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Fix arm inertia limit case
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1 /*
2 Minetest
3 Copyright (C) 2010-2015 celeron55, Perttu Ahola <celeron55@gmail.com>
4 Copyright (C) 2013-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
5 Copyright (C) 2014-2017 paramat
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU Lesser General Public License as published by
9 the Free Software Foundation; either version 2.1 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15 GNU Lesser General Public License for more details.
16
17 You should have received a copy of the GNU Lesser General Public License along
18 with this program; if not, write to the Free Software Foundation, Inc.,
19 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
20 */
21
22
23 #include "mapgen.h"
24 #include "voxel.h"
25 #include "noise.h"
26 #include "mapblock.h"
27 #include "mapnode.h"
28 #include "map.h"
29 //#include "serverobject.h"
30 #include "content_sao.h"
31 #include "nodedef.h"
32 #include "voxelalgorithms.h"
33 //#include "profiler.h" // For TimeTaker
34 #include "settings.h" // For g_settings
35 #include "emerge.h"
36 #include "dungeongen.h"
37 #include "cavegen.h"
38 #include "treegen.h"
39 #include "mg_ore.h"
40 #include "mg_decoration.h"
41 #include "mapgen_v6.h"
42
43
44 FlagDesc flagdesc_mapgen_v6[] = {
45         {"jungles",    MGV6_JUNGLES},
46         {"biomeblend", MGV6_BIOMEBLEND},
47         {"mudflow",    MGV6_MUDFLOW},
48         {"snowbiomes", MGV6_SNOWBIOMES},
49         {"flat",       MGV6_FLAT},
50         {"trees",      MGV6_TREES},
51         {NULL,         0}
52 };
53
54
55 /////////////////////////////////////////////////////////////////////////////
56
57
58 MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params, EmergeManager *emerge)
59         : Mapgen(mapgenid, params, emerge)
60 {
61         this->m_emerge = emerge;
62         this->ystride = csize.X; //////fix this
63
64         this->heightmap = new s16[csize.X * csize.Z];
65
66         this->spflags     = params->spflags;
67         this->freq_desert = params->freq_desert;
68         this->freq_beach  = params->freq_beach;
69
70         np_cave        = &params->np_cave;
71         np_humidity    = &params->np_humidity;
72         np_trees       = &params->np_trees;
73         np_apple_trees = &params->np_apple_trees;
74
75         //// Create noise objects
76         noise_terrain_base   = new Noise(&params->np_terrain_base,   seed, csize.X, csize.Y);
77         noise_terrain_higher = new Noise(&params->np_terrain_higher, seed, csize.X, csize.Y);
78         noise_steepness      = new Noise(&params->np_steepness,      seed, csize.X, csize.Y);
79         noise_height_select  = new Noise(&params->np_height_select,  seed, csize.X, csize.Y);
80         noise_mud            = new Noise(&params->np_mud,            seed, csize.X, csize.Y);
81         noise_beach          = new Noise(&params->np_beach,          seed, csize.X, csize.Y);
82         noise_biome          = new Noise(&params->np_biome,          seed,
83                         csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
84         noise_humidity       = new Noise(&params->np_humidity,       seed,
85                         csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
86
87         //// Resolve nodes to be used
88         INodeDefManager *ndef = emerge->ndef;
89
90         c_stone           = ndef->getId("mapgen_stone");
91         c_dirt            = ndef->getId("mapgen_dirt");
92         c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
93         c_sand            = ndef->getId("mapgen_sand");
94         c_water_source    = ndef->getId("mapgen_water_source");
95         c_lava_source     = ndef->getId("mapgen_lava_source");
96         c_gravel          = ndef->getId("mapgen_gravel");
97         c_desert_stone    = ndef->getId("mapgen_desert_stone");
98         c_desert_sand     = ndef->getId("mapgen_desert_sand");
99         c_dirt_with_snow  = ndef->getId("mapgen_dirt_with_snow");
100         c_snow            = ndef->getId("mapgen_snow");
101         c_snowblock       = ndef->getId("mapgen_snowblock");
102         c_ice             = ndef->getId("mapgen_ice");
103
104         if (c_gravel == CONTENT_IGNORE)
105                 c_gravel = c_stone;
106         if (c_desert_stone == CONTENT_IGNORE)
107                 c_desert_stone = c_stone;
108         if (c_desert_sand == CONTENT_IGNORE)
109                 c_desert_sand = c_sand;
110         if (c_dirt_with_snow == CONTENT_IGNORE)
111                 c_dirt_with_snow = c_dirt_with_grass;
112         if (c_snow == CONTENT_IGNORE)
113                 c_snow = CONTENT_AIR;
114         if (c_snowblock == CONTENT_IGNORE)
115                 c_snowblock = c_dirt_with_grass;
116         if (c_ice == CONTENT_IGNORE)
117                 c_ice = c_water_source;
118
119         c_cobble             = ndef->getId("mapgen_cobble");
120         c_mossycobble        = ndef->getId("mapgen_mossycobble");
121         c_stair_cobble       = ndef->getId("mapgen_stair_cobble");
122         c_stair_desert_stone = ndef->getId("mapgen_stair_desert_stone");
123
124         if (c_mossycobble == CONTENT_IGNORE)
125                 c_mossycobble = c_cobble;
126         if (c_stair_cobble == CONTENT_IGNORE)
