Mapgen: Combine generateBiomes, dustTopNodes, and generateCaves
[oweals/minetest.git] / src / mapgen_valleys.cpp
index 93f47cd5f55fd51586400f577e33c964bb68c163..fa790677a638ca4c13f20f0f79caa195a5588cc5 100644 (file)
@@ -6,7 +6,7 @@ Copyright (C) 2016 Duane Robertson <duane@duanerobertson.com>
 
 Based on Valleys Mapgen by Gael de Sailly
  (https://forum.minetest.net/viewtopic.php?f=9&t=11430)
-and mapgen_v7 by kwolekr and paramat.
+and mapgen_v7, mapgen_flat by kwolekr and paramat.
 
 Licensing changed by permission of Gael de Sailly.
 
@@ -25,7 +25,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
 
-
 #include "mapgen.h"
 #include "voxel.h"
 #include "noise.h"
@@ -43,6 +42,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "mg_ore.h"
 #include "mg_decoration.h"
 #include "mapgen_valleys.h"
+#include "cavegen.h"
+
 
 //#undef NDEBUG
 //#include "assert.h"
@@ -55,55 +56,46 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 //Profiler *mapgen_profiler = &mapgen_prof;
 
 static FlagDesc flagdesc_mapgen_valleys[] = {
-       {"altitude_chill",  MG_VALLEYS_ALT_CHILL},
-       {"cliffs",          MG_VALLEYS_CLIFFS},
-       {"fast",            MG_VALLEYS_FAST},
-       {"humid_rivers",    MG_VALLEYS_HUMID_RIVERS},
-       {"rugged",          MG_VALLEYS_RUGGED},
-       {NULL,              0}
+       {"altitude_chill", MGVALLEYS_ALT_CHILL},
+       {"humid_rivers",   MGVALLEYS_HUMID_RIVERS},
+       {NULL,             0}
 };
 
 ///////////////////////////////////////////////////////////////////////////////
 
 
 MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *emerge)
-       : Mapgen(mapgenid, params, emerge)
+       : MapgenBasic(mapgenid, params, emerge)
 {
        this->m_emerge = emerge;
-       this->bmgr = emerge->biomemgr;
+       this->bmgr     = emerge->biomemgr;
 
        //// amount of elements to skip for the next index
        //// for noise/height/biome maps (not vmanip)
        this->ystride = csize.X;
        this->zstride = csize.X * (csize.Y + 2);
+       // 1-down overgeneration
+       this->zstride_1d = csize.X * (csize.Y + 1);
 
-       this->biomemap  = new u8[csize.X * csize.Z];
        this->heightmap = new s16[csize.X * csize.Z];
-       this->heatmap   = NULL;
-       this->humidmap  = NULL;
+
+       this->map_gen_limit = MYMIN(MAX_MAP_GENERATION_LIMIT,
+                       g_settings->getU16("map_generation_limit"));
 
        MapgenValleysParams *sp = (MapgenValleysParams *)params->sparams;
-       this->spflags = sp->spflags;
-
-       this->cliff_terrain      = (spflags & MG_VALLEYS_CLIFFS);
-       this->fast_terrain       = (spflags & MG_VALLEYS_FAST);
-       this->humid_rivers       = (spflags & MG_VALLEYS_HUMID_RIVERS);
-       this->rugged_terrain     = (spflags & MG_VALLEYS_RUGGED);
-       this->use_altitude_chill = (spflags & MG_VALLEYS_ALT_CHILL);
-
-       this->altitude_chill        = sp->altitude_chill;
-       this->cave_water_max_height = sp->cave_water_max_height;
-       this->humidity_adjust       = sp->humidity - 50.f;
-       this->humidity_break_point  = sp->humidity_break_point;
-       this->lava_max_height       = sp->lava_max_height;
-       this->river_depth           = sp->river_depth + 1.f;
-       this->river_size            = sp->river_size / 100.f;
-       this->temperature_adjust    = sp->temperature - 50.f;
-       this->water_features        = MYMAX(1, MYMIN(11, 11 - sp->water_features));
+       BiomeParamsOriginal *bp = (BiomeParamsOriginal *)params->bparams;
+
+       this->spflags            = sp->spflags;
+       this->altitude_chill     = sp->altitude_chill;
+       this->large_cave_depth   = sp->large_cave_depth;
+       this->lava_features_lim  = rangelim(sp->lava_features, 0, 10);
+       this->massive_cave_depth = sp->massive_cave_depth;
+       this->river_depth_bed    = sp->river_depth + 1.f;
+       this->river_size_factor  = sp->river_size / 100.f;
+       this->water_features_lim = rangelim(sp->water_features, 0, 10);
+       this->cave_width         = sp->cave_width;
 
        //// 2D Terrain noise
-       noise_cliffs             = new Noise(&sp->np_cliffs,             seed, csize.X, csize.Z);
-       noise_corr               = new Noise(&sp->np_corr,               seed, csize.X, csize.Z);
        noise_filler_depth       = new Noise(&sp->np_filler_depth,       seed, csize.X, csize.Z);
        noise_inter_valley_slope = new Noise(&sp->np_inter_valley_slope, seed, csize.X, csize.Z);
        noise_rivers             = new Noise(&sp->np_rivers,             seed, csize.X, csize.Z);
@@ -111,25 +103,32 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *
        noise_valley_depth       = new Noise(&sp->np_valley_depth,       seed, csize.X, csize.Z);
        noise_valley_profile     = new Noise(&sp->np_valley_profile,     seed, csize.X, csize.Z);
 
-       if (this->fast_terrain)
-               noise_inter_valley_fill = new Noise(&sp->np_inter_valley_fill, seed, csize.X, csize.Z);
-
        //// 3D Terrain noise
-       noise_simple_caves_1 = new Noise(&sp->np_simple_caves_1, seed, csize.X, csize.Y + 2, csize.Z);
-       noise_simple_caves_2 = new Noise(&sp->np_simple_caves_2, seed, csize.X, csize.Y + 2, csize.Z);
-
-       if (!this->fast_terrain)
-               noise_inter_valley_fill = new Noise(&sp->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z);
-
-       //// Biome noise
-       noise_heat_blend     = new Noise(&params->np_biome_heat_blend,     seed, csize.X, csize.Z);
-       noise_heat           = new Noise(&params->np_biome_heat,           seed, csize.X, csize.Z);
-       noise_humidity_blend = new Noise(&params->np_biome_humidity_blend, seed, csize.X, csize.Z);
-       noise_humidity       = new Noise(&params->np_biome_humidity,       seed, csize.X, csize.Z);
+       // 1-up 1-down overgeneration
+       noise_inter_valley_fill = new Noise(&sp->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z);
+       // 1-down overgeneraion
+       noise_cave1             = new Noise(&sp->np_cave1,             seed, csize.X, csize.Y + 1, csize.Z);
+       noise_cave2             = new Noise(&sp->np_cave2,             seed, csize.X, csize.Y + 1, csize.Z);
+       noise_massive_caves     = new Noise(&sp->np_massive_caves,     seed, csize.X, csize.Y + 1, csize.Z);
+
+       //// Initialize biome generator
+       // NOTE: valleys mapgen can only use BiomeGenOriginal
+       biomegen = emerge->biomemgr->createBiomeGen(
+               BIOMEGEN_ORIGINAL, params->bparams, csize);
+       biomemap = biomegen->biomemap;
+       m_bgen = (BiomeGenOriginal *)biomegen;
+
+       this->humid_rivers       = (spflags & MGVALLEYS_HUMID_RIVERS);
+       this->use_altitude_chill = (spflags & MGVALLEYS_ALT_CHILL);
+       this->humidity_adjust    = bp->np_humidity.offset - 50.f;
+
+       // a small chance of overflows if the settings are very high
+       this->cave_water_max_height = water_level + MYMAX(0, water_features_lim - 4) * 50;
+       this->lava_max_height       = water_level + MYMAX(0, lava_features_lim - 4) * 50;
+
+       tcave_cache = new float[csize.Y + 2];
 
