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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         this->generating  = false;
54         this->id       = mapgenid;
55         this->emerge   = emerge;
56
57         this->seed        = (int)params->seed;
58         this->water_level = params->water_level;
59         this->flags       = params->flags;
60         this->csize       = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
61         this->gennotify   = emerge->gennotify;
62
63         this->ystride = csize.X; //////fix this
64         
65         MapgenV6Params *sp = (MapgenV6Params *)params->sparams;
66
67         this->spflags     = sp->spflags;
68         this->freq_desert = sp->freq_desert;
69         this->freq_beach  = sp->freq_beach;
70
71         np_cave        = &sp->np_cave;
72         np_humidity    = &sp->np_humidity;
73         np_trees       = &sp->np_trees;
74         np_apple_trees = &sp->np_apple_trees;
75
76         //// Create noise objects
77         noise_terrain_base   = new Noise(&sp->np_terrain_base,   seed, csize.X, csize.Y);
78         noise_terrain_higher = new Noise(&sp->np_terrain_higher, seed, csize.X, csize.Y);
79         noise_steepness      = new Noise(&sp->np_steepness,      seed, csize.X, csize.Y);
80         noise_height_select  = new Noise(&sp->np_height_select,  seed, csize.X, csize.Y);
81         noise_mud            = new Noise(&sp->np_mud,            seed, csize.X, csize.Y);
82         noise_beach          = new Noise(&sp->np_beach,          seed, csize.X, csize.Y);
83         noise_biome          = new Noise(&sp->np_biome,          seed, csize.X, csize.Y);
84
85         //// Resolve nodes to be used
86         INodeDefManager *ndef = emerge->ndef;
87
88         c_stone           = ndef->getId("mapgen_stone");
89         c_dirt            = ndef->getId("mapgen_dirt");
90         c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
91         c_sand            = ndef->getId("mapgen_sand");
92         c_water_source    = ndef->getId("mapgen_water_source");
93         c_lava_source     = ndef->getId("mapgen_lava_source");
94         c_gravel          = ndef->getId("mapgen_gravel");
95         c_cobble          = ndef->getId("mapgen_cobble");
96         c_desert_sand     = ndef->getId("mapgen_desert_sand");
97         c_desert_stone    = ndef->getId("mapgen_desert_stone");
98         c_mossycobble     = ndef->getId("mapgen_mossycobble");
99         c_sandbrick       = ndef->getId("mapgen_sandstonebrick");
100         c_stair_cobble    = ndef->getId("mapgen_stair_cobble");
101         c_stair_sandstone = ndef->getId("mapgen_stair_sandstone");
102         if (c_desert_sand == CONTENT_IGNORE)
103                 c_desert_sand = c_sand;
104         if (c_desert_stone == CONTENT_IGNORE)
105                 c_desert_stone = c_stone;
106         if (c_mossycobble == CONTENT_IGNORE)
107                 c_mossycobble = c_cobble;
108         if (c_sandbrick == CONTENT_IGNORE)
109                 c_sandbrick = c_desert_stone;
110         if (c_stair_cobble == CONTENT_IGNORE)
111                 c_stair_cobble = c_cobble;
112         if (c_stair_sandstone == CONTENT_IGNORE)
113                 c_stair_sandstone = c_sandbrick;
114 }
115
116
117 MapgenV6::~MapgenV6() {
118         delete noise_terrain_base;
119         delete noise_terrain_higher;
120         delete noise_steepness;
121         delete noise_height_select;
122         delete noise_mud;
123         delete noise_beach;
124         delete noise_biome;
125 }
126
127
128 MapgenV6Params::MapgenV6Params() {
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);
134         np_terrain_higher = NoiseParams(20,  16.0, v3f(500.0, 500.0, 500.0), 85039,  5, 0.6);
135         np_steepness      = NoiseParams(0.85,0.5,  v3f(125.0, 125.0, 125.0), -932,   5, 0.7);
136         np_height_select  = NoiseParams(0.5, 1.0,  v3f(250.0, 250.0, 250.0), 4213,   5, 0.69);
137         np_mud            = NoiseParams(4,   2.0,  v3f(200.0, 200.0, 200.0), 91013,  3, 0.55);
138         np_beach          = NoiseParams(0,   1.0,  v3f(250.0, 250.0, 250.0), 59420,  3, 0.50);
139         np_biome          = NoiseParams(0,   1.0,  v3f(250.0, 250.0, 250.0), 9130,   3, 0.50);
140         np_cave           = NoiseParams(6,   6.0,  v3f(250.0, 250.0, 250.0), 34329,  3, 0.50);
141         np_humidity       = NoiseParams(0.5, 0.5,  v3f(500.0, 500.0, 500.0), 72384,  4, 0.66);
142         np_trees          = NoiseParams(0,   1.0,  v3f(125.0, 125.0, 125.0), 2,      4, 0.66);
143         np_apple_trees    = NoiseParams(0,   1.0,  v3f(100.0, 100.0, 100.0), 342902, 3, 0.45);
144 }
145
146
147 void MapgenV6Params::readParams(Settings *settings) {
148         settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
149         settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
150         settings->getFloatNoEx("mgv6_freq_beach",  freq_beach);
151
152         settings->getNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
153         settings->getNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
154         settings->getNoiseParams("mgv6_np_steepness",      np_steepness);
155         settings->getNoiseParams("mgv6_np_height_select",  np_height_select);
156         settings->getNoiseParams("mgv6_np_mud",            np_mud);
157         settings->getNoiseParams("mgv6_np_beach",          np_beach);
