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Remove useless recalculation of bounding box (mapblock_mesh)
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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 "main.h" // For g_profiler
34 #include "emerge.h"
35 #include "dungeongen.h"
36 #include "cavegen.h"
37 #include "treegen.h"
38 #include "mapgen_v6.h"
39
40 /////////////////// Mapgen V6 perlin noise default values
41 NoiseParams nparams_v6_def_terrain_base =
42         {-AVERAGE_MUD_AMOUNT, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6};
43 NoiseParams nparams_v6_def_terrain_higher =
44         {20.0, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6};
45 NoiseParams nparams_v6_def_steepness =
46         {0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7};
47 NoiseParams nparams_v6_def_height_select =
48         {0.5, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69};
49 NoiseParams nparams_v6_def_mud =
50         {AVERAGE_MUD_AMOUNT, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55};
51 NoiseParams nparams_v6_def_beach =
52         {0.0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50};
53 NoiseParams nparams_v6_def_biome =
54         {0.0, 1.0, v3f(250.0, 250.0, 250.0), 9130, 3, 0.50};
55 NoiseParams nparams_v6_def_cave =
56         {6.0, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50};
57 NoiseParams nparams_v6_def_humidity =
58         {0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 4, 0.66};
59 NoiseParams nparams_v6_def_trees =
60         {0.0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66};
61 NoiseParams nparams_v6_def_apple_trees =
62         {0.0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45};
63
64
65 ///////////////////////////////////////////////////////////////////////////////
66
67
68 MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params, EmergeManager *emerge) {
69         this->generating  = false;
70         this->id       = mapgenid;
71         this->emerge   = emerge;
72
73         this->seed     = (int)params->seed;
74         this->water_level = params->water_level;
75         this->flags   = params->flags;
76         this->csize   = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
77
78         this->freq_desert = params->freq_desert;
79         this->freq_beach  = params->freq_beach;
80
81         this->ystride = csize.X; //////fix this
82         
83         np_cave        = &params->np_cave;
84         np_humidity    = &params->np_humidity;
85         np_trees       = &params->np_trees;
86         np_apple_trees = &params->np_apple_trees;
87
88         noise_terrain_base   = new Noise(&params->np_terrain_base,   seed, csize.X, csize.Y);
89         noise_terrain_higher = new Noise(&params->np_terrain_higher, seed, csize.X, csize.Y);
90         noise_steepness      = new Noise(&params->np_steepness,      seed, csize.X, csize.Y);
91         noise_height_select  = new Noise(&params->np_height_select,  seed, csize.X, csize.Y);
92         noise_mud            = new Noise(&params->np_mud,            seed, csize.X, csize.Y);
93         noise_beach          = new Noise(&params->np_beach,          seed, csize.X, csize.Y);
94         noise_biome          = new Noise(&params->np_biome,          seed, csize.X, csize.Y);
95 }
96
97
98 MapgenV6::~MapgenV6() {
99         delete noise_terrain_base;
100         delete noise_terrain_higher;
101         delete noise_steepness;
102         delete noise_height_select;
103         delete noise_mud;
104         delete noise_beach;
105         delete noise_biome;
106 }
107
108
109 //////////////////////// Some helper functions for the map generator
110
111
112 // Returns Y one under area minimum if not found
113 s16 MapgenV6::find_stone_level(v2s16 p2d) {
114         v3s16 em = vm->m_area.getExtent();
115         s16 y_nodes_max = vm->m_area.MaxEdge.Y;
116         s16 y_nodes_min = vm->m_area.MinEdge.Y;
117         u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
118         s16 y;
119
120         for (y = y_nodes_max; y >= y_nodes_min; y--) {
121                 MapNode &n = vm->m_data[i];
122                 content_t c = n.getContent();
123                 if (c != CONTENT_IGNORE && (
124                         c == c_stone || c == c_desert_stone))
125                         break;
126
127                 vm->m_area.add_y(em, i, -1);
128         }
129         return (y >= y_nodes_min) ? y : y_nodes_min - 1;
130 }
131
132
133 // Required by mapgen.h
134 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
135 {
136         /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
137                         seed, v2s16(blockpos.X, blockpos.Z));*/
138         // Nah, this is just a heuristic, just return something
139         s16 minimum_groundlevel = water_level;
140
141         if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
142                 return true;
