]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/cavegen.cpp
Add function to get server info.
[dragonfireclient.git] / src / cavegen.cpp
index 59274101ea3d3350b6cfa5d9a4cced30e5738704..7993b20e7932a7ab2dd0631c091f2481129b2442 100644 (file)
@@ -23,47 +23,297 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "mapgen_v5.h"
 #include "mapgen_v6.h"
 #include "mapgen_v7.h"
+#include "mg_biome.h"
 #include "cavegen.h"
 
-NoiseParams nparams_caveliquids(0, 1, v3f(150.0, 150.0, 150.0), 776, 3, 0.6, 2.0);
+static NoiseParams nparams_caveliquids(0, 1, v3f(150.0, 150.0, 150.0), 776, 3, 0.6, 2.0);
 
 
-///////////////////////////////////////// Caves V5
+////
+//// CavesNoiseIntersection
+////
+
+CavesNoiseIntersection::CavesNoiseIntersection(
+       INodeDefManager *nodedef, BiomeManager *biomemgr, v3s16 chunksize,
+       NoiseParams *np_cave1, NoiseParams *np_cave2, s32 seed, float cave_width)
+{
+       assert(nodedef);
+       assert(biomemgr);
+
+       m_ndef = nodedef;
+       m_bmgr = biomemgr;
+
+       m_csize = chunksize;
+       m_cave_width = cave_width;
+
+       m_ystride    = m_csize.X;
+       m_zstride_1d = m_csize.X * (m_csize.Y + 1);
+
+       // Noises are created using 1-down overgeneration
+       // A Nx-by-1-by-Nz-sized plane is at the bottom of the desired for
+       // re-carving the solid overtop placed for blocking sunlight
+       noise_cave1 = new Noise(np_cave1, seed, m_csize.X, m_csize.Y + 1, m_csize.Z);
+       noise_cave2 = new Noise(np_cave2, seed, m_csize.X, m_csize.Y + 1, m_csize.Z);
+}
 
 
-CavesRandomWalk::CavesRandomWalk(Mapgen *mg, PseudoRandom *ps)
+CavesNoiseIntersection::~CavesNoiseIntersection()
 {
-       this->mg             = mg;
-       this->vm             = mg->vm;
-       this->ndef           = mg->ndef;
-       this->water_level    = mg->water_level;
-       this->ps             = ps;
-       c_water_source       = ndef->getId("mapgen_water_source");
-       c_lava_source        = ndef->getId("mapgen_lava_source");
-       c_ice                = ndef->getId("mapgen_ice");
-       this->np_caveliquids = &nparams_caveliquids;
-       this->ystride        = mg->csize.X;
-       this->lava_depth     = DEFAULT_LAVA_DEPTH;
+       delete noise_cave1;
+       delete noise_cave2;
+}
+
+
+void CavesNoiseIntersection::generateCaves(MMVManip *vm,
+       v3s16 nmin, v3s16 nmax, u8 *biomemap)
+{
+       assert(vm);
+       assert(biomemap);
+
+       noise_cave1->perlinMap3D(nmin.X, nmin.Y - 1, nmin.Z);
+       noise_cave2->perlinMap3D(nmin.X, nmin.Y - 1, nmin.Z);
+
+       v3s16 em = vm->m_area.getExtent();
+       u32 index2d = 0;  // Biomemap index
+
+       for (s16 z = nmin.Z; z <= nmax.Z; z++)
+       for (s16 x = nmin.X; x <= nmax.X; x++, index2d++) {
+               bool column_is_open = false;  // Is column open to overground
+               bool is_under_river = false;  // Is column under river water
+               bool is_under_tunnel = false;  // Is tunnel or is under tunnel
+               // Indexes at column top
+               u32 vi = vm->m_area.index(x, nmax.Y, z);
+               u32 index3d = (z - nmin.Z) * m_zstride_1d + m_csize.Y * m_ystride +
+                       (x - nmin.X);  // 3D noise index
+               // Biome of column
+               Biome *biome = (Biome *)m_bmgr->getRaw(biomemap[index2d]);
+               u16 depth_top = biome->depth_top;
+               u16 base_filler = depth_top + biome->depth_filler;
+               u16 depth_riverbed = biome->depth_riverbed;
+               u16 nplaced = 0;
+               // Don't excavate the overgenerated stone at nmax.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 = nmax.Y; y >= nmin.Y - 1; y--,
+                               index3d -= m_ystride,
+                               vm->m_area.add_y(em, vi, -1)) {
+
+                       content_t c = vm->m_data[vi].getContent();
+                       if (c == CONTENT_AIR || c == biome->c_water_top ||
+                                       c == biome->c_water) {
+                               column_is_open = true;
+                               continue;
+                       } else if (c == biome->c_river_water) {
+                               column_is_open = true;
+                               is_under_river = true;
+                               continue;
+                       }
+                       // Ground
+                       float d1 = contour(noise_cave1->result[index3d]);
+                       float d2 = contour(noise_cave2->result[index3d]);
+
+                       if (d1 * d2 > m_cave_width && m_ndef->get(c).is_ground_content) {
+                               // In tunnel and ground content, excavate
+                               vm->m_data[vi] = MapNode(CONTENT_AIR);
+                               is_under_tunnel = true;
+                       } else if (column_is_open && is_under_tunnel &&
+                                       (c == biome->c_stone || c == biome->c_filler)) {
+                               // Tunnel entrance floor, place biome surface nodes
+                               if (is_under_river) {
+                                       if (nplaced < depth_riverbed) {
+                                               vm->m_data[vi] = MapNode(biome->c_riverbed);
+                                               nplaced++;
+                                       } else {
+                                               // Disable top/filler placement
+                                               column_is_open = false;
+                                               is_under_river = false;
+                                               is_under_tunnel = false;
+                                       }
+                               } else 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 {
+                                       // Disable top/filler placement
+                                       column_is_open = false;
+                                       is_under_tunnel = false;
+                               }
+                       } else {
+                               // Not tunnel or tunnel entrance floor
+                               column_is_open = false;
+                       }
+               }
+       }
+}
+
 
