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Mapgen V6: Respect water_level setting
[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 "mapgen_v6.h"
39
40 /////////////////// Mapgen V6 perlin noise default values
41 NoiseParams nparams_v6_def_terrain_base =
42         {-AVERAGE_MUD_AMOUNT, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6};
43 NoiseParams nparams_v6_def_terrain_higher =
44         {20.0, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6};
45 NoiseParams nparams_v6_def_steepness =
46         {0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7};
47 NoiseParams nparams_v6_def_height_select =
48         {0.5, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69};
49 NoiseParams nparams_v6_def_mud =
50         {AVERAGE_MUD_AMOUNT, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55};
51 NoiseParams nparams_v6_def_beach =
52         {0.0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50};
53 NoiseParams nparams_v6_def_biome =
54         {0.0, 1.0, v3f(250.0, 250.0, 250.0), 9130, 3, 0.50};
55 NoiseParams nparams_v6_def_cave =
56         {6.0, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50};
57 NoiseParams nparams_v6_def_humidity =
58         {0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 4, 0.66};
59 NoiseParams nparams_v6_def_trees =
60         {0.0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66};
61 NoiseParams nparams_v6_def_apple_trees =
62         {0.0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45};
63
64
65 ///////////////////////////////////////////////////////////////////////////////
66
67
68 MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params, EmergeManager *emerge) {
69         this->generating  = false;
70         this->id       = mapgenid;
71         this->emerge   = emerge;
72
73         this->seed     = (int)params->seed;
74         this->water_level = params->water_level;
75         this->flags   = params->flags;
76         this->csize   = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
77
78         this->freq_desert = params->freq_desert;
79         this->freq_beach  = params->freq_beach;
80
81         this->ystride = csize.X; //////fix this
82         
83         np_cave        = &params->np_cave;
84         np_humidity    = &params->np_humidity;
85         np_trees       = &params->np_trees;
86         np_apple_trees = &params->np_apple_trees;
87
88         noise_terrain_base   = new Noise(&params->np_terrain_base,   seed, csize.X, csize.Y);
89         noise_terrain_higher = new Noise(&params->np_terrain_higher, seed, csize.X, csize.Y);
90         noise_steepness      = new Noise(&params->np_steepness,      seed, csize.X, csize.Y);
91         noise_height_select  = new Noise(&params->np_height_select,  seed, csize.X, csize.Y);
92         noise_mud            = new Noise(&params->np_mud,            seed, csize.X, csize.Y);
93         noise_beach          = new Noise(&params->np_beach,          seed, csize.X, csize.Y);
94         noise_biome          = new Noise(&params->np_biome,          seed, csize.X, csize.Y);
95 }
96
97
98 MapgenV6::~MapgenV6() {
99         delete noise_terrain_base;
100         delete noise_terrain_higher;
101         delete noise_steepness;
102         delete noise_height_select;
103         delete noise_mud;
104         delete noise_beach;
105         delete noise_biome;
106 }
107
108
109 //////////////////////// Some helper functions for the map generator
110
111
112 // Returns Y one under area minimum if not found
113 s16 MapgenV6::find_stone_level(v2s16 p2d) {
114         v3s16 em = vm->m_area.getExtent();
115         s16 y_nodes_max = vm->m_area.MaxEdge.Y;
116         s16 y_nodes_min = vm->m_area.MinEdge.Y;
117         u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
118         s16 y;
119
120         for (y = y_nodes_max; y >= y_nodes_min; y--) {
121                 MapNode &n = vm->m_data[i];
122                 content_t c = n.getContent();
123                 if (c != CONTENT_IGNORE && (
124                         c == c_stone || c == c_desert_stone))
125                         break;
126
127                 vm->m_area.add_y(em, i, -1);
128         }
129         return (y >= y_nodes_min) ? y : y_nodes_min - 1;
130 }
131
132
133 // Required by mapgen.h
134 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
135 {
136         /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
137                         seed, v2s16(blockpos.X, blockpos.Z));*/
138         // Nah, this is just a heuristic, just return something
139         s16 minimum_groundlevel = water_level;
140
141         if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
142                 return true;
143         else
144                 return false;
145 }
146
147
148 //////////////////////// Base terrain height functions
149
