/*
-(c) 2010 Perttu Ahola <celeron55@gmail.com>
+Minetest-c55
+Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+This program is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "map.h"
-//#include "player.h"
#include "main.h"
#include "jmutexautolock.h"
#include "client.h"
#include "filesys.h"
#include "utility.h"
+#include "voxel.h"
+#include "porting.h"
-#ifdef _WIN32
- #include <windows.h>
- #define sleep_ms(x) Sleep(x)
-#else
- #include <unistd.h>
- #define sleep_ms(x) usleep(x*1000)
-#endif
+/*
+ Map
+*/
Map::Map(std::ostream &dout):
m_dout(dout),
m_camera_position(0,0,0),
m_camera_direction(0,0,1),
m_sector_cache(NULL),
- m_hwrapper(this),
- drawoffset(0,0,0)
+ m_hwrapper(this)
{
m_sector_mutex.Init();
m_camera_mutex.Init();
}
}
-/*bool Map::sectorExists(v2s16 p)
-{
- JMutexAutoLock lock(m_sector_mutex);
- core::map<v2s16, MapSector*>::Node *n = m_sectors.find(p);
- return (n != NULL);
-}*/
-
MapSector * Map::getSectorNoGenerate(v2s16 p)
{
JMutexAutoLock lock(m_sector_mutex);
return block;
}
-/*MapBlock * Map::getBlock(v3s16 p3d, bool generate)
+MapBlock * Map::getBlockNoCreateNoEx(v3s16 p3d)
{
- dstream<<"Map::getBlock() with generate=true called"
- <<std::endl;
- v2s16 p2d(p3d.X, p3d.Z);
- //MapSector * sector = getSector(p2d, generate);
- MapSector * sector = getSectorNoGenerate(p2d);
-
- if(sector == NULL)
- throw InvalidPositionException();
-
- return sector->getBlockNoCreate(p3d.Y);
-}*/
+ try
+ {
+ v2s16 p2d(p3d.X, p3d.Z);
+ MapSector * sector = getSectorNoGenerate(p2d);
+ MapBlock *block = sector->getBlockNoCreate(p3d.Y);
+ return block;
+ }
+ catch(InvalidPositionException &e)
+ {
+ return NULL;
+ }
+}
f32 Map::getGroundHeight(v2s16 p, bool generate)
{
}
}
-#ifdef LKJnb
-//TODO: Remove: Not used.
-/*
- Goes recursively through the neighbours of the node.
-
- Alters only transparent nodes.
-
- If the lighting of the neighbour is lower than the lighting of
- the node was (before changing it to 0 at the step before), the
- lighting of the neighbour is set to 0 and then the same stuff
- repeats for the neighbour.
-
- Some things are made strangely to make it as fast as possible.
-
- Usage: (for clearing all possible spreaded light of a lamp)
- NOTE: This is outdated
- core::list<v3s16> light_sources;
- core::map<v3s16, MapBlock*> modified_blocks;
- u8 oldlight = node_at_pos.light;
- node_at_pos.setLight(0);
- unLightNeighbors(pos, oldlight, light_sources, modified_blocks);
-*/
-void Map::unLightNeighbors(v3s16 pos, u8 oldlight,
- core::map<v3s16, bool> & light_sources,
- core::map<v3s16, MapBlock*> & modified_blocks)
-{
- v3s16 dirs[6] = {
- v3s16(0,0,1), // back
- v3s16(0,1,0), // top
- v3s16(1,0,0), // right
- v3s16(0,0,-1), // front
- v3s16(0,-1,0), // bottom
- v3s16(-1,0,0), // left
- };
-
- /*
- Initialize block cache
- */
- v3s16 blockpos_last;
- MapBlock *block = NULL;
- // Cache this a bit, too
- bool block_checked_in_modified = false;
-
- // 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);
-
- // Only fetch a new block if the block position has changed
- try{
- if(block == NULL || blockpos != blockpos_last)
- {
- block = getBlockNoCreate(blockpos);
- blockpos_last = blockpos;
-
- block_checked_in_modified = false;
- //blockchangecount++;
- }
- }
- catch(InvalidPositionException &e)
- {
- continue;
- }
-
- if(block->isDummy())
- continue;
-
- // Calculate relative position in block
- v3s16 relpos = n2pos - blockpos * MAP_BLOCKSIZE;
- // Get node straight from the block
- MapNode n2 = block->getNode(relpos);
-
- /*
- If the neighbor is dimmer than what was specified
- as oldlight (the light of the previous node)
- */
- if(n2.getLight() < oldlight)
- {
- /*
- And the neighbor is transparent and it has some light
- */
- if(n2.light_propagates() && n2.getLight() != 0)
- {
- /*
- Set light to 0 and recurse.
- */
- u8 current_light = n2.getLight();
- n2.setLight(0);
- block->setNode(relpos, n2);
- unLightNeighbors(n2pos, current_light,
- light_sources, modified_blocks);
-
- if(block_checked_in_modified == false)
- {
- // If the block is not found in modified_blocks, add.
- if(modified_blocks.find(blockpos) == NULL)
- {
- modified_blocks.insert(blockpos, block);
- }
- block_checked_in_modified = true;
- }
- }
- }
- else{
- //light_sources.push_back(n2pos);
- light_sources.insert(n2pos, true);
- }
- }
-}
-#endif
-
/*
Goes recursively through the neighbours of the node.
values of from_nodes are lighting values.
*/
-void Map::unspreadLight(core::map<v3s16, u8> & from_nodes,
+void Map::unspreadLight(enum LightBank bank,
+ core::map<v3s16, u8> & from_nodes,
core::map<v3s16, bool> & light_sources,
core::map<v3s16, MapBlock*> & modified_blocks)
{
If the neighbor is dimmer than what was specified
as oldlight (the light of the previous node)
*/
- if(n2.getLight() < oldlight)
+ if(n2.getLight(bank) < oldlight)
{
/*
And the neighbor is transparent and it has some light
*/
- if(n2.light_propagates() && n2.getLight() != 0)
+ if(n2.light_propagates() && n2.getLight(bank) != 0)
{
/*
Set light to 0 and add to queue
*/
- u8 current_light = n2.getLight();
- n2.setLight(0);
+ u8 current_light = n2.getLight(bank);
+ n2.setLight(bank, 0);
block->setNode(relpos, n2);
unlighted_nodes.insert(n2pos, current_light);
light_sources.remove(n2pos);
}*/
}
+
+ /*// DEBUG
+ if(light_sources.find(n2pos) != NULL)
+ light_sources.remove(n2pos);*/
}
else{
light_sources.insert(n2pos, true);
<<std::endl;*/
if(unlighted_nodes.size() > 0)
- unspreadLight(unlighted_nodes, light_sources, modified_blocks);
+ unspreadLight(bank, unlighted_nodes, light_sources, modified_blocks);
}
/*
A single-node wrapper of the above
*/
-void Map::unLightNeighbors(v3s16 pos, u8 lightwas,
+void Map::unLightNeighbors(enum LightBank bank,
+ v3s16 pos, u8 lightwas,
core::map<v3s16, bool> & light_sources,
core::map<v3s16, MapBlock*> & modified_blocks)
{
core::map<v3s16, u8> from_nodes;
from_nodes.insert(pos, lightwas);
- unspreadLight(from_nodes, light_sources, modified_blocks);
+ unspreadLight(bank, from_nodes, light_sources, modified_blocks);
}
/*
Lights neighbors of from_nodes, collects all them and then
goes on recursively.
*/
-void Map::spreadLight(core::map<v3s16, bool> & from_nodes,
+void Map::spreadLight(enum LightBank bank,
+ core::map<v3s16, bool> & from_nodes,
core::map<v3s16, MapBlock*> & modified_blocks)
{
const v3s16 dirs[6] = {
// Get node straight from the block
MapNode n = block->getNode(relpos);
- u8 oldlight = n.getLight();
+ u8 oldlight = n.getLight(bank);
u8 newlight = diminish_light(oldlight);
// Loop through 6 neighbors
If the neighbor is brighter than the current node,
add to list (it will light up this node on its turn)
*/
- if(n2.getLight() > undiminish_light(oldlight))
+ if(n2.getLight(bank) > undiminish_light(oldlight))
{
lighted_nodes.insert(n2pos, true);
//lighted_nodes.push_back(n2pos);
If the neighbor is dimmer than how much light this node
would spread on it, add to list
*/
- if(n2.getLight() < newlight)
+ if(n2.getLight(bank) < newlight)
{
if(n2.light_propagates())
{
- n2.setLight(newlight);
+ n2.setLight(bank, newlight);
block->setNode(relpos, n2);
lighted_nodes.insert(n2pos, true);
//lighted_nodes.push_back(n2pos);
<<std::endl;*/
if(lighted_nodes.size() > 0)
- spreadLight(lighted_nodes, modified_blocks);
+ spreadLight(bank, lighted_nodes, modified_blocks);
}
/*
A single-node source variation of the above.
*/
-void Map::lightNeighbors(v3s16 pos,
+void Map::lightNeighbors(enum LightBank bank,
+ v3s16 pos,
core::map<v3s16, MapBlock*> & modified_blocks)
{
core::map<v3s16, bool> from_nodes;
from_nodes.insert(pos, true);
- spreadLight(from_nodes, modified_blocks);
+ spreadLight(bank, from_nodes, modified_blocks);
}
-v3s16 Map::getBrightestNeighbour(v3s16 p)
+v3s16 Map::getBrightestNeighbour(enum LightBank bank, v3s16 p)
{
v3s16 dirs[6] = {
v3s16(0,0,1), // back
{
continue;
}
- if(n2.getLight() > brightest_light || found_something == false){
- brightest_light = n2.getLight();
+ if(n2.getLight(bank) > brightest_light || found_something == false){
+ brightest_light = n2.getLight(bank);
brightest_pos = n2pos;
found_something = true;
}
Starting point gets sunlight.
Returns the lowest y value of where the sunlight went.
+
+ Mud is turned into grass in where the sunlight stops.