143         else
144                 return false;
145 }
146
147
148 //////////////////////// Base terrain height functions
149
150 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
151                                                                         float steepness, float height_select) { 
152         float base   = water_level + terrain_base;
153         float higher = water_level + terrain_higher;
154
155         // Limit higher ground level to at least base
156         if(higher < base)
157                 higher = base;
158
159         // Steepness factor of cliffs
160         float b = steepness;
161         b = rangelim(b, 0.0, 1000.0);
162         b = 5 * b * b * b * b * b * b * b;
163         b = rangelim(b, 0.5, 1000.0);
164
165         // Values 1.5...100 give quite horrible looking slopes
166         if (b > 1.5 && b < 100.0)
167                 b = (b < 10.0) ? 1.5 : 100.0;
168
169         float a_off = -0.20; // Offset to more low
170         float a = 0.5 + b * (a_off + height_select);
171         a = rangelim(a, 0.0, 1.0); // Limit
172         
173         return base * (1.0 - a) + higher * a;
174 }
175
176
177 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p) {
178         if (flags & MG_FLAT)
179                 return water_level;
180                 
181         float terrain_base   = NoisePerlin2DPosOffset(noise_terrain_base->np,
182                                                         p.X, 0.5, p.Y, 0.5, seed);
183         float terrain_higher = NoisePerlin2DPosOffset(noise_terrain_higher->np,
184                                                         p.X, 0.5, p.Y, 0.5, seed);
185         float steepness      = NoisePerlin2DPosOffset(noise_steepness->np,
186                                                         p.X, 0.5, p.Y, 0.5, seed);
187         float height_select  = NoisePerlin2DNoTxfmPosOffset(noise_height_select->np,
188                                                         p.X, 0.5, p.Y, 0.5, seed);
189
190         return baseTerrainLevel(terrain_base, terrain_higher,
191                                                         steepness,    height_select);
192 }
193
194
195 float MapgenV6::baseTerrainLevelFromMap(v2s16 p) {
196         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
197         return baseTerrainLevelFromMap(index);
198 }
199
200
201 float MapgenV6::baseTerrainLevelFromMap(int index) {
202         if (flags & MG_FLAT)
203                 return water_level;
204         
205         float terrain_base   = noise_terrain_base->result[index];
206         float terrain_higher = noise_terrain_higher->result[index];
207         float steepness      = noise_steepness->result[index];
208         float height_select  = noise_height_select->result[index];
209         
210         return baseTerrainLevel(terrain_base, terrain_higher,
211                                                         steepness,    height_select);
212 }
213
214
215 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) {
216         return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
217 }
218
219
220 int MapgenV6::getGroundLevelAtPoint(v2s16 p) {
221         return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
222 }
223
224
225 //////////////////////// Noise functions
226
227 float MapgenV6::getMudAmount(v2s16 p) {
228         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
229         return getMudAmount(index);
230 }
231
232
233 bool MapgenV6::getHaveBeach(v2s16 p) {
234         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
235         return getHaveBeach(index);
236 }
237
238
239 BiomeType MapgenV6::getBiome(v2s16 p) {
240         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
241         return getBiome(index, p);
242 }
243
244
245 float MapgenV6::getHumidity(v2s16 p)
246 {
247         /*double noise = noise2d_perlin(
248                 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
249                 seed+72384, 4, 0.66);
250         noise = (noise + 1.0)/2.0;*/
251
252         float noise = NoisePerlin2D(np_humidity, p.X, p.Y, seed);
253
254         if (noise < 0.0)
255                 noise = 0.0;
256         if (noise > 1.0)
257                 noise = 1.0;
258         return noise;
259 }
260
261
262 float MapgenV6::getTreeAmount(v2s16 p)
263 {
264         /*double noise = noise2d_perlin(
265                         0.5+(float)p.X/125, 0.5+(float)p.Y/125,
266                         seed+2, 4, 0.66);*/
267         
268         float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
269         float zeroval = -0.39;
270         if (noise < zeroval)
271                 return 0;
272         else
273                 return 0.04 * (noise-zeroval) / (1.0-zeroval);
274 }
275
276
277 bool MapgenV6::getHaveAppleTree(v2s16 p)
278 {
279         /*is_apple_tree = noise2d_perlin(
280                 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
