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Mgv6 mudflow: Remove decoration if 'dirt with grass' below flows away (#5798)
[dragonfireclient.git] / src / mapgen_v6.cpp
1 /*
2 Minetest
3 Copyright (C) 2010-2015 celeron55, Perttu Ahola <celeron55@gmail.com>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU Lesser General Public License for more details.
14
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20
21 #include "mapgen.h"
22 #include "voxel.h"
23 #include "noise.h"
24 #include "mapblock.h"
25 #include "mapnode.h"
26 #include "map.h"
27 //#include "serverobject.h"
28 #include "content_sao.h"
29 #include "nodedef.h"
30 #include "voxelalgorithms.h"
31 //#include "profiler.h" // For TimeTaker
32 #include "settings.h" // For g_settings
33 #include "emerge.h"
34 #include "dungeongen.h"
35 #include "cavegen.h"
36 #include "treegen.h"
37 #include "mg_ore.h"
38 #include "mg_decoration.h"
39 #include "mapgen_v6.h"
40
41
42 FlagDesc flagdesc_mapgen_v6[] = {
43         {"jungles",    MGV6_JUNGLES},
44         {"biomeblend", MGV6_BIOMEBLEND},
45         {"mudflow",    MGV6_MUDFLOW},
46         {"snowbiomes", MGV6_SNOWBIOMES},
47         {"flat",       MGV6_FLAT},
48         {"trees",      MGV6_TREES},
49         {NULL,         0}
50 };
51
52
53 /////////////////////////////////////////////////////////////////////////////
54
55
56 MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params, EmergeManager *emerge)
57         : Mapgen(mapgenid, params, emerge)
58 {
59         this->m_emerge = emerge;
60         this->ystride = csize.X; //////fix this
61
62         this->heightmap = new s16[csize.X * csize.Z];
63
64         this->spflags     = params->spflags;
65         this->freq_desert = params->freq_desert;
66         this->freq_beach  = params->freq_beach;
67
68         np_cave        = &params->np_cave;
69         np_humidity    = &params->np_humidity;
70         np_trees       = &params->np_trees;
71         np_apple_trees = &params->np_apple_trees;
72
73         //// Create noise objects
74         noise_terrain_base   = new Noise(&params->np_terrain_base,   seed, csize.X, csize.Y);
75         noise_terrain_higher = new Noise(&params->np_terrain_higher, seed, csize.X, csize.Y);
76         noise_steepness      = new Noise(&params->np_steepness,      seed, csize.X, csize.Y);
77         noise_height_select  = new Noise(&params->np_height_select,  seed, csize.X, csize.Y);
78         noise_mud            = new Noise(&params->np_mud,            seed, csize.X, csize.Y);
79         noise_beach          = new Noise(&params->np_beach,          seed, csize.X, csize.Y);
80         noise_biome          = new Noise(&params->np_biome,          seed,
81                         csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
82         noise_humidity       = new Noise(&params->np_humidity,       seed,
83                         csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
84
85         //// Resolve nodes to be used
86         INodeDefManager *ndef = emerge->ndef;
87
88         c_stone           = ndef->getId("mapgen_stone");
89         c_dirt            = ndef->getId("mapgen_dirt");
90         c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
91         c_sand            = ndef->getId("mapgen_sand");
92         c_water_source    = ndef->getId("mapgen_water_source");
93         c_lava_source     = ndef->getId("mapgen_lava_source");
94         c_gravel          = ndef->getId("mapgen_gravel");
95         c_desert_stone    = ndef->getId("mapgen_desert_stone");
96         c_desert_sand     = ndef->getId("mapgen_desert_sand");
97         c_dirt_with_snow  = ndef->getId("mapgen_dirt_with_snow");
98         c_snow            = ndef->getId("mapgen_snow");
99         c_snowblock       = ndef->getId("mapgen_snowblock");
100         c_ice             = ndef->getId("mapgen_ice");
101
102         if (c_gravel == CONTENT_IGNORE)
103                 c_gravel = c_stone;
104         if (c_desert_stone == CONTENT_IGNORE)
105                 c_desert_stone = c_stone;
106         if (c_desert_sand == CONTENT_IGNORE)
107                 c_desert_sand = c_sand;
108         if (c_dirt_with_snow == CONTENT_IGNORE)
109                 c_dirt_with_snow = c_dirt_with_grass;
110         if (c_snow == CONTENT_IGNORE)
111                 c_snow = CONTENT_AIR;
112         if (c_snowblock == CONTENT_IGNORE)
113                 c_snowblock = c_dirt_with_grass;
114         if (c_ice == CONTENT_IGNORE)
115                 c_ice = c_water_source;
116
117         c_cobble             = ndef->getId("mapgen_cobble");
118         c_mossycobble        = ndef->getId("mapgen_mossycobble");
119         c_stair_cobble       = ndef->getId("mapgen_stair_cobble");
120         c_stair_desert_stone = ndef->getId("mapgen_stair_desert_stone");
121
122         if (c_mossycobble == CONTENT_IGNORE)
123                 c_mossycobble = c_cobble;
124         if (c_stair_cobble == CONTENT_IGNORE)
125                 c_stair_cobble = c_cobble;
126         if (c_stair_desert_stone == CONTENT_IGNORE)
127                 c_stair_desert_stone = c_desert_stone;
128 }
129
130
131 MapgenV6::~MapgenV6()
132 {
133         delete noise_terrain_base;
134         delete noise_terrain_higher;
135         delete noise_steepness;
136         delete noise_height_select;
