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1 /*
2 Minetest
3 Copyright (C) 2010-2015 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 "voxelalgorithms.h"
30 //#include "profiler.h" // For TimeTaker
31 #include "settings.h" // For g_settings
32 #include "emerge.h"
33 #include "dungeongen.h"
34 #include "cavegen.h"
35 #include "treegen.h"
36 #include "mg_ore.h"
37 #include "mg_decoration.h"
38 #include "mapgen_v6.h"
39
40 FlagDesc flagdesc_mapgen_v6[] = {
41         {"jungles",    MGV6_JUNGLES},
42         {"biomeblend", MGV6_BIOMEBLEND},
43         {"mudflow",    MGV6_MUDFLOW},
44         {"snowbiomes", MGV6_SNOWBIOMES},
45         {"flat",       MGV6_FLAT},
46         {"trees",      MGV6_TREES},
47         {NULL,         0}
48 };
49
50 ///////////////////////////////////////////////////////////////////////////////
51
52
53 MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge)
54         : Mapgen(mapgenid, params, emerge)
55 {
56         this->m_emerge = emerge;
57         this->ystride = csize.X; //////fix this
58
59         this->heightmap = new s16[csize.X * csize.Z];
60
61         MapgenV6Params *sp = (MapgenV6Params *)params->sparams;
62         this->spflags     = sp->spflags;
63         this->freq_desert = sp->freq_desert;
64         this->freq_beach  = sp->freq_beach;
65
66         np_cave        = &sp->np_cave;
67         np_humidity    = &sp->np_humidity;
68         np_trees       = &sp->np_trees;
69         np_apple_trees = &sp->np_apple_trees;
70
71         //// Create noise objects
72         noise_terrain_base   = new Noise(&sp->np_terrain_base,   seed, csize.X, csize.Y);
73         noise_terrain_higher = new Noise(&sp->np_terrain_higher, seed, csize.X, csize.Y);
74         noise_steepness      = new Noise(&sp->np_steepness,      seed, csize.X, csize.Y);
75         noise_height_select  = new Noise(&sp->np_height_select,  seed, csize.X, csize.Y);
76         noise_mud            = new Noise(&sp->np_mud,            seed, csize.X, csize.Y);
77         noise_beach          = new Noise(&sp->np_beach,          seed, csize.X, csize.Y);
78         noise_biome          = new Noise(&sp->np_biome,          seed,
79                         csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
80         noise_humidity       = new Noise(&sp->np_humidity,       seed,
81                         csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
82
83         //// Resolve nodes to be used
84         INodeDefManager *ndef = emerge->ndef;
85
86         c_stone           = ndef->getId("mapgen_stone");
87         c_dirt            = ndef->getId("mapgen_dirt");
88         c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
89         c_sand            = ndef->getId("mapgen_sand");
90         c_water_source    = ndef->getId("mapgen_water_source");
91         c_lava_source     = ndef->getId("mapgen_lava_source");
92         c_gravel          = ndef->getId("mapgen_gravel");
93         c_desert_stone    = ndef->getId("mapgen_desert_stone");
94         c_desert_sand     = ndef->getId("mapgen_desert_sand");
95         c_dirt_with_snow  = ndef->getId("mapgen_dirt_with_snow");
96         c_snow            = ndef->getId("mapgen_snow");
97         c_snowblock       = ndef->getId("mapgen_snowblock");
98         c_ice             = ndef->getId("mapgen_ice");
99
100         c_cobble          = ndef->getId("mapgen_cobble");
101         c_stair_cobble    = ndef->getId("mapgen_stair_cobble");
102         c_mossycobble     = ndef->getId("mapgen_mossycobble");
103
104         if (c_desert_sand == CONTENT_IGNORE)
105                 c_desert_sand = c_sand;
106         if (c_desert_stone == CONTENT_IGNORE)
107                 c_desert_stone = c_stone;
108         if (c_mossycobble == CONTENT_IGNORE)
109                 c_mossycobble = c_cobble;
110         if (c_stair_cobble == CONTENT_IGNORE)
111                 c_stair_cobble = c_cobble;
112         if (c_dirt_with_snow == CONTENT_IGNORE)
113                 c_dirt_with_snow = c_dirt_with_grass;
114         if (c_snow == CONTENT_IGNORE)
115                 c_snow = CONTENT_AIR;
116         if (c_snowblock == CONTENT_IGNORE)
117                 c_snowblock = c_dirt_with_grass;
118         if (c_ice == CONTENT_IGNORE)
119                 c_ice = c_water_source;
120 }
121
122
123 MapgenV6::~MapgenV6()
124 {
125         delete noise_terrain_base;
126         delete noise_terrain_higher;
127         delete noise_steepness;
128         delete noise_height_select;
129         delete noise_mud;
130         delete noise_beach;
131         delete noise_biome;
132         delete noise_humidity;
133
134         delete[] heightmap;
135 }
136
137
138 MapgenV6Params::MapgenV6Params()
139 {
140         spflags     = MGV6_BIOMEBLEND | MGV6_MUDFLOW;
141         freq_desert = 0.45;
142         freq_beach  = 0.15;
143
144         np_terrain_base   = NoiseParams(-4,   20.0, v3f(250.0, 250.0, 250.0), 82341,  5, 0.6,  2.0);
145         np_terrain_higher = NoiseParams(20,   16.0, v3f(500.0, 500.0, 500.0), 85039,  5, 0.6,  2.0);