127                 c_stair_cobble = c_cobble;
128         if (c_stair_desert_stone == CONTENT_IGNORE)
129                 c_stair_desert_stone = c_desert_stone;
130 }
131
132
133 MapgenV6::~MapgenV6()
134 {
135         delete noise_terrain_base;
136         delete noise_terrain_higher;
137         delete noise_steepness;
138         delete noise_height_select;
139         delete noise_mud;
140         delete noise_beach;
141         delete noise_biome;
142         delete noise_humidity;
143
144         delete[] heightmap;
145 }
146
147
148 MapgenV6Params::MapgenV6Params()
149 {
150         np_terrain_base   = NoiseParams(-4,   20.0, v3f(250.0, 250.0, 250.0), 82341,  5, 0.6,  2.0);
151         np_terrain_higher = NoiseParams(20,   16.0, v3f(500.0, 500.0, 500.0), 85039,  5, 0.6,  2.0);
152         np_steepness      = NoiseParams(0.85, 0.5,  v3f(125.0, 125.0, 125.0), -932,   5, 0.7,  2.0);
153         np_height_select  = NoiseParams(0,    1.0,  v3f(250.0, 250.0, 250.0), 4213,   5, 0.69, 2.0);
154         np_mud            = NoiseParams(4,    2.0,  v3f(200.0, 200.0, 200.0), 91013,  3, 0.55, 2.0);
155         np_beach          = NoiseParams(0,    1.0,  v3f(250.0, 250.0, 250.0), 59420,  3, 0.50, 2.0);
156         np_biome          = NoiseParams(0,    1.0,  v3f(500.0, 500.0, 500.0), 9130,   3, 0.50, 2.0);
157         np_cave           = NoiseParams(6,    6.0,  v3f(250.0, 250.0, 250.0), 34329,  3, 0.50, 2.0);
158         np_humidity       = NoiseParams(0.5,  0.5,  v3f(500.0, 500.0, 500.0), 72384,  3, 0.50, 2.0);
159         np_trees          = NoiseParams(0,    1.0,  v3f(125.0, 125.0, 125.0), 2,      4, 0.66, 2.0);
160         np_apple_trees    = NoiseParams(0,    1.0,  v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0);
161 }
162
163
164 void MapgenV6Params::readParams(const Settings *settings)
165 {
166         settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
167         settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
168         settings->getFloatNoEx("mgv6_freq_beach",  freq_beach);
169
170         settings->getNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
171         settings->getNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
172         settings->getNoiseParams("mgv6_np_steepness",      np_steepness);
173         settings->getNoiseParams("mgv6_np_height_select",  np_height_select);
174         settings->getNoiseParams("mgv6_np_mud",            np_mud);
175         settings->getNoiseParams("mgv6_np_beach",          np_beach);
176         settings->getNoiseParams("mgv6_np_biome",          np_biome);
177         settings->getNoiseParams("mgv6_np_cave",           np_cave);
178         settings->getNoiseParams("mgv6_np_humidity",       np_humidity);
179         settings->getNoiseParams("mgv6_np_trees",          np_trees);
180         settings->getNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
181 }
182
183
184 void MapgenV6Params::writeParams(Settings *settings) const
185 {
186         settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, U32_MAX);
187         settings->setFloat("mgv6_freq_desert", freq_desert);
188         settings->setFloat("mgv6_freq_beach",  freq_beach);
189
190         settings->setNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
191         settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
192         settings->setNoiseParams("mgv6_np_steepness",      np_steepness);
193         settings->setNoiseParams("mgv6_np_height_select",  np_height_select);
194         settings->setNoiseParams("mgv6_np_mud",            np_mud);
195         settings->setNoiseParams("mgv6_np_beach",          np_beach);
196         settings->setNoiseParams("mgv6_np_biome",          np_biome);
197         settings->setNoiseParams("mgv6_np_cave",           np_cave);
198         settings->setNoiseParams("mgv6_np_humidity",       np_humidity);
199         settings->setNoiseParams("mgv6_np_trees",          np_trees);
200         settings->setNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
201 }
202
203
204 //////////////////////// Some helper functions for the map generator
205
206 // Returns Y one under area minimum if not found
207 s16 MapgenV6::find_stone_level(v2s16 p2d)
208 {
209         v3s16 em = vm->m_area.getExtent();
210         s16 y_nodes_max = vm->m_area.MaxEdge.Y;
211         s16 y_nodes_min = vm->m_area.MinEdge.Y;
212         u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
213         s16 y;
214
215         for (y = y_nodes_max; y >= y_nodes_min; y--) {
216                 content_t c = vm->m_data[i].getContent();
217                 if (c != CONTENT_IGNORE && (c == c_stone || c == c_desert_stone))
218                         break;
219
220                 vm->m_area.add_y(em, i, -1);
221         }
222         return (y >= y_nodes_min) ? y : y_nodes_min - 1;
223 }
224
225
226 // Required by mapgen.h
227 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
228 {
229         /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
230                         seed, v2s16(blockpos.X, blockpos.Z));*/
231         // Nah, this is just a heuristic, just return something
232         s16 minimum_groundlevel = water_level;
233
234         if(blockpos.Y * MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
235                 return true;
236         else
237                 return false;
238 }
