1 /*
2 mapgen_v7.cpp
3 Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 */
5 
6 /*
7 This file is part of Freeminer.
8 
9 Freeminer is free software: you can redistribute it and/or modify
10 it under the terms of the GNU General Public License as published by
11 the Free Software Foundation, either version 3 of the License, or
12 (at your option) any later version.
13 
14 Freeminer  is distributed in the hope that it will be useful,
15 but WITHOUT ANY WARRANTY; without even the implied warranty of
16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
17 GNU General Public License for more details.
18 
19 You should have received a copy of the GNU General Public License
20 along with Freeminer.  If not, see <http://www.gnu.org/licenses/>.
21 */
22 
23 
24 #include "mapgen.h"
25 #include "voxel.h"
26 #include "noise.h"
27 #include "mapblock.h"
28 #include "mapnode.h"
29 #include "map.h"
30 #include "content_sao.h"
31 #include "nodedef.h"
32 #include "voxelalgorithms.h"
33 #include "profiler.h"
34 #include "settings.h" // For g_settings
35 #include "main.h" // For g_profiler
36 #include "emerge.h"
37 #include "dungeongen.h"
38 #include "cavegen.h"
39 #include "treegen.h"
40 #include "mg_biome.h"
41 #include "mg_ore.h"
42 #include "mg_decoration.h"
43 #include "mapgen_v7.h"
44 #include "mapgen_indev.h" //farscale
45 #include "environment.h"
46 #include "log_types.h"
47 
48 
49 
50 FlagDesc flagdesc_mapgen_v7[] = {
51 	{"mountains", MGV7_MOUNTAINS},
52 	{"ridges",    MGV7_RIDGES},
53 	{NULL,        0}
54 };
55 
56 ///////////////////////////////////////////////////////////////////////////////
57 
58 
MapgenV7(int mapgenid,MapgenParams * params,EmergeManager * emerge)59 MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge):
60 		Mapgen_features(mapgenid, params, emerge)
61 	{
62 	this->generating  = false;
63 	this->id     = mapgenid;
64 	this->emerge = emerge;
65 	this->bmgr   = emerge->biomemgr;
66 
67 	this->seed        = (int)params->seed;
68 	this->water_level = params->water_level;
69 	this->flags       = params->flags;
70 	this->gennotify   = emerge->gennotify;
71 
72 	this->csize   = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
73 
74 	//// amount of elements to skip for the next index
75 	//// for noise/height/biome maps (not vmanip)
76 	this->ystride = csize.X;
77 	this->zstride = csize.X * csize.Y;
78 
79 	this->biomemap  = new u8[csize.X * csize.Z];
80 	this->heightmap = new s16[csize.X * csize.Z];
81 	this->ridge_heightmap = new s16[csize.X * csize.Z];
82 
83 	MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
84 	this->spflags = sp->spflags;
85 
86 	//// Terrain noise
87 	noise_terrain_base    = new Noise(&sp->np_terrain_base,    seed, csize.X, csize.Z);
88 	noise_terrain_alt     = new Noise(&sp->np_terrain_alt,     seed, csize.X, csize.Z);
89 	noise_terrain_persist = new Noise(&sp->np_terrain_persist, seed, csize.X, csize.Z);
90 	noise_height_select   = new Noise(&sp->np_height_select,   seed, csize.X, csize.Z);
91 	noise_filler_depth    = new Noise(&sp->np_filler_depth,    seed, csize.X, csize.Z);
92 	noise_mount_height    = new Noise(&sp->np_mount_height,    seed, csize.X, csize.Z);
93 	noise_ridge_uwater    = new Noise(&sp->np_ridge_uwater,    seed, csize.X, csize.Z);
94 
95 	//// 3d terrain noise
96 	noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y, csize.Z);
97 	noise_ridge    = new Noise(&sp->np_ridge,    seed, csize.X, csize.Y, csize.Z);
98 
99 	//// Biome noise
100 	noise_heat     = new Noise(bmgr->np_heat,     seed, csize.X, csize.Z);
101 	noise_humidity = new Noise(bmgr->np_humidity, seed, csize.X, csize.Z);
102 
103 	//// Resolve nodes to be used
104 	INodeDefManager *ndef = emerge->ndef;
