise_humidity_blend = new Noise(&params->np_biome_humidity_blend, seed, csize.X, csize.Z);
91
92         //// Resolve nodes to be used
93         INodeDefManager *ndef = emerge->ndef;
94
95         c_stone                = ndef->getId("mapgen_stone");
96         c_water_source         = ndef->getId("mapgen_water_source");
97         c_lava_source          = ndef->getId("mapgen_lava_source");
98         c_desert_stone         = ndef->getId("mapgen_desert_stone");
99         c_ice                  = ndef->getId("mapgen_ice");
100         c_sandstone            = ndef->getId("mapgen_sandstone");
101
102         c_cobble               = ndef->getId("mapgen_cobble");
103         c_stair_cobble         = ndef->getId("mapgen_stair_cobble");
104         c_mossycobble          = ndef->getId("mapgen_mossycobble");
105         c_sandstonebrick       = ndef->getId("mapgen_sandstonebrick");
106         c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
107
108         if (c_ice == CONTENT_IGNORE)
109                 c_ice = CONTENT_AIR;
110         if (c_mossycobble == CONTENT_IGNORE)
111                 c_mossycobble = c_cobble;
112         if (c_stair_cobble == CONTENT_IGNORE)
113                 c_stair_cobble = c_cobble;
114         if (c_sandstonebrick == CONTENT_IGNORE)
115                 c_sandstonebrick = c_sandstone;
116         if (c_stair_sandstonebrick == CONTENT_IGNORE)
117                 c_stair_sandstonebrick = c_sandstone;
118 }
119
120
121 MapgenV7::~MapgenV7()
122 {
123         delete noise_terrain_base;
124         delete noise_terrain_persist;
125         delete noise_height_select;
126         delete noise_terrain_alt;
127         delete noise_filler_depth;
128         delete noise_mount_height;
129         delete noise_ridge_uwater;
130         delete noise_mountain;
131         delete noise_ridge;
132         delete noise_cave1;
133         delete noise_cave2;
134
135         delete noise_heat;
136         delete noise_humidity;
137         delete noise_heat_blend;
138         delete noise_humidity_blend;
139
140         delete[] ridge_heightmap;
141         delete[] heightmap;
142         delete[] biomemap;
143 }
144
145
146 MapgenV7Params::MapgenV7Params()
147 {
148         spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
149
150         np_terrain_base    = NoiseParams(4,    70,  v3f(600,  600,  600),  82341, 5, 0.6,  2.0);
151         np_terrain_alt     = NoiseParams(4,    25,  v3f(600,  600,  600),  5934,  5, 0.6,  2.0);
152         np_terrain_persist = NoiseParams(0.6,  0.1, v3f(2000, 2000, 2000), 539,   3, 0.6,  2.0);
153         np_height_select   = NoiseParams(-12,  24,  v3f(500,  500,  500),  4213,  6, 0.7,  2.0);
154         np_filler_depth    = NoiseParams(0,    1.2, v3f(150,  150,  150),  261,   3, 0.7,  2.0);
155         np_mount_height    = NoiseParams(256,  112, v3f(1000, 1000, 1000), 72449, 3, 0.6,  2.0);
156         np_ridge_uwater    = NoiseParams(0,    1,   v3f(1000, 1000, 1000), 85039, 5, 0.6,  2.0);
157         np_mountain        = NoiseParams(-0.6, 1,   v3f(250,  350,  250),  5333,  5, 0.63, 2.0);
158         np_ridge           = NoiseParams(0,    1,   v3f(100,  100,  100),  6467,  4, 0.75, 2.0);
159         np_cave1           = NoiseParams(0,    12,  v3f(100,  100,  100),  52534, 4, 0.5,  2.0);
160         np_cave2           = NoiseParams(0,    12,  v3f(100,  100,  100),  10325, 4, 0.5,  2.0);
161 }
162
163
164 void MapgenV7Params::readParams(const Settings *settings)
165 {
166         settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
167
168         settings->getNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
169         settings->getNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
170         settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
171         settings->getNoiseParams("mgv7_np_height_select",   np_height_select);
172         settings->getNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
173         settings->getNoiseParams("mgv7_np_mount_height",    np_mount_height);
174         settings->getNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
175         settings->getNoiseParams("mgv7_np_mountain",        np_mountain);
176         settings->getNoiseParams("mgv7_np_ridge",           np_ridge);
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
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_mountain",        np_mountain);
194         settings->setNoiseParams("mgv7_np_ridge",           np_ridge);
195         settings->setNoiseParams("mgv7_np_cave1",           np_cave1);
196         settings->setNoiseParams("mgv7_np_cave2",           np_cave2);
197 }
198
199
200 ///////////////////////////////////////
201
202
203 int MapgenV7::getGroundLevelAtPoint(v2s16 p)
