aboutsummaryrefslogtreecommitdiff
path: root/src/porting_android.h
Commit message (Collapse)AuthorAge
* Add support for Android 2.3+sapier2014-06-29
There have been plenty of ppl involved in creating this version. I don't wanna mention names as I'm sure I'd forget someone so I just tell where help has been done: - The partial android versions done by various ppl - Testing on different android devices - reviewing code (especially the in core changes) - testing controls - reviewing texts A big thank you to everyone helping this to be completed!
a id='n46' href='#n46'>46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721 1722 1723 1724 1725 1726 1727 1728 1729 1730 1731 1732 1733 1734 1735 1736 1737 1738 1739 1740 1741 1742 1743 1744 1745 1746 1747 1748 1749 1750 1751 1752 1753 1754 1755 1756 1757 1758 1759 1760 1761 1762 1763 1764 1765 1766 1767 1768 1769 1770 1771 1772 1773 1774 1775 1776 1777 1778 1779 1780 1781 1782 1783 1784 1785 1786 1787 1788 1789 1790 1791 1792 1793 1794 1795 1796 1797 1798 1799 1800 1801 1802 1803 1804 1805 1806 1807 1808 1809 1810 1811 1812 1813 1814 1815 1816 1817 1818 1819 1820 1821 1822 1823 1824 1825 1826 1827 1828 1829 1830 1831 1832 1833 1834 1835 1836 1837 1838 1839 1840 1841 1842 1843 1844 1845 1846 1847 1848 1849 1850 1851 1852 1853 1854 1855 1856 1857 1858 1859 1860 1861 1862 1863 1864 1865 1866 1867 1868 1869 1870 1871 1872 1873 1874 1875 1876 1877 1878 1879 1880 1881 1882 1883 1884 1885 1886 1887 1888 1889 1890 1891 1892 1893 1894 1895 1896 1897 1898 1899 1900 1901 1902 1903 1904 1905 1906 1907 1908 1909 1910 1911 1912 1913 1914 1915 1916 1917 1918 1919 1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937 1938 1939 1940 1941 1942 1943 1944 1945 1946 1947 1948 1949 1950 1951 1952 1953 1954 1955 1956 1957 1958 1959 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006
/*
Minetest-c55
Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.

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

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

#include "mapgen.h"
#include "voxel.h"
#include "content_mapnode.h"
#include "noise.h"
#include "mapblock.h"
#include "map.h"
#include "mineral.h"
//#include "serverobject.h"
#include "content_sao.h"

namespace mapgen
{

/*
	Some helper functions for the map generator
*/

#if 0
static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d)
{
	v3s16 em = vmanip.m_area.getExtent();
	s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
	s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
	u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
	s16 y;
	for(y=y_nodes_max; y>=y_nodes_min; y--)
	{
		MapNode &n = vmanip.m_data[i];
		if(content_walkable(n.d))
			break;

		vmanip.m_area.add_y(em, i, -1);
	}
	if(y >= y_nodes_min)
		return y;
	else
		return y_nodes_min;
}

static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d)
{
	v3s16 em = vmanip.m_area.getExtent();
	s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
	s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
	u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
	s16 y;
	for(y=y_nodes_max; y>=y_nodes_min; y--)
	{
		MapNode &n = vmanip.m_data[i];
		if(content_walkable(n.d)
				&& n.d != CONTENT_TREE
				&& n.d != CONTENT_LEAVES)
			break;

		vmanip.m_area.add_y(em, i, -1);
	}
	if(y >= y_nodes_min)
		return y;
	else
		return y_nodes_min;
}
#endif

static void make_tree(VoxelManipulator &vmanip, v3s16 p0)
{
	MapNode treenode(CONTENT_TREE);
	MapNode leavesnode(CONTENT_LEAVES);

	s16 trunk_h = myrand_range(3, 6);
	v3s16 p1 = p0;
	for(s16 ii=0; ii<trunk_h; ii++)
	{
		if(vmanip.m_area.contains(p1))
			vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
		p1.Y++;
	}

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

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

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

	// Add leaves randomly
	for(u32 iii=0; iii<7; iii++)
	{
		s16 d = 1;

		v3s16 p(
			myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
			myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
			myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
		);

		for(s16 z=0; z<=d; z++)
		for(s16 y=0; y<=d; y++)
		for(s16 x=0; x<=d; x++)
		{
			leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1;
		}
	}

	// Blit leaves to vmanip
	for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++)
	for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++)
	for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++)
	{
		v3s16 p(x,y,z);
		p += p1;
		if(vmanip.m_area.contains(p) == false)
			continue;
		u32 vi = vmanip.m_area.index(p);
		if(vmanip.m_data[vi].d != CONTENT_AIR
				&& vmanip.m_data[vi].d != CONTENT_IGNORE)
			continue;
		u32 i = leaves_a.index(x,y,z);
		if(leaves_d[i] == 1)
			vmanip.m_data[vi] = leavesnode;
	}
}

#if 0
static void make_randomstone(VoxelManipulator &vmanip, v3s16 p0)
{
	MapNode stonenode(CONTENT_STONE);

	s16 size = myrand_range(3, 6);
	
	VoxelArea stone_a(v3s16(-2,0,-2), v3s16(2,size,2));
	Buffer<u8> stone_d(stone_a.getVolume());
	for(s32 i=0; i<stone_a.getVolume(); i++)
		stone_d[i] = 0;

	// Force stone at bottom to make it usually touch the ground
	{
		for(s16 z=0; z<=0; z++)
		for(s16 y=0; y<=0; y++)
		for(s16 x=0; x<=0; x++)
		{
			stone_d[stone_a.index(v3s16(x,y,z))] = 1;
		}
	}

	// Generate from perlin noise
	for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
	for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
	for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
	{
		double d = noise3d_perlin((float)x/3.,(float)z/3.,(float)y/3.,
				p0.Z*4243+p0.Y*34+p0.X, 2, 0.5);
		if(z == stone_a.MinEdge.Z || z == stone_a.MaxEdge.Z)
			d -= 0.3;
		if(/*y == stone_a.MinEdge.Y ||*/ y == stone_a.MaxEdge.Y)
			d -= 0.3;
		if(x == stone_a.MinEdge.X || x == stone_a.MaxEdge.X)
			d -= 0.3;
		if(d > 0.0)
		{
			u32 vi = stone_a.index(v3s16(x,y,z));
			stone_d[vi] = 1;
		}
	}

	/*// Add stone randomly
	for(u32 iii=0; iii<7; iii++)
	{
		s16 d = 1;

		v3s16 p(
			myrand_range(stone_a.MinEdge.X, stone_a.MaxEdge.X-d),
			myrand_range(stone_a.MinEdge.Y, stone_a.MaxEdge.Y-d),
			myrand_range(stone_a.MinEdge.Z, stone_a.MaxEdge.Z-d)
		);

		for(s16 z=0; z<=d; z++)
		for(s16 y=0; y<=d; y++)
		for(s16 x=0; x<=d; x++)
		{
			stone_d[stone_a.index(p+v3s16(x,y,z))] = 1;
		}
	}*/

