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1 /*
2 Minetest
3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU Lesser General Public License for more details.
14
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20 #include "mapgen.h"
21 #include "voxel.h"
22 #include "noise.h"
23 #include "mapblock.h"
24 #include "mapnode.h"
25 #include "map.h"
26 //#include "serverobject.h"
27 #include "content_sao.h"
28 #include "nodedef.h"
29 #include "content_mapnode.h" // For content_mapnode_get_new_name
30 #include "voxelalgorithms.h"
31 #include "profiler.h"
32 #include "settings.h" // For g_settings
33 #include "emerge.h"
34 #include "dungeongen.h"
35 #include "cavegen.h"
36 #include "treegen.h"
37 #include "mg_ore.h"
38 #include "mg_decoration.h"
39 #include "mapgen_v6.h"
40
41 FlagDesc flagdesc_mapgen_v6[] = {
42         {"jungles",    MGV6_JUNGLES},
43         {"biomeblend", MGV6_BIOMEBLEND},
44         {"mudflow",    MGV6_MUDFLOW},
45         {"snowbiomes", MGV6_SNOWBIOMES},
46         {NULL,         0}
47 };
48
49 ///////////////////////////////////////////////////////////////////////////////
50
51
52 MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge)
53         : Mapgen(mapgenid, params, emerge)
54 {
55         this->m_emerge = emerge;
56         this->ystride = csize.X; //////fix this
57
58         this->heightmap = new s16[csize.X * csize.Z];
59
60         MapgenV6Params *sp = (MapgenV6Params *)params->sparams;
61         this->spflags     = sp->spflags;
62         this->freq_desert = sp->freq_desert;
63         this->freq_beach  = sp->freq_beach;
64
65         np_cave        = &sp->np_cave;
66         np_humidity    = &sp->np_humidity;
67         np_trees       = &sp->np_trees;
68         np_apple_trees = &sp->np_apple_trees;
69
70         //// Create noise objects
71         noise_terrain_base   = new Noise(&sp->np_terrain_base,   seed, csize.X, csize.Y);
72         noise_terrain_higher = new Noise(&sp->np_terrain_higher, seed, csize.X, csize.Y);
73         noise_steepness      = new Noise(&sp->np_steepness,      seed, csize.X, csize.Y);
74         noise_height_select  = new Noise(&sp->np_height_select,  seed, csize.X, csize.Y);
75         noise_mud            = new Noise(&sp->np_mud,            seed, csize.X, csize.Y);
76         noise_beach          = new Noise(&sp->np_beach,          seed, csize.X, csize.Y);
77         noise_biome          = new Noise(&sp->np_biome,          seed,
78                         csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
79         noise_humidity       = new Noise(&sp->np_humidity,       seed,
80                         csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
81
82         //// Resolve nodes to be used
83         INodeDefManager *ndef = emerge->ndef;
84
85         c_stone           = ndef->getId("mapgen_stone");
86         c_dirt            = ndef->getId("mapgen_dirt");
87         c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
88         c_sand            = ndef->getId("mapgen_sand");
89         c_water_source    = ndef->getId("mapgen_water_source");
90         c_lava_source     = ndef->getId("mapgen_lava_source");
91         c_gravel          = ndef->getId("mapgen_gravel");
92         c_desert_stone    = ndef->getId("mapgen_desert_stone");
93         c_desert_sand     = ndef->getId("mapgen_desert_sand");
94         c_dirt_with_snow  = ndef->getId("mapgen_dirt_with_snow");
95         c_snow            = ndef->getId("mapgen_snow");
96         c_snowblock       = ndef->getId("mapgen_snowblock");
97         c_ice             = ndef->getId("mapgen_ice");
98
99         c_cobble          = ndef->getId("mapgen_cobble");
100         c_stair_cobble    = ndef->getId("mapgen_stair_cobble");
101         c_mossycobble     = ndef->getId("mapgen_mossycobble");
102
103         if (c_desert_sand == CONTENT_IGNORE)
104                 c_desert_sand = c_sand;
105         if (c_desert_stone == CONTENT_IGNORE)
106                 c_desert_stone = c_stone;
107         if (c_mossycobble == CONTENT_IGNORE)
108                 c_mossycobble = c_cobble;
109         if (c_stair_cobble == CONTENT_IGNORE)
110                 c_stair_cobble = c_cobble;
111         if (c_dirt_with_snow == CONTENT_IGNORE)
112                 c_dirt_with_snow = c_dirt_with_grass;
113         if (c_snow == CONTENT_IGNORE)
114                 c_snow = CONTENT_AIR;
115         if (c_snowblock == CONTENT_IGNORE)
116                 c_snowblock = c_dirt_with_grass;
117         if (c_ice == CONTENT_IGNORE)
118                 c_ice = c_water_source;
119 }
120
121
122 MapgenV6::~MapgenV6()
123 {
124         delete noise_terrain_base;
125         delete noise_terrain_higher;
126         delete noise_steepness;
127         delete noise_height_select;
128         delete noise_mud;
129         delete noise_beach;
130         delete noise_biome;
131         delete noise_humidity;
132
133         delete[] heightmap;
134 }
135
136
137 MapgenV6Params::MapgenV6Params()
138 {
139         spflags     = MGV6_BIOMEBLEND | MGV6_MUDFLOW;
