Mapgen V6: Add flag to stop mud flow
[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 /////////////////// Mapgen V6 perlin noise default values
41 NoiseParams nparams_v6_def_terrain_base =
42         {-AVERAGE_MUD_AMOUNT, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6};
43 NoiseParams nparams_v6_def_terrain_higher =
44         {20.0, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6};
45 NoiseParams nparams_v6_def_steepness =
46         {0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7};
47 NoiseParams nparams_v6_def_height_select =
48         {0.5, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69};
49 NoiseParams nparams_v6_def_mud =
50         {AVERAGE_MUD_AMOUNT, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55};
51 NoiseParams nparams_v6_def_beach =
52         {0.0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50};
53 NoiseParams nparams_v6_def_biome =
54         {0.0, 1.0, v3f(250.0, 250.0, 250.0), 9130, 3, 0.50};
55 NoiseParams nparams_v6_def_cave =
56         {6.0, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50};
57 NoiseParams nparams_v6_def_humidity =
58         {0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 4, 0.66};
59 NoiseParams nparams_v6_def_trees =
60         {0.0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66};
61 NoiseParams nparams_v6_def_apple_trees =
62         {0.0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45};
63
64
65 ///////////////////////////////////////////////////////////////////////////////
66
67
68 MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params, EmergeManager *emerge) {
69         this->generating  = false;
70         this->id       = mapgenid;
71         this->emerge   = emerge;
72
73         this->seed     = (int)params->seed;
74         this->water_level = params->water_level;
75         this->flags   = params->flags;
76         this->csize   = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
77         this->gennotify = emerge->gennotify;
78
79         this->freq_desert = params->freq_desert;
80         this->freq_beach  = params->freq_beach;
81
82         this->ystride = csize.X; //////fix this
83         
84         np_cave        = &params->np_cave;
85         np_humidity    = &params->np_humidity;
86         np_trees       = &params->np_trees;
87         np_apple_trees = &params->np_apple_trees;
88
89         noise_terrain_base   = new Noise(&params->np_terrain_base,   seed, csize.X, csize.Y);
90         noise_terrain_higher = new Noise(&params->np_terrain_higher, seed, csize.X, csize.Y);
91         noise_steepness      = new Noise(&params->np_steepness,      seed, csize.X, csize.Y);
92         noise_height_select  = new Noise(&params->np_height_select,  seed, csize.X, csize.Y);
93         noise_mud            = new Noise(&params->np_mud,            seed, csize.X, csize.Y);
94         noise_beach          = new Noise(&params->np_beach,          seed, csize.X, csize.Y);
95         noise_biome          = new Noise(&params->np_biome,          seed, csize.X, csize.Y);
96 }
97
98
99 MapgenV6::~MapgenV6() {
100         delete noise_terrain_base;
101         delete noise_terrain_higher;
102         delete noise_steepness;
103         delete noise_height_select;
104         delete noise_mud;
105         delete noise_beach;
106         delete noise_biome;
107 }
108
109
110 //////////////////////// Some helper functions for the map generator
111
112
113 // Returns Y one under area minimum if not found
114 s16 MapgenV6::find_stone_level(v2s16 p2d) {
115         v3s16 em = vm->m_area.getExtent();
116         s16 y_nodes_max = vm->m_area.MaxEdge.Y;
117         s16 y_nodes_min = vm->m_area.MinEdge.Y;
118         u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
119         s16 y;
120
121         for (y = y_nodes_max; y >= y_nodes_min; y--) {
122                 MapNode &n = vm->m_data[i];
123                 content_t c = n.getContent();
124                 if (c != CONTENT_IGNORE && (
125                         c == c_stone || c == c_desert_stone))
126                         break;
127
128                 vm->m_area.add_y(em, i, -1);
129         }
130         return (y >= y_nodes_min) ? y : y_nodes_min - 1;
131 }
132
133
134 // Required by mapgen.h
135 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
136 {
137         /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
138                         seed, v2s16(blockpos.X, blockpos.Z));*/
139         // Nah, this is just a heuristic, just return something
140         s16 minimum_groundlevel = water_level;
141
142         if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
143                 return true;
144         else
145                 return false;
146 }
147
148
149 //////////////////////// Base terrain height functions
150
151 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
152                                                                         float steepness, float height_select) { 
153         float base   = 1 + terrain_base;