	// Blit stone to vmanip
	for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
	for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
	for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
	{
		v3s16 p(x,y,z);
		p += p0;
		if(vmanip.m_area.contains(p) == false)
			continue;
		u32 vi = vmanip.m_area.index(p);
		if(vmanip.m_data[vi].d != CONTENT_AIR
				&& vmanip.m_data[vi].d != CONTENT_IGNORE)
			continue;
		u32 i = stone_a.index(x,y,z);
		if(stone_d[i] == 1)
			vmanip.m_data[vi] = stonenode;
	}
}
#endif

#if 0
static void make_largestone(VoxelManipulator &vmanip, v3s16 p0)
{
	MapNode stonenode(CONTENT_STONE);

	s16 size = myrand_range(8, 16);
	
	VoxelArea stone_a(v3s16(-size/2,0,-size/2), v3s16(size/2,size,size/2));
	Buffer<u8> stone_d(stone_a.getVolume());
	for(s32 i=0; i<stone_a.getVolume(); i++)
		stone_d[i] = 0;

	// Force stone at bottom to make it usually touch the ground
	{
		for(s16 z=0; z<=0; z++)
		for(s16 y=0; y<=0; y++)
		for(s16 x=0; x<=0; x++)
		{
			stone_d[stone_a.index(v3s16(x,y,z))] = 1;
		}
	}

	// Generate from perlin noise
	for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
	for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
	for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
	{
		double d = 1.0;
		d += noise3d_perlin((float)x/10.,(float)z/10.,(float)y/10.,
				p0.Z*5123+p0.Y*2439+p0.X, 2, 0.5);
		double mid_z = (stone_a.MaxEdge.Z+stone_a.MinEdge.Z)/2;
		double mid_x = (stone_a.MaxEdge.X+stone_a.MinEdge.X)/2;
		double mid_y = (stone_a.MaxEdge.Y+stone_a.MinEdge.Y)/2;
		double dz = (double)z-mid_z;
		double dx = (double)x-mid_x;
		double dy = MYMAX(0, (double)y-mid_y);
		double r = sqrt(dz*dz+dx*dx+dy*dy);
		d /= (2*r/size)*2 + 0.01;
		if(d > 1.0)
		{
			u32 vi = stone_a.index(v3s16(x,y,z));
			stone_d[vi] = 1;
		}
	}

	/*// Add stone randomly
	for(u32 iii=0; iii<7; iii++)
	{
		s16 d = 1;

		v3s16 p(
			myrand_range(stone_a.MinEdge.X, stone_a.MaxEdge.X-d),
			myrand_range(stone_a.MinEdge.Y, stone_a.MaxEdge.Y-d),
			myrand_range(stone_a.MinEdge.Z, stone_a.MaxEdge.Z-d)
		);

		for(s16 z=0; z<=d; z++)
		for(s16 y=0; y<=d; y++)
		for(s16 x=0; x<=d; x++)
		{
			stone_d[stone_a.index(p+v3s16(x,y,z))] = 1;
		}
	}*/

	// Blit stone to vmanip
	for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
	for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
	for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
	{
		v3s16 p(x,y,z);
		p += p0;
		if(vmanip.m_area.contains(p) == false)
			continue;
		u32 vi = vmanip.m_area.index(p);
		/*if(vmanip.m_data[vi].d != CONTENT_AIR
				&& vmanip.m_data[vi].d != CONTENT_IGNORE)
			continue;*/
		u32 i = stone_a.index(x,y,z);
		if(stone_d[i] == 1)
			vmanip.m_data[vi] = stonenode;
	}
}
#endif

/*
	Dungeon making routines
*/

#define VMANIP_FLAG_DUNGEON_INSIDE VOXELFLAG_CHECKED1
#define VMANIP_FLAG_DUNGEON_PRESERVE VOXELFLAG_CHECKED2
#define VMANIP_FLAG_DUNGEON_UNTOUCHABLE (\
		VMANIP_FLAG_DUNGEON_INSIDE|VMANIP_FLAG_DUNGEON_PRESERVE)

static void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace)
{
	// Make +-X walls
	for(s16 z=0; z<roomsize.Z; z++)
	for(s16 y=0; y<roomsize.Y; y++)
	{
		{
			v3s16 p = roomplace + v3s16(0,y,z);
			if(vmanip.m_area.contains(p) == false)
				continue;
			u32 vi = vmanip.m_area.index(p);
			if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
				continue;
			vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
		}
		{
			v3s16 p = roomplace + v3s16(roomsize.X-1,y,z);
			if(vmanip.m_area.contains(p) == false)
				continue;
			u32 vi = vmanip.m_area.index(p);
			if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
				continue;
			vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
		}
	}
	
	// Make +-Z walls
	for(s16 x=0; x<roomsize.X; x++)
	for(s16 y=0; y<roomsize.Y; y++)
	{
		{
			v3s16 p = roomplace + v3s16(x,y,0);
			if(vmanip.m_area.contains(p) == false)
				continue;
			u32 vi = vmanip.m_area.index(p);
			if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
				continue;
			vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
		}
		{
			v3s16 p = roomplace + v3s16(x,y,roomsize.Z-1);
			if(vmanip.m_area.contains(p) == false)
				continue;
			u32 vi = vmanip.m_area.index(p);
			if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
				continue;
			vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
		}
	}
	
	// Make +-Y walls (floor and ceiling)
	for(s16 z=0; z<roomsize.Z; z++)
	for(s16 x=0; x<roomsize.X; x++)
	{
		{
			v3s16 p = roomplace + v3s16(x,0,z);
			if(vmanip.m_area.contains(p) == false)
				continue;
			u32 vi = vmanip.m_area.index(p);
			if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
				continue;
			vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
		}
		{
			v3s16 p = roomplace + v3s16(x,roomsize.Y-1,z);
			if(vmanip.m_area.contains(p) == false)
				continue;
			u32 vi = vmanip.m_area.index(p);
			if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
				continue;
			vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
		}
	}
	
