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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
21 #include "mapgen.h"
22 #include "voxel.h"
23 #include "noise.h"
24 #include "mapblock.h"
25 #include "mapnode.h"
26 #include "map.h"
27 //#include "serverobject.h"
28 #include "content_sao.h"
29 #include "nodedef.h"
30 #include "voxelalgorithms.h"
31 //#include "profiler.h" // For TimeTaker
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
42 FlagDesc flagdesc_mapgen_v6[] = {
43         {"jungles",    MGV6_JUNGLES},
44         {"biomeblend", MGV6_BIOMEBLEND},
45         {"mudflow",    MGV6_MUDFLOW},
46         {"snowbiomes", MGV6_SNOWBIOMES},
47         {"flat",       MGV6_FLAT},
48         {"trees",      MGV6_TREES},
49         {NULL,         0}
50 };
51
52
53 /////////////////////////////////////////////////////////////////////////////
54
55
56 MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge)
57         : Mapgen(mapgenid, params, emerge)
58 {
59         this->m_emerge = emerge;
60         this->ystride = csize.X; //////fix this
61
62         this->heightmap = new s16[csize.X * csize.Z];
63
64         MapgenV6Params *sp = (MapgenV6Params *)params->sparams;
65         this->spflags     = sp->spflags;
66         this->freq_desert = sp->freq_desert;
67         this->freq_beach  = sp->freq_beach;
68
69         np_cave        = &sp->np_cave;
70         np_humidity    = &sp->np_humidity;
71         np_trees       = &sp->np_trees;
72         np_apple_trees = &sp->np_apple_trees;
73
74         //// Create noise objects
75         noise_terrain_base   = new Noise(&sp->np_terrain_base,   seed, csize.X, csize.Y);
76         noise_terrain_higher = new Noise(&sp->np_terrain_higher, seed, csize.X, csize.Y);
77         noise_steepness      = new Noise(&sp->np_steepness,      seed, csize.X, csize.Y);
78         noise_height_select  = new Noise(&sp->np_height_select,  seed, csize.X, csize.Y);
79         noise_mud            = new Noise(&sp->np_mud,            seed, csize.X, csize.Y);
80         noise_beach          = new Noise(&sp->np_beach,          seed, csize.X, csize.Y);
81         noise_biome          = new Noise(&sp->np_biome,          seed,
82                         csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
83         noise_humidity       = new Noise(&sp->np_humidity,       seed,
84                         csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
85
86         //// Resolve nodes to be used
87         INodeDefManager *ndef = emerge->ndef;
88
89         c_stone           = ndef->getId("mapgen_stone");
90         c_dirt            = ndef->getId("mapgen_dirt");
91         c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
92         c_sand            = ndef->getId("mapgen_sand");
93         c_water_source    = ndef->getId("mapgen_water_source");
94         c_lava_source     = ndef->getId("mapgen_lava_source");
95         c_gravel          = ndef->getId("mapgen_gravel");
96         c_desert_stone    = ndef->getId("mapgen_desert_stone");
97         c_desert_sand     = ndef->getId("mapgen_desert_sand");
98         c_dirt_with_snow  = ndef->getId("mapgen_dirt_with_snow");
99         c_snow            = ndef->getId("mapgen_snow");
100         c_snowblock       = ndef->getId("mapgen_snowblock");
101         c_ice             = ndef->getId("mapgen_ice");
102
103         c_cobble          = ndef->getId("mapgen_cobble");
104         c_stair_cobble    = ndef->getId("mapgen_stair_cobble");
105         c_mossycobble     = ndef->getId("mapgen_mossycobble");
106
107         if (c_desert_sand == CONTENT_IGNORE)
108                 c_desert_sand = c_sand;
109         if (c_desert_stone == CONTENT_IGNORE)
110                 c_desert_stone = c_stone;
111         if (c_mossycobble == CONTENT_IGNORE)
112                 c_mossycobble = c_cobble;
113         if (c_stair_cobble == CONTENT_IGNORE)
114                 c_stair_cobble = c_cobble;
115         if (c_dirt_with_snow == CONTENT_IGNORE)
116                 c_dirt_with_snow = c_dirt_with_grass;
117         if (c_snow == CONTENT_IGNORE)
118                 c_snow = CONTENT_AIR;
119         if (c_snowblock == CONTENT_IGNORE)
120                 c_snowblock = c_dirt_with_grass;
121         if (c_ice == CONTENT_IGNORE)
122                 c_ice = c_water_source;
123 }
124
125
126 MapgenV6::~MapgenV6()
127 {
128         delete noise_terrain_base;
129         delete noise_terrain_higher;
130         delete noise_steepness;
131         delete noise_height_select;
132         delete noise_mud;
133         delete noise_beach;
134         delete noise_biome;
135         delete noise_humidity;
136
137         delete[] heightmap;
138 }
139
140
141 MapgenV6Params::MapgenV6Params()
142 {
143         spflags     = MGV6_BIOMEBLEND | MGV6_MUDFLOW;
144         freq_desert = 0.45;
145         freq_beach  = 0.15;
146
147         np_terrain_base   = NoiseParams(-4,   20.0, v3f(250.0, 250.0, 250.0), 82341,  5, 0.6,  2.0);
