]> git.lizzy.rs Git - dragonfireclient.git/blob - src/mapgen.cpp
Merge pull request #272 from PilzAdam/pow
[dragonfireclient.git] / src / mapgen.cpp
1 /*
2 Minetest-c55
3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU 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 "mapblock.h"
24 #include "map.h"
25 //#include "serverobject.h"
26 #include "content_sao.h"
27 #include "nodedef.h"
28 #include "content_mapnode.h" // For content_mapnode_get_new_name
29 #include "voxelalgorithms.h"
30 #include "profiler.h"
31 #include "main.h" // For g_profiler
32
33 namespace mapgen
34 {
35
36 /*
37         Some helper functions for the map generator
38 */
39
40 #if 1
41 // Returns Y one under area minimum if not found
42 static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d,
43                 INodeDefManager *ndef)
44 {
45         v3s16 em = vmanip.m_area.getExtent();
46         s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
47         s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
48         u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
49         s16 y;
50         for(y=y_nodes_max; y>=y_nodes_min; y--)
51         {
52                 MapNode &n = vmanip.m_data[i];
53                 if(ndef->get(n).walkable)
54                         break;
55
56                 vmanip.m_area.add_y(em, i, -1);
57         }
58         if(y >= y_nodes_min)
59                 return y;
60         else
61                 return y_nodes_min - 1;
62 }
63
64 #if 0
65 // Returns Y one under area minimum if not found
66 static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d,
67                 INodeDefManager *ndef)
68 {
69         if(!vmanip.m_area.contains(v3s16(p2d.X, vmanip.m_area.MaxEdge.Y, p2d.Y)))
70                 return vmanip.m_area.MinEdge.Y-1;
71         v3s16 em = vmanip.m_area.getExtent();
72         s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
73         s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
74         u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
75         s16 y;
76         content_t c_tree = ndef->getId("mapgen_tree");
77         content_t c_leaves = ndef->getId("mapgen_leaves");
78         for(y=y_nodes_max; y>=y_nodes_min; y--)
79         {
80                 MapNode &n = vmanip.m_data[i];
81                 if(ndef->get(n).walkable
82                                 && n.getContent() != c_tree
83                                 && n.getContent() != c_leaves)
84                         break;
85
86                 vmanip.m_area.add_y(em, i, -1);
87         }
88         if(y >= y_nodes_min)
89                 return y;
90         else
91                 return y_nodes_min - 1;
92 }
93 #endif
94
95 // Returns Y one under area minimum if not found
96 static s16 find_stone_level(VoxelManipulator &vmanip, v2s16 p2d,
97                 INodeDefManager *ndef)
98 {
99         v3s16 em = vmanip.m_area.getExtent();
100         s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
101         s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
102         u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
103         s16 y;
104         content_t c_stone = ndef->getId("mapgen_stone");
105         content_t c_desert_stone = ndef->getId("mapgen_desert_stone");
106         for(y=y_nodes_max; y>=y_nodes_min; y--)
107         {
108                 MapNode &n = vmanip.m_data[i];
109                 content_t c = n.getContent();
110                 if(c != CONTENT_IGNORE && (
111                                 c == c_stone || c == c_desert_stone))
112                         break;
113
114                 vmanip.m_area.add_y(em, i, -1);
115         }
116         if(y >= y_nodes_min)
117                 return y;
118         else
119                 return y_nodes_min - 1;
120 }
121 #endif
122
123 void make_tree(ManualMapVoxelManipulator &vmanip, v3s16 p0,
124                 bool is_apple_tree, INodeDefManager *ndef)
125 {
126         MapNode treenode(ndef->getId("mapgen_tree"));
127         MapNode leavesnode(ndef->getId("mapgen_leaves"));
128         MapNode applenode(ndef->getId("mapgen_apple"));
129         
130         s16 trunk_h = myrand_range(4, 5);
131         v3s16 p1 = p0;
132         for(s16 ii=0; ii<trunk_h; ii++)
133         {
134                 if(vmanip.m_area.contains(p1))
135                         vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
136                 p1.Y++;
137         }
138
139         // p1 is now the last piece of the trunk
140         p1.Y -= 1;
141
142         VoxelArea leaves_a(v3s16(-2,-1,-2), v3s16(2,2,2));
143         //SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
144         Buffer<u8> leaves_d(leaves_a.getVolume());
145         for(s32 i=0; i<leaves_a.getVolume(); i++)
146                 leaves_d[i] = 0;
147
148         // Force leaves at near the end of the trunk
149         {
150                 s16 d = 1;
151                 for(s16 z=-d; z<=d; z++)
152                 for(s16 y=-d; y<=d; y++)
153                 for(s16 x=-d; x<=d; x++)
154                 {
155                         leaves_d[leaves_a.index(v3s16(x,y,z))] = 1;
156                 }
157         }
158
159         // Add leaves randomly
160         for(u32 iii=0; iii<7; iii++)
161         {
162                 s16 d = 1;
163
164                 v3s16 p(
165                         myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
166                         myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
167                         myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
168                 );
169
170                 for(s16 z=0; z<=d; z++)
171                 for(s16 y=0; y<=d; y++)
172                 for(s16 x=0; x<=d; x++)
173                 {
174                         leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1;
175                 }
176         }
177
178         // Blit leaves to vmanip
179         for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++)
180         for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++)
181         for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++)
182         {
183                 v3s16 p(x,y,z);
184                 p += p1;
185                 if(vmanip.m_area.contains(p) == false)
186                         continue;
187                 u32 vi = vmanip.m_area.index(p);
188                 if(vmanip.m_data[vi].getContent() != CONTENT_AIR
189                                 && vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
190                         continue;
191                 u32 i = leaves_a.index(x,y,z);
192                 if(leaves_d[i] == 1) {
193                         bool is_apple = myrand_range(0,99) < 10;
194                         if(is_apple_tree && is_apple) {
195                                 vmanip.m_data[vi] = applenode;
196                         } else {
197                                 vmanip.m_data[vi] = leavesnode;
198                         }
199                 }
200         }
201 }
202
203 #if 0
204 static void make_jungletree(VoxelManipulator &vmanip, v3s16 p0,
205                 INodeDefManager *ndef)
206 {
207         MapNode treenode(ndef->getId("mapgen_jungletree"));
208         MapNode leavesnode(ndef->getId("mapgen_leaves"));
209
210         for(s16 x=-1; x<=1; x++)
211         for(s16 z=-1; z<=1; z++)
212         {
213                 if(myrand_range(0, 2) == 0)
214                         continue;
215                 v3s16 p1 = p0 + v3s16(x,0,z);
216                 v3s16 p2 = p0 + v3s16(x,-1,z);
217                 if(vmanip.m_area.contains(p2)
218                                 && vmanip.m_data[vmanip.m_area.index(p2)] == CONTENT_AIR)
219                         vmanip.m_data[vmanip.m_area.index(p2)] = treenode;
220                 else if(vmanip.m_area.contains(p1))
221                         vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
222         }
223
224         s16 trunk_h = myrand_range(8, 12);
225         v3s16 p1 = p0;
226         for(s16 ii=0; ii<trunk_h; ii++)
227         {
228                 if(vmanip.m_area.contains(p1))
229                         vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
230                 p1.Y++;
231         }
232
233         // p1 is now the last piece of the trunk
234         p1.Y -= 1;
235
236         VoxelArea leaves_a(v3s16(-3,-2,-3), v3s16(3,2,3));
237         //SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
238         Buffer<u8> leaves_d(leaves_a.getVolume());
239         for(s32 i=0; i<leaves_a.getVolume(); i++)
240                 leaves_d[i] = 0;
241
242         // Force leaves at near the end of the trunk
243         {
244                 s16 d = 1;
245                 for(s16 z=-d; z<=d; z++)
246                 for(s16 y=-d; y<=d; y++)
247                 for(s16 x=-d; x<=d; x++)
248                 {
249                         leaves_d[leaves_a.index(v3s16(x,y,z))] = 1;
250                 }
251         }
252
253         // Add leaves randomly
254         for(u32 iii=0; iii<30; iii++)
255         {
256                 s16 d = 1;
257
258                 v3s16 p(
259                         myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
260                         myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
261                         myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
262                 );
263
264                 for(s16 z=0; z<=d; z++)
265                 for(s16 y=0; y<=d; y++)
266                 for(s16 x=0; x<=d; x++)
267                 {
268                         leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1;
269                 }
270         }
271
272         // Blit leaves to vmanip
273         for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++)
274         for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++)
275         for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++)
276         {
277                 v3s16 p(x,y,z);
278                 p += p1;
279                 if(vmanip.m_area.contains(p) == false)
280                         continue;
281                 u32 vi = vmanip.m_area.index(p);
282                 if(vmanip.m_data[vi].getContent() != CONTENT_AIR
283                                 && vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
284                         continue;
285                 u32 i = leaves_a.index(x,y,z);
286                 if(leaves_d[i] == 1)
287                         vmanip.m_data[vi] = leavesnode;
288         }
289 }
290
291 static void make_papyrus(VoxelManipulator &vmanip, v3s16 p0,
292                 INodeDefManager *ndef)
293 {
294         MapNode papyrusnode(ndef->getId("mapgen_papyrus"));
295
296         s16 trunk_h = myrand_range(2, 3);
297         v3s16 p1 = p0;
298         for(s16 ii=0; ii<trunk_h; ii++)
299         {
300                 if(vmanip.m_area.contains(p1))
301                         vmanip.m_data[vmanip.m_area.index(p1)] = papyrusnode;
302                 p1.Y++;
303         }
304 }
305
306 static void make_cactus(VoxelManipulator &vmanip, v3s16 p0,
307                 INodeDefManager *ndef)
308 {
309         MapNode cactusnode(ndef->getId("mapgen_cactus"));
310
311         s16 trunk_h = 3;
312         v3s16 p1 = p0;
313         for(s16 ii=0; ii<trunk_h; ii++)
314         {
315                 if(vmanip.m_area.contains(p1))
316                         vmanip.m_data[vmanip.m_area.index(p1)] = cactusnode;
317                 p1.Y++;
318         }
319 }
320 #endif
321
322 #if 0
323 /*
324         Dungeon making routines
325 */
326
327 #define VMANIP_FLAG_DUNGEON_INSIDE VOXELFLAG_CHECKED1
328 #define VMANIP_FLAG_DUNGEON_PRESERVE VOXELFLAG_CHECKED2
329 #define VMANIP_FLAG_DUNGEON_UNTOUCHABLE (\
330                 VMANIP_FLAG_DUNGEON_INSIDE|VMANIP_FLAG_DUNGEON_PRESERVE)
331
332 static void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace,
333                 INodeDefManager *ndef)
334 {
335         // Make +-X walls
336         for(s16 z=0; z<roomsize.Z; z++)
337         for(s16 y=0; y<roomsize.Y; y++)
338         {
339                 {
340                         v3s16 p = roomplace + v3s16(0,y,z);
341                         if(vmanip.m_area.contains(p) == false)
342                                 continue;
343                         u32 vi = vmanip.m_area.index(p);
344                         if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
345                                 continue;
346                         vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
347                 }
348                 {
349                         v3s16 p = roomplace + v3s16(roomsize.X-1,y,z);
350                         if(vmanip.m_area.contains(p) == false)
351                                 continue;
352                         u32 vi = vmanip.m_area.index(p);
353                         if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
354                                 continue;
355                         vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
356                 }
357         }
358         
359         // Make +-Z walls
360         for(s16 x=0; x<roomsize.X; x++)
361         for(s16 y=0; y<roomsize.Y; y++)
362         {
363                 {
364                         v3s16 p = roomplace + v3s16(x,y,0);
365                         if(vmanip.m_area.contains(p) == false)
366                                 continue;
367                         u32 vi = vmanip.m_area.index(p);
368                         if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
369                                 continue;
370                         vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
371                 }
372                 {
373                         v3s16 p = roomplace + v3s16(x,y,roomsize.Z-1);
374                         if(vmanip.m_area.contains(p) == false)
375                                 continue;
376                         u32 vi = vmanip.m_area.index(p);
377                         if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
378                                 continue;
379                         vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
380                 }
381         }
382         
383         // Make +-Y walls (floor and ceiling)
384         for(s16 z=0; z<roomsize.Z; z++)
385         for(s16 x=0; x<roomsize.X; x++)
386         {
387                 {
388                         v3s16 p = roomplace + v3s16(x,0,z);
389                         if(vmanip.m_area.contains(p) == false)
390                                 continue;
391                         u32 vi = vmanip.m_area.index(p);
392                         if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
393                                 continue;
394                         vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
395                 }
396                 {
397                         v3s16 p = roomplace + v3s16(x,roomsize.Y-1,z);
398                         if(vmanip.m_area.contains(p) == false)
399                                 continue;
400                         u32 vi = vmanip.m_area.index(p);
401                         if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
402                                 continue;
403                         vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
404                 }
405         }
406         
407         // Fill with air
408         for(s16 z=1; z<roomsize.Z-1; z++)
409         for(s16 y=1; y<roomsize.Y-1; y++)
410         for(s16 x=1; x<roomsize.X-1; x++)
411         {
412                 v3s16 p = roomplace + v3s16(x,y,z);
413                 if(vmanip.m_area.contains(p) == false)
414                         continue;
415                 u32 vi = vmanip.m_area.index(p);
416                 vmanip.m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
417                 vmanip.m_data[vi] = MapNode(CONTENT_AIR);
418         }
419 }
420
421 static void make_fill(VoxelManipulator &vmanip, v3s16 place, v3s16 size,
422                 u8 avoid_flags, MapNode n, u8 or_flags)
423 {
424         for(s16 z=0; z<size.Z; z++)
425         for(s16 y=0; y<size.Y; y++)
426         for(s16 x=0; x<size.X; x++)
427         {
428                 v3s16 p = place + v3s16(x,y,z);
