]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/mapgen.cpp
Ensure ore can fit in OreSheet::generate()
[dragonfireclient.git] / src / mapgen.cpp
index 026248ad430755bc730172082b99bf2fcb863255..689ad63cbe5ab66364f474d8fc669aae217c2035 100644 (file)
 /*
-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 General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
 (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
 
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
 with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
 
 #include "mapgen.h"
 #include "voxel.h"
-#include "content_mapnode.h"
 #include "noise.h"
+#include "biome.h"
 #include "mapblock.h"
+#include "mapnode.h"
 #include "map.h"
-#include "mineral.h"
 //#include "serverobject.h"
 #include "content_sao.h"
+#include "nodedef.h"
+#include "content_mapnode.h" // For content_mapnode_get_new_name
+#include "voxelalgorithms.h"
+#include "profiler.h"
+#include "settings.h" // For g_settings
+#include "main.h" // For g_profiler
+#include "treegen.h"
+#include "mapgen_v6.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},
+       {NULL,                     0}
+};
 
-namespace mapgen
-{
-
-/*
-       Some helper functions for the map generator
-*/
-
-#if 0
-static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d)
-{
-       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(content_walkable(n.d))
-                       break;
 
-               vmanip.m_area.add_y(em, i, -1);
-       }
-       if(y >= y_nodes_min)
-               return y;
-       else
-               return y_nodes_min;
-}
+///////////////////////////////////////////////////////////////////////////////
 
-static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d)
-{
-       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(content_walkable(n.d)
-                               && n.getContent() != CONTENT_TREE
-                               && n.getContent() != CONTENT_LEAVES)
-                       break;
 
-               vmanip.m_area.add_y(em, i, -1);
+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;
        }
-       if(y >= y_nodes_min)
-               return y;
-       else
-               return y_nodes_min;
 }
-#endif
-
-static void make_tree(VoxelManipulator &vmanip, v3s16 p0)
-{
-       MapNode treenode(CONTENT_TREE);
-       MapNode leavesnode(CONTENT_LEAVES);
-       MapNode applenode(CONTENT_APPLE);
-       
-       bool is_apple_tree = myrand_range(0,100) < 35?true:false;
-       s16 apple_count = 0;
-       
-
-       s16 trunk_h = myrand_range(4, 5);
-       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)] = treenode;
-               p1.Y++;
-       }
 
-       // p1 is now the last piece of the trunk
-       p1.Y -= 1;
 
-       VoxelArea leaves_a(v3s16(-2,-1,-2), v3s16(2,2,2));
-       //SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
-       Buffer<u8> leaves_d(leaves_a.getVolume());
-       for(s32 i=0; i<leaves_a.getVolume(); i++)
-               leaves_d[i] = 0;
-
-       // Force leaves at near the end of the trunk
-       {
-               s16 d = 1;
-               for(s16 z=-d; z<=d; z++)
-               for(s16 y=-d; y<=d; y++)
-               for(s16 x=-d; x<=d; x++)
-               {
-                       leaves_d[leaves_a.index(v3s16(x,y,z))] = 1;
+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 = CONTENT_AIR;
                }
        }
-
-       // Add leaves randomly
-       for(u32 iii=0; iii<7; iii++)
-       {
-               s16 d = 1;
-
-               v3s16 p(
-                       myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
-                       myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
-                       myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
-               );
-
-               for(s16 z=0; z<=d; z++)
-               for(s16 y=0; y<=d; y++)
-               for(s16 x=0; x<=d; x++)
-               {
-                       leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1;
-               }
-       }
-
-       // Blit leaves to vmanip
-       for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++)
-       for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++)
-       for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++)
-       {
-               bool is_apple = myrand_range(0,100) < 50?true:false;
-               v3s16 p(x,y,z);
-               p += p1;
-               if(vmanip.m_area.contains(p) == false)
-                       continue;
-               u32 vi = vmanip.m_area.index(p);
-               if(vmanip.m_data[vi].getContent() != CONTENT_AIR
-                               && vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
-                       continue;
-               u32 i = leaves_a.index(x,y,z);
-               if(leaves_d[i] == 1) {
-                       if(is_apple_tree && is_apple && apple_count < 4) {
-                               vmanip.m_data[vi] = applenode;
-                               apple_count++;
-                       } else {
-                               vmanip.m_data[vi] = leavesnode;
-                       }
+       
+       if (wherein == CONTENT_IGNORE) {
+               wherein = ndef->getId(wherein_name);
+               if (wherein == CONTENT_IGNORE) {
+                       errorstream << "Ore::resolveNodeNames: wherein node '"
+                               << wherein_name << "' not defined";
+                       ore     = CONTENT_AIR;
+                       wherein = CONTENT_AIR;
                }
        }
 }
 
-static void make_jungletree(VoxelManipulator &vmanip, v3s16 p0)
-{
-       MapNode treenode(CONTENT_JUNGLETREE);
-       MapNode leavesnode(CONTENT_LEAVES);
 
