From 706e7cebeada1f3f1f060de8a4c6f1127f4209ad Mon Sep 17 00:00:00 2001
From: paramat <mat.gregory@virginmedia.com>
Date: Wed, 7 Oct 2015 02:05:03 +0100
Subject: [PATCH] Fractal mapgen: Add seabed and large pseudorandom caves

---
 src/cavegen.cpp        | 245 +++++++++++++++++++++++++++++++++++++++++
 src/cavegen.h          |  47 ++++++++
 src/mapgen_fractal.cpp | 118 ++++++++++++--------
 src/mapgen_fractal.h   |  11 +-
 4 files changed, 371 insertions(+), 50 deletions(-)

diff --git a/src/cavegen.cpp b/src/cavegen.cpp
index 8372f70b5..e0303900e 100644
--- a/src/cavegen.cpp
+++ b/src/cavegen.cpp
@@ -23,6 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "mapgen_v5.h"
 #include "mapgen_v6.h"
 #include "mapgen_v7.h"
+#include "mapgen_fractal.h"
 #include "cavegen.h"
 
 NoiseParams nparams_caveliquids(0, 1, v3f(150.0, 150.0, 150.0), 776, 3, 0.6, 2.0);
@@ -807,3 +808,247 @@ void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz)
 		}
 	}
 }
+
+
+///////////////////////////////////////// Caves Fractal
+
+
+CaveFractal::CaveFractal(MapgenFractal *mg, PseudoRandom *ps)
+{
+	this->mg             = mg;
+	this->vm             = mg->vm;
+	this->ndef           = mg->ndef;
+	this->water_level    = mg->water_level;
+	this->ps             = ps;
+	this->c_water_source = mg->c_water_source;
+	this->c_lava_source  = mg->c_lava_source;
+	this->c_ice          = mg->c_ice;
+	this->np_caveliquids = &nparams_caveliquids;
+
+	dswitchint = ps->range(1, 14);
+	flooded    = ps->range(1, 2) == 2;
+
+	part_max_length_rs  = ps->range(2, 4);
+	tunnel_routepoints  = ps->range(5, ps->range(15, 30));
+	min_tunnel_diameter = 5;
+	max_tunnel_diameter = ps->range(7, ps->range(8, 24));
+
+	large_cave_is_flat = (ps->range(0, 1) == 0);
+}
+
+
+void CaveFractal::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height)
+{
+	node_min = nmin;
+	node_max = nmax;
+	main_direction = v3f(0, 0, 0);
+
+	// Allowed route area size in nodes
+	ar = node_max - node_min + v3s16(1, 1, 1);
+	// Area starting point in nodes
+	of = node_min;
+
+	// Allow a bit more
+	//(this should be more than the maximum radius of the tunnel)
+	s16 insure = 10;
+	s16 more = MYMAX(MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure, 1);
+	ar += v3s16(1,0,1) * more * 2;
+	of -= v3s16(1,0,1) * more;
+
+	route_y_min = 0;
+	// Allow half a diameter + 7 over stone surface
+	route_y_max = -of.Y + max_stone_y + max_tunnel_diameter / 2 + 7;
+
+	// Limit maximum to area
+	route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
+
+	s16 min = 0;
+		if (node_min.Y < water_level && node_max.Y > water_level) {
+			min = water_level - max_tunnel_diameter/3 - of.Y;
+			route_y_max = water_level + max_tunnel_diameter/3 - of.Y;
+		}
+	route_y_min = ps->range(min, min + max_tunnel_diameter);
+	route_y_min = rangelim(route_y_min, 0, route_y_max);
+
+	s16 route_start_y_min = route_y_min;
+	s16 route_start_y_max = route_y_max;
+
+	route_start_y_min = rangelim(route_start_y_min, 0, ar.Y - 1);
+	route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1);
+
+	// Randomize starting position
+	orp = v3f(
+		(float)(ps->next() % ar.X) + 0.5,
+		(float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5,
+		(float)(ps->next() % ar.Z) + 0.5
+	);
+
+	// Add generation notify begin event
+	v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
+	GenNotifyType notifytype = GENNOTIFY_LARGECAVE_BEGIN;
+	mg->gennotify.addEvent(notifytype, abs_pos);
+
+	// Generate some tunnel starting from orp
+	for (u16 j = 0; j < tunnel_routepoints; j++)
+		makeTunnel(j % dswitchint == 0);
+
+	// Add generation notify end event
+	abs_pos = v3s16(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
+	notifytype = GENNOTIFY_LARGECAVE_END;
+	mg->gennotify.addEvent(notifytype, abs_pos);
+}
+
+
+void CaveFractal::makeTunnel(bool dirswitch)
+{
+	// Randomize size
+	s16 min_d = min_tunnel_diameter;
+	s16 max_d = max_tunnel_diameter;
+	rs = ps->range(min_d, max_d);
+	s16 rs_part_max_length_rs = rs * part_max_length_rs;
