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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, MapgenV6Params *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         this->spflags     = params->spflags;
65         this->freq_desert = params->freq_desert;
66         this->freq_beach  = params->freq_beach;
67
68         np_cave        = &params->np_cave;
69         np_humidity    = &params->np_humidity;
70         np_trees       = &params->np_trees;
71         np_apple_trees = &params->np_apple_trees;
72
73         //// Create noise objects
74         noise_terrain_base   = new Noise(&params->np_terrain_base,   seed, csize.X, csize.Y);
75         noise_terrain_higher = new Noise(&params->np_terrain_higher, seed, csize.X, csize.Y);
76         noise_steepness      = new Noise(&params->np_steepness,      seed, csize.X, csize.Y);
77         noise_height_select  = new Noise(&params->np_height_select,  seed, csize.X, csize.Y);
78         noise_mud            = new Noise(&params->np_mud,            seed, csize.X, csize.Y);
79         noise_beach          = new Noise(&params->np_beach,          seed, csize.X, csize.Y);
80         noise_biome          = new Noise(&params->np_biome,          seed,
81                         csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
82         noise_humidity       = new Noise(&params->np_humidity,       seed,
83                         csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
84
85         //// Resolve nodes to be used
86         INodeDefManager *ndef = emerge->ndef;
87
88         c_stone           = ndef->getId("mapgen_stone");
89         c_dirt            = ndef->getId("mapgen_dirt");
90         c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
91         c_sand            = ndef->getId("mapgen_sand");
92         c_water_source    = ndef->getId("mapgen_water_source");
93         c_lava_source     = ndef->getId("mapgen_lava_source");
94         c_gravel          = ndef->getId("mapgen_gravel");
95         c_desert_stone    = ndef->getId("mapgen_desert_stone");
96         c_desert_sand     = ndef->getId("mapgen_desert_sand");
97         c_dirt_with_snow  = ndef->getId("mapgen_dirt_with_snow");
98         c_snow            = ndef->getId("mapgen_snow");
99         c_snowblock       = ndef->getId("mapgen_snowblock");
100         c_ice             = ndef->getId("mapgen_ice");
101
102         c_cobble          = ndef->getId("mapgen_cobble");
103         c_stair_cobble    = ndef->getId("mapgen_stair_cobble");
104         c_mossycobble     = ndef->getId("mapgen_mossycobble");
105
106         if (c_desert_sand == CONTENT_IGNORE)
107                 c_desert_sand = c_sand;
108         if (c_desert_stone == CONTENT_IGNORE)
109                 c_desert_stone = c_stone;
110         if (c_mossycobble == CONTENT_IGNORE)
111                 c_mossycobble = c_cobble;
112         if (c_stair_cobble == CONTENT_IGNORE)
113                 c_stair_cobble = c_cobble;
114         if (c_dirt_with_snow == CONTENT_IGNORE)
115                 c_dirt_with_snow = c_dirt_with_grass;
116         if (c_snow == CONTENT_IGNORE)
117                 c_snow = CONTENT_AIR;
118         if (c_snowblock == CONTENT_IGNORE)
119                 c_snowblock = c_dirt_with_grass;
120         if (c_ice == CONTENT_IGNORE)
121                 c_ice = c_water_source;
122 }
123
124
125 MapgenV6::~MapgenV6()
126 {
127         delete noise_terrain_base;
128         delete noise_terrain_higher;
129         delete noise_steepness;
130         delete noise_height_select;
131         delete noise_mud;
132         delete noise_beach;
133         delete noise_biome;
134         delete noise_humidity;
135
136         delete[] heightmap;
137 }
138
139
140 MapgenV6Params::MapgenV6Params()
141 {
142         spflags = MGV6_JUNGLES | MGV6_SNOWBIOMES | MGV6_TREES |
143                 MGV6_BIOMEBLEND | MGV6_MUDFLOW;
144
145         freq_desert = 0.45;
146         freq_beach  = 0.15;
147
148         np_terrain_base   = NoiseParams(-4,   20.0, v3f(250.0, 250.0, 250.0), 82341,  5, 0.6,  2.0);
149         np_terrain_higher = NoiseParams(20,   16.0, v3f(500.0, 500.0, 500.0), 85039,  5, 0.6,  2.0);
150         np_steepness      = NoiseParams(0.85, 0.5,  v3f(125.0, 125.0, 125.0), -932,   5, 0.7,  2.0);
151         np_height_select  = NoiseParams(0,    1.0,  v3f(250.0, 250.0, 250.0), 4213,   5, 0.69, 2.0);
152         np_mud            = NoiseParams(4,    2.0,  v3f(200.0, 200.0, 200.0), 91013,  3, 0.55, 2.0);
153         np_beach          = NoiseParams(0,    1.0,  v3f(250.0, 250.0, 250.0), 59420,  3, 0.50, 2.0);
154         np_biome          = NoiseParams(0,    1.0,  v3f(500.0, 500.0, 500.0), 9130,   3, 0.50, 2.0);
155         np_cave           = NoiseParams(6,    6.0,  v3f(250.0, 250.0, 250.0), 34329,  3, 0.50, 2.0);
156         np_humidity       = NoiseParams(0.5,  0.5,  v3f(500.0, 500.0, 500.0), 72384,  3, 0.50, 2.0);
