]> git.lizzy.rs Git - minetest.git/blob - src/mapgen.cpp
changed water color in farmesh
[minetest.git] / src / mapgen.cpp
1 /*
2 Minetest-c55
3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU General Public License as published by
7 the Free Software Foundation; either version 2 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20 #include "mapgen.h"
21 #include "voxel.h"
22 #include "content_mapnode.h"
23 #include "noise.h"
24 #include "mapblock.h"
25 #include "map.h"
26 #include "mineral.h"
27 //#include "serverobject.h"
28 #include "content_sao.h"
29
30 namespace mapgen
31 {
32
33 /*
34         Some helper functions for the map generator
35 */
36
37 #if 0
38 static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d)
39 {
40         v3s16 em = vmanip.m_area.getExtent();
41         s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
42         s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
43         u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
44         s16 y;
45         for(y=y_nodes_max; y>=y_nodes_min; y--)
46         {
47                 MapNode &n = vmanip.m_data[i];
48                 if(content_walkable(n.d))
49                         break;
50
51                 vmanip.m_area.add_y(em, i, -1);
52         }
53         if(y >= y_nodes_min)
54                 return y;
55         else
56                 return y_nodes_min;
57 }
58
59 static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d)
60 {
61         v3s16 em = vmanip.m_area.getExtent();
62         s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
63         s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
64         u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
65         s16 y;
66         for(y=y_nodes_max; y>=y_nodes_min; y--)
67         {
68                 MapNode &n = vmanip.m_data[i];
69                 if(content_walkable(n.d)
70                                 && n.d != CONTENT_TREE
71                                 && n.d != CONTENT_LEAVES)
72                         break;
73
74                 vmanip.m_area.add_y(em, i, -1);
75         }
76         if(y >= y_nodes_min)
77                 return y;
78         else
79                 return y_nodes_min;
80 }
81 #endif
82
83 static void make_tree(VoxelManipulator &vmanip, v3s16 p0)
84 {
85         MapNode treenode(CONTENT_TREE);
86         MapNode leavesnode(CONTENT_LEAVES);
87
88         s16 trunk_h = myrand_range(3, 6);
89         v3s16 p1 = p0;
90         for(s16 ii=0; ii<trunk_h; ii++)
91         {
92                 if(vmanip.m_area.contains(p1))
93                         vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
94                 p1.Y++;
95         }
96
97         // p1 is now the last piece of the trunk
98         p1.Y -= 1;
99
100         VoxelArea leaves_a(v3s16(-2,-2,-2), v3s16(2,2,2));
101         //SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
102         Buffer<u8> leaves_d(leaves_a.getVolume());
103         for(s32 i=0; i<leaves_a.getVolume(); i++)
104                 leaves_d[i] = 0;
105
106         // Force leaves at near the end of the trunk
107         {
108                 s16 d = 1;
109                 for(s16 z=-d; z<=d; z++)
110                 for(s16 y=-d; y<=d; y++)
111                 for(s16 x=-d; x<=d; x++)
112                 {
113                         leaves_d[leaves_a.index(v3s16(x,y,z))] = 1;
114                 }
115         }
116
117         // Add leaves randomly
118         for(u32 iii=0; iii<7; iii++)
119         {
120                 s16 d = 1;
121
122                 v3s16 p(
123                         myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
124                         myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
125                         myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
126                 );
127
128                 for(s16 z=0; z<=d; z++)
129                 for(s16 y=0; y<=d; y++)
130                 for(s16 x=0; x<=d; x++)
131                 {
132                         leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1;
133                 }
134         }
135
136         // Blit leaves to vmanip
137         for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++)
138         for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++)
139         for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++)
140         {
141                 v3s16 p(x,y,z);
142                 p += p1;
143                 if(vmanip.m_area.contains(p) == false)
144                         continue;
145                 u32 vi = vmanip.m_area.index(p);
146                 if(vmanip.m_data[vi].d != CONTENT_AIR
147                                 && vmanip.m_data[vi].d != CONTENT_IGNORE)
148                         continue;
149                 u32 i = leaves_a.index(x,y,z);
150                 if(leaves_d[i] == 1)
151                         vmanip.m_data[vi] = leavesnode;
152         }
153 }
154
155 #if 0
156 static void make_randomstone(VoxelManipulator &vmanip, v3s16 p0)
157 {
158         MapNode stonenode(CONTENT_STONE);
159
160         s16 size = myrand_range(3, 6);
161         
162         VoxelArea stone_a(v3s16(-2,0,-2), v3s16(2,size,2));
163         Buffer<u8> stone_d(stone_a.getVolume());
164         for(s32 i=0; i<stone_a.getVolume(); i++)
165                 stone_d[i] = 0;
166
167         // Force stone at bottom to make it usually touch the ground
168         {
169                 for(s16 z=0; z<=0; z++)
170                 for(s16 y=0; y<=0; y++)
171                 for(s16 x=0; x<=0; x++)
172                 {
173                         stone_d[stone_a.index(v3s16(x,y,z))] = 1;
174                 }
175         }
176
177         // Generate from perlin noise
178         for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
179         for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
180         for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
181         {
182                 double d = noise3d_perlin((float)x/3.,(float)z/3.,(float)y/3.,
183                                 p0.Z*4243+p0.Y*34+p0.X, 2, 0.5);
184                 if(z == stone_a.MinEdge.Z || z == stone_a.MaxEdge.Z)
185                         d -= 0.3;
186                 if(/*y == stone_a.MinEdge.Y ||*/ y == stone_a.MaxEdge.Y)
187                         d -= 0.3;
188                 if(x == stone_a.MinEdge.X || x == stone_a.MaxEdge.X)
189                         d -= 0.3;
190                 if(d > 0.0)
191                 {
192                         u32 vi = stone_a.index(v3s16(x,y,z));
193                         stone_d[vi] = 1;
194                 }
195         }
196
197         /*// Add stone randomly
198         for(u32 iii=0; iii<7; iii++)
199         {
200                 s16 d = 1;
201
202                 v3s16 p(
203                         myrand_range(stone_a.MinEdge.X, stone_a.MaxEdge.X-d),
204                         myrand_range(stone_a.MinEdge.Y, stone_a.MaxEdge.Y-d),
205                         myrand_range(stone_a.MinEdge.Z, stone_a.MaxEdge.Z-d)
206                 );
207
208                 for(s16 z=0; z<=d; z++)
209                 for(s16 y=0; y<=d; y++)
210                 for(s16 x=0; x<=d; x++)
211                 {
212                         stone_d[stone_a.index(p+v3s16(x,y,z))] = 1;
213                 }
214         }*/
215
216         // Blit stone to vmanip
217         for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
218         for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
219         for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
220         {
221                 v3s16 p(x,y,z);
222                 p += p0;
223                 if(vmanip.m_area.contains(p) == false)
224                         continue;
225                 u32 vi = vmanip.m_area.index(p);
226                 if(vmanip.m_data[vi].d != CONTENT_AIR
227                                 && vmanip.m_data[vi].d != CONTENT_IGNORE)
228                         continue;
229                 u32 i = stone_a.index(x,y,z);
230                 if(stone_d[i] == 1)
231                         vmanip.m_data[vi] = stonenode;
232         }
233 }
234 #endif
235
236 #if 0
237 static void make_largestone(VoxelManipulator &vmanip, v3s16 p0)
238 {
239         MapNode stonenode(CONTENT_STONE);
240
241         s16 size = myrand_range(8, 16);
242         
243         VoxelArea stone_a(v3s16(-size/2,0,-size/2), v3s16(size/2,size,size/2));
244         Buffer<u8> stone_d(stone_a.getVolume());
245         for(s32 i=0; i<stone_a.getVolume(); i++)
246                 stone_d[i] = 0;
247
248         // Force stone at bottom to make it usually touch the ground
249         {
250                 for(s16 z=0; z<=0; z++)
251                 for(s16 y=0; y<=0; y++)
252                 for(s16 x=0; x<=0; x++)
253                 {
254                         stone_d[stone_a.index(v3s16(x,y,z))] = 1;
255                 }
256         }
257
258         // Generate from perlin noise
259         for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
260         for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
261         for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
262         {
263                 double d = 1.0;
264                 d += noise3d_perlin((float)x/10.,(float)z/10.,(float)y/10.,
265                                 p0.Z*5123+p0.Y*2439+p0.X, 2, 0.5);
266                 double mid_z = (stone_a.MaxEdge.Z+stone_a.MinEdge.Z)/2;
267                 double mid_x = (stone_a.MaxEdge.X+stone_a.MinEdge.X)/2;
268                 double mid_y = (stone_a.MaxEdge.Y+stone_a.MinEdge.Y)/2;
269                 double dz = (double)z-mid_z;
270                 double dx = (double)x-mid_x;
271                 double dy = MYMAX(0, (double)y-mid_y);
272                 double r = sqrt(dz*dz+dx*dx+dy*dy);
273                 d /= (2*r/size)*2 + 0.01;
274                 if(d > 1.0)
275                 {
276                         u32 vi = stone_a.index(v3s16(x,y,z));
277                         stone_d[vi] = 1;
278                 }
279         }
280
281         /*// Add stone randomly
282         for(u32 iii=0; iii<7; iii++)
283         {
284                 s16 d = 1;
285
286                 v3s16 p(
287                         myrand_range(stone_a.MinEdge.X, stone_a.MaxEdge.X-d),
288                         myrand_range(stone_a.MinEdge.Y, stone_a.MaxEdge.Y-d),
289                         myrand_range(stone_a.MinEdge.Z, stone_a.MaxEdge.Z-d)
290                 );
291
292                 for(s16 z=0; z<=d; z++)
293                 for(s16 y=0; y<=d; y++)
294                 for(s16 x=0; x<=d; x++)
295                 {
296                         stone_d[stone_a.index(p+v3s16(x,y,z))] = 1;
297                 }
298         }*/
299
300         // Blit stone to vmanip
301         for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
302         for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
303         for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
304         {
305                 v3s16 p(x,y,z);
306                 p += p0;
307                 if(vmanip.m_area.contains(p) == false)
308                         continue;
309                 u32 vi = vmanip.m_area.index(p);
310                 /*if(vmanip.m_data[vi].d != CONTENT_AIR
311                                 && vmanip.m_data[vi].d != CONTENT_IGNORE)
312                         continue;*/
313                 u32 i = stone_a.index(x,y,z);
314                 if(stone_d[i] == 1)
315                         vmanip.m_data[vi] = stonenode;
316         }
317 }
318 #endif
319
320 /*
321         Dungeon making routines
322 */
323
324 #define VMANIP_FLAG_DUNGEON_INSIDE VOXELFLAG_CHECKED1
325 #define VMANIP_FLAG_DUNGEON_PRESERVE VOXELFLAG_CHECKED2
326 #define VMANIP_FLAG_DUNGEON_UNTOUCHABLE (\
327                 VMANIP_FLAG_DUNGEON_INSIDE|VMANIP_FLAG_DUNGEON_PRESERVE)
328