-       if (c_ice == CONTENT_IGNORE)
-               c_ice = CONTENT_AIR;
+////
+//// CavernsNoise
+////
 
-       dswitchint = ps->range(1, 14);
-       flooded    = ps->range(1, 2) == 2;
+CavernsNoise::CavernsNoise(
+       INodeDefManager *nodedef, v3s16 chunksize, NoiseParams *np_cavern,
+       s32 seed, float cavern_limit, float cavern_taper, float cavern_threshold)
+{
+       assert(nodedef);
 
-       part_max_length_rs  = ps->range(2, 4);
-       tunnel_routepoints  = ps->range(5, ps->range(15, 30));
-       min_tunnel_diameter = 5;
-       max_tunnel_diameter = ps->range(7, ps->range(8, 24));
+       m_ndef = nodedef;
 
-       large_cave_is_flat = (ps->range(0, 1) == 0);
+       m_csize = chunksize;
+       m_cavern_limit     = cavern_limit;
+       m_cavern_taper     = cavern_taper;
+       m_cavern_threshold = cavern_threshold;
+
+       m_ystride = m_csize.X;
+       m_zstride_1d = m_csize.X * (m_csize.Y + 1);
+
+       // Noise is created using 1-down overgeneration
+       // A Nx-by-1-by-Nz-sized plane is at the bottom of the desired for
+       // re-carving the solid overtop placed for blocking sunlight
+       noise_cavern = new Noise(np_cavern, seed, m_csize.X, m_csize.Y + 1, m_csize.Z);
+
+       c_water_source = m_ndef->getId("mapgen_water_source");
+       if (c_water_source == CONTENT_IGNORE)
+               c_water_source = CONTENT_AIR;
+
+       c_lava_source = m_ndef->getId("mapgen_lava_source");
+       if (c_lava_source == CONTENT_IGNORE)
+               c_lava_source = CONTENT_AIR;
+}
+
+
+CavernsNoise::~CavernsNoise()
+{
+       delete noise_cavern;
+}
+
+
+bool CavernsNoise::generateCaverns(MMVManip *vm, v3s16 nmin, v3s16 nmax)
+{
+       assert(vm);
+
+       // Calculate noise
+       noise_cavern->perlinMap3D(nmin.X, nmin.Y - 1, nmin.Z);
+
+       // Cache cavern_amp values
+       float *cavern_amp = new float[m_csize.Y + 1];
+       u8 cavern_amp_index = 0;  // Index zero at column top
+       for (s16 y = nmax.Y; y >= nmin.Y - 1; y--, cavern_amp_index++) {
+               cavern_amp[cavern_amp_index] =
+                       MYMIN((m_cavern_limit - y) / (float)m_cavern_taper, 1.0f);
+       }
+
+       //// Place nodes
+       bool has_cavern = false;
+       v3s16 em = vm->m_area.getExtent();
+       u32 index2d = 0;
+
+       for (s16 z = nmin.Z; z <= nmax.Z; z++)
+       for (s16 x = nmin.X; x <= nmax.X; x++, index2d++) {
+               // Reset cave_amp index to column top
+               cavern_amp_index = 0;
+               // Initial voxelmanip index at column top
+               u32 vi = vm->m_area.index(x, nmax.Y, z);
+               // Initial 3D noise index at column top
+               u32 index3d = (z - nmin.Z) * m_zstride_1d + m_csize.Y * m_ystride +
+                       (x - nmin.X);
+               // Don't excavate the overgenerated stone at node_max.Y + 1,
+               // this creates a 'roof' over the cavern, preventing light in
+               // caverns at mapchunk borders when generating mapchunks upwards.
+               // This 'roof' is excavated when the mapchunk above is generated.
+               for (s16 y = nmax.Y; y >= nmin.Y - 1; y--,
+                               index3d -= m_ystride,
+                               vm->m_area.add_y(em, vi, -1),
+                               cavern_amp_index++) {
+                       content_t c = vm->m_data[vi].getContent();
+                       float nabs_cavern = fabs(noise_cavern->result[index3d]);
+                       // Caverns generate first but still remove lava and water in case
+                       // of overgenerated classic caves.
+                       if (nabs_cavern * cavern_amp[cavern_amp_index] > m_cavern_threshold &&
+                                       (m_ndef->get(c).is_ground_content ||
+                                       c == c_lava_source || c == c_water_source)) {
+                               vm->m_data[vi] = MapNode(CONTENT_AIR);
+                               has_cavern = true;
+                       }
+               }
+       }
+
+       delete[] cavern_amp;
+       return has_cavern;
+}
+
+
+////
+//// CavesRandomWalk
+////
+
+CavesRandomWalk::CavesRandomWalk(
+       INodeDefManager *ndef,
+       GenerateNotifier *gennotify,
+       s32 seed,
+       int water_level,
+       content_t water_source,
+       content_t lava_source)
+{
+       assert(ndef);
+
+       this->ndef           = ndef;
+       this->gennotify      = gennotify;
+       this->seed           = seed;
+       this->water_level    = water_level;
+       this->np_caveliquids = &nparams_caveliquids;
+       this->lava_depth     = DEFAULT_LAVA_DEPTH;
+
+       c_water_source = water_source;
+       if (c_water_source == CONTENT_IGNORE)
+               c_water_source = ndef->getId("mapgen_water_source");
+       if (c_water_source == CONTENT_IGNORE)
+               c_water_source = CONTENT_AIR;
+
+       c_lava_source = lava_source;
+       if (c_lava_source == CONTENT_IGNORE)
+               c_lava_source = ndef->getId("mapgen_lava_source");
+       if (c_lava_source == CONTENT_IGNORE)
+               c_lava_source = CONTENT_AIR;
 }
 