105 
106 	c_stone           = ndef->getId("mapgen_stone");
107 	c_dirt            = ndef->getId("mapgen_dirt");
108 	c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
109 	c_sand            = ndef->getId("mapgen_sand");
110 	c_water_source    = ndef->getId("mapgen_water_source");
111 	c_lava_source     = ndef->getId("mapgen_lava_source");
112 	c_ice             = ndef->getId("default:ice");
113 	if (c_ice == CONTENT_IGNORE)
114 		c_ice = c_water_source;
115 
116 	//freeminer:
117 	c_dirt_with_snow  = ndef->getId("mapgen_dirt_with_snow");
118 	if (c_dirt_with_snow == CONTENT_IGNORE)
119 		c_dirt_with_snow = c_dirt;
120 	float_islands = sp->float_islands;
121 	noise_float_islands1  = new Noise(&sp->np_float_islands1, seed, csize.X, csize.Y, csize.Z);
122 	noise_float_islands2  = new Noise(&sp->np_float_islands2, seed, csize.X, csize.Y, csize.Z);
123 	noise_float_islands3  = new Noise(&sp->np_float_islands3, seed, csize.X, csize.Z);
124 
125 	noise_layers          = new Noise(&sp->np_layers,         seed, csize.X, csize.Y, csize.Z);
126 	layers_init(emerge, sp->paramsj);
127 }
128 
129 
~MapgenV7()130 MapgenV7::~MapgenV7() {
131 	delete noise_terrain_base;
132 	delete noise_terrain_persist;
133 	delete noise_height_select;
134 	delete noise_terrain_alt;
135 	delete noise_filler_depth;
136 	delete noise_mount_height;
137 	delete noise_ridge_uwater;
138 	delete noise_mountain;
139 	delete noise_ridge;
140 
141 	delete noise_heat;
142 	delete noise_humidity;
143 
144 	delete[] ridge_heightmap;
145 	delete[] heightmap;
146 	delete[] biomemap;
147 }
148 
149 
MapgenV7Params()150 MapgenV7Params::MapgenV7Params() {
151 	spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
152 
153 	np_terrain_base    = NoiseParams(4,    70,  v3f(300, 300, 300), 82341, 6, 0.7);
154 	np_terrain_alt     = NoiseParams(4,    25,  v3f(600, 600, 600), 5934,  5, 0.6);
155 	np_terrain_persist = NoiseParams(0.6,  0.1, v3f(500, 500, 500), 539,   3, 0.6);
156 	np_height_select   = NoiseParams(-0.5, 1,   v3f(250, 250, 250), 4213,  5, 0.69);
157 	np_filler_depth    = NoiseParams(0,    1.2, v3f(150, 150, 150), 261,   4, 0.7);
158 	np_mount_height    = NoiseParams(100,  30,  v3f(500, 500, 500), 72449, 4, 0.6);
159 	np_ridge_uwater    = NoiseParams(0,    1,   v3f(500, 500, 500), 85039, 4, 0.6);
160 	np_mountain        = NoiseParams(0,    1,   v3f(250, 350, 250), 5333,  5, 0.68);
161 	np_ridge           = NoiseParams(0,    1,   v3f(100, 100, 100), 6467,  4, 0.75);
162 
163 	float_islands = 500;
164 	np_float_islands1  = NoiseParams(0,    1,   v3f(256, 256, 256), 3683,  6, 0.6,  false, 1,   1.5);
165 	np_float_islands2  = NoiseParams(0,    1,   v3f(8,   8,   8  ), 9292,  2, 0.5,  false, 1,   1.5);
166 	np_float_islands3  = NoiseParams(0,    1,   v3f(256, 256, 256), 6412,  2, 0.5,  false, 1,   0.5);
167 	np_layers          = NoiseParams(500,  500, v3f(100, 50,  100), 3663,  5, 0.6,  false, 1,   5,   0.5);
168 }
169 
170 
readParams(Settings * settings)171 void MapgenV7Params::readParams(Settings *settings) {
172 	settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
173 
174 	settings->getNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
175 	settings->getNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
176 	settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
177 	settings->getNoiseParams("mgv7_np_height_select",   np_height_select);
178 	settings->getNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
179 	settings->getNoiseParams("mgv7_np_mount_height",    np_mount_height);
180 	settings->getNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
181 	settings->getNoiseParams("mgv7_np_mountain",        np_mountain);