	// Fill with air
	for(s16 z=1; z<roomsize.Z-1; z++)
	for(s16 y=1; y<roomsize.Y-1; y++)
	for(s16 x=1; x<roomsize.X-1; x++)
	{
		v3s16 p = roomplace + v3s16(x,y,z);
		if(vmanip.m_area.contains(p) == false)
			continue;
		u32 vi = vmanip.m_area.index(p);
		vmanip.m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
		vmanip.m_data[vi] = MapNode(CONTENT_AIR);
	}
}

static void make_fill(VoxelManipulator &vmanip, v3s16 place, v3s16 size,
		u8 avoid_flags, MapNode n, u8 or_flags)
{
	for(s16 z=0; z<size.Z; z++)
	for(s16 y=0; y<size.Y; y++)
	for(s16 x=0; x<size.X; x++)
	{
		v3s16 p = place + v3s16(x,y,z);
		if(vmanip.m_area.contains(p) == false)
			continue;
		u32 vi = vmanip.m_area.index(p);
		if(vmanip.m_flags[vi] & avoid_flags)
			continue;
		vmanip.m_flags[vi] |= or_flags;
		vmanip.m_data[vi] = n;
	}
}

static void make_hole1(VoxelManipulator &vmanip, v3s16 place)
{
	make_fill(vmanip, place, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
			VMANIP_FLAG_DUNGEON_INSIDE);
}

static void make_door1(VoxelManipulator &vmanip, v3s16 doorplace, v3s16 doordir)
{
	make_hole1(vmanip, doorplace);
	// Place torch (for testing)
	//vmanip.m_data[vmanip.m_area.index(doorplace)] = MapNode(CONTENT_TORCH);
}

static v3s16 rand_ortho_dir(PseudoRandom &random)
{
	if(random.next()%2==0)
		return random.next()%2 ? v3s16(-1,0,0) : v3s16(1,0,0);
	else
		return random.next()%2 ? v3s16(0,0,-1) : v3s16(0,0,1);
}

static v3s16 turn_xz(v3s16 olddir, int t)
{
	v3s16 dir;
	if(t == 0)
	{
		// Turn right
		dir.X = olddir.Z;
		dir.Z = -olddir.X;
		dir.Y = olddir.Y;
	}
	else
	{
		// Turn left
		dir.X = -olddir.Z;
		dir.Z = olddir.X;
		dir.Y = olddir.Y;
	}
	return dir;
}

static v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
{
	int turn = random.range(0,2);
	v3s16 dir;
	if(turn == 0)
	{
		// Go straight
		dir = olddir;
	}
	else if(turn == 1)
		// Turn right
		dir = turn_xz(olddir, 0);
	else
		// Turn left
		dir = turn_xz(olddir, 1);
	return dir;
}

static void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace,
		v3s16 doordir, v3s16 &result_place, v3s16 &result_dir,
		PseudoRandom &random)
{
	make_hole1(vmanip, doorplace);
	v3s16 p0 = doorplace;
	v3s16 dir = doordir;
	u32 length;
	if(random.next()%2)
		length = random.range(1,13);
	else
		length = random.range(1,6);
	length = random.range(1,13);
	u32 partlength = random.range(1,13);
	u32 partcount = 0;
	s16 make_stairs = 0;
	if(random.next()%2 == 0 && partlength >= 3)
		make_stairs = random.next()%2 ? 1 : -1;
	for(u32 i=0; i<length; i++)
	{
		v3s16 p = p0 + dir;
		if(partcount != 0)
			p.Y += make_stairs;

		/*// If already empty
		if(vmanip.getNodeNoExNoEmerge(p).d
				== CONTENT_AIR
		&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
				== CONTENT_AIR)
		{
		}*/

		if(vmanip.m_area.contains(p) == true
				&& vmanip.m_area.contains(p+v3s16(0,1,0)) == true)
		{
			if(make_stairs)
			{
				make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,5,3),
						VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(CONTENT_COBBLE), 0);
				make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
						VMANIP_FLAG_DUNGEON_INSIDE);
				make_fill(vmanip, p-dir, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
						VMANIP_FLAG_DUNGEON_INSIDE);
			}
			else
			{
				make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,4,3),
						VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(CONTENT_COBBLE), 0);
				make_hole1(vmanip, p);
				/*make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
						VMANIP_FLAG_DUNGEON_INSIDE);*/
			}

			p0 = p;
		}
		else
		{
			// Can't go here, turn away
			dir = turn_xz(dir, random.range(0,1));
			make_stairs = -make_stairs;
			partcount = 0;
			partlength = random.range(1,length);
			continue;
		}

		partcount++;
		if(partcount >= partlength)
		{
			partcount = 0;
			
			dir = random_turn(random, dir);
			
			partlength = random.range(1,length);

			make_stairs = 0;
			if(random.next()%2 == 0 && partlength >= 3)
				make_stairs = random.next()%2 ? 1 : -1;
		}
	}
	result_place = p0;
	result_dir = dir;
}

class RoomWalker
{
public:

	RoomWalker(VoxelManipulator &vmanip_, v3s16 pos, PseudoRandom &random):
			vmanip(vmanip_),
			m_pos(pos),
			m_random(random)
	{
		randomizeDir();
	}

	void randomizeDir()
	{
		m_dir = rand_ortho_dir(m_random);
	}

	void setPos(v3s16 pos)
	{
		m_pos = pos;
	}

	void setDir(v3s16 dir)
	{
		m_dir = dir;
	}
	
	bool findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
	{
		for(u32 i=0; i<100; i++)
		{
			v3s16 p = m_pos + m_dir;
			v3s16 p1 = p + v3s16(0,1,0);
			if(vmanip.m_area.contains(p) == false
					|| vmanip.m_area.contains(p1) == false
					|| i % 4 == 0)
			{
				randomizeDir();
				continue;
			}
			if(vmanip.getNodeNoExNoEmerge(p).d
					== CONTENT_COBBLE
			&& vmanip.getNodeNoExNoEmerge(p1).d
					== CONTENT_COBBLE)
			{
				// Found wall, this is a good place!
				result_place = p;
				result_dir = m_dir;
				// Randomize next direction
				randomizeDir();
				return true;
			}
			/*
				Determine where to move next
			*/
			// Jump one up if the actual space is there
			if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).d
					== CONTENT_COBBLE
			&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
					== CONTENT_AIR
			&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,2,0)).d
					== CONTENT_AIR)
				p += v3s16(0,1,0);
			// Jump one down if the actual space is there
			if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
					== CONTENT_COBBLE
			&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).d
					== CONTENT_AIR
			&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,-1,0)).d
					== CONTENT_AIR)
				p += v3s16(0,-1,0);
			// Check if walking is now possible
			if(vmanip.getNodeNoExNoEmerge(p).d
					!= CONTENT_AIR
			|| vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
					!= CONTENT_AIR)
			{
				// Cannot continue walking here
				randomizeDir();
				continue;
			}
			// Move there
			m_pos = p;
		}
		return false;
	}

	bool findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
			v3s16 &result_doordir, v3s16 &result_roomplace)
	{
		for(s16 trycount=0; trycount<30; trycount++)
		{
			v3s16 doorplace;
			v3s16 doordir;
			bool r = findPlaceForDoor(doorplace, doordir);
			if(r == false)
				continue;
			v3s16 roomplace;
			// X east, Z north, Y up
#if 1
			if(doordir == v3s16(1,0,0)) // X+
				roomplace = doorplace +
						v3s16(0,-1,m_random.range(-roomsize.Z+2,-2));
			if(doordir == v3s16(-1,0,0)) // X-
				roomplace = doorplace +
						v3s16(-roomsize.X+1,-1,m_random.range(-roomsize.Z+2,-2));
			if(doordir == v3s16(0,0,1)) // Z+
				roomplace = doorplace +
						v3s16(m_random.range(-roomsize.X+2,-2),-1,0);
			if(doordir == v3s16(0,0,-1)) // Z-
				roomplace = doorplace +
						v3s16(m_random.range(-roomsize.X+2,-2),-1,-roomsize.Z+1);
#endif
#if 0
			if(doordir == v3s16(1,0,0)) // X+
				roomplace = doorplace + v3s16(0,-1,-roomsize.Z/2);
			if(doordir == v3s16(-1,0,0)) // X-
				roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2);
			if(doordir == v3s16(0,0,1)) // Z+
				roomplace = doorplace + v3s16(-roomsize.X/2,-1,0);
			if(doordir == v3s16(0,0,-1)) // Z-
				roomplace = doorplace + v3s16(-roomsize.X/2,-1,-roomsize.Z+1);
#endif
			