150 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
151                                                                         float steepness, float height_select) { 
152         float base   = 1 + terrain_base;
153         float higher = 1 + terrain_higher;
154
155         // Limit higher ground level to at least base
156         if(higher < base)
157                 higher = base;
158
159         // Steepness factor of cliffs
160         float b = steepness;
161         b = rangelim(b, 0.0, 1000.0);
162         b = 5 * b * b * b * b * b * b * b;
163         b = rangelim(b, 0.5, 1000.0);
164
165         // Values 1.5...100 give quite horrible looking slopes
166         if (b > 1.5 && b < 100.0)
167                 b = (b < 10.0) ? 1.5 : 100.0;
168
169         float a_off = -0.20; // Offset to more low
170         float a = 0.5 + b * (a_off + height_select);
171         a = rangelim(a, 0.0, 1.0); // Limit
172         
173         return base * (1.0 - a) + higher * a;
174 }
175
176
177 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p) {
178         if (flags & MG_FLAT)
179                 return water_level;
180                 
181         float terrain_base   = NoisePerlin2DPosOffset(noise_terrain_base->np,
182                                                         p.X, 0.5, p.Y, 0.5, seed);
183         float terrain_higher = NoisePerlin2DPosOffset(noise_terrain_higher->np,
184                                                         p.X, 0.5, p.Y, 0.5, seed);
185         float steepness      = NoisePerlin2DPosOffset(noise_steepness->np,
186                                                         p.X, 0.5, p.Y, 0.5, seed);
187         float height_select  = NoisePerlin2DNoTxfmPosOffset(noise_height_select->np,
188                                                         p.X, 0.5, p.Y, 0.5, seed);
189
190         return baseTerrainLevel(terrain_base, terrain_higher,
191                                                         steepness,    height_select);
192 }
193
194
195 float MapgenV6::baseTerrainLevelFromMap(v2s16 p) {
196         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
197         return baseTerrainLevelFromMap(index);
198 }
199
200
201 float MapgenV6::baseTerrainLevelFromMap(int index) {
202         if (flags & MG_FLAT)
203                 return water_level;
204         
205         float terrain_base   = noise_terrain_base->result[index];
206         float terrain_higher = noise_terrain_higher->result[index];
207         float steepness      = noise_steepness->result[index];
208         float height_select  = noise_height_select->result[index];
209         
210         return baseTerrainLevel(terrain_base, terrain_higher,
211                                                         steepness,    height_select);
212 }
213
214
215 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) {
216         return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
217 }
218
219
220 int MapgenV6::getGroundLevelAtPoint(v2s16 p) {
221         return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
222 }
223
224
225 //////////////////////// Noise functions
226
227 float MapgenV6::getMudAmount(v2s16 p) {
228         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
229         return getMudAmount(index);
230 }
231
232
233 bool MapgenV6::getHaveBeach(v2s16 p) {
234         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
235         return getHaveBeach(index);
236 }
237
238
239 BiomeType MapgenV6::getBiome(v2s16 p) {
240         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
241         return getBiome(index, p);
242 }
243
244
245 float MapgenV6::getHumidity(v2s16 p)
246 {
247         /*double noise = noise2d_perlin(
248                 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
249                 seed+72384, 4, 0.66);
250         noise = (noise + 1.0)/2.0;*/
251
252         float noise = NoisePerlin2D(np_humidity, p.X, p.Y, seed);
253
254         if (noise < 0.0)
255                 noise = 0.0;
256         if (noise > 1.0)
257                 noise = 1.0;
258         return noise;
259 }
260
261
262 float MapgenV6::getTreeAmount(v2s16 p)
263 {
264         /*double noise = noise2d_perlin(
265                         0.5+(float)p.X/125, 0.5+(float)p.Y/125,
266                         seed+2, 4, 0.66);*/
267         
268         float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
269         float zeroval = -0.39;
270         if (noise < zeroval)
271                 return 0;
272         else
273                 return 0.04 * (noise-zeroval) / (1.0-zeroval);
274 }
275
276
277 bool MapgenV6::getHaveAppleTree(v2s16 p)
278 {
279         /*is_apple_tree = noise2d_perlin(
280                 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
281                 data->seed+342902, 3, 0.45) > 0.2;*/