148         np_terrain_higher = NoiseParams(20,   16.0, v3f(500.0, 500.0, 500.0), 85039,  5, 0.6,  2.0);
149         np_steepness      = NoiseParams(0.85, 0.5,  v3f(125.0, 125.0, 125.0), -932,   5, 0.7,  2.0);
150         np_height_select  = NoiseParams(0,    1.0,  v3f(250.0, 250.0, 250.0), 4213,   5, 0.69, 2.0);
151         np_mud            = NoiseParams(4,    2.0,  v3f(200.0, 200.0, 200.0), 91013,  3, 0.55, 2.0);
152         np_beach          = NoiseParams(0,    1.0,  v3f(250.0, 250.0, 250.0), 59420,  3, 0.50, 2.0);
153         np_biome          = NoiseParams(0,    1.0,  v3f(500.0, 500.0, 500.0), 9130,   3, 0.50, 2.0);
154         np_cave           = NoiseParams(6,    6.0,  v3f(250.0, 250.0, 250.0), 34329,  3, 0.50, 2.0);
155         np_humidity       = NoiseParams(0.5,  0.5,  v3f(500.0, 500.0, 500.0), 72384,  3, 0.50, 2.0);
156         np_trees          = NoiseParams(0,    1.0,  v3f(125.0, 125.0, 125.0), 2,      4, 0.66, 2.0);
157         np_apple_trees    = NoiseParams(0,    1.0,  v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0);
158 }
159
160
161 void MapgenV6Params::readParams(const Settings *settings)
162 {
163         settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
164         settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
165         settings->getFloatNoEx("mgv6_freq_beach",  freq_beach);
166
167         settings->getNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
168         settings->getNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
169         settings->getNoiseParams("mgv6_np_steepness",      np_steepness);
170         settings->getNoiseParams("mgv6_np_height_select",  np_height_select);
171         settings->getNoiseParams("mgv6_np_mud",            np_mud);
172         settings->getNoiseParams("mgv6_np_beach",          np_beach);
173         settings->getNoiseParams("mgv6_np_biome",          np_biome);
174         settings->getNoiseParams("mgv6_np_cave",           np_cave);
175         settings->getNoiseParams("mgv6_np_humidity",       np_humidity);
176         settings->getNoiseParams("mgv6_np_trees",          np_trees);
177         settings->getNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
178 }
179
180
181 void MapgenV6Params::writeParams(Settings *settings) const
182 {
183         settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, U32_MAX);
184         settings->setFloat("mgv6_freq_desert", freq_desert);
185         settings->setFloat("mgv6_freq_beach",  freq_beach);
186
187         settings->setNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
188         settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
189         settings->setNoiseParams("mgv6_np_steepness",      np_steepness);
190         settings->setNoiseParams("mgv6_np_height_select",  np_height_select);
191         settings->setNoiseParams("mgv6_np_mud",            np_mud);
192         settings->setNoiseParams("mgv6_np_beach",          np_beach);
193         settings->setNoiseParams("mgv6_np_biome",          np_biome);
194         settings->setNoiseParams("mgv6_np_cave",           np_cave);
195         settings->setNoiseParams("mgv6_np_humidity",       np_humidity);
196         settings->setNoiseParams("mgv6_np_trees",          np_trees);
197         settings->setNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
198 }
199
200
201 //////////////////////// Some helper functions for the map generator
202
203 // Returns Y one under area minimum if not found
204 s16 MapgenV6::find_stone_level(v2s16 p2d)
205 {
206         v3s16 em = vm->m_area.getExtent();
207         s16 y_nodes_max = vm->m_area.MaxEdge.Y;
208         s16 y_nodes_min = vm->m_area.MinEdge.Y;
209         u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
210         s16 y;
211
212         for (y = y_nodes_max; y >= y_nodes_min; y--) {
213                 content_t c = vm->m_data[i].getContent();
214                 if (c != CONTENT_IGNORE && (c == c_stone || c == c_desert_stone))
215                         break;
216
217                 vm->m_area.add_y(em, i, -1);
218         }
219         return (y >= y_nodes_min) ? y : y_nodes_min - 1;
220 }
221
222
223 // Required by mapgen.h
224 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
225 {
226         /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
227                         seed, v2s16(blockpos.X, blockpos.Z));*/
228         // Nah, this is just a heuristic, just return something
229         s16 minimum_groundlevel = water_level;
230
231         if(blockpos.Y * MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
232                 return true;
233         else
234                 return false;
235 }
236
237
238 //////////////////////// Base terrain height functions
239
240 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
241         float steepness, float height_select)
242 {
243         float base   = 1 + terrain_base;
244         float higher = 1 + terrain_higher;
245
246         // Limit higher ground level to at least base
247         if(higher < base)