146         np_steepness      = NoiseParams(0.85, 0.5,  v3f(125.0, 125.0, 125.0), -932,   5, 0.7,  2.0);
147         np_height_select  = NoiseParams(0,    1.0,  v3f(250.0, 250.0, 250.0), 4213,   5, 0.69, 2.0);
148         np_mud            = NoiseParams(4,    2.0,  v3f(200.0, 200.0, 200.0), 91013,  3, 0.55, 2.0);
149         np_beach          = NoiseParams(0,    1.0,  v3f(250.0, 250.0, 250.0), 59420,  3, 0.50, 2.0);
150         np_biome          = NoiseParams(0,    1.0,  v3f(500.0, 500.0, 500.0), 9130,   3, 0.50, 2.0);
151         np_cave           = NoiseParams(6,    6.0,  v3f(250.0, 250.0, 250.0), 34329,  3, 0.50, 2.0);
152         np_humidity       = NoiseParams(0.5,  0.5,  v3f(500.0, 500.0, 500.0), 72384,  3, 0.50, 2.0);
153         np_trees          = NoiseParams(0,    1.0,  v3f(125.0, 125.0, 125.0), 2,      4, 0.66, 2.0);
154         np_apple_trees    = NoiseParams(0,    1.0,  v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0);
155 }
156
157
158 void MapgenV6Params::readParams(const Settings *settings)
159 {
160         settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
161         settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
162         settings->getFloatNoEx("mgv6_freq_beach",  freq_beach);
163
164         settings->getNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
165         settings->getNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
166         settings->getNoiseParams("mgv6_np_steepness",      np_steepness);
167         settings->getNoiseParams("mgv6_np_height_select",  np_height_select);
168         settings->getNoiseParams("mgv6_np_mud",            np_mud);
169         settings->getNoiseParams("mgv6_np_beach",          np_beach);
170         settings->getNoiseParams("mgv6_np_biome",          np_biome);
171         settings->getNoiseParams("mgv6_np_cave",           np_cave);
172         settings->getNoiseParams("mgv6_np_humidity",       np_humidity);
173         settings->getNoiseParams("mgv6_np_trees",          np_trees);
174         settings->getNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
175 }
176
177
178 void MapgenV6Params::writeParams(Settings *settings) const
179 {
180         settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, U32_MAX);
181         settings->setFloat("mgv6_freq_desert", freq_desert);
182         settings->setFloat("mgv6_freq_beach",  freq_beach);
183
184         settings->setNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
185         settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
186         settings->setNoiseParams("mgv6_np_steepness",      np_steepness);
187         settings->setNoiseParams("mgv6_np_height_select",  np_height_select);
188         settings->setNoiseParams("mgv6_np_mud",            np_mud);
189         settings->setNoiseParams("mgv6_np_beach",          np_beach);
190         settings->setNoiseParams("mgv6_np_biome",          np_biome);
191         settings->setNoiseParams("mgv6_np_cave",           np_cave);
192         settings->setNoiseParams("mgv6_np_humidity",       np_humidity);
193         settings->setNoiseParams("mgv6_np_trees",          np_trees);
194         settings->setNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
195 }
196
197
198 //////////////////////// Some helper functions for the map generator
199
200
201 // Returns Y one under area minimum if not found
202 s16 MapgenV6::find_stone_level(v2s16 p2d)
203 {
204         v3s16 em = vm->m_area.getExtent();
205         s16 y_nodes_max = vm->m_area.MaxEdge.Y;
206         s16 y_nodes_min = vm->m_area.MinEdge.Y;
207         u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
208         s16 y;
209
210         for (y = y_nodes_max; y >= y_nodes_min; y--) {
211                 content_t c = vm->m_data[i].getContent();
212                 if (c != CONTENT_IGNORE && (c == c_stone || c == c_desert_stone))
213                         break;
214
215                 vm->m_area.add_y(em, i, -1);
216         }
217         return (y >= y_nodes_min) ? y : y_nodes_min - 1;
218 }
219
220
221 // Required by mapgen.h
222 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
223 {
224         /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
225                         seed, v2s16(blockpos.X, blockpos.Z));*/
226         // Nah, this is just a heuristic, just return something
227         s16 minimum_groundlevel = water_level;
228
229         if(blockpos.Y * MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
230                 return true;
231         else
232                 return false;
233 }
234
235
236 //////////////////////// Base terrain height functions
237
238 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
239         float steepness, float height_select)
240 {
241         float base   = 1 + terrain_base;
242         float higher = 1 + terrain_higher;
243
244         // Limit higher ground level to at least base
245         if(higher < base)
