Support for scalable font and gui elements
[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         noise_terrain_base   = new Noise(&sp->np_terrain_base,   seed, csize.X, csize.Y);
75         noise_terrain_higher = new Noise(&sp->np_terrain_higher, seed, csize.X, csize.Y);
76         noise_steepness      = new Noise(&sp->np_steepness,      seed, csize.X, csize.Y);
77         noise_height_select  = new Noise(&sp->np_height_select,  seed, csize.X, csize.Y);
78         noise_mud            = new Noise(&sp->np_mud,            seed, csize.X, csize.Y);
79         noise_beach          = new Noise(&sp->np_beach,          seed, csize.X, csize.Y);
80         noise_biome          = new Noise(&sp->np_biome,          seed, csize.X, csize.Y);
81 }
82
83
84 MapgenV6::~MapgenV6() {
85         delete noise_terrain_base;
86         delete noise_terrain_higher;
87         delete noise_steepness;
88         delete noise_height_select;
89         delete noise_mud;
90         delete noise_beach;
91         delete noise_biome;
92 }
93
94
95 MapgenV6Params::MapgenV6Params() {
96         spflags     = MGV6_BIOMEBLEND | MGV6_MUDFLOW;
97         freq_desert = 0.45;
98         freq_beach  = 0.15;
99
100         np_terrain_base   = NoiseParams(-4,  20.0, v3f(250.0, 250.0, 250.0), 82341,  5, 0.6);
101         np_terrain_higher = NoiseParams(20,  16.0, v3f(500.0, 500.0, 500.0), 85039,  5, 0.6);
102         np_steepness      = NoiseParams(0.85,0.5,  v3f(125.0, 125.0, 125.0), -932,   5, 0.7);
103         np_height_select  = NoiseParams(0.5, 1.0,  v3f(250.0, 250.0, 250.0), 4213,   5, 0.69);
104         np_mud            = NoiseParams(4,   2.0,  v3f(200.0, 200.0, 200.0), 91013,  3, 0.55);
105         np_beach          = NoiseParams(0,   1.0,  v3f(250.0, 250.0, 250.0), 59420,  3, 0.50);
106         np_biome          = NoiseParams(0,   1.0,  v3f(250.0, 250.0, 250.0), 9130,   3, 0.50);
107         np_cave           = NoiseParams(6,   6.0,  v3f(250.0, 250.0, 250.0), 34329,  3, 0.50);
108         np_humidity       = NoiseParams(0.5, 0.5,  v3f(500.0, 500.0, 500.0), 72384,  4, 0.66);
109         np_trees          = NoiseParams(0,   1.0,  v3f(125.0, 125.0, 125.0), 2,      4, 0.66);
110         np_apple_trees    = NoiseParams(0,   1.0,  v3f(100.0, 100.0, 100.0), 342902, 3, 0.45);
111 }
112
113
114 void MapgenV6Params::readParams(Settings *settings) {
115         settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
116         settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
117         settings->getFloatNoEx("mgv6_freq_beach",  freq_beach);
118
119         settings->getNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
120         settings->getNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
121         settings->getNoiseParams("mgv6_np_steepness",      np_steepness);
122         settings->getNoiseParams("mgv6_np_height_select",  np_height_select);
123         settings->getNoiseParams("mgv6_np_mud",            np_mud);
124         settings->getNoiseParams("mgv6_np_beach",          np_beach);
125         settings->getNoiseParams("mgv6_np_biome",          np_biome);
126         settings->getNoiseParams("mgv6_np_cave",           np_cave);
127         settings->getNoiseParams("mgv6_np_humidity",       np_humidity);
128         settings->getNoiseParams("mgv6_np_trees",          np_trees);
129         settings->getNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
130 }
131
132
133 void MapgenV6Params::writeParams(Settings *settings) {
134         settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, (u32)-1);
135         settings->setFloat("mgv6_freq_desert", freq_desert);
136         settings->setFloat("mgv6_freq_beach",  freq_beach);
137
138         settings->setNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
139         settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
140         settings->setNoiseParams("mgv6_np_steepness",      np_steepness);
141         settings->setNoiseParams("mgv6_np_height_select",  np_height_select);
142         settings->setNoiseParams("mgv6_np_mud",            np_mud);
143         settings->setNoiseParams("mgv6_np_beach",          np_beach);
144         settings->setNoiseParams("mgv6_np_biome",          np_biome);
145         settings->setNoiseParams("mgv6_np_cave",           np_cave);
146         settings->setNoiseParams("mgv6_np_humidity",       np_humidity);
147         settings->setNoiseParams("mgv6_np_trees",          np_trees);
148         settings->setNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
149 }
150
151
152 //////////////////////// Some helper functions for the map generator
153
154
155 // Returns Y one under area minimum if not found
156 s16 MapgenV6::find_stone_level(v2s16 p2d) {
157         v3s16 em = vm->m_area.getExtent();
158         s16 y_nodes_max = vm->m_area.MaxEdge.Y;
159         s16 y_nodes_min = vm->m_area.MinEdge.Y;
160         u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
161         s16 y;
162
163         for (y = y_nodes_max; y >= y_nodes_min; y--) {
164                 MapNode &n = vm->m_data[i];
165                 content_t c = n.getContent();