157         np_trees          = NoiseParams(0,    1.0,  v3f(125.0, 125.0, 125.0), 2,      4, 0.66, 2.0);
158         np_apple_trees    = NoiseParams(0,    1.0,  v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0);
159 }
160
161
162 void MapgenV6Params::readParams(const Settings *settings)
163 {
164         settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
165         settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
166         settings->getFloatNoEx("mgv6_freq_beach",  freq_beach);
167
168         settings->getNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
169         settings->getNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
170         settings->getNoiseParams("mgv6_np_steepness",      np_steepness);
171         settings->getNoiseParams("mgv6_np_height_select",  np_height_select);
172         settings->getNoiseParams("mgv6_np_mud",            np_mud);
173         settings->getNoiseParams("mgv6_np_beach",          np_beach);
174         settings->getNoiseParams("mgv6_np_biome",          np_biome);
175         settings->getNoiseParams("mgv6_np_cave",           np_cave);
176         settings->getNoiseParams("mgv6_np_humidity",       np_humidity);
177         settings->getNoiseParams("mgv6_np_trees",          np_trees);
178         settings->getNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
179 }
180
181
182 void MapgenV6Params::writeParams(Settings *settings) const
183 {
184         settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, U32_MAX);
185         settings->setFloat("mgv6_freq_desert", freq_desert);
186         settings->setFloat("mgv6_freq_beach",  freq_beach);
187
188         settings->setNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
189         settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
190         settings->setNoiseParams("mgv6_np_steepness",      np_steepness);
191         settings->setNoiseParams("mgv6_np_height_select",  np_height_select);
192         settings->setNoiseParams("mgv6_np_mud",            np_mud);
193         settings->setNoiseParams("mgv6_np_beach",          np_beach);
194         settings->setNoiseParams("mgv6_np_biome",          np_biome);
195         settings->setNoiseParams("mgv6_np_cave",           np_cave);
196         settings->setNoiseParams("mgv6_np_humidity",       np_humidity);
197         settings->setNoiseParams("mgv6_np_trees",          np_trees);
198         settings->setNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
199 }
200
201
202 //////////////////////// Some helper functions for the map generator
203
204 // Returns Y one under area minimum if not found
205 s16 MapgenV6::find_stone_level(v2s16 p2d)
206 {
207         v3s16 em = vm->m_area.getExtent();
208         s16 y_nodes_max = vm->m_area.MaxEdge.Y;
209         s16 y_nodes_min = vm->m_area.MinEdge.Y;
210         u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
211         s16 y;
212
213         for (y = y_nodes_max; y >= y_nodes_min; y--) {
214                 content_t c = vm->m_data[i].getContent();
215                 if (c != CONTENT_IGNORE && (c == c_stone || c == c_desert_stone))
216                         break;
217
218                 vm->m_area.add_y(em, i, -1);
219         }
220         return (y >= y_nodes_min) ? y : y_nodes_min - 1;
221 }
222
223
224 // Required by mapgen.h
225 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
226 {
227         /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
228                         seed, v2s16(blockpos.X, blockpos.Z));*/
229         // Nah, this is just a heuristic, just return something
230         s16 minimum_groundlevel = water_level;
231
232         if(blockpos.Y * MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
233                 return true;
234         else
235                 return false;
236 }
237
238
239 //////////////////////// Base terrain height functions
240
241 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
242         float steepness, float height_select)
243 {
244         float base   = 1 + terrain_base;
245         float higher = 1 + terrain_higher;
246
247         // Limit higher ground level to at least base
248         if(higher < base)
249                 higher = base;
250
251         // Steepness factor of cliffs
252         float b = steepness;
253         b = rangelim(b, 0.0, 1000.0);
254         b = 5 * b * b * b * b * b * b * b;
255         b = rangelim(b, 0.5, 1000.0);
256
257         // Values 1.5...100 give quite horrible looking slopes
258         if (b > 1.5 && b < 100.0)
259                 b = (b < 10.0) ? 1.5 : 100.0;
260
261         float a_off = -0.20; // Offset to more low
262         float a = 0.5 + b * (a_off + height_select);
263         a = rangelim(a, 0.0, 1.0); // Limit
264
265         return base * (1.0 - a) + higher * a;
