From f2c26e20147cf586b5b4ffa761303b670689ab40 Mon Sep 17 00:00:00 2001
From: Perttu Ahola <celeron55@gmail.com>
Date: Sat, 25 Jun 2011 18:12:41 +0300
Subject: [PATCH] moved map generator to separate source files

---
 src/CMakeLists.txt |    1 +
 src/farmesh.cpp    |   17 +-
 src/map.cpp        | 1905 +------------------------------------------
 src/mapgen.cpp     | 1936 ++++++++++++++++++++++++++++++++++++++++++++
 src/mapgen.h       |   51 ++
 src/server.cpp     |    8 +-
 src/server.h       |    4 -
 7 files changed, 2002 insertions(+), 1920 deletions(-)
 create mode 100644 src/mapgen.cpp
 create mode 100644 src/mapgen.h

diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt
index 42c93c9e5..73a960ecc 100644
--- a/src/CMakeLists.txt
+++ b/src/CMakeLists.txt
@@ -61,6 +61,7 @@ configure_file(
 )
 
 set(common_SRCS
+	mapgen.cpp
 	content_inventory.cpp
 	content_nodemeta.cpp
 	content_craft.cpp
diff --git a/src/farmesh.cpp b/src/farmesh.cpp
index dbff728b1..72dbe11c2 100644
--- a/src/farmesh.cpp
+++ b/src/farmesh.cpp
@@ -29,16 +29,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "map.h"
 #include "client.h"
 
-/*
-	Temporarily exposed map generator stuff
-	Should only be used for testing
-*/
-//extern double base_rock_level_2d(u64 seed, v2s16 p);
-//extern double get_mud_add_amount(u64 seed, v2s16 p);
-extern s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision);
-extern bool get_have_sand(u64 seed, v2s16 p2d);
-extern double tree_amount_2d(u64 seed, v2s16 p);
-
+#include "mapgen.h"
 
 FarMesh::FarMesh(
 		scene::ISceneNode* parent,
@@ -127,14 +118,14 @@ HeightPoint ground_height(u64 seed, v2s16 p2d)
 	if(n)
 		return n->getValue();
 	HeightPoint hp;
-	s16 level = find_ground_level_from_noise(seed, p2d, 3);
+	s16 level = mapgen::find_ground_level_from_noise(seed, p2d, 3);
 	hp.gh = (level-4)*BS;
 	hp.ma = (4)*BS;
 	/*hp.gh = BS*base_rock_level_2d(seed, p2d);
 	hp.ma = BS*get_mud_add_amount(seed, p2d);*/
-	hp.have_sand = get_have_sand(seed, p2d);
+	hp.have_sand = mapgen::get_have_sand(seed, p2d);
 	if(hp.gh > BS*WATER_LEVEL)
-		hp.tree_amount = tree_amount_2d(seed, p2d);
+		hp.tree_amount = mapgen::tree_amount_2d(seed, p2d);
 	else
 		hp.tree_amount = 0;
 	// No mud has been added if mud amount is less than 1
diff --git a/src/map.cpp b/src/map.cpp
index cb0967c35..3b775d799 100644
--- a/src/map.cpp
+++ b/src/map.cpp
@@ -29,6 +29,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "noise.h"
 #include "serverobject.h"
 #include "content_mapnode.h"
+#include "mapgen.h"
 
 extern "C" {
 	#include "sqlite3.h"
@@ -1968,1894 +1969,6 @@ ServerMap::~ServerMap()
 #endif
 }
 
