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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 "serverobject.h"
27 #include "mineral.h"
28
29 namespace mapgen
30 {
31
32 /*
33         Some helper functions for the map generator
34 */
35
36 #if 0
37 static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d)
38 {
39         v3s16 em = vmanip.m_area.getExtent();
40         s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
41         s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
42         u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
43         s16 y;
44         for(y=y_nodes_max; y>=y_nodes_min; y--)
45         {
46                 MapNode &n = vmanip.m_data[i];
47                 if(content_walkable(n.d))
48                         break;
49
50                 vmanip.m_area.add_y(em, i, -1);
51         }
52         if(y >= y_nodes_min)
53                 return y;
54         else
55                 return y_nodes_min;
56 }
57
58 static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d)
59 {
60         v3s16 em = vmanip.m_area.getExtent();
61         s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
62         s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
63         u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
64         s16 y;
65         for(y=y_nodes_max; y>=y_nodes_min; y--)
66         {
67                 MapNode &n = vmanip.m_data[i];
68                 if(content_walkable(n.d)
69                                 && n.d != CONTENT_TREE
70                                 && n.d != CONTENT_LEAVES)
71                         break;
72
73                 vmanip.m_area.add_y(em, i, -1);
74         }
75         if(y >= y_nodes_min)
76                 return y;
77         else
78                 return y_nodes_min;
79 }
80 #endif
81
82 static void make_tree(VoxelManipulator &vmanip, v3s16 p0)
83 {
84         MapNode treenode(CONTENT_TREE);
85         MapNode leavesnode(CONTENT_LEAVES);
86
87         s16 trunk_h = myrand_range(3, 6);
88         v3s16 p1 = p0;
89         for(s16 ii=0; ii<trunk_h; ii++)
90         {
91                 if(vmanip.m_area.contains(p1))
92                         vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
93                 p1.Y++;
94         }
95
96         // p1 is now the last piece of the trunk
97         p1.Y -= 1;
98
99         VoxelArea leaves_a(v3s16(-2,-2,-2), v3s16(2,2,2));
100         //SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
101         Buffer<u8> leaves_d(leaves_a.getVolume());
102         for(s32 i=0; i<leaves_a.getVolume(); i++)
103                 leaves_d[i] = 0;
104
105         // Force leaves at near the end of the trunk
106         {
107                 s16 d = 1;
108                 for(s16 z=-d; z<=d; z++)
109                 for(s16 y=-d; y<=d; y++)
110                 for(s16 x=-d; x<=d; x++)
111                 {
112                         leaves_d[leaves_a.index(v3s16(x,y,z))] = 1;
113                 }
114         }
115
116         // Add leaves randomly
117         for(u32 iii=0; iii<7; iii++)
118         {
119                 s16 d = 1;
120
121                 v3s16 p(
122                         myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
123                         myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
124                         myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
125                 );
126
127                 for(s16 z=0; z<=d; z++)
128                 for(s16 y=0; y<=d; y++)
129                 for(s16 x=0; x<=d; x++)
130                 {
131                         leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1;
132                 }
133         }
134
135         // Blit leaves to vmanip
136         for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++)
137         for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++)
138         for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++)
139         {
140                 v3s16 p(x,y,z);
141                 p += p1;
142                 if(vmanip.m_area.contains(p) == false)
143                         continue;
144                 u32 vi = vmanip.m_area.index(p);
145                 if(vmanip.m_data[vi].d != CONTENT_AIR
146                                 && vmanip.m_data[vi].d != CONTENT_IGNORE)
147                         continue;
148                 u32 i = leaves_a.index(x,y,z);
149                 if(leaves_d[i] == 1)
150                         vmanip.m_data[vi] = leavesnode;
151         }
152 }
153
154 void make_papyrus(VoxelManipulator &vmanip, v3s16 p0)
155 {
156         MapNode papyrusnode(CONTENT_PAPYRUS);
157
158         s16 trunk_h = myrand_range(2, 3);
159         v3s16 p1 = p0;
160         for(s16 ii=0; ii<trunk_h; ii++)
161         {
162                 if(vmanip.m_area.contains(p1))
163                         vmanip.m_data[vmanip.m_area.index(p1)] = papyrusnode;
164                 p1.Y++;
165         }
166 }
167
168 void make_cactus(VoxelManipulator &vmanip, v3s16 p0)
169 {
170         MapNode cactusnode(CONTENT_CACTUS);
171
172         s16 trunk_h = 3;
173         v3s16 p1 = p0;
174         for(s16 ii=0; ii<trunk_h; ii++)
175         {
176                 if(vmanip.m_area.contains(p1))
177                         vmanip.m_data[vmanip.m_area.index(p1)] = cactusnode;
178                 p1.Y++;
179         }
180 }
181
182 #if 0
183 static void make_randomstone(VoxelManipulator &vmanip, v3s16 p0)
184 {
185         MapNode stonenode(CONTENT_STONE);
186
187         s16 size = myrand_range(3, 6);
188         
189         VoxelArea stone_a(v3s16(-2,0,-2), v3s16(2,size,2));
190         Buffer<u8> stone_d(stone_a.getVolume());
191         for(s32 i=0; i<stone_a.getVolume(); i++)
192                 stone_d[i] = 0;
193
194         // Force stone at bottom to make it usually touch the ground
195         {
196                 for(s16 z=0; z<=0; z++)
197                 for(s16 y=0; y<=0; y++)
198                 for(s16 x=0; x<=0; x++)
199                 {
200                         stone_d[stone_a.index(v3s16(x,y,z))] = 1;
201                 }
202         }
203
204         // Generate from perlin noise
205         for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
206         for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
207         for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
208         {
209                 double d = noise3d_perlin((float)x/3.,(float)z/3.,(float)y/3.,
210                                 p0.Z*4243+p0.Y*34+p0.X, 2, 0.5);
211                 if(z == stone_a.MinEdge.Z || z == stone_a.MaxEdge.Z)
212                         d -= 0.3;
213                 if(/*y == stone_a.MinEdge.Y ||*/ y == stone_a.MaxEdge.Y)
214                         d -= 0.3;
215                 if(x == stone_a.MinEdge.X || x == stone_a.MaxEdge.X)
216                         d -= 0.3;
217                 if(d > 0.0)
218                 {
219                         u32 vi = stone_a.index(v3s16(x,y,z));
220                         stone_d[vi] = 1;
221                 }
222         }
223
224         /*// Add stone randomly
225         for(u32 iii=0; iii<7; iii++)
226         {
227                 s16 d = 1;
228
229                 v3s16 p(
230                         myrand_range(stone_a.MinEdge.X, stone_a.MaxEdge.X-d),
231                         myrand_range(stone_a.MinEdge.Y, stone_a.MaxEdge.Y-d),
232                         myrand_range(stone_a.MinEdge.Z, stone_a.MaxEdge.Z-d)
233                 );
234
235                 for(s16 z=0; z<=d; z++)
236                 for(s16 y=0; y<=d; y++)
237                 for(s16 x=0; x<=d; x++)
238                 {
239                         stone_d[stone_a.index(p+v3s16(x,y,z))] = 1;
240                 }
241         }*/
242
243         // Blit stone to vmanip
244         for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
245         for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
246         for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
247         {
248                 v3s16 p(x,y,z);
249                 p += p0;
250                 if(vmanip.m_area.contains(p) == false)
251                         continue;
252                 u32 vi = vmanip.m_area.index(p);
253                 if(vmanip.m_data[vi].d != CONTENT_AIR
254                                 && vmanip.m_data[vi].d != CONTENT_IGNORE)
255                         continue;
256                 u32 i = stone_a.index(x,y,z);
257                 if(stone_d[i] == 1)
258                         vmanip.m_data[vi] = stonenode;
259         }
260 }
261 #endif
262
263 #if 0
264 static void make_largestone(VoxelManipulator &vmanip, v3s16 p0)
265 {
266         MapNode stonenode(CONTENT_STONE);
267
268         s16 size = myrand_range(8, 16);
269         
270         VoxelArea stone_a(v3s16(-size/2,0,-size/2), v3s16(size/2,size,size/2));
271         Buffer<u8> stone_d(stone_a.getVolume());
272         for(s32 i=0; i<stone_a.getVolume(); i++)
273                 stone_d[i] = 0;
274
275         // Force stone at bottom to make it usually touch the ground
276         {
277                 for(s16 z=0; z<=0; z++)
278                 for(s16 y=0; y<=0; y++)
279                 for(s16 x=0; x<=0; x++)
280                 {
281                         stone_d[stone_a.index(v3s16(x,y,z))] = 1;
282                 }
283         }
284
285         // Generate from perlin noise
286         for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
287         for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
288         for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
289         {
290                 double d = 1.0;
291                 d += noise3d_perlin((float)x/10.,(float)z/10.,(float)y/10.,
292                                 p0.Z*5123+p0.Y*2439+p0.X, 2, 0.5);
293                 double mid_z = (stone_a.MaxEdge.Z+stone_a.MinEdge.Z)/2;
294                 double mid_x = (stone_a.MaxEdge.X+stone_a.MinEdge.X)/2;
295                 double mid_y = (stone_a.MaxEdge.Y+stone_a.MinEdge.Y)/2;
296                 double dz = (double)z-mid_z;
297                 double dx = (double)x-mid_x;
298                 double dy = MYMAX(0, (double)y-mid_y);
299                 double r = sqrt(dz*dz+dx*dx+dy*dy);
300                 d /= (2*r/size)*2 + 0.01;
301                 if(d > 1.0)
302                 {
303                         u32 vi = stone_a.index(v3s16(x,y,z));
304                         stone_d[vi] = 1;
305                 }
306         }
307
308         /*// Add stone randomly
309         for(u32 iii=0; iii<7; iii++)
310         {
