]> git.lizzy.rs Git - minetest.git/blob - src/mapgen_v6.cpp
004aef8c7f4d48a1052fd18af8a41eb5435d62e7
[minetest.git] / src / mapgen_v6.cpp
1 /*
2 Minetest
3 Copyright (C) 2010-2013 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 "mapnode.h"
25 #include "map.h"
26 //#include "serverobject.h"
27 #include "content_sao.h"
28 #include "nodedef.h"
29 #include "content_mapnode.h" // For content_mapnode_get_new_name
30 #include "voxelalgorithms.h"
31 #include "profiler.h"
32 #include "settings.h" // For g_settings
33 #include "main.h" // For g_profiler
34 #include "emerge.h"
35 #include "dungeongen.h"
36 #include "cavegen.h"
37 #include "treegen.h"
38 #include "mg_ore.h"
39 #include "mg_decoration.h"
40 #include "mapgen_v6.h"
41
42 FlagDesc flagdesc_mapgen_v6[] = {
43         {"jungles",    MGV6_JUNGLES},
44         {"biomeblend", MGV6_BIOMEBLEND},
45         {"mudflow",    MGV6_MUDFLOW},
46         {NULL,         0}
47 };
48
49 ///////////////////////////////////////////////////////////////////////////////
50
51
52 MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge)
53         : Mapgen(mapgenid, params, emerge)
54 {
55         this->emerge  = emerge;
56         this->ystride = csize.X; //////fix this
57
58         MapgenV6Params *sp = (MapgenV6Params *)params->sparams;
59         this->spflags     = sp->spflags;
60         this->freq_desert = sp->freq_desert;
61         this->freq_beach  = sp->freq_beach;
62
63         np_cave        = &sp->np_cave;
64         np_humidity    = &sp->np_humidity;
65         np_trees       = &sp->np_trees;
66         np_apple_trees = &sp->np_apple_trees;
67
68         //// Create noise objects
69         noise_terrain_base   = new Noise(&sp->np_terrain_base,   seed, csize.X, csize.Y);
70         noise_terrain_higher = new Noise(&sp->np_terrain_higher, seed, csize.X, csize.Y);
71         noise_steepness      = new Noise(&sp->np_steepness,      seed, csize.X, csize.Y);
72         noise_height_select  = new Noise(&sp->np_height_select,  seed, csize.X, csize.Y);
73         noise_mud            = new Noise(&sp->np_mud,            seed, csize.X, csize.Y);
74         noise_beach          = new Noise(&sp->np_beach,          seed, csize.X, csize.Y);
75         noise_biome          = new Noise(&sp->np_biome,          seed, csize.X, csize.Y);
76
77         //// Resolve nodes to be used
78         INodeDefManager *ndef = emerge->ndef;
79
80         c_stone           = ndef->getId("mapgen_stone");
81         c_dirt            = ndef->getId("mapgen_dirt");
82         c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
83         c_sand            = ndef->getId("mapgen_sand");
84         c_water_source    = ndef->getId("mapgen_water_source");
85         c_lava_source     = ndef->getId("mapgen_lava_source");
86         c_gravel          = ndef->getId("mapgen_gravel");
87         c_cobble          = ndef->getId("mapgen_cobble");
88         c_desert_sand     = ndef->getId("mapgen_desert_sand");
89         c_desert_stone    = ndef->getId("mapgen_desert_stone");
90         c_mossycobble     = ndef->getId("mapgen_mossycobble");
91         c_sandbrick       = ndef->getId("mapgen_sandstonebrick");
92         c_stair_cobble    = ndef->getId("mapgen_stair_cobble");
93         c_stair_sandstone = ndef->getId("mapgen_stair_sandstone");
94         if (c_desert_sand == CONTENT_IGNORE)
95                 c_desert_sand = c_sand;
96         if (c_desert_stone == CONTENT_IGNORE)
97                 c_desert_stone = c_stone;
98         if (c_mossycobble == CONTENT_IGNORE)
99                 c_mossycobble = c_cobble;
100         if (c_sandbrick == CONTENT_IGNORE)
101                 c_sandbrick = c_desert_stone;
102         if (c_stair_cobble == CONTENT_IGNORE)
103                 c_stair_cobble = c_cobble;
104         if (c_stair_sandstone == CONTENT_IGNORE)
105                 c_stair_sandstone = c_sandbrick;
106 }
107
108
109 MapgenV6::~MapgenV6() {
110         delete noise_terrain_base;
111         delete noise_terrain_higher;
112         delete noise_steepness;
113         delete noise_height_select;
114         delete noise_mud;
115         delete noise_beach;
116         delete noise_biome;
117 }
118
119
120 MapgenV6Params::MapgenV6Params() {
121         spflags     = MGV6_BIOMEBLEND | MGV6_MUDFLOW;
122         freq_desert = 0.45;
123         freq_beach  = 0.15;
124
125         np_terrain_base   = NoiseParams(-4,  20.0, v3f(250.0, 250.0, 250.0), 82341,  5, 0.6, 2.0);
126         np_terrain_higher = NoiseParams(20,  16.0, v3f(500.0, 500.0, 500.0), 85039,  5, 0.6, 2.0);
