Mapgen: Use mapgen-specific names for constants in headers
[oweals/minetest.git] / src / mapgen_v6.cpp
1 /*
2 Minetest
3 Copyright (C) 2010-2015 celeron55, Perttu Ahola <celeron55@gmail.com>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU Lesser General Public License for more details.
14
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20 #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 "voxelalgorithms.h"
30 //#include "profiler.h" // For TimeTaker
31 #include "settings.h" // For g_settings
32 #include "emerge.h"
33 #include "dungeongen.h"
34 #include "cavegen.h"
35 #include "treegen.h"
36 #include "mg_ore.h"
37 #include "mg_decoration.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         {"snowbiomes", MGV6_SNOWBIOMES},
45         {NULL,         0}
46 };
47
48 ///////////////////////////////////////////////////////////////////////////////
49
50
51 MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge)
52         : Mapgen(mapgenid, params, emerge)
53 {
54         this->m_emerge = emerge;
55         this->ystride = csize.X; //////fix this
56
57         this->heightmap = new s16[csize.X * csize.Z];
58
59         MapgenV6Params *sp = (MapgenV6Params *)params->sparams;
60         this->spflags     = sp->spflags;
61         this->freq_desert = sp->freq_desert;
62         this->freq_beach  = sp->freq_beach;
63
64         np_cave        = &sp->np_cave;
65         np_humidity    = &sp->np_humidity;
66         np_trees       = &sp->np_trees;
67         np_apple_trees = &sp->np_apple_trees;
68
69         //// Create noise objects
70         noise_terrain_base   = new Noise(&sp->np_terrain_base,   seed, csize.X, csize.Y);
71         noise_terrain_higher = new Noise(&sp->np_terrain_higher, seed, csize.X, csize.Y);
72         noise_steepness      = new Noise(&sp->np_steepness,      seed, csize.X, csize.Y);
73         noise_height_select  = new Noise(&sp->np_height_select,  seed, csize.X, csize.Y);
74         noise_mud            = new Noise(&sp->np_mud,            seed, csize.X, csize.Y);
75         noise_beach          = new Noise(&sp->np_beach,          seed, csize.X, csize.Y);
76         noise_biome          = new Noise(&sp->np_biome,          seed,
77                         csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
78         noise_humidity       = new Noise(&sp->np_humidity,       seed,
79                         csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
80
81         //// Resolve nodes to be used
82         INodeDefManager *ndef = emerge->ndef;
83
84         c_stone           = ndef->getId("mapgen_stone");
85         c_dirt            = ndef->getId("mapgen_dirt");
86         c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
87         c_sand            = ndef->getId("mapgen_sand");
88         c_water_source    = ndef->getId("mapgen_water_source");
89         c_lava_source     = ndef->getId("mapgen_lava_source");
90         c_gravel          = ndef->getId("mapgen_gravel");
91         c_desert_stone    = ndef->getId("mapgen_desert_stone");
92         c_desert_sand     = ndef->getId("mapgen_desert_sand");
93         c_dirt_with_snow  = ndef->getId("mapgen_dirt_with_snow");
94         c_snow            = ndef->getId("mapgen_snow");
95         c_snowblock       = ndef->getId("mapgen_snowblock");
96         c_ice             = ndef->getId("mapgen_ice");
97
98         c_cobble          = ndef->getId("mapgen_cobble");
99         c_stair_cobble    = ndef->getId("mapgen_stair_cobble");
100         c_mossycobble     = ndef->getId("mapgen_mossycobble");
101
102         if (c_desert_sand == CONTENT_IGNORE)
103                 c_desert_sand = c_sand;
104         if (c_desert_stone == CONTENT_IGNORE)
105                 c_desert_stone = c_stone;
106         if (c_mossycobble == CONTENT_IGNORE)
107                 c_mossycobble = c_cobble;
108         if (c_stair_cobble == CONTENT_IGNORE)
109                 c_stair_cobble = c_cobble;
110         if (c_dirt_with_snow == CONTENT_IGNORE)
111                 c_dirt_with_snow = c_dirt_with_grass;
112         if (c_snow == CONTENT_IGNORE)
113                 c_snow = CONTENT_AIR;
114         if (c_snowblock == CONTENT_IGNORE)
115                 c_snowblock = c_dirt_with_grass;
116         if (c_ice == CONTENT_IGNORE)
117                 c_ice = c_water_source;
118 }
119
120
121 MapgenV6::~MapgenV6()
122 {
123         delete noise_terrain_base;
124         delete noise_terrain_higher;
125         delete noise_steepness;
126         delete noise_height_select;
127         delete noise_mud;
128         delete noise_beach;
129         delete noise_biome;
130         delete noise_humidity;
131
132         delete[] heightmap;
133 }
134
135
136 MapgenV6Params::MapgenV6Params()
137 {
138         spflags     = MGV6_BIOMEBLEND | MGV6_MUDFLOW;
139         freq_desert = 0.45;
140         freq_beach  = 0.15;
141
142         np_terrain_base   = NoiseParams(-4,   20.0, v3f(250.0, 250.0, 250.0), 82341,  5, 0.6,  2.0);