281                 data->seed+342902, 3, 0.45) > 0.2;*/
282         
283         float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
284         
285         return noise > 0.2;
286 }
287
288
289 float MapgenV6::getMudAmount(int index)
290 {
291         if (flags & MG_FLAT)
292                 return AVERAGE_MUD_AMOUNT;
293                 
294         /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
295                         0.5+(float)p.X/200, 0.5+(float)p.Y/200,
296                         seed+91013, 3, 0.55));*/
297         
298         return noise_mud->result[index];
299 }
300
301
302 bool MapgenV6::getHaveBeach(int index)
303 {
304         // Determine whether to have sand here
305         /*double sandnoise = noise2d_perlin(
306                         0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
307                         seed+59420, 3, 0.50);*/
308         
309         float sandnoise = noise_beach->result[index];
310         return (sandnoise > freq_beach);
311 }
312
313
314 BiomeType MapgenV6::getBiome(int index, v2s16 p)
315 {
316         // Just do something very simple as for now
317         /*double d = noise2d_perlin(
318                         0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
319                         seed+9130, 3, 0.50);*/
320         
321         float d = noise_biome->result[index];
322         if (d > freq_desert)
323                 return BT_DESERT;
324                 
325         if ((flags & MGV6_BIOME_BLEND) &&
326                 (d > freq_desert - 0.10) &&
327                 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
328                 return BT_DESERT;
329         
330         return BT_NORMAL;
331 }
332
333
334 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
335 {
336         s32 x=p.X, y=p.Y, z=p.Z;
337         return (u32)(seed%0x100000000ULL) + z*38134234 + y*42123 + x*23;
338 }
339
340
341 //////////////////////// Map generator
342
343 void MapgenV6::makeChunk(BlockMakeData *data) {
344         assert(data->vmanip);
345         assert(data->nodedef);
346         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
347                    data->blockpos_requested.Y >= data->blockpos_min.Y &&
348                    data->blockpos_requested.Z >= data->blockpos_min.Z);
349         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
350                    data->blockpos_requested.Y <= data->blockpos_max.Y &&
351                    data->blockpos_requested.Z <= data->blockpos_max.Z);
352                         
353         this->generating = true;
354         this->vm   = data->vmanip;      
355         this->ndef = data->nodedef;
356         
357         // Hack: use minimum block coords for old code that assumes a single block
358         v3s16 blockpos = data->blockpos_requested;
359         v3s16 blockpos_min = data->blockpos_min;
360         v3s16 blockpos_max = data->blockpos_max;
361
362         // Area of central chunk
363         node_min = blockpos_min*MAP_BLOCKSIZE;
364         node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
365
366         // Full allocated area
367         full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
368         full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
369
370         central_area_size = node_max - node_min + v3s16(1,1,1);
371         assert(central_area_size.X == central_area_size.Z);
372
373         int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
374                                           * (blockpos_max.Y - blockpos_min.Y + 1)
375                                           * (blockpos_max.Z - blockpos_max.Z + 1);
376
377         volume_nodes = volume_blocks *
378                 MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
379
380         // Create a block-specific seed
381         blockseed = get_blockseed(data->seed, full_node_min);
382
383         // Make some noise
384         calculateNoise();
385
386         c_stone           = ndef->getId("mapgen_stone");
387         c_dirt            = ndef->getId("mapgen_dirt");
388         c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
389         c_sand            = ndef->getId("mapgen_sand");
390         c_water_source    = ndef->getId("mapgen_water_source");
391         c_lava_source     = ndef->getId("mapgen_lava_source");
392         c_gravel          = ndef->getId("mapgen_gravel");
393         c_cobble          = ndef->getId("mapgen_cobble");
394         c_desert_sand     = ndef->getId("mapgen_desert_sand");
395         c_desert_stone    = ndef->getId("mapgen_desert_stone");
396         if (c_desert_sand == CONTENT_IGNORE)
397                 c_desert_sand = c_sand;
398         if (c_desert_stone == CONTENT_IGNORE)
399                 c_desert_stone = c_stone;
400
401         // Maximum height of the stone surface and obstacles.
