moved map generator to separate source files
authorPerttu Ahola <celeron55@gmail.com>
Sat, 25 Jun 2011 15:12:41 +0000 (18:12 +0300)
committerPerttu Ahola <celeron55@gmail.com>
Sat, 25 Jun 2011 15:12:41 +0000 (18:12 +0300)
src/CMakeLists.txt
src/farmesh.cpp
src/map.cpp
src/mapgen.cpp [new file with mode: 0644]
src/mapgen.h [new file with mode: 0644]
src/server.cpp
src/server.h

index 42c93c9e5eade0ee96aa28adce262c9db210e663..73a960ecc64b6a3e70dc9b7715c2719b9b89fae3 100644 (file)
@@ -61,6 +61,7 @@ configure_file(
 )
 
 set(common_SRCS
+       mapgen.cpp
        content_inventory.cpp
        content_nodemeta.cpp
        content_craft.cpp
index dbff728b199d1610d3d8093a52a732f2af5d3483..72dbe11c21e60305c05fcd4dccf99591f4c8df9a 100644 (file)
@@ -29,16 +29,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "map.h"
 #include "client.h"
 
-/*
-       Temporarily exposed map generator stuff
-       Should only be used for testing
-*/
-//extern double base_rock_level_2d(u64 seed, v2s16 p);
-//extern double get_mud_add_amount(u64 seed, v2s16 p);
-extern s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision);
-extern bool get_have_sand(u64 seed, v2s16 p2d);
-extern double tree_amount_2d(u64 seed, v2s16 p);
-
+#include "mapgen.h"
 
 FarMesh::FarMesh(
                scene::ISceneNode* parent,
@@ -127,14 +118,14 @@ HeightPoint ground_height(u64 seed, v2s16 p2d)
        if(n)
                return n->getValue();
        HeightPoint hp;
-       s16 level = find_ground_level_from_noise(seed, p2d, 3);
+       s16 level = mapgen::find_ground_level_from_noise(seed, p2d, 3);
        hp.gh = (level-4)*BS;
        hp.ma = (4)*BS;
        /*hp.gh = BS*base_rock_level_2d(seed, p2d);
        hp.ma = BS*get_mud_add_amount(seed, p2d);*/
-       hp.have_sand = get_have_sand(seed, p2d);
+       hp.have_sand = mapgen::get_have_sand(seed, p2d);
        if(hp.gh > BS*WATER_LEVEL)
-               hp.tree_amount = tree_amount_2d(seed, p2d);
+               hp.tree_amount = mapgen::tree_amount_2d(seed, p2d);
        else
                hp.tree_amount = 0;
        // No mud has been added if mud amount is less than 1
index cb0967c35143059294ca7b42c2ccdfd7f406f07d..3b775d79974b1555780a1c4c6909cdc3d8dfb540 100644 (file)
@@ -29,6 +29,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "noise.h"
 #include "serverobject.h"
 #include "content_mapnode.h"
+#include "mapgen.h"
 
 extern "C" {
        #include "sqlite3.h"
@@ -1968,1894 +1969,6 @@ ServerMap::~ServerMap()
 #endif
 }
 
