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Mgv6: Remove addDirtGravelBlobs, replaced by blob ore in Minetest Game
[dragonfireclient.git] / src / mapgen_v6.cpp
1 /*
2 Minetest
3 Copyright (C) 2010-2013 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 #include "mapgen.h"
21 #include "voxel.h"
22 #include "noise.h"
23 #include "mapblock.h"
24 #include "mapnode.h"
25 #include "map.h"
26 //#include "serverobject.h"
27 #include "content_sao.h"
28 #include "nodedef.h"
29 #include "content_mapnode.h" // For content_mapnode_get_new_name
30 #include "voxelalgorithms.h"
31 #include "profiler.h"
32 #include "settings.h" // For g_settings
33 #include "main.h" // For g_profiler
34 #include "emerge.h"
35 #include "dungeongen.h"
36 #include "cavegen.h"
37 #include "treegen.h"
38 #include "mg_ore.h"
39 #include "mg_decoration.h"
40 #include "mapgen_v6.h"
41
42 FlagDesc flagdesc_mapgen_v6[] = {
43         {"jungles",    MGV6_JUNGLES},
44         {"biomeblend", MGV6_BIOMEBLEND},
45         {"mudflow",    MGV6_MUDFLOW},
46         {NULL,         0}
47 };
48
49 ///////////////////////////////////////////////////////////////////////////////
50
51
52 MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge)
53         : Mapgen(mapgenid, params, emerge)
54 {
55         this->m_emerge = emerge;
56         this->ystride = csize.X; //////fix this
57
58         this->heightmap = new s16[csize.X * csize.Z];
59
60         MapgenV6Params *sp = (MapgenV6Params *)params->sparams;
61         this->spflags     = sp->spflags;
62         this->freq_desert = sp->freq_desert;
63         this->freq_beach  = sp->freq_beach;
64
65         np_cave        = &sp->np_cave;
66         np_humidity    = &sp->np_humidity;
67         np_trees       = &sp->np_trees;
68         np_apple_trees = &sp->np_apple_trees;
69
70         //// Create noise objects
71         noise_terrain_base   = new Noise(&sp->np_terrain_base,   seed, csize.X, csize.Y);
72         noise_terrain_higher = new Noise(&sp->np_terrain_higher, seed, csize.X, csize.Y);
73         noise_steepness      = new Noise(&sp->np_steepness,      seed, csize.X, csize.Y);
74         noise_height_select  = new Noise(&sp->np_height_select,  seed, csize.X, csize.Y);
75         noise_mud            = new Noise(&sp->np_mud,            seed, csize.X, csize.Y);
76         noise_beach          = new Noise(&sp->np_beach,          seed, csize.X, csize.Y);
77         noise_biome          = new Noise(&sp->np_biome,          seed, csize.X, csize.Y);
78
79         //// Resolve nodes to be used
80         INodeDefManager *ndef = emerge->ndef;
81
82         c_stone           = ndef->getId("mapgen_stone");
83         c_dirt            = ndef->getId("mapgen_dirt");
84         c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
85         c_sand            = ndef->getId("mapgen_sand");
86         c_water_source    = ndef->getId("mapgen_water_source");
87         c_lava_source     = ndef->getId("mapgen_lava_source");
88         c_gravel          = ndef->getId("mapgen_gravel");
89         c_cobble          = ndef->getId("mapgen_cobble");
90         c_desert_sand     = ndef->getId("mapgen_desert_sand");
91         c_desert_stone    = ndef->getId("mapgen_desert_stone");
92         c_mossycobble     = ndef->getId("mapgen_mossycobble");
93         c_sandbrick       = ndef->getId("mapgen_sandstonebrick");
94         c_stair_cobble    = ndef->getId("mapgen_stair_cobble");
95         c_stair_sandstone = ndef->getId("mapgen_stair_sandstone");
96         if (c_desert_sand == CONTENT_IGNORE)
97                 c_desert_sand = c_sand;
98         if (c_desert_stone == CONTENT_IGNORE)
99                 c_desert_stone = c_stone;
100         if (c_mossycobble == CONTENT_IGNORE)
101                 c_mossycobble = c_cobble;
102         if (c_sandbrick == CONTENT_IGNORE)
103                 c_sandbrick = c_desert_stone;
104         if (c_stair_cobble == CONTENT_IGNORE)
105                 c_stair_cobble = c_cobble;
106         if (c_stair_sandstone == CONTENT_IGNORE)
107                 c_stair_sandstone = c_sandbrick;
108 }
109
110
111 MapgenV6::~MapgenV6()
112 {
113         delete noise_terrain_base;
114         delete noise_terrain_higher;
115         delete noise_steepness;
116         delete noise_height_select;
117         delete noise_mud;
118         delete noise_beach;
119         delete noise_biome;
120
121         delete[] heightmap;
122 }
123
124
125 MapgenV6Params::MapgenV6Params()
126 {
127         spflags     = MGV6_BIOMEBLEND | MGV6_MUDFLOW;
128         freq_desert = 0.45;
129         freq_beach  = 0.15;
130