-/*
-	Some helper functions for the map generator
-*/
-
-s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d)
-{
-	v3s16 em = vmanip.m_area.getExtent();
-	s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
-	s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
-	u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
-	s16 y;
-	for(y=y_nodes_max; y>=y_nodes_min; y--)
-	{
-		MapNode &n = vmanip.m_data[i];
-		if(content_walkable(n.d))
-			break;
-
-		vmanip.m_area.add_y(em, i, -1);
-	}
-	if(y >= y_nodes_min)
-		return y;
-	else
-		return y_nodes_min;
-}
-
-s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d)
-{
-	v3s16 em = vmanip.m_area.getExtent();
-	s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
-	s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
-	u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
-	s16 y;
-	for(y=y_nodes_max; y>=y_nodes_min; y--)
-	{
-		MapNode &n = vmanip.m_data[i];
-		if(content_walkable(n.d)
-				&& n.d != CONTENT_TREE
-				&& n.d != CONTENT_LEAVES)
-			break;
-
-		vmanip.m_area.add_y(em, i, -1);
-	}
-	if(y >= y_nodes_min)
-		return y;
-	else
-		return y_nodes_min;
-}
-
-void make_tree(VoxelManipulator &vmanip, v3s16 p0)
-{
-	MapNode treenode(CONTENT_TREE);
-	MapNode leavesnode(CONTENT_LEAVES);
-
-	s16 trunk_h = myrand_range(3, 6);
-	v3s16 p1 = p0;
-	for(s16 ii=0; ii<trunk_h; ii++)
-	{
-		if(vmanip.m_area.contains(p1))
-			vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
-		p1.Y++;
-	}
-
-	// p1 is now the last piece of the trunk
-	p1.Y -= 1;
-
-	VoxelArea leaves_a(v3s16(-2,-2,-2), v3s16(2,2,2));
-	//SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
-	Buffer<u8> leaves_d(leaves_a.getVolume());
-	for(s32 i=0; i<leaves_a.getVolume(); i++)
-		leaves_d[i] = 0;
-
-	// Force leaves at near the end of the trunk
-	{
-		s16 d = 1;
-		for(s16 z=-d; z<=d; z++)
-		for(s16 y=-d; y<=d; y++)
-		for(s16 x=-d; x<=d; x++)
-		{
-			leaves_d[leaves_a.index(v3s16(x,y,z))] = 1;
-		}
-	}
-
-	// Add leaves randomly
-	for(u32 iii=0; iii<7; iii++)
-	{
-		s16 d = 1;
-
-		v3s16 p(
-			myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
-			myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
-			myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
-		);
-
-		for(s16 z=0; z<=d; z++)
-		for(s16 y=0; y<=d; y++)
-		for(s16 x=0; x<=d; x++)
-		{
-			leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1;
-		}
-	}
-
-	// Blit leaves to vmanip
-	for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++)
-	for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++)
-	for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++)
-	{
-		v3s16 p(x,y,z);
-		p += p1;
-		if(vmanip.m_area.contains(p) == false)
-			continue;
-		u32 vi = vmanip.m_area.index(p);
-		if(vmanip.m_data[vi].d != CONTENT_AIR
-				&& vmanip.m_data[vi].d != CONTENT_IGNORE)
-			continue;
-		u32 i = leaves_a.index(x,y,z);
-		if(leaves_d[i] == 1)
-			vmanip.m_data[vi] = leavesnode;
-	}
-}
-
-#if 0
-void make_randomstone(VoxelManipulator &vmanip, v3s16 p0)
-{
-	MapNode stonenode(CONTENT_STONE);
-
-	s16 size = myrand_range(3, 6);
-	
-	VoxelArea stone_a(v3s16(-2,0,-2), v3s16(2,size,2));
-	Buffer<u8> stone_d(stone_a.getVolume());
-	for(s32 i=0; i<stone_a.getVolume(); i++)
-		stone_d[i] = 0;
-
-	// Force stone at bottom to make it usually touch the ground
-	{
-		for(s16 z=0; z<=0; z++)
-		for(s16 y=0; y<=0; y++)
-		for(s16 x=0; x<=0; x++)
-		{
-			stone_d[stone_a.index(v3s16(x,y,z))] = 1;
-		}
-	}
-
-	// Generate from perlin noise
-	for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
-	for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
-	for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
-	{
-		double d = noise3d_perlin((float)x/3.,(float)z/3.,(float)y/3.,
-				p0.Z*4243+p0.Y*34+p0.X, 2, 0.5);
-		if(z == stone_a.MinEdge.Z || z == stone_a.MaxEdge.Z)
-			d -= 0.3;
-		if(/*y == stone_a.MinEdge.Y ||*/ y == stone_a.MaxEdge.Y)
-			d -= 0.3;
-		if(x == stone_a.MinEdge.X || x == stone_a.MaxEdge.X)
-			d -= 0.3;
-		if(d > 0.0)
-		{
-			u32 vi = stone_a.index(v3s16(x,y,z));
-			stone_d[vi] = 1;
-		}
-	}
-
-	/*// Add stone randomly
-	for(u32 iii=0; iii<7; iii++)
-	{
-		s16 d = 1;
-
-		v3s16 p(
-			myrand_range(stone_a.MinEdge.X, stone_a.MaxEdge.X-d),
-			myrand_range(stone_a.MinEdge.Y, stone_a.MaxEdge.Y-d),
-			myrand_range(stone_a.MinEdge.Z, stone_a.MaxEdge.Z-d)
-		);
-
-		for(s16 z=0; z<=d; z++)
-		for(s16 y=0; y<=d; y++)
-		for(s16 x=0; x<=d; x++)
-		{
-			stone_d[stone_a.index(p+v3s16(x,y,z))] = 1;
-		}
-	}*/
-
-	// Blit stone to vmanip
-	for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
-	for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
-	for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
-	{
-		v3s16 p(x,y,z);
-		p += p0;
-		if(vmanip.m_area.contains(p) == false)
-			continue;
-		u32 vi = vmanip.m_area.index(p);
-		if(vmanip.m_data[vi].d != CONTENT_AIR
-				&& vmanip.m_data[vi].d != CONTENT_IGNORE)
-			continue;
-		u32 i = stone_a.index(x,y,z);
-		if(stone_d[i] == 1)
-			vmanip.m_data[vi] = stonenode;
-	}
-}
-#endif
-
-#if 0
-void make_largestone(VoxelManipulator &vmanip, v3s16 p0)
-{
-	MapNode stonenode(CONTENT_STONE);
-
-	s16 size = myrand_range(8, 16);
-	
-	VoxelArea stone_a(v3s16(-size/2,0,-size/2), v3s16(size/2,size,size/2));
-	Buffer<u8> stone_d(stone_a.getVolume());
-	for(s32 i=0; i<stone_a.getVolume(); i++)
-		stone_d[i] = 0;
-
-	// Force stone at bottom to make it usually touch the ground
-	{
-		for(s16 z=0; z<=0; z++)
-		for(s16 y=0; y<=0; y++)
-		for(s16 x=0; x<=0; x++)
-		{
-			stone_d[stone_a.index(v3s16(x,y,z))] = 1;
-		}
-	}
-
-	// Generate from perlin noise
-	for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
-	for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
-	for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
-	{
-		double d = 1.0;
-		d += noise3d_perlin((float)x/10.,(float)z/10.,(float)y/10.,
-				p0.Z*5123+p0.Y*2439+p0.X, 2, 0.5);
-		double mid_z = (stone_a.MaxEdge.Z+stone_a.MinEdge.Z)/2;
-		double mid_x = (stone_a.MaxEdge.X+stone_a.MinEdge.X)/2;
-		double mid_y = (stone_a.MaxEdge.Y+stone_a.MinEdge.Y)/2;
-		double dz = (double)z-mid_z;
-		double dx = (double)x-mid_x;
-		double dy = MYMAX(0, (double)y-mid_y);
-		double r = sqrt(dz*dz+dx*dx+dy*dy);
-		d /= (2*r/size)*2 + 0.01;
-		if(d > 1.0)
-		{
-			u32 vi = stone_a.index(v3s16(x,y,z));
-			stone_d[vi] = 1;
-		}
-	}
-
-	/*// Add stone randomly
-	for(u32 iii=0; iii<7; iii++)
-	{
-		s16 d = 1;
-
-		v3s16 p(
-			myrand_range(stone_a.MinEdge.X, stone_a.MaxEdge.X-d),
-			myrand_range(stone_a.MinEdge.Y, stone_a.MaxEdge.Y-d),
-			myrand_range(stone_a.MinEdge.Z, stone_a.MaxEdge.Z-d)
-		);
-
-		for(s16 z=0; z<=d; z++)
-		for(s16 y=0; y<=d; y++)
-		for(s16 x=0; x<=d; x++)
-		{
-			stone_d[stone_a.index(p+v3s16(x,y,z))] = 1;
-		}
-	}*/
-
-	// Blit stone to vmanip
-	for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
-	for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
-	for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
-	{
-		v3s16 p(x,y,z);
-		p += p0;
-		if(vmanip.m_area.contains(p) == false)
-			continue;
-		u32 vi = vmanip.m_area.index(p);
-		/*if(vmanip.m_data[vi].d != CONTENT_AIR
-				&& vmanip.m_data[vi].d != CONTENT_IGNORE)
-			continue;*/
-		u32 i = stone_a.index(x,y,z);
-		if(stone_d[i] == 1)
-			vmanip.m_data[vi] = stonenode;
-	}
-}
-#endif
-
-/*
-	Dungeon making routines
-*/
-
-#define VMANIP_FLAG_DUNGEON_INSIDE VOXELFLAG_CHECKED1
-#define VMANIP_FLAG_DUNGEON_PRESERVE VOXELFLAG_CHECKED2
-#define VMANIP_FLAG_DUNGEON_UNTOUCHABLE (\
-		VMANIP_FLAG_DUNGEON_INSIDE|VMANIP_FLAG_DUNGEON_PRESERVE)
-
-void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace)
-{
-	// Make +-X walls
-	for(s16 z=0; z<roomsize.Z; z++)
-	for(s16 y=0; y<roomsize.Y; y++)
-	{
-		{
-			v3s16 p = roomplace + v3s16(0,y,z);
-			if(vmanip.m_area.contains(p) == false)
-				continue;
-			u32 vi = vmanip.m_area.index(p);
-			if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
-				continue;
-			vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
-		}
-		{
-			v3s16 p = roomplace + v3s16(roomsize.X-1,y,z);
-			if(vmanip.m_area.contains(p) == false)
-				continue;
-			u32 vi = vmanip.m_area.index(p);
-			if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
-				continue;
-			vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
-		}
-	}
-	
-	// Make +-Z walls
-	for(s16 x=0; x<roomsize.X; x++)
-	for(s16 y=0; y<roomsize.Y; y++)
-	{
-		{
-			v3s16 p = roomplace + v3s16(x,y,0);
-			if(vmanip.m_area.contains(p) == false)
-				continue;
-			u32 vi = vmanip.m_area.index(p);
-			if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
-				continue;
-			vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
-		}
-		{
-			v3s16 p = roomplace + v3s16(x,y,roomsize.Z-1);
-			if(vmanip.m_area.contains(p) == false)
-				continue;
-			u32 vi = vmanip.m_area.index(p);
-			if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
-				continue;
-			vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
-		}
-	}
-	
-	// Make +-Y walls (floor and ceiling)
-	for(s16 z=0; z<roomsize.Z; z++)
-	for(s16 x=0; x<roomsize.X; x++)
-	{
-		{
-			v3s16 p = roomplace + v3s16(x,0,z);
-			if(vmanip.m_area.contains(p) == false)
-				continue;
-			u32 vi = vmanip.m_area.index(p);
-			if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
-				continue;
-			vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
-		}
-		{
-			v3s16 p = roomplace + v3s16(x,roomsize.Y-1,z);
-			if(vmanip.m_area.contains(p) == false)
-				continue;
-			u32 vi = vmanip.m_area.index(p);
-			if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
-				continue;
-			vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
-		}
-	}
-	
-	// Fill with air
-	for(s16 z=1; z<roomsize.Z-1; z++)
-	for(s16 y=1; y<roomsize.Y-1; y++)
-	for(s16 x=1; x<roomsize.X-1; x++)
-	{
-		v3s16 p = roomplace + v3s16(x,y,z);
-		if(vmanip.m_area.contains(p) == false)
-			continue;
-		u32 vi = vmanip.m_area.index(p);
-		vmanip.m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
-		vmanip.m_data[vi] = MapNode(CONTENT_AIR);
-	}
-}
-
-void make_fill(VoxelManipulator &vmanip, v3s16 place, v3s16 size,
-		u8 avoid_flags, MapNode n, u8 or_flags)
-{
-	for(s16 z=0; z<size.Z; z++)
-	for(s16 y=0; y<size.Y; y++)
-	for(s16 x=0; x<size.X; x++)
-	{
-		v3s16 p = place + v3s16(x,y,z);
-		if(vmanip.m_area.contains(p) == false)
-			continue;
-		u32 vi = vmanip.m_area.index(p);
-		if(vmanip.m_flags[vi] & avoid_flags)
-			continue;
-		vmanip.m_flags[vi] |= or_flags;
-		vmanip.m_data[vi] = n;
-	}
-}
-
-void make_hole1(VoxelManipulator &vmanip, v3s16 place)
-{
-	make_fill(vmanip, place, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
-			VMANIP_FLAG_DUNGEON_INSIDE);
-}
-
-void make_door1(VoxelManipulator &vmanip, v3s16 doorplace, v3s16 doordir)
-{
-	make_hole1(vmanip, doorplace);
-	// Place torch (for testing)
-	//vmanip.m_data[vmanip.m_area.index(doorplace)] = MapNode(CONTENT_TORCH);
-}
-
-v3s16 rand_ortho_dir(PseudoRandom &random)
-{
-	if(random.next()%2==0)
-		return random.next()%2 ? v3s16(-1,0,0) : v3s16(1,0,0);
-	else
-		return random.next()%2 ? v3s16(0,0,-1) : v3s16(0,0,1);
-}
-
-v3s16 turn_xz(v3s16 olddir, int t)
-{
-	v3s16 dir;
-	if(t == 0)
-	{
-		// Turn right
-		dir.X = olddir.Z;
-		dir.Z = -olddir.X;
-		dir.Y = olddir.Y;
-	}
-	else
-	{
-		// Turn left
-		dir.X = -olddir.Z;
-		dir.Z = olddir.X;
-		dir.Y = olddir.Y;
-	}
-	return dir;
-}
-
-v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
-{
-	int turn = random.range(0,2);
-	v3s16 dir;
-	if(turn == 0)
-	{
-		// Go straight
-		dir = olddir;
-	}
-	else if(turn == 1)
-		// Turn right
-		dir = turn_xz(olddir, 0);
-	else
-		// Turn left
-		dir = turn_xz(olddir, 1);
-	return dir;
-}
-
-void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace, v3s16 doordir,
-		v3s16 &result_place, v3s16 &result_dir, PseudoRandom &random)
-{
-	make_hole1(vmanip, doorplace);
-	v3s16 p0 = doorplace;
-	v3s16 dir = doordir;
-	u32 length;
-	if(random.next()%2)
-		length = random.range(1,13);
-	else
-		length = random.range(1,6);
-	length = random.range(1,13);
-	u32 partlength = random.range(1,length);
-	u32 partcount = 0;
-	s16 make_stairs = 0;
-	if(random.next()%2 == 0 && partlength >= 3)
-		make_stairs = random.next()%2 ? 1 : -1;
-	for(u32 i=0; i<length; i++)
-	{
-		v3s16 p = p0 + dir;
-		if(partcount != 0)
-			p.Y += make_stairs;
-
-		/*// If already empty
-		if(vmanip.getNodeNoExNoEmerge(p).d
-				== CONTENT_AIR
-		&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
-				== CONTENT_AIR)
-		{
-		}*/
-
-		if(vmanip.m_area.contains(p) == true
-				&& vmanip.m_area.contains(p+v3s16(0,1,0)) == true)
-		{
-			if(make_stairs)
-			{
-				make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,5,3),
-						VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(CONTENT_COBBLE), 0);
-				make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
-						VMANIP_FLAG_DUNGEON_INSIDE);
-				make_fill(vmanip, p-dir, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
-						VMANIP_FLAG_DUNGEON_INSIDE);
-			}
-			else
-			{
-				make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,4,3),
-						VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(CONTENT_COBBLE), 0);
-				make_hole1(vmanip, p);
-				/*make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
-						VMANIP_FLAG_DUNGEON_INSIDE);*/
-			}
-
-			p0 = p;
-		}
-		else
-		{
-			// Can't go here, turn away
-			dir = turn_xz(dir, random.range(0,1));
-			make_stairs = -make_stairs;
-			partcount = 0;
-			partlength = random.range(1,length);
-			continue;
-		}
-
-		partcount++;
-		if(partcount >= partlength)
-		{
-			partcount = 0;
-			
-			dir = random_turn(random, dir);
-			
-			partlength = random.range(1,length);
-
-			make_stairs = 0;
-			if(random.next()%2 == 0 && partlength >= 3)
-				make_stairs = random.next()%2 ? 1 : -1;
-		}
-	}
-	result_place = p0;
-	result_dir = dir;
-}
-
-class RoomWalker
-{
-public:
-
-	RoomWalker(VoxelManipulator &vmanip_, v3s16 pos, PseudoRandom &random):
-			vmanip(vmanip_),
-			m_pos(pos),
-			m_random(random)
-	{
-		randomizeDir();
-	}
-
-	void randomizeDir()
-	{
-		m_dir = rand_ortho_dir(m_random);
-	}
-
-	void setPos(v3s16 pos)
-	{
-		m_pos = pos;
-	}
-
-	void setDir(v3s16 dir)
-	{
-		m_dir = dir;
-	}
-	
-	bool findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
-	{
-		for(u32 i=0; i<100; i++)
-		{
-			v3s16 p = m_pos + m_dir;
-			v3s16 p1 = p + v3s16(0,1,0);
-			if(vmanip.m_area.contains(p) == false
-					|| vmanip.m_area.contains(p1) == false
-					|| i % 4 == 0)
-			{
-				randomizeDir();
-				continue;
-			}
-			if(vmanip.getNodeNoExNoEmerge(p).d
-					== CONTENT_COBBLE
-			&& vmanip.getNodeNoExNoEmerge(p1).d
-					== CONTENT_COBBLE)
-			{
-				// Found wall, this is a good place!
-				result_place = p;
-				result_dir = m_dir;
-				// Randomize next direction
-				randomizeDir();
-				return true;
-			}
-			/*
-				Determine where to move next
-			*/
-			// Jump one up if the actual space is there
-			if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).d
-					== CONTENT_COBBLE
-			&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
-					== CONTENT_AIR
-			&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,2,0)).d
-					== CONTENT_AIR)
-				p += v3s16(0,1,0);
-			// Jump one down if the actual space is there
-			if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
-					== CONTENT_COBBLE
-			&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).d
-					== CONTENT_AIR
-			&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,-1,0)).d
-					== CONTENT_AIR)
-				p += v3s16(0,-1,0);
-			// Check if walking is now possible
-			if(vmanip.getNodeNoExNoEmerge(p).d
-					!= CONTENT_AIR
-			|| vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
-					!= CONTENT_AIR)
-			{
-				// Cannot continue walking here
-				randomizeDir();
-				continue;
-			}
-			// Move there
-			m_pos = p;
-		}
-		return false;
-	}
-
-	bool findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
-			v3s16 &result_doordir, v3s16 &result_roomplace)
-	{
-		for(s16 trycount=0; trycount<30; trycount++)
-		{
-			v3s16 doorplace;
-			v3s16 doordir;
-			bool r = findPlaceForDoor(doorplace, doordir);
-			if(r == false)
-				continue;
-			v3s16 roomplace;
-			// X east, Z north, Y up
-			if(doordir == v3s16(1,0,0)) // X+
-				roomplace = doorplace + v3s16(0,-1,-roomsize.Z/2+m_random.range(-roomsize.Z/2+1,roomsize.Z/2-1));
-			if(doordir == v3s16(-1,0,0)) // X-
-				roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2+m_random.range(-roomsize.Z/2+1,roomsize.Z/2-1));
-			if(doordir == v3s16(0,0,1)) // Z+
-				roomplace = doorplace + v3s16(-roomsize.X/2+m_random.range(-roomsize.X/2+1,roomsize.X/2-1),-1,0);
-			if(doordir == v3s16(0,0,-1)) // Z-
-				roomplace = doorplace + v3s16(-roomsize.X/2+m_random.range(-roomsize.X/2+1,roomsize.X/2-1),-1,-roomsize.Z+1);
-			
-			// Check fit
-			bool fits = true;
-			for(s16 z=1; z<roomsize.Z-1; z++)
-			for(s16 y=1; y<roomsize.Y-1; y++)
-			for(s16 x=1; x<roomsize.X-1; x++)
-			{