127         np_steepness      = NoiseParams(0.85,0.5,  v3f(125.0, 125.0, 125.0), -932,   5, 0.7, 2.0);
128         np_height_select  = NoiseParams(0,   1.0,  v3f(250.0, 250.0, 250.0), 4213,   5, 0.69, 2.0);
129         np_mud            = NoiseParams(4,   2.0,  v3f(200.0, 200.0, 200.0), 91013,  3, 0.55, 2.0);
130         np_beach          = NoiseParams(0,   1.0,  v3f(250.0, 250.0, 250.0), 59420,  3, 0.50, 2.0);
131         np_biome          = NoiseParams(0,   1.0,  v3f(250.0, 250.0, 250.0), 9130,   3, 0.50, 2.0);
132         np_cave           = NoiseParams(6,   6.0,  v3f(250.0, 250.0, 250.0), 34329,  3, 0.50, 2.0);
133         np_humidity       = NoiseParams(0.5, 0.5,  v3f(500.0, 500.0, 500.0), 72384,  4, 0.66, 2.0);
134         np_trees          = NoiseParams(0,   1.0,  v3f(125.0, 125.0, 125.0), 2,      4, 0.66, 2.0);
135         np_apple_trees    = NoiseParams(0,   1.0,  v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0);
136 }
137
138
139 void MapgenV6Params::readParams(Settings *settings) {
140         settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
141         settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
142         settings->getFloatNoEx("mgv6_freq_beach",  freq_beach);
143
144         settings->getNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
145         settings->getNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
146         settings->getNoiseParams("mgv6_np_steepness",      np_steepness);
147         settings->getNoiseParams("mgv6_np_height_select",  np_height_select);
148         settings->getNoiseParams("mgv6_np_mud",            np_mud);
149         settings->getNoiseParams("mgv6_np_beach",          np_beach);
150         settings->getNoiseParams("mgv6_np_biome",          np_biome);
151         settings->getNoiseParams("mgv6_np_cave",           np_cave);
152         settings->getNoiseParams("mgv6_np_humidity",       np_humidity);
153         settings->getNoiseParams("mgv6_np_trees",          np_trees);
154         settings->getNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
155 }
156
157
158 void MapgenV6Params::writeParams(Settings *settings) {
159         settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, (u32)-1);
160         settings->setFloat("mgv6_freq_desert", freq_desert);
161         settings->setFloat("mgv6_freq_beach",  freq_beach);
162
163         settings->setNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
164         settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
165         settings->setNoiseParams("mgv6_np_steepness",      np_steepness);
166         settings->setNoiseParams("mgv6_np_height_select",  np_height_select);
167         settings->setNoiseParams("mgv6_np_mud",            np_mud);
168         settings->setNoiseParams("mgv6_np_beach",          np_beach);
169         settings->setNoiseParams("mgv6_np_biome",          np_biome);
170         settings->setNoiseParams("mgv6_np_cave",           np_cave);
171         settings->setNoiseParams("mgv6_np_humidity",       np_humidity);
172         settings->setNoiseParams("mgv6_np_trees",          np_trees);
173         settings->setNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
174 }
175
176
177 //////////////////////// Some helper functions for the map generator
178
179
180 // Returns Y one under area minimum if not found
181 s16 MapgenV6::find_stone_level(v2s16 p2d) {
182         v3s16 em = vm->m_area.getExtent();
183         s16 y_nodes_max = vm->m_area.MaxEdge.Y;
184         s16 y_nodes_min = vm->m_area.MinEdge.Y;
185         u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
186         s16 y;
187
188         for (y = y_nodes_max; y >= y_nodes_min; y--) {
189                 MapNode &n = vm->m_data[i];
190                 content_t c = n.getContent();
191                 if (c != CONTENT_IGNORE && (
192                         c == c_stone || c == c_desert_stone))
193                         break;
194
195                 vm->m_area.add_y(em, i, -1);
196         }
197         return (y >= y_nodes_min) ? y : y_nodes_min - 1;
198 }
199
200
201 // Required by mapgen.h
202 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
203 {
204         /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
205                         seed, v2s16(blockpos.X, blockpos.Z));*/
206         // Nah, this is just a heuristic, just return something
207         s16 minimum_groundlevel = water_level;
208
209         if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
210                 return true;
211         else
212                 return false;
