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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 "treegen.h"
37 #include "mapgen_v6.h"
38
39 /////////////////// Mapgen V6 perlin noise default values
40 NoiseParams nparams_v6_def_terrain_base =
41         {-AVERAGE_MUD_AMOUNT, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6};
42 NoiseParams nparams_v6_def_terrain_higher =
43         {20.0, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6};
44 NoiseParams nparams_v6_def_steepness =
45         {0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7};
46 NoiseParams nparams_v6_def_height_select =
47         {0.5, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69};
48 NoiseParams nparams_v6_def_trees =
49         {0.0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66};
50 NoiseParams nparams_v6_def_mud =
51         {AVERAGE_MUD_AMOUNT, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55};
52 NoiseParams nparams_v6_def_beach =
53         {0.0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50};
54 NoiseParams nparams_v6_def_biome =
55         {0.0, 1.0, v3f(250.0, 250.0, 250.0), 9130, 3, 0.50};
56 NoiseParams nparams_v6_def_cave =
57         {6.0, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50};
58
59
60 ///////////////////////////////////////////////////////////////////////////////
61
62
63 MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params) {
64         this->generating  = false;
65         this->id       = mapgenid;
66
67         this->seed     = (int)params->seed;
68         this->water_level = params->water_level;
69         this->flags   = params->flags;
70         this->csize   = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
71
72         this->freq_desert = params->freq_desert;
73         this->freq_beach  = params->freq_beach;
74
75         this->ystride = csize.X; //////fix this
76
77         np_cave = params->np_cave;
78
79         noise_terrain_base   = new Noise(params->np_terrain_base,   seed, csize.X, csize.Y);
80         noise_terrain_higher = new Noise(params->np_terrain_higher, seed, csize.X, csize.Y);
81         noise_steepness      = new Noise(params->np_steepness,      seed, csize.X, csize.Y);
82         noise_height_select  = new Noise(params->np_height_select,  seed, csize.X, csize.Y);
83         noise_trees          = new Noise(params->np_trees,          seed, csize.X, csize.Y);
84         noise_mud            = new Noise(params->np_mud,            seed, csize.X, csize.Y);
85         noise_beach          = new Noise(params->np_beach,          seed, csize.X, csize.Y);
86         noise_biome          = new Noise(params->np_biome,          seed, csize.X, csize.Y);
87 }
88
89
90 MapgenV6::~MapgenV6() {
91         delete noise_terrain_base;
92         delete noise_terrain_higher;
93         delete noise_steepness;
94         delete noise_height_select;
95         delete noise_trees;
96         delete noise_mud;
97         delete noise_beach;
98         delete noise_biome;
99 }
100
101
102 //////////////////////// Some helper functions for the map generator
103
104 // Returns Y one under area minimum if not found
105 s16 MapgenV6::find_ground_level(v2s16 p2d) {
106         v3s16 em = vm->m_area.getExtent();
107         s16 y_nodes_max = vm->m_area.MaxEdge.Y;
108         s16 y_nodes_min = vm->m_area.MinEdge.Y;
109         u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
110         s16 y;
111         
112         for (y = y_nodes_max; y >= y_nodes_min; y--) {
113                 MapNode &n = vm->m_data[i];
114                 if(ndef->get(n).walkable)
115                         break;
116
117                 vm->m_area.add_y(em, i, -1);
118         }
119         return (y >= y_nodes_min) ? y : y_nodes_min - 1;
120 }
121
122 // Returns Y one under area minimum if not found
123 s16 MapgenV6::find_stone_level(v2s16 p2d) {
124         v3s16 em = vm->m_area.getExtent();
125         s16 y_nodes_max = vm->m_area.MaxEdge.Y;
126         s16 y_nodes_min = vm->m_area.MinEdge.Y;
127         u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
128         s16 y;
129
130         for (y = y_nodes_max; y >= y_nodes_min; y--) {
131                 MapNode &n = vm->m_data[i];
132                 content_t c = n.getContent();
133                 if (c != CONTENT_IGNORE && (
134                         c == c_stone || c == c_desert_stone))
135                         break;
136
137                 vm->m_area.add_y(em, i, -1);
138         }
139         return (y >= y_nodes_min) ? y : y_nodes_min - 1;
140 }
141
142
143 // Required by mapgen.h
144 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
145 {
146         /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
147                         seed, v2s16(blockpos.X, blockpos.Z));*/
148         // Nah, this is just a heuristic, just return something
149         s16 minimum_groundlevel = water_level;
150
151         if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
152                 return true;
153         else
154                 return false;
155 }
156
157
158 //////////////////////// Base terrain height functions
159
160 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
161                                                                         float steepness, float height_select) { 
162         float base   = water_level + terrain_base;
163         float higher = water_level + terrain_higher;
164
