Fix some lingering code style issues
[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 "mg_ore.h"
39 #include "mg_decoration.h"
40 #include "mapgen_v6.h"
41
42 FlagDesc flagdesc_mapgen_v6[] = {
43         {"jungles",    MGV6_JUNGLES},
44         {"biomeblend", MGV6_BIOMEBLEND},
45         {"mudflow",    MGV6_MUDFLOW},
46         {NULL,         0}
47 };
48
49 ///////////////////////////////////////////////////////////////////////////////
50
51
52 MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge)
53         : Mapgen(mapgenid, params, emerge)
54 {
55         this->m_emerge = emerge;
56         this->ystride = csize.X; //////fix this
57
58         MapgenV6Params *sp = (MapgenV6Params *)params->sparams;
59         this->spflags     = sp->spflags;
60         this->freq_desert = sp->freq_desert;
61         this->freq_beach  = sp->freq_beach;
62
63         np_cave        = &sp->np_cave;
64         np_humidity    = &sp->np_humidity;
65         np_trees       = &sp->np_trees;
66         np_apple_trees = &sp->np_apple_trees;
67
68         //// Create noise objects
69         noise_terrain_base   = new Noise(&sp->np_terrain_base,   seed, csize.X, csize.Y);
70         noise_terrain_higher = new Noise(&sp->np_terrain_higher, seed, csize.X, csize.Y);
71         noise_steepness      = new Noise(&sp->np_steepness,      seed, csize.X, csize.Y);
72         noise_height_select  = new Noise(&sp->np_height_select,  seed, csize.X, csize.Y);
73         noise_mud            = new Noise(&sp->np_mud,            seed, csize.X, csize.Y);
74         noise_beach          = new Noise(&sp->np_beach,          seed, csize.X, csize.Y);
75         noise_biome          = new Noise(&sp->np_biome,          seed, csize.X, csize.Y);
76
77         //// Resolve nodes to be used
78         INodeDefManager *ndef = emerge->ndef;
79
80         c_stone           = ndef->getId("mapgen_stone");
81         c_dirt            = ndef->getId("mapgen_dirt");
82         c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
83         c_sand            = ndef->getId("mapgen_sand");
84         c_water_source    = ndef->getId("mapgen_water_source");
85         c_lava_source     = ndef->getId("mapgen_lava_source");
86         c_gravel          = ndef->getId("mapgen_gravel");
87         c_cobble          = ndef->getId("mapgen_cobble");
88         c_desert_sand     = ndef->getId("mapgen_desert_sand");
89         c_desert_stone    = ndef->getId("mapgen_desert_stone");
90         c_mossycobble     = ndef->getId("mapgen_mossycobble");
91         c_sandbrick       = ndef->getId("mapgen_sandstonebrick");
92         c_stair_cobble    = ndef->getId("mapgen_stair_cobble");
93         c_stair_sandstone = ndef->getId("mapgen_stair_sandstone");
94         if (c_desert_sand == CONTENT_IGNORE)
95                 c_desert_sand = c_sand;
96         if (c_desert_stone == CONTENT_IGNORE)
97                 c_desert_stone = c_stone;
98         if (c_mossycobble == CONTENT_IGNORE)
99                 c_mossycobble = c_cobble;
100         if (c_sandbrick == CONTENT_IGNORE)
101                 c_sandbrick = c_desert_stone;
102         if (c_stair_cobble == CONTENT_IGNORE)
103                 c_stair_cobble = c_cobble;
104         if (c_stair_sandstone == CONTENT_IGNORE)
105                 c_stair_sandstone = c_sandbrick;
106 }
107
108
109 MapgenV6::~MapgenV6()
110 {
111         delete noise_terrain_base;
112         delete noise_terrain_higher;
113         delete noise_steepness;
114         delete noise_height_select;
115         delete noise_mud;
116         delete noise_beach;
117         delete noise_biome;
118 }
119
120
121 MapgenV6Params::MapgenV6Params()
122 {
123         spflags     = MGV6_BIOMEBLEND | MGV6_MUDFLOW;
124         freq_desert = 0.45;
125         freq_beach  = 0.15;
126
127         np_terrain_base   = NoiseParams(-4,  20.0, v3f(250.0, 250.0, 250.0), 82341,  5, 0.6, 2.0);
128         np_terrain_higher = NoiseParams(20,  16.0, v3f(500.0, 500.0, 500.0), 85039,  5, 0.6, 2.0);
129         np_steepness      = NoiseParams(0.85,0.5,  v3f(125.0, 125.0, 125.0), -932,   5, 0.7, 2.0);
130         np_height_select  = NoiseParams(0,   1.0,  v3f(250.0, 250.0, 250.0), 4213,   5, 0.69, 2.0);
131         np_mud            = NoiseParams(4,   2.0,  v3f(200.0, 200.0, 200.0), 91013,  3, 0.55, 2.0);
132         np_beach          = NoiseParams(0,   1.0,  v3f(250.0, 250.0, 250.0), 59420,  3, 0.50, 2.0);
