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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         spflags = MGV6_JUNGLES | MGV6_SNOWBIOMES | MGV6_TREES |
151                 MGV6_BIOMEBLEND | MGV6_MUDFLOW;
152
153         freq_desert = 0.45;
154         freq_beach  = 0.15;
155
156         np_terrain_base   = NoiseParams(-4,   20.0, v3f(250.0, 250.0, 250.0), 82341,  5, 0.6,  2.0);
157         np_terrain_higher = NoiseParams(20,   16.0, v3f(500.0, 500.0, 500.0), 85039,  5, 0.6,  2.0);
158         np_steepness      = NoiseParams(0.85, 0.5,  v3f(125.0, 125.0, 125.0), -932,   5, 0.7,  2.0);
159         np_height_select  = NoiseParams(0,    1.0,  v3f(250.0, 250.0, 250.0), 4213,   5, 0.69, 2.0);
160         np_mud            = NoiseParams(4,    2.0,  v3f(200.0, 200.0, 200.0), 91013,  3, 0.55, 2.0);
161         np_beach          = NoiseParams(0,    1.0,  v3f(250.0, 250.0, 250.0), 59420,  3, 0.50, 2.0);
162         np_biome          = NoiseParams(0,    1.0,  v3f(500.0, 500.0, 500.0), 9130,   3, 0.50, 2.0);
163         np_cave           = NoiseParams(6,    6.0,  v3f(250.0, 250.0, 250.0), 34329,  3, 0.50, 2.0);
164         np_humidity       = NoiseParams(0.5,  0.5,  v3f(500.0, 500.0, 500.0), 72384,  3, 0.50, 2.0);
165         np_trees          = NoiseParams(0,    1.0,  v3f(125.0, 125.0, 125.0), 2,      4, 0.66, 2.0);
166         np_apple_trees    = NoiseParams(0,    1.0,  v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0);
167 }
168
169
170 void MapgenV6Params::readParams(const Settings *settings)
171 {
172         settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
173         settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
174         settings->getFloatNoEx("mgv6_freq_beach",  freq_beach);
175
176         settings->getNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
177         settings->getNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
178         settings->getNoiseParams("mgv6_np_steepness",      np_steepness);
179         settings->getNoiseParams("mgv6_np_height_select",  np_height_select);
180         settings->getNoiseParams("mgv6_np_mud",            np_mud);
181         settings->getNoiseParams("mgv6_np_beach",          np_beach);
182         settings->getNoiseParams("mgv6_np_biome",          np_biome);
183         settings->getNoiseParams("mgv6_np_cave",           np_cave);
184         settings->getNoiseParams("mgv6_np_humidity",       np_humidity);
185         settings->getNoiseParams("mgv6_np_trees",          np_trees);
186         settings->getNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
187 }
188
189
190 void MapgenV6Params::writeParams(Settings *settings) const
191 {
192         settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, U32_MAX);
193         settings->setFloat("mgv6_freq_desert", freq_desert);
194         settings->setFloat("mgv6_freq_beach",  freq_beach);
195
196         settings->setNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
197         settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
198         settings->setNoiseParams("mgv6_np_steepness",      np_steepness);
199         settings->setNoiseParams("mgv6_np_height_select",  np_height_select);
200         settings->setNoiseParams("mgv6_np_mud",            np_mud);
201         settings->setNoiseParams("mgv6_np_beach",          np_beach);
202         settings->setNoiseParams("mgv6_np_biome",          np_biome);
203         settings->setNoiseParams("mgv6_np_cave",           np_cave);
204         settings->setNoiseParams("mgv6_np_humidity",       np_humidity);
205         settings->setNoiseParams("mgv6_np_trees",          np_trees);
206         settings->setNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
207 }
208
209
210 //////////////////////// Some helper functions for the map generator
211
212 // Returns Y one under area minimum if not found
213 s16 MapgenV6::find_stone_level(v2s16 p2d)
214 {
215         v3s16 em = vm->m_area.getExtent();
216         s16 y_nodes_max = vm->m_area.MaxEdge.Y;
217         s16 y_nodes_min = vm->m_area.MinEdge.Y;
218         u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
219         s16 y;
220
221         for (y = y_nodes_max; y >= y_nodes_min; y--) {
222                 content_t c = vm->m_data[i].getContent();
223                 if (c != CONTENT_IGNORE && (c == c_stone || c == c_desert_stone))
224                         break;
225
226                 vm->m_area.add_y(em, i, -1);
227         }
228         return (y >= y_nodes_min) ? y : y_nodes_min - 1;
229 }
230
231
232 // Required by mapgen.h
233 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
234 {
235         /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
236                         seed, v2s16(blockpos.X, blockpos.Z));*/
237         // Nah, this is just a heuristic, just return something
238         s16 minimum_groundlevel = water_level;
239
240         if(blockpos.Y * MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
241                 return true;
242         else
243                 return false;
244 }
245
246
247 //////////////////////// Base terrain height functions