137         delete noise_mud;
138         delete noise_beach;
139         delete noise_biome;
140         delete noise_humidity;
141
142         delete[] heightmap;
143 }
144
145
146 MapgenV6Params::MapgenV6Params()
147 {
148         spflags = MGV6_JUNGLES | MGV6_SNOWBIOMES | MGV6_TREES |
149                 MGV6_BIOMEBLEND | MGV6_MUDFLOW;
150
151         freq_desert = 0.45;
152         freq_beach  = 0.15;
153
154         np_terrain_base   = NoiseParams(-4,   20.0, v3f(250.0, 250.0, 250.0), 82341,  5, 0.6,  2.0);
155         np_terrain_higher = NoiseParams(20,   16.0, v3f(500.0, 500.0, 500.0), 85039,  5, 0.6,  2.0);
156         np_steepness      = NoiseParams(0.85, 0.5,  v3f(125.0, 125.0, 125.0), -932,   5, 0.7,  2.0);
157         np_height_select  = NoiseParams(0,    1.0,  v3f(250.0, 250.0, 250.0), 4213,   5, 0.69, 2.0);
158         np_mud            = NoiseParams(4,    2.0,  v3f(200.0, 200.0, 200.0), 91013,  3, 0.55, 2.0);
159         np_beach          = NoiseParams(0,    1.0,  v3f(250.0, 250.0, 250.0), 59420,  3, 0.50, 2.0);
160         np_biome          = NoiseParams(0,    1.0,  v3f(500.0, 500.0, 500.0), 9130,   3, 0.50, 2.0);
161         np_cave           = NoiseParams(6,    6.0,  v3f(250.0, 250.0, 250.0), 34329,  3, 0.50, 2.0);
162         np_humidity       = NoiseParams(0.5,  0.5,  v3f(500.0, 500.0, 500.0), 72384,  3, 0.50, 2.0);
163         np_trees          = NoiseParams(0,    1.0,  v3f(125.0, 125.0, 125.0), 2,      4, 0.66, 2.0);
164         np_apple_trees    = NoiseParams(0,    1.0,  v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0);
165 }
166
167
168 void MapgenV6Params::readParams(const Settings *settings)
169 {
170         settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
171         settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
172         settings->getFloatNoEx("mgv6_freq_beach",  freq_beach);
173
174         settings->getNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
175         settings->getNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
176         settings->getNoiseParams("mgv6_np_steepness",      np_steepness);
177         settings->getNoiseParams("mgv6_np_height_select",  np_height_select);
178         settings->getNoiseParams("mgv6_np_mud",            np_mud);
179         settings->getNoiseParams("mgv6_np_beach",          np_beach);
180         settings->getNoiseParams("mgv6_np_biome",          np_biome);
181         settings->getNoiseParams("mgv6_np_cave",           np_cave);
182         settings->getNoiseParams("mgv6_np_humidity",       np_humidity);
183         settings->getNoiseParams("mgv6_np_trees",          np_trees);
184         settings->getNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
185 }
186
187
188 void MapgenV6Params::writeParams(Settings *settings) const
189 {
190         settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, U32_MAX);
191         settings->setFloat("mgv6_freq_desert", freq_desert);
192         settings->setFloat("mgv6_freq_beach",  freq_beach);
193
194         settings->setNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
195         settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
196         settings->setNoiseParams("mgv6_np_steepness",      np_steepness);
197         settings->setNoiseParams("mgv6_np_height_select",  np_height_select);
198         settings->setNoiseParams("mgv6_np_mud",            np_mud);
199         settings->setNoiseParams("mgv6_np_beach",          np_beach);
200         settings->setNoiseParams("mgv6_np_biome",          np_biome);
201         settings->setNoiseParams("mgv6_np_cave",           np_cave);
202         settings->setNoiseParams("mgv6_np_humidity",       np_humidity);
203         settings->setNoiseParams("mgv6_np_trees",          np_trees);
204         settings->setNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
205 }
206
207
208 //////////////////////// Some helper functions for the map generator
209
210 // Returns Y one under area minimum if not found
211 s16 MapgenV6::find_stone_level(v2s16 p2d)
212 {
213         v3s16 em = vm->m_area.getExtent();
214         s16 y_nodes_max = vm->m_area.MaxEdge.Y;
215         s16 y_nodes_min = vm->m_area.MinEdge.Y;
216         u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
217         s16 y;
218
219         for (y = y_nodes_max; y >= y_nodes_min; y--) {
220                 content_t c = vm->m_data[i].getContent();
221                 if (c != CONTENT_IGNORE && (c == c_stone || c == c_desert_stone))
222                         break;
223
224                 vm->m_area.add_y(em, i, -1);
225         }
226         return (y >= y_nodes_min) ? y : y_nodes_min - 1;
227 }
228
229
230 // Required by mapgen.h
231 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
232 {
233         /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
234                         seed, v2s16(blockpos.X, blockpos.Z));*/
235         // Nah, this is just a heuristic, just return something
236         s16 minimum_groundlevel = water_level;
237
238         if(blockpos.Y * MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
239                 return true;
240         else
241                 return false;
242 }
243
244
245 //////////////////////// Base terrain height functions
246
247 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
