/*
Minetest-c55
-Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
+Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
*/
#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 "mapgen.h"
+#include "nodemetadata.h"
+
+extern "C" {
+ #include "sqlite3.h"
+}
+/*
+ SQLite format specification:
+ - Initially only replaces sectors/ and sectors2/
+*/
/*
Map
m_dout(dout),
m_sector_cache(NULL)
{
- m_sector_mutex.Init();
- assert(m_sector_mutex.IsInitialized());
+ /*m_sector_mutex.Init();
+ assert(m_sector_mutex.IsInitialized());*/
}
Map::~Map()
{
if(m_sector_cache != NULL && p == m_sector_cache_p){
MapSector * sector = m_sector_cache;
- // Reset inactivity timer
- sector->usage_timer = 0.0;
return sector;
}
m_sector_cache_p = p;
m_sector_cache = sector;
- // Reset inactivity timer
- sector->usage_timer = 0.0;
return sector;
}
MapSector * Map::getSectorNoGenerateNoEx(v2s16 p)
{
- JMutexAutoLock lock(m_sector_mutex);
-
return getSectorNoGenerateNoExNoLock(p);
}
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.
light_sources to re-light the area without the removed light.
values of from_nodes are lighting values.
-
- There is a duplicate implementation of this in VoxelManipulator,
- which is faster for large volumes
*/
void Map::unspreadLight(enum LightBank bank,
core::map<v3s16, u8> & from_nodes,
// Get node straight from the block
MapNode n = block->getNode(relpos);
-
+
u8 oldlight = j.getNode()->getValue();
-
+
// Loop through 6 neighbors
for(u16 i=0; i<6; i++)
{
// Get the position of the neighbor node
v3s16 n2pos = pos + dirs[i];
-
+
// Get the block where the node is located
v3s16 blockpos = getNodeBlockPos(n2pos);
{
continue;
}
-
+
// Calculate relative position in block
v3s16 relpos = n2pos - blockpos * MAP_BLOCKSIZE;
// Get node straight from the block
MapNode n2 = block->getNode(relpos);
-
+
bool changed = false;
//TODO: Optimize output by optimizing light_sources?
light_sources.remove(n2pos);
}*/
}
-
+
/*// DEBUG
if(light_sources.find(n2pos) != NULL)
light_sources.remove(n2pos);*/
<<blockchangecount<<" times"
<<" for "<<from_nodes.size()<<" nodes"
<<std::endl;*/
-
+
if(unlighted_nodes.size() > 0)
unspreadLight(bank, unlighted_nodes, light_sources, modified_blocks);
}
/*
Lights neighbors of from_nodes, collects all them and then
goes on recursively.
-
- There is a duplicate implementation of this in VoxelManipulator,
- which is faster for large volumes
*/
void Map::spreadLight(enum LightBank bank,
core::map<v3s16, bool> & from_nodes,
if(from_nodes.size() == 0)
return;
-
+
u32 blockchangecount = 0;
core::map<v3s16, bool> lighted_nodes;
MapBlock *block = NULL;
// Cache this a bit, too
bool block_checked_in_modified = false;
-
+
for(; j.atEnd() == false; j++)
//for(; j != from_nodes.end(); j++)
{
//v3s16 pos = *j;
//dstream<<"pos=("<<pos.X<<","<<pos.Y<<","<<pos.Z<<")"<<std::endl;
v3s16 blockpos = getNodeBlockPos(pos);
-
+
// Only fetch a new block if the block position has changed
try{
if(block == NULL || blockpos != blockpos_last){
for(u16 i=0; i<6; i++){
// Get the position of the neighbor node
v3s16 n2pos = pos + dirs[i];
-
+
// Get the block where the node is located
v3s16 blockpos = getNodeBlockPos(n2pos);
{
continue;
}
-
+
// Calculate relative position in block
v3s16 relpos = n2pos - blockpos * MAP_BLOCKSIZE;
// Get node straight from the block
MapNode n2 = block->getNode(relpos);
-
+
bool changed = false;
/*
If the neighbor is brighter than the current node,
<<blockchangecount<<" times"
<<" for "<<from_nodes.size()<<" nodes"
<<std::endl;*/
-
+
if(lighted_nodes.size() > 0)
spreadLight(bank, lighted_nodes, modified_blocks);
}
v3s16(0,-1,0), // bottom
v3s16(-1,0,0), // left
};
-
+
u8 brightest_light = 0;
v3s16 brightest_pos(0,0,0);
bool found_something = false;
if(found_something == false)
throw InvalidPositionException();
-
+
return brightest_pos;
}
for(; ; y--)
{
v3s16 pos(start.X, y, start.Z);
-
+
v3s16 blockpos = getNodeBlockPos(pos);
MapBlock *block;
try{
}
else
{
- // Turn mud into grass
+ /*// Turn mud into grass
if(n.d == CONTENT_MUD)
{
n.d = CONTENT_GRASS;
block->setNode(relpos, n);
modified_blocks.insert(blockpos, block);
- }
+ }*/
// Sunlight goes no further
break;
{
/*m_dout<<DTIME<<"Map::updateLighting(): "
<<a_blocks.size()<<" blocks."<<std::endl;*/
-
+
//TimeTaker timer("updateLighting");
-
+
// For debugging
//bool debug=true;
//u32 count_was = modified_blocks.size();
-
+
core::map<v3s16, MapBlock*> blocks_to_update;
core::map<v3s16, bool> light_sources;
-
+
core::map<v3s16, u8> unlight_from;
-
+
core::map<v3s16, MapBlock*>::Iterator i;
i = a_blocks.getIterator();
for(; i.atEnd() == false; i++)
{
MapBlock *block = i.getNode()->getValue();
-
+
for(;;)
{
// Don't bother with dummy blocks.
if(block->isDummy())
break;
-
+
v3s16 pos = block->getPos();
modified_blocks.insert(pos, block);
for(s16 x=0; x<MAP_BLOCKSIZE; x++)
for(s16 y=0; y<MAP_BLOCKSIZE; y++)
{
-
+
try{
v3s16 p(x,y,z);
MapNode n = block->getNode(v3s16(x,y,z));
u8 oldlight = n.getLight(bank);
n.setLight(bank, 0);
block->setNode(v3s16(x,y,z), n);
-
+
// Collect borders for unlighting
if(x==0 || x == MAP_BLOCKSIZE-1
|| y==0 || y == MAP_BLOCKSIZE-1
<<std::endl;
}
}
-
+
if(bank == LIGHTBANK_DAY)
{
bool bottom_valid = block->propagateSunlight(light_sources);
// Invalid lighting bank
assert(0);
}
-
+
/*dstream<<"Bottom for sunlight-propagated block ("
<<pos.X<<","<<pos.Y<<","<<pos.Z<<") not valid"
<<std::endl;*/
{
assert(0);
}
-
+
+ }
+ }
+
+ /*
+ 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
{
TimeTaker timer("unspreadLight");
unspreadLight(bank, unlight_from, light_sources, modified_blocks);
}
-
+
if(debug)
{
u32 diff = modified_blocks.size() - count_was;
TimeTaker timer("spreadLight");
spreadLight(bank, light_sources, modified_blocks);
}
-
+
if(debug)
{
u32 diff = modified_blocks.size() - count_was;
dstream<<"spreadLight modified "<<diff<<std::endl;
}
#endif
-
+
{
//MapVoxelManipulator vmanip(this);
-
+
// Make a manual voxel manipulator and load all the blocks
// that touch the requested blocks
ManualMapVoxelManipulator vmanip(this);
{
MapBlock *block = i.getNode()->getValue();
v3s16 p = block->getPos();
-
+
// Add all surrounding blocks
vmanip.initialEmerge(p - v3s16(1,1,1), p + v3s16(1,1,1));
/*
Add all surrounding blocks that have up-to-date lighting
NOTE: This doesn't quite do the job (not everything
- appropriate is lighted)
+ appropriate is lighted)
*/
/*for(s16 z=-1; z<=1; z++)
for(s16 y=-1; y<=1; y++)
continue;
vmanip.initialEmerge(p, p);
}*/
-
+
// Lighting of block will be updated completely
block->setLightingExpired(false);
}
{
updateLighting(LIGHTBANK_DAY, a_blocks, modified_blocks);
updateLighting(LIGHTBANK_NIGHT, a_blocks, modified_blocks);
-
+
/*
Update information about whether day and night light differ
*/
}
/*
- This is called after changing a node from transparent to opaque.
- The lighting value of the node should be left as-is after changing
- other values. This sets the lighting value to 0.
-
- NOTE: This takes almost no time, the slow one is updateMeshes.
*/
void Map::addNodeAndUpdate(v3s16 p, MapNode n,
core::map<v3s16, MapBlock*> &modified_blocks)
/*PrintInfo(m_dout);
m_dout<<DTIME<<"Map::addNodeAndUpdate(): p=("
<<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/
-
+
/*
From this node to nodes underneath:
If lighting is sunlight (1.0), unlight neighbours and
catch(InvalidPositionException &e)
{
}
-
+
+#if 0
/*
- If the new node doesn't propagate sunlight and there is
- grass below, change it to mud
+ If the new node is solid and there is grass below, change it to mud
*/
- if(content_features(n.d).sunlight_propagates == false)
+ if(content_features(n.d).walkable == true)
{
try{
MapNode bottomnode = getNode(bottompos);
-
+
if(bottomnode.d == CONTENT_GRASS
|| bottomnode.d == CONTENT_GRASS_FOOTSTEPS)
{
{
}
}
+#endif
+#if 0
/*
If the new node is mud and it is under sunlight, change it
to grass
{
n.d = CONTENT_GRASS;
}
+#endif
/*
Remove all light that has come out of this node
MapBlock * block = getBlockNoCreate(blockpos);
assert(block != NULL);
modified_blocks.insert(blockpos, block);
-
+
assert(isValidPosition(p));
-
+
// Unlight neighbours of node.
// This means setting light of all consequent dimmer nodes
// to 0.
n.setLight(bank, 0);
}
+ /*
+ If node lets sunlight through and is under sunlight, it has
+ sunlight too.
+ */
+ if(node_under_sunlight && content_features(n.d).sunlight_propagates)
+ {
+ n.setLight(LIGHTBANK_DAY, LIGHT_SUN);
+ }
+
/*
Set the node on the map
*/
-
+
setNode(p, n);
-
+
+ /*
+ Add intial metadata
+ */
+
+ NodeMetadata *meta_proto = content_features(n.d).initial_metadata;
+ if(meta_proto)
+ {
+ NodeMetadata *meta = meta_proto->clone();
+ setNodeMetadata(p, meta);
+ }
+
/*
- If node is under sunlight, take all sunlighted nodes under
- it and clear light from them and from where the light has
- been spread.
+ If node is under sunlight and doesn't let sunlight through,
+ take all sunlighted nodes under it and clear light from them
+ and from where the light has been spread.
TODO: This could be optimized by mass-unlighting instead
- of looping
+ of looping
*/
- if(node_under_sunlight)
+ if(node_under_sunlight && !content_features(n.d).sunlight_propagates)
{
s16 y = p.Y - 1;
for(;; y--){
//m_dout<<DTIME<<"y="<<y<<std::endl;
v3s16 n2pos(p.X, y, p.Z);
-
+
MapNode n2;
try{
n2 = getNode(n2pos);
break;
}
}
-
+
for(s32 i=0; i<2; i++)
{
enum LightBank bank = banks[i];
-
+
/*
Spread light from all nodes that might be capable of doing so
*/
{
v3s16 p2 = p + dirs[i];
-
+
MapNode n2 = getNode(p2);
if(content_liquid(n2.d))
{
m_transforming_liquid.push_back(p2);
}
-
+
}catch(InvalidPositionException &e)
{
}
}
/*
- NOTE: This takes almost no time, the slow one is updateMeshes.
*/
void Map::removeNodeAndUpdate(v3s16 p,
core::map<v3s16, MapBlock*> &modified_blocks)
/*PrintInfo(m_dout);
m_dout<<DTIME<<"Map::removeNodeAndUpdate(): p=("
<<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/
-
+
bool node_under_sunlight = true;
-
+
v3s16 toppos = p + v3s16(0,1,0);
// Node will be replaced with this
u8 replace_material = CONTENT_AIR;
-
+
/*
If there is a node at top and it doesn't have sunlight,
there will be no sunlight going down.
for(s32 i=0; i<2; i++)
{
enum LightBank bank = banks[i];
-
+
/*
Unlight neighbors (in case the node is a light source)
*/
light_sources, modified_blocks);
}
+ /*
+ Remove node metadata
+ */
+
+ removeNodeMetadata(p);
+
/*
Remove the node.
This also clears the lighting.
MapNode n;
n.d = replace_material;
setNode(p, n);
-
+
for(s32 i=0; i<2; i++)
{
enum LightBank bank = banks[i];
-
+
/*
Recalculate lighting
*/
for(s32 i=0; i<2; i++)
{
enum LightBank bank = banks[i];
-
+
// Get the brightest neighbour node and propagate light from it
v3s16 n2p = getBrightestNeighbour(bank, p);
try{
{
v3s16 p2 = p + dirs[i];
-
+
MapNode n2 = getNode(p2);
if(content_liquid(n2.d))
{
m_transforming_liquid.push_back(p2);
}
-
+
}catch(InvalidPositionException &e)
{
}
/*
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);
+ 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;
for(; si.atEnd() == false; si++)
{
MapSector *sector = si.getNode()->getValue();
- sector->usage_timer += dtime;
+
+ bool all_blocks_deleted = true;
+
+ core::list<MapBlock*> blocks;
+ sector->getBlocks(blocks);
+ for(core::list<MapBlock*>::Iterator i = blocks.begin();
+ i != blocks.end(); i++)
+ {
+ 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)
{
- /*
- Wait for caches to be removed before continuing.
-
- This disables the existence of caches while locked
- */
- //SharedPtr<JMutexAutoLock> cachelock(m_blockcachelock.waitCaches());
-
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::deleteUnusedSectors(float timeout, bool only_blocks,
+#if 0
+void Map::unloadUnusedData(float timeout,
core::list<v3s16> *deleted_blocks)
{
- JMutexAutoLock lock(m_sector_mutex);
-
core::list<v2s16> sector_deletion_queue;
- core::map<v2s16, MapSector*>::Iterator i = m_sectors.getIterator();
- for(; i.atEnd() == false; i++)
+ u32 deleted_blocks_count = 0;
+ u32 saved_blocks_count = 0;
+
+ core::map<v2s16, MapSector*>::Iterator si = m_sectors.getIterator();
+ for(; si.atEnd() == false; si++)
{
- MapSector *sector = i.getNode()->getValue();
- /*
- Delete sector from memory if it hasn't been used in a long time
- */
- if(sector->usage_timer > timeout)
+ 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++)
{
- sector_deletion_queue.push_back(i.getNode()->getKey());
+ MapBlock *block = (*i);
- if(deleted_blocks != NULL)
+ if(block->getUsageTimer() > timeout)
{
- // 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++)
+ // Save if modified
+ if(block->getModified() != MOD_STATE_CLEAN)
{
- deleted_blocks->push_back((*i)->getPos());
+ saveBlock(block);
+ saved_blocks_count++;
}
+ // Delete from memory
+ sector->deleteBlock(block);
+ deleted_blocks_count++;
}
+ else
+ {
+ all_blocks_deleted = false;
+ }
+ }
+
+ if(all_blocks_deleted)
+ {
+ sector_deletion_queue.push_back(si.getNode()->getKey());
}
}
- deleteSectors(sector_deletion_queue, only_blocks);
- return sector_deletion_queue.getSize();
+
+ deleteSectors(sector_deletion_queue);
+
+ dstream<<"Map: Unloaded "<<deleted_blocks_count<<" blocks from memory"
+ <<", of which "<<saved_blocks_count<<" were wr."
+ <<std::endl;
+
+ //return sector_deletion_queue.getSize();
+ //return deleted_blocks_count;
}
+#endif
void Map::PrintInfo(std::ostream &out)
{
u32 loopcount = 0;
u32 initial_size = m_transforming_liquid.size();
-
+
/*if(initial_size != 0)
dstream<<"transformLiquids(): initial_size="<<initial_size<<std::endl;*/
while(m_transforming_liquid.size() != 0)
{
- try
- {
-
/*
Get a queued transforming liquid node
*/
v3s16 p0 = m_transforming_liquid.pop_front();
- MapNode n0 = getNode(p0);
-
+ MapNode n0 = getNodeNoEx(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);
};
for(u16 i=0; i<5; i++)
{
- try
- {
-
bool from_top = (i==0);
v3s16 p2 = p0 + dirs_from[i];
- MapNode n2 = getNode(p2);
+ MapNode n2 = getNodeNoEx(p2);
if(content_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)
{
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.
n0.param2 = new_liquid_level_max;
setNode(p0, n0);
}
-
+
// Block has been modified
{
v3s16 blockpos = getNodeBlockPos(p0);
if(block != NULL)
modified_blocks.insert(blockpos, block);
}
-
+
/*
Add neighboring non-source liquid nodes to transform queue.
*/
};
for(u16 i=0; i<6; i++)
{
- try
- {
-
v3s16 p2 = p0 + dirs[i];
-
- MapNode n2 = getNode(p2);
+
+ MapNode n2 = getNodeNoEx(p2);
if(content_flowing_liquid(n2.d))
{
m_transforming_liquid.push_back(p2);
}
-
- }catch(InvalidPositionException &e)
- {
- }
}
}
}
-
+
// Get a new one from queue if the node has turned into non-water
if(content_liquid(n0.d) == false)
continue;
};
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)
bool n2_changed = false;
bool flowed = false;
-
+
v3s16 p2 = p0 + dirs_to[i];
- MapNode n2 = getNode(p2);
+ MapNode n2 = getNodeNoEx(p2);
//dstream<<"[1] n2.param="<<(int)n2.param<<std::endl;
if(content_liquid(n2.d))
u8 n2_liquid_level = 8;
if(n2_is_source == false)
n2_liquid_level = n2.param2 & 0x07;
-
+
if(to_bottom)
{
flowed = true;
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 >= initial_size * 1 || loopcount >= 1000)
+ //if(loopcount >= 100000)
+ if(loopcount >= initial_size * 1)
break;
-
- }catch(InvalidPositionException &e)
+ }
+ //dstream<<"Map::transformLiquids(): loopcount="<<loopcount<<std::endl;
+}
+
+NodeMetadata* Map::getNodeMetadata(v3s16 p)
+{
+ v3s16 blockpos = getNodeBlockPos(p);
+ v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE;
+ MapBlock *block = getBlockNoCreateNoEx(blockpos);
+ if(block == NULL)
+ {
+ dstream<<"WARNING: Map::setNodeMetadata(): Block not found"
+ <<std::endl;
+ return NULL;
+ }
+ NodeMetadata *meta = block->m_node_metadata.get(p_rel);
+ return meta;
+}
+
+void Map::setNodeMetadata(v3s16 p, NodeMetadata *meta)
+{
+ v3s16 blockpos = getNodeBlockPos(p);
+ v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE;
+ MapBlock *block = getBlockNoCreateNoEx(blockpos);
+ if(block == NULL)
+ {
+ dstream<<"WARNING: Map::setNodeMetadata(): Block not found"
+ <<std::endl;
+ return;
+ }
+ block->m_node_metadata.set(p_rel, meta);
+}
+
+void Map::removeNodeMetadata(v3s16 p)
+{
+ v3s16 blockpos = getNodeBlockPos(p);
+ v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE;
+ MapBlock *block = getBlockNoCreateNoEx(blockpos);
+ if(block == NULL)
+ {
+ dstream<<"WARNING: Map::removeNodeMetadata(): Block not found"
+ <<std::endl;
+ return;
+ }
+ block->m_node_metadata.remove(p_rel);
+}
+
+void Map::nodeMetadataStep(float dtime,
+ core::map<v3s16, MapBlock*> &changed_blocks)
+{
+ /*
+ NOTE:
+ Currently there is no way to ensure that all the necessary
+ blocks are loaded when this is run. (They might get unloaded)
+ NOTE: ^- Actually, that might not be so. In a quick test it
+ reloaded a block with a furnace when I walked back to it from
+ a distance.
+ */
+ core::map<v2s16, MapSector*>::Iterator si;
+ si = m_sectors.getIterator();
+ for(; si.atEnd() == false; si++)
+ {
+ MapSector *sector = si.getNode()->getValue();
+ core::list< MapBlock * > sectorblocks;
+ sector->getBlocks(sectorblocks);
+ core::list< MapBlock * >::Iterator i;
+ for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++)
{
+ MapBlock *block = *i;
+ bool changed = block->m_node_metadata.step(dtime);
+ if(changed)
+ changed_blocks[block->getPos()] = block;
}
}
- //dstream<<"Map::transformLiquids(): loopcount="<<loopcount<<std::endl;
}
/*
ServerMap::ServerMap(std::string savedir):
Map(dout_server),
- m_seed(0)
+ m_seed(0),
+ m_map_metadata_changed(true)
{
- // TODO: Save to and load from a file
+ dstream<<__FUNCTION_NAME<<std::endl;
+
+ //m_chunksize = 8; // Takes a few seconds
+
m_seed = (((u64)(myrand()%0xffff)<<0)
+ ((u64)(myrand()%0xffff)<<16)
+ ((u64)(myrand()%0xffff)<<32)
/*
Experimental and debug stuff
*/
-
+
{
}
-
+
/*
Try to load map; if not found, create a new one.
*/
m_savedir = savedir;
m_map_saving_enabled = false;
-
+
try
{
// If directory exists, check contents and load if possible
}
else
{
- // Load map metadata (seed)
- loadMapMeta();
-
- /*// Load sector (0,0) and throw and exception on fail
- if(loadSectorFull(v2s16(0,0)) == false)
- throw LoadError("Failed to load sector (0,0)");*/
+ try{
+ // Load map metadata (seed, chunksize)
+ loadMapMeta();
+ }
+ catch(FileNotGoodException &e){
+ dstream<<DTIME<<"WARNING: Could not load map metadata"
+ //<<" Disabling chunk-based generator."
+ <<std::endl;
+ //m_chunksize = 0;
+ }
+
+ /*try{
+ // Load chunk metadata
+ loadChunkMeta();
+ }
+ catch(FileNotGoodException &e){
+ dstream<<DTIME<<"WARNING: Could not load chunk metadata."
+ <<" Disabling chunk-based generator."
+ <<std::endl;
+ m_chunksize = 0;
+ }*/
/*dstream<<DTIME<<"Server: Successfully loaded chunk "
"metadata and sector (0,0) from "<<savedir<<
}
dstream<<DTIME<<"INFO: Initializing new map."<<std::endl;
-
+
// Create zero sector
emergeSector(v2s16(0,0));
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;
dstream<<DTIME<<"Server: Failed to save map to "<<m_savedir
<<", exception: "<<e.what()<<std::endl;
}
-}
-
-/*
- 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 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;
}
- if(y >= y_nodes_min)
- return y;
- else
- return y_nodes_min;
+#endif
}
-void make_tree(VoxelManipulator &vmanip, v3s16 p0)
+void ServerMap::initBlockMake(mapgen::BlockMakeData *data, v3s16 blockpos)
{
- MapNode treenode(CONTENT_TREE);
- MapNode leavesnode(CONTENT_LEAVES);
- leavesnode.setLight(LIGHTBANK_DAY, LIGHT_MAX-1);
+ /*dstream<<"initBlockMake(): ("<<blockpos.X<<","<<blockpos.Y<<","
+ <<blockpos.Z<<")"<<std::endl;*/
- vmanip.emerge(VoxelArea(p0-v3s16(2,0,2),p0+v3s16(2,7+2,2)));
+ data->no_op = false;
+ data->seed = m_seed;
+ data->blockpos = blockpos;
- s16 trunk_h = myrand_range(4, 7);
- 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++)
+ /*
+ Create the whole area of this and the neighboring blocks
+ */
{
- 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)
- );
+ //TimeTaker timer("initBlockMake() create area");
- for(s16 z=0; z<=d; z++)
- for(s16 y=0; y<=d; y++)
- for(s16 x=0; x<=d; x++)
+ for(s16 x=-1; x<=1; x++)
+ for(s16 z=-1; z<=1; z++)
{
- 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)
- continue;
- u32 i = leaves_a.index(x,y,z);
- if(leaves_d[i] == 1)
- vmanip.m_data[vi] = leavesnode;
- }
-}
-
-/*
- Noise functions. Make sure seed is mangled differently in each one.
-*/
+ v2s16 sectorpos(blockpos.X+x, blockpos.Z+z);
+ // Sector metadata is loaded from disk if not already loaded.
+ ServerMapSector *sector = createSector(sectorpos);
+ assert(sector);
-// 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, 0.7);
- double zeroval = -0.5;
- if(noise < zeroval)
- return 0;
- else
- return 0.03 * (noise-zeroval) / (1.0-zeroval);
-}
+ for(s16 y=-1; y<=1; y++)
+ {
+ MapBlock *block = createBlock(blockpos);
-#define AVERAGE_MUD_AMOUNT 4.0
+ // Lighting won't be calculated
+ block->setLightingExpired(true);
+ // Lighting will be calculated
+ //block->setLightingExpired(false);
-double get_mud_amount(u64 seed, v2f p)
-{
- return ((float)AVERAGE_MUD_AMOUNT + 2.5 * noise2d_perlin(
- 0.5+p.X/200, 0.5+p.Y/200,
- seed+1, 5, 0.65));
-}
+ /*
+ Block gets sunlight if this is true.
