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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 "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 1
677                         if(doordir == v3s16(1,0,0)) // X+
678                                 roomplace = doorplace +
679                                                 v3s16(0,-1,m_random.range(-roomsize.Z+2,-2));
680                         if(doordir == v3s16(-1,0,0)) // X-
681                                 roomplace = doorplace +
682                                                 v3s16(-roomsize.X+1,-1,m_random.range(-roomsize.Z+2,-2));
683                         if(doordir == v3s16(0,0,1)) // Z+
684                                 roomplace = doorplace +
685                                                 v3s16(m_random.range(-roomsize.X+2,-2),-1,0);
686                         if(doordir == v3s16(0,0,-1)) // Z-
687                                 roomplace = doorplace +
688                                                 v3s16(m_random.range(-roomsize.X+2,-2),-1,-roomsize.Z+1);
689 #endif
690 #if 0
691                         if(doordir == v3s16(1,0,0)) // X+
692                                 roomplace = doorplace + v3s16(0,-1,-roomsize.Z/2);
693                         if(doordir == v3s16(-1,0,0)) // X-
694                                 roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2);
695                         if(doordir == v3s16(0,0,1)) // Z+
696                                 roomplace = doorplace + v3s16(-roomsize.X/2,-1,0);
697                         if(doordir == v3s16(0,0,-1)) // Z-
698                                 roomplace = doorplace + v3s16(-roomsize.X/2,-1,-roomsize.Z+1);
699 #endif
700                         
701                         // Check fit
702                         bool fits = true;
703                         for(s16 z=1; z<roomsize.Z-1; z++)
704                         for(s16 y=1; y<roomsize.Y-1; y++)
705                         for(s16 x=1; x<roomsize.X-1; x++)
706                         {
707                                 v3s16 p = roomplace + v3s16(x,y,z);
708                                 if(vmanip.m_area.contains(p) == false)
709                                 {
710                                         fits = false;
711                                         break;
712                                 }
713                                 if(vmanip.m_flags[vmanip.m_area.index(p)]
714                                                 & VMANIP_FLAG_DUNGEON_INSIDE)
715                                 {
716                                         fits = false;
717                                         break;
718                                 }
719                         }
720                         if(fits == false)
721                         {
722                                 // Find new place
723                                 continue;
724                         }
725                         result_doorplace = doorplace;
726                         result_doordir = doordir;
727                         result_roomplace = roomplace;
728                         return true;
729                 }
730                 return false;
731         }
732
733 private:
734         VoxelManipulator &vmanip;
735         v3s16 m_pos;
736         v3s16 m_dir;
737         PseudoRandom &m_random;
738 };
739
740 static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random)
741 {
742         v3s16 areasize = vmanip.m_area.getExtent();
743         v3s16 roomsize;
744         v3s16 roomplace;
745         
746         /*
747                 Find place for first room
748         */
749         bool fits = false;
750         for(u32 i=0; i<100; i++)
751         {
752                 roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
753                 roomplace = vmanip.m_area.MinEdge + v3s16(
754                                 random.range(0,areasize.X-roomsize.X-1),
755                                 random.range(0,areasize.Y-roomsize.Y-1),
756                                 random.range(0,areasize.Z-roomsize.Z-1));
757                 /*
758                         Check that we're not putting the room to an unknown place,
759                         otherwise it might end up floating in the air
760                 */
761                 fits = true;
762                 for(s16 z=1; z<roomsize.Z-1; z++)
763                 for(s16 y=1; y<roomsize.Y-1; y++)
764                 for(s16 x=1; x<roomsize.X-1; x++)
765                 {
766                         v3s16 p = roomplace + v3s16(x,y,z);
767                         u32 vi = vmanip.m_area.index(p);
768                         if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE)
769                         {
770                                 fits = false;
771                                 break;
772                         }
773                         if(vmanip.m_data[vi].d == CONTENT_IGNORE)
774                         {
775                                 fits = false;
776                                 break;
777                         }
778                 }
779                 if(fits)
780                         break;
781         }
782         // No place found
783         if(fits == false)
784                 return;
785         
786         /*
787                 Stores the center position of the last room made, so that
788                 a new corridor can be started from the last room instead of
789                 the new room, if chosen so.
790         */
791         v3s16 last_room_center = roomplace+v3s16(roomsize.X/2,1,roomsize.Z/2);
792         
793         u32 room_count = random.range(2,7);
794         for(u32 i=0; i<room_count; i++)
795         {
796                 // Make a room to the determined place
797                 make_room1(vmanip, roomsize, roomplace);
798                 
799                 v3s16 room_center = roomplace + v3s16(roomsize.X/2,1,roomsize.Z/2);
800
801                 // Place torch at room center (for testing)
802                 //vmanip.m_data[vmanip.m_area.index(room_center)] = MapNode(CONTENT_TORCH);
803
804                 // Quit if last room
805                 if(i == room_count-1)
806                         break;
807                 
808                 // Determine walker start position
809
810                 bool start_in_last_room = (random.range(0,2)!=0);
811                 //bool start_in_last_room = true;
812
813                 v3s16 walker_start_place;
814
815                 if(start_in_last_room)
816                 {
817                         walker_start_place = last_room_center;
818                 }
819                 else
820                 {
821                         walker_start_place = room_center;
822                         // Store center of current room as the last one
823                         last_room_center = room_center;
824                 }
825                 
826                 // Create walker and find a place for a door
827                 RoomWalker walker(vmanip, walker_start_place, random);
828                 v3s16 doorplace;
829                 v3s16 doordir;
830                 bool r = walker.findPlaceForDoor(doorplace, doordir);
831                 if(r == false)
832                         return;
833                 
834                 if(random.range(0,1)==0)
835                         // Make the door
836                         make_door1(vmanip, doorplace, doordir);
837                 else
838                         // Don't actually make a door
839                         doorplace -= doordir;
840                 
841                 // Make a random corridor starting from the door
842                 v3s16 corridor_end;
843                 v3s16 corridor_end_dir;
844                 make_corridor(vmanip, doorplace, doordir, corridor_end,
845                                 corridor_end_dir, random);
846                 
847                 // Find a place for a random sized room
848                 roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
849                 walker.setPos(corridor_end);
850                 walker.setDir(corridor_end_dir);
851                 r = walker.findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace);
852                 if(r == false)
853                         return;
854
855                 if(random.range(0,1)==0)
856                         // Make the door
857                         make_door1(vmanip, doorplace, doordir);
858                 else
859                         // Don't actually make a door
860                         roomplace -= doordir;
