Clean up Mapgen
authorkwolekr <kwolekr@minetest.net>
Tue, 12 Mar 2013 01:32:52 +0000 (21:32 -0400)
committerkwolekr <kwolekr@minetest.net>
Tue, 12 Mar 2013 01:32:52 +0000 (21:32 -0400)
src/mapgen.cpp
src/mapgen.h
src/mapgen_v6.cpp
src/mapgen_v6.h
src/treegen.cpp
src/treegen.h

index 1c59213ba95851808d48c66008b5f3d5c841f418..15686317040674f5faecc45fb096b793bfa21501 100644 (file)
@@ -45,9 +45,60 @@ FlagDesc flagdesc_mapgen[] = {
        {NULL,                     0}
 };
 
+
 ///////////////////////////////////////////////////////////////////////////////
 
-/////////////////////
+
+void Mapgen::updateLiquid(UniqueQueue<v3s16> *trans_liquid, v3s16 nmin, v3s16 nmax) {
+       bool isliquid, wasliquid;
+       u32 i;
+
+       for (s16 z = nmin.Z; z <= nmax.Z; z++) {
+               for (s16 x = nmin.X; x <= nmax.X; x++) {
+                       v2s16 p2d(x, z);
+                       wasliquid = true;
+                       v3s16 em  = vm->m_area.getExtent();
+                       i = vm->m_area.index(v3s16(p2d.X, nmax.Y, p2d.Y));
+
+                       for (s16 y = nmax.Y; y >= nmin.Y; y--) {
+                               isliquid = ndef->get(vm->m_data[i]).isLiquid();
+                               
+                               // there was a change between liquid and nonliquid, add to queue
+                               if (isliquid != wasliquid)
+                                       trans_liquid->push_back(v3s16(p2d.X, y, p2d.Y));
+
+                               wasliquid = isliquid;
+                               vm->m_area.add_y(em, i, -1);
+                       }
+               }
+       }
+}
+
+
+void Mapgen::updateLighting(v3s16 nmin, v3s16 nmax) {
+       enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};
+
+       VoxelArea a(nmin - v3s16(1,0,1) * MAP_BLOCKSIZE,
+                               nmax + v3s16(1,0,1) * MAP_BLOCKSIZE);
+       bool block_is_underground = (water_level > nmax.Y);
+       bool sunlight = !block_is_underground;
+
+       ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
+       for (int i = 0; i < 2; i++) {
+               enum LightBank bank = banks[i];
+        std::set<v3s16> light_sources;
+        std::map<v3s16, u8> unlight_from;
+
+               voxalgo::clearLightAndCollectSources(*vm, a, bank, ndef,
+                                        light_sources, unlight_from);
+               voxalgo::propagateSunlight(*vm, a, sunlight, light_sources, ndef);
+               vm->unspreadLight(bank, unlight_from, light_sources, ndef);
+               vm->spreadLight(bank, light_sources, ndef);
+       }
+}
+
+
+//////////////////////// Mapgen V6 parameter read/write
 