-       for(s16 x=-1; x<=1; x++)
-       for(s16 z=-1; z<=1; z++)
-       {
-               if(myrand_range(0, 2) == 0)
+void OreScatter::generate(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax) {
+       if (nmin.Y > height_max || nmax.Y < height_min)
+               return;
+       
+       resolveNodeNames(mg->ndef);
+       
+       MapNode n_ore(ore);
+       ManualMapVoxelManipulator *vm = mg->vm;
+       PseudoRandom pr(blockseed);
+       
+       int ymin   = MYMAX(nmin.Y, height_min);
+       int ymax   = MYMIN(nmax.Y, height_max);
+       if (clust_size >= ymax - ymin + 1)
+               return;
+       
+       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(ymin,   ymax   - csize + 1);
+               int z0 = pr.range(nmin.Z, nmax.Z - csize + 1);
+               
+               if (np && (NoisePerlin3D(np, x0, y0, z0, mg->seed) < nthresh))
                        continue;
-               v3s16 p1 = p0 + v3s16(x,0,z);
-               v3s16 p2 = p0 + v3s16(x,-1,z);
-               if(vmanip.m_area.contains(p2)
-                               && vmanip.m_data[vmanip.m_area.index(p2)] == CONTENT_AIR)
-                       vmanip.m_data[vmanip.m_area.index(p2)] = treenode;
-               else if(vmanip.m_area.contains(p1))
-                       vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
-       }
-
-       s16 trunk_h = myrand_range(8, 12);
-       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)] = treenode;
-               p1.Y++;
-       }
-
-       // p1 is now the last piece of the trunk
-       p1.Y -= 1;
-
-       VoxelArea leaves_a(v3s16(-3,-2,-3), v3s16(3,2,3));
-       //SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
-       Buffer<u8> leaves_d(leaves_a.getVolume());
-       for(s32 i=0; i<leaves_a.getVolume(); i++)
-               leaves_d[i] = 0;
-
-       // Force leaves at near the end of the trunk
-       {
-               s16 d = 1;
-               for(s16 z=-d; z<=d; z++)
-               for(s16 y=-d; y<=d; y++)
-               for(s16 x=-d; x<=d; x++)
-               {
-                       leaves_d[leaves_a.index(v3s16(x,y,z))] = 1;
-               }
-       }
-
-       // Add leaves randomly
-       for(u32 iii=0; iii<30; iii++)
-       {
-               s16 d = 1;
-
-               v3s16 p(
-                       myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
-                       myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
-                       myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
-               );
-
-               for(s16 z=0; z<=d; z++)
-               for(s16 y=0; y<=d; y++)
-               for(s16 x=0; x<=d; x++)
-               {
-                       leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1;
+               
+               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;
+                       
+                       u32 i = vm->m_area.index(x0 + x1, y0 + y1, z0 + z1);
+                       if (vm->m_data[i].getContent() == wherein)
+                               vm->m_data[i] = n_ore;
                }
        }
-
-       // Blit leaves to vmanip
-       for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++)
-       for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++)
-       for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++)
-       {
-               v3s16 p(x,y,z);
-               p += p1;
-               if(vmanip.m_area.contains(p) == false)
-                       continue;
-               u32 vi = vmanip.m_area.index(p);
-               if(vmanip.m_data[vi].getContent() != CONTENT_AIR
-                               && vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
-                       continue;
-               u32 i = leaves_a.index(x,y,z);
-               if(leaves_d[i] == 1)
-                       vmanip.m_data[vi] = leavesnode;
-       }
-}
-
-void make_papyrus(VoxelManipulator &vmanip, v3s16 p0)
-{
-       MapNode papyrusnode(CONTENT_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++;
-       }
 }
 
-void make_cactus(VoxelManipulator &vmanip, v3s16 p0)
-{
-       MapNode cactusnode(CONTENT_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++;
-       }
-}
+void OreSheet::generate(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax) {
+       if (nmin.Y > height_max || nmax.Y < height_min)
+               return;
 
-#if 0
-static void make_randomstone(VoxelManipulator &vmanip, v3s16 p0)
-{
-       MapNode stonenode(CONTENT_STONE);
+       resolveNodeNames(mg->ndef);
 
-       s16 size = myrand_range(3, 6);
+       MapNode n_ore(ore);
+       ManualMapVoxelManipulator *vm = mg->vm;
+       PseudoRandom pr(blockseed + 4234);
        
-       VoxelArea stone_a(v3s16(-2,0,-2), v3s16(2,size,2));
-       Buffer<u8> stone_d(stone_a.getVolume());
-       for(s32 i=0; i<stone_a.getVolume(); i++)
-               stone_d[i] = 0;
-
-       // Force stone at bottom to make it usually touch the ground
-       {
-               for(s16 z=0; z<=0; z++)
-               for(s16 y=0; y<=0; y++)
-               for(s16 x=0; x<=0; x++)
-               {
-                       stone_d[stone_a.index(v3s16(x,y,z))] = 1;
-               }
-       }
-
-       // Generate from perlin noise
-       for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
-       for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
-       for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
-       {
-               double d = noise3d_perlin((float)x/3.,(float)z/3.,(float)y/3.,
-                               p0.Z*4243+p0.Y*34+p0.X, 2, 0.5);
-               if(z == stone_a.MinEdge.Z || z == stone_a.MaxEdge.Z)
-                       d -= 0.3;
-               if(/*y == stone_a.MinEdge.Y ||*/ y == stone_a.MaxEdge.Y)
-                       d -= 0.3;
-               if(x == stone_a.MinEdge.X || x == stone_a.MaxEdge.X)
-                       d -= 0.3;
-               if(d > 0.0)
-               {
-                       u32 vi = stone_a.index(v3s16(x,y,z));
-                       stone_d[vi] = 1;
-               }
-       }
-
-       /*// Add stone randomly
-       for(u32 iii=0; iii<7; iii++)
-       {
-               s16 d = 1;
-
-               v3s16 p(
-                       myrand_range(stone_a.MinEdge.X, stone_a.MaxEdge.X-d),
-                       myrand_range(stone_a.MinEdge.Y, stone_a.MaxEdge.Y-d),
-                       myrand_range(stone_a.MinEdge.Z, stone_a.MaxEdge.Z-d)
-               );
-
-               for(s16 z=0; z<=d; z++)
-               for(s16 y=0; y<=d; y++)
-               for(s16 x=0; x<=d; x++)
-               {
-                       stone_d[stone_a.index(p+v3s16(x,y,z))] = 1;
-               }
-       }*/
-
-       // Blit stone to vmanip
-       for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
-       for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
-       for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
-       {
-               v3s16 p(x,y,z);
-               p += p0;
-               if(vmanip.m_area.contains(p) == false)
-                       continue;
-               u32 vi = vmanip.m_area.index(p);
-               if(vmanip.m_data[vi].getContent() != CONTENT_AIR
-                               && vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
-                       continue;
-               u32 i = stone_a.index(x,y,z);
-               if(stone_d[i] == 1)
-                       vmanip.m_data[vi] = stonenode;
-       }
-}
-#endif
-
-#if 0
-static void make_largestone(VoxelManipulator &vmanip, v3s16 p0)
-{
-       MapNode stonenode(CONTENT_STONE);
-
-       s16 size = myrand_range(8, 16);
+       int ymin = MYMAX(nmin.Y, height_min);
+       int ymax = MYMIN(nmax.Y, height_max);
+       if (clust_size >= ymax - ymin + 1)
+               return;
+               
+       int x0 = nmin.X;
+       int z0 = nmin.Z;
        
