]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/mapgen.cpp
Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenu
[dragonfireclient.git] / src / mapgen.cpp
index f9c27ac1eb27664ab28e28130cbe346cadb108c7..301601b6c4441fbb64c260b6df7afe39c2b0b129 100644 (file)
@@ -1,6 +1,6 @@
 /*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 This program is free software; you can redistribute it and/or modify
 it under the terms of the GNU Lesser General Public License as published by
@@ -33,3036 +33,1104 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "settings.h" // For g_settings
 #include "main.h" // For g_profiler
 #include "treegen.h"
+#include "mapgen_v6.h"
+#include "mapgen_v7.h"
+#include "serialization.h"
+#include "util/serialize.h"
+#include "filesys.h"
+
+FlagDesc flagdesc_mapgen[] = {
+       {"trees",          MG_TREES},
+       {"caves",          MG_CAVES},
+       {"dungeons",       MG_DUNGEONS},
+       {"v6_jungles",     MGV6_JUNGLES},
+       {"v6_biome_blend", MGV6_BIOME_BLEND},
+       {"flat",           MG_FLAT},
+       {"nolight",        MG_NOLIGHT},
+       {NULL,             0}
+};
 
-NoiseParams nparams_mtdefault =
-       {10.0, 12.0, v3f(350., 350., 350.), 82341, 5, 0.6}; //terrain
-NoiseParams nparams_def_bgroup =
-       {0.5, 1/(2*1.6), v3f(350., 350., 350.), 5923, 2, 0.60}; //0 to 1
-NoiseParams nparams_def_heat =
-       {25.0, 50.0, v3f(500., 500., 500.), 35293, 1, 0.00}; //-25 to 75
-NoiseParams nparams_def_humidity =
-       {50, 100/(2*1.6), v3f(750., 750., 750.), 12094, 2, 0.60}; //0 to 100
+FlagDesc flagdesc_ore[] = {
+       {"absheight",            OREFLAG_ABSHEIGHT},
+       {"scatter_noisedensity", OREFLAG_DENSITY},
+       {"claylike_nodeisnt",    OREFLAG_NODEISNT},
+       {NULL,                   0}
+};
 
+FlagDesc flagdesc_deco_schematic[] = {
+       {"place_center_x", DECO_PLACE_CENTER_X},
+       {"place_center_y", DECO_PLACE_CENTER_Y},
+       {"place_center_z", DECO_PLACE_CENTER_Z},
+       {NULL,             0}
+};
 
 ///////////////////////////////////////////////////////////////////////////////
 
-/*
-Mapgen::Mapgen(BiomeDefManager *biomedef) {
-       Mapgen(0, 0, biomedef);
-}*/
-
 
-Mapgen::Mapgen(BiomeDefManager *biomedef, int mapgenid, u64 seed) {
-       initMapgen(biomedef, mapgenid, seed,
-               &nparams_mtdefault, &nparams_def_bgroup,
-               &nparams_def_heat,  &nparams_def_humidity);
+Ore *createOre(OreType type) {
+       switch (type) {
+               case ORE_SCATTER:
+                       return new OreScatter;
+               case ORE_SHEET:
+                       return new OreSheet;
+               //case ORE_CLAYLIKE: //TODO: implement this!
+               //      return new OreClaylike;
+               default:
+                       return NULL;
+       }
 }
 
 
-Mapgen::Mapgen(BiomeDefManager *biomedef, int mapgenid, u64 seed,
-                          NoiseParams *np_terrain, NoiseParams *np_bgroup,
-                          NoiseParams *np_heat,    NoiseParams *np_humidity) {
-       initMapgen(biomedef, mapgenid, seed,
-               np_terrain, np_bgroup, np_heat, np_humidity);
+Ore::~Ore() {
+       delete np;
+       delete noise;
 }
 
-void Mapgen::initMapgen(BiomeDefManager *biomedef, int mapgenid, u64 seed,
-                          NoiseParams *np_terrain, NoiseParams *np_bgroup,
-                          NoiseParams *np_heat,    NoiseParams *np_humidity) {
-       this->generating  = false;
-       this->id       = mapgenid;
-       this->seed     = (int)seed;
-       this->biomedef = biomedef;
-       this->csize       = v3s16(5, 5, 5) * MAP_BLOCKSIZE; /////////////////get this from config!
-       this->water_level = g_settings->getS16("default_water_level"); ////fix this!
-
-       this->np_terrain  = np_terrain;
-       this->np_bgroup   = np_bgroup;
-       this->np_heat     = np_heat;
-       this->np_humidity = np_humidity;
-       noise_terrain  = new Noise(np_terrain,  seed, csize.X, csize.Y);
-       noise_bgroup   = new Noise(np_bgroup,   seed, csize.X, csize.Y);
-       noise_heat     = new Noise(np_heat,     seed, csize.X, csize.Y);
-       noise_humidity = new Noise(np_humidity, seed, csize.X, csize.Y);
-
-       this->ndef = biomedef->ndef;
-       n_air   = MapNode(ndef->getId("mapgen_air"));
-       n_water = MapNode(ndef->getId("mapgen_water_source"));
-       n_lava  = MapNode(ndef->getId("mapgen_lava_source"));
-}
 
+void Ore::resolveNodeNames(INodeDefManager *ndef) {
+       if (ore == CONTENT_IGNORE) {
+               ore = ndef->getId(ore_name);
+               if (ore == CONTENT_IGNORE) {
+                       errorstream << "Ore::resolveNodeNames: ore node '"
+                               << ore_name << "' not defined";
+                       ore = CONTENT_AIR;
+                       wherein.push_back(CONTENT_AIR);
+                       return;
+               }
+       }
 
-Mapgen::~Mapgen() {
-       delete noise_terrain;
-       delete noise_bgroup;
-       delete noise_heat;
-       delete noise_humidity;
+       for (size_t i=0; i != wherein_names.size(); i++) {
+               std::string name = wherein_names[i];
+               content_t c = ndef->getId(name);
+               if (c != CONTENT_IGNORE) {
+                       wherein.push_back(c);
+               }
+       }
 }
 
 
-void Mapgen::makeChunk(BlockMakeData *data) {
-       if (data->no_op)
+void Ore::placeOre(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax) {
+       int in_range = 0;
+
+       in_range |= (nmin.Y <= height_max && nmax.Y >= height_min);
+       if (flags & OREFLAG_ABSHEIGHT)
+               in_range |= (nmin.Y >= -height_max && nmax.Y <= -height_min) << 1;
+       if (!in_range)
                return;
 
-       //printf("generating...\n");//////////////
-
-       assert(data->vmanip);
-       assert(data->nodedef);
-       assert(data->blockpos_requested.X >= data->blockpos_min.X &&
-                  data->blockpos_requested.Y >= data->blockpos_min.Y &&
-                  data->blockpos_requested.Z >= data->blockpos_min.Z);
-       assert(data->blockpos_requested.X <= data->blockpos_max.X &&
-                  data->blockpos_requested.Y <= data->blockpos_max.Y &&
-                  data->blockpos_requested.Z <= data->blockpos_max.Z);
-
-       this->generating = true;
-
-       this->data    = data;
-       this->vmanip  = data->vmanip;
-       v3s16 em = vmanip->m_area.getExtent();
-       this->ystride = em.X;
-       this->zstride = em.Y * em.X;
-
-       node_min = (data->blockpos_min) * MAP_BLOCKSIZE;
-       node_max = (data->blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
-       v3s16 full_node_min = (data->blockpos_min - 1) * MAP_BLOCKSIZE;
-       v3s16 full_node_max = (data->blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1,1,1);
-
-       int y1 = node_min.Y;
-       int y2 = node_max.Y;
-       int x  = node_min.X;
-       int z  = node_min.Z;
-       //printf("full_node_min.X: %d  |  full_node_min.Z:  %d   |  MinEdge:  %d   |  MaxEdge:  %d\n", node_min.X, node_min.Z, vmanip->m_area.MinEdge.X, vmanip->m_area.MinEdge.Z);
-       TimeTaker timer("Generating terrain");
-       map_terrain  = noise_terrain->perlinMap2D(x, z);
-       map_bgroup   = noise_bgroup->perlinMap2D(x, z);
-       map_heat     = noise_heat->perlinMap2D(x, z);
-       map_humidity = noise_humidity->perlinMap2D(x, z);
-
-       noise_bgroup->transformNoiseMap();
-       noise_heat->transformNoiseMap();
-       noise_humidity->transformNoiseMap();
-
-       int i = 0;
-       for (z = node_min.Z; z <= node_max.Z; z++) {
-               for (x = node_min.X; x <= node_max.X; x++) {
-                       Biome *biome = biomedef->getBiome(map_bgroup[i], map_heat[i], map_humidity[i]);
-                       biome->genColumn(this, x, z, y1, y2);
-                       i++;
-               }
+       int ymin, ymax;
+       if (in_range & ORE_RANGE_MIRROR) {
+               ymin = MYMAX(nmin.Y, -height_max);
+               ymax = MYMIN(nmax.Y, -height_min);
+       } else {
+               ymin = MYMAX(nmin.Y, height_min);
+               ymax = MYMIN(nmax.Y, height_max);
        }
-       timer.stop();
-
-       //genCave();
-       //genDungeon();
-       //add blobs of dirt and gravel underground
-       //decorateChunk();
-       updateLiquid(full_node_min, full_node_max);
-       updateLighting(node_min, node_max);
+       if (clust_size >= ymax - ymin + 1)
+               return;
 
-       this->generating = false;
-       //printf("generated block (%d, %d) to (%d, %d)\n", node_min.X, node_min.Y, node_max.X, node_max.Y);//////////
+       nmin.Y = ymin;
+       nmax.Y = ymax;
+       generate(mg->vm, mg->seed, blockseed, nmin, nmax);
 }
 
 
-void Mapgen::updateLiquid(v3s16 node_min, v3s16 node_max) {
-       bool isliquid, wasliquid;
-       u32 i;
-
-       for (s16 z = node_min.Z; z <= node_max.Z; z++) {
-               for (s16 x = node_min.X; x <= node_max.X; x++) {
-                       v2s16 p2d(x, z);
-                       wasliquid = true;
-                       v3s16 em  = vmanip->m_area.getExtent();
-                       i = vmanip->m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
+void OreScatter::generate(ManualMapVoxelManipulator *vm, int seed,
+                                                 u32 blockseed, v3s16 nmin, v3s16 nmax) {
+       PseudoRandom pr(blockseed);
+       MapNode n_ore(ore, 0, ore_param2);
+
+       int volume = (nmax.X - nmin.X + 1) *
+                                (nmax.Y - nmin.Y + 1) *
+                                (nmax.Z - nmin.Z + 1);
+       int csize     = clust_size;
+       int orechance = (csize * csize * csize) / clust_num_ores;
+       int nclusters = volume / clust_scarcity;
+
+       for (int i = 0; i != nclusters; i++) {
+               int x0 = pr.range(nmin.X, nmax.X - csize + 1);
+               int y0 = pr.range(nmin.Y, nmax.Y - csize + 1);
+               int z0 = pr.range(nmin.Z, nmax.Z - csize + 1);
+               if (np && (NoisePerlin3D(np, x0, y0, z0, seed) < nthresh))
+                       continue;
 
-                       for (s16 y = node_max.Y; y >= node_min.Y; y--) {
-                               isliquid = ndef->get(vmanip->m_data[i]).isLiquid();
-                               //there was a change between liquid and nonliquid, add to queue
-                               if (isliquid != wasliquid)
-                                       data->transforming_liquid.push_back(v3s16(p2d.X, y, p2d.Y));
+               for (int z1 = 0; z1 != csize; z1++)
+               for (int y1 = 0; y1 != csize; y1++)
+               for (int x1 = 0; x1 != csize; x1++) {
+                       if (pr.range(1, orechance) != 1)
+                               continue;
 
-                               wasliquid = isliquid;
-                               vmanip->m_area.add_y(em, i, -1);
-                       }
+                       u32 i = vm->m_area.index(x0 + x1, y0 + y1, z0 + z1);
+                       for (size_t ii = 0; ii < wherein.size(); ii++)
+                               if (vm->m_data[i].getContent() == wherein[ii])
+                                       vm->m_data[i] = n_ore;
                }
        }
 }
 
 
-void Mapgen::updateLighting(v3s16 node_min, v3s16 node_max) {
-       enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};
+void OreSheet::generate(ManualMapVoxelManipulator *vm, int seed,
+                                               u32 blockseed, v3s16 nmin, v3s16 nmax) {
+       PseudoRandom pr(blockseed + 4234);
+       MapNode n_ore(ore, 0, ore_param2);
 
-       VoxelArea a(node_min - v3s16(1,0,1) * MAP_BLOCKSIZE,
-                               node_max + v3s16(1,0,1) * MAP_BLOCKSIZE);
-       bool block_is_underground = (water_level > node_max.Y);
-       bool sunlight = !block_is_underground;
+       int max_height = clust_size;
+       int y_start = pr.range(nmin.Y, nmax.Y - max_height);
 
-       ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
-       for (int i = 0; i < 2; i++) {
-               enum LightBank bank = banks[i];
-        core::map<v3s16, bool> light_sources;
-        core::map<v3s16, u8> unlight_from;
-
-               voxalgo::clearLightAndCollectSources(*vmanip, a, bank, ndef,
-                                        light_sources, unlight_from);
-               voxalgo::propagateSunlight(*vmanip, a, sunlight, light_sources, ndef);
-        printf("light_sources: %d\t\tunlight_from: %d\n", light_sources.size(), unlight_from.size());
-               vmanip->unspreadLight(bank, unlight_from, light_sources, ndef);
-               vmanip->spreadLight(bank, light_sources, ndef);
+       if (!noise) {
+               int sx = nmax.X - nmin.X + 1;
+               int sz = nmax.Z - nmin.Z + 1;
+               noise = new Noise(np, 0, sx, sz);
        }
-}
+       noise->seed = seed + y_start;
+       noise->perlinMap2D(nmin.X, nmin.Z);
+
+       int index = 0;
+       for (int z = nmin.Z; z <= nmax.Z; z++)
+       for (int x = nmin.X; x <= nmax.X; x++) {
+               float noiseval = noise->result[index++];
+               if (noiseval < nthresh)
+                       continue;
 
+               int height = max_height * (1. / pr.range(1, 3));
+               int y0 = y_start + np->scale * noiseval; //pr.range(1, 3) - 1;
+               int y1 = y0 + height;
+               for (int y = y0; y != y1; y++) {
+                       u32 i = vm->m_area.index(x, y, z);
+                       if (!vm->m_area.contains(i))
+                               continue;
 
-/*class EmergeManager {
-public:
-       int seed;
-       int water_level;
-       BiomeDefManager *biomedef;
+                       for (size_t ii = 0; ii < wherein.size(); ii++)
+                               if (vm->m_data[i].getContent() == wherein[ii])
+                                       vm->m_data[i] = n_ore;
+               }
+       }
+}
 
-       //mapgen objects here
 
-       void addBlockToQueue();
+///////////////////////////////////////////////////////////////////////////////
 
 
-       //mapgen helper methods
-       int getGroundLevelAtPoint(u64 mseed, v2s16 p);
-       bool isBlockUnderground(u64 mseed, v3s16 blockpos);
-       u32 getBlockSeed(u64 mseed, v3s16 p);
-};*/
+Decoration *createDecoration(DecorationType type) {
+       switch (type) {
+               case DECO_SIMPLE:
+                       return new DecoSimple;
+               case DECO_SCHEMATIC:
+                       return new DecoSchematic;
+               //case DECO_LSYSTEM:
+               //      return new DecoLSystem;
+               default:
+                       return NULL;
+       }
+}
 
-EmergeManager::EmergeManager(IGameDef *gamedef) {
-       this->seed = 0;
-       this->water_level = 0;
-       this->np_terrain  = &nparams_mtdefault;
-       this->np_bgroup   = &nparams_def_bgroup;
-       this->np_heat     = &nparams_def_heat;
-       this->np_humidity = &nparams_def_humidity;
 
-       this->biomedef = new BiomeDefManager(gamedef);
+Decoration::Decoration() {
+       mapseed    = 0;
+       np         = NULL;
+       fill_ratio = 0;
+       sidelen    = 1;
 }
 
 
-EmergeManager::~EmergeManager() {
-       delete biomedef;
+Decoration::~Decoration() {
+       delete np;
 }
 
 
-void EmergeManager::addBlockToQueue() {
-
+void Decoration::resolveNodeNames(INodeDefManager *ndef) {
+       this->ndef = ndef;
+       
+       if (c_place_on == CONTENT_IGNORE)
+               c_place_on = ndef->getId(place_on_name);
 }
 
 
-Biome *EmergeManager::getBiomeAtPoint(v3s16 p) {
-       float bgroup   = NoisePerlin2D(np_bgroup,   p.X, p.Y, seed);
-       float heat     = NoisePerlin2D(np_heat,     p.X, p.Y, seed);
-       float humidity = NoisePerlin2D(np_humidity, p.X, p.Y, seed);
-       return biomedef->getBiome(bgroup, heat, humidity);
-}
+void Decoration::placeDeco(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax) {
+       PseudoRandom ps(blockseed + 53);
+       int carea_size = nmax.X - nmin.X + 1;
 
+       // Divide area into parts
+       if (carea_size % sidelen) {
+               errorstream << "Decoration::placeDeco: chunk size is not divisible by "
+                       "sidelen; setting sidelen to " << carea_size << std::endl;
+               sidelen = carea_size;
+       }
+       
+       s16 divlen = carea_size / sidelen;
+       int area = sidelen * sidelen;
+
+       for (s16 z0 = 0; z0 < divlen; z0++)
+       for (s16 x0 = 0; x0 < divlen; x0++) {
+               v2s16 p2d_center( // Center position of part of division
+                       nmin.X + sidelen / 2 + sidelen * x0,
+                       nmin.Z + sidelen / 2 + sidelen * z0
+               );
+               v2s16 p2d_min( // Minimum edge of part of division
+                       nmin.X + sidelen * x0,
+                       nmin.Z + sidelen * z0
+               );
+               v2s16 p2d_max( // Maximum edge of part of division
+                       nmin.X + sidelen + sidelen * x0 - 1,
+                       nmin.Z + sidelen + sidelen * z0 - 1
+               );
 
