]> git.lizzy.rs Git - minetest.git/blobdiff - src/mapgen_v7.cpp
Mgv7, mgflat, mgfractal: Tunnel generation code optimisation
[minetest.git] / src / mapgen_v7.cpp
index 77aff6e060f8ef784464f556cf814b3ed8dc3ef8..069c341199c69b49d9c91e8b7887f825bd0cca1a 100644 (file)
@@ -1,6 +1,7 @@
 /*
 Minetest
-Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
+Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
+Copyright (C) 2010-2015 paramat, Matt Gregory
 
 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
@@ -27,9 +28,8 @@ 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"
@@ -46,32 +46,30 @@ FlagDesc flagdesc_mapgen_v7[] = {
        {NULL,        0}
 };
 
-///////////////////////////////////////////////////////////////////////////////
-
 
-MapgenV7::MapgenV7(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;
+MapgenV7::MapgenV7(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;
+       // 1-down overgeneration
+       this->zstride_1d = csize.X * (csize.Y + 1);
 
-       this->biomemap  = new u8[csize.X * csize.Z];
-       this->heightmap = new s16[csize.X * csize.Z];
+       this->biomemap        = new u8[csize.X * csize.Z];
+       this->heightmap       = new s16[csize.X * csize.Z];
+       this->heatmap         = NULL;
+       this->humidmap        = NULL;
        this->ridge_heightmap = new s16[csize.X * csize.Z];
 
        MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
+       this->spflags = sp->spflags;
 
        //// Terrain noise
        noise_terrain_base    = new Noise(&sp->np_terrain_base,    seed, csize.X, csize.Z);
@@ -83,29 +81,50 @@ MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge) {
        noise_ridge_uwater    = new Noise(&sp->np_ridge_uwater,    seed, csize.X, csize.Z);
 
        //// 3d terrain noise
-       noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y, csize.Z);
-       noise_ridge    = new Noise(&sp->np_ridge,    seed, csize.X, csize.Y, csize.Z);
+       // 1-up 1-down overgeneration
+       noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
+       noise_ridge    = new Noise(&sp->np_ridge,    seed, csize.X, csize.Y + 2, csize.Z);
+       // 1-down overgeneraion
+       noise_cave1    = new Noise(&sp->np_cave1,    seed, csize.X, csize.Y + 1, csize.Z);
+       noise_cave2    = new Noise(&sp->np_cave2,    seed, csize.X, csize.Y + 1, 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_ice             = ndef->getId("default:ice");
+       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;
 }
 
 
-MapgenV7::~MapgenV7() {
+MapgenV7::~MapgenV7()
+{
        delete noise_terrain_base;
        delete noise_terrain_persist;
        delete noise_height_select;
@@ -115,32 +134,40 @@ MapgenV7::~MapgenV7() {
        delete noise_ridge_uwater;
        delete noise_mountain;
        delete noise_ridge;
+       delete noise_cave1;
+       delete noise_cave2;
 
        delete noise_heat;
        delete noise_humidity;
-       
+       delete noise_heat_blend;
+       delete noise_humidity_blend;
+
        delete[] ridge_heightmap;
        delete[] heightmap;
        delete[] biomemap;
 }
 
 
-MapgenV7Params::MapgenV7Params() {
+MapgenV7Params::MapgenV7Params()
+{
        spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
 