 
-void CavesRandomWalk::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height)
+void CavesRandomWalk::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax,
+       PseudoRandom *ps, bool is_large_cave, int max_stone_height, s16 *heightmap)
 {
-       node_min = nmin;
-       node_max = nmax;
+       assert(vm);
+       assert(ps);
+
+       this->vm         = vm;
+       this->ps         = ps;
+       this->node_min   = nmin;
+       this->node_max   = nmax;
+       this->heightmap  = heightmap;
+       this->large_cave = is_large_cave;
+
+       this->ystride = nmax.X - nmin.X + 1;
+
+       // Set initial parameters from randomness
+       int dswitchint = ps->range(1, 14);
+       flooded = ps->range(1, 2) == 2;
+
+       if (large_cave) {
+               part_max_length_rs = ps->range(2, 4);
+               tunnel_routepoints = ps->range(5, ps->range(15, 30));
+               min_tunnel_diameter = 5;
+               max_tunnel_diameter = ps->range(7, ps->range(8, 24));
+       } else {
+               part_max_length_rs = ps->range(2, 9);
+               tunnel_routepoints = ps->range(10, ps->range(15, 30));
+               min_tunnel_diameter = 2;
+               max_tunnel_diameter = ps->range(2, 6);
+       }
+
+       large_cave_is_flat = (ps->range(0, 1) == 0);
+
        main_direction = v3f(0, 0, 0);
 
        // Allowed route area size in nodes
@@ -73,10 +323,10 @@ void CavesRandomWalk::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height)
 
        // Allow a bit more
        //(this should be more than the maximum radius of the tunnel)
-       s16 insure = 10;
+       const s16 insure = 10;
        s16 more = MYMAX(MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure, 1);
-       ar += v3s16(1,0,1) * more * 2;
-       of -= v3s16(1,0,1) * more;
+       ar += v3s16(1, 0, 1) * more * 2;
+       of -= v3s16(1, 0, 1) * more;
 
        route_y_min = 0;
        // Allow half a diameter + 7 over stone surface
@@ -85,13 +335,15 @@ void CavesRandomWalk::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height)
        // Limit maximum to area
        route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
 