282         
283         float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
284         
285         return noise > 0.2;
286 }
287
288
289 float MapgenV6::getMudAmount(int index)
290 {
291         if (flags & MG_FLAT)
292                 return AVERAGE_MUD_AMOUNT;
293                 
294         /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
295                         0.5+(float)p.X/200, 0.5+(float)p.Y/200,
296                         seed+91013, 3, 0.55));*/
297         
298         return noise_mud->result[index];
299 }
300
301
302 bool MapgenV6::getHaveBeach(int index)
303 {
304         // Determine whether to have sand here
305         /*double sandnoise = noise2d_perlin(
306                         0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
307                         seed+59420, 3, 0.50);*/
308         
309         float sandnoise = noise_beach->result[index];
310         return (sandnoise > freq_beach);
311 }
312
313
314 BiomeType MapgenV6::getBiome(int index, v2s16 p)
315 {
316         // Just do something very simple as for now
317         /*double d = noise2d_perlin(
318                         0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
319                         seed+9130, 3, 0.50);*/
320         
321         float d = noise_biome->result[index];
322         if (d > freq_desert)
323                 return BT_DESERT;
324                 
325         if ((flags & MGV6_BIOME_BLEND) &&
326                 (d > freq_desert - 0.10) &&
327                 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
328                 return BT_DESERT;
329         
330         return BT_NORMAL;
331 }
332
333
334 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
335 {
336         s32 x=p.X, y=p.Y, z=p.Z;
337         return (u32)(seed%0x100000000ULL) + z*38134234 + y*42123 + x*23;
338 }
339
340
341 //////////////////////// Map generator
342
343 void MapgenV6::makeChunk(BlockMakeData *data) {
344         assert(data->vmanip);
345         assert(data->nodedef);
346         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
347                    data->blockpos_requested.Y >= data->blockpos_min.Y &&
348                    data->blockpos_requested.Z >= data->blockpos_min.Z);
349         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
350                    data->blockpos_requested.Y <= data->blockpos_max.Y &&
351                    data->blockpos_requested.Z <= data->blockpos_max.Z);
352                         
353         this->generating = true;
354         this->vm   = data->vmanip;      
355         this->ndef = data->nodedef;
356         
357         // Hack: use minimum block coords for old code that assumes a single block
358         v3s16 blockpos = data->blockpos_requested;
359         v3s16 blockpos_min = data->blockpos_min;
360         v3s16 blockpos_max = data->blockpos_max;
361
362         // Area of central chunk
363         node_min = blockpos_min*MAP_BLOCKSIZE;
364         node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
365
366         // Full allocated area
367         full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
368         full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
369
370         central_area_size = node_max - node_min + v3s16(1,1,1);
371         assert(central_area_size.X == central_area_size.Z);
372
373         int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
374                                           * (blockpos_max.Y - blockpos_min.Y + 1)
375                                           * (blockpos_max.Z - blockpos_max.Z + 1);
376
377         volume_nodes = volume_blocks *
378                 MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
379
380         // Create a block-specific seed
381         blockseed = get_blockseed(data->seed, full_node_min);
382
383         // Make some noise
384         calculateNoise();
385
386         c_stone           = ndef->getId("mapgen_stone");
387         c_dirt            = ndef->getId("mapgen_dirt");
388         c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
389         c_sand            = ndef->getId("mapgen_sand");
390         c_water_source    = ndef->getId("mapgen_water_source");
391         c_lava_source     = ndef->getId("mapgen_lava_source");
392         c_gravel          = ndef->getId("mapgen_gravel");
393         c_cobble          = ndef->getId("mapgen_cobble");
394         c_desert_sand     = ndef->getId("mapgen_desert_sand");
395         c_desert_stone    = ndef->getId("mapgen_desert_stone");
396         if (c_desert_sand == CONTENT_IGNORE)
397                 c_desert_sand = c_sand;
398         if (c_desert_stone == CONTENT_IGNORE)
399                 c_desert_stone = c_stone;
400
401         // Maximum height of the stone surface and obstacles.
