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Make shift the default descent control on ladders and when flying
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1 /*
2 Minetest-c55
3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU Lesser General Public License for more details.
14
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20 #include "mapgen.h"
21 #include "voxel.h"
22 #include "noise.h"
23 #include "mapblock.h"
24 #include "map.h"
25 //#include "serverobject.h"
26 #include "content_sao.h"
27 #include "nodedef.h"
28 #include "content_mapnode.h" // For content_mapnode_get_new_name
29 #include "voxelalgorithms.h"
30 #include "profiler.h"
31 #include "main.h" // For g_profiler
32
33 namespace mapgen
34 {
35
36 /*
37         Some helper functions for the map generator
38 */
39
40 #if 1
41 // Returns Y one under area minimum if not found
42 static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d,
43                 INodeDefManager *ndef)
44 {
45         v3s16 em = vmanip.m_area.getExtent();
46         s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
47         s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
48         u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
49         s16 y;
50         for(y=y_nodes_max; y>=y_nodes_min; y--)
51         {
52                 MapNode &n = vmanip.m_data[i];
53                 if(ndef->get(n).walkable)
54                         break;
55
56                 vmanip.m_area.add_y(em, i, -1);
57         }
58         if(y >= y_nodes_min)
59                 return y;
60         else
61                 return y_nodes_min - 1;
62 }
63
64 #if 0
65 // Returns Y one under area minimum if not found
66 static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d,
67                 INodeDefManager *ndef)
68 {
69         if(!vmanip.m_area.contains(v3s16(p2d.X, vmanip.m_area.MaxEdge.Y, p2d.Y)))
70                 return vmanip.m_area.MinEdge.Y-1;
71         v3s16 em = vmanip.m_area.getExtent();
72         s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
73         s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
74         u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
75         s16 y;
76         content_t c_tree = ndef->getId("mapgen_tree");
77         content_t c_leaves = ndef->getId("mapgen_leaves");
78         for(y=y_nodes_max; y>=y_nodes_min; y--)
79         {
80                 MapNode &n = vmanip.m_data[i];
81                 if(ndef->get(n).walkable
82                                 && n.getContent() != c_tree
83                                 && n.getContent() != c_leaves)
84                         break;
85
86                 vmanip.m_area.add_y(em, i, -1);
87         }
88         if(y >= y_nodes_min)
89                 return y;
90         else
91                 return y_nodes_min - 1;
92 }
93 #endif
94
95 // Returns Y one under area minimum if not found
96 static s16 find_stone_level(VoxelManipulator &vmanip, v2s16 p2d,
97                 INodeDefManager *ndef)
98 {
99         v3s16 em = vmanip.m_area.getExtent();
100         s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
101         s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
102         u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
103         s16 y;
104         content_t c_stone = ndef->getId("mapgen_stone");
105         content_t c_desert_stone = ndef->getId("mapgen_desert_stone");
106         for(y=y_nodes_max; y>=y_nodes_min; y--)
107         {
108                 MapNode &n = vmanip.m_data[i];
109                 content_t c = n.getContent();
110                 if(c != CONTENT_IGNORE && (
111                                 c == c_stone || c == c_desert_stone))
112                         break;
113
114                 vmanip.m_area.add_y(em, i, -1);
115         }
116         if(y >= y_nodes_min)
117                 return y;
118         else
119                 return y_nodes_min - 1;
120 }
121 #endif
122
123 void make_tree(ManualMapVoxelManipulator &vmanip, v3s16 p0,
124                 bool is_apple_tree, INodeDefManager *ndef)
125 {
126         MapNode treenode(ndef->getId("mapgen_tree"));
127         MapNode leavesnode(ndef->getId("mapgen_leaves"));
128         MapNode applenode(ndef->getId("mapgen_apple"));
129         
130         s16 trunk_h = myrand_range(4, 5);
131         v3s16 p1 = p0;
132         for(s16 ii=0; ii<trunk_h; ii++)
133         {
134                 if(vmanip.m_area.contains(p1))
135                         vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
136                 p1.Y++;
137         }
138
139         // p1 is now the last piece of the trunk
140         p1.Y -= 1;
141
142         VoxelArea leaves_a(v3s16(-2,-1,-2), v3s16(2,2,2));
143         //SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
144         Buffer<u8> leaves_d(leaves_a.getVolume());
145         for(s32 i=0; i<leaves_a.getVolume(); i++)
146                 leaves_d[i] = 0;
147
148         // Force leaves at near the end of the trunk
149         {
150                 s16 d = 1;
151                 for(s16 z=-d; z<=d; z++)
152                 for(s16 y=-d; y<=d; y++)
153                 for(s16 x=-d; x<=d; x++)
154                 {
155                         leaves_d[leaves_a.index(v3s16(x,y,z))] = 1;
156                 }
157         }
158
159         // Add leaves randomly
160         for(u32 iii=0; iii<7; iii++)
161         {
162                 s16 d = 1;
163
164                 v3s16 p(
165                         myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
166                         myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
167                         myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
168                 );
169
170                 for(s16 z=0; z<=d; z++)
171                 for(s16 y=0; y<=d; y++)
172                 for(s16 x=0; x<=d; x++)
173                 {
174                         leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1;
175                 }
176         }
177
178         // Blit leaves to vmanip
179         for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++)
180         for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++)
181         for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++)
182         {
183                 v3s16 p(x,y,z);
184                 p += p1;
185                 if(vmanip.m_area.contains(p) == false)
186                         continue;
187                 u32 vi = vmanip.m_area.index(p);
188                 if(vmanip.m_data[vi].getContent() != CONTENT_AIR
189                                 && vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
190                         continue;
191                 u32 i = leaves_a.index(x,y,z);
192                 if(leaves_d[i] == 1) {
193                         bool is_apple = myrand_range(0,99) < 10;
194                         if(is_apple_tree && is_apple) {
195                                 vmanip.m_data[vi] = applenode;
196                         } else {
197                                 vmanip.m_data[vi] = leavesnode;
198                         }
199                 }
200         }
201 }
202
203 #if 0
204 static void make_jungletree(VoxelManipulator &vmanip, v3s16 p0,
205                 INodeDefManager *ndef)
206 {
207         MapNode treenode(ndef->getId("mapgen_jungletree"));
208         MapNode leavesnode(ndef->getId("mapgen_leaves"));
209
210         for(s16 x=-1; x<=1; x++)
211         for(s16 z=-1; z<=1; z++)
212         {
213                 if(myrand_range(0, 2) == 0)
214                         continue;
215                 v3s16 p1 = p0 + v3s16(x,0,z);
216                 v3s16 p2 = p0 + v3s16(x,-1,z);
217                 if(vmanip.m_area.contains(p2)
218                                 && vmanip.m_data[vmanip.m_area.index(p2)] == CONTENT_AIR)
219                         vmanip.m_data[vmanip.m_area.index(p2)] = treenode;
220                 else if(vmanip.m_area.contains(p1))
221                         vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
222         }
223
224         s16 trunk_h = myrand_range(8, 12);
225         v3s16 p1 = p0;
226         for(s16 ii=0; ii<trunk_h; ii++)
227         {
228                 if(vmanip.m_area.contains(p1))
229                         vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
230                 p1.Y++;
231         }
232
233         // p1 is now the last piece of the trunk
234         p1.Y -= 1;
235
236         VoxelArea leaves_a(v3s16(-3,-2,-3), v3s16(3,2,3));
237         //SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
238         Buffer<u8> leaves_d(leaves_a.getVolume());
239         for(s32 i=0; i<leaves_a.getVolume(); i++)
240                 leaves_d[i] = 0;
241
242         // Force leaves at near the end of the trunk
243         {
244                 s16 d = 1;
245                 for(s16 z=-d; z<=d; z++)
246                 for(s16 y=-d; y<=d; y++)
247                 for(s16 x=-d; x<=d; x++)
248                 {
249                         leaves_d[leaves_a.index(v3s16(x,y,z))] = 1;
250                 }
251         }
252
253         // Add leaves randomly
254         for(u32 iii=0; iii<30; iii++)
255         {
256                 s16 d = 1;
257
258                 v3s16 p(
259                         myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
260                         myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
261                         myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
262                 );
263
264                 for(s16 z=0; z<=d; z++)
265                 for(s16 y=0; y<=d; y++)
266                 for(s16 x=0; x<=d; x++)
267                 {
268                         leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1;
269                 }
270         }
271
272         // Blit leaves to vmanip
273         for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++)
274         for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++)
275         for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++)
276         {
277                 v3s16 p(x,y,z);
278                 p += p1;
279                 if(vmanip.m_area.contains(p) == false)
280                         continue;
281                 u32 vi = vmanip.m_area.index(p);
282                 if(vmanip.m_data[vi].getContent() != CONTENT_AIR
283                                 && vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
284                         continue;
285                 u32 i = leaves_a.index(x,y,z);
286                 if(leaves_d[i] == 1)
287                         vmanip.m_data[vi] = leavesnode;
288         }
289 }
290
291 static void make_papyrus(VoxelManipulator &vmanip, v3s16 p0,
292                 INodeDefManager *ndef)
293 {
294         MapNode papyrusnode(ndef->getId("mapgen_papyrus"));
295
296         s16 trunk_h = myrand_range(2, 3);
297         v3s16 p1 = p0;
298         for(s16 ii=0; ii<trunk_h; ii++)
299         {
300                 if(vmanip.m_area.contains(p1))
301                         vmanip.m_data[vmanip.m_area.index(p1)] = papyrusnode;
302                 p1.Y++;
303         }
304 }
305
306 static void make_cactus(VoxelManipulator &vmanip, v3s16 p0,
307                 INodeDefManager *ndef)
308 {
309         MapNode cactusnode(ndef->getId("mapgen_cactus"));
310
311         s16 trunk_h = 3;
312         v3s16 p1 = p0;
313         for(s16 ii=0; ii<trunk_h; ii++)
314         {
315                 if(vmanip.m_area.contains(p1))
316                         vmanip.m_data[vmanip.m_area.index(p1)] = cactusnode;
317                 p1.Y++;
318         }
319 }
320 #endif
321
322 #if 0
323 /*
324         Dungeon making routines
325 */
326
327 #define VMANIP_FLAG_DUNGEON_INSIDE VOXELFLAG_CHECKED1
328 #define VMANIP_FLAG_DUNGEON_PRESERVE VOXELFLAG_CHECKED2
329 #define VMANIP_FLAG_DUNGEON_UNTOUCHABLE (\
330                 VMANIP_FLAG_DUNGEON_INSIDE|VMANIP_FLAG_DUNGEON_PRESERVE)
331
332 static void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace,
333                 INodeDefManager *ndef)
334 {
335         // Make +-X walls
336         for(s16 z=0; z<roomsize.Z; z++)
337         for(s16 y=0; y<roomsize.Y; y++)
338         {
339                 {
340                         v3s16 p = roomplace + v3s16(0,y,z);
341                         if(vmanip.m_area.contains(p) == false)
342                                 continue;
343                         u32 vi = vmanip.m_area.index(p);
344                         if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
345                                 continue;
346                         vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
347                 }
348                 {
349                         v3s16 p = roomplace + v3s16(roomsize.X-1,y,z);
350                         if(vmanip.m_area.contains(p) == false)
351                                 continue;
352                         u32 vi = vmanip.m_area.index(p);
353                         if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
354                                 continue;
355                         vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
356                 }
357         }
358         
359         // Make +-Z walls
360         for(s16 x=0; x<roomsize.X; x++)
361         for(s16 y=0; y<roomsize.Y; y++)
362         {
363                 {
364                         v3s16 p = roomplace + v3s16(x,y,0);
365                         if(vmanip.m_area.contains(p) == false)
366                                 continue;
367                         u32 vi = vmanip.m_area.index(p);
368                         if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
369                                 continue;
370                         vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
371                 }
372                 {
373                         v3s16 p = roomplace + v3s16(x,y,roomsize.Z-1);
374                         if(vmanip.m_area.contains(p) == false)
375                                 continue;
376                         u32 vi = vmanip.m_area.index(p);
377                         if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
378                                 continue;
379                         vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
380                 }
381         }
382         
383         // Make +-Y walls (floor and ceiling)
384         for(s16 z=0; z<roomsize.Z; z++)
385         for(s16 x=0; x<roomsize.X; x++)
386         {
387                 {
388                         v3s16 p = roomplace + v3s16(x,0,z);
389                         if(vmanip.m_area.contains(p) == false)
390                                 continue;
391                         u32 vi = vmanip.m_area.index(p);
392                         if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
393                                 continue;
394                         vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
395                 }
396                 {
397                         v3s16 p = roomplace + v3s16(x,roomsize.Y-1,z);
398                         if(vmanip.m_area.contains(p) == false)
399                                 continue;
400                         u32 vi = vmanip.m_area.index(p);
401                         if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
402                                 continue;
403                         vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
404                 }
405         }
406         
407         // Fill with air
408         for(s16 z=1; z<roomsize.Z-1; z++)
409         for(s16 y=1; y<roomsize.Y-1; y++)
410         for(s16 x=1; x<roomsize.X-1; x++)
411         {
412                 v3s16 p = roomplace + v3s16(x,y,z);
413                 if(vmanip.m_area.contains(p) == false)
414                         continue;
415                 u32 vi = vmanip.m_area.index(p);
416                 vmanip.m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
417                 vmanip.m_data[vi] = MapNode(CONTENT_AIR);
418         }
419 }
420
421 static void make_fill(VoxelManipulator &vmanip, v3s16 place, v3s16 size,
422                 u8 avoid_flags, MapNode n, u8 or_flags)
423 {
424         for(s16 z=0; z<size.Z; z++)
425         for(s16 y=0; y<size.Y; y++)
