mapgen: Resolve nodes in ctor rather than makeChunk
[oweals/minetest.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 FlagDesc flagdesc_mapgen_v6[] = {
41         {"jungles",    MGV6_JUNGLES},
42         {"biomeblend", MGV6_BIOMEBLEND},
43         {"mudflow",    MGV6_MUDFLOW},
44         {NULL,         0}
45 };
46
47 ///////////////////////////////////////////////////////////////////////////////
48
49
50 MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge) {
51         this->generating  = false;
52         this->id       = mapgenid;
53         this->emerge   = emerge;
54
55         this->seed        = (int)params->seed;
56         this->water_level = params->water_level;
57         this->flags       = params->flags;
58         this->csize       = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
59         this->gennotify   = emerge->gennotify;
60
61         this->ystride = csize.X; //////fix this
62         
63         MapgenV6Params *sp = (MapgenV6Params *)params->sparams;
64
65         this->spflags     = sp->spflags;
66         this->freq_desert = sp->freq_desert;
67         this->freq_beach  = sp->freq_beach;
68
69         np_cave        = &sp->np_cave;
70         np_humidity    = &sp->np_humidity;
71         np_trees       = &sp->np_trees;
72         np_apple_trees = &sp->np_apple_trees;
73
74         //// Create noise objects
75         noise_terrain_base   = new Noise(&sp->np_terrain_base,   seed, csize.X, csize.Y);
76         noise_terrain_higher = new Noise(&sp->np_terrain_higher, seed, csize.X, csize.Y);
77         noise_steepness      = new Noise(&sp->np_steepness,      seed, csize.X, csize.Y);
78         noise_height_select  = new Noise(&sp->np_height_select,  seed, csize.X, csize.Y);
79         noise_mud            = new Noise(&sp->np_mud,            seed, csize.X, csize.Y);
80         noise_beach          = new Noise(&sp->np_beach,          seed, csize.X, csize.Y);
81         noise_biome          = new Noise(&sp->np_biome,          seed, csize.X, csize.Y);
82
83         //// Resolve nodes to be used
84         INodeDefManager *ndef = emerge->ndef;
85
86         c_stone           = ndef->getId("mapgen_stone");
87         c_dirt            = ndef->getId("mapgen_dirt");
88         c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
89         c_sand            = ndef->getId("mapgen_sand");
90         c_water_source    = ndef->getId("mapgen_water_source");
91         c_lava_source     = ndef->getId("mapgen_lava_source");
92         c_gravel          = ndef->getId("mapgen_gravel");
93         c_cobble          = ndef->getId("mapgen_cobble");
94         c_desert_sand     = ndef->getId("mapgen_desert_sand");
95         c_desert_stone    = ndef->getId("mapgen_desert_stone");
96         c_mossycobble     = ndef->getId("mapgen_mossycobble");
97         c_sandbrick       = ndef->getId("mapgen_sandstonebrick");
98         c_stair_cobble    = ndef->getId("mapgen_stair_cobble");
99         c_stair_sandstone = ndef->getId("mapgen_stair_sandstone");
100         if (c_desert_sand == CONTENT_IGNORE)
101                 c_desert_sand = c_sand;
102         if (c_desert_stone == CONTENT_IGNORE)
103                 c_desert_stone = c_stone;
104         if (c_mossycobble == CONTENT_IGNORE)
105                 c_mossycobble = c_cobble;
106         if (c_sandbrick == CONTENT_IGNORE)
107                 c_sandbrick = c_desert_stone;
108         if (c_stair_cobble == CONTENT_IGNORE)
109                 c_stair_cobble = c_cobble;
110         if (c_stair_sandstone == CONTENT_IGNORE)
111                 c_stair_sandstone = c_sandbrick;
112 }
113
114
115 MapgenV6::~MapgenV6() {
116         delete noise_terrain_base;
117         delete noise_terrain_higher;
118         delete noise_steepness;
119         delete noise_height_select;
120         delete noise_mud;
121         delete noise_beach;
122         delete noise_biome;
123 }
124
125
126 MapgenV6Params::MapgenV6Params() {
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);
132         np_terrain_higher = NoiseParams(20,  16.0, v3f(500.0, 500.0, 500.0), 85039,  5, 0.6);
133         np_steepness      = NoiseParams(0.85,0.5,  v3f(125.0, 125.0, 125.0), -932,   5, 0.7);
134         np_height_select  = NoiseParams(0.5, 1.0,  v3f(250.0, 250.0, 250.0), 4213,   5, 0.69);
135         np_mud            = NoiseParams(4,   2.0,  v3f(200.0, 200.0, 200.0), 91013,  3, 0.55);
136         np_beach          = NoiseParams(0,   1.0,  v3f(250.0, 250.0, 250.0), 59420,  3, 0.50);
137         np_biome          = NoiseParams(0,   1.0,  v3f(250.0, 250.0, 250.0), 9130,   3, 0.50);
138         np_cave           = NoiseParams(6,   6.0,  v3f(250.0, 250.0, 250.0), 34329,  3, 0.50);
139         np_humidity       = NoiseParams(0.5, 0.5,  v3f(500.0, 500.0, 500.0), 72384,  4, 0.66);
140         np_trees          = NoiseParams(0,   1.0,  v3f(125.0, 125.0, 125.0), 2,      4, 0.66);
141         np_apple_trees    = NoiseParams(0,   1.0,  v3f(100.0, 100.0, 100.0), 342902, 3, 0.45);
142 }
143
144
145 void MapgenV6Params::readParams(Settings *settings) {
146         settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
147         settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
148         settings->getFloatNoEx("mgv6_freq_beach",  freq_beach);
149
150         settings->getNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
151         settings->getNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
