aboutsummaryrefslogtreecommitdiff
path: root/src/connection.cpp
Commit message (Collapse)AuthorAge
* Fix server getting completely choked up on even a little of DoSPerttu Ahola2013-08-04
| | | | | | * If client count is unbearable, immediately delete denied clients * Re-prioritize the checking order of things about incoming clients * Remove a huge CPU-wasting exception in ReliablePacketBuffer
* Throw exception instead of assert on nested reliable packetsKahrl2013-07-04
| | | | Fixes a denial of service vulnerability, issue #784
* Add support for IPv6proller2013-06-23
| | | | | | | Two new configuration options are added: - "enable_ipv6" to enable/disable the overall use of IPv6 - "ipv6_server" to enable/disable the use of IPv6 sockets when running a server (when "enable_ipv6" is enabled)
* Migrate to STL containers/algorithms.Ilya Zhuravlev2013-03-11
|
* Update Copyright YearsSfan52013-02-24
|
* Change Minetest-c55 to MinetestPilzAdam2013-02-24
|
* Add congestion control settings to minetest.confPerttu Ahola2012-11-29
|
* Properly and efficiently use split utility headersPerttu Ahola2012-06-17
|
* Switch the license to be LGPLv2/later, with small parts still remaining as ↵Perttu Ahola2012-06-05
| | | | GPLv2/later, by agreement of major contributors
* Remove misdesigned exception from ReliablePacketBufferPerttu Ahola2012-06-04
|
* Attempt to fix some minor memory leaksPerttu Ahola2012-03-20
|
* Attempt to fix build for MSVCPerttu Ahola2012-03-18
|
* Proper handling of failing to bind server socketPerttu Ahola2012-03-11
|
* Increase Peer max_packets_per_second (hopefully doesn't break anything)Perttu Ahola2012-03-11
|
* The huge item definition and item namespace unification patch (itemdef), see ↵Kahrl2012-01-12
| | | | http://c55.me/minetest/wiki/doku.php?id=changes:itemdef
* Make Connection::Receive return the data via a SharedBuffer reference, so ↵Kahrl2011-11-07
| | | | | | | | the caller doesn't have to choose the right buffer size in advance. Conflicts: src/test.cpp
* Attempt a workaround to the network layer segfaultPerttu Ahola2011-10-30
|
* Make it to compile on MSVC2010Perttu Ahola2011-10-21
|
* Some tuning in m_max_packets_per_second algorithmPerttu Ahola2011-10-21
|
* Improve Connection with threading and some kind of congestion controlPerttu Ahola2011-10-20
|
* Better handling of SendFailedException in ConnectionPerttu Ahola2011-10-18
|
* Catch SendFailedException when replying back in Connection::Receive()Perttu Ahola2011-10-17
|
* Make Connection::Send cancel silently if peer doesn't exist.Perttu Ahola2011-09-06
|
* Cleaned networking code a bit (had this one on the to-do list for like 4 ↵Perttu Ahola2011-05-21
| | | | months already)
* OMG! Main Menu!Perttu Ahola2011-01-23
|
* Players are left on server while server is running. No passwords yet.Perttu Ahola2011-01-15
|
* tinkering aroundPerttu Ahola2010-12-25
|
* disconnect method to connection to be used instead of just timing outPerttu Ahola2010-12-24
|
* day/night working client sidePerttu Ahola2010-12-19
|
* license stuffPerttu Ahola2010-11-29
| | | | | --HG-- rename : src/licensecomment.txt => licensecomment.txt
* Initial filesPerttu Ahola2010-11-27
='n503' href='#n503'>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
/*
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)
{
	this->spflags             = params->spflags;
	this->cave_width          = params->cave_width;
	this->float_mount_density = params->float_mount_density;
	this->float_mount_height  = params->float_mount_height;
	this->floatland_level     = params->floatland_level;
	this->shadow_limit        = params->shadow_limit;
	this->cavern_limit        = params->cavern_limit;
	this->cavern_taper        = params->cavern_taper;
	this->cavern_threshold    = params->cavern_threshold;

	// 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()
{
	spflags             = MGV7_MOUNTAINS | MGV7_RIDGES | MGV7_CAVERNS;
	cave_width          = 0.09;
	float_mount_density = 0.6;
	float_mount_height  = 128.0;
	floatland_level     = 1280;
	shadow_limit        = 1024;
	cavern_limit        = -256;
	cavern_taper        = 256;
	cavern_threshold    = 0.7;

	np_terrain_base      = NoiseParams(4,    70,   v3f(600,  600,  600),  82341, 5, 0.6,  2.0);
	np_terrain_alt       = NoiseParams(4,    25,   v3f(600,  600,  600),  5934,  5, 0.6,  2.0);
	np_terrain_persist   = NoiseParams(0.6,  0.1,  v3f(2000, 2000, 2000), 539,   3, 0.6,  2.0);
	np_height_select     = NoiseParams(-8,   16,   v3f(500,  500,  500),  4213,  6, 0.7,  2.0);
	np_filler_depth      = NoiseParams(0,    1.2,  v3f(150,  150,  150),  261,   3, 0.7,  2.0);
	np_mount_height      = NoiseParams(256,  112,  v3f(1000, 1000, 1000), 72449, 3, 0.6,  2.0);
	np_ridge_uwater      = NoiseParams(0,    1,    v3f(1000, 1000, 1000), 85039, 5, 0.6,  2.0);
	np_floatland_base    = NoiseParams(-0.6, 1.5,  v3f(600,  600,  600),  114,   5, 0.6,  2.0);
	np_float_base_height = NoiseParams(48,   24,   v3f(300,  300,  300),  907,   4, 0.7,  2.0);
	np_mountain          = NoiseParams(-0.6, 1,    v3f(250,  350,  250),  5333,  5, 0.63, 2.0);
	np_ridge             = NoiseParams(0,    1,    v3f(100,  100,  100),  6467,  4, 0.75, 2.0);
	np_cavern            = NoiseParams(0,    1,    v3f(384,  128,  384),  723,   5, 0.63, 2.0);
	np_cave1             = NoiseParams(0,    12,   v3f(61,   61,   61),   52534, 3, 0.5,  2.0);
	np_cave2             = NoiseParams(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->getFloatNoEx("mgv7_cave_width",          cave_width);
	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->setFloat("mgv7_cave_width",          cave_width);
	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)
{
	// Base terrain calculation
	s16 y = baseTerrainLevelAtPoint(p.X, p.Y);

	// If enabled, check if inside 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
	}

	// If mountains are disabled, terrain level is base terrain level
	// Avoids spawn on non-existant mountain terrain
	if (!(spflags & MGV7_MOUNTAINS)) {
		if (y <= water_level || y > water_level + 16)
			return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
		else
			return y;
	}

	// Mountain terrain calculation
	int iters = 128;
	while (iters--) {
		if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) {  // If air above
			if (y <= water_level || y > water_level + 16)
				return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
			else
				return y;
		}
		y++;
	}

	// Unsuitable spawn point, no mountain surface found
	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 stone_type = generateBiomes();

	// 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, water_level);
	}

	// Generate dungeons
	if (flags & MG_DUNGEONS)
		generateDungeons(stone_surface_max_y, stone_type);

	// 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 = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
	float density_gradient = -((float)y / 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 = noise_mount_height->result[idx_xz];
	float density_gradient = -((float)y / 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 = noise_float_base_height->result[idx_xz];
		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
	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) || (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