248
249 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
250         float steepness, float height_select)
251 {
252         float base   = 1 + terrain_base;
253         float higher = 1 + terrain_higher;
254
255         // Limit higher ground level to at least base
256         if(higher < base)
257                 higher = base;
258
259         // Steepness factor of cliffs
260         float b = steepness;
261         b = rangelim(b, 0.0, 1000.0);
262         b = 5 * b * b * b * b * b * b * b;
263         b = rangelim(b, 0.5, 1000.0);
264
265         // Values 1.5...100 give quite horrible looking slopes
266         if (b > 1.5 && b < 100.0)
267                 b = (b < 10.0) ? 1.5 : 100.0;
268
269         float a_off = -0.20; // Offset to more low
270         float a = 0.5 + b * (a_off + height_select);
271         a = rangelim(a, 0.0, 1.0); // Limit
272
273         return base * (1.0 - a) + higher * a;
274 }
275
276
277 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
278 {
279         if (spflags & MGV6_FLAT)
280                 return water_level;
281
282         float terrain_base   = NoisePerlin2D_PO(&noise_terrain_base->np,
283                                                         p.X, 0.5, p.Y, 0.5, seed);
284         float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np,
285                                                         p.X, 0.5, p.Y, 0.5, seed);
286         float steepness      = NoisePerlin2D_PO(&noise_steepness->np,
287                                                         p.X, 0.5, p.Y, 0.5, seed);
288         float height_select  = NoisePerlin2D_PO(&noise_height_select->np,
289                                                         p.X, 0.5, p.Y, 0.5, seed);
290
291         return baseTerrainLevel(terrain_base, terrain_higher,
292                                                         steepness, height_select);
293 }
294
295
296 float MapgenV6::baseTerrainLevelFromMap(v2s16 p)
297 {
298         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
299         return baseTerrainLevelFromMap(index);
300 }
301
302
303 float MapgenV6::baseTerrainLevelFromMap(int index)
304 {
305         if (spflags & MGV6_FLAT)
306                 return water_level;
307
308         float terrain_base   = noise_terrain_base->result[index];
309         float terrain_higher = noise_terrain_higher->result[index];
310         float steepness      = noise_steepness->result[index];
311         float height_select  = noise_height_select->result[index];
312
313         return baseTerrainLevel(terrain_base, terrain_higher,
314                                                         steepness, height_select);
315 }
316
317
318 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
319 {
320         return baseTerrainLevelFromNoise(p2d) + MGV6_AVERAGE_MUD_AMOUNT;
321 }
322
323
324 int MapgenV6::getGroundLevelAtPoint(v2s16 p)
325 {
326         return baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
327 }
328
329
330 int MapgenV6::getSpawnLevelAtPoint(v2s16 p)
331 {
332         s16 level_at_point = baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
333         if (level_at_point <= water_level ||
334                         level_at_point > water_level + 16)
335                 return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
336         else
337                 return level_at_point;
338 }
339
340
341 //////////////////////// Noise functions
342
343 float MapgenV6::getMudAmount(v2s16 p)
344 {
345         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
346         return getMudAmount(index);
347 }
348
349
350 bool MapgenV6::getHaveBeach(v2s16 p)
351 {
352         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
353         return getHaveBeach(index);
354 }
355
356
357 BiomeV6Type MapgenV6::getBiome(v2s16 p)
358 {
359         int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
360                         + (p.X - full_node_min.X);
361         return getBiome(index, p);
362 }
363
364
365 float MapgenV6::getHumidity(v2s16 p)
366 {
367         /*double noise = noise2d_perlin(
368                 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
369                 seed+72384, 4, 0.66);
370         noise = (noise + 1.0)/2.0;*/
371
372         int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
373                         + (p.X - full_node_min.X);
374         float noise = noise_humidity->result[index];
375
376         if (noise < 0.0)
377                 noise = 0.0;
378         if (noise > 1.0)
379                 noise = 1.0;
380         return noise;
381 }
382
383
384 float MapgenV6::getTreeAmount(v2s16 p)
385 {
386         /*double noise = noise2d_perlin(
387                         0.5+(float)p.X/125, 0.5+(float)p.Y/125,
388                         seed+2, 4, 0.66);*/
389
390         float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
391         float zeroval = -0.39;
392         if (noise < zeroval)
393                 return 0;
394         else
395                 return 0.04 * (noise - zeroval) / (1.0 - zeroval);