248         float steepness, float height_select)
249 {
250         float base   = 1 + terrain_base;
251         float higher = 1 + terrain_higher;
252
253         // Limit higher ground level to at least base
254         if(higher < base)
255                 higher = base;
256
257         // Steepness factor of cliffs
258         float b = steepness;
259         b = rangelim(b, 0.0, 1000.0);
260         b = 5 * b * b * b * b * b * b * b;
261         b = rangelim(b, 0.5, 1000.0);
262
263         // Values 1.5...100 give quite horrible looking slopes
264         if (b > 1.5 && b < 100.0)
265                 b = (b < 10.0) ? 1.5 : 100.0;
266
267         float a_off = -0.20; // Offset to more low
268         float a = 0.5 + b * (a_off + height_select);
269         a = rangelim(a, 0.0, 1.0); // Limit
270
271         return base * (1.0 - a) + higher * a;
272 }
273
274
275 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
276 {
277         if (spflags & MGV6_FLAT)
278                 return water_level;
279
280         float terrain_base   = NoisePerlin2D_PO(&noise_terrain_base->np,
281                                                         p.X, 0.5, p.Y, 0.5, seed);
282         float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np,
283                                                         p.X, 0.5, p.Y, 0.5, seed);
284         float steepness      = NoisePerlin2D_PO(&noise_steepness->np,
285                                                         p.X, 0.5, p.Y, 0.5, seed);
286         float height_select  = NoisePerlin2D_PO(&noise_height_select->np,
287                                                         p.X, 0.5, p.Y, 0.5, seed);
288
289         return baseTerrainLevel(terrain_base, terrain_higher,
290                                                         steepness, height_select);
291 }
292
293
294 float MapgenV6::baseTerrainLevelFromMap(v2s16 p)
295 {
296         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
297         return baseTerrainLevelFromMap(index);
298 }
299
300
301 float MapgenV6::baseTerrainLevelFromMap(int index)
302 {
303         if (spflags & MGV6_FLAT)
304                 return water_level;
305
306         float terrain_base   = noise_terrain_base->result[index];
307         float terrain_higher = noise_terrain_higher->result[index];
308         float steepness      = noise_steepness->result[index];
309         float height_select  = noise_height_select->result[index];
310
311         return baseTerrainLevel(terrain_base, terrain_higher,
312                                                         steepness, height_select);
313 }
314
315
316 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
317 {
318         return baseTerrainLevelFromNoise(p2d) + MGV6_AVERAGE_MUD_AMOUNT;
319 }
320
321
322 int MapgenV6::getGroundLevelAtPoint(v2s16 p)
323 {
324         return baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
325 }
326
327
328 int MapgenV6::getSpawnLevelAtPoint(v2s16 p)
329 {
330         s16 level_at_point = baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
331         if (level_at_point <= water_level ||
332                         level_at_point > water_level + 16)
333                 return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
334         else
335                 return level_at_point;
336 }
337
338
339 //////////////////////// Noise functions
340
341 float MapgenV6::getMudAmount(v2s16 p)
342 {
343         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
344         return getMudAmount(index);
345 }
346
347
348 bool MapgenV6::getHaveBeach(v2s16 p)
349 {
350         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
351         return getHaveBeach(index);
352 }
353
354
355 BiomeV6Type MapgenV6::getBiome(v2s16 p)
356 {
357         int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
358                         + (p.X - full_node_min.X);
359         return getBiome(index, p);
360 }
361
362
363 float MapgenV6::getHumidity(v2s16 p)
364 {
365         /*double noise = noise2d_perlin(
366                 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
367                 seed+72384, 4, 0.66);
368         noise = (noise + 1.0)/2.0;*/
369
370         int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
371                         + (p.X - full_node_min.X);
372         float noise = noise_humidity->result[index];
373
374         if (noise < 0.0)
375                 noise = 0.0;
376         if (noise > 1.0)
377                 noise = 1.0;
378         return noise;
379 }
380
381
382 float MapgenV6::getTreeAmount(v2s16 p)
383 {
384         /*double noise = noise2d_perlin(
385                         0.5+(float)p.X/125, 0.5+(float)p.Y/125,
386                         seed+2, 4, 0.66);*/
387
388         float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
389         float zeroval = -0.39;
390         if (noise < zeroval)
391                 return 0;
392         else
393                 return 0.04 * (noise - zeroval) / (1.0 - zeroval);
394 }
395
396
397 bool MapgenV6::getHaveAppleTree(v2s16 p)
398 {
399         /*is_apple_tree = noise2d_perlin(
400                 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
401                 data->seed+342902, 3, 0.45) > 0.2;*/
402
