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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 "mg_ore.h"
39 #include "mg_decoration.h"
40 #include "mapgen_v6.h"
41
42 FlagDesc flagdesc_mapgen_v6[] = {
43         {"jungles",    MGV6_JUNGLES},
44         {"biomeblend", MGV6_BIOMEBLEND},
45         {"mudflow",    MGV6_MUDFLOW},
46         {NULL,         0}
47 };
48
49 ///////////////////////////////////////////////////////////////////////////////
50
51
52 MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge)
53         : Mapgen(mapgenid, params, emerge)
54 {
55         this->m_emerge = emerge;
56         this->ystride = csize.X; //////fix this
57
58         this->heightmap = new s16[csize.X * csize.Z];
59
60         initHeightMap(this->heightmap, csize.X * csize.Z);
61
62         MapgenV6Params *sp = (MapgenV6Params *)params->sparams;
63         this->spflags     = sp->spflags;
64         this->freq_desert = sp->freq_desert;
65         this->freq_beach  = sp->freq_beach;
66
67         np_cave        = &sp->np_cave;
68         np_humidity    = &sp->np_humidity;
69         np_trees       = &sp->np_trees;
70         np_apple_trees = &sp->np_apple_trees;
71
72         //// Create noise objects
73         noise_terrain_base   = new Noise(&sp->np_terrain_base,   seed, csize.X, csize.Y);
74         noise_terrain_higher = new Noise(&sp->np_terrain_higher, seed, csize.X, csize.Y);
75         noise_steepness      = new Noise(&sp->np_steepness,      seed, csize.X, csize.Y);
76         noise_height_select  = new Noise(&sp->np_height_select,  seed, csize.X, csize.Y);
77         noise_mud            = new Noise(&sp->np_mud,            seed, csize.X, csize.Y);
78         noise_beach          = new Noise(&sp->np_beach,          seed, csize.X, csize.Y);
79         noise_biome          = new Noise(&sp->np_biome,          seed, csize.X, csize.Y);
80
81         //// Resolve nodes to be used
82         INodeDefManager *ndef = emerge->ndef;
83
84         c_stone           = ndef->getId("mapgen_stone");
85         c_dirt            = ndef->getId("mapgen_dirt");
86         c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
87         c_sand            = ndef->getId("mapgen_sand");
88         c_water_source    = ndef->getId("mapgen_water_source");
89         c_lava_source     = ndef->getId("mapgen_lava_source");
90         c_gravel          = ndef->getId("mapgen_gravel");
91         c_cobble          = ndef->getId("mapgen_cobble");
92         c_desert_sand     = ndef->getId("mapgen_desert_sand");
93         c_desert_stone    = ndef->getId("mapgen_desert_stone");
94         c_mossycobble     = ndef->getId("mapgen_mossycobble");
95         c_sandbrick       = ndef->getId("mapgen_sandstonebrick");
96         c_stair_cobble    = ndef->getId("mapgen_stair_cobble");
97         c_stair_sandstone = ndef->getId("mapgen_stair_sandstone");
98         if (c_desert_sand == CONTENT_IGNORE)
99                 c_desert_sand = c_sand;
100         if (c_desert_stone == CONTENT_IGNORE)
101                 c_desert_stone = c_stone;
102         if (c_mossycobble == CONTENT_IGNORE)
103                 c_mossycobble = c_cobble;
104         if (c_sandbrick == CONTENT_IGNORE)
105                 c_sandbrick = c_desert_stone;
106         if (c_stair_cobble == CONTENT_IGNORE)
107                 c_stair_cobble = c_cobble;
108         if (c_stair_sandstone == CONTENT_IGNORE)
109                 c_stair_sandstone = c_sandbrick;
110 }
111
112
113 MapgenV6::~MapgenV6()
114 {
115         delete noise_terrain_base;
116         delete noise_terrain_higher;
117         delete noise_steepness;
118         delete noise_height_select;
119         delete noise_mud;
120         delete noise_beach;
121         delete noise_biome;
122
123         delete[] heightmap;
124 }
125
126
127 MapgenV6Params::MapgenV6Params()
128 {
129         spflags     = MGV6_BIOMEBLEND | MGV6_MUDFLOW;
130         freq_desert = 0.45;
131         freq_beach  = 0.15;
132
133         np_terrain_base   = NoiseParams(-4,  20.0, v3f(250.0, 250.0, 250.0), 82341,  5, 0.6, 2.0);
134         np_terrain_higher = NoiseParams(20,  16.0, v3f(500.0, 500.0, 500.0), 85039,  5, 0.6, 2.0);
135         np_steepness      = NoiseParams(0.85,0.5,  v3f(125.0, 125.0, 125.0), -932,   5, 0.7, 2.0);
136         np_height_select  = NoiseParams(0,   1.0,  v3f(250.0, 250.0, 250.0), 4213,   5, 0.69, 2.0);
137         np_mud            = NoiseParams(4,   2.0,  v3f(200.0, 200.0, 200.0), 91013,  3, 0.55, 2.0);