-bool get_have_sand_coast(u64 seed, v2f p)
-{
- double sandnoise = noise2d_perlin(
- 0.5+(float)p.X/250, 0.5+(float)p.Y/250,
- seed+59420, 3, 0.50);
- return (sandnoise > -0.25);
-}
+ This should be set to true when the top side of a block
+ is completely exposed to the sky.
+ */
+ block->setIsUnderground(false);
+ }
+ }
+ }
+
+ /*
+ Now we have a big empty area.
-bool get_have_sand_ground(u64 seed, v2f p)
-{
- double sandnoise = noise2d_perlin(
- 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
- seed+54290232, 6, 0.65);
- return (sandnoise > 1.0);
-}
+ Make a ManualMapVoxelManipulator that contains this and the
+ neighboring blocks
+ */
+
+ v3s16 bigarea_blocks_min = blockpos - v3s16(1,1,1);
+ v3s16 bigarea_blocks_max = blockpos + v3s16(1,1,1);
+
+ data->vmanip = new ManualMapVoxelManipulator(this);
+ //data->vmanip->setMap(this);
-// -1->0, 0->1, 1->0
-double contour(double v)
-{
- v = fabs(v);
- if(v >= 1.0)
- return 0.0;
- return (1.0-v);
-}
+ // Add the area
+ {
+ //TimeTaker timer("initBlockMake() initialEmerge");
+ data->vmanip->initialEmerge(bigarea_blocks_min, bigarea_blocks_max);
+ }
-// -1->0, -r->1, 0->1, r->1, 1->0
-double contour_flat_top(double v, double r)
-{
- v = fabs(v);
- if(v >= 1.0)
- return 0.0;
- double rmax = 0.999;
- if(r >= rmax)
- r = rmax;
- if(v <= r)
- return 1.0;
- v -= r;
- return ((1.0-r)-v) / (1.0-r);
- //return easeCurve(((1.0-r)-v) / (1.0-r));
+ // Data is ready now.
}
-double base_rock_level_2d(u64 seed, v2f p)
+MapBlock* ServerMap::finishBlockMake(mapgen::BlockMakeData *data,
+ core::map<v3s16, MapBlock*> &changed_blocks)
{
- // The ground level (return value)
- double h = WATER_LEVEL-1.5;
-
- // Raises from 0 when parameter is -1...1
- /*double m2 = contour_flat_top(-0.8 + 2.0 * noise2d_perlin(
- 0.0+(float)p.X/1500., 0.0+(float)p.Y/1500.,
- (seed>>32)+34758, 5, 0.55), 0.10);*/
- /*double m2 = 1.0;
- if(m2 > 0.0001)
- {
- // HUGE mountains
- double m1 = 200.0 + 300.0 * noise2d_perlin(
- 0.0+(float)p.X/1000., 0.0+(float)p.Y/1000.,
- (seed>>32)+98525, 8, 0.5);
- h += m1 * m2;
- //h += 30 * m2;
- }*/
-
- /*double tm2 = contour_flat_top(-1.0 + 3.0 * noise2d_perlin(
- 0.0+(float)p.X/300., 0.0+(float)p.Y/300.,
- (seed>>32)+78593, 5, 0.55), 0.15);
- h += 30 * tm2;*/
+ v3s16 blockpos = data->blockpos;
+ /*dstream<<"finishBlockMake(): ("<<blockpos.X<<","<<blockpos.Y<<","
+ <<blockpos.Z<<")"<<std::endl;*/
-#if 0
+ if(data->no_op)
{
- // Large mountains
- double m3 = 100.0 - 600.0 * noise2d_perlin_abs(
- 0.324+(float)p.X/2000., 0.423+(float)p.Y/2000.,
- (seed>>32)+985251, 9, 0.55);
- if(m3 > h)
- h = m3;
+ dstream<<"finishBlockMake(): no-op"<<std::endl;
+ return NULL;
}
-#endif
-#if 0
- {
- // More mountain ranges
- double d = 100;
- double a1 = d*2.0 - d*7 * noise2d_perlin_abs(
- 0.5+(float)p.X/1000., 0.5+(float)p.Y/1000.,
- seed+850342, 7, 0.55);
- /*if(a1 > d)
- a1 = d + sqrt(a1-d);*/
- a1 = (1.0 - exp(-a1/d))*d;
- /*if(a1 > h)
- h = a1;*/
- if(a1 > 0)
- h += a1;
- }
-#endif
+ bool enable_mapgen_debug_info = g_settings.getBool("enable_mapgen_debug_info");
-#if 0
+ /*dstream<<"Resulting vmanip:"<<std::endl;
+ data->vmanip.print(dstream);*/
+
+ /*
+ Blit generated stuff to map
+ NOTE: blitBackAll adds nearly everything to changed_blocks
+ */
{
- // More mountain ranges
- double d = 60;
- double a1 = d*2.0 - d*7 * noise2d_perlin_abs(
- 0.5+(float)p.X/1000., 0.5+(float)p.Y/1000.,
- seed+850342, 7, 0.55);
- /*if(a1 > d)
- a1 = d + sqrt(a1-d);*/
- a1 = (1.0 - exp(-a1/d))*d;
- /*if(a1 > h)
- h = a1;*/
- if(a1 > 0)
- h += a1;
+ // 70ms @cs=8
+ //TimeTaker timer("finishBlockMake() blitBackAll");
+ data->vmanip->blitBackAll(&changed_blocks);
}
-#endif
-#if 0
+ if(enable_mapgen_debug_info)
+ dstream<<"finishBlockMake: changed_blocks.size()="
+ <<changed_blocks.size()<<std::endl;
+
+ /*
+ Copy transforming liquid information
+ */
+ while(data->transforming_liquid.size() > 0)
{
- // Very steep mountain ranges
- double d = 120;
- double a1 = d*2 - d*6.5 * noise2d_perlin_abs(
- 0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
- seed+850342, 6, 0.6);
- /*if(a1 > d)
- a1 = d + sqrt(a1-d);*/
- a1 = (1.0 - exp(-a1/d))*d;
- /*if(a1 > h)
- h = a1;*/
- if(a1 > 0)
- h += a1;
- /*double a = noise2d_perlin_abs(
- 0.94+(float)p.X/2000., 0.26+(float)p.Y/2000.,
- (seed>>32)+65012102, 8, 0.50);
- double m4 = 100.0 - 400.0 * a;
- if(m4 > h)
- h = m4;*/
+ v3s16 p = data->transforming_liquid.pop_front();
+ m_transforming_liquid.push_back(p);
}
-#endif
/*
- The stuff before this comment is usually not used.
- The stuff after this comment is usually used.
+ Get central block
*/
+ MapBlock *block = getBlockNoCreateNoEx(data->blockpos);
+ assert(block);
-#if 1
- {
- // Mountains
- double m4 = 1.0 - 3.0 * noise2d_perlin_abs(
- 0.324+(float)p.X/1000., 0.423+(float)p.Y/1000.,
- (seed>>32)+65012102, 8, 0.57);
- m4 *= 120;
- if(m4 > h)
- h = m4;
- }
-#endif
+ /*
+ Set is_underground flag for lighting with sunlight
+ */
-#if 1
- // Some kind of hill chains or something
- {
- double a1 = 1.0 - 2.5 * noise2d_perlin_abs(
- 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
- seed+850342, 5, 0.6);
- a1 *= 30;
- double d = 15;
- if(a1 > d)
- a1 = d + sqrt(a1-d);
- /*if(a1 > h)
- h = a1;*/
- if(a1 > 0)
- h += a1;
- }
-#endif
+ block->setIsUnderground(mapgen::block_is_underground(data->seed, blockpos));
-#if 1
- double base = -2. + 25. * noise2d_perlin(
- 0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
- (seed>>32)+653876, 7, 0.65);
-#else
- double base = 0;
-#endif
-
-#if 1
- /*
- Combined with turbulence, this thing here is able to make very
- awesome terrain, albeit rarely.
-
- This is also responsible for small islands.
- */
-
- double higher = 40. * noise2d_perlin(
- 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
- seed+39292, 6, 0.50);
- /*double higher = 50. * noise2d_perlin_abs(
- 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
- seed+85039, 5, 0.63);*/
- //higher = 25;
-
- if(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, 6, 0.7);
- b = rangelim(b, 0.0, 1000.0);
-#if 1
- b = pow(b, 5);
- b *= 16;
- b = rangelim(b, 3.0, 1000.0);
- //dstream<<"b="<<b<<std::endl;
- //double b = 20;
- // Offset to more low
- //double a_off = -0.30;
- double a_off = -0.20;
- // High/low selector
- double a = (double)0.5 + b * (a_off + noise2d_perlin(
- 0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
- seed-359, 7, 0.70));
-#endif
-#if 0
- /*b = pow(b, 5);
- b *= 2;
- b = rangelim(b, 3.0, 20.0);*/
- //b = 10.0;
- double a = -1.5 + 5.0 * (noise2d_perlin_abs(
- 0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
- seed-359, 6, 0.6));
- a *= 3.0;
- /*double a = 5.0 * (noise2d_perlin(
- 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
- seed-359, 5, 0.6));*/
- //a = contour_flat_top(a, 0.2);
-#endif
- // Limit
- a = rangelim(a, 0.0, 1.0);
- a = easeCurve(a);
-
- //dstream<<"a="<<a<<std::endl;
-
- /*double h2 = higher * a;
- if(h2 > h)
- h = h2;*/
-
- h += base*(1.0-a) + higher*a;
- }
- else
- {
- h += base;
- }
-#else
- h += base;
-#endif
-
- return h;
-}
-
-double base_rock_level_2d(u64 seed, v2s16 p)
-{
- return base_rock_level_2d(seed, v2f((float)p.X, (float)p.Y));
-}
-
-double get_turbulence_factor_2d(u64 seed, v2f p)
-{
- double vv = -0.50 + 2.0 * noise2d_perlin(
- 0.5+p.X/100,
- 0.5+p.Y/100,
- seed+85498783983, 4, 0.5);
- vv = rangelim(vv, 0.0, 1.0);
- return vv;
-}
-
-#define TURBULENCE_BOTTOM_CUTOFF_Y (WATER_LEVEL-7)
-
-double get_turbulence_factor_y(u64 seed, f32 y)
-{
- double d = 14;
- double min = TURBULENCE_BOTTOM_CUTOFF_Y;
- if(y < min)
- return 0.0;
- else if(y < min + d)
- return ((y-min)/d);
- return 1.0;
-}
-
-v2f get_raw_turbulence(u64 seed, v3f p)
-{
- double f = 8;
-
- double v1 = f * noise3d_perlin(
- 0.5+p.X/100,
- 0.5+p.Y/100,
- 0.5+p.Z/100,
- seed+4045, 5, 0.65);
-
- double v2 = f * noise3d_perlin(
- 0.5+p.X/100,
- 0.5+p.Y/100,
- 0.5+p.Z/100,
- seed+9495, 5, 0.65);
-
- return v2f(v1, v2);
-}
-
-// Shouldn't be used, provided for compatibility.
-v2f base_ground_turbulence(u64 seed, v3f p)
-{
- double tfxz = get_turbulence_factor_2d(seed, v2f(p.X,p.Z));
- double tfy = get_turbulence_factor_y(seed, p.Y);
- v2f t = get_raw_turbulence(seed, p);
- return t*tfxz*tfy;
-}
-
-#if 0
-v2f base_ground_turbulence(u64 seed, v3f p)
-{
-#if 1
- double f = 8;
-
-#if 1
- // Cut off at a minimum height
- {
- double d = 15;
- double min = WATER_LEVEL-5;
- if(p.Y < min)
- return v2f(0,0);
- else if(p.Y < min + d)
- f *= ((p.Y-min)/d);
- }
-#endif
-
-#if 1
- double vv = 0.50 + 1.0 * noise3d_perlin(
- 0.5+p.X/250,
- 0.5+p.Y/250,
- 0.5+p.Z/250,
- seed+1324381, 4, 0.5);
- double vve = rangelim(vv, 0.0, 1.0);
- /*double vv = 1.0 - 2.0 * noise3d_perlin_abs(
- 0.5+p.X/250,
- 0.5+p.Y/250,
- 0.5+p.Z/250,
- seed+1324031, 4, 0.5);
- double vve = 1.0 - exp(-MYMAX(0, vv*2.0));*/
- //double vve = rangelim(vv, 0, 1.0);
- //dstream<<"vve="<<vve<<std::endl;
-
- /*// Limit turbulence near water level
- double a = contour((p.Y-WATER_LEVEL)/10.0);
- vve = (1.-a) * vve;*/
-
- // Increase turbulence in elevated heights
- double ah = WATER_LEVEL + 30;
- if(p.Y > ah)
- {
- vve *= p.Y/ah;
- }
-#else
- double vve = 1;
-#endif
-
- double v1 = f * noise3d_perlin(
- 0.5+p.X/100,
- 0.5+p.Y/100,
- 0.5+p.Z/100,
- seed+4045, 5, 0.65);
-
- double v2 = f * noise3d_perlin(
- 0.5+p.X/100,
- 0.5+p.Y/100,
- 0.5+p.Z/100,
- seed+9495, 5, 0.65);
-
- return v2f(v1*vve, v2*vve);
-#else
- return v2f(0,0);
-#endif
-}
-#endif
-
-bool is_carved(u64 seed, v3f p)
-{
-#if 1
- double v1 = noise3d_perlin_abs(
- 0.5+p.X/200,
- 0.5+p.Y/200,
- 0.5+p.Z/200,
- seed+657890854, 5, 0.7);
-
- if(v1 > 1.45)
- return true;
-#endif
-
- double f = 10.0;
- double y_div = 1.0;
-
- double v4 = contour(f*noise3d_perlin(
- 0.5+p.X/200,
- 0.5+p.Y/200*y_div,
- 0.5+p.Z/200,
- seed+87592, 5, 0.7));
- // Tilted 90 degrees
- double v5 = contour(f*noise3d_perlin(
- 0.5+p.X/200,
- 0.5+p.Z/200,
- 0.5+p.Y/200*y_div,
- seed+98594, 5, 0.7));
-
- double v45 = v4*v5;
- if(v45 > 2.5/f)
- return true;
-
- return false;
-}
-
-bool is_underground_mud(u64 seed, v3f p)
-{
- double v1 = noise3d_perlin_abs(
- 0.5+p.X/50,
- 0.5+p.Y/50,
- 0.5+p.Z/50,
- seed+83401, 5, 0.75);
- return (v1 > 1.3);
-}
-
-/*
- if depth_guess!=NULL, it is set to a guessed value of how deep
- underground the position is.
-*/
-bool is_base_ground(u64 seed, v3f p, double *depth_guess=NULL)
-{
-#if 0
- // This is used for testing the output of the cave function
- {
- if(depth_guess)
- *depth_guess = 10;
- if(p.Y > 50)
- return false;
- return is_carved(seed, p);
- }
-#endif
-#if 0
- // This is used for testing the output of the underground mud function
- {
- if(depth_guess)
- *depth_guess = 10;
- if(p.Y > 50)
- return false;
- return is_underground_mud(seed, p);
- }
-#endif
-
- bool is_ground = true;
-
-#if 1
- if(is_carved(seed, p))
- is_ground = false;
-#endif
-
- if(depth_guess || is_ground == true)
- {
- v2f t = base_ground_turbulence(seed, p);
-
- double surface_y_f = base_rock_level_2d(seed, v2f(p.X+t.X, p.Z+t.Y));
-
-#if 0
- if(depth_guess)
- {
- // Find highest surface near current
- v3f dirs[4] = {
- v3f(1,0,0),
- v3f(-1,0,0),
- v3f(0,0,1),
- v3f(0,0,-1)
- };
- double s2 = surface_y_f;
- for(u32 i=0; i<4; i++)
- {
- v3f dir = dirs[i];
- // Get turbulence at around there
- v2f t2 = base_ground_turbulence(seed, p+dir);
- // Get ground height
- v2f l = v2f(p.X+t2.X+dir.X, p.Z+t2.Y+dir.Z);
- double s = base_rock_level_2d(seed, l);
- if(s > s2)
- s2 = s;
- }
- *depth_guess = s2 - p.Y;
- }
-#endif
-#if 1
- if(depth_guess)
- {
- // Check a bit lower also, take highest surface
- v2f t2 = base_ground_turbulence(seed, p + v3f(0,-2,0));
- double s2 = base_rock_level_2d(seed, v2f(p.X+t2.X, p.Z+t2.Y));
- if(s2 > surface_y_f)
- *depth_guess = s2 - p.Y;
- else
- *depth_guess = surface_y_f - p.Y;
- }
-#endif
-#if 0
- if(depth_guess)
- *depth_guess = surface_y_f - p.Y;
-#endif
-
- if(p.Y > surface_y_f)
- is_ground = false;
- }
-
- /*if(depth_guess)
- {
- // Guess surface point
- v3f p2(p.X, surface_y_f, p.Z);
- v2f t2 = base_ground_turbulence
- double u1 =
- double s1 = base_rock_level_2d(seed, v2f(p.X+v1,p.Z+v2));
- }*/
-
- return is_ground;
-}
-
-#define VMANIP_FLAG_DUNGEON VOXELFLAG_CHECKED1
-
-/*
- This is the main map generation method
-*/
-
-#if 0
-MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
- core::map<v3s16, MapBlock*> &changed_blocks,
- bool force)
-{
- DSTACK(__FUNCTION_NAME);
-
- // Shall be not used now
- //assert(0);
-
-#if 0
-
- /*
- Don't generate if already fully generated
- */
- if(force == false)
- {
- MapChunk *chunk = getChunk(chunkpos);
- if(chunk != NULL && chunk->getGenLevel() == GENERATED_FULLY)
- {
- dstream<<"generateChunkRaw(): Chunk "
- <<"("<<chunkpos.X<<","<<chunkpos.Y<<")"
- <<" already generated"<<std::endl;
- return chunk;
- }
- }
-
- dstream<<"generateChunkRaw(): Generating chunk "
- <<"("<<chunkpos.X<<","<<chunkpos.Y<<")"
- <<std::endl;
-
- TimeTaker timer("generateChunkRaw()");
-
- // The distance how far into the neighbors the generator is allowed to go.
- s16 max_spread_amount_sectors = 2;
- assert(max_spread_amount_sectors <= m_chunksize);
- s16 max_spread_amount = max_spread_amount_sectors * MAP_BLOCKSIZE;
-
- // Minimum amount of space left on sides for mud to fall in
- //s16 min_mud_fall_space = 2;
-
- // Maximum diameter of stone obstacles in X and Z
- /*s16 stone_obstacle_max_size = (max_spread_amount-min_mud_fall_space)*2;
- assert(stone_obstacle_max_size/2 <= max_spread_amount-min_mud_fall_space);*/
-
- s16 y_blocks_min = -4;
- s16 y_blocks_max = 3;
- s16 h_blocks = y_blocks_max - y_blocks_min + 1;
- s16 y_nodes_min = y_blocks_min * MAP_BLOCKSIZE;
- s16 y_nodes_max = y_blocks_max * MAP_BLOCKSIZE + MAP_BLOCKSIZE - 1;
-
- v2s16 sectorpos_base = chunk_to_sector(chunkpos);
- s16 sectorpos_base_size = m_chunksize;
-
- /*v2s16 sectorpos_bigbase = chunk_to_sector(chunkpos - v2s16(1,1));
- s16 sectorpos_bigbase_size = m_chunksize * 3;*/
- v2s16 sectorpos_bigbase =
- sectorpos_base - v2s16(1,1) * max_spread_amount_sectors;
- s16 sectorpos_bigbase_size =
- sectorpos_base_size + 2 * max_spread_amount_sectors;
-
- v3s16 bigarea_blocks_min(
- sectorpos_bigbase.X,
- y_blocks_min,
- sectorpos_bigbase.Y
- );
-
- v3s16 bigarea_blocks_max(
- sectorpos_bigbase.X + sectorpos_bigbase_size - 1,
- y_blocks_max,
- sectorpos_bigbase.Y + sectorpos_bigbase_size - 1
- );
-
- // Relative values to control amount of stuff in one chunk
- /*u32 relative_area = (u32)sectorpos_base_size*MAP_BLOCKSIZE
- *(u32)sectorpos_base_size*MAP_BLOCKSIZE;*/
- u32 relative_volume = (u32)sectorpos_base_size*MAP_BLOCKSIZE
- *(u32)sectorpos_base_size*MAP_BLOCKSIZE
- *(u32)h_blocks*MAP_BLOCKSIZE;
-
- /*
- The limiting edges of the lighting update, inclusive.
- */
- s16 lighting_min_d = 0-max_spread_amount;
- s16 lighting_max_d = sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
-
- /*
- Create the whole area of this and the neighboring chunks
- */
- {
- TimeTaker timer("generateChunkRaw() create area");
-
- for(s16 x=0; x<sectorpos_bigbase_size; x++)
- for(s16 z=0; z<sectorpos_bigbase_size; z++)
- {
- v2s16 sectorpos = sectorpos_bigbase + v2s16(x,z);
- ServerMapSector *sector = createSector(sectorpos);
- assert(sector);
-
- for(s16 y=y_blocks_min; y<=y_blocks_max; y++)
- {
- v3s16 blockpos(sectorpos.X, y, sectorpos.Y);
- MapBlock *block = createBlock(blockpos);
-
- // Lighting won't be calculated
- //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.
-
- Actually this doesn't matter now because the
- initial lighting is done here.
- */
- block->setIsUnderground(y != y_blocks_max);
- }
- }
- }
-
- /*
- Now we have a big empty area.
-
- Make a ManualMapVoxelManipulator that contains this and the
- neighboring chunks
- */
-
- ManualMapVoxelManipulator vmanip(this);
- // Add the area we just generated
- {
- TimeTaker timer("generateChunkRaw() initialEmerge");
- vmanip.initialEmerge(bigarea_blocks_min, bigarea_blocks_max);
- }
-
- // Clear all flags
- vmanip.clearFlag(0xff);
-
- TimeTaker timer_generate("generateChunkRaw() generate");
-
- // Maximum height of the stone surface and obstacles.
- // This is used to disable dungeon generation from going too high.