-       np_terrain_base    = NoiseParams(4,    70,  v3f(300, 300, 300), 82341, 6, 0.7);
-       np_terrain_alt     = NoiseParams(4,    25,  v3f(600, 600, 600), 5934,  5, 0.6);
-       np_terrain_persist = NoiseParams(0.6,  0.1, v3f(500, 500, 500), 539,   3, 0.6);
-       np_height_select   = NoiseParams(-0.5, 1,   v3f(250, 250, 250), 4213,  5, 0.69);
-       np_filler_depth    = NoiseParams(0,    1.2, v3f(150, 150, 150), 261,   4, 0.7);
-       np_mount_height    = NoiseParams(100,  30,  v3f(500, 500, 500), 72449, 4, 0.6);
-       np_ridge_uwater    = NoiseParams(0,    1,   v3f(500, 500, 500), 85039, 4, 0.6);
-       np_mountain        = NoiseParams(0,    1,   v3f(250, 350, 250), 5333,  5, 0.68);
-       np_ridge           = NoiseParams(0,    1,   v3f(100, 100, 100), 6467,  4, 0.75);
+       np_terrain_base    = NoiseParams(4,    70,  v3f(600,  600,  600),  82341, 5, 0.6,  2.0);
+       np_terrain_alt     = NoiseParams(4,    25,  v3f(600,  600,  600),  5934,  5, 0.6,  2.0);
+       np_terrain_persist = NoiseParams(0.6,  0.1, v3f(2000, 2000, 2000), 539,   3, 0.6,  2.0);
+       np_height_select   = NoiseParams(-8,   16,  v3f(500,  500,  500),  4213,  6, 0.7,  2.0);
+       np_filler_depth    = NoiseParams(0,    1.2, v3f(150,  150,  150),  261,   3, 0.7,  2.0);
+       np_mount_height    = NoiseParams(256,  112, v3f(1000, 1000, 1000), 72449, 3, 0.6,  2.0);
+       np_ridge_uwater    = NoiseParams(0,    1,   v3f(1000, 1000, 1000), 85039, 5, 0.6,  2.0);
+       np_mountain        = NoiseParams(-0.6, 1,   v3f(250,  350,  250),  5333,  5, 0.63, 2.0);
+       np_ridge           = NoiseParams(0,    1,   v3f(100,  100,  100),  6467,  4, 0.75, 2.0);
+       np_cave1           = NoiseParams(0,    12,  v3f(96,   96,   96),   52534, 4, 0.5,  2.0);
+       np_cave2           = NoiseParams(0,    12,  v3f(96,   96,   96),   10325, 4, 0.5,  2.0);
 }
 
 
-void MapgenV7Params::readParams(Settings *settings) {
+void MapgenV7Params::readParams(const Settings *settings)
+{
        settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
 
        settings->getNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
@@ -152,11 +179,14 @@ void MapgenV7Params::readParams(Settings *settings) {
        settings->getNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
        settings->getNoiseParams("mgv7_np_mountain",        np_mountain);
        settings->getNoiseParams("mgv7_np_ridge",           np_ridge);
+       settings->getNoiseParams("mgv7_np_cave1",           np_cave1);
+       settings->getNoiseParams("mgv7_np_cave2",           np_cave2);
 }
 
 
-void MapgenV7Params::writeParams(Settings *settings) {
-       settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, (u32)-1);
+void MapgenV7Params::writeParams(Settings *settings) const
+{
+       settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX);
 
        settings->setNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
        settings->setNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
@@ -167,53 +197,60 @@ void MapgenV7Params::writeParams(Settings *settings) {
        settings->setNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
        settings->setNoiseParams("mgv7_np_mountain",        np_mountain);
        settings->setNoiseParams("mgv7_np_ridge",           np_ridge);
+       settings->setNoiseParams("mgv7_np_cave1",           np_cave1);
+       settings->setNoiseParams("mgv7_np_cave2",           np_cave2);
 }
 
 
-///////////////////////////////////////
+///////////////////////////////////////////////////////////////////////////////
 
 
-int MapgenV7::getGroundLevelAtPoint(v2s16 p) {
+int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
+{
        // Base terrain calculation
        s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
-       
+
        // Ridge/river terrain calculation
-       float width = 0.3;
-       float uwatern = NoisePerlin2DNoTxfm(noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
-       // actually computing the depth of the ridge is much more expensive;
-       // if inside a river, simply guess
-       if (uwatern >= -width && uwatern <= width)
-               return water_level - 10;
-       
+       float width = 0.2;
+       float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
+       // if inside a river this is an unsuitable spawn point
+       if (fabs(uwatern) <= width)
+               return MAX_MAP_GENERATION_LIMIT;
+
        // Mountain terrain calculation
-       int iters = 128; // don't even bother iterating more than 128 times..
+       int iters = 128;
        while (iters--) {
-               //current point would have been air
-               if (!getMountainTerrainAtPoint(p.X, y, p.Y))
-                       return y;
-                       
+               if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) {  // Air, y is ground level
+                       if (y <= water_level || y > water_level + 16)
+                               return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
+                       else
+                               return y;
+               }
                y++;
        }
 
-       return y;
+       // Unsuitable spawn point, no ground surface found
+       return MAX_MAP_GENERATION_LIMIT;
 }
 
