]> git.lizzy.rs Git - minetest.git/blobdiff - src/mapgen_valleys.cpp
Minimap: Optimise
[minetest.git] / src / mapgen_valleys.cpp
index f003ae63c1d89cf8759847be2d9a356c98a8b74e..ccf797eff44de08319407100210de7d0c6b1112e 100644 (file)
@@ -56,103 +56,63 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 //Profiler *mapgen_profiler = &mapgen_prof;
 
 static FlagDesc flagdesc_mapgen_valleys[] = {
-       {"altitude_chill", MG_VALLEYS_ALT_CHILL},
-       {"humid_rivers",   MG_VALLEYS_HUMID_RIVERS},
+       {"altitude_chill", MGVALLEYS_ALT_CHILL},
+       {"humid_rivers",   MGVALLEYS_HUMID_RIVERS},
        {NULL,             0}
 };
 
 ///////////////////////////////////////////////////////////////////////////////
 
 
-MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *emerge)
-       : Mapgen(mapgenid, params, emerge)
+MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params, EmergeManager *emerge)
+       : MapgenBasic(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 + 2);
-
-       this->biomemap  = new u8[csize.X * csize.Z];
-       this->heightmap = new s16[csize.X * csize.Z];
-       this->heatmap   = NULL;
-       this->humidmap  = NULL;
+       // NOTE: MapgenValleys has a hard dependency on BiomeGenOriginal
+       this->m_bgen = (BiomeGenOriginal *)biomegen;
 
        this->map_gen_limit = MYMIN(MAX_MAP_GENERATION_LIMIT,
                        g_settings->getU16("map_generation_limit"));
 
-       MapgenValleysParams *sp = (MapgenValleysParams *)params->sparams;
-       this->spflags = sp->spflags;
+       BiomeParamsOriginal *bp = (BiomeParamsOriginal *)params->bparams;
+
+       this->spflags            = params->spflags;
+       this->altitude_chill     = params->altitude_chill;
+       this->large_cave_depth   = params->large_cave_depth;
+       this->lava_features_lim  = rangelim(params->lava_features, 0, 10);
+       this->massive_cave_depth = params->massive_cave_depth;
+       this->river_depth_bed    = params->river_depth + 1.f;
+       this->river_size_factor  = params->river_size / 100.f;
+       this->water_features_lim = rangelim(params->water_features, 0, 10);
+       this->cave_width         = params->cave_width;
 
-       this->humid_rivers       = (spflags & MG_VALLEYS_HUMID_RIVERS);
-       this->use_altitude_chill = (spflags & MG_VALLEYS_ALT_CHILL);
+       //// 2D Terrain noise
+       noise_filler_depth       = new Noise(&params->np_filler_depth,       seed, csize.X, csize.Z);
+       noise_inter_valley_slope = new Noise(&params->np_inter_valley_slope, seed, csize.X, csize.Z);
+       noise_rivers             = new Noise(&params->np_rivers,             seed, csize.X, csize.Z);
+       noise_terrain_height     = new Noise(&params->np_terrain_height,     seed, csize.X, csize.Z);
+       noise_valley_depth       = new Noise(&params->np_valley_depth,       seed, csize.X, csize.Z);
+       noise_valley_profile     = new Noise(&params->np_valley_profile,     seed, csize.X, csize.Z);
+
+       //// 3D Terrain noise
+       // 1-up 1-down overgeneration
+       noise_inter_valley_fill = new Noise(&params->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z);
+       // 1-down overgeneraion
+       noise_cave1             = new Noise(&params->np_cave1,             seed, csize.X, csize.Y + 1, csize.Z);
+       noise_cave2             = new Noise(&params->np_cave2,             seed, csize.X, csize.Y + 1, csize.Z);
+       noise_massive_caves     = new Noise(&params->np_massive_caves,     seed, csize.X, csize.Y + 1, csize.Z);
 
-       this->altitude_chill     = sp->altitude_chill;
-       this->humidity_adjust    = params->np_biome_humidity.offset - 50.f;
-       this->large_cave_depth   = sp->large_cave_depth;
-       this->lava_features_lim  = rangelim(sp->lava_features, 0, 10);
-       this->massive_cave_depth = sp->massive_cave_depth;
-       this->river_depth_bed    = sp->river_depth + 1.f;
-       this->river_size_factor  = sp->river_size / 100.f;
-       this->water_features_lim = rangelim(sp->water_features, 0, 10);
+       this->humid_rivers       = (spflags & MGVALLEYS_HUMID_RIVERS);
+       this->use_altitude_chill = (spflags & MGVALLEYS_ALT_CHILL);
+       this->humidity_adjust    = bp->np_humidity.offset - 50.f;
 
        // a small chance of overflows if the settings are very high
-       this->cave_water_max_height = water_level + MYMAX(0, water_features_lim - 6) * 50;
-       this->lava_max_height       = water_level + MYMAX(0, lava_features_lim - 6) * 50;
+       this->cave_water_max_height = water_level + MYMAX(0, water_features_lim - 4) * 50;
+       this->lava_max_height       = water_level + MYMAX(0, lava_features_lim - 4) * 50;
 
        tcave_cache = new float[csize.Y + 2];
 
