aboutsummaryrefslogtreecommitdiff
path: root/src/util
Commit message (Expand)AuthorAge
...
* Fix buffer overrun in SRP (#7484)red-0012018-06-26
* Fix MurmurHash implementation to really be unaligned (#7482)sfan52018-06-26
* Use server's zoom fov for distant world loading.Lars Hofhansl2018-05-15
* Formspecs: Allow setting alpha value for the box[] elementThomas--S2018-04-23
* Zoom adjustDist(): Improve variable name (#7208)Paramat2018-04-05
* Fix last performance-type-promotion-in-math-fn problemsLoic Blot2018-04-04
* Optimize a little bit isBlockInSight, adjustDist & collisions (#7193)Loïc Blot2018-04-04
* Fix last clang-tidy reported problems for performance-type-promotion-in-math-fnLoic Blot2018-04-03
* Fix various clang-tidy reported performance-type-promotion-in-math-fnLoïc Blot2018-04-03
* Revert "Add an active object step time budget #6721"Lars Hofhansl2018-01-12
* Fix Wstringop-overflow warning from util/srp.cpp (#6855)you2018-01-04
* Fix rounding error in g/set_node caused by truncation to floatrubenwardy2017-12-26
* directiontables: Fix MSVC compiler error (#6785)adrido2017-12-14
* Add an active object step time budget #6721Lars Hofhansl2017-12-06
* Allow zoom to actually show more data.Lars Hofhansl2017-11-15
* Move files to subdirectories (#6599)Vitaliy2017-11-08
* directiontables.cpp: fix a warning reported by VS2017Loic Blot2017-10-17
* Real global textures (#6105)Vitaliy2017-10-15
* Use a Buffer instead of SharedBuffer in ConnectionCommandLoic Blot2017-09-05
* Remove DSTACK support (#6346)Loïc Blot2017-08-30
* Network cleanup (#6310)Loïc Blot2017-08-25
* Translations: prevent remote crash with invalid translationsEkdohibs2017-08-25
* Add clientside translations.Ekdohibs2017-08-24
* serialize: use a temporary for SerializeExceptionLoïc Blot2017-08-21
* Change BS constant from implicit double to float (#6286)Jens Rottmann2017-08-20
* Modernize source code: last part (#6285)Loïc Blot2017-08-20
* Code modernization: subfolders (#6283)Loïc Blot2017-08-19
* Code modernization: src/m* (part 2)Loic Blot2017-08-19
* C++ modernize: Pragma once (#6264)Loïc Blot2017-08-17
* Expose getPointedThing to LuaDániel Juhász2017-07-07
* C++11 cleanup on constructors (#6000)Vincent Glize2017-06-19
* Remove superfluous pointer null checksQrchackOfficial2017-06-10
* C++11 patchset 6: forbid object copy using assigment/copy function deleters (...Loïc Blot2017-06-10
* Use C++11 mutexes only (remove compat code) (#5922)Loïc Blot2017-06-06
* Remove SharedPtr, it's not used and will be never used, we use C++11Loic Blot2017-06-05
* C++11 patchset 2: remove util/cpp11.h and util/cpp11_container.h (#5821)Loïc Blot2017-06-04
* Time: Change old `u32` timestamps to 64-bit (#5818)SmallJoker2017-05-26
* Rework escape/pause menu (#5719)red-0012017-05-11
* Fix myfloor(0.0)ShadowNinja2017-05-06
* Clean up numeric.h and split FacePositionCache from itShadowNinja2017-05-06
* Clean up getTime helpersShadowNinja2017-04-28
* Fix various points reported by cppcheck (#5656)Loïc Blot2017-04-25
* Fix various copy instead of const ref reported by cppcheck (part 3) (#5616)Loïc Blot2017-04-20
* Fix MSVC build broken by 34d32ceSmallJoker2017-04-17
* Include container.h in util/thread.h. util/thread.h doesn't compile without itPerttu Ahola2017-04-17
* Implement delayed server shutdown with cancelation (#4664)Loïc Blot2017-04-15
* Fix fips_cipher_abort warning and other duplicate macrosLoic Blot2017-04-12
* Pass clang-format on 14 trivial header files fixesLoic Blot2017-04-07
* Clang-format: fix some header files and remove them from whitelistLoic Blot2017-04-07
* Update embedded jsoncpp from unk version to 0.10.6 + move libs to lib/ instea...Loïc Blot2017-04-02
f='#n440'>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
/*
Minetest
Copyright (C) 2017-2019 vlapsley, Vaughan Lapsley <vlapsley@gmail.com>
Copyright (C) 2017-2019 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 <cmath>
#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_carpathian.h"