138         np_beach          = NoiseParams(0,   1.0,  v3f(250.0, 250.0, 250.0), 59420,  3, 0.50, 2.0);
139         np_biome          = NoiseParams(0,   1.0,  v3f(250.0, 250.0, 250.0), 9130,   3, 0.50, 2.0);
140         np_cave           = NoiseParams(6,   6.0,  v3f(250.0, 250.0, 250.0), 34329,  3, 0.50, 2.0);
141         np_humidity       = NoiseParams(0.5, 0.5,  v3f(500.0, 500.0, 500.0), 72384,  4, 0.66, 2.0);
142         np_trees          = NoiseParams(0,   1.0,  v3f(125.0, 125.0, 125.0), 2,      4, 0.66, 2.0);
143         np_apple_trees    = NoiseParams(0,   1.0,  v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0);
144 }
145
146
147 void MapgenV6Params::readParams(Settings *settings)
148 {
149         settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
150         settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
151         settings->getFloatNoEx("mgv6_freq_beach",  freq_beach);
152
153         settings->getNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
154         settings->getNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
155         settings->getNoiseParams("mgv6_np_steepness",      np_steepness);
156         settings->getNoiseParams("mgv6_np_height_select",  np_height_select);
157         settings->getNoiseParams("mgv6_np_mud",            np_mud);
158         settings->getNoiseParams("mgv6_np_beach",          np_beach);
159         settings->getNoiseParams("mgv6_np_biome",          np_biome);
160         settings->getNoiseParams("mgv6_np_cave",           np_cave);
161         settings->getNoiseParams("mgv6_np_humidity",       np_humidity);
162         settings->getNoiseParams("mgv6_np_trees",          np_trees);
163         settings->getNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
164 }
165
166
167 void MapgenV6Params::writeParams(Settings *settings)
168 {
169         settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, (u32)-1);
170         settings->setFloat("mgv6_freq_desert", freq_desert);
171         settings->setFloat("mgv6_freq_beach",  freq_beach);
172
173         settings->setNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
174         settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
175         settings->setNoiseParams("mgv6_np_steepness",      np_steepness);
176         settings->setNoiseParams("mgv6_np_height_select",  np_height_select);
177         settings->setNoiseParams("mgv6_np_mud",            np_mud);
178         settings->setNoiseParams("mgv6_np_beach",          np_beach);
179         settings->setNoiseParams("mgv6_np_biome",          np_biome);
180         settings->setNoiseParams("mgv6_np_cave",           np_cave);
181         settings->setNoiseParams("mgv6_np_humidity",       np_humidity);
182         settings->setNoiseParams("mgv6_np_trees",          np_trees);
183         settings->setNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
184 }
185
186
187 //////////////////////// Some helper functions for the map generator
188
189
190 // Returns Y one under area minimum if not found
191 s16 MapgenV6::find_stone_level(v2s16 p2d)
192 {
193         v3s16 em = vm->m_area.getExtent();
194         s16 y_nodes_max = vm->m_area.MaxEdge.Y;
195         s16 y_nodes_min = vm->m_area.MinEdge.Y;
196         u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
197         s16 y;
198
199         for (y = y_nodes_max; y >= y_nodes_min; y--) {
200                 MapNode &n = vm->m_data[i];
201                 content_t c = n.getContent();
202                 if (c != CONTENT_IGNORE && (
203                         c == c_stone || c == c_desert_stone))
204                         break;
205
206                 vm->m_area.add_y(em, i, -1);
207         }
208         return (y >= y_nodes_min) ? y : y_nodes_min - 1;
209 }
210
211
212 // Required by mapgen.h
213 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
214 {
215         /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
216                         seed, v2s16(blockpos.X, blockpos.Z));*/
217         // Nah, this is just a heuristic, just return something
218         s16 minimum_groundlevel = water_level;
219
220         if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
221                 return true;
222         else
223                 return false;
224 }
225
226
227 //////////////////////// Base terrain height functions
228
229 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
