Mgv5/v7/flat/fractal: Move tunnel noise calculation into generateCaves
[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         {NULL,    0}
45 };
46
47 ///////////////////////////////////////////////////////////////////////////////////////
48
49
50 MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *emerge)
51         : Mapgen(mapgenid, params, emerge)
52 {
53         this->m_emerge = emerge;
54         this->bmgr     = emerge->biomemgr;
55
56         //// amount of elements to skip for the next index
57         //// for noise/height/biome maps (not vmanip)
58         this->ystride = csize.X;
59         this->zstride = csize.X * (csize.Y + 2);
60
61         this->biomemap  = new u8[csize.X * csize.Z];
62         this->heightmap = new s16[csize.X * csize.Z];
63         this->heatmap   = NULL;
64         this->humidmap  = NULL;
65
66         MapgenFractalParams *sp = (MapgenFractalParams *)params->sparams;
67         this->spflags = sp->spflags;
68
69         this->fractal    = sp->fractal;
70         this->iterations = sp->iterations;
71         this->scale      = sp->scale;
72         this->offset     = sp->offset;
73         this->slice_w    = sp->slice_w;
74
75         this->julia_x = sp->julia_x;
76         this->julia_y = sp->julia_y;
77         this->julia_z = sp->julia_z;
78         this->julia_w = sp->julia_w;
79
80         this->formula = fractal / 2 + fractal % 2;
81         this->julia   = fractal % 2 == 0;
82
83         //// 2D terrain noise
84         noise_seabed       = new Noise(&sp->np_seabed, seed, csize.X, csize.Z);
85         noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
86
87         //// 3D terrain noise
88         noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
89         noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
90
91         //// Biome noise
92         noise_heat           = new Noise(&params->np_biome_heat,           seed, csize.X, csize.Z);
93         noise_humidity       = new Noise(&params->np_biome_humidity,       seed, csize.X, csize.Z);
94         noise_heat_blend     = new Noise(&params->np_biome_heat_blend,     seed, csize.X, csize.Z);
95         noise_humidity_blend = new Noise(&params->np_biome_humidity_blend, seed, csize.X, csize.Z);
96
97         //// Resolve nodes to be used
98         INodeDefManager *ndef = emerge->ndef;
99
100         c_stone                = ndef->getId("mapgen_stone");
101         c_water_source         = ndef->getId("mapgen_water_source");
102         c_lava_source          = ndef->getId("mapgen_lava_source");
103         c_desert_stone         = ndef->getId("mapgen_desert_stone");
104         c_ice                  = ndef->getId("mapgen_ice");
105         c_sandstone            = ndef->getId("mapgen_sandstone");
106
107         c_cobble               = ndef->getId("mapgen_cobble");
108         c_stair_cobble         = ndef->getId("mapgen_stair_cobble");
109         c_mossycobble          = ndef->getId("mapgen_mossycobble");
110         c_sandstonebrick       = ndef->getId("mapgen_sandstonebrick");
111         c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
112
113         if (c_ice == CONTENT_IGNORE)
114                 c_ice = CONTENT_AIR;
115         if (c_mossycobble == CONTENT_IGNORE)
116                 c_mossycobble = c_cobble;
117         if (c_stair_cobble == CONTENT_IGNORE)
118                 c_stair_cobble = c_cobble;
119         if (c_sandstonebrick == CONTENT_IGNORE)
120                 c_sandstonebrick = c_sandstone;
121         if (c_stair_sandstonebrick == CONTENT_IGNORE)
122                 c_stair_sandstonebrick = c_sandstone;
123 }
124
125
126 MapgenFractal::~MapgenFractal()
127 {
128         delete noise_seabed;
129         delete noise_filler_depth;
130         delete noise_cave1;
131         delete noise_cave2;
132
133         delete noise_heat;
134         delete noise_humidity;
135         delete noise_heat_blend;
136         delete noise_humidity_blend;
137
138         delete[] heightmap;
139         delete[] biomemap;
140 }
141
142
143 MapgenFractalParams::MapgenFractalParams()
144 {
145         spflags = 0;
146
147         fractal = 1;
148         iterations = 11;
149         scale = v3f(4096.0, 1024.0, 4096.0);
150         offset = v3f(1.79, 0.0, 0.0);
151         slice_w = 0.0;
152
153         julia_x = 0.33;
154         julia_y = 0.33;
155         julia_z = 0.33;
156         julia_w = 0.33;
157
158         np_seabed       = NoiseParams(-14, 9,   v3f(600, 600, 600), 41900, 5, 0.6, 2.0);
159         np_filler_depth = NoiseParams(0,   1.2, v3f(150, 150, 150), 261,   3, 0.7, 2.0);
160         np_cave1        = NoiseParams(0,   12,  v3f(96,  96,  96),  52534, 4, 0.5, 2.0);
161         np_cave2        = NoiseParams(0,   12,  v3f(96,  96,  96),  10325, 4, 0.5, 2.0);
