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authorWlodekM <[email protected]>2024-06-16 10:35:45 +0300
committerWlodekM <[email protected]>2024-06-16 10:35:45 +0300
commitabef6da56913f1c55528103e60a50451a39628b1 (patch)
treeb3c8092471ecbb73e568cd0d336efa0e7871ee8d /src/Generator.c
initial commit
Diffstat (limited to 'src/Generator.c')
-rw-r--r--src/Generator.c817
1 files changed, 817 insertions, 0 deletions
diff --git a/src/Generator.c b/src/Generator.c
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index 0000000..ae9ae5c
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+++ b/src/Generator.c
@@ -0,0 +1,817 @@
+#include "Generator.h"
+#include "BlockID.h"
+#include "ExtMath.h"
+#include "Funcs.h"
+#include "Platform.h"
+#include "World.h"
+#include "Utils.h"
+#include "Game.h"
+#include "Window.h"
+
+const struct MapGenerator* Gen_Active;
+BlockRaw* Gen_Blocks;
+int Gen_Seed;
+
+volatile float Gen_CurrentProgress;
+volatile const char* Gen_CurrentState;
+volatile cc_bool gen_done;
+
+/* There are two main types of multitasking: */
+/*  - Pre-emptive multitasking (system automatically switches between threads) */
+/*  - Cooperative multitasking (threads must be manually switched by the app) */
+/*                                                                             */
+/* Systems only supporting cooperative multitasking can be problematic though: */
+/*   If the whole map generation was performed as a single function call, */
+/*     then the game thread would not get run at all until map generation */
+/*     completed - which is not a great user experience. */
+/*   To avoid that, on these systems, map generation may be divided into */
+/*     a series of steps so that ClassiCube can periodically switch back */
+/*     to the game thread to ensure that the game itself still (slowly) runs. */
+#ifdef CC_BUILD_COOPTHREADED
+static int gen_step;
+static cc_uint64 lastRender;
+
+#define GEN_COOP_BEGIN \
+	cc_uint64 curTime; \
+	switch (gen_step) {
+
+#define GEN_COOP_STEP(index, step) \
+	case index: \
+		step; \
+		gen_step++; \
+		curTime = Stopwatch_Measure(); \
+		if (Stopwatch_ElapsedMS(lastRender, curTime) > 100) { lastRender = curTime; return; }
+		/* Switch back to game thread if more than 100 milliseconds since it was last run */
+
+#define GEN_COOP_END \
+	}
+
+static void Gen_Run(void) {
+	gen_step = 0;
+	lastRender = Stopwatch_Measure();
+	Gen_Active->Generate();
+}
+
+cc_bool Gen_IsDone(void) {
+	/* Resume map generation if incomplete */
+	if (!gen_done) Gen_Active->Generate();
+	return gen_done;
+}
+#else
+/* For systems supporting preemptive threading, there's no point */
+/* bothering with all the cooperative tasking shenanigans */
+#define GEN_COOP_BEGIN
+#define GEN_COOP_STEP(index, step) step;
+#define GEN_COOP_END
+
+static void Gen_DoGen(void) {
+	Gen_Active->Generate();
+}
+
+static void Gen_Run(void) {
+	void* thread;
+	Thread_Run(&thread, Gen_DoGen, 128 * 1024, "Map gen");
+	Thread_Detach(thread);
+}
+
+cc_bool Gen_IsDone(void) { return gen_done; }
+#endif
+
+static void Gen_Reset(void) {
+	Gen_CurrentProgress = 0.0f;
+	Gen_CurrentState    = "";
+	gen_done = false;
+}
+
+void Gen_Start(void) {
+	Gen_Reset();
+	Gen_Blocks = (BlockRaw*)Mem_TryAlloc(World.Volume, 1);
+
+	if (!Gen_Blocks || !Gen_Active->Prepare()) {