152         settings->getNoiseParams("mgv6_np_steepness",      np_steepness);
153         settings->getNoiseParams("mgv6_np_height_select",  np_height_select);
154         settings->getNoiseParams("mgv6_np_mud",            np_mud);
155         settings->getNoiseParams("mgv6_np_beach",          np_beach);
156         settings->getNoiseParams("mgv6_np_biome",          np_biome);
157         settings->getNoiseParams("mgv6_np_cave",           np_cave);
158         settings->getNoiseParams("mgv6_np_humidity",       np_humidity);
159         settings->getNoiseParams("mgv6_np_trees",          np_trees);
160         settings->getNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
161 }
162
163
164 void MapgenV6Params::writeParams(Settings *settings) {
165         settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, (u32)-1);
166         settings->setFloat("mgv6_freq_desert", freq_desert);
167         settings->setFloat("mgv6_freq_beach",  freq_beach);
168
169         settings->setNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
170         settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
171         settings->setNoiseParams("mgv6_np_steepness",      np_steepness);
172         settings->setNoiseParams("mgv6_np_height_select",  np_height_select);
173         settings->setNoiseParams("mgv6_np_mud",            np_mud);
174         settings->setNoiseParams("mgv6_np_beach",          np_beach);
175         settings->setNoiseParams("mgv6_np_biome",          np_biome);
176         settings->setNoiseParams("mgv6_np_cave",           np_cave);
177         settings->setNoiseParams("mgv6_np_humidity",       np_humidity);
178         settings->setNoiseParams("mgv6_np_trees",          np_trees);
179         settings->setNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
180 }
181
182
183 //////////////////////// Some helper functions for the map generator
184
185
186 // Returns Y one under area minimum if not found
187 s16 MapgenV6::find_stone_level(v2s16 p2d) {
188         v3s16 em = vm->m_area.getExtent();
189         s16 y_nodes_max = vm->m_area.MaxEdge.Y;
190         s16 y_nodes_min = vm->m_area.MinEdge.Y;
191         u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
192         s16 y;
193
194         for (y = y_nodes_max; y >= y_nodes_min; y--) {
195                 MapNode &n = vm->m_data[i];
196                 content_t c = n.getContent();
197                 if (c != CONTENT_IGNORE && (
198                         c == c_stone || c == c_desert_stone))
199                         break;
200
201                 vm->m_area.add_y(em, i, -1);
202         }
203         return (y >= y_nodes_min) ? y : y_nodes_min - 1;
204 }
205
206
207 // Required by mapgen.h
208 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
209 {
210         /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
211                         seed, v2s16(blockpos.X, blockpos.Z));*/
212         // Nah, this is just a heuristic, just return something
213         s16 minimum_groundlevel = water_level;
214
215         if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
216                 return true;
217         else
218                 return false;
219 }
220
221
222 //////////////////////// Base terrain height functions
223
224 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
225                                                                         float steepness, float height_select) { 
226         float base   = 1 + terrain_base;
227         float higher = 1 + terrain_higher;
228
229         // Limit higher ground level to at least base
230         if(higher < base)
231                 higher = base;
232
233         // Steepness factor of cliffs
234         float b = steepness;
235         b = rangelim(b, 0.0, 1000.0);
236         b = 5 * b * b * b * b * b * b * b;
237         b = rangelim(b, 0.5, 1000.0);
238
239         // Values 1.5...100 give quite horrible looking slopes
240         if (b > 1.5 && b < 100.0)
241                 b = (b < 10.0) ? 1.5 : 100.0;
242
243         float a_off = -0.20; // Offset to more low
244         float a = 0.5 + b * (a_off + height_select);
245         a = rangelim(a, 0.0, 1.0); // Limit
246         
247         return base * (1.0 - a) + higher * a;
248 }
249
250
251 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p) {
252         if (flags & MG_FLAT)
253                 return water_level;
254                 
255         float terrain_base   = NoisePerlin2DPosOffset(noise_terrain_base->np,
256                                                         p.X, 0.5, p.Y, 0.5, seed);
257         float terrain_higher = NoisePerlin2DPosOffset(noise_terrain_higher->np,
258                                                         p.X, 0.5, p.Y, 0.5, seed);
259         float steepness      = NoisePerlin2DPosOffset(noise_steepness->np,
260                                                         p.X, 0.5, p.Y, 0.5, seed);
261         float height_select  = NoisePerlin2DNoTxfmPosOffset(noise_height_select->np,
262                                                         p.X, 0.5, p.Y, 0.5, seed);
263
264         return baseTerrainLevel(terrain_base, terrain_higher,
265                                                         steepness,    height_select);
266 }
267
268
269 float MapgenV6::baseTerrainLevelFromMap(v2s16 p) {
270         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
271         return baseTerrainLevelFromMap(index);
272 }
