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Finish and clean up mapgen configuration
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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 Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details.
14
15 You should have received a copy of the GNU Lesser 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 "noise.h"
23 #include "biome.h"
24 #include "mapblock.h"
25 #include "mapnode.h"
26 #include "map.h"
27 //#include "serverobject.h"
28 #include "content_sao.h"
29 #include "nodedef.h"
30 #include "content_mapnode.h" // For content_mapnode_get_new_name
31 #include "voxelalgorithms.h"
32 #include "profiler.h"
33 #include "settings.h" // For g_settings
34 #include "main.h" // For g_profiler
35 #include "treegen.h"
36
37 /////////////////// Mapgen V6 perlin noise default values
38 NoiseParams nparams_v6_def_terrain_base =
39         {-AVERAGE_MUD_AMOUNT, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6};
40 NoiseParams nparams_v6_def_terrain_higher =
41         {20.0, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6};
42 NoiseParams nparams_v6_def_steepness =
43         {0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7};
44 NoiseParams nparams_v6_def_height_select =
45         {0.5, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69};
46 NoiseParams nparams_v6_def_trees =
47         {0.0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66};
48 NoiseParams nparams_v6_def_mud =
49         {AVERAGE_MUD_AMOUNT, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55};
50 NoiseParams nparams_v6_def_beach =
51         {0.0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50};
52 NoiseParams nparams_v6_def_biome =
53         {0.0, 1.0, v3f(250.0, 250.0, 250.0), 9130, 3, 0.50};
54 NoiseParams nparams_v6_def_cave =
55         {6.0, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50};
56
57 /////////////////// Mapgen V7 perlin noise default values
58 NoiseParams nparams_v7_def_terrain =
59         {10.0, 12.0, v3f(350., 350., 350.), 82341, 5, 0.6}; //terrain
60 NoiseParams nparams_v7_def_bgroup =
61         {0.5, 1/(2*1.6), v3f(350., 350., 350.), 5923, 2, 0.60}; //0 to 1
62 NoiseParams nparams_v7_def_heat =
63         {25.0, 50.0, v3f(500., 500., 500.), 35293, 1, 0.00}; //-25 to 75
64 NoiseParams nparams_v7_def_humidity =
65         {50, 100/(2*1.6), v3f(750., 750., 750.), 12094, 2, 0.60}; //0 to 100
66
67
68 ///////////////////////////////////////////////////////////////////////////////
69
70
71 MapgenV7::MapgenV7(BiomeDefManager *biomedef, int mapgenid, MapgenV7Params *params) {
72         this->generating  = false;
73         this->id       = mapgenid;
74         this->biomedef = biomedef;
75         this->ndef     = biomedef->ndef;
76
77         this->seed        = (int)params->seed;
78         this->csize       = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
79         this->water_level = params->water_level;
80
81         noise_terrain  = new Noise(params->np_terrain,  seed, csize.X, csize.Y);
82         noise_bgroup   = new Noise(params->np_bgroup,   seed, csize.X, csize.Y);
83         noise_heat     = new Noise(params->np_heat,     seed, csize.X, csize.Y);
84         noise_humidity = new Noise(params->np_humidity, seed, csize.X, csize.Y);
85
86
87         n_air   = MapNode(ndef->getId("mapgen_air"));
88         n_water = MapNode(ndef->getId("mapgen_water_source"));
89         n_lava  = MapNode(ndef->getId("mapgen_lava_source"));
90 }
91
92
93 MapgenV7::~MapgenV7() {
94         delete noise_terrain;
95         delete noise_bgroup;
96         delete noise_heat;
97         delete noise_humidity;
98 }
99
100
101 void MapgenV7::makeChunk(BlockMakeData *data) {
102         if (data->no_op)
103                 return;
104
105         assert(data->vmanip);
106         assert(data->nodedef);
107         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
108                    data->blockpos_requested.Y >= data->blockpos_min.Y &&
109                    data->blockpos_requested.Z >= data->blockpos_min.Z);
110         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
111                    data->blockpos_requested.Y <= data->blockpos_max.Y &&
112                    data->blockpos_requested.Z <= data->blockpos_max.Z);
113
114         this->generating = true;
115
116         this->data    = data;
117         this->vmanip  = data->vmanip;
118         v3s16 em = vmanip->m_area.getExtent();
119         this->ystride = em.X;
120         this->zstride = em.Y * em.X;
121
122         node_min = (data->blockpos_min) * MAP_BLOCKSIZE;
123         node_max = (data->blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
124         v3s16 full_node_min = (data->blockpos_min - 1) * MAP_BLOCKSIZE;
125         v3s16 full_node_max = (data->blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1,1,1);
126
127         int y1 = node_min.Y;
128         int y2 = node_max.Y;
129         int x  = node_min.X;
130         int z  = node_min.Z;
131
132         TimeTaker timer("Generating terrain");
133         map_terrain  = noise_terrain->perlinMap2D(x, z);
134         map_bgroup   = noise_bgroup->perlinMap2D(x, z);
135         map_heat     = noise_heat->perlinMap2D(x, z);
136         map_humidity = noise_humidity->perlinMap2D(x, z);
137
138         noise_bgroup->transformNoiseMap();
139         noise_heat->transformNoiseMap();
140         noise_humidity->transformNoiseMap();
141
142         int i = 0;
143         for (z = node_min.Z; z <= node_max.Z; z++) {
144                 for (x = node_min.X; x <= node_max.X; x++) {
145                         Biome *biome = biomedef->getBiome(map_bgroup[i], map_heat[i], map_humidity[i]);
146                         biome->genColumn(this, x, z, y1, y2);
147                         i++;
148                 }
149         }
150         timer.stop();
151
152         //genCave();
153         //genDungeon();
154         //add blobs of dirt and gravel underground
155         //decorateChunk();
156         updateLiquid(full_node_min, full_node_max);
157         updateLighting(node_min, node_max);
158
159         this->generating = false;
160 }
161
162
163 void MapgenV7::updateLiquid(v3s16 nmin, v3s16 nmax) {
164         bool isliquid, wasliquid;
165         u32 i;
166
167         for (s16 z = nmin.Z; z <= nmax.Z; z++) {
168                 for (s16 x = nmin.X; x <= nmax.X; x++) {
169                         v2s16 p2d(x, z);
170                         wasliquid = true;
171                         v3s16 em  = vmanip->m_area.getExtent();
172                         i = vmanip->m_area.index(v3s16(p2d.X, nmax.Y, p2d.Y));
173
174                         for (s16 y = nmax.Y; y >= nmin.Y; y--) {
175                                 isliquid = ndef->get(vmanip->m_data[i]).isLiquid();
176                                 //there was a change between liquid and nonliquid, add to queue
177                                 if (isliquid != wasliquid)
178                                         data->transforming_liquid.push_back(v3s16(p2d.X, y, p2d.Y));
179
180                                 wasliquid = isliquid;
181                                 vmanip->m_area.add_y(em, i, -1);
182                         }
183                 }
184         }
185 }
186
187
188 void MapgenV7::updateLighting(v3s16 nmin, v3s16 nmax) {
189         enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};
190
191         VoxelArea a(nmin - v3s16(1,0,1) * MAP_BLOCKSIZE,
192                                 nmax + v3s16(1,0,1) * MAP_BLOCKSIZE);
193         bool block_is_underground = (water_level > nmax.Y);
194         bool sunlight = !block_is_underground;
195
196         ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
197         for (int i = 0; i < 2; i++) {
198                 enum LightBank bank = banks[i];
199         core::map<v3s16, bool> light_sources;
200         core::map<v3s16, u8> unlight_from;
201
202                 voxalgo::clearLightAndCollectSources(*vmanip, a, bank, ndef,
203                                         light_sources, unlight_from);
204                 voxalgo::propagateSunlight(*vmanip, a, sunlight, light_sources, ndef);
205         //printf("light_sources: %d\t\tunlight_from: %d\n", light_sources.size(), unlight_from.size());
206                 vmanip->unspreadLight(bank, unlight_from, light_sources, ndef);
207                 vmanip->spreadLight(bank, light_sources, ndef);
208         }
209 }
210
211
212 Biome *MapgenV7::getBiomeAtPoint(v3s16 p) {
213         float bgroup   = NoisePerlin2D(noise_bgroup->np,   p.X, p.Y, seed);
214         float heat     = NoisePerlin2D(noise_heat->np,     p.X, p.Y, seed);
215         float humidity = NoisePerlin2D(noise_humidity->np, p.X, p.Y, seed);
216         return biomedef->getBiome(bgroup, heat, humidity);
217 }
218
219
220 //FIXME:  This assumes y == 0, that is, always in a non-hell/non-sky biome
221 int MapgenV7::getGroundLevelAtPoint(v2s16 p) {
222         float terrain = NoisePerlin2D(noise_terrain->np, p.X, p.Y, seed);
223         Biome *biome = getBiomeAtPoint(v3s16(p.X, p.Y, 0));
224         return biome->getSurfaceHeight(terrain);
225 }
226
227
228 /////////////////////////////// Emerge Manager ////////////////////////////////
229
230
231
232 EmergeManager::EmergeManager(IGameDef *gamedef, BiomeDefManager *bdef,
233                                                          MapgenParams *mgparams) {
234         //the order of these assignments is pretty important
235         this->biomedef = bdef ? bdef : new BiomeDefManager(gamedef);
236         this->params   = mgparams;
237         this->mapgen   = NULL;
238         this->mapgen   = getMapgen();
239 }
240
241
242 EmergeManager::~EmergeManager() {
243         delete biomedef;
244         delete params;
245 }
246
247
248 Mapgen *EmergeManager::getMapgen() {
249         if (!mapgen) {
250                 switch (params->mg_version) {
251                         case 6:
252                                 mapgen = new MapgenV6(0, (MapgenV6Params *)params);
253                                 break;
254                         case 7:
255                                 mapgen = new MapgenV7(biomedef, 0, (MapgenV7Params *)params);
256                                 break;
257                         default:
258                                 errorstream << "EmergeManager: Unsupported mapgen version "
259                                         << params->mg_version << ", falling back to V6" << std::endl;
260                                 params->mg_version = 6;
261                                 mapgen = new MapgenV6(0, (MapgenV6Params *)params);
262                 }
263         }
264         return mapgen;
265 }
266
267
268 void EmergeManager::addBlockToQueue() {
269         //STUB
270 }
271
272
273 int EmergeManager::getGroundLevelAtPoint(v2s16 p) {
274         if (!mapgen)
275                 return 0;
276         return mapgen->getGroundLevelAtPoint(p);
277 }
278
279
280 bool EmergeManager::isBlockUnderground(v3s16 blockpos) {
281         /*
282         v2s16 p = v2s16((blockpos.X * MAP_BLOCKSIZE) + MAP_BLOCKSIZE / 2,
283                                         (blockpos.Y * MAP_BLOCKSIZE) + MAP_BLOCKSIZE / 2);
284         int ground_level = getGroundLevelAtPoint(p);
285         return blockpos.Y * (MAP_BLOCKSIZE + 1) <= min(water_level, ground_level);
286         */
287
288         //yuck, but then again, should i bother being accurate?
