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path: root/src/mapgen.cpp
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-- occupation.lua
--[[
Collects and manages positions where trains occupy and/or reserve/require space

It turned out that, especially for the TSS, some more, even overlapping zones are required.
Packing those into a data structure would just become a huge mess!
Instead, this occupation system will store the path indices of positions in the corresponding.
train's paths.
So, the occupation is a reverse lookup of paths.
Then, a callback system will handle changes in those indices, as follows:

Whenever the train generates new path items (path_get/path_create), their counterpart indices will be filled in here.
Whenever a path gets invalidated or path items are deleted, their index counterpart is erased from here.

When a train needs to know whether a position is blocked by another train, it will (and is permitted to)
query the train.index and train.end_index and compare them to the blocked position's index.

Callback system for 3rd-party path checkers:
advtrains.te_register_on_new_path(func(id, train))
-- Called when a train's path is re-initalized, either when it was invalidated
-- or the saves were just loaded
-- It can be assumed that everything is in the state of when the last run
-- of on_update was made, but all indices are shifted by an unknown amount.

advtrains.te_register_on_update(func(id, train))
-- Called each step and after a train moved, its length changed or some other event occured
-- The path is unmodified, and train.index and train.end_index can be reliably
-- queried for the new position and length of the train.
-- note that this function might be called multiple times per step, and this 
-- function being called does not necessarily mean that something has changed.
-- It is ensured that on_new_path callbacks are executed prior to these callbacks whenever
-- an invalidation or a reload occured.

advtrains.te_register_on_create(func(id, train))
-- Called right after a train is created, right after the initial new_path callback
advtrains.te_register_on_remove(func(id, train))
-- Called right before a train is deleted


All callbacks are allowed to save certain values inside the train table, but they must ensure that
those are reinitialized in the on_new_path callback. The on_new_path callback must explicitly
set ALL OF those values to nil or to a new updated value, and must not rely on their existence.

]]--
local o = {}

local occ = {}
local occ_chg = {}


local function occget(p)
	local t = occ[p.y]
	if not t then
		occ[p.y] = {}
		t = occ[p.y]
	end
	local s = t
	t = t[p.x]
	if not t then
		s[p.x] = {}
		t = s[p.x]
	end
	return t[p.z]
end
local function occgetcreate(p)
	local t = occ[p.y]
	if not t then
		occ[p.y] = {}
		t = occ[p.y]
	end
	local s = t
	t = t[p.x]
	if not t then
		s[p.x] = {}
		t = s[p.x]
	end
	s = t
	t = t[p.z]
	if not t then
		s[p.z] = {}
		t = s[p.z]
	end
	return t
end


function o.set_item(train_id, pos, idx)
	local t = occgetcreate(pos)
	local i = 1
	while t[i] do
		if t[i]==train_id then
			break
		end
		i = i + 2
	end
	t[i] = train_id
	t[i+1] = idx
end


function o.clear_item(train_id, pos)
	local t = occget(pos)
	if not t then return end
	local i = 1
	local moving = false
	while t[i] do
		if t[i]==train_id then
			if moving then
				-- if, for some occasion, there should be a duplicate entry, erase this one too
				atwarn("Duplicate occupation entry at",pos,"for train",train_id,":",t)
				i = i - 2
			end
			moving = true
		end
		if moving then
			t[i]   = t[i+2]
			t[i+1] = t[i+3]
		end
		i = i + 2
	end
end

-- Checks whether some other train (apart from train_id) has it's 0 zone here
function o.check_collision(pos, train_id)
	local npos = advtrains.round_vector_floor_y(pos)
	local t = occget(npos)
	if not t then return end
	local i = 1
	while t[i] do
		local ti = t[i]
		if ti~=train_id then
			local idx = t[i+1]
			local train = advtrains.trains[ti]
			
			--atdebug("checking train",t[i],"index",idx,"<>",train.index,train.end_index)
			if train and idx >= train.end_index and idx <= train.index then
				--atdebug("collides.")				
				return train -- return train it collided with so we can couple when shunting is enabled
			end
		end
		i = i + 2
	end
	return false
end

-- Gets a mapping of train id's to indexes of trains that share this path item with this train
-- The train itself will not be included.
-- If the requested index position is off-track, returns {}.
-- returns (table with train_id->index), position
function o.get_occupations(train, index)
	local ppos, ontrack = advtrains.path_get(train, index)
	if not ontrack then
		atlog("Train",train.id,"get_occupations requested off-track",index)
		return {}, ppos
	end
	local pos = advtrains.round_vector_floor_y(ppos)
	local t = occget(pos)
	if not t then return {} end
	local r = {}
	local i = 1
	local train_id = train.id
	while t[i] do
		if t[i]~=train_id then
			r[t[i]] = t[i+1]
		end
		i = i + 2
	end
	return r, pos
end
-- Gets a mapping of train id's to indexes of trains that stand or drive over
-- returns (table with train_id->index)
function o.get_trains_at(ppos)
	local pos = advtrains.round_vector_floor_y(ppos)
	local t = occget(pos)
	if not t then return {} end
	local r = {}
	local i = 1
	while t[i] do
		local train = advtrains.trains[t[i]]
		local idx = t[i+1]
		if train.end_index - 0.5 <= idx and idx <= train.index + 0.5 then
			r[t[i]] = idx
		end
		i = i + 2
	end
	return r
end

-- Gets a mapping of train id's to indexes of trains that have a path
-- generated over this node
-- returns (table with train_id->index)
function o.get_trains_over(ppos)
	local pos = advtrains.round_vector_floor_y(ppos)
	local t = occget(pos)
	if not t then return {} end
	local r = {}
	local i = 1
	while t[i] do
		local idx = t[i+1]
		r[t[i]] = idx
		i = i + 2
	end
	return r
end

advtrains.occ = o
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/*
Minetest
Copyright (C) 2010-2015 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2013-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
Copyright (C) 2015-2017 paramat