248                 higher = base;
249
250         // Steepness factor of cliffs
251         float b = steepness;
252         b = rangelim(b, 0.0, 1000.0);
253         b = 5 * b * b * b * b * b * b * b;
254         b = rangelim(b, 0.5, 1000.0);
255
256         // Values 1.5...100 give quite horrible looking slopes
257         if (b > 1.5 && b < 100.0)
258                 b = (b < 10.0) ? 1.5 : 100.0;
259
260         float a_off = -0.20; // Offset to more low
261         float a = 0.5 + b * (a_off + height_select);
262         a = rangelim(a, 0.0, 1.0); // Limit
263
264         return base * (1.0 - a) + higher * a;
265 }
266
267
268 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
269 {
270         if ((spflags & MGV6_FLAT) || (flags & MG_FLAT))
271                 return water_level;
272
273         float terrain_base   = NoisePerlin2D_PO(&noise_terrain_base->np,
274                                                         p.X, 0.5, p.Y, 0.5, seed);
275         float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np,
276                                                         p.X, 0.5, p.Y, 0.5, seed);
277         float steepness      = NoisePerlin2D_PO(&noise_steepness->np,
278                                                         p.X, 0.5, p.Y, 0.5, seed);
279         float height_select  = NoisePerlin2D_PO(&noise_height_select->np,
280                                                         p.X, 0.5, p.Y, 0.5, seed);
281
282         return baseTerrainLevel(terrain_base, terrain_higher,
283                                                         steepness, height_select);
284 }
285
286
287 float MapgenV6::baseTerrainLevelFromMap(v2s16 p)
288 {
289         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
290         return baseTerrainLevelFromMap(index);
291 }
292
293
294 float MapgenV6::baseTerrainLevelFromMap(int index)
295 {
296         if ((spflags & MGV6_FLAT) || (flags & MG_FLAT))
297                 return water_level;
298
299         float terrain_base   = noise_terrain_base->result[index];
300         float terrain_higher = noise_terrain_higher->result[index];
301         float steepness      = noise_steepness->result[index];
302         float height_select  = noise_height_select->result[index];
303
304         return baseTerrainLevel(terrain_base, terrain_higher,
305                                                         steepness, height_select);
306 }
307
308
309 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
310 {
311         return baseTerrainLevelFromNoise(p2d) + MGV6_AVERAGE_MUD_AMOUNT;
312 }
313
314
315 int MapgenV6::getGroundLevelAtPoint(v2s16 p)
316 {
317         return baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
318 }
319
320
321 //////////////////////// Noise functions
322
323 float MapgenV6::getMudAmount(v2s16 p)
324 {
325         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
326         return getMudAmount(index);
327 }
328
329
330 bool MapgenV6::getHaveBeach(v2s16 p)
331 {
332         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
333         return getHaveBeach(index);
334 }
335
336
337 BiomeV6Type MapgenV6::getBiome(v2s16 p)
338 {
339         int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
340                         + (p.X - full_node_min.X);
341         return getBiome(index, p);
342 }
343
344
345 float MapgenV6::getHumidity(v2s16 p)
346 {
347         /*double noise = noise2d_perlin(
348                 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
349                 seed+72384, 4, 0.66);
350         noise = (noise + 1.0)/2.0;*/
351
352         int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
353                         + (p.X - full_node_min.X);
354         float noise = noise_humidity->result[index];
355
356         if (noise < 0.0)
357                 noise = 0.0;
358         if (noise > 1.0)
359                 noise = 1.0;
360         return noise;
361 }
362
363
364 float MapgenV6::getTreeAmount(v2s16 p)
365 {
366         /*double noise = noise2d_perlin(
367                         0.5+(float)p.X/125, 0.5+(float)p.Y/125,
368                         seed+2, 4, 0.66);*/
369
370         float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
371         float zeroval = -0.39;
372         if (noise < zeroval)
373                 return 0;
374         else
375                 return 0.04 * (noise - zeroval) / (1.0 - zeroval);
376 }
377
378
379 bool MapgenV6::getHaveAppleTree(v2s16 p)
380 {
381         /*is_apple_tree = noise2d_perlin(
382                 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
383                 data->seed+342902, 3, 0.45) > 0.2;*/
384
385         float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
386
387         return noise > 0.2;
388 }
389
390
391 float MapgenV6::getMudAmount(int index)
392 {
393         if ((spflags & MGV6_FLAT) || (flags & MG_FLAT))
394                 return MGV6_AVERAGE_MUD_AMOUNT;
395
396         /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