289         //the height of the nodes in a single block is quite variable
290         return blockpos.Y * (MAP_BLOCKSIZE + 1) <= params->water_level;
291 }
292
293
294 u32 EmergeManager::getBlockSeed(v3s16 p) {
295         return (u32)(params->seed & 0xFFFFFFFF) +
296                 p.Z * 38134234 +
297                 p.Y * 42123 +
298                 p.Y * 23;
299 }
300
301
302 MapgenParams *MapgenParams::createMapgenParams(int mgver) {
303         switch (mgver) {
304                 case 6:
305                         return new MapgenV6Params();
306                 case 7:
307                         return new MapgenV7Params();
308                 default: //instead of complaining, default to 6
309                         return new MapgenV6Params();
310         }
311 }
312
313
314 MapgenParams *MapgenParams::getParamsFromSettings(Settings *settings) {
315         int mg_version = settings->getS16("mg_version");
316         MapgenParams *mgparams = MapgenParams::createMapgenParams(mg_version);
317         mgparams->mg_version  = mg_version;
318         mgparams->seed        = settings->getU64(settings == g_settings ? "fixed_map_seed" : "seed");
319         mgparams->water_level = settings->getS16("water_level");
320         mgparams->chunksize   = settings->getS16("chunksize");
321         mgparams->flags       = settings->getS32("mg_flags");
322
323         switch (mg_version) {
324                 case 6:
325                 {
326                         MapgenV6Params *v6params = (MapgenV6Params *)mgparams;
327
328                         v6params->freq_desert = settings->getFloat("mgv6_freq_desert");
329                         v6params->freq_beach  = settings->getFloat("mgv6_freq_beach");
330                         v6params->np_terrain_base   = settings->getNoiseParams("mgv6_np_terrain_base");
331                         v6params->np_terrain_higher = settings->getNoiseParams("mgv6_np_terrain_higher");
332                         v6params->np_steepness      = settings->getNoiseParams("mgv6_np_steepness");
333                         v6params->np_height_select  = settings->getNoiseParams("mgv6_np_height_select");
334                         v6params->np_trees          = settings->getNoiseParams("mgv6_np_trees");
335                         v6params->np_mud            = settings->getNoiseParams("mgv6_np_mud");
336                         v6params->np_beach          = settings->getNoiseParams("mgv6_np_beach");
337                         v6params->np_biome          = settings->getNoiseParams("mgv6_np_biome");
338                         v6params->np_cave           = settings->getNoiseParams("mgv6_np_cave");
339
340                         if (!v6params->np_terrain_base || !v6params->np_terrain_higher ||
341                                 !v6params->np_steepness    || !v6params->np_height_select  ||
342                                 !v6params->np_trees        || !v6params->np_mud            ||
343                                 !v6params->np_beach || !v6params->np_biome || !v6params->np_cave) {
344                                 delete mgparams;
345                                 return NULL;
346                         }
347
348                         break;
349                 }
350                 case 7:
351                 {
352                         MapgenV7Params *v7params = (MapgenV7Params *)mgparams;
353
354                         v7params->np_terrain  = settings->getNoiseParams("mgv7_np_terrain");
355                         v7params->np_bgroup   = settings->getNoiseParams("mgv7_np_bgroup");
356                         v7params->np_heat     = settings->getNoiseParams("mgv7_np_heat");
357                         v7params->np_humidity = settings->getNoiseParams("mgv7_np_humidity");
358                         
359                         if (!v7params->np_terrain || !v7params->np_bgroup ||
360                                 !v7params->np_heat    || !v7params->np_humidity) {
361                                 delete mgparams;
362                                 return NULL;
363                         }
364                         
365                         break;
366                 }
367                 default:
368                         delete mgparams;
369                         return NULL;
370         }
371
372         return mgparams;
373
374 }
375
376
377 /////////////////////////////////// legacy static functions for farmesh
378
379
380 s16 Mapgen::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) {
381         //just need to return something
382         s16 level = 5;
383         return level;
384 }
385
386
387 bool Mapgen::get_have_beach(u64 seed, v2s16 p2d) {
388         double sandnoise = noise2d_perlin(
389                         0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
390                         seed+59420, 3, 0.50);
391
392         return (sandnoise > 0.15);
393 }
394
395
396 double Mapgen::tree_amount_2d(u64 seed, v2s16 p) {
397         double noise = noise2d_perlin(
398                         0.5+(float)p.X/125, 0.5+(float)p.Y/125,
399                         seed+2, 4, 0.66);
400         double zeroval = -0.39;
401         if(noise < zeroval)
402                 return 0;
403         else
404                 return 0.04 * (noise-zeroval) / (1.0-zeroval);
405 }
406
407
408 #if 0 /// BIG COMMENT
409 namespace mapgen
410 {
411
412 /*
413         Some helper functions for the map generator
414 */
415
416 #if 1
417 // Returns Y one under area minimum if not found
418 static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d,
419                 INodeDefManager *ndef)
420 {
421         v3s16 em = vmanip.m_area.getExtent();
422         s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
423         s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
424         u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
425         s16 y;
426         for(y=y_nodes_max; y>=y_nodes_min; y--)
427         {
428                 MapNode &n = vmanip.m_data[i];
429                 if(ndef->get(n).walkable)
430                         break;
431
432                 vmanip.m_area.add_y(em, i, -1);
433         }
434         if(y >= y_nodes_min)
435                 return y;
436         else
437                 return y_nodes_min - 1;
438 }
439
440 #if 0
441 // Returns Y one under area minimum if not found
442 static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d,
443                 INodeDefManager *ndef)
444 {
445         if(!vmanip.m_area.contains(v3s16(p2d.X, vmanip.m_area.MaxEdge.Y, p2d.Y)))
446                 return vmanip.m_area.MinEdge.Y-1;
447         v3s16 em = vmanip.m_area.getExtent();
448         s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
449         s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
450         u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
451         s16 y;
452         content_t c_tree = ndef->getId("mapgen_tree");
453         content_t c_leaves = ndef->getId("mapgen_leaves");
454         for(y=y_nodes_max; y>=y_nodes_min; y--)
455         {
456                 MapNode &n = vmanip.m_data[i];
457                 if(ndef->get(n).walkable
458                                 && n.getContent() != c_tree
459                                 && n.getContent() != c_leaves)
460                         break;
461
462                 vmanip.m_area.add_y(em, i, -1);
463         }
464         if(y >= y_nodes_min)
465                 return y;
466         else
467                 return y_nodes_min - 1;
468 }
469 #endif
470
471 // Returns Y one under area minimum if not found
472 static s16 find_stone_level(VoxelManipulator &vmanip, v2s16 p2d,
473                 INodeDefManager *ndef)
474 {
475         v3s16 em = vmanip.m_area.getExtent();
476         s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
477         s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
478         u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
479         s16 y;
480         content_t c_stone = ndef->getId("mapgen_stone");
481         content_t c_desert_stone = ndef->getId("mapgen_desert_stone");
482         for(y=y_nodes_max; y>=y_nodes_min; y--)
483         {
484                 MapNode &n = vmanip.m_data[i];
485                 content_t c = n.getContent();
486                 if(c != CONTENT_IGNORE && (
487                                 c == c_stone || c == c_desert_stone))
488                         break;
489
490                 vmanip.m_area.add_y(em, i, -1);
491         }
492         if(y >= y_nodes_min)
493                 return y;
494         else
495                 return y_nodes_min - 1;
496 }
497 #endif
498
499
500 #if 0
501
502 static void make_papyrus(VoxelManipulator &vmanip, v3s16 p0,
503                 INodeDefManager *ndef)
504 {
505         MapNode papyrusnode(ndef->getId("mapgen_papyrus"));
506
507         s16 trunk_h = myrand_range(2, 3);
508         v3s16 p1 = p0;
509         for(s16 ii=0; ii<trunk_h; ii++)
510         {
511                 if(vmanip.m_area.contains(p1))
512                         vmanip.m_data[vmanip.m_area.index(p1)] = papyrusnode;
513                 p1.Y++;
514         }
515 }
516
517 static void make_cactus(VoxelManipulator &vmanip, v3s16 p0,
518                 INodeDefManager *ndef)
519 {
520         MapNode cactusnode(ndef->getId("mapgen_cactus"));
521
522         s16 trunk_h = 3;
523         v3s16 p1 = p0;
524         for(s16 ii=0; ii<trunk_h; ii++)
525         {
526                 if(vmanip.m_area.contains(p1))
527                         vmanip.m_data[vmanip.m_area.index(p1)] = cactusnode;
528                 p1.Y++;
529         }
530 }
531 #endif
532
533 #if 0
534 /*
535         Dungeon making routines
536 */
537
538 #define VMANIP_FLAG_DUNGEON_INSIDE VOXELFLAG_CHECKED1
539 #define VMANIP_FLAG_DUNGEON_PRESERVE VOXELFLAG_CHECKED2
540 #define VMANIP_FLAG_DUNGEON_UNTOUCHABLE (\
541                 VMANIP_FLAG_DUNGEON_INSIDE|VMANIP_FLAG_DUNGEON_PRESERVE)
542
543 static void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace,
544                 INodeDefManager *ndef)
545 {
546         // Make +-X walls
547         for(s16 z=0; z<roomsize.Z; z++)
548         for(s16 y=0; y<roomsize.Y; y++)
549         {
550                 {
551                         v3s16 p = roomplace + v3s16(0,y,z);
552                         if(vmanip.m_area.contains(p) == false)
553                                 continue;
554                         u32 vi = vmanip.m_area.index(p);
555                         if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
556                                 continue;
557                         vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
558                 }
559                 {
560                         v3s16 p = roomplace + v3s16(roomsize.X-1,y,z);
561                         if(vmanip.m_area.contains(p) == false)
562                                 continue;
563                         u32 vi = vmanip.m_area.index(p);
564                         if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
565                                 continue;
566                         vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
567                 }
568         }
569
570         // Make +-Z walls
571         for(s16 x=0; x<roomsize.X; x++)
572         for(s16 y=0; y<roomsize.Y; y++)
573         {
574                 {
575                         v3s16 p = roomplace + v3s16(x,y,0);
576                         if(vmanip.m_area.contains(p) == false)
577                                 continue;
578                         u32 vi = vmanip.m_area.index(p);
579                         if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
580                                 continue;
581                         vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
582                 }
583                 {
584                         v3s16 p = roomplace + v3s16(x,y,roomsize.Z-1);
585                         if(vmanip.m_area.contains(p) == false)
586                                 continue;
587                         u32 vi = vmanip.m_area.index(p);
588                         if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
589                                 continue;
590                         vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
591                 }
592         }
593
594         // Make +-Y walls (floor and ceiling)
595         for(s16 z=0; z<roomsize.Z; z++)
596         for(s16 x=0; x<roomsize.X; x++)
597         {
598                 {
599                         v3s16 p = roomplace + v3s16(x,0,z);
600                         if(vmanip.m_area.contains(p) == false)
601                                 continue;
602                         u32 vi = vmanip.m_area.index(p);
603                         if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
604                                 continue;
605                         vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
606                 }
607                 {
608                         v3s16 p = roomplace + v3s16(x,roomsize.Y-1,z);
609                         if(vmanip.m_area.contains(p) == false)
610                                 continue;
611                         u32 vi = vmanip.m_area.index(p);
612                         if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
613                                 continue;
614                         vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
615                 }
616         }
617
618         // Fill with air
619         for(s16 z=1; z<roomsize.Z-1; z++)
620         for(s16 y=1; y<roomsize.Y-1; y++)
621         for(s16 x=1; x<roomsize.X-1; x++)
622         {
623                 v3s16 p = roomplace + v3s16(x,y,z);
624                 if(vmanip.m_area.contains(p) == false)
625                         continue;
626                 u32 vi = vmanip.m_area.index(p);
627                 vmanip.m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
628                 vmanip.m_data[vi] = MapNode(CONTENT_AIR);
629         }
630 }
631
632 static void make_fill(VoxelManipulator &vmanip, v3s16 place, v3s16 size,
633                 u8 avoid_flags, MapNode n, u8 or_flags)
634 {
635         for(s16 z=0; z<size.Z; z++)
636         for(s16 y=0; y<size.Y; y++)
637         for(s16 x=0; x<size.X; x++)
638         {
639                 v3s16 p = place + v3s16(x,y,z);
640                 if(vmanip.m_area.contains(p) == false)
641                         continue;
642                 u32 vi = vmanip.m_area.index(p);
643                 if(vmanip.m_flags[vi] & avoid_flags)
644                         continue;
645                 vmanip.m_flags[vi] |= or_flags;
646                 vmanip.m_data[vi] = n;
647         }
648 }
649
650 static void make_hole1(VoxelManipulator &vmanip, v3s16 place,
651                 INodeDefManager *ndef)
652 {
653         make_fill(vmanip, place, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
654                         VMANIP_FLAG_DUNGEON_INSIDE);
655 }
656
657 static void make_door1(VoxelManipulator &vmanip, v3s16 doorplace, v3s16 doordir,
658                 INodeDefManager *ndef)
659 {
660         make_hole1(vmanip, doorplace, ndef);
661         // Place torch (for testing)
662         //vmanip.m_data[vmanip.m_area.index(doorplace)] = MapNode(ndef->getId("mapgen_torch"));
663 }
664
665 static v3s16 rand_ortho_dir(PseudoRandom &random)
666 {
667         if(random.next()%2==0)
668                 return random.next()%2 ? v3s16(-1,0,0) : v3s16(1,0,0);
669         else
670                 return random.next()%2 ? v3s16(0,0,-1) : v3s16(0,0,1);
671 }
672
673 static v3s16 turn_xz(v3s16 olddir, int t)
674 {
675         v3s16 dir;
676         if(t == 0)
677         {
678                 // Turn right
679                 dir.X = olddir.Z;
680                 dir.Z = -olddir.X;
681                 dir.Y = olddir.Y;
682         }
683         else
684         {
685                 // Turn left
686                 dir.X = -olddir.Z;
687                 dir.Z = olddir.X;
688                 dir.Y = olddir.Y;
689         }
690         return dir;
691 }
692
693 static v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
694 {
695         int turn = random.range(0,2);
696         v3s16 dir;
697         if(turn == 0)
698         {
699                 // Go straight
700                 dir = olddir;
701         }
702         else if(turn == 1)
703                 // Turn right
704                 dir = turn_xz(olddir, 0);
705         else
706                 // Turn left
707                 dir = turn_xz(olddir, 1);
708         return dir;
709 }
710
711 static void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace,
712                 v3s16 doordir, v3s16 &result_place, v3s16 &result_dir,
713                 PseudoRandom &random, INodeDefManager *ndef)
714 {
715         make_hole1(vmanip, doorplace, ndef);
716         v3s16 p0 = doorplace;
717         v3s16 dir = doordir;
718         u32 length;
719         if(random.next()%2)
720                 length = random.range(1,13);
721         else
722                 length = random.range(1,6);
723         length = random.range(1,13);
724         u32 partlength = random.range(1,13);
725         u32 partcount = 0;
726         s16 make_stairs = 0;
727         if(random.next()%2 == 0 && partlength >= 3)
728                 make_stairs = random.next()%2 ? 1 : -1;
729         for(u32 i=0; i<length; i++)
730         {
731                 v3s16 p = p0 + dir;
732                 if(partcount != 0)
733                         p.Y += make_stairs;
734
735                 /*// If already empty
736                 if(vmanip.getNodeNoExNoEmerge(p).getContent()
737                                 == CONTENT_AIR
738                 && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
739                                 == CONTENT_AIR)
740                 {
741                 }*/
742
743                 if(vmanip.m_area.contains(p) == true
744                                 && vmanip.m_area.contains(p+v3s16(0,1,0)) == true)
745                 {
746                         if(make_stairs)
747                         {
748                                 make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,5,3),
749                                                 VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(ndef->getId("mapgen_cobble")), 0);
750                                 make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
751                                                 VMANIP_FLAG_DUNGEON_INSIDE);
752                                 make_fill(vmanip, p-dir, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
753                                                 VMANIP_FLAG_DUNGEON_INSIDE);
754                         }
755                         else
756                         {
757                                 make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,4,3),
758                                                 VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(ndef->getId("mapgen_cobble")), 0);
759                                 make_hole1(vmanip, p, ndef);
760                                 /*make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
761                                                 VMANIP_FLAG_DUNGEON_INSIDE);*/
762                         }
763
764                         p0 = p;
765                 }
766                 else
767                 {
768                         // Can't go here, turn away
769                         dir = turn_xz(dir, random.range(0,1));
770                         make_stairs = -make_stairs;
771                         partcount = 0;
772                         partlength = random.range(1,length);
773                         continue;
774                 }
775
776                 partcount++;
777                 if(partcount >= partlength)
778                 {
779                         partcount = 0;
780
781                         dir = random_turn(random, dir);
782
783                         partlength = random.range(1,length);
784
785                         make_stairs = 0;
786                         if(random.next()%2 == 0 && partlength >= 3)
787                                 make_stairs = random.next()%2 ? 1 : -1;
788                 }
789         }
790         result_place = p0;
791         result_dir = dir;
792 }
793
794 class RoomWalker
795 {
796 public:
797
798         RoomWalker(VoxelManipulator &vmanip_, v3s16 pos, PseudoRandom &random,
799                         INodeDefManager *ndef):
800                         vmanip(vmanip_),
801                         m_pos(pos),
802                         m_random(random),
803                         m_ndef(ndef)
804         {
805                 randomizeDir();
806         }
807
808         void randomizeDir()
809         {
810                 m_dir = rand_ortho_dir(m_random);
811         }
812
813         void setPos(v3s16 pos)
814         {
815                 m_pos = pos;
816         }
817
818         void setDir(v3s16 dir)
819         {
820                 m_dir = dir;
821         }
822
823         bool findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
824         {
825                 for(u32 i=0; i<100; i++)
826                 {
827                         v3s16 p = m_pos + m_dir;
828                         v3s16 p1 = p + v3s16(0,1,0);
829                         if(vmanip.m_area.contains(p) == false
830                                         || vmanip.m_area.contains(p1) == false
831                                         || i % 4 == 0)
832                         {
833                                 randomizeDir();
834                                 continue;
835                         }
836                         if(vmanip.getNodeNoExNoEmerge(p).getContent()
837                                         == m_ndef->getId("mapgen_cobble")
838                         && vmanip.getNodeNoExNoEmerge(p1).getContent()
839                                         == m_ndef->getId("mapgen_cobble"))
840                         {
841                                 // Found wall, this is a good place!