+		Window_ShowDialog("Out of memory", "Not enough free memory to generate a map that large.\nTry a smaller size.");
+		gen_done = true;
+	} else {
+		Gen_Run();
+	}
+}
+
+
+/*########################################################################################################################*
+*-----------------------------------------------------Flatgrass gen-------------------------------------------------------*
+*#########################################################################################################################*/
+static void FlatgrassGen_MapSet(int yBeg, int yEnd, BlockRaw block) {
+	cc_uint32 oneY = (cc_uint32)World.OneY;
+	BlockRaw* ptr = Gen_Blocks;
+	int y, yHeight;
+
+	yBeg = max(yBeg, 0); yEnd = max(yEnd, 0);
+	yHeight = (yEnd - yBeg) + 1;
+	Gen_CurrentProgress = 0.0f;
+
+	for (y = yBeg; y <= yEnd; y++) {
+		Mem_Set(ptr + y * oneY, block, oneY);
+		Gen_CurrentProgress = (float)(y - yBeg) / yHeight;
+	}
+}
+
+static cc_bool FlatgrassGen_Prepare(void) {
+	return true;
+}
+
+static void FlatgrassGen_Generate(void) {
+	Gen_CurrentState = "Setting air blocks";
+	FlatgrassGen_MapSet(World.Height / 2, World.MaxY, BLOCK_AIR);
+
+	Gen_CurrentState = "Setting dirt blocks";
+	FlatgrassGen_MapSet(0, World.Height / 2 - 2, BLOCK_DIRT);
+
+	Gen_CurrentState = "Setting grass blocks";
+	FlatgrassGen_MapSet(World.Height / 2 - 1, World.Height / 2 - 1, BLOCK_GRASS);
+
+	gen_done = true;
+}
+
+const struct MapGenerator FlatgrassGen = {
+	FlatgrassGen_Prepare,
+	FlatgrassGen_Generate
+};
+
+
+/*########################################################################################################################*
+*---------------------------------------------------Noise generation------------------------------------------------------*
+*#########################################################################################################################*/
+#define NOISE_TABLE_SIZE 512
+static void ImprovedNoise_Init(cc_uint8* p, RNGState* rnd) {
+	cc_uint8 tmp;
+	int i, j;
+	for (i = 0; i < 256; i++) { p[i] = i; }
+
+	/* shuffle randomly using fisher-yates */
+	for (i = 0; i < 256; i++) {
+		j   = Random_Range(rnd, i, 256);
+		tmp = p[i]; p[i] = p[j]; p[j] = tmp;
+	}
+
+	for (i = 0; i < 256; i++) {
+		p[i + 256] = p[i];
+	}
+}
+
+static float ImprovedNoise_Calc(const cc_uint8* p, float x, float y) {
+	int xFloor, yFloor, X, Y;
+	float u, v;
+	int A, B, hash;
+	float g22, g12, c1;
+	float g21, g11, c2;
+
+	xFloor = x >= 0 ? (int)x : (int)x - 1;
+	yFloor = y >= 0 ? (int)y : (int)y - 1;
+	X = xFloor & 0xFF; Y = yFloor & 0xFF;
+	x -= xFloor;       y -= yFloor;
+
+	u = x * x * x * (x * (x * 6 - 15) + 10); /* Fade(x) */
+	v = y * y * y * (y * (y * 6 - 15) + 10); /* Fade(y) */
+	A = p[X] + Y; B = p[X + 1] + Y;
+
+	/* Normally, calculating Grad involves a function call. However, we can directly pack this table
+	(since each value indicates either -1, 0 1) into a set of bit flags. This way we avoid needing
+	to call another function that performs branching */
+#define xFlags 0x46552222
+#define yFlags 0x2222550A
+
+	hash = (p[p[A]] & 0xF) << 1;
+	g22  = (((xFlags >> hash) & 3) - 1) * x       + (((yFlags >> hash) & 3) - 1) * y; /* Grad(p[p[A], x, y) */
+	hash = (p[p[B]] & 0xF) << 1;
+	g12  = (((xFlags >> hash) & 3) - 1) * (x - 1) + (((yFlags >> hash) & 3) - 1) * y; /* Grad(p[p[B], x - 1, y) */
+	c1   = g22 + u * (g12 - g22);
