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+/*
+Minetest
+Copyright (C) 2013-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
+Copyright (C) 2014-2017 paramat
+
+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 "profiler.h" // For TimeTaker
+#include "settings.h" // For g_settings
+#include "emerge.h"
+#include "dungeongen.h"
+#include "cavegen.h"
+#include "mg_biome.h"
+#include "mg_ore.h"
+#include "mg_decoration.h"
+#include "mapgen_v7.h"
+
+
+FlagDesc flagdesc_mapgen_v7[] = {
+ {"mountains", MGV7_MOUNTAINS},
+ {"ridges", MGV7_RIDGES},
+ {"floatlands", MGV7_FLOATLANDS},
+ {"caverns", MGV7_CAVERNS},
+ {NULL, 0}
+};
+
+
+///////////////////////////////////////////////////////////////////////////////
+
+
+MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge)
+ : MapgenBasic(mapgenid, params, emerge)
+{
+ spflags = params->spflags;
+ mount_zero_level = params->mount_zero_level;
+ cave_width = params->cave_width;
+ large_cave_depth = params->large_cave_depth;
+ lava_depth = params->lava_depth;
+ float_mount_density = params->float_mount_density;
+ floatland_level = params->floatland_level;
+ shadow_limit = params->shadow_limit;
+ cavern_limit = params->cavern_limit;
+ cavern_taper = params->cavern_taper;
+ cavern_threshold = params->cavern_threshold;
+
+ // This is to avoid a divide-by-zero.
+ // Parameter will be saved to map_meta.txt in limited form.
+ params->float_mount_height = MYMAX(params->float_mount_height, 1.0f);
+ float_mount_height = params->float_mount_height;
+
+ // 2D noise
+ noise_terrain_base = new Noise(&params->np_terrain_base, seed, csize.X, csize.Z);
+ noise_terrain_alt = new Noise(&params->np_terrain_alt, seed, csize.X, csize.Z);
+ noise_terrain_persist = new Noise(&params->np_terrain_persist, seed, csize.X, csize.Z);
+ noise_height_select = new Noise(&params->np_height_select, seed, csize.X, csize.Z);
+ noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
+
+ if (spflags & MGV7_MOUNTAINS)
+ noise_mount_height = new Noise(&params->np_mount_height, seed, csize.X, csize.Z);
+
+ if (spflags & MGV7_FLOATLANDS) {
+ noise_floatland_base = new Noise(&params->np_floatland_base, seed, csize.X, csize.Z);
+ noise_float_base_height = new Noise(&params->np_float_base_height, seed, csize.X, csize.Z);
+ }
+
+ if (spflags & MGV7_RIDGES) {
+ noise_ridge_uwater = new Noise(&params->np_ridge_uwater, seed, csize.X, csize.Z);
+ // 3D noise, 1-up 1-down overgeneration
+ noise_ridge = new Noise(&params->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
+ }
+ // 3D noise, 1 up, 1 down overgeneration
+ if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
+ noise_mountain = new Noise(&params->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
+ // 3D noise, 1 down overgeneration
+ MapgenBasic::np_cave1 = params->np_cave1;
+ MapgenBasic::np_cave2 = params->np_cave2;
+ MapgenBasic::np_cavern = params->np_cavern;
+}
+
+
+MapgenV7::~MapgenV7()
+{
+ delete noise_terrain_base;
+ delete noise_terrain_alt;
+ delete noise_terrain_persist;
+ delete noise_height_select;
+ delete noise_filler_depth;
+
+ if (spflags & MGV7_MOUNTAINS)
+ delete noise_mount_height;
+
+ if (spflags & MGV7_FLOATLANDS) {
+ delete noise_floatland_base;
+ delete noise_float_base_height;
+ }
+
+ if (spflags & MGV7_RIDGES) {
+ delete noise_ridge_uwater;
+ delete noise_ridge;
+ }
+
+ if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
+ delete noise_mountain;
+}
+
+
+MapgenV7Params::MapgenV7Params():
+ np_terrain_base (4, 70, v3f(600, 600, 600), 82341, 5, 0.6, 2.0),
+ np_terrain_alt (4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0),
+ np_terrain_persist (0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0),
+ np_height_select (-8, 16, v3f(500, 500, 500), 4213, 6, 0.7, 2.0),
+ np_filler_depth (0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0),
+ np_mount_height (256, 112, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0),
+ np_ridge_uwater (0, 1, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0),
+ np_floatland_base (-0.6, 1.5, v3f(600, 600, 600), 114, 5, 0.6, 2.0),
+ np_float_base_height (48, 24, v3f(300, 300, 300), 907, 4, 0.7, 2.0),