140         freq_desert = 0.45;
141         freq_beach  = 0.15;
142
143         np_terrain_base   = NoiseParams(-4,   20.0, v3f(250.0, 250.0, 250.0), 82341,  5, 0.6,  2.0);
144         np_terrain_higher = NoiseParams(20,   16.0, v3f(500.0, 500.0, 500.0), 85039,  5, 0.6,  2.0);
145         np_steepness      = NoiseParams(0.85, 0.5,  v3f(125.0, 125.0, 125.0), -932,   5, 0.7,  2.0);
146         np_height_select  = NoiseParams(0,    1.0,  v3f(250.0, 250.0, 250.0), 4213,   5, 0.69, 2.0);
147         np_mud            = NoiseParams(4,    2.0,  v3f(200.0, 200.0, 200.0), 91013,  3, 0.55, 2.0);
148         np_beach          = NoiseParams(0,    1.0,  v3f(250.0, 250.0, 250.0), 59420,  3, 0.50, 2.0);
149         np_biome          = NoiseParams(0,    1.0,  v3f(500.0, 500.0, 500.0), 9130,   3, 0.50, 2.0);
150         np_cave           = NoiseParams(6,    6.0,  v3f(250.0, 250.0, 250.0), 34329,  3, 0.50, 2.0);
151         np_humidity       = NoiseParams(0.5,  0.5,  v3f(500.0, 500.0, 500.0), 72384,  3, 0.50, 2.0);
152         np_trees          = NoiseParams(0,    1.0,  v3f(125.0, 125.0, 125.0), 2,      4, 0.66, 2.0);
153         np_apple_trees    = NoiseParams(0,    1.0,  v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0);
154 }
155
156
157 void MapgenV6Params::readParams(const Settings *settings)
158 {
159         settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
160         settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
161         settings->getFloatNoEx("mgv6_freq_beach",  freq_beach);
162
163         settings->getNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
164         settings->getNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
165         settings->getNoiseParams("mgv6_np_steepness",      np_steepness);
166         settings->getNoiseParams("mgv6_np_height_select",  np_height_select);
167         settings->getNoiseParams("mgv6_np_mud",            np_mud);
168         settings->getNoiseParams("mgv6_np_beach",          np_beach);
169         settings->getNoiseParams("mgv6_np_biome",          np_biome);
170         settings->getNoiseParams("mgv6_np_cave",           np_cave);
171         settings->getNoiseParams("mgv6_np_humidity",       np_humidity);
172         settings->getNoiseParams("mgv6_np_trees",          np_trees);
173         settings->getNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
174 }
175
176
177 void MapgenV6Params::writeParams(Settings *settings) const
178 {
179         settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, (u32)-1);
180         settings->setFloat("mgv6_freq_desert", freq_desert);
181         settings->setFloat("mgv6_freq_beach",  freq_beach);
182
183         settings->setNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
184         settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
185         settings->setNoiseParams("mgv6_np_steepness",      np_steepness);
186         settings->setNoiseParams("mgv6_np_height_select",  np_height_select);
187         settings->setNoiseParams("mgv6_np_mud",            np_mud);
188         settings->setNoiseParams("mgv6_np_beach",          np_beach);
189         settings->setNoiseParams("mgv6_np_biome",          np_biome);
190         settings->setNoiseParams("mgv6_np_cave",           np_cave);
191         settings->setNoiseParams("mgv6_np_humidity",       np_humidity);
192         settings->setNoiseParams("mgv6_np_trees",          np_trees);
193         settings->setNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
194 }
195
196
197 //////////////////////// Some helper functions for the map generator
198
199
200 // Returns Y one under area minimum if not found
201 s16 MapgenV6::find_stone_level(v2s16 p2d)
202 {
203         v3s16 em = vm->m_area.getExtent();
204         s16 y_nodes_max = vm->m_area.MaxEdge.Y;
205         s16 y_nodes_min = vm->m_area.MinEdge.Y;
206         u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
207         s16 y;
208
209         for (y = y_nodes_max; y >= y_nodes_min; y--) {
210                 content_t c = vm->m_data[i].getContent();
211                 if (c != CONTENT_IGNORE && (c == c_stone || c == c_desert_stone))
212                         break;
213
214                 vm->m_area.add_y(em, i, -1);
215         }
216         return (y >= y_nodes_min) ? y : y_nodes_min - 1;
217 }
218
219
220 // Required by mapgen.h
221 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
222 {
223         /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
224                         seed, v2s16(blockpos.X, blockpos.Z));*/
225         // Nah, this is just a heuristic, just return something
226         s16 minimum_groundlevel = water_level;
227
228         if(blockpos.Y * MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
229                 return true;
230         else
231                 return false;
232 }
233
234
235 //////////////////////// Base terrain height functions
236
237 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
238         float steepness, float height_select)
239 {