143         np_terrain_higher = NoiseParams(20,   16.0, v3f(500.0, 500.0, 500.0), 85039,  5, 0.6,  2.0);
144         np_steepness      = NoiseParams(0.85, 0.5,  v3f(125.0, 125.0, 125.0), -932,   5, 0.7,  2.0);
145         np_height_select  = NoiseParams(0,    1.0,  v3f(250.0, 250.0, 250.0), 4213,   5, 0.69, 2.0);
146         np_mud            = NoiseParams(4,    2.0,  v3f(200.0, 200.0, 200.0), 91013,  3, 0.55, 2.0);
147         np_beach          = NoiseParams(0,    1.0,  v3f(250.0, 250.0, 250.0), 59420,  3, 0.50, 2.0);
148         np_biome          = NoiseParams(0,    1.0,  v3f(500.0, 500.0, 500.0), 9130,   3, 0.50, 2.0);
149         np_cave           = NoiseParams(6,    6.0,  v3f(250.0, 250.0, 250.0), 34329,  3, 0.50, 2.0);
150         np_humidity       = NoiseParams(0.5,  0.5,  v3f(500.0, 500.0, 500.0), 72384,  3, 0.50, 2.0);
151         np_trees          = NoiseParams(0,    1.0,  v3f(125.0, 125.0, 125.0), 2,      4, 0.66, 2.0);
152         np_apple_trees    = NoiseParams(0,    1.0,  v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0);
153 }
154
155
156 void MapgenV6Params::readParams(const Settings *settings)
157 {
158         settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
159         settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
160         settings->getFloatNoEx("mgv6_freq_beach",  freq_beach);
161
162         settings->getNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
163         settings->getNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
164         settings->getNoiseParams("mgv6_np_steepness",      np_steepness);
165         settings->getNoiseParams("mgv6_np_height_select",  np_height_select);
166         settings->getNoiseParams("mgv6_np_mud",            np_mud);
167         settings->getNoiseParams("mgv6_np_beach",          np_beach);
168         settings->getNoiseParams("mgv6_np_biome",          np_biome);
169         settings->getNoiseParams("mgv6_np_cave",           np_cave);
170         settings->getNoiseParams("mgv6_np_humidity",       np_humidity);
171         settings->getNoiseParams("mgv6_np_trees",          np_trees);
172         settings->getNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
173 }
174
175
176 void MapgenV6Params::writeParams(Settings *settings) const
177 {
178         settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, U32_MAX);
179         settings->setFloat("mgv6_freq_desert", freq_desert);
180         settings->setFloat("mgv6_freq_beach",  freq_beach);
181
182         settings->setNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
183         settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
184         settings->setNoiseParams("mgv6_np_steepness",      np_steepness);
185         settings->setNoiseParams("mgv6_np_height_select",  np_height_select);
186         settings->setNoiseParams("mgv6_np_mud",            np_mud);
187         settings->setNoiseParams("mgv6_np_beach",          np_beach);
188         settings->setNoiseParams("mgv6_np_biome",          np_biome);
189         settings->setNoiseParams("mgv6_np_cave",           np_cave);
190         settings->setNoiseParams("mgv6_np_humidity",       np_humidity);
191         settings->setNoiseParams("mgv6_np_trees",          np_trees);
192         settings->setNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
193 }
194
195
196 //////////////////////// Some helper functions for the map generator
197
198
199 // Returns Y one under area minimum if not found
200 s16 MapgenV6::find_stone_level(v2s16 p2d)
201 {
202         v3s16 em = vm->m_area.getExtent();
203         s16 y_nodes_max = vm->m_area.MaxEdge.Y;
204         s16 y_nodes_min = vm->m_area.MinEdge.Y;
205         u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
206         s16 y;
207
208         for (y = y_nodes_max; y >= y_nodes_min; y--) {
209                 content_t c = vm->m_data[i].getContent();
210                 if (c != CONTENT_IGNORE && (c == c_stone || c == c_desert_stone))
211                         break;
212
213                 vm->m_area.add_y(em, i, -1);
214         }
215         return (y >= y_nodes_min) ? y : y_nodes_min - 1;
216 }
217
218
219 // Required by mapgen.h
220 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
221 {
222         /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
223                         seed, v2s16(blockpos.X, blockpos.Z));*/
224         // Nah, this is just a heuristic, just return something
225         s16 minimum_groundlevel = water_level;
226
227         if(blockpos.Y * MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
228                 return true;
229         else
230                 return false;
231 }
232
233
234 //////////////////////// Base terrain height functions
235
236 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
237         float steepness, float height_select)
238 {
239         float base   = 1 + terrain_base;
240         float higher = 1 + terrain_higher;
241
242         // Limit higher ground level to at least base