396 }
397
398
399 bool MapgenV6::getHaveAppleTree(v2s16 p)
400 {
401         /*is_apple_tree = noise2d_perlin(
402                 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
403                 data->seed+342902, 3, 0.45) > 0.2;*/
404
405         float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
406
407         return noise > 0.2;
408 }
409
410
411 float MapgenV6::getMudAmount(int index)
412 {
413         if (spflags & MGV6_FLAT)
414                 return MGV6_AVERAGE_MUD_AMOUNT;
415
416         /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
417                         0.5+(float)p.X/200, 0.5+(float)p.Y/200,
418                         seed+91013, 3, 0.55));*/
419
420         return noise_mud->result[index];
421 }
422
423
424 bool MapgenV6::getHaveBeach(int index)
425 {
426         // Determine whether to have sand here
427         /*double sandnoise = noise2d_perlin(
428                         0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
429                         seed+59420, 3, 0.50);*/
430
431         float sandnoise = noise_beach->result[index];
432         return (sandnoise > freq_beach);
433 }
434
435
436 BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
437 {
438         // Just do something very simple as for now
439         /*double d = noise2d_perlin(
440                         0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
441                         seed+9130, 3, 0.50);*/
442
443         float d = noise_biome->result[index];
444         float h = noise_humidity->result[index];
445
446         if (spflags & MGV6_SNOWBIOMES) {
447                 float blend = (spflags & MGV6_BIOMEBLEND) ? noise2d(p.X, p.Y, seed) / 40 : 0;
448
449                 if (d > MGV6_FREQ_HOT + blend) {
450                         if (h > MGV6_FREQ_JUNGLE + blend)
451                                 return BT_JUNGLE;
452                         else
453                                 return BT_DESERT;
454                 } else if (d < MGV6_FREQ_SNOW + blend) {
455                         if (h > MGV6_FREQ_TAIGA + blend)
456                                 return BT_TAIGA;
457                         else
458                                 return BT_TUNDRA;
459                 } else {
460                         return BT_NORMAL;
461                 }
462         } else {
463                 if (d > freq_desert)
464                         return BT_DESERT;
465
466                 if ((spflags & MGV6_BIOMEBLEND) && (d > freq_desert - 0.10) &&
467                                 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
468                         return BT_DESERT;
469
470                 if ((spflags & MGV6_JUNGLES) && h > 0.75)
471                         return BT_JUNGLE;
472                 else
473                         return BT_NORMAL;
474         }
475 }
476
477
478 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
479 {
480         s32 x = p.X, y = p.Y, z = p.Z;
481         return (u32)(seed % 0x100000000ULL) + z * 38134234 + y * 42123 + x * 23;
482 }
483
484
485 //////////////////////// Map generator
486
487 void MapgenV6::makeChunk(BlockMakeData *data)
488 {
489         // Pre-conditions
490         assert(data->vmanip);
491         assert(data->nodedef);
492         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
493                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
494                 data->blockpos_requested.Z >= data->blockpos_min.Z);
495         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
496                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
497                 data->blockpos_requested.Z <= data->blockpos_max.Z);
498
499         this->generating = true;
500         this->vm   = data->vmanip;
501         this->ndef = data->nodedef;
502
503         // Hack: use minimum block coords for old code that assumes a single block
504         v3s16 blockpos_min = data->blockpos_min;
505         v3s16 blockpos_max = data->blockpos_max;
506
507         // Area of central chunk
508         node_min = blockpos_min * MAP_BLOCKSIZE;
509         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
510
511         // Full allocated area
512         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
513         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
514
515         central_area_size = node_max - node_min + v3s16(1, 1, 1);
516         assert(central_area_size.X == central_area_size.Z);
517
518         int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
519                                           * (blockpos_max.Y - blockpos_min.Y + 1)
520                                           * (blockpos_max.Z - blockpos_max.Z + 1);
521
522         volume_nodes = volume_blocks *
523                 MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
524
525         // Create a block-specific seed
526         blockseed = get_blockseed(data->seed, full_node_min);
527
528         // Make some noise
529         calculateNoise();
530
531         // Maximum height of the stone surface and obstacles.