*/
s16 Map::propagateSunlight(v3s16 start,
core::map<v3s16, MapBlock*> & modified_blocks)
if(n.sunlight_propagates())
{
- n.setLight(LIGHT_SUN);
+ n.setLight(LIGHTBANK_DAY, LIGHT_SUN);
block->setNode(relpos, n);
modified_blocks.insert(blockpos, block);
}
- else{
+ else
+ {
+ // 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;
}
}
return y + 1;
}
-void Map::updateLighting(core::map<v3s16, MapBlock*> & a_blocks,
+void Map::updateLighting(enum LightBank bank,
+ core::map<v3s16, MapBlock*> & a_blocks,
core::map<v3s16, MapBlock*> & modified_blocks)
{
/*m_dout<<DTIME<<"Map::updateLighting(): "
bool debug=false;
u32 count_was = modified_blocks.size();
- /*core::list<MapBlock *>::Iterator i = a_blocks.begin();
- for(; i != a_blocks.end(); i++)
- {
- MapBlock *block = *i;*/
-
core::map<v3s16, bool> light_sources;
core::map<v3s16, u8> unlight_from;
try{
v3s16 p(x,y,z);
MapNode n = block->getNode(v3s16(x,y,z));
- u8 oldlight = n.getLight();
- n.setLight(0);
+ 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
- || z==0 || z == MAP_BLOCKSIZE-1)
+ || y==0 || y == MAP_BLOCKSIZE-1
+ || z==0 || z == MAP_BLOCKSIZE-1)
{
v3s16 p_map = p + v3s16(
MAP_BLOCKSIZE*pos.X,
}
}
- bool bottom_valid = block->propagateSunlight(light_sources);
+ if(bank == LIGHTBANK_DAY)
+ {
+ bool bottom_valid = block->propagateSunlight(light_sources);
- // If bottom is valid, we're done.
- if(bottom_valid)
+ // If bottom is valid, we're done.
+ if(bottom_valid)
+ break;
+ }
+ else if(bank == LIGHTBANK_NIGHT)
+ {
break;
+ }
+ else
+ {
+ assert(0);
+ }
/*dstream<<"Bottom for sunlight-propagated block ("
<<pos.X<<","<<pos.Y<<","<<pos.Z<<") not valid"
}
{
- //TimeTaker timer("unspreadLight", g_device);
- unspreadLight(unlight_from, light_sources, modified_blocks);
+ //TimeTaker timer("unspreadLight");
+ unspreadLight(bank, unlight_from, light_sources, modified_blocks);
}
if(debug)
// Yes, add it to light_sources... somehow.
// It has to be added at somewhere above, in the loop.
// TODO
+ // NOTE: This actually works fine without doing so
+ // - Find out why it works
{
- //TimeTaker timer("spreadLight", g_device);
- spreadLight(light_sources, modified_blocks);
+ //TimeTaker timer("spreadLight");
+ spreadLight(bank, light_sources, modified_blocks);
}
if(debug)
//m_dout<<"Done ("<<getTimestamp()<<")"<<std::endl;
}
+void Map::updateLighting(core::map<v3s16, MapBlock*> & a_blocks,
+ core::map<v3s16, MapBlock*> & modified_blocks)
+{
+ updateLighting(LIGHTBANK_DAY, a_blocks, modified_blocks);
+ updateLighting(LIGHTBANK_NIGHT, a_blocks, modified_blocks);
+
+ /*
+ Update information about whether day and night light differ
+ */
+ for(core::map<v3s16, MapBlock*>::Iterator
+ i = modified_blocks.getIterator();
+ i.atEnd() == false; i++)
+ {
+ MapBlock *block = i.getNode()->getValue();
+ block->updateDayNightDiff();
+ }
+}
+
/*
This is called after changing a node from transparent to opaque.
The lighting value of the node should be left as-is after changing
m_dout<<DTIME<<"Map::nodeAddedUpdate(): p=("
<<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/
- u8 lightwas = getNode(p).getLight();
-
- //core::list<v3s16> light_sources;
- core::map<v3s16, bool> light_sources;
- //MapNode n = getNode(p);
-
/*
From this node to nodes underneath:
If lighting is sunlight (1.0), unlight neighbours and
Else discontinue.
*/
- bool node_under_sunlight = true;
-
v3s16 toppos = p + v3s16(0,1,0);
+ v3s16 bottompos = p + v3s16(0,-1,0);
+
+ bool node_under_sunlight = true;
+ core::map<v3s16, bool> light_sources;
/*
If there is a node at top and it doesn't have sunlight,
try{
MapNode topnode = getNode(toppos);
- if(topnode.getLight() != LIGHT_SUN)
+ if(topnode.getLight(LIGHTBANK_DAY) != LIGHT_SUN)
node_under_sunlight = false;
}
catch(InvalidPositionException &e)
{
}
-
- // Add the block of the added node to modified_blocks
- v3s16 blockpos = getNodeBlockPos(p);
- MapBlock * block = getBlockNoCreate(blockpos);
- assert(block != NULL);
- modified_blocks.insert(blockpos, block);
- if(isValidPosition(p) == false)
- throw;
+ if(n.d != CONTENT_TORCH)
+ {
+ /*
+ If there is grass below, change it to mud
+ */
+ try{
+ MapNode bottomnode = getNode(bottompos);
+
+ if(bottomnode.d == CONTENT_GRASS
+ || bottomnode.d == CONTENT_GRASS_FOOTSTEPS)
+ {
+ bottomnode.d = CONTENT_MUD;
+ setNode(bottompos, bottomnode);
+ }
+ }
+ catch(InvalidPositionException &e)
+ {
+ }
+ }
+
+ enum LightBank banks[] =
+ {
+ LIGHTBANK_DAY,
+ LIGHTBANK_NIGHT
+ };
+ for(s32 i=0; i<2; i++)
+ {
+ enum LightBank bank = banks[i];
+
+ u8 lightwas = getNode(p).getLight(bank);
+
+ // Add the block of the added node to modified_blocks
+ v3s16 blockpos = getNodeBlockPos(p);
+ MapBlock * block = getBlockNoCreate(blockpos);
+ assert(block != NULL);
+ modified_blocks.insert(blockpos, block);
- // Unlight neighbours of node.
- // This means setting light of all consequent dimmer nodes
- // to 0.
- // This also collects the nodes at the border which will spread
- // light again into this.
- unLightNeighbors(p, lightwas, light_sources, modified_blocks);
-
- n.setLight(0);
+ if(isValidPosition(p) == false)
+ throw;
+
+ // Unlight neighbours of node.
+ // This means setting light of all consequent dimmer nodes
+ // to 0.
+ // This also collects the nodes at the border which will spread
+ // light again into this.
+ unLightNeighbors(bank, p, lightwas, light_sources, modified_blocks);
+
+ n.setLight(bank, 0);
+ }
+
setNode(p, n);
/*
If node is under sunlight, 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
*/
if(node_under_sunlight)
{
break;
}
- if(n2.getLight() == LIGHT_SUN)
+ if(n2.getLight(LIGHTBANK_DAY) == LIGHT_SUN)
{
//m_dout<<DTIME<<"doing"<<std::endl;
- unLightNeighbors(n2pos, n2.getLight(), light_sources, modified_blocks);
- n2.setLight(0);
+ unLightNeighbors(LIGHTBANK_DAY,
+ n2pos, n2.getLight(LIGHTBANK_DAY),
+ light_sources, modified_blocks);
+ n2.setLight(LIGHTBANK_DAY, 0);
setNode(n2pos, n2);
}
else
}
}
+ for(s32 i=0; i<2; i++)
+ {
+ enum LightBank bank = banks[i];
+
+ /*
+ Spread light from all nodes that might be capable of doing so
+ TODO: Convert to spreadLight
+ */
+ spreadLight(bank, light_sources, modified_blocks);
+ }
+
+ /*
+ Update information about whether day and night light differ
+ */
+ for(core::map<v3s16, MapBlock*>::Iterator
+ i = modified_blocks.getIterator();
+ i.atEnd() == false; i++)
+ {
+ MapBlock *block = i.getNode()->getValue();
+ block->updateDayNightDiff();
+ }
+
/*
- Spread light from all nodes that might be capable of doing so
- TODO: Convert to spreadLight
+ Add neighboring liquid nodes and the node itself if it is
+ liquid (=water node was added) to transform queue.
*/
- spreadLight(light_sources, modified_blocks);
+ v3s16 dirs[7] = {
+ v3s16(0,0,0), // self
+ v3s16(0,0,1), // back
+ v3s16(0,1,0), // top
+ v3s16(1,0,0), // right
+ v3s16(0,0,-1), // front
+ v3s16(0,-1,0), // bottom
+ v3s16(-1,0,0), // left
+ };
+ for(u16 i=0; i<7; i++)
+ {
+ try
+ {
+
+ v3s16 p2 = p + dirs[i];
+
+ MapNode n2 = getNode(p2);
+ if(content_liquid(n2.d))
+ {
+ m_transforming_liquid.push_back(p2);
+ }
+
+ }catch(InvalidPositionException &e)
+ {
+ }
+ }
}
/*
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,
try{
MapNode topnode = getNode(toppos);
- if(topnode.getLight() != LIGHT_SUN)
+ if(topnode.getLight(LIGHTBANK_DAY) != LIGHT_SUN)
node_under_sunlight = false;
}
catch(InvalidPositionException &e)
{
}
- /*
- Unlight neighbors (in case the node is a light source)
- */
- //core::list<v3s16> light_sources;
core::map<v3s16, bool> light_sources;
- unLightNeighbors(p, getNode(p).getLight(),
- light_sources, modified_blocks);
+
+ enum LightBank banks[] =
+ {
+ LIGHTBANK_DAY,
+ LIGHTBANK_NIGHT
+ };
+ for(s32 i=0; i<2; i++)
+ {
+ enum LightBank bank = banks[i];
+
+ /*
+ Unlight neighbors (in case the node is a light source)
+ */
+ unLightNeighbors(bank, p,
+ getNode(p).getLight(bank),
+ light_sources, modified_blocks);
+ }
/*
- Remove the node
+ Remove the node.
+ This also clears the lighting.