239
240
241 //////////////////////// Base terrain height functions
242
243 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
244         float steepness, float height_select)
245 {
246         float base   = 1 + terrain_base;
247         float higher = 1 + terrain_higher;
248
249         // Limit higher ground level to at least base
250         if(higher < base)
251                 higher = base;
252
253         // Steepness factor of cliffs
254         float b = steepness;
255         b = rangelim(b, 0.0, 1000.0);
256         b = 5 * b * b * b * b * b * b * b;
257         b = rangelim(b, 0.5, 1000.0);
258
259         // Values 1.5...100 give quite horrible looking slopes
260         if (b > 1.5 && b < 100.0)
261                 b = (b < 10.0) ? 1.5 : 100.0;
262
263         float a_off = -0.20; // Offset to more low
264         float a = 0.5 + b * (a_off + height_select);
265         a = rangelim(a, 0.0, 1.0); // Limit
266
267         return base * (1.0 - a) + higher * a;
268 }
269
270
271 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
272 {
273         if (spflags & MGV6_FLAT)
274                 return water_level;
275
276         float terrain_base   = NoisePerlin2D_PO(&noise_terrain_base->np,
277                                                         p.X, 0.5, p.Y, 0.5, seed);
278         float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np,
279                                                         p.X, 0.5, p.Y, 0.5, seed);
280         float steepness      = NoisePerlin2D_PO(&noise_steepness->np,
281                                                         p.X, 0.5, p.Y, 0.5, seed);
282         float height_select  = NoisePerlin2D_PO(&noise_height_select->np,
283                                                         p.X, 0.5, p.Y, 0.5, seed);
284
285         return baseTerrainLevel(terrain_base, terrain_higher,
286                                                         steepness, height_select);
287 }
288
289
290 float MapgenV6::baseTerrainLevelFromMap(v2s16 p)
291 {
292         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
293         return baseTerrainLevelFromMap(index);
294 }
295
296
297 float MapgenV6::baseTerrainLevelFromMap(int index)
298 {
299         if (spflags & MGV6_FLAT)
300                 return water_level;
301
302         float terrain_base   = noise_terrain_base->result[index];
303         float terrain_higher = noise_terrain_higher->result[index];
304         float steepness      = noise_steepness->result[index];
305         float height_select  = noise_height_select->result[index];
306
307         return baseTerrainLevel(terrain_base, terrain_higher,
308                                                         steepness, height_select);
309 }
310
311
312 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
313 {
314         return baseTerrainLevelFromNoise(p2d) + MGV6_AVERAGE_MUD_AMOUNT;
315 }
316
317
318 int MapgenV6::getGroundLevelAtPoint(v2s16 p)
319 {
320         return baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
321 }
322
323
324 int MapgenV6::getSpawnLevelAtPoint(v2s16 p)
325 {
326         s16 level_at_point = baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
327         if (level_at_point <= water_level ||
328                         level_at_point > water_level + 16)
329                 return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
330         else
331                 return level_at_point;
332 }
333
334
335 //////////////////////// Noise functions
336
337 float MapgenV6::getMudAmount(v2s16 p)
338 {
339         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
340         return getMudAmount(index);
341 }
342
343
344 bool MapgenV6::getHaveBeach(v2s16 p)
345 {
346         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
347         return getHaveBeach(index);
348 }
349
350
351 BiomeV6Type MapgenV6::getBiome(v2s16 p)
352 {
353         int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
354                         + (p.X - full_node_min.X);
355         return getBiome(index, p);
356 }
357
358
359 float MapgenV6::getHumidity(v2s16 p)
360 {
361         /*double noise = noise2d_perlin(
362                 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
363                 seed+72384, 4, 0.66);
364         noise = (noise + 1.0)/2.0;*/
365
366         int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
367                         + (p.X - full_node_min.X);
368         float noise = noise_humidity->result[index];
369
370         if (noise < 0.0)
371                 noise = 0.0;
372         if (noise > 1.0)
373                 noise = 1.0;
374         return noise;
375 }
376
377
378 float MapgenV6::getTreeAmount(v2s16 p)
379 {
380         /*double noise = noise2d_perlin(
381                         0.5+(float)p.X/125, 0.5+(float)p.Y/125,
382                         seed+2, 4, 0.66);*/
383
384         float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
385         float zeroval = -0.39;
386         if (noise < zeroval)
387                 return 0;
388         else
389                 return 0.04 * (noise - zeroval) / (1.0 - zeroval);
390 }
391
392
393 bool MapgenV6::getHaveAppleTree(v2s16 p)
394 {
395         /*is_apple_tree = noise2d_perlin(
396                 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