133         np_biome          = NoiseParams(0,   1.0,  v3f(250.0, 250.0, 250.0), 9130,   3, 0.50, 2.0);
134         np_cave           = NoiseParams(6,   6.0,  v3f(250.0, 250.0, 250.0), 34329,  3, 0.50, 2.0);
135         np_humidity       = NoiseParams(0.5, 0.5,  v3f(500.0, 500.0, 500.0), 72384,  4, 0.66, 2.0);
136         np_trees          = NoiseParams(0,   1.0,  v3f(125.0, 125.0, 125.0), 2,      4, 0.66, 2.0);
137         np_apple_trees    = NoiseParams(0,   1.0,  v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0);
138 }
139
140
141 void MapgenV6Params::readParams(Settings *settings)
142 {
143         settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
144         settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
145         settings->getFloatNoEx("mgv6_freq_beach",  freq_beach);
146
147         settings->getNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
148         settings->getNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
149         settings->getNoiseParams("mgv6_np_steepness",      np_steepness);
150         settings->getNoiseParams("mgv6_np_height_select",  np_height_select);
151         settings->getNoiseParams("mgv6_np_mud",            np_mud);
152         settings->getNoiseParams("mgv6_np_beach",          np_beach);
153         settings->getNoiseParams("mgv6_np_biome",          np_biome);
154         settings->getNoiseParams("mgv6_np_cave",           np_cave);
155         settings->getNoiseParams("mgv6_np_humidity",       np_humidity);
156         settings->getNoiseParams("mgv6_np_trees",          np_trees);
157         settings->getNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
158 }
159
160
161 void MapgenV6Params::writeParams(Settings *settings)
162 {
163         settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, (u32)-1);
164         settings->setFloat("mgv6_freq_desert", freq_desert);
165         settings->setFloat("mgv6_freq_beach",  freq_beach);
166
167         settings->setNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
168         settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
169         settings->setNoiseParams("mgv6_np_steepness",      np_steepness);
170         settings->setNoiseParams("mgv6_np_height_select",  np_height_select);
171         settings->setNoiseParams("mgv6_np_mud",            np_mud);
172         settings->setNoiseParams("mgv6_np_beach",          np_beach);
173         settings->setNoiseParams("mgv6_np_biome",          np_biome);
174         settings->setNoiseParams("mgv6_np_cave",           np_cave);
175         settings->setNoiseParams("mgv6_np_humidity",       np_humidity);
176         settings->setNoiseParams("mgv6_np_trees",          np_trees);
177         settings->setNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
178 }
179
180
181 //////////////////////// Some helper functions for the map generator
182
183
184 // Returns Y one under area minimum if not found
185 s16 MapgenV6::find_stone_level(v2s16 p2d)
186 {
187         v3s16 em = vm->m_area.getExtent();
188         s16 y_nodes_max = vm->m_area.MaxEdge.Y;
189         s16 y_nodes_min = vm->m_area.MinEdge.Y;
190         u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
191         s16 y;
192
193         for (y = y_nodes_max; y >= y_nodes_min; y--) {
194                 MapNode &n = vm->m_data[i];
195                 content_t c = n.getContent();
196                 if (c != CONTENT_IGNORE && (
197                         c == c_stone || c == c_desert_stone))
198                         break;
199
200                 vm->m_area.add_y(em, i, -1);
201         }
202         return (y >= y_nodes_min) ? y : y_nodes_min - 1;
203 }
204
205
206 // Required by mapgen.h
207 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
208 {
209         /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
210                         seed, v2s16(blockpos.X, blockpos.Z));*/
211         // Nah, this is just a heuristic, just return something
212         s16 minimum_groundlevel = water_level;
213
214         if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
215                 return true;
216         else
217                 return false;
218 }
219
220
221 //////////////////////// Base terrain height functions
222
223 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
224         float steepness, float height_select)
225 {
226         float base   = 1 + terrain_base;