FlagDesc flagdesc_mapgen_carpathian[] = {
	{"caverns", MGCARPATHIAN_CAVERNS},
	{"rivers",  MGCARPATHIAN_RIVERS},
	{NULL,      0}
};


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


MapgenCarpathian::MapgenCarpathian(MapgenCarpathianParams *params, EmergeManager *emerge)
	: MapgenBasic(MAPGEN_CARPATHIAN, params, emerge)
{
	base_level       = params->base_level;
	river_width      = params->river_width;
	river_depth      = params->river_depth;
	valley_width     = params->valley_width;

	spflags          = params->spflags;
	cave_width       = params->cave_width;
	large_cave_depth = params->large_cave_depth;
	lava_depth       = params->lava_depth;
	cavern_limit     = params->cavern_limit;
	cavern_taper     = params->cavern_taper;
	cavern_threshold = params->cavern_threshold;
	dungeon_ymin     = params->dungeon_ymin;
	dungeon_ymax     = params->dungeon_ymax;

	grad_wl = 1 - water_level;

	//// 2D Terrain noise
	noise_filler_depth  = new Noise(&params->np_filler_depth,  seed, csize.X, csize.Z);
	noise_height1       = new Noise(&params->np_height1,       seed, csize.X, csize.Z);
	noise_height2       = new Noise(&params->np_height2,       seed, csize.X, csize.Z);
	noise_height3       = new Noise(&params->np_height3,       seed, csize.X, csize.Z);
	noise_height4       = new Noise(&params->np_height4,       seed, csize.X, csize.Z);
	noise_hills_terrain = new Noise(&params->np_hills_terrain, seed, csize.X, csize.Z);
	noise_ridge_terrain = new Noise(&params->np_ridge_terrain, seed, csize.X, csize.Z);
	noise_step_terrain  = new Noise(&params->np_step_terrain,  seed, csize.X, csize.Z);
	noise_hills         = new Noise(&params->np_hills,         seed, csize.X, csize.Z);
	noise_ridge_mnt     = new Noise(&params->np_ridge_mnt,     seed, csize.X, csize.Z);
	noise_step_mnt      = new Noise(&params->np_step_mnt,      seed, csize.X, csize.Z);
	if (spflags & MGCARPATHIAN_RIVERS)
		noise_rivers    = new Noise(&params->np_rivers,        seed, csize.X, csize.Z);

	//// 3D terrain noise
	// 1 up 1 down overgeneration
	noise_mnt_var = new Noise(&params->np_mnt_var, seed, csize.X, csize.Y + 2, csize.Z);

	//// Cave noise
	MapgenBasic::np_cave1  = params->np_cave1;
	MapgenBasic::np_cave2  = params->np_cave2;
	MapgenBasic::np_cavern = params->np_cavern;
	MapgenBasic::np_dungeons = params->np_dungeons;
}


MapgenCarpathian::~MapgenCarpathian()
{
	delete noise_filler_depth;
	delete noise_height1;
	delete noise_height2;
	delete noise_height3;
	delete noise_height4;
	delete noise_hills_terrain;
	delete noise_ridge_terrain;
	delete noise_step_terrain;
	delete noise_hills;
	delete noise_ridge_mnt;
	delete noise_step_mnt;
	if (spflags & MGCARPATHIAN_RIVERS)
		delete noise_rivers;