+ np_mountain (-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.63, 2.0),
+ np_ridge (0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0),
+ np_cavern (0, 1, v3f(384, 128, 384), 723, 5, 0.63, 2.0),
+ np_cave1 (0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
+ np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0)
+{
+}
+
+
+void MapgenV7Params::readParams(const Settings *settings)
+{
+ settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
+ settings->getS16NoEx("mgv7_mount_zero_level", mount_zero_level);
+ settings->getFloatNoEx("mgv7_cave_width", cave_width);
+ settings->getS16NoEx("mgv7_large_cave_depth", large_cave_depth);
+ settings->getS16NoEx("mgv7_lava_depth", lava_depth);
+ settings->getFloatNoEx("mgv7_float_mount_density", float_mount_density);
+ settings->getFloatNoEx("mgv7_float_mount_height", float_mount_height);
+ settings->getS16NoEx("mgv7_floatland_level", floatland_level);
+ settings->getS16NoEx("mgv7_shadow_limit", shadow_limit);
+ settings->getS16NoEx("mgv7_cavern_limit", cavern_limit);
+ settings->getS16NoEx("mgv7_cavern_taper", cavern_taper);
+ settings->getFloatNoEx("mgv7_cavern_threshold", cavern_threshold);
+
+ settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
+ settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
+ settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
+ settings->getNoiseParams("mgv7_np_height_select", np_height_select);
+ settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
+ settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
+ settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
+ settings->getNoiseParams("mgv7_np_floatland_base", np_floatland_base);
+ settings->getNoiseParams("mgv7_np_float_base_height", np_float_base_height);
+ settings->getNoiseParams("mgv7_np_mountain", np_mountain);
+ settings->getNoiseParams("mgv7_np_ridge", np_ridge);
+ settings->getNoiseParams("mgv7_np_cavern", np_cavern);
+ settings->getNoiseParams("mgv7_np_cave1", np_cave1);
+ settings->getNoiseParams("mgv7_np_cave2", np_cave2);
+}
+
+
+void MapgenV7Params::writeParams(Settings *settings) const
+{
+ settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX);
+ settings->setS16("mgv7_mount_zero_level", mount_zero_level);
+ settings->setFloat("mgv7_cave_width", cave_width);
+ settings->setS16("mgv7_large_cave_depth", large_cave_depth);
+ settings->setS16("mgv7_lava_depth", lava_depth);
+ settings->setFloat("mgv7_float_mount_density", float_mount_density);
+ settings->setFloat("mgv7_float_mount_height", float_mount_height);
+ settings->setS16("mgv7_floatland_level", floatland_level);
+ settings->setS16("mgv7_shadow_limit", shadow_limit);
+ settings->setS16("mgv7_cavern_limit", cavern_limit);
+ settings->setS16("mgv7_cavern_taper", cavern_taper);
+ settings->setFloat("mgv7_cavern_threshold", cavern_threshold);
+
+ settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
+ settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
+ settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
+ settings->setNoiseParams("mgv7_np_height_select", np_height_select);
+ settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
+ settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
+ settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
+ settings->setNoiseParams("mgv7_np_floatland_base", np_floatland_base);
+ settings->setNoiseParams("mgv7_np_float_base_height", np_float_base_height);
+ settings->setNoiseParams("mgv7_np_mountain", np_mountain);
+ settings->setNoiseParams("mgv7_np_ridge", np_ridge);
+ settings->setNoiseParams("mgv7_np_cavern", np_cavern);
+ settings->setNoiseParams("mgv7_np_cave1", np_cave1);
+ settings->setNoiseParams("mgv7_np_cave2", np_cave2);
+}
+
+
+///////////////////////////////////////////////////////////////////////////////
+
+
+int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
+{
+ // If rivers are enabled, first check if in a river
+ if (spflags & MGV7_RIDGES) {
+ float width = 0.2;
+ float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
+ if (fabs(uwatern) <= width)
+ return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
+ }
+
+ // Terrain noise 'offset' is the average level of that terrain.