329 static void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace)
330 {
331         // Make +-X walls
332         for(s16 z=0; z<roomsize.Z; z++)
333         for(s16 y=0; y<roomsize.Y; y++)
334         {
335                 {
336                         v3s16 p = roomplace + v3s16(0,y,z);
337                         if(vmanip.m_area.contains(p) == false)
338                                 continue;
339                         u32 vi = vmanip.m_area.index(p);
340                         if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
341                                 continue;
342                         vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
343                 }
344                 {
345                         v3s16 p = roomplace + v3s16(roomsize.X-1,y,z);
346                         if(vmanip.m_area.contains(p) == false)
347                                 continue;
348                         u32 vi = vmanip.m_area.index(p);
349                         if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
350                                 continue;
351                         vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
352                 }
353         }
354         
355         // Make +-Z walls
356         for(s16 x=0; x<roomsize.X; x++)
357         for(s16 y=0; y<roomsize.Y; y++)
358         {
359                 {
360                         v3s16 p = roomplace + v3s16(x,y,0);
361                         if(vmanip.m_area.contains(p) == false)
362                                 continue;
363                         u32 vi = vmanip.m_area.index(p);
364                         if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
365                                 continue;
366                         vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
367                 }
368                 {
369                         v3s16 p = roomplace + v3s16(x,y,roomsize.Z-1);
370                         if(vmanip.m_area.contains(p) == false)
371                                 continue;
372                         u32 vi = vmanip.m_area.index(p);
373                         if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
374                                 continue;
375                         vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
376                 }
377         }
378         
379         // Make +-Y walls (floor and ceiling)
380         for(s16 z=0; z<roomsize.Z; z++)
381         for(s16 x=0; x<roomsize.X; x++)
382         {
383                 {
384                         v3s16 p = roomplace + v3s16(x,0,z);
385                         if(vmanip.m_area.contains(p) == false)
386                                 continue;
387                         u32 vi = vmanip.m_area.index(p);
388                         if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
389                                 continue;
390                         vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
391                 }
392                 {
393                         v3s16 p = roomplace + v3s16(x,roomsize.Y-1,z);
394                         if(vmanip.m_area.contains(p) == false)
395                                 continue;
396                         u32 vi = vmanip.m_area.index(p);
397                         if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
398                                 continue;
399                         vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
400                 }
401         }
402         
403         // Fill with air
404         for(s16 z=1; z<roomsize.Z-1; z++)
405         for(s16 y=1; y<roomsize.Y-1; y++)
406         for(s16 x=1; x<roomsize.X-1; x++)
407         {
408                 v3s16 p = roomplace + v3s16(x,y,z);
409                 if(vmanip.m_area.contains(p) == false)
410                         continue;
411                 u32 vi = vmanip.m_area.index(p);
412                 vmanip.m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
413                 vmanip.m_data[vi] = MapNode(CONTENT_AIR);
414         }
415 }
416
417 static void make_fill(VoxelManipulator &vmanip, v3s16 place, v3s16 size,
418                 u8 avoid_flags, MapNode n, u8 or_flags)
419 {
420         for(s16 z=0; z<size.Z; z++)
421         for(s16 y=0; y<size.Y; y++)
422         for(s16 x=0; x<size.X; x++)
423         {
424                 v3s16 p = place + v3s16(x,y,z);
425                 if(vmanip.m_area.contains(p) == false)
426                         continue;
427                 u32 vi = vmanip.m_area.index(p);
428                 if(vmanip.m_flags[vi] & avoid_flags)
429                         continue;
430                 vmanip.m_flags[vi] |= or_flags;
431                 vmanip.m_data[vi] = n;
432         }
433 }
434
435 static void make_hole1(VoxelManipulator &vmanip, v3s16 place)
436 {
437         make_fill(vmanip, place, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
438                         VMANIP_FLAG_DUNGEON_INSIDE);
439 }
440
441 static void make_door1(VoxelManipulator &vmanip, v3s16 doorplace, v3s16 doordir)
442 {
443         make_hole1(vmanip, doorplace);
444         // Place torch (for testing)
445         //vmanip.m_data[vmanip.m_area.index(doorplace)] = MapNode(CONTENT_TORCH);
446 }
447
448 static v3s16 rand_ortho_dir(PseudoRandom &random)
449 {
450         if(random.next()%2==0)
451                 return random.next()%2 ? v3s16(-1,0,0) : v3s16(1,0,0);
452         else
453                 return random.next()%2 ? v3s16(0,0,-1) : v3s16(0,0,1);
454 }
455
456 static v3s16 turn_xz(v3s16 olddir, int t)
457 {
458         v3s16 dir;
459         if(t == 0)
460         {
461                 // Turn right
462                 dir.X = olddir.Z;
463                 dir.Z = -olddir.X;
464                 dir.Y = olddir.Y;
465         }
466         else
467         {
468                 // Turn left
469                 dir.X = -olddir.Z;
470                 dir.Z = olddir.X;
471                 dir.Y = olddir.Y;
472         }
473         return dir;
474 }
475
476 static v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
477 {
478         int turn = random.range(0,2);
479         v3s16 dir;
480         if(turn == 0)
481         {
482                 // Go straight
483                 dir = olddir;
484         }
485         else if(turn == 1)
486                 // Turn right
487                 dir = turn_xz(olddir, 0);
488         else
489                 // Turn left
490                 dir = turn_xz(olddir, 1);
491         return dir;
492 }
493
494 static void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace,
495                 v3s16 doordir, v3s16 &result_place, v3s16 &result_dir,
496                 PseudoRandom &random)
497 {
498         make_hole1(vmanip, doorplace);
499         v3s16 p0 = doorplace;
500         v3s16 dir = doordir;
501         u32 length;
502         if(random.next()%2)
503                 length = random.range(1,13);
504         else
505                 length = random.range(1,6);
506         length = random.range(1,13);
507         u32 partlength = random.range(1,13);
508         u32 partcount = 0;
509         s16 make_stairs = 0;
510         if(random.next()%2 == 0 && partlength >= 3)
511                 make_stairs = random.next()%2 ? 1 : -1;
512         for(u32 i=0; i<length; i++)
513         {
514                 v3s16 p = p0 + dir;
515                 if(partcount != 0)
516                         p.Y += make_stairs;
517
518                 /*// If already empty
519                 if(vmanip.getNodeNoExNoEmerge(p).d
520                                 == CONTENT_AIR
521                 && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
522                                 == CONTENT_AIR)
523                 {
524                 }*/
525
526                 if(vmanip.m_area.contains(p) == true
527                                 && vmanip.m_area.contains(p+v3s16(0,1,0)) == true)
528                 {
529                         if(make_stairs)
530                         {
531                                 make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,5,3),
532                                                 VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(CONTENT_COBBLE), 0);
533                                 make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
534                                                 VMANIP_FLAG_DUNGEON_INSIDE);
535                                 make_fill(vmanip, p-dir, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
536                                                 VMANIP_FLAG_DUNGEON_INSIDE);
537                         }
538                         else
539                         {
540                                 make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,4,3),
541                                                 VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(CONTENT_COBBLE), 0);
542                                 make_hole1(vmanip, p);
543                                 /*make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
544                                                 VMANIP_FLAG_DUNGEON_INSIDE);*/
545                         }
546
547                         p0 = p;
548                 }
549                 else
550                 {
551                         // Can't go here, turn away
552                         dir = turn_xz(dir, random.range(0,1));
553                         make_stairs = -make_stairs;
554                         partcount = 0;
555                         partlength = random.range(1,length);
556                         continue;
557                 }
558
559                 partcount++;
560                 if(partcount >= partlength)
561                 {
562                         partcount = 0;
563                         
564                         dir = random_turn(random, dir);
565                         
566                         partlength = random.range(1,length);
567
568                         make_stairs = 0;
569                         if(random.next()%2 == 0 && partlength >= 3)
570                                 make_stairs = random.next()%2 ? 1 : -1;
571                 }
572         }
573         result_place = p0;
574         result_dir = dir;
575 }
576
577 class RoomWalker
578 {
579 public:
580
581         RoomWalker(VoxelManipulator &vmanip_, v3s16 pos, PseudoRandom &random):
582                         vmanip(vmanip_),
583                         m_pos(pos),
584                         m_random(random)
585         {
586                 randomizeDir();
587         }
588
589         void randomizeDir()
590         {
591                 m_dir = rand_ortho_dir(m_random);
592         }
593
594         void setPos(v3s16 pos)
595         {
596                 m_pos = pos;
597         }
598
599         void setDir(v3s16 dir)
600         {
601                 m_dir = dir;
602         }
603         
604         bool findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
605         {
606                 for(u32 i=0; i<100; i++)
607                 {
608                         v3s16 p = m_pos + m_dir;
609                         v3s16 p1 = p + v3s16(0,1,0);
610                         if(vmanip.m_area.contains(p) == false
611                                         || vmanip.m_area.contains(p1) == false
612                                         || i % 4 == 0)
613                         {
614                                 randomizeDir();
615                                 continue;
616                         }
617                         if(vmanip.getNodeNoExNoEmerge(p).d
618                                         == CONTENT_COBBLE
619                         && vmanip.getNodeNoExNoEmerge(p1).d
620                                         == CONTENT_COBBLE)
621                         {
622                                 // Found wall, this is a good place!