- s16 stone_surface_max_y = 0;
-
- /*
- Generate general ground level to full area
- */
-
- {
- // 22ms @cs=8
- TimeTaker timer1("ground level");
- dstream<<"Generating base ground..."<<std::endl;
-
- for(s16 x=0; x<sectorpos_bigbase_size*MAP_BLOCKSIZE; x++)
- for(s16 z=0; z<sectorpos_bigbase_size*MAP_BLOCKSIZE; z++)
- {
- // Node position
- v2s16 p2d = sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z);
-
- /*
- Skip if already generated
- */
- {
- v3s16 p(p2d.X, y_nodes_min, p2d.Y);
- if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR)
- continue;
- }
-
- v2f p2df(p2d.X, p2d.Y);
-
- {
- // Use fast index incrementing
- v3s16 em = vmanip.m_area.getExtent();
- s16 min = y_nodes_min;
- s16 max = y_nodes_max;
- /*s16 min = -10;
- s16 max = 20;*/
- //float surface_y_f = base_rock_level_2d(m_seed, p2df);
- u32 i = vmanip.m_area.index(v3s16(p2d.X, min, p2d.Y));
- for(s16 y=min; y<=max; y++)
- {
-#if 1
- bool is = is_base_ground(m_seed, v3f(p2df.X,y,p2df.Y));
- if(is)
- vmanip.m_data[i].d = CONTENT_STONE;
- else
- vmanip.m_data[i].d = CONTENT_AIR;
-#endif
-#if 0
- double v = noise3d_perlin(
- 0.5+(float)p2d.X/200,
- 0.5+(float)y/200,
- 0.5+(float)p2d.Y/200,
- m_seed+293, 6, 0.55);
- if(v > 0.0)
- vmanip.m_data[i].d = CONTENT_STONE;
- else
- vmanip.m_data[i].d = CONTENT_AIR;
-#endif
-#if 0
- /*double v1 = 5 * noise3d_perlin(
- 0.5+(float)p2df.X/200,
- 0.5+(float)y/200,
- 0.5+(float)p2df.Y/200,
- m_seed+293, 6, 0.55);
-
- double v2 = 5 * noise3d_perlin(
- 0.5+(float)p2df.X/200,
- 0.5+(float)y/200,
- 0.5+(float)p2df.Y/200,
- m_seed+293, 6, 0.55);*/
-
- double v1 = 0;
- double v2 = 0;
-
- float surface_y_f = base_rock_level_2d(m_seed, p2df+v2f(v1,v2));
-
- if(y <= surface_y_f)
- vmanip.m_data[i].d = CONTENT_STONE;
- else
- vmanip.m_data[i].d = CONTENT_AIR;
-#endif
-
- vmanip.m_area.add_y(em, i, 1);
- }
- }
-
-#if 0
- // Node position
- v2s16 p2d = sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z);
-
- /*
- Skip if already generated
- */
- {
- v3s16 p(p2d.X, y_nodes_min, p2d.Y);
- if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR)
- continue;
- }
-
- // Ground height at this point
- float surface_y_f = 0.0;
-
- // Use perlin noise for ground height
- surface_y_f = base_rock_level_2d(m_seed, p2d);
-
- /*// Experimental stuff
- {
- float a = highlands_level_2d(m_seed, p2d);
- if(a > surface_y_f)
- surface_y_f = a;
- }*/
-
- // Convert to integer
- s16 surface_y = (s16)surface_y_f;
-
- // Log it
- if(surface_y > stone_surface_max_y)
- stone_surface_max_y = surface_y;
-
- /*
- Fill ground with stone
- */
- {
- // Use fast index incrementing
- v3s16 em = vmanip.m_area.getExtent();
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_min, p2d.Y));
- for(s16 y=y_nodes_min; y<surface_y && y<=y_nodes_max; y++)
- {
- vmanip.m_data[i].d = CONTENT_STONE;
-
- vmanip.m_area.add_y(em, i, 1);
- }
- }
-#endif
- }
-
- }//timer1
-
- /*
- Randomize some parameters
- */
-
- s32 stone_obstacle_count = 0;
- /*s32 stone_obstacle_count =
- rangelim((1.0+noise2d(m_seed+897,
- sectorpos_base.X, sectorpos_base.Y))/2.0 * 30, 0, 100000);*/
-
- s16 stone_obstacle_max_height = 0;
- /*s16 stone_obstacle_max_height =
- rangelim((1.0+noise2d(m_seed+5902,
- sectorpos_base.X, sectorpos_base.Y))/2.0 * 30, 0, 100000);*/
-
- /*
- Loop this part, it will make stuff look older and newer nicely
- */
- u32 age_count = 2;
- for(u32 i_age=0; i_age<age_count; i_age++)
- { // Aging loop
-
- {
- // 8ms @cs=8
- //TimeTaker timer1("stone obstacles");
-
- /*
- Add some random stone obstacles
- */
-
- for(s32 ri=0; ri<stone_obstacle_count; ri++)
- {
- // Randomize max height so usually stuff will be quite low
- s16 maxheight_randomized = myrand_range(0, stone_obstacle_max_height);
-
- //s16 stone_obstacle_max_size = sectorpos_base_size * MAP_BLOCKSIZE - 10;
- s16 stone_obstacle_max_size = MAP_BLOCKSIZE*4-4;
-
- v3s16 ob_size(
- myrand_range(5, stone_obstacle_max_size),
- myrand_range(0, maxheight_randomized),
- myrand_range(5, stone_obstacle_max_size)
- );
-
- // Don't make stupid small rectangle bumps
- if(ob_size.Y < 5)
- continue;
-
- v2s16 ob_place(
- myrand_range(1+ob_size.X/2+2,
- sectorpos_base_size*MAP_BLOCKSIZE-1-1-ob_size.X/2-2),
- myrand_range(1+ob_size.Z/2+2,
- sectorpos_base_size*MAP_BLOCKSIZE-1-1-ob_size.Z/2-2)
- );
-
- // Minimum space left on top of the obstacle
- s16 min_head_space = 12;
-
- for(s16 x=-ob_size.X/2; x<ob_size.X/2; x++)
- for(s16 z=-ob_size.Z/2; z<ob_size.Z/2; z++)
- {
- // Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + ob_place + v2s16(x,z);
-
- // Find stone ground level
- // (ignore everything else than mud in already generated chunks)
- // and mud amount over the stone level
- s16 surface_y = 0;
- s16 mud_amount = 0;
- {
- v3s16 em = vmanip.m_area.getExtent();
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
- s16 y;
- // Go to ground level
- for(y=y_nodes_max; y>=y_nodes_min; y--)
- {
- MapNode *n = &vmanip.m_data[i];
- /*if(content_walkable(n.d)
- && n.d != CONTENT_MUD
- && n.d != CONTENT_GRASS)
- break;*/
- if(n->d == CONTENT_STONE)
- break;
-
- if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS)
- {
- mud_amount++;
- /*
- Change to mud because otherwise we might
- be throwing mud on grass at the next
- step
- */
- n->d = CONTENT_MUD;
- }
-
- vmanip.m_area.add_y(em, i, -1);
- }
- if(y >= y_nodes_min)
- surface_y = y;
- else
- surface_y = y_nodes_min;
- }
-
-
- /*
- Add stone on ground
- */
- {
- v3s16 em = vmanip.m_area.getExtent();
- s16 y_start = surface_y+1;
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
- s16 y;
- // Add stone
- s16 count = 0;
- for(y=y_start; y<=y_nodes_max - min_head_space; y++)
- {
- MapNode &n = vmanip.m_data[i];
- n.d = CONTENT_STONE;
-
- if(y > stone_surface_max_y)
- stone_surface_max_y = y;
-
- count++;
- if(count >= ob_size.Y)
- break;
-
- vmanip.m_area.add_y(em, i, 1);
- }
- // Add mud
- count = 0;
- for(; y<=y_nodes_max - min_head_space; y++)
- {
- MapNode &n = vmanip.m_data[i];
- n.d = CONTENT_MUD;
- count++;
- if(count >= mud_amount)
- break;
-
- vmanip.m_area.add_y(em, i, 1);
- }
- }
-
- }
- }
-
- }//timer1
- {
- // 24ms @cs=8
- //TimeTaker timer1("dungeons");
-
- /*
- Make dungeons
- */
- u32 dungeons_count = relative_volume / 600000;
- u32 bruises_count = relative_volume * stone_surface_max_y / 40000000;
- if(stone_surface_max_y < WATER_LEVEL)
- bruises_count = 0;
- /*u32 dungeons_count = 0;
- u32 bruises_count = 0;*/
- for(u32 jj=0; jj<dungeons_count+bruises_count; jj++)
- {
- s16 min_tunnel_diameter = 2;
- s16 max_tunnel_diameter = 6;
- u16 tunnel_routepoints = 25;
-
- bool bruise_surface = (jj < bruises_count);
-
- if(bruise_surface)
- {
- min_tunnel_diameter = 5;
- max_tunnel_diameter = myrand_range(10, 20);
- /*min_tunnel_diameter = MYMAX(0, stone_surface_max_y/6);
- max_tunnel_diameter = myrand_range(MYMAX(0, stone_surface_max_y/6), MYMAX(0, stone_surface_max_y/2));*/
-
- /*s16 tunnel_rou = rangelim(25*(0.5+1.0*noise2d(m_seed+42,
- sectorpos_base.X, sectorpos_base.Y)), 0, 15);*/
-
- tunnel_routepoints = 5;
- }
-
- // Allowed route area size in nodes
- v3s16 ar(
- sectorpos_base_size*MAP_BLOCKSIZE,
- h_blocks*MAP_BLOCKSIZE,
- sectorpos_base_size*MAP_BLOCKSIZE
- );
-
- // Area starting point in nodes
- v3s16 of(
- sectorpos_base.X*MAP_BLOCKSIZE,
- y_blocks_min*MAP_BLOCKSIZE,
- sectorpos_base.Y*MAP_BLOCKSIZE
- );
-
- // Allow a bit more
- //(this should be more than the maximum radius of the tunnel)
- //s16 insure = 5; // Didn't work with max_d = 20
- s16 insure = 10;
- s16 more = max_spread_amount - max_tunnel_diameter/2 - insure;
- ar += v3s16(1,0,1) * more * 2;
- of -= v3s16(1,0,1) * more;
-
- s16 route_y_min = 0;
- // Allow half a diameter + 7 over stone surface
- s16 route_y_max = -of.Y + stone_surface_max_y + max_tunnel_diameter/2 + 7;
-
- /*// If dungeons, don't go through surface too often
- if(bruise_surface == false)
- route_y_max -= myrand_range(0, max_tunnel_diameter*2);*/
-
- // Limit maximum to area
- route_y_max = rangelim(route_y_max, 0, ar.Y-1);
-
- if(bruise_surface)
- {
- /*// Minimum is at y=0
- route_y_min = -of.Y - 0;*/
- // Minimum is at y=max_tunnel_diameter/4
- //route_y_min = -of.Y + max_tunnel_diameter/4;
- //s16 min = -of.Y + max_tunnel_diameter/4;
- s16 min = -of.Y + 0;
- route_y_min = myrand_range(min, min + max_tunnel_diameter);
- route_y_min = rangelim(route_y_min, 0, route_y_max);
- }
-
- /*dstream<<"route_y_min = "<<route_y_min
- <<", route_y_max = "<<route_y_max<<std::endl;*/
-
- s16 route_start_y_min = route_y_min;
- s16 route_start_y_max = route_y_max;
-
- // Start every 2nd dungeon from surface
- bool coming_from_surface = (jj % 2 == 0 && bruise_surface == false);
-
- if(coming_from_surface)
- {
- route_start_y_min = -of.Y + stone_surface_max_y + 5;
- }
-
- route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
- route_start_y_max = rangelim(route_start_y_max, 0, ar.Y-1);
-
- // Randomize starting position
- v3f orp(
- (float)(myrand()%ar.X)+0.5,
- (float)(myrand_range(route_start_y_min, route_start_y_max))+0.5,
- (float)(myrand()%ar.Z)+0.5
- );
-
- MapNode airnode(CONTENT_AIR);
-
- /*
- Generate some tunnel starting from orp
- */
-
- for(u16 j=0; j<tunnel_routepoints; j++)
- {
- // Randomize size
- s16 min_d = min_tunnel_diameter;
- s16 max_d = max_tunnel_diameter;
- s16 rs = myrand_range(min_d, max_d);
-
- v3s16 maxlen;
- if(bruise_surface)
- {
- maxlen = v3s16(rs*7,rs*7,rs*7);
- }
- else
- {
- maxlen = v3s16(15, myrand_range(1, 20), 15);
- }
-
- v3f vec;
-
- if(coming_from_surface && j < 3)
- {
- vec = v3f(
- (float)(myrand()%(maxlen.X*2))-(float)maxlen.X,
- (float)(myrand()%(maxlen.Y*1))-(float)maxlen.Y,
- (float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z
- );
- }
- else
- {
- vec = v3f(
- (float)(myrand()%(maxlen.X*2))-(float)maxlen.X,
- (float)(myrand()%(maxlen.Y*2))-(float)maxlen.Y,
- (float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z
- );
- }
-
- v3f rp = orp + vec;
- if(rp.X < 0)
- rp.X = 0;
- else if(rp.X >= ar.X)
- rp.X = ar.X-1;
- if(rp.Y < route_y_min)
- rp.Y = route_y_min;
- else if(rp.Y >= route_y_max)
- rp.Y = route_y_max-1;
- if(rp.Z < 0)
- rp.Z = 0;
- else if(rp.Z >= ar.Z)
- rp.Z = ar.Z-1;
- vec = rp - orp;
-
- for(float f=0; f<1.0; f+=1.0/vec.getLength())
- {
- v3f fp = orp + vec * f;
- v3s16 cp(fp.X, fp.Y, fp.Z);
-
- s16 d0 = -rs/2;
- s16 d1 = d0 + rs - 1;
- for(s16 z0=d0; z0<=d1; z0++)
- {
- //s16 si = rs - MYMAX(0, abs(z0)-rs/4);
- s16 si = rs - MYMAX(0, abs(z0)-rs/7);
- for(s16 x0=-si; x0<=si-1; x0++)
- {
- s16 maxabsxz = MYMAX(abs(x0), abs(z0));
- //s16 si2 = rs - MYMAX(0, maxabsxz-rs/4);
- s16 si2 = rs - MYMAX(0, maxabsxz-rs/7);
- //s16 si2 = rs - abs(x0);
- for(s16 y0=-si2+1+2; y0<=si2-1; y0++)
- {
- s16 z = cp.Z + z0;
- s16 y = cp.Y + y0;
- s16 x = cp.X + x0;
- v3s16 p(x,y,z);
- /*if(isInArea(p, ar) == false)
- continue;*/
- // Check only height
- if(y < 0 || y >= ar.Y)
- continue;
- p += of;
-
- //assert(vmanip.m_area.contains(p));
- if(vmanip.m_area.contains(p) == false)
- {
- dstream<<"WARNING: "<<__FUNCTION_NAME
- <<":"<<__LINE__<<": "
- <<"point not in area"
- <<std::endl;
- continue;
- }
-
- // Just set it to air, it will be changed to
- // water afterwards
- u32 i = vmanip.m_area.index(p);
- vmanip.m_data[i] = airnode;
-
- if(bruise_surface == false)
- {
- // Set tunnel flag
- vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON;
- }
- }
- }
- }
- }
-
- orp = rp;
- }
-
- }
-
- }//timer1
- {
- // 46ms @cs=8
- //TimeTaker timer1("ore veins");
-
- /*
- Make ore veins
- */
- for(u32 jj=0; jj<relative_volume/1000; jj++)
- {
- s16 max_vein_diameter = 3;
-
- // Allowed route area size in nodes
- v3s16 ar(
- sectorpos_base_size*MAP_BLOCKSIZE,
- h_blocks*MAP_BLOCKSIZE,
- sectorpos_base_size*MAP_BLOCKSIZE
- );
-
- // Area starting point in nodes
- v3s16 of(
- sectorpos_base.X*MAP_BLOCKSIZE,
- y_blocks_min*MAP_BLOCKSIZE,
- sectorpos_base.Y*MAP_BLOCKSIZE
- );
-
- // Allow a bit more
- //(this should be more than the maximum radius of the tunnel)
- s16 insure = 3;
- s16 more = max_spread_amount - max_vein_diameter/2 - insure;
- ar += v3s16(1,0,1) * more * 2;
- of -= v3s16(1,0,1) * more;
-
- // Randomize starting position
- v3f orp(
- (float)(myrand()%ar.X)+0.5,
- (float)(myrand()%ar.Y)+0.5,
- (float)(myrand()%ar.Z)+0.5
- );
-
- // Randomize mineral
- u8 mineral;
- if(myrand()%3 != 0)
- mineral = MINERAL_COAL;
- else
- mineral = MINERAL_IRON;
-
- /*
- Generate some vein starting from orp
- */
-
- for(u16 j=0; j<2; j++)
- {
- /*v3f rp(
- (float)(myrand()%ar.X)+0.5,
- (float)(myrand()%ar.Y)+0.5,
- (float)(myrand()%ar.Z)+0.5
- );
- v3f vec = rp - orp;*/
-
- v3s16 maxlen(5, 5, 5);
- v3f vec(
- (float)(myrand()%(maxlen.X*2))-(float)maxlen.X,
- (float)(myrand()%(maxlen.Y*2))-(float)maxlen.Y,
- (float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z
- );
- v3f rp = orp + vec;
- if(rp.X < 0)
- rp.X = 0;
- else if(rp.X >= ar.X)
- rp.X = ar.X;
- if(rp.Y < 0)
- rp.Y = 0;
- else if(rp.Y >= ar.Y)
- rp.Y = ar.Y;
- if(rp.Z < 0)
- rp.Z = 0;
- else if(rp.Z >= ar.Z)
- rp.Z = ar.Z;
- vec = rp - orp;
-
- // Randomize size
- s16 min_d = 0;
- s16 max_d = max_vein_diameter;
- s16 rs = myrand_range(min_d, max_d);
-
- for(float f=0; f<1.0; f+=1.0/vec.getLength())
- {
- v3f fp = orp + vec * f;
- v3s16 cp(fp.X, fp.Y, fp.Z);
- s16 d0 = -rs/2;
- s16 d1 = d0 + rs - 1;
- for(s16 z0=d0; z0<=d1; z0++)
- {
- s16 si = rs - abs(z0);
- for(s16 x0=-si; x0<=si-1; x0++)
- {
- s16 si2 = rs - abs(x0);
- for(s16 y0=-si2+1; y0<=si2-1; y0++)
- {
- // Don't put mineral to every place
- if(myrand()%5 != 0)
- continue;
-
- s16 z = cp.Z + z0;
- s16 y = cp.Y + y0;
- s16 x = cp.X + x0;
- v3s16 p(x,y,z);
- /*if(isInArea(p, ar) == false)
- continue;*/
- // Check only height
- if(y < 0 || y >= ar.Y)
- continue;
- p += of;
-
- assert(vmanip.m_area.contains(p));
-
- // Just set it to air, it will be changed to
- // water afterwards
- u32 i = vmanip.m_area.index(p);
- MapNode *n = &vmanip.m_data[i];
- if(n->d == CONTENT_STONE)
- n->param = mineral;
- }
- }
- }
- }
-
- orp = rp;
- }
-
- }
-
- }//timer1
- {
- // 15ms @cs=8
- //TimeTaker timer1("add mud");
-
- /*
- Add mud to the central chunk
- */
-
- for(s16 x=0; x<sectorpos_base_size*MAP_BLOCKSIZE; x++)
- for(s16 z=0; z<sectorpos_base_size*MAP_BLOCKSIZE; z++)
- {
- // Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
-
- // Randomize mud amount
- s16 mud_add_amount = get_mud_amount(m_seed, v2f(p2d.X,p2d.Y))/age_count;
-
- // Find ground level
- s16 surface_y = find_ground_level_clever(vmanip, p2d);
-
- /*
- If topmost node is grass, change it to mud.
- It might be if it was flown to there from a neighboring
- chunk and then converted.
- */
- {
- u32 i = vmanip.m_area.index(v3s16(p2d.X, surface_y, p2d.Y));
- MapNode *n = &vmanip.m_data[i];
- if(n->d == CONTENT_GRASS)
- n->d = CONTENT_MUD;
- }
-
- /*
- Add mud on ground
- */
- {
- s16 mudcount = 0;
- v3s16 em = vmanip.m_area.getExtent();
- s16 y_start = surface_y+1;
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
- for(s16 y=y_start; y<=y_nodes_max; y++)
- {
- if(mudcount >= mud_add_amount)
- break;
-
- MapNode &n = vmanip.m_data[i];
- n.d = CONTENT_MUD;
- mudcount++;
-
- vmanip.m_area.add_y(em, i, 1);
- }
- }
-
- }
-
- }//timer1
- {
- // 340ms @cs=8
- //TimeTaker timer1("flow mud");
-
- /*
- Flow mud away from steep edges
- */
-
- // Limit area by 1 because mud is flown into neighbors.
- s16 mudflow_minpos = 0-max_spread_amount+1;
- s16 mudflow_maxpos = sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-2;
-
- // Iterate a few times
- for(s16 k=0; k<3; k++)
- {
-
- for(s16 x=mudflow_minpos;
- x<=mudflow_maxpos;
- x++)
- for(s16 z=mudflow_minpos;
- z<=mudflow_maxpos;
- z++)
- {
- // Invert coordinates every 2nd iteration
- if(k%2 == 0)
- {
- x = mudflow_maxpos - (x-mudflow_minpos);
- z = mudflow_maxpos - (z-mudflow_minpos);
- }
-
- // Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
-
- v3s16 em = vmanip.m_area.getExtent();
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
- s16 y=y_nodes_max;
-
- for(;; y--)
- {
- MapNode *n = NULL;
- // Find mud
- for(; y>=y_nodes_min; y--)
- {
- n = &vmanip.m_data[i];
- //if(content_walkable(n->d))
- // break;
- if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS)
- break;
-
- vmanip.m_area.add_y(em, i, -1);
- }
-
- // Stop if out of area
- //if(vmanip.m_area.contains(i) == false)
- if(y < y_nodes_min)
- break;
-
- /*// If not mud, do nothing to it
- MapNode *n = &vmanip.m_data[i];
- if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
- continue;*/
-
- /*
- Don't flow it if the stuff under it is not mud
- */
- {
- u32 i2 = i;
- vmanip.m_area.add_y(em, i2, -1);
- // Cancel if out of area
- if(vmanip.m_area.contains(i2) == false)
- continue;
- MapNode *n2 = &vmanip.m_data[i2];
- if(n2->d != CONTENT_MUD && n2->d != CONTENT_GRASS)
- continue;
- }
-
- // Make it exactly mud
- n->d = CONTENT_MUD;
-
- /*s16 recurse_count = 0;
- mudflow_recurse:*/
-
- v3s16 dirs4[4] = {
- v3s16(0,0,1), // back
- v3s16(1,0,0), // right
- v3s16(0,0,-1), // front
- v3s16(-1,0,0), // left
- };
-
- // Theck that upper is air or doesn't exist.
- // Cancel dropping if upper keeps it in place
- u32 i3 = i;
- vmanip.m_area.add_y(em, i3, 1);
- if(vmanip.m_area.contains(i3) == true
- && content_walkable(vmanip.m_data[i3].d) == true)
- {
- continue;
- }
-
- // Drop mud on side
-
- for(u32 di=0; di<4; di++)
- {
- v3s16 dirp = dirs4[di];
- u32 i2 = i;
- // Move to side
- vmanip.m_area.add_p(em, i2, dirp);
- // Fail if out of area
- if(vmanip.m_area.contains(i2) == false)
- continue;
- // Check that side is air
- MapNode *n2 = &vmanip.m_data[i2];
- if(content_walkable(n2->d))
- continue;
- // Check that under side is air
- vmanip.m_area.add_y(em, i2, -1);
- if(vmanip.m_area.contains(i2) == false)
- continue;
- n2 = &vmanip.m_data[i2];
- if(content_walkable(n2->d))
- continue;
- /*// Check that under that is air (need a drop of 2)
- vmanip.m_area.add_y(em, i2, -1);
- if(vmanip.m_area.contains(i2) == false)
- continue;
- n2 = &vmanip.m_data[i2];
- if(content_walkable(n2->d))
- continue;*/
- // Loop further down until not air
- do{
- vmanip.m_area.add_y(em, i2, -1);
- // Fail if out of area
- if(vmanip.m_area.contains(i2) == false)
- continue;
- n2 = &vmanip.m_data[i2];
- }while(content_walkable(n2->d) == false);
- // Loop one up so that we're in air
- vmanip.m_area.add_y(em, i2, 1);
- n2 = &vmanip.m_data[i2];
-
- // Move mud to new place
- *n2 = *n;
- // Set old place to be air
- *n = MapNode(CONTENT_AIR);
-
- // Done
- break;
- }
- }
- }
-
- }
-
- }//timer1
- {
- // 50ms @cs=8
- //TimeTaker timer1("add water");
-
- /*
- Add water to the central chunk (and a bit more)
- */
-
- for(s16 x=0-max_spread_amount;
- x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
- x++)
- for(s16 z=0-max_spread_amount;
- z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
- z++)
- {
- // Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
-
- // Find ground level
- //s16 surface_y = find_ground_level(vmanip, p2d);
-
- /*
- If ground level is over water level, skip.
