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