-/*
-       Some helper functions for the map generator
-*/
-
-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;
-}
-
-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.d != CONTENT_TREE
-                               && n.d != CONTENT_LEAVES)
-                       break;
-
-               vmanip.m_area.add_y(em, i, -1);
-       }
-       if(y >= y_nodes_min)
-               return y;
-       else
-               return y_nodes_min;
-}
-
-void make_tree(VoxelManipulator &vmanip, v3s16 p0)
-{
-       MapNode treenode(CONTENT_TREE);
-       MapNode leavesnode(CONTENT_LEAVES);
-
-       s16 trunk_h = myrand_range(3, 6);
-       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,-2,-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;
-               }
-       }
-
-       // 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++)
-       {
-               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].d != CONTENT_AIR
-                               && vmanip.m_data[vi].d != CONTENT_IGNORE)
-                       continue;
-               u32 i = leaves_a.index(x,y,z);
-               if(leaves_d[i] == 1)
-                       vmanip.m_data[vi] = leavesnode;
-       }
-}
-
-#if 0
-void make_randomstone(VoxelManipulator &vmanip, v3s16 p0)
-{
-       MapNode stonenode(CONTENT_STONE);
-
-       s16 size = myrand_range(3, 6);
-       
-       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].d != CONTENT_AIR
-                               && vmanip.m_data[vi].d != CONTENT_IGNORE)
-                       continue;
-               u32 i = stone_a.index(x,y,z);
-               if(stone_d[i] == 1)
-                       vmanip.m_data[vi] = stonenode;
-       }
-}
-#endif
-
-#if 0
-void make_largestone(VoxelManipulator &vmanip, v3s16 p0)
-{
-       MapNode stonenode(CONTENT_STONE);
-
-       s16 size = myrand_range(8, 16);
-       
-       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].d != CONTENT_AIR
-                               && vmanip.m_data[vi].d != 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)
-
-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);
-               }
-       }
-       
-       // 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);
-               }
-       }
-       
-       // 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);
-               }
-       }
-       
-       // 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);
-       }
-}
-
-void make_fill(VoxelManipulator &vmanip, v3s16 place, v3s16 size,
-               u8 avoid_flags, MapNode n, u8 or_flags)
-{
-       for(s16 z=0; z<size.Z; z++)
-       for(s16 y=0; y<size.Y; y++)
-       for(s16 x=0; x<size.X; x++)
-       {
-               v3s16 p = place + v3s16(x,y,z);
-               if(vmanip.m_area.contains(p) == false)
-                       continue;
-               u32 vi = vmanip.m_area.index(p);
-               if(vmanip.m_flags[vi] & avoid_flags)
-                       continue;
-               vmanip.m_flags[vi] |= or_flags;
-               vmanip.m_data[vi] = n;
-       }
-}
-
-void make_hole1(VoxelManipulator &vmanip, v3s16 place)
-{
-       make_fill(vmanip, place, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
-                       VMANIP_FLAG_DUNGEON_INSIDE);
-}
-
-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);
-}
-
-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);
-}
-
-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;
-}
-
-v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
-{
-       int turn = random.range(0,2);
-       v3s16 dir;
-       if(turn == 0)
-       {
-               // Go straight
-               dir = olddir;
-       }
-       else if(turn == 1)
-               // Turn right
-               dir = turn_xz(olddir, 0);
-       else
-               // Turn left
-               dir = turn_xz(olddir, 1);
-       return dir;
-}
-
-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,length);
-       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).d
-                               == CONTENT_AIR
-               && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
-                               == 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);
-
-                       make_stairs = 0;
-                       if(random.next()%2 == 0 && partlength >= 3)
-                               make_stairs = random.next()%2 ? 1 : -1;
-               }
-       }
-       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 setDir(v3s16 dir)
-       {
-               m_dir = dir;
-       }
-       
-       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).d
-                                       == CONTENT_COBBLE
-                       && vmanip.getNodeNoExNoEmerge(p1).d
-                                       == 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)).d
-                                       == CONTENT_COBBLE
-                       && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
-                                       == CONTENT_AIR
-                       && vmanip.getNodeNoExNoEmerge(p+v3s16(0,2,0)).d
-                                       == CONTENT_AIR)
-                               p += v3s16(0,1,0);
-                       // Jump one down if the actual space is there
-                       if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
-                                       == CONTENT_COBBLE
-                       && vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).d
-                                       == CONTENT_AIR
-                       && vmanip.getNodeNoExNoEmerge(p+v3s16(0,-1,0)).d
-                                       == CONTENT_AIR)
-                               p += v3s16(0,-1,0);
-                       // Check if walking is now possible
-                       if(vmanip.getNodeNoExNoEmerge(p).d
-                                       != CONTENT_AIR
-                       || vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
-                                       != CONTENT_AIR)
-                       {
-                               // Cannot continue walking here
-                               randomizeDir();
-                               continue;
-                       }
-                       // Move there
-                       m_pos = p;
-               }
-               return false;
-       }
-
-       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(doordir == v3s16(1,0,0)) // X+