861                 
862         }
863 }
864
865 /*
866         Noise functions. Make sure seed is mangled differently in each one.
867 */
868
869 /*
870         Scaling the output of the noise function affects the overdrive of the
871         contour function, which affects the shape of the output considerably.
872 */
873 #define CAVE_NOISE_SCALE 12.0
874 //#define CAVE_NOISE_SCALE 10.0
875 //#define CAVE_NOISE_SCALE 7.5
876 //#define CAVE_NOISE_SCALE 5.0
877 //#define CAVE_NOISE_SCALE 1.0
878
879 //#define CAVE_NOISE_THRESHOLD (2.5/CAVE_NOISE_SCALE)
880 #define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE)
881
882 NoiseParams get_cave_noise1_params(u64 seed)
883 {
884         /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.7,
885                         200, CAVE_NOISE_SCALE);*/
886         /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.7,
887                         100, CAVE_NOISE_SCALE);*/
888         /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.6,
889                         100, CAVE_NOISE_SCALE);*/
890         /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.3,
891                         100, CAVE_NOISE_SCALE);*/
892         return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.5,
893                         50, CAVE_NOISE_SCALE);
894         //return NoiseParams(NOISE_CONSTANT_ONE);
895 }
896
897 NoiseParams get_cave_noise2_params(u64 seed)
898 {
899         /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.7,
900                         200, CAVE_NOISE_SCALE);*/
901         /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.7,
902                         100, CAVE_NOISE_SCALE);*/
903         /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.3,
904                         100, CAVE_NOISE_SCALE);*/
905         return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.5,
906                         50, CAVE_NOISE_SCALE);
907         //return NoiseParams(NOISE_CONSTANT_ONE);
908 }
909
910 NoiseParams get_ground_noise1_params(u64 seed)
911 {
912         return NoiseParams(NOISE_PERLIN, seed+983240, 5,
913                         0.60, 100.0, 30.0);
914 }
915
916 NoiseParams get_ground_crumbleness_params(u64 seed)
917 {
918         return NoiseParams(NOISE_PERLIN, seed+34413, 3,
919                         1.3, 20.0, 1.0);
920 }
921
922 NoiseParams get_ground_wetness_params(u64 seed)
923 {
924         return NoiseParams(NOISE_PERLIN, seed+32474, 4,
925                         1.1, 40.0, 1.0);
926 }
927
928 bool is_cave(u64 seed, v3s16 p)
929 {
930         double d1 = noise3d_param(get_cave_noise1_params(seed), p.X,p.Y,p.Z);
931         double d2 = noise3d_param(get_cave_noise2_params(seed), p.X,p.Y,p.Z);
932         return d1*d2 > CAVE_NOISE_THRESHOLD;
933 }
934
935 /*
936         Ground density noise shall be interpreted by using this.
937
938         TODO: No perlin noises here, they should be outsourced
939               and buffered
940                   NOTE: The speed of these actually isn't terrible
941 */
942 bool val_is_ground(double ground_noise1_val, v3s16 p, u64 seed)
943 {
944         //return ((double)p.Y < ground_noise1_val);
945
946         double f = 0.55 + noise2d_perlin(
947                         0.5+(float)p.X/250, 0.5+(float)p.Z/250,
948                         seed+920381, 3, 0.5);
949         if(f < 0.01)
950                 f = 0.01;
951         else if(f >= 1.0)
952                 f *= 1.6;
953         double h = WATER_LEVEL + 10 * noise2d_perlin(
954                         0.5+(float)p.X/250, 0.5+(float)p.Z/250,
955                         seed+84174, 4, 0.5);
956         /*double f = 1;
957         double h = 0;*/
958         return ((double)p.Y - h < ground_noise1_val * f);
959 }
960
961 /*
962         Queries whether a position is ground or not.
963 */
964 bool is_ground(u64 seed, v3s16 p)
965 {
966         double val1 = noise3d_param(get_ground_noise1_params(seed), p.X,p.Y,p.Z);
967         return val_is_ground(val1, p, seed);
968 }
969
970 // Amount of trees per area in nodes
971 double tree_amount_2d(u64 seed, v2s16 p)
972 {
973         /*double noise = noise2d_perlin(
974                         0.5+(float)p.X/250, 0.5+(float)p.Y/250,
975                         seed+2, 5, 0.66);*/
976         double noise = noise2d_perlin(
977                         0.5+(float)p.X/125, 0.5+(float)p.Y/125,
978                         seed+2, 4, 0.66);
979         double zeroval = -0.35;
980         if(noise < zeroval)
981                 return 0;
982         else
983                 return 0.04 * (noise-zeroval) / (1.0-zeroval);
984 }
985
986 #if 0
987 double randomstone_amount_2d(u64 seed, v2s16 p)
988 {
989         double noise = noise2d_perlin(
990                         0.5+(float)p.X/250, 0.5+(float)p.Y/250,
991                         seed+3829434, 5, 0.66);
992         double zeroval = 0.1;
993         if(noise < zeroval)
994                 return 0;
995         else
996                 return 0.01 * (noise-zeroval) / (1.0-zeroval);
997 }
998 #endif
999
1000 double largestone_amount_2d(u64 seed, v2s16 p)
1001 {
1002         double noise = noise2d_perlin(
1003                         0.5+(float)p.X/250, 0.5+(float)p.Y/250,
1004                         seed+14143242, 5, 0.66);
1005         double zeroval = 0.3;
1006         if(noise < zeroval)
1007                 return 0;
1008         else
1009                 return 0.005 * (noise-zeroval) / (1.0-zeroval);
1010 }
1011
1012 /*
1013         Incrementally find ground level from 3d noise
1014 */
1015 s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
1016 {
1017         // Start a bit fuzzy to make averaging lower precision values
1018         // more useful
1019         s16 level = myrand_range(-precision/2, precision/2);
1020         s16 dec[] = {31000, 100, 20, 4, 1, 0};
1021         s16 i;
1022         for(i = 1; dec[i] != 0 && precision <= dec[i]; i++)
1023         {
1024                 // First find non-ground by going upwards
1025                 // Don't stop in caves.