243         if(higher < base)
244                 higher = base;
245
246         // Steepness factor of cliffs
247         float b = steepness;
248         b = rangelim(b, 0.0, 1000.0);
249         b = 5 * b * b * b * b * b * b * b;
250         b = rangelim(b, 0.5, 1000.0);
251
252         // Values 1.5...100 give quite horrible looking slopes
253         if (b > 1.5 && b < 100.0)
254                 b = (b < 10.0) ? 1.5 : 100.0;
255
256         float a_off = -0.20; // Offset to more low
257         float a = 0.5 + b * (a_off + height_select);
258         a = rangelim(a, 0.0, 1.0); // Limit
259
260         return base * (1.0 - a) + higher * a;
261 }
262
263
264 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
265 {
266         if (flags & MG_FLAT)
267                 return water_level;
268
269         float terrain_base   = NoisePerlin2D_PO(&noise_terrain_base->np,
270                                                         p.X, 0.5, p.Y, 0.5, seed);
271         float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np,
272                                                         p.X, 0.5, p.Y, 0.5, seed);
273         float steepness      = NoisePerlin2D_PO(&noise_steepness->np,
274                                                         p.X, 0.5, p.Y, 0.5, seed);
275         float height_select  = NoisePerlin2D_PO(&noise_height_select->np,
276                                                         p.X, 0.5, p.Y, 0.5, seed);
277
278         return baseTerrainLevel(terrain_base, terrain_higher,
279                                                         steepness, height_select);
280 }
281
282
283 float MapgenV6::baseTerrainLevelFromMap(v2s16 p)
284 {
285         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
286         return baseTerrainLevelFromMap(index);
287 }
288
289
290 float MapgenV6::baseTerrainLevelFromMap(int index)
291 {
292         if (flags & MG_FLAT)
293                 return water_level;
294
295         float terrain_base   = noise_terrain_base->result[index];
296         float terrain_higher = noise_terrain_higher->result[index];
297         float steepness      = noise_steepness->result[index];
298         float height_select  = noise_height_select->result[index];
299
300         return baseTerrainLevel(terrain_base, terrain_higher,
301                                                         steepness, height_select);
302 }
303
304
305 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
306 {
307         return baseTerrainLevelFromNoise(p2d) + MGV6_AVERAGE_MUD_AMOUNT;
308 }
309
310
311 int MapgenV6::getGroundLevelAtPoint(v2s16 p)
312 {
313         return baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
314 }
315
316
317 //////////////////////// Noise functions
318
319 float MapgenV6::getMudAmount(v2s16 p)
320 {
321         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
322         return getMudAmount(index);
323 }
324
325
326 bool MapgenV6::getHaveBeach(v2s16 p)
327 {
328         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
329         return getHaveBeach(index);
330 }
331
332
333 BiomeV6Type MapgenV6::getBiome(v2s16 p)
334 {
335         int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
336                         + (p.X - full_node_min.X);
337         return getBiome(index, p);
338 }
339
340
341 float MapgenV6::getHumidity(v2s16 p)
342 {
343         /*double noise = noise2d_perlin(
344                 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
345                 seed+72384, 4, 0.66);
346         noise = (noise + 1.0)/2.0;*/
347
348         int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
349                         + (p.X - full_node_min.X);
350         float noise = noise_humidity->result[index];
351
352         if (noise < 0.0)
353                 noise = 0.0;
354         if (noise > 1.0)
355                 noise = 1.0;
356         return noise;
357 }
358
359
360 float MapgenV6::getTreeAmount(v2s16 p)
361 {
362         /*double noise = noise2d_perlin(
363                         0.5+(float)p.X/125, 0.5+(float)p.Y/125,
364                         seed+2, 4, 0.66);*/
365
366         float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
367         float zeroval = -0.39;
368         if (noise < zeroval)
369                 return 0;
370         else
371                 return 0.04 * (noise - zeroval) / (1.0 - zeroval);
372 }
373
374
375 bool MapgenV6::getHaveAppleTree(v2s16 p)
376 {
377         /*is_apple_tree = noise2d_perlin(
378                 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
379                 data->seed+342902, 3, 0.45) > 0.2;*/
380
381         float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
382
383         return noise > 0.2;
384 }
385
386
387 float MapgenV6::getMudAmount(int index)
388 {
389         if (flags & MG_FLAT)
390                 return MGV6_AVERAGE_MUD_AMOUNT;
391
392         /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