213 }
214
215
216 //////////////////////// Base terrain height functions
217
218 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
219                                                                         float steepness, float height_select) {
220         float base   = 1 + terrain_base;
221         float higher = 1 + terrain_higher;
222
223         // Limit higher ground level to at least base
224         if(higher < base)
225                 higher = base;
226
227         // Steepness factor of cliffs
228         float b = steepness;
229         b = rangelim(b, 0.0, 1000.0);
230         b = 5 * b * b * b * b * b * b * b;
231         b = rangelim(b, 0.5, 1000.0);
232
233         // Values 1.5...100 give quite horrible looking slopes
234         if (b > 1.5 && b < 100.0)
235                 b = (b < 10.0) ? 1.5 : 100.0;
236
237         float a_off = -0.20; // Offset to more low
238         float a = 0.5 + b * (a_off + height_select);
239         a = rangelim(a, 0.0, 1.0); // Limit
240
241         return base * (1.0 - a) + higher * a;
242 }
243
244
245 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p) {
246         if (flags & MG_FLAT)
247                 return water_level;
248
249         float terrain_base   = NoisePerlin2DPosOffset(&noise_terrain_base->np,
250                                                         p.X, 0.5, p.Y, 0.5, seed);
251         float terrain_higher = NoisePerlin2DPosOffset(&noise_terrain_higher->np,
252                                                         p.X, 0.5, p.Y, 0.5, seed);
253         float steepness      = NoisePerlin2DPosOffset(&noise_steepness->np,
254                                                         p.X, 0.5, p.Y, 0.5, seed);
255         float height_select  = NoisePerlin2DNoTxfmPosOffset(&noise_height_select->np,
256                                                         p.X, 0.5, p.Y, 0.5, seed);
257
258         return baseTerrainLevel(terrain_base, terrain_higher,
259                                                         steepness,    height_select);
260 }
261
262
263 float MapgenV6::baseTerrainLevelFromMap(v2s16 p) {
264         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
265         return baseTerrainLevelFromMap(index);
266 }
267
268
269 float MapgenV6::baseTerrainLevelFromMap(int index) {
270         if (flags & MG_FLAT)
271                 return water_level;
272
273         float terrain_base   = noise_terrain_base->result[index];
274         float terrain_higher = noise_terrain_higher->result[index];
275         float steepness      = noise_steepness->result[index];
276         float height_select  = noise_height_select->result[index];
277
278         return baseTerrainLevel(terrain_base, terrain_higher,
279                                                         steepness,    height_select);
280 }
281
282
283 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) {
284         return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
285 }
286
287
288 int MapgenV6::getGroundLevelAtPoint(v2s16 p) {
289         return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
290 }
291
292
293 //////////////////////// Noise functions
294
295 float MapgenV6::getMudAmount(v2s16 p) {
296         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
297         return getMudAmount(index);
298 }
299
300
301 bool MapgenV6::getHaveBeach(v2s16 p) {
302         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
303         return getHaveBeach(index);
304 }
305
306
307 BiomeV6Type MapgenV6::getBiome(v2s16 p) {
308         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
309         return getBiome(index, p);
310 }
311
312
313 float MapgenV6::getHumidity(v2s16 p)
314 {
315         /*double noise = noise2d_perlin(
316                 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
317                 seed+72384, 4, 0.66);
318         noise = (noise + 1.0)/2.0;*/
319
320         float noise = NoisePerlin2D(np_humidity, p.X, p.Y, seed);
321
322         if (noise < 0.0)
323                 noise = 0.0;
324         if (noise > 1.0)
325                 noise = 1.0;
326         return noise;
327 }
328
329
330 float MapgenV6::getTreeAmount(v2s16 p)
331 {
332         /*double noise = noise2d_perlin(
333                         0.5+(float)p.X/125, 0.5+(float)p.Y/125,
334                         seed+2, 4, 0.66);*/
335
336         float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
337         float zeroval = -0.39;
338         if (noise < zeroval)
339                 return 0;