158         settings->getNoiseParams("mgv6_np_biome",          np_biome);
159         settings->getNoiseParams("mgv6_np_cave",           np_cave);
160         settings->getNoiseParams("mgv6_np_humidity",       np_humidity);
161         settings->getNoiseParams("mgv6_np_trees",          np_trees);
162         settings->getNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
163 }
164
165
166 void MapgenV6Params::writeParams(Settings *settings) {
167         settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, (u32)-1);
168         settings->setFloat("mgv6_freq_desert", freq_desert);
169         settings->setFloat("mgv6_freq_beach",  freq_beach);
170
171         settings->setNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
172         settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
173         settings->setNoiseParams("mgv6_np_steepness",      np_steepness);
174         settings->setNoiseParams("mgv6_np_height_select",  np_height_select);
175         settings->setNoiseParams("mgv6_np_mud",            np_mud);
176         settings->setNoiseParams("mgv6_np_beach",          np_beach);
177         settings->setNoiseParams("mgv6_np_biome",          np_biome);
178         settings->setNoiseParams("mgv6_np_cave",           np_cave);
179         settings->setNoiseParams("mgv6_np_humidity",       np_humidity);
180         settings->setNoiseParams("mgv6_np_trees",          np_trees);
181         settings->setNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
182 }
183
184
185 //////////////////////// Some helper functions for the map generator
186
187
188 // Returns Y one under area minimum if not found
189 s16 MapgenV6::find_stone_level(v2s16 p2d) {
190         v3s16 em = vm->m_area.getExtent();
191         s16 y_nodes_max = vm->m_area.MaxEdge.Y;
192         s16 y_nodes_min = vm->m_area.MinEdge.Y;
193         u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
194         s16 y;
195
196         for (y = y_nodes_max; y >= y_nodes_min; y--) {
197                 MapNode &n = vm->m_data[i];
198                 content_t c = n.getContent();
199                 if (c != CONTENT_IGNORE && (
200                         c == c_stone || c == c_desert_stone))
201                         break;
202
203                 vm->m_area.add_y(em, i, -1);
204         }
205         return (y >= y_nodes_min) ? y : y_nodes_min - 1;
206 }
207
208
209 // Required by mapgen.h
210 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
211 {
212         /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
213                         seed, v2s16(blockpos.X, blockpos.Z));*/
214         // Nah, this is just a heuristic, just return something
215         s16 minimum_groundlevel = water_level;
216
217         if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
218                 return true;
219         else
220                 return false;
221 }
222
223
224 //////////////////////// Base terrain height functions
225
226 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
227                                                                         float steepness, float height_select) { 
228         float base   = 1 + terrain_base;
229         float higher = 1 + terrain_higher;
230
231         // Limit higher ground level to at least base
232         if(higher < base)
233                 higher = base;
234
235         // Steepness factor of cliffs
236         float b = steepness;
237         b = rangelim(b, 0.0, 1000.0);
238         b = 5 * b * b * b * b * b * b * b;
239         b = rangelim(b, 0.5, 1000.0);
240
241         // Values 1.5...100 give quite horrible looking slopes
242         if (b > 1.5 && b < 100.0)
243                 b = (b < 10.0) ? 1.5 : 100.0;
244
245         float a_off = -0.20; // Offset to more low
246         float a = 0.5 + b * (a_off + height_select);
247         a = rangelim(a, 0.0, 1.0); // Limit
248         
249         return base * (1.0 - a) + higher * a;
250 }
251
252
253 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p) {
254         if (flags & MG_FLAT)
255                 return water_level;
256                 
257         float terrain_base   = NoisePerlin2DPosOffset(noise_terrain_base->np,
258                                                         p.X, 0.5, p.Y, 0.5, seed);
259         float terrain_higher = NoisePerlin2DPosOffset(noise_terrain_higher->np,
260                                                         p.X, 0.5, p.Y, 0.5, seed);
261         float steepness      = NoisePerlin2DPosOffset(noise_steepness->np,
262                                                         p.X, 0.5, p.Y, 0.5, seed);
263         float height_select  = NoisePerlin2DNoTxfmPosOffset(noise_height_select->np,
264                                                         p.X, 0.5, p.Y, 0.5, seed);
265
266         return baseTerrainLevel(terrain_base, terrain_higher,
267                                                         steepness,    height_select);
268 }
269
270
271 float MapgenV6::baseTerrainLevelFromMap(v2s16 p) {
272         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
273         return baseTerrainLevelFromMap(index);
274 }
275
276
277 float MapgenV6::baseTerrainLevelFromMap(int index) {
278         if (flags & MG_FLAT)
279                 return water_level;
280         