204 {
205         // Base terrain calculation
206         s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
207
208         // Ridge/river terrain calculation
209         float width = 0.2;
210         float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
211         // actually computing the depth of the ridge is much more expensive;
212         // if inside a river, simply guess
213         if (fabs(uwatern) <= width)
214                 return water_level - 10;
215
216         // Mountain terrain calculation
217         int iters = 128; // don't even bother iterating more than 128 times..
218         while (iters--) {
219                 //current point would have been air
220                 if (!getMountainTerrainAtPoint(p.X, y, p.Y))
221                         return y;
222
223                 y++;
224         }
225
226         return y;
227 }
228
229
230 void MapgenV7::makeChunk(BlockMakeData *data)
231 {
232         // Pre-conditions
233         assert(data->vmanip);
234         assert(data->nodedef);
235         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
236                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
237                 data->blockpos_requested.Z >= data->blockpos_min.Z);
238         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
239                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
240                 data->blockpos_requested.Z <= data->blockpos_max.Z);
241
242         this->generating = true;
243         this->vm   = data->vmanip;
244         this->ndef = data->nodedef;
245         //TimeTaker t("makeChunk");
246
247         v3s16 blockpos_min = data->blockpos_min;
248         v3s16 blockpos_max = data->blockpos_max;
249         node_min = blockpos_min * MAP_BLOCKSIZE;
250         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
251         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
252         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
253
254         blockseed = getBlockSeed2(full_node_min, seed);
255
256         // Make some noise
257         calculateNoise();
258
259         // Generate base terrain, mountains, and ridges with initial heightmaps
260         s16 stone_surface_max_y = generateTerrain();
261
262         // Create heightmap
263         updateHeightmap(node_min, node_max);
264
265         // Create biomemap at heightmap surface
266         bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
267                 noise_humidity->result, heightmap, biomemap);
268
269         // Actually place the biome-specific nodes
270         MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
271
272         if (flags & MG_CAVES)
273                 generateCaves(stone_surface_max_y);
274
275         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
276                 DungeonParams dp;
277
278                 dp.np_rarity  = nparams_dungeon_rarity;
279                 dp.np_density = nparams_dungeon_density;
280                 dp.np_wetness = nparams_dungeon_wetness;
281                 dp.c_water    = c_water_source;
282                 if (stone_type == STONE) {
283                         dp.c_cobble = c_cobble;
284                         dp.c_moss   = c_mossycobble;
285                         dp.c_stair  = c_stair_cobble;
286
287                         dp.diagonal_dirs = false;
288                         dp.mossratio     = 3.0;
289                         dp.holesize      = v3s16(1, 2, 1);
290                         dp.roomsize      = v3s16(0, 0, 0);
291                         dp.notifytype    = GENNOTIFY_DUNGEON;
292                 } else if (stone_type == DESERT_STONE) {
293                         dp.c_cobble = c_desert_stone;
294                         dp.c_moss   = c_desert_stone;
295                         dp.c_stair  = c_desert_stone;
296
297                         dp.diagonal_dirs = true;
298                         dp.mossratio     = 0.0;
299                         dp.holesize      = v3s16(2, 3, 2);
300                         dp.roomsize      = v3s16(2, 5, 2);
301                         dp.notifytype    = GENNOTIFY_TEMPLE;
302                 } else if (stone_type == SANDSTONE) {
303                         dp.c_cobble = c_sandstonebrick;
304                         dp.c_moss   = c_sandstonebrick;
305                         dp.c_stair  = c_sandstonebrick;
306
307                         dp.diagonal_dirs = false;
308                         dp.mossratio     = 0.0;
309                         dp.holesize      = v3s16(2, 2, 2);
310                         dp.roomsize      = v3s16(2, 0, 2);
311                         dp.notifytype    = GENNOTIFY_DUNGEON;
312                 }
313