402         // This is used to guide the cave generation
403         s16 stone_surface_max_y;
404
405         // Generate general ground level to full area
406         stone_surface_max_y = generateGround();
407
408         generateExperimental();
409
410         const s16 max_spread_amount = MAP_BLOCKSIZE;
411         // Limit dirt flow area by 1 because mud is flown into neighbors.
412         s16 mudflow_minpos = -max_spread_amount + 1;
413         s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
414
415         // Loop this part, it will make stuff look older and newer nicely
416         const u32 age_loops = 2;
417         for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
418                 // Make caves (this code is relatively horrible)
419                 if (flags & MG_CAVES)
420                         generateCaves(stone_surface_max_y);
421
422                 // Add mud to the central chunk
423                 addMud();
424
425                 // Add blobs of dirt and gravel underground
426                 addDirtGravelBlobs();
427
428                 // Flow mud away from steep edges
429                 flowMud(mudflow_minpos, mudflow_maxpos);
430
431         }
432         
433         // Add dungeons
434         if (flags & MG_DUNGEONS) {
435                 DungeonGen dgen(ndef, data->seed, water_level);
436                 dgen.generate(vm, blockseed, full_node_min, full_node_max);
437         }
438         
439         // Add top and bottom side of water to transforming_liquid queue
440         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
441
442         // Grow grass
443         growGrass();
444
445         // Generate some trees, and add grass, if a jungle
446         if (flags & MG_TREES)
447                 placeTreesAndJungleGrass();
448         
449         // Generate the registered decorations
450         for (unsigned int i = 0; i != emerge->decorations.size(); i++) {
451                 Decoration *deco = emerge->decorations[i];
452                 deco->placeDeco(this, blockseed + i, node_min, node_max);
453         }
454
455         // Generate the registered ores
456         for (unsigned int i = 0; i != emerge->ores.size(); i++) {
457                 Ore *ore = emerge->ores[i];
458                 ore->placeOre(this, blockseed + i, node_min, node_max);
459         }
460
461         // Calculate lighting
462         if (!(flags & MG_NOLIGHT))
463                 calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
464                                          node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
465         
466         this->generating = false;
467 }
468
469
470 void MapgenV6::calculateNoise() {
471         int x = node_min.X;
472         int z = node_min.Z;
473
474         // Need to adjust for the original implementation's +.5 offset...
475         if (!(flags & MG_FLAT)) {
476                 noise_terrain_base->perlinMap2D(
477                         x + 0.5 * noise_terrain_base->np->spread.X,
478                         z + 0.5 * noise_terrain_base->np->spread.Z);
479                 noise_terrain_base->transformNoiseMap();
480
481                 noise_terrain_higher->perlinMap2D(
482                         x + 0.5 * noise_terrain_higher->np->spread.X,
483                         z + 0.5 * noise_terrain_higher->np->spread.Z);
484                 noise_terrain_higher->transformNoiseMap();
485
486                 noise_steepness->perlinMap2D(
487                         x + 0.5 * noise_steepness->np->spread.X,
488                         z + 0.5 * noise_steepness->np->spread.Z);
489                 noise_steepness->transformNoiseMap();
490
491                 noise_height_select->perlinMap2D(
492                         x + 0.5 * noise_height_select->np->spread.X,
493                         z + 0.5 * noise_height_select->np->spread.Z);
494
495                 noise_mud->perlinMap2D(
496                         x + 0.5 * noise_mud->np->spread.X,
497                         z + 0.5 * noise_mud->np->spread.Z);