166                 if (c != CONTENT_IGNORE && (
167                         c == c_stone || c == c_desert_stone))
168                         break;
169
170                 vm->m_area.add_y(em, i, -1);
171         }
172         return (y >= y_nodes_min) ? y : y_nodes_min - 1;
173 }
174
175
176 // Required by mapgen.h
177 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
178 {
179         /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
180                         seed, v2s16(blockpos.X, blockpos.Z));*/
181         // Nah, this is just a heuristic, just return something
182         s16 minimum_groundlevel = water_level;
183
184         if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
185                 return true;
186         else
187                 return false;
188 }
189
190
191 //////////////////////// Base terrain height functions
192
193 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
194                                                                         float steepness, float height_select) { 
195         float base   = 1 + terrain_base;
196         float higher = 1 + terrain_higher;
197
198         // Limit higher ground level to at least base
199         if(higher < base)
200                 higher = base;
201
202         // Steepness factor of cliffs
203         float b = steepness;
204         b = rangelim(b, 0.0, 1000.0);
205         b = 5 * b * b * b * b * b * b * b;
206         b = rangelim(b, 0.5, 1000.0);
207
208         // Values 1.5...100 give quite horrible looking slopes
209         if (b > 1.5 && b < 100.0)
210                 b = (b < 10.0) ? 1.5 : 100.0;
211
212         float a_off = -0.20; // Offset to more low
213         float a = 0.5 + b * (a_off + height_select);
214         a = rangelim(a, 0.0, 1.0); // Limit
215         
216         return base * (1.0 - a) + higher * a;
217 }
218
219
220 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p) {
221         if (flags & MG_FLAT)
222                 return water_level;
223                 
224         float terrain_base   = NoisePerlin2DPosOffset(noise_terrain_base->np,
225                                                         p.X, 0.5, p.Y, 0.5, seed);
226         float terrain_higher = NoisePerlin2DPosOffset(noise_terrain_higher->np,
227                                                         p.X, 0.5, p.Y, 0.5, seed);
228         float steepness      = NoisePerlin2DPosOffset(noise_steepness->np,
229                                                         p.X, 0.5, p.Y, 0.5, seed);
230         float height_select  = NoisePerlin2DNoTxfmPosOffset(noise_height_select->np,
231                                                         p.X, 0.5, p.Y, 0.5, seed);
232
233         return baseTerrainLevel(terrain_base, terrain_higher,
234                                                         steepness,    height_select);
235 }
236
237
238 float MapgenV6::baseTerrainLevelFromMap(v2s16 p) {
239         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
240         return baseTerrainLevelFromMap(index);
241 }
242
243
244 float MapgenV6::baseTerrainLevelFromMap(int index) {
245         if (flags & MG_FLAT)
246                 return water_level;
247         
248         float terrain_base   = noise_terrain_base->result[index];
249         float terrain_higher = noise_terrain_higher->result[index];
250         float steepness      = noise_steepness->result[index];
251         float height_select  = noise_height_select->result[index];
252         
253         return baseTerrainLevel(terrain_base, terrain_higher,
254                                                         steepness,    height_select);
255 }
256
257
258 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) {
259         return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
260 }
261
262
263 int MapgenV6::getGroundLevelAtPoint(v2s16 p) {
264         return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
265 }
266
267
268 //////////////////////// Noise functions
269
270 float MapgenV6::getMudAmount(v2s16 p) {
271         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
272         return getMudAmount(index);
273 }
274
275
276 bool MapgenV6::getHaveBeach(v2s16 p) {
277         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
278         return getHaveBeach(index);
279 }
280
281
282 BiomeType MapgenV6::getBiome(v2s16 p) {
283         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
284         return getBiome(index, p);
285 }
286
287
288 float MapgenV6::getHumidity(v2s16 p)
289 {
290         /*double noise = noise2d_perlin(
291                 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
292                 seed+72384, 4, 0.66);
293         noise = (noise + 1.0)/2.0;*/
294
295         float noise = NoisePerlin2D(np_humidity, p.X, p.Y, seed);
296
297         if (noise < 0.0)
298                 noise = 0.0;
299         if (noise > 1.0)
300                 noise = 1.0;
301         return noise;
302 }
303
304
305 float MapgenV6::getTreeAmount(v2s16 p)
306 {
307         /*double noise = noise2d_perlin(
308                         0.5+(float)p.X/125, 0.5+(float)p.Y/125,