*/
+
MapNode n;
- n.d = MATERIAL_AIR;
- n.setLight(0);
+ n.d = replace_material;
setNode(p, n);
- /*
- Recalculate lighting
- */
- spreadLight(light_sources, modified_blocks);
+ for(s32 i=0; i<2; i++)
+ {
+ enum LightBank bank = banks[i];
+
+ /*
+ Recalculate lighting
+ */
+ spreadLight(bank, light_sources, modified_blocks);
+ }
// Add the block of the removed node to modified_blocks
v3s16 blockpos = getNodeBlockPos(p);
/*m_dout<<DTIME<<"lighting neighbors of node ("
<<p2.X<<","<<p2.Y<<","<<p2.Z<<")"
<<std::endl;*/
- lightNeighbors(p2, modified_blocks);
+ lightNeighbors(LIGHTBANK_DAY, p2, modified_blocks);
}
}
else
{
// Set the lighting of this node to 0
+ // TODO: Is this needed? Lighting is cleared up there already.
try{
MapNode n = getNode(p);
- n.setLight(0);
+ n.setLight(LIGHTBANK_DAY, 0);
setNode(p, n);
}
catch(InvalidPositionException &e)
}
}
- // Get the brightest neighbour node and propagate light from it
- v3s16 n2p = getBrightestNeighbour(p);
- try{
- MapNode n2 = getNode(n2p);
- lightNeighbors(n2p, modified_blocks);
+ 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{
+ MapNode n2 = getNode(n2p);
+ lightNeighbors(bank, n2p, modified_blocks);
+ }
+ catch(InvalidPositionException &e)
+ {
+ }
}
- catch(InvalidPositionException &e)
+
+ /*
+ Update information about whether day and night light differ
+ */
+ for(core::map<v3s16, MapBlock*>::Iterator
+ i = modified_blocks.getIterator();
+ i.atEnd() == false; i++)
{
+ MapBlock *block = i.getNode()->getValue();
+ block->updateDayNightDiff();
}
-}
-void Map::updateMeshes(v3s16 blockpos)
-{
- assert(mapType() == MAPTYPE_CLIENT);
+ /*
+ Add neighboring liquid nodes to transform queue.
+ */
+ v3s16 dirs[6] = {
+ v3s16(0,0,1), // back
+ v3s16(0,1,0), // top
+ v3s16(1,0,0), // right
+ v3s16(0,0,-1), // front
+ v3s16(0,-1,0), // bottom
+ v3s16(-1,0,0), // left
+ };
+ for(u16 i=0; i<6; i++)
+ {
+ try
+ {
+ v3s16 p2 = p + dirs[i];
+
+ MapNode n2 = getNode(p2);
+ if(content_liquid(n2.d))
+ {
+ m_transforming_liquid.push_back(p2);
+ }
+
+ }catch(InvalidPositionException &e)
+ {
+ }
+ }
+}
+
+#ifndef SERVER
+void Map::expireMeshes(bool only_daynight_diffed)
+{
+ TimeTaker timer("expireMeshes()");
+
+ 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;
+
+ if(only_daynight_diffed && dayNightDiffed(block->getPos()) == false)
+ {
+ continue;
+ }
+
+ {
+ JMutexAutoLock lock(block->mesh_mutex);
+ if(block->mesh != NULL)
+ {
+ /*block->mesh->drop();
+ block->mesh = NULL;*/
+ block->setMeshExpired(true);
+ }
+ }
+ }
+ }
+}
+
+void Map::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);
+ }
+ catch(InvalidPositionException &e){}
+ // Leading edge
+ try{
+ v3s16 p = blockpos + v3s16(-1,0,0);
+ MapBlock *b = getBlockNoCreate(p);
+ b->updateMesh(daynight_ratio);
+ }
+ catch(InvalidPositionException &e){}
+ try{
+ v3s16 p = blockpos + v3s16(0,-1,0);
+ MapBlock *b = getBlockNoCreate(p);
+ b->updateMesh(daynight_ratio);
+ }
+ catch(InvalidPositionException &e){}
+ try{
+ v3s16 p = blockpos + v3s16(0,0,-1);
+ MapBlock *b = getBlockNoCreate(p);
+ b->updateMesh(daynight_ratio);
+ }
+ catch(InvalidPositionException &e){}
+ /*// Trailing edge
+ try{
+ v3s16 p = blockpos + v3s16(1,0,0);
+ MapBlock *b = getBlockNoCreate(p);
+ b->updateMesh(daynight_ratio);
+ }
+ catch(InvalidPositionException &e){}
+ try{
+ v3s16 p = blockpos + v3s16(0,1,0);
+ MapBlock *b = getBlockNoCreate(p);
+ b->updateMesh(daynight_ratio);
+ }
+ catch(InvalidPositionException &e){}
+ try{
+ v3s16 p = blockpos + v3s16(0,0,1);
+ MapBlock *b = getBlockNoCreate(p);
+ b->updateMesh(daynight_ratio);
+ }
+ catch(InvalidPositionException &e){}*/
+}
+
+#endif
+
+bool Map::dayNightDiffed(v3s16 blockpos)
+{
+ try{
+ v3s16 p = blockpos + v3s16(0,0,0);
+ MapBlock *b = getBlockNoCreate(p);
+ if(b->dayNightDiffed())
+ return true;
+ }
+ catch(InvalidPositionException &e){}
+ // Leading edges
try{
- v3s16 p = blockpos + v3s16(0,0,0);
- MapBlock *b = getBlockNoCreate(p);
- b->updateMesh();
- }
- catch(InvalidPositionException &e){}
- try{
v3s16 p = blockpos + v3s16(-1,0,0);
MapBlock *b = getBlockNoCreate(p);
- b->updateMesh();
+ if(b->dayNightDiffed())
+ return true;
}
catch(InvalidPositionException &e){}
try{
v3s16 p = blockpos + v3s16(0,-1,0);
MapBlock *b = getBlockNoCreate(p);
- b->updateMesh();
+ if(b->dayNightDiffed())
+ return true;
}
catch(InvalidPositionException &e){}
try{
v3s16 p = blockpos + v3s16(0,0,-1);
MapBlock *b = getBlockNoCreate(p);
- b->updateMesh();
+ if(b->dayNightDiffed())
+ return true;
}
catch(InvalidPositionException &e){}
+ // Trailing edges
+ try{
+ v3s16 p = blockpos + v3s16(1,0,0);
+ MapBlock *b = getBlockNoCreate(p);
+ if(b->dayNightDiffed())
+ return true;
+ }
+ catch(InvalidPositionException &e){}
+ try{
+ v3s16 p = blockpos + v3s16(0,1,0);
+ MapBlock *b = getBlockNoCreate(p);
+ if(b->dayNightDiffed())
+ return true;
+ }
+ catch(InvalidPositionException &e){}
+ try{
+ v3s16 p = blockpos + v3s16(0,0,1);
+ MapBlock *b = getBlockNoCreate(p);
+ if(b->dayNightDiffed())
+ return true;
+ }
+ catch(InvalidPositionException &e){}
+
+ return false;
}
/*
void Map::deleteSectors(core::list<v2s16> &list, bool only_blocks)
{
+ /*
+ 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++)
{
out<<"Map: ";
}
+#define WATER_DROP_BOOST 4
+
+void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
+{
+ DSTACK(__FUNCTION_NAME);
+ //TimeTaker timer("transformLiquids()");
+
+ u32 loopcount = 0;
+ u32 initial_size = m_transforming_liquid.size();
+ while(m_transforming_liquid.size() != 0)
+ {
+ v3s16 p0 = m_transforming_liquid.pop_front();
+
+ MapNode n0 = getNode(p0);
+
+ // Don't deal with non-liquids
+ if(content_liquid(n0.d) == false)
+ continue;
+
+ bool is_source = !content_flowing_liquid(n0.d);
+
+ u8 liquid_level = 8;
+ if(is_source == false)
+ liquid_level = n0.param2 & 0x0f;
+
+ // Turn possible source into non-source
+ u8 nonsource_c = make_liquid_flowing(n0.d);
+
+ /*
+ If not source, check that some node flows into this one
+ and what is the level of liquid in this one
+ */
+ if(is_source == false)
+ {
+ s8 new_liquid_level_max = -1;
+
+ v3s16 dirs_from[5] = {
+ v3s16(0,1,0), // top
+ v3s16(0,0,1), // back
+ v3s16(1,0,0), // right
+ v3s16(0,0,-1), // front
+ v3s16(-1,0,0), // left
+ };
+ for(u16 i=0; i<5; i++)
+ {
+ try
+ {
+
+ bool from_top = (i==0);
+
+ v3s16 p2 = p0 + dirs_from[i];
+ MapNode n2 = getNode(p2);
+
+ if(content_liquid(n2.d))
+ {
+ u8 n2_nonsource_c = make_liquid_flowing(n2.d);
+ // Check that the liquids are the same type
+ if(n2_nonsource_c != nonsource_c)
+ {
+ dstream<<"WARNING: Not handling: different liquids"
+ " collide"<<std::endl;
+ continue;
+ }
+ bool n2_is_source = !content_flowing_liquid(n2.d);
+ s8 n2_liquid_level = 8;
+ if(n2_is_source == false)
+ n2_liquid_level = n2.param2 & 0x07;
+
+ s8 new_liquid_level = -1;
+ if(from_top)
+ {
+ //new_liquid_level = 7;
+ if(n2_liquid_level >= 7 - WATER_DROP_BOOST)
+ new_liquid_level = 7;
+ else
+ new_liquid_level = n2_liquid_level + WATER_DROP_BOOST;
+ }
+ else if(n2_liquid_level > 0)
+ {
+ new_liquid_level = n2_liquid_level - 1;
+ }
+
+ if(new_liquid_level > new_liquid_level_max)
+ new_liquid_level_max = new_liquid_level;
+ }
+
+ }catch(InvalidPositionException &e)
+ {
+ }
+ } //for
+
+ /*
+ If liquid level should be something else, update it and
+ add all the neighboring water nodes to the transform queue.
+ */
+ if(new_liquid_level_max != liquid_level)
+ {
+ if(new_liquid_level_max == -1)
+ {
+ // Remove water alltoghether
+ n0.d = CONTENT_AIR;
+ n0.param2 = 0;
+ setNode(p0, n0);
+ }
+ else
+ {
+ n0.param2 = new_liquid_level_max;
+ setNode(p0, n0);
+ }
+
+ // Block has been modified
+ {
+ v3s16 blockpos = getNodeBlockPos(p0);
+ MapBlock *block = getBlockNoCreateNoEx(blockpos);
+ if(block != NULL)
+ modified_blocks.insert(blockpos, block);
+ }
+
+ /*
+ Add neighboring non-source liquid nodes to transform queue.