273
274
275 float MapgenV6::baseTerrainLevelFromMap(int index) {
276         if (flags & MG_FLAT)
277                 return water_level;
278         
279         float terrain_base   = noise_terrain_base->result[index];
280         float terrain_higher = noise_terrain_higher->result[index];
281         float steepness      = noise_steepness->result[index];
282         float height_select  = noise_height_select->result[index];
283         
284         return baseTerrainLevel(terrain_base, terrain_higher,
285                                                         steepness,    height_select);
286 }
287
288
289 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) {
290         return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
291 }
292
293
294 int MapgenV6::getGroundLevelAtPoint(v2s16 p) {
295         return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
296 }
297
298
299 //////////////////////// Noise functions
300
301 float MapgenV6::getMudAmount(v2s16 p) {
302         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
303         return getMudAmount(index);
304 }
305
306
307 bool MapgenV6::getHaveBeach(v2s16 p) {
308         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
309         return getHaveBeach(index);
310 }
311
312
313 BiomeType MapgenV6::getBiome(v2s16 p) {
314         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
315         return getBiome(index, p);
316 }
317
318
319 float MapgenV6::getHumidity(v2s16 p)
320 {
321         /*double noise = noise2d_perlin(
322                 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
323                 seed+72384, 4, 0.66);
324         noise = (noise + 1.0)/2.0;*/
325
326         float noise = NoisePerlin2D(np_humidity, p.X, p.Y, seed);
327
328         if (noise < 0.0)
329                 noise = 0.0;
330         if (noise > 1.0)
331                 noise = 1.0;
332         return noise;
333 }
334
335
336 float MapgenV6::getTreeAmount(v2s16 p)
337 {
338         /*double noise = noise2d_perlin(
339                         0.5+(float)p.X/125, 0.5+(float)p.Y/125,
340                         seed+2, 4, 0.66);*/
341         
342         float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
343         float zeroval = -0.39;
344         if (noise < zeroval)
345                 return 0;
346         else
347                 return 0.04 * (noise-zeroval) / (1.0-zeroval);
348 }
349
350
351 bool MapgenV6::getHaveAppleTree(v2s16 p)
352 {
353         /*is_apple_tree = noise2d_perlin(
354                 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
355                 data->seed+342902, 3, 0.45) > 0.2;*/
356         
357         float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
358         
359         return noise > 0.2;
360 }
361
362
363 float MapgenV6::getMudAmount(int index)
364 {
365         if (flags & MG_FLAT)
366                 return AVERAGE_MUD_AMOUNT;
367                 
368         /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
369                         0.5+(float)p.X/200, 0.5+(float)p.Y/200,
370                         seed+91013, 3, 0.55));*/
371         
372         return noise_mud->result[index];
373 }
374
375
376 bool MapgenV6::getHaveBeach(int index)
377 {
378         // Determine whether to have sand here
379         /*double sandnoise = noise2d_perlin(
380                         0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
381                         seed+59420, 3, 0.50);*/
382         
383         float sandnoise = noise_beach->result[index];
384         return (sandnoise > freq_beach);
385 }
386
387
388 BiomeType MapgenV6::getBiome(int index, v2s16 p)
389 {
390         // Just do something very simple as for now
391         /*double d = noise2d_perlin(
392                         0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
393                         seed+9130, 3, 0.50);*/
394         
395         float d = noise_biome->result[index];
396         if (d > freq_desert)
397                 return BT_DESERT;
398                 
399         if ((spflags & MGV6_BIOMEBLEND) &&
400                 (d > freq_desert - 0.10) &&
401                 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
402                 return BT_DESERT;
403         
404         return BT_NORMAL;
405 }
406
407
408 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
409 {
410         s32 x=p.X, y=p.Y, z=p.Z;
411         return (u32)(seed%0x100000000ULL) + z*38134234 + y*42123 + x*23;
412 }
413
414
415 //////////////////////// Map generator
416
417 void MapgenV6::makeChunk(BlockMakeData *data) {
418         assert(data->vmanip);
419         assert(data->nodedef);
420         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
421                    data->blockpos_requested.Y >= data->blockpos_min.Y &&
422                    data->blockpos_requested.Z >= data->blockpos_min.Z);
423         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
424                    data->blockpos_requested.Y <= data->blockpos_max.Y &&
425                    data->blockpos_requested.Z <= data->blockpos_max.Z);
426                         
427         this->generating = true;
428         this->vm   = data->vmanip;      
429         this->ndef = data->nodedef;
430         
431         // Hack: use minimum block coords for old code that assumes a single block
432         v3s16 blockpos = data->blockpos_requested;
