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1 /*
2 Minetest
3 Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Copyright (C) 2010-2015 paramat, Matt Gregory
5
6 This program is free software; you can redistribute it and/or modify
7 it under the terms of the GNU Lesser General Public License as published by
8 the Free Software Foundation; either version 2.1 of the License, or
9 (at your option) any later version.
10
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14 GNU Lesser General Public License for more details.
15
16 You should have received a copy of the GNU Lesser General Public License along
17 with this program; if not, write to the Free Software Foundation, Inc.,
18 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
19 */
20
21
22 #include "mapgen.h"
23 #include "voxel.h"
24 #include "noise.h"
25 #include "mapblock.h"
26 #include "mapnode.h"
27 #include "map.h"
28 #include "content_sao.h"
29 #include "nodedef.h"
30 #include "voxelalgorithms.h"
31 #include "profiler.h" // For TimeTaker
32 #include "settings.h" // For g_settings
33 #include "emerge.h"
34 #include "dungeongen.h"
35 #include "cavegen.h"
36 #include "treegen.h"
37 #include "mg_biome.h"
38 #include "mg_ore.h"
39 #include "mg_decoration.h"
40 #include "mapgen_fractal.h"
41
42
43 FlagDesc flagdesc_mapgen_fractal[] = {
44         {"julia", MGFRACTAL_JULIA},
45         {NULL,    0}
46 };
47
48 ///////////////////////////////////////////////////////////////////////////////////////
49
50
51 MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *emerge)
52         : Mapgen(mapgenid, params, emerge)
53 {
54         this->m_emerge = emerge;
55         this->bmgr     = emerge->biomemgr;
56
57         //// amount of elements to skip for the next index
58         //// for noise/height/biome maps (not vmanip)
59         this->ystride = csize.X;
60         this->zstride = csize.X * (csize.Y + 2);
61
62         this->biomemap        = new u8[csize.X * csize.Z];
63         this->heightmap       = new s16[csize.X * csize.Z];
64         this->heatmap         = NULL;
65         this->humidmap        = NULL;
66
67         MapgenFractalParams *sp = (MapgenFractalParams *)params->sparams;
68         this->spflags = sp->spflags;
69
70         this->m_iterations = sp->m_iterations;
71         this->m_scale = sp->m_scale;
72         this->m_offset = sp->m_offset;
73         this->m_slice_w = sp->m_slice_w;
74
75         this->j_iterations = sp->j_iterations;
76         this->j_scale = sp->j_scale;
77         this->j_offset = sp->j_offset;
78         this->j_slice_w = sp->j_slice_w;
79         this->julia_x = sp->julia_x;
80         this->julia_y = sp->julia_y;
81         this->julia_z = sp->julia_z;
82         this->julia_w = sp->julia_w;
83
84         //// 2D terrain noise
85         noise_seabed       = new Noise(&sp->np_seabed, seed, csize.X, csize.Z);
86         noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
87
88         //// 3D terrain noise
89         noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
90         noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
91
92         //// Biome noise
93         noise_heat           = new Noise(&params->np_biome_heat,           seed, csize.X, csize.Z);
94         noise_humidity       = new Noise(&params->np_biome_humidity,       seed, csize.X, csize.Z);
95         noise_heat_blend     = new Noise(&params->np_biome_heat_blend,     seed, csize.X, csize.Z);
96         noise_humidity_blend = new Noise(&params->np_biome_humidity_blend, seed, csize.X, csize.Z);
97
98         //// Resolve nodes to be used
99         INodeDefManager *ndef = emerge->ndef;
100
101         c_stone                = ndef->getId("mapgen_stone");
102         c_water_source         = ndef->getId("mapgen_water_source");
103         c_lava_source          = ndef->getId("mapgen_lava_source");
104         c_desert_stone         = ndef->getId("mapgen_desert_stone");
105         c_ice                  = ndef->getId("mapgen_ice");
106         c_sandstone            = ndef->getId("mapgen_sandstone");
107
108         c_cobble               = ndef->getId("mapgen_cobble");
109         c_stair_cobble         = ndef->getId("mapgen_stair_cobble");
110         c_mossycobble          = ndef->getId("mapgen_mossycobble");
111         c_sandstonebrick       = ndef->getId("mapgen_sandstonebrick");
112         c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
113
114         if (c_ice == CONTENT_IGNORE)