1026                 {
1027                         s16 max = level+dec[i-1]*2;
1028                         v3s16 p(p2d.X, level, p2d.Y);
1029                         for(; p.Y < max; p.Y += dec[i])
1030                         {
1031                                 if(!is_ground(seed, p))
1032                                 {
1033                                         level = p.Y;
1034                                         break;
1035                                 }
1036                         }
1037                 }
1038                 // Then find ground by going downwards from there.
1039                 // Go in caves, too, when precision is 1.
1040                 {
1041                         s16 min = level-dec[i-1]*2;
1042                         v3s16 p(p2d.X, level, p2d.Y);
1043                         for(; p.Y>min; p.Y-=dec[i])
1044                         {
1045                                 bool ground = is_ground(seed, p);
1046                                 /*if(dec[i] == 1 && is_cave(seed, p))
1047                                         ground = false;*/
1048                                 if(ground)
1049                                 {
1050                                         level = p.Y;
1051                                         break;
1052                                 }
1053                         }
1054                 }
1055         }
1056         
1057         // This is more like the actual ground level
1058         level += dec[i-1]/2;
1059
1060         return level;
1061 }
1062
1063 double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p=4);
1064
1065 double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p)
1066 {
1067         v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
1068         v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
1069         double a = 0;
1070         a += find_ground_level_from_noise(seed,
1071                         v2s16(node_min.X, node_min.Y), p);
1072         a += find_ground_level_from_noise(seed,
1073                         v2s16(node_min.X, node_max.Y), p);
1074         a += find_ground_level_from_noise(seed,
1075                         v2s16(node_max.X, node_max.Y), p);
1076         a += find_ground_level_from_noise(seed,
1077                         v2s16(node_max.X, node_min.Y), p);
1078         a += find_ground_level_from_noise(seed,
1079                         v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p);
1080         a /= 5;
1081         return a;
1082 }
1083
1084 double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p=4);
1085
1086 double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p)
1087 {
1088         v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
1089         v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
1090         double a = -31000;
1091         // Corners
1092         a = MYMAX(a, find_ground_level_from_noise(seed,
1093                         v2s16(node_min.X, node_min.Y), p));
1094         a = MYMAX(a, find_ground_level_from_noise(seed,
1095                         v2s16(node_min.X, node_max.Y), p));
1096         a = MYMAX(a, find_ground_level_from_noise(seed,
1097                         v2s16(node_max.X, node_max.Y), p));
1098         a = MYMAX(a, find_ground_level_from_noise(seed,
1099                         v2s16(node_min.X, node_min.Y), p));
1100         // Center
1101         a = MYMAX(a, find_ground_level_from_noise(seed,
1102                         v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
1103         // Side middle points
1104         a = MYMAX(a, find_ground_level_from_noise(seed,
1105                         v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y), p));
1106         a = MYMAX(a, find_ground_level_from_noise(seed,
1107                         v2s16(node_min.X+MAP_BLOCKSIZE/2, node_max.Y), p));
1108         a = MYMAX(a, find_ground_level_from_noise(seed,
1109                         v2s16(node_min.X, node_min.Y+MAP_BLOCKSIZE/2), p));
1110         a = MYMAX(a, find_ground_level_from_noise(seed,
1111                         v2s16(node_max.X, node_min.Y+MAP_BLOCKSIZE/2), p));
1112         return a;
1113 }
1114
1115 double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p=4);
1116
1117 double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p)
1118 {
1119         v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
1120         v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
1121         double a = 31000;
1122         // Corners
1123         a = MYMIN(a, find_ground_level_from_noise(seed,
1124                         v2s16(node_min.X, node_min.Y), p));
1125         a = MYMIN(a, find_ground_level_from_noise(seed,
1126                         v2s16(node_min.X, node_max.Y), p));
1127         a = MYMIN(a, find_ground_level_from_noise(seed,
1128                         v2s16(node_max.X, node_max.Y), p));
1129         a = MYMIN(a, find_ground_level_from_noise(seed,
1130                         v2s16(node_min.X, node_min.Y), p));
1131         // Center
1132         a = MYMIN(a, find_ground_level_from_noise(seed,
1133                         v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
1134         // Side middle points
1135         a = MYMIN(a, find_ground_level_from_noise(seed,
1136                         v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y), p));
1137         a = MYMIN(a, find_ground_level_from_noise(seed,
1138                         v2s16(node_min.X+MAP_BLOCKSIZE/2, node_max.Y), p));
1139         a = MYMIN(a, find_ground_level_from_noise(seed,
1140                         v2s16(node_min.X, node_min.Y+MAP_BLOCKSIZE/2), p));
1141         a = MYMIN(a, find_ground_level_from_noise(seed,
1142                         v2s16(node_max.X, node_min.Y+MAP_BLOCKSIZE/2), p));
1143         return a;
1144 }
1145
1146 bool block_is_underground(u64 seed, v3s16 blockpos)
1147 {
1148         s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
1149                         seed, v2s16(blockpos.X, blockpos.Z));
1150         
1151         if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
1152                 return true;
1153         else
1154                 return false;
1155 }
1156
1157 #if 0
1158 #define AVERAGE_MUD_AMOUNT 4
1159
1160 double base_rock_level_2d(u64 seed, v2s16 p)
1161 {
1162         // The base ground level
1163         double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT
1164                         + 20. * noise2d_perlin(
1165                         0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
1166                         (seed>>32)+654879876, 6, 0.6);
1167
1168         /*// A bit hillier one
1169         double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin(
1170                         0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
1171                         (seed>>27)+90340, 6, 0.69);
1172         if(base2 > base)
1173                 base = base2;*/
1174 #if 1
1175         // Higher ground level
1176         double higher = (double)WATER_LEVEL + 25. + 35. * noise2d_perlin(
1177                         0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
1178                         seed+85039, 5, 0.69);