429                 if(vmanip.m_area.contains(p) == false)
430                         continue;
431                 u32 vi = vmanip.m_area.index(p);
432                 if(vmanip.m_flags[vi] & avoid_flags)
433                         continue;
434                 vmanip.m_flags[vi] |= or_flags;
435                 vmanip.m_data[vi] = n;
436         }
437 }
438
439 static void make_hole1(VoxelManipulator &vmanip, v3s16 place,
440                 INodeDefManager *ndef)
441 {
442         make_fill(vmanip, place, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
443                         VMANIP_FLAG_DUNGEON_INSIDE);
444 }
445
446 static void make_door1(VoxelManipulator &vmanip, v3s16 doorplace, v3s16 doordir,
447                 INodeDefManager *ndef)
448 {
449         make_hole1(vmanip, doorplace, ndef);
450         // Place torch (for testing)
451         //vmanip.m_data[vmanip.m_area.index(doorplace)] = MapNode(ndef->getId("mapgen_torch"));
452 }
453
454 static v3s16 rand_ortho_dir(PseudoRandom &random)
455 {
456         if(random.next()%2==0)
457                 return random.next()%2 ? v3s16(-1,0,0) : v3s16(1,0,0);
458         else
459                 return random.next()%2 ? v3s16(0,0,-1) : v3s16(0,0,1);
460 }
461
462 static v3s16 turn_xz(v3s16 olddir, int t)
463 {
464         v3s16 dir;
465         if(t == 0)
466         {
467                 // Turn right
468                 dir.X = olddir.Z;
469                 dir.Z = -olddir.X;
470                 dir.Y = olddir.Y;
471         }
472         else
473         {
474                 // Turn left
475                 dir.X = -olddir.Z;
476                 dir.Z = olddir.X;
477                 dir.Y = olddir.Y;
478         }
479         return dir;
480 }
481
482 static v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
483 {
484         int turn = random.range(0,2);
485         v3s16 dir;
486         if(turn == 0)
487         {
488                 // Go straight
489                 dir = olddir;
490         }
491         else if(turn == 1)
492                 // Turn right
493                 dir = turn_xz(olddir, 0);
494         else
495                 // Turn left
496                 dir = turn_xz(olddir, 1);
497         return dir;
498 }
499
500 static void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace,
501                 v3s16 doordir, v3s16 &result_place, v3s16 &result_dir,
502                 PseudoRandom &random, INodeDefManager *ndef)
503 {
504         make_hole1(vmanip, doorplace, ndef);
505         v3s16 p0 = doorplace;
506         v3s16 dir = doordir;
507         u32 length;
508         if(random.next()%2)
509                 length = random.range(1,13);
510         else
511                 length = random.range(1,6);
512         length = random.range(1,13);
513         u32 partlength = random.range(1,13);
514         u32 partcount = 0;
515         s16 make_stairs = 0;
516         if(random.next()%2 == 0 && partlength >= 3)
517                 make_stairs = random.next()%2 ? 1 : -1;
518         for(u32 i=0; i<length; i++)
519         {
520                 v3s16 p = p0 + dir;
521                 if(partcount != 0)
522                         p.Y += make_stairs;
523
524                 /*// If already empty
525                 if(vmanip.getNodeNoExNoEmerge(p).getContent()
526                                 == CONTENT_AIR
527                 && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
528                                 == CONTENT_AIR)
529                 {
530                 }*/
531
532                 if(vmanip.m_area.contains(p) == true
533                                 && vmanip.m_area.contains(p+v3s16(0,1,0)) == true)
534                 {
535                         if(make_stairs)
536                         {
537                                 make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,5,3),
538                                                 VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(ndef->getId("mapgen_cobble")), 0);
539                                 make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
540                                                 VMANIP_FLAG_DUNGEON_INSIDE);
541                                 make_fill(vmanip, p-dir, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
542                                                 VMANIP_FLAG_DUNGEON_INSIDE);
543                         }
544                         else
545                         {
546                                 make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,4,3),
547                                                 VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(ndef->getId("mapgen_cobble")), 0);
548                                 make_hole1(vmanip, p, ndef);
549                                 /*make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
550                                                 VMANIP_FLAG_DUNGEON_INSIDE);*/
551                         }
552
553                         p0 = p;
554                 }
555                 else
556                 {
557                         // Can't go here, turn away
558                         dir = turn_xz(dir, random.range(0,1));
559                         make_stairs = -make_stairs;
560                         partcount = 0;
561                         partlength = random.range(1,length);
562                         continue;
563                 }
564
565                 partcount++;
566                 if(partcount >= partlength)
567                 {
568                         partcount = 0;
569                         
570                         dir = random_turn(random, dir);
571                         
572                         partlength = random.range(1,length);
573
574                         make_stairs = 0;
575                         if(random.next()%2 == 0 && partlength >= 3)
576                                 make_stairs = random.next()%2 ? 1 : -1;
577                 }
578         }
579         result_place = p0;
580         result_dir = dir;
581 }
582
583 class RoomWalker
584 {
585 public:
586
587         RoomWalker(VoxelManipulator &vmanip_, v3s16 pos, PseudoRandom &random,
588                         INodeDefManager *ndef):
589                         vmanip(vmanip_),
590                         m_pos(pos),
591                         m_random(random),
592                         m_ndef(ndef)
593         {
594                 randomizeDir();
595         }
596
597         void randomizeDir()
598         {
599                 m_dir = rand_ortho_dir(m_random);
600         }
601
602         void setPos(v3s16 pos)
603         {
604                 m_pos = pos;
605         }
606
607         void setDir(v3s16 dir)
608         {
609                 m_dir = dir;
610         }
611         
612         bool findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
613         {
614                 for(u32 i=0; i<100; i++)
615                 {
616                         v3s16 p = m_pos + m_dir;
617                         v3s16 p1 = p + v3s16(0,1,0);
618                         if(vmanip.m_area.contains(p) == false
619                                         || vmanip.m_area.contains(p1) == false
620                                         || i % 4 == 0)
621                         {
622                                 randomizeDir();
623                                 continue;
624                         }
625                         if(vmanip.getNodeNoExNoEmerge(p).getContent()
626                                         == m_ndef->getId("mapgen_cobble")
627                         && vmanip.getNodeNoExNoEmerge(p1).getContent()
628                                         == m_ndef->getId("mapgen_cobble"))
629                         {
630                                 // Found wall, this is a good place!
631                                 result_place = p;
632                                 result_dir = m_dir;
633                                 // Randomize next direction
634                                 randomizeDir();
635                                 return true;
636                         }
637                         /*
638                                 Determine where to move next
639                         */
640                         // Jump one up if the actual space is there
641                         if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent()
642                                         == m_ndef->getId("mapgen_cobble")
643                         && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
644                                         == CONTENT_AIR
645                         && vmanip.getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent()
646                                         == CONTENT_AIR)
647                                 p += v3s16(0,1,0);
648                         // Jump one down if the actual space is there
649                         if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
650                                         == m_ndef->getId("mapgen_cobble")
651                         && vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent()
652                                         == CONTENT_AIR
653                         && vmanip.getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent()
654                                         == CONTENT_AIR)
655                                 p += v3s16(0,-1,0);
656                         // Check if walking is now possible
657                         if(vmanip.getNodeNoExNoEmerge(p).getContent()
658                                         != CONTENT_AIR
659                         || vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
660                                         != CONTENT_AIR)
661                         {
662                                 // Cannot continue walking here
663                                 randomizeDir();
664                                 continue;
665                         }
666                         // Move there
667                         m_pos = p;
668                 }
669                 return false;
670         }
671
672         bool findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
673                         v3s16 &result_doordir, v3s16 &result_roomplace)
674         {
675                 for(s16 trycount=0; trycount<30; trycount++)
676                 {
677                         v3s16 doorplace;
678                         v3s16 doordir;
679                         bool r = findPlaceForDoor(doorplace, doordir);
680                         if(r == false)
681                                 continue;
682                         v3s16 roomplace;
683                         // X east, Z north, Y up
684 #if 1
685                         if(doordir == v3s16(1,0,0)) // X+
686                                 roomplace = doorplace +
687                                                 v3s16(0,-1,m_random.range(-roomsize.Z+2,-2));
688                         if(doordir == v3s16(-1,0,0)) // X-
689                                 roomplace = doorplace +
690                                                 v3s16(-roomsize.X+1,-1,m_random.range(-roomsize.Z+2,-2));
691                         if(doordir == v3s16(0,0,1)) // Z+
692                                 roomplace = doorplace +
693                                                 v3s16(m_random.range(-roomsize.X+2,-2),-1,0);
694                         if(doordir == v3s16(0,0,-1)) // Z-
695                                 roomplace = doorplace +
696                                                 v3s16(m_random.range(-roomsize.X+2,-2),-1,-roomsize.Z+1);
697 #endif
698 #if 0
699                         if(doordir == v3s16(1,0,0)) // X+
700                                 roomplace = doorplace + v3s16(0,-1,-roomsize.Z/2);
701                         if(doordir == v3s16(-1,0,0)) // X-
702                                 roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2);
703                         if(doordir == v3s16(0,0,1)) // Z+
704                                 roomplace = doorplace + v3s16(-roomsize.X/2,-1,0);
705                         if(doordir == v3s16(0,0,-1)) // Z-
706                                 roomplace = doorplace + v3s16(-roomsize.X/2,-1,-roomsize.Z+1);
707 #endif
708                         
709                         // Check fit
710                         bool fits = true;
711                         for(s16 z=1; z<roomsize.Z-1; z++)
712                         for(s16 y=1; y<roomsize.Y-1; y++)
713                         for(s16 x=1; x<roomsize.X-1; x++)
714                         {
715                                 v3s16 p = roomplace + v3s16(x,y,z);
716                                 if(vmanip.m_area.contains(p) == false)
717                                 {
718                                         fits = false;
719                                         break;
720                                 }
721                                 if(vmanip.m_flags[vmanip.m_area.index(p)]
722                                                 & VMANIP_FLAG_DUNGEON_INSIDE)
723                                 {
724                                         fits = false;
725                                         break;
726                                 }
727                         }
728                         if(fits == false)
729                         {
730                                 // Find new place
731                                 continue;
732                         }
733                         result_doorplace = doorplace;
734                         result_doordir = doordir;
735                         result_roomplace = roomplace;
736                         return true;
737                 }
738                 return false;
739         }
740
741 private:
742         VoxelManipulator &vmanip;
743         v3s16 m_pos;
744         v3s16 m_dir;
745         PseudoRandom &m_random;
746         INodeDefManager *m_ndef;
747 };
748
749 static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random,
750                 INodeDefManager *ndef)
751 {
752         v3s16 areasize = vmanip.m_area.getExtent();
753         v3s16 roomsize;
754         v3s16 roomplace;
755         
756         /*
757                 Find place for first room
758         */
759         bool fits = false;
760         for(u32 i=0; i<100; i++)
761         {
762                 roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
763                 roomplace = vmanip.m_area.MinEdge + v3s16(
764                                 random.range(0,areasize.X-roomsize.X-1),
765                                 random.range(0,areasize.Y-roomsize.Y-1),
766                                 random.range(0,areasize.Z-roomsize.Z-1));
767                 /*
768                         Check that we're not putting the room to an unknown place,
769                         otherwise it might end up floating in the air
770                 */
771                 fits = true;
772                 for(s16 z=1; z<roomsize.Z-1; z++)
773                 for(s16 y=1; y<roomsize.Y-1; y++)
774                 for(s16 x=1; x<roomsize.X-1; x++)
775                 {
776                         v3s16 p = roomplace + v3s16(x,y,z);
777                         u32 vi = vmanip.m_area.index(p);
778                         if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE)
779                         {
780                                 fits = false;
781                                 break;
782                         }
783                         if(vmanip.m_data[vi].getContent() == CONTENT_IGNORE)
784                         {
785                                 fits = false;
786                                 break;
787                         }
788                 }
789                 if(fits)
790                         break;
791         }
792         // No place found
793         if(fits == false)
794                 return;
795         
796         /*
797                 Stores the center position of the last room made, so that
798                 a new corridor can be started from the last room instead of
799                 the new room, if chosen so.