240         float base   = 1 + terrain_base;
241         float higher = 1 + terrain_higher;
242
243         // Limit higher ground level to at least base
244         if(higher < base)
245                 higher = base;
246
247         // Steepness factor of cliffs
248         float b = steepness;
249         b = rangelim(b, 0.0, 1000.0);
250         b = 5 * b * b * b * b * b * b * b;
251         b = rangelim(b, 0.5, 1000.0);
252
253         // Values 1.5...100 give quite horrible looking slopes
254         if (b > 1.5 && b < 100.0)
255                 b = (b < 10.0) ? 1.5 : 100.0;
256
257         float a_off = -0.20; // Offset to more low
258         float a = 0.5 + b * (a_off + height_select);
259         a = rangelim(a, 0.0, 1.0); // Limit
260
261         return base * (1.0 - a) + higher * a;
262 }
263
264
265 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
266 {
267         if (flags & MG_FLAT)
268                 return water_level;
269
270         float terrain_base   = NoisePerlin2D_PO(&noise_terrain_base->np,
271                                                         p.X, 0.5, p.Y, 0.5, seed);
272         float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np,
273                                                         p.X, 0.5, p.Y, 0.5, seed);
274         float steepness      = NoisePerlin2D_PO(&noise_steepness->np,
275                                                         p.X, 0.5, p.Y, 0.5, seed);
276         float height_select  = NoisePerlin2D_PO(&noise_height_select->np,
277                                                         p.X, 0.5, p.Y, 0.5, seed);
278
279         return baseTerrainLevel(terrain_base, terrain_higher,
280                                                         steepness, height_select);
281 }
282
283
284 float MapgenV6::baseTerrainLevelFromMap(v2s16 p)
285 {
286         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
287         return baseTerrainLevelFromMap(index);
288 }
289
290
291 float MapgenV6::baseTerrainLevelFromMap(int index)
292 {
293         if (flags & MG_FLAT)
294                 return water_level;
295
296         float terrain_base   = noise_terrain_base->result[index];
297         float terrain_higher = noise_terrain_higher->result[index];
298         float steepness      = noise_steepness->result[index];
299         float height_select  = noise_height_select->result[index];
300
301         return baseTerrainLevel(terrain_base, terrain_higher,
302                                                         steepness, height_select);
303 }
304
305
306 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
307 {
308         return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
309 }
310
311
312 int MapgenV6::getGroundLevelAtPoint(v2s16 p)
313 {
314         return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
315 }
316
317
318 //////////////////////// Noise functions
319
320 float MapgenV6::getMudAmount(v2s16 p)
321 {
322         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
323         return getMudAmount(index);
324 }
325
326
327 bool MapgenV6::getHaveBeach(v2s16 p)
328 {
329         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
330         return getHaveBeach(index);
331 }
332
333
334 BiomeV6Type MapgenV6::getBiome(v2s16 p)
335 {
336         int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
337                         + (p.X - full_node_min.X);
338         return getBiome(index, p);
339 }
340
341
342 float MapgenV6::getHumidity(v2s16 p)
343 {
344         /*double noise = noise2d_perlin(
345                 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
346                 seed+72384, 4, 0.66);
347         noise = (noise + 1.0)/2.0;*/
348
349         int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
350                         + (p.X - full_node_min.X);
351         float noise = noise_humidity->result[index];
352
353         if (noise < 0.0)
354                 noise = 0.0;
355         if (noise > 1.0)
356                 noise = 1.0;
357         return noise;
358 }
359
360
361 float MapgenV6::getTreeAmount(v2s16 p)
362 {
363         /*double noise = noise2d_perlin(
364                         0.5+(float)p.X/125, 0.5+(float)p.Y/125,
365                         seed+2, 4, 0.66);*/
366
367         float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
368         float zeroval = -0.39;
369         if (noise < zeroval)
370                 return 0;
371         else
372                 return 0.04 * (noise - zeroval) / (1.0 - zeroval);
373 }
374
375
376 bool MapgenV6::getHaveAppleTree(v2s16 p)
377 {
378         /*is_apple_tree = noise2d_perlin(
379                 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
380                 data->seed+342902, 3, 0.45) > 0.2;*/
381
382         float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
383
384         return noise > 0.2;
385 }
386
387
388 float MapgenV6::getMudAmount(int index)
389 {
390         if (flags & MG_FLAT)
391                 return AVERAGE_MUD_AMOUNT;
392