+
+	v3s16 maxlen;
+	maxlen = v3s16(
+		rs_part_max_length_rs,
+		rs_part_max_length_rs / 2,
+		rs_part_max_length_rs
+	);
+
+	v3f vec;
+	// Jump downward sometimes
+	vec = v3f(
+		(float)(ps->next() % maxlen.X) - (float)maxlen.X / 2,
+		(float)(ps->next() % maxlen.Y) - (float)maxlen.Y / 2,
+		(float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
+	);
+
+	// Do not make caves that are above ground.
+	// It is only necessary to check the startpoint and endpoint.
+	v3s16 orpi(orp.X, orp.Y, orp.Z);
+	v3s16 veci(vec.X, vec.Y, vec.Z);
+	v3s16 p;
+
+	p = orpi + veci + of + rs / 2;
+	if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
+			p.X >= node_min.X && p.X <= node_max.X) {
+		u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
+		s16 h = mg->heightmap[index];
+		if (h < p.Y)
+			return;
+	} else if (p.Y > water_level) {
+		return; // If it's not in our heightmap, use a simple heuristic
+	}
+
+	p = orpi + of + rs / 2;
+	if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
+			p.X >= node_min.X && p.X <= node_max.X) {
+		u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
+		s16 h = mg->heightmap[index];
+		if (h < p.Y)
+			return;
+	} else if (p.Y > water_level) {
+		return;
+	}
+
+	vec += main_direction;
+
+	v3f rp = orp + vec;
+	if (rp.X < 0)
+		rp.X = 0;
+	else if (rp.X >= ar.X)
+		rp.X = ar.X - 1;
+
+	if (rp.Y < route_y_min)
+		rp.Y = route_y_min;
+	else if (rp.Y >= route_y_max)
+		rp.Y = route_y_max - 1;
+
+	if (rp.Z < 0)
+		rp.Z = 0;
+	else if (rp.Z >= ar.Z)
+		rp.Z = ar.Z - 1;
+
+	vec = rp - orp;
+
+	float veclen = vec.getLength();
+	if (veclen < 0.05)
+		veclen = 1.0;
+
+	// Every second section is rough
+	bool randomize_xz = (ps->range(1, 2) == 1);
+
+	// Carve routes
+	for (float f = 0; f < 1.0; f += 1.0 / veclen)
+		carveRoute(vec, f, randomize_xz);
+
+	orp = rp;
+}
+
+
+void CaveFractal::carveRoute(v3f vec, float f, bool randomize_xz) 
+{
+	MapNode airnode(CONTENT_AIR);
+	MapNode waternode(c_water_source);
+	MapNode lavanode(c_lava_source);
+
+	v3s16 startp(orp.X, orp.Y, orp.Z);
+	startp += of;
+
+	float nval = NoisePerlin3D(np_caveliquids, startp.X,
+		startp.Y, startp.Z, mg->seed);
+	MapNode liquidnode = (nval < 0.40 && node_max.Y < MGFRACTAL_LAVA_DEPTH) ?
+		lavanode : waternode;
+
+	v3f fp = orp + vec * f;
+	fp.X += 0.1 * ps->range(-10, 10);
+	fp.Z += 0.1 * ps->range(-10, 10);
+	v3s16 cp(fp.X, fp.Y, fp.Z);
+
+	s16 d0 = -rs/2;
+	s16 d1 = d0 + rs;
+	if (randomize_xz) {
+		d0 += ps->range(-1, 1);
+		d1 += ps->range(-1, 1);
+	}
+
+	for (s16 z0 = d0; z0 <= d1; z0++) {
+		s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
+		for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
+			s16 maxabsxz = MYMAX(abs(x0), abs(z0));
+
+			s16 si2 = rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
+
+			for (s16 y0 = -si2; y0 <= si2; y0++) {
+				if (large_cave_is_flat) {
+					// Make large caves not so tall
+					if (rs > 7 && abs(y0) >= rs / 3)
+						continue;
+				}
+
+				v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
+				p += of;
+
+				if (vm->m_area.contains(p) == false)
+					continue;
+
+				u32 i = vm->m_area.index(p);
+				content_t c = vm->m_data[i].getContent();
+				if (!ndef->get(c).is_ground_content)
+					continue;
+
+				int full_ymin = node_min.Y - MAP_BLOCKSIZE;
+				int full_ymax = node_max.Y + MAP_BLOCKSIZE;
+
+				if (flooded && full_ymin < water_level &&
+						full_ymax > water_level)
+					vm->m_data[i] = (p.Y <= water_level) ?
+						waternode : airnode;
+				else if (flooded && full_ymax < water_level)
+					vm->m_data[i] = (p.Y < startp.Y - 4) ?
+						liquidnode : airnode;
+				else
+					vm->m_data[i] = airnode;
+			}
+		}
+	}
+}
diff --git a/src/cavegen.h b/src/cavegen.h
index b9662587b..22ee5804d 100644
--- a/src/cavegen.h
+++ b/src/cavegen.h
@@ -22,10 +22,12 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 #define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1
 #define MGV7_LAVA_DEPTH -256
+#define MGFRACTAL_LAVA_DEPTH -256
 