426         for(s16 x=0; x<size.X; x++)
427         {
428                 v3s16 p = place + v3s16(x,y,z);
429                 if(vmanip.m_area.contains(p) == false)
430                         continue;
431                 u32 vi = vmanip.m_area.index(p);
432                 if(vmanip.m_flags[vi] & avoid_flags)
433                         continue;
434                 vmanip.m_flags[vi] |= or_flags;
435                 vmanip.m_data[vi] = n;
436         }
437 }
438
439 static void make_hole1(VoxelManipulator &vmanip, v3s16 place,
440                 INodeDefManager *ndef)
441 {
442         make_fill(vmanip, place, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
443                         VMANIP_FLAG_DUNGEON_INSIDE);
444 }
445
446 static void make_door1(VoxelManipulator &vmanip, v3s16 doorplace, v3s16 doordir,
447                 INodeDefManager *ndef)
448 {
449         make_hole1(vmanip, doorplace, ndef);
450         // Place torch (for testing)
451         //vmanip.m_data[vmanip.m_area.index(doorplace)] = MapNode(ndef->getId("mapgen_torch"));
452 }
453
454 static v3s16 rand_ortho_dir(PseudoRandom &random)
455 {
456         if(random.next()%2==0)
457                 return random.next()%2 ? v3s16(-1,0,0) : v3s16(1,0,0);
458         else
459                 return random.next()%2 ? v3s16(0,0,-1) : v3s16(0,0,1);
460 }
461
462 static v3s16 turn_xz(v3s16 olddir, int t)
463 {
464         v3s16 dir;
465         if(t == 0)
466         {
467                 // Turn right
468                 dir.X = olddir.Z;
469                 dir.Z = -olddir.X;
470                 dir.Y = olddir.Y;
471         }
472         else
473         {
474                 // Turn left
475                 dir.X = -olddir.Z;
476                 dir.Z = olddir.X;
477                 dir.Y = olddir.Y;
478         }
479         return dir;
480 }
481
482 static v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
483 {
484         int turn = random.range(0,2);
485         v3s16 dir;
486         if(turn == 0)
487         {
488                 // Go straight
489                 dir = olddir;
490         }
491         else if(turn == 1)
492                 // Turn right
493                 dir = turn_xz(olddir, 0);
494         else
495                 // Turn left
496                 dir = turn_xz(olddir, 1);
497         return dir;
498 }
499
500 static void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace,
501                 v3s16 doordir, v3s16 &result_place, v3s16 &result_dir,
502                 PseudoRandom &random, INodeDefManager *ndef)
503 {
504         make_hole1(vmanip, doorplace, ndef);
505         v3s16 p0 = doorplace;
506         v3s16 dir = doordir;
507         u32 length;
508         if(random.next()%2)
509                 length = random.range(1,13);
510         else
511                 length = random.range(1,6);
512         length = random.range(1,13);
513         u32 partlength = random.range(1,13);
514         u32 partcount = 0;
515         s16 make_stairs = 0;
516         if(random.next()%2 == 0 && partlength >= 3)
517                 make_stairs = random.next()%2 ? 1 : -1;
518         for(u32 i=0; i<length; i++)
519         {
520                 v3s16 p = p0 + dir;
521                 if(partcount != 0)
522                         p.Y += make_stairs;
523
524                 /*// If already empty
525                 if(vmanip.getNodeNoExNoEmerge(p).getContent()
526                                 == CONTENT_AIR
527                 && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
528                                 == CONTENT_AIR)
529                 {
530                 }*/
531
532                 if(vmanip.m_area.contains(p) == true
533                                 && vmanip.m_area.contains(p+v3s16(0,1,0)) == true)
534                 {
535                         if(make_stairs)
536                         {
537                                 make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,5,3),
538                                                 VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(ndef->getId("mapgen_cobble")), 0);
539                                 make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
540                                                 VMANIP_FLAG_DUNGEON_INSIDE);
541                                 make_fill(vmanip, p-dir, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
542                                                 VMANIP_FLAG_DUNGEON_INSIDE);
543                         }
544                         else
545                         {
546                                 make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,4,3),
547                                                 VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(ndef->getId("mapgen_cobble")), 0);
548                                 make_hole1(vmanip, p, ndef);
549                                 /*make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
550                                                 VMANIP_FLAG_DUNGEON_INSIDE);*/
551                         }
552
553                         p0 = p;
554                 }
555                 else
556                 {
557                         // Can't go here, turn away
558                         dir = turn_xz(dir, random.range(0,1));
559                         make_stairs = -make_stairs;
560                         partcount = 0;
561                         partlength = random.range(1,length);
562                         continue;
563                 }
564
565                 partcount++;
566                 if(partcount >= partlength)
567                 {
568                         partcount = 0;
569                         
570                         dir = random_turn(random, dir);
571                         
572                         partlength = random.range(1,length);
573
574                         make_stairs = 0;
575                         if(random.next()%2 == 0 && partlength >= 3)
576                                 make_stairs = random.next()%2 ? 1 : -1;
577                 }
578         }
579         result_place = p0;
580         result_dir = dir;
581 }
582
583 class RoomWalker
584 {
585 public:
586
587         RoomWalker(VoxelManipulator &vmanip_, v3s16 pos, PseudoRandom &random,
588                         INodeDefManager *ndef):
589                         vmanip(vmanip_),
590                         m_pos(pos),
591                         m_random(random),
592                         m_ndef(ndef)
593         {
594                 randomizeDir();
595         }
596
597         void randomizeDir()
598         {
599                 m_dir = rand_ortho_dir(m_random);
600         }
601
602         void setPos(v3s16 pos)
603         {
604                 m_pos = pos;
605         }
606
607         void setDir(v3s16 dir)
608         {
609                 m_dir = dir;
610         }
611         
612         bool findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
613         {
614                 for(u32 i=0; i<100; i++)
615                 {
616                         v3s16 p = m_pos + m_dir;
617                         v3s16 p1 = p + v3s16(0,1,0);
618                         if(vmanip.m_area.contains(p) == false
619                                         || vmanip.m_area.contains(p1) == false
620                                         || i % 4 == 0)
621                         {
622                                 randomizeDir();
623                                 continue;
624                         }
625                         if(vmanip.getNodeNoExNoEmerge(p).getContent()
626                                         == m_ndef->getId("mapgen_cobble")
627                         && vmanip.getNodeNoExNoEmerge(p1).getContent()
628                                         == m_ndef->getId("mapgen_cobble"))
629                         {
630                                 // Found wall, this is a good place!
631                                 result_place = p;
632                                 result_dir = m_dir;
633                                 // Randomize next direction
634                                 randomizeDir();
635                                 return true;
636                         }
637                         /*
638                                 Determine where to move next
639                         */
640                         // Jump one up if the actual space is there
641                         if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent()
642                                         == m_ndef->getId("mapgen_cobble")
643                         && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
644                                         == CONTENT_AIR
645                         && vmanip.getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent()
646                                         == CONTENT_AIR)
647                                 p += v3s16(0,1,0);
648                         // Jump one down if the actual space is there
649                         if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
650                                         == m_ndef->getId("mapgen_cobble")
651                         && vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent()
652                                         == CONTENT_AIR
653                         && vmanip.getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent()
654                                         == CONTENT_AIR)
655                                 p += v3s16(0,-1,0);
656                         // Check if walking is now possible
657                         if(vmanip.getNodeNoExNoEmerge(p).getContent()
658                                         != CONTENT_AIR
659                         || vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
660                                         != CONTENT_AIR)
661                         {
662                                 // Cannot continue walking here
663                                 randomizeDir();
664                                 continue;
665                         }
666                         // Move there
667                         m_pos = p;
668                 }
669                 return false;
670         }
671
672         bool findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
673                         v3s16 &result_doordir, v3s16 &result_roomplace)
674         {
675                 for(s16 trycount=0; trycount<30; trycount++)
676                 {
677                         v3s16 doorplace;
678                         v3s16 doordir;
679                         bool r = findPlaceForDoor(doorplace, doordir);
680                         if(r == false)
681                                 continue;
682                         v3s16 roomplace;
683                         // X east, Z north, Y up
684 #if 1
685                         if(doordir == v3s16(1,0,0)) // X+
686                                 roomplace = doorplace +
687                                                 v3s16(0,-1,m_random.range(-roomsize.Z+2,-2));
688                         if(doordir == v3s16(-1,0,0)) // X-
689                                 roomplace = doorplace +
690                                                 v3s16(-roomsize.X+1,-1,m_random.range(-roomsize.Z+2,-2));
691                         if(doordir == v3s16(0,0,1)) // Z+
692                                 roomplace = doorplace +
693                                                 v3s16(m_random.range(-roomsize.X+2,-2),-1,0);
694                         if(doordir == v3s16(0,0,-1)) // Z-
695                                 roomplace = doorplace +
696                                                 v3s16(m_random.range(-roomsize.X+2,-2),-1,-roomsize.Z+1);
697 #endif
698 #if 0
699                         if(doordir == v3s16(1,0,0)) // X+
700                                 roomplace = doorplace + v3s16(0,-1,-roomsize.Z/2);
701                         if(doordir == v3s16(-1,0,0)) // X-
702                                 roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2);
703                         if(doordir == v3s16(0,0,1)) // Z+
704                                 roomplace = doorplace + v3s16(-roomsize.X/2,-1,0);
705                         if(doordir == v3s16(0,0,-1)) // Z-
706                                 roomplace = doorplace + v3s16(-roomsize.X/2,-1,-roomsize.Z+1);
707 #endif
708                         
709                         // Check fit
710                         bool fits = true;
711                         for(s16 z=1; z<roomsize.Z-1; z++)
712                         for(s16 y=1; y<roomsize.Y-1; y++)
713                         for(s16 x=1; x<roomsize.X-1; x++)
714                         {
715                                 v3s16 p = roomplace + v3s16(x,y,z);
716                                 if(vmanip.m_area.contains(p) == false)
717                                 {
718                                         fits = false;
719                                         break;
720                                 }
721                                 if(vmanip.m_flags[vmanip.m_area.index(p)]
722                                                 & VMANIP_FLAG_DUNGEON_INSIDE)
723                                 {
724                                         fits = false;
725                                         break;
726                                 }
727                         }
728                         if(fits == false)
729                         {
730                                 // Find new place
731                                 continue;
732                         }
733                         result_doorplace = doorplace;
734                         result_doordir = doordir;
735                         result_roomplace = roomplace;
736                         return true;
737                 }
738                 return false;
739         }
740
741 private:
742         VoxelManipulator &vmanip;
743         v3s16 m_pos;
744         v3s16 m_dir;
745         PseudoRandom &m_random;
746         INodeDefManager *m_ndef;
747 };
748
749 static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random,
750                 INodeDefManager *ndef)
751 {
752         v3s16 areasize = vmanip.m_area.getExtent();
753         v3s16 roomsize;
754         v3s16 roomplace;
755         
756         /*
757                 Find place for first room
758         */
759         bool fits = false;
760         for(u32 i=0; i<100; i++)
761         {
762                 roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
763                 roomplace = vmanip.m_area.MinEdge + v3s16(
764                                 random.range(0,areasize.X-roomsize.X-1),
765                                 random.range(0,areasize.Y-roomsize.Y-1),
766                                 random.range(0,areasize.Z-roomsize.Z-1));
767                 /*
768                         Check that we're not putting the room to an unknown place,
769                         otherwise it might end up floating in the air
770                 */
771                 fits = true;
772                 for(s16 z=1; z<roomsize.Z-1; z++)
773                 for(s16 y=1; y<roomsize.Y-1; y++)
774                 for(s16 x=1; x<roomsize.X-1; x++)
775                 {
776                         v3s16 p = roomplace + v3s16(x,y,z);
777                         u32 vi = vmanip.m_area.index(p);
778                         if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE)
779                         {
780                                 fits = false;
781                                 break;
782                         }
783                         if(vmanip.m_data[vi].getContent() == CONTENT_IGNORE)
784                         {
785                                 fits = false;
786                                 break;
787                         }
788                 }
789                 if(fits)
790                         break;
791         }
792         // No place found
793         if(fits == false)
794                 return;
795         
796         /*
797                 Stores the center position of the last room made, so that
798                 a new corridor can be started from the last room instead of
799                 the new room, if chosen so.