403         float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
404
405         return noise > 0.2;
406 }
407
408
409 float MapgenV6::getMudAmount(int index)
410 {
411         if (spflags & MGV6_FLAT)
412                 return MGV6_AVERAGE_MUD_AMOUNT;
413
414         /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
415                         0.5+(float)p.X/200, 0.5+(float)p.Y/200,
416                         seed+91013, 3, 0.55));*/
417
418         return noise_mud->result[index];
419 }
420
421
422 bool MapgenV6::getHaveBeach(int index)
423 {
424         // Determine whether to have sand here
425         /*double sandnoise = noise2d_perlin(
426                         0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
427                         seed+59420, 3, 0.50);*/
428
429         float sandnoise = noise_beach->result[index];
430         return (sandnoise > freq_beach);
431 }
432
433
434 BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
435 {
436         // Just do something very simple as for now
437         /*double d = noise2d_perlin(
438                         0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
439                         seed+9130, 3, 0.50);*/
440
441         float d = noise_biome->result[index];
442         float h = noise_humidity->result[index];
443
444         if (spflags & MGV6_SNOWBIOMES) {
445                 float blend = (spflags & MGV6_BIOMEBLEND) ? noise2d(p.X, p.Y, seed) / 40 : 0;
446
447                 if (d > MGV6_FREQ_HOT + blend) {
448                         if (h > MGV6_FREQ_JUNGLE + blend)
449                                 return BT_JUNGLE;
450                         else
451                                 return BT_DESERT;
452                 } else if (d < MGV6_FREQ_SNOW + blend) {
453                         if (h > MGV6_FREQ_TAIGA + blend)
454                                 return BT_TAIGA;
455                         else
456                                 return BT_TUNDRA;
457                 } else {
458                         return BT_NORMAL;
459                 }
460         } else {
461                 if (d > freq_desert)
462                         return BT_DESERT;
463
464                 if ((spflags & MGV6_BIOMEBLEND) && (d > freq_desert - 0.10) &&
465                                 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
466                         return BT_DESERT;
467
468                 if ((spflags & MGV6_JUNGLES) && h > 0.75)
469                         return BT_JUNGLE;
470                 else
471                         return BT_NORMAL;
472         }
473 }
474
475
476 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
477 {
478         s32 x = p.X, y = p.Y, z = p.Z;
479         return (u32)(seed % 0x100000000ULL) + z * 38134234 + y * 42123 + x * 23;
480 }
481
482
483 //////////////////////// Map generator
484
485 void MapgenV6::makeChunk(BlockMakeData *data)
486 {
487         // Pre-conditions
488         assert(data->vmanip);
489         assert(data->nodedef);
490         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
491                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
492                 data->blockpos_requested.Z >= data->blockpos_min.Z);
493         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
494                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
495                 data->blockpos_requested.Z <= data->blockpos_max.Z);
496
497         this->generating = true;
498         this->vm   = data->vmanip;
499         this->ndef = data->nodedef;
500
501         // Hack: use minimum block coords for old code that assumes a single block
502         v3s16 blockpos_min = data->blockpos_min;
503         v3s16 blockpos_max = data->blockpos_max;
504
505         // Area of central chunk
506         node_min = blockpos_min * MAP_BLOCKSIZE;
507         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
508
509         // Full allocated area
510         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
511         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
512
513         central_area_size = node_max - node_min + v3s16(1, 1, 1);
514         assert(central_area_size.X == central_area_size.Z);
515
516         int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
517                                           * (blockpos_max.Y - blockpos_min.Y + 1)
518                                           * (blockpos_max.Z - blockpos_max.Z + 1);
519
520         volume_nodes = volume_blocks *
521                 MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
522
523         // Create a block-specific seed
524         blockseed = get_blockseed(data->seed, full_node_min);
525
526         // Make some noise
527         calculateNoise();
528
529         // Maximum height of the stone surface and obstacles.
530         // This is used to guide the cave generation
531         s16 stone_surface_max_y;
532
533         // Generate general ground level to full area
534         stone_surface_max_y = generateGround();
535
536         // Create initial heightmap to limit caves
537         updateHeightmap(node_min, node_max);
538
539         const s16 max_spread_amount = MAP_BLOCKSIZE;
540         // Limit dirt flow area by 1 because mud is flown into neighbors.
