aboutsummaryrefslogtreecommitdiff
path: root/src/mapgen_valleys.cpp
blob: f003ae63c1d89cf8759847be2d9a356c98a8b74e (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
/*
Minetest Valleys C
Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
Copyright (C) 2010-2015 paramat, Matt Gregory
Copyright (C) 2016 Duane Robertson <duane@duanerobertson.com>

Based on Valleys Mapgen by Gael de Sailly
 (https://forum.minetest.net/viewtopic.php?f=9&t=11430)
and mapgen_v7, mapgen_flat by kwolekr and paramat.

Licensing changed by permission of Gael de Sailly.

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "mapgen.h"
#include "voxel.h"
#include "noise.h"
#include "mapblock.h"
#include "mapnode.h"
#include "map.h"
#include "content_sao.h"
#include "nodedef.h"
#include "voxelalgorithms.h"
#include "settings.h" // For g_settings
#include "emerge.h"
#include "dungeongen.h"
#include "treegen.h"
#include "mg_biome.h"
#include "mg_ore.h"
#include "mg_decoration.h"
#include "mapgen_valleys.h"
#include "cavegen.h"


//#undef NDEBUG
//#include "assert.h"

//#include "util/timetaker.h"
//#include "profiler.h"


//static Profiler mapgen_prof;
//Profiler *mapgen_profiler = &mapgen_prof;

static FlagDesc flagdesc_mapgen_valleys[] = {
	{"altitude_chill", MG_VALLEYS_ALT_CHILL},
	{"humid_rivers",   MG_VALLEYS_HUMID_RIVERS},
	{NULL,             0}
};

///////////////////////////////////////////////////////////////////////////////


MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *emerge)
	: Mapgen(mapgenid, params, emerge)
{
	this->m_emerge = emerge;
	this->bmgr = emerge->biomemgr;

	//// amount of elements to skip for the next index
	//// for noise/height/biome maps (not vmanip)
	this->ystride = csize.X;
	this->zstride = csize.X * (csize.Y + 2);

	this->biomemap  = new u8[csize.X * csize.Z];
	this->heightmap = new s16[csize.X * csize.Z];
	this->heatmap   = NULL;
	this->humidmap  = NULL;

	this->map_gen_limit = MYMIN(MAX_MAP_GENERATION_LIMIT,
			g_settings->getU16("map_generation_limit"));

	MapgenValleysParams *sp = (MapgenValleysParams *)params->sparams;
	this->spflags = sp->spflags;

	this->humid_rivers       = (spflags & MG_VALLEYS_HUMID_RIVERS);
	this->use_altitude_chill = (spflags & MG_VALLEYS_ALT_CHILL);

	this->altitude_chill     = sp->altitude_chill;
	this->humidity_adjust    = params->np_biome_humidity.offset - 50.f;
	this->large_cave_depth   = sp->large_cave_depth;
	this->lava_features_lim  = rangelim(sp->lava_features, 0, 10);
	this->massive_cave_depth = sp->massive_cave_depth;
	this->river_depth_bed    = sp->river_depth + 1.f;
	this->river_size_factor  = sp->river_size / 100.f;
	this->water_features_lim = rangelim(sp->water_features, 0, 10);

	// a small chance of overflows if the settings are very high
	this->cave_water_max_height = water_level + MYMAX(0, water_features_lim - 6) * 50;
	this->lava_max_height       = water_level + MYMAX(0, lava_features_lim - 6) * 50;

	tcave_cache = new float[csize.Y + 2];

	//// 2D Terrain noise
	noise_filler_depth       = new Noise(&sp->np_filler_depth,       seed, csize.X, csize.Z);
	noise_inter_valley_slope = new Noise(&sp->np_inter_valley_slope, seed, csize.X, csize.Z);
	noise_rivers             = new Noise(&sp->np_rivers,             seed, csize.X, csize.Z);
	noise_terrain_height     = new Noise(&sp->np_terrain_height,     seed, csize.X, csize.Z);
	noise_valley_depth       = new Noise(&sp->np_valley_depth,       seed, csize.X, csize.Z);
	noise_valley_profile     = new Noise(&sp->np_valley_profile,     seed, csize.X, csize.Z);

	//// 3D Terrain noise
	noise_cave1             = new Noise(&sp->np_cave1,             seed, csize.X, csize.Y + 2, csize.Z);
	noise_cave2             = new Noise(&sp->np_cave2,             seed, csize.X, csize.Y + 2, csize.Z);
	noise_inter_valley_fill = new Noise(&sp->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z);
	noise_massive_caves     = new Noise(&sp->np_massive_caves,     seed, csize.X, csize.Y + 2, csize.Z);