1179         //higher = 30; // For debugging
1180
1181         // Limit higher to at least base
1182         if(higher < base)
1183                 higher = base;
1184
1185         // Steepness factor of cliffs
1186         double b = 1.0 + 1.0 * noise2d_perlin(
1187                         0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
1188                         seed-932, 7, 0.7);
1189         b = rangelim(b, 0.0, 1000.0);
1190         b = pow(b, 5);
1191         b *= 7;
1192         b = rangelim(b, 3.0, 1000.0);
1193         //dstream<<"b="<<b<<std::endl;
1194         //double b = 20;
1195
1196         // Offset to more low
1197         double a_off = -0.2;
1198         // High/low selector
1199         /*double a = 0.5 + b * (a_off + noise2d_perlin(
1200                         0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
1201                         seed-359, 6, 0.7));*/
1202         double a = (double)0.5 + b * (a_off + noise2d_perlin(
1203                         0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
1204                         seed-359, 5, 0.60));
1205         // Limit
1206         a = rangelim(a, 0.0, 1.0);
1207
1208         //dstream<<"a="<<a<<std::endl;
1209
1210         double h = base*(1.0-a) + higher*a;
1211 #else
1212         double h = base;
1213 #endif
1214         return h;
1215 }
1216
1217 double get_mud_add_amount(u64 seed, v2s16 p)
1218 {
1219         return ((float)AVERAGE_MUD_AMOUNT + 3.0 * noise2d_perlin(
1220                         0.5+(float)p.X/200, 0.5+(float)p.Y/200,
1221                         seed+91013, 3, 0.55));
1222 }
1223 #endif
1224
1225 bool get_have_sand(u64 seed, v2s16 p2d)
1226 {
1227         // Determine whether to have sand here
1228         double sandnoise = noise2d_perlin(
1229                         0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
1230                         seed+59420, 3, 0.50);
1231
1232         return (sandnoise > -0.15);
1233 }
1234
1235 /*
1236         Adds random objects to block, depending on the content of the block
1237 */
1238 void add_random_objects(MapBlock *block)
1239 {
1240         for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
1241         for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
1242         {
1243                 bool last_node_walkable = false;
1244                 for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
1245                 {
1246                         v3s16 p(x0,y0,z0);
1247                         MapNode n = block->getNodeNoEx(p);
1248                         if(n.d == CONTENT_IGNORE)
1249                                 continue;
1250                         if(content_features(n.d).liquid_type != LIQUID_NONE)
1251                                 continue;
1252                         if(content_features(n.d).walkable)
1253                         {
1254                                 last_node_walkable = true;
1255                                 continue;
1256                         }
1257                         if(last_node_walkable)
1258                         {
1259                                 // If block contains light information
1260                                 if(content_features(n.d).param_type == CPT_LIGHT)
1261                                 {
1262                                         if(n.getLight(LIGHTBANK_DAY) <= 3)
1263                                         {
1264                                                 if(myrand() % 300 == 0)
1265                                                 {
1266                                                         v3f pos_f = intToFloat(p+block->getPosRelative(), BS);
1267                                                         pos_f.Y -= BS*0.4;
1268                                                         ServerActiveObject *obj = new RatSAO(NULL, 0, pos_f);
1269                                                         std::string data = obj->getStaticData();
1270                                                         StaticObject s_obj(obj->getType(),
1271                                                                         obj->getBasePosition(), data);
1272                                                         // Add some
1273                                                         block->m_static_objects.insert(0, s_obj);
1274                                                         block->m_static_objects.insert(0, s_obj);
1275                                                         block->m_static_objects.insert(0, s_obj);
1276                                                         block->m_static_objects.insert(0, s_obj);
1277                                                         block->m_static_objects.insert(0, s_obj);
1278                                                         block->m_static_objects.insert(0, s_obj);
1279                                                         delete obj;
1280                                                 }
1281                                                 if(myrand() % 1000 == 0)
1282                                                 {
1283                                                         v3f pos_f = intToFloat(p+block->getPosRelative(), BS);
1284                                                         pos_f.Y -= BS*0.4;
1285                                                         ServerActiveObject *obj = new Oerkki1SAO(NULL,0,pos_f);
1286                                                         std::string data = obj->getStaticData();
1287                                                         StaticObject s_obj(obj->getType(),
1288                                                                         obj->getBasePosition(), data);
1289                                                         // Add one
1290                                                         block->m_static_objects.insert(0, s_obj);
1291                                                         delete obj;
1292                                                 }
1293                                         }
1294                                 }
1295                         }
1296                         last_node_walkable = false;
1297                 }
1298         }
1299         block->setChangedFlag();
1300 }
1301
1302 void make_block(BlockMakeData *data)
1303 {
1304         if(data->no_op)
1305         {
1306                 //dstream<<"makeBlock: no-op"<<std::endl;
1307                 return;
1308         }
1309
1310         v3s16 blockpos = data->blockpos;
1311         
1312         /*dstream<<"makeBlock(): ("<<blockpos.X<<","<<blockpos.Y<<","
1313                         <<blockpos.Z<<")"<<std::endl;*/
1314
1315         ManualMapVoxelManipulator &vmanip = *(data->vmanip);
1316         v3s16 blockpos_min = blockpos - v3s16(1,1,1);
1317         v3s16 blockpos_max = blockpos + v3s16(1,1,1);
1318         // Area of center block
1319         v3s16 node_min = blockpos*MAP_BLOCKSIZE;
1320         v3s16 node_max = (blockpos+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
1321         // Full allocated area
1322         v3s16 full_node_min = (blockpos-1)*MAP_BLOCKSIZE;
1323         v3s16 full_node_max = (blockpos+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