-//FIXME:  This assumes y == 0, that is, always in a non-hell/non-sky biome
-int EmergeManager::getGroundLevelAtPoint(v2s16 p) {
-       float terrain = NoisePerlin2D(np_terrain, p.X, p.Y, seed);
-       Biome *biome = getBiomeAtPoint(v3s16(p.X, p.Y, 0));
-       return biome->getSurfaceHeight(terrain);
-}
+               // Amount of decorations
+               float nval = np ?
+                       NoisePerlin2D(np, p2d_center.X, p2d_center.Y, mapseed) :
+                       fill_ratio;
+               u32 deco_count = area * MYMAX(nval, 0.f);
+
+               for (u32 i = 0; i < deco_count; i++) {
+                       s16 x = ps.range(p2d_min.X, p2d_max.X);
+                       s16 z = ps.range(p2d_min.Y, p2d_max.Y);
+
+                       int mapindex = carea_size * (z - nmin.Z) + (x - nmin.X);
+                       
+                       s16 y = mg->heightmap ? 
+                                       mg->heightmap[mapindex] :
+                                       mg->findGroundLevel(v2s16(x, z), nmin.Y, nmax.Y);
+                                       
+                       if (y < nmin.Y || y > nmax.Y)
+                               continue;
 
+                       int height = getHeight();
+                       int max_y = nmax.Y;// + MAP_BLOCKSIZE - 1;
+                       if (y + 1 + height > max_y) {
+                               continue;
+#if 0
+                               printf("Decoration at (%d %d %d) cut off\n", x, y, z);
+                               //add to queue
+                               JMutexAutoLock cutofflock(cutoff_mutex);
+                               cutoffs.push_back(CutoffData(x, y, z, height));
+#endif
+                       }
 
-bool EmergeManager::isBlockUnderground(v3s16 blockpos) {
-       /*
-       v2s16 p = v2s16((blockpos.X * MAP_BLOCKSIZE) + MAP_BLOCKSIZE / 2,
-                                       (blockpos.Y * MAP_BLOCKSIZE) + MAP_BLOCKSIZE / 2);
-       int ground_level = getGroundLevelAtPoint(p);
-       return blockpos.Y * (MAP_BLOCKSIZE + 1) <= min(water_level, ground_level);
-       */
+                       if (mg->biomemap) {
+                               std::set<u8>::iterator iter;
+                               
+                               if (biomes.size()) {
+                                       iter = biomes.find(mg->biomemap[mapindex]);
+                                       if (iter == biomes.end())
+                                               continue;
+                               }
+                       }
 
-       //yuck, but then again, should i bother being accurate?
-       //the height of the nodes in a single block is quite variable
-       return false; //blockpos.Y * (MAP_BLOCKSIZE + 1) <= water_level;
+                       generate(mg, &ps, max_y, v3s16(x, y, z));
+               }
+       }
 }
 
 
-u32 EmergeManager::getBlockSeed(v3s16 p) {
-       return (u32)(seed & 0xFFFFFFFF) +
-               p.Z * 38134234 +
-               p.Y * 42123 +
-               p.Y * 23;
+#if 0
+void Decoration::placeCutoffs(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax) {
+       PseudoRandom pr(blockseed + 53);
+       std::vector<CutoffData> handled_cutoffs;
+       
+       // Copy over the cutoffs we're interested in so we don't needlessly hold a lock
+       {
+               JMutexAutoLock cutofflock(cutoff_mutex);
+               for (std::list<CutoffData>::iterator i = cutoffs.begin();
+                       i != cutoffs.end(); ++i) {
+                       CutoffData cutoff = *i;
+                       v3s16 p    = cutoff.p;
+                       s16 height = cutoff.height;
+                       if (p.X < nmin.X || p.X > nmax.X ||
+                               p.Z < nmin.Z || p.Z > nmax.Z)
+                               continue;
+                       if (p.Y + height < nmin.Y || p.Y > nmax.Y)
+                               continue;
+                       
+                       handled_cutoffs.push_back(cutoff);
+               }
+       }
+       
+       // Generate the cutoffs
+       for (size_t i = 0; i != handled_cutoffs.size(); i++) {
+               v3s16 p    = handled_cutoffs[i].p;
+               s16 height = handled_cutoffs[i].height;
+               
+               if (p.Y + height > nmax.Y) {
+                       //printf("Decoration at (%d %d %d) cut off again!\n", p.X, p.Y, p.Z);
+                       cuttoffs.push_back(v3s16(p.X, p.Y, p.Z));
+               }
+               
+               generate(mg, &pr, nmax.Y, nmin.Y - p.Y, v3s16(p.X, nmin.Y, p.Z));
+       }
+       
+       // Remove cutoffs that were handled from the cutoff list
+       {
+               JMutexAutoLock cutofflock(cutoff_mutex);
+               for (std::list<CutoffData>::iterator i = cutoffs.begin();
+                       i != cutoffs.end(); ++i) {
+                       
+                       for (size_t j = 0; j != handled_cutoffs.size(); j++) {
+                               CutoffData coff = *i;
+                               if (coff.p == handled_cutoffs[j].p)
+                                       i = cutoffs.erase(i);
+                       }
+               }
+       }       
 }
+#endif
 
 
-/////////////////////////////////// legacy static functions for farmesh
+///////////////////////////////////////////////////////////////////////////////
 
 
-s16 Mapgen::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) {
-       //just need to return something
-       s16 level = 5;
-       return level;
+void DecoSimple::resolveNodeNames(INodeDefManager *ndef) {
+       Decoration::resolveNodeNames(ndef);
+       
+       if (c_deco == CONTENT_IGNORE) {
+               c_deco = ndef->getId(deco_name);
+               if (c_deco == CONTENT_IGNORE) {
+                       errorstream << "DecoSimple::resolveNodeNames: decoration node '"
+                               << deco_name << "' not defined" << std::endl;
+                       c_deco = CONTENT_AIR;
+               }
+       }
+       if (c_spawnby == CONTENT_IGNORE) {
+               c_spawnby = ndef->getId(spawnby_name);
+               if (c_spawnby == CONTENT_IGNORE) {
+                       errorstream << "DecoSimple::resolveNodeNames: spawnby node '"
+                               << deco_name << "' not defined" << std::endl;
+                       nspawnby = -1;
+                       c_spawnby = CONTENT_AIR;
+               }
+       }
+       
+       if (c_decolist.size())
+               return;
+       
+       for (size_t i = 0; i != decolist_names.size(); i++) {           
+               content_t c = ndef->getId(decolist_names[i]);
+               if (c == CONTENT_IGNORE) {
+                       errorstream << "DecoSimple::resolveNodeNames: decolist node '"
+                               << decolist_names[i] << "' not defined" << std::endl;
+                       c = CONTENT_AIR;
+               }
+               c_decolist.push_back(c);
+       }
 }
 
 
-bool Mapgen::get_have_beach(u64 seed, v2s16 p2d) {
-       double sandnoise = noise2d_perlin(
-                       0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
-                       seed+59420, 3, 0.50);
+void DecoSimple::generate(Mapgen *mg, PseudoRandom *pr, s16 max_y, v3s16 p) {
+       ManualMapVoxelManipulator *vm = mg->vm;
 
-       return (sandnoise > 0.15);
+       u32 vi = vm->m_area.index(p);
+       if (vm->m_data[vi].getContent() != c_place_on &&
+               c_place_on != CONTENT_IGNORE)
+               return;
+               
+       if (nspawnby != -1) {
+               int nneighs = 0;
+               v3s16 dirs[8] = { // a Moore neighborhood
+                       v3s16( 0, 0,  1),
+                       v3s16( 0, 0, -1),
+                       v3s16( 1, 0,  0),
+                       v3s16(-1, 0,  0),
+                       v3s16( 1, 0,  1),
+                       v3s16(-1, 0,  1),
+                       v3s16(-1, 0, -1),
+                       v3s16( 1, 0, -1)
+               };
+               
+               for (int i = 0; i != 8; i++) {
+                       u32 index = vm->m_area.index(p + dirs[i]);
+                       if (vm->m_area.contains(index) &&
+                               vm->m_data[index].getContent() == c_spawnby)
+                               nneighs++;
+               }
+               
+               if (nneighs < nspawnby)
+                       return;
+       }
+       
+       size_t ndecos = c_decolist.size();
+       content_t c_place = ndecos ? c_decolist[pr->range(0, ndecos - 1)] : c_deco;
+
+       s16 height = (deco_height_max > 0) ?
+               pr->range(deco_height, deco_height_max) : deco_height;
+
+       height = MYMIN(height, max_y - p.Y);
+       
+       v3s16 em = vm->m_area.getExtent();
+       for (int i = 0; i < height; i++) {
+               vm->m_area.add_y(em, vi, 1);
+               
+               content_t c = vm->m_data[vi].getContent();
+               if (c != CONTENT_AIR && c != CONTENT_IGNORE)
+                       break;
+               
+               vm->m_data[vi] = MapNode(c_place);
+       }
 }
 
 
-double Mapgen::tree_amount_2d(u64 seed, v2s16 p) {
-       double noise = noise2d_perlin(
-                       0.5+(float)p.X/125, 0.5+(float)p.Y/125,
-                       seed+2, 4, 0.66);
-       double zeroval = -0.39;
-       if(noise < zeroval)
-               return 0;
-       else
-               return 0.04 * (noise-zeroval) / (1.0-zeroval);
+int DecoSimple::getHeight() {
+       return (deco_height_max > 0) ? deco_height_max : deco_height;
 }
 
 
-#if 0 /// BIG COMMENT
-namespace mapgen
-{
+std::string DecoSimple::getName() {
+       return deco_name;
+}
+
 
-/*
-       Some helper functions for the map generator
-*/
+///////////////////////////////////////////////////////////////////////////////
 
-#if 1
-// Returns Y one under area minimum if not found
-static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d,
-               INodeDefManager *ndef)
-{
-       v3s16 em = vmanip.m_area.getExtent();
-       s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
-       s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
-       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
-       s16 y;
-       for(y=y_nodes_max; y>=y_nodes_min; y--)
-       {
-               MapNode &n = vmanip.m_data[i];
-               if(ndef->get(n).walkable)
-                       break;
 
-               vmanip.m_area.add_y(em, i, -1);
-       }
-       if(y >= y_nodes_min)
-               return y;
-       else
-               return y_nodes_min - 1;
+DecoSchematic::DecoSchematic() {
+       node_names = NULL;
+       schematic  = NULL;
+       flags      = 0;
+       size       = v3s16(0, 0, 0);
 }
 
-#if 0
-// Returns Y one under area minimum if not found
-static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d,
-               INodeDefManager *ndef)
-{
-       if(!vmanip.m_area.contains(v3s16(p2d.X, vmanip.m_area.MaxEdge.Y, p2d.Y)))
-               return vmanip.m_area.MinEdge.Y-1;
-       v3s16 em = vmanip.m_area.getExtent();
-       s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
-       s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
-       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
-       s16 y;
-       content_t c_tree = ndef->getId("mapgen_tree");
-       content_t c_leaves = ndef->getId("mapgen_leaves");
-       for(y=y_nodes_max; y>=y_nodes_min; y--)
-       {
-               MapNode &n = vmanip.m_data[i];
-               if(ndef->get(n).walkable
-                               && n.getContent() != c_tree
-                               && n.getContent() != c_leaves)
-                       break;
 
-               vmanip.m_area.add_y(em, i, -1);
-       }
-       if(y >= y_nodes_min)
-               return y;
-       else
-               return y_nodes_min - 1;
+DecoSchematic::~DecoSchematic() {
+       delete node_names;
+       delete []schematic;
 }
-#endif
 
-// Returns Y one under area minimum if not found
-static s16 find_stone_level(VoxelManipulator &vmanip, v2s16 p2d,
-               INodeDefManager *ndef)
-{
-       v3s16 em = vmanip.m_area.getExtent();
-       s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
-       s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
-       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
-       s16 y;
-       content_t c_stone = ndef->getId("mapgen_stone");
-       content_t c_desert_stone = ndef->getId("mapgen_desert_stone");
-       for(y=y_nodes_max; y>=y_nodes_min; y--)
-       {
-               MapNode &n = vmanip.m_data[i];
-               content_t c = n.getContent();
-               if(c != CONTENT_IGNORE && (
-                               c == c_stone || c == c_desert_stone))
-                       break;
 
-               vmanip.m_area.add_y(em, i, -1);
+void DecoSchematic::resolveNodeNames(INodeDefManager *ndef) {
+       Decoration::resolveNodeNames(ndef);
+       
+       if (filename.empty())
+               return;
+       
+       if (!node_names) {
+               errorstream << "DecoSchematic::resolveNodeNames: node name list was "
+                       "not created" << std::endl;
+               return;
+       }
+       
+       for (size_t i = 0; i != node_names->size(); i++) {
+               std::string name = node_names->at(i);
+               
+               std::map<std::string, std::string>::iterator it;
+               it = replacements.find(name);
+               if (it != replacements.end())
+                       name = it->second;
+               
+               content_t c = ndef->getId(name);
+               if (c == CONTENT_IGNORE) {
+                       errorstream << "DecoSchematic::resolveNodeNames: node '"
+                               << name << "' not defined" << std::endl;
+                       c = CONTENT_AIR;
+               }
+               
+               c_nodes.push_back(c);
        }
-       if(y >= y_nodes_min)
-               return y;
-       else
-               return y_nodes_min - 1;
+               
+       for (int i = 0; i != size.X * size.Y * size.Z; i++)
+               schematic[i].setContent(c_nodes[schematic[i].getContent()]);
+       
+       delete node_names;
+       node_names = NULL;
 }
-#endif
 
 
-#if 0
+void DecoSchematic::generate(Mapgen *mg, PseudoRandom *pr, s16 max_y, v3s16 p) {
+       ManualMapVoxelManipulator *vm = mg->vm;
+
+       if (flags & DECO_PLACE_CENTER_X)
+               p.X -= (size.X + 1) / 2;
+       if (flags & DECO_PLACE_CENTER_Y)
+               p.Y -= (size.Y + 1) / 2;
+       if (flags & DECO_PLACE_CENTER_Z)
+               p.Z -= (size.Z + 1) / 2;
+               
+       u32 vi = vm->m_area.index(p);
+       if (vm->m_data[vi].getContent() != c_place_on &&
+               c_place_on != CONTENT_IGNORE)
+               return;
+       
+       Rotation rot = (rotation == ROTATE_RAND) ?
+               (Rotation)pr->range(ROTATE_0, ROTATE_270) : rotation;
+       
+       blitToVManip(p, vm, rot, false);
+}
 
-static void make_papyrus(VoxelManipulator &vmanip, v3s16 p0,
-               INodeDefManager *ndef)
-{
-       MapNode papyrusnode(ndef->getId("mapgen_papyrus"));
 
-       s16 trunk_h = myrand_range(2, 3);
-       v3s16 p1 = p0;
-       for(s16 ii=0; ii<trunk_h; ii++)
-       {
-               if(vmanip.m_area.contains(p1))
-                       vmanip.m_data[vmanip.m_area.index(p1)] = papyrusnode;
-               p1.Y++;
-       }
+int DecoSchematic::getHeight() {
+       return size.Y;
 }
 
-static void make_cactus(VoxelManipulator &vmanip, v3s16 p0,
-               INodeDefManager *ndef)
-{
-       MapNode cactusnode(ndef->getId("mapgen_cactus"));
 
-       s16 trunk_h = 3;
-       v3s16 p1 = p0;
-       for(s16 ii=0; ii<trunk_h; ii++)
-       {
-               if(vmanip.m_area.contains(p1))
-                       vmanip.m_data[vmanip.m_area.index(p1)] = cactusnode;
-               p1.Y++;
-       }
+std::string DecoSchematic::getName() {
+       return filename;
 }
-#endif
 
-#if 0
-/*
-       Dungeon making routines
-*/
 
-#define VMANIP_FLAG_DUNGEON_INSIDE VOXELFLAG_CHECKED1
-#define VMANIP_FLAG_DUNGEON_PRESERVE VOXELFLAG_CHECKED2
-#define VMANIP_FLAG_DUNGEON_UNTOUCHABLE (\
-               VMANIP_FLAG_DUNGEON_INSIDE|VMANIP_FLAG_DUNGEON_PRESERVE)
-
-static void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace,
-               INodeDefManager *ndef)
-{
-       // Make +-X walls
-       for(s16 z=0; z<roomsize.Z; z++)
-       for(s16 y=0; y<roomsize.Y; y++)
-       {
-               {
-                       v3s16 p = roomplace + v3s16(0,y,z);
-                       if(vmanip.m_area.contains(p) == false)
+void DecoSchematic::blitToVManip(v3s16 p, ManualMapVoxelManipulator *vm,
+                                                               Rotation rot, bool force_placement) {
+       int xstride = 1;
+       int ystride = size.X;
+       int zstride = size.X * size.Y;
+
+       s16 sx = size.X;
+       s16 sy = size.Y;
+       s16 sz = size.Z;
+
+       int i_start, i_step_x, i_step_z;
+       switch (rot) {
+               case ROTATE_90:
+                       i_start  = sx - 1;
+                       i_step_x = zstride;
+                       i_step_z = -xstride;
+                       SWAP(s16, sx, sz);
+                       break;
+               case ROTATE_180:
+                       i_start  = zstride * (sz - 1) + sx - 1;
+                       i_step_x = -xstride;
+                       i_step_z = -zstride;
+                       break;
+               case ROTATE_270:
+                       i_start  = zstride * (sz - 1);
+                       i_step_x = -zstride;
+                       i_step_z = xstride;
+                       SWAP(s16, sx, sz);
+                       break;
+               default:
+                       i_start  = 0;
+                       i_step_x = xstride;
+                       i_step_z = zstride;
+       }
+       
+       for (s16 z = 0; z != sz; z++)
+       for (s16 y = 0; y != sy; y++) {
+               u32 i = z * i_step_z + y * ystride + i_start;
+               for (s16 x = 0; x != sx; x++, i += i_step_x) {
+                       u32 vi = vm->m_area.index(p.X + x, p.Y + y, p.Z + z);
+                       if (!vm->m_area.contains(vi))
                                continue;
-                       u32 vi = vmanip.m_area.index(p);
-                       if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
+                       
+                       if (schematic[i].getContent() == CONTENT_IGNORE)
                                continue;
-                       vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
-               }
-               {
-                       v3s16 p = roomplace + v3s16(roomsize.X-1,y,z);
-                       if(vmanip.m_area.contains(p) == false)
+                               
+                       if (schematic[i].param1 == MTSCHEM_PROB_NEVER)
                                continue;
-                       u32 vi = vmanip.m_area.index(p);
-                       if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
+
+                       if (!force_placement) {
+                               content_t c = vm->m_data[vi].getContent();
+                               if (c != CONTENT_AIR && c != CONTENT_IGNORE)
+                                       continue;
+                       }
+                       
+                       if (schematic[i].param1 != MTSCHEM_PROB_ALWAYS &&
+                               myrand_range(1, 255) > schematic[i].param1)
                                continue;
-                       vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
+                       
+                       vm->m_data[vi] = schematic[i];
+                       vm->m_data[vi].param1 = 0;
+                       
+                       if (rot)
+                               vm->m_data[vi].rotateAlongYAxis(ndef, rot);
                }
        }
+}
 