311                 s16 d = 1;
312
313                 v3s16 p(
314                         myrand_range(stone_a.MinEdge.X, stone_a.MaxEdge.X-d),
315                         myrand_range(stone_a.MinEdge.Y, stone_a.MaxEdge.Y-d),
316                         myrand_range(stone_a.MinEdge.Z, stone_a.MaxEdge.Z-d)
317                 );
318
319                 for(s16 z=0; z<=d; z++)
320                 for(s16 y=0; y<=d; y++)
321                 for(s16 x=0; x<=d; x++)
322                 {
323                         stone_d[stone_a.index(p+v3s16(x,y,z))] = 1;
324                 }
325         }*/
326
327         // Blit stone to vmanip
328         for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
329         for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
330         for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
331         {
332                 v3s16 p(x,y,z);
333                 p += p0;
334                 if(vmanip.m_area.contains(p) == false)
335                         continue;
336                 u32 vi = vmanip.m_area.index(p);
337                 /*if(vmanip.m_data[vi].d != CONTENT_AIR
338                                 && vmanip.m_data[vi].d != CONTENT_IGNORE)
339                         continue;*/
340                 u32 i = stone_a.index(x,y,z);
341                 if(stone_d[i] == 1)
342                         vmanip.m_data[vi] = stonenode;
343         }
344 }
345 #endif
346
347 /*
348         Dungeon making routines
349 */
350
351 #define VMANIP_FLAG_DUNGEON_INSIDE VOXELFLAG_CHECKED1
352 #define VMANIP_FLAG_DUNGEON_PRESERVE VOXELFLAG_CHECKED2
353 #define VMANIP_FLAG_DUNGEON_UNTOUCHABLE (\
354                 VMANIP_FLAG_DUNGEON_INSIDE|VMANIP_FLAG_DUNGEON_PRESERVE)
355
356 static void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace)
357 {
358         // Make +-X walls
359         for(s16 z=0; z<roomsize.Z; z++)
360         for(s16 y=0; y<roomsize.Y; y++)
361         {
362                 {
363                         v3s16 p = roomplace + v3s16(0,y,z);
364                         if(vmanip.m_area.contains(p) == false)
365                                 continue;
366                         u32 vi = vmanip.m_area.index(p);
367                         if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
368                                 continue;
369                         vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
370                 }
371                 {
372                         v3s16 p = roomplace + v3s16(roomsize.X-1,y,z);
373                         if(vmanip.m_area.contains(p) == false)
374                                 continue;
375                         u32 vi = vmanip.m_area.index(p);
376                         if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
377                                 continue;
378                         vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
379                 }
380         }
381         
382         // Make +-Z walls
383         for(s16 x=0; x<roomsize.X; x++)
384         for(s16 y=0; y<roomsize.Y; y++)
385         {
386                 {
387                         v3s16 p = roomplace + v3s16(x,y,0);
388                         if(vmanip.m_area.contains(p) == false)
389                                 continue;
390                         u32 vi = vmanip.m_area.index(p);
391                         if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
392                                 continue;
393                         vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
394                 }
395                 {
396                         v3s16 p = roomplace + v3s16(x,y,roomsize.Z-1);
397                         if(vmanip.m_area.contains(p) == false)
398                                 continue;
399                         u32 vi = vmanip.m_area.index(p);
400                         if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
401                                 continue;
402                         vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
403                 }
404         }
405         
406         // Make +-Y walls (floor and ceiling)
407         for(s16 z=0; z<roomsize.Z; z++)
408         for(s16 x=0; x<roomsize.X; x++)
409         {
410                 {
411                         v3s16 p = roomplace + v3s16(x,0,z);
412                         if(vmanip.m_area.contains(p) == false)
413                                 continue;
414                         u32 vi = vmanip.m_area.index(p);
415                         if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
416                                 continue;
417                         vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
418                 }
419                 {
420                         v3s16 p = roomplace + v3s16(x,roomsize.Y-1,z);
421                         if(vmanip.m_area.contains(p) == false)
422                                 continue;
423                         u32 vi = vmanip.m_area.index(p);
424                         if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
425                                 continue;
426                         vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
427                 }
428         }
429         
430         // Fill with air
431         for(s16 z=1; z<roomsize.Z-1; z++)
432         for(s16 y=1; y<roomsize.Y-1; y++)
433         for(s16 x=1; x<roomsize.X-1; x++)
434         {
435                 v3s16 p = roomplace + v3s16(x,y,z);
436                 if(vmanip.m_area.contains(p) == false)
437                         continue;
438                 u32 vi = vmanip.m_area.index(p);
439                 vmanip.m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
440                 vmanip.m_data[vi] = MapNode(CONTENT_AIR);
441         }
442 }
443
444 static void make_fill(VoxelManipulator &vmanip, v3s16 place, v3s16 size,
445                 u8 avoid_flags, MapNode n, u8 or_flags)
446 {
447         for(s16 z=0; z<size.Z; z++)
448         for(s16 y=0; y<size.Y; y++)
449         for(s16 x=0; x<size.X; x++)
450         {
451                 v3s16 p = place + v3s16(x,y,z);
452                 if(vmanip.m_area.contains(p) == false)
453                         continue;
454                 u32 vi = vmanip.m_area.index(p);
455                 if(vmanip.m_flags[vi] & avoid_flags)
456                         continue;
457                 vmanip.m_flags[vi] |= or_flags;
458                 vmanip.m_data[vi] = n;
459         }
460 }
461
462 static void make_hole1(VoxelManipulator &vmanip, v3s16 place)
463 {
464         make_fill(vmanip, place, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
465                         VMANIP_FLAG_DUNGEON_INSIDE);
466 }
467
468 static void make_door1(VoxelManipulator &vmanip, v3s16 doorplace, v3s16 doordir)
469 {
470         make_hole1(vmanip, doorplace);
471         // Place torch (for testing)
472         //vmanip.m_data[vmanip.m_area.index(doorplace)] = MapNode(CONTENT_TORCH);
473 }
474
475 static v3s16 rand_ortho_dir(PseudoRandom &random)
476 {
477         if(random.next()%2==0)
478                 return random.next()%2 ? v3s16(-1,0,0) : v3s16(1,0,0);
479         else
480                 return random.next()%2 ? v3s16(0,0,-1) : v3s16(0,0,1);
481 }
482
483 static v3s16 turn_xz(v3s16 olddir, int t)
484 {
485         v3s16 dir;
486         if(t == 0)
487         {
488                 // Turn right
489                 dir.X = olddir.Z;
490                 dir.Z = -olddir.X;
491                 dir.Y = olddir.Y;
492         }
493         else
494         {
495                 // Turn left
496                 dir.X = -olddir.Z;
497                 dir.Z = olddir.X;
498                 dir.Y = olddir.Y;
499         }
500         return dir;
501 }
502
503 static v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
504 {
505         int turn = random.range(0,2);
506         v3s16 dir;
507         if(turn == 0)
508         {
509                 // Go straight
510                 dir = olddir;
511         }
512         else if(turn == 1)
513                 // Turn right
514                 dir = turn_xz(olddir, 0);
515         else
516                 // Turn left
517                 dir = turn_xz(olddir, 1);
518         return dir;
519 }
520
521 static void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace,
522                 v3s16 doordir, v3s16 &result_place, v3s16 &result_dir,
523                 PseudoRandom &random)
524 {
525         make_hole1(vmanip, doorplace);
526         v3s16 p0 = doorplace;
527         v3s16 dir = doordir;
528         u32 length;
529         if(random.next()%2)
530                 length = random.range(1,13);
531         else
532                 length = random.range(1,6);
533         length = random.range(1,13);
534         u32 partlength = random.range(1,length);
535         u32 partcount = 0;
536         s16 make_stairs = 0;
537         if(random.next()%2 == 0 && partlength >= 3)
538                 make_stairs = random.next()%2 ? 1 : -1;
539         for(u32 i=0; i<length; i++)
540         {
541                 v3s16 p = p0 + dir;
542                 if(partcount != 0)
543                         p.Y += make_stairs;
544
545                 /*// If already empty
546                 if(vmanip.getNodeNoExNoEmerge(p).d
547                                 == CONTENT_AIR
548                 && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
549                                 == CONTENT_AIR)
550                 {
551                 }*/
552
553                 if(vmanip.m_area.contains(p) == true
554                                 && vmanip.m_area.contains(p+v3s16(0,1,0)) == true)
555                 {
556                         if(make_stairs)
557                         {
558                                 make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,5,3),
559                                                 VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(CONTENT_COBBLE), 0);
560                                 make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
561                                                 VMANIP_FLAG_DUNGEON_INSIDE);
562                                 make_fill(vmanip, p-dir, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
563                                                 VMANIP_FLAG_DUNGEON_INSIDE);
564                         }
565                         else
566                         {
567                                 make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,4,3),