1324         // Area of a block
1325         double block_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE;
1326
1327         v2s16 p2d_center(node_min.X+MAP_BLOCKSIZE/2, node_min.Z+MAP_BLOCKSIZE/2);
1328
1329         /*
1330                 Get average ground level from noise
1331         */
1332         
1333         s16 approx_groundlevel = (s16)get_sector_average_ground_level(
1334                         data->seed, v2s16(blockpos.X, blockpos.Z));
1335         //dstream<<"approx_groundlevel="<<approx_groundlevel<<std::endl;
1336         
1337         s16 approx_ground_depth = approx_groundlevel - (node_min.Y+MAP_BLOCKSIZE/2);
1338         
1339         s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
1340                         data->seed, v2s16(blockpos.X, blockpos.Z));
1341         // Minimum amount of ground above the top of the central block
1342         s16 minimum_ground_depth = minimum_groundlevel - node_max.Y;
1343
1344         s16 maximum_groundlevel = (s16)get_sector_maximum_ground_level(
1345                         data->seed, v2s16(blockpos.X, blockpos.Z), 1);
1346         // Maximum amount of ground above the bottom of the central block
1347         s16 maximum_ground_depth = maximum_groundlevel - node_min.Y;
1348         
1349         /*
1350                 Special case for high air or water: Just fill with air and water.
1351         */
1352         if(maximum_ground_depth < -20)
1353         {
1354                 for(s16 x=node_min.X; x<=node_max.X; x++)
1355                 for(s16 z=node_min.Z; z<=node_max.Z; z++)
1356                 {
1357                         // Node position
1358                         v2s16 p2d(x,z);
1359                         {
1360                                 // Use fast index incrementing
1361                                 v3s16 em = vmanip.m_area.getExtent();
1362                                 u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
1363                                 for(s16 y=node_min.Y; y<=node_max.Y; y++)
1364                                 {
1365                                         // Only modify places that have no content
1366                                         if(vmanip.m_data[i].d == CONTENT_IGNORE)
1367                                         {
1368                                                 if(y <= WATER_LEVEL)
1369                                                         vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE);
1370                                                 else
1371                                                         vmanip.m_data[i] = MapNode(CONTENT_AIR);
1372                                         }
1373                                 
1374                                         data->vmanip->m_area.add_y(em, i, 1);
1375                                 }
1376                         }
1377                 }
1378                 
1379                 // We're done
1380                 return;
1381         }
1382
1383         /*
1384                 If block is deep underground, this is set to true and ground
1385                 density noise is not generated, for speed optimization.
1386         */
1387         bool all_is_ground_except_caves = (minimum_ground_depth > 40);
1388         
1389         /*
1390                 Create a block-specific seed
1391         */
1392         u32 blockseed = (u32)(data->seed%0x100000000) + full_node_min.Z*38134234
1393                         + full_node_min.Y*42123 + full_node_min.X*23;
1394         
1395         /*
1396                 Make some 3D noise
1397         */
1398         
1399         //NoiseBuffer noisebuf1;
1400         //NoiseBuffer noisebuf2;
1401         NoiseBuffer noisebuf_cave;
1402         NoiseBuffer noisebuf_ground;
1403         NoiseBuffer noisebuf_ground_crumbleness;
1404         NoiseBuffer noisebuf_ground_wetness;
1405         {
1406                 v3f minpos_f(node_min.X, node_min.Y, node_min.Z);
1407                 v3f maxpos_f(node_max.X, node_max.Y, node_max.Z);
1408
1409                 //TimeTaker timer("noisebuf.create");
1410
1411                 /*
1412                         Cave noise
1413                 */
1414 #if 1
1415                 noisebuf_cave.create(get_cave_noise1_params(data->seed),
1416                                 minpos_f.X, minpos_f.Y, minpos_f.Z,
1417                                 maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
1418                                 2, 2, 2);
1419                 noisebuf_cave.multiply(get_cave_noise2_params(data->seed));
1420 #endif
1421
1422                 /*
1423                         Ground noise
1424                 */
1425                 
1426                 // Sample length
1427                 v3f sl = v3f(4.0, 4.0, 4.0);
1428                 
1429                 /*
1430                         Density noise
1431                 */
1432                 if(all_is_ground_except_caves == false)
1433                         //noisebuf_ground.create(data->seed+983240, 6, 0.60, false,
1434                         noisebuf_ground.create(get_ground_noise1_params(data->seed),
1435                                         minpos_f.X, minpos_f.Y, minpos_f.Z,
1436                                         maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
1437                                         sl.X, sl.Y, sl.Z);
1438                 
1439                 /*
1440                         Ground property noise
1441                 */
1442                 sl = v3f(2.5, 2.5, 2.5);
1443                 noisebuf_ground_crumbleness.create(
1444                                 get_ground_crumbleness_params(data->seed),
1445                                 minpos_f.X, minpos_f.Y, minpos_f.Z,
1446                                 maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z,
1447                                 sl.X, sl.Y, sl.Z);
1448                 noisebuf_ground_wetness.create(
1449                                 get_ground_wetness_params(data->seed),
1450                                 minpos_f.X, minpos_f.Y, minpos_f.Z,
1451                                 maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z,
1452                                 sl.X, sl.Y, sl.Z);
1453         }
1454         
1455         /*
1456                 Make base ground level
1457         */
1458
1459         for(s16 x=node_min.X; x<=node_max.X; x++)
1460         for(s16 z=node_min.Z; z<=node_max.Z; z++)
1461         {
1462                 // Node position
1463                 v2s16 p2d(x,z);
1464                 {
1465                         // Use fast index incrementing
1466                         v3s16 em = vmanip.m_area.getExtent();
1467                         u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
1468                         for(s16 y=node_min.Y; y<=node_max.Y; y++)
1469                         {
1470                                 // Only modify places that have no content
1471                                 if(vmanip.m_data[i].d == CONTENT_IGNORE)
1472                                 {
1473                                         // First priority: make air and water.