227         float higher = 1 + terrain_higher;
228
229         // Limit higher ground level to at least base
230         if(higher < base)
231                 higher = base;
232
233         // Steepness factor of cliffs
234         float b = steepness;
235         b = rangelim(b, 0.0, 1000.0);
236         b = 5 * b * b * b * b * b * b * b;
237         b = rangelim(b, 0.5, 1000.0);
238
239         // Values 1.5...100 give quite horrible looking slopes
240         if (b > 1.5 && b < 100.0)
241                 b = (b < 10.0) ? 1.5 : 100.0;
242
243         float a_off = -0.20; // Offset to more low
244         float a = 0.5 + b * (a_off + height_select);
245         a = rangelim(a, 0.0, 1.0); // Limit
246
247         return base * (1.0 - a) + higher * a;
248 }
249
250
251 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
252 {
253         if (flags & MG_FLAT)
254                 return water_level;
255
256         float terrain_base   = NoisePerlin2D_PO(&noise_terrain_base->np,
257                                                         p.X, 0.5, p.Y, 0.5, seed);
258         float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np,
259                                                         p.X, 0.5, p.Y, 0.5, seed);
260         float steepness      = NoisePerlin2D_PO(&noise_steepness->np,
261                                                         p.X, 0.5, p.Y, 0.5, seed);
262         float height_select  = NoisePerlin2D_PO(&noise_height_select->np,
263                                                         p.X, 0.5, p.Y, 0.5, seed);
264
265         return baseTerrainLevel(terrain_base, terrain_higher,
266                                                         steepness,    height_select);
267 }
268
269
270 float MapgenV6::baseTerrainLevelFromMap(v2s16 p)
271 {
272         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
273         return baseTerrainLevelFromMap(index);
274 }
275
276
277 float MapgenV6::baseTerrainLevelFromMap(int index)
278 {
279         if (flags & MG_FLAT)
280                 return water_level;
281
282         float terrain_base   = noise_terrain_base->result[index];
283         float terrain_higher = noise_terrain_higher->result[index];
284         float steepness      = noise_steepness->result[index];
285         float height_select  = noise_height_select->result[index];
286
287         return baseTerrainLevel(terrain_base, terrain_higher,
288                                                         steepness,    height_select);
289 }
290
291
292 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
293 {
294         return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
295 }
296
297
298 int MapgenV6::getGroundLevelAtPoint(v2s16 p)
299 {
300         return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
301 }
302
303
304 //////////////////////// Noise functions
305
306 float MapgenV6::getMudAmount(v2s16 p)
307 {
308         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
309         return getMudAmount(index);
310 }
311
312
313 bool MapgenV6::getHaveBeach(v2s16 p)
314 {
315         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
316         return getHaveBeach(index);
317 }
318
319
320 BiomeV6Type MapgenV6::getBiome(v2s16 p)
321 {
322         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
323         return getBiome(index, p);
324 }
325
326
327 float MapgenV6::getHumidity(v2s16 p)
328 {
329         /*double noise = noise2d_perlin(
330                 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
331                 seed+72384, 4, 0.66);
332         noise = (noise + 1.0)/2.0;*/
333
334         float noise = NoisePerlin2D(np_humidity, p.X, p.Y, seed);
335
336         if (noise < 0.0)
337                 noise = 0.0;
338         if (noise > 1.0)
339                 noise = 1.0;
340         return noise;
341 }
342
343
344 float MapgenV6::getTreeAmount(v2s16 p)
345 {
346         /*double noise = noise2d_perlin(
347                         0.5+(float)p.X/125, 0.5+(float)p.Y/125,
348                         seed+2, 4, 0.66);*/
349
350         float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
351         float zeroval = -0.39;
352         if (noise < zeroval)
353                 return 0;
354         else
355                 return 0.04 * (noise-zeroval) / (1.0-zeroval);
356 }
357
358
359 bool MapgenV6::getHaveAppleTree(v2s16 p)
360 {