131         np_terrain_base   = NoiseParams(-4,  20.0, v3f(250.0, 250.0, 250.0), 82341,  5, 0.6, 2.0);
132         np_terrain_higher = NoiseParams(20,  16.0, v3f(500.0, 500.0, 500.0), 85039,  5, 0.6, 2.0);
133         np_steepness      = NoiseParams(0.85,0.5,  v3f(125.0, 125.0, 125.0), -932,   5, 0.7, 2.0);
134         np_height_select  = NoiseParams(0,   1.0,  v3f(250.0, 250.0, 250.0), 4213,   5, 0.69, 2.0);
135         np_mud            = NoiseParams(4,   2.0,  v3f(200.0, 200.0, 200.0), 91013,  3, 0.55, 2.0);
136         np_beach          = NoiseParams(0,   1.0,  v3f(250.0, 250.0, 250.0), 59420,  3, 0.50, 2.0);
137         np_biome          = NoiseParams(0,   1.0,  v3f(250.0, 250.0, 250.0), 9130,   3, 0.50, 2.0);
138         np_cave           = NoiseParams(6,   6.0,  v3f(250.0, 250.0, 250.0), 34329,  3, 0.50, 2.0);
139         np_humidity       = NoiseParams(0.5, 0.5,  v3f(500.0, 500.0, 500.0), 72384,  4, 0.66, 2.0);
140         np_trees          = NoiseParams(0,   1.0,  v3f(125.0, 125.0, 125.0), 2,      4, 0.66, 2.0);
141         np_apple_trees    = NoiseParams(0,   1.0,  v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0);
142 }
143
144
145 void MapgenV6Params::readParams(const Settings *settings)
146 {
147         settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
148         settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
149         settings->getFloatNoEx("mgv6_freq_beach",  freq_beach);
150
151         settings->getNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
152         settings->getNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
153         settings->getNoiseParams("mgv6_np_steepness",      np_steepness);
154         settings->getNoiseParams("mgv6_np_height_select",  np_height_select);
155         settings->getNoiseParams("mgv6_np_mud",            np_mud);
156         settings->getNoiseParams("mgv6_np_beach",          np_beach);
157         settings->getNoiseParams("mgv6_np_biome",          np_biome);
158         settings->getNoiseParams("mgv6_np_cave",           np_cave);
159         settings->getNoiseParams("mgv6_np_humidity",       np_humidity);
160         settings->getNoiseParams("mgv6_np_trees",          np_trees);
161         settings->getNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
162 }
163
164
165 void MapgenV6Params::writeParams(Settings *settings) const
166 {
167         settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, (u32)-1);
168         settings->setFloat("mgv6_freq_desert", freq_desert);
169         settings->setFloat("mgv6_freq_beach",  freq_beach);
170
171         settings->setNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
172         settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
173         settings->setNoiseParams("mgv6_np_steepness",      np_steepness);
174         settings->setNoiseParams("mgv6_np_height_select",  np_height_select);
175         settings->setNoiseParams("mgv6_np_mud",            np_mud);
176         settings->setNoiseParams("mgv6_np_beach",          np_beach);
177         settings->setNoiseParams("mgv6_np_biome",          np_biome);
178         settings->setNoiseParams("mgv6_np_cave",           np_cave);
179         settings->setNoiseParams("mgv6_np_humidity",       np_humidity);
180         settings->setNoiseParams("mgv6_np_trees",          np_trees);
181         settings->setNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
182 }
183
184
185 //////////////////////// Some helper functions for the map generator
186
187
188 // Returns Y one under area minimum if not found
189 s16 MapgenV6::find_stone_level(v2s16 p2d)
190 {
191         v3s16 em = vm->m_area.getExtent();
192         s16 y_nodes_max = vm->m_area.MaxEdge.Y;
193         s16 y_nodes_min = vm->m_area.MinEdge.Y;
194         u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
195         s16 y;
196
197         for (y = y_nodes_max; y >= y_nodes_min; y--) {
198                 MapNode &n = vm->m_data[i];
199                 content_t c = n.getContent();
200                 if (c != CONTENT_IGNORE && (
201                         c == c_stone || c == c_desert_stone))
202                         break;
203
204                 vm->m_area.add_y(em, i, -1);
205         }
206         return (y >= y_nodes_min) ? y : y_nodes_min - 1;
207 }
208
209
210 // Required by mapgen.h
211 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
212 {
213         /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
214                         seed, v2s16(blockpos.X, blockpos.Z));*/
215         // Nah, this is just a heuristic, just return something
216         s16 minimum_groundlevel = water_level;