154         float higher = 1 + terrain_higher;
155
156         // Limit higher ground level to at least base
157         if(higher < base)
158                 higher = base;
159
160         // Steepness factor of cliffs
161         float b = steepness;
162         b = rangelim(b, 0.0, 1000.0);
163         b = 5 * b * b * b * b * b * b * b;
164         b = rangelim(b, 0.5, 1000.0);
165
166         // Values 1.5...100 give quite horrible looking slopes
167         if (b > 1.5 && b < 100.0)
168                 b = (b < 10.0) ? 1.5 : 100.0;
169
170         float a_off = -0.20; // Offset to more low
171         float a = 0.5 + b * (a_off + height_select);
172         a = rangelim(a, 0.0, 1.0); // Limit
173         
174         return base * (1.0 - a) + higher * a;
175 }
176
177
178 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p) {
179         if (flags & MG_FLAT)
180                 return water_level;
181                 
182         float terrain_base   = NoisePerlin2DPosOffset(noise_terrain_base->np,
183                                                         p.X, 0.5, p.Y, 0.5, seed);
184         float terrain_higher = NoisePerlin2DPosOffset(noise_terrain_higher->np,
185                                                         p.X, 0.5, p.Y, 0.5, seed);
186         float steepness      = NoisePerlin2DPosOffset(noise_steepness->np,
187                                                         p.X, 0.5, p.Y, 0.5, seed);
188         float height_select  = NoisePerlin2DNoTxfmPosOffset(noise_height_select->np,
189                                                         p.X, 0.5, p.Y, 0.5, seed);
190
191         return baseTerrainLevel(terrain_base, terrain_higher,
192                                                         steepness,    height_select);
193 }
194
195
196 float MapgenV6::baseTerrainLevelFromMap(v2s16 p) {
197         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
198         return baseTerrainLevelFromMap(index);
199 }
200
201
202 float MapgenV6::baseTerrainLevelFromMap(int index) {
203         if (flags & MG_FLAT)
204                 return water_level;
205         
206         float terrain_base   = noise_terrain_base->result[index];
207         float terrain_higher = noise_terrain_higher->result[index];
208         float steepness      = noise_steepness->result[index];
209         float height_select  = noise_height_select->result[index];
210         
211         return baseTerrainLevel(terrain_base, terrain_higher,
212                                                         steepness,    height_select);
213 }
214
215
216 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) {
217         return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
218 }
219
220
221 int MapgenV6::getGroundLevelAtPoint(v2s16 p) {
222         return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
223 }
224
225
226 //////////////////////// Noise functions
227
228 float MapgenV6::getMudAmount(v2s16 p) {
229         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
230         return getMudAmount(index);
231 }
232
233
234 bool MapgenV6::getHaveBeach(v2s16 p) {
235         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
236         return getHaveBeach(index);
237 }
238
239
240 BiomeType MapgenV6::getBiome(v2s16 p) {
241         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
242         return getBiome(index, p);
243 }
244
245
246 float MapgenV6::getHumidity(v2s16 p)
247 {
248         /*double noise = noise2d_perlin(
249                 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
250                 seed+72384, 4, 0.66);
251         noise = (noise + 1.0)/2.0;*/
252
253         float noise = NoisePerlin2D(np_humidity, p.X, p.Y, seed);
254
255         if (noise < 0.0)
256                 noise = 0.0;
257         if (noise > 1.0)
258                 noise = 1.0;
259         return noise;
260 }
261
262
263 float MapgenV6::getTreeAmount(v2s16 p)
264 {
265         /*double noise = noise2d_perlin(
266                         0.5+(float)p.X/125, 0.5+(float)p.Y/125,
267                         seed+2, 4, 0.66);*/
268         
269         float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
270         float zeroval = -0.39;
271         if (noise < zeroval)
272                 return 0;
273         else
274                 return 0.04 * (noise-zeroval) / (1.0-zeroval);
275 }
276
277
278 bool MapgenV6::getHaveAppleTree(v2s16 p)
279 {
280         /*is_apple_tree = noise2d_perlin(
281                 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
282                 data->seed+342902, 3, 0.45) > 0.2;*/
283         
284         float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
285         
286         return noise > 0.2;
287 }
288
289
290 float MapgenV6::getMudAmount(int index)
291 {
292         if (flags & MG_FLAT)
293                 return AVERAGE_MUD_AMOUNT;
294                 
295         /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
296                         0.5+(float)p.X/200, 0.5+(float)p.Y/200,