623                                 result_place = p;
624                                 result_dir = m_dir;
625                                 // Randomize next direction
626                                 randomizeDir();
627                                 return true;
628                         }
629                         /*
630                                 Determine where to move next
631                         */
632                         // Jump one up if the actual space is there
633                         if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).d
634                                         == CONTENT_COBBLE
635                         && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
636                                         == CONTENT_AIR
637                         && vmanip.getNodeNoExNoEmerge(p+v3s16(0,2,0)).d
638                                         == CONTENT_AIR)
639                                 p += v3s16(0,1,0);
640                         // Jump one down if the actual space is there
641                         if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
642                                         == CONTENT_COBBLE
643                         && vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).d
644                                         == CONTENT_AIR
645                         && vmanip.getNodeNoExNoEmerge(p+v3s16(0,-1,0)).d
646                                         == CONTENT_AIR)
647                                 p += v3s16(0,-1,0);
648                         // Check if walking is now possible
649                         if(vmanip.getNodeNoExNoEmerge(p).d
650                                         != CONTENT_AIR
651                         || vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
652                                         != CONTENT_AIR)
653                         {
654                                 // Cannot continue walking here
655                                 randomizeDir();
656                                 continue;
657                         }
658                         // Move there
659                         m_pos = p;
660                 }
661                 return false;
662         }
663
664         bool findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
665                         v3s16 &result_doordir, v3s16 &result_roomplace)
666         {
667                 for(s16 trycount=0; trycount<30; trycount++)
668                 {
669                         v3s16 doorplace;
670                         v3s16 doordir;
671                         bool r = findPlaceForDoor(doorplace, doordir);
672                         if(r == false)
673                                 continue;
674                         v3s16 roomplace;
675                         // X east, Z north, Y up
676 #if 0
677                         if(doordir == v3s16(1,0,0)) // X+
678                                 roomplace = doorplace + v3s16(0,-1,-roomsize.Z/2+
679                                                 m_random.range(-roomsize.Z/2+1,roomsize.Z/2-1));
680                         if(doordir == v3s16(-1,0,0)) // X-
681                                 roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2
682                                                 +m_random.range(-roomsize.Z/2+1,roomsize.Z/2-1));
683                         if(doordir == v3s16(0,0,1)) // Z+
684                                 roomplace = doorplace + v3s16(-roomsize.X/2
685                                                 +m_random.range(-roomsize.X/2+1,roomsize.X/2-1),-1,0);
686                         if(doordir == v3s16(0,0,-1)) // Z-
687                                 roomplace = doorplace + v3s16(-roomsize.X/2
688                                                 +m_random.range(-roomsize.X/2+1,roomsize.X/2-1),-1,
689                                                                 -roomsize.Z+1);
690 #endif
691 #if 0
692                         if(doordir == v3s16(1,0,0)) // X+
693                                 roomplace = doorplace + v3s16(0,-1,-roomsize.Z/2+
694                                                 m_random.range(-roomsize.Z/2+(roomsize.Z%2==0?2:1),
695                                                                 roomsize.Z/2-1));
696                         if(doordir == v3s16(-1,0,0)) // X-
697                                 roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2
698                                                 +m_random.range(-roomsize.Z/2+(roomsize.Z%2==0?2:1),
699                                                                 roomsize.Z/2-1));
700                         if(doordir == v3s16(0,0,1)) // Z+
701                                 roomplace = doorplace + v3s16(-roomsize.X/2
702                                                 +m_random.range(-roomsize.X/2+(roomsize.X%2==0?2:1),
703                                                                 roomsize.X/2-1),-1,0);
704                         if(doordir == v3s16(0,0,-1)) // Z-
705                                 roomplace = doorplace + v3s16(-roomsize.X/2
706                                                 +m_random.range(-roomsize.X/2+(roomsize.X%2==0?2:1),
707                                                                 roomsize.X/2-1),-1, -roomsize.Z+1);
708 #endif
709 #if 1
710                         if(doordir == v3s16(1,0,0)) // X+
711                                 roomplace = doorplace +
712                                                 v3s16(0,-1,m_random.range(-roomsize.Z+1,-2));
713                         if(doordir == v3s16(-1,0,0)) // X-
714                                 roomplace = doorplace +
715                                                 v3s16(-roomsize.X+1,-1,m_random.range(-roomsize.Z+1,-2));
716                         if(doordir == v3s16(0,0,1)) // Z+
717                                 roomplace = doorplace +
718                                                 v3s16(m_random.range(-roomsize.X+1,-2),-1,0);
719                         if(doordir == v3s16(0,0,-1)) // Z-
720                                 roomplace = doorplace +
721                                                 v3s16(m_random.range(-roomsize.X+1,-2),-1,-roomsize.Z+1);
722 #endif
723 #if 0
724                         if(doordir == v3s16(1,0,0)) // X+
725                                 roomplace = doorplace + v3s16(0,-1,-roomsize.Z/2);
726                         if(doordir == v3s16(-1,0,0)) // X-
727                                 roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2);
728                         if(doordir == v3s16(0,0,1)) // Z+
729                                 roomplace = doorplace + v3s16(-roomsize.X/2,-1,0);
730                         if(doordir == v3s16(0,0,-1)) // Z-
731                                 roomplace = doorplace + v3s16(-roomsize.X/2,-1,-roomsize.Z+1);
732 #endif
733                         
734                         // Check fit
735                         bool fits = true;
736                         for(s16 z=1; z<roomsize.Z-1; z++)
737                         for(s16 y=1; y<roomsize.Y-1; y++)
738                         for(s16 x=1; x<roomsize.X-1; x++)
739                         {
740                                 v3s16 p = roomplace + v3s16(x,y,z);
741                                 if(vmanip.m_area.contains(p) == false)
742                                 {
743                                         fits = false;
744                                         break;
745                                 }
746                                 if(vmanip.m_flags[vmanip.m_area.index(p)]
747                                                 & VMANIP_FLAG_DUNGEON_INSIDE)
748                                 {
749                                         fits = false;
750                                         break;
751                                 }
752                         }
753                         if(fits == false)
754                         {
755                                 // Find new place
756                                 continue;
757                         }
758                         result_doorplace = doorplace;
759                         result_doordir = doordir;
760                         result_roomplace = roomplace;
761                         return true;
762                 }
763                 return false;
764         }
765
766 private:
767         VoxelManipulator &vmanip;
768         v3s16 m_pos;
769         v3s16 m_dir;
770         PseudoRandom &m_random;
771 };
772
773 static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random)
774 {
775         v3s16 areasize = vmanip.m_area.getExtent();
776         v3s16 roomsize;
777         v3s16 roomplace;
778         
779         /*
780                 Find place for first room
781         */
782         bool fits = false;
783         for(u32 i=0; i<100; i++)
784         {
785                 roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
786                 roomplace = vmanip.m_area.MinEdge + v3s16(
787                                 random.range(0,areasize.X-roomsize.X-1),
788                                 random.range(0,areasize.Y-roomsize.Y-1),
789                                 random.range(0,areasize.Z-roomsize.Z-1));
790                 /*
791                         Check that we're not putting the room to an unknown place,
792                         otherwise it might end up floating in the air
793                 */
794                 fits = true;
795                 for(s16 z=1; z<roomsize.Z-1; z++)
796                 for(s16 y=1; y<roomsize.Y-1; y++)
797                 for(s16 x=1; x<roomsize.X-1; x++)
798                 {
799                         v3s16 p = roomplace + v3s16(x,y,z);
800                         u32 vi = vmanip.m_area.index(p);
801                         if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE)
802                         {
803                                 fits = false;
804                                 break;
805                         }
806                         if(vmanip.m_data[vi].d == CONTENT_IGNORE)
807                         {
808                                 fits = false;
809                                 break;
810                         }
811                 }
812                 if(fits)
813                         break;
814         }
815         // No place found
816         if(fits == false)
817                 return;
818         
819         /*
820                 Stores the center position of the last room made, so that
821                 a new corridor can be started from the last room instead of
822                 the new room, if chosen so.