314                 DungeonGen dgen(this, &dp);
315                 dgen.generate(blockseed, full_node_min, full_node_max);
316         }
317
318         // Generate the registered decorations
319         m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
320
321         // Generate the registered ores
322         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
323
324         // Sprinkle some dust on top after everything else was generated
325         dustTopNodes();
326
327         //printf("makeChunk: %dms\n", t.stop());
328
329         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
330
331         if (flags & MG_LIGHT)
332                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
333                         full_node_min, full_node_max);
334
335         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
336         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
337
338         this->generating = false;
339 }
340
341
342 void MapgenV7::calculateNoise()
343 {
344         //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
345         int x = node_min.X;
346         int y = node_min.Y - 1;
347         int z = node_min.Z;
348
349         noise_terrain_persist->perlinMap2D(x, z);
350         float *persistmap = noise_terrain_persist->result;
351
352         noise_terrain_base->perlinMap2D(x, z, persistmap);
353         noise_terrain_alt->perlinMap2D(x, z, persistmap);
354         noise_height_select->perlinMap2D(x, z);
355
356         if (flags & MG_CAVES) {
357                 noise_cave1->perlinMap3D(x, y, z);
358                 noise_cave2->perlinMap3D(x, y, z);
359         }
360
361         if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) {
362                 noise_ridge->perlinMap3D(x, y, z);
363                 noise_ridge_uwater->perlinMap2D(x, z);
364         }
365
366         // Mountain noises are calculated in generateMountainTerrain()
367
368         noise_filler_depth->perlinMap2D(x, z);
369         noise_heat->perlinMap2D(x, z);
370         noise_humidity->perlinMap2D(x, z);
371         noise_heat_blend->perlinMap2D(x, z);
372         noise_humidity_blend->perlinMap2D(x, z);
373
374         for (s32 i = 0; i < csize.X * csize.Z; i++) {
375                 noise_heat->result[i] += noise_heat_blend->result[i];
376                 noise_humidity->result[i] += noise_humidity_blend->result[i];
377         }
378
379         heatmap = noise_heat->result;
380         humidmap = noise_humidity->result;
381         //printf("calculateNoise: %dus\n", t.stop());
382 }
383
384
385 Biome *MapgenV7::getBiomeAtPoint(v3s16 p)
386 {
387         float heat = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed) +
388                 NoisePerlin2D(&noise_heat_blend->np, p.X, p.Z, seed);
389         float humidity = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed) +
390                 NoisePerlin2D(&noise_humidity_blend->np, p.X, p.Z, seed);
391         s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
392
393         return bmgr->getBiome(heat, humidity, groundlevel);
394 }
395
396 //needs to be updated
397 float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
398 {
399         float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
400         hselect = rangelim(hselect, 0.0, 1.0);
401
402         float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
403
404         noise_terrain_base->np.persist = persist;
405         float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
406
407         noise_terrain_alt->np.persist = persist;
408         float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
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 float MapgenV7::baseTerrainLevelFromMap(int index)
418 {
419         float hselect     = rangelim(noise_height_select->result[index], 0.0, 1.0);
420         float height_base = noise_terrain_base->result[index];
421         float height_alt  = noise_terrain_alt->result[index];
422
423         if (height_alt > height_base)
424                 return height_alt;
425
426         return (height_base * hselect) + (height_alt * (1.0 - hselect));
427 }
428
429
430 bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
431 {
432         float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
433         float density_gradient = -((float)y / mnt_h_n);
434         float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
435
436         return mnt_n + density_gradient >= 0.0;
437 }
438
439
440 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
441 {
442         float mounthn = noise_mount_height->result[idx_xz];
443         float density_gradient = -((float)y / mounthn);
444         float mountn = noise_mountain->result[idx_xyz];
