37ed0d86ae2e1846cbdcda07feff7ddae978b482
[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
72         this->m_iterations = sp->m_iterations;
73         this->m_scale = sp->m_scale;
74         this->m_offset = sp->m_offset;
75         this->m_slice_w = sp->m_slice_w;
76
77         this->j_iterations = sp->j_iterations;
78         this->j_scale = sp->j_scale;
79         this->j_offset = sp->j_offset;
80         this->j_slice_w = sp->j_slice_w;
81         this->julia_x = sp->julia_x;
82         this->julia_y = sp->julia_y;
83         this->julia_z = sp->julia_z;
84         this->julia_w = sp->julia_w;
85
86         //// 2D terrain noise
87         noise_seabed       = new Noise(&sp->np_seabed, seed, csize.X, csize.Z);
88         noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
89
90         //// 3D terrain noise
91         noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
92         noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
93
94         //// Biome noise
95         noise_heat           = new Noise(&params->np_biome_heat,           seed, csize.X, csize.Z);
96         noise_humidity       = new Noise(&params->np_biome_humidity,       seed, csize.X, csize.Z);
97         noise_heat_blend     = new Noise(&params->np_biome_heat_blend,     seed, csize.X, csize.Z);
98         noise_humidity_blend = new Noise(&params->np_biome_humidity_blend, seed, csize.X, csize.Z);
99
100         //// Resolve nodes to be used
101         INodeDefManager *ndef = emerge->ndef;
102
103         c_stone                = ndef->getId("mapgen_stone");
104         c_water_source         = ndef->getId("mapgen_water_source");
105         c_lava_source          = ndef->getId("mapgen_lava_source");
106         c_desert_stone         = ndef->getId("mapgen_desert_stone");
107         c_ice                  = ndef->getId("mapgen_ice");
108         c_sandstone            = ndef->getId("mapgen_sandstone");
109
110         c_cobble               = ndef->getId("mapgen_cobble");
111         c_stair_cobble         = ndef->getId("mapgen_stair_cobble");
112         c_mossycobble          = ndef->getId("mapgen_mossycobble");
113         c_sandstonebrick       = ndef->getId("mapgen_sandstonebrick");
114         c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
115
116         if (c_ice == CONTENT_IGNORE)
117                 c_ice = CONTENT_AIR;
118         if (c_mossycobble == CONTENT_IGNORE)
119                 c_mossycobble = c_cobble;
120         if (c_stair_cobble == CONTENT_IGNORE)
121                 c_stair_cobble = c_cobble;
122         if (c_sandstonebrick == CONTENT_IGNORE)
123                 c_sandstonebrick = c_sandstone;
124         if (c_stair_sandstonebrick == CONTENT_IGNORE)
125                 c_stair_sandstonebrick = c_sandstone;
126 }
127
128
129 MapgenFractal::~MapgenFractal()
130 {
131         delete noise_seabed;
132         delete noise_filler_depth;
133         delete noise_cave1;
134         delete noise_cave2;
135
136         delete noise_heat;
137         delete noise_humidity;
138         delete noise_heat_blend;
139         delete noise_humidity_blend;
140
141         delete[] heightmap;
142         delete[] biomemap;
143 }
144
145
146 MapgenFractalParams::MapgenFractalParams()
147 {
148         spflags = 0;
149
150         formula = 1;
151
152         m_iterations = 9;  // Mandelbrot set only
153         m_scale = v3f(1024.0, 256.0, 1024.0);
154         m_offset = v3f(1.75, 0.0, 0.0);
155         m_slice_w = 0.0;
156
157         j_iterations = 9;  // Julia set only
158         j_scale = v3f(2048.0, 512.0, 2048.0);
159         j_offset = v3f(0.0, 1.0, 0.0);
160         j_slice_w = 0.0;
161         julia_x = 0.33;
162         julia_y = 0.33;
163         julia_z = 0.33;
164         julia_w = 0.33;
165
166         np_seabed       = NoiseParams(-14, 9,   v3f(600, 600, 600), 41900, 5, 0.6, 2.0);
167         np_filler_depth = NoiseParams(0,   1.2, v3f(150, 150, 150), 261,   3, 0.7, 2.0);
168         np_cave1        = NoiseParams(0,   12,  v3f(128, 128, 128), 52534, 4, 0.5, 2.0);
169         np_cave2        = NoiseParams(0,   12,  v3f(128, 128, 128), 10325, 4, 0.5, 2.0);
170 }
171
172
173 void MapgenFractalParams::readParams(const Settings *settings)
174 {
175         settings->getFlagStrNoEx("mgfractal_spflags", spflags, flagdesc_mapgen_fractal);