	delete noise_mnt_var;
}


MapgenCarpathianParams::MapgenCarpathianParams():
	np_filler_depth  (0,   1,   v3f(128,  128,  128),  261,   3, 0.7,  2.0),
	np_height1       (0,   5,   v3f(251,  251,  251),  9613,  5, 0.5,  2.0),
	np_height2       (0,   5,   v3f(383,  383,  383),  1949,  5, 0.5,  2.0),
	np_height3       (0,   5,   v3f(509,  509,  509),  3211,  5, 0.5,  2.0),
	np_height4       (0,   5,   v3f(631,  631,  631),  1583,  5, 0.5,  2.0),
	np_hills_terrain (1,   1,   v3f(1301, 1301, 1301), 1692,  5, 0.5,  2.0),
	np_ridge_terrain (1,   1,   v3f(1889, 1889, 1889), 3568,  5, 0.5,  2.0),
	np_step_terrain  (1,   1,   v3f(1889, 1889, 1889), 4157,  5, 0.5,  2.0),
	np_hills         (0,   3,   v3f(257,  257,  257),  6604,  6, 0.5,  2.0),
	np_ridge_mnt     (0,   12,  v3f(743,  743,  743),  5520,  6, 0.7,  2.0),
	np_step_mnt      (0,   8,   v3f(509,  509,  509),  2590,  6, 0.6,  2.0),
	np_rivers        (0,   1,   v3f(1000, 1000, 1000), 85039, 5, 0.6,  2.0),
	np_mnt_var       (0,   1,   v3f(499,  499,  499),  2490,  5, 0.55, 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),
	np_cavern        (0,   1,   v3f(384,  128,  384),  723,   5, 0.63, 2.0),
	np_dungeons      (0.9, 0.5, v3f(500,  500,  500),  0,     2, 0.8,  2.0)
{
}


void MapgenCarpathianParams::readParams(const Settings *settings)
{
	settings->getFlagStrNoEx("mgcarpathian_spflags", spflags, flagdesc_mapgen_carpathian);

	settings->getFloatNoEx("mgcarpathian_base_level",   base_level);
	settings->getFloatNoEx("mgcarpathian_river_width",  river_width);
	settings->getFloatNoEx("mgcarpathian_river_depth",  river_depth);
	settings->getFloatNoEx("mgcarpathian_valley_width", valley_width);

	settings->getFloatNoEx("mgcarpathian_cave_width",       cave_width);
	settings->getS16NoEx("mgcarpathian_large_cave_depth",   large_cave_depth);
	settings->getS16NoEx("mgcarpathian_lava_depth",         lava_depth);
	settings->getS16NoEx("mgcarpathian_cavern_limit",       cavern_limit);
	settings->getS16NoEx("mgcarpathian_cavern_taper",       cavern_taper);
	settings->getFloatNoEx("mgcarpathian_cavern_threshold", cavern_threshold);
	settings->getS16NoEx("mgcarpathian_dungeon_ymin",       dungeon_ymin);
	settings->getS16NoEx("mgcarpathian_dungeon_ymax",       dungeon_ymax);

	settings->getNoiseParams("mgcarpathian_np_filler_depth",  np_filler_depth);
	settings->getNoiseParams("mgcarpathian_np_height1",       np_height1);
	settings->getNoiseParams("mgcarpathian_np_height2",       np_height2);
	settings->getNoiseParams("mgcarpathian_np_height3",       np_height3);
	settings->getNoiseParams("mgcarpathian_np_height4",       np_height4);
	settings->getNoiseParams("mgcarpathian_np_hills_terrain", np_hills_terrain);
	settings->getNoiseParams("mgcarpathian_np_ridge_terrain", np_ridge_terrain);
	settings->getNoiseParams("mgcarpathian_np_step_terrain",  np_step_terrain);
	settings->getNoiseParams("mgcarpathian_np_hills",         np_hills);
	settings->getNoiseParams("mgcarpathian_np_ridge_mnt",     np_ridge_mnt);
	settings->getNoiseParams("mgcarpathian_np_step_mnt",      np_step_mnt);
	settings->getNoiseParams("mgcarpathian_np_rivers",        np_rivers);
	settings->getNoiseParams("mgcarpathian_np_mnt_var",       np_mnt_var);
	settings->getNoiseParams("mgcarpathian_np_cave1",         np_cave1);
	settings->getNoiseParams("mgcarpathian_np_cave2",         np_cave2);
	settings->getNoiseParams("mgcarpathian_np_cavern",        np_cavern);
	settings->getNoiseParams("mgcarpathian_np_dungeons",      np_dungeons);
}


void MapgenCarpathianParams::writeParams(Settings *settings) const
{
	settings->setFlagStr("mgcarpathian_spflags", spflags, flagdesc_mapgen_carpathian, U32_MAX);

	settings->setFloat("mgcarpathian_base_level",   base_level);
	settings->setFloat("mgcarpathian_river_width",  river_width);
	settings->setFloat("mgcarpathian_river_depth",  river_depth);
	settings->setFloat("mgcarpathian_valley_width", valley_width);