246                 higher = base;
247
248         // Steepness factor of cliffs
249         float b = steepness;
250         b = rangelim(b, 0.0, 1000.0);
251         b = 5 * b * b * b * b * b * b * b;
252         b = rangelim(b, 0.5, 1000.0);
253
254         // Values 1.5...100 give quite horrible looking slopes
255         if (b > 1.5 && b < 100.0)
256                 b = (b < 10.0) ? 1.5 : 100.0;
257
258         float a_off = -0.20; // Offset to more low
259         float a = 0.5 + b * (a_off + height_select);
260         a = rangelim(a, 0.0, 1.0); // Limit
261
262         return base * (1.0 - a) + higher * a;
263 }
264
265
266 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
267 {
268         if ((spflags & MGV6_FLAT) || (flags & MG_FLAT))
269                 return water_level;
270
271         float terrain_base   = NoisePerlin2D_PO(&noise_terrain_base->np,
272                                                         p.X, 0.5, p.Y, 0.5, seed);
273         float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np,
274                                                         p.X, 0.5, p.Y, 0.5, seed);
275         float steepness      = NoisePerlin2D_PO(&noise_steepness->np,
276                                                         p.X, 0.5, p.Y, 0.5, seed);
277         float height_select  = NoisePerlin2D_PO(&noise_height_select->np,
278                                                         p.X, 0.5, p.Y, 0.5, seed);
279
280         return baseTerrainLevel(terrain_base, terrain_higher,
281                                                         steepness, height_select);
282 }
283
284
285 float MapgenV6::baseTerrainLevelFromMap(v2s16 p)
286 {
287         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
288         return baseTerrainLevelFromMap(index);
289 }
290
291
292 float MapgenV6::baseTerrainLevelFromMap(int index)
293 {
294         if ((spflags & MGV6_FLAT) || (flags & MG_FLAT))
295                 return water_level;
296
297         float terrain_base   = noise_terrain_base->result[index];
298         float terrain_higher = noise_terrain_higher->result[index];
299         float steepness      = noise_steepness->result[index];
300         float height_select  = noise_height_select->result[index];
301
302         return baseTerrainLevel(terrain_base, terrain_higher,
303                                                         steepness, height_select);
304 }
305
306
307 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
308 {
309         return baseTerrainLevelFromNoise(p2d) + MGV6_AVERAGE_MUD_AMOUNT;
310 }
311
312
313 int MapgenV6::getGroundLevelAtPoint(v2s16 p)
314 {
315         return baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
316 }
317
318
319 //////////////////////// Noise functions
320
321 float MapgenV6::getMudAmount(v2s16 p)
322 {
323         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
324         return getMudAmount(index);
325 }
326
327
328 bool MapgenV6::getHaveBeach(v2s16 p)
329 {
330         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
331         return getHaveBeach(index);
332 }
333
334
335 BiomeV6Type MapgenV6::getBiome(v2s16 p)
336 {
337         int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
338                         + (p.X - full_node_min.X);
339         return getBiome(index, p);
340 }
341
342
343 float MapgenV6::getHumidity(v2s16 p)
344 {
345         /*double noise = noise2d_perlin(
346                 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
347                 seed+72384, 4, 0.66);
348         noise = (noise + 1.0)/2.0;*/
349
350         int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
351                         + (p.X - full_node_min.X);
352         float noise = noise_humidity->result[index];
353
354         if (noise < 0.0)
355                 noise = 0.0;
356         if (noise > 1.0)
357                 noise = 1.0;
358         return noise;
359 }
360
361
362 float MapgenV6::getTreeAmount(v2s16 p)
363 {
364         /*double noise = noise2d_perlin(
365                         0.5+(float)p.X/125, 0.5+(float)p.Y/125,
366                         seed+2, 4, 0.66);*/
367
368         float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
369         float zeroval = -0.39;
370         if (noise < zeroval)
371                 return 0;
372         else
373                 return 0.04 * (noise - zeroval) / (1.0 - zeroval);
374 }
375
376
377 bool MapgenV6::getHaveAppleTree(v2s16 p)
378 {
379         /*is_apple_tree = noise2d_perlin(
380                 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
381                 data->seed+342902, 3, 0.45) > 0.2;*/
382
383         float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
384
385         return noise > 0.2;
386 }
387
388
389 float MapgenV6::getMudAmount(int index)
390 {
391         if ((spflags & MGV6_FLAT) || (flags & MG_FLAT))
392                 return MGV6_AVERAGE_MUD_AMOUNT;
393
394         /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
