]> git.lizzy.rs Git - minetest.git/blobdiff - src/mapgen_fractal.cpp
Add clouds API
[minetest.git] / src / mapgen_fractal.cpp
index 26ebec353a5422083477938daa3ebb91cddfa9ee..d48d38b651f70a22d45dd917372ad569c4082927 100644 (file)
@@ -28,12 +28,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "content_sao.h"
 #include "nodedef.h"
 #include "voxelalgorithms.h"
-#include "profiler.h" // For TimeTaker
+//#include "profiler.h" // For TimeTaker
 #include "settings.h" // For g_settings
 #include "emerge.h"
 #include "dungeongen.h"
 #include "cavegen.h"
-#include "treegen.h"
 #include "mg_biome.h"
 #include "mg_ore.h"
 #include "mg_decoration.h"
@@ -41,83 +40,36 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 
 FlagDesc flagdesc_mapgen_fractal[] = {
-       {"julia", MGFRACTAL_JULIA},
        {NULL,    0}
 };
 
 ///////////////////////////////////////////////////////////////////////////////////////
 
 
-MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *emerge)
-       : Mapgen(mapgenid, params, emerge)
+MapgenFractal::MapgenFractal(int mapgenid, MapgenFractalParams *params, EmergeManager *emerge)
+       : MapgenBasic(mapgenid, params, emerge)
 {
-       this->m_emerge = emerge;
-       this->bmgr     = emerge->biomemgr;
+       this->spflags    = params->spflags;
+       this->cave_width = params->cave_width;
+       this->fractal    = params->fractal;
+       this->iterations = params->iterations;
+       this->scale      = params->scale;
+       this->offset     = params->offset;
+       this->slice_w    = params->slice_w;
+       this->julia_x    = params->julia_x;
+       this->julia_y    = params->julia_y;
+       this->julia_z    = params->julia_z;
+       this->julia_w    = params->julia_w;
 
-       //// amount of elements to skip for the next index
-       //// for noise/height/biome maps (not vmanip)
-       this->ystride = csize.X;
-       this->zstride = csize.X * (csize.Y + 2);
-
-       this->biomemap  = new u8[csize.X * csize.Z];
-       this->heightmap = new s16[csize.X * csize.Z];
-       this->heatmap   = NULL;
-       this->humidmap  = NULL;
-
-       MapgenFractalParams *sp = (MapgenFractalParams *)params->sparams;
-       this->spflags = sp->spflags;
-
-       this->formula    = sp->formula;
-       this->iterations = sp->iterations;
-       this->scale      = sp->scale;
-       this->offset     = sp->offset;
-       this->slice_w    = sp->slice_w;
+       //// 2D terrain noise
+       noise_seabed       = new Noise(&params->np_seabed, seed, csize.X, csize.Z);
+       noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
 
-       this->julia_x = sp->julia_x;
-       this->julia_y = sp->julia_y;
-       this->julia_z = sp->julia_z;
-       this->julia_w = sp->julia_w;
+       MapgenBasic::np_cave1 = params->np_cave1;
+       MapgenBasic::np_cave2 = params->np_cave2;
 