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

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

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

#include "mapgen.h"
#include "voxel.h"
#include "noise.h"
#include "gamedef.h"
#include "mg_biome.h"
#include "mapblock.h"
#include "mapnode.h"
#include "map.h"
#include "content_sao.h"
#include "nodedef.h"
#include "emerge.h"
#include "voxelalgorithms.h"
#include "porting.h"
#include "profiler.h"
#include "settings.h"
#include "treegen.h"
#include "serialization.h"
#include "util/serialize.h"
#include "util/numeric.h"
#include "filesys.h"
#include "log.h"
#include "mapgen_carpathian.h"
#include "mapgen_flat.h"
#include "mapgen_fractal.h"
#include "mapgen_v5.h"
#include "mapgen_v6.h"
#include "mapgen_v7.h"
#include "mapgen_valleys.h"
#include "mapgen_singlenode.h"
#include "cavegen.h"
#include "dungeongen.h"

FlagDesc flagdesc_mapgen[] = {
	{"caves",       MG_CAVES},
	{"dungeons",    MG_DUNGEONS},
	{"light",       MG_LIGHT},
	{"decorations", MG_DECORATIONS},
	{NULL,       0}
};

FlagDesc flagdesc_gennotify[] = {
	{"dungeon",          1 << GENNOTIFY_DUNGEON},
	{"temple",           1 << GENNOTIFY_TEMPLE},
	{"cave_begin",       1 << GENNOTIFY_CAVE_BEGIN},
	{"cave_end",         1 << GENNOTIFY_CAVE_END},
	{"large_cave_begin", 1 << GENNOTIFY_LARGECAVE_BEGIN},
	{"large_cave_end",   1 << GENNOTIFY_LARGECAVE_END},
	{"decoration",       1 << GENNOTIFY_DECORATION},
	{NULL,               0}
};

struct MapgenDesc {
	const char *name;
	bool is_user_visible;
};

////
//// Built-in mapgens
////

static MapgenDesc g_reg_mapgens[] = {
	{"v5",         true},
	{"v6",         true},
	{"v7",         true},
	{"flat",       true},
	{"fractal",    true},
	{"valleys",    true},
	{"singlenode", true},
	{"carpathian", true},
};

STATIC_ASSERT(
	ARRLEN(g_reg_mapgens) == MAPGEN_INVALID,
	registered_mapgens_is_wrong_size);

////
//// Mapgen
////

Mapgen::Mapgen(int mapgenid, MapgenParams *params, EmergeManager *emerge) :
	gennotify(emerge->gen_notify_on, &emerge->gen_notify_on_deco_ids)
{
	id           = mapgenid;
	water_level  = params->water_level;
	mapgen_limit = params->mapgen_limit;
	flags        = params->flags;
	csize        = v3s16(1, 1, 1) * (params->chunksize * MAP_BLOCKSIZE);

	/*
		We are losing half our entropy by doing this, but it is necessary to
		preserve reverse compatibility.  If the top half of our current 64 bit
		seeds ever starts getting used, existing worlds will break due to a
		different hash outcome and no way to differentiate between versions.

		A solution could be to add a new bit to designate that the top half of
		the seed value should be used, essentially a 1-bit version code, but
		this would require increasing the total size of a seed to 9 bytes (yuck)

		It's probably okay if this never gets fixed.  4.2 billion possibilities
		ought to be enough for anyone.
	*/
	seed = (s32)params->seed;

	ndef      = emerge->ndef;
}


MapgenType Mapgen::getMapgenType(const std::string &mgname)
{
	for (size_t i = 0; i != ARRLEN(g_reg_mapgens); i++) {
		if (mgname == g_reg_mapgens[i].name)
			return (MapgenType)i;
	}

	return MAPGEN_INVALID;
}


const char *Mapgen::getMapgenName(MapgenType mgtype)
{
	size_t index = (size_t)mgtype;
	if (index == MAPGEN_INVALID || index >= ARRLEN(g_reg_mapgens))
		return "invalid";

	return g_reg_mapgens[index].name;
}


Mapgen *Mapgen::createMapgen(MapgenType mgtype, int mgid,
	MapgenParams *params, EmergeManager *emerge)
{
	switch (mgtype) {
	case MAPGEN_CARPATHIAN:
		return new MapgenCarpathian(mgid, (MapgenCarpathianParams *)params, emerge);
	case MAPGEN_FLAT:
		return new MapgenFlat(mgid, (MapgenFlatParams *)params, emerge);
	case MAPGEN_FRACTAL:
		return new MapgenFractal(mgid, (MapgenFractalParams *)params, emerge);
	case MAPGEN_SINGLENODE:
		return new MapgenSinglenode(mgid, (MapgenSinglenodeParams *)params, emerge);
	case MAPGEN_V5:
		return new MapgenV5(mgid, (MapgenV5Params *)params, emerge);
	case MAPGEN_V6:
		return new MapgenV6(mgid, (MapgenV6Params *)params, emerge);
	case MAPGEN_V7:
		return new MapgenV7(mgid, (MapgenV7Params *)params, emerge);
	case MAPGEN_VALLEYS:
		return new MapgenValleys(mgid, (MapgenValleysParams *)params, emerge);
	default:
		return NULL;
	}
}


