]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/mapgen_v6.cpp
Mgv6 mudflow: Remove decoration if 'dirt with grass' below flows away (#5798)
[dragonfireclient.git] / src / mapgen_v6.cpp
index a411f966b6038231986c098589d99a81700909c9..ff0d93496a568e5a841b1e45d4fff66d4a1f1715 100644 (file)
@@ -1,6 +1,6 @@
 /*
 Minetest
-Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
+Copyright (C) 2010-2015 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 This program is free software; you can redistribute it and/or modify
 it under the terms of the GNU Lesser General Public License as published by
@@ -17,6 +17,7 @@ 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 "noise.h"
@@ -26,76 +27,109 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 //#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 "profiler.h" // For TimeTaker
 #include "settings.h" // For g_settings
-#include "main.h" // For g_profiler
 #include "emerge.h"
 #include "dungeongen.h"
 #include "cavegen.h"
 #include "treegen.h"
+#include "mg_ore.h"
+#include "mg_decoration.h"
 #include "mapgen_v6.h"
 
-/////////////////// Mapgen V6 perlin noise default values
-NoiseParams nparams_v6_def_terrain_base =
-       {-AVERAGE_MUD_AMOUNT, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6};
-NoiseParams nparams_v6_def_terrain_higher =
-       {20.0, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6};
-NoiseParams nparams_v6_def_steepness =
-       {0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7};
-NoiseParams nparams_v6_def_height_select =
-       {0.5, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69};
-NoiseParams nparams_v6_def_mud =
-       {AVERAGE_MUD_AMOUNT, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55};
-NoiseParams nparams_v6_def_beach =
-       {0.0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50};
-NoiseParams nparams_v6_def_biome =
-       {0.0, 1.0, v3f(250.0, 250.0, 250.0), 9130, 3, 0.50};
-NoiseParams nparams_v6_def_cave =
-       {6.0, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50};
-NoiseParams nparams_v6_def_humidity =
-       {0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 4, 0.66};
-NoiseParams nparams_v6_def_trees =
-       {0.0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66};
-NoiseParams nparams_v6_def_apple_trees =
-       {0.0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45};
-
-
-///////////////////////////////////////////////////////////////////////////////
-
-
-MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params, EmergeManager *emerge) {
-       this->generating  = false;
-       this->id       = mapgenid;
-       this->emerge   = emerge;
-
-       this->seed     = (int)params->seed;
-       this->water_level = params->water_level;
-       this->flags   = params->flags;
-       this->csize   = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
 
+FlagDesc flagdesc_mapgen_v6[] = {
+       {"jungles",    MGV6_JUNGLES},
+       {"biomeblend", MGV6_BIOMEBLEND},
+       {"mudflow",    MGV6_MUDFLOW},
+       {"snowbiomes", MGV6_SNOWBIOMES},
+       {"flat",       MGV6_FLAT},
+       {"trees",      MGV6_TREES},
+       {NULL,         0}
+};
+
+
+/////////////////////////////////////////////////////////////////////////////
+
+
+MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params, EmergeManager *emerge)
+       : Mapgen(mapgenid, params, emerge)
+{
+       this->m_emerge = emerge;
+       this->ystride = csize.X; //////fix this
+
+       this->heightmap = new s16[csize.X * csize.Z];
+
+       this->spflags     = params->spflags;
        this->freq_desert = params->freq_desert;
        this->freq_beach  = params->freq_beach;
 
-       this->ystride = csize.X; //////fix this
-       
        np_cave        = &params->np_cave;
        np_humidity    = &params->np_humidity;
        np_trees       = &params->np_trees;
        np_apple_trees = &params->np_apple_trees;
 
+       //// Create noise objects
        noise_terrain_base   = new Noise(&params->np_terrain_base,   seed, csize.X, csize.Y);
        noise_terrain_higher = new Noise(&params->np_terrain_higher, seed, csize.X, csize.Y);
        noise_steepness      = new Noise(&params->np_steepness,      seed, csize.X, csize.Y);
        noise_height_select  = new Noise(&params->np_height_select,  seed, csize.X, csize.Y);
        noise_mud            = new Noise(&params->np_mud,            seed, csize.X, csize.Y);
        noise_beach          = new Noise(&params->np_beach,          seed, csize.X, csize.Y);
-       noise_biome          = new Noise(&params->np_biome,          seed, csize.X, csize.Y);
+       noise_biome          = new Noise(&params->np_biome,          seed,
+                       csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
+       noise_humidity       = new Noise(&params->np_humidity,       seed,
+                       csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
+
+       //// Resolve nodes to be used
+       INodeDefManager *ndef = emerge->ndef;
+
+       c_stone           = ndef->getId("mapgen_stone");
+       c_dirt            = ndef->getId("mapgen_dirt");
+       c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
+       c_sand            = ndef->getId("mapgen_sand");
+       c_water_source    = ndef->getId("mapgen_water_source");
+       c_lava_source     = ndef->getId("mapgen_lava_source");
+       c_gravel          = ndef->getId("mapgen_gravel");
+       c_desert_stone    = ndef->getId("mapgen_desert_stone");
+       c_desert_sand     = ndef->getId("mapgen_desert_sand");
+       c_dirt_with_snow  = ndef->getId("mapgen_dirt_with_snow");
+       c_snow            = ndef->getId("mapgen_snow");
+       c_snowblock       = ndef->getId("mapgen_snowblock");
+       c_ice             = ndef->getId("mapgen_ice");
+
+       if (c_gravel == CONTENT_IGNORE)
+               c_gravel = c_stone;
+       if (c_desert_stone == CONTENT_IGNORE)
+               c_desert_stone = c_stone;
+       if (c_desert_sand == CONTENT_IGNORE)
+               c_desert_sand = c_sand;
+       if (c_dirt_with_snow == CONTENT_IGNORE)
+               c_dirt_with_snow = c_dirt_with_grass;
+       if (c_snow == CONTENT_IGNORE)
+               c_snow = CONTENT_AIR;
+       if (c_snowblock == CONTENT_IGNORE)
+               c_snowblock = c_dirt_with_grass;
+       if (c_ice == CONTENT_IGNORE)
+               c_ice = c_water_source;
+
+       c_cobble             = ndef->getId("mapgen_cobble");
+       c_mossycobble        = ndef->getId("mapgen_mossycobble");
+       c_stair_cobble       = ndef->getId("mapgen_stair_cobble");
+       c_stair_desert_stone = ndef->getId("mapgen_stair_desert_stone");
+
+       if (c_mossycobble == CONTENT_IGNORE)
+               c_mossycobble = c_cobble;
+       if (c_stair_cobble == CONTENT_IGNORE)
+               c_stair_cobble = c_cobble;
+       if (c_stair_desert_stone == CONTENT_IGNORE)
+               c_stair_desert_stone = c_desert_stone;
 }
 