-       //// 2D terrain noise
-       noise_seabed       = new Noise(&sp->np_seabed, seed, csize.X, csize.Z);
-       noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
-
-       //// 3D terrain noise
-       noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
-       noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
-
-       //// Biome noise
-       noise_heat           = new Noise(&params->np_biome_heat,           seed, csize.X, csize.Z);
-       noise_humidity       = new Noise(&params->np_biome_humidity,       seed, csize.X, csize.Z);
-       noise_heat_blend     = new Noise(&params->np_biome_heat_blend,     seed, csize.X, csize.Z);
-       noise_humidity_blend = new Noise(&params->np_biome_humidity_blend, seed, csize.X, csize.Z);
-
-       //// Resolve nodes to be used
-       INodeDefManager *ndef = emerge->ndef;
-
-       c_stone                = ndef->getId("mapgen_stone");
-       c_water_source         = ndef->getId("mapgen_water_source");
-       c_lava_source          = ndef->getId("mapgen_lava_source");
-       c_desert_stone         = ndef->getId("mapgen_desert_stone");
-       c_ice                  = ndef->getId("mapgen_ice");
-       c_sandstone            = ndef->getId("mapgen_sandstone");
-
-       c_cobble               = ndef->getId("mapgen_cobble");
-       c_stair_cobble         = ndef->getId("mapgen_stair_cobble");
-       c_mossycobble          = ndef->getId("mapgen_mossycobble");
-       c_sandstonebrick       = ndef->getId("mapgen_sandstonebrick");
-       c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
-
-       if (c_ice == CONTENT_IGNORE)
-               c_ice = CONTENT_AIR;
-       if (c_mossycobble == CONTENT_IGNORE)
-               c_mossycobble = c_cobble;
-       if (c_stair_cobble == CONTENT_IGNORE)
-               c_stair_cobble = c_cobble;
-       if (c_sandstonebrick == CONTENT_IGNORE)
-               c_sandstonebrick = c_sandstone;
-       if (c_stair_sandstonebrick == CONTENT_IGNORE)
-               c_stair_sandstonebrick = c_sandstone;
+       this->formula = fractal / 2 + fractal % 2;
+       this->julia   = fractal % 2 == 0;
 }
 
 
@@ -125,99 +77,97 @@ MapgenFractal::~MapgenFractal()
 {
        delete noise_seabed;
        delete noise_filler_depth;
-       delete noise_cave1;
-       delete noise_cave2;
-
-       delete noise_heat;
-       delete noise_humidity;
-       delete noise_heat_blend;
-       delete noise_humidity_blend;
-
-       delete[] heightmap;
-       delete[] biomemap;
 }
 
 
 MapgenFractalParams::MapgenFractalParams()
 {
-       spflags = 0;
-
-       formula = 1;
-       iterations = 9;
-       scale = v3f(1024.0, 256.0, 1024.0);
-       offset = v3f(1.75, 0.0, 0.0);
-       slice_w = 0.0;
-
-       julia_x = 0.33;
-       julia_y = 0.33;
-       julia_z = 0.33;
-       julia_w = 0.33;
+       spflags    = 0;
+       cave_width = 0.09;
+       fractal    = 1;
+       iterations = 11;
+       scale      = v3f(4096.0, 1024.0, 4096.0);
+       offset     = v3f(1.79, 0.0, 0.0);
+       slice_w    = 0.0;
+       julia_x    = 0.33;
+       julia_y    = 0.33;
+       julia_z    = 0.33;
+       julia_w    = 0.33;
 
        np_seabed       = NoiseParams(-14, 9,   v3f(600, 600, 600), 41900, 5, 0.6, 2.0);
        np_filler_depth = NoiseParams(0,   1.2, v3f(150, 150, 150), 261,   3, 0.7, 2.0);
-       np_cave1        = NoiseParams(0,   12,  v3f(128, 128, 128), 52534, 4, 0.5, 2.0);
-       np_cave2        = NoiseParams(0,   12,  v3f(128, 128, 128), 10325, 4, 0.5, 2.0);
+       np_cave1        = NoiseParams(0,   12,  v3f(61,  61,  61),  52534, 3, 0.5, 2.0);
+       np_cave2        = NoiseParams(0,   12,  v3f(67,  67,  67),  10325, 3, 0.5, 2.0);
 }
 