309                         seed+2, 4, 0.66);*/
310         
311         float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
312         float zeroval = -0.39;
313         if (noise < zeroval)
314                 return 0;
315         else
316                 return 0.04 * (noise-zeroval) / (1.0-zeroval);
317 }
318
319
320 bool MapgenV6::getHaveAppleTree(v2s16 p)
321 {
322         /*is_apple_tree = noise2d_perlin(
323                 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
324                 data->seed+342902, 3, 0.45) > 0.2;*/
325         
326         float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
327         
328         return noise > 0.2;
329 }
330
331
332 float MapgenV6::getMudAmount(int index)
333 {
334         if (flags & MG_FLAT)
335                 return AVERAGE_MUD_AMOUNT;
336                 
337         /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
338                         0.5+(float)p.X/200, 0.5+(float)p.Y/200,
339                         seed+91013, 3, 0.55));*/
340         
341         return noise_mud->result[index];
342 }
343
344
345 bool MapgenV6::getHaveBeach(int index)
346 {
347         // Determine whether to have sand here
348         /*double sandnoise = noise2d_perlin(
349                         0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
350                         seed+59420, 3, 0.50);*/
351         
352         float sandnoise = noise_beach->result[index];
353         return (sandnoise > freq_beach);
354 }
355
356
357 BiomeType MapgenV6::getBiome(int index, v2s16 p)
358 {
359         // Just do something very simple as for now
360         /*double d = noise2d_perlin(
361                         0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
362                         seed+9130, 3, 0.50);*/
363         
364         float d = noise_biome->result[index];
365         if (d > freq_desert)
366                 return BT_DESERT;
367                 
368         if ((spflags & MGV6_BIOMEBLEND) &&
369                 (d > freq_desert - 0.10) &&
370                 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
371                 return BT_DESERT;
372         
373         return BT_NORMAL;
374 }
375
376
377 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
378 {
379         s32 x=p.X, y=p.Y, z=p.Z;
380         return (u32)(seed%0x100000000ULL) + z*38134234 + y*42123 + x*23;
381 }
382
383
384 //////////////////////// Map generator
385
386 void MapgenV6::makeChunk(BlockMakeData *data) {
387         assert(data->vmanip);
388         assert(data->nodedef);
389         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
390                    data->blockpos_requested.Y >= data->blockpos_min.Y &&
391                    data->blockpos_requested.Z >= data->blockpos_min.Z);
392         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
393                    data->blockpos_requested.Y <= data->blockpos_max.Y &&
394                    data->blockpos_requested.Z <= data->blockpos_max.Z);
395                         
396         this->generating = true;
397         this->vm   = data->vmanip;      
398         this->ndef = data->nodedef;
399         
400         // Hack: use minimum block coords for old code that assumes a single block
401         v3s16 blockpos = data->blockpos_requested;
402         v3s16 blockpos_min = data->blockpos_min;
403         v3s16 blockpos_max = data->blockpos_max;
404
405         // Area of central chunk
406         node_min = blockpos_min*MAP_BLOCKSIZE;
407         node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
408
409         // Full allocated area
410         full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
411         full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
412
413         central_area_size = node_max - node_min + v3s16(1,1,1);
414         assert(central_area_size.X == central_area_size.Z);
415
416         int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
417                                           * (blockpos_max.Y - blockpos_min.Y + 1)
418                                           * (blockpos_max.Z - blockpos_max.Z + 1);
419
420         volume_nodes = volume_blocks *
421                 MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
422
423         // Create a block-specific seed
424         blockseed = get_blockseed(data->seed, full_node_min);
425
426         // Make some noise
427         calculateNoise();
428
429         c_stone           = ndef->getId("mapgen_stone");
430         c_dirt            = ndef->getId("mapgen_dirt");
431         c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
432         c_sand            = ndef->getId("mapgen_sand");
433         c_water_source    = ndef->getId("mapgen_water_source");
434         c_lava_source     = ndef->getId("mapgen_lava_source");
435         c_gravel          = ndef->getId("mapgen_gravel");
436         c_cobble          = ndef->getId("mapgen_cobble");
437         c_desert_sand     = ndef->getId("mapgen_desert_sand");
438         c_desert_stone    = ndef->getId("mapgen_desert_stone");
439         c_mossycobble     = ndef->getId("mapgen_mossycobble");