 bool MapgenV6Params::readParams(Settings *settings) {
        freq_desert = settings->getFloat("mgv6_freq_desert");
@@ -116,2183 +167,3 @@ double Mapgen::tree_amount_2d(u64 seed, v2s16 p) {
        else
                return 0.04 * (noise-zeroval) / (1.0-zeroval);
 }
-
-
-#if 0 /// BIG COMMENT
-namespace mapgen
-{
-
-/*
-       Some helper functions for the map generator
-*/
-
-#if 1
-// Returns Y one under area minimum if not found
-static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d,
-               INodeDefManager *ndef)
-{
-       v3s16 em = vmanip.m_area.getExtent();
-       s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
-       s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
-       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
-       s16 y;
-       for(y=y_nodes_max; y>=y_nodes_min; y--)
-       {
-               MapNode &n = vmanip.m_data[i];
-               if(ndef->get(n).walkable)
-                       break;
-
-               vmanip.m_area.add_y(em, i, -1);
-       }
-       if(y >= y_nodes_min)
-               return y;
-       else
-               return y_nodes_min - 1;
-}
-
-#if 0
-// Returns Y one under area minimum if not found
-static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d,
-               INodeDefManager *ndef)
-{
-       if(!vmanip.m_area.contains(v3s16(p2d.X, vmanip.m_area.MaxEdge.Y, p2d.Y)))
-               return vmanip.m_area.MinEdge.Y-1;
-       v3s16 em = vmanip.m_area.getExtent();
-       s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
-       s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
-       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
-       s16 y;
-       content_t c_tree = ndef->getId("mapgen_tree");
-       content_t c_leaves = ndef->getId("mapgen_leaves");
-       for(y=y_nodes_max; y>=y_nodes_min; y--)
-       {
-               MapNode &n = vmanip.m_data[i];
-               if(ndef->get(n).walkable
-                               && n.getContent() != c_tree
-                               && n.getContent() != c_leaves)
-                       break;
-
-               vmanip.m_area.add_y(em, i, -1);
-       }
-       if(y >= y_nodes_min)
-               return y;
-       else
-               return y_nodes_min - 1;
-}
-#endif
-
-// Returns Y one under area minimum if not found
-static s16 find_stone_level(VoxelManipulator &vmanip, v2s16 p2d,
-               INodeDefManager *ndef)
-{
-       v3s16 em = vmanip.m_area.getExtent();
-       s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
-       s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
-       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
-       s16 y;
-       content_t c_stone = ndef->getId("mapgen_stone");
-       content_t c_desert_stone = ndef->getId("mapgen_desert_stone");
-       for(y=y_nodes_max; y>=y_nodes_min; y--)
-       {
-               MapNode &n = vmanip.m_data[i];
-               content_t c = n.getContent();
-               if(c != CONTENT_IGNORE && (
-                               c == c_stone || c == c_desert_stone))
-                       break;
-
-               vmanip.m_area.add_y(em, i, -1);
-       }
-       if(y >= y_nodes_min)
-               return y;
-       else
-               return y_nodes_min - 1;
-}
-#endif
-
-
-#if 0
-
-static void make_papyrus(VoxelManipulator &vmanip, v3s16 p0,
-               INodeDefManager *ndef)
-{
-       MapNode papyrusnode(ndef->getId("mapgen_papyrus"));
-
-       s16 trunk_h = myrand_range(2, 3);
-       v3s16 p1 = p0;
-       for(s16 ii=0; ii<trunk_h; ii++)
-       {
-               if(vmanip.m_area.contains(p1))
-                       vmanip.m_data[vmanip.m_area.index(p1)] = papyrusnode;
-               p1.Y++;
-       }
-}
-
-static void make_cactus(VoxelManipulator &vmanip, v3s16 p0,
-               INodeDefManager *ndef)
-{
-       MapNode cactusnode(ndef->getId("mapgen_cactus"));
-
-       s16 trunk_h = 3;
-       v3s16 p1 = p0;
-       for(s16 ii=0; ii<trunk_h; ii++)
-       {
-               if(vmanip.m_area.contains(p1))
-                       vmanip.m_data[vmanip.m_area.index(p1)] = cactusnode;
-               p1.Y++;
-       }
-}
-#endif
-
-
-
-#if 0
-static void make_nc(VoxelManipulator &vmanip, PseudoRandom &random,
-               INodeDefManager *ndef)
-{
-       v3s16 dir;
-       u8 facedir_i = 0;
-       s32 r = random.range(0, 3);
-       if(r == 0){
-               dir = v3s16( 1, 0, 0);
-               facedir_i = 3;
-       }
-       if(r == 1){
-               dir = v3s16(-1, 0, 0);
-               facedir_i = 1;
-       }
-       if(r == 2){
-               dir = v3s16( 0, 0, 1);
-               facedir_i = 2;
-       }
-       if(r == 3){
-               dir = v3s16( 0, 0,-1);
-               facedir_i = 0;
-       }
-       v3s16 p = vmanip.m_area.MinEdge + v3s16(
-                       16+random.range(0,15),
-                       16+random.range(0,15),
-                       16+random.range(0,15));
-       vmanip.m_data[vmanip.m_area.index(p)] = MapNode(ndef->getId("mapgen_nyancat"), facedir_i);
-       u32 length = random.range(3,15);
-       for(u32 j=0; j<length; j++)
-       {
-               p -= dir;
-               vmanip.m_data[vmanip.m_area.index(p)] = MapNode(ndef->getId("mapgen_nyancat_rainbow"));
-       }
-}
-#endif
-
-/*
-       Noise functions. Make sure seed is mangled differently in each one.
-*/
-
-#if 0
-/*
-       Scaling the output of the noise function affects the overdrive of the
-       contour function, which affects the shape of the output considerably.
-*/
-#define CAVE_NOISE_SCALE 12.0
-//#define CAVE_NOISE_SCALE 10.0
-//#define CAVE_NOISE_SCALE 7.5
-//#define CAVE_NOISE_SCALE 5.0
-//#define CAVE_NOISE_SCALE 1.0
-
-//#define CAVE_NOISE_THRESHOLD (2.5/CAVE_NOISE_SCALE)
-#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE)
-
-NoiseParams get_cave_noise1_params(u64 seed)
-{
-       /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.7,
-                       200, CAVE_NOISE_SCALE);*/
-       /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.7,
-                       100, CAVE_NOISE_SCALE);*/
-       /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.6,
-                       100, CAVE_NOISE_SCALE);*/
-       /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.3,
-                       100, CAVE_NOISE_SCALE);*/
-       return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.5,
-                       50, CAVE_NOISE_SCALE);
-       //return NoiseParams(NOISE_CONSTANT_ONE);
-}
-
-NoiseParams get_cave_noise2_params(u64 seed)
-{
-       /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.7,
-                       200, CAVE_NOISE_SCALE);*/
-       /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.7,
-                       100, CAVE_NOISE_SCALE);*/
-       /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.3,
-                       100, CAVE_NOISE_SCALE);*/
-       return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.5,
-                       50, CAVE_NOISE_SCALE);
-       //return NoiseParams(NOISE_CONSTANT_ONE);
-}
-
-NoiseParams get_ground_noise1_params(u64 seed)
-{
-       return NoiseParams(NOISE_PERLIN, seed+983240, 4,
-                       0.55, 80.0, 40.0);
-}
-
-NoiseParams get_ground_crumbleness_params(u64 seed)
-{
-       return NoiseParams(NOISE_PERLIN, seed+34413, 3,
-                       1.3, 20.0, 1.0);
-}
-
-NoiseParams get_ground_wetness_params(u64 seed)
-{
-       return NoiseParams(NOISE_PERLIN, seed+32474, 4,
-                       1.1, 40.0, 1.0);
-}
-
-bool is_cave(u64 seed, v3s16 p)
-{
-       double d1 = noise3d_param(get_cave_noise1_params(seed), p.X,p.Y,p.Z);
-       double d2 = noise3d_param(get_cave_noise2_params(seed), p.X,p.Y,p.Z);
-       return d1*d2 > CAVE_NOISE_THRESHOLD;
-}
-
-/*
-       Ground density noise shall be interpreted by using this.
-
-       TODO: No perlin noises here, they should be outsourced
-             and buffered
-                 NOTE: The speed of these actually isn't terrible
-*/
-bool val_is_ground(double ground_noise1_val, v3s16 p, u64 seed)
-{
-       //return ((double)p.Y < ground_noise1_val);
-
-       double f = 0.55 + noise2d_perlin(
-                       0.5+(float)p.X/250, 0.5+(float)p.Z/250,
-                       seed+920381, 3, 0.45);
-       if(f < 0.01)
-               f = 0.01;
-       else if(f >= 1.0)
-               f *= 1.6;
-       double h = WATER_LEVEL + 10 * noise2d_perlin(
-                       0.5+(float)p.X/250, 0.5+(float)p.Z/250,
-                       seed+84174, 4, 0.5);
-       /*double f = 1;
-       double h = 0;*/
-       return ((double)p.Y - h < ground_noise1_val * f);
-}
-
-/*
-       Queries whether a position is ground or not.
-*/
-bool is_ground(u64 seed, v3s16 p)
-{
-       double val1 = noise3d_param(get_ground_noise1_params(seed), p.X,p.Y,p.Z);
-       return val_is_ground(val1, p, seed);
-}
-#endif
-
-// Amount of trees per area in nodes
-double tree_amount_2d(u64 seed, v2s16 p)
-{
-       /*double noise = noise2d_perlin(
-                       0.5+(float)p.X/250, 0.5+(float)p.Y/250,
-                       seed+2, 5, 0.66);*/
-       double noise = noise2d_perlin(
-                       0.5+(float)p.X/125, 0.5+(float)p.Y/125,
-                       seed+2, 4, 0.66);
-       double zeroval = -0.39;
-       if(noise < zeroval)
-               return 0;
-       else
-               return 0.04 * (noise-zeroval) / (1.0-zeroval);
-}
-
-#if 0
-double surface_humidity_2d(u64 seed, v2s16 p)
-{
-       double noise = noise2d_perlin(
-                       0.5+(float)p.X/500, 0.5+(float)p.Y/500,
-                       seed+72384, 4, 0.66);
-       noise = (noise + 1.0)/2.0;
-       if(noise < 0.0)
-               noise = 0.0;
-       if(noise > 1.0)
-               noise = 1.0;
-       return noise;
-}
-
-/*
-       Incrementally find ground level from 3d noise
-*/
-s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
-{
-       // Start a bit fuzzy to make averaging lower precision values
-       // more useful
-       s16 level = myrand_range(-precision/2, precision/2);
-       s16 dec[] = {31000, 100, 20, 4, 1, 0};
-       s16 i;
-       for(i = 1; dec[i] != 0 && precision <= dec[i]; i++)
-       {
-               // First find non-ground by going upwards
-               // Don't stop in caves.
-               {
-                       s16 max = level+dec[i-1]*2;
-                       v3s16 p(p2d.X, level, p2d.Y);
-                       for(; p.Y < max; p.Y += dec[i])
-                       {
-                               if(!is_ground(seed, p))
-                               {
-                                       level = p.Y;
-                                       break;
-                               }
-                       }
-               }
-               // Then find ground by going downwards from there.
-               // Go in caves, too, when precision is 1.
-               {
-                       s16 min = level-dec[i-1]*2;
-                       v3s16 p(p2d.X, level, p2d.Y);
-                       for(; p.Y>min; p.Y-=dec[i])
-                       {
-                               bool ground = is_ground(seed, p);
-                               /*if(dec[i] == 1 && is_cave(seed, p))
-                                       ground = false;*/
-                               if(ground)
-                               {
-                                       level = p.Y;
-                                       break;
-                               }
-                       }
-               }
-       }
-
-       // This is more like the actual ground level
-       level += dec[i-1]/2;
-
-       return level;
-}
-
-double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p=4);
-
-double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p)
-{
-       v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
-       v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
-       double a = 0;
-       a += find_ground_level_from_noise(seed,
-                       v2s16(node_min.X, node_min.Y), p);
-       a += find_ground_level_from_noise(seed,
-                       v2s16(node_min.X, node_max.Y), p);
-       a += find_ground_level_from_noise(seed,
-                       v2s16(node_max.X, node_max.Y), p);
-       a += find_ground_level_from_noise(seed,
-                       v2s16(node_max.X, node_min.Y), p);
-       a += find_ground_level_from_noise(seed,
-                       v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p);
-       a /= 5;
-       return a;
-}
-
-double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p=4);
-
-double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p)
-{
-       v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
-       v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
-       double a = -31000;
-       // Corners
-       a = MYMAX(a, find_ground_level_from_noise(seed,
-                       v2s16(node_min.X, node_min.Y), p));
-       a = MYMAX(a, find_ground_level_from_noise(seed,
-                       v2s16(node_min.X, node_max.Y), p));
-       a = MYMAX(a, find_ground_level_from_noise(seed,
-                       v2s16(node_max.X, node_max.Y), p));
-       a = MYMAX(a, find_ground_level_from_noise(seed,
-                       v2s16(node_min.X, node_min.Y), p));
-       // Center
-       a = MYMAX(a, find_ground_level_from_noise(seed,
-                       v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
-       // Side middle points
-       a = MYMAX(a, find_ground_level_from_noise(seed,
-                       v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y), p));
-       a = MYMAX(a, find_ground_level_from_noise(seed,
-                       v2s16(node_min.X+MAP_BLOCKSIZE/2, node_max.Y), p));
-       a = MYMAX(a, find_ground_level_from_noise(seed,
-                       v2s16(node_min.X, node_min.Y+MAP_BLOCKSIZE/2), p));
-       a = MYMAX(a, find_ground_level_from_noise(seed,
-                       v2s16(node_max.X, node_min.Y+MAP_BLOCKSIZE/2), p));
-       return a;
-}
-
-double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p=4);
-
-double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p)
-{
-       v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
-       v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
-       double a = 31000;
-       // Corners
-       a = MYMIN(a, find_ground_level_from_noise(seed,
-                       v2s16(node_min.X, node_min.Y), p));
-       a = MYMIN(a, find_ground_level_from_noise(seed,
-                       v2s16(node_min.X, node_max.Y), p));
-       a = MYMIN(a, find_ground_level_from_noise(seed,
-                       v2s16(node_max.X, node_max.Y), p));
-       a = MYMIN(a, find_ground_level_from_noise(seed,
-                       v2s16(node_min.X, node_min.Y), p));
-       // Center
-       a = MYMIN(a, find_ground_level_from_noise(seed,
-                       v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
-       // Side middle points
-       a = MYMIN(a, find_ground_level_from_noise(seed,
-                       v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y), p));
-       a = MYMIN(a, find_ground_level_from_noise(seed,
-                       v2s16(node_min.X+MAP_BLOCKSIZE/2, node_max.Y), p));
-       a = MYMIN(a, find_ground_level_from_noise(seed,
-                       v2s16(node_min.X, node_min.Y+MAP_BLOCKSIZE/2), p));
-       a = MYMIN(a, find_ground_level_from_noise(seed,
-                       v2s16(node_max.X, node_min.Y+MAP_BLOCKSIZE/2), p));
-       return a;
-}
-#endif
-
-// Required by mapgen.h
-bool block_is_underground(u64 seed, v3s16 blockpos)
-{
-       /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
-                       seed, v2s16(blockpos.X, blockpos.Z));*/
-       // Nah, this is just a heuristic, just return something
-       s16 minimum_groundlevel = WATER_LEVEL;
-
-       if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
-               return true;
-       else
-               return false;
-}
-
-#define AVERAGE_MUD_AMOUNT 4
-
-double base_rock_level_2d(u64 seed, v2s16 p)
-{
-       // The base ground level
-       double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT
-                       + 20. * noise2d_perlin(
-                       0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
-                       seed+82341, 5, 0.6);
-
-       /*// A bit hillier one
-       double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin(
-                       0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
-                       seed+93413, 6, 0.69);
-       if(base2 > base)
-               base = base2;*/
-#if 1
-       // Higher ground level
-       double higher = (double)WATER_LEVEL + 20. + 16. * noise2d_perlin(
-                       0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
-                       seed+85039, 5, 0.6);
-       //higher = 30; // For debugging
-
-       // Limit higher to at least base
-       if(higher < base)
-               higher = base;
-
-       // Steepness factor of cliffs
-       double b = 0.85 + 0.5 * noise2d_perlin(
-                       0.5+(float)p.X/125., 0.5+(float)p.Y/125.,
-                       seed-932, 5, 0.7);
-       b = rangelim(b, 0.0, 1000.0);
-       b = b*b*b*b*b*b*b;
-       b *= 5;
-       b = rangelim(b, 0.5, 1000.0);
-       // Values 1.5...100 give quite horrible looking slopes
-       if(b > 1.5 && b < 100.0){
-               if(b < 10.0)
-                       b = 1.5;
-               else
-                       b = 100.0;
-       }
-       //dstream<<"b="<<b<<std::endl;
-       //double b = 20;
-       //b = 0.25;
-
-       // Offset to more low
-       double a_off = -0.20;
-       // High/low selector
-       /*double a = 0.5 + b * (a_off + noise2d_perlin(
-                       0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
-                       seed+4213, 6, 0.7));*/
-       double a = (double)0.5 + b * (a_off + noise2d_perlin(
-                       0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
-                       seed+4213, 5, 0.69));
-       // Limit
-       a = rangelim(a, 0.0, 1.0);
-
-       //dstream<<"a="<<a<<std::endl;
-
-       double h = base*(1.0-a) + higher*a;
-#else
-       double h = base;
-#endif
-       return h;
-}
-
-s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
-{
-       return base_rock_level_2d(seed, p2d) + AVERAGE_MUD_AMOUNT;
-}
-
-double get_mud_add_amount(u64 seed, v2s16 p)
-{
-       return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
-                       0.5+(float)p.X/200, 0.5+(float)p.Y/200,
-                       seed+91013, 3, 0.55));
-}
-
-bool get_have_beach(u64 seed, v2s16 p2d)
-{
-       // Determine whether to have sand here
-       double sandnoise = noise2d_perlin(
-                       0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
-                       seed+59420, 3, 0.50);
-
-       return (sandnoise > 0.15);
-}
-
-enum BiomeType
-{
-       BT_NORMAL,
-       BT_DESERT
-};
-
-BiomeType get_biome(u64 seed, v2s16 p2d)
-{
-       // Just do something very simple as for now
-       double d = noise2d_perlin(
-                       0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
-                       seed+9130, 3, 0.50);
-       if(d > 0.45)
-               return BT_DESERT;
-       if(d > 0.35 && (noise2d( p2d.X, p2d.Y, int(seed) ) + 1.0) > ( 0.45 - d ) * 20.0  )
-               return BT_DESERT;
-       return BT_NORMAL;
-};
-
-u32 get_blockseed(u64 seed, v3s16 p)
-{
-       s32 x=p.X, y=p.Y, z=p.Z;
-       return (u32)(seed%0x100000000ULL) + z*38134234 + y*42123 + x*23;
-}
-
-#define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1
-
-void make_block(BlockMakeData *data)
-{
-       if(data->no_op)
-       {
-               //dstream<<"makeBlock: no-op"<<std::endl;
-               return;
-       }
-
-       assert(data->vmanip);
-       assert(data->nodedef);
-       assert(data->blockpos_requested.X >= data->blockpos_min.X &&
-                       data->blockpos_requested.Y >= data->blockpos_min.Y &&
-                       data->blockpos_requested.Z >= data->blockpos_min.Z);
-       assert(data->blockpos_requested.X <= data->blockpos_max.X &&
-                       data->blockpos_requested.Y <= data->blockpos_max.Y &&
-                       data->blockpos_requested.Z <= data->blockpos_max.Z);
-
-       INodeDefManager *ndef = data->nodedef;
-
-       // Hack: use minimum block coordinates for old code that assumes
-       // a single block
-       v3s16 blockpos = data->blockpos_requested;
-
-       /*dstream<<"makeBlock(): ("<<blockpos.X<<","<<blockpos.Y<<","
-                       <<blockpos.Z<<")"<<std::endl;*/
-
-       v3s16 blockpos_min = data->blockpos_min;
-       v3s16 blockpos_max = data->blockpos_max;
-       v3s16 blockpos_full_min = blockpos_min - v3s16(1,1,1);
-       v3s16 blockpos_full_max = blockpos_max + v3s16(1,1,1);
-
-       ManualMapVoxelManipulator &vmanip = *(data->vmanip);
-       // Area of central chunk
-       v3s16 node_min = blockpos_min*MAP_BLOCKSIZE;
-       v3s16 node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
-       // Full allocated area
-       v3s16 full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
-       v3s16 full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
-
-       v3s16 central_area_size = node_max - node_min + v3s16(1,1,1);
-
-       const s16 max_spread_amount = MAP_BLOCKSIZE;
-
-       int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
-                       * (blockpos_max.Y - blockpos_min.Y + 1)
-                       * (blockpos_max.Z - blockpos_max.Z + 1);
-
-       int volume_nodes = volume_blocks *
-                       MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
-
-       // Generated surface area
-       //double gen_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE * rel_volume;
-
-       // Horribly wrong heuristic, but better than nothing
-       bool block_is_underground = (WATER_LEVEL > node_max.Y);
-
-       /*
-               Create a block-specific seed
-       */
-       u32 blockseed = get_blockseed(data->seed, full_node_min);
-
-       /*
-               Cache some ground type values for speed
-       */
-
-// Creates variables c_name=id and n_name=node
-#define CONTENT_VARIABLE(ndef, name)\
-       content_t c_##name = ndef->getId("mapgen_" #name);\
-       MapNode n_##name(c_##name);
-// Default to something else if was CONTENT_IGNORE
-#define CONTENT_VARIABLE_FALLBACK(name, dname)\
-       if(c_##name == CONTENT_IGNORE){\
-               c_##name = c_##dname;\
-               n_##name = n_##dname;\
-       }
-
-       CONTENT_VARIABLE(ndef, stone);
-       CONTENT_VARIABLE(ndef, air);
-       CONTENT_VARIABLE(ndef, water_source);
-       CONTENT_VARIABLE(ndef, dirt);
-       CONTENT_VARIABLE(ndef, sand);
-       CONTENT_VARIABLE(ndef, gravel);
-       CONTENT_VARIABLE(ndef, clay);
-       CONTENT_VARIABLE(ndef, lava_source);
-       CONTENT_VARIABLE(ndef, cobble);
-       CONTENT_VARIABLE(ndef, mossycobble);
-       CONTENT_VARIABLE(ndef, dirt_with_grass);
-       CONTENT_VARIABLE(ndef, junglegrass);
-       CONTENT_VARIABLE(ndef, stone_with_coal);
-       CONTENT_VARIABLE(ndef, stone_with_iron);
-       CONTENT_VARIABLE(ndef, mese);
-       CONTENT_VARIABLE(ndef, desert_sand);
-       CONTENT_VARIABLE_FALLBACK(desert_sand, sand);
-       CONTENT_VARIABLE(ndef, desert_stone);
-       CONTENT_VARIABLE_FALLBACK(desert_stone, stone);
-
-       // Maximum height of the stone surface and obstacles.
-       // This is used to guide the cave generation
-       s16 stone_surface_max_y = 0;
-
-       /*
-               Generate general ground level to full area
-       */
-       {
-#if 1
-       TimeTaker timer1("Generating ground level");
-
-       for(s16 x=node_min.X; x<=node_max.X; x++)
-       for(s16 z=node_min.Z; z<=node_max.Z; z++)
-       {
-               // Node position
-               v2s16 p2d = v2s16(x,z);
-
-               /*
-                       Skip of already generated
-               */
-               /*{
-                       v3s16 p(p2d.X, node_min.Y, p2d.Y);
-                       if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR)
-                               continue;
-               }*/
-
-               // Ground height at this point
-               float surface_y_f = 0.0;
-
-               // Use perlin noise for ground height
-               surface_y_f = base_rock_level_2d(data->seed, p2d);
-
-               /*// Experimental stuff
-               {
-                       float a = highlands_level_2d(data->seed, p2d);
-                       if(a > surface_y_f)
-                               surface_y_f = a;
-               }*/
-
-               // Convert to integer
-               s16 surface_y = (s16)surface_y_f;
-
-               // Log it
-               if(surface_y > stone_surface_max_y)
-                       stone_surface_max_y = surface_y;
-
-               BiomeType bt = get_biome(data->seed, p2d);
-               /*
-                       Fill ground with stone
-               */
-               {
-                       // Use fast index incrementing
-                       v3s16 em = vmanip.m_area.getExtent();
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
-                       for(s16 y=node_min.Y; y<=node_max.Y; y++)
-                       {
-                               if(vmanip.m_data[i].getContent() == CONTENT_IGNORE){
-                                       if(y <= surface_y){
-                                               if(y > WATER_LEVEL && bt == BT_DESERT)
-                                                       vmanip.m_data[i] = n_desert_stone;
-                                               else
-                                                       vmanip.m_data[i] = n_stone;
-                                       } else if(y <= WATER_LEVEL){
-                                               vmanip.m_data[i] = MapNode(c_water_source);
-                                       } else {
-                                               vmanip.m_data[i] = MapNode(c_air);
-                                       }
-                               }
-                               vmanip.m_area.add_y(em, i, 1);
-                       }
-               }
-       }
-#endif
-
-       }//timer1
-
-       // Limit dirt flow area by 1 because mud is flown into neighbors.
-       assert(central_area_size.X == central_area_size.Z);
-       s16 mudflow_minpos = 0-max_spread_amount+1;
-       s16 mudflow_maxpos = central_area_size.X+max_spread_amount-2;
-
-       /*
-               Loop this part, it will make stuff look older and newer nicely
-       */
-
-       const u32 age_loops = 2;
-       for(u32 i_age=0; i_age<age_loops; i_age++)
-       { // Aging loop
-       /******************************
-               BEGINNING OF AGING LOOP
-       ******************************/
-
-#if 1
-       {
-       // 24ms @cs=8
-       //TimeTaker timer1("caves");
-
-       /*
-               Make caves (this code is relatively horrible)
-       */
-       double cave_amount = 6.0 + 6.0 * noise2d_perlin(
-                       0.5+(double)node_min.X/250, 0.5+(double)node_min.Y/250,
-                       data->seed+34329, 3, 0.50);
-       cave_amount = MYMAX(0.0, cave_amount);
-       u32 caves_count = cave_amount * volume_nodes / 50000;
-       u32 bruises_count = 1;
-       PseudoRandom ps(blockseed+21343);
-       PseudoRandom ps2(blockseed+1032);
-       if(ps.range(1, 6) == 1)
-               bruises_count = ps.range(0, ps.range(0, 2));
-       if(get_biome(data->seed, v2s16(node_min.X, node_min.Y)) == BT_DESERT){
-               caves_count /= 3;
-               bruises_count /= 3;
-       }
-       for(u32 jj=0; jj<caves_count+bruises_count; jj++)
-       {
-               bool large_cave = (jj >= caves_count);
-               s16 min_tunnel_diameter = 2;
-               s16 max_tunnel_diameter = ps.range(2,6);
-               int dswitchint = ps.range(1,14);
-               u16 tunnel_routepoints = 0;
-               int part_max_length_rs = 0;
-               if(large_cave){
-                       part_max_length_rs = ps.range(2,4);
-                       tunnel_routepoints = ps.range(5, ps.range(15,30));
-                       min_tunnel_diameter = 5;
-                       max_tunnel_diameter = ps.range(7, ps.range(8,24));
-               } else {
-                       part_max_length_rs = ps.range(2,9);
-                       tunnel_routepoints = ps.range(10, ps.range(15,30));
-               }
-               bool large_cave_is_flat = (ps.range(0,1) == 0);
-
-               v3f main_direction(0,0,0);
-
-               // Allowed route area size in nodes
-               v3s16 ar = central_area_size;
-
-               // Area starting point in nodes
-               v3s16 of = node_min;
-
-               // Allow a bit more
-               //(this should be more than the maximum radius of the tunnel)
-               //s16 insure = 5; // Didn't work with max_d = 20
-               s16 insure = 10;
-               s16 more = max_spread_amount - max_tunnel_diameter/2 - insure;
-               ar += v3s16(1,0,1) * more * 2;
-               of -= v3s16(1,0,1) * more;
-
-               s16 route_y_min = 0;
-               // Allow half a diameter + 7 over stone surface
-               s16 route_y_max = -of.Y + stone_surface_max_y + max_tunnel_diameter/2 + 7;
-
-               /*// If caves, don't go through surface too often
-               if(large_cave == false)
-                       route_y_max -= ps.range(0, max_tunnel_diameter*2);*/
-
-               // Limit maximum to area
-               route_y_max = rangelim(route_y_max, 0, ar.Y-1);
-
-               if(large_cave)
-               {
-                       /*// Minimum is at y=0
-                       route_y_min = -of.Y - 0;*/
-                       // Minimum is at y=max_tunnel_diameter/4
-                       //route_y_min = -of.Y + max_tunnel_diameter/4;
-                       //s16 min = -of.Y + max_tunnel_diameter/4;
-                       //s16 min = -of.Y + 0;
-                       s16 min = 0;
-                       if(node_min.Y < WATER_LEVEL && node_max.Y > WATER_LEVEL)
-                       {
-                               min = WATER_LEVEL - max_tunnel_diameter/3 - of.Y;
-                               route_y_max = WATER_LEVEL + max_tunnel_diameter/3 - of.Y;
-                       }
-                       route_y_min = ps.range(min, min + max_tunnel_diameter);
-                       route_y_min = rangelim(route_y_min, 0, route_y_max);
-               }
-
-               /*dstream<<"route_y_min = "<<route_y_min
-                               <<", route_y_max = "<<route_y_max<<std::endl;*/
-
-               s16 route_start_y_min = route_y_min;
-               s16 route_start_y_max = route_y_max;
-
-               // Start every 4th cave from surface when applicable
-               /*bool coming_from_surface = false;
-               if(node_min.Y <= 0 && node_max.Y >= 0){
-                       coming_from_surface = (jj % 4 == 0 && large_cave == false);
-                       if(coming_from_surface)
-                               route_start_y_min = -of.Y + stone_surface_max_y + 10;
-               }*/
-
-               route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
-               route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1);
-
-               // Randomize starting position
-               v3f orp(
-                       (float)(ps.next()%ar.X)+0.5,
-                       (float)(ps.range(route_start_y_min, route_start_y_max))+0.5,
