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1 /*
2 Minetest
3 Copyright (C) 2010-2015 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
21 #include "mapgen.h"
22 #include "voxel.h"
23 #include "noise.h"
24 #include "mapblock.h"
25 #include "mapnode.h"
26 #include "map.h"
27 //#include "serverobject.h"
28 #include "content_sao.h"
29 #include "nodedef.h"
30 #include "voxelalgorithms.h"
31 //#include "profiler.h" // For TimeTaker
32 #include "settings.h" // For g_settings
33 #include "emerge.h"
34 #include "dungeongen.h"
35 #include "cavegen.h"
36 #include "treegen.h"
37 #include "mg_ore.h"
38 #include "mg_decoration.h"
39 #include "mapgen_v6.h"
40
41
42 FlagDesc flagdesc_mapgen_v6[] = {
43         {"jungles",    MGV6_JUNGLES},
44         {"biomeblend", MGV6_BIOMEBLEND},
45         {"mudflow",    MGV6_MUDFLOW},
46         {"snowbiomes", MGV6_SNOWBIOMES},
47         {"flat",       MGV6_FLAT},
48         {"trees",      MGV6_TREES},
49         {NULL,         0}
50 };
51
52
53 /////////////////////////////////////////////////////////////////////////////
54
55
56 MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge)
57         : Mapgen(mapgenid, params, emerge)
58 {
59         this->m_emerge = emerge;
60         this->ystride = csize.X; //////fix this
61
62         this->heightmap = new s16[csize.X * csize.Z];
63
64         MapgenV6Params *sp = (MapgenV6Params *)params->sparams;
65         this->spflags     = sp->spflags;
66         this->freq_desert = sp->freq_desert;
67         this->freq_beach  = sp->freq_beach;
68
69         np_cave        = &sp->np_cave;
70         np_humidity    = &sp->np_humidity;
71         np_trees       = &sp->np_trees;
72         np_apple_trees = &sp->np_apple_trees;
73
74         //// Create noise objects
75         noise_terrain_base   = new Noise(&sp->np_terrain_base,   seed, csize.X, csize.Y);
76         noise_terrain_higher = new Noise(&sp->np_terrain_higher, seed, csize.X, csize.Y);
77         noise_steepness      = new Noise(&sp->np_steepness,      seed, csize.X, csize.Y);
78         noise_height_select  = new Noise(&sp->np_height_select,  seed, csize.X, csize.Y);
79         noise_mud            = new Noise(&sp->np_mud,            seed, csize.X, csize.Y);
80         noise_beach          = new Noise(&sp->np_beach,          seed, csize.X, csize.Y);
81         noise_biome          = new Noise(&sp->np_biome,          seed,
82                         csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
83         noise_humidity       = new Noise(&sp->np_humidity,       seed,
84                         csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
85
86         //// Resolve nodes to be used
87         INodeDefManager *ndef = emerge->ndef;
88
89         c_stone           = ndef->getId("mapgen_stone");
90         c_dirt            = ndef->getId("mapgen_dirt");
91         c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
92         c_sand            = ndef->getId("mapgen_sand");
93         c_water_source    = ndef->getId("mapgen_water_source");
94         c_lava_source     = ndef->getId("mapgen_lava_source");
95         c_gravel          = ndef->getId("mapgen_gravel");
96         c_desert_stone    = ndef->getId("mapgen_desert_stone");
97         c_desert_sand     = ndef->getId("mapgen_desert_sand");
98         c_dirt_with_snow  = ndef->getId("mapgen_dirt_with_snow");
99         c_snow            = ndef->getId("mapgen_snow");
100         c_snowblock       = ndef->getId("mapgen_snowblock");
101         c_ice             = ndef->getId("mapgen_ice");
102
103         c_cobble          = ndef->getId("mapgen_cobble");
104         c_stair_cobble    = ndef->getId("mapgen_stair_cobble");
105         c_mossycobble     = ndef->getId("mapgen_mossycobble");
106
107         if (c_desert_sand == CONTENT_IGNORE)
108                 c_desert_sand = c_sand;
109         if (c_desert_stone == CONTENT_IGNORE)
110                 c_desert_stone = c_stone;
111         if (c_mossycobble == CONTENT_IGNORE)
112                 c_mossycobble = c_cobble;
113         if (c_stair_cobble == CONTENT_IGNORE)
114                 c_stair_cobble = c_cobble;
115         if (c_dirt_with_snow == CONTENT_IGNORE)
116                 c_dirt_with_snow = c_dirt_with_grass;
117         if (c_snow == CONTENT_IGNORE)
118                 c_snow = CONTENT_AIR;
119         if (c_snowblock == CONTENT_IGNORE)
120                 c_snowblock = c_dirt_with_grass;
121         if (c_ice == CONTENT_IGNORE)
122                 c_ice = c_water_source;
123 }
124
125
126 MapgenV6::~MapgenV6()
127 {
128         delete noise_terrain_base;
129         delete noise_terrain_higher;
130         delete noise_steepness;
131         delete noise_height_select;
132         delete noise_mud;
133         delete noise_beach;
134         delete noise_biome;
135         delete noise_humidity;
136
137         delete[] heightmap;
138 }
139
140
141 MapgenV6Params::MapgenV6Params()
142 {
143         spflags = MGV6_JUNGLES | MGV6_SNOWBIOMES | MGV6_TREES |
144                 MGV6_BIOMEBLEND | MGV6_MUDFLOW;
145
146         freq_desert = 0.45;
147         freq_beach  = 0.15;
148