	//// Biome noise
	noise_heat_blend     = new Noise(&params->np_biome_heat_blend,     seed, csize.X, csize.Z);
	noise_heat           = new Noise(&params->np_biome_heat,           seed, csize.X, csize.Z);
	noise_humidity_blend = new Noise(&params->np_biome_humidity_blend, seed, csize.X, csize.Z);
	noise_humidity       = new Noise(&params->np_biome_humidity,       seed, csize.X, csize.Z);

	//// Resolve nodes to be used
	INodeDefManager *ndef = emerge->ndef;

	c_cobble               = ndef->getId("mapgen_cobble");
	c_desert_stone         = ndef->getId("mapgen_desert_stone");
	c_dirt                 = ndef->getId("mapgen_dirt");
	c_lava_source          = ndef->getId("mapgen_lava_source");
	c_mossycobble          = ndef->getId("mapgen_mossycobble");
	c_river_water_source   = ndef->getId("mapgen_river_water_source");
	c_sand                 = ndef->getId("mapgen_sand");
	c_sandstonebrick       = ndef->getId("mapgen_sandstonebrick");
	c_sandstone            = ndef->getId("mapgen_sandstone");
	c_stair_cobble         = ndef->getId("mapgen_stair_cobble");
	c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
	c_stone                = ndef->getId("mapgen_stone");
	c_water_source         = ndef->getId("mapgen_water_source");

	if (c_mossycobble == CONTENT_IGNORE)
		c_mossycobble = c_cobble;
	if (c_river_water_source == CONTENT_IGNORE)
		c_river_water_source = c_water_source;
	if (c_sand == CONTENT_IGNORE)
		c_sand = c_stone;
	if (c_sandstonebrick == CONTENT_IGNORE)
		c_sandstonebrick = c_sandstone;
	if (c_stair_cobble == CONTENT_IGNORE)
		c_stair_cobble = c_cobble;
	if (c_stair_sandstonebrick == CONTENT_IGNORE)
		c_stair_sandstonebrick = c_sandstone;
}


MapgenValleys::~MapgenValleys()
{
	delete noise_cave1;
	delete noise_cave2;
	delete noise_filler_depth;
	delete noise_heat;
	delete noise_heat_blend;
	delete noise_humidity;
	delete noise_humidity_blend;
	delete noise_inter_valley_fill;
	delete noise_inter_valley_slope;
	delete noise_rivers;
	delete noise_massive_caves;
	delete noise_terrain_height;
	delete noise_valley_depth;
	delete noise_valley_profile;

	delete[] biomemap;
	delete[] heightmap;
	delete[] tcave_cache;
}


MapgenValleysParams::MapgenValleysParams()
{
	spflags = MG_VALLEYS_HUMID_RIVERS | MG_VALLEYS_ALT_CHILL;

	altitude_chill     = 90; // The altitude at which temperature drops by 20C.
	large_cave_depth   = -33;
	lava_features      = 0;  // How often water will occur in caves.
	massive_cave_depth = -256;  // highest altitude of massive caves
	river_depth        = 4;  // How deep to carve river channels.
	river_size         = 5;  // How wide to make rivers.
	water_features     = 0;  // How often water will occur in caves.

	np_cave1              = NoiseParams(0,     12,   v3f(96,   96,   96),   52534, 4, 0.5,   2.0);
	np_cave2              = NoiseParams(0,     12,   v3f(96,   96,   96),   10325, 4, 0.5,   2.0);
	np_filler_depth       = NoiseParams(0.f,   1.2f, v3f(256,  256,  256),  1605,  3, 0.5f,  2.f);
	np_inter_valley_fill  = NoiseParams(0.f,   1.f,  v3f(256,  512,  256),  1993,  6, 0.8f,  2.f);
	np_inter_valley_slope = NoiseParams(0.5f,  0.5f, v3f(128,  128,  128),  746,   1, 1.f,   2.f);
	np_rivers             = NoiseParams(0.f,   1.f,  v3f(256,  256,  256),  -6050, 5, 0.6f,  2.f);
	np_massive_caves      = NoiseParams(0.f,   1.f,  v3f(768,  256,  768),  59033, 6, 0.63f, 2.f);
	np_terrain_height     = NoiseParams(-10.f, 50.f, v3f(1024, 1024, 1024), 5202,  6, 0.4f,  2.f);
	np_valley_depth       = NoiseParams(5.f,   4.f,  v3f(512,  512,  512),  -1914, 1, 1.f,   2.f);
	np_valley_profile     = NoiseParams(0.6f,  0.5f, v3f(512,  512,  512),  777,   1, 1.f,   2.f);
	}