281         float terrain_base   = noise_terrain_base->result[index];
282         float terrain_higher = noise_terrain_higher->result[index];
283         float steepness      = noise_steepness->result[index];
284         float height_select  = noise_height_select->result[index];
285         
286         return baseTerrainLevel(terrain_base, terrain_higher,
287                                                         steepness,    height_select);
288 }
289
290
291 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) {
292         return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
293 }
294
295
296 int MapgenV6::getGroundLevelAtPoint(v2s16 p) {
297         return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
298 }
299
300
301 //////////////////////// Noise functions
302
303 float MapgenV6::getMudAmount(v2s16 p) {
304         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
305         return getMudAmount(index);
306 }
307
308
309 bool MapgenV6::getHaveBeach(v2s16 p) {
310         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
311         return getHaveBeach(index);
312 }
313
314
315 BiomeType MapgenV6::getBiome(v2s16 p) {
316         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
317         return getBiome(index, p);
318 }
319
320
321 float MapgenV6::getHumidity(v2s16 p)
322 {
323         /*double noise = noise2d_perlin(
324                 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
325                 seed+72384, 4, 0.66);
326         noise = (noise + 1.0)/2.0;*/
327
328         float noise = NoisePerlin2D(np_humidity, p.X, p.Y, seed);
329
330         if (noise < 0.0)
331                 noise = 0.0;
332         if (noise > 1.0)
333                 noise = 1.0;
334         return noise;
335 }
336
337
338 float MapgenV6::getTreeAmount(v2s16 p)
339 {
340         /*double noise = noise2d_perlin(
341                         0.5+(float)p.X/125, 0.5+(float)p.Y/125,
342                         seed+2, 4, 0.66);*/
343         
344         float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
345         float zeroval = -0.39;
346         if (noise < zeroval)
347                 return 0;
348         else
349                 return 0.04 * (noise-zeroval) / (1.0-zeroval);
350 }
351
352
353 bool MapgenV6::getHaveAppleTree(v2s16 p)
354 {
355         /*is_apple_tree = noise2d_perlin(
356                 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
357                 data->seed+342902, 3, 0.45) > 0.2;*/
358         
359         float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
360         
361         return noise > 0.2;
362 }
363
364
365 float MapgenV6::getMudAmount(int index)
366 {
367         if (flags & MG_FLAT)
368                 return AVERAGE_MUD_AMOUNT;
369                 
370         /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
371                         0.5+(float)p.X/200, 0.5+(float)p.Y/200,
372                         seed+91013, 3, 0.55));*/
373         
374         return noise_mud->result[index];
375 }
376
377
378 bool MapgenV6::getHaveBeach(int index)
379 {
380         // Determine whether to have sand here
381         /*double sandnoise = noise2d_perlin(
382                         0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
383                         seed+59420, 3, 0.50);*/
384         
385         float sandnoise = noise_beach->result[index];
386         return (sandnoise > freq_beach);
387 }
388
389
390 BiomeType MapgenV6::getBiome(int index, v2s16 p)
391 {
392         // Just do something very simple as for now
393         /*double d = noise2d_perlin(
394                         0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
395                         seed+9130, 3, 0.50);*/
396         
397         float d = noise_biome->result[index];
398         if (d > freq_desert)
399                 return BT_DESERT;
400                 
401         if ((spflags & MGV6_BIOMEBLEND) &&
402                 (d > freq_desert - 0.10) &&
403                 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
404                 return BT_DESERT;
405         
406         return BT_NORMAL;
407 }
408
409
410 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
411 {
412         s32 x=p.X, y=p.Y, z=p.Z;
413         return (u32)(seed%0x100000000ULL) + z*38134234 + y*42123 + x*23;
414 }
415
416
417 //////////////////////// Map generator
418
419 void MapgenV6::makeChunk(BlockMakeData *data) {
420         assert(data->vmanip);
421         assert(data->nodedef);
422         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
423                    data->blockpos_requested.Y >= data->blockpos_min.Y &&
424                    data->blockpos_requested.Z >= data->blockpos_min.Z);
425         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
426                    data->blockpos_requested.Y <= data->blockpos_max.Y &&
427                    data->blockpos_requested.Z <= data->blockpos_max.Z);
428                         
429         this->generating = true;
430         this->vm   = data->vmanip;      
431         this->ndef = data->nodedef;
432         
433         // Hack: use minimum block coords for old code that assumes a single block
434         v3s16 blockpos = data->blockpos_requested;
435         v3s16 blockpos_min = data->blockpos_min;
436         v3s16 blockpos_max = data->blockpos_max;
437