MapgenParams *Mapgen::createMapgenParams(MapgenType mgtype)
{
	switch (mgtype) {
	case MAPGEN_CARPATHIAN:
		return new MapgenCarpathianParams;
	case MAPGEN_FLAT:
		return new MapgenFlatParams;
	case MAPGEN_FRACTAL:
		return new MapgenFractalParams;
	case MAPGEN_SINGLENODE:
		return new MapgenSinglenodeParams;
	case MAPGEN_V5:
		return new MapgenV5Params;
	case MAPGEN_V6:
		return new MapgenV6Params;
	case MAPGEN_V7:
		return new MapgenV7Params;
	case MAPGEN_VALLEYS:
		return new MapgenValleysParams;
	default:
		return NULL;
	}
}


void Mapgen::getMapgenNames(std::vector<const char *> *mgnames, bool include_hidden)
{
	for (u32 i = 0; i != ARRLEN(g_reg_mapgens); i++) {
		if (include_hidden || g_reg_mapgens[i].is_user_visible)
			mgnames->push_back(g_reg_mapgens[i].name);
	}
}


u32 Mapgen::getBlockSeed(v3s16 p, s32 seed)
{
	return (u32)seed   +
		p.Z * 38134234 +
		p.Y * 42123    +
		p.X * 23;
}


u32 Mapgen::getBlockSeed2(v3s16 p, s32 seed)
{
	u32 n = 1619 * p.X + 31337 * p.Y + 52591 * p.Z + 1013 * seed;
	n = (n >> 13) ^ n;
	return (n * (n * n * 60493 + 19990303) + 1376312589);
}


// Returns Y one under area minimum if not found
s16 Mapgen::findGroundLevelFull(v2s16 p2d)
{
	const v3s16 &em = vm->m_area.getExtent();
	s16 y_nodes_max = vm->m_area.MaxEdge.Y;
	s16 y_nodes_min = vm->m_area.MinEdge.Y;
	u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
	s16 y;

	for (y = y_nodes_max; y >= y_nodes_min; y--) {
		MapNode &n = vm->m_data[i];
		if (ndef->get(n).walkable)
			break;

		vm->m_area.add_y(em, i, -1);
	}
	return (y >= y_nodes_min) ? y : y_nodes_min - 1;
}


// Returns -MAX_MAP_GENERATION_LIMIT if not found
s16 Mapgen::findGroundLevel(v2s16 p2d, s16 ymin, s16 ymax)
{
	const v3s16 &em = vm->m_area.getExtent();
	u32 i = vm->m_area.index(p2d.X, ymax, p2d.Y);
	s16 y;

	for (y = ymax; y >= ymin; y--) {
		MapNode &n = vm->m_data[i];
		if (ndef->get(n).walkable)
			break;

		vm->m_area.add_y(em, i, -1);
	}
	return (y >= ymin) ? y : -MAX_MAP_GENERATION_LIMIT;
}


// Returns -MAX_MAP_GENERATION_LIMIT if not found or if ground is found first
s16 Mapgen::findLiquidSurface(v2s16 p2d, s16 ymin, s16 ymax)
{
	const v3s16 &em = vm->m_area.getExtent();
	u32 i = vm->m_area.index(p2d.X, ymax, p2d.Y);
	s16 y;

	for (y = ymax; y >= ymin; y--) {
		MapNode &n = vm->m_data[i];
		if (ndef->get(n).walkable)
			return -MAX_MAP_GENERATION_LIMIT;

		if (ndef->get(n).isLiquid())
			break;

		vm->m_area.add_y(em, i, -1);
	}
	return (y >= ymin) ? y : -MAX_MAP_GENERATION_LIMIT;
}


void Mapgen::updateHeightmap(v3s16 nmin, v3s16 nmax)
{
	if (!heightmap)
		return;

	//TimeTaker t("Mapgen::updateHeightmap", NULL, PRECISION_MICRO);
	int index = 0;
	for (s16 z = nmin.Z; z <= nmax.Z; z++) {
		for (s16 x = nmin.X; x <= nmax.X; x++, index++) {
			s16 y = findGroundLevel(v2s16(x, z), nmin.Y, nmax.Y);

			heightmap[index] = y;
		}
	}
}

inline bool Mapgen::isLiquidHorizontallyFlowable(u32 vi, v3s16 em)
{
	u32 vi_neg_x = vi;
	vm->m_area.add_x(em, vi_neg_x, -1);
	if (vm->m_data[vi_neg_x].getContent() != CONTENT_IGNORE) {
		const ContentFeatures &c_nx = ndef->get(vm->m_data[vi_neg_x]);
		if (c_nx.floodable && !c_nx.isLiquid())
			return true;
	}
	u32 vi_pos_x = vi;
	vm->m_area.add_x(em, vi_pos_x, +1);
	if (vm->m_data[vi_pos_x].getContent() != CONTENT_IGNORE) {
		const ContentFeatures &c_px = ndef->get(vm->m_data[vi_pos_x]);
		if (c_px.floodable && !c_px.isLiquid())
			return true;
	}
	u32 vi_neg_z = vi;
	vm->m_area.add_z(em, vi_neg_z, -1);
	if (vm->m_data[vi_neg_z].getContent() != CONTENT_IGNORE) {
		const ContentFeatures &c_nz = ndef->get(vm->m_data[vi_neg_z]);
		if (c_nz.floodable && !c_nz.isLiquid())
			return true;
	}
	u32 vi_pos_z = vi;
	vm->m_area.add_z(em, vi_pos_z, +1);
	if (vm->m_data[vi_pos_z].getContent() != CONTENT_IGNORE) {
		const ContentFeatures &c_pz = ndef->get(vm->m_data[vi_pos_z]);
		if (c_pz.floodable && !c_pz.isLiquid())
			return true;
	}
	return false;
}