165         // Limit higher ground level to at least base
166         if(higher < base)
167                 higher = base;
168
169         // Steepness factor of cliffs
170         float b = steepness;
171         b = rangelim(b, 0.0, 1000.0);
172         b = 5 * b * b * b * b * b * b * b;
173         b = rangelim(b, 0.5, 1000.0);
174
175         // Values 1.5...100 give quite horrible looking slopes
176         if (b > 1.5 && b < 100.0)
177                 b = (b < 10.0) ? 1.5 : 100.0;
178
179         float a_off = -0.20; // Offset to more low
180         float a = 0.5 + b * (a_off + height_select);
181         a = rangelim(a, 0.0, 1.0); // Limit
182         
183         return base * (1.0 - a) + higher * a;
184 }
185
186
187 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p) {
188         if (flags & MG_FLAT)
189                 return water_level;
190                 
191         float terrain_base   = NoisePerlin2DPosOffset(noise_terrain_base->np,
192                                                         p.X, 0.5, p.Y, 0.5, seed);
193         float terrain_higher = NoisePerlin2DPosOffset(noise_terrain_higher->np,
194                                                         p.X, 0.5, p.Y, 0.5, seed);
195         float steepness      = NoisePerlin2DPosOffset(noise_steepness->np,
196                                                         p.X, 0.5, p.Y, 0.5, seed);
197         float height_select  = NoisePerlin2DNoTxfmPosOffset(noise_height_select->np,
198                                                         p.X, 0.5, p.Y, 0.5, seed);
199
200         return baseTerrainLevel(terrain_base, terrain_higher,
201                                                         steepness,    height_select);
202 }
203
204
205 float MapgenV6::baseTerrainLevelFromMap(v2s16 p) {
206         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
207         return baseTerrainLevelFromMap(index);
208 }
209
210
211 float MapgenV6::baseTerrainLevelFromMap(int index) {
212         if (flags & MG_FLAT)
213                 return water_level;
214         
215         float terrain_base   = noise_terrain_base->result[index];
216         float terrain_higher = noise_terrain_higher->result[index];
217         float steepness      = noise_steepness->result[index];
218         float height_select  = noise_height_select->result[index];
219         
220         return baseTerrainLevel(terrain_base, terrain_higher,
221                                                         steepness,    height_select);
222 }
223
224
225 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) {
226         return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
227 }
228
229
230 int MapgenV6::getGroundLevelAtPoint(v2s16 p) {
231         return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
232 }
233
234
235 //////////////////////// Noise functions
236
237 float MapgenV6::getTreeAmount(v2s16 p) {
238         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
239         return getTreeAmount(index);
240 }
241
242
243 float MapgenV6::getMudAmount(v2s16 p) {
244         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
245         return getMudAmount(index);
246 }
247
248
249 bool MapgenV6::getHaveBeach(v2s16 p) {
250         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
251         return getHaveBeach(index);
252 }
253
254
255 BiomeType MapgenV6::getBiome(v2s16 p) {
256         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
257         return getBiome(index, p);
258 }
259
260
261 float MapgenV6::getTreeAmount(int index)
262 {
263         /*double noise = noise2d_perlin(
264                         0.5+(float)p.X/125, 0.5+(float)p.Y/125,
265                         seed+2, 4, 0.66);*/
266         
267         float noise = noise_trees->result[index];
268         float zeroval = -0.39;
269         if (noise < zeroval)
270                 return 0;
271         else
272                 return 0.04 * (noise-zeroval) / (1.0-zeroval);
273 }
274
275
276 float MapgenV6::getMudAmount(int index)
277 {
278         if (flags & MG_FLAT)
279                 return AVERAGE_MUD_AMOUNT;
280                 
281         /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
282                         0.5+(float)p.X/200, 0.5+(float)p.Y/200,
283                         seed+91013, 3, 0.55));*/
284         
285         return noise_mud->result[index];
286 }
287
288
289 bool MapgenV6::getHaveBeach(int index)
290 {
291         // Determine whether to have sand here
292         /*double sandnoise = noise2d_perlin(
293                         0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
294                         seed+59420, 3, 0.50);*/
295         
296         float sandnoise = noise_beach->result[index];
297         return (sandnoise > freq_beach);
298 }
299
300
301 BiomeType MapgenV6::getBiome(int index, v2s16 p)
302 {
303         // Just do something very simple as for now
304         /*double d = noise2d_perlin(
305                         0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
306                         seed+9130, 3, 0.50);*/
307         
308         float d = noise_biome->result[index];
309         if (d > freq_desert)
310                 return BT_DESERT;
311                 
312         if ((flags & MGV6_BIOME_BLEND) &&
313                 (d > freq_desert - 0.10) &&
314                 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