397                         0.5+(float)p.X/200, 0.5+(float)p.Y/200,
398                         seed+91013, 3, 0.55));*/
399
400         return noise_mud->result[index];
401 }
402
403
404 bool MapgenV6::getHaveBeach(int index)
405 {
406         // Determine whether to have sand here
407         /*double sandnoise = noise2d_perlin(
408                         0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
409                         seed+59420, 3, 0.50);*/
410
411         float sandnoise = noise_beach->result[index];
412         return (sandnoise > freq_beach);
413 }
414
415
416 BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
417 {
418         // Just do something very simple as for now
419         /*double d = noise2d_perlin(
420                         0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
421                         seed+9130, 3, 0.50);*/
422
423         float d = noise_biome->result[index];
424         float h = noise_humidity->result[index];
425
426         if (spflags & MGV6_SNOWBIOMES) {
427                 float blend = (spflags & MGV6_BIOMEBLEND) ? noise2d(p.X, p.Y, seed) / 40 : 0;
428
429                 if (d > MGV6_FREQ_HOT + blend) {
430                         if (h > MGV6_FREQ_JUNGLE + blend)
431                                 return BT_JUNGLE;
432                         else
433                                 return BT_DESERT;
434                 } else if (d < MGV6_FREQ_SNOW + blend) {
435                         if (h > MGV6_FREQ_TAIGA + blend)
436                                 return BT_TAIGA;
437                         else
438                                 return BT_TUNDRA;
439                 } else {
440                         return BT_NORMAL;
441                 }
442         } else {
443                 if (d > freq_desert)
444                         return BT_DESERT;
445
446                 if ((spflags & MGV6_BIOMEBLEND) && (d > freq_desert - 0.10) &&
447                                 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
448                         return BT_DESERT;
449
450                 if ((spflags & MGV6_JUNGLES) && h > 0.75)
451                         return BT_JUNGLE;
452                 else
453                         return BT_NORMAL;
454         }
455 }
456
457
458 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
459 {
460         s32 x = p.X, y = p.Y, z = p.Z;
461         return (u32)(seed % 0x100000000ULL) + z * 38134234 + y * 42123 + x * 23;
462 }
463
464
465 //////////////////////// Map generator
466
467 void MapgenV6::makeChunk(BlockMakeData *data)
468 {
469         // Pre-conditions
470         assert(data->vmanip);
471         assert(data->nodedef);
472         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
473                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
474                 data->blockpos_requested.Z >= data->blockpos_min.Z);
475         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
476                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
477                 data->blockpos_requested.Z <= data->blockpos_max.Z);
478
479         this->generating = true;
480         this->vm   = data->vmanip;
481         this->ndef = data->nodedef;
482
483         // Hack: use minimum block coords for old code that assumes a single block
484         v3s16 blockpos_min = data->blockpos_min;
485         v3s16 blockpos_max = data->blockpos_max;
486
487         // Area of central chunk
488         node_min = blockpos_min * MAP_BLOCKSIZE;
489         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
490
491         // Full allocated area
492         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
493         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
494
495         central_area_size = node_max - node_min + v3s16(1, 1, 1);
496         assert(central_area_size.X == central_area_size.Z);
497
498         int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
499                                           * (blockpos_max.Y - blockpos_min.Y + 1)
500                                           * (blockpos_max.Z - blockpos_max.Z + 1);
501
502         volume_nodes = volume_blocks *
503                 MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
504
505         // Create a block-specific seed
506         blockseed = get_blockseed(data->seed, full_node_min);
507
508         // Make some noise
509         calculateNoise();
510
511         // Maximum height of the stone surface and obstacles.
512         // This is used to guide the cave generation
513         s16 stone_surface_max_y;
514
515         // Generate general ground level to full area
516         stone_surface_max_y = generateGround();
517
518         // Create initial heightmap to limit caves
519         updateHeightmap(node_min, node_max);
520
521         const s16 max_spread_amount = MAP_BLOCKSIZE;
522         // Limit dirt flow area by 1 because mud is flown into neighbors.