440         c_sandbrick       = ndef->getId("mapgen_sandstonebrick");
441         c_stair_cobble    = ndef->getId("mapgen_stair_cobble");
442         c_stair_sandstone = ndef->getId("mapgen_stair_sandstone");
443         if (c_desert_sand == CONTENT_IGNORE)
444                 c_desert_sand = c_sand;
445         if (c_desert_stone == CONTENT_IGNORE)
446                 c_desert_stone = c_stone;
447         if (c_mossycobble == CONTENT_IGNORE)
448                 c_mossycobble = c_cobble;
449         if (c_sandbrick == CONTENT_IGNORE)
450                 c_sandbrick = c_desert_stone;
451         if (c_stair_cobble == CONTENT_IGNORE)
452                 c_stair_cobble = c_cobble;
453         if (c_stair_sandstone == CONTENT_IGNORE)
454                 c_stair_sandstone = c_sandbrick;
455
456         // Maximum height of the stone surface and obstacles.
457         // This is used to guide the cave generation
458         s16 stone_surface_max_y;
459
460         // Generate general ground level to full area
461         stone_surface_max_y = generateGround();
462
463         generateExperimental();
464
465         const s16 max_spread_amount = MAP_BLOCKSIZE;
466         // Limit dirt flow area by 1 because mud is flown into neighbors.
467         s16 mudflow_minpos = -max_spread_amount + 1;
468         s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
469
470         // Loop this part, it will make stuff look older and newer nicely
471         const u32 age_loops = 2;
472         for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
473                 // Make caves (this code is relatively horrible)
474                 if (flags & MG_CAVES)
475                         generateCaves(stone_surface_max_y);
476
477                 // Add mud to the central chunk
478                 addMud();
479
480                 // Add blobs of dirt and gravel underground
481                 addDirtGravelBlobs();
482
483                 // Flow mud away from steep edges
484                 if (spflags & MGV6_MUDFLOW)
485                         flowMud(mudflow_minpos, mudflow_maxpos);
486
487         }
488         
489         // Add dungeons
490         if (flags & MG_DUNGEONS) {
491                 DungeonParams dp;
492
493                 dp.np_rarity  = nparams_dungeon_rarity;
494                 dp.np_density = nparams_dungeon_density;
495                 dp.np_wetness = nparams_dungeon_wetness;
496                 dp.c_water = c_water_source;
497                 if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_NORMAL) {
498                         dp.c_cobble  = c_cobble;
499                         dp.c_moss    = c_mossycobble;
500                         dp.c_stair   = c_stair_cobble;
501
502                         dp.diagonal_dirs = false;
503                         dp.mossratio  = 3.0;
504                         dp.holesize   = v3s16(1, 2, 1);
505                         dp.roomsize   = v3s16(0, 0, 0);
506                         dp.notifytype = GENNOTIFY_DUNGEON;
507                 } else {
508                         dp.c_cobble  = c_sandbrick;
509                         dp.c_moss    = c_sandbrick; // should make this 'cracked sandstone' later
510                         dp.c_stair   = c_stair_sandstone;
511
512                         dp.diagonal_dirs = true;
513                         dp.mossratio  = 0.0;
514                         dp.holesize   = v3s16(2, 3, 2);
515                         dp.roomsize   = v3s16(2, 5, 2);
516                         dp.notifytype = GENNOTIFY_TEMPLE;
517                 }
518
519                 DungeonGen dgen(this, &dp);
520                 dgen.generate(blockseed, full_node_min, full_node_max);
521         }
522         
523         // Add top and bottom side of water to transforming_liquid queue
524         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
525
526         // Grow grass
527         growGrass();
528
529         // Generate some trees, and add grass, if a jungle
530         if (flags & MG_TREES)
531                 placeTreesAndJungleGrass();
532         
533         // Generate the registered decorations
534         for (unsigned int i = 0; i != emerge->decorations.size(); i++) {
535                 Decoration *deco = emerge->decorations[i];
536                 deco->placeDeco(this, blockseed + i, node_min, node_max);
537         }
538
539         // Generate the registered ores
540         for (unsigned int i = 0; i != emerge->ores.size(); i++) {
541                 Ore *ore = emerge->ores[i];
542                 ore->placeOre(this, blockseed + i, node_min, node_max);
543         }
544
545         // Calculate lighting
546         if (flags & MG_LIGHT)
547                 calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
548                                          node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
549         
550         this->generating = false;
551 }
552
553
554 void MapgenV6::calculateNoise() {
555         int x = node_min.X;
556         int z = node_min.Z;
557
558         // Need to adjust for the original implementation's +.5 offset...