+ // At least 50% of terrain will be below the higher of base and alt terrain
+ // 'offset's.
+ // Raising the maximum spawn level above 'water_level + 16' is necessary
+ // for when terrain 'offset's are set much higher than water_level.
+ s16 max_spawn_y = MYMAX(MYMAX(noise_terrain_alt->np.offset,
+ noise_terrain_base->np.offset),
+ water_level + 16);
+ // Base terrain calculation
+ s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
+
+ // If mountains are disabled, terrain level is base terrain level.
+ // Avoids mid-air spawn where mountain terrain would have been.
+ if (!(spflags & MGV7_MOUNTAINS)) {
+ if (y < water_level || y > max_spawn_y)
+ return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
+
+ // y + 2 because y is surface level and due to biome 'dust'
+ return y + 2;
+ }
+
+ // Search upwards for first node without mountain terrain
+ int iters = 256;
+ while (iters > 0 && y <= max_spawn_y) {
+ if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) {
+ if (y <= water_level || y > max_spawn_y)
+ return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
+
+ // y + 1 due to biome 'dust'
+ return y + 1;
+ }
+ y++;
+ iters--;
+ }
+
+ // Unsuitable spawn point
+ return MAX_MAP_GENERATION_LIMIT;
+}
+
+
+void MapgenV7::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 base and mountain terrain
+ // An initial heightmap is no longer created here for use in generateRidgeTerrain()
+ s16 stone_surface_max_y = generateTerrain();
+
+ // Generate rivers
+ if (spflags & MGV7_RIDGES)
+ generateRidgeTerrain();
+
+ // Create heightmap
+ updateHeightmap(node_min, node_max);
+
+ // Init biome generator, place biome-specific nodes, and build biomemap
+ biomegen->calcBiomeNoise(node_min);
+
+ MgStoneType mgstone_type;
+ content_t biome_stone;
+ generateBiomes(&mgstone_type, &biome_stone);
+
+ // Generate caverns, tunnels and classic caves
+ if (flags & MG_CAVES) {
+ bool near_cavern = false;
+ // Generate caverns
+ if (spflags & MGV7_CAVERNS)
+ near_cavern = generateCaverns(stone_surface_max_y);
+ // Generate tunnels and classic caves
+ if (near_cavern)
+ // Disable classic caves in this mapchunk by setting
+ // 'large cave depth' to world base. Avoids excessive liquid in
+ // large caverns and floating blobs of overgenerated liquid.
+ generateCaves(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT);
+ else
+ generateCaves(stone_surface_max_y, large_cave_depth);
+ }
+
+ // Generate dungeons
+ if (flags & MG_DUNGEONS)
+ generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);
+
+ // 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();
+
+ //printf("makeChunk: %dms\n", t.stop());
+
+ // Update liquids
+ updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
+
+ // Calculate lighting
+ // Limit floatland shadow
+ bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) &&
+ node_min.Y <= shadow_limit && node_max.Y >= shadow_limit);
+
+ if (flags & MG_LIGHT)
+ calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
+ full_node_min, full_node_max, propagate_shadow);
+
+ //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
+ // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
+
+ this->generating = false;
+}
+
+
+float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
+{
+ float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
+ hselect = rangelim(hselect, 0.0, 1.0);
+
+ float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
+
+ noise_terrain_base->np.persist = persist;
+ float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
+
+ noise_terrain_alt->np.persist = persist;
+ float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
+
+ if (height_alt > height_base)
+ return height_alt;
+
+ return (height_base * hselect) + (height_alt * (1.0 - hselect));
+}
+
+
+float MapgenV7::baseTerrainLevelFromMap(int index)
+{
+ float hselect = rangelim(noise_height_select->result[index], 0.0, 1.0);
+ float height_base = noise_terrain_base->result[index];
+ float height_alt = noise_terrain_alt->result[index];
+
+ if (height_alt > height_base)
+ return height_alt;
+
+ return (height_base * hselect) + (height_alt * (1.0 - hselect));
+}
+
+
+bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
+{
+ float mnt_h_n =
+ MYMAX(NoisePerlin2D(&noise_mount_height->np, x, z, seed), 1.0f);
+ float density_gradient = -((float)(y - mount_zero_level) / mnt_h_n);
+ float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
+
+ return mnt_n + density_gradient >= 0.0;
+}
+
+
+bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
+{
+ float mounthn = MYMAX(noise_mount_height->result[idx_xz], 1.0f);
+ float density_gradient = -((float)(y - mount_zero_level) / mounthn);
+ float mountn = noise_mountain->result[idx_xyz];
+
+ return mountn + density_gradient >= 0.0;
+}
+
+
+bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y)
+{
+ // Make rim 2 nodes thick to match floatland base terrain
+ float density_gradient = (y >= floatland_level) ?
