26ebec353a5422083477938daa3ebb91cddfa9ee
[oweals/minetest.git] / src / mapgen_fractal.cpp
1 /*
2 Minetest
3 Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Copyright (C) 2010-2015 paramat, Matt Gregory
5
6 This program is free software; you can redistribute it and/or modify
7 it under the terms of the GNU Lesser General Public License as published by
8 the Free Software Foundation; either version 2.1 of the License, or
9 (at your option) any later version.
10
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14 GNU Lesser General Public License for more details.
15
16 You should have received a copy of the GNU Lesser General Public License along
17 with this program; if not, write to the Free Software Foundation, Inc.,
18 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
19 */
20
21
22 #include "mapgen.h"
23 #include "voxel.h"
24 #include "noise.h"
25 #include "mapblock.h"
26 #include "mapnode.h"
27 #include "map.h"
28 #include "content_sao.h"
29 #include "nodedef.h"
30 #include "voxelalgorithms.h"
31 #include "profiler.h" // For TimeTaker
32 #include "settings.h" // For g_settings
33 #include "emerge.h"
34 #include "dungeongen.h"
35 #include "cavegen.h"
36 #include "treegen.h"
37 #include "mg_biome.h"
38 #include "mg_ore.h"
39 #include "mg_decoration.h"
40 #include "mapgen_fractal.h"
41
42
43 FlagDesc flagdesc_mapgen_fractal[] = {
44         {"julia", MGFRACTAL_JULIA},
45         {NULL,    0}
46 };
47
48 ///////////////////////////////////////////////////////////////////////////////////////
49
50
51 MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *emerge)
52         : Mapgen(mapgenid, params, emerge)
53 {
54         this->m_emerge = emerge;
55         this->bmgr     = emerge->biomemgr;
56
57         //// amount of elements to skip for the next index
58         //// for noise/height/biome maps (not vmanip)
59         this->ystride = csize.X;
60         this->zstride = csize.X * (csize.Y + 2);
61
62         this->biomemap  = new u8[csize.X * csize.Z];
63         this->heightmap = new s16[csize.X * csize.Z];
64         this->heatmap   = NULL;
65         this->humidmap  = NULL;
66
67         MapgenFractalParams *sp = (MapgenFractalParams *)params->sparams;
68         this->spflags = sp->spflags;
69
70         this->formula    = sp->formula;
71         this->iterations = sp->iterations;
72         this->scale      = sp->scale;
73         this->offset     = sp->offset;
74         this->slice_w    = sp->slice_w;
75
76         this->julia_x = sp->julia_x;
77         this->julia_y = sp->julia_y;
78         this->julia_z = sp->julia_z;
79         this->julia_w = sp->julia_w;
80
81         //// 2D terrain noise
82         noise_seabed       = new Noise(&sp->np_seabed, seed, csize.X, csize.Z);
83         noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
84
85         //// 3D terrain noise
86         noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
87         noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
88
89         //// Biome noise
90         noise_heat           = new Noise(&params->np_biome_heat,           seed, csize.X, csize.Z);
91         noise_humidity       = new Noise(&params->np_biome_humidity,       seed, csize.X, csize.Z);
92         noise_heat_blend     = new Noise(&params->np_biome_heat_blend,     seed, csize.X, csize.Z);
93         noise_humidity_blend = new Noise(&params->np_biome_humidity_blend, seed, csize.X, csize.Z);
94
95         //// Resolve nodes to be used
96         INodeDefManager *ndef = emerge->ndef;
97
98         c_stone                = ndef->getId("mapgen_stone");
99         c_water_source         = ndef->getId("mapgen_water_source");
100         c_lava_source          = ndef->getId("mapgen_lava_source");
101         c_desert_stone         = ndef->getId("mapgen_desert_stone");
102         c_ice                  = ndef->getId("mapgen_ice");
103         c_sandstone            = ndef->getId("mapgen_sandstone");
104
105         c_cobble               = ndef->getId("mapgen_cobble");
106         c_stair_cobble         = ndef->getId("mapgen_stair_cobble");
107         c_mossycobble          = ndef->getId("mapgen_mossycobble");
108         c_sandstonebrick       = ndef->getId("mapgen_sandstonebrick");
109         c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
110
111         if (c_ice == CONTENT_IGNORE)
112                 c_ice = CONTENT_AIR;
113         if (c_mossycobble == CONTENT_IGNORE)
114                 c_mossycobble = c_cobble;
115         if (c_stair_cobble == CONTENT_IGNORE)