-                               roomplace = doorplace + v3s16(0,-1,-roomsize.Z/2+m_random.range(-roomsize.Z/2+1,roomsize.Z/2-1));
-                       if(doordir == v3s16(-1,0,0)) // X-
-                               roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2+m_random.range(-roomsize.Z/2+1,roomsize.Z/2-1));
-                       if(doordir == v3s16(0,0,1)) // Z+
-                               roomplace = doorplace + v3s16(-roomsize.X/2+m_random.range(-roomsize.X/2+1,roomsize.X/2-1),-1,0);
-                       if(doordir == v3s16(0,0,-1)) // Z-
-                               roomplace = doorplace + v3s16(-roomsize.X/2+m_random.range(-roomsize.X/2+1,roomsize.X/2-1),-1,-roomsize.Z+1);
-                       
-                       // Check fit
-                       bool fits = true;
-                       for(s16 z=1; z<roomsize.Z-1; z++)
-                       for(s16 y=1; y<roomsize.Y-1; y++)
-                       for(s16 x=1; x<roomsize.X-1; x++)
-                       {
-                               v3s16 p = roomplace + v3s16(x,y,z);
-                               if(vmanip.m_area.contains(p) == false)
-                               {
-                                       fits = false;
-                                       break;
-                               }
-                               if(vmanip.m_flags[vmanip.m_area.index(p)]
-                                               & VMANIP_FLAG_DUNGEON_INSIDE)
-                               {
-                                       fits = false;
-                                       break;
-                               }
-                       }
-                       if(fits == false)
-                       {
-                               // Find new place
-                               continue;
-                       }
-                       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;
-};
-
-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].d == CONTENT_IGNORE)
-                       {
-                               fits = false;
-                               break;
-                       }
-               }
-               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);
-
-               // 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
-
-               bool start_in_last_room = (random.range(0,1)==0);
-               //bool start_in_last_room = true;
-
-               v3s16 walker_start_place;
-
-               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;
-
-               if(random.range(0,1)==0)
-                       // Make the door
-                       make_door1(vmanip, doorplace, doordir);
-               else
-                       // Don't actually make a door
-                       roomplace -= doordir;
-               
-       }
-}
-
-/*
-       Noise functions. Make sure seed is mangled differently in each one.
-*/
-
-// This affects the shape of the contour
-//#define CAVE_NOISE_SCALE 10.0
-//#define CAVE_NOISE_SCALE 7.5
-#define CAVE_NOISE_SCALE 5.0
-
-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);
-}
-
-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);
-}
-
-//#define CAVE_NOISE_THRESHOLD (2.5/CAVE_NOISE_SCALE)
-#define CAVE_NOISE_THRESHOLD (2.0/CAVE_NOISE_SCALE)
-
-NoiseParams get_ground_noise1_params(u64 seed)
-{
-       return NoiseParams(NOISE_PERLIN, seed+983240, 5,
-                       0.60, 100.0, 30.0);
-}
-
-NoiseParams get_ground_crumbleness_params(u64 seed)
-{
-       return NoiseParams(NOISE_PERLIN, seed+34413, 3,
-                       1.3, 20.0, 1.0);
-}
-
-NoiseParams get_ground_wetness_params(u64 seed)
-{
-       return NoiseParams(NOISE_PERLIN, seed+32474, 4,
-                       1.1, 40.0, 1.0);
-}
-
-bool is_cave(u64 seed, v3s16 p)
-{
-       double d1 = noise3d_param(get_cave_noise1_params(seed), p.X,p.Y,p.Z);
-       double d2 = noise3d_param(get_cave_noise2_params(seed), p.X,p.Y,p.Z);
-       return d1*d2 > CAVE_NOISE_THRESHOLD;
-}
-
-/*
-       Ground density noise shall be interpreted by using this.
-
-       TODO: No perlin noises here, they should be outsourced
-             and buffered
-*/
-bool val_is_ground(double ground_noise1_val, v3s16 p, u64 seed)
-{
-       //return ((double)p.Y < ground_noise1_val);
-
-       double f = 0.8 + noise2d_perlin(
-                       0.5+(float)p.X/250, 0.5+(float)p.Z/250,
-                       seed+920381, 3, 0.5);
-       if(f < 0.01)
-               f = 0.01;
-       else if(f >= 1.0)
-               f *= 2.0;
-       double h = WATER_LEVEL + 10 * noise2d_perlin(
-                       0.5+(float)p.X/250, 0.5+(float)p.Z/250,
-                       seed+84174, 4, 0.5);
-       return ((double)p.Y - h < ground_noise1_val * f);
-}
-
-/*
-       Queries whether a position is ground or not.
-*/
-bool is_ground(u64 seed, v3s16 p)
-{
-       double val1 = noise3d_param(get_ground_noise1_params(seed), p.X,p.Y,p.Z);
-       return val_is_ground(val1, p, seed);
-}
-
-// Amount of trees per area in nodes
-double tree_amount_2d(u64 seed, v2s16 p)
-{
-       /*double noise = noise2d_perlin(
-                       0.5+(float)p.X/250, 0.5+(float)p.Y/250,
-                       seed+2, 5, 0.66);*/
-       double noise = noise2d_perlin(
-                       0.5+(float)p.X/125, 0.5+(float)p.Y/125,
-                       seed+2, 4, 0.66);
-       double zeroval = -0.35;
-       if(noise < zeroval)
-               return 0;
-       else
-               return 0.04 * (noise-zeroval) / (1.0-zeroval);
-}
-
-#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;
-       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));
-       a = MYMAX(a, find_ground_level_from_noise(seed,
-                       v2s16(node_min.X+MAP_BLOCKSIZE/2, 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;
-       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));
-       a = MYMIN(a, find_ground_level_from_noise(seed,
-                       v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
-       return a;
-}
-
-#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 addRandomObjects(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.d == CONTENT_IGNORE)
-                               continue;
-                       if(content_features(n.d).liquid_type != LIQUID_NONE)
-                               continue;
-                       if(content_features(n.d).walkable)
-                       {