182 	settings->getNoiseParams("mgv7_np_ridge",           np_ridge);
183 
184 	settings->getS16NoEx("mg_float_islands", float_islands);
185 	settings->getNoiseIndevParams("mg_np_float_islands1", np_float_islands1);
186 	settings->getNoiseIndevParams("mg_np_float_islands2", np_float_islands2);
187 	settings->getNoiseIndevParams("mg_np_float_islands3", np_float_islands3);
188 	settings->getNoiseIndevParams("mg_np_layers",         np_layers);
189 	paramsj = settings->getJson("mg_params", paramsj);
190 }
191 
192 
writeParams(Settings * settings)193 void MapgenV7Params::writeParams(Settings *settings) {
194 	settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, (u32)-1);
195 
196 	settings->setNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
197 	settings->setNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
198 	settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
199 	settings->setNoiseParams("mgv7_np_height_select",   np_height_select);
200 	settings->setNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
201 	settings->setNoiseParams("mgv7_np_mount_height",    np_mount_height);
202 	settings->setNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
203 	settings->setNoiseParams("mgv7_np_mountain",        np_mountain);
204 	settings->setNoiseParams("mgv7_np_ridge",           np_ridge);
205 
206 	settings->setS16("mg_float_islands", float_islands);
207 	settings->setNoiseIndevParams("mg_np_float_islands1", np_float_islands1);
208 	settings->setNoiseIndevParams("mg_np_float_islands2", np_float_islands2);
209 	settings->setNoiseIndevParams("mg_np_float_islands3", np_float_islands3);
210 	settings->setNoiseIndevParams("mg_np_layers",         np_layers);
211 
212 	settings->setJson("mg_params", paramsj);
213 }
214 
215 
216 ///////////////////////////////////////
217 
218 
getGroundLevelAtPoint(v2s16 p)219 int MapgenV7::getGroundLevelAtPoint(v2s16 p) {
220 	// Base terrain calculation
221 	s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
222 
223 	// Ridge/river terrain calculation
224 	float width = 0.3;
225 	float uwatern = NoisePerlin2DNoTxfm(noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
226 	// actually computing the depth of the ridge is much more expensive;
227 	// if inside a river, simply guess
228 	if (uwatern >= -width && uwatern <= width)
229 		return water_level - 10;
230 
231 	// Mountain terrain calculation
232 	int iters = 128; // don't even bother iterating more than 128 times..
233 	while (iters--) {
234 		//current point would have been air
235 		if (!getMountainTerrainAtPoint(p.X, y, p.Y))
236 			return y;
237 
238 		y++;
239 	}
240 
241 	return y;
242 }
243 
244 
makeChunk(BlockMakeData * data)245 void MapgenV7::makeChunk(BlockMakeData *data) {
246 	assert(data->vmanip);
247 	assert(data->nodedef);
248 	assert(data->blockpos_requested.X >= data->blockpos_min.X &&
249 		   data->blockpos_requested.Y >= data->blockpos_min.Y &&
250 		   data->blockpos_requested.Z >= data->blockpos_min.Z);
251 	assert(data->blockpos_requested.X <= data->blockpos_max.X &&
252 		   data->blockpos_requested.Y <= data->blockpos_max.Y &&
253 		   data->blockpos_requested.Z <= data->blockpos_max.Z);
254 
255 	this->generating = true;
256 	this->vm   = data->vmanip;
257 	this->ndef = data->nodedef;
258 	//TimeTaker t("makeChunk");
259 
260 	v3s16 blockpos_min = data->blockpos_min;
261 	v3s16 blockpos_max = data->blockpos_max;
262 	node_min = blockpos_min * MAP_BLOCKSIZE;
263 	node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
264 	full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
265 	full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
266 
267 	blockseed = emerge->getBlockSeed(full_node_min);  //////use getBlockSeed2()!