176
177         settings->getU16NoEx("mgfractal_formula", formula);
178
179         settings->getU16NoEx("mgfractal_m_iterations", m_iterations);
180         settings->getV3FNoEx("mgfractal_m_scale", m_scale);
181         settings->getV3FNoEx("mgfractal_m_offset", m_offset);
182         settings->getFloatNoEx("mgfractal_m_slice_w", m_slice_w);
183
184         settings->getU16NoEx("mgfractal_j_iterations", j_iterations);
185         settings->getV3FNoEx("mgfractal_j_scale", j_scale);
186         settings->getV3FNoEx("mgfractal_j_offset", j_offset);
187         settings->getFloatNoEx("mgfractal_j_slice_w", j_slice_w);
188         settings->getFloatNoEx("mgfractal_julia_x", julia_x);
189         settings->getFloatNoEx("mgfractal_julia_y", julia_y);
190         settings->getFloatNoEx("mgfractal_julia_z", julia_z);
191         settings->getFloatNoEx("mgfractal_julia_w", julia_w);
192
193         settings->getNoiseParams("mgfractal_np_seabed", np_seabed);
194         settings->getNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
195         settings->getNoiseParams("mgfractal_np_cave1", np_cave1);
196         settings->getNoiseParams("mgfractal_np_cave2", np_cave2);
197 }
198
199
200 void MapgenFractalParams::writeParams(Settings *settings) const
201 {
202         settings->setFlagStr("mgfractal_spflags", spflags, flagdesc_mapgen_fractal, U32_MAX);
203
204         settings->setU16("mgfractal_formula", formula);
205
206         settings->setU16("mgfractal_m_iterations", m_iterations);
207         settings->setV3F("mgfractal_m_scale", m_scale);
208         settings->setV3F("mgfractal_m_offset", m_offset);
209         settings->setFloat("mgfractal_m_slice_w", m_slice_w);
210
211         settings->setU16("mgfractal_j_iterations", j_iterations);
212         settings->setV3F("mgfractal_j_scale", j_scale);
213         settings->setV3F("mgfractal_j_offset", j_offset);
214         settings->setFloat("mgfractal_j_slice_w", j_slice_w);
215         settings->setFloat("mgfractal_julia_x", julia_x);
216         settings->setFloat("mgfractal_julia_y", julia_y);
217         settings->setFloat("mgfractal_julia_z", julia_z);
218         settings->setFloat("mgfractal_julia_w", julia_w);
219
220         settings->setNoiseParams("mgfractal_np_seabed", np_seabed);
221         settings->setNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
222         settings->setNoiseParams("mgfractal_np_cave1", np_cave1);
223         settings->setNoiseParams("mgfractal_np_cave2", np_cave2);
224 }
225
226
227 /////////////////////////////////////////////////////////////////
228
229
230 int MapgenFractal::getGroundLevelAtPoint(v2s16 p)
231 {
232         s16 search_start = 128;
233         s16 search_end = -128;
234
235         for (s16 y = search_start; y >= search_end; y--) {
236                 if (getFractalAtPoint(p.X, y, p.Y))
237                         return y;
238         }
239
240         return -MAX_MAP_GENERATION_LIMIT;
241 }
242
243
244 void MapgenFractal::makeChunk(BlockMakeData *data)
245 {
246         // Pre-conditions
247         assert(data->vmanip);
248         assert(data->nodedef);
249         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
250                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
251                 data->blockpos_requested.Z >= data->blockpos_min.Z);
252         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
253                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
254                 data->blockpos_requested.Z <= data->blockpos_max.Z);
255
256         this->generating = true;
257         this->vm   = data->vmanip;
258         this->ndef = data->nodedef;
259         TimeTaker t("makeChunk");
260
261         v3s16 blockpos_min = data->blockpos_min;
262         v3s16 blockpos_max = data->blockpos_max;
263         node_min = blockpos_min * MAP_BLOCKSIZE;
264         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
265         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
266         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
267
268         blockseed = getBlockSeed2(full_node_min, seed);
269
270         // Make some noise
271         calculateNoise();
272
273         // Generate base terrain, mountains, and ridges with initial heightmaps