438         // Area of central chunk
439         node_min = blockpos_min*MAP_BLOCKSIZE;
440         node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
441
442         // Full allocated area
443         full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
444         full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
445
446         central_area_size = node_max - node_min + v3s16(1,1,1);
447         assert(central_area_size.X == central_area_size.Z);
448
449         int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
450                                           * (blockpos_max.Y - blockpos_min.Y + 1)
451                                           * (blockpos_max.Z - blockpos_max.Z + 1);
452
453         volume_nodes = volume_blocks *
454                 MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
455
456         // Create a block-specific seed
457         blockseed = get_blockseed(data->seed, full_node_min);
458
459         // Make some noise
460         calculateNoise();
461
462         // Maximum height of the stone surface and obstacles.
463         // This is used to guide the cave generation
464         s16 stone_surface_max_y;
465
466         // Generate general ground level to full area
467         stone_surface_max_y = generateGround();
468
469         generateExperimental();
470
471         const s16 max_spread_amount = MAP_BLOCKSIZE;
472         // Limit dirt flow area by 1 because mud is flown into neighbors.
473         s16 mudflow_minpos = -max_spread_amount + 1;
474         s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
475
476         // Loop this part, it will make stuff look older and newer nicely
477         const u32 age_loops = 2;
478         for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
479                 // Make caves (this code is relatively horrible)
480                 if (flags & MG_CAVES)
481                         generateCaves(stone_surface_max_y);
482
483                 // Add mud to the central chunk
484                 addMud();
485
486                 // Add blobs of dirt and gravel underground
487                 addDirtGravelBlobs();
488
489                 // Flow mud away from steep edges
490                 if (spflags & MGV6_MUDFLOW)
491                         flowMud(mudflow_minpos, mudflow_maxpos);
492
493         }
494         
495         // Add dungeons
496         if (flags & MG_DUNGEONS) {
497                 DungeonParams dp;
498
499                 dp.np_rarity  = nparams_dungeon_rarity;
500                 dp.np_density = nparams_dungeon_density;
501                 dp.np_wetness = nparams_dungeon_wetness;
502                 dp.c_water = c_water_source;
503                 if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_NORMAL) {
504                         dp.c_cobble  = c_cobble;
505                         dp.c_moss    = c_mossycobble;
506                         dp.c_stair   = c_stair_cobble;
507
508                         dp.diagonal_dirs = false;
509                         dp.mossratio  = 3.0;
510                         dp.holesize   = v3s16(1, 2, 1);
511                         dp.roomsize   = v3s16(0, 0, 0);
512                         dp.notifytype = GENNOTIFY_DUNGEON;
513                 } else {
514                         dp.c_cobble  = c_sandbrick;
515                         dp.c_moss    = c_sandbrick; // should make this 'cracked sandstone' later
516                         dp.c_stair   = c_stair_sandstone;
517
518                         dp.diagonal_dirs = true;
519                         dp.mossratio  = 0.0;
520                         dp.holesize   = v3s16(2, 3, 2);
521                         dp.roomsize   = v3s16(2, 5, 2);
522                         dp.notifytype = GENNOTIFY_TEMPLE;
523                 }
524
525                 DungeonGen dgen(this, &dp);
526                 dgen.generate(blockseed, full_node_min, full_node_max);
527         }
528         
529         // Add top and bottom side of water to transforming_liquid queue
530         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
531
532         // Grow grass
533         growGrass();
534
535         // Generate some trees, and add grass, if a jungle
536         if (flags & MG_TREES)
537                 placeTreesAndJungleGrass();
538         
539         // Generate the registered decorations
540         for (unsigned int i = 0; i != emerge->decorations.size(); i++) {
541                 Decoration *deco = emerge->decorations[i];
542                 deco->placeDeco(this, blockseed + i, node_min, node_max);
543         }
544
545         // Generate the registered ores
546         for (unsigned int i = 0; i != emerge->ores.size(); i++) {
547                 Ore *ore = emerge->ores[i];
548                 ore->placeOre(this, blockseed + i, node_min, node_max);
549         }
550
551         // Calculate lighting
552         if (flags & MG_LIGHT)
553                 calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
554                                          node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
555         
556         this->generating = false;
557 }
558
559
560 void MapgenV6::calculateNoise() {
561         int x = node_min.X;
562         int z = node_min.Z;
563
564         // Need to adjust for the original implementation's +.5 offset...