115                 c_ice = CONTENT_AIR;
116         if (c_mossycobble == CONTENT_IGNORE)
117                 c_mossycobble = c_cobble;
118         if (c_stair_cobble == CONTENT_IGNORE)
119                 c_stair_cobble = c_cobble;
120         if (c_sandstonebrick == CONTENT_IGNORE)
121                 c_sandstonebrick = c_sandstone;
122         if (c_stair_sandstonebrick == CONTENT_IGNORE)
123                 c_stair_sandstonebrick = c_sandstone;
124 }
125
126
127 MapgenFractal::~MapgenFractal()
128 {
129         delete noise_seabed;
130         delete noise_filler_depth;
131         delete noise_cave1;
132         delete noise_cave2;
133
134         delete noise_heat;
135         delete noise_humidity;
136         delete noise_heat_blend;
137         delete noise_humidity_blend;
138
139         delete[] heightmap;
140         delete[] biomemap;
141 }
142
143
144 MapgenFractalParams::MapgenFractalParams()
145 {
146         spflags = 0;
147
148         m_iterations = 9;  // Mandelbrot set only
149         m_scale = v3f(1024.0, 256.0, 1024.0);
150         m_offset = v3f(1.75, 0.0, 0.0);
151         m_slice_w = 0.0;
152
153         j_iterations = 9;  // Julia set only
154         j_scale = v3f(2048.0, 512.0, 2048.0);
155         j_offset = v3f(0.0, 1.0, 0.0);
156         j_slice_w = 0.0;
157         julia_x = 0.33;
158         julia_y = 0.33;
159         julia_z = 0.33;
160         julia_w = 0.33;
161
162         np_seabed       = NoiseParams(-14, 9,   v3f(600, 600, 600), 41900, 5, 0.6, 2.0);
163         np_filler_depth = NoiseParams(0,   1.2, v3f(150, 150, 150), 261,   3, 0.7, 2.0);
164         np_cave1        = NoiseParams(0,   12,  v3f(128, 128, 128), 52534, 4, 0.5, 2.0);
165         np_cave2        = NoiseParams(0,   12,  v3f(128, 128, 128), 10325, 4, 0.5, 2.0);
166 }
167
168
169 void MapgenFractalParams::readParams(const Settings *settings)
170 {
171         settings->getFlagStrNoEx("mgfractal_spflags", spflags, flagdesc_mapgen_fractal);
172
173         settings->getU16NoEx("mgfractal_m_iterations", m_iterations);
174         settings->getV3FNoEx("mgfractal_m_scale", m_scale);
175         settings->getV3FNoEx("mgfractal_m_offset", m_offset);
176         settings->getFloatNoEx("mgfractal_m_slice_w", m_slice_w);
177
178         settings->getU16NoEx("mgfractal_j_iterations", j_iterations);
179         settings->getV3FNoEx("mgfractal_j_scale", j_scale);
180         settings->getV3FNoEx("mgfractal_j_offset", j_offset);
181         settings->getFloatNoEx("mgfractal_j_slice_w", j_slice_w);
182         settings->getFloatNoEx("mgfractal_julia_x", julia_x);
183         settings->getFloatNoEx("mgfractal_julia_y", julia_y);
184         settings->getFloatNoEx("mgfractal_julia_z", julia_z);
185         settings->getFloatNoEx("mgfractal_julia_w", julia_w);
186
187         settings->getNoiseParams("mgfractal_np_seabed", np_seabed);
188         settings->getNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
189         settings->getNoiseParams("mgfractal_np_cave1", np_cave1);
190         settings->getNoiseParams("mgfractal_np_cave2", np_cave2);
191 }
192
193
194 void MapgenFractalParams::writeParams(Settings *settings) const
195 {
196         settings->setFlagStr("mgfractal_spflags", spflags, flagdesc_mapgen_fractal, U32_MAX);
197
198         settings->setU16("mgfractal_m_iterations", m_iterations);
199         settings->setV3F("mgfractal_m_scale", m_scale);
200         settings->setV3F("mgfractal_m_offset", m_offset);
201         settings->setFloat("mgfractal_m_slice_w", m_slice_w);
202
203         settings->setU16("mgfractal_j_iterations", j_iterations);
204         settings->setV3F("mgfractal_j_scale", j_scale);
205         settings->setV3F("mgfractal_j_offset", j_offset);
206         settings->setFloat("mgfractal_j_slice_w", j_slice_w);
207         settings->setFloat("mgfractal_julia_x", julia_x);
208         settings->setFloat("mgfractal_julia_y", julia_y);
209         settings->setFloat("mgfractal_julia_z", julia_z);
210         settings->setFloat("mgfractal_julia_w", julia_w);
211
212         settings->setNoiseParams("mgfractal_np_seabed", np_seabed);
213         settings->setNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
214         settings->setNoiseParams("mgfractal_np_cave1", np_cave1);
215         settings->setNoiseParams("mgfractal_np_cave2", np_cave2);
216 }
217
218
219 /////////////////////////////////////////////////////////////////
220