297                         seed+91013, 3, 0.55));*/
298         
299         return noise_mud->result[index];
300 }
301
302
303 bool MapgenV6::getHaveBeach(int index)
304 {
305         // Determine whether to have sand here
306         /*double sandnoise = noise2d_perlin(
307                         0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
308                         seed+59420, 3, 0.50);*/
309         
310         float sandnoise = noise_beach->result[index];
311         return (sandnoise > freq_beach);
312 }
313
314
315 BiomeType MapgenV6::getBiome(int index, v2s16 p)
316 {
317         // Just do something very simple as for now
318         /*double d = noise2d_perlin(
319                         0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
320                         seed+9130, 3, 0.50);*/
321         
322         float d = noise_biome->result[index];
323         if (d > freq_desert)
324                 return BT_DESERT;
325                 
326         if ((flags & MGV6_BIOME_BLEND) &&
327                 (d > freq_desert - 0.10) &&
328                 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
329                 return BT_DESERT;
330         
331         return BT_NORMAL;
332 }
333
334
335 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
336 {
337         s32 x=p.X, y=p.Y, z=p.Z;
338         return (u32)(seed%0x100000000ULL) + z*38134234 + y*42123 + x*23;
339 }
340
341
342 //////////////////////// Map generator
343
344 void MapgenV6::makeChunk(BlockMakeData *data) {
345         assert(data->vmanip);
346         assert(data->nodedef);
347         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
348                    data->blockpos_requested.Y >= data->blockpos_min.Y &&
349                    data->blockpos_requested.Z >= data->blockpos_min.Z);
350         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
351                    data->blockpos_requested.Y <= data->blockpos_max.Y &&
352                    data->blockpos_requested.Z <= data->blockpos_max.Z);
353                         
354         this->generating = true;
355         this->vm   = data->vmanip;      
356         this->ndef = data->nodedef;
357         
358         // Hack: use minimum block coords for old code that assumes a single block
359         v3s16 blockpos = data->blockpos_requested;
360         v3s16 blockpos_min = data->blockpos_min;
361         v3s16 blockpos_max = data->blockpos_max;
362
363         // Area of central chunk
364         node_min = blockpos_min*MAP_BLOCKSIZE;
365         node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
366
367         // Full allocated area
368         full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
369         full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
370
371         central_area_size = node_max - node_min + v3s16(1,1,1);
372         assert(central_area_size.X == central_area_size.Z);
373
374         int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
375                                           * (blockpos_max.Y - blockpos_min.Y + 1)
376                                           * (blockpos_max.Z - blockpos_max.Z + 1);
377
378         volume_nodes = volume_blocks *
379                 MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
380
381         // Create a block-specific seed
382         blockseed = get_blockseed(data->seed, full_node_min);
383
384         // Make some noise
385         calculateNoise();
386
387         c_stone           = ndef->getId("mapgen_stone");
388         c_dirt            = ndef->getId("mapgen_dirt");
389         c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
390         c_sand            = ndef->getId("mapgen_sand");
391         c_water_source    = ndef->getId("mapgen_water_source");
392         c_lava_source     = ndef->getId("mapgen_lava_source");
393         c_gravel          = ndef->getId("mapgen_gravel");
394         c_cobble          = ndef->getId("mapgen_cobble");
395         c_desert_sand     = ndef->getId("mapgen_desert_sand");
396         c_desert_stone    = ndef->getId("mapgen_desert_stone");
397         c_mossycobble     = ndef->getId("mapgen_mossycobble");
398         c_sandbrick       = ndef->getId("mapgen_sandstonebrick");
399         c_stair_cobble    = ndef->getId("mapgen_stair_cobble");
400         c_stair_sandstone = ndef->getId("mapgen_stair_sandstone");
401         if (c_desert_sand == CONTENT_IGNORE)
402                 c_desert_sand = c_sand;
403         if (c_desert_stone == CONTENT_IGNORE)
404                 c_desert_stone = c_stone;
405         if (c_mossycobble == CONTENT_IGNORE)
406                 c_mossycobble = c_cobble;
407         if (c_sandbrick == CONTENT_IGNORE)
408                 c_sandbrick = c_desert_stone;
409         if (c_stair_cobble == CONTENT_IGNORE)
410                 c_stair_cobble = c_cobble;
411         if (c_stair_sandstone == CONTENT_IGNORE)
412                 c_stair_sandstone = c_sandbrick;
413
414         // Maximum height of the stone surface and obstacles.