-       // Make +-Z walls
-       for(s16 x=0; x<roomsize.X; x++)
-       for(s16 y=0; y<roomsize.Y; y++)
-       {
-               {
-                       v3s16 p = roomplace + v3s16(x,y,0);
-                       if(vmanip.m_area.contains(p) == false)
-                               continue;
-                       u32 vi = vmanip.m_area.index(p);
-                       if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
-                               continue;
-                       vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
-               }
-               {
-                       v3s16 p = roomplace + v3s16(x,y,roomsize.Z-1);
-                       if(vmanip.m_area.contains(p) == false)
-                               continue;
-                       u32 vi = vmanip.m_area.index(p);
-                       if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
-                               continue;
-                       vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
-               }
+
+void DecoSchematic::placeStructure(Map *map, v3s16 p) {
+       assert(schematic != NULL);
+       ManualMapVoxelManipulator *vm = new ManualMapVoxelManipulator(map);
+
+       Rotation rot = (rotation == ROTATE_RAND) ?
+               (Rotation)myrand_range(ROTATE_0, ROTATE_270) : rotation;
+       
+       v3s16 s = (rot == ROTATE_90 || rot == ROTATE_270) ?
+                               v3s16(size.Z, size.Y, size.X) : size;
+
+       if (flags & DECO_PLACE_CENTER_X)
+               p.X -= (s.X + 1) / 2;
+       if (flags & DECO_PLACE_CENTER_Y)
+               p.Y -= (s.Y + 1) / 2;
+       if (flags & DECO_PLACE_CENTER_Z)
+               p.Z -= (s.Z + 1) / 2;
+               
+       v3s16 bp1 = getNodeBlockPos(p);
+       v3s16 bp2 = getNodeBlockPos(p + s - v3s16(1,1,1));
+       vm->initialEmerge(bp1, bp2);
+       
+       blitToVManip(p, vm, rot, true);
+       
+       std::map<v3s16, MapBlock *> lighting_modified_blocks;
+       std::map<v3s16, MapBlock *> modified_blocks;
+       vm->blitBackAll(&modified_blocks);
+       
+       // TODO: Optimize this by using Mapgen::calcLighting() instead
+       lighting_modified_blocks.insert(modified_blocks.begin(), modified_blocks.end());
+       map->updateLighting(lighting_modified_blocks, modified_blocks);
+
+       MapEditEvent event;
+       event.type = MEET_OTHER;
+       for (std::map<v3s16, MapBlock *>::iterator
+               it = modified_blocks.begin();
+               it != modified_blocks.end(); ++it)
+               event.modified_blocks.insert(it->first);
+               
+       map->dispatchEvent(&event);
+}
+
+
+bool DecoSchematic::loadSchematicFile() {
+       content_t cignore = CONTENT_IGNORE;
+       bool have_cignore = false;
+       
+       std::ifstream is(filename.c_str(), std::ios_base::binary);
+
+       u32 signature = readU32(is);
+       if (signature != MTSCHEM_FILE_SIGNATURE) {
+               errorstream << "loadSchematicFile: invalid schematic "
+                       "file" << std::endl;
+               return false;
+       }
+       
+       u16 version = readU16(is);
+       if (version > 2) {
+               errorstream << "loadSchematicFile: unsupported schematic "
+                       "file version" << std::endl;
+               return false;
        }
 
-       // Make +-Y walls (floor and ceiling)
-       for(s16 z=0; z<roomsize.Z; z++)
-       for(s16 x=0; x<roomsize.X; x++)
-       {
-               {
-                       v3s16 p = roomplace + v3s16(x,0,z);
-                       if(vmanip.m_area.contains(p) == false)
-                               continue;
-                       u32 vi = vmanip.m_area.index(p);
-                       if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
-                               continue;
-                       vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
-               }
-               {
-                       v3s16 p = roomplace + v3s16(x,roomsize.Y-1,z);
-                       if(vmanip.m_area.contains(p) == false)
-                               continue;
-                       u32 vi = vmanip.m_area.index(p);
-                       if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
-                               continue;
-                       vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
+       size = readV3S16(is);
+       int nodecount = size.X * size.Y * size.Z;
+       
+       u16 nidmapcount = readU16(is);
+       
+       node_names = new std::vector<std::string>;
+       for (int i = 0; i != nidmapcount; i++) {
+               std::string name = deSerializeString(is);
+               if (name == "ignore") {
+                       name = "air";
+                       cignore = i;
+                       have_cignore = true;
                }
+               node_names->push_back(name);
        }
 
-       // Fill with air
-       for(s16 z=1; z<roomsize.Z-1; z++)
-       for(s16 y=1; y<roomsize.Y-1; y++)
-       for(s16 x=1; x<roomsize.X-1; x++)
-       {
-               v3s16 p = roomplace + v3s16(x,y,z);
-               if(vmanip.m_area.contains(p) == false)
-                       continue;
-               u32 vi = vmanip.m_area.index(p);
-               vmanip.m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
-               vmanip.m_data[vi] = MapNode(CONTENT_AIR);
+       delete schematic;
+       schematic = new MapNode[nodecount];
+       MapNode::deSerializeBulk(is, SER_FMT_VER_HIGHEST_READ, schematic,
+                               nodecount, 2, 2, true);
+       
+       if (version == 1) { // fix up the probability values
+               for (int i = 0; i != nodecount; i++) {
+                       if (schematic[i].param1 == 0)
+                               schematic[i].param1 = MTSCHEM_PROB_ALWAYS;
+                       if (have_cignore && schematic[i].getContent() == cignore)
+                               schematic[i].param1 = MTSCHEM_PROB_NEVER;
+               }
        }
+       
+       return true;
 }
 
-static void make_fill(VoxelManipulator &vmanip, v3s16 place, v3s16 size,
-               u8 avoid_flags, MapNode n, u8 or_flags)
-{
-       for(s16 z=0; z<size.Z; z++)
-       for(s16 y=0; y<size.Y; y++)
-       for(s16 x=0; x<size.X; x++)
-       {
-               v3s16 p = place + v3s16(x,y,z);
-               if(vmanip.m_area.contains(p) == false)
-                       continue;
-               u32 vi = vmanip.m_area.index(p);
-               if(vmanip.m_flags[vi] & avoid_flags)
-                       continue;
-               vmanip.m_flags[vi] |= or_flags;
-               vmanip.m_data[vi] = n;
+
+/*
+       Minetest Schematic File Format
+
+       All values are stored in big-endian byte order.
+       [u32] signature: 'MTSM'
+       [u16] version: 2
+       [u16] size X
+       [u16] size Y
+       [u16] size Z
+       [Name-ID table] Name ID Mapping Table
+               [u16] name-id count
+               For each name-id mapping:
+                       [u16] name length
+                       [u8[]] name
+       ZLib deflated {
+       For each node in schematic:  (for z, y, x)
+               [u16] content
+       For each node in schematic:
+               [u8] probability of occurance (param1)
+       For each node in schematic:
+               [u8] param2
        }
+       
+       Version changes:
+       1 - Initial version
+       2 - Fixed messy never/always place; 0 probability is now never, 0xFF is always
+*/
+void DecoSchematic::saveSchematicFile(INodeDefManager *ndef) {
+       std::ostringstream ss(std::ios_base::binary);
+
+       writeU32(ss, MTSCHEM_FILE_SIGNATURE); // signature
+       writeU16(ss, 2);      // version
+       writeV3S16(ss, size); // schematic size
+       
+       std::vector<content_t> usednodes;
+       int nodecount = size.X * size.Y * size.Z;
+       build_nnlist_and_update_ids(schematic, nodecount, &usednodes);
+       
+       u16 numids = usednodes.size();
+       writeU16(ss, numids); // name count
+       for (int i = 0; i != numids; i++)
+               ss << serializeString(ndef->get(usednodes[i]).name); // node names
+               
+       // compressed bulk node data
+       MapNode::serializeBulk(ss, SER_FMT_VER_HIGHEST_WRITE, schematic,
+                               nodecount, 2, 2, true);
+
+       fs::safeWriteToFile(filename, ss.str());
 }
 
-static void make_hole1(VoxelManipulator &vmanip, v3s16 place,
-               INodeDefManager *ndef)
-{
-       make_fill(vmanip, place, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
-                       VMANIP_FLAG_DUNGEON_INSIDE);
-}
 
-static void make_door1(VoxelManipulator &vmanip, v3s16 doorplace, v3s16 doordir,
-               INodeDefManager *ndef)
-{
-       make_hole1(vmanip, doorplace, ndef);
-       // Place torch (for testing)
-       //vmanip.m_data[vmanip.m_area.index(doorplace)] = MapNode(ndef->getId("mapgen_torch"));
-}
+void build_nnlist_and_update_ids(MapNode *nodes, u32 nodecount,
+                                               std::vector<content_t> *usednodes) {
+       std::map<content_t, content_t> nodeidmap;
+       content_t numids = 0;
+       
+       for (u32 i = 0; i != nodecount; i++) {
+               content_t id;
+               content_t c = nodes[i].getContent();
 
-static v3s16 rand_ortho_dir(PseudoRandom &random)
-{
-       if(random.next()%2==0)
-               return random.next()%2 ? v3s16(-1,0,0) : v3s16(1,0,0);
-       else
-               return random.next()%2 ? v3s16(0,0,-1) : v3s16(0,0,1);
-}
+               std::map<content_t, content_t>::const_iterator it = nodeidmap.find(c);
+               if (it == nodeidmap.end()) {
+                       id = numids;
+                       numids++;
 
-static v3s16 turn_xz(v3s16 olddir, int t)
-{
-       v3s16 dir;
-       if(t == 0)
-       {
-               // Turn right
-               dir.X = olddir.Z;
-               dir.Z = -olddir.X;
-               dir.Y = olddir.Y;
-       }
-       else
-       {
-               // Turn left
-               dir.X = -olddir.Z;
-               dir.Z = olddir.X;
-               dir.Y = olddir.Y;
+                       usednodes->push_back(c);
+                       nodeidmap.insert(std::make_pair(c, id));
+               } else {
+                       id = it->second;
+               }
+               nodes[i].setContent(id);
        }
-       return dir;
 }
 
-static v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
-{
-       int turn = random.range(0,2);
-       v3s16 dir;
-       if(turn == 0)
-       {
-               // Go straight
-               dir = olddir;
+
+bool DecoSchematic::getSchematicFromMap(Map *map, v3s16 p1, v3s16 p2) {
+       ManualMapVoxelManipulator *vm = new ManualMapVoxelManipulator(map);
+
+       v3s16 bp1 = getNodeBlockPos(p1);
+       v3s16 bp2 = getNodeBlockPos(p2);
+       vm->initialEmerge(bp1, bp2);
+       
+       size = p2 - p1 + 1;
+       schematic = new MapNode[size.X * size.Y * size.Z];
+       
+       u32 i = 0;
+       for (s16 z = p1.Z; z <= p2.Z; z++)
+       for (s16 y = p1.Y; y <= p2.Y; y++) {
+               u32 vi = vm->m_area.index(p1.X, y, z);
+               for (s16 x = p1.X; x <= p2.X; x++, i++, vi++) {
+                       schematic[i] = vm->m_data[vi];
+                       schematic[i].param1 = MTSCHEM_PROB_ALWAYS;
+               }
        }
-       else if(turn == 1)
-               // Turn right
-               dir = turn_xz(olddir, 0);
-       else
-               // Turn left
-               dir = turn_xz(olddir, 1);
-       return dir;
+
+       delete vm;
+       return true;
 }
 
-static void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace,
-               v3s16 doordir, v3s16 &result_place, v3s16 &result_dir,
-               PseudoRandom &random, INodeDefManager *ndef)
-{
-       make_hole1(vmanip, doorplace, ndef);
-       v3s16 p0 = doorplace;
-       v3s16 dir = doordir;
-       u32 length;
-       if(random.next()%2)
-               length = random.range(1,13);
-       else
-               length = random.range(1,6);
-       length = random.range(1,13);
-       u32 partlength = random.range(1,13);
-       u32 partcount = 0;
-       s16 make_stairs = 0;
-       if(random.next()%2 == 0 && partlength >= 3)
-               make_stairs = random.next()%2 ? 1 : -1;
-       for(u32 i=0; i<length; i++)
-       {
-               v3s16 p = p0 + dir;
-               if(partcount != 0)
-                       p.Y += make_stairs;
-
-               /*// If already empty
-               if(vmanip.getNodeNoExNoEmerge(p).getContent()
-                               == CONTENT_AIR
-               && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
-                               == CONTENT_AIR)
-               {
-               }*/
-
-               if(vmanip.m_area.contains(p) == true
-                               && vmanip.m_area.contains(p+v3s16(0,1,0)) == true)
-               {
-                       if(make_stairs)
-                       {
-                               make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,5,3),
-                                               VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(ndef->getId("mapgen_cobble")), 0);
-                               make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
-                                               VMANIP_FLAG_DUNGEON_INSIDE);
-                               make_fill(vmanip, p-dir, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
-                                               VMANIP_FLAG_DUNGEON_INSIDE);
-                       }
-                       else
-                       {
-                               make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,4,3),
-                                               VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(ndef->getId("mapgen_cobble")), 0);
-                               make_hole1(vmanip, p, ndef);
-                               /*make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
-                                               VMANIP_FLAG_DUNGEON_INSIDE);*/
-                       }
 
-                       p0 = p;
-               }
-               else
-               {
-                       // Can't go here, turn away
-                       dir = turn_xz(dir, random.range(0,1));
-                       make_stairs = -make_stairs;
-                       partcount = 0;
-                       partlength = random.range(1,length);
-                       continue;
+void DecoSchematic::applyProbabilities(std::vector<std::pair<v3s16, u8> > *plist,
+                                                                       v3s16 p0) {
+       for (size_t i = 0; i != plist->size(); i++) {
+               v3s16 p = (*plist)[i].first - p0;
+               int index = p.Z * (size.Y * size.X) + p.Y * size.X + p.X;
+               if (index < size.Z * size.Y * size.X) {
+                       u8 prob = (*plist)[i].second;
+                       schematic[index].param1 = prob;
+                       
+                       // trim unnecessary node names from schematic
+                       if (prob == MTSCHEM_PROB_NEVER)
+                               schematic[index].setContent(CONTENT_AIR);
                }
+       }
+}
 
-               partcount++;
-               if(partcount >= partlength)
-               {
-                       partcount = 0;
 
-                       dir = random_turn(random, dir);
+///////////////////////////////////////////////////////////////////////////////
 
-                       partlength = random.range(1,length);
 
-                       make_stairs = 0;
-                       if(random.next()%2 == 0 && partlength >= 3)
-                               make_stairs = random.next()%2 ? 1 : -1;
-               }
-       }
-       result_place = p0;
-       result_dir = dir;
+Mapgen::Mapgen() {
+       seed        = 0;
+       water_level = 0;
+       generating  = false;
+       id          = -1;
+       vm          = NULL;
+       ndef        = NULL;
+       heightmap   = NULL;
+       biomemap    = NULL;
 }
 
-class RoomWalker
-{
-public:
 
-       RoomWalker(VoxelManipulator &vmanip_, v3s16 pos, PseudoRandom &random,
-                       INodeDefManager *ndef):
-                       vmanip(vmanip_),
-                       m_pos(pos),
-                       m_random(random),
-                       m_ndef(ndef)
-       {
-               randomizeDir();
-       }
+// Returns Y one under area minimum if not found
+s16 Mapgen::findGroundLevelFull(v2s16 p2d) {
+       v3s16 em = vm->m_area.getExtent();
+       s16 y_nodes_max = vm->m_area.MaxEdge.Y;
+       s16 y_nodes_min = vm->m_area.MinEdge.Y;
+       u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
+       s16 y;
+       
+       for (y = y_nodes_max; y >= y_nodes_min; y--) {
+               MapNode &n = vm->m_data[i];
+               if (ndef->get(n).walkable)
+                       break;
 
-       void randomizeDir()
-       {
-               m_dir = rand_ortho_dir(m_random);
+               vm->m_area.add_y(em, i, -1);
        }
+       return (y >= y_nodes_min) ? y : y_nodes_min - 1;
+}
 