230         float steepness, float height_select)
231 {
232         float base   = 1 + terrain_base;
233         float higher = 1 + terrain_higher;
234
235         // Limit higher ground level to at least base
236         if(higher < base)
237                 higher = base;
238
239         // Steepness factor of cliffs
240         float b = steepness;
241         b = rangelim(b, 0.0, 1000.0);
242         b = 5 * b * b * b * b * b * b * b;
243         b = rangelim(b, 0.5, 1000.0);
244
245         // Values 1.5...100 give quite horrible looking slopes
246         if (b > 1.5 && b < 100.0)
247                 b = (b < 10.0) ? 1.5 : 100.0;
248
249         float a_off = -0.20; // Offset to more low
250         float a = 0.5 + b * (a_off + height_select);
251         a = rangelim(a, 0.0, 1.0); // Limit
252
253         return base * (1.0 - a) + higher * a;
254 }
255
256
257 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
258 {
259         if (flags & MG_FLAT)
260                 return water_level;
261
262         float terrain_base   = NoisePerlin2D_PO(&noise_terrain_base->np,
263                                                         p.X, 0.5, p.Y, 0.5, seed);
264         float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np,
265                                                         p.X, 0.5, p.Y, 0.5, seed);
266         float steepness      = NoisePerlin2D_PO(&noise_steepness->np,
267                                                         p.X, 0.5, p.Y, 0.5, seed);
268         float height_select  = NoisePerlin2D_PO(&noise_height_select->np,
269                                                         p.X, 0.5, p.Y, 0.5, seed);
270
271         return baseTerrainLevel(terrain_base, terrain_higher,
272                                                         steepness,    height_select);
273 }
274
275
276 float MapgenV6::baseTerrainLevelFromMap(v2s16 p)
277 {
278         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
279         return baseTerrainLevelFromMap(index);
280 }
281
282
283 float MapgenV6::baseTerrainLevelFromMap(int index)
284 {
285         if (flags & MG_FLAT)
286                 return water_level;
287
288         float terrain_base   = noise_terrain_base->result[index];
289         float terrain_higher = noise_terrain_higher->result[index];
290         float steepness      = noise_steepness->result[index];
291         float height_select  = noise_height_select->result[index];
292
293         return baseTerrainLevel(terrain_base, terrain_higher,
294                                                         steepness,    height_select);
295 }
296
297
298 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
299 {
300         return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
301 }
302
303
304 int MapgenV6::getGroundLevelAtPoint(v2s16 p)
305 {
306         return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
307 }
308
309
310 //////////////////////// Noise functions
311
312 float MapgenV6::getMudAmount(v2s16 p)
313 {
314         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
315         return getMudAmount(index);
316 }
317
318
319 bool MapgenV6::getHaveBeach(v2s16 p)
320 {
321         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
322         return getHaveBeach(index);
323 }
324
325
326 BiomeV6Type MapgenV6::getBiome(v2s16 p)
327 {
328         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
329         return getBiome(index, p);
330 }
331
332
333 float MapgenV6::getHumidity(v2s16 p)
334 {
335         /*double noise = noise2d_perlin(
336                 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
337                 seed+72384, 4, 0.66);
338         noise = (noise + 1.0)/2.0;*/
339
340         float noise = NoisePerlin2D(np_humidity, p.X, p.Y, seed);
341
342         if (noise < 0.0)
343                 noise = 0.0;
344         if (noise > 1.0)
345                 noise = 1.0;
346         return noise;
347 }
348
349
350 float MapgenV6::getTreeAmount(v2s16 p)
351 {
352         /*double noise = noise2d_perlin(
353                         0.5+(float)p.X/125, 0.5+(float)p.Y/125,
354                         seed+2, 4, 0.66);*/
355
356         float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
357         float zeroval = -0.39;
358         if (noise < zeroval)
359                 return 0;
360         else
361                 return 0.04 * (noise-zeroval) / (1.0-zeroval);
362 }
363
364