217
218         if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
219                 return true;
220         else
221                 return false;
222 }
223
224
225 //////////////////////// Base terrain height functions
226
227 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
228         float steepness, float height_select)
229 {
230         float base   = 1 + terrain_base;
231         float higher = 1 + terrain_higher;
232
233         // Limit higher ground level to at least base
234         if(higher < base)
235                 higher = base;
236
237         // Steepness factor of cliffs
238         float b = steepness;
239         b = rangelim(b, 0.0, 1000.0);
240         b = 5 * b * b * b * b * b * b * b;
241         b = rangelim(b, 0.5, 1000.0);
242
243         // Values 1.5...100 give quite horrible looking slopes
244         if (b > 1.5 && b < 100.0)
245                 b = (b < 10.0) ? 1.5 : 100.0;
246
247         float a_off = -0.20; // Offset to more low
248         float a = 0.5 + b * (a_off + height_select);
249         a = rangelim(a, 0.0, 1.0); // Limit
250
251         return base * (1.0 - a) + higher * a;
252 }
253
254
255 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
256 {
257         if (flags & MG_FLAT)
258                 return water_level;
259
260         float terrain_base   = NoisePerlin2D_PO(&noise_terrain_base->np,
261                                                         p.X, 0.5, p.Y, 0.5, seed);
262         float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np,
263                                                         p.X, 0.5, p.Y, 0.5, seed);
264         float steepness      = NoisePerlin2D_PO(&noise_steepness->np,
265                                                         p.X, 0.5, p.Y, 0.5, seed);
266         float height_select  = NoisePerlin2D_PO(&noise_height_select->np,
267                                                         p.X, 0.5, p.Y, 0.5, seed);
268
269         return baseTerrainLevel(terrain_base, terrain_higher,
270                                                         steepness,    height_select);
271 }
272
273
274 float MapgenV6::baseTerrainLevelFromMap(v2s16 p)
275 {
276         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
277         return baseTerrainLevelFromMap(index);
278 }
279
280
281 float MapgenV6::baseTerrainLevelFromMap(int index)
282 {
283         if (flags & MG_FLAT)
284                 return water_level;
285
286         float terrain_base   = noise_terrain_base->result[index];
287         float terrain_higher = noise_terrain_higher->result[index];
288         float steepness      = noise_steepness->result[index];
289         float height_select  = noise_height_select->result[index];
290
291         return baseTerrainLevel(terrain_base, terrain_higher,
292                                                         steepness,    height_select);
293 }
294
295
296 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
297 {
298         return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
299 }
300
301
302 int MapgenV6::getGroundLevelAtPoint(v2s16 p)
303 {
304         return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
305 }
306
307
308 //////////////////////// Noise functions
309
310 float MapgenV6::getMudAmount(v2s16 p)
311 {
312         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
313         return getMudAmount(index);
314 }
315
316
317 bool MapgenV6::getHaveBeach(v2s16 p)
318 {
319         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
320         return getHaveBeach(index);
321 }
322
323
324 BiomeV6Type MapgenV6::getBiome(v2s16 p)
325 {
326         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
327         return getBiome(index, p);
328 }
329
330
331 float MapgenV6::getHumidity(v2s16 p)
332 {
333         /*double noise = noise2d_perlin(
334                 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
335                 seed+72384, 4, 0.66);
336         noise = (noise + 1.0)/2.0;*/
337
338         float noise = NoisePerlin2D(np_humidity, p.X, p.Y, seed);
339
340         if (noise < 0.0)
341                 noise = 0.0;
342         if (noise > 1.0)
343                 noise = 1.0;
344         return noise;
345 }
346
347
348 float MapgenV6::getTreeAmount(v2s16 p)
349 {
350         /*double noise = noise2d_perlin(
351                         0.5+(float)p.X/125, 0.5+(float)p.Y/125,
352                         seed+2, 4, 0.66);*/
353
354         float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
355         float zeroval = -0.39;
356         if (noise < zeroval)
357                 return 0;