800         */
801         v3s16 last_room_center = roomplace+v3s16(roomsize.X/2,1,roomsize.Z/2);
802         
803         u32 room_count = random.range(2,7);
804         for(u32 i=0; i<room_count; i++)
805         {
806                 // Make a room to the determined place
807                 make_room1(vmanip, roomsize, roomplace, ndef);
808                 
809                 v3s16 room_center = roomplace + v3s16(roomsize.X/2,1,roomsize.Z/2);
810
811                 // Place torch at room center (for testing)
812                 //vmanip.m_data[vmanip.m_area.index(room_center)] = MapNode(ndef->getId("mapgen_torch"));
813
814                 // Quit if last room
815                 if(i == room_count-1)
816                         break;
817                 
818                 // Determine walker start position
819
820                 bool start_in_last_room = (random.range(0,2)!=0);
821                 //bool start_in_last_room = true;
822
823                 v3s16 walker_start_place;
824
825                 if(start_in_last_room)
826                 {
827                         walker_start_place = last_room_center;
828                 }
829                 else
830                 {
831                         walker_start_place = room_center;
832                         // Store center of current room as the last one
833                         last_room_center = room_center;
834                 }
835                 
836                 // Create walker and find a place for a door
837                 RoomWalker walker(vmanip, walker_start_place, random, ndef);
838                 v3s16 doorplace;
839                 v3s16 doordir;
840                 bool r = walker.findPlaceForDoor(doorplace, doordir);
841                 if(r == false)
842                         return;
843                 
844                 if(random.range(0,1)==0)
845                         // Make the door
846                         make_door1(vmanip, doorplace, doordir, ndef);
847                 else
848                         // Don't actually make a door
849                         doorplace -= doordir;
850                 
851                 // Make a random corridor starting from the door
852                 v3s16 corridor_end;
853                 v3s16 corridor_end_dir;
854                 make_corridor(vmanip, doorplace, doordir, corridor_end,
855                                 corridor_end_dir, random, ndef);
856                 
857                 // Find a place for a random sized room
858                 roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
859                 walker.setPos(corridor_end);
860                 walker.setDir(corridor_end_dir);
861                 r = walker.findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace);
862                 if(r == false)
863                         return;
864
865                 if(random.range(0,1)==0)
866                         // Make the door
867                         make_door1(vmanip, doorplace, doordir, ndef);
868                 else
869                         // Don't actually make a door
870                         roomplace -= doordir;
871                 
872         }
873 }
874 #endif
875
876 #if 0
877 static void make_nc(VoxelManipulator &vmanip, PseudoRandom &random,
878                 INodeDefManager *ndef)
879 {
880         v3s16 dir;
881         u8 facedir_i = 0;
882         s32 r = random.range(0, 3);
883         if(r == 0){
884                 dir = v3s16( 1, 0, 0);
885                 facedir_i = 3;
886         }
887         if(r == 1){
888                 dir = v3s16(-1, 0, 0);
889                 facedir_i = 1;
890         }
891         if(r == 2){
892                 dir = v3s16( 0, 0, 1);
893                 facedir_i = 2;
894         }
895         if(r == 3){
896                 dir = v3s16( 0, 0,-1);
897                 facedir_i = 0;
898         }
899         v3s16 p = vmanip.m_area.MinEdge + v3s16(
900                         16+random.range(0,15),
901                         16+random.range(0,15),
902                         16+random.range(0,15));
903         vmanip.m_data[vmanip.m_area.index(p)] = MapNode(ndef->getId("mapgen_nyancat"), facedir_i);
904         u32 length = random.range(3,15);
905         for(u32 j=0; j<length; j++)
906         {
907                 p -= dir;
908                 vmanip.m_data[vmanip.m_area.index(p)] = MapNode(ndef->getId("mapgen_nyancat_rainbow"));
909         }
910 }
911 #endif
912
913 /*
914         Noise functions. Make sure seed is mangled differently in each one.
915 */
916
917 #if 0
918 /*
919         Scaling the output of the noise function affects the overdrive of the
920         contour function, which affects the shape of the output considerably.
921 */
922 #define CAVE_NOISE_SCALE 12.0
923 //#define CAVE_NOISE_SCALE 10.0
924 //#define CAVE_NOISE_SCALE 7.5
925 //#define CAVE_NOISE_SCALE 5.0
926 //#define CAVE_NOISE_SCALE 1.0
927
928 //#define CAVE_NOISE_THRESHOLD (2.5/CAVE_NOISE_SCALE)
929 #define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE)
930
931 NoiseParams get_cave_noise1_params(u64 seed)
932 {
933         /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.7,
934                         200, CAVE_NOISE_SCALE);*/
935         /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.7,
936                         100, CAVE_NOISE_SCALE);*/
937         /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.6,
938                         100, CAVE_NOISE_SCALE);*/
939         /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.3,
940                         100, CAVE_NOISE_SCALE);*/
941         return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.5,
942                         50, CAVE_NOISE_SCALE);
943         //return NoiseParams(NOISE_CONSTANT_ONE);
944 }
945
946 NoiseParams get_cave_noise2_params(u64 seed)
947 {
948         /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.7,
949                         200, CAVE_NOISE_SCALE);*/
950         /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.7,
951                         100, CAVE_NOISE_SCALE);*/
952         /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.3,
953                         100, CAVE_NOISE_SCALE);*/
954         return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.5,
955                         50, CAVE_NOISE_SCALE);
956         //return NoiseParams(NOISE_CONSTANT_ONE);
957 }
958
959 NoiseParams get_ground_noise1_params(u64 seed)
960 {
961         return NoiseParams(NOISE_PERLIN, seed+983240, 4,
962                         0.55, 80.0, 40.0);
963 }
964
965 NoiseParams get_ground_crumbleness_params(u64 seed)
966 {
967         return NoiseParams(NOISE_PERLIN, seed+34413, 3,
968                         1.3, 20.0, 1.0);
969 }
970
971 NoiseParams get_ground_wetness_params(u64 seed)
972 {
973         return NoiseParams(NOISE_PERLIN, seed+32474, 4,
974                         1.1, 40.0, 1.0);
975 }
976
977 bool is_cave(u64 seed, v3s16 p)
978 {
979         double d1 = noise3d_param(get_cave_noise1_params(seed), p.X,p.Y,p.Z);
980         double d2 = noise3d_param(get_cave_noise2_params(seed), p.X,p.Y,p.Z);
981         return d1*d2 > CAVE_NOISE_THRESHOLD;
982 }
983
984 /*
985         Ground density noise shall be interpreted by using this.
986
987         TODO: No perlin noises here, they should be outsourced
988               and buffered
989                   NOTE: The speed of these actually isn't terrible
990 */
991 bool val_is_ground(double ground_noise1_val, v3s16 p, u64 seed)
992 {
993         //return ((double)p.Y < ground_noise1_val);
994
995         double f = 0.55 + noise2d_perlin(
996                         0.5+(float)p.X/250, 0.5+(float)p.Z/250,
997                         seed+920381, 3, 0.45);
998         if(f < 0.01)
999                 f = 0.01;
1000         else if(f >= 1.0)
1001                 f *= 1.6;
1002         double h = WATER_LEVEL + 10 * noise2d_perlin(
1003                         0.5+(float)p.X/250, 0.5+(float)p.Z/250,
1004                         seed+84174, 4, 0.5);
1005         /*double f = 1;
1006         double h = 0;*/
1007         return ((double)p.Y - h < ground_noise1_val * f);
1008 }
1009
1010 /*
1011         Queries whether a position is ground or not.
1012 */
1013 bool is_ground(u64 seed, v3s16 p)
1014 {
1015         double val1 = noise3d_param(get_ground_noise1_params(seed), p.X,p.Y,p.Z);
1016         return val_is_ground(val1, p, seed);
1017 }
1018 #endif
1019
1020 // Amount of trees per area in nodes
1021 double tree_amount_2d(u64 seed, v2s16 p)
1022 {
1023         /*double noise = noise2d_perlin(
1024                         0.5+(float)p.X/250, 0.5+(float)p.Y/250,
1025                         seed+2, 5, 0.66);*/
1026         double noise = noise2d_perlin(
1027                         0.5+(float)p.X/125, 0.5+(float)p.Y/125,
1028                         seed+2, 4, 0.66);
1029         double zeroval = -0.39;
1030         if(noise < zeroval)
1031                 return 0;
1032         else
1033                 return 0.04 * (noise-zeroval) / (1.0-zeroval);
1034 }
1035
1036 #if 0
1037 double surface_humidity_2d(u64 seed, v2s16 p)
1038 {
1039         double noise = noise2d_perlin(
1040                         0.5+(float)p.X/500, 0.5+(float)p.Y/500,
1041                         seed+72384, 4, 0.66);
1042         noise = (noise + 1.0)/2.0;
1043         if(noise < 0.0)
1044                 noise = 0.0;
1045         if(noise > 1.0)
1046                 noise = 1.0;
1047         return noise;
1048 }
1049
1050 /*
1051         Incrementally find ground level from 3d noise
1052 */
1053 s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
1054 {
1055         // Start a bit fuzzy to make averaging lower precision values
1056         // more useful
1057         s16 level = myrand_range(-precision/2, precision/2);
1058         s16 dec[] = {31000, 100, 20, 4, 1, 0};
1059         s16 i;
1060         for(i = 1; dec[i] != 0 && precision <= dec[i]; i++)
1061         {
1062                 // First find non-ground by going upwards
1063                 // Don't stop in caves.
1064                 {
1065                         s16 max = level+dec[i-1]*2;
1066                         v3s16 p(p2d.X, level, p2d.Y);
1067                         for(; p.Y < max; p.Y += dec[i])
1068                         {
1069                                 if(!is_ground(seed, p))
1070                                 {
1071                                         level = p.Y;
1072                                         break;
1073                                 }
1074                         }
1075                 }
1076                 // Then find ground by going downwards from there.
1077                 // Go in caves, too, when precision is 1.
1078                 {
1079                         s16 min = level-dec[i-1]*2;
1080                         v3s16 p(p2d.X, level, p2d.Y);
1081                         for(; p.Y>min; p.Y-=dec[i])
1082                         {
1083                                 bool ground = is_ground(seed, p);
1084                                 /*if(dec[i] == 1 && is_cave(seed, p))
1085                                         ground = false;*/
1086                                 if(ground)
1087                                 {
1088                                         level = p.Y;
1089                                         break;
1090                                 }
1091                         }
1092                 }
1093         }
1094         
1095         // This is more like the actual ground level
1096         level += dec[i-1]/2;
1097
1098         return level;
1099 }
1100
1101 double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p=4);
1102
1103 double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p)
1104 {
1105         v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
1106         v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
1107         double a = 0;
1108         a += find_ground_level_from_noise(seed,
1109                         v2s16(node_min.X, node_min.Y), p);
1110         a += find_ground_level_from_noise(seed,
1111                         v2s16(node_min.X, node_max.Y), p);
1112         a += find_ground_level_from_noise(seed,
1113                         v2s16(node_max.X, node_max.Y), p);
1114         a += find_ground_level_from_noise(seed,
1115                         v2s16(node_max.X, node_min.Y), p);
1116         a += find_ground_level_from_noise(seed,
1117                         v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p);
1118         a /= 5;
1119         return a;
1120 }
1121
1122 double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p=4);
1123
1124 double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p)
1125 {
1126         v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
1127         v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
1128         double a = -31000;
1129         // Corners
1130         a = MYMAX(a, find_ground_level_from_noise(seed,
1131                         v2s16(node_min.X, node_min.Y), p));
1132         a = MYMAX(a, find_ground_level_from_noise(seed,
1133                         v2s16(node_min.X, node_max.Y), p));
1134         a = MYMAX(a, find_ground_level_from_noise(seed,
1135                         v2s16(node_max.X, node_max.Y), p));
1136         a = MYMAX(a, find_ground_level_from_noise(seed,
1137                         v2s16(node_min.X, node_min.Y), p));
1138         // Center
1139         a = MYMAX(a, find_ground_level_from_noise(seed,
1140                         v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
1141         // Side middle points
1142         a = MYMAX(a, find_ground_level_from_noise(seed,
1143                         v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y), p));
1144         a = MYMAX(a, find_ground_level_from_noise(seed,
1145                         v2s16(node_min.X+MAP_BLOCKSIZE/2, node_max.Y), p));
1146         a = MYMAX(a, find_ground_level_from_noise(seed,
1147                         v2s16(node_min.X, node_min.Y+MAP_BLOCKSIZE/2), p));
