Use fixed size for builtin menus on non-android platforms
[oweals/minetest.git] / src / mapgen_v6.cpp
index a212496a8bca679144bf4fc392c1363c057d4836..95cdbd279693363befca0cd4d2623e9d27117439 100644 (file)
@@ -35,6 +35,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "dungeongen.h"
 #include "cavegen.h"
 #include "treegen.h"
+#include "mg_ore.h"
+#include "mg_decoration.h"
 #include "mapgen_v6.h"
 
 FlagDesc flagdesc_mapgen_v6[] = {
@@ -47,21 +49,13 @@ FlagDesc flagdesc_mapgen_v6[] = {
 ///////////////////////////////////////////////////////////////////////////////
 
 
-MapgenV6::MapgenV6(int mapgenid, MapgenParams *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;
-       this->gennotify   = emerge->gennotify;
-
+MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge)
+       : Mapgen(mapgenid, params, emerge)
+{
+       this->m_emerge = emerge;
        this->ystride = csize.X; //////fix this
-       
-       MapgenV6Params *sp = (MapgenV6Params *)params->sparams;
 
+       MapgenV6Params *sp = (MapgenV6Params *)params->sparams;
        this->spflags     = sp->spflags;
        this->freq_desert = sp->freq_desert;
        this->freq_beach  = sp->freq_beach;
@@ -71,6 +65,7 @@ MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge) {
        np_trees       = &sp->np_trees;
        np_apple_trees = &sp->np_apple_trees;
 
+       //// Create noise objects
        noise_terrain_base   = new Noise(&sp->np_terrain_base,   seed, csize.X, csize.Y);
        noise_terrain_higher = new Noise(&sp->np_terrain_higher, seed, csize.X, csize.Y);
        noise_steepness      = new Noise(&sp->np_steepness,      seed, csize.X, csize.Y);
@@ -78,10 +73,41 @@ MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge) {
        noise_mud            = new Noise(&sp->np_mud,            seed, csize.X, csize.Y);
        noise_beach          = new Noise(&sp->np_beach,          seed, csize.X, csize.Y);
        noise_biome          = new Noise(&sp->np_biome,          seed, csize.X, csize.Y);
+
+       //// 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_cobble          = ndef->getId("mapgen_cobble");
+       c_desert_sand     = ndef->getId("mapgen_desert_sand");
+       c_desert_stone    = ndef->getId("mapgen_desert_stone");
+       c_mossycobble     = ndef->getId("mapgen_mossycobble");
+       c_sandbrick       = ndef->getId("mapgen_sandstonebrick");
+       c_stair_cobble    = ndef->getId("mapgen_stair_cobble");
+       c_stair_sandstone = ndef->getId("mapgen_stair_sandstone");
+       if (c_desert_sand == CONTENT_IGNORE)
+               c_desert_sand = c_sand;
+       if (c_desert_stone == CONTENT_IGNORE)
+               c_desert_stone = c_stone;
+       if (c_mossycobble == CONTENT_IGNORE)
+               c_mossycobble = c_cobble;
+       if (c_sandbrick == CONTENT_IGNORE)
+               c_sandbrick = c_desert_stone;
+       if (c_stair_cobble == CONTENT_IGNORE)
+               c_stair_cobble = c_cobble;
+       if (c_stair_sandstone == CONTENT_IGNORE)
+               c_stair_sandstone = c_sandbrick;
 }
 
 
-MapgenV6::~MapgenV6() {
+MapgenV6::~MapgenV6()
+{
        delete noise_terrain_base;
        delete noise_terrain_higher;
        delete noise_steepness;
@@ -92,26 +118,28 @@ MapgenV6::~MapgenV6() {
 }
 