415         // This is used to guide the cave generation
416         s16 stone_surface_max_y;
417
418         // Generate general ground level to full area
419         stone_surface_max_y = generateGround();
420
421         generateExperimental();
422
423         const s16 max_spread_amount = MAP_BLOCKSIZE;
424         // Limit dirt flow area by 1 because mud is flown into neighbors.
425         s16 mudflow_minpos = -max_spread_amount + 1;
426         s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
427
428         // Loop this part, it will make stuff look older and newer nicely
429         const u32 age_loops = 2;
430         for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
431                 // Make caves (this code is relatively horrible)
432                 if (flags & MG_CAVES)
433                         generateCaves(stone_surface_max_y);
434
435                 // Add mud to the central chunk
436                 addMud();
437
438                 // Add blobs of dirt and gravel underground
439                 addDirtGravelBlobs();
440
441                 // Flow mud away from steep edges
442                 if (!(flags & MGV6_NOMUDFLOW))
443                         flowMud(mudflow_minpos, mudflow_maxpos);
444
445         }
446         
447         // Add dungeons
448         if (flags & MG_DUNGEONS) {
449                 DungeonParams dp;
450
451                 dp.np_rarity  = nparams_dungeon_rarity;
452                 dp.np_density = nparams_dungeon_density;
453                 dp.np_wetness = nparams_dungeon_wetness;
454                 dp.c_water = c_water_source;
455                 if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_NORMAL) {
456                         dp.c_cobble  = c_cobble;
457                         dp.c_moss    = c_mossycobble;
458                         dp.c_stair   = c_stair_cobble;
459
460                         dp.diagonal_dirs = false;
461                         dp.mossratio  = 3.0;
462                         dp.holesize   = v3s16(1, 2, 1);
463                         dp.roomsize   = v3s16(0, 0, 0);
464                         dp.notifytype = GENNOTIFY_DUNGEON;
465                 } else {
466                         dp.c_cobble  = c_sandbrick;
467                         dp.c_moss    = c_sandbrick; // should make this 'cracked sandstone' later
468                         dp.c_stair   = c_stair_sandstone;
469
470                         dp.diagonal_dirs = true;
471                         dp.mossratio  = 0.0;
472                         dp.holesize   = v3s16(2, 3, 2);
473                         dp.roomsize   = v3s16(2, 5, 2);
474                         dp.notifytype = GENNOTIFY_TEMPLE;
475                 }
476
477                 DungeonGen dgen(this, &dp);
478                 dgen.generate(blockseed, full_node_min, full_node_max);
479         }
480         
481         // Add top and bottom side of water to transforming_liquid queue
482         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
483
484         // Grow grass
485         growGrass();
486
487         // Generate some trees, and add grass, if a jungle
488         if (flags & MG_TREES)
489                 placeTreesAndJungleGrass();
490         
491         // Generate the registered decorations
492         for (unsigned int i = 0; i != emerge->decorations.size(); i++) {
493                 Decoration *deco = emerge->decorations[i];
494                 deco->placeDeco(this, blockseed + i, node_min, node_max);
495         }
496
497         // Generate the registered ores
498         for (unsigned int i = 0; i != emerge->ores.size(); i++) {
499                 Ore *ore = emerge->ores[i];
500                 ore->placeOre(this, blockseed + i, node_min, node_max);
501         }
502
503         // Calculate lighting
504         if (!(flags & MG_NOLIGHT))
505                 calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
506                                          node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
507         
508         this->generating = false;
509 }
510
511
512 void MapgenV6::calculateNoise() {
513         int x = node_min.X;
514         int z = node_min.Z;
515
516         // Need to adjust for the original implementation's +.5 offset...