402         // This is used to guide the cave generation
403         s16 stone_surface_max_y;
404
405         // Generate general ground level to full area
406         stone_surface_max_y = generateGround();
407
408         generateExperimental();
409
410         const s16 max_spread_amount = MAP_BLOCKSIZE;
411         // Limit dirt flow area by 1 because mud is flown into neighbors.
412         s16 mudflow_minpos = -max_spread_amount + 1;
413         s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
414
415         // Loop this part, it will make stuff look older and newer nicely
416         const u32 age_loops = 2;
417         for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
418                 // Make caves (this code is relatively horrible)
419                 if (flags & MG_CAVES)
420                         generateCaves(stone_surface_max_y);
421
422                 // Add mud to the central chunk
423                 addMud();
424
425                 // Add blobs of dirt and gravel underground
426                 addDirtGravelBlobs();
427
428                 // Flow mud away from steep edges
429                 flowMud(mudflow_minpos, mudflow_maxpos);
430
431         }
432         
433         // Add dungeons
434         if (flags & MG_DUNGEONS) {
435                 DungeonGen dgen(ndef, data->seed, water_level);
436                 dgen.generate(vm, blockseed, full_node_min, full_node_max);
437         }
438         
439         // Add top and bottom side of water to transforming_liquid queue
440         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
441
442         // Grow grass
443         growGrass();
444
445         // Generate some trees, and add grass, if a jungle
446         if (flags & MG_TREES)
447                 placeTreesAndJungleGrass();
448
449         // Generate the registered ores
450         for (unsigned int i = 0; i != emerge->ores.size(); i++) {
451                 Ore *ore = emerge->ores[i];
452                 ore->placeOre(this, blockseed + i, node_min, node_max);
453         }
454
455         // Calculate lighting
456         calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
457                                  node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
458         
459         this->generating = false;
460 }
461
462
463 void MapgenV6::calculateNoise() {
464         int x = node_min.X;
465         int z = node_min.Z;
466
467         // Need to adjust for the original implementation's +.5 offset...
468         if (!(flags & MG_FLAT)) {
469                 noise_terrain_base->perlinMap2D(
470                         x + 0.5 * noise_terrain_base->np->spread.X,
471                         z + 0.5 * noise_terrain_base->np->spread.Z);
472                 noise_terrain_base->transformNoiseMap();
473
474                 noise_terrain_higher->perlinMap2D(
475                         x + 0.5 * noise_terrain_higher->np->spread.X,
476                         z + 0.5 * noise_terrain_higher->np->spread.Z);
477                 noise_terrain_higher->transformNoiseMap();
478
479                 noise_steepness->perlinMap2D(
480                         x + 0.5 * noise_steepness->np->spread.X,
481                         z + 0.5 * noise_steepness->np->spread.Z);
482                 noise_steepness->transformNoiseMap();
483
484                 noise_height_select->perlinMap2D(
485                         x + 0.5 * noise_height_select->np->spread.X,
486                         z + 0.5 * noise_height_select->np->spread.Z);
487
488                 noise_mud->perlinMap2D(
489                         x + 0.5 * noise_mud->np->spread.X,
490                         z + 0.5 * noise_mud->np->spread.Z);
491                 noise_mud->transformNoiseMap();
492         }
493
494         noise_beach->perlinMap2D(
495                 x + 0.2 * noise_beach->np->spread.X,