 class MapgenV5;
 class MapgenV6;
 class MapgenV7;
+class MapgenFractal;
 
 class CaveV5 {
 public:
@@ -161,4 +163,49 @@ class CaveV7 {
 	void carveRoute(v3f vec, float f, bool randomize_xz);
 };
 
+class CaveFractal {
+public:
+	MapgenFractal *mg;
+	MMVManip *vm;
+	INodeDefManager *ndef;
+
+	NoiseParams *np_caveliquids;
+
+	s16 min_tunnel_diameter;
+	s16 max_tunnel_diameter;
+	u16 tunnel_routepoints;
+	int dswitchint;
+	int part_max_length_rs;
+
+	bool large_cave_is_flat;
+	bool flooded;
+
+	s16 max_stone_y;
+	v3s16 node_min;
+	v3s16 node_max;
+
+	v3f orp;  // starting point, relative to caved space
+	v3s16 of; // absolute coordinates of caved space
+	v3s16 ar; // allowed route area
+	s16 rs;   // tunnel radius size
+	v3f main_direction;
+
+	s16 route_y_min;
+	s16 route_y_max;
+
+	PseudoRandom *ps;
+
+	content_t c_water_source;
+	content_t c_lava_source;
+	content_t c_ice;
+
+	int water_level;
+
+	CaveFractal() {}
+	CaveFractal(MapgenFractal *mg, PseudoRandom *ps);
+	void makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height);
+	void makeTunnel(bool dirswitch);
+	void carveRoute(v3f vec, float f, bool randomize_xz);
+};
+
 #endif
diff --git a/src/mapgen_fractal.cpp b/src/mapgen_fractal.cpp
index 144fa29b2..03bd3b62f 100644
--- a/src/mapgen_fractal.cpp
+++ b/src/mapgen_fractal.cpp
@@ -1,7 +1,7 @@
 /*
 Minetest
-Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
-Additional development and fractal code by paramat
+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
@@ -73,9 +73,12 @@ MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *
 	this->offset_y = sp->offset_y;
 	this->offset_z = sp->offset_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);
+	//// 2D terrain noise
+	noise_seabed = new Noise(&sp->np_seabed, 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);
 
 	//// Biome noise
 	noise_heat           = new Noise(&params->np_biome_heat,           seed, csize.X, csize.Z);
@@ -114,6 +117,8 @@ MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *
 
 MapgenFractal::~MapgenFractal()
 {
+	delete noise_seabed;
+
 	delete noise_cave1;
 	delete noise_cave2;
 
@@ -132,20 +137,21 @@ MapgenFractalParams::MapgenFractalParams()
 	spflags = 0;
 
 	iterations = 9;
-	scale_x = 1024;
-	scale_y = 256;
-	scale_z = 1024;
+	scale_x = 1024.0;
+	scale_y = 256.0;
+	scale_z = 1024.0;
 	offset_x = -1.75;
-	offset_y = 0;
-	offset_z = 0;
+	offset_y = 0.0;
+	offset_z = 0.0;
 	slice_w = 0.5;
 	julia_x = 0.33;
 	julia_y = 0.33;
 	julia_z = 0.33;
 	julia_w = 0.33;
 