393         /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
394                         0.5+(float)p.X/200, 0.5+(float)p.Y/200,
395                         seed+91013, 3, 0.55));*/
396
397         return noise_mud->result[index];
398 }
399
400
401 bool MapgenV6::getHaveBeach(int index)
402 {
403         // Determine whether to have sand here
404         /*double sandnoise = noise2d_perlin(
405                         0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
406                         seed+59420, 3, 0.50);*/
407
408         float sandnoise = noise_beach->result[index];
409         return (sandnoise > freq_beach);
410 }
411
412
413 BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
414 {
415         // Just do something very simple as for now
416         /*double d = noise2d_perlin(
417                         0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
418                         seed+9130, 3, 0.50);*/
419
420         float d = noise_biome->result[index];
421         float h = noise_humidity->result[index];
422
423         if (spflags & MGV6_SNOWBIOMES) {
424                 float blend = (spflags & MGV6_BIOMEBLEND) ? noise2d(p.X, p.Y, seed) / 40 : 0;
425
426                 if (d > FREQ_HOT + blend) {
427                         if (h > FREQ_JUNGLE + blend)
428                                 return BT_JUNGLE;
429                         else
430                                 return BT_DESERT;
431                 } else if (d < FREQ_SNOW + blend) {
432                         if (h > FREQ_TAIGA + blend)
433                                 return BT_TAIGA;
434                         else
435                                 return BT_TUNDRA;
436                 } else {
437                         return BT_NORMAL;
438                 }
439         } else {
440                 if (d > freq_desert)
441                         return BT_DESERT;
442
443                 if ((spflags & MGV6_BIOMEBLEND) && (d > freq_desert - 0.10) &&
444                                 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
445                         return BT_DESERT;
446
447                 if ((spflags & MGV6_JUNGLES) && h > 0.75)
448                         return BT_JUNGLE;
449                 else
450                         return BT_NORMAL;
451         }
452 }
453
454
455 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
456 {
457         s32 x = p.X, y = p.Y, z = p.Z;
458         return (u32)(seed % 0x100000000ULL) + z * 38134234 + y * 42123 + x * 23;
459 }
460
461
462 //////////////////////// Map generator
463
464 void MapgenV6::makeChunk(BlockMakeData *data)
465 {
466         // Pre-conditions
467         assert(data->vmanip);
468         assert(data->nodedef);
469         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
470                    data->blockpos_requested.Y >= data->blockpos_min.Y &&
471                    data->blockpos_requested.Z >= data->blockpos_min.Z);
472         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
473                    data->blockpos_requested.Y <= data->blockpos_max.Y &&
474                    data->blockpos_requested.Z <= data->blockpos_max.Z);
475
476         this->generating = true;
477         this->vm   = data->vmanip;
478         this->ndef = data->nodedef;
479
480         // Hack: use minimum block coords for old code that assumes a single block
481         v3s16 blockpos_min = data->blockpos_min;
482         v3s16 blockpos_max = data->blockpos_max;
483
484         // Area of central chunk
485         node_min = blockpos_min * MAP_BLOCKSIZE;
486         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
487
488         // Full allocated area
489         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
490         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
491
492         central_area_size = node_max - node_min + v3s16(1, 1, 1);
493         assert(central_area_size.X == central_area_size.Z);
494
495         int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
496                                           * (blockpos_max.Y - blockpos_min.Y + 1)
497                                           * (blockpos_max.Z - blockpos_max.Z + 1);
498
499         volume_nodes = volume_blocks *
500                 MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
501
502         // Create a block-specific seed
503         blockseed = get_blockseed(data->seed, full_node_min);
504
505         // Make some noise
506         calculateNoise();
507
508         // Maximum height of the stone surface and obstacles.
509         // This is used to guide the cave generation
510         s16 stone_surface_max_y;
511
512         // Generate general ground level to full area
513         stone_surface_max_y = generateGround();
514
515         // Create initial heightmap to limit caves
516         updateHeightmap(node_min, node_max);
517
518         const s16 max_spread_amount = MAP_BLOCKSIZE;
519         // Limit dirt flow area by 1 because mud is flown into neighbors.