 
-MapgenV6::~MapgenV6() {
+MapgenV6::~MapgenV6()
+{
        delete noise_terrain_base;
        delete noise_terrain_higher;
        delete noise_steepness;
@@ -103,14 +137,79 @@ MapgenV6::~MapgenV6() {
        delete noise_mud;
        delete noise_beach;
        delete noise_biome;
+       delete noise_humidity;
+
+       delete[] heightmap;
 }
 
 
-//////////////////////// Some helper functions for the map generator
+MapgenV6Params::MapgenV6Params()
+{
+       spflags = MGV6_JUNGLES | MGV6_SNOWBIOMES | MGV6_TREES |
+               MGV6_BIOMEBLEND | MGV6_MUDFLOW;
+
+       freq_desert = 0.45;
+       freq_beach  = 0.15;
+
+       np_terrain_base   = NoiseParams(-4,   20.0, v3f(250.0, 250.0, 250.0), 82341,  5, 0.6,  2.0);
+       np_terrain_higher = NoiseParams(20,   16.0, v3f(500.0, 500.0, 500.0), 85039,  5, 0.6,  2.0);
+       np_steepness      = NoiseParams(0.85, 0.5,  v3f(125.0, 125.0, 125.0), -932,   5, 0.7,  2.0);
+       np_height_select  = NoiseParams(0,    1.0,  v3f(250.0, 250.0, 250.0), 4213,   5, 0.69, 2.0);
+       np_mud            = NoiseParams(4,    2.0,  v3f(200.0, 200.0, 200.0), 91013,  3, 0.55, 2.0);
+       np_beach          = NoiseParams(0,    1.0,  v3f(250.0, 250.0, 250.0), 59420,  3, 0.50, 2.0);
+       np_biome          = NoiseParams(0,    1.0,  v3f(500.0, 500.0, 500.0), 9130,   3, 0.50, 2.0);
+       np_cave           = NoiseParams(6,    6.0,  v3f(250.0, 250.0, 250.0), 34329,  3, 0.50, 2.0);
+       np_humidity       = NoiseParams(0.5,  0.5,  v3f(500.0, 500.0, 500.0), 72384,  3, 0.50, 2.0);
+       np_trees          = NoiseParams(0,    1.0,  v3f(125.0, 125.0, 125.0), 2,      4, 0.66, 2.0);
+       np_apple_trees    = NoiseParams(0,    1.0,  v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0);
+}
+
+
+void MapgenV6Params::readParams(const Settings *settings)
+{
+       settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
+       settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
+       settings->getFloatNoEx("mgv6_freq_beach",  freq_beach);
+
+       settings->getNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
+       settings->getNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
+       settings->getNoiseParams("mgv6_np_steepness",      np_steepness);
+       settings->getNoiseParams("mgv6_np_height_select",  np_height_select);
+       settings->getNoiseParams("mgv6_np_mud",            np_mud);
+       settings->getNoiseParams("mgv6_np_beach",          np_beach);
+       settings->getNoiseParams("mgv6_np_biome",          np_biome);
+       settings->getNoiseParams("mgv6_np_cave",           np_cave);
+       settings->getNoiseParams("mgv6_np_humidity",       np_humidity);
+       settings->getNoiseParams("mgv6_np_trees",          np_trees);
+       settings->getNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
+}
+
+
+void MapgenV6Params::writeParams(Settings *settings) const
+{
+       settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, U32_MAX);
+       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);
+}
+
 
+//////////////////////// Some helper functions for the map generator
 
 // Returns Y one under area minimum if not found
-s16 MapgenV6::find_stone_level(v2s16 p2d) {
+s16 MapgenV6::find_stone_level(v2s16 p2d)
+{
        v3s16 em = vm->m_area.getExtent();
        s16 y_nodes_max = vm->m_area.MaxEdge.Y;
        s16 y_nodes_min = vm->m_area.MinEdge.Y;
@@ -118,10 +217,8 @@ s16 MapgenV6::find_stone_level(v2s16 p2d) {
        s16 y;
 
        for (y = y_nodes_max; y >= y_nodes_min; y--) {
-               MapNode &n = vm->m_data[i];
-               content_t c = n.getContent();
-               if (c != CONTENT_IGNORE && (
-                       c == c_stone || c == c_desert_stone))
+               content_t c = vm->m_data[i].getContent();
+               if (c != CONTENT_IGNORE && (c == c_stone || c == c_desert_stone))
                        break;
 
                vm->m_area.add_y(em, i, -1);
@@ -138,7 +235,7 @@ bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
        // Nah, this is just a heuristic, just return something
        s16 minimum_groundlevel = water_level;
 
-       if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
+       if(blockpos.Y * MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
                return true;
        else
                return false;
@@ -148,9 +245,10 @@ bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
 //////////////////////// Base terrain height functions
 
 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
-                                                                       float steepness, float height_select) { 
-       float base   = water_level + terrain_base;
-       float higher = water_level + terrain_higher;
+       float steepness, float height_select)
+{
+       float base   = 1 + terrain_base;
+       float higher = 1 + terrain_higher;
 
        // Limit higher ground level to at least base
        if(higher < base)
@@ -169,75 +267,95 @@ float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
        float a_off = -0.20; // Offset to more low
        float a = 0.5 + b * (a_off + height_select);
        a = rangelim(a, 0.0, 1.0); // Limit
-       
+
        return base * (1.0 - a) + higher * a;
 }
 