        //// Resolve nodes to be used
-       INodeDefManager *ndef = emerge->ndef;
-
        c_cobble               = ndef->getId("mapgen_cobble");
        c_desert_stone         = ndef->getId("mapgen_desert_stone");
        c_dirt                 = ndef->getId("mapgen_dirt");
@@ -161,111 +160,96 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *
 
 MapgenValleys::~MapgenValleys()
 {
-       delete noise_cliffs;
-       delete noise_corr;
+       delete noise_cave1;
+       delete noise_cave2;
        delete noise_filler_depth;
-       delete noise_heat;
-       delete noise_heat_blend;
-       delete noise_humidity;
-       delete noise_humidity_blend;
        delete noise_inter_valley_fill;
        delete noise_inter_valley_slope;
        delete noise_rivers;
-       delete noise_simple_caves_1;
-       delete noise_simple_caves_2;
+       delete noise_massive_caves;
        delete noise_terrain_height;
        delete noise_valley_depth;
        delete noise_valley_profile;
 
+       delete biomegen;
+
        delete[] heightmap;
-       delete[] biomemap;
+       delete[] tcave_cache;
 }
 
 
 MapgenValleysParams::MapgenValleysParams()
 {
-       spflags = MG_VALLEYS_CLIFFS | MG_VALLEYS_RUGGED
-               | MG_VALLEYS_HUMID_RIVERS | MG_VALLEYS_ALT_CHILL;
-
-       altitude_chill         = 90; // The altitude at which temperature drops by 20C.
-       // Water in caves will never be higher than this.
-       cave_water_max_height  = MAX_MAP_GENERATION_LIMIT;
-       humidity               = 50;
-       // the maximum humidity around rivers in otherwise dry areas
-       humidity_break_point   = 65;
-       lava_max_height        = 0;  // Lava will never be higher than this.
-       river_depth            = 4;  // How deep to carve river channels.
-       river_size             = 5;  // How wide to make rivers.
-       temperature            = 50;
-       water_features         = 3;  // How often water will occur in caves.
-
-       np_cliffs             = NoiseParams(0.f,   1.f,  v3f(750,  750,  750),  8445,  5, 1.f,  2.f);
-       np_corr               = NoiseParams(0.f,   1.f,  v3f(40,   40,   40),   -3536, 4, 1.f,  2.f);
-       np_filler_depth       = NoiseParams(0.f,   1.2f, v3f(256,  256,  256),  1605,  3, 0.5f, 2.f);
-       np_inter_valley_fill  = NoiseParams(0.f,   1.f,  v3f(256,  512,  256),  1993,  6, 0.8f, 2.f);
-       np_inter_valley_slope = NoiseParams(0.5f,  0.5f, v3f(128,  128,  128),  746,   1, 1.f,  2.f);
-       np_rivers             = NoiseParams(0.f,   1.f,  v3f(256,  256,  256),  -6050, 5, 0.6f, 2.f);
-       np_simple_caves_1     = NoiseParams(0.f,   1.f,  v3f(64,   64,   64),   -8402, 3, 0.5f, 2.f);
-       np_simple_caves_2     = NoiseParams(0.f,   1.f,  v3f(64,   64,   64),   3944,  3, 0.5f, 2.f);
-       np_terrain_height     = NoiseParams(-10.f, 50.f, v3f(1024, 1024, 1024), 5202,  6, 0.4f, 2.f);
-       np_valley_depth       = NoiseParams(5.f,   4.f,  v3f(512,  512,  512),  -1914, 1, 1.f,  2.f);
-       np_valley_profile     = NoiseParams(0.6f,  0.5f, v3f(512,  512,  512),  777,   1, 1.f,  2.f);
-       }
+       spflags            = MGVALLEYS_HUMID_RIVERS | MGVALLEYS_ALT_CHILL;
+       altitude_chill     = 90; // The altitude at which temperature drops by 20C.
+       large_cave_depth   = -33;
+       lava_features      = 0;  // How often water will occur in caves.
+       massive_cave_depth = -256;  // highest altitude of massive caves
+       river_depth        = 4;  // How deep to carve river channels.
+       river_size         = 5;  // How wide to make rivers.
+       water_features     = 0;  // How often water will occur in caves.
+       cave_width         = 0.3;
+
+       np_cave1              = NoiseParams(0,     12,   v3f(96,   96,   96),   52534, 4, 0.5,   2.0);
+       np_cave2              = NoiseParams(0,     12,   v3f(96,   96,   96),   10325, 4, 0.5,   2.0);
+       np_filler_depth       = NoiseParams(0.f,   1.2f, v3f(256,  256,  256),  1605,  3, 0.5f,  2.f);
+       np_inter_valley_fill  = NoiseParams(0.f,   1.f,  v3f(256,  512,  256),  1993,  6, 0.8f,  2.f);
+       np_inter_valley_slope = NoiseParams(0.5f,  0.5f, v3f(128,  128,  128),  746,   1, 1.f,   2.f);
+       np_rivers             = NoiseParams(0.f,   1.f,  v3f(256,  256,  256),  -6050, 5, 0.6f,  2.f);
+       np_massive_caves      = NoiseParams(0.f,   1.f,  v3f(768,  256,  768),  59033, 6, 0.63f, 2.f);
+       np_terrain_height     = NoiseParams(-10.f, 50.f, v3f(1024, 1024, 1024), 5202,  6, 0.4f,  2.f);
+       np_valley_depth       = NoiseParams(5.f,   4.f,  v3f(512,  512,  512),  -1914, 1, 1.f,   2.f);
+       np_valley_profile     = NoiseParams(0.6f,  0.5f, v3f(512,  512,  512),  777,   1, 1.f,   2.f);
+}
 