361         /*is_apple_tree = noise2d_perlin(
362                 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
363                 data->seed+342902, 3, 0.45) > 0.2;*/
364
365         float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
366
367         return noise > 0.2;
368 }
369
370
371 float MapgenV6::getMudAmount(int index)
372 {
373         if (flags & MG_FLAT)
374                 return AVERAGE_MUD_AMOUNT;
375
376         /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
377                         0.5+(float)p.X/200, 0.5+(float)p.Y/200,
378                         seed+91013, 3, 0.55));*/
379
380         return noise_mud->result[index];
381 }
382
383
384 bool MapgenV6::getHaveBeach(int index)
385 {
386         // Determine whether to have sand here
387         /*double sandnoise = noise2d_perlin(
388                         0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
389                         seed+59420, 3, 0.50);*/
390
391         float sandnoise = noise_beach->result[index];
392         return (sandnoise > freq_beach);
393 }
394
395
396 BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
397 {
398         // Just do something very simple as for now
399         /*double d = noise2d_perlin(
400                         0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
401                         seed+9130, 3, 0.50);*/
402
403         float d = noise_biome->result[index];
404         if (d > freq_desert)
405                 return BT_DESERT;
406
407         if ((spflags & MGV6_BIOMEBLEND) &&
408                 (d > freq_desert - 0.10) &&
409                 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
410                 return BT_DESERT;
411
412         return BT_NORMAL;
413 }
414
415
416 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
417 {
418         s32 x=p.X, y=p.Y, z=p.Z;
419         return (u32)(seed%0x100000000ULL) + z*38134234 + y*42123 + x*23;
420 }
421
422
423 //////////////////////// Map generator
424
425 void MapgenV6::makeChunk(BlockMakeData *data)
426 {
427         assert(data->vmanip);
428         assert(data->nodedef);
429         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
430                    data->blockpos_requested.Y >= data->blockpos_min.Y &&
431                    data->blockpos_requested.Z >= data->blockpos_min.Z);
432         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
433                    data->blockpos_requested.Y <= data->blockpos_max.Y &&
434                    data->blockpos_requested.Z <= data->blockpos_max.Z);
435
436         this->generating = true;
437         this->vm   = data->vmanip;
438         this->ndef = data->nodedef;
439
440         // Hack: use minimum block coords for old code that assumes a single block
441         v3s16 blockpos = data->blockpos_requested;
442         v3s16 blockpos_min = data->blockpos_min;
443         v3s16 blockpos_max = data->blockpos_max;
444
445         // Area of central chunk
446         node_min = blockpos_min*MAP_BLOCKSIZE;
447         node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
448
449         // Full allocated area
450         full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
451         full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
452
453         central_area_size = node_max - node_min + v3s16(1,1,1);
454         assert(central_area_size.X == central_area_size.Z);
455
456         int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
457                                           * (blockpos_max.Y - blockpos_min.Y + 1)
458                                           * (blockpos_max.Z - blockpos_max.Z + 1);
459
460         volume_nodes = volume_blocks *
461                 MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
462
463         // Create a block-specific seed
464         blockseed = get_blockseed(data->seed, full_node_min);
465
466         // Make some noise
467         calculateNoise();
468
469         // Maximum height of the stone surface and obstacles.
470         // This is used to guide the cave generation
471         s16 stone_surface_max_y;
472
473         // Generate general ground level to full area
474         stone_surface_max_y = generateGround();
475
476         generateExperimental();
477
478         const s16 max_spread_amount = MAP_BLOCKSIZE;
479         // Limit dirt flow area by 1 because mud is flown into neighbors.
