Add jungle grass to jungles
[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 "treegen.h"
37 #include "mapgen_v6.h"
38
39 /////////////////// Mapgen V6 perlin noise default values
40 NoiseParams nparams_v6_def_terrain_base =
41         {-AVERAGE_MUD_AMOUNT, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6};
42 NoiseParams nparams_v6_def_terrain_higher =
43         {20.0, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6};
44 NoiseParams nparams_v6_def_steepness =
45         {0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7};
46 NoiseParams nparams_v6_def_height_select =
47         {0.5, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69};
48 NoiseParams nparams_v6_def_mud =
49         {AVERAGE_MUD_AMOUNT, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55};
50 NoiseParams nparams_v6_def_beach =
51         {0.0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50};
52 NoiseParams nparams_v6_def_biome =
53         {0.0, 1.0, v3f(250.0, 250.0, 250.0), 9130, 3, 0.50};
54 NoiseParams nparams_v6_def_cave =
55         {6.0, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50};
56 NoiseParams nparams_v6_def_humidity =
57         {0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 4, 0.66};
58 NoiseParams nparams_v6_def_trees =
59         {0.0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66};
60 NoiseParams nparams_v6_def_apple_trees =
61         {0.0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45};
62
63
64 ///////////////////////////////////////////////////////////////////////////////
65
66
67 MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params) {
68         this->generating  = false;
69         this->id       = mapgenid;
70
71         this->seed     = (int)params->seed;
72         this->water_level = params->water_level;
73         this->flags   = params->flags;
74         this->csize   = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
75
76         this->freq_desert = params->freq_desert;
77         this->freq_beach  = params->freq_beach;
78
79         this->ystride = csize.X; //////fix this
80
81         np_cave        = params->np_cave;
82         np_humidity    = params->np_humidity;
83         np_trees       = params->np_trees;
84         np_apple_trees = params->np_apple_trees;
85
86         noise_terrain_base   = new Noise(params->np_terrain_base,   seed, csize.X, csize.Y);
87         noise_terrain_higher = new Noise(params->np_terrain_higher, seed, csize.X, csize.Y);
88         noise_steepness      = new Noise(params->np_steepness,      seed, csize.X, csize.Y);
89         noise_height_select  = new Noise(params->np_height_select,  seed, csize.X, csize.Y);
90         noise_mud            = new Noise(params->np_mud,            seed, csize.X, csize.Y);
91         noise_beach          = new Noise(params->np_beach,          seed, csize.X, csize.Y);
92         noise_biome          = new Noise(params->np_biome,          seed, csize.X, csize.Y);
93 }
94
95
96 MapgenV6::~MapgenV6() {
97         delete noise_terrain_base;
98         delete noise_terrain_higher;
99         delete noise_steepness;
100         delete noise_height_select;
101         delete noise_mud;
102         delete noise_beach;
103         delete noise_biome;
104 }
105
106
107 //////////////////////// Some helper functions for the map generator
108
109 // Returns Y one under area minimum if not found
110 s16 MapgenV6::find_ground_level(v2s16 p2d) {
111         v3s16 em = vm->m_area.getExtent();
112         s16 y_nodes_max = vm->m_area.MaxEdge.Y;
113         s16 y_nodes_min = vm->m_area.MinEdge.Y;
114         u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
115         s16 y;
116         
117         for (y = y_nodes_max; y >= y_nodes_min; y--) {
118                 MapNode &n = vm->m_data[i];
119                 if(ndef->get(n).walkable)
120                         break;
121
122                 vm->m_area.add_y(em, i, -1);
123         }
124         return (y >= y_nodes_min) ? y : y_nodes_min - 1;
125 }
126
127 // Returns Y one under area minimum if not found
128 s16 MapgenV6::find_stone_level(v2s16 p2d) {
129         v3s16 em = vm->m_area.getExtent();
130         s16 y_nodes_max = vm->m_area.MaxEdge.Y;
131         s16 y_nodes_min = vm->m_area.MinEdge.Y;
132         u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
133         s16 y;
134
135         for (y = y_nodes_max; y >= y_nodes_min; y--) {
136                 MapNode &n = vm->m_data[i];
137                 content_t c = n.getContent();
138                 if (c != CONTENT_IGNORE && (
139                         c == c_stone || c == c_desert_stone))
140                         break;
141
142                 vm->m_area.add_y(em, i, -1);
143         }
144         return (y >= y_nodes_min) ? y : y_nodes_min - 1;
145 }
146
147
148 // Required by mapgen.h
149 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
150 {
151         /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
152                         seed, v2s16(blockpos.X, blockpos.Z));*/
153         // Nah, this is just a heuristic, just return something
154         s16 minimum_groundlevel = water_level;
155
156         if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
157                 return true;
158         else
159                 return false;
160 }
161
162
163 //////////////////////// Base terrain height functions
164
165 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
166                                                                         float steepness, float height_select) { 
167         float base   = water_level + terrain_base;
168         float higher = water_level + terrain_higher;
169
170         // Limit higher ground level to at least base
171         if(higher < base)
