]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/mapgen_v5.cpp
Code modernization: src/p*, src/q*, src/r*, src/s* (partial) (#6282)
[dragonfireclient.git] / src / mapgen_v5.cpp
index 4cc3828075e8ecfaec25d69d4ae6d7219ee4e521..d7e9d6664cc3a5e7a716ac9ba18485b4f30e6bdb 100644 (file)
@@ -1,6 +1,7 @@
 /*
 Minetest
-Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
+Copyright (C) 2014-2017 paramat
+Copyright (C) 2014-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
 
 This program is free software; you can redistribute it and/or modify
 it under the terms of the GNU Lesser General Public License as published by
@@ -27,186 +28,161 @@ 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"
+//#include "profiler.h" // For TimeTaker
 #include "settings.h" // For g_settings
-#include "main.h" // For g_profiler
 #include "emerge.h"
 #include "dungeongen.h"
 #include "cavegen.h"
-#include "treegen.h"
 #include "mg_biome.h"
 #include "mg_ore.h"
 #include "mg_decoration.h"
 #include "mapgen_v5.h"
-#include "util/directiontables.h"
 
 
 FlagDesc flagdesc_mapgen_v5[] = {
-       {"blobs", MGV5_BLOBS},
-       {NULL,         0}
+       {"caverns", MGV5_CAVERNS},
+       {NULL,      0}
 };
 
 
-MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge_) {
-       this->generating  = false;
-       this->id     = mapgenid;
-       this->emerge = emerge_;
-       this->bmgr   = emerge->biomedef;
-
-       this->seed        = (int)params->seed;
-       this->water_level = params->water_level;
-       this->flags       = params->flags;
-       this->gennotify   = emerge->gennotify;
-
-       this->csize   = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
-
-       // 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;
-
-       this->biomemap  = new u8[csize.X * csize.Z];
-       this->heightmap = new s16[csize.X * csize.Z];
-
-       MapgenV5Params *sp = (MapgenV5Params *)params->sparams;
-
-       this->spflags     = sp->spflags;
+MapgenV5::MapgenV5(int mapgenid, MapgenV5Params *params, EmergeManager *emerge)
+       : MapgenBasic(mapgenid, params, emerge)
+{
+       spflags          = params->spflags;
+       cave_width       = params->cave_width;
+       large_cave_depth = params->large_cave_depth;
+       lava_depth       = params->lava_depth;
+       cavern_limit     = params->cavern_limit;
+       cavern_taper     = params->cavern_taper;
+       cavern_threshold = params->cavern_threshold;
 
        // Terrain noise
-       noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
-       noise_factor       = new Noise(&sp->np_factor,       seed, csize.X, csize.Z);
-       noise_height       = new Noise(&sp->np_height,       seed, csize.X, csize.Z);
+       noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
+       noise_factor       = new Noise(&params->np_factor,       seed, csize.X, csize.Z);
+       noise_height       = new Noise(&params->np_height,       seed, csize.X, csize.Z);
 
        // 3D terrain noise
-       noise_cave1        = new Noise(&sp->np_cave1,   seed, csize.X, csize.Y, csize.Z);
-       noise_cave2        = new Noise(&sp->np_cave2,   seed, csize.X, csize.Y, csize.Z);
-       noise_ground       = new Noise(&sp->np_ground,  seed, csize.X, csize.Y, csize.Z);
-       noise_crumble      = new Noise(&sp->np_crumble, seed, csize.X, csize.Y, csize.Z);
-       noise_wetness      = new Noise(&sp->np_wetness, seed, csize.X, csize.Y, csize.Z);
-
-       // Biome noise
-       noise_heat         = new Noise(bmgr->np_heat,     seed, csize.X, csize.Z);
-       noise_humidity     = new Noise(bmgr->np_humidity, seed, csize.X, csize.Z);
-
-       //// Resolve nodes to be used
-       INodeDefManager *ndef = emerge->ndef;
-
-       c_stone           = ndef->getId("mapgen_stone");
-       c_dirt            = ndef->getId("mapgen_dirt");
-       c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
-       c_sand            = ndef->getId("mapgen_sand");
-       c_water_source    = ndef->getId("mapgen_water_source");
-       c_lava_source     = ndef->getId("mapgen_lava_source");
-       c_gravel          = ndef->getId("mapgen_gravel");
-       c_cobble          = ndef->getId("mapgen_cobble");
-       c_ice             = ndef->getId("default:ice");
-       c_mossycobble     = ndef->getId("mapgen_mossycobble");
-       c_sandbrick       = ndef->getId("mapgen_sandstonebrick");
-       c_stair_cobble    = ndef->getId("mapgen_stair_cobble");
-       c_stair_sandstone = ndef->getId("mapgen_stair_sandstone");
-       if (c_ice == CONTENT_IGNORE)
-               c_ice = CONTENT_AIR;
-       if (c_mossycobble == CONTENT_IGNORE)
-               c_mossycobble = c_cobble;
-       if (c_sandbrick == CONTENT_IGNORE)
-               c_sandbrick = c_desert_stone;
-       if (c_stair_cobble == CONTENT_IGNORE)
-               c_stair_cobble = c_cobble;
-       if (c_stair_sandstone == CONTENT_IGNORE)
-               c_stair_sandstone = c_sandbrick;
+       // 1-up 1-down overgeneration
+       noise_ground = new Noise(&params->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
+       // 1 down overgeneration
+       MapgenBasic::np_cave1  = params->np_cave1;
+       MapgenBasic::np_cave2  = params->np_cave2;
+       MapgenBasic::np_cavern = params->np_cavern;
 }
 