445
446         return mountn + density_gradient >= 0.0;
447 }
448
449
450 #if 0
451 void MapgenV7::carveRivers() {
452         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
453         MapNode n_stone(c_stone);
454         u32 index = 0;
455
456         int river_depth = 4;
457
458         for (s16 z = node_min.Z; z <= node_max.Z; z++)
459         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
460                 float terrain_mod  = noise_terrain_mod->result[index];
461                 NoiseParams *np = noise_terrain_river->np;
462                 np.persist = noise_terrain_persist->result[index];
463                 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
464                 float height = terrain_river * (1 - abs(terrain_mod)) *
465                                                 noise_terrain_river->np.scale;
466                 height = log(height * height); //log(h^3) is pretty interesting for terrain
467
468                 s16 y = heightmap[index];
469                 if (height < 1.0 && y > river_depth &&
470                         y - river_depth >= node_min.Y && y <= node_max.Y) {
471
472                         for (s16 ry = y; ry != y - river_depth; ry--) {
473                                 u32 vi = vm->m_area.index(x, ry, z);
474                                 vm->m_data[vi] = n_air;
475                         }
476
477                         u32 vi = vm->m_area.index(x, y - river_depth, z);
478                         vm->m_data[vi] = n_water_source;
479                 }
480         }
481 }
482 #endif
483
484
485 int MapgenV7::generateTerrain()
486 {
487         s16 stone_surface_min_y;
488         s16 stone_surface_max_y;
489
490         generateBaseTerrain(&stone_surface_min_y, &stone_surface_max_y);
491
492         if ((spflags & MGV7_MOUNTAINS) && stone_surface_min_y < node_max.Y)
493                 stone_surface_max_y = generateMountainTerrain(stone_surface_max_y);
494
495         if (spflags & MGV7_RIDGES)
496                 generateRidgeTerrain();
497
498         return stone_surface_max_y;
499 }
500
501
502 void MapgenV7::generateBaseTerrain(s16 *stone_surface_min_y, s16 *stone_surface_max_y)
503 {
504         MapNode n_air(CONTENT_AIR);
505         MapNode n_stone(c_stone);
506         MapNode n_water(c_water_source);
507
508         v3s16 em = vm->m_area.getExtent();
509         s16 surface_min_y = MAX_MAP_GENERATION_LIMIT;
510         s16 surface_max_y = -MAX_MAP_GENERATION_LIMIT;
511         u32 index = 0;
512
513         for (s16 z = node_min.Z; z <= node_max.Z; z++)
514         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
515                 float surface_height = baseTerrainLevelFromMap(index);
516                 s16 surface_y = (s16)surface_height;
517
518                 heightmap[index]       = surface_y;
519                 ridge_heightmap[index] = surface_y;
520
521                 if (surface_y < surface_min_y)
522                         surface_min_y = surface_y;
523
524                 if (surface_y > surface_max_y)
525                         surface_max_y = surface_y;
526
527                 u32 i = vm->m_area.index(x, node_min.Y - 1, z);
528                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
529                         if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
530                                 if (y <= surface_y)
531                                         vm->m_data[i] = n_stone;
532                                 else if (y <= water_level)
533                                         vm->m_data[i] = n_water;
534                                 else
535                                         vm->m_data[i] = n_air;
536                         }
537                         vm->m_area.add_y(em, i, 1);
538                 }
539         }
540
541         *stone_surface_min_y = surface_min_y;
542         *stone_surface_max_y = surface_max_y;
543 }
544
545
546 int MapgenV7::generateMountainTerrain(s16 ymax)
547 {
548         noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
549         noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
550
551         MapNode n_stone(c_stone);
552         u32 j = 0;
553
554         for (s16 z = node_min.Z; z <= node_max.Z; z++)
555         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
556                 u32 vi = vm->m_area.index(node_min.X, y, z);
557                 for (s16 x = node_min.X; x <= node_max.X; x++) {
558                         int index = (z - node_min.Z) * csize.X + (x - node_min.X);
559                         content_t c = vm->m_data[vi].getContent();
560
561                         if (getMountainTerrainFromMap(j, index, y)