116                 c_stair_cobble = c_cobble;
117         if (c_sandstonebrick == CONTENT_IGNORE)
118                 c_sandstonebrick = c_sandstone;
119         if (c_stair_sandstonebrick == CONTENT_IGNORE)
120                 c_stair_sandstonebrick = c_sandstone;
121 }
122
123
124 MapgenFractal::~MapgenFractal()
125 {
126         delete noise_seabed;
127         delete noise_filler_depth;
128         delete noise_cave1;
129         delete noise_cave2;
130
131         delete noise_heat;
132         delete noise_humidity;
133         delete noise_heat_blend;
134         delete noise_humidity_blend;
135
136         delete[] heightmap;
137         delete[] biomemap;
138 }
139
140
141 MapgenFractalParams::MapgenFractalParams()
142 {
143         spflags = 0;
144
145         formula = 1;
146         iterations = 9;
147         scale = v3f(1024.0, 256.0, 1024.0);
148         offset = v3f(1.75, 0.0, 0.0);
149         slice_w = 0.0;
150
151         julia_x = 0.33;
152         julia_y = 0.33;
153         julia_z = 0.33;
154         julia_w = 0.33;
155
156         np_seabed       = NoiseParams(-14, 9,   v3f(600, 600, 600), 41900, 5, 0.6, 2.0);
157         np_filler_depth = NoiseParams(0,   1.2, v3f(150, 150, 150), 261,   3, 0.7, 2.0);
158         np_cave1        = NoiseParams(0,   12,  v3f(128, 128, 128), 52534, 4, 0.5, 2.0);
159         np_cave2        = NoiseParams(0,   12,  v3f(128, 128, 128), 10325, 4, 0.5, 2.0);
160 }
161
162
163 void MapgenFractalParams::readParams(const Settings *settings)
164 {
165         settings->getFlagStrNoEx("mgfractal_spflags", spflags, flagdesc_mapgen_fractal);
166
167         settings->getU16NoEx("mgfractal_formula", formula);
168         settings->getU16NoEx("mgfractal_iterations", iterations);
169         settings->getV3FNoEx("mgfractal_scale", scale);
170         settings->getV3FNoEx("mgfractal_offset", offset);
171         settings->getFloatNoEx("mgfractal_slice_w", slice_w);
172
173         settings->getFloatNoEx("mgfractal_julia_x", julia_x);
174         settings->getFloatNoEx("mgfractal_julia_y", julia_y);
175         settings->getFloatNoEx("mgfractal_julia_z", julia_z);
176         settings->getFloatNoEx("mgfractal_julia_w", julia_w);
177
178         settings->getNoiseParams("mgfractal_np_seabed", np_seabed);
179         settings->getNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
180         settings->getNoiseParams("mgfractal_np_cave1", np_cave1);
181         settings->getNoiseParams("mgfractal_np_cave2", np_cave2);
182 }
183
184
185 void MapgenFractalParams::writeParams(Settings *settings) const
186 {
187         settings->setFlagStr("mgfractal_spflags", spflags, flagdesc_mapgen_fractal, U32_MAX);
188
189         settings->setU16("mgfractal_formula", formula);
190         settings->setU16("mgfractal_iterations", iterations);
191         settings->setV3F("mgfractal_scale", scale);
192         settings->setV3F("mgfractal_offset", offset);
193         settings->setFloat("mgfractal_slice_w", slice_w);
194
195         settings->setFloat("mgfractal_julia_x", julia_x);
196         settings->setFloat("mgfractal_julia_y", julia_y);
197         settings->setFloat("mgfractal_julia_z", julia_z);
198         settings->setFloat("mgfractal_julia_w", julia_w);
199
200         settings->setNoiseParams("mgfractal_np_seabed", np_seabed);
201         settings->setNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
202         settings->setNoiseParams("mgfractal_np_cave1", np_cave1);
203         settings->setNoiseParams("mgfractal_np_cave2", np_cave2);
204 }
205
206
207 /////////////////////////////////////////////////////////////////
208
209
210 int MapgenFractal::getGroundLevelAtPoint(v2s16 p)
211 {
212         s16 search_start = 128;
213         s16 search_end = -128;
214
215         for (s16 y = search_start; y >= search_end; y--) {
216                 if (getFractalAtPoint(p.X, y, p.Y))
217                         return y;
218         }
219
220         return -MAX_MAP_GENERATION_LIMIT;
221 }
222
223
224 void MapgenFractal::makeChunk(BlockMakeData *data)
225 {
226         // Pre-conditions
227         assert(data->vmanip);
228         assert(data->nodedef);
229         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
230                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
231                 data->blockpos_requested.Z >= data->blockpos_min.Z);
232         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
233                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