268 
269 	// Make some noise
270 	calculateNoise();
271 
272 	if (float_islands && node_max.Y >= float_islands) {
273 		float_islands_prepare(node_min, node_max, float_islands);
274 	}
275 
276 	layers_prepare(node_min, node_max);
277 
278 
279 	// Generate base terrain, mountains, and ridges with initial heightmaps
280 	s16 stone_surface_max_y = generateTerrain();
281 
282 	updateHeightmap(node_min, node_max);
283 
284 	// Calculate biomes
285 	bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
286 		noise_humidity->result, heightmap, biomemap);
287 
288 	// Actually place the biome-specific nodes and what not
289 	generateBiomes();
290 
291 	generateExperimental();
292 
293 	if (flags & MG_CAVES)
294 		generateCaves(stone_surface_max_y);
295 
296 	if (flags & MG_DUNGEONS) {
297 		DungeonGen dgen(this, NULL);
298 		dgen.generate(blockseed, full_node_min, full_node_max);
299 	}
300 
301 	// Generate the registered decorations
302 	emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
303 
304 	// Generate the registered ores
305 	emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
306 
307 	// Sprinkle some dust on top after everything else was generated
308 	dustTopNodes();
309 
310 	//printf("makeChunk: %dms\n", t.stop());
311 
312 	updateLiquid(full_node_min, full_node_max);
313 
314 	if (flags & MG_LIGHT)
315 		calcLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
316 					 node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
317 	//setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
318 	//			node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
319 
320 	this->generating = false;
321 }
322 
323 
calculateNoise()324 void MapgenV7::calculateNoise() {
325 	//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
326 	int x = node_min.X;
327 	int y = node_min.Y;
328 	int z = node_min.Z;
329 
330 	noise_height_select->perlinMap2D(x, z);
331 	noise_height_select->transformNoiseMap();
332 
333 	noise_terrain_persist->perlinMap2D(x, z);
334 	noise_terrain_persist->transformNoiseMap();
335 	float *persistmap = noise_terrain_persist->result;
336 	for (int i = 0; i != csize.X * csize.Z; i++)
337 		persistmap[i] = rangelim(persistmap[i], 0.4, 0.9);
338 
339 	noise_terrain_base->perlinMap2DModulated(x, z, persistmap);
340 	noise_terrain_base->transformNoiseMap();
341 
342 	noise_terrain_alt->perlinMap2DModulated(x, z, persistmap);
343 	noise_terrain_alt->transformNoiseMap();
344 
345 	noise_filler_depth->perlinMap2D(x, z);
346 
347 	if (spflags & MGV7_MOUNTAINS) {
348 		noise_mountain->perlinMap3D(x, y, z);
349 		noise_mount_height->perlinMap2D(x, z);
350 		noise_mount_height->transformNoiseMap();
351 	}
352 
353 	if (spflags & MGV7_RIDGES) {
354 		noise_ridge->perlinMap3D(x, y, z);
355 		noise_ridge_uwater->perlinMap2D(x, z);
356 	}
357 
358 	noise_heat->perlinMap2D(x, z);
359 	noise_humidity->perlinMap2D(x, z);
360 
361 	//printf("calculateNoise: %dus\n", t.stop());
362 }
363 
364 
getBiomeAtPoint(v3s16 p)365 Biome *MapgenV7::getBiomeAtPoint(v3s16 p) {
366 	float heat      = NoisePerlin2D(bmgr->np_heat, p.X, p.Z, seed);
367 	float humidity  = NoisePerlin2D(bmgr->np_humidity, p.X, p.Z, seed);
368 	s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
369 
370 	return bmgr->getBiome(heat, humidity, groundlevel);
371 }
372 
373 //needs to be updated
baseTerrainLevelAtPoint(int x,int z)374 float MapgenV7::baseTerrainLevelAtPoint(int x, int z) {
375 	float hselect = NoisePerlin2D(noise_height_select->np, x, z, seed);
376 	hselect = rangelim(hselect, 0.0, 1.0);
377 
378 	float persist = NoisePerlin2D(noise_terrain_persist->np, x, z, seed);
379 	persist = rangelim(persist, 0.4, 0.9);
380 
381 	noise_terrain_base->np->persist = persist;
382 	float height_base = NoisePerlin2D(noise_terrain_base->np, x, z, seed);
383 
384 	noise_terrain_alt->np->persist = persist;
385 	float height_alt = NoisePerlin2D(noise_terrain_alt->np, x, z, seed);
386 
387 	if (height_alt > height_base)
388 		return height_alt;
389 
390 	return (height_base * hselect) + (height_alt * (1.0 - hselect));
391 }
392 
393 
baseTerrainLevelFromMap(int index)394 float MapgenV7::baseTerrainLevelFromMap(int index) {