433         v3s16 blockpos_min = data->blockpos_min;
434         v3s16 blockpos_max = data->blockpos_max;
435
436         // Area of central chunk
437         node_min = blockpos_min*MAP_BLOCKSIZE;
438         node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
439
440         // Full allocated area
441         full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
442         full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
443
444         central_area_size = node_max - node_min + v3s16(1,1,1);
445         assert(central_area_size.X == central_area_size.Z);
446
447         int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
448                                           * (blockpos_max.Y - blockpos_min.Y + 1)
449                                           * (blockpos_max.Z - blockpos_max.Z + 1);
450
451         volume_nodes = volume_blocks *
452                 MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
453
454         // Create a block-specific seed
455         blockseed = get_blockseed(data->seed, full_node_min);
456
457         // Make some noise
458         calculateNoise();
459
460         // Maximum height of the stone surface and obstacles.
461         // This is used to guide the cave generation
462         s16 stone_surface_max_y;
463
464         // Generate general ground level to full area
465         stone_surface_max_y = generateGround();
466
467         generateExperimental();
468
469         const s16 max_spread_amount = MAP_BLOCKSIZE;
470         // Limit dirt flow area by 1 because mud is flown into neighbors.
471         s16 mudflow_minpos = -max_spread_amount + 1;
472         s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
473
474         // Loop this part, it will make stuff look older and newer nicely
475         const u32 age_loops = 2;
476         for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
477                 // Make caves (this code is relatively horrible)
478                 if (flags & MG_CAVES)
479                         generateCaves(stone_surface_max_y);
480
481                 // Add mud to the central chunk
482                 addMud();
483
484                 // Add blobs of dirt and gravel underground
485                 addDirtGravelBlobs();
486
487                 // Flow mud away from steep edges
488                 if (spflags & MGV6_MUDFLOW)
489                         flowMud(mudflow_minpos, mudflow_maxpos);
490
491         }
492         
493         // Add dungeons
494         if (flags & MG_DUNGEONS) {
495                 DungeonParams dp;
496
497                 dp.np_rarity  = nparams_dungeon_rarity;
498                 dp.np_density = nparams_dungeon_density;
499                 dp.np_wetness = nparams_dungeon_wetness;
500                 dp.c_water = c_water_source;
501                 if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_NORMAL) {
502                         dp.c_cobble  = c_cobble;
503                         dp.c_moss    = c_mossycobble;
504                         dp.c_stair   = c_stair_cobble;
505
506                         dp.diagonal_dirs = false;
507                         dp.mossratio  = 3.0;
508                         dp.holesize   = v3s16(1, 2, 1);
509                         dp.roomsize   = v3s16(0, 0, 0);
510                         dp.notifytype = GENNOTIFY_DUNGEON;
511                 } else {
512                         dp.c_cobble  = c_sandbrick;
513                         dp.c_moss    = c_sandbrick; // should make this 'cracked sandstone' later
514                         dp.c_stair   = c_stair_sandstone;
515
516                         dp.diagonal_dirs = true;
517                         dp.mossratio  = 0.0;
518                         dp.holesize   = v3s16(2, 3, 2);
519                         dp.roomsize   = v3s16(2, 5, 2);
520                         dp.notifytype = GENNOTIFY_TEMPLE;
521                 }
522
523                 DungeonGen dgen(this, &dp);
524                 dgen.generate(blockseed, full_node_min, full_node_max);
525         }
526         
527         // Add top and bottom side of water to transforming_liquid queue
528         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
529
530         // Grow grass
531         growGrass();
532
533         // Generate some trees, and add grass, if a jungle
534         if (flags & MG_TREES)
535                 placeTreesAndJungleGrass();
536         
537         // Generate the registered decorations
538         for (unsigned int i = 0; i != emerge->decorations.size(); i++) {
539                 Decoration *deco = emerge->decorations[i];
540                 deco->placeDeco(this, blockseed + i, node_min, node_max);
541         }
542
543         // Generate the registered ores
544         for (unsigned int i = 0; i != emerge->ores.size(); i++) {
545                 Ore *ore = emerge->ores[i];
546                 ore->placeOre(this, blockseed + i, node_min, node_max);
547         }
548
549         // Calculate lighting
550         if (flags & MG_LIGHT)
551                 calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
552                                          node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
553         
554         this->generating = false;
555 }
556
557
558 void MapgenV6::calculateNoise() {
559         int x = node_min.X;
560         int z = node_min.Z;
561
562         // Need to adjust for the original implementation's +.5 offset...