-       s16 minpos = 0;
-       if (node_min.Y < water_level && node_max.Y > water_level) {
-               minpos = water_level - max_tunnel_diameter / 3 - of.Y;
-               route_y_max = water_level + max_tunnel_diameter / 3 - of.Y;
+       if (large_cave) {
+               s16 minpos = 0;
+               if (node_min.Y < water_level && node_max.Y > water_level) {
+                       minpos = water_level - max_tunnel_diameter / 3 - of.Y;
+                       route_y_max = water_level + max_tunnel_diameter / 3 - of.Y;
+               }
+               route_y_min = ps->range(minpos, minpos + max_tunnel_diameter);
+               route_y_min = rangelim(route_y_min, 0, route_y_max);
        }
-       route_y_min = ps->range(minpos, minpos + max_tunnel_diameter);
-       route_y_min = rangelim(route_y_min, 0, route_y_max);
 
        s16 route_start_y_min = route_y_min;
        s16 route_start_y_max = route_y_max;
@@ -100,30 +352,42 @@ void CavesRandomWalk::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height)
        route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1);
 
        // Randomize starting position
-       orp = v3f(
-               (float)(ps->next() % ar.X) + 0.5,
-               (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5,
-               (float)(ps->next() % ar.Z) + 0.5
-       );
+       orp.Z = (float)(ps->next() % ar.Z) + 0.5f;
+       orp.Y = (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5f;
+       orp.X = (float)(ps->next() % ar.X) + 0.5f;
 
        // Add generation notify begin event
-       v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
-       GenNotifyType notifytype = GENNOTIFY_LARGECAVE_BEGIN;
-       mg->gennotify.addEvent(notifytype, abs_pos);
+       if (gennotify) {
+               v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
+               GenNotifyType notifytype = large_cave ?
+                       GENNOTIFY_LARGECAVE_BEGIN : GENNOTIFY_CAVE_BEGIN;
+               gennotify->addEvent(notifytype, abs_pos);
+       }
 
        // Generate some tunnel starting from orp
        for (u16 j = 0; j < tunnel_routepoints; j++)
                makeTunnel(j % dswitchint == 0);
 
        // Add generation notify end event
-       abs_pos = v3s16(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
-       notifytype = GENNOTIFY_LARGECAVE_END;
-       mg->gennotify.addEvent(notifytype, abs_pos);
+       if (gennotify) {
+               v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
+               GenNotifyType notifytype = large_cave ?
+                       GENNOTIFY_LARGECAVE_END : GENNOTIFY_CAVE_END;
+               gennotify->addEvent(notifytype, abs_pos);
+       }
 }
 
 
 void CavesRandomWalk::makeTunnel(bool dirswitch)
 {
+       if (dirswitch && !large_cave) {
+               main_direction.Z = ((float)(ps->next() % 20) - (float)10) / 10;
+               main_direction.Y = ((float)(ps->next() % 20) - (float)10) / 30;
+               main_direction.X = ((float)(ps->next() % 20) - (float)10) / 10;
+
+               main_direction *= (float)ps->range(0, 10) / 10;
+       }
+
        // Randomize size
        s16 min_d = min_tunnel_diameter;
        s16 max_d = max_tunnel_diameter;
@@ -131,47 +395,38 @@ void CavesRandomWalk::makeTunnel(bool dirswitch)
        s16 rs_part_max_length_rs = rs * part_max_length_rs;
 
        v3s16 maxlen;
-       maxlen = v3s16(
-               rs_part_max_length_rs,
-               rs_part_max_length_rs / 2,
-               rs_part_max_length_rs
-       );
+       if (large_cave) {
+               maxlen = v3s16(
+                       rs_part_max_length_rs,
+                       rs_part_max_length_rs / 2,
+                       rs_part_max_length_rs
+               );
+       } else {
+               maxlen = v3s16(
+                       rs_part_max_length_rs,
+                       ps->range(1, rs_part_max_length_rs),
+                       rs_part_max_length_rs
+               );
+       }
 
        v3f vec;
        // Jump downward sometimes
-       vec = v3f(
-               (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2,
-               (float)(ps->next() % maxlen.Y) - (float)maxlen.Y / 2,
-               (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
-       );
+       if (!large_cave && ps->range(0, 12) == 0) {
+               vec.Z = (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2;
+               vec.Y = (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y;
+               vec.X = (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2;
+       } else {
+               vec.Z = (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2;
+               vec.Y = (float)(ps->next() % (maxlen.Y * 1)) - (float)maxlen.Y / 2;
+               vec.X = (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2;
+       }
 
        // Do not make caves that are above ground.
        // It is only necessary to check the startpoint and endpoint.
-       v3s16 orpi(orp.X, orp.Y, orp.Z);
-       v3s16 veci(vec.X, vec.Y, vec.Z);
-       v3s16 p;
-
-       p = orpi + veci + of + rs / 2;
-       if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
-                       p.X >= node_min.X && p.X <= node_max.X) {
-               u32 index = (p.Z - node_min.Z) * ystride + (p.X - node_min.X);
-               s16 h = mg->heightmap[index];
-               if (h < p.Y)
-                       return;
-       } else if (p.Y > water_level) {
-               return; // If it's not in our heightmap, use a simple heuristic
-       }
-
-       p = orpi + of + rs / 2;
-       if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
-                       p.X >= node_min.X && p.X <= node_max.X) {
-               u32 index = (p.Z - node_min.Z) * ystride + (p.X - node_min.X);
-               s16 h = mg->heightmap[index];
-               if (h < p.Y)
-                       return;
-       } else if (p.Y > water_level) {
+       v3s16 p1 = v3s16(orp.X, orp.Y, orp.Z) + of + rs / 2;
+       v3s16 p2 = v3s16(vec.X, vec.Y, vec.Z) + p1;
+       if (isPosAboveSurface(p1) || isPosAboveSurface(p2))
                return;
-       }
 
        vec += main_direction;
 