541         s16 mudflow_minpos = -max_spread_amount + 1;
542         s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
543
544         // Loop this part, it will make stuff look older and newer nicely
545         const u32 age_loops = 2;
546         for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
547                 // Make caves (this code is relatively horrible)
548                 if (flags & MG_CAVES)
549                         generateCaves(stone_surface_max_y);
550
551                 // Add mud to the central chunk
552                 addMud();
553
554                 // Flow mud away from steep edges
555                 if (spflags & MGV6_MUDFLOW)
556                         flowMud(mudflow_minpos, mudflow_maxpos);
557
558         }
559
560         // Update heightmap after mudflow
561         updateHeightmap(node_min, node_max);
562
563         // Add dungeons
564         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
565                 DungeonParams dp;
566
567                 dp.seed             = seed;
568                 dp.c_water          = c_water_source;
569                 dp.c_river_water    = c_water_source;
570
571                 dp.only_in_ground   = true;
572                 dp.corridor_len_min = 1;
573                 dp.corridor_len_max = 13;
574                 dp.rooms_min        = 2;
575                 dp.rooms_max        = 16;
576                 dp.y_min            = -MAX_MAP_GENERATION_LIMIT;
577                 dp.y_max            = MAX_MAP_GENERATION_LIMIT;
578
579                 dp.np_density
580                         = NoiseParams(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
581                 dp.np_alt_wall
582                         = NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
583
584                 if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
585                         dp.c_wall              = c_desert_stone;
586                         dp.c_alt_wall          = CONTENT_IGNORE;
587                         dp.c_stair             = c_stair_desert_stone;
588
589                         dp.diagonal_dirs       = true;
590                         dp.holesize            = v3s16(2, 3, 2);
591                         dp.room_size_min       = v3s16(6, 9, 6);
592                         dp.room_size_max       = v3s16(10, 11, 10);
593                         dp.room_size_large_min = v3s16(10, 13, 10);
594                         dp.room_size_large_max = v3s16(18, 21, 18);
595                         dp.notifytype          = GENNOTIFY_TEMPLE;
596                 } else {
597                         dp.c_wall              = c_cobble;
598                         dp.c_alt_wall          = c_mossycobble;
599                         dp.c_stair             = c_stair_cobble;
600
601                         dp.diagonal_dirs       = false;
602                         dp.holesize            = v3s16(1, 2, 1);
603                         dp.room_size_min       = v3s16(4, 4, 4);
604                         dp.room_size_max       = v3s16(8, 6, 8);
605                         dp.room_size_large_min = v3s16(8, 8, 8);
606                         dp.room_size_large_max = v3s16(16, 16, 16);
607                         dp.notifytype          = GENNOTIFY_DUNGEON;
608                 }
609
610                 DungeonGen dgen(ndef, &gennotify, &dp);
611                 dgen.generate(vm, blockseed, full_node_min, full_node_max);
612         }
613
614         // Add top and bottom side of water to transforming_liquid queue
615         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
616
617         // Add surface nodes
618         growGrass();
619
620         // Generate some trees, and add grass, if a jungle
621         if (spflags & MGV6_TREES)
622                 placeTreesAndJungleGrass();
623
624         // Generate the registered decorations
625         if (flags & MG_DECORATIONS)
626                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
627
628         // Generate the registered ores
629         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
630
631         // Calculate lighting
632         if (flags & MG_LIGHT)
633                 calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
634                         node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE,
635                         full_node_min, full_node_max);
636
637         this->generating = false;
638 }
639
640
641 void MapgenV6::calculateNoise()
642 {
643         int x = node_min.X;
644         int z = node_min.Z;
645         int fx = full_node_min.X;
646         int fz = full_node_min.Z;
647
648         if (!(spflags & MGV6_FLAT)) {
649                 noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
650                 noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
651                 noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
652                 noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
653                 noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
654         }
655
656         noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
657
658         noise_biome->perlinMap2D_PO(fx, 0.6, fz, 0.2);
659         noise_humidity->perlinMap2D_PO(fx, 0.0, fz, 0.0);
660         // Humidity map does not need range limiting 0 to 1,
661         // only humidity at point does
662 }
663
664
665 int MapgenV6::generateGround()
666 {
667         //TimeTaker timer1("Generating ground level");
668         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
669         MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
670         MapNode n_ice(c_ice);
671         int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
672
673         u32 index = 0;
674         for (s16 z = node_min.Z; z <= node_max.Z; z++)
675         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
676                 // Surface height
677                 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
678
679                 // Log it
680                 if (surface_y > stone_surface_max_y)
681                         stone_surface_max_y = surface_y;
682
683                 BiomeV6Type bt = getBiome(v2s16(x, z));
684
685                 // Fill ground with stone
686                 v3s16 em = vm->m_area.getExtent();
687                 u32 i = vm->m_area.index(x, node_min.Y, z);
688                 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
689                         if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
690                                 if (y <= surface_y) {
691                                         vm->m_data[i] = (y >= MGV6_DESERT_STONE_BASE
692                                                         && bt == BT_DESERT) ?
693                                                 n_desert_stone : n_stone;
694                                 } else if (y <= water_level) {
695                                         vm->m_data[i] = (y >= MGV6_ICE_BASE
696                                                         && bt == BT_TUNDRA) ?