498                 noise_mud->transformNoiseMap();
499         }
500
501         noise_beach->perlinMap2D(
502                 x + 0.2 * noise_beach->np->spread.X,
503                 z + 0.7 * noise_beach->np->spread.Z);
504
505         noise_biome->perlinMap2D(
506                 x + 0.6 * noise_biome->np->spread.X,
507                 z + 0.2 * noise_biome->np->spread.Z);
508 }
509
510
511 int MapgenV6::generateGround() {
512         //TimeTaker timer1("Generating ground level");
513         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
514         MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
515         int stone_surface_max_y = -MAP_GENERATION_LIMIT;
516         u32 index = 0;
517         
518         for (s16 z = node_min.Z; z <= node_max.Z; z++)
519         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
520                 // Surface height
521                 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
522                 
523                 // Log it
524                 if (surface_y > stone_surface_max_y)
525                         stone_surface_max_y = surface_y;
526
527                 BiomeType bt = getBiome(index, v2s16(x, z));
528                 
529                 // Fill ground with stone
530                 v3s16 em = vm->m_area.getExtent();
531                 u32 i = vm->m_area.index(x, node_min.Y, z);
532                 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
533                         if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
534                                 if (y <= surface_y) {
535                                         vm->m_data[i] = (y > water_level && bt == BT_DESERT) ? 
536                                                 n_desert_stone : n_stone;
537                                 } else if (y <= water_level) {
538                                         vm->m_data[i] = n_water_source;
539                                 } else {
540                                         vm->m_data[i] = n_air;
541                                 }
542                         }
543                         vm->m_area.add_y(em, i, 1);
544                 }
545         }
546         
547         return stone_surface_max_y;
548 }
549
550
551 void MapgenV6::addMud() {
552         // 15ms @cs=8
553         //TimeTaker timer1("add mud");
554         MapNode n_dirt(c_dirt), n_gravel(c_gravel);
555         MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
556         MapNode addnode;
557
558         u32 index = 0;
559         for (s16 z = node_min.Z; z <= node_max.Z; z++)
560         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
561                 // Randomize mud amount
562                 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
563
564                 // Find ground level
565                 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
566                 
567                 // Handle area not found
568                 if (surface_y == vm->m_area.MinEdge.Y - 1)
569                         continue;
570                 
571                 BiomeType bt = getBiome(index, v2s16(x, z));
572                 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
573
574                 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
575                         addnode = n_sand;
576                 } else if (mud_add_amount <= 0) {
577                         mud_add_amount = 1 - mud_add_amount;
578                         addnode = n_gravel;
579                 } else if (bt == BT_NORMAL && getHaveBeach(index) &&
580                                 surface_y + mud_add_amount <= water_level + 2) {
581                         addnode = n_sand;
582                 }
583
584                 if (bt == BT_DESERT && surface_y > 20)
585                         mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
586
587                 // If topmost node is grass, change it to mud.  It might be if it was
588                 // flown to there from a neighboring chunk and then converted.