@@ -194,14 +449,14 @@ void CavesRandomWalk::makeTunnel(bool dirswitch)
        vec = rp - orp;
 
        float veclen = vec.getLength();
-       if (veclen < 0.05)
-               veclen = 1.0;
+       if (veclen < 0.05f)
+               veclen = 1.0f;
 
        // Every second section is rough
        bool randomize_xz = (ps->range(1, 2) == 1);
 
        // Carve routes
-       for (float f = 0; f < 1.0; f += 1.0 / veclen)
+       for (float f = 0.f; f < 1.0f; f += 1.0f / veclen)
                carveRoute(vec, f, randomize_xz);
 
        orp = rp;
@@ -218,22 +473,24 @@ void CavesRandomWalk::carveRoute(v3f vec, float f, bool randomize_xz)
        startp += of;
 
        float nval = NoisePerlin3D(np_caveliquids, startp.X,
-               startp.Y, startp.Z, mg->seed);
-       MapNode liquidnode = (nval < 0.40 && node_max.Y < lava_depth) ?
+               startp.Y, startp.Z, seed);
+       MapNode liquidnode = (nval < 0.40f && node_max.Y < lava_depth) ?
                lavanode : waternode;
 
        v3f fp = orp + vec * f;
-       fp.X += 0.1 * ps->range(-10, 10);
-       fp.Z += 0.1 * ps->range(-10, 10);
+       fp.X += 0.1f * ps->range(-10, 10);
+       fp.Z += 0.1f * ps->range(-10, 10);
        v3s16 cp(fp.X, fp.Y, fp.Z);
 
-       s16 d0 = -rs/2;
+       s16 d0 = -rs / 2;
        s16 d1 = d0 + rs;
        if (randomize_xz) {
                d0 += ps->range(-1, 1);
                d1 += ps->range(-1, 1);
        }
 
+       bool flat_cave_floor = !large_cave && ps->range(0, 2) == 2;
+
        for (s16 z0 = d0; z0 <= d1; z0++) {
                s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
                for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
@@ -242,6 +499,10 @@ void CavesRandomWalk::carveRoute(v3f vec, float f, bool randomize_xz)
                        s16 si2 = rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
 
                        for (s16 y0 = -si2; y0 <= si2; y0++) {
+                               // Make better floors in small caves
+                               if (flat_cave_floor && y0 <= -rs / 2 && rs <= 7)
+                                       continue;
+
                                if (large_cave_is_flat) {
                                        // Make large caves not so tall
                                        if (rs > 7 && abs(y0) >= rs / 3)
@@ -259,63 +520,105 @@ void CavesRandomWalk::carveRoute(v3f vec, float f, bool randomize_xz)
                                if (!ndef->get(c).is_ground_content)
                                        continue;
 
-                               int full_ymin = node_min.Y - MAP_BLOCKSIZE;
-                               int full_ymax = node_max.Y + MAP_BLOCKSIZE;
-
-                               if (flooded && full_ymin < water_level &&
-                                               full_ymax > water_level)
-                                       vm->m_data[i] = (p.Y <= water_level) ?
-                                               waternode : airnode;
-                               else if (flooded && full_ymax < water_level)
-                                       vm->m_data[i] = (p.Y < startp.Y - 4) ?
-                                               liquidnode : airnode;
-                               else
+                               if (large_cave) {
+                                       int full_ymin = node_min.Y - MAP_BLOCKSIZE;
+                                       int full_ymax = node_max.Y + MAP_BLOCKSIZE;
+
+                                       if (flooded && full_ymin < water_level && full_ymax > water_level)
+                                               vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode;
+                                       else if (flooded && full_ymax < water_level)
+                                               vm->m_data[i] = (p.Y < startp.Y - 4) ? liquidnode : airnode;
+                                       else
+                                               vm->m_data[i] = airnode;
+                               } else {
+                                       if (c == CONTENT_IGNORE)
+                                               continue;
+
                                        vm->m_data[i] = airnode;
+                                       vm->m_flags[i] |= VMANIP_FLAG_CAVE;
+                               }
                        }
                }
        }
 }
 