+
+	hash = (p[p[A + 1]] & 0xF) << 1;
+	g21  = (((xFlags >> hash) & 3) - 1) * x       + (((yFlags >> hash) & 3) - 1) * (y - 1); /* Grad(p[p[A + 1], x, y - 1) */
+	hash = (p[p[B + 1]] & 0xF) << 1;
+	g11  = (((xFlags >> hash) & 3) - 1) * (x - 1) + (((yFlags >> hash) & 3) - 1) * (y - 1); /* Grad(p[p[B + 1], x - 1, y - 1) */
+	c2   = g21 + u * (g11 - g21);
+
+	return c1 + v * (c2 - c1);
+}
+
+
+struct OctaveNoise { cc_uint8 p[8][NOISE_TABLE_SIZE]; int octaves; };
+static void OctaveNoise_Init(struct OctaveNoise* n, RNGState* rnd, int octaves) {
+	int i;
+	n->octaves = octaves;
+	
+	for (i = 0; i < octaves; i++) {
+		ImprovedNoise_Init(n->p[i], rnd);
+	}
+}
+
+static float OctaveNoise_Calc(const struct OctaveNoise* n, float x, float y) {
+	float amplitude = 1, freq = 1;
+	float sum = 0;
+	int i;
+
+	for (i = 0; i < n->octaves; i++) {
+		sum += ImprovedNoise_Calc(n->p[i], x * freq, y * freq) * amplitude;
+		amplitude *= 2.0f;
+		freq *= 0.5f;
+	}
+	return sum;
+}
+
+
+struct CombinedNoise { struct OctaveNoise noise1, noise2; };
+static void CombinedNoise_Init(struct CombinedNoise* n, RNGState* rnd, int octaves1, int octaves2) {
+	OctaveNoise_Init(&n->noise1, rnd, octaves1);
+	OctaveNoise_Init(&n->noise2, rnd, octaves2);
+}
+
+static float CombinedNoise_Calc(const struct CombinedNoise* n, float x, float y) {
+	float offset = OctaveNoise_Calc(&n->noise2, x, y);
+	return OctaveNoise_Calc(&n->noise1, x + offset, y);
+}
+
+
+/*########################################################################################################################*
+*----------------------------------------------------Notchy map gen-------------------------------------------------------*
+*#########################################################################################################################*/
+static int waterLevel, minHeight;
+static cc_int16* heightmap;
+static RNGState rnd;
+
+static void NotchyGen_FillOblateSpheroid(int x, int y, int z, float radius, BlockRaw block) {
+	int xBeg = Math_Floor(max(x - radius, 0));
+	int xEnd = Math_Floor(min(x + radius, World.MaxX));
+	int yBeg = Math_Floor(max(y - radius, 0));
+	int yEnd = Math_Floor(min(y + radius, World.MaxY));
+	int zBeg = Math_Floor(max(z - radius, 0));
+	int zEnd = Math_Floor(min(z + radius, World.MaxZ));
+
+	float radiusSq = radius * radius;
+	int index;
+	int xx, yy, zz, dx, dy, dz;
+
+	for (yy = yBeg; yy <= yEnd; yy++) { dy = yy - y;
+		for (zz = zBeg; zz <= zEnd; zz++) { dz = zz - z;
+			for (xx = xBeg; xx <= xEnd; xx++) { dx = xx - x;
+
+				if ((dx * dx + 2 * dy * dy + dz * dz) < radiusSq) {
+					index = World_Pack(xx, yy, zz);
+					if (Gen_Blocks[index] == BLOCK_STONE)
+						Gen_Blocks[index] = block;
+				}
+			}
+		}
+	}
+}
+
+#define STACK_FAST 8192
+static void NotchyGen_FloodFill(int index, BlockRaw block) {
+	int* stack;
+	int stack_default[STACK_FAST]; /* avoid allocating memory if possible */
+	int count = 0, limit = STACK_FAST;
+	int x, y, z;
+
+	stack = stack_default;
+	if (index < 0) return; /* y below map, don't bother starting */
+	stack[count++] = index;
+
+	while (count) {
+		index = stack[--count];
+
+		if (Gen_Blocks[index] != BLOCK_AIR) continue;
+		Gen_Blocks[index] = block;
+
+		x = index  % World.Width;
+		y = index  / World.OneY;
+		z = (index / World.Width) % World.Length;
+
+		/* need to increase stack */