358         else
359                 return 0.04 * (noise-zeroval) / (1.0-zeroval);
360 }
361
362
363 bool MapgenV6::getHaveAppleTree(v2s16 p)
364 {
365         /*is_apple_tree = noise2d_perlin(
366                 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
367                 data->seed+342902, 3, 0.45) > 0.2;*/
368
369         float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
370
371         return noise > 0.2;
372 }
373
374
375 float MapgenV6::getMudAmount(int index)
376 {
377         if (flags & MG_FLAT)
378                 return AVERAGE_MUD_AMOUNT;
379
380         /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
381                         0.5+(float)p.X/200, 0.5+(float)p.Y/200,
382                         seed+91013, 3, 0.55));*/
383
384         return noise_mud->result[index];
385 }
386
387
388 bool MapgenV6::getHaveBeach(int index)
389 {
390         // Determine whether to have sand here
391         /*double sandnoise = noise2d_perlin(
392                         0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
393                         seed+59420, 3, 0.50);*/
394
395         float sandnoise = noise_beach->result[index];
396         return (sandnoise > freq_beach);
397 }
398
399
400 BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
401 {
402         // Just do something very simple as for now
403         /*double d = noise2d_perlin(
404                         0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
405                         seed+9130, 3, 0.50);*/
406
407         float d = noise_biome->result[index];
408         if (d > freq_desert)
409                 return BT_DESERT;
410
411         if ((spflags & MGV6_BIOMEBLEND) &&
412                 (d > freq_desert - 0.10) &&
413                 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
414                 return BT_DESERT;
415
416         return BT_NORMAL;
417 }
418
419
420 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
421 {
422         s32 x=p.X, y=p.Y, z=p.Z;
423         return (u32)(seed%0x100000000ULL) + z*38134234 + y*42123 + x*23;
424 }
425
426
427 //////////////////////// Map generator
428
429 void MapgenV6::makeChunk(BlockMakeData *data)
430 {
431         // Pre-conditions
432         assert(data->vmanip);
433         assert(data->nodedef);
434         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
435                    data->blockpos_requested.Y >= data->blockpos_min.Y &&
436                    data->blockpos_requested.Z >= data->blockpos_min.Z);
437         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
438                    data->blockpos_requested.Y <= data->blockpos_max.Y &&
439                    data->blockpos_requested.Z <= data->blockpos_max.Z);
440
441         this->generating = true;
442         this->vm   = data->vmanip;
443         this->ndef = data->nodedef;
444
445         // Hack: use minimum block coords for old code that assumes a single block
446         v3s16 blockpos_min = data->blockpos_min;
447         v3s16 blockpos_max = data->blockpos_max;
448
449         // Area of central chunk
450         node_min = blockpos_min*MAP_BLOCKSIZE;
451         node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
452
453         // Full allocated area
454         full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
455         full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
456
457         central_area_size = node_max - node_min + v3s16(1,1,1);
458         assert(central_area_size.X == central_area_size.Z);
459
460         int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
461                                           * (blockpos_max.Y - blockpos_min.Y + 1)
462                                           * (blockpos_max.Z - blockpos_max.Z + 1);
463
464         volume_nodes = volume_blocks *
465                 MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
466
467         // Create a block-specific seed
468         blockseed = get_blockseed(data->seed, full_node_min);
469
470         // Make some noise
471         calculateNoise();
472
473         // Maximum height of the stone surface and obstacles.
474         // This is used to guide the cave generation
475         s16 stone_surface_max_y;
476
477         // Generate general ground level to full area
478         stone_surface_max_y = generateGround();
479
480         // Create initial heightmap to limit caves
481         updateHeightmap(node_min, node_max);
482
483         const s16 max_spread_amount = MAP_BLOCKSIZE;
484         // Limit dirt flow area by 1 because mud is flown into neighbors.