-                               last_node_walkable = true;
-                               continue;
-                       }
-                       if(last_node_walkable)
-                       {
-                               // If block contains light information
-                               if(content_features(n.d).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 makeBlock(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;
-       
-       /*
-               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].d == 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;
-       }
-
-       /*
-               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 > 16);
-       
-       /*
-               Create a block-specific seed
-       */
-       u32 blockseed = (data->seed%0x100000000) + 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
-               */
-
-               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,
-                               4, 3, 4);
-               
-               noisebuf_cave.multiply(get_cave_noise2_params(data->seed));
-
-               /*
-                       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].d == 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].d == 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.d != 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].d == 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].d == 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].d == 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].d == 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);
-                                       }
-                               }
-
-                               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].d == CONTENT_AIR)
-                                               vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
-                                       else if(vmanip.m_data[i].d == 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(data->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].d == CONTENT_COBBLE)
-                                       {
-                                               if(d < wetness/3.0)
-                                               {
-                                                       vmanip.m_data[i].d = CONTENT_MOSSYCOBBLE;
-                                               }
-                                       }
-                                       /*else if(vmanip.m_flags[i] & VMANIP_FLAG_DUNGEON_INSIDE)
-                                       {
-                                               if(wetness > 1.2)
-                                                       vmanip.m_data[i].d = CONTENT_MUD;
-                                       }*/
-                                       data->vmanip.m_area.add_y(em, i, -1);
-                               }
-                       }
-               }
-       }
-       
-       /*
-               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].d == 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].d != 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;
-                               // 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].d == CONTENT_WATERSOURCE)
-                                               water_detected = true;
-                                       if(vmanip.m_data[i].d == CONTENT_AIR)
-                                               air_detected = true;
-
-                                       if((vmanip.m_data[i].d == CONTENT_STONE
-                                                       || vmanip.m_data[i].d == CONTENT_GRASS
-                                                       || vmanip.m_data[i].d == CONTENT_MUD
-                                                       || vmanip.m_data[i].d == CONTENT_SAND
-                                                       || vmanip.m_data[i].d == 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)
-                                                       {
-                                                               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].d == CONTENT_MUD
-                                                               || vmanip.m_data[i].d == 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);
-                               }
-                       }
-               }
-
-               /*
-                       Add trees
-               */
-               
-               // Amount of trees
-               u32 tree_count = block_area_nodes * tree_amount_2d(data->seed, p2d_center);
-               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->d != CONTENT_AIR && n->d != CONTENT_IGNORE)
-                               {
-                                       found = true;
-                                       break;
-                               }
-                       }
-                       // If not found, handle next one
-                       if(found == false)
-                               continue;
-                       /*
-                               Trees grow only on mud and grass
-                       */
-                       {
-                               u32 i = data->vmanip.m_area.index(p);
-                               MapNode *n = &data->vmanip.m_data[i];
-                               if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
-                                       continue;
-                       }
-                       // Tree will be placed one higher
-                       p.Y++;
-                       // Make a tree
-                       make_tree(data->vmanip, p);
-               }
-
-#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->d != CONTENT_MUD && n->d != 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->d != CONTENT_MUD && n->d != CONTENT_GRASS)
-                                       continue;
-                       }*/
-                       // Will be placed one lower
-                       p.Y--;
-                       // Add it
-                       make_largestone(data->vmanip, p);
-               }
-#endif
-       }
-
-}
-
 void ServerMap::initBlockMake(BlockMakeData *data, v3s16 blockpos)
 {
        /*dstream<<"initBlockMake(): ("<<blockpos.X<<","<<blockpos.Y<<","
@@ -3968,13 +2081,7 @@ MapBlock* ServerMap::finishBlockMake(BlockMakeData *data,
                Set is_underground flag for lighting with sunlight
        */
 