520         s16 mudflow_minpos = -max_spread_amount + 1;
521         s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
522
523         // Loop this part, it will make stuff look older and newer nicely
524         const u32 age_loops = 2;
525         for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
526                 // Make caves (this code is relatively horrible)
527                 if (flags & MG_CAVES)
528                         generateCaves(stone_surface_max_y);
529
530                 // Add mud to the central chunk
531                 addMud();
532
533                 // Flow mud away from steep edges
534                 if (spflags & MGV6_MUDFLOW)
535                         flowMud(mudflow_minpos, mudflow_maxpos);
536
537         }
538
539         // Update heightmap after mudflow
540         updateHeightmap(node_min, node_max);
541
542         // Add dungeons
543         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
544                 DungeonParams dp;
545
546                 dp.np_rarity  = nparams_dungeon_rarity;
547                 dp.np_density = nparams_dungeon_density;
548                 dp.np_wetness = nparams_dungeon_wetness;
549                 dp.c_water    = c_water_source;
550                 if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
551                         dp.c_cobble = c_desert_stone;
552                         dp.c_moss   = c_desert_stone;
553                         dp.c_stair  = c_desert_stone;
554
555                         dp.diagonal_dirs = true;
556                         dp.mossratio     = 0.0;
557                         dp.holesize      = v3s16(2, 3, 2);
558                         dp.roomsize      = v3s16(2, 5, 2);
559                         dp.notifytype    = GENNOTIFY_TEMPLE;
560                 } else {
561                         dp.c_cobble = c_cobble;
562                         dp.c_moss   = c_mossycobble;
563                         dp.c_stair  = c_stair_cobble;
564
565                         dp.diagonal_dirs = false;
566                         dp.mossratio     = 3.0;
567                         dp.holesize      = v3s16(1, 2, 1);
568                         dp.roomsize      = v3s16(0, 0, 0);
569                         dp.notifytype    = GENNOTIFY_DUNGEON;
570                 }
571
572                 DungeonGen dgen(this, &dp);
573                 dgen.generate(blockseed, full_node_min, full_node_max);
574         }
575
576         // Add top and bottom side of water to transforming_liquid queue
577         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
578
579         // Add surface nodes
580         growGrass();
581
582         // Generate some trees, and add grass, if a jungle
583         if (flags & MG_TREES)
584                 placeTreesAndJungleGrass();
585
586         // Generate the registered decorations
587         m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
588
589         // Generate the registered ores
590         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
591
592         // Calculate lighting
593         if (flags & MG_LIGHT)
594                 calcLighting(node_min, node_max);
595
596         this->generating = false;
597 }
598
599
600 void MapgenV6::calculateNoise()
601 {
602         int x = node_min.X;
603         int z = node_min.Z;
604         int fx = full_node_min.X;
605         int fz = full_node_min.Z;
606
607         if (!(flags & MG_FLAT)) {
608                 noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
609                 noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
610                 noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
611                 noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
612                 noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
613         }
614
615         noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
616
617         noise_biome->perlinMap2D_PO(fx, 0.6, fz, 0.2);
618         noise_humidity->perlinMap2D_PO(fx, 0.0, fz, 0.0);
619         // Humidity map does not need range limiting 0 to 1,
620         // only humidity at point does
621 }
622
623
624 int MapgenV6::generateGround()
625 {
626         //TimeTaker timer1("Generating ground level");
627         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
628         MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
629         MapNode n_ice(c_ice);
630         int stone_surface_max_y = -MAP_GENERATION_LIMIT;
631
632         u32 index = 0;
633         for (s16 z = node_min.Z; z <= node_max.Z; z++)
634         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
635                 // Surface height
636                 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
637
638                 // Log it
639                 if (surface_y > stone_surface_max_y)
640                         stone_surface_max_y = surface_y;
641
642                 BiomeV6Type bt = getBiome(v2s16(x, z));
643
644                 // Fill ground with stone
645                 v3s16 em = vm->m_area.getExtent();
646                 u32 i = vm->m_area.index(x, node_min.Y, z);
647                 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
648                         if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
649                                 if (y <= surface_y) {
650                                         vm->m_data[i] = (y >= DESERT_STONE_BASE
651                                                         && bt == BT_DESERT) ?
652                                                 n_desert_stone : n_stone;
653                                 } else if (y <= water_level) {
654                                         vm->m_data[i] = (y >= ICE_BASE
655                                                         && bt == BT_TUNDRA) ?