-       VoxelArea stone_a(v3s16(-size/2,0,-size/2), v3s16(size/2,size,size/2));
-       Buffer<u8> stone_d(stone_a.getVolume());
-       for(s32 i=0; i<stone_a.getVolume(); i++)
-               stone_d[i] = 0;
-
-       // Force stone at bottom to make it usually touch the ground
-       {
-               for(s16 z=0; z<=0; z++)
-               for(s16 y=0; y<=0; y++)
-               for(s16 x=0; x<=0; x++)
-               {
-                       stone_d[stone_a.index(v3s16(x,y,z))] = 1;
-               }
-       }
-
-       // Generate from perlin noise
-       for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
-       for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
-       for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
-       {
-               double d = 1.0;
-               d += noise3d_perlin((float)x/10.,(float)z/10.,(float)y/10.,
-                               p0.Z*5123+p0.Y*2439+p0.X, 2, 0.5);
-               double mid_z = (stone_a.MaxEdge.Z+stone_a.MinEdge.Z)/2;
-               double mid_x = (stone_a.MaxEdge.X+stone_a.MinEdge.X)/2;
-               double mid_y = (stone_a.MaxEdge.Y+stone_a.MinEdge.Y)/2;
-               double dz = (double)z-mid_z;
-               double dx = (double)x-mid_x;
-               double dy = MYMAX(0, (double)y-mid_y);
-               double r = sqrt(dz*dz+dx*dx+dy*dy);
-               d /= (2*r/size)*2 + 0.01;
-               if(d > 1.0)
-               {
-                       u32 vi = stone_a.index(v3s16(x,y,z));
-                       stone_d[vi] = 1;
-               }
-       }
-
-       /*// Add stone randomly
-       for(u32 iii=0; iii<7; iii++)
-       {
-               s16 d = 1;
-
-               v3s16 p(
-                       myrand_range(stone_a.MinEdge.X, stone_a.MaxEdge.X-d),
-                       myrand_range(stone_a.MinEdge.Y, stone_a.MaxEdge.Y-d),
-                       myrand_range(stone_a.MinEdge.Z, stone_a.MaxEdge.Z-d)
-               );
-
-               for(s16 z=0; z<=d; z++)
-               for(s16 y=0; y<=d; y++)
-               for(s16 x=0; x<=d; x++)
-               {
-                       stone_d[stone_a.index(p+v3s16(x,y,z))] = 1;
-               }
-       }*/
-
-       // Blit stone to vmanip
-       for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
-       for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
-       for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
-       {
-               v3s16 p(x,y,z);
-               p += p0;
-               if(vmanip.m_area.contains(p) == false)
-                       continue;
-               u32 vi = vmanip.m_area.index(p);
-               /*if(vmanip.m_data[vi].getContent() != CONTENT_AIR
-                               && vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
-                       continue;*/
-               u32 i = stone_a.index(x,y,z);
-               if(stone_d[i] == 1)
-                       vmanip.m_data[vi] = stonenode;
-       }
-}
-#endif
-
-/*
-       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)
-{
-       // 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)
-                               continue;
-                       u32 vi = vmanip.m_area.index(p);
-                       if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
-                               continue;
-                       vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
-               }
-               {
-                       v3s16 p = roomplace + v3s16(roomsize.X-1,y,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(CONTENT_COBBLE);
-               }
-       }
+       int x1 = nmax.X;
+       int z1 = nmax.Z;
        
-       // 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(CONTENT_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(CONTENT_COBBLE);
-               }
-       }
+       int max_height = clust_size;
+       int y_start = pr.range(ymin, ymax - max_height);
        
-       // 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(CONTENT_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(CONTENT_COBBLE);
-               }
+       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 = mg->seed + y_start;
+       noise->perlinMap2D(x0, z0);
        
-       // 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);
-       }
-}
-
-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)
+       int index = 0;
+       for (int z = z0; z != z1; z++)
+       for (int x = x0; x != x1; x++) {
+               
+               if (noise->result[index++] < nthresh)
                        continue;
-               vmanip.m_flags[vi] |= or_flags;
-               vmanip.m_data[vi] = n;
+                       
+               int height = max_height * (1. / pr.range(1, 3));
+               int y0 = y_start + 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;
+                               
+                       if (vm->m_data[i].getContent() == wherein)
+                               vm->m_data[i] = n_ore;
+               }
        }
 }
 
-static void make_hole1(VoxelManipulator &vmanip, v3s16 place)
-{
-       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)
-{
-       make_hole1(vmanip, doorplace);
-       // Place torch (for testing)
-       //vmanip.m_data[vmanip.m_area.index(doorplace)] = MapNode(CONTENT_TORCH);
-}
-
-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);
-}
+void Mapgen::updateLiquid(UniqueQueue<v3s16> *trans_liquid, v3s16 nmin, v3s16 nmax) {
+       bool isliquid, wasliquid;
+       v3s16 em  = vm->m_area.getExtent();
 
-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;
-       }
-       return dir;
-}
+       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
+                               if (isliquid != wasliquid)
+                                       trans_liquid->push_back(v3s16(x, y, z));
 