-       //// 2D Terrain noise
-       noise_filler_depth       = new Noise(&sp->np_filler_depth,       seed, csize.X, csize.Z);
-       noise_inter_valley_slope = new Noise(&sp->np_inter_valley_slope, seed, csize.X, csize.Z);
-       noise_rivers             = new Noise(&sp->np_rivers,             seed, csize.X, csize.Z);
-       noise_terrain_height     = new Noise(&sp->np_terrain_height,     seed, csize.X, csize.Z);
-       noise_valley_depth       = new Noise(&sp->np_valley_depth,       seed, csize.X, csize.Z);
-       noise_valley_profile     = new Noise(&sp->np_valley_profile,     seed, csize.X, csize.Z);
-
-       //// 3D Terrain noise
-       noise_cave1             = new Noise(&sp->np_cave1,             seed, csize.X, csize.Y + 2, csize.Z);
-       noise_cave2             = new Noise(&sp->np_cave2,             seed, csize.X, csize.Y + 2, csize.Z);
-       noise_inter_valley_fill = new Noise(&sp->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z);
-       noise_massive_caves     = new Noise(&sp->np_massive_caves,     seed, csize.X, csize.Y + 2, csize.Z);
-
-       //// Biome noise
-       noise_heat_blend     = new Noise(&params->np_biome_heat_blend,     seed, csize.X, csize.Z);
-       noise_heat           = new Noise(&params->np_biome_heat,           seed, csize.X, csize.Z);
-       noise_humidity_blend = new Noise(&params->np_biome_humidity_blend, seed, csize.X, csize.Z);
-       noise_humidity       = new Noise(&params->np_biome_humidity,       seed, csize.X, csize.Z);
-
-       //// Resolve nodes to be used
-       INodeDefManager *ndef = emerge->ndef;
-
-       c_cobble               = ndef->getId("mapgen_cobble");
-       c_desert_stone         = ndef->getId("mapgen_desert_stone");
-       c_dirt                 = ndef->getId("mapgen_dirt");
-       c_lava_source          = ndef->getId("mapgen_lava_source");
-       c_mossycobble          = ndef->getId("mapgen_mossycobble");
-       c_river_water_source   = ndef->getId("mapgen_river_water_source");
-       c_sand                 = ndef->getId("mapgen_sand");
-       c_sandstonebrick       = ndef->getId("mapgen_sandstonebrick");
-       c_sandstone            = ndef->getId("mapgen_sandstone");
-       c_stair_cobble         = ndef->getId("mapgen_stair_cobble");
-       c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
-       c_stone                = ndef->getId("mapgen_stone");
-       c_water_source         = ndef->getId("mapgen_water_source");
-
-       if (c_mossycobble == CONTENT_IGNORE)
-               c_mossycobble = c_cobble;
-       if (c_river_water_source == CONTENT_IGNORE)
-               c_river_water_source = c_water_source;
-       if (c_sand == CONTENT_IGNORE)
-               c_sand = c_stone;
-       if (c_sandstonebrick == CONTENT_IGNORE)
-               c_sandstonebrick = c_sandstone;
-       if (c_stair_cobble == CONTENT_IGNORE)
-               c_stair_cobble = c_cobble;
-       if (c_stair_sandstonebrick == CONTENT_IGNORE)
-               c_stair_sandstonebrick = c_sandstone;
+       // Resolve content to be used
+       c_lava_source = ndef->getId("mapgen_lava_source");
 }
 
 
@@ -161,10 +121,6 @@ MapgenValleys::~MapgenValleys()
        delete noise_cave1;
        delete noise_cave2;
        delete noise_filler_depth;
-       delete noise_heat;
-       delete noise_heat_blend;
-       delete noise_humidity;
-       delete noise_humidity_blend;
        delete noise_inter_valley_fill;
        delete noise_inter_valley_slope;
        delete noise_rivers;
@@ -173,16 +129,13 @@ MapgenValleys::~MapgenValleys()
        delete noise_valley_depth;
        delete noise_valley_profile;
 
-       delete[] biomemap;
-       delete[] heightmap;
        delete[] tcave_cache;
 }
 
 
 MapgenValleysParams::MapgenValleysParams()
 {
-       spflags = MG_VALLEYS_HUMID_RIVERS | MG_VALLEYS_ALT_CHILL;
-
+       spflags            = MGVALLEYS_HUMID_RIVERS | MGVALLEYS_ALT_CHILL;
        altitude_chill     = 90; // The altitude at which temperature drops by 20C.
        large_cave_depth   = -33;
        lava_features      = 0;  // How often water will occur in caves.
@@ -190,9 +143,10 @@ MapgenValleysParams::MapgenValleysParams()
        river_depth        = 4;  // How deep to carve river channels.
        river_size         = 5;  // How wide to make rivers.
        water_features     = 0;  // How often water will occur in caves.
+       cave_width         = 0.09;
 