 
-///////////////////////////////////////// Caves V6
+inline bool CavesRandomWalk::isPosAboveSurface(v3s16 p)
+{
+       if (heightmap != NULL &&
+                       p.Z >= node_min.Z && p.Z <= node_max.Z &&
+                       p.X >= node_min.X && p.X <= node_max.X) {
+               u32 index = (p.Z - node_min.Z) * ystride + (p.X - node_min.X);
+               if (heightmap[index] < p.Y)
+                       return true;
+       } else if (p.Y > water_level) {
+               return true;
+       }
+
+       return false;
+}
+
 
+////
+//// CavesV6
+////
 
-CaveV6::CaveV6(MapgenV6 *mg, PseudoRandom *ps, PseudoRandom *ps2, bool is_large_cave)
+CavesV6::CavesV6(INodeDefManager *ndef, GenerateNotifier *gennotify,
+       int water_level, content_t water_source, content_t lava_source)
 {
-       this->mg             = mg;
-       this->vm             = mg->vm;
-       this->ndef           = mg->ndef;
-       this->water_level    = mg->water_level;
-       this->large_cave     = is_large_cave;
-       this->ps             = ps;
-       this->ps2            = ps2;
-       this->c_water_source = mg->c_water_source;
-       this->c_lava_source  = mg->c_lava_source;
+       assert(ndef);
+
+       this->ndef        = ndef;
+       this->gennotify   = gennotify;
+       this->water_level = water_level;
+
+       c_water_source = water_source;
+       if (c_water_source == CONTENT_IGNORE)
+               c_water_source = ndef->getId("mapgen_water_source");
+       if (c_water_source == CONTENT_IGNORE)
+               c_water_source = CONTENT_AIR;
+
+       c_lava_source = lava_source;
+       if (c_lava_source == CONTENT_IGNORE)
+               c_lava_source = ndef->getId("mapgen_lava_source");
+       if (c_lava_source == CONTENT_IGNORE)
+               c_lava_source = CONTENT_AIR;
+}
+
+
+void CavesV6::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax,
+       PseudoRandom *ps, PseudoRandom *ps2,
+       bool is_large_cave, int max_stone_height, s16 *heightmap)
+{
+       assert(vm);
+       assert(ps);
+       assert(ps2);
+
+       this->vm         = vm;
+       this->ps         = ps;
+       this->ps2        = ps2;
+       this->node_min   = nmin;
+       this->node_max   = nmax;
+       this->heightmap  = heightmap;
+       this->large_cave = is_large_cave;
 
+       this->ystride = nmax.X - nmin.X + 1;
+
+       // Set initial parameters from randomness
        min_tunnel_diameter = 2;
        max_tunnel_diameter = ps->range(2, 6);
-       dswitchint          = ps->range(1, 14);
-       flooded             = true;
-
+       int dswitchint      = ps->range(1, 14);
        if (large_cave) {
-               part_max_length_rs  = ps->range(2,4);
-               tunnel_routepoints  = ps->range(5, ps->range(15,30));
+               part_max_length_rs  = ps->range(2, 4);
+               tunnel_routepoints  = ps->range(5, ps->range(15, 30));
                min_tunnel_diameter = 5;
-               max_tunnel_diameter = ps->range(7, ps->range(8,24));
+               max_tunnel_diameter = ps->range(7, ps->range(8, 24));
        } else {
-               part_max_length_rs = ps->range(2,9);
-               tunnel_routepoints = ps->range(10, ps->range(15,30));
+               part_max_length_rs = ps->range(2, 9);
+               tunnel_routepoints = ps->range(10, ps->range(15, 30));
        }
+       large_cave_is_flat = (ps->range(0, 1) == 0);
 
-       large_cave_is_flat = (ps->range(0,1) == 0);
-}
-
-
-void CaveV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height)
-{
-       node_min = nmin;
-       node_max = nmax;
-       max_stone_y = max_stone_height;
        main_direction = v3f(0, 0, 0);
 
        // Allowed route area size in nodes
@@ -326,67 +629,68 @@ void CaveV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height)
        // Allow a bit more
        //(this should be more than the maximum radius of the tunnel)
        const s16 max_spread_amount = MAP_BLOCKSIZE;
-       s16 insure = 10;
+       const s16 insure = 10;
        s16 more = MYMAX(max_spread_amount - max_tunnel_diameter / 2 - insure, 1);
-       ar += v3s16(1,0,1) * more * 2;
-       of -= v3s16(1,0,1) * more;
+       ar += v3s16(1, 0, 1) * more * 2;
+       of -= v3s16(1, 0, 1) * more;
 
        route_y_min = 0;
        // Allow half a diameter + 7 over stone surface
-       route_y_max = -of.Y + max_stone_y + max_tunnel_diameter / 2 + 7;
+       route_y_max = -of.Y + max_stone_height + max_tunnel_diameter / 2 + 7;
 