485         s16 mudflow_minpos = -max_spread_amount + 1;
486         s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
487
488         // Loop this part, it will make stuff look older and newer nicely
489         const u32 age_loops = 2;
490         for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
491                 // Make caves (this code is relatively horrible)
492                 if (flags & MG_CAVES)
493                         generateCaves(stone_surface_max_y);
494
495                 // Add mud to the central chunk
496                 addMud();
497
498                 // Flow mud away from steep edges
499                 if (spflags & MGV6_MUDFLOW)
500                         flowMud(mudflow_minpos, mudflow_maxpos);
501
502         }
503
504         // Update heightmap after mudflow
505         updateHeightmap(node_min, node_max);
506
507         // Add dungeons
508         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
509                 DungeonParams dp;
510
511                 dp.np_rarity  = nparams_dungeon_rarity;
512                 dp.np_density = nparams_dungeon_density;
513                 dp.np_wetness = nparams_dungeon_wetness;
514                 dp.c_water = c_water_source;
515                 if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_NORMAL) {
516                         dp.c_cobble  = c_cobble;
517                         dp.c_moss    = c_mossycobble;
518                         dp.c_stair   = c_stair_cobble;
519
520                         dp.diagonal_dirs = false;
521                         dp.mossratio  = 3.0;
522                         dp.holesize   = v3s16(1, 2, 1);
523                         dp.roomsize   = v3s16(0, 0, 0);
524                         dp.notifytype = GENNOTIFY_DUNGEON;
525                 } else {
526                         dp.c_cobble  = c_sandbrick;
527                         dp.c_moss    = c_sandbrick; // should make this 'cracked sandstone' later
528                         dp.c_stair   = c_stair_sandstone;
529
530                         dp.diagonal_dirs = true;
531                         dp.mossratio  = 0.0;
532                         dp.holesize   = v3s16(2, 3, 2);
533                         dp.roomsize   = v3s16(2, 5, 2);
534                         dp.notifytype = GENNOTIFY_TEMPLE;
535                 }
536
537                 DungeonGen dgen(this, &dp);
538                 dgen.generate(blockseed, full_node_min, full_node_max);
539         }
540
541         // Add top and bottom side of water to transforming_liquid queue
542         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
543
544         // Grow grass
545         growGrass();
546
547         // Generate some trees, and add grass, if a jungle
548         if (flags & MG_TREES)
549                 placeTreesAndJungleGrass();
550
551         // Generate the registered decorations
552         m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
553
554         // Generate the registered ores
555         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
556
557         // Calculate lighting
558         if (flags & MG_LIGHT)
559                 calcLighting(node_min, node_max);
560
561         this->generating = false;
562 }
563
564
565 void MapgenV6::calculateNoise()
566 {
567         int x = node_min.X;
568         int z = node_min.Z;
569
570         if (!(flags & MG_FLAT)) {
571                 noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
572                 noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
573                 noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
574                 noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
575                 noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
576         }
577
578         noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
579         noise_biome->perlinMap2D_PO(x, 0.6, z, 0.2);
580 }
581
582
583 int MapgenV6::generateGround()
584 {
585         //TimeTaker timer1("Generating ground level");
586         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
587         MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
588         int stone_surface_max_y = -MAP_GENERATION_LIMIT;
589         u32 index = 0;
590
591         for (s16 z = node_min.Z; z <= node_max.Z; z++)
592         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
593                 // Surface height
594                 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
595
596                 // Log it
597                 if (surface_y > stone_surface_max_y)
598                         stone_surface_max_y = surface_y;
599
600                 BiomeV6Type bt = getBiome(index, v2s16(x, z));
601
602                 // Fill ground with stone
603                 v3s16 em = vm->m_area.getExtent();
604                 u32 i = vm->m_area.index(x, node_min.Y, z);
605                 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
606                         if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
607                                 if (y <= surface_y) {
608                                         vm->m_data[i] = (y >= DESERT_STONE_BASE
609                                                                 && bt == BT_DESERT) ?