395 	float hselect     = rangelim(noise_height_select->result[index], 0.0, 1.0);
396 	float height_base = noise_terrain_base->result[index];
397 	float height_alt  = noise_terrain_alt->result[index];
398 
399 	if (height_alt > height_base)
400 		return height_alt;
401 
402 	return (height_base * hselect) + (height_alt * (1.0 - hselect));
403 }
404 
405 
getMountainTerrainAtPoint(int x,int y,int z)406 bool MapgenV7::getMountainTerrainAtPoint(int x, int y, int z) {
407 	float mnt_h_n = NoisePerlin2D(noise_mount_height->np, x, z, seed);
408 	float height_modifier = -((float)y / rangelim(mnt_h_n, 80.0, 150.0));
409 	float mnt_n = NoisePerlin3D(noise_mountain->np, x, y, z, seed);
410 
411 	return mnt_n + height_modifier >= 0.6;
412 }
413 
414 
getMountainTerrainFromMap(int idx_xyz,int idx_xz,int y)415 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, int y) {
416 	float mounthn = noise_mount_height->result[idx_xz];
417 	float height_modifier = -((float)y / rangelim(mounthn, 80.0, 150.0));
418 	return (noise_mountain->result[idx_xyz] + height_modifier >= 0.6);
419 }
420 
421 
422 #if 0
423 void MapgenV7::carveRivers() {
424 	MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
425 	MapNode n_stone(c_stone);
426 	u32 index = 0;
427 
428 	int river_depth = 4;
429 
430 	for (s16 z = node_min.Z; z <= node_max.Z; z++)
431 	for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
432 		float terrain_mod  = noise_terrain_mod->result[index];
433 		NoiseParams *np = noise_terrain_river->np;
434 		np->persist = noise_terrain_persist->result[index];
435 		float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
436 		float height = terrain_river * (1 - abs(terrain_mod)) *
437 						noise_terrain_river->np->scale;
438 		height = log(height * height); //log(h^3) is pretty interesting for terrain
439 
440 		s16 y = heightmap[index];
441 		if (height < 1.0 && y > river_depth &&
442 			y - river_depth >= node_min.Y && y <= node_max.Y) {
443 
444 			for (s16 ry = y; ry != y - river_depth; ry--) {
445 				u32 vi = vm->m_area.index(x, ry, z);
446 				vm->m_data[vi] = n_air;
447 			}
448 
449 			u32 vi = vm->m_area.index(x, y - river_depth, z);
450 			vm->m_data[vi] = n_water_source;
451 		}
452 	}
453 }
454 #endif
455 
456 
generateTerrain()457 int MapgenV7::generateTerrain() {
458 	int ymax = generateBaseTerrain();
459 
460 	if (spflags & MGV7_MOUNTAINS)
461 		generateMountainTerrain();
462 
463 	if (spflags & MGV7_RIDGES)
464 		generateRidgeTerrain();
465 
466 	return ymax;
467 }
468 
469 
generateBaseTerrain()470 int MapgenV7::generateBaseTerrain() {
471 	MapNode n_air(CONTENT_AIR);
472 	MapNode n_stone(c_stone);
473 	MapNode n_water(c_water_source);
474 	MapNode n_ice(c_ice);
475 
476 	int stone_surface_max_y = -MAP_GENERATION_LIMIT;
477 	v3s16 em = vm->m_area.getExtent();
478 	u32 index = 0;
479 
480 	for (s16 z = node_min.Z; z <= node_max.Z; z++)
481 	for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
482 		float surface_height = baseTerrainLevelFromMap(index);
483 		s16 surface_y = (s16)surface_height;
484 
485 		heightmap[index]       = surface_y;
486 		ridge_heightmap[index] = surface_y;
487 
488 		if (surface_y > stone_surface_max_y)
489 			stone_surface_max_y = surface_y;
490 
491 		s16 heat = emerge->env->m_use_weather ? emerge->env->getServerMap().updateBlockHeat(emerge->env, v3POS(x,node_max.Y,z), nullptr, &heat_cache) : 0;
492 
493 		u32 i = vm->m_area.index(x, node_min.Y, z);
494 		for (s16 y = node_min.Y; y <= node_max.Y; y++) {
495 
496 			if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
497 				if (y <= surface_y) {
498 
499 					int index3 = (z - node_min.Z) * zstride +
500 						(y - node_min.Y) * ystride +
501 						(x - node_min.X);
502 
503 					vm->m_data[i] = layers_get(index3);
504 				}
505 				else if (y <= water_level)
506 				{
507 					vm->m_data[i] = (heat < 0 && y > heat/3) ? n_ice : n_water;
508 				}
509 				else
510 					vm->m_data[i] = n_air;
511 			}
512 			vm->m_area.add_y(em, i, 1);
513 		}
514 	}
515 
516 	return stone_surface_max_y;
517 }
518 
519 
generateMountainTerrain()520 void MapgenV7::generateMountainTerrain() {