697                                                 n_ice : n_water_source;
698                                 } else {
699                                         vm->m_data[i] = n_air;
700                                 }
701                         }
702                         vm->m_area.add_y(em, i, 1);
703                 }
704         }
705
706         return stone_surface_max_y;
707 }
708
709
710 void MapgenV6::addMud()
711 {
712         // 15ms @cs=8
713         //TimeTaker timer1("add mud");
714         MapNode n_dirt(c_dirt), n_gravel(c_gravel);
715         MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
716         MapNode addnode;
717
718         u32 index = 0;
719         for (s16 z = node_min.Z; z <= node_max.Z; z++)
720         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
721                 // Randomize mud amount
722                 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
723
724                 // Find ground level
725                 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
726
727                 // Handle area not found
728                 if (surface_y == vm->m_area.MinEdge.Y - 1)
729                         continue;
730
731                 BiomeV6Type bt = getBiome(v2s16(x, z));
732                 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
733
734                 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
735                         addnode = n_sand;
736                 } else if (mud_add_amount <= 0) {
737                         mud_add_amount = 1 - mud_add_amount;
738                         addnode = n_gravel;
739                 } else if (bt != BT_DESERT && getHaveBeach(index) &&
740                                 surface_y + mud_add_amount <= water_level + 2) {
741                         addnode = n_sand;
742                 }
743
744                 if ((bt == BT_DESERT || bt == BT_TUNDRA) && surface_y > 20)
745                         mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
746
747                 /* If topmost node is grass, change it to mud.  It might be if it was
748                 // flown to there from a neighboring chunk and then converted.
749                 u32 i = vm->m_area.index(x, surface_y, z);
750                 if (vm->m_data[i].getContent() == c_dirt_with_grass)
751                         vm->m_data[i] = n_dirt;*/
752
753                 // Add mud on ground
754                 s16 mudcount = 0;
755                 v3s16 em = vm->m_area.getExtent();
756                 s16 y_start = surface_y + 1;
757                 u32 i = vm->m_area.index(x, y_start, z);
758                 for (s16 y = y_start; y <= node_max.Y; y++) {
759                         if (mudcount >= mud_add_amount)
760                                 break;
761
762                         vm->m_data[i] = addnode;
763                         mudcount++;
764
765                         vm->m_area.add_y(em, i, 1);
766                 }
767         }
768 }
769
770
771 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
772 {
773         // 340ms @cs=8
774         //TimeTaker timer1("flow mud");
775
776         // Iterate a few times
777         for (s16 k = 0; k < 3; k++) {
778                 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
779                 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
780                         // Invert coordinates every 2nd iteration
781                         if (k % 2 == 0) {
782                                 x = mudflow_maxpos - (x - mudflow_minpos);
783                                 z = mudflow_maxpos - (z - mudflow_minpos);
784                         }
785
786                         // Node position in 2d
787                         v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
788
789                         v3s16 em = vm->m_area.getExtent();
790                         u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
791                         s16 y = node_max.Y;
792
793                         while (y >= node_min.Y) {
794
795                         for (;; y--) {
796                                 MapNode *n = NULL;
797                                 // Find mud
798                                 for (; y >= node_min.Y; y--) {
799                                         n = &vm->m_data[i];
800                                         if (n->getContent() == c_dirt ||
801                                                         n->getContent() == c_dirt_with_grass ||
802                                                         n->getContent() == c_gravel)
803                                                 break;
804
805                                         vm->m_area.add_y(em, i, -1);
806                                 }
807
808                                 // Stop if out of area
809                                 //if(vmanip.m_area.contains(i) == false)
810                                 if (y < node_min.Y)
811                                         break;
812
813                                 if (n->getContent() == c_dirt ||
814                                                 n->getContent() == c_dirt_with_grass) {
815                                         // Make it exactly mud
816                                         n->setContent(c_dirt);
817
818                                         // Don't flow it if the stuff under it is not mud
819                                         {
820                                                 u32 i2 = i;
821                                                 vm->m_area.add_y(em, i2, -1);
822                                                 // Cancel if out of area
823                                                 if (vm->m_area.contains(i2) == false)
824                                                         continue;
825                                                 MapNode *n2 = &vm->m_data[i2];
826                                                 if (n2->getContent() != c_dirt &&
827                                                                 n2->getContent() != c_dirt_with_grass)
828                                                         continue;
829                                         }
830                                 }
831
832                                 v3s16 dirs4[4] = {
833                                         v3s16(0, 0, 1), // back
834                                         v3s16(1, 0, 0), // right
835                                         v3s16(0, 0, -1), // front
836                                         v3s16(-1, 0, 0), // left
837                                 };
838
839                                 // Check that upper is walkable. Cancel
840                                 // dropping if upper keeps it in place.