+		if (count >= limit - FACE_COUNT) {
+			Utils_Resize((void**)&stack, &limit, 4, STACK_FAST, STACK_FAST);
+		}
+
+		if (x > 0)          { stack[count++] = index - 1; }
+		if (x < World.MaxX) { stack[count++] = index + 1; }
+		if (z > 0)          { stack[count++] = index - World.Width; }
+		if (z < World.MaxZ) { stack[count++] = index + World.Width; }
+		if (y > 0)          { stack[count++] = index - World.OneY; }
+	}
+	if (limit > STACK_FAST) Mem_Free(stack);
+}
+
+
+static void NotchyGen_CreateHeightmap(void) {
+	float hLow, hHigh, height;
+	int hIndex = 0, adjHeight;
+	int x, z;
+	struct CombinedNoise n1, n2;
+	struct OctaveNoise n3;
+
+	CombinedNoise_Init(&n1, &rnd, 8, 8);
+	CombinedNoise_Init(&n2, &rnd, 8, 8);	
+	OctaveNoise_Init(&n3, &rnd, 6);
+
+	Gen_CurrentState = "Building heightmap";
+	for (z = 0; z < World.Length; z++) {
+		Gen_CurrentProgress = (float)z / World.Length;
+
+		for (x = 0; x < World.Width; x++) {
+			hLow   = CombinedNoise_Calc(&n1, x * 1.3f, z * 1.3f) / 6 - 4;
+			height = hLow;
+
+			if (OctaveNoise_Calc(&n3, (float)x, (float)z) <= 0) {
+				hHigh = CombinedNoise_Calc(&n2, x * 1.3f, z * 1.3f) / 5 + 6;
+				height = max(hLow, hHigh);
+			}
+
+			height *= 0.5f;
+			if (height < 0) height *= 0.8f;
+
+			adjHeight = (int)(height + waterLevel);
+			minHeight = min(adjHeight, minHeight);
+			heightmap[hIndex++] = adjHeight;
+		}
+	}
+}
+
+static int NotchyGen_CreateStrataFast(void) {
+	cc_uint32 oneY = (cc_uint32)World.OneY;
+	int stoneHeight, airHeight;
+	int y;
+
+	Gen_CurrentProgress = 0.0f;
+	Gen_CurrentState    = "Filling map";
+	/* Make lava layer at bottom */
+	Mem_Set(Gen_Blocks, BLOCK_STILL_LAVA, oneY);
+
+	/* Invariant: the lowest value dirtThickness can possible be is -14 */
+	stoneHeight = minHeight - 14;
+	/* We can quickly fill in bottom solid layers */
+	for (y = 1; y <= stoneHeight; y++) {
+		Mem_Set(Gen_Blocks + y * oneY, BLOCK_STONE, oneY);
+		Gen_CurrentProgress = (float)y / World.Height;
+	}
+
+	/* Fill in rest of map wih air */
+	airHeight = max(0, stoneHeight) + 1;
+	for (y = airHeight; y < World.Height; y++) {
+		Mem_Set(Gen_Blocks + y * oneY, BLOCK_AIR, oneY);
+		Gen_CurrentProgress = (float)y / World.Height;
+	}
+
+	/* if stoneHeight is <= 0, then no layer is fully stone */
+	return max(stoneHeight, 1);
+}
+
+static void NotchyGen_CreateStrata(void) {
+	int dirtThickness, dirtHeight;
+	int minStoneY, stoneHeight;
+	int hIndex = 0, maxY = World.MaxY, index = 0;
+	int x, y, z;
+	struct OctaveNoise n;
+
+	/* Try to bulk fill bottom of the map if possible */
+	minStoneY = NotchyGen_CreateStrataFast();
+	OctaveNoise_Init(&n, &rnd, 8);
+
+	Gen_CurrentState = "Creating strata";
+	for (z = 0; z < World.Length; z++) {
+		Gen_CurrentProgress = (float)z / World.Length;
+
+		for (x = 0; x < World.Width; x++) {
+			dirtThickness = (int)(OctaveNoise_Calc(&n, (float)x, (float)z) / 24 - 4);
+			dirtHeight    = heightmap[hIndex++];
+			stoneHeight   = dirtHeight + dirtThickness;
+
+			stoneHeight = min(stoneHeight, maxY);
+			dirtHeight  = min(dirtHeight,  maxY);
+
+			index = World_Pack(x, minStoneY, z);
+			for (y = minStoneY; y <= stoneHeight; y++) {
+				Gen_Blocks[index] = BLOCK_STONE; index += World.OneY;
+			}
+
+			stoneHeight = max(stoneHeight, 0);
+			index = World_Pack(x, (stoneHeight + 1), z);
+			for (y = stoneHeight + 1; y <= dirtHeight; y++) {