565         if (!(flags & MG_FLAT)) {
566                 noise_terrain_base->perlinMap2D(
567                         x + 0.5 * noise_terrain_base->np->spread.X,
568                         z + 0.5 * noise_terrain_base->np->spread.Z);
569                 noise_terrain_base->transformNoiseMap();
570
571                 noise_terrain_higher->perlinMap2D(
572                         x + 0.5 * noise_terrain_higher->np->spread.X,
573                         z + 0.5 * noise_terrain_higher->np->spread.Z);
574                 noise_terrain_higher->transformNoiseMap();
575
576                 noise_steepness->perlinMap2D(
577                         x + 0.5 * noise_steepness->np->spread.X,
578                         z + 0.5 * noise_steepness->np->spread.Z);
579                 noise_steepness->transformNoiseMap();
580
581                 noise_height_select->perlinMap2D(
582                         x + 0.5 * noise_height_select->np->spread.X,
583                         z + 0.5 * noise_height_select->np->spread.Z);
584
585                 noise_mud->perlinMap2D(
586                         x + 0.5 * noise_mud->np->spread.X,
587                         z + 0.5 * noise_mud->np->spread.Z);
588                 noise_mud->transformNoiseMap();
589         }
590
591         noise_beach->perlinMap2D(
592                 x + 0.2 * noise_beach->np->spread.X,
593                 z + 0.7 * noise_beach->np->spread.Z);
594
595         noise_biome->perlinMap2D(
596                 x + 0.6 * noise_biome->np->spread.X,
597                 z + 0.2 * noise_biome->np->spread.Z);
598 }
599
600
601 int MapgenV6::generateGround() {
602         //TimeTaker timer1("Generating ground level");
603         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
604         MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
605         int stone_surface_max_y = -MAP_GENERATION_LIMIT;
606         u32 index = 0;
607         
608         for (s16 z = node_min.Z; z <= node_max.Z; z++)
609         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
610                 // Surface height
611                 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
612                 
613                 // Log it
614                 if (surface_y > stone_surface_max_y)
615                         stone_surface_max_y = surface_y;
616
617                 BiomeType bt = getBiome(index, v2s16(x, z));
618                 
619                 // Fill ground with stone
620                 v3s16 em = vm->m_area.getExtent();
621                 u32 i = vm->m_area.index(x, node_min.Y, z);
622                 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
623                         if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
624                                 if (y <= surface_y) {
625                                         vm->m_data[i] = (y > water_level && bt == BT_DESERT) ? 
626                                                 n_desert_stone : n_stone;
627                                 } else if (y <= water_level) {
628                                         vm->m_data[i] = n_water_source;
629                                 } else {
630                                         vm->m_data[i] = n_air;
631                                 }
632                         }
633                         vm->m_area.add_y(em, i, 1);
634                 }
635         }
636         
637         return stone_surface_max_y;
638 }
639
640
641 void MapgenV6::addMud() {
642         // 15ms @cs=8
643         //TimeTaker timer1("add mud");
644         MapNode n_dirt(c_dirt), n_gravel(c_gravel);
645         MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
646         MapNode addnode;
647
648         u32 index = 0;
649         for (s16 z = node_min.Z; z <= node_max.Z; z++)
650         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
651                 // Randomize mud amount
652                 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
653
654                 // Find ground level
655                 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
656                 
657                 // Handle area not found
658                 if (surface_y == vm->m_area.MinEdge.Y - 1)
659                         continue;
660                 
661                 BiomeType bt = getBiome(index, v2s16(x, z));
662                 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
663
664                 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
665                         addnode = n_sand;
666                 } else if (mud_add_amount <= 0) {
667                         mud_add_amount = 1 - mud_add_amount;
668                         addnode = n_gravel;
669                 } else if (bt == BT_NORMAL && getHaveBeach(index) &&
670                                 surface_y + mud_add_amount <= water_level + 2) {
671                         addnode = n_sand;
672                 }
673
674                 if (bt == BT_DESERT && surface_y > 20)
675                         mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
676
677                 // If topmost node is grass, change it to mud.  It might be if it was
678                 // flown to there from a neighboring chunk and then converted.