393                         0.5+(float)p.X/200, 0.5+(float)p.Y/200,
394                         seed+91013, 3, 0.55));*/
395
396         return noise_mud->result[index];
397 }
398
399
400 bool MapgenV6::getHaveBeach(int index)
401 {
402         // Determine whether to have sand here
403         /*double sandnoise = noise2d_perlin(
404                         0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
405                         seed+59420, 3, 0.50);*/
406
407         float sandnoise = noise_beach->result[index];
408         return (sandnoise > freq_beach);
409 }
410
411
412 BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
413 {
414         // Just do something very simple as for now
415         /*double d = noise2d_perlin(
416                         0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
417                         seed+9130, 3, 0.50);*/
418
419         float d = noise_biome->result[index];
420         float h = noise_humidity->result[index];
421
422         if (spflags & MGV6_SNOWBIOMES) {
423                 float blend = (spflags & MGV6_BIOMEBLEND) ? noise2d(p.X, p.Y, seed) / 40 : 0;
424
425                 if (d > MGV6_FREQ_HOT + blend) {
426                         if (h > MGV6_FREQ_JUNGLE + blend)
427                                 return BT_JUNGLE;
428                         else
429                                 return BT_DESERT;
430                 } else if (d < MGV6_FREQ_SNOW + blend) {
431                         if (h > MGV6_FREQ_TAIGA + blend)
432                                 return BT_TAIGA;
433                         else
434                                 return BT_TUNDRA;
435                 } else {
436                         return BT_NORMAL;
437                 }
438         } else {
439                 if (d > freq_desert)
440                         return BT_DESERT;
441
442                 if ((spflags & MGV6_BIOMEBLEND) && (d > freq_desert - 0.10) &&
443                                 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
444                         return BT_DESERT;
445
446                 if ((spflags & MGV6_JUNGLES) && h > 0.75)
447                         return BT_JUNGLE;
448                 else
449                         return BT_NORMAL;
450         }
451 }
452
453
454 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
455 {
456         s32 x = p.X, y = p.Y, z = p.Z;
457         return (u32)(seed % 0x100000000ULL) + z * 38134234 + y * 42123 + x * 23;
458 }
459
460
461 //////////////////////// Map generator
462
463 void MapgenV6::makeChunk(BlockMakeData *data)
464 {
465         // Pre-conditions
466         assert(data->vmanip);
467         assert(data->nodedef);
468         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
469                    data->blockpos_requested.Y >= data->blockpos_min.Y &&
470                    data->blockpos_requested.Z >= data->blockpos_min.Z);
471         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
472                    data->blockpos_requested.Y <= data->blockpos_max.Y &&
473                    data->blockpos_requested.Z <= data->blockpos_max.Z);
474
475         this->generating = true;
476         this->vm   = data->vmanip;
477         this->ndef = data->nodedef;
478
479         // Hack: use minimum block coords for old code that assumes a single block
480         v3s16 blockpos_min = data->blockpos_min;
481         v3s16 blockpos_max = data->blockpos_max;
482
483         // Area of central chunk
484         node_min = blockpos_min * MAP_BLOCKSIZE;
485         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
486
487         // Full allocated area
488         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
489         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
490
491         central_area_size = node_max - node_min + v3s16(1, 1, 1);
492         assert(central_area_size.X == central_area_size.Z);
493
494         int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
495                                           * (blockpos_max.Y - blockpos_min.Y + 1)
496                                           * (blockpos_max.Z - blockpos_max.Z + 1);
497
498         volume_nodes = volume_blocks *
499                 MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
500
501         // Create a block-specific seed
502         blockseed = get_blockseed(data->seed, full_node_min);
503
504         // Make some noise
505         calculateNoise();
506
507         // Maximum height of the stone surface and obstacles.
508         // This is used to guide the cave generation
509         s16 stone_surface_max_y;
510
511         // Generate general ground level to full area
512         stone_surface_max_y = generateGround();
513
514         // Create initial heightmap to limit caves
515         updateHeightmap(node_min, node_max);
516
517         const s16 max_spread_amount = MAP_BLOCKSIZE;
518         // Limit dirt flow area by 1 because mud is flown into neighbors.