149         np_terrain_base   = NoiseParams(-4,   20.0, v3f(250.0, 250.0, 250.0), 82341,  5, 0.6,  2.0);
150         np_terrain_higher = NoiseParams(20,   16.0, v3f(500.0, 500.0, 500.0), 85039,  5, 0.6,  2.0);
151         np_steepness      = NoiseParams(0.85, 0.5,  v3f(125.0, 125.0, 125.0), -932,   5, 0.7,  2.0);
152         np_height_select  = NoiseParams(0,    1.0,  v3f(250.0, 250.0, 250.0), 4213,   5, 0.69, 2.0);
153         np_mud            = NoiseParams(4,    2.0,  v3f(200.0, 200.0, 200.0), 91013,  3, 0.55, 2.0);
154         np_beach          = NoiseParams(0,    1.0,  v3f(250.0, 250.0, 250.0), 59420,  3, 0.50, 2.0);
155         np_biome          = NoiseParams(0,    1.0,  v3f(500.0, 500.0, 500.0), 9130,   3, 0.50, 2.0);
156         np_cave           = NoiseParams(6,    6.0,  v3f(250.0, 250.0, 250.0), 34329,  3, 0.50, 2.0);
157         np_humidity       = NoiseParams(0.5,  0.5,  v3f(500.0, 500.0, 500.0), 72384,  3, 0.50, 2.0);
158         np_trees          = NoiseParams(0,    1.0,  v3f(125.0, 125.0, 125.0), 2,      4, 0.66, 2.0);
159         np_apple_trees    = NoiseParams(0,    1.0,  v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0);
160 }
161
162
163 void MapgenV6Params::readParams(const Settings *settings)
164 {
165         settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
166         settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
167         settings->getFloatNoEx("mgv6_freq_beach",  freq_beach);
168
169         settings->getNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
170         settings->getNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
171         settings->getNoiseParams("mgv6_np_steepness",      np_steepness);
172         settings->getNoiseParams("mgv6_np_height_select",  np_height_select);
173         settings->getNoiseParams("mgv6_np_mud",            np_mud);
174         settings->getNoiseParams("mgv6_np_beach",          np_beach);
175         settings->getNoiseParams("mgv6_np_biome",          np_biome);
176         settings->getNoiseParams("mgv6_np_cave",           np_cave);
177         settings->getNoiseParams("mgv6_np_humidity",       np_humidity);
178         settings->getNoiseParams("mgv6_np_trees",          np_trees);
179         settings->getNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
180 }
181
182
183 void MapgenV6Params::writeParams(Settings *settings) const
184 {
185         settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, U32_MAX);
186         settings->setFloat("mgv6_freq_desert", freq_desert);
187         settings->setFloat("mgv6_freq_beach",  freq_beach);
188
189         settings->setNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
190         settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
191         settings->setNoiseParams("mgv6_np_steepness",      np_steepness);
192         settings->setNoiseParams("mgv6_np_height_select",  np_height_select);
193         settings->setNoiseParams("mgv6_np_mud",            np_mud);
194         settings->setNoiseParams("mgv6_np_beach",          np_beach);
195         settings->setNoiseParams("mgv6_np_biome",          np_biome);
196         settings->setNoiseParams("mgv6_np_cave",           np_cave);
197         settings->setNoiseParams("mgv6_np_humidity",       np_humidity);
198         settings->setNoiseParams("mgv6_np_trees",          np_trees);
199         settings->setNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
200 }
201
202
203 //////////////////////// Some helper functions for the map generator
204
205 // Returns Y one under area minimum if not found
206 s16 MapgenV6::find_stone_level(v2s16 p2d)
207 {
208         v3s16 em = vm->m_area.getExtent();
209         s16 y_nodes_max = vm->m_area.MaxEdge.Y;
210         s16 y_nodes_min = vm->m_area.MinEdge.Y;
211         u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
212         s16 y;
213
214         for (y = y_nodes_max; y >= y_nodes_min; y--) {
215                 content_t c = vm->m_data[i].getContent();
216                 if (c != CONTENT_IGNORE && (c == c_stone || c == c_desert_stone))
217                         break;
218
219                 vm->m_area.add_y(em, i, -1);
220         }
221         return (y >= y_nodes_min) ? y : y_nodes_min - 1;
222 }
223
224
225 // Required by mapgen.h
226 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
227 {
228         /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
229                         seed, v2s16(blockpos.X, blockpos.Z));*/
230         // Nah, this is just a heuristic, just return something
231         s16 minimum_groundlevel = water_level;
232
233         if(blockpos.Y * MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
234                 return true;
235         else
236                 return false;
237 }
238
239
240 //////////////////////// Base terrain height functions
241
242 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
243         float steepness, float height_select)
244 {
245         float base   = 1 + terrain_base;
246         float higher = 1 + terrain_higher;
247
248         // Limit higher ground level to at least base
249         if(higher < base)
250                 higher = base;
251
252         // Steepness factor of cliffs