 
 void MapgenValleysParams::readParams(const Settings *settings)
 {
-       settings->getFlagStrNoEx("mg_valleys_spflags", spflags, flagdesc_mapgen_valleys);
-
-       settings->getU16NoEx("mg_valleys_altitude_chill",        altitude_chill);
-       settings->getS16NoEx("mg_valleys_cave_water_max_height", cave_water_max_height);
-       settings->getS16NoEx("mg_valleys_humidity",              humidity);
-       settings->getS16NoEx("mg_valleys_humidity_break_point",  humidity_break_point);
-       settings->getS16NoEx("mg_valleys_lava_max_height",       lava_max_height);
-       settings->getU16NoEx("mg_valleys_river_depth",           river_depth);
-       settings->getU16NoEx("mg_valleys_river_size",            river_size);
-       settings->getS16NoEx("mg_valleys_temperature",           temperature);
-       settings->getU16NoEx("mg_valleys_water_features",        water_features);
-
-       settings->getNoiseParams("mg_valleys_np_cliffs",             np_cliffs);
-       settings->getNoiseParams("mg_valleys_np_corr",               np_corr);
-       settings->getNoiseParams("mg_valleys_np_filler_depth",       np_filler_depth);
-       settings->getNoiseParams("mg_valleys_np_inter_valley_fill",  np_inter_valley_fill);
-       settings->getNoiseParams("mg_valleys_np_inter_valley_slope", np_inter_valley_slope);
-       settings->getNoiseParams("mg_valleys_np_rivers",             np_rivers);
-       settings->getNoiseParams("mg_valleys_np_simple_caves_1",     np_simple_caves_1);
-       settings->getNoiseParams("mg_valleys_np_simple_caves_2",     np_simple_caves_2);
-       settings->getNoiseParams("mg_valleys_np_terrain_height",     np_terrain_height);
-       settings->getNoiseParams("mg_valleys_np_valley_depth",       np_valley_depth);
-       settings->getNoiseParams("mg_valleys_np_valley_profile",     np_valley_profile);
+       settings->getFlagStrNoEx("mgvalleys_spflags",        spflags, flagdesc_mapgen_valleys);
+       settings->getU16NoEx("mgvalleys_altitude_chill",     altitude_chill);
+       settings->getS16NoEx("mgvalleys_large_cave_depth",   large_cave_depth);
+       settings->getU16NoEx("mgvalleys_lava_features",      lava_features);
+       settings->getS16NoEx("mgvalleys_massive_cave_depth", massive_cave_depth);
+       settings->getU16NoEx("mgvalleys_river_depth",        river_depth);
+       settings->getU16NoEx("mgvalleys_river_size",         river_size);
+       settings->getU16NoEx("mgvalleys_water_features",     water_features);
+       settings->getFloatNoEx("mgvalleys_cave_width",       cave_width);
+
+       settings->getNoiseParams("mgvalleys_np_cave1",              np_cave1);
+       settings->getNoiseParams("mgvalleys_np_cave2",              np_cave2);
+       settings->getNoiseParams("mgvalleys_np_filler_depth",       np_filler_depth);
+       settings->getNoiseParams("mgvalleys_np_inter_valley_fill",  np_inter_valley_fill);
+       settings->getNoiseParams("mgvalleys_np_inter_valley_slope", np_inter_valley_slope);
+       settings->getNoiseParams("mgvalleys_np_rivers",             np_rivers);
+       settings->getNoiseParams("mgvalleys_np_massive_caves",      np_massive_caves);
+       settings->getNoiseParams("mgvalleys_np_terrain_height",     np_terrain_height);
+       settings->getNoiseParams("mgvalleys_np_valley_depth",       np_valley_depth);
+       settings->getNoiseParams("mgvalleys_np_valley_profile",     np_valley_profile);
 }
 
 
 void MapgenValleysParams::writeParams(Settings *settings) const
 {
-       settings->setFlagStr("mg_valleys_spflags", spflags, flagdesc_mapgen_valleys, U32_MAX);
-
-       settings->setU16("mg_valleys_altitude_chill",        altitude_chill);
-       settings->setS16("mg_valleys_cave_water_max_height", cave_water_max_height);
-       settings->setS16("mg_valleys_humidity",              humidity);
-       settings->setS16("mg_valleys_humidity_break_point",  humidity_break_point);
-       settings->setS16("mg_valleys_lava_max_height",       lava_max_height);
-       settings->setU16("mg_valleys_river_depth",           river_depth);
-       settings->setU16("mg_valleys_river_size",            river_size);
-       settings->setS16("mg_valleys_temperature",           temperature);
-       settings->setU16("mg_valleys_water_features",        water_features);
-
-       settings->setNoiseParams("mg_valleys_np_cliffs",             np_cliffs);
-       settings->setNoiseParams("mg_valleys_np_corr",               np_corr);
-       settings->setNoiseParams("mg_valleys_np_filler_depth",       np_filler_depth);
-       settings->setNoiseParams("mg_valleys_np_inter_valley_fill",  np_inter_valley_fill);
-       settings->setNoiseParams("mg_valleys_np_inter_valley_slope", np_inter_valley_slope);
-       settings->setNoiseParams("mg_valleys_np_rivers",             np_rivers);
-       settings->setNoiseParams("mg_valleys_np_simple_caves_1",     np_simple_caves_1);
-       settings->setNoiseParams("mg_valleys_np_simple_caves_2",     np_simple_caves_2);
-       settings->setNoiseParams("mg_valleys_np_terrain_height",     np_terrain_height);
-       settings->setNoiseParams("mg_valleys_np_valley_depth",       np_valley_depth);
-       settings->setNoiseParams("mg_valleys_np_valley_profile",     np_valley_profile);
+       settings->setFlagStr("mgvalleys_spflags",        spflags, flagdesc_mapgen_valleys, U32_MAX);
+       settings->setU16("mgvalleys_altitude_chill",     altitude_chill);
+       settings->setS16("mgvalleys_large_cave_depth",   large_cave_depth);
+       settings->setU16("mgvalleys_lava_features",      lava_features);
+       settings->setS16("mgvalleys_massive_cave_depth", massive_cave_depth);
+       settings->setU16("mgvalleys_river_depth",        river_depth);
+       settings->setU16("mgvalleys_river_size",         river_size);
+       settings->setU16("mgvalleys_water_features",     water_features);
+       settings->setFloat("mgvalleys_cave_width",       cave_width);
+
+       settings->setNoiseParams("mgvalleys_np_cave1",              np_cave1);
+       settings->setNoiseParams("mgvalleys_np_cave2",              np_cave2);
+       settings->setNoiseParams("mgvalleys_np_filler_depth",       np_filler_depth);
+       settings->setNoiseParams("mgvalleys_np_inter_valley_fill",  np_inter_valley_fill);
+       settings->setNoiseParams("mgvalleys_np_inter_valley_slope", np_inter_valley_slope);
+       settings->setNoiseParams("mgvalleys_np_rivers",             np_rivers);
+       settings->setNoiseParams("mgvalleys_np_massive_caves",      np_massive_caves);
+       settings->setNoiseParams("mgvalleys_np_terrain_height",     np_terrain_height);
+       settings->setNoiseParams("mgvalleys_np_valley_depth",       np_valley_depth);
+       settings->setNoiseParams("mgvalleys_np_valley_profile",     np_valley_profile);
 }
 
 
@@ -302,18 +286,23 @@ void MapgenValleys::makeChunk(BlockMakeData *data)
        // Generate noise maps and base terrain height.
        calculateNoise();
 
+       // Generate biome noises.  Note this must be executed strictly before
+       // generateTerrain, because generateTerrain depends on intermediate
+       // biome-related noises.
+       biomegen->calcBiomeNoise(node_min);
+
        // Generate base terrain with initial heightmaps
        s16 stone_surface_max_y = generateTerrain();
 
-       // Create biomemap at heightmap surface
-       bmgr->calcBiomes(csize.X, csize.Z, heatmap, humidmap, heightmap, biomemap);
+       // Build biomemap
+       biomegen->getBiomes(heightmap);
 