274         s16 stone_surface_max_y = generateTerrain();
275
276         // Create heightmap
277         updateHeightmap(node_min, node_max);
278
279         // Create biomemap at heightmap surface
280         bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
281                 noise_humidity->result, heightmap, biomemap);
282
283         // Actually place the biome-specific nodes
284         MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
285
286         if (flags & MG_CAVES)
287                 generateCaves(stone_surface_max_y);
288
289         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
290                 DungeonParams dp;
291
292                 dp.np_rarity  = nparams_dungeon_rarity;
293                 dp.np_density = nparams_dungeon_density;
294                 dp.np_wetness = nparams_dungeon_wetness;
295                 dp.c_water    = c_water_source;
296                 if (stone_type == STONE) {
297                         dp.c_cobble = c_cobble;
298                         dp.c_moss   = c_mossycobble;
299                         dp.c_stair  = c_stair_cobble;
300
301                         dp.diagonal_dirs = false;
302                         dp.mossratio     = 3.0;
303                         dp.holesize      = v3s16(1, 2, 1);
304                         dp.roomsize      = v3s16(0, 0, 0);
305                         dp.notifytype    = GENNOTIFY_DUNGEON;
306                 } else if (stone_type == DESERT_STONE) {
307                         dp.c_cobble = c_desert_stone;
308                         dp.c_moss   = c_desert_stone;
309                         dp.c_stair  = c_desert_stone;
310
311                         dp.diagonal_dirs = true;
312                         dp.mossratio     = 0.0;
313                         dp.holesize      = v3s16(2, 3, 2);
314                         dp.roomsize      = v3s16(2, 5, 2);
315                         dp.notifytype    = GENNOTIFY_TEMPLE;
316                 } else if (stone_type == SANDSTONE) {
317                         dp.c_cobble = c_sandstonebrick;
318                         dp.c_moss   = c_sandstonebrick;
319                         dp.c_stair  = c_sandstonebrick;
320
321                         dp.diagonal_dirs = false;
322                         dp.mossratio     = 0.0;
323                         dp.holesize      = v3s16(2, 2, 2);
324                         dp.roomsize      = v3s16(2, 0, 2);
325                         dp.notifytype    = GENNOTIFY_DUNGEON;
326                 }
327
328                 DungeonGen dgen(this, &dp);
329                 dgen.generate(blockseed, full_node_min, full_node_max);
330         }
331
332         // Generate the registered decorations
333         m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
334
335         // Generate the registered ores
336         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
337
338         // Sprinkle some dust on top after everything else was generated
339         dustTopNodes();
340
341         printf("makeChunk: %dms\n", t.stop());
342
343         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
344
345         if (flags & MG_LIGHT)
346                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
347                         full_node_min, full_node_max);
348
349         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
350         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
351
352         this->generating = false;
353 }
354
355
356 void MapgenFractal::calculateNoise()
357 {
358         //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
359         int x = node_min.X;
360         int y = node_min.Y - 1;
361         int z = node_min.Z;
362
363         noise_seabed->perlinMap2D(x, z);
364         noise_filler_depth->perlinMap2D(x, z);
365
366         if (flags & MG_CAVES) {
367                 noise_cave1->perlinMap3D(x, y, z);
368                 noise_cave2->perlinMap3D(x, y, z);
369         }
370
371         noise_heat->perlinMap2D(x, z);
372         noise_humidity->perlinMap2D(x, z);
373         noise_heat_blend->perlinMap2D(x, z);
374         noise_humidity_blend->perlinMap2D(x, z);
375
376         for (s32 i = 0; i < csize.X * csize.Z; i++) {
377                 noise_heat->result[i] += noise_heat_blend->result[i];