172                 higher = base;
173
174         // Steepness factor of cliffs
175         float b = steepness;
176         b = rangelim(b, 0.0, 1000.0);
177         b = 5 * b * b * b * b * b * b * b;
178         b = rangelim(b, 0.5, 1000.0);
179
180         // Values 1.5...100 give quite horrible looking slopes
181         if (b > 1.5 && b < 100.0)
182                 b = (b < 10.0) ? 1.5 : 100.0;
183
184         float a_off = -0.20; // Offset to more low
185         float a = 0.5 + b * (a_off + height_select);
186         a = rangelim(a, 0.0, 1.0); // Limit
187         
188         return base * (1.0 - a) + higher * a;
189 }
190
191
192 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p) {
193         if (flags & MG_FLAT)
194                 return water_level;
195                 
196         float terrain_base   = NoisePerlin2DPosOffset(noise_terrain_base->np,
197                                                         p.X, 0.5, p.Y, 0.5, seed);
198         float terrain_higher = NoisePerlin2DPosOffset(noise_terrain_higher->np,
199                                                         p.X, 0.5, p.Y, 0.5, seed);
200         float steepness      = NoisePerlin2DPosOffset(noise_steepness->np,
201                                                         p.X, 0.5, p.Y, 0.5, seed);
202         float height_select  = NoisePerlin2DNoTxfmPosOffset(noise_height_select->np,
203                                                         p.X, 0.5, p.Y, 0.5, seed);
204
205         return baseTerrainLevel(terrain_base, terrain_higher,
206                                                         steepness,    height_select);
207 }
208
209
210 float MapgenV6::baseTerrainLevelFromMap(v2s16 p) {
211         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
212         return baseTerrainLevelFromMap(index);
213 }
214
215
216 float MapgenV6::baseTerrainLevelFromMap(int index) {
217         if (flags & MG_FLAT)
218                 return water_level;
219         
220         float terrain_base   = noise_terrain_base->result[index];
221         float terrain_higher = noise_terrain_higher->result[index];
222         float steepness      = noise_steepness->result[index];
223         float height_select  = noise_height_select->result[index];
224         
225         return baseTerrainLevel(terrain_base, terrain_higher,
226                                                         steepness,    height_select);
227 }
228
229
230 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) {
231         return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
232 }
233
234
235 int MapgenV6::getGroundLevelAtPoint(v2s16 p) {
236         return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
237 }
238
239
240 //////////////////////// Noise functions
241
242 float MapgenV6::getMudAmount(v2s16 p) {
243         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
244         return getMudAmount(index);
245 }
246
247
248 bool MapgenV6::getHaveBeach(v2s16 p) {
249         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
250         return getHaveBeach(index);
251 }
252
253
254 BiomeType MapgenV6::getBiome(v2s16 p) {
255         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
256         return getBiome(index, p);
257 }
258
259
260 float MapgenV6::getHumidity(v2s16 p)
261 {
262         /*double noise = noise2d_perlin(
263                 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
264                 seed+72384, 4, 0.66);
265         noise = (noise + 1.0)/2.0;*/
266
267         float noise = NoisePerlin2D(np_humidity, p.X, p.Y, seed);
268
269         if (noise < 0.0)
270                 noise = 0.0;
271         if (noise > 1.0)
272                 noise = 1.0;
273         return noise;
274 }
275
276
277 float MapgenV6::getTreeAmount(v2s16 p)
278 {
279         /*double noise = noise2d_perlin(
280                         0.5+(float)p.X/125, 0.5+(float)p.Y/125,
281                         seed+2, 4, 0.66);*/
282         
283         float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
284         float zeroval = -0.39;
285         if (noise < zeroval)
286                 return 0;
287         else
288                 return 0.04 * (noise-zeroval) / (1.0-zeroval);
289 }
290
291
292 bool MapgenV6::getHaveAppleTree(v2s16 p)
293 {
294         /*is_apple_tree = noise2d_perlin(
295                 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
296                 data->seed+342902, 3, 0.45) > 0.2;*/
297         
298         float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
299         
300         return noise > 0.2;
301 }
302
303
304 float MapgenV6::getMudAmount(int index)
305 {
306         if (flags & MG_FLAT)
307                 return AVERAGE_MUD_AMOUNT;
308                 
309         /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
310                         0.5+(float)p.X/200, 0.5+(float)p.Y/200,
311                         seed+91013, 3, 0.55));*/
312         
313         return noise_mud->result[index];
314 }
315
316
317 bool MapgenV6::getHaveBeach(int index)
318 {
319         // Determine whether to have sand here
320         /*double sandnoise = noise2d_perlin(
321                         0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
322                         seed+59420, 3, 0.50);*/
323         
324         float sandnoise = noise_beach->result[index];
325         return (sandnoise > freq_beach);
326 }
327
328
329 BiomeType MapgenV6::getBiome(int index, v2s16 p)
330 {
331         // Just do something very simple as for now
332         /*double d = noise2d_perlin(
333                         0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
334                         seed+9130, 3, 0.50);*/
335         