395                         0.5+(float)p.X/200, 0.5+(float)p.Y/200,
396                         seed+91013, 3, 0.55));*/
397
398         return noise_mud->result[index];
399 }
400
401
402 bool MapgenV6::getHaveBeach(int index)
403 {
404         // Determine whether to have sand here
405         /*double sandnoise = noise2d_perlin(
406                         0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
407                         seed+59420, 3, 0.50);*/
408
409         float sandnoise = noise_beach->result[index];
410         return (sandnoise > freq_beach);
411 }
412
413
414 BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
415 {
416         // Just do something very simple as for now
417         /*double d = noise2d_perlin(
418                         0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
419                         seed+9130, 3, 0.50);*/
420
421         float d = noise_biome->result[index];
422         float h = noise_humidity->result[index];
423
424         if (spflags & MGV6_SNOWBIOMES) {
425                 float blend = (spflags & MGV6_BIOMEBLEND) ? noise2d(p.X, p.Y, seed) / 40 : 0;
426
427                 if (d > MGV6_FREQ_HOT + blend) {
428                         if (h > MGV6_FREQ_JUNGLE + blend)
429                                 return BT_JUNGLE;
430                         else
431                                 return BT_DESERT;
432                 } else if (d < MGV6_FREQ_SNOW + blend) {
433                         if (h > MGV6_FREQ_TAIGA + blend)
434                                 return BT_TAIGA;
435                         else
436                                 return BT_TUNDRA;
437                 } else {
438                         return BT_NORMAL;
439                 }
440         } else {
441                 if (d > freq_desert)
442                         return BT_DESERT;
443
444                 if ((spflags & MGV6_BIOMEBLEND) && (d > freq_desert - 0.10) &&
445                                 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
446                         return BT_DESERT;
447
448                 if ((spflags & MGV6_JUNGLES) && h > 0.75)
449                         return BT_JUNGLE;
450                 else
451                         return BT_NORMAL;
452         }
453 }
454
455
456 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
457 {
458         s32 x = p.X, y = p.Y, z = p.Z;
459         return (u32)(seed % 0x100000000ULL) + z * 38134234 + y * 42123 + x * 23;
460 }
461
462
463 //////////////////////// Map generator
464
465 void MapgenV6::makeChunk(BlockMakeData *data)
466 {
467         // Pre-conditions
468         assert(data->vmanip);
469         assert(data->nodedef);
470         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
471                    data->blockpos_requested.Y >= data->blockpos_min.Y &&
472                    data->blockpos_requested.Z >= data->blockpos_min.Z);
473         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
474                    data->blockpos_requested.Y <= data->blockpos_max.Y &&
475                    data->blockpos_requested.Z <= data->blockpos_max.Z);
476
477         this->generating = true;
478         this->vm   = data->vmanip;
479         this->ndef = data->nodedef;
480
481         // Hack: use minimum block coords for old code that assumes a single block
482         v3s16 blockpos_min = data->blockpos_min;
483         v3s16 blockpos_max = data->blockpos_max;
484
485         // Area of central chunk
486         node_min = blockpos_min * MAP_BLOCKSIZE;
487         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
488
489         // Full allocated area
490         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
491         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
492
493         central_area_size = node_max - node_min + v3s16(1, 1, 1);
494         assert(central_area_size.X == central_area_size.Z);
495
496         int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
497                                           * (blockpos_max.Y - blockpos_min.Y + 1)
498                                           * (blockpos_max.Z - blockpos_max.Z + 1);
499
500         volume_nodes = volume_blocks *
501                 MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
502
503         // Create a block-specific seed
504         blockseed = get_blockseed(data->seed, full_node_min);
505
506         // Make some noise
507         calculateNoise();
508
509         // Maximum height of the stone surface and obstacles.
510         // This is used to guide the cave generation
511         s16 stone_surface_max_y;
512
513         // Generate general ground level to full area
514         stone_surface_max_y = generateGround();
515
516         // Create initial heightmap to limit caves
517         updateHeightmap(node_min, node_max);
518
519         const s16 max_spread_amount = MAP_BLOCKSIZE;
520         // Limit dirt flow area by 1 because mud is flown into neighbors.