365 bool MapgenV6::getHaveAppleTree(v2s16 p)
366 {
367         /*is_apple_tree = noise2d_perlin(
368                 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
369                 data->seed+342902, 3, 0.45) > 0.2;*/
370
371         float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
372
373         return noise > 0.2;
374 }
375
376
377 float MapgenV6::getMudAmount(int index)
378 {
379         if (flags & MG_FLAT)
380                 return AVERAGE_MUD_AMOUNT;
381
382         /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
383                         0.5+(float)p.X/200, 0.5+(float)p.Y/200,
384                         seed+91013, 3, 0.55));*/
385
386         return noise_mud->result[index];
387 }
388
389
390 bool MapgenV6::getHaveBeach(int index)
391 {
392         // Determine whether to have sand here
393         /*double sandnoise = noise2d_perlin(
394                         0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
395                         seed+59420, 3, 0.50);*/
396
397         float sandnoise = noise_beach->result[index];
398         return (sandnoise > freq_beach);
399 }
400
401
402 BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
403 {
404         // Just do something very simple as for now
405         /*double d = noise2d_perlin(
406                         0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
407                         seed+9130, 3, 0.50);*/
408
409         float d = noise_biome->result[index];
410         if (d > freq_desert)
411                 return BT_DESERT;
412
413         if ((spflags & MGV6_BIOMEBLEND) &&
414                 (d > freq_desert - 0.10) &&
415                 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
416                 return BT_DESERT;
417
418         return BT_NORMAL;
419 }
420
421
422 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
423 {
424         s32 x=p.X, y=p.Y, z=p.Z;
425         return (u32)(seed%0x100000000ULL) + z*38134234 + y*42123 + x*23;
426 }
427
428
429 //////////////////////// Map generator
430
431 void MapgenV6::makeChunk(BlockMakeData *data)
432 {
433         // Pre-conditions
434         assert(data->vmanip);
435         assert(data->nodedef);
436         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
437                    data->blockpos_requested.Y >= data->blockpos_min.Y &&
438                    data->blockpos_requested.Z >= data->blockpos_min.Z);
439         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
440                    data->blockpos_requested.Y <= data->blockpos_max.Y &&
441                    data->blockpos_requested.Z <= data->blockpos_max.Z);
442
443         this->generating = true;
444         this->vm   = data->vmanip;
445         this->ndef = data->nodedef;
446
447         // Hack: use minimum block coords for old code that assumes a single block
448         v3s16 blockpos_min = data->blockpos_min;
449         v3s16 blockpos_max = data->blockpos_max;
450
451         // Area of central chunk
452         node_min = blockpos_min*MAP_BLOCKSIZE;
453         node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
454
455         // Full allocated area
456         full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
457         full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
458
459         central_area_size = node_max - node_min + v3s16(1,1,1);
460         assert(central_area_size.X == central_area_size.Z);
461
462         int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
463                                           * (blockpos_max.Y - blockpos_min.Y + 1)
464                                           * (blockpos_max.Z - blockpos_max.Z + 1);
465
466         volume_nodes = volume_blocks *
467                 MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
468
469         // Create a block-specific seed
470         blockseed = get_blockseed(data->seed, full_node_min);
471
472         // Make some noise
473         calculateNoise();
474
475         // Maximum height of the stone surface and obstacles.
476         // This is used to guide the cave generation
477         s16 stone_surface_max_y;
478
479         // Generate general ground level to full area
480         stone_surface_max_y = generateGround();
481
482         generateExperimental();
483
484         const s16 max_spread_amount = MAP_BLOCKSIZE;
485         // Limit dirt flow area by 1 because mud is flown into neighbors.