- NOTE: This leaves caves near water without water,
- which looks especially crappy when the nearby water
- won't start flowing either for some reason
- */
- /*if(surface_y > WATER_LEVEL)
- continue;*/
-
- /*
- Add water on ground
- */
- {
- v3s16 em = vmanip.m_area.getExtent();
- u8 light = LIGHT_MAX;
- // Start at global water surface level
- s16 y_start = WATER_LEVEL;
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
- MapNode *n = &vmanip.m_data[i];
-
- /*// Add first one to transforming liquid queue, if water
- if(n->d == CONTENT_WATER || n->d == CONTENT_WATERSOURCE)
- {
- v3s16 p = v3s16(p2d.X, y_start, p2d.Y);
- m_transforming_liquid.push_back(p);
- }*/
-
- for(s16 y=y_start; y>=y_nodes_min; y--)
- {
- n = &vmanip.m_data[i];
-
- // Stop when there is no water and no air
- if(n->d != CONTENT_AIR && n->d != CONTENT_WATERSOURCE
- && n->d != CONTENT_WATER)
- {
- /*// Add bottom one to transforming liquid queue
- vmanip.m_area.add_y(em, i, 1);
- n = &vmanip.m_data[i];
- if(n->d == CONTENT_WATER || n->d == CONTENT_WATERSOURCE)
- {
- v3s16 p = v3s16(p2d.X, y, p2d.Y);
- m_transforming_liquid.push_back(p);
- }*/
-
- break;
- }
-
- // Make water only not in dungeons
- if(!(vmanip.m_flags[i]&VMANIP_FLAG_DUNGEON))
- {
- n->d = CONTENT_WATERSOURCE;
- //n->setLight(LIGHTBANK_DAY, light);
-
- // Add to transforming liquid queue (in case it'd
- // start flowing)
- v3s16 p = v3s16(p2d.X, y, p2d.Y);
- m_transforming_liquid.push_back(p);
- }
-
- // Next one
- vmanip.m_area.add_y(em, i, -1);
- if(light > 0)
- light--;
- }
- }
-
- }
-
- }//timer1
-
- } // Aging loop
-
- {
- //TimeTaker timer1("convert mud to sand");
-
- /*
- Convert mud to sand
- */
-
- //s16 mud_add_amount = myrand_range(2, 4);
- //s16 mud_add_amount = 0;
-
- /*for(s16 x=0; x<sectorpos_base_size*MAP_BLOCKSIZE; x++)
- for(s16 z=0; z<sectorpos_base_size*MAP_BLOCKSIZE; z++)*/
- for(s16 x=0-max_spread_amount+1;
- x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
- x++)
- for(s16 z=0-max_spread_amount+1;
- z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
- z++)
- {
- // Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
-
- // Determine whether to have sand here
- bool have_sand = get_have_sand_coast(p2d);
-
- if(have_sand == false)
- continue;
-
- // Find ground level
- s16 surface_y = find_ground_level_clever(vmanip, p2d);
-
- if(surface_y > WATER_LEVEL + 2)
- continue;
-
- {
- v3s16 em = vmanip.m_area.getExtent();
- s16 y_start = surface_y;
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
- u32 not_sand_counter = 0;
- for(s16 y=y_start; y>=y_nodes_min; y--)
- {
- MapNode *n = &vmanip.m_data[i];
- if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS)
- {
- n->d = CONTENT_SAND;
- }
- else
- {
- not_sand_counter++;
- if(not_sand_counter > 3)
- break;
- }
-
- vmanip.m_area.add_y(em, i, -1);
- }
- }
-
- }
-
- }//timer1
- {
- // 1ms @cs=8
- //TimeTaker timer1("generate trees");
-
- /*
- Generate some trees
- */
- {
- // Divide area into parts
- s16 div = 8;
- s16 sidelen = sectorpos_base_size*MAP_BLOCKSIZE / div;
- double area = sidelen * sidelen;
- for(s16 x0=0; x0<div; x0++)
- for(s16 z0=0; z0<div; z0++)
- {
- // Center position of part of division
- v2s16 p2d_center(
- sectorpos_base.X*MAP_BLOCKSIZE + sidelen/2 + sidelen*x0,
- sectorpos_base.Y*MAP_BLOCKSIZE + sidelen/2 + sidelen*z0
- );
- // Minimum edge of part of division
- v2s16 p2d_min(
- sectorpos_base.X*MAP_BLOCKSIZE + sidelen*x0,
- sectorpos_base.Y*MAP_BLOCKSIZE + sidelen*z0
- );
- // Maximum edge of part of division
- v2s16 p2d_max(
- sectorpos_base.X*MAP_BLOCKSIZE + sidelen + sidelen*x0 - 1,
- sectorpos_base.Y*MAP_BLOCKSIZE + sidelen + sidelen*z0 - 1
- );
- // Amount of trees
- u32 tree_count = area * tree_amount_2d(m_seed, p2d_center);
- // Put trees in random places on part of division
- for(u32 i=0; i<tree_count; i++)
- {
- s16 x = myrand_range(p2d_min.X, p2d_max.X);
- s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
- s16 y = find_ground_level(vmanip, v2s16(x,z));
- // Don't make a tree under water level
- if(y < WATER_LEVEL)
- continue;
- v3s16 p(x,y,z);
- /*
- Trees grow only on mud and grass
- */
- {
- u32 i = vmanip.m_area.index(v3s16(p));
- MapNode *n = &vmanip.m_data[i];
- if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
- continue;
- }
- p.Y++;
- // Make a tree
- make_tree(vmanip, p);
- }
- }
- /*u32 tree_max = relative_area / 60;
- //u32 count = myrand_range(0, tree_max);
- for(u32 i=0; i<count; i++)
- {
- s16 x = myrand_range(0, sectorpos_base_size*MAP_BLOCKSIZE-1);
- s16 z = myrand_range(0, sectorpos_base_size*MAP_BLOCKSIZE-1);
- x += sectorpos_base.X*MAP_BLOCKSIZE;
- z += sectorpos_base.Y*MAP_BLOCKSIZE;
- s16 y = find_ground_level(vmanip, v2s16(x,z));
- // Don't make a tree under water level
- if(y < WATER_LEVEL)
- continue;
- v3s16 p(x,y+1,z);
- // Make a tree
- make_tree(vmanip, p);
- }*/
- }
-
- }//timer1
-
- {
- // 19ms @cs=8
- //TimeTaker timer1("grow grass");
-
- /*
- Grow grass
- */
-
- /*for(s16 x=0-4; x<sectorpos_base_size*MAP_BLOCKSIZE+4; x++)
- for(s16 z=0-4; z<sectorpos_base_size*MAP_BLOCKSIZE+4; z++)*/
- for(s16 x=0-max_spread_amount;
- x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
- x++)
- for(s16 z=0-max_spread_amount;
- z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
- z++)
- {
- // Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
-
- /*
- Find the lowest surface to which enough light ends up
- to make grass grow.
-
- Basically just wait until not air and not leaves.
- */
- s16 surface_y = 0;
- {
- v3s16 em = vmanip.m_area.getExtent();
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
- s16 y;
- // Go to ground level
- for(y=y_nodes_max; y>=y_nodes_min; y--)
- {
- MapNode &n = vmanip.m_data[i];
- if(n.d != CONTENT_AIR
- && n.d != CONTENT_LEAVES)
- break;
- vmanip.m_area.add_y(em, i, -1);
- }
- if(y >= y_nodes_min)
- surface_y = y;
- else
- surface_y = y_nodes_min;
- }
-
- u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y);
- MapNode *n = &vmanip.m_data[i];
- if(n->d == CONTENT_MUD)
- n->d = CONTENT_GRASS;
- }
-
- }//timer1
-
- /*
- Initial lighting (sunlight)
- */
-
- core::map<v3s16, bool> light_sources;
-
- {
- // 750ms @cs=8, can't optimize more
- TimeTaker timer1("initial lighting");
-
-#if 0
- /*
- Go through the edges and add all nodes that have light to light_sources
- */
-
- // Four edges
- for(s16 i=0; i<4; i++)
- // Edge length
- for(s16 j=lighting_min_d;
- j<=lighting_max_d;
- j++)
- {
- s16 x;
- s16 z;
- // +-X
- if(i == 0 || i == 1)
- {
- x = (i==0) ? lighting_min_d : lighting_max_d;
- if(i == 0)
- z = lighting_min_d;
- else
- z = lighting_max_d;
- }
- // +-Z
- else
- {
- z = (i==0) ? lighting_min_d : lighting_max_d;
- if(i == 0)
- x = lighting_min_d;
- else
- x = lighting_max_d;
- }
-
- // Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
-
- {
- v3s16 em = vmanip.m_area.getExtent();
- s16 y_start = y_nodes_max;
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
- for(s16 y=y_start; y>=y_nodes_min; y--)
- {
- MapNode *n = &vmanip.m_data[i];
- if(n->getLight(LIGHTBANK_DAY) != 0)
- {
- light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
- }
- //NOTE: This is broken, at least the index has to
- // be incremented
- }
- }
- }
-#endif
-
-#if 1
- /*
- Go through the edges and apply sunlight to them, not caring
- about neighbors
- */
-
- // Four edges
- for(s16 i=0; i<4; i++)
- // Edge length
- for(s16 j=lighting_min_d;
- j<=lighting_max_d;
- j++)
- {
- s16 x;
- s16 z;
- // +-X
- if(i == 0 || i == 1)
- {
- x = (i==0) ? lighting_min_d : lighting_max_d;
- if(i == 0)
- z = lighting_min_d;
- else
- z = lighting_max_d;
- }
- // +-Z
- else
- {
- z = (i==0) ? lighting_min_d : lighting_max_d;
- if(i == 0)
- x = lighting_min_d;
- else
- x = lighting_max_d;
- }
-
- // Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
-
- // Loop from top to down
- {
- u8 light = LIGHT_SUN;
- v3s16 em = vmanip.m_area.getExtent();
- s16 y_start = y_nodes_max;
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
- for(s16 y=y_start; y>=y_nodes_min; y--)
- {
- MapNode *n = &vmanip.m_data[i];
- if(light_propagates_content(n->d) == false)
- {
- light = 0;
- }
- else if(light != LIGHT_SUN
- || sunlight_propagates_content(n->d) == false)
- {
- if(light > 0)
- light--;
- }
-
- n->setLight(LIGHTBANK_DAY, light);
- n->setLight(LIGHTBANK_NIGHT, 0);
-
- if(light != 0)
- {
- // Insert light source
- light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
- }
-
- // Increment index by y
- vmanip.m_area.add_y(em, i, -1);
- }
- }
- }
-#endif
-
- /*for(s16 x=0; x<sectorpos_base_size*MAP_BLOCKSIZE; x++)
- for(s16 z=0; z<sectorpos_base_size*MAP_BLOCKSIZE; z++)*/
- /*for(s16 x=0-max_spread_amount+1;
- x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
- x++)
- for(s16 z=0-max_spread_amount+1;
- z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
- z++)*/
-#if 1
- /*
- This has to be 1 smaller than the actual area, because
- neighboring nodes are checked.
- */
- for(s16 x=lighting_min_d+1;
- x<=lighting_max_d-1;
- x++)
- for(s16 z=lighting_min_d+1;
- z<=lighting_max_d-1;
- z++)
- {
- // Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
-
- /*
- Apply initial sunlight
- */
- {
- u8 light = LIGHT_SUN;
- bool add_to_sources = false;
- v3s16 em = vmanip.m_area.getExtent();
- s16 y_start = y_nodes_max;
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
- for(s16 y=y_start; y>=y_nodes_min; y--)
- {
- MapNode *n = &vmanip.m_data[i];
-
- if(light_propagates_content(n->d) == false)
- {
- light = 0;
- }
- else if(light != LIGHT_SUN
- || sunlight_propagates_content(n->d) == false)
- {
- if(light > 0)
- light--;
- }
-
- // This doesn't take much time
- if(add_to_sources == false)
- {
- /*
- Check sides. If side is not air or water, start
- adding to light_sources.
- */
- v3s16 dirs4[4] = {
- v3s16(0,0,1), // back
- v3s16(1,0,0), // right
- v3s16(0,0,-1), // front
- v3s16(-1,0,0), // left
- };
- for(u32 di=0; di<4; di++)
- {
- v3s16 dirp = dirs4[di];
- u32 i2 = i;
- vmanip.m_area.add_p(em, i2, dirp);
- MapNode *n2 = &vmanip.m_data[i2];
- if(
- n2->d != CONTENT_AIR
- && n2->d != CONTENT_WATERSOURCE
- && n2->d != CONTENT_WATER
- ){
- add_to_sources = true;
- break;
- }
- }
- }
-
- n->setLight(LIGHTBANK_DAY, light);
- n->setLight(LIGHTBANK_NIGHT, 0);
-
- // This doesn't take much time
- if(light != 0 && add_to_sources)
- {
- // Insert light source
- light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
- }
-
- // Increment index by y
- vmanip.m_area.add_y(em, i, -1);
- }
- }
- }
-#endif
-
- }//timer1
-
- // Spread light around
- {
- TimeTaker timer("generateChunkRaw() spreadLight");
- vmanip.spreadLight(LIGHTBANK_DAY, light_sources);
- }
-
- /*
- Generation ended
- */
-
- timer_generate.stop();
-
- /*
- Blit generated stuff to map
- */
- {
- // 70ms @cs=8
- //TimeTaker timer("generateChunkRaw() blitBackAll");
- vmanip.blitBackAll(&changed_blocks);
- }
-
- /*
- Update day/night difference cache of the MapBlocks
- */
- {
- for(core::map<v3s16, MapBlock*>::Iterator i = changed_blocks.getIterator();
- i.atEnd() == false; i++)
- {
- MapBlock *block = i.getNode()->getValue();
- block->updateDayNightDiff();
- }
- }
-
-#endif
-
- /*
- Create chunk metadata
- */
-
- for(s16 x=-1; x<=1; x++)
- for(s16 y=-1; y<=1; y++)
- {
- v2s16 chunkpos0 = chunkpos + v2s16(x,y);
- // Add chunk meta information
- MapChunk *chunk = getChunk(chunkpos0);
- if(chunk == NULL)
- {
- chunk = new MapChunk();
- m_chunks.insert(chunkpos0, chunk);
- }
- //chunk->setIsVolatile(true);
- if(chunk->getGenLevel() > GENERATED_PARTLY)
- chunk->setGenLevel(GENERATED_PARTLY);
- }
-
- /*
- Set central chunk non-volatile
- */
- MapChunk *chunk = getChunk(chunkpos);
- assert(chunk);
- // Set non-volatile
- //chunk->setIsVolatile(false);
- chunk->setGenLevel(GENERATED_FULLY);
-
- /*
- Save changed parts of map
- */
- save(true);
-
- /*
- Return central chunk (which was requested)
- */
- return chunk;
-}
-#endif
-
-#if 0
-MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
- core::map<v3s16, MapBlock*> &changed_blocks,
- bool force)
-{
- DSTACK(__FUNCTION_NAME);
-
- /*
- Don't generate if already fully generated
- */
- if(force == false)
- {
- MapChunk *chunk = getChunk(chunkpos);
- if(chunk != NULL && chunk->getGenLevel() == GENERATED_FULLY)
- {
- dstream<<"generateChunkRaw(): Chunk "
- <<"("<<chunkpos.X<<","<<chunkpos.Y<<")"
- <<" already generated"<<std::endl;
- return chunk;
- }
- }
-
-#if 0
- dstream<<"generateChunkRaw(): Generating chunk "
- <<"("<<chunkpos.X<<","<<chunkpos.Y<<")"
- <<std::endl;
-
- TimeTaker timer("generateChunkRaw()");
-
- // The distance how far into the neighbors the generator is allowed to go.
- s16 max_spread_amount_sectors = 1;
- assert(max_spread_amount_sectors <= m_chunksize);
- s16 max_spread_amount = max_spread_amount_sectors * MAP_BLOCKSIZE;
-
- // Minimum amount of space left on sides for mud to fall in
- //s16 min_mud_fall_space = 2;
-
- // Maximum diameter of stone obstacles in X and Z
- /*s16 stone_obstacle_max_size = (max_spread_amount-min_mud_fall_space)*2;
- assert(stone_obstacle_max_size/2 <= max_spread_amount-min_mud_fall_space);*/
-
- s16 y_blocks_min = -2;
- s16 y_blocks_max = 3;
- //s16 h_blocks = y_blocks_max - y_blocks_min + 1;
- s16 y_nodes_min = y_blocks_min * MAP_BLOCKSIZE;
- s16 y_nodes_max = y_blocks_max * MAP_BLOCKSIZE + MAP_BLOCKSIZE - 1;
-
- v2s16 sectorpos_base = chunk_to_sector(chunkpos);
- s16 sectorpos_base_size = m_chunksize;
-
- /*v2s16 sectorpos_bigbase = chunk_to_sector(chunkpos - v2s16(1,1));
- s16 sectorpos_bigbase_size = m_chunksize * 3;*/
- v2s16 sectorpos_bigbase =
- sectorpos_base - v2s16(1,1) * max_spread_amount_sectors;
- s16 sectorpos_bigbase_size =
- sectorpos_base_size + 2 * max_spread_amount_sectors;
-
- v3s16 bigarea_blocks_min(
- sectorpos_bigbase.X,
- y_blocks_min,
- sectorpos_bigbase.Y
- );
-
- v3s16 bigarea_blocks_max(
- sectorpos_bigbase.X + sectorpos_bigbase_size - 1,
- y_blocks_max,
- sectorpos_bigbase.Y + sectorpos_bigbase_size - 1
- );
-
- // Relative values to control amount of stuff in one chunk
- /*u32 relative_area = (u32)sectorpos_base_size*MAP_BLOCKSIZE
- *(u32)sectorpos_base_size*MAP_BLOCKSIZE;*/
- /*u32 relative_volume = (u32)sectorpos_base_size*MAP_BLOCKSIZE
- *(u32)sectorpos_base_size*MAP_BLOCKSIZE
- *(u32)h_blocks*MAP_BLOCKSIZE;*/
-
- /*
- The limiting edges of the lighting update, inclusive.
- */
- s16 lighting_min_d = 0-max_spread_amount;
- s16 lighting_max_d = sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
-
- /*
- Create the whole area of this and the neighboring chunks
- */
- {
- TimeTaker timer("generateChunkRaw() create area");
-
- for(s16 x=0; x<sectorpos_bigbase_size; x++)
- for(s16 z=0; z<sectorpos_bigbase_size; z++)
- {
- v2s16 sectorpos = sectorpos_bigbase + v2s16(x,z);
- ServerMapSector *sector = createSector(sectorpos);
- assert(sector);
-
- for(s16 y=y_blocks_min; y<=y_blocks_max; y++)
- {
- v3s16 blockpos(sectorpos.X, y, sectorpos.Y);
- MapBlock *block = createBlock(blockpos);
-
- // Lighting won't be calculated
- //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.
-
- Actually this doesn't matter now because the
- initial lighting is done here.
- */
- block->setIsUnderground(y != y_blocks_max);
- }
- }
- }
-
- /*
- Now we have a big empty area.
-
- Make a ManualMapVoxelManipulator that contains this and the
- neighboring chunks
- */
-
- ManualMapVoxelManipulator vmanip(this);
- // Add the area we just generated
- {
- TimeTaker timer("generateChunkRaw() initialEmerge");
- vmanip.initialEmerge(bigarea_blocks_min, bigarea_blocks_max);
- }
-
- // Clear all flags
- vmanip.clearFlag(0xff);
-
- TimeTaker timer_generate("generateChunkRaw() generate");
-
- /*
- Generate general ground level to full area
- */
-
- {
- // 22ms @cs=8
- TimeTaker timer1("ground level");
- dstream<<"Generating base ground..."<<std::endl;
-
- for(s16 x=0; x<sectorpos_bigbase_size*MAP_BLOCKSIZE; x++)
- for(s16 z=0; z<sectorpos_bigbase_size*MAP_BLOCKSIZE; z++)
- {
- // Node position
- v2s16 p2d = sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z);
-
- /*
- Skip if already generated
- */
- {
- v3s16 p(p2d.X, y_nodes_min, p2d.Y);
- if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR)
- continue;
- }
-
- v2f p2df(p2d.X, p2d.Y);
-
- s16 mud_amount = get_mud_amount(m_seed, p2df);
-
- double tfxz = get_turbulence_factor_2d(m_seed, p2df);
- bool turbulence_is_used = (tfxz > 0.001);
-
- s16 surface_y = 0;
-
- float noturb_surface_y_f = base_rock_level_2d(m_seed, p2df);
- s16 noturb_surface_y = noturb_surface_y_f;
-
- {
- s16 depth_counter = 0;
- s16 min = y_nodes_min;
- s16 max = y_nodes_max;
- // Use fast index incrementing
- v3s16 em = vmanip.m_area.getExtent();
- u32 i = vmanip.m_area.index(v3s16(p2d.X, max, p2d.Y));
- for(s16 y=max; y>=min; y--)
- {
- v3f p3df(p2df.X, y, p2df.Y);
-
- bool is_ground = false;
-
- bool turb_for_node = (turbulence_is_used
- && y >= TURBULENCE_BOTTOM_CUTOFF_Y);
-
- if(is_carved(m_seed, p3df))
- {
- is_ground = false;
- }
- else
- {
- if(turb_for_node)
- {
- double depth_guess;
- is_ground = is_base_ground(m_seed,
- p3df, &depth_guess);
-
- // Estimate the surface height
- surface_y = y + depth_guess;
- }
- else
- {
- surface_y = noturb_surface_y;
- }
-
- is_ground = (y <= surface_y);
- }
-
- if(is_ground)
- {
- //vmanip.m_data[i].d = CONTENT_STONE;
- /*if(y > surface_y - mud_amount)
- vmanip.m_data[i].d = CONTENT_MUD;
- else
- vmanip.m_data[i].d = CONTENT_STONE;*/
- if(depth_counter < mud_amount)
- vmanip.m_data[i].d = CONTENT_MUD;
- else
- vmanip.m_data[i].d = CONTENT_STONE;
- }
- else
- vmanip.m_data[i].d = CONTENT_AIR;
-
- if(is_ground || depth_counter != 0)
- depth_counter++;
-
-#if 0
-#if 1
- bool is = is_base_ground(m_seed, v3f(p2df.X,y,p2df.Y));
- if(is)
- vmanip.m_data[i].d = CONTENT_STONE;
- else
- vmanip.m_data[i].d = CONTENT_AIR;
-#endif
-#endif
-
- vmanip.m_area.add_y(em, i, -1);
- }
- }
- }
-
- }//timer1
-
- {
- // 50ms @cs=8
- //TimeTaker timer1("add water");
-
- /*
- Add water to the central chunk (and a bit more)
- */
-
- for(s16 x=0-max_spread_amount;
- x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
- x++)
- for(s16 z=0-max_spread_amount;
- z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
- z++)
- {
- // Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
-
- // Find ground level
- //s16 surface_y = find_ground_level(vmanip, p2d);
-
- /*
- If ground level is over water level, skip.
- NOTE: This leaves caves near water without water,
- which looks especially crappy when the nearby water
- won't start flowing either for some reason
- */
- /*if(surface_y > WATER_LEVEL)
- continue;*/
-
- /*
- Add water on ground
- */
- {
- v3s16 em = vmanip.m_area.getExtent();
- u8 light = LIGHT_MAX;
- // Start at global water surface level
- s16 y_start = WATER_LEVEL;
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
- MapNode *n = &vmanip.m_data[i];
-
- /*// Add first one to transforming liquid queue, if water
- if(n->d == CONTENT_WATER || n->d == CONTENT_WATERSOURCE)
- {
- v3s16 p = v3s16(p2d.X, y_start, p2d.Y);
- m_transforming_liquid.push_back(p);
- }*/
-
- for(s16 y=y_start; y>=y_nodes_min; y--)
- {
- n = &vmanip.m_data[i];
-
- // Stop when there is no water and no air
- if(n->d != CONTENT_AIR && n->d != CONTENT_WATERSOURCE
- && n->d != CONTENT_WATER)
- {
- /*// Add bottom one to transforming liquid queue
- vmanip.m_area.add_y(em, i, 1);
- n = &vmanip.m_data[i];
- if(n->d == CONTENT_WATER || n->d == CONTENT_WATERSOURCE)
- {
- v3s16 p = v3s16(p2d.X, y, p2d.Y);
- m_transforming_liquid.push_back(p);
- }*/
-
- break;
- }
-
- // Make water only not in dungeons
- if(!(vmanip.m_flags[i]&VMANIP_FLAG_DUNGEON))
- {
- n->d = CONTENT_WATERSOURCE;
- //n->setLight(LIGHTBANK_DAY, light);
-
- // Add to transforming liquid queue (in case it'd
- // start flowing)
- v3s16 p = v3s16(p2d.X, y, p2d.Y);
- m_transforming_liquid.push_back(p);
- }
-
- // Next one
- vmanip.m_area.add_y(em, i, -1);
- if(light > 0)
- light--;
- }
- }
-
- }
-
- }//timer1
-
- {
- //TimeTaker timer1("convert mud to sand");
-
- /*
- Convert mud to sand
- */
-
- //s16 mud_add_amount = myrand_range(2, 4);
- //s16 mud_add_amount = 0;
-
- /*for(s16 x=0; x<sectorpos_base_size*MAP_BLOCKSIZE; x++)
- for(s16 z=0; z<sectorpos_base_size*MAP_BLOCKSIZE; z++)*/
- for(s16 x=0-max_spread_amount+1;
- x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
- x++)
- for(s16 z=0-max_spread_amount+1;
- z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
- z++)
- {
- // Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
-
- // Determine whether to have sand here
- bool have_sand = get_have_sand_coast(m_seed, v2f(p2d.X,p2d.Y));
-
- if(have_sand == false)
- continue;
-
- // Find ground level
- s16 surface_y = find_ground_level_clever(vmanip, p2d);
-
- if(surface_y > WATER_LEVEL + 2)
- continue;
-
- {
- v3s16 em = vmanip.m_area.getExtent();
- s16 y_start = surface_y;
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
- u32 not_sand_counter = 0;
- for(s16 y=y_start; y>=y_nodes_min; y--)
- {
- MapNode *n = &vmanip.m_data[i];
- if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS)
- {
- n->d = CONTENT_SAND;
- }
- else
- {
- not_sand_counter++;
- if(not_sand_counter > 3)
- break;
- }
-
- vmanip.m_area.add_y(em, i, -1);
- }
- }
-
- }
-
- }//timer1
-
- {
- // 19ms @cs=8
- //TimeTaker timer1("grow grass");
-
- /*
- Grow grass
- */
-
- /*for(s16 x=0-4; x<sectorpos_base_size*MAP_BLOCKSIZE+4; x++)
- for(s16 z=0-4; z<sectorpos_base_size*MAP_BLOCKSIZE+4; z++)*/
- for(s16 x=0-max_spread_amount;
- x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
- x++)
- for(s16 z=0-max_spread_amount;
- z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
- z++)
- {
- // Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
-
- /*
- Find the lowest surface to which enough light ends up
- to make grass grow.
-
- Basically just wait until not air and not leaves.