315                 return BT_DESERT;
316         
317         return BT_NORMAL;
318 }
319
320
321 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
322 {
323         s32 x=p.X, y=p.Y, z=p.Z;
324         return (u32)(seed%0x100000000ULL) + z*38134234 + y*42123 + x*23;
325 }
326
327
328 //////////////////////// Map generator
329
330 void MapgenV6::makeChunk(BlockMakeData *data) {
331         assert(data->vmanip);
332         assert(data->nodedef);
333         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
334                    data->blockpos_requested.Y >= data->blockpos_min.Y &&
335                    data->blockpos_requested.Z >= data->blockpos_min.Z);
336         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
337                    data->blockpos_requested.Y <= data->blockpos_max.Y &&
338                    data->blockpos_requested.Z <= data->blockpos_max.Z);
339                         
340         this->generating = true;
341         this->vm   = data->vmanip;      
342         this->ndef = data->nodedef;
343         
344         // Hack: use minimum block coords for old code that assumes a single block
345         v3s16 blockpos = data->blockpos_requested;
346         v3s16 blockpos_min = data->blockpos_min;
347         v3s16 blockpos_max = data->blockpos_max;
348         v3s16 blockpos_full_min = blockpos_min - v3s16(1,1,1);
349         v3s16 blockpos_full_max = blockpos_max + v3s16(1,1,1);
350
351         // Area of central chunk
352         node_min = blockpos_min*MAP_BLOCKSIZE;
353         node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
354
355         // Full allocated area
356         full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
357         full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
358
359         central_area_size = node_max - node_min + v3s16(1,1,1);
360         assert(central_area_size.X == central_area_size.Z);
361
362         int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
363                                           * (blockpos_max.Y - blockpos_min.Y + 1)
364                                           * (blockpos_max.Z - blockpos_max.Z + 1);
365
366         volume_nodes = volume_blocks *
367                 MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
368
369         // Create a block-specific seed
370         blockseed = get_blockseed(data->seed, full_node_min);
371
372         // Make some noise
373         calculateNoise();
374
375         c_stone           = ndef->getId("mapgen_stone");
376         c_dirt            = ndef->getId("mapgen_dirt");
377         c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
378         c_sand            = ndef->getId("mapgen_sand");
379         c_water_source    = ndef->getId("mapgen_water_source");
380         c_lava_source     = ndef->getId("mapgen_lava_source");
381         c_gravel          = ndef->getId("mapgen_gravel");
382         c_cobble          = ndef->getId("mapgen_cobble");
383         c_desert_sand     = ndef->getId("mapgen_desert_sand");
384         c_desert_stone    = ndef->getId("mapgen_desert_stone");
385         if (c_desert_sand == CONTENT_IGNORE)
386                 c_desert_sand = c_sand;
387         if (c_desert_stone == CONTENT_IGNORE)
388                 c_desert_stone = c_stone;
389
390         // Maximum height of the stone surface and obstacles.
391         // This is used to guide the cave generation
392         s16 stone_surface_max_y;
393
394         // Generate general ground level to full area
395         stone_surface_max_y = generateGround();
396
397         const s16 max_spread_amount = MAP_BLOCKSIZE;
398         // Limit dirt flow area by 1 because mud is flown into neighbors.
399         s16 mudflow_minpos = -max_spread_amount + 1;
400         s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
401
402         // Loop this part, it will make stuff look older and newer nicely
403         const u32 age_loops = 2;
404         for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
405                 // Make caves (this code is relatively horrible)
406                 if (flags & MG_CAVES)
407                         generateCaves(stone_surface_max_y);
408
409                 // Add mud to the central chunk
410                 addMud();
411
412                 // Add blobs of dirt and gravel underground
413                 addDirtGravelBlobs();
414
415                 // Flow mud away from steep edges
416                 flowMud(mudflow_minpos, mudflow_maxpos);
417
418         }
419         
420         // Add dungeons
421         if (flags & MG_DUNGEONS) {
422                 DungeonGen dgen(ndef, data->seed, water_level);
423                 dgen.generate(vm, blockseed, full_node_min, full_node_max);
424         }
425         
426         // Add top and bottom side of water to transforming_liquid queue
427         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
428
429         // Grow grass
430         growGrass();
431
432         // Generate some trees
433         if (flags & MG_TREES)
434                 placeTrees();
435
436         // Calculate lighting
437         updateLighting(node_min, node_max);
438         
439         this->generating = false;
440 }
441
442
443 void MapgenV6::calculateNoise() {
444         int x = node_min.X;
445         int z = node_min.Z;
446
447         // Need to adjust for the original implementation's +.5 offset...