523         s16 mudflow_minpos = -max_spread_amount + 1;
524         s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
525
526         // Loop this part, it will make stuff look older and newer nicely
527         const u32 age_loops = 2;
528         for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
529                 // Make caves (this code is relatively horrible)
530                 if (flags & MG_CAVES)
531                         generateCaves(stone_surface_max_y);
532
533                 // Add mud to the central chunk
534                 addMud();
535
536                 // Flow mud away from steep edges
537                 if (spflags & MGV6_MUDFLOW)
538                         flowMud(mudflow_minpos, mudflow_maxpos);
539
540         }
541
542         // Update heightmap after mudflow
543         updateHeightmap(node_min, node_max);
544
545         // Add dungeons
546         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
547                 DungeonParams dp;
548
549                 dp.np_rarity  = nparams_dungeon_rarity;
550                 dp.np_density = nparams_dungeon_density;
551                 dp.np_wetness = nparams_dungeon_wetness;
552                 dp.c_water    = c_water_source;
553                 if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
554                         dp.c_cobble = c_desert_stone;
555                         dp.c_moss   = c_desert_stone;
556                         dp.c_stair  = c_desert_stone;
557
558                         dp.diagonal_dirs = true;
559                         dp.mossratio     = 0.0;
560                         dp.holesize      = v3s16(2, 3, 2);
561                         dp.roomsize      = v3s16(2, 5, 2);
562                         dp.notifytype    = GENNOTIFY_TEMPLE;
563                 } else {
564                         dp.c_cobble = c_cobble;
565                         dp.c_moss   = c_mossycobble;
566                         dp.c_stair  = c_stair_cobble;
567
568                         dp.diagonal_dirs = false;
569                         dp.mossratio     = 3.0;
570                         dp.holesize      = v3s16(1, 2, 1);
571                         dp.roomsize      = v3s16(0, 0, 0);
572                         dp.notifytype    = GENNOTIFY_DUNGEON;
573                 }
574
575                 DungeonGen dgen(this, &dp);
576                 dgen.generate(blockseed, full_node_min, full_node_max);
577         }
578
579         // Add top and bottom side of water to transforming_liquid queue
580         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
581
582         // Add surface nodes
583         growGrass();
584
585         // Generate some trees, and add grass, if a jungle
586         if ((spflags & MGV6_TREES) || (flags & MG_TREES))
587                 placeTreesAndJungleGrass();
588
589         // Generate the registered decorations
590         if (flags & MG_DECORATIONS)
591                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
592
593         // Generate the registered ores
594         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
595
596         // Calculate lighting
597         if (flags & MG_LIGHT)
598                 calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
599                         node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE,
600                         full_node_min, full_node_max);
601
602         this->generating = false;
603 }
604
605
606 void MapgenV6::calculateNoise()
607 {
608         int x = node_min.X;
609         int z = node_min.Z;
610         int fx = full_node_min.X;
611         int fz = full_node_min.Z;
612
613         if (!((spflags & MGV6_FLAT) || (flags & MG_FLAT))) {
614                 noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
615                 noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
616                 noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
617                 noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
618                 noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
619         }
620
621         noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
622
623         noise_biome->perlinMap2D_PO(fx, 0.6, fz, 0.2);
624         noise_humidity->perlinMap2D_PO(fx, 0.0, fz, 0.0);
625         // Humidity map does not need range limiting 0 to 1,
626         // only humidity at point does
627 }
628
629
630 int MapgenV6::generateGround()
631 {
632         //TimeTaker timer1("Generating ground level");
633         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
634         MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
635         MapNode n_ice(c_ice);
636         int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
637
638         u32 index = 0;
639         for (s16 z = node_min.Z; z <= node_max.Z; z++)
640         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
641                 // Surface height
642                 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
643
644                 // Log it
645                 if (surface_y > stone_surface_max_y)
646                         stone_surface_max_y = surface_y;
647
648                 BiomeV6Type bt = getBiome(v2s16(x, z));
649
650                 // Fill ground with stone
651                 v3s16 em = vm->m_area.getExtent();
652                 u32 i = vm->m_area.index(x, node_min.Y, z);
653                 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
654                         if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
655                                 if (y <= surface_y) {
656                                         vm->m_data[i] = (y >= MGV6_DESERT_STONE_BASE
657                                                         && bt == BT_DESERT) ?
658                                                 n_desert_stone : n_stone;
659                                 } else if (y <= water_level) {
660                                         vm->m_data[i] = (y >= MGV6_ICE_BASE
661                                                         && bt == BT_TUNDRA) ?