823         */
824         v3s16 last_room_center = roomplace+v3s16(roomsize.X/2,1,roomsize.Z/2);
825         
826         u32 room_count = random.range(2,7);
827         for(u32 i=0; i<room_count; i++)
828         {
829                 // Make a room to the determined place
830                 make_room1(vmanip, roomsize, roomplace);
831                 
832                 v3s16 room_center = roomplace + v3s16(roomsize.X/2,1,roomsize.Z/2);
833
834                 // Place torch at room center (for testing)
835                 //vmanip.m_data[vmanip.m_area.index(room_center)] = MapNode(CONTENT_TORCH);
836
837                 // Quit if last room
838                 if(i == room_count-1)
839                         break;
840                 
841                 // Determine walker start position
842
843                 bool start_in_last_room = (random.range(0,2)!=0);
844                 //bool start_in_last_room = true;
845
846                 v3s16 walker_start_place;
847
848                 if(start_in_last_room)
849                 {
850                         walker_start_place = last_room_center;
851                 }
852                 else
853                 {
854                         walker_start_place = room_center;
855                         // Store center of current room as the last one
856                         last_room_center = room_center;
857                 }
858                 
859                 // Create walker and find a place for a door
860                 RoomWalker walker(vmanip, walker_start_place, random);
861                 v3s16 doorplace;
862                 v3s16 doordir;
863                 bool r = walker.findPlaceForDoor(doorplace, doordir);
864                 if(r == false)
865                         return;
866                 
867                 if(random.range(0,1)==0)
868                         // Make the door
869                         make_door1(vmanip, doorplace, doordir);
870                 else
871                         // Don't actually make a door
872                         doorplace -= doordir;
873                 
874                 // Make a random corridor starting from the door
875                 v3s16 corridor_end;
876                 v3s16 corridor_end_dir;
877                 make_corridor(vmanip, doorplace, doordir, corridor_end,
878                                 corridor_end_dir, random);
879                 
880                 // Find a place for a random sized room
881                 roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
882                 walker.setPos(corridor_end);
883                 walker.setDir(corridor_end_dir);
884                 r = walker.findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace);
885                 if(r == false)
886                         return;
887
888                 if(random.range(0,1)==0)
889                         // Make the door
890                         make_door1(vmanip, doorplace, doordir);
891                 else
892                         // Don't actually make a door
893                         roomplace -= doordir;
894                 
895         }
896 }
897
898 /*
899         Noise functions. Make sure seed is mangled differently in each one.
900 */
901
902 // This affects the shape of the contour
903 //#define CAVE_NOISE_SCALE 10.0
904 //#define CAVE_NOISE_SCALE 7.5
905 #define CAVE_NOISE_SCALE 5.0
906
907 NoiseParams get_cave_noise1_params(u64 seed)
908 {
909         /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.7,
910                         200, CAVE_NOISE_SCALE);*/
911         /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.7,
912                         100, CAVE_NOISE_SCALE);*/
913         return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.6,
914                         100, CAVE_NOISE_SCALE);
915 }
916
917 NoiseParams get_cave_noise2_params(u64 seed)
918 {
919         /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.7,
920                         200, CAVE_NOISE_SCALE);*/
921         /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.7,
922                         100, CAVE_NOISE_SCALE);*/
923         return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.6,
924                         100, CAVE_NOISE_SCALE);
925 }
926
927 //#define CAVE_NOISE_THRESHOLD (2.5/CAVE_NOISE_SCALE)
928 #define CAVE_NOISE_THRESHOLD (2.0/CAVE_NOISE_SCALE)
929
930 NoiseParams get_ground_noise1_params(u64 seed)
931 {
932         return NoiseParams(NOISE_PERLIN, seed+983240, 5,
933                         0.60, 100.0, 30.0);
934 }
935
936 NoiseParams get_ground_crumbleness_params(u64 seed)
937 {
938         return NoiseParams(NOISE_PERLIN, seed+34413, 3,
939                         1.3, 20.0, 1.0);
940 }
941
942 NoiseParams get_ground_wetness_params(u64 seed)
943 {
944         return NoiseParams(NOISE_PERLIN, seed+32474, 4,
945                         1.1, 40.0, 1.0);
946 }
947
948 bool is_cave(u64 seed, v3s16 p)
949 {
950         double d1 = noise3d_param(get_cave_noise1_params(seed), p.X,p.Y,p.Z);
951         double d2 = noise3d_param(get_cave_noise2_params(seed), p.X,p.Y,p.Z);
952         return d1*d2 > CAVE_NOISE_THRESHOLD;
953 }
954
955 /*
956         Ground density noise shall be interpreted by using this.
957
958         TODO: No perlin noises here, they should be outsourced
959               and buffered
960                   NOTE: The speed of these actually isn't terrible
961 */
962 bool val_is_ground(double ground_noise1_val, v3s16 p, u64 seed)
963 {
964         //return ((double)p.Y < ground_noise1_val);
965
966         double f = 0.8 + noise2d_perlin(
967                         0.5+(float)p.X/250, 0.5+(float)p.Z/250,
968                         seed+920381, 3, 0.5);
969         if(f < 0.01)
970                 f = 0.01;
971         else if(f >= 1.0)
972                 f *= 2.0;
973         double h = WATER_LEVEL + 10 * noise2d_perlin(
974                         0.5+(float)p.X/250, 0.5+(float)p.Z/250,
975                         seed+84174, 4, 0.5);
976         /*double f = 1;
977         double h = 0;*/
978         return ((double)p.Y - h < ground_noise1_val * f);
979 }
980
981 /*
982         Queries whether a position is ground or not.
983 */
984 bool is_ground(u64 seed, v3s16 p)
985 {
986         double val1 = noise3d_param(get_ground_noise1_params(seed), p.X,p.Y,p.Z);
987         return val_is_ground(val1, p, seed);
988 }
989
990 // Amount of trees per area in nodes
991 double tree_amount_2d(u64 seed, v2s16 p)
992 {
993         /*double noise = noise2d_perlin(
994                         0.5+(float)p.X/250, 0.5+(float)p.Y/250,
995                         seed+2, 5, 0.66);*/
996         double noise = noise2d_perlin(
997                         0.5+(float)p.X/125, 0.5+(float)p.Y/125,
998                         seed+2, 4, 0.66);
999         double zeroval = -0.35;
1000         if(noise < zeroval)
1001                 return 0;
1002         else
1003                 return 0.04 * (noise-zeroval) / (1.0-zeroval);
1004 }
1005
1006 #if 0
1007 double randomstone_amount_2d(u64 seed, v2s16 p)
1008 {
1009         double noise = noise2d_perlin(
1010                         0.5+(float)p.X/250, 0.5+(float)p.Y/250,
1011                         seed+3829434, 5, 0.66);
1012         double zeroval = 0.1;
1013         if(noise < zeroval)
1014                 return 0;
1015         else
1016                 return 0.01 * (noise-zeroval) / (1.0-zeroval);
1017 }
1018 #endif
1019
1020 double largestone_amount_2d(u64 seed, v2s16 p)
1021 {
1022         double noise = noise2d_perlin(
1023                         0.5+(float)p.X/250, 0.5+(float)p.Y/250,
1024                         seed+14143242, 5, 0.66);
1025         double zeroval = 0.3;
1026         if(noise < zeroval)
1027                 return 0;
1028         else
1029                 return 0.005 * (noise-zeroval) / (1.0-zeroval);
1030 }
1031
1032 /*
1033         Incrementally find ground level from 3d noise
1034 */
1035 s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
1036 {
1037         // Start a bit fuzzy to make averaging lower precision values
1038         // more useful
1039         s16 level = myrand_range(-precision/2, precision/2);
1040         s16 dec[] = {31000, 100, 20, 4, 1, 0};
1041         s16 i;
1042         for(i = 1; dec[i] != 0 && precision <= dec[i]; i++)
1043         {
1044                 // First find non-ground by going upwards
1045                 // Don't stop in caves.
1046                 {
1047                         s16 max = level+dec[i-1]*2;
1048                         v3s16 p(p2d.X, level, p2d.Y);
1049                         for(; p.Y < max; p.Y += dec[i])
1050                         {
1051                                 if(!is_ground(seed, p))
1052                                 {
1053                                         level = p.Y;
1054                                         break;
1055                                 }
1056                         }
1057                 }
1058                 // Then find ground by going downwards from there.
1059                 // Go in caves, too, when precision is 1.