679                 u32 i = vm->m_area.index(x, surface_y, z);
680                 if (vm->m_data[i].getContent() == c_dirt_with_grass)
681                         vm->m_data[i] = n_dirt;
682
683                 // Add mud on ground
684                 s16 mudcount = 0;
685                 v3s16 em = vm->m_area.getExtent();
686                 s16 y_start = surface_y + 1;
687                 i = vm->m_area.index(x, y_start, z);
688                 for (s16 y = y_start; y <= node_max.Y; y++) {
689                         if (mudcount >= mud_add_amount)
690                                 break;
691
692                         vm->m_data[i] = addnode;
693                         mudcount++;
694
695                         vm->m_area.add_y(em, i, 1);
696                 }
697         }
698 }
699
700
701 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) {
702         // 340ms @cs=8
703         TimeTaker timer1("flow mud");
704
705         // Iterate a few times
706         for(s16 k = 0; k < 3; k++) {
707                 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
708                 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
709                         // Invert coordinates every 2nd iteration
710                         if (k % 2 == 0) {
711                                 x = mudflow_maxpos - (x - mudflow_minpos);
712                                 z = mudflow_maxpos - (z - mudflow_minpos);
713                         }
714
715                         // Node position in 2d
716                         v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
717
718                         v3s16 em = vm->m_area.getExtent();
719                         u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
720                         s16 y = node_max.Y;
721
722                         while(y >= node_min.Y)
723                         {
724
725                         for(;; y--)
726                         {
727                                 MapNode *n = NULL;
728                                 // Find mud
729                                 for(; y >= node_min.Y; y--) {
730                                         n = &vm->m_data[i];
731                                         if (n->getContent() == c_dirt ||
732                                                 n->getContent() == c_dirt_with_grass ||
733                                                 n->getContent() == c_gravel)
734                                                 break;
735
736                                         vm->m_area.add_y(em, i, -1);
737                                 }
738
739                                 // Stop if out of area
740                                 //if(vmanip.m_area.contains(i) == false)
741                                 if (y < node_min.Y)
742                                         break;
743
744                                 if (n->getContent() == c_dirt ||
745                                         n->getContent() == c_dirt_with_grass)
746                                 {
747                                         // Make it exactly mud
748                                         n->setContent(c_dirt);
749
750                                         // Don't flow it if the stuff under it is not mud
751                                         {
752                                                 u32 i2 = i;
753                                                 vm->m_area.add_y(em, i2, -1);
754                                                 // Cancel if out of area
755                                                 if(vm->m_area.contains(i2) == false)
756                                                         continue;
757                                                 MapNode *n2 = &vm->m_data[i2];
758                                                 if (n2->getContent() != c_dirt &&
759                                                         n2->getContent() != c_dirt_with_grass)
760                                                         continue;
761                                         }
762                                 }
763
764                                 v3s16 dirs4[4] = {
765                                         v3s16(0,0,1), // back
766                                         v3s16(1,0,0), // right
767                                         v3s16(0,0,-1), // front
768                                         v3s16(-1,0,0), // left
769                                 };
770
771                                 // Check that upper is air or doesn't exist.