1148         a = MYMAX(a, find_ground_level_from_noise(seed,
1149                         v2s16(node_max.X, node_min.Y+MAP_BLOCKSIZE/2), p));
1150         return a;
1151 }
1152
1153 double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p=4);
1154
1155 double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p)
1156 {
1157         v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
1158         v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
1159         double a = 31000;
1160         // Corners
1161         a = MYMIN(a, find_ground_level_from_noise(seed,
1162                         v2s16(node_min.X, node_min.Y), p));
1163         a = MYMIN(a, find_ground_level_from_noise(seed,
1164                         v2s16(node_min.X, node_max.Y), p));
1165         a = MYMIN(a, find_ground_level_from_noise(seed,
1166                         v2s16(node_max.X, node_max.Y), p));
1167         a = MYMIN(a, find_ground_level_from_noise(seed,
1168                         v2s16(node_min.X, node_min.Y), p));
1169         // Center
1170         a = MYMIN(a, find_ground_level_from_noise(seed,
1171                         v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
1172         // Side middle points
1173         a = MYMIN(a, find_ground_level_from_noise(seed,
1174                         v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y), p));
1175         a = MYMIN(a, find_ground_level_from_noise(seed,
1176                         v2s16(node_min.X+MAP_BLOCKSIZE/2, node_max.Y), p));
1177         a = MYMIN(a, find_ground_level_from_noise(seed,
1178                         v2s16(node_min.X, node_min.Y+MAP_BLOCKSIZE/2), p));
1179         a = MYMIN(a, find_ground_level_from_noise(seed,
1180                         v2s16(node_max.X, node_min.Y+MAP_BLOCKSIZE/2), p));
1181         return a;
1182 }
1183 #endif
1184
1185 // Required by mapgen.h
1186 bool block_is_underground(u64 seed, v3s16 blockpos)
1187 {
1188         /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
1189                         seed, v2s16(blockpos.X, blockpos.Z));*/
1190         // Nah, this is just a heuristic, just return something
1191         s16 minimum_groundlevel = WATER_LEVEL;
1192         
1193         if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
1194                 return true;
1195         else
1196                 return false;
1197 }
1198
1199 #define AVERAGE_MUD_AMOUNT 4
1200
1201 double base_rock_level_2d(u64 seed, v2s16 p)
1202 {
1203         // The base ground level
1204         double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT
1205                         + 20. * noise2d_perlin(
1206                         0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
1207                         seed+82341, 5, 0.6);
1208
1209         /*// A bit hillier one
1210         double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin(
1211                         0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
1212                         seed+93413, 6, 0.69);
1213         if(base2 > base)
1214                 base = base2;*/
1215 #if 1
1216         // Higher ground level
1217         double higher = (double)WATER_LEVEL + 20. + 16. * noise2d_perlin(
1218                         0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
1219                         seed+85039, 5, 0.6);
1220         //higher = 30; // For debugging
1221
1222         // Limit higher to at least base
1223         if(higher < base)
1224                 higher = base;
1225
1226         // Steepness factor of cliffs
1227         double b = 0.85 + 0.5 * noise2d_perlin(
1228                         0.5+(float)p.X/125., 0.5+(float)p.Y/125.,
1229                         seed-932, 5, 0.7);
1230         b = rangelim(b, 0.0, 1000.0);
1231         b = pow(b, 7);
1232         b *= 5;
1233         b = rangelim(b, 0.5, 1000.0);
1234         // Values 1.5...100 give quite horrible looking slopes
1235         if(b > 1.5 && b < 100.0){
1236                 if(b < 10.0)
1237                         b = 1.5;
1238                 else
1239                         b = 100.0;
1240         }
1241         //dstream<<"b="<<b<<std::endl;
1242         //double b = 20;
1243         //b = 0.25;
1244
1245         // Offset to more low
1246         double a_off = -0.20;
1247         // High/low selector
1248         /*double a = 0.5 + b * (a_off + noise2d_perlin(
1249                         0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
1250                         seed+4213, 6, 0.7));*/
1251         double a = (double)0.5 + b * (a_off + noise2d_perlin(
1252                         0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
1253                         seed+4213, 5, 0.69));
1254         // Limit
1255         a = rangelim(a, 0.0, 1.0);
1256
1257         //dstream<<"a="<<a<<std::endl;
1258
1259         double h = base*(1.0-a) + higher*a;
1260 #else
1261         double h = base;
1262 #endif
1263         return h;
1264 }
1265
1266 s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
1267 {
1268         return base_rock_level_2d(seed, p2d) + AVERAGE_MUD_AMOUNT;
1269 }
1270
1271 double get_mud_add_amount(u64 seed, v2s16 p)
1272 {
1273         return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
1274                         0.5+(float)p.X/200, 0.5+(float)p.Y/200,
1275                         seed+91013, 3, 0.55));
1276 }
1277
1278 bool get_have_beach(u64 seed, v2s16 p2d)
1279 {
1280         // Determine whether to have sand here
1281         double sandnoise = noise2d_perlin(
1282                         0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
1283                         seed+59420, 3, 0.50);
1284
1285         return (sandnoise > 0.15);
1286 }
1287
1288 enum BiomeType
1289 {
1290         BT_NORMAL,
1291         BT_DESERT
1292 };
1293
1294 BiomeType get_biome(u64 seed, v2s16 p2d)
1295 {
1296         // Just do something very simple as for now
1297         double d = noise2d_perlin(
1298                         0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
1299                         seed+9130, 3, 0.50);
1300         if(d > 0.35)
1301                 return BT_DESERT;
1302         return BT_NORMAL;
1303 };
1304
1305 u32 get_blockseed(u64 seed, v3s16 p)
1306 {
1307         s32 x=p.X, y=p.Y, z=p.Z;
1308         return (u32)(seed%0x100000000ULL) + z*38134234 + y*42123 + x*23;
1309 }
1310
1311 #define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1
1312
1313 void make_block(BlockMakeData *data)
1314 {
1315         if(data->no_op)
1316         {
1317                 //dstream<<"makeBlock: no-op"<<std::endl;
1318                 return;
1319         }
1320
1321         assert(data->vmanip);
1322         assert(data->nodedef);
1323         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
1324                         data->blockpos_requested.Y >= data->blockpos_min.Y &&
1325                         data->blockpos_requested.Z >= data->blockpos_min.Z);
1326         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
1327                         data->blockpos_requested.Y <= data->blockpos_max.Y &&
1328                         data->blockpos_requested.Z <= data->blockpos_max.Z);
1329
1330         INodeDefManager *ndef = data->nodedef;
1331
1332         // Hack: use minimum block coordinates for old code that assumes
1333         // a single block
1334         v3s16 blockpos = data->blockpos_requested;
1335         
1336         /*dstream<<"makeBlock(): ("<<blockpos.X<<","<<blockpos.Y<<","
1337                         <<blockpos.Z<<")"<<std::endl;*/
1338
1339         v3s16 blockpos_min = data->blockpos_min;
1340         v3s16 blockpos_max = data->blockpos_max;
1341         v3s16 blockpos_full_min = blockpos_min - v3s16(1,1,1);
1342         v3s16 blockpos_full_max = blockpos_max + v3s16(1,1,1);
1343         
1344         ManualMapVoxelManipulator &vmanip = *(data->vmanip);
1345         // Area of central chunk
1346         v3s16 node_min = blockpos_min*MAP_BLOCKSIZE;
1347         v3s16 node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
1348         // Full allocated area
1349         v3s16 full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
1350         v3s16 full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
1351
1352         v3s16 central_area_size = node_max - node_min + v3s16(1,1,1);
1353
1354         const s16 max_spread_amount = MAP_BLOCKSIZE;
1355
1356         int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
1357                         * (blockpos_max.Y - blockpos_min.Y + 1)
1358                         * (blockpos_max.Z - blockpos_max.Z + 1);
1359         
1360         int volume_nodes = volume_blocks *
1361                         MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
1362         
1363         // Generated surface area
1364         //double gen_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE * rel_volume;
1365
1366         // Horribly wrong heuristic, but better than nothing
1367         bool block_is_underground = (WATER_LEVEL > node_max.Y);
1368
1369         /*
1370                 Create a block-specific seed
1371         */
1372         u32 blockseed = get_blockseed(data->seed, full_node_min);
1373         
1374         /*
1375                 Cache some ground type values for speed
1376         */
1377
1378 // Creates variables c_name=id and n_name=node
1379 #define CONTENT_VARIABLE(ndef, name)\
1380         content_t c_##name = ndef->getId("mapgen_" #name);\
1381         MapNode n_##name(c_##name);
1382 // Default to something else if was CONTENT_IGNORE
1383 #define CONTENT_VARIABLE_FALLBACK(name, dname)\
1384         if(c_##name == CONTENT_IGNORE){\
1385                 c_##name = c_##dname;\
1386                 n_##name = n_##dname;\
1387         }
1388
1389         CONTENT_VARIABLE(ndef, stone);
1390         CONTENT_VARIABLE(ndef, air);
1391         CONTENT_VARIABLE(ndef, water_source);
1392         CONTENT_VARIABLE(ndef, dirt);
1393         CONTENT_VARIABLE(ndef, sand);
1394         CONTENT_VARIABLE(ndef, gravel);
1395         CONTENT_VARIABLE(ndef, clay);
1396         CONTENT_VARIABLE(ndef, lava_source);
1397         CONTENT_VARIABLE(ndef, cobble);
1398         CONTENT_VARIABLE(ndef, mossycobble);
1399         CONTENT_VARIABLE(ndef, dirt_with_grass);
1400         CONTENT_VARIABLE(ndef, junglegrass);
1401         CONTENT_VARIABLE(ndef, stone_with_coal);
1402         CONTENT_VARIABLE(ndef, stone_with_iron);
1403         CONTENT_VARIABLE(ndef, mese);
1404         CONTENT_VARIABLE(ndef, desert_sand);
1405         CONTENT_VARIABLE_FALLBACK(desert_sand, sand);
1406         CONTENT_VARIABLE(ndef, desert_stone);
1407         CONTENT_VARIABLE_FALLBACK(desert_stone, stone);
1408
1409         // Maximum height of the stone surface and obstacles.
1410         // This is used to guide the cave generation
1411         s16 stone_surface_max_y = 0;
1412
1413         /*
1414                 Generate general ground level to full area
1415         */
1416         {
1417 #if 1
1418         TimeTaker timer1("Generating ground level");
1419         
1420         for(s16 x=node_min.X; x<=node_max.X; x++)
1421         for(s16 z=node_min.Z; z<=node_max.Z; z++)
1422         {
1423                 // Node position
1424                 v2s16 p2d = v2s16(x,z);
1425                 
1426                 /*
1427                         Skip of already generated
1428                 */
1429                 /*{
1430                         v3s16 p(p2d.X, node_min.Y, p2d.Y);
1431                         if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR)
1432                                 continue;
1433                 }*/
1434
1435                 // Ground height at this point
1436                 float surface_y_f = 0.0;
1437
1438                 // Use perlin noise for ground height
1439                 surface_y_f = base_rock_level_2d(data->seed, p2d);
1440                 
1441                 /*// Experimental stuff
1442                 {
1443                         float a = highlands_level_2d(data->seed, p2d);
1444                         if(a > surface_y_f)
1445                                 surface_y_f = a;
1446                 }*/
1447
1448                 // Convert to integer
1449                 s16 surface_y = (s16)surface_y_f;
1450                 
1451                 // Log it
1452                 if(surface_y > stone_surface_max_y)
1453                         stone_surface_max_y = surface_y;
1454
1455                 BiomeType bt = get_biome(data->seed, p2d);
1456                 /*
1457                         Fill ground with stone
1458                 */
1459                 {
1460                         // Use fast index incrementing
1461                         v3s16 em = vmanip.m_area.getExtent();
1462                         u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
1463                         for(s16 y=node_min.Y; y<=node_max.Y; y++)
1464                         {
1465                                 if(vmanip.m_data[i].getContent() == CONTENT_IGNORE){
1466                                         if(y <= surface_y){
1467                                                 if(y > WATER_LEVEL && bt == BT_DESERT)
1468                                                         vmanip.m_data[i] = n_desert_stone;
1469                                                 else
1470                                                         vmanip.m_data[i] = n_stone;
1471                                         } else if(y <= WATER_LEVEL){
1472                                                 vmanip.m_data[i] = MapNode(c_water_source);
1473                                         } else {
1474                                                 vmanip.m_data[i] = MapNode(c_air);
1475                                         }
1476                                 }
1477                                 vmanip.m_area.add_y(em, i, 1);
1478                         }
1479                 }
1480         }
1481 #endif
1482         
1483         }//timer1
1484         
1485         // Limit dirt flow area by 1 because mud is flown into neighbors.