 
-MapgenV5::~MapgenV5() {
+MapgenV5::~MapgenV5()
+{
        delete noise_filler_depth;
        delete noise_factor;
        delete noise_height;
-       delete noise_cave1;
-       delete noise_cave2;
        delete noise_ground;
-       delete noise_crumble;
-       delete noise_wetness;
-
-       delete noise_heat;
-       delete noise_humidity;
-       
-       delete[] heightmap;
-       delete[] biomemap;
 }
 
 
-MapgenV5Params::MapgenV5Params() {
-       spflags = MGV5_BLOBS;
-
-       np_filler_depth = NoiseParams(0, 1,  v3f(150, 150, 150), 261,    4, 0.7);
-       np_factor       = NoiseParams(0, 1,  v3f(250, 250, 250), 920381, 3, 0.45);
-       np_height       = NoiseParams(0, 10, v3f(250, 250, 250), 84174,  4, 0.5);
-       np_cave1        = NoiseParams(0, 6,  v3f(50,  50,  50),  52534,  4, 0.5);
-       np_cave2        = NoiseParams(0, 6,  v3f(50,  50,  50),  10325,  4, 0.5);
-       np_ground       = NoiseParams(0, 40, v3f(80,  80,  80),  983240, 4, 0.55);
-       np_crumble      = NoiseParams(0, 1,  v3f(20,  20,  20),  34413,  3, 1.3);
-       np_wetness      = NoiseParams(0, 1,  v3f(40,  40,  40),  32474,  4, 1.1);
+MapgenV5Params::MapgenV5Params()
+{
+       np_filler_depth = NoiseParams(0, 1,  v3f(150, 150, 150), 261,    4, 0.7,  2.0);
+       np_factor       = NoiseParams(0, 1,  v3f(250, 250, 250), 920381, 3, 0.45, 2.0);
+       np_height       = NoiseParams(0, 10, v3f(250, 250, 250), 84174,  4, 0.5,  2.0);
+       np_ground       = NoiseParams(0, 40, v3f(80,  80,  80),  983240, 4, 0.55, 2.0, NOISE_FLAG_EASED);
+       np_cave1        = NoiseParams(0, 12, v3f(50,  50,  50),  52534,  4, 0.5,  2.0);
+       np_cave2        = NoiseParams(0, 12, v3f(50,  50,  50),  10325,  4, 0.5,  2.0);
+       np_cavern       = NoiseParams(0, 1,  v3f(384, 128, 384), 723,    5, 0.63, 2.0);
 }
 
 
-// Current caves noise scale default is 6 to compensate for new eased 3d noise amplitude
-
-// Scaling the output of the noise function affects the overdrive of the
-// contour function, which affects the shape of the output considerably.
-
-//#define CAVE_NOISE_SCALE 12.0 < original default
-//#define CAVE_NOISE_SCALE 10.0
-//#define CAVE_NOISE_SCALE 7.5
-//#define CAVE_NOISE_SCALE 5.0
-//#define CAVE_NOISE_SCALE 1.0
-
-//#define CAVE_NOISE_THRESHOLD (2.5/CAVE_NOISE_SCALE)
-//#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) < original and current code
-
-
-void MapgenV5Params::readParams(Settings *settings) {
-       settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5);
+void MapgenV5Params::readParams(const Settings *settings)
+{
+       settings->getFlagStrNoEx("mgv5_spflags",        spflags, flagdesc_mapgen_v5);
+       settings->getFloatNoEx("mgv5_cave_width",       cave_width);
+       settings->getS16NoEx("mgv5_large_cave_depth",   large_cave_depth);
+       settings->getS16NoEx("mgv5_lava_depth",         lava_depth);
+       settings->getS16NoEx("mgv5_cavern_limit",       cavern_limit);
+       settings->getS16NoEx("mgv5_cavern_taper",       cavern_taper);
+       settings->getFloatNoEx("mgv5_cavern_threshold", cavern_threshold);
 
        settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
        settings->getNoiseParams("mgv5_np_factor",       np_factor);
        settings->getNoiseParams("mgv5_np_height",       np_height);
+       settings->getNoiseParams("mgv5_np_ground",       np_ground);
        settings->getNoiseParams("mgv5_np_cave1",        np_cave1);
        settings->getNoiseParams("mgv5_np_cave2",        np_cave2);
-       settings->getNoiseParams("mgv5_np_ground",       np_ground);
-       settings->getNoiseParams("mgv5_np_crumble",      np_crumble);
-       settings->getNoiseParams("mgv5_np_wetness",      np_wetness);
+       settings->getNoiseParams("mgv5_np_cavern",       np_cavern);
 }
 
 
-void MapgenV5Params::writeParams(Settings *settings) {
-       settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, (u32)-1);
+void MapgenV5Params::writeParams(Settings *settings) const
+{
+       settings->setFlagStr("mgv5_spflags",        spflags, flagdesc_mapgen_v5, U32_MAX);
+       settings->setFloat("mgv5_cave_width",       cave_width);
+       settings->setS16("mgv5_large_cave_depth",   large_cave_depth);
+       settings->setS16("mgv5_lava_depth",         lava_depth);
+       settings->setS16("mgv5_cavern_limit",       cavern_limit);
+       settings->setS16("mgv5_cavern_taper",       cavern_taper);
+       settings->setFloat("mgv5_cavern_threshold", cavern_threshold);
 
        settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
        settings->setNoiseParams("mgv5_np_factor",       np_factor);
        settings->setNoiseParams("mgv5_np_height",       np_height);
+       settings->setNoiseParams("mgv5_np_ground",       np_ground);
        settings->setNoiseParams("mgv5_np_cave1",        np_cave1);
        settings->setNoiseParams("mgv5_np_cave2",        np_cave2);
-       settings->setNoiseParams("mgv5_np_ground",       np_ground);
-       settings->setNoiseParams("mgv5_np_crumble",      np_crumble);
-       settings->setNoiseParams("mgv5_np_wetness",      np_wetness);
+       settings->setNoiseParams("mgv5_np_cavern",       np_cavern);
 }
 
 
-void MapgenV5::makeChunk(BlockMakeData *data) {
+int MapgenV5::getSpawnLevelAtPoint(v2s16 p)
+{
+
+       float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
+       if (f < 0.01)
+               f = 0.01;
+       else if (f >= 1.0)
+               f *= 1.6;
+       float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
+
+       // noise_height 'offset' is the average level of terrain. At least 50% of
+       // terrain will be below this.
+       // Raising the maximum spawn level above 'water_level + 16' is necessary
+       // for when noise_height 'offset' is set much higher than water_level.
+       s16 max_spawn_y = MYMAX(noise_height->np.offset, water_level + 16);
+
+       // Starting spawn search at max_spawn_y + 128 ensures 128 nodes of open
+       // space above spawn position. Avoids spawning in possibly sealed voids.
+       for (s16 y = max_spawn_y + 128; y >= water_level; y--) {
+               float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
+
+               if (n_ground * f > y - h) {  // If solid
+                       if (y < water_level || y > max_spawn_y)
+                               return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
+
+                       // y + 2 because y is surface and due to biome 'dust' nodes.
+                       return y + 2;
+               }
+       }
+       // Unsuitable spawn position, no ground found
+       return MAX_MAP_GENERATION_LIMIT;
+}
+
+
+void MapgenV5::makeChunk(BlockMakeData *data)
+{
+       // Pre-conditions
        assert(data->vmanip);
        assert(data->nodedef);
        assert(data->blockpos_requested.X >= data->blockpos_min.X &&
-                  data->blockpos_requested.Y >= data->blockpos_min.Y &&
-                  data->blockpos_requested.Z >= data->blockpos_min.Z);
+               data->blockpos_requested.Y >= data->blockpos_min.Y &&
+               data->blockpos_requested.Z >= data->blockpos_min.Z);
        assert(data->blockpos_requested.X <= data->blockpos_max.X &&
-                  data->blockpos_requested.Y <= data->blockpos_max.Y &&
-                  data->blockpos_requested.Z <= data->blockpos_max.Z);
-                       
-       generating = true;
-       vm   = data->vmanip;    
-       ndef = data->nodedef;
+               data->blockpos_requested.Y <= data->blockpos_max.Y &&
+               data->blockpos_requested.Z <= data->blockpos_max.Z);
+
+       this->generating = true;
+       this->vm   = data->vmanip;
+       this->ndef = data->nodedef;
        //TimeTaker t("makeChunk");
-       
+
        v3s16 blockpos_min = data->blockpos_min;
        v3s16 blockpos_max = data->blockpos_max;
        node_min = blockpos_min * MAP_BLOCKSIZE;
@@ -215,48 +191,49 @@ void MapgenV5::makeChunk(BlockMakeData *data) {
        full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
 