336         float d = noise_biome->result[index];
337         if (d > freq_desert)
338                 return BT_DESERT;
339                 
340         if ((flags & MGV6_BIOME_BLEND) &&
341                 (d > freq_desert - 0.10) &&
342                 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
343                 return BT_DESERT;
344         
345         return BT_NORMAL;
346 }
347
348
349 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
350 {
351         s32 x=p.X, y=p.Y, z=p.Z;
352         return (u32)(seed%0x100000000ULL) + z*38134234 + y*42123 + x*23;
353 }
354
355
356 //////////////////////// Map generator
357
358 void MapgenV6::makeChunk(BlockMakeData *data) {
359         assert(data->vmanip);
360         assert(data->nodedef);
361         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
362                    data->blockpos_requested.Y >= data->blockpos_min.Y &&
363                    data->blockpos_requested.Z >= data->blockpos_min.Z);
364         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
365                    data->blockpos_requested.Y <= data->blockpos_max.Y &&
366                    data->blockpos_requested.Z <= data->blockpos_max.Z);
367                         
368         this->generating = true;
369         this->vm   = data->vmanip;      
370         this->ndef = data->nodedef;
371         
372         // Hack: use minimum block coords for old code that assumes a single block
373         v3s16 blockpos = data->blockpos_requested;
374         v3s16 blockpos_min = data->blockpos_min;
375         v3s16 blockpos_max = data->blockpos_max;
376         v3s16 blockpos_full_min = blockpos_min - v3s16(1,1,1);
377         v3s16 blockpos_full_max = blockpos_max + v3s16(1,1,1);
378
379         // Area of central chunk
380         node_min = blockpos_min*MAP_BLOCKSIZE;
381         node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
382
383         // Full allocated area
384         full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
385         full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
386
387         central_area_size = node_max - node_min + v3s16(1,1,1);
388         assert(central_area_size.X == central_area_size.Z);
389
390         int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
391                                           * (blockpos_max.Y - blockpos_min.Y + 1)
392                                           * (blockpos_max.Z - blockpos_max.Z + 1);
393
394         volume_nodes = volume_blocks *
395                 MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
396
397         // Create a block-specific seed
398         blockseed = get_blockseed(data->seed, full_node_min);
399
400         // Make some noise
401         calculateNoise();
402
403         c_stone           = ndef->getId("mapgen_stone");
404         c_dirt            = ndef->getId("mapgen_dirt");
405         c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
406         c_sand            = ndef->getId("mapgen_sand");
407         c_water_source    = ndef->getId("mapgen_water_source");
408         c_lava_source     = ndef->getId("mapgen_lava_source");
409         c_gravel          = ndef->getId("mapgen_gravel");
410         c_cobble          = ndef->getId("mapgen_cobble");
411         c_desert_sand     = ndef->getId("mapgen_desert_sand");
412         c_desert_stone    = ndef->getId("mapgen_desert_stone");
413         if (c_desert_sand == CONTENT_IGNORE)
414                 c_desert_sand = c_sand;
415         if (c_desert_stone == CONTENT_IGNORE)
416                 c_desert_stone = c_stone;
417
418         // Maximum height of the stone surface and obstacles.
419         // This is used to guide the cave generation
420         s16 stone_surface_max_y;
421
422         // Generate general ground level to full area
423         stone_surface_max_y = generateGround();
424
425         const s16 max_spread_amount = MAP_BLOCKSIZE;
426         // Limit dirt flow area by 1 because mud is flown into neighbors.
427         s16 mudflow_minpos = -max_spread_amount + 1;
428         s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
429
430         // Loop this part, it will make stuff look older and newer nicely
431         const u32 age_loops = 2;
432         for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
433                 // Make caves (this code is relatively horrible)
434                 if (flags & MG_CAVES)
435                         generateCaves(stone_surface_max_y);
436
437                 // Add mud to the central chunk
438                 addMud();
439
440                 // Add blobs of dirt and gravel underground
441                 addDirtGravelBlobs();
442
443                 // Flow mud away from steep edges
444                 flowMud(mudflow_minpos, mudflow_maxpos);
445
446         }
447         
448         // Add dungeons
449         if (flags & MG_DUNGEONS) {
450                 DungeonGen dgen(ndef, data->seed, water_level);
451                 dgen.generate(vm, blockseed, full_node_min, full_node_max);
452         }
453         
454         // Add top and bottom side of water to transforming_liquid queue
455         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
456
457         // Grow grass
458         growGrass();
459
460         // Generate some trees, and add grass, if a jungle
461         if (flags & MG_TREES)
462                 placeTreesAndJungleGrass();
463
464         // Calculate lighting
465         calcLighting(node_min, node_max);
466         
467         this->generating = false;
468 }
469
470
471 void MapgenV6::calculateNoise() {
472         int x = node_min.X;
473         int z = node_min.Z;
474
475         // Need to adjust for the original implementation's +.5 offset...