662                                                 n_ice : n_water_source;
663                                 } else {
664                                         vm->m_data[i] = n_air;
665                                 }
666                         }
667                         vm->m_area.add_y(em, i, 1);
668                 }
669         }
670
671         return stone_surface_max_y;
672 }
673
674
675 void MapgenV6::addMud()
676 {
677         // 15ms @cs=8
678         //TimeTaker timer1("add mud");
679         MapNode n_dirt(c_dirt), n_gravel(c_gravel);
680         MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
681         MapNode addnode;
682
683         u32 index = 0;
684         for (s16 z = node_min.Z; z <= node_max.Z; z++)
685         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
686                 // Randomize mud amount
687                 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
688
689                 // Find ground level
690                 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
691
692                 // Handle area not found
693                 if (surface_y == vm->m_area.MinEdge.Y - 1)
694                         continue;
695
696                 BiomeV6Type bt = getBiome(v2s16(x, z));
697                 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
698
699                 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
700                         addnode = n_sand;
701                 } else if (mud_add_amount <= 0) {
702                         mud_add_amount = 1 - mud_add_amount;
703                         addnode = n_gravel;
704                 } else if (bt != BT_DESERT && getHaveBeach(index) &&
705                                 surface_y + mud_add_amount <= water_level + 2) {
706                         addnode = n_sand;
707                 }
708
709                 if ((bt == BT_DESERT || bt == BT_TUNDRA) && surface_y > 20)
710                         mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
711
712                 /* If topmost node is grass, change it to mud.  It might be if it was
713                 // flown to there from a neighboring chunk and then converted.
714                 u32 i = vm->m_area.index(x, surface_y, z);
715                 if (vm->m_data[i].getContent() == c_dirt_with_grass)
716                         vm->m_data[i] = n_dirt;*/
717
718                 // Add mud on ground
719                 s16 mudcount = 0;
720                 v3s16 em = vm->m_area.getExtent();
721                 s16 y_start = surface_y + 1;
722                 u32 i = vm->m_area.index(x, y_start, z);
723                 for (s16 y = y_start; y <= node_max.Y; y++) {
724                         if (mudcount >= mud_add_amount)
725                                 break;
726
727                         vm->m_data[i] = addnode;
728                         mudcount++;
729
730                         vm->m_area.add_y(em, i, 1);
731                 }
732         }
733 }
734
735
736 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
737 {
738         // 340ms @cs=8
739         //TimeTaker timer1("flow mud");
740
741         // Iterate a few times
742         for (s16 k = 0; k < 3; k++) {
743                 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
744                 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
745                         // Invert coordinates every 2nd iteration
746                         if (k % 2 == 0) {
747                                 x = mudflow_maxpos - (x - mudflow_minpos);
748                                 z = mudflow_maxpos - (z - mudflow_minpos);
749                         }
750
751                         // Node position in 2d
752                         v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
753
754                         v3s16 em = vm->m_area.getExtent();
755                         u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
756                         s16 y = node_max.Y;
757
758                         while (y >= node_min.Y) {
759
760                         for (;; y--) {
761                                 MapNode *n = NULL;
762                                 // Find mud
763                                 for (; y >= node_min.Y; y--) {
764                                         n = &vm->m_data[i];
765                                         if (n->getContent() == c_dirt ||
766                                                         n->getContent() == c_dirt_with_grass ||
767                                                         n->getContent() == c_gravel)
768                                                 break;
769
770                                         vm->m_area.add_y(em, i, -1);
771                                 }
772
773                                 // Stop if out of area
774                                 //if(vmanip.m_area.contains(i) == false)
775                                 if (y < node_min.Y)
776                                         break;
777
778                                 if (n->getContent() == c_dirt ||
779                                                 n->getContent() == c_dirt_with_grass) {
780                                         // Make it exactly mud
781                                         n->setContent(c_dirt);
782
783                                         // Don't flow it if the stuff under it is not mud
784                                         {
785                                                 u32 i2 = i;
786                                                 vm->m_area.add_y(em, i2, -1);
787                                                 // Cancel if out of area
788                                                 if (vm->m_area.contains(i2) == false)
789                                                         continue;
790                                                 MapNode *n2 = &vm->m_data[i2];
791                                                 if (n2->getContent() != c_dirt &&
792                                                                 n2->getContent() != c_dirt_with_grass)
793                                                         continue;
794                                         }
795                                 }
796
797                                 v3s16 dirs4[4] = {
798                                         v3s16(0, 0, 1), // back
799                                         v3s16(1, 0, 0), // right
800                                         v3s16(0, 0, -1), // front
801                                         v3s16(-1, 0, 0), // left
802                                 };
803
804                                 // Check that upper is air or doesn't exist.