496                 z + 0.7 * noise_beach->np->spread.Z);
497
498         noise_biome->perlinMap2D(
499                 x + 0.6 * noise_biome->np->spread.X,
500                 z + 0.2 * noise_biome->np->spread.Z);
501 }
502
503
504 int MapgenV6::generateGround() {
505         //TimeTaker timer1("Generating ground level");
506         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
507         MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
508         int stone_surface_max_y = -MAP_GENERATION_LIMIT;
509         u32 index = 0;
510         
511         for (s16 z = node_min.Z; z <= node_max.Z; z++)
512         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
513                 // Surface height
514                 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
515                 
516                 // Log it
517                 if (surface_y > stone_surface_max_y)
518                         stone_surface_max_y = surface_y;
519
520                 BiomeType bt = getBiome(index, v2s16(x, z));
521                 
522                 // Fill ground with stone
523                 v3s16 em = vm->m_area.getExtent();
524                 u32 i = vm->m_area.index(x, node_min.Y, z);
525                 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
526                         if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
527                                 if (y <= surface_y) {
528                                         vm->m_data[i] = (y > water_level && bt == BT_DESERT) ? 
529                                                 n_desert_stone : n_stone;
530                                 } else if (y <= water_level) {
531                                         vm->m_data[i] = n_water_source;
532                                 } else {
533                                         vm->m_data[i] = n_air;
534                                 }
535                         }
536                         vm->m_area.add_y(em, i, 1);
537                 }
538         }
539         
540         return stone_surface_max_y;
541 }
542
543
544 void MapgenV6::addMud() {
545         // 15ms @cs=8
546         //TimeTaker timer1("add mud");
547         MapNode n_dirt(c_dirt), n_gravel(c_gravel);
548         MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
549         MapNode addnode;
550
551         u32 index = 0;
552         for (s16 z = node_min.Z; z <= node_max.Z; z++)
553         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
554                 // Randomize mud amount
555                 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
556
557                 // Find ground level
558                 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
559                 
560                 // Handle area not found
561                 if (surface_y == vm->m_area.MinEdge.Y - 1)
562                         continue;
563                 
564                 BiomeType bt = getBiome(index, v2s16(x, z));
565                 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
566
567                 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
568                         addnode = n_sand;
569                 } else if (mud_add_amount <= 0) {
570                         mud_add_amount = 1 - mud_add_amount;
571                         addnode = n_gravel;
572                 } else if (bt == BT_NORMAL && getHaveBeach(index) &&
573                                 surface_y + mud_add_amount <= water_level + 2) {
574                         addnode = n_sand;
575                 }
576
577                 if (bt == BT_DESERT && surface_y > 20)
578                         mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
579
580                 // If topmost node is grass, change it to mud.  It might be if it was
581                 // flown to there from a neighboring chunk and then converted.