589                 u32 i = vm->m_area.index(x, surface_y, z);
590                 if (vm->m_data[i].getContent() == c_dirt_with_grass)
591                         vm->m_data[i] = n_dirt;
592
593                 // Add mud on ground
594                 s16 mudcount = 0;
595                 v3s16 em = vm->m_area.getExtent();
596                 s16 y_start = surface_y + 1;
597                 i = vm->m_area.index(x, y_start, z);
598                 for (s16 y = y_start; y <= node_max.Y; y++) {
599                         if (mudcount >= mud_add_amount)
600                                 break;
601
602                         vm->m_data[i] = addnode;
603                         mudcount++;
604
605                         vm->m_area.add_y(em, i, 1);
606                 }
607         }
608 }
609
610
611 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) {
612         // 340ms @cs=8
613         TimeTaker timer1("flow mud");
614
615         // Iterate a few times
616         for(s16 k = 0; k < 3; k++) {
617                 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
618                 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
619                         // Invert coordinates every 2nd iteration
620                         if (k % 2 == 0) {
621                                 x = mudflow_maxpos - (x - mudflow_minpos);
622                                 z = mudflow_maxpos - (z - mudflow_minpos);
623                         }
624
625                         // Node position in 2d
626                         v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
627
628                         v3s16 em = vm->m_area.getExtent();
629                         u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
630                         s16 y = node_max.Y;
631
632                         while(y >= node_min.Y)
633                         {
634
635                         for(;; y--)
636                         {
637                                 MapNode *n = NULL;
638                                 // Find mud
639                                 for(; y >= node_min.Y; y--) {
640                                         n = &vm->m_data[i];
641                                         if (n->getContent() == c_dirt ||
642                                                 n->getContent() == c_dirt_with_grass ||
643                                                 n->getContent() == c_gravel)
644                                                 break;
645
646                                         vm->m_area.add_y(em, i, -1);
647                                 }
648
649                                 // Stop if out of area
650                                 //if(vmanip.m_area.contains(i) == false)
651                                 if (y < node_min.Y)
652                                         break;
653
654                                 if (n->getContent() == c_dirt ||
655                                         n->getContent() == c_dirt_with_grass)
656                                 {
657                                         // Make it exactly mud
658                                         n->setContent(c_dirt);
659
660                                         // Don't flow it if the stuff under it is not mud
661                                         {
662                                                 u32 i2 = i;
663                                                 vm->m_area.add_y(em, i2, -1);
664                                                 // Cancel if out of area
665                                                 if(vm->m_area.contains(i2) == false)
666                                                         continue;
667                                                 MapNode *n2 = &vm->m_data[i2];
668                                                 if (n2->getContent() != c_dirt &&
669                                                         n2->getContent() != c_dirt_with_grass)
670                                                         continue;
671                                         }
672                                 }
673
674                                 v3s16 dirs4[4] = {
675                                         v3s16(0,0,1), // back
676                                         v3s16(1,0,0), // right
677                                         v3s16(0,0,-1), // front
678                                         v3s16(-1,0,0), // left
679                                 };
680
681                                 // Check that upper is air or doesn't exist.
682                                 // Cancel dropping if upper keeps it in place
683                                 u32 i3 = i;
684                                 vm->m_area.add_y(em, i3, 1);
685                                 if (vm->m_area.contains(i3) == true &&
686                                         ndef->get(vm->m_data[i3]).walkable)
687                                         continue;
688
689                                 // Drop mud on side
690                                 for(u32 di=0; di<4; di++) {
691                                         v3s16 dirp = dirs4[di];
692                                         u32 i2 = i;
693                                         // Move to side
694                                         vm->m_area.add_p(em, i2, dirp);
695                                         // Fail if out of area
696                                         if (vm->m_area.contains(i2) == false)
697                                                 continue;
698                                         // Check that side is air
699                                         MapNode *n2 = &vm->m_data[i2];
700                                         if (ndef->get(*n2).walkable)
701                                                 continue;
702                                         // Check that under side is air
703                                         vm->m_area.add_y(em, i2, -1);
704                                         if (vm->m_area.contains(i2) == false)
705                                                 continue;
706                                         n2 = &vm->m_data[i2];
707                                         if (ndef->get(*n2).walkable)
708                                                 continue;
709                                         // Loop further down until not air
710                                         bool dropped_to_unknown = false;
711                                         do {