805                                 // Cancel dropping if upper keeps it in place
806                                 u32 i3 = i;
807                                 vm->m_area.add_y(em, i3, 1);
808                                 if (vm->m_area.contains(i3) == true &&
809                                                 ndef->get(vm->m_data[i3]).walkable)
810                                         continue;
811
812                                 // Drop mud on side
813                                 for (u32 di = 0; di < 4; di++) {
814                                         v3s16 dirp = dirs4[di];
815                                         u32 i2 = i;
816                                         // Move to side
817                                         vm->m_area.add_p(em, i2, dirp);
818                                         // Fail if out of area
819                                         if (vm->m_area.contains(i2) == false)
820                                                 continue;
821                                         // Check that side is air
822                                         MapNode *n2 = &vm->m_data[i2];
823                                         if (ndef->get(*n2).walkable)
824                                                 continue;
825                                         // Check that under side is air
826                                         vm->m_area.add_y(em, i2, -1);
827                                         if (vm->m_area.contains(i2) == false)
828                                                 continue;
829                                         n2 = &vm->m_data[i2];
830                                         if (ndef->get(*n2).walkable)
831                                                 continue;
832                                         // Loop further down until not air
833                                         bool dropped_to_unknown = false;
834                                         do {
835                                                 vm->m_area.add_y(em, i2, -1);
836                                                 n2 = &vm->m_data[i2];
837                                                 // if out of known area
838                                                 if (vm->m_area.contains(i2) == false ||
839                                                                 n2->getContent() == CONTENT_IGNORE) {
840                                                         dropped_to_unknown = true;
841                                                         break;
842                                                 }
843                                         } while (ndef->get(*n2).walkable == false);
844                                         // Loop one up so that we're in air
845                                         vm->m_area.add_y(em, i2, 1);
846                                         n2 = &vm->m_data[i2];
847
848                                         bool old_is_water = (n->getContent() == c_water_source);
849                                         // Move mud to new place
850                                         if (!dropped_to_unknown) {
851                                                 *n2 = *n;
852                                                 // Set old place to be air (or water)
853                                                 if (old_is_water)
854                                                         *n = MapNode(c_water_source);
855                                                 else
856                                                         *n = MapNode(CONTENT_AIR);
857                                         }
858
859                                         // Done
860                                         break;
861                                 }
862                         }
863                         }
864                 }
865         }
866 }
867
868
869 void MapgenV6::placeTreesAndJungleGrass()
870 {
871         //TimeTaker t("placeTrees");
872         if (node_max.Y < water_level)
873                 return;
874
875         PseudoRandom grassrandom(blockseed + 53);
876         content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
877         // if we don't have junglegrass, don't place cignore... that's bad
878         if (c_junglegrass == CONTENT_IGNORE)
879                 c_junglegrass = CONTENT_AIR;
880         MapNode n_junglegrass(c_junglegrass);
881         v3s16 em = vm->m_area.getExtent();
882
883         // Divide area into parts
884         s16 div = 8;
885         s16 sidelen = central_area_size.X / div;
886         double area = sidelen * sidelen;
887
888         // N.B.  We must add jungle grass first, since tree leaves will
889         // obstruct the ground, giving us a false ground level
890         for (s16 z0 = 0; z0 < div; z0++)
891         for (s16 x0 = 0; x0 < div; x0++) {
892                 // Center position of part of division
893                 v2s16 p2d_center(
894                         node_min.X + sidelen / 2 + sidelen * x0,
895                         node_min.Z + sidelen / 2 + sidelen * z0
896                 );
897                 // Minimum edge of part of division
898                 v2s16 p2d_min(
899                         node_min.X + sidelen * x0,
900                         node_min.Z + sidelen * z0
901                 );
902                 // Maximum edge of part of division
903                 v2s16 p2d_max(
904                         node_min.X + sidelen + sidelen * x0 - 1,
905                         node_min.Z + sidelen + sidelen * z0 - 1
906                 );
907
908                 // Get biome at center position of part of division
909                 BiomeV6Type bt = getBiome(p2d_center);
910
911                 // Amount of trees
912                 u32 tree_count;
913                 if (bt == BT_JUNGLE || bt == BT_TAIGA || bt == BT_NORMAL) {
914                         tree_count = area * getTreeAmount(p2d_center);
915                         if (bt == BT_JUNGLE)
916                                 tree_count *= 4;
917                 } else {
918                         tree_count = 0;
919                 }
920
921                 // Add jungle grass
922                 if (bt == BT_JUNGLE) {
923                         float humidity = getHumidity(p2d_center);
924                         u32 grass_count = 5 * humidity * tree_count;
925                         for (u32 i = 0; i < grass_count; i++) {
926                                 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
927                                 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
928                                 int mapindex = central_area_size.X * (z - node_min.Z)
929                                                                 + (x - node_min.X);