-       s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
-                       data->seed, v2s16(blockpos.X, blockpos.Z));
-       
-       if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
-               block->setIsUnderground(true);
-       else
-               block->setIsUnderground(false);
+       block->setIsUnderground(mapgen::block_is_underground(data->seed, blockpos));
 
        /*
                Add sunlight to central block.
@@ -4013,7 +2120,7 @@ MapBlock* ServerMap::finishBlockMake(BlockMakeData *data,
        /*
                Add random objects to block
        */
-       addRandomObjects(block);
+       mapgen::add_random_objects(block);
 
        /*
                Go through changed blocks
@@ -4148,8 +2255,8 @@ MapBlock * ServerMap::generateBlock(
                Generate block
        */
        {
-               TimeTaker t("makeBlock()");
-               makeBlock(&data);
+               TimeTaker t("mapgen::make_block()");
+               mapgen::make_block(&data);
        }
 
        /*
@@ -4475,7 +2582,7 @@ plan_b:
                Determine from map generator noise functions
        */
        
-       s16 level = find_ground_level_from_noise(m_seed, p2d, 1);
+       s16 level = mapgen::find_ground_level_from_noise(m_seed, p2d, 1);
        return level;
 
        //double level = base_rock_level_2d(m_seed, p2d) + AVERAGE_MUD_AMOUNT;
diff --git a/src/mapgen.cpp b/src/mapgen.cpp
new file mode 100644 (file)
index 0000000..a739cea
--- /dev/null
@@ -0,0 +1,1936 @@
+/*
+Minetest-c55
+Copyright (C) 2010-2011 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
+(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.
+
+You should have received a copy of the GNU 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 "mapblock.h"
+#include "map.h"
+#include "serverobject.h"
+#include "mineral.h"
+
+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.d != CONTENT_TREE
+                               && n.d != CONTENT_LEAVES)
+                       break;
+
+               vmanip.m_area.add_y(em, i, -1);
+       }
+       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);
+
+       s16 trunk_h = myrand_range(3, 6);
+       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,-2,-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;
+               }
+       }
+
+       // 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++)
+       {
+               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].d != CONTENT_AIR
+                               && vmanip.m_data[vi].d != CONTENT_IGNORE)
+                       continue;
+               u32 i = leaves_a.index(x,y,z);
+               if(leaves_d[i] == 1)
+                       vmanip.m_data[vi] = leavesnode;
+       }
+}
+
+#if 0
+static void make_randomstone(VoxelManipulator &vmanip, v3s16 p0)
+{
+       MapNode stonenode(CONTENT_STONE);
+
+       s16 size = myrand_range(3, 6);
+       
+       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].d != CONTENT_AIR
+                               && vmanip.m_data[vi].d != 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);
+       
+       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].d != CONTENT_AIR
+                               && vmanip.m_data[vi].d != 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);
+               }
+       }
+       
+       // 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);
+               }
+       }
+       
+       // 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);
+               }
+       }
+       
+       // 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)
+                       continue;
+               vmanip.m_flags[vi] |= or_flags;
+               vmanip.m_data[vi] = n;
+       }
+}
+
+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);
+}
+
+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;
+}
+
+static v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
+{
+       int turn = random.range(0,2);
+       v3s16 dir;
+       if(turn == 0)
+       {
+               // Go straight
+               dir = olddir;
+       }
+       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,length);
+       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).d
+                               == CONTENT_AIR
+               && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
+                               == 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);
+
+                       make_stairs = 0;
+                       if(random.next()%2 == 0 && partlength >= 3)
+                               make_stairs = random.next()%2 ? 1 : -1;
+               }
+       }
+       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 setDir(v3s16 dir)
+       {
+               m_dir = dir;
+       }
+       
+       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).d
+                                       == CONTENT_COBBLE
+                       && vmanip.getNodeNoExNoEmerge(p1).d
+                                       == 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)).d
+                                       == CONTENT_COBBLE
+                       && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
+                                       == CONTENT_AIR
+                       && vmanip.getNodeNoExNoEmerge(p+v3s16(0,2,0)).d
+                                       == CONTENT_AIR)
+                               p += v3s16(0,1,0);
+                       // Jump one down if the actual space is there