1060                 {
1061                         s16 min = level-dec[i-1]*2;
1062                         v3s16 p(p2d.X, level, p2d.Y);
1063                         for(; p.Y>min; p.Y-=dec[i])
1064                         {
1065                                 bool ground = is_ground(seed, p);
1066                                 /*if(dec[i] == 1 && is_cave(seed, p))
1067                                         ground = false;*/
1068                                 if(ground)
1069                                 {
1070                                         level = p.Y;
1071                                         break;
1072                                 }
1073                         }
1074                 }
1075         }
1076         
1077         // This is more like the actual ground level
1078         level += dec[i-1]/2;
1079
1080         return level;
1081 }
1082
1083 double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p=4);
1084
1085 double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p)
1086 {
1087         v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
1088         v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
1089         double a = 0;
1090         a += find_ground_level_from_noise(seed,
1091                         v2s16(node_min.X, node_min.Y), p);
1092         a += find_ground_level_from_noise(seed,
1093                         v2s16(node_min.X, node_max.Y), p);
1094         a += find_ground_level_from_noise(seed,
1095                         v2s16(node_max.X, node_max.Y), p);
1096         a += find_ground_level_from_noise(seed,
1097                         v2s16(node_max.X, node_min.Y), p);
1098         a += find_ground_level_from_noise(seed,
1099                         v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p);
1100         a /= 5;
1101         return a;
1102 }
1103
1104 double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p=4);
1105
1106 double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p)
1107 {
1108         v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
1109         v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
1110         double a = -31000;
1111         // Corners
1112         a = MYMAX(a, find_ground_level_from_noise(seed,
1113                         v2s16(node_min.X, node_min.Y), p));
1114         a = MYMAX(a, find_ground_level_from_noise(seed,
1115                         v2s16(node_min.X, node_max.Y), p));
1116         a = MYMAX(a, find_ground_level_from_noise(seed,
1117                         v2s16(node_max.X, node_max.Y), p));
1118         a = MYMAX(a, find_ground_level_from_noise(seed,
1119                         v2s16(node_min.X, node_min.Y), p));
1120         // Center
1121         a = MYMAX(a, find_ground_level_from_noise(seed,
1122                         v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
1123         // Side middle points
1124         a = MYMAX(a, find_ground_level_from_noise(seed,
1125                         v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y), p));
1126         a = MYMAX(a, find_ground_level_from_noise(seed,
1127                         v2s16(node_min.X+MAP_BLOCKSIZE/2, node_max.Y), p));
1128         a = MYMAX(a, find_ground_level_from_noise(seed,
1129                         v2s16(node_min.X, node_min.Y+MAP_BLOCKSIZE/2), p));
1130         a = MYMAX(a, find_ground_level_from_noise(seed,
1131                         v2s16(node_max.X, node_min.Y+MAP_BLOCKSIZE/2), p));
1132         return a;
1133 }
1134
1135 double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p=4);
1136
1137 double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p)
1138 {
1139         v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
1140         v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
1141         double a = 31000;
1142         // Corners
1143         a = MYMIN(a, find_ground_level_from_noise(seed,
1144                         v2s16(node_min.X, node_min.Y), p));
1145         a = MYMIN(a, find_ground_level_from_noise(seed,
1146                         v2s16(node_min.X, node_max.Y), p));
1147         a = MYMIN(a, find_ground_level_from_noise(seed,
1148                         v2s16(node_max.X, node_max.Y), p));
1149         a = MYMIN(a, find_ground_level_from_noise(seed,
1150                         v2s16(node_min.X, node_min.Y), p));
1151         // Center
1152         a = MYMIN(a, find_ground_level_from_noise(seed,
1153                         v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
1154         // Side middle points
1155         a = MYMIN(a, find_ground_level_from_noise(seed,
1156                         v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y), p));
1157         a = MYMIN(a, find_ground_level_from_noise(seed,
1158                         v2s16(node_min.X+MAP_BLOCKSIZE/2, node_max.Y), p));
1159         a = MYMIN(a, find_ground_level_from_noise(seed,
1160                         v2s16(node_min.X, node_min.Y+MAP_BLOCKSIZE/2), p));
1161         a = MYMIN(a, find_ground_level_from_noise(seed,
1162                         v2s16(node_max.X, node_min.Y+MAP_BLOCKSIZE/2), p));
1163         return a;
1164 }
1165
1166 bool block_is_underground(u64 seed, v3s16 blockpos)
1167 {
1168         s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
1169                         seed, v2s16(blockpos.X, blockpos.Z));
1170         
1171         if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
1172                 return true;
1173         else
1174                 return false;
1175 }
1176
1177 #if 0
1178 #define AVERAGE_MUD_AMOUNT 4
1179
1180 double base_rock_level_2d(u64 seed, v2s16 p)
1181 {
1182         // The base ground level
1183         double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT
1184                         + 20. * noise2d_perlin(
1185                         0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
1186                         (seed>>32)+654879876, 6, 0.6);
1187
1188         /*// A bit hillier one
1189         double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin(
1190                         0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
1191                         (seed>>27)+90340, 6, 0.69);
1192         if(base2 > base)
1193                 base = base2;*/
1194 #if 1
1195         // Higher ground level
1196         double higher = (double)WATER_LEVEL + 25. + 35. * noise2d_perlin(
1197                         0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
1198                         seed+85039, 5, 0.69);
1199         //higher = 30; // For debugging
1200
1201         // Limit higher to at least base
1202         if(higher < base)
1203                 higher = base;
1204
1205         // Steepness factor of cliffs
1206         double b = 1.0 + 1.0 * noise2d_perlin(
1207                         0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
1208                         seed-932, 7, 0.7);
1209         b = rangelim(b, 0.0, 1000.0);
1210         b = pow(b, 5);
1211         b *= 7;
1212         b = rangelim(b, 3.0, 1000.0);
1213         //dstream<<"b="<<b<<std::endl;
1214         //double b = 20;
1215
1216         // Offset to more low
1217         double a_off = -0.2;
1218         // High/low selector
1219         /*double a = 0.5 + b * (a_off + noise2d_perlin(
1220                         0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
1221                         seed-359, 6, 0.7));*/
1222         double a = (double)0.5 + b * (a_off + noise2d_perlin(
1223                         0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
1224                         seed-359, 5, 0.60));
1225         // Limit
1226         a = rangelim(a, 0.0, 1.0);
1227
1228         //dstream<<"a="<<a<<std::endl;
1229
1230         double h = base*(1.0-a) + higher*a;
1231 #else
1232         double h = base;
1233 #endif
1234         return h;
1235 }
1236
1237 double get_mud_add_amount(u64 seed, v2s16 p)
1238 {
1239         return ((float)AVERAGE_MUD_AMOUNT + 3.0 * noise2d_perlin(
1240                         0.5+(float)p.X/200, 0.5+(float)p.Y/200,
1241                         seed+91013, 3, 0.55));
1242 }
1243 #endif
1244
1245 bool get_have_sand(u64 seed, v2s16 p2d)
1246 {
1247         // Determine whether to have sand here
1248         double sandnoise = noise2d_perlin(
1249                         0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
1250                         seed+59420, 3, 0.50);
1251
1252         return (sandnoise > -0.15);
1253 }
1254
1255 /*
1256         Adds random objects to block, depending on the content of the block
1257 */
1258 void add_random_objects(MapBlock *block)
1259 {
1260         for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
1261         for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
1262         {
1263                 bool last_node_walkable = false;
1264                 for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
1265                 {
1266                         v3s16 p(x0,y0,z0);
1267                         MapNode n = block->getNodeNoEx(p);
1268                         if(n.d == CONTENT_IGNORE)
1269                                 continue;
1270                         if(content_features(n.d).liquid_type != LIQUID_NONE)
1271                                 continue;
1272                         if(content_features(n.d).walkable)
1273                         {
1274                                 last_node_walkable = true;
1275                                 continue;
1276                         }
1277                         if(last_node_walkable)
1278                         {
1279                                 // If block contains light information
1280                                 if(content_features(n.d).param_type == CPT_LIGHT)
1281                                 {
1282                                         if(n.getLight(LIGHTBANK_DAY) <= 3)
1283                                         {
1284                                                 if(myrand() % 300 == 0)
1285                                                 {
1286                                                         v3f pos_f = intToFloat(p+block->getPosRelative(), BS);
1287                                                         pos_f.Y -= BS*0.4;
1288                                                         ServerActiveObject *obj = new RatSAO(NULL, 0, pos_f);
1289                                                         std::string data = obj->getStaticData();