-				v3s16 p = roomplace + v3s16(x,y,z);
-				if(vmanip.m_area.contains(p) == false)
-				{
-					fits = false;
-					break;
-				}
-				if(vmanip.m_flags[vmanip.m_area.index(p)]
-						& VMANIP_FLAG_DUNGEON_INSIDE)
-				{
-					fits = false;
-					break;
-				}
-			}
-			if(fits == false)
-			{
-				// Find new place
-				continue;
-			}
-			result_doorplace = doorplace;
-			result_doordir = doordir;
-			result_roomplace = roomplace;
-			return true;
-		}
-		return false;
-	}
-
-private:
-	VoxelManipulator &vmanip;
-	v3s16 m_pos;
-	v3s16 m_dir;
-	PseudoRandom &m_random;
-};
-
-void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random)
-{
-	v3s16 areasize = vmanip.m_area.getExtent();
-	v3s16 roomsize;
-	v3s16 roomplace;
-	
-	/*
-		Find place for first room
-	*/
-	bool fits = false;
-	for(u32 i=0; i<100; i++)
-	{
-		roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
-		roomplace = vmanip.m_area.MinEdge + v3s16(
-				random.range(0,areasize.X-roomsize.X-1),
-				random.range(0,areasize.Y-roomsize.Y-1),
-				random.range(0,areasize.Z-roomsize.Z-1));
-		/*
-			Check that we're not putting the room to an unknown place,
-			otherwise it might end up floating in the air
-		*/
-		fits = true;
-		for(s16 z=1; z<roomsize.Z-1; z++)
-		for(s16 y=1; y<roomsize.Y-1; y++)
-		for(s16 x=1; x<roomsize.X-1; x++)
-		{
-			v3s16 p = roomplace + v3s16(x,y,z);
-			u32 vi = vmanip.m_area.index(p);
-			if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE)
-			{
-				fits = false;
-				break;
-			}
-			if(vmanip.m_data[vi].d == CONTENT_IGNORE)
-			{
-				fits = false;
-				break;
-			}
-		}
-		if(fits)
-			break;
-	}
-	// No place found
-	if(fits == false)
-		return;
-	
-	/*
-		Stores the center position of the last room made, so that
-		a new corridor can be started from the last room instead of
-		the new room, if chosen so.
-	*/
-	v3s16 last_room_center = roomplace+v3s16(roomsize.X/2,1,roomsize.Z/2);
-	
-	u32 room_count = random.range(2,7);
-	for(u32 i=0; i<room_count; i++)
-	{
-		// Make a room to the determined place
-		make_room1(vmanip, roomsize, roomplace);
-		
-		v3s16 room_center = roomplace + v3s16(roomsize.X/2,1,roomsize.Z/2);
-
-		// Place torch at room center (for testing)
-		//vmanip.m_data[vmanip.m_area.index(room_center)] = MapNode(CONTENT_TORCH);
-
-		// Quit if last room
-		if(i == room_count-1)
-			break;
-		
-		// Determine walker start position
-
-		bool start_in_last_room = (random.range(0,1)==0);
-		//bool start_in_last_room = true;
-
-		v3s16 walker_start_place;
-
-		if(start_in_last_room)
-		{
-			walker_start_place = last_room_center;
-		}
-		else
-		{
-			walker_start_place = room_center;
-			// Store center of current room as the last one
-			last_room_center = room_center;
-		}
-		
-		// Create walker and find a place for a door
-		RoomWalker walker(vmanip, walker_start_place, random);
-		v3s16 doorplace;
-		v3s16 doordir;
-		bool r = walker.findPlaceForDoor(doorplace, doordir);
-		if(r == false)
-			return;
-		
-		if(random.range(0,1)==0)
-			// Make the door
-			make_door1(vmanip, doorplace, doordir);
-		else
-			// Don't actually make a door
-			doorplace -= doordir;
-		
-		// Make a random corridor starting from the door
-		v3s16 corridor_end;
-		v3s16 corridor_end_dir;
-		make_corridor(vmanip, doorplace, doordir, corridor_end,
-				corridor_end_dir, random);
-		
-		// Find a place for a random sized room
-		roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
-		walker.setPos(corridor_end);
-		walker.setDir(corridor_end_dir);
-		r = walker.findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace);
-		if(r == false)
-			return;
-
-		if(random.range(0,1)==0)
-			// Make the door
-			make_door1(vmanip, doorplace, doordir);
-		else
-			// Don't actually make a door
-			roomplace -= doordir;
-		
-	}
-}
-
-/*
-	Noise functions. Make sure seed is mangled differently in each one.
-*/
-
-// This affects the shape of the contour
-//#define CAVE_NOISE_SCALE 10.0
-//#define CAVE_NOISE_SCALE 7.5
-#define CAVE_NOISE_SCALE 5.0
-
-NoiseParams get_cave_noise1_params(u64 seed)
-{
-	/*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.7,
-			200, CAVE_NOISE_SCALE);*/
-	return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.7,
-			100, CAVE_NOISE_SCALE);
-}
-
-NoiseParams get_cave_noise2_params(u64 seed)
-{
-	/*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.7,
-			200, CAVE_NOISE_SCALE);*/
-	return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.7,
-			100, CAVE_NOISE_SCALE);
-}
-
-//#define CAVE_NOISE_THRESHOLD (2.5/CAVE_NOISE_SCALE)
-#define CAVE_NOISE_THRESHOLD (2.0/CAVE_NOISE_SCALE)
-
-NoiseParams get_ground_noise1_params(u64 seed)
-{
-	return NoiseParams(NOISE_PERLIN, seed+983240, 5,
-			0.60, 100.0, 30.0);
-}
-
-NoiseParams get_ground_crumbleness_params(u64 seed)
-{
-	return NoiseParams(NOISE_PERLIN, seed+34413, 3,
-			1.3, 20.0, 1.0);
-}
-
-NoiseParams get_ground_wetness_params(u64 seed)
-{
-	return NoiseParams(NOISE_PERLIN, seed+32474, 4,
-			1.1, 40.0, 1.0);
-}
-
-bool is_cave(u64 seed, v3s16 p)
-{
-	double d1 = noise3d_param(get_cave_noise1_params(seed), p.X,p.Y,p.Z);
-	double d2 = noise3d_param(get_cave_noise2_params(seed), p.X,p.Y,p.Z);
-	return d1*d2 > CAVE_NOISE_THRESHOLD;
-}
-
-/*
-	Ground density noise shall be interpreted by using this.
-
-	TODO: No perlin noises here, they should be outsourced
-	      and buffered
-*/
-bool val_is_ground(double ground_noise1_val, v3s16 p, u64 seed)
-{
-	//return ((double)p.Y < ground_noise1_val);
-
-	double f = 0.8 + noise2d_perlin(
-			0.5+(float)p.X/250, 0.5+(float)p.Z/250,
-			seed+920381, 3, 0.5);
-	if(f < 0.01)
-		f = 0.01;
-	else if(f >= 1.0)
-		f *= 2.0;
-	double h = WATER_LEVEL + 10 * noise2d_perlin(
-			0.5+(float)p.X/250, 0.5+(float)p.Z/250,
-			seed+84174, 4, 0.5);
-	return ((double)p.Y - h < ground_noise1_val * f);
-}
-
-/*
-	Queries whether a position is ground or not.
-*/
-bool is_ground(u64 seed, v3s16 p)
-{
-	double val1 = noise3d_param(get_ground_noise1_params(seed), p.X,p.Y,p.Z);
-	return val_is_ground(val1, p, seed);
-}
-
-// Amount of trees per area in nodes
-double tree_amount_2d(u64 seed, v2s16 p)
-{
-	/*double noise = noise2d_perlin(
-			0.5+(float)p.X/250, 0.5+(float)p.Y/250,
-			seed+2, 5, 0.66);*/
-	double noise = noise2d_perlin(
-			0.5+(float)p.X/125, 0.5+(float)p.Y/125,
-			seed+2, 4, 0.66);
-	double zeroval = -0.35;
-	if(noise < zeroval)
-		return 0;
-	else
-		return 0.04 * (noise-zeroval) / (1.0-zeroval);
-}
-
-#if 0
-double randomstone_amount_2d(u64 seed, v2s16 p)
-{
-	double noise = noise2d_perlin(
-			0.5+(float)p.X/250, 0.5+(float)p.Y/250,
-			seed+3829434, 5, 0.66);
-	double zeroval = 0.1;
-	if(noise < zeroval)
-		return 0;
-	else
-		return 0.01 * (noise-zeroval) / (1.0-zeroval);
-}
-#endif
-
-double largestone_amount_2d(u64 seed, v2s16 p)
-{
-	double noise = noise2d_perlin(
-			0.5+(float)p.X/250, 0.5+(float)p.Y/250,
-			seed+14143242, 5, 0.66);
-	double zeroval = 0.3;
-	if(noise < zeroval)
-		return 0;
-	else
-		return 0.005 * (noise-zeroval) / (1.0-zeroval);
-}
-
-/*
-	Incrementally find ground level from 3d noise
-*/
-s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
-{
-	// Start a bit fuzzy to make averaging lower precision values
-	// more useful
-	s16 level = myrand_range(-precision/2, precision/2);
-	s16 dec[] = {31000, 100, 20, 4, 1, 0};
-	s16 i;
-	for(i = 1; dec[i] != 0 && precision <= dec[i]; i++)
-	{
-		// First find non-ground by going upwards
-		// Don't stop in caves.
-		{
-			s16 max = level+dec[i-1]*2;
-			v3s16 p(p2d.X, level, p2d.Y);
-			for(; p.Y < max; p.Y += dec[i])
-			{
-				if(!is_ground(seed, p))
-				{
-					level = p.Y;
-					break;
-				}
-			}
-		}
-		// Then find ground by going downwards from there.
-		// Go in caves, too, when precision is 1.
-		{
-			s16 min = level-dec[i-1]*2;
-			v3s16 p(p2d.X, level, p2d.Y);
-			for(; p.Y>min; p.Y-=dec[i])
-			{
-				bool ground = is_ground(seed, p);
-				/*if(dec[i] == 1 && is_cave(seed, p))
-					ground = false;*/
-				if(ground)
-				{
-					level = p.Y;
-					break;
-				}
-			}
-		}
-	}
-	
-	// This is more like the actual ground level
-	level += dec[i-1]/2;
-
-	return level;
-}
-
-double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p=4);
-
-double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p)
-{
-	v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
-	v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
-	double a = 0;
-	a += find_ground_level_from_noise(seed,
-			v2s16(node_min.X, node_min.Y), p);
-	a += find_ground_level_from_noise(seed,
-			v2s16(node_min.X, node_max.Y), p);
-	a += find_ground_level_from_noise(seed,
-			v2s16(node_max.X, node_max.Y), p);
-	a += find_ground_level_from_noise(seed,
-			v2s16(node_max.X, node_min.Y), p);
-	a += find_ground_level_from_noise(seed,
-			v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p);
-	a /= 5;
-	return a;
-}
-
-double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p=4);
-
-double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p)
-{
-	v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
-	v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
-	double a = -31000;
-	a = MYMAX(a, find_ground_level_from_noise(seed,
-			v2s16(node_min.X, node_min.Y), p));
-	a = MYMAX(a, find_ground_level_from_noise(seed,
-			v2s16(node_min.X, node_max.Y), p));
-	a = MYMAX(a, find_ground_level_from_noise(seed,
-			v2s16(node_max.X, node_max.Y), p));
-	a = MYMAX(a, find_ground_level_from_noise(seed,
-			v2s16(node_min.X, node_min.Y), p));
-	a = MYMAX(a, find_ground_level_from_noise(seed,
-			v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
-	return a;
-}
-
-double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p=4);
-
-double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p)
-{
-	v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
-	v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
-	double a = 31000;
-	a = MYMIN(a, find_ground_level_from_noise(seed,
-			v2s16(node_min.X, node_min.Y), p));
-	a = MYMIN(a, find_ground_level_from_noise(seed,
-			v2s16(node_min.X, node_max.Y), p));
-	a = MYMIN(a, find_ground_level_from_noise(seed,
-			v2s16(node_max.X, node_max.Y), p));
-	a = MYMIN(a, find_ground_level_from_noise(seed,
-			v2s16(node_min.X, node_min.Y), p));
-	a = MYMIN(a, find_ground_level_from_noise(seed,
-			v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
-	return a;
-}
-
-#if 0
-#define AVERAGE_MUD_AMOUNT 4
-
-double base_rock_level_2d(u64 seed, v2s16 p)
-{
-	// The base ground level
-	double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT
-			+ 20. * noise2d_perlin(
-			0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
-			(seed>>32)+654879876, 6, 0.6);
-
-	/*// A bit hillier one
-	double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin(
-			0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
-			(seed>>27)+90340, 6, 0.69);
-	if(base2 > base)
-		base = base2;*/
-#if 1
-	// Higher ground level
-	double higher = (double)WATER_LEVEL + 25. + 35. * noise2d_perlin(
-			0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
-			seed+85039, 5, 0.69);
-	//higher = 30; // For debugging
-
-	// Limit higher to at least base
-	if(higher < base)
-		higher = base;
-
-	// Steepness factor of cliffs
-	double b = 1.0 + 1.0 * noise2d_perlin(
-			0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
-			seed-932, 7, 0.7);
-	b = rangelim(b, 0.0, 1000.0);
-	b = pow(b, 5);
-	b *= 7;
-	b = rangelim(b, 3.0, 1000.0);
-	//dstream<<"b="<<b<<std::endl;
-	//double b = 20;
-
-	// Offset to more low
-	double a_off = -0.2;
-	// High/low selector
-	/*double a = 0.5 + b * (a_off + noise2d_perlin(
-			0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
-			seed-359, 6, 0.7));*/
-	double a = (double)0.5 + b * (a_off + noise2d_perlin(
-			0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
-			seed-359, 5, 0.60));
-	// Limit
-	a = rangelim(a, 0.0, 1.0);
-
-	//dstream<<"a="<<a<<std::endl;
-
-	double h = base*(1.0-a) + higher*a;
-#else
-	double h = base;
-#endif
-	return h;
-}
-
-double get_mud_add_amount(u64 seed, v2s16 p)
-{
-	return ((float)AVERAGE_MUD_AMOUNT + 3.0 * noise2d_perlin(
-			0.5+(float)p.X/200, 0.5+(float)p.Y/200,
-			seed+91013, 3, 0.55));
-}
-#endif
-
-bool get_have_sand(u64 seed, v2s16 p2d)
-{
-	// Determine whether to have sand here
-	double sandnoise = noise2d_perlin(
-			0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
-			seed+59420, 3, 0.50);
-
-	return (sandnoise > -0.15);
-}
-
-/*
-	Adds random objects to block, depending on the content of the block
-*/
-void addRandomObjects(MapBlock *block)
-{
-	for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
-	for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
-	{
-		bool last_node_walkable = false;
-		for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
-		{
-			v3s16 p(x0,y0,z0);
-			MapNode n = block->getNodeNoEx(p);
-			if(n.d == CONTENT_IGNORE)
-				continue;
-			if(content_features(n.d).liquid_type != LIQUID_NONE)
-				continue;
-			if(content_features(n.d).walkable)
-			{
-				last_node_walkable = true;
-				continue;
-			}
-			if(last_node_walkable)
-			{
-				// If block contains light information
-				if(content_features(n.d).param_type == CPT_LIGHT)
-				{
-					if(n.getLight(LIGHTBANK_DAY) <= 3)
-					{
-						if(myrand() % 300 == 0)
-						{
-							v3f pos_f = intToFloat(p+block->getPosRelative(), BS);
-							pos_f.Y -= BS*0.4;
-							ServerActiveObject *obj = new RatSAO(NULL, 0, pos_f);
-							std::string data = obj->getStaticData();
-							StaticObject s_obj(obj->getType(),
-									obj->getBasePosition(), data);
-							// Add some
-							block->m_static_objects.insert(0, s_obj);
-							block->m_static_objects.insert(0, s_obj);
-							block->m_static_objects.insert(0, s_obj);
-							block->m_static_objects.insert(0, s_obj);
-							block->m_static_objects.insert(0, s_obj);
-							block->m_static_objects.insert(0, s_obj);
-							delete obj;
-						}
-						if(myrand() % 1000 == 0)
-						{
-							v3f pos_f = intToFloat(p+block->getPosRelative(), BS);
-							pos_f.Y -= BS*0.4;
-							ServerActiveObject *obj = new Oerkki1SAO(NULL,0,pos_f);
-							std::string data = obj->getStaticData();
-							StaticObject s_obj(obj->getType(),
-									obj->getBasePosition(), data);
-							// Add one
-							block->m_static_objects.insert(0, s_obj);
-							delete obj;
-						}
-					}
-				}
-			}
-			last_node_walkable = false;
-		}
-	}
-	block->setChangedFlag();
-}
-
-void makeBlock(BlockMakeData *data)
-{
-	if(data->no_op)
-	{
-		dstream<<"makeBlock: no-op"<<std::endl;
-		return;
-	}
-
-	v3s16 blockpos = data->blockpos;
-	
-	/*dstream<<"makeBlock(): ("<<blockpos.X<<","<<blockpos.Y<<","
-			<<blockpos.Z<<")"<<std::endl;*/
-
-	ManualMapVoxelManipulator &vmanip = data->vmanip;
-	v3s16 blockpos_min = blockpos - v3s16(1,1,1);
-	v3s16 blockpos_max = blockpos + v3s16(1,1,1);
-	// Area of center block
-	v3s16 node_min = blockpos*MAP_BLOCKSIZE;
-	v3s16 node_max = (blockpos+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
-	// Full allocated area
-	v3s16 full_node_min = (blockpos-1)*MAP_BLOCKSIZE;
-	v3s16 full_node_max = (blockpos+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
-	// Area of a block
-	double block_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE;
-
-	v2s16 p2d_center(node_min.X+MAP_BLOCKSIZE/2, node_min.Z+MAP_BLOCKSIZE/2);
-
-	/*
-		Get average ground level from noise
-	*/
-	
-	s16 approx_groundlevel = (s16)get_sector_average_ground_level(
-			data->seed, v2s16(blockpos.X, blockpos.Z));
-	//dstream<<"approx_groundlevel="<<approx_groundlevel<<std::endl;
-	
-	s16 approx_ground_depth = approx_groundlevel - (node_min.Y+MAP_BLOCKSIZE/2);
-	
-	s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
-			data->seed, v2s16(blockpos.X, blockpos.Z));
-	// Minimum amount of ground above the top of the central block
-	s16 minimum_ground_depth = minimum_groundlevel - node_max.Y;
-
-	s16 maximum_groundlevel = (s16)get_sector_maximum_ground_level(
-			data->seed, v2s16(blockpos.X, blockpos.Z), 1);
-	// Maximum amount of ground above the bottom of the central block
-	s16 maximum_ground_depth = maximum_groundlevel - node_min.Y;
-	
-	/*
-		Special case for high air or water: Just fill with air and water.
-	*/
-	if(maximum_ground_depth < -20)
-	{
-		for(s16 x=node_min.X; x<=node_max.X; x++)
-		for(s16 z=node_min.Z; z<=node_max.Z; z++)
-		{
-			// Node position
-			v2s16 p2d(x,z);
-			{
-				// Use fast index incrementing
-				v3s16 em = vmanip.m_area.getExtent();
-				u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
-				for(s16 y=node_min.Y; y<=node_max.Y; y++)
-				{
-					// Only modify places that have no content
-					if(vmanip.m_data[i].d == CONTENT_IGNORE)
-					{
-						if(y <= WATER_LEVEL)
-							vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE);
-						else
-							vmanip.m_data[i] = MapNode(CONTENT_AIR);
-					}
-				
-					data->vmanip.m_area.add_y(em, i, 1);
-				}
-			}
-		}
-		
-		// We're done
-		return;
-	}
-
-	/*