800         */
801         v3s16 last_room_center = roomplace+v3s16(roomsize.X/2,1,roomsize.Z/2);
802         
803         u32 room_count = random.range(2,7);
804         for(u32 i=0; i<room_count; i++)
805         {
806                 // Make a room to the determined place
807                 make_room1(vmanip, roomsize, roomplace, ndef);
808                 
809                 v3s16 room_center = roomplace + v3s16(roomsize.X/2,1,roomsize.Z/2);
810
811                 // Place torch at room center (for testing)
812                 //vmanip.m_data[vmanip.m_area.index(room_center)] = MapNode(ndef->getId("mapgen_torch"));
813
814                 // Quit if last room
815                 if(i == room_count-1)
816                         break;
817                 
818                 // Determine walker start position
819
820                 bool start_in_last_room = (random.range(0,2)!=0);
821                 //bool start_in_last_room = true;
822
823                 v3s16 walker_start_place;
824
825                 if(start_in_last_room)
826                 {
827                         walker_start_place = last_room_center;
828                 }
829                 else
830                 {
831                         walker_start_place = room_center;
832                         // Store center of current room as the last one
833                         last_room_center = room_center;
834                 }
835                 
836                 // Create walker and find a place for a door
837                 RoomWalker walker(vmanip, walker_start_place, random, ndef);
838                 v3s16 doorplace;
839                 v3s16 doordir;
840                 bool r = walker.findPlaceForDoor(doorplace, doordir);
841                 if(r == false)
842                         return;
843                 
844                 if(random.range(0,1)==0)
845                         // Make the door
846                         make_door1(vmanip, doorplace, doordir, ndef);
847                 else
848                         // Don't actually make a door
849                         doorplace -= doordir;
850                 
851                 // Make a random corridor starting from the door
852                 v3s16 corridor_end;
853                 v3s16 corridor_end_dir;
854                 make_corridor(vmanip, doorplace, doordir, corridor_end,
855                                 corridor_end_dir, random, ndef);
856                 
857                 // Find a place for a random sized room
858                 roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
859                 walker.setPos(corridor_end);
860                 walker.setDir(corridor_end_dir);
861                 r = walker.findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace);
862                 if(r == false)
863                         return;
864
865                 if(random.range(0,1)==0)
866                         // Make the door
867                         make_door1(vmanip, doorplace, doordir, ndef);
868                 else
869                         // Don't actually make a door
870                         roomplace -= doordir;
871                 
872         }
873 }
874 #endif
875
876 #if 0
877 static void make_nc(VoxelManipulator &vmanip, PseudoRandom &random,
878                 INodeDefManager *ndef)
879 {
880         v3s16 dir;
881         u8 facedir_i = 0;
882         s32 r = random.range(0, 3);
883         if(r == 0){
884                 dir = v3s16( 1, 0, 0);
885                 facedir_i = 3;
886         }
887         if(r == 1){
888                 dir = v3s16(-1, 0, 0);
889                 facedir_i = 1;
890         }
891         if(r == 2){
892                 dir = v3s16( 0, 0, 1);
893                 facedir_i = 2;
894         }
895         if(r == 3){
896                 dir = v3s16( 0, 0,-1);
897                 facedir_i = 0;
898         }
899         v3s16 p = vmanip.m_area.MinEdge + v3s16(
900                         16+random.range(0,15),
901                         16+random.range(0,15),
902                         16+random.range(0,15));
903         vmanip.m_data[vmanip.m_area.index(p)] = MapNode(ndef->getId("mapgen_nyancat"), facedir_i);
904         u32 length = random.range(3,15);
905         for(u32 j=0; j<length; j++)
906         {
907                 p -= dir;
908                 vmanip.m_data[vmanip.m_area.index(p)] = MapNode(ndef->getId("mapgen_nyancat_rainbow"));
909         }
910 }
911 #endif
912
913 /*
914         Noise functions. Make sure seed is mangled differently in each one.
915 */
916
917 #if 0
918 /*
919         Scaling the output of the noise function affects the overdrive of the
920         contour function, which affects the shape of the output considerably.
921 */
922 #define CAVE_NOISE_SCALE 12.0
923 //#define CAVE_NOISE_SCALE 10.0
924 //#define CAVE_NOISE_SCALE 7.5
925 //#define CAVE_NOISE_SCALE 5.0
926 //#define CAVE_NOISE_SCALE 1.0
927
928 //#define CAVE_NOISE_THRESHOLD (2.5/CAVE_NOISE_SCALE)
929 #define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE)
930
931 NoiseParams get_cave_noise1_params(u64 seed)
932 {
933         /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.7,
934                         200, CAVE_NOISE_SCALE);*/
935         /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.7,
936                         100, CAVE_NOISE_SCALE);*/
937         /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.6,
938                         100, CAVE_NOISE_SCALE);*/
939         /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.3,
940                         100, CAVE_NOISE_SCALE);*/
941         return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.5,
942                         50, CAVE_NOISE_SCALE);
943         //return NoiseParams(NOISE_CONSTANT_ONE);
944 }
945
946 NoiseParams get_cave_noise2_params(u64 seed)
947 {
948         /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.7,
949                         200, CAVE_NOISE_SCALE);*/
950         /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.7,
951                         100, CAVE_NOISE_SCALE);*/
952         /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.3,
953                         100, CAVE_NOISE_SCALE);*/
954         return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.5,
955                         50, CAVE_NOISE_SCALE);
956         //return NoiseParams(NOISE_CONSTANT_ONE);
957 }
958
959 NoiseParams get_ground_noise1_params(u64 seed)
960 {
961         return NoiseParams(NOISE_PERLIN, seed+983240, 4,
962                         0.55, 80.0, 40.0);
963 }
964
965 NoiseParams get_ground_crumbleness_params(u64 seed)
966 {
967         return NoiseParams(NOISE_PERLIN, seed+34413, 3,
968                         1.3, 20.0, 1.0);
969 }
970
971 NoiseParams get_ground_wetness_params(u64 seed)
972 {
973         return NoiseParams(NOISE_PERLIN, seed+32474, 4,
974                         1.1, 40.0, 1.0);
975 }
976
977 bool is_cave(u64 seed, v3s16 p)
978 {
979         double d1 = noise3d_param(get_cave_noise1_params(seed), p.X,p.Y,p.Z);
980         double d2 = noise3d_param(get_cave_noise2_params(seed), p.X,p.Y,p.Z);
981         return d1*d2 > CAVE_NOISE_THRESHOLD;
982 }
983
984 /*
985         Ground density noise shall be interpreted by using this.
986
987         TODO: No perlin noises here, they should be outsourced
988               and buffered
989                   NOTE: The speed of these actually isn't terrible
990 */
991 bool val_is_ground(double ground_noise1_val, v3s16 p, u64 seed)
992 {
993         //return ((double)p.Y < ground_noise1_val);
994
995         double f = 0.55 + noise2d_perlin(
996                         0.5+(float)p.X/250, 0.5+(float)p.Z/250,
997                         seed+920381, 3, 0.45);
998         if(f < 0.01)
999                 f = 0.01;
1000         else if(f >= 1.0)
1001                 f *= 1.6;
1002         double h = WATER_LEVEL + 10 * noise2d_perlin(
1003                         0.5+(float)p.X/250, 0.5+(float)p.Z/250,
1004                         seed+84174, 4, 0.5);
1005         /*double f = 1;
1006         double h = 0;*/
1007         return ((double)p.Y - h < ground_noise1_val * f);
1008 }
1009
1010 /*
1011         Queries whether a position is ground or not.
1012 */
1013 bool is_ground(u64 seed, v3s16 p)
1014 {
1015         double val1 = noise3d_param(get_ground_noise1_params(seed), p.X,p.Y,p.Z);
1016         return val_is_ground(val1, p, seed);
1017 }
1018 #endif
1019
1020 // Amount of trees per area in nodes
1021 double tree_amount_2d(u64 seed, v2s16 p)
1022 {
1023         /*double noise = noise2d_perlin(
1024                         0.5+(float)p.X/250, 0.5+(float)p.Y/250,
1025                         seed+2, 5, 0.66);*/
1026         double noise = noise2d_perlin(
1027                         0.5+(float)p.X/125, 0.5+(float)p.Y/125,
1028                         seed+2, 4, 0.66);
1029         double zeroval = -0.39;
1030         if(noise < zeroval)
1031                 return 0;
1032         else
1033                 return 0.04 * (noise-zeroval) / (1.0-zeroval);
1034 }
1035
1036 #if 0
1037 double surface_humidity_2d(u64 seed, v2s16 p)
1038 {
1039         double noise = noise2d_perlin(
1040                         0.5+(float)p.X/500, 0.5+(float)p.Y/500,
1041                         seed+72384, 4, 0.66);
1042         noise = (noise + 1.0)/2.0;
1043         if(noise < 0.0)
1044                 noise = 0.0;
1045         if(noise > 1.0)
1046                 noise = 1.0;
1047         return noise;
1048 }
1049
1050 /*
1051         Incrementally find ground level from 3d noise
1052 */
1053 s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
1054 {
1055         // Start a bit fuzzy to make averaging lower precision values
1056         // more useful
1057         s16 level = myrand_range(-precision/2, precision/2);
1058         s16 dec[] = {31000, 100, 20, 4, 1, 0};
1059         s16 i;
1060         for(i = 1; dec[i] != 0 && precision <= dec[i]; i++)
1061         {
1062                 // First find non-ground by going upwards
1063                 // Don't stop in caves.
1064                 {
1065                         s16 max = level+dec[i-1]*2;
1066                         v3s16 p(p2d.X, level, p2d.Y);
1067                         for(; p.Y < max; p.Y += dec[i])
1068                         {
1069                                 if(!is_ground(seed, p))
1070                                 {
1071                                         level = p.Y;
1072                                         break;
1073                                 }
1074                         }
1075                 }
1076                 // Then find ground by going downwards from there.
1077                 // Go in caves, too, when precision is 1.
1078                 {
1079                         s16 min = level-dec[i-1]*2;
1080                         v3s16 p(p2d.X, level, p2d.Y);
1081                         for(; p.Y>min; p.Y-=dec[i])
1082                         {
1083                                 bool ground = is_ground(seed, p);
1084                                 /*if(dec[i] == 1 && is_cave(seed, p))
1085                                         ground = false;*/
1086                                 if(ground)
1087                                 {
1088                                         level = p.Y;
1089                                         break;
1090                                 }
1091                         }
1092                 }
1093         }
1094         
1095         // This is more like the actual ground level
1096         level += dec[i-1]/2;
1097
1098         return level;
1099 }
1100
1101 double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p=4);
1102
1103 double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p)
1104 {
1105         v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
1106         v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
1107         double a = 0;
1108         a += find_ground_level_from_noise(seed,
1109                         v2s16(node_min.X, node_min.Y), p);
1110         a += find_ground_level_from_noise(seed,
1111                         v2s16(node_min.X, node_max.Y), p);
1112         a += find_ground_level_from_noise(seed,
1113                         v2s16(node_max.X, node_max.Y), p);
1114         a += find_ground_level_from_noise(seed,
1115                         v2s16(node_max.X, node_min.Y), p);
1116         a += find_ground_level_from_noise(seed,
1117                         v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p);
1118         a /= 5;
1119         return a;
1120 }
1121
1122 double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p=4);
1123
1124 double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p)
1125 {
1126         v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
1127         v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
1128         double a = -31000;
1129         // Corners
1130         a = MYMAX(a, find_ground_level_from_noise(seed,
1131                         v2s16(node_min.X, node_min.Y), p));
1132         a = MYMAX(a, find_ground_level_from_noise(seed,
1133                         v2s16(node_min.X, node_max.Y), p));
1134         a = MYMAX(a, find_ground_level_from_noise(seed,
1135                         v2s16(node_max.X, node_max.Y), p));
1136         a = MYMAX(a, find_ground_level_from_noise(seed,
1137                         v2s16(node_min.X, node_min.Y), p));
1138         // Center
1139         a = MYMAX(a, find_ground_level_from_noise(seed,
1140                         v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
1141         // Side middle points
1142         a = MYMAX(a, find_ground_level_from_noise(seed,
1143                         v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y), p));
1144         a = MYMAX(a, find_ground_level_from_noise(seed,
1145                         v2s16(node_min.X+MAP_BLOCKSIZE/2, node_max.Y), p));
1146         a = MYMAX(a, find_ground_level_from_noise(seed,
1147                         v2s16(node_min.X, node_min.Y+MAP_BLOCKSIZE/2), p));
1148         a = MYMAX(a, find_ground_level_from_noise(seed,