562                                         && (c == CONTENT_AIR || c == c_water_source)) {
563                                 vm->m_data[vi] = n_stone;
564                                 if (y > ymax)
565                                         ymax = y;
566                         }
567
568                         vi++;
569                         j++;
570                 }
571         }
572
573         return ymax;
574 }
575
576
577 void MapgenV7::generateRidgeTerrain()
578 {
579         if (node_max.Y < water_level)
580                 return;
581
582         MapNode n_water(c_water_source);
583         MapNode n_air(CONTENT_AIR);
584         u32 index = 0;
585         float width = 0.2; // TODO: figure out acceptable perlin noise values
586
587         for (s16 z = node_min.Z; z <= node_max.Z; z++)
588         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
589                 u32 vi = vm->m_area.index(node_min.X, y, z);
590                 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
591                         int j = (z - node_min.Z) * csize.X + (x - node_min.X);
592
593                         if (heightmap[j] < water_level - 16)
594                                 continue;
595
596                         float uwatern = noise_ridge_uwater->result[j] * 2;
597                         if (fabs(uwatern) > width)
598                                 continue;
599
600                         float altitude = y - water_level;
601                         float height_mod = (altitude + 17) / 2.5;
602                         float width_mod  = width - fabs(uwatern);
603                         float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
604
605                         if (nridge + width_mod * height_mod < 0.6)
606                                 continue;
607
608                         if (y < ridge_heightmap[j])
609                                 ridge_heightmap[j] = y - 1;
610
611                         vm->m_data[vi] = (y > water_level) ? n_air : n_water;
612                 }
613         }
614 }
615
616
617 MgStoneType MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
618 {
619         v3s16 em = vm->m_area.getExtent();
620         u32 index = 0;
621         MgStoneType stone_type = STONE;
622
623         for (s16 z = node_min.Z; z <= node_max.Z; z++)
624         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
625                 Biome *biome = NULL;
626                 u16 depth_top = 0;
627                 u16 base_filler = 0;
628                 u16 depth_water_top = 0;
629                 u32 vi = vm->m_area.index(x, node_max.Y, z);
630
631                 // Check node at base of mapchunk above, either a node of a previously
632                 // generated mapchunk or if not, a node of overgenerated base terrain.
633                 content_t c_above = vm->m_data[vi + em.X].getContent();
634                 bool air_above = c_above == CONTENT_AIR;
635                 bool water_above = c_above == c_water_source;
636
637                 // If there is air or water above enable top/filler placement, otherwise force
638                 // nplaced to stone level by setting a number exceeding any possible filler depth.
639                 u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
640
641                 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
642                         content_t c = vm->m_data[vi].getContent();
643
644                         // Biome is recalculated each time an upper surface is detected while
645                         // working down a column. The selected biome then remains in effect for
646                         // all nodes below until the next surface and biome recalculation.
647                         // Biome is recalculated:
648                         // 1. At the surface of stone below air or water.
649                         // 2. At the surface of water below air.
650                         // 3. When stone or water is detected but biome has not yet been calculated.
651                         if ((c == c_stone && (air_above || water_above || !biome)) ||
652                                         (c == c_water_source && (air_above || !biome))) {
653                                 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
654                                 depth_top = biome->depth_top;
655                                 base_filler = MYMAX(depth_top + biome->depth_filler
656                                                 + noise_filler_depth->result[index], 0);
657                                 depth_water_top = biome->depth_water_top;
658
659                                 // Detect stone type for dungeons during every biome calculation.