532         // This is used to guide the cave generation
533         s16 stone_surface_max_y;
534
535         // Generate general ground level to full area
536         stone_surface_max_y = generateGround();
537
538         // Create initial heightmap to limit caves
539         updateHeightmap(node_min, node_max);
540
541         const s16 max_spread_amount = MAP_BLOCKSIZE;
542         // Limit dirt flow area by 1 because mud is flown into neighbors.
543         s16 mudflow_minpos = -max_spread_amount + 1;
544         s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
545
546         // Loop this part, it will make stuff look older and newer nicely
547         const u32 age_loops = 2;
548         for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
549                 // Make caves (this code is relatively horrible)
550                 if (flags & MG_CAVES)
551                         generateCaves(stone_surface_max_y);
552
553                 // Add mud to the central chunk
554                 addMud();
555
556                 // Flow mud away from steep edges
557                 if (spflags & MGV6_MUDFLOW)
558                         flowMud(mudflow_minpos, mudflow_maxpos);
559
560         }
561
562         // Update heightmap after mudflow
563         updateHeightmap(node_min, node_max);
564
565         // Add dungeons
566         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
567                 DungeonParams dp;
568
569                 dp.seed             = seed;
570                 dp.c_water          = c_water_source;
571                 dp.c_river_water    = c_water_source;
572
573                 dp.only_in_ground   = true;
574                 dp.corridor_len_min = 1;
575                 dp.corridor_len_max = 13;
576                 dp.rooms_min        = 2;
577                 dp.rooms_max        = 16;
578                 dp.y_min            = -MAX_MAP_GENERATION_LIMIT;
579                 dp.y_max            = MAX_MAP_GENERATION_LIMIT;
580
581                 dp.np_density
582                         = NoiseParams(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
583                 dp.np_alt_wall
584                         = NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
585
586                 if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
587                         dp.c_wall              = c_desert_stone;
588                         dp.c_alt_wall          = CONTENT_IGNORE;
589                         dp.c_stair             = c_stair_desert_stone;
590
591                         dp.diagonal_dirs       = true;
592                         dp.holesize            = v3s16(2, 3, 2);
593                         dp.room_size_min       = v3s16(6, 9, 6);
594                         dp.room_size_max       = v3s16(10, 11, 10);
595                         dp.room_size_large_min = v3s16(10, 13, 10);
596                         dp.room_size_large_max = v3s16(18, 21, 18);
597                         dp.notifytype          = GENNOTIFY_TEMPLE;
598                 } else {
599                         dp.c_wall              = c_cobble;
600                         dp.c_alt_wall          = c_mossycobble;
601                         dp.c_stair             = c_stair_cobble;
602
603                         dp.diagonal_dirs       = false;
604                         dp.holesize            = v3s16(1, 2, 1);
605                         dp.room_size_min       = v3s16(4, 4, 4);
606                         dp.room_size_max       = v3s16(8, 6, 8);
607                         dp.room_size_large_min = v3s16(8, 8, 8);
608                         dp.room_size_large_max = v3s16(16, 16, 16);
609                         dp.notifytype          = GENNOTIFY_DUNGEON;
610                 }
611
612                 DungeonGen dgen(ndef, &gennotify, &dp);
613                 dgen.generate(vm, blockseed, full_node_min, full_node_max);
614         }
615
616         // Add top and bottom side of water to transforming_liquid queue
617         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
618
619         // Add surface nodes
620         growGrass();
621
622         // Generate some trees, and add grass, if a jungle
623         if (spflags & MGV6_TREES)
624                 placeTreesAndJungleGrass();
625
626         // Generate the registered decorations
627         if (flags & MG_DECORATIONS)
628                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
629
630         // Generate the registered ores
631         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
632
633         // Calculate lighting
634         if (flags & MG_LIGHT)
635                 calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
636                         node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE,
637                         full_node_min, full_node_max);
638