-       void setPos(v3s16 pos)
-       {
-               m_pos = pos;
-       }
 
-       void setDir(v3s16 dir)
-       {
-               m_dir = dir;
+s16 Mapgen::findGroundLevel(v2s16 p2d, s16 ymin, s16 ymax) {
+       v3s16 em = vm->m_area.getExtent();
+       u32 i = vm->m_area.index(p2d.X, ymax, p2d.Y);
+       s16 y;
+       
+       for (y = ymax; y >= ymin; y--) {
+               MapNode &n = vm->m_data[i];
+               if (ndef->get(n).walkable)
+                       break;
+
+               vm->m_area.add_y(em, i, -1);
        }
+       return y;
+}
 
-       bool findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
-       {
-               for(u32 i=0; i<100; i++)
-               {
-                       v3s16 p = m_pos + m_dir;
-                       v3s16 p1 = p + v3s16(0,1,0);
-                       if(vmanip.m_area.contains(p) == false
-                                       || vmanip.m_area.contains(p1) == false
-                                       || i % 4 == 0)
-                       {
-                               randomizeDir();
+
+void Mapgen::updateHeightmap(v3s16 nmin, v3s16 nmax) {
+       if (!heightmap)
+               return;
+       
+       //TimeTaker t("Mapgen::updateHeightmap", NULL, PRECISION_MICRO);
+       int index = 0;
+       for (s16 z = nmin.Z; z <= nmax.Z; z++) {
+               for (s16 x = nmin.X; x <= nmax.X; x++, index++) {
+                       s16 y = findGroundLevel(v2s16(x, z), nmin.Y, nmax.Y);
+
+                       // if the values found are out of range, trust the old heightmap
+                       if (y == nmax.Y && heightmap[index] > nmax.Y)
                                continue;
-                       }
-                       if(vmanip.getNodeNoExNoEmerge(p).getContent()
-                                       == m_ndef->getId("mapgen_cobble")
-                       && vmanip.getNodeNoExNoEmerge(p1).getContent()
-                                       == m_ndef->getId("mapgen_cobble"))
-                       {
-                               // Found wall, this is a good place!
-                               result_place = p;
-                               result_dir = m_dir;
-                               // Randomize next direction
-                               randomizeDir();
-                               return true;
-                       }
-                       /*
-                               Determine where to move next
-                       */
-                       // Jump one up if the actual space is there
-                       if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent()
-                                       == m_ndef->getId("mapgen_cobble")
-                       && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
-                                       == CONTENT_AIR
-                       && vmanip.getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent()
-                                       == CONTENT_AIR)
-                               p += v3s16(0,1,0);
-                       // Jump one down if the actual space is there
-                       if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
-                                       == m_ndef->getId("mapgen_cobble")
-                       && vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent()
-                                       == CONTENT_AIR
-                       && vmanip.getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent()
-                                       == CONTENT_AIR)
-                               p += v3s16(0,-1,0);
-                       // Check if walking is now possible
-                       if(vmanip.getNodeNoExNoEmerge(p).getContent()
-                                       != CONTENT_AIR
-                       || vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
-                                       != CONTENT_AIR)
-                       {
-                               // Cannot continue walking here
-                               randomizeDir();
+                       if (y == nmin.Y - 1 && heightmap[index] < nmin.Y)
                                continue;
-                       }
-                       // Move there
-                       m_pos = p;
+                               
+                       heightmap[index] = y;
                }
-               return false;
        }
+       //printf("updateHeightmap: %dus\n", t.stop());
+}
 
-       bool findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
-                       v3s16 &result_doordir, v3s16 &result_roomplace)
-       {
-               for(s16 trycount=0; trycount<30; trycount++)
-               {
-                       v3s16 doorplace;
-                       v3s16 doordir;
-                       bool r = findPlaceForDoor(doorplace, doordir);
-                       if(r == false)
-                               continue;
-                       v3s16 roomplace;
-                       // X east, Z north, Y up
-#if 1
-                       if(doordir == v3s16(1,0,0)) // X+
-                               roomplace = doorplace +
-                                               v3s16(0,-1,m_random.range(-roomsize.Z+2,-2));
-                       if(doordir == v3s16(-1,0,0)) // X-
-                               roomplace = doorplace +
-                                               v3s16(-roomsize.X+1,-1,m_random.range(-roomsize.Z+2,-2));
-                       if(doordir == v3s16(0,0,1)) // Z+
-                               roomplace = doorplace +
-                                               v3s16(m_random.range(-roomsize.X+2,-2),-1,0);
-                       if(doordir == v3s16(0,0,-1)) // Z-
-                               roomplace = doorplace +
-                                               v3s16(m_random.range(-roomsize.X+2,-2),-1,-roomsize.Z+1);
-#endif
-#if 0
-                       if(doordir == v3s16(1,0,0)) // X+
-                               roomplace = doorplace + v3s16(0,-1,-roomsize.Z/2);
-                       if(doordir == v3s16(-1,0,0)) // X-
-                               roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2);
-                       if(doordir == v3s16(0,0,1)) // Z+
-                               roomplace = doorplace + v3s16(-roomsize.X/2,-1,0);
-                       if(doordir == v3s16(0,0,-1)) // Z-
-                               roomplace = doorplace + v3s16(-roomsize.X/2,-1,-roomsize.Z+1);
-#endif
 
-                       // Check fit
-                       bool fits = true;
-                       for(s16 z=1; z<roomsize.Z-1; z++)
-                       for(s16 y=1; y<roomsize.Y-1; y++)
-                       for(s16 x=1; x<roomsize.X-1; x++)
-                       {
-                               v3s16 p = roomplace + v3s16(x,y,z);
-                               if(vmanip.m_area.contains(p) == false)
-                               {
-                                       fits = false;
-                                       break;
-                               }
-                               if(vmanip.m_flags[vmanip.m_area.index(p)]
-                                               & VMANIP_FLAG_DUNGEON_INSIDE)
-                               {
-                                       fits = false;
-                                       break;
-                               }
-                       }
-                       if(fits == false)
-                       {
-                               // Find new place
-                               continue;
+void Mapgen::updateLiquid(UniqueQueue<v3s16> *trans_liquid, v3s16 nmin, v3s16 nmax) {
+       bool isliquid, wasliquid, rare;
+       v3s16 em  = vm->m_area.getExtent();
+       rare = g_settings->getBool("liquid_finite");
+       int rarecnt = 0;
+
+       for (s16 z = nmin.Z; z <= nmax.Z; z++) {
+               for (s16 x = nmin.X; x <= nmax.X; x++) {
+                       wasliquid = true;
+
+                       u32 i = vm->m_area.index(x, nmax.Y, z);
+                       for (s16 y = nmax.Y; y >= nmin.Y; y--) {
+                               isliquid = ndef->get(vm->m_data[i]).isLiquid();
+
+                               // there was a change between liquid and nonliquid, add to queue. no need to add every with liquid_finite
+                               if (isliquid != wasliquid && (!rare || !(rarecnt++ % 36)))
+                                       trans_liquid->push_back(v3s16(x, y, z));
+
+                               wasliquid = isliquid;
+                               vm->m_area.add_y(em, i, -1);
                        }
-                       result_doorplace = doorplace;
-                       result_doordir = doordir;
-                       result_roomplace = roomplace;
-                       return true;
                }
-               return false;
        }
+}
 
-private:
-       VoxelManipulator &vmanip;
-       v3s16 m_pos;
-       v3s16 m_dir;
-       PseudoRandom &m_random;
-       INodeDefManager *m_ndef;
-};
 
-static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random,
-               INodeDefManager *ndef)
-{
-       v3s16 areasize = vmanip.m_area.getExtent();
-       v3s16 roomsize;
-       v3s16 roomplace;
-
-       /*
-               Find place for first room
-       */
-       bool fits = false;
-       for(u32 i=0; i<100; i++)
-       {
-               roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
-               roomplace = vmanip.m_area.MinEdge + v3s16(
-                               random.range(0,areasize.X-roomsize.X-1),
-                               random.range(0,areasize.Y-roomsize.Y-1),
-                               random.range(0,areasize.Z-roomsize.Z-1));
-               /*
-                       Check that we're not putting the room to an unknown place,
-                       otherwise it might end up floating in the air
-               */
-               fits = true;
-               for(s16 z=1; z<roomsize.Z-1; z++)
-               for(s16 y=1; y<roomsize.Y-1; y++)
-               for(s16 x=1; x<roomsize.X-1; x++)
-               {
-                       v3s16 p = roomplace + v3s16(x,y,z);
-                       u32 vi = vmanip.m_area.index(p);
-                       if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE)
-                       {
-                               fits = false;
-                               break;
-                       }
-                       if(vmanip.m_data[vi].getContent() == CONTENT_IGNORE)
-                       {
-                               fits = false;
-                               break;
-                       }
+void Mapgen::setLighting(v3s16 nmin, v3s16 nmax, u8 light) {
+       ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
+       VoxelArea a(nmin, nmax);
+
+       for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) {
+               for (int y = a.MinEdge.Y; y <= a.MaxEdge.Y; y++) {
+                       u32 i = vm->m_area.index(a.MinEdge.X, y, z);
+                       for (int x = a.MinEdge.X; x <= a.MaxEdge.X; x++, i++)
+                               vm->m_data[i].param1 = light;
                }
-               if(fits)
-                       break;
        }
-       // No place found
-       if(fits == false)
-               return;
+}
 
-       /*
-               Stores the center position of the last room made, so that
-               a new corridor can be started from the last room instead of
-               the new room, if chosen so.
-       */
-       v3s16 last_room_center = roomplace+v3s16(roomsize.X/2,1,roomsize.Z/2);
 
-       u32 room_count = random.range(2,7);
-       for(u32 i=0; i<room_count; i++)
-       {
-               // Make a room to the determined place
-               make_room1(vmanip, roomsize, roomplace, ndef);
+void Mapgen::lightSpread(VoxelArea &a, v3s16 p, u8 light) {
+       if (light <= 1 || !a.contains(p))
+               return;
 
-               v3s16 room_center = roomplace + v3s16(roomsize.X/2,1,roomsize.Z/2);
+       u32 vi = vm->m_area.index(p);
+       MapNode &nn = vm->m_data[vi];
 
-               // Place torch at room center (for testing)
-               //vmanip.m_data[vmanip.m_area.index(room_center)] = MapNode(ndef->getId("mapgen_torch"));
+       light--;
+       // should probably compare masked, but doesn't seem to make a difference
+       if (light <= nn.param1 || !ndef->get(nn).light_propagates)
+               return;
 
-               // Quit if last room
-               if(i == room_count-1)
-                       break;
+       nn.param1 = light;
 
-               // Determine walker start position
+       lightSpread(a, p + v3s16(0, 0, 1), light);
+       lightSpread(a, p + v3s16(0, 1, 0), light);
+       lightSpread(a, p + v3s16(1, 0, 0), light);
+       lightSpread(a, p - v3s16(0, 0, 1), light);
+       lightSpread(a, p - v3s16(0, 1, 0), light);
+       lightSpread(a, p - v3s16(1, 0, 0), light);
+}
 
-               bool start_in_last_room = (random.range(0,2)!=0);
-               //bool start_in_last_room = true;
 
-               v3s16 walker_start_place;
+void Mapgen::calcLighting(v3s16 nmin, v3s16 nmax) {
+       VoxelArea a(nmin, nmax);
+       bool block_is_underground = (water_level >= nmax.Y);
 
-               if(start_in_last_room)
-               {
-                       walker_start_place = last_room_center;
-               }
-               else
-               {
-                       walker_start_place = room_center;
-                       // Store center of current room as the last one
-                       last_room_center = room_center;
+       ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
+       //TimeTaker t("updateLighting");
+
+       // first, send vertical rays of sunshine downward
+       v3s16 em = vm->m_area.getExtent();
+       for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) {
+               for (int x = a.MinEdge.X; x <= a.MaxEdge.X; x++) {
+                       // see if we can get a light value from the overtop
+                       u32 i = vm->m_area.index(x, a.MaxEdge.Y + 1, z);
+                       if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
+                               if (block_is_underground)
+                                       continue;
+                       } else if ((vm->m_data[i].param1 & 0x0F) != LIGHT_SUN) {
+                               continue;
+                       }
+                       vm->m_area.add_y(em, i, -1);
+                       for (int y = a.MaxEdge.Y; y >= a.MinEdge.Y; y--) {
+                               MapNode &n = vm->m_data[i];
+                               if (!ndef->get(n).sunlight_propagates)
+                                       break;
+                               n.param1 = LIGHT_SUN;
+                               vm->m_area.add_y(em, i, -1);
+                       }
                }
+       }
 
-               // Create walker and find a place for a door
-               RoomWalker walker(vmanip, walker_start_place, random, ndef);
-               v3s16 doorplace;
-               v3s16 doordir;
-               bool r = walker.findPlaceForDoor(doorplace, doordir);
-               if(r == false)
-                       return;
-
-               if(random.range(0,1)==0)
-                       // Make the door
-                       make_door1(vmanip, doorplace, doordir, ndef);
-               else
-                       // Don't actually make a door
-                       doorplace -= doordir;
-
-               // Make a random corridor starting from the door
-               v3s16 corridor_end;
-               v3s16 corridor_end_dir;
-               make_corridor(vmanip, doorplace, doordir, corridor_end,
-                               corridor_end_dir, random, ndef);
-
-               // Find a place for a random sized room
-               roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
-               walker.setPos(corridor_end);
-               walker.setDir(corridor_end_dir);
-               r = walker.findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace);
-               if(r == false)
-                       return;
-
-               if(random.range(0,1)==0)
-                       // Make the door
-                       make_door1(vmanip, doorplace, doordir, ndef);
-               else
-                       // Don't actually make a door
-                       roomplace -= doordir;
+       // now spread the sunlight and light up any sources
+       for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) {
+               for (int y = a.MinEdge.Y; y <= a.MaxEdge.Y; y++) {
+                       u32 i = vm->m_area.index(a.MinEdge.X, y, z);
+                       for (int x = a.MinEdge.X; x <= a.MaxEdge.X; x++, i++) {
+                               MapNode &n = vm->m_data[i];
+                               if (n.getContent() == CONTENT_IGNORE ||
+                                       !ndef->get(n).light_propagates)
+                                       continue;
 
+                               u8 light_produced = ndef->get(n).light_source & 0x0F;
+                               if (light_produced)
+                                       n.param1 = light_produced;
+
+                               u8 light = n.param1 & 0x0F;
+                               if (light) {
+                                       lightSpread(a, v3s16(x,     y,     z + 1), light - 1);
+                                       lightSpread(a, v3s16(x,     y + 1, z    ), light - 1);
+                                       lightSpread(a, v3s16(x + 1, y,     z    ), light - 1);
+                                       lightSpread(a, v3s16(x,     y,     z - 1), light - 1);
+                                       lightSpread(a, v3s16(x,     y - 1, z    ), light - 1);
+                                       lightSpread(a, v3s16(x - 1, y,     z    ), light - 1);
+                               }
+                       }
+               }
        }
+
+       //printf("updateLighting: %dms\n", t.stop());
 }
-#endif
 
-#if 0
-static void make_nc(VoxelManipulator &vmanip, PseudoRandom &random,
-               INodeDefManager *ndef)
-{
-       v3s16 dir;
-       u8 facedir_i = 0;
-       s32 r = random.range(0, 3);
-       if(r == 0){
-               dir = v3s16( 1, 0, 0);
-               facedir_i = 3;
-       }
-       if(r == 1){
-               dir = v3s16(-1, 0, 0);
-               facedir_i = 1;
-       }
-       if(r == 2){
-               dir = v3s16( 0, 0, 1);
-               facedir_i = 2;
-       }
-       if(r == 3){
-               dir = v3s16( 0, 0,-1);
-               facedir_i = 0;
-       }
-       v3s16 p = vmanip.m_area.MinEdge + v3s16(
-                       16+random.range(0,15),
-                       16+random.range(0,15),
-                       16+random.range(0,15));
-       vmanip.m_data[vmanip.m_area.index(p)] = MapNode(ndef->getId("mapgen_nyancat"), facedir_i);
-       u32 length = random.range(3,15);
-       for(u32 j=0; j<length; j++)
-       {
-               p -= dir;
-               vmanip.m_data[vmanip.m_area.index(p)] = MapNode(ndef->getId("mapgen_nyancat_rainbow"));
-       }
-}
-#endif
-
-/*
-       Noise functions. Make sure seed is mangled differently in each one.
-*/
-
-#if 0
-/*
-       Scaling the output of the noise function affects the overdrive of the
-       contour function, which affects the shape of the output considerably.
-*/
-#define CAVE_NOISE_SCALE 12.0
-//#define CAVE_NOISE_SCALE 10.0
-//#define CAVE_NOISE_SCALE 7.5
-//#define CAVE_NOISE_SCALE 5.0
-//#define CAVE_NOISE_SCALE 1.0
-
-//#define CAVE_NOISE_THRESHOLD (2.5/CAVE_NOISE_SCALE)
-#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE)
-
-NoiseParams get_cave_noise1_params(u64 seed)
-{
-       /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.7,
-                       200, CAVE_NOISE_SCALE);*/
-       /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.7,
-                       100, CAVE_NOISE_SCALE);*/
-       /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.6,
-                       100, CAVE_NOISE_SCALE);*/
-       /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.3,
-                       100, CAVE_NOISE_SCALE);*/
-       return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.5,
-                       50, CAVE_NOISE_SCALE);
-       //return NoiseParams(NOISE_CONSTANT_ONE);
-}
-
-NoiseParams get_cave_noise2_params(u64 seed)
-{
-       /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.7,
-                       200, CAVE_NOISE_SCALE);*/
-       /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.7,
-                       100, CAVE_NOISE_SCALE);*/
-       /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.3,
-                       100, CAVE_NOISE_SCALE);*/
-       return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.5,
-                       50, CAVE_NOISE_SCALE);
-       //return NoiseParams(NOISE_CONSTANT_ONE);
-}
-
-NoiseParams get_ground_noise1_params(u64 seed)
-{
-       return NoiseParams(NOISE_PERLIN, seed+983240, 4,
-                       0.55, 80.0, 40.0);
-}
-
-NoiseParams get_ground_crumbleness_params(u64 seed)
-{
-       return NoiseParams(NOISE_PERLIN, seed+34413, 3,
-                       1.3, 20.0, 1.0);
-}
-
-NoiseParams get_ground_wetness_params(u64 seed)
-{
-       return NoiseParams(NOISE_PERLIN, seed+32474, 4,
-                       1.1, 40.0, 1.0);
-}
 