486         s16 mudflow_minpos = -max_spread_amount + 1;
487         s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
488
489         // Loop this part, it will make stuff look older and newer nicely
490         const u32 age_loops = 2;
491         for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
492                 // Make caves (this code is relatively horrible)
493                 if (flags & MG_CAVES)
494                         generateCaves(stone_surface_max_y);
495
496                 // Add mud to the central chunk
497                 addMud();
498
499                 // Add blobs of dirt and gravel underground
500                 addDirtGravelBlobs();
501
502                 // Flow mud away from steep edges
503                 if (spflags & MGV6_MUDFLOW)
504                         flowMud(mudflow_minpos, mudflow_maxpos);
505
506         }
507
508         // Create heightmap after mudflow
509         updateHeightmap(node_min, node_max);
510
511         // Add dungeons
512         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
513                 DungeonParams dp;
514
515                 dp.np_rarity  = nparams_dungeon_rarity;
516                 dp.np_density = nparams_dungeon_density;
517                 dp.np_wetness = nparams_dungeon_wetness;
518                 dp.c_water = c_water_source;
519                 if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_NORMAL) {
520                         dp.c_cobble  = c_cobble;
521                         dp.c_moss    = c_mossycobble;
522                         dp.c_stair   = c_stair_cobble;
523
524                         dp.diagonal_dirs = false;
525                         dp.mossratio  = 3.0;
526                         dp.holesize   = v3s16(1, 2, 1);
527                         dp.roomsize   = v3s16(0, 0, 0);
528                         dp.notifytype = GENNOTIFY_DUNGEON;
529                 } else {
530                         dp.c_cobble  = c_sandbrick;
531                         dp.c_moss    = c_sandbrick; // should make this 'cracked sandstone' later
532                         dp.c_stair   = c_stair_sandstone;
533
534                         dp.diagonal_dirs = true;
535                         dp.mossratio  = 0.0;
536                         dp.holesize   = v3s16(2, 3, 2);
537                         dp.roomsize   = v3s16(2, 5, 2);
538                         dp.notifytype = GENNOTIFY_TEMPLE;
539                 }
540
541                 DungeonGen dgen(this, &dp);
542                 dgen.generate(blockseed, full_node_min, full_node_max);
543         }
544
545         // Add top and bottom side of water to transforming_liquid queue
546         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
547
548         // Grow grass
549         growGrass();
550
551         // Generate some trees, and add grass, if a jungle
552         if (flags & MG_TREES)
553                 placeTreesAndJungleGrass();
554
555         // Generate the registered decorations
556         m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
557
558         // Generate the registered ores
559         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
560
561         // Calculate lighting
562         if (flags & MG_LIGHT)
563                 calcLighting(node_min, node_max);
564
565         this->generating = false;
566 }
567
568
569 void MapgenV6::calculateNoise()
570 {
571         int x = node_min.X;
572         int z = node_min.Z;
573
574         if (!(flags & MG_FLAT)) {
575                 noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
576                 noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
577                 noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
578                 noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
579                 noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
580         }
581
582         noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
583         noise_biome->perlinMap2D_PO(x, 0.6, z, 0.2);
584 }
585
586
587 int MapgenV6::generateGround()
588 {
589         //TimeTaker timer1("Generating ground level");
590         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
591         MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
592         int stone_surface_max_y = -MAP_GENERATION_LIMIT;
593         u32 index = 0;
594
595         for (s16 z = node_min.Z; z <= node_max.Z; z++)
596         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
597                 // Surface height
598                 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
599
600                 // Log it
601                 if (surface_y > stone_surface_max_y)
602                         stone_surface_max_y = surface_y;
603
604                 BiomeV6Type bt = getBiome(index, v2s16(x, z));
605
606                 // Fill ground with stone
607                 v3s16 em = vm->m_area.getExtent();
608                 u32 i = vm->m_area.index(x, node_min.Y, z);
609                 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
610                         if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
611                                 if (y <= surface_y) {
612                                         vm->m_data[i] = (y > water_level && bt == BT_DESERT) ?
613                                                 n_desert_stone : n_stone;
614                                 } else if (y <= water_level) {
615                                         vm->m_data[i] = n_water_source;
616                                 } else {
617                                         vm->m_data[i] = n_air;
618                                 }
619                         }
620                         vm->m_area.add_y(em, i, 1);
621                 }
622         }
623
624         return stone_surface_max_y;
625 }
626
627
628 void MapgenV6::addMud()
629 {
630         // 15ms @cs=8
631         //TimeTaker timer1("add mud");
632         MapNode n_dirt(c_dirt), n_gravel(c_gravel);
633         MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
634         MapNode addnode;
635
636         u32 index = 0;
637         for (s16 z = node_min.Z; z <= node_max.Z; z++)
638         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
639                 // Randomize mud amount
640                 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
641
642                 // Find ground level
643                 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
644
645                 // Handle area not found
646                 if (surface_y == vm->m_area.MinEdge.Y - 1)
647                         continue;
648
649                 BiomeV6Type bt = getBiome(index, v2s16(x, z));
650                 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
651
652                 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
653                         addnode = n_sand;
654                 } else if (mud_add_amount <= 0) {
655                         mud_add_amount = 1 - mud_add_amount;
656                         addnode = n_gravel;
657                 } else if (bt == BT_NORMAL && getHaveBeach(index) &&
658                                 surface_y + mud_add_amount <= water_level + 2) {
659                         addnode = n_sand;
660                 }
661
662                 if (bt == BT_DESERT && surface_y > 20)
663                         mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
664
665                 // If topmost node is grass, change it to mud.  It might be if it was
666                 // flown to there from a neighboring chunk and then converted.