        // Limit maximum to area
        route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
 
        if (large_cave) {
-               s16 min = 0;
+               s16 minpos = 0;
                if (node_min.Y < water_level && node_max.Y > water_level) {
-                       min = water_level - max_tunnel_diameter/3 - of.Y;
-                       route_y_max = water_level + max_tunnel_diameter/3 - of.Y;
+                       minpos = water_level - max_tunnel_diameter / 3 - of.Y;
+                       route_y_max = water_level + max_tunnel_diameter / 3 - of.Y;
                }
-               route_y_min = ps->range(min, min + max_tunnel_diameter);
+               route_y_min = ps->range(minpos, minpos + max_tunnel_diameter);
                route_y_min = rangelim(route_y_min, 0, route_y_max);
        }
 
        s16 route_start_y_min = route_y_min;
        s16 route_start_y_max = route_y_max;
 
-       route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
-       route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1);
+       route_start_y_min = rangelim(route_start_y_min, 0, ar.Y - 1);
+       route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1);
 
        // Randomize starting position
-       orp = v3f(
-               (float)(ps->next() % ar.X) + 0.5,
-               (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5,
-               (float)(ps->next() % ar.Z) + 0.5
-       );
+       orp.Z = (float)(ps->next() % ar.Z) + 0.5f;
+       orp.Y = (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5f;
+       orp.X = (float)(ps->next() % ar.X) + 0.5f;
 
        // Add generation notify begin event
-       v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
-       GenNotifyType notifytype = large_cave ?
-               GENNOTIFY_LARGECAVE_BEGIN : GENNOTIFY_CAVE_BEGIN;
-       mg->gennotify.addEvent(notifytype, abs_pos);
+       if (gennotify != NULL) {
+               v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
+               GenNotifyType notifytype = large_cave ?
+                       GENNOTIFY_LARGECAVE_BEGIN : GENNOTIFY_CAVE_BEGIN;
+               gennotify->addEvent(notifytype, abs_pos);
+       }
 
        // Generate some tunnel starting from orp
        for (u16 j = 0; j < tunnel_routepoints; j++)
                makeTunnel(j % dswitchint == 0);
 
        // Add generation notify end event
-       abs_pos = v3s16(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
-       notifytype = large_cave ?
-               GENNOTIFY_LARGECAVE_END : GENNOTIFY_CAVE_END;
-       mg->gennotify.addEvent(notifytype, abs_pos);
+       if (gennotify != NULL) {
+               v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
+               GenNotifyType notifytype = large_cave ?
+                       GENNOTIFY_LARGECAVE_END : GENNOTIFY_CAVE_END;
+               gennotify->addEvent(notifytype, abs_pos);
+       }
 }
 
 
-void CaveV6::makeTunnel(bool dirswitch)
+void CavesV6::makeTunnel(bool dirswitch)
 {
        if (dirswitch && !large_cave) {
-               main_direction = v3f(
-                       ((float)(ps->next() % 20) - (float)10) / 10,
-                       ((float)(ps->next() % 20) - (float)10) / 30,
-                       ((float)(ps->next() % 20) - (float)10) / 10
-               );
+               main_direction.Z = ((float)(ps->next() % 20) - (float)10) / 10;
+               main_direction.Y = ((float)(ps->next() % 20) - (float)10) / 30;
+               main_direction.X = ((float)(ps->next() % 20) - (float)10) / 10;
+
                main_direction *= (float)ps->range(0, 10) / 10;
        }
 
@@ -411,54 +715,30 @@ void CaveV6::makeTunnel(bool dirswitch)
                );
        }
 
-       v3f vec(
-               (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2,
-               (float)(ps->next() % maxlen.Y) - (float)maxlen.Y / 2,
-               (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
-       );
+       v3f vec;
+       vec.Z = (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2;
+       vec.Y = (float)(ps->next() % maxlen.Y) - (float)maxlen.Y / 2;
+       vec.X = (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2;
 
        // Jump downward sometimes
        if (!large_cave && ps->range(0, 12) == 0) {
-               vec = v3f(
-                       (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2,
-                       (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y,
-                       (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
-               );
+               vec.Z = (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2;
+               vec.Y = (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y;
+               vec.X = (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2;
        }
 
-       // Do not make caves that are entirely above ground, to fix
-       // shadow bugs caused by overgenerated large caves.
+       // Do not make caves that are entirely above ground, to fix shadow bugs
+       // caused by overgenerated large caves.
        // It is only necessary to check the startpoint and endpoint.
-       v3s16 orpi(orp.X, orp.Y, orp.Z);
-       v3s16 veci(vec.X, vec.Y, vec.Z);
-       s16 h1;
-       s16 h2;
-
-       v3s16 p1 = orpi + veci + of + rs / 2;
-       if (p1.Z >= node_min.Z && p1.Z <= node_max.Z &&
-                       p1.X >= node_min.X && p1.X <= node_max.X) {
-               u32 index1 = (p1.Z - node_min.Z) * mg->ystride +
-                       (p1.X - node_min.X);
-               h1 = mg->heightmap[index1];
-       } else {
-               h1 = water_level; // If not in heightmap
-       }
+       v3s16 p1 = v3s16(orp.X, orp.Y, orp.Z) + of + rs / 2;
+       v3s16 p2 = v3s16(vec.X, vec.Y, vec.Z) + p1;
 
