*/
#include "map.h"
+#include "mapsector.h"
+#include "mapblock.h"
#include "main.h"
-#include "jmutexautolock.h"
#include "client.h"
#include "filesys.h"
#include "utility.h"
#include "voxel.h"
#include "porting.h"
-#include "mineral.h"
-#include "noise.h"
-#include "serverobject.h"
-#include "content_mapnode.h"
+#include "mapgen.h"
+#include "nodemetadata.h"
extern "C" {
#include "sqlite3.h"
return sector;
}
-MapBlock * Map::getBlockNoCreate(v3s16 p3d)
-{
- v2s16 p2d(p3d.X, p3d.Z);
- MapSector * sector = getSectorNoGenerate(p2d);
-
- MapBlock *block = sector->getBlockNoCreate(p3d.Y);
-
- return block;
-}
-
MapBlock * Map::getBlockNoCreateNoEx(v3s16 p3d)
{
- try
- {
- v2s16 p2d(p3d.X, p3d.Z);
- MapSector * sector = getSectorNoGenerate(p2d);
- MapBlock *block = sector->getBlockNoCreate(p3d.Y);
- return block;
- }
- catch(InvalidPositionException &e)
- {
+ v2s16 p2d(p3d.X, p3d.Z);
+ MapSector * sector = getSectorNoGenerateNoEx(p2d);
+ if(sector == NULL)
return NULL;
- }
+ MapBlock *block = sector->getBlockNoCreateNoEx(p3d.Y);
+ return block;
}
-/*MapBlock * Map::getBlockCreate(v3s16 p3d)
-{
- v2s16 p2d(p3d.X, p3d.Z);
- MapSector * sector = getSectorCreate(p2d);
- assert(sector);
- MapBlock *block = sector->getBlockNoCreate(p3d.Y);
- if(block)
- return block;
- block = sector->createBlankBlock(p3d.Y);
+MapBlock * Map::getBlockNoCreate(v3s16 p3d)
+{
+ MapBlock *block = getBlockNoCreateNoEx(p3d);
+ if(block == NULL)
+ throw InvalidPositionException();
return block;
-}*/
+}
bool Map::isNodeUnderground(v3s16 p)
{
}
}
+bool Map::isValidPosition(v3s16 p)
+{
+ v3s16 blockpos = getNodeBlockPos(p);
+ MapBlock *block = getBlockNoCreate(blockpos);
+ return (block != NULL);
+}
+
+// Returns a CONTENT_IGNORE node if not found
+MapNode Map::getNodeNoEx(v3s16 p)
+{
+ v3s16 blockpos = getNodeBlockPos(p);
+ MapBlock *block = getBlockNoCreateNoEx(blockpos);
+ if(block == NULL)
+ return MapNode(CONTENT_IGNORE);
+ v3s16 relpos = p - blockpos*MAP_BLOCKSIZE;
+ return block->getNodeNoCheck(relpos);
+}
+
+// throws InvalidPositionException if not found
+MapNode Map::getNode(v3s16 p)
+{
+ v3s16 blockpos = getNodeBlockPos(p);
+ MapBlock *block = getBlockNoCreateNoEx(blockpos);
+ if(block == NULL)
+ throw InvalidPositionException();
+ v3s16 relpos = p - blockpos*MAP_BLOCKSIZE;
+ return block->getNodeNoCheck(relpos);
+}
+
+// throws InvalidPositionException if not found
+void Map::setNode(v3s16 p, MapNode & n)
+{
+ v3s16 blockpos = getNodeBlockPos(p);
+ MapBlock *block = getBlockNoCreate(blockpos);
+ v3s16 relpos = p - blockpos*MAP_BLOCKSIZE;
+ block->setNodeNoCheck(relpos, n);
+}
+
+
/*
Goes recursively through the neighbours of the node.
else
{
/*// Turn mud into grass
- if(n.d == CONTENT_MUD)
+ if(n.getContent() == CONTENT_MUD)
{
- n.d = CONTENT_GRASS;
+ n.setContent(CONTENT_GRASS);
block->setNode(relpos, n);
modified_blocks.insert(blockpos, block);
}*/
}
}
+
+ /*
+ Enable this to disable proper lighting for speeding up map
+ generation for testing or whatever
+ */
+#if 0
+ //if(g_settings.get(""))
+ {
+ core::map<v3s16, MapBlock*>::Iterator i;
+ i = blocks_to_update.getIterator();
+ for(; i.atEnd() == false; i++)
+ {
+ MapBlock *block = i.getNode()->getValue();
+ v3s16 p = block->getPos();
+ block->setLightingExpired(false);
+ }
+ return;
+ }
+#endif
#if 0
{
{
}
-#if 1
+#if 0
/*
If the new node is solid and there is grass below, change it to mud
*/
- if(content_features(n.d).walkable == true)
+ if(content_features(n).walkable == true)
{
try{
MapNode bottomnode = getNode(bottompos);
- if(bottomnode.d == CONTENT_GRASS
- || bottomnode.d == CONTENT_GRASS_FOOTSTEPS)
+ if(bottomnode.getContent() == CONTENT_GRASS
+ || bottomnode.getContent() == CONTENT_GRASS_FOOTSTEPS)
{
- bottomnode.d = CONTENT_MUD;
+ bottomnode.setContent(CONTENT_MUD);
setNode(bottompos, bottomnode);
}
}
If the new node is mud and it is under sunlight, change it
to grass
*/
- if(n.d == CONTENT_MUD && node_under_sunlight)
+ if(n.getContent() == CONTENT_MUD && node_under_sunlight)
{
- n.d = CONTENT_GRASS;
+ n.setContent(CONTENT_GRASS);
}
#endif
If node lets sunlight through and is under sunlight, it has
sunlight too.
*/
- if(node_under_sunlight && content_features(n.d).sunlight_propagates)
+ if(node_under_sunlight && content_features(n).sunlight_propagates)
{
n.setLight(LIGHTBANK_DAY, LIGHT_SUN);
}
Add intial metadata
*/
- NodeMetadata *meta_proto = content_features(n.d).initial_metadata;
+ NodeMetadata *meta_proto = content_features(n).initial_metadata;
if(meta_proto)
{
NodeMetadata *meta = meta_proto->clone();
TODO: This could be optimized by mass-unlighting instead
of looping
*/
- if(node_under_sunlight && !content_features(n.d).sunlight_propagates)
+ if(node_under_sunlight && !content_features(n).sunlight_propagates)
{
s16 y = p.Y - 1;
for(;; y--){
v3s16 p2 = p + dirs[i];
MapNode n2 = getNode(p2);
- if(content_liquid(n2.d))
+ if(content_liquid(n2.getContent()))
{
m_transforming_liquid.push_back(p2);
}
v3s16 toppos = p + v3s16(0,1,0);
// Node will be replaced with this
- u8 replace_material = CONTENT_AIR;
+ content_t replace_material = CONTENT_AIR;
/*
If there is a node at top and it doesn't have sunlight,
*/
MapNode n;
- n.d = replace_material;
+ n.setContent(replace_material);
setNode(p, n);
for(s32 i=0; i<2; i++)
}
/*
- Add neighboring liquid nodes to transform queue.
+ Add neighboring liquid nodes and this node to transform queue.
+ (it's vital for the node itself to get updated last.)
