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Advanced Trains [advtrains] API documentation
--------
To use the API, mods must depend on 'advtrains'.
All boolean values in definition tables default to 'false' and can be omitted.
### Wagons
Wagons are registered using the function

advtrains.register_wagon(name, prototype, description, inventory_image)
- 'name' is the internal name of the wagon. It should follow the mod naming convention, however, this is not enforced.
	For compatibility reasons, if a mod name is omitted, the wagon will be registered in the advtrains: namespace.
	Example: A wagon with name="engine_tgv" will be registered as "advtrains:engine_tgv".
	!IMPORTANT! You must not append a ":" at the start of the name, even if you want to bypass the mod naming convention check. This is because internally the register_wagon function
	appends a ":" automatically.
- 'prototype' is the lua entity prototype. The regular definition keys for luaentites apply. Additional required and optional properties see below. DO NOT define 'on_step', 'on_activate', 'on_punch', 'on_rightclick' and 'get_staticdata' since these will be overridden. Use 'custom_*' instead.
- 'description' is the description of the inventory item that is used to place the wagon.
- 'inventory_image' is the inventory image of said item.

# Wagon prototype properties
{
	... all regular luaentity properties (mesh, textures, collisionbox a.s.o)...
	drives_on = {default=true},
	^- used to define the tracktypes (see below) that wagon can drive on. The tracktype identifiers are given as keys, similar to privileges)
	max_speed = 10,
	^- optional, default 10: defines the maximum speed this wagon can drive. The maximum speed of a train is determined by the wagon with the lowest max_speed value.
	seats = {
	^- contains zero or more seat definitions. A seat is a place where a player can be attached when getting on a wagon.
		{
			name="Left front window",
			^- display name of this seat
			attach_offset={x=0, y=10, z=0},
			^- this value is passed to 'set_attach'
			view_offset={x=0, y=6, z=0},
			^- player:set_eye_offset is called with this parameter.
			group="default"
			^- optional. Defines the seat group. See 'seat_groups' below
			-!- Note: driving_ctrl_access field has moved to seat group definition,
			-!- but is still partwise supported here. If you don't use seat groups yet,
			-!- you really should change NOW!
		},
	},
	seat_groups = {
	^- If defined, activates advanced seating behavior. See "seating behavior".
		default = {
			name = "Seats"
			^- name of this seat group, to be shown in get-on menu.
			access_to = {"foo", "bar"}
			^- List of seat groups you can access from this seat using the menu when sitting inside the train.
			require_doors_open = true
			^- Only allow getting on and off if doors are open.
			driving_ctrl_access=false,
			^- If the seat is a driver stand, and players sitting here should get access to the train's driving control.
		}
	}
	assign_to_seat_group = {"default"},
	^- optional, like seat_groups. When player right_clicks the wagon, player will be assigned to the first free seat group in the list.
	
	doors={
	^- optional. If defined, defines door animation frames. Opposite door has to be closed during animation period.
	^- Remember, advtrains can't handle doors on both sides opened simultaneously.
		open={
			[-1]={frames={x=0, y=20}, time=1}, -- open left doors
			[1]={frames={x=40, y=60}, time=1}  -- open right doors
			sound = <simpleSoundSpec>
			^- The sound file of the doors opening. If none is specified, nothing is played.
		},
		close={
			[-1]={frames={x=20, y=40}, time=1}, -- close left doors
			[1]={frames={x=60, y=80}, time=1} -- close right doors
			sound = <simpleSoundSpec>
			^- The sound file of the doors closing. If none is specified, nothing is played.
		}
	},
	door_entry={ 1.5, -1.5 }
	^- optional. If defined, defines the locations of the doors on the model as distance from the object center on the path.
	^- Getting on by walking in then takes effect.
	^- Positive values mean front, negative ones back. Resulting position is automatically shifted to the right side.