521 	if (node_max.Y <= water_level)
522 		return;
523 
524 	MapNode n_stone(c_stone);
525 	u32 j = 0;
526 
527 	for (s16 z = node_min.Z; z <= node_max.Z; z++)
528 	for (s16 y = node_min.Y; y <= node_max.Y; y++) {
529 		u32 vi = vm->m_area.index(node_min.X, y, z);
530 		for (s16 x = node_min.X; x <= node_max.X; x++) {
531 			int index = (z - node_min.Z) * csize.X + (x - node_min.X);
532 
533 			if (getMountainTerrainFromMap(j, index, y))
534 				vm->m_data[vi] = n_stone;
535 
536 			vi++;
537 			j++;
538 		}
539 	}
540 }
541 
542 
generateRidgeTerrain()543 void MapgenV7::generateRidgeTerrain() {
544 	MapNode n_water(c_water_source);
545 	MapNode n_ice(c_ice);
546 	MapNode n_air(CONTENT_AIR);
547 	u32 index = 0;
548 
549 	for (s16 z = node_min.Z; z <= node_max.Z; z++)
550 	for (s16 y = node_min.Y; y <= node_max.Y; y++) {
551 		u32 vi = vm->m_area.index(node_min.X, y, z);
552 		for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
553 			int j = (z - node_min.Z) * csize.X + (x - node_min.X);
554 
555 			if (heightmap[j] < water_level - 4)
556 				continue;
557 
558 			float widthn = (noise_terrain_persist->result[j] - 0.6) / 0.1;
559 			//widthn = rangelim(widthn, -0.05, 0.5);
560 
561 			float width = 0.3; // TODO: figure out acceptable perlin noise values
562 			float uwatern = noise_ridge_uwater->result[j] * 2;
563 			if (uwatern < -width || uwatern > width)
564 				continue;
565 
566 			float height_mod = (float)(y + 17) / 2.5;
567 			float width_mod  = (width - fabs(uwatern));
568 			float nridge = noise_ridge->result[index] * (float)y / 7.0;
569 
570 			if (y < water_level)
571 				nridge = -fabs(nridge) * 3.0 * widthn * 0.3;
572 
573 			if (nridge + width_mod * height_mod < 0.6)
574 				continue;
575 
576 			if (y < ridge_heightmap[j])
577 				ridge_heightmap[j] = y - 1;
578 
579 			s16 heat = emerge->env->m_use_weather ? emerge->env->getServerMap().updateBlockHeat(emerge->env, v3POS(x,node_max.Y,z), NULL, &heat_cache) : 0;
580 			MapNode n_water_or_ice = (heat < 0 && y > water_level + heat/4) ? n_ice : n_water;
581 
582 			vm->m_data[vi] = (y > water_level) ? n_air : n_water_or_ice;
583 		}
584 	}
585 }
586 
587 
generateBiomes()588 void MapgenV7::generateBiomes() {
589 	if (node_max.Y < water_level)
590 		return;
591 
592 	MapNode n_air(CONTENT_AIR);
593 	MapNode n_stone(c_stone);
594 	MapNode n_water(c_water_source);
595 
596 	v3s16 em = vm->m_area.getExtent();
597 	u32 index = 0;
598 
599 	for (s16 z = node_min.Z; z <= node_max.Z; z++)
600 	for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
601 		Biome *biome  = (Biome *)bmgr->get(biomemap[index]);
602 		s16 dfiller   = biome->depth_filler + noise_filler_depth->result[index];
603 		s16 y0_top    = biome->depth_top;
604 		s16 y0_filler = biome->depth_filler + biome->depth_top + dfiller;
605 
606 		s16 nplaced = 0;
607 		u32 i = vm->m_area.index(x, node_max.Y, z);
608 
609 		content_t c_above = vm->m_data[i + em.X].getContent();
610 		bool have_air = c_above == CONTENT_AIR;
611 
612 		s16 heat = emerge->env->m_use_weather ? emerge->env->getServerMap().updateBlockHeat(emerge->env, v3POS(x,node_max.Y,z), NULL, &heat_cache) : 0;
613 
614 		for (s16 y = node_max.Y; y >= node_min.Y; y--) {
615 			content_t c = vm->m_data[i].getContent();
616 
617 			// It could be the case that the elevation is equal to the chunk
618 			// boundary, but the chunk above has not been generated yet
619 			if (y == node_max.Y && c_above == CONTENT_IGNORE &&
620 				y == heightmap[index] && c == c_stone) {
621 				int j = (z - node_min.Z) * zstride +
622 						(y - node_min.Y) * ystride +
623 						(x - node_min.X);
624 				have_air = !getMountainTerrainFromMap(j, index, y);
625 			}
626 
627 			if (c != CONTENT_AIR && c != c_water_source && have_air) {
628 				content_t c_below = vm->m_data[i - em.X].getContent();
629 
630 				if (c_below != CONTENT_AIR) {
631 					if (nplaced < y0_top) {
632 						// A hack to prevent dirt_with_grass from being
633 						// placed below water.  TODO: fix later
634 						content_t c_place = ((y < water_level) &&
635 								(biome->c_top == c_dirt_with_grass)) ?