397                 data->seed+342902, 3, 0.45) > 0.2;*/
398
399         float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
400
401         return noise > 0.2;
402 }
403
404
405 float MapgenV6::getMudAmount(int index)
406 {
407         if (spflags & MGV6_FLAT)
408                 return MGV6_AVERAGE_MUD_AMOUNT;
409
410         /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
411                         0.5+(float)p.X/200, 0.5+(float)p.Y/200,
412                         seed+91013, 3, 0.55));*/
413
414         return noise_mud->result[index];
415 }
416
417
418 bool MapgenV6::getHaveBeach(int index)
419 {
420         // Determine whether to have sand here
421         /*double sandnoise = noise2d_perlin(
422                         0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
423                         seed+59420, 3, 0.50);*/
424
425         float sandnoise = noise_beach->result[index];
426         return (sandnoise > freq_beach);
427 }
428
429
430 BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
431 {
432         // Just do something very simple as for now
433         /*double d = noise2d_perlin(
434                         0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
435                         seed+9130, 3, 0.50);*/
436
437         float d = noise_biome->result[index];
438         float h = noise_humidity->result[index];
439
440         if (spflags & MGV6_SNOWBIOMES) {
441                 float blend = (spflags & MGV6_BIOMEBLEND) ? noise2d(p.X, p.Y, seed) / 40 : 0;
442
443                 if (d > MGV6_FREQ_HOT + blend) {
444                         if (h > MGV6_FREQ_JUNGLE + blend)
445                                 return BT_JUNGLE;
446                         else
447                                 return BT_DESERT;
448                 } else if (d < MGV6_FREQ_SNOW + blend) {
449                         if (h > MGV6_FREQ_TAIGA + blend)
450                                 return BT_TAIGA;
451                         else
452                                 return BT_TUNDRA;
453                 } else {
454                         return BT_NORMAL;
455                 }
456         } else {
457                 if (d > freq_desert)
458                         return BT_DESERT;
459
460                 if ((spflags & MGV6_BIOMEBLEND) && (d > freq_desert - 0.10) &&
461                                 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
462                         return BT_DESERT;
463
464                 if ((spflags & MGV6_JUNGLES) && h > 0.75)
465                         return BT_JUNGLE;
466                 else
467                         return BT_NORMAL;
468         }
469 }
470
471
472 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
473 {
474         s32 x = p.X, y = p.Y, z = p.Z;
475         return (u32)(seed % 0x100000000ULL) + z * 38134234 + y * 42123 + x * 23;
476 }
477
478
479 //////////////////////// Map generator
480
481 void MapgenV6::makeChunk(BlockMakeData *data)
482 {
483         // Pre-conditions
484         assert(data->vmanip);
485         assert(data->nodedef);
486         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
487                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
488                 data->blockpos_requested.Z >= data->blockpos_min.Z);
489         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
490                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
491                 data->blockpos_requested.Z <= data->blockpos_max.Z);
492
493         this->generating = true;
494         this->vm   = data->vmanip;
495         this->ndef = data->nodedef;
496
497         // Hack: use minimum block coords for old code that assumes a single block
498         v3s16 blockpos_min = data->blockpos_min;
499         v3s16 blockpos_max = data->blockpos_max;
500
501         // Area of central chunk
502         node_min = blockpos_min * MAP_BLOCKSIZE;
503         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
504
505         // Full allocated area
506         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
507         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
508
509         central_area_size = node_max - node_min + v3s16(1, 1, 1);
510         assert(central_area_size.X == central_area_size.Z);
511
512         int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
513                                           * (blockpos_max.Y - blockpos_min.Y + 1)
514                                           * (blockpos_max.Z - blockpos_max.Z + 1);
515
516         volume_nodes = volume_blocks *
517                 MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
518
519         // Create a block-specific seed
520         blockseed = get_blockseed(data->seed, full_node_min);
521
522         // Make some noise
523         calculateNoise();
524
525         // Maximum height of the stone surface and obstacles.
526         // This is used to guide the cave generation
527         s16 stone_surface_max_y;
528
529         // Generate general ground level to full area
530         stone_surface_max_y = generateGround();
531
532         // Create initial heightmap to limit caves
533         updateHeightmap(node_min, node_max);
534
535         const s16 max_spread_amount = MAP_BLOCKSIZE;
536         // Limit dirt flow area by 1 because mud is flown into neighbors.