221
222 int MapgenFractal::getGroundLevelAtPoint(v2s16 p)
223 {
224         s16 search_start = 128;
225         s16 search_end = -128;
226
227         for (s16 y = search_start; y >= search_end; y--) {
228                 if (getFractalAtPoint(p.X, y, p.Y))
229                         return y;
230         }
231
232         return -MAX_MAP_GENERATION_LIMIT;
233 }
234
235
236 void MapgenFractal::makeChunk(BlockMakeData *data)
237 {
238         // Pre-conditions
239         assert(data->vmanip);
240         assert(data->nodedef);
241         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
242                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
243                 data->blockpos_requested.Z >= data->blockpos_min.Z);
244         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
245                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
246                 data->blockpos_requested.Z <= data->blockpos_max.Z);
247
248         this->generating = true;
249         this->vm   = data->vmanip;
250         this->ndef = data->nodedef;
251         TimeTaker t("makeChunk");
252
253         v3s16 blockpos_min = data->blockpos_min;
254         v3s16 blockpos_max = data->blockpos_max;
255         node_min = blockpos_min * MAP_BLOCKSIZE;
256         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
257         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
258         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
259
260         blockseed = getBlockSeed2(full_node_min, seed);
261
262         // Make some noise
263         calculateNoise();
264
265         // Generate base terrain, mountains, and ridges with initial heightmaps
266         s16 stone_surface_max_y = generateTerrain();
267
268         // Create heightmap
269         updateHeightmap(node_min, node_max);
270
271         // Create biomemap at heightmap surface
272         bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
273                 noise_humidity->result, heightmap, biomemap);
274
275         // Actually place the biome-specific nodes
276         MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
277
278         if (flags & MG_CAVES)
279                 generateCaves(stone_surface_max_y);
280
281         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
282                 DungeonParams dp;
283
284                 dp.np_rarity  = nparams_dungeon_rarity;
285                 dp.np_density = nparams_dungeon_density;
286                 dp.np_wetness = nparams_dungeon_wetness;
287                 dp.c_water    = c_water_source;
288                 if (stone_type == STONE) {
289                         dp.c_cobble = c_cobble;
290                         dp.c_moss   = c_mossycobble;
291                         dp.c_stair  = c_stair_cobble;
292
293                         dp.diagonal_dirs = false;
294                         dp.mossratio     = 3.0;
295                         dp.holesize      = v3s16(1, 2, 1);
296                         dp.roomsize      = v3s16(0, 0, 0);
297                         dp.notifytype    = GENNOTIFY_DUNGEON;
298                 } else if (stone_type == DESERT_STONE) {
299                         dp.c_cobble = c_desert_stone;
300                         dp.c_moss   = c_desert_stone;
301                         dp.c_stair  = c_desert_stone;
302
303                         dp.diagonal_dirs = true;
304                         dp.mossratio     = 0.0;
305                         dp.holesize      = v3s16(2, 3, 2);
306                         dp.roomsize      = v3s16(2, 5, 2);
307                         dp.notifytype    = GENNOTIFY_TEMPLE;
308                 } else if (stone_type == SANDSTONE) {
309                         dp.c_cobble = c_sandstonebrick;
310                         dp.c_moss   = c_sandstonebrick;
311                         dp.c_stair  = c_sandstonebrick;
312
313                         dp.diagonal_dirs = false;
314                         dp.mossratio     = 0.0;
315                         dp.holesize      = v3s16(2, 2, 2);
316                         dp.roomsize      = v3s16(2, 0, 2);
317                         dp.notifytype    = GENNOTIFY_DUNGEON;
318                 }
319
320                 DungeonGen dgen(this, &dp);
321                 dgen.generate(blockseed, full_node_min, full_node_max);
322         }
323
324         // Generate the registered decorations
325         m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