			// Check fit
			bool fits = true;
			for(s16 z=1; z<roomsize.Z-1; z++)
			for(s16 y=1; y<roomsize.Y-1; y++)
			for(s16 x=1; x<roomsize.X-1; x++)
			{
				v3s16 p = roomplace + v3s16(x,y,z);
				if(vmanip.m_area.contains(p) == false)
				{
					fits = false;
					break;
				}
				if(vmanip.m_flags[vmanip.m_area.index(p)]
						& VMANIP_FLAG_DUNGEON_INSIDE)
				{
					fits = false;
					break;
				}
			}
			if(fits == false)
			{
				// Find new place
				continue;
			}
			result_doorplace = doorplace;
			result_doordir = doordir;
			result_roomplace = roomplace;
			return true;
		}
		return false;
	}

private:
	VoxelManipulator &vmanip;
	v3s16 m_pos;
	v3s16 m_dir;
	PseudoRandom &m_random;
};

static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random)
{
	v3s16 areasize = vmanip.m_area.getExtent();
	v3s16 roomsize;
	v3s16 roomplace;
	
	/*
		Find place for first room
	*/
	bool fits = false;
	for(u32 i=0; i<100; i++)
	{
		roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
		roomplace = vmanip.m_area.MinEdge + v3s16(
				random.range(0,areasize.X-roomsize.X-1),
				random.range(0,areasize.Y-roomsize.Y-1),
				random.range(0,areasize.Z-roomsize.Z-1));
		/*
			Check that we're not putting the room to an unknown place,
			otherwise it might end up floating in the air
		*/
		fits = true;
		for(s16 z=1; z<roomsize.Z-1; z++)
		for(s16 y=1; y<roomsize.Y-1; y++)
		for(s16 x=1; x<roomsize.X-1; x++)
		{
			v3s16 p = roomplace + v3s16(x,y,z);
			u32 vi = vmanip.m_area.index(p);
			if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE)
			{
				fits = false;
				break;
			}
			if(vmanip.m_data[vi].d == CONTENT_IGNORE)
			{
				fits = false;
				break;
			}
		}
		if(fits)
			break;
	}
	// No place found
	if(fits == false)
		return;
	
	/*
		Stores the center position of the last room made, so that
		a new corridor can be started from the last room instead of
		the new room, if chosen so.
	*/
	v3s16 last_room_center = roomplace+v3s16(roomsize.X/2,1,roomsize.Z/2);
	
	u32 room_count = random.range(2,7);
	for(u32 i=0; i<room_count; i++)
	{
		// Make a room to the determined place
		make_room1(vmanip, roomsize, roomplace);
		
		v3s16 room_center = roomplace + v3s16(roomsize.X/2,1,roomsize.Z/2);

		// Place torch at room center (for testing)
		//vmanip.m_data[vmanip.m_area.index(room_center)] = MapNode(CONTENT_TORCH);

		// Quit if last room
		if(i == room_count-1)
			break;
		
		// Determine walker start position

		bool start_in_last_room = (random.range(0,2)!=0);
		//bool start_in_last_room = true;

		v3s16 walker_start_place;

		if(start_in_last_room)
		{
			walker_start_place = last_room_center;
		}
		else
		{
			walker_start_place = room_center;
			// Store center of current room as the last one
			last_room_center = room_center;
		}
		
		// Create walker and find a place for a door
		RoomWalker walker(vmanip, walker_start_place, random);
		v3s16 doorplace;
		v3s16 doordir;
		bool r = walker.findPlaceForDoor(doorplace, doordir);
		if(r == false)
			return;
		
		if(random.range(0,1)==0)
			// Make the door
			make_door1(vmanip, doorplace, doordir);
		else
			// Don't actually make a door
			doorplace -= doordir;
		
		// Make a random corridor starting from the door
		v3s16 corridor_end;
		v3s16 corridor_end_dir;
		make_corridor(vmanip, doorplace, doordir, corridor_end,
				corridor_end_dir, random);
		
		// Find a place for a random sized room
		roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
		walker.setPos(corridor_end);
		walker.setDir(corridor_end_dir);
		r = walker.findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace);
		if(r == false)
			return;

		if(random.range(0,1)==0)
			// Make the door
			make_door1(vmanip, doorplace, doordir);
		else
			// Don't actually make a door
			roomplace -= doordir;
		
	}
}

/*
	Noise functions. Make sure seed is mangled differently in each one.
*/

/*
	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, 5,
			0.60, 100.0, 30.0);
}

NoiseParams get_ground_crumbleness_params(u64 seed)
{
	return NoiseParams(NOISE_PERLIN, seed+34413, 3,
			1.3, 20.0, 1.0);
}

NoiseParams get_ground_wetness_params(u64 seed)
{
	return NoiseParams(NOISE_PERLIN, seed+32474, 4,
			1.1, 40.0, 1.0);
}

bool is_cave(u64 seed, v3s16 p)
{
	double d1 = noise3d_param(get_cave_noise1_params(seed), p.X,p.Y,p.Z);
	double d2 = noise3d_param(get_cave_noise2_params(seed), p.X,p.Y,p.Z);
	return d1*d2 > CAVE_NOISE_THRESHOLD;
}

/*
	Ground density noise shall be interpreted by using this.

	TODO: No perlin noises here, they should be outsourced
	      and buffered
		  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, 0.5);
	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);
}

// Amount of trees per area in nodes
double tree_amount_2d(u64 seed, v2s16 p)
{
	/*double noise = noise2d_perlin(
			0.5+(float)p.X/250, 0.5+(float)p.Y/250,
			seed+2, 5, 0.66);*/
	double noise = noise2d_perlin(
			0.5+(float)p.X/125, 0.5+(float)p.Y/125,
			seed+2, 4, 0.66);
	double zeroval = -0.35;
	if(noise < zeroval)
		return 0;
	else
		return 0.04 * (noise-zeroval) / (1.0-zeroval);
}

#if 0
double randomstone_amount_2d(u64 seed, v2s16 p)
{
	double noise = noise2d_perlin(
			0.5+(float)p.X/250, 0.5+(float)p.Y/250,
			seed+3829434, 5, 0.66);
	double zeroval = 0.1;
	if(noise < zeroval)
		return 0;
	else
		return 0.01 * (noise-zeroval) / (1.0-zeroval);
}
#endif

double largestone_amount_2d(u64 seed, v2s16 p)
{
	double noise = noise2d_perlin(
			0.5+(float)p.X/250, 0.5+(float)p.Y/250,
			seed+14143242, 5, 0.66);
	double zeroval = 0.3;
	if(noise < zeroval)
		return 0;
	else
		return 0.005 * (noise-zeroval) / (1.0-zeroval);
}

