]> git.lizzy.rs Git - minetest.git/blobdiff - src/mapgen_v5.cpp
src/network/connection.h: Fix race condition
[minetest.git] / src / mapgen_v5.cpp
index 4cc3828075e8ecfaec25d69d4ae6d7219ee4e521..f23dad4ecb635e2d58dca0c118f657998f3ae404 100644 (file)
@@ -27,9 +27,7 @@ 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 "settings.h" // For g_settings
-#include "main.h" // For g_profiler
 #include "emerge.h"
 #include "dungeongen.h"
 #include "cavegen.h"
@@ -42,35 +40,28 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 
 FlagDesc flagdesc_mapgen_v5[] = {
-       {"blobs", MGV5_BLOBS},
        {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;
+MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
+       : Mapgen(mapgenid, params, emerge)
+{
+       this->m_emerge = emerge;
+       this->bmgr     = emerge->biomemgr;
 
        // 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->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;
 
        MapgenV5Params *sp = (MapgenV5Params *)params->sparams;
-
-       this->spflags     = sp->spflags;
+       this->spflags      = sp->spflags;
 
        // Terrain noise
        noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
@@ -78,93 +69,83 @@ MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge_) {
        noise_height       = new Noise(&sp->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);
+       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);
+       noise_ground = new Noise(&sp->np_ground, seed, csize.X, csize.Y + 2, 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);
+       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_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");
+       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_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;
+       if (c_sandstonebrick == CONTENT_IGNORE)
+               c_sandstonebrick = c_sandstone;
+       if (c_stair_sandstonebrick == CONTENT_IGNORE)
+               c_stair_sandstonebrick = c_sandstone;
 }
 
 
-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 noise_heat_blend;
+       delete noise_humidity_blend;
+
        delete[] heightmap;
        delete[] biomemap;
 }
 
 
-MapgenV5Params::MapgenV5Params() {
-       spflags = MGV5_BLOBS;
+MapgenV5Params::MapgenV5Params()
+{
+       spflags = 0;
 
-       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);
+       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_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_ground       = NoiseParams(0, 40, v3f(80,  80,  80),  983240, 4, 0.55, 2.0, NOISE_FLAG_EASED);
 }
 
 
-// Current caves noise scale default is 6 to compensate for new eased 3d noise amplitude
+//#define CAVE_NOISE_SCALE 12.0
+//#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) = 0.125
 
-// 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) {
+void MapgenV5Params::readParams(const Settings *settings)
+{
        settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5);
 
        settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
@@ -173,12 +154,11 @@ void MapgenV5Params::readParams(Settings *settings) {
        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);
 }
 
 
-void MapgenV5Params::writeParams(Settings *settings) {
+void MapgenV5Params::writeParams(Settings *settings) const
+{
        settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, (u32)-1);
 
        settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
@@ -187,26 +167,57 @@ void MapgenV5Params::writeParams(Settings *settings) {
        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);
 }
 
 
-void MapgenV5::makeChunk(BlockMakeData *data) {
+int MapgenV5::getGroundLevelAtPoint(v2s16 p)
+{
+       //TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);
+
+       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);
+
+       s16 search_top = water_level + 15;
+       s16 search_base = water_level;
+
+       s16 level = -31000;
+       for (s16 y = search_top; y >= search_base; y--) {
+               float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
+               if (n_ground * f > y - h) {
+                       if (y >= search_top - 7)
+                               break;
+                       else
+                               level = y;
+                               break;
+               }
+       }
+
+       //printf("getGroundLevelAtPoint: %dus\n", t.stop());
+       return level;
+}
+
+
+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);
-                       
+               data->blockpos_requested.Y <= data->blockpos_max.Y &&
+               data->blockpos_requested.Z <= data->blockpos_max.Z);
+
        generating = true;
-       vm   = data->vmanip;    
+       vm   = data->vmanip;
        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 +226,77 @@ 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()!
-       
+       blockseed = getBlockSeed2(full_node_min, seed);
+
        // Make some noise
        calculateNoise();
 
        // 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();
-       }
+       // Create biomemap at heightmap surface
+       bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
+               noise_humidity->result, heightmap, biomemap);
 
-       // 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();
+       MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
+
+       // Generate caves
+       if ((flags & MG_CAVES) && (stone_surface_max_y >= node_min.Y))
+               generateCaves(stone_surface_max_y);
 