378                 noise_humidity->result[i] += noise_humidity_blend->result[i];
379         }
380
381         heatmap = noise_heat->result;
382         humidmap = noise_humidity->result;
383         //printf("calculateNoise: %dus\n", t.stop());
384 }
385
386
387 bool MapgenFractal::getFractalAtPoint(s16 x, s16 y, s16 z)
388 {
389         float cx, cy, cz, cw, ox, oy, oz, ow;
390
391         if (spflags & MGFRACTAL_JULIA) {  // Julia set
392                 cx = julia_x;
393                 cy = julia_y;
394                 cz = julia_z;
395                 cw = julia_w;
396                 ox = (float)x / j_scale.X - j_offset.X;
397                 oy = (float)y / j_scale.Y - j_offset.Y;
398                 oz = (float)z / j_scale.Z - j_offset.Z;
399                 ow = j_slice_w;
400         } else {  // Mandelbrot set
401                 cx = (float)x / m_scale.X - m_offset.X;
402                 cy = (float)y / m_scale.Y - m_offset.Y;
403                 cz = (float)z / m_scale.Z - m_offset.Z;
404                 cw = m_slice_w;
405                 ox = 0.0f;
406                 oy = 0.0f;
407                 oz = 0.0f;
408                 ow = 0.0f;
409         }
410
411         u16 iterations = spflags & MGFRACTAL_JULIA ? j_iterations : m_iterations;
412
413         for (u16 iter = 0; iter < iterations; iter++) {
414                 float nx = 0.0f;
415                 float ny = 0.0f;
416                 float nz = 0.0f;
417                 float nw = 0.0f;
418
419                 if (formula == 1) {  // 4D "Roundy" Mandelbrot Set
420                         nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
421                         ny = 2.0f * (ox * oy + oz * ow) + cy;
422                         nz = 2.0f * (ox * oz + oy * ow) + cz;
423                         nw = 2.0f * (ox * ow + oy * oz) + cw;
424                 } else if (formula == 2) {  // 4D "Squarry" Mandelbrot Set
425                         nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
426                         ny = 2.0f * (ox * oy + oz * ow) + cy;
427                         nz = 2.0f * (ox * oz + oy * ow) + cz;
428                         nw = 2.0f * (ox * ow - oy * oz) + cw;
429                 } else if (formula == 3) {  // 4D "Mandy Cousin" Mandelbrot Set
430                         nx = ox * ox - oy * oy - oz * oz + ow * ow + cx;
431                         ny = 2.0f * (ox * oy + oz * ow) + cy;
432                         nz = 2.0f * (ox * oz + oy * ow) + cz;
433                         nw = 2.0f * (ox * ow + oy * oz) + cw;
434                 } else if (formula == 4) {  // 4D Mandelbrot Set Variation
435                         nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
436                         ny = 2.0f * (ox * oy + oz * ow) + cy;
437                         nz = 2.0f * (ox * oz - oy * ow) + cz;
438                         nw = 2.0f * (ox * ow + oy * oz) + cw;
439                 }
440
441                 if (nx * nx + ny * ny + nz * nz + nw * nw > 4.0f)
442                         return false;
443
444                 ox = nx;
445                 oy = ny;
446                 oz = nz;
447                 ow = nw;
448         }
449
450         return true;
451 }
452
453
454 s16 MapgenFractal::generateTerrain()
455 {
456         MapNode n_air(CONTENT_AIR);
457         MapNode n_stone(c_stone);
458         MapNode n_water(c_water_source);
459
460         s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
461         u32 index2d = 0;
462
463         for (s16 z = node_min.Z; z <= node_max.Z; z++) {
464                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
465                         u32 vi = vm->m_area.index(node_min.X, y, z);
466                         for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index2d++) {
467                                 if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
468                                         s16 seabed_height = noise_seabed->result[index2d];
469
470                                         if (y <= seabed_height || getFractalAtPoint(x, y, z)) {
471                                                 vm->m_data[vi] = n_stone;
472                                                 if (y > stone_surface_max_y)
473                                                         stone_surface_max_y = y;