480         s16 mudflow_minpos = -max_spread_amount + 1;
481         s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
482
483         // Loop this part, it will make stuff look older and newer nicely
484         const u32 age_loops = 2;
485         for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
486                 // Make caves (this code is relatively horrible)
487                 if (flags & MG_CAVES)
488                         generateCaves(stone_surface_max_y);
489
490                 // Add mud to the central chunk
491                 addMud();
492
493                 // Add blobs of dirt and gravel underground
494                 addDirtGravelBlobs();
495
496                 // Flow mud away from steep edges
497                 if (spflags & MGV6_MUDFLOW)
498                         flowMud(mudflow_minpos, mudflow_maxpos);
499
500         }
501
502         // Add dungeons
503         if (flags & MG_DUNGEONS) {
504                 DungeonParams dp;
505
506                 dp.np_rarity  = nparams_dungeon_rarity;
507                 dp.np_density = nparams_dungeon_density;
508                 dp.np_wetness = nparams_dungeon_wetness;
509                 dp.c_water = c_water_source;
510                 if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_NORMAL) {
511                         dp.c_cobble  = c_cobble;
512                         dp.c_moss    = c_mossycobble;
513                         dp.c_stair   = c_stair_cobble;
514
515                         dp.diagonal_dirs = false;
516                         dp.mossratio  = 3.0;
517                         dp.holesize   = v3s16(1, 2, 1);
518                         dp.roomsize   = v3s16(0, 0, 0);
519                         dp.notifytype = GENNOTIFY_DUNGEON;
520                 } else {
521                         dp.c_cobble  = c_sandbrick;
522                         dp.c_moss    = c_sandbrick; // should make this 'cracked sandstone' later
523                         dp.c_stair   = c_stair_sandstone;
524
525                         dp.diagonal_dirs = true;
526                         dp.mossratio  = 0.0;
527                         dp.holesize   = v3s16(2, 3, 2);
528                         dp.roomsize   = v3s16(2, 5, 2);
529                         dp.notifytype = GENNOTIFY_TEMPLE;
530                 }
531
532                 DungeonGen dgen(this, &dp);
533                 dgen.generate(blockseed, full_node_min, full_node_max);
534         }
535
536         // Add top and bottom side of water to transforming_liquid queue
537         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
538
539         // Grow grass
540         growGrass();
541
542         // Generate some trees, and add grass, if a jungle
543         if (flags & MG_TREES)
544                 placeTreesAndJungleGrass();
545
546         // Generate the registered decorations
547         m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
548
549         // Generate the registered ores
550         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
551
552         // Calculate lighting
553         if (flags & MG_LIGHT)
554                 calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
555                                          node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
556
557         this->generating = false;
558 }
559
560
561 void MapgenV6::calculateNoise()
562 {
563         int x = node_min.X;
564         int z = node_min.Z;
565
566         if (!(flags & MG_FLAT)) {
567                 noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
568                 noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
569                 noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
570                 noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
571                 noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
572         }
573
574         noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
575         noise_biome->perlinMap2D_PO(x, 0.6, z, 0.2);
576 }
577
578
579 int MapgenV6::generateGround()
580 {
581         //TimeTaker timer1("Generating ground level");
582         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
583         MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
584         int stone_surface_max_y = -MAP_GENERATION_LIMIT;
585         u32 index = 0;
586
587         for (s16 z = node_min.Z; z <= node_max.Z; z++)
588         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
589                 // Surface height
590                 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
591
592                 // Log it
593                 if (surface_y > stone_surface_max_y)
594                         stone_surface_max_y = surface_y;
595
596                 BiomeV6Type bt = getBiome(index, v2s16(x, z));
597
598                 // Fill ground with stone
599                 v3s16 em = vm->m_area.getExtent();
600                 u32 i = vm->m_area.index(x, node_min.Y, z);
601                 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
602                         if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
603                                 if (y <= surface_y) {
604                                         vm->m_data[i] = (y > water_level && bt == BT_DESERT) ?
605                                                 n_desert_stone : n_stone;
606                                 } else if (y <= water_level) {
607                                         vm->m_data[i] = n_water_source;
608                                 } else {
609                                         vm->m_data[i] = n_air;
610                                 }
611                         }
612                         vm->m_area.add_y(em, i, 1);
613                 }
614         }
615
616         return stone_surface_max_y;
617 }
618
619
620 void MapgenV6::addMud()
621 {
622         // 15ms @cs=8
623         //TimeTaker timer1("add mud");
624         MapNode n_dirt(c_dirt), n_gravel(c_gravel);
625         MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
626         MapNode addnode;
627
628         u32 index = 0;
629         for (s16 z = node_min.Z; z <= node_max.Z; z++)
630         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
631                 // Randomize mud amount
632                 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
633
634                 // Find ground level
635                 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
636
637                 // Handle area not found
638                 if (surface_y == vm->m_area.MinEdge.Y - 1)
639                         continue;
640
641                 BiomeV6Type bt = getBiome(index, v2s16(x, z));
642                 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
643
644                 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
645                         addnode = n_sand;
646                 } else if (mud_add_amount <= 0) {
647                         mud_add_amount = 1 - mud_add_amount;
648                         addnode = n_gravel;
649                 } else if (bt == BT_NORMAL && getHaveBeach(index) &&
650                                 surface_y + mud_add_amount <= water_level + 2) {
651                         addnode = n_sand;
652                 }
653
654                 if (bt == BT_DESERT && surface_y > 20)
655                         mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
656
657                 // If topmost node is grass, change it to mud.  It might be if it was
658                 // flown to there from a neighboring chunk and then converted.