517         if (!(flags & MG_FLAT)) {
518                 noise_terrain_base->perlinMap2D(
519                         x + 0.5 * noise_terrain_base->np->spread.X,
520                         z + 0.5 * noise_terrain_base->np->spread.Z);
521                 noise_terrain_base->transformNoiseMap();
522
523                 noise_terrain_higher->perlinMap2D(
524                         x + 0.5 * noise_terrain_higher->np->spread.X,
525                         z + 0.5 * noise_terrain_higher->np->spread.Z);
526                 noise_terrain_higher->transformNoiseMap();
527
528                 noise_steepness->perlinMap2D(
529                         x + 0.5 * noise_steepness->np->spread.X,
530                         z + 0.5 * noise_steepness->np->spread.Z);
531                 noise_steepness->transformNoiseMap();
532
533                 noise_height_select->perlinMap2D(
534                         x + 0.5 * noise_height_select->np->spread.X,
535                         z + 0.5 * noise_height_select->np->spread.Z);
536
537                 noise_mud->perlinMap2D(
538                         x + 0.5 * noise_mud->np->spread.X,
539                         z + 0.5 * noise_mud->np->spread.Z);
540                 noise_mud->transformNoiseMap();
541         }
542
543         noise_beach->perlinMap2D(
544                 x + 0.2 * noise_beach->np->spread.X,
545                 z + 0.7 * noise_beach->np->spread.Z);
546
547         noise_biome->perlinMap2D(
548                 x + 0.6 * noise_biome->np->spread.X,
549                 z + 0.2 * noise_biome->np->spread.Z);
550 }
551
552
553 int MapgenV6::generateGround() {
554         //TimeTaker timer1("Generating ground level");
555         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
556         MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
557         int stone_surface_max_y = -MAP_GENERATION_LIMIT;
558         u32 index = 0;
559         
560         for (s16 z = node_min.Z; z <= node_max.Z; z++)
561         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
562                 // Surface height
563                 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
564                 
565                 // Log it
566                 if (surface_y > stone_surface_max_y)
567                         stone_surface_max_y = surface_y;
568
569                 BiomeType bt = getBiome(index, v2s16(x, z));
570                 
571                 // Fill ground with stone
572                 v3s16 em = vm->m_area.getExtent();
573                 u32 i = vm->m_area.index(x, node_min.Y, z);
574                 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
575                         if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
576                                 if (y <= surface_y) {
577                                         vm->m_data[i] = (y > water_level && bt == BT_DESERT) ? 
578                                                 n_desert_stone : n_stone;
579                                 } else if (y <= water_level) {
580                                         vm->m_data[i] = n_water_source;
581                                 } else {
582                                         vm->m_data[i] = n_air;
583                                 }
584                         }
585                         vm->m_area.add_y(em, i, 1);
586                 }
587         }
588         
589         return stone_surface_max_y;
590 }
591
592
593 void MapgenV6::addMud() {
594         // 15ms @cs=8
595         //TimeTaker timer1("add mud");
596         MapNode n_dirt(c_dirt), n_gravel(c_gravel);
597         MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
598         MapNode addnode;
599
600         u32 index = 0;
601         for (s16 z = node_min.Z; z <= node_max.Z; z++)
602         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
603                 // Randomize mud amount
604                 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
605
606                 // Find ground level
607                 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
608                 
609                 // Handle area not found
610                 if (surface_y == vm->m_area.MinEdge.Y - 1)
611                         continue;
612                 
613                 BiomeType bt = getBiome(index, v2s16(x, z));
614                 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
615
616                 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
617                         addnode = n_sand;
618                 } else if (mud_add_amount <= 0) {
619                         mud_add_amount = 1 - mud_add_amount;
620                         addnode = n_gravel;
621                 } else if (bt == BT_NORMAL && getHaveBeach(index) &&
622                                 surface_y + mud_add_amount <= water_level + 2) {
623                         addnode = n_sand;
624                 }
625
626                 if (bt == BT_DESERT && surface_y > 20)
627                         mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
628
629                 // If topmost node is grass, change it to mud.  It might be if it was
630                 // flown to there from a neighboring chunk and then converted.