 
 void MapgenFractalParams::readParams(const Settings *settings)
 {
-       settings->getFlagStrNoEx("mgfractal_spflags", spflags, flagdesc_mapgen_fractal);
-
-       settings->getU16NoEx("mgfractal_formula", formula);
-       settings->getU16NoEx("mgfractal_iterations", iterations);
-       settings->getV3FNoEx("mgfractal_scale", scale);
-       settings->getV3FNoEx("mgfractal_offset", offset);
-       settings->getFloatNoEx("mgfractal_slice_w", slice_w);
-
-       settings->getFloatNoEx("mgfractal_julia_x", julia_x);
-       settings->getFloatNoEx("mgfractal_julia_y", julia_y);
-       settings->getFloatNoEx("mgfractal_julia_z", julia_z);
-       settings->getFloatNoEx("mgfractal_julia_w", julia_w);
-
-       settings->getNoiseParams("mgfractal_np_seabed", np_seabed);
+       settings->getFlagStrNoEx("mgfractal_spflags",  spflags, flagdesc_mapgen_fractal);
+       settings->getFloatNoEx("mgfractal_cave_width", cave_width);
+       settings->getU16NoEx("mgfractal_fractal",      fractal);
+       settings->getU16NoEx("mgfractal_iterations",   iterations);
+       settings->getV3FNoEx("mgfractal_scale",        scale);
+       settings->getV3FNoEx("mgfractal_offset",       offset);
+       settings->getFloatNoEx("mgfractal_slice_w",    slice_w);
+       settings->getFloatNoEx("mgfractal_julia_x",    julia_x);
+       settings->getFloatNoEx("mgfractal_julia_y",    julia_y);
+       settings->getFloatNoEx("mgfractal_julia_z",    julia_z);
+       settings->getFloatNoEx("mgfractal_julia_w",    julia_w);
+
+       settings->getNoiseParams("mgfractal_np_seabed",       np_seabed);
        settings->getNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
-       settings->getNoiseParams("mgfractal_np_cave1", np_cave1);
-       settings->getNoiseParams("mgfractal_np_cave2", np_cave2);
+       settings->getNoiseParams("mgfractal_np_cave1",        np_cave1);
+       settings->getNoiseParams("mgfractal_np_cave2",        np_cave2);
 }
 
 
 void MapgenFractalParams::writeParams(Settings *settings) const
 {
-       settings->setFlagStr("mgfractal_spflags", spflags, flagdesc_mapgen_fractal, U32_MAX);
-
-       settings->setU16("mgfractal_formula", formula);
-       settings->setU16("mgfractal_iterations", iterations);
-       settings->setV3F("mgfractal_scale", scale);
-       settings->setV3F("mgfractal_offset", offset);
-       settings->setFloat("mgfractal_slice_w", slice_w);
-
-       settings->setFloat("mgfractal_julia_x", julia_x);
-       settings->setFloat("mgfractal_julia_y", julia_y);
-       settings->setFloat("mgfractal_julia_z", julia_z);
-       settings->setFloat("mgfractal_julia_w", julia_w);
-
-       settings->setNoiseParams("mgfractal_np_seabed", np_seabed);
+       settings->setFlagStr("mgfractal_spflags",  spflags, flagdesc_mapgen_fractal, U32_MAX);
+       settings->setFloat("mgfractal_cave_width", cave_width);
+       settings->setU16("mgfractal_fractal",      fractal);
+       settings->setU16("mgfractal_iterations",   iterations);
+       settings->setV3F("mgfractal_scale",        scale);
+       settings->setV3F("mgfractal_offset",       offset);
+       settings->setFloat("mgfractal_slice_w",    slice_w);
+       settings->setFloat("mgfractal_julia_x",    julia_x);
+       settings->setFloat("mgfractal_julia_y",    julia_y);
+       settings->setFloat("mgfractal_julia_z",    julia_z);
+       settings->setFloat("mgfractal_julia_w",    julia_w);
+
+       settings->setNoiseParams("mgfractal_np_seabed",       np_seabed);
        settings->setNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
-       settings->setNoiseParams("mgfractal_np_cave1", np_cave1);
-       settings->setNoiseParams("mgfractal_np_cave2", np_cave2);
+       settings->setNoiseParams("mgfractal_np_cave1",        np_cave1);
+       settings->setNoiseParams("mgfractal_np_cave2",        np_cave2);
 }
 