639         this->generating = false;
640 }
641
642
643 void MapgenV6::calculateNoise()
644 {
645         int x = node_min.X;
646         int z = node_min.Z;
647         int fx = full_node_min.X;
648         int fz = full_node_min.Z;
649
650         if (!(spflags & MGV6_FLAT)) {
651                 noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
652                 noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
653                 noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
654                 noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
655                 noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
656         }
657
658         noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
659
660         noise_biome->perlinMap2D_PO(fx, 0.6, fz, 0.2);
661         noise_humidity->perlinMap2D_PO(fx, 0.0, fz, 0.0);
662         // Humidity map does not need range limiting 0 to 1,
663         // only humidity at point does
664 }
665
666
667 int MapgenV6::generateGround()
668 {
669         //TimeTaker timer1("Generating ground level");
670         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
671         MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
672         MapNode n_ice(c_ice);
673         int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
674
675         u32 index = 0;
676         for (s16 z = node_min.Z; z <= node_max.Z; z++)
677         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
678                 // Surface height
679                 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
680
681                 // Log it
682                 if (surface_y > stone_surface_max_y)
683                         stone_surface_max_y = surface_y;
684
685                 BiomeV6Type bt = getBiome(v2s16(x, z));
686
687                 // Fill ground with stone
688                 v3s16 em = vm->m_area.getExtent();
689                 u32 i = vm->m_area.index(x, node_min.Y, z);
690                 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
691                         if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
692                                 if (y <= surface_y) {
693                                         vm->m_data[i] = (y >= MGV6_DESERT_STONE_BASE
694                                                         && bt == BT_DESERT) ?
695                                                 n_desert_stone : n_stone;
696                                 } else if (y <= water_level) {
697                                         vm->m_data[i] = (y >= MGV6_ICE_BASE
698                                                         && bt == BT_TUNDRA) ?
699                                                 n_ice : n_water_source;
700                                 } else {
701                                         vm->m_data[i] = n_air;
702                                 }
703                         }
704                         vm->m_area.add_y(em, i, 1);
705                 }
706         }
707
708         return stone_surface_max_y;
709 }
710
711
712 void MapgenV6::addMud()
713 {
714         // 15ms @cs=8
715         //TimeTaker timer1("add mud");
716         MapNode n_dirt(c_dirt), n_gravel(c_gravel);
717         MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
718         MapNode addnode;
719
720         u32 index = 0;
721         for (s16 z = node_min.Z; z <= node_max.Z; z++)
722         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
723                 // Randomize mud amount
724                 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
725
726                 // Find ground level
727                 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
728
729                 // Handle area not found
730                 if (surface_y == vm->m_area.MinEdge.Y - 1)
731                         continue;
732
733                 BiomeV6Type bt = getBiome(v2s16(x, z));
734                 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
735
736                 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
737                         addnode = n_sand;
738                 } else if (mud_add_amount <= 0) {
739                         mud_add_amount = 1 - mud_add_amount;
740                         addnode = n_gravel;
741                 } else if (bt != BT_DESERT && getHaveBeach(index) &&
742                                 surface_y + mud_add_amount <= water_level + 2) {
743                         addnode = n_sand;
744                 }
745
746                 if ((bt == BT_DESERT || bt == BT_TUNDRA) && surface_y > 20)
747                         mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
748
749                 /* If topmost node is grass, change it to mud.  It might be if it was
750                 // flown to there from a neighboring chunk and then converted.