930                                 s16 y = heightmap[mapindex];
931                                 if (y < water_level)
932                                         continue;
933
934                                 u32 vi = vm->m_area.index(x, y, z);
935                                 // place on dirt_with_grass, since we know it is exposed to sunlight
936                                 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
937                                         vm->m_area.add_y(em, vi, 1);
938                                         vm->m_data[vi] = n_junglegrass;
939                                 }
940                         }
941                 }
942
943                 // Put trees in random places on part of division
944                 for (u32 i = 0; i < tree_count; i++) {
945                         s16 x = myrand_range(p2d_min.X, p2d_max.X);
946                         s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
947                         int mapindex = central_area_size.X * (z - node_min.Z)
948                                                         + (x - node_min.X);
949                         s16 y = heightmap[mapindex];
950                         // Don't make a tree under water level
951                         // Don't make a tree so high that it doesn't fit
952                         if (y < water_level || y > node_max.Y - 6)
953                                 continue;
954
955                         v3s16 p(x, y, z);
956                         // Trees grow only on mud and grass and snowblock
957                         {
958                                 u32 i = vm->m_area.index(p);
959                                 content_t c = vm->m_data[i].getContent();
960                                 if (c != c_dirt &&
961                                                 c != c_dirt_with_grass &&
962                                                 c != c_dirt_with_snow &&
963                                                 c != c_snowblock)
964                                         continue;
965                         }
966                         p.Y++;
967
968                         // Make a tree
969                         if (bt == BT_JUNGLE) {
970                                 treegen::make_jungletree(*vm, p, ndef, myrand());
971                         } else if (bt == BT_TAIGA) {
972                                 treegen::make_pine_tree(*vm, p - v3s16(0, 1, 0), ndef, myrand());
973                         } else if (bt == BT_NORMAL) {
974                                 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
975                                                         getHaveAppleTree(v2s16(x, z));
976                                 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
977                         }
978                 }
979         }
980         //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
981 }
982
983
984 void MapgenV6::growGrass() // Add surface nodes
985 {
986         MapNode n_dirt_with_grass(c_dirt_with_grass);
987         MapNode n_dirt_with_snow(c_dirt_with_snow);
988         MapNode n_snowblock(c_snowblock);
989         MapNode n_snow(c_snow);
990         v3s16 em = vm->m_area.getExtent();
991
992         u32 index = 0;
993         for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
994         for (s16 x = full_node_min.X; x <= full_node_max.X; x++, index++) {
995                 // Find the lowest surface to which enough light ends up to make
996                 // grass grow.  Basically just wait until not air and not leaves.
997                 s16 surface_y = 0;
998                 {
999                         u32 i = vm->m_area.index(x, node_max.Y, z);
1000                         s16 y;
1001                         // Go to ground level
1002                         for (y = node_max.Y; y >= full_node_min.Y; y--) {
1003                                 MapNode &n = vm->m_data[i];
1004                                 if (ndef->get(n).param_type != CPT_LIGHT ||
1005                                                 ndef->get(n).liquid_type != LIQUID_NONE ||
1006                                                 n.getContent() == c_ice)
1007                                         break;
1008                                 vm->m_area.add_y(em, i, -1);
1009                         }
1010                         surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
1011                 }
1012
1013                 BiomeV6Type bt = getBiome(index, v2s16(x, z));
1014                 u32 i = vm->m_area.index(x, surface_y, z);
1015                 content_t c = vm->m_data[i].getContent();
1016                 if (surface_y >= water_level - 20) {
1017                         if (bt == BT_TAIGA && c == c_dirt) {
1018                                 vm->m_data[i] = n_snowblock;
1019                                 vm->m_area.add_y(em, i, -1);
1020                                 vm->m_data[i] = n_dirt_with_snow;
1021                         } else if (bt == BT_TUNDRA) {
1022                                 if (c == c_dirt) {
1023                                         vm->m_data[i] = n_dirt_with_snow;
1024                                 } else if (c == c_stone && surface_y < node_max.Y) {
1025                                         vm->m_area.add_y(em, i, 1);
1026                                         vm->m_data[i] = n_snow;
1027                                 }
1028                         } else if (c == c_dirt) {
1029                                 vm->m_data[i] = n_dirt_with_grass;
1030                         }
1031                 }
1032         }
1033 }
1034
1035
1036 void MapgenV6::generateCaves(int max_stone_y)
1037 {
1038         float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
1039         int volume_nodes = (node_max.X - node_min.X + 1) *
1040                                            (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
1041         cave_amount = MYMAX(0.0, cave_amount);
1042         u32 caves_count = cave_amount * volume_nodes / 50000;
1043         u32 bruises_count = 1;
1044         PseudoRandom ps(blockseed + 21343);
1045         PseudoRandom ps2(blockseed + 1032);
1046
1047         if (ps.range(1, 6) == 1)
1048                 bruises_count = ps.range(0, ps.range(0, 2));
1049
1050         if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
1051                 caves_count   /= 3;
1052                 bruises_count /= 3;
1053         }
1054
1055         for (u32 i = 0; i < caves_count + bruises_count; i++) {
1056                 bool large_cave = (i >= caves_count);
1057                 CaveV6 cave(this, &ps, &ps2, large_cave);
1058
1059                 cave.makeCave(node_min, node_max, max_stone_y);
1060         }
1061 }