631                 u32 i = vm->m_area.index(x, surface_y, z);
632                 if (vm->m_data[i].getContent() == c_dirt_with_grass)
633                         vm->m_data[i] = n_dirt;
634
635                 // Add mud on ground
636                 s16 mudcount = 0;
637                 v3s16 em = vm->m_area.getExtent();
638                 s16 y_start = surface_y + 1;
639                 i = vm->m_area.index(x, y_start, z);
640                 for (s16 y = y_start; y <= node_max.Y; y++) {
641                         if (mudcount >= mud_add_amount)
642                                 break;
643
644                         vm->m_data[i] = addnode;
645                         mudcount++;
646
647                         vm->m_area.add_y(em, i, 1);
648                 }
649         }
650 }
651
652
653 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) {
654         // 340ms @cs=8
655         TimeTaker timer1("flow mud");
656
657         // Iterate a few times
658         for(s16 k = 0; k < 3; k++) {
659                 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
660                 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
661                         // Invert coordinates every 2nd iteration
662                         if (k % 2 == 0) {
663                                 x = mudflow_maxpos - (x - mudflow_minpos);
664                                 z = mudflow_maxpos - (z - mudflow_minpos);
665                         }
666
667                         // Node position in 2d
668                         v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
669
670                         v3s16 em = vm->m_area.getExtent();
671                         u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
672                         s16 y = node_max.Y;
673
674                         while(y >= node_min.Y)
675                         {
676
677                         for(;; y--)
678                         {
679                                 MapNode *n = NULL;
680                                 // Find mud
681                                 for(; y >= node_min.Y; y--) {
682                                         n = &vm->m_data[i];
683                                         if (n->getContent() == c_dirt ||
684                                                 n->getContent() == c_dirt_with_grass ||
685                                                 n->getContent() == c_gravel)
686                                                 break;
687
688                                         vm->m_area.add_y(em, i, -1);
689                                 }
690
691                                 // Stop if out of area
692                                 //if(vmanip.m_area.contains(i) == false)
693                                 if (y < node_min.Y)
694                                         break;
695
696                                 if (n->getContent() == c_dirt ||
697                                         n->getContent() == c_dirt_with_grass)
698                                 {
699                                         // Make it exactly mud
700                                         n->setContent(c_dirt);
701
702                                         // Don't flow it if the stuff under it is not mud
703                                         {
704                                                 u32 i2 = i;
705                                                 vm->m_area.add_y(em, i2, -1);
706                                                 // Cancel if out of area
707                                                 if(vm->m_area.contains(i2) == false)
708                                                         continue;
709                                                 MapNode *n2 = &vm->m_data[i2];
710                                                 if (n2->getContent() != c_dirt &&
711                                                         n2->getContent() != c_dirt_with_grass)
712                                                         continue;
713                                         }
714                                 }
715
716                                 v3s16 dirs4[4] = {
717                                         v3s16(0,0,1), // back
718                                         v3s16(1,0,0), // right
719                                         v3s16(0,0,-1), // front
720                                         v3s16(-1,0,0), // left
721                                 };
722
723                                 // Check that upper is air or doesn't exist.
724                                 // Cancel dropping if upper keeps it in place
725                                 u32 i3 = i;
726                                 vm->m_area.add_y(em, i3, 1);
727                                 if (vm->m_area.contains(i3) == true &&
728                                         ndef->get(vm->m_data[i3]).walkable)
729                                         continue;
730
731                                 // Drop mud on side
732                                 for(u32 di=0; di<4; di++) {
733                                         v3s16 dirp = dirs4[di];
734                                         u32 i2 = i;
735                                         // Move to side
736                                         vm->m_area.add_p(em, i2, dirp);
737                                         // Fail if out of area
738                                         if (vm->m_area.contains(i2) == false)
739                                                 continue;
740                                         // Check that side is air
741                                         MapNode *n2 = &vm->m_data[i2];
742                                         if (ndef->get(*n2).walkable)
743                                                 continue;
744                                         // Check that under side is air
745                                         vm->m_area.add_y(em, i2, -1);
746                                         if (vm->m_area.contains(i2) == false)
747                                                 continue;
748                                         n2 = &vm->m_data[i2];
749                                         if (ndef->get(*n2).walkable)
750                                                 continue;
751                                         // Loop further down until not air
752                                         bool dropped_to_unknown = false;
753                                         do {
