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