448         if (!(flags & MG_FLAT)) {
449                 noise_terrain_base->perlinMap2D(
450                         x + 0.5 * noise_terrain_base->np->spread.X,
451                         z + 0.5 * noise_terrain_base->np->spread.Z);
452                 noise_terrain_base->transformNoiseMap();
453
454                 noise_terrain_higher->perlinMap2D(
455                         x + 0.5 * noise_terrain_higher->np->spread.X,
456                         z + 0.5 * noise_terrain_higher->np->spread.Z);
457                 noise_terrain_higher->transformNoiseMap();
458
459                 noise_steepness->perlinMap2D(
460                         x + 0.5 * noise_steepness->np->spread.X,
461                         z + 0.5 * noise_steepness->np->spread.Z);
462                 noise_steepness->transformNoiseMap();
463
464                 noise_height_select->perlinMap2D(
465                         x + 0.5 * noise_height_select->np->spread.X,
466                         z + 0.5 * noise_height_select->np->spread.Z);
467         }
468         
469         if (flags & MG_TREES) {
470                 noise_trees->perlinMap2D(
471                         x + 0.5 * noise_trees->np->spread.X,
472                         z + 0.5 * noise_trees->np->spread.Z);
473         }
474                 
475         if (!(flags & MG_FLAT)) {
476                 noise_mud->perlinMap2D(
477                         x + 0.5 * noise_mud->np->spread.X,
478                         z + 0.5 * noise_mud->np->spread.Z);
479                 noise_mud->transformNoiseMap();
480         }
481         noise_beach->perlinMap2D(
482                 x + 0.2 * noise_beach->np->spread.X,
483                 z + 0.7 * noise_beach->np->spread.Z);
484
485         noise_biome->perlinMap2D(
486                 x + 0.6 * noise_biome->np->spread.X,
487                 z + 0.2 * noise_biome->np->spread.Z);
488 }
489
490
491 int MapgenV6::generateGround() {
492         //TimeTaker timer1("Generating ground level");
493         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
494         MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
495         int stone_surface_max_y = -MAP_GENERATION_LIMIT;
496         u32 index = 0;
497         
498         for (s16 z = node_min.Z; z <= node_max.Z; z++)
499         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
500                 // Surface height
501                 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
502                 
503                 // Log it
504                 if (surface_y > stone_surface_max_y)
505                         stone_surface_max_y = surface_y;
506
507                 BiomeType bt = getBiome(index, v2s16(x, z));
508                 
509                 // Fill ground with stone
510                 v3s16 em = vm->m_area.getExtent();
511                 u32 i = vm->m_area.index(x, node_min.Y, z);
512                 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
513                         if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
514                                 if (y <= surface_y) {
515                                         vm->m_data[i] = (y > water_level && bt == BT_DESERT) ? 
516                                                 n_desert_stone : n_stone;
517                                 } else if (y <= water_level) {
518                                         vm->m_data[i] = n_water_source;
519                                 } else {
520                                         vm->m_data[i] = n_air;
521                                 }
522                         }
523                         vm->m_area.add_y(em, i, 1);
524                 }
525         }
526         
527         return stone_surface_max_y;
528 }
529
530
531 void MapgenV6::addMud() {
532         // 15ms @cs=8
533         //TimeTaker timer1("add mud");
534         MapNode n_dirt(c_dirt), n_gravel(c_gravel);
535         MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
536         MapNode addnode;
537
538         u32 index = 0;
539         for (s16 z = node_min.Z; z <= node_max.Z; z++)
540         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
541                 // Randomize mud amount
542                 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
543
544                 // Find ground level
545                 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
546                 
547                 // Handle area not found
548                 if (surface_y == vm->m_area.MinEdge.Y - 1)
549                         continue;
550                 
551                 BiomeType bt = getBiome(index, v2s16(x, z));
552                 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
553
554                 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
555                         addnode = n_sand;
556                 } else if (mud_add_amount <= 0) {
557                         mud_add_amount = 1 - mud_add_amount;
558                         addnode = n_gravel;
559                 } else if (bt == BT_NORMAL && getHaveBeach(index) &&
560                                 surface_y + mud_add_amount <= water_level + 2) {
561                         addnode = n_sand;
562                 }
563
564                 if (bt == BT_DESERT && surface_y > 20)
565                         mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
566
567                 // If topmost node is grass, change it to mud.  It might be if it was
568                 // flown to there from a neighboring chunk and then converted.