- */
- s16 surface_y = 0;
- {
- v3s16 em = vmanip.m_area.getExtent();
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
- s16 y;
- // Go to ground level
- for(y=y_nodes_max; y>=y_nodes_min; y--)
- {
- MapNode &n = vmanip.m_data[i];
- if(n.d != CONTENT_AIR
- && n.d != CONTENT_LEAVES)
- break;
- vmanip.m_area.add_y(em, i, -1);
- }
- if(y >= y_nodes_min)
- surface_y = y;
- else
- surface_y = y_nodes_min;
- }
-
- u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y);
- MapNode *n = &vmanip.m_data[i];
- if(n->d == CONTENT_MUD)
- n->d = CONTENT_GRASS;
- }
-
- }//timer1
-
- {
- // 1ms @cs=8
- //TimeTaker timer1("generate trees");
-
- /*
- Generate some trees
- */
- {
- // Divide area into parts
- s16 div = 8;
- s16 sidelen = sectorpos_base_size*MAP_BLOCKSIZE / div;
- double area = sidelen * sidelen;
- for(s16 x0=0; x0<div; x0++)
- for(s16 z0=0; z0<div; z0++)
- {
- // Center position of part of division
- v2s16 p2d_center(
- sectorpos_base.X*MAP_BLOCKSIZE + sidelen/2 + sidelen*x0,
- sectorpos_base.Y*MAP_BLOCKSIZE + sidelen/2 + sidelen*z0
- );
- // Minimum edge of part of division
- v2s16 p2d_min(
- sectorpos_base.X*MAP_BLOCKSIZE + sidelen*x0,
- sectorpos_base.Y*MAP_BLOCKSIZE + sidelen*z0
- );
- // Maximum edge of part of division
- v2s16 p2d_max(
- sectorpos_base.X*MAP_BLOCKSIZE + sidelen + sidelen*x0 - 1,
- sectorpos_base.Y*MAP_BLOCKSIZE + sidelen + sidelen*z0 - 1
- );
- // Amount of trees
- u32 tree_count = area * tree_amount_2d(m_seed, p2d_center);
- // Put trees in random places on part of division
- for(u32 i=0; i<tree_count; i++)
- {
- s16 x = myrand_range(p2d_min.X, p2d_max.X);
- s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
- s16 y = find_ground_level(vmanip, v2s16(x,z));
- // Don't make a tree under water level
- if(y < WATER_LEVEL)
- continue;
- v3s16 p(x,y,z);
- /*
- Trees grow only on mud and grass
- */
- {
- u32 i = vmanip.m_area.index(v3s16(p));
- MapNode *n = &vmanip.m_data[i];
- if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
- continue;
- }
- p.Y++;
- // Make a tree
- make_tree(vmanip, p);
- }
- }
- /*u32 tree_max = relative_area / 60;
- //u32 count = myrand_range(0, tree_max);
- for(u32 i=0; i<count; i++)
- {
- s16 x = myrand_range(0, sectorpos_base_size*MAP_BLOCKSIZE-1);
- s16 z = myrand_range(0, sectorpos_base_size*MAP_BLOCKSIZE-1);
- x += sectorpos_base.X*MAP_BLOCKSIZE;
- z += sectorpos_base.Y*MAP_BLOCKSIZE;
- s16 y = find_ground_level(vmanip, v2s16(x,z));
- // Don't make a tree under water level
- if(y < WATER_LEVEL)
- continue;
- v3s16 p(x,y+1,z);
- // Make a tree
- make_tree(vmanip, p);
- }*/
- }
-
- }//timer1
-
-
- /*
- Initial lighting (sunlight)
- */
-
- core::map<v3s16, bool> light_sources;
-
- {
- // 750ms @cs=8, can't optimize more
- TimeTaker timer1("initial lighting");
-
-#if 1
- /*
- This has to be 1 smaller than the actual area, because
- neighboring nodes are checked.
- */
- for(s16 x=lighting_min_d+1;
- x<=lighting_max_d-1;
- x++)
- for(s16 z=lighting_min_d+1;
- z<=lighting_max_d-1;
- z++)
- {
- // Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
-
- /*
- Apply initial sunlight
- */
- {
- u8 light = LIGHT_SUN;
- bool add_to_sources = false;
- v3s16 em = vmanip.m_area.getExtent();
- s16 y_start = y_nodes_max;
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
- for(s16 y=y_start; y>=y_nodes_min; y--)
- {
- MapNode *n = &vmanip.m_data[i];
-
- if(light_propagates_content(n->d) == false)
- {
- light = 0;
- }
- else if(light != LIGHT_SUN
- || sunlight_propagates_content(n->d) == false)
- {
- if(light > 0)
- light--;
- }
-
- // This doesn't take much time
- if(add_to_sources == false)
- {
- /*
- Check sides. If side is not air or water, start
- adding to light_sources.
- */
- v3s16 dirs4[4] = {
- v3s16(0,0,1), // back
- v3s16(1,0,0), // right
- v3s16(0,0,-1), // front
- v3s16(-1,0,0), // left
- };
- for(u32 di=0; di<4; di++)
- {
- v3s16 dirp = dirs4[di];
- u32 i2 = i;
- vmanip.m_area.add_p(em, i2, dirp);
- MapNode *n2 = &vmanip.m_data[i2];
- if(
- n2->d != CONTENT_AIR
- && n2->d != CONTENT_WATERSOURCE
- && n2->d != CONTENT_WATER
- ){
- add_to_sources = true;
- break;
- }
- }
- }
-
- n->setLight(LIGHTBANK_DAY, light);
- n->setLight(LIGHTBANK_NIGHT, 0);
-
- // This doesn't take much time
- if(light != 0 && add_to_sources)
- {
- // Insert light source
- light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
- }
-
- // Increment index by y
- vmanip.m_area.add_y(em, i, -1);
- }
- }
- }
-#endif
-
- }//timer1
-
- // Spread light around
- {
- TimeTaker timer("generateChunkRaw() spreadLight");
- vmanip.spreadLight(LIGHTBANK_DAY, light_sources);
- }
-
- /*
- Generation ended
- */
-
- timer_generate.stop();
-
- /*
- Blit generated stuff to map
- */
- {
- // 70ms @cs=8
- //TimeTaker timer("generateChunkRaw() blitBackAll");
- vmanip.blitBackAll(&changed_blocks);
- }
-
- /*
- Update day/night difference cache of the MapBlocks
- */
- {
- for(core::map<v3s16, MapBlock*>::Iterator i = changed_blocks.getIterator();
- i.atEnd() == false; i++)
- {
- MapBlock *block = i.getNode()->getValue();
- block->updateDayNightDiff();
- }
- }
-#endif
-
- /*
- Create chunk metadata
- */
-
- for(s16 x=-1; x<=1; x++)
- for(s16 y=-1; y<=1; y++)
- {
- v2s16 chunkpos0 = chunkpos + v2s16(x,y);
- // Add chunk meta information
- MapChunk *chunk = getChunk(chunkpos0);
- if(chunk == NULL)
- {
- chunk = new MapChunk();
- m_chunks.insert(chunkpos0, chunk);
- }
- //chunk->setIsVolatile(true);
- if(chunk->getGenLevel() > GENERATED_PARTLY)
- chunk->setGenLevel(GENERATED_PARTLY);
- }
-
- /*
- Set central chunk non-volatile
- */
- MapChunk *chunk = getChunk(chunkpos);
- assert(chunk);
- // Set non-volatile
- //chunk->setIsVolatile(false);
- chunk->setGenLevel(GENERATED_FULLY);
-
- /*
- Save changed parts of map
- */
- save(true);
-
- /*
- Return central chunk (which was requested)
- */
- return chunk;
-}
-
-
-MapChunk* ServerMap::generateChunk(v2s16 chunkpos1,
- core::map<v3s16, MapBlock*> &changed_blocks)
-{
- dstream<<"generateChunk(): Generating chunk "
- <<"("<<chunkpos1.X<<","<<chunkpos1.Y<<")"
- <<std::endl;
-
- // Shall be not used now
- //assert(0);
-
- /*for(s16 x=-1; x<=1; x++)
- for(s16 y=-1; y<=1; y++)*/
- for(s16 x=-0; x<=0; x++)
- for(s16 y=-0; y<=0; y++)
- {
- v2s16 chunkpos0 = chunkpos1 + v2s16(x,y);
- MapChunk *chunk = getChunk(chunkpos0);
- // Skip if already generated
- if(chunk != NULL && chunk->getGenLevel() == GENERATED_FULLY)
- continue;
- generateChunkRaw(chunkpos0, changed_blocks);
- }
-
- assert(chunkNonVolatile(chunkpos1));
-
- MapChunk *chunk = getChunk(chunkpos1);
- return chunk;
-}
-#endif
-
-ServerMapSector * ServerMap::createSector(v2s16 p2d)
-{
- DSTACK("%s: p2d=(%d,%d)",
- __FUNCTION_NAME,
- p2d.X, p2d.Y);
-
- /*
- Check if it exists already in memory
- */
- ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d);
- if(sector != NULL)
- return sector;
-
- /*
- Try to load it from disk (with blocks)
- */
- if(loadSectorFull(p2d) == true)
- {
- ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d);
- if(sector == NULL)
- {
- dstream<<"ServerMap::createSector(): loadSectorFull didn't make a sector"<<std::endl;
- throw InvalidPositionException("");
- }
- return sector;
- }
-
- /*
- Do not create over-limit
- */
- if(p2d.X < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
- || p2d.X > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
- || p2d.Y < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
- || p2d.Y > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE)
- throw InvalidPositionException("createSector(): pos. over limit");
-
- /*
- Generate blank sector
- */
-
- sector = new ServerMapSector(this, p2d);
-
- // Sector position on map in nodes
- v2s16 nodepos2d = p2d * MAP_BLOCKSIZE;
-
- /*
- Insert to container
- */
- m_sectors.insert(p2d, sector);
-
- return sector;
-}
-
-MapSector * ServerMap::emergeSector(v2s16 p2d,
- core::map<v3s16, MapBlock*> &changed_blocks)
-{
- DSTACK("%s: p2d=(%d,%d)",
- __FUNCTION_NAME,
- p2d.X, p2d.Y);
-
-#if 0
- /*
- Check chunk status
- */
- v2s16 chunkpos = sector_to_chunk(p2d);
- /*bool chunk_nonvolatile = false;
- MapChunk *chunk = getChunk(chunkpos);
- if(chunk && chunk->getIsVolatile() == false)
- chunk_nonvolatile = true;*/
- bool chunk_nonvolatile = chunkNonVolatile(chunkpos);
-
- /*
- If chunk is not fully generated, generate chunk
- */
- if(chunk_nonvolatile == false)
- {
- // Generate chunk and neighbors
- generateChunk(chunkpos, changed_blocks);
- }
-#endif
-
- /*
- Return sector if it exists now
- */
- MapSector *sector = getSectorNoGenerateNoEx(p2d);
- if(sector != NULL)
- return sector;
-
- /*
- Try to load it from disk
- */
- if(loadSectorFull(p2d) == true)
- {
- MapSector *sector = getSectorNoGenerateNoEx(p2d);
- if(sector == NULL)
- {
- dstream<<"ServerMap::emergeSector(): loadSectorFull didn't make a sector"<<std::endl;
- throw InvalidPositionException("");
- }
- return sector;
- }
-
- /*
- generateChunk should have generated the sector
- */
- //assert(0);
-
- dstream<<"WARNING: ServerMap::emergeSector: Cannot find sector ("
- <<p2d.X<<","<<p2d.Y<<" and chunk is already generated. "
- <<std::endl;
-
-#if 0
- dstream<<"WARNING: Forcing regeneration of chunk."<<std::endl;
-
- // Generate chunk
- generateChunkRaw(chunkpos, changed_blocks, true);
-
- /*
- Return sector if it exists now
- */
- sector = getSectorNoGenerateNoEx(p2d);
- if(sector != NULL)
- return sector;
-
- dstream<<"ERROR: Could not get sector from anywhere."<<std::endl;
-
- //assert(0);
-#endif
-
-#if 1
- dstream<<"WARNING: Creating an empty sector."<<std::endl;
-
- return createSector(p2d);
-
-#endif
-
- /*
- Generate directly
- */
- //return generateSector();
-}
-
-enum BlockType{
- BT_GROUND,
- BT_SURFACE,
- BT_SKY
-};
-
-MapBlock* ServerMap::generateBlockRaw(v3s16 blockpos0,
- core::map<v3s16, MapBlock*> &changed_blocks,
- bool force)
-{
- DSTACK(__FUNCTION_NAME);
-
- /*
- Don't generate if already fully generated
- */
- if(force == false)
- {
- MapBlock *block = getBlockNoCreateNoEx(blockpos0);
- if(block != NULL && block->isFullyGenerated())
- {
- dstream<<"generateBlockRaw(): Block "
- <<"("<<blockpos0.X<<","<<blockpos0.Y
- <<","<<blockpos0.Z<<")"
- <<" already generated (not forced)"<<std::endl;
- return block;
- }
- }
-
- /*dstream<<"generateBlockRaw(): Generating block "
- <<"("<<blockpos0.X<<","<<blockpos0.Y
- <<","<<blockpos0.Z<<")"
- <<std::endl;*/
-
- //TimeTaker timer("generateBlockRaw()");
-
- /*
- Calculate some simple values
- */
-
- v2s16 sectorpos0(blockpos0.X, blockpos0.Z);
-
- /*
- Fill in some variables for the code that was copied from
- generateChunkRaw
- */
- s16 y_blocks_min = blockpos0.Y-1;
- s16 y_blocks_max = blockpos0.Y+1;
- s16 y_nodes_min = y_blocks_min * MAP_BLOCKSIZE;
- s16 y_nodes_max = y_blocks_max * MAP_BLOCKSIZE + MAP_BLOCKSIZE - 1;
- v2s16 sectorpos_bigbase = sectorpos0 - v2s16(1,1);
- s16 sectorpos_bigbase_size = 3;
- v2s16 sectorpos_base = sectorpos0;
- s16 sectorpos_base_size = 1;
- s16 max_spread_amount = MAP_BLOCKSIZE;
- s16 lighting_min_d = 0-max_spread_amount;
- s16 lighting_max_d = sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
-
- /*
- Create the whole area of this and the neighboring blocks
- */
-
- core::list<v3s16> blocks_created;
-
- {
- //TimeTaker timer("generateBlockRaw() create area");
-
- for(s16 x=-1; x<=1; x++)
- for(s16 z=-1; z<=1; z++)
- {
- v2s16 sectorpos = sectorpos0 + v2s16(x,z);
- ServerMapSector *sector = createSector(sectorpos);
- assert(sector);
-
- for(s16 y=blockpos0.Y-1; y<=blockpos0.Y+1; y++)
- {
- v3s16 blockpos(sectorpos.X, y, sectorpos.Y);
-
- MapBlock *block = getBlockNoCreateNoEx(blockpos);
- if(block && block->isDummy() == false)
- continue;
-
- block = createBlock(blockpos);
- block->setFullyGenerated(false);
-
- blocks_created.push_back(blockpos);
-
- // Lighting won't be calculated
- 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.
-
- This doesn't matter if the initial lighting is done
- here.
- */
- //block->setIsUnderground(y != y_blocks_max);
- block->setIsUnderground(false);
- }
- }
- }
-
- /*
- Now we have a big empty area of (16x16x16)x27.
-
- Make a ManualMapVoxelManipulator that contains the whole area.
- */
-
- ManualMapVoxelManipulator vmanip(this);
- // Add the area we just generated
- {
- //TimeTaker timer("generateBlockRaw() initialEmerge");
- vmanip.initialEmerge(blockpos0-v3s16(1,1,1), blockpos0+v3s16(1,1,1));
- }
-
- // Clear all flags
- vmanip.clearFlag(0xff);
-
- // Block type of blockpos0
- BlockType center_block_type = BT_SURFACE;
-
- /*
- Generate general ground level to newly created blocks.
- Only stone is used and it is converted to other stuff later on.
- */
- {
- // 22ms @cs=8
- //dstream<<"Generating base ground..."<<std::endl;
- //TimeTaker timer1("ground level");
-
- // Loop through created blocks
- for(core::list<v3s16>::Iterator i = blocks_created.begin();
- i != blocks_created.end(); i++)
- {
- v3s16 blockpos = *i;
- v2s16 sectorpos(blockpos.X, blockpos.Z);
-
- /*
- Approximate whether this block is a surface block, an air
- block or a ground block.
-
- This shall never mark a surface block as non-surface.
- */
-
- BlockType block_type = BT_SURFACE;
- v3s16 p_nodes = blockpos * MAP_BLOCKSIZE;
- s32 lowest_ground_y = 32767;
- s32 highest_ground_y = -32768;
- u8 water_material = CONTENT_WATERSOURCE;
-
- {
- /*
- Estimate surface at different positions of the block, to
- try to accomodate the effect of turbulence.
- */
- v3f checklist[] = {
- v3f(0,0,0),
- v3f(0,1,0),
- v3f(0,1,1),
- v3f(0,0,1),
- v3f(1,0,0),
- v3f(1,1,0),
- v3f(1,1,1),
- v3f(1,0,1),
- v3f(0.5,0.5,0.5),
- };
- v3f p_nodes_f = intToFloat(p_nodes, 1);
- float surface_y_max = -1000000;
- float surface_y_min = 1000000;
- for(u32 i=0; i<sizeof(checklist)/sizeof(checklist[0]); i++)
- {
- v3f p_map_f = p_nodes_f + checklist[i]*MAP_BLOCKSIZE;
-
- double depth_guess;
- /*bool is_ground =*/ is_base_ground(m_seed, p_map_f, &depth_guess);
-
- // Estimate the surface height
- float surface_y_f = p_map_f.Y + depth_guess;
-
- if(surface_y_f > surface_y_max)
- surface_y_max = surface_y_f;
- if(surface_y_f < surface_y_min)
- surface_y_min = surface_y_f;
- }
-
- float block_low_y_f = p_nodes_f.Y;
- float block_high_y_f = p_nodes_f.Y + MAP_BLOCKSIZE;
-
- /*dstream<<"surface_y_max="<<surface_y_max
- <<", surface_y_min="<<surface_y_min
- <<", block_low_y_f="<<block_low_y_f
- <<", block_high_y_f="<<block_high_y_f
- <<std::endl;*/
-
- // A fuzzyness value
- // Must accomodate mud and turbulence holes
- float d_down = 16;
- // Must accomodate a bit less
- float d_up = 5;
-
- if(block_high_y_f < surface_y_min - d_down)
- {
- //dstream<<"BT_GROUND"<<std::endl;
- // A ground block
- block_type = BT_GROUND;
- }
- else if(block_low_y_f >= surface_y_max + d_up
- && block_low_y_f > WATER_LEVEL + d_up)
- {
- //dstream<<"BT_SKY"<<std::endl;
- // A sky block
- block_type = BT_SKY;
- }
- else
- {
- //dstream<<"BT_SURFACE"<<std::endl;
- // A surface block
- block_type = BT_SURFACE;
- }
-
- if(/*block_type == BT_GROUND ||*/ block_type == BT_SKY)
- {
- lowest_ground_y = surface_y_min;
- highest_ground_y = surface_y_max;
- }
- }
-
- if(blockpos == blockpos0)
- center_block_type = block_type;
-
- if(block_type == BT_GROUND)
- {
- MapBlock *block = getBlockNoCreateNoEx(blockpos);
- if(block)
- block->setIsUnderground(true);
- }
-
- /*
- If the block has ground, generate ground precisely.