 
 /////////////////////////////////////////////////////////////////
 
 
-int MapgenFractal::getGroundLevelAtPoint(v2s16 p)
+int MapgenFractal::getSpawnLevelAtPoint(v2s16 p)
 {
-       s16 search_start = 128;
-       s16 search_end = -128;
-
-       for (s16 y = search_start; y >= search_end; y--) {
-               if (getFractalAtPoint(p.X, y, p.Y))
-                       return y;
+       bool solid_below = false;  // Dry solid node is present below to spawn on
+       u8 air_count = 0;  // Consecutive air nodes above the dry solid node
+       s16 seabed_level = NoisePerlin2D(&noise_seabed->np, p.X, p.Y, seed);
+       // Seabed can rise above water_level or might be raised to create dry land
+       s16 search_start = MYMAX(seabed_level, water_level + 1);
+       if (seabed_level > water_level)
+               solid_below = true;
+
+       for (s16 y = search_start; y <= search_start + 128; y++) {
+               if (getFractalAtPoint(p.X, y, p.Y)) {  // Fractal node
+                       solid_below = true;
+                       air_count = 0;
+               } else if (solid_below) {  // Air above solid node
+                       air_count++;
+                       if (air_count == 2)
+                               return y - 2;
+               }
        }
 
-       return -MAX_MAP_GENERATION_LIMIT;
+       return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
 }
 
 
@@ -236,7 +186,7 @@ void MapgenFractal::makeChunk(BlockMakeData *data)
        this->generating = true;
        this->vm   = data->vmanip;
        this->ndef = data->nodedef;
-       TimeTaker t("makeChunk");
+       //TimeTaker t("makeChunk");
 
        v3s16 blockpos_min = data->blockpos_min;
        v3s16 blockpos_max = data->blockpos_max;
@@ -247,67 +197,21 @@ void MapgenFractal::makeChunk(BlockMakeData *data)
 
        blockseed = getBlockSeed2(full_node_min, seed);
 
-       // Make some noise
-       calculateNoise();
-
        // Generate base terrain, mountains, and ridges with initial heightmaps
        s16 stone_surface_max_y = generateTerrain();
 
        // Create heightmap
        updateHeightmap(node_min, node_max);
 
-       // Create biomemap at heightmap surface
-       bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
-               noise_humidity->result, heightmap, biomemap);
-
-       // Actually place the biome-specific nodes
-       MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
+       // Init biome generator, place biome-specific nodes, and build biomemap
+       biomegen->calcBiomeNoise(node_min);
+       MgStoneType stone_type = generateBiomes();
 
        if (flags & MG_CAVES)
-               generateCaves(stone_surface_max_y);
-
-       if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
-               DungeonParams dp;
-
-               dp.np_rarity  = nparams_dungeon_rarity;
-               dp.np_density = nparams_dungeon_density;
-               dp.np_wetness = nparams_dungeon_wetness;
-               dp.c_water    = c_water_source;
-               if (stone_type == STONE) {
-                       dp.c_cobble = c_cobble;
-                       dp.c_moss   = c_mossycobble;
-                       dp.c_stair  = c_stair_cobble;
-
-                       dp.diagonal_dirs = false;
-                       dp.mossratio     = 3.0;
-                       dp.holesize      = v3s16(1, 2, 1);
-                       dp.roomsize      = v3s16(0, 0, 0);
-                       dp.notifytype    = GENNOTIFY_DUNGEON;
-               } else if (stone_type == DESERT_STONE) {
-                       dp.c_cobble = c_desert_stone;
-                       dp.c_moss   = c_desert_stone;
-                       dp.c_stair  = c_desert_stone;
-
-                       dp.diagonal_dirs = true;
-                       dp.mossratio     = 0.0;
-                       dp.holesize      = v3s16(2, 3, 2);
-                       dp.roomsize      = v3s16(2, 5, 2);
-                       dp.notifytype    = GENNOTIFY_TEMPLE;
-               } else if (stone_type == SANDSTONE) {
-                       dp.c_cobble = c_sandstonebrick;
-                       dp.c_moss   = c_sandstonebrick;
-                       dp.c_stair  = c_sandstonebrick;
-
-                       dp.diagonal_dirs = false;
-                       dp.mossratio     = 0.0;
-                       dp.holesize      = v3s16(2, 2, 2);
-                       dp.roomsize      = v3s16(2, 0, 2);
-                       dp.notifytype    = GENNOTIFY_DUNGEON;
-               }
+               generateCaves(stone_surface_max_y, MGFRACTAL_LARGE_CAVE_DEPTH);
 