253         float b = steepness;
254         b = rangelim(b, 0.0, 1000.0);
255         b = 5 * b * b * b * b * b * b * b;
256         b = rangelim(b, 0.5, 1000.0);
257
258         // Values 1.5...100 give quite horrible looking slopes
259         if (b > 1.5 && b < 100.0)
260                 b = (b < 10.0) ? 1.5 : 100.0;
261
262         float a_off = -0.20; // Offset to more low
263         float a = 0.5 + b * (a_off + height_select);
264         a = rangelim(a, 0.0, 1.0); // Limit
265
266         return base * (1.0 - a) + higher * a;
267 }
268
269
270 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
271 {
272         if ((spflags & MGV6_FLAT) || (flags & MG_FLAT))
273                 return water_level;
274
275         float terrain_base   = NoisePerlin2D_PO(&noise_terrain_base->np,
276                                                         p.X, 0.5, p.Y, 0.5, seed);
277         float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np,
278                                                         p.X, 0.5, p.Y, 0.5, seed);
279         float steepness      = NoisePerlin2D_PO(&noise_steepness->np,
280                                                         p.X, 0.5, p.Y, 0.5, seed);
281         float height_select  = NoisePerlin2D_PO(&noise_height_select->np,
282                                                         p.X, 0.5, p.Y, 0.5, seed);
283
284         return baseTerrainLevel(terrain_base, terrain_higher,
285                                                         steepness, height_select);
286 }
287
288
289 float MapgenV6::baseTerrainLevelFromMap(v2s16 p)
290 {
291         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
292         return baseTerrainLevelFromMap(index);
293 }
294
295
296 float MapgenV6::baseTerrainLevelFromMap(int index)
297 {
298         if ((spflags & MGV6_FLAT) || (flags & MG_FLAT))
299                 return water_level;
300
301         float terrain_base   = noise_terrain_base->result[index];
302         float terrain_higher = noise_terrain_higher->result[index];
303         float steepness      = noise_steepness->result[index];
304         float height_select  = noise_height_select->result[index];
305
306         return baseTerrainLevel(terrain_base, terrain_higher,
307                                                         steepness, height_select);
308 }
309
310
311 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
312 {
313         return baseTerrainLevelFromNoise(p2d) + MGV6_AVERAGE_MUD_AMOUNT;
314 }
315
316
317 int MapgenV6::getGroundLevelAtPoint(v2s16 p)
318 {
319         return baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
320 }
321
322
323 int MapgenV6::getSpawnLevelAtPoint(v2s16 p)
324 {
325         s16 level_at_point = baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
326         if (level_at_point <= water_level ||
327                         level_at_point > water_level + 16)
328                 return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
329         else
330                 return level_at_point;
331 }
332
333
334 //////////////////////// Noise functions
335
336 float MapgenV6::getMudAmount(v2s16 p)
337 {
338         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
339         return getMudAmount(index);
340 }
341
342
343 bool MapgenV6::getHaveBeach(v2s16 p)
344 {
345         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
346         return getHaveBeach(index);
347 }
348
349
350 BiomeV6Type MapgenV6::getBiome(v2s16 p)
351 {
352         int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
353                         + (p.X - full_node_min.X);
354         return getBiome(index, p);
355 }
356
357
358 float MapgenV6::getHumidity(v2s16 p)
359 {
360         /*double noise = noise2d_perlin(
361                 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
362                 seed+72384, 4, 0.66);
363         noise = (noise + 1.0)/2.0;*/
364
365         int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
366                         + (p.X - full_node_min.X);
367         float noise = noise_humidity->result[index];
368
369         if (noise < 0.0)
370                 noise = 0.0;
371         if (noise > 1.0)
372                 noise = 1.0;
373         return noise;
374 }
375
376
377 float MapgenV6::getTreeAmount(v2s16 p)
378 {
379         /*double noise = noise2d_perlin(
380                         0.5+(float)p.X/125, 0.5+(float)p.Y/125,
381                         seed+2, 4, 0.66);*/
382
383         float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
384         float zeroval = -0.39;
385         if (noise < zeroval)
386                 return 0;
387         else
388                 return 0.04 * (noise - zeroval) / (1.0 - zeroval);
389 }
390
391
392 bool MapgenV6::getHaveAppleTree(v2s16 p)
393 {
394         /*is_apple_tree = noise2d_perlin(
395                 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
396                 data->seed+342902, 3, 0.45) > 0.2;*/
397
398         float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
399
400         return noise > 0.2;
401 }
402
403
404 float MapgenV6::getMudAmount(int index)