568                                                 VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(CONTENT_COBBLE), 0);
569                                 make_hole1(vmanip, p);
570                                 /*make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
571                                                 VMANIP_FLAG_DUNGEON_INSIDE);*/
572                         }
573
574                         p0 = p;
575                 }
576                 else
577                 {
578                         // Can't go here, turn away
579                         dir = turn_xz(dir, random.range(0,1));
580                         make_stairs = -make_stairs;
581                         partcount = 0;
582                         partlength = random.range(1,length);
583                         continue;
584                 }
585
586                 partcount++;
587                 if(partcount >= partlength)
588                 {
589                         partcount = 0;
590                         
591                         dir = random_turn(random, dir);
592                         
593                         partlength = random.range(1,length);
594
595                         make_stairs = 0;
596                         if(random.next()%2 == 0 && partlength >= 3)
597                                 make_stairs = random.next()%2 ? 1 : -1;
598                 }
599         }
600         result_place = p0;
601         result_dir = dir;
602 }
603
604 class RoomWalker
605 {
606 public:
607
608         RoomWalker(VoxelManipulator &vmanip_, v3s16 pos, PseudoRandom &random):
609                         vmanip(vmanip_),
610                         m_pos(pos),
611                         m_random(random)
612         {
613                 randomizeDir();
614         }
615
616         void randomizeDir()
617         {
618                 m_dir = rand_ortho_dir(m_random);
619         }
620
621         void setPos(v3s16 pos)
622         {
623                 m_pos = pos;
624         }
625
626         void setDir(v3s16 dir)
627         {
628                 m_dir = dir;
629         }
630         
631         bool findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
632         {
633                 for(u32 i=0; i<100; i++)
634                 {
635                         v3s16 p = m_pos + m_dir;
636                         v3s16 p1 = p + v3s16(0,1,0);
637                         if(vmanip.m_area.contains(p) == false
638                                         || vmanip.m_area.contains(p1) == false
639                                         || i % 4 == 0)
640                         {
641                                 randomizeDir();
642                                 continue;
643                         }
644                         if(vmanip.getNodeNoExNoEmerge(p).d
645                                         == CONTENT_COBBLE
646                         && vmanip.getNodeNoExNoEmerge(p1).d
647                                         == CONTENT_COBBLE)
648                         {
649                                 // Found wall, this is a good place!
650                                 result_place = p;
651                                 result_dir = m_dir;
652                                 // Randomize next direction
653                                 randomizeDir();
654                                 return true;
655                         }
656                         /*
657                                 Determine where to move next
658                         */
659                         // Jump one up if the actual space is there
660                         if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).d
661                                         == CONTENT_COBBLE
662                         && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
663                                         == CONTENT_AIR
664                         && vmanip.getNodeNoExNoEmerge(p+v3s16(0,2,0)).d
665                                         == CONTENT_AIR)
666                                 p += v3s16(0,1,0);
667                         // Jump one down if the actual space is there
668                         if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
669                                         == CONTENT_COBBLE
670                         && vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).d
671                                         == CONTENT_AIR
672                         && vmanip.getNodeNoExNoEmerge(p+v3s16(0,-1,0)).d
673                                         == CONTENT_AIR)
674                                 p += v3s16(0,-1,0);
675                         // Check if walking is now possible
676                         if(vmanip.getNodeNoExNoEmerge(p).d
677                                         != CONTENT_AIR
678                         || vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
679                                         != CONTENT_AIR)
680                         {
681                                 // Cannot continue walking here
682                                 randomizeDir();
683                                 continue;
684                         }
685                         // Move there
686                         m_pos = p;
687                 }
688                 return false;
689         }
690
691         bool findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
692                         v3s16 &result_doordir, v3s16 &result_roomplace)
693         {
694                 for(s16 trycount=0; trycount<30; trycount++)
695                 {
696                         v3s16 doorplace;
697                         v3s16 doordir;
698                         bool r = findPlaceForDoor(doorplace, doordir);
699                         if(r == false)
700                                 continue;
701                         v3s16 roomplace;
702                         // X east, Z north, Y up
703                         if(doordir == v3s16(1,0,0)) // X+
704                                 roomplace = doorplace + v3s16(0,-1,-roomsize.Z/2+m_random.range(-roomsize.Z/2+1,roomsize.Z/2-1));
705                         if(doordir == v3s16(-1,0,0)) // X-
706                                 roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2+m_random.range(-roomsize.Z/2+1,roomsize.Z/2-1));
707                         if(doordir == v3s16(0,0,1)) // Z+
708                                 roomplace = doorplace + v3s16(-roomsize.X/2+m_random.range(-roomsize.X/2+1,roomsize.X/2-1),-1,0);
709                         if(doordir == v3s16(0,0,-1)) // Z-
710                                 roomplace = doorplace + v3s16(-roomsize.X/2+m_random.range(-roomsize.X/2+1,roomsize.X/2-1),-1,-roomsize.Z+1);
711                         
712                         // Check fit
713                         bool fits = true;
714                         for(s16 z=1; z<roomsize.Z-1; z++)
715                         for(s16 y=1; y<roomsize.Y-1; y++)
716                         for(s16 x=1; x<roomsize.X-1; x++)
717                         {
718                                 v3s16 p = roomplace + v3s16(x,y,z);
719                                 if(vmanip.m_area.contains(p) == false)
720                                 {
721                                         fits = false;
722                                         break;
723                                 }
724                                 if(vmanip.m_flags[vmanip.m_area.index(p)]
725                                                 & VMANIP_FLAG_DUNGEON_INSIDE)
726                                 {
727                                         fits = false;
728                                         break;
729                                 }
730                         }
731                         if(fits == false)
732                         {
733                                 // Find new place
734                                 continue;
735                         }
736                         result_doorplace = doorplace;
737                         result_doordir = doordir;
738                         result_roomplace = roomplace;
739                         return true;
740                 }
741                 return false;
742         }
743
744 private:
745         VoxelManipulator &vmanip;
746         v3s16 m_pos;
747         v3s16 m_dir;
748         PseudoRandom &m_random;
749 };
750
751 static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random)
752 {
753         v3s16 areasize = vmanip.m_area.getExtent();
754         v3s16 roomsize;
755         v3s16 roomplace;
756         
757         /*
758                 Find place for first room
759         */
760         bool fits = false;
761         for(u32 i=0; i<100; i++)
762         {
763                 roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
764                 roomplace = vmanip.m_area.MinEdge + v3s16(
765                                 random.range(0,areasize.X-roomsize.X-1),
766                                 random.range(0,areasize.Y-roomsize.Y-1),
767                                 random.range(0,areasize.Z-roomsize.Z-1));
768                 /*
769                         Check that we're not putting the room to an unknown place,
770                         otherwise it might end up floating in the air
771                 */
772                 fits = true;
773                 for(s16 z=1; z<roomsize.Z-1; z++)
774                 for(s16 y=1; y<roomsize.Y-1; y++)
775                 for(s16 x=1; x<roomsize.X-1; x++)
776                 {
777                         v3s16 p = roomplace + v3s16(x,y,z);
778                         u32 vi = vmanip.m_area.index(p);
779                         if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE)
780                         {
781                                 fits = false;
782                                 break;
783                         }
784                         if(vmanip.m_data[vi].d == CONTENT_IGNORE)
785                         {
786                                 fits = false;
787                                 break;
788                         }
789                 }
790                 if(fits)
791                         break;
792         }
793         // No place found
794         if(fits == false)
795                 return;
796         
797         /*
798                 Stores the center position of the last room made, so that
799                 a new corridor can be started from the last room instead of
800                 the new room, if chosen so.