-               DungeonGen dgen(this, &dp);
-               dgen.generate(blockseed, full_node_min, full_node_max);
-       }
+       if (flags & MG_DUNGEONS)
+               generateDungeons(stone_surface_max_y, stone_type);
 
        // Generate the registered decorations
        if (flags & MG_DECORATIONS)
@@ -319,7 +223,7 @@ void MapgenFractal::makeChunk(BlockMakeData *data)
        // Sprinkle some dust on top after everything else was generated
        dustTopNodes();
 
-       printf("makeChunk: %dms\n", t.stop());
+       //printf("makeChunk: %dms\n", t.stop());
 
        updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
 
@@ -334,42 +238,11 @@ void MapgenFractal::makeChunk(BlockMakeData *data)
 }
 
 
-void MapgenFractal::calculateNoise()
-{
-       //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
-       int x = node_min.X;
-       int y = node_min.Y - 1;
-       int z = node_min.Z;
-
-       noise_seabed->perlinMap2D(x, z);
-       noise_filler_depth->perlinMap2D(x, z);
-
-       if (flags & MG_CAVES) {
-               noise_cave1->perlinMap3D(x, y, z);
-               noise_cave2->perlinMap3D(x, y, z);
-       }
-
-       noise_heat->perlinMap2D(x, z);
-       noise_humidity->perlinMap2D(x, z);
-       noise_heat_blend->perlinMap2D(x, z);
-       noise_humidity_blend->perlinMap2D(x, z);
-
-       for (s32 i = 0; i < csize.X * csize.Z; i++) {
-               noise_heat->result[i] += noise_heat_blend->result[i];
-               noise_humidity->result[i] += noise_humidity_blend->result[i];
-       }
-
-       heatmap = noise_heat->result;
-       humidmap = noise_humidity->result;
-       //printf("calculateNoise: %dus\n", t.stop());
-}
-
-
 bool MapgenFractal::getFractalAtPoint(s16 x, s16 y, s16 z)
 {
        float cx, cy, cz, cw, ox, oy, oz, ow;
 
-       if (spflags & MGFRACTAL_JULIA) {  // Julia set
+       if (julia) {  // Julia set
                cx = julia_x;
                cy = julia_y;
                cz = julia_z;
@@ -389,32 +262,87 @@ bool MapgenFractal::getFractalAtPoint(s16 x, s16 y, s16 z)
                ow = 0.0f;
        }
 
+       float nx = 0.0f;
+       float ny = 0.0f;
+       float nz = 0.0f;
+       float nw = 0.0f;
+
        for (u16 iter = 0; iter < iterations; iter++) {
-               float nx = 0.0f;
-               float ny = 0.0f;
-               float nz = 0.0f;
-               float nw = 0.0f;
 