559         if (!(flags & MG_FLAT)) {
560                 noise_terrain_base->perlinMap2D(
561                         x + 0.5 * noise_terrain_base->np->spread.X,
562                         z + 0.5 * noise_terrain_base->np->spread.Z);
563                 noise_terrain_base->transformNoiseMap();
564
565                 noise_terrain_higher->perlinMap2D(
566                         x + 0.5 * noise_terrain_higher->np->spread.X,
567                         z + 0.5 * noise_terrain_higher->np->spread.Z);
568                 noise_terrain_higher->transformNoiseMap();
569
570                 noise_steepness->perlinMap2D(
571                         x + 0.5 * noise_steepness->np->spread.X,
572                         z + 0.5 * noise_steepness->np->spread.Z);
573                 noise_steepness->transformNoiseMap();
574
575                 noise_height_select->perlinMap2D(
576                         x + 0.5 * noise_height_select->np->spread.X,
577                         z + 0.5 * noise_height_select->np->spread.Z);
578
579                 noise_mud->perlinMap2D(
580                         x + 0.5 * noise_mud->np->spread.X,
581                         z + 0.5 * noise_mud->np->spread.Z);
582                 noise_mud->transformNoiseMap();
583         }
584
585         noise_beach->perlinMap2D(
586                 x + 0.2 * noise_beach->np->spread.X,
587                 z + 0.7 * noise_beach->np->spread.Z);
588
589         noise_biome->perlinMap2D(
590                 x + 0.6 * noise_biome->np->spread.X,
591                 z + 0.2 * noise_biome->np->spread.Z);
592 }
593
594
595 int MapgenV6::generateGround() {
596         //TimeTaker timer1("Generating ground level");
597         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
598         MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
599         int stone_surface_max_y = -MAP_GENERATION_LIMIT;
600         u32 index = 0;
601         
602         for (s16 z = node_min.Z; z <= node_max.Z; z++)
603         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
604                 // Surface height
605                 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
606                 
607                 // Log it
608                 if (surface_y > stone_surface_max_y)
609                         stone_surface_max_y = surface_y;
610
611                 BiomeType bt = getBiome(index, v2s16(x, z));
612                 
613                 // Fill ground with stone
614                 v3s16 em = vm->m_area.getExtent();
615                 u32 i = vm->m_area.index(x, node_min.Y, z);
616                 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
617                         if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
618                                 if (y <= surface_y) {
619                                         vm->m_data[i] = (y > water_level && bt == BT_DESERT) ? 
620                                                 n_desert_stone : n_stone;
621                                 } else if (y <= water_level) {
622                                         vm->m_data[i] = n_water_source;
623                                 } else {
624                                         vm->m_data[i] = n_air;
625                                 }
626                         }
627                         vm->m_area.add_y(em, i, 1);
628                 }
629         }
630         
631         return stone_surface_max_y;
632 }
633
634
635 void MapgenV6::addMud() {
636         // 15ms @cs=8
637         //TimeTaker timer1("add mud");
638         MapNode n_dirt(c_dirt), n_gravel(c_gravel);
639         MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
640         MapNode addnode;
641
642         u32 index = 0;
643         for (s16 z = node_min.Z; z <= node_max.Z; z++)
644         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
645                 // Randomize mud amount
646                 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
647
648                 // Find ground level
649                 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
650                 
651                 // Handle area not found
652                 if (surface_y == vm->m_area.MinEdge.Y - 1)
653                         continue;
654                 
655                 BiomeType bt = getBiome(index, v2s16(x, z));
656                 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
657
658                 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
659                         addnode = n_sand;
660                 } else if (mud_add_amount <= 0) {
661                         mud_add_amount = 1 - mud_add_amount;
662                         addnode = n_gravel;
663                 } else if (bt == BT_NORMAL && getHaveBeach(index) &&
664                                 surface_y + mud_add_amount <= water_level + 2) {
665                         addnode = n_sand;
666                 }
667
668                 if (bt == BT_DESERT && surface_y > 20)
669                         mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
670
671                 // If topmost node is grass, change it to mud.  It might be if it was
672                 // flown to there from a neighboring chunk and then converted.