842                                 result_place = p;
843                                 result_dir = m_dir;
844                                 // Randomize next direction
845                                 randomizeDir();
846                                 return true;
847                         }
848                         /*
849                                 Determine where to move next
850                         */
851                         // Jump one up if the actual space is there
852                         if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent()
853                                         == m_ndef->getId("mapgen_cobble")
854                         && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
855                                         == CONTENT_AIR
856                         && vmanip.getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent()
857                                         == CONTENT_AIR)
858                                 p += v3s16(0,1,0);
859                         // Jump one down if the actual space is there
860                         if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
861                                         == m_ndef->getId("mapgen_cobble")
862                         && vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent()
863                                         == CONTENT_AIR
864                         && vmanip.getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent()
865                                         == CONTENT_AIR)
866                                 p += v3s16(0,-1,0);
867                         // Check if walking is now possible
868                         if(vmanip.getNodeNoExNoEmerge(p).getContent()
869                                         != CONTENT_AIR
870                         || vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
871                                         != CONTENT_AIR)
872                         {
873                                 // Cannot continue walking here
874                                 randomizeDir();
875                                 continue;
876                         }
877                         // Move there
878                         m_pos = p;
879                 }
880                 return false;
881         }
882
883         bool findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
884                         v3s16 &result_doordir, v3s16 &result_roomplace)
885         {
886                 for(s16 trycount=0; trycount<30; trycount++)
887                 {
888                         v3s16 doorplace;
889                         v3s16 doordir;
890                         bool r = findPlaceForDoor(doorplace, doordir);
891                         if(r == false)
892                                 continue;
893                         v3s16 roomplace;
894                         // X east, Z north, Y up
895 #if 1
896                         if(doordir == v3s16(1,0,0)) // X+
897                                 roomplace = doorplace +
898                                                 v3s16(0,-1,m_random.range(-roomsize.Z+2,-2));
899                         if(doordir == v3s16(-1,0,0)) // X-
900                                 roomplace = doorplace +
901                                                 v3s16(-roomsize.X+1,-1,m_random.range(-roomsize.Z+2,-2));
902                         if(doordir == v3s16(0,0,1)) // Z+
903                                 roomplace = doorplace +
904                                                 v3s16(m_random.range(-roomsize.X+2,-2),-1,0);
905                         if(doordir == v3s16(0,0,-1)) // Z-
906                                 roomplace = doorplace +
907                                                 v3s16(m_random.range(-roomsize.X+2,-2),-1,-roomsize.Z+1);
908 #endif
909 #if 0
910                         if(doordir == v3s16(1,0,0)) // X+
911                                 roomplace = doorplace + v3s16(0,-1,-roomsize.Z/2);
912                         if(doordir == v3s16(-1,0,0)) // X-
913                                 roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2);
914                         if(doordir == v3s16(0,0,1)) // Z+
915                                 roomplace = doorplace + v3s16(-roomsize.X/2,-1,0);
916                         if(doordir == v3s16(0,0,-1)) // Z-
917                                 roomplace = doorplace + v3s16(-roomsize.X/2,-1,-roomsize.Z+1);
918 #endif
919
920                         // Check fit
921                         bool fits = true;
922                         for(s16 z=1; z<roomsize.Z-1; z++)
923                         for(s16 y=1; y<roomsize.Y-1; y++)
924                         for(s16 x=1; x<roomsize.X-1; x++)
925                         {
926                                 v3s16 p = roomplace + v3s16(x,y,z);
927                                 if(vmanip.m_area.contains(p) == false)
928                                 {
929                                         fits = false;
930                                         break;
931                                 }
932                                 if(vmanip.m_flags[vmanip.m_area.index(p)]
933                                                 & VMANIP_FLAG_DUNGEON_INSIDE)
934                                 {
935                                         fits = false;
936                                         break;
937                                 }
938                         }
939                         if(fits == false)
940                         {
941                                 // Find new place
942                                 continue;
943                         }
944                         result_doorplace = doorplace;
945                         result_doordir = doordir;
946                         result_roomplace = roomplace;
947                         return true;
948                 }
949                 return false;
950         }
951
952 private:
953         VoxelManipulator &vmanip;
954         v3s16 m_pos;
955         v3s16 m_dir;
956         PseudoRandom &m_random;
957         INodeDefManager *m_ndef;
958 };
959
960 static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random,
961                 INodeDefManager *ndef)
962 {
963         v3s16 areasize = vmanip.m_area.getExtent();
964         v3s16 roomsize;
965         v3s16 roomplace;
966
967         /*
968                 Find place for first room
969         */
970         bool fits = false;
971         for(u32 i=0; i<100; i++)
972         {
973                 roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
974                 roomplace = vmanip.m_area.MinEdge + v3s16(
975                                 random.range(0,areasize.X-roomsize.X-1),
976                                 random.range(0,areasize.Y-roomsize.Y-1),
977                                 random.range(0,areasize.Z-roomsize.Z-1));
978                 /*
979                         Check that we're not putting the room to an unknown place,
980                         otherwise it might end up floating in the air
981                 */
982                 fits = true;
983                 for(s16 z=1; z<roomsize.Z-1; z++)
984                 for(s16 y=1; y<roomsize.Y-1; y++)
985                 for(s16 x=1; x<roomsize.X-1; x++)
986                 {
987                         v3s16 p = roomplace + v3s16(x,y,z);
988                         u32 vi = vmanip.m_area.index(p);
989                         if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE)
990                         {
991                                 fits = false;
992                                 break;
993                         }
994                         if(vmanip.m_data[vi].getContent() == CONTENT_IGNORE)
995                         {
996                                 fits = false;
997                                 break;
998                         }
999                 }
1000                 if(fits)
1001                         break;
1002         }
1003         // No place found
1004         if(fits == false)
1005                 return;
1006
1007         /*
1008                 Stores the center position of the last room made, so that
1009                 a new corridor can be started from the last room instead of
1010                 the new room, if chosen so.
1011         */
1012         v3s16 last_room_center = roomplace+v3s16(roomsize.X/2,1,roomsize.Z/2);
1013
1014         u32 room_count = random.range(2,7);
1015         for(u32 i=0; i<room_count; i++)
1016         {
1017                 // Make a room to the determined place
1018                 make_room1(vmanip, roomsize, roomplace, ndef);
1019
1020                 v3s16 room_center = roomplace + v3s16(roomsize.X/2,1,roomsize.Z/2);
1021
1022                 // Place torch at room center (for testing)
1023                 //vmanip.m_data[vmanip.m_area.index(room_center)] = MapNode(ndef->getId("mapgen_torch"));
1024
1025                 // Quit if last room
1026                 if(i == room_count-1)
1027                         break;
1028
1029                 // Determine walker start position
1030
1031                 bool start_in_last_room = (random.range(0,2)!=0);
1032                 //bool start_in_last_room = true;
1033
1034                 v3s16 walker_start_place;
1035
1036                 if(start_in_last_room)
1037                 {
1038                         walker_start_place = last_room_center;
1039                 }
1040                 else
1041                 {
1042                         walker_start_place = room_center;
1043                         // Store center of current room as the last one
1044                         last_room_center = room_center;
1045                 }
1046
1047                 // Create walker and find a place for a door
1048                 RoomWalker walker(vmanip, walker_start_place, random, ndef);
1049                 v3s16 doorplace;
1050                 v3s16 doordir;
1051                 bool r = walker.findPlaceForDoor(doorplace, doordir);
1052                 if(r == false)
1053                         return;
1054
1055                 if(random.range(0,1)==0)
1056                         // Make the door
1057                         make_door1(vmanip, doorplace, doordir, ndef);
1058                 else
1059                         // Don't actually make a door
1060                         doorplace -= doordir;
1061
1062                 // Make a random corridor starting from the door
1063                 v3s16 corridor_end;
1064                 v3s16 corridor_end_dir;
1065                 make_corridor(vmanip, doorplace, doordir, corridor_end,
1066                                 corridor_end_dir, random, ndef);
1067
1068                 // Find a place for a random sized room
1069                 roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
1070                 walker.setPos(corridor_end);
1071                 walker.setDir(corridor_end_dir);
1072                 r = walker.findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace);
1073                 if(r == false)
1074                         return;
1075
1076                 if(random.range(0,1)==0)
1077                         // Make the door
1078                         make_door1(vmanip, doorplace, doordir, ndef);
1079                 else
1080                         // Don't actually make a door
1081                         roomplace -= doordir;
1082
1083         }
1084 }
1085 #endif
1086
1087 #if 0
1088 static void make_nc(VoxelManipulator &vmanip, PseudoRandom &random,
1089                 INodeDefManager *ndef)
1090 {
1091         v3s16 dir;
1092         u8 facedir_i = 0;
1093         s32 r = random.range(0, 3);
1094         if(r == 0){
1095                 dir = v3s16( 1, 0, 0);
1096                 facedir_i = 3;
1097         }
1098         if(r == 1){
1099                 dir = v3s16(-1, 0, 0);
1100                 facedir_i = 1;
1101         }
1102         if(r == 2){
1103                 dir = v3s16( 0, 0, 1);
1104                 facedir_i = 2;
1105         }
1106         if(r == 3){
1107                 dir = v3s16( 0, 0,-1);
1108                 facedir_i = 0;
1109         }
1110         v3s16 p = vmanip.m_area.MinEdge + v3s16(
1111                         16+random.range(0,15),
1112                         16+random.range(0,15),
1113                         16+random.range(0,15));
1114         vmanip.m_data[vmanip.m_area.index(p)] = MapNode(ndef->getId("mapgen_nyancat"), facedir_i);
1115         u32 length = random.range(3,15);
1116         for(u32 j=0; j<length; j++)
1117         {
1118                 p -= dir;
1119                 vmanip.m_data[vmanip.m_area.index(p)] = MapNode(ndef->getId("mapgen_nyancat_rainbow"));
1120         }
1121 }
1122 #endif
1123
1124 /*
1125         Noise functions. Make sure seed is mangled differently in each one.
1126 */
1127
1128 #if 0
1129 /*
1130         Scaling the output of the noise function affects the overdrive of the
1131         contour function, which affects the shape of the output considerably.
1132 */
1133 #define CAVE_NOISE_SCALE 12.0
1134 //#define CAVE_NOISE_SCALE 10.0
1135 //#define CAVE_NOISE_SCALE 7.5
1136 //#define CAVE_NOISE_SCALE 5.0
1137 //#define CAVE_NOISE_SCALE 1.0
1138
1139 //#define CAVE_NOISE_THRESHOLD (2.5/CAVE_NOISE_SCALE)
1140 #define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE)
1141
1142 NoiseParams get_cave_noise1_params(u64 seed)
1143 {
1144         /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.7,
1145                         200, CAVE_NOISE_SCALE);*/
1146         /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.7,
1147                         100, CAVE_NOISE_SCALE);*/
1148         /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.6,
1149                         100, CAVE_NOISE_SCALE);*/
1150         /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.3,
1151                         100, CAVE_NOISE_SCALE);*/
1152         return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.5,
1153                         50, CAVE_NOISE_SCALE);
1154         //return NoiseParams(NOISE_CONSTANT_ONE);
1155 }
1156
1157 NoiseParams get_cave_noise2_params(u64 seed)
1158 {
1159         /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.7,
1160                         200, CAVE_NOISE_SCALE);*/
1161         /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.7,
1162                         100, CAVE_NOISE_SCALE);*/
1163         /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.3,
1164                         100, CAVE_NOISE_SCALE);*/
1165         return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.5,
1166                         50, CAVE_NOISE_SCALE);
1167         //return NoiseParams(NOISE_CONSTANT_ONE);
1168 }
1169
1170 NoiseParams get_ground_noise1_params(u64 seed)
1171 {
1172         return NoiseParams(NOISE_PERLIN, seed+983240, 4,
1173                         0.55, 80.0, 40.0);
1174 }
1175
1176 NoiseParams get_ground_crumbleness_params(u64 seed)
1177 {
1178         return NoiseParams(NOISE_PERLIN, seed+34413, 3,
1179                         1.3, 20.0, 1.0);
1180 }
1181
1182 NoiseParams get_ground_wetness_params(u64 seed)
1183 {
1184         return NoiseParams(NOISE_PERLIN, seed+32474, 4,
1185                         1.1, 40.0, 1.0);
1186 }
1187
1188 bool is_cave(u64 seed, v3s16 p)
1189 {
1190         double d1 = noise3d_param(get_cave_noise1_params(seed), p.X,p.Y,p.Z);
1191         double d2 = noise3d_param(get_cave_noise2_params(seed), p.X,p.Y,p.Z);
1192         return d1*d2 > CAVE_NOISE_THRESHOLD;
1193 }
1194
1195 /*
1196         Ground density noise shall be interpreted by using this.
1197
1198         TODO: No perlin noises here, they should be outsourced
1199               and buffered
1200                   NOTE: The speed of these actually isn't terrible
1201 */
1202 bool val_is_ground(double ground_noise1_val, v3s16 p, u64 seed)
1203 {
1204         //return ((double)p.Y < ground_noise1_val);
1205
1206         double f = 0.55 + noise2d_perlin(
1207                         0.5+(float)p.X/250, 0.5+(float)p.Z/250,
1208                         seed+920381, 3, 0.45);
1209         if(f < 0.01)
1210                 f = 0.01;
1211         else if(f >= 1.0)
1212                 f *= 1.6;
1213         double h = WATER_LEVEL + 10 * noise2d_perlin(
1214                         0.5+(float)p.X/250, 0.5+(float)p.Z/250,
1215                         seed+84174, 4, 0.5);
1216         /*double f = 1;
1217         double h = 0;*/
1218         return ((double)p.Y - h < ground_noise1_val * f);
1219 }
1220
1221 /*
1222         Queries whether a position is ground or not.
1223 */
1224 bool is_ground(u64 seed, v3s16 p)
1225 {
1226         double val1 = noise3d_param(get_ground_noise1_params(seed), p.X,p.Y,p.Z);
1227         return val_is_ground(val1, p, seed);
1228 }
1229 #endif
1230
1231 // Amount of trees per area in nodes
1232 double tree_amount_2d(u64 seed, v2s16 p)
1233 {
1234         /*double noise = noise2d_perlin(
1235                         0.5+(float)p.X/250, 0.5+(float)p.Y/250,
1236                         seed+2, 5, 0.66);*/
1237         double noise = noise2d_perlin(
1238                         0.5+(float)p.X/125, 0.5+(float)p.Y/125,
1239                         seed+2, 4, 0.66);
1240         double zeroval = -0.39;
1241         if(noise < zeroval)
1242                 return 0;
1243         else
1244                 return 0.04 * (noise-zeroval) / (1.0-zeroval);
1245 }
1246
1247 #if 0
1248 double surface_humidity_2d(u64 seed, v2s16 p)
1249 {
1250         double noise = noise2d_perlin(
1251                         0.5+(float)p.X/500, 0.5+(float)p.Y/500,
1252                         seed+72384, 4, 0.66);
1253         noise = (noise + 1.0)/2.0;
1254         if(noise < 0.0)
1255                 noise = 0.0;
1256         if(noise > 1.0)
1257                 noise = 1.0;
1258         return noise;
1259 }
1260
1261 /*
1262         Incrementally find ground level from 3d noise
1263 */
1264 s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
1265 {
1266         // Start a bit fuzzy to make averaging lower precision values
1267         // more useful
1268         s16 level = myrand_range(-precision/2, precision/2);
1269         s16 dec[] = {31000, 100, 20, 4, 1, 0};
1270         s16 i;
1271         for(i = 1; dec[i] != 0 && precision <= dec[i]; i++)
1272         {
1273                 // First find non-ground by going upwards
1274                 // Don't stop in caves.