537         s16 mudflow_minpos = -max_spread_amount + 1;
538         s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
539
540         // Loop this part, it will make stuff look older and newer nicely
541         const u32 age_loops = 2;
542         for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
543                 // Make caves (this code is relatively horrible)
544                 if (flags & MG_CAVES)
545                         generateCaves(stone_surface_max_y);
546
547                 // Add mud to the central chunk
548                 addMud();
549
550                 // Flow mud away from steep edges
551                 if (spflags & MGV6_MUDFLOW)
552                         flowMud(mudflow_minpos, mudflow_maxpos);
553
554         }
555
556         // Update heightmap after mudflow
557         updateHeightmap(node_min, node_max);
558
559         // Add dungeons
560         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
561                 DungeonParams dp;
562
563                 dp.seed             = seed;
564                 dp.c_water          = c_water_source;
565                 dp.c_river_water    = c_water_source;
566
567                 dp.only_in_ground   = true;
568                 dp.corridor_len_min = 1;
569                 dp.corridor_len_max = 13;
570                 dp.rooms_min        = 2;
571                 dp.rooms_max        = 16;
572                 dp.y_min            = -MAX_MAP_GENERATION_LIMIT;
573                 dp.y_max            = MAX_MAP_GENERATION_LIMIT;
574
575                 dp.np_density
576                         = NoiseParams(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
577                 dp.np_alt_wall
578                         = NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
579
580                 if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
581                         dp.c_wall              = c_desert_stone;
582                         dp.c_alt_wall          = CONTENT_IGNORE;
583                         dp.c_stair             = c_stair_desert_stone;
584
585                         dp.diagonal_dirs       = true;
586                         dp.holesize            = v3s16(2, 3, 2);
587                         dp.room_size_min       = v3s16(6, 9, 6);
588                         dp.room_size_max       = v3s16(10, 11, 10);
589                         dp.room_size_large_min = v3s16(10, 13, 10);
590                         dp.room_size_large_max = v3s16(18, 21, 18);
591                         dp.notifytype          = GENNOTIFY_TEMPLE;
592                 } else {
593                         dp.c_wall              = c_cobble;
594                         dp.c_alt_wall          = c_mossycobble;
595                         dp.c_stair             = c_stair_cobble;
596
597                         dp.diagonal_dirs       = false;
598                         dp.holesize            = v3s16(1, 2, 1);
599                         dp.room_size_min       = v3s16(4, 4, 4);
600                         dp.room_size_max       = v3s16(8, 6, 8);
601                         dp.room_size_large_min = v3s16(8, 8, 8);
602                         dp.room_size_large_max = v3s16(16, 16, 16);
603                         dp.notifytype          = GENNOTIFY_DUNGEON;
604                 }
605
606                 DungeonGen dgen(ndef, &gennotify, &dp);
607                 dgen.generate(vm, blockseed, full_node_min, full_node_max);
608         }
609
610         // Add top and bottom side of water to transforming_liquid queue
611         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
612
613         // Add surface nodes
614         growGrass();
615
616         // Generate some trees, and add grass, if a jungle
617         if (spflags & MGV6_TREES)
618                 placeTreesAndJungleGrass();
619
620         // Generate the registered decorations
621         if (flags & MG_DECORATIONS)
622                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
623
624         // Generate the registered ores
625         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
626
627         // Calculate lighting
628         if (flags & MG_LIGHT)
629                 calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
630                         node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE,
631                         full_node_min, full_node_max);
632
633         this->generating = false;
634 }
635
636
637 void MapgenV6::calculateNoise()
638 {
639         int x = node_min.X;
640         int z = node_min.Z;
641         int fx = full_node_min.X;
642         int fz = full_node_min.Z;
643
644         if (!(spflags & MGV6_FLAT)) {
645                 noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
646                 noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
647                 noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
648                 noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
649                 noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
650         }
651
652         noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
653
654         noise_biome->perlinMap2D_PO(fx, 0.6, fz, 0.2);
655         noise_humidity->perlinMap2D_PO(fx, 0.0, fz, 0.0);
656         // Humidity map does not need range limiting 0 to 1,
657         // only humidity at point does
658 }
659
660
661 int MapgenV6::generateGround()
662 {
663         //TimeTaker timer1("Generating ground level");
664         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
665         MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
666         MapNode n_ice(c_ice);
667         int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
668
669         u32 index = 0;
670         for (s16 z = node_min.Z; z <= node_max.Z; z++)
671         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
672                 // Surface height
673                 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
674
675                 // Log it
676                 if (surface_y > stone_surface_max_y)
677                         stone_surface_max_y = surface_y;
678
679                 BiomeV6Type bt = getBiome(v2s16(x, z));
680
681                 // Fill ground with stone
682                 v3s16 em = vm->m_area.getExtent();
683                 u32 i = vm->m_area.index(x, node_min.Y, z);
684                 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
685                         if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
686                                 if (y <= surface_y) {
687                                         vm->m_data[i] = (y >= MGV6_DESERT_STONE_BASE
688                                                         && bt == BT_DESERT) ?
689                                                 n_desert_stone : n_stone;
690                                 } else if (y <= water_level) {
691                                         vm->m_data[i] = (y >= MGV6_ICE_BASE
692                                                         && bt == BT_TUNDRA) ?
693                                                 n_ice : n_water_source;
694                                 } else {
695                                         vm->m_data[i] = n_air;
696                                 }
697                         }
698                         vm->m_area.add_y(em, i, 1);
699                 }
700         }
701
702         return stone_surface_max_y;
703 }
704
705
706 void MapgenV6::addMud()
707 {
708         // 15ms @cs=8
709         //TimeTaker timer1("add mud");
710         MapNode n_dirt(c_dirt), n_gravel(c_gravel);
711         MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
712         MapNode addnode;
713
714         u32 index = 0;
715         for (s16 z = node_min.Z; z <= node_max.Z; z++)
716         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
717                 // Randomize mud amount
718                 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
719
720                 // Find ground level
721                 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
722
723                 // Handle area not found
724                 if (surface_y == vm->m_area.MinEdge.Y - 1)
725                         continue;
726
727                 BiomeV6Type bt = getBiome(v2s16(x, z));
728                 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
729
730                 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
731                         addnode = n_sand;
732                 } else if (mud_add_amount <= 0) {
733                         mud_add_amount = 1 - mud_add_amount;
734                         addnode = n_gravel;
735                 } else if (bt != BT_DESERT && getHaveBeach(index) &&
736                                 surface_y + mud_add_amount <= water_level + 2) {
737                         addnode = n_sand;
738                 }
739
740                 if ((bt == BT_DESERT || bt == BT_TUNDRA) && surface_y > 20)
741                         mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
742
743                 /* If topmost node is grass, change it to mud.  It might be if it was
744                 // flown to there from a neighboring chunk and then converted.