801         */
802         v3s16 last_room_center = roomplace+v3s16(roomsize.X/2,1,roomsize.Z/2);
803         
804         u32 room_count = random.range(2,7);
805         for(u32 i=0; i<room_count; i++)
806         {
807                 // Make a room to the determined place
808                 make_room1(vmanip, roomsize, roomplace);
809                 
810                 v3s16 room_center = roomplace + v3s16(roomsize.X/2,1,roomsize.Z/2);
811
812                 // Place torch at room center (for testing)
813                 //vmanip.m_data[vmanip.m_area.index(room_center)] = MapNode(CONTENT_TORCH);
814
815                 // Quit if last room
816                 if(i == room_count-1)
817                         break;
818                 
819                 // Determine walker start position
820
821                 bool start_in_last_room = (random.range(0,1)==0);
822                 //bool start_in_last_room = true;
823
824                 v3s16 walker_start_place;
825
826                 if(start_in_last_room)
827                 {
828                         walker_start_place = last_room_center;
829                 }
830                 else
831                 {
832                         walker_start_place = room_center;
833                         // Store center of current room as the last one
834                         last_room_center = room_center;
835                 }
836                 
837                 // Create walker and find a place for a door
838                 RoomWalker walker(vmanip, walker_start_place, random);
839                 v3s16 doorplace;
840                 v3s16 doordir;
841                 bool r = walker.findPlaceForDoor(doorplace, doordir);
842                 if(r == false)
843                         return;
844                 
845                 if(random.range(0,1)==0)
846                         // Make the door
847                         make_door1(vmanip, doorplace, doordir);
848                 else
849                         // Don't actually make a door
850                         doorplace -= doordir;
851                 
852                 // Make a random corridor starting from the door
853                 v3s16 corridor_end;
854                 v3s16 corridor_end_dir;
855                 make_corridor(vmanip, doorplace, doordir, corridor_end,
856                                 corridor_end_dir, random);
857                 
858                 // Find a place for a random sized room
859                 roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
860                 walker.setPos(corridor_end);
861                 walker.setDir(corridor_end_dir);
862                 r = walker.findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace);
863                 if(r == false)
864                         return;
865
866                 if(random.range(0,1)==0)
867                         // Make the door
868                         make_door1(vmanip, doorplace, doordir);
869                 else
870                         // Don't actually make a door
871                         roomplace -= doordir;
872                 
873         }
874 }
875
876 /*
877         Noise functions. Make sure seed is mangled differently in each one.
878 */
879
880 // This affects the shape of the contour
881 //#define CAVE_NOISE_SCALE 10.0
882 //#define CAVE_NOISE_SCALE 7.5
883 #define CAVE_NOISE_SCALE 5.0
884
885 NoiseParams get_cave_noise1_params(u64 seed)
886 {
887         /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.7,
888                         200, CAVE_NOISE_SCALE);*/
889         return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.7,
890                         100, CAVE_NOISE_SCALE);
891 }
892
893 NoiseParams get_cave_noise2_params(u64 seed)
894 {
895         /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.7,
896                         200, CAVE_NOISE_SCALE);*/
897         return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.7,
898                         100, CAVE_NOISE_SCALE);
899 }
900
901 //#define CAVE_NOISE_THRESHOLD (2.5/CAVE_NOISE_SCALE)
902 #define CAVE_NOISE_THRESHOLD (2.0/CAVE_NOISE_SCALE)
903
904 NoiseParams get_ground_noise1_params(u64 seed)
905 {
906         return NoiseParams(NOISE_PERLIN, seed+983240, 4,
907                         0.55, 80.0, 40.0);
908 }
909
910 NoiseParams get_ground_crumbleness_params(u64 seed)
911 {
912         return NoiseParams(NOISE_PERLIN, seed+34413, 3,
913                         1.3, 20.0, 1.0);
914 }
915
916 NoiseParams get_ground_wetness_params(u64 seed)
917 {
918         return NoiseParams(NOISE_PERLIN, seed+32474, 4,
919                         1.1, 40.0, 1.0);
920 }
921
922 bool is_cave(u64 seed, v3s16 p)
923 {
924         double d1 = noise3d_param(get_cave_noise1_params(seed), p.X,p.Y,p.Z);
925         double d2 = noise3d_param(get_cave_noise2_params(seed), p.X,p.Y,p.Z);
926         return d1*d2 > CAVE_NOISE_THRESHOLD;
927 }
928
929 /*
930         Ground density noise shall be interpreted by using this.
931
932         TODO: No perlin noises here, they should be outsourced
933               and buffered
934                   NOTE: The speed of these actually isn't terrible
935 */
936 bool val_is_ground(double ground_noise1_val, v3s16 p, u64 seed)
937 {
938         //return ((double)p.Y < ground_noise1_val);
939
940         double f = 0.8 + noise2d_perlin(
941                         0.5+(float)p.X/250, 0.5+(float)p.Z/250,
942                         seed+920381, 3, 0.45);
943         if(f < 0.01)
944                 f = 0.01;
945         else if(f >= 1.0)
946                 f *= 2.0;
947         double h = WATER_LEVEL + 10 * noise2d_perlin(
948                         0.5+(float)p.X/250, 0.5+(float)p.Z/250,
949                         seed+84174, 4, 0.5);
950         /*double f = 1;
951         double h = 0;*/
952         return ((double)p.Y - h < ground_noise1_val * f);
953 }
954
955 /*
956         Queries whether a position is ground or not.
957 */
958 bool is_ground(u64 seed, v3s16 p)
959 {
960         double val1 = noise3d_param(get_ground_noise1_params(seed), p.X,p.Y,p.Z);
961         return val_is_ground(val1, p, seed);
962 }
963
964 // Amount of trees per area in nodes
965 double tree_amount_2d(u64 seed, v2s16 p)
966 {
967         /*double noise = noise2d_perlin(
968                         0.5+(float)p.X/250, 0.5+(float)p.Y/250,
969                         seed+2, 5, 0.66);*/
970         double noise = noise2d_perlin(
971                         0.5+(float)p.X/125, 0.5+(float)p.Y/125,
972                         seed+2, 4, 0.66);
973         double zeroval = -0.35;
974         if(noise < zeroval)
975                 return 0;
976         else
977                 return 0.04 * (noise-zeroval) / (1.0-zeroval);
978 }
979
980 #if 0
981 double randomstone_amount_2d(u64 seed, v2s16 p)
982 {
983         double noise = noise2d_perlin(
984                         0.5+(float)p.X/250, 0.5+(float)p.Y/250,
985                         seed+3829434, 5, 0.66);
986         double zeroval = 0.1;
987         if(noise < zeroval)
988                 return 0;
989         else
990                 return 0.01 * (noise-zeroval) / (1.0-zeroval);
991 }
992 #endif
993
994 double largestone_amount_2d(u64 seed, v2s16 p)
995 {
996         double noise = noise2d_perlin(
997                         0.5+(float)p.X/250, 0.5+(float)p.Y/250,
998                         seed+14143242, 5, 0.66);
999         double zeroval = 0.3;
1000         if(noise < zeroval)
1001                 return 0;
1002         else
1003                 return 0.005 * (noise-zeroval) / (1.0-zeroval);
1004 }
1005
1006 /*
1007         Incrementally find ground level from 3d noise
1008 */
1009 s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
1010 {
1011         // Start a bit fuzzy to make averaging lower precision values
1012         // more useful
1013         s16 level = myrand_range(-precision/2, precision/2);
1014         s16 dec[] = {31000, 100, 20, 4, 1, 0};
1015         s16 i;
1016         for(i = 1; dec[i] != 0 && precision <= dec[i]; i++)
1017         {
1018                 // First find non-ground by going upwards
1019                 // Don't stop in caves.
1020                 {
1021                         s16 max = level+dec[i-1]*2;
1022                         v3s16 p(p2d.X, level, p2d.Y);
1023                         for(; p.Y < max; p.Y += dec[i])
1024                         {
1025                                 if(!is_ground(seed, p))
1026                                 {
1027                                         level = p.Y;
1028                                         break;
1029                                 }
1030                         }
1031                 }
1032                 // Then find ground by going downwards from there.
1033                 // Go in caves, too, when precision is 1.