 
-float MapgenV6::baseTerrainLevelFromNoise(v2s16 p) {
-       if (flags & MG_FLAT)
+float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
+{
+       if (spflags & MGV6_FLAT)
                return water_level;
-               
-       float terrain_base   = NoisePerlin2DPosOffset(noise_terrain_base->np,
+
+       float terrain_base   = NoisePerlin2D_PO(&noise_terrain_base->np,
                                                        p.X, 0.5, p.Y, 0.5, seed);
-       float terrain_higher = NoisePerlin2DPosOffset(noise_terrain_higher->np,
+       float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np,
                                                        p.X, 0.5, p.Y, 0.5, seed);
-       float steepness      = NoisePerlin2DPosOffset(noise_steepness->np,
+       float steepness      = NoisePerlin2D_PO(&noise_steepness->np,
                                                        p.X, 0.5, p.Y, 0.5, seed);
-       float height_select  = NoisePerlin2DNoTxfmPosOffset(noise_height_select->np,
+       float height_select  = NoisePerlin2D_PO(&noise_height_select->np,
                                                        p.X, 0.5, p.Y, 0.5, seed);
 
        return baseTerrainLevel(terrain_base, terrain_higher,
-                                                       steepness,    height_select);
+                                                       steepness, height_select);
 }
 
 
-float MapgenV6::baseTerrainLevelFromMap(v2s16 p) {
+float MapgenV6::baseTerrainLevelFromMap(v2s16 p)
+{
        int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
        return baseTerrainLevelFromMap(index);
 }
 
 
-float MapgenV6::baseTerrainLevelFromMap(int index) {
-       if (flags & MG_FLAT)
+float MapgenV6::baseTerrainLevelFromMap(int index)
+{
+       if (spflags & MGV6_FLAT)
                return water_level;
-       
+
        float terrain_base   = noise_terrain_base->result[index];
        float terrain_higher = noise_terrain_higher->result[index];
        float steepness      = noise_steepness->result[index];
        float height_select  = noise_height_select->result[index];
-       
+
        return baseTerrainLevel(terrain_base, terrain_higher,
-                                                       steepness,    height_select);
+                                                       steepness, height_select);
 }
 
 
-s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) {
-       return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
+s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
+{
+       return baseTerrainLevelFromNoise(p2d) + MGV6_AVERAGE_MUD_AMOUNT;
 }
 
 
-int MapgenV6::getGroundLevelAtPoint(v2s16 p) {
-       return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
+int MapgenV6::getGroundLevelAtPoint(v2s16 p)
+{
+       return baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
+}
+
+
+int MapgenV6::getSpawnLevelAtPoint(v2s16 p)
+{
+       s16 level_at_point = baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
+       if (level_at_point <= water_level ||
+                       level_at_point > water_level + 16)
+               return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
+       else
+               return level_at_point;
 }
 
 
 //////////////////////// Noise functions
 
-float MapgenV6::getMudAmount(v2s16 p) {
+float MapgenV6::getMudAmount(v2s16 p)
+{
        int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
        return getMudAmount(index);
 }
 
 
-bool MapgenV6::getHaveBeach(v2s16 p) {
+bool MapgenV6::getHaveBeach(v2s16 p)
+{
        int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
        return getHaveBeach(index);
 }
 
 
-BiomeType MapgenV6::getBiome(v2s16 p) {
-       int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
+BiomeV6Type MapgenV6::getBiome(v2s16 p)
+{
+       int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
+                       + (p.X - full_node_min.X);
        return getBiome(index, p);
 }
 
@@ -249,7 +367,9 @@ float MapgenV6::getHumidity(v2s16 p)
                seed+72384, 4, 0.66);
        noise = (noise + 1.0)/2.0;*/
 
-       float noise = NoisePerlin2D(np_humidity, p.X, p.Y, seed);
+       int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
+                       + (p.X - full_node_min.X);
+       float noise = noise_humidity->result[index];
 
        if (noise < 0.0)
                noise = 0.0;
@@ -264,13 +384,13 @@ float MapgenV6::getTreeAmount(v2s16 p)
        /*double noise = noise2d_perlin(
                        0.5+(float)p.X/125, 0.5+(float)p.Y/125,
                        seed+2, 4, 0.66);*/
-       
+
        float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
        float zeroval = -0.39;
        if (noise < zeroval)
                return 0;
        else
-               return 0.04 * (noise-zeroval) / (1.0-zeroval);
+               return 0.04 * (noise - zeroval) / (1.0 - zeroval);
 }
 
 
@@ -279,22 +399,22 @@ bool MapgenV6::getHaveAppleTree(v2s16 p)
        /*is_apple_tree = noise2d_perlin(
                0.5+(float)p.X/100, 0.5+(float)p.Z/100,
                data->seed+342902, 3, 0.45) > 0.2;*/
-       
+
        float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
-       
+
        return noise > 0.2;
 }
 
 
 float MapgenV6::getMudAmount(int index)
 {
-       if (flags & MG_FLAT)
-               return AVERAGE_MUD_AMOUNT;
-               
+       if (spflags & MGV6_FLAT)
+               return MGV6_AVERAGE_MUD_AMOUNT;
+
        /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
                        0.5+(float)p.X/200, 0.5+(float)p.Y/200,
                        seed+91013, 3, 0.55));*/
-       
+
        return noise_mud->result[index];
 }
 
@@ -305,69 +425,92 @@ bool MapgenV6::getHaveBeach(int index)
        /*double sandnoise = noise2d_perlin(
                        0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
                        seed+59420, 3, 0.50);*/
-       
+
        float sandnoise = noise_beach->result[index];
        return (sandnoise > freq_beach);
 }
 