266 }
267
268
269 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
270 {
271         if (spflags & MGV6_FLAT)
272                 return water_level;
273
274         float terrain_base   = NoisePerlin2D_PO(&noise_terrain_base->np,
275                                                         p.X, 0.5, p.Y, 0.5, seed);
276         float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np,
277                                                         p.X, 0.5, p.Y, 0.5, seed);
278         float steepness      = NoisePerlin2D_PO(&noise_steepness->np,
279                                                         p.X, 0.5, p.Y, 0.5, seed);
280         float height_select  = NoisePerlin2D_PO(&noise_height_select->np,
281                                                         p.X, 0.5, p.Y, 0.5, seed);
282
283         return baseTerrainLevel(terrain_base, terrain_higher,
284                                                         steepness, height_select);
285 }
286
287
288 float MapgenV6::baseTerrainLevelFromMap(v2s16 p)
289 {
290         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
291         return baseTerrainLevelFromMap(index);
292 }
293
294
295 float MapgenV6::baseTerrainLevelFromMap(int index)
296 {
297         if (spflags & MGV6_FLAT)
298                 return water_level;
299
300         float terrain_base   = noise_terrain_base->result[index];
301         float terrain_higher = noise_terrain_higher->result[index];
302         float steepness      = noise_steepness->result[index];
303         float height_select  = noise_height_select->result[index];
304
305         return baseTerrainLevel(terrain_base, terrain_higher,
306                                                         steepness, height_select);
307 }
308
309
310 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
311 {
312         return baseTerrainLevelFromNoise(p2d) + MGV6_AVERAGE_MUD_AMOUNT;
313 }
314
315
316 int MapgenV6::getGroundLevelAtPoint(v2s16 p)
317 {
318         return baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
319 }
320
321
322 int MapgenV6::getSpawnLevelAtPoint(v2s16 p)
323 {
324         s16 level_at_point = baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
325         if (level_at_point <= water_level ||
326                         level_at_point > water_level + 16)
327                 return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
328         else
329                 return level_at_point;
330 }
331
332
333 //////////////////////// Noise functions
334
335 float MapgenV6::getMudAmount(v2s16 p)
336 {
337         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
338         return getMudAmount(index);
339 }
340
341
342 bool MapgenV6::getHaveBeach(v2s16 p)
343 {
344         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
345         return getHaveBeach(index);
346 }
347
348
349 BiomeV6Type MapgenV6::getBiome(v2s16 p)
350 {
351         int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
352                         + (p.X - full_node_min.X);
353         return getBiome(index, p);
354 }
355
356
357 float MapgenV6::getHumidity(v2s16 p)
358 {
359         /*double noise = noise2d_perlin(
360                 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
361                 seed+72384, 4, 0.66);
362         noise = (noise + 1.0)/2.0;*/
363
364         int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
365                         + (p.X - full_node_min.X);
366         float noise = noise_humidity->result[index];
367
368         if (noise < 0.0)
369                 noise = 0.0;
370         if (noise > 1.0)
371                 noise = 1.0;
372         return noise;
373 }
374
375
376 float MapgenV6::getTreeAmount(v2s16 p)
377 {
378         /*double noise = noise2d_perlin(
379                         0.5+(float)p.X/125, 0.5+(float)p.Y/125,
380                         seed+2, 4, 0.66);*/
381
382         float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
383         float zeroval = -0.39;
384         if (noise < zeroval)
385                 return 0;
386         else
387                 return 0.04 * (noise - zeroval) / (1.0 - zeroval);
388 }
389
390
391 bool MapgenV6::getHaveAppleTree(v2s16 p)
392 {
393         /*is_apple_tree = noise2d_perlin(
394                 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
395                 data->seed+342902, 3, 0.45) > 0.2;*/
396
397         float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
398
399         return noise > 0.2;
400 }
401
402
403 float MapgenV6::getMudAmount(int index)
404 {
405         if (spflags & MGV6_FLAT)
406                 return MGV6_AVERAGE_MUD_AMOUNT;
407
408         /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
409                         0.5+(float)p.X/200, 0.5+(float)p.Y/200,
410                         seed+91013, 3, 0.55));*/
411