-                       (float)(ps.next()%ar.Z)+0.5
-               );
-
-               v3s16 startp(orp.X, orp.Y, orp.Z);
-               startp += of;
-
-               MapNode airnode(CONTENT_AIR);
-               MapNode waternode(c_water_source);
-               MapNode lavanode(c_lava_source);
-
-               /*
-                       Generate some tunnel starting from orp
-               */
-
-               for(u16 j=0; j<tunnel_routepoints; j++)
-               {
-                       if(j%dswitchint==0 && large_cave == false)
-                       {
-                               main_direction = v3f(
-                                       ((float)(ps.next()%20)-(float)10)/10,
-                                       ((float)(ps.next()%20)-(float)10)/30,
-                                       ((float)(ps.next()%20)-(float)10)/10
-                               );
-                               main_direction *= (float)ps.range(0, 10)/10;
-                       }
-
-                       // Randomize size
-                       s16 min_d = min_tunnel_diameter;
-                       s16 max_d = max_tunnel_diameter;
-                       s16 rs = ps.range(min_d, max_d);
-
-                       // Every second section is rough
-                       bool randomize_xz = (ps2.range(1,2) == 1);
-
-                       v3s16 maxlen;
-                       if(large_cave)
-                       {
-                               maxlen = v3s16(
-                                       rs*part_max_length_rs,
-                                       rs*part_max_length_rs/2,
-                                       rs*part_max_length_rs
-                               );
-                       }
-                       else
-                       {
-                               maxlen = v3s16(
-                                       rs*part_max_length_rs,
-                                       ps.range(1, rs*part_max_length_rs),
-                                       rs*part_max_length_rs
-                               );
-                       }
-
-                       v3f vec;
-
-                       vec = v3f(
-                               (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
-                               (float)(ps.next()%(maxlen.Y*1))-(float)maxlen.Y/2,
-                               (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
-                       );
-
-                       // Jump downward sometimes
-                       if(!large_cave && ps.range(0,12) == 0)
-                       {
-                               vec = v3f(
-                                       (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
-                                       (float)(ps.next()%(maxlen.Y*2))-(float)maxlen.Y*2/2,
-                                       (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
-                               );
-                       }
-
-                       /*if(large_cave){
-                               v3f p = orp + vec;
-                               s16 h = find_ground_level_clever(vmanip,
-                                               v2s16(p.X, p.Z), ndef);
-                               route_y_min = h - rs/3;
-                               route_y_max = h + rs;
-                       }*/
-
-                       vec += main_direction;
-
-                       v3f rp = orp + vec;
-                       if(rp.X < 0)
-                               rp.X = 0;
-                       else if(rp.X >= ar.X)
-                               rp.X = ar.X-1;
-                       if(rp.Y < route_y_min)
-                               rp.Y = route_y_min;
-                       else if(rp.Y >= route_y_max)
-                               rp.Y = route_y_max-1;
-                       if(rp.Z < 0)
-                               rp.Z = 0;
-                       else if(rp.Z >= ar.Z)
-                               rp.Z = ar.Z-1;
-                       vec = rp - orp;
-
-                       for(float f=0; f<1.0; f+=1.0/vec.getLength())
-                       {
-                               v3f fp = orp + vec * f;
-                               fp.X += 0.1*ps.range(-10,10);
-                               fp.Z += 0.1*ps.range(-10,10);
-                               v3s16 cp(fp.X, fp.Y, fp.Z);
-
-                               s16 d0 = -rs/2;
-                               s16 d1 = d0 + rs;
-                               if(randomize_xz){
-                                       d0 += ps.range(-1,1);
-                                       d1 += ps.range(-1,1);
-                               }
-                               for(s16 z0=d0; z0<=d1; z0++)
-                               {
-                                       s16 si = rs/2 - MYMAX(0, abs(z0)-rs/7-1);
-                                       for(s16 x0=-si-ps.range(0,1); x0<=si-1+ps.range(0,1); x0++)
-                                       {
-                                               s16 maxabsxz = MYMAX(abs(x0), abs(z0));
-                                               s16 si2 = rs/2 - MYMAX(0, maxabsxz-rs/7-1);
-                                               for(s16 y0=-si2; y0<=si2; y0++)
-                                               {
-                                                       /*// Make better floors in small caves
-                                                       if(y0 <= -rs/2 && rs<=7)
-                                                               continue;*/
-                                                       if(large_cave_is_flat){
-                                                               // Make large caves not so tall
-                                                               if(rs > 7 && abs(y0) >= rs/3)
-                                                                       continue;
-                                                       }
-
-                                                       s16 z = cp.Z + z0;
-                                                       s16 y = cp.Y + y0;
-                                                       s16 x = cp.X + x0;
-                                                       v3s16 p(x,y,z);
-                                                       p += of;
-
-                                                       if(vmanip.m_area.contains(p) == false)
-                                                               continue;
-
-                                                       u32 i = vmanip.m_area.index(p);
-
-                                                       if(large_cave)
-                                                       {
-                                                               if(full_node_min.Y < WATER_LEVEL &&
-                                                                       full_node_max.Y > WATER_LEVEL){
-                                                                       if(p.Y <= WATER_LEVEL)
-                                                                               vmanip.m_data[i] = waternode;
-                                                                       else
-                                                                               vmanip.m_data[i] = airnode;
-                                                               } else if(full_node_max.Y < WATER_LEVEL){
-                                                                       if(p.Y < startp.Y - 2)
-                                                                               vmanip.m_data[i] = lavanode;
-                                                                       else
-                                                                               vmanip.m_data[i] = airnode;
-                                                               } else {
-                                                                       vmanip.m_data[i] = airnode;
-                                                               }
-                                                       } else {
-                                                               // Don't replace air or water or lava or ignore
-                                                               if(vmanip.m_data[i].getContent() == CONTENT_IGNORE ||
-                                                               vmanip.m_data[i].getContent() == CONTENT_AIR ||
-                                                               vmanip.m_data[i].getContent() == c_water_source ||
-                                                               vmanip.m_data[i].getContent() == c_lava_source)
-                                                                       continue;
-
-                                                               vmanip.m_data[i] = airnode;
-
-                                                               // Set tunnel flag
-                                                               vmanip.m_flags[i] |= VMANIP_FLAG_CAVE;
-                                                       }
-                                               }
-                                       }
-                               }
-                       }
-
-                       orp = rp;
-               }
-
-       }
-
-       }//timer1
-#endif
-
-#if 1
-       {
-       // 15ms @cs=8
-       TimeTaker timer1("add mud");
-
-       /*
-               Add mud to the central chunk
-       */
-
-       for(s16 x=node_min.X; x<=node_max.X; x++)
-       for(s16 z=node_min.Z; z<=node_max.Z; z++)
-       {
-               // Node position in 2d
-               v2s16 p2d = v2s16(x,z);
-
-               // Randomize mud amount
-               s16 mud_add_amount = get_mud_add_amount(data->seed, p2d) / 2.0 + 0.5;
-
-               // Find ground level
-               s16 surface_y = find_stone_level(vmanip, p2d, ndef);
-               // Handle area not found
-               if(surface_y == vmanip.m_area.MinEdge.Y - 1)
-                       continue;
-
-               MapNode addnode(c_dirt);
-               BiomeType bt = get_biome(data->seed, p2d);
-
-               if(bt == BT_DESERT)
-                       addnode = MapNode(c_desert_sand);
-
-               if(bt == BT_DESERT && surface_y + mud_add_amount <= WATER_LEVEL+1){
-                       addnode = MapNode(c_sand);
-               } else if(mud_add_amount <= 0){
-                       mud_add_amount = 1 - mud_add_amount;
-                       addnode = MapNode(c_gravel);
-               } else if(bt == BT_NORMAL && get_have_beach(data->seed, p2d) &&
-                               surface_y + mud_add_amount <= WATER_LEVEL+2){
-                       addnode = MapNode(c_sand);
-               }
-
-               if(bt == BT_DESERT){
-                       if(surface_y > 20){
-                               mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20)/5);
-                       }
-               }
-
-               /*
-                       If topmost node is grass, change it to mud.
-                       It might be if it was flown to there from a neighboring
-                       chunk and then converted.
-               */
-               {
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, surface_y, p2d.Y));
-                       MapNode *n = &vmanip.m_data[i];
-                       if(n->getContent() == c_dirt_with_grass)
-                               *n = MapNode(c_dirt);
-               }
-
-               /*
-                       Add mud on ground
-               */
-               {
-                       s16 mudcount = 0;
-                       v3s16 em = vmanip.m_area.getExtent();
-                       s16 y_start = surface_y+1;
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
-                       for(s16 y=y_start; y<=node_max.Y; y++)
-                       {
-                               if(mudcount >= mud_add_amount)
-                                       break;
-
-                               MapNode &n = vmanip.m_data[i];
-                               n = addnode;
-                               mudcount++;
-
-                               vmanip.m_area.add_y(em, i, 1);
-                       }
-               }
-
-       }
-
-       }//timer1
-#endif
-
-       /*
-               Add blobs of dirt and gravel underground
-       */
-       if(get_biome(data->seed, v2s16(node_min.X, node_min.Y)) == BT_NORMAL)
-       {
-       PseudoRandom pr(blockseed+983);
-       for(int i=0; i<volume_nodes/10/10/10; i++)
-       {
-               bool only_fill_cave = (myrand_range(0,1) != 0);
-               v3s16 size(
-                       pr.range(1, 8),
-                       pr.range(1, 8),
-                       pr.range(1, 8)
-               );
-               v3s16 p0(
-                       pr.range(node_min.X, node_max.X)-size.X/2,
-                       pr.range(node_min.Y, node_max.Y)-size.Y/2,
-                       pr.range(node_min.Z, node_max.Z)-size.Z/2
-               );
-               MapNode n1;
-               if(p0.Y > -32 && pr.range(0,1) == 0)
-                       n1 = MapNode(c_dirt);
-               else
-                       n1 = MapNode(c_gravel);
-               for(int x1=0; x1<size.X; x1++)
-               for(int y1=0; y1<size.Y; y1++)
-               for(int z1=0; z1<size.Z; z1++)
-               {
-                       v3s16 p = p0 + v3s16(x1,y1,z1);
-                       u32 i = vmanip.m_area.index(p);
-                       if(!vmanip.m_area.contains(i))
-                               continue;
-                       // Cancel if not stone and not cave air
-                       if(vmanip.m_data[i].getContent() != c_stone &&
-                                       !(vmanip.m_flags[i] & VMANIP_FLAG_CAVE))
-                               continue;
-                       if(only_fill_cave && !(vmanip.m_flags[i] & VMANIP_FLAG_CAVE))
-                               continue;
-                       vmanip.m_data[i] = n1;
-               }
-       }
-       }
-
-#if 1
-       {
-       // 340ms @cs=8
-       TimeTaker timer1("flow mud");
-
-       /*
-               Flow mud away from steep edges
-       */
-
-       // Iterate a few times
-       for(s16 k=0; k<3; k++)
-       {
-
-       for(s16 x=mudflow_minpos; x<=mudflow_maxpos; x++)
-       for(s16 z=mudflow_minpos; z<=mudflow_maxpos; z++)
-       {
-               // Invert coordinates every 2nd iteration
-               if(k%2 == 0)
-               {
-                       x = mudflow_maxpos - (x-mudflow_minpos);
-                       z = mudflow_maxpos - (z-mudflow_minpos);
-               }
-
-               // Node position in 2d
-               v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x,z);
-
-               v3s16 em = vmanip.m_area.getExtent();
-               u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
-               s16 y=node_max.Y;
-
-               while(y >= node_min.Y)
-               {
-
-               for(;; y--)
-               {
-                       MapNode *n = NULL;
-                       // Find mud
-                       for(; y>=node_min.Y; y--)
-                       {
-                               n = &vmanip.m_data[i];
-                               //if(content_walkable(n->d))
-                               //      break;
-                               if(n->getContent() == c_dirt ||
-                                               n->getContent() == c_dirt_with_grass ||
-                                               n->getContent() == c_gravel)
-                                       break;
-
-                               vmanip.m_area.add_y(em, i, -1);
-                       }
-
-                       // Stop if out of area
-                       //if(vmanip.m_area.contains(i) == false)
-                       if(y < node_min.Y)
-                               break;
-
-                       /*// If not mud, do nothing to it
-                       MapNode *n = &vmanip.m_data[i];
-                       if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
-                               continue;*/
-
-                       if(n->getContent() == c_dirt ||
-                                       n->getContent() == c_dirt_with_grass)
-                       {
-                               // Make it exactly mud
-                               n->setContent(c_dirt);
-
-                               /*
-                                       Don't flow it if the stuff under it is not mud
-                               */
-                               {
-                                       u32 i2 = i;
-                                       vmanip.m_area.add_y(em, i2, -1);
-                                       // Cancel if out of area
-                                       if(vmanip.m_area.contains(i2) == false)
-                                               continue;
-                                       MapNode *n2 = &vmanip.m_data[i2];
-                                       if(n2->getContent() != c_dirt &&
-                                                       n2->getContent() != c_dirt_with_grass)
-                                               continue;
-                               }
-                       }
-
-                       /*s16 recurse_count = 0;
-       mudflow_recurse:*/
-
-                       v3s16 dirs4[4] = {
-                               v3s16(0,0,1), // back
-                               v3s16(1,0,0), // right
-                               v3s16(0,0,-1), // front
-                               v3s16(-1,0,0), // left
-                       };
-
-                       // Theck that upper is air or doesn't exist.
-                       // Cancel dropping if upper keeps it in place
-                       u32 i3 = i;
-                       vmanip.m_area.add_y(em, i3, 1);
-                       if(vmanip.m_area.contains(i3) == true
-                                       && ndef->get(vmanip.m_data[i3]).walkable)
-                       {
-                               continue;
-                       }
-
-                       // Drop mud on side
-
-                       for(u32 di=0; di<4; di++)
-                       {
-                               v3s16 dirp = dirs4[di];
-                               u32 i2 = i;
-                               // Move to side
-                               vmanip.m_area.add_p(em, i2, dirp);
-                               // Fail if out of area
-                               if(vmanip.m_area.contains(i2) == false)
-                                       continue;
-                               // Check that side is air
-                               MapNode *n2 = &vmanip.m_data[i2];
-                               if(ndef->get(*n2).walkable)
-                                       continue;
-                               // Check that under side is air
-                               vmanip.m_area.add_y(em, i2, -1);
-                               if(vmanip.m_area.contains(i2) == false)
-                                       continue;
-                               n2 = &vmanip.m_data[i2];
-                               if(ndef->get(*n2).walkable)
-                                       continue;
-                               /*// Check that under that is air (need a drop of 2)
-                               vmanip.m_area.add_y(em, i2, -1);
-                               if(vmanip.m_area.contains(i2) == false)
-                                       continue;
-                               n2 = &vmanip.m_data[i2];
-                               if(content_walkable(n2->d))
-                                       continue;*/
-                               // Loop further down until not air
-                               bool dropped_to_unknown = false;
-                               do{
-                                       vmanip.m_area.add_y(em, i2, -1);
-                                       n2 = &vmanip.m_data[i2];
-                                       // if out of known area
-                                       if(vmanip.m_area.contains(i2) == false
-                                                       || n2->getContent() == CONTENT_IGNORE){
-                                               dropped_to_unknown = true;
-                                               break;
-                                       }
-                               }while(ndef->get(*n2).walkable == false);
-                               // Loop one up so that we're in air
-                               vmanip.m_area.add_y(em, i2, 1);
-                               n2 = &vmanip.m_data[i2];
-
-                               bool old_is_water = (n->getContent() == c_water_source);
-                               // Move mud to new place
-                               if(!dropped_to_unknown) {
-                                       *n2 = *n;
-                                       // Set old place to be air (or water)
-                                       if(old_is_water)
-                                               *n = MapNode(c_water_source);
-                                       else
-                                               *n = MapNode(CONTENT_AIR);
-                               }
-
-                               // Done
-                               break;
-                       }
-               }
-               }
-       }
-
-       }
-
-       }//timer1
-#endif
-
-       } // Aging loop
-       /***********************
-               END OF AGING LOOP
-       ************************/
-
-       /*
-               Add top and bottom side of water to transforming_liquid queue
-       */
-
-       for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
-       for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
-       {
-               // Node position
-               v2s16 p2d(x,z);
-               {
-                       bool water_found = false;
-                       // Use fast index incrementing
-                       v3s16 em = vmanip.m_area.getExtent();
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
-                       for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
-                       {
-                               if(y == full_node_max.Y){
-                                       water_found =
-                                               (vmanip.m_data[i].getContent() == c_water_source ||
-                                               vmanip.m_data[i].getContent() == c_lava_source);
-                               }
-                               else if(water_found == false)
-                               {
-                                       if(vmanip.m_data[i].getContent() == c_water_source ||
-                                                       vmanip.m_data[i].getContent() == c_lava_source)
-                                       {
-                                               v3s16 p = v3s16(p2d.X, y, p2d.Y);
-                                               data->transforming_liquid.push_back(p);
-                                               water_found = true;
-                                       }
-                               }
-                               else
-                               {
-                                       // This can be done because water_found can only
-                                       // turn to true and end up here after going through
-                                       // a single block.
-                                       if(vmanip.m_data[i+1].getContent() != c_water_source ||
-                                                       vmanip.m_data[i+1].getContent() != c_lava_source)
-                                       {
-                                               v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
-                                               data->transforming_liquid.push_back(p);
-                                               water_found = false;
-                                       }
-                               }
-
-                               vmanip.m_area.add_y(em, i, -1);
-                       }
-               }
-       }
-
-       /*
-               Grow grass
-       */
-
-       for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
-       for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
-       {
-               // Node position in 2d
-               v2s16 p2d = v2s16(x,z);
-
-               /*
-                       Find the lowest surface to which enough light ends up
-                       to make grass grow.
-
-                       Basically just wait until not air and not leaves.
-               */
-               s16 surface_y = 0;
-               {
-                       v3s16 em = vmanip.m_area.getExtent();
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
-                       s16 y;
-                       // Go to ground level
-                       for(y=node_max.Y; y>=full_node_min.Y; y--)
-                       {
-                               MapNode &n = vmanip.m_data[i];
-                               if(ndef->get(n).param_type != CPT_LIGHT
-                                               || ndef->get(n).liquid_type != LIQUID_NONE)
-                                       break;
-                               vmanip.m_area.add_y(em, i, -1);
-                       }
-                       if(y >= full_node_min.Y)
-                               surface_y = y;
-                       else
-                               surface_y = full_node_min.Y;
-               }
-
-               u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y);
-               MapNode *n = &vmanip.m_data[i];
-               if(n->getContent() == c_dirt){
-                       // Well yeah, this can't be overground...
-                       if(surface_y < WATER_LEVEL - 20)
-                               continue;
-                       n->setContent(c_dirt_with_grass);
-               }
-       }
-
-       /*
-               Generate some trees
-       */
-       assert(central_area_size.X == central_area_size.Z);
-       {
-               PseudoRandom ps (blockseed);
-               // Divide area into parts
-               s16 div = 8;
-               s16 sidelen = central_area_size.X / div;
-               double area = sidelen * sidelen;
-               for(s16 x0=0; x0<div; x0++)
-               for(s16 z0=0; z0<div; z0++)
-               {
-                       // Center position of part of division
-                       v2s16 p2d_center(
-                               node_min.X + sidelen/2 + sidelen*x0,
-                               node_min.Z + sidelen/2 + sidelen*z0
-                       );
-                       // Minimum edge of part of division
-                       v2s16 p2d_min(
-                               node_min.X + sidelen*x0,
-                               node_min.Z + sidelen*z0
-                       );
-                       // Maximum edge of part of division
-                       v2s16 p2d_max(
-                               node_min.X + sidelen + sidelen*x0 - 1,
-                               node_min.Z + sidelen + sidelen*z0 - 1
-                       );
-                       // Amount of trees
-                       u32 tree_count = area * tree_amount_2d(data->seed, p2d_center);
-                       // Put trees in random places on part of division
-                       for(u32 i=0; i<tree_count; i++)
-                       {
-                               s16 x = ps.range(p2d_min.X, p2d_max.X);
-                               s16 z = ps.range(p2d_min.Y, p2d_max.Y);
-                               s16 y = find_ground_level(vmanip, v2s16(x,z), ndef);
-                               // Don't make a tree under water level
-                               if(y < WATER_LEVEL)
-                                       continue;
-                               // Don't make a tree so high that it doesn't fit
-                               if(y > node_max.Y - 6)
-                                       continue;
-                               v3s16 p(x,y,z);
-                               /*
-                                       Trees grow only on mud and grass
-                               */
-                               {
-                                       u32 i = vmanip.m_area.index(v3s16(p));
-                                       MapNode *n = &vmanip.m_data[i];
-                                       if(n->getContent() != c_dirt
-                                                       && n->getContent() != c_dirt_with_grass)
-                                               continue;
-                               }
-                               p.Y++;
-                               // Make a tree
-                               treegen::make_tree(vmanip, p, false, ndef, ps.next());
-                       }
-               }
-       }
-
-#if 0
-       /*
-               Make base ground level
-       */
-
-       for(s16 x=node_min.X; x<=node_max.X; x++)
-       for(s16 z=node_min.Z; z<=node_max.Z; z++)
-       {
-               // Node position
-               v2s16 p2d(x,z);
-               {
-                       // Use fast index incrementing
-                       v3s16 em = vmanip.m_area.getExtent();
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
-                       for(s16 y=node_min.Y; y<=node_max.Y; y++)
-                       {
-                               // Only modify places that have no content
-                               if(vmanip.m_data[i].getContent() == CONTENT_IGNORE)
-                               {
-                                       // First priority: make air and water.
-                                       // This avoids caves inside water.
-                                       if(all_is_ground_except_caves == false
-                                                       && val_is_ground(noisebuf_ground.get(x,y,z),
-                                                       v3s16(x,y,z), data->seed) == false)
-                                       {
-                                               if(y <= WATER_LEVEL)
-                                                       vmanip.m_data[i] = n_water_source;
-                                               else
-                                                       vmanip.m_data[i] = n_air;
-                                       }
-                                       else if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD)
-                                               vmanip.m_data[i] = n_air;
-                                       else
-                                               vmanip.m_data[i] = n_stone;
-                               }
-
-                               vmanip->m_area.add_y(em, i, 1);
-                       }
-               }
-       }
-
-       /*
-               Add mud and sand and others underground (in place of stone)
-       */
-
-       for(s16 x=node_min.X; x<=node_max.X; x++)
-       for(s16 z=node_min.Z; z<=node_max.Z; z++)
-       {
-               // Node position
-               v2s16 p2d(x,z);
-               {
-                       // Use fast index incrementing
-                       v3s16 em = vmanip.m_area.getExtent();
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
-                       for(s16 y=node_max.Y; y>=node_min.Y; y--)
-                       {
-                               if(vmanip.m_data[i].getContent() == c_stone)
-                               {