+ -pow((float)(y - floatland_level) / float_mount_height, 0.75f) :
+ -pow((float)(floatland_level - 1 - y) / float_mount_height, 0.75f);
+
+ float floatn = noise_mountain->result[idx_xyz] + float_mount_density;
+
+ return floatn + density_gradient >= 0.0f;
+}
+
+
+void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max, int idx_xz)
+{
+ // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
+ s16 base_min = MAX_MAP_GENERATION_LIMIT + 1;
+ s16 base_max = MAX_MAP_GENERATION_LIMIT;
+
+ float n_base = noise_floatland_base->result[idx_xz];
+ if (n_base > 0.0f) {
+ float n_base_height =
+ MYMAX(noise_float_base_height->result[idx_xz], 1.0f);
+ float amp = n_base * n_base_height;
+ float ridge = n_base_height / 3.0f;
+ base_min = floatland_level - amp / 1.5f;
+
+ if (amp > ridge * 2.0f) {
+ // Lake bed
+ base_max = floatland_level - (amp - ridge * 2.0f) / 2.0f;
+ } else {
+ // Hills and ridges
+ float diff = fabs(amp - ridge) / ridge;
+ // Smooth ridges using the 'smoothstep function'
+ float smooth_diff = diff * diff * (3.0f - 2.0f * diff);
+ base_max = floatland_level + ridge - smooth_diff * ridge;
+ }
+ }
+
+ *float_base_min = base_min;
+ *float_base_max = base_max;
+}
+
+
+int MapgenV7::generateTerrain()
+{
+ MapNode n_air(CONTENT_AIR);
+ MapNode n_stone(c_stone);
+ MapNode n_water(c_water_source);
+
+ //// Calculate noise for terrain generation
+ noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z);
+ float *persistmap = noise_terrain_persist->result;
+
+ noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap);
+ noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
+ noise_height_select->perlinMap2D(node_min.X, node_min.Z);
+
+ if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) {
+ noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
+ }
+
+ if (spflags & MGV7_MOUNTAINS) {
+ noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
+ }
+
+ if (spflags & MGV7_FLOATLANDS) {
+ noise_floatland_base->perlinMap2D(node_min.X, node_min.Z);
+ noise_float_base_height->perlinMap2D(node_min.X, node_min.Z);
+ }
+
+ //// Place nodes
+ const v3s16 &em = vm->m_area.getExtent();
+ s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
+ u32 index2d = 0;
+
+ for (s16 z = node_min.Z; z <= node_max.Z; z++)
+ for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
+ s16 surface_y = baseTerrainLevelFromMap(index2d);
+ if (surface_y > stone_surface_max_y)
+ stone_surface_max_y = surface_y;
+
+ // Get extent of floatland base terrain
+ // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
+ s16 float_base_min = MAX_MAP_GENERATION_LIMIT + 1;
+ s16 float_base_max = MAX_MAP_GENERATION_LIMIT;
+ if (spflags & MGV7_FLOATLANDS)
+ floatBaseExtentFromMap(&float_base_min, &float_base_max, index2d);
+
+ u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
+ u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
+
+ for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
+ if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
+ if (y <= surface_y) {
+ vm->m_data[vi] = n_stone; // Base terrain
+ } else if ((spflags & MGV7_MOUNTAINS) &&
+ getMountainTerrainFromMap(index3d, index2d, y)) {
+ vm->m_data[vi] = n_stone; // Mountain terrain
+ if (y > stone_surface_max_y)
+ stone_surface_max_y = y;
+ } else if ((spflags & MGV7_FLOATLANDS) &&
+ ((y >= float_base_min && y <= float_base_max) ||
+ getFloatlandMountainFromMap(index3d, index2d, y))) {
+ vm->m_data[vi] = n_stone; // Floatland terrain
+ stone_surface_max_y = node_max.Y;
+ } else if (y <= water_level) {
+ vm->m_data[vi] = n_water; // Ground level water
+ } else if ((spflags & MGV7_FLOATLANDS) &&