412         return noise_mud->result[index];
413 }
414
415
416 bool MapgenV6::getHaveBeach(int index)
417 {
418         // Determine whether to have sand here
419         /*double sandnoise = noise2d_perlin(
420                         0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
421                         seed+59420, 3, 0.50);*/
422
423         float sandnoise = noise_beach->result[index];
424         return (sandnoise > freq_beach);
425 }
426
427
428 BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
429 {
430         // Just do something very simple as for now
431         /*double d = noise2d_perlin(
432                         0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
433                         seed+9130, 3, 0.50);*/
434
435         float d = noise_biome->result[index];
436         float h = noise_humidity->result[index];
437
438         if (spflags & MGV6_SNOWBIOMES) {
439                 float blend = (spflags & MGV6_BIOMEBLEND) ? noise2d(p.X, p.Y, seed) / 40 : 0;
440
441                 if (d > MGV6_FREQ_HOT + blend) {
442                         if (h > MGV6_FREQ_JUNGLE + blend)
443                                 return BT_JUNGLE;
444                         else
445                                 return BT_DESERT;
446                 } else if (d < MGV6_FREQ_SNOW + blend) {
447                         if (h > MGV6_FREQ_TAIGA + blend)
448                                 return BT_TAIGA;
449                         else
450                                 return BT_TUNDRA;
451                 } else {
452                         return BT_NORMAL;
453                 }
454         } else {
455                 if (d > freq_desert)
456                         return BT_DESERT;
457
458                 if ((spflags & MGV6_BIOMEBLEND) && (d > freq_desert - 0.10) &&
459                                 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
460                         return BT_DESERT;
461
462                 if ((spflags & MGV6_JUNGLES) && h > 0.75)
463                         return BT_JUNGLE;
464                 else
465                         return BT_NORMAL;
466         }
467 }
468
469
470 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
471 {
472         s32 x = p.X, y = p.Y, z = p.Z;
473         return (u32)(seed % 0x100000000ULL) + z * 38134234 + y * 42123 + x * 23;
474 }
475
476
477 //////////////////////// Map generator
478
479 void MapgenV6::makeChunk(BlockMakeData *data)
480 {
481         // Pre-conditions
482         assert(data->vmanip);
483         assert(data->nodedef);
484         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
485                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
486                 data->blockpos_requested.Z >= data->blockpos_min.Z);
487         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
488                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
489                 data->blockpos_requested.Z <= data->blockpos_max.Z);
490
491         this->generating = true;
492         this->vm   = data->vmanip;
493         this->ndef = data->nodedef;
494
495         // Hack: use minimum block coords for old code that assumes a single block
496         v3s16 blockpos_min = data->blockpos_min;
497         v3s16 blockpos_max = data->blockpos_max;
498
499         // Area of central chunk
500         node_min = blockpos_min * MAP_BLOCKSIZE;
501         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
502
503         // Full allocated area
504         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
505         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
506
507         central_area_size = node_max - node_min + v3s16(1, 1, 1);
508         assert(central_area_size.X == central_area_size.Z);
509
510         int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
511                                           * (blockpos_max.Y - blockpos_min.Y + 1)
512                                           * (blockpos_max.Z - blockpos_max.Z + 1);
513
514         volume_nodes = volume_blocks *
515                 MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
516
517         // Create a block-specific seed
518         blockseed = get_blockseed(data->seed, full_node_min);
519
520         // Make some noise
521         calculateNoise();
522
523         // Maximum height of the stone surface and obstacles.
524         // This is used to guide the cave generation
525         s16 stone_surface_max_y;
526
527         // Generate general ground level to full area
528         stone_surface_max_y = generateGround();
529
530         // Create initial heightmap to limit caves
531         updateHeightmap(node_min, node_max);
532
533         const s16 max_spread_amount = MAP_BLOCKSIZE;
534         // Limit dirt flow area by 1 because mud is flown into neighbors.