- */
-
- if(block_type == BT_SURFACE || block_type == BT_GROUND)
- {
- for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
- for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
- {
- v2s16 real_p2d = v2s16(x0,z0) + sectorpos*MAP_BLOCKSIZE;
-
- v2f real_p2d_f(real_p2d.X,real_p2d.Y);
-
- double tfxz = get_turbulence_factor_2d(m_seed, real_p2d_f);
- bool turbulence_is_used = (tfxz > 0.001);
-
- float surface_y_f = 0;
- s16 surface_y = 0;
-
- float noturb_surface_y_f = base_rock_level_2d(m_seed, real_p2d_f);
- s16 noturb_surface_y = noturb_surface_y_f;
-
- // Get some statistics of surface height
- if(noturb_surface_y < lowest_ground_y)
- lowest_ground_y = noturb_surface_y;
- if(noturb_surface_y > highest_ground_y)
- highest_ground_y = noturb_surface_y;
-
- // Use fast index incrementing
- v3s16 em = vmanip.m_area.getExtent();
- u32 i = vmanip.m_area.index(v3s16(
- real_p2d.X,
- blockpos.Y*MAP_BLOCKSIZE,
- real_p2d.Y));
- for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
- {
- s16 real_y = blockpos.Y * MAP_BLOCKSIZE + y0;
- v3s16 real_pos = v3s16(x0,y0,z0) + p_nodes;
- MapNode n;
-
- /*
- Calculate material
- */
-
- bool is_ground = false;
- v3f real_pos_f = intToFloat(real_pos, 1);
-
- bool turb_for_node = (turbulence_is_used
- && real_y >= TURBULENCE_BOTTOM_CUTOFF_Y);
-
- bool is_cavern = false;
-
- if(is_carved(m_seed, real_pos_f))
- {
- is_ground = false;
- if(real_y < noturb_surface_y)
- is_cavern = true;
- }
- else
- {
- if(turb_for_node)
- {
- double depth_guess;
- is_ground = is_base_ground(m_seed,
- real_pos_f, &depth_guess);
-
- // Estimate the surface height
- surface_y_f = (float)real_y + depth_guess;
- surface_y = real_y + depth_guess;
-
- // Save some statistics of surface height
- if(surface_y < lowest_ground_y)
- lowest_ground_y = surface_y;
- if(surface_y > highest_ground_y)
- highest_ground_y = surface_y;
- }
- else
- {
- surface_y = noturb_surface_y;
- }
-
- is_ground = (real_y <= surface_y);
- }
-
- // If node is not ground, it's air or water
- if(is_ground == false)
- {
- // If under water level, it's water
- if(real_y < WATER_LEVEL && !is_cavern)
- {
- n.d = water_material;
- u8 dist = 16;
- if(real_y >= surface_y)
- dist = WATER_LEVEL-real_y+1;
- n.setLight(LIGHTBANK_DAY,
- diminish_light(LIGHT_SUN, dist));
- /*
- Add to transforming liquid queue (in case it'd
- start flowing)
- */
- m_transforming_liquid.push_back(real_pos);
- }
- // else air
- else
- {
- n.d = CONTENT_AIR;
-
- /*
- Guess lighting
- */
- if(real_y > surface_y + 4)
- n.setLight(LIGHTBANK_DAY, LIGHT_SUN);
- }
- }
- // Else it's ground
- else
- {
- if(is_underground_mud(m_seed, real_pos_f))
- n.d = CONTENT_MUD;
- else
- n.d = CONTENT_STONE;
- }
-
- vmanip.m_data[i] = n;
- vmanip.m_area.add_y(em, i, 1);
- }
- }
- }// BT_SURFACE
- else // BT_SKY or anything else
- {
- MapNode n_fill;
- if(block_type == BT_GROUND)
- {
- //n_fill.d = CONTENT_STONE;
- }
- else if(block_type == BT_SKY)
- {
- n_fill.d = CONTENT_AIR;
- n_fill.setLight(LIGHTBANK_DAY, LIGHT_SUN);
- }
- else // fallback
- {
- n_fill.d = CONTENT_MESE;
- }
-
- for(s16 x=0; x<MAP_BLOCKSIZE; x++)
- for(s16 z=0; z<MAP_BLOCKSIZE; z++)
- {
- // Node position
- v2s16 p2d = sectorpos*MAP_BLOCKSIZE + v2s16(x,z);
-
- {
- // Use fast index incrementing
- v3s16 em = vmanip.m_area.getExtent();
- s16 min = blockpos.Y*MAP_BLOCKSIZE;
- s16 max = min + MAP_BLOCKSIZE-1;
- u32 i = vmanip.m_area.index(v3s16(p2d.X, min, p2d.Y));
- for(s16 y=min; y<=max; y++)
- {
- vmanip.m_data[i] = n_fill;
- vmanip.m_area.add_y(em, i, 1);
- }
- }
- }
- }
- }
-
- }//timer1
-
- /*
- Convert surface ground to mud
- */
-
- if(center_block_type == BT_SURFACE)
- {
-#if 1
- for(s16 x=0; x<MAP_BLOCKSIZE; x++)
- for(s16 z=0; z<MAP_BLOCKSIZE; z++)
- {
- // Node position
- v2s16 p2d = sectorpos0*MAP_BLOCKSIZE + v2s16(x,z);
- v2f real_p2d_f(p2d.X,p2d.Y);
-
- {
- // Use fast index incrementing
- v3s16 em = vmanip.m_area.getExtent();
- s16 min = blockpos0.Y*MAP_BLOCKSIZE;
- // Start from one above the central block
- s16 max = min + MAP_BLOCKSIZE-1+1;
- u32 i = vmanip.m_area.index(v3s16(p2d.X, max, p2d.Y));
- // If stone, there won't be mud
- if(vmanip.m_data[i].d == CONTENT_STONE)
- continue;
- // Find top of ground
- bool found = false;
- s16 y;
- for(y=max; y>=min; y--)
- {
- if(vmanip.m_data[i].d == CONTENT_STONE)
- {
- found = true;
- break;
- }
- vmanip.m_area.add_y(em, i, -1);
- }
- if(found == false)
- continue;
- // Set mud
- s16 mud_amount = get_mud_amount(m_seed, real_p2d_f);
- for(s16 j=0; j<mud_amount; j++)
- {
- if(vmanip.m_data[i].d != CONTENT_STONE)
- {
- break;
- }
- if(j==0 && y >= WATER_LEVEL)
- vmanip.m_data[i].d = CONTENT_GRASS;
- else
- vmanip.m_data[i].d = CONTENT_MUD;
- vmanip.m_area.add_y(em, i, -1);
- }
- }
- }
-#endif
- }
-
- /*
- Convert mud to sand
- */
- if(center_block_type == BT_SURFACE)
- {
- for(s16 x=0; x<sectorpos_base_size*MAP_BLOCKSIZE; x++)
- for(s16 z=0; z<sectorpos_base_size*MAP_BLOCKSIZE; z++)
- {
- // Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
-
- // Determine whether to have sand here
- bool have_sand = get_have_sand_coast(m_seed, v2f(p2d.X,p2d.Y));
-
- if(have_sand == false)
- continue;
-
- // Find ground level
- s16 surface_y = find_ground_level_clever(vmanip, p2d);
-
- if(surface_y >= WATER_LEVEL + 2)
- continue;
-
- {
- v3s16 em = vmanip.m_area.getExtent();
- s16 y_start = surface_y;
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
- u32 not_sand_counter = 0;
- for(s16 y=y_start; y>=y_nodes_min; y--)
- {
- MapNode *n = &vmanip.m_data[i];
- if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS)
- {
- n->d = CONTENT_SAND;
- }
- else
- {
- not_sand_counter++;
- if(not_sand_counter > 3)
- break;
- }
-
- vmanip.m_area.add_y(em, i, -1);
- }
- }
- }
- }
-
- /*
- Add some minerals
- */
-
- if(center_block_type == BT_SURFACE || center_block_type == BT_GROUND)
- {
- s16 underground_level = 1 - blockpos0.Y;
-
- /*
- Add meseblocks
- */
- for(s16 i=0; i<underground_level/4 + 1; i++)
- {
- if(myrand()%25 == 0)
- {
- v3s16 cp(
- (myrand()%(MAP_BLOCKSIZE-2))+1,
- (myrand()%(MAP_BLOCKSIZE-2))+1,
- (myrand()%(MAP_BLOCKSIZE-2))+1
- );
- cp += blockpos0*MAP_BLOCKSIZE;
-
- MapNode n;
- n.d = CONTENT_MESE;
-
- for(u16 i=0; i<27; i++)
- {
- if(vmanip.getNode(cp+g_27dirs[i]).d == CONTENT_STONE)
- if(myrand()%8 == 0)
- vmanip.setNode(cp+g_27dirs[i], n);
- }
- }
- }
-
- /*
- Add coal
- */
- u16 coal_amount = 60;
- u16 coal_rareness = 120 / 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++)
- {
- v3s16 cp(
- (myrand()%(MAP_BLOCKSIZE-2))+1,
- (myrand()%(MAP_BLOCKSIZE-2))+1,
- (myrand()%(MAP_BLOCKSIZE-2))+1
- );
- cp += blockpos0*MAP_BLOCKSIZE;
-
- MapNode n;
- n.d = CONTENT_STONE;
- n.param = MINERAL_COAL;
-
- for(u16 i=0; i<27; i++)
- {
- if(vmanip.getNode(cp+g_27dirs[i]).d == CONTENT_STONE)
- if(myrand()%8 == 0)
- vmanip.setNode(cp+g_27dirs[i], n);
- }
- }
- }
-
- /*
- Add iron
- */
- u16 iron_amount = 40;
- u16 iron_rareness = 80 / 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++)
- {
- v3s16 cp(
- (myrand()%(MAP_BLOCKSIZE-2))+1,
- (myrand()%(MAP_BLOCKSIZE-2))+1,
- (myrand()%(MAP_BLOCKSIZE-2))+1
- );
- cp += blockpos0*MAP_BLOCKSIZE;
-
- MapNode n;
- n.d = CONTENT_STONE;
- n.param = MINERAL_IRON;
-
- for(u16 i=0; i<27; i++)
- {
- if(vmanip.getNode(cp+g_27dirs[i]).d == CONTENT_STONE)
- if(myrand()%8 == 0)
- vmanip.setNode(cp+g_27dirs[i], n);
- }
- }
- }
- }
-
-
- /*
- Generate some trees
- */
- if(center_block_type == BT_SURFACE)
- {
- // Divide area into this amount of parts
- s16 div = 1;
- s16 sidelen = sectorpos_base_size*MAP_BLOCKSIZE / div;
- double area = sidelen * sidelen;
- for(s16 x0=0; x0<div; x0++)
- for(s16 z0=0; z0<div; z0++)
- {
- // Center position of part of division
- v2s16 p2d_center(
- sectorpos_base.X*MAP_BLOCKSIZE + sidelen/2 + sidelen*x0,
- sectorpos_base.Y*MAP_BLOCKSIZE + sidelen/2 + sidelen*z0
- );
- // Minimum edge of part of division
- v2s16 p2d_min(
- sectorpos_base.X*MAP_BLOCKSIZE + sidelen*x0,
- sectorpos_base.Y*MAP_BLOCKSIZE + sidelen*z0
- );
- // Maximum edge of part of division
- v2s16 p2d_max(
- sectorpos_base.X*MAP_BLOCKSIZE + sidelen + sidelen*x0 - 1,
- sectorpos_base.Y*MAP_BLOCKSIZE + sidelen + sidelen*z0 - 1
- );
- // Amount of trees
- u32 tree_count = area * tree_amount_2d(m_seed, p2d_center);
- // Put trees in random places on part of division
- for(u32 i=0; i<tree_count; i++)
- {
- s16 x = myrand_range(p2d_min.X, p2d_max.X);
- s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
- s16 y = find_ground_level(vmanip, v2s16(x,z));
- // Don't make a tree under water level
- if(y < WATER_LEVEL)
- continue;
- // Don't make a tree in other blocks
- if(y < blockpos0.Y*MAP_BLOCKSIZE
- || y >= (blockpos0.Y+1)*MAP_BLOCKSIZE)
- continue;
- v3s16 p(x,y,z);
- /*
- Trees grow only on mud and grass
- */
- {
- u32 i = vmanip.m_area.index(v3s16(p));
- MapNode *n = &vmanip.m_data[i];
- if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
- continue;
- }
- p.Y++;
- // Make a tree
- make_tree(vmanip, p);
- }
- }
- }
-
-#if 0
- /*
- Initial lighting (sunlight)
- TODO: Do the lighting this way, with the VoxelManipulator
- */
-
- core::map<v3s16, bool> light_sources;
-
- {
- // 750ms @cs=8, can't optimize more
- TimeTaker timer1("initial lighting");
-
- /*
- Go through the edges and apply sunlight to them, not caring
- about neighbors
- */
-
- // Four edges
- for(s16 i=0; i<4; i++)
- // Edge length
- for(s16 j=lighting_min_d;
- j<=lighting_max_d;
- j++)
- {
- s16 x;
- s16 z;
- // +-X
- if(i == 0 || i == 1)
- {
- x = (i==0) ? lighting_min_d : lighting_max_d;
- if(i == 0)
- z = lighting_min_d;
- else
- z = lighting_max_d;
- }
- // +-Z
- else
- {
- z = (i==0) ? lighting_min_d : lighting_max_d;
- if(i == 0)
- x = lighting_min_d;
- else
- x = lighting_max_d;
- }
-
- // Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
-
- // Loop from top to down
- {
- u8 light = LIGHT_SUN;
- v3s16 em = vmanip.m_area.getExtent();
- s16 y_start = y_nodes_max;
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
- for(s16 y=y_start; y>=y_nodes_min; y--)
- {
- MapNode *n = &vmanip.m_data[i];
- if(light_propagates_content(n->d) == false)
- {
- light = 0;
- }
- else if(light != LIGHT_SUN
- || sunlight_propagates_content(n->d) == false)
- {
- if(light > 0)
- light--;
- }
-
- n->setLight(LIGHTBANK_DAY, light);
- n->setLight(LIGHTBANK_NIGHT, 0);
-
- if(light != 0)
- {
- // Insert light source
- light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
- }
-
- // Increment index by y
- vmanip.m_area.add_y(em, i, -1);
- }
- }
- }
-
- /*
- This has to be 1 smaller than the actual area, because
- neighboring nodes are checked.
- */
- for(s16 x=lighting_min_d+1;
- x<=lighting_max_d-1;
- x++)
- for(s16 z=lighting_min_d+1;
- z<=lighting_max_d-1;
- z++)
- {
- // Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
-
- /*
- Apply initial sunlight
- */
- {
- u8 light = LIGHT_SUN;
- bool add_to_sources = false;
- v3s16 em = vmanip.m_area.getExtent();
- s16 y_start = y_nodes_max;
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
- for(s16 y=y_start; y>=y_nodes_min; y--)
- {
- MapNode *n = &vmanip.m_data[i];
-
- if(light_propagates_content(n->d) == false)
- {
- light = 0;
- }
- else if(light != LIGHT_SUN
- || sunlight_propagates_content(n->d) == false)
- {
- if(light > 0)
- light--;
- }
-
- // This doesn't take much time
- if(add_to_sources == false)
- {
- /*
- Check sides. If side is not air or water, start
- adding to light_sources.
- */
- v3s16 dirs4[4] = {
- v3s16(0,0,1), // back
- v3s16(1,0,0), // right
- v3s16(0,0,-1), // front
- v3s16(-1,0,0), // left
- };
- for(u32 di=0; di<4; di++)
- {
- v3s16 dirp = dirs4[di];
- u32 i2 = i;
- vmanip.m_area.add_p(em, i2, dirp);
- MapNode *n2 = &vmanip.m_data[i2];
- if(
- n2->d != CONTENT_AIR
- && n2->d != CONTENT_WATERSOURCE
- && n2->d != CONTENT_WATER
- ){
- add_to_sources = true;
- break;
- }
- }
- }
-
- n->setLight(LIGHTBANK_DAY, light);
- n->setLight(LIGHTBANK_NIGHT, 0);
-
- // This doesn't take much time
- if(light != 0 && add_to_sources)
- {
- // Insert light source
- light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
- }
-
- // Increment index by y
- vmanip.m_area.add_y(em, i, -1);
- }
- }
- }
-
- }//timer1
-
- // Spread light around
- {
- TimeTaker timer("generateBlockRaw() spreadLight");
- vmanip.spreadLight(LIGHTBANK_DAY, light_sources);
- }
-#endif
-
- /*
- Blit generated stuff to map
- */
- {
- vmanip.blitBackAll(&changed_blocks);
- }
-
-#if 0
- /*
- Update day/night difference cache of the MapBlocks
- */
- {
- for(core::map<v3s16, MapBlock*>::Iterator i = changed_blocks.getIterator();
- i.atEnd() == false; i++)
- {
- MapBlock *block = i.getNode()->getValue();
- block->updateDayNightDiff();
- }
- }
-#endif
-
- /*for(core::map<v3s16, MapBlock*>::Iterator
- i = changed_blocks*/
-
- // Done!
- MapBlock *block = getBlockNoCreate(blockpos0);
- block->setFullyGenerated(true);
-
- /*
- TODO: Calculate lighting with the VoxelManipulator, not this way
- */
- // emergeBlock reads this
- block->setLightingExpired(true);
- // Also set the above one, trees often will be there
- {
- MapBlock *block = getBlockNoCreate(blockpos0+v3s16(0,1,0));
- if(block)
- block->setLightingExpired(true);
- }
-
- return block;
-}
-
-
-/*MapBlock* ServerMap::generateBlock(v3s16 blockpos1,
- core::map<v3s16, MapBlock*> &changed_blocks)*/
-MapBlock * ServerMap::generateBlock(
- v3s16 blockpos1,
- MapBlock *original_dummy,
- ServerMapSector *sector,
- core::map<v3s16, MapBlock*> &changed_blocks,
- core::map<v3s16, MapBlock*> &lighting_invalidated_blocks
-)
-{
- dstream<<"generateBlock(): Generating block "
- <<"("<<blockpos1.X<<","<<blockpos1.Y<<","<<blockpos1.Z<<")"
- <<std::endl;
-
- /*
- The block at blockpos1 should be generated fully, so that it won't
- change in the future anymore when more stuff is generated.
-
- Now, a block can be generated with generateBlockRaw().
- generateBlockRaw() accesses the block and all its neighbors.
- Here is what generateBlockRaw() does:
- - If the asked block has been marked fully generated, do nothing.
- - Create the asked block and its neighbors and generate the base
- ground in them (if they don't exist)
- - In places where the ground level is in the asked block, convert
- top layer of ground to mud or sand. Conversion is extended to
- the block below as needed.
- - Add trees and other objects to the asked block. Parts of them
- can be located in the neighboring blocks.
- - Mark the asked block as fully generated.
-
- This means the block and all its neighbors have to be generated to
- obtain a block that won't change in the future.
- */
- for(s16 x=-1; x<=1; x++)
- for(s16 y=-1; y<=1; y++)
- for(s16 z=-1; z<=1; z++)
- {
- v3s16 blockpos0 = blockpos1 + v3s16(x,y,z);
- MapBlock *block = getBlockNoCreateNoEx(blockpos0);
- // Skip if already generated
- if(block != NULL && block->isFullyGenerated())
- continue;
- generateBlockRaw(blockpos0, changed_blocks);
- }
-
- assert(blockNonVolatile(blockpos1));
-
- MapBlock *block = getBlockNoCreate(blockpos1);
-
- return block;
-}
-
-#if 0
-/*
- NOTE: This is not used for main map generation, only for blocks
- that are very high or low.
- NOTE: Now it is used mainly. Might change in the future.
-*/
-MapBlock * ServerMap::generateBlock(
- v3s16 p,
- MapBlock *original_dummy,
- ServerMapSector *sector,
- core::map<v3s16, MapBlock*> &changed_blocks,
- core::map<v3s16, MapBlock*> &lighting_invalidated_blocks
-)
-{
- DSTACK("%s: p=(%d,%d,%d)",
- __FUNCTION_NAME,
- p.X, p.Y, p.Z);
-
- /*dstream<<"generateBlock(): "
- <<"("<<p.X<<","<<p.Y<<","<<p.Z<<")"
- <<std::endl;*/
-
- MapBlock *block = original_dummy;
-
- v2s16 p2d(p.X, p.Z);
- s16 block_y = p.Y;
- v2s16 p2d_nodes = p2d * MAP_BLOCKSIZE;
- v3s16 p_nodes = p * MAP_BLOCKSIZE;
-
- /*
- Do not generate over-limit
- */
- if(blockpos_over_limit(p))
- {
- dstream<<__FUNCTION_NAME<<": Block position over limit"<<std::endl;
- throw InvalidPositionException("generateBlock(): pos. over limit");
- }
-
- /*
- If block doesn't exist, create one.
- If it exists, it is a dummy. In that case unDummify() it.
-
- NOTE: This already sets the map as the parent of the block
- */
- if(block == NULL)
- {
- block = sector->createBlankBlockNoInsert(block_y);
- }
- else
- {
- // Remove the block so that nobody can get a half-generated one.
- sector->removeBlock(block);
- // Allocate the block to contain the generated data
- block->unDummify();
- }
-
- u8 water_material = CONTENT_WATERSOURCE;
-
- s32 lowest_ground_y = 32767;
- s32 highest_ground_y = -32768;
-
- enum{
- BT_GROUND,
- BT_SURFACE,
- BT_SKY
- } block_type = BT_SURFACE;
-
- {// ground_timer (0ms or ~100ms)
- TimeTaker ground_timer("Ground generation");
-
- /*
- Approximate whether this block is a surface block, an air
- block or a ground block.
-
- This shall never mark a surface block as non-surface.
- */
-
- {
- /*
- Estimate surface at different positions of the block, to
- try to accomodate the effect of turbulence.
- */
- v3f checklist[] = {
- v3f(0,0,0),
- v3f(0,1,0),
- v3f(0,1,1),
- v3f(0,0,1),
- v3f(1,0,0),
- v3f(1,1,0),
- v3f(1,1,1),
- v3f(1,0,1),
- v3f(0.5,0.5,0.5),
- };
- v3f p_nodes_f = intToFloat(p_nodes, 1);
- float surface_y_max = -1000000;
- float surface_y_min = 1000000;
- for(u32 i=0; i<sizeof(checklist)/sizeof(checklist[0]); i++)
- {
- v3f p_map_f = p_nodes_f + checklist[i]*MAP_BLOCKSIZE;
-
- double depth_guess;
- /*bool is_ground =*/ is_base_ground(m_seed, p_map_f, &depth_guess);
-
- // Estimate the surface height
- float surface_y_f = p_map_f.Y + depth_guess;
-
- if(surface_y_f > surface_y_max)
- surface_y_max = surface_y_f;
- if(surface_y_f < surface_y_min)
- surface_y_min = surface_y_f;
- }
-
- float block_low_y_f = p_nodes_f.Y;
- float block_high_y_f = p_nodes_f.Y + MAP_BLOCKSIZE;
-
- /*dstream<<"surface_y_max="<<surface_y_max
- <<", surface_y_min="<<surface_y_min
- <<", block_low_y_f="<<block_low_y_f
- <<", block_high_y_f="<<block_high_y_f
- <<std::endl;*/
-
- // A fuzzyness value
- // Must accomodate mud and turbulence holes
- float d_down = 16;
- // Must accomodate a bit less
- float d_up = 5;
-
- if(block_high_y_f < surface_y_min - d_down)
- {
- //dstream<<"BT_GROUND"<<std::endl;
- // A ground block
- block_type = BT_GROUND;
- }
- else if(block_low_y_f >= surface_y_max + d_up
- && block_low_y_f > WATER_LEVEL + d_up)
- {
- //dstream<<"BT_SKY"<<std::endl;
- // A sky block
- block_type = BT_SKY;
- }
- else
- {
- //dstream<<"BT_SURFACE"<<std::endl;
- // A surface block
- block_type = BT_SURFACE;
- }
-
- if(/*block_type == BT_GROUND ||*/ block_type == BT_SKY)
- {
- lowest_ground_y = surface_y_min;
- highest_ground_y = surface_y_max;
- }
- }
-
- if(block_type == BT_SURFACE || block_type == BT_GROUND)
- {
- /*
- Generate ground precisely
- */
-
- for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
- for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
- {
- //dstream<<"generateBlock: x0="<<x0<<", z0="<<z0<<std::endl;
-
- //s16 surface_y = 0;
-
- /*s16 surface_y = base_rock_level_2d(m_seed, p2d_nodes+v2s16(x0,z0))
- + AVERAGE_MUD_AMOUNT;
-
- if(surface_y < lowest_ground_y)
- lowest_ground_y = surface_y;
- if(surface_y > highest_ground_y)
- highest_ground_y = surface_y;*/
-
- v2s16 real_p2d = v2s16(x0,z0) + p2d*MAP_BLOCKSIZE;
-
- v2f real_p2d_f(real_p2d.X,real_p2d.Y);
-
- s16 surface_depth = get_mud_amount(m_seed, real_p2d_f);
-
- double tfxz = get_turbulence_factor_2d(m_seed, real_p2d_f);
- bool turbulence_is_used = (tfxz > 0.001);
-
- float surface_y_f = 0;
- s16 surface_y = 0;
-
- float noturb_surface_y_f = base_rock_level_2d(m_seed, real_p2d_f);
- s16 noturb_surface_y = noturb_surface_y_f;
-
- // Get some statistics of surface height
- if(noturb_surface_y < lowest_ground_y)
- lowest_ground_y = noturb_surface_y;
- if(noturb_surface_y > highest_ground_y)
- highest_ground_y = noturb_surface_y;
-
- for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
- {
- #if 1
- s16 real_y = block_y * MAP_BLOCKSIZE + y0;
- v3s16 real_pos = v3s16(x0,y0,z0) + p_nodes;
- MapNode n;
- /*
- Calculate lighting
-
- NOTE: If there are some man-made structures above the
- newly created block, they won't be taken into account.
- */
- /*if(real_y > surface_y)
- n.setLight(LIGHTBANK_DAY, LIGHT_SUN);*/
-
- /*
- Calculate material
- */
-
- bool is_ground = false;
- v3f real_pos_f = intToFloat(real_pos, 1);
-
- bool turb_for_node = (turbulence_is_used
- && real_y >= TURBULENCE_BOTTOM_CUTOFF_Y);
-
- bool is_cavern = false;
-
- if(is_carved(m_seed, real_pos_f))
- {
- is_ground = false;
- if(real_y < noturb_surface_y)
- is_cavern = true;
- }
- else
- {
- if(turb_for_node)
- {
- double depth_guess;
- is_ground = is_base_ground(m_seed,
- real_pos_f, &depth_guess);
-
- // Estimate the surface height
- surface_y_f = (float)real_y + depth_guess;
- surface_y = real_y + depth_guess;
-
- // Get some statistics of surface height
- if(surface_y < lowest_ground_y)
- lowest_ground_y = surface_y;
- if(surface_y > highest_ground_y)
- highest_ground_y = surface_y;
- }
- else
- {
- surface_y = noturb_surface_y;
- }
-
- is_ground = (real_y <= surface_y);
- }
-
- // If node is not ground, it's air or water
- if(is_ground == false)
- {
- // If under water level, it's water
- if(real_y < WATER_LEVEL && !is_cavern)
- {
- n.d = water_material;
- u8 dist = 16;
- if(real_y >= surface_y)
- dist = WATER_LEVEL-real_y+1;
- n.setLight(LIGHTBANK_DAY,
- diminish_light(LIGHT_SUN, dist));
- /*
- Add to transforming liquid queue (in case it'd
- start flowing)
- */
- m_transforming_liquid.push_back(real_pos);
- }
- // else air
- else
- n.d = CONTENT_AIR;
- }
- // Else it's ground or dungeons (air)
- else
- {
- // If it's surface_depth under ground, it's stone
- if((float)real_y <= surface_y_f - surface_depth - 0.75)
- {
- if(is_underground_mud(m_seed, real_pos_f))
- n.d = CONTENT_MUD;
- else
- n.d = CONTENT_STONE;
- }
- else if(surface_y_f <= WATER_LEVEL + 2.1
- && get_have_sand_coast(m_seed, real_p2d_f))
- {
- n.d = CONTENT_SAND;
- }
- else
- {
- /*// It is mud if it is under the first ground
- // level or under water
- if(real_y < WATER_LEVEL || real_y <= surface_y - 1)
- {
- n.d = CONTENT_MUD;
- }
- else
- {
- n.d = CONTENT_GRASS;
- }*/
-
- if(get_have_sand_ground(m_seed, real_p2d_f))
- n.d = CONTENT_SAND;
- else
- n.d = CONTENT_MUD;
-
- /*// If under water level, it's mud
- if(real_y < WATER_LEVEL)
- n.d = CONTENT_MUD;
- // Only the topmost node is grass
- else if(real_y <= surface_y - 1)
- n.d = CONTENT_MUD;
- else
- n.d = CONTENT_GRASS;*/
- }
- }
-
- block->setNode(v3s16(x0,y0,z0), n);
- #endif
- #if 0
- s16 real_y = block_y * MAP_BLOCKSIZE + y0;
- MapNode n;
- /*
- Calculate lighting
-
- NOTE: If there are some man-made structures above the
- newly created block, they won't be taken into account.
- */
- if(real_y > surface_y)
- n.setLight(LIGHTBANK_DAY, LIGHT_SUN);
-
- /*
- Calculate material
- */
-
- // If node is over heightmap y, it's air or water
- if(real_y > surface_y)
- {
- // If under water level, it's water
- if(real_y < WATER_LEVEL)
- {
- n.d = water_material;
- n.setLight(LIGHTBANK_DAY,
- diminish_light(LIGHT_SUN, WATER_LEVEL-real_y+1));
- /*
- Add to transforming liquid queue (in case it'd
- start flowing)
- */
- v3s16 real_pos = v3s16(x0,y0,z0) + p*MAP_BLOCKSIZE;
- m_transforming_liquid.push_back(real_pos);
- }
- // else air
- else
- n.d = CONTENT_AIR;
- }
- // Else it's ground or dungeons (air)
- else
- {
- // If it's surface_depth under ground, it's stone
- if(real_y <= surface_y - surface_depth)
- {
- n.d = CONTENT_STONE;
- }
- else
- {
- // It is mud if it is under the first ground
- // level or under water
- if(real_y < WATER_LEVEL || real_y <= surface_y - 1)
- {
- n.d = CONTENT_MUD;
- }
- else
- {
- n.d = CONTENT_GRASS;
- }
-
- //n.d = CONTENT_MUD;
-
- /*// If under water level, it's mud
- if(real_y < WATER_LEVEL)
- n.d = CONTENT_MUD;
- // Only the topmost node is grass
- else if(real_y <= surface_y - 1)
- n.d = CONTENT_MUD;
- else
- n.d = CONTENT_GRASS;*/
- }
- }
-
- block->setNode(v3s16(x0,y0,z0), n);
- #endif
- }
- }
- }// BT_SURFACE
- else // BT_GROUND, BT_SKY or anything else
- {
- MapNode n_fill;
- if(block_type == BT_GROUND)
- {
- //n_fill.d = CONTENT_STONE;
- }
- else if(block_type == BT_SKY)
- {
- n_fill.d = CONTENT_AIR;
- n_fill.setLight(LIGHTBANK_DAY, LIGHT_SUN);
- }
- else // fallback
- {
- n_fill.d = CONTENT_MESE;
- }
-
-
- for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
- for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
- for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
- {
- //MapNode n = block->getNode(v3s16(x0,y0,z0));
- block->setNode(v3s16(x0,y0,z0), n_fill);
- }
- }
-
- }// ground_timer
-
- /*
- Calculate some helper variables
- */
-
- // Completely underground if the highest part of block is under lowest
- // ground height.