745                 u32 i = vm->m_area.index(x, surface_y, z);
746                 if (vm->m_data[i].getContent() == c_dirt_with_grass)
747                         vm->m_data[i] = n_dirt;*/
748
749                 // Add mud on ground
750                 s16 mudcount = 0;
751                 v3s16 em = vm->m_area.getExtent();
752                 s16 y_start = surface_y + 1;
753                 u32 i = vm->m_area.index(x, y_start, z);
754                 for (s16 y = y_start; y <= node_max.Y; y++) {
755                         if (mudcount >= mud_add_amount)
756                                 break;
757
758                         vm->m_data[i] = addnode;
759                         mudcount++;
760
761                         vm->m_area.add_y(em, i, 1);
762                 }
763         }
764 }
765
766
767 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
768 {
769         // 340ms @cs=8
770         //TimeTaker timer1("flow mud");
771
772         // Iterate a few times
773         for (s16 k = 0; k < 3; k++) {
774                 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
775                 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
776                         // Invert coordinates every 2nd iteration
777                         if (k % 2 == 0) {
778                                 x = mudflow_maxpos - (x - mudflow_minpos);
779                                 z = mudflow_maxpos - (z - mudflow_minpos);
780                         }
781
782                         // Node position in 2d
783                         v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
784
785                         v3s16 em = vm->m_area.getExtent();
786                         u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
787                         s16 y = node_max.Y;
788
789                         while (y >= node_min.Y) {
790
791                         for (;; y--) {
792                                 MapNode *n = NULL;
793                                 // Find mud
794                                 for (; y >= node_min.Y; y--) {
795                                         n = &vm->m_data[i];
796                                         if (n->getContent() == c_dirt ||
797                                                         n->getContent() == c_dirt_with_grass ||
798                                                         n->getContent() == c_gravel)
799                                                 break;
800
801                                         vm->m_area.add_y(em, i, -1);
802                                 }
803
804                                 // Stop if out of area
805                                 //if(vmanip.m_area.contains(i) == false)
806                                 if (y < node_min.Y)
807                                         break;
808
809                                 if (n->getContent() == c_dirt ||
810                                                 n->getContent() == c_dirt_with_grass) {
811                                         // Make it exactly mud
812                                         n->setContent(c_dirt);
813
814                                         // Don't flow it if the stuff under it is not mud
815                                         {
816                                                 u32 i2 = i;
817                                                 vm->m_area.add_y(em, i2, -1);
818                                                 // Cancel if out of area
819                                                 if (vm->m_area.contains(i2) == false)
820                                                         continue;
821                                                 MapNode *n2 = &vm->m_data[i2];
822                                                 if (n2->getContent() != c_dirt &&
823                                                                 n2->getContent() != c_dirt_with_grass)
824                                                         continue;
825                                         }
826                                 }
827
828                                 v3s16 dirs4[4] = {
829                                         v3s16(0, 0, 1), // back
830                                         v3s16(1, 0, 0), // right
831                                         v3s16(0, 0, -1), // front
832                                         v3s16(-1, 0, 0), // left
833                                 };
834
835                                 // Check that upper is walkable. Cancel
836                                 // dropping if upper keeps it in place.
837                                 u32 i3 = i;
838                                 vm->m_area.add_y(em, i3, 1);
839                                 MapNode *n3 = NULL;
840
841                                 if (vm->m_area.contains(i3)) {
842                                         n3 = &vm->m_data[i3];
843                                         if (ndef->get(*n3).walkable)
844                                                 continue;
845                                 }
846
847                                 // Drop mud on side
848                                 for (u32 di = 0; di < 4; di++) {
849                                         v3s16 dirp = dirs4[di];
850                                         u32 i2 = i;
851                                         // Move to side
852                                         vm->m_area.add_p(em, i2, dirp);
853                                         // Fail if out of area
854                                         if (vm->m_area.contains(i2) == false)
855                                                 continue;
856                                         // Check that side is air
857                                         MapNode *n2 = &vm->m_data[i2];
858                                         if (ndef->get(*n2).walkable)
859                                                 continue;
860                                         // Check that under side is air
861                                         vm->m_area.add_y(em, i2, -1);
862                                         if (vm->m_area.contains(i2) == false)
863                                                 continue;
864                                         n2 = &vm->m_data[i2];
865                                         if (ndef->get(*n2).walkable)
866                                                 continue;
867                                         // Loop further down until not air
868                                         bool dropped_to_unknown = false;
869                                         do {
870                                                 vm->m_area.add_y(em, i2, -1);
871                                                 n2 = &vm->m_data[i2];
872                                                 // if out of known area
873                                                 if (vm->m_area.contains(i2) == false ||
874                                                                 n2->getContent() == CONTENT_IGNORE) {
875                                                         dropped_to_unknown = true;
876                                                         break;
877                                                 }
878                                         } while (ndef->get(*n2).walkable == false);
879                                         // Loop one up so that we're in air
880                                         vm->m_area.add_y(em, i2, 1);
881
882                                         // Move mud to new place. Outside mapchunk remove
883                                         // any decorations above removed or placed mud.