 
-BiomeType MapgenV6::getBiome(int index, v2s16 p)
+BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
 {
        // Just do something very simple as for now
        /*double d = noise2d_perlin(
                        0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
                        seed+9130, 3, 0.50);*/
-       
+
        float d = noise_biome->result[index];
-       if (d > freq_desert)
-               return BT_DESERT;
-               
-       if ((flags & MGV6_BIOME_BLEND) &&
-               (d > freq_desert - 0.10) &&
-               ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
-               return BT_DESERT;
-       
-       return BT_NORMAL;
+       float h = noise_humidity->result[index];
+
+       if (spflags & MGV6_SNOWBIOMES) {
+               float blend = (spflags & MGV6_BIOMEBLEND) ? noise2d(p.X, p.Y, seed) / 40 : 0;
+
+               if (d > MGV6_FREQ_HOT + blend) {
+                       if (h > MGV6_FREQ_JUNGLE + blend)
+                               return BT_JUNGLE;
+                       else
+                               return BT_DESERT;
+               } else if (d < MGV6_FREQ_SNOW + blend) {
+                       if (h > MGV6_FREQ_TAIGA + blend)
+                               return BT_TAIGA;
+                       else
+                               return BT_TUNDRA;
+               } else {
+                       return BT_NORMAL;
+               }
+       } else {
+               if (d > freq_desert)
+                       return BT_DESERT;
+
+               if ((spflags & MGV6_BIOMEBLEND) && (d > freq_desert - 0.10) &&
+                               ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
+                       return BT_DESERT;
+
+               if ((spflags & MGV6_JUNGLES) && h > 0.75)
+                       return BT_JUNGLE;
+               else
+                       return BT_NORMAL;
+       }
 }
 
 
 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
 {
-       s32 x=p.X, y=p.Y, z=p.Z;
-       return (u32)(seed%0x100000000ULL) + z*38134234 + y*42123 + x*23;
+       s32 x = p.X, y = p.Y, z = p.Z;
+       return (u32)(seed % 0x100000000ULL) + z * 38134234 + y * 42123 + x * 23;
 }
 
 
 //////////////////////// Map generator
 
-void MapgenV6::makeChunk(BlockMakeData *data) {
+void MapgenV6::makeChunk(BlockMakeData *data)
+{
+       // Pre-conditions
        assert(data->vmanip);
        assert(data->nodedef);
        assert(data->blockpos_requested.X >= data->blockpos_min.X &&
-                  data->blockpos_requested.Y >= data->blockpos_min.Y &&
-                  data->blockpos_requested.Z >= data->blockpos_min.Z);
+               data->blockpos_requested.Y >= data->blockpos_min.Y &&
+               data->blockpos_requested.Z >= data->blockpos_min.Z);
        assert(data->blockpos_requested.X <= data->blockpos_max.X &&
-                  data->blockpos_requested.Y <= data->blockpos_max.Y &&
-                  data->blockpos_requested.Z <= data->blockpos_max.Z);
-                       
+               data->blockpos_requested.Y <= data->blockpos_max.Y &&
+               data->blockpos_requested.Z <= data->blockpos_max.Z);
+
        this->generating = true;
-       this->vm   = data->vmanip;      
+       this->vm   = data->vmanip;
        this->ndef = data->nodedef;
-       
+
        // Hack: use minimum block coords for old code that assumes a single block
-       v3s16 blockpos = data->blockpos_requested;
        v3s16 blockpos_min = data->blockpos_min;
        v3s16 blockpos_max = data->blockpos_max;
 
        // Area of central chunk
-       node_min = blockpos_min*MAP_BLOCKSIZE;
-       node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
+       node_min = blockpos_min * MAP_BLOCKSIZE;
+       node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
 
        // Full allocated area
-       full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
-       full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
+       full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
+       full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
 
-       central_area_size = node_max - node_min + v3s16(1,1,1);
+       central_area_size = node_max - node_min + v3s16(1, 1, 1);
        assert(central_area_size.X == central_area_size.Z);
 
        int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
@@ -383,21 +526,6 @@ void MapgenV6::makeChunk(BlockMakeData *data) {
        // Make some noise
        calculateNoise();
 
-       c_stone           = ndef->getId("mapgen_stone");
-       c_dirt            = ndef->getId("mapgen_dirt");
-       c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
-       c_sand            = ndef->getId("mapgen_sand");
-       c_water_source    = ndef->getId("mapgen_water_source");
-       c_lava_source     = ndef->getId("mapgen_lava_source");
-       c_gravel          = ndef->getId("mapgen_gravel");
-       c_cobble          = ndef->getId("mapgen_cobble");
-       c_desert_sand     = ndef->getId("mapgen_desert_sand");
-       c_desert_stone    = ndef->getId("mapgen_desert_stone");
-       if (c_desert_sand == CONTENT_IGNORE)
-               c_desert_sand = c_sand;
-       if (c_desert_stone == CONTENT_IGNORE)
-               c_desert_stone = c_stone;
-
        // Maximum height of the stone surface and obstacles.
        // This is used to guide the cave generation
        s16 stone_surface_max_y;
@@ -405,7 +533,8 @@ void MapgenV6::makeChunk(BlockMakeData *data) {
        // Generate general ground level to full area
        stone_surface_max_y = generateGround();
 
-       generateExperimental();
+       // Create initial heightmap to limit caves
+       updateHeightmap(node_min, node_max);
 
        const s16 max_spread_amount = MAP_BLOCKSIZE;
        // Limit dirt flow area by 1 because mud is flown into neighbors.
@@ -422,113 +551,150 @@ void MapgenV6::makeChunk(BlockMakeData *data) {
                // Add mud to the central chunk
                addMud();
 
-               // Add blobs of dirt and gravel underground
-               addDirtGravelBlobs();
-
                // Flow mud away from steep edges
-               flowMud(mudflow_minpos, mudflow_maxpos);
+               if (spflags & MGV6_MUDFLOW)
+                       flowMud(mudflow_minpos, mudflow_maxpos);
 