234                 data->blockpos_requested.Z <= data->blockpos_max.Z);
235
236         this->generating = true;
237         this->vm   = data->vmanip;
238         this->ndef = data->nodedef;
239         TimeTaker t("makeChunk");
240
241         v3s16 blockpos_min = data->blockpos_min;
242         v3s16 blockpos_max = data->blockpos_max;
243         node_min = blockpos_min * MAP_BLOCKSIZE;
244         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
245         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
246         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
247
248         blockseed = getBlockSeed2(full_node_min, seed);
249
250         // Make some noise
251         calculateNoise();
252
253         // Generate base terrain, mountains, and ridges with initial heightmaps
254         s16 stone_surface_max_y = generateTerrain();
255
256         // Create heightmap
257         updateHeightmap(node_min, node_max);
258
259         // Create biomemap at heightmap surface
260         bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
261                 noise_humidity->result, heightmap, biomemap);
262
263         // Actually place the biome-specific nodes
264         MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
265
266         if (flags & MG_CAVES)
267                 generateCaves(stone_surface_max_y);
268
269         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
270                 DungeonParams dp;
271
272                 dp.np_rarity  = nparams_dungeon_rarity;
273                 dp.np_density = nparams_dungeon_density;
274                 dp.np_wetness = nparams_dungeon_wetness;
275                 dp.c_water    = c_water_source;
276                 if (stone_type == STONE) {
277                         dp.c_cobble = c_cobble;
278                         dp.c_moss   = c_mossycobble;
279                         dp.c_stair  = c_stair_cobble;
280
281                         dp.diagonal_dirs = false;
282                         dp.mossratio     = 3.0;
283                         dp.holesize      = v3s16(1, 2, 1);
284                         dp.roomsize      = v3s16(0, 0, 0);
285                         dp.notifytype    = GENNOTIFY_DUNGEON;
286                 } else if (stone_type == DESERT_STONE) {
287                         dp.c_cobble = c_desert_stone;
288                         dp.c_moss   = c_desert_stone;
289                         dp.c_stair  = c_desert_stone;
290
291                         dp.diagonal_dirs = true;
292                         dp.mossratio     = 0.0;
293                         dp.holesize      = v3s16(2, 3, 2);
294                         dp.roomsize      = v3s16(2, 5, 2);
295                         dp.notifytype    = GENNOTIFY_TEMPLE;
296                 } else if (stone_type == SANDSTONE) {
297                         dp.c_cobble = c_sandstonebrick;
298                         dp.c_moss   = c_sandstonebrick;
299                         dp.c_stair  = c_sandstonebrick;
300
301                         dp.diagonal_dirs = false;
302                         dp.mossratio     = 0.0;
303                         dp.holesize      = v3s16(2, 2, 2);
304                         dp.roomsize      = v3s16(2, 0, 2);
305                         dp.notifytype    = GENNOTIFY_DUNGEON;
306                 }
307
308                 DungeonGen dgen(this, &dp);
309                 dgen.generate(blockseed, full_node_min, full_node_max);
310         }
311
312         // Generate the registered decorations
313         if (flags & MG_DECORATIONS)
314                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
315
316         // Generate the registered ores
317         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
318
319         // Sprinkle some dust on top after everything else was generated
320         dustTopNodes();
321
322         printf("makeChunk: %dms\n", t.stop());
323
324         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
325
326         if (flags & MG_LIGHT)
327                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
328                         full_node_min, full_node_max);
329
330         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
331         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
332
333         this->generating = false;
334 }
335
336
337 void MapgenFractal::calculateNoise()
338 {
339         //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
340         int x = node_min.X;