*/
- v3s16 dirs[6] = {
+ v3s16 dirs[7] = {
v3s16(0,0,1), // back
v3s16(0,1,0), // top
v3s16(1,0,0), // right
v3s16(0,0,-1), // front
v3s16(0,-1,0), // bottom
v3s16(-1,0,0), // left
+ v3s16(0,0,0), // self
};
- for(u16 i=0; i<6; i++)
+ for(u16 i=0; i<7; i++)
{
try
{
v3s16 p2 = p + dirs[i];
MapNode n2 = getNode(p2);
- if(content_liquid(n2.d))
+ if(content_liquid(n2.getContent()))
{
m_transforming_liquid.push_back(p2);
}
/*
Updates usage timers
*/
-void Map::timerUpdate(float dtime)
+void Map::timerUpdate(float dtime, float unload_timeout,
+ core::list<v3s16> *unloaded_blocks)
{
- //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
+ bool save_before_unloading = (mapType() == MAPTYPE_SERVER);
+
+ core::list<v2s16> sector_deletion_queue;
+ u32 deleted_blocks_count = 0;
+ u32 saved_blocks_count = 0;
core::map<v2s16, MapSector*>::Iterator si;
{
MapSector *sector = si.getNode()->getValue();
+ bool all_blocks_deleted = true;
+
core::list<MapBlock*> blocks;
sector->getBlocks(blocks);
for(core::list<MapBlock*>::Iterator i = blocks.begin();
i != blocks.end(); i++)
{
- (*i)->incrementUsageTimer(dtime);
+ MapBlock *block = (*i);
+
+ block->incrementUsageTimer(dtime);
+
+ if(block->getUsageTimer() > unload_timeout)
+ {
+ v3s16 p = block->getPos();
+
+ // Save if modified
+ if(block->getModified() != MOD_STATE_CLEAN
+ && save_before_unloading)
+ {
+ saveBlock(block);
+ saved_blocks_count++;
+ }
+
+ // Delete from memory
+ sector->deleteBlock(block);
+
+ if(unloaded_blocks)
+ unloaded_blocks->push_back(p);
+
+ deleted_blocks_count++;
+ }
+ else
+ {
+ all_blocks_deleted = false;
+ }
+ }
+
+ if(all_blocks_deleted)
+ {
+ sector_deletion_queue.push_back(si.getNode()->getKey());
}
}
+
+ // Finally delete the empty sectors
+ deleteSectors(sector_deletion_queue);
+
+ if(deleted_blocks_count != 0)
+ {
+ PrintInfo(dstream); // ServerMap/ClientMap:
+ dstream<<"Unloaded "<<deleted_blocks_count
+ <<" blocks from memory";
+ if(save_before_unloading)
+ dstream<<", of which "<<saved_blocks_count<<" were written";
+ dstream<<"."<<std::endl;
+ }
}
-void Map::deleteSectors(core::list<v2s16> &list, bool only_blocks)
+void Map::deleteSectors(core::list<v2s16> &list)
{
core::list<v2s16>::Iterator j;
for(j=list.begin(); j!=list.end(); j++)
{
MapSector *sector = m_sectors[*j];
- if(only_blocks)
- {
- sector->deleteBlocks();
- }
- else
- {
- /*
- If sector is in sector cache, remove it from there
- */
- if(m_sector_cache == sector)
- {
- m_sector_cache = NULL;
- }
- /*
- Remove from map and delete
- */
- m_sectors.remove(*j);
- delete sector;
- }
+ // If sector is in sector cache, remove it from there
+ if(m_sector_cache == sector)
+ m_sector_cache = NULL;
+ // Remove from map and delete
+ m_sectors.remove(*j);
+ delete sector;
}
}
-u32 Map::unloadUnusedData(float timeout, bool only_blocks,
+#if 0
+void Map::unloadUnusedData(float timeout,
core::list<v3s16> *deleted_blocks)
{
core::list<v2s16> sector_deletion_queue;
+ u32 deleted_blocks_count = 0;
+ u32 saved_blocks_count = 0;
core::map<v2s16, MapSector*>::Iterator si = m_sectors.getIterator();
for(; si.atEnd() == false; si++)
i != blocks.end(); i++)
{
MapBlock *block = (*i);
-
+
if(block->getUsageTimer() > timeout)
{
// Save if modified
if(block->getModified() != MOD_STATE_CLEAN)
+ {
saveBlock(block);
- // Unload
- sector->removeBlock(block);
- delete block;
+ saved_blocks_count++;
+ }
+ // Delete from memory
+ sector->deleteBlock(block);
+ deleted_blocks_count++;
}
else
{
}
}
-#if 0
- core::map<v2s16, MapSector*>::Iterator i = m_sectors.getIterator();
- for(; i.atEnd() == false; i++)
- {
- MapSector *sector = i.getNode()->getValue();
- /*
- Delete sector from memory if it hasn't been used in a long time
- */
- if(sector->usage_timer > timeout)
- {
- sector_deletion_queue.push_back(i.getNode()->getKey());
+ deleteSectors(sector_deletion_queue);
- if(deleted_blocks != NULL)
- {
- // Collect positions of blocks of sector
- MapSector *sector = i.getNode()->getValue();
- core::list<MapBlock*> blocks;
- sector->getBlocks(blocks);
- for(core::list<MapBlock*>::Iterator i = blocks.begin();
- i != blocks.end(); i++)
- {
- deleted_blocks->push_back((*i)->getPos());
- }
- }
- }
- }
-#endif
+ dstream<<"Map: Unloaded "<<deleted_blocks_count<<" blocks from memory"
+ <<", of which "<<saved_blocks_count<<" were wr."
+ <<std::endl;
- deleteSectors(sector_deletion_queue, only_blocks);
- return sector_deletion_queue.getSize();
+ //return sector_deletion_queue.getSize();
+ //return deleted_blocks_count;
}
+#endif
void Map::PrintInfo(std::ostream &out)
{
#define WATER_DROP_BOOST 4
+enum NeighborType {
+ NEIGHBOR_UPPER,
+ NEIGHBOR_SAME_LEVEL,
+ NEIGHBOR_LOWER
+};
+struct NodeNeighbor {
+ MapNode n;
+ NeighborType t;
+ v3s16 p;
+};
+
void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
{
DSTACK(__FUNCTION_NAME);
*/
v3s16 p0 = m_transforming_liquid.pop_front();
- MapNode n0 = getNode(p0);
-
- // Don't deal with non-liquids
- if(content_liquid(n0.d) == false)
- continue;
-
- bool is_source = !content_flowing_liquid(n0.d);
-
- u8 liquid_level = 8;
- if(is_source == false)
- liquid_level = n0.param2 & 0x0f;
-
- // Turn possible source into non-source
- u8 nonsource_c = make_liquid_flowing(n0.d);
-
+ MapNode n0 = getNodeNoEx(p0);
+
/*
- If not source, check that some node flows into this one
- and what is the level of liquid in this one
- */
- if(is_source == false)
- {
- s8 new_liquid_level_max = -1;
-
- v3s16 dirs_from[5] = {
- v3s16(0,1,0), // top
- v3s16(0,0,1), // back
- v3s16(1,0,0), // right
- v3s16(0,0,-1), // front
- v3s16(-1,0,0), // left
- };
- for(u16 i=0; i<5; i++)
- {
- try
- {
-
- bool from_top = (i==0);
-
- v3s16 p2 = p0 + dirs_from[i];
- MapNode n2 = getNode(p2);
-
- if(content_liquid(n2.d))
- {
- u8 n2_nonsource_c = make_liquid_flowing(n2.d);
- // Check that the liquids are the same type
- if(n2_nonsource_c != nonsource_c)
- {
- dstream<<"WARNING: Not handling: different liquids"
- " collide"<<std::endl;
- continue;
+ Collect information about current node
+ */
+ s8 liquid_level = -1;
+ u8 liquid_kind = CONTENT_IGNORE;
+ LiquidType liquid_type = content_features(n0.getContent()).liquid_type;
+ switch (liquid_type) {
+ case LIQUID_SOURCE:
+ liquid_level = 8;
+ liquid_kind = content_features(n0.getContent()).liquid_alternative_flowing;
+ break;
+ case LIQUID_FLOWING:
+ liquid_level = (n0.param2 & LIQUID_LEVEL_MASK);
+ liquid_kind = n0.getContent();
+ break;
+ case LIQUID_NONE:
+ // if this is an air node, it *could* be transformed into a liquid. otherwise,
+ // continue with the next node.