405 {
406         if ((spflags & MGV6_FLAT) || (flags & MG_FLAT))
407                 return MGV6_AVERAGE_MUD_AMOUNT;
408
409         /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
410                         0.5+(float)p.X/200, 0.5+(float)p.Y/200,
411                         seed+91013, 3, 0.55));*/
412
413         return noise_mud->result[index];
414 }
415
416
417 bool MapgenV6::getHaveBeach(int index)
418 {
419         // Determine whether to have sand here
420         /*double sandnoise = noise2d_perlin(
421                         0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
422                         seed+59420, 3, 0.50);*/
423
424         float sandnoise = noise_beach->result[index];
425         return (sandnoise > freq_beach);
426 }
427
428
429 BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
430 {
431         // Just do something very simple as for now
432         /*double d = noise2d_perlin(
433                         0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
434                         seed+9130, 3, 0.50);*/
435
436         float d = noise_biome->result[index];
437         float h = noise_humidity->result[index];
438
439         if (spflags & MGV6_SNOWBIOMES) {
440                 float blend = (spflags & MGV6_BIOMEBLEND) ? noise2d(p.X, p.Y, seed) / 40 : 0;
441
442                 if (d > MGV6_FREQ_HOT + blend) {
443                         if (h > MGV6_FREQ_JUNGLE + blend)
444                                 return BT_JUNGLE;
445                         else
446                                 return BT_DESERT;
447                 } else if (d < MGV6_FREQ_SNOW + blend) {
448                         if (h > MGV6_FREQ_TAIGA + blend)
449                                 return BT_TAIGA;
450                         else
451                                 return BT_TUNDRA;
452                 } else {
453                         return BT_NORMAL;
454                 }
455         } else {
456                 if (d > freq_desert)
457                         return BT_DESERT;
458
459                 if ((spflags & MGV6_BIOMEBLEND) && (d > freq_desert - 0.10) &&
460                                 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
461                         return BT_DESERT;
462
463                 if ((spflags & MGV6_JUNGLES) && h > 0.75)
464                         return BT_JUNGLE;
465                 else
466                         return BT_NORMAL;
467         }
468 }
469
470
471 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
472 {
473         s32 x = p.X, y = p.Y, z = p.Z;
474         return (u32)(seed % 0x100000000ULL) + z * 38134234 + y * 42123 + x * 23;
475 }
476
477
478 //////////////////////// Map generator
479
480 void MapgenV6::makeChunk(BlockMakeData *data)
481 {
482         // Pre-conditions
483         assert(data->vmanip);
484         assert(data->nodedef);
485         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
486                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
487                 data->blockpos_requested.Z >= data->blockpos_min.Z);
488         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
489                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
490                 data->blockpos_requested.Z <= data->blockpos_max.Z);
491
492         this->generating = true;
493         this->vm   = data->vmanip;
494         this->ndef = data->nodedef;
495
496         // Hack: use minimum block coords for old code that assumes a single block
497         v3s16 blockpos_min = data->blockpos_min;
498         v3s16 blockpos_max = data->blockpos_max;
499
500         // Area of central chunk
501         node_min = blockpos_min * MAP_BLOCKSIZE;
502         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
503
504         // Full allocated area
505         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
506         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
507
508         central_area_size = node_max - node_min + v3s16(1, 1, 1);
509         assert(central_area_size.X == central_area_size.Z);
510
511         int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
512                                           * (blockpos_max.Y - blockpos_min.Y + 1)
513                                           * (blockpos_max.Z - blockpos_max.Z + 1);
514
515         volume_nodes = volume_blocks *
516                 MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
517
518         // Create a block-specific seed
519         blockseed = get_blockseed(data->seed, full_node_min);
520
521         // Make some noise
522         calculateNoise();
523
524         // Maximum height of the stone surface and obstacles.
525         // This is used to guide the cave generation
526         s16 stone_surface_max_y;
527
528         // Generate general ground level to full area
529         stone_surface_max_y = generateGround();
530
531         // Create initial heightmap to limit caves
532         updateHeightmap(node_min, node_max);
533
534         const s16 max_spread_amount = MAP_BLOCKSIZE;
535         // Limit dirt flow area by 1 because mud is flown into neighbors.