563         if (!(flags & MG_FLAT)) {
564                 noise_terrain_base->perlinMap2D(
565                         x + 0.5 * noise_terrain_base->np->spread.X,
566                         z + 0.5 * noise_terrain_base->np->spread.Z);
567                 noise_terrain_base->transformNoiseMap();
568
569                 noise_terrain_higher->perlinMap2D(
570                         x + 0.5 * noise_terrain_higher->np->spread.X,
571                         z + 0.5 * noise_terrain_higher->np->spread.Z);
572                 noise_terrain_higher->transformNoiseMap();
573
574                 noise_steepness->perlinMap2D(
575                         x + 0.5 * noise_steepness->np->spread.X,
576                         z + 0.5 * noise_steepness->np->spread.Z);
577                 noise_steepness->transformNoiseMap();
578
579                 noise_height_select->perlinMap2D(
580                         x + 0.5 * noise_height_select->np->spread.X,
581                         z + 0.5 * noise_height_select->np->spread.Z);
582
583                 noise_mud->perlinMap2D(
584                         x + 0.5 * noise_mud->np->spread.X,
585                         z + 0.5 * noise_mud->np->spread.Z);
586                 noise_mud->transformNoiseMap();
587         }
588
589         noise_beach->perlinMap2D(
590                 x + 0.2 * noise_beach->np->spread.X,
591                 z + 0.7 * noise_beach->np->spread.Z);
592
593         noise_biome->perlinMap2D(
594                 x + 0.6 * noise_biome->np->spread.X,
595                 z + 0.2 * noise_biome->np->spread.Z);
596 }
597
598
599 int MapgenV6::generateGround() {
600         //TimeTaker timer1("Generating ground level");
601         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
602         MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
603         int stone_surface_max_y = -MAP_GENERATION_LIMIT;
604         u32 index = 0;
605         
606         for (s16 z = node_min.Z; z <= node_max.Z; z++)
607         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
608                 // Surface height
609                 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
610                 
611                 // Log it
612                 if (surface_y > stone_surface_max_y)
613                         stone_surface_max_y = surface_y;
614
615                 BiomeType bt = getBiome(index, v2s16(x, z));
616                 
617                 // Fill ground with stone
618                 v3s16 em = vm->m_area.getExtent();
619                 u32 i = vm->m_area.index(x, node_min.Y, z);
620                 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
621                         if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
622                                 if (y <= surface_y) {
623                                         vm->m_data[i] = (y > water_level && bt == BT_DESERT) ? 
624                                                 n_desert_stone : n_stone;
625                                 } else if (y <= water_level) {
626                                         vm->m_data[i] = n_water_source;
627                                 } else {
628                                         vm->m_data[i] = n_air;
629                                 }
630                         }
631                         vm->m_area.add_y(em, i, 1);
632                 }
633         }
634         
635         return stone_surface_max_y;
636 }
637
638
639 void MapgenV6::addMud() {
640         // 15ms @cs=8
641         //TimeTaker timer1("add mud");
642         MapNode n_dirt(c_dirt), n_gravel(c_gravel);
643         MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
644         MapNode addnode;
645
646         u32 index = 0;
647         for (s16 z = node_min.Z; z <= node_max.Z; z++)
648         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
649                 // Randomize mud amount
650                 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
651
652                 // Find ground level
653                 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
654                 
655                 // Handle area not found
656                 if (surface_y == vm->m_area.MinEdge.Y - 1)
657                         continue;
658                 
659                 BiomeType bt = getBiome(index, v2s16(x, z));
660                 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
661
662                 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
663                         addnode = n_sand;
664                 } else if (mud_add_amount <= 0) {
665                         mud_add_amount = 1 - mud_add_amount;
666                         addnode = n_gravel;
667                 } else if (bt == BT_NORMAL && getHaveBeach(index) &&
668                                 surface_y + mud_add_amount <= water_level + 2) {
669                         addnode = n_sand;
670                 }
671
672                 if (bt == BT_DESERT && surface_y > 20)
673                         mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
674
675                 // If topmost node is grass, change it to mud.  It might be if it was
676                 // flown to there from a neighboring chunk and then converted.