-       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);
+       np_cave1              = NoiseParams(0,     12,   v3f(61,   61,   61),   52534, 3, 0.5,   2.0);
+       np_cave2              = NoiseParams(0,     12,   v3f(67,   67,   67),   10325, 3, 0.5,   2.0);
        np_filler_depth       = NoiseParams(0.f,   1.2f, v3f(256,  256,  256),  1605,  3, 0.5f,  2.f);
        np_inter_valley_fill  = NoiseParams(0.f,   1.f,  v3f(256,  512,  256),  1993,  6, 0.8f,  2.f);
        np_inter_valley_slope = NoiseParams(0.5f,  0.5f, v3f(128,  128,  128),  746,   1, 1.f,   2.f);
@@ -201,56 +155,56 @@ MapgenValleysParams::MapgenValleysParams()
        np_terrain_height     = NoiseParams(-10.f, 50.f, v3f(1024, 1024, 1024), 5202,  6, 0.4f,  2.f);
        np_valley_depth       = NoiseParams(5.f,   4.f,  v3f(512,  512,  512),  -1914, 1, 1.f,   2.f);
        np_valley_profile     = NoiseParams(0.6f,  0.5f, v3f(512,  512,  512),  777,   1, 1.f,   2.f);
-       }
+}
 
 
 void MapgenValleysParams::readParams(const Settings *settings)
 {
-       settings->getFlagStrNoEx("mg_valleys_spflags", spflags, flagdesc_mapgen_valleys);
-
-       settings->getU16NoEx("mg_valleys_altitude_chill",     altitude_chill);
-       settings->getS16NoEx("mg_valleys_large_cave_depth",   large_cave_depth);
-       settings->getU16NoEx("mg_valleys_lava_features",      lava_features);
-       settings->getS16NoEx("mg_valleys_massive_cave_depth", massive_cave_depth);
-       settings->getU16NoEx("mg_valleys_river_depth",        river_depth);
-       settings->getU16NoEx("mg_valleys_river_size",         river_size);
-       settings->getU16NoEx("mg_valleys_water_features",     water_features);
-
-       settings->getNoiseParams("mg_valleys_np_cave1",              np_cave1);
-       settings->getNoiseParams("mg_valleys_np_cave2",              np_cave2);
-       settings->getNoiseParams("mg_valleys_np_filler_depth",       np_filler_depth);
-       settings->getNoiseParams("mg_valleys_np_inter_valley_fill",  np_inter_valley_fill);
-       settings->getNoiseParams("mg_valleys_np_inter_valley_slope", np_inter_valley_slope);
-       settings->getNoiseParams("mg_valleys_np_rivers",             np_rivers);
-       settings->getNoiseParams("mg_valleys_np_massive_caves",      np_massive_caves);
-       settings->getNoiseParams("mg_valleys_np_terrain_height",     np_terrain_height);
-       settings->getNoiseParams("mg_valleys_np_valley_depth",       np_valley_depth);
-       settings->getNoiseParams("mg_valleys_np_valley_profile",     np_valley_profile);
+       settings->getFlagStrNoEx("mgvalleys_spflags",        spflags, flagdesc_mapgen_valleys);
+       settings->getU16NoEx("mgvalleys_altitude_chill",     altitude_chill);
+       settings->getS16NoEx("mgvalleys_large_cave_depth",   large_cave_depth);
+       settings->getU16NoEx("mgvalleys_lava_features",      lava_features);
+       settings->getS16NoEx("mgvalleys_massive_cave_depth", massive_cave_depth);
+       settings->getU16NoEx("mgvalleys_river_depth",        river_depth);
+       settings->getU16NoEx("mgvalleys_river_size",         river_size);
+       settings->getU16NoEx("mgvalleys_water_features",     water_features);
+       settings->getFloatNoEx("mgvalleys_cave_width",       cave_width);
+
+       settings->getNoiseParams("mgvalleys_np_cave1",              np_cave1);
+       settings->getNoiseParams("mgvalleys_np_cave2",              np_cave2);
+       settings->getNoiseParams("mgvalleys_np_filler_depth",       np_filler_depth);
+       settings->getNoiseParams("mgvalleys_np_inter_valley_fill",  np_inter_valley_fill);
+       settings->getNoiseParams("mgvalleys_np_inter_valley_slope", np_inter_valley_slope);
+       settings->getNoiseParams("mgvalleys_np_rivers",             np_rivers);
+       settings->getNoiseParams("mgvalleys_np_massive_caves",      np_massive_caves);
+       settings->getNoiseParams("mgvalleys_np_terrain_height",     np_terrain_height);
+       settings->getNoiseParams("mgvalleys_np_valley_depth",       np_valley_depth);
+       settings->getNoiseParams("mgvalleys_np_valley_profile",     np_valley_profile);
 }
 