+ */
+ v3s16 dirs[6] = {
+ v3s16(0,0,1), // back
+ v3s16(0,1,0), // top
+ v3s16(1,0,0), // right
+ v3s16(0,0,-1), // front
+ v3s16(0,-1,0), // bottom
+ v3s16(-1,0,0), // left
+ };
+ for(u16 i=0; i<6; i++)
+ {
+ try
+ {
+
+ v3s16 p2 = p0 + dirs[i];
+
+ MapNode n2 = getNode(p2);
+ if(content_flowing_liquid(n2.d))
+ {
+ m_transforming_liquid.push_back(p2);
+ }
+
+ }catch(InvalidPositionException &e)
+ {
+ }
+ }
+ }
+ }
+
+ // Get a new one from queue if the node has turned into non-water
+ if(content_liquid(n0.d) == false)
+ continue;
+
+ /*
+ Flow water from this node
+ */
+ v3s16 dirs_to[5] = {
+ v3s16(0,-1,0), // bottom
+ v3s16(0,0,1), // back
+ v3s16(1,0,0), // right
+ v3s16(0,0,-1), // front
+ v3s16(-1,0,0), // left
+ };
+ for(u16 i=0; i<5; i++)
+ {
+ try
+ {
+
+ bool to_bottom = (i == 0);
+
+ // If liquid is at lowest possible height, it's not going
+ // anywhere except down
+ if(liquid_level == 0 && to_bottom == false)
+ continue;
+
+ u8 liquid_next_level = 0;
+ // If going to bottom
+ if(to_bottom)
+ {
+ //liquid_next_level = 7;
+ if(liquid_level >= 7 - WATER_DROP_BOOST)
+ liquid_next_level = 7;
+ else
+ liquid_next_level = liquid_level + WATER_DROP_BOOST;
+ }
+ else
+ liquid_next_level = liquid_level - 1;
+
+ bool n2_changed = false;
+ bool flowed = false;
+
+ v3s16 p2 = p0 + dirs_to[i];
+
+ MapNode n2 = getNode(p2);
+
+ if(content_liquid(n2.d))
+ {
+ u8 n2_nonsource_c = make_liquid_flowing(n2.d);
+ // Check that the liquids are the same type
+ if(n2_nonsource_c != nonsource_c)
+ {
+ dstream<<"WARNING: Not handling: different liquids"
+ " collide"<<std::endl;
+ continue;
+ }
+ bool n2_is_source = !content_flowing_liquid(n2.d);
+ u8 n2_liquid_level = 8;
+ if(n2_is_source == false)
+ n2_liquid_level = n2.param2 & 0x07;
+
+ if(to_bottom)
+ {
+ flowed = true;
+ }
+
+ if(n2_is_source)
+ {
+ // Just flow into the source, nothing changes.
+ // n2_changed is not set because destination didn't change
+ flowed = true;
+ }
+ else
+ {
+ if(liquid_next_level > liquid_level)
+ {
+ n2.param2 = liquid_next_level;
+ setNode(p2, n2);
+
+ n2_changed = true;
+ flowed = true;
+ }
+ }
+ }
+ else if(n2.d == CONTENT_AIR)
+ {
+ n2.d = nonsource_c;
+ n2.param2 = liquid_next_level;
+ setNode(p2, n2);
+
+ n2_changed = true;
+ flowed = true;
+ }
+
+ 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)
+ break;
+
+ }catch(InvalidPositionException &e)
+ {
+ }
+ }
+
+ loopcount++;
+ //if(loopcount >= 100000)
+ if(loopcount >= initial_size * 1)
+ break;
+ }
+ //dstream<<"Map::transformLiquids(): loopcount="<<loopcount<<std::endl;
+}
+
/*
ServerMap
*/
-ServerMap::ServerMap(std::string savedir, MapgenParams params):
+ServerMap::ServerMap(std::string savedir, HMParams hmp, MapParams mp):
Map(dout_server),
m_heightmap(NULL)
{
+ /*
+ Experimental and debug stuff
+ */
+
+ {
+ dstream<<"Generating map point attribute lists"<<std::endl;
+
+ PointAttributeList *list_baseheight = m_padb.getList("hm_baseheight");
+ PointAttributeList *list_randmax = m_padb.getList("hm_randmax");
+ PointAttributeList *list_randfactor = m_padb.getList("hm_randfactor");
+ PointAttributeList *list_plants_amount = m_padb.getList("plants_amount");
+ PointAttributeList *list_caves_amount = m_padb.getList("caves_amount");
+
+ /*
+ NOTE: BEWARE: Too big amount of these will make map generation
+ slow. Especially those that are read by every block emerge.
+
+ Fetch times:
+ 1000 points: 2-3ms
+ 5000 points: 15ms
+ 15000 points: 40ms
+ */
+
+ for(u32 i=0; i<5000; i++)
+ {
+ /*u32 lim = MAP_GENERATION_LIMIT;
+ if(i < 400)
+ lim = 2000;*/
+
+ u32 lim = 1000 + MAP_GENERATION_LIMIT * i / 5000;
+
+ v3s16 p(
+ -lim + myrand()%(lim*2),
+ 0,
+ -lim + myrand()%(lim*2)
+ );
+ /*float plants_amount = (float)(myrand()%1050) / 1000.0;
+ plants_amount = pow(plants_amount, 5);
+ list_plants_amount->addPoint(p, Attribute(plants_amount));*/
+
+ float plants_amount = 0;
+ if(myrand()%5 == 0)
+ {
+ plants_amount = 1.5;
+ }
+ else if(myrand()%4 == 0)
+ {
+ plants_amount = 0.5;
+ }
+ else if(myrand()%2 == 0)
+ {
+ plants_amount = 0.03;
+ }
+ else
+ {
+ plants_amount = 0.0;
+ }
+
+
+ list_plants_amount->addPoint(p, Attribute(plants_amount));
+ }
+
+ for(u32 i=0; i<1000; i++)
+ {
+ /*u32 lim = MAP_GENERATION_LIMIT;
+ if(i < 400)
+ lim = 2000;*/
+
+ u32 lim = 500 + MAP_GENERATION_LIMIT * i / 1000;
+
+ v3s16 p(
+ -lim + myrand()%(lim*2),
+ 0,
+ -lim + myrand()%(lim*2)
+ );
+
+ float caves_amount = 0;
+ if(myrand()%5 == 0)
+ {
+ caves_amount = 1.0;
+ }
+ else if(myrand()%3 == 0)
+ {
+ caves_amount = 0.3;
+ }
+ else
+ {
+ caves_amount = 0.05;
+ }
+
+ list_caves_amount->addPoint(p, Attribute(caves_amount));
+ }
+
+ for(u32 i=0; i<5000; i++)
+ {
+ /*u32 lim = MAP_GENERATION_LIMIT;
+ if(i < 400)
+ lim = 2000;*/
+
+ u32 lim = 1000 + MAP_GENERATION_LIMIT * i / 5000;
+
+ v3s16 p(
+ -lim + (myrand()%(lim*2)),
+ 0,
+ -lim + (myrand()%(lim*2))
+ );
+
+ /*s32 bh_i = (myrand()%200) - 50;
+ float baseheight = (float)bh_i;
+
+ float m = 100.;
+ float e = 3.;
+ float randmax = (float)(myrand()%(int)(10.*pow(m, 1./e)))/10.;
+ randmax = pow(randmax, e);
+
+ //float randmax = (float)(myrand()%60);
+ float randfactor = (float)(myrand()%450) / 1000.0 + 0.4;*/
+
+ float baseheight = 0;
+ float randmax = 0;
+ float randfactor = 0;
+
+ if(myrand()%4 == 0)
+ {
+ baseheight = 100;
+ randmax = 50;
+ randfactor = 0.63;
+ }
+ else if(myrand()%6 == 0)
+ {
+ baseheight = 200;
+ randmax = 100;
+ randfactor = 0.66;
+ }
+ else if(myrand()%4 == 0)
+ {
+ baseheight = -3;
+ randmax = 30;
+ randfactor = 0.7;
+ }
+ else if(myrand()%3 == 0)
+ {
+ baseheight = 0;
+ randmax = 30;
+ randfactor = 0.63;
+ }
+ else
+ {
+ baseheight = -3;
+ randmax = 20;
+ randfactor = 0.5;
+ }
+
+ list_baseheight->addPoint(p, Attribute(baseheight));
+ list_randmax->addPoint(p, Attribute(randmax));
+ list_randfactor->addPoint(p, Attribute(randfactor));
+ }
+
+ /*list_baseheight->addPoint(v3s16(0,0,0), Attribute(5));
+ list_randmax->addPoint(v3s16(0,0,0), Attribute(20));
+ list_randfactor->addPoint(v3s16(0,0,0), Attribute(0.6));*/
+
+ // Easy spawn point
+ /*list_baseheight->addPoint(v3s16(0,0,0), Attribute(0));
+ list_randmax->addPoint(v3s16(0,0,0), Attribute(10));
+ list_randfactor->addPoint(v3s16(0,0,0), Attribute(0.65));*/
+ }
+
+ /*
+ Try to load map; if not found, create a new one.