-       // Actually place the biome-specific nodes
-       MgStoneType stone_type = generateBiomes(heatmap, humidmap);
+       // Place biome-specific nodes
+       MgStoneType stone_type = generateBiomes();
 
        // Cave creation.
        if (flags & MG_CAVES)
-               generateSimpleCaves(stone_surface_max_y);
+               generateCaves(stone_surface_max_y, large_cave_depth);
 
        // Dungeon creation
        if ((flags & MG_DUNGEONS) && node_max.Y < 50 && (stone_surface_max_y >= node_min.Y)) {
@@ -400,39 +389,31 @@ void MapgenValleys::calculateNoise()
        //TimeTaker tcn("actualNoise");
 
        noise_filler_depth->perlinMap2D(x, z);
-       noise_heat_blend->perlinMap2D(x, z);
-       noise_heat->perlinMap2D(x, z);
-       noise_humidity_blend->perlinMap2D(x, z);
-       noise_humidity->perlinMap2D(x, z);
        noise_inter_valley_slope->perlinMap2D(x, z);
        noise_rivers->perlinMap2D(x, z);
        noise_terrain_height->perlinMap2D(x, z);
        noise_valley_depth->perlinMap2D(x, z);
        noise_valley_profile->perlinMap2D(x, z);
 
-       if (fast_terrain) {
-               // Make this 2D for speed, if requested.
-               noise_inter_valley_fill->perlinMap2D(x, z);
+       noise_inter_valley_fill->perlinMap3D(x, y, z);
 
-               if (cliff_terrain)
-                       noise_cliffs->perlinMap2D(x, z);
-               if (rugged_terrain)
-                       noise_corr->perlinMap2D(x, z);
-       } else {
-               noise_inter_valley_fill->perlinMap3D(x, y, z);
-       }
+       //mapgen_profiler->avg("noisemaps", tcn.stop() / 1000.f);
 
-       if (flags & MG_CAVES) {
-               noise_simple_caves_1->perlinMap3D(x, y, z);
-               noise_simple_caves_2->perlinMap3D(x, y, z);
-       }
+       float heat_offset = 0.f;
+       float humidity_scale = 1.f;
 
-       //mapgen_profiler->avg("noisemaps", tcn.stop() / 1000.f);
+       // Altitude chill tends to reduce the average heat.
+       if (use_altitude_chill)
+               heat_offset = 5.f;
+
+       // River humidity tends to increase the humidity range.
+       if (humid_rivers) {
+               humidity_scale = 0.8f;
+       }
 
        for (s32 index = 0; index < csize.X * csize.Z; index++) {
-               noise_heat->result[index] += noise_heat_blend->result[index];
-               noise_heat->result[index] += temperature_adjust;
-               noise_humidity->result[index] += noise_humidity_blend->result[index];
+               m_bgen->heatmap[index] += heat_offset;
+               m_bgen->humidmap[index] *= humidity_scale;
        }
 
        TerrainNoise tn;
@@ -442,46 +423,26 @@ void MapgenValleys::calculateNoise()
        for (tn.x = node_min.X; tn.x <= node_max.X; tn.x++, index++) {
                // The parameters that we actually need to generate terrain
                //  are passed by address (and the return value).
-               tn.terrain_height = noise_terrain_height->result[index];
+               tn.terrain_height    = noise_terrain_height->result[index];
                // River noise is replaced with base terrain, which
                // is basically the height of the water table.
-               tn.rivers = &noise_rivers->result[index];
+               tn.rivers            = &noise_rivers->result[index];
                // Valley depth noise is replaced with the valley
                // number that represents the height of terrain
                // over rivers and is used to determine about
                // how close a river is for humidity calculation.
-               tn.valley = &noise_valley_depth->result[index];
-               tn.valley_profile = noise_valley_profile->result[index];
+               tn.valley            = &noise_valley_depth->result[index];
+               tn.valley_profile    = noise_valley_profile->result[index];
                // Slope noise is replaced by the calculated slope
                // which is used to get terrain height in the slow
                // method, to create sharper mountains.
-               tn.slope = &noise_inter_valley_slope->result[index];
+               tn.slope             = &noise_inter_valley_slope->result[index];
                tn.inter_valley_fill = noise_inter_valley_fill->result[index];
-               tn.cliffs = noise_cliffs->result[index];
-               tn.corr = noise_corr->result[index];
 
                // This is the actual terrain height.
                float mount = terrainLevelFromNoise(&tn);
                noise_terrain_height->result[index] = mount;
-
-               if (fast_terrain) {
-                       // Assign humidity adjusted by water proximity.
-                       // I can't think of a reason why a mod would expect base humidity
-                       //  from noise or at any altitude other than ground level.
-                       noise_humidity->result[index] = humidityByTerrain(
-                                       noise_humidity->result[index],
-                                       mount,
-                                       noise_rivers->result[index],
-                                       noise_valley_depth->result[index]);
-
-                       // Assign heat adjusted by altitude. See humidity, above.
-                       if (use_altitude_chill && mount > 0.f)
-                               noise_heat->result[index] *= pow(0.5f, (mount - altitude_chill / 3.f) / altitude_chill);
-               }
        }
-
-       heatmap = noise_heat->result;
-       humidmap = noise_humidity->result;
 }
 
 
@@ -489,11 +450,9 @@ void MapgenValleys::calculateNoise()
 //  complicated code to determine ground level.
 float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn)
 {
-       float inter_valley_slope = *tn->slope;
-
        // The square function changes the behaviour of this noise:
        //  very often small, and sometimes very high.
-       float valley_d = pow(*tn->valley, 2);
+       float valley_d = MYSQUARE(*tn->valley);
 
        // valley_d is here because terrain is generally higher where valleys
        //  are deep (mountains). base represents the height of the
@@ -501,14 +460,17 @@ float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn)
        float base = tn->terrain_height + valley_d;
 
        // "river" represents the distance from the river, in arbitrary units.
-       float river = fabs(*tn->rivers) - river_size;
+       float river = fabs(*tn->rivers) - river_size_factor;
 
-       // Use the curve of the function 1−exp(−(x/a)²) to model valleys.
-       //  Making "a" vary (0 < a â‰¤ 1) changes the shape of the valleys.
+       // Use the curve of the function 1-exp(-(x/a)^2) to model valleys.
+       //  Making "a" vary (0 < a <= 1) changes the shape of the valleys.
        //  Try it with a geometry software !
        //   (here x = "river" and a = valley_profile).
        //  "valley" represents the height of the terrain, from the rivers.
-       *tn->valley = valley_d * (1.f - exp(- pow(river / tn->valley_profile, 2)));
+       {
+               float t = river / tn->valley_profile;
+               *tn->valley = valley_d * (1.f - exp(- MYSQUARE(t)));
+       }
 
        // approximate height of the terrain at this point
        float mount = base + *tn->valley;
@@ -520,36 +482,23 @@ float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn)
        // Base ground is returned as rivers since it's basically the water table.
        *tn->rivers = base;
        if (river < 0.f) {
-               // Use the the function âˆ’sqrt(1−x²) which models a circle.
-               float depth = (river_depth * sqrt(1.f - pow((river / river_size + 1), 2)));
+               // Use the the function -sqrt(1-x^2) which models a circle.
+               float depth;
+               {
+                       float t = river / river_size_factor + 1;
+                       depth = (river_depth_bed * sqrt(MYMAX(0, 1.f - MYSQUARE(t))));
+               }
 