 
 void MapgenValleysParams::writeParams(Settings *settings) const
 {
-       settings->setFlagStr("mg_valleys_spflags", spflags, flagdesc_mapgen_valleys, U32_MAX);
-
-       settings->setU16("mg_valleys_altitude_chill",     altitude_chill);
-       settings->setS16("mg_valleys_large_cave_depth",   large_cave_depth);
-       settings->setU16("mg_valleys_lava_features",      lava_features);
-       settings->setS16("mg_valleys_massive_cave_depth", massive_cave_depth);
-       settings->setU16("mg_valleys_river_depth",        river_depth);
-       settings->setU16("mg_valleys_river_size",         river_size);
-       settings->setU16("mg_valleys_water_features",     water_features);
-
-       settings->setNoiseParams("mg_valleys_np_cave1",              np_cave1);
-       settings->setNoiseParams("mg_valleys_np_cave2",              np_cave2);
-       settings->setNoiseParams("mg_valleys_np_filler_depth",       np_filler_depth);
-       settings->setNoiseParams("mg_valleys_np_inter_valley_fill",  np_inter_valley_fill);
-       settings->setNoiseParams("mg_valleys_np_inter_valley_slope", np_inter_valley_slope);
-       settings->setNoiseParams("mg_valleys_np_rivers",             np_rivers);
-       settings->setNoiseParams("mg_valleys_np_massive_caves",      np_massive_caves);
-       settings->setNoiseParams("mg_valleys_np_terrain_height",     np_terrain_height);
-       settings->setNoiseParams("mg_valleys_np_valley_depth",       np_valley_depth);
-       settings->setNoiseParams("mg_valleys_np_valley_profile",     np_valley_profile);
+       settings->setFlagStr("mgvalleys_spflags",        spflags, flagdesc_mapgen_valleys, U32_MAX);
+       settings->setU16("mgvalleys_altitude_chill",     altitude_chill);
+       settings->setS16("mgvalleys_large_cave_depth",   large_cave_depth);
+       settings->setU16("mgvalleys_lava_features",      lava_features);
+       settings->setS16("mgvalleys_massive_cave_depth", massive_cave_depth);
+       settings->setU16("mgvalleys_river_depth",        river_depth);
+       settings->setU16("mgvalleys_river_size",         river_size);
+       settings->setU16("mgvalleys_water_features",     water_features);
+       settings->setFloat("mgvalleys_cave_width",       cave_width);
+
+       settings->setNoiseParams("mgvalleys_np_cave1",              np_cave1);
+       settings->setNoiseParams("mgvalleys_np_cave2",              np_cave2);
+       settings->setNoiseParams("mgvalleys_np_filler_depth",       np_filler_depth);
+       settings->setNoiseParams("mgvalleys_np_inter_valley_fill",  np_inter_valley_fill);
+       settings->setNoiseParams("mgvalleys_np_inter_valley_slope", np_inter_valley_slope);
+       settings->setNoiseParams("mgvalleys_np_rivers",             np_rivers);
+       settings->setNoiseParams("mgvalleys_np_massive_caves",      np_massive_caves);
+       settings->setNoiseParams("mgvalleys_np_terrain_height",     np_terrain_height);
+       settings->setNoiseParams("mgvalleys_np_valley_depth",       np_valley_depth);
+       settings->setNoiseParams("mgvalleys_np_valley_profile",     np_valley_profile);
 }
 
 
@@ -284,65 +238,31 @@ void MapgenValleys::makeChunk(BlockMakeData *data)
 
        blockseed = getBlockSeed2(full_node_min, seed);
 
+       // Generate biome noises.  Note this must be executed strictly before
+       // generateTerrain, because generateTerrain depends on intermediate
+       // biome-related noises.
+       m_bgen->calcBiomeNoise(node_min);
+
        // Generate noise maps and base terrain height.
+       // Modify heat and humidity maps.
        calculateNoise();
 
        // Generate base terrain with initial heightmaps
        s16 stone_surface_max_y = generateTerrain();
 
-       // Create biomemap at heightmap surface
-       bmgr->calcBiomes(csize.X, csize.Z, heatmap, humidmap, heightmap, biomemap);
+       // Recalculate heightmap
+       updateHeightmap(node_min, node_max);
 
-       // Actually place the biome-specific nodes
-       MgStoneType stone_type = generateBiomes(heatmap, humidmap);
+       // Place biome-specific nodes and build biomemap
+       MgStoneType stone_type = generateBiomes();
 
        // Cave creation.
        if (flags & MG_CAVES)
-               generateCaves(stone_surface_max_y);
+               generateCaves(stone_surface_max_y, large_cave_depth);
 
        // Dungeon creation
-       if ((flags & MG_DUNGEONS) && node_max.Y < 50 && (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.f;
-                       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.f;
-                       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.f;
-                       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);
-       }
+       if ((flags & MG_DUNGEONS) && node_max.Y < 50)
+               generateDungeons(stone_surface_max_y, stone_type);
 
        // Generate the registered decorations
        if (flags & MG_DECORATIONS)
@@ -384,11 +304,6 @@ void MapgenValleys::calculateNoise()
 
        //TimeTaker tcn("actualNoise");
 
-       noise_filler_depth->perlinMap2D(x, z);
-       noise_heat_blend->perlinMap2D(x, z);
-       noise_heat->perlinMap2D(x, z);
-       noise_humidity_blend->perlinMap2D(x, z);
-       noise_humidity->perlinMap2D(x, z);
        noise_inter_valley_slope->perlinMap2D(x, z);
        noise_rivers->perlinMap2D(x, z);
        noise_terrain_height->perlinMap2D(x, z);
@@ -399,9 +314,21 @@ void MapgenValleys::calculateNoise()
 
        //mapgen_profiler->avg("noisemaps", tcn.stop() / 1000.f);
 
+       float heat_offset = 0.f;
+       float humidity_scale = 1.f;
+
+       // Altitude chill tends to reduce the average heat.
+       if (use_altitude_chill)
+               heat_offset = 5.f;
+
+       // River humidity tends to increase the humidity range.
+       if (humid_rivers) {
+               humidity_scale = 0.8f;
+       }
+
        for (s32 index = 0; index < csize.X * csize.Z; index++) {
-               noise_heat->result[index] += noise_heat_blend->result[index];
-               noise_humidity->result[index] += noise_humidity_blend->result[index];
+               m_bgen->heatmap[index] += heat_offset;
+               m_bgen->humidmap[index] *= humidity_scale;
        }
 