	wagon_span=2,
	^- How far this wagon extends from its base position. Is the half of the wagon length.
	^- Used to determine in which distance the other wagons have to be positioned. Will require tweaking.
	extent_h = 1,
	^- Determines the collision box extent in x/z direction. Defaults to 1 (=3x3)
	^- The actual bounding box size is (extent_h*2)+1, so 0 means 1x1, 1 means 3x3 and 2 means 5x5
	extent_v = 2,
	^- Determines the collision box extent in y direction. Defaults to 2 (=3).
	^- The actual bounding box size is extent_v+1, so 0 means 1, 1 means 2, 2 means 3 a.s.o.
	horn_sound = <simpleSoundSpec>,
	^- The sound file of the horn. If none is specified, this wagon can't sound a horn. The specified sound file will be looped.
	
	drops = {"default:steelblock 3"}
	^- List of itemstrings what to drop when the wagon is destroyed
	
	has_inventory = false
	^- If this wagon has an inventory. The inventory is saved with the wagon.
	^- the following settings are ignored if not.
	inventory_list_sizes = {
		box=8*6,
	},
	^- List of assignments of type list_name=size.
	^- For every entry, an inventory list is created with the specified size.
	get_inventory_formspec = function(self, player_name, inventory_name)
		return "<a formspec>"
	end,
	^- Function that should return the formspec to be displayed when <player> requests to open the wagon's inventory
	^- Use "list["..inventory_name..";<list_name>;<X>,<Y>;<W>,<H>;<Start>]" to display a wagon's inventory list.

	custom_on_step = function(self, dtime) end
	^- optional: Execute custom code on every step
	custom_on_activate = function(self, dtime_s) end
	^- optional: Execute custom code on activate. Staticdata does not need to be saved and restored since all properties written in 'self' are preserved over unloads.
	custom_on_velocity_change = function(self, velocity, old_velocity) end
	^- optional: Function that is called whenever the train's velocity changes or every 2 seconds. Used to call 'self.object:update_animation()' if needed.
	^- for compatibility reasons the name 'update_animation' for this function is still supported. 

}

# Notes on wagons

- Every wagon has the field 'id' which assigns each wagon a random id.
- Properties written in the Lua Entity (self) are discarded when the wagon entity is unloaded. At the moment there is no way to store data inside a wagon persistently.
- Assuming Z Axis as the axis parallel to the tracks and Y Axis as the one pointing into the sky, wagon models should be dimensioned in a way that:
	- their origin is centered in X and Z direction
	- their origin lies 0.5 units above the bottom of the model
	- the overall extent in X and Y direction is <=3 units
- wagon_span is then the distance between the model origin and the Z axis extent.

# Seating behavior
If the advanced seating behavior is active, clicking on a wagon will immediately get you on that wagon depending on the entries in assign_to_seat_group.
If all seat groups are full, if the doors are closed or if you are not authorized to enter this seat group(e.g. driver stands), will show a warning.
On a train, right-clicking the wagon will make you get off the train unless:
- the doors are closed and it requires open doors.
- you have access to a seat group specified in access_to (you may enter it and it's not full)
- you are the owner and can access the wagon preferences
In case there's no possibility, does nothing.
In case there are multiple possibilities, will show a form.

If you can't enter or leave a train because the doors are closed, holding the Sneak key while right-clicking bypasses the "doors have to be open" enforcement.

### Tracks
Most modders will be satisfied with the built-in tracks. If cog railways, maglev trains and mine trains are added, it is necessary to understand the definition of tracks. Although the tracks API is there, explaining it would require more effort than me creating the wanted definitions myself. Contact me if you need to register your own rails using my registration functions.

However, it is still possible to register single rails by understanding the node properties of rails.
minetest.register_node(nodename, {
	... usual node definition ...
	groups = {
		advtrains_track = 1,
		advtrains_track_<tracktype>=1
		^- these groups tell that the node is a track
		not_blocking_trains=1,
		^- this group tells that the node should not block trains although it's walkable.
	},
	
	at_rail_y = 0,
	^- Height of this rail node (the y position of a wagon that stands centered on this rail)
	at_conns = {
		  [1] = { c=0..15, y=0..1 },
		  [2] = { c=0..15, y=0..1 },
		( [3] = { c=0..15, y=0..1 }, )
		( [4] = { c=0..15, y=0..1 }, )
	}
	^- Connections of this rail. There can be up to 4 connections.
	   2 connections are a normal rail, 3 connections a turnout (1->2 and 2/3->1) and 4 connections a crossing (1<>2 and 3<>4)
	   c is the direction of the connection (0-16) and y is the height of the connection (rail will only connect when this matches)

