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* forgot to add mapblock_nodemod.hPerttu Ahola2011-06-18
20' href='#n20'>20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759
/*
Minetest Valleys C
Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
Copyright (C) 2010-2015 paramat, Matt Gregory
Copyright (C) 2016 Duane Robertson <duane@duanerobertson.com>

Based on Valleys Mapgen by Gael de Sailly
 (https://forum.minetest.net/viewtopic.php?f=9&t=11430)
and mapgen_v7, mapgen_flat by kwolekr and paramat.

Licensing changed by permission of Gael de Sailly.

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
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "mapgen.h"
#include "voxel.h"
#include "noise.h"
#include "mapblock.h"
#include "mapnode.h"
#include "map.h"
#include "content_sao.h"
#include "nodedef.h"
#include "voxelalgorithms.h"
#include "settings.h" // For g_settings
#include "emerge.h"
#include "dungeongen.h"
#include "treegen.h"
#include "mg_biome.h"
#include "mg_ore.h"
#include "mg_decoration.h"
#include "mapgen_valleys.h"
#include "cavegen.h"


//#undef NDEBUG
//#include "assert.h"

//#include "util/timetaker.h"
//#include "profiler.h"


//static Profiler mapgen_prof;
//Profiler *mapgen_profiler = &mapgen_prof;

static FlagDesc flagdesc_mapgen_valleys[] = {
	{"altitude_chill", MGVALLEYS_ALT_CHILL},
	{"humid_rivers",   MGVALLEYS_HUMID_RIVERS},
	{NULL,             0}
};

///////////////////////////////////////////////////////////////////////////////


MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params, EmergeManager *emerge)
	: MapgenBasic(mapgenid, params, emerge)
{
	// 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"));

	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;

	//// 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->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 - 4) * 50;
	this->lava_max_height       = water_level + MYMAX(0, lava_features_lim - 4) * 50;

	tcave_cache = new float[csize.Y + 2];

	// Resolve content to be used
	c_lava_source = ndef->getId("mapgen_lava_source");
}


MapgenValleys::~MapgenValleys()
{
	delete noise_cave1;
	delete noise_cave2;
	delete noise_filler_depth;
	delete noise_inter_valley_fill;
	delete noise_inter_valley_slope;
	delete noise_rivers;
	delete noise_massive_caves;
	delete noise_terrain_height;
	delete noise_valley_depth;
	delete noise_valley_profile;

	delete[] tcave_cache;
}


MapgenValleysParams::MapgenValleysParams()
{
	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.
	massive_cave_depth = -256;  // highest altitude of massive caves
	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(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);
	np_rivers             = NoiseParams(0.f,   1.f,  v3f(256,  256,  256),  -6050, 5, 0.6f,  2.f);
	np_massive_caves      = NoiseParams(0.f,   1.f,  v3f(768,  256,  768),  59033, 6, 0.63f, 2.f);
	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("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("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);
}


///////////////////////////////////////


void MapgenValleys::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);
	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);

	this->generating = true;
	this->vm = data->vmanip;
	this->ndef = data->nodedef;

	//TimeTaker t("makeChunk");

	v3s16 blockpos_min = data->blockpos_min;
	v3s16 blockpos_max = data->blockpos_max;
	node_min = blockpos_min * MAP_BLOCKSIZE;
	node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
	full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
	full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);

	blockseed = getBlockSeed2(full_node_min, seed);

	// Generate noise maps and base terrain height.
	calculateNoise();

	// 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 base terrain with initial heightmaps
	s16 stone_surface_max_y = generateTerrain();

	// Place biome-specific nodes and build biomemap
	MgStoneType stone_type = generateBiomes();

	// Cave creation.
	if (flags & MG_CAVES)
		generateCaves(stone_surface_max_y, large_cave_depth);

	// Dungeon creation
	if ((flags & MG_DUNGEONS) && node_max.Y < 50)
		generateDungeons(stone_surface_max_y, stone_type);

	// 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);

	// Sprinkle some dust on top after everything else was generated
	dustTopNodes();

	//TimeTaker tll("liquid_lighting");

	updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);

	if (flags & MG_LIGHT)
		calcLighting(
				node_min - v3s16(0, 1, 0),
				node_max + v3s16(0, 1, 0),
				full_node_min,
				full_node_max);

