diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt
index 26064c8ebda7684f8a52d313ded0b7f64a0c0306..60e2b1d88ac7440a63862e10769a3a87b44c16fb 100644
--- a/src/CMakeLists.txt
+++ b/src/CMakeLists.txt
@@ -226,6 +226,7 @@ set(common_SRCS
 	mapgen.cpp
 	mapgen_v6.cpp
 	treegen.cpp
+	dungeongen.cpp
 	content_nodemeta.cpp
 	content_mapnode.cpp
 	collision.cpp
diff --git a/src/dungeongen.cpp b/src/dungeongen.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..9528b4132b74434cbe9f989b71c82c3a9d446001
--- /dev/null
+++ b/src/dungeongen.cpp
@@ -0,0 +1,634 @@
+/*
+Minetest
+Copyright (C) 2010-2013 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 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 "dungeongen.h"
+#include "mapgen.h"
+#include "voxel.h"
+#include "noise.h"
+#include "mapblock.h"
+#include "mapnode.h"
+#include "map.h"
+#include "nodedef.h"
+#include "profiler.h"
+#include "settings.h" // For g_settings
+#include "main.h" // For g_profiler
+
+NoiseParams nparams_dungeon_rarity = 
+	{0.0, 1.0, v3f(500.0, 500.0, 500.0), 0, 2, 0.8};
+NoiseParams nparams_dungeon_wetness =
+	{0.0, 1.0, v3f(40.0, 40.0, 40.0), 32474, 4, 1.1};
+NoiseParams nparams_dungeon_density =
+	{0.0, 1.0, v3f(2.5, 2.5, 2.5), 0, 2, 1.4};
+
+
+///////////////////////////////////////////////////////////////////////////////
+
+
+DungeonGen::DungeonGen(INodeDefManager *ndef, u64 seed, s16 waterlevel) {
+	this->ndef        = ndef;
+	this->mapseed     = seed;
+	this->water_level = waterlevel;
+	
+	np_rarity  = &nparams_dungeon_rarity;
+	np_wetness = &nparams_dungeon_wetness;
+	np_density = &nparams_dungeon_density;
+	/*
+	cid_water_source = ndef->getId("mapgen_water_source");
+	cid_cobble       = ndef->getId("mapgen_cobble");
+	cid_mossycobble  = ndef->getId("mapgen_mossycobble");
+	cid_torch        = ndef->getId("default:torch");
+	*/
+}
+
+
+void DungeonGen::generate(ManualMapVoxelManipulator *vm, u32 bseed,
+						 v3s16 nmin, v3s16 nmax) {
+	//TimeTaker t("gen dungeons");
+	int approx_groundlevel = 10 + water_level;
+
+	if ((nmin.Y + nmax.Y) / 2 >= approx_groundlevel ||
+		NoisePerlin3D(np_rarity, nmin.X, nmin.Y, nmin.Z, mapseed) < 0.2)
+		return;
+		
+	this->vmanip    = vm;
+	this->blockseed = bseed;
+	random.seed(bseed + 2);
+
+	cid_water_source = ndef->getId("mapgen_water_source");
+	cid_cobble       = ndef->getId("mapgen_cobble");
+	cid_mossycobble  = ndef->getId("mapgen_mossycobble");
+	//cid_torch        = ndef->getId("default:torch");
+	cid_cobblestair  = ndef->getId("stairs:stair_cobble");
+
+	// Dungeon generator doesn't modify places which have this set
+	vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
+
+	// Set all air and water to be untouchable to make dungeons open
+	// to caves and open air
+	for (s16 z = nmin.Z; z <= nmax.Z; z++) {
+		for (s16 y = nmin.Y; y <= nmax.Y; y++) {
+			u32 i = vmanip->m_area.index(nmin.X, y, z);
+			for (s16 x = nmin.X; x <= nmax.X; x++) {
+				content_t c = vmanip->m_data[i].getContent();
+				if (c == CONTENT_AIR || c == cid_water_source)
+					vmanip->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
+				i++;
+			}
+		}
+	}
+	
+	// Add it
+	makeDungeon(v3s16(1,1,1) * MAP_BLOCKSIZE);
+	
+	// Convert some cobble to mossy cobble
+	for (s16 z = nmin.Z; z <= nmax.Z; z++) {
+		for (s16 y = nmin.Y; y <= nmax.Y; y++) {
+			u32 i = vmanip->m_area.index(nmin.X, y, z);
+			for (s16 x = nmin.X; x <= nmax.X; x++) {
+				if (vmanip->m_data[i].getContent() == cid_cobble) {
+					float wetness = NoisePerlin3D(np_wetness, x, y, z, mapseed);
+					float density = NoisePerlin3D(np_density, x, y, z, blockseed);
+					if (density < wetness / 3.0)
+						vmanip->m_data[i].setContent(cid_mossycobble);
+				}
+				i++;
+			}
+		}
+	}
+	
+	//printf("== gen dungeons: %dms\n", t.stop());
+}
+
+
+void DungeonGen::makeDungeon(v3s16 start_padding)
+{
+	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++)
+	{
+		bool is_large_room = ((random.next() & 3) == 1);
+		roomsize = is_large_room ?