                // base - depth : height of the bottom of the river
-               // water_level - 2 : don't make rivers below 2 nodes under the surface
-               u16 min_bottom = 2;
-               if (!fast_terrain)
-                       min_bottom = 6;
-               mount = fmin(fmax(base - depth, (float) (water_level - min_bottom)), mount);
+               // water_level - 3 : don't make rivers below 3 nodes under the surface
+               // We use three because that's as low as the swamp biomes go.
+               // There is no logical equivalent to this using rangelim.
+               mount = MYMIN(MYMAX(base - depth, (float)(water_level - 3)), mount);
 
                // Slope has no influence on rivers.
                *tn->slope = 0.f;
        }
 
-       if (fast_terrain) {
-               // The penultimate step builds up the heights, but we reduce it
-               //  occasionally to create cliffs.
-               float delta = sin(tn->inter_valley_fill) * *tn->slope;
-               if (cliff_terrain && tn->cliffs >= 0.2f)
-                       mount += delta * 0.66f;
-               else
-                       mount += delta;
-
-               // Use yet another noise to make the heights look more rugged.
-               if (rugged_terrain
-                               && mount > water_level
-                               && fabs(inter_valley_slope * tn->inter_valley_fill) < 0.3f)
-                       mount += ((delta < 0.f) ? -1.f : 1.f) * pow(fabs(delta), 0.5f) * fabs(sin(tn->corr));
-       }
-
        return mount;
 }
 
@@ -559,15 +508,14 @@ float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn)
 float MapgenValleys::adjustedTerrainLevelFromNoise(TerrainNoise *tn)
 {
        float mount = terrainLevelFromNoise(tn);
+       s16 y_start = myround(mount);
 
-       if (!fast_terrain) {
-               for (s16 y = round(mount); y <= round(mount) + 1000; y++) {
-                       float fill = NoisePerlin3D(&noise_inter_valley_fill->np, tn->x, y, tn->z, seed);
+       for (s16 y = y_start; y <= y_start + 1000; y++) {
+               float fill = NoisePerlin3D(&noise_inter_valley_fill->np, tn->x, y, tn->z, seed);
 
-                       if (fill * *tn->slope <= y - mount) {
-                               mount = fmax(y - 1, mount);
-                               break;
-                       }
+               if (fill * *tn->slope < y - mount) {
+                       mount = MYMAX(y - 1, mount);
+                       break;
                }
        }
 
@@ -575,52 +523,19 @@ float MapgenValleys::adjustedTerrainLevelFromNoise(TerrainNoise *tn)
 }
 
 
-float MapgenValleys::humidityByTerrain(
-               float humidity_base,
-               float mount,
-               float rivers,
-               float valley)
+int MapgenValleys::getSpawnLevelAtPoint(v2s16 p)
 {
-       // Although the original valleys adjusts humidity by distance
-       // from seawater, this causes problems with the default biomes.
-       // Adjust only by freshwater proximity.
-       float humidity = humidity_base + humidity_adjust;
-
-       if (humid_rivers && mount > water_level) {
-               // Offset to make everything average the same.
-               humidity -= (humidity_break_point - humidity_adjust) / 3.f;
-
-               // This method is from the original lua.
-               float water_table = pow(0.5f, fmax(rivers / 3.f, 0.f));
-               // This adds humidity next to rivers and lakes.
-               float river_water = pow(0.5f, fmax(valley / 12.f, 0.f));
-               // Combine the two.
-               float water = water_table + (1.f - water_table) * river_water;
-               humidity = fmax(humidity, (humidity_break_point * water));
-       }
-
-       return humidity;
-}
-
-
-int MapgenValleys::getGroundLevelAtPoint(v2s16 p)
-{
-       // ***********************************************
-       // This method (deliberately) does not return correct 
-       // terrain values. This may be a problem in the future.
-       // ***********************************************
-
-       // Since MT doesn't normally deal with rivers, check
-       // to make sure this isn't a request for a location
-       // in a river.
+       // Check to make sure this isn't a request for a location in a river.
        float rivers = NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed);
-
-       // If it's wet, return an unusable number.
-       if (fabs(rivers) < river_size)
-               return MAX_MAP_GENERATION_LIMIT;
-
-       // Otherwise, return the real result.
-       return terrainLevelAtPoint(p.X, p.Y);
+       if (fabs(rivers) < river_size_factor)
+               return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
+
+       s16 level_at_point = terrainLevelAtPoint(p.X, p.Y);
+       if (level_at_point <= water_level ||
+                       level_at_point > water_level + 32)
+               return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
+       else
+               return level_at_point;
 }
 
 
@@ -632,25 +547,14 @@ float MapgenValleys::terrainLevelAtPoint(s16 x, s16 z)
        float valley = NoisePerlin2D(&noise_valley_depth->np, x, z, seed);
        float inter_valley_slope = NoisePerlin2D(&noise_inter_valley_slope->np, x, z, seed);
 
-       tn.x = x;
-       tn.z = z;
-       tn.terrain_height = NoisePerlin2D(&noise_terrain_height->np, x, z, seed);
-       tn.rivers = &rivers;
-       tn.valley = &valley;
-       tn.valley_profile = NoisePerlin2D(&noise_valley_profile->np, x, z, seed);
-       tn.slope = &inter_valley_slope;
+       tn.x                 = x;
+       tn.z                 = z;
+       tn.terrain_height    = NoisePerlin2D(&noise_terrain_height->np, x, z, seed);
+       tn.rivers            = &rivers;
+       tn.valley            = &valley;
+       tn.valley_profile    = NoisePerlin2D(&noise_valley_profile->np, x, z, seed);
+       tn.slope             = &inter_valley_slope;
        tn.inter_valley_fill = 0.f;
-       tn.cliffs = 0.f;
-       tn.corr = 0.f;
-
-       if (fast_terrain) {
-               tn.inter_valley_fill = NoisePerlin2D(&noise_inter_valley_fill->np, x, z, seed);
-
-               if (cliff_terrain)
-                       tn.cliffs = NoisePerlin2D(&noise_cliffs->np, x, z, seed);
-               if (rugged_terrain)
-                       tn.corr = NoisePerlin2D(&noise_corr->np, x, z, seed);
-       }
 
        return adjustedTerrainLevelFromNoise(&tn);
 }
@@ -658,6 +562,15 @@ float MapgenValleys::terrainLevelAtPoint(s16 x, s16 z)
 
 int MapgenValleys::generateTerrain()
 {
+       // Raising this reduces the rate of evaporation.
+       static const float evaporation = 300.f;
+       // from the lua
+       static const float humidity_dropoff = 4.f;
+       // constant to convert altitude chill (compatible with lua) to heat
+       static const float alt_to_heat = 20.f;
+       // humidity reduction by altitude
+       static const float alt_to_humid = 10.f;
+
        MapNode n_air(CONTENT_AIR);
        MapNode n_river_water(c_river_water_source);
        MapNode n_sand(c_sand);
@@ -670,328 +583,266 @@ int MapgenValleys::generateTerrain()
 
        for (s16 z = node_min.Z; z <= node_max.Z; z++)
        for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) {
-               s16 river_y = round(noise_rivers->result[index_2d]);
-               s16 surface_y = round(noise_terrain_height->result[index_2d]);
+               float river_y = noise_rivers->result[index_2d];
+               float surface_y = noise_terrain_height->result[index_2d];
                float slope = noise_inter_valley_slope->result[index_2d];
+               float t_heat = m_bgen->heatmap[index_2d];
 