+ if (n0.getContent() != CONTENT_AIR)
+ continue;
+ liquid_kind = CONTENT_AIR;
+ break;
+ }
+
+ /*
+ Collect information about the environment
+ */
+ v3s16 dirs[6] = {
+ v3s16( 0, 1, 0), // top
+ v3s16( 0,-1, 0), // bottom
+ v3s16( 1, 0, 0), // right
+ v3s16(-1, 0, 0), // left
+ v3s16( 0, 0, 1), // back
+ v3s16( 0, 0,-1), // front
+ };
+ NodeNeighbor sources[6]; // surrounding sources
+ int num_sources = 0;
+ NodeNeighbor flows[6]; // surrounding flowing liquid nodes
+ int num_flows = 0;
+ NodeNeighbor airs[6]; // surrounding air
+ int num_airs = 0;
+ NodeNeighbor neutrals[6]; // nodes that are solid or another kind of liquid
+ int num_neutrals = 0;
+ bool flowing_down = false;
+ for (u16 i = 0; i < 6; i++) {
+ NeighborType nt = NEIGHBOR_SAME_LEVEL;
+ switch (i) {
+ case 0:
+ nt = NEIGHBOR_UPPER;
+ break;
+ case 1:
+ nt = NEIGHBOR_LOWER;
+ break;
+ }
+ v3s16 npos = p0 + dirs[i];
+ NodeNeighbor nb = {getNodeNoEx(npos), nt, npos};
+ switch (content_features(nb.n.getContent()).liquid_type) {
+ case LIQUID_NONE:
+ if (nb.n.getContent() == CONTENT_AIR) {
+ airs[num_airs++] = nb;
+ // if the current node happens to be a flowing node, it will start to flow down here.
+ if (nb.t == NEIGHBOR_LOWER)
+ flowing_down = true;
+ } else {
+ neutrals[num_neutrals++] = nb;
}
- bool n2_is_source = !content_flowing_liquid(n2.d);
- s8 n2_liquid_level = 8;
- if(n2_is_source == false)
- n2_liquid_level = n2.param2 & 0x07;
-
- s8 new_liquid_level = -1;
- if(from_top)
- {
- //new_liquid_level = 7;
- if(n2_liquid_level >= 7 - WATER_DROP_BOOST)
- new_liquid_level = 7;
- else
- new_liquid_level = n2_liquid_level + WATER_DROP_BOOST;
+ break;
+ case LIQUID_SOURCE:
+ // if this node is not (yet) of a liquid type, choose the first liquid type we encounter
+ if (liquid_kind == CONTENT_AIR)
+ liquid_kind = content_features(nb.n.getContent()).liquid_alternative_flowing;
+ if (content_features(nb.n.getContent()).liquid_alternative_flowing !=liquid_kind) {
+ neutrals[num_neutrals++] = nb;
+ } else {
+ sources[num_sources++] = nb;
}
- else if(n2_liquid_level > 0)
- {
- new_liquid_level = n2_liquid_level - 1;
+ break;
+ case LIQUID_FLOWING:
+ // if this node is not (yet) of a liquid type, choose the first liquid type we encounter
+ if (liquid_kind == CONTENT_AIR)
+ liquid_kind = content_features(nb.n.getContent()).liquid_alternative_flowing;
+ if (content_features(nb.n.getContent()).liquid_alternative_flowing != liquid_kind) {
+ neutrals[num_neutrals++] = nb;
+ } else {
+ flows[num_flows++] = nb;
+ if (nb.t == NEIGHBOR_LOWER)
+ flowing_down = true;
}
-
- if(new_liquid_level > new_liquid_level_max)
- new_liquid_level_max = new_liquid_level;
- }
-
- }catch(InvalidPositionException &e)
- {
- }
- } //for
-
- /*
- If liquid level should be something else, update it and
- add all the neighboring water nodes to the transform queue.
- */
- if(new_liquid_level_max != liquid_level)
- {
- if(new_liquid_level_max == -1)
- {
- // Remove water alltoghether
- n0.d = CONTENT_AIR;
- n0.param2 = 0;
- setNode(p0, n0);
- }
- else
- {
- n0.param2 = new_liquid_level_max;
- setNode(p0, n0);
- }
-
- // Block has been modified
- {
- v3s16 blockpos = getNodeBlockPos(p0);
- MapBlock *block = getBlockNoCreateNoEx(blockpos);
- if(block != NULL)
- modified_blocks.insert(blockpos, block);
+ break;
+ }
+ }
+
+ /*
+ decide on the type (and possibly level) of the current node
+ */
+ u8 new_node_content;
+ s8 new_node_level = -1;
+ if (num_sources >= 2 || liquid_type == LIQUID_SOURCE) {
+ // liquid_kind will be set to either the flowing alternative of the node (if it's a liquid)
+ // or the flowing alternative of the first of the surrounding sources (if it's air), so
+ // it's perfectly safe to use liquid_kind here to determine the new node content.
+ new_node_content = content_features(liquid_kind).liquid_alternative_source;
+ } else if (num_sources == 1 && sources[0].t != NEIGHBOR_LOWER) {
+ // liquid_kind is set properly, see above
+ new_node_content = liquid_kind;
+ new_node_level = 7;
+ } else {
+ // no surrounding sources, so get the maximum level that can flow into this node
+ for (u16 i = 0; i < num_flows; i++) {
+ u8 nb_liquid_level = (flows[i].n.param2 & LIQUID_LEVEL_MASK);
+ switch (flows[i].t) {
+ case NEIGHBOR_UPPER:
+ if (nb_liquid_level + WATER_DROP_BOOST > new_node_level) {
+ new_node_level = 7;
+ if (nb_liquid_level + WATER_DROP_BOOST < 7)
+ new_node_level = nb_liquid_level + WATER_DROP_BOOST;
+ }
+ break;
+ case NEIGHBOR_LOWER:
+ break;
+ case NEIGHBOR_SAME_LEVEL:
+ if ((flows[i].n.param2 & LIQUID_FLOW_DOWN_MASK) != LIQUID_FLOW_DOWN_MASK &&
+ nb_liquid_level > 0 && nb_liquid_level - 1 > new_node_level) {
+ new_node_level = nb_liquid_level - 1;
+ }
+ break;
}
-
- /*
- Add neighboring non-source liquid nodes to transform queue.
- */
- v3s16 dirs[6] = {
- v3s16(0,0,1), // back
- v3s16(0,1,0), // top
- v3s16(1,0,0), // right
- v3s16(0,0,-1), // front
- v3s16(0,-1,0), // bottom
- v3s16(-1,0,0), // left
- };
- for(u16 i=0; i<6; i++)
- {
- try
- {
-
- v3s16 p2 = p0 + dirs[i];
-
- MapNode n2 = getNode(p2);
- if(content_flowing_liquid(n2.d))
- {
- m_transforming_liquid.push_back(p2);
- }
-
- }catch(InvalidPositionException &e)
- {
+ }
+ // don't flow as far in open terrain - if there isn't at least one adjacent solid block,
+ // substract another unit from the resulting water level.