326
327         // Generate the registered ores
328         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
329
330         // Sprinkle some dust on top after everything else was generated
331         dustTopNodes();
332
333         printf("makeChunk: %dms\n", t.stop());
334
335         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
336
337         if (flags & MG_LIGHT)
338                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
339                         full_node_min, full_node_max);
340
341         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
342         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
343
344         this->generating = false;
345 }
346
347
348 void MapgenFractal::calculateNoise()
349 {
350         //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
351         int x = node_min.X;
352         int y = node_min.Y - 1;
353         int z = node_min.Z;
354
355         noise_seabed->perlinMap2D(x, z);
356         noise_filler_depth->perlinMap2D(x, z);
357
358         if (flags & MG_CAVES) {
359                 noise_cave1->perlinMap3D(x, y, z);
360                 noise_cave2->perlinMap3D(x, y, z);
361         }
362
363         noise_heat->perlinMap2D(x, z);
364         noise_humidity->perlinMap2D(x, z);
365         noise_heat_blend->perlinMap2D(x, z);
366         noise_humidity_blend->perlinMap2D(x, z);
367
368         for (s32 i = 0; i < csize.X * csize.Z; i++) {
369                 noise_heat->result[i] += noise_heat_blend->result[i];
370                 noise_humidity->result[i] += noise_humidity_blend->result[i];
371         }
372
373         heatmap = noise_heat->result;
374         humidmap = noise_humidity->result;
375         //printf("calculateNoise: %dus\n", t.stop());
376 }
377
378
379 bool MapgenFractal::getFractalAtPoint(s16 x, s16 y, s16 z)
380 {
381         float cx, cy, cz, cw, ox, oy, oz, ow;
382
383         if (spflags & MGFRACTAL_JULIA) {  // Julia set
384                 cx = julia_x;
385                 cy = julia_y;
386                 cz = julia_z;
387                 cw = julia_w;
388                 ox = (float)x / j_scale.X - j_offset.X;
389                 oy = (float)y / j_scale.Y - j_offset.Y;
390                 oz = (float)z / j_scale.Z - j_offset.Z;
391                 ow = j_slice_w;
392         } else {  // Mandelbrot set
393                 cx = (float)x / m_scale.X - m_offset.X;
394                 cy = (float)y / m_scale.Y - m_offset.Y;
395                 cz = (float)z / m_scale.Z - m_offset.Z;
396                 cw = m_slice_w;
397                 ox = 0.0f;
398                 oy = 0.0f;
399                 oz = 0.0f;
400                 ow = 0.0f;
401         }
402
403         u16 iterations = spflags & MGFRACTAL_JULIA ? j_iterations : m_iterations;
404
405         for (u16 iter = 0; iter < iterations; iter++) {
406                 // 4D "Roundy" Mandelbrot set
407                 float nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
408                 float ny = 2.0f * (ox * oy + oz * ow) + cy;
409                 float nz = 2.0f * (ox * oz + oy * ow) + cz;
410                 float nw = 2.0f * (ox * ow + oy * oz) + cw;
411
412                 if (nx * nx + ny * ny + nz * nz + nw * nw > 4.0f)
413                         return false;
414
415                 ox = nx;
416                 oy = ny;
417                 oz = nz;
418                 ow = nw;
419         }
420
421         return true;
422 }
423
424
425 s16 MapgenFractal::generateTerrain()
426 {
427         MapNode n_air(CONTENT_AIR);
428         MapNode n_stone(c_stone);
429         MapNode n_water(c_water_source);
430
431         s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
432         u32 index2d = 0;
433
434         for (s16 z = node_min.Z; z <= node_max.Z; z++) {
435                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
436                         u32 vi = vm->m_area.index(node_min.X, y, z);
437                         for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index2d++) {
438                                 if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
439                                         s16 seabed_height = noise_seabed->result[index2d];
440
441                                         if (y <= seabed_height || getFractalAtPoint(x, y, z)) {
442                                                 vm->m_data[vi] = n_stone;
