+/*
+ CavesNoiseIntersection is a cave digging algorithm that carves smooth,
+ web-like, continuous tunnels at points where the density of the intersection
+ between two separate 3d noises is above a certain value. This value,
+ cave_width, can be modified to set the effective width of these tunnels.
+
+ This algorithm is relatively heavyweight, taking ~80ms to generate an
+ 80x80x80 chunk of map on a modern processor. Use sparingly!
+
+ TODO(hmmmm): Remove dependency on biomes
+ TODO(hmmmm): Find alternative to overgeneration as solution for sunlight issue
+*/
+class CavesNoiseIntersection
+{
+public:
+ CavesNoiseIntersection(INodeDefManager *nodedef, BiomeManager *biomemgr,
+ v3s16 chunksize, NoiseParams *np_cave1, NoiseParams *np_cave2,
+ s32 seed, float cave_width);
+ ~CavesNoiseIntersection();
+
+ void generateCaves(MMVManip *vm, v3s16 nmin, v3s16 nmax, u8 *biomemap);
+
+private:
+ INodeDefManager *m_ndef;
+ BiomeManager *m_bmgr;
+
+ // configurable parameters
+ v3s16 m_csize;
+ float m_cave_width;
+
+ // intermediate state variables
+ u16 m_ystride;
+ u16 m_zstride_1d;
+
+ Noise *noise_cave1;
+ Noise *noise_cave2;
+};
+
+/*
+ CavernsNoise is a cave digging algorithm
+*/
+class CavernsNoise
+{
+public:
+ CavernsNoise(INodeDefManager *nodedef, v3s16 chunksize, NoiseParams *np_cavern,
+ s32 seed, float cavern_limit, float cavern_taper,
+ float cavern_threshold);
+ ~CavernsNoise();
+
+ bool generateCaverns(MMVManip *vm, v3s16 nmin, v3s16 nmax);
+
+private:
+ INodeDefManager *m_ndef;
+
+ // configurable parameters
+ v3s16 m_csize;
+ float m_cavern_limit;
+ float m_cavern_taper;
+ float m_cavern_threshold;
+
+ // intermediate state variables
+ u16 m_ystride;
+ u16 m_zstride_1d;
+
+ Noise *noise_cavern;
+
+ content_t c_water_source;
+ content_t c_lava_source;
+};
+
+/*
+ CavesRandomWalk is an implementation of a cave-digging algorithm that
+ operates on the principle of a "random walk" to approximate the stochiastic
+ activity of cavern development.
+
+ In summary, this algorithm works by carving a randomly sized tunnel in a
+ random direction a random amount of times, randomly varying in width.
+ All randomness here is uniformly distributed; alternative distributions have
+ not yet been implemented.
+
+ This algorithm is very fast, executing in less than 1ms on average for an
+ 80x80x80 chunk of map on a modern processor.
+*/
+class CavesRandomWalk
+{