1486         assert(central_area_size.X == central_area_size.Z);
1487         s16 mudflow_minpos = 0-max_spread_amount+1;
1488         s16 mudflow_maxpos = central_area_size.X+max_spread_amount-2;
1489
1490         /*
1491                 Loop this part, it will make stuff look older and newer nicely
1492         */
1493
1494         const u32 age_loops = 2;
1495         for(u32 i_age=0; i_age<age_loops; i_age++)
1496         { // Aging loop
1497         /******************************
1498                 BEGINNING OF AGING LOOP
1499         ******************************/
1500
1501 #if 1
1502         {
1503         // 24ms @cs=8
1504         //TimeTaker timer1("caves");
1505
1506         /*
1507                 Make caves (this code is relatively horrible)
1508         */
1509         double cave_amount = 6.0 + 6.0 * noise2d_perlin(
1510                         0.5+(double)node_min.X/250, 0.5+(double)node_min.Y/250,
1511                         data->seed+34329, 3, 0.50);
1512         cave_amount = MYMAX(0.0, cave_amount);
1513         u32 caves_count = cave_amount * volume_nodes / 50000;
1514         u32 bruises_count = 1;
1515         PseudoRandom ps(blockseed+21343);
1516         PseudoRandom ps2(blockseed+1032);
1517         if(ps.range(1, 6) == 1)
1518                 bruises_count = ps.range(0, ps.range(0, 2));
1519         if(get_biome(data->seed, v2s16(node_min.X, node_min.Y)) == BT_DESERT){
1520                 caves_count /= 3;
1521                 bruises_count /= 3;
1522         }
1523         for(u32 jj=0; jj<caves_count+bruises_count; jj++)
1524         {
1525                 bool large_cave = (jj >= caves_count);
1526                 s16 min_tunnel_diameter = 2;
1527                 s16 max_tunnel_diameter = ps.range(2,6);
1528                 int dswitchint = ps.range(1,14);
1529                 u16 tunnel_routepoints = 0;
1530                 int part_max_length_rs = 0;
1531                 if(large_cave){
1532                         part_max_length_rs = ps.range(2,4);
1533                         tunnel_routepoints = ps.range(5, ps.range(15,30));
1534                         min_tunnel_diameter = 5;
1535                         max_tunnel_diameter = ps.range(7, ps.range(8,24));
1536                 } else {
1537                         part_max_length_rs = ps.range(2,9);
1538                         tunnel_routepoints = ps.range(10, ps.range(15,30));
1539                 }
1540                 bool large_cave_is_flat = (ps.range(0,1) == 0);
1541                 
1542                 v3f main_direction(0,0,0);
1543
1544                 // Allowed route area size in nodes
1545                 v3s16 ar = central_area_size;
1546
1547                 // Area starting point in nodes
1548                 v3s16 of = node_min;
1549
1550                 // Allow a bit more
1551                 //(this should be more than the maximum radius of the tunnel)
1552                 //s16 insure = 5; // Didn't work with max_d = 20
1553                 s16 insure = 10;
1554                 s16 more = max_spread_amount - max_tunnel_diameter/2 - insure;
1555                 ar += v3s16(1,0,1) * more * 2;
1556                 of -= v3s16(1,0,1) * more;
1557                 
1558                 s16 route_y_min = 0;
1559                 // Allow half a diameter + 7 over stone surface
1560                 s16 route_y_max = -of.Y + stone_surface_max_y + max_tunnel_diameter/2 + 7;
1561
1562                 /*// If caves, don't go through surface too often
1563                 if(large_cave == false)
1564                         route_y_max -= ps.range(0, max_tunnel_diameter*2);*/
1565
1566                 // Limit maximum to area
1567                 route_y_max = rangelim(route_y_max, 0, ar.Y-1);
1568
1569                 if(large_cave)
1570                 {
1571                         /*// Minimum is at y=0
1572                         route_y_min = -of.Y - 0;*/
1573                         // Minimum is at y=max_tunnel_diameter/4
1574                         //route_y_min = -of.Y + max_tunnel_diameter/4;
1575                         //s16 min = -of.Y + max_tunnel_diameter/4;
1576                         //s16 min = -of.Y + 0;
1577                         s16 min = 0;
1578                         if(node_min.Y < WATER_LEVEL && node_max.Y > WATER_LEVEL)
1579                         {
1580                                 min = WATER_LEVEL - max_tunnel_diameter/3 - of.Y;
1581                                 route_y_max = WATER_LEVEL + max_tunnel_diameter/3 - of.Y;
1582                         }
1583                         route_y_min = ps.range(min, min + max_tunnel_diameter);
1584                         route_y_min = rangelim(route_y_min, 0, route_y_max);
1585                 }
1586
1587                 /*dstream<<"route_y_min = "<<route_y_min
1588                                 <<", route_y_max = "<<route_y_max<<std::endl;*/
1589
1590                 s16 route_start_y_min = route_y_min;
1591                 s16 route_start_y_max = route_y_max;
1592
1593                 // Start every 4th cave from surface when applicable
1594                 /*bool coming_from_surface = false;
1595                 if(node_min.Y <= 0 && node_max.Y >= 0){
1596                         coming_from_surface = (jj % 4 == 0 && large_cave == false);
1597                         if(coming_from_surface)
1598                                 route_start_y_min = -of.Y + stone_surface_max_y + 10;
1599                 }*/
1600                 
1601                 route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
1602                 route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1);
1603
1604                 // Randomize starting position
1605                 v3f orp(
1606                         (float)(ps.next()%ar.X)+0.5,
1607                         (float)(ps.range(route_start_y_min, route_start_y_max))+0.5,
1608                         (float)(ps.next()%ar.Z)+0.5
1609                 );
1610
1611                 v3s16 startp(orp.X, orp.Y, orp.Z);
1612                 startp += of;
1613
1614                 MapNode airnode(CONTENT_AIR);
1615                 MapNode waternode(c_water_source);
1616                 MapNode lavanode(c_lava_source);
1617                 
1618                 /*
1619                         Generate some tunnel starting from orp
1620                 */
1621                 
1622                 for(u16 j=0; j<tunnel_routepoints; j++)
1623                 {
1624                         if(j%dswitchint==0 && large_cave == false)
1625                         {
1626                                 main_direction = v3f(
1627                                         ((float)(ps.next()%20)-(float)10)/10,
1628                                         ((float)(ps.next()%20)-(float)10)/30,
1629                                         ((float)(ps.next()%20)-(float)10)/10
1630                                 );
1631                                 main_direction *= (float)ps.range(0, 10)/10;
1632                         }
1633                         
1634                         // Randomize size
1635                         s16 min_d = min_tunnel_diameter;
1636                         s16 max_d = max_tunnel_diameter;
1637                         s16 rs = ps.range(min_d, max_d);
1638                         
1639                         // Every second section is rough
1640                         bool randomize_xz = (ps2.range(1,2) == 1);
1641
1642                         v3s16 maxlen;
1643                         if(large_cave)
1644                         {
1645                                 maxlen = v3s16(
1646                                         rs*part_max_length_rs,
1647                                         rs*part_max_length_rs/2,
1648                                         rs*part_max_length_rs
1649                                 );
1650                         }
1651                         else
1652                         {
1653                                 maxlen = v3s16(
1654                                         rs*part_max_length_rs,
1655                                         ps.range(1, rs*part_max_length_rs),
1656                                         rs*part_max_length_rs
1657                                 );
1658                         }
1659
1660                         v3f vec;
1661                         
1662                         vec = v3f(
1663                                 (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
1664                                 (float)(ps.next()%(maxlen.Y*1))-(float)maxlen.Y/2,
1665                                 (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
1666                         );
1667                 
1668                         // Jump downward sometimes
1669                         if(!large_cave && ps.range(0,12) == 0)
1670                         {
1671                                 vec = v3f(
1672                                         (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
1673                                         (float)(ps.next()%(maxlen.Y*2))-(float)maxlen.Y*2/2,
1674                                         (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
1675                                 );
1676                         }
1677                         
1678                         /*if(large_cave){
1679                                 v3f p = orp + vec;
1680                                 s16 h = find_ground_level_clever(vmanip,
1681                                                 v2s16(p.X, p.Z), ndef);
1682                                 route_y_min = h - rs/3;
1683                                 route_y_max = h + rs;
1684                         }*/
1685
1686                         vec += main_direction;
1687
1688                         v3f rp = orp + vec;
1689                         if(rp.X < 0)
1690                                 rp.X = 0;
1691                         else if(rp.X >= ar.X)
1692                                 rp.X = ar.X-1;
1693                         if(rp.Y < route_y_min)
1694                                 rp.Y = route_y_min;
1695                         else if(rp.Y >= route_y_max)
1696                                 rp.Y = route_y_max-1;
1697                         if(rp.Z < 0)
1698                                 rp.Z = 0;
1699                         else if(rp.Z >= ar.Z)
1700                                 rp.Z = ar.Z-1;
1701                         vec = rp - orp;
1702
1703                         for(float f=0; f<1.0; f+=1.0/vec.getLength())
1704                         {
1705                                 v3f fp = orp + vec * f;
1706                                 fp.X += 0.1*ps.range(-10,10);
1707                                 fp.Z += 0.1*ps.range(-10,10);
1708                                 v3s16 cp(fp.X, fp.Y, fp.Z);
1709
1710                                 s16 d0 = -rs/2;
1711                                 s16 d1 = d0 + rs;
1712                                 if(randomize_xz){
1713                                         d0 += ps.range(-1,1);
1714                                         d1 += ps.range(-1,1);
1715                                 }
1716                                 for(s16 z0=d0; z0<=d1; z0++)
1717                                 {
1718                                         s16 si = rs/2 - MYMAX(0, abs(z0)-rs/7-1);
1719                                         for(s16 x0=-si-ps.range(0,1); x0<=si-1+ps.range(0,1); x0++)
1720                                         {
1721                                                 s16 maxabsxz = MYMAX(abs(x0), abs(z0));
1722                                                 s16 si2 = rs/2 - MYMAX(0, maxabsxz-rs/7-1);
1723                                                 for(s16 y0=-si2; y0<=si2; y0++)
1724                                                 {
1725                                                         /*// Make better floors in small caves
1726                                                         if(y0 <= -rs/2 && rs<=7)
1727                                                                 continue;*/
1728                                                         if(large_cave_is_flat){
1729                                                                 // Make large caves not so tall
1730                                                                 if(rs > 7 && abs(y0) >= rs/3)
1731                                                                         continue;
1732                                                         }
1733
1734                                                         s16 z = cp.Z + z0;
1735                                                         s16 y = cp.Y + y0;
1736                                                         s16 x = cp.X + x0;
1737                                                         v3s16 p(x,y,z);
1738                                                         p += of;
1739                                                         
1740                                                         if(vmanip.m_area.contains(p) == false)
1741                                                                 continue;
1742                                                         
1743                                                         u32 i = vmanip.m_area.index(p);
1744                                                         
1745                                                         if(large_cave)
1746                                                         {
1747                                                                 if(full_node_min.Y < WATER_LEVEL &&
1748                                                                         full_node_max.Y > WATER_LEVEL){
1749                                                                         if(p.Y <= WATER_LEVEL)
1750                                                                                 vmanip.m_data[i] = waternode;
1751                                                                         else
1752                                                                                 vmanip.m_data[i] = airnode;
1753                                                                 } else if(full_node_max.Y < WATER_LEVEL){
1754                                                                         if(p.Y < startp.Y - 2)
1755                                                                                 vmanip.m_data[i] = lavanode;
1756                                                                         else
1757                                                                                 vmanip.m_data[i] = airnode;
1758                                                                 } else {
1759                                                                         vmanip.m_data[i] = airnode;
1760                                                                 }
1761                                                         } else {
1762                                                                 // Don't replace air or water or lava
1763                                                                 if(vmanip.m_data[i].getContent() == CONTENT_AIR ||
1764                                                                 vmanip.m_data[i].getContent() == c_water_source ||
1765                                                                 vmanip.m_data[i].getContent() == c_lava_source)
1766                                                                         continue;
1767                                                                 
1768                                                                 vmanip.m_data[i] = airnode;
1769
1770                                                                 // Set tunnel flag
1771                                                                 vmanip.m_flags[i] |= VMANIP_FLAG_CAVE;
1772                                                         }
1773                                                 }
1774                                         }
1775                                 }
1776                         }
1777
1778                         orp = rp;
1779                 }
1780         
1781         }
1782
1783         }//timer1
1784 #endif
1785         
1786 #if 1
1787         {
1788         // 15ms @cs=8
1789         TimeTaker timer1("add mud");
1790
1791         /*
1792                 Add mud to the central chunk
1793         */
1794         
1795         for(s16 x=node_min.X; x<=node_max.X; x++)
1796         for(s16 z=node_min.Z; z<=node_max.Z; z++)
1797         {
1798                 // Node position in 2d
1799                 v2s16 p2d = v2s16(x,z);
1800                 
1801                 // Randomize mud amount
1802                 s16 mud_add_amount = get_mud_add_amount(data->seed, p2d) / 2.0 + 0.5;
1803
1804                 // Find ground level
1805                 s16 surface_y = find_stone_level(vmanip, p2d, ndef);
1806                 // Handle area not found
1807                 if(surface_y == vmanip.m_area.MinEdge.Y - 1)
1808                         continue;
1809
1810                 MapNode addnode(c_dirt);
1811                 BiomeType bt = get_biome(data->seed, p2d);
1812
1813                 if(bt == BT_DESERT)
1814                         addnode = MapNode(c_desert_sand);
1815
1816                 if(bt == BT_DESERT && surface_y + mud_add_amount <= WATER_LEVEL+1){
1817                         addnode = MapNode(c_sand);
1818                 } else if(mud_add_amount <= 0){
1819                         mud_add_amount = 1 - mud_add_amount;
1820                         addnode = MapNode(c_gravel);
1821                 } else if(bt == BT_NORMAL && get_have_beach(data->seed, p2d) &&
1822                                 surface_y + mud_add_amount <= WATER_LEVEL+2){
1823                         addnode = MapNode(c_sand);
1824                 }
1825                 
1826                 if(bt == BT_DESERT){
1827                         if(surface_y > 20){
1828                                 mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20)/5);
1829                         }
1830                 }
1831
1832                 /*
1833                         If topmost node is grass, change it to mud.
1834                         It might be if it was flown to there from a neighboring
1835                         chunk and then converted.