+ (y >= float_base_max && y <= floatland_level)) {
+ vm->m_data[vi] = n_water; // Floatland water
+ } else {
+ vm->m_data[vi] = n_air;
+ }
+ }
+ vm->m_area.add_y(em, vi, 1);
+ index3d += ystride;
+ }
+ }
+
+ return stone_surface_max_y;
+}
+
+
+void MapgenV7::generateRidgeTerrain()
+{
+ if (node_max.Y < water_level - 16 ||
+ ((spflags & MGV7_FLOATLANDS) && node_max.Y > shadow_limit))
+ return;
+
+ noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
+ noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
+
+ MapNode n_water(c_water_source);
+ MapNode n_air(CONTENT_AIR);
+ u32 index = 0;
+ float width = 0.2;
+
+ for (s16 z = node_min.Z; z <= node_max.Z; z++)
+ for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
+ u32 vi = vm->m_area.index(node_min.X, y, z);
+ for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
+ int j = (z - node_min.Z) * csize.X + (x - node_min.X);
+
+ float uwatern = noise_ridge_uwater->result[j] * 2;
+ if (fabs(uwatern) > width)
+ continue;
+
+ float altitude = y - water_level;
+ float height_mod = (altitude + 17) / 2.5;
+ float width_mod = width - fabs(uwatern);
+ float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
+
+ if (nridge + width_mod * height_mod < 0.6)
+ continue;
+
+ vm->m_data[vi] = (y > water_level) ? n_air : n_water;
+ }
+ }
+}
+
+
+////////////////////////////////////////////////////////////////////////////////
+//// Code Boneyard
+////
+//// Much of the stuff here has potential to become useful again at some point
+//// in the future, but we don't want it to get lost or forgotten in version
+//// control.
+////
+
+#if 0
+int MapgenV7::generateMountainTerrain(s16 ymax)
+{
+ MapNode n_stone(c_stone);
+ u32 j = 0;
+
+ for (s16 z = node_min.Z; z <= node_max.Z; z++)
+ for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
+ u32 vi = vm->m_area.index(node_min.X, y, z);
+ for (s16 x = node_min.X; x <= node_max.X; x++) {
+ int index = (z - node_min.Z) * csize.X + (x - node_min.X);
+ content_t c = vm->m_data[vi].getContent();
+
+ if (getMountainTerrainFromMap(j, index, y)
+ && (c == CONTENT_AIR || c == c_water_source)) {
+ vm->m_data[vi] = n_stone;
+ if (y > ymax)
+ ymax = y;
+ }
+
+ vi++;
+ j++;
+ }
+ }
+
+ return ymax;
+}
+#endif
+
+
+#if 0
+void MapgenV7::carveRivers() {
+ MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
+ MapNode n_stone(c_stone);
+ u32 index = 0;
+
+ int river_depth = 4;
+
+ for (s16 z = node_min.Z; z <= node_max.Z; z++)
+ for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
+ float terrain_mod = noise_terrain_mod->result[index];
+ NoiseParams *np = noise_terrain_river->np;
+ np.persist = noise_terrain_persist->result[index];
+ float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
+ float height = terrain_river * (1 - abs(terrain_mod)) *
+ noise_terrain_river->np.scale;
+ height = log(height * height); //log(h^3) is pretty interesting for terrain
+
+ s16 y = heightmap[index];
+ if (height < 1.0 && y > river_depth &&
+ y - river_depth >= node_min.Y && y <= node_max.Y) {
+
+ for (s16 ry = y; ry != y - river_depth; ry--) {
+ u32 vi = vm->m_area.index(x, ry, z);
+ vm->m_data[vi] = n_air;
+ }
+
+ u32 vi = vm->m_area.index(x, y - river_depth, z);
+ vm->m_data[vi] = n_water_source;
+ }
+ }
+}
+#endif
+
+
+#if 0
+void MapgenV7::addTopNodes()
+{
+ v3s16 em = vm->m_area.getExtent();
+ s16 ntopnodes;
+ 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 = bmgr->biomes[biomemap[index]];
+
+ //////////////////// First, add top nodes below the ridge
+ s16 y = ridge_heightmap[index];
+
+ // This cutoff is good enough, but not perfect.