476         if (!(flags & MG_FLAT)) {
477                 noise_terrain_base->perlinMap2D(
478                         x + 0.5 * noise_terrain_base->np->spread.X,
479                         z + 0.5 * noise_terrain_base->np->spread.Z);
480                 noise_terrain_base->transformNoiseMap();
481
482                 noise_terrain_higher->perlinMap2D(
483                         x + 0.5 * noise_terrain_higher->np->spread.X,
484                         z + 0.5 * noise_terrain_higher->np->spread.Z);
485                 noise_terrain_higher->transformNoiseMap();
486
487                 noise_steepness->perlinMap2D(
488                         x + 0.5 * noise_steepness->np->spread.X,
489                         z + 0.5 * noise_steepness->np->spread.Z);
490                 noise_steepness->transformNoiseMap();
491
492                 noise_height_select->perlinMap2D(
493                         x + 0.5 * noise_height_select->np->spread.X,
494                         z + 0.5 * noise_height_select->np->spread.Z);
495         }
496                 
497         if (!(flags & MG_FLAT)) {
498                 noise_mud->perlinMap2D(
499                         x + 0.5 * noise_mud->np->spread.X,
500                         z + 0.5 * noise_mud->np->spread.Z);
501                 noise_mud->transformNoiseMap();
502         }
503         noise_beach->perlinMap2D(
504                 x + 0.2 * noise_beach->np->spread.X,
505                 z + 0.7 * noise_beach->np->spread.Z);
506
507         noise_biome->perlinMap2D(
508                 x + 0.6 * noise_biome->np->spread.X,
509                 z + 0.2 * noise_biome->np->spread.Z);
510 }
511
512
513 int MapgenV6::generateGround() {
514         //TimeTaker timer1("Generating ground level");
515         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
516         MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
517         int stone_surface_max_y = -MAP_GENERATION_LIMIT;
518         u32 index = 0;
519         
520         for (s16 z = node_min.Z; z <= node_max.Z; z++)
521         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
522                 // Surface height
523                 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
524                 
525                 // Log it
526                 if (surface_y > stone_surface_max_y)
527                         stone_surface_max_y = surface_y;
528
529                 BiomeType bt = getBiome(index, v2s16(x, z));
530                 
531                 // Fill ground with stone
532                 v3s16 em = vm->m_area.getExtent();
533                 u32 i = vm->m_area.index(x, node_min.Y, z);
534                 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
535                         if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
536                                 if (y <= surface_y) {
537                                         vm->m_data[i] = (y > water_level && bt == BT_DESERT) ? 
538                                                 n_desert_stone : n_stone;
539                                 } else if (y <= water_level) {
540                                         vm->m_data[i] = n_water_source;
541                                 } else {
542                                         vm->m_data[i] = n_air;
543                                 }
544                         }
545                         vm->m_area.add_y(em, i, 1);
546                 }
547         }
548         
549         return stone_surface_max_y;
550 }
551
552
553 void MapgenV6::addMud() {
554         // 15ms @cs=8
555         //TimeTaker timer1("add mud");
556         MapNode n_dirt(c_dirt), n_gravel(c_gravel);
557         MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
558         MapNode addnode;
559
560         u32 index = 0;
561         for (s16 z = node_min.Z; z <= node_max.Z; z++)
562         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
563                 // Randomize mud amount
564                 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
565
566                 // Find ground level
567                 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
568                 
569                 // Handle area not found
570                 if (surface_y == vm->m_area.MinEdge.Y - 1)
571                         continue;
572                 
573                 BiomeType bt = getBiome(index, v2s16(x, z));
574                 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
575
576                 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
577                         addnode = n_sand;
578                 } else if (mud_add_amount <= 0) {
579                         mud_add_amount = 1 - mud_add_amount;
580                         addnode = n_gravel;
581                 } else if (bt == BT_NORMAL && getHaveBeach(index) &&
582                                 surface_y + mud_add_amount <= water_level + 2) {
583                         addnode = n_sand;
584                 }
585
586                 if (bt == BT_DESERT && surface_y > 20)
587                         mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
588
589                 // If topmost node is grass, change it to mud.  It might be if it was
590                 // flown to there from a neighboring chunk and then converted.
591                 u32 i = vm->m_area.index(x, surface_y, z);
592                 if (vm->m_data[i].getContent() == c_dirt_with_grass)
593                         vm->m_data[i] = n_dirt;
594
595                 // Add mud on ground
596                 s16 mudcount = 0;
597                 v3s16 em = vm->m_area.getExtent();
598                 s16 y_start = surface_y + 1;
599                 i = vm->m_area.index(x, y_start, z);
600                 for (s16 y = y_start; y <= node_max.Y; y++) {
601                         if (mudcount >= mud_add_amount)
602                                 break;
603
604                         vm->m_data[i] = addnode;
605                         mudcount++;
606
607                         vm->m_area.add_y(em, i, 1);
608                 }
609         }
610 }
611
612
613 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) {
614         // 340ms @cs=8
615         TimeTaker timer1("flow mud");
616
617         // Iterate a few times
618         for(s16 k = 0; k < 3; k++) {
619                 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
620                 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
621                         // Invert coordinates every 2nd iteration
622                         if (k % 2 == 0) {
623                                 x = mudflow_maxpos - (x - mudflow_minpos);
624                                 z = mudflow_maxpos - (z - mudflow_minpos);
625                         }
626
627                         // Node position in 2d
628                         v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
629
630                         v3s16 em = vm->m_area.getExtent();
631                         u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
632                         s16 y = node_max.Y;
633
634                         while(y >= node_min.Y)
635                         {
636
637                         for(;; y--)
638                         {
639                                 MapNode *n = NULL;
640                                 // Find mud
641                                 for(; y >= node_min.Y; y--) {
642                                         n = &vm->m_data[i];
643                                         if (n->getContent() == c_dirt ||
644                                                 n->getContent() == c_dirt_with_grass ||
645                                                 n->getContent() == c_gravel)
646                                                 break;
647
648                                         vm->m_area.add_y(em, i, -1);
649                                 }
650
651                                 // Stop if out of area
652                                 //if(vmanip.m_area.contains(i) == false)
653                                 if (y < node_min.Y)
654                                         break;
655
656                                 if (n->getContent() == c_dirt ||
657                                         n->getContent() == c_dirt_with_grass)
658                                 {
659                                         // Make it exactly mud
660                                         n->setContent(c_dirt);
661
662                                         // Don't flow it if the stuff under it is not mud
663                                         {
664                                                 u32 i2 = i;
665                                                 vm->m_area.add_y(em, i2, -1);
666                                                 // Cancel if out of area
667                                                 if(vm->m_area.contains(i2) == false)
668                                                         continue;
669                                                 MapNode *n2 = &vm->m_data[i2];
670                                                 if (n2->getContent() != c_dirt &&
671                                                         n2->getContent() != c_dirt_with_grass)
672                                                         continue;
673                                         }
674                                 }
675
676                                 v3s16 dirs4[4] = {
677                                         v3s16(0,0,1), // back
678                                         v3s16(1,0,0), // right
679                                         v3s16(0,0,-1), // front
680                                         v3s16(-1,0,0), // left
681                                 };
682
683                                 // Check that upper is air or doesn't exist.