569                 u32 i = vm->m_area.index(x, surface_y, z);
570                 if (vm->m_data[i].getContent() == c_dirt_with_grass)
571                         vm->m_data[i] = n_dirt;
572
573                 // Add mud on ground
574                 s16 mudcount = 0;
575                 v3s16 em = vm->m_area.getExtent();
576                 s16 y_start = surface_y + 1;
577                 i = vm->m_area.index(x, y_start, z);
578                 for (s16 y = y_start; y <= node_max.Y; y++) {
579                         if (mudcount >= mud_add_amount)
580                                 break;
581
582                         vm->m_data[i] = addnode;
583                         mudcount++;
584
585                         vm->m_area.add_y(em, i, 1);
586                 }
587         }
588 }
589
590
591 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) {
592         // 340ms @cs=8
593         TimeTaker timer1("flow mud");
594
595         // Iterate a few times
596         for(s16 k = 0; k < 3; k++) {
597                 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
598                 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
599                         // Invert coordinates every 2nd iteration
600                         if (k % 2 == 0) {
601                                 x = mudflow_maxpos - (x - mudflow_minpos);
602                                 z = mudflow_maxpos - (z - mudflow_minpos);
603                         }
604
605                         // Node position in 2d
606                         v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
607
608                         v3s16 em = vm->m_area.getExtent();
609                         u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
610                         s16 y = node_max.Y;
611
612                         while(y >= node_min.Y)
613                         {
614
615                         for(;; y--)
616                         {
617                                 MapNode *n = NULL;
618                                 // Find mud
619                                 for(; y >= node_min.Y; y--) {
620                                         n = &vm->m_data[i];
621                                         if (n->getContent() == c_dirt ||
622                                                 n->getContent() == c_dirt_with_grass ||
623                                                 n->getContent() == c_gravel)
624                                                 break;
625
626                                         vm->m_area.add_y(em, i, -1);
627                                 }
628
629                                 // Stop if out of area
630                                 //if(vmanip.m_area.contains(i) == false)
631                                 if (y < node_min.Y)
632                                         break;
633
634                                 if (n->getContent() == c_dirt ||
635                                         n->getContent() == c_dirt_with_grass)
636                                 {
637                                         // Make it exactly mud
638                                         n->setContent(c_dirt);
639
640                                         // Don't flow it if the stuff under it is not mud
641                                         {
642                                                 u32 i2 = i;
643                                                 vm->m_area.add_y(em, i2, -1);
644                                                 // Cancel if out of area
645                                                 if(vm->m_area.contains(i2) == false)
646                                                         continue;
647                                                 MapNode *n2 = &vm->m_data[i2];
648                                                 if (n2->getContent() != c_dirt &&
649                                                         n2->getContent() != c_dirt_with_grass)
650                                                         continue;
651                                         }
652                                 }
653
654                                 v3s16 dirs4[4] = {
655                                         v3s16(0,0,1), // back
656                                         v3s16(1,0,0), // right
657                                         v3s16(0,0,-1), // front
658                                         v3s16(-1,0,0), // left
659                                 };
660
661                                 // Check that upper is air or doesn't exist.
662                                 // Cancel dropping if upper keeps it in place
663                                 u32 i3 = i;
664                                 vm->m_area.add_y(em, i3, 1);
665                                 if (vm->m_area.contains(i3) == true &&
666                                         ndef->get(vm->m_data[i3]).walkable)
667                                         continue;
668
669                                 // Drop mud on side
670                                 for(u32 di=0; di<4; di++) {
671                                         v3s16 dirp = dirs4[di];
672                                         u32 i2 = i;
673                                         // Move to side
674                                         vm->m_area.add_p(em, i2, dirp);
675                                         // Fail if out of area
676                                         if (vm->m_area.contains(i2) == false)
677                                                 continue;
678                                         // Check that side is air
679                                         MapNode *n2 = &vm->m_data[i2];
680                                         if (ndef->get(*n2).walkable)
681                                                 continue;
682                                         // Check that under side is air
683                                         vm->m_area.add_y(em, i2, -1);
684                                         if (vm->m_area.contains(i2) == false)
685                                                 continue;
686                                         n2 = &vm->m_data[i2];
687                                         if (ndef->get(*n2).walkable)
688                                                 continue;
689                                         // Loop further down until not air
690                                         bool dropped_to_unknown = false;
691                                         do {
692                                                 vm->m_area.add_y(em, i2, -1);
693                                                 n2 = &vm->m_data[i2];
694                                                 // if out of known area
695                                                 if(vm->m_area.contains(i2) == false ||
696                                                         n2->getContent() == CONTENT_IGNORE) {
697                                                         dropped_to_unknown = true;
698                                                         break;
699                                                 }