-               if (formula == 1) {  // 4D "Roundy" Mandelbrot Set
+               if (formula == 1) {  // 4D "Roundy"
                        nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
                        ny = 2.0f * (ox * oy + oz * ow) + cy;
                        nz = 2.0f * (ox * oz + oy * ow) + cz;
                        nw = 2.0f * (ox * ow + oy * oz) + cw;
-               } else if (formula == 2) {  // 4D "Squarry" Mandelbrot Set
+               } else if (formula == 2) {  // 4D "Squarry"
                        nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
                        ny = 2.0f * (ox * oy + oz * ow) + cy;
                        nz = 2.0f * (ox * oz + oy * ow) + cz;
                        nw = 2.0f * (ox * ow - oy * oz) + cw;
-               } else if (formula == 3) {  // 4D "Mandy Cousin" Mandelbrot Set
+               } else if (formula == 3) {  // 4D "Mandy Cousin"
                        nx = ox * ox - oy * oy - oz * oz + ow * ow + cx;
                        ny = 2.0f * (ox * oy + oz * ow) + cy;
                        nz = 2.0f * (ox * oz + oy * ow) + cz;
                        nw = 2.0f * (ox * ow + oy * oz) + cw;
-               } else if (formula == 4) {  // 4D Mandelbrot Set Variation
+               } else if (formula == 4) {  // 4D "Variation"
                        nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
                        ny = 2.0f * (ox * oy + oz * ow) + cy;
                        nz = 2.0f * (ox * oz - oy * ow) + cz;
                        nw = 2.0f * (ox * ow + oy * oz) + cw;
+               } else if (formula == 5) {  // 3D "Mandelbrot/Mandelbar"
+                       nx = ox * ox - oy * oy - oz * oz + cx;
+                       ny = 2.0f * ox * oy + cy;
+                       nz = -2.0f * ox * oz + cz;
+               } else if (formula == 6) {  // 3D "Christmas Tree"
+                       // Altering the formula here is necessary to avoid division by zero
+                       if (fabs(oz) < 0.000000001f) {
+                               nx = ox * ox - oy * oy - oz * oz + cx;
+                               ny = 2.0f * oy * ox + cy;
+                               nz = 4.0f * oz * ox + cz;
+                       } else {
+                               float a = (2.0f * ox) / (sqrt(oy * oy + oz * oz));
+                               nx = ox * ox - oy * oy - oz * oz + cx;
+                               ny = a * (oy * oy - oz * oz) + cy;
+                               nz = a * 2.0f * oy * oz + cz;
+                       }
+               } else if (formula == 7) {  // 3D "Mandelbulb"
+                       if (fabs(oy) < 0.000000001f) {
+                               nx = ox * ox - oz * oz + cx;
+                               ny = cy;
+                               nz = -2.0f * oz * sqrt(ox * ox) + cz;
+                       } else {
+                               float a = 1.0f - (oz * oz) / (ox * ox + oy * oy);
+                               nx = (ox * ox - oy * oy) * a + cx;
+                               ny = 2.0f * ox * oy * a + cy;
+                               nz = -2.0f * oz * sqrt(ox * ox + oy * oy) + cz;
+                       }
+               } else if (formula == 8) {  // 3D "Cosine Mandelbulb"
+                       if (fabs(oy) < 0.000000001f) {
+                               nx = 2.0f * ox * oz + cx;
+                               ny = 4.0f * oy * oz + cy;
+                               nz = oz * oz - ox * ox - oy * oy + cz;
+                       } else {
+                               float a = (2.0f * oz) / sqrt(ox * ox + oy * oy);
+                               nx = (ox * ox - oy * oy) * a + cx;
+                               ny = 2.0f * ox * oy * a + cy;
+                               nz = oz * oz - ox * ox - oy * oy + cz;
+                       }
+               } else if (formula == 9) {  // 4D "Mandelbulb"
+                       float rxy = sqrt(ox * ox + oy * oy);
+                       float rxyz = sqrt(ox * ox + oy * oy + oz * oz);
+                       if (fabs(ow) < 0.000000001f && fabs(oz) < 0.000000001f) {
+                               nx = (ox * ox - oy * oy) + cx;
+                               ny = 2.0f * ox * oy + cy;
+                               nz = -2.0f * rxy * oz + cz;
+                               nw = 2.0f * rxyz * ow + cw;
+                       } else {
+                               float a = 1.0f - (ow * ow) / (rxyz * rxyz);
+                               float b = a * (1.0f - (oz * oz) / (rxy * rxy));
+                               nx = (ox * ox - oy * oy) * b + cx;
+                               ny = 2.0f * ox * oy * b + cy;
+                               nz = -2.0f * rxy * oz * a + cz;
+                               nw = 2.0f * rxyz * ow + cw;
+                       }
                }
 