+                       if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
+                                       == CONTENT_COBBLE
+                       && vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).d
+                                       == CONTENT_AIR
+                       && vmanip.getNodeNoExNoEmerge(p+v3s16(0,-1,0)).d
+                                       == CONTENT_AIR)
+                               p += v3s16(0,-1,0);
+                       // Check if walking is now possible
+                       if(vmanip.getNodeNoExNoEmerge(p).d
+                                       != CONTENT_AIR
+                       || vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
+                                       != CONTENT_AIR)
+                       {
+                               // Cannot continue walking here
+                               randomizeDir();
+                               continue;
+                       }
+                       // Move there
+                       m_pos = p;
+               }
+               return false;
+       }
+
+       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(doordir == v3s16(1,0,0)) // X+
+                               roomplace = doorplace + v3s16(0,-1,-roomsize.Z/2+m_random.range(-roomsize.Z/2+1,roomsize.Z/2-1));
+                       if(doordir == v3s16(-1,0,0)) // X-
+                               roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2+m_random.range(-roomsize.Z/2+1,roomsize.Z/2-1));
+                       if(doordir == v3s16(0,0,1)) // Z+
+                               roomplace = doorplace + v3s16(-roomsize.X/2+m_random.range(-roomsize.X/2+1,roomsize.X/2-1),-1,0);
+                       if(doordir == v3s16(0,0,-1)) // Z-
+                               roomplace = doorplace + v3s16(-roomsize.X/2+m_random.range(-roomsize.X/2+1,roomsize.X/2-1),-1,-roomsize.Z+1);
+                       
+                       // Check fit
+                       bool fits = true;
+                       for(s16 z=1; z<roomsize.Z-1; z++)
+                       for(s16 y=1; y<roomsize.Y-1; y++)
+                       for(s16 x=1; x<roomsize.X-1; x++)
+                       {
+                               v3s16 p = roomplace + v3s16(x,y,z);
+                               if(vmanip.m_area.contains(p) == false)
+                               {
+                                       fits = false;
+                                       break;
+                               }
+                               if(vmanip.m_flags[vmanip.m_area.index(p)]
+                                               & VMANIP_FLAG_DUNGEON_INSIDE)
+                               {
+                                       fits = false;
+                                       break;
+                               }
+                       }
+                       if(fits == false)
+                       {
+                               // Find new place
+                               continue;
+                       }
+                       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].d == CONTENT_IGNORE)
+                       {
+                               fits = false;
+                               break;
+                       }
+               }
+               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);
+
+               // 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
+
+               bool start_in_last_room = (random.range(0,1)==0);
+               //bool start_in_last_room = true;
+
+               v3s16 walker_start_place;
+
+               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;
+
+               if(random.range(0,1)==0)
+                       // Make the door
+                       make_door1(vmanip, doorplace, doordir);
+               else
+                       // Don't actually make a door
+                       roomplace -= doordir;
+               
+       }
+}
+
+/*
+       Noise functions. Make sure seed is mangled differently in each one.
+*/
+
+// This affects the shape of the contour
+//#define CAVE_NOISE_SCALE 10.0
+//#define CAVE_NOISE_SCALE 7.5
+#define CAVE_NOISE_SCALE 5.0
+
+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);
+}
+
+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);
+}
+
+//#define CAVE_NOISE_THRESHOLD (2.5/CAVE_NOISE_SCALE)
+#define CAVE_NOISE_THRESHOLD (2.0/CAVE_NOISE_SCALE)
+
+NoiseParams get_ground_noise1_params(u64 seed)
+{
+       return NoiseParams(NOISE_PERLIN, seed+983240, 5,
+                       0.60, 100.0, 30.0);
+}
+
+NoiseParams get_ground_crumbleness_params(u64 seed)
+{
+       return NoiseParams(NOISE_PERLIN, seed+34413, 3,
+                       1.3, 20.0, 1.0);
+}
+
+NoiseParams get_ground_wetness_params(u64 seed)
+{
+       return NoiseParams(NOISE_PERLIN, seed+32474, 4,
+                       1.1, 40.0, 1.0);
+}
+
+bool is_cave(u64 seed, v3s16 p)
+{
+       double d1 = noise3d_param(get_cave_noise1_params(seed), p.X,p.Y,p.Z);
+       double d2 = noise3d_param(get_cave_noise2_params(seed), p.X,p.Y,p.Z);
+       return d1*d2 > CAVE_NOISE_THRESHOLD;
+}
+
+/*
+       Ground density noise shall be interpreted by using this.
+
+       TODO: No perlin noises here, they should be outsourced
+             and buffered
+*/
+bool val_is_ground(double ground_noise1_val, v3s16 p, u64 seed)
+{
+       //return ((double)p.Y < ground_noise1_val);
+
+       double f = 0.8 + noise2d_perlin(
+                       0.5+(float)p.X/250, 0.5+(float)p.Z/250,
+                       seed+920381, 3, 0.5);