+			v3s16(random.range(8, 16),random.range(8, 16),random.range(8, 16)) :
+			v3s16(random.range(4,  8),random.range(4,  6),random.range(4, 8));
+		
+		// start_padding is used to disallow starting the generation of
+		// a dungeon in a neighboring generation chunk
+		roomplace = vmanip->m_area.MinEdge + start_padding + v3s16(
+			random.range(0,areasize.X-roomsize.X-1-start_padding.X),
+			random.range(0,areasize.Y-roomsize.Y-1-start_padding.Y),
+			random.range(0,areasize.Z-roomsize.Z-1-start_padding.Z));
+			
+		/*
+			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].getContent() == 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, 16);
+	for (u32 i = 0; i < room_count; i++)
+	{
+		// Make a room to the determined place
+		makeRoom(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(cid_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);
+
+		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
+		v3s16 doorplace;
+		v3s16 doordir;
+		
+		m_pos = walker_start_place;
+		bool r = findPlaceForDoor(doorplace, doordir);
+		if (r == false)
+			return;
+
+		if (random.range(0,1) == 0)
+			// Make the door
+			makeDoor(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;
+		makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir);
+
+		// Find a place for a random sized room
+		roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
+		m_pos = corridor_end;
+		m_dir = corridor_end_dir;
+		r = findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace);
+		if (r == false)
+			return;
+
+		if (random.range(0,1) == 0)
+			// Make the door
+			makeDoor(doorplace, doordir);
+		else
+			// Don't actually make a door
+			roomplace -= doordir;
+
+	}
+}
+
+
+void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
+{
+	MapNode n_cobble(cid_cobble);
+	MapNode n_air(CONTENT_AIR);
+	
+	// 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] = n_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] = n_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] = n_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] = n_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] = n_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] = n_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]   = n_air;
+	}
+}
+
+
+void DungeonGen::makeFill(v3s16 place, v3s16 size,
+		u8 avoid_flags, MapNode n, u8 or_flags)
+{
+	for (s16 z = 0; z < size.Z; z++)
+	for (s16 y = 0; y < size.Y; y++)
+	for (s16 x = 0; x < size.X; x++)
+	{
+		v3s16 p = place + v3s16(x, y, z);
+		if (vmanip->m_area.contains(p) == false)
+			continue;
+		u32 vi = vmanip->m_area.index(p);
+		if (vmanip->m_flags[vi] & avoid_flags)
+			continue;
+		vmanip->m_flags[vi] |= or_flags;
+		vmanip->m_data[vi]   = n;
+	}
+}
+
+
+void DungeonGen::makeHole(v3s16 place)
+{
+	makeFill(place, v3s16(1, 2, 1), 0, MapNode(CONTENT_AIR),
+			VMANIP_FLAG_DUNGEON_INSIDE);
+}
+
+
+void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir)
+{
+	makeHole(doorplace);
+	// Place torch (for testing)
+	//vmanip->m_data[vmanip->m_area.index(doorplace)] = MapNode(cid_torch);
+}
+
+
+void DungeonGen::makeCorridor(v3s16 doorplace,
+		v3s16 doordir, v3s16 &result_place, v3s16 &result_dir)
+{
+	makeHole(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 (vmanip->m_area.contains(p) == true &&
+			vmanip->m_area.contains(p + v3s16(0, 1, 0)) == true) {
+			if (make_stairs) {
+				makeFill(p + v3s16(-1, -1, -1), v3s16(3, 5, 3),
+						VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(cid_cobble), 0);
+				makeHole(p);
+				makeHole(p - dir);
+				
+				// TODO: fix stairs code so it works 100% (quite difficult)
+
+				// exclude stairs from the bottom step
+				if (((make_stairs ==  1) && i != 0) ||