void MapgenValleysParams::readParams(const Settings *settings)
{
	settings->getFlagStrNoEx("mg_valleys_spflags", spflags, flagdesc_mapgen_valleys);

	settings->getU16NoEx("mg_valleys_altitude_chill",     altitude_chill);
	settings->getS16NoEx("mg_valleys_large_cave_depth",   large_cave_depth);
	settings->getU16NoEx("mg_valleys_lava_features",      lava_features);
	settings->getS16NoEx("mg_valleys_massive_cave_depth", massive_cave_depth);
	settings->getU16NoEx("mg_valleys_river_depth",        river_depth);
	settings->getU16NoEx("mg_valleys_river_size",         river_size);
	settings->getU16NoEx("mg_valleys_water_features",     water_features);

	settings->getNoiseParams("mg_valleys_np_cave1",              np_cave1);
	settings->getNoiseParams("mg_valleys_np_cave2",              np_cave2);
	settings->getNoiseParams("mg_valleys_np_filler_depth",       np_filler_depth);
	settings->getNoiseParams("mg_valleys_np_inter_valley_fill",  np_inter_valley_fill);
	settings->getNoiseParams("mg_valleys_np_inter_valley_slope", np_inter_valley_slope);
	settings->getNoiseParams("mg_valleys_np_rivers",             np_rivers);
	settings->getNoiseParams("mg_valleys_np_massive_caves",      np_massive_caves);
	settings->getNoiseParams("mg_valleys_np_terrain_height",     np_terrain_height);
	settings->getNoiseParams("mg_valleys_np_valley_depth",       np_valley_depth);
	settings->getNoiseParams("mg_valleys_np_valley_profile",     np_valley_profile);
}


void MapgenValleysParams::writeParams(Settings *settings) const
{
	settings->setFlagStr("mg_valleys_spflags", spflags, flagdesc_mapgen_valleys, U32_MAX);

	settings->setU16("mg_valleys_altitude_chill",     altitude_chill);
	settings->setS16("mg_valleys_large_cave_depth",   large_cave_depth);
	settings->setU16("mg_valleys_lava_features",      lava_features);
	settings->setS16("mg_valleys_massive_cave_depth", massive_cave_depth);
	settings->setU16("mg_valleys_river_depth",        river_depth);
	settings->setU16("mg_valleys_river_size",         river_size);
	settings->setU16("mg_valleys_water_features",     water_features);

	settings->setNoiseParams("mg_valleys_np_cave1",              np_cave1);
	settings->setNoiseParams("mg_valleys_np_cave2",              np_cave2);
	settings->setNoiseParams("mg_valleys_np_filler_depth",       np_filler_depth);
	settings->setNoiseParams("mg_valleys_np_inter_valley_fill",  np_inter_valley_fill);
	settings->setNoiseParams("mg_valleys_np_inter_valley_slope", np_inter_valley_slope);
	settings->setNoiseParams("mg_valleys_np_rivers",             np_rivers);
	settings->setNoiseParams("mg_valleys_np_massive_caves",      np_massive_caves);
	settings->setNoiseParams("mg_valleys_np_terrain_height",     np_terrain_height);
	settings->setNoiseParams("mg_valleys_np_valley_depth",       np_valley_depth);
	settings->setNoiseParams("mg_valleys_np_valley_profile",     np_valley_profile);
}


///////////////////////////////////////


void MapgenValleys::makeChunk(BlockMakeData *data)
{
	// Pre-conditions
	assert(data->vmanip);
	assert(data->nodedef);
	assert(data->blockpos_requested.X >= data->blockpos_min.X &&
		data->blockpos_requested.Y >= data->blockpos_min.Y &&
		data->blockpos_requested.Z >= data->blockpos_min.Z);
	assert(data->blockpos_requested.X <= data->blockpos_max.X &&
		data->blockpos_requested.Y <= data->blockpos_max.Y &&
		data->blockpos_requested.Z <= data->blockpos_max.Z);

	this->generating = true;
	this->vm = data->vmanip;
	this->ndef = data->nodedef;

	//TimeTaker t("makeChunk");

	v3s16 blockpos_min = data->blockpos_min;
	v3s16 blockpos_max = data->blockpos_max;
	node_min = blockpos_min * MAP_BLOCKSIZE;
	node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
	full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
	full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);

	blockseed = getBlockSeed2(full_node_min, seed);

	// Generate noise maps and base terrain height.
	calculateNoise();