582                 u32 i = vm->m_area.index(x, surface_y, z);
583                 if (vm->m_data[i].getContent() == c_dirt_with_grass)
584                         vm->m_data[i] = n_dirt;
585
586                 // Add mud on ground
587                 s16 mudcount = 0;
588                 v3s16 em = vm->m_area.getExtent();
589                 s16 y_start = surface_y + 1;
590                 i = vm->m_area.index(x, y_start, z);
591                 for (s16 y = y_start; y <= node_max.Y; y++) {
592                         if (mudcount >= mud_add_amount)
593                                 break;
594
595                         vm->m_data[i] = addnode;
596                         mudcount++;
597
598                         vm->m_area.add_y(em, i, 1);
599                 }
600         }
601 }
602
603
604 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) {
605         // 340ms @cs=8
606         TimeTaker timer1("flow mud");
607
608         // Iterate a few times
609         for(s16 k = 0; k < 3; k++) {
610                 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
611                 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
612                         // Invert coordinates every 2nd iteration
613                         if (k % 2 == 0) {
614                                 x = mudflow_maxpos - (x - mudflow_minpos);
615                                 z = mudflow_maxpos - (z - mudflow_minpos);
616                         }
617
618                         // Node position in 2d
619                         v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
620
621                         v3s16 em = vm->m_area.getExtent();
622                         u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
623                         s16 y = node_max.Y;
624
625                         while(y >= node_min.Y)
626                         {
627
628                         for(;; y--)
629                         {
630                                 MapNode *n = NULL;
631                                 // Find mud
632                                 for(; y >= node_min.Y; y--) {
633                                         n = &vm->m_data[i];
634                                         if (n->getContent() == c_dirt ||
635                                                 n->getContent() == c_dirt_with_grass ||
636                                                 n->getContent() == c_gravel)
637                                                 break;
638
639                                         vm->m_area.add_y(em, i, -1);
640                                 }
641
642                                 // Stop if out of area
643                                 //if(vmanip.m_area.contains(i) == false)
644                                 if (y < node_min.Y)
645                                         break;
646
647                                 if (n->getContent() == c_dirt ||
648                                         n->getContent() == c_dirt_with_grass)
649                                 {
650                                         // Make it exactly mud
651                                         n->setContent(c_dirt);
652
653                                         // Don't flow it if the stuff under it is not mud
654                                         {
655                                                 u32 i2 = i;
656                                                 vm->m_area.add_y(em, i2, -1);
657                                                 // Cancel if out of area
658                                                 if(vm->m_area.contains(i2) == false)
659                                                         continue;
660                                                 MapNode *n2 = &vm->m_data[i2];
661                                                 if (n2->getContent() != c_dirt &&
662                                                         n2->getContent() != c_dirt_with_grass)
663                                                         continue;
664                                         }
665                                 }
666
667                                 v3s16 dirs4[4] = {
668                                         v3s16(0,0,1), // back
669                                         v3s16(1,0,0), // right
670                                         v3s16(0,0,-1), // front
671                                         v3s16(-1,0,0), // left
672                                 };
673
674                                 // Check that upper is air or doesn't exist.
675                                 // Cancel dropping if upper keeps it in place
676                                 u32 i3 = i;
677                                 vm->m_area.add_y(em, i3, 1);
678                                 if (vm->m_area.contains(i3) == true &&
679                                         ndef->get(vm->m_data[i3]).walkable)
680                                         continue;
681
682                                 // Drop mud on side
683                                 for(u32 di=0; di<4; di++) {
684                                         v3s16 dirp = dirs4[di];
685                                         u32 i2 = i;
686                                         // Move to side
687                                         vm->m_area.add_p(em, i2, dirp);
688                                         // Fail if out of area
689                                         if (vm->m_area.contains(i2) == false)
690                                                 continue;
691                                         // Check that side is air
692                                         MapNode *n2 = &vm->m_data[i2];
693                                         if (ndef->get(*n2).walkable)
694                                                 continue;
695                                         // Check that under side is air
696                                         vm->m_area.add_y(em, i2, -1);
697                                         if (vm->m_area.contains(i2) == false)
698                                                 continue;
699                                         n2 = &vm->m_data[i2];
700                                         if (ndef->get(*n2).walkable)
701                                                 continue;
702                                         // Loop further down until not air
703                                         bool dropped_to_unknown = false;
704                                         do {