+					((make_stairs == -1) && i != length - 1)) {
+					// rotate face 180 deg if making stairs backwards
+					int facedir = dir_to_facedir(dir * make_stairs);
+					
+					u32 vi = vmanip->m_area.index(p.X - dir.X, p.Y - 1, p.Z - dir.Z);
+					if (vmanip->m_data[vi].getContent() == cid_cobble)
+						vmanip->m_data[vi] = MapNode(cid_cobblestair, 0, facedir);
+					
+					vi = vmanip->m_area.index(p.X, p.Y, p.Z);
+					if (vmanip->m_data[vi].getContent() == cid_cobble)
+						vmanip->m_data[vi] = MapNode(cid_cobblestair, 0, facedir);
+				}
+			} else {
+				makeFill(p + v3s16(-1, -1, -1), v3s16(3, 4, 3),
+						VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(cid_cobble), 0);
+				makeHole(p);
+			}
+
+			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;
+}
+
+
+bool DungeonGen::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).getContent()  == cid_cobble
+		 && vmanip->getNodeNoExNoEmerge(p1).getContent() == cid_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)).getContent() == cid_cobble
+		 && vmanip->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == CONTENT_AIR
+		 && vmanip->getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent() == CONTENT_AIR)
+			p += v3s16(0,1,0);
+		// Jump one down if the actual space is there
+		if (vmanip->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == cid_cobble
+		 && vmanip->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == CONTENT_AIR
+		 && vmanip->getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent() == CONTENT_AIR)
+			p += v3s16(0,-1,0);
+		// Check if walking is now possible
+		if (vmanip->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR
+		 || vmanip->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() != CONTENT_AIR)
+		{
+			// Cannot continue walking here
+			randomizeDir();
+			continue;
+		}
+		// Move there
+		m_pos = p;
+	}
+	return false;
+}
+
+
+bool DungeonGen::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, random.range(-roomsize.Z + 2, -2));
+		if (doordir == v3s16(-1, 0, 0)) // X-
+			roomplace = doorplace +
+					v3s16(-roomsize.X + 1, -1, random.range(-roomsize.Z + 2, -2));
+		if (doordir == v3s16(0, 0, 1)) // Z+
+			roomplace = doorplace +
+					v3s16(random.range(-roomsize.X + 2, -2), -1, 0);
+		if (doordir == v3s16(0, 0, -1)) // Z-
+			roomplace = doorplace +
+					v3s16(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;
+}
+
+
+v3s16 rand_ortho_dir(PseudoRandom &random)
+{
+	if (random.next() % 2 == 0)
+		return random.next() % 2 ? v3s16(-1, 0, 0) : v3s16(1, 0, 0);
+	else
+		return random.next() % 2 ? v3s16(0, 0, -1) : v3s16(0, 0, 1);
+}
+
+
+v3s16 turn_xz(v3s16 olddir, int t)
+{
+	v3s16 dir;
+	if (t == 0)
+	{
+		// Turn right
+		dir.X = olddir.Z;
+		dir.Z = -olddir.X;
+		dir.Y = olddir.Y;
+	}
+	else
+	{
+		// Turn left
+		dir.X = -olddir.Z;
+		dir.Z = olddir.X;
+		dir.Y = olddir.Y;
+	}
+	return dir;
+}
+
+
+v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
+{
+	int turn = random.range(0, 2);
+	v3s16 dir;
+	if (turn == 0)
+	{
+		// Go straight
+		dir = olddir;
+	}
+	else if (turn == 1)
+		// Turn right
+		dir = turn_xz(olddir, 0);
+	else
+		// Turn left
+		dir = turn_xz(olddir, 1);
+	return dir;
+}
+
+
+int dir_to_facedir(v3s16 d) {
+	if (abs(d.X) > abs(d.Z))
+		return d.X < 0 ? 3 : 1;
+	else
+		return d.Z < 0 ? 2 : 0;
+}
diff --git a/src/dungeongen.h b/src/dungeongen.h
new file mode 100644
index 0000000000000000000000000000000000000000..4be3df4aa8f05455401cb247b54d3bf1366e948d
--- /dev/null
+++ b/src/dungeongen.h
@@ -0,0 +1,128 @@
+/*
+Minetest
+Copyright (C) 2010-2013 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 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.