	// Generate base terrain with initial heightmaps
	s16 stone_surface_max_y = generateTerrain();

	// Create biomemap at heightmap surface
	bmgr->calcBiomes(csize.X, csize.Z, heatmap, humidmap, heightmap, biomemap);

	// Actually place the biome-specific nodes
	MgStoneType stone_type = generateBiomes(heatmap, humidmap);

	// Cave creation.
	if (flags & MG_CAVES)
		generateCaves(stone_surface_max_y);

	// Dungeon creation
	if ((flags & MG_DUNGEONS) && node_max.Y < 50 && (stone_surface_max_y >= node_min.Y)) {
		DungeonParams dp;

		dp.np_rarity  = nparams_dungeon_rarity;
		dp.np_density = nparams_dungeon_density;
		dp.np_wetness = nparams_dungeon_wetness;
		dp.c_water    = c_water_source;
		if (stone_type == STONE) {
			dp.c_cobble = c_cobble;
			dp.c_moss   = c_mossycobble;
			dp.c_stair  = c_stair_cobble;

			dp.diagonal_dirs = false;
			dp.mossratio     = 3.f;
			dp.holesize      = v3s16(1, 2, 1);
			dp.roomsize      = v3s16(0, 0, 0);
			dp.notifytype    = GENNOTIFY_DUNGEON;
		} else if (stone_type == DESERT_STONE) {
			dp.c_cobble = c_desert_stone;
			dp.c_moss   = c_desert_stone;
			dp.c_stair  = c_desert_stone;

			dp.diagonal_dirs = true;
			dp.mossratio     = 0.f;
			dp.holesize      = v3s16(2, 3, 2);
			dp.roomsize      = v3s16(2, 5, 2);
			dp.notifytype    = GENNOTIFY_TEMPLE;
		} else if (stone_type == SANDSTONE) {
			dp.c_cobble = c_sandstonebrick;
			dp.c_moss   = c_sandstonebrick;
			dp.c_stair  = c_sandstonebrick;

			dp.diagonal_dirs = false;
			dp.mossratio     = 0.f;
			dp.holesize      = v3s16(2, 2, 2);
			dp.roomsize      = v3s16(2, 0, 2);
			dp.notifytype    = GENNOTIFY_DUNGEON;
		}

		DungeonGen dgen(this, &dp);
		dgen.generate(blockseed, full_node_min, full_node_max);
	}

	// Generate the registered decorations
	if (flags & MG_DECORATIONS)
		m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);

	// Generate the registered ores
	m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);

	// Sprinkle some dust on top after everything else was generated
	dustTopNodes();

	//TimeTaker tll("liquid_lighting");

	updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);

	if (flags & MG_LIGHT)
		calcLighting(
				node_min - v3s16(0, 1, 0),
				node_max + v3s16(0, 1, 0),
				full_node_min,
				full_node_max);

	//mapgen_profiler->avg("liquid_lighting", tll.stop() / 1000.f);
	//mapgen_profiler->avg("makeChunk", t.stop() / 1000.f);

	this->generating = false;
}


// Populate the noise tables and do most of the
// calculation necessary to determine terrain height.
void MapgenValleys::calculateNoise()
{
	//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);

	int x = node_min.X;
	int y = node_min.Y - 1;
	int z = node_min.Z;

	//TimeTaker tcn("actualNoise");

	noise_filler_depth->perlinMap2D(x, z);
	noise_heat_blend->perlinMap2D(x, z);
	noise_heat->perlinMap2D(x, z);
	noise_humidity_blend->perlinMap2D(x, z);
	noise_humidity->perlinMap2D(x, z);
	noise_inter_valley_slope->perlinMap2D(x, z);
	noise_rivers->perlinMap2D(x, z);
	noise_terrain_height->perlinMap2D(x, z);
	noise_valley_depth->perlinMap2D(x, z);
	noise_valley_profile->perlinMap2D(x, z);

	noise_inter_valley_fill->perlinMap3D(x, y, z);

	//mapgen_profiler->avg("noisemaps", tcn.stop() / 1000.f);

	for (s32 index = 0; index < csize.X * csize.Z; index++) {
		noise_heat->result[index] += noise_heat_blend->result[index];
		noise_humidity->result[index] += noise_humidity_blend->result[index];
	}