341         int y = node_min.Y - 1;
342         int z = node_min.Z;
343
344         noise_seabed->perlinMap2D(x, z);
345         noise_filler_depth->perlinMap2D(x, z);
346
347         if (flags & MG_CAVES) {
348                 noise_cave1->perlinMap3D(x, y, z);
349                 noise_cave2->perlinMap3D(x, y, z);
350         }
351
352         noise_heat->perlinMap2D(x, z);
353         noise_humidity->perlinMap2D(x, z);
354         noise_heat_blend->perlinMap2D(x, z);
355         noise_humidity_blend->perlinMap2D(x, z);
356
357         for (s32 i = 0; i < csize.X * csize.Z; i++) {
358                 noise_heat->result[i] += noise_heat_blend->result[i];
359                 noise_humidity->result[i] += noise_humidity_blend->result[i];
360         }
361
362         heatmap = noise_heat->result;
363         humidmap = noise_humidity->result;
364         //printf("calculateNoise: %dus\n", t.stop());
365 }
366
367
368 bool MapgenFractal::getFractalAtPoint(s16 x, s16 y, s16 z)
369 {
370         float cx, cy, cz, cw, ox, oy, oz, ow;
371
372         if (spflags & MGFRACTAL_JULIA) {  // Julia set
373                 cx = julia_x;
374                 cy = julia_y;
375                 cz = julia_z;
376                 cw = julia_w;
377                 ox = (float)x / scale.X - offset.X;
378                 oy = (float)y / scale.Y - offset.Y;
379                 oz = (float)z / scale.Z - offset.Z;
380                 ow = slice_w;
381         } else {  // Mandelbrot set
382                 cx = (float)x / scale.X - offset.X;
383                 cy = (float)y / scale.Y - offset.Y;
384                 cz = (float)z / scale.Z - offset.Z;
385                 cw = slice_w;
386                 ox = 0.0f;
387                 oy = 0.0f;
388                 oz = 0.0f;
389                 ow = 0.0f;
390         }
391
392         for (u16 iter = 0; iter < iterations; iter++) {
393                 float nx = 0.0f;
394                 float ny = 0.0f;
395                 float nz = 0.0f;
396                 float nw = 0.0f;
397
398                 if (formula == 1) {  // 4D "Roundy" Mandelbrot Set
399                         nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
400                         ny = 2.0f * (ox * oy + oz * ow) + cy;
401                         nz = 2.0f * (ox * oz + oy * ow) + cz;
402                         nw = 2.0f * (ox * ow + oy * oz) + cw;
403                 } else if (formula == 2) {  // 4D "Squarry" Mandelbrot Set
404                         nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
405                         ny = 2.0f * (ox * oy + oz * ow) + cy;
406                         nz = 2.0f * (ox * oz + oy * ow) + cz;
407                         nw = 2.0f * (ox * ow - oy * oz) + cw;
408                 } else if (formula == 3) {  // 4D "Mandy Cousin" Mandelbrot Set
409                         nx = ox * ox - oy * oy - oz * oz + ow * ow + cx;
410                         ny = 2.0f * (ox * oy + oz * ow) + cy;
411                         nz = 2.0f * (ox * oz + oy * ow) + cz;
412                         nw = 2.0f * (ox * ow + oy * oz) + cw;
413                 } else if (formula == 4) {  // 4D Mandelbrot Set Variation
414                         nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
415                         ny = 2.0f * (ox * oy + oz * ow) + cy;
416                         nz = 2.0f * (ox * oz - oy * ow) + cz;
417                         nw = 2.0f * (ox * ow + oy * oz) + cw;
418                 }
419
420                 if (nx * nx + ny * ny + nz * nz + nw * nw > 4.0f)
421                         return false;
422
423                 ox = nx;
424                 oy = ny;
425                 oz = nz;
426                 ow = nw;
427         }
428
429         return true;
430 }
431
432
433 s16 MapgenFractal::generateTerrain()
434 {
435         MapNode n_air(CONTENT_AIR);
436         MapNode n_stone(c_stone);
437         MapNode n_water(c_water_source);
438
439         s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
440         u32 index2d = 0;
441
442         for (s16 z = node_min.Z; z <= node_max.Z; z++) {
443                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
444                         u32 vi = vm->m_area.index(node_min.X, y, z);
445                         for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index2d++) {
446                                 if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