-               heightmap[index_2d] = surface_y;
+               heightmap[index_2d] = -MAX_MAP_GENERATION_LIMIT;
 
                if (surface_y > surface_max_y)
-                       surface_max_y = surface_y;
-
-               u32 index_3d = 0;
-               if (!fast_terrain)
-                       index_3d = (z - node_min.Z) * zstride + (x - node_min.X);
+                       surface_max_y = ceil(surface_y);
+
+               if (humid_rivers) {
+                       // Derive heat from (base) altitude. This will be most correct
+                       // at rivers, since other surface heights may vary below.
+                       if (use_altitude_chill && (surface_y > 0.f || river_y > 0.f))
+                               t_heat -= alt_to_heat * MYMAX(surface_y, river_y) / altitude_chill;
+
+                       // If humidity is low or heat is high, lower the water table.
+                       float delta = m_bgen->humidmap[index_2d] - 50.f;
+                       if (delta < 0.f) {
+                               float t_evap = (t_heat - 32.f) / evaporation;
+                               river_y += delta * MYMAX(t_evap, 0.08f);
+                       }
+               }
 
+               u32 index_3d = (z - node_min.Z) * zstride + (x - node_min.X);
                u32 index_data = vm->m_area.index(x, node_min.Y - 1, z);
 
                // Mapgens concern themselves with stone and water.
                for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
-                       float fill = 0.f;
-                       if (!fast_terrain)
-                               fill = noise_inter_valley_fill->result[index_3d];
-
                        if (vm->m_data[index_data].getContent() == CONTENT_IGNORE) {
-                               bool river = (river_y > surface_y);
+                               float fill = noise_inter_valley_fill->result[index_3d];
+                               float surface_delta = (float)y - surface_y;
+                               bool river = y + 1 < river_y;
 
-                               if (river && y == surface_y) {
+                               if (fabs(surface_delta) <= 0.5f && y > water_level && river) {
                                        // river bottom
                                        vm->m_data[index_data] = n_sand;
-                               } else if ((fast_terrain || river) && y <= surface_y) {
+                               } else if (slope * fill > surface_delta) {
                                        // ground
                                        vm->m_data[index_data] = n_stone;
-                               } else if (river && y < river_y) {
-                                       // river
-                                       vm->m_data[index_data] = n_river_water;
-                               } else if ((!fast_terrain) && (!river) && fill * slope > y - surface_y) {
-                                       // ground (slow method)
-                                       vm->m_data[index_data] = n_stone;
-                                       heightmap[index_2d] = surface_max_y = y;
+                                       if (y > heightmap[index_2d])
+                                               heightmap[index_2d] = y;
+                                       if (y > surface_max_y)
+                                               surface_max_y = y;
                                } else if (y <= water_level) {
                                        // sea
                                        vm->m_data[index_data] = n_water;
+                               } else if (river) {
+                                       // river
+                                       vm->m_data[index_data] = n_river_water;
                                } else {
                                        vm->m_data[index_data] = n_air;
                                }
                        }
 
                        vm->m_area.add_y(em, index_data, 1);
-                       if (!fast_terrain)
-                               index_3d += ystride;
-               }
-
-               if (!fast_terrain) {
-                       // Assign the humidity adjusted by water proximity.
-                       noise_humidity->result[index_2d] = humidityByTerrain(
-                                       noise_humidity->result[index_2d],
-                                       surface_max_y,
-                                       noise_rivers->result[index_2d],
-                                       noise_valley_depth->result[index_2d]);
-
-                       // Assign the heat adjusted by altitude. See humidity, above.
-                       if (use_altitude_chill && surface_max_y > 0)
-                               noise_heat->result[index_2d]
-                                       *= pow(0.5f, (surface_max_y - altitude_chill / 3.f) / altitude_chill);
+                       index_3d += ystride;
                }
-       }
 
-       return surface_max_y;
-}
-
-
-MgStoneType MapgenValleys::generateBiomes(float *heat_map, float *humidity_map)
-{
-       v3s16 em = vm->m_area.getExtent();
-       u32 index = 0;
-       MgStoneType stone_type = STONE;
-
-       for (s16 z = node_min.Z; z <= node_max.Z; z++)
-       for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
-               Biome *biome = NULL;
-               u16 depth_top = 0;
-               u16 base_filler = 0;
-               u16 depth_water_top = 0;
-               u32 vi = vm->m_area.index(x, node_max.Y, z);
-
-               // Check node at base of mapchunk above, either a node of a previously
-               // generated mapchunk or if not, a node of overgenerated base terrain.
-               content_t c_above = vm->m_data[vi + em.X].getContent();
-               bool air_above = c_above == CONTENT_AIR;
-               bool water_above = (c_above == c_water_source);
-
-               // If there is air or water above enable top/filler placement, otherwise force
-               // nplaced to stone level by setting a number exceeding any possible filler depth.
-               u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
-
-               for (s16 y = node_max.Y; y >= node_min.Y; y--) {
-                       content_t c = vm->m_data[vi].getContent();
-
-                       // Biome is recalculated each time an upper surface is detected while
-                       // working down a column. The selected biome then remains in effect for
-                       // all nodes below until the next surface and biome recalculation.
-                       // Biome is recalculated:
-                       // 1. At the surface of stone below air or water.
-                       // 2. At the surface of water below air.
-                       // 3. When stone or water is detected but biome has not yet been calculated.
-                       if ((c == c_stone && (air_above || water_above || !biome))
-                                       || ((c == c_water_source || c == c_river_water_source)
-                                                       && (air_above || !biome))) {
-                               // Both heat and humidity have already been adjusted for altitude.
-                               biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
-
-                               depth_top = biome->depth_top;
-                               base_filler = MYMAX(depth_top
-                                               + biome->depth_filler
-                                               + noise_filler_depth->result[index], 0.f);
-                               depth_water_top = biome->depth_water_top;
-
-                               // Detect stone type for dungeons during every biome calculation.
-                               // This is more efficient than detecting per-node and will not
-                               // miss any desert stone or sandstone biomes.
-                               if (biome->c_stone == c_desert_stone)
-                                       stone_type = DESERT_STONE;
-                               else if (biome->c_stone == c_sandstone)
-                                       stone_type = SANDSTONE;
+               // This happens if we're generating a chunk that doesn't
+               // contain the terrain surface, in which case, we need
+               // to set heightmap to a value outside of the chunk,
+               // to avoid confusing lua mods that use heightmap.
+               if (heightmap[index_2d] == -MAX_MAP_GENERATION_LIMIT) {
+                       s16 surface_y_int = myround(surface_y);
+                       if (surface_y_int > node_max.Y + 1 || surface_y_int < node_min.Y - 1) {
+                               // If surface_y is outside the chunk, it's good enough.
+                               heightmap[index_2d] = surface_y_int;
+                       } else {
+                               // If the ground is outside of this chunk, but surface_y
+                               // is within the chunk, give a value outside.
+                               heightmap[index_2d] = node_min.Y - 2;
                        }
+               }
 