535         s16 mudflow_minpos = -max_spread_amount + 1;
536         s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
537
538         // Loop this part, it will make stuff look older and newer nicely
539         const u32 age_loops = 2;
540         for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
541                 // Make caves (this code is relatively horrible)
542                 if (flags & MG_CAVES)
543                         generateCaves(stone_surface_max_y);
544
545                 // Add mud to the central chunk
546                 addMud();
547
548                 // Flow mud away from steep edges
549                 if (spflags & MGV6_MUDFLOW)
550                         flowMud(mudflow_minpos, mudflow_maxpos);
551
552         }
553
554         // Update heightmap after mudflow
555         updateHeightmap(node_min, node_max);
556
557         // Add dungeons
558         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
559                 DungeonParams dp;
560
561                 dp.seed = seed;
562                 dp.c_water       = c_water_source;
563                 dp.c_river_water = c_water_source;
564                 dp.rooms_min     = 2;
565                 dp.rooms_max     = 16;
566                 dp.y_min         = -MAX_MAP_GENERATION_LIMIT;
567                 dp.y_max         = MAX_MAP_GENERATION_LIMIT;
568                 dp.np_density    = NoiseParams(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
569                 dp.np_alt_wall   = NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
570
571                 if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
572                         dp.c_wall     = c_desert_stone;
573                         dp.c_alt_wall = CONTENT_IGNORE;
574                         dp.c_stair    = c_desert_stone;
575
576                         dp.diagonal_dirs = true;
577                         dp.holesize      = v3s16(2, 3, 2);
578                         dp.roomsize      = v3s16(2, 5, 2);
579                         dp.notifytype    = GENNOTIFY_TEMPLE;
580                 } else {
581                         dp.c_wall     = c_cobble;
582                         dp.c_alt_wall = c_mossycobble;
583                         dp.c_stair    = c_stair_cobble;
584
585                         dp.diagonal_dirs = false;
586                         dp.holesize      = v3s16(1, 2, 1);
587                         dp.roomsize      = v3s16(0, 0, 0);
588                         dp.notifytype    = GENNOTIFY_DUNGEON;
589                 }
590
591                 DungeonGen dgen(ndef, &gennotify, &dp);
592                 dgen.generate(vm, blockseed, full_node_min, full_node_max);
593         }
594
595         // Add top and bottom side of water to transforming_liquid queue
596         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
597
598         // Add surface nodes
599         growGrass();
600
601         // Generate some trees, and add grass, if a jungle
602         if (spflags & MGV6_TREES)
603                 placeTreesAndJungleGrass();
604
605         // Generate the registered decorations
606         if (flags & MG_DECORATIONS)
607                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
608
609         // Generate the registered ores
610         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
611
612         // Calculate lighting
613         if (flags & MG_LIGHT)
614                 calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
615                         node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE,
616                         full_node_min, full_node_max);
617
618         this->generating = false;
619 }
620
621
622 void MapgenV6::calculateNoise()
623 {
624         int x = node_min.X;
625         int z = node_min.Z;
626         int fx = full_node_min.X;
627         int fz = full_node_min.Z;
628
629         if (!(spflags & MGV6_FLAT)) {
630                 noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
631                 noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
632                 noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
633                 noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
634                 noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
635         }
636
637         noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
638
639         noise_biome->perlinMap2D_PO(fx, 0.6, fz, 0.2);
640         noise_humidity->perlinMap2D_PO(fx, 0.0, fz, 0.0);
641         // Humidity map does not need range limiting 0 to 1,
642         // only humidity at point does
643 }
644
645
646 int MapgenV6::generateGround()
647 {
648         //TimeTaker timer1("Generating ground level");
649         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
650         MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
651         MapNode n_ice(c_ice);
652         int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
653
654         u32 index = 0;
655         for (s16 z = node_min.Z; z <= node_max.Z; z++)
656         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
657                 // Surface height
658                 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
659
660                 // Log it
661                 if (surface_y > stone_surface_max_y)
662                         stone_surface_max_y = surface_y;
663
664                 BiomeV6Type bt = getBiome(v2s16(x, z));
665
666                 // Fill ground with stone
667                 v3s16 em = vm->m_area.getExtent();
668                 u32 i = vm->m_area.index(x, node_min.Y, z);
669                 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
670                         if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
671                                 if (y <= surface_y) {
672                                         vm->m_data[i] = (y >= MGV6_DESERT_STONE_BASE
673                                                         && bt == BT_DESERT) ?
674                                                 n_desert_stone : n_stone;
675                                 } else if (y <= water_level) {
676                                         vm->m_data[i] = (y >= MGV6_ICE_BASE
677                                                         && bt == BT_TUNDRA) ?
678                                                 n_ice : n_water_source;
679                                 } else {
680                                         vm->m_data[i] = n_air;
681                                 }
682                         }
683                         vm->m_area.add_y(em, i, 1);
684                 }
685         }
686
687         return stone_surface_max_y;
688 }
689
690
691 void MapgenV6::addMud()
692 {
693         // 15ms @cs=8
694         //TimeTaker timer1("add mud");
695         MapNode n_dirt(c_dirt), n_gravel(c_gravel);
696         MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
697         MapNode addnode;
698
699         u32 index = 0;
700         for (s16 z = node_min.Z; z <= node_max.Z; z++)
701         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
702                 // Randomize mud amount
703                 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
704
705                 // Find ground level
706                 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
707
708                 // Handle area not found
709                 if (surface_y == vm->m_area.MinEdge.Y - 1)
710                         continue;
711
712                 BiomeV6Type bt = getBiome(v2s16(x, z));
713                 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
714
715                 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
716                         addnode = n_sand;
717                 } else if (mud_add_amount <= 0) {
718                         mud_add_amount = 1 - mud_add_amount;
719                         addnode = n_gravel;
720                 } else if (bt != BT_DESERT && getHaveBeach(index) &&
721                                 surface_y + mud_add_amount <= water_level + 2) {
722                         addnode = n_sand;
723                 }
724
725                 if ((bt == BT_DESERT || bt == BT_TUNDRA) && surface_y > 20)
726                         mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
727
728                 /* If topmost node is grass, change it to mud.  It might be if it was
729                 // flown to there from a neighboring chunk and then converted.