884                                         if (!dropped_to_unknown)
885                                                 moveMud(i, i2, i3, p2d, em);
886
887                                         // Done
888                                         break;
889                                 }
890                         }
891                         }
892                 }
893         }
894 }
895
896
897 void MapgenV6::moveMud(u32 remove_index, u32 place_index,
898         u32 above_remove_index, v2s16 pos, v3s16 em)
899 {
900         MapNode n_air(CONTENT_AIR);
901         // Copy mud from old place to new place
902         vm->m_data[place_index] = vm->m_data[remove_index];
903         // Set old place to be air
904         vm->m_data[remove_index] = n_air;
905         // Outside the mapchunk decorations may need to be removed if above removed
906         // mud or if half-buried in placed mud. Placed mud is to the side of pos so
907         // use 'pos.X >= node_max.X' etc.
908         if (pos.X >= node_max.X || pos.X <= node_min.X ||
909                         pos.Y >= node_max.Z || pos.Y <= node_min.Z) {
910                 // 'above remove' node is above removed mud. If it is not air, water or
911                 // 'ignore' it is a decoration that needs removing. Also search upwards
912                 // to remove a possible stacked decoration.
913                 // Check for 'ignore' because stacked decorations can penetrate into
914                 // 'ignore' nodes above the mapchunk.
915                 while (vm->m_area.contains(above_remove_index) &&
916                                 vm->m_data[above_remove_index].getContent() != CONTENT_AIR &&
917                                 vm->m_data[above_remove_index].getContent() != c_water_source &&
918                                 vm->m_data[above_remove_index].getContent() != CONTENT_IGNORE) {
919                         vm->m_data[above_remove_index] = n_air;
920                         vm->m_area.add_y(em, above_remove_index, 1);
921                 }
922                 // Mud placed may have partially-buried a stacked decoration, search
923                 // above and remove.
924                 vm->m_area.add_y(em, place_index, 1);
925                 while (vm->m_area.contains(place_index) &&
926                                 vm->m_data[place_index].getContent() != CONTENT_AIR &&
927                                 vm->m_data[place_index].getContent() != c_water_source &&
928                                 vm->m_data[place_index].getContent() != CONTENT_IGNORE) {
929                         vm->m_data[place_index] = n_air;
930                         vm->m_area.add_y(em, place_index, 1);
931                 }
932         }
933 }
934
935
936 void MapgenV6::placeTreesAndJungleGrass()
937 {
938         //TimeTaker t("placeTrees");
939         if (node_max.Y < water_level)
940                 return;
941
942         PseudoRandom grassrandom(blockseed + 53);
943         content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
944         // if we don't have junglegrass, don't place cignore... that's bad
945         if (c_junglegrass == CONTENT_IGNORE)
946                 c_junglegrass = CONTENT_AIR;
947         MapNode n_junglegrass(c_junglegrass);
948         v3s16 em = vm->m_area.getExtent();
949
950         // Divide area into parts
951         s16 div = 8;
952         s16 sidelen = central_area_size.X / div;
953         double area = sidelen * sidelen;
954
955         // N.B.  We must add jungle grass first, since tree leaves will
956         // obstruct the ground, giving us a false ground level
957         for (s16 z0 = 0; z0 < div; z0++)
958         for (s16 x0 = 0; x0 < div; x0++) {
959                 // Center position of part of division
960                 v2s16 p2d_center(
961                         node_min.X + sidelen / 2 + sidelen * x0,
962                         node_min.Z + sidelen / 2 + sidelen * z0
963                 );
964                 // Minimum edge of part of division
965                 v2s16 p2d_min(
966                         node_min.X + sidelen * x0,
967                         node_min.Z + sidelen * z0
968                 );
969                 // Maximum edge of part of division
970                 v2s16 p2d_max(
971                         node_min.X + sidelen + sidelen * x0 - 1,
972                         node_min.Z + sidelen + sidelen * z0 - 1
973                 );
974
975                 // Get biome at center position of part of division
976                 BiomeV6Type bt = getBiome(p2d_center);
977
978                 // Amount of trees
979                 u32 tree_count;
980                 if (bt == BT_JUNGLE || bt == BT_TAIGA || bt == BT_NORMAL) {
981                         tree_count = area * getTreeAmount(p2d_center);
982                         if (bt == BT_JUNGLE)
983                                 tree_count *= 4;
984                 } else {
985                         tree_count = 0;
986                 }
987
988                 // Add jungle grass
989                 if (bt == BT_JUNGLE) {
990                         float humidity = getHumidity(p2d_center);
991                         u32 grass_count = 5 * humidity * tree_count;
992                         for (u32 i = 0; i < grass_count; i++) {
993                                 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
994                                 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
995                                 int mapindex = central_area_size.X * (z - node_min.Z)
996                                                                 + (x - node_min.X);
997                                 s16 y = heightmap[mapindex];
998                                 if (y < water_level)
999                                         continue;
1000
1001                                 u32 vi = vm->m_area.index(x, y, z);
1002                                 // place on dirt_with_grass, since we know it is exposed to sunlight
1003                                 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
1004                                         vm->m_area.add_y(em, vi, 1);
1005                                         vm->m_data[vi] = n_junglegrass;