-static v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
-{
-       int turn = random.range(0,2);
-       v3s16 dir;
-       if(turn == 0)
-       {
-               // Go straight
-               dir = olddir;
+                               wasliquid = isliquid;
+                               vm->m_area.add_y(em, i, -1);
+                       }
+               }
        }
-       else if(turn == 1)
-               // Turn right
-               dir = turn_xz(olddir, 0);
-       else
-               // Turn left
-               dir = turn_xz(olddir, 1);
-       return dir;
 }
 
-static void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace,
-               v3s16 doordir, v3s16 &result_place, v3s16 &result_dir,
-               PseudoRandom &random)
-{
-       make_hole1(vmanip, doorplace);
-       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(CONTENT_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(CONTENT_COBBLE), 0);
-                               make_hole1(vmanip, p);
-                               /*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;
-               }
 
-               partcount++;
-               if(partcount >= partlength)
-               {
-                       partcount = 0;
-                       
-                       dir = random_turn(random, dir);
-                       
-                       partlength = random.range(1,length);
+void Mapgen::setLighting(v3s16 nmin, v3s16 nmax, u8 light) {
+       ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
+       VoxelArea a(nmin - v3s16(1,0,1) * MAP_BLOCKSIZE,
+                               nmax + v3s16(1,0,1) * MAP_BLOCKSIZE);
 
-                       make_stairs = 0;
-                       if(random.next()%2 == 0 && partlength >= 3)
-                               make_stairs = random.next()%2 ? 1 : -1;
+       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;
                }
        }
-       result_place = p0;
-       result_dir = dir;
 }
 
-class RoomWalker
-{
-public:
 
-       RoomWalker(VoxelManipulator &vmanip_, v3s16 pos, PseudoRandom &random):
-                       vmanip(vmanip_),
-                       m_pos(pos),
-                       m_random(random)
-       {
-               randomizeDir();
-       }
-
-       void randomizeDir()
-       {
-               m_dir = rand_ortho_dir(m_random);
-       }
-
-       void setPos(v3s16 pos)
-       {
-               m_pos = pos;
-       }
+void Mapgen::lightSpread(VoxelArea &a, v3s16 p, u8 light) {
+       if (light <= 1 || !a.contains(p))
+               return;
+               
+       u32 vi = vm->m_area.index(p);
+       MapNode &nn = vm->m_data[vi];
 
-       void setDir(v3s16 dir)
-       {
-               m_dir = dir;
-       }
+       light--;
+       // should probably compare masked, but doesn't seem to make a difference
+       if (light <= nn.param1 || !ndef->get(nn).light_propagates)
+               return;
        
-       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();
-                               continue;
-                       }
-                       if(vmanip.getNodeNoExNoEmerge(p).getContent()
-                                       == CONTENT_COBBLE
-                       && vmanip.getNodeNoExNoEmerge(p1).getContent()
-                                       == CONTENT_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()
-                                       == CONTENT_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()
-                                       == CONTENT_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();
+       nn.param1 = 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);
+       lightSpread(a, p - v3s16(0, 0, 1), light);
+       lightSpread(a, p - v3s16(0, 1, 0), light);
+       lightSpread(a, p - v3s16(1, 0, 0), light);
+}
+
+
+void Mapgen::calcLighting(v3s16 nmin, v3s16 nmax) {
+       VoxelArea a(nmin - v3s16(1,0,1) * MAP_BLOCKSIZE,
+                               nmax + v3s16(1,0,1) * MAP_BLOCKSIZE);
+       bool block_is_underground = (water_level >= nmax.Y);
+
+       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;
                        }
-                       // Move there
-                       m_pos = p;
-               }
-               return false;
-       }
+                       vm->m_area.add_y(em, i, -1);
 
-       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;
+                       for (int y = a.MaxEdge.Y; y >= a.MinEdge.Y; y--) {
+                               MapNode &n = vm->m_data[i];
+                               if (!ndef->get(n).sunlight_propagates)
                                        break;
-                               }
-                               if(vmanip.m_flags[vmanip.m_area.index(p)]
-                                               & VMANIP_FLAG_DUNGEON_INSIDE)
-                               {
-                                       fits = false;
-                                       break;
-                               }
+                               n.param1 = LIGHT_SUN;
+                               vm->m_area.add_y(em, i, -1);
                        }
-                       if(fits == false)
-                       {
-                               // Find new place
-                               continue;
-                       }
-                       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;
-};
-
-static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random)
-{
-       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;
+       // 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);
+                                       lightSpread(a, v3s16(x,     y + 1, z    ), light);
+                                       lightSpread(a, v3s16(x + 1, y,     z    ), light);
+                                       lightSpread(a, v3s16(x,     y,     z - 1), light);
+                                       lightSpread(a, v3s16(x,     y - 1, z    ), light);
+                                       lightSpread(a, v3s16(x - 1, y,     z    ), 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);
-               
-               v3s16 room_center = roomplace + v3s16(roomsize.X/2,1,roomsize.Z/2);
+       //printf("updateLighting: %dms\n", t.stop());
+}
 
-               // Place torch at room center (for testing)
-               //vmanip.m_data[vmanip.m_area.index(room_center)] = MapNode(CONTENT_TORCH);
 
-               // Quit if last room
-               if(i == room_count-1)
-                       break;
-               
-               // Determine walker start position
+void Mapgen::calcLightingOld(v3s16 nmin, v3s16 nmax) {
+       enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};
 
-               bool start_in_last_room = (random.range(0,2)!=0);
-               //bool start_in_last_room = true;
+       VoxelArea a(nmin - v3s16(1,0,1) * MAP_BLOCKSIZE,
+                               nmax + v3s16(1,0,1) * MAP_BLOCKSIZE);
+       bool block_is_underground = (water_level > nmax.Y);
+       bool sunlight = !block_is_underground;
 