1275                 {
1276                         s16 max = level+dec[i-1]*2;
1277                         v3s16 p(p2d.X, level, p2d.Y);
1278                         for(; p.Y < max; p.Y += dec[i])
1279                         {
1280                                 if(!is_ground(seed, p))
1281                                 {
1282                                         level = p.Y;
1283                                         break;
1284                                 }
1285                         }
1286                 }
1287                 // Then find ground by going downwards from there.
1288                 // Go in caves, too, when precision is 1.
1289                 {
1290                         s16 min = level-dec[i-1]*2;
1291                         v3s16 p(p2d.X, level, p2d.Y);
1292                         for(; p.Y>min; p.Y-=dec[i])
1293                         {
1294                                 bool ground = is_ground(seed, p);
1295                                 /*if(dec[i] == 1 && is_cave(seed, p))
1296                                         ground = false;*/
1297                                 if(ground)
1298                                 {
1299                                         level = p.Y;
1300                                         break;
1301                                 }
1302                         }
1303                 }
1304         }
1305
1306         // This is more like the actual ground level
1307         level += dec[i-1]/2;
1308
1309         return level;
1310 }
1311
1312 double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p=4);
1313
1314 double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p)
1315 {
1316         v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
1317         v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
1318         double a = 0;
1319         a += find_ground_level_from_noise(seed,
1320                         v2s16(node_min.X, node_min.Y), p);
1321         a += find_ground_level_from_noise(seed,
1322                         v2s16(node_min.X, node_max.Y), p);
1323         a += find_ground_level_from_noise(seed,
1324                         v2s16(node_max.X, node_max.Y), p);
1325         a += find_ground_level_from_noise(seed,
1326                         v2s16(node_max.X, node_min.Y), p);
1327         a += find_ground_level_from_noise(seed,
1328                         v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p);
1329         a /= 5;
1330         return a;
1331 }
1332
1333 double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p=4);
1334
1335 double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p)
1336 {
1337         v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
1338         v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
1339         double a = -31000;
1340         // Corners
1341         a = MYMAX(a, find_ground_level_from_noise(seed,
1342                         v2s16(node_min.X, node_min.Y), p));
1343         a = MYMAX(a, find_ground_level_from_noise(seed,
1344                         v2s16(node_min.X, node_max.Y), p));
1345         a = MYMAX(a, find_ground_level_from_noise(seed,
1346                         v2s16(node_max.X, node_max.Y), p));
1347         a = MYMAX(a, find_ground_level_from_noise(seed,
1348                         v2s16(node_min.X, node_min.Y), p));
1349         // Center
1350         a = MYMAX(a, find_ground_level_from_noise(seed,
1351                         v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
1352         // Side middle points
1353         a = MYMAX(a, find_ground_level_from_noise(seed,
1354                         v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y), p));
1355         a = MYMAX(a, find_ground_level_from_noise(seed,
1356                         v2s16(node_min.X+MAP_BLOCKSIZE/2, node_max.Y), p));
1357         a = MYMAX(a, find_ground_level_from_noise(seed,
1358                         v2s16(node_min.X, node_min.Y+MAP_BLOCKSIZE/2), p));
1359         a = MYMAX(a, find_ground_level_from_noise(seed,
1360                         v2s16(node_max.X, node_min.Y+MAP_BLOCKSIZE/2), p));
1361         return a;
1362 }
1363
1364 double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p=4);
1365
1366 double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p)
1367 {
1368         v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
1369         v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
1370         double a = 31000;
1371         // Corners
1372         a = MYMIN(a, find_ground_level_from_noise(seed,
1373                         v2s16(node_min.X, node_min.Y), p));
1374         a = MYMIN(a, find_ground_level_from_noise(seed,
1375                         v2s16(node_min.X, node_max.Y), p));
1376         a = MYMIN(a, find_ground_level_from_noise(seed,
1377                         v2s16(node_max.X, node_max.Y), p));
1378         a = MYMIN(a, find_ground_level_from_noise(seed,
1379                         v2s16(node_min.X, node_min.Y), p));
1380         // Center
1381         a = MYMIN(a, find_ground_level_from_noise(seed,
1382                         v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
1383         // Side middle points
1384         a = MYMIN(a, find_ground_level_from_noise(seed,
1385                         v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y), p));
1386         a = MYMIN(a, find_ground_level_from_noise(seed,
1387                         v2s16(node_min.X+MAP_BLOCKSIZE/2, node_max.Y), p));
1388         a = MYMIN(a, find_ground_level_from_noise(seed,
1389                         v2s16(node_min.X, node_min.Y+MAP_BLOCKSIZE/2), p));
1390         a = MYMIN(a, find_ground_level_from_noise(seed,
1391                         v2s16(node_max.X, node_min.Y+MAP_BLOCKSIZE/2), p));
1392         return a;
1393 }
1394 #endif
1395
1396 // Required by mapgen.h
1397 bool block_is_underground(u64 seed, v3s16 blockpos)
1398 {
1399         /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
1400                         seed, v2s16(blockpos.X, blockpos.Z));*/
1401         // Nah, this is just a heuristic, just return something
1402         s16 minimum_groundlevel = WATER_LEVEL;
1403
1404         if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
1405                 return true;
1406         else
1407                 return false;
1408 }
1409
1410 #define AVERAGE_MUD_AMOUNT 4
1411
1412 double base_rock_level_2d(u64 seed, v2s16 p)
1413 {
1414         // The base ground level
1415         double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT
1416                         + 20. * noise2d_perlin(
1417                         0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
1418                         seed+82341, 5, 0.6);
1419
1420         /*// A bit hillier one
1421         double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin(
1422                         0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
1423                         seed+93413, 6, 0.69);
1424         if(base2 > base)
1425                 base = base2;*/
1426 #if 1
1427         // Higher ground level
1428         double higher = (double)WATER_LEVEL + 20. + 16. * noise2d_perlin(
1429                         0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
1430                         seed+85039, 5, 0.6);
1431         //higher = 30; // For debugging
1432
1433         // Limit higher to at least base
1434         if(higher < base)
1435                 higher = base;
1436
1437         // Steepness factor of cliffs
1438         double b = 0.85 + 0.5 * noise2d_perlin(
1439                         0.5+(float)p.X/125., 0.5+(float)p.Y/125.,
1440                         seed-932, 5, 0.7);
1441         b = rangelim(b, 0.0, 1000.0);
1442         b = b*b*b*b*b*b*b;
1443         b *= 5;
1444         b = rangelim(b, 0.5, 1000.0);
1445         // Values 1.5...100 give quite horrible looking slopes
1446         if(b > 1.5 && b < 100.0){
1447                 if(b < 10.0)
1448                         b = 1.5;
1449                 else
1450                         b = 100.0;
1451         }
1452         //dstream<<"b="<<b<<std::endl;
1453         //double b = 20;
1454         //b = 0.25;
1455
1456         // Offset to more low
1457         double a_off = -0.20;
1458         // High/low selector
1459         /*double a = 0.5 + b * (a_off + noise2d_perlin(
1460                         0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
1461                         seed+4213, 6, 0.7));*/
1462         double a = (double)0.5 + b * (a_off + noise2d_perlin(
1463                         0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
1464                         seed+4213, 5, 0.69));
1465         // Limit
1466         a = rangelim(a, 0.0, 1.0);
1467
1468         //dstream<<"a="<<a<<std::endl;
1469
1470         double h = base*(1.0-a) + higher*a;
1471 #else
1472         double h = base;
1473 #endif
1474         return h;
1475 }
1476
1477 s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
1478 {
1479         return base_rock_level_2d(seed, p2d) + AVERAGE_MUD_AMOUNT;
1480 }
1481
1482 double get_mud_add_amount(u64 seed, v2s16 p)
1483 {
1484         return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
1485                         0.5+(float)p.X/200, 0.5+(float)p.Y/200,
1486                         seed+91013, 3, 0.55));
1487 }
1488
1489 bool get_have_beach(u64 seed, v2s16 p2d)
1490 {
1491         // Determine whether to have sand here
1492         double sandnoise = noise2d_perlin(
1493                         0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
1494                         seed+59420, 3, 0.50);
1495
1496         return (sandnoise > 0.15);
1497 }
1498
1499 enum BiomeType
1500 {
1501         BT_NORMAL,
1502         BT_DESERT
1503 };
1504
1505 BiomeType get_biome(u64 seed, v2s16 p2d)
1506 {
1507         // Just do something very simple as for now
1508         double d = noise2d_perlin(
1509                         0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
1510                         seed+9130, 3, 0.50);
1511         if(d > 0.45)
1512                 return BT_DESERT;
1513         if(d > 0.35 && (noise2d( p2d.X, p2d.Y, int(seed) ) + 1.0) > ( 0.45 - d ) * 20.0  )
1514                 return BT_DESERT;
1515         return BT_NORMAL;
1516 };
1517
1518 u32 get_blockseed(u64 seed, v3s16 p)
1519 {
1520         s32 x=p.X, y=p.Y, z=p.Z;
1521         return (u32)(seed%0x100000000ULL) + z*38134234 + y*42123 + x*23;
1522 }
1523
1524 #define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1
1525
1526 void make_block(BlockMakeData *data)
1527 {
1528         if(data->no_op)
1529         {
1530                 //dstream<<"makeBlock: no-op"<<std::endl;
1531                 return;
1532         }
1533
1534         assert(data->vmanip);
1535         assert(data->nodedef);
1536         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
1537                         data->blockpos_requested.Y >= data->blockpos_min.Y &&
1538                         data->blockpos_requested.Z >= data->blockpos_min.Z);
1539         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
1540                         data->blockpos_requested.Y <= data->blockpos_max.Y &&
1541                         data->blockpos_requested.Z <= data->blockpos_max.Z);
1542
1543         INodeDefManager *ndef = data->nodedef;
1544
1545         // Hack: use minimum block coordinates for old code that assumes
1546         // a single block
1547         v3s16 blockpos = data->blockpos_requested;
1548
1549         /*dstream<<"makeBlock(): ("<<blockpos.X<<","<<blockpos.Y<<","
1550                         <<blockpos.Z<<")"<<std::endl;*/
1551
1552         v3s16 blockpos_min = data->blockpos_min;
1553         v3s16 blockpos_max = data->blockpos_max;
1554         v3s16 blockpos_full_min = blockpos_min - v3s16(1,1,1);
1555         v3s16 blockpos_full_max = blockpos_max + v3s16(1,1,1);
1556
1557         ManualMapVoxelManipulator &vmanip = *(data->vmanip);
1558         // Area of central chunk
1559         v3s16 node_min = blockpos_min*MAP_BLOCKSIZE;
1560         v3s16 node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
1561         // Full allocated area
1562         v3s16 full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
1563         v3s16 full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
1564
1565         v3s16 central_area_size = node_max - node_min + v3s16(1,1,1);
1566
1567         const s16 max_spread_amount = MAP_BLOCKSIZE;
1568
1569         int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
1570                         * (blockpos_max.Y - blockpos_min.Y + 1)
1571                         * (blockpos_max.Z - blockpos_max.Z + 1);
1572
1573         int volume_nodes = volume_blocks *
1574                         MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
1575
1576         // Generated surface area
1577         //double gen_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE * rel_volume;
1578
1579         // Horribly wrong heuristic, but better than nothing
1580         bool block_is_underground = (WATER_LEVEL > node_max.Y);
1581
1582         /*
1583                 Create a block-specific seed
1584         */
1585         u32 blockseed = get_blockseed(data->seed, full_node_min);
1586
1587         /*
1588                 Cache some ground type values for speed
1589         */
1590
1591 // Creates variables c_name=id and n_name=node
1592 #define CONTENT_VARIABLE(ndef, name)\
1593         content_t c_##name = ndef->getId("mapgen_" #name);\
1594         MapNode n_##name(c_##name);
1595 // Default to something else if was CONTENT_IGNORE
1596 #define CONTENT_VARIABLE_FALLBACK(name, dname)\
1597         if(c_##name == CONTENT_IGNORE){\
1598                 c_##name = c_##dname;\
1599                 n_##name = n_##dname;\
1600         }
1601
1602         CONTENT_VARIABLE(ndef, stone);
1603         CONTENT_VARIABLE(ndef, air);
1604         CONTENT_VARIABLE(ndef, water_source);
1605         CONTENT_VARIABLE(ndef, dirt);
1606         CONTENT_VARIABLE(ndef, sand);
1607         CONTENT_VARIABLE(ndef, gravel);
1608         CONTENT_VARIABLE(ndef, clay);
1609         CONTENT_VARIABLE(ndef, lava_source);
1610         CONTENT_VARIABLE(ndef, cobble);
1611         CONTENT_VARIABLE(ndef, mossycobble);
1612         CONTENT_VARIABLE(ndef, dirt_with_grass);
1613         CONTENT_VARIABLE(ndef, junglegrass);
1614         CONTENT_VARIABLE(ndef, stone_with_coal);
1615         CONTENT_VARIABLE(ndef, stone_with_iron);
1616         CONTENT_VARIABLE(ndef, mese);
1617         CONTENT_VARIABLE(ndef, desert_sand);
1618         CONTENT_VARIABLE_FALLBACK(desert_sand, sand);
1619         CONTENT_VARIABLE(ndef, desert_stone);
1620         CONTENT_VARIABLE_FALLBACK(desert_stone, stone);
1621
1622         // Maximum height of the stone surface and obstacles.