        TerrainNoise tn;
@@ -431,9 +358,6 @@ void MapgenValleys::calculateNoise()
                float mount = terrainLevelFromNoise(&tn);
                noise_terrain_height->result[index] = mount;
        }
-
-       heatmap  = noise_heat->result;
-       humidmap = noise_humidity->result;
 }
 
 
@@ -481,8 +405,10 @@ float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn)
                }
 
                // base - depth : height of the bottom of the river
-               // water_level - 6 : don't make rivers below 6 nodes under the surface
-               mount = rangelim(base - depth, (float) (water_level - 6), mount);
+               // water_level - 3 : don't make rivers below 3 nodes under the surface
+               // We use three because that's as low as the swamp biomes go.
+               // There is no logical equivalent to this using rangelim.
+               mount = MYMIN(MYMAX(base - depth, (float)(water_level - 3)), mount);
 
                // Slope has no influence on rivers.
                *tn->slope = 0.f;
@@ -502,7 +428,7 @@ float MapgenValleys::adjustedTerrainLevelFromNoise(TerrainNoise *tn)
        for (s16 y = y_start; y <= y_start + 1000; y++) {
                float fill = NoisePerlin3D(&noise_inter_valley_fill->np, tn->x, y, tn->z, seed);
 
-               if (fill * *tn->slope <= y - mount) {
+               if (fill * *tn->slope < y - mount) {
                        mount = MYMAX(y - 1, mount);
                        break;
                }
@@ -512,24 +438,19 @@ float MapgenValleys::adjustedTerrainLevelFromNoise(TerrainNoise *tn)
 }
 
 
-int MapgenValleys::getGroundLevelAtPoint(v2s16 p)
+int MapgenValleys::getSpawnLevelAtPoint(v2s16 p)
 {
-       // ***********************************
-       // This method (deliberately) does not
-       // return correct terrain values.
-       // ***********************************
-
-       // Since MT doesn't normally deal with rivers, check
-       // to make sure this isn't a request for a location
-       // in a river.
+       // Check to make sure this isn't a request for a location in a river.
        float rivers = NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed);
-
-       // If it's wet, return an unusable number.
        if (fabs(rivers) < river_size_factor)
-               return MAX_MAP_GENERATION_LIMIT;
-
-       // Otherwise, return the real result.
-       return terrainLevelAtPoint(p.X, p.Y);
+               return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
+
+       s16 level_at_point = terrainLevelAtPoint(p.X, p.Y);
+       if (level_at_point <= water_level ||
+                       level_at_point > water_level + 32)
+               return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
+       else
+               return level_at_point;
 }
 
 
@@ -556,9 +477,17 @@ float MapgenValleys::terrainLevelAtPoint(s16 x, s16 z)
 
 int MapgenValleys::generateTerrain()
 {
+       // Raising this reduces the rate of evaporation.
+       static const float evaporation = 300.f;
+       // from the lua
+       static const float humidity_dropoff = 4.f;
+       // constant to convert altitude chill (compatible with lua) to heat
+       static const float alt_to_heat = 20.f;
+       // humidity reduction by altitude
+       static const float alt_to_humid = 10.f;
+
        MapNode n_air(CONTENT_AIR);
        MapNode n_river_water(c_river_water_source);
-       MapNode n_sand(c_sand);
        MapNode n_stone(c_stone);
        MapNode n_water(c_water_source);
 
@@ -568,43 +497,54 @@ int MapgenValleys::generateTerrain()
 
        for (s16 z = node_min.Z; z <= node_max.Z; z++)
        for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) {
-               s16 river_y = floor(noise_rivers->result[index_2d]);
-               s16 surface_y = floor(noise_terrain_height->result[index_2d]);
+               float river_y = noise_rivers->result[index_2d];
+               float surface_y = noise_terrain_height->result[index_2d];
                float slope = noise_inter_valley_slope->result[index_2d];
+               float t_heat = m_bgen->heatmap[index_2d];
 
-               heightmap[index_2d] = surface_y;
+               heightmap[index_2d] = -MAX_MAP_GENERATION_LIMIT;
 
                if (surface_y > surface_max_y)
-                       surface_max_y = surface_y;
+                       surface_max_y = ceil(surface_y);
+
+               if (humid_rivers) {
+                       // Derive heat from (base) altitude. This will be most correct
+                       // at rivers, since other surface heights may vary below.
+                       if (use_altitude_chill && (surface_y > 0.f || river_y > 0.f))
+                               t_heat -= alt_to_heat * MYMAX(surface_y, river_y) / altitude_chill;
+
+                       // If humidity is low or heat is high, lower the water table.
+                       float delta = m_bgen->humidmap[index_2d] - 50.f;
+                       if (delta < 0.f) {
+                               float t_evap = (t_heat - 32.f) / evaporation;
+                               river_y += delta * MYMAX(t_evap, 0.08f);
+                       }
+               }
 
-               u32 index_3d = (z - node_min.Z) * zstride + (x - node_min.X);
+               u32 index_3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
                u32 index_data = vm->m_area.index(x, node_min.Y - 1, z);
 
                // Mapgens concern themselves with stone and water.
                for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
-                       float fill = 0.f;
-                       fill = noise_inter_valley_fill->result[index_3d];
-
                        if (vm->m_data[index_data].getContent() == CONTENT_IGNORE) {
-                               bool river = (river_y > surface_y);
+                               float fill = noise_inter_valley_fill->result[index_3d];
+                               float surface_delta = (float)y - surface_y;
+                               bool river = y + 1 < river_y;
 