	can_dig=function(pos)
		return not advtrains.get_train_at_pos(pos)
	end,
	after_dig_node=function(pos)
		advtrains.ndb.update(pos)
	end,
	after_place_node=function(pos)
		advtrains.ndb.update(pos)
	end,
	^- the code in these 3 default minetest API functions is required for advtrains to work, however you can add your own code
	
	advtrains = {
		on_train_enter=function(pos, train_id) end
		^- called when a train enters the rail
		on_train_leave=function(pos, train_id) end
		^- called when a train leaves the rail
		
		-- The following function is only in effect when interlocking is enabled:
		on_train_approach = function(pos, train_id, train, index)
		^- called when a train is approaching this position, called exactly once for every path recalculation (which can happen at any time)
		^- This is called so that if the train would start braking now, it would come to halt about(wide approx) 5 nodes before the rail.
	}
})
n519'>519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875
/*
Minetest
Copyright (C) 2010-2018 celeron55, Perttu Ahola <celeron55@gmail.com>,
Copyright (C) 2012-2018 RealBadAngel, Maciej Kasatkin
Copyright (C) 2015-2018 paramat

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "irr_v3d.h"
#include <stack>
#include "util/pointer.h"
#include "util/numeric.h"
#include "map.h"
#include "mapblock.h"
#include "nodedef.h"
#include "treegen.h"
#include "voxelalgorithms.h"

namespace treegen
{

void make_tree(MMVManip &vmanip, v3s16 p0, bool is_apple_tree,
	const NodeDefManager *ndef, s32 seed)
{
	/*
		NOTE: Tree-placing code is currently duplicated in the engine
		and in games that have saplings; both are deprecated but not
		replaced yet
	*/
	MapNode treenode(ndef->getId("mapgen_tree"));
	MapNode leavesnode(ndef->getId("mapgen_leaves"));
	MapNode applenode(ndef->getId("mapgen_apple"));
	if (treenode == CONTENT_IGNORE)
		errorstream << "Treegen: Mapgen alias 'mapgen_tree' is invalid!" << std::endl;
	if (leavesnode == CONTENT_IGNORE)
		errorstream << "Treegen: Mapgen alias 'mapgen_leaves' is invalid!" << std::endl;
	if (applenode == CONTENT_IGNORE)
		errorstream << "Treegen: Mapgen alias 'mapgen_apple' is invalid!" << std::endl;

	PseudoRandom pr(seed);
	s16 trunk_h = pr.range(4, 5);
	v3s16 p1 = p0;
	for (s16 ii = 0; ii < trunk_h; ii++) {
		if (vmanip.m_area.contains(p1)) {
			u32 vi = vmanip.m_area.index(p1);
			vmanip.m_data[vi] = 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));
	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++) {
		v3s16 p(
			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++)
		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++) {
		v3s16 pmin(leaves_a.MinEdge.X, y, z);
		u32 i = leaves_a.index(pmin);
		u32 vi = vmanip.m_area.index(pmin + p1);
		for (s16 x = leaves_a.MinEdge.X; x <= leaves_a.MaxEdge.X; x++) {
			v3s16 p(x, y, z);
			if (vmanip.m_area.contains(p + p1) &&
					(vmanip.m_data[vi].getContent() == CONTENT_AIR ||
					vmanip.m_data[vi].getContent() == CONTENT_IGNORE)) {
				if (leaves_d[i] == 1) {
					bool is_apple = pr.range(0, 99) < 10;
					if (is_apple_tree && is_apple)
						vmanip.m_data[vi] = applenode;
					else
						vmanip.m_data[vi] = leavesnode;
				}
			}
			vi++;
			i++;
		}
	}
}


// L-System tree LUA spawner
treegen::error spawn_ltree(ServerMap *map, v3s16 p0,
	const NodeDefManager *ndef, const TreeDef &tree_definition)
{
	std::map<v3s16, MapBlock*> modified_blocks;
	MMVManip vmanip(map);
	v3s16 tree_blockp = getNodeBlockPos(p0);
	treegen::error e;

	vmanip.initialEmerge(tree_blockp - v3s16(1, 1, 1), tree_blockp + v3s16(1, 3, 1));
	e = make_ltree(vmanip, p0, ndef, tree_definition);
	if (e != SUCCESS)
		return e;

	voxalgo::blit_back_with_light(map, &vmanip, &modified_blocks);