        }
-       
+
+       // Update heightmap after mudflow
+       updateHeightmap(node_min, node_max);
+
        // Add dungeons
-       if (flags & MG_DUNGEONS) {
-               DungeonGen dgen(ndef, data->seed, water_level);
+       if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
+               DungeonParams dp;
+
+               dp.seed             = seed;
+               dp.c_water          = c_water_source;
+               dp.c_river_water    = c_water_source;
+
+               dp.only_in_ground   = true;
+               dp.corridor_len_min = 1;
+               dp.corridor_len_max = 13;
+               dp.rooms_min        = 2;
+               dp.rooms_max        = 16;
+               dp.y_min            = -MAX_MAP_GENERATION_LIMIT;
+               dp.y_max            = MAX_MAP_GENERATION_LIMIT;
+
+               dp.np_density
+                       = NoiseParams(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
+               dp.np_alt_wall
+                       = NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
+
+               if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
+                       dp.c_wall              = c_desert_stone;
+                       dp.c_alt_wall          = CONTENT_IGNORE;
+                       dp.c_stair             = c_stair_desert_stone;
+
+                       dp.diagonal_dirs       = true;
+                       dp.holesize            = v3s16(2, 3, 2);
+                       dp.room_size_min       = v3s16(6, 9, 6);
+                       dp.room_size_max       = v3s16(10, 11, 10);
+                       dp.room_size_large_min = v3s16(10, 13, 10);
+                       dp.room_size_large_max = v3s16(18, 21, 18);
+                       dp.notifytype          = GENNOTIFY_TEMPLE;
+               } else {
+                       dp.c_wall              = c_cobble;
+                       dp.c_alt_wall          = c_mossycobble;
+                       dp.c_stair             = c_stair_cobble;
+
+                       dp.diagonal_dirs       = false;
+                       dp.holesize            = v3s16(1, 2, 1);
+                       dp.room_size_min       = v3s16(4, 4, 4);
+                       dp.room_size_max       = v3s16(8, 6, 8);
+                       dp.room_size_large_min = v3s16(8, 8, 8);
+                       dp.room_size_large_max = v3s16(16, 16, 16);
+                       dp.notifytype          = GENNOTIFY_DUNGEON;
+               }
+
+               DungeonGen dgen(ndef, &gennotify, &dp);
                dgen.generate(vm, blockseed, full_node_min, full_node_max);
        }
-       
+
        // Add top and bottom side of water to transforming_liquid queue
        updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
 
-       // Grow grass
+       // Add surface nodes
        growGrass();
 
        // Generate some trees, and add grass, if a jungle
-       if (flags & MG_TREES)
+       if (spflags & MGV6_TREES)
                placeTreesAndJungleGrass();
 
+       // Generate the registered decorations
+       if (flags & MG_DECORATIONS)
+               m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
+
        // Generate the registered ores
-       for (unsigned int i = 0; i != emerge->ores.size(); i++) {
-               Ore *ore = emerge->ores[i];
-               ore->placeOre(this, blockseed + i, node_min, node_max);
-       }
+       m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
 
        // Calculate lighting
-       calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
-                                node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
-       
+       if (flags & MG_LIGHT)
+               calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
+                       node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE,
+                       full_node_min, full_node_max);
+
        this->generating = false;
 }
 
 
-void MapgenV6::calculateNoise() {
+void MapgenV6::calculateNoise()
+{
        int x = node_min.X;
        int z = node_min.Z;
-
-       // Need to adjust for the original implementation's +.5 offset...
-       if (!(flags & MG_FLAT)) {
-               noise_terrain_base->perlinMap2D(
-                       x + 0.5 * noise_terrain_base->np->spread.X,
-                       z + 0.5 * noise_terrain_base->np->spread.Z);
-               noise_terrain_base->transformNoiseMap();
-
-               noise_terrain_higher->perlinMap2D(
-                       x + 0.5 * noise_terrain_higher->np->spread.X,
-                       z + 0.5 * noise_terrain_higher->np->spread.Z);
-               noise_terrain_higher->transformNoiseMap();
-
-               noise_steepness->perlinMap2D(
-                       x + 0.5 * noise_steepness->np->spread.X,
-                       z + 0.5 * noise_steepness->np->spread.Z);
-               noise_steepness->transformNoiseMap();
-
-               noise_height_select->perlinMap2D(
-                       x + 0.5 * noise_height_select->np->spread.X,
-                       z + 0.5 * noise_height_select->np->spread.Z);
-
-               noise_mud->perlinMap2D(
-                       x + 0.5 * noise_mud->np->spread.X,
-                       z + 0.5 * noise_mud->np->spread.Z);
-               noise_mud->transformNoiseMap();
+       int fx = full_node_min.X;
+       int fz = full_node_min.Z;
+
+       if (!(spflags & MGV6_FLAT)) {
+               noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
+               noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
+               noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
+               noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
+               noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
        }
 
-       noise_beach->perlinMap2D(
-               x + 0.2 * noise_beach->np->spread.X,
-               z + 0.7 * noise_beach->np->spread.Z);
+       noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
 
-       noise_biome->perlinMap2D(
-               x + 0.6 * noise_biome->np->spread.X,
-               z + 0.2 * noise_biome->np->spread.Z);
+       noise_biome->perlinMap2D_PO(fx, 0.6, fz, 0.2);
+       noise_humidity->perlinMap2D_PO(fx, 0.0, fz, 0.0);
+       // Humidity map does not need range limiting 0 to 1,
+       // only humidity at point does
 }
 
 
-int MapgenV6::generateGround() {
+int MapgenV6::generateGround()
+{
        //TimeTaker timer1("Generating ground level");
        MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
        MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
-       int stone_surface_max_y = -MAP_GENERATION_LIMIT;
+       MapNode n_ice(c_ice);
+       int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
+
        u32 index = 0;
-       
        for (s16 z = node_min.Z; z <= node_max.Z; z++)
        for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
                // Surface height
                s16 surface_y = (s16)baseTerrainLevelFromMap(index);
-               
+
                // Log it
                if (surface_y > stone_surface_max_y)
                        stone_surface_max_y = surface_y;
 