700                                         } while (ndef->get(*n2).walkable == false);
701                                         // Loop one up so that we're in air
702                                         vm->m_area.add_y(em, i2, 1);
703                                         n2 = &vm->m_data[i2];
704
705                                         bool old_is_water = (n->getContent() == c_water_source);
706                                         // Move mud to new place
707                                         if (!dropped_to_unknown) {
708                                                 *n2 = *n;
709                                                 // Set old place to be air (or water)
710                                                 if(old_is_water)
711                                                         *n = MapNode(c_water_source);
712                                                 else
713                                                         *n = MapNode(CONTENT_AIR);
714                                         }
715
716                                         // Done
717                                         break;
718                                 }
719                         }
720                         }
721                 }
722         }
723 }
724
725
726 void MapgenV6::addDirtGravelBlobs() {
727         if (getBiome(v2s16(node_min.X, node_min.Z)) != BT_NORMAL)
728                 return;
729         
730         PseudoRandom pr(blockseed + 983);
731         for (int i = 0; i < volume_nodes/10/10/10; i++) {
732                 bool only_fill_cave = (myrand_range(0,1) != 0);
733                 v3s16 size(
734                         pr.range(1, 8),
735                         pr.range(1, 8),
736                         pr.range(1, 8)
737                 );
738                 v3s16 p0(
739                         pr.range(node_min.X, node_max.X) - size.X / 2,
740                         pr.range(node_min.Y, node_max.Y) - size.Y / 2,
741                         pr.range(node_min.Z, node_max.Z) - size.Z / 2
742                 );
743                 
744                 MapNode n1((p0.Y > -32 && !pr.range(0, 1)) ? c_dirt : c_gravel);
745                 for (int z1 = 0; z1 < size.Z; z1++)
746                 for (int y1 = 0; y1 < size.Y; y1++)
747                 for (int x1 = 0; x1 < size.X; x1++) {
748                         v3s16 p = p0 + v3s16(x1, y1, z1);
749                         u32 i = vm->m_area.index(p);
750                         if (!vm->m_area.contains(i))
751                                 continue;
752                         // Cancel if not stone and not cave air
753                         if (vm->m_data[i].getContent() != c_stone &&
754                                 !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
755                                 continue;
756                         if (only_fill_cave && !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
757                                 continue;
758                         vm->m_data[i] = n1;
759                 }
760         }
761 }
762
763
764 void MapgenV6::placeTrees() {
765         // Divide area into parts
766         s16 div = 8;
767         s16 sidelen = central_area_size.X / div;
768         double area = sidelen * sidelen;
769         
770         for (s16 z0 = 0; z0 < div; z0++)
771         for (s16 x0 = 0; x0 < div; x0++) {
772                 // Center position of part of division
773                 v2s16 p2d_center(
774                         node_min.X + sidelen / 2 + sidelen * x0,
775                         node_min.Z + sidelen / 2 + sidelen * z0
776                 );
777                 // Minimum edge of part of division
778                 v2s16 p2d_min(
779                         node_min.X + sidelen * x0,
780                         node_min.Z + sidelen * z0
781                 );
782                 // Maximum edge of part of division
783                 v2s16 p2d_max(
784                         node_min.X + sidelen + sidelen * x0 - 1,
785                         node_min.Z + sidelen + sidelen * z0 - 1
786                 );
787                 // Amount of trees
788                 u32 tree_count = area * getTreeAmount(p2d_center); /////////////optimize this!
789                 // Put trees in random places on part of division
790                 for (u32 i = 0; i < tree_count; i++) {
791                         s16 x = myrand_range(p2d_min.X, p2d_max.X);
792                         s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
793                         s16 y = find_ground_level(v2s16(x, z)); ////////////////////optimize this!
794                         // Don't make a tree under water level
795                         // Don't make a tree so high that it doesn't fit
796                         if(y < water_level || y > node_max.Y - 6)
797                                 continue;
798                         
799                         v3s16 p(x,y,z);
800                         // Trees grow only on mud and grass
801                         {
802                                 u32 i = vm->m_area.index(p);
803                                 MapNode *n = &vm->m_data[i];
804                                 if (n->getContent() != c_dirt &&
805                                         n->getContent() != c_dirt_with_grass)
806                                         continue;
807                         }
808                         p.Y++;
809                         // Make a tree
810                         treegen::make_tree(*vm, p, false, ndef, myrand());
811                 }
812         }
813 }
814
815
816 void MapgenV6::growGrass() {
817         for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
818         for (s16 x = full_node_min.X; x <= full_node_max.X; x++) {
819                 // Find the lowest surface to which enough light ends up to make
820                 // grass grow.  Basically just wait until not air and not leaves.
821                 s16 surface_y = 0;
822                 {
823                         v3s16 em = vm->m_area.getExtent();
824                         u32 i = vm->m_area.index(x, node_max.Y, z);
825                         s16 y;
826                         // Go to ground level
827                         for (y = node_max.Y; y >= full_node_min.Y; y--) {
828                                 MapNode &n = vm->m_data[i];
829                                 if (ndef->get(n).param_type != CPT_LIGHT ||
830                                         ndef->get(n).liquid_type != LIQUID_NONE)
831                                         break;
832                                 vm->m_area.add_y(em, i, -1);
833                         }
834                         surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
835                 }
836
837                 u32 i = vm->m_area.index(x, surface_y, z);
838                 MapNode *n = &vm->m_data[i];
839                 if (n->getContent() == c_dirt && surface_y >= water_level - 20)
840                         n->setContent(c_dirt_with_grass);
841         }
842 }
843
844
845 void MapgenV6::generateCaves(int max_stone_y) {