                if (nx * nx + ny * ny + nz * nz + nw * nw > 4.0f)
@@ -439,6 +367,8 @@ s16 MapgenFractal::generateTerrain()
        s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
        u32 index2d = 0;
 
+       noise_seabed->perlinMap2D(node_min.X, node_min.Z);
+
        for (s16 z = node_min.Z; z <= node_max.Z; z++) {
                for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
                        u32 vi = vm->m_area.index(node_min.X, y, z);
@@ -464,185 +394,3 @@ s16 MapgenFractal::generateTerrain()
 
        return stone_surface_max_y;
 }
-
-
-MgStoneType MapgenFractal::generateBiomes(float *heat_map, float *humidity_map)
-{
-       v3s16 em = vm->m_area.getExtent();
-       u32 index = 0;
-       MgStoneType stone_type = STONE;
-
-       for (s16 z = node_min.Z; z <= node_max.Z; z++)
-       for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
-               Biome *biome = NULL;
-               u16 depth_top = 0;
-               u16 base_filler = 0;
-               u16 depth_water_top = 0;
-               u32 vi = vm->m_area.index(x, node_max.Y, z);
-
-               // Check node at base of mapchunk above, either a node of a previously
-               // generated mapchunk or if not, a node of overgenerated base terrain.
-               content_t c_above = vm->m_data[vi + em.X].getContent();
-               bool air_above = c_above == CONTENT_AIR;
-               bool water_above = c_above == c_water_source;
-
-               // If there is air or water above enable top/filler placement, otherwise force
-               // nplaced to stone level by setting a number exceeding any possible filler depth.
-               u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
-
-
-               for (s16 y = node_max.Y; y >= node_min.Y; y--) {
-                       content_t c = vm->m_data[vi].getContent();
-
-                       // Biome is recalculated each time an upper surface is detected while
-                       // working down a column. The selected biome then remains in effect for
-                       // all nodes below until the next surface and biome recalculation.
-                       // Biome is recalculated:
-                       // 1. At the surface of stone below air or water.
-                       // 2. At the surface of water below air.
-                       // 3. When stone or water is detected but biome has not yet been calculated.
-                       if ((c == c_stone && (air_above || water_above || !biome)) ||
-                                       (c == c_water_source && (air_above || !biome))) {
-                               biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
-                               depth_top = biome->depth_top;
-                               base_filler = MYMAX(depth_top + biome->depth_filler
-                                       + noise_filler_depth->result[index], 0);
-                               depth_water_top = biome->depth_water_top;
-
-                               // Detect stone type for dungeons during every biome calculation.
-                               // This is more efficient than detecting per-node and will not
-                               // miss any desert stone or sandstone biomes.
-                               if (biome->c_stone == c_desert_stone)
-                                       stone_type = DESERT_STONE;
-                               else if (biome->c_stone == c_sandstone)
-                                       stone_type = SANDSTONE;
-                       }
-
-                       if (c == c_stone) {
-                               content_t c_below = vm->m_data[vi - em.X].getContent();
-
-                               // If the node below isn't solid, make this node stone, so that
-                               // any top/filler nodes above are structurally supported.
-                               // This is done by aborting the cycle of top/filler placement
-                               // immediately by forcing nplaced to stone level.
-                               if (c_below == CONTENT_AIR || c_below == c_water_source)
-                                       nplaced = U16_MAX;
-
-                               if (nplaced < depth_top) {
-                                       vm->m_data[vi] = MapNode(biome->c_top);
-                                       nplaced++;
-                               } else if (nplaced < base_filler) {
-                                       vm->m_data[vi] = MapNode(biome->c_filler);