536         s16 mudflow_minpos = -max_spread_amount + 1;
537         s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
538
539         // Loop this part, it will make stuff look older and newer nicely
540         const u32 age_loops = 2;
541         for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
542                 // Make caves (this code is relatively horrible)
543                 if (flags & MG_CAVES)
544                         generateCaves(stone_surface_max_y);
545
546                 // Add mud to the central chunk
547                 addMud();
548
549                 // Flow mud away from steep edges
550                 if (spflags & MGV6_MUDFLOW)
551                         flowMud(mudflow_minpos, mudflow_maxpos);
552
553         }
554
555         // Update heightmap after mudflow
556         updateHeightmap(node_min, node_max);
557
558         // Add dungeons
559         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
560                 DungeonParams dp;
561
562                 dp.np_rarity  = nparams_dungeon_rarity;
563                 dp.np_density = nparams_dungeon_density;
564                 dp.np_wetness = nparams_dungeon_wetness;
565                 dp.c_water    = c_water_source;
566                 if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
567                         dp.c_cobble = c_desert_stone;
568                         dp.c_moss   = c_desert_stone;
569                         dp.c_stair  = c_desert_stone;
570
571                         dp.diagonal_dirs = true;
572                         dp.mossratio     = 0.0;
573                         dp.holesize      = v3s16(2, 3, 2);
574                         dp.roomsize      = v3s16(2, 5, 2);
575                         dp.notifytype    = GENNOTIFY_TEMPLE;
576                 } else {
577                         dp.c_cobble = c_cobble;
578                         dp.c_moss   = c_mossycobble;
579                         dp.c_stair  = c_stair_cobble;
580
581                         dp.diagonal_dirs = false;
582                         dp.mossratio     = 3.0;
583                         dp.holesize      = v3s16(1, 2, 1);
584                         dp.roomsize      = v3s16(0, 0, 0);
585                         dp.notifytype    = GENNOTIFY_DUNGEON;
586                 }
587
588                 DungeonGen dgen(this, &dp);
589                 dgen.generate(blockseed, full_node_min, full_node_max);
590         }
591
592         // Add top and bottom side of water to transforming_liquid queue
593         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
594
595         // Add surface nodes
596         growGrass();
597
598         // Generate some trees, and add grass, if a jungle
599         if ((spflags & MGV6_TREES) || (flags & MG_TREES))
600                 placeTreesAndJungleGrass();
601
602         // Generate the registered decorations
603         if (flags & MG_DECORATIONS)
604                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
605
606         // Generate the registered ores
607         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
608
609         // Calculate lighting
610         if (flags & MG_LIGHT)
611                 calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
612                         node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE,
613                         full_node_min, full_node_max);
614
615         this->generating = false;
616 }
617
618
619 void MapgenV6::calculateNoise()
620 {
621         int x = node_min.X;
622         int z = node_min.Z;
623         int fx = full_node_min.X;
624         int fz = full_node_min.Z;
625
626         if (!((spflags & MGV6_FLAT) || (flags & MG_FLAT))) {
627                 noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
628                 noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
629                 noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
630                 noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
631                 noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
632         }
633
634         noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
635
636         noise_biome->perlinMap2D_PO(fx, 0.6, fz, 0.2);
637         noise_humidity->perlinMap2D_PO(fx, 0.0, fz, 0.0);
638         // Humidity map does not need range limiting 0 to 1,
639         // only humidity at point does
640 }
641
642
643 int MapgenV6::generateGround()
644 {
645         //TimeTaker timer1("Generating ground level");
646         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
647         MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
648         MapNode n_ice(c_ice);
649         int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
650
651         u32 index = 0;
652         for (s16 z = node_min.Z; z <= node_max.Z; z++)
653         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
654                 // Surface height
655                 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
656
657                 // Log it
658                 if (surface_y > stone_surface_max_y)
659                         stone_surface_max_y = surface_y;
660
661                 BiomeV6Type bt = getBiome(v2s16(x, z));
662
663                 // Fill ground with stone
664                 v3s16 em = vm->m_area.getExtent();
665                 u32 i = vm->m_area.index(x, node_min.Y, z);
666                 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
667                         if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
668                                 if (y <= surface_y) {
669                                         vm->m_data[i] = (y >= MGV6_DESERT_STONE_BASE
670                                                         && bt == BT_DESERT) ?
671                                                 n_desert_stone : n_stone;
672                                 } else if (y <= water_level) {
673                                         vm->m_data[i] = (y >= MGV6_ICE_BASE
674                                                         && bt == BT_TUNDRA) ?