-                       if (c == c_stone) {
-                               content_t c_below = vm->m_data[vi - em.X].getContent();
-
-                               // If the node below isn't solid, make this node stone, so that
-                               // any top/filler nodes above are structurally supported.
-                               // This is done by aborting the cycle of top/filler placement
-                               // immediately by forcing nplaced to stone level.
-                               if (c_below == CONTENT_AIR
-                                               || c_below == c_water_source
-                                               || c_below == c_river_water_source)
-                                       nplaced = U16_MAX;
-
-                               if (nplaced < depth_top) {
-                                       vm->m_data[vi] = MapNode(biome->c_top);
-                                       nplaced++;
-                               } else if (nplaced < base_filler) {
-                                       vm->m_data[vi] = MapNode(biome->c_filler);
-                                       nplaced++;
-                               } else {
-                                       vm->m_data[vi] = MapNode(biome->c_stone);
-                               }
-
-                               air_above = false;
-                               water_above = false;
-                       } else if (c == c_water_source) {
-                               vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top))
-                                               ? biome->c_water_top : biome->c_water);
-                               nplaced = 0;  // Enable top/filler placement for next surface
-                               air_above = false;
-                               water_above = true;
-                       } else if (c == c_river_water_source) {
-                               vm->m_data[vi] = MapNode(biome->c_river_water);
-                               nplaced = U16_MAX;  // Sand was already placed under rivers.
-                               air_above = false;
-                               water_above = true;
-                       } else if (c == CONTENT_AIR) {
-                               nplaced = 0;  // Enable top/filler placement for next surface
-                               air_above = true;
-                               water_above = false;
-                       } else {  // Possible various nodes overgenerated from neighbouring mapchunks
-                               nplaced = U16_MAX;  // Disable top/filler placement
-                               air_above = false;
-                               water_above = false;
-                       }
+               if (humid_rivers) {
+                       // Use base ground (water table) in a riverbed, to
+                       // avoid an unnatural rise in humidity.
+                       float t_alt = MYMAX(noise_rivers->result[index_2d], (float)heightmap[index_2d]);
+                       float humid = m_bgen->humidmap[index_2d];
+                       float water_depth = (t_alt - river_y) / humidity_dropoff;
+                       humid *= 1.f + pow(0.5f, MYMAX(water_depth, 1.f));
+
+                       // Reduce humidity with altitude (ignoring riverbeds).
+                       // This is similar to the lua version's seawater adjustment,
+                       // but doesn't increase the base humidity, which causes
+                       // problems with the default biomes.
+                       if (t_alt > 0.f)
+                               humid -= alt_to_humid * t_alt / altitude_chill;
+
+                       m_bgen->humidmap[index_2d] = humid;
+               }
 
-                       vm->m_area.add_y(em, vi, -1);
+               // Assign the heat adjusted by any changed altitudes.
+               // The altitude will change about half the time.
+               if (use_altitude_chill) {
+                       // ground height ignoring riverbeds
+                       float t_alt = MYMAX(noise_rivers->result[index_2d], (float)heightmap[index_2d]);
+                       if (humid_rivers && heightmap[index_2d] == (s16)myround(surface_y))
+                               // The altitude hasn't changed. Use the first result.
+                               m_bgen->heatmap[index_2d] = t_heat;
+                       else if (t_alt > 0.f)
+                               m_bgen->heatmap[index_2d] -= alt_to_heat * t_alt / altitude_chill;
                }
        }
 
-       return stone_type;
+       return surface_max_y;
 }
 
-
-void MapgenValleys::dustTopNodes()
+void MapgenValleys::generateCaves(s16 max_stone_y, s16 large_cave_depth)
 {
-       if (node_max.Y < water_level)
+       if (max_stone_y < node_min.Y)
                return;
 
-       v3s16 em = vm->m_area.getExtent();
-       u32 index = 0;
-
-       for (s16 z = node_min.Z; z <= node_max.Z; z++)
-       for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
-               Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
-
-               if (biome->c_dust == CONTENT_IGNORE)
-                       continue;
-
-               u32 vi = vm->m_area.index(x, full_node_max.Y, z);
-               content_t c_full_max = vm->m_data[vi].getContent();
-               s16 y_start;
-
-               if (c_full_max == CONTENT_AIR) {
-                       y_start = full_node_max.Y - 1;
-               } else if (c_full_max == CONTENT_IGNORE) {
-                       vi = vm->m_area.index(x, node_max.Y + 1, z);
-                       content_t c_max = vm->m_data[vi].getContent();
-
-                       if (c_max == CONTENT_AIR)
-                               y_start = node_max.Y;
-                       else
-                               continue;
-               } else {
-                       continue;
-               }
-
-               vi = vm->m_area.index(x, y_start, z);
-               for (s16 y = y_start; y >= node_min.Y - 1; y--) {
-                       if (vm->m_data[vi].getContent() != CONTENT_AIR)
-                               break;
+       noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
+       noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
 
-                       vm->m_area.add_y(em, vi, -1);
-               }
-
-               content_t c = vm->m_data[vi].getContent();
-               if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
-                       vm->m_area.add_y(em, vi, 1);
-                       vm->m_data[vi] = MapNode(biome->c_dust);
-               }
-       }
-}
-
-
-void MapgenValleys::generateSimpleCaves(s16 max_stone_y)
-{
        PseudoRandom ps(blockseed + 72202);
 
        MapNode n_air(CONTENT_AIR);
-       MapNode n_dirt(c_dirt);
        MapNode n_lava(c_lava_source);
        MapNode n_water(c_river_water_source);
 
        v3s16 em = vm->m_area.getExtent();
 
-       s16 base_water_chance = 0;
-       if (water_features < 11)
-               base_water_chance = ceil(MAX_MAP_GENERATION_LIMIT / (water_features * 1000));
-
-       if (max_stone_y >= node_min.Y) {
-               u32 index_2d = 0;
-               u32 index_3d = 0;
-               for (s16 z = node_min.Z; z <= node_max.Z; z++)
-               for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) {
-                       bool air_above = false;
-                       //bool underground = false;
-                       u32 index_data = vm->m_area.index(x, node_max.Y + 1, z);
-
-                       index_3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride + (x - node_min.X);
-
-                       // Dig caves on down loop to check for air above.
-                       for (s16 y = node_max.Y + 1;
-                                       y >= node_min.Y - 1;
-                                       y--, index_3d -= ystride, vm->m_area.add_y(em, index_data, -1)) {
-                               float terrain = noise_terrain_height->result[index_2d];
-
-                               // Saves some time and prevents removing above ground nodes.
-                               if (y > terrain + 1) {
-                                       air_above = true;
-                                       continue;
-                               }
+       // Cave blend distance near YMIN, YMAX
+       const float massive_cave_blend = 128.f;
+       // noise threshold for massive caves
+       const float massive_cave_threshold = 0.6f;
+       // mct: 1 = small rare caves, 0.5 1/3rd ground volume, 0 = 1/2 ground volume.
+
+       float yblmin = -map_gen_limit + massive_cave_blend * 1.5f;
+       float yblmax = massive_cave_depth - massive_cave_blend * 1.5f;
+       bool made_a_big_one = false;
+
+       // Cache the tcave values as they only vary by altitude.
+       if (node_max.Y <= massive_cave_depth) {
+               noise_massive_caves->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
+
+               for (s16 y = node_min.Y - 1; y <= node_max.Y; y++) {
+                       float tcave = massive_cave_threshold;
+
+                       if (y < yblmin) {
+                               float t = (yblmin - y) / massive_cave_blend;
+                               tcave += MYSQUARE(t);
+                       } else if (y > yblmax) {
+                               float t = (y - yblmax) / massive_cave_blend;
+                               tcave += MYSQUARE(t);
+                       }
 