705                                                 vm->m_area.add_y(em, i2, -1);
706                                                 n2 = &vm->m_data[i2];
707                                                 // if out of known area
708                                                 if(vm->m_area.contains(i2) == false ||
709                                                         n2->getContent() == CONTENT_IGNORE) {
710                                                         dropped_to_unknown = true;
711                                                         break;
712                                                 }
713                                         } while (ndef->get(*n2).walkable == false);
714                                         // Loop one up so that we're in air
715                                         vm->m_area.add_y(em, i2, 1);
716                                         n2 = &vm->m_data[i2];
717
718                                         bool old_is_water = (n->getContent() == c_water_source);
719                                         // Move mud to new place
720                                         if (!dropped_to_unknown) {
721                                                 *n2 = *n;
722                                                 // Set old place to be air (or water)
723                                                 if(old_is_water)
724                                                         *n = MapNode(c_water_source);
725                                                 else
726                                                         *n = MapNode(CONTENT_AIR);
727                                         }
728
729                                         // Done
730                                         break;
731                                 }
732                         }
733                         }
734                 }
735         }
736 }
737
738
739 void MapgenV6::addDirtGravelBlobs() {
740         if (getBiome(v2s16(node_min.X, node_min.Z)) != BT_NORMAL)
741                 return;
742         
743         PseudoRandom pr(blockseed + 983);
744         for (int i = 0; i < volume_nodes/10/10/10; i++) {
745                 bool only_fill_cave = (myrand_range(0,1) != 0);
746                 v3s16 size(
747                         pr.range(1, 8),
748                         pr.range(1, 8),
749                         pr.range(1, 8)
750                 );
751                 v3s16 p0(
752                         pr.range(node_min.X, node_max.X) - size.X / 2,
753                         pr.range(node_min.Y, node_max.Y) - size.Y / 2,
754                         pr.range(node_min.Z, node_max.Z) - size.Z / 2
755                 );
756                 
757                 MapNode n1((p0.Y > -32 && !pr.range(0, 1)) ? c_dirt : c_gravel);
758                 for (int z1 = 0; z1 < size.Z; z1++)
759                 for (int y1 = 0; y1 < size.Y; y1++)
760                 for (int x1 = 0; x1 < size.X; x1++) {
761                         v3s16 p = p0 + v3s16(x1, y1, z1);
762                         u32 i = vm->m_area.index(p);
763                         if (!vm->m_area.contains(i))
764                                 continue;
765                         // Cancel if not stone and not cave air
766                         if (vm->m_data[i].getContent() != c_stone &&
767                                 !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
768                                 continue;
769                         if (only_fill_cave && !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
770                                 continue;
771                         vm->m_data[i] = n1;
772                 }
773         }
774 }
775
776
777 void MapgenV6::placeTreesAndJungleGrass() {
778         //TimeTaker t("placeTrees");
779         if (node_max.Y < water_level)
780                 return;
781         
782         PseudoRandom grassrandom(blockseed + 53);
783         content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
784         // if we don't have junglegrass, don't place cignore... that's bad
785         if (c_junglegrass == CONTENT_IGNORE)
786                 c_junglegrass = CONTENT_AIR;
787         MapNode n_junglegrass(c_junglegrass);
788         v3s16 em = vm->m_area.getExtent();
789         
790         // Divide area into parts
791         s16 div = 8;
792         s16 sidelen = central_area_size.X / div;
793         double area = sidelen * sidelen;
794         
795         // N.B.  We must add jungle grass first, since tree leaves will
796         // obstruct the ground, giving us a false ground level
797         for (s16 z0 = 0; z0 < div; z0++)
798         for (s16 x0 = 0; x0 < div; x0++) {
799                 // Center position of part of division
800                 v2s16 p2d_center(
801                         node_min.X + sidelen / 2 + sidelen * x0,
802                         node_min.Z + sidelen / 2 + sidelen * z0
803                 );
804                 // Minimum edge of part of division
805                 v2s16 p2d_min(
806                         node_min.X + sidelen * x0,
807                         node_min.Z + sidelen * z0
808                 );
809                 // Maximum edge of part of division
810                 v2s16 p2d_max(
811                         node_min.X + sidelen + sidelen * x0 - 1,
812                         node_min.Z + sidelen + sidelen * z0 - 1
813                 );
814                 
815                 // Amount of trees, jungle area
816                 u32 tree_count = area * getTreeAmount(p2d_center);
817                 
818                 float humidity;
819                 bool is_jungle = false;
820                 if (flags & MGV6_JUNGLES) {
821                         humidity = getHumidity(p2d_center);
822                         if (humidity > 0.75) {
823                                 is_jungle = true;
824                                 tree_count *= 4;
825                         }
826                 }
827
828                 // Add jungle grass
829                 if (is_jungle) {                        
830                         u32 grass_count = 5 * humidity * tree_count;
831                         for (u32 i = 0; i < grass_count; i++) {
832                                 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
833                                 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
834                                 
835                                 s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////optimize this!