659                 u32 i = vm->m_area.index(x, surface_y, z);
660                 if (vm->m_data[i].getContent() == c_dirt_with_grass)
661                         vm->m_data[i] = n_dirt;
662
663                 // Add mud on ground
664                 s16 mudcount = 0;
665                 v3s16 em = vm->m_area.getExtent();
666                 s16 y_start = surface_y + 1;
667                 i = vm->m_area.index(x, y_start, z);
668                 for (s16 y = y_start; y <= node_max.Y; y++) {
669                         if (mudcount >= mud_add_amount)
670                                 break;
671
672                         vm->m_data[i] = addnode;
673                         mudcount++;
674
675                         vm->m_area.add_y(em, i, 1);
676                 }
677         }
678 }
679
680
681 void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
682 {
683         // 340ms @cs=8
684         TimeTaker timer1("flow mud");
685
686         // Iterate a few times
687         for(s16 k = 0; k < 3; k++) {
688                 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
689                 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
690                         // Invert coordinates every 2nd iteration
691                         if (k % 2 == 0) {
692                                 x = mudflow_maxpos - (x - mudflow_minpos);
693                                 z = mudflow_maxpos - (z - mudflow_minpos);
694                         }
695
696                         // Node position in 2d
697                         v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
698
699                         v3s16 em = vm->m_area.getExtent();
700                         u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
701                         s16 y = node_max.Y;
702
703                         while(y >= node_min.Y)
704                         {
705
706                         for(;; y--)
707                         {
708                                 MapNode *n = NULL;
709                                 // Find mud
710                                 for(; y >= node_min.Y; y--) {
711                                         n = &vm->m_data[i];
712                                         if (n->getContent() == c_dirt ||
713                                                 n->getContent() == c_dirt_with_grass ||
714                                                 n->getContent() == c_gravel)
715                                                 break;
716
717                                         vm->m_area.add_y(em, i, -1);
718                                 }
719
720                                 // Stop if out of area
721                                 //if(vmanip.m_area.contains(i) == false)
722                                 if (y < node_min.Y)
723                                         break;
724
725                                 if (n->getContent() == c_dirt ||
726                                         n->getContent() == c_dirt_with_grass)
727                                 {
728                                         // Make it exactly mud
729                                         n->setContent(c_dirt);
730
731                                         // Don't flow it if the stuff under it is not mud
732                                         {
733                                                 u32 i2 = i;
734                                                 vm->m_area.add_y(em, i2, -1);
735                                                 // Cancel if out of area
736                                                 if(vm->m_area.contains(i2) == false)
737                                                         continue;
738                                                 MapNode *n2 = &vm->m_data[i2];
739                                                 if (n2->getContent() != c_dirt &&
740                                                         n2->getContent() != c_dirt_with_grass)
741                                                         continue;
742                                         }
743                                 }
744
745                                 v3s16 dirs4[4] = {
746                                         v3s16(0,0,1), // back
747                                         v3s16(1,0,0), // right
748                                         v3s16(0,0,-1), // front
749                                         v3s16(-1,0,0), // left
750                                 };
751
752                                 // Check that upper is air or doesn't exist.