754                                                 vm->m_area.add_y(em, i2, -1);
755                                                 n2 = &vm->m_data[i2];
756                                                 // if out of known area
757                                                 if(vm->m_area.contains(i2) == false ||
758                                                         n2->getContent() == CONTENT_IGNORE) {
759                                                         dropped_to_unknown = true;
760                                                         break;
761                                                 }
762                                         } while (ndef->get(*n2).walkable == false);
763                                         // Loop one up so that we're in air
764                                         vm->m_area.add_y(em, i2, 1);
765                                         n2 = &vm->m_data[i2];
766
767                                         bool old_is_water = (n->getContent() == c_water_source);
768                                         // Move mud to new place
769                                         if (!dropped_to_unknown) {
770                                                 *n2 = *n;
771                                                 // Set old place to be air (or water)
772                                                 if(old_is_water)
773                                                         *n = MapNode(c_water_source);
774                                                 else
775                                                         *n = MapNode(CONTENT_AIR);
776                                         }
777
778                                         // Done
779                                         break;
780                                 }
781                         }
782                         }
783                 }
784         }
785 }
786
787
788 void MapgenV6::addDirtGravelBlobs() {
789         if (getBiome(v2s16(node_min.X, node_min.Z)) != BT_NORMAL)
790                 return;
791         
792         PseudoRandom pr(blockseed + 983);
793         for (int i = 0; i < volume_nodes/10/10/10; i++) {
794                 bool only_fill_cave = (myrand_range(0,1) != 0);
795                 v3s16 size(
796                         pr.range(1, 8),
797                         pr.range(1, 8),
798                         pr.range(1, 8)
799                 );
800                 v3s16 p0(
801                         pr.range(node_min.X, node_max.X) - size.X / 2,
802                         pr.range(node_min.Y, node_max.Y) - size.Y / 2,
803                         pr.range(node_min.Z, node_max.Z) - size.Z / 2
804                 );
805                 
806                 MapNode n1((p0.Y > -32 && !pr.range(0, 1)) ? c_dirt : c_gravel);
807                 for (int z1 = 0; z1 < size.Z; z1++)
808                 for (int y1 = 0; y1 < size.Y; y1++)
809                 for (int x1 = 0; x1 < size.X; x1++) {
810                         v3s16 p = p0 + v3s16(x1, y1, z1);
811                         u32 i = vm->m_area.index(p);
812                         if (!vm->m_area.contains(i))
813                                 continue;
814                         // Cancel if not stone and not cave air
815                         if (vm->m_data[i].getContent() != c_stone &&
816                                 !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
817                                 continue;
818                         if (only_fill_cave && !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
819                                 continue;
820                         vm->m_data[i] = n1;
821                 }
822         }
823 }
824
825
826 void MapgenV6::placeTreesAndJungleGrass() {
827         //TimeTaker t("placeTrees");
828         if (node_max.Y < water_level)
829                 return;
830         
831         PseudoRandom grassrandom(blockseed + 53);
832         content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
833         // if we don't have junglegrass, don't place cignore... that's bad
834         if (c_junglegrass == CONTENT_IGNORE)
835                 c_junglegrass = CONTENT_AIR;
836         MapNode n_junglegrass(c_junglegrass);
837         v3s16 em = vm->m_area.getExtent();
838         
839         // Divide area into parts
840         s16 div = 8;
841         s16 sidelen = central_area_size.X / div;
842         double area = sidelen * sidelen;
843         
844         // N.B.  We must add jungle grass first, since tree leaves will
845         // obstruct the ground, giving us a false ground level
846         for (s16 z0 = 0; z0 < div; z0++)
847         for (s16 x0 = 0; x0 < div; x0++) {
848                 // Center position of part of division
849                 v2s16 p2d_center(
850                         node_min.X + sidelen / 2 + sidelen * x0,
851                         node_min.Z + sidelen / 2 + sidelen * z0
852                 );
853                 // Minimum edge of part of division
854                 v2s16 p2d_min(
855                         node_min.X + sidelen * x0,
856                         node_min.Z + sidelen * z0
857                 );
858                 // Maximum edge of part of division
859                 v2s16 p2d_max(
860                         node_min.X + sidelen + sidelen * x0 - 1,
861                         node_min.Z + sidelen + sidelen * z0 - 1
862                 );
863                 
864                 // Amount of trees, jungle area
865                 u32 tree_count = area * getTreeAmount(p2d_center);
866                 
867                 float humidity;
868                 bool is_jungle = false;
869                 if (flags & MGV6_JUNGLES) {
870                         humidity = getHumidity(p2d_center);
871                         if (humidity > 0.75) {
872                                 is_jungle = true;
873                                 tree_count *= 4;
874                         }
875                 }
876
877                 // Add jungle grass
878                 if (is_jungle) {                        
879                         u32 grass_count = 5 * humidity * tree_count;
880                         for (u32 i = 0; i < grass_count; i++) {
881                                 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
882                                 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
883                                 
884                                 s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////optimize this!