-               v3s16 walker_start_place;
+       ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
+       
+       for (int i = 0; i < 2; i++) {
+               enum LightBank bank = banks[i];
+               std::set<v3s16> light_sources;
+               std::map<v3s16, u8> unlight_from;
 
-               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;
-               }
-               
-               // Create walker and find a place for a door
-               RoomWalker walker(vmanip, walker_start_place, random);
-               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);
-               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);
-               
-               // 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;
+               voxalgo::clearLightAndCollectSources(*vm, a, bank, ndef,
+                                        light_sources, unlight_from);
+               voxalgo::propagateSunlight(*vm, a, sunlight, light_sources, ndef);
 
-               if(random.range(0,1)==0)
-                       // Make the door
-                       make_door1(vmanip, doorplace, doordir);
-               else
-                       // Don't actually make a door
-                       roomplace -= doordir;
-               
+               vm->unspreadLight(bank, unlight_from, light_sources, ndef);
+               vm->spreadLight(bank, light_sources, ndef);
        }
 }
 
-static void make_nc(VoxelManipulator &vmanip, PseudoRandom &random)
-{
-       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(CONTENT_NC, 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(CONTENT_NC_RB);
-       }
-}
 
-/*
-       Noise functions. Make sure seed is mangled differently in each one.
-*/
+//////////////////////// Mapgen V6 parameter read/write
 
-/*
-       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
+bool MapgenV6Params::readParams(Settings *settings) {
+       freq_desert = settings->getFloat("mgv6_freq_desert");
+       freq_beach  = settings->getFloat("mgv6_freq_beach");
 
-//#define CAVE_NOISE_THRESHOLD (2.5/CAVE_NOISE_SCALE)
-#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE)
+       np_terrain_base   = settings->getNoiseParams("mgv6_np_terrain_base");
+       np_terrain_higher = settings->getNoiseParams("mgv6_np_terrain_higher");
+       np_steepness      = settings->getNoiseParams("mgv6_np_steepness");
+       np_height_select  = settings->getNoiseParams("mgv6_np_height_select");
+       np_mud            = settings->getNoiseParams("mgv6_np_mud");
+       np_beach          = settings->getNoiseParams("mgv6_np_beach");
+       np_biome          = settings->getNoiseParams("mgv6_np_biome");
+       np_cave           = settings->getNoiseParams("mgv6_np_cave");
+       np_humidity       = settings->getNoiseParams("mgv6_np_humidity");
+       np_trees          = settings->getNoiseParams("mgv6_np_trees");
+       np_apple_trees    = settings->getNoiseParams("mgv6_np_apple_trees");
 
-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);
+       bool success =
+               np_terrain_base  && np_terrain_higher && np_steepness &&
+               np_height_select && np_trees          && np_mud       &&
+               np_beach         && np_biome          && np_cave      &&
+               np_humidity      && np_apple_trees;
+       return success;
 }
 
-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);
+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);
 }
 
-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);
-}
+/////////////////////////////////// legacy static functions for farmesh
+
 
-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;
+s16 Mapgen::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) {
+       //just need to return something
+       s16 level = 5;
+       return level;
 }
 
-/*
-       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);
+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);
 
-       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);
+       return (sandnoise > 0.15);
 }
 