	settings->setFloat("mgcarpathian_cave_width",       cave_width);
	settings->setS16("mgcarpathian_large_cave_depth",   large_cave_depth);
	settings->setS16("mgcarpathian_lava_depth",         lava_depth);
	settings->setS16("mgcarpathian_cavern_limit",       cavern_limit);
	settings->setS16("mgcarpathian_cavern_taper",       cavern_taper);
	settings->setFloat("mgcarpathian_cavern_threshold", cavern_threshold);
	settings->setS16("mgcarpathian_dungeon_ymin",       dungeon_ymin);
	settings->setS16("mgcarpathian_dungeon_ymax",       dungeon_ymax);

	settings->setNoiseParams("mgcarpathian_np_filler_depth",  np_filler_depth);
	settings->setNoiseParams("mgcarpathian_np_height1",       np_height1);
	settings->setNoiseParams("mgcarpathian_np_height2",       np_height2);
	settings->setNoiseParams("mgcarpathian_np_height3",       np_height3);
	settings->setNoiseParams("mgcarpathian_np_height4",       np_height4);
	settings->setNoiseParams("mgcarpathian_np_hills_terrain", np_hills_terrain);
	settings->setNoiseParams("mgcarpathian_np_ridge_terrain", np_ridge_terrain);
	settings->setNoiseParams("mgcarpathian_np_step_terrain",  np_step_terrain);
	settings->setNoiseParams("mgcarpathian_np_hills",         np_hills);
	settings->setNoiseParams("mgcarpathian_np_ridge_mnt",     np_ridge_mnt);
	settings->setNoiseParams("mgcarpathian_np_step_mnt",      np_step_mnt);
	settings->setNoiseParams("mgcarpathian_np_rivers",        np_rivers);
	settings->setNoiseParams("mgcarpathian_np_mnt_var",       np_mnt_var);
	settings->setNoiseParams("mgcarpathian_np_cave1",         np_cave1);
	settings->setNoiseParams("mgcarpathian_np_cave2",         np_cave2);
	settings->setNoiseParams("mgcarpathian_np_cavern",        np_cavern);
	settings->setNoiseParams("mgcarpathian_np_dungeons",      np_dungeons);
}


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


// Lerp function
inline float MapgenCarpathian::getLerp(float noise1, float noise2, float mod)
{
	return noise1 + mod * (noise2 - noise1);
}

// Steps function
float MapgenCarpathian::getSteps(float noise)
{
	float w = 0.5f;
	float k = std::floor(noise / w);
	float f = (noise - k * w) / w;
	float s = std::fmin(2.f * f, 1.f);
	return (k + s) * w;
}


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


void MapgenCarpathian::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;

	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);

	// Create a block-specific seed
	blockseed = getBlockSeed2(full_node_min, seed);

	// Generate terrain
	s16 stone_surface_max_y = generateTerrain();

	// Create heightmap
	updateHeightmap(node_min, node_max);

	// Init biome generator, place biome-specific nodes, and build biomemap
	if (flags & MG_BIOMES) {
		biomegen->calcBiomeNoise(node_min);
		generateBiomes();
	}

	// Generate tunnels, caverns and large randomwalk caves
	if (flags & MG_CAVES) {
		// Generate tunnels first as caverns confuse them
		generateCavesNoiseIntersection(stone_surface_max_y);

		// Generate caverns
		bool near_cavern = false;
		if (spflags & MGCARPATHIAN_CAVERNS)
			near_cavern = generateCavernsNoise(stone_surface_max_y);

		// Generate large randomwalk caves
		if (near_cavern)
			// Disable large randomwalk caves in this mapchunk by setting
			// 'large cave depth' to world base. Avoids excessive liquid in
			// large caverns and floating blobs of overgenerated liquid.
			generateCavesRandomWalk(stone_surface_max_y,
				-MAX_MAP_GENERATION_LIMIT);
		else
			generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
	}

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

	// Generate dungeons
	if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
			full_node_max.Y <= dungeon_ymax)
		generateDungeons(stone_surface_max_y);

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

	// Sprinkle some dust on top after everything else was generated
	if (flags & MG_BIOMES)
		dustTopNodes();