+ // It will cut off potentially placed top nodes at chunk boundaries
+ if (y < node_min.Y)
+ continue;
+ if (y > node_max.Y) {
+ y = node_max.Y; // Let's see if we can still go downward anyway
+ u32 vi = vm->m_area.index(x, y, z);
+ content_t c = vm->m_data[vi].getContent();
+ if (ndef->get(c).walkable)
+ continue;
+ }
+
+ // N.B. It is necessary to search downward since ridge_heightmap[i]
+ // might not be the actual height, just the lowest part in the chunk
+ // where a ridge had been carved
+ u32 i = vm->m_area.index(x, y, z);
+ for (; y >= node_min.Y; y--) {
+ content_t c = vm->m_data[i].getContent();
+ if (ndef->get(c).walkable)
+ break;
+ vm->m_area.add_y(em, i, -1);
+ }
+
+ if (y != node_min.Y - 1 && y >= water_level) {
+ ridge_heightmap[index] = y; //update ridgeheight
+ ntopnodes = biome->top_depth;
+ for (; y <= node_max.Y && ntopnodes; y++) {
+ ntopnodes--;
+ vm->m_data[i] = MapNode(biome->c_top);
+ vm->m_area.add_y(em, i, 1);
+ }
+ // If dirt, grow grass on it.
+ if (y > water_level - 10 &&
+ vm->m_data[i].getContent() == CONTENT_AIR) {
+ vm->m_area.add_y(em, i, -1);
+ if (vm->m_data[i].getContent() == c_dirt)
+ vm->m_data[i] = MapNode(c_dirt_with_grass);
+ }
+ }
+
+ //////////////////// Now, add top nodes on top of the ridge
+ y = heightmap[index];
+ if (y > node_max.Y) {
+ y = node_max.Y; // Let's see if we can still go downward anyway
+ u32 vi = vm->m_area.index(x, y, z);
+ content_t c = vm->m_data[vi].getContent();
+ if (ndef->get(c).walkable)
+ continue;
+ }
+
+ i = vm->m_area.index(x, y, z);
+ for (; y >= node_min.Y; y--) {
+ content_t c = vm->m_data[i].getContent();
+ if (ndef->get(c).walkable)
+ break;
+ vm->m_area.add_y(em, i, -1);
+ }
+
+ if (y != node_min.Y - 1) {
+ ntopnodes = biome->top_depth;
+ // Let's see if we've already added it...
+ if (y == ridge_heightmap[index] + ntopnodes - 1)
+ continue;
+
+ for (; y <= node_max.Y && ntopnodes; y++) {
+ ntopnodes--;
+ vm->m_data[i] = MapNode(biome->c_top);
+ vm->m_area.add_y(em, i, 1);
+ }
+ // If dirt, grow grass on it.
+ if (y > water_level - 10 &&
+ vm->m_data[i].getContent() == CONTENT_AIR) {
+ vm->m_area.add_y(em, i, -1);
+ if (vm->m_data[i].getContent() == c_dirt)
+ vm->m_data[i] = MapNode(c_dirt_with_grass);
+ }
+ }
+ }
+}
+#endif