-                                       if(noisebuf_ground_crumbleness.get(x,y,z) > 1.3)
-                                       {
-                                               if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
-                                                       vmanip.m_data[i] = n_dirt;
-                                               else
-                                                       vmanip.m_data[i] = n_sand;
-                                       }
-                                       else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.7)
-                                       {
-                                               if(noisebuf_ground_wetness.get(x,y,z) < -0.6)
-                                                       vmanip.m_data[i] = n_gravel;
-                                       }
-                                       else if(noisebuf_ground_crumbleness.get(x,y,z) <
-                                                       -3.0 + MYMIN(0.1 * sqrt((float)MYMAX(0, -y)), 1.5))
-                                       {
-                                               vmanip.m_data[i] = n_lava_source;
-                                               for(s16 x1=-1; x1<=1; x1++)
-                                               for(s16 y1=-1; y1<=1; y1++)
-                                               for(s16 z1=-1; z1<=1; z1++)
-                                                       data->transforming_liquid.push_back(
-                                                                       v3s16(p2d.X+x1, y+y1, p2d.Y+z1));
-                                       }
-                               }
-
-                               vmanip->m_area.add_y(em, i, -1);
-                       }
-               }
-       }
-
-       /*
-               Add dungeons
-       */
-
-       //if(node_min.Y < approx_groundlevel)
-       //if(myrand() % 3 == 0)
-       //if(myrand() % 3 == 0 && node_min.Y < approx_groundlevel)
-       //if(myrand() % 100 == 0 && node_min.Y < approx_groundlevel)
-       //float dungeon_rarity = g_settings.getFloat("dungeon_rarity");
-       float dungeon_rarity = 0.02;
-       if(((noise3d(blockpos.X,blockpos.Y,blockpos.Z,data->seed)+1.0)/2.0)
-                       < dungeon_rarity
-                       && node_min.Y < approx_groundlevel)
-       {
-               // Dungeon generator doesn't modify places which have this set
-               vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE
-                               | VMANIP_FLAG_DUNGEON_PRESERVE);
-
-               // Set all air and water to be untouchable to make dungeons open
-               // to caves and open air
-               for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
-               for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
-               {
-                       // Node position
-                       v2s16 p2d(x,z);
-                       {
-                               // Use fast index incrementing
-                               v3s16 em = vmanip.m_area.getExtent();
-                               u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
-                               for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
-                               {
-                                       if(vmanip.m_data[i].getContent() == CONTENT_AIR)
-                                               vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
-                                       else if(vmanip.m_data[i].getContent() == c_water_source)
-                                               vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
-                                       vmanip->m_area.add_y(em, i, -1);
-                               }
-                       }
-               }
-
-               PseudoRandom random(blockseed+2);
-
-               // Add it
-               make_dungeon1(vmanip, random, ndef);
-
-               // Convert some cobble to mossy cobble
-               for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
-               for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
-               {
-                       // Node position
-                       v2s16 p2d(x,z);
-                       {
-                               // Use fast index incrementing
-                               v3s16 em = vmanip.m_area.getExtent();
-                               u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
-                               for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
-                               {
-                                       // (noisebuf not used because it doesn't contain the
-                                       //  full area)
-                                       double wetness = noise3d_param(
-                                                       get_ground_wetness_params(data->seed), x,y,z);
-                                       double d = noise3d_perlin((float)x/2.5,
-                                                       (float)y/2.5,(float)z/2.5,
-                                                       blockseed, 2, 1.4);
-                                       if(vmanip.m_data[i].getContent() == c_cobble)
-                                       {
-                                               if(d < wetness/3.0)
-                                               {
-                                                       vmanip.m_data[i].setContent(c_mossycobble);
-                                               }
-                                       }
-                                       /*else if(vmanip.m_flags[i] & VMANIP_FLAG_DUNGEON_INSIDE)
-                                       {
-                                               if(wetness > 1.2)
-                                                       vmanip.m_data[i].setContent(c_dirt);
-                                       }*/
-                                       vmanip->m_area.add_y(em, i, -1);
-                               }
-                       }
-               }
-       }
-
-       /*
-               Add NC
-       */
-       {
-               PseudoRandom ncrandom(blockseed+9324342);
-               if(ncrandom.range(0, 1000) == 0 && blockpos.Y <= -3)
-               {
-                       make_nc(vmanip, ncrandom, ndef);
-               }
-       }
-
-       /*
-               Add top and bottom side of water to transforming_liquid queue
-       */
-
-       for(s16 x=node_min.X; x<=node_max.X; x++)
-       for(s16 z=node_min.Z; z<=node_max.Z; z++)
-       {
-               // Node position
-               v2s16 p2d(x,z);
-               {
-                       bool water_found = false;
-                       // Use fast index incrementing
-                       v3s16 em = vmanip.m_area.getExtent();
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
-                       for(s16 y=node_max.Y; y>=node_min.Y; y--)
-                       {
-                               if(water_found == false)
-                               {
-                                       if(vmanip.m_data[i].getContent() == c_water_source)
-                                       {
-                                               v3s16 p = v3s16(p2d.X, y, p2d.Y);
-                                               data->transforming_liquid.push_back(p);
-                                               water_found = true;
-                                       }
-                               }
-                               else
-                               {
-                                       // This can be done because water_found can only
-                                       // turn to true and end up here after going through
-                                       // a single block.
-                                       if(vmanip.m_data[i+1].getContent() != c_water_source)
-                                       {
-                                               v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
-                                               data->transforming_liquid.push_back(p);
-                                               water_found = false;
-                                       }
-                               }
-
-                               vmanip->m_area.add_y(em, i, -1);
-                       }
-               }
-       }
-
-       /*
-               If close to ground level
-       */
-
-       //if(abs(approx_ground_depth) < 30)
-       if(minimum_ground_depth < 5 && maximum_ground_depth > -5)
-       {
-               /*
-                       Add grass and mud
-               */
-
-               for(s16 x=node_min.X; x<=node_max.X; x++)
-               for(s16 z=node_min.Z; z<=node_max.Z; z++)
-               {
-                       // Node position
-                       v2s16 p2d(x,z);
-                       {
-                               bool possibly_have_sand = get_have_beach(data->seed, p2d);
-                               bool have_sand = false;
-                               u32 current_depth = 0;
-                               bool air_detected = false;
-                               bool water_detected = false;
-                               bool have_clay = false;
-
-                               // Use fast index incrementing
-                               s16 start_y = node_max.Y+2;
-                               v3s16 em = vmanip.m_area.getExtent();
-                               u32 i = vmanip.m_area.index(v3s16(p2d.X, start_y, p2d.Y));
-                               for(s16 y=start_y; y>=node_min.Y-3; y--)
-                               {
-                                       if(vmanip.m_data[i].getContent() == c_water_source)
-                                               water_detected = true;
-                                       if(vmanip.m_data[i].getContent() == CONTENT_AIR)
-                                               air_detected = true;
-
-                                       if((vmanip.m_data[i].getContent() == c_stone
-                                                       || vmanip.m_data[i].getContent() == c_dirt_with_grass
-                                                       || vmanip.m_data[i].getContent() == c_dirt
-                                                       || vmanip.m_data[i].getContent() == c_sand
-                                                       || vmanip.m_data[i].getContent() == c_gravel
-                                                       ) && (air_detected || water_detected))
-                                       {
-                                               if(current_depth == 0 && y <= WATER_LEVEL+2
-                                                               && possibly_have_sand)
-                                                       have_sand = true;
-
-                                               if(current_depth < 4)
-                                               {
-                                                       if(have_sand)
-                                                       {
-                                                               vmanip.m_data[i] = MapNode(c_sand);
-                                                       }
-                                                       #if 1
-                                                       else if(current_depth==0 && !water_detected
-                                                                       && y >= WATER_LEVEL && air_detected)
-                                                               vmanip.m_data[i] = MapNode(c_dirt_with_grass);
-                                                       #endif
-                                                       else
-                                                               vmanip.m_data[i] = MapNode(c_dirt);
-                                               }
-                                               else
-                                               {
-                                                       if(vmanip.m_data[i].getContent() == c_dirt
-                                                               || vmanip.m_data[i].getContent() == c_dirt_with_grass)
-                                                               vmanip.m_data[i] = MapNode(c_stone);
-                                               }
-
-                                               current_depth++;
-
-                                               if(current_depth >= 8)
-                                                       break;
-                                       }
-                                       else if(current_depth != 0)
-                                               break;
-
-                                       vmanip->m_area.add_y(em, i, -1);
-                               }
-                       }
-               }
-
-               /*
-                       Calculate some stuff
-               */
-
-               float surface_humidity = surface_humidity_2d(data->seed, p2d_center);
-               bool is_jungle = surface_humidity > 0.75;
-               // Amount of trees
-               u32 tree_count = gen_area_nodes * tree_amount_2d(data->seed, p2d_center);
-               if(is_jungle)
-                       tree_count *= 5;
-
-               /*
-                       Add trees
-               */
-               PseudoRandom treerandom(blockseed);
-               // Put trees in random places on part of division
-               for(u32 i=0; i<tree_count; i++)
-               {
-                       s16 x = treerandom.range(node_min.X, node_max.X);
-                       s16 z = treerandom.range(node_min.Z, node_max.Z);
-                       //s16 y = find_ground_level(vmanip, v2s16(x,z));
-                       s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4);
-                       // Don't make a tree under water level
-                       if(y < WATER_LEVEL)
-                               continue;
-                       // Make sure tree fits (only trees whose starting point is
-                       // at this block are added)
-                       if(y < node_min.Y || y > node_max.Y)
-                               continue;
-                       /*
-                               Find exact ground level
-                       */
-                       v3s16 p(x,y+6,z);
-                       bool found = false;
-                       for(; p.Y >= y-6; p.Y--)
-                       {
-                               u32 i = vmanip->m_area.index(p);
-                               MapNode *n = &vmanip->m_data[i];
-                               if(n->getContent() != CONTENT_AIR && n->getContent() != c_water_source && n->getContent() != CONTENT_IGNORE)
-                               {
-                                       found = true;
-                                       break;
-                               }
-                       }
-                       // If not found, handle next one
-                       if(found == false)
-                               continue;
-
-                       {
-                               u32 i = vmanip->m_area.index(p);
-                               MapNode *n = &vmanip->m_data[i];
-
-                               if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass && n->getContent() != c_sand)
-                                               continue;
-
-                               // Papyrus grows only on mud and in water
-                               if(n->getContent() == c_dirt && y <= WATER_LEVEL)
-                               {
-                                       p.Y++;
-                                       make_papyrus(vmanip, p, ndef);
-                               }
-                               // Trees grow only on mud and grass, on land
-                               else if((n->getContent() == c_dirt || n->getContent() == c_dirt_with_grass) && y > WATER_LEVEL + 2)
-                               {
-                                       p.Y++;
-                                       //if(surface_humidity_2d(data->seed, v2s16(x, y)) < 0.5)
-                                       if(is_jungle == false)
-                                       {
-                                               bool is_apple_tree;
-                                               if(myrand_range(0,4) != 0)
-                                                       is_apple_tree = false;
-                                               else
-                                                       is_apple_tree = noise2d_perlin(
-                                                                       0.5+(float)p.X/100, 0.5+(float)p.Z/100,
-                                                                       data->seed+342902, 3, 0.45) > 0.2;
-                                               make_tree(vmanip, p, is_apple_tree, ndef);
-                                       }
-                                       else
-                                               make_jungletree(vmanip, p, ndef);
-                               }
-                               // Cactii grow only on sand, on land
-                               else if(n->getContent() == c_sand && y > WATER_LEVEL + 2)
-                               {
-                                       p.Y++;
-                                       make_cactus(vmanip, p, ndef);
-                               }
-                       }
-               }
-
-               /*
-                       Add jungle grass
-               */
-               if(is_jungle)
-               {
-                       PseudoRandom grassrandom(blockseed);
-                       for(u32 i=0; i<surface_humidity*5*tree_count; i++)
-                       {
-                               s16 x = grassrandom.range(node_min.X, node_max.X);
-                               s16 z = grassrandom.range(node_min.Z, node_max.Z);
-                               s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4);
-                               if(y < WATER_LEVEL)
-                                       continue;
-                               if(y < node_min.Y || y > node_max.Y)
-                                       continue;
-                               /*
-                                       Find exact ground level
-                               */
-                               v3s16 p(x,y+6,z);
-                               bool found = false;
-                               for(; p.Y >= y-6; p.Y--)
-                               {
-                                       u32 i = vmanip->m_area.index(p);
-                                       MapNode *n = &vmanip->m_data[i];
-                                       if(data->nodedef->get(*n).is_ground_content)
-                                       {
-                                               found = true;
-                                               break;
-                                       }
-                               }
-                               // If not found, handle next one
-                               if(found == false)
-                                       continue;
-                               p.Y++;
-                               if(vmanip.m_area.contains(p) == false)
-                                       continue;
-                               if(vmanip.m_data[vmanip.m_area.index(p)].getContent() != CONTENT_AIR)
-                                       continue;
-                               /*p.Y--;
-                               if(vmanip.m_area.contains(p))
-                                       vmanip.m_data[vmanip.m_area.index(p)] = c_dirt;
-                               p.Y++;*/
-                               if(vmanip.m_area.contains(p))
-                                       vmanip.m_data[vmanip.m_area.index(p)] = c_junglegrass;
-                       }
-               }
-
-#if 0
-               /*
-                       Add some kind of random stones
-               */
-
-               u32 random_stone_count = gen_area_nodes *
-                               randomstone_amount_2d(data->seed, p2d_center);
-               // Put in random places on part of division
-               for(u32 i=0; i<random_stone_count; i++)
-               {
-                       s16 x = myrand_range(node_min.X, node_max.X);
-                       s16 z = myrand_range(node_min.Z, node_max.Z);
-                       s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
-                       // Don't add under water level
-                       /*if(y < WATER_LEVEL)
-                               continue;*/
-                       // Don't add if doesn't belong to this block
-                       if(y < node_min.Y || y > node_max.Y)
-                               continue;
-                       v3s16 p(x,y,z);
-                       // Filter placement
-                       /*{
-                               u32 i = vmanip->m_area.index(v3s16(p));
-                               MapNode *n = &vmanip->m_data[i];
-                               if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass)
-                                       continue;
-                       }*/
-                       // Will be placed one higher
-                       p.Y++;
-                       // Add it
-                       make_randomstone(vmanip, p);
-               }
-#endif
-
-#if 0
-               /*
-                       Add larger stones
-               */
-
-               u32 large_stone_count = gen_area_nodes *
-                               largestone_amount_2d(data->seed, p2d_center);
-               //u32 large_stone_count = 1;
-               // Put in random places on part of division
-               for(u32 i=0; i<large_stone_count; i++)
-               {
-                       s16 x = myrand_range(node_min.X, node_max.X);
-                       s16 z = myrand_range(node_min.Z, node_max.Z);
-                       s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
-                       // Don't add under water level
-                       /*if(y < WATER_LEVEL)
-                               continue;*/
-                       // Don't add if doesn't belong to this block
-                       if(y < node_min.Y || y > node_max.Y)
-                               continue;
-                       v3s16 p(x,y,z);
-                       // Filter placement
-                       /*{
-                               u32 i = vmanip->m_area.index(v3s16(p));
-                               MapNode *n = &vmanip->m_data[i];
-                               if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass)
-                                       continue;
-                       }*/
-                       // Will be placed one lower
-                       p.Y--;
-                       // Add it
-                       make_largestone(vmanip, p);
-               }
-#endif
-       }
-
-       /*
-               Add minerals
-       */
-
-       {
-               PseudoRandom mineralrandom(blockseed);
-
-               /*
-                       Add meseblocks
-               */
-               for(s16 i=0; i<approx_ground_depth/4; i++)
-               {
-                       if(mineralrandom.next()%50 == 0)
-                       {
-                               s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
-                               s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
-                               s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
-                               for(u16 i=0; i<27; i++)
-                               {
-                                       v3s16 p = v3s16(x,y,z) + g_27dirs[i];
-                                       u32 vi = vmanip.m_area.index(p);
-                                       if(vmanip.m_data[vi].getContent() == c_stone)
-                                               if(mineralrandom.next()%8 == 0)
-                                                       vmanip.m_data[vi] = MapNode(c_mese);
-                               }
-
-                       }
-               }
-               /*
-                       Add others
-               */
-               {
-                       u16 a = mineralrandom.range(0,15);
-                       a = a*a*a;
-                       u16 amount = 20 * a/1000;
-                       for(s16 i=0; i<amount; i++)
-                       {
-                               s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
-                               s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
-                               s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
-
-                               u8 base_content = c_stone;
-                               MapNode new_content(CONTENT_IGNORE);
-                               u32 sparseness = 6;
-
-                               if(noisebuf_ground_crumbleness.get(x,y+5,z) < -0.1)
-                               {
-                                       new_content = MapNode(c_stone_with_coal);
-                               }
-                               else
-                               {
-                                       if(noisebuf_ground_wetness.get(x,y+5,z) > 0.0)
-                                               new_content = MapNode(c_stone_with_iron);
-                                       /*if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
-                                               vmanip.m_data[i] = MapNode(c_dirt);
-                                       else
-                                               vmanip.m_data[i] = MapNode(c_sand);*/
-                               }
-                               /*else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.1)
-                               {
-                               }*/
-
-                               if(new_content.getContent() != CONTENT_IGNORE)
-                               {
-                                       for(u16 i=0; i<27; i++)
-                                       {
-                                               v3s16 p = v3s16(x,y,z) + g_27dirs[i];
-                                               u32 vi = vmanip.m_area.index(p);
-                                               if(vmanip.m_data[vi].getContent() == base_content)
-                                               {
-                                                       if(mineralrandom.next()%sparseness == 0)
-                                                               vmanip.m_data[vi] = new_content;
-                                               }
-                                       }
-                               }
-                       }
-               }
-               /*
-                       Add coal
-               */
-               //for(s16 i=0; i < MYMAX(0, 50 - abs(node_min.Y+8 - (-30))); i++)
-               //for(s16 i=0; i<50; i++)
-               u16 coal_amount = 30;
-               u16 coal_rareness = 60 / coal_amount;
-               if(coal_rareness == 0)
-                       coal_rareness = 1;
-               if(mineralrandom.next()%coal_rareness == 0)
-               {
-                       u16 a = mineralrandom.next() % 16;
-                       u16 amount = coal_amount * a*a*a / 1000;
-                       for(s16 i=0; i<amount; i++)
-                       {
-                               s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
-                               s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
-                               s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
-                               for(u16 i=0; i<27; i++)
-                               {
-                                       v3s16 p = v3s16(x,y,z) + g_27dirs[i];
-                                       u32 vi = vmanip.m_area.index(p);
-                                       if(vmanip.m_data[vi].getContent() == c_stone)
-                                               if(mineralrandom.next()%8 == 0)
-                                                       vmanip.m_data[vi] = MapNode(c_stone_with_coal);
-                               }
-                       }
-               }
-               /*
-                       Add iron
-               */
-               u16 iron_amount = 8;
-               u16 iron_rareness = 60 / iron_amount;
-               if(iron_rareness == 0)
-                       iron_rareness = 1;
-               if(mineralrandom.next()%iron_rareness == 0)
-               {
-                       u16 a = mineralrandom.next() % 16;
-                       u16 amount = iron_amount * a*a*a / 1000;
-                       for(s16 i=0; i<amount; i++)
-                       {
-                               s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
-                               s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
-                               s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
-                               for(u16 i=0; i<27; i++)
-                               {
-                                       v3s16 p = v3s16(x,y,z) + g_27dirs[i];
-                                       u32 vi = vmanip.m_area.index(p);
-                                       if(vmanip.m_data[vi].getContent() == c_stone)
-                                               if(mineralrandom.next()%8 == 0)
-                                                       vmanip.m_data[vi] = MapNode(c_stone_with_iron);
-                               }
-                       }
-               }
-       }
-#endif
-
-       /*
-               Calculate lighting
-       */
-       {
-       ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update",
-                       SPT_AVG);
-       //VoxelArea a(node_min, node_max);
-       VoxelArea a(node_min-v3s16(1,0,1)*MAP_BLOCKSIZE,
-                       node_max+v3s16(1,0,1)*MAP_BLOCKSIZE);
-       /*VoxelArea a(node_min-v3s16(1,0,1)*MAP_BLOCKSIZE/2,
-                       node_max+v3s16(1,0,1)*MAP_BLOCKSIZE/2);*/
-       enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};
-       for(int i=0; i<2; i++)
-       {
-               enum LightBank bank = banks[i];
-
-               std::set<v3s16> light_sources;
-               std::map<v3s16, u8> unlight_from;
-
-               voxalgo::clearLightAndCollectSources(vmanip, a, bank, ndef,
-                               light_sources, unlight_from);
-
-               bool inexistent_top_provides_sunlight = !block_is_underground;
-               voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
-                               vmanip, a, inexistent_top_provides_sunlight,
-                               light_sources, ndef);
-               // TODO: Do stuff according to bottom_sunlight_valid
-
-               vmanip.unspreadLight(bank, unlight_from, light_sources, ndef);
-
-               vmanip.spreadLight(bank, light_sources, ndef);
-       }
-       }
-}
-
-#endif ///BIG COMMENT
-
index 911e87537cc3ac5d7bd3071487216762c73122c8..67ea9fbd4ca758dda0d4d922378169d7e2e89232 100644 (file)
@@ -72,6 +72,11 @@ public:
        int water_level;
        bool generating;
        int id;
+       ManualMapVoxelManipulator *vm;
+       INodeDefManager *ndef;
+
+       void updateLiquid(UniqueQueue<v3s16> *trans_liquid, v3s16 nmin, v3s16 nmax);
+       void updateLighting(v3s16 nmin, v3s16 nmax);
 