1474                                         // This avoids caves inside water.
1475                                         if(all_is_ground_except_caves == false
1476                                                         && val_is_ground(noisebuf_ground.get(x,y,z),
1477                                                         v3s16(x,y,z), data->seed) == false)
1478                                         {
1479                                                 if(y <= WATER_LEVEL)
1480                                                         vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE);
1481                                                 else
1482                                                         vmanip.m_data[i] = MapNode(CONTENT_AIR);
1483                                         }
1484                                         else if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD)
1485                                                 vmanip.m_data[i] = MapNode(CONTENT_AIR);
1486                                         else
1487                                                 vmanip.m_data[i] = MapNode(CONTENT_STONE);
1488                                 }
1489                         
1490                                 data->vmanip->m_area.add_y(em, i, 1);
1491                         }
1492                 }
1493         }
1494
1495         /*
1496                 Add minerals
1497         */
1498
1499         {
1500                 PseudoRandom mineralrandom(blockseed);
1501
1502                 /*
1503                         Add meseblocks
1504                 */
1505                 for(s16 i=0; i<approx_ground_depth/4; i++)
1506                 {
1507                         if(mineralrandom.next()%50 == 0)
1508                         {
1509                                 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
1510                                 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
1511                                 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
1512                                 for(u16 i=0; i<27; i++)
1513                                 {
1514                                         v3s16 p = v3s16(x,y,z) + g_27dirs[i];
1515                                         u32 vi = vmanip.m_area.index(p);
1516                                         if(vmanip.m_data[vi].d == CONTENT_STONE)
1517                                                 if(mineralrandom.next()%8 == 0)
1518                                                         vmanip.m_data[vi] = MapNode(CONTENT_MESE);
1519                                 }
1520                                         
1521                         }
1522                 }
1523                 /*
1524                         Add others
1525                 */
1526                 {
1527                         u16 a = mineralrandom.range(0,15);
1528                         a = a*a*a;
1529                         u16 amount = 20 * a/1000;
1530                         for(s16 i=0; i<amount; i++)
1531                         {
1532                                 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
1533                                 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
1534                                 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
1535
1536                                 u8 base_content = CONTENT_STONE;
1537                                 MapNode new_content(CONTENT_IGNORE);
1538                                 u32 sparseness = 6;
1539
1540                                 if(noisebuf_ground_crumbleness.get(x,y+5,z) < -0.1)
1541                                 {
1542                                         new_content = MapNode(CONTENT_STONE, MINERAL_COAL);
1543                                 }
1544                                 else
1545                                 {
1546                                         if(noisebuf_ground_wetness.get(x,y+5,z) > 0.0)
1547                                                 new_content = MapNode(CONTENT_STONE, MINERAL_IRON);
1548                                         /*if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
1549                                                 vmanip.m_data[i] = MapNode(CONTENT_MUD);
1550                                         else
1551                                                 vmanip.m_data[i] = MapNode(CONTENT_SAND);*/
1552                                 }
1553                                 /*else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.1)
1554                                 {
1555                                 }*/
1556
1557                                 if(new_content.d != CONTENT_IGNORE)
1558                                 {
1559                                         for(u16 i=0; i<27; i++)
1560                                         {
1561                                                 v3s16 p = v3s16(x,y,z) + g_27dirs[i];
1562                                                 u32 vi = vmanip.m_area.index(p);
1563                                                 if(vmanip.m_data[vi].d == base_content)
1564                                                 {
1565                                                         if(mineralrandom.next()%sparseness == 0)
1566                                                                 vmanip.m_data[vi] = new_content;
1567                                                 }
1568                                         }
1569                                 }
1570                         }
1571                 }
1572                 /*
1573                         Add coal
1574                 */
1575                 //for(s16 i=0; i < MYMAX(0, 50 - abs(node_min.Y+8 - (-30))); i++)
1576                 //for(s16 i=0; i<50; i++)
1577                 u16 coal_amount = 30;
1578                 u16 coal_rareness = 60 / coal_amount;
1579                 if(coal_rareness == 0)
1580                         coal_rareness = 1;
1581                 if(mineralrandom.next()%coal_rareness == 0)
1582                 {
1583                         u16 a = mineralrandom.next() % 16;
1584                         u16 amount = coal_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_COAL);
1597                                 }
1598                         }
1599                 }
1600                 /*
1601                         Add iron
1602                 */
1603                 u16 iron_amount = 8;
1604                 u16 iron_rareness = 60 / iron_amount;
1605                 if(iron_rareness == 0)
1606                         iron_rareness = 1;
1607                 if(mineralrandom.next()%iron_rareness == 0)
1608                 {
1609                         u16 a = mineralrandom.next() % 16;
1610                         u16 amount = iron_amount * a*a*a / 1000;
1611                         for(s16 i=0; i<amount; i++)
1612                         {
1613                                 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
1614                                 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
1615                                 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
1616                                 for(u16 i=0; i<27; i++)
1617                                 {
1618                                         v3s16 p = v3s16(x,y,z) + g_27dirs[i];
1619                                         u32 vi = vmanip.m_area.index(p);
1620                                         if(vmanip.m_data[vi].d == CONTENT_STONE)
1621                                                 if(mineralrandom.next()%8 == 0)
1622                                                         vmanip.m_data[vi] = MapNode(CONTENT_STONE, MINERAL_IRON);