1290                                                         StaticObject s_obj(obj->getType(),
1291                                                                         obj->getBasePosition(), data);
1292                                                         // Add some
1293                                                         block->m_static_objects.insert(0, s_obj);
1294                                                         block->m_static_objects.insert(0, s_obj);
1295                                                         block->m_static_objects.insert(0, s_obj);
1296                                                         block->m_static_objects.insert(0, s_obj);
1297                                                         block->m_static_objects.insert(0, s_obj);
1298                                                         block->m_static_objects.insert(0, s_obj);
1299                                                         delete obj;
1300                                                 }
1301                                                 if(myrand() % 1000 == 0)
1302                                                 {
1303                                                         v3f pos_f = intToFloat(p+block->getPosRelative(), BS);
1304                                                         pos_f.Y -= BS*0.4;
1305                                                         ServerActiveObject *obj = new Oerkki1SAO(NULL,0,pos_f);
1306                                                         std::string data = obj->getStaticData();
1307                                                         StaticObject s_obj(obj->getType(),
1308                                                                         obj->getBasePosition(), data);
1309                                                         // Add one
1310                                                         block->m_static_objects.insert(0, s_obj);
1311                                                         delete obj;
1312                                                 }
1313                                         }
1314                                 }
1315                         }
1316                         last_node_walkable = false;
1317                 }
1318         }
1319         block->setChangedFlag();
1320 }
1321
1322 void make_block(BlockMakeData *data)
1323 {
1324         if(data->no_op)
1325         {
1326                 dstream<<"makeBlock: no-op"<<std::endl;
1327                 return;
1328         }
1329
1330         v3s16 blockpos = data->blockpos;
1331         
1332         /*dstream<<"makeBlock(): ("<<blockpos.X<<","<<blockpos.Y<<","
1333                         <<blockpos.Z<<")"<<std::endl;*/
1334
1335         ManualMapVoxelManipulator &vmanip = *(data->vmanip);
1336         v3s16 blockpos_min = blockpos - v3s16(1,1,1);
1337         v3s16 blockpos_max = blockpos + v3s16(1,1,1);
1338         // Area of center block
1339         v3s16 node_min = blockpos*MAP_BLOCKSIZE;
1340         v3s16 node_max = (blockpos+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
1341         // Full allocated area
1342         v3s16 full_node_min = (blockpos-1)*MAP_BLOCKSIZE;
1343         v3s16 full_node_max = (blockpos+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
1344         // Area of a block
1345         double block_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE;
1346
1347         v2s16 p2d_center(node_min.X+MAP_BLOCKSIZE/2, node_min.Z+MAP_BLOCKSIZE/2);
1348
1349         /*
1350                 Get average ground level from noise
1351         */
1352         
1353         s16 approx_groundlevel = (s16)get_sector_average_ground_level(
1354                         data->seed, v2s16(blockpos.X, blockpos.Z));
1355         //dstream<<"approx_groundlevel="<<approx_groundlevel<<std::endl;
1356         
1357         s16 approx_ground_depth = approx_groundlevel - (node_min.Y+MAP_BLOCKSIZE/2);
1358         
1359         s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
1360                         data->seed, v2s16(blockpos.X, blockpos.Z));
1361         // Minimum amount of ground above the top of the central block
1362         s16 minimum_ground_depth = minimum_groundlevel - node_max.Y;
1363
1364         s16 maximum_groundlevel = (s16)get_sector_maximum_ground_level(
1365                         data->seed, v2s16(blockpos.X, blockpos.Z), 1);
1366         // Maximum amount of ground above the bottom of the central block
1367         s16 maximum_ground_depth = maximum_groundlevel - node_min.Y;
1368         
1369         /*
1370                 Special case for high air or water: Just fill with air and water.
1371         */
1372         if(maximum_ground_depth < -20)
1373         {
1374                 for(s16 x=node_min.X; x<=node_max.X; x++)
1375                 for(s16 z=node_min.Z; z<=node_max.Z; z++)
1376                 {
1377                         // Node position
1378                         v2s16 p2d(x,z);
1379                         {
1380                                 // Use fast index incrementing
1381                                 v3s16 em = vmanip.m_area.getExtent();
1382                                 u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
1383                                 for(s16 y=node_min.Y; y<=node_max.Y; y++)
1384                                 {
1385                                         // Only modify places that have no content
1386                                         if(vmanip.m_data[i].d == CONTENT_IGNORE)
1387                                         {
1388                                                 if(y <= WATER_LEVEL)
1389                                                         vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE);
1390                                                 else
1391                                                         vmanip.m_data[i] = MapNode(CONTENT_AIR);
1392                                         }
1393                                 
1394                                         data->vmanip->m_area.add_y(em, i, 1);
1395                                 }
1396                         }
1397                 }
1398                 
1399                 // We're done
1400                 return;
1401         }
1402
1403         /*
1404                 If block is deep underground, this is set to true and ground
1405                 density noise is not generated, for speed optimization.
1406         */
1407         bool all_is_ground_except_caves = (minimum_ground_depth > 40);
1408         
1409         /*
1410                 Create a block-specific seed
1411         */
1412         u32 blockseed = (data->seed%0x100000000) + full_node_min.Z*38134234
1413                         + full_node_min.Y*42123 + full_node_min.X*23;
1414         
1415         /*
1416                 Make some 3D noise
1417         */
1418         
1419         //NoiseBuffer noisebuf1;
1420         //NoiseBuffer noisebuf2;
1421         NoiseBuffer noisebuf_cave;
1422         NoiseBuffer noisebuf_ground;
1423         NoiseBuffer noisebuf_ground_crumbleness;
1424         NoiseBuffer noisebuf_ground_wetness;
1425         {
1426                 v3f minpos_f(node_min.X, node_min.Y, node_min.Z);
1427                 v3f maxpos_f(node_max.X, node_max.Y, node_max.Z);
1428
1429                 //TimeTaker timer("noisebuf.create");
1430
1431                 /*
1432                         Cave noise
1433                 */
1434
1435                 noisebuf_cave.create(get_cave_noise1_params(data->seed),
1436                                 minpos_f.X, minpos_f.Y, minpos_f.Z,
1437                                 maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
1438                                 4, 3, 4);
1439                 
1440                 noisebuf_cave.multiply(get_cave_noise2_params(data->seed));
1441
1442                 /*
1443                         Ground noise
1444                 */
1445                 
1446                 // Sample length
1447                 v3f sl = v3f(4.0, 4.0, 4.0);
1448                 
1449                 /*
1450                         Density noise
1451                 */
1452                 if(all_is_ground_except_caves == false)
1453                         //noisebuf_ground.create(data->seed+983240, 6, 0.60, false,
1454                         noisebuf_ground.create(get_ground_noise1_params(data->seed),
1455                                         minpos_f.X, minpos_f.Y, minpos_f.Z,
1456                                         maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
1457                                         sl.X, sl.Y, sl.Z);
1458                 
1459                 /*
1460                         Ground property noise
1461                 */
1462                 sl = v3f(2.5, 2.5, 2.5);
1463                 noisebuf_ground_crumbleness.create(
1464                                 get_ground_crumbleness_params(data->seed),
1465                                 minpos_f.X, minpos_f.Y, minpos_f.Z,
1466                                 maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z,
1467                                 sl.X, sl.Y, sl.Z);
1468                 noisebuf_ground_wetness.create(
1469                                 get_ground_wetness_params(data->seed),
1470                                 minpos_f.X, minpos_f.Y, minpos_f.Z,
1471                                 maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z,
1472                                 sl.X, sl.Y, sl.Z);
1473         }
1474         
1475         /*
1476                 Make base ground level
1477         */
1478
1479         for(s16 x=node_min.X; x<=node_max.X; x++)
1480         for(s16 z=node_min.Z; z<=node_max.Z; z++)
1481         {
1482                 // Node position
1483                 v2s16 p2d(x,z);
1484                 {
1485                         // Use fast index incrementing
1486                         v3s16 em = vmanip.m_area.getExtent();
1487                         u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
1488                         for(s16 y=node_min.Y; y<=node_max.Y; y++)
1489                         {
1490                                 // Only modify places that have no content
1491                                 if(vmanip.m_data[i].d == CONTENT_IGNORE)
1492                                 {
1493                                         // First priority: make air and water.
1494                                         // This avoids caves inside water.
