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