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

	// Calculate lighting
	if (flags & MG_LIGHT) {
		calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
				full_node_min, full_node_max);
	}

	this->generating = false;
}


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


int MapgenCarpathian::getSpawnLevelAtPoint(v2s16 p)
{
	// If rivers are enabled, first check if in a river channel
	if (spflags & MGCARPATHIAN_RIVERS) {
		float river = std::fabs(NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed)) -
			river_width;
		if (river < 0.0f)
			return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
	}

	float height1 = NoisePerlin2D(&noise_height1->np, p.X, p.Y, seed);
	float height2 = NoisePerlin2D(&noise_height2->np, p.X, p.Y, seed);
	float height3 = NoisePerlin2D(&noise_height3->np, p.X, p.Y, seed);
	float height4 = NoisePerlin2D(&noise_height4->np, p.X, p.Y, seed);

	float hterabs = std::fabs(NoisePerlin2D(&noise_hills_terrain->np, p.X, p.Y, seed));
	float n_hills = NoisePerlin2D(&noise_hills->np, p.X, p.Y, seed);
	float hill_mnt = hterabs * hterabs * hterabs * n_hills * n_hills;

	float rterabs = std::fabs(NoisePerlin2D(&noise_ridge_terrain->np, p.X, p.Y, seed));
	float n_ridge_mnt = NoisePerlin2D(&noise_ridge_mnt->np, p.X, p.Y, seed);
	float ridge_mnt = rterabs * rterabs * rterabs * (1.0f - std::fabs(n_ridge_mnt));

	float sterabs = std::fabs(NoisePerlin2D(&noise_step_terrain->np, p.X, p.Y, seed));
	float n_step_mnt = NoisePerlin2D(&noise_step_mnt->np, p.X, p.Y, seed);
	float step_mnt = sterabs * sterabs * sterabs * getSteps(n_step_mnt);

	float valley = 1.0f;
	float river = 0.0f;

	if ((spflags & MGCARPATHIAN_RIVERS) && node_max.Y >= water_level - 16) {
		river = std::fabs(NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed)) - river_width;
		if (river <= valley_width) {
			// Within river valley
			if (river < 0.0f) {
				// River channel
				valley = river;
			} else {
				// Valley slopes.
				// 0 at river edge, 1 at valley edge.
				float riversc = river / valley_width;
				// Smoothstep
				valley = riversc * riversc * (3.0f - 2.0f * riversc);
			}
		}
	}

	bool solid_below = false;
	u8 cons_non_solid = 0; // consecutive non-solid nodes

	for (s16 y = water_level; y <= water_level + 32; y++) {
		float mnt_var = NoisePerlin3D(&noise_mnt_var->np, p.X, y, p.Y, seed);
		float hill1 = getLerp(height1, height2, mnt_var);
		float hill2 = getLerp(height3, height4, mnt_var);
		float hill3 = getLerp(height3, height2, mnt_var);
		float hill4 = getLerp(height1, height4, mnt_var);

		float hilliness = std::fmax(std::fmin(hill1, hill2), std::fmin(hill3, hill4));
		float hills = hill_mnt * hilliness;
		float ridged_mountains = ridge_mnt * hilliness;
		float step_mountains = step_mnt * hilliness;

		s32 grad = 1 - y;

		float mountains = hills + ridged_mountains + step_mountains;
		float surface_level = base_level + mountains + grad;

		if ((spflags & MGCARPATHIAN_RIVERS) && river <= valley_width) {
			if (valley < 0.0f) {
				// River channel
				surface_level = std::fmin(surface_level,
					water_level - std::sqrt(-valley) * river_depth);
			} else if (surface_level > water_level) {
				// Valley slopes
				surface_level = water_level + (surface_level - water_level) * valley;
			}
		}

		if (y < surface_level) { //TODO '<=' fix from generateTerrain()
			// solid node
			solid_below = true;
			cons_non_solid = 0;
		} else {
			// non-solid node
			cons_non_solid++;
			if (cons_non_solid == 3 && solid_below)
				return y - 1;
		}
	}

	return MAX_MAP_GENERATION_LIMIT; // No suitable spawn point found
}


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


int MapgenCarpathian::generateTerrain()
{
	MapNode mn_air(CONTENT_AIR);
	MapNode mn_stone(c_stone);
	MapNode mn_water(c_water_source);