162 }
163
164
165 void MapgenFractalParams::readParams(const Settings *settings)
166 {
167         settings->getFlagStrNoEx("mgfractal_spflags", spflags, flagdesc_mapgen_fractal);
168
169         settings->getU16NoEx("mgfractal_fractal", fractal);
170         settings->getU16NoEx("mgfractal_iterations", iterations);
171         settings->getV3FNoEx("mgfractal_scale", scale);
172         settings->getV3FNoEx("mgfractal_offset", offset);
173         settings->getFloatNoEx("mgfractal_slice_w", slice_w);
174
175         settings->getFloatNoEx("mgfractal_julia_x", julia_x);
176         settings->getFloatNoEx("mgfractal_julia_y", julia_y);
177         settings->getFloatNoEx("mgfractal_julia_z", julia_z);
178         settings->getFloatNoEx("mgfractal_julia_w", julia_w);
179
180         settings->getNoiseParams("mgfractal_np_seabed", np_seabed);
181         settings->getNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
182         settings->getNoiseParams("mgfractal_np_cave1", np_cave1);
183         settings->getNoiseParams("mgfractal_np_cave2", np_cave2);
184 }
185
186
187 void MapgenFractalParams::writeParams(Settings *settings) const
188 {
189         settings->setFlagStr("mgfractal_spflags", spflags, flagdesc_mapgen_fractal, U32_MAX);
190
191         settings->setU16("mgfractal_fractal", fractal);
192         settings->setU16("mgfractal_iterations", iterations);
193         settings->setV3F("mgfractal_scale", scale);
194         settings->setV3F("mgfractal_offset", offset);
195         settings->setFloat("mgfractal_slice_w", slice_w);
196
197         settings->setFloat("mgfractal_julia_x", julia_x);
198         settings->setFloat("mgfractal_julia_y", julia_y);
199         settings->setFloat("mgfractal_julia_z", julia_z);
200         settings->setFloat("mgfractal_julia_w", julia_w);
201
202         settings->setNoiseParams("mgfractal_np_seabed", np_seabed);
203         settings->setNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
204         settings->setNoiseParams("mgfractal_np_cave1", np_cave1);
205         settings->setNoiseParams("mgfractal_np_cave2", np_cave2);
206 }
207
208
209 /////////////////////////////////////////////////////////////////
210
211
212 int MapgenFractal::getGroundLevelAtPoint(v2s16 p)
213 {
214         s16 search_start = 128;
215         s16 search_end = -128;
216
217         for (s16 y = search_start; y >= search_end; y--) {
218                 if (getFractalAtPoint(p.X, y, p.Y))
219                         return y;
220         }
221
222         return -MAX_MAP_GENERATION_LIMIT;
223 }
224
225
226 void MapgenFractal::makeChunk(BlockMakeData *data)
227 {
228         // Pre-conditions
229         assert(data->vmanip);
230         assert(data->nodedef);
231         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
232                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
233                 data->blockpos_requested.Z >= data->blockpos_min.Z);
234         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
235                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
236                 data->blockpos_requested.Z <= data->blockpos_max.Z);
237
238         this->generating = true;
239         this->vm   = data->vmanip;
240         this->ndef = data->nodedef;
241         //TimeTaker t("makeChunk");
242
243         v3s16 blockpos_min = data->blockpos_min;
244         v3s16 blockpos_max = data->blockpos_max;
245         node_min = blockpos_min * MAP_BLOCKSIZE;
246         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
247         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
248         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
249
250         blockseed = getBlockSeed2(full_node_min, seed);
251
252         // Make some noise
253         calculateNoise();
254
255         // Generate base terrain, mountains, and ridges with initial heightmaps
256         s16 stone_surface_max_y = generateTerrain();
257
258         // Create heightmap
259         updateHeightmap(node_min, node_max);
260
261         // Create biomemap at heightmap surface
262         bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
263                 noise_humidity->result, heightmap, biomemap);
264
265         // Actually place the biome-specific nodes
266         MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
267
268         if (flags & MG_CAVES)
269                 generateCaves(stone_surface_max_y);
270
271         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
272                 DungeonParams dp;
273
274                 dp.np_rarity  = nparams_dungeon_rarity;
275                 dp.np_density = nparams_dungeon_density;
276                 dp.np_wetness = nparams_dungeon_wetness;