1149                         v2s16(node_max.X, node_min.Y+MAP_BLOCKSIZE/2), p));
1150         return a;
1151 }
1152
1153 double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p=4);
1154
1155 double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p)
1156 {
1157         v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
1158         v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
1159         double a = 31000;
1160         // Corners
1161         a = MYMIN(a, find_ground_level_from_noise(seed,
1162                         v2s16(node_min.X, node_min.Y), p));
1163         a = MYMIN(a, find_ground_level_from_noise(seed,
1164                         v2s16(node_min.X, node_max.Y), p));
1165         a = MYMIN(a, find_ground_level_from_noise(seed,
1166                         v2s16(node_max.X, node_max.Y), p));
1167         a = MYMIN(a, find_ground_level_from_noise(seed,
1168                         v2s16(node_min.X, node_min.Y), p));
1169         // Center
1170         a = MYMIN(a, find_ground_level_from_noise(seed,
1171                         v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
1172         // Side middle points
1173         a = MYMIN(a, find_ground_level_from_noise(seed,
1174                         v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y), p));
1175         a = MYMIN(a, find_ground_level_from_noise(seed,
1176                         v2s16(node_min.X+MAP_BLOCKSIZE/2, node_max.Y), p));
1177         a = MYMIN(a, find_ground_level_from_noise(seed,
1178                         v2s16(node_min.X, node_min.Y+MAP_BLOCKSIZE/2), p));
1179         a = MYMIN(a, find_ground_level_from_noise(seed,
1180                         v2s16(node_max.X, node_min.Y+MAP_BLOCKSIZE/2), p));
1181         return a;
1182 }
1183 #endif
1184
1185 // Required by mapgen.h
1186 bool block_is_underground(u64 seed, v3s16 blockpos)
1187 {
1188         /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
1189                         seed, v2s16(blockpos.X, blockpos.Z));*/
1190         // Nah, this is just a heuristic, just return something
1191         s16 minimum_groundlevel = WATER_LEVEL;
1192         
1193         if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
1194                 return true;
1195         else
1196                 return false;
1197 }
1198
1199 #define AVERAGE_MUD_AMOUNT 4
1200
1201 double base_rock_level_2d(u64 seed, v2s16 p)
1202 {
1203         // The base ground level
1204         double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT
1205                         + 20. * noise2d_perlin(
1206                         0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
1207                         seed+82341, 5, 0.6);
1208
1209         /*// A bit hillier one
1210         double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin(
1211                         0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
1212                         seed+93413, 6, 0.69);
1213         if(base2 > base)
1214                 base = base2;*/
1215 #if 1
1216         // Higher ground level
1217         double higher = (double)WATER_LEVEL + 20. + 16. * noise2d_perlin(
1218                         0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
1219                         seed+85039, 5, 0.6);
1220         //higher = 30; // For debugging
1221
1222         // Limit higher to at least base
1223         if(higher < base)
1224                 higher = base;
1225
1226         // Steepness factor of cliffs
1227         double b = 0.85 + 0.5 * noise2d_perlin(
1228                         0.5+(float)p.X/125., 0.5+(float)p.Y/125.,
1229                         seed-932, 5, 0.7);
1230         b = rangelim(b, 0.0, 1000.0);
1231         b = b*b*b*b*b*b*b;
1232         b *= 5;
1233         b = rangelim(b, 0.5, 1000.0);
1234         // Values 1.5...100 give quite horrible looking slopes
1235         if(b > 1.5 && b < 100.0){
1236                 if(b < 10.0)
1237                         b = 1.5;
1238                 else
1239                         b = 100.0;
1240         }
1241         //dstream<<"b="<<b<<std::endl;
1242         //double b = 20;
1243         //b = 0.25;
1244
1245         // Offset to more low
1246         double a_off = -0.20;
1247         // High/low selector
1248         /*double a = 0.5 + b * (a_off + noise2d_perlin(
1249                         0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
1250                         seed+4213, 6, 0.7));*/
1251         double a = (double)0.5 + b * (a_off + noise2d_perlin(
1252                         0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
1253                         seed+4213, 5, 0.69));
1254         // Limit
1255         a = rangelim(a, 0.0, 1.0);
1256
1257         //dstream<<"a="<<a<<std::endl;
1258
1259         double h = base*(1.0-a) + higher*a;
1260 #else
1261         double h = base;
1262 #endif
1263         return h;
1264 }
1265
1266 s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
1267 {
1268         return base_rock_level_2d(seed, p2d) + AVERAGE_MUD_AMOUNT;
1269 }
1270
1271 double get_mud_add_amount(u64 seed, v2s16 p)
1272 {
1273         return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
1274                         0.5+(float)p.X/200, 0.5+(float)p.Y/200,
1275                         seed+91013, 3, 0.55));
1276 }
1277
1278 bool get_have_beach(u64 seed, v2s16 p2d)
1279 {
1280         // Determine whether to have sand here
1281         double sandnoise = noise2d_perlin(
1282                         0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
1283                         seed+59420, 3, 0.50);
1284
1285         return (sandnoise > 0.15);
1286 }
1287
1288 enum BiomeType
1289 {
1290         BT_NORMAL,
1291         BT_DESERT
1292 };
1293
1294 BiomeType get_biome(u64 seed, v2s16 p2d)
1295 {
1296         // Just do something very simple as for now
1297         double d = noise2d_perlin(
1298                         0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
1299                         seed+9130, 3, 0.50);
1300         if(d > 0.45) 
1301                 return BT_DESERT;
1302         if(d > 0.35 && (noise2d( p2d.X, p2d.Y, int(seed) ) + 1.0) > ( 0.45 - d ) * 20.0  ) 
1303                 return BT_DESERT;
1304         return BT_NORMAL;
1305 };
1306
1307 u32 get_blockseed(u64 seed, v3s16 p)
1308 {
1309         s32 x=p.X, y=p.Y, z=p.Z;
1310         return (u32)(seed%0x100000000ULL) + z*38134234 + y*42123 + x*23;
1311 }
1312
1313 #define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1
1314
1315 void make_block(BlockMakeData *data)
1316 {
1317         if(data->no_op)
1318         {
1319                 //dstream<<"makeBlock: no-op"<<std::endl;
1320                 return;
1321         }
1322
1323         assert(data->vmanip);
1324         assert(data->nodedef);
1325         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
1326                         data->blockpos_requested.Y >= data->blockpos_min.Y &&
1327                         data->blockpos_requested.Z >= data->blockpos_min.Z);
1328         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
1329                         data->blockpos_requested.Y <= data->blockpos_max.Y &&
1330                         data->blockpos_requested.Z <= data->blockpos_max.Z);
1331
1332         INodeDefManager *ndef = data->nodedef;
1333
1334         // Hack: use minimum block coordinates for old code that assumes
1335         // a single block
1336         v3s16 blockpos = data->blockpos_requested;
1337         
1338         /*dstream<<"makeBlock(): ("<<blockpos.X<<","<<blockpos.Y<<","
1339                         <<blockpos.Z<<")"<<std::endl;*/
1340
1341         v3s16 blockpos_min = data->blockpos_min;
1342         v3s16 blockpos_max = data->blockpos_max;
1343         v3s16 blockpos_full_min = blockpos_min - v3s16(1,1,1);
1344         v3s16 blockpos_full_max = blockpos_max + v3s16(1,1,1);
1345         
1346         ManualMapVoxelManipulator &vmanip = *(data->vmanip);
1347         // Area of central chunk
1348         v3s16 node_min = blockpos_min*MAP_BLOCKSIZE;
1349         v3s16 node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
1350         // Full allocated area
1351         v3s16 full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
1352         v3s16 full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
1353
1354         v3s16 central_area_size = node_max - node_min + v3s16(1,1,1);
1355
1356         const s16 max_spread_amount = MAP_BLOCKSIZE;
1357
1358         int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
1359                         * (blockpos_max.Y - blockpos_min.Y + 1)
1360                         * (blockpos_max.Z - blockpos_max.Z + 1);
1361         
1362         int volume_nodes = volume_blocks *
1363                         MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
1364         
1365         // Generated surface area
1366         //double gen_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE * rel_volume;
1367
1368         // Horribly wrong heuristic, but better than nothing
1369         bool block_is_underground = (WATER_LEVEL > node_max.Y);
1370
1371         /*
1372                 Create a block-specific seed
1373         */
1374         u32 blockseed = get_blockseed(data->seed, full_node_min);
1375         
1376         /*
1377                 Cache some ground type values for speed
1378         */
1379
1380 // Creates variables c_name=id and n_name=node
1381 #define CONTENT_VARIABLE(ndef, name)\
1382         content_t c_##name = ndef->getId("mapgen_" #name);\
1383         MapNode n_##name(c_##name);
1384 // Default to something else if was CONTENT_IGNORE
1385 #define CONTENT_VARIABLE_FALLBACK(name, dname)\
1386         if(c_##name == CONTENT_IGNORE){\
1387                 c_##name = c_##dname;\
1388                 n_##name = n_##dname;\
1389         }
1390
1391         CONTENT_VARIABLE(ndef, stone);
1392         CONTENT_VARIABLE(ndef, air);
1393         CONTENT_VARIABLE(ndef, water_source);
1394         CONTENT_VARIABLE(ndef, dirt);
1395         CONTENT_VARIABLE(ndef, sand);
1396         CONTENT_VARIABLE(ndef, gravel);
1397         CONTENT_VARIABLE(ndef, clay);
1398         CONTENT_VARIABLE(ndef, lava_source);
1399         CONTENT_VARIABLE(ndef, cobble);
1400         CONTENT_VARIABLE(ndef, mossycobble);
1401         CONTENT_VARIABLE(ndef, dirt_with_grass);
1402         CONTENT_VARIABLE(ndef, junglegrass);
1403         CONTENT_VARIABLE(ndef, stone_with_coal);
1404         CONTENT_VARIABLE(ndef, stone_with_iron);
1405         CONTENT_VARIABLE(ndef, mese);
1406         CONTENT_VARIABLE(ndef, desert_sand);
1407         CONTENT_VARIABLE_FALLBACK(desert_sand, sand);
1408         CONTENT_VARIABLE(ndef, desert_stone);
1409         CONTENT_VARIABLE_FALLBACK(desert_stone, stone);
1410
1411         // Maximum height of the stone surface and obstacles.
1412         // This is used to guide the cave generation
1413         s16 stone_surface_max_y = 0;
1414
1415         /*
1416                 Generate general ground level to full area
1417         */
1418         {
1419 #if 1
1420         TimeTaker timer1("Generating ground level");
1421         
1422         for(s16 x=node_min.X; x<=node_max.X; x++)
1423         for(s16 z=node_min.Z; z<=node_max.Z; z++)
1424         {
1425                 // Node position
1426                 v2s16 p2d = v2s16(x,z);
1427                 
1428                 /*
1429                         Skip of already generated
1430                 */
1431                 /*{
1432                         v3s16 p(p2d.X, node_min.Y, p2d.Y);
1433                         if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR)
1434                                 continue;
1435                 }*/
1436
1437                 // Ground height at this point
1438                 float surface_y_f = 0.0;
1439
1440                 // Use perlin noise for ground height
1441                 surface_y_f = base_rock_level_2d(data->seed, p2d);
1442                 
1443                 /*// Experimental stuff
1444                 {
1445                         float a = highlands_level_2d(data->seed, p2d);
1446                         if(a > surface_y_f)
1447                                 surface_y_f = a;
1448                 }*/
1449
1450                 // Convert to integer
1451                 s16 surface_y = (s16)surface_y_f;
1452                 
1453                 // Log it
1454                 if(surface_y > stone_surface_max_y)
1455                         stone_surface_max_y = surface_y;
1456
1457                 BiomeType bt = get_biome(data->seed, p2d);
1458                 /*
1459                         Fill ground with stone
1460                 */
1461                 {
1462                         // Use fast index incrementing
1463                         v3s16 em = vmanip.m_area.getExtent();
1464                         u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
1465                         for(s16 y=node_min.Y; y<=node_max.Y; y++)
1466                         {
1467                                 if(vmanip.m_data[i].getContent() == CONTENT_IGNORE){
1468                                         if(y <= surface_y){
1469                                                 if(y > WATER_LEVEL && bt == BT_DESERT)
1470                                                         vmanip.m_data[i] = n_desert_stone;
1471                                                 else
1472                                                         vmanip.m_data[i] = n_stone;
1473                                         } else if(y <= WATER_LEVEL){
1474                                                 vmanip.m_data[i] = MapNode(c_water_source);
1475                                         } else {
1476                                                 vmanip.m_data[i] = MapNode(c_air);
1477                                         }
1478                                 }
1479                                 vmanip.m_area.add_y(em, i, 1);
1480                         }
1481                 }
1482         }
1483 #endif
1484         
1485         }//timer1
1486         
1487         // Limit dirt flow area by 1 because mud is flown into neighbors.