 
-void MapgenV7::makeChunk(BlockMakeData *data) {
+void MapgenV7::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);
+
        this->generating = true;
-       this->vm   = data->vmanip;      
+       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;
@@ -221,137 +258,175 @@ void MapgenV7::makeChunk(BlockMakeData *data) {
        full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
        full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
 
-       blockseed = emerge->getBlockSeed(full_node_min);  //////use getBlockSeed2()!
-       
+       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);
-       
-       // 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 and what not
-       generateBiomes();
+
+       // 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);
 
        if (flags & MG_CAVES)
                generateCaves(stone_surface_max_y);
 
-       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);
        }
 
-       for (size_t i = 0; i != emerge->decorations.size(); i++) {
-               Decoration *deco = emerge->decorations[i];
-               deco->placeDeco(this, blockseed + i, node_min, node_max);
-       }
+       // Generate the registered decorations
+       if (flags & MG_DECORATIONS)
+               m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
+
+       // Generate the registered ores
+       m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
 
-       for (size_t i = 0; i != emerge->ores.size(); i++) {
-               Ore *ore = emerge->ores[i];
-               ore->placeOre(this, blockseed + i, node_min, node_max);
-       }
-       
        // Sprinkle some dust on top after everything else was generated
        dustTopNodes();
-       
+
        //printf("makeChunk: %dms\n", t.stop());
-       
+
        updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
-       
+
        if (flags & MG_LIGHT)
-               calcLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
-                                        node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
+               calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
+                       full_node_min, full_node_max);
+
        //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
        //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
-       
+
        this->generating = false;
 }
 
 
-void MapgenV7::calculateNoise() {
+void MapgenV7::calculateNoise()
+{
        //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
-       int x = node_min.X;
-       int y = node_min.Y;
-       int z = node_min.Z;
-       
-       noise_height_select->perlinMap2D(x, z);
-       noise_height_select->transformNoiseMap();
-       
+       s16 x = node_min.X;
+       s16 y = node_min.Y - 1;
+       s16 z = node_min.Z;
+
        noise_terrain_persist->perlinMap2D(x, z);
-       noise_terrain_persist->transformNoiseMap();
        float *persistmap = noise_terrain_persist->result;
-       for (int i = 0; i != csize.X * csize.Z; i++)
-               persistmap[i] = rangelim(persistmap[i], 0.4, 0.9);
-       
-       noise_terrain_base->perlinMap2DModulated(x, z, persistmap);
-       noise_terrain_base->transformNoiseMap();
-       
-       noise_terrain_alt->perlinMap2DModulated(x, z, persistmap);
-       noise_terrain_alt->transformNoiseMap();
-       
-       noise_filler_depth->perlinMap2D(x, z);
-       
-       if (spflags & MGV7_MOUNTAINS) {
-               noise_mountain->perlinMap3D(x, y, z);
-               noise_mount_height->perlinMap2D(x, z);
-               noise_mount_height->transformNoiseMap();
-       }
 
-       if (spflags & MGV7_RIDGES) {
+       noise_terrain_base->perlinMap2D(x, z, persistmap);
+       noise_terrain_alt->perlinMap2D(x, z, persistmap);
+       noise_height_select->perlinMap2D(x, z);
+
+       if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) {
                noise_ridge->perlinMap3D(x, y, z);
                noise_ridge_uwater->perlinMap2D(x, z);
        }
-       
+
+       // Cave noises are calculated in generateCaves()
+       // only if solid terrain is present in mapchunk
+
+       // Mountain noises are calculated in generateMountainTerrain()
+       // only if solid terrain surface dips into mapchunk
+
+       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());
 }
 
 
-Biome *MapgenV7::getBiomeAtPoint(v3s16 p) {
-       float heat      = NoisePerlin2D(bmgr->np_heat, p.X, p.Z, seed);
-       float humidity  = NoisePerlin2D(bmgr->np_humidity, p.X, p.Z, seed);
+Biome *MapgenV7::getBiomeAtPoint(v3s16 p)
+{
+       float heat = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed) +
+               NoisePerlin2D(&noise_heat_blend->np, p.X, p.Z, seed);
+       float humidity = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed) +
+               NoisePerlin2D(&noise_humidity_blend->np, p.X, p.Z, seed);
        s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
-       
+
        return bmgr->getBiome(heat, humidity, groundlevel);
 }
 