751                 u32 i = vm->m_area.index(x, surface_y, z);
752                 if (vm->m_data[i].getContent() == c_dirt_with_grass)
753                         vm->m_data[i] = n_dirt;*/
754
755                 // Add mud on ground
756                 s16 mudcount = 0;
757                 v3s16 em = vm->m_area.getExtent();
758                 s16 y_start = surface_y + 1;
759                 u32 i = vm->m_area.index(x, y_start, z);
760                 for (s16 y = y_start; y <= node_max.Y; y++) {
761                         if (mudcount >= mud_add_amount)
762                                 break;
763
764                         vm->m_data[i] = addnode;
765                         mudcount++;
766
767                         vm->m_area.add_y(em, i, 1);
768                 }
769         }
770 }
771
772
773 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
774 {
775         // 340ms @cs=8
776         //TimeTaker timer1("flow mud");
777
778         // Iterate a few times
779         for (s16 k = 0; k < 3; k++) {
780                 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
781                 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
782                         // Invert coordinates every 2nd iteration
783                         if (k % 2 == 0) {
784                                 x = mudflow_maxpos - (x - mudflow_minpos);
785                                 z = mudflow_maxpos - (z - mudflow_minpos);
786                         }
787
788                         // Node position in 2d
789                         v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
790
791                         v3s16 em = vm->m_area.getExtent();
792                         u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
793                         s16 y = node_max.Y;
794
795                         while (y >= node_min.Y) {
796
797                         for (;; y--) {
798                                 MapNode *n = NULL;
799                                 // Find mud
800                                 for (; y >= node_min.Y; y--) {
801                                         n = &vm->m_data[i];
802                                         if (n->getContent() == c_dirt ||
803                                                         n->getContent() == c_dirt_with_grass ||
804                                                         n->getContent() == c_gravel)
805                                                 break;
806
807                                         vm->m_area.add_y(em, i, -1);
808                                 }
809
810                                 // Stop if out of area
811                                 //if(vmanip.m_area.contains(i) == false)
812                                 if (y < node_min.Y)
813                                         break;
814
815                                 if (n->getContent() == c_dirt ||
816                                                 n->getContent() == c_dirt_with_grass) {
817                                         // Make it exactly mud
818                                         n->setContent(c_dirt);
819
820                                         // Don't flow it if the stuff under it is not mud
821                                         {
822                                                 u32 i2 = i;
823                                                 vm->m_area.add_y(em, i2, -1);
824                                                 // Cancel if out of area
825                                                 if (vm->m_area.contains(i2) == false)
826                                                         continue;
827                                                 MapNode *n2 = &vm->m_data[i2];
828                                                 if (n2->getContent() != c_dirt &&
829                                                                 n2->getContent() != c_dirt_with_grass)
830                                                         continue;
831                                         }
832                                 }
833
834                                 v3s16 dirs4[4] = {
835                                         v3s16(0, 0, 1), // back
836                                         v3s16(1, 0, 0), // right
837                                         v3s16(0, 0, -1), // front
838                                         v3s16(-1, 0, 0), // left
839                                 };
840
841                                 // Check that upper is walkable. Cancel
842                                 // dropping if upper keeps it in place.
843                                 u32 i3 = i;
844                                 vm->m_area.add_y(em, i3, 1);
845                                 MapNode *n3 = NULL;
846
847                                 if (vm->m_area.contains(i3)) {
848                                         n3 = &vm->m_data[i3];
849                                         if (ndef->get(*n3).walkable)
850                                                 continue;
851                                 }
852
853                                 // Drop mud on side
854                                 for (u32 di = 0; di < 4; di++) {
855                                         v3s16 dirp = dirs4[di];
856                                         u32 i2 = i;
857                                         // Move to side
858                                         vm->m_area.add_p(em, i2, dirp);
859                                         // Fail if out of area
860                                         if (vm->m_area.contains(i2) == false)
861                                                 continue;
862                                         // Check that side is air
863                                         MapNode *n2 = &vm->m_data[i2];
864                                         if (ndef->get(*n2).walkable)
865                                                 continue;
866                                         // Check that under side is air
867                                         vm->m_area.add_y(em, i2, -1);
868                                         if (vm->m_area.contains(i2) == false)
869                                                 continue;
870                                         n2 = &vm->m_data[i2];
871                                         if (ndef->get(*n2).walkable)
872                                                 continue;
873                                         // Loop further down until not air
874                                         bool dropped_to_unknown = false;
875                                         do {
876                                                 vm->m_area.add_y(em, i2, -1);
877                                                 n2 = &vm->m_data[i2];
878                                                 // if out of known area
879                                                 if (vm->m_area.contains(i2) == false ||
880                                                                 n2->getContent() == CONTENT_IGNORE) {
881                                                         dropped_to_unknown = true;
882                                                         break;
883                                                 }
884                                         } while (ndef->get(*n2).walkable == false);
885                                         // Loop one up so that we're in air
886                                         vm->m_area.add_y(em, i2, 1);
887                                         n2 = &vm->m_data[i2];
888
889                                         bool old_is_water = (n->getContent() == c_water_source);
890                                         // Move mud to new place
891                                         if (!dropped_to_unknown) {
892                                                 *n2 = *n;
893                                                 // Set old place to be air (or water)
894                                                 if (old_is_water) {
895                                                         *n = MapNode(c_water_source);
896                                                 } else {
897                                                         *n = MapNode(CONTENT_AIR);
898                                                         // Upper (n3) is not walkable or is NULL. If it is
899                                                         // not NULL and not air and not water it is a
900                                                         // decoration that needs removing, to avoid
901                                                         // unsupported decorations.