        virtual void makeChunk(BlockMakeData *data) {};
        virtual int getGroundLevelAtPoint(v2s16 p) = 0;
index f4366c15407937a807a42705c173a33c5d920332..b60758310a18f8a1b5cd95063980c66bfa7a44ca 100644 (file)
@@ -33,6 +33,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "main.h" // For g_profiler
 #include "emerge.h"
 #include "dungeongen.h"
+#include "treegen.h"
 #include "mapgen_v6.h"
 
 /////////////////// Mapgen V6 perlin noise default values
@@ -83,15 +84,6 @@ MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params) {
        noise_mud            = new Noise(params->np_mud,            seed, csize.X, csize.Y);
        noise_beach          = new Noise(params->np_beach,          seed, csize.X, csize.Y);
        noise_biome          = new Noise(params->np_biome,          seed, csize.X, csize.Y);
-
-       map_terrain_base   = noise_terrain_base->result;
-       map_terrain_higher = noise_terrain_higher->result;
-       map_steepness      = noise_steepness->result;
-       map_height_select  = noise_height_select->result;
-       map_trees          = noise_trees->result;
-       map_mud            = noise_mud->result;
-       map_beach          = noise_beach->result;
-       map_biome          = noise_biome->result;
 }
 
 
@@ -107,162 +99,47 @@ MapgenV6::~MapgenV6() {
 }
 
 
-/*
-       Some helper functions for the map generator
-*/
+//////////////////////// Some helper functions for the map generator
 
-#if 1
 // Returns Y one under area minimum if not found
-s16 MapgenV6::find_ground_level(VoxelManipulator &vmanip, v2s16 p2d,
-               INodeDefManager *ndef)
-{
-       v3s16 em = vmanip.m_area.getExtent();
-       s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
-       s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
-       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
+s16 MapgenV6::find_ground_level(v2s16 p2d) {
+       v3s16 em = vm->m_area.getExtent();
+       s16 y_nodes_max = vm->m_area.MaxEdge.Y;
+       s16 y_nodes_min = vm->m_area.MinEdge.Y;
+       u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
        s16 y;
-       for(y=y_nodes_max; y>=y_nodes_min; y--)
-       {
-               MapNode &n = vmanip.m_data[i];
+       
+       for (y = y_nodes_max; y >= y_nodes_min; y--) {
+               MapNode &n = vm->m_data[i];
                if(ndef->get(n).walkable)
                        break;
 
-               vmanip.m_area.add_y(em, i, -1);
+               vm->m_area.add_y(em, i, -1);
        }
-       if(y >= y_nodes_min)
-               return y;
-       else
-               return y_nodes_min - 1;
+       return (y >= y_nodes_min) ? y : y_nodes_min - 1;
 }
 
 // Returns Y one under area minimum if not found
-s16 MapgenV6::find_stone_level(VoxelManipulator &vmanip, v2s16 p2d,
-               INodeDefManager *ndef)
-{
-       v3s16 em = vmanip.m_area.getExtent();
-       s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
-       s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
-       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
+s16 MapgenV6::find_stone_level(v2s16 p2d) {
+       v3s16 em = vm->m_area.getExtent();
+       s16 y_nodes_max = vm->m_area.MaxEdge.Y;
+       s16 y_nodes_min = vm->m_area.MinEdge.Y;
+       u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
        s16 y;
-       content_t c_stone = ndef->getId("mapgen_stone");
-       content_t c_desert_stone = ndef->getId("mapgen_desert_stone");
-       for(y=y_nodes_max; y>=y_nodes_min; y--)
-       {
-               MapNode &n = vmanip.m_data[i];
+
+       for (y = y_nodes_max; y >= y_nodes_min; y--) {
+               MapNode &n = vm->m_data[i];
                content_t c = n.getContent();
-               if(c != CONTENT_IGNORE && (
-                               c == c_stone || c == c_desert_stone))
+               if (c != CONTENT_IGNORE && (
+                       c == c_stone || c == c_desert_stone))
                        break;
 
-               vmanip.m_area.add_y(em, i, -1);
-       }
-       if(y >= y_nodes_min)
-               return y;
-       else
-               return y_nodes_min - 1;
-}
-#endif
-
-void MapgenV6::make_tree(ManualMapVoxelManipulator &vmanip, v3s16 p0,
-               bool is_apple_tree, INodeDefManager *ndef)
-{
-       MapNode treenode(ndef->getId("mapgen_tree"));
-       MapNode leavesnode(ndef->getId("mapgen_leaves"));
-       MapNode applenode(ndef->getId("mapgen_apple"));
-
-       s16 trunk_h = myrand_range(4, 5);
-       v3s16 p1 = p0;
-       for(s16 ii=0; ii<trunk_h; ii++)
-       {
-               if(vmanip.m_area.contains(p1))
-                       vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
-               p1.Y++;
-       }
-
-       // p1 is now the last piece of the trunk
-       p1.Y -= 1;
-
-       VoxelArea leaves_a(v3s16(-2,-1,-2), v3s16(2,2,2));
-       //SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
-       Buffer<u8> leaves_d(leaves_a.getVolume());
-       for(s32 i=0; i<leaves_a.getVolume(); i++)
-               leaves_d[i] = 0;
-
-       // Force leaves at near the end of the trunk
-       {
-               s16 d = 1;
-               for(s16 z=-d; z<=d; z++)
-               for(s16 y=-d; y<=d; y++)
-               for(s16 x=-d; x<=d; x++)
-               {
-                       leaves_d[leaves_a.index(v3s16(x,y,z))] = 1;
-               }
-       }
-
-       // 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].getContent() != CONTENT_AIR
-                               && vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
-                       continue;
-               u32 i = leaves_a.index(x,y,z);
-               if(leaves_d[i] == 1) {
-                       bool is_apple = myrand_range(0,99) < 10;
-                       if(is_apple_tree && is_apple) {
-                               vmanip.m_data[vi] = applenode;
-                       } else {
-                               vmanip.m_data[vi] = leavesnode;
-                       }
-               }
+               vm->m_area.add_y(em, i, -1);
        }
+       return (y >= y_nodes_min) ? y : y_nodes_min - 1;
 }
 
 
-/*
-       Noise functions. Make sure seed is mangled differently in each one.
-*/
-
-
-// Amount of trees per area in nodes
-double MapgenV6::tree_amount_2d(u64 seed, v2s16 p)
-{
-       /*double noise = noise2d_perlin(
-                       0.5+(float)p.X/125, 0.5+(float)p.Y/125,
-                       seed+2, 4, 0.66);*/
-       double noise = map_trees[(p.Y - node_min.Z) * ystride + (p.X - node_min.X)];
-       double zeroval = -0.39;
-       if(noise < zeroval)
-               return 0;
-       else
-               return 0.04 * (noise-zeroval) / (1.0-zeroval);
-}
-
 // Required by mapgen.h
 bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
 {
@@ -278,105 +155,125 @@ bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
 }
 
 
-double MapgenV6::base_rock_level_2d(u64 seed, v2s16 p)
-{
-       if (flags & MG_FLAT)
-               return water_level;
-       
-       int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
+//////////////////////// Base terrain height functions
 
-       // The base ground level
-       /*double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT
-                       + 20. * noise2d_perlin(
-                       0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
-                       seed+82341, 5, 0.6);*/
-       double base = water_level + map_terrain_base[index];
+float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
+                                                                       float steepness, float height_select) { 
+       float base   = water_level + terrain_base;
+       float higher = water_level + terrain_higher;
 
-       // Higher ground level
-       /*double higher = (double)WATER_LEVEL + 20. + 16. * noise2d_perlin(
-                       0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
-                       seed+85039, 5, 0.6);*/
-       double higher = water_level + map_terrain_higher[index];
-
-       // Limit higher to at least base
+       // Limit higher ground level to at least base
        if(higher < base)
                higher = base;
 
        // Steepness factor of cliffs
-       /*double b = 0.85 + 0.5 * noise2d_perlin(
-                       0.5+(float)p.X/125., 0.5+(float)p.Y/125.,
-                       seed-932, 5, 0.7);*/
-       double b = map_steepness[index];
+       float b = steepness;
        b = rangelim(b, 0.0, 1000.0);
-       b = pow(b, 7);
-       b *= 5;
+       b = 5 * b * b * b * b * b * b * b;
        b = rangelim(b, 0.5, 1000.0);
 
        // Values 1.5...100 give quite horrible looking slopes
-       if(b > 1.5 && b < 100.0){
-               if(b < 10.0)
-                       b = 1.5;
-               else
-                       b = 100.0;
-       }
+       if (b > 1.5 && b < 100.0)
+               b = (b < 10.0) ? 1.5 : 100.0;
 
-       // Offset to more low
-       double a_off = -0.20;
+       float a_off = -0.20; // Offset to more low
+       float a = 0.5 + b * (a_off + height_select);
+       a = rangelim(a, 0.0, 1.0); // Limit
+       
+       return base * (1.0 - a) + higher * a;
+}
 
-       // High/low selector
-       /*double a = (double)0.5 + b * (a_off + noise2d_perlin(
-                       0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
-                       seed+4213, 5, 0.69));*/
-       double a = 0.5 + b * (a_off + map_height_select[index]);
 
-       // Limit
-       a = rangelim(a, 0.0, 1.0);
+float MapgenV6::baseTerrainLevelFromNoise(v2s16 p) {
+       if (flags & MG_FLAT)
+               return water_level;
+               
+       float terrain_base   = NoisePerlin2DPosOffset(noise_terrain_base->np,
+                                                       p.X, 0.5, p.Y, 0.5, seed);
+       float terrain_higher = NoisePerlin2DPosOffset(noise_terrain_higher->np,
+                                                       p.X, 0.5, p.Y, 0.5, seed);
+       float steepness      = NoisePerlin2DPosOffset(noise_steepness->np,
+                                                       p.X, 0.5, p.Y, 0.5, seed);
+       float height_select  = NoisePerlin2DNoTxfmPosOffset(noise_height_select->np,
+                                                       p.X, 0.5, p.Y, 0.5, seed);
+
+       return baseTerrainLevel(terrain_base, terrain_higher,
+                                                       steepness,    height_select);
+}
 
-       double h = base*(1.0-a) + higher*a;
 
-       return h;
+float MapgenV6::baseTerrainLevelFromMap(v2s16 p) {
+       int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
+       return baseTerrainLevelFromMap(index);
 }
 
-double MapgenV6::baseRockLevelFromNoise(v2s16 p) {
+
+float MapgenV6::baseTerrainLevelFromMap(int index) {
        if (flags & MG_FLAT)
                return water_level;
        
-       double base = water_level + 
-               NoisePerlin2DPosOffset(noise_terrain_base->np, p.X, 0.5, p.Y, 0.5, seed);
-       double higher = water_level +
-               NoisePerlin2DPosOffset(noise_terrain_higher->np, p.X, 0.5, p.Y, 0.5, seed);
+       float terrain_base   = noise_terrain_base->result[index];
+       float terrain_higher = noise_terrain_higher->result[index];
+       float steepness      = noise_steepness->result[index];
+       float height_select  = noise_height_select->result[index];
+       
+       return baseTerrainLevel(terrain_base, terrain_higher,
+                                                       steepness,    height_select);
+}
 
-       if (higher < base)
-               higher = base;
 
-       double b = NoisePerlin2DPosOffset(noise_steepness->np, p.X, 0.5, p.Y, 0.5, seed);
-       b = rangelim(b, 0.0, 1000.0);
-       b = b*b*b*b*b*b*b;
-       b *= 5;
-       b = rangelim(b, 0.5, 1000.0);
+s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) {
+       return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
+}
 
-       if(b > 1.5 && b < 100.0){
-               if(b < 10.0)
-                       b = 1.5;
-               else
-                       b = 100.0;
-       }
-       
-       double a_off = -0.20;
-       double a = 0.5 + b * (a_off + NoisePerlin2DNoTxfmPosOffset(
-                       noise_height_select->np, p.X, 0.5, p.Y, 0.5, seed));
-       a = rangelim(a, 0.0, 1.0);
 
-       return base * (1.0 - a) + higher * a;
+int MapgenV6::getGroundLevelAtPoint(v2s16 p) {
+       return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
 }
 
 
-s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
+//////////////////////// Noise functions
+
+float MapgenV6::getTreeAmount(v2s16 p) {
+       int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
+       return getTreeAmount(index);
+}
+
+
+float MapgenV6::getMudAmount(v2s16 p) {
+       int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
+       return getMudAmount(index);
+}
+
+
+bool MapgenV6::getHaveBeach(v2s16 p) {
+       int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
+       return getHaveBeach(index);
+}
+
+
+BiomeType MapgenV6::getBiome(v2s16 p) {
+       int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
+       return getBiome(index, p);
+}
+
+
+float MapgenV6::getTreeAmount(int index)
 {
-       return baseRockLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
+       /*double noise = noise2d_perlin(
+                       0.5+(float)p.X/125, 0.5+(float)p.Y/125,
+                       seed+2, 4, 0.66);*/
+       
+       float noise = noise_trees->result[index];
+       float zeroval = -0.39;
+       if (noise < zeroval)
+               return 0;
+       else
+               return 0.04 * (noise-zeroval) / (1.0-zeroval);
 }
 
-double MapgenV6::get_mud_add_amount(u64 seed, v2s16 p)
+
+float MapgenV6::getMudAmount(int index)
 {
        if (flags & MG_FLAT)
                return AVERAGE_MUD_AMOUNT;
@@ -384,39 +281,42 @@ double MapgenV6::get_mud_add_amount(u64 seed, v2s16 p)
        /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
                        0.5+(float)p.X/200, 0.5+(float)p.Y/200,
                        seed+91013, 3, 0.55));*/
-       int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
-       return map_mud[index];
+       
+       return noise_mud->result[index];
 }
 
-bool MapgenV6::get_have_beach(u64 seed, v2s16 p2d)
+
+bool MapgenV6::getHaveBeach(int index)
 {
        // Determine whether to have sand here
        /*double sandnoise = noise2d_perlin(
                        0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
                        seed+59420, 3, 0.50);*/
-       int index = (p2d.Y - node_min.Z) * ystride + (p2d.X - node_min.X);
-       double sandnoise = map_beach[index];
-
+       
+       float sandnoise = noise_beach->result[index];
        return (sandnoise > freq_beach);
 }
 
-BiomeType MapgenV6::get_biome(u64 seed, v2s16 p2d)
+
+BiomeType MapgenV6::getBiome(int index, v2s16 p)
 {
        // Just do something very simple as for now
        /*double d = noise2d_perlin(
                        0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
                        seed+9130, 3, 0.50);*/
-       int index = (p2d.Y - node_min.Z) * ystride + (p2d.X - node_min.X);
-       double d = map_biome[index];
-       if(d > freq_desert)
+       
+       float d = noise_biome->result[index];
+       if (d > freq_desert)
                return BT_DESERT;
-       if (flags & MGV6_BIOME_BLEND) {
-               if(d > freq_desert - 0.10 &&
-                        (noise2d(p2d.X, p2d.Y, seed) + 1.0) > (freq_desert - d) * 20.0)
-                       return BT_DESERT;
-       }
+               
+       if ((flags & MGV6_BIOME_BLEND) &&
+               (d > freq_desert - 0.10) &&
+               ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
+               return BT_DESERT;
+       
        return BT_NORMAL;
-};
+}
+
 
 u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
 {
@@ -425,275 +325,548 @@ u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
 }
 
 
-int MapgenV6::getGroundLevelAtPoint(v2s16 p) {
-       return baseRockLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
-}
-
-#define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1
-
-void MapgenV6::makeChunk(BlockMakeData *data)
-{
-       this->generating = true;
+//////////////////////// Map generator
 
+void MapgenV6::makeChunk(BlockMakeData *data) {
        assert(data->vmanip);
        assert(data->nodedef);
        assert(data->blockpos_requested.X >= data->blockpos_min.X &&
-                       data->blockpos_requested.Y >= data->blockpos_min.Y &&
-                       data->blockpos_requested.Z >= data->blockpos_min.Z);
+                  data->blockpos_requested.Y >= data->blockpos_min.Y &&
+                  data->blockpos_requested.Z >= data->blockpos_min.Z);
        assert(data->blockpos_requested.X <= data->blockpos_max.X &&
-                       data->blockpos_requested.Y <= data->blockpos_max.Y &&
-                       data->blockpos_requested.Z <= data->blockpos_max.Z);
-
-       INodeDefManager *ndef = data->nodedef;
-
-       // Hack: use minimum block coordinates for old code that assumes
-       // a single block
+                  data->blockpos_requested.Y <= data->blockpos_max.Y &&
+                  data->blockpos_requested.Z <= data->blockpos_max.Z);
+                       
+       this->generating = true;
+       this->vm   = data->vmanip;      
+       this->ndef = data->nodedef;
+       
+       // Hack: use minimum block coords for old code that assumes a single block
        v3s16 blockpos = data->blockpos_requested;
-
-       /*dstream<<"makeBlock(): ("<<blockpos.X<<","<<blockpos.Y<<","
-                       <<blockpos.Z<<")"<<std::endl;*/
-
        v3s16 blockpos_min = data->blockpos_min;
        v3s16 blockpos_max = data->blockpos_max;
        v3s16 blockpos_full_min = blockpos_min - v3s16(1,1,1);
        v3s16 blockpos_full_max = blockpos_max + v3s16(1,1,1);
 