/*
	Incrementally find ground level from 3d noise
*/
s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
{
	// Start a bit fuzzy to make averaging lower precision values
	// more useful
	s16 level = myrand_range(-precision/2, precision/2);
	s16 dec[] = {31000, 100, 20, 4, 1, 0};
	s16 i;
	for(i = 1; dec[i] != 0 && precision <= dec[i]; i++)
	{
		// First find non-ground by going upwards
		// Don't stop in caves.
		{
			s16 max = level+dec[i-1]*2;
			v3s16 p(p2d.X, level, p2d.Y);
			for(; p.Y < max; p.Y += dec[i])
			{
				if(!is_ground(seed, p))
				{
					level = p.Y;
					break;
				}
			}
		}
		// Then find ground by going downwards from there.
		// Go in caves, too, when precision is 1.
		{
			s16 min = level-dec[i-1]*2;
			v3s16 p(p2d.X, level, p2d.Y);
			for(; p.Y>min; p.Y-=dec[i])
			{
				bool ground = is_ground(seed, p);
				/*if(dec[i] == 1 && is_cave(seed, p))
					ground = false;*/
				if(ground)
				{
					level = p.Y;
					break;
				}
			}
		}
	}
	
	// This is more like the actual ground level
	level += dec[i-1]/2;

	return level;
}

double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p=4);

double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p)
{
	v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
	v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
	double a = 0;
	a += find_ground_level_from_noise(seed,
			v2s16(node_min.X, node_min.Y), p);
	a += find_ground_level_from_noise(seed,
			v2s16(node_min.X, node_max.Y), p);
	a += find_ground_level_from_noise(seed,
			v2s16(node_max.X, node_max.Y), p);
	a += find_ground_level_from_noise(seed,
			v2s16(node_max.X, node_min.Y), p);
	a += find_ground_level_from_noise(seed,
			v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p);
	a /= 5;
	return a;
}

double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p=4);

double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p)
{
	v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
	v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
	double a = -31000;
	// 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;
}

bool block_is_underground(u64 seed, v3s16 blockpos)
{
	s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
			seed, v2s16(blockpos.X, blockpos.Z));
	
	if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
		return true;
	else
		return false;
}

#if 0
#define AVERAGE_MUD_AMOUNT 4

double base_rock_level_2d(u64 seed, v2s16 p)
{
	// The base ground level
	double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT
			+ 20. * noise2d_perlin(
			0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
			(seed>>32)+654879876, 6, 0.6);

	/*// A bit hillier one
	double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin(
			0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
			(seed>>27)+90340, 6, 0.69);
	if(base2 > base)
		base = base2;*/
#if 1
	// Higher ground level
	double higher = (double)WATER_LEVEL + 25. + 35. * noise2d_perlin(
			0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
			seed+85039, 5, 0.69);
	//higher = 30; // For debugging

	// Limit higher to at least base
	if(higher < base)
		higher = base;

	// Steepness factor of cliffs
	double b = 1.0 + 1.0 * noise2d_perlin(
			0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
			seed-932, 7, 0.7);
	b = rangelim(b, 0.0, 1000.0);
	b = pow(b, 5);
	b *= 7;
	b = rangelim(b, 3.0, 1000.0);
	//dstream<<"b="<<b<<std::endl;
	//double b = 20;

	// Offset to more low
	double a_off = -0.2;
	// High/low selector
	/*double a = 0.5 + b * (a_off + noise2d_perlin(
			0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
			seed-359, 6, 0.7));*/
	double a = (double)0.5 + b * (a_off + noise2d_perlin(
			0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
			seed-359, 5, 0.60));
	// Limit
	a = rangelim(a, 0.0, 1.0);

	//dstream<<"a="<<a<<std::endl;

	double h = base*(1.0-a) + higher*a;
#else
	double h = base;
#endif
	return h;
}

double get_mud_add_amount(u64 seed, v2s16 p)
{
	return ((float)AVERAGE_MUD_AMOUNT + 3.0 * noise2d_perlin(
			0.5+(float)p.X/200, 0.5+(float)p.Y/200,
			seed+91013, 3, 0.55));
}
#endif

bool get_have_sand(u64 seed, v2s16 p2d)
{
	// Determine whether to have sand here
	double sandnoise = noise2d_perlin(
			0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
			seed+59420, 3, 0.50);

	return (sandnoise > -0.15);
}

/*
	Adds random objects to block, depending on the content of the block
*/
void add_random_objects(MapBlock *block)
{
	for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
	for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
	{
		bool last_node_walkable = false;
		for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
		{
			v3s16 p(x0,y0,z0);
			MapNode n = block->getNodeNoEx(p);
			if(n.d == CONTENT_IGNORE)
				continue;
			if(content_features(n.d).liquid_type != LIQUID_NONE)
				continue;
			if(content_features(n.d).walkable)
			{
				last_node_walkable = true;
				continue;
			}
			if(last_node_walkable)
			{
				// If block contains light information
				if(content_features(n.d).param_type == CPT_LIGHT)
				{
					if(n.getLight(LIGHTBANK_DAY) <= 3)
					{
						if(myrand() % 300 == 0)
						{
							v3f pos_f = intToFloat(p+block->getPosRelative(), BS);
							pos_f.Y -= BS*0.4;
							ServerActiveObject *obj = new RatSAO(NULL, 0, pos_f);
							std::string data = obj->getStaticData();
							StaticObject s_obj(obj->getType(),
									obj->getBasePosition(), data);
							// Add some
							block->m_static_objects.insert(0, s_obj);
							block->m_static_objects.insert(0, s_obj);
							block->m_static_objects.insert(0, s_obj);
							block->m_static_objects.insert(0, s_obj);
							block->m_static_objects.insert(0, s_obj);
							block->m_static_objects.insert(0, s_obj);
							delete obj;
						}
						if(myrand() % 1000 == 0)
						{
							v3f pos_f = intToFloat(p+block->getPosRelative(), BS);
							pos_f.Y -= BS*0.4;
							ServerActiveObject *obj = new Oerkki1SAO(NULL,0,pos_f);
							std::string data = obj->getStaticData();
							StaticObject s_obj(obj->getType(),
									obj->getBasePosition(), data);
							// Add one
							block->m_static_objects.insert(0, s_obj);
							delete obj;
						}
					}
				}
			}
			last_node_walkable = false;
		}
	}
	block->setChangedFlag();
}

void make_block(BlockMakeData *data)
{
	if(data->no_op)
	{
		dstream<<"makeBlock: no-op"<<std::endl;
		return;
	}

	v3s16 blockpos = data->blockpos;
	