	// Send a MEET_OTHER event
	MapEditEvent event;
	event.type = MEET_OTHER;
	for (auto &modified_block : modified_blocks)
		event.modified_blocks.insert(modified_block.first);
	map->dispatchEvent(event);
	return SUCCESS;
}


//L-System tree generator
treegen::error make_ltree(MMVManip &vmanip, v3s16 p0,
	const NodeDefManager *ndef, TreeDef tree_definition)
{
	s32 seed;
	if (tree_definition.explicit_seed)
		seed = tree_definition.seed + 14002;
	else
		seed = p0.X * 2 + p0.Y * 4 + p0.Z;  // use the tree position to seed PRNG
	PseudoRandom ps(seed);

	// chance of inserting abcd rules
	double prop_a = 9;
	double prop_b = 8;
	double prop_c = 7;
	double prop_d = 6;

	//randomize tree growth level, minimum=2
	s16 iterations = tree_definition.iterations;
	if (tree_definition.iterations_random_level > 0)
		iterations -= ps.range(0, tree_definition.iterations_random_level);
	if (iterations < 2)
		iterations = 2;

	s16 MAX_ANGLE_OFFSET = 5;
	double angle_in_radians = (double)tree_definition.angle * M_PI / 180;
	double angleOffset_in_radians = (s16)(ps.range(0, 1) % MAX_ANGLE_OFFSET) * M_PI / 180;

	//initialize rotation matrix, position and stacks for branches
	core::matrix4 rotation;
	rotation = setRotationAxisRadians(rotation, M_PI / 2, v3f(0, 0, 1));
	v3f position;
	position.X = p0.X;
	position.Y = p0.Y;
	position.Z = p0.Z;
	std::stack <core::matrix4> stack_orientation;
	std::stack <v3f> stack_position;

	//generate axiom
	std::string axiom = tree_definition.initial_axiom;
	for (s16 i = 0; i < iterations; i++) {
		std::string temp;
		for (s16 j = 0; j < (s16)axiom.size(); j++) {
			char axiom_char = axiom.at(j);
			switch (axiom_char) {
			case 'A':
				temp += tree_definition.rules_a;
				break;
			case 'B':
				temp += tree_definition.rules_b;
				break;
			case 'C':
				temp += tree_definition.rules_c;
				break;
			case 'D':
				temp += tree_definition.rules_d;
				break;
			case 'a':
				if (prop_a >= ps.range(1, 10))
					temp += tree_definition.rules_a;
				break;
			case 'b':
				if (prop_b >= ps.range(1, 10))
					temp += tree_definition.rules_b;
				break;
			case 'c':
				if (prop_c >= ps.range(1, 10))
					temp += tree_definition.rules_c;
				break;
			case 'd':
				if (prop_d >= ps.range(1, 10))
					temp += tree_definition.rules_d;
				break;
			default:
				temp += axiom_char;
				break;
			}
		}
		axiom = temp;
	}

	// Add trunk nodes below a wide trunk to avoid gaps when tree is on sloping ground
	if (tree_definition.trunk_type == "double") {
		tree_trunk_placement(
			vmanip,
			v3f(position.X + 1, position.Y - 1, position.Z),
			tree_definition
		);
		tree_trunk_placement(
			vmanip,
			v3f(position.X, position.Y - 1, position.Z + 1),
			tree_definition
		);
		tree_trunk_placement(
			vmanip,
			v3f(position.X + 1, position.Y - 1, position.Z + 1),
			tree_definition
		);
	} else if (tree_definition.trunk_type == "crossed") {
		tree_trunk_placement(
			vmanip,
			v3f(position.X + 1, position.Y - 1, position.Z),
			tree_definition
		);
		tree_trunk_placement(
			vmanip,
			v3f(position.X - 1, position.Y - 1, position.Z),
			tree_definition
		);
		tree_trunk_placement(
			vmanip,
			v3f(position.X, position.Y - 1, position.Z + 1),
			tree_definition
		);
		tree_trunk_placement(
			vmanip,
			v3f(position.X, position.Y - 1, position.Z - 1),
			tree_definition
		);
	}