1623         // This is used to guide the cave generation
1624         s16 stone_surface_max_y = 0;
1625
1626         /*
1627                 Generate general ground level to full area
1628         */
1629         {
1630 #if 1
1631         TimeTaker timer1("Generating ground level");
1632
1633         for(s16 x=node_min.X; x<=node_max.X; x++)
1634         for(s16 z=node_min.Z; z<=node_max.Z; z++)
1635         {
1636                 // Node position
1637                 v2s16 p2d = v2s16(x,z);
1638
1639                 /*
1640                         Skip of already generated
1641                 */
1642                 /*{
1643                         v3s16 p(p2d.X, node_min.Y, p2d.Y);
1644                         if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR)
1645                                 continue;
1646                 }*/
1647
1648                 // Ground height at this point
1649                 float surface_y_f = 0.0;
1650
1651                 // Use perlin noise for ground height
1652                 surface_y_f = base_rock_level_2d(data->seed, p2d);
1653
1654                 /*// Experimental stuff
1655                 {
1656                         float a = highlands_level_2d(data->seed, p2d);
1657                         if(a > surface_y_f)
1658                                 surface_y_f = a;
1659                 }*/
1660
1661                 // Convert to integer
1662                 s16 surface_y = (s16)surface_y_f;
1663
1664                 // Log it
1665                 if(surface_y > stone_surface_max_y)
1666                         stone_surface_max_y = surface_y;
1667
1668                 BiomeType bt = get_biome(data->seed, p2d);
1669                 /*
1670                         Fill ground with stone
1671                 */
1672                 {
1673                         // Use fast index incrementing
1674                         v3s16 em = vmanip.m_area.getExtent();
1675                         u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
1676                         for(s16 y=node_min.Y; y<=node_max.Y; y++)
1677                         {
1678                                 if(vmanip.m_data[i].getContent() == CONTENT_IGNORE){
1679                                         if(y <= surface_y){
1680                                                 if(y > WATER_LEVEL && bt == BT_DESERT)
1681                                                         vmanip.m_data[i] = n_desert_stone;
1682                                                 else
1683                                                         vmanip.m_data[i] = n_stone;
1684                                         } else if(y <= WATER_LEVEL){
1685                                                 vmanip.m_data[i] = MapNode(c_water_source);
1686                                         } else {
1687                                                 vmanip.m_data[i] = MapNode(c_air);
1688                                         }
1689                                 }
1690                                 vmanip.m_area.add_y(em, i, 1);
1691                         }
1692                 }
1693         }
1694 #endif
1695
1696         }//timer1
1697
1698         // Limit dirt flow area by 1 because mud is flown into neighbors.
1699         assert(central_area_size.X == central_area_size.Z);
1700         s16 mudflow_minpos = 0-max_spread_amount+1;
1701         s16 mudflow_maxpos = central_area_size.X+max_spread_amount-2;
1702
1703         /*
1704                 Loop this part, it will make stuff look older and newer nicely
1705         */
1706
1707         const u32 age_loops = 2;
1708         for(u32 i_age=0; i_age<age_loops; i_age++)
1709         { // Aging loop
1710         /******************************
1711                 BEGINNING OF AGING LOOP
1712         ******************************/
1713
1714 #if 1
1715         {
1716         // 24ms @cs=8
1717         //TimeTaker timer1("caves");
1718
1719         /*
1720                 Make caves (this code is relatively horrible)
1721         */
1722         double cave_amount = 6.0 + 6.0 * noise2d_perlin(
1723                         0.5+(double)node_min.X/250, 0.5+(double)node_min.Y/250,
1724                         data->seed+34329, 3, 0.50);
1725         cave_amount = MYMAX(0.0, cave_amount);
1726         u32 caves_count = cave_amount * volume_nodes / 50000;
1727         u32 bruises_count = 1;
1728         PseudoRandom ps(blockseed+21343);
1729         PseudoRandom ps2(blockseed+1032);
1730         if(ps.range(1, 6) == 1)
1731                 bruises_count = ps.range(0, ps.range(0, 2));
1732         if(get_biome(data->seed, v2s16(node_min.X, node_min.Y)) == BT_DESERT){
1733                 caves_count /= 3;
1734                 bruises_count /= 3;
1735         }
1736         for(u32 jj=0; jj<caves_count+bruises_count; jj++)
1737         {
1738                 bool large_cave = (jj >= caves_count);
1739                 s16 min_tunnel_diameter = 2;
1740                 s16 max_tunnel_diameter = ps.range(2,6);
1741                 int dswitchint = ps.range(1,14);
1742                 u16 tunnel_routepoints = 0;
1743                 int part_max_length_rs = 0;
1744                 if(large_cave){
1745                         part_max_length_rs = ps.range(2,4);
1746                         tunnel_routepoints = ps.range(5, ps.range(15,30));
1747                         min_tunnel_diameter = 5;
1748                         max_tunnel_diameter = ps.range(7, ps.range(8,24));
1749                 } else {
1750                         part_max_length_rs = ps.range(2,9);
1751                         tunnel_routepoints = ps.range(10, ps.range(15,30));
1752                 }
1753                 bool large_cave_is_flat = (ps.range(0,1) == 0);
1754
1755                 v3f main_direction(0,0,0);
1756
1757                 // Allowed route area size in nodes
1758                 v3s16 ar = central_area_size;
1759
1760                 // Area starting point in nodes
1761                 v3s16 of = node_min;
1762
1763                 // Allow a bit more
1764                 //(this should be more than the maximum radius of the tunnel)
1765                 //s16 insure = 5; // Didn't work with max_d = 20
1766                 s16 insure = 10;
1767                 s16 more = max_spread_amount - max_tunnel_diameter/2 - insure;
1768                 ar += v3s16(1,0,1) * more * 2;
1769                 of -= v3s16(1,0,1) * more;
1770
1771                 s16 route_y_min = 0;
1772                 // Allow half a diameter + 7 over stone surface
1773                 s16 route_y_max = -of.Y + stone_surface_max_y + max_tunnel_diameter/2 + 7;
1774
1775                 /*// If caves, don't go through surface too often
1776                 if(large_cave == false)
1777                         route_y_max -= ps.range(0, max_tunnel_diameter*2);*/
1778
1779                 // Limit maximum to area
1780                 route_y_max = rangelim(route_y_max, 0, ar.Y-1);
1781
1782                 if(large_cave)
1783                 {
1784                         /*// Minimum is at y=0
1785                         route_y_min = -of.Y - 0;*/
1786                         // Minimum is at y=max_tunnel_diameter/4
1787                         //route_y_min = -of.Y + max_tunnel_diameter/4;
1788                         //s16 min = -of.Y + max_tunnel_diameter/4;
1789                         //s16 min = -of.Y + 0;
1790                         s16 min = 0;
1791                         if(node_min.Y < WATER_LEVEL && node_max.Y > WATER_LEVEL)
1792                         {
1793                                 min = WATER_LEVEL - max_tunnel_diameter/3 - of.Y;
1794                                 route_y_max = WATER_LEVEL + max_tunnel_diameter/3 - of.Y;
1795                         }
1796                         route_y_min = ps.range(min, min + max_tunnel_diameter);
1797                         route_y_min = rangelim(route_y_min, 0, route_y_max);
1798                 }
1799
1800                 /*dstream<<"route_y_min = "<<route_y_min
1801                                 <<", route_y_max = "<<route_y_max<<std::endl;*/
1802
1803                 s16 route_start_y_min = route_y_min;
1804                 s16 route_start_y_max = route_y_max;
1805
1806                 // Start every 4th cave from surface when applicable
1807                 /*bool coming_from_surface = false;
1808                 if(node_min.Y <= 0 && node_max.Y >= 0){
1809                         coming_from_surface = (jj % 4 == 0 && large_cave == false);
1810                         if(coming_from_surface)
1811                                 route_start_y_min = -of.Y + stone_surface_max_y + 10;
1812                 }*/
1813
1814                 route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
1815                 route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1);
1816
1817                 // Randomize starting position
1818                 v3f orp(
1819                         (float)(ps.next()%ar.X)+0.5,
1820                         (float)(ps.range(route_start_y_min, route_start_y_max))+0.5,
1821                         (float)(ps.next()%ar.Z)+0.5
1822                 );
1823
1824                 v3s16 startp(orp.X, orp.Y, orp.Z);
1825                 startp += of;
1826
1827                 MapNode airnode(CONTENT_AIR);
1828                 MapNode waternode(c_water_source);
1829                 MapNode lavanode(c_lava_source);
1830
1831                 /*
1832                         Generate some tunnel starting from orp
1833                 */
1834
1835                 for(u16 j=0; j<tunnel_routepoints; j++)
1836                 {
1837                         if(j%dswitchint==0 && large_cave == false)
1838                         {
1839                                 main_direction = v3f(
1840                                         ((float)(ps.next()%20)-(float)10)/10,
1841                                         ((float)(ps.next()%20)-(float)10)/30,
1842                                         ((float)(ps.next()%20)-(float)10)/10
1843                                 );
1844                                 main_direction *= (float)ps.range(0, 10)/10;
1845                         }
1846
1847                         // Randomize size
1848                         s16 min_d = min_tunnel_diameter;
1849                         s16 max_d = max_tunnel_diameter;
1850                         s16 rs = ps.range(min_d, max_d);
1851
1852                         // Every second section is rough
1853                         bool randomize_xz = (ps2.range(1,2) == 1);
1854
1855                         v3s16 maxlen;
1856                         if(large_cave)
1857                         {
1858                                 maxlen = v3s16(
1859                                         rs*part_max_length_rs,
1860                                         rs*part_max_length_rs/2,
1861                                         rs*part_max_length_rs
1862                                 );
1863                         }
1864                         else
1865                         {
1866                                 maxlen = v3s16(
1867                                         rs*part_max_length_rs,
1868                                         ps.range(1, rs*part_max_length_rs),
1869                                         rs*part_max_length_rs
1870                                 );
1871                         }
1872
1873                         v3f vec;
1874
1875                         vec = v3f(
1876                                 (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
1877                                 (float)(ps.next()%(maxlen.Y*1))-(float)maxlen.Y/2,
1878                                 (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
1879                         );
1880
1881                         // Jump downward sometimes
1882                         if(!large_cave && ps.range(0,12) == 0)
1883                         {
1884                                 vec = v3f(
1885                                         (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
1886                                         (float)(ps.next()%(maxlen.Y*2))-(float)maxlen.Y*2/2,
1887                                         (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
1888                                 );
1889                         }
1890
1891                         /*if(large_cave){
1892                                 v3f p = orp + vec;
1893                                 s16 h = find_ground_level_clever(vmanip,
1894                                                 v2s16(p.X, p.Z), ndef);
1895                                 route_y_min = h - rs/3;
1896                                 route_y_max = h + rs;
1897                         }*/
1898
1899                         vec += main_direction;
1900
1901                         v3f rp = orp + vec;
1902                         if(rp.X < 0)
1903                                 rp.X = 0;
1904                         else if(rp.X >= ar.X)
1905                                 rp.X = ar.X-1;
1906                         if(rp.Y < route_y_min)
1907                                 rp.Y = route_y_min;
1908                         else if(rp.Y >= route_y_max)
1909                                 rp.Y = route_y_max-1;
1910                         if(rp.Z < 0)
1911                                 rp.Z = 0;
1912                         else if(rp.Z >= ar.Z)
1913                                 rp.Z = ar.Z-1;
1914                         vec = rp - orp;
1915
1916                         for(float f=0; f<1.0; f+=1.0/vec.getLength())
1917                         {
1918                                 v3f fp = orp + vec * f;
1919                                 fp.X += 0.1*ps.range(-10,10);
1920                                 fp.Z += 0.1*ps.range(-10,10);
1921                                 v3s16 cp(fp.X, fp.Y, fp.Z);
1922
1923                                 s16 d0 = -rs/2;
1924                                 s16 d1 = d0 + rs;
1925                                 if(randomize_xz){
1926                                         d0 += ps.range(-1,1);
1927                                         d1 += ps.range(-1,1);
1928                                 }
1929                                 for(s16 z0=d0; z0<=d1; z0++)
1930                                 {
1931                                         s16 si = rs/2 - MYMAX(0, abs(z0)-rs/7-1);
1932                                         for(s16 x0=-si-ps.range(0,1); x0<=si-1+ps.range(0,1); x0++)
1933                                         {
1934                                                 s16 maxabsxz = MYMAX(abs(x0), abs(z0));
1935                                                 s16 si2 = rs/2 - MYMAX(0, maxabsxz-rs/7-1);
1936                                                 for(s16 y0=-si2; y0<=si2; y0++)
1937                                                 {
1938                                                         /*// Make better floors in small caves
1939                                                         if(y0 <= -rs/2 && rs<=7)
1940                                                                 continue;*/
1941                                                         if(large_cave_is_flat){
1942                                                                 // Make large caves not so tall
1943                                                                 if(rs > 7 && abs(y0) >= rs/3)
1944                                                                         continue;
1945                                                         }
1946
1947                                                         s16 z = cp.Z + z0;
1948                                                         s16 y = cp.Y + y0;
1949                                                         s16 x = cp.X + x0;
1950                                                         v3s16 p(x,y,z);
1951                                                         p += of;
1952
1953                                                         if(vmanip.m_area.contains(p) == false)
1954                                                                 continue;
1955
1956                                                         u32 i = vmanip.m_area.index(p);
1957
1958                                                         if(large_cave)
1959                                                         {
1960                                                                 if(full_node_min.Y < WATER_LEVEL &&
1961                                                                         full_node_max.Y > WATER_LEVEL){
1962                                                                         if(p.Y <= WATER_LEVEL)
1963                                                                                 vmanip.m_data[i] = waternode;
1964                                                                         else
1965                                                                                 vmanip.m_data[i] = airnode;
1966                                                                 } else if(full_node_max.Y < WATER_LEVEL){
1967                                                                         if(p.Y < startp.Y - 2)
1968                                                                                 vmanip.m_data[i] = lavanode;
1969                                                                         else
1970                                                                                 vmanip.m_data[i] = airnode;
1971                                                                 } else {
1972                                                                         vmanip.m_data[i] = airnode;
1973                                                                 }
1974                                                         } else {
1975                                                                 // Don't replace air or water or lava or ignore
1976                                                                 if(vmanip.m_data[i].getContent() == CONTENT_IGNORE ||
1977                                                                 vmanip.m_data[i].getContent() == CONTENT_AIR ||
1978                                                                 vmanip.m_data[i].getContent() == c_water_source ||
1979                                                                 vmanip.m_data[i].getContent() == c_lava_source)
1980                                                                         continue;
1981
1982                                                                 vmanip.m_data[i] = airnode;
1983
1984                                                                 // Set tunnel flag
1985                                                                 vmanip.m_flags[i] |= VMANIP_FLAG_CAVE;
1986                                                         }
1987                                                 }
1988                                         }
1989                                 }
1990                         }
1991
1992                         orp = rp;
1993                 }
1994
1995         }
1996
1997         }//timer1
1998 #endif
1999
2000 #if 1
2001         {
2002         // 15ms @cs=8
2003         TimeTaker timer1("add mud");
2004
2005         /*
2006                 Add mud to the central chunk
2007         */
2008
2009         for(s16 x=node_min.X; x<=node_max.X; x++)
2010         for(s16 z=node_min.Z; z<=node_max.Z; z++)
2011         {
2012                 // Node position in 2d
2013                 v2s16 p2d = v2s16(x,z);
2014
2015                 // Randomize mud amount
2016                 s16 mud_add_amount = get_mud_add_amount(data->seed, p2d) / 2.0 + 0.5;
2017
2018                 // Find ground level
2019                 s16 surface_y = find_stone_level(vmanip, p2d, ndef);
2020                 // Handle area not found
2021                 if(surface_y == vmanip.m_area.MinEdge.Y - 1)
2022                         continue;
2023
2024                 MapNode addnode(c_dirt);
2025                 BiomeType bt = get_biome(data->seed, p2d);
2026
2027                 if(bt == BT_DESERT)
2028                         addnode = MapNode(c_desert_sand);
2029
2030                 if(bt == BT_DESERT && surface_y + mud_add_amount <= WATER_LEVEL+1){
2031                         addnode = MapNode(c_sand);
2032                 } else if(mud_add_amount <= 0){
2033                         mud_add_amount = 1 - mud_add_amount;
2034                         addnode = MapNode(c_gravel);
2035                 } else if(bt == BT_NORMAL && get_have_beach(data->seed, p2d) &&
2036                                 surface_y + mud_add_amount <= WATER_LEVEL+2){
2037                         addnode = MapNode(c_sand);
2038                 }
2039
2040                 if(bt == BT_DESERT){
2041                         if(surface_y > 20){
2042                                 mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20)/5);