-       v3s16 p2 = orpi + of + rs / 2;
-       if (p2.Z >= node_min.Z && p2.Z <= node_max.Z &&
-                       p2.X >= node_min.X && p2.X <= node_max.X) {
-               u32 index2 = (p2.Z - node_min.Z) * mg->ystride +
-                       (p2.X - node_min.X);
-               h2 = mg->heightmap[index2];
-       } else {
-               h2 = water_level;
-       }
-
-       // If startpoint and endpoint are above ground,
-       // disable placing of nodes in carveRoute while
-       // still running all pseudorandom calls to ensure
-       // caves consistent with existing worlds.
-       bool tunnel_above_ground = p1.Y > h1 && p2.Y > h2;
+       // If startpoint and endpoint are above ground, disable placement of nodes
+       // in carveRoute while still running all PseudoRandom calls to ensure caves
+       // are consistent with existing worlds.
+       bool tunnel_above_ground =
+               p1.Y > getSurfaceFromHeightmap(p1) &&
+               p2.Y > getSurfaceFromHeightmap(p2);
 
        vec += main_direction;
 
@@ -482,21 +762,22 @@ void CaveV6::makeTunnel(bool dirswitch)
 
        float veclen = vec.getLength();
        // As odd as it sounds, veclen is *exactly* 0.0 sometimes, causing a FPE
-       if (veclen < 0.05)
-               veclen = 1.0;
+       if (veclen < 0.05f)
+               veclen = 1.0f;
 
        // Every second section is rough
        bool randomize_xz = (ps2->range(1, 2) == 1);
 
        // Carve routes
-       for (float f = 0; f < 1.0; f += 1.0 / veclen)
+       for (float f = 0.f; f < 1.0f; f += 1.0f / veclen)
                carveRoute(vec, f, randomize_xz, tunnel_above_ground);
 
        orp = rp;
 }
 
 
-void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz, bool tunnel_above_ground)
+void CavesV6::carveRoute(v3f vec, float f, bool randomize_xz,
+       bool tunnel_above_ground)
 {
        MapNode airnode(CONTENT_AIR);
        MapNode waternode(c_water_source);
@@ -506,11 +787,11 @@ void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz, bool tunnel_above_g
        startp += of;
 
        v3f fp = orp + vec * f;
-       fp.X += 0.1 * ps->range(-10, 10);
-       fp.Z += 0.1 * ps->range(-10, 10);
+       fp.X += 0.1f * ps->range(-10, 10);
+       fp.Z += 0.1f * ps->range(-10, 10);
        v3s16 cp(fp.X, fp.Y, fp.Z);
 
-       s16 d0 = -rs/2;
+       s16 d0 = -rs / 2;
        s16 d1 = d0 + rs;
        if (randomize_xz) {
                d0 += ps->range(-1, 1);
@@ -547,13 +828,10 @@ void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz, bool tunnel_above_g
                                        int full_ymin = node_min.Y - MAP_BLOCKSIZE;
                                        int full_ymax = node_max.Y + MAP_BLOCKSIZE;
 
-                                       if (flooded && full_ymin < water_level &&
-                                                       full_ymax > water_level) {
-                                               vm->m_data[i] = (p.Y <= water_level) ?
-                                                       waternode : airnode;
-                                       } else if (flooded && full_ymax < water_level) {
-                                               vm->m_data[i] = (p.Y < startp.Y - 2) ?
-                                                       lavanode : airnode;
+                                       if (full_ymin < water_level && full_ymax > water_level) {
+                                               vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode;
+                                       } else if (full_ymax < water_level) {
+                                               vm->m_data[i] = (p.Y < startp.Y - 2) ? lavanode : airnode;
                                        } else {
                                                vm->m_data[i] = airnode;
                                        }
@@ -568,3 +846,16 @@ void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz, bool tunnel_above_g
                }
        }
 }
+
+
+inline s16 CavesV6::getSurfaceFromHeightmap(v3s16 p)
+{
+       if (heightmap != NULL &&
+                       p.Z >= node_min.Z && p.Z <= node_max.Z &&
+                       p.X >= node_min.X && p.X <= node_max.X) {
+               u32 index = (p.Z - node_min.Z) * ystride + (p.X - node_min.X);
+               return heightmap[index];
+       } else {
+               return water_level;
+       }
+}