        // Generate dungeons and desert temples
-       if (flags & MG_DUNGEONS) {
-               DungeonGen dgen(this, NULL);
+       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;
+               }
+
+               DungeonGen dgen(this, &dp);
                dgen.generate(blockseed, full_node_min, full_node_max);
        }
 
        // 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);
-       }
+       m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
 
        // 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);
 
        // Sprinkle some dust on top after everything else was generated
        dustTopNodes();
@@ -265,42 +305,46 @@ 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);
-       
+       if (flags & MG_LIGHT) {
+               calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
+                       full_node_min, full_node_max);
+       }
+
        this->generating = false;
 }
 
 
-void MapgenV5::calculateNoise() {
+void MapgenV5::calculateNoise()
+{
        //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
        int x = node_min.X;
-       int y = node_min.Y;
+       int y = node_min.Y - 1;
        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);
+       noise_ground->perlinMap3D(x, y, z);
+
+       if (flags & MG_CAVES) {
+               noise_cave1->perlinMap3D(x, y, z);
+               noise_cave2->perlinMap3D(x, y, z);
        }
 
+       noise_filler_depth->perlinMap2D(x, 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());
 }
 
@@ -311,7 +355,6 @@ void MapgenV5::calculateNoise() {
 //     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)
@@ -323,174 +366,220 @@ void MapgenV5::calculateNoise() {
 //}
 
 
-// Make base ground level
-void MapgenV5::generateBaseTerrain() {
+int MapgenV5::generateBaseTerrain()
+{
        u32 index = 0;
        u32 index2d = 0;
+       int stone_surface_max_y = -MAP_GENERATION_LIMIT;
 
-       for(s16 z=node_min.Z; z<=node_max.Z; z++) {
-               for(s16 y=node_min.Y; y<=node_max.Y; y++) {
+       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 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 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
+                               if (vm->m_data[i].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)
+                               float h = noise_height->result[index2d];
+
+                               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);
+                                       if (y > stone_surface_max_y)
+                                               stone_surface_max_y = y;
                                }
                        }
-                       index2d = index2d - ystride;
+                       index2d -= ystride;
                }
-               index2d = index2d + ystride;
+               index2d += ystride;
        }
+
+       return stone_surface_max_y;
 }
 
 
-// Add mud and sand and others underground (in place of stone)
-void MapgenV5::generateBlobs() {
+MgStoneType MapgenV5::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 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;
+       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)-1;
 
-                               if(noise_crumble->result[index] > 1.3) {
-                                       if(noise_wetness->result[index] > 0.0)
-                                               vm->m_data[i] = MapNode(c_dirt);
-                                       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);
+               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)-1;
+
+                               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)-1;  // Disable top/filler placement
+                               air_above = false;
+                               water_above = false;
                        }
+
+                       vm->m_area.add_y(em, vi, -1);
                }
        }
+
+       return stone_type;
 }
 
 
-void MapgenV5::generateBiomes() {
-       if (node_max.Y < water_level)
-               return;
+void MapgenV5::generateCaves(int max_stone_y)
+{
+       if (max_stone_y >= node_min.Y) {
+               u32 index = 0;
 
-       MapNode n_air(CONTENT_AIR);
-       MapNode n_stone(c_stone);
-       MapNode n_water(c_water_source);
+               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 i = vm->m_area.index(node_min.X, y, z);
+                       for (s16 x = node_min.X; x <= node_max.X; x++, i++, index++) {
+                               float d1 = contour(noise_cave1->result[index]);
+                               float d2 = contour(noise_cave2->result[index]);
+                               if (d1*d2 > 0.125) {
+                                       content_t c = vm->m_data[i].getContent();
+                                       if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
+                                               continue;
 
-       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[i] = MapNode(CONTENT_AIR);
                                }
-                       } 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);
                }
        }
+
+       if (node_max.Y > 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);
+       }
 }
 
-void MapgenV5::dustTopNodes() {
+
+void MapgenV5::dustTopNodes()
+{
+       if (node_max.Y < water_level)
+               return;
+
        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]];
-       
+               Biome *biome = (Biome *)bmgr->getRaw(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--) {
+               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 (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;
-                               
+               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);
                }