610                                                 n_desert_stone : n_stone;
611                                 } else if (y <= water_level) {
612                                         vm->m_data[i] = n_water_source;
613                                 } else {
614                                         vm->m_data[i] = n_air;
615                                 }
616                         }
617                         vm->m_area.add_y(em, i, 1);
618                 }
619         }
620
621         return stone_surface_max_y;
622 }
623
624
625 void MapgenV6::addMud()
626 {
627         // 15ms @cs=8
628         //TimeTaker timer1("add mud");
629         MapNode n_dirt(c_dirt), n_gravel(c_gravel);
630         MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
631         MapNode addnode;
632
633         u32 index = 0;
634         for (s16 z = node_min.Z; z <= node_max.Z; z++)
635         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
636                 // Randomize mud amount
637                 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
638
639                 // Find ground level
640                 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
641
642                 // Handle area not found
643                 if (surface_y == vm->m_area.MinEdge.Y - 1)
644                         continue;
645
646                 BiomeV6Type bt = getBiome(index, v2s16(x, z));
647                 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
648
649                 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
650                         addnode = n_sand;
651                 } else if (mud_add_amount <= 0) {
652                         mud_add_amount = 1 - mud_add_amount;
653                         addnode = n_gravel;
654                 } else if (bt == BT_NORMAL && getHaveBeach(index) &&
655                                 surface_y + mud_add_amount <= water_level + 2) {
656                         addnode = n_sand;
657                 }
658
659                 if (bt == BT_DESERT && surface_y > 20)
660                         mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
661
662                 // If topmost node is grass, change it to mud.  It might be if it was
663                 // flown to there from a neighboring chunk and then converted.
664                 u32 i = vm->m_area.index(x, surface_y, z);
665                 if (vm->m_data[i].getContent() == c_dirt_with_grass)
666                         vm->m_data[i] = n_dirt;
667
668                 // Add mud on ground
669                 s16 mudcount = 0;
670                 v3s16 em = vm->m_area.getExtent();
671                 s16 y_start = surface_y + 1;
672                 i = vm->m_area.index(x, y_start, z);
673                 for (s16 y = y_start; y <= node_max.Y; y++) {
674                         if (mudcount >= mud_add_amount)
675                                 break;
676
677                         vm->m_data[i] = addnode;
678                         mudcount++;
679
680                         vm->m_area.add_y(em, i, 1);
681                 }
682         }
683 }
684
685
686 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
687 {
688         // 340ms @cs=8
689         TimeTaker timer1("flow mud");
690
691         // Iterate a few times
692         for(s16 k = 0; k < 3; k++) {
693                 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
694                 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
695                         // Invert coordinates every 2nd iteration
696                         if (k % 2 == 0) {
697                                 x = mudflow_maxpos - (x - mudflow_minpos);
698                                 z = mudflow_maxpos - (z - mudflow_minpos);
699                         }
700
701                         // Node position in 2d
702                         v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
703
704                         v3s16 em = vm->m_area.getExtent();
705                         u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
706                         s16 y = node_max.Y;
707
708                         while(y >= node_min.Y)
709                         {
710
711                         for(;; y--)
712                         {
713                                 MapNode *n = NULL;
714                                 // Find mud
715                                 for(; y >= node_min.Y; y--) {
716                                         n = &vm->m_data[i];
717                                         if (n->getContent() == c_dirt ||
718                                                 n->getContent() == c_dirt_with_grass ||
719                                                 n->getContent() == c_gravel)
720                                                 break;
721
722                                         vm->m_area.add_y(em, i, -1);
723                                 }
724
725                                 // Stop if out of area
726                                 //if(vmanip.m_area.contains(i) == false)
727                                 if (y < node_min.Y)
728                                         break;
729
730                                 if (n->getContent() == c_dirt ||
731                                         n->getContent() == c_dirt_with_grass)
732                                 {
733                                         // Make it exactly mud
734                                         n->setContent(c_dirt);
735
736                                         // Don't flow it if the stuff under it is not mud
737                                         {
738                                                 u32 i2 = i;
739                                                 vm->m_area.add_y(em, i2, -1);
740                                                 // Cancel if out of area
741                                                 if(vm->m_area.contains(i2) == false)
742                                                         continue;
743                                                 MapNode *n2 = &vm->m_data[i2];
744                                                 if (n2->getContent() != c_dirt &&
745                                                         n2->getContent() != c_dirt_with_grass)
746                                                         continue;
747                                         }
748                                 }
749
750                                 v3s16 dirs4[4] = {
751                                         v3s16(0,0,1), // back
752                                         v3s16(1,0,0), // right
753                                         v3s16(0,0,-1), // front
754                                         v3s16(-1,0,0), // left
755                                 };
756
757                                 // Check that upper is air or doesn't exist.