656                                                 n_ice : n_water_source;
657                                 } else {
658                                         vm->m_data[i] = n_air;
659                                 }
660                         }
661                         vm->m_area.add_y(em, i, 1);
662                 }
663         }
664
665         return stone_surface_max_y;
666 }
667
668
669 void MapgenV6::addMud()
670 {
671         // 15ms @cs=8
672         //TimeTaker timer1("add mud");
673         MapNode n_dirt(c_dirt), n_gravel(c_gravel);
674         MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
675         MapNode addnode;
676
677         u32 index = 0;
678         for (s16 z = node_min.Z; z <= node_max.Z; z++)
679         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
680                 // Randomize mud amount
681                 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
682
683                 // Find ground level
684                 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
685
686                 // Handle area not found
687                 if (surface_y == vm->m_area.MinEdge.Y - 1)
688                         continue;
689
690                 BiomeV6Type bt = getBiome(v2s16(x, z));
691                 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
692
693                 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
694                         addnode = n_sand;
695                 } else if (mud_add_amount <= 0) {
696                         mud_add_amount = 1 - mud_add_amount;
697                         addnode = n_gravel;
698                 } else if (bt != BT_DESERT && getHaveBeach(index) &&
699                                 surface_y + mud_add_amount <= water_level + 2) {
700                         addnode = n_sand;
701                 }
702
703                 if ((bt == BT_DESERT || bt == BT_TUNDRA) && surface_y > 20)
704                         mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
705
706                 /* If topmost node is grass, change it to mud.  It might be if it was
707                 // flown to there from a neighboring chunk and then converted.
708                 u32 i = vm->m_area.index(x, surface_y, z);
709                 if (vm->m_data[i].getContent() == c_dirt_with_grass)
710                         vm->m_data[i] = n_dirt;*/
711
712                 // Add mud on ground
713                 s16 mudcount = 0;
714                 v3s16 em = vm->m_area.getExtent();
715                 s16 y_start = surface_y + 1;
716                 u32 i = vm->m_area.index(x, y_start, z);
717                 for (s16 y = y_start; y <= node_max.Y; y++) {
718                         if (mudcount >= mud_add_amount)
719                                 break;
720
721                         vm->m_data[i] = addnode;
722                         mudcount++;
723
724                         vm->m_area.add_y(em, i, 1);
725                 }
726         }
727 }
728
729
730 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
731 {
732         // 340ms @cs=8
733         //TimeTaker timer1("flow mud");
734
735         // Iterate a few times
736         for (s16 k = 0; k < 3; k++) {
737                 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
738                 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
739                         // Invert coordinates every 2nd iteration
740                         if (k % 2 == 0) {
741                                 x = mudflow_maxpos - (x - mudflow_minpos);
742                                 z = mudflow_maxpos - (z - mudflow_minpos);
743                         }
744
745                         // Node position in 2d
746                         v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
747
748                         v3s16 em = vm->m_area.getExtent();
749                         u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
750                         s16 y = node_max.Y;
751
752                         while (y >= node_min.Y) {
753
754                         for (;; y--) {
755                                 MapNode *n = NULL;
756                                 // Find mud
757                                 for (; y >= node_min.Y; y--) {
758                                         n = &vm->m_data[i];
759                                         if (n->getContent() == c_dirt ||
760                                                         n->getContent() == c_dirt_with_grass ||
761                                                         n->getContent() == c_gravel)
762                                                 break;
763
764                                         vm->m_area.add_y(em, i, -1);
765                                 }
766
767                                 // Stop if out of area
768                                 //if(vmanip.m_area.contains(i) == false)
769                                 if (y < node_min.Y)
770                                         break;
771
772                                 if (n->getContent() == c_dirt ||
773                                                 n->getContent() == c_dirt_with_grass) {
774                                         // Make it exactly mud
775                                         n->setContent(c_dirt);
776
777                                         // Don't flow it if the stuff under it is not mud
778                                         {
779                                                 u32 i2 = i;
780                                                 vm->m_area.add_y(em, i2, -1);
781                                                 // Cancel if out of area
782                                                 if (vm->m_area.contains(i2) == false)
783                                                         continue;
784                                                 MapNode *n2 = &vm->m_data[i2];
785                                                 if (n2->getContent() != c_dirt &&
786                                                                 n2->getContent() != c_dirt_with_grass)
787                                                         continue;
788                                         }
789                                 }
790
791                                 v3s16 dirs4[4] = {
792                                         v3s16(0, 0, 1), // back
793                                         v3s16(1, 0, 0), // right
794                                         v3s16(0, 0, -1), // front
795                                         v3s16(-1, 0, 0), // left
796                                 };
797
798                                 // Check that upper is air or doesn't exist.