+ if (!flowing_down && new_node_level >= 1) {
+ bool at_wall = false;
+ for (u16 i = 0; i < num_neutrals; i++) {
+ if (neutrals[i].t == NEIGHBOR_SAME_LEVEL) {
+ at_wall = true;
+ break;
}
}
+ if (!at_wall)
+ new_node_level -= 1;
}
+
+ if (new_node_level >= 0)
+ new_node_content = liquid_kind;
+ else
+ new_node_content = CONTENT_AIR;
}
-
- // Get a new one from queue if the node has turned into non-water
- if(content_liquid(n0.d) == false)
+
+ /*
+ check if anything has changed. if not, just continue with the next node.
+ */
+ if (new_node_content == n0.getContent() && (content_features(n0.getContent()).liquid_type != LIQUID_FLOWING ||
+ ((n0.param2 & LIQUID_LEVEL_MASK) == (u8)new_node_level &&
+ ((n0.param2 & LIQUID_FLOW_DOWN_MASK) == LIQUID_FLOW_DOWN_MASK)
+ == flowing_down)))
continue;
-
+
+
/*
- Flow water from this node
- */
- v3s16 dirs_to[5] = {
- v3s16(0,-1,0), // bottom
- v3s16(0,0,1), // back
- v3s16(1,0,0), // right
- v3s16(0,0,-1), // front
- v3s16(-1,0,0), // left
- };
- for(u16 i=0; i<5; i++)
- {
- try
- {
-
- bool to_bottom = (i == 0);
-
- // If liquid is at lowest possible height, it's not going
- // anywhere except down
- if(liquid_level == 0 && to_bottom == false)
- continue;
-
- u8 liquid_next_level = 0;
- // If going to bottom
- if(to_bottom)
- {
- //liquid_next_level = 7;
- if(liquid_level >= 7 - WATER_DROP_BOOST)
- liquid_next_level = 7;
- else
- liquid_next_level = liquid_level + WATER_DROP_BOOST;
- }
- else
- liquid_next_level = liquid_level - 1;
-
- bool n2_changed = false;
- bool flowed = false;
-
- v3s16 p2 = p0 + dirs_to[i];
-
- MapNode n2 = getNode(p2);
- //dstream<<"[1] n2.param="<<(int)n2.param<<std::endl;
-
- if(content_liquid(n2.d))
- {
- u8 n2_nonsource_c = make_liquid_flowing(n2.d);
- // Check that the liquids are the same type
- if(n2_nonsource_c != nonsource_c)
- {
- dstream<<"WARNING: Not handling: different liquids"
- " collide"<<std::endl;
- continue;
- }
- bool n2_is_source = !content_flowing_liquid(n2.d);
- u8 n2_liquid_level = 8;
- if(n2_is_source == false)
- n2_liquid_level = n2.param2 & 0x07;
-
- if(to_bottom)
- {
- flowed = true;
+ update the current node
+ */
+ bool flow_down_enabled = (flowing_down && ((n0.param2 & LIQUID_FLOW_DOWN_MASK) != LIQUID_FLOW_DOWN_MASK));
+ n0.setContent(new_node_content);
+ if (content_features(n0.getContent()).liquid_type == LIQUID_FLOWING) {
+ // set level to last 3 bits, flowing down bit to 4th bit
+ n0.param2 = (flowing_down ? LIQUID_FLOW_DOWN_MASK : 0x00) | (new_node_level & LIQUID_LEVEL_MASK);
+ } else {
+ n0.param2 = 0;
+ }
+ setNode(p0, n0);
+ v3s16 blockpos = getNodeBlockPos(p0);
+ MapBlock *block = getBlockNoCreateNoEx(blockpos);
+ if(block != NULL)
+ modified_blocks.insert(blockpos, block);
+
+ /*
+ enqueue neighbors for update if neccessary
+ */
+ switch (content_features(n0.getContent()).liquid_type) {
+ case LIQUID_SOURCE:
+ // make sure source flows into all neighboring nodes
+ for (u16 i = 0; i < num_flows; i++)
+ if (flows[i].t != NEIGHBOR_UPPER)
+ m_transforming_liquid.push_back(flows[i].p);
+ for (u16 i = 0; i < num_airs; i++)
+ if (airs[i].t != NEIGHBOR_UPPER)
+ m_transforming_liquid.push_back(airs[i].p);
+ break;
+ case LIQUID_NONE:
+ // this flow has turned to air; neighboring flows might need to do the same
+ for (u16 i = 0; i < num_flows; i++)
+ m_transforming_liquid.push_back(flows[i].p);
+ break;
+ case LIQUID_FLOWING:
+ for (u16 i = 0; i < num_flows; i++) {
+ u8 flow_level = (flows[i].n.param2 & LIQUID_LEVEL_MASK);
+ // liquid_level is still the ORIGINAL level of this node.
+ if (flows[i].t != NEIGHBOR_UPPER && ((flow_level < liquid_level || flow_level < new_node_level) ||
+ flow_down_enabled))
+ m_transforming_liquid.push_back(flows[i].p);
}
-
- if(n2_is_source)
- {
- // Just flow into the source, nothing changes.
- // n2_changed is not set because destination didn't change
- flowed = true;
+ for (u16 i = 0; i < num_airs; i++) {
+ if (airs[i].t != NEIGHBOR_UPPER && (airs[i].t == NEIGHBOR_LOWER || new_node_level > 0))
+ m_transforming_liquid.push_back(airs[i].p);
}
- else
- {
- if(liquid_next_level > liquid_level)
- {
- n2.param2 = liquid_next_level;
- setNode(p2, n2);
-
- n2_changed = true;
- flowed = true;
- }
- }
- }
- else if(n2.d == CONTENT_AIR)
- {
- n2.d = nonsource_c;
- n2.param2 = liquid_next_level;
- setNode(p2, n2);
-
- n2_changed = true;
- flowed = true;
- }
-
- //dstream<<"[2] n2.param="<<(int)n2.param<<std::endl;
-
- if(n2_changed)
- {
- m_transforming_liquid.push_back(p2);
-
- v3s16 blockpos = getNodeBlockPos(p2);
- MapBlock *block = getBlockNoCreateNoEx(blockpos);
- if(block != NULL)
- modified_blocks.insert(blockpos, block);
- }
-
- // If n2_changed to bottom, don't flow anywhere else
- if(to_bottom && flowed && !is_source)
break;
-
- }catch(InvalidPositionException &e)
- {
- }
}
-
+
loopcount++;
//if(loopcount >= 100000)
- if(loopcount >= initial_size * 1)
+ if(loopcount >= initial_size * 10) {
break;
+ }
}
//dstream<<"Map::transformLiquids(): loopcount="<<loopcount<<std::endl;
}
<<std::endl;*/
dstream<<DTIME<<"INFO: Server: Successfully loaded map "
- <<"and chunk metadata from "<<savedir
- <<", assuming valid save directory."