1034                 {
1035                         s16 min = level-dec[i-1]*2;
1036                         v3s16 p(p2d.X, level, p2d.Y);
1037                         for(; p.Y>min; p.Y-=dec[i])
1038                         {
1039                                 bool ground = is_ground(seed, p);
1040                                 /*if(dec[i] == 1 && is_cave(seed, p))
1041                                         ground = false;*/
1042                                 if(ground)
1043                                 {
1044                                         level = p.Y;
1045                                         break;
1046                                 }
1047                         }
1048                 }
1049         }
1050         
1051         // This is more like the actual ground level
1052         level += dec[i-1]/2;
1053
1054         return level;
1055 }
1056
1057 double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p=4);
1058
1059 double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p)
1060 {
1061         v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
1062         v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
1063         double a = 0;
1064         a += find_ground_level_from_noise(seed,
1065                         v2s16(node_min.X, node_min.Y), p);
1066         a += find_ground_level_from_noise(seed,
1067                         v2s16(node_min.X, node_max.Y), p);
1068         a += find_ground_level_from_noise(seed,
1069                         v2s16(node_max.X, node_max.Y), p);
1070         a += find_ground_level_from_noise(seed,
1071                         v2s16(node_max.X, node_min.Y), p);
1072         a += find_ground_level_from_noise(seed,
1073                         v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p);
1074         a /= 5;
1075         return a;
1076 }
1077
1078 double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p=4);
1079
1080 double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p)
1081 {
1082         v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
1083         v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
1084         double a = -31000;
1085         a = MYMAX(a, find_ground_level_from_noise(seed,
1086                         v2s16(node_min.X, node_min.Y), p));
1087         a = MYMAX(a, find_ground_level_from_noise(seed,
1088                         v2s16(node_min.X, node_max.Y), p));
1089         a = MYMAX(a, find_ground_level_from_noise(seed,
1090                         v2s16(node_max.X, node_max.Y), p));
1091         a = MYMAX(a, find_ground_level_from_noise(seed,
1092                         v2s16(node_min.X, node_min.Y), p));
1093         a = MYMAX(a, find_ground_level_from_noise(seed,
1094                         v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
1095         return a;
1096 }
1097
1098 double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p=4);
1099
1100 double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p)
1101 {
1102         v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
1103         v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
1104         double a = 31000;
1105         a = MYMIN(a, find_ground_level_from_noise(seed,
1106                         v2s16(node_min.X, node_min.Y), p));
1107         a = MYMIN(a, find_ground_level_from_noise(seed,
1108                         v2s16(node_min.X, node_max.Y), p));
1109         a = MYMIN(a, find_ground_level_from_noise(seed,
1110                         v2s16(node_max.X, node_max.Y), p));
1111         a = MYMIN(a, find_ground_level_from_noise(seed,
1112                         v2s16(node_min.X, node_min.Y), p));
1113         a = MYMIN(a, find_ground_level_from_noise(seed,
1114                         v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
1115         return a;
1116 }
1117
1118 bool block_is_underground(u64 seed, v3s16 blockpos)
1119 {
1120         s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
1121                         seed, v2s16(blockpos.X, blockpos.Z));
1122         
1123         if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
1124                 return true;
1125         else
1126                 return false;
1127 }
1128
1129 #if 0
1130 #define AVERAGE_MUD_AMOUNT 4
1131
1132 double base_rock_level_2d(u64 seed, v2s16 p)
1133 {
1134         // The base ground level
1135         double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT
1136                         + 20. * noise2d_perlin(
1137                         0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
1138                         (seed>>32)+654879876, 6, 0.6);
1139
1140         /*// A bit hillier one
1141         double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin(
1142                         0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
1143                         (seed>>27)+90340, 6, 0.69);
1144         if(base2 > base)
1145                 base = base2;*/
1146 #if 1
1147         // Higher ground level
1148         double higher = (double)WATER_LEVEL + 25. + 35. * noise2d_perlin(
1149                         0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
1150                         seed+85039, 5, 0.69);
1151         //higher = 30; // For debugging
1152
1153         // Limit higher to at least base
1154         if(higher < base)
1155                 higher = base;
1156
1157         // Steepness factor of cliffs
1158         double b = 1.0 + 1.0 * noise2d_perlin(
1159                         0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
1160                         seed-932, 7, 0.7);
1161         b = rangelim(b, 0.0, 1000.0);
1162         b = pow(b, 5);
1163         b *= 7;
1164         b = rangelim(b, 3.0, 1000.0);
1165         //dstream<<"b="<<b<<std::endl;
1166         //double b = 20;
1167
1168         // Offset to more low
1169         double a_off = -0.2;
1170         // High/low selector
1171         /*double a = 0.5 + b * (a_off + noise2d_perlin(
1172                         0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
1173                         seed-359, 6, 0.7));*/
1174         double a = (double)0.5 + b * (a_off + noise2d_perlin(
1175                         0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
1176                         seed-359, 5, 0.60));
1177         // Limit
1178         a = rangelim(a, 0.0, 1.0);
1179
1180         //dstream<<"a="<<a<<std::endl;
1181
1182         double h = base*(1.0-a) + higher*a;
1183 #else
1184         double h = base;
1185 #endif
1186         return h;
1187 }
1188
1189 double get_mud_add_amount(u64 seed, v2s16 p)
1190 {
1191         return ((float)AVERAGE_MUD_AMOUNT + 3.0 * noise2d_perlin(
1192                         0.5+(float)p.X/200, 0.5+(float)p.Y/200,
1193                         seed+91013, 3, 0.55));
1194 }
1195 #endif
1196
1197 bool get_have_sand(u64 seed, v2s16 p2d)
1198 {
1199         // Determine whether to have sand here
1200         double sandnoise = noise2d_perlin(
1201                         0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
1202                         seed+59420, 3, 0.50);
1203
1204         return (sandnoise > -0.15);
1205 }
1206
1207 /*
1208         Adds random objects to block, depending on the content of the block
1209 */
1210 void add_random_objects(MapBlock *block)
1211 {
1212         for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
1213         for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
1214         {
1215                 bool last_node_walkable = false;
1216                 for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
1217                 {
1218                         v3s16 p(x0,y0,z0);
1219                         MapNode n = block->getNodeNoEx(p);
1220                         if(n.d == CONTENT_IGNORE)
1221                                 continue;
1222                         if(content_features(n.d).liquid_type != LIQUID_NONE)
1223                                 continue;
1224                         if(content_features(n.d).walkable)
1225                         {
1226                                 last_node_walkable = true;
1227                                 continue;
1228                         }
1229                         if(last_node_walkable)
1230                         {
1231                                 // If block contains light information
1232                                 if(content_features(n.d).param_type == CPT_LIGHT)
1233                                 {
1234                                         if(n.getLight(LIGHTBANK_DAY) <= 3)
1235                                         {
1236                                                 if(myrand() % 300 == 0)
1237                                                 {
1238                                                         v3f pos_f = intToFloat(p+block->getPosRelative(), BS);
1239                                                         pos_f.Y -= BS*0.4;
1240                                                         ServerActiveObject *obj = new RatSAO(NULL, 0, pos_f);
1241                                                         std::string data = obj->getStaticData();
1242                                                         StaticObject s_obj(obj->getType(),
1243                                                                         obj->getBasePosition(), data);
1244                                                         // Add some
1245                                                         block->m_static_objects.insert(0, s_obj);
1246                                                         block->m_static_objects.insert(0, s_obj);
1247                                                         block->m_static_objects.insert(0, s_obj);
1248                                                         block->m_static_objects.insert(0, s_obj);
1249                                                         block->m_static_objects.insert(0, s_obj);
1250                                                         block->m_static_objects.insert(0, s_obj);
1251                                                         delete obj;
1252                                                 }
1253                                                 if(myrand() % 1000 == 0)
1254                                                 {
1255                                                         v3f pos_f = intToFloat(p+block->getPosRelative(), BS);
1256                                                         pos_f.Y -= BS*0.4;
1257                                                         ServerActiveObject *obj = new Oerkki1SAO(NULL,0,pos_f);
1258                                                         std::string data = obj->getStaticData();
1259                                                         StaticObject s_obj(obj->getType(),
1260                                                                         obj->getBasePosition(), data);
1261                                                         // Add one
1262                                                         block->m_static_objects.insert(0, s_obj);
1263                                                         delete obj;
1264                                                 }
1265                                         }
1266                                 }
1267                         }
1268                         last_node_walkable = false;
1269                 }
1270         }
1271         block->setChangedFlag();
1272 }
1273
1274 void make_block(BlockMakeData *data)
1275 {
1276         if(data->no_op)
1277         {
1278                 dstream<<"makeBlock: no-op"<<std::endl;
1279                 return;
1280         }
1281
1282         v3s16 blockpos = data->blockpos;
1283         
1284         /*dstream<<"makeBlock(): ("<<blockpos.X<<","<<blockpos.Y<<","
1285                         <<blockpos.Z<<")"<<std::endl;*/
1286
1287         ManualMapVoxelManipulator &vmanip = *(data->vmanip);
1288         v3s16 blockpos_min = blockpos - v3s16(1,1,1);
1289         v3s16 blockpos_max = blockpos + v3s16(1,1,1);
1290         // Area of center block
1291         v3s16 node_min = blockpos*MAP_BLOCKSIZE;
1292         v3s16 node_max = (blockpos+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
1293         // Full allocated area
1294         v3s16 full_node_min = (blockpos-1)*MAP_BLOCKSIZE;
1295         v3s16 full_node_max = (blockpos+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
1296         // Area of a block
1297         double block_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE;
1298
1299         v2s16 p2d_center(node_min.X+MAP_BLOCKSIZE/2, node_min.Z+MAP_BLOCKSIZE/2);
1300
1301         /*
1302                 Get average ground level from noise
1303         */
1304         
1305         s16 approx_groundlevel = (s16)get_sector_average_ground_level(
1306                         data->seed, v2s16(blockpos.X, blockpos.Z));
1307         //dstream<<"approx_groundlevel="<<approx_groundlevel<<std::endl;
1308         
1309         s16 approx_ground_depth = approx_groundlevel - (node_min.Y+MAP_BLOCKSIZE/2);
1310         
1311         s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
1312                         data->seed, v2s16(blockpos.X, blockpos.Z));
1313         // Minimum amount of ground above the top of the central block
1314         s16 minimum_ground_depth = minimum_groundlevel - node_max.Y;
1315
1316         s16 maximum_groundlevel = (s16)get_sector_maximum_ground_level(
1317                         data->seed, v2s16(blockpos.X, blockpos.Z), 1);
1318         // Maximum amount of ground above the bottom of the central block
1319         s16 maximum_ground_depth = maximum_groundlevel - node_min.Y;