	TerrainNoise tn;

	u32 index = 0;
	for (tn.z = node_min.Z; tn.z <= node_max.Z; tn.z++)
	for (tn.x = node_min.X; tn.x <= node_max.X; tn.x++, index++) {
		// The parameters that we actually need to generate terrain
		//  are passed by address (and the return value).
		tn.terrain_height    = noise_terrain_height->result[index];
		// River noise is replaced with base terrain, which
		// is basically the height of the water table.
		tn.rivers            = &noise_rivers->result[index];
		// Valley depth noise is replaced with the valley
		// number that represents the height of terrain
		// over rivers and is used to determine about
		// how close a river is for humidity calculation.
		tn.valley            = &noise_valley_depth->result[index];
		tn.valley_profile    = noise_valley_profile->result[index];
		// Slope noise is replaced by the calculated slope
		// which is used to get terrain height in the slow
		// method, to create sharper mountains.
		tn.slope             = &noise_inter_valley_slope->result[index];
		tn.inter_valley_fill = noise_inter_valley_fill->result[index];

		// This is the actual terrain height.
		float mount = terrainLevelFromNoise(&tn);
		noise_terrain_height->result[index] = mount;
	}

	heatmap  = noise_heat->result;
	humidmap = noise_humidity->result;
}


// This keeps us from having to maintain two similar sets of
//  complicated code to determine ground level.
float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn)
{
	// The square function changes the behaviour of this noise:
	//  very often small, and sometimes very high.
	float valley_d = MYSQUARE(*tn->valley);

	// valley_d is here because terrain is generally higher where valleys
	//  are deep (mountains). base represents the height of the
	//  rivers, most of the surface is above.
	float base = tn->terrain_height + valley_d;

	// "river" represents the distance from the river, in arbitrary units.
	float river = fabs(*tn->rivers) - river_size_factor;

	// Use the curve of the function 1-exp(-(x/a)^2) to model valleys.
	//  Making "a" vary (0 < a <= 1) changes the shape of the valleys.
	//  Try it with a geometry software !
	//   (here x = "river" and a = valley_profile).
	//  "valley" represents the height of the terrain, from the rivers.
	{
		float t = river / tn->valley_profile;
		*tn->valley = valley_d * (1.f - exp(- MYSQUARE(t)));
	}

	// approximate height of the terrain at this point
	float mount = base + *tn->valley;

	*tn->slope *= *tn->valley;

	// Rivers are placed where "river" is negative, so where the original
	//  noise value is close to zero.
	// Base ground is returned as rivers since it's basically the water table.
	*tn->rivers = base;
	if (river < 0.f) {
		// Use the the function -sqrt(1-x^2) which models a circle.
		float depth;
		{
			float t = river / river_size_factor + 1;
			depth = (river_depth_bed * sqrt(MYMAX(0, 1.f - MYSQUARE(t))));
		}

		// base - depth : height of the bottom of the river
		// water_level - 6 : don't make rivers below 6 nodes under the surface
		mount = rangelim(base - depth, (float) (water_level - 6), mount);

		// Slope has no influence on rivers.
		*tn->slope = 0.f;
	}

	return mount;
}


// This avoids duplicating the code in terrainLevelFromNoise, adding
// only the final step of terrain generation without a noise map.
float MapgenValleys::adjustedTerrainLevelFromNoise(TerrainNoise *tn)
{
	float mount = terrainLevelFromNoise(tn);
	s16 y_start = myround(mount);

	for (s16 y = y_start; y <= y_start + 1000; y++) {
		float fill = NoisePerlin3D(&noise_inter_valley_fill->np, tn->x, y, tn->z, seed);

		if (fill * *tn->slope <= y - mount) {
			mount = MYMAX(y - 1, mount);
			break;
		}
	}

	return mount;
}


int MapgenValleys::getGroundLevelAtPoint(v2s16 p)
{
	// ***********************************
	// This method (deliberately) does not
	// return correct terrain values.
	// ***********************************

	// Since MT doesn't normally deal with rivers, check
	// to make sure this isn't a request for a location
	// in a river.
	float rivers = NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed);

	// If it's wet, return an unusable number.
	if (fabs(rivers) < river_size_factor)
		return MAX_MAP_GENERATION_LIMIT;