1623                                 }
1624                         }
1625                 }
1626         }
1627
1628         /*
1629                 Add mud and sand and others underground (in place of stone)
1630         */
1631
1632         for(s16 x=node_min.X; x<=node_max.X; x++)
1633         for(s16 z=node_min.Z; z<=node_max.Z; z++)
1634         {
1635                 // Node position
1636                 v2s16 p2d(x,z);
1637                 {
1638                         // Use fast index incrementing
1639                         v3s16 em = vmanip.m_area.getExtent();
1640                         u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
1641                         for(s16 y=node_max.Y; y>=node_min.Y; y--)
1642                         {
1643                                 if(vmanip.m_data[i].d == CONTENT_STONE)
1644                                 {
1645                                         if(noisebuf_ground_crumbleness.get(x,y,z) > 1.3)
1646                                         {
1647                                                 if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
1648                                                         vmanip.m_data[i] = MapNode(CONTENT_MUD);
1649                                                 else
1650                                                         vmanip.m_data[i] = MapNode(CONTENT_SAND);
1651                                         }
1652                                         else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.7)
1653                                         {
1654                                                 if(noisebuf_ground_wetness.get(x,y,z) < -0.6)
1655                                                         vmanip.m_data[i] = MapNode(CONTENT_GRAVEL);
1656                                         }
1657                                 }
1658
1659                                 data->vmanip->m_area.add_y(em, i, -1);
1660                         }
1661                 }
1662         }
1663
1664         /*
1665                 Add dungeons
1666         */
1667         
1668         //if(node_min.Y < approx_groundlevel)
1669         //if(myrand() % 3 == 0)
1670         //if(myrand() % 3 == 0 && node_min.Y < approx_groundlevel)
1671         //if(myrand() % 100 == 0 && node_min.Y < approx_groundlevel)
1672         //float dungeon_rarity = g_settings.getFloat("dungeon_rarity");
1673         float dungeon_rarity = 0.02;
1674         if(((noise3d(blockpos.X,blockpos.Y,blockpos.Z,data->seed)+1.0)/2.0)
1675                         < dungeon_rarity
1676                         && node_min.Y < approx_groundlevel)
1677         {
1678                 // Dungeon generator doesn't modify places which have this set
1679                 data->vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE
1680                                 | VMANIP_FLAG_DUNGEON_PRESERVE);
1681                 
1682                 // Set all air and water to be untouchable to make dungeons open
1683                 // to caves and open air
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                                         if(vmanip.m_data[i].d == CONTENT_AIR)
1696                                                 vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
1697                                         else if(vmanip.m_data[i].d == CONTENT_WATERSOURCE)
1698                                                 vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
1699                                         data->vmanip->m_area.add_y(em, i, -1);
1700                                 }
1701                         }
1702                 }
1703                 
1704                 PseudoRandom random(blockseed+2);
1705
1706                 // Add it
1707                 make_dungeon1(vmanip, random);
1708                 
1709                 // Convert some cobble to mossy cobble
1710                 for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
1711                 for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
1712                 {
1713                         // Node position
1714                         v2s16 p2d(x,z);
1715                         {
1716                                 // Use fast index incrementing
1717                                 v3s16 em = vmanip.m_area.getExtent();
1718                                 u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
1719                                 for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
1720                                 {
1721                                         // (noisebuf not used because it doesn't contain the
1722                                         //  full area)
1723                                         double wetness = noise3d_param(
1724                                                         get_ground_wetness_params(data->seed), x,y,z);
1725                                         double d = noise3d_perlin((float)x/2.5,
1726                                                         (float)y/2.5,(float)z/2.5,
1727                                                         blockseed, 2, 1.4);
1728                                         if(vmanip.m_data[i].d == CONTENT_COBBLE)
1729                                         {
1730                                                 if(d < wetness/3.0)
1731                                                 {
1732                                                         vmanip.m_data[i].d = CONTENT_MOSSYCOBBLE;
1733                                                 }
1734                                         }
1735                                         /*else if(vmanip.m_flags[i] & VMANIP_FLAG_DUNGEON_INSIDE)
1736                                         {
1737                                                 if(wetness > 1.2)
1738                                                         vmanip.m_data[i].d = CONTENT_MUD;
1739                                         }*/
1740                                         data->vmanip->m_area.add_y(em, i, -1);
1741                                 }
1742                         }
1743                 }
1744         }
1745         
1746         /*
1747                 Add top and bottom side of water to transforming_liquid queue
1748         */
1749
1750         for(s16 x=node_min.X; x<=node_max.X; x++)
1751         for(s16 z=node_min.Z; z<=node_max.Z; z++)
1752         {
1753                 // Node position
1754                 v2s16 p2d(x,z);
1755                 {
1756                         bool water_found = false;
1757                         // Use fast index incrementing
1758                         v3s16 em = vmanip.m_area.getExtent();
1759                         u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
1760                         for(s16 y=node_max.Y; y>=node_min.Y; y--)
1761                         {
1762                                 if(water_found == false)
1763                                 {
1764                                         if(vmanip.m_data[i].d == CONTENT_WATERSOURCE)
1765                                         {
1766                                                 v3s16 p = v3s16(p2d.X, y, p2d.Y);
1767                                                 data->transforming_liquid.push_back(p);
1768                                                 water_found = true;
1769                                         }
1770                                 }
1771                                 else
1772                                 {
1773                                         // This can be done because water_found can only
1774                                         // turn to true and end up here after going through
1775                                         // a single block.