-		If block is deep underground, this is set to true and ground
-		density noise is not generated, for speed optimization.
-	*/
-	bool all_is_ground_except_caves = (minimum_ground_depth > 16);
-	
-	/*
-		Create a block-specific seed
-	*/
-	u32 blockseed = (data->seed%0x100000000) + full_node_min.Z*38134234
-			+ full_node_min.Y*42123 + full_node_min.X*23;
-	
-	/*
-		Make some 3D noise
-	*/
-	
-	//NoiseBuffer noisebuf1;
-	//NoiseBuffer noisebuf2;
-	NoiseBuffer noisebuf_cave;
-	NoiseBuffer noisebuf_ground;
-	NoiseBuffer noisebuf_ground_crumbleness;
-	NoiseBuffer noisebuf_ground_wetness;
-	{
-		v3f minpos_f(node_min.X, node_min.Y, node_min.Z);
-		v3f maxpos_f(node_max.X, node_max.Y, node_max.Z);
-
-		//TimeTaker timer("noisebuf.create");
-
-		/*
-			Cave noise
-		*/
-
-		noisebuf_cave.create(get_cave_noise1_params(data->seed),
-				minpos_f.X, minpos_f.Y, minpos_f.Z,
-				maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
-				4, 3, 4);
-		
-		noisebuf_cave.multiply(get_cave_noise2_params(data->seed));
-
-		/*
-			Ground noise
-		*/
-		
-		// Sample length
-		v3f sl = v3f(4.0, 4.0, 4.0);
-		
-		/*
-			Density noise
-		*/
-		if(all_is_ground_except_caves == false)
-			//noisebuf_ground.create(data->seed+983240, 6, 0.60, false,
-			noisebuf_ground.create(get_ground_noise1_params(data->seed),
-					minpos_f.X, minpos_f.Y, minpos_f.Z,
-					maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
-					sl.X, sl.Y, sl.Z);
-		
-		/*
-			Ground property noise
-		*/
-		sl = v3f(2.5, 2.5, 2.5);
-		noisebuf_ground_crumbleness.create(
-				get_ground_crumbleness_params(data->seed),
-				minpos_f.X, minpos_f.Y, minpos_f.Z,
-				maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z,
-				sl.X, sl.Y, sl.Z);
-		noisebuf_ground_wetness.create(
-				get_ground_wetness_params(data->seed),
-				minpos_f.X, minpos_f.Y, minpos_f.Z,
-				maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z,
-				sl.X, sl.Y, sl.Z);
-	}
-	
-	/*
-		Make base ground level
-	*/
-
-	for(s16 x=node_min.X; x<=node_max.X; x++)
-	for(s16 z=node_min.Z; z<=node_max.Z; z++)
-	{
-		// Node position
-		v2s16 p2d(x,z);
-		{
-			// Use fast index incrementing
-			v3s16 em = vmanip.m_area.getExtent();
-			u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
-			for(s16 y=node_min.Y; y<=node_max.Y; y++)
-			{
-				// Only modify places that have no content
-				if(vmanip.m_data[i].d == CONTENT_IGNORE)
-				{
-					// First priority: make air and water.
-					// This avoids caves inside water.
-					if(all_is_ground_except_caves == false
-							&& val_is_ground(noisebuf_ground.get(x,y,z),
-							v3s16(x,y,z), data->seed) == false)
-					{
-						if(y <= WATER_LEVEL)
-							vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE);
-						else
-							vmanip.m_data[i] = MapNode(CONTENT_AIR);
-					}
-					else if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD)
-						vmanip.m_data[i] = MapNode(CONTENT_AIR);
-					else
-						vmanip.m_data[i] = MapNode(CONTENT_STONE);
-				}
-			
-				data->vmanip.m_area.add_y(em, i, 1);
-			}
-		}
-	}
-
-	/*
-		Add minerals
-	*/
-
-	{
-		PseudoRandom mineralrandom(blockseed);
-
-		/*
-			Add meseblocks
-		*/
-		for(s16 i=0; i<approx_ground_depth/4; i++)
-		{
-			if(mineralrandom.next()%50 == 0)
-			{
-				s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
-				s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
-				s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
-				for(u16 i=0; i<27; i++)
-				{
-					v3s16 p = v3s16(x,y,z) + g_27dirs[i];
-					u32 vi = vmanip.m_area.index(p);
-					if(vmanip.m_data[vi].d == CONTENT_STONE)
-						if(mineralrandom.next()%8 == 0)
-							vmanip.m_data[vi] = MapNode(CONTENT_MESE);
-				}
-					
-			}
-		}
-		/*
-			Add others
-		*/
-		{
-			u16 a = mineralrandom.range(0,15);
-			a = a*a*a;
-			u16 amount = 20 * a/1000;
-			for(s16 i=0; i<amount; i++)
-			{
-				s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
-				s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
-				s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
-
-				u8 base_content = CONTENT_STONE;
-				MapNode new_content(CONTENT_IGNORE);
-				u32 sparseness = 6;
-
-				if(noisebuf_ground_crumbleness.get(x,y+5,z) < -0.1)
-				{
-					new_content = MapNode(CONTENT_STONE, MINERAL_COAL);
-				}
-				else
-				{
-					if(noisebuf_ground_wetness.get(x,y+5,z) > 0.0)
-						new_content = MapNode(CONTENT_STONE, MINERAL_IRON);
-					/*if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
-						vmanip.m_data[i] = MapNode(CONTENT_MUD);
-					else
-						vmanip.m_data[i] = MapNode(CONTENT_SAND);*/
-				}
-				/*else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.1)
-				{
-				}*/
-
-				if(new_content.d != CONTENT_IGNORE)
-				{
-					for(u16 i=0; i<27; i++)
-					{
-						v3s16 p = v3s16(x,y,z) + g_27dirs[i];
-						u32 vi = vmanip.m_area.index(p);
-						if(vmanip.m_data[vi].d == base_content)
-						{
-							if(mineralrandom.next()%sparseness == 0)
-								vmanip.m_data[vi] = new_content;
-						}
-					}
-				}
-			}
-		}
-		/*
-			Add coal
-		*/
-		//for(s16 i=0; i < MYMAX(0, 50 - abs(node_min.Y+8 - (-30))); i++)
-		//for(s16 i=0; i<50; i++)
-		u16 coal_amount = 30;
-		u16 coal_rareness = 60 / coal_amount;
-		if(coal_rareness == 0)
-			coal_rareness = 1;
-		if(mineralrandom.next()%coal_rareness == 0)
-		{
-			u16 a = mineralrandom.next() % 16;
-			u16 amount = coal_amount * a*a*a / 1000;
-			for(s16 i=0; i<amount; i++)
-			{
-				s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
-				s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
-				s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
-				for(u16 i=0; i<27; i++)
-				{
-					v3s16 p = v3s16(x,y,z) + g_27dirs[i];
-					u32 vi = vmanip.m_area.index(p);
-					if(vmanip.m_data[vi].d == CONTENT_STONE)
-						if(mineralrandom.next()%8 == 0)
-							vmanip.m_data[vi] = MapNode(CONTENT_STONE, MINERAL_COAL);
-				}
-			}
-		}
-		/*
-			Add iron
-		*/
-		u16 iron_amount = 8;
-		u16 iron_rareness = 60 / iron_amount;
-		if(iron_rareness == 0)
-			iron_rareness = 1;
-		if(mineralrandom.next()%iron_rareness == 0)
-		{
-			u16 a = mineralrandom.next() % 16;
-			u16 amount = iron_amount * a*a*a / 1000;
-			for(s16 i=0; i<amount; i++)
-			{
-				s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
-				s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
-				s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
-				for(u16 i=0; i<27; i++)
-				{
-					v3s16 p = v3s16(x,y,z) + g_27dirs[i];
-					u32 vi = vmanip.m_area.index(p);
-					if(vmanip.m_data[vi].d == CONTENT_STONE)
-						if(mineralrandom.next()%8 == 0)
-							vmanip.m_data[vi] = MapNode(CONTENT_STONE, MINERAL_IRON);
-				}
-			}
-		}
-	}
-
-	/*
-		Add mud and sand and others underground (in place of stone)
-	*/
-
-	for(s16 x=node_min.X; x<=node_max.X; x++)
-	for(s16 z=node_min.Z; z<=node_max.Z; z++)
-	{
-		// Node position
-		v2s16 p2d(x,z);
-		{
-			// Use fast index incrementing
-			v3s16 em = vmanip.m_area.getExtent();
-			u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
-			for(s16 y=node_max.Y; y>=node_min.Y; y--)
-			{
-				if(vmanip.m_data[i].d == CONTENT_STONE)
-				{
-					if(noisebuf_ground_crumbleness.get(x,y,z) > 1.3)
-					{
-						if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
-							vmanip.m_data[i] = MapNode(CONTENT_MUD);
-						else
-							vmanip.m_data[i] = MapNode(CONTENT_SAND);
-					}
-					else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.7)
-					{
-						if(noisebuf_ground_wetness.get(x,y,z) < -0.6)
-							vmanip.m_data[i] = MapNode(CONTENT_GRAVEL);
-					}
-				}
-
-				data->vmanip.m_area.add_y(em, i, -1);
-			}
-		}
-	}
-
-	/*
-		Add dungeons
-	*/
-	
-	//if(node_min.Y < approx_groundlevel)
-	//if(myrand() % 3 == 0)
-	//if(myrand() % 3 == 0 && node_min.Y < approx_groundlevel)
-	//if(myrand() % 100 == 0 && node_min.Y < approx_groundlevel)
-	//float dungeon_rarity = g_settings.getFloat("dungeon_rarity");
-	float dungeon_rarity = 0.02;
-	if(((noise3d(blockpos.X,blockpos.Y,blockpos.Z,data->seed)+1.0)/2.0)
-			< dungeon_rarity
-			&& node_min.Y < approx_groundlevel)
-	{
-		// Dungeon generator doesn't modify places which have this set
-		data->vmanip.clearFlag(VMANIP_FLAG_DUNGEON_INSIDE
-				| VMANIP_FLAG_DUNGEON_PRESERVE);
-		
-		// Set all air and water to be untouchable to make dungeons open
-		// to caves and open air
-		for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
-		for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
-		{
-			// Node position
-			v2s16 p2d(x,z);
-			{
-				// Use fast index incrementing
-				v3s16 em = vmanip.m_area.getExtent();
-				u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
-				for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
-				{
-					if(vmanip.m_data[i].d == CONTENT_AIR)
-						vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
-					else if(vmanip.m_data[i].d == CONTENT_WATERSOURCE)
-						vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
-					data->vmanip.m_area.add_y(em, i, -1);
-				}
-			}
-		}
-		
-		PseudoRandom random(blockseed+2);
-
-		// Add it
-		make_dungeon1(data->vmanip, random);
-		
-		// Convert some cobble to mossy cobble
-		for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
-		for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
-		{
-			// Node position
-			v2s16 p2d(x,z);
-			{
-				// Use fast index incrementing
-				v3s16 em = vmanip.m_area.getExtent();
-				u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
-				for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
-				{
-					// (noisebuf not used because it doesn't contain the
-					//  full area)
-					double wetness = noise3d_param(
-							get_ground_wetness_params(data->seed), x,y,z);
-					double d = noise3d_perlin((float)x/2.5,
-							(float)y/2.5,(float)z/2.5,
-							blockseed, 2, 1.4);
-					if(vmanip.m_data[i].d == CONTENT_COBBLE)
-					{
-						if(d < wetness/3.0)
-						{
-							vmanip.m_data[i].d = CONTENT_MOSSYCOBBLE;
-						}
-					}
-					/*else if(vmanip.m_flags[i] & VMANIP_FLAG_DUNGEON_INSIDE)
-					{
-						if(wetness > 1.2)
-							vmanip.m_data[i].d = CONTENT_MUD;
-					}*/
-					data->vmanip.m_area.add_y(em, i, -1);
-				}
-			}
-		}
-	}
-	
-	/*
-		Add top and bottom side of water to transforming_liquid queue
-	*/
-
-	for(s16 x=node_min.X; x<=node_max.X; x++)
-	for(s16 z=node_min.Z; z<=node_max.Z; z++)
-	{
-		// Node position
-		v2s16 p2d(x,z);
-		{
-			bool water_found = false;
-			// Use fast index incrementing
-			v3s16 em = vmanip.m_area.getExtent();
-			u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
-			for(s16 y=node_max.Y; y>=node_min.Y; y--)
-			{
-				if(water_found == false)
-				{
-					if(vmanip.m_data[i].d == CONTENT_WATERSOURCE)
-					{
-						v3s16 p = v3s16(p2d.X, y, p2d.Y);
-						data->transforming_liquid.push_back(p);
-						water_found = true;
-					}
-				}
-				else
-				{
-					// This can be done because water_found can only
-					// turn to true and end up here after going through
-					// a single block.
-					if(vmanip.m_data[i+1].d != CONTENT_WATERSOURCE)
-					{
-						v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
-						data->transforming_liquid.push_back(p);
-						water_found = false;
-					}
-				}
-
-				data->vmanip.m_area.add_y(em, i, -1);
-			}
-		}
-	}
-
-	/*
-		If close to ground level
-	*/
-
-	//if(abs(approx_ground_depth) < 30)
-	if(minimum_ground_depth < 5 && maximum_ground_depth > -5)
-	{
-		/*
-			Add grass and mud
-		*/
-
-		for(s16 x=node_min.X; x<=node_max.X; x++)
-		for(s16 z=node_min.Z; z<=node_max.Z; z++)
-		{
-			// Node position
-			v2s16 p2d(x,z);
-			{
-				bool possibly_have_sand = get_have_sand(data->seed, p2d);
-				bool have_sand = false;
-				u32 current_depth = 0;
-				bool air_detected = false;
-				bool water_detected = false;
-				// Use fast index incrementing
-				s16 start_y = node_max.Y+2;
-				v3s16 em = vmanip.m_area.getExtent();
-				u32 i = vmanip.m_area.index(v3s16(p2d.X, start_y, p2d.Y));
-				for(s16 y=start_y; y>=node_min.Y-3; y--)
-				{
-					if(vmanip.m_data[i].d == CONTENT_WATERSOURCE)
-						water_detected = true;
-					if(vmanip.m_data[i].d == CONTENT_AIR)
-						air_detected = true;
-
-					if((vmanip.m_data[i].d == CONTENT_STONE
-							|| vmanip.m_data[i].d == CONTENT_GRASS
-							|| vmanip.m_data[i].d == CONTENT_MUD
-							|| vmanip.m_data[i].d == CONTENT_SAND
-							|| vmanip.m_data[i].d == CONTENT_GRAVEL
-							) && (air_detected || water_detected))
-					{
-						if(current_depth == 0 && y <= WATER_LEVEL+2
-								&& possibly_have_sand)
-							have_sand = true;
-						
-						if(current_depth < 4)
-						{
-							if(have_sand)
-							{
-								vmanip.m_data[i] = MapNode(CONTENT_SAND);
-							}
-							#if 1
-							else if(current_depth==0 && !water_detected
-									&& y >= WATER_LEVEL && air_detected)
-								vmanip.m_data[i] = MapNode(CONTENT_GRASS);
-							#endif
-							else
-								vmanip.m_data[i] = MapNode(CONTENT_MUD);
-						}
-						else
-						{
-							if(vmanip.m_data[i].d == CONTENT_MUD
-								|| vmanip.m_data[i].d == CONTENT_GRASS)
-								vmanip.m_data[i] = MapNode(CONTENT_STONE);
-						}
-
-						current_depth++;
-
-						if(current_depth >= 8)
-							break;
-					}
-					else if(current_depth != 0)
-						break;
-
-					data->vmanip.m_area.add_y(em, i, -1);
-				}
-			}
-		}
-
-		/*
-			Add trees
-		*/
-		
-		// Amount of trees
-		u32 tree_count = block_area_nodes * tree_amount_2d(data->seed, p2d_center);
-		PseudoRandom treerandom(blockseed);
-		// Put trees in random places on part of division
-		for(u32 i=0; i<tree_count; i++)
-		{
-			s16 x = treerandom.range(node_min.X, node_max.X);
-			s16 z = treerandom.range(node_min.Z, node_max.Z);
-			//s16 y = find_ground_level(data->vmanip, v2s16(x,z));
-			s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4);
-			// Don't make a tree under water level
-			if(y < WATER_LEVEL)
-				continue;
-			// Make sure tree fits (only trees whose starting point is
-			// at this block are added)
-			if(y < node_min.Y || y > node_max.Y)
-				continue;
-			/*
-				Find exact ground level
-			*/
-			v3s16 p(x,y+6,z);
-			bool found = false;
-			for(; p.Y >= y-6; p.Y--)
-			{
-				u32 i = data->vmanip.m_area.index(p);
-				MapNode *n = &data->vmanip.m_data[i];
-				if(n->d != CONTENT_AIR && n->d != CONTENT_IGNORE)
-				{
-					found = true;
-					break;
-				}
-			}
-			// If not found, handle next one
-			if(found == false)
-				continue;
-			/*
-				Trees grow only on mud and grass
-			*/
-			{
-				u32 i = data->vmanip.m_area.index(p);
-				MapNode *n = &data->vmanip.m_data[i];
-				if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
-					continue;
-			}
-			// Tree will be placed one higher
-			p.Y++;
-			// Make a tree
-			make_tree(data->vmanip, p);
-		}
-
-#if 0
-		/*
-			Add some kind of random stones
-		*/
-		
-		u32 random_stone_count = block_area_nodes *
-				randomstone_amount_2d(data->seed, p2d_center);
-		// Put in random places on part of division
-		for(u32 i=0; i<random_stone_count; i++)
-		{
-			s16 x = myrand_range(node_min.X, node_max.X);
-			s16 z = myrand_range(node_min.Z, node_max.Z);
-			s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
-			// Don't add under water level
-			/*if(y < WATER_LEVEL)
-				continue;*/
-			// Don't add if doesn't belong to this block
-			if(y < node_min.Y || y > node_max.Y)
-				continue;
-			v3s16 p(x,y,z);
-			// Filter placement
-			/*{
-				u32 i = data->vmanip.m_area.index(v3s16(p));
-				MapNode *n = &data->vmanip.m_data[i];
-				if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
-					continue;
-			}*/
-			// Will be placed one higher
-			p.Y++;
-			// Add it
-			make_randomstone(data->vmanip, p);
-		}
-#endif
-
-#if 0
-		/*
-			Add larger stones
-		*/
-		
-		u32 large_stone_count = block_area_nodes *
-				largestone_amount_2d(data->seed, p2d_center);
-		//u32 large_stone_count = 1;
-		// Put in random places on part of division
-		for(u32 i=0; i<large_stone_count; i++)
-		{
-			s16 x = myrand_range(node_min.X, node_max.X);
-			s16 z = myrand_range(node_min.Z, node_max.Z);
-			s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
-			// Don't add under water level
-			/*if(y < WATER_LEVEL)
-				continue;*/
-			// Don't add if doesn't belong to this block
-			if(y < node_min.Y || y > node_max.Y)
-				continue;
-			v3s16 p(x,y,z);
-			// Filter placement
-			/*{
-				u32 i = data->vmanip.m_area.index(v3s16(p));
-				MapNode *n = &data->vmanip.m_data[i];
-				if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
-					continue;
-			}*/
-			// Will be placed one lower
-			p.Y--;
-			// Add it
-			make_largestone(data->vmanip, p);
-		}
-#endif
-	}
-
-}
-
 void ServerMap::initBlockMake(BlockMakeData *data, v3s16 blockpos)
 {
 	/*dstream<<"initBlockMake(): ("<<blockpos.X<<","<<blockpos.Y<<","
@@ -3968,13 +2081,7 @@ MapBlock* ServerMap::finishBlockMake(BlockMakeData *data,
 		Set is_underground flag for lighting with sunlight
 	*/
 