799                                 // Cancel dropping if upper keeps it in place
800                                 u32 i3 = i;
801                                 vm->m_area.add_y(em, i3, 1);
802                                 if (vm->m_area.contains(i3) == true &&
803                                                 ndef->get(vm->m_data[i3]).walkable)
804                                         continue;
805
806                                 // Drop mud on side
807                                 for(u32 di = 0; di < 4; di++) {
808                                         v3s16 dirp = dirs4[di];
809                                         u32 i2 = i;
810                                         // Move to side
811                                         vm->m_area.add_p(em, i2, dirp);
812                                         // Fail if out of area
813                                         if (vm->m_area.contains(i2) == false)
814                                                 continue;
815                                         // Check that side is air
816                                         MapNode *n2 = &vm->m_data[i2];
817                                         if (ndef->get(*n2).walkable)
818                                                 continue;
819                                         // Check that under side is air
820                                         vm->m_area.add_y(em, i2, -1);
821                                         if (vm->m_area.contains(i2) == false)
822                                                 continue;
823                                         n2 = &vm->m_data[i2];
824                                         if (ndef->get(*n2).walkable)
825                                                 continue;
826                                         // Loop further down until not air
827                                         bool dropped_to_unknown = false;
828                                         do {
829                                                 vm->m_area.add_y(em, i2, -1);
830                                                 n2 = &vm->m_data[i2];
831                                                 // if out of known area
832                                                 if(vm->m_area.contains(i2) == false ||
833                                                                 n2->getContent() == CONTENT_IGNORE) {
834                                                         dropped_to_unknown = true;
835                                                         break;
836                                                 }
837                                         } while (ndef->get(*n2).walkable == false);
838                                         // Loop one up so that we're in air
839                                         vm->m_area.add_y(em, i2, 1);
840                                         n2 = &vm->m_data[i2];
841
842                                         bool old_is_water = (n->getContent() == c_water_source);
843                                         // Move mud to new place
844                                         if (!dropped_to_unknown) {
845                                                 *n2 = *n;
846                                                 // Set old place to be air (or water)
847                                                 if(old_is_water)
848                                                         *n = MapNode(c_water_source);
849                                                 else
850                                                         *n = MapNode(CONTENT_AIR);
851                                         }
852
853                                         // Done
854                                         break;
855                                 }
856                         }
857                         }
858                 }
859         }
860 }
861
862
863 void MapgenV6::placeTreesAndJungleGrass()
864 {
865         //TimeTaker t("placeTrees");
866         if (node_max.Y < water_level)
867                 return;
868
869         PseudoRandom grassrandom(blockseed + 53);
870         content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
871         // if we don't have junglegrass, don't place cignore... that's bad
872         if (c_junglegrass == CONTENT_IGNORE)
873                 c_junglegrass = CONTENT_AIR;
874         MapNode n_junglegrass(c_junglegrass);
875         v3s16 em = vm->m_area.getExtent();
876
877         // Divide area into parts
878         s16 div = 8;
879         s16 sidelen = central_area_size.X / div;
880         double area = sidelen * sidelen;
881
882         // N.B.  We must add jungle grass first, since tree leaves will
883         // obstruct the ground, giving us a false ground level
884         for (s16 z0 = 0; z0 < div; z0++)
885         for (s16 x0 = 0; x0 < div; x0++) {
886                 // Center position of part of division
887                 v2s16 p2d_center(
888                         node_min.X + sidelen / 2 + sidelen * x0,
889                         node_min.Z + sidelen / 2 + sidelen * z0
890                 );
891                 // Minimum edge of part of division
892                 v2s16 p2d_min(
893                         node_min.X + sidelen * x0,
894                         node_min.Z + sidelen * z0
895                 );
896                 // Maximum edge of part of division
897                 v2s16 p2d_max(
898                         node_min.X + sidelen + sidelen * x0 - 1,
899                         node_min.Z + sidelen + sidelen * z0 - 1
900                 );
901
902                 // Get biome at center position of part of division
903                 BiomeV6Type bt = getBiome(p2d_center);
904
905                 // Amount of trees
906                 u32 tree_count;
907                 if (bt == BT_JUNGLE || bt == BT_TAIGA || bt == BT_NORMAL) {
908                         tree_count = area * getTreeAmount(p2d_center);
909                         if (bt == BT_JUNGLE)
910                                 tree_count *= 4;
911                 } else {
912                         tree_count = 0;
913                 }
914
915                 // Add jungle grass
916                 if (bt == BT_JUNGLE) {
917                         float humidity = getHumidity(p2d_center);
918                         u32 grass_count = 5 * humidity * tree_count;
919                         for (u32 i = 0; i < grass_count; i++) {
920                                 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
921                                 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
922                                 int mapindex = central_area_size.X * (z - node_min.Z)
923                                                                 + (x - node_min.X);