846         // 24ms @cs=8
847         //TimeTaker timer1("caves");
848         
849         /*double cave_amount = 6.0 + 6.0 * noise2d_perlin(
850                 0.5+(double)node_min.X/250, 0.5+(double)node_min.Y/250,
851                 data->seed+34329, 3, 0.50);*/
852         const s16 max_spread_amount = MAP_BLOCKSIZE;
853         float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
854
855         cave_amount = MYMAX(0.0, cave_amount);
856         u32 caves_count = cave_amount * volume_nodes / 50000;
857         u32 bruises_count = 1;
858         PseudoRandom ps(blockseed + 21343);
859         PseudoRandom ps2(blockseed + 1032);
860         
861         if (ps.range(1, 6) == 1)
862                 bruises_count = ps.range(0, ps.range(0, 2));
863         
864         if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
865                 caves_count   /= 3;
866                 bruises_count /= 3;
867         }
868         
869         for(u32 jj = 0; jj < caves_count + bruises_count; jj++) {
870                 /*int avg_height = (int)
871                           ((base_rock_level_2d(data->seed, v2s16(node_min.X, node_min.Z)) +
872                                 base_rock_level_2d(data->seed, v2s16(node_max.X, node_max.Z))) / 2);
873                 if ((node_max.Y + node_min.Y) / 2 > avg_height)
874                         break;*/
875
876                 bool large_cave = (jj >= caves_count);
877                 s16 min_tunnel_diameter = 2;
878                 s16 max_tunnel_diameter = ps.range(2,6);
879                 int dswitchint = ps.range(1,14);
880                 u16 tunnel_routepoints = 0;
881                 int part_max_length_rs = 0;
882                 if(large_cave){
883                         part_max_length_rs = ps.range(2,4);
884                         tunnel_routepoints = ps.range(5, ps.range(15,30));
885                         min_tunnel_diameter = 5;
886                         max_tunnel_diameter = ps.range(7, ps.range(8,24));
887                 } else {
888                         part_max_length_rs = ps.range(2,9);
889                         tunnel_routepoints = ps.range(10, ps.range(15,30));
890                 }
891                 bool large_cave_is_flat = (ps.range(0,1) == 0);
892
893                 v3f main_direction(0,0,0);
894
895                 // Allowed route area size in nodes
896                 v3s16 ar = central_area_size;
897
898                 // Area starting point in nodes
899                 v3s16 of = node_min;
900
901                 // Allow a bit more
902                 //(this should be more than the maximum radius of the tunnel)
903                 s16 insure = 10;
904                 s16 more = max_spread_amount - max_tunnel_diameter / 2 - insure;
905                 ar += v3s16(1,0,1) * more * 2;
906                 of -= v3s16(1,0,1) * more;
907
908                 s16 route_y_min = 0;
909                 // Allow half a diameter + 7 over stone surface
910                 s16 route_y_max = -of.Y + max_stone_y + max_tunnel_diameter/2 + 7;
911
912                 // Limit maximum to area
913                 route_y_max = rangelim(route_y_max, 0, ar.Y-1);
914
915                 if(large_cave)
916                 {
917                         s16 min = 0;
918                         if(node_min.Y < water_level && node_max.Y > water_level)
919                         {
920                                 min = water_level - max_tunnel_diameter/3 - of.Y;
921                                 route_y_max = water_level + max_tunnel_diameter/3 - of.Y;
922                         }
923                         route_y_min = ps.range(min, min + max_tunnel_diameter);
924                         route_y_min = rangelim(route_y_min, 0, route_y_max);
925                 }
926
927                 s16 route_start_y_min = route_y_min;
928                 s16 route_start_y_max = route_y_max;
929
930                 route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
931                 route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1);
932
933                 // Randomize starting position
934                 v3f orp(
935                         (float)(ps.next()%ar.X)+0.5,
936                         (float)(ps.range(route_start_y_min, route_start_y_max))+0.5,
937                         (float)(ps.next()%ar.Z)+0.5
938                 );
939
940                 v3s16 startp(orp.X, orp.Y, orp.Z);
941                 startp += of;
942
943                 MapNode airnode(CONTENT_AIR);
944                 MapNode waternode(c_water_source);
945                 MapNode lavanode(c_lava_source);
946
947                 /*
948                         Generate some tunnel starting from orp
949                 */
950
951                 for(u16 j=0; j<tunnel_routepoints; j++)
952                 {
953                         if(j%dswitchint==0 && large_cave == false)
954                         {
955                                 main_direction = v3f(
956                                         ((float)(ps.next()%20)-(float)10)/10,
957                                         ((float)(ps.next()%20)-(float)10)/30,
958                                         ((float)(ps.next()%20)-(float)10)/10
959                                 );
960                                 main_direction *= (float)ps.range(0, 10)/10;
961                         }
962
963                         // Randomize size
964                         s16 min_d = min_tunnel_diameter;
965                         s16 max_d = max_tunnel_diameter;
966                         s16 rs = ps.range(min_d, max_d);
967
968                         // Every second section is rough
969                         bool randomize_xz = (ps2.range(1,2) == 1);
970
971                         v3s16 maxlen;
972                         if(large_cave)
973                         {
974                                 maxlen = v3s16(
975                                         rs*part_max_length_rs,
976                                         rs*part_max_length_rs/2,
977                                         rs*part_max_length_rs
978                                 );
979                         }
980                         else
981                         {
982                                 maxlen = v3s16(
983                                         rs*part_max_length_rs,
984                                         ps.range(1, rs*part_max_length_rs),
985                                         rs*part_max_length_rs
986                                 );
987                         }
988
989                         v3f vec;
990
991                         vec = v3f(
992                                 (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
993                                 (float)(ps.next()%(maxlen.Y*1))-(float)maxlen.Y/2,
994                                 (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
995                         );
996
997                         // Jump downward sometimes
998                         if(!large_cave && ps.range(0,12) == 0)
999                         {