 
-MapgenV6Params::MapgenV6Params() {
+MapgenV6Params::MapgenV6Params()
+{
        spflags     = 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);
-       np_terrain_higher = NoiseParams(20,  16.0, v3f(500.0, 500.0, 500.0), 85039,  5, 0.6);
-       np_steepness      = NoiseParams(0.85,0.5,  v3f(125.0, 125.0, 125.0), -932,   5, 0.7);
-       np_height_select  = NoiseParams(0.5, 1.0,  v3f(250.0, 250.0, 250.0), 4213,   5, 0.69);
-       np_mud            = NoiseParams(4,   2.0,  v3f(200.0, 200.0, 200.0), 91013,  3, 0.55);
-       np_beach          = NoiseParams(0,   1.0,  v3f(250.0, 250.0, 250.0), 59420,  3, 0.50);
-       np_biome          = NoiseParams(0,   1.0,  v3f(250.0, 250.0, 250.0), 9130,   3, 0.50);
-       np_cave           = NoiseParams(6,   6.0,  v3f(250.0, 250.0, 250.0), 34329,  3, 0.50);
-       np_humidity       = NoiseParams(0.5, 0.5,  v3f(500.0, 500.0, 500.0), 72384,  4, 0.66);
-       np_trees          = NoiseParams(0,   1.0,  v3f(125.0, 125.0, 125.0), 2,      4, 0.66);
-       np_apple_trees    = NoiseParams(0,   1.0,  v3f(100.0, 100.0, 100.0), 342902, 3, 0.45);
+       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(250.0, 250.0, 250.0), 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,  4, 0.66, 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(Settings *settings) {
+void MapgenV6Params::readParams(Settings *settings)
+{
        settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
        settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
        settings->getFloatNoEx("mgv6_freq_beach",  freq_beach);
@@ -130,7 +158,8 @@ void MapgenV6Params::readParams(Settings *settings) {
 }
 
 
-void MapgenV6Params::writeParams(Settings *settings) {
+void MapgenV6Params::writeParams(Settings *settings)
+{
        settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, (u32)-1);
        settings->setFloat("mgv6_freq_desert", freq_desert);
        settings->setFloat("mgv6_freq_beach",  freq_beach);
@@ -153,7 +182,8 @@ void MapgenV6Params::writeParams(Settings *settings) {
 
 
 // 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;
@@ -191,7 +221,8 @@ 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 steepness, float height_select)
+{
        float base   = 1 + terrain_base;
        float higher = 1 + terrain_higher;
 
@@ -212,22 +243,23 @@ 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) {
+float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
+{
        if (flags & MG_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,
@@ -235,51 +267,58 @@ float MapgenV6::baseTerrainLevelFromNoise(v2s16 p) {
 }
 
 
-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) {
+float MapgenV6::baseTerrainLevelFromMap(int index)
+{
        if (flags & MG_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);
 }
 
 
-s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) {
+s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
+{
        return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
 }
 
 
-int MapgenV6::getGroundLevelAtPoint(v2s16 p) {
+int MapgenV6::getGroundLevelAtPoint(v2s16 p)
+{
        return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
 }
 
 
 //////////////////////// 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) {
+BiomeV6Type MapgenV6::getBiome(v2s16 p)
+{
        int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
        return getBiome(index, p);
 }
@@ -307,7 +346,7 @@ 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)
@@ -322,9 +361,9 @@ 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;
 }
 
@@ -333,11 +372,11 @@ float MapgenV6::getMudAmount(int index)
 {
        if (flags & MG_FLAT)
                return 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];
 }
 
@@ -348,28 +387,28 @@ 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 ((spflags & MGV6_BIOMEBLEND) &&
                (d > freq_desert - 0.10) &&
                ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
                return BT_DESERT;
-       
+
        return BT_NORMAL;
 }
 
@@ -383,7 +422,8 @@ u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
 
 //////////////////////// Map generator
 
-void MapgenV6::makeChunk(BlockMakeData *data) {
+void MapgenV6::makeChunk(BlockMakeData *data)
+{
        assert(data->vmanip);
        assert(data->nodedef);
        assert(data->blockpos_requested.X >= data->blockpos_min.X &&
@@ -392,13 +432,12 @@ void MapgenV6::makeChunk(BlockMakeData *data) {
        assert(data->blockpos_requested.X <= data->blockpos_max.X &&
                   data->blockpos_requested.Y <= data->blockpos_max.Y &&
                   data->blockpos_requested.Z <= data->blockpos_max.Z);
-                       
+
        this->generating = true;
-       this->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;
 