-       ManualMapVoxelManipulator &vmanip = *(data->vmanip);
        // Area of central chunk
        node_min = blockpos_min*MAP_BLOCKSIZE;
        node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
+
        // Full allocated area
-       v3s16 full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
-       v3s16 full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
+       full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
+       full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
+
+       central_area_size = node_max - node_min + v3s16(1,1,1);
+       assert(central_area_size.X == central_area_size.Z);
 
-       v3s16 central_area_size = node_max - node_min + v3s16(1,1,1);
+       int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
+                                         * (blockpos_max.Y - blockpos_min.Y + 1)
+                                         * (blockpos_max.Z - blockpos_max.Z + 1);
+
+       volume_nodes = volume_blocks *
+               MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
+
+       // Create a block-specific seed
+       blockseed = get_blockseed(data->seed, full_node_min);
+
+       // Make some noise
+       calculateNoise();
+
+       c_stone           = ndef->getId("mapgen_stone");
+       c_dirt            = ndef->getId("mapgen_dirt");
+       c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
+       c_sand            = ndef->getId("mapgen_sand");
+       c_water_source    = ndef->getId("mapgen_water_source");
+       c_lava_source     = ndef->getId("mapgen_lava_source");
+       c_gravel          = ndef->getId("mapgen_gravel");
+       c_cobble          = ndef->getId("mapgen_cobble");
+       c_desert_sand     = ndef->getId("mapgen_desert_sand");
+       c_desert_stone    = ndef->getId("mapgen_desert_stone");
+       if (c_desert_sand == CONTENT_IGNORE)
+               c_desert_sand = c_sand;
+       if (c_desert_stone == CONTENT_IGNORE)
+               c_desert_stone = c_stone;
+
+       // Maximum height of the stone surface and obstacles.
+       // This is used to guide the cave generation
+       s16 stone_surface_max_y;
+
+       // Generate general ground level to full area
+       stone_surface_max_y = generateGround();
 
        const s16 max_spread_amount = MAP_BLOCKSIZE;
+       // Limit dirt flow area by 1 because mud is flown into neighbors.
+       s16 mudflow_minpos = -max_spread_amount + 1;
+       s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
 
-       int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
-                       * (blockpos_max.Y - blockpos_min.Y + 1)
-                       * (blockpos_max.Z - blockpos_max.Z + 1);
-
-       int volume_nodes = volume_blocks *
-                       MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
-
-       // Generated surface area
-       //double gen_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE * rel_volume;
-
-       // Horribly wrong heuristic, but better than nothing
-       bool block_is_underground = (water_level > node_max.Y);
-
-       /*
-               Create a block-specific seed
-       */
-       u32 blockseed = get_blockseed(data->seed, full_node_min);
-
-       /*
-               Make some noise
-       */
-       {
-               int x = node_min.X;
-               int z = node_min.Z;
-
-               // Need to adjust for the original implementation's +.5 offset...
-               if (!(flags & MG_FLAT)) {
-                       noise_terrain_base->perlinMap2D(
-                               x + 0.5 * noise_terrain_base->np->spread.X,
-                               z + 0.5 * noise_terrain_base->np->spread.Z);
-                       noise_terrain_base->transformNoiseMap();
-
-                       noise_terrain_higher->perlinMap2D(
-                               x + 0.5 * noise_terrain_higher->np->spread.X,
-                               z + 0.5 * noise_terrain_higher->np->spread.Z);
-                       noise_terrain_higher->transformNoiseMap();
-
-                       noise_steepness->perlinMap2D(
-                               x + 0.5 * noise_steepness->np->spread.X,
-                               z + 0.5 * noise_steepness->np->spread.Z);
-                       noise_steepness->transformNoiseMap();
-
-                       noise_height_select->perlinMap2D(
-                               x + 0.5 * noise_height_select->np->spread.X,
-                               z + 0.5 * noise_height_select->np->spread.Z);
-               }
-               
+       // Loop this part, it will make stuff look older and newer nicely
+       const u32 age_loops = 2;
+       for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
+               // Make caves (this code is relatively horrible)
+               if (flags & MG_CAVES)
+                       generateCaves(stone_surface_max_y);
+
+               // Add mud to the central chunk
+               addMud();
+
+               // Add blobs of dirt and gravel underground
+               addDirtGravelBlobs();
+
+               // Flow mud away from steep edges
+               flowMud(mudflow_minpos, mudflow_maxpos);
+
+       }
+       
+       // Add dungeons
+       if (flags & MG_DUNGEONS) {
+               DungeonGen dgen(ndef, data->seed, water_level);
+               dgen.generate(vm, blockseed, full_node_min, full_node_max);
+       }
+       
+       // Add top and bottom side of water to transforming_liquid queue
+       updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
+
+       // Grow grass
+       growGrass();
+
+       // Generate some trees
+       if (flags & MG_TREES)
+               placeTrees();
+
+       // Calculate lighting
+       updateLighting(node_min, node_max);
+       
+       this->generating = false;
+}
+
+
+void MapgenV6::calculateNoise() {
+       int x = node_min.X;
+       int z = node_min.Z;
+
+       // Need to adjust for the original implementation's +.5 offset...
+       if (!(flags & MG_FLAT)) {
+               noise_terrain_base->perlinMap2D(
+                       x + 0.5 * noise_terrain_base->np->spread.X,
+                       z + 0.5 * noise_terrain_base->np->spread.Z);
+               noise_terrain_base->transformNoiseMap();
+
+               noise_terrain_higher->perlinMap2D(
+                       x + 0.5 * noise_terrain_higher->np->spread.X,
+                       z + 0.5 * noise_terrain_higher->np->spread.Z);
+               noise_terrain_higher->transformNoiseMap();
+
+               noise_steepness->perlinMap2D(
+                       x + 0.5 * noise_steepness->np->spread.X,
+                       z + 0.5 * noise_steepness->np->spread.Z);
+               noise_steepness->transformNoiseMap();
+
+               noise_height_select->perlinMap2D(
+                       x + 0.5 * noise_height_select->np->spread.X,
+                       z + 0.5 * noise_height_select->np->spread.Z);
+       }
+       
+       if (flags & MG_TREES) {
                noise_trees->perlinMap2D(
                        x + 0.5 * noise_trees->np->spread.X,
                        z + 0.5 * noise_trees->np->spread.Z);
-                       
-               if (!(flags & MG_FLAT)) {
-                       noise_mud->perlinMap2D(
-                               x + 0.5 * noise_mud->np->spread.X,
-                               z + 0.5 * noise_mud->np->spread.Z);
-                       noise_mud->transformNoiseMap();
-               }
-               noise_beach->perlinMap2D(
-                       x + 0.2 * noise_beach->np->spread.X,
-                       z + 0.7 * noise_beach->np->spread.Z);
-
-               noise_biome->perlinMap2D(
-                       x + 0.6 * noise_biome->np->spread.X,
-                       z + 0.2 * noise_biome->np->spread.Z);
        }
+               
+       if (!(flags & MG_FLAT)) {
+               noise_mud->perlinMap2D(
+                       x + 0.5 * noise_mud->np->spread.X,
+                       z + 0.5 * noise_mud->np->spread.Z);
+               noise_mud->transformNoiseMap();
+       }
+       noise_beach->perlinMap2D(
+               x + 0.2 * noise_beach->np->spread.X,
+               z + 0.7 * noise_beach->np->spread.Z);
 
+       noise_biome->perlinMap2D(
+               x + 0.6 * noise_biome->np->spread.X,
+               z + 0.2 * noise_biome->np->spread.Z);
+}
 
-       /*
-               Cache some ground type values for speed
-       */
 
-// Creates variables c_name=id and n_name=node
-#define CONTENT_VARIABLE(ndef, name)\
-       content_t c_##name = ndef->getId("mapgen_" #name);\
-       MapNode n_##name(c_##name);
-// Default to something else if was CONTENT_IGNORE
-#define CONTENT_VARIABLE_FALLBACK(name, dname)\
-       if(c_##name == CONTENT_IGNORE){\
-               c_##name = c_##dname;\
-               n_##name = n_##dname;\
+int MapgenV6::generateGround() {
+       //TimeTaker timer1("Generating ground level");
+       MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
+       MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
+       int stone_surface_max_y = -MAP_GENERATION_LIMIT;
+       u32 index = 0;
+       
+       for (s16 z = node_min.Z; z <= node_max.Z; z++)
+       for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
+               // Surface height
+               s16 surface_y = (s16)baseTerrainLevelFromMap(index);
+               
+               // Log it
+               if (surface_y > stone_surface_max_y)
+                       stone_surface_max_y = surface_y;
+
+               BiomeType bt = getBiome(index, v2s16(x, z));
+               
+               // Fill ground with stone
+               v3s16 em = vm->m_area.getExtent();
+               u32 i = vm->m_area.index(x, node_min.Y, z);
+               for (s16 y = node_min.Y; y <= node_max.Y; y++) {
+                       if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
+                               if (y <= surface_y) {
+                                       vm->m_data[i] = (y > water_level && bt == BT_DESERT) ? 
+                                               n_desert_stone : n_stone;
+                               } else if (y <= water_level) {
+                                       vm->m_data[i] = n_water_source;
+                               } else {
+                                       vm->m_data[i] = n_air;
+                               }
+                       }
+                       vm->m_area.add_y(em, i, 1);
+               }
        }
+       
+       return stone_surface_max_y;
+}
 
-       CONTENT_VARIABLE(ndef, stone);
-       CONTENT_VARIABLE(ndef, air);
-       CONTENT_VARIABLE(ndef, water_source);
-       CONTENT_VARIABLE(ndef, dirt);
-       CONTENT_VARIABLE(ndef, sand);
-       CONTENT_VARIABLE(ndef, gravel);
-       CONTENT_VARIABLE(ndef, clay);
-       CONTENT_VARIABLE(ndef, lava_source);
-       CONTENT_VARIABLE(ndef, cobble);
-       CONTENT_VARIABLE(ndef, mossycobble);
-       CONTENT_VARIABLE(ndef, dirt_with_grass);
-       CONTENT_VARIABLE(ndef, junglegrass);
-       CONTENT_VARIABLE(ndef, stone_with_coal);
-       CONTENT_VARIABLE(ndef, stone_with_iron);
-       CONTENT_VARIABLE(ndef, mese);
-       CONTENT_VARIABLE(ndef, desert_sand);
-       CONTENT_VARIABLE_FALLBACK(desert_sand, sand);
-       CONTENT_VARIABLE(ndef, desert_stone);
-       CONTENT_VARIABLE_FALLBACK(desert_stone, stone);
 
-       // Maximum height of the stone surface and obstacles.
-       // This is used to guide the cave generation
-       s16 stone_surface_max_y = 0;
+void MapgenV6::addMud() {
+       // 15ms @cs=8
+       //TimeTaker timer1("add mud");
+       MapNode n_dirt(c_dirt), n_gravel(c_gravel);
+       MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
+       MapNode addnode;
+
+       u32 index = 0;
+       for (s16 z = node_min.Z; z <= node_max.Z; z++)
+       for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
+               // Randomize mud amount
+               s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
 
-       /*
-               Generate general ground level to full area
-       */
-       {
-#if 1
-       TimeTaker timer1("Generating ground level");
+               // Find ground level
+               s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
+               
+               // Handle area not found
+               if (surface_y == vm->m_area.MinEdge.Y - 1)
+                       continue;
+               
+               BiomeType bt = getBiome(index, v2s16(x, z));
+               addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
 
-       for(s16 x=node_min.X; x<=node_max.X; x++)
-       for(s16 z=node_min.Z; z<=node_max.Z; z++)
-       {
-               // Node position
-               v2s16 p2d = v2s16(x,z);
+               if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
+                       addnode = n_sand;
+               } else if (mud_add_amount <= 0) {
+                       mud_add_amount = 1 - mud_add_amount;
+                       addnode = n_gravel;
+               } else if (bt == BT_NORMAL && getHaveBeach(index) &&
+                               surface_y + mud_add_amount <= water_level + 2) {
+                       addnode = n_sand;
+               }
 
-               /*
-                       Skip of already generated
-               */
-               /*{
-                       v3s16 p(p2d.X, node_min.Y, p2d.Y);
-                       if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR)
-                               continue;
-               }*/
+               if (bt == BT_DESERT && surface_y > 20)
+                       mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
+
+               // If topmost node is grass, change it to mud.  It might be if it was
+               // flown to there from a neighboring chunk and then converted.
+               u32 i = vm->m_area.index(x, surface_y, z);
+               if (vm->m_data[i].getContent() == c_dirt_with_grass)
+                       vm->m_data[i] = n_dirt;
+
+               // Add mud on ground
+               s16 mudcount = 0;
+               v3s16 em = vm->m_area.getExtent();
+               s16 y_start = surface_y + 1;
+               i = vm->m_area.index(x, y_start, z);
+               for (s16 y = y_start; y <= node_max.Y; y++) {
+                       if (mudcount >= mud_add_amount)
+                               break;
 
-               // Ground height at this point
-               float surface_y_f = 0.0;
+                       vm->m_data[i] = addnode;
+                       mudcount++;
 
-               // Use perlin noise for ground height
-               surface_y_f = base_rock_level_2d(data->seed, p2d);
+                       vm->m_area.add_y(em, i, 1);
+               }
+       }
+}
 
-               /*// Experimental stuff
-               {
-                       float a = highlands_level_2d(data->seed, p2d);
-                       if(a > surface_y_f)
-                               surface_y_f = a;
-               }*/
 
-               // Convert to integer
-               s16 surface_y = (s16)surface_y_f;
+void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) {
+       // 340ms @cs=8
+       TimeTaker timer1("flow mud");
 
-               // Log it
-               if(surface_y > stone_surface_max_y)
-                       stone_surface_max_y = surface_y;
+       // Iterate a few times
+       for(s16 k = 0; k < 3; k++) {
+               for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
+               for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
+                       // Invert coordinates every 2nd iteration
+                       if (k % 2 == 0) {
+                               x = mudflow_maxpos - (x - mudflow_minpos);
+                               z = mudflow_maxpos - (z - mudflow_minpos);
+                       }
 
-               BiomeType bt = get_biome(data->seed, p2d);
-               /*
-                       Fill ground with stone
-               */
-               {
-                       // Use fast index incrementing
-                       v3s16 em = vmanip.m_area.getExtent();
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
-                       for(s16 y=node_min.Y; y<=node_max.Y; y++)
+                       // Node position in 2d
+                       v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
+
+                       v3s16 em = vm->m_area.getExtent();
+                       u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
+                       s16 y = node_max.Y;
+
+                       while(y >= node_min.Y)
+                       {
+
+                       for(;; y--)
                        {
-                               if(vmanip.m_data[i].getContent() == CONTENT_IGNORE){
-                                       if(y <= surface_y){
-                                               if(y > water_level && bt == BT_DESERT)
-                                                       vmanip.m_data[i] = n_desert_stone;
+                               MapNode *n = NULL;
+                               // Find mud
+                               for(; y >= node_min.Y; y--) {
+                                       n = &vm->m_data[i];
+                                       if (n->getContent() == c_dirt ||
+                                               n->getContent() == c_dirt_with_grass ||
+                                               n->getContent() == c_gravel)
+                                               break;
+
+                                       vm->m_area.add_y(em, i, -1);
+                               }
+
+                               // Stop if out of area
+                               //if(vmanip.m_area.contains(i) == false)
+                               if (y < node_min.Y)
+                                       break;
+
+                               if (n->getContent() == c_dirt ||
+                                       n->getContent() == c_dirt_with_grass)
+                               {
+                                       // Make it exactly mud
+                                       n->setContent(c_dirt);
+
+                                       // Don't flow it if the stuff under it is not mud
+                                       {
+                                               u32 i2 = i;
+                                               vm->m_area.add_y(em, i2, -1);
+                                               // Cancel if out of area
+                                               if(vm->m_area.contains(i2) == false)
+                                                       continue;
+                                               MapNode *n2 = &vm->m_data[i2];
+                                               if (n2->getContent() != c_dirt &&
+                                                       n2->getContent() != c_dirt_with_grass)
+                                                       continue;
+                                       }
+                               }
+
+                               v3s16 dirs4[4] = {
+                                       v3s16(0,0,1), // back
+                                       v3s16(1,0,0), // right
+                                       v3s16(0,0,-1), // front
+                                       v3s16(-1,0,0), // left
+                               };
+
+                               // Check that upper is air or doesn't exist.
+                               // Cancel dropping if upper keeps it in place
+                               u32 i3 = i;
+                               vm->m_area.add_y(em, i3, 1);
+                               if (vm->m_area.contains(i3) == true &&
+                                       ndef->get(vm->m_data[i3]).walkable)
+                                       continue;
+
+                               // Drop mud on side
+                               for(u32 di=0; di<4; di++) {
+                                       v3s16 dirp = dirs4[di];
+                                       u32 i2 = i;
+                                       // Move to side
+                                       vm->m_area.add_p(em, i2, dirp);
+                                       // Fail if out of area
+                                       if (vm->m_area.contains(i2) == false)
+                                               continue;
+                                       // Check that side is air
+                                       MapNode *n2 = &vm->m_data[i2];
+                                       if (ndef->get(*n2).walkable)
+                                               continue;
+                                       // Check that under side is air
+                                       vm->m_area.add_y(em, i2, -1);
+                                       if (vm->m_area.contains(i2) == false)
+                                               continue;
+                                       n2 = &vm->m_data[i2];
+                                       if (ndef->get(*n2).walkable)
+                                               continue;
+                                       // Loop further down until not air
+                                       bool dropped_to_unknown = false;
+                                       do {
+                                               vm->m_area.add_y(em, i2, -1);
+                                               n2 = &vm->m_data[i2];
+                                               // if out of known area
+                                               if(vm->m_area.contains(i2) == false ||
+                                                       n2->getContent() == CONTENT_IGNORE) {
+                                                       dropped_to_unknown = true;
+                                                       break;
+                                               }
+                                       } while (ndef->get(*n2).walkable == false);
+                                       // Loop one up so that we're in air
+                                       vm->m_area.add_y(em, i2, 1);
+                                       n2 = &vm->m_data[i2];
+
+                                       bool old_is_water = (n->getContent() == c_water_source);
+                                       // Move mud to new place
+                                       if (!dropped_to_unknown) {
+                                               *n2 = *n;
+                                               // Set old place to be air (or water)
+                                               if(old_is_water)
+                                                       *n = MapNode(c_water_source);
                                                else
-                                                       vmanip.m_data[i] = n_stone;
-                                       } else if(y <= water_level){
-                                               vmanip.m_data[i] = MapNode(c_water_source);
-                                       } else {
-                                               vmanip.m_data[i] = MapNode(c_air);
+                                                       *n = MapNode(CONTENT_AIR);
                                        }
+
+                                       // Done
+                                       break;
                                }
-                               vmanip.m_area.add_y(em, i, 1);
+                       }
                        }
                }
        }
-#endif
+}
 