+ */
+
m_savedir = savedir;
m_map_saving_enabled = false;
}
dstream<<DTIME<<"Initializing new map."<<std::endl;
-
- ValueGenerator *maxgen =
- ValueGenerator::deSerialize(params.height_randmax);
+
+ // Create master heightmap
+ /*ValueGenerator *maxgen =
+ ValueGenerator::deSerialize(hmp.randmax);
ValueGenerator *factorgen =
- ValueGenerator::deSerialize(params.height_randfactor);
+ ValueGenerator::deSerialize(hmp.randfactor);
ValueGenerator *basegen =
- ValueGenerator::deSerialize(params.height_base);
+ ValueGenerator::deSerialize(hmp.base);
+ m_heightmap = new UnlimitedHeightmap
+ (hmp.blocksize, maxgen, factorgen, basegen, &m_padb);*/
+
+ /*m_heightmap = new UnlimitedHeightmap
+ (hmp.blocksize, &m_padb);*/
+
m_heightmap = new UnlimitedHeightmap
- (params.heightmap_blocksize, maxgen, factorgen, basegen);
+ (32, &m_padb);
+
+ // Set map parameters
+ m_params = mp;
// Create zero sector
emergeSector(v2s16(0,0));
s16 hm_d = MAP_BLOCKSIZE / hm_split;
ServerMapSector *sector = new ServerMapSector(this, p2d, hm_split);
+
+ // Sector position on map in nodes
+ v2s16 nodepos2d = p2d * MAP_BLOCKSIZE;
/*dstream<<"Generating sector ("<<p2d.X<<","<<p2d.Y<<")"
" heightmaps and objects"<<std::endl;*/
- // Loop through sub-heightmaps
- for(s16 y=0; y<hm_split; y++)
- for(s16 x=0; x<hm_split; x++)
- {
- v2s16 p_in_sector = v2s16(x,y);
- v2s16 mhm_p = p2d * hm_split + p_in_sector;
- f32 corners[4] = {
- m_heightmap->getGroundHeight(mhm_p+v2s16(0,0)),
- m_heightmap->getGroundHeight(mhm_p+v2s16(1,0)),
- m_heightmap->getGroundHeight(mhm_p+v2s16(1,1)),
- m_heightmap->getGroundHeight(mhm_p+v2s16(0,1)),
- };
-
- /*dstream<<"p_in_sector=("<<p_in_sector.X<<","<<p_in_sector.Y<<")"
- <<" mhm_p=("<<mhm_p.X<<","<<mhm_p.Y<<")"
- <<std::endl;*/
-
- FixedHeightmap *hm = new FixedHeightmap(&m_hwrapper,
- mhm_p, hm_d);
- sector->setHeightmap(p_in_sector, hm);
-
- //TODO: Make these values configurable
- hm->generateContinued(1.0, 0.2, corners);
- //hm->generateContinued(2.0, 0.2, corners);
-
- //hm->print();
-
- }
-
/*
- Generate objects
+ Calculate some information about local properties
*/
- core::map<v3s16, u8> *objects = new core::map<v3s16, u8>;
- sector->setObjects(objects);
-
v2s16 mhm_p = p2d * hm_split;
f32 corners[4] = {
m_heightmap->getGroundHeight(mhm_p+v2s16(0,0)*hm_split),
pitness /= 4.0;
pitness /= MAP_BLOCKSIZE;
//dstream<<"pitness="<<pitness<<std::endl;
+
+ /*
+ Get local attributes
+ */
+ float local_plants_amount = 0.0;
+ {
+ //dstream<<"emergeSector(): Reading point attribute lists"<<std::endl;
+ //TimeTaker attrtimer("emergeSector() attribute fetch");
+
+ // Get plant amount from attributes
+ PointAttributeList *palist = m_padb.getList("plants_amount");
+ assert(palist);
+ /*local_plants_amount =
+ palist->getNearAttr(nodepos2d).getFloat();*/
+ local_plants_amount =
+ palist->getInterpolatedFloat(nodepos2d);
+ }
+
+ /*
+ Generate sector heightmap
+ */
+
+ // Loop through sub-heightmaps
+ for(s16 y=0; y<hm_split; y++)
+ for(s16 x=0; x<hm_split; x++)
+ {
+ v2s16 p_in_sector = v2s16(x,y);
+ v2s16 mhm_p = p2d * hm_split + p_in_sector;
+ f32 corners[4] = {
+ m_heightmap->getGroundHeight(mhm_p+v2s16(0,0)),
+ m_heightmap->getGroundHeight(mhm_p+v2s16(1,0)),
+ m_heightmap->getGroundHeight(mhm_p+v2s16(1,1)),
+ m_heightmap->getGroundHeight(mhm_p+v2s16(0,1)),
+ };
+
+ /*dstream<<"p_in_sector=("<<p_in_sector.X<<","<<p_in_sector.Y<<")"
+ <<" mhm_p=("<<mhm_p.X<<","<<mhm_p.Y<<")"
+ <<std::endl;*/
+
+ FixedHeightmap *hm = new FixedHeightmap(&m_hwrapper,
+ mhm_p, hm_d);
+ sector->setHeightmap(p_in_sector, hm);
+
+ //TODO: Make these values configurable
+ //hm->generateContinued(0.0, 0.0, corners);
+ //hm->generateContinued(0.25, 0.2, corners);
+ //hm->generateContinued(0.5, 0.2, corners);
+ //hm->generateContinued(1.0, 0.2, corners);
+ //hm->generateContinued(2.0, 0.2, corners);
+ //hm->generateContinued(2.0 * avgslope, 0.5, corners);
+ hm->generateContinued(avgslope * MAP_BLOCKSIZE/8, 0.5, corners);
+
+ //hm->print();
+ }
+
+ /*
+ Generate objects
+ */
+
+ core::map<v3s16, u8> *objects = new core::map<v3s16, u8>;
+ sector->setObjects(objects);
+
+ float area = MAP_BLOCKSIZE * MAP_BLOCKSIZE;
+
/*
Plant some trees if there is not much slope
*/
{
// Avgslope is the derivative of a hill
- float t = avgslope * avgslope;
- float a = MAP_BLOCKSIZE * 2;
+ //float t = avgslope * avgslope;
+ float t = avgslope;
+ float a = area/16 * m_params.plants_amount * local_plants_amount;
u32 tree_max;
- if(t > 0.03)
- tree_max = a / (t/0.03);
+ //float something = 0.17*0.17;
+ float something = 0.3;
+ if(t > something)
+ tree_max = a / (t/something);
else
tree_max = a;
- u32 count = (rand()%(tree_max+1));
+
+ u32 count = (myrand()%(tree_max+1));
//u32 count = tree_max;
for(u32 i=0; i<count; i++)
{
- s16 x = (rand()%(MAP_BLOCKSIZE-2))+1;
- s16 z = (rand()%(MAP_BLOCKSIZE-2))+1;
+ s16 x = (myrand()%(MAP_BLOCKSIZE-2))+1;
+ s16 z = (myrand()%(MAP_BLOCKSIZE-2))+1;
s16 y = sector->getGroundHeight(v2s16(x,z))+1;
if(y < WATER_LEVEL)
continue;
SECTOR_OBJECT_TREE_1);
}
}
+ /*
+ Plant some bushes if sector is pit-like
+ */
{
// Pitness usually goes at around -0.5...0.5
u32 bush_max = 0;
- u32 a = MAP_BLOCKSIZE * 3;
+ u32 a = area/16 * 3.0 * m_params.plants_amount * local_plants_amount;
if(pitness > 0)
bush_max = (pitness*a*4);
if(bush_max > a)
bush_max = a;
- u32 count = (rand()%(bush_max+1));
+ u32 count = (myrand()%(bush_max+1));
for(u32 i=0; i<count; i++)
{
- s16 x = rand()%(MAP_BLOCKSIZE-0)+0;
- s16 z = rand()%(MAP_BLOCKSIZE-0)+0;
+ s16 x = myrand()%(MAP_BLOCKSIZE-0)+0;
+ s16 z = myrand()%(MAP_BLOCKSIZE-0)+0;
s16 y = sector->getGroundHeight(v2s16(x,z))+1;
if(y < WATER_LEVEL)
continue;
SECTOR_OBJECT_BUSH_1);
}
}
+ /*
+ Add ravine (randomly)
+ */
+ if(m_params.ravines_amount > 0.001)
+ {
+ if(myrand()%(s32)(200.0 / m_params.ravines_amount) == 0)
+ {
+ s16 s = 6;
+ s16 x = myrand()%(MAP_BLOCKSIZE-s*2-1)+s;
+ s16 z = myrand()%(MAP_BLOCKSIZE-s*2-1)+s;
+ /*s16 x = 8;
+ s16 z = 8;*/
+ s16 y = sector->getGroundHeight(v2s16(x,z))+1;
+ objects->insert(v3s16(x, y, z),
+ SECTOR_OBJECT_RAVINE);
+ }
+ }
/*
Insert to container
}
//dstream<<"Not found on disk, generating."<<std::endl;
+ //TimeTaker("emergeBlock()", g_irrlicht);
/*
Do not generate 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)
{
{
// Remove the block so that nobody can get a half-generated one.
sector->removeBlock(block);
- // Allocate the block to be a proper one.
+ // Allocate the block to contain the generated data
block->unDummify();
}
+
+ /*u8 water_material = CONTENT_WATER;
+ if(g_settings.getBool("endless_water"))
+ water_material = CONTENT_WATERSOURCE;*/
+ u8 water_material = CONTENT_WATERSOURCE;
+
+ s32 lowest_ground_y = 32767;
+ s32 highest_ground_y = -32768;
+
+ // DEBUG
+ //sector->printHeightmaps();
+
+ for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
+ for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
+ {
+ //dstream<<"emergeBlock: x0="<<x0<<", z0="<<z0<<std::endl;
+
+ float surface_y_f = sector->getGroundHeight(v2s16(x0,z0));
+ //assert(surface_y_f > GROUNDHEIGHT_VALID_MINVALUE);
+ if(surface_y_f < GROUNDHEIGHT_VALID_MINVALUE)
+ {
+ dstream<<"WARNING: Surface height not found in sector "
+ "for block that is being emerged"<<std::endl;
+ surface_y_f = 0.0;
+ }
+
+ s16 surface_y = surface_y_f;
+ //avg_ground_y += surface_y;
+ if(surface_y < lowest_ground_y)
+ lowest_ground_y = surface_y;
+ if(surface_y > highest_ground_y)
+ highest_ground_y = surface_y;
+
+ s32 surface_depth = 0;
+
+ float slope = sector->getSlope(v2s16(x0,z0)).getLength();
+
+ //float min_slope = 0.45;
+ //float max_slope = 0.85;
+ float min_slope = 0.60;
+ float max_slope = 1.20;
+ float min_slope_depth = 5.0;
+ float max_slope_depth = 0;
+
+ if(slope < min_slope)
+ surface_depth = min_slope_depth;
+ else if(slope > max_slope)
+ surface_depth = max_slope_depth;
+ else
+ surface_depth = (1.-(slope-min_slope)/max_slope) * min_slope_depth;
+
+ for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
+ {
+ 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);
+ }
+ }
+
+ /*
+ 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<<"emergeBlock(): Getting local attributes"<<std::endl;
+
+ float caves_amount = 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("emergeBlock() local attribute retrieval");
+ v2s16 nodepos2d = p2d * MAP_BLOCKSIZE;
+ PointAttributeList *list_caves_amount = m_padb.getList("caves_amount");
+ caves_amount = list_caves_amount->getInterpolatedFloat(nodepos2d);
+ }
- // Randomize a bit. This makes dungeons.