-                               content_t c = vm->m_data[index_data].getContent();
-                               bool n1 = (fabs(noise_simple_caves_1->result[index_3d]) < 0.07f);
-                               bool n2 = (fabs(noise_simple_caves_2->result[index_3d]) < 0.07f);
+                       tcave_cache[y - node_min.Y + 1] = tcave;
+               }
+       }
 
-                               // River water is (foolishly) not set as ground content
-                               // in the default game. This can produce strange results
-                               // when a cave undercuts a river. However, that's not for
-                               // the mapgen to correct. Fix it in lua.
+       // lava_depth varies between one and ten as you approach
+       //  the bottom of the world.
+       s16 lava_depth = ceil((lava_max_height - node_min.Y + 1) * 10.f / map_gen_limit);
+       // This allows random lava spawns to be less common at the surface.
+       s16 lava_chance = MYCUBE(lava_features_lim) * lava_depth;
+       // water_depth varies between ten and one on the way down.
+       s16 water_depth = ceil((map_gen_limit - abs(node_min.Y) + 1) * 10.f / map_gen_limit);
+       // This allows random water spawns to be more common at the surface.
+       s16 water_chance = MYCUBE(water_features_lim) * water_depth;
+
+       // Reduce the odds of overflows even further.
+       if (node_max.Y > water_level) {
+               lava_chance /= 3;
+               water_chance /= 3;
+       }
 
-                               if (c == CONTENT_AIR) {
-                                       air_above = true;
-                               } else if (n1 && n2 && ndef->get(c).is_ground_content) {
-                                       // When both n's are true, we're in a cave.
-                                       vm->m_data[index_data] = n_air;
-                                       air_above = true;
-                               } else if (air_above
-                                               && (c == c_stone || c == c_sandstone || c == c_desert_stone)) {
-                                       // At the cave floor
-                                       s16 sr = ps.next() & 1023;
+       u32 index_2d = 0;
+       for (s16 z = node_min.Z; z <= node_max.Z; z++)
+       for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) {
+               Biome *biome = (Biome *)bmgr->getRaw(biomemap[index_2d]);
+               bool tunnel_air_above = false;
+               bool underground = false;
+               u32 index_data = vm->m_area.index(x, node_max.Y, z);
+               u32 index_3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride + (x - node_min.X);
+
+               // Dig caves on down loop to check for air above.
+               // Don't excavate the overgenerated stone at node_max.Y + 1,
+               // this creates a 'roof' over the tunnel, preventing light in
+               // tunnels at mapchunk borders when generating mapchunks upwards.
+               // This 'roof' is removed when the mapchunk above is generated.
+               for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
+                               index_3d -= ystride,
+                               vm->m_area.add_y(em, index_data, -1)) {
+
+                       float terrain = noise_terrain_height->result[index_2d];
+
+                       // Saves some time.
+                       if (y > terrain + 10)
+                               continue;
+                       else if (y < terrain - 40)
+                               underground = true;
+
+                       // Dig massive caves.
+                       if (node_max.Y <= massive_cave_depth
+                                       && noise_massive_caves->result[index_3d]
+                                       > tcave_cache[y - node_min.Y + 1]) {
+                               vm->m_data[index_data] = n_air;
+                               made_a_big_one = true;
+                               continue;
+                       }
+
+                       content_t c = vm->m_data[index_data].getContent();
+                       float d1 = contour(noise_cave1->result[index_3d]);
+                       float d2 = contour(noise_cave2->result[index_3d]);
+
+                       // River water is not set as ground content
+                       // in the default game. This can produce strange results
+                       // when a tunnel undercuts a river. However, that's not for
+                       // the mapgen to correct. Fix it in lua.
+
+                       if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) {
+                               // in a tunnel
+                               vm->m_data[index_data] = n_air;
+                               tunnel_air_above = true;
+                       } else if (c == biome->c_filler || c == biome->c_stone) {
+                               if (tunnel_air_above) {
+                                       // at the tunnel floor
+                                       s16 sr = ps.range(0, 39);
                                        u32 j = index_data;
                                        vm->m_area.add_y(em, j, 1);
 
-                                       if (sr > (terrain - y) * 25) {
-                                               // Put dirt in caves near the surface.
-                                               Biome *biome = (Biome *)bmgr->getRaw(biomemap[index_2d]);
-                                               vm->m_data[index_data] = MapNode(biome->c_filler);
-                                       } else {
-                                               s16 lava_chance = 0;
-
-                                               if (y <= lava_max_height && c == c_stone) {
-                                                       // Lava spawns increase with depth.
-                                                       lava_chance = ceil((lava_max_height - y + 1) / 10000);
-
-                                                       if (sr < lava_chance)
-                                                               vm->m_data[j] = n_lava;
-                                               }
-
-                                               if (base_water_chance > 0 && y <= cave_water_max_height) {
-                                                       s16 water_chance = base_water_chance
-                                                               - (abs(y - water_level) / (water_features * 1000));
-
-                                                       // Waterfalls may get out of control above ground.
-                                                       sr -= lava_chance;
-                                                       // If sr < 0 then we should have already placed lava --
-                                                       // don't immediately dump water on it.
-                                                       if (sr >= 0 && sr < water_chance)
-                                                               vm->m_data[j] = n_water;
-                                               }
+                                       if (sr > terrain - y) {
+                                               // Put dirt in tunnels near the surface.
+                                               if (underground)
+                                                       vm->m_data[index_data] = MapNode(biome->c_filler);
+                                               else
+                                                       vm->m_data[index_data] = MapNode(biome->c_top);
+                                       } else if (sr < 3 && underground) {
+                                               sr = abs(ps.next());
+                                               if (lava_features_lim > 0 && y <= lava_max_height
+                                                               && c == biome->c_stone && sr < lava_chance)
+                                                       vm->m_data[j] = n_lava;
+
+                                               sr -= lava_chance;
+
+                                               // If sr < 0 then we should have already placed lava --
+                                               // don't immediately dump water on it.
+                                               if (water_features_lim > 0 && y <= cave_water_max_height
+                                                               && sr >= 0 && sr < water_chance)
+                                                       vm->m_data[j] = n_water;
                                        }
-
-                                       air_above = false;
                                }
 
-                               // If we're not in a cave, there's no open space.
-                               if (!(n1 && n2))
-                                       air_above = false;
+                               tunnel_air_above = false;
+                               underground = true;
+                       } else {
+                               tunnel_air_above = false;
                        }
                }
        }
+
+       if (node_max.Y <= large_cave_depth && !made_a_big_one) {
+               u32 bruises_count = ps.range(0, 2);
+               for (u32 i = 0; i < bruises_count; i++) {
+                       CaveV5 cave(this, &ps);
+                       cave.makeCave(node_min, node_max, max_stone_y);
+               }
+       }
 }