	/*dstream<<"makeBlock(): ("<<blockpos.X<<","<<blockpos.Y<<","
			<<blockpos.Z<<")"<<std::endl;*/

	ManualMapVoxelManipulator &vmanip = *(data->vmanip);
	v3s16 blockpos_min = blockpos - v3s16(1,1,1);
	v3s16 blockpos_max = blockpos + v3s16(1,1,1);
	// Area of center block
	v3s16 node_min = blockpos*MAP_BLOCKSIZE;
	v3s16 node_max = (blockpos+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
	// Full allocated area
	v3s16 full_node_min = (blockpos-1)*MAP_BLOCKSIZE;
	v3s16 full_node_max = (blockpos+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
	// Area of a block
	double block_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE;

	v2s16 p2d_center(node_min.X+MAP_BLOCKSIZE/2, node_min.Z+MAP_BLOCKSIZE/2);

	/*
		Get average ground level from noise
	*/
	
	s16 approx_groundlevel = (s16)get_sector_average_ground_level(
			data->seed, v2s16(blockpos.X, blockpos.Z));
	//dstream<<"approx_groundlevel="<<approx_groundlevel<<std::endl;
	
	s16 approx_ground_depth = approx_groundlevel - (node_min.Y+MAP_BLOCKSIZE/2);
	
	s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
			data->seed, v2s16(blockpos.X, blockpos.Z));
	// Minimum amount of ground above the top of the central block
	s16 minimum_ground_depth = minimum_groundlevel - node_max.Y;

	s16 maximum_groundlevel = (s16)get_sector_maximum_ground_level(
			data->seed, v2s16(blockpos.X, blockpos.Z), 1);
	// Maximum amount of ground above the bottom of the central block
	s16 maximum_ground_depth = maximum_groundlevel - node_min.Y;
	
	/*
		Special case for high air or water: Just fill with air and water.
	*/
	if(maximum_ground_depth < -20)
	{
		for(s16 x=node_min.X; x<=node_max.X; x++)
		for(s16 z=node_min.Z; z<=node_max.Z; z++)
		{
			// Node position
			v2s16 p2d(x,z);
			{
				// Use fast index incrementing
				v3s16 em = vmanip.m_area.getExtent();
				u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
				for(s16 y=node_min.Y; y<=node_max.Y; y++)
				{
					// Only modify places that have no content
					if(vmanip.m_data[i].d == CONTENT_IGNORE)
					{
						if(y <= WATER_LEVEL)
							vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE);
						else
							vmanip.m_data[i] = MapNode(CONTENT_AIR);
					}
				
					data->vmanip->m_area.add_y(em, i, 1);
				}
			}
		}
		
		// We're done
		return;
	}

	/*
		If block is deep underground, this is set to true and ground
		density noise is not generated, for speed optimization.
	*/
	bool all_is_ground_except_caves = (minimum_ground_depth > 40);
	
	/*
		Create a block-specific seed
	*/
	u32 blockseed = (u32)(data->seed%0x100000000) + full_node_min.Z*38134234
			+ full_node_min.Y*42123 + full_node_min.X*23;
	
	/*
		Make some 3D noise
	*/
	
	//NoiseBuffer noisebuf1;
	//NoiseBuffer noisebuf2;
	NoiseBuffer noisebuf_cave;
	NoiseBuffer noisebuf_ground;
	NoiseBuffer noisebuf_ground_crumbleness;
	NoiseBuffer noisebuf_ground_wetness;
	{
		v3f minpos_f(node_min.X, node_min.Y, node_min.Z);
		v3f maxpos_f(node_max.X, node_max.Y, node_max.Z);

		//TimeTaker timer("noisebuf.create");

		/*
			Cave noise
		*/
#if 1
		noisebuf_cave.create(get_cave_noise1_params(data->seed),
				minpos_f.X, minpos_f.Y, minpos_f.Z,
				maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
				2, 2, 2);
		noisebuf_cave.multiply(get_cave_noise2_params(data->seed));
#endif

		/*
			Ground noise
		*/
		
		// Sample length
		v3f sl = v3f(4.0, 4.0, 4.0);
		
		/*
			Density noise
		*/
		if(all_is_ground_except_caves == false)
			//noisebuf_ground.create(data->seed+983240, 6, 0.60, false,
			noisebuf_ground.create(get_ground_noise1_params(data->seed),
					minpos_f.X, minpos_f.Y, minpos_f.Z,
					maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
					sl.X, sl.Y, sl.Z);
		
		/*
			Ground property noise
		*/
		sl = v3f(2.5, 2.5, 2.5);
		noisebuf_ground_crumbleness.create(
				get_ground_crumbleness_params(data->seed),
				minpos_f.X, minpos_f.Y, minpos_f.Z,
				maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z,
				sl.X, sl.Y, sl.Z);
		noisebuf_ground_wetness.create(
				get_ground_wetness_params(data->seed),
				minpos_f.X, minpos_f.Y, minpos_f.Z,
				maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z,
				sl.X, sl.Y, sl.Z);
	}
	
	/*
		Make base ground level
	*/

	for(s16 x=node_min.X; x<=node_max.X; x++)
	for(s16 z=node_min.Z; z<=node_max.Z; z++)
	{
		// Node position
		v2s16 p2d(x,z);
		{
			// Use fast index incrementing
			v3s16 em = vmanip.m_area.getExtent();
			u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
			for(s16 y=node_min.Y; y<=node_max.Y; y++)
			{
				// Only modify places that have no content
				if(vmanip.m_data[i].d == CONTENT_IGNORE)
				{
					// First priority: make air and water.
					// This avoids caves inside water.
					if(all_is_ground_except_caves == false
							&& val_is_ground(noisebuf_ground.get(x,y,z),
							v3s16(x,y,z), data->seed) == false)
					{
						if(y <= WATER_LEVEL)
							vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE);
						else
							vmanip.m_data[i] = MapNode(CONTENT_AIR);
					}
					else if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD)
						vmanip.m_data[i] = MapNode(CONTENT_AIR);
					else
						vmanip.m_data[i] = MapNode(CONTENT_STONE);
				}
			
				data->vmanip->m_area.add_y(em, i, 1);
			}
		}
	}

	/*
		Add minerals
	*/

	{
		PseudoRandom mineralrandom(blockseed);

		/*
			Add meseblocks
		*/
		for(s16 i=0; i<approx_ground_depth/4; i++)
		{
			if(mineralrandom.next()%50 == 0)
			{
				s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
				s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
				s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
				for(u16 i=0; i<27; i++)
				{
					v3s16 p = v3s16(x,y,z) + g_27dirs[i];
					u32 vi = vmanip.m_area.index(p);
					if(vmanip.m_data[vi].d == CONTENT_STONE)
						if(mineralrandom.next()%8 == 0)
							vmanip.m_data[vi] = MapNode(CONTENT_MESE);
				}
					