void Mapgen::updateLiquid(UniqueQueue<v3s16> *trans_liquid, v3s16 nmin, v3s16 nmax)
{
	bool isignored, isliquid, wasignored, wasliquid, waschecked, waspushed;
	const v3s16 &em  = vm->m_area.getExtent();

	for (s16 z = nmin.Z + 1; z <= nmax.Z - 1; z++)
	for (s16 x = nmin.X + 1; x <= nmax.X - 1; x++) {
		wasignored = true;
		wasliquid = false;
		waschecked = false;
		waspushed = false;

		u32 vi = vm->m_area.index(x, nmax.Y, z);
		for (s16 y = nmax.Y; y >= nmin.Y; y--) {
			isignored = vm->m_data[vi].getContent() == CONTENT_IGNORE;
			isliquid = ndef->get(vm->m_data[vi]).isLiquid();

			if (isignored || wasignored || isliquid == wasliquid) {
				// Neither topmost node of liquid column nor topmost node below column
				waschecked = false;
				waspushed = false;
			} else if (isliquid) {
				// This is the topmost node in the column
				bool ispushed = false;
				if (isLiquidHorizontallyFlowable(vi, em)) {
					trans_liquid->push_back(v3s16(x, y, z));
					ispushed = true;
				}
				// Remember waschecked and waspushed to avoid repeated
				// checks/pushes in case the column consists of only this node
				waschecked = true;
				waspushed = ispushed;
			} else {
				// This is the topmost node below a liquid column
				u32 vi_above = vi;
				vm->m_area.add_y(em, vi_above, 1);
				if (!waspushed && (ndef->get(vm->m_data[vi]).floodable ||
						(!waschecked && isLiquidHorizontallyFlowable(vi_above, em)))) {
					// Push back the lowest node in the column which is one
					// node above this one
					trans_liquid->push_back(v3s16(x, y + 1, z));
				}
			}

			wasliquid = isliquid;
			wasignored = isignored;
			vm->m_area.add_y(em, vi, -1);
		}
	}
}


void Mapgen::setLighting(u8 light, v3s16 nmin, v3s16 nmax)
{
	ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
	VoxelArea a(nmin, nmax);

	for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) {
		for (int y = a.MinEdge.Y; y <= a.MaxEdge.Y; y++) {
			u32 i = vm->m_area.index(a.MinEdge.X, y, z);
			for (int x = a.MinEdge.X; x <= a.MaxEdge.X; x++, i++)
				vm->m_data[i].param1 = light;
		}
	}
}


void Mapgen::lightSpread(VoxelArea &a, v3s16 p, u8 light)
{
	if (light <= 1 || !a.contains(p))
		return;

	u32 vi = vm->m_area.index(p);
	MapNode &n = vm->m_data[vi];

	// Decay light in each of the banks separately
	u8 light_day = light & 0x0F;
	if (light_day > 0)
		light_day -= 0x01;

	u8 light_night = light & 0xF0;
	if (light_night > 0)
		light_night -= 0x10;

	// Bail out only if we have no more light from either bank to propogate, or
	// we hit a solid block that light cannot pass through.
	if ((light_day  <= (n.param1 & 0x0F) &&
		light_night <= (n.param1 & 0xF0)) ||
		!ndef->get(n).light_propagates)
		return;

	// Since this recursive function only terminates when there is no light from
	// either bank left, we need to take the max of both banks into account for
	// the case where spreading has stopped for one light bank but not the other.
	light = MYMAX(light_day, n.param1 & 0x0F) |
			MYMAX(light_night, n.param1 & 0xF0);

	n.param1 = light;

	lightSpread(a, p + v3s16(0, 0, 1), light);
	lightSpread(a, p + v3s16(0, 1, 0), light);
	lightSpread(a, p + v3s16(1, 0, 0), light);
	lightSpread(a, p - v3s16(0, 0, 1), light);
	lightSpread(a, p - v3s16(0, 1, 0), light);
	lightSpread(a, p - v3s16(1, 0, 0), light);
}


void Mapgen::calcLighting(v3s16 nmin, v3s16 nmax, v3s16 full_nmin, v3s16 full_nmax,
	bool propagate_shadow)
{
	ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
	//TimeTaker t("updateLighting");

	propagateSunlight(nmin, nmax, propagate_shadow);
	spreadLight(full_nmin, full_nmax);

	//printf("updateLighting: %dms\n", t.stop());
}


void Mapgen::propagateSunlight(v3s16 nmin, v3s16 nmax, bool propagate_shadow)
{
	//TimeTaker t("propagateSunlight");
	VoxelArea a(nmin, nmax);
	bool block_is_underground = (water_level >= nmax.Y);
	const v3s16 &em = vm->m_area.getExtent();

	// NOTE: Direct access to the low 4 bits of param1 is okay here because,
	// by definition, sunlight will never be in the night lightbank.

	for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) {
		for (int x = a.MinEdge.X; x <= a.MaxEdge.X; x++) {
			// see if we can get a light value from the overtop
			u32 i = vm->m_area.index(x, a.MaxEdge.Y + 1, z);
			if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
				if (block_is_underground)
					continue;
			} else if ((vm->m_data[i].param1 & 0x0F) != LIGHT_SUN &&
					propagate_shadow) {
				continue;
			}
			vm->m_area.add_y(em, i, -1);

			for (int y = a.MaxEdge.Y; y >= a.MinEdge.Y; y--) {
				MapNode &n = vm->m_data[i];
				if (!ndef->get(n).sunlight_propagates)
					break;
				n.param1 = LIGHT_SUN;
				vm->m_area.add_y(em, i, -1);
			}
		}
	}
	//printf("propagateSunlight: %dms\n", t.stop());
}


void Mapgen::spreadLight(v3s16 nmin, v3s16 nmax)
{
	//TimeTaker t("spreadLight");
	VoxelArea a(nmin, nmax);

	for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) {
		for (int y = a.MinEdge.Y; y <= a.MaxEdge.Y; y++) {
			u32 i = vm->m_area.index(a.MinEdge.X, y, z);
			for (int x = a.MinEdge.X; x <= a.MaxEdge.X; x++, i++) {
				MapNode &n = vm->m_data[i];
				if (n.getContent() == CONTENT_IGNORE)
					continue;

				const ContentFeatures &cf = ndef->get(n);
				if (!cf.light_propagates)
					continue;