660                                 // This is more efficient than detecting per-node and will not
661                                 // miss any desert stone or sandstone biomes.
662                                 if (biome->c_stone == c_desert_stone)
663                                         stone_type = DESERT_STONE;
664                                 else if (biome->c_stone == c_sandstone)
665                                         stone_type = SANDSTONE;
666                         }
667
668                         if (c == c_stone) {
669                                 content_t c_below = vm->m_data[vi - em.X].getContent();
670
671                                 // If the node below isn't solid, make this node stone, so that
672                                 // any top/filler nodes above are structurally supported.
673                                 // This is done by aborting the cycle of top/filler placement
674                                 // immediately by forcing nplaced to stone level.
675                                 if (c_below == CONTENT_AIR || c_below == c_water_source)
676                                         nplaced = U16_MAX;
677
678                                 if (nplaced < depth_top) {
679                                         vm->m_data[vi] = MapNode(biome->c_top);
680                                         nplaced++;
681                                 } else if (nplaced < base_filler) {
682                                         vm->m_data[vi] = MapNode(biome->c_filler);
683                                         nplaced++;
684                                 } else {
685                                         vm->m_data[vi] = MapNode(biome->c_stone);
686                                 }
687
688                                 air_above = false;
689                                 water_above = false;
690                         } else if (c == c_water_source) {
691                                 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
692                                                 biome->c_water_top : biome->c_water);
693                                 nplaced = 0;  // Enable top/filler placement for next surface
694                                 air_above = false;
695                                 water_above = true;
696                         } else if (c == CONTENT_AIR) {
697                                 nplaced = 0;  // Enable top/filler placement for next surface
698                                 air_above = true;
699                                 water_above = false;
700                         } else {  // Possible various nodes overgenerated from neighbouring mapchunks
701                                 nplaced = U16_MAX;  // Disable top/filler placement
702                                 air_above = false;
703                                 water_above = false;
704                         }
705
706                         vm->m_area.add_y(em, vi, -1);
707                 }
708         }
709
710         return stone_type;
711 }
712
713
714 void MapgenV7::dustTopNodes()
715 {
716         if (node_max.Y < water_level)
717                 return;
718
719         v3s16 em = vm->m_area.getExtent();
720         u32 index = 0;
721
722         for (s16 z = node_min.Z; z <= node_max.Z; z++)
723         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
724                 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
725
726                 if (biome->c_dust == CONTENT_IGNORE)
727                         continue;
728
729                 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
730                 content_t c_full_max = vm->m_data[vi].getContent();
731                 s16 y_start;
732
733                 if (c_full_max == CONTENT_AIR) {
734                         y_start = full_node_max.Y - 1;
735                 } else if (c_full_max == CONTENT_IGNORE) {
736                         vi = vm->m_area.index(x, node_max.Y + 1, z);
737                         content_t c_max = vm->m_data[vi].getContent();
738
739                         if (c_max == CONTENT_AIR)
740                                 y_start = node_max.Y;
741                         else
742                                 continue;
743                 } else {
744                         continue;
745                 }
746
747                 vi = vm->m_area.index(x, y_start, z);
748                 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
749                         if (vm->m_data[vi].getContent() != CONTENT_AIR)
750                                 break;
751
752                         vm->m_area.add_y(em, vi, -1);
753                 }
754
755                 content_t c = vm->m_data[vi].getContent();
756                 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
757                         vm->m_area.add_y(em, vi, 1);
758                         vm->m_data[vi] = MapNode(biome->c_dust);
759                 }
760         }
761 }
762
763
764 #if 0
765 void MapgenV7::addTopNodes()
766 {
767         v3s16 em = vm->m_area.getExtent();
768         s16 ntopnodes;
769         u32 index = 0;
770
771         for (s16 z = node_min.Z; z <= node_max.Z; z++)
772         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
773                 Biome *biome = bmgr->biomes[biomemap[index]];
774
775                 //////////////////// First, add top nodes below the ridge
776                 s16 y = ridge_heightmap[index];
777
778                 // This cutoff is good enough, but not perfect.