-	s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
-			data->seed, v2s16(blockpos.X, blockpos.Z));
-	
-	if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
-		block->setIsUnderground(true);
-	else
-		block->setIsUnderground(false);
+	block->setIsUnderground(mapgen::block_is_underground(data->seed, blockpos));
 
 	/*
 		Add sunlight to central block.
@@ -4013,7 +2120,7 @@ MapBlock* ServerMap::finishBlockMake(BlockMakeData *data,
 	/*
 		Add random objects to block
 	*/
-	addRandomObjects(block);
+	mapgen::add_random_objects(block);
 
 	/*
 		Go through changed blocks
@@ -4148,8 +2255,8 @@ MapBlock * ServerMap::generateBlock(
 		Generate block
 	*/
 	{
-		TimeTaker t("makeBlock()");
-		makeBlock(&data);
+		TimeTaker t("mapgen::make_block()");
+		mapgen::make_block(&data);
 	}
 
 	/*
@@ -4475,7 +2582,7 @@ s16 ServerMap::findGroundLevel(v2s16 p2d)
 		Determine from map generator noise functions
 	*/
 	
-	s16 level = find_ground_level_from_noise(m_seed, p2d, 1);
+	s16 level = mapgen::find_ground_level_from_noise(m_seed, p2d, 1);
 	return level;
 