1836                 */
1837                 {
1838                         u32 i = vmanip.m_area.index(v3s16(p2d.X, surface_y, p2d.Y));
1839                         MapNode *n = &vmanip.m_data[i];
1840                         if(n->getContent() == c_dirt_with_grass)
1841                                 *n = MapNode(c_dirt);
1842                 }
1843
1844                 /*
1845                         Add mud on ground
1846                 */
1847                 {
1848                         s16 mudcount = 0;
1849                         v3s16 em = vmanip.m_area.getExtent();
1850                         s16 y_start = surface_y+1;
1851                         u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
1852                         for(s16 y=y_start; y<=node_max.Y; y++)
1853                         {
1854                                 if(mudcount >= mud_add_amount)
1855                                         break;
1856                                         
1857                                 MapNode &n = vmanip.m_data[i];
1858                                 n = addnode;
1859                                 mudcount++;
1860
1861                                 vmanip.m_area.add_y(em, i, 1);
1862                         }
1863                 }
1864
1865         }
1866
1867         }//timer1
1868 #endif
1869
1870         /*
1871                 Add blobs of dirt and gravel underground
1872         */
1873         if(get_biome(data->seed, v2s16(node_min.X, node_min.Y)) == BT_NORMAL)
1874         {
1875         PseudoRandom pr(blockseed+983);
1876         for(int i=0; i<volume_nodes/10/10/10; i++)
1877         {
1878                 bool only_fill_cave = (myrand_range(0,1) != 0);
1879                 v3s16 size(
1880                         pr.range(1, 8),
1881                         pr.range(1, 8),
1882                         pr.range(1, 8)
1883                 );
1884                 v3s16 p0(
1885                         pr.range(node_min.X, node_max.X)-size.X/2,
1886                         pr.range(node_min.Y, node_max.Y)-size.Y/2,
1887                         pr.range(node_min.Z, node_max.Z)-size.Z/2
1888                 );
1889                 MapNode n1;
1890                 if(p0.Y > -32 && pr.range(0,1) == 0)
1891                         n1 = MapNode(c_dirt);
1892                 else
1893                         n1 = MapNode(c_gravel);
1894                 for(int x1=0; x1<size.X; x1++)
1895                 for(int y1=0; y1<size.Y; y1++)
1896                 for(int z1=0; z1<size.Z; z1++)
1897                 {
1898                         v3s16 p = p0 + v3s16(x1,y1,z1);
1899                         u32 i = vmanip.m_area.index(p);
1900                         if(!vmanip.m_area.contains(i))
1901                                 continue;
1902                         // Cancel if not stone and not cave air
1903                         if(vmanip.m_data[i].getContent() != c_stone &&
1904                                         !(vmanip.m_flags[i] & VMANIP_FLAG_CAVE))
1905                                 continue;
1906                         if(only_fill_cave && !(vmanip.m_flags[i] & VMANIP_FLAG_CAVE))
1907                                 continue;
1908                         vmanip.m_data[i] = n1;
1909                 }
1910         }
1911         }
1912
1913 #if 1
1914         {
1915         // 340ms @cs=8
1916         TimeTaker timer1("flow mud");
1917
1918         /*
1919                 Flow mud away from steep edges
1920         */
1921         
1922         // Iterate a few times
1923         for(s16 k=0; k<3; k++)
1924         {
1925
1926         for(s16 x=mudflow_minpos; x<=mudflow_maxpos; x++)
1927         for(s16 z=mudflow_minpos; z<=mudflow_maxpos; z++)
1928         {
1929                 // Invert coordinates every 2nd iteration
1930                 if(k%2 == 0)
1931                 {
1932                         x = mudflow_maxpos - (x-mudflow_minpos);
1933                         z = mudflow_maxpos - (z-mudflow_minpos);
1934                 }
1935
1936                 // Node position in 2d
1937                 v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x,z);
1938                 
1939                 v3s16 em = vmanip.m_area.getExtent();
1940                 u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
1941                 s16 y=node_max.Y;
1942
1943                 while(y >= node_min.Y)
1944                 {
1945
1946                 for(;; y--)
1947                 {
1948                         MapNode *n = NULL;
1949                         // Find mud
1950                         for(; y>=node_min.Y; y--)
1951                         {
1952                                 n = &vmanip.m_data[i];
1953                                 //if(content_walkable(n->d))
1954                                 //      break;
1955                                 if(n->getContent() == c_dirt ||
1956                                                 n->getContent() == c_dirt_with_grass ||
1957                                                 n->getContent() == c_gravel)
1958                                         break;
1959                                         
1960                                 vmanip.m_area.add_y(em, i, -1);
1961                         }
1962
1963                         // Stop if out of area
1964                         //if(vmanip.m_area.contains(i) == false)
1965                         if(y < node_min.Y)
1966                                 break;
1967
1968                         /*// If not mud, do nothing to it
1969                         MapNode *n = &vmanip.m_data[i];
1970                         if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
1971                                 continue;*/
1972
1973                         if(n->getContent() == c_dirt ||
1974                                         n->getContent() == c_dirt_with_grass)
1975                         {
1976                                 // Make it exactly mud
1977                                 n->setContent(c_dirt);
1978                                 
1979                                 /*
1980                                         Don't flow it if the stuff under it is not mud
1981                                 */
1982                                 {
1983                                         u32 i2 = i;
1984                                         vmanip.m_area.add_y(em, i2, -1);
1985                                         // Cancel if out of area
1986                                         if(vmanip.m_area.contains(i2) == false)
1987                                                 continue;
1988                                         MapNode *n2 = &vmanip.m_data[i2];
1989                                         if(n2->getContent() != c_dirt &&
1990                                                         n2->getContent() != c_dirt_with_grass)
1991                                                 continue;
1992                                 }
1993                         }
1994
1995                         /*s16 recurse_count = 0;
1996         mudflow_recurse:*/
1997
1998                         v3s16 dirs4[4] = {
1999                                 v3s16(0,0,1), // back
2000                                 v3s16(1,0,0), // right
2001                                 v3s16(0,0,-1), // front
2002                                 v3s16(-1,0,0), // left
2003                         };
2004
2005                         // Theck that upper is air or doesn't exist.
2006                         // Cancel dropping if upper keeps it in place
2007                         u32 i3 = i;
2008                         vmanip.m_area.add_y(em, i3, 1);
2009                         if(vmanip.m_area.contains(i3) == true
2010                                         && ndef->get(vmanip.m_data[i3]).walkable)
2011                         {
2012                                 continue;
2013                         }
2014
2015                         // Drop mud on side
2016                         
2017                         for(u32 di=0; di<4; di++)
2018                         {
2019                                 v3s16 dirp = dirs4[di];
2020                                 u32 i2 = i;
2021                                 // Move to side
2022                                 vmanip.m_area.add_p(em, i2, dirp);
2023                                 // Fail if out of area
2024                                 if(vmanip.m_area.contains(i2) == false)
2025                                         continue;
2026                                 // Check that side is air
2027                                 MapNode *n2 = &vmanip.m_data[i2];
2028                                 if(ndef->get(*n2).walkable)
2029                                         continue;
2030                                 // Check that under side is air
2031                                 vmanip.m_area.add_y(em, i2, -1);
2032                                 if(vmanip.m_area.contains(i2) == false)
2033                                         continue;
2034                                 n2 = &vmanip.m_data[i2];
2035                                 if(ndef->get(*n2).walkable)
2036                                         continue;
2037                                 /*// Check that under that is air (need a drop of 2)
2038                                 vmanip.m_area.add_y(em, i2, -1);
2039                                 if(vmanip.m_area.contains(i2) == false)
2040                                         continue;
2041                                 n2 = &vmanip.m_data[i2];
2042                                 if(content_walkable(n2->d))
2043                                         continue;*/
2044                                 // Loop further down until not air
2045                                 bool dropped_to_unknown = false;
2046                                 do{
2047                                         vmanip.m_area.add_y(em, i2, -1);
2048                                         n2 = &vmanip.m_data[i2];
2049                                         // if out of known area
2050                                         if(vmanip.m_area.contains(i2) == false
2051                                                         || n2->getContent() == CONTENT_IGNORE){
2052                                                 dropped_to_unknown = true;
2053                                                 break;
2054                                         }
2055                                 }while(ndef->get(*n2).walkable == false);
2056                                 // Loop one up so that we're in air
2057                                 vmanip.m_area.add_y(em, i2, 1);
2058                                 n2 = &vmanip.m_data[i2];
2059                                 
2060                                 bool old_is_water = (n->getContent() == c_water_source);
2061                                 // Move mud to new place
2062                                 if(!dropped_to_unknown) {
2063                                         *n2 = *n;
2064                                         // Set old place to be air (or water)
2065                                         if(old_is_water)
2066                                                 *n = MapNode(c_water_source);
2067                                         else
2068                                                 *n = MapNode(CONTENT_AIR);
2069                                 }
2070
2071                                 // Done
2072                                 break;
2073                         }
2074                 }
2075                 }
2076         }
2077         
2078         }
2079
2080         }//timer1
2081 #endif
2082
2083         } // Aging loop
2084         /***********************
2085                 END OF AGING LOOP
2086         ************************/
2087
2088         /*
2089                 Add top and bottom side of water to transforming_liquid queue
2090         */
2091
2092         for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
2093         for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
2094         {
2095                 // Node position
2096                 v2s16 p2d(x,z);
2097                 {
2098                         bool water_found = false;
2099                         // Use fast index incrementing
2100                         v3s16 em = vmanip.m_area.getExtent();
2101                         u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
2102                         for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
2103                         {
2104                                 if(y == full_node_max.Y){
2105                                         water_found = 
2106                                                 (vmanip.m_data[i].getContent() == c_water_source ||
2107                                                 vmanip.m_data[i].getContent() == c_lava_source);
2108                                 }
2109                                 else if(water_found == false)
2110                                 {
2111                                         if(vmanip.m_data[i].getContent() == c_water_source ||
2112                                                         vmanip.m_data[i].getContent() == c_lava_source)
2113                                         {
2114                                                 v3s16 p = v3s16(p2d.X, y, p2d.Y);
2115                                                 data->transforming_liquid.push_back(p);
2116                                                 water_found = true;
2117                                         }
2118                                 }
2119                                 else
2120                                 {
2121                                         // This can be done because water_found can only
2122                                         // turn to true and end up here after going through
2123                                         // a single block.
2124                                         if(vmanip.m_data[i+1].getContent() != c_water_source ||
2125                                                         vmanip.m_data[i+1].getContent() != c_lava_source)
2126                                         {
2127                                                 v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
2128                                                 data->transforming_liquid.push_back(p);
2129                                                 water_found = false;
2130                                         }
2131                                 }
2132
2133                                 vmanip.m_area.add_y(em, i, -1);
2134                         }
2135                 }
2136         }
2137
2138         /*
2139                 Grow grass
2140         */
2141
2142         for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
2143         for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
2144         {
2145                 // Node position in 2d
2146                 v2s16 p2d = v2s16(x,z);
2147                 
2148                 /*
2149                         Find the lowest surface to which enough light ends up
2150                         to make grass grow.
2151
2152                         Basically just wait until not air and not leaves.
2153                 */
2154                 s16 surface_y = 0;
2155                 {
2156                         v3s16 em = vmanip.m_area.getExtent();
2157                         u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
2158                         s16 y;
2159                         // Go to ground level
2160                         for(y=node_max.Y; y>=full_node_min.Y; y--)
2161                         {
2162                                 MapNode &n = vmanip.m_data[i];
2163                                 if(ndef->get(n).param_type != CPT_LIGHT
2164                                                 || ndef->get(n).liquid_type != LIQUID_NONE)
2165                                         break;
2166                                 vmanip.m_area.add_y(em, i, -1);
2167                         }
2168                         if(y >= full_node_min.Y)
2169                                 surface_y = y;
2170                         else
2171                                 surface_y = full_node_min.Y;
2172                 }
2173                 
2174                 u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y);
2175                 MapNode *n = &vmanip.m_data[i];
2176                 if(n->getContent() == c_dirt){
2177                         // Well yeah, this can't be overground...
2178                         if(surface_y < WATER_LEVEL - 20)
2179                                 continue;
2180                         n->setContent(c_dirt_with_grass);
2181                 }
2182         }
2183
2184         /*
2185                 Generate some trees
2186         */
2187         assert(central_area_size.X == central_area_size.Z);
2188         {
2189                 // Divide area into parts
2190                 s16 div = 8;
2191                 s16 sidelen = central_area_size.X / div;
2192                 double area = sidelen * sidelen;
2193                 for(s16 x0=0; x0<div; x0++)
2194                 for(s16 z0=0; z0<div; z0++)
2195                 {
2196                         // Center position of part of division
2197                         v2s16 p2d_center(
2198                                 node_min.X + sidelen/2 + sidelen*x0,
2199                                 node_min.Z + sidelen/2 + sidelen*z0
2200                         );
2201                         // Minimum edge of part of division
2202                         v2s16 p2d_min(
2203                                 node_min.X + sidelen*x0,
2204                                 node_min.Z + sidelen*z0
2205                         );
2206                         // Maximum edge of part of division
2207                         v2s16 p2d_max(
2208                                 node_min.X + sidelen + sidelen*x0 - 1,
2209                                 node_min.Z + sidelen + sidelen*z0 - 1
2210                         );
2211                         // Amount of trees
2212                         u32 tree_count = area * tree_amount_2d(data->seed, p2d_center);
2213                         // Put trees in random places on part of division
2214                         for(u32 i=0; i<tree_count; i++)
2215                         {
2216                                 s16 x = myrand_range(p2d_min.X, p2d_max.X);
2217                                 s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
2218                                 s16 y = find_ground_level(vmanip, v2s16(x,z), ndef);
2219                                 // Don't make a tree under water level
2220                                 if(y < WATER_LEVEL)
2221                                         continue;
2222                                 // Don't make a tree so high that it doesn't fit
2223                                 if(y > node_max.Y - 6)
2224                                         continue;
2225                                 v3s16 p(x,y,z);
2226                                 /*
2227                                         Trees grow only on mud and grass
2228                                 */
2229                                 {
2230                                         u32 i = vmanip.m_area.index(v3s16(p));
2231                                         MapNode *n = &vmanip.m_data[i];
2232                                         if(n->getContent() != c_dirt
2233                                                         && n->getContent() != c_dirt_with_grass)
2234                                                 continue;
2235                                 }
2236                                 p.Y++;
2237                                 // Make a tree
2238                                 make_tree(vmanip, p, false, ndef);
2239                         }
2240                 }
2241         }
2242
2243 #if 0
2244         /*
2245                 Make base ground level
2246         */
2247
2248         for(s16 x=node_min.X; x<=node_max.X; x++)
2249         for(s16 z=node_min.Z; z<=node_max.Z; z++)
2250         {
2251                 // Node position
2252                 v2s16 p2d(x,z);
2253                 {
2254                         // Use fast index incrementing
2255                         v3s16 em = vmanip.m_area.getExtent();
2256                         u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
2257                         for(s16 y=node_min.Y; y<=node_max.Y; y++)
2258                         {
2259                                 // Only modify places that have no content
2260                                 if(vmanip.m_data[i].getContent() == CONTENT_IGNORE)
2261                                 {
2262                                         // First priority: make air and water.