			}
		}
		/*
			Add others
		*/
		{
			u16 a = mineralrandom.range(0,15);
			a = a*a*a;
			u16 amount = 20 * a/1000;
			for(s16 i=0; i<amount; i++)
			{
				s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
				s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
				s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);

				u8 base_content = CONTENT_STONE;
				MapNode new_content(CONTENT_IGNORE);
				u32 sparseness = 6;

				if(noisebuf_ground_crumbleness.get(x,y+5,z) < -0.1)
				{
					new_content = MapNode(CONTENT_STONE, MINERAL_COAL);
				}
				else
				{
					if(noisebuf_ground_wetness.get(x,y+5,z) > 0.0)
						new_content = MapNode(CONTENT_STONE, MINERAL_IRON);
					/*if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
						vmanip.m_data[i] = MapNode(CONTENT_MUD);
					else
						vmanip.m_data[i] = MapNode(CONTENT_SAND);*/
				}
				/*else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.1)
				{
				}*/

				if(new_content.d != CONTENT_IGNORE)
				{
					for(u16 i=0; i<27; i++)
					{
						v3s16 p = v3s16(x,y,z) + g_27dirs[i];
						u32 vi = vmanip.m_area.index(p);
						if(vmanip.m_data[vi].d == base_content)
						{
							if(mineralrandom.next()%sparseness == 0)
								vmanip.m_data[vi] = new_content;
						}
					}
				}
			}
		}
		/*
			Add coal
		*/
		//for(s16 i=0; i < MYMAX(0, 50 - abs(node_min.Y+8 - (-30))); i++)
		//for(s16 i=0; i<50; i++)
		u16 coal_amount = 30;
		u16 coal_rareness = 60 / coal_amount;
		if(coal_rareness == 0)
			coal_rareness = 1;
		if(mineralrandom.next()%coal_rareness == 0)
		{
			u16 a = mineralrandom.next() % 16;
			u16 amount = coal_amount * a*a*a / 1000;
			for(s16 i=0; i<amount; i++)
			{
				s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
				s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
				s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
				for(u16 i=0; i<27; i++)
				{
					v3s16 p = v3s16(x,y,z) + g_27dirs[i];
					u32 vi = vmanip.m_area.index(p);
					if(vmanip.m_data[vi].d == CONTENT_STONE)
						if(mineralrandom.next()%8 == 0)
							vmanip.m_data[vi] = MapNode(CONTENT_STONE, MINERAL_COAL);
				}
			}
		}
		/*
			Add iron
		*/
		u16 iron_amount = 8;
		u16 iron_rareness = 60 / iron_amount;
		if(iron_rareness == 0)
			iron_rareness = 1;
		if(mineralrandom.next()%iron_rareness == 0)
		{
			u16 a = mineralrandom.next() % 16;
			u16 amount = iron_amount * a*a*a / 1000;
			for(s16 i=0; i<amount; i++)
			{
				s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
				s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
				s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
				for(u16 i=0; i<27; i++)
				{
					v3s16 p = v3s16(x,y,z) + g_27dirs[i];
					u32 vi = vmanip.m_area.index(p);
					if(vmanip.m_data[vi].d == CONTENT_STONE)
						if(mineralrandom.next()%8 == 0)
							vmanip.m_data[vi] = MapNode(CONTENT_STONE, MINERAL_IRON);
				}
			}
		}
	}

	/*
		Add mud and sand and others underground (in place of stone)
	*/

	for(s16 x=node_min.X; x<=node_max.X; x++)
	for(s16 z=node_min.Z; z<=node_max.Z; z++)
	{
		// Node position
		v2s16 p2d(x,z);
		{
			// Use fast index incrementing
			v3s16 em = vmanip.m_area.getExtent();
			u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
			for(s16 y=node_max.Y; y>=node_min.Y; y--)
			{
				if(vmanip.m_data[i].d == CONTENT_STONE)
				{
					if(noisebuf_ground_crumbleness.get(x,y,z) > 1.3)
					{
						if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
							vmanip.m_data[i] = MapNode(CONTENT_MUD);
						else
							vmanip.m_data[i] = MapNode(CONTENT_SAND);
					}
					else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.7)
					{
						if(noisebuf_ground_wetness.get(x,y,z) < -0.6)
							vmanip.m_data[i] = MapNode(CONTENT_GRAVEL);
					}
				}

				data->vmanip->m_area.add_y(em, i, -1);
			}
		}
	}

	/*
		Add dungeons
	*/
	
	//if(node_min.Y < approx_groundlevel)
	//if(myrand() % 3 == 0)
	//if(myrand() % 3 == 0 && node_min.Y < approx_groundlevel)
	//if(myrand() % 100 == 0 && node_min.Y < approx_groundlevel)
	//float dungeon_rarity = g_settings.getFloat("dungeon_rarity");
	float dungeon_rarity = 0.02;
	if(((noise3d(blockpos.X,blockpos.Y,blockpos.Z,data->seed)+1.0)/2.0)
			< dungeon_rarity
			&& node_min.Y < approx_groundlevel)
	{
		// Dungeon generator doesn't modify places which have this set
		data->vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE
				| VMANIP_FLAG_DUNGEON_PRESERVE);
		
		// Set all air and water to be untouchable to make dungeons open
		// to caves and open air
		for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
		for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
		{
			// Node position
			v2s16 p2d(x,z);
			{
				// Use fast index incrementing
				v3s16 em = vmanip.m_area.getExtent();
				u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
				for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
				{
					if(vmanip.m_data[i].d == CONTENT_AIR)
						vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
					else if(vmanip.m_data[i].d == CONTENT_WATERSOURCE)
						vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
					data->vmanip->m_area.add_y(em, i, -1);
				}
			}
		}
		
		PseudoRandom random(blockseed+2);

		// Add it
		make_dungeon1(vmanip, random);
		
		// Convert some cobble to mossy cobble
		for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
		for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
		{
			// Node position
			v2s16 p2d(x,z);
			{
				// Use fast index incrementing
				v3s16 em = vmanip.m_area.getExtent();
				u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
				for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
				{
					// (noisebuf not used because it doesn't contain the
					//  full area)
					double wetness = noise3d_param(
							get_ground_wetness_params(data->seed), x,y,z);
					double d = noise3d_perlin((float)x/2.5,
							(float)y/2.5,(float)z/2.5,
							blockseed, 2, 1.4);
					if(vmanip.m_data[i].d == CONTENT_COBBLE)
					{
						if(d < wetness/3.0)
						{
							vmanip.m_data[i].d = CONTENT_MOSSYCOBBLE;
						}
					}
					/*else if(vmanip.m_flags[i] & VMANIP_FLAG_DUNGEON_INSIDE)
					{
						if(wetness > 1.2)
							vmanip.m_data[i].d = CONTENT_MUD;
					}*/
					data->vmanip->m_area.add_y(em, i, -1);
				}
			}
		}
	}
	