 	//double level = base_rock_level_2d(m_seed, p2d) + AVERAGE_MUD_AMOUNT;
diff --git a/src/mapgen.cpp b/src/mapgen.cpp
new file mode 100644
index 000000000..a739ceaeb
--- /dev/null
+++ b/src/mapgen.cpp
@@ -0,0 +1,1936 @@
+/*
+Minetest-c55
+Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+This program is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+
+#include "mapgen.h"
+#include "voxel.h"
+#include "content_mapnode.h"
+#include "noise.h"
+#include "mapblock.h"
+#include "map.h"
+#include "serverobject.h"
+#include "mineral.h"
+
+namespace mapgen
+{
+
+/*
+	Some helper functions for the map generator
+*/
+
+#if 0
+static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d)
+{
+	v3s16 em = vmanip.m_area.getExtent();
+	s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
+	s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
+	u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
+	s16 y;
+	for(y=y_nodes_max; y>=y_nodes_min; y--)
+	{
+		MapNode &n = vmanip.m_data[i];
+		if(content_walkable(n.d))
+			break;
+
+		vmanip.m_area.add_y(em, i, -1);
+	}
+	if(y >= y_nodes_min)
+		return y;
+	else
+		return y_nodes_min;
+}
+
+static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d)
+{
+	v3s16 em = vmanip.m_area.getExtent();
+	s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
+	s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
+	u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
+	s16 y;
+	for(y=y_nodes_max; y>=y_nodes_min; y--)
+	{
+		MapNode &n = vmanip.m_data[i];
+		if(content_walkable(n.d)
+				&& n.d != CONTENT_TREE
+				&& n.d != CONTENT_LEAVES)
+			break;
+
+		vmanip.m_area.add_y(em, i, -1);
+	}
+	if(y >= y_nodes_min)
+		return y;
+	else
+		return y_nodes_min;
+}
+#endif
+
+static void make_tree(VoxelManipulator &vmanip, v3s16 p0)
+{
+	MapNode treenode(CONTENT_TREE);
+	MapNode leavesnode(CONTENT_LEAVES);
+
+	s16 trunk_h = myrand_range(3, 6);
+	v3s16 p1 = p0;
+	for(s16 ii=0; ii<trunk_h; ii++)
+	{
+		if(vmanip.m_area.contains(p1))
+			vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
+		p1.Y++;
+	}
+
+	// p1 is now the last piece of the trunk
+	p1.Y -= 1;
+
+	VoxelArea leaves_a(v3s16(-2,-2,-2), v3s16(2,2,2));
+	//SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
+	Buffer<u8> leaves_d(leaves_a.getVolume());
+	for(s32 i=0; i<leaves_a.getVolume(); i++)
+		leaves_d[i] = 0;
+
+	// Force leaves at near the end of the trunk
+	{
+		s16 d = 1;
+		for(s16 z=-d; z<=d; z++)
+		for(s16 y=-d; y<=d; y++)
+		for(s16 x=-d; x<=d; x++)
+		{
+			leaves_d[leaves_a.index(v3s16(x,y,z))] = 1;
+		}
+	}
+
+	// Add leaves randomly
+	for(u32 iii=0; iii<7; iii++)
+	{
+		s16 d = 1;
+
+		v3s16 p(
+			myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
+			myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
+			myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
+		);
+
+		for(s16 z=0; z<=d; z++)
+		for(s16 y=0; y<=d; y++)
+		for(s16 x=0; x<=d; x++)
+		{
+			leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1;
+		}
+	}
+
+	// Blit leaves to vmanip
+	for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++)
+	for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++)
+	for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++)
+	{
+		v3s16 p(x,y,z);
+		p += p1;
+		if(vmanip.m_area.contains(p) == false)
+			continue;
+		u32 vi = vmanip.m_area.index(p);
+		if(vmanip.m_data[vi].d != CONTENT_AIR
+				&& vmanip.m_data[vi].d != CONTENT_IGNORE)
+			continue;
+		u32 i = leaves_a.index(x,y,z);
+		if(leaves_d[i] == 1)
+			vmanip.m_data[vi] = leavesnode;
+	}
+}
+
+#if 0
+static void make_randomstone(VoxelManipulator &vmanip, v3s16 p0)
+{
+	MapNode stonenode(CONTENT_STONE);
+
+	s16 size = myrand_range(3, 6);
+	
+	VoxelArea stone_a(v3s16(-2,0,-2), v3s16(2,size,2));
+	Buffer<u8> stone_d(stone_a.getVolume());
+	for(s32 i=0; i<stone_a.getVolume(); i++)
+		stone_d[i] = 0;
+
+	// Force stone at bottom to make it usually touch the ground
+	{
+		for(s16 z=0; z<=0; z++)
+		for(s16 y=0; y<=0; y++)
+		for(s16 x=0; x<=0; x++)
+		{
+			stone_d[stone_a.index(v3s16(x,y,z))] = 1;
+		}
+	}
+
+	// Generate from perlin noise
+	for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
+	for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
+	for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
+	{
+		double d = noise3d_perlin((float)x/3.,(float)z/3.,(float)y/3.,
+				p0.Z*4243+p0.Y*34+p0.X, 2, 0.5);
+		if(z == stone_a.MinEdge.Z || z == stone_a.MaxEdge.Z)
+			d -= 0.3;
+		if(/*y == stone_a.MinEdge.Y ||*/ y == stone_a.MaxEdge.Y)
+			d -= 0.3;
+		if(x == stone_a.MinEdge.X || x == stone_a.MaxEdge.X)
+			d -= 0.3;
+		if(d > 0.0)
+		{
+			u32 vi = stone_a.index(v3s16(x,y,z));
+			stone_d[vi] = 1;
+		}
+	}
+
+	/*// Add stone randomly
+	for(u32 iii=0; iii<7; iii++)
+	{
+		s16 d = 1;
+
+		v3s16 p(
+			myrand_range(stone_a.MinEdge.X, stone_a.MaxEdge.X-d),
+			myrand_range(stone_a.MinEdge.Y, stone_a.MaxEdge.Y-d),
+			myrand_range(stone_a.MinEdge.Z, stone_a.MaxEdge.Z-d)
+		);
+
+		for(s16 z=0; z<=d; z++)
+		for(s16 y=0; y<=d; y++)
+		for(s16 x=0; x<=d; x++)
+		{
+			stone_d[stone_a.index(p+v3s16(x,y,z))] = 1;
+		}
+	}*/
+
+	// Blit stone to vmanip
+	for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
+	for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
+	for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
+	{
+		v3s16 p(x,y,z);
+		p += p0;
+		if(vmanip.m_area.contains(p) == false)
+			continue;
+		u32 vi = vmanip.m_area.index(p);
+		if(vmanip.m_data[vi].d != CONTENT_AIR
+				&& vmanip.m_data[vi].d != CONTENT_IGNORE)
+			continue;
+		u32 i = stone_a.index(x,y,z);
+		if(stone_d[i] == 1)
+			vmanip.m_data[vi] = stonenode;
+	}
+}
+#endif
+
+#if 0
+static void make_largestone(VoxelManipulator &vmanip, v3s16 p0)
+{
+	MapNode stonenode(CONTENT_STONE);
+
+	s16 size = myrand_range(8, 16);
+	
+	VoxelArea stone_a(v3s16(-size/2,0,-size/2), v3s16(size/2,size,size/2));
+	Buffer<u8> stone_d(stone_a.getVolume());
+	for(s32 i=0; i<stone_a.getVolume(); i++)
+		stone_d[i] = 0;
+
+	// Force stone at bottom to make it usually touch the ground
+	{
+		for(s16 z=0; z<=0; z++)
+		for(s16 y=0; y<=0; y++)
+		for(s16 x=0; x<=0; x++)
+		{
+			stone_d[stone_a.index(v3s16(x,y,z))] = 1;
+		}
+	}
+
+	// Generate from perlin noise
+	for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
+	for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
+	for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
+	{
+		double d = 1.0;
+		d += noise3d_perlin((float)x/10.,(float)z/10.,(float)y/10.,
+				p0.Z*5123+p0.Y*2439+p0.X, 2, 0.5);
+		double mid_z = (stone_a.MaxEdge.Z+stone_a.MinEdge.Z)/2;
+		double mid_x = (stone_a.MaxEdge.X+stone_a.MinEdge.X)/2;
+		double mid_y = (stone_a.MaxEdge.Y+stone_a.MinEdge.Y)/2;
+		double dz = (double)z-mid_z;
+		double dx = (double)x-mid_x;
+		double dy = MYMAX(0, (double)y-mid_y);
+		double r = sqrt(dz*dz+dx*dx+dy*dy);
+		d /= (2*r/size)*2 + 0.01;
+		if(d > 1.0)
+		{
+			u32 vi = stone_a.index(v3s16(x,y,z));
+			stone_d[vi] = 1;
+		}
+	}
+
+	/*// Add stone randomly
+	for(u32 iii=0; iii<7; iii++)
+	{
+		s16 d = 1;
+
+		v3s16 p(
+			myrand_range(stone_a.MinEdge.X, stone_a.MaxEdge.X-d),
+			myrand_range(stone_a.MinEdge.Y, stone_a.MaxEdge.Y-d),
+			myrand_range(stone_a.MinEdge.Z, stone_a.MaxEdge.Z-d)
+		);
+
+		for(s16 z=0; z<=d; z++)
+		for(s16 y=0; y<=d; y++)
+		for(s16 x=0; x<=d; x++)
+		{
+			stone_d[stone_a.index(p+v3s16(x,y,z))] = 1;
+		}
+	}*/
+
+	// Blit stone to vmanip
+	for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
+	for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
+	for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
+	{
+		v3s16 p(x,y,z);
+		p += p0;
+		if(vmanip.m_area.contains(p) == false)
+			continue;
+		u32 vi = vmanip.m_area.index(p);
+		/*if(vmanip.m_data[vi].d != CONTENT_AIR
+				&& vmanip.m_data[vi].d != CONTENT_IGNORE)
+			continue;*/
+		u32 i = stone_a.index(x,y,z);
+		if(stone_d[i] == 1)
+			vmanip.m_data[vi] = stonenode;
+	}
+}
+#endif
+
+/*
+	Dungeon making routines
+*/
+
+#define VMANIP_FLAG_DUNGEON_INSIDE VOXELFLAG_CHECKED1
+#define VMANIP_FLAG_DUNGEON_PRESERVE VOXELFLAG_CHECKED2
+#define VMANIP_FLAG_DUNGEON_UNTOUCHABLE (\
+		VMANIP_FLAG_DUNGEON_INSIDE|VMANIP_FLAG_DUNGEON_PRESERVE)
+
+static void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace)
+{
+	// Make +-X walls
+	for(s16 z=0; z<roomsize.Z; z++)
+	for(s16 y=0; y<roomsize.Y; y++)
+	{
+		{
+			v3s16 p = roomplace + v3s16(0,y,z);
+			if(vmanip.m_area.contains(p) == false)
+				continue;
+			u32 vi = vmanip.m_area.index(p);
+			if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
+				continue;
+			vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
+		}
+		{
+			v3s16 p = roomplace + v3s16(roomsize.X-1,y,z);
+			if(vmanip.m_area.contains(p) == false)
+				continue;
+			u32 vi = vmanip.m_area.index(p);
+			if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
+				continue;
+			vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
+		}
+	}
+	
+	// Make +-Z walls
+	for(s16 x=0; x<roomsize.X; x++)
+	for(s16 y=0; y<roomsize.Y; y++)
+	{
+		{
+			v3s16 p = roomplace + v3s16(x,y,0);
+			if(vmanip.m_area.contains(p) == false)
+				continue;
+			u32 vi = vmanip.m_area.index(p);
+			if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
+				continue;
+			vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
+		}
+		{
+			v3s16 p = roomplace + v3s16(x,y,roomsize.Z-1);
+			if(vmanip.m_area.contains(p) == false)
+				continue;
+			u32 vi = vmanip.m_area.index(p);
+			if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
+				continue;
+			vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
+		}
+	}
+	
+	// Make +-Y walls (floor and ceiling)
+	for(s16 z=0; z<roomsize.Z; z++)
+	for(s16 x=0; x<roomsize.X; x++)
+	{
+		{
+			v3s16 p = roomplace + v3s16(x,0,z);
+			if(vmanip.m_area.contains(p) == false)
+				continue;
+			u32 vi = vmanip.m_area.index(p);
+			if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
+				continue;
+			vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
+		}
+		{
+			v3s16 p = roomplace + v3s16(x,roomsize.Y-1,z);
+			if(vmanip.m_area.contains(p) == false)
+				continue;
+			u32 vi = vmanip.m_area.index(p);
+			if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
+				continue;
+			vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
+		}
+	}
+	
+	// Fill with air
+	for(s16 z=1; z<roomsize.Z-1; z++)
+	for(s16 y=1; y<roomsize.Y-1; y++)
+	for(s16 x=1; x<roomsize.X-1; x++)
+	{
+		v3s16 p = roomplace + v3s16(x,y,z);
+		if(vmanip.m_area.contains(p) == false)
+			continue;
+		u32 vi = vmanip.m_area.index(p);
+		vmanip.m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
+		vmanip.m_data[vi] = MapNode(CONTENT_AIR);
+	}
+}
+
+static void make_fill(VoxelManipulator &vmanip, v3s16 place, v3s16 size,
+		u8 avoid_flags, MapNode n, u8 or_flags)
+{
+	for(s16 z=0; z<size.Z; z++)
+	for(s16 y=0; y<size.Y; y++)
+	for(s16 x=0; x<size.X; x++)
+	{
+		v3s16 p = place + v3s16(x,y,z);
+		if(vmanip.m_area.contains(p) == false)
+			continue;
+		u32 vi = vmanip.m_area.index(p);
+		if(vmanip.m_flags[vi] & avoid_flags)
+			continue;
+		vmanip.m_flags[vi] |= or_flags;
+		vmanip.m_data[vi] = n;
+	}
+}
+
+static void make_hole1(VoxelManipulator &vmanip, v3s16 place)
+{
+	make_fill(vmanip, place, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
+			VMANIP_FLAG_DUNGEON_INSIDE);
+}
+
+static void make_door1(VoxelManipulator &vmanip, v3s16 doorplace, v3s16 doordir)
+{
+	make_hole1(vmanip, doorplace);
+	// Place torch (for testing)
+	//vmanip.m_data[vmanip.m_area.index(doorplace)] = MapNode(CONTENT_TORCH);
+}
+
+static v3s16 rand_ortho_dir(PseudoRandom &random)
+{
+	if(random.next()%2==0)
+		return random.next()%2 ? v3s16(-1,0,0) : v3s16(1,0,0);
+	else
+		return random.next()%2 ? v3s16(0,0,-1) : v3s16(0,0,1);
+}
+
+static v3s16 turn_xz(v3s16 olddir, int t)
+{
+	v3s16 dir;
+	if(t == 0)
+	{
+		// Turn right
+		dir.X = olddir.Z;
+		dir.Z = -olddir.X;
+		dir.Y = olddir.Y;
+	}
+	else
+	{
+		// Turn left
+		dir.X = -olddir.Z;
+		dir.Z = olddir.X;
+		dir.Y = olddir.Y;
+	}
+	return dir;
+}
+
+static v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
+{
+	int turn = random.range(0,2);
+	v3s16 dir;
+	if(turn == 0)
+	{
+		// Go straight
+		dir = olddir;
+	}
+	else if(turn == 1)
+		// Turn right
+		dir = turn_xz(olddir, 0);
+	else
+		// Turn left
+		dir = turn_xz(olddir, 1);
+	return dir;
+}
+
+static void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace,
+		v3s16 doordir, v3s16 &result_place, v3s16 &result_dir,
+		PseudoRandom &random)
+{
+	make_hole1(vmanip, doorplace);
+	v3s16 p0 = doorplace;
+	v3s16 dir = doordir;
+	u32 length;
+	if(random.next()%2)
+		length = random.range(1,13);
+	else
+		length = random.range(1,6);
+	length = random.range(1,13);
+	u32 partlength = random.range(1,length);
+	u32 partcount = 0;
+	s16 make_stairs = 0;
+	if(random.next()%2 == 0 && partlength >= 3)
+		make_stairs = random.next()%2 ? 1 : -1;
+	for(u32 i=0; i<length; i++)
+	{
+		v3s16 p = p0 + dir;
+		if(partcount != 0)
+			p.Y += make_stairs;
+
+		/*// If already empty
+		if(vmanip.getNodeNoExNoEmerge(p).d
+				== CONTENT_AIR
+		&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
+				== CONTENT_AIR)
+		{
+		}*/
+
+		if(vmanip.m_area.contains(p) == true
+				&& vmanip.m_area.contains(p+v3s16(0,1,0)) == true)
+		{
+			if(make_stairs)
+			{
+				make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,5,3),
+						VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(CONTENT_COBBLE), 0);
+				make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
+						VMANIP_FLAG_DUNGEON_INSIDE);
+				make_fill(vmanip, p-dir, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
+						VMANIP_FLAG_DUNGEON_INSIDE);
+			}
+			else
+			{
+				make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,4,3),
+						VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(CONTENT_COBBLE), 0);
+				make_hole1(vmanip, p);
+				/*make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
+						VMANIP_FLAG_DUNGEON_INSIDE);*/
+			}
+
+			p0 = p;
+		}
+		else
+		{
+			// Can't go here, turn away
+			dir = turn_xz(dir, random.range(0,1));
+			make_stairs = -make_stairs;
+			partcount = 0;
+			partlength = random.range(1,length);
+			continue;
+		}
+
+		partcount++;
+		if(partcount >= partlength)
+		{
+			partcount = 0;
+			
+			dir = random_turn(random, dir);
+			
+			partlength = random.range(1,length);
+
+			make_stairs = 0;
+			if(random.next()%2 == 0 && partlength >= 3)
+				make_stairs = random.next()%2 ? 1 : -1;
+		}
+	}
+	result_place = p0;
+	result_dir = dir;
+}
+
+class RoomWalker
+{
+public:
+
+	RoomWalker(VoxelManipulator &vmanip_, v3s16 pos, PseudoRandom &random):
+			vmanip(vmanip_),
+			m_pos(pos),
+			m_random(random)
+	{
+		randomizeDir();
+	}
+
+	void randomizeDir()
+	{
+		m_dir = rand_ortho_dir(m_random);
+	}
+
+	void setPos(v3s16 pos)
+	{
+		m_pos = pos;
+	}
+
+	void setDir(v3s16 dir)
+	{
+		m_dir = dir;
+	}
+	
+	bool findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
+	{
+		for(u32 i=0; i<100; i++)
+		{
+			v3s16 p = m_pos + m_dir;
+			v3s16 p1 = p + v3s16(0,1,0);
+			if(vmanip.m_area.contains(p) == false
+					|| vmanip.m_area.contains(p1) == false
+					|| i % 4 == 0)
+			{
+				randomizeDir();
+				continue;
+			}
+			if(vmanip.getNodeNoExNoEmerge(p).d
+					== CONTENT_COBBLE
+			&& vmanip.getNodeNoExNoEmerge(p1).d
+					== CONTENT_COBBLE)
+			{
+				// Found wall, this is a good place!
+				result_place = p;
+				result_dir = m_dir;
+				// Randomize next direction
+				randomizeDir();
+				return true;
+			}
+			/*
+				Determine where to move next
+			*/
+			// Jump one up if the actual space is there
+			if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).d
+					== CONTENT_COBBLE
+			&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
+					== CONTENT_AIR
+			&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,2,0)).d
+					== CONTENT_AIR)
+				p += v3s16(0,1,0);
+			// Jump one down if the actual space is there
+			if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
+					== CONTENT_COBBLE
+			&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).d
+					== CONTENT_AIR
+			&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,-1,0)).d
+					== CONTENT_AIR)
+				p += v3s16(0,-1,0);
+			// Check if walking is now possible
+			if(vmanip.getNodeNoExNoEmerge(p).d
+					!= CONTENT_AIR
+			|| vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
+					!= CONTENT_AIR)
+			{
+				// Cannot continue walking here
+				randomizeDir();
+				continue;
+			}
+			// Move there
+			m_pos = p;
+		}
+		return false;
+	}
+
+	bool findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
+			v3s16 &result_doordir, v3s16 &result_roomplace)
+	{
+		for(s16 trycount=0; trycount<30; trycount++)
+		{
+			v3s16 doorplace;
+			v3s16 doordir;
+			bool r = findPlaceForDoor(doorplace, doordir);
+			if(r == false)
+				continue;
+			v3s16 roomplace;
+			// X east, Z north, Y up
+			if(doordir == v3s16(1,0,0)) // X+
+				roomplace = doorplace + v3s16(0,-1,-roomsize.Z/2+m_random.range(-roomsize.Z/2+1,roomsize.Z/2-1));
+			if(doordir == v3s16(-1,0,0)) // X-
+				roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2+m_random.range(-roomsize.Z/2+1,roomsize.Z/2-1));
+			if(doordir == v3s16(0,0,1)) // Z+
+				roomplace = doorplace + v3s16(-roomsize.X/2+m_random.range(-roomsize.X/2+1,roomsize.X/2-1),-1,0);
+			if(doordir == v3s16(0,0,-1)) // Z-
+				roomplace = doorplace + v3s16(-roomsize.X/2+m_random.range(-roomsize.X/2+1,roomsize.X/2-1),-1,-roomsize.Z+1);
+			
+			// Check fit
+			bool fits = true;
+			for(s16 z=1; z<roomsize.Z-1; z++)
+			for(s16 y=1; y<roomsize.Y-1; y++)
+			for(s16 x=1; x<roomsize.X-1; x++)
+			{
+				v3s16 p = roomplace + v3s16(x,y,z);
+				if(vmanip.m_area.contains(p) == false)
+				{
+					fits = false;
+					break;
+				}
+				if(vmanip.m_flags[vmanip.m_area.index(p)]
+						& VMANIP_FLAG_DUNGEON_INSIDE)
+				{
+					fits = false;
+					break;
+				}
+			}
+			if(fits == false)
+			{
+				// Find new place