684                                 // Cancel dropping if upper keeps it in place
685                                 u32 i3 = i;
686                                 vm->m_area.add_y(em, i3, 1);
687                                 if (vm->m_area.contains(i3) == true &&
688                                         ndef->get(vm->m_data[i3]).walkable)
689                                         continue;
690
691                                 // Drop mud on side
692                                 for(u32 di=0; di<4; di++) {
693                                         v3s16 dirp = dirs4[di];
694                                         u32 i2 = i;
695                                         // Move to side
696                                         vm->m_area.add_p(em, i2, dirp);
697                                         // Fail if out of area
698                                         if (vm->m_area.contains(i2) == false)
699                                                 continue;
700                                         // Check that side is air
701                                         MapNode *n2 = &vm->m_data[i2];
702                                         if (ndef->get(*n2).walkable)
703                                                 continue;
704                                         // Check that under side is air
705                                         vm->m_area.add_y(em, i2, -1);
706                                         if (vm->m_area.contains(i2) == false)
707                                                 continue;
708                                         n2 = &vm->m_data[i2];
709                                         if (ndef->get(*n2).walkable)
710                                                 continue;
711                                         // Loop further down until not air
712                                         bool dropped_to_unknown = false;
713                                         do {
714                                                 vm->m_area.add_y(em, i2, -1);
715                                                 n2 = &vm->m_data[i2];
716                                                 // if out of known area
717                                                 if(vm->m_area.contains(i2) == false ||
718                                                         n2->getContent() == CONTENT_IGNORE) {
719                                                         dropped_to_unknown = true;
720                                                         break;
721                                                 }
722                                         } while (ndef->get(*n2).walkable == false);
723                                         // Loop one up so that we're in air
724                                         vm->m_area.add_y(em, i2, 1);
725                                         n2 = &vm->m_data[i2];
726
727                                         bool old_is_water = (n->getContent() == c_water_source);
728                                         // Move mud to new place
729                                         if (!dropped_to_unknown) {
730                                                 *n2 = *n;
731                                                 // Set old place to be air (or water)
732                                                 if(old_is_water)
733                                                         *n = MapNode(c_water_source);
734                                                 else
735                                                         *n = MapNode(CONTENT_AIR);
736                                         }
737
738                                         // Done
739                                         break;
740                                 }
741                         }
742                         }
743                 }
744         }
745 }
746
747
748 void MapgenV6::addDirtGravelBlobs() {
749         if (getBiome(v2s16(node_min.X, node_min.Z)) != BT_NORMAL)
750                 return;
751         
752         PseudoRandom pr(blockseed + 983);
753         for (int i = 0; i < volume_nodes/10/10/10; i++) {
754                 bool only_fill_cave = (myrand_range(0,1) != 0);
755                 v3s16 size(
756                         pr.range(1, 8),
757                         pr.range(1, 8),
758                         pr.range(1, 8)
759                 );
760                 v3s16 p0(
761                         pr.range(node_min.X, node_max.X) - size.X / 2,
762                         pr.range(node_min.Y, node_max.Y) - size.Y / 2,
763                         pr.range(node_min.Z, node_max.Z) - size.Z / 2
764                 );
765                 
766                 MapNode n1((p0.Y > -32 && !pr.range(0, 1)) ? c_dirt : c_gravel);
767                 for (int z1 = 0; z1 < size.Z; z1++)
768                 for (int y1 = 0; y1 < size.Y; y1++)
769                 for (int x1 = 0; x1 < size.X; x1++) {
770                         v3s16 p = p0 + v3s16(x1, y1, z1);
771                         u32 i = vm->m_area.index(p);
772                         if (!vm->m_area.contains(i))
773                                 continue;
774                         // Cancel if not stone and not cave air
775                         if (vm->m_data[i].getContent() != c_stone &&
776                                 !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
777                                 continue;
778                         if (only_fill_cave && !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
779                                 continue;
780                         vm->m_data[i] = n1;
781                 }
782         }
783 }
784
785
786 void MapgenV6::placeTreesAndJungleGrass() {