673                 u32 i = vm->m_area.index(x, surface_y, z);
674                 if (vm->m_data[i].getContent() == c_dirt_with_grass)
675                         vm->m_data[i] = n_dirt;
676
677                 // Add mud on ground
678                 s16 mudcount = 0;
679                 v3s16 em = vm->m_area.getExtent();
680                 s16 y_start = surface_y + 1;
681                 i = vm->m_area.index(x, y_start, z);
682                 for (s16 y = y_start; y <= node_max.Y; y++) {
683                         if (mudcount >= mud_add_amount)
684                                 break;
685
686                         vm->m_data[i] = addnode;
687                         mudcount++;
688
689                         vm->m_area.add_y(em, i, 1);
690                 }
691         }
692 }
693
694
695 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) {
696         // 340ms @cs=8
697         TimeTaker timer1("flow mud");
698
699         // Iterate a few times
700         for(s16 k = 0; k < 3; k++) {
701                 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
702                 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
703                         // Invert coordinates every 2nd iteration
704                         if (k % 2 == 0) {
705                                 x = mudflow_maxpos - (x - mudflow_minpos);
706                                 z = mudflow_maxpos - (z - mudflow_minpos);
707                         }
708
709                         // Node position in 2d
710                         v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
711
712                         v3s16 em = vm->m_area.getExtent();
713                         u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
714                         s16 y = node_max.Y;
715
716                         while(y >= node_min.Y)
717                         {
718
719                         for(;; y--)
720                         {
721                                 MapNode *n = NULL;
722                                 // Find mud
723                                 for(; y >= node_min.Y; y--) {
724                                         n = &vm->m_data[i];
725                                         if (n->getContent() == c_dirt ||
726                                                 n->getContent() == c_dirt_with_grass ||
727                                                 n->getContent() == c_gravel)
728                                                 break;
729
730                                         vm->m_area.add_y(em, i, -1);
731                                 }
732
733                                 // Stop if out of area
734                                 //if(vmanip.m_area.contains(i) == false)
735                                 if (y < node_min.Y)
736                                         break;
737
738                                 if (n->getContent() == c_dirt ||
739                                         n->getContent() == c_dirt_with_grass)
740                                 {
741                                         // Make it exactly mud
742                                         n->setContent(c_dirt);
743
744                                         // Don't flow it if the stuff under it is not mud
745                                         {
746                                                 u32 i2 = i;
747                                                 vm->m_area.add_y(em, i2, -1);
748                                                 // Cancel if out of area
749                                                 if(vm->m_area.contains(i2) == false)
750                                                         continue;
751                                                 MapNode *n2 = &vm->m_data[i2];
752                                                 if (n2->getContent() != c_dirt &&
753                                                         n2->getContent() != c_dirt_with_grass)
754                                                         continue;
755                                         }
756                                 }
757
758                                 v3s16 dirs4[4] = {
759                                         v3s16(0,0,1), // back
760                                         v3s16(1,0,0), // right
761                                         v3s16(0,0,-1), // front
762                                         v3s16(-1,0,0), // left
763                                 };
764
765                                 // Check that upper is air or doesn't exist.