	// Otherwise, return the real result.
	return terrainLevelAtPoint(p.X, p.Y);
}


float MapgenValleys::terrainLevelAtPoint(s16 x, s16 z)
{
	TerrainNoise tn;

	float rivers = NoisePerlin2D(&noise_rivers->np, x, z, seed);
	float valley = NoisePerlin2D(&noise_valley_depth->np, x, z, seed);
	float inter_valley_slope = NoisePerlin2D(&noise_inter_valley_slope->np, x, z, seed);

	tn.x                 = x;
	tn.z                 = z;
	tn.terrain_height    = NoisePerlin2D(&noise_terrain_height->np, x, z, seed);
	tn.rivers            = &rivers;
	tn.valley            = &valley;
	tn.valley_profile    = NoisePerlin2D(&noise_valley_profile->np, x, z, seed);
	tn.slope             = &inter_valley_slope;
	tn.inter_valley_fill = 0.f;

	return adjustedTerrainLevelFromNoise(&tn);
}


int MapgenValleys::generateTerrain()
{
	MapNode n_air(CONTENT_AIR);
	MapNode n_river_water(c_river_water_source);
	MapNode n_sand(c_sand);
	MapNode n_stone(c_stone);
	MapNode n_water(c_water_source);

	v3s16 em = vm->m_area.getExtent();
	s16 surface_max_y = -MAX_MAP_GENERATION_LIMIT;
	u32 index_2d = 0;

	for (s16 z = node_min.Z; z <= node_max.Z; z++)
	for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) {
		s16 river_y = floor(noise_rivers->result[index_2d]);
		s16 surface_y = floor(noise_terrain_height->result[index_2d]);
		float slope = noise_inter_valley_slope->result[index_2d];

		heightmap[index_2d] = surface_y;

		if (surface_y > surface_max_y)
			surface_max_y = surface_y;

		u32 index_3d = (z - node_min.Z) * zstride + (x - node_min.X);
		u32 index_data = vm->m_area.index(x, node_min.Y - 1, z);

		// Mapgens concern themselves with stone and water.
		for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
			float fill = 0.f;
			fill = noise_inter_valley_fill->result[index_3d];

			if (vm->m_data[index_data].getContent() == CONTENT_IGNORE) {
				bool river = (river_y > surface_y);

				if (river && y == surface_y) {
					// river bottom
					vm->m_data[index_data] = n_sand;
				} else if (river && y <= surface_y) {
					// ground
					vm->m_data[index_data] = n_stone;
				} else if (river && y < river_y) {
					// river
					vm->m_data[index_data] = n_river_water;
				} else if ((!river) && myround(fill * slope) >= y - surface_y) {
					// ground
					vm->m_data[index_data] = n_stone;
					heightmap[index_2d] = surface_max_y = y;
				} else if (y <= water_level) {
					// sea
					vm->m_data[index_data] = n_water;
				} else {
					vm->m_data[index_data] = n_air;
				}
			}

			vm->m_area.add_y(em, index_data, 1);
			index_3d += ystride;
		}

		// Although the original valleys adjusts humidity by distance
		// from seawater, this causes problems with the default biomes.
		// Adjust only by freshwater proximity.
		const float humidity_offset = 0.8f;  // derived by testing
		if (humid_rivers)
			noise_humidity->result[index_2d] *= (1 + pow(0.5f, MYMAX((surface_max_y
					- noise_rivers->result[index_2d]) / 3.f, 0.f))) * humidity_offset;

		// Assign the heat adjusted by altitude.
		if (use_altitude_chill && surface_max_y > 0)
			noise_heat->result[index_2d] *=
				pow(0.5f, (surface_max_y - altitude_chill / 3.f) / altitude_chill);
	}

	return surface_max_y;
}


MgStoneType MapgenValleys::generateBiomes(float *heat_map, float *humidity_map)
{
	v3s16 em = vm->m_area.getExtent();
	u32 index = 0;
	MgStoneType stone_type = STONE;

	for (s16 z = node_min.Z; z <= node_max.Z; z++)
	for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
		Biome *biome = NULL;
		u16 depth_top = 0;
		u16 base_filler = 0;
		u16 depth_water_top = 0;
		u32 vi = vm->m_area.index(x, node_max.Y, z);

		// Check node at base of mapchunk above, either a node of a previously
		// generated mapchunk or if not, a node of overgenerated base terrain.
		content_t c_above = vm->m_data[vi + em.X].getContent();
		bool air_above = c_above == CONTENT_AIR;
		bool water_above = (c_above == c_water_source);

		// If there is air or water above enable top/filler placement, otherwise force
		// nplaced to stone level by setting a number exceeding any possible filler depth.
		u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;

		for (s16 y = node_max.Y; y >= node_min.Y; y--) {
			content_t c = vm->m_data[vi].getContent();