521         s16 mudflow_minpos = -max_spread_amount + 1;
522         s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
523
524         // Loop this part, it will make stuff look older and newer nicely
525         const u32 age_loops = 2;
526         for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
527                 // Make caves (this code is relatively horrible)
528                 if (flags & MG_CAVES)
529                         generateCaves(stone_surface_max_y);
530
531                 // Add mud to the central chunk
532                 addMud();
533
534                 // Flow mud away from steep edges
535                 if (spflags & MGV6_MUDFLOW)
536                         flowMud(mudflow_minpos, mudflow_maxpos);
537
538         }
539
540         // Update heightmap after mudflow
541         updateHeightmap(node_min, node_max);
542
543         // Add dungeons
544         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
545                 DungeonParams dp;
546
547                 dp.np_rarity  = nparams_dungeon_rarity;
548                 dp.np_density = nparams_dungeon_density;
549                 dp.np_wetness = nparams_dungeon_wetness;
550                 dp.c_water    = c_water_source;
551                 if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
552                         dp.c_cobble = c_desert_stone;
553                         dp.c_moss   = c_desert_stone;
554                         dp.c_stair  = c_desert_stone;
555
556                         dp.diagonal_dirs = true;
557                         dp.mossratio     = 0.0;
558                         dp.holesize      = v3s16(2, 3, 2);
559                         dp.roomsize      = v3s16(2, 5, 2);
560                         dp.notifytype    = GENNOTIFY_TEMPLE;
561                 } else {
562                         dp.c_cobble = c_cobble;
563                         dp.c_moss   = c_mossycobble;
564                         dp.c_stair  = c_stair_cobble;
565
566                         dp.diagonal_dirs = false;
567                         dp.mossratio     = 3.0;
568                         dp.holesize      = v3s16(1, 2, 1);
569                         dp.roomsize      = v3s16(0, 0, 0);
570                         dp.notifytype    = GENNOTIFY_DUNGEON;
571                 }
572
573                 DungeonGen dgen(this, &dp);
574                 dgen.generate(blockseed, full_node_min, full_node_max);
575         }
576
577         // Add top and bottom side of water to transforming_liquid queue
578         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
579
580         // Add surface nodes
581         growGrass();
582
583         // Generate some trees, and add grass, if a jungle
584         if ((spflags & MGV6_TREES) || (flags & MG_TREES))
585                 placeTreesAndJungleGrass();
586
587         // Generate the registered decorations
588         if (flags & MG_DECORATIONS)
589                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
590
591         // Generate the registered ores
592         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
593
594         // Calculate lighting
595         if (flags & MG_LIGHT)
596                 calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
597                         node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE,
598                         full_node_min, full_node_max);
599
600         this->generating = false;
601 }
602
603
604 void MapgenV6::calculateNoise()
605 {
606         int x = node_min.X;
607         int z = node_min.Z;
608         int fx = full_node_min.X;
609         int fz = full_node_min.Z;
610
611         if (!((spflags & MGV6_FLAT) || (flags & MG_FLAT))) {
612                 noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
613                 noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
614                 noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
615                 noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
616                 noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
617         }
618
619         noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
620
621         noise_biome->perlinMap2D_PO(fx, 0.6, fz, 0.2);
622         noise_humidity->perlinMap2D_PO(fx, 0.0, fz, 0.0);
623         // Humidity map does not need range limiting 0 to 1,
624         // only humidity at point does
625 }
626
627
628 int MapgenV6::generateGround()
629 {
630         //TimeTaker timer1("Generating ground level");
631         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
632         MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
633         MapNode n_ice(c_ice);
634         int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
635
636         u32 index = 0;
637         for (s16 z = node_min.Z; z <= node_max.Z; z++)
638         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
639                 // Surface height
640                 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
641
642                 // Log it
643                 if (surface_y > stone_surface_max_y)
644                         stone_surface_max_y = surface_y;
645
646                 BiomeV6Type bt = getBiome(v2s16(x, z));
647
648                 // Fill ground with stone
649                 v3s16 em = vm->m_area.getExtent();
650                 u32 i = vm->m_area.index(x, node_min.Y, z);
651                 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
652                         if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
653                                 if (y <= surface_y) {
654                                         vm->m_data[i] = (y >= MGV6_DESERT_STONE_BASE
655                                                         && bt == BT_DESERT) ?
656                                                 n_desert_stone : n_stone;
657                                 } else if (y <= water_level) {
658                                         vm->m_data[i] = (y >= MGV6_ICE_BASE
659                                                         && bt == BT_TUNDRA) ?