766                                 // Cancel dropping if upper keeps it in place
767                                 u32 i3 = i;
768                                 vm->m_area.add_y(em, i3, 1);
769                                 if (vm->m_area.contains(i3) == true &&
770                                         ndef->get(vm->m_data[i3]).walkable)
771                                         continue;
772
773                                 // Drop mud on side
774                                 for(u32 di=0; di<4; di++) {
775                                         v3s16 dirp = dirs4[di];
776                                         u32 i2 = i;
777                                         // Move to side
778                                         vm->m_area.add_p(em, i2, dirp);
779                                         // Fail if out of area
780                                         if (vm->m_area.contains(i2) == false)
781                                                 continue;
782                                         // Check that side is air
783                                         MapNode *n2 = &vm->m_data[i2];
784                                         if (ndef->get(*n2).walkable)
785                                                 continue;
786                                         // Check that under side is air
787                                         vm->m_area.add_y(em, i2, -1);
788                                         if (vm->m_area.contains(i2) == false)
789                                                 continue;
790                                         n2 = &vm->m_data[i2];
791                                         if (ndef->get(*n2).walkable)
792                                                 continue;
793                                         // Loop further down until not air
794                                         bool dropped_to_unknown = false;
795                                         do {
796                                                 vm->m_area.add_y(em, i2, -1);
797                                                 n2 = &vm->m_data[i2];
798                                                 // if out of known area
799                                                 if(vm->m_area.contains(i2) == false ||
800                                                         n2->getContent() == CONTENT_IGNORE) {
801                                                         dropped_to_unknown = true;
802                                                         break;
803                                                 }
804                                         } while (ndef->get(*n2).walkable == false);
805                                         // Loop one up so that we're in air
806                                         vm->m_area.add_y(em, i2, 1);
807                                         n2 = &vm->m_data[i2];
808
809                                         bool old_is_water = (n->getContent() == c_water_source);
810                                         // Move mud to new place
811                                         if (!dropped_to_unknown) {
812                                                 *n2 = *n;
813                                                 // Set old place to be air (or water)
814                                                 if(old_is_water)
815                                                         *n = MapNode(c_water_source);
816                                                 else
817                                                         *n = MapNode(CONTENT_AIR);
818                                         }
819
820                                         // Done
821                                         break;
822                                 }
823                         }
824                         }
825                 }
826         }
827 }
828
829
830 void MapgenV6::addDirtGravelBlobs() {
831         if (getBiome(v2s16(node_min.X, node_min.Z)) != BT_NORMAL)
832                 return;
833         
834         PseudoRandom pr(blockseed + 983);
835         for (int i = 0; i < volume_nodes/10/10/10; i++) {
836                 bool only_fill_cave = (myrand_range(0,1) != 0);
837                 v3s16 size(
838                         pr.range(1, 8),
839                         pr.range(1, 8),
840                         pr.range(1, 8)
841                 );
842                 v3s16 p0(
843                         pr.range(node_min.X, node_max.X) - size.X / 2,
844                         pr.range(node_min.Y, node_max.Y) - size.Y / 2,
845                         pr.range(node_min.Z, node_max.Z) - size.Z / 2
846                 );
847                 
848                 MapNode n1((p0.Y > -32 && !pr.range(0, 1)) ? c_dirt : c_gravel);
849                 for (int z1 = 0; z1 < size.Z; z1++)
850                 for (int y1 = 0; y1 < size.Y; y1++)
851                 for (int x1 = 0; x1 < size.X; x1++) {
852                         v3s16 p = p0 + v3s16(x1, y1, z1);
853                         u32 i = vm->m_area.index(p);
854                         if (!vm->m_area.contains(i))
855                                 continue;
856                         // Cancel if not stone and not cave air
857                         if (vm->m_data[i].getContent() != c_stone &&
858                                 !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
859                                 continue;
860                         if (only_fill_cave && !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
861                                 continue;
862                         vm->m_data[i] = n1;
863                 }
864         }
865 }
866
867
868 void MapgenV6::placeTreesAndJungleGrass() {
869         //TimeTaker t("placeTrees");
870         if (node_max.Y < water_level)
871                 return;
872         
873         PseudoRandom grassrandom(blockseed + 53);
874         content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
875         // if we don't have junglegrass, don't place cignore... that's bad
876         if (c_junglegrass == CONTENT_IGNORE)
877                 c_junglegrass = CONTENT_AIR;
878         MapNode n_junglegrass(c_junglegrass);
879         v3s16 em = vm->m_area.getExtent();
880         
881         // Divide area into parts
882         s16 div = 8;
883         s16 sidelen = central_area_size.X / div;
884         double area = sidelen * sidelen;
885         
886         // N.B.  We must add jungle grass first, since tree leaves will
887         // obstruct the ground, giving us a false ground level
888         for (s16 z0 = 0; z0 < div; z0++)
889         for (s16 x0 = 0; x0 < div; x0++) {
890                 // Center position of part of division
891                 v2s16 p2d_center(
892                         node_min.X + sidelen / 2 + sidelen * x0,
893                         node_min.Z + sidelen / 2 + sidelen * z0
894                 );
895                 // Minimum edge of part of division
896                 v2s16 p2d_min(
897                         node_min.X + sidelen * x0,
898                         node_min.Z + sidelen * z0
899                 );
900                 // Maximum edge of part of division
901                 v2s16 p2d_max(
902                         node_min.X + sidelen + sidelen * x0 - 1,
903                         node_min.Z + sidelen + sidelen * z0 - 1
904                 );
905                 
906                 // Amount of trees, jungle area
907                 u32 tree_count = area * getTreeAmount(p2d_center);
908                 
909                 float humidity;
910                 bool is_jungle = false;
911                 if (spflags & MGV6_JUNGLES) {
912                         humidity = getHumidity(p2d_center);
913                         if (humidity > 0.75) {
914                                 is_jungle = true;
915                                 tree_count *= 4;
916                         }
917                 }
918
919                 // Add jungle grass
920                 if (is_jungle) {                        
921                         u32 grass_count = 5 * humidity * tree_count;
922                         for (u32 i = 0; i < grass_count; i++) {
923                                 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
924                                 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
925                                 
926                                 s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////optimize this!