@@ -426,33 +465,6 @@ 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");
-       c_mossycobble     = ndef->getId("mapgen_mossycobble");
-       c_sandbrick       = ndef->getId("mapgen_sandstonebrick");
-       c_stair_cobble    = ndef->getId("mapgen_stair_cobble");
-       c_stair_sandstone = ndef->getId("mapgen_stair_sandstone");
-       if (c_desert_sand == CONTENT_IGNORE)
-               c_desert_sand = c_sand;
-       if (c_desert_stone == CONTENT_IGNORE)
-               c_desert_stone = c_stone;
-       if (c_mossycobble == CONTENT_IGNORE)
-               c_mossycobble = c_cobble;
-       if (c_sandbrick == CONTENT_IGNORE)
-               c_sandbrick = c_desert_stone;
-       if (c_stair_cobble == CONTENT_IGNORE)
-               c_stair_cobble = c_cobble;
-       if (c_stair_sandstone == CONTENT_IGNORE)
-               c_stair_sandstone = c_sandbrick;
-
        // Maximum height of the stone surface and obstacles.
        // This is used to guide the cave generation
        s16 stone_surface_max_y;
@@ -485,9 +497,9 @@ void MapgenV6::makeChunk(BlockMakeData *data) {
                        flowMud(mudflow_minpos, mudflow_maxpos);
 
        }
-       
+
        // Add dungeons
-       if (flags & MG_DUNGEONS) {
+       if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
                DungeonParams dp;
 
                dp.np_rarity  = nparams_dungeon_rarity;
@@ -519,7 +531,7 @@ void MapgenV6::makeChunk(BlockMakeData *data) {
                DungeonGen dgen(this, &dp);
                dgen.generate(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);
 
@@ -529,94 +541,65 @@ void MapgenV6::makeChunk(BlockMakeData *data) {
        // Generate some trees, and add grass, if a jungle
        if (flags & MG_TREES)
                placeTreesAndJungleGrass();
-       
+
        // Generate the registered decorations
-       for (unsigned int i = 0; i != emerge->decorations.size(); i++) {
-               Decoration *deco = emerge->decorations[i];
-               deco->placeDeco(this, blockseed + i, node_min, node_max);
-       }
+       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
        if (flags & MG_LIGHT)
-               calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
-                                        node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
-       
+               calcLighting(node_min, 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();
+               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_biome->perlinMap2D(
-               x + 0.6 * noise_biome->np->spread.X,
-               z + 0.2 * noise_biome->np->spread.Z);
+       noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
+       noise_biome->perlinMap2D_PO(x, 0.6, z, 0.2);
 }
 
 
-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;
        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(index, 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 > water_level && bt == BT_DESERT) ?
                                                n_desert_stone : n_stone;
                                } else if (y <= water_level) {
                                        vm->m_data[i] = n_water_source;
@@ -627,12 +610,13 @@ 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);
@@ -647,12 +631,12 @@ 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(index, v2s16(x, z));
                addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
 
                if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
@@ -692,7 +676,8 @@ 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");
 
@@ -827,10 +812,11 @@ void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) {
 }
 
 
-void MapgenV6::addDirtGravelBlobs() {
+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);
@@ -844,7 +830,7 @@ void MapgenV6::addDirtGravelBlobs() {
                        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++)
@@ -865,11 +851,12 @@ void MapgenV6::addDirtGravelBlobs() {
 }
 
 
-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
@@ -877,12 +864,12 @@ 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++)
@@ -902,10 +889,10 @@ 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 (spflags & MGV6_JUNGLES) {
@@ -917,16 +904,16 @@ void MapgenV6::placeTreesAndJungleGrass() {
                }
 
                // Add jungle grass
-               if (is_jungle) {                        
+               if (is_jungle) {
                        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)
                                        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) {
@@ -935,7 +922,7 @@ 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);
@@ -945,7 +932,7 @@ void MapgenV6::placeTreesAndJungleGrass() {
                        // Don't make a tree so high that it doesn't fit
                        if(y < water_level || y > node_max.Y - 6)
                                continue;
-                       
+
                        v3s16 p(x,y,z);
                        // Trees grow only on mud and grass
                        {
@@ -956,7 +943,7 @@ void MapgenV6::placeTreesAndJungleGrass() {
                                        continue;
                        }
                        p.Y++;
-                       
+
                        // Make a tree
                        if (is_jungle) {
                                treegen::make_jungletree(*vm, p, ndef, myrand());
@@ -971,7 +958,8 @@ void MapgenV6::placeTreesAndJungleGrass() {
 }
 
 
-void MapgenV6::growGrass() {
+void MapgenV6::growGrass()
+{
        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++) {
                // Find the lowest surface to which enough light ends up to make
@@ -1000,7 +988,8 @@ void MapgenV6::growGrass() {
 }
 
 
-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;
@@ -1009,15 +998,15 @@ 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);