712                                                 vm->m_area.add_y(em, i2, -1);
713                                                 n2 = &vm->m_data[i2];
714                                                 // if out of known area
715                                                 if(vm->m_area.contains(i2) == false ||
716                                                         n2->getContent() == CONTENT_IGNORE) {
717                                                         dropped_to_unknown = true;
718                                                         break;
719                                                 }
720                                         } while (ndef->get(*n2).walkable == false);
721                                         // Loop one up so that we're in air
722                                         vm->m_area.add_y(em, i2, 1);
723                                         n2 = &vm->m_data[i2];
724
725                                         bool old_is_water = (n->getContent() == c_water_source);
726                                         // Move mud to new place
727                                         if (!dropped_to_unknown) {
728                                                 *n2 = *n;
729                                                 // Set old place to be air (or water)
730                                                 if(old_is_water)
731                                                         *n = MapNode(c_water_source);
732                                                 else
733                                                         *n = MapNode(CONTENT_AIR);
734                                         }
735
736                                         // Done
737                                         break;
738                                 }
739                         }
740                         }
741                 }
742         }
743 }
744
745
746 void MapgenV6::addDirtGravelBlobs() {
747         if (getBiome(v2s16(node_min.X, node_min.Z)) != BT_NORMAL)
748                 return;
749         
750         PseudoRandom pr(blockseed + 983);
751         for (int i = 0; i < volume_nodes/10/10/10; i++) {
752                 bool only_fill_cave = (myrand_range(0,1) != 0);
753                 v3s16 size(
754                         pr.range(1, 8),
755                         pr.range(1, 8),
756                         pr.range(1, 8)
757                 );
758                 v3s16 p0(
759                         pr.range(node_min.X, node_max.X) - size.X / 2,
760                         pr.range(node_min.Y, node_max.Y) - size.Y / 2,
761                         pr.range(node_min.Z, node_max.Z) - size.Z / 2
762                 );
763                 
764                 MapNode n1((p0.Y > -32 && !pr.range(0, 1)) ? c_dirt : c_gravel);
765                 for (int z1 = 0; z1 < size.Z; z1++)
766                 for (int y1 = 0; y1 < size.Y; y1++)
767                 for (int x1 = 0; x1 < size.X; x1++) {
768                         v3s16 p = p0 + v3s16(x1, y1, z1);
769                         u32 i = vm->m_area.index(p);
770                         if (!vm->m_area.contains(i))
771                                 continue;
772                         // Cancel if not stone and not cave air
773                         if (vm->m_data[i].getContent() != c_stone &&
774                                 !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
775                                 continue;
776                         if (only_fill_cave && !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
777                                 continue;
778                         vm->m_data[i] = n1;
779                 }
780         }
781 }
782
783
784 void MapgenV6::placeTreesAndJungleGrass() {
785         //TimeTaker t("placeTrees");
786         if (node_max.Y < water_level)
787                 return;
788         
789         PseudoRandom grassrandom(blockseed + 53);
790         content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
791         // if we don't have junglegrass, don't place cignore... that's bad
792         if (c_junglegrass == CONTENT_IGNORE)
793                 c_junglegrass = CONTENT_AIR;
794         MapNode n_junglegrass(c_junglegrass);
795         v3s16 em = vm->m_area.getExtent();
796         
797         // Divide area into parts
798         s16 div = 8;
799         s16 sidelen = central_area_size.X / div;
800         double area = sidelen * sidelen;
801         
802         // N.B.  We must add jungle grass first, since tree leaves will
803         // obstruct the ground, giving us a false ground level
804         for (s16 z0 = 0; z0 < div; z0++)
805         for (s16 x0 = 0; x0 < div; x0++) {
806                 // Center position of part of division
807                 v2s16 p2d_center(
808                         node_min.X + sidelen / 2 + sidelen * x0,
809                         node_min.Z + sidelen / 2 + sidelen * z0
810                 );
811                 // Minimum edge of part of division
812                 v2s16 p2d_min(
813                         node_min.X + sidelen * x0,
814                         node_min.Z + sidelen * z0
815                 );
816                 // Maximum edge of part of division
817                 v2s16 p2d_max(
818                         node_min.X + sidelen + sidelen * x0 - 1,
819                         node_min.Z + sidelen + sidelen * z0 - 1
820                 );
821                 
822                 // Amount of trees, jungle area
823                 u32 tree_count = area * getTreeAmount(p2d_center);
824                 
825                 float humidity;
826                 bool is_jungle = false;
827                 if (flags & MGV6_JUNGLES) {
828                         humidity = getHumidity(p2d_center);
829                         if (humidity > 0.75) {
830                                 is_jungle = true;
831                                 tree_count *= 4;
832                         }
833                 }
834
835                 // Add jungle grass
836                 if (is_jungle) {                        
837                         u32 grass_count = 5 * humidity * tree_count;
838                         for (u32 i = 0; i < grass_count; i++) {
839                                 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
840                                 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
841                                 
842                                 s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////optimize this!