675                                                 n_ice : n_water_source;
676                                 } else {
677                                         vm->m_data[i] = n_air;
678                                 }
679                         }
680                         vm->m_area.add_y(em, i, 1);
681                 }
682         }
683
684         return stone_surface_max_y;
685 }
686
687
688 void MapgenV6::addMud()
689 {
690         // 15ms @cs=8
691         //TimeTaker timer1("add mud");
692         MapNode n_dirt(c_dirt), n_gravel(c_gravel);
693         MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
694         MapNode addnode;
695
696         u32 index = 0;
697         for (s16 z = node_min.Z; z <= node_max.Z; z++)
698         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
699                 // Randomize mud amount
700                 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
701
702                 // Find ground level
703                 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
704
705                 // Handle area not found
706                 if (surface_y == vm->m_area.MinEdge.Y - 1)
707                         continue;
708
709                 BiomeV6Type bt = getBiome(v2s16(x, z));
710                 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
711
712                 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
713                         addnode = n_sand;
714                 } else if (mud_add_amount <= 0) {
715                         mud_add_amount = 1 - mud_add_amount;
716                         addnode = n_gravel;
717                 } else if (bt != BT_DESERT && getHaveBeach(index) &&
718                                 surface_y + mud_add_amount <= water_level + 2) {
719                         addnode = n_sand;
720                 }
721
722                 if ((bt == BT_DESERT || bt == BT_TUNDRA) && surface_y > 20)
723                         mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
724
725                 /* If topmost node is grass, change it to mud.  It might be if it was
726                 // flown to there from a neighboring chunk and then converted.
727                 u32 i = vm->m_area.index(x, surface_y, z);
728                 if (vm->m_data[i].getContent() == c_dirt_with_grass)
729                         vm->m_data[i] = n_dirt;*/
730
731                 // Add mud on ground
732                 s16 mudcount = 0;
733                 v3s16 em = vm->m_area.getExtent();
734                 s16 y_start = surface_y + 1;
735                 u32 i = vm->m_area.index(x, y_start, z);
736                 for (s16 y = y_start; y <= node_max.Y; y++) {
737                         if (mudcount >= mud_add_amount)
738                                 break;
739
740                         vm->m_data[i] = addnode;
741                         mudcount++;
742
743                         vm->m_area.add_y(em, i, 1);
744                 }
745         }
746 }
747
748
749 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
750 {
751         // 340ms @cs=8
752         //TimeTaker timer1("flow mud");
753
754         // Iterate a few times
755         for (s16 k = 0; k < 3; k++) {
756                 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
757                 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
758                         // Invert coordinates every 2nd iteration
759                         if (k % 2 == 0) {
760                                 x = mudflow_maxpos - (x - mudflow_minpos);
761                                 z = mudflow_maxpos - (z - mudflow_minpos);
762                         }
763
764                         // Node position in 2d
765                         v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
766
767                         v3s16 em = vm->m_area.getExtent();
768                         u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
769                         s16 y = node_max.Y;
770
771                         while (y >= node_min.Y) {
772
773                         for (;; y--) {
774                                 MapNode *n = NULL;
775                                 // Find mud
776                                 for (; y >= node_min.Y; y--) {
777                                         n = &vm->m_data[i];
778                                         if (n->getContent() == c_dirt ||
779                                                         n->getContent() == c_dirt_with_grass ||
780                                                         n->getContent() == c_gravel)
781                                                 break;
782
783                                         vm->m_area.add_y(em, i, -1);
784                                 }
785
786                                 // Stop if out of area
787                                 //if(vmanip.m_area.contains(i) == false)
788                                 if (y < node_min.Y)
789                                         break;
790
791                                 if (n->getContent() == c_dirt ||
792                                                 n->getContent() == c_dirt_with_grass) {
793                                         // Make it exactly mud
794                                         n->setContent(c_dirt);
795
796                                         // Don't flow it if the stuff under it is not mud
797                                         {
798                                                 u32 i2 = i;
799                                                 vm->m_area.add_y(em, i2, -1);
800                                                 // Cancel if out of area
801                                                 if (vm->m_area.contains(i2) == false)
802                                                         continue;
803                                                 MapNode *n2 = &vm->m_data[i2];
804                                                 if (n2->getContent() != c_dirt &&
805                                                                 n2->getContent() != c_dirt_with_grass)
806                                                         continue;
807                                         }
808                                 }
809
810                                 v3s16 dirs4[4] = {
811                                         v3s16(0, 0, 1), // back
812                                         v3s16(1, 0, 0), // right
813                                         v3s16(0, 0, -1), // front
814                                         v3s16(-1, 0, 0), // left
815                                 };
816
817                                 // Check that upper is air or doesn't exist.