1488         assert(central_area_size.X == central_area_size.Z);
1489         s16 mudflow_minpos = 0-max_spread_amount+1;
1490         s16 mudflow_maxpos = central_area_size.X+max_spread_amount-2;
1491
1492         /*
1493                 Loop this part, it will make stuff look older and newer nicely
1494         */
1495
1496         const u32 age_loops = 2;
1497         for(u32 i_age=0; i_age<age_loops; i_age++)
1498         { // Aging loop
1499         /******************************
1500                 BEGINNING OF AGING LOOP
1501         ******************************/
1502
1503 #if 1
1504         {
1505         // 24ms @cs=8
1506         //TimeTaker timer1("caves");
1507
1508         /*
1509                 Make caves (this code is relatively horrible)
1510         */
1511         double cave_amount = 6.0 + 6.0 * noise2d_perlin(
1512                         0.5+(double)node_min.X/250, 0.5+(double)node_min.Y/250,
1513                         data->seed+34329, 3, 0.50);
1514         cave_amount = MYMAX(0.0, cave_amount);
1515         u32 caves_count = cave_amount * volume_nodes / 50000;
1516         u32 bruises_count = 1;
1517         PseudoRandom ps(blockseed+21343);
1518         PseudoRandom ps2(blockseed+1032);
1519         if(ps.range(1, 6) == 1)
1520                 bruises_count = ps.range(0, ps.range(0, 2));
1521         if(get_biome(data->seed, v2s16(node_min.X, node_min.Y)) == BT_DESERT){
1522                 caves_count /= 3;
1523                 bruises_count /= 3;
1524         }
1525         for(u32 jj=0; jj<caves_count+bruises_count; jj++)
1526         {
1527                 bool large_cave = (jj >= caves_count);
1528                 s16 min_tunnel_diameter = 2;
1529                 s16 max_tunnel_diameter = ps.range(2,6);
1530                 int dswitchint = ps.range(1,14);
1531                 u16 tunnel_routepoints = 0;
1532                 int part_max_length_rs = 0;
1533                 if(large_cave){
1534                         part_max_length_rs = ps.range(2,4);
1535                         tunnel_routepoints = ps.range(5, ps.range(15,30));
1536                         min_tunnel_diameter = 5;
1537                         max_tunnel_diameter = ps.range(7, ps.range(8,24));
1538                 } else {
1539                         part_max_length_rs = ps.range(2,9);
1540                         tunnel_routepoints = ps.range(10, ps.range(15,30));
1541                 }
1542                 bool large_cave_is_flat = (ps.range(0,1) == 0);
1543                 
1544                 v3f main_direction(0,0,0);
1545
1546                 // Allowed route area size in nodes
1547                 v3s16 ar = central_area_size;
1548
1549                 // Area starting point in nodes
1550                 v3s16 of = node_min;
1551
1552                 // Allow a bit more
1553                 //(this should be more than the maximum radius of the tunnel)
1554                 //s16 insure = 5; // Didn't work with max_d = 20
1555                 s16 insure = 10;
1556                 s16 more = max_spread_amount - max_tunnel_diameter/2 - insure;
1557                 ar += v3s16(1,0,1) * more * 2;
1558                 of -= v3s16(1,0,1) * more;
1559                 
1560                 s16 route_y_min = 0;
1561                 // Allow half a diameter + 7 over stone surface
1562                 s16 route_y_max = -of.Y + stone_surface_max_y + max_tunnel_diameter/2 + 7;
1563
1564                 /*// If caves, don't go through surface too often
1565                 if(large_cave == false)
1566                         route_y_max -= ps.range(0, max_tunnel_diameter*2);*/
1567
1568                 // Limit maximum to area
1569                 route_y_max = rangelim(route_y_max, 0, ar.Y-1);
1570
1571                 if(large_cave)
1572                 {
1573                         /*// Minimum is at y=0
1574                         route_y_min = -of.Y - 0;*/
1575                         // Minimum is at y=max_tunnel_diameter/4
1576                         //route_y_min = -of.Y + max_tunnel_diameter/4;
1577                         //s16 min = -of.Y + max_tunnel_diameter/4;
1578                         //s16 min = -of.Y + 0;
1579                         s16 min = 0;
1580                         if(node_min.Y < WATER_LEVEL && node_max.Y > WATER_LEVEL)
1581                         {
1582                                 min = WATER_LEVEL - max_tunnel_diameter/3 - of.Y;
1583                                 route_y_max = WATER_LEVEL + max_tunnel_diameter/3 - of.Y;
1584                         }
1585                         route_y_min = ps.range(min, min + max_tunnel_diameter);
1586                         route_y_min = rangelim(route_y_min, 0, route_y_max);
1587                 }
1588
1589                 /*dstream<<"route_y_min = "<<route_y_min
1590                                 <<", route_y_max = "<<route_y_max<<std::endl;*/
1591
1592                 s16 route_start_y_min = route_y_min;
1593                 s16 route_start_y_max = route_y_max;
1594
1595                 // Start every 4th cave from surface when applicable
1596                 /*bool coming_from_surface = false;
1597                 if(node_min.Y <= 0 && node_max.Y >= 0){
1598                         coming_from_surface = (jj % 4 == 0 && large_cave == false);
1599                         if(coming_from_surface)
1600                                 route_start_y_min = -of.Y + stone_surface_max_y + 10;
1601                 }*/
1602                 
1603                 route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
1604                 route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1);
1605
1606                 // Randomize starting position
1607                 v3f orp(
1608                         (float)(ps.next()%ar.X)+0.5,
1609                         (float)(ps.range(route_start_y_min, route_start_y_max))+0.5,
1610                         (float)(ps.next()%ar.Z)+0.5
1611                 );
1612
1613                 v3s16 startp(orp.X, orp.Y, orp.Z);
1614                 startp += of;
1615
1616                 MapNode airnode(CONTENT_AIR);
1617                 MapNode waternode(c_water_source);
1618                 MapNode lavanode(c_lava_source);
1619                 
1620                 /*
1621                         Generate some tunnel starting from orp
1622                 */
1623                 
1624                 for(u16 j=0; j<tunnel_routepoints; j++)
1625                 {
1626                         if(j%dswitchint==0 && large_cave == false)
1627                         {
1628                                 main_direction = v3f(
1629                                         ((float)(ps.next()%20)-(float)10)/10,
1630                                         ((float)(ps.next()%20)-(float)10)/30,
1631                                         ((float)(ps.next()%20)-(float)10)/10
1632                                 );
1633                                 main_direction *= (float)ps.range(0, 10)/10;
1634                         }
1635                         
1636                         // Randomize size
1637                         s16 min_d = min_tunnel_diameter;
1638                         s16 max_d = max_tunnel_diameter;
1639                         s16 rs = ps.range(min_d, max_d);
1640                         
1641                         // Every second section is rough
1642                         bool randomize_xz = (ps2.range(1,2) == 1);
1643
1644                         v3s16 maxlen;
1645                         if(large_cave)
1646                         {
1647                                 maxlen = v3s16(
1648                                         rs*part_max_length_rs,
1649                                         rs*part_max_length_rs/2,
1650                                         rs*part_max_length_rs
1651                                 );
1652                         }
1653                         else
1654                         {
1655                                 maxlen = v3s16(
1656                                         rs*part_max_length_rs,
1657                                         ps.range(1, rs*part_max_length_rs),
1658                                         rs*part_max_length_rs
1659                                 );
1660                         }
1661
1662                         v3f vec;
1663                         
1664                         vec = v3f(
1665                                 (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
1666                                 (float)(ps.next()%(maxlen.Y*1))-(float)maxlen.Y/2,
1667                                 (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
1668                         );
1669                 
1670                         // Jump downward sometimes
1671                         if(!large_cave && ps.range(0,12) == 0)
1672                         {
1673                                 vec = v3f(
1674                                         (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
1675                                         (float)(ps.next()%(maxlen.Y*2))-(float)maxlen.Y*2/2,
1676                                         (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
1677                                 );
1678                         }
1679                         
1680                         /*if(large_cave){
1681                                 v3f p = orp + vec;
1682                                 s16 h = find_ground_level_clever(vmanip,
1683                                                 v2s16(p.X, p.Z), ndef);
1684                                 route_y_min = h - rs/3;
1685                                 route_y_max = h + rs;
1686                         }*/
1687
1688                         vec += main_direction;
1689
1690                         v3f rp = orp + vec;
1691                         if(rp.X < 0)
1692                                 rp.X = 0;
1693                         else if(rp.X >= ar.X)
1694                                 rp.X = ar.X-1;
1695                         if(rp.Y < route_y_min)
1696                                 rp.Y = route_y_min;
1697                         else if(rp.Y >= route_y_max)
1698                                 rp.Y = route_y_max-1;
1699                         if(rp.Z < 0)
1700                                 rp.Z = 0;
1701                         else if(rp.Z >= ar.Z)
1702                                 rp.Z = ar.Z-1;
1703                         vec = rp - orp;
1704
1705                         for(float f=0; f<1.0; f+=1.0/vec.getLength())
1706                         {
1707                                 v3f fp = orp + vec * f;
1708                                 fp.X += 0.1*ps.range(-10,10);
1709                                 fp.Z += 0.1*ps.range(-10,10);
1710                                 v3s16 cp(fp.X, fp.Y, fp.Z);
1711
1712                                 s16 d0 = -rs/2;
1713                                 s16 d1 = d0 + rs;
1714                                 if(randomize_xz){
1715                                         d0 += ps.range(-1,1);
1716                                         d1 += ps.range(-1,1);
1717                                 }
1718                                 for(s16 z0=d0; z0<=d1; z0++)
1719                                 {
1720                                         s16 si = rs/2 - MYMAX(0, abs(z0)-rs/7-1);
1721                                         for(s16 x0=-si-ps.range(0,1); x0<=si-1+ps.range(0,1); x0++)
1722                                         {
1723                                                 s16 maxabsxz = MYMAX(abs(x0), abs(z0));
1724                                                 s16 si2 = rs/2 - MYMAX(0, maxabsxz-rs/7-1);
1725                                                 for(s16 y0=-si2; y0<=si2; y0++)
1726                                                 {
1727                                                         /*// Make better floors in small caves
1728                                                         if(y0 <= -rs/2 && rs<=7)
1729                                                                 continue;*/
1730                                                         if(large_cave_is_flat){
1731                                                                 // Make large caves not so tall
1732                                                                 if(rs > 7 && abs(y0) >= rs/3)
1733                                                                         continue;
1734                                                         }
1735
1736                                                         s16 z = cp.Z + z0;
1737                                                         s16 y = cp.Y + y0;
1738                                                         s16 x = cp.X + x0;
1739                                                         v3s16 p(x,y,z);
1740                                                         p += of;
1741                                                         
1742                                                         if(vmanip.m_area.contains(p) == false)
1743                                                                 continue;
1744                                                         
1745                                                         u32 i = vmanip.m_area.index(p);
1746                                                         
1747                                                         if(large_cave)
1748                                                         {
1749                                                                 if(full_node_min.Y < WATER_LEVEL &&
1750                                                                         full_node_max.Y > WATER_LEVEL){
1751                                                                         if(p.Y <= WATER_LEVEL)
1752                                                                                 vmanip.m_data[i] = waternode;
1753                                                                         else
1754                                                                                 vmanip.m_data[i] = airnode;
1755                                                                 } else if(full_node_max.Y < WATER_LEVEL){
1756                                                                         if(p.Y < startp.Y - 2)
1757                                                                                 vmanip.m_data[i] = lavanode;
1758                                                                         else
1759                                                                                 vmanip.m_data[i] = airnode;
1760                                                                 } else {
1761                                                                         vmanip.m_data[i] = airnode;
1762                                                                 }
1763                                                         } else {
1764                                                                 // Don't replace air or water or lava or ignore
1765                                                                 if(vmanip.m_data[i].getContent() == CONTENT_IGNORE ||
1766                                                                 vmanip.m_data[i].getContent() == CONTENT_AIR ||
1767                                                                 vmanip.m_data[i].getContent() == c_water_source ||
1768                                                                 vmanip.m_data[i].getContent() == c_lava_source)
1769                                                                         continue;
1770                                                                 
1771                                                                 vmanip.m_data[i] = airnode;
1772
1773                                                                 // Set tunnel flag
1774                                                                 vmanip.m_flags[i] |= VMANIP_FLAG_CAVE;
1775                                                         }
1776                                                 }
1777                                         }
1778                                 }
1779                         }
1780
1781                         orp = rp;
1782                 }
1783         
1784         }
1785
1786         }//timer1
1787 #endif
1788         
1789 #if 1
1790         {
1791         // 15ms @cs=8
1792         TimeTaker timer1("add mud");
1793
1794         /*
1795                 Add mud to the central chunk
1796         */
1797         
1798         for(s16 x=node_min.X; x<=node_max.X; x++)
1799         for(s16 z=node_min.Z; z<=node_max.Z; z++)
1800         {
1801                 // Node position in 2d
1802                 v2s16 p2d = v2s16(x,z);
1803                 
1804                 // Randomize mud amount
1805                 s16 mud_add_amount = get_mud_add_amount(data->seed, p2d) / 2.0 + 0.5;
1806
1807                 // Find ground level
1808                 s16 surface_y = find_stone_level(vmanip, p2d, ndef);
1809                 // Handle area not found
1810                 if(surface_y == vmanip.m_area.MinEdge.Y - 1)
1811                         continue;
1812
1813                 MapNode addnode(c_dirt);
1814                 BiomeType bt = get_biome(data->seed, p2d);
1815
1816                 if(bt == BT_DESERT)
1817                         addnode = MapNode(c_desert_sand);
1818
1819                 if(bt == BT_DESERT && surface_y + mud_add_amount <= WATER_LEVEL+1){
1820                         addnode = MapNode(c_sand);
1821                 } else if(mud_add_amount <= 0){
1822                         mud_add_amount = 1 - mud_add_amount;
1823                         addnode = MapNode(c_gravel);
1824                 } else if(bt == BT_NORMAL && get_have_beach(data->seed, p2d) &&
1825                                 surface_y + mud_add_amount <= WATER_LEVEL+2){
1826                         addnode = MapNode(c_sand);
1827                 }
1828                 
1829                 if(bt == BT_DESERT){
1830                         if(surface_y > 20){
1831                                 mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20)/5);
1832                         }
1833                 }
1834
1835                 /*
1836                         If topmost node is grass, change it to mud.
1837                         It might be if it was flown to there from a neighboring
1838                         chunk and then converted.