836                                 if (y < water_level || y < node_min.Y || y > node_max.Y)
837                                         continue;
838                                 
839                                 u32 vi = vm->m_area.index(x, y, z);
840                                 // place on dirt_with_grass, since we know it is exposed to sunlight
841                                 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
842                                         vm->m_area.add_y(em, vi, 1);
843                                         vm->m_data[vi] = n_junglegrass;
844                                 }
845                         }
846                 }
847                 
848                 // Put trees in random places on part of division
849                 for (u32 i = 0; i < tree_count; i++) {
850                         s16 x = myrand_range(p2d_min.X, p2d_max.X);
851                         s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
852                         s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////////optimize this!
853                         // Don't make a tree under water level
854                         // Don't make a tree so high that it doesn't fit
855                         if(y < water_level || y > node_max.Y - 6)
856                                 continue;
857                         
858                         v3s16 p(x,y,z);
859                         // Trees grow only on mud and grass
860                         {
861                                 u32 i = vm->m_area.index(p);
862                                 MapNode *n = &vm->m_data[i];
863                                 if (n->getContent() != c_dirt &&
864                                         n->getContent() != c_dirt_with_grass)
865                                         continue;
866                         }
867                         p.Y++;
868                         
869                         // Make a tree
870                         if (is_jungle) {
871                                 treegen::make_jungletree(*vm, p, ndef, myrand());
872                         } else {
873                                 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
874                                                                                 getHaveAppleTree(v2s16(x, z));
875                                 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
876                         }
877                 }
878         }
879         //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
880 }
881
882
883 void MapgenV6::growGrass() {
884         for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
885         for (s16 x = full_node_min.X; x <= full_node_max.X; x++) {
886                 // Find the lowest surface to which enough light ends up to make
887                 // grass grow.  Basically just wait until not air and not leaves.
888                 s16 surface_y = 0;
889                 {
890                         v3s16 em = vm->m_area.getExtent();
891                         u32 i = vm->m_area.index(x, node_max.Y, z);
892                         s16 y;
893                         // Go to ground level
894                         for (y = node_max.Y; y >= full_node_min.Y; y--) {
895                                 MapNode &n = vm->m_data[i];
896                                 if (ndef->get(n).param_type != CPT_LIGHT ||
897                                         ndef->get(n).liquid_type != LIQUID_NONE)
898                                         break;
899                                 vm->m_area.add_y(em, i, -1);
900                         }
901                         surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
902                 }
903
904                 u32 i = vm->m_area.index(x, surface_y, z);
905                 MapNode *n = &vm->m_data[i];
906                 if (n->getContent() == c_dirt && surface_y >= water_level - 20)
907                         n->setContent(c_dirt_with_grass);
908         }
909 }
910
911
912 void MapgenV6::generateCaves(int max_stone_y) {
913         float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
914         int volume_nodes = (node_max.X - node_min.X + 1) *
915                                            (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
916         cave_amount = MYMAX(0.0, cave_amount);
917         u32 caves_count = cave_amount * volume_nodes / 50000;
918         u32 bruises_count = 1;
919         PseudoRandom ps(blockseed + 21343);
920         PseudoRandom ps2(blockseed + 1032);
921         
922         if (ps.range(1, 6) == 1)
923                 bruises_count = ps.range(0, ps.range(0, 2));
924         
925         if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
926                 caves_count   /= 3;
927                 bruises_count /= 3;
928         }
929         
930         for (u32 i = 0; i < caves_count + bruises_count; i++) {
931                 bool large_cave = (i >= caves_count);
932                 CaveV6 cave(this, &ps, &ps2, large_cave);
933
934                 cave.makeCave(node_min, node_max, max_stone_y);
935         }
936 }