758                                 // Cancel dropping if upper keeps it in place
759                                 u32 i3 = i;
760                                 vm->m_area.add_y(em, i3, 1);
761                                 if (vm->m_area.contains(i3) == true &&
762                                         ndef->get(vm->m_data[i3]).walkable)
763                                         continue;
764
765                                 // Drop mud on side
766                                 for(u32 di=0; di<4; di++) {
767                                         v3s16 dirp = dirs4[di];
768                                         u32 i2 = i;
769                                         // Move to side
770                                         vm->m_area.add_p(em, i2, dirp);
771                                         // Fail if out of area
772                                         if (vm->m_area.contains(i2) == false)
773                                                 continue;
774                                         // Check that side is air
775                                         MapNode *n2 = &vm->m_data[i2];
776                                         if (ndef->get(*n2).walkable)
777                                                 continue;
778                                         // Check that under side is air
779                                         vm->m_area.add_y(em, i2, -1);
780                                         if (vm->m_area.contains(i2) == false)
781                                                 continue;
782                                         n2 = &vm->m_data[i2];
783                                         if (ndef->get(*n2).walkable)
784                                                 continue;
785                                         // Loop further down until not air
786                                         bool dropped_to_unknown = false;
787                                         do {
788                                                 vm->m_area.add_y(em, i2, -1);
789                                                 n2 = &vm->m_data[i2];
790                                                 // if out of known area
791                                                 if(vm->m_area.contains(i2) == false ||
792                                                         n2->getContent() == CONTENT_IGNORE) {
793                                                         dropped_to_unknown = true;
794                                                         break;
795                                                 }
796                                         } while (ndef->get(*n2).walkable == false);
797                                         // Loop one up so that we're in air
798                                         vm->m_area.add_y(em, i2, 1);
799                                         n2 = &vm->m_data[i2];
800
801                                         bool old_is_water = (n->getContent() == c_water_source);
802                                         // Move mud to new place
803                                         if (!dropped_to_unknown) {
804                                                 *n2 = *n;
805                                                 // Set old place to be air (or water)
806                                                 if(old_is_water)
807                                                         *n = MapNode(c_water_source);
808                                                 else
809                                                         *n = MapNode(CONTENT_AIR);
810                                         }
811
812                                         // Done
813                                         break;
814                                 }
815                         }
816                         }
817                 }
818         }
819 }
820
821
822 void MapgenV6::placeTreesAndJungleGrass()
823 {
824         //TimeTaker t("placeTrees");
825         if (node_max.Y < water_level)
826                 return;
827
828         PseudoRandom grassrandom(blockseed + 53);
829         content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
830         // if we don't have junglegrass, don't place cignore... that's bad
831         if (c_junglegrass == CONTENT_IGNORE)
832                 c_junglegrass = CONTENT_AIR;
833         MapNode n_junglegrass(c_junglegrass);
834         v3s16 em = vm->m_area.getExtent();
835
836         // Divide area into parts
837         s16 div = 8;
838         s16 sidelen = central_area_size.X / div;
839         double area = sidelen * sidelen;
840
841         // N.B.  We must add jungle grass first, since tree leaves will
842         // obstruct the ground, giving us a false ground level
843         for (s16 z0 = 0; z0 < div; z0++)
844         for (s16 x0 = 0; x0 < div; x0++) {
845                 // Center position of part of division
846                 v2s16 p2d_center(
847                         node_min.X + sidelen / 2 + sidelen * x0,
848                         node_min.Z + sidelen / 2 + sidelen * z0
849                 );
850                 // Minimum edge of part of division
851                 v2s16 p2d_min(
852                         node_min.X + sidelen * x0,
853                         node_min.Z + sidelen * z0
854                 );
855                 // Maximum edge of part of division
856                 v2s16 p2d_max(
857                         node_min.X + sidelen + sidelen * x0 - 1,
858                         node_min.Z + sidelen + sidelen * z0 - 1
859                 );
860
861                 // Amount of trees, jungle area
862                 u32 tree_count = area * getTreeAmount(p2d_center);
863
864                 float humidity;
865                 bool is_jungle = false;
866                 if (spflags & MGV6_JUNGLES) {
867                         humidity = getHumidity(p2d_center);
868                         if (humidity > 0.75) {
869                                 is_jungle = true;
870                                 tree_count *= 4;
871                         }
872                 }
873
874                 // Add jungle grass
875                 if (is_jungle) {
876                         u32 grass_count = 5 * humidity * tree_count;
877                         for (u32 i = 0; i < grass_count; i++) {
878                                 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
879                                 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
880
881                                 s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////optimize this!