787         //TimeTaker t("placeTrees");
788         if (node_max.Y < water_level)
789                 return;
790         
791         PseudoRandom grassrandom(blockseed + 53);
792         content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
793         // if we don't have junglegrass, don't place cignore... that's bad
794         if (c_junglegrass == CONTENT_IGNORE)
795                 c_junglegrass = CONTENT_AIR;
796         MapNode n_junglegrass(c_junglegrass);
797         v3s16 em = vm->m_area.getExtent();
798         
799         // Divide area into parts
800         s16 div = 8;
801         s16 sidelen = central_area_size.X / div;
802         double area = sidelen * sidelen;
803         
804         // N.B.  We must add jungle grass first, since tree leaves will
805         // obstruct the ground, giving us a false ground level
806         for (s16 z0 = 0; z0 < div; z0++)
807         for (s16 x0 = 0; x0 < div; x0++) {
808                 // Center position of part of division
809                 v2s16 p2d_center(
810                         node_min.X + sidelen / 2 + sidelen * x0,
811                         node_min.Z + sidelen / 2 + sidelen * z0
812                 );
813                 // Minimum edge of part of division
814                 v2s16 p2d_min(
815                         node_min.X + sidelen * x0,
816                         node_min.Z + sidelen * z0
817                 );
818                 // Maximum edge of part of division
819                 v2s16 p2d_max(
820                         node_min.X + sidelen + sidelen * x0 - 1,
821                         node_min.Z + sidelen + sidelen * z0 - 1
822                 );
823                 
824                 // Amount of trees, jungle area
825                 u32 tree_count = area * getTreeAmount(p2d_center);
826                 
827                 float humidity;
828                 bool is_jungle = false;
829                 if (flags & MGV6_JUNGLES) {
830                         humidity = getHumidity(p2d_center);
831                         if (humidity > 0.75) {
832                                 is_jungle = true;
833                                 tree_count *= 4;
834                         }
835                 }
836
837                 // Add jungle grass
838                 if (is_jungle) {                        
839                         u32 grass_count = 5 * humidity * tree_count;
840                         for (u32 i = 0; i < grass_count; i++) {
841                                 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
842                                 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
843                                 
844                                 s16 y = find_ground_level(v2s16(x, z)); ////////////////optimize this!
845                                 if (y < water_level || y < node_min.Y || y > node_max.Y)
846                                         continue;
847                                 
848                                 u32 vi = vm->m_area.index(x, y, z);
849                                 // place on dirt_with_grass, since we know it is exposed to sunlight
850                                 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
851                                         vm->m_area.add_y(em, vi, 1);
852                                         vm->m_data[vi] = n_junglegrass;
853                                 }
854                         }
855                 }
856                 
857                 // Put trees in random places on part of division
858                 for (u32 i = 0; i < tree_count; i++) {
859                         s16 x = myrand_range(p2d_min.X, p2d_max.X);
860                         s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
861                         s16 y = find_ground_level(v2s16(x, z)); ////////////////////optimize this!
862                         // Don't make a tree under water level
863                         // Don't make a tree so high that it doesn't fit
864                         if(y < water_level || y > node_max.Y - 6)
865                                 continue;
866                         
867                         v3s16 p(x,y,z);
868                         // Trees grow only on mud and grass
869                         {
870                                 u32 i = vm->m_area.index(p);
871                                 MapNode *n = &vm->m_data[i];
872                                 if (n->getContent() != c_dirt &&
873                                         n->getContent() != c_dirt_with_grass)
874                                         continue;
875                         }
876                         p.Y++;
877                         
878                         // Make a tree
879                         if (is_jungle) {
880                                 treegen::make_jungletree(*vm, p, ndef, myrand());
881                         } else {
882                                 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
883                                                                                 getHaveAppleTree(v2s16(x, z));
884                                 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
885                         }
886                 }
887         }
888         //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
889 }
890
891
892 void MapgenV6::growGrass() {
893         for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
894         for (s16 x = full_node_min.X; x <= full_node_max.X; x++) {
895                 // Find the lowest surface to which enough light ends up to make
896                 // grass grow.  Basically just wait until not air and not leaves.