	//mapgen_profiler->avg("liquid_lighting", tll.stop() / 1000.f);
	//mapgen_profiler->avg("makeChunk", t.stop() / 1000.f);

	this->generating = false;
}


// Populate the noise tables and do most of the
// calculation necessary to determine terrain height.
void MapgenValleys::calculateNoise()
{
	//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);

	int x = node_min.X;
	int y = node_min.Y - 1;
	int z = node_min.Z;

	//TimeTaker tcn("actualNoise");

	noise_inter_valley_slope->perlinMap2D(x, z);
	noise_rivers->perlinMap2D(x, z);
	noise_terrain_height->perlinMap2D(x, z);
	noise_valley_depth->perlinMap2D(x, z);
	noise_valley_profile->perlinMap2D(x, z);

	noise_inter_valley_fill->perlinMap3D(x, y, z);

	//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++) {
		m_bgen->heatmap[index] += heat_offset;
		m_bgen->humidmap[index] *= humidity_scale;
	}

	TerrainNoise tn;

	u32 index = 0;
	for (tn.z = node_min.Z; tn.z <= node_max.Z; tn.z++)
	for (tn.x = node_min.X; tn.x <= node_max.X; tn.x++, index++) {
		// The parameters that we actually need to generate terrain
		//  are passed by address (and the return value).
		tn.terrain_height    = noise_terrain_height->result[index];
		// River noise is replaced with base terrain, which
		// is basically the height of the water table.
		tn.rivers            = &noise_rivers->result[index];
		// Valley depth noise is replaced with the valley
		// number that represents the height of terrain
		// over rivers and is used to determine about
		// how close a river is for humidity calculation.
		tn.valley            = &noise_valley_depth->result[index];
		tn.valley_profile    = noise_valley_profile->result[index];
		// Slope noise is replaced by the calculated slope
		// which is used to get terrain height in the slow
		// method, to create sharper mountains.
		tn.slope             = &noise_inter_valley_slope->result[index];
		tn.inter_valley_fill = noise_inter_valley_fill->result[index];

		// This is the actual terrain height.
		float mount = terrainLevelFromNoise(&tn);
		noise_terrain_height->result[index] = mount;
	}
}


// This keeps us from having to maintain two similar sets of
//  complicated code to determine ground level.
float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn)
{
	// The square function changes the behaviour of this noise:
	//  very often small, and sometimes very high.
	float valley_d = MYSQUARE(*tn->valley);

	// valley_d is here because terrain is generally higher where valleys
	//  are deep (mountains). base represents the height of the
	//  rivers, most of the surface is above.
	float base = tn->terrain_height + valley_d;

	// "river" represents the distance from the river, in arbitrary units.
	float river = fabs(*tn->rivers) - river_size_factor;

	// Use the curve of the function 1-exp(-(x/a)^2) to model valleys.
	//  Making "a" vary (0 < a <= 1) changes the shape of the valleys.
	//  Try it with a geometry software !
	//   (here x = "river" and a = valley_profile).
	//  "valley" represents the height of the terrain, from the rivers.
	{
		float t = river / tn->valley_profile;
		*tn->valley = valley_d * (1.f - exp(- MYSQUARE(t)));
	}

	// approximate height of the terrain at this point
	float mount = base + *tn->valley;

	*tn->slope *= *tn->valley;

	// Rivers are placed where "river" is negative, so where the original
	//  noise value is close to zero.
	// Base ground is returned as rivers since it's basically the water table.
	*tn->rivers = base;
	if (river < 0.f) {
		// Use the the function -sqrt(1-x^2) which models a circle.
		float depth;
		{
			float t = river / river_size_factor + 1;
			depth = (river_depth_bed * sqrt(MYMAX(0, 1.f - MYSQUARE(t))));
		}

		// base - depth : height of the bottom of the river
		// 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;
	}

	return mount;
}


// This avoids duplicating the code in terrainLevelFromNoise, adding
// only the final step of terrain generation without a noise map.
float MapgenValleys::adjustedTerrainLevelFromNoise(TerrainNoise *tn)
{
	float mount = terrainLevelFromNoise(tn);
	s16 y_start = myround(mount);