1776                                         if(vmanip.m_data[i+1].d != CONTENT_WATERSOURCE)
1777                                         {
1778                                                 v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
1779                                                 data->transforming_liquid.push_back(p);
1780                                                 water_found = false;
1781                                         }
1782                                 }
1783
1784                                 data->vmanip->m_area.add_y(em, i, -1);
1785                         }
1786                 }
1787         }
1788
1789         /*
1790                 If close to ground level
1791         */
1792
1793         //if(abs(approx_ground_depth) < 30)
1794         if(minimum_ground_depth < 5 && maximum_ground_depth > -5)
1795         {
1796                 /*
1797                         Add grass and mud
1798                 */
1799
1800                 for(s16 x=node_min.X; x<=node_max.X; x++)
1801                 for(s16 z=node_min.Z; z<=node_max.Z; z++)
1802                 {
1803                         // Node position
1804                         v2s16 p2d(x,z);
1805                         {
1806                                 bool possibly_have_sand = get_have_sand(data->seed, p2d);
1807                                 bool have_sand = false;
1808                                 u32 current_depth = 0;
1809                                 bool air_detected = false;
1810                                 bool water_detected = false;
1811                                 // Use fast index incrementing
1812                                 s16 start_y = node_max.Y+2;
1813                                 v3s16 em = vmanip.m_area.getExtent();
1814                                 u32 i = vmanip.m_area.index(v3s16(p2d.X, start_y, p2d.Y));
1815                                 for(s16 y=start_y; y>=node_min.Y-3; y--)
1816                                 {
1817                                         if(vmanip.m_data[i].d == CONTENT_WATERSOURCE)
1818                                                 water_detected = true;
1819                                         if(vmanip.m_data[i].d == CONTENT_AIR)
1820                                                 air_detected = true;
1821
1822                                         if((vmanip.m_data[i].d == CONTENT_STONE
1823                                                         || vmanip.m_data[i].d == CONTENT_GRASS
1824                                                         || vmanip.m_data[i].d == CONTENT_MUD
1825                                                         || vmanip.m_data[i].d == CONTENT_SAND
1826                                                         || vmanip.m_data[i].d == CONTENT_GRAVEL
1827                                                         ) && (air_detected || water_detected))
1828                                         {
1829                                                 if(current_depth == 0 && y <= WATER_LEVEL+2
1830                                                                 && possibly_have_sand)
1831                                                         have_sand = true;
1832                                                 
1833                                                 if(current_depth < 4)
1834                                                 {
1835                                                         if(have_sand)
1836                                                         {
1837                                                                 vmanip.m_data[i] = MapNode(CONTENT_SAND);
1838                                                         }
1839                                                         #if 1
1840                                                         else if(current_depth==0 && !water_detected
1841                                                                         && y >= WATER_LEVEL && air_detected)
1842                                                                 vmanip.m_data[i] = MapNode(CONTENT_GRASS);
1843                                                         #endif
1844                                                         else
1845                                                                 vmanip.m_data[i] = MapNode(CONTENT_MUD);
1846                                                 }
1847                                                 else
1848                                                 {
1849                                                         if(vmanip.m_data[i].d == CONTENT_MUD
1850                                                                 || vmanip.m_data[i].d == CONTENT_GRASS)
1851                                                                 vmanip.m_data[i] = MapNode(CONTENT_STONE);
1852                                                 }
1853
1854                                                 current_depth++;
1855
1856                                                 if(current_depth >= 8)
1857                                                         break;
1858                                         }
1859                                         else if(current_depth != 0)
1860                                                 break;
1861
1862                                         data->vmanip->m_area.add_y(em, i, -1);
1863                                 }
1864                         }
1865                 }
1866
1867                 /*
1868                         Add trees
1869                 */
1870                 
1871                 // Amount of trees
1872                 u32 tree_count = block_area_nodes * tree_amount_2d(data->seed, p2d_center);
1873                 PseudoRandom treerandom(blockseed);
1874                 // Put trees in random places on part of division
1875                 for(u32 i=0; i<tree_count; i++)
1876                 {
1877                         s16 x = treerandom.range(node_min.X, node_max.X);
1878                         s16 z = treerandom.range(node_min.Z, node_max.Z);
1879                         //s16 y = find_ground_level(data->vmanip, v2s16(x,z));
1880                         s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4);
1881                         // Don't make a tree under water level
1882                         if(y < WATER_LEVEL)
1883                                 continue;
1884                         // Make sure tree fits (only trees whose starting point is
1885                         // at this block are added)
1886                         if(y < node_min.Y || y > node_max.Y)
1887                                 continue;
1888                         /*
1889                                 Find exact ground level
1890                         */
1891                         v3s16 p(x,y+6,z);
1892                         bool found = false;
1893                         for(; p.Y >= y-6; p.Y--)
1894                         {
1895                                 u32 i = data->vmanip->m_area.index(p);
1896                                 MapNode *n = &data->vmanip->m_data[i];
1897                                 if(n->d != CONTENT_AIR && n->d != CONTENT_IGNORE)
1898                                 {
1899                                         found = true;
1900                                         break;
1901                                 }
1902                         }
1903                         // If not found, handle next one
1904                         if(found == false)
1905                                 continue;
1906                         /*
1907                                 Trees grow only on mud and grass
1908                         */
1909                         {
1910                                 u32 i = data->vmanip->m_area.index(p);
1911                                 MapNode *n = &data->vmanip->m_data[i];
1912                                 if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
1913                                         continue;
1914                         }
1915                         // Tree will be placed one higher
1916                         p.Y++;
1917                         // Make a tree
1918                         make_tree(vmanip, p);
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