	/*
		Add top and bottom side of water to transforming_liquid queue
	*/

	for(s16 x=node_min.X; x<=node_max.X; x++)
	for(s16 z=node_min.Z; z<=node_max.Z; z++)
	{
		// Node position
		v2s16 p2d(x,z);
		{
			bool water_found = false;
			// Use fast index incrementing
			v3s16 em = vmanip.m_area.getExtent();
			u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
			for(s16 y=node_max.Y; y>=node_min.Y; y--)
			{
				if(water_found == false)
				{
					if(vmanip.m_data[i].d == CONTENT_WATERSOURCE)
					{
						v3s16 p = v3s16(p2d.X, y, p2d.Y);
						data->transforming_liquid.push_back(p);
						water_found = true;
					}
				}
				else
				{
					// This can be done because water_found can only
					// turn to true and end up here after going through
					// a single block.
					if(vmanip.m_data[i+1].d != CONTENT_WATERSOURCE)
					{
						v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
						data->transforming_liquid.push_back(p);
						water_found = false;
					}
				}

				data->vmanip->m_area.add_y(em, i, -1);
			}
		}
	}

	/*
		If close to ground level
	*/

	//if(abs(approx_ground_depth) < 30)
	if(minimum_ground_depth < 5 && maximum_ground_depth > -5)
	{
		/*
			Add grass and mud
		*/

		for(s16 x=node_min.X; x<=node_max.X; x++)
		for(s16 z=node_min.Z; z<=node_max.Z; z++)
		{
			// Node position
			v2s16 p2d(x,z);
			{
				bool possibly_have_sand = get_have_sand(data->seed, p2d);
				bool have_sand = false;
				u32 current_depth = 0;
				bool air_detected = false;
				bool water_detected = false;
				// Use fast index incrementing
				s16 start_y = node_max.Y+2;
				v3s16 em = vmanip.m_area.getExtent();
				u32 i = vmanip.m_area.index(v3s16(p2d.X, start_y, p2d.Y));
				for(s16 y=start_y; y>=node_min.Y-3; y--)
				{
					if(vmanip.m_data[i].d == CONTENT_WATERSOURCE)
						water_detected = true;
					if(vmanip.m_data[i].d == CONTENT_AIR)
						air_detected = true;

					if((vmanip.m_data[i].d == CONTENT_STONE
							|| vmanip.m_data[i].d == CONTENT_GRASS
							|| vmanip.m_data[i].d == CONTENT_MUD
							|| vmanip.m_data[i].d == CONTENT_SAND
							|| vmanip.m_data[i].d == CONTENT_GRAVEL
							) && (air_detected || water_detected))
					{
						if(current_depth == 0 && y <= WATER_LEVEL+2
								&& possibly_have_sand)
							have_sand = true;
						
						if(current_depth < 4)
						{
							if(have_sand)
							{
								vmanip.m_data[i] = MapNode(CONTENT_SAND);
							}
							#if 1
							else if(current_depth==0 && !water_detected
									&& y >= WATER_LEVEL && air_detected)
								vmanip.m_data[i] = MapNode(CONTENT_GRASS);
							#endif
							else
								vmanip.m_data[i] = MapNode(CONTENT_MUD);
						}
						else
						{
							if(vmanip.m_data[i].d == CONTENT_MUD
								|| vmanip.m_data[i].d == CONTENT_GRASS)
								vmanip.m_data[i] = MapNode(CONTENT_STONE);
						}

						current_depth++;

						if(current_depth >= 8)
							break;
					}
					else if(current_depth != 0)
						break;

					data->vmanip->m_area.add_y(em, i, -1);
				}
			}
		}

		/*
			Add trees
		*/
		
		// Amount of trees
		u32 tree_count = block_area_nodes * tree_amount_2d(data->seed, p2d_center);
		PseudoRandom treerandom(blockseed);
		// Put trees in random places on part of division
		for(u32 i=0; i<tree_count; i++)
		{
			s16 x = treerandom.range(node_min.X, node_max.X);
			s16 z = treerandom.range(node_min.Z, node_max.Z);
			//s16 y = find_ground_level(data->vmanip, v2s16(x,z));
			s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4);
			// Don't make a tree under water level
			if(y < WATER_LEVEL)
				continue;
			// Make sure tree fits (only trees whose starting point is
			// at this block are added)
			if(y < node_min.Y || y > node_max.Y)
				continue;
			/*
				Find exact ground level
			*/
			v3s16 p(x,y+6,z);
			bool found = false;
			for(; p.Y >= y-6; p.Y--)
			{
				u32 i = data->vmanip->m_area.index(p);
				MapNode *n = &data->vmanip->m_data[i];
				if(n->d != CONTENT_AIR && n->d != CONTENT_IGNORE)
				{
					found = true;
					break;
				}
			}
			// If not found, handle next one
			if(found == false)
				continue;
			/*
				Trees grow only on mud and grass
			*/
			{
				u32 i = data->vmanip->m_area.index(p);
				MapNode *n = &data->vmanip->m_data[i];
				if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
					continue;
			}
			// Tree will be placed one higher
			p.Y++;
			// Make a tree
			make_tree(vmanip, p);
		}

#if 0
		/*
			Add some kind of random stones
		*/
		
		u32 random_stone_count = block_area_nodes *
				randomstone_amount_2d(data->seed, p2d_center);
		// Put in random places on part of division
		for(u32 i=0; i<random_stone_count; i++)
		{
			s16 x = myrand_range(node_min.X, node_max.X);
			s16 z = myrand_range(node_min.Z, node_max.Z);
			s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
			// Don't add under water level
			/*if(y < WATER_LEVEL)
				continue;*/
			// Don't add if doesn't belong to this block
			if(y < node_min.Y || y > node_max.Y)
				continue;
			v3s16 p(x,y,z);
			// Filter placement
			/*{
				u32 i = data->vmanip->m_area.index(v3s16(p));
				MapNode *n = &data->vmanip->m_data[i];
				if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
					continue;
			}*/
			// Will be placed one higher
			p.Y++;
			// Add it
			make_randomstone(data->vmanip, p);
		}
#endif

#if 0
		/*
			Add larger stones
		*/
		
		u32 large_stone_count = block_area_nodes *
				largestone_amount_2d(data->seed, p2d_center);
		//u32 large_stone_count = 1;
		// Put in random places on part of division
		for(u32 i=0; i<large_stone_count; i++)
		{
			s16 x = myrand_range(node_min.X, node_max.X);
			s16 z = myrand_range(node_min.Z, node_max.Z);
			s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
			// Don't add under water level
			/*if(y < WATER_LEVEL)
				continue;*/
			// Don't add if doesn't belong to this block
			if(y < node_min.Y || y > node_max.Y)
				continue;
			v3s16 p(x,y,z);
			// Filter placement
			/*{
				u32 i = data->vmanip->m_area.index(v3s16(p));
				MapNode *n = &data->vmanip->m_data[i];
				if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
					continue;
			}*/
			// Will be placed one lower
			p.Y--;
			// Add it
			make_largestone(data->vmanip, p);
		}
#endif
	}

}

BlockMakeData::BlockMakeData():
	no_op(false),
	vmanip(NULL),
	seed(0)
{}

BlockMakeData::~BlockMakeData()
{
	delete vmanip;
}

}; // namespace mapgen