519         s16 mudflow_minpos = -max_spread_amount + 1;
520         s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
521
522         // Loop this part, it will make stuff look older and newer nicely
523         const u32 age_loops = 2;
524         for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
525                 // Make caves (this code is relatively horrible)
526                 if (flags & MG_CAVES)
527                         generateCaves(stone_surface_max_y);
528
529                 // Add mud to the central chunk
530                 addMud();
531
532                 // Flow mud away from steep edges
533                 if (spflags & MGV6_MUDFLOW)
534                         flowMud(mudflow_minpos, mudflow_maxpos);
535
536         }
537
538         // Update heightmap after mudflow
539         updateHeightmap(node_min, node_max);
540
541         // Add dungeons
542         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
543                 DungeonParams dp;
544
545                 dp.np_rarity  = nparams_dungeon_rarity;
546                 dp.np_density = nparams_dungeon_density;
547                 dp.np_wetness = nparams_dungeon_wetness;
548                 dp.c_water    = c_water_source;
549                 if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
550                         dp.c_cobble = c_desert_stone;
551                         dp.c_moss   = c_desert_stone;
552                         dp.c_stair  = c_desert_stone;
553
554                         dp.diagonal_dirs = true;
555                         dp.mossratio     = 0.0;
556                         dp.holesize      = v3s16(2, 3, 2);
557                         dp.roomsize      = v3s16(2, 5, 2);
558                         dp.notifytype    = GENNOTIFY_TEMPLE;
559                 } else {
560                         dp.c_cobble = c_cobble;
561                         dp.c_moss   = c_mossycobble;
562                         dp.c_stair  = c_stair_cobble;
563
564                         dp.diagonal_dirs = false;
565                         dp.mossratio     = 3.0;
566                         dp.holesize      = v3s16(1, 2, 1);
567                         dp.roomsize      = v3s16(0, 0, 0);
568                         dp.notifytype    = GENNOTIFY_DUNGEON;
569                 }
570
571                 DungeonGen dgen(this, &dp);
572                 dgen.generate(blockseed, full_node_min, full_node_max);
573         }
574
575         // Add top and bottom side of water to transforming_liquid queue
576         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
577
578         // Add surface nodes
579         growGrass();
580
581         // Generate some trees, and add grass, if a jungle
582         if (flags & MG_TREES)
583                 placeTreesAndJungleGrass();
584
585         // Generate the registered decorations
586         m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
587
588         // Generate the registered ores
589         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
590
591         // Calculate lighting
592         if (flags & MG_LIGHT)
593                 calcLighting(node_min, node_max);
594
595         this->generating = false;
596 }
597
598
599 void MapgenV6::calculateNoise()
600 {
601         int x = node_min.X;
602         int z = node_min.Z;
603         int fx = full_node_min.X;
604         int fz = full_node_min.Z;
605
606         if (!(flags & MG_FLAT)) {
607                 noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
608                 noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
609                 noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
610                 noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
611                 noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
612         }
613
614         noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
615
616         noise_biome->perlinMap2D_PO(fx, 0.6, fz, 0.2);
617         noise_humidity->perlinMap2D_PO(fx, 0.0, fz, 0.0);
618         // Humidity map does not need range limiting 0 to 1,
619         // only humidity at point does
620 }
621
622
623 int MapgenV6::generateGround()
624 {
625         //TimeTaker timer1("Generating ground level");
626         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
627         MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
628         MapNode n_ice(c_ice);
629         int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
630
631         u32 index = 0;
632         for (s16 z = node_min.Z; z <= node_max.Z; z++)
633         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
634                 // Surface height
635                 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
636
637                 // Log it
638                 if (surface_y > stone_surface_max_y)
639                         stone_surface_max_y = surface_y;
640
641                 BiomeV6Type bt = getBiome(v2s16(x, z));
642
643                 // Fill ground with stone
644                 v3s16 em = vm->m_area.getExtent();
645                 u32 i = vm->m_area.index(x, node_min.Y, z);
646                 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
647                         if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
648                                 if (y <= surface_y) {
649                                         vm->m_data[i] = (y >= MGV6_DESERT_STONE_BASE
650                                                         && bt == BT_DESERT) ?
651                                                 n_desert_stone : n_stone;
652                                 } else if (y <= water_level) {
653                                         vm->m_data[i] = (y >= MGV6_ICE_BASE
654                                                         && bt == BT_TUNDRA) ?