1495                                         if(all_is_ground_except_caves == false
1496                                                         && val_is_ground(noisebuf_ground.get(x,y,z),
1497                                                         v3s16(x,y,z), data->seed) == false)
1498                                         {
1499                                                 if(y <= WATER_LEVEL)
1500                                                         vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE);
1501                                                 else
1502                                                         vmanip.m_data[i] = MapNode(CONTENT_AIR);
1503                                         }
1504                                         else if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD)
1505                                                 vmanip.m_data[i] = MapNode(CONTENT_AIR);
1506                                         else
1507                                                 vmanip.m_data[i] = MapNode(CONTENT_STONE);
1508                                 }
1509                         
1510                                 data->vmanip->m_area.add_y(em, i, 1);
1511                         }
1512                 }
1513         }
1514
1515         /*
1516                 Add minerals
1517         */
1518
1519         {
1520                 PseudoRandom mineralrandom(blockseed);
1521
1522                 /*
1523                         Add meseblocks
1524                 */
1525                 for(s16 i=0; i<approx_ground_depth/4; i++)
1526                 {
1527                         if(mineralrandom.next()%50 == 0)
1528                         {
1529                                 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
1530                                 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
1531                                 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
1532                                 for(u16 i=0; i<27; i++)
1533                                 {
1534                                         v3s16 p = v3s16(x,y,z) + g_27dirs[i];
1535                                         u32 vi = vmanip.m_area.index(p);
1536                                         if(vmanip.m_data[vi].d == CONTENT_STONE)
1537                                                 if(mineralrandom.next()%8 == 0)
1538                                                         vmanip.m_data[vi] = MapNode(CONTENT_MESE);
1539                                 }
1540                                         
1541                         }
1542                 }
1543                 /*
1544                         Add others
1545                 */
1546                 {
1547                         u16 a = mineralrandom.range(0,15);
1548                         a = a*a*a;
1549                         u16 amount = 20 * a/1000;
1550                         for(s16 i=0; i<amount; i++)
1551                         {
1552                                 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
1553                                 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
1554                                 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
1555
1556                                 u8 base_content = CONTENT_STONE;
1557                                 MapNode new_content(CONTENT_IGNORE);
1558                                 u32 sparseness = 6;
1559
1560                                 if(noisebuf_ground_crumbleness.get(x,y+5,z) < -0.1)
1561                                 {
1562                                         new_content = MapNode(CONTENT_STONE, MINERAL_COAL);
1563                                 }
1564                                 else
1565                                 {
1566                                         if(noisebuf_ground_wetness.get(x,y+5,z) > 0.0)
1567                                                 new_content = MapNode(CONTENT_STONE, MINERAL_IRON);
1568                                         /*if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
1569                                                 vmanip.m_data[i] = MapNode(CONTENT_MUD);
1570                                         else
1571                                                 vmanip.m_data[i] = MapNode(CONTENT_SAND);*/
1572                                 }
1573                                 /*else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.1)
1574                                 {
1575                                 }*/
1576
1577                                 if(new_content.d != CONTENT_IGNORE)
1578                                 {
1579                                         for(u16 i=0; i<27; i++)
1580                                         {
1581                                                 v3s16 p = v3s16(x,y,z) + g_27dirs[i];
1582                                                 u32 vi = vmanip.m_area.index(p);
1583                                                 if(vmanip.m_data[vi].d == base_content)
1584                                                 {
1585                                                         if(mineralrandom.next()%sparseness == 0)
1586                                                                 vmanip.m_data[vi] = new_content;
1587                                                 }
1588                                         }
1589                                 }
1590                         }
1591                 }
1592                 /*
1593                         Add coal
1594                 */
1595                 //for(s16 i=0; i < MYMAX(0, 50 - abs(node_min.Y+8 - (-30))); i++)
1596                 //for(s16 i=0; i<50; i++)
1597                 u16 coal_amount = 30;
1598                 u16 coal_rareness = 60 / coal_amount;
1599                 if(coal_rareness == 0)
1600                         coal_rareness = 1;
1601                 if(mineralrandom.next()%coal_rareness == 0)
1602                 {
1603                         u16 a = mineralrandom.next() % 16;
1604                         u16 amount = coal_amount * a*a*a / 1000;
1605                         for(s16 i=0; i<amount; i++)
1606                         {
1607                                 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
1608                                 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
1609                                 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
1610                                 for(u16 i=0; i<27; i++)
1611                                 {
1612                                         v3s16 p = v3s16(x,y,z) + g_27dirs[i];
1613                                         u32 vi = vmanip.m_area.index(p);
1614                                         if(vmanip.m_data[vi].d == CONTENT_STONE)
1615                                                 if(mineralrandom.next()%8 == 0)
1616                                                         vmanip.m_data[vi] = MapNode(CONTENT_STONE, MINERAL_COAL);
1617                                 }
1618                         }
1619                 }
1620                 /*
1621                         Add iron
1622                 */
1623                 u16 iron_amount = 8;
1624                 u16 iron_rareness = 60 / iron_amount;
1625                 if(iron_rareness == 0)
1626                         iron_rareness = 1;
1627                 if(mineralrandom.next()%iron_rareness == 0)
1628                 {
1629                         u16 a = mineralrandom.next() % 16;
1630                         u16 amount = iron_amount * a*a*a / 1000;
1631                         for(s16 i=0; i<amount; i++)
1632                         {
1633                                 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
1634                                 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
1635                                 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
1636                                 for(u16 i=0; i<27; i++)
1637                                 {
1638                                         v3s16 p = v3s16(x,y,z) + g_27dirs[i];
1639                                         u32 vi = vmanip.m_area.index(p);
1640                                         if(vmanip.m_data[vi].d == CONTENT_STONE)
1641                                                 if(mineralrandom.next()%8 == 0)
1642                                                         vmanip.m_data[vi] = MapNode(CONTENT_STONE, MINERAL_IRON);
1643                                 }
1644                         }
1645                 }
1646         }
1647
1648         /*
1649                 Add mud and sand and others underground (in place of stone)
1650         */
1651
1652         for(s16 x=node_min.X; x<=node_max.X; x++)
1653         for(s16 z=node_min.Z; z<=node_max.Z; z++)
1654         {
1655                 // Node position
1656                 v2s16 p2d(x,z);
1657                 {
1658                         // Use fast index incrementing
1659                         v3s16 em = vmanip.m_area.getExtent();
1660                         u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
1661                         for(s16 y=node_max.Y; y>=node_min.Y; y--)
1662                         {
1663                                 if(vmanip.m_data[i].d == CONTENT_STONE)
1664                                 {
1665                                         if(noisebuf_ground_crumbleness.get(x,y,z) > 1.3)
1666                                         {
1667                                                 if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
1668                                                         vmanip.m_data[i] = MapNode(CONTENT_MUD);
1669                                                 else
1670                                                         vmanip.m_data[i] = MapNode(CONTENT_SAND);
1671                                         }
1672                                         else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.7)
1673                                         {
1674                                                 if(noisebuf_ground_wetness.get(x,y,z) < -0.6)
1675                                                         vmanip.m_data[i] = MapNode(CONTENT_GRAVEL);
1676                                         }
1677                                 }
1678
1679                                 data->vmanip->m_area.add_y(em, i, -1);
1680                         }
1681                 }
1682         }
1683
1684         /*
1685                 Add dungeons
1686         */
1687         
1688         //if(node_min.Y < approx_groundlevel)
1689         //if(myrand() % 3 == 0)
1690         //if(myrand() % 3 == 0 && node_min.Y < approx_groundlevel)
1691         //if(myrand() % 100 == 0 && node_min.Y < approx_groundlevel)
1692         //float dungeon_rarity = g_settings.getFloat("dungeon_rarity");
1693         float dungeon_rarity = 0.02;
1694         if(((noise3d(blockpos.X,blockpos.Y,blockpos.Z,data->seed)+1.0)/2.0)
1695                         < dungeon_rarity
1696                         && node_min.Y < approx_groundlevel)
1697         {
1698                 // Dungeon generator doesn't modify places which have this set
1699                 data->vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE
1700                                 | VMANIP_FLAG_DUNGEON_PRESERVE);
1701                 
1702                 // Set all air and water to be untouchable to make dungeons open
1703                 // to caves and open air
1704                 for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
1705                 for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
1706                 {
1707                         // Node position
1708                         v2s16 p2d(x,z);
1709                         {
1710                                 // Use fast index incrementing
1711                                 v3s16 em = vmanip.m_area.getExtent();
1712                                 u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
1713                                 for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
1714                                 {
1715                                         if(vmanip.m_data[i].d == CONTENT_AIR)
1716                                                 vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
1717                                         else if(vmanip.m_data[i].d == CONTENT_WATERSOURCE)
1718                                                 vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
1719                                         data->vmanip->m_area.add_y(em, i, -1);
1720                                 }
1721                         }
1722                 }
1723                 
1724                 PseudoRandom random(blockseed+2);
1725
1726                 // Add it
1727                 make_dungeon1(vmanip, random);
1728                 
1729                 // Convert some cobble to mossy cobble
1730                 for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
1731                 for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
1732                 {
1733                         // Node position
1734                         v2s16 p2d(x,z);
1735                         {
1736                                 // Use fast index incrementing
1737                                 v3s16 em = vmanip.m_area.getExtent();
1738                                 u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
1739                                 for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
1740                                 {
1741                                         // (noisebuf not used because it doesn't contain the
1742                                         //  full area)
1743                                         double wetness = noise3d_param(
1744                                                         get_ground_wetness_params(data->seed), x,y,z);
1745                                         double d = noise3d_perlin((float)x/2.5,
1746                                                         (float)y/2.5,(float)z/2.5,
1747                                                         blockseed, 2, 1.4);
1748                                         if(vmanip.m_data[i].d == CONTENT_COBBLE)
1749                                         {
1750                                                 if(d < wetness/3.0)
1751                                                 {
1752                                                         vmanip.m_data[i].d = CONTENT_MOSSYCOBBLE;
1753                                                 }
1754                                         }
1755                                         /*else if(vmanip.m_flags[i] & VMANIP_FLAG_DUNGEON_INSIDE)
1756                                         {
1757                                                 if(wetness > 1.2)
1758                                                         vmanip.m_data[i].d = CONTENT_MUD;
1759                                         }*/
1760                                         data->vmanip->m_area.add_y(em, i, -1);
1761                                 }
1762                         }
1763                 }
1764         }
1765         
1766         /*
1767                 Add top and bottom side of water to transforming_liquid queue
1768         */
1769
1770         for(s16 x=node_min.X; x<=node_max.X; x++)
1771         for(s16 z=node_min.Z; z<=node_max.Z; z++)
1772         {
1773                 // Node position
1774                 v2s16 p2d(x,z);
1775                 {
1776                         bool water_found = false;
1777                         // Use fast index incrementing
1778                         v3s16 em = vmanip.m_area.getExtent();
1779                         u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
1780                         for(s16 y=node_max.Y; y>=node_min.Y; y--)
1781                         {
1782                                 if(water_found == false)
1783                                 {
1784                                         if(vmanip.m_data[i].d == CONTENT_WATERSOURCE)
1785                                         {
1786                                                 v3s16 p = v3s16(p2d.X, y, p2d.Y);
1787                                                 data->transforming_liquid.push_back(p);
1788                                                 water_found = true;
1789                                         }
1790                                 }
1791                                 else
1792                                 {
1793                                         // This can be done because water_found can only
1794                                         // turn to true and end up here after going through
1795                                         // a single block.