+				Gen_Blocks[index] = BLOCK_DIRT; index += World.OneY;
+			}
+		}
+	}
+}
+
+static void NotchyGen_CarveCaves(void) {
+	int cavesCount, caveLen;
+	float caveX, caveY, caveZ;
+	float theta, deltaTheta, phi, deltaPhi;
+	float caveRadius, radius;
+	int cenX, cenY, cenZ;
+	int i, j;
+
+	cavesCount       = World.Volume / 8192;
+	Gen_CurrentState = "Carving caves";
+	for (i = 0; i < cavesCount; i++) {
+		Gen_CurrentProgress = (float)i / cavesCount;
+
+		caveX = (float)Random_Next(&rnd, World.Width);
+		caveY = (float)Random_Next(&rnd, World.Height);
+		caveZ = (float)Random_Next(&rnd, World.Length);
+
+		caveLen = (int)(Random_Float(&rnd) * Random_Float(&rnd) * 200.0f);
+		theta   = Random_Float(&rnd) * 2.0f * MATH_PI; deltaTheta = 0.0f;
+		phi     = Random_Float(&rnd) * 2.0f * MATH_PI; deltaPhi   = 0.0f;
+		caveRadius = Random_Float(&rnd) * Random_Float(&rnd);
+
+		for (j = 0; j < caveLen; j++) {
+			caveX += Math_SinF(theta) * Math_CosF(phi);
+			caveZ += Math_CosF(theta) * Math_CosF(phi);
+			caveY += Math_SinF(phi);
+
+			theta      = theta + deltaTheta * 0.2f;
+			deltaTheta = deltaTheta * 0.9f + Random_Float(&rnd) - Random_Float(&rnd);
+			phi        = phi * 0.5f + deltaPhi * 0.25f;
+			deltaPhi   = deltaPhi  * 0.75f + Random_Float(&rnd) - Random_Float(&rnd);
+			if (Random_Float(&rnd) < 0.25f) continue;
+
+			cenX = (int)(caveX + (Random_Next(&rnd, 4) - 2) * 0.2f);
+			cenY = (int)(caveY + (Random_Next(&rnd, 4) - 2) * 0.2f);
+			cenZ = (int)(caveZ + (Random_Next(&rnd, 4) - 2) * 0.2f);
+
+			radius = (World.Height - cenY) / (float)World.Height;
+			radius = 1.2f + (radius * 3.5f + 1.0f) * caveRadius;
+			radius = radius * Math_SinF(j * MATH_PI / caveLen);
+			NotchyGen_FillOblateSpheroid(cenX, cenY, cenZ, radius, BLOCK_AIR);
+		}
+	}
+}
+
+static void NotchyGen_CarveOreVeins(float abundance, const char* state, BlockRaw block) {
+	int numVeins, veinLen;
+	float veinX, veinY, veinZ;
+	float theta, deltaTheta, phi, deltaPhi;
+	float radius;
+	int i, j;
+
+	numVeins         = (int)(World.Volume * abundance / 16384);
+	Gen_CurrentState = state;
+	for (i = 0; i < numVeins; i++) {
+		Gen_CurrentProgress = (float)i / numVeins;
+
+		veinX = (float)Random_Next(&rnd, World.Width);
+		veinY = (float)Random_Next(&rnd, World.Height);
+		veinZ = (float)Random_Next(&rnd, World.Length);
+
+		veinLen = (int)(Random_Float(&rnd) * Random_Float(&rnd) * 75 * abundance);
+		theta = Random_Float(&rnd) * 2.0f * MATH_PI; deltaTheta = 0.0f;
+		phi   = Random_Float(&rnd) * 2.0f * MATH_PI; deltaPhi   = 0.0f;
+
+		for (j = 0; j < veinLen; j++) {
+			veinX += Math_SinF(theta) * Math_CosF(phi);
+			veinZ += Math_CosF(theta) * Math_CosF(phi);
+			veinY += Math_SinF(phi);
+
+			theta      = deltaTheta * 0.2f;
+			deltaTheta = deltaTheta * 0.9f + Random_Float(&rnd) - Random_Float(&rnd);
+			phi        = phi * 0.5f + deltaPhi * 0.25f;
+			deltaPhi   = deltaPhi   * 0.9f + Random_Float(&rnd) - Random_Float(&rnd);
+
+			radius = abundance * Math_SinF(j * MATH_PI / veinLen) + 1.0f;
+			NotchyGen_FillOblateSpheroid((int)veinX, (int)veinY, (int)veinZ, radius, block);
+		}
+	}
+}
+
+static void NotchyGen_FloodFillWaterBorders(void) {
+	int waterY = waterLevel - 1;
+	int index1, index2;
+	int x, z;
+	Gen_CurrentState = "Flooding edge water";
+
+	index1 = World_Pack(0, waterY, 0);
+	index2 = World_Pack(0, waterY, World.Length - 1);