667                 u32 i = vm->m_area.index(x, surface_y, z);
668                 if (vm->m_data[i].getContent() == c_dirt_with_grass)
669                         vm->m_data[i] = n_dirt;
670
671                 // Add mud on ground
672                 s16 mudcount = 0;
673                 v3s16 em = vm->m_area.getExtent();
674                 s16 y_start = surface_y + 1;
675                 i = vm->m_area.index(x, y_start, z);
676                 for (s16 y = y_start; y <= node_max.Y; y++) {
677                         if (mudcount >= mud_add_amount)
678                                 break;
679
680                         vm->m_data[i] = addnode;
681                         mudcount++;
682
683                         vm->m_area.add_y(em, i, 1);
684                 }
685         }
686 }
687
688
689 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
690 {
691         // 340ms @cs=8
692         TimeTaker timer1("flow mud");
693
694         // Iterate a few times
695         for(s16 k = 0; k < 3; k++) {
696                 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
697                 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
698                         // Invert coordinates every 2nd iteration
699                         if (k % 2 == 0) {
700                                 x = mudflow_maxpos - (x - mudflow_minpos);
701                                 z = mudflow_maxpos - (z - mudflow_minpos);
702                         }
703
704                         // Node position in 2d
705                         v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
706
707                         v3s16 em = vm->m_area.getExtent();
708                         u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
709                         s16 y = node_max.Y;
710
711                         while(y >= node_min.Y)
712                         {
713
714                         for(;; y--)
715                         {
716                                 MapNode *n = NULL;
717                                 // Find mud
718                                 for(; y >= node_min.Y; y--) {
719                                         n = &vm->m_data[i];
720                                         if (n->getContent() == c_dirt ||
721                                                 n->getContent() == c_dirt_with_grass ||
722                                                 n->getContent() == c_gravel)
723                                                 break;
724
725                                         vm->m_area.add_y(em, i, -1);
726                                 }
727
728                                 // Stop if out of area
729                                 //if(vmanip.m_area.contains(i) == false)
730                                 if (y < node_min.Y)
731                                         break;
732
733                                 if (n->getContent() == c_dirt ||
734                                         n->getContent() == c_dirt_with_grass)
735                                 {
736                                         // Make it exactly mud
737                                         n->setContent(c_dirt);
738
739                                         // Don't flow it if the stuff under it is not mud
740                                         {
741                                                 u32 i2 = i;
742                                                 vm->m_area.add_y(em, i2, -1);
743                                                 // Cancel if out of area
744                                                 if(vm->m_area.contains(i2) == false)
745                                                         continue;
746                                                 MapNode *n2 = &vm->m_data[i2];
747                                                 if (n2->getContent() != c_dirt &&
748                                                         n2->getContent() != c_dirt_with_grass)
749                                                         continue;
750                                         }
751                                 }
752
753                                 v3s16 dirs4[4] = {
754                                         v3s16(0,0,1), // back
755                                         v3s16(1,0,0), // right
756                                         v3s16(0,0,-1), // front
757                                         v3s16(-1,0,0), // left
758                                 };
759
760                                 // Check that upper is air or doesn't exist.