-bool is_cave(u64 seed, v3s16 p)
-{
-       double d1 = noise3d_param(get_cave_noise1_params(seed), p.X,p.Y,p.Z);
-       double d2 = noise3d_param(get_cave_noise2_params(seed), p.X,p.Y,p.Z);
-       return d1*d2 > CAVE_NOISE_THRESHOLD;
-}
-
-/*
-       Ground density noise shall be interpreted by using this.
-
-       TODO: No perlin noises here, they should be outsourced
-             and buffered
-                 NOTE: The speed of these actually isn't terrible
-*/
-bool val_is_ground(double ground_noise1_val, v3s16 p, u64 seed)
-{
-       //return ((double)p.Y < ground_noise1_val);
-
-       double f = 0.55 + noise2d_perlin(
-                       0.5+(float)p.X/250, 0.5+(float)p.Z/250,
-                       seed+920381, 3, 0.45);
-       if(f < 0.01)
-               f = 0.01;
-       else if(f >= 1.0)
-               f *= 1.6;
-       double h = WATER_LEVEL + 10 * noise2d_perlin(
-                       0.5+(float)p.X/250, 0.5+(float)p.Z/250,
-                       seed+84174, 4, 0.5);
-       /*double f = 1;
-       double h = 0;*/
-       return ((double)p.Y - h < ground_noise1_val * f);
-}
-
-/*
-       Queries whether a position is ground or not.
-*/
-bool is_ground(u64 seed, v3s16 p)
-{
-       double val1 = noise3d_param(get_ground_noise1_params(seed), p.X,p.Y,p.Z);
-       return val_is_ground(val1, p, seed);
-}
-#endif
-
-// Amount of trees per area in nodes
-double tree_amount_2d(u64 seed, v2s16 p)
-{
-       /*double noise = noise2d_perlin(
-                       0.5+(float)p.X/250, 0.5+(float)p.Y/250,
-                       seed+2, 5, 0.66);*/
-       double noise = noise2d_perlin(
-                       0.5+(float)p.X/125, 0.5+(float)p.Y/125,
-                       seed+2, 4, 0.66);
-       double zeroval = -0.39;
-       if(noise < zeroval)
-               return 0;
-       else
-               return 0.04 * (noise-zeroval) / (1.0-zeroval);
-}
-
-#if 0
-double surface_humidity_2d(u64 seed, v2s16 p)
-{
-       double noise = noise2d_perlin(
-                       0.5+(float)p.X/500, 0.5+(float)p.Y/500,
-                       seed+72384, 4, 0.66);
-       noise = (noise + 1.0)/2.0;
-       if(noise < 0.0)
-               noise = 0.0;
-       if(noise > 1.0)
-               noise = 1.0;
-       return noise;
-}
-
-/*
-       Incrementally find ground level from 3d noise
-*/
-s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
-{
-       // Start a bit fuzzy to make averaging lower precision values
-       // more useful
-       s16 level = myrand_range(-precision/2, precision/2);
-       s16 dec[] = {31000, 100, 20, 4, 1, 0};
-       s16 i;
-       for(i = 1; dec[i] != 0 && precision <= dec[i]; i++)
-       {
-               // First find non-ground by going upwards
-               // Don't stop in caves.
-               {
-                       s16 max = level+dec[i-1]*2;
-                       v3s16 p(p2d.X, level, p2d.Y);
-                       for(; p.Y < max; p.Y += dec[i])
-                       {
-                               if(!is_ground(seed, p))
-                               {
-                                       level = p.Y;
-                                       break;
-                               }
-                       }
-               }
-               // Then find ground by going downwards from there.
-               // Go in caves, too, when precision is 1.
-               {
-                       s16 min = level-dec[i-1]*2;
-                       v3s16 p(p2d.X, level, p2d.Y);
-                       for(; p.Y>min; p.Y-=dec[i])
-                       {
-                               bool ground = is_ground(seed, p);
-                               /*if(dec[i] == 1 && is_cave(seed, p))
-                                       ground = false;*/
-                               if(ground)
-                               {
-                                       level = p.Y;
-                                       break;
-                               }
-                       }
-               }
-       }
-
-       // This is more like the actual ground level
-       level += dec[i-1]/2;
-
-       return level;
-}
-
-double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p=4);
-
-double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p)
-{
-       v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
-       v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
-       double a = 0;
-       a += find_ground_level_from_noise(seed,
-                       v2s16(node_min.X, node_min.Y), p);
-       a += find_ground_level_from_noise(seed,
-                       v2s16(node_min.X, node_max.Y), p);
-       a += find_ground_level_from_noise(seed,
-                       v2s16(node_max.X, node_max.Y), p);
-       a += find_ground_level_from_noise(seed,
-                       v2s16(node_max.X, node_min.Y), p);
-       a += find_ground_level_from_noise(seed,
-                       v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p);
-       a /= 5;
-       return a;
-}
+void Mapgen::calcLightingOld(v3s16 nmin, v3s16 nmax) {
+       enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};
+       VoxelArea a(nmin, nmax);
+       bool block_is_underground = (water_level > nmax.Y);
+       bool sunlight = !block_is_underground;
 
-double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p=4);
-
-double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p)
-{
-       v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
-       v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
-       double a = -31000;
-       // Corners
-       a = MYMAX(a, find_ground_level_from_noise(seed,
-                       v2s16(node_min.X, node_min.Y), p));
-       a = MYMAX(a, find_ground_level_from_noise(seed,
-                       v2s16(node_min.X, node_max.Y), p));
-       a = MYMAX(a, find_ground_level_from_noise(seed,
-                       v2s16(node_max.X, node_max.Y), p));
-       a = MYMAX(a, find_ground_level_from_noise(seed,
-                       v2s16(node_min.X, node_min.Y), p));
-       // Center
-       a = MYMAX(a, find_ground_level_from_noise(seed,
-                       v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
-       // Side middle points
-       a = MYMAX(a, find_ground_level_from_noise(seed,
-                       v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y), p));
-       a = MYMAX(a, find_ground_level_from_noise(seed,
-                       v2s16(node_min.X+MAP_BLOCKSIZE/2, node_max.Y), p));
-       a = MYMAX(a, find_ground_level_from_noise(seed,
-                       v2s16(node_min.X, node_min.Y+MAP_BLOCKSIZE/2), p));
-       a = MYMAX(a, find_ground_level_from_noise(seed,
-                       v2s16(node_max.X, node_min.Y+MAP_BLOCKSIZE/2), p));
-       return a;
-}
+       ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
 
-double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p=4);
-
-double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p)
-{
-       v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
-       v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
-       double a = 31000;
-       // Corners
-       a = MYMIN(a, find_ground_level_from_noise(seed,
-                       v2s16(node_min.X, node_min.Y), p));
-       a = MYMIN(a, find_ground_level_from_noise(seed,
-                       v2s16(node_min.X, node_max.Y), p));
-       a = MYMIN(a, find_ground_level_from_noise(seed,
-                       v2s16(node_max.X, node_max.Y), p));
-       a = MYMIN(a, find_ground_level_from_noise(seed,
-                       v2s16(node_min.X, node_min.Y), p));
-       // Center
-       a = MYMIN(a, find_ground_level_from_noise(seed,
-                       v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
-       // Side middle points
-       a = MYMIN(a, find_ground_level_from_noise(seed,
-                       v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y), p));
-       a = MYMIN(a, find_ground_level_from_noise(seed,
-                       v2s16(node_min.X+MAP_BLOCKSIZE/2, node_max.Y), p));
-       a = MYMIN(a, find_ground_level_from_noise(seed,
-                       v2s16(node_min.X, node_min.Y+MAP_BLOCKSIZE/2), p));
-       a = MYMIN(a, find_ground_level_from_noise(seed,
-                       v2s16(node_max.X, node_min.Y+MAP_BLOCKSIZE/2), p));
-       return a;
-}
-#endif
+       for (int i = 0; i < 2; i++) {
+               enum LightBank bank = banks[i];
+               std::set<v3s16> light_sources;
+               std::map<v3s16, u8> unlight_from;
 
-// Required by mapgen.h
-bool block_is_underground(u64 seed, v3s16 blockpos)
-{
-       /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
-                       seed, v2s16(blockpos.X, blockpos.Z));*/
-       // Nah, this is just a heuristic, just return something
-       s16 minimum_groundlevel = WATER_LEVEL;
-
-       if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
-               return true;
-       else
-               return false;
-}
+               voxalgo::clearLightAndCollectSources(*vm, a, bank, ndef,
+                                                                                        light_sources, unlight_from);
+               voxalgo::propagateSunlight(*vm, a, sunlight, light_sources, ndef);
 
-#define AVERAGE_MUD_AMOUNT 4
-
-double base_rock_level_2d(u64 seed, v2s16 p)
-{
-       // The base ground level
-       double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT
-                       + 20. * noise2d_perlin(
-                       0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
-                       seed+82341, 5, 0.6);
-
-       /*// A bit hillier one
-       double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin(
-                       0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
-                       seed+93413, 6, 0.69);
-       if(base2 > base)
-               base = base2;*/
-#if 1
-       // Higher ground level
-       double higher = (double)WATER_LEVEL + 20. + 16. * noise2d_perlin(
-                       0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
-                       seed+85039, 5, 0.6);
-       //higher = 30; // For debugging
-
-       // Limit higher to at least base
-       if(higher < base)
-               higher = base;
-
-       // Steepness factor of cliffs
-       double b = 0.85 + 0.5 * noise2d_perlin(
-                       0.5+(float)p.X/125., 0.5+(float)p.Y/125.,
-                       seed-932, 5, 0.7);
-       b = rangelim(b, 0.0, 1000.0);
-       b = b*b*b*b*b*b*b;
-       b *= 5;
-       b = rangelim(b, 0.5, 1000.0);
-       // Values 1.5...100 give quite horrible looking slopes
-       if(b > 1.5 && b < 100.0){
-               if(b < 10.0)
-                       b = 1.5;
-               else
-                       b = 100.0;
+               vm->unspreadLight(bank, unlight_from, light_sources, ndef);
+               vm->spreadLight(bank, light_sources, ndef);
        }
-       //dstream<<"b="<<b<<std::endl;
-       //double b = 20;
-       //b = 0.25;
-
-       // Offset to more low
-       double a_off = -0.20;
-       // High/low selector
-       /*double a = 0.5 + b * (a_off + noise2d_perlin(
-                       0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
-                       seed+4213, 6, 0.7));*/
-       double a = (double)0.5 + b * (a_off + noise2d_perlin(
-                       0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
-                       seed+4213, 5, 0.69));
-       // Limit
-       a = rangelim(a, 0.0, 1.0);
-
-       //dstream<<"a="<<a<<std::endl;
-
-       double h = base*(1.0-a) + higher*a;
-#else
-       double h = base;
-#endif
-       return h;
-}
-
-s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
-{
-       return base_rock_level_2d(seed, p2d) + AVERAGE_MUD_AMOUNT;
 }
-
-double get_mud_add_amount(u64 seed, v2s16 p)
-{
-       return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
-                       0.5+(float)p.X/200, 0.5+(float)p.Y/200,
-                       seed+91013, 3, 0.55));
+//////////////////////// Mapgen V6 parameter read/write
+bool MapgenV6Params::readParams(Settings *settings) {
+       freq_desert = settings->getFloat("mgv6_freq_desert");
+       freq_beach  = settings->getFloat("mgv6_freq_beach");
+
+       bool success = 
+               settings->getNoiseParams("mgv6_np_terrain_base",   np_terrain_base)   &&
+               settings->getNoiseParams("mgv6_np_terrain_higher", np_terrain_higher) &&
+               settings->getNoiseParams("mgv6_np_steepness",      np_steepness)      &&
+               settings->getNoiseParams("mgv6_np_height_select",  np_height_select)  &&
+               settings->getNoiseParams("mgv6_np_mud",            np_mud)            &&
+               settings->getNoiseParams("mgv6_np_beach",          np_beach)          &&
+               settings->getNoiseParams("mgv6_np_biome",          np_biome)          &&
+               settings->getNoiseParams("mgv6_np_cave",           np_cave)           &&
+               settings->getNoiseParams("mgv6_np_humidity",       np_humidity)       &&
+               settings->getNoiseParams("mgv6_np_trees",          np_trees)          &&
+               settings->getNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
+       return success;
 }
-
-bool get_have_beach(u64 seed, v2s16 p2d)
-{
-       // Determine whether to have sand here
-       double sandnoise = noise2d_perlin(
-                       0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
-                       seed+59420, 3, 0.50);
-
-       return (sandnoise > 0.15);
-}
-
-enum BiomeType
-{
-       BT_NORMAL,
-       BT_DESERT
-};
-
-BiomeType get_biome(u64 seed, v2s16 p2d)
-{
-       // Just do something very simple as for now
-       double d = noise2d_perlin(
-                       0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
-                       seed+9130, 3, 0.50);
-       if(d > 0.45)
-               return BT_DESERT;
-       if(d > 0.35 && (noise2d( p2d.X, p2d.Y, int(seed) ) + 1.0) > ( 0.45 - d ) * 20.0  )
-               return BT_DESERT;
-       return BT_NORMAL;
-};
-
-u32 get_blockseed(u64 seed, v3s16 p)
-{
-       s32 x=p.X, y=p.Y, z=p.Z;
-       return (u32)(seed%0x100000000ULL) + z*38134234 + y*42123 + x*23;
+void MapgenV6Params::writeParams(Settings *settings) {
+       settings->setFloat("mgv6_freq_desert", freq_desert);
+       settings->setFloat("mgv6_freq_beach",  freq_beach);
+       settings->setNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
+       settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
+       settings->setNoiseParams("mgv6_np_steepness",      np_steepness);
+       settings->setNoiseParams("mgv6_np_height_select",  np_height_select);
+       settings->setNoiseParams("mgv6_np_mud",            np_mud);
+       settings->setNoiseParams("mgv6_np_beach",          np_beach);
+       settings->setNoiseParams("mgv6_np_biome",          np_biome);
+       settings->setNoiseParams("mgv6_np_cave",           np_cave);
+       settings->setNoiseParams("mgv6_np_humidity",       np_humidity);
+       settings->setNoiseParams("mgv6_np_trees",          np_trees);
+       settings->setNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
 }
 