+	for (x = 0; x < World.Width; x++) {
+		Gen_CurrentProgress = 0.0f + ((float)x / World.Width) * 0.5f;
+
+		NotchyGen_FloodFill(index1, BLOCK_STILL_WATER);
+		NotchyGen_FloodFill(index2, BLOCK_STILL_WATER);
+		index1++; index2++;
+	}
+
+	index1 = World_Pack(0,             waterY, 0);
+	index2 = World_Pack(World.Width - 1, waterY, 0);
+	for (z = 0; z < World.Length; z++) {
+		Gen_CurrentProgress = 0.5f + ((float)z / World.Length) * 0.5f;
+
+		NotchyGen_FloodFill(index1, BLOCK_STILL_WATER);
+		NotchyGen_FloodFill(index2, BLOCK_STILL_WATER);
+		index1 += World.Width; index2 += World.Width;
+	}
+}
+
+static void NotchyGen_FloodFillWater(void) {
+	int numSources;
+	int i, x, y, z;
+
+	numSources       = World.Width * World.Length / 800;
+	Gen_CurrentState = "Flooding water";
+	for (i = 0; i < numSources; i++) {
+		Gen_CurrentProgress = (float)i / numSources;
+
+		x = Random_Next(&rnd, World.Width);
+		z = Random_Next(&rnd, World.Length);
+		y = waterLevel - Random_Range(&rnd, 1, 3);
+		NotchyGen_FloodFill(World_Pack(x, y, z), BLOCK_STILL_WATER);
+	}
+}
+
+static void NotchyGen_FloodFillLava(void) {
+	int numSources;
+	int i, x, y, z;
+
+	numSources       = World.Width * World.Length / 20000;
+	Gen_CurrentState = "Flooding lava";
+	for (i = 0; i < numSources; i++) {
+		Gen_CurrentProgress = (float)i / numSources;
+
+		x = Random_Next(&rnd, World.Width);
+		z = Random_Next(&rnd, World.Length);
+		y = (int)((waterLevel - 3) * Random_Float(&rnd) * Random_Float(&rnd));
+		NotchyGen_FloodFill(World_Pack(x, y, z), BLOCK_STILL_LAVA);
+	}
+}
+
+static void NotchyGen_CreateSurfaceLayer(void) {	
+	int hIndex = 0, index;
+	BlockRaw above;
+	int x, y, z;
+	struct OctaveNoise n1, n2;
+
+	OctaveNoise_Init(&n1, &rnd, 8);
+	OctaveNoise_Init(&n2, &rnd, 8);
+
+	Gen_CurrentState = "Creating surface";
+	for (z = 0; z < World.Length; z++) {
+		Gen_CurrentProgress = (float)z / World.Length;
+
+		for (x = 0; x < World.Width; x++) {
+			y = heightmap[hIndex++];
+			if (y < 0 || y >= World.Height) continue;
+
+			index = World_Pack(x, y, z);
+			above = y >= World.MaxY ? BLOCK_AIR : Gen_Blocks[index + World.OneY];
+
+			/* TODO: update heightmap */
+			if (above == BLOCK_STILL_WATER && (OctaveNoise_Calc(&n2, (float)x, (float)z) > 12)) {
+				Gen_Blocks[index] = BLOCK_GRAVEL;
+			} else if (above == BLOCK_AIR) {
+				Gen_Blocks[index] = (y <= waterLevel && (OctaveNoise_Calc(&n1, (float)x, (float)z) > 8)) ? BLOCK_SAND : BLOCK_GRASS;
+			}
+		}
+	}
+}
+
+static void NotchyGen_PlantFlowers(void) {
+	int numPatches;
+	BlockRaw block;
+	int patchX,  patchZ;
+	int flowerX, flowerY, flowerZ;
+	int i, j, k, index;
+
+	if (Game_Version.Version < VERSION_0023) return;
+	numPatches       = World.Width * World.Length / 3000;
+	Gen_CurrentState = "Planting flowers";
+
+	for (i = 0; i < numPatches; i++) {
+		Gen_CurrentProgress = (float)i / numPatches;
+
+		block  = (BlockRaw)(BLOCK_DANDELION + Random_Next(&rnd, 2));
+		patchX = Random_Next(&rnd, World.Width);
+		patchZ = Random_Next(&rnd, World.Length);
+
+		for (j = 0; j < 10; j++) {
+			flowerX = patchX; flowerZ = patchZ;
+			for (k = 0; k < 5; k++) {
+				flowerX += Random_Next(&rnd, 6) - Random_Next(&rnd, 6);
+				flowerZ += Random_Next(&rnd, 6) - Random_Next(&rnd, 6);
+
+				if (!World_ContainsXZ(flowerX, flowerZ)) continue;
+				flowerY = heightmap[flowerZ * World.Width + flowerX] + 1;