1839                 */
1840                 {
1841                         u32 i = vmanip.m_area.index(v3s16(p2d.X, surface_y, p2d.Y));
1842                         MapNode *n = &vmanip.m_data[i];
1843                         if(n->getContent() == c_dirt_with_grass)
1844                                 *n = MapNode(c_dirt);
1845                 }
1846
1847                 /*
1848                         Add mud on ground
1849                 */
1850                 {
1851                         s16 mudcount = 0;
1852                         v3s16 em = vmanip.m_area.getExtent();
1853                         s16 y_start = surface_y+1;
1854                         u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
1855                         for(s16 y=y_start; y<=node_max.Y; y++)
1856                         {
1857                                 if(mudcount >= mud_add_amount)
1858                                         break;
1859                                         
1860                                 MapNode &n = vmanip.m_data[i];
1861                                 n = addnode;
1862                                 mudcount++;
1863
1864                                 vmanip.m_area.add_y(em, i, 1);
1865                         }
1866                 }
1867
1868         }
1869
1870         }//timer1
1871 #endif
1872
1873         /*
1874                 Add blobs of dirt and gravel underground
1875         */
1876         if(get_biome(data->seed, v2s16(node_min.X, node_min.Y)) == BT_NORMAL)
1877         {
1878         PseudoRandom pr(blockseed+983);
1879         for(int i=0; i<volume_nodes/10/10/10; i++)
1880         {
1881                 bool only_fill_cave = (myrand_range(0,1) != 0);
1882                 v3s16 size(
1883                         pr.range(1, 8),
1884                         pr.range(1, 8),
1885                         pr.range(1, 8)
1886                 );
1887                 v3s16 p0(
1888                         pr.range(node_min.X, node_max.X)-size.X/2,
1889                         pr.range(node_min.Y, node_max.Y)-size.Y/2,
1890                         pr.range(node_min.Z, node_max.Z)-size.Z/2
1891                 );
1892                 MapNode n1;
1893                 if(p0.Y > -32 && pr.range(0,1) == 0)
1894                         n1 = MapNode(c_dirt);
1895                 else
1896                         n1 = MapNode(c_gravel);
1897                 for(int x1=0; x1<size.X; x1++)
1898                 for(int y1=0; y1<size.Y; y1++)
1899                 for(int z1=0; z1<size.Z; z1++)
1900                 {
1901                         v3s16 p = p0 + v3s16(x1,y1,z1);
1902                         u32 i = vmanip.m_area.index(p);
1903                         if(!vmanip.m_area.contains(i))
1904                                 continue;
1905                         // Cancel if not stone and not cave air
1906                         if(vmanip.m_data[i].getContent() != c_stone &&
1907                                         !(vmanip.m_flags[i] & VMANIP_FLAG_CAVE))
1908                                 continue;
1909                         if(only_fill_cave && !(vmanip.m_flags[i] & VMANIP_FLAG_CAVE))
1910                                 continue;
1911                         vmanip.m_data[i] = n1;
1912                 }
1913         }
1914         }
1915
1916 #if 1
1917         {
1918         // 340ms @cs=8
1919         TimeTaker timer1("flow mud");
1920
1921         /*
1922                 Flow mud away from steep edges
1923         */
1924         
1925         // Iterate a few times
1926         for(s16 k=0; k<3; k++)
1927         {
1928
1929         for(s16 x=mudflow_minpos; x<=mudflow_maxpos; x++)
1930         for(s16 z=mudflow_minpos; z<=mudflow_maxpos; z++)
1931         {
1932                 // Invert coordinates every 2nd iteration
1933                 if(k%2 == 0)
1934                 {
1935                         x = mudflow_maxpos - (x-mudflow_minpos);
1936                         z = mudflow_maxpos - (z-mudflow_minpos);
1937                 }
1938
1939                 // Node position in 2d
1940                 v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x,z);
1941                 
1942                 v3s16 em = vmanip.m_area.getExtent();
1943                 u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
1944                 s16 y=node_max.Y;
1945
1946                 while(y >= node_min.Y)
1947                 {
1948
1949                 for(;; y--)
1950                 {
1951                         MapNode *n = NULL;
1952                         // Find mud
1953                         for(; y>=node_min.Y; y--)
1954                         {
1955                                 n = &vmanip.m_data[i];
1956                                 //if(content_walkable(n->d))
1957                                 //      break;
1958                                 if(n->getContent() == c_dirt ||
1959                                                 n->getContent() == c_dirt_with_grass ||
1960                                                 n->getContent() == c_gravel)
1961                                         break;
1962                                         
1963                                 vmanip.m_area.add_y(em, i, -1);
1964                         }
1965
1966                         // Stop if out of area
1967                         //if(vmanip.m_area.contains(i) == false)
1968                         if(y < node_min.Y)
1969                                 break;
1970
1971                         /*// If not mud, do nothing to it
1972                         MapNode *n = &vmanip.m_data[i];
1973                         if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
1974                                 continue;*/
1975
1976                         if(n->getContent() == c_dirt ||
1977                                         n->getContent() == c_dirt_with_grass)
1978                         {
1979                                 // Make it exactly mud
1980                                 n->setContent(c_dirt);
1981                                 
1982                                 /*
1983                                         Don't flow it if the stuff under it is not mud
1984                                 */
1985                                 {
1986                                         u32 i2 = i;
1987                                         vmanip.m_area.add_y(em, i2, -1);
1988                                         // Cancel if out of area
1989                                         if(vmanip.m_area.contains(i2) == false)
1990                                                 continue;
1991                                         MapNode *n2 = &vmanip.m_data[i2];
1992                                         if(n2->getContent() != c_dirt &&
1993                                                         n2->getContent() != c_dirt_with_grass)
1994                                                 continue;
1995                                 }
1996                         }
1997
1998                         /*s16 recurse_count = 0;
1999         mudflow_recurse:*/
2000
2001                         v3s16 dirs4[4] = {
2002                                 v3s16(0,0,1), // back
2003                                 v3s16(1,0,0), // right
2004                                 v3s16(0,0,-1), // front
2005                                 v3s16(-1,0,0), // left
2006                         };
2007
2008                         // Theck that upper is air or doesn't exist.
2009                         // Cancel dropping if upper keeps it in place
2010                         u32 i3 = i;
2011                         vmanip.m_area.add_y(em, i3, 1);
2012                         if(vmanip.m_area.contains(i3) == true
2013                                         && ndef->get(vmanip.m_data[i3]).walkable)
2014                         {
2015                                 continue;
2016                         }
2017
2018                         // Drop mud on side
2019                         
2020                         for(u32 di=0; di<4; di++)
2021                         {
2022                                 v3s16 dirp = dirs4[di];
2023                                 u32 i2 = i;
2024                                 // Move to side
2025                                 vmanip.m_area.add_p(em, i2, dirp);
2026                                 // Fail if out of area
2027                                 if(vmanip.m_area.contains(i2) == false)
2028                                         continue;
2029                                 // Check that side is air
2030                                 MapNode *n2 = &vmanip.m_data[i2];
2031                                 if(ndef->get(*n2).walkable)
2032                                         continue;
2033                                 // Check that under side is air
2034                                 vmanip.m_area.add_y(em, i2, -1);
2035                                 if(vmanip.m_area.contains(i2) == false)
2036                                         continue;
2037                                 n2 = &vmanip.m_data[i2];
2038                                 if(ndef->get(*n2).walkable)
2039                                         continue;
2040                                 /*// Check that under that is air (need a drop of 2)
2041                                 vmanip.m_area.add_y(em, i2, -1);
2042                                 if(vmanip.m_area.contains(i2) == false)
2043                                         continue;
2044                                 n2 = &vmanip.m_data[i2];
2045                                 if(content_walkable(n2->d))
2046                                         continue;*/
2047                                 // Loop further down until not air
2048                                 bool dropped_to_unknown = false;
2049                                 do{
2050                                         vmanip.m_area.add_y(em, i2, -1);
2051                                         n2 = &vmanip.m_data[i2];
2052                                         // if out of known area
2053                                         if(vmanip.m_area.contains(i2) == false
2054                                                         || n2->getContent() == CONTENT_IGNORE){
2055                                                 dropped_to_unknown = true;
2056                                                 break;
2057                                         }
2058                                 }while(ndef->get(*n2).walkable == false);
2059                                 // Loop one up so that we're in air
2060                                 vmanip.m_area.add_y(em, i2, 1);
2061                                 n2 = &vmanip.m_data[i2];
2062                                 
2063                                 bool old_is_water = (n->getContent() == c_water_source);
2064                                 // Move mud to new place
2065                                 if(!dropped_to_unknown) {
2066                                         *n2 = *n;
2067                                         // Set old place to be air (or water)
2068                                         if(old_is_water)
2069                                                 *n = MapNode(c_water_source);
2070                                         else
2071                                                 *n = MapNode(CONTENT_AIR);
2072                                 }
2073
2074                                 // Done
2075                                 break;
2076                         }
2077                 }
2078                 }
2079         }
2080         
2081         }
2082
2083         }//timer1
2084 #endif
2085
2086         } // Aging loop
2087         /***********************
2088                 END OF AGING LOOP
2089         ************************/
2090
2091         /*
2092                 Add top and bottom side of water to transforming_liquid queue
2093         */
2094
2095         for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
2096         for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
2097         {
2098                 // Node position
2099                 v2s16 p2d(x,z);
2100                 {
2101                         bool water_found = false;
2102                         // Use fast index incrementing
2103                         v3s16 em = vmanip.m_area.getExtent();
2104                         u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
2105                         for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
2106                         {
2107                                 if(y == full_node_max.Y){
2108                                         water_found = 
2109                                                 (vmanip.m_data[i].getContent() == c_water_source ||
2110                                                 vmanip.m_data[i].getContent() == c_lava_source);
2111                                 }
2112                                 else if(water_found == false)
2113                                 {
2114                                         if(vmanip.m_data[i].getContent() == c_water_source ||
2115                                                         vmanip.m_data[i].getContent() == c_lava_source)
2116                                         {
2117                                                 v3s16 p = v3s16(p2d.X, y, p2d.Y);
2118                                                 data->transforming_liquid.push_back(p);
2119                                                 water_found = true;
2120                                         }
2121                                 }
2122                                 else
2123                                 {
2124                                         // This can be done because water_found can only
2125                                         // turn to true and end up here after going through
2126                                         // a single block.
2127                                         if(vmanip.m_data[i+1].getContent() != c_water_source ||
2128                                                         vmanip.m_data[i+1].getContent() != c_lava_source)
2129                                         {
2130                                                 v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
2131                                                 data->transforming_liquid.push_back(p);
2132                                                 water_found = false;
2133                                         }
2134                                 }
2135
2136                                 vmanip.m_area.add_y(em, i, -1);
2137                         }
2138                 }
2139         }
2140
2141         /*
2142                 Grow grass
2143         */
2144
2145         for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
2146         for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
2147         {
2148                 // Node position in 2d
2149                 v2s16 p2d = v2s16(x,z);
2150                 
2151                 /*
2152                         Find the lowest surface to which enough light ends up
2153                         to make grass grow.
2154
2155                         Basically just wait until not air and not leaves.
2156                 */
2157                 s16 surface_y = 0;
2158                 {
2159                         v3s16 em = vmanip.m_area.getExtent();
2160                         u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
2161                         s16 y;
2162                         // Go to ground level
2163                         for(y=node_max.Y; y>=full_node_min.Y; y--)
2164                         {
2165                                 MapNode &n = vmanip.m_data[i];
2166                                 if(ndef->get(n).param_type != CPT_LIGHT
2167                                                 || ndef->get(n).liquid_type != LIQUID_NONE)
2168                                         break;
2169                                 vmanip.m_area.add_y(em, i, -1);
2170                         }
2171                         if(y >= full_node_min.Y)
2172                                 surface_y = y;
2173                         else
2174                                 surface_y = full_node_min.Y;
2175                 }
2176                 
2177                 u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y);
2178                 MapNode *n = &vmanip.m_data[i];
2179                 if(n->getContent() == c_dirt){
2180                         // Well yeah, this can't be overground...
2181                         if(surface_y < WATER_LEVEL - 20)
2182                                 continue;
2183                         n->setContent(c_dirt_with_grass);
2184                 }
2185         }
2186
2187         /*
2188                 Generate some trees
2189         */
2190         assert(central_area_size.X == central_area_size.Z);
2191         {
2192                 // Divide area into parts
2193                 s16 div = 8;
2194                 s16 sidelen = central_area_size.X / div;
2195                 double area = sidelen * sidelen;
2196                 for(s16 x0=0; x0<div; x0++)
2197                 for(s16 z0=0; z0<div; z0++)
2198                 {
2199                         // Center position of part of division
2200                         v2s16 p2d_center(
2201                                 node_min.X + sidelen/2 + sidelen*x0,
2202                                 node_min.Z + sidelen/2 + sidelen*z0
2203                         );
2204                         // Minimum edge of part of division
2205                         v2s16 p2d_min(
2206                                 node_min.X + sidelen*x0,
2207                                 node_min.Z + sidelen*z0
2208                         );
2209                         // Maximum edge of part of division
2210                         v2s16 p2d_max(
2211                                 node_min.X + sidelen + sidelen*x0 - 1,
2212                                 node_min.Z + sidelen + sidelen*z0 - 1
2213                         );
2214                         // Amount of trees
2215                         u32 tree_count = area * tree_amount_2d(data->seed, p2d_center);
2216                         // Put trees in random places on part of division
2217                         for(u32 i=0; i<tree_count; i++)
2218                         {
2219                                 s16 x = myrand_range(p2d_min.X, p2d_max.X);
2220                                 s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
2221                                 s16 y = find_ground_level(vmanip, v2s16(x,z), ndef);
2222                                 // Don't make a tree under water level
2223                                 if(y < WATER_LEVEL)
2224                                         continue;
2225                                 // Don't make a tree so high that it doesn't fit
2226                                 if(y > node_max.Y - 6)
2227                                         continue;
2228                                 v3s16 p(x,y,z);
2229                                 /*
2230                                         Trees grow only on mud and grass
2231                                 */
2232                                 {
2233                                         u32 i = vmanip.m_area.index(v3s16(p));
2234                                         MapNode *n = &vmanip.m_data[i];
2235                                         if(n->getContent() != c_dirt
2236                                                         && n->getContent() != c_dirt_with_grass)
2237                                                 continue;
2238                                 }
2239                                 p.Y++;
2240                                 // Make a tree
2241                                 make_tree(vmanip, p, false, ndef);
2242                         }
2243                 }
2244         }
2245
2246 #if 0
2247         /*
2248                 Make base ground level
2249         */
2250
2251         for(s16 x=node_min.X; x<=node_max.X; x++)
2252         for(s16 z=node_min.Z; z<=node_max.Z; z++)
2253         {
2254                 // Node position
2255                 v2s16 p2d(x,z);
2256                 {
2257                         // Use fast index incrementing
2258                         v3s16 em = vmanip.m_area.getExtent();
2259                         u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
2260                         for(s16 y=node_min.Y; y<=node_max.Y; y++)
2261                         {
2262                                 // Only modify places that have no content
2263                                 if(vmanip.m_data[i].getContent() == CONTENT_IGNORE)
2264                                 {
2265                                         // First priority: make air and water.