-#define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1
-
-void make_block(BlockMakeData *data)
-{
-       if(data->no_op)
-       {
-               //dstream<<"makeBlock: no-op"<<std::endl;
-               return;
-       }
-
-       assert(data->vmanip);
-       assert(data->nodedef);
-       assert(data->blockpos_requested.X >= data->blockpos_min.X &&
-                       data->blockpos_requested.Y >= data->blockpos_min.Y &&
-                       data->blockpos_requested.Z >= data->blockpos_min.Z);
-       assert(data->blockpos_requested.X <= data->blockpos_max.X &&
-                       data->blockpos_requested.Y <= data->blockpos_max.Y &&
-                       data->blockpos_requested.Z <= data->blockpos_max.Z);
-
-       INodeDefManager *ndef = data->nodedef;
-
-       // Hack: use minimum block coordinates for old code that assumes
-       // a single block
-       v3s16 blockpos = data->blockpos_requested;
-
-       /*dstream<<"makeBlock(): ("<<blockpos.X<<","<<blockpos.Y<<","
-                       <<blockpos.Z<<")"<<std::endl;*/
-
-       v3s16 blockpos_min = data->blockpos_min;
-       v3s16 blockpos_max = data->blockpos_max;
-       v3s16 blockpos_full_min = blockpos_min - v3s16(1,1,1);
-       v3s16 blockpos_full_max = blockpos_max + v3s16(1,1,1);
-
-       ManualMapVoxelManipulator &vmanip = *(data->vmanip);
-       // Area of central chunk
-       v3s16 node_min = blockpos_min*MAP_BLOCKSIZE;
-       v3s16 node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
-       // Full allocated area
-       v3s16 full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
-       v3s16 full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
-
-       v3s16 central_area_size = node_max - node_min + v3s16(1,1,1);
-
-       const s16 max_spread_amount = MAP_BLOCKSIZE;
-
-       int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
-                       * (blockpos_max.Y - blockpos_min.Y + 1)
-                       * (blockpos_max.Z - blockpos_max.Z + 1);
-
-       int volume_nodes = volume_blocks *
-                       MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
-
-       // Generated surface area
-       //double gen_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE * rel_volume;
-
-       // Horribly wrong heuristic, but better than nothing
-       bool block_is_underground = (WATER_LEVEL > node_max.Y);
-
-       /*
-               Create a block-specific seed
-       */
-       u32 blockseed = get_blockseed(data->seed, full_node_min);
-
-       /*
-               Cache some ground type values for speed
-       */
-
-// Creates variables c_name=id and n_name=node
-#define CONTENT_VARIABLE(ndef, name)\
-       content_t c_##name = ndef->getId("mapgen_" #name);\
-       MapNode n_##name(c_##name);
-// Default to something else if was CONTENT_IGNORE
-#define CONTENT_VARIABLE_FALLBACK(name, dname)\
-       if(c_##name == CONTENT_IGNORE){\
-               c_##name = c_##dname;\
-               n_##name = n_##dname;\
-       }
-
-       CONTENT_VARIABLE(ndef, stone);
-       CONTENT_VARIABLE(ndef, air);
-       CONTENT_VARIABLE(ndef, water_source);
-       CONTENT_VARIABLE(ndef, dirt);
-       CONTENT_VARIABLE(ndef, sand);
-       CONTENT_VARIABLE(ndef, gravel);
-       CONTENT_VARIABLE(ndef, clay);
-       CONTENT_VARIABLE(ndef, lava_source);
-       CONTENT_VARIABLE(ndef, cobble);
-       CONTENT_VARIABLE(ndef, mossycobble);
-       CONTENT_VARIABLE(ndef, dirt_with_grass);
-       CONTENT_VARIABLE(ndef, junglegrass);
-       CONTENT_VARIABLE(ndef, stone_with_coal);
-       CONTENT_VARIABLE(ndef, stone_with_iron);
-       CONTENT_VARIABLE(ndef, mese);
-       CONTENT_VARIABLE(ndef, desert_sand);
-       CONTENT_VARIABLE_FALLBACK(desert_sand, sand);
-       CONTENT_VARIABLE(ndef, desert_stone);
-       CONTENT_VARIABLE_FALLBACK(desert_stone, stone);
-
-       // Maximum height of the stone surface and obstacles.
-       // This is used to guide the cave generation
-       s16 stone_surface_max_y = 0;
-
-       /*
-               Generate general ground level to full area
-       */
-       {
-#if 1
-       TimeTaker timer1("Generating ground level");
-
-       for(s16 x=node_min.X; x<=node_max.X; x++)
-       for(s16 z=node_min.Z; z<=node_max.Z; z++)
-       {
-               // Node position
-               v2s16 p2d = v2s16(x,z);
-
-               /*
-                       Skip of already generated
-               */
-               /*{
-                       v3s16 p(p2d.X, node_min.Y, p2d.Y);
-                       if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR)
-                               continue;
-               }*/
-
-               // Ground height at this point
-               float surface_y_f = 0.0;
-
-               // Use perlin noise for ground height
-               surface_y_f = base_rock_level_2d(data->seed, p2d);
-
-               /*// Experimental stuff
-               {
-                       float a = highlands_level_2d(data->seed, p2d);
-                       if(a > surface_y_f)
-                               surface_y_f = a;
-               }*/
-
-               // Convert to integer
-               s16 surface_y = (s16)surface_y_f;
-
-               // Log it
-               if(surface_y > stone_surface_max_y)
-                       stone_surface_max_y = surface_y;
-
-               BiomeType bt = get_biome(data->seed, p2d);
-               /*
-                       Fill ground with stone
-               */
-               {
-                       // Use fast index incrementing
-                       v3s16 em = vmanip.m_area.getExtent();
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
-                       for(s16 y=node_min.Y; y<=node_max.Y; y++)
-                       {
-                               if(vmanip.m_data[i].getContent() == CONTENT_IGNORE){
-                                       if(y <= surface_y){
-                                               if(y > WATER_LEVEL && bt == BT_DESERT)
-                                                       vmanip.m_data[i] = n_desert_stone;
-                                               else
-                                                       vmanip.m_data[i] = n_stone;
-                                       } else if(y <= WATER_LEVEL){
-                                               vmanip.m_data[i] = MapNode(c_water_source);
-                                       } else {
-                                               vmanip.m_data[i] = MapNode(c_air);
-                                       }
-                               }
-                               vmanip.m_area.add_y(em, i, 1);
-                       }
-               }
-       }
-#endif
-
-       }//timer1
-
-       // Limit dirt flow area by 1 because mud is flown into neighbors.
-       assert(central_area_size.X == central_area_size.Z);
-       s16 mudflow_minpos = 0-max_spread_amount+1;
-       s16 mudflow_maxpos = central_area_size.X+max_spread_amount-2;
-
-       /*
-               Loop this part, it will make stuff look older and newer nicely
-       */
-
-       const u32 age_loops = 2;
-       for(u32 i_age=0; i_age<age_loops; i_age++)
-       { // Aging loop
-       /******************************
-               BEGINNING OF AGING LOOP
-       ******************************/
-
-#if 1
-       {
-       // 24ms @cs=8
-       //TimeTaker timer1("caves");
-
-       /*
-               Make caves (this code is relatively horrible)
-       */
-       double cave_amount = 6.0 + 6.0 * noise2d_perlin(
-                       0.5+(double)node_min.X/250, 0.5+(double)node_min.Y/250,
-                       data->seed+34329, 3, 0.50);
-       cave_amount = MYMAX(0.0, cave_amount);
-       u32 caves_count = cave_amount * volume_nodes / 50000;
-       u32 bruises_count = 1;
-       PseudoRandom ps(blockseed+21343);
-       PseudoRandom ps2(blockseed+1032);
-       if(ps.range(1, 6) == 1)
-               bruises_count = ps.range(0, ps.range(0, 2));
-       if(get_biome(data->seed, v2s16(node_min.X, node_min.Y)) == BT_DESERT){
-               caves_count /= 3;
-               bruises_count /= 3;
-       }
-       for(u32 jj=0; jj<caves_count+bruises_count; jj++)
-       {
-               bool large_cave = (jj >= caves_count);
-               s16 min_tunnel_diameter = 2;
-               s16 max_tunnel_diameter = ps.range(2,6);
-               int dswitchint = ps.range(1,14);
-               u16 tunnel_routepoints = 0;
-               int part_max_length_rs = 0;
-               if(large_cave){
-                       part_max_length_rs = ps.range(2,4);
-                       tunnel_routepoints = ps.range(5, ps.range(15,30));
-                       min_tunnel_diameter = 5;
-                       max_tunnel_diameter = ps.range(7, ps.range(8,24));
-               } else {
-                       part_max_length_rs = ps.range(2,9);
-                       tunnel_routepoints = ps.range(10, ps.range(15,30));
-               }
-               bool large_cave_is_flat = (ps.range(0,1) == 0);
-
-               v3f main_direction(0,0,0);
-
-               // Allowed route area size in nodes
-               v3s16 ar = central_area_size;
-
-               // Area starting point in nodes
-               v3s16 of = node_min;
-
-               // Allow a bit more
-               //(this should be more than the maximum radius of the tunnel)
-               //s16 insure = 5; // Didn't work with max_d = 20
-               s16 insure = 10;
-               s16 more = max_spread_amount - max_tunnel_diameter/2 - insure;
-               ar += v3s16(1,0,1) * more * 2;
-               of -= v3s16(1,0,1) * more;
-
-               s16 route_y_min = 0;
-               // Allow half a diameter + 7 over stone surface
-               s16 route_y_max = -of.Y + stone_surface_max_y + max_tunnel_diameter/2 + 7;
-
-               /*// If caves, don't go through surface too often
-               if(large_cave == false)
-                       route_y_max -= ps.range(0, max_tunnel_diameter*2);*/
-
-               // Limit maximum to area
-               route_y_max = rangelim(route_y_max, 0, ar.Y-1);
-
-               if(large_cave)
-               {
-                       /*// Minimum is at y=0
-                       route_y_min = -of.Y - 0;*/
-                       // Minimum is at y=max_tunnel_diameter/4
-                       //route_y_min = -of.Y + max_tunnel_diameter/4;
-                       //s16 min = -of.Y + max_tunnel_diameter/4;
-                       //s16 min = -of.Y + 0;
-                       s16 min = 0;
-                       if(node_min.Y < WATER_LEVEL && node_max.Y > WATER_LEVEL)
-                       {
-                               min = WATER_LEVEL - max_tunnel_diameter/3 - of.Y;
-                               route_y_max = WATER_LEVEL + max_tunnel_diameter/3 - of.Y;
-                       }
-                       route_y_min = ps.range(min, min + max_tunnel_diameter);
-                       route_y_min = rangelim(route_y_min, 0, route_y_max);
-               }
-
-               /*dstream<<"route_y_min = "<<route_y_min
-                               <<", route_y_max = "<<route_y_max<<std::endl;*/
-
-               s16 route_start_y_min = route_y_min;
-               s16 route_start_y_max = route_y_max;
-
-               // Start every 4th cave from surface when applicable
-               /*bool coming_from_surface = false;
-               if(node_min.Y <= 0 && node_max.Y >= 0){
-                       coming_from_surface = (jj % 4 == 0 && large_cave == false);
-                       if(coming_from_surface)
-                               route_start_y_min = -of.Y + stone_surface_max_y + 10;
-               }*/
-
-               route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
-               route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1);
-
-               // Randomize starting position
-               v3f orp(
-                       (float)(ps.next()%ar.X)+0.5,
-                       (float)(ps.range(route_start_y_min, route_start_y_max))+0.5,
-                       (float)(ps.next()%ar.Z)+0.5
-               );
-
-               v3s16 startp(orp.X, orp.Y, orp.Z);
-               startp += of;
-
-               MapNode airnode(CONTENT_AIR);
-               MapNode waternode(c_water_source);
-               MapNode lavanode(c_lava_source);
-
-               /*
-                       Generate some tunnel starting from orp
-               */
-
-               for(u16 j=0; j<tunnel_routepoints; j++)
-               {
-                       if(j%dswitchint==0 && large_cave == false)
-                       {
-                               main_direction = v3f(
-                                       ((float)(ps.next()%20)-(float)10)/10,
-                                       ((float)(ps.next()%20)-(float)10)/30,
-                                       ((float)(ps.next()%20)-(float)10)/10
-                               );
-                               main_direction *= (float)ps.range(0, 10)/10;
-                       }
-
-                       // Randomize size
-                       s16 min_d = min_tunnel_diameter;
-                       s16 max_d = max_tunnel_diameter;
-                       s16 rs = ps.range(min_d, max_d);
-
-                       // Every second section is rough
-                       bool randomize_xz = (ps2.range(1,2) == 1);
-
-                       v3s16 maxlen;
-                       if(large_cave)
-                       {
-                               maxlen = v3s16(
-                                       rs*part_max_length_rs,
-                                       rs*part_max_length_rs/2,
-                                       rs*part_max_length_rs
-                               );
-                       }
-                       else
-                       {
-                               maxlen = v3s16(
-                                       rs*part_max_length_rs,
-                                       ps.range(1, rs*part_max_length_rs),
-                                       rs*part_max_length_rs
-                               );
-                       }
-
-                       v3f vec;
-
-                       vec = v3f(
-                               (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
-                               (float)(ps.next()%(maxlen.Y*1))-(float)maxlen.Y/2,
-                               (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
-                       );
-
-                       // Jump downward sometimes
-                       if(!large_cave && ps.range(0,12) == 0)
-                       {
-                               vec = v3f(
-                                       (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
-                                       (float)(ps.next()%(maxlen.Y*2))-(float)maxlen.Y*2/2,
-                                       (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
-                               );
-                       }
-
-                       /*if(large_cave){
-                               v3f p = orp + vec;
-                               s16 h = find_ground_level_clever(vmanip,
-                                               v2s16(p.X, p.Z), ndef);
-                               route_y_min = h - rs/3;
-                               route_y_max = h + rs;
-                       }*/
-
-                       vec += main_direction;
-
-                       v3f rp = orp + vec;
-                       if(rp.X < 0)
-                               rp.X = 0;
-                       else if(rp.X >= ar.X)
-                               rp.X = ar.X-1;
-                       if(rp.Y < route_y_min)
-                               rp.Y = route_y_min;
-                       else if(rp.Y >= route_y_max)
-                               rp.Y = route_y_max-1;
-                       if(rp.Z < 0)
-                               rp.Z = 0;
-                       else if(rp.Z >= ar.Z)
-                               rp.Z = ar.Z-1;
-                       vec = rp - orp;
-
-                       for(float f=0; f<1.0; f+=1.0/vec.getLength())
-                       {
-                               v3f fp = orp + vec * f;
-                               fp.X += 0.1*ps.range(-10,10);
-                               fp.Z += 0.1*ps.range(-10,10);
-                               v3s16 cp(fp.X, fp.Y, fp.Z);
-
-                               s16 d0 = -rs/2;
-                               s16 d1 = d0 + rs;
-                               if(randomize_xz){
-                                       d0 += ps.range(-1,1);
-                                       d1 += ps.range(-1,1);
-                               }
-                               for(s16 z0=d0; z0<=d1; z0++)
-                               {
-                                       s16 si = rs/2 - MYMAX(0, abs(z0)-rs/7-1);
-                                       for(s16 x0=-si-ps.range(0,1); x0<=si-1+ps.range(0,1); x0++)
-                                       {
-                                               s16 maxabsxz = MYMAX(abs(x0), abs(z0));
-                                               s16 si2 = rs/2 - MYMAX(0, maxabsxz-rs/7-1);
-                                               for(s16 y0=-si2; y0<=si2; y0++)
-                                               {
-                                                       /*// Make better floors in small caves
-                                                       if(y0 <= -rs/2 && rs<=7)
-                                                               continue;*/
-                                                       if(large_cave_is_flat){
-                                                               // Make large caves not so tall
-                                                               if(rs > 7 && abs(y0) >= rs/3)
-                                                                       continue;
-                                                       }
-
-                                                       s16 z = cp.Z + z0;
-                                                       s16 y = cp.Y + y0;
-                                                       s16 x = cp.X + x0;
-                                                       v3s16 p(x,y,z);
-                                                       p += of;
-
-                                                       if(vmanip.m_area.contains(p) == false)
-                                                               continue;
-
-                                                       u32 i = vmanip.m_area.index(p);
-
-                                                       if(large_cave)
-                                                       {
-                                                               if(full_node_min.Y < WATER_LEVEL &&
-                                                                       full_node_max.Y > WATER_LEVEL){
-                                                                       if(p.Y <= WATER_LEVEL)
-                                                                               vmanip.m_data[i] = waternode;
-                                                                       else
-                                                                               vmanip.m_data[i] = airnode;
-                                                               } else if(full_node_max.Y < WATER_LEVEL){
-                                                                       if(p.Y < startp.Y - 2)
-                                                                               vmanip.m_data[i] = lavanode;
-                                                                       else
-                                                                               vmanip.m_data[i] = airnode;
-                                                               } else {
-                                                                       vmanip.m_data[i] = airnode;
-                                                               }
-                                                       } else {
-                                                               // Don't replace air or water or lava or ignore
-                                                               if(vmanip.m_data[i].getContent() == CONTENT_IGNORE ||
-                                                               vmanip.m_data[i].getContent() == CONTENT_AIR ||
-                                                               vmanip.m_data[i].getContent() == c_water_source ||
-                                                               vmanip.m_data[i].getContent() == c_lava_source)
-                                                                       continue;
-
-                                                               vmanip.m_data[i] = airnode;
-
-                                                               // Set tunnel flag
-                                                               vmanip.m_flags[i] |= VMANIP_FLAG_CAVE;
-                                                       }
-                                               }
-                                       }
-                               }
-                       }
-
-                       orp = rp;
-               }
-
-       }
-
-       }//timer1
-#endif
-
-#if 1
-       {
-       // 15ms @cs=8
-       TimeTaker timer1("add mud");
-
-       /*
-               Add mud to the central chunk
-       */
-
-       for(s16 x=node_min.X; x<=node_max.X; x++)
-       for(s16 z=node_min.Z; z<=node_max.Z; z++)
-       {
-               // Node position in 2d
-               v2s16 p2d = v2s16(x,z);
-
-               // Randomize mud amount
-               s16 mud_add_amount = get_mud_add_amount(data->seed, p2d) / 2.0 + 0.5;
-
-               // Find ground level
-               s16 surface_y = find_stone_level(vmanip, p2d, ndef);
-               // Handle area not found
-               if(surface_y == vmanip.m_area.MinEdge.Y - 1)
-                       continue;
-
-               MapNode addnode(c_dirt);
-               BiomeType bt = get_biome(data->seed, p2d);
-
-               if(bt == BT_DESERT)
-                       addnode = MapNode(c_desert_sand);
-
-               if(bt == BT_DESERT && surface_y + mud_add_amount <= WATER_LEVEL+1){
-                       addnode = MapNode(c_sand);
-               } else if(mud_add_amount <= 0){
-                       mud_add_amount = 1 - mud_add_amount;
-                       addnode = MapNode(c_gravel);
-               } else if(bt == BT_NORMAL && get_have_beach(data->seed, p2d) &&
-                               surface_y + mud_add_amount <= WATER_LEVEL+2){
-                       addnode = MapNode(c_sand);
-               }
-
-               if(bt == BT_DESERT){
-                       if(surface_y > 20){
-                               mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20)/5);
-                       }
-               }
-
-               /*
-                       If topmost node is grass, change it to mud.
-                       It might be if it was flown to there from a neighboring
-                       chunk and then converted.
-               */
-               {
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, surface_y, p2d.Y));
-                       MapNode *n = &vmanip.m_data[i];
-                       if(n->getContent() == c_dirt_with_grass)
-                               *n = MapNode(c_dirt);
-               }
-
-               /*
-                       Add mud on ground
-               */
-               {
-                       s16 mudcount = 0;
-                       v3s16 em = vmanip.m_area.getExtent();
-                       s16 y_start = surface_y+1;
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
-                       for(s16 y=y_start; y<=node_max.Y; y++)
-                       {
-                               if(mudcount >= mud_add_amount)
-                                       break;
-
-                               MapNode &n = vmanip.m_data[i];
-                               n = addnode;
-                               mudcount++;
-
-                               vmanip.m_area.add_y(em, i, 1);
-                       }
-               }
-
-       }
-
-       }//timer1
-#endif
-
-       /*
-               Add blobs of dirt and gravel underground
-       */
-       if(get_biome(data->seed, v2s16(node_min.X, node_min.Y)) == BT_NORMAL)
-       {
-       PseudoRandom pr(blockseed+983);
-       for(int i=0; i<volume_nodes/10/10/10; i++)
-       {
-               bool only_fill_cave = (myrand_range(0,1) != 0);
-               v3s16 size(
-                       pr.range(1, 8),
-                       pr.range(1, 8),
-                       pr.range(1, 8)
-               );
-               v3s16 p0(
-                       pr.range(node_min.X, node_max.X)-size.X/2,
-                       pr.range(node_min.Y, node_max.Y)-size.Y/2,
-                       pr.range(node_min.Z, node_max.Z)-size.Z/2
-               );