730                 u32 i = vm->m_area.index(x, surface_y, z);
731                 if (vm->m_data[i].getContent() == c_dirt_with_grass)
732                         vm->m_data[i] = n_dirt;*/
733
734                 // Add mud on ground
735                 s16 mudcount = 0;
736                 v3s16 em = vm->m_area.getExtent();
737                 s16 y_start = surface_y + 1;
738                 u32 i = vm->m_area.index(x, y_start, z);
739                 for (s16 y = y_start; y <= node_max.Y; y++) {
740                         if (mudcount >= mud_add_amount)
741                                 break;
742
743                         vm->m_data[i] = addnode;
744                         mudcount++;
745
746                         vm->m_area.add_y(em, i, 1);
747                 }
748         }
749 }
750
751
752 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
753 {
754         // 340ms @cs=8
755         //TimeTaker timer1("flow mud");
756
757         // Iterate a few times
758         for (s16 k = 0; k < 3; k++) {
759                 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
760                 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
761                         // Invert coordinates every 2nd iteration
762                         if (k % 2 == 0) {
763                                 x = mudflow_maxpos - (x - mudflow_minpos);
764                                 z = mudflow_maxpos - (z - mudflow_minpos);
765                         }
766
767                         // Node position in 2d
768                         v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
769
770                         v3s16 em = vm->m_area.getExtent();
771                         u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
772                         s16 y = node_max.Y;
773
774                         while (y >= node_min.Y) {
775
776                         for (;; y--) {
777                                 MapNode *n = NULL;
778                                 // Find mud
779                                 for (; y >= node_min.Y; y--) {
780                                         n = &vm->m_data[i];
781                                         if (n->getContent() == c_dirt ||
782                                                         n->getContent() == c_dirt_with_grass ||
783                                                         n->getContent() == c_gravel)
784                                                 break;
785
786                                         vm->m_area.add_y(em, i, -1);
787                                 }
788
789                                 // Stop if out of area
790                                 //if(vmanip.m_area.contains(i) == false)
791                                 if (y < node_min.Y)
792                                         break;
793
794                                 if (n->getContent() == c_dirt ||
795                                                 n->getContent() == c_dirt_with_grass) {
796                                         // Make it exactly mud
797                                         n->setContent(c_dirt);
798
799                                         // Don't flow it if the stuff under it is not mud
800                                         {
801                                                 u32 i2 = i;
802                                                 vm->m_area.add_y(em, i2, -1);
803                                                 // Cancel if out of area
804                                                 if (vm->m_area.contains(i2) == false)
805                                                         continue;
806                                                 MapNode *n2 = &vm->m_data[i2];
807                                                 if (n2->getContent() != c_dirt &&
808                                                                 n2->getContent() != c_dirt_with_grass)
809                                                         continue;
810                                         }
811                                 }
812
813                                 v3s16 dirs4[4] = {
814                                         v3s16(0, 0, 1), // back
815                                         v3s16(1, 0, 0), // right
816                                         v3s16(0, 0, -1), // front
817                                         v3s16(-1, 0, 0), // left
818                                 };
819
820                                 // Check that upper is air or doesn't exist.