+				continue;
+			}
+			result_doorplace = doorplace;
+			result_doordir = doordir;
+			result_roomplace = roomplace;
+			return true;
+		}
+		return false;
+	}
+
+private:
+	VoxelManipulator &vmanip;
+	v3s16 m_pos;
+	v3s16 m_dir;
+	PseudoRandom &m_random;
+};
+
+static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random)
+{
+	v3s16 areasize = vmanip.m_area.getExtent();
+	v3s16 roomsize;
+	v3s16 roomplace;
+	
+	/*
+		Find place for first room
+	*/
+	bool fits = false;
+	for(u32 i=0; i<100; i++)
+	{
+		roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
+		roomplace = vmanip.m_area.MinEdge + v3s16(
+				random.range(0,areasize.X-roomsize.X-1),
+				random.range(0,areasize.Y-roomsize.Y-1),
+				random.range(0,areasize.Z-roomsize.Z-1));
+		/*
+			Check that we're not putting the room to an unknown place,
+			otherwise it might end up floating in the air
+		*/
+		fits = true;
+		for(s16 z=1; z<roomsize.Z-1; z++)
+		for(s16 y=1; y<roomsize.Y-1; y++)
+		for(s16 x=1; x<roomsize.X-1; x++)
+		{
+			v3s16 p = roomplace + v3s16(x,y,z);
+			u32 vi = vmanip.m_area.index(p);
+			if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE)
+			{
+				fits = false;
+				break;
+			}
+			if(vmanip.m_data[vi].d == CONTENT_IGNORE)
+			{
+				fits = false;
+				break;
+			}
+		}
+		if(fits)
+			break;
+	}
+	// No place found
+	if(fits == false)
+		return;
+	
+	/*
+		Stores the center position of the last room made, so that
+		a new corridor can be started from the last room instead of
+		the new room, if chosen so.
+	*/
+	v3s16 last_room_center = roomplace+v3s16(roomsize.X/2,1,roomsize.Z/2);
+	
+	u32 room_count = random.range(2,7);
+	for(u32 i=0; i<room_count; i++)
+	{
+		// Make a room to the determined place
+		make_room1(vmanip, roomsize, roomplace);
+		
+		v3s16 room_center = roomplace + v3s16(roomsize.X/2,1,roomsize.Z/2);
+
+		// Place torch at room center (for testing)
+		//vmanip.m_data[vmanip.m_area.index(room_center)] = MapNode(CONTENT_TORCH);
+
+		// Quit if last room
+		if(i == room_count-1)
+			break;
+		
+		// Determine walker start position
+
+		bool start_in_last_room = (random.range(0,1)==0);
+		//bool start_in_last_room = true;
+
+		v3s16 walker_start_place;
+
+		if(start_in_last_room)
+		{
+			walker_start_place = last_room_center;
+		}
+		else
+		{
+			walker_start_place = room_center;
+			// Store center of current room as the last one
+			last_room_center = room_center;
+		}
+		
+		// Create walker and find a place for a door
+		RoomWalker walker(vmanip, walker_start_place, random);
+		v3s16 doorplace;
+		v3s16 doordir;
+		bool r = walker.findPlaceForDoor(doorplace, doordir);
+		if(r == false)
+			return;
+		
+		if(random.range(0,1)==0)
+			// Make the door
+			make_door1(vmanip, doorplace, doordir);
+		else
+			// Don't actually make a door
+			doorplace -= doordir;
+		
+		// Make a random corridor starting from the door
+		v3s16 corridor_end;
+		v3s16 corridor_end_dir;
+		make_corridor(vmanip, doorplace, doordir, corridor_end,
+				corridor_end_dir, random);
+		
+		// Find a place for a random sized room
+		roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
+		walker.setPos(corridor_end);
+		walker.setDir(corridor_end_dir);
+		r = walker.findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace);
+		if(r == false)
+			return;
+
+		if(random.range(0,1)==0)
+			// Make the door
+			make_door1(vmanip, doorplace, doordir);
+		else
+			// Don't actually make a door
+			roomplace -= doordir;
+		
+	}
+}
+
+/*
+	Noise functions. Make sure seed is mangled differently in each one.
+*/
+
+// This affects the shape of the contour
+//#define CAVE_NOISE_SCALE 10.0
+//#define CAVE_NOISE_SCALE 7.5
+#define CAVE_NOISE_SCALE 5.0
+
+NoiseParams get_cave_noise1_params(u64 seed)
+{
+	/*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.7,
+			200, CAVE_NOISE_SCALE);*/
+	return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.7,
+			100, CAVE_NOISE_SCALE);
+}
+
+NoiseParams get_cave_noise2_params(u64 seed)
+{
+	/*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.7,
+			200, CAVE_NOISE_SCALE);*/
+	return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.7,
+			100, CAVE_NOISE_SCALE);
+}
+
+//#define CAVE_NOISE_THRESHOLD (2.5/CAVE_NOISE_SCALE)
+#define CAVE_NOISE_THRESHOLD (2.0/CAVE_NOISE_SCALE)
+
+NoiseParams get_ground_noise1_params(u64 seed)
+{
+	return NoiseParams(NOISE_PERLIN, seed+983240, 5,
+			0.60, 100.0, 30.0);
+}
+
+NoiseParams get_ground_crumbleness_params(u64 seed)
+{
+	return NoiseParams(NOISE_PERLIN, seed+34413, 3,
+			1.3, 20.0, 1.0);
+}
+
+NoiseParams get_ground_wetness_params(u64 seed)
+{
+	return NoiseParams(NOISE_PERLIN, seed+32474, 4,
+			1.1, 40.0, 1.0);
+}
+
+bool is_cave(u64 seed, v3s16 p)
+{
+	double d1 = noise3d_param(get_cave_noise1_params(seed), p.X,p.Y,p.Z);
+	double d2 = noise3d_param(get_cave_noise2_params(seed), p.X,p.Y,p.Z);
+	return d1*d2 > CAVE_NOISE_THRESHOLD;
+}
+
+/*
+	Ground density noise shall be interpreted by using this.
+
+	TODO: No perlin noises here, they should be outsourced
+	      and buffered
+*/
+bool val_is_ground(double ground_noise1_val, v3s16 p, u64 seed)
+{
+	//return ((double)p.Y < ground_noise1_val);
+
+	double f = 0.8 + noise2d_perlin(
+			0.5+(float)p.X/250, 0.5+(float)p.Z/250,
+			seed+920381, 3, 0.5);
+	if(f < 0.01)
+		f = 0.01;
+	else if(f >= 1.0)
+		f *= 2.0;
+	double h = WATER_LEVEL + 10 * noise2d_perlin(
+			0.5+(float)p.X/250, 0.5+(float)p.Z/250,
+			seed+84174, 4, 0.5);
+	return ((double)p.Y - h < ground_noise1_val * f);
+}
+
+/*
+	Queries whether a position is ground or not.
+*/
+bool is_ground(u64 seed, v3s16 p)
+{
+	double val1 = noise3d_param(get_ground_noise1_params(seed), p.X,p.Y,p.Z);
+	return val_is_ground(val1, p, seed);
+}
+
+// Amount of trees per area in nodes
+double tree_amount_2d(u64 seed, v2s16 p)
+{
+	/*double noise = noise2d_perlin(
+			0.5+(float)p.X/250, 0.5+(float)p.Y/250,
+			seed+2, 5, 0.66);*/
+	double noise = noise2d_perlin(
+			0.5+(float)p.X/125, 0.5+(float)p.Y/125,
+			seed+2, 4, 0.66);
+	double zeroval = -0.35;
+	if(noise < zeroval)
+		return 0;
+	else
+		return 0.04 * (noise-zeroval) / (1.0-zeroval);
+}
+
+#if 0
+double randomstone_amount_2d(u64 seed, v2s16 p)
+{
+	double noise = noise2d_perlin(
+			0.5+(float)p.X/250, 0.5+(float)p.Y/250,
+			seed+3829434, 5, 0.66);
+	double zeroval = 0.1;
+	if(noise < zeroval)
+		return 0;
+	else
+		return 0.01 * (noise-zeroval) / (1.0-zeroval);
+}
+#endif
+
+double largestone_amount_2d(u64 seed, v2s16 p)
+{
+	double noise = noise2d_perlin(
+			0.5+(float)p.X/250, 0.5+(float)p.Y/250,
+			seed+14143242, 5, 0.66);
+	double zeroval = 0.3;
+	if(noise < zeroval)
+		return 0;
+	else
+		return 0.005 * (noise-zeroval) / (1.0-zeroval);
+}
+
+/*
+	Incrementally find ground level from 3d noise
+*/
+s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
+{
+	// Start a bit fuzzy to make averaging lower precision values
+	// more useful
+	s16 level = myrand_range(-precision/2, precision/2);
+	s16 dec[] = {31000, 100, 20, 4, 1, 0};
+	s16 i;
+	for(i = 1; dec[i] != 0 && precision <= dec[i]; i++)
+	{
+		// First find non-ground by going upwards
+		// Don't stop in caves.
+		{
+			s16 max = level+dec[i-1]*2;
+			v3s16 p(p2d.X, level, p2d.Y);
+			for(; p.Y < max; p.Y += dec[i])
+			{
+				if(!is_ground(seed, p))
+				{
+					level = p.Y;
+					break;
+				}
+			}
+		}
+		// Then find ground by going downwards from there.
+		// Go in caves, too, when precision is 1.
+		{
+			s16 min = level-dec[i-1]*2;
+			v3s16 p(p2d.X, level, p2d.Y);
+			for(; p.Y>min; p.Y-=dec[i])
+			{
+				bool ground = is_ground(seed, p);
+				/*if(dec[i] == 1 && is_cave(seed, p))
+					ground = false;*/
+				if(ground)
+				{
+					level = p.Y;
+					break;
+				}
+			}
+		}
+	}
+	
+	// This is more like the actual ground level
+	level += dec[i-1]/2;
+
+	return level;
+}
+
+double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p=4);
+
+double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p)
+{
+	v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
+	v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
+	double a = 0;
+	a += find_ground_level_from_noise(seed,
+			v2s16(node_min.X, node_min.Y), p);
+	a += find_ground_level_from_noise(seed,
+			v2s16(node_min.X, node_max.Y), p);
+	a += find_ground_level_from_noise(seed,
+			v2s16(node_max.X, node_max.Y), p);
+	a += find_ground_level_from_noise(seed,
+			v2s16(node_max.X, node_min.Y), p);
+	a += find_ground_level_from_noise(seed,
+			v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p);
+	a /= 5;
+	return a;
+}
+
+double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p=4);
+
+double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p)
+{
+	v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
+	v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
+	double a = -31000;
+	a = MYMAX(a, find_ground_level_from_noise(seed,
+			v2s16(node_min.X, node_min.Y), p));
+	a = MYMAX(a, find_ground_level_from_noise(seed,
+			v2s16(node_min.X, node_max.Y), p));
+	a = MYMAX(a, find_ground_level_from_noise(seed,
+			v2s16(node_max.X, node_max.Y), p));
+	a = MYMAX(a, find_ground_level_from_noise(seed,
+			v2s16(node_min.X, node_min.Y), p));
+	a = MYMAX(a, find_ground_level_from_noise(seed,
+			v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
+	return a;
+}
+
+double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p=4);
+
+double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p)
+{
+	v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
+	v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
+	double a = 31000;
+	a = MYMIN(a, find_ground_level_from_noise(seed,
+			v2s16(node_min.X, node_min.Y), p));
+	a = MYMIN(a, find_ground_level_from_noise(seed,
+			v2s16(node_min.X, node_max.Y), p));
+	a = MYMIN(a, find_ground_level_from_noise(seed,
+			v2s16(node_max.X, node_max.Y), p));
+	a = MYMIN(a, find_ground_level_from_noise(seed,
+			v2s16(node_min.X, node_min.Y), p));
+	a = MYMIN(a, find_ground_level_from_noise(seed,
+			v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
+	return a;
+}
+
+bool block_is_underground(u64 seed, v3s16 blockpos)
+{
+	s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
+			seed, v2s16(blockpos.X, blockpos.Z));
+	
+	if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
+		return true;
+	else
+		return false;
+}
+
+#if 0
+#define AVERAGE_MUD_AMOUNT 4
+
+double base_rock_level_2d(u64 seed, v2s16 p)
+{
+	// The base ground level
+	double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT
+			+ 20. * noise2d_perlin(
+			0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
+			(seed>>32)+654879876, 6, 0.6);
+
+	/*// A bit hillier one
+	double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin(
+			0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
+			(seed>>27)+90340, 6, 0.69);
+	if(base2 > base)
+		base = base2;*/
+#if 1
+	// Higher ground level
+	double higher = (double)WATER_LEVEL + 25. + 35. * noise2d_perlin(
+			0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
+			seed+85039, 5, 0.69);
+	//higher = 30; // For debugging
+
+	// Limit higher to at least base
+	if(higher < base)
+		higher = base;
+
+	// Steepness factor of cliffs
+	double b = 1.0 + 1.0 * noise2d_perlin(
+			0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
+			seed-932, 7, 0.7);
+	b = rangelim(b, 0.0, 1000.0);
+	b = pow(b, 5);
+	b *= 7;
+	b = rangelim(b, 3.0, 1000.0);
+	//dstream<<"b="<<b<<std::endl;
+	//double b = 20;
+
+	// Offset to more low
+	double a_off = -0.2;
+	// High/low selector
+	/*double a = 0.5 + b * (a_off + noise2d_perlin(
+			0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
+			seed-359, 6, 0.7));*/
+	double a = (double)0.5 + b * (a_off + noise2d_perlin(
+			0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
+			seed-359, 5, 0.60));
+	// Limit
+	a = rangelim(a, 0.0, 1.0);
+
+	//dstream<<"a="<<a<<std::endl;
+
+	double h = base*(1.0-a) + higher*a;
+#else
+	double h = base;
+#endif
+	return h;
+}
+
+double get_mud_add_amount(u64 seed, v2s16 p)
+{
+	return ((float)AVERAGE_MUD_AMOUNT + 3.0 * noise2d_perlin(
+			0.5+(float)p.X/200, 0.5+(float)p.Y/200,
+			seed+91013, 3, 0.55));
+}
+#endif
+
+bool get_have_sand(u64 seed, v2s16 p2d)
+{
+	// Determine whether to have sand here
+	double sandnoise = noise2d_perlin(
+			0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
+			seed+59420, 3, 0.50);
+
+	return (sandnoise > -0.15);
+}
+
+/*
+	Adds random objects to block, depending on the content of the block
+*/
+void add_random_objects(MapBlock *block)
+{
+	for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
+	for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
+	{
+		bool last_node_walkable = false;
+		for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
+		{
+			v3s16 p(x0,y0,z0);
+			MapNode n = block->getNodeNoEx(p);
+			if(n.d == CONTENT_IGNORE)
+				continue;
+			if(content_features(n.d).liquid_type != LIQUID_NONE)
+				continue;
+			if(content_features(n.d).walkable)
+			{
+				last_node_walkable = true;
+				continue;
+			}
+			if(last_node_walkable)
+			{
+				// If block contains light information
+				if(content_features(n.d).param_type == CPT_LIGHT)
+				{
+					if(n.getLight(LIGHTBANK_DAY) <= 3)
+					{
+						if(myrand() % 300 == 0)
+						{
+							v3f pos_f = intToFloat(p+block->getPosRelative(), BS);
+							pos_f.Y -= BS*0.4;
+							ServerActiveObject *obj = new RatSAO(NULL, 0, pos_f);
+							std::string data = obj->getStaticData();
+							StaticObject s_obj(obj->getType(),
+									obj->getBasePosition(), data);
+							// Add some
+							block->m_static_objects.insert(0, s_obj);
+							block->m_static_objects.insert(0, s_obj);
+							block->m_static_objects.insert(0, s_obj);
+							block->m_static_objects.insert(0, s_obj);
+							block->m_static_objects.insert(0, s_obj);
+							block->m_static_objects.insert(0, s_obj);
+							delete obj;
+						}
+						if(myrand() % 1000 == 0)
+						{
+							v3f pos_f = intToFloat(p+block->getPosRelative(), BS);
+							pos_f.Y -= BS*0.4;
+							ServerActiveObject *obj = new Oerkki1SAO(NULL,0,pos_f);
+							std::string data = obj->getStaticData();
+							StaticObject s_obj(obj->getType(),
+									obj->getBasePosition(), data);
+							// Add one
+							block->m_static_objects.insert(0, s_obj);
+							delete obj;
+						}
+					}
+				}
+			}
+			last_node_walkable = false;
+		}
+	}
+	block->setChangedFlag();
+}
+
+void make_block(BlockMakeData *data)
+{
+	if(data->no_op)
+	{
+		dstream<<"makeBlock: no-op"<<std::endl;
+		return;
+	}
+
+	v3s16 blockpos = data->blockpos;
+	
+	/*dstream<<"makeBlock(): ("<<blockpos.X<<","<<blockpos.Y<<","
+			<<blockpos.Z<<")"<<std::endl;*/
+
+	ManualMapVoxelManipulator &vmanip = data->vmanip;
+	v3s16 blockpos_min = blockpos - v3s16(1,1,1);
+	v3s16 blockpos_max = blockpos + v3s16(1,1,1);
+	// Area of center block
+	v3s16 node_min = blockpos*MAP_BLOCKSIZE;
+	v3s16 node_max = (blockpos+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
+	// Full allocated area
+	v3s16 full_node_min = (blockpos-1)*MAP_BLOCKSIZE;
+	v3s16 full_node_max = (blockpos+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
+	// Area of a block
+	double block_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE;
+
+	v2s16 p2d_center(node_min.X+MAP_BLOCKSIZE/2, node_min.Z+MAP_BLOCKSIZE/2);
+
+	/*
+		Get average ground level from noise
+	*/
+	
+	s16 approx_groundlevel = (s16)get_sector_average_ground_level(
+			data->seed, v2s16(blockpos.X, blockpos.Z));
+	//dstream<<"approx_groundlevel="<<approx_groundlevel<<std::endl;
+	
+	s16 approx_ground_depth = approx_groundlevel - (node_min.Y+MAP_BLOCKSIZE/2);
+	
+	s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
+			data->seed, v2s16(blockpos.X, blockpos.Z));
+	// Minimum amount of ground above the top of the central block
+	s16 minimum_ground_depth = minimum_groundlevel - node_max.Y;
+
+	s16 maximum_groundlevel = (s16)get_sector_maximum_ground_level(
+			data->seed, v2s16(blockpos.X, blockpos.Z), 1);
+	// Maximum amount of ground above the bottom of the central block
+	s16 maximum_ground_depth = maximum_groundlevel - node_min.Y;
+	
+	/*
+		Special case for high air or water: Just fill with air and water.
+	*/
+	if(maximum_ground_depth < -20)
+	{
+		for(s16 x=node_min.X; x<=node_max.X; x++)
+		for(s16 z=node_min.Z; z<=node_max.Z; z++)
+		{
+			// Node position
+			v2s16 p2d(x,z);
+			{
+				// Use fast index incrementing
+				v3s16 em = vmanip.m_area.getExtent();
+				u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
+				for(s16 y=node_min.Y; y<=node_max.Y; y++)
+				{
+					// Only modify places that have no content
+					if(vmanip.m_data[i].d == CONTENT_IGNORE)
+					{
+						if(y <= WATER_LEVEL)
+							vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE);
+						else
+							vmanip.m_data[i] = MapNode(CONTENT_AIR);
+					}
+				
+					data->vmanip.m_area.add_y(em, i, 1);
+				}
+			}
+		}
+		
+		// We're done
+		return;
+	}
+
+	/*
+		If block is deep underground, this is set to true and ground
+		density noise is not generated, for speed optimization.
+	*/
+	bool all_is_ground_except_caves = (minimum_ground_depth > 16);
+	
+	/*
+		Create a block-specific seed
+	*/
+	u32 blockseed = (data->seed%0x100000000) + full_node_min.Z*38134234
+			+ full_node_min.Y*42123 + full_node_min.X*23;
+	
+	/*
+		Make some 3D noise
+	*/
+	
+	//NoiseBuffer noisebuf1;
+	//NoiseBuffer noisebuf2;
+	NoiseBuffer noisebuf_cave;
+	NoiseBuffer noisebuf_ground;
+	NoiseBuffer noisebuf_ground_crumbleness;
+	NoiseBuffer noisebuf_ground_wetness;
+	{
+		v3f minpos_f(node_min.X, node_min.Y, node_min.Z);
+		v3f maxpos_f(node_max.X, node_max.Y, node_max.Z);
+
+		//TimeTaker timer("noisebuf.create");
+
+		/*
+			Cave noise
+		*/
+
+		noisebuf_cave.create(get_cave_noise1_params(data->seed),
+				minpos_f.X, minpos_f.Y, minpos_f.Z,
+				maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
+				4, 3, 4);
+		
+		noisebuf_cave.multiply(get_cave_noise2_params(data->seed));
+
+		/*
+			Ground noise