        // Create a block-specific seed
-       blockseed = emerge->getBlockSeed(full_node_min);  //////use getBlockSeed2()!
-       
-       // Make some noise
-       calculateNoise();
+       blockseed = getBlockSeed2(full_node_min, seed);
 
        // Generate base terrain
-       generateBaseTerrain();
+       s16 stone_surface_max_y = generateBaseTerrain();
+
+       // Create heightmap
        updateHeightmap(node_min, node_max);
 
-       // Generate underground dirt, sand, gravel and lava blobs
-       if (spflags & MGV5_BLOBS) {
-               generateBlobs();
+       // Init biome generator, place biome-specific nodes, and build biomemap
+       biomegen->calcBiomeNoise(node_min);
+
+       MgStoneType mgstone_type;
+       content_t biome_stone;
+       generateBiomes(&mgstone_type, &biome_stone, water_level - 1);
+
+       // Generate caverns, tunnels and classic caves
+       if (flags & MG_CAVES) {
+               bool near_cavern = false;
+               // Generate caverns
+               if (spflags & MGV5_CAVERNS)
+                       near_cavern = generateCaverns(stone_surface_max_y);
+               // Generate tunnels and classic caves
+               if (near_cavern)
+                       // Disable classic caves in this mapchunk by setting
+                       // 'large cave depth' to world base. Avoids excessive liquid in
+                       // large caverns and floating blobs of overgenerated liquid.
+                       generateCaves(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT);
+               else
+                       generateCaves(stone_surface_max_y, large_cave_depth);
        }
 
-       // Calculate biomes
-       BiomeNoiseInput binput;
-       binput.mapsize      = v2s16(csize.X, csize.Z);
-       binput.heat_map     = noise_heat->result;
-       binput.humidity_map = noise_humidity->result;
-       binput.height_map   = heightmap;
-       bmgr->calcBiomes(&binput, biomemap);
-       
-       // Actually place the biome-specific nodes
-       generateBiomes();
-
        // Generate dungeons and desert temples
-       if (flags & MG_DUNGEONS) {
-               DungeonGen dgen(this, NULL);
-               dgen.generate(blockseed, full_node_min, full_node_max);
-       }
+       if (flags & MG_DUNGEONS)
+               generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);
 
        // Generate the registered decorations
-       for (size_t i = 0; i != emerge->decorations.size(); i++) {
-               Decoration *deco = emerge->decorations[i];
-               deco->placeDeco(this, blockseed + i, node_min, node_max);
-       }
+       if (flags & MG_DECORATIONS)
+               m_emerge->decomgr->placeAllDecos(this, blockseed,
+                       node_min, node_max, water_level - 1);
 
        // Generate the registered ores
-       for (unsigned int i = 0; i != emerge->ores.size(); i++) {
-               Ore *ore = emerge->ores[i];
-               ore->placeOre(this, blockseed + i, node_min, node_max);
-       }
+       m_emerge->oremgr->placeAllOres(this, blockseed,
+               node_min, node_max, water_level - 1);
 
        // Sprinkle some dust on top after everything else was generated
        dustTopNodes();
@@ -265,235 +242,56 @@ void MapgenV5::makeChunk(BlockMakeData *data) {
 
        // Add top and bottom side of water to transforming_liquid queue
        updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
-       
-       // Calculate lighting
-       if (flags & MG_LIGHT)
-               calcLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
-                                        node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
-       
-       this->generating = false;
-}
-
 