1006                                 }
1007                         }
1008                 }
1009
1010                 // Put trees in random places on part of division
1011                 for (u32 i = 0; i < tree_count; i++) {
1012                         s16 x = myrand_range(p2d_min.X, p2d_max.X);
1013                         s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
1014                         int mapindex = central_area_size.X * (z - node_min.Z)
1015                                                         + (x - node_min.X);
1016                         s16 y = heightmap[mapindex];
1017                         // Don't make a tree under water level
1018                         // Don't make a tree so high that it doesn't fit
1019                         if (y < water_level || y > node_max.Y - 6)
1020                                 continue;
1021
1022                         v3s16 p(x, y, z);
1023                         // Trees grow only on mud and grass
1024                         {
1025                                 u32 i = vm->m_area.index(p);
1026                                 content_t c = vm->m_data[i].getContent();
1027                                 if (c != c_dirt &&
1028                                                 c != c_dirt_with_grass &&
1029                                                 c != c_dirt_with_snow)
1030                                         continue;
1031                         }
1032                         p.Y++;
1033
1034                         // Make a tree
1035                         if (bt == BT_JUNGLE) {
1036                                 treegen::make_jungletree(*vm, p, ndef, myrand());
1037                         } else if (bt == BT_TAIGA) {
1038                                 treegen::make_pine_tree(*vm, p - v3s16(0, 1, 0), ndef, myrand());
1039                         } else if (bt == BT_NORMAL) {
1040                                 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
1041                                                         getHaveAppleTree(v2s16(x, z));
1042                                 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
1043                         }
1044                 }
1045         }
1046         //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
1047 }
1048
1049
1050 void MapgenV6::growGrass() // Add surface nodes
1051 {
1052         MapNode n_dirt_with_grass(c_dirt_with_grass);
1053         MapNode n_dirt_with_snow(c_dirt_with_snow);
1054         MapNode n_snowblock(c_snowblock);
1055         MapNode n_snow(c_snow);
1056         v3s16 em = vm->m_area.getExtent();
1057
1058         u32 index = 0;
1059         for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
1060         for (s16 x = full_node_min.X; x <= full_node_max.X; x++, index++) {
1061                 // Find the lowest surface to which enough light ends up to make
1062                 // grass grow.  Basically just wait until not air and not leaves.
1063                 s16 surface_y = 0;
1064                 {
1065                         u32 i = vm->m_area.index(x, node_max.Y, z);
1066                         s16 y;
1067                         // Go to ground level
1068                         for (y = node_max.Y; y >= full_node_min.Y; y--) {
1069                                 MapNode &n = vm->m_data[i];
1070                                 if (ndef->get(n).param_type != CPT_LIGHT ||
1071                                                 ndef->get(n).liquid_type != LIQUID_NONE ||
1072                                                 n.getContent() == c_ice)
1073                                         break;
1074                                 vm->m_area.add_y(em, i, -1);
1075                         }
1076                         surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
1077                 }
1078
1079                 BiomeV6Type bt = getBiome(index, v2s16(x, z));
1080                 u32 i = vm->m_area.index(x, surface_y, z);
1081                 content_t c = vm->m_data[i].getContent();
1082                 if (surface_y >= water_level - 20) {
1083                         if (bt == BT_TAIGA && c == c_dirt) {
1084                                 vm->m_data[i] = n_dirt_with_snow;
1085                         } else if (bt == BT_TUNDRA) {
1086                                 if (c == c_dirt) {
1087                                         vm->m_data[i] = n_snowblock;
1088                                         vm->m_area.add_y(em, i, -1);
1089                                         vm->m_data[i] = n_dirt_with_snow;
1090                                 } else if (c == c_stone && surface_y < node_max.Y) {
1091                                         vm->m_area.add_y(em, i, 1);
1092                                         vm->m_data[i] = n_snowblock;
1093                                 }
1094                         } else if (c == c_dirt) {
1095                                 vm->m_data[i] = n_dirt_with_grass;
1096                         }
1097                 }
1098         }
1099 }
1100
1101
1102 void MapgenV6::generateCaves(int max_stone_y)
1103 {
1104         float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
1105         int volume_nodes = (node_max.X - node_min.X + 1) *
1106                                            (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
1107         cave_amount = MYMAX(0.0, cave_amount);
1108         u32 caves_count = cave_amount * volume_nodes / 50000;
1109         u32 bruises_count = 1;
1110         PseudoRandom ps(blockseed + 21343);
1111         PseudoRandom ps2(blockseed + 1032);
1112
1113         if (ps.range(1, 6) == 1)
1114                 bruises_count = ps.range(0, ps.range(0, 2));
1115
1116         if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
1117                 caves_count   /= 3;
1118                 bruises_count /= 3;
1119         }
1120
1121         for (u32 i = 0; i < caves_count + bruises_count; i++) {
1122                 CavesV6 cave(ndef, &gennotify, water_level, c_water_source, c_lava_source);
1123
1124                 bool large_cave = (i >= caves_count);
1125                 cave.makeCave(vm, node_min, node_max, &ps, &ps2,
1126                         large_cave, max_stone_y, heightmap);
1127         }
1128 }