 //needs to be updated
-float MapgenV7::baseTerrainLevelAtPoint(int x, int z) {
-       float hselect = NoisePerlin2D(noise_height_select->np, x, z, seed);
+float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
+{
+       float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
        hselect = rangelim(hselect, 0.0, 1.0);
-       
-       float persist = NoisePerlin2D(noise_terrain_persist->np, x, z, seed);
-       persist = rangelim(persist, 0.4, 0.9);
 
-       noise_terrain_base->np->persist = persist;
-       float height_base = NoisePerlin2D(noise_terrain_base->np, x, z, seed);
+       float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
+
+       noise_terrain_base->np.persist = persist;
+       float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
 
-       noise_terrain_alt->np->persist = persist;
-       float height_alt = NoisePerlin2D(noise_terrain_alt->np, x, z, seed);
+       noise_terrain_alt->np.persist = persist;
+       float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
 
        if (height_alt > height_base)
                return height_alt;
-               
+
        return (height_base * hselect) + (height_alt * (1.0 - hselect));
 }
 
 
-float MapgenV7::baseTerrainLevelFromMap(int index) {
+float MapgenV7::baseTerrainLevelFromMap(int index)
+{
        float hselect     = rangelim(noise_height_select->result[index], 0.0, 1.0);
        float height_base = noise_terrain_base->result[index];
        float height_alt  = noise_terrain_alt->result[index];
-       
+
        if (height_alt > height_base)
                return height_alt;
 
@@ -359,165 +434,151 @@ float MapgenV7::baseTerrainLevelFromMap(int index) {
 }
 
 
-bool MapgenV7::getMountainTerrainAtPoint(int x, int y, int z) {
-       float mnt_h_n = NoisePerlin2D(noise_mount_height->np, x, z, seed);
-       float height_modifier = -((float)y / rangelim(mnt_h_n, 80.0, 150.0));
-       float mnt_n = NoisePerlin3D(noise_mountain->np, x, y, z, seed);
+bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
+{
+       float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
+       float density_gradient = -((float)y / mnt_h_n);
+       float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
 
-       return mnt_n + height_modifier >= 0.6;
+       return mnt_n + density_gradient >= 0.0;
 }
 
 
-bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, int y) {
+bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
+{
        float mounthn = noise_mount_height->result[idx_xz];
-       float height_modifier = -((float)y / rangelim(mounthn, 80.0, 150.0));
-       return (noise_mountain->result[idx_xyz] + height_modifier >= 0.6);
-}
-
-
-#if 0
-void MapgenV7::carveRivers() {
-       MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
-       MapNode n_stone(c_stone);
-       u32 index = 0;
-       
-       int river_depth = 4;
+       float density_gradient = -((float)y / mounthn);
+       float mountn = noise_mountain->result[idx_xyz];
 
-       for (s16 z = node_min.Z; z <= node_max.Z; z++)
-       for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
-               float terrain_mod  = noise_terrain_mod->result[index];
-               NoiseParams *np = noise_terrain_river->np;
-               np->persist = noise_terrain_persist->result[index];
-               float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
-               float height = terrain_river * (1 - abs(terrain_mod)) *
-                                               noise_terrain_river->np->scale;
-               height = log(height * height); //log(h^3) is pretty interesting for terrain
-               
-               s16 y = heightmap[index];
-               if (height < 1.0 && y > river_depth &&
-                       y - river_depth >= node_min.Y && y <= node_max.Y) {
-                       
-                       for (s16 ry = y; ry != y - river_depth; ry--) {
-                               u32 vi = vm->m_area.index(x, ry, z);
-                               vm->m_data[vi] = n_air;
-                       }
-                       
-                       u32 vi = vm->m_area.index(x, y - river_depth, z);
-                       vm->m_data[vi] = n_water_source;
-               }
-       }
+       return mountn + density_gradient >= 0.0;
 }
-#endif
 
 
-int MapgenV7::generateTerrain() {
-       int ymax = generateBaseTerrain();
+int MapgenV7::generateTerrain()
+{
+       s16 stone_surface_min_y;
+       s16 stone_surface_max_y;
+
+       generateBaseTerrain(&stone_surface_min_y, &stone_surface_max_y);
 