- // This has to be very sure; it's probably one too strict now but
- // that's just better.
- bool completely_underground =
- block_y * MAP_BLOCKSIZE + MAP_BLOCKSIZE < lowest_ground_y;
-
- bool some_part_underground = block_y * MAP_BLOCKSIZE <= highest_ground_y;
-
- bool mostly_underwater_surface = false;
- if(highest_ground_y < WATER_LEVEL
- && some_part_underground && !completely_underground)
- mostly_underwater_surface = true;
-
- /*
- Get local attributes
- */
-
- //dstream<<"generateBlock(): Getting local attributes"<<std::endl;
-
- //float caves_amount = 0.5;
-
-#if 0
- {
- /*
- NOTE: BEWARE: Too big amount of attribute points slows verything
- down by a lot.
- 1 interpolation from 5000 points takes 2-3ms.
- */
- //TimeTaker timer("generateBlock() local attribute retrieval");
- v2s16 nodepos2d = p2d * MAP_BLOCKSIZE;
- PointAttributeList *list_caves_amount = m_padb.getList("caves_amount");
- caves_amount = list_caves_amount->getInterpolatedFloat(nodepos2d);
- }
-#endif
-
- //dstream<<"generateBlock(): Done"<<std::endl;
-
-#if 0
- // Set to true if has caves.
- // Set when some non-air is changed to air when making caves.
- bool has_dungeons = false;
-
- /*
- Generate dungeons
- */
-
- // Initialize temporary table
- const s32 ued = MAP_BLOCKSIZE;
- bool underground_emptiness[ued*ued*ued];
- for(s32 i=0; i<ued*ued*ued; i++)
- {
- underground_emptiness[i] = 0;
- }
-
- // Fill table
-#if 0
- {
- /*
- Initialize orp and ors. Try to find if some neighboring
- MapBlock has a tunnel ended in its side
- */
-
- v3f orp(
- (float)(myrand()%ued)+0.5,
- (float)(myrand()%ued)+0.5,
- (float)(myrand()%ued)+0.5
- );
-
- bool found_existing = false;
-
- // Check z-
- try
- {
- s16 z = -1;
- for(s16 y=0; y<ued; y++)
- for(s16 x=0; x<ued; x++)
- {
- v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
- if(getNode(ap).d == CONTENT_AIR)
- {
- orp = v3f(x+1,y+1,0);
- found_existing = true;
- goto continue_generating;
- }
- }
- }
- catch(InvalidPositionException &e){}
-
- // Check z+
- try
- {
- s16 z = ued;
- for(s16 y=0; y<ued; y++)
- for(s16 x=0; x<ued; x++)
- {
- v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
- if(getNode(ap).d == CONTENT_AIR)
- {
- orp = v3f(x+1,y+1,ued-1);
- found_existing = true;
- goto continue_generating;
- }
- }
- }
- catch(InvalidPositionException &e){}
-
- // Check x-
- try
- {
- s16 x = -1;
- for(s16 y=0; y<ued; y++)
- for(s16 z=0; z<ued; z++)
- {
- v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
- if(getNode(ap).d == CONTENT_AIR)
- {
- orp = v3f(0,y+1,z+1);
- found_existing = true;
- goto continue_generating;
- }
- }
- }
- catch(InvalidPositionException &e){}
-
- // Check x+
- try
- {
- s16 x = ued;
- for(s16 y=0; y<ued; y++)
- for(s16 z=0; z<ued; z++)
- {
- v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
- if(getNode(ap).d == CONTENT_AIR)
- {
- orp = v3f(ued-1,y+1,z+1);
- found_existing = true;
- goto continue_generating;
- }
- }
- }
- catch(InvalidPositionException &e){}
-
- // Check y-
- try
- {
- s16 y = -1;
- for(s16 x=0; x<ued; x++)
- for(s16 z=0; z<ued; z++)
- {
- v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
- if(getNode(ap).d == CONTENT_AIR)
- {
- orp = v3f(x+1,0,z+1);
- found_existing = true;
- goto continue_generating;
- }
- }
- }
- catch(InvalidPositionException &e){}
-
- // Check y+
- try
- {
- s16 y = ued;
- for(s16 x=0; x<ued; x++)
- for(s16 z=0; z<ued; z++)
- {
- v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
- if(getNode(ap).d == CONTENT_AIR)
- {
- orp = v3f(x+1,ued-1,z+1);
- found_existing = true;
- goto continue_generating;
- }
- }
- }
- catch(InvalidPositionException &e){}
-
-continue_generating:
-
- /*
- Choose whether to actually generate dungeon
- */
- bool do_generate_dungeons = true;
- // Don't generate if no part is underground
- if(!some_part_underground)
- {
- do_generate_dungeons = false;
- }
- // Don't generate if mostly underwater surface
- /*else if(mostly_underwater_surface)
- {
- do_generate_dungeons = false;
- }*/
- // Partly underground = cave
- else if(!completely_underground)
- {
- //do_generate_dungeons = (rand() % 100 <= (s32)(caves_amount*100));
- do_generate_dungeons = false;
- }
- // Found existing dungeon underground
- else if(found_existing && completely_underground)
- {
- do_generate_dungeons = (rand() % 100 <= (s32)(caves_amount*100));
- }
- // Underground and no dungeons found
- else
- {
- do_generate_dungeons = (rand() % 300 <= (s32)(caves_amount*100));
- }
-
- if(do_generate_dungeons)
- {
- /*
- Generate some tunnel starting from orp and ors
- */
- for(u16 i=0; i<3; i++)
- {
- v3f rp(
- (float)(myrand()%ued)+0.5,
- (float)(myrand()%ued)+0.5,
- (float)(myrand()%ued)+0.5
- );
- s16 min_d = 0;
- s16 max_d = 4;
- s16 rs = (myrand()%(max_d-min_d+1))+min_d;
-
- v3f vec = rp - orp;
-
- for(float f=0; f<1.0; f+=0.04)
- {
- v3f fp = orp + vec * f;
- v3s16 cp(fp.X, fp.Y, fp.Z);
- s16 d0 = -rs/2;
- s16 d1 = d0 + rs - 1;
- for(s16 z0=d0; z0<=d1; z0++)
- {
- s16 si = rs - abs(z0);
- for(s16 x0=-si; x0<=si-1; x0++)
- {
- s16 si2 = rs - abs(x0);
- for(s16 y0=-si2+1; y0<=si2-1; y0++)
- {
- s16 z = cp.Z + z0;
- s16 y = cp.Y + y0;
- s16 x = cp.X + x0;
- v3s16 p(x,y,z);
- if(isInArea(p, ued) == false)
- continue;
- underground_emptiness[ued*ued*z + ued*y + x] = 1;
- }
- }
- }
- }
-
- orp = rp;
- }
- }
- }
-#endif
+ /*
+ Add sunlight to central block.
+ This makes in-dark-spawning monsters to not flood the whole thing.
+ Do not spread the light, though.
+ */
+ /*core::map<v3s16, bool> light_sources;
+ bool black_air_left = false;
+ block->propagateSunlight(light_sources, true, &black_air_left);*/
/*
- Apply temporary cave data to 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, 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
*/
- for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
- for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
+ /*
+ Update lighting
+ NOTE: This takes ~60ms, TODO: Investigate why
+ */
{
- for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
- {
- MapNode n = block->getNode(v3s16(x0,y0,z0));
-
- // Create dungeons
- if(underground_emptiness[
- ued*ued*(z0*ued/MAP_BLOCKSIZE)
- +ued*(y0*ued/MAP_BLOCKSIZE)
- +(x0*ued/MAP_BLOCKSIZE)])
- {
- if(content_features(n.d).walkable/*is_ground_content(n.d)*/)
- {
- // Has now caves
- has_dungeons = true;
- // Set air to node
- n.d = CONTENT_AIR;
- }
- }
+ TimeTaker t("finishBlockMake lighting update");
- block->setNode(v3s16(x0,y0,z0), n);
+ core::map<v3s16, MapBlock*> lighting_update_blocks;
+ // Center block
+ lighting_update_blocks.insert(block->getPos(), block);
+ #if 0
+ // All modified blocks
+ for(core::map<v3s16, MapBlock*>::Iterator
+ i = changed_blocks.getIterator();
+ i.atEnd() == false; i++)
+ {
+ lighting_update_blocks.insert(i.getNode()->getKey(),
+ i.getNode()->getValue());
}
+ #endif
+ updateLighting(lighting_update_blocks, changed_blocks);
+
+ if(enable_mapgen_debug_info == false)
+ t.stop(true); // Hide output
}
-#endif
-
- /*
- This is used for guessing whether or not the block should
- receive sunlight from the top if the block above doesn't exist
- */
- block->setIsUnderground(completely_underground);
/*
- Force lighting update if some part of block is partly
- underground and has caves.
+ Add random objects to block
*/
- /*if(some_part_underground && !completely_underground && has_dungeons)
- {
- //dstream<<"Half-ground caves"<<std::endl;
- lighting_invalidated_blocks[block->getPos()] = block;
- }*/
-
- // DEBUG: Always update lighting
- //lighting_invalidated_blocks[block->getPos()] = block;
+ mapgen::add_random_objects(block);
/*
- Add some minerals
+ Go through changed blocks
*/
-
- if(some_part_underground)
+ for(core::map<v3s16, MapBlock*>::Iterator i = changed_blocks.getIterator();
+ i.atEnd() == false; i++)
{
- s16 underground_level = (lowest_ground_y/MAP_BLOCKSIZE - block_y)+1;
-
+ MapBlock *block = i.getNode()->getValue();
+ assert(block);
/*
- Add meseblocks
+ Update day/night difference cache of the MapBlocks
*/
- for(s16 i=0; i<underground_level/4 + 1; i++)
- {
- if(myrand()%50 == 0)
- {
- v3s16 cp(
- (myrand()%(MAP_BLOCKSIZE-2))+1,
- (myrand()%(MAP_BLOCKSIZE-2))+1,
- (myrand()%(MAP_BLOCKSIZE-2))+1
- );
-
- MapNode n;
- n.d = CONTENT_MESE;
-
- for(u16 i=0; i<27; i++)
- {
- if(block->getNode(cp+g_27dirs[i]).d == CONTENT_STONE)
- if(myrand()%8 == 0)
- block->setNode(cp+g_27dirs[i], n);
- }
- }
- }
-
+ block->updateDayNightDiff();
/*
- Add coal
+ Set block as modified
*/
- u16 coal_amount = 60;
- u16 coal_rareness = 120 / 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++)
- {
- v3s16 cp(
- (myrand()%(MAP_BLOCKSIZE-2))+1,
- (myrand()%(MAP_BLOCKSIZE-2))+1,
- (myrand()%(MAP_BLOCKSIZE-2))+1
- );
-
- MapNode n;
- n.d = CONTENT_STONE;
- n.param = MINERAL_COAL;
-
- for(u16 i=0; i<27; i++)
- {
- if(block->getNode(cp+g_27dirs[i]).d == CONTENT_STONE)
- if(myrand()%8 == 0)
- block->setNode(cp+g_27dirs[i], n);
- }
- }
- }
+ block->raiseModified(MOD_STATE_WRITE_NEEDED);
+ }
- /*
- Add iron
- */
- u16 iron_amount = 40;
- u16 iron_rareness = 80 / 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++)
- {
- v3s16 cp(
- (myrand()%(MAP_BLOCKSIZE-2))+1,
- (myrand()%(MAP_BLOCKSIZE-2))+1,
- (myrand()%(MAP_BLOCKSIZE-2))+1
- );
+ /*
+ Set central block as generated
+ */
+ block->setGenerated(true);
+
+ /*
+ Save changed parts of map
+ NOTE: Will be saved later.
+ */
+ //save(true);
- MapNode n;
- n.d = CONTENT_STONE;
- n.param = MINERAL_IRON;
+ /*dstream<<"finishBlockMake() done for ("<<blockpos.X<<","<<blockpos.Y<<","
+ <<blockpos.Z<<")"<<std::endl;*/
+
+ return block;
+}
- for(u16 i=0; i<27; i++)
- {
- if(block->getNode(cp+g_27dirs[i]).d == CONTENT_STONE)
- if(myrand()%8 == 0)
- block->setNode(cp+g_27dirs[i], n);
- }
- }
- }
- }
+ServerMapSector * ServerMap::createSector(v2s16 p2d)
+{
+ DSTACKF("%s: p2d=(%d,%d)",
+ __FUNCTION_NAME,
+ p2d.X, p2d.Y);
+
+ /*
+ Check if it exists already in memory
+ */
+ ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d);
+ if(sector != NULL)
+ return sector;
/*
- Create a few rats in empty blocks underground
+ Try to load it from disk (with blocks)
+ */
+ //if(loadSectorFull(p2d) == true)
+
+ /*
+ Try to load metadata from disk
*/
- if(completely_underground)
+ if(loadSectorMeta(p2d) == true)
{
- //for(u16 i=0; i<2; i++)
+ ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d);
+ if(sector == NULL)
{
- v3s16 cp(
- (myrand()%(MAP_BLOCKSIZE-2))+1,
- (myrand()%(MAP_BLOCKSIZE-2))+1,
- (myrand()%(MAP_BLOCKSIZE-2))+1
- );
-
- // Check that the place is empty
- //if(!is_ground_content(block->getNode(cp).d))
- if(1)
- {
- RatObject *obj = new RatObject(NULL, -1, intToFloat(cp, BS));
- block->addObject(obj);
- }
+ dstream<<"ServerMap::createSector(): loadSectorFull didn't make a sector"<<std::endl;
+ throw InvalidPositionException("");
}
+ return sector;
}
+
+ /*
+ Do not create over-limit
+ */
+ if(p2d.X < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
+ || p2d.X > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
+ || p2d.Y < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
+ || p2d.Y > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE)
+ throw InvalidPositionException("createSector(): pos. over limit");
+
+ /*
+ Generate blank sector
+ */
+
+ sector = new ServerMapSector(this, p2d);
+ // Sector position on map in nodes
+ v2s16 nodepos2d = p2d * MAP_BLOCKSIZE;
+
/*
- Add block to sector
+ Insert to container
*/
- sector->insertBlock(block);
+ m_sectors.insert(p2d, sector);
+
+ return sector;
+}
+
+/*
+ This is a quick-hand function for calling makeBlock().
+*/
+MapBlock * ServerMap::generateBlock(
+ v3s16 p,
+ core::map<v3s16, MapBlock*> &modified_blocks
+)
+{
+ DSTACKF("%s: p=(%d,%d,%d)", __FUNCTION_NAME, p.X, p.Y, p.Z);
+
+ /*dstream<<"generateBlock(): "
+ <<"("<<p.X<<","<<p.Y<<","<<p.Z<<")"
+ <<std::endl;*/
+
+ bool enable_mapgen_debug_info = g_settings.getBool("enable_mapgen_debug_info");
+
+ TimeTaker timer("generateBlock");
- // Lighting is invalid after generation for surface blocks
- if(block_type == BT_SURFACE)
+ //MapBlock *block = original_dummy;
+
+ v2s16 p2d(p.X, p.Z);
+ v2s16 p2d_nodes = p2d * MAP_BLOCKSIZE;
+
+ /*
+ Do not generate over-limit
+ */
+ if(blockpos_over_limit(p))
{
-#if 1
- block->setLightingExpired(true);
- lighting_invalidated_blocks.insert(p, block);
-#else
- block->setLightingExpired(false);
-#endif
+ dstream<<__FUNCTION_NAME<<": Block position over limit"<<std::endl;
+ throw InvalidPositionException("generateBlock(): pos. over limit");
}
- // Lighting is not invalid for other blocks
- else
+
+ /*
+ Create block make data
+ */
+ mapgen::BlockMakeData data;
+ initBlockMake(&data, p);
+
+ /*
+ Generate block
+ */
{
- block->setLightingExpired(false);
+ TimeTaker t("mapgen::make_block()");
+ mapgen::make_block(&data);
+
+ if(enable_mapgen_debug_info == false)
+ t.stop(true); // Hide output
}
/*
- Add trees
+ Blit data back on map, update lighting, add mobs and whatever this does
*/
-#if 1
- if(some_part_underground && !completely_underground)
+ finishBlockMake(&data, modified_blocks);
+
+ /*
+ 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++)
{
- MapVoxelManipulator vm(this);
-
- double a = tree_amount_2d(m_seed, v2s16(p_nodes.X+8, p_nodes.Z+8));
- u16 tree_count = (u16)(a*MAP_BLOCKSIZE*MAP_BLOCKSIZE);
- for(u16 i=0; i<tree_count/2; i++)
+ v3s16 p(x0,y0,z0);
+ MapNode n = block->getNode(p);
+ if(n.d == CONTENT_IGNORE)
{
- v3s16 tree_p = p_nodes + v3s16(
- myrand_range(0,MAP_BLOCKSIZE-1),
- 8,
- myrand_range(0,MAP_BLOCKSIZE-1)
- );
- double depth_guess;
- /*bool is_ground =*/ is_base_ground(m_seed,
- intToFloat(tree_p, 1), &depth_guess);
- tree_p.Y += (depth_guess - 0.5);
- if(tree_p.Y <= WATER_LEVEL)
- continue;
- make_tree(vm, tree_p);
+ dstream<<"CONTENT_IGNORE at "
+ <<"("<<p.X<<","<<p.Y<<","<<p.Z<<")"
+ <<std::endl;
+ erroneus_content = true;
+ assert(0);
}
-
- vm.blitBack(changed_blocks);
+ }
+ if(erroneus_content)
+ {
+ assert(0);
}
#endif
-
+
#if 0
/*
- Debug information
+ Generate a completely empty block
*/
- dstream
- <<"lighting_invalidated_blocks.size()"
- <<", has_dungeons"
- <<", completely_ug"
- <<", some_part_ug"
- <<" "<<lighting_invalidated_blocks.size()
- <<", "<<has_dungeons
- <<", "<<completely_underground
- <<", "<<some_part_underground
- <<std::endl;
+ for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
+ for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
+ {
+ for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
+ {
+ MapNode n;
+ if(y0%2==0)
+ n.d = CONTENT_AIR;
+ else
+ n.d = CONTENT_STONE;
+ block->setNode(v3s16(x0,y0,z0), n);
+ }
+ }
#endif
+ if(enable_mapgen_debug_info == false)
+ timer.stop(true); // Hide output
+
return block;
}
-#endif
MapBlock * ServerMap::createBlock(v3s16 p)
{
- DSTACK("%s: p=(%d,%d,%d)",
+ DSTACKF("%s: p=(%d,%d,%d)",
__FUNCTION_NAME, p.X, p.Y, p.Z);
/*
MapBlock *block = sector->getBlockNoCreateNoEx(block_y);
if(block)
+ {
+ if(block->isDummy())
+ block->unDummify();
return block;
+ }
// Create blank
block = sector->createBlankBlock(block_y);
return block;
}
+#if 0
MapBlock * ServerMap::emergeBlock(
v3s16 p,
bool only_from_disk,
core::map<v3s16, MapBlock*> &lighting_invalidated_blocks
)
{
- DSTACK("%s: p=(%d,%d,%d), only_from_disk=%d",
+ DSTACKF("%s: p=(%d,%d,%d), only_from_disk=%d",
__FUNCTION_NAME,
p.X, p.Y, p.Z, only_from_disk);
+ // This has to be redone or removed
+ assert(0);
+ return NULL;
+}
+#endif
+
+#if 0
/*
Do not generate over-limit
*/
*/
ServerMapSector *sector;
try{
- sector = (ServerMapSector*)emergeSector(p2d, changed_blocks);
- assert(sector->getId() == MAPSECTOR_SERVER);
+ sector = createSector(p2d);
+ //sector = emergeSector(p2d, changed_blocks);
}
catch(InvalidPositionException &e)
{
- dstream<<"emergeBlock: emergeSector() failed: "
+ dstream<<"emergeBlock: createSector() failed: "
<<e.what()<<std::endl;
dstream<<"Path to failed sector: "<<getSectorDir(p2d)
<<std::endl
}
catch(VersionMismatchException &e)
{
- dstream<<"emergeBlock: emergeSector() failed: "
+ dstream<<"emergeBlock: createSector() failed: "
<<e.what()<<std::endl;
dstream<<"Path to failed sector: "<<getSectorDir(p2d)
<<std::endl
<<"You could try to delete it."<<std::endl;
throw e;
}
- /*
- NOTE: This should not be done, or at least the exception
- should not be passed on as std::exception, because it
- won't be catched at all.
- */
- /*catch(std::exception &e)
- {
- dstream<<"emergeBlock: emergeSector() failed: "
- <<e.what()<<std::endl;
- dstream<<"Path to failed sector: "<<getSectorDir(p2d)
- <<std::endl
- <<"You could try to delete it."<<std::endl;
- throw e;
- }*/
/*
Try to get a block from the sector
bool does_not_exist = false;
bool lighting_expired = false;
- bool half_generated = false;
MapBlock *block = sector->getBlockNoCreateNoEx(block_y);
-
+
+ // If not found, try loading from disk
+ if(block == NULL)
+ {
+ block = loadBlock(p);
+ }
+
+ // Handle result
if(block == NULL)
{
does_not_exist = true;
{
lighting_expired = true;
}
- else if(block->isFullyGenerated() == false)
- {
- half_generated = true;
- }
else
{
// Valid block
return block;
}
- if(half_generated == false)
+ /*
+ If block was not found on disk and not going to generate a
+ new one, make sure there is a dummy block in place.
+ */
+ if(only_from_disk && (does_not_exist || lighting_expired))
{
- /*
- If block was not found on disk and not going to generate a
- new one, make sure there is a dummy block in place.
- */
- if(only_from_disk && (does_not_exist || lighting_expired))
- {
- //dstream<<"emergeBlock(): Was not on disk but not generating"<<std::endl;
+ //dstream<<"emergeBlock(): Was not on disk but not generating"<<std::endl;
- if(block == NULL)
- {
- // Create dummy block
- block = new MapBlock(this, p, true);
+ if(block == NULL)
+ {
+ // Create dummy block
+ block = new MapBlock(this, p, true);
- // Add block to sector
- sector->insertBlock(block);
- }
- // Done.
- return block;
+ // Add block to sector
+ sector->insertBlock(block);
}
+ // Done.
+ return block;
}
//dstream<<"Not found on disk, generating."<<std::endl;
/*
If the block doesn't exist, generate the block.
*/
- if(does_not_exist || half_generated)
+ if(does_not_exist)
{
block = generateBlock(p, block, sector, changed_blocks,
- lighting_invalidated_blocks);
-
- lighting_expired = block->getLightingExpired();
+ lighting_invalidated_blocks);
}
if(lighting_expired)
lighting_invalidated_blocks.insert(p, block);
}
+#if 0
/*
Initially update sunlight
*/
-
- if(lighting_expired)
{
core::map<v3s16, bool> light_sources;
bool black_air_left = false;
bool bottom_invalid =
block->propagateSunlight(light_sources, true,
- &black_air_left, true);
+ &black_air_left);
// If sunlight didn't reach everywhere and part of block is
// above ground, lighting has to be properly updated
lighting_invalidated_blocks[block->getPos()] = block;
}
}
+#endif
return block;
}
+#endif
s16 ServerMap::findGroundLevel(v2s16 p2d)
{
+#if 0
/*
Uh, just do something random...
*/
if(content_walkable(n.d) && n.d != CONTENT_IGNORE)
return p.Y;
}
+
// Move to plan b
plan_b:
+#endif
+
/*
- Plan B: Get from map generator perlin noise function
+ Determine from map generator noise functions
*/
- double level = base_rock_level_2d(m_seed, p2d);
- return (s16)level;
+
+ 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;
+ //return (s16)level;
}
-void ServerMap::createDir(std::string path)
+void ServerMap::createDirs(std::string path)
{
- if(fs::CreateDir(path) == false)
+ if(fs::CreateAllDirs(path) == false)
{
m_dout<<DTIME<<"ServerMap: Failed to create directory "
<<"\""<<path<<"\""<<std::endl;
}
}
-std::string ServerMap::getSectorSubDir(v2s16 pos)
+std::string ServerMap::getSectorDir(v2s16 pos, int layout)
{
char cc[9];
- snprintf(cc, 9, "%.4x%.4x",
- (unsigned int)pos.X&0xffff,
- (unsigned int)pos.Y&0xffff);
+ switch(layout)
+ {
+ case 1:
+ snprintf(cc, 9, "%.4x%.4x",
+ (unsigned int)pos.X&0xffff,
+ (unsigned int)pos.Y&0xffff);
- return std::string(cc);
-}
+ return m_savedir + "/sectors/" + cc;
+ case 2:
+ snprintf(cc, 9, "%.3x/%.3x",
+ (unsigned int)pos.X&0xfff,
+ (unsigned int)pos.Y&0xfff);
-std::string ServerMap::getSectorDir(v2s16 pos)
-{
- return m_savedir + "/sectors/" + getSectorSubDir(pos);
+ return m_savedir + "/sectors2/" + cc;
+ default:
+ assert(false);
+ }
}
v2s16 ServerMap::getSectorPos(std::string dirname)
{
- if(dirname.size() != 8)
- throw InvalidFilenameException("Invalid sector directory name");
unsigned int x, y;
- int r = sscanf(dirname.c_str(), "%4x%4x", &x, &y);
- if(r != 2)
- throw InvalidFilenameException("Invalid sector directory name");
+ int r;
+ size_t spos = dirname.rfind('/') + 1;
+ assert(spos != std::string::npos);
+ if(dirname.size() - spos == 8)
+ {
+ // Old layout
+ r = sscanf(dirname.substr(spos).c_str(), "%4x%4x", &x, &y);
+ }
+ else if(dirname.size() - spos == 3)
+ {
+ // New layout
+ r = sscanf(dirname.substr(spos-4).c_str(), "%3x/%3x", &x, &y);
+ // Sign-extend the 12 bit values up to 16 bits...