447                                         s16 seabed_height = noise_seabed->result[index2d];
448
449                                         if (y <= seabed_height || getFractalAtPoint(x, y, z)) {
450                                                 vm->m_data[vi] = n_stone;
451                                                 if (y > stone_surface_max_y)
452                                                         stone_surface_max_y = y;
453                                         } else if (y <= water_level) {
454                                                 vm->m_data[vi] = n_water;
455                                         } else {
456                                                 vm->m_data[vi] = n_air;
457                                         }
458                                 }
459                         }
460                         index2d -= ystride;
461                 }
462                 index2d += ystride;
463         }
464
465         return stone_surface_max_y;
466 }
467
468
469 MgStoneType MapgenFractal::generateBiomes(float *heat_map, float *humidity_map)
470 {
471         v3s16 em = vm->m_area.getExtent();
472         u32 index = 0;
473         MgStoneType stone_type = STONE;
474
475         for (s16 z = node_min.Z; z <= node_max.Z; z++)
476         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
477                 Biome *biome = NULL;
478                 u16 depth_top = 0;
479                 u16 base_filler = 0;
480                 u16 depth_water_top = 0;
481                 u32 vi = vm->m_area.index(x, node_max.Y, z);
482
483                 // Check node at base of mapchunk above, either a node of a previously
484                 // generated mapchunk or if not, a node of overgenerated base terrain.
485                 content_t c_above = vm->m_data[vi + em.X].getContent();
486                 bool air_above = c_above == CONTENT_AIR;
487                 bool water_above = c_above == c_water_source;
488
489                 // If there is air or water above enable top/filler placement, otherwise force
490                 // nplaced to stone level by setting a number exceeding any possible filler depth.
491                 u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
492
493
494                 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
495                         content_t c = vm->m_data[vi].getContent();
496
497                         // Biome is recalculated each time an upper surface is detected while
498                         // working down a column. The selected biome then remains in effect for
499                         // all nodes below until the next surface and biome recalculation.
500                         // Biome is recalculated:
501                         // 1. At the surface of stone below air or water.
502                         // 2. At the surface of water below air.
503                         // 3. When stone or water is detected but biome has not yet been calculated.
504                         if ((c == c_stone && (air_above || water_above || !biome)) ||
505                                         (c == c_water_source && (air_above || !biome))) {
506                                 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
507                                 depth_top = biome->depth_top;
508                                 base_filler = MYMAX(depth_top + biome->depth_filler
509                                         + noise_filler_depth->result[index], 0);
510                                 depth_water_top = biome->depth_water_top;
511
512                                 // Detect stone type for dungeons during every biome calculation.
513                                 // This is more efficient than detecting per-node and will not
514                                 // miss any desert stone or sandstone biomes.
515                                 if (biome->c_stone == c_desert_stone)
516                                         stone_type = DESERT_STONE;
517                                 else if (biome->c_stone == c_sandstone)
518                                         stone_type = SANDSTONE;
519                         }
520
521                         if (c == c_stone) {
522                                 content_t c_below = vm->m_data[vi - em.X].getContent();
523
524                                 // If the node below isn't solid, make this node stone, so that
525                                 // any top/filler nodes above are structurally supported.