-       if (spflags & MGV7_MOUNTAINS)
-               generateMountainTerrain();
+       if ((spflags & MGV7_MOUNTAINS) && stone_surface_min_y < node_max.Y)
+               stone_surface_max_y = generateMountainTerrain(stone_surface_max_y);
 
        if (spflags & MGV7_RIDGES)
                generateRidgeTerrain();
-               
-       return ymax;
+
+       return stone_surface_max_y;
 }
 
 
-int MapgenV7::generateBaseTerrain() {
+void MapgenV7::generateBaseTerrain(s16 *stone_surface_min_y, s16 *stone_surface_max_y)
+{
        MapNode n_air(CONTENT_AIR);
        MapNode n_stone(c_stone);
        MapNode n_water(c_water_source);
-       
-       int stone_surface_max_y = -MAP_GENERATION_LIMIT;
+
        v3s16 em = vm->m_area.getExtent();
+       s16 surface_min_y = MAX_MAP_GENERATION_LIMIT;
+       s16 surface_max_y = -MAX_MAP_GENERATION_LIMIT;
        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++) {
                float surface_height = baseTerrainLevelFromMap(index);
                s16 surface_y = (s16)surface_height;
-               
-               heightmap[index]       = surface_y; 
+
+               heightmap[index]       = surface_y;
                ridge_heightmap[index] = surface_y;
-               
-               if (surface_y > stone_surface_max_y)
-                       stone_surface_max_y = surface_y;
 
-               u32 i = vm->m_area.index(x, node_min.Y, z);             
-               for (s16 y = node_min.Y; y <= node_max.Y; y++) {
-                       if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
+               if (surface_y < surface_min_y)
+                       surface_min_y = surface_y;
+
+               if (surface_y > surface_max_y)
+                       surface_max_y = surface_y;
+
+               u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
+               for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
+                       if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
                                if (y <= surface_y)
-                                       vm->m_data[i] = n_stone;
+                                       vm->m_data[vi] = n_stone;
                                else if (y <= water_level)
-                                       vm->m_data[i] = n_water;
+                                       vm->m_data[vi] = n_water;
                                else
-                                       vm->m_data[i] = n_air;
+                                       vm->m_data[vi] = n_air;
                        }
-                       vm->m_area.add_y(em, i, 1);
+                       vm->m_area.add_y(em, vi, 1);
                }
        }
-       
-       return stone_surface_max_y;
+
+       *stone_surface_min_y = surface_min_y;
+       *stone_surface_max_y = surface_max_y;
 }
 
 
-void MapgenV7::generateMountainTerrain() {
-       if (node_max.Y <= water_level)
-               return;
-               
+int MapgenV7::generateMountainTerrain(s16 ymax)
+{
+       noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
+       noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
+
        MapNode n_stone(c_stone);
        u32 j = 0;
-       
+
        for (s16 z = node_min.Z; z <= node_max.Z; z++)
-       for (s16 y = node_min.Y; y <= node_max.Y; y++) {
+       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++) {
                        int index = (z - node_min.Z) * csize.X + (x - node_min.X);
+                       content_t c = vm->m_data[vi].getContent();
 
-                       if (getMountainTerrainFromMap(j, index, y))
+                       if (getMountainTerrainFromMap(j, index, y)
+                                       && (c == CONTENT_AIR || c == c_water_source)) {
                                vm->m_data[vi] = n_stone;
-                               
+                               if (y > ymax)
+                                       ymax = y;
+                       }
+
                        vi++;
                        j++;
                }
        }
+
+       return ymax;
 }
 