- <<std::endl;
-
- m_map_saving_enabled = true;
- // Map loaded, not creating new one
- return;
- }
- }
- // If directory doesn't exist, it is safe to save to it
- else{
- m_map_saving_enabled = true;
- }
- }
- catch(std::exception &e)
- {
- dstream<<DTIME<<"WARNING: Server: Failed to load map from "<<savedir
- <<", exception: "<<e.what()<<std::endl;
- dstream<<"Please remove the map or fix it."<<std::endl;
- dstream<<"WARNING: Map saving will be disabled."<<std::endl;
- }
-
- dstream<<DTIME<<"INFO: Initializing new map."<<std::endl;
-
- // Create zero sector
- emergeSector(v2s16(0,0));
-
- // Initially write whole map
- save(false);
-}
-
-ServerMap::~ServerMap()
-{
- dstream<<__FUNCTION_NAME<<std::endl;
-
- try
- {
- if(m_map_saving_enabled)
- {
- //save(false);
- // Save only changed parts
- save(true);
- dstream<<DTIME<<"Server: saved map to "<<m_savedir<<std::endl;
- }
- else
- {
- dstream<<DTIME<<"Server: map not saved"<<std::endl;
- }
- }
- catch(std::exception &e)
- {
- dstream<<DTIME<<"Server: Failed to save map to "<<m_savedir
- <<", exception: "<<e.what()<<std::endl;
- }
-
-#if 0
- /*
- Free all MapChunks
- */
- core::map<v2s16, MapChunk*>::Iterator i = m_chunks.getIterator();
- for(; i.atEnd() == false; i++)
- {
- MapChunk *chunk = i.getNode()->getValue();
- delete chunk;
- }
-#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
-
-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;
- }
-}
-
-/*
- 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);
-}
-
-v3s16 rand_ortho_dir()
-{
- if(myrand()%2==0)
- return myrand()%2 ? v3s16(-1,0,0) : v3s16(1,0,0);
- else
- return myrand()%2 ? v3s16(0,0,-1) : v3s16(0,0,1);
-}
-
-void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace, v3s16 doordir,
- v3s16 &result_place, v3s16 &result_dir)
-{
- make_hole1(vmanip, doorplace);
- v3s16 p0 = doorplace;
- v3s16 dir = doordir;
- u32 length;
- if(myrand()%2)
- length = myrand_range(1,13);
- else
- length = myrand_range(1,6);
- u32 partlength = myrand_range(1,length);
- u32 partcount = 0;
- s16 make_stairs = 0;
- if(myrand()%2 == 0 && partlength >= 3)
- make_stairs = myrand()%2 ? 1 : -1;
- for(u32 i=0; i<length; i++)
- {
- v3s16 dir0 = dir;
- // If first part of stairs, don't go up or down yet (wouldn't fit)
- if(partcount == 0)
- dir0.Y = 0;
- v3s16 p = p0 + dir0;
- /*// If already empty
- if(vmanip.getNodeNoExNoEmerge(p).d
- == CONTENT_AIR
- && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
- == CONTENT_AIR)
- {
- }*/
- 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(1,3,1), 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;
- partcount++;
- if(partcount >= partlength)
- {
- partcount = 0;
-
- v3s16 newdir = rand_ortho_dir();
- partlength = myrand_range(1,7);
- make_stairs = 0;
- if(myrand()%2 == 0 && partlength >= 3)
- make_stairs = myrand()%2 ? 1 : -1;
-
- if(make_stairs != 0)
- {
- if(newdir.X == 0 && dir.X != 0)
- dir = newdir;
- if(newdir.Z == 0 && dir.Z != 0)
- dir = newdir;
- }
- else
- {
- dir = newdir;
- }
- dir.Y = make_stairs;
- }
- }
- //p0.Y -= make_stairs;
- dir.Y = 0;
- result_place = p0;
- result_dir = dir;
-}
-
-class RoomWalker
-{
-public:
-
- RoomWalker(VoxelManipulator &vmanip_, v3s16 pos):
- vmanip(vmanip_),
- m_pos(pos)
- {
- randomizeDir();
- }
-
- void randomizeDir()
- {
- m_dir = rand_ortho_dir();
- }
-
- 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+myrand_range(-roomsize.Z/2,roomsize.Z/2));
- if(doordir == v3s16(-1,0,0)) // X-
- roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2+myrand_range(-roomsize.Z/2,roomsize.Z/2));
- if(doordir == v3s16(0,0,1)) // Z+
- roomplace = doorplace + v3s16(-roomsize.X/2+myrand_range(-roomsize.X/2,roomsize.X/2),-1,0);
- if(doordir == v3s16(0,0,-1)) // Z-
- roomplace = doorplace + v3s16(-roomsize.X/2+myrand_range(-roomsize.X/2,roomsize.X/2),-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;
-};
-
-void make_dungeon1(VoxelManipulator &vmanip)
-{
- v3s16 areasize = vmanip.m_area.getExtent();
- v3s16 roomsize;
- v3s16 roomplace;
-
- roomsize = v3s16(myrand_range(4,8),myrand_range(4,6),myrand_range(4,8));
- roomplace = vmanip.m_area.MinEdge + v3s16(
- myrand_range(0,areasize.X-roomsize.X-1),
- myrand_range(0,areasize.Y-roomsize.Y-1),
- myrand_range(0,areasize.Z-roomsize.Z-1));
-
- u32 room_count = myrand_range(2,7);
- for(u32 i=0; i<room_count; i++)
- {
- make_room1(vmanip, roomsize, roomplace);
-
- RoomWalker walker(vmanip, roomplace+v3s16(roomsize.X/2,1,roomsize.Z/2));
- v3s16 doorplace;
- v3s16 doordir;
- bool r = walker.findPlaceForDoor(doorplace, doordir);
- if(r == false)
- {
- //dstream<<"walker.findPlaceForDoor failed"<<std::endl;
- return;
- }
- //dstream<<"walker.findPlaceForDoor succeeded"<<std::endl;
-
- make_door1(vmanip, doorplace, doordir);
-
- v3s16 corridor_end;
- v3s16 corridor_end_dir;
- make_corridor(vmanip, doorplace, doordir, corridor_end, corridor_end_dir);
-
- roomsize = v3s16(myrand_range(4,8),myrand_range(4,6),myrand_range(4,8));
- walker.setPos(corridor_end);
- walker.setDir(corridor_end_dir);
- r = walker.findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace);
- if(r == false)
- {
- //dstream<<"walker.findPlaceForRoomDoor failed"<<std::endl;
- return;
- }
- //dstream<<"walker.findPlaceForRoomDoor succeeded"<<std::endl;
- make_door1(vmanip, doorplace, doordir);
- }
-
- make_room1(vmanip, roomsize, roomplace);
-
-}
-
-/*
- 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 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 = 1.0 + 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() % 300 == 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 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);
- // Minimum amount of ground above the central block
- s16 maximum_ground_depth = maximum_groundlevel - node_min.Y;
-
- /*
- Special case for high air or 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;
- }
-
- /*
- 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, 4, 4);
- //3.5, 3.5, 3.5);
-
- noisebuf_cave.multiply(get_cave_noise2_params(data->seed));
-
- /*
- Ground noise
- */
-
- // Sample length
- v3f sl = v3f(4.0, 4.0, 4.0);
-
- /*
- Density
- */
- //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);
-
- /*
- Content
- */
- 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)
- {
- if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD)
- vmanip.m_data[i] = MapNode(CONTENT_AIR);
- else if(val_is_ground(noisebuf_ground.get(x,y,z),
- v3s16(x,y,z), data->seed))
- vmanip.m_data[i] = MapNode(CONTENT_STONE);
- else if(y <= WATER_LEVEL)
- vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE);
- else
- vmanip.m_data[i] = MapNode(CONTENT_AIR);
- }
-
- /*if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD)
- {
- // Only modify places that have no content
- if(vmanip.m_data[i].d == CONTENT_IGNORE)
- vmanip.m_data[i] = MapNode(CONTENT_AIR);
- }
- else if(is_ground(noisebuf_ground.get(x,y,z), y))
- {
- // Only modify places that have no content
- if(vmanip.m_data[i].d == CONTENT_IGNORE)
- vmanip.m_data[i] = MapNode(CONTENT_STONE);
- }
- else if(y <= WATER_LEVEL)
- {
- // Only modify places that have air or no content
- if(vmanip.m_data[i].d == CONTENT_IGNORE
- || vmanip.m_data[i].d == CONTENT_AIR)
- vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE);
- }
- else
- {
- // Only modify places that have no content
- if(vmanip.m_data[i].d == CONTENT_IGNORE)
- vmanip.m_data[i] = MapNode(CONTENT_AIR);
- }*/
-
- data->vmanip.m_area.add_y(em, i, 1);
- }
- }
- }
-
- /*
- Add minerals
- */
-
- {
- /*
- Add meseblocks
- */
- for(s16 i=0; i<approx_ground_depth/4; i++)
- {
- if(myrand()%50 == 0)
- {
- s16 x = myrand_range(node_min.X+1, node_max.X-1);
- s16 y = myrand_range(node_min.Y+1, node_max.Y-1);
- s16 z = myrand_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(myrand()%8 == 0)
- vmanip.m_data[vi] = MapNode(CONTENT_MESE);
- }
-
- }
- }
- /*
- Add others
- */
- {
- u16 a = myrand_range(0,15);
- a = a*a*a;
- u16 amount = 20 * a/1000;
- for(s16 i=0; i<amount; i++)
- {
- s16 x = myrand_range(node_min.X+1, node_max.X-1);
- s16 y = myrand_range(node_min.Y+1, node_max.Y-1);
- s16 z = myrand_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(myrand()%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(myrand()%coal_rareness == 0)
- {
- u16 a = myrand() % 16;
- u16 amount = coal_amount * a*a*a / 1000;
- for(s16 i=0; i<amount; i++)
- {
- s16 x = myrand_range(node_min.X+1, node_max.X-1);
- s16 y = myrand_range(node_min.Y+1, node_max.Y-1);
- s16 z = myrand_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(myrand()%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(myrand()%iron_rareness == 0)
- {
- u16 a = myrand() % 16;
- u16 amount = iron_amount * a*a*a / 1000;
- for(s16 i=0; i<amount; i++)
- {
- s16 x = myrand_range(node_min.X+1, node_max.X-1);
- s16 y = myrand_range(node_min.Y+1, node_max.Y-1);
- s16 z = myrand_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(myrand()%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);
- }
- }
- }
+ <<"and chunk metadata from "<<savedir
+ <<", assuming valid save directory."