-               MapNode n1;
-               if(p0.Y > -32 && pr.range(0,1) == 0)
-                       n1 = MapNode(c_dirt);
-               else
-                       n1 = MapNode(c_gravel);
-               for(int x1=0; x1<size.X; x1++)
-               for(int y1=0; y1<size.Y; y1++)
-               for(int z1=0; z1<size.Z; z1++)
-               {
-                       v3s16 p = p0 + v3s16(x1,y1,z1);
-                       u32 i = vmanip.m_area.index(p);
-                       if(!vmanip.m_area.contains(i))
-                               continue;
-                       // Cancel if not stone and not cave air
-                       if(vmanip.m_data[i].getContent() != c_stone &&
-                                       !(vmanip.m_flags[i] & VMANIP_FLAG_CAVE))
-                               continue;
-                       if(only_fill_cave && !(vmanip.m_flags[i] & VMANIP_FLAG_CAVE))
-                               continue;
-                       vmanip.m_data[i] = n1;
-               }
-       }
-       }
-
-#if 1
-       {
-       // 340ms @cs=8
-       TimeTaker timer1("flow mud");
-
-       /*
-               Flow mud away from steep edges
-       */
-
-       // Iterate a few times
-       for(s16 k=0; k<3; k++)
-       {
-
-       for(s16 x=mudflow_minpos; x<=mudflow_maxpos; x++)
-       for(s16 z=mudflow_minpos; z<=mudflow_maxpos; z++)
-       {
-               // Invert coordinates every 2nd iteration
-               if(k%2 == 0)
-               {
-                       x = mudflow_maxpos - (x-mudflow_minpos);
-                       z = mudflow_maxpos - (z-mudflow_minpos);
-               }
-
-               // Node position in 2d
-               v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x,z);
-
-               v3s16 em = vmanip.m_area.getExtent();
-               u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
-               s16 y=node_max.Y;
-
-               while(y >= node_min.Y)
-               {
-
-               for(;; y--)
-               {
-                       MapNode *n = NULL;
-                       // Find mud
-                       for(; y>=node_min.Y; y--)
-                       {
-                               n = &vmanip.m_data[i];
-                               //if(content_walkable(n->d))
-                               //      break;
-                               if(n->getContent() == c_dirt ||
-                                               n->getContent() == c_dirt_with_grass ||
-                                               n->getContent() == c_gravel)
-                                       break;
-
-                               vmanip.m_area.add_y(em, i, -1);
-                       }
-
-                       // Stop if out of area
-                       //if(vmanip.m_area.contains(i) == false)
-                       if(y < node_min.Y)
-                               break;
-
-                       /*// If not mud, do nothing to it
-                       MapNode *n = &vmanip.m_data[i];
-                       if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
-                               continue;*/
-
-                       if(n->getContent() == c_dirt ||
-                                       n->getContent() == c_dirt_with_grass)
-                       {
-                               // Make it exactly mud
-                               n->setContent(c_dirt);
-
-                               /*
-                                       Don't flow it if the stuff under it is not mud
-                               */
-                               {
-                                       u32 i2 = i;
-                                       vmanip.m_area.add_y(em, i2, -1);
-                                       // Cancel if out of area
-                                       if(vmanip.m_area.contains(i2) == false)
-                                               continue;
-                                       MapNode *n2 = &vmanip.m_data[i2];
-                                       if(n2->getContent() != c_dirt &&
-                                                       n2->getContent() != c_dirt_with_grass)
-                                               continue;
-                               }
-                       }
-
-                       /*s16 recurse_count = 0;
-       mudflow_recurse:*/
-
-                       v3s16 dirs4[4] = {
-                               v3s16(0,0,1), // back
-                               v3s16(1,0,0), // right
-                               v3s16(0,0,-1), // front
-                               v3s16(-1,0,0), // left
-                       };
-
-                       // Theck that upper is air or doesn't exist.
-                       // Cancel dropping if upper keeps it in place
-                       u32 i3 = i;
-                       vmanip.m_area.add_y(em, i3, 1);
-                       if(vmanip.m_area.contains(i3) == true
-                                       && ndef->get(vmanip.m_data[i3]).walkable)
-                       {
-                               continue;
-                       }
-
-                       // Drop mud on side
-
-                       for(u32 di=0; di<4; di++)
-                       {
-                               v3s16 dirp = dirs4[di];
-                               u32 i2 = i;
-                               // Move to side
-                               vmanip.m_area.add_p(em, i2, dirp);
-                               // Fail if out of area
-                               if(vmanip.m_area.contains(i2) == false)
-                                       continue;
-                               // Check that side is air
-                               MapNode *n2 = &vmanip.m_data[i2];
-                               if(ndef->get(*n2).walkable)
-                                       continue;
-                               // Check that under side is air
-                               vmanip.m_area.add_y(em, i2, -1);
-                               if(vmanip.m_area.contains(i2) == false)
-                                       continue;
-                               n2 = &vmanip.m_data[i2];
-                               if(ndef->get(*n2).walkable)
-                                       continue;
-                               /*// Check that under that is air (need a drop of 2)
-                               vmanip.m_area.add_y(em, i2, -1);
-                               if(vmanip.m_area.contains(i2) == false)
-                                       continue;
-                               n2 = &vmanip.m_data[i2];
-                               if(content_walkable(n2->d))
-                                       continue;*/
-                               // Loop further down until not air
-                               bool dropped_to_unknown = false;
-                               do{
-                                       vmanip.m_area.add_y(em, i2, -1);
-                                       n2 = &vmanip.m_data[i2];
-                                       // if out of known area
-                                       if(vmanip.m_area.contains(i2) == false
-                                                       || n2->getContent() == CONTENT_IGNORE){
-                                               dropped_to_unknown = true;
-                                               break;
-                                       }
-                               }while(ndef->get(*n2).walkable == false);
-                               // Loop one up so that we're in air
-                               vmanip.m_area.add_y(em, i2, 1);
-                               n2 = &vmanip.m_data[i2];
-
-                               bool old_is_water = (n->getContent() == c_water_source);
-                               // Move mud to new place
-                               if(!dropped_to_unknown) {
-                                       *n2 = *n;
-                                       // Set old place to be air (or water)
-                                       if(old_is_water)
-                                               *n = MapNode(c_water_source);
-                                       else
-                                               *n = MapNode(CONTENT_AIR);
-                               }
-
-                               // Done
-                               break;
-                       }
-               }
-               }
-       }
-
-       }
-
-       }//timer1
-#endif
-
-       } // Aging loop
-       /***********************
-               END OF AGING LOOP
-       ************************/
-
-       /*
-               Add top and bottom side of water to transforming_liquid queue
-       */
-
-       for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
-       for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
-       {
-               // Node position
-               v2s16 p2d(x,z);
-               {
-                       bool water_found = false;
-                       // Use fast index incrementing
-                       v3s16 em = vmanip.m_area.getExtent();
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
-                       for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
-                       {
-                               if(y == full_node_max.Y){
-                                       water_found =
-                                               (vmanip.m_data[i].getContent() == c_water_source ||
-                                               vmanip.m_data[i].getContent() == c_lava_source);
-                               }
-                               else if(water_found == false)
-                               {
-                                       if(vmanip.m_data[i].getContent() == c_water_source ||
-                                                       vmanip.m_data[i].getContent() == c_lava_source)
-                                       {
-                                               v3s16 p = v3s16(p2d.X, y, p2d.Y);
-                                               data->transforming_liquid.push_back(p);
-                                               water_found = true;
-                                       }
-                               }
-                               else
-                               {
-                                       // This can be done because water_found can only
-                                       // turn to true and end up here after going through
-                                       // a single block.
-                                       if(vmanip.m_data[i+1].getContent() != c_water_source ||
-                                                       vmanip.m_data[i+1].getContent() != c_lava_source)
-                                       {
-                                               v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
-                                               data->transforming_liquid.push_back(p);
-                                               water_found = false;
-                                       }
-                               }
-
-                               vmanip.m_area.add_y(em, i, -1);
-                       }
-               }
-       }
-
-       /*
-               Grow grass
-       */
-
-       for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
-       for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
-       {
-               // Node position in 2d
-               v2s16 p2d = v2s16(x,z);
-
-               /*
-                       Find the lowest surface to which enough light ends up
-                       to make grass grow.
-
-                       Basically just wait until not air and not leaves.
-               */
-               s16 surface_y = 0;
-               {
-                       v3s16 em = vmanip.m_area.getExtent();
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
-                       s16 y;
-                       // Go to ground level
-                       for(y=node_max.Y; y>=full_node_min.Y; y--)
-                       {
-                               MapNode &n = vmanip.m_data[i];
-                               if(ndef->get(n).param_type != CPT_LIGHT
-                                               || ndef->get(n).liquid_type != LIQUID_NONE)
-                                       break;
-                               vmanip.m_area.add_y(em, i, -1);
-                       }
-                       if(y >= full_node_min.Y)
-                               surface_y = y;
-                       else
-                               surface_y = full_node_min.Y;
-               }
-
-               u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y);
-               MapNode *n = &vmanip.m_data[i];
-               if(n->getContent() == c_dirt){
-                       // Well yeah, this can't be overground...
-                       if(surface_y < WATER_LEVEL - 20)
-                               continue;
-                       n->setContent(c_dirt_with_grass);
-               }
-       }
-
-       /*
-               Generate some trees
-       */
-       assert(central_area_size.X == central_area_size.Z);
-       {
-               // Divide area into parts
-               s16 div = 8;
-               s16 sidelen = central_area_size.X / div;
-               double area = sidelen * sidelen;
-               for(s16 x0=0; x0<div; x0++)
-               for(s16 z0=0; z0<div; z0++)
-               {
-                       // Center position of part of division
-                       v2s16 p2d_center(
-                               node_min.X + sidelen/2 + sidelen*x0,
-                               node_min.Z + sidelen/2 + sidelen*z0
-                       );
-                       // Minimum edge of part of division
-                       v2s16 p2d_min(
-                               node_min.X + sidelen*x0,
-                               node_min.Z + sidelen*z0
-                       );
-                       // Maximum edge of part of division
-                       v2s16 p2d_max(
-                               node_min.X + sidelen + sidelen*x0 - 1,
-                               node_min.Z + sidelen + sidelen*z0 - 1
-                       );
-                       // Amount of trees
-                       u32 tree_count = area * tree_amount_2d(data->seed, p2d_center);
-                       // Put trees in random places on part of division
-                       for(u32 i=0; i<tree_count; i++)
-                       {
-                               s16 x = myrand_range(p2d_min.X, p2d_max.X);
-                               s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
-                               s16 y = find_ground_level(vmanip, v2s16(x,z), ndef);
-                               // Don't make a tree under water level
-                               if(y < WATER_LEVEL)
-                                       continue;
-                               // Don't make a tree so high that it doesn't fit
-                               if(y > node_max.Y - 6)
-                                       continue;
-                               v3s16 p(x,y,z);
-                               /*
-                                       Trees grow only on mud and grass
-                               */
-                               {
-                                       u32 i = vmanip.m_area.index(v3s16(p));
-                                       MapNode *n = &vmanip.m_data[i];
-                                       if(n->getContent() != c_dirt
-                                                       && n->getContent() != c_dirt_with_grass)
-                                               continue;
-                               }
-                               p.Y++;
-                               // Make a tree
-                               treegen::make_tree(vmanip, p, false, ndef);
-                       }
-               }
-       }
-
-#if 0
-       /*
-               Make base ground level
-       */
-
-       for(s16 x=node_min.X; x<=node_max.X; x++)
-       for(s16 z=node_min.Z; z<=node_max.Z; z++)
-       {
-               // Node position
-               v2s16 p2d(x,z);
-               {
-                       // Use fast index incrementing
-                       v3s16 em = vmanip.m_area.getExtent();
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
-                       for(s16 y=node_min.Y; y<=node_max.Y; y++)
-                       {
-                               // Only modify places that have no content
-                               if(vmanip.m_data[i].getContent() == CONTENT_IGNORE)
-                               {
-                                       // First priority: make air and water.
-                                       // This avoids caves inside water.
-                                       if(all_is_ground_except_caves == false
-                                                       && val_is_ground(noisebuf_ground.get(x,y,z),
-                                                       v3s16(x,y,z), data->seed) == false)
-                                       {
-                                               if(y <= WATER_LEVEL)
-                                                       vmanip.m_data[i] = n_water_source;
-                                               else
-                                                       vmanip.m_data[i] = n_air;
-                                       }
-                                       else if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD)
-                                               vmanip.m_data[i] = n_air;
-                                       else
-                                               vmanip.m_data[i] = n_stone;
-                               }
-
-                               vmanip->m_area.add_y(em, i, 1);
-                       }
-               }
-       }
-
-       /*
-               Add mud and sand and others underground (in place of stone)
-       */
-
-       for(s16 x=node_min.X; x<=node_max.X; x++)
-       for(s16 z=node_min.Z; z<=node_max.Z; z++)
-       {
-               // Node position
-               v2s16 p2d(x,z);
-               {
-                       // Use fast index incrementing
-                       v3s16 em = vmanip.m_area.getExtent();
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
-                       for(s16 y=node_max.Y; y>=node_min.Y; y--)
-                       {
-                               if(vmanip.m_data[i].getContent() == c_stone)
-                               {
-                                       if(noisebuf_ground_crumbleness.get(x,y,z) > 1.3)
-                                       {
-                                               if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
-                                                       vmanip.m_data[i] = n_dirt;
-                                               else
-                                                       vmanip.m_data[i] = n_sand;
-                                       }
-                                       else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.7)
-                                       {
-                                               if(noisebuf_ground_wetness.get(x,y,z) < -0.6)
-                                                       vmanip.m_data[i] = n_gravel;
-                                       }
-                                       else if(noisebuf_ground_crumbleness.get(x,y,z) <
-                                                       -3.0 + MYMIN(0.1 * sqrt((float)MYMAX(0, -y)), 1.5))
-                                       {
-                                               vmanip.m_data[i] = n_lava_source;
-                                               for(s16 x1=-1; x1<=1; x1++)
-                                               for(s16 y1=-1; y1<=1; y1++)
-                                               for(s16 z1=-1; z1<=1; z1++)
-                                                       data->transforming_liquid.push_back(
-                                                                       v3s16(p2d.X+x1, y+y1, p2d.Y+z1));
-                                       }
-                               }
-
-                               vmanip->m_area.add_y(em, i, -1);
-                       }
-               }
-       }
-
-       /*
-               Add dungeons
-       */
-
-       //if(node_min.Y < approx_groundlevel)
-       //if(myrand() % 3 == 0)
-       //if(myrand() % 3 == 0 && node_min.Y < approx_groundlevel)
-       //if(myrand() % 100 == 0 && node_min.Y < approx_groundlevel)
-       //float dungeon_rarity = g_settings.getFloat("dungeon_rarity");
-       float dungeon_rarity = 0.02;
-       if(((noise3d(blockpos.X,blockpos.Y,blockpos.Z,data->seed)+1.0)/2.0)
-                       < dungeon_rarity
-                       && node_min.Y < approx_groundlevel)
-       {
-               // Dungeon generator doesn't modify places which have this set
-               vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE
-                               | VMANIP_FLAG_DUNGEON_PRESERVE);
-
-               // Set all air and water to be untouchable to make dungeons open
-               // to caves and open air
-               for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
-               for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
-               {
-                       // Node position
-                       v2s16 p2d(x,z);
-                       {
-                               // Use fast index incrementing
-                               v3s16 em = vmanip.m_area.getExtent();
-                               u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
-                               for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
-                               {
-                                       if(vmanip.m_data[i].getContent() == CONTENT_AIR)
-                                               vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
-                                       else if(vmanip.m_data[i].getContent() == c_water_source)
-                                               vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
-                                       vmanip->m_area.add_y(em, i, -1);
-                               }
-                       }
-               }
-
-               PseudoRandom random(blockseed+2);
-
-               // Add it
-               make_dungeon1(vmanip, random, ndef);
-
-               // Convert some cobble to mossy cobble
-               for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
-               for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
-               {
-                       // Node position
-                       v2s16 p2d(x,z);
-                       {
-                               // Use fast index incrementing
-                               v3s16 em = vmanip.m_area.getExtent();
-                               u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
-                               for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
-                               {
-                                       // (noisebuf not used because it doesn't contain the
-                                       //  full area)
-                                       double wetness = noise3d_param(
-                                                       get_ground_wetness_params(data->seed), x,y,z);
-                                       double d = noise3d_perlin((float)x/2.5,
-                                                       (float)y/2.5,(float)z/2.5,
-                                                       blockseed, 2, 1.4);
-                                       if(vmanip.m_data[i].getContent() == c_cobble)
-                                       {
-                                               if(d < wetness/3.0)
-                                               {
-                                                       vmanip.m_data[i].setContent(c_mossycobble);
-                                               }
-                                       }
-                                       /*else if(vmanip.m_flags[i] & VMANIP_FLAG_DUNGEON_INSIDE)
-                                       {
-                                               if(wetness > 1.2)
-                                                       vmanip.m_data[i].setContent(c_dirt);
-                                       }*/
-                                       vmanip->m_area.add_y(em, i, -1);
-                               }
-                       }
-               }
-       }
-
-       /*
-               Add NC
-       */
-       {
-               PseudoRandom ncrandom(blockseed+9324342);
-               if(ncrandom.range(0, 1000) == 0 && blockpos.Y <= -3)
-               {
-                       make_nc(vmanip, ncrandom, ndef);
-               }
-       }
 