655                                                 n_ice : n_water_source;
656                                 } else {
657                                         vm->m_data[i] = n_air;
658                                 }
659                         }
660                         vm->m_area.add_y(em, i, 1);
661                 }
662         }
663
664         return stone_surface_max_y;
665 }
666
667
668 void MapgenV6::addMud()
669 {
670         // 15ms @cs=8
671         //TimeTaker timer1("add mud");
672         MapNode n_dirt(c_dirt), n_gravel(c_gravel);
673         MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
674         MapNode addnode;
675
676         u32 index = 0;
677         for (s16 z = node_min.Z; z <= node_max.Z; z++)
678         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
679                 // Randomize mud amount
680                 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
681
682                 // Find ground level
683                 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
684
685                 // Handle area not found
686                 if (surface_y == vm->m_area.MinEdge.Y - 1)
687                         continue;
688
689                 BiomeV6Type bt = getBiome(v2s16(x, z));
690                 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
691
692                 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
693                         addnode = n_sand;
694                 } else if (mud_add_amount <= 0) {
695                         mud_add_amount = 1 - mud_add_amount;
696                         addnode = n_gravel;
697                 } else if (bt != BT_DESERT && getHaveBeach(index) &&
698                                 surface_y + mud_add_amount <= water_level + 2) {
699                         addnode = n_sand;
700                 }
701
702                 if ((bt == BT_DESERT || bt == BT_TUNDRA) && surface_y > 20)
703                         mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
704
705                 /* If topmost node is grass, change it to mud.  It might be if it was
706                 // flown to there from a neighboring chunk and then converted.
707                 u32 i = vm->m_area.index(x, surface_y, z);
708                 if (vm->m_data[i].getContent() == c_dirt_with_grass)
709                         vm->m_data[i] = n_dirt;*/
710
711                 // Add mud on ground
712                 s16 mudcount = 0;
713                 v3s16 em = vm->m_area.getExtent();
714                 s16 y_start = surface_y + 1;
715                 u32 i = vm->m_area.index(x, y_start, z);
716                 for (s16 y = y_start; y <= node_max.Y; y++) {
717                         if (mudcount >= mud_add_amount)
718                                 break;
719
720                         vm->m_data[i] = addnode;
721                         mudcount++;
722
723                         vm->m_area.add_y(em, i, 1);
724                 }
725         }
726 }
727
728
729 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
730 {
731         // 340ms @cs=8
732         //TimeTaker timer1("flow mud");
733
734         // Iterate a few times
735         for (s16 k = 0; k < 3; k++) {
736                 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
737                 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
738                         // Invert coordinates every 2nd iteration
739                         if (k % 2 == 0) {
740                                 x = mudflow_maxpos - (x - mudflow_minpos);
741                                 z = mudflow_maxpos - (z - mudflow_minpos);
742                         }
743
744                         // Node position in 2d
745                         v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
746
747                         v3s16 em = vm->m_area.getExtent();
748                         u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
749                         s16 y = node_max.Y;
750
751                         while (y >= node_min.Y) {
752
753                         for (;; y--) {
754                                 MapNode *n = NULL;
755                                 // Find mud
756                                 for (; y >= node_min.Y; y--) {
757                                         n = &vm->m_data[i];
758                                         if (n->getContent() == c_dirt ||
759                                                         n->getContent() == c_dirt_with_grass ||
760                                                         n->getContent() == c_gravel)
761                                                 break;
762
763                                         vm->m_area.add_y(em, i, -1);
764                                 }
765
766                                 // Stop if out of area
767                                 //if(vmanip.m_area.contains(i) == false)
768                                 if (y < node_min.Y)
769                                         break;
770
771                                 if (n->getContent() == c_dirt ||
772                                                 n->getContent() == c_dirt_with_grass) {
773                                         // Make it exactly mud
774                                         n->setContent(c_dirt);
775
776                                         // Don't flow it if the stuff under it is not mud
777                                         {
778                                                 u32 i2 = i;
779                                                 vm->m_area.add_y(em, i2, -1);
780                                                 // Cancel if out of area
781                                                 if (vm->m_area.contains(i2) == false)
782                                                         continue;
783                                                 MapNode *n2 = &vm->m_data[i2];
784                                                 if (n2->getContent() != c_dirt &&
785                                                                 n2->getContent() != c_dirt_with_grass)
786                                                         continue;
787                                         }
788                                 }
789
790                                 v3s16 dirs4[4] = {
791                                         v3s16(0, 0, 1), // back
792                                         v3s16(1, 0, 0), // right
793                                         v3s16(0, 0, -1), // front
794                                         v3s16(-1, 0, 0), // left
795                                 };
796
797                                 // Check that upper is air or doesn't exist.