-/*
-       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);
-}
 
-// 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 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);
@@ -1142,1149 +408,3 @@ double tree_amount_2d(u64 seed, v2s16 p)
        else
                return 0.04 * (noise-zeroval) / (1.0-zeroval);
 }
-
-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;
-}
-
-#if 0
-double randomstone_amount_2d(u64 seed, v2s16 p)
-{
-       double noise = noise2d_perlin(
-                       0.5+(float)p.X/250, 0.5+(float)p.Y/250,
-                       seed+3829434, 5, 0.66);
-       double zeroval = 0.1;
-       if(noise < zeroval)
-               return 0;
-       else
-               return 0.01 * (noise-zeroval) / (1.0-zeroval);
-}
-#endif
-
-double largestone_amount_2d(u64 seed, v2s16 p)
-{
-       double noise = noise2d_perlin(
-                       0.5+(float)p.X/250, 0.5+(float)p.Y/250,
-                       seed+14143242, 5, 0.66);
-       double zeroval = 0.3;
-       if(noise < zeroval)
-               return 0;
-       else
-               return 0.005 * (noise-zeroval) / (1.0-zeroval);
-}
-
-/*
-       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;
-}
-
-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;
-}
-
-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;
-}
-
-bool block_is_underground(u64 seed, v3s16 blockpos)
-{
-       s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
-                       seed, v2s16(blockpos.X, blockpos.Z));
-       
-       if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
-               return true;
-       else
-               return false;
-}
-
-#if 0
-#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/500., 0.5+(float)p.Y/500.,
-                       (seed>>32)+654879876, 6, 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>>27)+90340, 6, 0.69);
-       if(base2 > base)
-               base = base2;*/
-#if 1
-       // Higher ground level
-       double higher = (double)WATER_LEVEL + 25. + 35. * noise2d_perlin(
-                       0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
-                       seed+85039, 5, 0.69);
-       //higher = 30; // For debugging
-
-       // Limit higher to at least base
-       if(higher < base)
-               higher = base;
-
-       // Steepness factor of cliffs
-       double b = 1.0 + 1.0 * noise2d_perlin(
-                       0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
-                       seed-932, 7, 0.7);
-       b = rangelim(b, 0.0, 1000.0);
-       b = pow(b, 5);
-       b *= 7;
-       b = rangelim(b, 3.0, 1000.0);
-       //dstream<<"b="<<b<<std::endl;
-       //double b = 20;
-
-       // Offset to more low
-       double a_off = -0.2;
-       // 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-359, 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-359, 5, 0.60));
-       // 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;
-}
-
-double get_mud_add_amount(u64 seed, v2s16 p)
-{
-       return ((float)AVERAGE_MUD_AMOUNT + 3.0 * noise2d_perlin(
-                       0.5+(float)p.X/200, 0.5+(float)p.Y/200,
-                       seed+91013, 3, 0.55));
-}
-#endif
-
-bool get_have_sand(u64 seed, v2s16 p2d)
-{
-       // Determine whether to have sand here
-       double sandnoise = noise2d_perlin(
-                       0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
-                       seed+59420, 3, 0.50);
-
-       return (sandnoise > -0.15);
-}
-
-/*
-       Adds random objects to block, depending on the content of the block
-*/
-void add_random_objects(MapBlock *block)
-{
-       for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
-       for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
-       {
-               bool last_node_walkable = false;
-               for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
-               {
-                       v3s16 p(x0,y0,z0);
-                       MapNode n = block->getNodeNoEx(p);
-                       if(n.getContent() == CONTENT_IGNORE)
-                               continue;
-                       if(content_features(n).liquid_type != LIQUID_NONE)
-                               continue;
-                       if(content_features(n).walkable)
-                       {
-                               last_node_walkable = true;
-                               continue;
-                       }
-                       if(last_node_walkable)
-                       {
-                               // If block contains light information
-                               if(content_features(n).param_type == CPT_LIGHT)
-                               {
-                                       if(n.getLight(LIGHTBANK_DAY) <= 3)
-                                       {
-                                               if(myrand() % 300 == 0)
-                                               {
-                                                       v3f pos_f = intToFloat(p+block->getPosRelative(), BS);
-                                                       pos_f.Y -= BS*0.4;
-                                                       ServerActiveObject *obj = new RatSAO(NULL, 0, pos_f);
-                                                       std::string data = obj->getStaticData();
-                                                       StaticObject s_obj(obj->getType(),
-                                                                       obj->getBasePosition(), data);
-                                                       // Add some
-                                                       block->m_static_objects.insert(0, s_obj);
-                                                       block->m_static_objects.insert(0, s_obj);
-                                                       block->m_static_objects.insert(0, s_obj);
-                                                       block->m_static_objects.insert(0, s_obj);
-                                                       block->m_static_objects.insert(0, s_obj);
-                                                       block->m_static_objects.insert(0, s_obj);
-                                                       delete obj;
-                                               }
-                                               if(myrand() % 1000 == 0)
-                                               {
-                                                       v3f pos_f = intToFloat(p+block->getPosRelative(), BS);
-                                                       pos_f.Y -= BS*0.4;
-                                                       ServerActiveObject *obj = new Oerkki1SAO(NULL,0,pos_f);
-                                                       std::string data = obj->getStaticData();
-                                                       StaticObject s_obj(obj->getType(),
-                                                                       obj->getBasePosition(), data);
-                                                       // Add one
-                                                       block->m_static_objects.insert(0, s_obj);
-                                                       delete obj;
-                                               }
-                                       }
-                               }
-                       }
-                       last_node_walkable = false;
-               }
-       }
-       block->setChangedFlag();
-}
-
-void make_block(BlockMakeData *data)
-{
-       if(data->no_op)
-       {
-               //dstream<<"makeBlock: no-op"<<std::endl;
-               return;
-       }
-
-       v3s16 blockpos = data->blockpos;
-       
-       /*dstream<<"makeBlock(): ("<<blockpos.X<<","<<blockpos.Y<<","
-                       <<blockpos.Z<<")"<<std::endl;*/
-
-       ManualMapVoxelManipulator &vmanip = *(data->vmanip);
-       v3s16 blockpos_min = blockpos - v3s16(1,1,1);
-       v3s16 blockpos_max = blockpos + v3s16(1,1,1);
-       // Area of center block
-       v3s16 node_min = blockpos*MAP_BLOCKSIZE;
-       v3s16 node_max = (blockpos+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
-       // Full allocated area
-       v3s16 full_node_min = (blockpos-1)*MAP_BLOCKSIZE;
-       v3s16 full_node_max = (blockpos+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
-       // Area of a block
-       double block_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE;
-
-       v2s16 p2d_center(node_min.X+MAP_BLOCKSIZE/2, node_min.Z+MAP_BLOCKSIZE/2);
-
-       /*
-               Get average ground level from noise
-       */
-       
-       s16 approx_groundlevel = (s16)get_sector_average_ground_level(
-                       data->seed, v2s16(blockpos.X, blockpos.Z));
-       //dstream<<"approx_groundlevel="<<approx_groundlevel<<std::endl;
-       
-       s16 approx_ground_depth = approx_groundlevel - (node_min.Y+MAP_BLOCKSIZE/2);
-       
-       s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
-                       data->seed, v2s16(blockpos.X, blockpos.Z));
-       // Minimum amount of ground above the top of the central block
-       s16 minimum_ground_depth = minimum_groundlevel - node_max.Y;
-
-       s16 maximum_groundlevel = (s16)get_sector_maximum_ground_level(