1320
1321         #if 0
1322         /*
1323                 Special case for high air or water: Just fill with air and water.
1324         */
1325         if(maximum_ground_depth < -20)
1326         {
1327                 for(s16 x=node_min.X; x<=node_max.X; x++)
1328                 for(s16 z=node_min.Z; z<=node_max.Z; z++)
1329                 {
1330                         // Node position
1331                         v2s16 p2d(x,z);
1332                         {
1333                                 // Use fast index incrementing
1334                                 v3s16 em = vmanip.m_area.getExtent();
1335                                 u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
1336                                 for(s16 y=node_min.Y; y<=node_max.Y; y++)
1337                                 {
1338                                         // Only modify places that have no content
1339                                         if(vmanip.m_data[i].d == CONTENT_IGNORE)
1340                                         {
1341                                                 if(y <= WATER_LEVEL)
1342                                                         vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE);
1343                                                 else
1344                                                         vmanip.m_data[i] = MapNode(CONTENT_AIR);
1345                                         }
1346                                 
1347                                         data->vmanip->m_area.add_y(em, i, 1);
1348                                 }
1349                         }
1350                 }
1351                 
1352                 // We're done
1353                 return;
1354         }
1355         #endif
1356
1357         /*
1358                 If block is deep underground, this is set to true and ground
1359                 density noise is not generated, for speed optimization.
1360         */
1361         bool all_is_ground_except_caves = (minimum_ground_depth > 16);
1362         
1363         /*
1364                 Create a block-specific seed
1365         */
1366         u32 blockseed = (data->seed%0x100000000) + full_node_min.Z*38134234
1367                         + full_node_min.Y*42123 + full_node_min.X*23;
1368         
1369         /*
1370                 Make some 3D noise
1371         */
1372         
1373         //NoiseBuffer noisebuf1;
1374         //NoiseBuffer noisebuf2;
1375         NoiseBuffer noisebuf_cave;
1376         NoiseBuffer noisebuf_ground;
1377         NoiseBuffer noisebuf_ground_crumbleness;
1378         NoiseBuffer noisebuf_ground_wetness;
1379         {
1380                 v3f minpos_f(node_min.X, node_min.Y, node_min.Z);
1381                 v3f maxpos_f(node_max.X, node_max.Y, node_max.Z);
1382
1383                 //TimeTaker timer("noisebuf.create");
1384
1385                 /*
1386                         Cave noise
1387                 */
1388
1389                 noisebuf_cave.create(get_cave_noise1_params(data->seed),
1390                                 minpos_f.X, minpos_f.Y, minpos_f.Z,
1391                                 maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
1392                                 4, 3, 4);
1393                 
1394                 noisebuf_cave.multiply(get_cave_noise2_params(data->seed));
1395
1396                 /*
1397                         Ground noise
1398                 */
1399                 
1400                 // Sample length
1401                 v3f sl = v3f(4.0, 4.0, 4.0);
1402                 
1403                 /*
1404                         Density noise
1405                 */
1406                 if(all_is_ground_except_caves == false)
1407                         //noisebuf_ground.create(data->seed+983240, 6, 0.60, false,
1408                         noisebuf_ground.create(get_ground_noise1_params(data->seed),
1409                                         minpos_f.X, minpos_f.Y, minpos_f.Z,
1410                                         maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
1411                                         sl.X, sl.Y, sl.Z);
1412                 
1413                 /*
1414                         Ground property noise
1415                 */
1416                 sl = v3f(2.5, 2.5, 2.5);
1417                 noisebuf_ground_crumbleness.create(
1418                                 get_ground_crumbleness_params(data->seed),
1419                                 minpos_f.X, minpos_f.Y, minpos_f.Z,
1420                                 maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z,
1421                                 sl.X, sl.Y, sl.Z);
1422                 noisebuf_ground_wetness.create(
1423                                 get_ground_wetness_params(data->seed),
1424                                 minpos_f.X, minpos_f.Y, minpos_f.Z,
1425                                 maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z,
1426                                 sl.X, sl.Y, sl.Z);
1427         }
1428         
1429         /*
1430                 Make base ground level
1431         */
1432
1433         for(s16 x=node_min.X; x<=node_max.X; x++)
1434         for(s16 z=node_min.Z; z<=node_max.Z; z++)
1435         {
1436                 // Node position
1437                 v2s16 p2d(x,z);
1438                 {
1439                         // Use fast index incrementing
1440                         v3s16 em = vmanip.m_area.getExtent();
1441                         u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
1442                         for(s16 y=node_min.Y; y<=node_max.Y; y++)
1443                         {
1444                                 // Only modify places that have no content
1445                                 if(vmanip.m_data[i].d == CONTENT_IGNORE)
1446                                 {
1447                                         // First priority: make air and water.
1448                                         // This avoids caves inside water.
1449                                         if(all_is_ground_except_caves == false
1450                                                         && val_is_ground(noisebuf_ground.get(x,y,z),
1451                                                         v3s16(x,y,z), data->seed) == false)
1452                                         {
1453                                                 if(y <= WATER_LEVEL)
1454                                                         vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE);
1455                                                 else
1456                                                         vmanip.m_data[i] = MapNode(CONTENT_AIR);
1457                                         }
1458                                         else if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD)
1459                                                 vmanip.m_data[i] = MapNode(CONTENT_AIR);
1460                                         else
1461                                                 vmanip.m_data[i] = MapNode(CONTENT_STONE);
1462                                 }
1463                         
1464                                 data->vmanip->m_area.add_y(em, i, 1);
1465                         }
1466                 }
1467         }
1468
1469         /*
1470                 Add minerals
1471         */
1472
1473         {
1474                 PseudoRandom mineralrandom(blockseed);
1475
1476                 /*
1477                         Add meseblocks
1478                 */
1479                 for(s16 i=0; i<approx_ground_depth/4; i++)
1480                 {
1481                         if(mineralrandom.next()%50 == 0)
1482                         {
1483                                 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
1484                                 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
1485                                 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
1486                                 for(u16 i=0; i<27; i++)
1487                                 {
1488                                         v3s16 p = v3s16(x,y,z) + g_27dirs[i];
1489                                         u32 vi = vmanip.m_area.index(p);
1490                                         if(vmanip.m_data[vi].d == CONTENT_STONE)
1491                                                 if(mineralrandom.next()%8 == 0)
1492                                                         vmanip.m_data[vi] = MapNode(CONTENT_MESE);
1493                                 }
1494                                         
1495                         }
1496                 }
1497                 /*
1498                         Add others
1499                 */
1500                 {
1501                         u16 a = mineralrandom.range(0,15);
1502                         a = a*a*a;
1503                         u16 amount = 20 * a/1000;
1504                         for(s16 i=0; i<amount; i++)
1505                         {
1506                                 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
1507                                 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
1508                                 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
1509
1510                                 u8 base_content = CONTENT_STONE;
1511                                 MapNode new_content(CONTENT_IGNORE);
1512                                 u32 sparseness = 6;
1513
1514                                 if(noisebuf_ground_crumbleness.get(x,y+5,z) < -0.1)
1515                                 {
1516                                         new_content = MapNode(CONTENT_STONE, MINERAL_COAL);
1517                                 }
1518                                 else
1519                                 {
1520                                         if(noisebuf_ground_wetness.get(x,y+5,z) > 0.0)
1521                                                 new_content = MapNode(CONTENT_STONE, MINERAL_IRON);
1522                                         /*if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
1523                                                 vmanip.m_data[i] = MapNode(CONTENT_MUD);
1524                                         else
1525                                                 vmanip.m_data[i] = MapNode(CONTENT_SAND);*/
1526                                 }
1527                                 /*else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.1)
1528                                 {
1529                                 }*/
1530
1531                                 if(new_content.d != CONTENT_IGNORE)
1532                                 {
1533                                         for(u16 i=0; i<27; i++)
1534                                         {
1535                                                 v3s16 p = v3s16(x,y,z) + g_27dirs[i];
1536                                                 u32 vi = vmanip.m_area.index(p);
1537                                                 if(vmanip.m_data[vi].d == base_content)
1538                                                 {
1539                                                         if(mineralrandom.next()%sparseness == 0)
1540                                                                 vmanip.m_data[vi] = new_content;
1541                                                 }
1542                                         }
1543                                 }