277                 dp.c_water    = c_water_source;
278                 if (stone_type == STONE) {
279                         dp.c_cobble = c_cobble;
280                         dp.c_moss   = c_mossycobble;
281                         dp.c_stair  = c_stair_cobble;
282
283                         dp.diagonal_dirs = false;
284                         dp.mossratio     = 3.0;
285                         dp.holesize      = v3s16(1, 2, 1);
286                         dp.roomsize      = v3s16(0, 0, 0);
287                         dp.notifytype    = GENNOTIFY_DUNGEON;
288                 } else if (stone_type == DESERT_STONE) {
289                         dp.c_cobble = c_desert_stone;
290                         dp.c_moss   = c_desert_stone;
291                         dp.c_stair  = c_desert_stone;
292
293                         dp.diagonal_dirs = true;
294                         dp.mossratio     = 0.0;
295                         dp.holesize      = v3s16(2, 3, 2);
296                         dp.roomsize      = v3s16(2, 5, 2);
297                         dp.notifytype    = GENNOTIFY_TEMPLE;
298                 } else if (stone_type == SANDSTONE) {
299                         dp.c_cobble = c_sandstonebrick;
300                         dp.c_moss   = c_sandstonebrick;
301                         dp.c_stair  = c_sandstonebrick;
302
303                         dp.diagonal_dirs = false;
304                         dp.mossratio     = 0.0;
305                         dp.holesize      = v3s16(2, 2, 2);
306                         dp.roomsize      = v3s16(2, 0, 2);
307                         dp.notifytype    = GENNOTIFY_DUNGEON;
308                 }
309
310                 DungeonGen dgen(this, &dp);
311                 dgen.generate(blockseed, full_node_min, full_node_max);
312         }
313
314         // Generate the registered decorations
315         if (flags & MG_DECORATIONS)
316                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
317
318         // Generate the registered ores
319         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
320
321         // Sprinkle some dust on top after everything else was generated
322         dustTopNodes();
323
324         //printf("makeChunk: %dms\n", t.stop());
325
326         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
327
328         if (flags & MG_LIGHT)
329                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
330                         full_node_min, full_node_max);
331
332         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
333         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
334
335         this->generating = false;
336 }
337
338
339 void MapgenFractal::calculateNoise()
340 {
341         //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
342         s16 x = node_min.X;
343         s16 z = node_min.Z;
344
345         noise_seabed->perlinMap2D(x, z);
346
347         // Cave noises are calculated in generateCaves()
348         // only if solid terrain is present in mapchunk
349
350         noise_filler_depth->perlinMap2D(x, z);
351         noise_heat->perlinMap2D(x, z);
352         noise_humidity->perlinMap2D(x, z);
353         noise_heat_blend->perlinMap2D(x, z);
354         noise_humidity_blend->perlinMap2D(x, z);
355
356         for (s32 i = 0; i < csize.X * csize.Z; i++) {
357                 noise_heat->result[i] += noise_heat_blend->result[i];
358                 noise_humidity->result[i] += noise_humidity_blend->result[i];
359         }
360
361         heatmap = noise_heat->result;
362         humidmap = noise_humidity->result;
363         //printf("calculateNoise: %dus\n", t.stop());
364 }
365
366
367 bool MapgenFractal::getFractalAtPoint(s16 x, s16 y, s16 z)
368 {
369         float cx, cy, cz, cw, ox, oy, oz, ow;
370
371         if (julia) {  // Julia set
372                 cx = julia_x;
373                 cy = julia_y;
374                 cz = julia_z;
375                 cw = julia_w;
376                 ox = (float)x / scale.X - offset.X;
377                 oy = (float)y / scale.Y - offset.Y;
378                 oz = (float)z / scale.Z - offset.Z;
379                 ow = slice_w;
380         } else {  // Mandelbrot set
381                 cx = (float)x / scale.X - offset.X;
382                 cy = (float)y / scale.Y - offset.Y;
383                 cz = (float)z / scale.Z - offset.Z;
384                 cw = slice_w;
385                 ox = 0.0f;
386                 oy = 0.0f;
387                 oz = 0.0f;
388                 ow = 0.0f;
389         }
390
391         float nx = 0.0f;
392         float ny = 0.0f;
393         float nz = 0.0f;
394         float nw = 0.0f;
395
396         for (u16 iter = 0; iter < iterations; iter++) {