+*/
+
+#ifndef DUNGEONGEN_HEADER
+#define DUNGEONGEN_HEADER
+
+#include "voxel.h"
+#include "noise.h"
+
+#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)
+
+class ManualMapVoxelManipulator;
+class INodeDefManager;
+
+v3s16 rand_ortho_dir(PseudoRandom &random);
+v3s16 turn_xz(v3s16 olddir, int t);
+v3s16 random_turn(PseudoRandom &random, v3s16 olddir);
+int dir_to_facedir(v3s16 d);
+
+class DungeonGen {
+public:
+	u32 blockseed;
+	u64 mapseed;
+	ManualMapVoxelManipulator *vmanip;
+	INodeDefManager *ndef;
+	PseudoRandom random;
+	v3s16 csize;
+	s16 water_level;
+	
+	NoiseParams *np_rarity;
+	NoiseParams *np_wetness;
+	NoiseParams *np_density;
+	
+	content_t cid_water_source;
+	content_t cid_cobble;
+	content_t cid_mossycobble;
+	content_t cid_torch;
+	content_t cid_cobblestair;
+	
+	//RoomWalker
+	v3s16 m_pos;
+	v3s16 m_dir;
+
+	DungeonGen(INodeDefManager *ndef, u64 seed, s16 waterlevel);
+	void generate(ManualMapVoxelManipulator *vm, u32 bseed,
+				  v3s16 full_node_min, v3s16 full_node_max);
+	//void generate(v3s16 full_node_min, v3s16 full_node_max, u32 bseed);
+	
+	void makeDungeon(v3s16 start_padding);
+	void makeRoom(v3s16 roomsize, v3s16 roomplace);
+	void makeCorridor(v3s16 doorplace, v3s16 doordir,
+					  v3s16 &result_place, v3s16 &result_dir);
+	void makeDoor(v3s16 doorplace, v3s16 doordir);
+	void makeFill(v3s16 place, v3s16 size, u8 avoid_flags, MapNode n, u8 or_flags);
+	void makeHole(v3s16 place);
+
+	bool findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir);
+	bool findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
+			v3s16 &result_doordir, v3s16 &result_roomplace);
+			
+	void randomizeDir()
+	{
+		m_dir = rand_ortho_dir(random);
+	}
+};
+
+class RoomWalker
+{
+public:
+
+	RoomWalker(VoxelManipulator &vmanip_, v3s16 pos, PseudoRandom &random,
+			INodeDefManager *ndef):
+			vmanip(vmanip_),
+			m_pos(pos),
+			m_random(random),
+			m_ndef(ndef)
+	{
+		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);
+	//bool findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
+	//		v3s16 &result_doordir, v3s16 &result_roomplace);
+
+private:
+	VoxelManipulator &vmanip;
+	v3s16 m_pos;
+	v3s16 m_dir;
+	PseudoRandom &m_random;
+	INodeDefManager *m_ndef;
+};
+
+
+#endif
diff --git a/src/mapgen.cpp b/src/mapgen.cpp
index ef5da6bf1e43d85f1fdb39150ccb3ba6c0de74b1..4be47689bfbfdc5f1aaebc26e5c9850c0c834714 100644
--- a/src/mapgen.cpp
+++ b/src/mapgen.cpp
@@ -243,559 +243,7 @@ static void make_cactus(VoxelManipulator &vmanip, v3s16 p0,
 }
 #endif
 
-#if 0
-/*
-	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,
-		INodeDefManager *ndef)
-{
-	// 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(ndef->getId("mapgen_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(ndef->getId("mapgen_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(ndef->getId("mapgen_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(ndef->getId("mapgen_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(ndef->getId("mapgen_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(ndef->getId("mapgen_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,
-		INodeDefManager *ndef)
-{
-	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,
-		INodeDefManager *ndef)
-{
-	make_hole1(vmanip, doorplace, ndef);
-	// Place torch (for testing)
-	//vmanip.m_data[vmanip.m_area.index(doorplace)] = MapNode(ndef->getId("mapgen_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, INodeDefManager *ndef)
-{
-	make_hole1(vmanip, doorplace, ndef);
-	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).getContent()
-				== CONTENT_AIR
-		&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
-				== 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(ndef->getId("mapgen_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(ndef->getId("mapgen_cobble")), 0);
-				make_hole1(vmanip, p, ndef);