1000                                 vec = v3f(
1001                                         (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
1002                                         (float)(ps.next()%(maxlen.Y*2))-(float)maxlen.Y*2/2,
1003                                         (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
1004                                 );
1005                         }
1006
1007                         /*if(large_cave){
1008                                 v3f p = orp + vec;
1009                                 s16 h = find_ground_level_clever(vmanip,
1010                                                 v2s16(p.X, p.Z), ndef);
1011                                 route_y_min = h - rs/3;
1012                                 route_y_max = h + rs;
1013                         }*/
1014
1015                         vec += main_direction;
1016
1017                         v3f rp = orp + vec;
1018                         if(rp.X < 0)
1019                                 rp.X = 0;
1020                         else if(rp.X >= ar.X)
1021                                 rp.X = ar.X-1;
1022                         if(rp.Y < route_y_min)
1023                                 rp.Y = route_y_min;
1024                         else if(rp.Y >= route_y_max)
1025                                 rp.Y = route_y_max-1;
1026                         if(rp.Z < 0)
1027                                 rp.Z = 0;
1028                         else if(rp.Z >= ar.Z)
1029                                 rp.Z = ar.Z-1;
1030                         vec = rp - orp;
1031
1032                         for(float f=0; f<1.0; f+=1.0/vec.getLength())
1033                         {
1034                                 v3f fp = orp + vec * f;
1035                                 fp.X += 0.1*ps.range(-10,10);
1036                                 fp.Z += 0.1*ps.range(-10,10);
1037                                 v3s16 cp(fp.X, fp.Y, fp.Z);
1038
1039                                 s16 d0 = -rs/2;
1040                                 s16 d1 = d0 + rs;
1041                                 if(randomize_xz){
1042                                         d0 += ps.range(-1,1);
1043                                         d1 += ps.range(-1,1);
1044                                 }
1045                                 for(s16 z0=d0; z0<=d1; z0++)
1046                                 {
1047                                         s16 si = rs/2 - MYMAX(0, abs(z0)-rs/7-1);
1048                                         for(s16 x0=-si-ps.range(0,1); x0<=si-1+ps.range(0,1); x0++)
1049                                         {
1050                                                 s16 maxabsxz = MYMAX(abs(x0), abs(z0));
1051                                                 s16 si2 = rs/2 - MYMAX(0, maxabsxz-rs/7-1);
1052                                                 for(s16 y0=-si2; y0<=si2; y0++)
1053                                                 {
1054                                                         /*// Make better floors in small caves
1055                                                         if(y0 <= -rs/2 && rs<=7)
1056                                                                 continue;*/
1057                                                         if (large_cave_is_flat) {
1058                                                                 // Make large caves not so tall
1059                                                                 if (rs > 7 && abs(y0) >= rs/3)
1060                                                                         continue;
1061                                                         }
1062
1063                                                         s16 z = cp.Z + z0;
1064                                                         s16 y = cp.Y + y0;
1065                                                         s16 x = cp.X + x0;
1066                                                         v3s16 p(x,y,z);
1067                                                         p += of;
1068
1069                                                         if(vm->m_area.contains(p) == false)
1070                                                                 continue;
1071
1072                                                         u32 i = vm->m_area.index(p);
1073
1074                                                         if(large_cave) {
1075                                                                 if (full_node_min.Y < water_level &&
1076                                                                         full_node_max.Y > water_level) {
1077                                                                         if (p.Y <= water_level)
1078                                                                                 vm->m_data[i] = waternode;
1079                                                                         else
1080                                                                                 vm->m_data[i] = airnode;
1081                                                                 } else if (full_node_max.Y < water_level) {
1082                                                                         if (p.Y < startp.Y - 2)
1083                                                                                 vm->m_data[i] = lavanode;
1084                                                                         else
1085                                                                                 vm->m_data[i] = airnode;
1086                                                                 } else {
1087                                                                         vm->m_data[i] = airnode;
1088                                                                 }
1089                                                         } else {
1090                                                                 // Don't replace air or water or lava or ignore
1091                                                                 if (vm->m_data[i].getContent() == CONTENT_IGNORE ||
1092                                                                         vm->m_data[i].getContent() == CONTENT_AIR ||
1093                                                                         vm->m_data[i].getContent() == c_water_source ||
1094                                                                         vm->m_data[i].getContent() == c_lava_source)
1095                                                                         continue;
1096
1097                                                                 vm->m_data[i] = airnode;
1098
1099                                                                 // Set tunnel flag
1100                                                                 vm->m_flags[i] |= VMANIP_FLAG_CAVE;
1101                                                         }
1102                                                 }
1103                                         }
1104                                 }
1105                         }
1106                         orp = rp;
1107                 }
1108         }
1109 }