927                                 if (y < water_level || y < node_min.Y || y > node_max.Y)
928                                         continue;
929                                 
930                                 u32 vi = vm->m_area.index(x, y, z);
931                                 // place on dirt_with_grass, since we know it is exposed to sunlight
932                                 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
933                                         vm->m_area.add_y(em, vi, 1);
934                                         vm->m_data[vi] = n_junglegrass;
935                                 }
936                         }
937                 }
938                 
939                 // Put trees in random places on part of division
940                 for (u32 i = 0; i < tree_count; i++) {
941                         s16 x = myrand_range(p2d_min.X, p2d_max.X);
942                         s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
943                         s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////////optimize this!
944                         // Don't make a tree under water level
945                         // Don't make a tree so high that it doesn't fit
946                         if(y < water_level || y > node_max.Y - 6)
947                                 continue;
948                         
949                         v3s16 p(x,y,z);
950                         // Trees grow only on mud and grass
951                         {
952                                 u32 i = vm->m_area.index(p);
953                                 MapNode *n = &vm->m_data[i];
954                                 if (n->getContent() != c_dirt &&
955                                         n->getContent() != c_dirt_with_grass)
956                                         continue;
957                         }
958                         p.Y++;
959                         
960                         // Make a tree
961                         if (is_jungle) {
962                                 treegen::make_jungletree(*vm, p, ndef, myrand());
963                         } else {
964                                 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
965                                                                                 getHaveAppleTree(v2s16(x, z));
966                                 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
967                         }
968                 }
969         }
970         //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
971 }
972
973
974 void MapgenV6::growGrass() {
975         for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
976         for (s16 x = full_node_min.X; x <= full_node_max.X; x++) {
977                 // Find the lowest surface to which enough light ends up to make
978                 // grass grow.  Basically just wait until not air and not leaves.
979                 s16 surface_y = 0;
980                 {
981                         v3s16 em = vm->m_area.getExtent();
982                         u32 i = vm->m_area.index(x, node_max.Y, z);
983                         s16 y;
984                         // Go to ground level
985                         for (y = node_max.Y; y >= full_node_min.Y; y--) {
986                                 MapNode &n = vm->m_data[i];
987                                 if (ndef->get(n).param_type != CPT_LIGHT ||
988                                         ndef->get(n).liquid_type != LIQUID_NONE)
989                                         break;
990                                 vm->m_area.add_y(em, i, -1);
991                         }
992                         surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
993                 }
994
995                 u32 i = vm->m_area.index(x, surface_y, z);
996                 MapNode *n = &vm->m_data[i];
997                 if (n->getContent() == c_dirt && surface_y >= water_level - 20)
998                         n->setContent(c_dirt_with_grass);
999         }
1000 }
1001
1002
1003 void MapgenV6::generateCaves(int max_stone_y) {
1004         float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
1005         int volume_nodes = (node_max.X - node_min.X + 1) *
1006                                            (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
1007         cave_amount = MYMAX(0.0, cave_amount);
1008         u32 caves_count = cave_amount * volume_nodes / 50000;
1009         u32 bruises_count = 1;
1010         PseudoRandom ps(blockseed + 21343);
1011         PseudoRandom ps2(blockseed + 1032);
1012         
1013         if (ps.range(1, 6) == 1)
1014                 bruises_count = ps.range(0, ps.range(0, 2));
1015         
1016         if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
1017                 caves_count   /= 3;
1018                 bruises_count /= 3;
1019         }
1020         
1021         for (u32 i = 0; i < caves_count + bruises_count; i++) {
1022                 bool large_cave = (i >= caves_count);
1023                 CaveV6 cave(this, &ps, &ps2, large_cave);
1024
1025                 cave.makeCave(node_min, node_max, max_stone_y);
1026         }
1027 }