677                 u32 i = vm->m_area.index(x, surface_y, z);
678                 if (vm->m_data[i].getContent() == c_dirt_with_grass)
679                         vm->m_data[i] = n_dirt;
680
681                 // Add mud on ground
682                 s16 mudcount = 0;
683                 v3s16 em = vm->m_area.getExtent();
684                 s16 y_start = surface_y + 1;
685                 i = vm->m_area.index(x, y_start, z);
686                 for (s16 y = y_start; y <= node_max.Y; y++) {
687                         if (mudcount >= mud_add_amount)
688                                 break;
689
690                         vm->m_data[i] = addnode;
691                         mudcount++;
692
693                         vm->m_area.add_y(em, i, 1);
694                 }
695         }
696 }
697
698
699 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) {
700         // 340ms @cs=8
701         TimeTaker timer1("flow mud");
702
703         // Iterate a few times
704         for(s16 k = 0; k < 3; k++) {
705                 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
706                 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
707                         // Invert coordinates every 2nd iteration
708                         if (k % 2 == 0) {
709                                 x = mudflow_maxpos - (x - mudflow_minpos);
710                                 z = mudflow_maxpos - (z - mudflow_minpos);
711                         }
712
713                         // Node position in 2d
714                         v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
715
716                         v3s16 em = vm->m_area.getExtent();
717                         u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
718                         s16 y = node_max.Y;
719
720                         while(y >= node_min.Y)
721                         {
722
723                         for(;; y--)
724                         {
725                                 MapNode *n = NULL;
726                                 // Find mud
727                                 for(; y >= node_min.Y; y--) {
728                                         n = &vm->m_data[i];
729                                         if (n->getContent() == c_dirt ||
730                                                 n->getContent() == c_dirt_with_grass ||
731                                                 n->getContent() == c_gravel)
732                                                 break;
733
734                                         vm->m_area.add_y(em, i, -1);
735                                 }
736
737                                 // Stop if out of area
738                                 //if(vmanip.m_area.contains(i) == false)
739                                 if (y < node_min.Y)
740                                         break;
741
742                                 if (n->getContent() == c_dirt ||
743                                         n->getContent() == c_dirt_with_grass)
744                                 {
745                                         // Make it exactly mud
746                                         n->setContent(c_dirt);
747
748                                         // Don't flow it if the stuff under it is not mud
749                                         {
750                                                 u32 i2 = i;
751                                                 vm->m_area.add_y(em, i2, -1);
752                                                 // Cancel if out of area
753                                                 if(vm->m_area.contains(i2) == false)
754                                                         continue;
755                                                 MapNode *n2 = &vm->m_data[i2];
756                                                 if (n2->getContent() != c_dirt &&
757                                                         n2->getContent() != c_dirt_with_grass)
758                                                         continue;
759                                         }
760                                 }
761
762                                 v3s16 dirs4[4] = {
763                                         v3s16(0,0,1), // back
764                                         v3s16(1,0,0), // right
765                                         v3s16(0,0,-1), // front
766                                         v3s16(-1,0,0), // left
767                                 };
768
769                                 // Check that upper is air or doesn't exist.