 
-void MapgenV7::generateRidgeTerrain() {
+void MapgenV7::generateRidgeTerrain()
+{
+       if (node_max.Y < water_level)
+               return;
+
        MapNode n_water(c_water_source);
        MapNode n_air(CONTENT_AIR);
        u32 index = 0;
-       
+       float width = 0.2;
+
        for (s16 z = node_min.Z; z <= node_max.Z; z++)
-       for (s16 y = node_min.Y; y <= node_max.Y; y++) {
+       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++, index++, vi++) {
                        int j = (z - node_min.Z) * csize.X + (x - node_min.X);
-                       
-                       if (heightmap[j] < water_level - 4)
+
+                       if (heightmap[j] < water_level - 16)
                                continue;
-                       
-                       float widthn = (noise_terrain_persist->result[j] - 0.6) / 0.1;
-                       //widthn = rangelim(widthn, -0.05, 0.5);
-                       
-                       float width = 0.3; // TODO: figure out acceptable perlin noise values
+
                        float uwatern = noise_ridge_uwater->result[j] * 2;
-                       if (uwatern < -width || uwatern > width)
+                       if (fabs(uwatern) > width)
                                continue;
-                       
-                       float height_mod = (float)(y + 17) / 2.5;
-                       float width_mod  = (width - fabs(uwatern));
-                       float nridge = noise_ridge->result[index] * (float)y / 7.0;
-
-                       if (y < water_level)
-                               nridge = -fabs(nridge) * 3.0 * widthn * 0.3;
-                       
+
+                       float altitude = y - water_level;
+                       float height_mod = (altitude + 17) / 2.5;
+                       float width_mod  = width - fabs(uwatern);
+                       float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
+
                        if (nridge + width_mod * height_mod < 0.6)
                                continue;
-                       
+
                        if (y < ridge_heightmap[j])
-                               ridge_heightmap[j] = y - 1; 
+                               ridge_heightmap[j] = y - 1;
 
                        vm->m_data[vi] = (y > water_level) ? n_air : n_water;
                }
@@ -525,112 +586,146 @@ void MapgenV7::generateRidgeTerrain() {
 }
 
 
-void MapgenV7::generateBiomes() {
-       if (node_max.Y < water_level)
-               return;
-
-       MapNode n_air(CONTENT_AIR);
-       MapNode n_stone(c_stone);
-       MapNode n_water(c_water_source);
-
+MgStoneType MapgenV7::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  = 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;
-               
+               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[i].getContent();
-                       
-                       // It could be the case that the elevation is equal to the chunk
-                       // boundary, but the chunk above has not been generated yet
-                       if (y == node_max.Y && c_above == CONTENT_IGNORE &&
-                               y == heightmap[index] && c == c_stone) {
-                               int j = (z - node_min.Z) * zstride +
-                                               (y - node_min.Y) * ystride +
-                                               (x - node_min.X);
-                               have_air = !getMountainTerrainFromMap(j, index, 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 && 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;
-                                       }
+
+                       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) {
-                               have_air = true;
-                               nplaced = 0;
-                               vm->m_data[i] = MapNode(biome->c_water);
+                               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) {
-                               have_air = true;
-                               nplaced = 0;
+                               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, i, -1);
+
+                       vm->m_area.add_y(em, vi, -1);
                }
        }
+
+       return stone_type;
 }
 
 
-void MapgenV7::dustTopNodes() {
+void MapgenV7::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);
                }
@@ -638,8 +733,116 @@ void MapgenV7::dustTopNodes() {
 }
 