902                                                         if (n3 && n3->getContent() != CONTENT_AIR &&
903                                                                         n3->getContent() != c_water_source)
904                                                                 *n3 = MapNode(CONTENT_AIR);
905                                                 }
906                                         }
907
908                                         // Done
909                                         break;
910                                 }
911                         }
912                         }
913                 }
914         }
915 }
916
917
918 void MapgenV6::placeTreesAndJungleGrass()
919 {
920         //TimeTaker t("placeTrees");
921         if (node_max.Y < water_level)
922                 return;
923
924         PseudoRandom grassrandom(blockseed + 53);
925         content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
926         // if we don't have junglegrass, don't place cignore... that's bad
927         if (c_junglegrass == CONTENT_IGNORE)
928                 c_junglegrass = CONTENT_AIR;
929         MapNode n_junglegrass(c_junglegrass);
930         v3s16 em = vm->m_area.getExtent();
931
932         // Divide area into parts
933         s16 div = 8;
934         s16 sidelen = central_area_size.X / div;
935         double area = sidelen * sidelen;
936
937         // N.B.  We must add jungle grass first, since tree leaves will
938         // obstruct the ground, giving us a false ground level
939         for (s16 z0 = 0; z0 < div; z0++)
940         for (s16 x0 = 0; x0 < div; x0++) {
941                 // Center position of part of division
942                 v2s16 p2d_center(
943                         node_min.X + sidelen / 2 + sidelen * x0,
944                         node_min.Z + sidelen / 2 + sidelen * z0
945                 );
946                 // Minimum edge of part of division
947                 v2s16 p2d_min(
948                         node_min.X + sidelen * x0,
949                         node_min.Z + sidelen * z0
950                 );
951                 // Maximum edge of part of division
952                 v2s16 p2d_max(
953                         node_min.X + sidelen + sidelen * x0 - 1,
954                         node_min.Z + sidelen + sidelen * z0 - 1
955                 );
956
957                 // Get biome at center position of part of division
958                 BiomeV6Type bt = getBiome(p2d_center);
959
960                 // Amount of trees
961                 u32 tree_count;
962                 if (bt == BT_JUNGLE || bt == BT_TAIGA || bt == BT_NORMAL) {
963                         tree_count = area * getTreeAmount(p2d_center);
964                         if (bt == BT_JUNGLE)
965                                 tree_count *= 4;
966                 } else {
967                         tree_count = 0;
968                 }
969
970                 // Add jungle grass
971                 if (bt == BT_JUNGLE) {
972                         float humidity = getHumidity(p2d_center);
973                         u32 grass_count = 5 * humidity * tree_count;
974                         for (u32 i = 0; i < grass_count; i++) {
975                                 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
976                                 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
977                                 int mapindex = central_area_size.X * (z - node_min.Z)
978                                                                 + (x - node_min.X);
979                                 s16 y = heightmap[mapindex];
980                                 if (y < water_level)
981                                         continue;
982
983                                 u32 vi = vm->m_area.index(x, y, z);
984                                 // place on dirt_with_grass, since we know it is exposed to sunlight
985                                 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
986                                         vm->m_area.add_y(em, vi, 1);
987                                         vm->m_data[vi] = n_junglegrass;
988                                 }
989                         }
990                 }
991
992                 // Put trees in random places on part of division
993                 for (u32 i = 0; i < tree_count; i++) {
994                         s16 x = myrand_range(p2d_min.X, p2d_max.X);
995                         s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
996                         int mapindex = central_area_size.X * (z - node_min.Z)
997                                                         + (x - node_min.X);
998                         s16 y = heightmap[mapindex];
999                         // Don't make a tree under water level
1000                         // Don't make a tree so high that it doesn't fit
1001                         if (y < water_level || y > node_max.Y - 6)
1002                                 continue;
1003
1004                         v3s16 p(x, y, z);
1005                         // Trees grow only on mud and grass and snowblock
1006                         {
1007                                 u32 i = vm->m_area.index(p);