821                                 // Cancel dropping if upper keeps it in place
822                                 u32 i3 = i;
823                                 vm->m_area.add_y(em, i3, 1);
824                                 if (vm->m_area.contains(i3) == true &&
825                                                 ndef->get(vm->m_data[i3]).walkable)
826                                         continue;
827
828                                 // Drop mud on side
829                                 for (u32 di = 0; di < 4; di++) {
830                                         v3s16 dirp = dirs4[di];
831                                         u32 i2 = i;
832                                         // Move to side
833                                         vm->m_area.add_p(em, i2, dirp);
834                                         // Fail if out of area
835                                         if (vm->m_area.contains(i2) == false)
836                                                 continue;
837                                         // Check that side is air
838                                         MapNode *n2 = &vm->m_data[i2];
839                                         if (ndef->get(*n2).walkable)
840                                                 continue;
841                                         // Check that under side is air
842                                         vm->m_area.add_y(em, i2, -1);
843                                         if (vm->m_area.contains(i2) == false)
844                                                 continue;
845                                         n2 = &vm->m_data[i2];
846                                         if (ndef->get(*n2).walkable)
847                                                 continue;
848                                         // Loop further down until not air
849                                         bool dropped_to_unknown = false;
850                                         do {
851                                                 vm->m_area.add_y(em, i2, -1);
852                                                 n2 = &vm->m_data[i2];
853                                                 // if out of known area
854                                                 if (vm->m_area.contains(i2) == false ||
855                                                                 n2->getContent() == CONTENT_IGNORE) {
856                                                         dropped_to_unknown = true;
857                                                         break;
858                                                 }
859                                         } while (ndef->get(*n2).walkable == false);
860                                         // Loop one up so that we're in air
861                                         vm->m_area.add_y(em, i2, 1);
862                                         n2 = &vm->m_data[i2];
863
864                                         bool old_is_water = (n->getContent() == c_water_source);
865                                         // Move mud to new place
866                                         if (!dropped_to_unknown) {
867                                                 *n2 = *n;
868                                                 // Set old place to be air (or water)
869                                                 if (old_is_water)
870                                                         *n = MapNode(c_water_source);
871                                                 else
872                                                         *n = MapNode(CONTENT_AIR);
873                                         }
874
875                                         // Done
876                                         break;
877                                 }
878                         }
879                         }
880                 }
881         }
882 }
883
884
885 void MapgenV6::placeTreesAndJungleGrass()
886 {
887         //TimeTaker t("placeTrees");
888         if (node_max.Y < water_level)
889                 return;
890
891         PseudoRandom grassrandom(blockseed + 53);
892         content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
893         // if we don't have junglegrass, don't place cignore... that's bad
894         if (c_junglegrass == CONTENT_IGNORE)
895                 c_junglegrass = CONTENT_AIR;
896         MapNode n_junglegrass(c_junglegrass);
897         v3s16 em = vm->m_area.getExtent();
898
899         // Divide area into parts
900         s16 div = 8;
901         s16 sidelen = central_area_size.X / div;
902         double area = sidelen * sidelen;
903
904         // N.B.  We must add jungle grass first, since tree leaves will
905         // obstruct the ground, giving us a false ground level
906         for (s16 z0 = 0; z0 < div; z0++)
907         for (s16 x0 = 0; x0 < div; x0++) {
908                 // Center position of part of division
909                 v2s16 p2d_center(
910                         node_min.X + sidelen / 2 + sidelen * x0,
911                         node_min.Z + sidelen / 2 + sidelen * z0
912                 );
913                 // Minimum edge of part of division
914                 v2s16 p2d_min(
915                         node_min.X + sidelen * x0,
916                         node_min.Z + sidelen * z0
917                 );
918                 // Maximum edge of part of division
919                 v2s16 p2d_max(
920                         node_min.X + sidelen + sidelen * x0 - 1,
921                         node_min.Z + sidelen + sidelen * z0 - 1
922                 );
923
924                 // Get biome at center position of part of division
925                 BiomeV6Type bt = getBiome(p2d_center);
926
927                 // Amount of trees
928                 u32 tree_count;
929                 if (bt == BT_JUNGLE || bt == BT_TAIGA || bt == BT_NORMAL) {
930                         tree_count = area * getTreeAmount(p2d_center);
931                         if (bt == BT_JUNGLE)
932                                 tree_count *= 4;
933                 } else {
934                         tree_count = 0;
935                 }
936
937                 // Add jungle grass
938                 if (bt == BT_JUNGLE) {
939                         float humidity = getHumidity(p2d_center);
940                         u32 grass_count = 5 * humidity * tree_count;
941                         for (u32 i = 0; i < grass_count; i++) {
942                                 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
943                                 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
944                                 int mapindex = central_area_size.X * (z - node_min.Z)
945                                                                 + (x - node_min.X);
946                                 s16 y = heightmap[mapindex];