340         else
341                 return 0.04 * (noise-zeroval) / (1.0-zeroval);
342 }
343
344
345 bool MapgenV6::getHaveAppleTree(v2s16 p)
346 {
347         /*is_apple_tree = noise2d_perlin(
348                 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
349                 data->seed+342902, 3, 0.45) > 0.2;*/
350
351         float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
352
353         return noise > 0.2;
354 }
355
356
357 float MapgenV6::getMudAmount(int index)
358 {
359         if (flags & MG_FLAT)
360                 return AVERAGE_MUD_AMOUNT;
361
362         /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
363                         0.5+(float)p.X/200, 0.5+(float)p.Y/200,
364                         seed+91013, 3, 0.55));*/
365
366         return noise_mud->result[index];
367 }
368
369
370 bool MapgenV6::getHaveBeach(int index)
371 {
372         // Determine whether to have sand here
373         /*double sandnoise = noise2d_perlin(
374                         0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
375                         seed+59420, 3, 0.50);*/
376
377         float sandnoise = noise_beach->result[index];
378         return (sandnoise > freq_beach);
379 }
380
381
382 BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
383 {
384         // Just do something very simple as for now
385         /*double d = noise2d_perlin(
386                         0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
387                         seed+9130, 3, 0.50);*/
388
389         float d = noise_biome->result[index];
390         if (d > freq_desert)
391                 return BT_DESERT;
392
393         if ((spflags & MGV6_BIOMEBLEND) &&
394                 (d > freq_desert - 0.10) &&
395                 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
396                 return BT_DESERT;
397
398         return BT_NORMAL;
399 }
400
401
402 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
403 {
404         s32 x=p.X, y=p.Y, z=p.Z;
405         return (u32)(seed%0x100000000ULL) + z*38134234 + y*42123 + x*23;
406 }
407
408
409 //////////////////////// Map generator
410
411 void MapgenV6::makeChunk(BlockMakeData *data) {
412         assert(data->vmanip);
413         assert(data->nodedef);
414         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
415                    data->blockpos_requested.Y >= data->blockpos_min.Y &&
416                    data->blockpos_requested.Z >= data->blockpos_min.Z);
417         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
418                    data->blockpos_requested.Y <= data->blockpos_max.Y &&
419                    data->blockpos_requested.Z <= data->blockpos_max.Z);
420
421         this->generating = true;
422         this->vm   = data->vmanip;
423         this->ndef = data->nodedef;
424
425         // Hack: use minimum block coords for old code that assumes a single block
426         v3s16 blockpos = data->blockpos_requested;
427         v3s16 blockpos_min = data->blockpos_min;
428         v3s16 blockpos_max = data->blockpos_max;
429
430         // Area of central chunk
431         node_min = blockpos_min*MAP_BLOCKSIZE;
432         node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
433
434         // Full allocated area
435         full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
436         full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
437
438         central_area_size = node_max - node_min + v3s16(1,1,1);
439         assert(central_area_size.X == central_area_size.Z);
440
441         int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
442                                           * (blockpos_max.Y - blockpos_min.Y + 1)
443                                           * (blockpos_max.Z - blockpos_max.Z + 1);
444
445         volume_nodes = volume_blocks *
446                 MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
447
448         // Create a block-specific seed
449         blockseed = get_blockseed(data->seed, full_node_min);
450
451         // Make some noise
452         calculateNoise();
453
454         // Maximum height of the stone surface and obstacles.
455         // This is used to guide the cave generation
456         s16 stone_surface_max_y;
457
458         // Generate general ground level to full area
459         stone_surface_max_y = generateGround();
460
461         generateExperimental();
462
463         const s16 max_spread_amount = MAP_BLOCKSIZE;
464         // Limit dirt flow area by 1 because mud is flown into neighbors.