			// Biome is recalculated each time an upper surface is detected while
			// working down a column. The selected biome then remains in effect for
			// all nodes below until the next surface and biome recalculation.
			// Biome is recalculated:
			// 1. At the surface of stone below air or water.
			// 2. At the surface of water below air.
			// 3. When stone or water is detected but biome has not yet been calculated.
			if ((c == c_stone && (air_above || water_above || !biome))
					|| ((c == c_water_source || c == c_river_water_source)
							&& (air_above || !biome))) {
				// Both heat and humidity have already been adjusted for altitude.
				biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);

				depth_top = biome->depth_top;
				base_filler = MYMAX(depth_top
						+ biome->depth_filler
						+ noise_filler_depth->result[index], 0.f);
				depth_water_top = biome->depth_water_top;

				// Detect stone type for dungeons during every biome calculation.
				// This is more efficient than detecting per-node and will not
				// miss any desert stone or sandstone biomes.
				if (biome->c_stone == c_desert_stone)
					stone_type = DESERT_STONE;
				else if (biome->c_stone == c_sandstone)
					stone_type = SANDSTONE;
			}

			if (c == c_stone) {
				content_t c_below = vm->m_data[vi - em.X].getContent();

				// If the node below isn't solid, make this node stone, so that
				// any top/filler nodes above are structurally supported.
				// This is done by aborting the cycle of top/filler placement
				// immediately by forcing nplaced to stone level.
				if (c_below == CONTENT_AIR
						|| c_below == c_water_source
						|| c_below == c_river_water_source)
					nplaced = U16_MAX;

				if (nplaced < depth_top) {
					vm->m_data[vi] = MapNode(biome->c_top);
					nplaced++;
				} else if (nplaced < base_filler) {
					vm->m_data[vi] = MapNode(biome->c_filler);
					nplaced++;
				} else {
					vm->m_data[vi] = MapNode(biome->c_stone);
				}

				air_above = false;
				water_above = false;
			} else if (c == c_water_source) {
				vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top))
						? biome->c_water_top : biome->c_water);
				nplaced = 0;  // Enable top/filler placement for next surface
				air_above = false;
				water_above = true;
			} else if (c == c_river_water_source) {
				vm->m_data[vi] = MapNode(biome->c_river_water);
				nplaced = U16_MAX;  // Sand was already placed under rivers.
				air_above = false;
				water_above = true;
			} else if (c == CONTENT_AIR) {
				nplaced = 0;  // Enable top/filler placement for next surface
				air_above = true;
				water_above = false;
			} else {  // Possible various nodes overgenerated from neighbouring mapchunks
				nplaced = U16_MAX;  // Disable top/filler placement
				air_above = false;
				water_above = false;
			}

			vm->m_area.add_y(em, vi, -1);
		}
	}

	return stone_type;
}


void MapgenValleys::dustTopNodes()
{
	if (node_max.Y < water_level)
		return;

	v3s16 em = vm->m_area.getExtent();
	u32 index = 0;

	for (s16 z = node_min.Z; z <= node_max.Z; z++)
	for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
		Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);

		if (biome->c_dust == CONTENT_IGNORE)
			continue;

		u32 vi = vm->m_area.index(x, full_node_max.Y, z);
		content_t c_full_max = vm->m_data[vi].getContent();
		s16 y_start;

		if (c_full_max == CONTENT_AIR) {
			y_start = full_node_max.Y - 1;
		} else if (c_full_max == CONTENT_IGNORE) {
			vi = vm->m_area.index(x, node_max.Y + 1, z);
			content_t c_max = vm->m_data[vi].getContent();

			if (c_max == CONTENT_AIR)
				y_start = node_max.Y;
			else
				continue;
		} else {
			continue;
		}

		vi = vm->m_area.index(x, y_start, z);
		for (s16 y = y_start; y >= node_min.Y - 1; y--) {
			if (vm->m_data[vi].getContent() != CONTENT_AIR)
				break;

			vm->m_area.add_y(em, vi, -1);
		}

		content_t c = vm->m_data[vi].getContent();
		if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
			vm->m_area.add_y(em, vi, 1);
			vm->m_data[vi] = MapNode(biome->c_dust);
		}
	}
}


void MapgenValleys::generateCaves(s16 max_stone_y)
{
	if (max_stone_y < node_min.Y)
		return;

	noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
	noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);

	PseudoRandom ps(blockseed + 72202);

	MapNode n_air(CONTENT_AIR);
	MapNode n_lava(c_lava_source);
	MapNode n_water(c_river_water_source);

	v3s16 em = vm->m_area.getExtent();

	// Cave blend distance near YMIN, YMAX
	const float massive_cave_blend = 128.f;
	// noise threshold for massive caves
	const float massive_cave_threshold = 0.6f;
	// mct: 1 = small rare caves, 0.5 1/3rd ground volume, 0 = 1/2 ground volume.