636 								c_dirt : heat < -3 ? biome->c_top_cold : biome->c_top;
637 						vm->m_data[i] = MapNode(c_place);
638 						nplaced++;
639 					} else if (nplaced < y0_filler && nplaced >= y0_top) {
640 						vm->m_data[i] = MapNode(biome->c_filler);
641 						nplaced++;
642 					} else {
643 						have_air = false;
644 						nplaced  = 0;
645 					}
646 				}
647 			} else if (c == c_water_source) {
648 				have_air = true;
649 				nplaced = 0;
650 				vm->m_data[i] = MapNode((heat < 0 && y > water_level + heat/4) ? biome->c_ice : biome->c_water);
651 			} else if (c == CONTENT_AIR) {
652 				have_air = true;
653 				nplaced = 0;
654 			}
655 
656 			vm->m_area.add_y(em, i, -1);
657 		}
658 	}
659 }
660 
661 
dustTopNodes()662 void MapgenV7::dustTopNodes() {
663 	v3s16 em = vm->m_area.getExtent();
664 	u32 index = 0;
665 
666 	if (water_level > node_max.Y)
667 		return;
668 
669 	for (s16 z = node_min.Z; z <= node_max.Z; z++)
670 	for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
671 		Biome *biome = (Biome *)bmgr->get(biomemap[index]);
672 
673 		if (biome->c_dust == CONTENT_IGNORE)
674 			continue;
675 
676 		s16 y = node_max.Y;
677 		u32 vi = vm->m_area.index(x, y, z);
678 		for (; y >= node_min.Y; y--) {
679 			if (vm->m_data[vi].getContent() != CONTENT_AIR)
680 				break;
681 
682 			vm->m_area.add_y(em, vi, -1);
683 		}
684 
685 		content_t c = vm->m_data[vi].getContent();
686 		if (c == biome->c_water && biome->c_dust_water != CONTENT_IGNORE) {
687 			if (y < node_min.Y)
688 				continue;
689 
690 			vm->m_data[vi] = MapNode(biome->c_dust_water);
691 		} else if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE) {
692 			if (y == node_max.Y)
693 				continue;
694 
695 			vm->m_area.add_y(em, vi, 1);
696 			vm->m_data[vi] = MapNode(biome->c_dust);
697 		}
698 	}
699 }
700 
701 
702 #if 0
703 void MapgenV7::addTopNodes() {
704 	v3s16 em = vm->m_area.getExtent();
705 	s16 ntopnodes;
706 	u32 index = 0;
707 
708 	for (s16 z = node_min.Z; z <= node_max.Z; z++)
709 	for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
710 		Biome *biome = bmgr->biomes[biomemap[index]];
711 
712 		//////////////////// First, add top nodes below the ridge
713 		s16 y = ridge_heightmap[index];
714 
715 		// This cutoff is good enough, but not perfect.