				// TODO(hmmmmm): Abstract away direct param1 accesses with a
				// wrapper, but something lighter than MapNode::get/setLight

				u8 light_produced = cf.light_source;
				if (light_produced)
					n.param1 = light_produced | (light_produced << 4);

				u8 light = n.param1;
				if (light) {
					lightSpread(a, v3s16(x,     y,     z + 1), light);
					lightSpread(a, v3s16(x,     y + 1, z    ), light);
					lightSpread(a, v3s16(x + 1, y,     z    ), light);
					lightSpread(a, v3s16(x,     y,     z - 1), light);
					lightSpread(a, v3s16(x,     y - 1, z    ), light);
					lightSpread(a, v3s16(x - 1, y,     z    ), light);
				}
			}
		}
	}

	//printf("spreadLight: %dms\n", t.stop());
}


////
//// MapgenBasic
////

MapgenBasic::MapgenBasic(int mapgenid, MapgenParams *params, EmergeManager *emerge)
	: Mapgen(mapgenid, params, emerge)
{
	this->m_emerge = emerge;
	this->m_bmgr   = emerge->biomemgr;

	//// Here, 'stride' refers to the number of elements needed to skip to index
	//// an adjacent element for that coordinate in noise/height/biome maps
	//// (*not* vmanip content map!)

	// Note there is no X stride explicitly defined.  Items adjacent in the X
	// coordinate are assumed to be adjacent in memory as well (i.e. stride of 1).

	// Number of elements to skip to get to the next Y coordinate
	this->ystride = csize.X;

	// Number of elements to skip to get to the next Z coordinate
	this->zstride = csize.X * csize.Y;

	// Z-stride value for maps oversized for 1-down overgeneration
	this->zstride_1d = csize.X * (csize.Y + 1);

	// Z-stride value for maps oversized for 1-up 1-down overgeneration
	this->zstride_1u1d = csize.X * (csize.Y + 2);

	//// Allocate heightmap
	this->heightmap = new s16[csize.X * csize.Z];

	//// Initialize biome generator
	// TODO(hmmmm): should we have a way to disable biomemanager biomes?
	biomegen = m_bmgr->createBiomeGen(BIOMEGEN_ORIGINAL, params->bparams, csize);
	biomemap = biomegen->biomemap;

	//// Look up some commonly used content
	c_stone              = ndef->getId("mapgen_stone");
	c_desert_stone       = ndef->getId("mapgen_desert_stone");
	c_sandstone          = ndef->getId("mapgen_sandstone");
	c_water_source       = ndef->getId("mapgen_water_source");
	c_river_water_source = ndef->getId("mapgen_river_water_source");
	c_lava_source        = ndef->getId("mapgen_lava_source");

	// Fall back to more basic content if not defined
	// river_water_source cannot fallback to water_source because river water
	// needs to be non-renewable and have a short flow range.
	if (c_desert_stone == CONTENT_IGNORE)
		c_desert_stone = c_stone;
	if (c_sandstone == CONTENT_IGNORE)
		c_sandstone = c_stone;

	//// Content used for dungeon generation
	c_cobble                = ndef->getId("mapgen_cobble");
	c_mossycobble           = ndef->getId("mapgen_mossycobble");
	c_stair_cobble          = ndef->getId("mapgen_stair_cobble");
	c_stair_desert_stone    = ndef->getId("mapgen_stair_desert_stone");
	c_sandstonebrick        = ndef->getId("mapgen_sandstonebrick");
	c_stair_sandstone_block = ndef->getId("mapgen_stair_sandstone_block");

	// Fall back to more basic content if not defined
	if (c_mossycobble == CONTENT_IGNORE)
		c_mossycobble = c_cobble;
	if (c_stair_cobble == CONTENT_IGNORE)
		c_stair_cobble = c_cobble;
	if (c_stair_desert_stone == CONTENT_IGNORE)
		c_stair_desert_stone = c_desert_stone;
	if (c_sandstonebrick == CONTENT_IGNORE)
		c_sandstonebrick = c_sandstone;
	if (c_stair_sandstone_block == CONTENT_IGNORE)
		c_stair_sandstone_block = c_sandstonebrick;
}


MapgenBasic::~MapgenBasic()
{
	delete biomegen;
	delete []heightmap;
}


void MapgenBasic::generateBiomes(MgStoneType *mgstone_type,
	content_t *biome_stone, s16 biome_zero_level)
{
	// can't generate biomes without a biome generator!
	assert(biomegen);
	assert(biomemap);

	const v3s16 &em = vm->m_area.getExtent();
	u32 index = 0;
	MgStoneType stone_type = MGSTONE_OTHER;
	content_t c_biome_stone = c_stone;

	noise_filler_depth->perlinMap2D(node_min.X, node_min.Z);

	for (s16 z = node_min.Z; z <= node_max.Z; z++)
	for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
		Biome *biome = NULL;
		u16 depth_top = 0;
		u16 base_filler = 0;
		u16 depth_water_top = 0;
		u16 depth_riverbed = 0;
		u32 vi = vm->m_area.index(x, node_max.Y, z);