-               BiomeType bt = getBiome(index, v2s16(x, z));
-               
+               BiomeV6Type bt = getBiome(v2s16(x, z));
+
                // Fill ground with stone
                v3s16 em = vm->m_area.getExtent();
                u32 i = vm->m_area.index(x, node_min.Y, z);
                for (s16 y = node_min.Y; y <= node_max.Y; y++) {
                        if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
                                if (y <= surface_y) {
-                                       vm->m_data[i] = (y > water_level && bt == BT_DESERT) ? 
+                                       vm->m_data[i] = (y >= MGV6_DESERT_STONE_BASE
+                                                       && bt == BT_DESERT) ?
                                                n_desert_stone : n_stone;
                                } else if (y <= water_level) {
-                                       vm->m_data[i] = n_water_source;
+                                       vm->m_data[i] = (y >= MGV6_ICE_BASE
+                                                       && bt == BT_TUNDRA) ?
+                                               n_ice : n_water_source;
                                } else {
                                        vm->m_data[i] = n_air;
                                }
@@ -536,12 +702,13 @@ int MapgenV6::generateGround() {
                        vm->m_area.add_y(em, i, 1);
                }
        }
-       
+
        return stone_surface_max_y;
 }
 
 
-void MapgenV6::addMud() {
+void MapgenV6::addMud()
+{
        // 15ms @cs=8
        //TimeTaker timer1("add mud");
        MapNode n_dirt(c_dirt), n_gravel(c_gravel);
@@ -556,12 +723,12 @@ void MapgenV6::addMud() {
 
                // Find ground level
                s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
-               
+
                // Handle area not found
                if (surface_y == vm->m_area.MinEdge.Y - 1)
                        continue;
-               
-               BiomeType bt = getBiome(index, v2s16(x, z));
+
+               BiomeV6Type bt = getBiome(v2s16(x, z));
                addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
 
                if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
@@ -569,25 +736,25 @@ void MapgenV6::addMud() {
                } else if (mud_add_amount <= 0) {
                        mud_add_amount = 1 - mud_add_amount;
                        addnode = n_gravel;
-               } else if (bt == BT_NORMAL && getHaveBeach(index) &&
+               } else if (bt != BT_DESERT && getHaveBeach(index) &&
                                surface_y + mud_add_amount <= water_level + 2) {
                        addnode = n_sand;
                }
 
-               if (bt == BT_DESERT && surface_y > 20)
+               if ((bt == BT_DESERT || bt == BT_TUNDRA) && surface_y > 20)
                        mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
 
-               // If topmost node is grass, change it to mud.  It might be if it was
+               /* If topmost node is grass, change it to mud.  It might be if it was
                // flown to there from a neighboring chunk and then converted.
                u32 i = vm->m_area.index(x, surface_y, z);
                if (vm->m_data[i].getContent() == c_dirt_with_grass)
-                       vm->m_data[i] = n_dirt;
+                       vm->m_data[i] = n_dirt;*/
 
                // Add mud on ground
                s16 mudcount = 0;
                v3s16 em = vm->m_area.getExtent();
                s16 y_start = surface_y + 1;
-               i = vm->m_area.index(x, y_start, z);
+               u32 i = vm->m_area.index(x, y_start, z);
                for (s16 y = y_start; y <= node_max.Y; y++) {
                        if (mudcount >= mud_add_amount)
                                break;
@@ -601,12 +768,13 @@ void MapgenV6::addMud() {
 }
 
 
-void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) {
+void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
+{
        // 340ms @cs=8
-       TimeTaker timer1("flow mud");
+       //TimeTaker timer1("flow mud");
 
        // Iterate a few times
-       for(s16 k = 0; k < 3; k++) {
+       for (s16 k = 0; k < 3; k++) {
                for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
                for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
                        // Invert coordinates every 2nd iteration
@@ -622,18 +790,16 @@ void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) {
                        u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
                        s16 y = node_max.Y;
 
-                       while(y >= node_min.Y)
-                       {
+                       while (y >= node_min.Y) {
 
-                       for(;; y--)
-                       {
+                       for (;; y--) {
                                MapNode *n = NULL;
                                // Find mud
-                               for(; y >= node_min.Y; y--) {
+                               for (; y >= node_min.Y; y--) {
                                        n = &vm->m_data[i];
                                        if (n->getContent() == c_dirt ||
-                                               n->getContent() == c_dirt_with_grass ||
-                                               n->getContent() == c_gravel)
+                                                       n->getContent() == c_dirt_with_grass ||
+                                                       n->getContent() == c_gravel)
                                                break;
 
                                        vm->m_area.add_y(em, i, -1);
@@ -645,8 +811,7 @@ void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) {
                                        break;
 
                                if (n->getContent() == c_dirt ||
-                                       n->getContent() == c_dirt_with_grass)
-                               {
+                                               n->getContent() == c_dirt_with_grass) {
                                        // Make it exactly mud
                                        n->setContent(c_dirt);
 
@@ -655,32 +820,36 @@ void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) {
                                                u32 i2 = i;
                                                vm->m_area.add_y(em, i2, -1);
                                                // Cancel if out of area
-                                               if(vm->m_area.contains(i2) == false)
+                                               if (vm->m_area.contains(i2) == false)
                                                        continue;
                                                MapNode *n2 = &vm->m_data[i2];
                                                if (n2->getContent() != c_dirt &&
-                                                       n2->getContent() != c_dirt_with_grass)
+                                                               n2->getContent() != c_dirt_with_grass)
                                                        continue;
                                        }
                                }
 
                                v3s16 dirs4[4] = {
-                                       v3s16(0,0,1), // back
-                                       v3s16(1,0,0), // right
-                                       v3s16(0,0,-1), // front
-                                       v3s16(-1,0,0), // left
+                                       v3s16(0, 0, 1), // back
+                                       v3s16(1, 0, 0), // right
+                                       v3s16(0, 0, -1), // front
+                                       v3s16(-1, 0, 0), // left
                                };
 
-                               // Check that upper is air or doesn't exist.
-                               // Cancel dropping if upper keeps it in place
+                               // Check that upper is walkable. Cancel
+                               // dropping if upper keeps it in place.
                                u32 i3 = i;
                                vm->m_area.add_y(em, i3, 1);
-                               if (vm->m_area.contains(i3) == true &&
-                                       ndef->get(vm->m_data[i3]).walkable)
-                                       continue;
+                               MapNode *n3 = NULL;
+
+                               if (vm->m_area.contains(i3)) {
+                                       n3 = &vm->m_data[i3];
+                                       if (ndef->get(*n3).walkable)
+                                               continue;
+                               }
 