761                                 // Cancel dropping if upper keeps it in place
762                                 u32 i3 = i;
763                                 vm->m_area.add_y(em, i3, 1);
764                                 if (vm->m_area.contains(i3) == true &&
765                                         ndef->get(vm->m_data[i3]).walkable)
766                                         continue;
767
768                                 // Drop mud on side
769                                 for(u32 di=0; di<4; di++) {
770                                         v3s16 dirp = dirs4[di];
771                                         u32 i2 = i;
772                                         // Move to side
773                                         vm->m_area.add_p(em, i2, dirp);
774                                         // Fail if out of area
775                                         if (vm->m_area.contains(i2) == false)
776                                                 continue;
777                                         // Check that side is air
778                                         MapNode *n2 = &vm->m_data[i2];
779                                         if (ndef->get(*n2).walkable)
780                                                 continue;
781                                         // Check that under side is air
782                                         vm->m_area.add_y(em, i2, -1);
783                                         if (vm->m_area.contains(i2) == false)
784                                                 continue;
785                                         n2 = &vm->m_data[i2];
786                                         if (ndef->get(*n2).walkable)
787                                                 continue;
788                                         // Loop further down until not air
789                                         bool dropped_to_unknown = false;
790                                         do {
791                                                 vm->m_area.add_y(em, i2, -1);
792                                                 n2 = &vm->m_data[i2];
793                                                 // if out of known area
794                                                 if(vm->m_area.contains(i2) == false ||
795                                                         n2->getContent() == CONTENT_IGNORE) {
796                                                         dropped_to_unknown = true;
797                                                         break;
798                                                 }
799                                         } while (ndef->get(*n2).walkable == false);
800                                         // Loop one up so that we're in air
801                                         vm->m_area.add_y(em, i2, 1);
802                                         n2 = &vm->m_data[i2];
803
804                                         bool old_is_water = (n->getContent() == c_water_source);
805                                         // Move mud to new place
806                                         if (!dropped_to_unknown) {
807                                                 *n2 = *n;
808                                                 // Set old place to be air (or water)
809                                                 if(old_is_water)
810                                                         *n = MapNode(c_water_source);
811                                                 else
812                                                         *n = MapNode(CONTENT_AIR);
813                                         }
814
815                                         // Done
816                                         break;
817                                 }
818                         }
819                         }
820                 }
821         }
822 }
823
824
825 void MapgenV6::addDirtGravelBlobs()
826 {
827         if (getBiome(v2s16(node_min.X, node_min.Z)) != BT_NORMAL)
828                 return;
829
830         PseudoRandom pr(blockseed + 983);
831         for (int i = 0; i < volume_nodes/10/10/10; i++) {
832                 bool only_fill_cave = (myrand_range(0,1) != 0);
833                 v3s16 size(
834                         pr.range(1, 8),
835                         pr.range(1, 8),
836                         pr.range(1, 8)
837                 );
838                 v3s16 p0(
839                         pr.range(node_min.X, node_max.X) - size.X / 2,
840                         pr.range(node_min.Y, node_max.Y) - size.Y / 2,
841                         pr.range(node_min.Z, node_max.Z) - size.Z / 2
842                 );
843
844                 MapNode n1((p0.Y > -32 && !pr.range(0, 1)) ? c_dirt : c_gravel);
845                 for (int z1 = 0; z1 < size.Z; z1++)
846                 for (int y1 = 0; y1 < size.Y; y1++)
847                 for (int x1 = 0; x1 < size.X; x1++) {
848                         v3s16 p = p0 + v3s16(x1, y1, z1);
849                         u32 i = vm->m_area.index(p);
850                         if (!vm->m_area.contains(i))
851                                 continue;
852                         // Cancel if not stone and not cave air
853                         if (vm->m_data[i].getContent() != c_stone &&
854                                 !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
855                                 continue;
856                         if (only_fill_cave && !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
857                                 continue;
858                         vm->m_data[i] = n1;
859                 }
860         }
861 }
862
863
864 void MapgenV6::placeTreesAndJungleGrass()
865 {
866         //TimeTaker t("placeTrees");
867         if (node_max.Y < water_level)
868                 return;
869
870         PseudoRandom grassrandom(blockseed + 53);
871         content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
872         // if we don't have junglegrass, don't place cignore... that's bad
873         if (c_junglegrass == CONTENT_IGNORE)
874                 c_junglegrass = CONTENT_AIR;
875         MapNode n_junglegrass(c_junglegrass);
876         v3s16 em = vm->m_area.getExtent();
877
878         // Divide area into parts
879         s16 div = 8;
880         s16 sidelen = central_area_size.X / div;
881         double area = sidelen * sidelen;
882
883         // N.B.  We must add jungle grass first, since tree leaves will
884         // obstruct the ground, giving us a false ground level
885         for (s16 z0 = 0; z0 < div; z0++)
886         for (s16 x0 = 0; x0 < div; x0++) {
887                 // Center position of part of division
888                 v2s16 p2d_center(
889                         node_min.X + sidelen / 2 + sidelen * x0,
890                         node_min.Z + sidelen / 2 + sidelen * z0
891                 );
892                 // Minimum edge of part of division
893                 v2s16 p2d_min(
894                         node_min.X + sidelen * x0,
895                         node_min.Z + sidelen * z0
896                 );
897                 // Maximum edge of part of division
898                 v2s16 p2d_max(
899                         node_min.X + sidelen + sidelen * x0 - 1,
900                         node_min.Z + sidelen + sidelen * z0 - 1
901                 );
902
903                 // Amount of trees, jungle area
904                 u32 tree_count = area * getTreeAmount(p2d_center);
905
906                 float humidity;
907                 bool is_jungle = false;
908                 if (spflags & MGV6_JUNGLES) {
909                         humidity = getHumidity(p2d_center);
910                         if (humidity > 0.75) {
911                                 is_jungle = true;
912                                 tree_count *= 4;
913                         }
914                 }
915
916                 // Add jungle grass
917                 if (is_jungle) {
918                         u32 grass_count = 5 * humidity * tree_count;
919                         for (u32 i = 0; i < grass_count; i++) {
920                                 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
921                                 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
922
923                                 s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////optimize this!