770                                 // Cancel dropping if upper keeps it in place
771                                 u32 i3 = i;
772                                 vm->m_area.add_y(em, i3, 1);
773                                 if (vm->m_area.contains(i3) == true &&
774                                         ndef->get(vm->m_data[i3]).walkable)
775                                         continue;
776
777                                 // Drop mud on side
778                                 for(u32 di=0; di<4; di++) {
779                                         v3s16 dirp = dirs4[di];
780                                         u32 i2 = i;
781                                         // Move to side
782                                         vm->m_area.add_p(em, i2, dirp);
783                                         // Fail if out of area
784                                         if (vm->m_area.contains(i2) == false)
785                                                 continue;
786                                         // Check that side is air
787                                         MapNode *n2 = &vm->m_data[i2];
788                                         if (ndef->get(*n2).walkable)
789                                                 continue;
790                                         // Check that under side is air
791                                         vm->m_area.add_y(em, i2, -1);
792                                         if (vm->m_area.contains(i2) == false)
793                                                 continue;
794                                         n2 = &vm->m_data[i2];
795                                         if (ndef->get(*n2).walkable)
796                                                 continue;
797                                         // Loop further down until not air
798                                         bool dropped_to_unknown = false;
799                                         do {
800                                                 vm->m_area.add_y(em, i2, -1);
801                                                 n2 = &vm->m_data[i2];
802                                                 // if out of known area
803                                                 if(vm->m_area.contains(i2) == false ||
804                                                         n2->getContent() == CONTENT_IGNORE) {
805                                                         dropped_to_unknown = true;
806                                                         break;
807                                                 }
808                                         } while (ndef->get(*n2).walkable == false);
809                                         // Loop one up so that we're in air
810                                         vm->m_area.add_y(em, i2, 1);
811                                         n2 = &vm->m_data[i2];
812
813                                         bool old_is_water = (n->getContent() == c_water_source);
814                                         // Move mud to new place
815                                         if (!dropped_to_unknown) {
816                                                 *n2 = *n;
817                                                 // Set old place to be air (or water)
818                                                 if(old_is_water)
819                                                         *n = MapNode(c_water_source);
820                                                 else
821                                                         *n = MapNode(CONTENT_AIR);
822                                         }
823
824                                         // Done
825                                         break;
826                                 }
827                         }
828                         }
829                 }
830         }
831 }
832
833
834 void MapgenV6::addDirtGravelBlobs() {
835         if (getBiome(v2s16(node_min.X, node_min.Z)) != BT_NORMAL)
836                 return;
837         
838         PseudoRandom pr(blockseed + 983);
839         for (int i = 0; i < volume_nodes/10/10/10; i++) {
840                 bool only_fill_cave = (myrand_range(0,1) != 0);
841                 v3s16 size(
842                         pr.range(1, 8),
843                         pr.range(1, 8),
844                         pr.range(1, 8)
845                 );
846                 v3s16 p0(
847                         pr.range(node_min.X, node_max.X) - size.X / 2,
848                         pr.range(node_min.Y, node_max.Y) - size.Y / 2,
849                         pr.range(node_min.Z, node_max.Z) - size.Z / 2
850                 );
851                 
852                 MapNode n1((p0.Y > -32 && !pr.range(0, 1)) ? c_dirt : c_gravel);
853                 for (int z1 = 0; z1 < size.Z; z1++)
854                 for (int y1 = 0; y1 < size.Y; y1++)
855                 for (int x1 = 0; x1 < size.X; x1++) {
856                         v3s16 p = p0 + v3s16(x1, y1, z1);
857                         u32 i = vm->m_area.index(p);
858                         if (!vm->m_area.contains(i))
859                                 continue;
860                         // Cancel if not stone and not cave air
861                         if (vm->m_data[i].getContent() != c_stone &&
862                                 !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
863                                 continue;
864                         if (only_fill_cave && !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
865                                 continue;
866                         vm->m_data[i] = n1;
867                 }
868         }
869 }
870
871
872 void MapgenV6::placeTreesAndJungleGrass() {
873         //TimeTaker t("placeTrees");
874         if (node_max.Y < water_level)
875                 return;
876         
877         PseudoRandom grassrandom(blockseed + 53);
878         content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
879         // if we don't have junglegrass, don't place cignore... that's bad
880         if (c_junglegrass == CONTENT_IGNORE)
881                 c_junglegrass = CONTENT_AIR;
882         MapNode n_junglegrass(c_junglegrass);
883         v3s16 em = vm->m_area.getExtent();
884         
885         // Divide area into parts
886         s16 div = 8;
887         s16 sidelen = central_area_size.X / div;
888         double area = sidelen * sidelen;
889         
890         // N.B.  We must add jungle grass first, since tree leaves will
891         // obstruct the ground, giving us a false ground level
892         for (s16 z0 = 0; z0 < div; z0++)
893         for (s16 x0 = 0; x0 < div; x0++) {
894                 // Center position of part of division
895                 v2s16 p2d_center(
896                         node_min.X + sidelen / 2 + sidelen * x0,
897                         node_min.Z + sidelen / 2 + sidelen * z0
898                 );
899                 // Minimum edge of part of division
900                 v2s16 p2d_min(
901                         node_min.X + sidelen * x0,
902                         node_min.Z + sidelen * z0
903                 );
904                 // Maximum edge of part of division
905                 v2s16 p2d_max(
906                         node_min.X + sidelen + sidelen * x0 - 1,
907                         node_min.Z + sidelen + sidelen * z0 - 1
908                 );
909                 
910                 // Amount of trees, jungle area
911                 u32 tree_count = area * getTreeAmount(p2d_center);
912                 
913                 float humidity;
914                 bool is_jungle = false;
915                 if (spflags & MGV6_JUNGLES) {
916                         humidity = getHumidity(p2d_center);
917                         if (humidity > 0.75) {
918                                 is_jungle = true;
919                                 tree_count *= 4;
920                         }
921                 }
922
923                 // Add jungle grass
924                 if (is_jungle) {                        
925                         u32 grass_count = 5 * humidity * tree_count;
926                         for (u32 i = 0; i < grass_count; i++) {
927                                 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
928                                 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
929                                 
930                                 s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////optimize this!