660                                                 n_ice : n_water_source;
661                                 } else {
662                                         vm->m_data[i] = n_air;
663                                 }
664                         }
665                         vm->m_area.add_y(em, i, 1);
666                 }
667         }
668
669         return stone_surface_max_y;
670 }
671
672
673 void MapgenV6::addMud()
674 {
675         // 15ms @cs=8
676         //TimeTaker timer1("add mud");
677         MapNode n_dirt(c_dirt), n_gravel(c_gravel);
678         MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
679         MapNode addnode;
680
681         u32 index = 0;
682         for (s16 z = node_min.Z; z <= node_max.Z; z++)
683         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
684                 // Randomize mud amount
685                 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
686
687                 // Find ground level
688                 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
689
690                 // Handle area not found
691                 if (surface_y == vm->m_area.MinEdge.Y - 1)
692                         continue;
693
694                 BiomeV6Type bt = getBiome(v2s16(x, z));
695                 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
696
697                 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
698                         addnode = n_sand;
699                 } else if (mud_add_amount <= 0) {
700                         mud_add_amount = 1 - mud_add_amount;
701                         addnode = n_gravel;
702                 } else if (bt != BT_DESERT && getHaveBeach(index) &&
703                                 surface_y + mud_add_amount <= water_level + 2) {
704                         addnode = n_sand;
705                 }
706
707                 if ((bt == BT_DESERT || bt == BT_TUNDRA) && surface_y > 20)
708                         mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
709
710                 /* If topmost node is grass, change it to mud.  It might be if it was
711                 // flown to there from a neighboring chunk and then converted.
712                 u32 i = vm->m_area.index(x, surface_y, z);
713                 if (vm->m_data[i].getContent() == c_dirt_with_grass)
714                         vm->m_data[i] = n_dirt;*/
715
716                 // Add mud on ground
717                 s16 mudcount = 0;
718                 v3s16 em = vm->m_area.getExtent();
719                 s16 y_start = surface_y + 1;
720                 u32 i = vm->m_area.index(x, y_start, z);
721                 for (s16 y = y_start; y <= node_max.Y; y++) {
722                         if (mudcount >= mud_add_amount)
723                                 break;
724
725                         vm->m_data[i] = addnode;
726                         mudcount++;
727
728                         vm->m_area.add_y(em, i, 1);
729                 }
730         }
731 }
732
733
734 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
735 {
736         // 340ms @cs=8
737         //TimeTaker timer1("flow mud");
738
739         // Iterate a few times
740         for (s16 k = 0; k < 3; k++) {
741                 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
742                 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
743                         // Invert coordinates every 2nd iteration
744                         if (k % 2 == 0) {
745                                 x = mudflow_maxpos - (x - mudflow_minpos);
746                                 z = mudflow_maxpos - (z - mudflow_minpos);
747                         }
748
749                         // Node position in 2d
750                         v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
751
752                         v3s16 em = vm->m_area.getExtent();
753                         u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
754                         s16 y = node_max.Y;
755
756                         while (y >= node_min.Y) {
757
758                         for (;; y--) {
759                                 MapNode *n = NULL;
760                                 // Find mud
761                                 for (; y >= node_min.Y; y--) {
762                                         n = &vm->m_data[i];
763                                         if (n->getContent() == c_dirt ||
764                                                         n->getContent() == c_dirt_with_grass ||
765                                                         n->getContent() == c_gravel)
766                                                 break;
767
768                                         vm->m_area.add_y(em, i, -1);
769                                 }
770
771                                 // Stop if out of area
772                                 //if(vmanip.m_area.contains(i) == false)
773                                 if (y < node_min.Y)
774                                         break;
775
776                                 if (n->getContent() == c_dirt ||
777                                                 n->getContent() == c_dirt_with_grass) {
778                                         // Make it exactly mud
779                                         n->setContent(c_dirt);
780
781                                         // Don't flow it if the stuff under it is not mud
782                                         {
783                                                 u32 i2 = i;
784                                                 vm->m_area.add_y(em, i2, -1);
785                                                 // Cancel if out of area
786                                                 if (vm->m_area.contains(i2) == false)
787                                                         continue;
788                                                 MapNode *n2 = &vm->m_data[i2];
789                                                 if (n2->getContent() != c_dirt &&
790                                                                 n2->getContent() != c_dirt_with_grass)
791                                                         continue;
792                                         }
793                                 }
794
795                                 v3s16 dirs4[4] = {
796                                         v3s16(0, 0, 1), // back
797                                         v3s16(1, 0, 0), // right
798                                         v3s16(0, 0, -1), // front
799                                         v3s16(-1, 0, 0), // left
800                                 };
801
802                                 // Check that upper is air or doesn't exist.