-       }//timer1
 
-       // Limit dirt flow area by 1 because mud is flown into neighbors.
-       assert(central_area_size.X == central_area_size.Z);
-       s16 mudflow_minpos = 0-max_spread_amount+1;
-       s16 mudflow_maxpos = central_area_size.X+max_spread_amount-2;
+void MapgenV6::addDirtGravelBlobs() {
+       if (getBiome(v2s16(node_min.X, node_min.Z)) != BT_NORMAL)
+               return;
+       
+       PseudoRandom pr(blockseed + 983);
+       for (int i = 0; i < volume_nodes/10/10/10; i++) {
+               bool only_fill_cave = (myrand_range(0,1) != 0);
+               v3s16 size(
+                       pr.range(1, 8),
+                       pr.range(1, 8),
+                       pr.range(1, 8)
+               );
+               v3s16 p0(
+                       pr.range(node_min.X, node_max.X) - size.X / 2,
+                       pr.range(node_min.Y, node_max.Y) - size.Y / 2,
+                       pr.range(node_min.Z, node_max.Z) - size.Z / 2
+               );
+               
+               MapNode n1((p0.Y > -32 && !pr.range(0, 1)) ? c_dirt : c_gravel);
+               for (int z1 = 0; z1 < size.Z; z1++)
+               for (int y1 = 0; y1 < size.Y; y1++)
+               for (int x1 = 0; x1 < size.X; x1++) {
+                       v3s16 p = p0 + v3s16(x1, y1, z1);
+                       u32 i = vm->m_area.index(p);
+                       if (!vm->m_area.contains(i))
+                               continue;
+                       // Cancel if not stone and not cave air
+                       if (vm->m_data[i].getContent() != c_stone &&
+                               !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
+                               continue;
+                       if (only_fill_cave && !(vm->m_flags[i] & VMANIP_FLAG_CAVE))
+                               continue;
+                       vm->m_data[i] = n1;
+               }
+       }
+}
 
-       /*
-               Loop this part, it will make stuff look older and newer nicely
-       */
 
-       /*double cave_amount = 6.0 + 6.0 * noise2d_perlin(
-                       0.5+(double)node_min.X/250, 0.5+(double)node_min.Y/250,
-                       data->seed+34329, 3, 0.50);*/
+void MapgenV6::placeTrees() {
+       // Divide area into parts
+       s16 div = 8;
+       s16 sidelen = central_area_size.X / div;
+       double area = sidelen * sidelen;
+       
+       for (s16 z0 = 0; z0 < div; z0++)
+       for (s16 x0 = 0; x0 < div; x0++) {
+               // Center position of part of division
+               v2s16 p2d_center(
+                       node_min.X + sidelen / 2 + sidelen * x0,
+                       node_min.Z + sidelen / 2 + sidelen * z0
+               );
+               // Minimum edge of part of division
+               v2s16 p2d_min(
+                       node_min.X + sidelen * x0,
+                       node_min.Z + sidelen * z0
+               );
+               // Maximum edge of part of division
+               v2s16 p2d_max(
+                       node_min.X + sidelen + sidelen * x0 - 1,
+                       node_min.Z + sidelen + sidelen * z0 - 1
+               );
+               // Amount of trees
+               u32 tree_count = area * getTreeAmount(p2d_center); /////////////optimize this!
+               // Put trees in random places on part of division
+               for (u32 i = 0; i < tree_count; i++) {
+                       s16 x = myrand_range(p2d_min.X, p2d_max.X);
+                       s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
+                       s16 y = find_ground_level(v2s16(x, z)); ////////////////////optimize this!
+                       // Don't make a tree under water level
+                       // Don't make a tree so high that it doesn't fit
+                       if(y < water_level || y > node_max.Y - 6)
+                               continue;
+                       
+                       v3s16 p(x,y,z);
+                       // Trees grow only on mud and grass
+                       {
+                               u32 i = vm->m_area.index(p);
+                               MapNode *n = &vm->m_data[i];
+                               if (n->getContent() != c_dirt &&
+                                       n->getContent() != c_dirt_with_grass)
+                                       continue;
+                       }
+                       p.Y++;
+                       // Make a tree
+                       treegen::make_tree(*vm, p, false, ndef, myrand());
+               }
+       }
+}
 
-       double cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, data->seed);
 
-       const u32 age_loops = 2;
-       for(u32 i_age=0; i_age<age_loops; i_age++)
-       { // Aging loop
-       /******************************
-               BEGINNING OF AGING LOOP
-       ******************************/
-
-#if 1
-       {
+void MapgenV6::growGrass() {
+       for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
+       for (s16 x = full_node_min.X; x <= full_node_max.X; x++) {
+               // Find the lowest surface to which enough light ends up to make
+               // grass grow.  Basically just wait until not air and not leaves.
+               s16 surface_y = 0;
+               {
+                       v3s16 em = vm->m_area.getExtent();
+                       u32 i = vm->m_area.index(x, node_max.Y, z);
+                       s16 y;
+                       // Go to ground level
+                       for (y = node_max.Y; y >= full_node_min.Y; y--) {
+                               MapNode &n = vm->m_data[i];
+                               if (ndef->get(n).param_type != CPT_LIGHT ||
+                                       ndef->get(n).liquid_type != LIQUID_NONE)
+                                       break;
+                               vm->m_area.add_y(em, i, -1);
+                       }
+                       surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
+               }
+
+               u32 i = vm->m_area.index(x, surface_y, z);
+               MapNode *n = &vm->m_data[i];
+               if (n->getContent() == c_dirt && surface_y >= water_level - 20)
+                       n->setContent(c_dirt_with_grass);
+       }
+}
+
+
+void MapgenV6::generateCaves(int max_stone_y) {
        // 24ms @cs=8
        //TimeTaker timer1("caves");
+       
+       /*double cave_amount = 6.0 + 6.0 * noise2d_perlin(
+               0.5+(double)node_min.X/250, 0.5+(double)node_min.Y/250,
+               data->seed+34329, 3, 0.50);*/
+       const s16 max_spread_amount = MAP_BLOCKSIZE;
+       float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
 
-       /*
-               Make caves (this code is relatively horrible)
-       */
        cave_amount = MYMAX(0.0, cave_amount);
        u32 caves_count = cave_amount * volume_nodes / 50000;
        u32 bruises_count = 1;
-       PseudoRandom ps(blockseed+21343);
-       PseudoRandom ps2(blockseed+1032);
-       if(ps.range(1, 6) == 1)
+       PseudoRandom ps(blockseed + 21343);
+       PseudoRandom ps2(blockseed + 1032);
+       
+       if (ps.range(1, 6) == 1)
                bruises_count = ps.range(0, ps.range(0, 2));
-       if(get_biome(data->seed, v2s16(node_min.X, node_min.Z)) == BT_DESERT){
-               caves_count /= 3;
+       
+       if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
+               caves_count   /= 3;
                bruises_count /= 3;
        }
-       for(u32 jj=0; jj<caves_count+bruises_count; jj++)
-       {
-               if (!(flags & MG_CAVES))
-                       continue;
-
+       
+       for(u32 jj = 0; jj < caves_count + bruises_count; jj++) {
                /*int avg_height = (int)
                          ((base_rock_level_2d(data->seed, v2s16(node_min.X, node_min.Z)) +
                                base_rock_level_2d(data->seed, v2s16(node_max.X, node_max.Z))) / 2);
@@ -728,13 +901,13 @@ void MapgenV6::makeChunk(BlockMakeData *data)
                // Allow a bit more
                //(this should be more than the maximum radius of the tunnel)
                s16 insure = 10;
-               s16 more = max_spread_amount - max_tunnel_diameter/2 - insure;
+               s16 more = max_spread_amount - max_tunnel_diameter / 2 - insure;
                ar += v3s16(1,0,1) * more * 2;
                of -= v3s16(1,0,1) * more;
 
                s16 route_y_min = 0;
                // Allow half a diameter + 7 over stone surface
-               s16 route_y_max = -of.Y + stone_surface_max_y + max_tunnel_diameter/2 + 7;
+               s16 route_y_max = -of.Y + max_stone_y + max_tunnel_diameter/2 + 7;
 
                // Limit maximum to area
                route_y_max = rangelim(route_y_max, 0, ar.Y-1);
@@ -881,9 +1054,9 @@ void MapgenV6::makeChunk(BlockMakeData *data)
                                                        /*// Make better floors in small caves
                                                        if(y0 <= -rs/2 && rs<=7)
                                                                continue;*/
-                                                       if(large_cave_is_flat){
+                                                       if (large_cave_is_flat) {
                                                                // Make large caves not so tall
-                                                               if(rs > 7 && abs(y0) >= rs/3)
+                                                               if (rs > 7 && abs(y0) >= rs/3)
                                                                        continue;
                                                        }
 
@@ -893,551 +1066,44 @@ void MapgenV6::makeChunk(BlockMakeData *data)
                                                        v3s16 p(x,y,z);
                                                        p += of;
 
-                                                       if(vmanip.m_area.contains(p) == false)
+                                                       if(vm->m_area.contains(p) == false)
                                                                continue;
 
-                                                       u32 i = vmanip.m_area.index(p);
+                                                       u32 i = vm->m_area.index(p);
 
-                                                       if(large_cave)
-                                                       {
-                                                               if(full_node_min.Y < water_level &&
-                                                                       full_node_max.Y > water_level){
-                                                                       if(p.Y <= water_level)
-                                                                               vmanip.m_data[i] = waternode;
+                                                       if(large_cave) {
+                                                               if (full_node_min.Y < water_level &&
+                                                                       full_node_max.Y > water_level) {
+                                                                       if (p.Y <= water_level)
+                                                                               vm->m_data[i] = waternode;
                                                                        else
-                                                                               vmanip.m_data[i] = airnode;
-                                                               } else if(full_node_max.Y < water_level){
-                                                                       if(p.Y < startp.Y - 2)
-                                                                               vmanip.m_data[i] = lavanode;
+                                                                               vm->m_data[i] = airnode;
+                                                               } else if (full_node_max.Y < water_level) {
+                                                                       if (p.Y < startp.Y - 2)
+                                                                               vm->m_data[i] = lavanode;
                                                                        else
-                                                                               vmanip.m_data[i] = airnode;
+                                                                               vm->m_data[i] = airnode;
                                                                } else {
-                                                                       vmanip.m_data[i] = airnode;
+                                                                       vm->m_data[i] = airnode;
                                                                }
                                                        } else {
                                                                // Don't replace air or water or lava or ignore
-                                                               if(vmanip.m_data[i].getContent() == CONTENT_IGNORE ||
-                                                               vmanip.m_data[i].getContent() == CONTENT_AIR ||
-                                                               vmanip.m_data[i].getContent() == c_water_source ||
-                                                               vmanip.m_data[i].getContent() == c_lava_source)
+                                                               if (vm->m_data[i].getContent() == CONTENT_IGNORE ||
+                                                                       vm->m_data[i].getContent() == CONTENT_AIR ||
+                                                                       vm->m_data[i].getContent() == c_water_source ||
+                                                                       vm->m_data[i].getContent() == c_lava_source)
                                                                        continue;
 
-                                                               vmanip.m_data[i] = airnode;
+                                                               vm->m_data[i] = airnode;
 