- bool low_block_is_empty = false;
- if(rand() % 4 == 0)
- low_block_is_empty = true;
-
- // This is the basic material of what the visible flat ground
- // will consist of
- u8 material = MATERIAL_GRASS;
-
- s32 lowest_ground_y = 32767;
-
- // DEBUG
- //sector->printHeightmaps();
+ //dstream<<"emergeBlock(): Done"<<std::endl;
- for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
- for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
+ /*
+ 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++)
{
- //dstream<<"emergeBlock: x0="<<x0<<", z0="<<z0<<std::endl;
- float surface_y_f = sector->getGroundHeight(v2s16(x0,z0));
+ underground_emptiness[i] = 0;
+ }
+
+ // Fill table
+#if 1
+ {
+ /*
+ Initialize orp and ors. Try to find if some neighboring
+ MapBlock has a tunnel ended in its side
+ */
- assert(surface_y_f > GROUNDHEIGHT_VALID_MINVALUE);
+ v3f orp(
+ (float)(myrand()%ued)+0.5,
+ (float)(myrand()%ued)+0.5,
+ (float)(myrand()%ued)+0.5
+ );
- s16 surface_y = surface_y_f;
- //avg_ground_y += surface_y;
- if(surface_y < lowest_ground_y)
- lowest_ground_y = surface_y;
+ bool found_existing = false;
- s32 surface_depth = 0;
+ // 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){}
- float slope = sector->getSlope(v2s16(x0,z0)).getLength();
+ // 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){}
- float min_slope = 0.45;
- float max_slope = 0.85;
- float min_slope_depth = 5.0;
- float max_slope_depth = 0;
- if(slope < min_slope)
- surface_depth = min_slope_depth;
- else if(slope > max_slope)
- surface_depth = max_slope_depth;
+ // 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));
+ }
+ // 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
- surface_depth = (1.-(slope-min_slope)/max_slope) * min_slope_depth;
+ {
+ do_generate_dungeons = (rand() % 300 <= (s32)(caves_amount*100));
+ }
- for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++){
- s16 real_y = block_y * MAP_BLOCKSIZE + y0;
- MapNode n;
- /*
- Calculate lighting
-
- FIXME: 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(LIGHT_SUN);
+ if(do_generate_dungeons)
+ {
/*
- Calculate material
+ Generate some tunnel starting from orp and ors
*/
- // If node is very low
- if(real_y <= surface_y - 10){
- // Create dungeons
- if(low_block_is_empty){
- n.d = MATERIAL_AIR;
- }
- else{
- n.d = MATERIAL_STONE;
+ 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 = 6;
+ 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;
}
- // If node is under surface level
- else if(real_y <= surface_y - surface_depth)
- n.d = MATERIAL_STONE;
- // If node is at or under heightmap y
- else if(real_y <= surface_y)
- n.d = material;
- // If node is over heightmap y
- else{
- // If under water level, it's water
- if(real_y < WATER_LEVEL)
+ }
+ }
+#endif
+
+ // Set to true if has caves.
+ // Set when some non-air is changed to air when making caves.
+ bool has_dungeons = false;
+
+ /*
+ Apply temporary cave data to block
+ */
+
+ 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));
+
+ // Create dungeons
+ if(underground_emptiness[
+ ued*ued*(z0*ued/MAP_BLOCKSIZE)
+ +ued*(y0*ued/MAP_BLOCKSIZE)
+ +(x0*ued/MAP_BLOCKSIZE)])
+ {
+ if(is_ground_content(n.d))
{
- n.d = MATERIAL_WATER;
- n.setLight(diminish_light(LIGHT_SUN, WATER_LEVEL-real_y+1));
+ // Has now caves
+ has_dungeons = true;
+ // Set air to node
+ n.d = CONTENT_AIR;
}
- // else air
- else
- n.d = MATERIAL_AIR;
}
+
block->setNode(v3s16(x0,y0,z0), n);
}
}
+
+ /*
+ This is used for guessing whether or not the block should
+ receive sunlight from the top if the top block doesn't exist
+ */
+ block->setIsUnderground(completely_underground);
/*
- Calculate is_underground
+ Force lighting update if some part of block is partly
+ underground and has caves.
*/
- // Probably underground if the highest part of block is under lowest
- // ground height
- bool is_underground = (block_y+1) * MAP_BLOCKSIZE < lowest_ground_y;
- block->setIsUnderground(is_underground);
+ /*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;
/*
Add some minerals
*/
- if(is_underground && low_block_is_empty == false)
+ if(some_part_underground)
{
- s16 underground_level = lowest_ground_y/MAP_BLOCKSIZE - block_y;
- for(s16 i=0; i<underground_level*3; i++)
+ s16 underground_level = (lowest_ground_y/MAP_BLOCKSIZE - block_y)+1;
+
+ /*
+ Add meseblocks
+ */
+ 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;
+
+ //if(is_ground_content(block->getNode(cp).d))
+ if(block->getNode(cp).d == CONTENT_STONE)
+ if(myrand()%8 == 0)
+ block->setNode(cp, n);
+
+ for(u16 i=0; i<26; i++)
+ {
+ //if(is_ground_content(block->getNode(cp+g_26dirs[i]).d))
+ if(block->getNode(cp+g_26dirs[i]).d == CONTENT_STONE)
+ if(myrand()%8 == 0)
+ block->setNode(cp+g_26dirs[i], n);
+ }
+ }
+ }
+
+ /*
+ Add coal
+ */
+ u16 coal_amount = 30.0 * g_settings.getFloat("coal_amount");
+ u16 coal_rareness = 60 / coal_amount;
+ if(coal_rareness == 0)
+ coal_rareness = 1;
+ if(myrand()%coal_rareness == 0)
{
- if(rand()%2 == 0)
+ u16 a = myrand() % 16;
+ u16 amount = coal_amount * a*a*a / 1000;
+ for(s16 i=0; i<amount; i++)
{
v3s16 cp(
- /*(rand()%(MAP_BLOCKSIZE-4))+2,
- (rand()%(MAP_BLOCKSIZE-4))+2,
- (rand()%(MAP_BLOCKSIZE-4))+2*/
- (rand()%(MAP_BLOCKSIZE-2))+1,
- (rand()%(MAP_BLOCKSIZE-2))+1,
- (rand()%(MAP_BLOCKSIZE-2))+1
+ (myrand()%(MAP_BLOCKSIZE-2))+1,
+ (myrand()%(MAP_BLOCKSIZE-2))+1,
+ (myrand()%(MAP_BLOCKSIZE-2))+1
);
MapNode n;
- n.d = MATERIAL_MESE;
+ n.d = CONTENT_COALSTONE;
+
+ //dstream<<"Adding coalstone"<<std::endl;
- if(rand()%8 == 0)
- block->setNode(cp, n);
+ //if(is_ground_content(block->getNode(cp).d))
+ if(block->getNode(cp).d == CONTENT_STONE)
+ if(myrand()%8 == 0)
+ block->setNode(cp, n);
for(u16 i=0; i<26; i++)
{
- if(rand()%8 == 0)
- block->setNode(cp+g_26dirs[i], n);
+ //if(is_ground_content(block->getNode(cp+g_26dirs[i]).d))
+ if(block->getNode(cp+g_26dirs[i]).d == CONTENT_STONE)
+ if(myrand()%8 == 0)
+ block->setNode(cp+g_26dirs[i], n);
}
}
}
/*
Create a few rats in empty blocks underground
*/
- if(is_underground && low_block_is_empty == true)
+ if(completely_underground)
{
//for(u16 i=0; i<2; i++)
{
- v3s16 pos(8, 1, 8);
- RatObject *obj = new RatObject(NULL, -1, intToFloat(pos));
- block->addObject(obj);
+ 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));
+ block->addObject(obj);
+ }
}
}
- /*
- TODO: REMOVE
- DEBUG
- Add some objects to the block for testing.
- */
- /*if(p == v3s16(0,0,0))
- {
- //TestObject *obj = new TestObject(NULL, -1, v3f(BS*8,BS*8,BS*8));
- Test2Object *obj = new Test2Object(NULL, -1, v3f(BS*8,BS*15,BS*8));
- block->addObject(obj);
- }*/
-
- /*
- {
- v3s16 pos(8, 11, 8);
- SignObject *obj = new SignObject(NULL, -1, intToFloat(pos));
- obj->setText("Moicka");
- obj->setYaw(45);
- block->addObject(obj);
- }
-
- {
- v3s16 pos(8, 11, 8);
- RatObject *obj = new RatObject(NULL, -1, intToFloat(pos));
- block->addObject(obj);
- }
- */
-
/*
Add block to sector.
*/
sector->insertBlock(block);
- // An y-wise container if changed blocks
+ /*
+ Sector object stuff
+ */
+
+ // An y-wise container of changed blocks
core::map<s16, MapBlock*> changed_blocks_sector;
/*
i.atEnd() == false; i++)
{
v3s16 p = i.getNode()->getKey();
+ v2s16 p2d(p.X,p.Z);
u8 d = i.getNode()->getValue();
- //v3s16 p = p_sector - v3s16(0, block_y*MAP_BLOCKSIZE, 0);
+ // Ground level point (user for stuff that is on ground)
+ v3s16 gp = p;
+ bool ground_found = true;
+ // Search real ground level
+ try{
+ for(;;)
+ {
+ MapNode n = sector->getNode(gp);
+
+ // If not air, go one up and continue to placing the tree
+ if(n.d != CONTENT_AIR)
+ {
+ gp += v3s16(0,1,0);
+ break;
+ }
+
+ // If air, go one down
+ gp += v3s16(0,-1,0);
+ }
+ }catch(InvalidPositionException &e)
+ {
+ // Ground not found.