+ <<std::endl;
- /*
- 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)
- {
- // 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=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);
- }
+ m_map_saving_enabled = true;
+ // Map loaded, not creating new one
+ return;
}
}
-
- /*s16 x = myrand_range(node_min.X, node_max.X);
- s16 z = myrand_range(node_min.Z, node_max.Z);
- s16 y = myrand_range(node_min.Y, node_max.Y);*/
- // Add it
- make_dungeon1(data->vmanip);
-
- // Take different seed for every dungeon for not blending their
- // mossyness together
- //u32 mossyseed = z*38134234+y*42123+x*23;
- u32 mossyseed = full_node_min.Z*38134234
- +full_node_min.Y*42123+full_node_min.X*23;
-
- // 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=node_max.Y; y>=full_node_min.Y; y--)
- {
- // No mossy in dry places
- // (noisebuf not used because it's smaller in size)
- if(noise3d_param(get_ground_wetness_params(data->seed), x,y,z)
- < -0.6)
- continue;
- double d = noise3d_perlin((float)x/4.,
- (float)y/4.,(float)z/4.,
- mossyseed, 2, 0.9);
- if(d < 0.0)
- continue;
- if(vmanip.m_data[i].d == CONTENT_COBBLE)
- vmanip.m_data[i].d = CONTENT_MOSSYCOBBLE;
- data->vmanip.m_area.add_y(em, i, -1);
- }
- }
+ // If directory doesn't exist, it is safe to save to it
+ else{
+ m_map_saving_enabled = true;
}
}
-
- /*
- 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++)
+ catch(std::exception &e)
{
- // 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);
- }
- }
+ dstream<<DTIME<<"WARNING: Server: Failed to load map from "<<savedir
+ <<", exception: "<<e.what()<<std::endl;
+ dstream<<"Please remove the map or fix it."<<std::endl;
+ dstream<<"WARNING: Map saving will be disabled."<<std::endl;
}
- /*
- If close to ground level
- */
-
- if(abs(approx_ground_depth) < 20)
- {
- /*
- Add grass and mud
- */
+ dstream<<DTIME<<"INFO: Initializing new map."<<std::endl;
- 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 mud_count = 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-2; 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(mud_count == 0 && y <= WATER_LEVEL+2
- && possibly_have_sand)
- have_sand = true;
+ // Create zero sector
+ emergeSector(v2s16(0,0));
- if(have_sand)
- {
- vmanip.m_data[i] = MapNode(CONTENT_SAND);
- }
- else if(mud_count==0 && !water_detected && y >= WATER_LEVEL)
- vmanip.m_data[i] = MapNode(CONTENT_GRASS);
- else
- vmanip.m_data[i] = MapNode(CONTENT_MUD);
-
- mud_count++;
- if(mud_count >= 4)
- break;
- }
- else if(mud_count != 0)
- break;
+ // Initially write whole map
+ save(false);
+}
- data->vmanip.m_area.add_y(em, i, -1);
- }
- }
- }
+ServerMap::~ServerMap()
+{
+ dstream<<__FUNCTION_NAME<<std::endl;
- /*
- Add trees
- */
-
- // Amount of trees
- u32 tree_count = block_area_nodes * tree_amount_2d(data->seed, p2d_center);
- // Put trees in random places on part of division
- for(u32 i=0; i<tree_count; i++)
+ try
+ {
+ if(m_map_saving_enabled)
{
- 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(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);
+ // Save only changed parts
+ save(true);
+ dstream<<DTIME<<"Server: saved map to "<<m_savedir<<std::endl;
}
-
-#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++)
+ else
{
- 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);
+ dstream<<DTIME<<"Server: map not saved"<<std::endl;
}
-#endif
+ }
+ catch(std::exception &e)
+ {
+ dstream<<DTIME<<"Server: Failed to save map to "<<m_savedir
+ <<", exception: "<<e.what()<<std::endl;
+ }
#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
+ /*
+ Free all MapChunks
+ */
+ core::map<v2s16, MapChunk*>::Iterator i = m_chunks.getIterator();
+ for(; i.atEnd() == false; i++)
+ {
+ MapChunk *chunk = i.getNode()->getValue();
+ delete chunk;
}
-
+#endif
}
-void ServerMap::initBlockMake(BlockMakeData *data, v3s16 blockpos)
+void ServerMap::initBlockMake(mapgen::BlockMakeData *data, v3s16 blockpos)
{
- /*dstream<<"initBlockMake(): ("<<blockpos.X<<","<<blockpos.Y<<","
- <<blockpos.Z<<")"<<std::endl;*/
-
+ bool enable_mapgen_debug_info = g_settings.getBool("enable_mapgen_debug_info");
+ if(enable_mapgen_debug_info)
+ dstream<<"initBlockMake(): ("<<blockpos.X<<","<<blockpos.Y<<","
+ <<blockpos.Z<<")"<<std::endl;
+
+ // Do nothing if not inside limits (+-1 because of neighbors)
+ if(blockpos_over_limit(blockpos - v3s16(1,1,1)) ||
+ blockpos_over_limit(blockpos + v3s16(1,1,1)))
+ {
+ data->no_op = true;
+ return;
+ }
+
data->no_op = false;
data->seed = m_seed;
data->blockpos = blockpos;
for(s16 y=-1; y<=1; y++)
{
- MapBlock *block = createBlock(blockpos);
+ v3s16 p(blockpos.X+x, blockpos.Y+y, blockpos.Z+z);
+ //MapBlock *block = createBlock(p);
+ // 1) get from memory, 2) load from disk
+ MapBlock *block = emergeBlock(p, false);
+ // 3) create a blank one
+ if(block == NULL)
+ {
+ block = createBlock(p);
- // Lighting won't be calculated
+ /*
+ Block gets sunlight if this is true.