	/* build tree out of generated axiom

	Key for Special L-System Symbols used in Axioms

    G  - move forward one unit with the pen up
    F  - move forward one unit with the pen down drawing trunks and branches
    f  - move forward one unit with the pen down drawing leaves (100% chance)
    T  - move forward one unit with the pen down drawing trunks only
    R  - move forward one unit with the pen down placing fruit
    A  - replace with rules set A
    B  - replace with rules set B
    C  - replace with rules set C
    D  - replace with rules set D
    a  - replace with rules set A, chance 90%
    b  - replace with rules set B, chance 80%
    c  - replace with rules set C, chance 70%
    d  - replace with rules set D, chance 60%
    +  - yaw the turtle right by angle degrees
    -  - yaw the turtle left by angle degrees
    &  - pitch the turtle down by angle degrees
    ^  - pitch the turtle up by angle degrees
    /  - roll the turtle to the right by angle degrees
    *  - roll the turtle to the left by angle degrees
    [  - save in stack current state info
    ]  - recover from stack state info

    */

	s16 x,y,z;
	for (s16 i = 0; i < (s16)axiom.size(); i++) {
		char axiom_char = axiom.at(i);
		core::matrix4 temp_rotation;
		temp_rotation.makeIdentity();
		v3f dir;
		switch (axiom_char) {
		case 'G':
			dir = v3f(1, 0, 0);
			dir = transposeMatrix(rotation, dir);
			position += dir;
			break;
		case 'T':
			tree_trunk_placement(
				vmanip,
				v3f(position.X, position.Y, position.Z),
				tree_definition
			);
			if (tree_definition.trunk_type == "double" &&
					!tree_definition.thin_branches) {
				tree_trunk_placement(
					vmanip,
					v3f(position.X + 1, position.Y, position.Z),
					tree_definition
				);
				tree_trunk_placement(
					vmanip,
					v3f(position.X, position.Y, position.Z + 1),
					tree_definition
				);
				tree_trunk_placement(
					vmanip,
					v3f(position.X + 1, position.Y, position.Z + 1),
					tree_definition
				);
			} else if (tree_definition.trunk_type == "crossed" &&
					!tree_definition.thin_branches) {
				tree_trunk_placement(
					vmanip,
					v3f(position.X + 1, position.Y, position.Z),
					tree_definition
				);
				tree_trunk_placement(
					vmanip,
					v3f(position.X - 1, position.Y, position.Z),
					tree_definition
				);
				tree_trunk_placement(
					vmanip,
					v3f(position.X, position.Y, position.Z + 1),
					tree_definition
				);
				tree_trunk_placement(
					vmanip,
					v3f(position.X, position.Y, position.Z - 1),
					tree_definition
				);
			}
			dir = v3f(1, 0, 0);
			dir = transposeMatrix(rotation, dir);
			position += dir;
			break;
		case 'F':
			tree_trunk_placement(
				vmanip,
				v3f(position.X, position.Y, position.Z),
				tree_definition
			);
			if ((stack_orientation.empty() &&
					tree_definition.trunk_type == "double") ||
					(!stack_orientation.empty() &&
					tree_definition.trunk_type == "double" &&
					!tree_definition.thin_branches)) {
				tree_trunk_placement(
					vmanip,
					v3f(position.X + 1, position.Y, position.Z),
					tree_definition
				);
				tree_trunk_placement(
					vmanip,
					v3f(position.X, position.Y, position.Z + 1),
					tree_definition
				);
				tree_trunk_placement(
					vmanip,
					v3f(position.X + 1, position.Y, position.Z + 1),
					tree_definition
				);
			} else if ((stack_orientation.empty() &&
					tree_definition.trunk_type == "crossed") ||
					(!stack_orientation.empty() &&
					tree_definition.trunk_type == "crossed" &&
					!tree_definition.thin_branches)) {
				tree_trunk_placement(
					vmanip,
					v3f(position.X + 1, position.Y, position.Z),
					tree_definition
				);
				tree_trunk_placement(
					vmanip,
					v3f(position.X - 1, position.Y, position.Z),
					tree_definition
				);
				tree_trunk_placement(
					vmanip,
					v3f(position.X, position.Y, position.Z + 1),
					tree_definition
				);
				tree_trunk_placement(
					vmanip,
					v3f(position.X, position.Y, position.Z - 1),
					tree_definition
				);
			}
			if (!stack_orientation.empty()) {
				s16 size = 1;
				for (x = -size; x <= size; x++)
				for (y = -size; y <= size; y++)
				for (z = -size; z <= size; z++) {
					if (abs(x) == size &&
							abs(y) == size &&
							abs(z) == size) {
						tree_leaves_placement(
							vmanip,
							v3f(position.X + x + 1, position.Y + y,
									position.Z + z),
							ps.next(),
							tree_definition
						);
						tree_leaves_placement(
							vmanip,
							v3f(position.X + x - 1, position.Y + y,
									position.Z + z),
							ps.next(),
							tree_definition
						);
						tree_leaves_placement(
							vmanip,v3f(position.X + x, position.Y + y,
									position.Z + z + 1),
							ps.next(),
							tree_definition
						);
						tree_leaves_placement(
							vmanip,v3f(position.X + x, position.Y + y,
									position.Z + z - 1),
							ps.next(),
							tree_definition
						);
					}
				}
			}
			dir = v3f(1, 0, 0);
			dir = transposeMatrix(rotation, dir);
			position += dir;
			break;
		case 'f':
			tree_single_leaves_placement(
				vmanip,
				v3f(position.X, position.Y, position.Z),
				ps.next(),
				tree_definition
			);
			dir = v3f(1, 0, 0);
			dir = transposeMatrix(rotation, dir);
			position += dir;
			break;
		case 'R':
			tree_fruit_placement(
				vmanip,
				v3f(position.X, position.Y, position.Z),
				tree_definition
			);
			dir = v3f(1, 0, 0);
			dir = transposeMatrix(rotation, dir);
			position += dir;
			break;