924                                 if (y < water_level || y < node_min.Y || y > node_max.Y)
925                                         continue;
926
927                                 u32 vi = vm->m_area.index(x, y, z);
928                                 // place on dirt_with_grass, since we know it is exposed to sunlight
929                                 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
930                                         vm->m_area.add_y(em, vi, 1);
931                                         vm->m_data[vi] = n_junglegrass;
932                                 }
933                         }
934                 }
935
936                 // Put trees in random places on part of division
937                 for (u32 i = 0; i < tree_count; i++) {
938                         s16 x = myrand_range(p2d_min.X, p2d_max.X);
939                         s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
940                         s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////////optimize this!
941                         // Don't make a tree under water level
942                         // Don't make a tree so high that it doesn't fit
943                         if(y < water_level || y > node_max.Y - 6)
944                                 continue;
945
946                         v3s16 p(x,y,z);
947                         // Trees grow only on mud and grass
948                         {
949                                 u32 i = vm->m_area.index(p);
950                                 MapNode *n = &vm->m_data[i];
951                                 if (n->getContent() != c_dirt &&
952                                         n->getContent() != c_dirt_with_grass)
953                                         continue;
954                         }
955                         p.Y++;
956
957                         // Make a tree
958                         if (is_jungle) {
959                                 treegen::make_jungletree(*vm, p, ndef, myrand());
960                         } else {
961                                 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
962                                                                                 getHaveAppleTree(v2s16(x, z));
963                                 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
964                         }
965                 }
966         }
967         //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
968 }
969
970
971 void MapgenV6::growGrass()
972 {
973         for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
974         for (s16 x = full_node_min.X; x <= full_node_max.X; x++) {
975                 // Find the lowest surface to which enough light ends up to make
976                 // grass grow.  Basically just wait until not air and not leaves.
977                 s16 surface_y = 0;
978                 {
979                         v3s16 em = vm->m_area.getExtent();
980                         u32 i = vm->m_area.index(x, node_max.Y, z);
981                         s16 y;
982                         // Go to ground level
983                         for (y = node_max.Y; y >= full_node_min.Y; y--) {
984                                 MapNode &n = vm->m_data[i];
985                                 if (ndef->get(n).param_type != CPT_LIGHT ||
986                                         ndef->get(n).liquid_type != LIQUID_NONE)
987                                         break;
988                                 vm->m_area.add_y(em, i, -1);
989                         }
990                         surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
991                 }
992
993                 u32 i = vm->m_area.index(x, surface_y, z);
994                 MapNode *n = &vm->m_data[i];
995                 if (n->getContent() == c_dirt && surface_y >= water_level - 20)
996                         n->setContent(c_dirt_with_grass);
997         }
998 }
999
1000
1001 void MapgenV6::generateCaves(int max_stone_y)
1002 {
1003         float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
1004         int volume_nodes = (node_max.X - node_min.X + 1) *
1005                                            (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
1006         cave_amount = MYMAX(0.0, cave_amount);
1007         u32 caves_count = cave_amount * volume_nodes / 50000;
1008         u32 bruises_count = 1;
1009         PseudoRandom ps(blockseed + 21343);
1010         PseudoRandom ps2(blockseed + 1032);
1011
1012         if (ps.range(1, 6) == 1)
1013                 bruises_count = ps.range(0, ps.range(0, 2));
1014
1015         if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
1016                 caves_count   /= 3;
1017                 bruises_count /= 3;
1018         }
1019
1020         for (u32 i = 0; i < caves_count + bruises_count; i++) {
1021                 bool large_cave = (i >= caves_count);
1022                 CaveV6 cave(this, &ps, &ps2, large_cave);
1023
1024                 cave.makeCave(node_min, node_max, max_stone_y);
1025         }
1026 }