-	np_cave1 = NoiseParams(0, 12, v3f(128, 128, 128), 52534, 4, 0.5, 2.0);
-	np_cave2 = NoiseParams(0, 12, v3f(128, 128, 128), 10325, 4, 0.5, 2.0);
+	np_seabed = NoiseParams(-14, 9,  v3f(600, 600, 600), 41900, 5, 0.6, 2.0);
+	np_cave1  = NoiseParams(0,   12, v3f(128, 128, 128), 52534, 4, 0.5, 2.0);
+	np_cave2  = NoiseParams(0,   12, v3f(128, 128, 128), 10325, 4, 0.5, 2.0);
 }
 
 
@@ -166,6 +172,7 @@ void MapgenFractalParams::readParams(const Settings *settings)
 	settings->getFloatNoEx("mgfractal_julia_z", julia_z);
 	settings->getFloatNoEx("mgfractal_julia_w", julia_w);
 
+	settings->getNoiseParams("mgfractal_np_seabed", np_seabed);
 	settings->getNoiseParams("mgfractal_np_cave1", np_cave1);
 	settings->getNoiseParams("mgfractal_np_cave2", np_cave2);
 }
@@ -188,6 +195,7 @@ void MapgenFractalParams::writeParams(Settings *settings) const
 	settings->setFloat("mgfractal_julia_z", julia_z);
 	settings->setFloat("mgfractal_julia_w", julia_w);
 
+	settings->setNoiseParams("mgfractal_np_seabed", np_seabed);
 	settings->setNoiseParams("mgfractal_np_cave1", np_cave1);
 	settings->setNoiseParams("mgfractal_np_cave2", np_cave2);
 }
@@ -198,15 +206,15 @@ void MapgenFractalParams::writeParams(Settings *settings) const
 
 int MapgenFractal::getGroundLevelAtPoint(v2s16 p)
 {
-	s16 search_top = water_level + 128;
-	s16 search_base = water_level;
-	s16 level = -MAX_MAP_GENERATION_LIMIT;
-	for (s16 y = search_top; y >= search_base; y--) {
-		if (getTerrainAtPoint(p.X, y, p.Y))
+	s16 search_start = 128;
+	s16 search_end = -128;
+
+	for (s16 y = search_start; y >= search_end; y--) {
+		if (getFractalAtPoint(p.X, y, p.Y))
 			return y;
 	}
 
-	return level;
+	return -MAX_MAP_GENERATION_LIMIT;
 }
 
 
@@ -329,6 +337,8 @@ void MapgenFractal::calculateNoise()
 	int y = node_min.Y - 1;
 	int z = node_min.Z;
 
+	noise_seabed->perlinMap2D(x, z);
+
 	if (flags & MG_CAVES) {
 		noise_cave1->perlinMap3D(x, y, z);
 		noise_cave2->perlinMap3D(x, y, z);
@@ -350,7 +360,7 @@ void MapgenFractal::calculateNoise()
 }
 
 
-bool MapgenFractal::getTerrainAtPoint(s16 x, s16 y, s16 z)
+bool MapgenFractal::getFractalAtPoint(s16 x, s16 y, s16 z)
 {
 	float cx, cy, cz, cw, ox, oy, oz, ow;
 
@@ -368,22 +378,21 @@ bool MapgenFractal::getTerrainAtPoint(s16 x, s16 y, s16 z)
 		cy = (float)y / scale_y + offset_y;
 		cz = (float)z / scale_z + offset_z;
 		cw = slice_w;
-		ox = 0.0;
-		oy = 0.0;
-		oz = 0.0;
-		ow = 0.0;
+		ox = 0.0f;
+		oy = 0.0f;
+		oz = 0.0f;
+		ow = 0.0f;
 	}
 
 	for (u16 iter = 0; iter < iterations; iter++) {
 		// 4D "Roundy" Mandelbrot set
 		float nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
-		float ny = 2.0 * (ox * oy + oz * ow) + cy;
-		float nz = 2.0 * (ox * oz + oy * ow) + cz;
-		float nw = 2.0 * (ox * ow + oy * oz) + cw;
+		float ny = 2.0f * (ox * oy + oz * ow) + cy;
+		float nz = 2.0f * (ox * oz + oy * ow) + cz;
+		float nw = 2.0f * (ox * ow + oy * oz) + cw;
 
-		if (nx * nx + ny * ny + nz * nz + nw * nw > 4.0) {
+		if (nx * nx + ny * ny + nz * nz + nw * nw > 4.0f)
 			return false;
-		}
 
 		ox = nx;
 		oy = ny;
@@ -402,23 +411,29 @@ s16 MapgenFractal::generateTerrain()
 	MapNode n_water(c_water_source);
 
 	s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
+	u32 index2d = 0;
 