465         s16 mudflow_minpos = -max_spread_amount + 1;
466         s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
467
468         // Loop this part, it will make stuff look older and newer nicely
469         const u32 age_loops = 2;
470         for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
471                 // Make caves (this code is relatively horrible)
472                 if (flags & MG_CAVES)
473                         generateCaves(stone_surface_max_y);
474
475                 // Add mud to the central chunk
476                 addMud();
477
478                 // Add blobs of dirt and gravel underground
479                 addDirtGravelBlobs();
480
481                 // Flow mud away from steep edges
482                 if (spflags & MGV6_MUDFLOW)
483                         flowMud(mudflow_minpos, mudflow_maxpos);
484
485         }
486
487         // Add dungeons
488         if (flags & MG_DUNGEONS) {
489                 DungeonParams dp;
490
491                 dp.np_rarity  = nparams_dungeon_rarity;
492                 dp.np_density = nparams_dungeon_density;
493                 dp.np_wetness = nparams_dungeon_wetness;
494                 dp.c_water = c_water_source;
495                 if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_NORMAL) {
496                         dp.c_cobble  = c_cobble;
497                         dp.c_moss    = c_mossycobble;
498                         dp.c_stair   = c_stair_cobble;
499
500                         dp.diagonal_dirs = false;
501                         dp.mossratio  = 3.0;
502                         dp.holesize   = v3s16(1, 2, 1);
503                         dp.roomsize   = v3s16(0, 0, 0);
504                         dp.notifytype = GENNOTIFY_DUNGEON;
505                 } else {
506                         dp.c_cobble  = c_sandbrick;
507                         dp.c_moss    = c_sandbrick; // should make this 'cracked sandstone' later
508                         dp.c_stair   = c_stair_sandstone;
509
510                         dp.diagonal_dirs = true;
511                         dp.mossratio  = 0.0;
512                         dp.holesize   = v3s16(2, 3, 2);
513                         dp.roomsize   = v3s16(2, 5, 2);
514                         dp.notifytype = GENNOTIFY_TEMPLE;
515                 }
516
517                 DungeonGen dgen(this, &dp);
518                 dgen.generate(blockseed, full_node_min, full_node_max);
519         }
520
521         // Add top and bottom side of water to transforming_liquid queue
522         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
523
524         // Grow grass
525         growGrass();
526
527         // Generate some trees, and add grass, if a jungle
528         if (flags & MG_TREES)
529                 placeTreesAndJungleGrass();
530
531         // Generate the registered decorations
532         emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
533
534         // Generate the registered ores
535         emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
536
537         // Calculate lighting
538         if (flags & MG_LIGHT)
539                 calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
540                                          node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
541
542         this->generating = false;
543 }
544
545
546 void MapgenV6::calculateNoise() {
547         int x = node_min.X;
548         int z = node_min.Z;
549
550         // Need to adjust for the original implementation's +.5 offset...
551         if (!(flags & MG_FLAT)) {
552                 noise_terrain_base->perlinMap2D(
553                         x + 0.5 * noise_terrain_base->np.spread.X,
554                         z + 0.5 * noise_terrain_base->np.spread.Z);
555
556                 noise_terrain_higher->perlinMap2D(
557                         x + 0.5 * noise_terrain_higher->np.spread.X,
558                         z + 0.5 * noise_terrain_higher->np.spread.Z);
559
560                 noise_steepness->perlinMap2D(
561                         x + 0.5 * noise_steepness->np.spread.X,
562                         z + 0.5 * noise_steepness->np.spread.Z);
563
564                 noise_height_select->perlinMap2D(
565                         x + 0.5 * noise_height_select->np.spread.X,
566                         z + 0.5 * noise_height_select->np.spread.Z);
567
568                 noise_mud->perlinMap2D(
569                         x + 0.5 * noise_mud->np.spread.X,
570                         z + 0.5 * noise_mud->np.spread.Z);
571         }
572
573         noise_beach->perlinMap2D(
574                 x + 0.2 * noise_beach->np.spread.X,
575                 z + 0.7 * noise_beach->np.spread.Z);
576
577         noise_biome->perlinMap2D(
578                 x + 0.6 * noise_biome->np.spread.X,
579                 z + 0.2 * noise_biome->np.spread.Z);
580 }
581
582
583 int MapgenV6::generateGround() {
584         //TimeTaker timer1("Generating ground level");
585         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
586         MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
587         int stone_surface_max_y = -MAP_GENERATION_LIMIT;
588         u32 index = 0;
589
590         for (s16 z = node_min.Z; z <= node_max.Z; z++)
591         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
592                 // Surface height
593                 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
594
595                 // Log it
596                 if (surface_y > stone_surface_max_y)
597                         stone_surface_max_y = surface_y;
598
599                 BiomeV6Type bt = getBiome(index, v2s16(x, z));
600
601                 // Fill ground with stone
602                 v3s16 em = vm->m_area.getExtent();
603                 u32 i = vm->m_area.index(x, node_min.Y, z);
604                 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
605                         if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
606                                 if (y <= surface_y) {
607                                         vm->m_data[i] = (y > water_level && bt == BT_DESERT) ?