397
398                 if (formula == 1) {  // 4D "Roundy"
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"
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"
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 "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                 } else if (formula == 5) {  // 3D "Mandelbrot/Mandelbar"
419                         nx = ox * ox - oy * oy - oz * oz + cx;
420                         ny = 2.0f * ox * oy + cy;
421                         nz = -2.0f * ox * oz + cz;
422                 } else if (formula == 6) {  // 3D "Christmas Tree"
423                         // Altering the formula here is necessary to avoid division by zero
424                         if (fabs(oz) < 0.000000001f) {
425                                 nx = ox * ox - oy * oy - oz * oz + cx;
426                                 ny = 2.0f * oy * ox + cy;
427                                 nz = 4.0f * oz * ox + cz;
428                         } else {
429                                 float a = (2.0f * ox) / (sqrt(oy * oy + oz * oz));
430                                 nx = ox * ox - oy * oy - oz * oz + cx;
431                                 ny = a * (oy * oy - oz * oz) + cy;
432                                 nz = a * 2.0f * oy * oz + cz;
433                         }
434                 } else if (formula == 7) {  // 3D "Mandelbulb"
435                         if (fabs(oy) < 0.000000001f) {
436                                 nx = ox * ox - oz * oz + cx;
437                                 ny = cy;
438                                 nz = -2.0f * oz * sqrt(ox * ox) + cz;
439                         } else {
440                                 float a = 1.0f - (oz * oz) / (ox * ox + oy * oy);
441                                 nx = (ox * ox - oy * oy) * a + cx;
442                                 ny = 2.0f * ox * oy * a + cy;
443                                 nz = -2.0f * oz * sqrt(ox * ox + oy * oy) + cz;
444                         }
445                 } else if (formula == 8) {  // 3D "Cosine Mandelbulb"
446                         if (fabs(oy) < 0.000000001f) {
447                                 nx = 2.0f * ox * oz + cx;
448                                 ny = 4.0f * oy * oz + cy;
449                                 nz = oz * oz - ox * ox - oy * oy + cz;
450                         } else {
451                                 float a = (2.0f * oz) / sqrt(ox * ox + oy * oy);
452                                 nx = (ox * ox - oy * oy) * a + cx;
453                                 ny = 2.0f * ox * oy * a + cy;
454                                 nz = oz * oz - ox * ox - oy * oy + cz;
455                         }
456                 } else if (formula == 9) {  // 4D "Mandelbulb"
457                         float rxy = sqrt(ox * ox + oy * oy);
458                         float rxyz = sqrt(ox * ox + oy * oy + oz * oz);
459                         if (fabs(ow) < 0.000000001f && fabs(oz) < 0.000000001f) {
460                                 nx = (ox * ox - oy * oy) + cx;
461                                 ny = 2.0f * ox * oy + cy;
462                                 nz = -2.0f * rxy * oz + cz;
463                                 nw = 2.0f * rxyz * ow + cw;
464                         } else {
465                                 float a = 1.0f - (ow * ow) / (rxyz * rxyz);
466                                 float b = a * (1.0f - (oz * oz) / (rxy * rxy));
467                                 nx = (ox * ox - oy * oy) * b + cx;
468                                 ny = 2.0f * ox * oy * b + cy;
469                                 nz = -2.0f * rxy * oz * a + cz;
470                                 nw = 2.0f * rxyz * ow + cw;
471                         }
472                 }
473
474                 if (nx * nx + ny * ny + nz * nz + nw * nw > 4.0f)
475                         return false;
476
477                 ox = nx;
478                 oy = ny;
479                 oz = nz;
480                 ow = nw;
481         }
482
483         return true;
484 }
485
486
487 s16 MapgenFractal::generateTerrain()
488 {
489         MapNode n_air(CONTENT_AIR);
490         MapNode n_stone(c_stone);
491         MapNode n_water(c_water_source);
492
493         s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
494         u32 index2d = 0;
495
496         for (s16 z = node_min.Z; z <= node_max.Z; z++) {
497                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
498                         u32 vi = vm->m_area.index(node_min.X, y, z);
499                         for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index2d++) {
500                                 if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