526                                 // This is done by aborting the cycle of top/filler placement
527                                 // immediately by forcing nplaced to stone level.
528                                 if (c_below == CONTENT_AIR || c_below == c_water_source)
529                                         nplaced = U16_MAX;
530
531                                 if (nplaced < depth_top) {
532                                         vm->m_data[vi] = MapNode(biome->c_top);
533                                         nplaced++;
534                                 } else if (nplaced < base_filler) {
535                                         vm->m_data[vi] = MapNode(biome->c_filler);
536                                         nplaced++;
537                                 } else {
538                                         vm->m_data[vi] = MapNode(biome->c_stone);
539                                 }
540
541                                 air_above = false;
542                                 water_above = false;
543                         } else if (c == c_water_source) {
544                                 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
545                                                 biome->c_water_top : biome->c_water);
546                                 nplaced = 0;  // Enable top/filler placement for next surface
547                                 air_above = false;
548                                 water_above = true;
549                         } else if (c == CONTENT_AIR) {
550                                 nplaced = 0;  // Enable top/filler placement for next surface
551                                 air_above = true;
552                                 water_above = false;
553                         } else {  // Possible various nodes overgenerated from neighbouring mapchunks
554                                 nplaced = U16_MAX;  // Disable top/filler placement
555                                 air_above = false;
556                                 water_above = false;
557                         }
558
559                         vm->m_area.add_y(em, vi, -1);
560                 }
561         }
562
563         return stone_type;
564 }
565
566
567 void MapgenFractal::dustTopNodes()
568 {
569         if (node_max.Y < water_level)
570                 return;
571
572         v3s16 em = vm->m_area.getExtent();
573         u32 index = 0;
574
575         for (s16 z = node_min.Z; z <= node_max.Z; z++)
576         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
577                 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
578
579                 if (biome->c_dust == CONTENT_IGNORE)
580                         continue;
581
582                 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
583                 content_t c_full_max = vm->m_data[vi].getContent();
584                 s16 y_start;
585
586                 if (c_full_max == CONTENT_AIR) {
587                         y_start = full_node_max.Y - 1;
588                 } else if (c_full_max == CONTENT_IGNORE) {
589                         vi = vm->m_area.index(x, node_max.Y + 1, z);
590                         content_t c_max = vm->m_data[vi].getContent();
591
592                         if (c_max == CONTENT_AIR)
593                                 y_start = node_max.Y;
594                         else
595                                 continue;
596                 } else {
597                         continue;
598                 }
599
600                 vi = vm->m_area.index(x, y_start, z);
601                 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
602                         if (vm->m_data[vi].getContent() != CONTENT_AIR)
603                                 break;
604
605                         vm->m_area.add_y(em, vi, -1);
606                 }
607
608                 content_t c = vm->m_data[vi].getContent();
609                 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
610                         vm->m_area.add_y(em, vi, 1);
611                         vm->m_data[vi] = MapNode(biome->c_dust);
612                 }
613         }
614 }
615
616
617 void MapgenFractal::generateCaves(s16 max_stone_y)
618 {
619         if (max_stone_y >= node_min.Y) {
620                 u32 index = 0;
621
622                 for (s16 z = node_min.Z; z <= node_max.Z; z++)
623                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
624                         u32 vi = vm->m_area.index(node_min.X, y, z);
625                         for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index++) {
626                                 float d1 = contour(noise_cave1->result[index]);
627                                 float d2 = contour(noise_cave2->result[index]);
628                                 if (d1 * d2 > 0.4f) {
629                                         content_t c = vm->m_data[vi].getContent();
630                                         if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
631                                                 continue;
632
633                                         vm->m_data[vi] = MapNode(CONTENT_AIR);
634                                 }
635                         }
636                 }
637         }
638
639         if (node_max.Y > MGFRACTAL_LARGE_CAVE_DEPTH)
640                 return;
641
642         PseudoRandom ps(blockseed + 21343);
643         u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
644         for (u32 i = 0; i < bruises_count; i++) {
645                 CaveV5 cave(this, &ps);
646                 cave.makeCave(node_min, node_max, max_stone_y);
647         }
648 }