+       if(f < 0.01)
+               f = 0.01;
+       else if(f >= 1.0)
+               f *= 2.0;
+       double h = WATER_LEVEL + 10 * noise2d_perlin(
+                       0.5+(float)p.X/250, 0.5+(float)p.Z/250,
+                       seed+84174, 4, 0.5);
+       return ((double)p.Y - h < ground_noise1_val * f);
+}
+
+/*
+       Queries whether a position is ground or not.
+*/
+bool is_ground(u64 seed, v3s16 p)
+{
+       double val1 = noise3d_param(get_ground_noise1_params(seed), p.X,p.Y,p.Z);
+       return val_is_ground(val1, p, seed);
+}
+
+// Amount of trees per area in nodes
+double tree_amount_2d(u64 seed, v2s16 p)
+{
+       /*double noise = noise2d_perlin(
+                       0.5+(float)p.X/250, 0.5+(float)p.Y/250,
+                       seed+2, 5, 0.66);*/
+       double noise = noise2d_perlin(
+                       0.5+(float)p.X/125, 0.5+(float)p.Y/125,
+                       seed+2, 4, 0.66);
+       double zeroval = -0.35;
+       if(noise < zeroval)
+               return 0;
+       else
+               return 0.04 * (noise-zeroval) / (1.0-zeroval);
+}
+
+#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;
+       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));
+       a = MYMAX(a, find_ground_level_from_noise(seed,
+                       v2s16(node_min.X+MAP_BLOCKSIZE/2, 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;
+       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));
+       a = MYMIN(a, find_ground_level_from_noise(seed,
+                       v2s16(node_min.X+MAP_BLOCKSIZE/2, 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.d == CONTENT_IGNORE)
+                               continue;
+                       if(content_features(n.d).liquid_type != LIQUID_NONE)
+                               continue;
+                       if(content_features(n.d).walkable)
+                       {
+                               last_node_walkable = true;
+                               continue;
+                       }
+                       if(last_node_walkable)
+                       {
+                               // If block contains light information
+                               if(content_features(n.d).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;
+       
+       /*
+               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].d == 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;
+       }
+
+       /*
+               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 > 16);
+       
+       /*
+               Create a block-specific seed
+       */
+       u32 blockseed = (data->seed%0x100000000) + 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
+               */
+
+               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,
+                               4, 3, 4);
+               
+               noisebuf_cave.multiply(get_cave_noise2_params(data->seed));
+
+               /*
+                       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].d == 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].d == 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.d != 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].d == 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].d == 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].d == 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].d == 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);
+                                       }
+                               }
+
+                               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].d == CONTENT_AIR)
+                                               vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
+                                       else if(vmanip.m_data[i].d == 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(data->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].d == CONTENT_COBBLE)
+                                       {
+                                               if(d < wetness/3.0)
+                                               {
+                                                       vmanip.m_data[i].d = CONTENT_MOSSYCOBBLE;
+                                               }
+                                       }
+                                       /*else if(vmanip.m_flags[i] & VMANIP_FLAG_DUNGEON_INSIDE)
+                                       {
+                                               if(wetness > 1.2)
+                                                       vmanip.m_data[i].d = CONTENT_MUD;
+                                       }*/
+                                       data->vmanip.m_area.add_y(em, i, -1);
+                               }
+                       }
+               }
+       }
+       
+       /*
+               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].d == 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].d != 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;
+                               // 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].d == CONTENT_WATERSOURCE)
+                                               water_detected = true;
+                                       if(vmanip.m_data[i].d == CONTENT_AIR)
+                                               air_detected = true;
+
+                                       if((vmanip.m_data[i].d == CONTENT_STONE
+                                                       || vmanip.m_data[i].d == CONTENT_GRASS