+ ground_found = false;
+ // This is most close to ground
+ gp += v3s16(0,1,0);
+ }
+
try
{
p + v3s16(0,0,0), &changed_blocks_sector))
{
MapNode n;
- n.d = MATERIAL_LIGHT;
+ n.d = CONTENT_TORCH;
sector->setNode(p, n);
objects_to_remove.push_back(p);
}
}
else if(d == SECTOR_OBJECT_TREE_1)
{
- v3s16 p_min = p + v3s16(-1,0,-1);
- v3s16 p_max = p + v3s16(1,4,1);
+ if(ground_found == false)
+ continue;
+
+ v3s16 p_min = gp + v3s16(-1,0,-1);
+ v3s16 p_max = gp + v3s16(1,5,1);
if(sector->isValidArea(p_min, p_max,
&changed_blocks_sector))
{
MapNode n;
- n.d = MATERIAL_TREE;
- sector->setNode(p+v3s16(0,0,0), n);
- sector->setNode(p+v3s16(0,1,0), n);
- sector->setNode(p+v3s16(0,2,0), n);
- sector->setNode(p+v3s16(0,3,0), n);
-
- n.d = MATERIAL_LEAVES;
-
- sector->setNode(p+v3s16(0,4,0), n);
+ n.d = CONTENT_TREE;
+ sector->setNode(gp+v3s16(0,0,0), n);
+ sector->setNode(gp+v3s16(0,1,0), n);
+ sector->setNode(gp+v3s16(0,2,0), n);
+ sector->setNode(gp+v3s16(0,3,0), n);
+
+ n.d = CONTENT_LEAVES;
+
+ if(rand()%4!=0) sector->setNode(gp+v3s16(0,5,0), n);
+
+ if(rand()%3!=0) sector->setNode(gp+v3s16(-1,5,0), n);
+ if(rand()%3!=0) sector->setNode(gp+v3s16(1,5,0), n);
+ if(rand()%3!=0) sector->setNode(gp+v3s16(0,5,-1), n);
+ if(rand()%3!=0) sector->setNode(gp+v3s16(0,5,1), n);
+ /*if(rand()%3!=0) sector->setNode(gp+v3s16(1,5,1), n);
+ if(rand()%3!=0) sector->setNode(gp+v3s16(-1,5,1), n);
+ if(rand()%3!=0) sector->setNode(gp+v3s16(-1,5,-1), n);
+ if(rand()%3!=0) sector->setNode(gp+v3s16(1,5,-1), n);*/
+
+ sector->setNode(gp+v3s16(0,4,0), n);
- sector->setNode(p+v3s16(-1,4,0), n);
- sector->setNode(p+v3s16(1,4,0), n);
- sector->setNode(p+v3s16(0,4,-1), n);
- sector->setNode(p+v3s16(0,4,1), n);
- sector->setNode(p+v3s16(1,4,1), n);
- sector->setNode(p+v3s16(-1,4,1), n);
- sector->setNode(p+v3s16(-1,4,-1), n);
- sector->setNode(p+v3s16(1,4,-1), n);
-
- sector->setNode(p+v3s16(-1,3,0), n);
- sector->setNode(p+v3s16(1,3,0), n);
- sector->setNode(p+v3s16(0,3,-1), n);
- sector->setNode(p+v3s16(0,3,1), n);
- sector->setNode(p+v3s16(1,3,1), n);
- sector->setNode(p+v3s16(-1,3,1), n);
- sector->setNode(p+v3s16(-1,3,-1), n);
- sector->setNode(p+v3s16(1,3,-1), n);
+ sector->setNode(gp+v3s16(-1,4,0), n);
+ sector->setNode(gp+v3s16(1,4,0), n);
+ sector->setNode(gp+v3s16(0,4,-1), n);
+ sector->setNode(gp+v3s16(0,4,1), n);
+ sector->setNode(gp+v3s16(1,4,1), n);
+ sector->setNode(gp+v3s16(-1,4,1), n);
+ sector->setNode(gp+v3s16(-1,4,-1), n);
+ sector->setNode(gp+v3s16(1,4,-1), n);
+
+ sector->setNode(gp+v3s16(-1,3,0), n);
+ sector->setNode(gp+v3s16(1,3,0), n);
+ sector->setNode(gp+v3s16(0,3,-1), n);
+ sector->setNode(gp+v3s16(0,3,1), n);
+ sector->setNode(gp+v3s16(1,3,1), n);
+ sector->setNode(gp+v3s16(-1,3,1), n);
+ sector->setNode(gp+v3s16(-1,3,-1), n);
+ sector->setNode(gp+v3s16(1,3,-1), n);
+ if(rand()%3!=0) sector->setNode(gp+v3s16(-1,2,0), n);
+ if(rand()%3!=0) sector->setNode(gp+v3s16(1,2,0), n);
+ if(rand()%3!=0) sector->setNode(gp+v3s16(0,2,-1), n);
+ if(rand()%3!=0) sector->setNode(gp+v3s16(0,2,1), n);
+ /*if(rand()%3!=0) sector->setNode(gp+v3s16(1,2,1), n);
+ if(rand()%3!=0) sector->setNode(gp+v3s16(-1,2,1), n);
+ if(rand()%3!=0) sector->setNode(gp+v3s16(-1,2,-1), n);
+ if(rand()%3!=0) sector->setNode(gp+v3s16(1,2,-1), n);*/
+
+ // Objects are identified by wanted position
objects_to_remove.push_back(p);
// Lighting has to be recalculated for this one.
}
else if(d == SECTOR_OBJECT_BUSH_1)
{
- if(sector->isValidArea(p + v3s16(0,0,0),
- p + v3s16(0,0,0), &changed_blocks_sector))
+ if(ground_found == false)
+ continue;
+
+ if(sector->isValidArea(gp + v3s16(0,0,0),
+ gp + v3s16(0,0,0), &changed_blocks_sector))
+ {
+ MapNode n;
+ n.d = CONTENT_LEAVES;
+ sector->setNode(gp+v3s16(0,0,0), n);
+
+ // Objects are identified by wanted position
+ objects_to_remove.push_back(p);
+ }
+ }
+ else if(d == SECTOR_OBJECT_RAVINE)
+ {
+ s16 maxdepth = -20;
+ v3s16 p_min = p + v3s16(-6,maxdepth,-6);
+ v3s16 p_max = p + v3s16(6,6,6);
+ if(sector->isValidArea(p_min, p_max,
+ &changed_blocks_sector))
{
MapNode n;
- n.d = MATERIAL_LEAVES;
- sector->setNode(p+v3s16(0,0,0), n);
+ n.d = CONTENT_STONE;
+ MapNode n2;
+ n2.d = CONTENT_AIR;
+ s16 depth = maxdepth + (myrand()%10);
+ s16 z = 0;
+ s16 minz = -6 - (-2);
+ s16 maxz = 6 -1;
+ for(s16 x=-6; x<=6; x++)
+ {
+ z += -1 + (myrand()%3);
+ if(z < minz)
+ z = minz;
+ if(z > maxz)
+ z = maxz;
+ for(s16 y=depth+(myrand()%2); y<=6; y++)
+ {
+ /*std::cout<<"("<<p2.X<<","<<p2.Y<<","<<p2.Z<<")"
+ <<std::endl;*/
+ {
+ v3s16 p2 = p + v3s16(x,y,z-2);
+ if(is_ground_content(sector->getNode(p2).d)
+ && !is_mineral(sector->getNode(p2).d))
+ sector->setNode(p2, n);
+ }
+ {
+ v3s16 p2 = p + v3s16(x,y,z-1);
+ if(is_ground_content(sector->getNode(p2).d)
+ && !is_mineral(sector->getNode(p2).d))
+ sector->setNode(p2, n2);
+ }
+ {
+ v3s16 p2 = p + v3s16(x,y,z+0);
+ if(is_ground_content(sector->getNode(p2).d)
+ && !is_mineral(sector->getNode(p2).d))
+ sector->setNode(p2, n2);
+ }
+ {
+ v3s16 p2 = p + v3s16(x,y,z+1);
+ if(is_ground_content(sector->getNode(p2).d)
+ && !is_mineral(sector->getNode(p2).d))
+ sector->setNode(p2, n);
+ }
+
+ //if(sector->getNode(p+v3s16(x,y,z+1)).solidness()==2)
+ //if(p.Y+y <= sector->getGroundHeight(p2d+v2s16(x,z-2))+0.5)
+ }
+ }
objects_to_remove.push_back(p);
+
+ // Lighting has to be recalculated for this one.
+ sector->getBlocksInArea(p_min, p_max,
+ lighting_invalidated_blocks);
}
}
else
{
dstream<<"WARNING: "<<__FUNCTION_NAME
<<": while inserting object "<<(int)d
- <<" to ("<<p.X<<","<<p.Y<<","<<p.Z<<")"
+ <<" to ("<<p.X<<","<<p.Y<<","<<p.Z<<"):"
<<" InvalidPositionException.what()="
<<e.what()<<std::endl;
// This is not too fatal and seems to happen sometimes.
objects->remove(*i);
}
+ /*
+ Initially update sunlight
+ */
+
+ {
+ core::map<v3s16, bool> light_sources;
+ bool black_air_left = false;
+ bool bottom_invalid =
+ block->propagateSunlight(light_sources, true,
+ &black_air_left, true);
+
+ // If sunlight didn't reach everywhere and part of block is
+ // above ground, lighting has to be properly updated
+ if(black_air_left && some_part_underground)
+ {
+ lighting_invalidated_blocks[block->getPos()] = block;
+ }
+
+ if(bottom_invalid)
+ {
+ lighting_invalidated_blocks[block->getPos()] = block;
+ }
+ }
+
+ /*
+ Translate sector's changed blocks to global changed blocks
+ */
+
for(core::map<s16, MapBlock*>::Iterator
i = changed_blocks_sector.getIterator();
i.atEnd() == false; i++)
changed_blocks.insert(block->getPos(), block);
}
+ /*
+ Debug information
+ */
+ if(0)
+ {
+ 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;
+ }
+
+ /*
+ Debug mode operation
+ */
+ bool haxmode = g_settings.getBool("haxmode");
+ if(haxmode)
+ {
+ // Don't calculate lighting at all
+ //lighting_invalidated_blocks.clear();
+ }
+
return block;
}
}//sectorlock
- u32 deleted_count = 0;
- deleted_count = deleteUnusedSectors
- (SERVERMAP_DELETE_UNUSED_SECTORS_TIMEOUT);
-
/*
Only print if something happened or saved whole map
*/
if(only_changed == false || sector_meta_count != 0
- || block_count != 0 || deleted_count != 0)
+ || block_count != 0)
{
dstream<<DTIME<<"ServerMap: Written: "
<<sector_meta_count<<" sector metadata files, "
- <<block_count<<" block files, "
- <<deleted_count<<" sectors unloaded from memory."
+ <<block_count<<" block files"
<<std::endl;
}
}
if(m_heightmap != NULL)
delete m_heightmap;
- m_heightmap = UnlimitedHeightmap::deSerialize(is);
+ m_heightmap = UnlimitedHeightmap::deSerialize(is, &m_padb);
}
void ServerMap::saveSectorMeta(ServerMapSector *sector)
void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSector *sector)
{
DSTACK(__FUNCTION_NAME);
+
+ 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);
block = sector->createBlankBlockNoInsert(p3d.Y);
created_new = true;
}
-
+
+ // deserialize block data
block->deSerialize(is, version);
/*
*/
if(version >= 9)
{
- block->updateObjects(is, version, NULL);
+ block->updateObjects(is, version, NULL, 0);
}
if(created_new)
Convert old formats to new and save
*/
- if(version == 0 || version == 1)
+ // Save old format blocks in new format
+ if(version < SER_FMT_VER_HIGHEST)
{
- dstream<<"Block ("<<p3d.X<<","<<p3d.Y<<","<<p3d.Z<<")"
- " is in old format. Updating lighting and saving"
- " modified blocks in new format."<<std::endl;
+ saveBlock(block);
+ }
+
+ // We just loaded it from the disk, so it's up-to-date.