2043                         }
2044                 }
2045
2046                 /*
2047                         If topmost node is grass, change it to mud.
2048                         It might be if it was flown to there from a neighboring
2049                         chunk and then converted.
2050                 */
2051                 {
2052                         u32 i = vmanip.m_area.index(v3s16(p2d.X, surface_y, p2d.Y));
2053                         MapNode *n = &vmanip.m_data[i];
2054                         if(n->getContent() == c_dirt_with_grass)
2055                                 *n = MapNode(c_dirt);
2056                 }
2057
2058                 /*
2059                         Add mud on ground
2060                 */
2061                 {
2062                         s16 mudcount = 0;
2063                         v3s16 em = vmanip.m_area.getExtent();
2064                         s16 y_start = surface_y+1;
2065                         u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
2066                         for(s16 y=y_start; y<=node_max.Y; y++)
2067                         {
2068                                 if(mudcount >= mud_add_amount)
2069                                         break;
2070
2071                                 MapNode &n = vmanip.m_data[i];
2072                                 n = addnode;
2073                                 mudcount++;
2074
2075                                 vmanip.m_area.add_y(em, i, 1);
2076                         }
2077                 }
2078
2079         }
2080
2081         }//timer1
2082 #endif
2083
2084         /*
2085                 Add blobs of dirt and gravel underground
2086         */
2087         if(get_biome(data->seed, v2s16(node_min.X, node_min.Y)) == BT_NORMAL)
2088         {
2089         PseudoRandom pr(blockseed+983);
2090         for(int i=0; i<volume_nodes/10/10/10; i++)
2091         {
2092                 bool only_fill_cave = (myrand_range(0,1) != 0);
2093                 v3s16 size(
2094                         pr.range(1, 8),
2095                         pr.range(1, 8),
2096                         pr.range(1, 8)
2097                 );
2098                 v3s16 p0(
2099                         pr.range(node_min.X, node_max.X)-size.X/2,
2100                         pr.range(node_min.Y, node_max.Y)-size.Y/2,
2101                         pr.range(node_min.Z, node_max.Z)-size.Z/2
2102                 );
2103                 MapNode n1;
2104                 if(p0.Y > -32 && pr.range(0,1) == 0)
2105                         n1 = MapNode(c_dirt);
2106                 else
2107                         n1 = MapNode(c_gravel);
2108                 for(int x1=0; x1<size.X; x1++)
2109                 for(int y1=0; y1<size.Y; y1++)
2110                 for(int z1=0; z1<size.Z; z1++)
2111                 {
2112                         v3s16 p = p0 + v3s16(x1,y1,z1);
2113                         u32 i = vmanip.m_area.index(p);
2114                         if(!vmanip.m_area.contains(i))
2115                                 continue;
2116                         // Cancel if not stone and not cave air
2117                         if(vmanip.m_data[i].getContent() != c_stone &&
2118                                         !(vmanip.m_flags[i] & VMANIP_FLAG_CAVE))
2119                                 continue;
2120                         if(only_fill_cave && !(vmanip.m_flags[i] & VMANIP_FLAG_CAVE))
2121                                 continue;
2122                         vmanip.m_data[i] = n1;
2123                 }
2124         }
2125         }
2126
2127 #if 1
2128         {
2129         // 340ms @cs=8
2130         TimeTaker timer1("flow mud");
2131
2132         /*
2133                 Flow mud away from steep edges
2134         */
2135
2136         // Iterate a few times
2137         for(s16 k=0; k<3; k++)
2138         {
2139
2140         for(s16 x=mudflow_minpos; x<=mudflow_maxpos; x++)
2141         for(s16 z=mudflow_minpos; z<=mudflow_maxpos; z++)
2142         {
2143                 // Invert coordinates every 2nd iteration
2144                 if(k%2 == 0)
2145                 {
2146                         x = mudflow_maxpos - (x-mudflow_minpos);
2147                         z = mudflow_maxpos - (z-mudflow_minpos);
2148                 }
2149
2150                 // Node position in 2d
2151                 v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x,z);
2152
2153                 v3s16 em = vmanip.m_area.getExtent();
2154                 u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
2155                 s16 y=node_max.Y;
2156
2157                 while(y >= node_min.Y)
2158                 {
2159
2160                 for(;; y--)
2161                 {
2162                         MapNode *n = NULL;
2163                         // Find mud
2164                         for(; y>=node_min.Y; y--)
2165                         {
2166                                 n = &vmanip.m_data[i];
2167                                 //if(content_walkable(n->d))
2168                                 //      break;
2169                                 if(n->getContent() == c_dirt ||
2170                                                 n->getContent() == c_dirt_with_grass ||
2171                                                 n->getContent() == c_gravel)
2172                                         break;
2173
2174                                 vmanip.m_area.add_y(em, i, -1);
2175                         }
2176
2177                         // Stop if out of area
2178                         //if(vmanip.m_area.contains(i) == false)
2179                         if(y < node_min.Y)
2180                                 break;
2181
2182                         /*// If not mud, do nothing to it
2183                         MapNode *n = &vmanip.m_data[i];
2184                         if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
2185                                 continue;*/
2186
2187                         if(n->getContent() == c_dirt ||
2188                                         n->getContent() == c_dirt_with_grass)
2189                         {
2190                                 // Make it exactly mud
2191                                 n->setContent(c_dirt);
2192
2193                                 /*
2194                                         Don't flow it if the stuff under it is not mud
2195                                 */
2196                                 {
2197                                         u32 i2 = i;
2198                                         vmanip.m_area.add_y(em, i2, -1);
2199                                         // Cancel if out of area
2200                                         if(vmanip.m_area.contains(i2) == false)
2201                                                 continue;
2202                                         MapNode *n2 = &vmanip.m_data[i2];
2203                                         if(n2->getContent() != c_dirt &&
2204                                                         n2->getContent() != c_dirt_with_grass)
2205                                                 continue;
2206                                 }
2207                         }
2208
2209                         /*s16 recurse_count = 0;
2210         mudflow_recurse:*/
2211
2212                         v3s16 dirs4[4] = {
2213                                 v3s16(0,0,1), // back
2214                                 v3s16(1,0,0), // right
2215                                 v3s16(0,0,-1), // front
2216                                 v3s16(-1,0,0), // left
2217                         };
2218
2219                         // Theck that upper is air or doesn't exist.
2220                         // Cancel dropping if upper keeps it in place
2221                         u32 i3 = i;
2222                         vmanip.m_area.add_y(em, i3, 1);
2223                         if(vmanip.m_area.contains(i3) == true
2224                                         && ndef->get(vmanip.m_data[i3]).walkable)
2225                         {
2226                                 continue;
2227                         }
2228
2229                         // Drop mud on side
2230
2231                         for(u32 di=0; di<4; di++)
2232                         {
2233                                 v3s16 dirp = dirs4[di];
2234                                 u32 i2 = i;
2235                                 // Move to side
2236                                 vmanip.m_area.add_p(em, i2, dirp);
2237                                 // Fail if out of area
2238                                 if(vmanip.m_area.contains(i2) == false)
2239                                         continue;
2240                                 // Check that side is air
2241                                 MapNode *n2 = &vmanip.m_data[i2];
2242                                 if(ndef->get(*n2).walkable)
2243                                         continue;
2244                                 // Check that under side is air
2245                                 vmanip.m_area.add_y(em, i2, -1);
2246                                 if(vmanip.m_area.contains(i2) == false)
2247                                         continue;
2248                                 n2 = &vmanip.m_data[i2];
2249                                 if(ndef->get(*n2).walkable)
2250                                         continue;
2251                                 /*// Check that under that is air (need a drop of 2)
2252                                 vmanip.m_area.add_y(em, i2, -1);
2253                                 if(vmanip.m_area.contains(i2) == false)
2254                                         continue;
2255                                 n2 = &vmanip.m_data[i2];
2256                                 if(content_walkable(n2->d))
2257                                         continue;*/
2258                                 // Loop further down until not air
2259                                 bool dropped_to_unknown = false;
2260                                 do{
2261                                         vmanip.m_area.add_y(em, i2, -1);
2262                                         n2 = &vmanip.m_data[i2];
2263                                         // if out of known area
2264                                         if(vmanip.m_area.contains(i2) == false
2265                                                         || n2->getContent() == CONTENT_IGNORE){
2266                                                 dropped_to_unknown = true;
2267                                                 break;
2268                                         }
2269                                 }while(ndef->get(*n2).walkable == false);
2270                                 // Loop one up so that we're in air
2271                                 vmanip.m_area.add_y(em, i2, 1);
2272                                 n2 = &vmanip.m_data[i2];
2273
2274                                 bool old_is_water = (n->getContent() == c_water_source);
2275                                 // Move mud to new place
2276                                 if(!dropped_to_unknown) {
2277                                         *n2 = *n;
2278                                         // Set old place to be air (or water)
2279                                         if(old_is_water)
2280                                                 *n = MapNode(c_water_source);
2281                                         else
2282                                                 *n = MapNode(CONTENT_AIR);
2283                                 }
2284
2285                                 // Done
2286                                 break;
2287                         }
2288                 }
2289                 }
2290         }
2291
2292         }
2293
2294         }//timer1
2295 #endif
2296
2297         } // Aging loop
2298         /***********************
2299                 END OF AGING LOOP
2300         ************************/
2301
2302         /*
2303                 Add top and bottom side of water to transforming_liquid queue
2304         */
2305
2306         for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
2307         for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
2308         {
2309                 // Node position
2310                 v2s16 p2d(x,z);
2311                 {
2312                         bool water_found = false;
2313                         // Use fast index incrementing
2314                         v3s16 em = vmanip.m_area.getExtent();
2315                         u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
2316                         for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
2317                         {
2318                                 if(y == full_node_max.Y){
2319                                         water_found =
2320                                                 (vmanip.m_data[i].getContent() == c_water_source ||
2321                                                 vmanip.m_data[i].getContent() == c_lava_source);
2322                                 }
2323                                 else if(water_found == false)
2324                                 {
2325                                         if(vmanip.m_data[i].getContent() == c_water_source ||
2326                                                         vmanip.m_data[i].getContent() == c_lava_source)
2327                                         {
2328                                                 v3s16 p = v3s16(p2d.X, y, p2d.Y);
2329                                                 data->transforming_liquid.push_back(p);
2330                                                 water_found = true;
2331                                         }
2332                                 }
2333                                 else
2334                                 {
2335                                         // This can be done because water_found can only
2336                                         // turn to true and end up here after going through
2337                                         // a single block.
2338                                         if(vmanip.m_data[i+1].getContent() != c_water_source ||
2339                                                         vmanip.m_data[i+1].getContent() != c_lava_source)
2340                                         {
2341                                                 v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
2342                                                 data->transforming_liquid.push_back(p);
2343                                                 water_found = false;
2344                                         }
2345                                 }
2346
2347                                 vmanip.m_area.add_y(em, i, -1);
2348                         }
2349                 }
2350         }
2351
2352         /*
2353                 Grow grass
2354         */
2355
2356         for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
2357         for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
2358         {
2359                 // Node position in 2d
2360                 v2s16 p2d = v2s16(x,z);
2361
2362                 /*
2363                         Find the lowest surface to which enough light ends up
2364                         to make grass grow.
2365
2366                         Basically just wait until not air and not leaves.
2367                 */
2368                 s16 surface_y = 0;
2369                 {
2370                         v3s16 em = vmanip.m_area.getExtent();
2371                         u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
2372                         s16 y;
2373                         // Go to ground level
2374                         for(y=node_max.Y; y>=full_node_min.Y; y--)
2375                         {
2376                                 MapNode &n = vmanip.m_data[i];
2377                                 if(ndef->get(n).param_type != CPT_LIGHT
2378                                                 || ndef->get(n).liquid_type != LIQUID_NONE)
2379                                         break;
2380                                 vmanip.m_area.add_y(em, i, -1);
2381                         }
2382                         if(y >= full_node_min.Y)
2383                                 surface_y = y;
2384                         else
2385                                 surface_y = full_node_min.Y;
2386                 }
2387
2388                 u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y);
2389                 MapNode *n = &vmanip.m_data[i];
2390                 if(n->getContent() == c_dirt){
2391                         // Well yeah, this can't be overground...