818                                 // Cancel dropping if upper keeps it in place
819                                 u32 i3 = i;
820                                 vm->m_area.add_y(em, i3, 1);
821                                 if (vm->m_area.contains(i3) == true &&
822                                                 ndef->get(vm->m_data[i3]).walkable)
823                                         continue;
824
825                                 // Drop mud on side
826                                 for (u32 di = 0; di < 4; di++) {
827                                         v3s16 dirp = dirs4[di];
828                                         u32 i2 = i;
829                                         // Move to side
830                                         vm->m_area.add_p(em, i2, dirp);
831                                         // Fail if out of area
832                                         if (vm->m_area.contains(i2) == false)
833                                                 continue;
834                                         // Check that side is air
835                                         MapNode *n2 = &vm->m_data[i2];
836                                         if (ndef->get(*n2).walkable)
837                                                 continue;
838                                         // Check that under side is air
839                                         vm->m_area.add_y(em, i2, -1);
840                                         if (vm->m_area.contains(i2) == false)
841                                                 continue;
842                                         n2 = &vm->m_data[i2];
843                                         if (ndef->get(*n2).walkable)
844                                                 continue;
845                                         // Loop further down until not air
846                                         bool dropped_to_unknown = false;
847                                         do {
848                                                 vm->m_area.add_y(em, i2, -1);
849                                                 n2 = &vm->m_data[i2];
850                                                 // if out of known area
851                                                 if (vm->m_area.contains(i2) == false ||
852                                                                 n2->getContent() == CONTENT_IGNORE) {
853                                                         dropped_to_unknown = true;
854                                                         break;
855                                                 }
856                                         } while (ndef->get(*n2).walkable == false);
857                                         // Loop one up so that we're in air
858                                         vm->m_area.add_y(em, i2, 1);
859                                         n2 = &vm->m_data[i2];
860
861                                         bool old_is_water = (n->getContent() == c_water_source);
862                                         // Move mud to new place
863                                         if (!dropped_to_unknown) {
864                                                 *n2 = *n;
865                                                 // Set old place to be air (or water)
866                                                 if (old_is_water)
867                                                         *n = MapNode(c_water_source);
868                                                 else
869                                                         *n = MapNode(CONTENT_AIR);
870                                         }
871
872                                         // Done
873                                         break;
874                                 }
875                         }
876                         }
877                 }
878         }
879 }
880
881
882 void MapgenV6::placeTreesAndJungleGrass()
883 {
884         //TimeTaker t("placeTrees");
885         if (node_max.Y < water_level)
886                 return;
887
888         PseudoRandom grassrandom(blockseed + 53);
889         content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
890         // if we don't have junglegrass, don't place cignore... that's bad
891         if (c_junglegrass == CONTENT_IGNORE)
892                 c_junglegrass = CONTENT_AIR;
893         MapNode n_junglegrass(c_junglegrass);
894         v3s16 em = vm->m_area.getExtent();
895
896         // Divide area into parts
897         s16 div = 8;
898         s16 sidelen = central_area_size.X / div;
899         double area = sidelen * sidelen;
900
901         // N.B.  We must add jungle grass first, since tree leaves will
902         // obstruct the ground, giving us a false ground level
903         for (s16 z0 = 0; z0 < div; z0++)
904         for (s16 x0 = 0; x0 < div; x0++) {
905                 // Center position of part of division
906                 v2s16 p2d_center(
907                         node_min.X + sidelen / 2 + sidelen * x0,
908                         node_min.Z + sidelen / 2 + sidelen * z0
909                 );
910                 // Minimum edge of part of division
911                 v2s16 p2d_min(
912                         node_min.X + sidelen * x0,
913                         node_min.Z + sidelen * z0
914                 );
915                 // Maximum edge of part of division
916                 v2s16 p2d_max(
917                         node_min.X + sidelen + sidelen * x0 - 1,
918                         node_min.Z + sidelen + sidelen * z0 - 1
919                 );
920
921                 // Get biome at center position of part of division
922                 BiomeV6Type bt = getBiome(p2d_center);
923
924                 // Amount of trees
925                 u32 tree_count;
926                 if (bt == BT_JUNGLE || bt == BT_TAIGA || bt == BT_NORMAL) {
927                         tree_count = area * getTreeAmount(p2d_center);
928                         if (bt == BT_JUNGLE)
929                                 tree_count *= 4;
930                 } else {
931                         tree_count = 0;
932                 }
933
934                 // Add jungle grass
935                 if (bt == BT_JUNGLE) {
936                         float humidity = getHumidity(p2d_center);
937                         u32 grass_count = 5 * humidity * tree_count;
938                         for (u32 i = 0; i < grass_count; i++) {
939                                 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
940                                 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
941                                 int mapindex = central_area_size.X * (z - node_min.Z)
942                                                                 + (x - node_min.X);