753                                 // Cancel dropping if upper keeps it in place
754                                 u32 i3 = i;
755                                 vm->m_area.add_y(em, i3, 1);
756                                 if (vm->m_area.contains(i3) == true &&
757                                         ndef->get(vm->m_data[i3]).walkable)
758                                         continue;
759
760                                 // Drop mud on side
761                                 for(u32 di=0; di<4; di++) {
762                                         v3s16 dirp = dirs4[di];
763                                         u32 i2 = i;
764                                         // Move to side
765                                         vm->m_area.add_p(em, i2, dirp);
766                                         // Fail if out of area
767                                         if (vm->m_area.contains(i2) == false)
768                                                 continue;
769                                         // Check that side is air
770                                         MapNode *n2 = &vm->m_data[i2];
771                                         if (ndef->get(*n2).walkable)
772                                                 continue;
773                                         // Check that under side is air
774                                         vm->m_area.add_y(em, i2, -1);
775                                         if (vm->m_area.contains(i2) == false)
776                                                 continue;
777                                         n2 = &vm->m_data[i2];
778                                         if (ndef->get(*n2).walkable)
779                                                 continue;
780                                         // Loop further down until not air
781                                         bool dropped_to_unknown = false;
782                                         do {
783                                                 vm->m_area.add_y(em, i2, -1);
784                                                 n2 = &vm->m_data[i2];
785                                                 // if out of known area
786                                                 if(vm->m_area.contains(i2) == false ||
787                                                         n2->getContent() == CONTENT_IGNORE) {
788                                                         dropped_to_unknown = true;
789                                                         break;
790                                                 }
791                                         } while (ndef->get(*n2).walkable == false);
792                                         // Loop one up so that we're in air
793                                         vm->m_area.add_y(em, i2, 1);
794                                         n2 = &vm->m_data[i2];
795
796                                         bool old_is_water = (n->getContent() == c_water_source);
797                                         // Move mud to new place
798                                         if (!dropped_to_unknown) {
799                                                 *n2 = *n;
800                                                 // Set old place to be air (or water)
801                                                 if(old_is_water)
802                                                         *n = MapNode(c_water_source);
803                                                 else
804                                                         *n = MapNode(CONTENT_AIR);
805                                         }
806
807                                         // Done
808                                         break;
809                                 }
810                         }
811                         }
812                 }
813         }
814 }
815
816
817 void MapgenV6::addDirtGravelBlobs()
818 {
819         if (getBiome(v2s16(node_min.X, node_min.Z)) != BT_NORMAL)
820                 return;
821
822         PseudoRandom pr(blockseed + 983);
823         for (int i = 0; i < volume_nodes/10/10/10; i++) {
824                 bool only_fill_cave = (myrand_range(0,1) != 0);
825                 v3s16 size(
826                         pr.range(1, 8),
827                         pr.range(1, 8),
828                         pr.range(1, 8)
829                 );
830                 v3s16 p0(
831                         pr.range(node_min.X, node_max.X) - size.X / 2,
832                         pr.range(node_min.Y, node_max.Y) - size.Y / 2,
833                         pr.range(node_min.Z, node_max.Z) - size.Z / 2
834                 );
835
836                 MapNode n1((p0.Y > -32 && !pr.range(0, 1)) ? c_dirt : c_gravel);
837                 for (int z1 = 0; z1 < size.Z; z1++)
838                 for (int y1 = 0; y1 < size.Y; y1++)
839                 for (int x1 = 0; x1 < size.X; x1++) {
840                         v3s16 p = p0 + v3s16(x1, y1, z1);
841                         u32 i = vm->m_area.index(p);
842                         if (!vm->m_area.contains(i))
843                                 continue;
844                         // Cancel if not stone and not cave air
845                         if (vm->m_data[i].getContent() != c_stone &&
846                                 !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
847                                 continue;
848                         if (only_fill_cave && !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
849                                 continue;
850                         vm->m_data[i] = n1;
851                 }
852         }
853 }
854
855
856 void MapgenV6::placeTreesAndJungleGrass()
857 {
858         //TimeTaker t("placeTrees");
859         if (node_max.Y < water_level)
860                 return;
861
862         PseudoRandom grassrandom(blockseed + 53);
863         content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
864         // if we don't have junglegrass, don't place cignore... that's bad
865         if (c_junglegrass == CONTENT_IGNORE)
866                 c_junglegrass = CONTENT_AIR;
867         MapNode n_junglegrass(c_junglegrass);
868         v3s16 em = vm->m_area.getExtent();
869
870         // Divide area into parts
871         s16 div = 8;
872         s16 sidelen = central_area_size.X / div;
873         double area = sidelen * sidelen;
874
875         // N.B.  We must add jungle grass first, since tree leaves will
876         // obstruct the ground, giving us a false ground level
877         for (s16 z0 = 0; z0 < div; z0++)
878         for (s16 x0 = 0; x0 < div; x0++) {
879                 // Center position of part of division
880                 v2s16 p2d_center(
881                         node_min.X + sidelen / 2 + sidelen * x0,
882                         node_min.Z + sidelen / 2 + sidelen * z0
883                 );
884                 // Minimum edge of part of division
885                 v2s16 p2d_min(
886                         node_min.X + sidelen * x0,
887                         node_min.Z + sidelen * z0
888                 );
889                 // Maximum edge of part of division
890                 v2s16 p2d_max(
891                         node_min.X + sidelen + sidelen * x0 - 1,
892                         node_min.Z + sidelen + sidelen * z0 - 1
893                 );
894
895                 // Amount of trees, jungle area
896                 u32 tree_count = area * getTreeAmount(p2d_center);
897
898                 float humidity;
899                 bool is_jungle = false;
900                 if (spflags & MGV6_JUNGLES) {
901                         humidity = getHumidity(p2d_center);
902                         if (humidity > 0.75) {
903                                 is_jungle = true;
904                                 tree_count *= 4;
905                         }
906                 }
907
908                 // Add jungle grass
909                 if (is_jungle) {
910                         u32 grass_count = 5 * humidity * tree_count;
911                         for (u32 i = 0; i < grass_count; i++) {
912                                 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
913                                 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
914
915                                 s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////optimize this!