897                 s16 surface_y = 0;
898                 {
899                         v3s16 em = vm->m_area.getExtent();
900                         u32 i = vm->m_area.index(x, node_max.Y, z);
901                         s16 y;
902                         // Go to ground level
903                         for (y = node_max.Y; y >= full_node_min.Y; y--) {
904                                 MapNode &n = vm->m_data[i];
905                                 if (ndef->get(n).param_type != CPT_LIGHT ||
906                                         ndef->get(n).liquid_type != LIQUID_NONE)
907                                         break;
908                                 vm->m_area.add_y(em, i, -1);
909                         }
910                         surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
911                 }
912
913                 u32 i = vm->m_area.index(x, surface_y, z);
914                 MapNode *n = &vm->m_data[i];
915                 if (n->getContent() == c_dirt && surface_y >= water_level - 20)
916                         n->setContent(c_dirt_with_grass);
917         }
918 }
919
920
921 void MapgenV6::defineCave(Cave &cave, PseudoRandom ps,
922                                                  v3s16 node_min, bool large_cave) {
923                 cave.min_tunnel_diameter = 2;
924                 cave.max_tunnel_diameter = ps.range(2,6);
925                 cave.dswitchint = ps.range(1,14);
926                 cave.flooded = true; //large_cave && ps.range(0,4);
927                 if(large_cave){
928                         cave.part_max_length_rs = ps.range(2,4);
929                         cave.tunnel_routepoints = ps.range(5, ps.range(15,30));
930                         cave.min_tunnel_diameter = 5;
931                         cave.max_tunnel_diameter = ps.range(7, ps.range(8,24));
932                 } else {
933                         cave.part_max_length_rs = ps.range(2,9);
934                         cave.tunnel_routepoints = ps.range(10, ps.range(15,30));
935                 }
936                 cave.large_cave_is_flat = (ps.range(0,1) == 0);
937 }
938
939
940 void MapgenV6::generateCaves(int max_stone_y) {
941         // 24ms @cs=8
942         //TimeTaker timer1("caves");
943         
944         /*double cave_amount = 6.0 + 6.0 * noise2d_perlin(
945                 0.5+(double)node_min.X/250, 0.5+(double)node_min.Y/250,
946                 data->seed+34329, 3, 0.50);*/
947         const s16 max_spread_amount = MAP_BLOCKSIZE;
948         float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
949
950         cave_amount = MYMAX(0.0, cave_amount);
951         u32 caves_count = cave_amount * volume_nodes / 50000;
952         u32 bruises_count = 1;
953         PseudoRandom ps(blockseed + 21343);
954         PseudoRandom ps2(blockseed + 1032);
955         
956         if (ps.range(1, 6) == 1)
957                 bruises_count = ps.range(0, ps.range(0, 2));
958         
959         if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
960                 caves_count   /= 3;
961                 bruises_count /= 3;
962         }
963         
964         for(u32 jj = 0; jj < caves_count + bruises_count; jj++) {
965                 /*int avg_height = (int)
966                           ((base_rock_level_2d(data->seed, v2s16(node_min.X, node_min.Z)) +
967                                 base_rock_level_2d(data->seed, v2s16(node_max.X, node_max.Z))) / 2);
968                 if ((node_max.Y + node_min.Y) / 2 > avg_height)
969                         break;*/
970
971                 bool large_cave = (jj >= caves_count);
972
973                 Cave cave;
974                 defineCave(cave, ps, node_min, large_cave);
975
976                 v3f main_direction(0,0,0);
977
978                 // Allowed route area size in nodes
979                 v3s16 ar = central_area_size;
980
981                 // Area starting point in nodes
982                 v3s16 of = node_min;
983
984                 // Allow a bit more
985                 //(this should be more than the maximum radius of the tunnel)
986                 s16 insure = 10;
987                 s16 more = max_spread_amount - cave.max_tunnel_diameter / 2 - insure;
988                 ar += v3s16(1,0,1) * more * 2;
989                 of -= v3s16(1,0,1) * more;
990
991                 s16 route_y_min = 0;
992                 // Allow half a diameter + 7 over stone surface
993                 s16 route_y_max = -of.Y + max_stone_y + cave.max_tunnel_diameter/2 + 7;
994
995                 // Limit maximum to area
996                 route_y_max = rangelim(route_y_max, 0, ar.Y-1);
997
998                 if(large_cave)
999                 {
1000                         s16 min = 0;
1001                         if(node_min.Y < water_level && node_max.Y > water_level)
1002                         {
1003                                 min = water_level - cave.max_tunnel_diameter/3 - of.Y;
1004                                 route_y_max = water_level + cave.max_tunnel_diameter/3 - of.Y;
1005                         }
1006                         route_y_min = ps.range(min, min + cave.max_tunnel_diameter);
1007                         route_y_min = rangelim(route_y_min, 0, route_y_max);
1008                 }
1009
1010                 s16 route_start_y_min = route_y_min;
1011                 s16 route_start_y_max = route_y_max;
1012
1013                 route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
1014                 route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1);
1015
1016                 // Randomize starting position
1017                 v3f orp(
1018                         (float)(ps.next()%ar.X)+0.5,
1019                         (float)(ps.range(route_start_y_min, route_start_y_max))+0.5,
1020                         (float)(ps.next()%ar.Z)+0.5
1021                 );
1022
1023                 v3s16 startp(orp.X, orp.Y, orp.Z);
1024                 startp += of;
1025
1026                 MapNode airnode(CONTENT_AIR);
1027                 MapNode waternode(c_water_source);
1028                 MapNode lavanode(c_lava_source);
1029
1030                 /*
1031                         Generate some tunnel starting from orp
1032                 */
1033
1034                 for(u16 j=0; j<cave.tunnel_routepoints; j++)
1035                 {
1036                         if(j%cave.dswitchint==0 && large_cave == false)
1037                         {
1038                                 main_direction = v3f(
1039                                         ((float)(ps.next()%20)-(float)10)/10,
1040                                         ((float)(ps.next()%20)-(float)10)/30,
1041                                         ((float)(ps.next()%20)-(float)10)/10
1042                                 );
1043                                 main_direction *= (float)ps.range(0, 10)/10;
1044                         }
1045
1046                         // Randomize size
1047                         s16 min_d = cave.min_tunnel_diameter;
1048                         s16 max_d = cave.max_tunnel_diameter;
1049                         s16 rs = ps.range(min_d, max_d);
1050
1051                         // Every second section is rough
1052                         bool randomize_xz = (ps2.range(1,2) == 1);
1053
1054                         v3s16 maxlen;
1055                         if(large_cave)
1056                         {
1057                                 maxlen = v3s16(
1058                                         rs*cave.part_max_length_rs,
1059                                         rs*cave.part_max_length_rs/2,
1060                                         rs*cave.part_max_length_rs
1061                                 );
1062                         }
1063                         else
1064                         {
1065                                 maxlen = v3s16(
1066                                         rs*cave.part_max_length_rs,