608                                                 n_desert_stone : n_stone;
609                                 } else if (y <= water_level) {
610                                         vm->m_data[i] = n_water_source;
611                                 } else {
612                                         vm->m_data[i] = n_air;
613                                 }
614                         }
615                         vm->m_area.add_y(em, i, 1);
616                 }
617         }
618
619         return stone_surface_max_y;
620 }
621
622
623 void MapgenV6::addMud() {
624         // 15ms @cs=8
625         //TimeTaker timer1("add mud");
626         MapNode n_dirt(c_dirt), n_gravel(c_gravel);
627         MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
628         MapNode addnode;
629
630         u32 index = 0;
631         for (s16 z = node_min.Z; z <= node_max.Z; z++)
632         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
633                 // Randomize mud amount
634                 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
635
636                 // Find ground level
637                 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
638
639                 // Handle area not found
640                 if (surface_y == vm->m_area.MinEdge.Y - 1)
641                         continue;
642
643                 BiomeV6Type bt = getBiome(index, v2s16(x, z));
644                 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
645
646                 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
647                         addnode = n_sand;
648                 } else if (mud_add_amount <= 0) {
649                         mud_add_amount = 1 - mud_add_amount;
650                         addnode = n_gravel;
651                 } else if (bt == BT_NORMAL && getHaveBeach(index) &&
652                                 surface_y + mud_add_amount <= water_level + 2) {
653                         addnode = n_sand;
654                 }
655
656                 if (bt == BT_DESERT && surface_y > 20)
657                         mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
658
659                 // If topmost node is grass, change it to mud.  It might be if it was
660                 // flown to there from a neighboring chunk and then converted.
661                 u32 i = vm->m_area.index(x, surface_y, z);
662                 if (vm->m_data[i].getContent() == c_dirt_with_grass)
663                         vm->m_data[i] = n_dirt;
664
665                 // Add mud on ground
666                 s16 mudcount = 0;
667                 v3s16 em = vm->m_area.getExtent();
668                 s16 y_start = surface_y + 1;
669                 i = vm->m_area.index(x, y_start, z);
670                 for (s16 y = y_start; y <= node_max.Y; y++) {
671                         if (mudcount >= mud_add_amount)
672                                 break;
673
674                         vm->m_data[i] = addnode;
675                         mudcount++;
676
677                         vm->m_area.add_y(em, i, 1);
678                 }
679         }
680 }
681
682
683 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) {
684         // 340ms @cs=8
685         TimeTaker timer1("flow mud");
686
687         // Iterate a few times
688         for(s16 k = 0; k < 3; k++) {
689                 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
690                 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
691                         // Invert coordinates every 2nd iteration
692                         if (k % 2 == 0) {
693                                 x = mudflow_maxpos - (x - mudflow_minpos);
694                                 z = mudflow_maxpos - (z - mudflow_minpos);
695                         }
696
697                         // Node position in 2d
698                         v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
699
700                         v3s16 em = vm->m_area.getExtent();
701                         u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
702                         s16 y = node_max.Y;
703
704                         while(y >= node_min.Y)
705                         {
706
707                         for(;; y--)
708                         {
709                                 MapNode *n = NULL;
710                                 // Find mud
711                                 for(; y >= node_min.Y; y--) {
712                                         n = &vm->m_data[i];
713                                         if (n->getContent() == c_dirt ||
714                                                 n->getContent() == c_dirt_with_grass ||
715                                                 n->getContent() == c_gravel)
716                                                 break;
717
718                                         vm->m_area.add_y(em, i, -1);
719                                 }
720
721                                 // Stop if out of area
722                                 //if(vmanip.m_area.contains(i) == false)
723                                 if (y < node_min.Y)
724                                         break;
725
726                                 if (n->getContent() == c_dirt ||
727                                         n->getContent() == c_dirt_with_grass)
728                                 {
729                                         // Make it exactly mud
730                                         n->setContent(c_dirt);
731
732                                         // Don't flow it if the stuff under it is not mud
733                                         {
734                                                 u32 i2 = i;
735                                                 vm->m_area.add_y(em, i2, -1);
736                                                 // Cancel if out of area
737                                                 if(vm->m_area.contains(i2) == false)
738                                                         continue;
739                                                 MapNode *n2 = &vm->m_data[i2];
740                                                 if (n2->getContent() != c_dirt &&
741                                                         n2->getContent() != c_dirt_with_grass)
742                                                         continue;
743                                         }
744                                 }
745
746                                 v3s16 dirs4[4] = {
747                                         v3s16(0,0,1), // back
748                                         v3s16(1,0,0), // right
749                                         v3s16(0,0,-1), // front
750                                         v3s16(-1,0,0), // left
751                                 };
752
753                                 // Check that upper is air or doesn't exist.