+
+ Refer to the map generator heuristics.
+ */
+ bool ug = mapgen::block_is_underground(data->seed, p);
+ block->setIsUnderground(ug);
+ }
+
+ // Lighting will not be valid after make_chunk is called
block->setLightingExpired(true);
// Lighting will be calculated
//block->setLightingExpired(false);
-
- /*
- Block gets sunlight if this is true.
-
- This should be set to true when the top side of a block
- is completely exposed to the sky.
- */
- block->setIsUnderground(false);
}
}
}
neighboring blocks
*/
+ // The area that contains this block and it's neighbors
v3s16 bigarea_blocks_min = blockpos - v3s16(1,1,1);
v3s16 bigarea_blocks_max = blockpos + v3s16(1,1,1);
- data->vmanip.setMap(this);
+ data->vmanip = new ManualMapVoxelManipulator(this);
+ //data->vmanip->setMap(this);
// Add the area
{
//TimeTaker timer("initBlockMake() initialEmerge");
- data->vmanip.initialEmerge(bigarea_blocks_min, bigarea_blocks_max);
+ data->vmanip->initialEmerge(bigarea_blocks_min, bigarea_blocks_max);
}
// Data is ready now.
}
-MapBlock* ServerMap::finishBlockMake(BlockMakeData *data,
+MapBlock* ServerMap::finishBlockMake(mapgen::BlockMakeData *data,
core::map<v3s16, MapBlock*> &changed_blocks)
{
v3s16 blockpos = data->blockpos;
if(data->no_op)
{
- dstream<<"finishBlockMake(): no-op"<<std::endl;
+ //dstream<<"finishBlockMake(): no-op"<<std::endl;
return NULL;
}
+ bool enable_mapgen_debug_info = g_settings.getBool("enable_mapgen_debug_info");
+
/*dstream<<"Resulting vmanip:"<<std::endl;
data->vmanip.print(dstream);*/
/*
Blit generated stuff to map
+ NOTE: blitBackAll adds nearly everything to changed_blocks
*/
{
// 70ms @cs=8
//TimeTaker timer("finishBlockMake() blitBackAll");
- data->vmanip.blitBackAll(&changed_blocks);
+ data->vmanip->blitBackAll(&changed_blocks);
}
- //dstream<<"changed_blocks.size()="<<changed_blocks.size()<<std::endl;
+ if(enable_mapgen_debug_info)
+ dstream<<"finishBlockMake: changed_blocks.size()="
+ <<changed_blocks.size()<<std::endl;
/*
Copy transforming liquid information
assert(block);
/*
- Set is_underground flag for lighting with sunlight
+ Set is_underground flag for lighting with sunlight.
+
+ Refer to map generator heuristics.
+
+ NOTE: This is done in initChunkMake
*/
+ //block->setIsUnderground(mapgen::block_is_underground(data->seed, blockpos));
- 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);
/*
Add sunlight to central block.
/*
NOTE: Lighting and object adding shouldn't really be here, but
lighting is a bit tricky to move properly to makeBlock.
- TODO: Do this the right way anyway.
+ TODO: Do this the right way anyway, that is, move it to makeBlock.
+ - There needs to be some way for makeBlock to report back if
+ the lighting update is going further down because of the
+ new block blocking light
*/
/*
Update lighting
+ NOTE: This takes ~60ms, TODO: Investigate why
*/
- core::map<v3s16, MapBlock*> lighting_update_blocks;
- lighting_update_blocks.insert(block->getPos(), block);
- /*for(core::map<v3s16, MapBlock*>::Iterator
- i = modified_blocks.getIterator();
- i.atEnd() == false; i++)
{
- lighting_update_blocks.insert(i.getNode()->getKey(),
- i.getNode()->getValue());
- }*/
- updateLighting(lighting_update_blocks, changed_blocks);
-
+ TimeTaker t("finishBlockMake lighting update");
+
+ core::map<v3s16, MapBlock*> lighting_update_blocks;
+#if 1
+ // Center block
+ lighting_update_blocks.insert(block->getPos(), block);
+
+ /*{
+ s16 x = 0;
+ s16 z = 0;
+ v3s16 p = block->getPos()+v3s16(x,1,z);
+ lighting_update_blocks[p] = getBlockNoCreateNoEx(p);
+ }*/
+#endif
+#if 0
+ // All modified blocks
+ // NOTE: Should this be done? If this is not done, then the lighting
+ // of the others will be updated in a different place, one by one, i
+ // think... or they might not? Well, at least they are left marked as
+ // "lighting expired"; it seems that is not handled at all anywhere,
+ // so enabling this will slow it down A LOT because otherwise it
+ // would not do this at all. This causes the black trees.
+ for(core::map<v3s16, MapBlock*>::Iterator
+ i = changed_blocks.getIterator();
+ i.atEnd() == false; i++)
+ {
+ lighting_update_blocks.insert(i.getNode()->getKey(),
+ i.getNode()->getValue());
+ }
+ /*// Also force-add all the upmost blocks for proper sunlight
+ for(s16 x=-1; x<=1; x++)
+ for(s16 z=-1; z<=1; z++)
+ {
+ v3s16 p = block->getPos()+v3s16(x,1,z);
+ lighting_update_blocks[p] = getBlockNoCreateNoEx(p);
+ }*/
+#endif
+ updateLighting(lighting_update_blocks, changed_blocks);
+
+ /*
+ Set lighting to non-expired state in all of them.
+ This is cheating, but it is not fast enough if all of them
+ would actually be updated.