1067                                         ps.range(1, rs*cave.part_max_length_rs),
1068                                         rs*cave.part_max_length_rs
1069                                 );
1070                         }
1071
1072                         v3f vec;
1073
1074                         vec = v3f(
1075                                 (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
1076                                 (float)(ps.next()%(maxlen.Y*1))-(float)maxlen.Y/2,
1077                                 (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
1078                         );
1079
1080                         // Jump downward sometimes
1081                         if(!large_cave && ps.range(0,12) == 0)
1082                         {
1083                                 vec = v3f(
1084                                         (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
1085                                         (float)(ps.next()%(maxlen.Y*2))-(float)maxlen.Y*2/2,
1086                                         (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
1087                                 );
1088                         }
1089
1090                         /*if(large_cave){
1091                                 v3f p = orp + vec;
1092                                 s16 h = find_ground_level_clever(vmanip,
1093                                                 v2s16(p.X, p.Z), ndef);
1094                                 route_y_min = h - rs/3;
1095                                 route_y_max = h + rs;
1096                         }*/
1097
1098                         vec += main_direction;
1099
1100                         v3f rp = orp + vec;
1101                         if(rp.X < 0)
1102                                 rp.X = 0;
1103                         else if(rp.X >= ar.X)
1104                                 rp.X = ar.X-1;
1105                         if(rp.Y < route_y_min)
1106                                 rp.Y = route_y_min;
1107                         else if(rp.Y >= route_y_max)
1108                                 rp.Y = route_y_max-1;
1109                         if(rp.Z < 0)
1110                                 rp.Z = 0;
1111                         else if(rp.Z >= ar.Z)
1112                                 rp.Z = ar.Z-1;
1113                         vec = rp - orp;
1114
1115                         for(float f=0; f<1.0; f+=1.0/vec.getLength())
1116                         {
1117                                 v3f fp = orp + vec * f;
1118                                 fp.X += 0.1*ps.range(-10,10);
1119                                 fp.Z += 0.1*ps.range(-10,10);
1120                                 v3s16 cp(fp.X, fp.Y, fp.Z);
1121
1122                                 s16 d0 = -rs/2;
1123                                 s16 d1 = d0 + rs;
1124                                 if(randomize_xz){
1125                                         d0 += ps.range(-1,1);
1126                                         d1 += ps.range(-1,1);
1127                                 }
1128                                 for(s16 z0=d0; z0<=d1; z0++)
1129                                 {
1130                                         s16 si = rs/2 - MYMAX(0, abs(z0)-rs/7-1);
1131                                         for(s16 x0=-si-ps.range(0,1); x0<=si-1+ps.range(0,1); x0++)
1132                                         {
1133                                                 s16 maxabsxz = MYMAX(abs(x0), abs(z0));
1134                                                 s16 si2 = rs/2 - MYMAX(0, maxabsxz-rs/7-1);
1135                                                 for(s16 y0=-si2; y0<=si2; y0++)
1136                                                 {
1137                                                         /*// Make better floors in small caves
1138                                                         if(y0 <= -rs/2 && rs<=7)
1139                                                                 continue;*/
1140                                                         if (cave.large_cave_is_flat) {
1141                                                                 // Make large caves not so tall
1142                                                                 if (rs > 7 && abs(y0) >= rs/3)
1143                                                                         continue;
1144                                                         }
1145
1146                                                         s16 z = cp.Z + z0;
1147                                                         s16 y = cp.Y + y0;
1148                                                         s16 x = cp.X + x0;
1149                                                         v3s16 p(x,y,z);
1150                                                         p += of;
1151
1152                                                         if(vm->m_area.contains(p) == false)
1153                                                                 continue;
1154
1155                                                         u32 i = vm->m_area.index(p);
1156
1157                                                         if(large_cave) {
1158                                                                 if (cave.flooded && full_node_min.Y < water_level &&
1159                                                                         full_node_max.Y > water_level) {
1160                                                                         if (p.Y <= water_level)
1161                                                                                 vm->m_data[i] = waternode;
1162                                                                         else
1163                                                                                 vm->m_data[i] = airnode;
1164                                                                 } else if (cave.flooded && full_node_max.Y < water_level) {
1165                                                                         if (p.Y < startp.Y - 2)
1166                                                                                 vm->m_data[i] = lavanode;
1167                                                                         else
1168                                                                                 vm->m_data[i] = airnode;
1169                                                                 } else {
1170                                                                         vm->m_data[i] = airnode;
1171                                                                 }
1172                                                         } else {
1173                                                                 // Don't replace air or water or lava or ignore
1174                                                                 if (vm->m_data[i].getContent() == CONTENT_IGNORE ||
1175                                                                         vm->m_data[i].getContent() == CONTENT_AIR ||
1176                                                                         vm->m_data[i].getContent() == c_water_source ||
1177                                                                         vm->m_data[i].getContent() == c_lava_source)
1178                                                                         continue;
1179
1180                                                                 vm->m_data[i] = airnode;
1181
1182                                                                 // Set tunnel flag
1183                                                                 vm->m_flags[i] |= VMANIP_FLAG_CAVE;
1184                                                         }
1185                                                 }
1186                                         }
1187                                 }
1188                         }
1189                         orp = rp;
1190                 }
1191         }
1192 }