443                                                 if (y > stone_surface_max_y)
444                                                         stone_surface_max_y = y;
445                                         } else if (y <= water_level) {
446                                                 vm->m_data[vi] = n_water;
447                                         } else {
448                                                 vm->m_data[vi] = n_air;
449                                         }
450                                 }
451                         }
452                         index2d -= ystride;
453                 }
454                 index2d += ystride;
455         }
456
457         return stone_surface_max_y;
458 }
459
460
461 MgStoneType MapgenFractal::generateBiomes(float *heat_map, float *humidity_map)
462 {
463         v3s16 em = vm->m_area.getExtent();
464         u32 index = 0;
465         MgStoneType stone_type = STONE;
466
467         for (s16 z = node_min.Z; z <= node_max.Z; z++)
468         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
469                 Biome *biome = NULL;
470                 u16 depth_top = 0;
471                 u16 base_filler = 0;
472                 u16 depth_water_top = 0;
473                 u32 vi = vm->m_area.index(x, node_max.Y, z);
474
475                 // Check node at base of mapchunk above, either a node of a previously
476                 // generated mapchunk or if not, a node of overgenerated base terrain.
477                 content_t c_above = vm->m_data[vi + em.X].getContent();
478                 bool air_above = c_above == CONTENT_AIR;
479                 bool water_above = c_above == c_water_source;
480
481                 // If there is air or water above enable top/filler placement, otherwise force
482                 // nplaced to stone level by setting a number exceeding any possible filler depth.
483                 u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
484
485
486                 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
487                         content_t c = vm->m_data[vi].getContent();
488
489                         // Biome is recalculated each time an upper surface is detected while
490                         // working down a column. The selected biome then remains in effect for
491                         // all nodes below until the next surface and biome recalculation.
492                         // Biome is recalculated:
493                         // 1. At the surface of stone below air or water.
494                         // 2. At the surface of water below air.
495                         // 3. When stone or water is detected but biome has not yet been calculated.
496                         if ((c == c_stone && (air_above || water_above || !biome)) ||
497                                         (c == c_water_source && (air_above || !biome))) {
498                                 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
499                                 depth_top = biome->depth_top;
500                                 base_filler = MYMAX(depth_top + biome->depth_filler
501                                         + noise_filler_depth->result[index], 0);
502                                 depth_water_top = biome->depth_water_top;
503
504                                 // Detect stone type for dungeons during every biome calculation.
505                                 // This is more efficient than detecting per-node and will not
506                                 // miss any desert stone or sandstone biomes.
507                                 if (biome->c_stone == c_desert_stone)
508                                         stone_type = DESERT_STONE;
509                                 else if (biome->c_stone == c_sandstone)
510                                         stone_type = SANDSTONE;
511                         }
512
513                         if (c == c_stone) {
514                                 content_t c_below = vm->m_data[vi - em.X].getContent();
515
516                                 // If the node below isn't solid, make this node stone, so that
517                                 // any top/filler nodes above are structurally supported.
518                                 // This is done by aborting the cycle of top/filler placement
519                                 // immediately by forcing nplaced to stone level.