841                                 u32 i3 = i;
842                                 vm->m_area.add_y(em, i3, 1);
843                                 MapNode *n3 = NULL;
844
845                                 if (vm->m_area.contains(i3)) {
846                                         n3 = &vm->m_data[i3];
847                                         if (ndef->get(*n3).walkable)
848                                                 continue;
849                                 }
850
851                                 // Drop mud on side
852                                 for (u32 di = 0; di < 4; di++) {
853                                         v3s16 dirp = dirs4[di];
854                                         u32 i2 = i;
855                                         // Move to side
856                                         vm->m_area.add_p(em, i2, dirp);
857                                         // Fail if out of area
858                                         if (vm->m_area.contains(i2) == false)
859                                                 continue;
860                                         // Check that side is air
861                                         MapNode *n2 = &vm->m_data[i2];
862                                         if (ndef->get(*n2).walkable)
863                                                 continue;
864                                         // Check that under side is air
865                                         vm->m_area.add_y(em, i2, -1);
866                                         if (vm->m_area.contains(i2) == false)
867                                                 continue;
868                                         n2 = &vm->m_data[i2];
869                                         if (ndef->get(*n2).walkable)
870                                                 continue;
871                                         // Loop further down until not air
872                                         bool dropped_to_unknown = false;
873                                         do {
874                                                 vm->m_area.add_y(em, i2, -1);
875                                                 n2 = &vm->m_data[i2];
876                                                 // if out of known area
877                                                 if (vm->m_area.contains(i2) == false ||
878                                                                 n2->getContent() == CONTENT_IGNORE) {
879                                                         dropped_to_unknown = true;
880                                                         break;
881                                                 }
882                                         } while (ndef->get(*n2).walkable == false);
883                                         // Loop one up so that we're in air
884                                         vm->m_area.add_y(em, i2, 1);
885                                         n2 = &vm->m_data[i2];
886
887                                         bool old_is_water = (n->getContent() == c_water_source);
888                                         // Move mud to new place
889                                         if (!dropped_to_unknown) {
890                                                 *n2 = *n;
891                                                 // Set old place to be air (or water)
892                                                 if (old_is_water) {
893                                                         *n = MapNode(c_water_source);
894                                                 } else {
895                                                         *n = MapNode(CONTENT_AIR);
896                                                         // Upper (n3) is not walkable or is NULL. If it is
897                                                         // not NULL and not air and not water it is a
898                                                         // decoration that needs removing, to avoid
899                                                         // unsupported decorations.
900                                                         if (n3 && n3->getContent() != CONTENT_AIR &&
901                                                                         n3->getContent() != c_water_source)
902                                                                 *n3 = MapNode(CONTENT_AIR);
903                                                 }
904                                         }
905
906                                         // Done
907                                         break;
908                                 }
909                         }
910                         }
911                 }
912         }
913 }
914
915
916 void MapgenV6::placeTreesAndJungleGrass()
917 {
918         //TimeTaker t("placeTrees");
919         if (node_max.Y < water_level)
920                 return;
921
922         PseudoRandom grassrandom(blockseed + 53);
923         content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
924         // if we don't have junglegrass, don't place cignore... that's bad
925         if (c_junglegrass == CONTENT_IGNORE)
926                 c_junglegrass = CONTENT_AIR;
927         MapNode n_junglegrass(c_junglegrass);
928         v3s16 em = vm->m_area.getExtent();
929
930         // Divide area into parts
931         s16 div = 8;
932         s16 sidelen = central_area_size.X / div;
933         double area = sidelen * sidelen;
934
935         // N.B.  We must add jungle grass first, since tree leaves will
936         // obstruct the ground, giving us a false ground level
937         for (s16 z0 = 0; z0 < div; z0++)
938         for (s16 x0 = 0; x0 < div; x0++) {
939                 // Center position of part of division
940                 v2s16 p2d_center(
941                         node_min.X + sidelen / 2 + sidelen * x0,
942                         node_min.Z + sidelen / 2 + sidelen * z0
943                 );
944                 // Minimum edge of part of division
945                 v2s16 p2d_min(
946                         node_min.X + sidelen * x0,
947                         node_min.Z + sidelen * z0
948                 );
949                 // Maximum edge of part of division
950                 v2s16 p2d_max(
951                         node_min.X + sidelen + sidelen * x0 - 1,
952                         node_min.Z + sidelen + sidelen * z0 - 1
953                 );
954
955                 // Get biome at center position of part of division
956                 BiomeV6Type bt = getBiome(p2d_center);
957
958                 // Amount of trees
959                 u32 tree_count;
960                 if (bt == BT_JUNGLE || bt == BT_TAIGA || bt == BT_NORMAL) {
961                         tree_count = area * getTreeAmount(p2d_center);
962                         if (bt == BT_JUNGLE)
963                                 tree_count *= 4;
964                 } else {
965                         tree_count = 0;
966                 }
967
968                 // Add jungle grass
969                 if (bt == BT_JUNGLE) {
970                         float humidity = getHumidity(p2d_center);
971                         u32 grass_count = 5 * humidity * tree_count;
972                         for (u32 i = 0; i < grass_count; i++) {