-void MapgenV5::calculateNoise() {
-       //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
-       int x = node_min.X;
-       int y = node_min.Y;
-       int z = node_min.Z;
-       
-       noise_filler_depth->perlinMap2D(x, z);
-       noise_factor->perlinMap2D(x, z);
-       noise_height->perlinMap2D(x, z);
-       noise_height->transformNoiseMap();
-
-       noise_cave1->perlinMap3D(x, y, z, true);
-       noise_cave1->transformNoiseMap();
-       noise_cave2->perlinMap3D(x, y, z, true);
-       noise_cave2->transformNoiseMap();
-       noise_ground->perlinMap3D(x, y, z, true);
-       noise_ground->transformNoiseMap();
-
-       if (spflags & MGV5_BLOBS) {
-               noise_crumble->perlinMap3D(x, y, z, true);
-               noise_wetness->perlinMap3D(x, y, z, false);
+       // Calculate lighting
+       if (flags & MG_LIGHT) {
+               calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
+                       full_node_min, full_node_max);
        }
 
-       noise_heat->perlinMap2D(x, z);
-       noise_humidity->perlinMap2D(x, z);
-
-       //printf("calculateNoise: %dus\n", t.stop());
+       this->generating = false;
 }
 
 
-//bool is_cave(u32 index) {
-//     double d1 = contour(noise_cave1->result[index]);
-//     double d2 = contour(noise_cave2->result[index]);
-//     return d1*d2 > CAVE_NOISE_THRESHOLD;
-//}
-
-
-//bool val_is_ground(v3s16 p, u32 index, u32 index2d) {
-//     double f = 0.55 + noise_factor->result[index2d];
-//     if(f < 0.01)
-//             f = 0.01;
-//     else if(f >= 1.0)
-//             f *= 1.6;
-//     double h = WATER_LEVEL + 10 * noise_height->result[index2d];
-//     return (noise_ground->result[index] * f > (double)p.Y - h);
-//}
-
-
-// Make base ground level
-void MapgenV5::generateBaseTerrain() {
+int MapgenV5::generateBaseTerrain()
+{
        u32 index = 0;
        u32 index2d = 0;
+       int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
+
+       noise_factor->perlinMap2D(node_min.X, node_min.Z);
+       noise_height->perlinMap2D(node_min.X, node_min.Z);
+       noise_ground->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
 
-       for(s16 z=node_min.Z; z<=node_max.Z; z++) {
-               for(s16 y=node_min.Y; y<=node_max.Y; y++) {
-                       u32 i = vm->m_area.index(node_min.X, y, z);
-                       for(s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
-                               if(vm->m_data[i].getContent() != CONTENT_IGNORE)
+       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++, index2d++) {
+                               if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
                                        continue;
 
                                float f = 0.55 + noise_factor->result[index2d];
-                               if(f < 0.01)
+                               if (f < 0.01)
                                        f = 0.01;
-                               else if(f >= 1.0)
+                               else if (f >= 1.0)
                                        f *= 1.6;
-                               float h = water_level + noise_height->result[index2d];
-                               float d1 = contour(noise_cave1->result[index]);
-                               float d2 = contour(noise_cave2->result[index]);
-                               if(noise_ground->result[index] * f < y - h) {
-                                       if(y <= water_level)
-                                               vm->m_data[i] = MapNode(c_water_source);
-                                       else
-                                               vm->m_data[i] = MapNode(CONTENT_AIR);
-                               } else if(d1*d2 > 0.2) {
-                                       vm->m_data[i] = MapNode(CONTENT_AIR);
-                               } else {
-                                       vm->m_data[i] = MapNode(c_stone);
-                               }
-                       }
-                       index2d = index2d - ystride;
-               }
-               index2d = index2d + ystride;
-       }
-}
+                               float h = noise_height->result[index2d];
 