+ if(x&0x800) x|=0xF000;
+ if(y&0x800) y|=0xF000;
+ }
+ else
+ {
+ assert(false);
+ }
+ assert(r == 2);
v2s16 pos((s16)x, (s16)y);
return pos;
}
return v3s16(p2d.X, y, p2d.Y);
}
+std::string ServerMap::getBlockFilename(v3s16 p)
+{
+ char cc[5];
+ snprintf(cc, 5, "%.4x", (unsigned int)p.Y&0xffff);
+ return cc;
+}
+
void ServerMap::save(bool only_changed)
{
DSTACK(__FUNCTION_NAME);
dstream<<DTIME<<"ServerMap: Saving whole map, this can take time."
<<std::endl;
- saveMapMeta();
- //saveChunkMeta();
-
+ if(only_changed == false || m_map_metadata_changed)
+ {
+ saveMapMeta();
+ }
+
u32 sector_meta_count = 0;
u32 block_count = 0;
-
- { //sectorlock
- JMutexAutoLock lock(m_sector_mutex);
+ u32 block_count_all = 0; // Number of blocks in memory
core::map<v2s16, MapSector*>::Iterator i = m_sectors.getIterator();
for(; i.atEnd() == false; i++)
for(j=blocks.begin(); j!=blocks.end(); j++)
{
MapBlock *block = *j;
- if(block->getChangedFlag() || only_changed == false)
+
+ block_count_all++;
+
+ if(block->getModified() >= MOD_STATE_WRITE_NEEDED
+ || only_changed == false)
{
saveBlock(block);
block_count++;
}
}
- }//sectorlock
-
/*
Only print if something happened or saved whole map
*/
dstream<<DTIME<<"ServerMap: Written: "
<<sector_meta_count<<" sector metadata files, "
<<block_count<<" block files"
+ <<", "<<block_count_all<<" blocks in memory."
<<std::endl;
}
}
-void ServerMap::loadAll()
-{
- DSTACK(__FUNCTION_NAME);
- dstream<<DTIME<<"ServerMap: Loading map..."<<std::endl;
-
- loadMapMeta();
- //loadChunkMeta();
-
- std::vector<fs::DirListNode> list = fs::GetDirListing(m_savedir+"/sectors/");
-
- dstream<<DTIME<<"There are "<<list.size()<<" sectors."<<std::endl;
-
- JMutexAutoLock lock(m_sector_mutex);
-
- s32 counter = 0;
- s32 printed_counter = -100000;
- s32 count = list.size();
-
- std::vector<fs::DirListNode>::iterator i;
- for(i=list.begin(); i!=list.end(); i++)
- {
- if(counter > printed_counter + 10)
- {
- dstream<<DTIME<<counter<<"/"<<count<<std::endl;
- printed_counter = counter;
- }
- counter++;
-
- MapSector *sector = NULL;
-
- // We want directories
- if(i->dir == false)
- continue;
- try{
- sector = loadSectorMeta(i->name);
- }
- catch(InvalidFilenameException &e)
- {
- // This catches unknown crap in directory
- }
-
- std::vector<fs::DirListNode> list2 = fs::GetDirListing
- (m_savedir+"/sectors/"+i->name);
- std::vector<fs::DirListNode>::iterator i2;
- for(i2=list2.begin(); i2!=list2.end(); i2++)
- {
- // We want files
- if(i2->dir)
- continue;
- try{
- loadBlock(i->name, i2->name, sector);
- }
- catch(InvalidFilenameException &e)
- {
- // This catches unknown crap in directory
- }
- }
- }
- dstream<<DTIME<<"ServerMap: Map loaded."<<std::endl;
-}
-
-#if 0
-void ServerMap::saveMasterHeightmap()
-{
- DSTACK(__FUNCTION_NAME);
-
- dstream<<"DEPRECATED: "<<__FUNCTION_NAME<<std::endl;
-
- createDir(m_savedir);
-
- /*std::string fullpath = m_savedir + "/master_heightmap";
- std::ofstream o(fullpath.c_str(), std::ios_base::binary);
- if(o.good() == false)
- throw FileNotGoodException("Cannot open master heightmap");*/
-
- // Format used for writing
- //u8 version = SER_FMT_VER_HIGHEST;
-}
-
-void ServerMap::loadMasterHeightmap()
-{
- DSTACK(__FUNCTION_NAME);
-
- dstream<<"DEPRECATED: "<<__FUNCTION_NAME<<std::endl;
-
- /*std::string fullpath = m_savedir + "/master_heightmap";
- std::ifstream is(fullpath.c_str(), std::ios_base::binary);
- if(is.good() == false)
- throw FileNotGoodException("Cannot open master heightmap");*/
-}
-#endif
-
void ServerMap::saveMapMeta()
{
DSTACK(__FUNCTION_NAME);
dstream<<"INFO: ServerMap::saveMapMeta(): "
<<"seed="<<m_seed
- /*<<", chunksize="<<m_chunksize*/
<<std::endl;
- createDir(m_savedir);
+ createDirs(m_savedir);
std::string fullpath = m_savedir + "/map_meta.txt";
std::ofstream os(fullpath.c_str(), std::ios_base::binary);
Settings params;
params.setU64("seed", m_seed);
- //params.setS32("chunksize", m_chunksize);
params.writeLines(os);
os<<"[end_of_params]\n";
+ m_map_metadata_changed = false;
}
void ServerMap::loadMapMeta()
{
DSTACK(__FUNCTION_NAME);
- dstream<<"INFO: ServerMap::loadMapMeta(): Loading chunk metadata"
+ dstream<<"INFO: ServerMap::loadMapMeta(): Loading map metadata"
<<std::endl;
std::string fullpath = m_savedir + "/map_meta.txt";
{
dstream<<"ERROR: ServerMap::loadMapMeta(): "
<<"could not open"<<fullpath<<std::endl;
- throw FileNotGoodException("Cannot open chunk metadata");
+ throw FileNotGoodException("Cannot open map metadata");
}
Settings params;
}
m_seed = params.getU64("seed");
- //m_chunksize = params.getS32("chunksize");
dstream<<"INFO: ServerMap::loadMapMeta(): "
<<"seed="<<m_seed
- /*<<", chunksize="<<m_chunksize*/
- <<std::endl;
-}
-
-#if 0
-void ServerMap::saveChunkMeta()
-{
- DSTACK(__FUNCTION_NAME);
-
- u32 count = m_chunks.size();
-
- dstream<<"INFO: ServerMap::saveChunkMeta(): Saving metadata of "
- <<count<<" chunks"<<std::endl;
-
- createDir(m_savedir);
-
- std::string fullpath = m_savedir + "/chunk_meta";
- std::ofstream os(fullpath.c_str(), std::ios_base::binary);
- if(os.good() == false)
- {
- dstream<<"ERROR: ServerMap::saveChunkMeta(): "
- <<"could not open"<<fullpath<<std::endl;
- throw FileNotGoodException("Cannot open chunk metadata");
- }
-
- u8 version = 0;
-
- // Write version
- os.write((char*)&version, 1);
-
- u8 buf[4];
-
- // Write count
- writeU32(buf, count);
- os.write((char*)buf, 4);
-
- for(core::map<v2s16, MapChunk*>::Iterator
- i = m_chunks.getIterator();
- i.atEnd()==false; i++)
- {
- v2s16 p = i.getNode()->getKey();
- MapChunk *chunk = i.getNode()->getValue();
- // Write position
- writeV2S16(buf, p);
- os.write((char*)buf, 4);
- // Write chunk data
- chunk->serialize(os, version);
- }
-}
-
-void ServerMap::loadChunkMeta()
-{
- DSTACK(__FUNCTION_NAME);
-
- dstream<<"INFO: ServerMap::loadChunkMeta(): Loading chunk metadata"
<<std::endl;
-
- std::string fullpath = m_savedir + "/chunk_meta";
- std::ifstream is(fullpath.c_str(), std::ios_base::binary);
- if(is.good() == false)
- {
- dstream<<"ERROR: ServerMap::loadChunkMeta(): "
- <<"could not open"<<fullpath<<std::endl;
- throw FileNotGoodException("Cannot open chunk metadata");
- }
-
- u8 version = 0;
-
- // Read version
- is.read((char*)&version, 1);
-
- u8 buf[4];
-
- // Read count
- is.read((char*)buf, 4);
- u32 count = readU32(buf);
-
- dstream<<"INFO: ServerMap::loadChunkMeta(): Loading metadata of "
- <<count<<" chunks"<<std::endl;
-
- for(u32 i=0; i<count; i++)
- {
- v2s16 p;
- MapChunk *chunk = new MapChunk();
- // Read position
- is.read((char*)buf, 4);
- p = readV2S16(buf);
- // Read chunk data
- chunk->deSerialize(is, version);
- m_chunks.insert(p, chunk);
- }
}
-#endif
void ServerMap::saveSectorMeta(ServerMapSector *sector)
{
u8 version = SER_FMT_VER_HIGHEST;
// Get destination
v2s16 pos = sector->getPos();
- createDir(m_savedir);
- createDir(m_savedir+"/sectors");
std::string dir = getSectorDir(pos);
- createDir(dir);
+ createDirs(dir);
std::string fullpath = dir + "/meta";
std::ofstream o(fullpath.c_str(), std::ios_base::binary);
sector->differs_from_disk = false;
}
-MapSector* ServerMap::loadSectorMeta(std::string dirname)
+MapSector* ServerMap::loadSectorMeta(std::string sectordir, bool save_after_load)
{
DSTACK(__FUNCTION_NAME);
// Get destination
- v2s16 p2d = getSectorPos(dirname);
- std::string dir = m_savedir + "/sectors/" + dirname;
-
- std::string fullpath = dir + "/meta";
+ v2s16 p2d = getSectorPos(sectordir);
+
+ ServerMapSector *sector = NULL;
+
+ std::string fullpath = sectordir + "/meta";
std::ifstream is(fullpath.c_str(), std::ios_base::binary);
if(is.good() == false)
- throw FileNotGoodException("Cannot open sector metafile");
-
- ServerMapSector *sector = ServerMapSector::deSerialize
- (is, this, p2d, m_sectors);
+ {
+ // If the directory exists anyway, it probably is in some old
+ // format. Just go ahead and create the sector.
+ if(fs::PathExists(sectordir))
+ {
+ /*dstream<<"ServerMap::loadSectorMeta(): Sector metafile "
+ <<fullpath<<" doesn't exist but directory does."
+ <<" Continuing with a sector with no metadata."
+ <<std::endl;*/
+ sector = new ServerMapSector(this, p2d);
+ m_sectors.insert(p2d, sector);
+ }
+ else
+ {
+ throw FileNotGoodException("Cannot open sector metafile");
+ }
+ }
+ else
+ {
+ sector = ServerMapSector::deSerialize
+ (is, this, p2d, m_sectors);
+ if(save_after_load)
+ saveSectorMeta(sector);
+ }
sector->differs_from_disk = false;
return sector;
}
+bool ServerMap::loadSectorMeta(v2s16 p2d)
+{
+ DSTACK(__FUNCTION_NAME);
+
+ MapSector *sector = NULL;
+
+ // The directory layout we're going to load from.
+ // 1 - original sectors/xxxxzzzz/
+ // 2 - new sectors2/xxx/zzz/
+ // If we load from anything but the latest structure, we will
+ // immediately save to the new one, and remove the old.
+ int loadlayout = 1;
+ std::string sectordir1 = getSectorDir(p2d, 1);
+ std::string sectordir;
+ if(fs::PathExists(sectordir1))
+ {
+ sectordir = sectordir1;
+ }
+ else
+ {
+ loadlayout = 2;
+ sectordir = getSectorDir(p2d, 2);
+ }
+
+ try{
+ sector = loadSectorMeta(sectordir, loadlayout != 2);
+ }
+ catch(InvalidFilenameException &e)
+ {
+ return false;
+ }
+ catch(FileNotGoodException &e)
+ {
+ return false;
+ }
+ catch(std::exception &e)
+ {
+ return false;
+ }
+
+ return true;
+}
+
+#if 0
bool ServerMap::loadSectorFull(v2s16 p2d)
{
DSTACK(__FUNCTION_NAME);
- std::string sectorsubdir = getSectorSubDir(p2d);
MapSector *sector = NULL;
- JMutexAutoLock lock(m_sector_mutex);
+ // The directory layout we're going to load from.
+ // 1 - original sectors/xxxxzzzz/
+ // 2 - new sectors2/xxx/zzz/
+ // If we load from anything but the latest structure, we will
+ // immediately save to the new one, and remove the old.
+ int loadlayout = 1;
+ std::string sectordir1 = getSectorDir(p2d, 1);
+ std::string sectordir;
+ if(fs::PathExists(sectordir1))
+ {
+ sectordir = sectordir1;
+ }
+ else
+ {
+ loadlayout = 2;
+ sectordir = getSectorDir(p2d, 2);
+ }
try{
- sector = loadSectorMeta(sectorsubdir);
+ sector = loadSectorMeta(sectordir, loadlayout != 2);
}
catch(InvalidFilenameException &e)
{
Load blocks
*/
std::vector<fs::DirListNode> list2 = fs::GetDirListing
- (m_savedir+"/sectors/"+sectorsubdir);
+ (sectordir);
std::vector<fs::DirListNode>::iterator i2;
for(i2=list2.begin(); i2!=list2.end(); i2++)
{
if(i2->dir)
continue;
try{
- loadBlock(sectorsubdir, i2->name, sector);
+ loadBlock(sectordir, i2->name, sector, loadlayout != 2);
}
catch(InvalidFilenameException &e)
{
// This catches unknown crap in directory
}
}
+
+ if(loadlayout != 2)
+ {
+ dstream<<"Sector converted to new layout - deleting "<<
+ sectordir1<<std::endl;
+ fs::RecursiveDelete(sectordir1);
+ }
+
return true;
}
+#endif
void ServerMap::saveBlock(MapBlock *block)
{
u8 version = SER_FMT_VER_HIGHEST;
// Get destination
v3s16 p3d = block->getPos();
- v2s16 p2d(p3d.X, p3d.Z);
- createDir(m_savedir);
- createDir(m_savedir+"/sectors");
- std::string dir = getSectorDir(p2d);
- createDir(dir);
- // Block file is map/sectors/xxxxxxxx/xxxx
- char cc[5];
- snprintf(cc, 5, "%.4x", (unsigned int)p3d.Y&0xffff);
- std::string fullpath = dir + "/" + cc;
+ v2s16 p2d(p3d.X, p3d.Z);
+ std::string sectordir = getSectorDir(p2d);
+
+ createDirs(sectordir);
+
+ std::string fullpath = sectordir+"/"+getBlockFilename(p3d);
std::ofstream o(fullpath.c_str(), std::ios_base::binary);
if(o.good() == false)
throw FileNotGoodException("Cannot open block data");
*/
o.write((char*)&version, 1);
+ // Write basic data
block->serialize(o, version);
-
- /*
- Versions up from 9 have block objects.
- */
- if(version >= 9)
- {
- block->serializeObjects(o, version);
- }
- // We just wrote it to the disk
- block->resetChangedFlag();
+ // Write extra data stored on disk
+ block->serializeDiskExtra(o, version);
+
+ // We just wrote it to the disk so clear modified flag
+ block->resetModified();
}
-void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSector *sector)
+void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSector *sector, bool save_after_load)
{
DSTACK(__FUNCTION_NAME);
+ std::string fullpath = sectordir+"/"+blockfile;
try{
- // Block file is map/sectors/xxxxxxxx/xxxx
- std::string fullpath = m_savedir+"/sectors/"+sectordir+"/"+blockfile;
std::ifstream is(fullpath.c_str(), std::ios_base::binary);
if(is.good() == false)
throw FileNotGoodException("Cannot open block file");
-
+
v3s16 p3d = getBlockPos(sectordir, blockfile);
v2s16 p2d(p3d.X, p3d.Z);
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;
}
- // deserialize block data
+ // Read basic data
block->deSerialize(is, version);
-
- /*
- Versions up from 9 have block objects.
- */
- if(version >= 9)
- {
- block->updateObjects(is, version, NULL, 0);
- }
+ // Read extra data stored on disk
+ block->deSerializeDiskExtra(is, version);
+
+ // If it's a new block, insert it to the map
if(created_new)
sector->insertBlock(block);
/*
- Convert old formats to new and save
+ Save blocks loaded in old format in new format
*/
- // Save old format blocks in new format
- if(version < SER_FMT_VER_HIGHEST)
+ if(version < SER_FMT_VER_HIGHEST || save_after_load)
{
saveBlock(block);
}
// We just loaded it from the disk, so it's up-to-date.
- block->resetChangedFlag();
+ block->resetModified();
}
catch(SerializationError &e)
{
dstream<<"WARNING: Invalid block data on disk "
- "(SerializationError). Ignoring. "
- "A new one will be generated."
+ <<"fullpath="<<fullpath
+ <<" (SerializationError). "
+ <<"what()="<<e.what()
<<std::endl;
+ //" Ignoring. A new one will be generated.
+ assert(0);
+
+ // TODO: Backup file; name is in fullpath.
}
}
+MapBlock* ServerMap::loadBlock(v3s16 blockpos)
+{
+ DSTACK(__FUNCTION_NAME);
+
+ v2s16 p2d(blockpos.X, blockpos.Z);
+
+ // The directory layout we're going to load from.
+ // 1 - original sectors/xxxxzzzz/
+ // 2 - new sectors2/xxx/zzz/
+ // If we load from anything but the latest structure, we will
+ // immediately save to the new one, and remove the old.
+ int loadlayout = 1;
+ std::string sectordir1 = getSectorDir(p2d, 1);
+ std::string sectordir;
+ if(fs::PathExists(sectordir1))
+ {
+ sectordir = sectordir1;
+ }
+ else
+ {
+ loadlayout = 2;
+ sectordir = getSectorDir(p2d, 2);
+ }
+
+ /*
+ Make sure sector is loaded
+ */
+ MapSector *sector = getSectorNoGenerateNoEx(p2d);
+ if(sector == NULL)
+ {
+ try{
+ sector = loadSectorMeta(sectordir, loadlayout != 2);
+ }
+ catch(InvalidFilenameException &e)
+ {
+ return false;
+ }
+ catch(FileNotGoodException &e)
+ {
+ return false;
+ }
+ catch(std::exception &e)
+ {
+ return false;
+ }
+ }
+
+ /*
+ Make sure file exists
+ */
+
+ std::string blockfilename = getBlockFilename(blockpos);
+ if(fs::PathExists(sectordir+"/"+blockfilename) == false)
+ return NULL;
+
+ /*
+ Load block
+ */
+ loadBlock(sectordir, blockfilename, sector, loadlayout != 2);
+ return getBlockNoCreateNoEx(blockpos);
+}
+
void ServerMap::PrintInfo(std::ostream &out)
{
out<<"ServerMap: ";
ClientMapSector *sector = new ClientMapSector(this, p2d);
{
- JMutexAutoLock lock(m_sector_mutex);
+ //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
m_sectors.insert(p2d, sector);
}
return sector;
}
+#if 0
void ClientMap::deSerializeSector(v2s16 p2d, std::istream &is)
{
DSTACK(__FUNCTION_NAME);
ClientMapSector *sector = NULL;
- JMutexAutoLock lock(m_sector_mutex);
+ //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
core::map<v2s16, MapSector*>::Node *n = m_sectors.find(p2d);
{
sector = new ClientMapSector(this, p2d);
{
- JMutexAutoLock lock(m_sector_mutex);
+ //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
m_sectors.insert(p2d, sector);
}
}
sector->deSerialize(is);
}
+#endif
void ClientMap::OnRegisterSceneNode()
{
DSTACK(__FUNCTION_NAME);
bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
+
+ /*
+ This is called two times per frame, reset on the non-transparent one
+ */
+ if(pass == scene::ESNRP_SOLID)
+ {
+ m_last_drawn_sectors.clear();
+ }
/*
Get time for measuring timeout.
*/
int time1 = time(0);
- u32 daynight_ratio = m_client->getDayNightRatio();
+ //u32 daynight_ratio = m_client->getDayNightRatio();
m_camera_mutex.Lock();
v3f camera_position = m_camera_position;
p_nodes_min.Y / MAP_BLOCKSIZE - 1,
p_nodes_min.Z / MAP_BLOCKSIZE - 1);
v3s16 p_blocks_max(
- p_nodes_max.X / MAP_BLOCKSIZE + 1,
- p_nodes_max.Y / MAP_BLOCKSIZE + 1,
- p_nodes_max.Z / MAP_BLOCKSIZE + 1);
+ p_nodes_max.X / MAP_BLOCKSIZE,
+ p_nodes_max.Y / MAP_BLOCKSIZE,
+ p_nodes_max.Z / MAP_BLOCKSIZE);
u32 vertex_count = 0;
u32 blocks_would_have_drawn = 0;
u32 blocks_drawn = 0;
- //NOTE: The sectors map should be locked but we're not doing it
- // because it'd cause too much delays
-
int timecheck_counter = 0;
core::map<v2s16, MapSector*>::Iterator si;
si = m_sectors.getIterator();
/*
Draw blocks
*/
+
+ u32 sector_blocks_drawn = 0;
core::list< MapBlock * >::Iterator i;
for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++)
{
continue;
}
+
+ // Okay, this block will be drawn. Reset usage timer.
+ block->resetUsageTimer();
- // This is ugly
+ // This is ugly (spherical distance limit?)
/*if(m_control.range_all == false &&
d - 0.5*BS*MAP_BLOCKSIZE > range)
continue;*/
#if 1
/*
Update expired mesh (used for day/night change)
+
+ It doesn't work exactly like it should now with the
+ tasked mesh update but whatever.
*/
bool mesh_expired = false;
mesh_update_count++;
// Mesh has been expired: generate new mesh
- //block->updateMeshes(daynight_i);
- block->updateMesh(daynight_ratio);
+ //block->updateMesh(daynight_ratio);
+ m_client->addUpdateMeshTask(block->getPos());
mesh_expired = false;
}
- /*
- Don't draw an expired mesh that is far away
- */
- /*if(mesh_expired && d >= faraway)
- //if(mesh_expired)
- {
- // Instead, delete it
- JMutexAutoLock lock(block->mesh_mutex);
- if(block->mesh)
- {
- block->mesh->drop();
- block->mesh = NULL;
- }
- // And continue to next block
- continue;
- }*/
#endif
/*
Draw the faces of the block
&& m_control.range_all == false
&& d > m_control.wanted_min_range * BS)
continue;
+
blocks_drawn++;
+ sector_blocks_drawn++;
u32 c = mesh->getMeshBufferCount();
}
}
} // foreach sectorblocks
+
+ if(sector_blocks_drawn != 0)
+ {
+ m_last_drawn_sectors[sp] = true;
+ }
}
m_control.blocks_drawn = blocks_drawn;
void ClientMap::updateMeshes(v3s16 blockpos, u32 daynight_ratio)
{
+ assert(mapType() == MAPTYPE_CLIENT);
+
try{
v3s16 p = blockpos + v3s16(0,0,0);
MapBlock *b = getBlockNoCreate(p);
b->updateMesh(daynight_ratio);
+ //b->setMeshExpired(true);
}
catch(InvalidPositionException &e){}
// Leading edge
v3s16 p = blockpos + v3s16(-1,0,0);
MapBlock *b = getBlockNoCreate(p);
b->updateMesh(daynight_ratio);
+ //b->setMeshExpired(true);
}
catch(InvalidPositionException &e){}
try{
v3s16 p = blockpos + v3s16(0,-1,0);
MapBlock *b = getBlockNoCreate(p);
b->updateMesh(daynight_ratio);
+ //b->setMeshExpired(true);
}
catch(InvalidPositionException &e){}
try{
v3s16 p = blockpos + v3s16(0,0,-1);
MapBlock *b = getBlockNoCreate(p);
b->updateMesh(daynight_ratio);
+ //b->setMeshExpired(true);
}
catch(InvalidPositionException &e){}
}
+#if 0
/*
Update mesh of block in which the node is, and if the node is at the
leading edge, update the appropriate leading blocks too.
b->updateMesh(daynight_ratio);
}
}
+#endif
void ClientMap::PrintInfo(std::ostream &out)
{
}
ManualMapVoxelManipulator::ManualMapVoxelManipulator(Map *map):
- MapVoxelManipulator(map)
+ MapVoxelManipulator(map),
+ m_create_area(false)
{
}