474                                         } else if (y <= water_level) {
475                                                 vm->m_data[vi] = n_water;
476                                         } else {
477                                                 vm->m_data[vi] = n_air;
478                                         }
479                                 }
480                         }
481                         index2d -= ystride;
482                 }
483                 index2d += ystride;
484         }
485
486         return stone_surface_max_y;
487 }
488
489
490 MgStoneType MapgenFractal::generateBiomes(float *heat_map, float *humidity_map)
491 {
492         v3s16 em = vm->m_area.getExtent();
493         u32 index = 0;
494         MgStoneType stone_type = STONE;
495
496         for (s16 z = node_min.Z; z <= node_max.Z; z++)
497         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
498                 Biome *biome = NULL;
499                 u16 depth_top = 0;
500                 u16 base_filler = 0;
501                 u16 depth_water_top = 0;
502                 u32 vi = vm->m_area.index(x, node_max.Y, z);
503
504                 // Check node at base of mapchunk above, either a node of a previously
505                 // generated mapchunk or if not, a node of overgenerated base terrain.
506                 content_t c_above = vm->m_data[vi + em.X].getContent();
507                 bool air_above = c_above == CONTENT_AIR;
508                 bool water_above = c_above == c_water_source;
509
510                 // If there is air or water above enable top/filler placement, otherwise force
511                 // nplaced to stone level by setting a number exceeding any possible filler depth.
512                 u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
513
514
515                 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
516                         content_t c = vm->m_data[vi].getContent();
517
518                         // Biome is recalculated each time an upper surface is detected while
519                         // working down a column. The selected biome then remains in effect for
520                         // all nodes below until the next surface and biome recalculation.
521                         // Biome is recalculated:
522                         // 1. At the surface of stone below air or water.
523                         // 2. At the surface of water below air.
524                         // 3. When stone or water is detected but biome has not yet been calculated.
525                         if ((c == c_stone && (air_above || water_above || !biome)) ||
526                                         (c == c_water_source && (air_above || !biome))) {
527                                 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
528                                 depth_top = biome->depth_top;
529                                 base_filler = MYMAX(depth_top + biome->depth_filler
530                                         + noise_filler_depth->result[index], 0);
531                                 depth_water_top = biome->depth_water_top;
532
533                                 // Detect stone type for dungeons during every biome calculation.
534                                 // This is more efficient than detecting per-node and will not
535                                 // miss any desert stone or sandstone biomes.
536                                 if (biome->c_stone == c_desert_stone)
537                                         stone_type = DESERT_STONE;
538                                 else if (biome->c_stone == c_sandstone)
539                                         stone_type = SANDSTONE;
540                         }
541
542                         if (c == c_stone) {
543                                 content_t c_below = vm->m_data[vi - em.X].getContent();
544
545                                 // If the node below isn't solid, make this node stone, so that
546                                 // any top/filler nodes above are structurally supported.
547                                 // This is done by aborting the cycle of top/filler placement
548                                 // immediately by forcing nplaced to stone level.