947                                 if (y < water_level)
948                                         continue;
949
950                                 u32 vi = vm->m_area.index(x, y, z);
951                                 // place on dirt_with_grass, since we know it is exposed to sunlight
952                                 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
953                                         vm->m_area.add_y(em, vi, 1);
954                                         vm->m_data[vi] = n_junglegrass;
955                                 }
956                         }
957                 }
958
959                 // Put trees in random places on part of division
960                 for (u32 i = 0; i < tree_count; i++) {
961                         s16 x = myrand_range(p2d_min.X, p2d_max.X);
962                         s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
963                         int mapindex = central_area_size.X * (z - node_min.Z)
964                                                         + (x - node_min.X);
965                         s16 y = heightmap[mapindex];
966                         // Don't make a tree under water level
967                         // Don't make a tree so high that it doesn't fit
968                         if (y < water_level || y > node_max.Y - 6)
969                                 continue;
970
971                         v3s16 p(x, y, z);
972                         // Trees grow only on mud and grass and snowblock
973                         {
974                                 u32 i = vm->m_area.index(p);
975                                 content_t c = vm->m_data[i].getContent();
976                                 if (c != c_dirt &&
977                                                 c != c_dirt_with_grass &&
978                                                 c != c_dirt_with_snow &&
979                                                 c != c_snowblock)
980                                         continue;
981                         }
982                         p.Y++;
983
984                         // Make a tree
985                         if (bt == BT_JUNGLE) {
986                                 treegen::make_jungletree(*vm, p, ndef, myrand());
987                         } else if (bt == BT_TAIGA) {
988                                 treegen::make_pine_tree(*vm, p - v3s16(0, 1, 0), ndef, myrand());
989                         } else if (bt == BT_NORMAL) {
990                                 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
991                                                         getHaveAppleTree(v2s16(x, z));
992                                 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
993                         }
994                 }
995         }
996         //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
997 }
998
999
1000 void MapgenV6::growGrass() // Add surface nodes
1001 {
1002         MapNode n_dirt_with_grass(c_dirt_with_grass);
1003         MapNode n_dirt_with_snow(c_dirt_with_snow);
1004         MapNode n_snowblock(c_snowblock);
1005         MapNode n_snow(c_snow);
1006         v3s16 em = vm->m_area.getExtent();
1007
1008         u32 index = 0;
1009         for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
1010         for (s16 x = full_node_min.X; x <= full_node_max.X; x++, index++) {
1011                 // Find the lowest surface to which enough light ends up to make
1012                 // grass grow.  Basically just wait until not air and not leaves.
1013                 s16 surface_y = 0;
1014                 {
1015                         u32 i = vm->m_area.index(x, node_max.Y, z);
1016                         s16 y;
1017                         // Go to ground level
1018                         for (y = node_max.Y; y >= full_node_min.Y; y--) {
1019                                 MapNode &n = vm->m_data[i];
1020                                 if (ndef->get(n).param_type != CPT_LIGHT ||
1021                                                 ndef->get(n).liquid_type != LIQUID_NONE ||
1022                                                 n.getContent() == c_ice)
1023                                         break;
1024                                 vm->m_area.add_y(em, i, -1);
1025                         }
1026                         surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
1027                 }
1028
1029                 BiomeV6Type bt = getBiome(index, v2s16(x, z));
1030                 u32 i = vm->m_area.index(x, surface_y, z);
1031                 content_t c = vm->m_data[i].getContent();
1032                 if (surface_y >= water_level - 20) {
1033                         if (bt == BT_TAIGA && c == c_dirt) {
1034                                 vm->m_data[i] = n_snowblock;
1035                                 vm->m_area.add_y(em, i, -1);
1036                                 vm->m_data[i] = n_dirt_with_snow;
1037                         } else if (bt == BT_TUNDRA) {
1038                                 if (c == c_dirt) {
1039                                         vm->m_data[i] = n_dirt_with_snow;
1040                                 } else if (c == c_stone && surface_y < node_max.Y) {
1041                                         vm->m_area.add_y(em, i, 1);
1042                                         vm->m_data[i] = n_snow;
1043                                 }
1044                         } else if (c == c_dirt) {
1045                                 vm->m_data[i] = n_dirt_with_grass;
1046                         }
1047                 }
1048         }
1049 }
1050
1051
1052 void MapgenV6::generateCaves(int max_stone_y)
1053 {
1054         float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
1055         int volume_nodes = (node_max.X - node_min.X + 1) *
1056                                            (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
1057         cave_amount = MYMAX(0.0, cave_amount);
1058         u32 caves_count = cave_amount * volume_nodes / 50000;
1059         u32 bruises_count = 1;
1060         PseudoRandom ps(blockseed + 21343);
1061         PseudoRandom ps2(blockseed + 1032);
1062
1063         if (ps.range(1, 6) == 1)
1064                 bruises_count = ps.range(0, ps.range(0, 2));
1065
1066         if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
1067                 caves_count   /= 3;
1068                 bruises_count /= 3;
1069         }
1070
1071         for (u32 i = 0; i < caves_count + bruises_count; i++) {
1072                 CavesV6 cave(ndef, &gennotify, water_level, c_water_source, c_lava_source);
1073
1074                 bool large_cave = (i >= caves_count);
1075                 cave.makeCave(vm, node_min, node_max, &ps, &ps2,
1076                         large_cave, max_stone_y, heightmap);
1077         }
1078 }