+				if (flowerY <= 0 || flowerY >= World.Height) continue;
+
+				index = World_Pack(flowerX, flowerY, flowerZ);
+				if (Gen_Blocks[index] == BLOCK_AIR && Gen_Blocks[index - World.OneY] == BLOCK_GRASS)
+					Gen_Blocks[index] = block;
+			}
+		}
+	}
+}
+
+static void NotchyGen_PlantMushrooms(void) {
+	int numPatches, groundHeight;
+	BlockRaw block;
+	int patchX, patchY, patchZ;
+	int mushX,  mushY,  mushZ;
+	int i, j, k, index;
+
+	if (Game_Version.Version < VERSION_0023) return;
+	numPatches       = World.Volume / 2000;
+	Gen_CurrentState = "Planting mushrooms";
+
+	for (i = 0; i < numPatches; i++) {
+		Gen_CurrentProgress = (float)i / numPatches;
+
+		block  = (BlockRaw)(BLOCK_BROWN_SHROOM + Random_Next(&rnd, 2));
+		patchX = Random_Next(&rnd, World.Width);
+		patchY = Random_Next(&rnd, World.Height);
+		patchZ = Random_Next(&rnd, World.Length);
+
+		for (j = 0; j < 20; j++) {
+			mushX = patchX; mushY = patchY; mushZ = patchZ;
+			for (k = 0; k < 5; k++) {
+				mushX += Random_Next(&rnd, 6) - Random_Next(&rnd, 6);
+				mushZ += Random_Next(&rnd, 6) - Random_Next(&rnd, 6);
+
+				if (!World_ContainsXZ(mushX, mushZ)) continue;
+				groundHeight = heightmap[mushZ * World.Width + mushX];
+				if (mushY >= (groundHeight - 1)) continue;
+
+				index = World_Pack(mushX, mushY, mushZ);
+				if (Gen_Blocks[index] == BLOCK_AIR && Gen_Blocks[index - World.OneY] == BLOCK_STONE)
+					Gen_Blocks[index] = block;
+			}
+		}
+	}
+}
+
+static void NotchyGen_PlantTrees(void) {
+	int numPatches;
+	int patchX, patchZ;
+	int treeX, treeY, treeZ;
+	int treeHeight, index, count;
+	BlockRaw under;
+	int i, j, k, m;
+
+	IVec3 coords[TREE_MAX_COUNT];
+	BlockRaw blocks[TREE_MAX_COUNT];
+
+	Tree_Blocks = Gen_Blocks;
+	Tree_Rnd    = &rnd;
+
+	numPatches       = World.Width * World.Length / 4000;
+	Gen_CurrentState = "Planting trees";
+	for (i = 0; i < numPatches; i++) {
+		Gen_CurrentProgress = (float)i / numPatches;
+
+		patchX = Random_Next(&rnd, World.Width);
+		patchZ = Random_Next(&rnd, World.Length);
+
+		for (j = 0; j < 20; j++) {
+			treeX = patchX; treeZ = patchZ;
+			for (k = 0; k < 20; k++) {
+				treeX += Random_Next(&rnd, 6) - Random_Next(&rnd, 6);
+				treeZ += Random_Next(&rnd, 6) - Random_Next(&rnd, 6);
+
+				if (!World_ContainsXZ(treeX, treeZ) || Random_Float(&rnd) >= 0.25f) continue;
+				treeY = heightmap[treeZ * World.Width + treeX] + 1;
+				if (treeY >= World.Height) continue;
+				treeHeight = 5 + Random_Next(&rnd, 3);
+
+				index = World_Pack(treeX, treeY, treeZ);
+				under = treeY > 0 ? Gen_Blocks[index - World.OneY] : BLOCK_AIR;
+
+				if (under == BLOCK_GRASS && TreeGen_CanGrow(treeX, treeY, treeZ, treeHeight)) {
+					count = TreeGen_Grow(treeX, treeY, treeZ, treeHeight, coords, blocks);
+
+					for (m = 0; m < count; m++) {
+						index = World_Pack(coords[m].x, coords[m].y, coords[m].z);
+						Gen_Blocks[index] = blocks[m];
+					}
+				}
+			}
+		}
+	}
+}
+
+static cc_bool NotchyGen_Prepare(void) {
+	Random_Seed(&rnd, Gen_Seed);
+	waterLevel = World.Height / 2;	
+	minHeight  = World.Height;
+
+	heightmap  = (cc_int16*)Mem_TryAlloc(World.Width * World.Length, 2);
+	return heightmap != NULL;
+}
+
+static void NotchyGen_Generate(void) {
+	GEN_COOP_BEGIN
+		GEN_COOP_STEP( 0, NotchyGen_CreateHeightmap() );
+		GEN_COOP_STEP( 1, NotchyGen_CreateStrata() );
+		GEN_COOP_STEP( 2, NotchyGen_CarveCaves() );