931                                 if (y < water_level || y < node_min.Y || y > node_max.Y)
932                                         continue;
933                                 
934                                 u32 vi = vm->m_area.index(x, y, z);
935                                 // place on dirt_with_grass, since we know it is exposed to sunlight
936                                 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
937                                         vm->m_area.add_y(em, vi, 1);
938                                         vm->m_data[vi] = n_junglegrass;
939                                 }
940                         }
941                 }
942                 
943                 // Put trees in random places on part of division
944                 for (u32 i = 0; i < tree_count; i++) {
945                         s16 x = myrand_range(p2d_min.X, p2d_max.X);
946                         s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
947                         s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////////optimize this!
948                         // Don't make a tree under water level
949                         // Don't make a tree so high that it doesn't fit
950                         if(y < water_level || y > node_max.Y - 6)
951                                 continue;
952                         
953                         v3s16 p(x,y,z);
954                         // Trees grow only on mud and grass
955                         {
956                                 u32 i = vm->m_area.index(p);
957                                 MapNode *n = &vm->m_data[i];
958                                 if (n->getContent() != c_dirt &&
959                                         n->getContent() != c_dirt_with_grass)
960                                         continue;
961                         }
962                         p.Y++;
963                         
964                         // Make a tree
965                         if (is_jungle) {
966                                 treegen::make_jungletree(*vm, p, ndef, myrand());
967                         } else {
968                                 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
969                                                                                 getHaveAppleTree(v2s16(x, z));
970                                 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
971                         }
972                 }
973         }
974         //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
975 }
976
977
978 void MapgenV6::growGrass() {
979         for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
980         for (s16 x = full_node_min.X; x <= full_node_max.X; x++) {
981                 // Find the lowest surface to which enough light ends up to make
982                 // grass grow.  Basically just wait until not air and not leaves.
983                 s16 surface_y = 0;
984                 {
985                         v3s16 em = vm->m_area.getExtent();
986                         u32 i = vm->m_area.index(x, node_max.Y, z);
987                         s16 y;
988                         // Go to ground level
989                         for (y = node_max.Y; y >= full_node_min.Y; y--) {
990                                 MapNode &n = vm->m_data[i];
991                                 if (ndef->get(n).param_type != CPT_LIGHT ||
992                                         ndef->get(n).liquid_type != LIQUID_NONE)
993                                         break;
994                                 vm->m_area.add_y(em, i, -1);
995                         }
996                         surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
997                 }
998
999                 u32 i = vm->m_area.index(x, surface_y, z);
1000                 MapNode *n = &vm->m_data[i];
1001                 if (n->getContent() == c_dirt && surface_y >= water_level - 20)
1002                         n->setContent(c_dirt_with_grass);
1003         }
1004 }
1005
1006
1007 void MapgenV6::generateCaves(int max_stone_y) {
1008         float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
1009         int volume_nodes = (node_max.X - node_min.X + 1) *
1010                                            (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
1011         cave_amount = MYMAX(0.0, cave_amount);
1012         u32 caves_count = cave_amount * volume_nodes / 50000;
1013         u32 bruises_count = 1;
1014         PseudoRandom ps(blockseed + 21343);
1015         PseudoRandom ps2(blockseed + 1032);
1016         
1017         if (ps.range(1, 6) == 1)
1018                 bruises_count = ps.range(0, ps.range(0, 2));
1019         
1020         if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
1021                 caves_count   /= 3;
1022                 bruises_count /= 3;
1023         }
1024         
1025         for (u32 i = 0; i < caves_count + bruises_count; i++) {
1026                 bool large_cave = (i >= caves_count);
1027                 CaveV6 cave(this, &ps, &ps2, large_cave);
1028
1029                 cave.makeCave(node_min, node_max, max_stone_y);
1030         }
1031 }