924                                 s16 y = heightmap[mapindex];
925                                 if (y < water_level)
926                                         continue;
927
928                                 u32 vi = vm->m_area.index(x, y, z);
929                                 // place on dirt_with_grass, since we know it is exposed to sunlight
930                                 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
931                                         vm->m_area.add_y(em, vi, 1);
932                                         vm->m_data[vi] = n_junglegrass;
933                                 }
934                         }
935                 }
936
937                 // Put trees in random places on part of division
938                 for (u32 i = 0; i < tree_count; i++) {
939                         s16 x = myrand_range(p2d_min.X, p2d_max.X);
940                         s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
941                         int mapindex = central_area_size.X * (z - node_min.Z)
942                                                         + (x - node_min.X);
943                         s16 y = heightmap[mapindex];
944                         // Don't make a tree under water level
945                         // Don't make a tree so high that it doesn't fit
946                         if (y < water_level || y > node_max.Y - 6)
947                                 continue;
948
949                         v3s16 p(x, y, z);
950                         // Trees grow only on mud and grass and snowblock
951                         {
952                                 u32 i = vm->m_area.index(p);
953                                 content_t c = vm->m_data[i].getContent();
954                                 if (c != c_dirt &&
955                                                 c != c_dirt_with_grass &&
956                                                 c != c_dirt_with_snow &&
957                                                 c != c_snowblock)
958                                         continue;
959                         }
960                         p.Y++;
961
962                         // Make a tree
963                         if (bt == BT_JUNGLE) {
964                                 treegen::make_jungletree(*vm, p, ndef, myrand());
965                         } else if (bt == BT_TAIGA) {
966                                 treegen::make_pine_tree(*vm, p - v3s16(0, 1, 0), ndef, myrand());
967                         } else if (bt == BT_NORMAL) {
968                                 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
969                                                         getHaveAppleTree(v2s16(x, z));
970                                 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
971                         }
972                 }
973         }
974         //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
975 }
976
977
978 void MapgenV6::growGrass() // Add surface nodes
979 {
980         MapNode n_dirt_with_grass(c_dirt_with_grass);
981         MapNode n_dirt_with_snow(c_dirt_with_snow);
982         MapNode n_snowblock(c_snowblock);
983         MapNode n_snow(c_snow);
984         v3s16 em = vm->m_area.getExtent();
985
986         u32 index = 0;
987         for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
988         for (s16 x = full_node_min.X; x <= full_node_max.X; x++, index++) {
989                 // Find the lowest surface to which enough light ends up to make
990                 // grass grow.  Basically just wait until not air and not leaves.
991                 s16 surface_y = 0;
992                 {
993                         u32 i = vm->m_area.index(x, node_max.Y, z);
994                         s16 y;
995                         // Go to ground level
996                         for (y = node_max.Y; y >= full_node_min.Y; y--) {
997                                 MapNode &n = vm->m_data[i];
998                                 if (ndef->get(n).param_type != CPT_LIGHT ||
999                                                 ndef->get(n).liquid_type != LIQUID_NONE ||
1000                                                 n.getContent() == c_ice)
1001                                         break;
1002                                 vm->m_area.add_y(em, i, -1);
1003                         }
1004                         surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
1005                 }
1006
1007                 BiomeV6Type bt = getBiome(index, v2s16(x, z));
1008                 u32 i = vm->m_area.index(x, surface_y, z);
1009                 content_t c = vm->m_data[i].getContent();
1010                 if (surface_y >= water_level - 20) {
1011                         if (bt == BT_TAIGA && c == c_dirt) {
1012                                 vm->m_data[i] = n_snowblock;
1013                                 vm->m_area.add_y(em, i, -1);
1014                                 vm->m_data[i] = n_dirt_with_snow;
1015                         } else if (bt == BT_TUNDRA) {
1016                                 if (c == c_dirt) {
1017                                         vm->m_data[i] = n_dirt_with_snow;
1018                                 } else if (c == c_stone && surface_y < node_max.Y) {
1019                                         vm->m_area.add_y(em, i, 1);
1020                                         vm->m_data[i] = n_snow;
1021                                 }
1022                         } else if (c == c_dirt) {
1023                                 vm->m_data[i] = n_dirt_with_grass;
1024                         }
1025                 }
1026         }
1027 }
1028
1029
1030 void MapgenV6::generateCaves(int max_stone_y)
1031 {
1032         float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
1033         int volume_nodes = (node_max.X - node_min.X + 1) *
1034                                            (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
1035         cave_amount = MYMAX(0.0, cave_amount);
1036         u32 caves_count = cave_amount * volume_nodes / 50000;
1037         u32 bruises_count = 1;
1038         PseudoRandom ps(blockseed + 21343);
1039         PseudoRandom ps2(blockseed + 1032);
1040
1041         if (ps.range(1, 6) == 1)
1042                 bruises_count = ps.range(0, ps.range(0, 2));
1043
1044         if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
1045                 caves_count   /= 3;
1046                 bruises_count /= 3;
1047         }
1048
1049         for (u32 i = 0; i < caves_count + bruises_count; i++) {
1050                 bool large_cave = (i >= caves_count);
1051                 CaveV6 cave(this, &ps, &ps2, large_cave);
1052
1053                 cave.makeCave(node_min, node_max, max_stone_y);
1054         }
1055 }