-                               if (river && y == surface_y) {
-                                       // river bottom
-                                       vm->m_data[index_data] = n_sand;
-                               } else if (river && y <= surface_y) {
+                               if (slope * fill > surface_delta) {
                                        // ground
                                        vm->m_data[index_data] = n_stone;
-                               } else if (river && y < river_y) {
-                                       // river
-                                       vm->m_data[index_data] = n_river_water;
-                               } else if ((!river) && myround(fill * slope) >= y - surface_y) {
-                                       // ground
-                                       vm->m_data[index_data] = n_stone;
-                                       heightmap[index_2d] = surface_max_y = y;
+                                       if (y > heightmap[index_2d])
+                                               heightmap[index_2d] = y;
+                                       if (y > surface_max_y)
+                                               surface_max_y = y;
                                } else if (y <= water_level) {
                                        // sea
                                        vm->m_data[index_data] = n_water;
-                               } else {
+                               } else if (river) {
+                                       // river
+                                       vm->m_data[index_data] = n_river_water;
+                               } else {  // air
                                        vm->m_data[index_data] = n_air;
                                }
                        }
@@ -613,183 +553,53 @@ int MapgenValleys::generateTerrain()
                        index_3d += ystride;
                }
 
-               // Although the original valleys adjusts humidity by distance
-               // from seawater, this causes problems with the default biomes.
-               // Adjust only by freshwater proximity.
-               const float humidity_offset = 0.8f;  // derived by testing
-               if (humid_rivers)
-                       noise_humidity->result[index_2d] *= (1 + pow(0.5f, MYMAX((surface_max_y
-                                       - noise_rivers->result[index_2d]) / 3.f, 0.f))) * humidity_offset;
-
-               // Assign the heat adjusted by altitude.
-               if (use_altitude_chill && surface_max_y > 0)
-                       noise_heat->result[index_2d] *=
-                               pow(0.5f, (surface_max_y - altitude_chill / 3.f) / altitude_chill);
-       }
-
-       return surface_max_y;
-}
-
-
-MgStoneType MapgenValleys::generateBiomes(float *heat_map, float *humidity_map)
-{
-       v3s16 em = vm->m_area.getExtent();
-       u32 index = 0;
-       MgStoneType stone_type = STONE;
-
-       for (s16 z = node_min.Z; z <= node_max.Z; z++)
-       for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
-               Biome *biome = NULL;
-               u16 depth_top = 0;
-               u16 base_filler = 0;
-               u16 depth_water_top = 0;
-               u32 vi = vm->m_area.index(x, node_max.Y, z);
-
-               // Check node at base of mapchunk above, either a node of a previously
-               // generated mapchunk or if not, a node of overgenerated base terrain.
-               content_t c_above = vm->m_data[vi + em.X].getContent();
-               bool air_above = c_above == CONTENT_AIR;
-               bool water_above = (c_above == c_water_source);
-
-               // If there is air or water above enable top/filler placement, otherwise force
-               // nplaced to stone level by setting a number exceeding any possible filler depth.
-               u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
-
-               for (s16 y = node_max.Y; y >= node_min.Y; y--) {
-                       content_t c = vm->m_data[vi].getContent();
-
-                       // Biome is recalculated each time an upper surface is detected while
-                       // working down a column. The selected biome then remains in effect for
-                       // all nodes below until the next surface and biome recalculation.
-                       // Biome is recalculated:
-                       // 1. At the surface of stone below air or water.
-                       // 2. At the surface of water below air.
-                       // 3. When stone or water is detected but biome has not yet been calculated.
-                       if ((c == c_stone && (air_above || water_above || !biome))
-                                       || ((c == c_water_source || c == c_river_water_source)
-                                                       && (air_above || !biome))) {
-                               // Both heat and humidity have already been adjusted for altitude.
-                               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.f);
-                               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
-                                               || c_below == c_river_water_source)
-                                       nplaced = U16_MAX;
-
-                               if (nplaced < depth_top) {
-                                       vm->m_data[vi] = MapNode(biome->c_top);
-                                       nplaced++;
-                               } else if (nplaced < base_filler) {
-                                       vm->m_data[vi] = MapNode(biome->c_filler);
-                                       nplaced++;
-                               } else {
-                                       vm->m_data[vi] = MapNode(biome->c_stone);
-                               }
-
-                               air_above = false;
-                               water_above = false;
-                       } else if (c == c_water_source) {
-                               vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top))
-                                               ? biome->c_water_top : biome->c_water);
-                               nplaced = 0;  // Enable top/filler placement for next surface
-                               air_above = false;
-                               water_above = true;
-                       } else if (c == c_river_water_source) {
-                               vm->m_data[vi] = MapNode(biome->c_river_water);
-                               nplaced = U16_MAX;  // Sand was already placed under rivers.
-                               air_above = false;
-                               water_above = true;
-                       } else if (c == CONTENT_AIR) {
-                               nplaced = 0;  // Enable top/filler placement for next surface
-                               air_above = true;
-                               water_above = false;
-                       } else {  // Possible various nodes overgenerated from neighbouring mapchunks
-                               nplaced = U16_MAX;  // Disable top/filler placement
-                               air_above = false;
-                               water_above = false;
+               if (heightmap[index_2d] == -MAX_MAP_GENERATION_LIMIT) {
+                       s16 surface_y_int = myround(surface_y);
+                       if (surface_y_int > node_max.Y + 1 || surface_y_int < node_min.Y - 1) {
+                               // If surface_y is outside the chunk, it's good enough.
+                               heightmap[index_2d] = surface_y_int;
+                       } else {
+                               // If the ground is outside of this chunk, but surface_y
+                               // is within the chunk, give a value outside.
+                               heightmap[index_2d] = node_min.Y - 2;
                        }
-
-                       vm->m_area.add_y(em, vi, -1);
                }
-       }
-
-       return stone_type;
-}
-
-
-void MapgenValleys::dustTopNodes()
-{
-       if (node_max.Y < water_level)
-               return;
-
-       v3s16 em = vm->m_area.getExtent();
-       u32 index = 0;
-
-       for (s16 z = node_min.Z; z <= node_max.Z; z++)
-       for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
-               Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
-
-               if (biome->c_dust == CONTENT_IGNORE)
-                       continue;
 