803                                 // Cancel dropping if upper keeps it in place
804                                 u32 i3 = i;
805                                 vm->m_area.add_y(em, i3, 1);
806                                 if (vm->m_area.contains(i3) == true &&
807                                                 ndef->get(vm->m_data[i3]).walkable)
808                                         continue;
809
810                                 // Drop mud on side
811                                 for(u32 di = 0; di < 4; di++) {
812                                         v3s16 dirp = dirs4[di];
813                                         u32 i2 = i;
814                                         // Move to side
815                                         vm->m_area.add_p(em, i2, dirp);
816                                         // Fail if out of area
817                                         if (vm->m_area.contains(i2) == false)
818                                                 continue;
819                                         // Check that side is air
820                                         MapNode *n2 = &vm->m_data[i2];
821                                         if (ndef->get(*n2).walkable)
822                                                 continue;
823                                         // Check that under side is air
824                                         vm->m_area.add_y(em, i2, -1);
825                                         if (vm->m_area.contains(i2) == false)
826                                                 continue;
827                                         n2 = &vm->m_data[i2];
828                                         if (ndef->get(*n2).walkable)
829                                                 continue;
830                                         // Loop further down until not air
831                                         bool dropped_to_unknown = false;
832                                         do {
833                                                 vm->m_area.add_y(em, i2, -1);
834                                                 n2 = &vm->m_data[i2];
835                                                 // if out of known area
836                                                 if(vm->m_area.contains(i2) == false ||
837                                                                 n2->getContent() == CONTENT_IGNORE) {
838                                                         dropped_to_unknown = true;
839                                                         break;
840                                                 }
841                                         } while (ndef->get(*n2).walkable == false);
842                                         // Loop one up so that we're in air
843                                         vm->m_area.add_y(em, i2, 1);
844                                         n2 = &vm->m_data[i2];
845
846                                         bool old_is_water = (n->getContent() == c_water_source);
847                                         // Move mud to new place
848                                         if (!dropped_to_unknown) {
849                                                 *n2 = *n;
850                                                 // Set old place to be air (or water)
851                                                 if(old_is_water)
852                                                         *n = MapNode(c_water_source);
853                                                 else
854                                                         *n = MapNode(CONTENT_AIR);
855                                         }
856
857                                         // Done
858                                         break;
859                                 }
860                         }
861                         }
862                 }
863         }
864 }
865
866
867 void MapgenV6::placeTreesAndJungleGrass()
868 {
869         //TimeTaker t("placeTrees");
870         if (node_max.Y < water_level)
871                 return;
872
873         PseudoRandom grassrandom(blockseed + 53);
874         content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
875         // if we don't have junglegrass, don't place cignore... that's bad
876         if (c_junglegrass == CONTENT_IGNORE)
877                 c_junglegrass = CONTENT_AIR;
878         MapNode n_junglegrass(c_junglegrass);
879         v3s16 em = vm->m_area.getExtent();
880
881         // Divide area into parts
882         s16 div = 8;
883         s16 sidelen = central_area_size.X / div;
884         double area = sidelen * sidelen;
885
886         // N.B.  We must add jungle grass first, since tree leaves will
887         // obstruct the ground, giving us a false ground level
888         for (s16 z0 = 0; z0 < div; z0++)
889         for (s16 x0 = 0; x0 < div; x0++) {
890                 // Center position of part of division
891                 v2s16 p2d_center(
892                         node_min.X + sidelen / 2 + sidelen * x0,
893                         node_min.Z + sidelen / 2 + sidelen * z0
894                 );
895                 // Minimum edge of part of division
896                 v2s16 p2d_min(
897                         node_min.X + sidelen * x0,
898                         node_min.Z + sidelen * z0
899                 );
900                 // Maximum edge of part of division
901                 v2s16 p2d_max(
902                         node_min.X + sidelen + sidelen * x0 - 1,
903                         node_min.Z + sidelen + sidelen * z0 - 1
904                 );
905
906                 // Get biome at center position of part of division
907                 BiomeV6Type bt = getBiome(p2d_center);
908
909                 // Amount of trees
910                 u32 tree_count;
911                 if (bt == BT_JUNGLE || bt == BT_TAIGA || bt == BT_NORMAL) {
912                         tree_count = area * getTreeAmount(p2d_center);
913                         if (bt == BT_JUNGLE)
914                                 tree_count *= 4;
915                 } else {
916                         tree_count = 0;
917                 }
918
919                 // Add jungle grass
920                 if (bt == BT_JUNGLE) {
921                         float humidity = getHumidity(p2d_center);
922                         u32 grass_count = 5 * humidity * tree_count;
923                         for (u32 i = 0; i < grass_count; i++) {
924                                 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
925                                 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
926                                 int mapindex = central_area_size.X * (z - node_min.Z)
927                                                                 + (x - node_min.X);