772                                 // Cancel dropping if upper keeps it in place
773                                 u32 i3 = i;
774                                 vm->m_area.add_y(em, i3, 1);
775                                 if (vm->m_area.contains(i3) == true &&
776                                         ndef->get(vm->m_data[i3]).walkable)
777                                         continue;
778
779                                 // Drop mud on side
780                                 for(u32 di=0; di<4; di++) {
781                                         v3s16 dirp = dirs4[di];
782                                         u32 i2 = i;
783                                         // Move to side
784                                         vm->m_area.add_p(em, i2, dirp);
785                                         // Fail if out of area
786                                         if (vm->m_area.contains(i2) == false)
787                                                 continue;
788                                         // Check that side is air
789                                         MapNode *n2 = &vm->m_data[i2];
790                                         if (ndef->get(*n2).walkable)
791                                                 continue;
792                                         // Check that under side is air
793                                         vm->m_area.add_y(em, i2, -1);
794                                         if (vm->m_area.contains(i2) == false)
795                                                 continue;
796                                         n2 = &vm->m_data[i2];
797                                         if (ndef->get(*n2).walkable)
798                                                 continue;
799                                         // Loop further down until not air
800                                         bool dropped_to_unknown = false;
801                                         do {
802                                                 vm->m_area.add_y(em, i2, -1);
803                                                 n2 = &vm->m_data[i2];
804                                                 // if out of known area
805                                                 if(vm->m_area.contains(i2) == false ||
806                                                         n2->getContent() == CONTENT_IGNORE) {
807                                                         dropped_to_unknown = true;
808                                                         break;
809                                                 }
810                                         } while (ndef->get(*n2).walkable == false);
811                                         // Loop one up so that we're in air
812                                         vm->m_area.add_y(em, i2, 1);
813                                         n2 = &vm->m_data[i2];
814
815                                         bool old_is_water = (n->getContent() == c_water_source);
816                                         // Move mud to new place
817                                         if (!dropped_to_unknown) {
818                                                 *n2 = *n;
819                                                 // Set old place to be air (or water)
820                                                 if(old_is_water)
821                                                         *n = MapNode(c_water_source);
822                                                 else
823                                                         *n = MapNode(CONTENT_AIR);
824                                         }
825
826                                         // Done
827                                         break;
828                                 }
829                         }
830                         }
831                 }
832         }
833 }
834
835
836 void MapgenV6::addDirtGravelBlobs() {
837         if (getBiome(v2s16(node_min.X, node_min.Z)) != BT_NORMAL)
838                 return;
839         
840         PseudoRandom pr(blockseed + 983);
841         for (int i = 0; i < volume_nodes/10/10/10; i++) {
842                 bool only_fill_cave = (myrand_range(0,1) != 0);
843                 v3s16 size(
844                         pr.range(1, 8),
845                         pr.range(1, 8),
846                         pr.range(1, 8)
847                 );
848                 v3s16 p0(
849                         pr.range(node_min.X, node_max.X) - size.X / 2,
850                         pr.range(node_min.Y, node_max.Y) - size.Y / 2,
851                         pr.range(node_min.Z, node_max.Z) - size.Z / 2
852                 );
853                 
854                 MapNode n1((p0.Y > -32 && !pr.range(0, 1)) ? c_dirt : c_gravel);
855                 for (int z1 = 0; z1 < size.Z; z1++)
856                 for (int y1 = 0; y1 < size.Y; y1++)
857                 for (int x1 = 0; x1 < size.X; x1++) {
858                         v3s16 p = p0 + v3s16(x1, y1, z1);
859                         u32 i = vm->m_area.index(p);
860                         if (!vm->m_area.contains(i))
861                                 continue;
862                         // Cancel if not stone and not cave air
863                         if (vm->m_data[i].getContent() != c_stone &&
864                                 !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
865                                 continue;
866                         if (only_fill_cave && !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
867                                 continue;
868                         vm->m_data[i] = n1;
869                 }
870         }
871 }
872
873
874 void MapgenV6::placeTreesAndJungleGrass() {
875         //TimeTaker t("placeTrees");
876         if (node_max.Y < water_level)
877                 return;
878         
879         PseudoRandom grassrandom(blockseed + 53);
880         content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
881         // if we don't have junglegrass, don't place cignore... that's bad
882         if (c_junglegrass == CONTENT_IGNORE)
883                 c_junglegrass = CONTENT_AIR;
884         MapNode n_junglegrass(c_junglegrass);
885         v3s16 em = vm->m_area.getExtent();
886         
887         // Divide area into parts
888         s16 div = 8;
889         s16 sidelen = central_area_size.X / div;
890         double area = sidelen * sidelen;
891         
892         // N.B.  We must add jungle grass first, since tree leaves will
893         // obstruct the ground, giving us a false ground level
894         for (s16 z0 = 0; z0 < div; z0++)
895         for (s16 x0 = 0; x0 < div; x0++) {
896                 // Center position of part of division
897                 v2s16 p2d_center(
898                         node_min.X + sidelen / 2 + sidelen * x0,
899                         node_min.Z + sidelen / 2 + sidelen * z0
900                 );
901                 // Minimum edge of part of division
902                 v2s16 p2d_min(
903                         node_min.X + sidelen * x0,
904                         node_min.Z + sidelen * z0
905                 );
906                 // Maximum edge of part of division
907                 v2s16 p2d_max(
908                         node_min.X + sidelen + sidelen * x0 - 1,
909                         node_min.Z + sidelen + sidelen * z0 - 1
910                 );
911                 
912                 // Amount of trees, jungle area
913                 u32 tree_count = area * getTreeAmount(p2d_center);
914                 
915                 float humidity;
916                 bool is_jungle = false;
917                 if (spflags & MGV6_JUNGLES) {
918                         humidity = getHumidity(p2d_center);
919                         if (humidity > 0.75) {
920                                 is_jungle = true;
921                                 tree_count *= 4;
922                         }
923                 }
924
925                 // Add jungle grass
926                 if (is_jungle) {                        
927                         u32 grass_count = 5 * humidity * tree_count;
928                         for (u32 i = 0; i < grass_count; i++) {
929                                 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
930                                 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
931                                 
932                                 s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////optimize this!