-
-// Add mud and sand and others underground (in place of stone)
-void MapgenV5::generateBlobs() {
-       u32 index = 0;
-
-       for(s16 z=node_min.Z; z<=node_max.Z; z++) {
-               for(s16 y=node_min.Y; y<=node_max.Y; y++) {
-                       u32 i = vm->m_area.index(node_min.X, y, z);
-                       for(s16 x=node_min.X; x<=node_max.X; x++, i++, index++) {
-                               content_t c = vm->m_data[i].getContent();
-                               if(c != c_stone)
-                                       continue;
-
-                               if(noise_crumble->result[index] > 1.3) {
-                                       if(noise_wetness->result[index] > 0.0)
-                                               vm->m_data[i] = MapNode(c_dirt);
+                               if (noise_ground->result[index] * f < y - h) {
+                                       if (y <= water_level)
+                                               vm->m_data[vi] = MapNode(c_water_source);
                                        else
-                                               vm->m_data[i] = MapNode(c_sand);
-                               } else if(noise_crumble->result[index] > 0.7) {
-                                       if(noise_wetness->result[index] < -0.6)
-                                               vm->m_data[i] = MapNode(c_gravel);
-                               } else if(noise_crumble->result[index] < -3.5 +
-                                               MYMIN(0.1 *
-                                               sqrt((float)MYMAX(0, -y)), 1.5)) {
-                                       vm->m_data[i] = MapNode(c_lava_source);
-                               }
-                       }
-               }
-       }
-}
-
-
-void MapgenV5::generateBiomes() {
-       if (node_max.Y < water_level)
-               return;
-
-       MapNode n_air(CONTENT_AIR);
-       MapNode n_stone(c_stone);
-       MapNode n_water(c_water_source);
-
-       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  = bmgr->biomes[biomemap[index]];
-               s16 dfiller   = biome->depth_filler + noise_filler_depth->result[index];
-               s16 y0_top    = biome->depth_top;
-               s16 y0_filler = biome->depth_filler + biome->depth_top + dfiller;
-               
-               s16 nplaced = 0;
-               u32 i = vm->m_area.index(x, node_max.Y, z);     
-
-               content_t c_above = vm->m_data[i + em.X].getContent();
-               bool have_air = c_above == CONTENT_AIR;
-               
-               for (s16 y = node_max.Y; y >= node_min.Y; y--) {
-                       content_t c = vm->m_data[i].getContent();
-                       if ((c == c_stone || c == c_dirt_with_grass
-                                       || c == c_dirt
-                                       || c == c_sand
-                                       || c == c_lava_source
-                                       || c == c_gravel) && have_air) {
-                               content_t c_below = vm->m_data[i - em.X].getContent();
-                               
-                               if (c_below != CONTENT_AIR) {
-                                       if (nplaced < y0_top) {
-                                               // A hack to prevent dirt_with_grass from being
-                                               // placed below water.  TODO: fix later
-                                               content_t c_place = ((y < water_level) &&
-                                                               (biome->c_top ==
-                                                               c_dirt_with_grass)) ?
-                                                                c_dirt : biome->c_top;
-                                               
-                                               vm->m_data[i] = MapNode(c_place);
-                                               nplaced++;
-                                       } else if (nplaced < y0_filler && nplaced >= y0_top) {
-                                               vm->m_data[i] = MapNode(biome->c_filler);
-                                               nplaced++;
-                                       } else {
-                                               have_air = false;
-                                               nplaced  = 0;
-                                       }
+                                               vm->m_data[vi] = MapNode(CONTENT_AIR);
+                               } else {
+                                       vm->m_data[vi] = MapNode(c_stone);
+                                       if (y > stone_surface_max_y)
+                                               stone_surface_max_y = y;
                                }
-                       } else if (c == c_water_source) {
-                               have_air = true;
-                               nplaced = 0;
-                               vm->m_data[i] = MapNode(biome->c_water);
-                       } else if (c == CONTENT_AIR) {
-                               have_air = true;
-                               nplaced = 0;
                        }
-                       
-                       vm->m_area.add_y(em, i, -1);
+                       index2d -= ystride;
                }
+               index2d += ystride;
        }
-}
 
-void MapgenV5::dustTopNodes() {
-       v3s16 em = vm->m_area.getExtent();
-       u32 index = 0;
-       
-       if (water_level > node_max.Y)
-               return;
-
-       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 = bmgr->biomes[biomemap[index]];
-       
-               if (biome->c_dust == CONTENT_IGNORE)
-                       continue;
-
-               s16 y = node_max.Y;
-               u32 vi = vm->m_area.index(x, y, z);
-               for (; y >= node_min.Y; 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 (c == biome->c_water && biome->c_dust_water != CONTENT_IGNORE) {
-                       if (y < node_min.Y)
-                               continue;
-                               
-                       vm->m_data[vi] = MapNode(biome->c_dust_water);
-               } else if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE) {
-                       if (y == node_max.Y)
-                               continue;
-                               
-                       vm->m_area.add_y(em, vi, 1);
-                       vm->m_data[vi] = MapNode(biome->c_dust);
-               }
-       }
+       return stone_surface_max_y;
 }
-