2263                                         // This avoids caves inside water.
2264                                         if(all_is_ground_except_caves == false
2265                                                         && val_is_ground(noisebuf_ground.get(x,y,z),
2266                                                         v3s16(x,y,z), data->seed) == false)
2267                                         {
2268                                                 if(y <= WATER_LEVEL)
2269                                                         vmanip.m_data[i] = n_water_source;
2270                                                 else
2271                                                         vmanip.m_data[i] = n_air;
2272                                         }
2273                                         else if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD)
2274                                                 vmanip.m_data[i] = n_air;
2275                                         else
2276                                                 vmanip.m_data[i] = n_stone;
2277                                 }
2278                         
2279                                 vmanip->m_area.add_y(em, i, 1);
2280                         }
2281                 }
2282         }
2283
2284         /*
2285                 Add mud and sand and others underground (in place of stone)
2286         */
2287
2288         for(s16 x=node_min.X; x<=node_max.X; x++)
2289         for(s16 z=node_min.Z; z<=node_max.Z; z++)
2290         {
2291                 // Node position
2292                 v2s16 p2d(x,z);
2293                 {
2294                         // Use fast index incrementing
2295                         v3s16 em = vmanip.m_area.getExtent();
2296                         u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
2297                         for(s16 y=node_max.Y; y>=node_min.Y; y--)
2298                         {
2299                                 if(vmanip.m_data[i].getContent() == c_stone)
2300                                 {
2301                                         if(noisebuf_ground_crumbleness.get(x,y,z) > 1.3)
2302                                         {
2303                                                 if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
2304                                                         vmanip.m_data[i] = n_dirt;
2305                                                 else
2306                                                         vmanip.m_data[i] = n_sand;
2307                                         }
2308                                         else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.7)
2309                                         {
2310                                                 if(noisebuf_ground_wetness.get(x,y,z) < -0.6)
2311                                                         vmanip.m_data[i] = n_gravel;
2312                                         }
2313                                         else if(noisebuf_ground_crumbleness.get(x,y,z) <
2314                                                         -3.0 + MYMIN(0.1 * sqrt((float)MYMAX(0, -y)), 1.5))
2315                                         {
2316                                                 vmanip.m_data[i] = n_lava_source;
2317                                                 for(s16 x1=-1; x1<=1; x1++)
2318                                                 for(s16 y1=-1; y1<=1; y1++)
2319                                                 for(s16 z1=-1; z1<=1; z1++)
2320                                                         data->transforming_liquid.push_back(
2321                                                                         v3s16(p2d.X+x1, y+y1, p2d.Y+z1));
2322                                         }
2323                                 }
2324
2325                                 vmanip->m_area.add_y(em, i, -1);
2326                         }
2327                 }
2328         }
2329
2330         /*
2331                 Add dungeons
2332         */
2333         
2334         //if(node_min.Y < approx_groundlevel)
2335         //if(myrand() % 3 == 0)
2336         //if(myrand() % 3 == 0 && node_min.Y < approx_groundlevel)
2337         //if(myrand() % 100 == 0 && node_min.Y < approx_groundlevel)
2338         //float dungeon_rarity = g_settings.getFloat("dungeon_rarity");
2339         float dungeon_rarity = 0.02;
2340         if(((noise3d(blockpos.X,blockpos.Y,blockpos.Z,data->seed)+1.0)/2.0)
2341                         < dungeon_rarity
2342                         && node_min.Y < approx_groundlevel)
2343         {
2344                 // Dungeon generator doesn't modify places which have this set
2345                 vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE
2346                                 | VMANIP_FLAG_DUNGEON_PRESERVE);
2347                 
2348                 // Set all air and water to be untouchable to make dungeons open
2349                 // to caves and open air
2350                 for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
2351                 for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
2352                 {
2353                         // Node position
2354                         v2s16 p2d(x,z);
2355                         {
2356                                 // Use fast index incrementing
2357                                 v3s16 em = vmanip.m_area.getExtent();
2358                                 u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
2359                                 for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
2360                                 {
2361                                         if(vmanip.m_data[i].getContent() == CONTENT_AIR)
2362                                                 vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
2363                                         else if(vmanip.m_data[i].getContent() == c_water_source)
2364                                                 vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
2365                                         vmanip->m_area.add_y(em, i, -1);
2366                                 }
2367                         }
2368                 }
2369                 
2370                 PseudoRandom random(blockseed+2);
2371
2372                 // Add it
2373                 make_dungeon1(vmanip, random, ndef);
2374                 
2375                 // Convert some cobble to mossy cobble
2376                 for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
2377                 for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
2378                 {
2379                         // Node position
2380                         v2s16 p2d(x,z);
2381                         {
2382                                 // Use fast index incrementing
2383                                 v3s16 em = vmanip.m_area.getExtent();
2384                                 u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
2385                                 for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
2386                                 {
2387                                         // (noisebuf not used because it doesn't contain the
2388                                         //  full area)
2389                                         double wetness = noise3d_param(
2390                                                         get_ground_wetness_params(data->seed), x,y,z);
2391                                         double d = noise3d_perlin((float)x/2.5,
2392                                                         (float)y/2.5,(float)z/2.5,
2393                                                         blockseed, 2, 1.4);
2394                                         if(vmanip.m_data[i].getContent() == c_cobble)
2395                                         {
2396                                                 if(d < wetness/3.0)
2397                                                 {
2398                                                         vmanip.m_data[i].setContent(c_mossycobble);
2399                                                 }
2400                                         }
2401                                         /*else if(vmanip.m_flags[i] & VMANIP_FLAG_DUNGEON_INSIDE)
2402                                         {
2403                                                 if(wetness > 1.2)
2404                                                         vmanip.m_data[i].setContent(c_dirt);
2405                                         }*/
2406                                         vmanip->m_area.add_y(em, i, -1);
2407                                 }
2408                         }
2409                 }
2410         }
2411
2412         /*
2413                 Add NC
2414         */
2415         {
2416                 PseudoRandom ncrandom(blockseed+9324342);
2417                 if(ncrandom.range(0, 1000) == 0 && blockpos.Y <= -3)
2418                 {
2419                         make_nc(vmanip, ncrandom, ndef);
2420                 }
2421         }
2422         
2423         /*
2424                 Add top and bottom side of water to transforming_liquid queue
2425         */
2426
2427         for(s16 x=node_min.X; x<=node_max.X; x++)
2428         for(s16 z=node_min.Z; z<=node_max.Z; z++)
2429         {
2430                 // Node position
2431                 v2s16 p2d(x,z);
2432                 {
2433                         bool water_found = false;
2434                         // Use fast index incrementing
2435                         v3s16 em = vmanip.m_area.getExtent();
2436                         u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
2437                         for(s16 y=node_max.Y; y>=node_min.Y; y--)
2438                         {
2439                                 if(water_found == false)
2440                                 {
2441                                         if(vmanip.m_data[i].getContent() == c_water_source)
2442                                         {
2443                                                 v3s16 p = v3s16(p2d.X, y, p2d.Y);
2444                                                 data->transforming_liquid.push_back(p);
2445                                                 water_found = true;
2446                                         }
2447                                 }
2448                                 else
2449                                 {
2450                                         // This can be done because water_found can only
2451                                         // turn to true and end up here after going through
2452                                         // a single block.
2453                                         if(vmanip.m_data[i+1].getContent() != c_water_source)
2454                                         {
2455                                                 v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
2456                                                 data->transforming_liquid.push_back(p);
2457                                                 water_found = false;
2458                                         }
2459                                 }
2460
2461                                 vmanip->m_area.add_y(em, i, -1);
2462                         }
2463                 }
2464         }
2465
2466         /*
2467                 If close to ground level
2468         */
2469
2470         //if(abs(approx_ground_depth) < 30)
2471         if(minimum_ground_depth < 5 && maximum_ground_depth > -5)
2472         {
2473                 /*
2474                         Add grass and mud
2475                 */
2476
2477                 for(s16 x=node_min.X; x<=node_max.X; x++)
2478                 for(s16 z=node_min.Z; z<=node_max.Z; z++)
2479                 {
2480                         // Node position
2481                         v2s16 p2d(x,z);
2482                         {
2483                                 bool possibly_have_sand = get_have_beach(data->seed, p2d);
2484                                 bool have_sand = false;
2485                                 u32 current_depth = 0;
2486                                 bool air_detected = false;
2487                                 bool water_detected = false;
2488                                 bool have_clay = false;
2489
2490                                 // Use fast index incrementing
2491                                 s16 start_y = node_max.Y+2;
2492                                 v3s16 em = vmanip.m_area.getExtent();
2493                                 u32 i = vmanip.m_area.index(v3s16(p2d.X, start_y, p2d.Y));
2494                                 for(s16 y=start_y; y>=node_min.Y-3; y--)
2495                                 {
2496                                         if(vmanip.m_data[i].getContent() == c_water_source)
2497                                                 water_detected = true;
2498                                         if(vmanip.m_data[i].getContent() == CONTENT_AIR)
2499                                                 air_detected = true;
2500
2501                                         if((vmanip.m_data[i].getContent() == c_stone
2502                                                         || vmanip.m_data[i].getContent() == c_dirt_with_grass
2503                                                         || vmanip.m_data[i].getContent() == c_dirt
2504                                                         || vmanip.m_data[i].getContent() == c_sand
2505                                                         || vmanip.m_data[i].getContent() == c_gravel
2506                                                         ) && (air_detected || water_detected))
2507                                         {
2508                                                 if(current_depth == 0 && y <= WATER_LEVEL+2
2509                                                                 && possibly_have_sand)
2510                                                         have_sand = true;
2511                                                 
2512                                                 if(current_depth < 4)
2513                                                 {
2514                                                         if(have_sand)
2515                                                         {
2516                                                                 vmanip.m_data[i] = MapNode(c_sand);
2517                                                         }
2518                                                         #if 1
2519                                                         else if(current_depth==0 && !water_detected
2520                                                                         && y >= WATER_LEVEL && air_detected)
2521                                                                 vmanip.m_data[i] = MapNode(c_dirt_with_grass);
2522                                                         #endif
2523                                                         else
2524                                                                 vmanip.m_data[i] = MapNode(c_dirt);
2525                                                 }
2526                                                 else
2527                                                 {
2528                                                         if(vmanip.m_data[i].getContent() == c_dirt
2529                                                                 || vmanip.m_data[i].getContent() == c_dirt_with_grass)
2530                                                                 vmanip.m_data[i] = MapNode(c_stone);
2531                                                 }
2532
2533                                                 current_depth++;
2534
2535                                                 if(current_depth >= 8)
2536                                                         break;
2537                                         }
2538                                         else if(current_depth != 0)
2539                                                 break;
2540
2541                                         vmanip->m_area.add_y(em, i, -1);
2542                                 }
2543                         }
2544                 }
2545
2546                 /*
2547                         Calculate some stuff
2548                 */
2549                 
2550                 float surface_humidity = surface_humidity_2d(data->seed, p2d_center);
2551                 bool is_jungle = surface_humidity > 0.75;
2552                 // Amount of trees
2553                 u32 tree_count = gen_area_nodes * tree_amount_2d(data->seed, p2d_center);
2554                 if(is_jungle)
2555                         tree_count *= 5;
2556
2557                 /*
2558                         Add trees
2559                 */
2560                 PseudoRandom treerandom(blockseed);
2561                 // Put trees in random places on part of division
2562                 for(u32 i=0; i<tree_count; i++)
2563                 {
2564                         s16 x = treerandom.range(node_min.X, node_max.X);
2565                         s16 z = treerandom.range(node_min.Z, node_max.Z);
2566                         //s16 y = find_ground_level(vmanip, v2s16(x,z));
2567                         s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4);
2568                         // Don't make a tree under water level
2569                         if(y < WATER_LEVEL)
2570                                 continue;
2571                         // Make sure tree fits (only trees whose starting point is
2572                         // at this block are added)
2573                         if(y < node_min.Y || y > node_max.Y)
2574                                 continue;
2575                         /*
2576                                 Find exact ground level
2577                         */
2578                         v3s16 p(x,y+6,z);
2579                         bool found = false;
2580                         for(; p.Y >= y-6; p.Y--)
2581                         {
2582                                 u32 i = vmanip->m_area.index(p);
2583                                 MapNode *n = &vmanip->m_data[i];
2584                                 if(n->getContent() != CONTENT_AIR && n->getContent() != c_water_source && n->getContent() != CONTENT_IGNORE)