                                // Drop mud on side
-                               for(u32 di=0; di<4; di++) {
+                               for (u32 di = 0; di < 4; di++) {
                                        v3s16 dirp = dirs4[di];
                                        u32 i2 = i;
                                        // Move to side
@@ -705,8 +874,8 @@ void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) {
                                                vm->m_area.add_y(em, i2, -1);
                                                n2 = &vm->m_data[i2];
                                                // if out of known area
-                                               if(vm->m_area.contains(i2) == false ||
-                                                       n2->getContent() == CONTENT_IGNORE) {
+                                               if (vm->m_area.contains(i2) == false ||
+                                                               n2->getContent() == CONTENT_IGNORE) {
                                                        dropped_to_unknown = true;
                                                        break;
                                                }
@@ -720,10 +889,18 @@ void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) {
                                        if (!dropped_to_unknown) {
                                                *n2 = *n;
                                                // Set old place to be air (or water)
-                                               if(old_is_water)
+                                               if (old_is_water) {
                                                        *n = MapNode(c_water_source);
-                                               else
+                                               } else {
                                                        *n = MapNode(CONTENT_AIR);
+                                                       // Upper (n3) is not walkable or is NULL. If it is
+                                                       // not NULL and not air and not water it is a
+                                                       // decoration that needs removing, to avoid
+                                                       // unsupported decorations.
+                                                       if (n3 && n3->getContent() != CONTENT_AIR &&
+                                                                       n3->getContent() != c_water_source)
+                                                               *n3 = MapNode(CONTENT_AIR);
+                                               }
                                        }
 
                                        // Done
@@ -736,49 +913,12 @@ void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) {
 }
 
 
-void MapgenV6::addDirtGravelBlobs() {
-       if (getBiome(v2s16(node_min.X, node_min.Z)) != BT_NORMAL)
-               return;
-       
-       PseudoRandom pr(blockseed + 983);
-       for (int i = 0; i < volume_nodes/10/10/10; i++) {
-               bool only_fill_cave = (myrand_range(0,1) != 0);
-               v3s16 size(
-                       pr.range(1, 8),
-                       pr.range(1, 8),
-                       pr.range(1, 8)
-               );
-               v3s16 p0(
-                       pr.range(node_min.X, node_max.X) - size.X / 2,
-                       pr.range(node_min.Y, node_max.Y) - size.Y / 2,
-                       pr.range(node_min.Z, node_max.Z) - size.Z / 2
-               );
-               
-               MapNode n1((p0.Y > -32 && !pr.range(0, 1)) ? c_dirt : c_gravel);
-               for (int z1 = 0; z1 < size.Z; z1++)
-               for (int y1 = 0; y1 < size.Y; y1++)
-               for (int x1 = 0; x1 < size.X; x1++) {
-                       v3s16 p = p0 + v3s16(x1, y1, z1);
-                       u32 i = vm->m_area.index(p);
-                       if (!vm->m_area.contains(i))
-                               continue;
-                       // Cancel if not stone and not cave air
-                       if (vm->m_data[i].getContent() != c_stone &&
-                               !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
-                               continue;
-                       if (only_fill_cave && !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
-                               continue;
-                       vm->m_data[i] = n1;
-               }
-       }
-}
-
-
-void MapgenV6::placeTreesAndJungleGrass() {
+void MapgenV6::placeTreesAndJungleGrass()
+{
        //TimeTaker t("placeTrees");
        if (node_max.Y < water_level)
                return;
-       
+
        PseudoRandom grassrandom(blockseed + 53);
        content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
        // if we don't have junglegrass, don't place cignore... that's bad
@@ -786,12 +926,12 @@ void MapgenV6::placeTreesAndJungleGrass() {
                c_junglegrass = CONTENT_AIR;
        MapNode n_junglegrass(c_junglegrass);
        v3s16 em = vm->m_area.getExtent();
-       
+
        // Divide area into parts
        s16 div = 8;
        s16 sidelen = central_area_size.X / div;
        double area = sidelen * sidelen;
-       
+
        // N.B.  We must add jungle grass first, since tree leaves will
        // obstruct the ground, giving us a false ground level
        for (s16 z0 = 0; z0 < div; z0++)
@@ -811,31 +951,33 @@ void MapgenV6::placeTreesAndJungleGrass() {
                        node_min.X + sidelen + sidelen * x0 - 1,
                        node_min.Z + sidelen + sidelen * z0 - 1
                );
-               
-               // Amount of trees, jungle area
-               u32 tree_count = area * getTreeAmount(p2d_center);
-               
-               float humidity;
-               bool is_jungle = false;
-               if (flags & MGV6_JUNGLES) {
-                       humidity = getHumidity(p2d_center);
-                       if (humidity > 0.75) {
-                               is_jungle = true;
+
+               // Get biome at center position of part of division
+               BiomeV6Type bt = getBiome(p2d_center);
+
+               // Amount of trees
+               u32 tree_count;
+               if (bt == BT_JUNGLE || bt == BT_TAIGA || bt == BT_NORMAL) {
+                       tree_count = area * getTreeAmount(p2d_center);
+                       if (bt == BT_JUNGLE)
                                tree_count *= 4;
-                       }
+               } else {
+                       tree_count = 0;
                }
 