973                                 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
974                                 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
975                                 int mapindex = central_area_size.X * (z - node_min.Z)
976                                                                 + (x - node_min.X);
977                                 s16 y = heightmap[mapindex];
978                                 if (y < water_level)
979                                         continue;
980
981                                 u32 vi = vm->m_area.index(x, y, z);
982                                 // place on dirt_with_grass, since we know it is exposed to sunlight
983                                 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
984                                         vm->m_area.add_y(em, vi, 1);
985                                         vm->m_data[vi] = n_junglegrass;
986                                 }
987                         }
988                 }
989
990                 // Put trees in random places on part of division
991                 for (u32 i = 0; i < tree_count; i++) {
992                         s16 x = myrand_range(p2d_min.X, p2d_max.X);
993                         s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
994                         int mapindex = central_area_size.X * (z - node_min.Z)
995                                                         + (x - node_min.X);
996                         s16 y = heightmap[mapindex];
997                         // Don't make a tree under water level
998                         // Don't make a tree so high that it doesn't fit
999                         if (y < water_level || y > node_max.Y - 6)
1000                                 continue;
1001
1002                         v3s16 p(x, y, z);
1003                         // Trees grow only on mud and grass and snowblock
1004                         {
1005                                 u32 i = vm->m_area.index(p);
1006                                 content_t c = vm->m_data[i].getContent();
1007                                 if (c != c_dirt &&
1008                                                 c != c_dirt_with_grass &&
1009                                                 c != c_dirt_with_snow &&
1010                                                 c != c_snowblock)
1011                                         continue;
1012                         }
1013                         p.Y++;
1014
1015                         // Make a tree
1016                         if (bt == BT_JUNGLE) {
1017                                 treegen::make_jungletree(*vm, p, ndef, myrand());
1018                         } else if (bt == BT_TAIGA) {
1019                                 treegen::make_pine_tree(*vm, p - v3s16(0, 1, 0), ndef, myrand());
1020                         } else if (bt == BT_NORMAL) {
1021                                 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
1022                                                         getHaveAppleTree(v2s16(x, z));
1023                                 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
1024                         }
1025                 }
1026         }
1027         //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
1028 }
1029
1030
1031 void MapgenV6::growGrass() // Add surface nodes
1032 {
1033         MapNode n_dirt_with_grass(c_dirt_with_grass);
1034         MapNode n_dirt_with_snow(c_dirt_with_snow);
1035         MapNode n_snowblock(c_snowblock);
1036         MapNode n_snow(c_snow);
1037         v3s16 em = vm->m_area.getExtent();
1038
1039         u32 index = 0;
1040         for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
1041         for (s16 x = full_node_min.X; x <= full_node_max.X; x++, index++) {
1042                 // Find the lowest surface to which enough light ends up to make
1043                 // grass grow.  Basically just wait until not air and not leaves.
1044                 s16 surface_y = 0;
1045                 {
1046                         u32 i = vm->m_area.index(x, node_max.Y, z);
1047                         s16 y;
1048                         // Go to ground level
1049                         for (y = node_max.Y; y >= full_node_min.Y; y--) {
1050                                 MapNode &n = vm->m_data[i];
1051                                 if (ndef->get(n).param_type != CPT_LIGHT ||
1052                                                 ndef->get(n).liquid_type != LIQUID_NONE ||
1053                                                 n.getContent() == c_ice)
1054                                         break;
1055                                 vm->m_area.add_y(em, i, -1);
1056                         }
1057                         surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
1058                 }
1059
1060                 BiomeV6Type bt = getBiome(index, v2s16(x, z));
1061                 u32 i = vm->m_area.index(x, surface_y, z);
1062                 content_t c = vm->m_data[i].getContent();
1063                 if (surface_y >= water_level - 20) {
1064                         if (bt == BT_TAIGA && c == c_dirt) {
1065                                 vm->m_data[i] = n_snowblock;
1066                                 vm->m_area.add_y(em, i, -1);
1067                                 vm->m_data[i] = n_dirt_with_snow;
1068                         } else if (bt == BT_TUNDRA) {
1069                                 if (c == c_dirt) {
1070                                         vm->m_data[i] = n_dirt_with_snow;
1071                                 } else if (c == c_stone && surface_y < node_max.Y) {
1072                                         vm->m_area.add_y(em, i, 1);
1073                                         vm->m_data[i] = n_snow;
1074                                 }
1075                         } else if (c == c_dirt) {
1076                                 vm->m_data[i] = n_dirt_with_grass;
1077                         }
1078                 }
1079         }
1080 }
1081
1082
1083 void MapgenV6::generateCaves(int max_stone_y)
1084 {
1085         float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
1086         int volume_nodes = (node_max.X - node_min.X + 1) *
1087                                            (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
1088         cave_amount = MYMAX(0.0, cave_amount);
1089         u32 caves_count = cave_amount * volume_nodes / 50000;
1090         u32 bruises_count = 1;
1091         PseudoRandom ps(blockseed + 21343);
1092         PseudoRandom ps2(blockseed + 1032);
1093
1094         if (ps.range(1, 6) == 1)
1095                 bruises_count = ps.range(0, ps.range(0, 2));
1096
1097         if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
1098                 caves_count   /= 3;
1099                 bruises_count /= 3;
1100         }
1101
1102         for (u32 i = 0; i < caves_count + bruises_count; i++) {
1103                 CavesV6 cave(ndef, &gennotify, water_level, c_water_source, c_lava_source);
1104
1105                 bool large_cave = (i >= caves_count);
1106                 cave.makeCave(vm, node_min, node_max, &ps, &ps2,
1107                         large_cave, max_stone_y, heightmap);
1108         }
1109 }