2585                                 {
2586                                         found = true;
2587                                         break;
2588                                 }
2589                         }
2590                         // If not found, handle next one
2591                         if(found == false)
2592                                 continue;
2593
2594                         {
2595                                 u32 i = vmanip->m_area.index(p);
2596                                 MapNode *n = &vmanip->m_data[i];
2597
2598                                 if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass && n->getContent() != c_sand)
2599                                                 continue;
2600
2601                                 // Papyrus grows only on mud and in water
2602                                 if(n->getContent() == c_dirt && y <= WATER_LEVEL)
2603                                 {
2604                                         p.Y++;
2605                                         make_papyrus(vmanip, p, ndef);
2606                                 }
2607                                 // Trees grow only on mud and grass, on land
2608                                 else if((n->getContent() == c_dirt || n->getContent() == c_dirt_with_grass) && y > WATER_LEVEL + 2)
2609                                 {
2610                                         p.Y++;
2611                                         //if(surface_humidity_2d(data->seed, v2s16(x, y)) < 0.5)
2612                                         if(is_jungle == false)
2613                                         {
2614                                                 bool is_apple_tree;
2615                                                 if(myrand_range(0,4) != 0)
2616                                                         is_apple_tree = false;
2617                                                 else
2618                                                         is_apple_tree = noise2d_perlin(
2619                                                                         0.5+(float)p.X/100, 0.5+(float)p.Z/100,
2620                                                                         data->seed+342902, 3, 0.45) > 0.2;
2621                                                 make_tree(vmanip, p, is_apple_tree, ndef);
2622                                         }
2623                                         else
2624                                                 make_jungletree(vmanip, p, ndef);
2625                                 }
2626                                 // Cactii grow only on sand, on land
2627                                 else if(n->getContent() == c_sand && y > WATER_LEVEL + 2)
2628                                 {
2629                                         p.Y++;
2630                                         make_cactus(vmanip, p, ndef);
2631                                 }
2632                         }
2633                 }
2634
2635                 /*
2636                         Add jungle grass
2637                 */
2638                 if(is_jungle)
2639                 {
2640                         PseudoRandom grassrandom(blockseed);
2641                         for(u32 i=0; i<surface_humidity*5*tree_count; i++)
2642                         {
2643                                 s16 x = grassrandom.range(node_min.X, node_max.X);
2644                                 s16 z = grassrandom.range(node_min.Z, node_max.Z);
2645                                 s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4);
2646                                 if(y < WATER_LEVEL)
2647                                         continue;
2648                                 if(y < node_min.Y || y > node_max.Y)
2649                                         continue;
2650                                 /*
2651                                         Find exact ground level
2652                                 */
2653                                 v3s16 p(x,y+6,z);
2654                                 bool found = false;
2655                                 for(; p.Y >= y-6; p.Y--)
2656                                 {
2657                                         u32 i = vmanip->m_area.index(p);
2658                                         MapNode *n = &vmanip->m_data[i];
2659                                         if(data->nodedef->get(*n).is_ground_content)
2660                                         {
2661                                                 found = true;
2662                                                 break;
2663                                         }
2664                                 }
2665                                 // If not found, handle next one
2666                                 if(found == false)
2667                                         continue;
2668                                 p.Y++;
2669                                 if(vmanip.m_area.contains(p) == false)
2670                                         continue;
2671                                 if(vmanip.m_data[vmanip.m_area.index(p)].getContent() != CONTENT_AIR)
2672                                         continue;
2673                                 /*p.Y--;
2674                                 if(vmanip.m_area.contains(p))
2675                                         vmanip.m_data[vmanip.m_area.index(p)] = c_dirt;
2676                                 p.Y++;*/
2677                                 if(vmanip.m_area.contains(p))
2678                                         vmanip.m_data[vmanip.m_area.index(p)] = c_junglegrass;
2679                         }
2680                 }
2681
2682 #if 0
2683                 /*
2684                         Add some kind of random stones
2685                 */
2686                 
2687                 u32 random_stone_count = gen_area_nodes *
2688                                 randomstone_amount_2d(data->seed, p2d_center);
2689                 // Put in random places on part of division
2690                 for(u32 i=0; i<random_stone_count; i++)
2691                 {
2692                         s16 x = myrand_range(node_min.X, node_max.X);
2693                         s16 z = myrand_range(node_min.Z, node_max.Z);
2694                         s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
2695                         // Don't add under water level
2696                         /*if(y < WATER_LEVEL)
2697                                 continue;*/
2698                         // Don't add if doesn't belong to this block
2699                         if(y < node_min.Y || y > node_max.Y)
2700                                 continue;
2701                         v3s16 p(x,y,z);
2702                         // Filter placement
2703                         /*{
2704                                 u32 i = vmanip->m_area.index(v3s16(p));
2705                                 MapNode *n = &vmanip->m_data[i];
2706                                 if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass)
2707                                         continue;
2708                         }*/
2709                         // Will be placed one higher
2710                         p.Y++;
2711                         // Add it
2712                         make_randomstone(vmanip, p);
2713                 }
2714 #endif
2715
2716 #if 0
2717                 /*
2718                         Add larger stones
2719                 */
2720                 
2721                 u32 large_stone_count = gen_area_nodes *
2722                                 largestone_amount_2d(data->seed, p2d_center);
2723                 //u32 large_stone_count = 1;
2724                 // Put in random places on part of division
2725                 for(u32 i=0; i<large_stone_count; i++)
2726                 {
2727                         s16 x = myrand_range(node_min.X, node_max.X);
2728                         s16 z = myrand_range(node_min.Z, node_max.Z);
2729                         s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
2730                         // Don't add under water level
2731                         /*if(y < WATER_LEVEL)
2732                                 continue;*/
2733                         // Don't add if doesn't belong to this block
2734                         if(y < node_min.Y || y > node_max.Y)
2735                                 continue;
2736                         v3s16 p(x,y,z);
2737                         // Filter placement
2738                         /*{
2739                                 u32 i = vmanip->m_area.index(v3s16(p));
2740                                 MapNode *n = &vmanip->m_data[i];
2741                                 if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass)
2742                                         continue;
2743                         }*/
2744                         // Will be placed one lower
2745                         p.Y--;
2746                         // Add it
2747                         make_largestone(vmanip, p);
2748                 }
2749 #endif
2750         }
2751
2752         /*
2753                 Add minerals
2754         */
2755
2756         {
2757                 PseudoRandom mineralrandom(blockseed);
2758
2759                 /*
2760                         Add meseblocks
2761                 */
2762                 for(s16 i=0; i<approx_ground_depth/4; i++)
2763                 {
2764                         if(mineralrandom.next()%50 == 0)
2765                         {
2766                                 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
2767                                 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
2768                                 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
2769                                 for(u16 i=0; i<27; i++)
2770                                 {
2771                                         v3s16 p = v3s16(x,y,z) + g_27dirs[i];
2772                                         u32 vi = vmanip.m_area.index(p);
2773                                         if(vmanip.m_data[vi].getContent() == c_stone)
2774                                                 if(mineralrandom.next()%8 == 0)
2775                                                         vmanip.m_data[vi] = MapNode(c_mese);
2776                                 }
2777                                         
2778                         }
2779                 }
2780                 /*
2781                         Add others
2782                 */
2783                 {
2784                         u16 a = mineralrandom.range(0,15);
2785                         a = a*a*a;
2786                         u16 amount = 20 * a/1000;
2787                         for(s16 i=0; i<amount; i++)
2788                         {
2789                                 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
2790                                 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
2791                                 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
2792
2793                                 u8 base_content = c_stone;
2794                                 MapNode new_content(CONTENT_IGNORE);
2795                                 u32 sparseness = 6;
2796
2797                                 if(noisebuf_ground_crumbleness.get(x,y+5,z) < -0.1)
2798                                 {
2799                                         new_content = MapNode(c_stone_with_coal);
2800                                 }
2801                                 else
2802                                 {
2803                                         if(noisebuf_ground_wetness.get(x,y+5,z) > 0.0)
2804                                                 new_content = MapNode(c_stone_with_iron);
2805                                         /*if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
2806                                                 vmanip.m_data[i] = MapNode(c_dirt);
2807                                         else
2808                                                 vmanip.m_data[i] = MapNode(c_sand);*/
2809                                 }
2810                                 /*else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.1)
2811                                 {
2812                                 }*/
2813
2814                                 if(new_content.getContent() != CONTENT_IGNORE)
2815                                 {
2816                                         for(u16 i=0; i<27; i++)
2817                                         {
2818                                                 v3s16 p = v3s16(x,y,z) + g_27dirs[i];
2819                                                 u32 vi = vmanip.m_area.index(p);
2820                                                 if(vmanip.m_data[vi].getContent() == base_content)
2821                                                 {
2822                                                         if(mineralrandom.next()%sparseness == 0)
2823                                                                 vmanip.m_data[vi] = new_content;
2824                                                 }
2825                                         }
2826                                 }
2827                         }
2828                 }
2829                 /*
2830                         Add coal
2831                 */
2832                 //for(s16 i=0; i < MYMAX(0, 50 - abs(node_min.Y+8 - (-30))); i++)
2833                 //for(s16 i=0; i<50; i++)
2834                 u16 coal_amount = 30;
2835                 u16 coal_rareness = 60 / coal_amount;
2836                 if(coal_rareness == 0)
2837                         coal_rareness = 1;
2838                 if(mineralrandom.next()%coal_rareness == 0)
2839                 {
2840                         u16 a = mineralrandom.next() % 16;
2841                         u16 amount = coal_amount * a*a*a / 1000;
2842                         for(s16 i=0; i<amount; i++)
2843                         {
2844                                 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
2845                                 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
2846                                 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
2847                                 for(u16 i=0; i<27; i++)
2848                                 {
2849                                         v3s16 p = v3s16(x,y,z) + g_27dirs[i];
2850                                         u32 vi = vmanip.m_area.index(p);
2851                                         if(vmanip.m_data[vi].getContent() == c_stone)
2852                                                 if(mineralrandom.next()%8 == 0)
2853                                                         vmanip.m_data[vi] = MapNode(c_stone_with_coal);
2854                                 }
2855                         }
2856                 }
2857                 /*
2858                         Add iron
2859                 */
2860                 u16 iron_amount = 8;
2861                 u16 iron_rareness = 60 / iron_amount;
2862                 if(iron_rareness == 0)
2863                         iron_rareness = 1;
2864                 if(mineralrandom.next()%iron_rareness == 0)
2865                 {
2866                         u16 a = mineralrandom.next() % 16;
2867                         u16 amount = iron_amount * a*a*a / 1000;
2868                         for(s16 i=0; i<amount; i++)
2869                         {
2870                                 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
2871                                 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
2872                                 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
2873                                 for(u16 i=0; i<27; i++)
2874                                 {
2875                                         v3s16 p = v3s16(x,y,z) + g_27dirs[i];
2876                                         u32 vi = vmanip.m_area.index(p);
2877                                         if(vmanip.m_data[vi].getContent() == c_stone)
2878                                                 if(mineralrandom.next()%8 == 0)
2879                                                         vmanip.m_data[vi] = MapNode(c_stone_with_iron);
2880                                 }
2881                         }
2882                 }
2883         }
2884 #endif
2885
2886         /*
2887                 Calculate lighting
2888         */
2889         {
2890         ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update",
2891                         SPT_AVG);
2892         //VoxelArea a(node_min, node_max);
2893         VoxelArea a(node_min-v3s16(1,0,1)*MAP_BLOCKSIZE,
2894                         node_max+v3s16(1,0,1)*MAP_BLOCKSIZE);
2895         /*VoxelArea a(node_min-v3s16(1,0,1)*MAP_BLOCKSIZE/2,
2896                         node_max+v3s16(1,0,1)*MAP_BLOCKSIZE/2);*/
2897         enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};
2898         for(int i=0; i<2; i++)
2899         {
2900                 enum LightBank bank = banks[i];
2901
2902                 core::map<v3s16, bool> light_sources;
2903                 core::map<v3s16, u8> unlight_from;
2904
2905                 voxalgo::clearLightAndCollectSources(vmanip, a, bank, ndef,
2906                                 light_sources, unlight_from);
2907                 
2908                 bool inexistent_top_provides_sunlight = !block_is_underground;
2909                 voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
2910                                 vmanip, a, inexistent_top_provides_sunlight,
2911                                 light_sources, ndef);
2912                 // TODO: Do stuff according to bottom_sunlight_valid
2913
2914                 vmanip.unspreadLight(bank, unlight_from, light_sources, ndef);
2915
2916                 vmanip.spreadLight(bank, light_sources, ndef);
2917         }
2918         }
2919 }
2920
2921 BlockMakeData::BlockMakeData():
2922         no_op(false),
2923         vmanip(NULL),
2924         seed(0),
2925         nodedef(NULL)
2926 {}
2927
2928 BlockMakeData::~BlockMakeData()
2929 {
2930         delete vmanip;
2931 }
2932
2933 }; // namespace mapgen
2934
2935