549                                 if (c_below == CONTENT_AIR || c_below == c_water_source)
550                                         nplaced = U16_MAX;
551
552                                 if (nplaced < depth_top) {
553                                         vm->m_data[vi] = MapNode(biome->c_top);
554                                         nplaced++;
555                                 } else if (nplaced < base_filler) {
556                                         vm->m_data[vi] = MapNode(biome->c_filler);
557                                         nplaced++;
558                                 } else {
559                                         vm->m_data[vi] = MapNode(biome->c_stone);
560                                 }
561
562                                 air_above = false;
563                                 water_above = false;
564                         } else if (c == c_water_source) {
565                                 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
566                                                 biome->c_water_top : biome->c_water);
567                                 nplaced = 0;  // Enable top/filler placement for next surface
568                                 air_above = false;
569                                 water_above = true;
570                         } else if (c == CONTENT_AIR) {
571                                 nplaced = 0;  // Enable top/filler placement for next surface
572                                 air_above = true;
573                                 water_above = false;
574                         } else {  // Possible various nodes overgenerated from neighbouring mapchunks
575                                 nplaced = U16_MAX;  // Disable top/filler placement
576                                 air_above = false;
577                                 water_above = false;
578                         }
579
580                         vm->m_area.add_y(em, vi, -1);
581                 }
582         }
583
584         return stone_type;
585 }
586
587
588 void MapgenFractal::dustTopNodes()
589 {
590         if (node_max.Y < water_level)
591                 return;
592
593         v3s16 em = vm->m_area.getExtent();
594         u32 index = 0;
595
596         for (s16 z = node_min.Z; z <= node_max.Z; z++)
597         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
598                 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
599
600                 if (biome->c_dust == CONTENT_IGNORE)
601                         continue;
602
603                 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
604                 content_t c_full_max = vm->m_data[vi].getContent();
605                 s16 y_start;
606
607                 if (c_full_max == CONTENT_AIR) {
608                         y_start = full_node_max.Y - 1;
609                 } else if (c_full_max == CONTENT_IGNORE) {
610                         vi = vm->m_area.index(x, node_max.Y + 1, z);
611                         content_t c_max = vm->m_data[vi].getContent();
612
613                         if (c_max == CONTENT_AIR)
614                                 y_start = node_max.Y;
615                         else
616                                 continue;
617                 } else {
618                         continue;
619                 }
620
621                 vi = vm->m_area.index(x, y_start, z);
622                 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
623                         if (vm->m_data[vi].getContent() != CONTENT_AIR)
624                                 break;
625
626                         vm->m_area.add_y(em, vi, -1);
627                 }
628
629                 content_t c = vm->m_data[vi].getContent();
630                 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
631                         vm->m_area.add_y(em, vi, 1);
632                         vm->m_data[vi] = MapNode(biome->c_dust);
633                 }
634         }
635 }
636
637
638 void MapgenFractal::generateCaves(s16 max_stone_y)
639 {
640         if (max_stone_y >= node_min.Y) {
641                 u32 index = 0;
642
643                 for (s16 z = node_min.Z; z <= node_max.Z; z++)
644                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
645                         u32 vi = vm->m_area.index(node_min.X, y, z);
646                         for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index++) {
647                                 float d1 = contour(noise_cave1->result[index]);
648                                 float d2 = contour(noise_cave2->result[index]);
649                                 if (d1 * d2 > 0.4f) {
650                                         content_t c = vm->m_data[vi].getContent();
651                                         if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
652                                                 continue;
653
654                                         vm->m_data[vi] = MapNode(CONTENT_AIR);
655                                 }
656                         }
657                 }
658         }
659
660         if (node_max.Y > MGFRACTAL_LARGE_CAVE_DEPTH)
661                 return;
662
663         PseudoRandom ps(blockseed + 21343);
664         u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
665         for (u32 i = 0; i < bruises_count; i++) {
666                 CaveV5 cave(this, &ps);
667                 cave.makeCave(node_min, node_max, max_stone_y);
668         }
669 }