501                                         s16 seabed_height = noise_seabed->result[index2d];
502
503                                         if (y <= seabed_height || getFractalAtPoint(x, y, z)) {
504                                                 vm->m_data[vi] = n_stone;
505                                                 if (y > stone_surface_max_y)
506                                                         stone_surface_max_y = y;
507                                         } else if (y <= water_level) {
508                                                 vm->m_data[vi] = n_water;
509                                         } else {
510                                                 vm->m_data[vi] = n_air;
511                                         }
512                                 }
513                         }
514                         index2d -= ystride;
515                 }
516                 index2d += ystride;
517         }
518
519         return stone_surface_max_y;
520 }
521
522
523 MgStoneType MapgenFractal::generateBiomes(float *heat_map, float *humidity_map)
524 {
525         v3s16 em = vm->m_area.getExtent();
526         u32 index = 0;
527         MgStoneType stone_type = STONE;
528
529         for (s16 z = node_min.Z; z <= node_max.Z; z++)
530         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
531                 Biome *biome = NULL;
532                 u16 depth_top = 0;
533                 u16 base_filler = 0;
534                 u16 depth_water_top = 0;
535                 u32 vi = vm->m_area.index(x, node_max.Y, z);
536
537                 // Check node at base of mapchunk above, either a node of a previously
538                 // generated mapchunk or if not, a node of overgenerated base terrain.
539                 content_t c_above = vm->m_data[vi + em.X].getContent();
540                 bool air_above = c_above == CONTENT_AIR;
541                 bool water_above = c_above == c_water_source;
542
543                 // If there is air or water above enable top/filler placement, otherwise force
544                 // nplaced to stone level by setting a number exceeding any possible filler depth.
545                 u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
546
547
548                 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
549                         content_t c = vm->m_data[vi].getContent();
550
551                         // Biome is recalculated each time an upper surface is detected while
552                         // working down a column. The selected biome then remains in effect for
553                         // all nodes below until the next surface and biome recalculation.
554                         // Biome is recalculated:
555                         // 1. At the surface of stone below air or water.
556                         // 2. At the surface of water below air.
557                         // 3. When stone or water is detected but biome has not yet been calculated.
558                         if ((c == c_stone && (air_above || water_above || !biome)) ||
559                                         (c == c_water_source && (air_above || !biome))) {
560                                 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
561                                 depth_top = biome->depth_top;
562                                 base_filler = MYMAX(depth_top + biome->depth_filler
563                                         + noise_filler_depth->result[index], 0);
564                                 depth_water_top = biome->depth_water_top;
565
566                                 // Detect stone type for dungeons during every biome calculation.
567                                 // This is more efficient than detecting per-node and will not
568                                 // miss any desert stone or sandstone biomes.
569                                 if (biome->c_stone == c_desert_stone)
570                                         stone_type = DESERT_STONE;
571                                 else if (biome->c_stone == c_sandstone)
572                                         stone_type = SANDSTONE;
573                         }
574
575                         if (c == c_stone) {
576                                 content_t c_below = vm->m_data[vi - em.X].getContent();
577
578                                 // If the node below isn't solid, make this node stone, so that
579                                 // any top/filler nodes above are structurally supported.
580                                 // This is done by aborting the cycle of top/filler placement
581                                 // immediately by forcing nplaced to stone level.