754                                 // Cancel dropping if upper keeps it in place
755                                 u32 i3 = i;
756                                 vm->m_area.add_y(em, i3, 1);
757                                 if (vm->m_area.contains(i3) == true &&
758                                         ndef->get(vm->m_data[i3]).walkable)
759                                         continue;
760
761                                 // Drop mud on side
762                                 for(u32 di=0; di<4; di++) {
763                                         v3s16 dirp = dirs4[di];
764                                         u32 i2 = i;
765                                         // Move to side
766                                         vm->m_area.add_p(em, i2, dirp);
767                                         // Fail if out of area
768                                         if (vm->m_area.contains(i2) == false)
769                                                 continue;
770                                         // Check that side is air
771                                         MapNode *n2 = &vm->m_data[i2];
772                                         if (ndef->get(*n2).walkable)
773                                                 continue;
774                                         // Check that under side is air
775                                         vm->m_area.add_y(em, i2, -1);
776                                         if (vm->m_area.contains(i2) == false)
777                                                 continue;
778                                         n2 = &vm->m_data[i2];
779                                         if (ndef->get(*n2).walkable)
780                                                 continue;
781                                         // Loop further down until not air
782                                         bool dropped_to_unknown = false;
783                                         do {
784                                                 vm->m_area.add_y(em, i2, -1);
785                                                 n2 = &vm->m_data[i2];
786                                                 // if out of known area
787                                                 if(vm->m_area.contains(i2) == false ||
788                                                         n2->getContent() == CONTENT_IGNORE) {
789                                                         dropped_to_unknown = true;
790                                                         break;
791                                                 }
792                                         } while (ndef->get(*n2).walkable == false);
793                                         // Loop one up so that we're in air
794                                         vm->m_area.add_y(em, i2, 1);
795                                         n2 = &vm->m_data[i2];
796
797                                         bool old_is_water = (n->getContent() == c_water_source);
798                                         // Move mud to new place
799                                         if (!dropped_to_unknown) {
800                                                 *n2 = *n;
801                                                 // Set old place to be air (or water)
802                                                 if(old_is_water)
803                                                         *n = MapNode(c_water_source);
804                                                 else
805                                                         *n = MapNode(CONTENT_AIR);
806                                         }
807
808                                         // Done
809                                         break;
810                                 }
811                         }
812                         }
813                 }
814         }
815 }
816
817
818 void MapgenV6::addDirtGravelBlobs() {
819         if (getBiome(v2s16(node_min.X, node_min.Z)) != BT_NORMAL)
820                 return;
821
822         PseudoRandom pr(blockseed + 983);
823         for (int i = 0; i < volume_nodes/10/10/10; i++) {
824                 bool only_fill_cave = (myrand_range(0,1) != 0);
825                 v3s16 size(
826                         pr.range(1, 8),
827                         pr.range(1, 8),
828                         pr.range(1, 8)
829                 );
830                 v3s16 p0(
831                         pr.range(node_min.X, node_max.X) - size.X / 2,
832                         pr.range(node_min.Y, node_max.Y) - size.Y / 2,
833                         pr.range(node_min.Z, node_max.Z) - size.Z / 2
834                 );
835
836                 MapNode n1((p0.Y > -32 && !pr.range(0, 1)) ? c_dirt : c_gravel);
837                 for (int z1 = 0; z1 < size.Z; z1++)
838                 for (int y1 = 0; y1 < size.Y; y1++)
839                 for (int x1 = 0; x1 < size.X; x1++) {
840                         v3s16 p = p0 + v3s16(x1, y1, z1);
841                         u32 i = vm->m_area.index(p);
842                         if (!vm->m_area.contains(i))
843                                 continue;
844                         // Cancel if not stone and not cave air
845                         if (vm->m_data[i].getContent() != c_stone &&
846                                 !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
847                                 continue;
848                         if (only_fill_cave && !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
849                                 continue;
850                         vm->m_data[i] = n1;
851                 }
852         }
853 }
854
855
856 void MapgenV6::placeTreesAndJungleGrass() {
857         //TimeTaker t("placeTrees");
858         if (node_max.Y < water_level)
859                 return;
860
861         PseudoRandom grassrandom(blockseed + 53);
862         content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
863         // if we don't have junglegrass, don't place cignore... that's bad
864         if (c_junglegrass == CONTENT_IGNORE)
865                 c_junglegrass = CONTENT_AIR;
866         MapNode n_junglegrass(c_junglegrass);
867         v3s16 em = vm->m_area.getExtent();
868
869         // Divide area into parts
870         s16 div = 8;
871         s16 sidelen = central_area_size.X / div;
872         double area = sidelen * sidelen;
873
874         // N.B.  We must add jungle grass first, since tree leaves will
875         // obstruct the ground, giving us a false ground level
876         for (s16 z0 = 0; z0 < div; z0++)
877         for (s16 x0 = 0; x0 < div; x0++) {
878                 // Center position of part of division
879                 v2s16 p2d_center(
880                         node_min.X + sidelen / 2 + sidelen * x0,
881                         node_min.Z + sidelen / 2 + sidelen * z0
882                 );
883                 // Minimum edge of part of division
884                 v2s16 p2d_min(
885                         node_min.X + sidelen * x0,
886                         node_min.Z + sidelen * z0
887                 );
888                 // Maximum edge of part of division
889                 v2s16 p2d_max(
890                         node_min.X + sidelen + sidelen * x0 - 1,
891                         node_min.Z + sidelen + sidelen * z0 - 1
892                 );
893
894                 // Amount of trees, jungle area
895                 u32 tree_count = area * getTreeAmount(p2d_center);
896
897                 float humidity;
898                 bool is_jungle = false;
899                 if (spflags & MGV6_JUNGLES) {
900                         humidity = getHumidity(p2d_center);
901                         if (humidity > 0.75) {
902                                 is_jungle = true;
903                                 tree_count *= 4;
904                         }
905                 }
906
907                 // Add jungle grass
908                 if (is_jungle) {
909                         u32 grass_count = 5 * humidity * tree_count;
910                         for (u32 i = 0; i < grass_count; i++) {
911                                 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
912                                 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
913
914                                 s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////optimize this!