928                                 s16 y = heightmap[mapindex];
929                                 if (y < water_level)
930                                         continue;
931
932                                 u32 vi = vm->m_area.index(x, y, z);
933                                 // place on dirt_with_grass, since we know it is exposed to sunlight
934                                 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
935                                         vm->m_area.add_y(em, vi, 1);
936                                         vm->m_data[vi] = n_junglegrass;
937                                 }
938                         }
939                 }
940
941                 // Put trees in random places on part of division
942                 for (u32 i = 0; i < tree_count; i++) {
943                         s16 x = myrand_range(p2d_min.X, p2d_max.X);
944                         s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
945                         int mapindex = central_area_size.X * (z - node_min.Z)
946                                                         + (x - node_min.X);
947                         s16 y = heightmap[mapindex];
948                         // Don't make a tree under water level
949                         // Don't make a tree so high that it doesn't fit
950                         if (y < water_level || y > node_max.Y - 6)
951                                 continue;
952
953                         v3s16 p(x, y, z);
954                         // Trees grow only on mud and grass and snowblock
955                         {
956                                 u32 i = vm->m_area.index(p);
957                                 content_t c = vm->m_data[i].getContent();
958                                 if (c != c_dirt &&
959                                                 c != c_dirt_with_grass &&
960                                                 c != c_dirt_with_snow &&
961                                                 c != c_snowblock)
962                                         continue;
963                         }
964                         p.Y++;
965
966                         // Make a tree
967                         if (bt == BT_JUNGLE) {
968                                 treegen::make_jungletree(*vm, p, ndef, myrand());
969                         } else if (bt == BT_TAIGA) {
970                                 treegen::make_pine_tree(*vm, p - v3s16(0, 1, 0), ndef, myrand());
971                         } else if (bt == BT_NORMAL) {
972                                 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
973                                                         getHaveAppleTree(v2s16(x, z));
974                                 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
975                         }
976                 }
977         }
978         //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
979 }
980
981
982 void MapgenV6::growGrass() // Add surface nodes
983 {
984         MapNode n_dirt_with_grass(c_dirt_with_grass);
985         MapNode n_dirt_with_snow(c_dirt_with_snow);
986         MapNode n_snowblock(c_snowblock);
987         MapNode n_snow(c_snow);
988         v3s16 em = vm->m_area.getExtent();
989
990         u32 index = 0;
991         for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
992         for (s16 x = full_node_min.X; x <= full_node_max.X; x++, index++) {
993                 // Find the lowest surface to which enough light ends up to make
994                 // grass grow.  Basically just wait until not air and not leaves.
995                 s16 surface_y = 0;
996                 {
997                         u32 i = vm->m_area.index(x, node_max.Y, z);
998                         s16 y;
999                         // Go to ground level
1000                         for (y = node_max.Y; y >= full_node_min.Y; y--) {
1001                                 MapNode &n = vm->m_data[i];
1002                                 if (ndef->get(n).param_type != CPT_LIGHT ||
1003                                                 ndef->get(n).liquid_type != LIQUID_NONE ||
1004                                                 n.getContent() == c_ice)
1005                                         break;
1006                                 vm->m_area.add_y(em, i, -1);
1007                         }
1008                         surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
1009                 }
1010
1011                 BiomeV6Type bt = getBiome(index, v2s16(x, z));
1012                 u32 i = vm->m_area.index(x, surface_y, z);
1013                 content_t c = vm->m_data[i].getContent();
1014                 if (surface_y >= water_level - 20) {
1015                         if (bt == BT_TAIGA && c == c_dirt) {
1016                                 vm->m_data[i] = n_snowblock;
1017                                 vm->m_area.add_y(em, i, -1);
1018                                 vm->m_data[i] = n_dirt_with_snow;
1019                         } else if (bt == BT_TUNDRA) {
1020                                 if (c == c_dirt) {
1021                                         vm->m_data[i] = n_dirt_with_snow;
1022                                 } else if (c == c_stone && surface_y < node_max.Y) {
1023                                         vm->m_area.add_y(em, i, 1);
1024                                         vm->m_data[i] = n_snow;
1025                                 }
1026                         } else if (c == c_dirt) {
1027                                 vm->m_data[i] = n_dirt_with_grass;
1028                         }
1029                 }
1030         }
1031 }
1032
1033
1034 void MapgenV6::generateCaves(int max_stone_y)
1035 {
1036         float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
1037         int volume_nodes = (node_max.X - node_min.X + 1) *
1038                                            (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
1039         cave_amount = MYMAX(0.0, cave_amount);
1040         u32 caves_count = cave_amount * volume_nodes / 50000;
1041         u32 bruises_count = 1;
1042         PseudoRandom ps(blockseed + 21343);
1043         PseudoRandom ps2(blockseed + 1032);
1044
1045         if (ps.range(1, 6) == 1)
1046                 bruises_count = ps.range(0, ps.range(0, 2));
1047
1048         if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
1049                 caves_count   /= 3;
1050                 bruises_count /= 3;
1051         }
1052
1053         for (u32 i = 0; i < caves_count + bruises_count; i++) {
1054                 bool large_cave = (i >= caves_count);
1055                 CaveV6 cave(this, &ps, &ps2, large_cave);
1056
1057                 cave.makeCave(node_min, node_max, max_stone_y);
1058         }
1059 }