520                                 if (c_below == CONTENT_AIR || c_below == c_water_source)
521                                         nplaced = U16_MAX;
522
523                                 if (nplaced < depth_top) {
524                                         vm->m_data[vi] = MapNode(biome->c_top);
525                                         nplaced++;
526                                 } else if (nplaced < base_filler) {
527                                         vm->m_data[vi] = MapNode(biome->c_filler);
528                                         nplaced++;
529                                 } else {
530                                         vm->m_data[vi] = MapNode(biome->c_stone);
531                                 }
532
533                                 air_above = false;
534                                 water_above = false;
535                         } else if (c == c_water_source) {
536                                 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
537                                                 biome->c_water_top : biome->c_water);
538                                 nplaced = 0;  // Enable top/filler placement for next surface
539                                 air_above = false;
540                                 water_above = true;
541                         } else if (c == CONTENT_AIR) {
542                                 nplaced = 0;  // Enable top/filler placement for next surface
543                                 air_above = true;
544                                 water_above = false;
545                         } else {  // Possible various nodes overgenerated from neighbouring mapchunks
546                                 nplaced = U16_MAX;  // Disable top/filler placement
547                                 air_above = false;
548                                 water_above = false;
549                         }
550
551                         vm->m_area.add_y(em, vi, -1);
552                 }
553         }
554
555         return stone_type;
556 }
557
558
559 void MapgenFractal::dustTopNodes()
560 {
561         if (node_max.Y < water_level)
562                 return;
563
564         v3s16 em = vm->m_area.getExtent();
565         u32 index = 0;
566
567         for (s16 z = node_min.Z; z <= node_max.Z; z++)
568         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
569                 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
570
571                 if (biome->c_dust == CONTENT_IGNORE)
572                         continue;
573
574                 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
575                 content_t c_full_max = vm->m_data[vi].getContent();
576                 s16 y_start;
577
578                 if (c_full_max == CONTENT_AIR) {
579                         y_start = full_node_max.Y - 1;
580                 } else if (c_full_max == CONTENT_IGNORE) {
581                         vi = vm->m_area.index(x, node_max.Y + 1, z);
582                         content_t c_max = vm->m_data[vi].getContent();
583
584                         if (c_max == CONTENT_AIR)
585                                 y_start = node_max.Y;
586                         else
587                                 continue;
588                 } else {
589                         continue;
590                 }
591
592                 vi = vm->m_area.index(x, y_start, z);
593                 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
594                         if (vm->m_data[vi].getContent() != CONTENT_AIR)
595                                 break;
596
597                         vm->m_area.add_y(em, vi, -1);
598                 }
599
600                 content_t c = vm->m_data[vi].getContent();
601                 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
602                         vm->m_area.add_y(em, vi, 1);
603                         vm->m_data[vi] = MapNode(biome->c_dust);
604                 }
605         }
606 }
607
608
609 void MapgenFractal::generateCaves(s16 max_stone_y)
610 {
611         if (max_stone_y >= node_min.Y) {
612                 u32 index = 0;
613
614                 for (s16 z = node_min.Z; z <= node_max.Z; z++)
615                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
616                         u32 vi = vm->m_area.index(node_min.X, y, z);
617                         for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index++) {
618                                 float d1 = contour(noise_cave1->result[index]);
619                                 float d2 = contour(noise_cave2->result[index]);
620                                 if (d1 * d2 > 0.4f) {
621                                         content_t c = vm->m_data[vi].getContent();
622                                         if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
623                                                 continue;
624
625                                         vm->m_data[vi] = MapNode(CONTENT_AIR);
626                                 }
627                         }
628                 }
629         }
630
631         if (node_max.Y > MGFRACTAL_LARGE_CAVE_DEPTH)
632                 return;
633
634         PseudoRandom ps(blockseed + 21343);
635         u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
636         for (u32 i = 0; i < bruises_count; i++) {
637                 CaveV5 cave(this, &ps);
638                 cave.makeCave(node_min, node_max, max_stone_y);
639         }
640 }