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