		// Check node at base of mapchunk above, either a node of a previously
		// generated mapchunk or if not, a node of overgenerated base terrain.
		content_t c_above = vm->m_data[vi + em.X].getContent();
		bool air_above = c_above == CONTENT_AIR;
		bool river_water_above = c_above == c_river_water_source;
		bool water_above = c_above == c_water_source || river_water_above;

		biomemap[index] = BIOME_NONE;

		// If there is air or water above enable top/filler placement, otherwise force
		// nplaced to stone level by setting a number exceeding any possible filler depth.
		u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;

		for (s16 y = node_max.Y; y >= node_min.Y; y--) {
			content_t c = vm->m_data[vi].getContent();

			// Biome is recalculated each time an upper surface is detected while
			// working down a column. The selected biome then remains in effect for
			// all nodes below until the next surface and biome recalculation.
			// Biome is recalculated:
			// 1. At the surface of stone below air or water.
			// 2. At the surface of water below air.
			// 3. When stone or water is detected but biome has not yet been calculated.
			bool is_stone_surface = (c == c_stone) &&
				(air_above || water_above || !biome);

			bool is_water_surface =
				(c == c_water_source || c == c_river_water_source) &&
				(air_above || !biome);

			if (is_stone_surface || is_water_surface) {
				// Limit to +-MAX MAP GENERATION LIMIT to work with biome y_min / y_max.
				s32 relative_y = rangelim(y - biome_zero_level,
					-MAX_MAP_GENERATION_LIMIT, MAX_MAP_GENERATION_LIMIT);
				biome = biomegen->getBiomeAtIndex(index, relative_y);

				if (biomemap[index] == BIOME_NONE && is_stone_surface)
					biomemap[index] = biome->index;

				depth_top = biome->depth_top;
				base_filler = MYMAX(depth_top +
					biome->depth_filler +
					noise_filler_depth->result[index], 0.f);
				depth_water_top = biome->depth_water_top;
				depth_riverbed = biome->depth_riverbed;

				// Detect stone type for dungeons during every biome calculation.
				// If none detected the last selected biome stone is chosen.
				if (biome->c_stone == c_stone)
					stone_type = MGSTONE_STONE;
				else if (biome->c_stone == c_desert_stone)
					stone_type = MGSTONE_DESERT_STONE;
				else if (biome->c_stone == c_sandstone)
					stone_type = MGSTONE_SANDSTONE;

				c_biome_stone = biome->c_stone;
			}

			if (c == c_stone) {
				content_t c_below = vm->m_data[vi - em.X].getContent();

				// If the node below isn't solid, make this node stone, so that
				// any top/filler nodes above are structurally supported.
				// This is done by aborting the cycle of top/filler placement
				// immediately by forcing nplaced to stone level.
				if (c_below == CONTENT_AIR
						|| c_below == c_water_source
						|| c_below == c_river_water_source)
					nplaced = U16_MAX;

				if (river_water_above) {
					if (nplaced < depth_riverbed) {
						vm->m_data[vi] = MapNode(biome->c_riverbed);
						nplaced++;
					} else {
						nplaced = U16_MAX;  // Disable top/filler placement
						river_water_above = false;
					}
				} else if (nplaced < depth_top) {
					vm->m_data[vi] = MapNode(biome->c_top);
					nplaced++;
				} else if (nplaced < base_filler) {
					vm->m_data[vi] = MapNode(biome->c_filler);
					nplaced++;
				} else {
					vm->m_data[vi] = MapNode(biome->c_stone);
				}

				air_above = false;
				water_above = false;
			} else if (c == c_water_source) {
				vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top))
						? biome->c_water_top : biome->c_water);
				nplaced = 0;  // Enable top/filler placement for next surface
				air_above = false;
				water_above = true;
			} else if (c == c_river_water_source) {
				vm->m_data[vi] = MapNode(biome->c_river_water);
				nplaced = 0;  // Enable riverbed placement for next surface
				air_above = false;
				water_above = true;
				river_water_above = true;
			} else if (c == CONTENT_AIR) {
				nplaced = 0;  // Enable top/filler placement for next surface
				air_above = true;
				water_above = false;
			} else {  // Possible various nodes overgenerated from neighbouring mapchunks
				nplaced = U16_MAX;  // Disable top/filler placement
				air_above = false;
				water_above = false;
			}

			vm->m_area.add_y(em, vi, -1);
		}
	}

	*mgstone_type = stone_type;
	*biome_stone = c_biome_stone;
}


void MapgenBasic::dustTopNodes()
{
	if (node_max.Y < water_level)
		return;

	const v3s16 &em = vm->m_area.getExtent();
	u32 index = 0;

	for (s16 z = node_min.Z; z <= node_max.Z; z++)
	for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
		Biome *biome = (Biome *)m_bmgr->getRaw(biomemap[index]);

		if (biome->c_dust == CONTENT_IGNORE)
			continue;

		u32 vi = vm->m_area.index(x, full_node_max.Y, z);
		content_t c_full_max = vm->m_data[vi].getContent();
		s16 y_start;

		if (c_full_max == CONTENT_AIR) {
			y_start = full_node_max.Y - 1;
		} else if (c_full_max == CONTENT_IGNORE) {
			vi = vm->m_area.index(x, node_max.Y + 1, z);
			content_t c_max = vm->m_data[vi].getContent();

			if (c_max == CONTENT_AIR)
				y_start = node_max.Y;
			else
				continue;
		} else {
			continue;
		}

		vi = vm->m_area.index(x, y_start, z);
		for (s16 y = y_start; y >= node_min.Y - 1; y--) {
			if (vm->m_data[vi].getContent() != CONTENT_AIR)
				break;

			vm->m_area.add_y(em, vi, -1);
		}

		content_t c = vm->m_data[vi].getContent();
		if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
			vm->m_area.add_y(em, vi, 1);
			vm->m_data[vi] = MapNode(biome->c_dust);
		}
	}
}


void MapgenBasic::generateCaves(s16 max_stone_y, s16 large_cave_depth)
{
	if (max_stone_y < node_min.Y)
		return;