916                                 if (y < water_level || y < node_min.Y || y > node_max.Y)
917                                         continue;
918
919                                 u32 vi = vm->m_area.index(x, y, z);
920                                 // place on dirt_with_grass, since we know it is exposed to sunlight
921                                 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
922                                         vm->m_area.add_y(em, vi, 1);
923                                         vm->m_data[vi] = n_junglegrass;
924                                 }
925                         }
926                 }
927
928                 // Put trees in random places on part of division
929                 for (u32 i = 0; i < tree_count; i++) {
930                         s16 x = myrand_range(p2d_min.X, p2d_max.X);
931                         s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
932                         s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////////optimize this!
933                         // Don't make a tree under water level
934                         // Don't make a tree so high that it doesn't fit
935                         if(y < water_level || y > node_max.Y - 6)
936                                 continue;
937
938                         v3s16 p(x,y,z);
939                         // Trees grow only on mud and grass
940                         {
941                                 u32 i = vm->m_area.index(p);
942                                 MapNode *n = &vm->m_data[i];
943                                 if (n->getContent() != c_dirt &&
944                                         n->getContent() != c_dirt_with_grass)
945                                         continue;
946                         }
947                         p.Y++;
948
949                         // Make a tree
950                         if (is_jungle) {
951                                 treegen::make_jungletree(*vm, p, ndef, myrand());
952                         } else {
953                                 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
954                                                                                 getHaveAppleTree(v2s16(x, z));
955                                 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
956                         }
957                 }
958         }
959         //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
960 }
961
962
963 void MapgenV6::growGrass()
964 {
965         for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
966         for (s16 x = full_node_min.X; x <= full_node_max.X; x++) {
967                 // Find the lowest surface to which enough light ends up to make
968                 // grass grow.  Basically just wait until not air and not leaves.
969                 s16 surface_y = 0;
970                 {
971                         v3s16 em = vm->m_area.getExtent();
972                         u32 i = vm->m_area.index(x, node_max.Y, z);
973                         s16 y;
974                         // Go to ground level
975                         for (y = node_max.Y; y >= full_node_min.Y; y--) {
976                                 MapNode &n = vm->m_data[i];
977                                 if (ndef->get(n).param_type != CPT_LIGHT ||
978                                         ndef->get(n).liquid_type != LIQUID_NONE)
979                                         break;
980                                 vm->m_area.add_y(em, i, -1);
981                         }
982                         surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
983                 }
984
985                 u32 i = vm->m_area.index(x, surface_y, z);
986                 MapNode *n = &vm->m_data[i];
987                 if (n->getContent() == c_dirt && surface_y >= water_level - 20)
988                         n->setContent(c_dirt_with_grass);
989         }
990 }
991
992
993 void MapgenV6::generateCaves(int max_stone_y)
994 {
995         float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
996         int volume_nodes = (node_max.X - node_min.X + 1) *
997                                            (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
998         cave_amount = MYMAX(0.0, cave_amount);
999         u32 caves_count = cave_amount * volume_nodes / 50000;
1000         u32 bruises_count = 1;
1001         PseudoRandom ps(blockseed + 21343);
1002         PseudoRandom ps2(blockseed + 1032);
1003
1004         if (ps.range(1, 6) == 1)
1005                 bruises_count = ps.range(0, ps.range(0, 2));
1006
1007         if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
1008                 caves_count   /= 3;
1009                 bruises_count /= 3;
1010         }
1011
1012         for (u32 i = 0; i < caves_count + bruises_count; i++) {
1013                 bool large_cave = (i >= caves_count);
1014                 CaveV6 cave(this, &ps, &ps2, large_cave);
1015
1016                 cave.makeCave(node_min, node_max, max_stone_y);
1017         }
1018 }