	// Calculate noise for terrain generation
	noise_height1->perlinMap2D(node_min.X, node_min.Z);
	noise_height2->perlinMap2D(node_min.X, node_min.Z);
	noise_height3->perlinMap2D(node_min.X, node_min.Z);
	noise_height4->perlinMap2D(node_min.X, node_min.Z);
	noise_hills_terrain->perlinMap2D(node_min.X, node_min.Z);
	noise_ridge_terrain->perlinMap2D(node_min.X, node_min.Z);
	noise_step_terrain->perlinMap2D(node_min.X, node_min.Z);
	noise_hills->perlinMap2D(node_min.X, node_min.Z);
	noise_ridge_mnt->perlinMap2D(node_min.X, node_min.Z);
	noise_step_mnt->perlinMap2D(node_min.X, node_min.Z);
	noise_mnt_var->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);

	if (spflags & MGCARPATHIAN_RIVERS)
		noise_rivers->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++) {
		// Hill/Mountain height (hilliness)
		float height1 = noise_height1->result[index2d];
		float height2 = noise_height2->result[index2d];
		float height3 = noise_height3->result[index2d];
		float height4 = noise_height4->result[index2d];

		// Rolling hills
		float hterabs = std::fabs(noise_hills_terrain->result[index2d]);
		float n_hills = noise_hills->result[index2d];
		float hill_mnt = hterabs * hterabs * hterabs * n_hills * n_hills;

		// Ridged mountains
		float rterabs = std::fabs(noise_ridge_terrain->result[index2d]);
		float n_ridge_mnt = noise_ridge_mnt->result[index2d];
		float ridge_mnt = rterabs * rterabs * rterabs *
			(1.0f - std::fabs(n_ridge_mnt));

		// Step (terraced) mountains
		float sterabs = std::fabs(noise_step_terrain->result[index2d]);
		float n_step_mnt = noise_step_mnt->result[index2d];
		float step_mnt = sterabs * sterabs * sterabs * getSteps(n_step_mnt);

		// Rivers
		float valley = 1.0f;
		float river = 0.0f;

		if ((spflags & MGCARPATHIAN_RIVERS) && node_max.Y >= water_level - 16) {
			river = std::fabs(noise_rivers->result[index2d]) - river_width;
			if (river <= valley_width) {
				// Within river valley
				if (river < 0.0f) {
					// River channel
					valley = river;
				} else {
					// Valley slopes.
					// 0 at river edge, 1 at valley edge.
					float riversc = river / valley_width;
					// Smoothstep
					valley = riversc * riversc * (3.0f - 2.0f * riversc);
				}
			}
		}

		// Initialise 3D noise index and voxelmanip index to column base
		u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
		u32 vi = vm->m_area.index(x, node_min.Y - 1, z);

		for (s16 y = node_min.Y - 1; y <= node_max.Y + 1;
				y++,
				index3d += ystride,
				VoxelArea::add_y(em, vi, 1)) {
			if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
				continue;

			// Combine height noises and apply 3D variation
			float mnt_var = noise_mnt_var->result[index3d];
			float hill1 = getLerp(height1, height2, mnt_var);
			float hill2 = getLerp(height3, height4, mnt_var);
			float hill3 = getLerp(height3, height2, mnt_var);
			float hill4 = getLerp(height1, height4, mnt_var);

			// 'hilliness' determines whether hills/mountains are
			// small or large
			float hilliness =
				std::fmax(std::fmin(hill1, hill2), std::fmin(hill3, hill4));
			float hills = hill_mnt * hilliness;
			float ridged_mountains = ridge_mnt * hilliness;
			float step_mountains = step_mnt * hilliness;

			// Gradient & shallow seabed
			s32 grad = (y < water_level) ? grad_wl + (water_level - y) * 3 :
				1 - y;

			// Final terrain level
			float mountains = hills + ridged_mountains + step_mountains;
			float surface_level = base_level + mountains + grad;

			// Rivers
			if ((spflags & MGCARPATHIAN_RIVERS) && node_max.Y >= water_level - 16 &&
					river <= valley_width) {
				if (valley < 0.0f) {
					// River channel
					surface_level = std::fmin(surface_level,
						water_level - std::sqrt(-valley) * river_depth);
				} else if (surface_level > water_level) {
					// Valley slopes
					surface_level = water_level + (surface_level - water_level) * valley;
				}
			}

			if (y < surface_level) { //TODO '<='
				vm->m_data[vi] = mn_stone; // Stone
				if (y > stone_surface_max_y)
					stone_surface_max_y = y;
			} else if (y <= water_level) {
				vm->m_data[vi] = mn_water; // Sea water
			} else {
				vm->m_data[vi] = mn_air; // Air
			}
		}
	}

	return stone_surface_max_y;
}