-                                       nplaced++;
-                               } else {
-                                       vm->m_data[vi] = MapNode(biome->c_stone);
-                               }
-
-                               air_above = false;
-                               water_above = false;
-                       } else if (c == c_water_source) {
-                               vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
-                                               biome->c_water_top : biome->c_water);
-                               nplaced = 0;  // Enable top/filler placement for next surface
-                               air_above = false;
-                               water_above = true;
-                       } else if (c == CONTENT_AIR) {
-                               nplaced = 0;  // Enable top/filler placement for next surface
-                               air_above = true;
-                               water_above = false;
-                       } else {  // Possible various nodes overgenerated from neighbouring mapchunks
-                               nplaced = U16_MAX;  // Disable top/filler placement
-                               air_above = false;
-                               water_above = false;
-                       }
-
-                       vm->m_area.add_y(em, vi, -1);
-               }
-       }
-
-       return stone_type;
-}
-
-
-void MapgenFractal::dustTopNodes()
-{
-       if (node_max.Y < water_level)
-               return;
-
-       v3s16 em = vm->m_area.getExtent();
-       u32 index = 0;
-
-       for (s16 z = node_min.Z; z <= node_max.Z; z++)
-       for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
-               Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
-
-               if (biome->c_dust == CONTENT_IGNORE)
-                       continue;
-
-               u32 vi = vm->m_area.index(x, full_node_max.Y, z);
-               content_t c_full_max = vm->m_data[vi].getContent();
-               s16 y_start;
-
-               if (c_full_max == CONTENT_AIR) {
-                       y_start = full_node_max.Y - 1;
-               } else if (c_full_max == CONTENT_IGNORE) {
-                       vi = vm->m_area.index(x, node_max.Y + 1, z);
-                       content_t c_max = vm->m_data[vi].getContent();
-
-                       if (c_max == CONTENT_AIR)
-                               y_start = node_max.Y;
-                       else
-                               continue;
-               } else {
-                       continue;
-               }
-
-               vi = vm->m_area.index(x, y_start, z);
-               for (s16 y = y_start; y >= node_min.Y - 1; y--) {
-                       if (vm->m_data[vi].getContent() != CONTENT_AIR)
-                               break;
-
-                       vm->m_area.add_y(em, vi, -1);
-               }
-
-               content_t c = vm->m_data[vi].getContent();
-               if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
-                       vm->m_area.add_y(em, vi, 1);
-                       vm->m_data[vi] = MapNode(biome->c_dust);
-               }
-       }
-}
-
-
-void MapgenFractal::generateCaves(s16 max_stone_y)
-{
-       if (max_stone_y >= node_min.Y) {
-               u32 index = 0;
-
-               for (s16 z = node_min.Z; z <= node_max.Z; z++)
-               for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
-                       u32 vi = vm->m_area.index(node_min.X, y, z);
-                       for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index++) {
-                               float d1 = contour(noise_cave1->result[index]);
-                               float d2 = contour(noise_cave2->result[index]);
-                               if (d1 * d2 > 0.4f) {
-                                       content_t c = vm->m_data[vi].getContent();
-                                       if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
-                                               continue;
-
-                                       vm->m_data[vi] = MapNode(CONTENT_AIR);
-                               }
-                       }
-               }
-       }
-
-       if (node_max.Y > MGFRACTAL_LARGE_CAVE_DEPTH)
-               return;
-
-       PseudoRandom ps(blockseed + 21343);
-       u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
-       for (u32 i = 0; i < bruises_count; i++) {
-               CaveV5 cave(this, &ps);
-               cave.makeCave(node_min, node_max, max_stone_y);
-       }
-}