+		GEN_COOP_STEP( 3, NotchyGen_CarveOreVeins(0.9f, "Carving coal ore", BLOCK_COAL_ORE) );
+		GEN_COOP_STEP( 4, NotchyGen_CarveOreVeins(0.7f, "Carving iron ore", BLOCK_IRON_ORE) );
+		GEN_COOP_STEP( 5, NotchyGen_CarveOreVeins(0.5f, "Carving gold ore", BLOCK_GOLD_ORE) );
+
+		GEN_COOP_STEP( 6, NotchyGen_FloodFillWaterBorders() );
+		GEN_COOP_STEP( 7, NotchyGen_FloodFillWater() );
+		GEN_COOP_STEP( 8, NotchyGen_FloodFillLava() );
+
+		GEN_COOP_STEP( 9, NotchyGen_CreateSurfaceLayer() );
+		GEN_COOP_STEP(10, NotchyGen_PlantFlowers() );
+		GEN_COOP_STEP(11, NotchyGen_PlantMushrooms() );
+		GEN_COOP_STEP(12, NotchyGen_PlantTrees() );
+	GEN_COOP_END
+
+	Mem_Free(heightmap);
+	heightmap = NULL;
+	gen_done  = true;
+}
+
+const struct MapGenerator NotchyGen = {
+	NotchyGen_Prepare,
+	NotchyGen_Generate
+};
+
+
+/*########################################################################################################################*
+*----------------------------------------------------Tree generation------------------------------------------------------*
+*#########################################################################################################################*/
+BlockRaw* Tree_Blocks;
+RNGState* Tree_Rnd;
+
+cc_bool TreeGen_CanGrow(int treeX, int treeY, int treeZ, int treeHeight) {
+	int baseHeight = treeHeight - 4;
+	int index;
+	int x, y, z;
+
+	/* check tree base */
+	for (y = treeY; y < treeY + baseHeight; y++) {
+		for (z = treeZ - 1; z <= treeZ + 1; z++) {
+			for (x = treeX - 1; x <= treeX + 1; x++) {
+
+				if (!World_Contains(x, y, z)) return false;
+				index = World_Pack(x, y, z);
+				if (Tree_Blocks[index] != BLOCK_AIR) return false;
+			}
+		}
+	}
+
+	/* and also check canopy */
+	for (y = treeY + baseHeight; y < treeY + treeHeight; y++) {
+		for (z = treeZ - 2; z <= treeZ + 2; z++) {
+			for (x = treeX - 2; x <= treeX + 2; x++) {
+
+				if (!World_Contains(x, y, z)) return false;
+				index = World_Pack(x, y, z);
+				if (Tree_Blocks[index] != BLOCK_AIR) return false;
+			}
+		}
+	}
+	return true;
+}
+
+#define TreeGen_Place(xVal, yVal, zVal, block)\
+coords[count].x = (xVal); coords[count].y = (yVal); coords[count].z = (zVal);\
+blocks[count] = block; count++;
+
+int TreeGen_Grow(int treeX, int treeY, int treeZ, int height, IVec3* coords, BlockRaw* blocks) {
+	int topStart = treeY + (height - 2);
+	int count = 0;
+	int xx, zz, x, y, z;
+
+	/* leaves bottom layer */
+	for (y = treeY + (height - 4); y < topStart; y++) {
+		for (zz = -2; zz <= 2; zz++) {
+			for (xx = -2; xx <= 2; xx++) {
+				x = treeX + xx; z = treeZ + zz;
+
+				if (Math_AbsI(xx) == 2 && Math_AbsI(zz) == 2) {
+					if (Random_Float(Tree_Rnd) >= 0.5f) {
+						TreeGen_Place(x, y, z, BLOCK_LEAVES);
+					}
+				} else {
+					TreeGen_Place(x, y, z, BLOCK_LEAVES);
+				}
+			}
+		}
+	}
+
+	/* leaves top layer */
+	for (; y < treeY + height; y++) {
+		for (zz = -1; zz <= 1; zz++) {
+			for (xx = -1; xx <= 1; xx++) {
+				x = xx + treeX; z = zz + treeZ;
+
+				if (xx == 0 || zz == 0) {
+					TreeGen_Place(x, y, z, BLOCK_LEAVES);
+				} else if (y == topStart && Random_Float(Tree_Rnd) >= 0.5f) {
+					TreeGen_Place(x, y, z, BLOCK_LEAVES);
+				}
+			}
+		}
+	}
+
+	/* then place trunk */
+	for (y = 0; y < height - 1; y++) {
+		TreeGen_Place(treeX, treeY + y, treeZ, BLOCK_LOG);
+	}
+	return count;
+}