                                                                // Set tunnel flag
-                                                               vmanip.m_flags[i] |= VMANIP_FLAG_CAVE;
+                                                               vm->m_flags[i] |= VMANIP_FLAG_CAVE;
                                                        }
                                                }
                                        }
                                }
                        }
-
                        orp = rp;
                }
-
-       }
-
-       }//timer1
-#endif
-
-#if 1
-       {
-       // 15ms @cs=8
-       TimeTaker timer1("add mud");
-
-       /*
-               Add mud to the central chunk
-       */
-
-       for(s16 x=node_min.X; x<=node_max.X; x++)
-       for(s16 z=node_min.Z; z<=node_max.Z; z++)
-       {
-               // Node position in 2d
-               v2s16 p2d = v2s16(x,z);
-
-               // Randomize mud amount
-               s16 mud_add_amount = get_mud_add_amount(data->seed, p2d) / 2.0 + 0.5;
-
-               // Find ground level
-               s16 surface_y = find_stone_level(vmanip, p2d, ndef);
-               // Handle area not found
-               if(surface_y == vmanip.m_area.MinEdge.Y - 1)
-                       continue;
-
-               MapNode addnode(c_dirt);
-               BiomeType bt = get_biome(data->seed, p2d);
-
-               if(bt == BT_DESERT)
-                       addnode = MapNode(c_desert_sand);
-
-               if(bt == BT_DESERT && surface_y + mud_add_amount <= water_level+1){
-                       addnode = MapNode(c_sand);
-               } else if(mud_add_amount <= 0){
-                       mud_add_amount = 1 - mud_add_amount;
-                       addnode = MapNode(c_gravel);
-               } else if(bt == BT_NORMAL && get_have_beach(data->seed, p2d) &&
-                               surface_y + mud_add_amount <= water_level+2){
-                       addnode = MapNode(c_sand);
-               }
-
-               if(bt == BT_DESERT){
-                       if(surface_y > 20){
-                               mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20)/5);
-                       }
-               }
-
-               /*
-                       If topmost node is grass, change it to mud.
-                       It might be if it was flown to there from a neighboring
-                       chunk and then converted.
-               */
-               {
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, surface_y, p2d.Y));
-                       MapNode *n = &vmanip.m_data[i];
-                       if(n->getContent() == c_dirt_with_grass)
-                               *n = MapNode(c_dirt);
-               }
-
-               /*
-                       Add mud on ground
-               */
-               {
-                       s16 mudcount = 0;
-                       v3s16 em = vmanip.m_area.getExtent();
-                       s16 y_start = surface_y+1;
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
-                       for(s16 y=y_start; y<=node_max.Y; y++)
-                       {
-                               if(mudcount >= mud_add_amount)
-                                       break;
-
-                               MapNode &n = vmanip.m_data[i];
-                               n = addnode;
-                               mudcount++;
-
-                               vmanip.m_area.add_y(em, i, 1);
-                       }
-               }
-
-       }
-
-       }//timer1
-#endif
-
-       /*
-               Add blobs of dirt and gravel underground
-       */
-       if(get_biome(data->seed, v2s16(node_min.X, node_min.Z)) == BT_NORMAL)
-       {
-       PseudoRandom pr(blockseed+983);
-       for(int i=0; i<volume_nodes/10/10/10; i++)
-       {
-               bool only_fill_cave = (myrand_range(0,1) != 0);
-               v3s16 size(
-                       pr.range(1, 8),
-                       pr.range(1, 8),
-                       pr.range(1, 8)
-               );
-               v3s16 p0(
-                       pr.range(node_min.X, node_max.X)-size.X/2,
-                       pr.range(node_min.Y, node_max.Y)-size.Y/2,
-                       pr.range(node_min.Z, node_max.Z)-size.Z/2
-               );
-               MapNode n1;
-               if(p0.Y > -32 && pr.range(0,1) == 0)
-                       n1 = MapNode(c_dirt);
-               else
-                       n1 = MapNode(c_gravel);
-               for(int x1=0; x1<size.X; x1++)
-               for(int y1=0; y1<size.Y; y1++)
-               for(int z1=0; z1<size.Z; z1++)
-               {
-                       v3s16 p = p0 + v3s16(x1,y1,z1);
-                       u32 i = vmanip.m_area.index(p);
-                       if(!vmanip.m_area.contains(i))
-                               continue;
-                       // Cancel if not stone and not cave air
-                       if(vmanip.m_data[i].getContent() != c_stone &&
-                                       !(vmanip.m_flags[i] & VMANIP_FLAG_CAVE))
-                               continue;
-                       if(only_fill_cave && !(vmanip.m_flags[i] & VMANIP_FLAG_CAVE))
-                               continue;
-                       vmanip.m_data[i] = n1;
-               }
-       }
-       }
-
-#if 1
-       {
-       // 340ms @cs=8
-       TimeTaker timer1("flow mud");
-
-       /*
-               Flow mud away from steep edges
-       */
-
-       // Iterate a few times
-       for(s16 k=0; k<3; k++)
-       {
-
-       for(s16 x=mudflow_minpos; x<=mudflow_maxpos; x++)
-       for(s16 z=mudflow_minpos; z<=mudflow_maxpos; z++)
-       {
-               // Invert coordinates every 2nd iteration
-               if(k%2 == 0)
-               {
-                       x = mudflow_maxpos - (x-mudflow_minpos);
-                       z = mudflow_maxpos - (z-mudflow_minpos);
-               }
-
-               // Node position in 2d
-               v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x,z);
-
-               v3s16 em = vmanip.m_area.getExtent();
-               u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
-               s16 y=node_max.Y;
-
-               while(y >= node_min.Y)
-               {
-
-               for(;; y--)
-               {
-                       MapNode *n = NULL;
-                       // Find mud
-                       for(; y>=node_min.Y; y--)
-                       {
-                               n = &vmanip.m_data[i];
-                               //if(content_walkable(n->d))
-                               //      break;
-                               if(n->getContent() == c_dirt ||
-                                               n->getContent() == c_dirt_with_grass ||
-                                               n->getContent() == c_gravel)
-                                       break;
-
-                               vmanip.m_area.add_y(em, i, -1);
-                       }
-
-                       // Stop if out of area
-                       //if(vmanip.m_area.contains(i) == false)
-                       if(y < node_min.Y)
-                               break;
-
-                       /*// If not mud, do nothing to it
-                       MapNode *n = &vmanip.m_data[i];
-                       if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
-                               continue;*/
-
-                       if(n->getContent() == c_dirt ||
-                                       n->getContent() == c_dirt_with_grass)
-                       {
-                               // Make it exactly mud
-                               n->setContent(c_dirt);
-
-                               /*
-                                       Don't flow it if the stuff under it is not mud
-                               */
-                               {
-                                       u32 i2 = i;
-                                       vmanip.m_area.add_y(em, i2, -1);
-                                       // Cancel if out of area
-                                       if(vmanip.m_area.contains(i2) == false)
-                                               continue;
-                                       MapNode *n2 = &vmanip.m_data[i2];
-                                       if(n2->getContent() != c_dirt &&
-                                                       n2->getContent() != c_dirt_with_grass)
-                                               continue;
-                               }
-                       }
-
-                       /*s16 recurse_count = 0;
-       mudflow_recurse:*/
-
-                       v3s16 dirs4[4] = {
-                               v3s16(0,0,1), // back
-                               v3s16(1,0,0), // right
-                               v3s16(0,0,-1), // front
-                               v3s16(-1,0,0), // left
-                       };
-
-                       // Theck that upper is air or doesn't exist.
-                       // Cancel dropping if upper keeps it in place
-                       u32 i3 = i;
-                       vmanip.m_area.add_y(em, i3, 1);
-                       if(vmanip.m_area.contains(i3) == true
-                                       && ndef->get(vmanip.m_data[i3]).walkable)
-                       {
-                               continue;
-                       }
-
-                       // Drop mud on side
-
-                       for(u32 di=0; di<4; di++)
-                       {
-                               v3s16 dirp = dirs4[di];
-                               u32 i2 = i;
-                               // Move to side
-                               vmanip.m_area.add_p(em, i2, dirp);
-                               // Fail if out of area
-                               if(vmanip.m_area.contains(i2) == false)
-                                       continue;
-                               // Check that side is air
-                               MapNode *n2 = &vmanip.m_data[i2];
-                               if(ndef->get(*n2).walkable)
-                                       continue;
-                               // Check that under side is air
-                               vmanip.m_area.add_y(em, i2, -1);
-                               if(vmanip.m_area.contains(i2) == false)
-                                       continue;
-                               n2 = &vmanip.m_data[i2];
-                               if(ndef->get(*n2).walkable)
-                                       continue;
-                               /*// Check that under that is air (need a drop of 2)
-                               vmanip.m_area.add_y(em, i2, -1);
-                               if(vmanip.m_area.contains(i2) == false)
-                                       continue;
-                               n2 = &vmanip.m_data[i2];
-                               if(content_walkable(n2->d))
-                                       continue;*/
-                               // Loop further down until not air
-                               bool dropped_to_unknown = false;
-                               do{
-                                       vmanip.m_area.add_y(em, i2, -1);
-                                       n2 = &vmanip.m_data[i2];
-                                       // if out of known area
-                                       if(vmanip.m_area.contains(i2) == false
-                                                       || n2->getContent() == CONTENT_IGNORE){
-                                               dropped_to_unknown = true;
-                                               break;
-                                       }
-                               }while(ndef->get(*n2).walkable == false);
-                               // Loop one up so that we're in air
-                               vmanip.m_area.add_y(em, i2, 1);
-                               n2 = &vmanip.m_data[i2];
-
-                               bool old_is_water = (n->getContent() == c_water_source);
-                               // Move mud to new place
-                               if(!dropped_to_unknown) {
-                                       *n2 = *n;
-                                       // Set old place to be air (or water)
-                                       if(old_is_water)
-                                               *n = MapNode(c_water_source);
-                                       else
-                                               *n = MapNode(CONTENT_AIR);
-                               }
-
-                               // Done
-                               break;
-                       }
-               }
-               }
-       }
-
-       }
-
-       }//timer1
-#endif
-
-       } // Aging loop
-       /***********************
-               END OF AGING LOOP
-       ************************/
-
-       /*
-               Add dungeons
-       */
-       if (flags & MG_DUNGEONS) {
-               DungeonGen dgen(ndef, data->seed, water_level);
-               dgen.generate(&vmanip, blockseed, full_node_min, full_node_max);
-       }
-       
-       /*
-               Add top and bottom side of water to transforming_liquid queue
-       */
-
-       for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
-       for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
-       {
-               // Node position
-               v2s16 p2d(x,z);
-               {
-                       bool water_found = false;
-                       // Use fast index incrementing
-                       v3s16 em = vmanip.m_area.getExtent();
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
-                       for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
-                       {
-                               if(y == full_node_max.Y){
-                                       water_found =
-                                               (vmanip.m_data[i].getContent() == c_water_source ||
-                                               vmanip.m_data[i].getContent() == c_lava_source);
-                               }
-                               else if(water_found == false)
-                               {
-                                       if(vmanip.m_data[i].getContent() == c_water_source ||
-                                                       vmanip.m_data[i].getContent() == c_lava_source)
-                                       {
-                                               v3s16 p = v3s16(p2d.X, y, p2d.Y);
-                                               data->transforming_liquid.push_back(p);
-                                               water_found = true;
-                                       }
-                               }
-                               else
-                               {
-                                       // This can be done because water_found can only
-                                       // turn to true and end up here after going through
-                                       // a single block.
-                                       if(vmanip.m_data[i+1].getContent() != c_water_source ||
-                                                       vmanip.m_data[i+1].getContent() != c_lava_source)
-                                       {
-                                               v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
-                                               data->transforming_liquid.push_back(p);
-                                               water_found = false;
-                                       }
-                               }
-
-                               vmanip.m_area.add_y(em, i, -1);
-                       }
-               }
-       }
-
-       /*
-               Grow grass
-       */
-
-       for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
-       for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
-       {
-               // Node position in 2d
-               v2s16 p2d = v2s16(x,z);
-
-               /*
-                       Find the lowest surface to which enough light ends up
-                       to make grass grow.
-
-                       Basically just wait until not air and not leaves.
-               */
-               s16 surface_y = 0;
-               {
-                       v3s16 em = vmanip.m_area.getExtent();
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
-                       s16 y;
-                       // Go to ground level
-                       for(y=node_max.Y; y>=full_node_min.Y; y--)
-                       {
-                               MapNode &n = vmanip.m_data[i];
-                               if(ndef->get(n).param_type != CPT_LIGHT
-                                               || ndef->get(n).liquid_type != LIQUID_NONE)
-                                       break;
-                               vmanip.m_area.add_y(em, i, -1);
-                       }
-                       if(y >= full_node_min.Y)
-                               surface_y = y;
-                       else
-                               surface_y = full_node_min.Y;
-               }
-
-               u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y);
-               MapNode *n = &vmanip.m_data[i];
-               if(n->getContent() == c_dirt){
-                       // Well yeah, this can't be overground...
-                       if(surface_y < water_level - 20)
-                               continue;
-                       n->setContent(c_dirt_with_grass);
-               }
        }
-
-       /*
-               Generate some trees
-       */
-       assert(central_area_size.X == central_area_size.Z);
-       if (flags & MG_TREES) {
-               // Divide area into parts
-               s16 div = 8;
-               s16 sidelen = central_area_size.X / div;
-               double area = sidelen * sidelen;
-               for(s16 x0=0; x0<div; x0++)
-               for(s16 z0=0; z0<div; z0++)
-               {
-                       // Center position of part of division
-                       v2s16 p2d_center(
-                               node_min.X + sidelen/2 + sidelen*x0,
-                               node_min.Z + sidelen/2 + sidelen*z0
-                       );
-                       // Minimum edge of part of division
-                       v2s16 p2d_min(
-                               node_min.X + sidelen*x0,
-                               node_min.Z + sidelen*z0
-                       );
-                       // Maximum edge of part of division
-                       v2s16 p2d_max(
-                               node_min.X + sidelen + sidelen*x0 - 1,
-                               node_min.Z + sidelen + sidelen*z0 - 1
-                       );
-                       // Amount of trees
-                       u32 tree_count = area * tree_amount_2d(data->seed, p2d_center);
-                       // Put trees in random places on part of division
-                       for(u32 i=0; i<tree_count; i++)
-                       {
-                               s16 x = myrand_range(p2d_min.X, p2d_max.X);
-                               s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
-                               s16 y = find_ground_level(vmanip, v2s16(x,z), ndef);
-                               // Don't make a tree under water level
-                               if(y < water_level)
-                                       continue;
-                               // Don't make a tree so high that it doesn't fit
-                               if(y > node_max.Y - 6)
-                                       continue;
-                               v3s16 p(x,y,z);
-                               /*
-                                       Trees grow only on mud and grass
-                               */
-                               {
-                                       u32 i = vmanip.m_area.index(v3s16(p));
-                                       MapNode *n = &vmanip.m_data[i];
-                                       if(n->getContent() != c_dirt
-                                                       && n->getContent() != c_dirt_with_grass)
-                                               continue;
-                               }
-                               p.Y++;
-                               // Make a tree
-                               make_tree(vmanip, p, false, ndef);
-                       }
-               }
-       }
-
-
-       /*
-               Calculate lighting
-       */
-       {
-       ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update",
-                       SPT_AVG);
-       //VoxelArea a(node_min, node_max);
-       VoxelArea a(node_min-v3s16(1,0,1)*MAP_BLOCKSIZE,
-                       node_max+v3s16(1,0,1)*MAP_BLOCKSIZE);
-       /*VoxelArea a(node_min-v3s16(1,0,1)*MAP_BLOCKSIZE/2,
-                       node_max+v3s16(1,0,1)*MAP_BLOCKSIZE/2);*/
-       enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};
-       for(int i=0; i<2; i++)
-       {
-               enum LightBank bank = banks[i];
-
-               std::set<v3s16> light_sources;
-               std::map<v3s16, u8> unlight_from;
-
-               voxalgo::clearLightAndCollectSources(vmanip, a, bank, ndef,
-                               light_sources, unlight_from);
-
-               bool inexistent_top_provides_sunlight = !block_is_underground;
-               voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
-                               vmanip, a, inexistent_top_provides_sunlight,
-                               light_sources, ndef);
-               // TODO: Do stuff according to bottom_sunlight_valid
-
-               vmanip.unspreadLight(bank, unlight_from, light_sources, ndef);
-
-               vmanip.spreadLight(bank, light_sources, ndef);
-       }
-       }
-       this->generating = false;
 }
index eb21794c320a716bb082d0333d988eb9b2d1fe4f..7b1e3102062593e4774b6293eb05bfa8a7e59ffb 100644 (file)
@@ -20,10 +20,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #ifndef MAPGENV6_HEADER
 #define MAPGENV6_HEADER
 
-#include "dungeongen.h"
 #include "mapgen.h"
 
 #define AVERAGE_MUD_AMOUNT 4
+#define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1
 
 enum BiomeType
 {
@@ -74,13 +74,17 @@ struct MapgenV6Params : public MapgenParams {
 
 class MapgenV6 : public Mapgen {
 public:
-       //ManualMapVoxelManipulator &vmanip;
-
        int ystride;
        v3s16 csize;
+       u32 flags;
 
+       u32 blockseed;
        v3s16 node_min;
        v3s16 node_max;
+       v3s16 full_node_min;
+       v3s16 full_node_max;
+       v3s16 central_area_size;
+       int volume_nodes;
 
        Noise *noise_terrain_base;
        Noise *noise_terrain_higher;
@@ -90,21 +94,20 @@ public:
        Noise *noise_mud;
        Noise *noise_beach;
        Noise *noise_biome;
-
-       float *map_terrain_base;
-       float *map_terrain_higher;
-       float *map_steepness;
-       float *map_height_select;
-       float *map_trees;
-       float *map_mud;
-       float *map_beach;
-       float *map_biome;
-
        NoiseParams *np_cave;
-
-       u32 flags;
        float freq_desert;
        float freq_beach;
+       
+       content_t c_stone;
+       content_t c_dirt;
+       content_t c_dirt_with_grass;
+       content_t c_sand;
+       content_t c_water_source;
+       content_t c_lava_source;
+       content_t c_gravel;
+       content_t c_cobble;
+       content_t c_desert_sand;
+       content_t c_desert_stone;
 
        MapgenV6(int mapgenid, MapgenV6Params *params);
        ~MapgenV6();
@@ -112,21 +115,37 @@ public:
        void makeChunk(BlockMakeData *data);
        int getGroundLevelAtPoint(v2s16 p);
 
-       double baseRockLevelFromNoise(v2s16 p);
-       static s16 find_ground_level(VoxelManipulator &vmanip,
-                                                                v2s16 p2d, INodeDefManager *ndef);
-       static s16 find_stone_level(VoxelManipulator &vmanip,
-                                                                v2s16 p2d, INodeDefManager *ndef);
-       void make_tree(ManualMapVoxelManipulator &vmanip, v3s16 p0,
-                                        bool is_apple_tree, INodeDefManager *ndef);
-       double tree_amount_2d(u64 seed, v2s16 p);
+       float baseTerrainLevel(float terrain_base, float terrain_higher,
+                                                  float steepness, float height_select);
+       float baseTerrainLevelFromNoise(v2s16 p);
+       float baseTerrainLevelFromMap(v2s16 p);
+       float baseTerrainLevelFromMap(int index);
+
+       s16 find_ground_level(v2s16 p2d);
+       s16 find_stone_level(v2s16 p2d);
        bool block_is_underground(u64 seed, v3s16 blockpos);
-       double base_rock_level_2d(u64 seed, v2s16 p);
        s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision);
-       double get_mud_add_amount(u64 seed, v2s16 p);
-       bool get_have_beach(u64 seed, v2s16 p2d);
-       BiomeType get_biome(u64 seed, v2s16 p2d);
+       
+       float getTreeAmount(v2s16 p);
+       float getTreeAmount(int index);
+       float getMudAmount(v2s16 p);
+       float getMudAmount(int index);
+       bool getHaveBeach(v2s16 p);
+       bool getHaveBeach(int index);
+       BiomeType getBiome(v2s16 p);
+       BiomeType getBiome(int index, v2s16 p);
+       
        u32 get_blockseed(u64 seed, v3s16 p);
+       
+       
+       void calculateNoise();
+       int generateGround();
+       void addMud();
+       void flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos);
+       void addDirtGravelBlobs();
+       void growGrass();
+       void placeTrees();
+       void generateCaves(int max_stone_y);
 };
 
 struct MapgenFactoryV6 : public MapgenFactory {
index a8500026b3a7a452d0231a8c2db94d2e25431afb..5ddf1132d46810dccd3a7837fde3163a9e9fcc6d 100644 (file)
@@ -28,15 +28,16 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 namespace treegen
 {
+
 void make_tree(ManualMapVoxelManipulator &vmanip, v3s16 p0,
-               bool is_apple_tree, INodeDefManager *ndef,int seed)
+               bool is_apple_tree, INodeDefManager *ndef, int seed)
 {
        MapNode treenode(ndef->getId("mapgen_tree"));
        MapNode leavesnode(ndef->getId("mapgen_leaves"));
        MapNode applenode(ndef->getId("mapgen_apple"));
 
-       PseudoRandom ps(seed);
-       s16 trunk_h = ps.range(4, 5);
+       PseudoRandom pr(seed);
+       s16 trunk_h = pr.range(4, 5);
        v3s16 p1 = p0;
        for(s16 ii=0; ii<trunk_h; ii++)
        {
@@ -72,9 +73,9 @@ void make_tree(ManualMapVoxelManipulator &vmanip, v3s16 p0,
                s16 d = 1;
 
                v3s16 p(
-                       ps.range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
-                       ps.range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
-                       ps.range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
+                       pr.range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
+                       pr.range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
+                       pr.range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
                );
 
                for(s16 z=0; z<=d; z++)
@@ -100,7 +101,7 @@ void make_tree(ManualMapVoxelManipulator &vmanip, v3s16 p0,
                        continue;
                u32 i = leaves_a.index(x,y,z);
                if(leaves_d[i] == 1) {
-                       bool is_apple = ps.range(0,99) < 10;
+                       bool is_apple = pr.range(0,99) < 10;
                        if(is_apple_tree && is_apple) {
                                vmanip.m_data[vi] = applenode;
                        } else {
@@ -111,7 +112,7 @@ void make_tree(ManualMapVoxelManipulator &vmanip, v3s16 p0,
 }
 
 // L-System tree LUA spawner
-void spawn_ltree (ServerEnvironment *env, v3s16 p0, INodeDefManager *ndef, TreeDef tree_definition)
+void spawn_ltree(ServerEnvironment *env, v3s16 p0, INodeDefManager *ndef, TreeDef tree_definition)
 {
        ServerMap *map = &env->getServerMap();
        std::map<v3s16, MapBlock*> modified_blocks;
@@ -506,17 +507,17 @@ v3f transposeMatrix(irr::core::matrix4 M, v3f v)
        return translated;
 }
 
-#if 0
-static void make_jungletree(VoxelManipulator &vmanip, v3s16 p0,
-               INodeDefManager *ndef)
+void make_jungletree(VoxelManipulator &vmanip, v3s16 p0,
+               INodeDefManager *ndef, int seed)
 {
        MapNode treenode(ndef->getId("mapgen_jungletree"));
        MapNode leavesnode(ndef->getId("mapgen_leaves"));
 
+       PseudoRandom pr(seed);
        for(s16 x=-1; x<=1; x++)
        for(s16 z=-1; z<=1; z++)
        {
-               if(myrand_range(0, 2) == 0)
+               if(pr.range(0, 2) == 0)
                        continue;
                v3s16 p1 = p0 + v3s16(x,0,z);
                v3s16 p2 = p0 + v3s16(x,-1,z);
@@ -527,7 +528,7 @@ static void make_jungletree(VoxelManipulator &vmanip, v3s16 p0,
                        vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
        }
 
-       s16 trunk_h = myrand_range(8, 12);
+       s16 trunk_h = pr.range(8, 12);
        v3s16 p1 = p0;
        for(s16 ii=0; ii<trunk_h; ii++)
        {
@@ -562,9 +563,9 @@ static void make_jungletree(VoxelManipulator &vmanip, v3s16 p0,
                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)
+                       pr.range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
+                       pr.range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
+                       pr.range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
                );
 
                for(s16 z=0; z<=d; z++)
@@ -593,6 +594,5 @@ static void make_jungletree(VoxelManipulator &vmanip, v3s16 p0,
                        vmanip.m_data[vi] = leavesnode;
        }
 }
-#endif
 
 }; // namespace treegen
index ca4d3e23d3249fd296401b4d591ba186469516ba..16c85cf0a301c079cce25c3e396fa2b37eefcb8a 100644 (file)
@@ -27,33 +27,36 @@ class ManualMapVoxelManipulator;
 class INodeDefManager;
 
 
-namespace treegen
-{
+namespace treegen {
 
-struct TreeDef
-{
-std::string initial_axiom;
-std::string rules_a;
-std::string rules_b;
-std::string rules_c;
-std::string rules_d;
-MapNode trunknode;
-MapNode leavesnode;
-MapNode leaves2node;
-int leaves2_chance;
-int angle;
-int iterations;
-int iterations_random_level;
-std::string trunk_type;
-bool thin_branches;
-MapNode fruitnode;
-int fruit_chance;
-int seed;
-};
+       struct TreeDef {
+               std::string initial_axiom;
+               std::string rules_a;
+               std::string rules_b;
+               std::string rules_c;
+               std::string rules_d;
+
+               MapNode trunknode;
+               MapNode leavesnode;
+               MapNode leaves2node;
+
+               int leaves2_chance;
+               int angle;
+               int iterations;
+               int iterations_random_level;
+               std::string trunk_type;
+               bool thin_branches;
+               MapNode fruitnode;
+               int fruit_chance;
+               int seed;
+       };
 
        // Add default tree
        void make_tree(ManualMapVoxelManipulator &vmanip, v3s16 p0,
-               bool is_apple_tree, INodeDefManager *ndef,int seed);
+               bool is_apple_tree, INodeDefManager *ndef, int seed);
+       // Add jungle tree
+       void make_jungletree(VoxelManipulator &vmanip, v3s16 p0,
+               INodeDefManager *ndef, int seed);
 
        // Add L-Systems tree (used by engine)
        void make_ltree(ManualMapVoxelManipulator &vmanip, v3s16 p0, INodeDefManager *ndef,
@@ -73,7 +76,7 @@ int seed;
                PseudoRandom ps, TreeDef &tree_definition);
        void tree_fruit_placement(ManualMapVoxelManipulator &vmanip, v3f p0,
                TreeDef &tree_definition);
-       irr::core::matrix4 setRotationAxisRadians(irr::core::matrix4 M, double angle,v3f axis);
+       irr::core::matrix4 setRotationAxisRadians(irr::core::matrix4 M, double angle, v3f axis);
 
        v3f transposeMatrix(irr::core::matrix4 M ,v3f v);