798                                 // Cancel dropping if upper keeps it in place
799                                 u32 i3 = i;
800                                 vm->m_area.add_y(em, i3, 1);
801                                 if (vm->m_area.contains(i3) == true &&
802                                                 ndef->get(vm->m_data[i3]).walkable)
803                                         continue;
804
805                                 // Drop mud on side
806                                 for(u32 di = 0; di < 4; di++) {
807                                         v3s16 dirp = dirs4[di];
808                                         u32 i2 = i;
809                                         // Move to side
810                                         vm->m_area.add_p(em, i2, dirp);
811                                         // Fail if out of area
812                                         if (vm->m_area.contains(i2) == false)
813                                                 continue;
814                                         // Check that side is air
815                                         MapNode *n2 = &vm->m_data[i2];
816                                         if (ndef->get(*n2).walkable)
817                                                 continue;
818                                         // Check that under side is air
819                                         vm->m_area.add_y(em, i2, -1);
820                                         if (vm->m_area.contains(i2) == false)
821                                                 continue;
822                                         n2 = &vm->m_data[i2];
823                                         if (ndef->get(*n2).walkable)
824                                                 continue;
825                                         // Loop further down until not air
826                                         bool dropped_to_unknown = false;
827                                         do {
828                                                 vm->m_area.add_y(em, i2, -1);
829                                                 n2 = &vm->m_data[i2];
830                                                 // if out of known area
831                                                 if(vm->m_area.contains(i2) == false ||
832                                                                 n2->getContent() == CONTENT_IGNORE) {
833                                                         dropped_to_unknown = true;
834                                                         break;
835                                                 }
836                                         } while (ndef->get(*n2).walkable == false);
837                                         // Loop one up so that we're in air
838                                         vm->m_area.add_y(em, i2, 1);
839                                         n2 = &vm->m_data[i2];
840
841                                         bool old_is_water = (n->getContent() == c_water_source);
842                                         // Move mud to new place
843                                         if (!dropped_to_unknown) {
844                                                 *n2 = *n;
845                                                 // Set old place to be air (or water)
846                                                 if(old_is_water)
847                                                         *n = MapNode(c_water_source);
848                                                 else
849                                                         *n = MapNode(CONTENT_AIR);
850                                         }
851
852                                         // Done
853                                         break;
854                                 }
855                         }
856                         }
857                 }
858         }
859 }
860
861
862 void MapgenV6::placeTreesAndJungleGrass()
863 {
864         //TimeTaker t("placeTrees");
865         if (node_max.Y < water_level)
866                 return;
867
868         PseudoRandom grassrandom(blockseed + 53);
869         content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
870         // if we don't have junglegrass, don't place cignore... that's bad
871         if (c_junglegrass == CONTENT_IGNORE)
872                 c_junglegrass = CONTENT_AIR;
873         MapNode n_junglegrass(c_junglegrass);
874         v3s16 em = vm->m_area.getExtent();
875
876         // Divide area into parts
877         s16 div = 8;
878         s16 sidelen = central_area_size.X / div;
879         double area = sidelen * sidelen;
880
881         // N.B.  We must add jungle grass first, since tree leaves will
882         // obstruct the ground, giving us a false ground level
883         for (s16 z0 = 0; z0 < div; z0++)
884         for (s16 x0 = 0; x0 < div; x0++) {
885                 // Center position of part of division
886                 v2s16 p2d_center(
887                         node_min.X + sidelen / 2 + sidelen * x0,
888                         node_min.Z + sidelen / 2 + sidelen * z0
889                 );
890                 // Minimum edge of part of division
891                 v2s16 p2d_min(
892                         node_min.X + sidelen * x0,
893                         node_min.Z + sidelen * z0
894                 );
895                 // Maximum edge of part of division
896                 v2s16 p2d_max(
897                         node_min.X + sidelen + sidelen * x0 - 1,
898                         node_min.Z + sidelen + sidelen * z0 - 1
899                 );
900
901                 // Get biome at center position of part of division
902                 BiomeV6Type bt = getBiome(p2d_center);
903
904                 // Amount of trees
905                 u32 tree_count;
906                 if (bt == BT_JUNGLE || bt == BT_TAIGA || bt == BT_NORMAL) {
907                         tree_count = area * getTreeAmount(p2d_center);
908                         if (bt == BT_JUNGLE)
909                                 tree_count *= 4;
910                 } else {
911                         tree_count = 0;
912                 }
913
914                 // Add jungle grass
915                 if (bt == BT_JUNGLE) {
916                         float humidity = getHumidity(p2d_center);
917                         u32 grass_count = 5 * humidity * tree_count;
918                         for (u32 i = 0; i < grass_count; i++) {
919                                 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
920                                 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
921                                 int mapindex = central_area_size.X * (z - node_min.Z)
922                                                                 + (x - node_min.X);