		// turtle orientation commands
		case '[':
			stack_orientation.push(rotation);
			stack_position.push(position);
			break;
		case ']':
			if (stack_orientation.empty())
				return UNBALANCED_BRACKETS;
			rotation = stack_orientation.top();
			stack_orientation.pop();
			position = stack_position.top();
			stack_position.pop();
			break;
		case '+':
			temp_rotation.makeIdentity();
			temp_rotation = setRotationAxisRadians(temp_rotation,
					angle_in_radians + angleOffset_in_radians, v3f(0, 0, 1));
			rotation *= temp_rotation;
			break;
		case '-':
			temp_rotation.makeIdentity();
			temp_rotation = setRotationAxisRadians(temp_rotation,
					angle_in_radians + angleOffset_in_radians, v3f(0, 0, -1));
			rotation *= temp_rotation;
			break;
		case '&':
			temp_rotation.makeIdentity();
			temp_rotation = setRotationAxisRadians(temp_rotation,
					angle_in_radians + angleOffset_in_radians, v3f(0, 1, 0));
			rotation *= temp_rotation;
			break;
		case '^':
			temp_rotation.makeIdentity();
			temp_rotation = setRotationAxisRadians(temp_rotation,
					angle_in_radians + angleOffset_in_radians, v3f(0, -1, 0));
			rotation *= temp_rotation;
			break;
		case '*':
			temp_rotation.makeIdentity();
			temp_rotation = setRotationAxisRadians(temp_rotation,
					angle_in_radians, v3f(1, 0, 0));
			rotation *= temp_rotation;
			break;
		case '/':
			temp_rotation.makeIdentity();
			temp_rotation = setRotationAxisRadians(temp_rotation,
					angle_in_radians, v3f(-1, 0, 0));
			rotation *= temp_rotation;
			break;
		default:
			break;
		}
	}