716 		// It will cut off potentially placed top nodes at chunk boundaries
717 		if (y < node_min.Y)
718 			continue;
719 		if (y > node_max.Y) {
720 			y = node_max.Y; // Let's see if we can still go downward anyway
721 			u32 vi = vm->m_area.index(x, y, z);
722 			content_t c = vm->m_data[vi].getContent();
723 			if (ndef->get(c).walkable)
724 				continue;
725 		}
726 
727 		// N.B.  It is necessary to search downward since ridge_heightmap[i]
728 		// might not be the actual height, just the lowest part in the chunk
729 		// where a ridge had been carved
730 		u32 i = vm->m_area.index(x, y, z);
731 		for (; y >= node_min.Y; y--) {
732 			content_t c = vm->m_data[i].getContent();
733 			if (ndef->get(c).walkable)
734 				break;
735 			vm->m_area.add_y(em, i, -1);
736 		}
737 
738 		if (y != node_min.Y - 1 && y >= water_level) {
739 			ridge_heightmap[index] = y; //update ridgeheight
740 			ntopnodes = biome->top_depth;
741 			for (; y <= node_max.Y && ntopnodes; y++) {
742 				ntopnodes--;
743 				vm->m_data[i] = MapNode(biome->c_top);
744 				vm->m_area.add_y(em, i, 1);
745 			}
746 			// If dirt, grow grass on it.
747 			if (y > water_level - 10 &&
748 				vm->m_data[i].getContent() == CONTENT_AIR) {
749 				vm->m_area.add_y(em, i, -1);
750 				if (vm->m_data[i].getContent() == c_dirt)
751 					vm->m_data[i] = MapNode(c_dirt_with_grass);
752 			}
753 		}
754 
755 		//////////////////// Now, add top nodes on top of the ridge
756 		y = heightmap[index];
757 		if (y > node_max.Y) {
758 			y = node_max.Y; // Let's see if we can still go downward anyway
759 			u32 vi = vm->m_area.index(x, y, z);
760 			content_t c = vm->m_data[vi].getContent();
761 			if (ndef->get(c).walkable)
762 				continue;
763 		}
764 
765 		i = vm->m_area.index(x, y, z);
766 		for (; y >= node_min.Y; y--) {
767 			content_t c = vm->m_data[i].getContent();
768 			if (ndef->get(c).walkable)
769 				break;
770 			vm->m_area.add_y(em, i, -1);
771 		}
772 
773 		if (y != node_min.Y - 1) {
774 			ntopnodes = biome->top_depth;
775 			// Let's see if we've already added it...
776 			if (y == ridge_heightmap[index] + ntopnodes - 1)
777 				continue;
778 
779 			for (; y <= node_max.Y && ntopnodes; y++) {
780 				ntopnodes--;
781 				vm->m_data[i] = MapNode(biome->c_top);
782 				vm->m_area.add_y(em, i, 1);
783 			}
784 			// If dirt, grow grass on it.
785 			if (y > water_level - 10 &&
786 				vm->m_data[i].getContent() == CONTENT_AIR) {
787 				vm->m_area.add_y(em, i, -1);
788 				if (vm->m_data[i].getContent() == c_dirt)
789 					vm->m_data[i] = MapNode(c_dirt_with_grass);
790 			}
791 		}
792 	}
793 }
794 #endif
795 
796 
797 NoiseParams nparams_v7_def_cave(6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50);
798 
generateCaves(int max_stone_y)799 void MapgenV7::generateCaves(int max_stone_y) {
800 	PseudoRandom ps(blockseed + 21343);
801 
802 	int volume_nodes = (node_max.X - node_min.X + 1) *
803 					   (node_max.Y - node_min.Y + 1) *
804 					   (node_max.Z - node_min.Z + 1);
805 	float cave_amount = NoisePerlin2D(&nparams_v7_def_cave,
806 								node_min.X, node_min.Y, seed);
807 
808 	u32 caves_count = MYMAX(0.0, cave_amount) * volume_nodes / 250000;
809 	for (u32 i = 0; i < caves_count; i++) {
810 		CaveV7 cave(this, &ps, false);
811 		cave.makeCave(node_min, node_max, max_stone_y);
812 	}
813 
814 	u32 bruises_count = (ps.range(1, 8) == 1) ? ps.range(0, ps.range(0, 2)) : 1;
815 	for (u32 i = 0; i < bruises_count; i++) {
816 		CaveV7 cave(this, &ps, true);
817 		cave.makeCave(node_min, node_max, max_stone_y);
818 	}
819 }
820 
821 
generateExperimental()822 void MapgenV7::generateExperimental() {
823 	if (float_islands)
824 		if (float_islands_generate(node_min, node_max, float_islands, vm))
825 			dustTopNodes();
826 }
827