1544                         }
1545                 }
1546                 /*
1547                         Add coal
1548                 */
1549                 //for(s16 i=0; i < MYMAX(0, 50 - abs(node_min.Y+8 - (-30))); i++)
1550                 //for(s16 i=0; i<50; i++)
1551                 u16 coal_amount = 30;
1552                 u16 coal_rareness = 60 / coal_amount;
1553                 if(coal_rareness == 0)
1554                         coal_rareness = 1;
1555                 if(mineralrandom.next()%coal_rareness == 0)
1556                 {
1557                         u16 a = mineralrandom.next() % 16;
1558                         u16 amount = coal_amount * a*a*a / 1000;
1559                         for(s16 i=0; i<amount; i++)
1560                         {
1561                                 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
1562                                 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
1563                                 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
1564                                 for(u16 i=0; i<27; i++)
1565                                 {
1566                                         v3s16 p = v3s16(x,y,z) + g_27dirs[i];
1567                                         u32 vi = vmanip.m_area.index(p);
1568                                         if(vmanip.m_data[vi].d == CONTENT_STONE)
1569                                                 if(mineralrandom.next()%8 == 0)
1570                                                         vmanip.m_data[vi] = MapNode(CONTENT_STONE, MINERAL_COAL);
1571                                 }
1572                         }
1573                 }
1574                 /*
1575                         Add iron
1576                 */
1577                 u16 iron_amount = 8;
1578                 u16 iron_rareness = 60 / iron_amount;
1579                 if(iron_rareness == 0)
1580                         iron_rareness = 1;
1581                 if(mineralrandom.next()%iron_rareness == 0)
1582                 {
1583                         u16 a = mineralrandom.next() % 16;
1584                         u16 amount = iron_amount * a*a*a / 1000;
1585                         for(s16 i=0; i<amount; i++)
1586                         {
1587                                 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
1588                                 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
1589                                 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
1590                                 for(u16 i=0; i<27; i++)
1591                                 {
1592                                         v3s16 p = v3s16(x,y,z) + g_27dirs[i];
1593                                         u32 vi = vmanip.m_area.index(p);
1594                                         if(vmanip.m_data[vi].d == CONTENT_STONE)
1595                                                 if(mineralrandom.next()%8 == 0)
1596                                                         vmanip.m_data[vi] = MapNode(CONTENT_STONE, MINERAL_IRON);
1597                                 }
1598                         }
1599                 }
1600         }
1601
1602         /*
1603                 Add mud and sand and others underground (in place of stone)
1604         */
1605
1606         for(s16 x=node_min.X; x<=node_max.X; x++)
1607         for(s16 z=node_min.Z; z<=node_max.Z; z++)
1608         {
1609                 // Node position
1610                 v2s16 p2d(x,z);
1611                 {
1612                         // Use fast index incrementing
1613                         v3s16 em = vmanip.m_area.getExtent();
1614                         u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
1615                         for(s16 y=node_max.Y; y>=node_min.Y; y--)
1616                         {
1617                                 if(vmanip.m_data[i].d == CONTENT_STONE)
1618                                 {
1619                                         if(noisebuf_ground_crumbleness.get(x,y,z) > 1.3)
1620                                         {
1621                                                 if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
1622                                                         vmanip.m_data[i] = MapNode(CONTENT_MUD);
1623                                                 else
1624                                                         vmanip.m_data[i] = MapNode(CONTENT_SAND);
1625                                         }
1626                                         else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.7)
1627                                         {
1628                                                 if(noisebuf_ground_wetness.get(x,y,z) < -0.6)
1629                                                         vmanip.m_data[i] = MapNode(CONTENT_GRAVEL);
1630                                         }
1631                                 }
1632
1633                                 data->vmanip->m_area.add_y(em, i, -1);
1634                         }
1635                 }
1636         }
1637
1638         /*
1639                 Add dungeons
1640         */
1641         
1642         //if(node_min.Y < approx_groundlevel)
1643         //if(myrand() % 3 == 0)
1644         //if(myrand() % 3 == 0 && node_min.Y < approx_groundlevel)
1645         //if(myrand() % 100 == 0 && node_min.Y < approx_groundlevel)
1646         //float dungeon_rarity = g_settings.getFloat("dungeon_rarity");
1647         float dungeon_rarity = 0.02;
1648         if(((noise3d(blockpos.X,blockpos.Y,blockpos.Z,data->seed)+1.0)/2.0)
1649                         < dungeon_rarity
1650                         && node_min.Y < approx_groundlevel)
1651         {
1652                 // Dungeon generator doesn't modify places which have this set
1653                 data->vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE
1654                                 | VMANIP_FLAG_DUNGEON_PRESERVE);
1655                 
1656                 // Set all air and water to be untouchable to make dungeons open
1657                 // to caves and open air
1658                 for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
1659                 for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
1660                 {
1661                         // Node position
1662                         v2s16 p2d(x,z);
1663                         {
1664                                 // Use fast index incrementing
1665                                 v3s16 em = vmanip.m_area.getExtent();
1666                                 u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
1667                                 for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
1668                                 {
1669                                         if(vmanip.m_data[i].d == CONTENT_AIR)
1670                                                 vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
1671                                         else if(vmanip.m_data[i].d == CONTENT_WATERSOURCE)
1672                                                 vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
1673                                         data->vmanip->m_area.add_y(em, i, -1);
1674                                 }
1675                         }
1676                 }
1677                 
1678                 PseudoRandom random(blockseed+2);
1679
1680                 // Add it
1681                 make_dungeon1(vmanip, random);
1682                 
1683                 // Convert some cobble to mossy cobble
1684                 for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
1685                 for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
1686                 {
1687                         // Node position
1688                         v2s16 p2d(x,z);
1689                         {
1690                                 // Use fast index incrementing
1691                                 v3s16 em = vmanip.m_area.getExtent();
1692                                 u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
1693                                 for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
1694                                 {
1695                                         // (noisebuf not used because it doesn't contain the
1696                                         //  full area)
1697                                         double wetness = noise3d_param(
1698                                                         get_ground_wetness_params(data->seed), x,y,z);
1699                                         double d = noise3d_perlin((float)x/2.5,
1700                                                         (float)y/2.5,(float)z/2.5,
1701                                                         blockseed, 2, 1.4);
1702                                         if(vmanip.m_data[i].d == CONTENT_COBBLE)
1703                                         {
1704                                                 if(d < wetness/3.0)
1705                                                 {
1706                                                         vmanip.m_data[i].d = CONTENT_MOSSYCOBBLE;
1707                                                 }
1708                                         }
1709                                         /*else if(vmanip.m_flags[i] & VMANIP_FLAG_DUNGEON_INSIDE)
1710                                         {
1711                                                 if(wetness > 1.2)
1712                                                         vmanip.m_data[i].d = CONTENT_MUD;
1713                                         }*/
1714                                         data->vmanip->m_area.add_y(em, i, -1);
1715                                 }
1716                         }
1717                 }
1718         }
1719         
1720         /*
1721                 Add top and bottom side of water to transforming_liquid queue
1722         */
1723
1724         for(s16 x=node_min.X; x<=node_max.X; x++)
1725         for(s16 z=node_min.Z; z<=node_max.Z; z++)
1726         {
1727                 // Node position
1728                 v2s16 p2d(x,z);
1729                 {
1730                         bool water_found = false;
1731                         // Use fast index incrementing
1732                         v3s16 em = vmanip.m_area.getExtent();
1733                         u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
1734                         for(s16 y=node_max.Y; y>=node_min.Y; y--)
1735                         {
1736                                 if(water_found == false)
1737                                 {
1738                                         if(vmanip.m_data[i].d == CONTENT_WATERSOURCE)
1739                                         {
1740                                                 v3s16 p = v3s16(p2d.X, y, p2d.Y);
1741                                                 data->transforming_liquid.push_back(p);
1742                                                 water_found = true;
1743                                         }
1744                                 }
1745                                 else
1746                                 {
1747                                         // This can be done because water_found can only
1748                                         // turn to true and end up here after going through
1749                                         // a single block.