582                                 if (c_below == CONTENT_AIR || c_below == c_water_source)
583                                         nplaced = U16_MAX;
584
585                                 if (nplaced < depth_top) {
586                                         vm->m_data[vi] = MapNode(biome->c_top);
587                                         nplaced++;
588                                 } else if (nplaced < base_filler) {
589                                         vm->m_data[vi] = MapNode(biome->c_filler);
590                                         nplaced++;
591                                 } else {
592                                         vm->m_data[vi] = MapNode(biome->c_stone);
593                                 }
594
595                                 air_above = false;
596                                 water_above = false;
597                         } else if (c == c_water_source) {
598                                 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
599                                                 biome->c_water_top : biome->c_water);
600                                 nplaced = 0;  // Enable top/filler placement for next surface
601                                 air_above = false;
602                                 water_above = true;
603                         } else if (c == CONTENT_AIR) {
604                                 nplaced = 0;  // Enable top/filler placement for next surface
605                                 air_above = true;
606                                 water_above = false;
607                         } else {  // Possible various nodes overgenerated from neighbouring mapchunks
608                                 nplaced = U16_MAX;  // Disable top/filler placement
609                                 air_above = false;
610                                 water_above = false;
611                         }
612
613                         vm->m_area.add_y(em, vi, -1);
614                 }
615         }
616
617         return stone_type;
618 }
619
620
621 void MapgenFractal::dustTopNodes()
622 {
623         if (node_max.Y < water_level)
624                 return;
625
626         v3s16 em = vm->m_area.getExtent();
627         u32 index = 0;
628
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                 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
632
633                 if (biome->c_dust == CONTENT_IGNORE)
634                         continue;
635
636                 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
637                 content_t c_full_max = vm->m_data[vi].getContent();
638                 s16 y_start;
639
640                 if (c_full_max == CONTENT_AIR) {
641                         y_start = full_node_max.Y - 1;
642                 } else if (c_full_max == CONTENT_IGNORE) {
643                         vi = vm->m_area.index(x, node_max.Y + 1, z);
644                         content_t c_max = vm->m_data[vi].getContent();
645
646                         if (c_max == CONTENT_AIR)
647                                 y_start = node_max.Y;
648                         else
649                                 continue;
650                 } else {
651                         continue;
652                 }
653
654                 vi = vm->m_area.index(x, y_start, z);
655                 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
656                         if (vm->m_data[vi].getContent() != CONTENT_AIR)
657                                 break;
658
659                         vm->m_area.add_y(em, vi, -1);
660                 }
661
662                 content_t c = vm->m_data[vi].getContent();
663                 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
664                         vm->m_area.add_y(em, vi, 1);
665                         vm->m_data[vi] = MapNode(biome->c_dust);
666                 }
667         }
668 }
669
670
671 void MapgenFractal::generateCaves(s16 max_stone_y)
672 {
673         if (max_stone_y < node_min.Y)
674                 return;
675
676         noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
677         noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
678
679         v3s16 em = vm->m_area.getExtent();
680         u32 index2d = 0;
681
682         for (s16 z = node_min.Z; z <= node_max.Z; z++)
683         for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
684                 bool column_is_open = false;  // Is column open to overground
685                 u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
686                 u32 index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
687                         (x - node_min.X);
688                 // Biome of column
689                 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
690
691                 for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
692                                 y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
693                         content_t c = vm->m_data[vi].getContent();
694                         if (c == CONTENT_AIR || c == biome->c_water_top ||
695                                         c == biome->c_water) {
696                                 column_is_open = true;
697                                 continue;
698                         }
699                         // Ground
700                         float d1 = contour(noise_cave1->result[index3d]);
701                         float d2 = contour(noise_cave2->result[index3d]);
702                         if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
703                                 // In tunnel and ground content, excavate
704                                 vm->m_data[vi] = MapNode(CONTENT_AIR);
705                         } else if (column_is_open &&
706                                         (c == biome->c_filler || c == biome->c_stone)) {
707                                 // Tunnel entrance floor
708                                 vm->m_data[vi] = MapNode(biome->c_top);
709                                 column_is_open = false;
710                         } else {
711                                 column_is_open = false;
712                         }
713                 }
714         }
715
716         if (node_max.Y > MGFRACTAL_LARGE_CAVE_DEPTH)
717                 return;
718
719         PseudoRandom ps(blockseed + 21343);
720         u32 bruises_count = ps.range(0, 2);
721         for (u32 i = 0; i < bruises_count; i++) {
722                 CaveV5 cave(this, &ps);
723                 cave.makeCave(node_min, node_max, max_stone_y);
724         }
725 }