+		*/
+		
+		// Sample length
+		v3f sl = v3f(4.0, 4.0, 4.0);
+		
+		/*
+			Density noise
+		*/
+		if(all_is_ground_except_caves == false)
+			//noisebuf_ground.create(data->seed+983240, 6, 0.60, false,
+			noisebuf_ground.create(get_ground_noise1_params(data->seed),
+					minpos_f.X, minpos_f.Y, minpos_f.Z,
+					maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
+					sl.X, sl.Y, sl.Z);
+		
+		/*
+			Ground property noise
+		*/
+		sl = v3f(2.5, 2.5, 2.5);
+		noisebuf_ground_crumbleness.create(
+				get_ground_crumbleness_params(data->seed),
+				minpos_f.X, minpos_f.Y, minpos_f.Z,
+				maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z,
+				sl.X, sl.Y, sl.Z);
+		noisebuf_ground_wetness.create(
+				get_ground_wetness_params(data->seed),
+				minpos_f.X, minpos_f.Y, minpos_f.Z,
+				maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z,
+				sl.X, sl.Y, sl.Z);
+	}
+	
+	/*
+		Make base ground level
+	*/
+
+	for(s16 x=node_min.X; x<=node_max.X; x++)
+	for(s16 z=node_min.Z; z<=node_max.Z; z++)
+	{
+		// Node position
+		v2s16 p2d(x,z);
+		{
+			// Use fast index incrementing
+			v3s16 em = vmanip.m_area.getExtent();
+			u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
+			for(s16 y=node_min.Y; y<=node_max.Y; y++)
+			{
+				// Only modify places that have no content
+				if(vmanip.m_data[i].d == CONTENT_IGNORE)
+				{
+					// First priority: make air and water.
+					// This avoids caves inside water.
+					if(all_is_ground_except_caves == false
+							&& val_is_ground(noisebuf_ground.get(x,y,z),
+							v3s16(x,y,z), data->seed) == false)
+					{
+						if(y <= WATER_LEVEL)
+							vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE);
+						else
+							vmanip.m_data[i] = MapNode(CONTENT_AIR);
+					}
+					else if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD)
+						vmanip.m_data[i] = MapNode(CONTENT_AIR);
+					else
+						vmanip.m_data[i] = MapNode(CONTENT_STONE);
+				}
+			
+				data->vmanip.m_area.add_y(em, i, 1);
+			}
+		}
+	}
+
+	/*
+		Add minerals
+	*/
+
+	{
+		PseudoRandom mineralrandom(blockseed);
+
+		/*
+			Add meseblocks
+		*/
+		for(s16 i=0; i<approx_ground_depth/4; i++)
+		{
+			if(mineralrandom.next()%50 == 0)
+			{
+				s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
+				s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
+				s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
+				for(u16 i=0; i<27; i++)
+				{
+					v3s16 p = v3s16(x,y,z) + g_27dirs[i];
+					u32 vi = vmanip.m_area.index(p);
+					if(vmanip.m_data[vi].d == CONTENT_STONE)
+						if(mineralrandom.next()%8 == 0)
+							vmanip.m_data[vi] = MapNode(CONTENT_MESE);
+				}
+					
+			}
+		}
+		/*
+			Add others
+		*/
+		{
+			u16 a = mineralrandom.range(0,15);
+			a = a*a*a;
+			u16 amount = 20 * a/1000;
+			for(s16 i=0; i<amount; i++)
+			{
+				s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
+				s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
+				s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
+
+				u8 base_content = CONTENT_STONE;
+				MapNode new_content(CONTENT_IGNORE);
+				u32 sparseness = 6;
+
+				if(noisebuf_ground_crumbleness.get(x,y+5,z) < -0.1)
+				{
+					new_content = MapNode(CONTENT_STONE, MINERAL_COAL);
+				}
+				else
+				{
+					if(noisebuf_ground_wetness.get(x,y+5,z) > 0.0)
+						new_content = MapNode(CONTENT_STONE, MINERAL_IRON);
+					/*if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
+						vmanip.m_data[i] = MapNode(CONTENT_MUD);
+					else
+						vmanip.m_data[i] = MapNode(CONTENT_SAND);*/
+				}
+				/*else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.1)
+				{
+				}*/
+
+				if(new_content.d != CONTENT_IGNORE)
+				{
+					for(u16 i=0; i<27; i++)
+					{
+						v3s16 p = v3s16(x,y,z) + g_27dirs[i];
+						u32 vi = vmanip.m_area.index(p);
+						if(vmanip.m_data[vi].d == base_content)
+						{
+							if(mineralrandom.next()%sparseness == 0)
+								vmanip.m_data[vi] = new_content;
+						}
+					}
+				}
+			}
+		}
+		/*
+			Add coal
+		*/
+		//for(s16 i=0; i < MYMAX(0, 50 - abs(node_min.Y+8 - (-30))); i++)
+		//for(s16 i=0; i<50; i++)
+		u16 coal_amount = 30;
+		u16 coal_rareness = 60 / coal_amount;
+		if(coal_rareness == 0)
+			coal_rareness = 1;
+		if(mineralrandom.next()%coal_rareness == 0)
+		{
+			u16 a = mineralrandom.next() % 16;
+			u16 amount = coal_amount * a*a*a / 1000;
+			for(s16 i=0; i<amount; i++)
+			{
+				s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
+				s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
+				s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
+				for(u16 i=0; i<27; i++)
+				{
+					v3s16 p = v3s16(x,y,z) + g_27dirs[i];
+					u32 vi = vmanip.m_area.index(p);
+					if(vmanip.m_data[vi].d == CONTENT_STONE)
+						if(mineralrandom.next()%8 == 0)
+							vmanip.m_data[vi] = MapNode(CONTENT_STONE, MINERAL_COAL);
+				}
+			}
+		}
+		/*
+			Add iron
+		*/
+		u16 iron_amount = 8;
+		u16 iron_rareness = 60 / iron_amount;
+		if(iron_rareness == 0)
+			iron_rareness = 1;
+		if(mineralrandom.next()%iron_rareness == 0)
+		{
+			u16 a = mineralrandom.next() % 16;
+			u16 amount = iron_amount * a*a*a / 1000;
+			for(s16 i=0; i<amount; i++)
+			{
+				s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
+				s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
+				s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
+				for(u16 i=0; i<27; i++)
+				{
+					v3s16 p = v3s16(x,y,z) + g_27dirs[i];
+					u32 vi = vmanip.m_area.index(p);
+					if(vmanip.m_data[vi].d == CONTENT_STONE)
+						if(mineralrandom.next()%8 == 0)
+							vmanip.m_data[vi] = MapNode(CONTENT_STONE, MINERAL_IRON);
+				}
+			}
+		}
+	}
+
+	/*
+		Add mud and sand and others underground (in place of stone)
+	*/
+
+	for(s16 x=node_min.X; x<=node_max.X; x++)
+	for(s16 z=node_min.Z; z<=node_max.Z; z++)
+	{
+		// Node position
+		v2s16 p2d(x,z);
+		{
+			// Use fast index incrementing
+			v3s16 em = vmanip.m_area.getExtent();
+			u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
+			for(s16 y=node_max.Y; y>=node_min.Y; y--)
+			{
+				if(vmanip.m_data[i].d == CONTENT_STONE)
+				{
+					if(noisebuf_ground_crumbleness.get(x,y,z) > 1.3)
+					{
+						if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
+							vmanip.m_data[i] = MapNode(CONTENT_MUD);
+						else
+							vmanip.m_data[i] = MapNode(CONTENT_SAND);
+					}
+					else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.7)
+					{
+						if(noisebuf_ground_wetness.get(x,y,z) < -0.6)
+							vmanip.m_data[i] = MapNode(CONTENT_GRAVEL);
+					}
+				}
+
+				data->vmanip.m_area.add_y(em, i, -1);
+			}
+		}
+	}
+
+	/*
+		Add dungeons
+	*/
+	
+	//if(node_min.Y < approx_groundlevel)
+	//if(myrand() % 3 == 0)
+	//if(myrand() % 3 == 0 && node_min.Y < approx_groundlevel)
+	//if(myrand() % 100 == 0 && node_min.Y < approx_groundlevel)
+	//float dungeon_rarity = g_settings.getFloat("dungeon_rarity");
+	float dungeon_rarity = 0.02;
+	if(((noise3d(blockpos.X,blockpos.Y,blockpos.Z,data->seed)+1.0)/2.0)
+			< dungeon_rarity
+			&& node_min.Y < approx_groundlevel)
+	{
+		// Dungeon generator doesn't modify places which have this set
+		data->vmanip.clearFlag(VMANIP_FLAG_DUNGEON_INSIDE
+				| VMANIP_FLAG_DUNGEON_PRESERVE);
+		
+		// Set all air and water to be untouchable to make dungeons open
+		// to caves and open air
+		for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
+		for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
+		{
+			// Node position
+			v2s16 p2d(x,z);
+			{
+				// Use fast index incrementing
+				v3s16 em = vmanip.m_area.getExtent();
+				u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
+				for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
+				{
+					if(vmanip.m_data[i].d == CONTENT_AIR)
+						vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
+					else if(vmanip.m_data[i].d == CONTENT_WATERSOURCE)
+						vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
+					data->vmanip.m_area.add_y(em, i, -1);
+				}
+			}
+		}
+		
+		PseudoRandom random(blockseed+2);
+
+		// Add it
+		make_dungeon1(data->vmanip, random);
+		
+		// Convert some cobble to mossy cobble
+		for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
+		for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
+		{
+			// Node position
+			v2s16 p2d(x,z);
+			{
+				// Use fast index incrementing
+				v3s16 em = vmanip.m_area.getExtent();
+				u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
+				for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
+				{
+					// (noisebuf not used because it doesn't contain the
+					//  full area)
+					double wetness = noise3d_param(
+							get_ground_wetness_params(data->seed), x,y,z);
+					double d = noise3d_perlin((float)x/2.5,
+							(float)y/2.5,(float)z/2.5,
+							blockseed, 2, 1.4);
+					if(vmanip.m_data[i].d == CONTENT_COBBLE)
+					{
+						if(d < wetness/3.0)
+						{
+							vmanip.m_data[i].d = CONTENT_MOSSYCOBBLE;
+						}
+					}
+					/*else if(vmanip.m_flags[i] & VMANIP_FLAG_DUNGEON_INSIDE)
+					{
+						if(wetness > 1.2)
+							vmanip.m_data[i].d = CONTENT_MUD;
+					}*/
+					data->vmanip.m_area.add_y(em, i, -1);
+				}
+			}
+		}
+	}
+	
+	/*
+		Add top and bottom side of water to transforming_liquid queue
+	*/
+
+	for(s16 x=node_min.X; x<=node_max.X; x++)
+	for(s16 z=node_min.Z; z<=node_max.Z; z++)
+	{
+		// Node position
+		v2s16 p2d(x,z);
+		{
+			bool water_found = false;
+			// Use fast index incrementing
+			v3s16 em = vmanip.m_area.getExtent();
+			u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
+			for(s16 y=node_max.Y; y>=node_min.Y; y--)
+			{
+				if(water_found == false)
+				{
+					if(vmanip.m_data[i].d == CONTENT_WATERSOURCE)
+					{
+						v3s16 p = v3s16(p2d.X, y, p2d.Y);
+						data->transforming_liquid.push_back(p);
+						water_found = true;
+					}
+				}
+				else
+				{
+					// This can be done because water_found can only
+					// turn to true and end up here after going through
+					// a single block.
+					if(vmanip.m_data[i+1].d != CONTENT_WATERSOURCE)
+					{
+						v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
+						data->transforming_liquid.push_back(p);
+						water_found = false;
+					}
+				}
+
+				data->vmanip.m_area.add_y(em, i, -1);
+			}
+		}
+	}
+
+	/*
+		If close to ground level
+	*/
+
+	//if(abs(approx_ground_depth) < 30)
+	if(minimum_ground_depth < 5 && maximum_ground_depth > -5)
+	{
+		/*
+			Add grass and mud
+		*/
+
+		for(s16 x=node_min.X; x<=node_max.X; x++)
+		for(s16 z=node_min.Z; z<=node_max.Z; z++)
+		{
+			// Node position
+			v2s16 p2d(x,z);
+			{
+				bool possibly_have_sand = get_have_sand(data->seed, p2d);
+				bool have_sand = false;
+				u32 current_depth = 0;
+				bool air_detected = false;
+				bool water_detected = false;
+				// Use fast index incrementing
+				s16 start_y = node_max.Y+2;
+				v3s16 em = vmanip.m_area.getExtent();
+				u32 i = vmanip.m_area.index(v3s16(p2d.X, start_y, p2d.Y));
+				for(s16 y=start_y; y>=node_min.Y-3; y--)
+				{
+					if(vmanip.m_data[i].d == CONTENT_WATERSOURCE)
+						water_detected = true;
+					if(vmanip.m_data[i].d == CONTENT_AIR)
+						air_detected = true;
+
+					if((vmanip.m_data[i].d == CONTENT_STONE
+							|| vmanip.m_data[i].d == CONTENT_GRASS
+							|| vmanip.m_data[i].d == CONTENT_MUD
+							|| vmanip.m_data[i].d == CONTENT_SAND
+							|| vmanip.m_data[i].d == CONTENT_GRAVEL
+							) && (air_detected || water_detected))
+					{
+						if(current_depth == 0 && y <= WATER_LEVEL+2
+								&& possibly_have_sand)
+							have_sand = true;
+						
+						if(current_depth < 4)
+						{
+							if(have_sand)
+							{
+								vmanip.m_data[i] = MapNode(CONTENT_SAND);
+							}
+							#if 1
+							else if(current_depth==0 && !water_detected
+									&& y >= WATER_LEVEL && air_detected)
+								vmanip.m_data[i] = MapNode(CONTENT_GRASS);
+							#endif
+							else
+								vmanip.m_data[i] = MapNode(CONTENT_MUD);
+						}
+						else
+						{
+							if(vmanip.m_data[i].d == CONTENT_MUD
+								|| vmanip.m_data[i].d == CONTENT_GRASS)
+								vmanip.m_data[i] = MapNode(CONTENT_STONE);
+						}
+
+						current_depth++;
+
+						if(current_depth >= 8)
+							break;
+					}
+					else if(current_depth != 0)
+						break;
+
+					data->vmanip.m_area.add_y(em, i, -1);
+				}
+			}
+		}
+
+		/*
+			Add trees
+		*/
+		
+		// Amount of trees
+		u32 tree_count = block_area_nodes * tree_amount_2d(data->seed, p2d_center);
+		PseudoRandom treerandom(blockseed);
+		// Put trees in random places on part of division
+		for(u32 i=0; i<tree_count; i++)
+		{
+			s16 x = treerandom.range(node_min.X, node_max.X);
+			s16 z = treerandom.range(node_min.Z, node_max.Z);
+			//s16 y = find_ground_level(data->vmanip, v2s16(x,z));
+			s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4);
+			// Don't make a tree under water level
+			if(y < WATER_LEVEL)
+				continue;
+			// Make sure tree fits (only trees whose starting point is
+			// at this block are added)
+			if(y < node_min.Y || y > node_max.Y)
+				continue;
+			/*
+				Find exact ground level
+			*/
+			v3s16 p(x,y+6,z);
+			bool found = false;
+			for(; p.Y >= y-6; p.Y--)
+			{
+				u32 i = data->vmanip.m_area.index(p);
+				MapNode *n = &data->vmanip.m_data[i];
+				if(n->d != CONTENT_AIR && n->d != CONTENT_IGNORE)
+				{
+					found = true;
+					break;
+				}
+			}
+			// If not found, handle next one
+			if(found == false)
+				continue;
+			/*
+				Trees grow only on mud and grass
+			*/
+			{
+				u32 i = data->vmanip.m_area.index(p);
+				MapNode *n = &data->vmanip.m_data[i];
+				if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
+					continue;
+			}
+			// Tree will be placed one higher
+			p.Y++;
+			// Make a tree
+			make_tree(data->vmanip, p);
+		}
+
+#if 0
+		/*
+			Add some kind of random stones
+		*/
+		
+		u32 random_stone_count = block_area_nodes *
+				randomstone_amount_2d(data->seed, p2d_center);
+		// Put in random places on part of division
+		for(u32 i=0; i<random_stone_count; i++)
+		{
+			s16 x = myrand_range(node_min.X, node_max.X);
+			s16 z = myrand_range(node_min.Z, node_max.Z);
+			s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
+			// Don't add under water level
+			/*if(y < WATER_LEVEL)
+				continue;*/
+			// Don't add if doesn't belong to this block
+			if(y < node_min.Y || y > node_max.Y)
+				continue;
+			v3s16 p(x,y,z);
+			// Filter placement
+			/*{
+				u32 i = data->vmanip.m_area.index(v3s16(p));
+				MapNode *n = &data->vmanip.m_data[i];
+				if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
+					continue;
+			}*/
+			// Will be placed one higher
+			p.Y++;
+			// Add it
+			make_randomstone(data->vmanip, p);
+		}
+#endif
+
+#if 0
+		/*
+			Add larger stones
+		*/
+		
+		u32 large_stone_count = block_area_nodes *
+				largestone_amount_2d(data->seed, p2d_center);
+		//u32 large_stone_count = 1;
+		// Put in random places on part of division
+		for(u32 i=0; i<large_stone_count; i++)
+		{
+			s16 x = myrand_range(node_min.X, node_max.X);
+			s16 z = myrand_range(node_min.Z, node_max.Z);
+			s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
+			// Don't add under water level
+			/*if(y < WATER_LEVEL)
+				continue;*/
+			// Don't add if doesn't belong to this block
+			if(y < node_min.Y || y > node_max.Y)
+				continue;
+			v3s16 p(x,y,z);
+			// Filter placement
+			/*{
+				u32 i = data->vmanip.m_area.index(v3s16(p));
+				MapNode *n = &data->vmanip.m_data[i];
+				if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
+					continue;
+			}*/
+			// Will be placed one lower
+			p.Y--;
+			// Add it
+			make_largestone(data->vmanip, p);
+		}
+#endif
+	}
+
+}
+
+}; // namespace mapgen
+
+
diff --git a/src/mapgen.h b/src/mapgen.h
new file mode 100644
index 000000000..5aa0282fa
--- /dev/null
+++ b/src/mapgen.h
@@ -0,0 +1,51 @@
+/*
+Minetest-c55
+Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+This program is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+
+#ifndef MAPGEN_HEADER
+#define MAPGEN_HEADER
+
+#include "common_irrlicht.h"
+
+struct BlockMakeData;
+class MapBlock;
+
+namespace mapgen
+{
+	// Finds precise ground level at any position
+	s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision);
+
+	// Find out if block is completely underground
+	bool block_is_underground(u64 seed, v3s16 blockpos);
+
+	// Main map generation routine
+	void make_block(BlockMakeData *data);
+	
+	// Add objects according to block content
+	void add_random_objects(MapBlock *block);
+	
+	/*
+		These are used by FarMesh
+	*/
+	bool get_have_sand(u64 seed, v2s16 p2d);
+	double tree_amount_2d(u64 seed, v2s16 p);
+
+}; // namespace mapgen
+
+#endif
+
diff --git a/src/server.cpp b/src/server.cpp
index 49eb15731..cf8b57773 100644
--- a/src/server.cpp
+++ b/src/server.cpp
@@ -2546,12 +2546,12 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
 			}
 			
 			/*
-				Send the removal to all other clients.
+				Send the removal to all close-by players.
 				- If other player is close, send REMOVENODE
 				- Otherwise set blocks not sent
 			*/
 			core::list<u16> far_players;
-			sendRemoveNode(p_under, peer_id, &far_players, 100);
+			sendRemoveNode(p_under, peer_id, &far_players, 30);
 			
 			/*
 				Update and send inventory
@@ -2714,10 +2714,10 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
 					n.dir = packDir(p_under - p_over);
 				
 				/*
-					Send to all players
+					Send to all close-by players
 				*/
 				core::list<u16> far_players;
-				sendAddNode(p_over, n, 0, &far_players, 100);
+				sendAddNode(p_over, n, 0, &far_players, 30);
 				
 				/*
 					Handle inventory
diff --git a/src/server.h b/src/server.h
index 791ecdec7..b88369ddf 100644
--- a/src/server.h
+++ b/src/server.h
@@ -17,10 +17,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
 
-/*
-(c) 2010 Perttu Ahola <celeron55@gmail.com>
-*/
-
 #ifndef SERVER_HEADER
 #define SERVER_HEADER
 
-- 
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