2392                         if(surface_y < WATER_LEVEL - 20)
2393                                 continue;
2394                         n->setContent(c_dirt_with_grass);
2395                 }
2396         }
2397
2398         /*
2399                 Generate some trees
2400         */
2401         assert(central_area_size.X == central_area_size.Z);
2402         {
2403                 // Divide area into parts
2404                 s16 div = 8;
2405                 s16 sidelen = central_area_size.X / div;
2406                 double area = sidelen * sidelen;
2407                 for(s16 x0=0; x0<div; x0++)
2408                 for(s16 z0=0; z0<div; z0++)
2409                 {
2410                         // Center position of part of division
2411                         v2s16 p2d_center(
2412                                 node_min.X + sidelen/2 + sidelen*x0,
2413                                 node_min.Z + sidelen/2 + sidelen*z0
2414                         );
2415                         // Minimum edge of part of division
2416                         v2s16 p2d_min(
2417                                 node_min.X + sidelen*x0,
2418                                 node_min.Z + sidelen*z0
2419                         );
2420                         // Maximum edge of part of division
2421                         v2s16 p2d_max(
2422                                 node_min.X + sidelen + sidelen*x0 - 1,
2423                                 node_min.Z + sidelen + sidelen*z0 - 1
2424                         );
2425                         // Amount of trees
2426                         u32 tree_count = area * tree_amount_2d(data->seed, p2d_center);
2427                         // Put trees in random places on part of division
2428                         for(u32 i=0; i<tree_count; i++)
2429                         {
2430                                 s16 x = myrand_range(p2d_min.X, p2d_max.X);
2431                                 s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
2432                                 s16 y = find_ground_level(vmanip, v2s16(x,z), ndef);
2433                                 // Don't make a tree under water level
2434                                 if(y < WATER_LEVEL)
2435                                         continue;
2436                                 // Don't make a tree so high that it doesn't fit
2437                                 if(y > node_max.Y - 6)
2438                                         continue;
2439                                 v3s16 p(x,y,z);
2440                                 /*
2441                                         Trees grow only on mud and grass
2442                                 */
2443                                 {
2444                                         u32 i = vmanip.m_area.index(v3s16(p));
2445                                         MapNode *n = &vmanip.m_data[i];
2446                                         if(n->getContent() != c_dirt
2447                                                         && n->getContent() != c_dirt_with_grass)
2448                                                 continue;
2449                                 }
2450                                 p.Y++;
2451                                 // Make a tree
2452                                 treegen::make_tree(vmanip, p, false, ndef);
2453                         }
2454                 }
2455         }
2456
2457 #if 0
2458         /*
2459                 Make base ground level
2460         */
2461
2462         for(s16 x=node_min.X; x<=node_max.X; x++)
2463         for(s16 z=node_min.Z; z<=node_max.Z; z++)
2464         {
2465                 // Node position
2466                 v2s16 p2d(x,z);
2467                 {
2468                         // Use fast index incrementing
2469                         v3s16 em = vmanip.m_area.getExtent();
2470                         u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
2471                         for(s16 y=node_min.Y; y<=node_max.Y; y++)
2472                         {
2473                                 // Only modify places that have no content
2474                                 if(vmanip.m_data[i].getContent() == CONTENT_IGNORE)
2475                                 {
2476                                         // First priority: make air and water.
2477                                         // This avoids caves inside water.
2478                                         if(all_is_ground_except_caves == false
2479                                                         && val_is_ground(noisebuf_ground.get(x,y,z),
2480                                                         v3s16(x,y,z), data->seed) == false)
2481                                         {
2482                                                 if(y <= WATER_LEVEL)
2483                                                         vmanip.m_data[i] = n_water_source;
2484                                                 else
2485                                                         vmanip.m_data[i] = n_air;
2486                                         }
2487                                         else if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD)
2488                                                 vmanip.m_data[i] = n_air;
2489                                         else
2490                                                 vmanip.m_data[i] = n_stone;
2491                                 }
2492
2493                                 vmanip->m_area.add_y(em, i, 1);
2494                         }
2495                 }
2496         }
2497
2498         /*
2499                 Add mud and sand and others underground (in place of stone)
2500         */
2501
2502         for(s16 x=node_min.X; x<=node_max.X; x++)
2503         for(s16 z=node_min.Z; z<=node_max.Z; z++)
2504         {
2505                 // Node position
2506                 v2s16 p2d(x,z);
2507                 {
2508                         // Use fast index incrementing
2509                         v3s16 em = vmanip.m_area.getExtent();
2510                         u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
2511                         for(s16 y=node_max.Y; y>=node_min.Y; y--)
2512                         {
2513                                 if(vmanip.m_data[i].getContent() == c_stone)
2514                                 {
2515                                         if(noisebuf_ground_crumbleness.get(x,y,z) > 1.3)
2516                                         {
2517                                                 if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
2518                                                         vmanip.m_data[i] = n_dirt;
2519                                                 else
2520                                                         vmanip.m_data[i] = n_sand;
2521                                         }
2522                                         else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.7)
2523                                         {
2524                                                 if(noisebuf_ground_wetness.get(x,y,z) < -0.6)
2525                                                         vmanip.m_data[i] = n_gravel;
2526                                         }
2527                                         else if(noisebuf_ground_crumbleness.get(x,y,z) <
2528                                                         -3.0 + MYMIN(0.1 * sqrt((float)MYMAX(0, -y)), 1.5))
2529                                         {
2530                                                 vmanip.m_data[i] = n_lava_source;
2531                                                 for(s16 x1=-1; x1<=1; x1++)
2532                                                 for(s16 y1=-1; y1<=1; y1++)
2533                                                 for(s16 z1=-1; z1<=1; z1++)
2534                                                         data->transforming_liquid.push_back(
2535                                                                         v3s16(p2d.X+x1, y+y1, p2d.Y+z1));
2536                                         }
2537                                 }
2538
2539                                 vmanip->m_area.add_y(em, i, -1);
2540                         }
2541                 }
2542         }
2543
2544         /*
2545                 Add dungeons
2546         */
2547
2548         //if(node_min.Y < approx_groundlevel)
2549         //if(myrand() % 3 == 0)
2550         //if(myrand() % 3 == 0 && node_min.Y < approx_groundlevel)
2551         //if(myrand() % 100 == 0 && node_min.Y < approx_groundlevel)
2552         //float dungeon_rarity = g_settings.getFloat("dungeon_rarity");
2553         float dungeon_rarity = 0.02;
2554         if(((noise3d(blockpos.X,blockpos.Y,blockpos.Z,data->seed)+1.0)/2.0)
2555                         < dungeon_rarity
2556                         && node_min.Y < approx_groundlevel)
2557         {
2558                 // Dungeon generator doesn't modify places which have this set
2559                 vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE
2560                                 | VMANIP_FLAG_DUNGEON_PRESERVE);
2561
2562                 // Set all air and water to be untouchable to make dungeons open
2563                 // to caves and open air
2564                 for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
2565                 for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
2566                 {
2567                         // Node position
2568                         v2s16 p2d(x,z);
2569                         {
2570                                 // Use fast index incrementing
2571                                 v3s16 em = vmanip.m_area.getExtent();
2572                                 u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
2573                                 for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
2574                                 {
2575                                         if(vmanip.m_data[i].getContent() == CONTENT_AIR)
2576                                                 vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
2577                                         else if(vmanip.m_data[i].getContent() == c_water_source)
2578                                                 vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
2579                                         vmanip->m_area.add_y(em, i, -1);
2580                                 }
2581                         }
2582                 }
2583
2584                 PseudoRandom random(blockseed+2);
2585
2586                 // Add it
2587                 make_dungeon1(vmanip, random, ndef);
2588
2589                 // Convert some cobble to mossy cobble
2590                 for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
2591                 for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
2592                 {
2593                         // Node position
2594                         v2s16 p2d(x,z);
2595                         {
2596                                 // Use fast index incrementing
2597                                 v3s16 em = vmanip.m_area.getExtent();
2598                                 u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
2599                                 for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
2600                                 {
2601                                         // (noisebuf not used because it doesn't contain the
2602                                         //  full area)
2603                                         double wetness = noise3d_param(
2604                                                         get_ground_wetness_params(data->seed), x,y,z);
2605                                         double d = noise3d_perlin((float)x/2.5,
2606                                                         (float)y/2.5,(float)z/2.5,
2607                                                         blockseed, 2, 1.4);
2608                                         if(vmanip.m_data[i].getContent() == c_cobble)
2609                                         {
2610                                                 if(d < wetness/3.0)
2611                                                 {
2612                                                         vmanip.m_data[i].setContent(c_mossycobble);
2613                                                 }
2614                                         }
2615                                         /*else if(vmanip.m_flags[i] & VMANIP_FLAG_DUNGEON_INSIDE)
2616                                         {
2617                                                 if(wetness > 1.2)
2618                                                         vmanip.m_data[i].setContent(c_dirt);
2619                                         }*/
2620                                         vmanip->m_area.add_y(em, i, -1);
2621                                 }
2622                         }
2623                 }
2624         }
2625
2626         /*
2627                 Add NC
2628         */
2629         {
2630                 PseudoRandom ncrandom(blockseed+9324342);
2631                 if(ncrandom.range(0, 1000) == 0 && blockpos.Y <= -3)
2632                 {
2633                         make_nc(vmanip, ncrandom, ndef);
2634                 }
2635         }
2636
2637         /*
2638                 Add top and bottom side of water to transforming_liquid queue
2639         */
2640
2641         for(s16 x=node_min.X; x<=node_max.X; x++)
2642         for(s16 z=node_min.Z; z<=node_max.Z; z++)
2643         {
2644                 // Node position
2645                 v2s16 p2d(x,z);
2646                 {
2647                         bool water_found = false;
2648                         // Use fast index incrementing
2649                         v3s16 em = vmanip.m_area.getExtent();
2650                         u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
2651                         for(s16 y=node_max.Y; y>=node_min.Y; y--)
2652                         {
2653                                 if(water_found == false)
2654                                 {
2655                                         if(vmanip.m_data[i].getContent() == c_water_source)
2656                                         {
2657                                                 v3s16 p = v3s16(p2d.X, y, p2d.Y);
2658                                                 data->transforming_liquid.push_back(p);
2659                                                 water_found = true;
2660                                         }
2661                                 }
2662                                 else
2663                                 {
2664                                         // This can be done because water_found can only
2665                                         // turn to true and end up here after going through
2666                                         // a single block.