	CavesNoiseIntersection caves_noise(ndef, m_bmgr, csize,
		&np_cave1, &np_cave2, seed, cave_width);

	caves_noise.generateCaves(vm, node_min, node_max, biomemap);

	if (node_max.Y > large_cave_depth)
		return;

	PseudoRandom ps(blockseed + 21343);
	u32 bruises_count = ps.range(0, 2);
	for (u32 i = 0; i < bruises_count; i++) {
		CavesRandomWalk cave(ndef, &gennotify, seed, water_level,
			c_water_source, CONTENT_IGNORE, lava_depth);

		cave.makeCave(vm, node_min, node_max, &ps, true, max_stone_y, heightmap);
	}
}


bool MapgenBasic::generateCaverns(s16 max_stone_y)
{
	if (node_min.Y > max_stone_y || node_min.Y > cavern_limit)
		return false;

	CavernsNoise caverns_noise(ndef, csize, &np_cavern,
		seed, cavern_limit, cavern_taper, cavern_threshold);

	return caverns_noise.generateCaverns(vm, node_min, node_max);
}


void MapgenBasic::generateDungeons(s16 max_stone_y,
	MgStoneType stone_type, content_t biome_stone)
{
	if (max_stone_y < node_min.Y)
		return;

	DungeonParams dp;

	dp.seed             = seed;
	dp.c_water          = c_water_source;
	dp.c_river_water    = c_river_water_source;

	dp.only_in_ground   = true;
	dp.corridor_len_min = 1;
	dp.corridor_len_max = 13;
	dp.rooms_min        = 2;
	dp.rooms_max        = 16;
	dp.y_min            = -MAX_MAP_GENERATION_LIMIT;
	dp.y_max            = MAX_MAP_GENERATION_LIMIT;

	dp.np_density       = nparams_dungeon_density;
	dp.np_alt_wall      = nparams_dungeon_alt_wall;

	switch (stone_type) {
	default:
	case MGSTONE_STONE:
		dp.c_wall              = c_cobble;
		dp.c_alt_wall          = c_mossycobble;
		dp.c_stair             = c_stair_cobble;

		dp.diagonal_dirs       = false;
		dp.holesize            = v3s16(1, 2, 1);
		dp.room_size_min       = v3s16(4, 4, 4);
		dp.room_size_max       = v3s16(8, 6, 8);
		dp.room_size_large_min = v3s16(8, 8, 8);
		dp.room_size_large_max = v3s16(16, 16, 16);
		dp.notifytype          = GENNOTIFY_DUNGEON;
		break;
	case MGSTONE_DESERT_STONE:
		dp.c_wall              = c_desert_stone;
		dp.c_alt_wall          = CONTENT_IGNORE;
		dp.c_stair             = c_stair_desert_stone;

		dp.diagonal_dirs       = true;
		dp.holesize            = v3s16(2, 3, 2);
		dp.room_size_min       = v3s16(6, 9, 6);
		dp.room_size_max       = v3s16(10, 11, 10);
		dp.room_size_large_min = v3s16(10, 13, 10);
		dp.room_size_large_max = v3s16(18, 21, 18);
		dp.notifytype          = GENNOTIFY_TEMPLE;
		break;
	case MGSTONE_SANDSTONE:
		dp.c_wall              = c_sandstonebrick;
		dp.c_alt_wall          = CONTENT_IGNORE;
		dp.c_stair             = c_stair_sandstone_block;

		dp.diagonal_dirs       = false;
		dp.holesize            = v3s16(2, 2, 2);
		dp.room_size_min       = v3s16(6, 4, 6);
		dp.room_size_max       = v3s16(10, 6, 10);
		dp.room_size_large_min = v3s16(10, 8, 10);
		dp.room_size_large_max = v3s16(18, 16, 18);
		dp.notifytype          = GENNOTIFY_DUNGEON;
		break;
	case MGSTONE_OTHER:
		dp.c_wall              = biome_stone;
		dp.c_alt_wall          = biome_stone;
		dp.c_stair             = biome_stone;

		dp.diagonal_dirs       = false;
		dp.holesize            = v3s16(1, 2, 1);
		dp.room_size_min       = v3s16(4, 4, 4);
		dp.room_size_max       = v3s16(8, 6, 8);
		dp.room_size_large_min = v3s16(8, 8, 8);
		dp.room_size_large_max = v3s16(16, 16, 16);
		dp.notifytype          = GENNOTIFY_DUNGEON;
		break;
	}

	DungeonGen dgen(ndef, &gennotify, &dp);
	dgen.generate(vm, blockseed, full_node_min, full_node_max);
}


////
//// GenerateNotifier
////

GenerateNotifier::GenerateNotifier(u32 notify_on,
	std::set<u32> *notify_on_deco_ids)
{
	m_notify_on = notify_on;
	m_notify_on_deco_ids = notify_on_deco_ids;
}


void GenerateNotifier::setNotifyOn(u32 notify_on)
{
	m_notify_on = notify_on;
}


void GenerateNotifier::setNotifyOnDecoIds(std::set<u32> *notify_on_deco_ids)
{
	m_notify_on_deco_ids = notify_on_deco_ids;
}


bool GenerateNotifier::addEvent(GenNotifyType type, v3s16 pos, u32 id)
{
	if (!(m_notify_on & (1 << type)))
		return false;

	if (type == GENNOTIFY_DECORATION &&
		m_notify_on_deco_ids->find(id) == m_notify_on_deco_ids->end())
		return false;