943                                 s16 y = heightmap[mapindex];
944                                 if (y < water_level)
945                                         continue;
946
947                                 u32 vi = vm->m_area.index(x, y, z);
948                                 // place on dirt_with_grass, since we know it is exposed to sunlight
949                                 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
950                                         vm->m_area.add_y(em, vi, 1);
951                                         vm->m_data[vi] = n_junglegrass;
952                                 }
953                         }
954                 }
955
956                 // Put trees in random places on part of division
957                 for (u32 i = 0; i < tree_count; i++) {
958                         s16 x = myrand_range(p2d_min.X, p2d_max.X);
959                         s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
960                         int mapindex = central_area_size.X * (z - node_min.Z)
961                                                         + (x - node_min.X);
962                         s16 y = heightmap[mapindex];
963                         // Don't make a tree under water level
964                         // Don't make a tree so high that it doesn't fit
965                         if (y < water_level || y > node_max.Y - 6)
966                                 continue;
967
968                         v3s16 p(x, y, z);
969                         // Trees grow only on mud and grass and snowblock
970                         {
971                                 u32 i = vm->m_area.index(p);
972                                 content_t c = vm->m_data[i].getContent();
973                                 if (c != c_dirt &&
974                                                 c != c_dirt_with_grass &&
975                                                 c != c_dirt_with_snow &&
976                                                 c != c_snowblock)
977                                         continue;
978                         }
979                         p.Y++;
980
981                         // Make a tree
982                         if (bt == BT_JUNGLE) {
983                                 treegen::make_jungletree(*vm, p, ndef, myrand());
984                         } else if (bt == BT_TAIGA) {
985                                 treegen::make_pine_tree(*vm, p - v3s16(0, 1, 0), ndef, myrand());
986                         } else if (bt == BT_NORMAL) {
987                                 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
988                                                         getHaveAppleTree(v2s16(x, z));
989                                 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
990                         }
991                 }
992         }
993         //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
994 }
995
996
997 void MapgenV6::growGrass() // Add surface nodes
998 {
999         MapNode n_dirt_with_grass(c_dirt_with_grass);
1000         MapNode n_dirt_with_snow(c_dirt_with_snow);
1001         MapNode n_snowblock(c_snowblock);
1002         MapNode n_snow(c_snow);
1003         v3s16 em = vm->m_area.getExtent();
1004
1005         u32 index = 0;
1006         for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
1007         for (s16 x = full_node_min.X; x <= full_node_max.X; x++, index++) {
1008                 // Find the lowest surface to which enough light ends up to make
1009                 // grass grow.  Basically just wait until not air and not leaves.
1010                 s16 surface_y = 0;
1011                 {
1012                         u32 i = vm->m_area.index(x, node_max.Y, z);
1013                         s16 y;
1014                         // Go to ground level
1015                         for (y = node_max.Y; y >= full_node_min.Y; y--) {
1016                                 MapNode &n = vm->m_data[i];
1017                                 if (ndef->get(n).param_type != CPT_LIGHT ||
1018                                                 ndef->get(n).liquid_type != LIQUID_NONE ||
1019                                                 n.getContent() == c_ice)
1020                                         break;
1021                                 vm->m_area.add_y(em, i, -1);
1022                         }
1023                         surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
1024                 }
1025
1026                 BiomeV6Type bt = getBiome(index, v2s16(x, z));
1027                 u32 i = vm->m_area.index(x, surface_y, z);
1028                 content_t c = vm->m_data[i].getContent();
1029                 if (surface_y >= water_level - 20) {
1030                         if (bt == BT_TAIGA && c == c_dirt) {
1031                                 vm->m_data[i] = n_snowblock;
1032                                 vm->m_area.add_y(em, i, -1);
1033                                 vm->m_data[i] = n_dirt_with_snow;
1034                         } else if (bt == BT_TUNDRA) {
1035                                 if (c == c_dirt) {
1036                                         vm->m_data[i] = n_dirt_with_snow;
1037                                 } else if (c == c_stone && surface_y < node_max.Y) {
1038                                         vm->m_area.add_y(em, i, 1);
1039                                         vm->m_data[i] = n_snow;
1040                                 }
1041                         } else if (c == c_dirt) {
1042                                 vm->m_data[i] = n_dirt_with_grass;
1043                         }
1044                 }
1045         }
1046 }
1047
1048
1049 void MapgenV6::generateCaves(int max_stone_y)
1050 {
1051         float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
1052         int volume_nodes = (node_max.X - node_min.X + 1) *
1053                                            (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
1054         cave_amount = MYMAX(0.0, cave_amount);
1055         u32 caves_count = cave_amount * volume_nodes / 50000;
1056         u32 bruises_count = 1;
1057         PseudoRandom ps(blockseed + 21343);
1058         PseudoRandom ps2(blockseed + 1032);
1059
1060         if (ps.range(1, 6) == 1)
1061                 bruises_count = ps.range(0, ps.range(0, 2));
1062
1063         if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
1064                 caves_count   /= 3;
1065                 bruises_count /= 3;
1066         }
1067
1068         for (u32 i = 0; i < caves_count + bruises_count; i++) {
1069                 bool large_cave = (i >= caves_count);
1070                 CaveV6 cave(this, &ps, &ps2, large_cave);
1071
1072                 cave.makeCave(node_min, node_max, max_stone_y);
1073         }
1074 }