 
+void MapgenV7::generateCaves(s16 max_stone_y)
+{
+       if (max_stone_y < node_min.Y)
+               return;
+
+       noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
+       noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
+
+       v3s16 em = vm->m_area.getExtent();
+       u32 index2d = 0;
+
+       for (s16 z = node_min.Z; z <= node_max.Z; z++)
+       for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
+               bool column_is_open = false;  // Is column open to overground
+               bool is_tunnel = false;  // Is tunnel or tunnel floor
+               // Indexes at column top (node_max.Y)
+               u32 vi = vm->m_area.index(x, node_max.Y, z);
+               u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride +
+                       (x - node_min.X);
+               // Biome of column
+               Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
+
+               // Don't excavate the overgenerated stone at node_max.Y + 1,
+               // this creates a 'roof' over the tunnel, preventing light in
+               // tunnels at mapchunk borders when generating mapchunks upwards.
+               // This 'roof' is removed when the mapchunk above is generated.
+               for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
+                               index3d -= ystride,
+                               vm->m_area.add_y(em, vi, -1)) {
+
+                       content_t c = vm->m_data[vi].getContent();
+                       if (c == CONTENT_AIR || c == biome->c_water_top ||
+                                       c == biome->c_water) {
+                               column_is_open = true;
+                               continue;
+                       }
+                       // Ground
+                       float d1 = contour(noise_cave1->result[index3d]);
+                       float d2 = contour(noise_cave2->result[index3d]);
+
+                       if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
+                               // In tunnel and ground content, excavate
+                               vm->m_data[vi] = MapNode(CONTENT_AIR);
+                               is_tunnel = true;
+                       } else {
+                               // Not in tunnel or not ground content
+                               if (is_tunnel && column_is_open &&
+                                               (c == biome->c_filler || c == biome->c_stone))
+                                       // Tunnel entrance floor
+                                       vm->m_data[vi] = MapNode(biome->c_top);
+
+                               column_is_open = false;
+                               is_tunnel = false;
+                       }
+               }
+       }
+
+       if (node_min.Y >= water_level)
+               return;
+
+       PseudoRandom ps(blockseed + 21343);
+       u32 bruises_count = ps.range(0, 2);
+       for (u32 i = 0; i < bruises_count; i++) {
+               CaveV7 cave(this, &ps);
+               cave.makeCave(node_min, node_max, max_stone_y);
+       }
+}
+
+
+///////////////////////////////////////////////////////////////
+
+
+#if 0
+void MapgenV7::carveRivers() {
+       MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
+       MapNode n_stone(c_stone);
+       u32 index = 0;
+
+       int river_depth = 4;
+
+       for (s16 z = node_min.Z; z <= node_max.Z; z++)
+       for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
+               float terrain_mod  = noise_terrain_mod->result[index];
+               NoiseParams *np = noise_terrain_river->np;
+               np.persist = noise_terrain_persist->result[index];
+               float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
+               float height = terrain_river * (1 - abs(terrain_mod)) *
+                                               noise_terrain_river->np.scale;
+               height = log(height * height); //log(h^3) is pretty interesting for terrain
+
+               s16 y = heightmap[index];
+               if (height < 1.0 && y > river_depth &&
+                       y - river_depth >= node_min.Y && y <= node_max.Y) {
+
+                       for (s16 ry = y; ry != y - river_depth; ry--) {
+                               u32 vi = vm->m_area.index(x, ry, z);
+                               vm->m_data[vi] = n_air;
+                       }
+
+                       u32 vi = vm->m_area.index(x, y - river_depth, z);
+                       vm->m_data[vi] = n_water_source;
+               }
+       }
+}
+#endif
+
+
 #if 0
-void MapgenV7::addTopNodes() {
+void MapgenV7::addTopNodes()
+{
        v3s16 em = vm->m_area.getExtent();
        s16 ntopnodes;
        u32 index = 0;
@@ -647,10 +850,10 @@ void MapgenV7::addTopNodes() {
        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]];
-               
+
                //////////////////// First, add top nodes below the ridge
                s16 y = ridge_heightmap[index];
-               
+
                // This cutoff is good enough, but not perfect.
                // It will cut off potentially placed top nodes at chunk boundaries
                if (y < node_min.Y)
@@ -662,7 +865,7 @@ void MapgenV7::addTopNodes() {
                        if (ndef->get(c).walkable)
                                continue;
                }
-               
+
                // N.B.  It is necessary to search downward since ridge_heightmap[i]
                // might not be the actual height, just the lowest part in the chunk
                // where a ridge had been carved
@@ -690,7 +893,7 @@ void MapgenV7::addTopNodes() {
                                        vm->m_data[i] = MapNode(c_dirt_with_grass);
                        }
                }
-               
+
                //////////////////// Now, add top nodes on top of the ridge
                y = heightmap[index];
                if (y > node_max.Y) {
@@ -731,28 +934,3 @@ void MapgenV7::addTopNodes() {
        }
 }
 #endif
-
-
-NoiseParams nparams_v7_def_cave(6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50);
-
-void MapgenV7::generateCaves(int max_stone_y) {
-       PseudoRandom ps(blockseed + 21343);
-
-       int volume_nodes = (node_max.X - node_min.X + 1) *
-                                          (node_max.Y - node_min.Y + 1) *
-                                          (node_max.Z - node_min.Z + 1);
-       float cave_amount = NoisePerlin2D(&nparams_v7_def_cave,
-                                                               node_min.X, node_min.Y, seed);
-
-       u32 caves_count = MYMAX(0.0, cave_amount) * volume_nodes / 250000;
-       for (u32 i = 0; i < caves_count; i++) {
-               CaveV7 cave(this, &ps, false);
-               cave.makeCave(node_min, node_max, max_stone_y);
-       }
-
-       u32 bruises_count = (ps.range(1, 8) == 1) ? ps.range(0, ps.range(0, 2)) : 1;
-       for (u32 i = 0; i < bruises_count; i++) {
-               CaveV7 cave(this, &ps, true);
-               cave.makeCave(node_min, node_max, max_stone_y);
-       }
-}