-				/*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,
-			INodeDefManager *ndef):
-			vmanip(vmanip_),
-			m_pos(pos),
-			m_random(random),
-			m_ndef(ndef)
-	{
-		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).getContent()
-					== m_ndef->getId("mapgen_cobble")
-			&& vmanip.getNodeNoExNoEmerge(p1).getContent()
-					== m_ndef->getId("mapgen_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)).getContent()
-					== m_ndef->getId("mapgen_cobble")
-			&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
-					== CONTENT_AIR
-			&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent()
-					== CONTENT_AIR)
-				p += v3s16(0,1,0);
-			// Jump one down if the actual space is there
-			if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
-					== m_ndef->getId("mapgen_cobble")
-			&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent()
-					== CONTENT_AIR
-			&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent()
-					== CONTENT_AIR)
-				p += v3s16(0,-1,0);
-			// Check if walking is now possible
-			if(vmanip.getNodeNoExNoEmerge(p).getContent()
-					!= CONTENT_AIR
-			|| vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
-					!= 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;
-	INodeDefManager *m_ndef;
-};
-
-static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random,
-		INodeDefManager *ndef)
-{
-	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].getContent() == 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, ndef);
-
-		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(ndef->getId("mapgen_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, ndef);
-		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, ndef);
-		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, ndef);
-
-		// 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, ndef);
-		else
-			// Don't actually make a door
-			roomplace -= doordir;
-
-	}
-}
-#endif
 
 #if 0
 static void make_nc(VoxelManipulator &vmanip, PseudoRandom &random,
diff --git a/src/mapgen_v6.cpp b/src/mapgen_v6.cpp
index d5405876eae3ac247e65ff884dff849146e845ac..bf12f309936c2446bc1beb007702a09137e31914 100644
--- a/src/mapgen_v6.cpp
+++ b/src/mapgen_v6.cpp
@@ -32,6 +32,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "settings.h" // For g_settings
 #include "main.h" // For g_profiler
 #include "emerge.h"
+#include "dungeongen.h"
 #include "mapgen_v6.h"
 
 /////////////////// Mapgen V6 perlin noise default values
@@ -1241,6 +1242,14 @@ void MapgenV6::makeChunk(BlockMakeData *data)
 		END OF AGING LOOP
 	************************/
 
+	/*
+		Add dungeons
+	*/
+	if (flags & MG_DUNGEONS) {
+		DungeonGen dgen(ndef, data->seed, water_level);
+		dgen.generate(&vmanip, blockseed, full_node_min, full_node_max);
+	}
+	
 	/*
 		Add top and bottom side of water to transforming_liquid queue
 	*/
diff --git a/src/mapgen_v6.h b/src/mapgen_v6.h
index d2f05252bfccf5041687ff30877424815c807099..eb21794c320a716bb082d0333d988eb9b2d1fe4f 100644
--- a/src/mapgen_v6.h
+++ b/src/mapgen_v6.h
@@ -20,6 +20,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #ifndef MAPGENV6_HEADER
 #define MAPGENV6_HEADER
 
+#include "dungeongen.h"
 #include "mapgen.h"
 
 #define AVERAGE_MUD_AMOUNT 4
diff --git a/src/noise.h b/src/noise.h
index c2a85771ccdf9a3e2ad74da1417ff643ef468556..cec3b95b04197e972ab0b6d254c05e1cde51082e 100644
--- a/src/noise.h
+++ b/src/noise.h
@@ -157,7 +157,7 @@ inline float easeCurve(float t) {
 		(s) + (np)->seed, (np)->octaves, (np)->persist))
 
 #define NoisePerlin3D(np, x, y, z, s) ((np)->offset + (np)->scale * \
-		noise2d_perlin((float)(x) / (np)->spread.X, (float)(y) / (np)->spread.Y, \
+		noise3d_perlin((float)(x) / (np)->spread.X, (float)(y) / (np)->spread.Y, \
 		(float)(z) / (np)->spread.Z, (s) + (np)->seed, (np)->octaves, (np)->persist))
 
 #endif