915                                 if (y < water_level || y < node_min.Y || y > node_max.Y)
916                                         continue;
917
918                                 u32 vi = vm->m_area.index(x, y, z);
919                                 // place on dirt_with_grass, since we know it is exposed to sunlight
920                                 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
921                                         vm->m_area.add_y(em, vi, 1);
922                                         vm->m_data[vi] = n_junglegrass;
923                                 }
924                         }
925                 }
926
927                 // Put trees in random places on part of division
928                 for (u32 i = 0; i < tree_count; i++) {
929                         s16 x = myrand_range(p2d_min.X, p2d_max.X);
930                         s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
931                         s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////////optimize this!
932                         // Don't make a tree under water level
933                         // Don't make a tree so high that it doesn't fit
934                         if(y < water_level || y > node_max.Y - 6)
935                                 continue;
936
937                         v3s16 p(x,y,z);
938                         // Trees grow only on mud and grass
939                         {
940                                 u32 i = vm->m_area.index(p);
941                                 MapNode *n = &vm->m_data[i];
942                                 if (n->getContent() != c_dirt &&
943                                         n->getContent() != c_dirt_with_grass)
944                                         continue;
945                         }
946                         p.Y++;
947
948                         // Make a tree
949                         if (is_jungle) {
950                                 treegen::make_jungletree(*vm, p, ndef, myrand());
951                         } else {
952                                 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
953                                                                                 getHaveAppleTree(v2s16(x, z));
954                                 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
955                         }
956                 }
957         }
958         //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
959 }
960
961
962 void MapgenV6::growGrass() {
963         for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
964         for (s16 x = full_node_min.X; x <= full_node_max.X; x++) {
965                 // Find the lowest surface to which enough light ends up to make
966                 // grass grow.  Basically just wait until not air and not leaves.
967                 s16 surface_y = 0;
968                 {
969                         v3s16 em = vm->m_area.getExtent();
970                         u32 i = vm->m_area.index(x, node_max.Y, z);
971                         s16 y;
972                         // Go to ground level
973                         for (y = node_max.Y; y >= full_node_min.Y; y--) {
974                                 MapNode &n = vm->m_data[i];
975                                 if (ndef->get(n).param_type != CPT_LIGHT ||
976                                         ndef->get(n).liquid_type != LIQUID_NONE)
977                                         break;
978                                 vm->m_area.add_y(em, i, -1);
979                         }
980                         surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
981                 }
982
983                 u32 i = vm->m_area.index(x, surface_y, z);
984                 MapNode *n = &vm->m_data[i];
985                 if (n->getContent() == c_dirt && surface_y >= water_level - 20)
986                         n->setContent(c_dirt_with_grass);
987         }
988 }
989
990
991 void MapgenV6::generateCaves(int max_stone_y) {
992         float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
993         int volume_nodes = (node_max.X - node_min.X + 1) *
994                                            (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
995         cave_amount = MYMAX(0.0, cave_amount);
996         u32 caves_count = cave_amount * volume_nodes / 50000;
997         u32 bruises_count = 1;
998         PseudoRandom ps(blockseed + 21343);
999         PseudoRandom ps2(blockseed + 1032);
1000
1001         if (ps.range(1, 6) == 1)
1002                 bruises_count = ps.range(0, ps.range(0, 2));
1003
1004         if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
1005                 caves_count   /= 3;
1006                 bruises_count /= 3;
1007         }
1008
1009         for (u32 i = 0; i < caves_count + bruises_count; i++) {
1010                 bool large_cave = (i >= caves_count);
1011                 CaveV6 cave(this, &ps, &ps2, large_cave);
1012
1013                 cave.makeCave(node_min, node_max, max_stone_y);
1014         }
1015 }