	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) {
			mount = MYMAX(y - 1, mount);
			break;
		}
	}

	return mount;
}


int MapgenValleys::getSpawnLevelAtPoint(v2s16 p)
{
	// 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 (fabs(rivers) < river_size_factor)
		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;
}


float MapgenValleys::terrainLevelAtPoint(s16 x, s16 z)
{
	TerrainNoise tn;

	float rivers = NoisePerlin2D(&noise_rivers->np, x, z, seed);
	float valley = NoisePerlin2D(&noise_valley_depth->np, x, z, seed);
	float inter_valley_slope = NoisePerlin2D(&noise_inter_valley_slope->np, x, z, seed);

	tn.x                 = x;
	tn.z                 = z;
	tn.terrain_height    = NoisePerlin2D(&noise_terrain_height->np, x, z, seed);
	tn.rivers            = &rivers;
	tn.valley            = &valley;
	tn.valley_profile    = NoisePerlin2D(&noise_valley_profile->np, x, z, seed);
	tn.slope             = &inter_valley_slope;
	tn.inter_valley_fill = 0.f;

	return adjustedTerrainLevelFromNoise(&tn);
}


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_stone(c_stone);
	MapNode n_water(c_water_source);

	v3s16 em = vm->m_area.getExtent();
	s16 surface_max_y = -MAX_MAP_GENERATION_LIMIT;
	u32 index_2d = 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++) {
		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] = -MAX_MAP_GENERATION_LIMIT;

		if (surface_y > surface_max_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_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++) {
			if (vm->m_data[index_data].getContent() == CONTENT_IGNORE) {
				float fill = noise_inter_valley_fill->result[index_3d];
				float surface_delta = (float)y - surface_y;
				bool river = y + 1 < river_y;

				if (slope * fill > surface_delta) {
					// ground
					vm->m_data[index_data] = n_stone;
					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 if (river) {
					// river
					vm->m_data[index_data] = n_river_water;
				} else {  // air
					vm->m_data[index_data] = n_air;
				}
			}

			vm->m_area.add_y(em, index_data, 1);
			index_3d += ystride;
		}

		// This happens if we're generating a chunk that doesn't
		// contain the terrain surface, in which case, we need
		// to set heightmap to a value outside of the chunk,
		// to avoid confusing lua mods that use heightmap.
		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;
			}
		}

		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;
		}

		// 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, s16 large_cave_depth)
{
	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);

	PseudoRandom ps(blockseed + 72202);

	MapNode n_air(CONTENT_AIR);
	MapNode n_lava(c_lava_source);
	MapNode n_water(c_river_water_source);

	v3s16 em = vm->m_area.getExtent();

	// Cave blend distance near YMIN, YMAX
	const float massive_cave_blend = 128.f;
	// noise threshold for massive caves
	const float massive_cave_threshold = 0.6f;
	// mct: 1 = small rare caves, 0.5 1/3rd ground volume, 0 = 1/2 ground volume.

	float yblmin = -map_gen_limit + massive_cave_blend * 1.5f;
	float yblmax = massive_cave_depth - massive_cave_blend * 1.5f;
	bool made_a_big_one = false;

	// Cache the tcave values as they only vary by altitude.
	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; y++) {
			float tcave = massive_cave_threshold;

			if (y < yblmin) {
				float t = (yblmin - y) / massive_cave_blend;
				tcave += MYSQUARE(t);
			} else if (y > yblmax) {
				float t = (y - yblmax) / massive_cave_blend;
				tcave += MYSQUARE(t);
			}

			tcave_cache[y - node_min.Y + 1] = tcave;
		}
	}

	// lava_depth varies between one and ten as you approach
	//  the bottom of the world.
	s16 lava_depth = ceil((lava_max_height - node_min.Y + 1) * 10.f / map_gen_limit);
	// This allows random lava spawns to be less common at the surface.
	s16 lava_chance = MYCUBE(lava_features_lim) * lava_depth;
	// water_depth varies between ten and one on the way down.
	s16 water_depth = ceil((map_gen_limit - abs(node_min.Y) + 1) * 10.f / map_gen_limit);
	// This allows random water spawns to be more common at the surface.
	s16 water_chance = MYCUBE(water_features_lim) * water_depth;

	// Reduce the odds of overflows even further.
	if (node_max.Y > water_level) {
		lava_chance /= 3;
		water_chance /= 3;
	}

	u32 index_2d = 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 *)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, 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.
		// 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)
				continue;
			else if (y < terrain - 40)
				underground = true;

			// Dig massive caves.
			if (node_max.Y <= massive_cave_depth
					&& noise_massive_caves->result[index_3d]
					> 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]);

			if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) {
				// in a tunnel
				vm->m_data[index_data] = n_air;
				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;
					}
				}

				tunnel_air_above = false;
				underground = true;
			} else {
				tunnel_air_above = false;
			}
		}
	}

	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++) {
			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);
		}
	}
}