                // Add jungle grass
-               if (is_jungle) {                        
+               if (bt == BT_JUNGLE) {
+                       float humidity = getHumidity(p2d_center);
                        u32 grass_count = 5 * humidity * tree_count;
                        for (u32 i = 0; i < grass_count; i++) {
                                s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
                                s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
-                               
-                               s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////optimize this!
-                               if (y < water_level || y < node_min.Y || y > node_max.Y)
+                               int mapindex = central_area_size.X * (z - node_min.Z)
+                                                               + (x - node_min.X);
+                               s16 y = heightmap[mapindex];
+                               if (y < water_level)
                                        continue;
-                               
+
                                u32 vi = vm->m_area.index(x, y, z);
                                // place on dirt_with_grass, since we know it is exposed to sunlight
                                if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
@@ -844,34 +986,40 @@ void MapgenV6::placeTreesAndJungleGrass() {
                                }
                        }
                }
-               
+
                // Put trees in random places on part of division
                for (u32 i = 0; i < tree_count; i++) {
                        s16 x = myrand_range(p2d_min.X, p2d_max.X);
                        s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
-                       s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////////optimize this!
+                       int mapindex = central_area_size.X * (z - node_min.Z)
+                                                       + (x - node_min.X);
+                       s16 y = heightmap[mapindex];
                        // Don't make a tree under water level
                        // Don't make a tree so high that it doesn't fit
-                       if(y < water_level || y > node_max.Y - 6)
+                       if (y < water_level || y > node_max.Y - 6)
                                continue;
-                       
-                       v3s16 p(x,y,z);
-                       // Trees grow only on mud and grass
+
+                       v3s16 p(x, y, z);
+                       // Trees grow only on mud and grass and snowblock
                        {
                                u32 i = vm->m_area.index(p);
-                               MapNode *n = &vm->m_data[i];
-                               if (n->getContent() != c_dirt &&
-                                       n->getContent() != c_dirt_with_grass)
+                               content_t c = vm->m_data[i].getContent();
+                               if (c != c_dirt &&
+                                               c != c_dirt_with_grass &&
+                                               c != c_dirt_with_snow &&
+                                               c != c_snowblock)
                                        continue;
                        }
                        p.Y++;
-                       
+
                        // Make a tree
-                       if (is_jungle) {
+                       if (bt == BT_JUNGLE) {
                                treegen::make_jungletree(*vm, p, ndef, myrand());
-                       } else {
+                       } else if (bt == BT_TAIGA) {
+                               treegen::make_pine_tree(*vm, p - v3s16(0, 1, 0), ndef, myrand());
+                       } else if (bt == BT_NORMAL) {
                                bool is_apple_tree = (myrand_range(0, 3) == 0) &&
-                                                                               getHaveAppleTree(v2s16(x, z));
+                                                       getHaveAppleTree(v2s16(x, z));
                                treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
                        }
                }
@@ -880,36 +1028,60 @@ void MapgenV6::placeTreesAndJungleGrass() {
 }
 
 
-void MapgenV6::growGrass() {
+void MapgenV6::growGrass() // Add surface nodes
+{
+       MapNode n_dirt_with_grass(c_dirt_with_grass);
+       MapNode n_dirt_with_snow(c_dirt_with_snow);
+       MapNode n_snowblock(c_snowblock);
+       MapNode n_snow(c_snow);
+       v3s16 em = vm->m_area.getExtent();
+
+       u32 index = 0;
        for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
-       for (s16 x = full_node_min.X; x <= full_node_max.X; x++) {
+       for (s16 x = full_node_min.X; x <= full_node_max.X; x++, index++) {
                // Find the lowest surface to which enough light ends up to make
                // grass grow.  Basically just wait until not air and not leaves.
                s16 surface_y = 0;
                {
-                       v3s16 em = vm->m_area.getExtent();
                        u32 i = vm->m_area.index(x, node_max.Y, z);
                        s16 y;
                        // Go to ground level
                        for (y = node_max.Y; y >= full_node_min.Y; y--) {
                                MapNode &n = vm->m_data[i];
                                if (ndef->get(n).param_type != CPT_LIGHT ||
-                                       ndef->get(n).liquid_type != LIQUID_NONE)
+                                               ndef->get(n).liquid_type != LIQUID_NONE ||
+                                               n.getContent() == c_ice)
                                        break;
                                vm->m_area.add_y(em, i, -1);
                        }
                        surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
                }
 
+               BiomeV6Type bt = getBiome(index, v2s16(x, z));
                u32 i = vm->m_area.index(x, surface_y, z);
-               MapNode *n = &vm->m_data[i];
-               if (n->getContent() == c_dirt && surface_y >= water_level - 20)
-                       n->setContent(c_dirt_with_grass);
+               content_t c = vm->m_data[i].getContent();
+               if (surface_y >= water_level - 20) {
+                       if (bt == BT_TAIGA && c == c_dirt) {
+                               vm->m_data[i] = n_snowblock;
+                               vm->m_area.add_y(em, i, -1);
+                               vm->m_data[i] = n_dirt_with_snow;
+                       } else if (bt == BT_TUNDRA) {
+                               if (c == c_dirt) {
+                                       vm->m_data[i] = n_dirt_with_snow;
+                               } else if (c == c_stone && surface_y < node_max.Y) {
+                                       vm->m_area.add_y(em, i, 1);
+                                       vm->m_data[i] = n_snow;
+                               }
+                       } else if (c == c_dirt) {
+                               vm->m_data[i] = n_dirt_with_grass;
+                       }
+               }
        }
 }
 
 
-void MapgenV6::generateCaves(int max_stone_y) {
+void MapgenV6::generateCaves(int max_stone_y)
+{
        float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
        int volume_nodes = (node_max.X - node_min.X + 1) *
                                           (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
@@ -918,19 +1090,20 @@ void MapgenV6::generateCaves(int max_stone_y) {
        u32 bruises_count = 1;
        PseudoRandom ps(blockseed + 21343);
        PseudoRandom ps2(blockseed + 1032);
-       
+
        if (ps.range(1, 6) == 1)
                bruises_count = ps.range(0, ps.range(0, 2));
-       
+
        if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
                caves_count   /= 3;
                bruises_count /= 3;
        }
-       
+
        for (u32 i = 0; i < caves_count + bruises_count; i++) {
-               bool large_cave = (i >= caves_count);
-               CaveV6 cave(this, &ps, &ps2, large_cave);
+               CavesV6 cave(ndef, &gennotify, water_level, c_water_source, c_lava_source);
 
-               cave.makeCave(node_min, node_max, max_stone_y);
+               bool large_cave = (i >= caves_count);
+               cave.makeCave(vm, node_min, node_max, &ps, &ps2,
+                       large_cave, max_stone_y, heightmap);
        }
 }