-                       data->seed, v2s16(blockpos.X, blockpos.Z), 1);
-       // Maximum amount of ground above the bottom of the central block
-       s16 maximum_ground_depth = maximum_groundlevel - node_min.Y;
-
-       #if 0
-       /*
-               Special case for high air or water: Just fill with air and water.
-       */
-       if(maximum_ground_depth < -20)
-       {
-               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)
-                                       {
-                                               if(y <= WATER_LEVEL)
-                                                       vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE);
-                                               else
-                                                       vmanip.m_data[i] = MapNode(CONTENT_AIR);
-                                       }
-                               
-                                       data->vmanip->m_area.add_y(em, i, 1);
-                               }
-                       }
-               }
-               
-               // We're done
-               return;
-       }
-       #endif
-
-       /*
-               If block is deep underground, this is set to true and ground
-               density noise is not generated, for speed optimization.
-       */
-       bool all_is_ground_except_caves = (minimum_ground_depth > 40);
-       
-       /*
-               Create a block-specific seed
-       */
-       u32 blockseed = (u32)(data->seed%0x100000000ULL) + full_node_min.Z*38134234
-                       + full_node_min.Y*42123 + full_node_min.X*23;
-       
-       /*
-               Make some 3D noise
-       */
-       
-       //NoiseBuffer noisebuf1;
-       //NoiseBuffer noisebuf2;
-       NoiseBuffer noisebuf_cave;
-       NoiseBuffer noisebuf_ground;
-       NoiseBuffer noisebuf_ground_crumbleness;
-       NoiseBuffer noisebuf_ground_wetness;
-       {
-               v3f minpos_f(node_min.X, node_min.Y, node_min.Z);
-               v3f maxpos_f(node_max.X, node_max.Y, node_max.Z);
-
-               //TimeTaker timer("noisebuf.create");
-
-               /*
-                       Cave noise
-               */
-#if 1
-               noisebuf_cave.create(get_cave_noise1_params(data->seed),
-                               minpos_f.X, minpos_f.Y, minpos_f.Z,
-                               maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
-                               2, 2, 2);
-               noisebuf_cave.multiply(get_cave_noise2_params(data->seed));
-#endif
-
-               /*
-                       Ground noise
-               */
-               
-               // Sample length
-               v3f sl = v3f(4.0, 4.0, 4.0);
-               
-               /*
-                       Density noise
-               */
-               if(all_is_ground_except_caves == false)
-                       //noisebuf_ground.create(data->seed+983240, 6, 0.60, false,
-                       noisebuf_ground.create(get_ground_noise1_params(data->seed),
-                                       minpos_f.X, minpos_f.Y, minpos_f.Z,
-                                       maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
-                                       sl.X, sl.Y, sl.Z);
-               
-               /*
-                       Ground property noise
-               */
-               sl = v3f(2.5, 2.5, 2.5);
-               noisebuf_ground_crumbleness.create(
-                               get_ground_crumbleness_params(data->seed),
-                               minpos_f.X, minpos_f.Y, minpos_f.Z,
-                               maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z,
-                               sl.X, sl.Y, sl.Z);
-               noisebuf_ground_wetness.create(
-                               get_ground_wetness_params(data->seed),
-                               minpos_f.X, minpos_f.Y, minpos_f.Z,
-                               maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z,
-                               sl.X, sl.Y, sl.Z);
-       }
-       
-       /*
-               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] = MapNode(CONTENT_WATERSOURCE);
-                                               else
-                                                       vmanip.m_data[i] = MapNode(CONTENT_AIR);
-                                       }
-                                       else if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD)
-                                               vmanip.m_data[i] = MapNode(CONTENT_AIR);
-                                       else
-                                               vmanip.m_data[i] = MapNode(CONTENT_STONE);
-                               }
-                       
-                               data->vmanip->m_area.add_y(em, i, 1);
-                       }
-               }
-       }
-
-       /*
-               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() == CONTENT_STONE)
-                                               if(mineralrandom.next()%8 == 0)
-                                                       vmanip.m_data[vi] = MapNode(CONTENT_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 = CONTENT_STONE;
-                               MapNode new_content(CONTENT_IGNORE);
-                               u32 sparseness = 6;
-
-                               if(noisebuf_ground_crumbleness.get(x,y+5,z) < -0.1)
-                               {
-                                       new_content = MapNode(CONTENT_STONE, MINERAL_COAL);
-                               }
-                               else
-                               {
-                                       if(noisebuf_ground_wetness.get(x,y+5,z) > 0.0)
-                                               new_content = MapNode(CONTENT_STONE, MINERAL_IRON);
-                                       /*if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
-                                               vmanip.m_data[i] = MapNode(CONTENT_MUD);
-                                       else
-                                               vmanip.m_data[i] = MapNode(CONTENT_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() == CONTENT_STONE)
-                                               if(mineralrandom.next()%8 == 0)
-                                                       vmanip.m_data[vi] = MapNode(CONTENT_STONE, MINERAL_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() == CONTENT_STONE)
-                                               if(mineralrandom.next()%8 == 0)
-                                                       vmanip.m_data[vi] = MapNode(CONTENT_STONE, MINERAL_IRON);
-                               }
-                       }
-               }
-       }
-
-       /*
-               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() == CONTENT_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] = MapNode(CONTENT_MUD);
-                                               else
-                                                       vmanip.m_data[i] = MapNode(CONTENT_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] = MapNode(CONTENT_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] = MapNode(CONTENT_LAVASOURCE);
-                                               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));
-                                       }
-                               }
-
-                               data->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
-               data->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() == CONTENT_WATERSOURCE)
-                                               vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
-                                       data->vmanip->m_area.add_y(em, i, -1);
-                               }
-                       }
-               }
-               
-               PseudoRandom random(blockseed+2);
-
-               // Add it
-               make_dungeon1(vmanip, random);
-               
-               // 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() == CONTENT_COBBLE)
-                                       {
-                                               if(d < wetness/3.0)
-                                               {
-                                                       vmanip.m_data[i].setContent(CONTENT_MOSSYCOBBLE);
-                                               }
-                                       }
-                                       /*else if(vmanip.m_flags[i] & VMANIP_FLAG_DUNGEON_INSIDE)
-                                       {
-                                               if(wetness > 1.2)
-                                                       vmanip.m_data[i].setContent(CONTENT_MUD);
-                                       }*/
-                                       data->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);
-               }
-       }
-       
-       /*
-               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() == CONTENT_WATERSOURCE)
-                                       {
-                                               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() != CONTENT_WATERSOURCE)