-	for (s16 z = node_min.Z; z <= node_max.Z; z++)
-	for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
-		u32 i = vm->m_area.index(node_min.X, y, z);
-		for (s16 x = node_min.X; x <= node_max.X; x++, i++) {
-			if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
-				if (getTerrainAtPoint(x, y, z)) {
-					vm->m_data[i] = n_stone;
-					if (y > stone_surface_max_y)
-						stone_surface_max_y = y;
-				} else if (y <= water_level) {
-					vm->m_data[i] = n_water;
-				} else {
-					vm->m_data[i] = n_air;
+	for (s16 z = node_min.Z; z <= node_max.Z; z++) {
+		for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
+			u32 vi = vm->m_area.index(node_min.X, y, z);
+			for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index2d++) {
+				if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
+					s16 seabed_height = noise_seabed->result[index2d];
+
+					if (y <= seabed_height || getFractalAtPoint(x, y, z)) {
+						vm->m_data[vi] = n_stone;
+						if (y > stone_surface_max_y)
+							stone_surface_max_y = y;
+					} else if (y <= water_level) {
+						vm->m_data[vi] = n_water;
+					} else {
+						vm->m_data[vi] = n_air;
+					}
 				}
 			}
+			index2d -= ystride;
 		}
+		index2d += ystride;
 	}
 
 	return stone_surface_max_y;
@@ -575,23 +590,32 @@ void MapgenFractal::dustTopNodes()
 void MapgenFractal::generateCaves(s16 max_stone_y)
 {
 	if (max_stone_y >= node_min.Y) {
-		u32 index   = 0;
+		u32 index = 0;
 
 		for (s16 z = node_min.Z; z <= node_max.Z; z++)
 		for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
-			u32 i = vm->m_area.index(node_min.X, y, z);
-			for (s16 x = node_min.X; x <= node_max.X; x++, i++, index++) {
+			u32 vi = vm->m_area.index(node_min.X, y, z);
+			for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index++) {
 				float d1 = contour(noise_cave1->result[index]);
 				float d2 = contour(noise_cave2->result[index]);
 				if (d1 * d2 > 0.3) {
-					content_t c = vm->m_data[i].getContent();
+					content_t c = vm->m_data[vi].getContent();
 					if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
 						continue;
 
-					vm->m_data[i] = MapNode(CONTENT_AIR);
+					vm->m_data[vi] = MapNode(CONTENT_AIR);
 				}
 			}
 		}
 	}
-}
 
+	if (node_max.Y > MGFRACTAL_LARGE_CAVE_DEPTH)
+		return;
+
+	PseudoRandom ps(blockseed + 21343);
+	u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
+	for (u32 i = 0; i < bruises_count; i++) {
+		CaveFractal cave(this, &ps);
+		cave.makeCave(node_min, node_max, max_stone_y);
+	}
+}
diff --git a/src/mapgen_fractal.h b/src/mapgen_fractal.h
index 71729cbed..75243f4f1 100644
--- a/src/mapgen_fractal.h
+++ b/src/mapgen_fractal.h
@@ -1,7 +1,7 @@
 /*
 Minetest
-Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
-Additional development and fractal code by paramat
+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
@@ -23,6 +23,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 #include "mapgen.h"
 
+#define MGFRACTAL_LARGE_CAVE_DEPTH -32
+
 /////////////////// Mapgen Fractal flags
 #define MGFRACTAL_JULIA 0x01
 
@@ -47,6 +49,7 @@ struct MapgenFractalParams : public MapgenSpecificParams {
 	float julia_z;
 	float julia_w;
 
+	NoiseParams np_seabed;
 	NoiseParams np_cave1;
 	NoiseParams np_cave2;
 
@@ -84,6 +87,8 @@ class MapgenFractal : public Mapgen {
 	float julia_z;
 	float julia_w;
 
+	Noise *noise_seabed;
+
 	Noise *noise_cave1;
 	Noise *noise_cave2;
 
@@ -111,7 +116,7 @@ class MapgenFractal : public Mapgen {
 	virtual void makeChunk(BlockMakeData *data);
 	int getGroundLevelAtPoint(v2s16 p);
 	void calculateNoise();
-	bool getTerrainAtPoint(s16 x, s16 y, s16 z);
+	bool getFractalAtPoint(s16 x, s16 y, s16 z);
 	s16 generateTerrain();
 	MgStoneType generateBiomes(float *heat_map, float *humidity_map);
 	void dustTopNodes();
-- 
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