-       /*
-               Add top and bottom side of water to transforming_liquid queue
-       */
-
-       for(s16 x=node_min.X; x<=node_max.X; x++)
-       for(s16 z=node_min.Z; z<=node_max.Z; z++)
-       {
-               // Node position
-               v2s16 p2d(x,z);
-               {
-                       bool water_found = false;
-                       // Use fast index incrementing
-                       v3s16 em = vmanip.m_area.getExtent();
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
-                       for(s16 y=node_max.Y; y>=node_min.Y; y--)
-                       {
-                               if(water_found == false)
-                               {
-                                       if(vmanip.m_data[i].getContent() == c_water_source)
-                                       {
-                                               v3s16 p = v3s16(p2d.X, y, p2d.Y);
-                                               data->transforming_liquid.push_back(p);
-                                               water_found = true;
-                                       }
-                               }
-                               else
-                               {
-                                       // This can be done because water_found can only
-                                       // turn to true and end up here after going through
-                                       // a single block.
-                                       if(vmanip.m_data[i+1].getContent() != c_water_source)
-                                       {
-                                               v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
-                                               data->transforming_liquid.push_back(p);
-                                               water_found = false;
-                                       }
-                               }
-
-                               vmanip->m_area.add_y(em, i, -1);
-                       }
-               }
-       }
-
-       /*
-               If close to ground level
-       */
-
-       //if(abs(approx_ground_depth) < 30)
-       if(minimum_ground_depth < 5 && maximum_ground_depth > -5)
-       {
-               /*
-                       Add grass and mud
-               */
-
-               for(s16 x=node_min.X; x<=node_max.X; x++)
-               for(s16 z=node_min.Z; z<=node_max.Z; z++)
-               {
-                       // Node position
-                       v2s16 p2d(x,z);
-                       {
-                               bool possibly_have_sand = get_have_beach(data->seed, p2d);
-                               bool have_sand = false;
-                               u32 current_depth = 0;
-                               bool air_detected = false;
-                               bool water_detected = false;
-                               bool have_clay = false;
-
-                               // Use fast index incrementing
-                               s16 start_y = node_max.Y+2;
-                               v3s16 em = vmanip.m_area.getExtent();
-                               u32 i = vmanip.m_area.index(v3s16(p2d.X, start_y, p2d.Y));
-                               for(s16 y=start_y; y>=node_min.Y-3; y--)
-                               {
-                                       if(vmanip.m_data[i].getContent() == c_water_source)
-                                               water_detected = true;
-                                       if(vmanip.m_data[i].getContent() == CONTENT_AIR)
-                                               air_detected = true;
-
-                                       if((vmanip.m_data[i].getContent() == c_stone
-                                                       || vmanip.m_data[i].getContent() == c_dirt_with_grass
-                                                       || vmanip.m_data[i].getContent() == c_dirt
-                                                       || vmanip.m_data[i].getContent() == c_sand
-                                                       || vmanip.m_data[i].getContent() == c_gravel
-                                                       ) && (air_detected || water_detected))
-                                       {
-                                               if(current_depth == 0 && y <= WATER_LEVEL+2
-                                                               && possibly_have_sand)
-                                                       have_sand = true;
-
-                                               if(current_depth < 4)
-                                               {
-                                                       if(have_sand)
-                                                       {
-                                                               vmanip.m_data[i] = MapNode(c_sand);
-                                                       }
-                                                       #if 1
-                                                       else if(current_depth==0 && !water_detected
-                                                                       && y >= WATER_LEVEL && air_detected)
-                                                               vmanip.m_data[i] = MapNode(c_dirt_with_grass);
-                                                       #endif
-                                                       else
-                                                               vmanip.m_data[i] = MapNode(c_dirt);
-                                               }
-                                               else
-                                               {
-                                                       if(vmanip.m_data[i].getContent() == c_dirt
-                                                               || vmanip.m_data[i].getContent() == c_dirt_with_grass)
-                                                               vmanip.m_data[i] = MapNode(c_stone);
-                                               }
-
-                                               current_depth++;
-
-                                               if(current_depth >= 8)
-                                                       break;
-                                       }
-                                       else if(current_depth != 0)
-                                               break;
-
-                                       vmanip->m_area.add_y(em, i, -1);
-                               }
-                       }
-               }
-
-               /*
-                       Calculate some stuff
-               */
-
-               float surface_humidity = surface_humidity_2d(data->seed, p2d_center);
-               bool is_jungle = surface_humidity > 0.75;
-               // Amount of trees
-               u32 tree_count = gen_area_nodes * tree_amount_2d(data->seed, p2d_center);
-               if(is_jungle)
-                       tree_count *= 5;
-
-               /*
-                       Add trees
-               */
-               PseudoRandom treerandom(blockseed);
-               // Put trees in random places on part of division
-               for(u32 i=0; i<tree_count; i++)
-               {
-                       s16 x = treerandom.range(node_min.X, node_max.X);
-                       s16 z = treerandom.range(node_min.Z, node_max.Z);
-                       //s16 y = find_ground_level(vmanip, v2s16(x,z));
-                       s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4);
-                       // Don't make a tree under water level
-                       if(y < WATER_LEVEL)
-                               continue;
-                       // Make sure tree fits (only trees whose starting point is
-                       // at this block are added)
-                       if(y < node_min.Y || y > node_max.Y)
-                               continue;
-                       /*
-                               Find exact ground level
-                       */
-                       v3s16 p(x,y+6,z);
-                       bool found = false;
-                       for(; p.Y >= y-6; p.Y--)
-                       {
-                               u32 i = vmanip->m_area.index(p);
-                               MapNode *n = &vmanip->m_data[i];
-                               if(n->getContent() != CONTENT_AIR && n->getContent() != c_water_source && n->getContent() != CONTENT_IGNORE)
-                               {
-                                       found = true;
-                                       break;
-                               }
-                       }
-                       // If not found, handle next one
-                       if(found == false)
-                               continue;
-
-                       {
-                               u32 i = vmanip->m_area.index(p);
-                               MapNode *n = &vmanip->m_data[i];
-
-                               if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass && n->getContent() != c_sand)
-                                               continue;
-
-                               // Papyrus grows only on mud and in water
-                               if(n->getContent() == c_dirt && y <= WATER_LEVEL)
-                               {
-                                       p.Y++;
-                                       make_papyrus(vmanip, p, ndef);
-                               }
-                               // Trees grow only on mud and grass, on land
-                               else if((n->getContent() == c_dirt || n->getContent() == c_dirt_with_grass) && y > WATER_LEVEL + 2)
-                               {
-                                       p.Y++;
-                                       //if(surface_humidity_2d(data->seed, v2s16(x, y)) < 0.5)
-                                       if(is_jungle == false)
-                                       {
-                                               bool is_apple_tree;
-                                               if(myrand_range(0,4) != 0)
-                                                       is_apple_tree = false;
-                                               else
-                                                       is_apple_tree = noise2d_perlin(
-                                                                       0.5+(float)p.X/100, 0.5+(float)p.Z/100,
-                                                                       data->seed+342902, 3, 0.45) > 0.2;
-                                               make_tree(vmanip, p, is_apple_tree, ndef);
-                                       }
-                                       else
-                                               make_jungletree(vmanip, p, ndef);
-                               }
-                               // Cactii grow only on sand, on land
-                               else if(n->getContent() == c_sand && y > WATER_LEVEL + 2)
-                               {
-                                       p.Y++;
-                                       make_cactus(vmanip, p, ndef);
-                               }
-                       }
-               }
-
-               /*
-                       Add jungle grass
-               */
-               if(is_jungle)
-               {
-                       PseudoRandom grassrandom(blockseed);
-                       for(u32 i=0; i<surface_humidity*5*tree_count; i++)
-                       {
-                               s16 x = grassrandom.range(node_min.X, node_max.X);
-                               s16 z = grassrandom.range(node_min.Z, node_max.Z);
-                               s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4);
-                               if(y < WATER_LEVEL)
-                                       continue;
-                               if(y < node_min.Y || y > node_max.Y)
-                                       continue;
-                               /*
-                                       Find exact ground level
-                               */
-                               v3s16 p(x,y+6,z);
-                               bool found = false;
-                               for(; p.Y >= y-6; p.Y--)
-                               {
-                                       u32 i = vmanip->m_area.index(p);
-                                       MapNode *n = &vmanip->m_data[i];
-                                       if(data->nodedef->get(*n).is_ground_content)
-                                       {
-                                               found = true;
-                                               break;
-                                       }
-                               }
-                               // If not found, handle next one
-                               if(found == false)
-                                       continue;
-                               p.Y++;
-                               if(vmanip.m_area.contains(p) == false)
-                                       continue;
-                               if(vmanip.m_data[vmanip.m_area.index(p)].getContent() != CONTENT_AIR)
-                                       continue;
-                               /*p.Y--;
-                               if(vmanip.m_area.contains(p))
-                                       vmanip.m_data[vmanip.m_area.index(p)] = c_dirt;
-                               p.Y++;*/
-                               if(vmanip.m_area.contains(p))
-                                       vmanip.m_data[vmanip.m_area.index(p)] = c_junglegrass;
-                       }
-               }
-
-#if 0
-               /*
-                       Add some kind of random stones
-               */
-
-               u32 random_stone_count = gen_area_nodes *
-                               randomstone_amount_2d(data->seed, p2d_center);
-               // Put in random places on part of division
-               for(u32 i=0; i<random_stone_count; i++)
-               {
-                       s16 x = myrand_range(node_min.X, node_max.X);
-                       s16 z = myrand_range(node_min.Z, node_max.Z);
-                       s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
-                       // Don't add under water level
-                       /*if(y < WATER_LEVEL)
-                               continue;*/
-                       // Don't add if doesn't belong to this block
-                       if(y < node_min.Y || y > node_max.Y)
-                               continue;
-                       v3s16 p(x,y,z);
-                       // Filter placement
-                       /*{
-                               u32 i = vmanip->m_area.index(v3s16(p));
-                               MapNode *n = &vmanip->m_data[i];
-                               if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass)
-                                       continue;
-                       }*/
-                       // Will be placed one higher
-                       p.Y++;
-                       // Add it
-                       make_randomstone(vmanip, p);
-               }
-#endif
-
-#if 0
-               /*
-                       Add larger stones
-               */
-
-               u32 large_stone_count = gen_area_nodes *
-                               largestone_amount_2d(data->seed, p2d_center);
-               //u32 large_stone_count = 1;
-               // Put in random places on part of division
-               for(u32 i=0; i<large_stone_count; i++)
-               {
-                       s16 x = myrand_range(node_min.X, node_max.X);
-                       s16 z = myrand_range(node_min.Z, node_max.Z);
-                       s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
-                       // Don't add under water level
-                       /*if(y < WATER_LEVEL)
-                               continue;*/
-                       // Don't add if doesn't belong to this block
-                       if(y < node_min.Y || y > node_max.Y)
-                               continue;
-                       v3s16 p(x,y,z);
-                       // Filter placement
-                       /*{
-                               u32 i = vmanip->m_area.index(v3s16(p));
-                               MapNode *n = &vmanip->m_data[i];
-                               if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass)
-                                       continue;
-                       }*/
-                       // Will be placed one lower
-                       p.Y--;
-                       // Add it
-                       make_largestone(vmanip, p);
-               }
-#endif
-       }
-
-       /*
-               Add minerals
-       */
-
-       {
-               PseudoRandom mineralrandom(blockseed);
-
-               /*
-                       Add meseblocks
-               */
-               for(s16 i=0; i<approx_ground_depth/4; i++)
-               {
-                       if(mineralrandom.next()%50 == 0)
-                       {
-                               s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
-                               s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
-                               s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
-                               for(u16 i=0; i<27; i++)
-                               {
-                                       v3s16 p = v3s16(x,y,z) + g_27dirs[i];
-                                       u32 vi = vmanip.m_area.index(p);
-                                       if(vmanip.m_data[vi].getContent() == c_stone)
-                                               if(mineralrandom.next()%8 == 0)
-                                                       vmanip.m_data[vi] = MapNode(c_mese);
-                               }
-
-                       }
-               }
-               /*
-                       Add others
-               */
-               {
-                       u16 a = mineralrandom.range(0,15);
-                       a = a*a*a;
-                       u16 amount = 20 * a/1000;
-                       for(s16 i=0; i<amount; i++)
-                       {
-                               s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
-                               s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
-                               s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
-
-                               u8 base_content = c_stone;
-                               MapNode new_content(CONTENT_IGNORE);
-                               u32 sparseness = 6;
-
-                               if(noisebuf_ground_crumbleness.get(x,y+5,z) < -0.1)
-                               {
-                                       new_content = MapNode(c_stone_with_coal);
-                               }
-                               else
-                               {
-                                       if(noisebuf_ground_wetness.get(x,y+5,z) > 0.0)
-                                               new_content = MapNode(c_stone_with_iron);
-                                       /*if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
-                                               vmanip.m_data[i] = MapNode(c_dirt);
-                                       else
-                                               vmanip.m_data[i] = MapNode(c_sand);*/
-                               }
-                               /*else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.1)
-                               {
-                               }*/
-
-                               if(new_content.getContent() != CONTENT_IGNORE)
-                               {
-                                       for(u16 i=0; i<27; i++)
-                                       {
-                                               v3s16 p = v3s16(x,y,z) + g_27dirs[i];
-                                               u32 vi = vmanip.m_area.index(p);
-                                               if(vmanip.m_data[vi].getContent() == base_content)
-                                               {
-                                                       if(mineralrandom.next()%sparseness == 0)
-                                                               vmanip.m_data[vi] = new_content;
-                                               }
-                                       }
-                               }
-                       }
-               }
-               /*
-                       Add coal
-               */
-               //for(s16 i=0; i < MYMAX(0, 50 - abs(node_min.Y+8 - (-30))); i++)
-               //for(s16 i=0; i<50; i++)
-               u16 coal_amount = 30;
-               u16 coal_rareness = 60 / coal_amount;
-               if(coal_rareness == 0)
-                       coal_rareness = 1;
-               if(mineralrandom.next()%coal_rareness == 0)
-               {
-                       u16 a = mineralrandom.next() % 16;
-                       u16 amount = coal_amount * a*a*a / 1000;
-                       for(s16 i=0; i<amount; i++)
-                       {
-                               s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
-                               s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
-                               s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
-                               for(u16 i=0; i<27; i++)
-                               {
-                                       v3s16 p = v3s16(x,y,z) + g_27dirs[i];
-                                       u32 vi = vmanip.m_area.index(p);
-                                       if(vmanip.m_data[vi].getContent() == c_stone)
-                                               if(mineralrandom.next()%8 == 0)
-                                                       vmanip.m_data[vi] = MapNode(c_stone_with_coal);
-                               }
-                       }
-               }
-               /*
-                       Add iron
-               */
-               u16 iron_amount = 8;
-               u16 iron_rareness = 60 / iron_amount;
-               if(iron_rareness == 0)
-                       iron_rareness = 1;
-               if(mineralrandom.next()%iron_rareness == 0)
-               {
-                       u16 a = mineralrandom.next() % 16;
-                       u16 amount = iron_amount * a*a*a / 1000;
-                       for(s16 i=0; i<amount; i++)
-                       {
-                               s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
-                               s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
-                               s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
-                               for(u16 i=0; i<27; i++)
-                               {
-                                       v3s16 p = v3s16(x,y,z) + g_27dirs[i];
-                                       u32 vi = vmanip.m_area.index(p);
-                                       if(vmanip.m_data[vi].getContent() == c_stone)
-                                               if(mineralrandom.next()%8 == 0)
-                                                       vmanip.m_data[vi] = MapNode(c_stone_with_iron);
-                               }
-                       }
-               }
-       }
-#endif
-
-       /*
-               Calculate lighting
-       */
-       {
-       ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update",
-                       SPT_AVG);
-       //VoxelArea a(node_min, node_max);
-       VoxelArea a(node_min-v3s16(1,0,1)*MAP_BLOCKSIZE,
-                       node_max+v3s16(1,0,1)*MAP_BLOCKSIZE);
-       /*VoxelArea a(node_min-v3s16(1,0,1)*MAP_BLOCKSIZE/2,
-                       node_max+v3s16(1,0,1)*MAP_BLOCKSIZE/2);*/
-       enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};
-       for(int i=0; i<2; i++)
-       {
-               enum LightBank bank = banks[i];
-
-               core::map<v3s16, bool> light_sources;
-               core::map<v3s16, u8> unlight_from;
-
-               voxalgo::clearLightAndCollectSources(vmanip, a, bank, ndef,
-                               light_sources, unlight_from);
-
-               bool inexistent_top_provides_sunlight = !block_is_underground;
-               voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
-                               vmanip, a, inexistent_top_provides_sunlight,
-                               light_sources, ndef);
-               // TODO: Do stuff according to bottom_sunlight_valid
-
-               vmanip.unspreadLight(bank, unlight_from, light_sources, ndef);
-
-               vmanip.spreadLight(bank, light_sources, ndef);
-       }
-       }
+bool MapgenV7Params::readParams(Settings *settings) {
+       bool success = 
+               settings->getNoiseParams("mgv7_np_terrain_base",    np_terrain_base)    &&
+               settings->getNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt)     &&
+               settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist) &&
+               settings->getNoiseParams("mgv7_np_height_select",   np_height_select)   &&
+               settings->getNoiseParams("mgv7_np_filler_depth",    np_filler_depth)    &&
+               settings->getNoiseParams("mgv7_np_mount_height",    np_mount_height)    &&
+               settings->getNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater)    &&
+               settings->getNoiseParams("mgv7_np_mountain",        np_mountain)        &&
+               settings->getNoiseParams("mgv7_np_ridge",           np_ridge);
+       return success;
 }
 
-#endif ///BIG COMMENT
-
-BlockMakeData::BlockMakeData():
-       no_op(false),
-       vmanip(NULL),
-       seed(0),
-       nodedef(NULL)
-{}
 
-BlockMakeData::~BlockMakeData()
-{
-       delete vmanip;
+void MapgenV7Params::writeParams(Settings *settings) {
+       settings->setNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
+       settings->setNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
+       settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
+       settings->setNoiseParams("mgv7_np_height_select",   np_height_select);
+       settings->setNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
+       settings->setNoiseParams("mgv7_np_mount_height",    np_mount_height);
+       settings->setNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
+       settings->setNoiseParams("mgv7_np_mountain",        np_mountain);
+       settings->setNoiseParams("mgv7_np_ridge",           np_ridge);
 }
-
-//}; // namespace mapgen
-
-