1750                                         if(vmanip.m_data[i+1].d != CONTENT_WATERSOURCE)
1751                                         {
1752                                                 v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
1753                                                 data->transforming_liquid.push_back(p);
1754                                                 water_found = false;
1755                                         }
1756                                 }
1757
1758                                 data->vmanip->m_area.add_y(em, i, -1);
1759                         }
1760                 }
1761         }
1762
1763         /*
1764                 If close to ground level
1765         */
1766
1767         //if(abs(approx_ground_depth) < 30)
1768         if(minimum_ground_depth < 5 && maximum_ground_depth > -5)
1769         {
1770                 /*
1771                         Add grass and mud
1772                 */
1773
1774                 for(s16 x=node_min.X; x<=node_max.X; x++)
1775                 for(s16 z=node_min.Z; z<=node_max.Z; z++)
1776                 {
1777                         // Node position
1778                         v2s16 p2d(x,z);
1779                         {
1780                                 bool possibly_have_sand = get_have_sand(data->seed, p2d);
1781                                 bool have_sand = false;
1782                                 u32 current_depth = 0;
1783                                 bool air_detected = false;
1784                                 bool water_detected = false;
1785                                 bool have_clay = false;
1786
1787                                 // Determine whether to have clay in the sand here
1788                                 double claynoise = noise2d_perlin(
1789                                                 0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
1790                                                 data->seed+4321, 6, 0.95);
1791
1792                                 have_clay = have_sand && (claynoise > 1.25);
1793
1794                                 // Use fast index incrementing
1795                                 s16 start_y = node_max.Y+2;
1796                                 v3s16 em = vmanip.m_area.getExtent();
1797                                 u32 i = vmanip.m_area.index(v3s16(p2d.X, start_y, p2d.Y));
1798                                 for(s16 y=start_y; y>=node_min.Y-3; y--)
1799                                 {
1800                                         if(vmanip.m_data[i].d == CONTENT_WATERSOURCE)
1801                                                 water_detected = true;
1802                                         if(vmanip.m_data[i].d == CONTENT_AIR)
1803                                                 air_detected = true;
1804
1805                                         if((vmanip.m_data[i].d == CONTENT_STONE
1806                                                         || vmanip.m_data[i].d == CONTENT_GRASS
1807                                                         || vmanip.m_data[i].d == CONTENT_MUD
1808                                                         || vmanip.m_data[i].d == CONTENT_SAND
1809                                                         || vmanip.m_data[i].d == CONTENT_GRAVEL
1810                                                         ) && (air_detected || water_detected))
1811                                         {
1812                                                 if(current_depth == 0 && y <= WATER_LEVEL+2
1813                                                                 && possibly_have_sand)
1814                                                         have_sand = true;
1815                                                 
1816                                                 if(current_depth < 4)
1817                                                 {
1818                                                         if(have_sand)
1819                                                         {
1820                                                                 if (have_clay)
1821                                                                         vmanip.m_data[i] = MapNode(CONTENT_CLAY);
1822                                                                 else
1823                                                                         vmanip.m_data[i] = MapNode(CONTENT_SAND);
1824                                                         }
1825                                                         #if 1
1826                                                         else if(current_depth==0 && !water_detected
1827                                                                         && y >= WATER_LEVEL && air_detected)
1828                                                                 vmanip.m_data[i] = MapNode(CONTENT_GRASS);
1829                                                         #endif
1830                                                         else
1831                                                                 vmanip.m_data[i] = MapNode(CONTENT_MUD);
1832                                                 }
1833                                                 else
1834                                                 {
1835                                                         if(vmanip.m_data[i].d == CONTENT_MUD
1836                                                                 || vmanip.m_data[i].d == CONTENT_GRASS)
1837                                                                 vmanip.m_data[i] = MapNode(CONTENT_STONE);
1838                                                 }
1839
1840                                                 current_depth++;
1841
1842                                                 if(current_depth >= 8)
1843                                                         break;
1844                                         }
1845                                         else if(current_depth != 0)
1846                                                 break;
1847
1848                                         data->vmanip->m_area.add_y(em, i, -1);
1849                                 }
1850                         }
1851                 }
1852
1853                 /*
1854                         Add trees
1855                 */
1856                 
1857                 // Amount of trees
1858                 u32 tree_count = block_area_nodes * tree_amount_2d(data->seed, p2d_center);
1859                 PseudoRandom treerandom(blockseed);
1860                 // Put trees in random places on part of division
1861                 for(u32 i=0; i<tree_count; i++)
1862                 {
1863                         s16 x = treerandom.range(node_min.X, node_max.X);
1864                         s16 z = treerandom.range(node_min.Z, node_max.Z);
1865                         //s16 y = find_ground_level(data->vmanip, v2s16(x,z));
1866                         s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4);
1867                         // Don't make a tree under water level
1868                         if(y < WATER_LEVEL)
1869                                 continue;
1870                         // Make sure tree fits (only trees whose starting point is
1871                         // at this block are added)
1872                         if(y < node_min.Y || y > node_max.Y)
1873                                 continue;
1874                         /*
1875                                 Find exact ground level
1876                         */
1877                         v3s16 p(x,y+6,z);
1878                         bool found = false;
1879                         for(; p.Y >= y-6; p.Y--)
1880                         {
1881                                 u32 i = data->vmanip->m_area.index(p);
1882                                 MapNode *n = &data->vmanip->m_data[i];
1883                                 if(n->d != CONTENT_AIR && n->d != CONTENT_WATERSOURCE && n->d != CONTENT_IGNORE)
1884                                 {
1885                                         found = true;
1886                                         break;
1887                                 }
1888                         }
1889                         // If not found, handle next one
1890                         if(found == false)
1891                                 continue;
1892
1893                         {
1894                                 u32 i = data->vmanip->m_area.index(p);
1895                                 MapNode *n = &data->vmanip->m_data[i];
1896
1897                                 if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS && n->d != CONTENT_SAND)
1898                                                 continue;
1899
1900                                 // Papyrus grows only on mud and in water
1901                                 if(n->d == CONTENT_MUD && y <= WATER_LEVEL)
1902                                 {
1903                                         p.Y++;
1904                                         make_papyrus(vmanip, p);
1905                                 }
1906                                 // Trees grow only on mud and grass, on land
1907                                 else if((n->d == CONTENT_MUD || n->d == CONTENT_GRASS) && y > WATER_LEVEL + 2)
1908                                 {
1909                                         p.Y++;
1910                                         make_tree(vmanip, p);
1911                                 }
1912                                 // Cactii grow only on sand, on land
1913                                 else if(n->d == CONTENT_SAND && y > WATER_LEVEL + 2)
1914                                 {
1915                                         p.Y++;
1916                                         make_cactus(vmanip, p);
1917                                 }
1918                         }
1919                 }
1920
1921 #if 0
1922                 /*
1923                         Add some kind of random stones
1924                 */
1925                 
1926                 u32 random_stone_count = block_area_nodes *
1927                                 randomstone_amount_2d(data->seed, p2d_center);
1928                 // Put in random places on part of division
1929                 for(u32 i=0; i<random_stone_count; i++)
1930                 {
1931                         s16 x = myrand_range(node_min.X, node_max.X);
1932                         s16 z = myrand_range(node_min.Z, node_max.Z);
1933                         s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
1934                         // Don't add under water level
1935                         /*if(y < WATER_LEVEL)
1936                                 continue;*/
1937                         // Don't add if doesn't belong to this block
1938                         if(y < node_min.Y || y > node_max.Y)
1939                                 continue;
1940                         v3s16 p(x,y,z);
1941                         // Filter placement
1942                         /*{
1943                                 u32 i = data->vmanip->m_area.index(v3s16(p));
1944                                 MapNode *n = &data->vmanip->m_data[i];
1945                                 if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
1946                                         continue;
1947                         }*/
1948                         // Will be placed one higher
1949                         p.Y++;
1950                         // Add it
1951                         make_randomstone(data->vmanip, p);
1952                 }
1953 #endif
1954
1955 #if 0
1956                 /*
1957                         Add larger stones
1958                 */
1959                 
1960                 u32 large_stone_count = block_area_nodes *
1961                                 largestone_amount_2d(data->seed, p2d_center);
1962                 //u32 large_stone_count = 1;
1963                 // Put in random places on part of division
1964                 for(u32 i=0; i<large_stone_count; i++)
1965                 {
1966                         s16 x = myrand_range(node_min.X, node_max.X);
1967                         s16 z = myrand_range(node_min.Z, node_max.Z);
1968                         s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
1969                         // Don't add under water level
1970                         /*if(y < WATER_LEVEL)
1971                                 continue;*/
1972                         // Don't add if doesn't belong to this block
1973                         if(y < node_min.Y || y > node_max.Y)
1974                                 continue;
1975                         v3s16 p(x,y,z);
1976                         // Filter placement
1977                         /*{
1978                                 u32 i = data->vmanip->m_area.index(v3s16(p));
1979                                 MapNode *n = &data->vmanip->m_data[i];
1980                                 if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
1981                                         continue;
1982                         }*/
1983                         // Will be placed one lower
1984                         p.Y--;
1985                         // Add it
1986                         make_largestone(data->vmanip, p);
1987                 }
1988 #endif
1989         }
1990
1991 }
1992
1993 BlockMakeData::BlockMakeData():
1994         no_op(false),
1995         vmanip(NULL),
1996         seed(0)
1997 {}
1998
1999 BlockMakeData::~BlockMakeData()
2000 {
2001         delete vmanip;
2002 }
2003
2004 }; // namespace mapgen
2005
2006