+                                                       || vmanip.m_data[i].d == CONTENT_MUD
+                                                       || vmanip.m_data[i].d == CONTENT_SAND
+                                                       || vmanip.m_data[i].d == 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)
+                                                       {
+                                                               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].d == CONTENT_MUD
+                                                               || vmanip.m_data[i].d == 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);
+                               }
+                       }
+               }
+
+               /*
+                       Add trees
+               */
+               
+               // Amount of trees
+               u32 tree_count = block_area_nodes * tree_amount_2d(data->seed, p2d_center);
+               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->d != CONTENT_AIR && n->d != CONTENT_IGNORE)
+                               {
+                                       found = true;
+                                       break;
+                               }
+                       }
+                       // If not found, handle next one
+                       if(found == false)
+                               continue;
+                       /*
+                               Trees grow only on mud and grass
+                       */
+                       {
+                               u32 i = data->vmanip.m_area.index(p);
+                               MapNode *n = &data->vmanip.m_data[i];
+                               if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
+                                       continue;
+                       }
+                       // Tree will be placed one higher
+                       p.Y++;
+                       // Make a tree
+                       make_tree(data->vmanip, p);
+               }
+
+#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->d != CONTENT_MUD && n->d != 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->d != CONTENT_MUD && n->d != CONTENT_GRASS)
+                                       continue;
+                       }*/
+                       // Will be placed one lower
+                       p.Y--;
+                       // Add it
+                       make_largestone(data->vmanip, p);
+               }
+#endif
+       }
+
+}
+
+}; // namespace mapgen
+
+
diff --git a/src/mapgen.h b/src/mapgen.h
new file mode 100644 (file)
index 0000000..5aa0282
--- /dev/null
@@ -0,0 +1,51 @@
+/*
+Minetest-c55
+Copyright (C) 2010-2011 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
+(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.
+
+You should have received a copy of the GNU 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.
+*/
+
+#ifndef MAPGEN_HEADER
+#define MAPGEN_HEADER
+
+#include "common_irrlicht.h"
+
+struct BlockMakeData;
+class MapBlock;
+
+namespace mapgen
+{
+       // Finds precise ground level at any position
+       s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision);
+
+       // Find out if block is completely underground
+       bool block_is_underground(u64 seed, v3s16 blockpos);
+
+       // Main map generation routine
+       void make_block(BlockMakeData *data);
+       
+       // Add objects according to block content
+       void add_random_objects(MapBlock *block);
+       
+       /*
+               These are used by FarMesh
+       */
+       bool get_have_sand(u64 seed, v2s16 p2d);
+       double tree_amount_2d(u64 seed, v2s16 p);
+
+}; // namespace mapgen
+
+#endif
+
index 49eb157315e79f6013e8e3eaa1d8968d4d18e06c..cf8b57773a2b200f5ca47f6c48ae2ab4e64f0dea 100644 (file)
@@ -2546,12 +2546,12 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
                        }
                        
                        /*
-                               Send the removal to all other clients.
+                               Send the removal to all close-by players.
                                - If other player is close, send REMOVENODE
                                - Otherwise set blocks not sent
                        */
                        core::list<u16> far_players;
-                       sendRemoveNode(p_under, peer_id, &far_players, 100);
+                       sendRemoveNode(p_under, peer_id, &far_players, 30);
                        
                        /*
                                Update and send inventory
@@ -2714,10 +2714,10 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
                                        n.dir = packDir(p_under - p_over);
                                
                                /*
-                                       Send to all players
+                                       Send to all close-by players
                                */
                                core::list<u16> far_players;
-                               sendAddNode(p_over, n, 0, &far_players, 100);
+                               sendAddNode(p_over, n, 0, &far_players, 30);
                                
                                /*
                                        Handle inventory
index 791ecdec770009dcd9ead6b2347709efdd284399..b88369ddf735a1d712653a4a54b77685c85fadc7 100644 (file)
@@ -17,10 +17,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
 
-/*
-(c) 2010 Perttu Ahola <celeron55@gmail.com>
-*/
-
 #ifndef SERVER_HEADER
 #define SERVER_HEADER