1008                                 content_t c = vm->m_data[i].getContent();
1009                                 if (c != c_dirt &&
1010                                                 c != c_dirt_with_grass &&
1011                                                 c != c_dirt_with_snow &&
1012                                                 c != c_snowblock)
1013                                         continue;
1014                         }
1015                         p.Y++;
1016
1017                         // Make a tree
1018                         if (bt == BT_JUNGLE) {
1019                                 treegen::make_jungletree(*vm, p, ndef, myrand());
1020                         } else if (bt == BT_TAIGA) {
1021                                 treegen::make_pine_tree(*vm, p - v3s16(0, 1, 0), ndef, myrand());
1022                         } else if (bt == BT_NORMAL) {
1023                                 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
1024                                                         getHaveAppleTree(v2s16(x, z));
1025                                 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
1026                         }
1027                 }
1028         }
1029         //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
1030 }
1031
1032
1033 void MapgenV6::growGrass() // Add surface nodes
1034 {
1035         MapNode n_dirt_with_grass(c_dirt_with_grass);
1036         MapNode n_dirt_with_snow(c_dirt_with_snow);
1037         MapNode n_snowblock(c_snowblock);
1038         MapNode n_snow(c_snow);
1039         v3s16 em = vm->m_area.getExtent();
1040
1041         u32 index = 0;
1042         for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
1043         for (s16 x = full_node_min.X; x <= full_node_max.X; x++, index++) {
1044                 // Find the lowest surface to which enough light ends up to make
1045                 // grass grow.  Basically just wait until not air and not leaves.
1046                 s16 surface_y = 0;
1047                 {
1048                         u32 i = vm->m_area.index(x, node_max.Y, z);
1049                         s16 y;
1050                         // Go to ground level
1051                         for (y = node_max.Y; y >= full_node_min.Y; y--) {
1052                                 MapNode &n = vm->m_data[i];
1053                                 if (ndef->get(n).param_type != CPT_LIGHT ||
1054                                                 ndef->get(n).liquid_type != LIQUID_NONE ||
1055                                                 n.getContent() == c_ice)
1056                                         break;
1057                                 vm->m_area.add_y(em, i, -1);
1058                         }
1059                         surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
1060                 }
1061
1062                 BiomeV6Type bt = getBiome(index, v2s16(x, z));
1063                 u32 i = vm->m_area.index(x, surface_y, z);
1064                 content_t c = vm->m_data[i].getContent();
1065                 if (surface_y >= water_level - 20) {
1066                         if (bt == BT_TAIGA && c == c_dirt) {
1067                                 vm->m_data[i] = n_snowblock;
1068                                 vm->m_area.add_y(em, i, -1);
1069                                 vm->m_data[i] = n_dirt_with_snow;
1070                         } else if (bt == BT_TUNDRA) {
1071                                 if (c == c_dirt) {
1072                                         vm->m_data[i] = n_dirt_with_snow;
1073                                 } else if (c == c_stone && surface_y < node_max.Y) {
1074                                         vm->m_area.add_y(em, i, 1);
1075                                         vm->m_data[i] = n_snow;
1076                                 }
1077                         } else if (c == c_dirt) {
1078                                 vm->m_data[i] = n_dirt_with_grass;
1079                         }
1080                 }
1081         }
1082 }
1083
1084
1085 void MapgenV6::generateCaves(int max_stone_y)
1086 {
1087         float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
1088         int volume_nodes = (node_max.X - node_min.X + 1) *
1089                                            (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
1090         cave_amount = MYMAX(0.0, cave_amount);
1091         u32 caves_count = cave_amount * volume_nodes / 50000;
1092         u32 bruises_count = 1;
1093         PseudoRandom ps(blockseed + 21343);
1094         PseudoRandom ps2(blockseed + 1032);
1095
1096         if (ps.range(1, 6) == 1)
1097                 bruises_count = ps.range(0, ps.range(0, 2));
1098
1099         if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
1100                 caves_count   /= 3;
1101                 bruises_count /= 3;
1102         }
1103
1104         for (u32 i = 0; i < caves_count + bruises_count; i++) {
1105                 CavesV6 cave(ndef, &gennotify, water_level, c_water_source, c_lava_source);
1106
1107                 bool large_cave = (i >= caves_count);
1108                 cave.makeCave(vm, node_min, node_max, &ps, &ps2,
1109                         large_cave, max_stone_y, heightmap);
1110         }
1111 }