923                                 s16 y = heightmap[mapindex];
924                                 if (y < water_level)
925                                         continue;
926
927                                 u32 vi = vm->m_area.index(x, y, z);
928                                 // place on dirt_with_grass, since we know it is exposed to sunlight
929                                 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
930                                         vm->m_area.add_y(em, vi, 1);
931                                         vm->m_data[vi] = n_junglegrass;
932                                 }
933                         }
934                 }
935
936                 // Put trees in random places on part of division
937                 for (u32 i = 0; i < tree_count; i++) {
938                         s16 x = myrand_range(p2d_min.X, p2d_max.X);
939                         s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
940                         int mapindex = central_area_size.X * (z - node_min.Z)
941                                                         + (x - node_min.X);
942                         s16 y = heightmap[mapindex];
943                         // Don't make a tree under water level
944                         // Don't make a tree so high that it doesn't fit
945                         if (y < water_level || y > node_max.Y - 6)
946                                 continue;
947
948                         v3s16 p(x, y, z);
949                         // Trees grow only on mud and grass and snowblock
950                         {
951                                 u32 i = vm->m_area.index(p);
952                                 content_t c = vm->m_data[i].getContent();
953                                 if (c != c_dirt &&
954                                                 c != c_dirt_with_grass &&
955                                                 c != c_dirt_with_snow &&
956                                                 c != c_snowblock)
957                                         continue;
958                         }
959                         p.Y++;
960
961                         // Make a tree
962                         if (bt == BT_JUNGLE) {
963                                 treegen::make_jungletree(*vm, p, ndef, myrand());
964                         } else if (bt == BT_TAIGA) {
965                                 treegen::make_pine_tree(*vm, p - v3s16(0, 1, 0), ndef, myrand());
966                         } else if (bt == BT_NORMAL) {
967                                 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
968                                                         getHaveAppleTree(v2s16(x, z));
969                                 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
970                         }
971                 }
972         }
973         //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
974 }
975
976
977 void MapgenV6::growGrass() // Add surface nodes
978 {
979         MapNode n_dirt_with_grass(c_dirt_with_grass);
980         MapNode n_dirt_with_snow(c_dirt_with_snow);
981         MapNode n_snowblock(c_snowblock);
982         MapNode n_snow(c_snow);
983         v3s16 em = vm->m_area.getExtent();
984
985         u32 index = 0;
986         for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
987         for (s16 x = full_node_min.X; x <= full_node_max.X; x++, index++) {
988                 // Find the lowest surface to which enough light ends up to make
989                 // grass grow.  Basically just wait until not air and not leaves.
990                 s16 surface_y = 0;
991                 {
992                         u32 i = vm->m_area.index(x, node_max.Y, z);
993                         s16 y;
994                         // Go to ground level
995                         for (y = node_max.Y; y >= full_node_min.Y; y--) {
996                                 MapNode &n = vm->m_data[i];
997                                 if (ndef->get(n).param_type != CPT_LIGHT ||
998                                                 ndef->get(n).liquid_type != LIQUID_NONE ||
999                                                 n.getContent() == c_ice)
1000                                         break;
1001                                 vm->m_area.add_y(em, i, -1);
1002                         }
1003                         surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
1004                 }
1005
1006                 BiomeV6Type bt = getBiome(index, v2s16(x, z));
1007                 u32 i = vm->m_area.index(x, surface_y, z);
1008                 content_t c = vm->m_data[i].getContent();
1009                 if (surface_y >= water_level - 20) {
1010                         if (bt == BT_TAIGA && c == c_dirt) {
1011                                 vm->m_data[i] = n_snowblock;
1012                                 vm->m_area.add_y(em, i, -1);
1013                                 vm->m_data[i] = n_dirt_with_snow;
1014                         } else if (bt == BT_TUNDRA) {
1015                                 if (c == c_dirt) {
1016                                         vm->m_data[i] = n_dirt_with_snow;
1017                                 } else if (c == c_stone && surface_y < node_max.Y) {
1018                                         vm->m_area.add_y(em, i, 1);
1019                                         vm->m_data[i] = n_snow;
1020                                 }
1021                         } else if (c == c_dirt) {
1022                                 vm->m_data[i] = n_dirt_with_grass;
1023                         }
1024                 }
1025         }
1026 }
1027
1028
1029 void MapgenV6::generateCaves(int max_stone_y)
1030 {
1031         float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
1032         int volume_nodes = (node_max.X - node_min.X + 1) *
1033                                            (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
1034         cave_amount = MYMAX(0.0, cave_amount);
1035         u32 caves_count = cave_amount * volume_nodes / 50000;
1036         u32 bruises_count = 1;
1037         PseudoRandom ps(blockseed + 21343);
1038         PseudoRandom ps2(blockseed + 1032);
1039
1040         if (ps.range(1, 6) == 1)
1041                 bruises_count = ps.range(0, ps.range(0, 2));
1042
1043         if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
1044                 caves_count   /= 3;
1045                 bruises_count /= 3;
1046         }
1047
1048         for (u32 i = 0; i < caves_count + bruises_count; i++) {
1049                 bool large_cave = (i >= caves_count);
1050                 CaveV6 cave(this, &ps, &ps2, large_cave);
1051
1052                 cave.makeCave(node_min, node_max, max_stone_y);
1053         }
1054 }