	return SUCCESS;
}


void tree_trunk_placement(MMVManip &vmanip, v3f p0, TreeDef &tree_definition)
{
	v3s16 p1 = v3s16(myround(p0.X), myround(p0.Y), myround(p0.Z));
	if (!vmanip.m_area.contains(p1))
		return;
	u32 vi = vmanip.m_area.index(p1);
	content_t current_node = vmanip.m_data[vi].getContent();
	if (current_node != CONTENT_AIR && current_node != CONTENT_IGNORE
			&& current_node != tree_definition.leavesnode.getContent()
			&& current_node != tree_definition.leaves2node.getContent()
			&& current_node != tree_definition.fruitnode.getContent())
		return;
	vmanip.m_data[vi] = tree_definition.trunknode;
}


void tree_leaves_placement(MMVManip &vmanip, v3f p0,
		PseudoRandom ps, TreeDef &tree_definition)
{
	MapNode leavesnode = tree_definition.leavesnode;
	if (ps.range(1, 100) > 100 - tree_definition.leaves2_chance)
		leavesnode = tree_definition.leaves2node;
	v3s16 p1 = v3s16(myround(p0.X), myround(p0.Y), myround(p0.Z));
	if (!vmanip.m_area.contains(p1))
		return;
	u32 vi = vmanip.m_area.index(p1);
	if (vmanip.m_data[vi].getContent() != CONTENT_AIR
			&& vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
		return;
	if (tree_definition.fruit_chance > 0) {
		if (ps.range(1, 100) > 100 - tree_definition.fruit_chance)
			vmanip.m_data[vmanip.m_area.index(p1)] = tree_definition.fruitnode;
		else
			vmanip.m_data[vmanip.m_area.index(p1)] = leavesnode;
	} else if (ps.range(1, 100) > 20) {
		vmanip.m_data[vmanip.m_area.index(p1)] = leavesnode;
	}
}


void tree_single_leaves_placement(MMVManip &vmanip, v3f p0,
		PseudoRandom ps, TreeDef &tree_definition)
{
	MapNode leavesnode = tree_definition.leavesnode;
	if (ps.range(1, 100) > 100 - tree_definition.leaves2_chance)
		leavesnode = tree_definition.leaves2node;
	v3s16 p1 = v3s16(myround(p0.X), myround(p0.Y), myround(p0.Z));
	if (!vmanip.m_area.contains(p1))
		return;
	u32 vi = vmanip.m_area.index(p1);
	if (vmanip.m_data[vi].getContent() != CONTENT_AIR
			&& vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
		return;
	vmanip.m_data[vmanip.m_area.index(p1)] = leavesnode;
}


void tree_fruit_placement(MMVManip &vmanip, v3f p0, TreeDef &tree_definition)
{
	v3s16 p1 = v3s16(myround(p0.X), myround(p0.Y), myround(p0.Z));
	if (!vmanip.m_area.contains(p1))
		return;
	u32 vi = vmanip.m_area.index(p1);
	if (vmanip.m_data[vi].getContent() != CONTENT_AIR
			&& vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
		return;
	vmanip.m_data[vmanip.m_area.index(p1)] = tree_definition.fruitnode;
}


irr::core::matrix4 setRotationAxisRadians(irr::core::matrix4 M, double angle, v3f axis)
{
	double c = cos(angle);
	double s = sin(angle);
	double t = 1.0 - c;

	double tx  = t * axis.X;
	double ty  = t * axis.Y;
	double tz  = t * axis.Z;
	double sx  = s * axis.X;
	double sy  = s * axis.Y;
	double sz  = s * axis.Z;

	M[0] = tx * axis.X + c;
	M[1] = tx * axis.Y + sz;
	M[2] = tx * axis.Z - sy;

	M[4] = ty * axis.X - sz;
	M[5] = ty * axis.Y + c;
	M[6] = ty * axis.Z + sx;