882                                 if (y < water_level || y < node_min.Y || y > node_max.Y)
883                                         continue;
884
885                                 u32 vi = vm->m_area.index(x, y, z);
886                                 // place on dirt_with_grass, since we know it is exposed to sunlight
887                                 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
888                                         vm->m_area.add_y(em, vi, 1);
889                                         vm->m_data[vi] = n_junglegrass;
890                                 }
891                         }
892                 }
893
894                 // Put trees in random places on part of division
895                 for (u32 i = 0; i < tree_count; i++) {
896                         s16 x = myrand_range(p2d_min.X, p2d_max.X);
897                         s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
898                         s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////////optimize this!
899                         // Don't make a tree under water level
900                         // Don't make a tree so high that it doesn't fit
901                         if(y < water_level || y > node_max.Y - 6)
902                                 continue;
903
904                         v3s16 p(x,y,z);
905                         // Trees grow only on mud and grass
906                         {
907                                 u32 i = vm->m_area.index(p);
908                                 MapNode *n = &vm->m_data[i];
909                                 if (n->getContent() != c_dirt &&
910                                         n->getContent() != c_dirt_with_grass)
911                                         continue;
912                         }
913                         p.Y++;
914
915                         // Make a tree
916                         if (is_jungle) {
917                                 treegen::make_jungletree(*vm, p, ndef, myrand());
918                         } else {
919                                 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
920                                                         getHaveAppleTree(v2s16(x, z));
921                                 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
922                         }
923                 }
924         }
925         //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
926 }
927
928
929 void MapgenV6::growGrass()
930 {
931         for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
932         for (s16 x = full_node_min.X; x <= full_node_max.X; x++) {
933                 // Find the lowest surface to which enough light ends up to make
934                 // grass grow.  Basically just wait until not air and not leaves.
935                 s16 surface_y = 0;
936                 {
937                         v3s16 em = vm->m_area.getExtent();
938                         u32 i = vm->m_area.index(x, node_max.Y, z);
939                         s16 y;
940                         // Go to ground level
941                         for (y = node_max.Y; y >= full_node_min.Y; y--) {
942                                 MapNode &n = vm->m_data[i];
943                                 if (ndef->get(n).param_type != CPT_LIGHT ||
944                                         ndef->get(n).liquid_type != LIQUID_NONE)
945                                         break;
946                                 vm->m_area.add_y(em, i, -1);
947                         }
948                         surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
949                 }
950
951                 u32 i = vm->m_area.index(x, surface_y, z);
952                 MapNode *n = &vm->m_data[i];
953                 if (n->getContent() == c_dirt && surface_y >= water_level - 20)
954                         n->setContent(c_dirt_with_grass);
955         }
956 }
957
958
959 void MapgenV6::generateCaves(int max_stone_y)
960 {
961         float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
962         int volume_nodes = (node_max.X - node_min.X + 1) *
963                                            (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
964         cave_amount = MYMAX(0.0, cave_amount);
965         u32 caves_count = cave_amount * volume_nodes / 50000;
966         u32 bruises_count = 1;
967         PseudoRandom ps(blockseed + 21343);
968         PseudoRandom ps2(blockseed + 1032);
969
970         if (ps.range(1, 6) == 1)
971                 bruises_count = ps.range(0, ps.range(0, 2));
972
973         if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
974                 caves_count   /= 3;
975                 bruises_count /= 3;
976         }
977
978         for (u32 i = 0; i < caves_count + bruises_count; i++) {
979                 bool large_cave = (i >= caves_count);
980                 CaveV6 cave(this, &ps, &ps2, large_cave);
981
982                 cave.makeCave(node_min, node_max, max_stone_y);
983         }
984 }