	float yblmin = -map_gen_limit + massive_cave_blend * 1.5f;
	float yblmax = massive_cave_depth - massive_cave_blend * 1.5f;
	bool made_a_big_one = false;

	// Cache the tcave values as they only vary by altitude.
	if (node_max.Y <= massive_cave_depth) {
		noise_massive_caves->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);

		for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
			float tcave = massive_cave_threshold;

			if (y < yblmin) {
				float t = (yblmin - y) / massive_cave_blend;
				tcave += MYSQUARE(t);
			} else if (y > yblmax) {
				float t = (y - yblmax) / massive_cave_blend;
				tcave += MYSQUARE(t);
			}

			tcave_cache[y - node_min.Y + 1] = tcave;
		}
	}

	// lava_depth varies between one and ten as you approach
	//  the bottom of the world.
	s16 lava_depth = ceil((lava_max_height - node_min.Y + 1) * 10.f / map_gen_limit);
	// This allows random lava spawns to be less common at the surface.
	s16 lava_chance = MYCUBE(lava_features_lim) * lava_depth;
	// water_depth varies between ten and one on the way down.
	s16 water_depth = ceil((map_gen_limit - abs(node_min.Y) + 1) * 10.f / map_gen_limit);
	// This allows random water spawns to be more common at the surface.
	s16 water_chance = MYCUBE(water_features_lim) * water_depth;

	// Reduce the odds of overflows even further.
	if (node_max.Y > water_level) {
		lava_chance /= 5;
		water_chance /= 5;
	}

	u32 index_2d = 0;
	u32 index_3d = 0;
	for (s16 z = node_min.Z; z <= node_max.Z; z++)
	for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) {
		Biome *biome = (Biome *)bmgr->getRaw(biomemap[index_2d]);
		bool air_above = false;
		bool underground = false;
		u32 index_data = vm->m_area.index(x, node_max.Y + 1, z);

		index_3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride + (x - node_min.X);

		// Dig caves on down loop to check for air above.
		for (s16 y = node_max.Y + 1;
				y >= node_min.Y - 1;
				y--, index_3d -= ystride, vm->m_area.add_y(em, index_data, -1)) {
			float terrain = noise_terrain_height->result[index_2d];

			// Saves some time.
			if (y > terrain + 10) {
				air_above = true;
				continue;
			} else if (y < terrain - 40) {
				underground = true;
			}

			// Dig massive caves.
			if (node_max.Y <= massive_cave_depth
					&& noise_massive_caves->result[index_3d]
					> tcave_cache[y - node_min.Y + 1]) {
				vm->m_data[index_data] = n_air;
				made_a_big_one = true;
			}

			content_t c = vm->m_data[index_data].getContent();
			float d1 = contour(noise_cave1->result[index_3d]);
			float d2 = contour(noise_cave2->result[index_3d]);

			// River water is not set as ground content
			// in the default game. This can produce strange results
			// when a cave undercuts a river. However, that's not for
			// the mapgen to correct. Fix it in lua.

			if (c == CONTENT_AIR) {
				air_above = true;
			} else if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
				// in a cave
				vm->m_data[index_data] = n_air;
				air_above = true;
			} else if (air_above && (c == biome->c_filler || c == biome->c_stone)) {
				// at the cave floor
				s16 sr = ps.range(0,39);
				u32 j = index_data;
				vm->m_area.add_y(em, j, 1);

				if (sr > terrain - y) {
					// Put dirt in caves near the surface.
					if (underground)
						vm->m_data[index_data] = MapNode(biome->c_filler);
					else
						vm->m_data[index_data] = MapNode(biome->c_top);
				} else if (sr < 3 && underground) {
					sr = abs(ps.next());
					if (lava_features_lim > 0 && y <= lava_max_height
							&& c == biome->c_stone && sr < lava_chance)
						vm->m_data[j] = n_lava;

					sr -= lava_chance;

					// If sr < 0 then we should have already placed lava --
					// don't immediately dump water on it.
					if (water_features_lim > 0 && y <= cave_water_max_height
							&& sr >= 0 && sr < water_chance)
						vm->m_data[j] = n_water;
				}

				air_above = false;
				underground = true;
			} else if (c == biome->c_filler || c == biome->c_stone) {
				air_above = false;
				underground = true;
			} else {
				air_above = false;
			}
		}
	}

	if (node_max.Y <= large_cave_depth && (!made_a_big_one)) {
		u32 bruises_count = ps.range(0, 2);
		for (u32 i = 0; i < bruises_count; i++) {
			CaveV5 cave(this, &ps);
			cave.makeCave(node_min, node_max, max_stone_y);
		}
	}
}