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