-                                       {
-                                               v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
-                                               data->transforming_liquid.push_back(p);
-                                               water_found = false;
-                                       }
-                               }
-
-                               data->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_sand(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() == CONTENT_WATERSOURCE)
-                                               water_detected = true;
-                                       if(vmanip.m_data[i].getContent() == CONTENT_AIR)
-                                               air_detected = true;
-
-                                       if((vmanip.m_data[i].getContent() == CONTENT_STONE
-                                                       || vmanip.m_data[i].getContent() == CONTENT_GRASS
-                                                       || vmanip.m_data[i].getContent() == CONTENT_MUD
-                                                       || vmanip.m_data[i].getContent() == CONTENT_SAND
-                                                       || vmanip.m_data[i].getContent() == CONTENT_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)
-                                                       {
-                                                               // Determine whether to have clay in the sand here
-                                                               double claynoise = noise2d_perlin(
-                                                                               0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
-                                                                               data->seed+4321, 6, 0.95) + 0.5;
-                               
-                                                               have_clay = (y <= WATER_LEVEL) && (y >= WATER_LEVEL-2) && (
-                                                                       ((claynoise > 0) && (claynoise < 0.04) && (current_depth == 0)) ||
-                                                                       ((claynoise > 0) && (claynoise < 0.12) && (current_depth == 1))
-                                                                       );
-                                                               if (have_clay)
-                                                                       vmanip.m_data[i] = MapNode(CONTENT_CLAY);
-                                                               else
-                                                                       vmanip.m_data[i] = MapNode(CONTENT_SAND);
-                                                       }
-                                                       #if 1
-                                                       else if(current_depth==0 && !water_detected
-                                                                       && y >= WATER_LEVEL && air_detected)
-                                                               vmanip.m_data[i] = MapNode(CONTENT_GRASS);
-                                                       #endif
-                                                       else
-                                                               vmanip.m_data[i] = MapNode(CONTENT_MUD);
-                                               }
-                                               else
-                                               {
-                                                       if(vmanip.m_data[i].getContent() == CONTENT_MUD
-                                                               || vmanip.m_data[i].getContent() == CONTENT_GRASS)
-                                                               vmanip.m_data[i] = MapNode(CONTENT_STONE);
-                                               }
-
-                                               current_depth++;
-
-                                               if(current_depth >= 8)
-                                                       break;
-                                       }
-                                       else if(current_depth != 0)
-                                               break;
-
-                                       data->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 = block_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(data->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 = data->vmanip->m_area.index(p);
-                               MapNode *n = &data->vmanip->m_data[i];
-                               if(n->getContent() != CONTENT_AIR && n->getContent() != CONTENT_WATERSOURCE && n->getContent() != CONTENT_IGNORE)
-                               {
-                                       found = true;
-                                       break;
-                               }
-                       }
-                       // If not found, handle next one
-                       if(found == false)
-                               continue;
-
-                       {
-                               u32 i = data->vmanip->m_area.index(p);
-                               MapNode *n = &data->vmanip->m_data[i];
-
-                               if(n->getContent() != CONTENT_MUD && n->getContent() != CONTENT_GRASS && n->getContent() != CONTENT_SAND)
-                                               continue;
-
-                               // Papyrus grows only on mud and in water
-                               if(n->getContent() == CONTENT_MUD && y <= WATER_LEVEL)
-                               {
-                                       p.Y++;
-                                       make_papyrus(vmanip, p);
-                               }
-                               // Trees grow only on mud and grass, on land
-                               else if((n->getContent() == CONTENT_MUD || n->getContent() == CONTENT_GRASS) && y > WATER_LEVEL + 2)
-                               {
-                                       p.Y++;
-                                       //if(surface_humidity_2d(data->seed, v2s16(x, y)) < 0.5)
-                                       if(is_jungle == false)
-                                               make_tree(vmanip, p);
-                                       else
-                                               make_jungletree(vmanip, p);
-                               }
-                               // Cactii grow only on sand, on land
-                               else if(n->getContent() == CONTENT_SAND && y > WATER_LEVEL + 2)
-                               {
-                                       p.Y++;
-                                       make_cactus(vmanip, p);
-                               }
-                       }
-               }
-
-               /*
-                       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 = data->vmanip->m_area.index(p);
-                                       MapNode *n = &data->vmanip->m_data[i];
-                                       if(content_features(*n).is_ground_content
-                                                       || n->getContent() == CONTENT_JUNGLETREE)
-                                       {
-                                               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)] = CONTENT_MUD;
-                               p.Y++;*/
-                               if(vmanip.m_area.contains(p))
-                                       vmanip.m_data[vmanip.m_area.index(p)] = CONTENT_JUNGLEGRASS;
-                       }
-               }
-
-#if 0
-               /*
-                       Add some kind of random stones
-               */
-               
-               u32 random_stone_count = block_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 = data->vmanip->m_area.index(v3s16(p));
-                               MapNode *n = &data->vmanip->m_data[i];
-                               if(n->getContent() != CONTENT_MUD && n->getContent() != CONTENT_GRASS)
-                                       continue;
-                       }*/
-                       // Will be placed one higher
-                       p.Y++;
-                       // Add it
-                       make_randomstone(data->vmanip, p);
-               }
-#endif
-
-#if 0
-               /*
-                       Add larger stones
-               */
-               
-               u32 large_stone_count = block_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 = data->vmanip->m_area.index(v3s16(p));
-                               MapNode *n = &data->vmanip->m_data[i];
-                               if(n->getContent() != CONTENT_MUD && n->getContent() != CONTENT_GRASS)
-                                       continue;
-                       }*/
-                       // Will be placed one lower
-                       p.Y--;
-                       // Add it
-                       make_largestone(data->vmanip, p);
-               }
-#endif
-       }
-
-}
-
-BlockMakeData::BlockMakeData():
-       no_op(false),
-       vmanip(NULL),
-       seed(0)
-{}
-
-BlockMakeData::~BlockMakeData()
-{
-       delete vmanip;
-}
-
-}; // namespace mapgen
-
-