+ */
+ for(s16 x=-1; x<=1; x++)
+ for(s16 y=-1; y<=1; y++)
+ for(s16 z=-1; z<=1; z++)
+ {
+ v3s16 p = block->getPos()+v3s16(x,y,z);
+ getBlockNoCreateNoEx(p)->setLightingExpired(false);
+ }
+
+ if(enable_mapgen_debug_info == false)
+ t.stop(true); // Hide output
+ }
+
/*
Add random objects to block
*/
- addRandomObjects(block);
+ mapgen::add_random_objects(block);
/*
Go through changed blocks
/*dstream<<"finishBlockMake() done for ("<<blockpos.X<<","<<blockpos.Y<<","
<<blockpos.Z<<")"<<std::endl;*/
-
+#if 0
+ if(enable_mapgen_debug_info)
+ {
+ /*
+ Analyze resulting blocks
+ */
+ for(s16 x=-1; x<=1; x++)
+ for(s16 y=-1; y<=1; y++)
+ for(s16 z=-1; z<=1; z++)
+ {
+ v3s16 p = block->getPos()+v3s16(x,y,z);
+ MapBlock *block = getBlockNoCreateNoEx(p);
+ char spos[20];
+ snprintf(spos, 20, "(%2d,%2d,%2d)", x, y, z);
+ dstream<<"Generated "<<spos<<": "
+ <<analyze_block(block)<<std::endl;
+ }
+ }
+#endif
+
return block;
}
<<"("<<p.X<<","<<p.Y<<","<<p.Z<<")"
<<std::endl;*/
+ bool enable_mapgen_debug_info = g_settings.getBool("enable_mapgen_debug_info");
+
+ TimeTaker timer("generateBlock");
+
//MapBlock *block = original_dummy;
v2s16 p2d(p.X, p.Z);
/*
Create block make data
*/
- BlockMakeData data;
+ mapgen::BlockMakeData data;
initBlockMake(&data, p);
/*
Generate block
*/
{
- TimeTaker t("makeBlock()");
- makeBlock(&data);
+ TimeTaker t("mapgen::make_block()");
+ mapgen::make_block(&data);
+
+ if(enable_mapgen_debug_info == false)
+ t.stop(true); // Hide output
}
/*
Get central block
*/
MapBlock *block = getBlockNoCreateNoEx(p);
- assert(block);
#if 0
/*
Check result
*/
- bool erroneus_content = false;
- for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
- for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
- for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
- {
- v3s16 p(x0,y0,z0);
- MapNode n = block->getNode(p);
- if(n.d == CONTENT_IGNORE)
+ if(block)
+ {
+ bool erroneus_content = false;
+ for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
+ for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
+ for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
+ {
+ v3s16 p(x0,y0,z0);
+ MapNode n = block->getNode(p);
+ if(n.getContent() == CONTENT_IGNORE)
+ {
+ dstream<<"CONTENT_IGNORE at "
+ <<"("<<p.X<<","<<p.Y<<","<<p.Z<<")"
+ <<std::endl;
+ erroneus_content = true;
+ assert(0);
+ }
+ }
+ if(erroneus_content)
{
- dstream<<"CONTENT_IGNORE at "
- <<"("<<p.X<<","<<p.Y<<","<<p.Z<<")"
- <<std::endl;
- erroneus_content = true;
assert(0);
}
}
- if(erroneus_content)
- {
- assert(0);
- }
#endif
#if 0
/*
Generate a completely empty block
*/
- for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
- for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
+ if(block)
{
- for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
+ for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
+ for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
{
- MapNode n;
- if(y0%2==0)
- n.d = CONTENT_AIR;
- else
- n.d = CONTENT_STONE;
- block->setNode(v3s16(x0,y0,z0), n);
+ for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
+ {
+ MapNode n;
+ if(y0%2==0)
+ n.setContent(CONTENT_AIR);
+ else
+ n.setContent(CONTENT_STONE);
+ block->setNode(v3s16(x0,y0,z0), n);
+ }
}
}
#endif
+ if(enable_mapgen_debug_info == false)
+ timer.stop(true); // Hide output
+
return block;
}
return block;
}
-#if 0
-MapBlock * ServerMap::emergeBlock(
- v3s16 p,
- bool only_from_disk,
- core::map<v3s16, MapBlock*> &changed_blocks,
- core::map<v3s16, MapBlock*> &lighting_invalidated_blocks
-)
+MapBlock * ServerMap::emergeBlock(v3s16 p, bool allow_generate)
{
- DSTACKF("%s: p=(%d,%d,%d), only_from_disk=%d",
+ DSTACKF("%s: p=(%d,%d,%d), allow_generate=%d",
__FUNCTION_NAME,
- p.X, p.Y, p.Z, only_from_disk);
+ p.X, p.Y, p.Z, allow_generate);
- // This has to be redone or removed
- assert(0);
+ {
+ MapBlock *block = getBlockNoCreateNoEx(p);
+ if(block && block->isDummy() == false)
+ return block;
+ }
+
+ {
+ MapBlock *block = loadBlock(p);
+ if(block)
+ return block;
+ }
+
+ if(allow_generate)
+ {
+ core::map<v3s16, MapBlock*> modified_blocks;
+ MapBlock *block = generateBlock(p, modified_blocks);
+ if(block)
+ {
+ MapEditEvent event;
+ event.type = MEET_OTHER;
+ event.p = p;
+
+ // Copy modified_blocks to event
+ for(core::map<v3s16, MapBlock*>::Iterator
+ i = modified_blocks.getIterator();
+ i.atEnd()==false; i++)
+ {
+ event.modified_blocks.insert(i.getNode()->getKey(), false);
+ }
+
+ // Queue event
+ dispatchEvent(&event);
+
+ return block;
+ }
+ }
+
return NULL;
}
-#endif
#if 0
/*
for(; p.Y>min; p.Y--)
{
MapNode n = getNodeNoEx(p);
- if(n.d != CONTENT_IGNORE)
+ if(n.getContent() != CONTENT_IGNORE)
break;
}
if(p.Y == min)
goto plan_b;
// If this node is not air, go to plan b
- if(getNodeNoEx(p).d != CONTENT_AIR)
+ if(getNodeNoEx(p).getContent() != CONTENT_AIR)
goto plan_b;
// Search existing walkable and return it
for(; p.Y>min; p.Y--)
{
MapNode n = getNodeNoEx(p);
- if(content_walkable(n.d) && n.d != CONTENT_IGNORE)
+ if(content_walkable(n.d) && n.getContent() != CONTENT_IGNORE)
return p.Y;
}
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;
// format. Just go ahead and create the sector.
if(fs::PathExists(sectordir))
{
- dstream<<"ServerMap::loadSectorMeta(): Sector metafile "
+ /*dstream<<"ServerMap::loadSectorMeta(): Sector metafile "
<<fullpath<<" doesn't exist but directory does."
<<" Continuing with a sector with no metadata."
- <<std::endl;
+ <<std::endl;*/
sector = new ServerMapSector(this, p2d);
m_sectors.insert(p2d, sector);
}
MapBlock *block = NULL;
bool created_new = false;
- try{
- block = sector->getBlockNoCreate(p3d.Y);
- }
- catch(InvalidPositionException &e)
+ block = sector->getBlockNoCreateNoEx(p3d.Y);
+ if(block == NULL)
{
block = sector->createBlankBlockNoInsert(p3d.Y);
created_new = true;
return sector;
}
+#if 0
void ClientMap::deSerializeSector(v2s16 p2d, std::istream &is)
{
DSTACK(__FUNCTION_NAME);
sector->deSerialize(is);
}
+#endif
void ClientMap::OnRegisterSceneNode()
{
// Take a fair amount as we will be dropping more out later
v3s16 p_blocks_min(
- p_nodes_min.X / MAP_BLOCKSIZE - 1,
- p_nodes_min.Y / MAP_BLOCKSIZE - 1,
- p_nodes_min.Z / MAP_BLOCKSIZE - 1);
+ p_nodes_min.X / MAP_BLOCKSIZE - 2,
+ p_nodes_min.Y / MAP_BLOCKSIZE - 2,
+ p_nodes_min.Z / MAP_BLOCKSIZE - 2);
v3s16 p_blocks_max(
- p_nodes_max.X / MAP_BLOCKSIZE,
- p_nodes_max.Y / MAP_BLOCKSIZE,
- p_nodes_max.Z / MAP_BLOCKSIZE);
+ p_nodes_max.X / MAP_BLOCKSIZE + 1,
+ p_nodes_max.Y / MAP_BLOCKSIZE + 1,
+ p_nodes_max.Z / MAP_BLOCKSIZE + 1);
u32 vertex_count = 0;
{
continue;
}
+
+ // Okay, this block will be drawn. Reset usage timer.
+ block->resetUsageTimer();
// This is ugly (spherical distance limit?)
/*if(m_control.range_all == false &&
i = m_loaded_blocks.getIterator();
i.atEnd() == false; i++)
{
+ v3s16 p = i.getNode()->getKey();
bool existed = i.getNode()->getValue();
if(existed == false)
+ {
+ // The Great Bug was found using this
+ /*dstream<<"ManualMapVoxelManipulator::blitBackAll: "
+ <<"Inexistent ("<<p.X<<","<<p.Y<<","<<p.Z<<")"
+ <<std::endl;*/
continue;
- v3s16 p = i.getNode()->getKey();
+ }
MapBlock *block = m_map->getBlockNoCreateNoEx(p);
if(block == NULL)
{