933                                 if (y < water_level || y < node_min.Y || y > node_max.Y)
934                                         continue;
935                                 
936                                 u32 vi = vm->m_area.index(x, y, z);
937                                 // place on dirt_with_grass, since we know it is exposed to sunlight
938                                 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
939                                         vm->m_area.add_y(em, vi, 1);
940                                         vm->m_data[vi] = n_junglegrass;
941                                 }
942                         }
943                 }
944                 
945                 // Put trees in random places on part of division
946                 for (u32 i = 0; i < tree_count; i++) {
947                         s16 x = myrand_range(p2d_min.X, p2d_max.X);
948                         s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
949                         s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////////optimize this!
950                         // Don't make a tree under water level
951                         // Don't make a tree so high that it doesn't fit
952                         if(y < water_level || y > node_max.Y - 6)
953                                 continue;
954                         
955                         v3s16 p(x,y,z);
956                         // Trees grow only on mud and grass
957                         {
958                                 u32 i = vm->m_area.index(p);
959                                 MapNode *n = &vm->m_data[i];
960                                 if (n->getContent() != c_dirt &&
961                                         n->getContent() != c_dirt_with_grass)
962                                         continue;
963                         }
964                         p.Y++;
965                         
966                         // Make a tree
967                         if (is_jungle) {
968                                 treegen::make_jungletree(*vm, p, ndef, myrand());
969                         } else {
970                                 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
971                                                                                 getHaveAppleTree(v2s16(x, z));
972                                 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
973                         }
974                 }
975         }
976         //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
977 }
978
979
980 void MapgenV6::growGrass() {
981         for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
982         for (s16 x = full_node_min.X; x <= full_node_max.X; x++) {
983                 // Find the lowest surface to which enough light ends up to make
984                 // grass grow.  Basically just wait until not air and not leaves.
985                 s16 surface_y = 0;
986                 {
987                         v3s16 em = vm->m_area.getExtent();
988                         u32 i = vm->m_area.index(x, node_max.Y, z);
989                         s16 y;
990                         // Go to ground level
991                         for (y = node_max.Y; y >= full_node_min.Y; y--) {
992                                 MapNode &n = vm->m_data[i];
993                                 if (ndef->get(n).param_type != CPT_LIGHT ||
994                                         ndef->get(n).liquid_type != LIQUID_NONE)
995                                         break;
996                                 vm->m_area.add_y(em, i, -1);
997                         }
998                         surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
999                 }
1000
1001                 u32 i = vm->m_area.index(x, surface_y, z);
1002                 MapNode *n = &vm->m_data[i];
1003                 if (n->getContent() == c_dirt && surface_y >= water_level - 20)
1004                         n->setContent(c_dirt_with_grass);
1005         }
1006 }
1007
1008
1009 void MapgenV6::generateCaves(int max_stone_y) {
1010         float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
1011         int volume_nodes = (node_max.X - node_min.X + 1) *
1012                                            (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
1013         cave_amount = MYMAX(0.0, cave_amount);
1014         u32 caves_count = cave_amount * volume_nodes / 50000;
1015         u32 bruises_count = 1;
1016         PseudoRandom ps(blockseed + 21343);
1017         PseudoRandom ps2(blockseed + 1032);
1018         
1019         if (ps.range(1, 6) == 1)
1020                 bruises_count = ps.range(0, ps.range(0, 2));
1021         
1022         if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
1023                 caves_count   /= 3;
1024                 bruises_count /= 3;
1025         }
1026         
1027         for (u32 i = 0; i < caves_count + bruises_count; i++) {
1028                 bool large_cave = (i >= caves_count);
1029                 CaveV6 cave(this, &ps, &ps2, large_cave);
1030
1031                 cave.makeCave(node_min, node_max, max_stone_y);
1032         }
1033 }