843                                 if (y < water_level || y < node_min.Y || y > node_max.Y)
844                                         continue;
845                                 
846                                 u32 vi = vm->m_area.index(x, y, z);
847                                 // place on dirt_with_grass, since we know it is exposed to sunlight
848                                 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
849                                         vm->m_area.add_y(em, vi, 1);
850                                         vm->m_data[vi] = n_junglegrass;
851                                 }
852                         }
853                 }
854                 
855                 // Put trees in random places on part of division
856                 for (u32 i = 0; i < tree_count; i++) {
857                         s16 x = myrand_range(p2d_min.X, p2d_max.X);
858                         s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
859                         s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////////optimize this!
860                         // Don't make a tree under water level
861                         // Don't make a tree so high that it doesn't fit
862                         if(y < water_level || y > node_max.Y - 6)
863                                 continue;
864                         
865                         v3s16 p(x,y,z);
866                         // Trees grow only on mud and grass
867                         {
868                                 u32 i = vm->m_area.index(p);
869                                 MapNode *n = &vm->m_data[i];
870                                 if (n->getContent() != c_dirt &&
871                                         n->getContent() != c_dirt_with_grass)
872                                         continue;
873                         }
874                         p.Y++;
875                         
876                         // Make a tree
877                         if (is_jungle) {
878                                 treegen::make_jungletree(*vm, p, ndef, myrand());
879                         } else {
880                                 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
881                                                                                 getHaveAppleTree(v2s16(x, z));
882                                 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
883                         }
884                 }
885         }
886         //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
887 }
888
889
890 void MapgenV6::growGrass() {
891         for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
892         for (s16 x = full_node_min.X; x <= full_node_max.X; x++) {
893                 // Find the lowest surface to which enough light ends up to make
894                 // grass grow.  Basically just wait until not air and not leaves.
895                 s16 surface_y = 0;
896                 {
897                         v3s16 em = vm->m_area.getExtent();
898                         u32 i = vm->m_area.index(x, node_max.Y, z);
899                         s16 y;
900                         // Go to ground level
901                         for (y = node_max.Y; y >= full_node_min.Y; y--) {
902                                 MapNode &n = vm->m_data[i];
903                                 if (ndef->get(n).param_type != CPT_LIGHT ||
904                                         ndef->get(n).liquid_type != LIQUID_NONE)
905                                         break;
906                                 vm->m_area.add_y(em, i, -1);
907                         }
908                         surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
909                 }
910
911                 u32 i = vm->m_area.index(x, surface_y, z);
912                 MapNode *n = &vm->m_data[i];
913                 if (n->getContent() == c_dirt && surface_y >= water_level - 20)
914                         n->setContent(c_dirt_with_grass);
915         }
916 }
917
918
919 void MapgenV6::generateCaves(int max_stone_y) {
920         float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
921         int volume_nodes = (node_max.X - node_min.X + 1) *
922                                            (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
923         cave_amount = MYMAX(0.0, cave_amount);
924         u32 caves_count = cave_amount * volume_nodes / 50000;
925         u32 bruises_count = 1;
926         PseudoRandom ps(blockseed + 21343);
927         PseudoRandom ps2(blockseed + 1032);
928         
929         if (ps.range(1, 6) == 1)
930                 bruises_count = ps.range(0, ps.range(0, 2));
931         
932         if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
933                 caves_count   /= 3;
934                 bruises_count /= 3;
935         }
936         
937         for (u32 i = 0; i < caves_count + bruises_count; i++) {
938                 bool large_cave = (i >= caves_count);
939                 CaveV6 cave(this, &ps, &ps2, large_cave);
940
941                 cave.makeCave(node_min, node_max, max_stone_y);
942         }
943 }