2266                                         // This avoids caves inside water.
2267                                         if(all_is_ground_except_caves == false
2268                                                         && val_is_ground(noisebuf_ground.get(x,y,z),
2269                                                         v3s16(x,y,z), data->seed) == false)
2270                                         {
2271                                                 if(y <= WATER_LEVEL)
2272                                                         vmanip.m_data[i] = n_water_source;
2273                                                 else
2274                                                         vmanip.m_data[i] = n_air;
2275                                         }
2276                                         else if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD)
2277                                                 vmanip.m_data[i] = n_air;
2278                                         else
2279                                                 vmanip.m_data[i] = n_stone;
2280                                 }
2281                         
2282                                 vmanip->m_area.add_y(em, i, 1);
2283                         }
2284                 }
2285         }
2286
2287         /*
2288                 Add mud and sand and others underground (in place of stone)
2289         */
2290
2291         for(s16 x=node_min.X; x<=node_max.X; x++)
2292         for(s16 z=node_min.Z; z<=node_max.Z; z++)
2293         {
2294                 // Node position
2295                 v2s16 p2d(x,z);
2296                 {
2297                         // Use fast index incrementing
2298                         v3s16 em = vmanip.m_area.getExtent();
2299                         u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
2300                         for(s16 y=node_max.Y; y>=node_min.Y; y--)
2301                         {
2302                                 if(vmanip.m_data[i].getContent() == c_stone)
2303                                 {
2304                                         if(noisebuf_ground_crumbleness.get(x,y,z) > 1.3)
2305                                         {
2306                                                 if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
2307                                                         vmanip.m_data[i] = n_dirt;
2308                                                 else
2309                                                         vmanip.m_data[i] = n_sand;
2310                                         }
2311                                         else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.7)
2312                                         {
2313                                                 if(noisebuf_ground_wetness.get(x,y,z) < -0.6)
2314                                                         vmanip.m_data[i] = n_gravel;
2315                                         }
2316                                         else if(noisebuf_ground_crumbleness.get(x,y,z) <
2317                                                         -3.0 + MYMIN(0.1 * sqrt((float)MYMAX(0, -y)), 1.5))
2318                                         {
2319                                                 vmanip.m_data[i] = n_lava_source;
2320                                                 for(s16 x1=-1; x1<=1; x1++)
2321                                                 for(s16 y1=-1; y1<=1; y1++)
2322                                                 for(s16 z1=-1; z1<=1; z1++)
2323                                                         data->transforming_liquid.push_back(
2324                                                                         v3s16(p2d.X+x1, y+y1, p2d.Y+z1));
2325                                         }
2326                                 }
2327
2328                                 vmanip->m_area.add_y(em, i, -1);
2329                         }
2330                 }
2331         }
2332
2333         /*
2334                 Add dungeons
2335         */
2336         
2337         //if(node_min.Y < approx_groundlevel)
2338         //if(myrand() % 3 == 0)
2339         //if(myrand() % 3 == 0 && node_min.Y < approx_groundlevel)
2340         //if(myrand() % 100 == 0 && node_min.Y < approx_groundlevel)
2341         //float dungeon_rarity = g_settings.getFloat("dungeon_rarity");
2342         float dungeon_rarity = 0.02;
2343         if(((noise3d(blockpos.X,blockpos.Y,blockpos.Z,data->seed)+1.0)/2.0)
2344                         < dungeon_rarity
2345                         && node_min.Y < approx_groundlevel)
2346         {
2347                 // Dungeon generator doesn't modify places which have this set
2348                 vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE
2349                                 | VMANIP_FLAG_DUNGEON_PRESERVE);
2350                 
2351                 // Set all air and water to be untouchable to make dungeons open
2352                 // to caves and open air
2353                 for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
2354                 for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
2355                 {
2356                         // Node position
2357                         v2s16 p2d(x,z);
2358                         {
2359                                 // Use fast index incrementing
2360                                 v3s16 em = vmanip.m_area.getExtent();
2361                                 u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
2362                                 for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
2363                                 {
2364                                         if(vmanip.m_data[i].getContent() == CONTENT_AIR)
2365                                                 vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
2366                                         else if(vmanip.m_data[i].getContent() == c_water_source)
2367                                                 vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
2368                                         vmanip->m_area.add_y(em, i, -1);
2369                                 }
2370                         }
2371                 }
2372                 
2373                 PseudoRandom random(blockseed+2);
2374
2375                 // Add it
2376                 make_dungeon1(vmanip, random, ndef);
2377                 
2378                 // Convert some cobble to mossy cobble
2379                 for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
2380                 for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
2381                 {
2382                         // Node position
2383                         v2s16 p2d(x,z);
2384                         {
2385                                 // Use fast index incrementing
2386                                 v3s16 em = vmanip.m_area.getExtent();
2387                                 u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
2388                                 for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
2389                                 {
2390                                         // (noisebuf not used because it doesn't contain the
2391                                         //  full area)
2392                                         double wetness = noise3d_param(
2393                                                         get_ground_wetness_params(data->seed), x,y,z);
2394                                         double d = noise3d_perlin((float)x/2.5,
2395                                                         (float)y/2.5,(float)z/2.5,
2396                                                         blockseed, 2, 1.4);
2397                                         if(vmanip.m_data[i].getContent() == c_cobble)
2398                                         {
2399                                                 if(d < wetness/3.0)
2400                                                 {
2401                                                         vmanip.m_data[i].setContent(c_mossycobble);
2402                                                 }
2403                                         }
2404                                         /*else if(vmanip.m_flags[i] & VMANIP_FLAG_DUNGEON_INSIDE)
2405                                         {
2406                                                 if(wetness > 1.2)
2407                                                         vmanip.m_data[i].setContent(c_dirt);
2408                                         }*/
2409                                         vmanip->m_area.add_y(em, i, -1);
2410                                 }
2411                         }
2412                 }
2413         }
2414
2415         /*
2416                 Add NC
2417         */
2418         {
2419                 PseudoRandom ncrandom(blockseed+9324342);
2420                 if(ncrandom.range(0, 1000) == 0 && blockpos.Y <= -3)
2421                 {
2422                         make_nc(vmanip, ncrandom, ndef);
2423                 }
2424         }
2425         
2426         /*
2427                 Add top and bottom side of water to transforming_liquid queue
2428         */
2429
2430         for(s16 x=node_min.X; x<=node_max.X; x++)
2431         for(s16 z=node_min.Z; z<=node_max.Z; z++)
2432         {
2433                 // Node position
2434                 v2s16 p2d(x,z);
2435                 {
2436                         bool water_found = false;
2437                         // Use fast index incrementing
2438                         v3s16 em = vmanip.m_area.getExtent();
2439                         u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
2440                         for(s16 y=node_max.Y; y>=node_min.Y; y--)
2441                         {
2442                                 if(water_found == false)
2443                                 {
2444                                         if(vmanip.m_data[i].getContent() == c_water_source)
2445                                         {
2446                                                 v3s16 p = v3s16(p2d.X, y, p2d.Y);
2447                                                 data->transforming_liquid.push_back(p);
2448                                                 water_found = true;
2449                                         }
2450                                 }
2451                                 else
2452                                 {
2453                                         // This can be done because water_found can only
2454                                         // turn to true and end up here after going through
2455                                         // a single block.
2456                                         if(vmanip.m_data[i+1].getContent() != c_water_source)
2457                                         {
2458                                                 v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
2459                                                 data->transforming_liquid.push_back(p);
2460                                                 water_found = false;
2461                                         }
2462                                 }
2463
2464                                 vmanip->m_area.add_y(em, i, -1);
2465                         }
2466                 }
2467         }
2468
2469         /*
2470                 If close to ground level
2471         */
2472
2473         //if(abs(approx_ground_depth) < 30)
2474         if(minimum_ground_depth < 5 && maximum_ground_depth > -5)
2475         {
2476                 /*
2477                         Add grass and mud
2478                 */
2479
2480                 for(s16 x=node_min.X; x<=node_max.X; x++)
2481                 for(s16 z=node_min.Z; z<=node_max.Z; z++)
2482                 {
2483                         // Node position
2484                         v2s16 p2d(x,z);
2485                         {
2486                                 bool possibly_have_sand = get_have_beach(data->seed, p2d);
2487                                 bool have_sand = false;
2488                                 u32 current_depth = 0;
2489                                 bool air_detected = false;
2490                                 bool water_detected = false;
2491                                 bool have_clay = false;
2492
2493                                 // Use fast index incrementing
2494                                 s16 start_y = node_max.Y+2;
2495                                 v3s16 em = vmanip.m_area.getExtent();
2496                                 u32 i = vmanip.m_area.index(v3s16(p2d.X, start_y, p2d.Y));
2497                                 for(s16 y=start_y; y>=node_min.Y-3; y--)
2498                                 {
2499                                         if(vmanip.m_data[i].getContent() == c_water_source)
2500                                                 water_detected = true;
2501                                         if(vmanip.m_data[i].getContent() == CONTENT_AIR)
2502                                                 air_detected = true;
2503
2504                                         if((vmanip.m_data[i].getContent() == c_stone
2505                                                         || vmanip.m_data[i].getContent() == c_dirt_with_grass
2506                                                         || vmanip.m_data[i].getContent() == c_dirt
2507                                                         || vmanip.m_data[i].getContent() == c_sand
2508                                                         || vmanip.m_data[i].getContent() == c_gravel
2509                                                         ) && (air_detected || water_detected))
2510                                         {
2511                                                 if(current_depth == 0 && y <= WATER_LEVEL+2
2512                                                                 && possibly_have_sand)
2513                                                         have_sand = true;
2514                                                 
2515                                                 if(current_depth < 4)
2516                                                 {
2517                                                         if(have_sand)
2518                                                         {
2519                                                                 vmanip.m_data[i] = MapNode(c_sand);
2520                                                         }
2521                                                         #if 1
2522                                                         else if(current_depth==0 && !water_detected
2523                                                                         && y >= WATER_LEVEL && air_detected)
2524                                                                 vmanip.m_data[i] = MapNode(c_dirt_with_grass);
2525                                                         #endif
2526                                                         else
2527                                                                 vmanip.m_data[i] = MapNode(c_dirt);
2528                                                 }
2529                                                 else
2530                                                 {
2531                                                         if(vmanip.m_data[i].getContent() == c_dirt
2532                                                                 || vmanip.m_data[i].getContent() == c_dirt_with_grass)
2533                                                                 vmanip.m_data[i] = MapNode(c_stone);
2534                                                 }
2535
2536                                                 current_depth++;
2537
2538                                                 if(current_depth >= 8)
2539                                                         break;
2540                                         }
2541                                         else if(current_depth != 0)
2542                                                 break;
2543
2544                                         vmanip->m_area.add_y(em, i, -1);
2545                                 }
2546                         }
2547                 }
2548
2549                 /*
2550                         Calculate some stuff
2551                 */
2552                 
2553                 float surface_humidity = surface_humidity_2d(data->seed, p2d_center);
2554                 bool is_jungle = surface_humidity > 0.75;
2555                 // Amount of trees
2556                 u32 tree_count = gen_area_nodes * tree_amount_2d(data->seed, p2d_center);
2557                 if(is_jungle)
2558                         tree_count *= 5;
2559
2560                 /*
2561                         Add trees
2562                 */
2563                 PseudoRandom treerandom(blockseed);
2564                 // Put trees in random places on part of division
2565                 for(u32 i=0; i<tree_count; i++)
2566                 {
2567                         s16 x = treerandom.range(node_min.X, node_max.X);
2568                         s16 z = treerandom.range(node_min.Z, node_max.Z);
2569                         //s16 y = find_ground_level(vmanip, v2s16(x,z));
2570                         s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4);
2571                         // Don't make a tree under water level
2572                         if(y < WATER_LEVEL)
2573                                 continue;
2574                         // Make sure tree fits (only trees whose starting point is
2575                         // at this block are added)
2576                         if(y < node_min.Y || y > node_max.Y)
2577                                 continue;
2578                         /*
2579                                 Find exact ground level
2580                         */
2581                         v3s16 p(x,y+6,z);
2582                         bool found = false;
2583                         for(; p.Y >= y-6; p.Y--)
2584                         {
2585                                 u32 i = vmanip->m_area.index(p);
2586                                 MapNode *n = &vmanip->m_data[i];
2587                                 if(n->getContent() != CONTENT_AIR && n->getContent() != c_water_source && n->getContent() != CONTENT_IGNORE)