	GenNotifyEvent gne;
	gne.type = type;
	gne.pos  = pos;
	gne.id   = id;
	m_notify_events.push_back(gne);

	return true;
}


void GenerateNotifier::getEvents(
	std::map<std::string, std::vector<v3s16> > &event_map,
	bool peek_events)
{
	std::list<GenNotifyEvent>::iterator it;

	for (it = m_notify_events.begin(); it != m_notify_events.end(); ++it) {
		GenNotifyEvent &gn = *it;
		std::string name = (gn.type == GENNOTIFY_DECORATION) ?
			"decoration#"+ itos(gn.id) :
			flagdesc_gennotify[gn.type].name;

		event_map[name].push_back(gn.pos);
	}

	if (!peek_events)
		m_notify_events.clear();
}


////
//// MapgenParams
////


MapgenParams::~MapgenParams()
{
	delete bparams;
}


void MapgenParams::readParams(const Settings *settings)
{
	std::string seed_str;
	const char *seed_name = (settings == g_settings) ? "fixed_map_seed" : "seed";

	if (settings->getNoEx(seed_name, seed_str)) {
		if (!seed_str.empty())
			seed = read_seed(seed_str.c_str());
		else
			myrand_bytes(&seed, sizeof(seed));
	}

	std::string mg_name;
	if (settings->getNoEx("mg_name", mg_name)) {
		mgtype = Mapgen::getMapgenType(mg_name);
		if (mgtype == MAPGEN_INVALID)
			mgtype = MAPGEN_DEFAULT;
	}

	settings->getS16NoEx("water_level", water_level);
	settings->getS16NoEx("mapgen_limit", mapgen_limit);
	settings->getS16NoEx("chunksize", chunksize);
	settings->getFlagStrNoEx("mg_flags", flags, flagdesc_mapgen);

	delete bparams;
	bparams = BiomeManager::createBiomeParams(BIOMEGEN_ORIGINAL);
	if (bparams) {
		bparams->readParams(settings);
		bparams->seed = seed;
	}
}


void MapgenParams::writeParams(Settings *settings) const
{
	settings->set("mg_name", Mapgen::getMapgenName(mgtype));
	settings->setU64("seed", seed);
	settings->setS16("water_level", water_level);
	settings->setS16("mapgen_limit", mapgen_limit);
	settings->setS16("chunksize", chunksize);
	settings->setFlagStr("mg_flags", flags, flagdesc_mapgen, U32_MAX);

	if (bparams)
		bparams->writeParams(settings);
}

// Calculate edges of outermost generated mapchunks (less than
// 'mapgen_limit'), and corresponding exact limits for SAO entities.
void MapgenParams::calcMapgenEdges()
{
	if (m_mapgen_edges_calculated)
		return;

	// Central chunk offset, in blocks
	s16 ccoff_b = -chunksize / 2;
	// Chunksize, in nodes
	s32 csize_n = chunksize * MAP_BLOCKSIZE;
	// Minp/maxp of central chunk, in nodes
	s16 ccmin = ccoff_b * MAP_BLOCKSIZE;
	s16 ccmax = ccmin + csize_n - 1;
	// Fullminp/fullmaxp of central chunk, in nodes
	s16 ccfmin = ccmin - MAP_BLOCKSIZE;
	s16 ccfmax = ccmax + MAP_BLOCKSIZE;
	// Effective mapgen limit, in blocks
	// Uses same calculation as ServerMap::blockpos_over_mapgen_limit(v3s16 p)
	s16 mapgen_limit_b = rangelim(mapgen_limit,
		0, MAX_MAP_GENERATION_LIMIT) / MAP_BLOCKSIZE;
	// Effective mapgen limits, in nodes
	s16 mapgen_limit_min = -mapgen_limit_b * MAP_BLOCKSIZE;
	s16 mapgen_limit_max = (mapgen_limit_b + 1) * MAP_BLOCKSIZE - 1;
	// Number of complete chunks from central chunk fullminp/fullmaxp
	// to effective mapgen limits.
	s16 numcmin = MYMAX((ccfmin - mapgen_limit_min) / csize_n, 0);
	s16 numcmax = MYMAX((mapgen_limit_max - ccfmax) / csize_n, 0);
	// Mapgen edges, in nodes
	mapgen_edge_min = ccmin - numcmin * csize_n;
	mapgen_edge_max = ccmax + numcmax * csize_n;
	// SAO position limits, in Irrlicht units
	m_sao_limit_min = mapgen_edge_min * BS - 3.0f;
	m_sao_limit_max = mapgen_edge_max * BS + 3.0f;

	m_mapgen_edges_calculated = true;
}


bool MapgenParams::saoPosOverLimit(const v3f &p)
{
	if (!m_mapgen_edges_calculated)
		calcMapgenEdges();

	return p.X < m_sao_limit_min ||
		p.X > m_sao_limit_max ||
		p.Y < m_sao_limit_min ||
		p.Y > m_sao_limit_max ||
		p.Z < m_sao_limit_min ||
		p.Z > m_sao_limit_max;
}


s32 MapgenParams::getSpawnRangeMax()
{
	calcMapgenEdges();

	return MYMIN(-mapgen_edge_min, mapgen_edge_max);
}