885                                 if (y < water_level || y < node_min.Y || y > node_max.Y)
886                                         continue;
887                                 
888                                 u32 vi = vm->m_area.index(x, y, z);
889                                 // place on dirt_with_grass, since we know it is exposed to sunlight
890                                 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
891                                         vm->m_area.add_y(em, vi, 1);
892                                         vm->m_data[vi] = n_junglegrass;
893                                 }
894                         }
895                 }
896                 
897                 // Put trees in random places on part of division
898                 for (u32 i = 0; i < tree_count; i++) {
899                         s16 x = myrand_range(p2d_min.X, p2d_max.X);
900                         s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
901                         s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////////optimize this!
902                         // Don't make a tree under water level
903                         // Don't make a tree so high that it doesn't fit
904                         if(y < water_level || y > node_max.Y - 6)
905                                 continue;
906                         
907                         v3s16 p(x,y,z);
908                         // Trees grow only on mud and grass
909                         {
910                                 u32 i = vm->m_area.index(p);
911                                 MapNode *n = &vm->m_data[i];
912                                 if (n->getContent() != c_dirt &&
913                                         n->getContent() != c_dirt_with_grass)
914                                         continue;
915                         }
916                         p.Y++;
917                         
918                         // Make a tree
919                         if (is_jungle) {
920                                 treegen::make_jungletree(*vm, p, ndef, myrand());
921                         } else {
922                                 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
923                                                                                 getHaveAppleTree(v2s16(x, z));
924                                 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
925                         }
926                 }
927         }
928         //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
929 }
930
931
932 void MapgenV6::growGrass() {
933         for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
934         for (s16 x = full_node_min.X; x <= full_node_max.X; x++) {
935                 // Find the lowest surface to which enough light ends up to make
936                 // grass grow.  Basically just wait until not air and not leaves.
937                 s16 surface_y = 0;
938                 {
939                         v3s16 em = vm->m_area.getExtent();
940                         u32 i = vm->m_area.index(x, node_max.Y, z);
941                         s16 y;
942                         // Go to ground level
943                         for (y = node_max.Y; y >= full_node_min.Y; y--) {
944                                 MapNode &n = vm->m_data[i];
945                                 if (ndef->get(n).param_type != CPT_LIGHT ||
946                                         ndef->get(n).liquid_type != LIQUID_NONE)
947                                         break;
948                                 vm->m_area.add_y(em, i, -1);
949                         }
950                         surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
951                 }
952
953                 u32 i = vm->m_area.index(x, surface_y, z);
954                 MapNode *n = &vm->m_data[i];
955                 if (n->getContent() == c_dirt && surface_y >= water_level - 20)
956                         n->setContent(c_dirt_with_grass);
957         }
958 }
959
960
961 void MapgenV6::generateCaves(int max_stone_y) {
962         float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
963         int volume_nodes = (node_max.X - node_min.X + 1) *
964                                            (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
965         cave_amount = MYMAX(0.0, cave_amount);
966         u32 caves_count = cave_amount * volume_nodes / 50000;
967         u32 bruises_count = 1;
968         PseudoRandom ps(blockseed + 21343);
969         PseudoRandom ps2(blockseed + 1032);
970         
971         if (ps.range(1, 6) == 1)
972                 bruises_count = ps.range(0, ps.range(0, 2));
973         
974         if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
975                 caves_count   /= 3;
976                 bruises_count /= 3;
977         }
978         
979         for (u32 i = 0; i < caves_count + bruises_count; i++) {
980                 bool large_cave = (i >= caves_count);
981                 CaveV6 cave(this, &ps, &ps2, large_cave);
982
983                 cave.makeCave(node_min, node_max, max_stone_y);
984         }
985 }