	M[8]  = tz * axis.X + sy;
	M[9]  = tz * axis.Y - sx;
	M[10] = tz * axis.Z + c;
	return M;
}


v3f transposeMatrix(irr::core::matrix4 M, v3f v)
{
	v3f translated;
	double x = M[0] * v.X + M[4] * v.Y + M[8]  * v.Z +M[12];
	double y = M[1] * v.X + M[5] * v.Y + M[9]  * v.Z +M[13];
	double z = M[2] * v.X + M[6] * v.Y + M[10] * v.Z +M[14];
	translated.X = x;
	translated.Y = y;
	translated.Z = z;
	return translated;
}


void make_jungletree(MMVManip &vmanip, v3s16 p0, const NodeDefManager *ndef,
	s32 seed)
{
	/*
		NOTE: Tree-placing code is currently duplicated in the engine
		and in games that have saplings; both are deprecated but not
		replaced yet
	*/
	content_t c_tree   = ndef->getId("mapgen_jungletree");
	content_t c_leaves = ndef->getId("mapgen_jungleleaves");
	if (c_tree == CONTENT_IGNORE)
		c_tree = ndef->getId("mapgen_tree");
	if (c_leaves == CONTENT_IGNORE)
		c_leaves = ndef->getId("mapgen_leaves");
	if (c_tree == CONTENT_IGNORE)
		errorstream << "Treegen: Mapgen alias 'mapgen_jungletree' is invalid!" << std::endl;
	if (c_leaves == CONTENT_IGNORE)
		errorstream << "Treegen: Mapgen alias 'mapgen_jungleleaves' is invalid!" << std::endl;

	MapNode treenode(c_tree);
	MapNode leavesnode(c_leaves);

	PseudoRandom pr(seed);
	for (s16 x= -1; x <= 1; x++)
	for (s16 z= -1; z <= 1; z++) {
		if (pr.range(0, 2) == 0)
			continue;
		v3s16 p1 = p0 + v3s16(x, 0, z);
		v3s16 p2 = p0 + v3s16(x, -1, z);
		u32 vi1 = vmanip.m_area.index(p1);
		u32 vi2 = vmanip.m_area.index(p2);

		if (vmanip.m_area.contains(p2) &&
				vmanip.m_data[vi2].getContent() == CONTENT_AIR)
			vmanip.m_data[vi2] = treenode;
		else if (vmanip.m_area.contains(p1) &&
				vmanip.m_data[vi1].getContent() == CONTENT_AIR)
			vmanip.m_data[vi1] = treenode;
	}
	vmanip.m_data[vmanip.m_area.index(p0)] = treenode;

	s16 trunk_h = pr.range(8, 12);
	v3s16 p1 = p0;
	for (s16 ii = 0; ii < trunk_h; ii++) {
		if (vmanip.m_area.contains(p1)) {
			u32 vi = vmanip.m_area.index(p1);
			vmanip.m_data[vi] = treenode;
		}
		p1.Y++;
	}

	// p1 is now the last piece of the trunk
	p1.Y -= 1;

	VoxelArea leaves_a(v3s16(-3, -2, -3), v3s16(3, 2, 3));
	//SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
	Buffer<u8> leaves_d(leaves_a.getVolume());
	for (s32 i = 0; i < leaves_a.getVolume(); i++)
		leaves_d[i] = 0;

	// Force leaves at near the end of the trunk
	s16 d = 1;
	for (s16 z = -d; z <= d; z++)
	for (s16 y = -d; y <= d; y++)
	for (s16 x = -d; x <= d; x++) {
		leaves_d[leaves_a.index(v3s16(x,y,z))] = 1;
	}

	// Add leaves randomly
	for (u32 iii = 0; iii < 30; iii++) {
		v3s16 p(
			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++)
		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++) {
		v3s16 pmin(leaves_a.MinEdge.X, y, z);
		u32 i = leaves_a.index(pmin);
		u32 vi = vmanip.m_area.index(pmin + p1);
		for (s16 x = leaves_a.MinEdge.X; x <= leaves_a.MaxEdge.X; x++) {
			v3s16 p(x, y, z);
			if (vmanip.m_area.contains(p + p1) &&
					(vmanip.m_data[vi].getContent() == CONTENT_AIR ||
					vmanip.m_data[vi].getContent() == CONTENT_IGNORE)) {
				if (leaves_d[i] == 1)
					vmanip.m_data[vi] = leavesnode;
			}
			vi++;
			i++;
		}
	}
}


void make_pine_tree(MMVManip &vmanip, v3s16 p0, const NodeDefManager *ndef,
	s32 seed)
{
	/*
		NOTE: Tree-placing code is currently duplicated in the engine