-               u32 vi = vm->m_area.index(x, full_node_max.Y, z);
-               content_t c_full_max = vm->m_data[vi].getContent();
-               s16 y_start;
-
-               if (c_full_max == CONTENT_AIR) {
-                       y_start = full_node_max.Y - 1;
-               } else if (c_full_max == CONTENT_IGNORE) {
-                       vi = vm->m_area.index(x, node_max.Y + 1, z);
-                       content_t c_max = vm->m_data[vi].getContent();
-
-                       if (c_max == CONTENT_AIR)
-                               y_start = node_max.Y;
-                       else
-                               continue;
-               } else {
-                       continue;
-               }
-
-               vi = vm->m_area.index(x, y_start, z);
-               for (s16 y = y_start; y >= node_min.Y - 1; y--) {
-                       if (vm->m_data[vi].getContent() != CONTENT_AIR)
-                               break;
-
-                       vm->m_area.add_y(em, vi, -1);
+               if (humid_rivers) {
+                       // Use base ground (water table) in a riverbed, to
+                       // avoid an unnatural rise in humidity.
+                       float t_alt = MYMAX(noise_rivers->result[index_2d], (float)heightmap[index_2d]);
+                       float humid = m_bgen->humidmap[index_2d];
+                       float water_depth = (t_alt - river_y) / humidity_dropoff;
+                       humid *= 1.f + pow(0.5f, MYMAX(water_depth, 1.f));
+
+                       // Reduce humidity with altitude (ignoring riverbeds).
+                       // This is similar to the lua version's seawater adjustment,
+                       // but doesn't increase the base humidity, which causes
+                       // problems with the default biomes.
+                       if (t_alt > 0.f)
+                               humid -= alt_to_humid * t_alt / altitude_chill;
+
+                       m_bgen->humidmap[index_2d] = humid;
                }
 
-               content_t c = vm->m_data[vi].getContent();
-               if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
-                       vm->m_area.add_y(em, vi, 1);
-                       vm->m_data[vi] = MapNode(biome->c_dust);
+               // Assign the heat adjusted by any changed altitudes.
+               // The altitude will change about half the time.
+               if (use_altitude_chill) {
+                       // ground height ignoring riverbeds
+                       float t_alt = MYMAX(noise_rivers->result[index_2d], (float)heightmap[index_2d]);
+                       if (humid_rivers && heightmap[index_2d] == (s16)myround(surface_y))
+                               // The altitude hasn't changed. Use the first result.
+                               m_bgen->heatmap[index_2d] = t_heat;
+                       else if (t_alt > 0.f)
+                               m_bgen->heatmap[index_2d] -= alt_to_heat * t_alt / altitude_chill;
                }
        }
-}
 
+       return surface_max_y;
+}
 
-void MapgenValleys::generateCaves(s16 max_stone_y)
+void MapgenValleys::generateCaves(s16 max_stone_y, s16 large_cave_depth)
 {
        if (max_stone_y < node_min.Y)
                return;
@@ -819,7 +629,7 @@ void MapgenValleys::generateCaves(s16 max_stone_y)
        if (node_max.Y <= massive_cave_depth) {
                noise_massive_caves->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
 
-               for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
+               for (s16 y = node_min.Y - 1; y <= node_max.Y; y++) {
                        float tcave = massive_cave_threshold;
 
                        if (y < yblmin) {
@@ -846,34 +656,36 @@ void MapgenValleys::generateCaves(s16 max_stone_y)
 
        // Reduce the odds of overflows even further.
        if (node_max.Y > water_level) {
-               lava_chance /= 5;
-               water_chance /= 5;
+               lava_chance /= 3;
+               water_chance /= 3;
        }
 
        u32 index_2d = 0;
-       u32 index_3d = 0;
        for (s16 z = node_min.Z; z <= node_max.Z; z++)
        for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) {
-               Biome *biome = (Biome *)bmgr->getRaw(biomemap[index_2d]);
-               bool air_above = false;
+               Biome *biome = (Biome *)m_bmgr->getRaw(biomemap[index_2d]);
+               bool tunnel_air_above = false;
+               bool is_under_river = false;
                bool underground = false;
-               u32 index_data = vm->m_area.index(x, node_max.Y + 1, z);
-
-               index_3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride + (x - node_min.X);
+               u32 index_data = vm->m_area.index(x, node_max.Y, z);
+               u32 index_3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride + (x - node_min.X);
 