1796                                         if(vmanip.m_data[i+1].d != CONTENT_WATERSOURCE)
1797                                         {
1798                                                 v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
1799                                                 data->transforming_liquid.push_back(p);
1800                                                 water_found = false;
1801                                         }
1802                                 }
1803
1804                                 data->vmanip->m_area.add_y(em, i, -1);
1805                         }
1806                 }
1807         }
1808
1809         /*
1810                 If close to ground level
1811         */
1812
1813         //if(abs(approx_ground_depth) < 30)
1814         if(minimum_ground_depth < 5 && maximum_ground_depth > -5)
1815         {
1816                 /*
1817                         Add grass and mud
1818                 */
1819
1820                 for(s16 x=node_min.X; x<=node_max.X; x++)
1821                 for(s16 z=node_min.Z; z<=node_max.Z; z++)
1822                 {
1823                         // Node position
1824                         v2s16 p2d(x,z);
1825                         {
1826                                 bool possibly_have_sand = get_have_sand(data->seed, p2d);
1827                                 bool have_sand = false;
1828                                 u32 current_depth = 0;
1829                                 bool air_detected = false;
1830                                 bool water_detected = false;
1831                                 // Use fast index incrementing
1832                                 s16 start_y = node_max.Y+2;
1833                                 v3s16 em = vmanip.m_area.getExtent();
1834                                 u32 i = vmanip.m_area.index(v3s16(p2d.X, start_y, p2d.Y));
1835                                 for(s16 y=start_y; y>=node_min.Y-3; y--)
1836                                 {
1837                                         if(vmanip.m_data[i].d == CONTENT_WATERSOURCE)
1838                                                 water_detected = true;
1839                                         if(vmanip.m_data[i].d == CONTENT_AIR)
1840                                                 air_detected = true;
1841
1842                                         if((vmanip.m_data[i].d == CONTENT_STONE
1843                                                         || vmanip.m_data[i].d == CONTENT_GRASS
1844                                                         || vmanip.m_data[i].d == CONTENT_MUD
1845                                                         || vmanip.m_data[i].d == CONTENT_SAND
1846                                                         || vmanip.m_data[i].d == CONTENT_GRAVEL
1847                                                         ) && (air_detected || water_detected))
1848                                         {
1849                                                 if(current_depth == 0 && y <= WATER_LEVEL+2
1850                                                                 && possibly_have_sand)
1851                                                         have_sand = true;
1852                                                 
1853                                                 if(current_depth < 4)
1854                                                 {
1855                                                         if(have_sand)
1856                                                         {
1857                                                                 vmanip.m_data[i] = MapNode(CONTENT_SAND);
1858                                                         }
1859                                                         #if 1
1860                                                         else if(current_depth==0 && !water_detected
1861                                                                         && y >= WATER_LEVEL && air_detected)
1862                                                                 vmanip.m_data[i] = MapNode(CONTENT_GRASS);
1863                                                         #endif
1864                                                         else
1865                                                                 vmanip.m_data[i] = MapNode(CONTENT_MUD);
1866                                                 }
1867                                                 else
1868                                                 {
1869                                                         if(vmanip.m_data[i].d == CONTENT_MUD
1870                                                                 || vmanip.m_data[i].d == CONTENT_GRASS)
1871                                                                 vmanip.m_data[i] = MapNode(CONTENT_STONE);
1872                                                 }
1873
1874                                                 current_depth++;
1875
1876                                                 if(current_depth >= 8)
1877                                                         break;
1878                                         }
1879                                         else if(current_depth != 0)
1880                                                 break;
1881
1882                                         data->vmanip->m_area.add_y(em, i, -1);
1883                                 }
1884                         }
1885                 }
1886
1887                 /*
1888                         Add trees
1889                 */
1890                 
1891                 // Amount of trees
1892                 u32 tree_count = block_area_nodes * tree_amount_2d(data->seed, p2d_center);
1893                 PseudoRandom treerandom(blockseed);
1894                 // Put trees in random places on part of division
1895                 for(u32 i=0; i<tree_count; i++)
1896                 {
1897                         s16 x = treerandom.range(node_min.X, node_max.X);
1898                         s16 z = treerandom.range(node_min.Z, node_max.Z);
1899                         //s16 y = find_ground_level(data->vmanip, v2s16(x,z));
1900                         s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4);
1901                         // Don't make a tree under water level
1902                         if(y < WATER_LEVEL)
1903                                 continue;
1904                         // Make sure tree fits (only trees whose starting point is
1905                         // at this block are added)
1906                         if(y < node_min.Y || y > node_max.Y)
1907                                 continue;
1908                         /*
1909                                 Find exact ground level
1910                         */
1911                         v3s16 p(x,y+6,z);
1912                         bool found = false;
1913                         for(; p.Y >= y-6; p.Y--)
1914                         {
1915                                 u32 i = data->vmanip->m_area.index(p);
1916                                 MapNode *n = &data->vmanip->m_data[i];
1917                                 if(n->d != CONTENT_AIR && n->d != CONTENT_IGNORE)
1918                                 {
1919                                         found = true;
1920                                         break;
1921                                 }
1922                         }
1923                         // If not found, handle next one
1924                         if(found == false)
1925                                 continue;
1926                         /*
1927                                 Trees grow only on mud and grass
1928                         */
1929                         {
1930                                 u32 i = data->vmanip->m_area.index(p);
1931                                 MapNode *n = &data->vmanip->m_data[i];
1932                                 if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
1933                                         continue;
1934                         }
1935                         // Tree will be placed one higher
1936                         p.Y++;
1937                         // Make a tree
1938                         make_tree(vmanip, p);
1939                 }
1940
1941 #if 0
1942                 /*
1943                         Add some kind of random stones
1944                 */
1945                 
1946                 u32 random_stone_count = block_area_nodes *
1947                                 randomstone_amount_2d(data->seed, p2d_center);
1948                 // Put in random places on part of division
1949                 for(u32 i=0; i<random_stone_count; i++)
1950                 {
1951                         s16 x = myrand_range(node_min.X, node_max.X);
1952                         s16 z = myrand_range(node_min.Z, node_max.Z);
1953                         s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
1954                         // Don't add under water level
1955                         /*if(y < WATER_LEVEL)
1956                                 continue;*/
1957                         // Don't add if doesn't belong to this block
1958                         if(y < node_min.Y || y > node_max.Y)
1959                                 continue;
1960                         v3s16 p(x,y,z);
1961                         // Filter placement
1962                         /*{
1963                                 u32 i = data->vmanip->m_area.index(v3s16(p));
1964                                 MapNode *n = &data->vmanip->m_data[i];
1965                                 if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
1966                                         continue;
1967                         }*/
1968                         // Will be placed one higher
1969                         p.Y++;
1970                         // Add it
1971                         make_randomstone(data->vmanip, p);
1972                 }
1973 #endif
1974
1975 #if 0
1976                 /*
1977                         Add larger stones
1978                 */
1979                 
1980                 u32 large_stone_count = block_area_nodes *
1981                                 largestone_amount_2d(data->seed, p2d_center);
1982                 //u32 large_stone_count = 1;
1983                 // Put in random places on part of division
1984                 for(u32 i=0; i<large_stone_count; i++)
1985                 {
1986                         s16 x = myrand_range(node_min.X, node_max.X);
1987                         s16 z = myrand_range(node_min.Z, node_max.Z);
1988                         s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
1989                         // Don't add under water level
1990                         /*if(y < WATER_LEVEL)
1991                                 continue;*/
1992                         // Don't add if doesn't belong to this block
1993                         if(y < node_min.Y || y > node_max.Y)
1994                                 continue;
1995                         v3s16 p(x,y,z);
1996                         // Filter placement
1997                         /*{
1998                                 u32 i = data->vmanip->m_area.index(v3s16(p));
1999                                 MapNode *n = &data->vmanip->m_data[i];
2000                                 if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
2001                                         continue;
2002                         }*/
2003                         // Will be placed one lower
2004                         p.Y--;
2005                         // Add it
2006                         make_largestone(data->vmanip, p);
2007                 }
2008 #endif
2009         }
2010
2011 }
2012
2013 BlockMakeData::BlockMakeData():
2014         no_op(false),
2015         vmanip(NULL),
2016         seed(0)
2017 {}
2018
2019 BlockMakeData::~BlockMakeData()
2020 {
2021         delete vmanip;
2022 }
2023
2024 }; // namespace mapgen
2025
2026