2588                                 {
2589                                         found = true;
2590                                         break;
2591                                 }
2592                         }
2593                         // If not found, handle next one
2594                         if(found == false)
2595                                 continue;
2596
2597                         {
2598                                 u32 i = vmanip->m_area.index(p);
2599                                 MapNode *n = &vmanip->m_data[i];
2600
2601                                 if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass && n->getContent() != c_sand)
2602                                                 continue;
2603
2604                                 // Papyrus grows only on mud and in water
2605                                 if(n->getContent() == c_dirt && y <= WATER_LEVEL)
2606                                 {
2607                                         p.Y++;
2608                                         make_papyrus(vmanip, p, ndef);
2609                                 }
2610                                 // Trees grow only on mud and grass, on land
2611                                 else if((n->getContent() == c_dirt || n->getContent() == c_dirt_with_grass) && y > WATER_LEVEL + 2)
2612                                 {
2613                                         p.Y++;
2614                                         //if(surface_humidity_2d(data->seed, v2s16(x, y)) < 0.5)
2615                                         if(is_jungle == false)
2616                                         {
2617                                                 bool is_apple_tree;
2618                                                 if(myrand_range(0,4) != 0)
2619                                                         is_apple_tree = false;
2620                                                 else
2621                                                         is_apple_tree = noise2d_perlin(
2622                                                                         0.5+(float)p.X/100, 0.5+(float)p.Z/100,
2623                                                                         data->seed+342902, 3, 0.45) > 0.2;
2624                                                 make_tree(vmanip, p, is_apple_tree, ndef);
2625                                         }
2626                                         else
2627                                                 make_jungletree(vmanip, p, ndef);
2628                                 }
2629                                 // Cactii grow only on sand, on land
2630                                 else if(n->getContent() == c_sand && y > WATER_LEVEL + 2)
2631                                 {
2632                                         p.Y++;
2633                                         make_cactus(vmanip, p, ndef);
2634                                 }
2635                         }
2636                 }
2637
2638                 /*
2639                         Add jungle grass
2640                 */
2641                 if(is_jungle)
2642                 {
2643                         PseudoRandom grassrandom(blockseed);
2644                         for(u32 i=0; i<surface_humidity*5*tree_count; i++)
2645                         {
2646                                 s16 x = grassrandom.range(node_min.X, node_max.X);
2647                                 s16 z = grassrandom.range(node_min.Z, node_max.Z);
2648                                 s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4);
2649                                 if(y < WATER_LEVEL)
2650                                         continue;
2651                                 if(y < node_min.Y || y > node_max.Y)
2652                                         continue;
2653                                 /*
2654                                         Find exact ground level
2655                                 */
2656                                 v3s16 p(x,y+6,z);
2657                                 bool found = false;
2658                                 for(; p.Y >= y-6; p.Y--)
2659                                 {
2660                                         u32 i = vmanip->m_area.index(p);
2661                                         MapNode *n = &vmanip->m_data[i];
2662                                         if(data->nodedef->get(*n).is_ground_content)
2663                                         {
2664                                                 found = true;
2665                                                 break;
2666                                         }
2667                                 }
2668                                 // If not found, handle next one
2669                                 if(found == false)
2670                                         continue;
2671                                 p.Y++;
2672                                 if(vmanip.m_area.contains(p) == false)
2673                                         continue;
2674                                 if(vmanip.m_data[vmanip.m_area.index(p)].getContent() != CONTENT_AIR)
2675                                         continue;
2676                                 /*p.Y--;
2677                                 if(vmanip.m_area.contains(p))
2678                                         vmanip.m_data[vmanip.m_area.index(p)] = c_dirt;
2679                                 p.Y++;*/
2680                                 if(vmanip.m_area.contains(p))
2681                                         vmanip.m_data[vmanip.m_area.index(p)] = c_junglegrass;
2682                         }
2683                 }
2684
2685 #if 0
2686                 /*
2687                         Add some kind of random stones
2688                 */
2689                 
2690                 u32 random_stone_count = gen_area_nodes *
2691                                 randomstone_amount_2d(data->seed, p2d_center);
2692                 // Put in random places on part of division
2693                 for(u32 i=0; i<random_stone_count; i++)
2694                 {
2695                         s16 x = myrand_range(node_min.X, node_max.X);
2696                         s16 z = myrand_range(node_min.Z, node_max.Z);
2697                         s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
2698                         // Don't add under water level
2699                         /*if(y < WATER_LEVEL)
2700                                 continue;*/
2701                         // Don't add if doesn't belong to this block
2702                         if(y < node_min.Y || y > node_max.Y)
2703                                 continue;
2704                         v3s16 p(x,y,z);
2705                         // Filter placement
2706                         /*{
2707                                 u32 i = vmanip->m_area.index(v3s16(p));
2708                                 MapNode *n = &vmanip->m_data[i];
2709                                 if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass)
2710                                         continue;
2711                         }*/
2712                         // Will be placed one higher
2713                         p.Y++;
2714                         // Add it
2715                         make_randomstone(vmanip, p);
2716                 }
2717 #endif
2718
2719 #if 0
2720                 /*
2721                         Add larger stones
2722                 */
2723                 
2724                 u32 large_stone_count = gen_area_nodes *
2725                                 largestone_amount_2d(data->seed, p2d_center);
2726                 //u32 large_stone_count = 1;
2727                 // Put in random places on part of division
2728                 for(u32 i=0; i<large_stone_count; i++)
2729                 {
2730                         s16 x = myrand_range(node_min.X, node_max.X);
2731                         s16 z = myrand_range(node_min.Z, node_max.Z);
2732                         s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
2733                         // Don't add under water level
2734                         /*if(y < WATER_LEVEL)
2735                                 continue;*/
2736                         // Don't add if doesn't belong to this block
2737                         if(y < node_min.Y || y > node_max.Y)
2738                                 continue;
2739                         v3s16 p(x,y,z);
2740                         // Filter placement
2741                         /*{
2742                                 u32 i = vmanip->m_area.index(v3s16(p));
2743                                 MapNode *n = &vmanip->m_data[i];
2744                                 if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass)
2745                                         continue;
2746                         }*/
2747                         // Will be placed one lower
2748                         p.Y--;
2749                         // Add it
2750                         make_largestone(vmanip, p);
2751                 }
2752 #endif
2753         }
2754
2755         /*
2756                 Add minerals
2757         */
2758
2759         {
2760                 PseudoRandom mineralrandom(blockseed);
2761
2762                 /*
2763                         Add meseblocks
2764                 */
2765                 for(s16 i=0; i<approx_ground_depth/4; i++)
2766                 {
2767                         if(mineralrandom.next()%50 == 0)
2768                         {
2769                                 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
2770                                 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
2771                                 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
2772                                 for(u16 i=0; i<27; i++)
2773                                 {
2774                                         v3s16 p = v3s16(x,y,z) + g_27dirs[i];
2775                                         u32 vi = vmanip.m_area.index(p);
2776                                         if(vmanip.m_data[vi].getContent() == c_stone)
2777                                                 if(mineralrandom.next()%8 == 0)
2778                                                         vmanip.m_data[vi] = MapNode(c_mese);
2779                                 }
2780                                         
2781                         }
2782                 }
2783                 /*
2784                         Add others
2785                 */
2786                 {
2787                         u16 a = mineralrandom.range(0,15);
2788                         a = a*a*a;
2789                         u16 amount = 20 * a/1000;
2790                         for(s16 i=0; i<amount; i++)
2791                         {
2792                                 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
2793                                 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
2794                                 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
2795
2796                                 u8 base_content = c_stone;
2797                                 MapNode new_content(CONTENT_IGNORE);
2798                                 u32 sparseness = 6;
2799
2800                                 if(noisebuf_ground_crumbleness.get(x,y+5,z) < -0.1)
2801                                 {
2802                                         new_content = MapNode(c_stone_with_coal);
2803                                 }
2804                                 else
2805                                 {
2806                                         if(noisebuf_ground_wetness.get(x,y+5,z) > 0.0)
2807                                                 new_content = MapNode(c_stone_with_iron);
2808                                         /*if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
2809                                                 vmanip.m_data[i] = MapNode(c_dirt);
2810                                         else
2811                                                 vmanip.m_data[i] = MapNode(c_sand);*/
2812                                 }
2813                                 /*else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.1)
2814                                 {
2815                                 }*/
2816
2817                                 if(new_content.getContent() != CONTENT_IGNORE)
2818                                 {
2819                                         for(u16 i=0; i<27; i++)
2820                                         {
2821                                                 v3s16 p = v3s16(x,y,z) + g_27dirs[i];
2822                                                 u32 vi = vmanip.m_area.index(p);
2823                                                 if(vmanip.m_data[vi].getContent() == base_content)
2824                                                 {
2825                                                         if(mineralrandom.next()%sparseness == 0)
2826                                                                 vmanip.m_data[vi] = new_content;
2827                                                 }
2828                                         }
2829                                 }
2830                         }
2831                 }
2832                 /*
2833                         Add coal
2834                 */
2835                 //for(s16 i=0; i < MYMAX(0, 50 - abs(node_min.Y+8 - (-30))); i++)
2836                 //for(s16 i=0; i<50; i++)
2837                 u16 coal_amount = 30;
2838                 u16 coal_rareness = 60 / coal_amount;
2839                 if(coal_rareness == 0)
2840                         coal_rareness = 1;
2841                 if(mineralrandom.next()%coal_rareness == 0)
2842                 {
2843                         u16 a = mineralrandom.next() % 16;
2844                         u16 amount = coal_amount * a*a*a / 1000;
2845                         for(s16 i=0; i<amount; i++)
2846                         {
2847                                 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
2848                                 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
2849                                 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
2850                                 for(u16 i=0; i<27; i++)
2851                                 {
2852                                         v3s16 p = v3s16(x,y,z) + g_27dirs[i];
2853                                         u32 vi = vmanip.m_area.index(p);
2854                                         if(vmanip.m_data[vi].getContent() == c_stone)
2855                                                 if(mineralrandom.next()%8 == 0)
2856                                                         vmanip.m_data[vi] = MapNode(c_stone_with_coal);
2857                                 }
2858                         }
2859                 }
2860                 /*
2861                         Add iron
2862                 */
2863                 u16 iron_amount = 8;
2864                 u16 iron_rareness = 60 / iron_amount;
2865                 if(iron_rareness == 0)
2866                         iron_rareness = 1;
2867                 if(mineralrandom.next()%iron_rareness == 0)
2868                 {
2869                         u16 a = mineralrandom.next() % 16;
2870                         u16 amount = iron_amount * a*a*a / 1000;
2871                         for(s16 i=0; i<amount; i++)
2872                         {
2873                                 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
2874                                 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
2875                                 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
2876                                 for(u16 i=0; i<27; i++)
2877                                 {
2878                                         v3s16 p = v3s16(x,y,z) + g_27dirs[i];
2879                                         u32 vi = vmanip.m_area.index(p);
2880                                         if(vmanip.m_data[vi].getContent() == c_stone)
2881                                                 if(mineralrandom.next()%8 == 0)
2882                                                         vmanip.m_data[vi] = MapNode(c_stone_with_iron);
2883                                 }
2884                         }
2885                 }
2886         }
2887 #endif
2888
2889         /*
2890                 Calculate lighting
2891         */
2892         {
2893         ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update",
2894                         SPT_AVG);
2895         //VoxelArea a(node_min, node_max);
2896         VoxelArea a(node_min-v3s16(1,0,1)*MAP_BLOCKSIZE,
2897                         node_max+v3s16(1,0,1)*MAP_BLOCKSIZE);
2898         /*VoxelArea a(node_min-v3s16(1,0,1)*MAP_BLOCKSIZE/2,
2899                         node_max+v3s16(1,0,1)*MAP_BLOCKSIZE/2);*/
2900         enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};
2901         for(int i=0; i<2; i++)
2902         {
2903                 enum LightBank bank = banks[i];
2904
2905                 core::map<v3s16, bool> light_sources;
2906                 core::map<v3s16, u8> unlight_from;
2907
2908                 voxalgo::clearLightAndCollectSources(vmanip, a, bank, ndef,
2909                                 light_sources, unlight_from);
2910                 
2911                 bool inexistent_top_provides_sunlight = !block_is_underground;
2912                 voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
2913                                 vmanip, a, inexistent_top_provides_sunlight,
2914                                 light_sources, ndef);
2915                 // TODO: Do stuff according to bottom_sunlight_valid
2916
2917                 vmanip.unspreadLight(bank, unlight_from, light_sources, ndef);
2918
2919                 vmanip.spreadLight(bank, light_sources, ndef);
2920         }
2921         }
2922 }
2923
2924 BlockMakeData::BlockMakeData():
2925         no_op(false),
2926         vmanip(NULL),
2927         seed(0),
2928         nodedef(NULL)
2929 {}
2930
2931 BlockMakeData::~BlockMakeData()
2932 {
2933         delete vmanip;
2934 }
2935
2936 }; // namespace mapgen
2937
2938