                // Dig caves on down loop to check for air above.
-               for (s16 y = node_max.Y + 1;
-                               y >= node_min.Y - 1;
-                               y--, index_3d -= ystride, vm->m_area.add_y(em, index_data, -1)) {
+               // 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--,
+                               index_3d -= ystride,
+                               vm->m_area.add_y(em, index_data, -1)) {
+
                        float terrain = noise_terrain_height->result[index_2d];
 
                        // Saves some time.
-                       if (y > terrain + 10) {
-                               air_above = true;
+                       if (y > terrain + 10)
                                continue;
-                       } else if (y < terrain - 40) {
+                       else if (y < terrain - 40)
                                underground = true;
-                       }
 
                        // Dig massive caves.
                        if (node_max.Y <= massive_cave_depth
@@ -881,66 +693,67 @@ void MapgenValleys::generateCaves(s16 max_stone_y)
                                        > tcave_cache[y - node_min.Y + 1]) {
                                vm->m_data[index_data] = n_air;
                                made_a_big_one = true;
+                               continue;
                        }
 
                        content_t c = vm->m_data[index_data].getContent();
+                       // Detect river water to place riverbed nodes in tunnels
+                       if (c == biome->c_river_water)
+                               is_under_river = true;
+
                        float d1 = contour(noise_cave1->result[index_3d]);
                        float d2 = contour(noise_cave2->result[index_3d]);
 
-                       // River water is not set as ground content
-                       // in the default game. This can produce strange results
-                       // when a cave undercuts a river. However, that's not for
-                       // the mapgen to correct. Fix it in lua.
-
-                       if (c == CONTENT_AIR) {
-                               air_above = true;
-                       } else if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
-                               // in a cave
+                       if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) {
+                               // in a tunnel
                                vm->m_data[index_data] = n_air;
-                               air_above = true;
-                       } else if (air_above && (c == biome->c_filler || c == biome->c_stone)) {
-                               // at the cave floor
-                               s16 sr = ps.range(0,39);
-                               u32 j = index_data;
-                               vm->m_area.add_y(em, j, 1);
-
-                               if (sr > terrain - y) {
-                                       // Put dirt in caves near the surface.
-                                       if (underground)
-                                               vm->m_data[index_data] = MapNode(biome->c_filler);
-                                       else
-                                               vm->m_data[index_data] = MapNode(biome->c_top);
-                               } else if (sr < 3 && underground) {
-                                       sr = abs(ps.next());
-                                       if (lava_features_lim > 0 && y <= lava_max_height
-                                                       && c == biome->c_stone && sr < lava_chance)
-                                               vm->m_data[j] = n_lava;
-
-                                       sr -= lava_chance;
-
-                                       // If sr < 0 then we should have already placed lava --
-                                       // don't immediately dump water on it.
-                                       if (water_features_lim > 0 && y <= cave_water_max_height
-                                                       && sr >= 0 && sr < water_chance)
-                                               vm->m_data[j] = n_water;
+                               tunnel_air_above = true;
+                       } else if (c == biome->c_filler || c == biome->c_stone) {
+                               if (tunnel_air_above) {
+                                       // at the tunnel floor
+                                       s16 sr = ps.range(0, 39);
+                                       u32 j = index_data;
+                                       vm->m_area.add_y(em, j, 1);
+
+                                       if (sr > terrain - y) {
+                                               // Put biome nodes in tunnels near the surface
+                                               if (is_under_river)
+                                                       vm->m_data[index_data] = MapNode(biome->c_riverbed);
+                                               else if (underground)
+                                                       vm->m_data[index_data] = MapNode(biome->c_filler);
+                                               else
+                                                       vm->m_data[index_data] = MapNode(biome->c_top);
+                                       } else if (sr < 3 && underground) {
+                                               sr = abs(ps.next());
+                                               if (lava_features_lim > 0 && y <= lava_max_height
+                                                               && c == biome->c_stone && sr < lava_chance)
+                                                       vm->m_data[j] = n_lava;
+
+                                               sr -= lava_chance;
+
+                                               // If sr < 0 then we should have already placed lava --
+                                               // don't immediately dump water on it.
+                                               if (water_features_lim > 0 && y <= cave_water_max_height
+                                                               && sr >= 0 && sr < water_chance)
+                                                       vm->m_data[j] = n_water;
+                                       }
                                }
 
-                               air_above = false;
-                               underground = true;
-                       } else if (c == biome->c_filler || c == biome->c_stone) {
-                               air_above = false;
+                               tunnel_air_above = false;
                                underground = true;
                        } else {
-                               air_above = false;
+                               tunnel_air_above = false;
                        }
                }
        }
 
-       if (node_max.Y <= large_cave_depth && (!made_a_big_one)) {
+       if (node_max.Y <= large_cave_depth && !made_a_big_one) {
                u32 bruises_count = ps.range(0, 2);
                for (u32 i = 0; i < bruises_count; i++) {
-                       CaveV5 cave(this, &ps);
-                       cave.makeCave(node_min, node_max, max_stone_y);
+                       CavesRandomWalk cave(ndef, &gennotify, seed, water_level,
+                               c_water_source, c_lava_source);
+
+                       cave.makeCave(vm, node_min, node_max, &ps, true, max_stone_y, heightmap);
                }
        }
 }