2667                                         if(vmanip.m_data[i+1].getContent() != c_water_source)
2668                                         {
2669                                                 v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
2670                                                 data->transforming_liquid.push_back(p);
2671                                                 water_found = false;
2672                                         }
2673                                 }
2674
2675                                 vmanip->m_area.add_y(em, i, -1);
2676                         }
2677                 }
2678         }
2679
2680         /*
2681                 If close to ground level
2682         */
2683
2684         //if(abs(approx_ground_depth) < 30)
2685         if(minimum_ground_depth < 5 && maximum_ground_depth > -5)
2686         {
2687                 /*
2688                         Add grass and mud
2689                 */
2690
2691                 for(s16 x=node_min.X; x<=node_max.X; x++)
2692                 for(s16 z=node_min.Z; z<=node_max.Z; z++)
2693                 {
2694                         // Node position
2695                         v2s16 p2d(x,z);
2696                         {
2697                                 bool possibly_have_sand = get_have_beach(data->seed, p2d);
2698                                 bool have_sand = false;
2699                                 u32 current_depth = 0;
2700                                 bool air_detected = false;
2701                                 bool water_detected = false;
2702                                 bool have_clay = false;
2703
2704                                 // Use fast index incrementing
2705                                 s16 start_y = node_max.Y+2;
2706                                 v3s16 em = vmanip.m_area.getExtent();
2707                                 u32 i = vmanip.m_area.index(v3s16(p2d.X, start_y, p2d.Y));
2708                                 for(s16 y=start_y; y>=node_min.Y-3; y--)
2709                                 {
2710                                         if(vmanip.m_data[i].getContent() == c_water_source)
2711                                                 water_detected = true;
2712                                         if(vmanip.m_data[i].getContent() == CONTENT_AIR)
2713                                                 air_detected = true;
2714
2715                                         if((vmanip.m_data[i].getContent() == c_stone
2716                                                         || vmanip.m_data[i].getContent() == c_dirt_with_grass
2717                                                         || vmanip.m_data[i].getContent() == c_dirt
2718                                                         || vmanip.m_data[i].getContent() == c_sand
2719                                                         || vmanip.m_data[i].getContent() == c_gravel
2720                                                         ) && (air_detected || water_detected))
2721                                         {
2722                                                 if(current_depth == 0 && y <= WATER_LEVEL+2
2723                                                                 && possibly_have_sand)
2724                                                         have_sand = true;
2725
2726                                                 if(current_depth < 4)
2727                                                 {
2728                                                         if(have_sand)
2729                                                         {
2730                                                                 vmanip.m_data[i] = MapNode(c_sand);
2731                                                         }
2732                                                         #if 1
2733                                                         else if(current_depth==0 && !water_detected
2734                                                                         && y >= WATER_LEVEL && air_detected)
2735                                                                 vmanip.m_data[i] = MapNode(c_dirt_with_grass);
2736                                                         #endif
2737                                                         else
2738                                                                 vmanip.m_data[i] = MapNode(c_dirt);
2739                                                 }
2740                                                 else
2741                                                 {
2742                                                         if(vmanip.m_data[i].getContent() == c_dirt
2743                                                                 || vmanip.m_data[i].getContent() == c_dirt_with_grass)
2744                                                                 vmanip.m_data[i] = MapNode(c_stone);
2745                                                 }
2746
2747                                                 current_depth++;
2748
2749                                                 if(current_depth >= 8)
2750                                                         break;
2751                                         }
2752                                         else if(current_depth != 0)
2753                                                 break;
2754
2755                                         vmanip->m_area.add_y(em, i, -1);
2756                                 }
2757                         }
2758                 }
2759
2760                 /*
2761                         Calculate some stuff
2762                 */
2763
2764                 float surface_humidity = surface_humidity_2d(data->seed, p2d_center);
2765                 bool is_jungle = surface_humidity > 0.75;
2766                 // Amount of trees
2767                 u32 tree_count = gen_area_nodes * tree_amount_2d(data->seed, p2d_center);
2768                 if(is_jungle)
2769                         tree_count *= 5;
2770
2771                 /*
2772                         Add trees
2773                 */
2774                 PseudoRandom treerandom(blockseed);
2775                 // Put trees in random places on part of division
2776                 for(u32 i=0; i<tree_count; i++)
2777                 {
2778                         s16 x = treerandom.range(node_min.X, node_max.X);
2779                         s16 z = treerandom.range(node_min.Z, node_max.Z);
2780                         //s16 y = find_ground_level(vmanip, v2s16(x,z));
2781                         s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4);
2782                         // Don't make a tree under water level
2783                         if(y < WATER_LEVEL)
2784                                 continue;
2785                         // Make sure tree fits (only trees whose starting point is
2786                         // at this block are added)
2787                         if(y < node_min.Y || y > node_max.Y)
2788                                 continue;
2789                         /*
2790                                 Find exact ground level
2791                         */
2792                         v3s16 p(x,y+6,z);
2793                         bool found = false;
2794                         for(; p.Y >= y-6; p.Y--)
2795                         {
2796                                 u32 i = vmanip->m_area.index(p);
2797                                 MapNode *n = &vmanip->m_data[i];
2798                                 if(n->getContent() != CONTENT_AIR && n->getContent() != c_water_source && n->getContent() != CONTENT_IGNORE)
2799                                 {
2800                                         found = true;
2801                                         break;
2802                                 }
2803                         }
2804                         // If not found, handle next one
2805                         if(found == false)
2806                                 continue;
2807
2808                         {
2809                                 u32 i = vmanip->m_area.index(p);
2810                                 MapNode *n = &vmanip->m_data[i];
2811
2812                                 if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass && n->getContent() != c_sand)
2813                                                 continue;
2814
2815                                 // Papyrus grows only on mud and in water
2816                                 if(n->getContent() == c_dirt && y <= WATER_LEVEL)
2817                                 {
2818                                         p.Y++;
2819                                         make_papyrus(vmanip, p, ndef);
2820                                 }
2821                                 // Trees grow only on mud and grass, on land
2822                                 else if((n->getContent() == c_dirt || n->getContent() == c_dirt_with_grass) && y > WATER_LEVEL + 2)
2823                                 {
2824                                         p.Y++;
2825                                         //if(surface_humidity_2d(data->seed, v2s16(x, y)) < 0.5)
2826                                         if(is_jungle == false)
2827                                         {
2828                                                 bool is_apple_tree;
2829                                                 if(myrand_range(0,4) != 0)
2830                                                         is_apple_tree = false;
2831                                                 else
2832                                                         is_apple_tree = noise2d_perlin(
2833                                                                         0.5+(float)p.X/100, 0.5+(float)p.Z/100,
2834                                                                         data->seed+342902, 3, 0.45) > 0.2;
2835                                                 make_tree(vmanip, p, is_apple_tree, ndef);
2836                                         }
2837                                         else
2838                                                 make_jungletree(vmanip, p, ndef);
2839                                 }
2840                                 // Cactii grow only on sand, on land
2841                                 else if(n->getContent() == c_sand && y > WATER_LEVEL + 2)
2842                                 {
2843                                         p.Y++;
2844                                         make_cactus(vmanip, p, ndef);
2845                                 }
2846                         }
2847                 }
2848
2849                 /*
2850                         Add jungle grass
2851                 */
2852                 if(is_jungle)
2853                 {
2854                         PseudoRandom grassrandom(blockseed);
2855                         for(u32 i=0; i<surface_humidity*5*tree_count; i++)
2856                         {
2857                                 s16 x = grassrandom.range(node_min.X, node_max.X);
2858                                 s16 z = grassrandom.range(node_min.Z, node_max.Z);
2859                                 s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4);
2860                                 if(y < WATER_LEVEL)
2861                                         continue;
2862                                 if(y < node_min.Y || y > node_max.Y)
2863                                         continue;
2864                                 /*
2865                                         Find exact ground level
2866                                 */
2867                                 v3s16 p(x,y+6,z);
2868                                 bool found = false;
2869                                 for(; p.Y >= y-6; p.Y--)
2870                                 {
2871                                         u32 i = vmanip->m_area.index(p);
2872                                         MapNode *n = &vmanip->m_data[i];
2873                                         if(data->nodedef->get(*n).is_ground_content)
2874                                         {
2875                                                 found = true;
2876                                                 break;
2877                                         }
2878                                 }
2879                                 // If not found, handle next one
2880                                 if(found == false)
2881                                         continue;
2882                                 p.Y++;
2883                                 if(vmanip.m_area.contains(p) == false)
2884                                         continue;
2885                                 if(vmanip.m_data[vmanip.m_area.index(p)].getContent() != CONTENT_AIR)
2886                                         continue;
2887                                 /*p.Y--;
2888                                 if(vmanip.m_area.contains(p))
2889                                         vmanip.m_data[vmanip.m_area.index(p)] = c_dirt;
2890                                 p.Y++;*/
2891                                 if(vmanip.m_area.contains(p))
2892                                         vmanip.m_data[vmanip.m_area.index(p)] = c_junglegrass;
2893                         }
2894                 }
2895
2896 #if 0
2897                 /*
2898                         Add some kind of random stones
2899                 */
2900
2901                 u32 random_stone_count = gen_area_nodes *
2902                                 randomstone_amount_2d(data->seed, p2d_center);
2903                 // Put in random places on part of division
2904                 for(u32 i=0; i<random_stone_count; i++)
2905                 {
2906                         s16 x = myrand_range(node_min.X, node_max.X);
2907                         s16 z = myrand_range(node_min.Z, node_max.Z);
2908                         s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
2909                         // Don't add under water level
2910                         /*if(y < WATER_LEVEL)
2911                                 continue;*/
2912                         // Don't add if doesn't belong to this block
2913                         if(y < node_min.Y || y > node_max.Y)
2914                                 continue;
2915                         v3s16 p(x,y,z);
2916                         // Filter placement
2917                         /*{
2918                                 u32 i = vmanip->m_area.index(v3s16(p));
2919                                 MapNode *n = &vmanip->m_data[i];
2920                                 if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass)
2921                                         continue;
2922                         }*/
2923                         // Will be placed one higher
2924                         p.Y++;
2925                         // Add it
2926                         make_randomstone(vmanip, p);
2927                 }
2928 #endif
2929
2930 #if 0
2931                 /*
2932                         Add larger stones
2933                 */
2934
2935                 u32 large_stone_count = gen_area_nodes *
2936                                 largestone_amount_2d(data->seed, p2d_center);
2937                 //u32 large_stone_count = 1;
2938                 // Put in random places on part of division
2939                 for(u32 i=0; i<large_stone_count; i++)
2940                 {
2941                         s16 x = myrand_range(node_min.X, node_max.X);
2942                         s16 z = myrand_range(node_min.Z, node_max.Z);
2943                         s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
2944                         // Don't add under water level
2945                         /*if(y < WATER_LEVEL)
2946                                 continue;*/
2947                         // Don't add if doesn't belong to this block
2948                         if(y < node_min.Y || y > node_max.Y)
2949                                 continue;
2950                         v3s16 p(x,y,z);
2951                         // Filter placement
2952                         /*{
2953                                 u32 i = vmanip->m_area.index(v3s16(p));
2954                                 MapNode *n = &vmanip->m_data[i];
2955                                 if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass)
2956                                         continue;
2957                         }*/
2958                         // Will be placed one lower
2959                         p.Y--;
2960                         // Add it
2961                         make_largestone(vmanip, p);
2962                 }
2963 #endif
2964         }
2965
2966         /*
2967                 Add minerals
2968         */
2969
2970         {
2971                 PseudoRandom mineralrandom(blockseed);
2972
2973                 /*
2974                         Add meseblocks
2975                 */
2976                 for(s16 i=0; i<approx_ground_depth/4; i++)
2977                 {
2978                         if(mineralrandom.next()%50 == 0)
2979                         {
2980                                 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
2981                                 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
2982                                 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
2983                                 for(u16 i=0; i<27; i++)
2984                                 {
2985                                         v3s16 p = v3s16(x,y,z) + g_27dirs[i];
2986                                         u32 vi = vmanip.m_area.index(p);
2987                                         if(vmanip.m_data[vi].getContent() == c_stone)
2988                                                 if(mineralrandom.next()%8 == 0)
2989                                                         vmanip.m_data[vi] = MapNode(c_mese);
2990                                 }
2991
2992                         }
2993                 }
2994                 /*
2995                         Add others
2996                 */
2997                 {
2998                         u16 a = mineralrandom.range(0,15);
2999                         a = a*a*a;
3000                         u16 amount = 20 * a/1000;
3001                         for(s16 i=0; i<amount; i++)
3002                         {
3003                                 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
3004                                 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
3005                                 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
3006
3007                                 u8 base_content = c_stone;
3008                                 MapNode new_content(CONTENT_IGNORE);
3009                                 u32 sparseness = 6;
3010
3011                                 if(noisebuf_ground_crumbleness.get(x,y+5,z) < -0.1)
3012                                 {
3013                                         new_content = MapNode(c_stone_with_coal);
3014                                 }
3015                                 else
3016                                 {
3017                                         if(noisebuf_ground_wetness.get(x,y+5,z) > 0.0)
3018                                                 new_content = MapNode(c_stone_with_iron);
3019                                         /*if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
3020                                                 vmanip.m_data[i] = MapNode(c_dirt);
3021                                         else
3022                                                 vmanip.m_data[i] = MapNode(c_sand);*/
3023                                 }
3024                                 /*else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.1)
3025                                 {
3026                                 }*/
3027
3028                                 if(new_content.getContent() != CONTENT_IGNORE)
3029                                 {
3030                                         for(u16 i=0; i<27; i++)
3031                                         {
3032                                                 v3s16 p = v3s16(x,y,z) + g_27dirs[i];
3033                                                 u32 vi = vmanip.m_area.index(p);
3034                                                 if(vmanip.m_data[vi].getContent() == base_content)
3035                                                 {
3036                                                         if(mineralrandom.next()%sparseness == 0)
3037                                                                 vmanip.m_data[vi] = new_content;
3038                                                 }
3039                                         }
3040                                 }
3041                         }
3042                 }
3043                 /*
3044                         Add coal
3045                 */
3046                 //for(s16 i=0; i < MYMAX(0, 50 - abs(node_min.Y+8 - (-30))); i++)
3047                 //for(s16 i=0; i<50; i++)
3048                 u16 coal_amount = 30;
3049                 u16 coal_rareness = 60 / coal_amount;
3050                 if(coal_rareness == 0)
3051                         coal_rareness = 1;
3052                 if(mineralrandom.next()%coal_rareness == 0)
3053                 {
3054                         u16 a = mineralrandom.next() % 16;
3055                         u16 amount = coal_amount * a*a*a / 1000;
3056                         for(s16 i=0; i<amount; i++)
3057                         {
3058                                 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
3059                                 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
3060                                 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
3061                                 for(u16 i=0; i<27; i++)
3062                                 {
3063                                         v3s16 p = v3s16(x,y,z) + g_27dirs[i];
3064                                         u32 vi = vmanip.m_area.index(p);
3065                                         if(vmanip.m_data[vi].getContent() == c_stone)
3066                                                 if(mineralrandom.next()%8 == 0)
3067                                                         vmanip.m_data[vi] = MapNode(c_stone_with_coal);
3068                                 }
3069                         }
3070                 }
3071                 /*
3072                         Add iron
3073                 */
3074                 u16 iron_amount = 8;
3075                 u16 iron_rareness = 60 / iron_amount;
3076                 if(iron_rareness == 0)
3077                         iron_rareness = 1;
3078                 if(mineralrandom.next()%iron_rareness == 0)
3079                 {
3080                         u16 a = mineralrandom.next() % 16;
3081                         u16 amount = iron_amount * a*a*a / 1000;
3082                         for(s16 i=0; i<amount; i++)
3083                         {
3084                                 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
3085                                 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
3086                                 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
3087                                 for(u16 i=0; i<27; i++)
3088                                 {
3089                                         v3s16 p = v3s16(x,y,z) + g_27dirs[i];
3090                                         u32 vi = vmanip.m_area.index(p);
3091                                         if(vmanip.m_data[vi].getContent() == c_stone)
3092                                                 if(mineralrandom.next()%8 == 0)
3093                                                         vmanip.m_data[vi] = MapNode(c_stone_with_iron);
3094                                 }
3095                         }
3096                 }
3097         }
3098 #endif
3099
3100         /*
3101                 Calculate lighting
3102         */
3103         {
3104         ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update",
3105                         SPT_AVG);
3106         //VoxelArea a(node_min, node_max);
3107         VoxelArea a(node_min-v3s16(1,0,1)*MAP_BLOCKSIZE,
3108                         node_max+v3s16(1,0,1)*MAP_BLOCKSIZE);
3109         /*VoxelArea a(node_min-v3s16(1,0,1)*MAP_BLOCKSIZE/2,
3110                         node_max+v3s16(1,0,1)*MAP_BLOCKSIZE/2);*/
3111         enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};
3112         for(int i=0; i<2; i++)
3113         {
3114                 enum LightBank bank = banks[i];
3115
3116                 core::map<v3s16, bool> light_sources;
3117                 core::map<v3s16, u8> unlight_from;
3118
3119                 voxalgo::clearLightAndCollectSources(vmanip, a, bank, ndef,
3120                                 light_sources, unlight_from);
3121
3122                 bool inexistent_top_provides_sunlight = !block_is_underground;
3123                 voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
3124                                 vmanip, a, inexistent_top_provides_sunlight,
3125                                 light_sources, ndef);
3126                 // TODO: Do stuff according to bottom_sunlight_valid
3127
3128                 vmanip.unspreadLight(bank, unlight_from, light_sources, ndef);
3129
3130                 vmanip.spreadLight(bank, light_sources, ndef);
3131         }
3132         }
3133 }
3134
3135 #endif ///BIG COMMENT
3136
3137 BlockMakeData::BlockMakeData():
3138         no_op(false),
3139         vmanip(NULL),
3140         seed(0),
3141         nodedef(NULL)
3142 {}
3143
3144 BlockMakeData::~BlockMakeData()
3145 {
3146         delete vmanip;
3147 }
3148
3149 //}; // namespace mapgen
3150
3151