779                 // It will cut off potentially placed top nodes at chunk boundaries
780                 if (y < node_min.Y)
781                         continue;
782                 if (y > node_max.Y) {
783                         y = node_max.Y; // Let's see if we can still go downward anyway
784                         u32 vi = vm->m_area.index(x, y, z);
785                         content_t c = vm->m_data[vi].getContent();
786                         if (ndef->get(c).walkable)
787                                 continue;
788                 }
789
790                 // N.B.  It is necessary to search downward since ridge_heightmap[i]
791                 // might not be the actual height, just the lowest part in the chunk
792                 // where a ridge had been carved
793                 u32 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 && y >= water_level) {
802                         ridge_heightmap[index] = y; //update ridgeheight
803                         ntopnodes = biome->top_depth;
804                         for (; y <= node_max.Y && ntopnodes; y++) {
805                                 ntopnodes--;
806                                 vm->m_data[i] = MapNode(biome->c_top);
807                                 vm->m_area.add_y(em, i, 1);
808                         }
809                         // If dirt, grow grass on it.
810                         if (y > water_level - 10 &&
811                                 vm->m_data[i].getContent() == CONTENT_AIR) {
812                                 vm->m_area.add_y(em, i, -1);
813                                 if (vm->m_data[i].getContent() == c_dirt)
814                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
815                         }
816                 }
817
818                 //////////////////// Now, add top nodes on top of the ridge
819                 y = heightmap[index];
820                 if (y > node_max.Y) {
821                         y = node_max.Y; // Let's see if we can still go downward anyway
822                         u32 vi = vm->m_area.index(x, y, z);
823                         content_t c = vm->m_data[vi].getContent();
824                         if (ndef->get(c).walkable)
825                                 continue;
826                 }
827
828                 i = vm->m_area.index(x, y, z);
829                 for (; y >= node_min.Y; y--) {
830                         content_t c = vm->m_data[i].getContent();
831                         if (ndef->get(c).walkable)
832                                 break;
833                         vm->m_area.add_y(em, i, -1);
834                 }
835
836                 if (y != node_min.Y - 1) {
837                         ntopnodes = biome->top_depth;
838                         // Let's see if we've already added it...
839                         if (y == ridge_heightmap[index] + ntopnodes - 1)
840                                 continue;
841
842                         for (; y <= node_max.Y && ntopnodes; y++) {
843                                 ntopnodes--;
844                                 vm->m_data[i] = MapNode(biome->c_top);
845                                 vm->m_area.add_y(em, i, 1);
846                         }
847                         // If dirt, grow grass on it.
848                         if (y > water_level - 10 &&
849                                 vm->m_data[i].getContent() == CONTENT_AIR) {
850                                 vm->m_area.add_y(em, i, -1);
851                                 if (vm->m_data[i].getContent() == c_dirt)
852                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
853                         }
854                 }
855         }
856 }
857 #endif
858
859
860 void MapgenV7::generateCaves(s16 max_stone_y)
861 {
862         if (max_stone_y >= node_min.Y) {
863                 u32 index   = 0;
864
865                 for (s16 z = node_min.Z; z <= node_max.Z; z++)
866                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
867                         u32 i = vm->m_area.index(node_min.X, y, z);
868                         for (s16 x = node_min.X; x <= node_max.X; x++, i++, index++) {
869                                 float d1 = contour(noise_cave1->result[index]);
870                                 float d2 = contour(noise_cave2->result[index]);
871                                 if (d1 * d2 > 0.3) {
872                                         content_t c = vm->m_data[i].getContent();
873                                         if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
874                                                 continue;
875
876                                         vm->m_data[i] = MapNode(CONTENT_AIR);
877                                 }
878                         }
879                 }
880         }
881
882         PseudoRandom ps(blockseed + 21343);
883         u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
884         for (u32 i = 0; i < bruises_count; i++) {
885                 CaveV7 cave(this, &ps);
886                 cave.makeCave(node_min, node_max, max_stone_y);
887         }
888 }