+ block->resetChangedFlag();
- // Old version has zero lighting, update it
- core::map<v3s16, MapBlock*> blocks_changed;
- blocks_changed.insert(block->getPos(), block);
- core::map<v3s16, MapBlock*> modified_blocks;
- updateLighting(blocks_changed, modified_blocks);
-
- // Close input file
- is.close();
-
- // Save modified blocks
- core::map<v3s16, MapBlock * >::Iterator i = modified_blocks.getIterator();
- for(; i.atEnd() == false; i++)
- {
- MapBlock *b2 = i.getNode()->getValue();
- saveBlock(b2);
- }
}
- // Save blocks in new format
- else if(version < SER_FMT_VER_HIGHEST)
+ catch(SerializationError &e)
{
- saveBlock(block);
+ dstream<<"WARNING: Invalid block data on disk "
+ "(SerializationError). Ignoring."
+ <<std::endl;
}
-
- // We just loaded it from the disk, so it's up-to-date.
- block->resetChangedFlag();
}
// Gets from master heightmap
out<<"ServerMap: ";
}
+#ifndef SERVER
+
/*
ClientMap
*/
ClientMap::ClientMap(
Client *client,
- video::SMaterial *materials,
+ MapDrawControl &control,
scene::ISceneNode* parent,
scene::ISceneManager* mgr,
s32 id
Map(dout_client),
scene::ISceneNode(parent, mgr, id),
m_client(client),
- m_materials(materials),
- mesh(NULL)
+ mesh(NULL),
+ m_control(control)
{
+ mesh_mutex.Init();
+
/*m_box = core::aabbox3d<f32>(0,0,0,
map->getW()*BS, map->getH()*BS, map->getD()*BS);*/
/*m_box = core::aabbox3d<f32>(0,0,0,
map->getSizeNodes().Z * BS);*/
m_box = core::aabbox3d<f32>(-BS*1000000,-BS*1000000,-BS*1000000,
BS*1000000,BS*1000000,BS*1000000);
-
- mesh_mutex.Init();
+
+ //setPosition(v3f(BS,BS,BS));
}
ClientMap::~ClientMap()
sector->deSerialize(is);
}
-void ClientMap::renderMap(video::IVideoDriver* driver,
- video::SMaterial *materials, s32 pass)
+void ClientMap::OnRegisterSceneNode()
+{
+ if(IsVisible)
+ {
+ SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
+ SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
+ }
+
+ ISceneNode::OnRegisterSceneNode();
+}
+
+void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
{
//m_dout<<DTIME<<"Rendering map..."<<std::endl;
DSTACK(__FUNCTION_NAME);
bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
-#if 0
- /*
- Draw master heightmap mesh
- */
-
- {
- JMutexAutoLock lock(mesh_mutex);
- if(mesh != NULL)
- {
- u32 c = mesh->getMeshBufferCount();
-
- for(u32 i=0; i<c; i++)
- {
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
- const video::SMaterial& material = buf->getMaterial();
- video::IMaterialRenderer* rnd =
- driver->getMaterialRenderer(material.MaterialType);
- bool transparent = (rnd && rnd->isTransparent());
- // Render transparent on transparent pass and likewise.
- if(transparent == is_transparent_pass)
- {
- driver->setMaterial(buf->getMaterial());
- driver->drawMeshBuffer(buf);
- }
- }
- }
- }
-#endif
/*
Get time for measuring timeout.
*/
int time1 = time(0);
- /*
- Collect all blocks that are in the view range
-
- Should not optimize more here as we want to auto-update
- all changed nodes in viewing range at the next step.
- */
-
- s16 viewing_range_nodes;
- bool viewing_range_all;
- {
- JMutexAutoLock lock(g_range_mutex);
- viewing_range_nodes = g_viewing_range_nodes;
- viewing_range_all = g_viewing_range_all;
- }
+ u32 daynight_ratio = m_client->getDayNightRatio();
m_camera_mutex.Lock();
v3f camera_position = m_camera_position;
camera_position.Y / BS,
camera_position.Z / BS);
- v3s16 box_nodes_d = viewing_range_nodes * v3s16(1,1,1);
+ v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1);
v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;
u32 vertex_count = 0;
- core::map<v2s16, MapSector*>::Iterator si;
+ // For limiting number of mesh updates per frame
+ u32 mesh_update_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();
for(; si.atEnd() == false; si++)
{
{
- static int timecheck_counter = 0;
timecheck_counter++;
if(timecheck_counter > 50)
{
MapSector *sector = si.getNode()->getValue();
v2s16 sp = sector->getPos();
- if(viewing_range_all == false)
+ if(m_control.range_all == false)
{
if(sp.X < p_blocks_min.X
|| sp.X > p_blocks_max.X
if not seen on display
*/
+ float range = 100000 * BS;
+ if(m_control.range_all == false)
+ range = m_control.wanted_range * BS;
+
+ if(isBlockInSight(block->getPos(), camera_position,
+ camera_direction, range) == false)
+ {
+ continue;
+ }
+
+#if 0
v3s16 blockpos_nodes = block->getPosRelative();
// Block center position
// Total distance
f32 d = blockpos_relative.getLength();
- if(viewing_range_all == false)
+ if(m_control.range_all == false)
{
// If block is far away, don't draw it
- if(d > viewing_range_nodes * BS)
+ if(d > m_control.wanted_range * BS)
continue;
}
if(cosangle < cos(FOV_ANGLE/2. * 4./3.))
continue;
}
+#endif
+
+ v3s16 blockpos_nodes = block->getPosRelative();
+
+ // Block center position
+ v3f blockpos(
+ ((float)blockpos_nodes.X + MAP_BLOCKSIZE/2) * BS,
+ ((float)blockpos_nodes.Y + MAP_BLOCKSIZE/2) * BS,
+ ((float)blockpos_nodes.Z + MAP_BLOCKSIZE/2) * BS
+ );
+
+ // Block position relative to camera
+ v3f blockpos_relative = blockpos - camera_position;
+
+ // Total distance
+ f32 d = blockpos_relative.getLength();
+#if 1
/*
- Draw the faces of the block
+ Update expired mesh
+ */
+
+ bool mesh_expired = false;
+
+ {
+ JMutexAutoLock lock(block->mesh_mutex);
+
+ mesh_expired = block->getMeshExpired();
+
+ // Mesh has not been expired and there is no mesh:
+ // block has no content
+ if(block->mesh == NULL && mesh_expired == false)
+ continue;
+ }
+
+ f32 faraway = BS*50;
+ //f32 faraway = m_control.wanted_range * BS;
+
+ /*
+ This has to be done with the mesh_mutex unlocked
*/
+ // Pretty random but this should work somewhat nicely
+ if(mesh_expired && (
+ (mesh_update_count < 3
+ && (d < faraway || mesh_update_count < 2)
+ )
+ ||
+ (m_control.range_all && mesh_update_count < 20)
+ )
+ )
+ /*if(mesh_expired && mesh_update_count < 6
+ && (d < faraway || mesh_update_count < 3))*/
+ {
+ mesh_update_count++;
+
+ // Mesh has been expired: generate new mesh
+ //block->updateMeshes(daynight_i);
+ block->updateMesh(daynight_ratio);
+
+ 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
+ */
{
JMutexAutoLock lock(block->mesh_mutex);
- // Cancel if block has no mesh
- if(block->mesh == NULL)
+ scene::SMesh *mesh = block->mesh;
+
+ if(mesh == NULL)
continue;
+
+ blocks_would_have_drawn++;
+ if(blocks_drawn >= m_control.wanted_max_blocks
+ && m_control.range_all == false
+ && d > m_control.wanted_min_range * BS)
+ continue;
+ blocks_drawn++;
- u32 c = block->mesh->getMeshBufferCount();
+ u32 c = mesh->getMeshBufferCount();
for(u32 i=0; i<c; i++)
{
- scene::IMeshBuffer *buf = block->mesh->getMeshBuffer(i);
+ scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
const video::SMaterial& material = buf->getMaterial();
video::IMaterialRenderer* rnd =
driver->getMaterialRenderer(material.MaterialType);
}
} // foreach sectorblocks
}
+
+ m_control.blocks_drawn = blocks_drawn;
+ m_control.blocks_would_have_drawn = blocks_would_have_drawn;
/*dstream<<"renderMap(): is_transparent_pass="<<is_transparent_pass
<<", rendered "<<vertex_count<<" vertices."<<std::endl;*/
}
-void ClientMap::updateMesh()
+v3s16 ClientMap::setTempMod(v3s16 p, NodeMod mod, bool *changed)
{
-#if 0
- DSTACK(__FUNCTION_NAME);
- //TODO
/*
- Check what sectors don't draw anything useful at ground level
- and create a mesh of the rough heightmap at those positions.
+ Add it to all blocks touching it
*/
+ v3s16 dirs[7] = {
+ v3s16(0,0,0), // this
+ v3s16(0,0,1), // back
+ v3s16(0,1,0), // top
+ v3s16(1,0,0), // right
+ v3s16(0,0,-1), // front
+ v3s16(0,-1,0), // bottom
+ v3s16(-1,0,0), // left
+ };
+ for(u16 i=0; i<7; i++)
+ {
+ v3s16 p2 = p + dirs[i];
+ // Block position of neighbor (or requested) node
+ v3s16 blockpos = getNodeBlockPos(p2);
+ MapBlock * blockref = getBlockNoCreateNoEx(blockpos);
+ if(blockref == NULL)
+ continue;
+ // Relative position of requested node
+ v3s16 relpos = p - blockpos*MAP_BLOCKSIZE;
+ if(blockref->setTempMod(relpos, mod))
+ {
+ if(changed != NULL)
+ *changed = true;
+ }
+ }
+ return getNodeBlockPos(p);
+}
+v3s16 ClientMap::clearTempMod(v3s16 p, bool *changed)
+{
+ v3s16 dirs[7] = {
+ v3s16(0,0,0), // this
+ v3s16(0,0,1), // back
+ v3s16(0,1,0), // top
+ v3s16(1,0,0), // right
+ v3s16(0,0,-1), // front
+ v3s16(0,-1,0), // bottom
+ v3s16(-1,0,0), // left
+ };
+ for(u16 i=0; i<7; i++)
+ {
+ v3s16 p2 = p + dirs[i];
+ // Block position of neighbor (or requested) node
+ v3s16 blockpos = getNodeBlockPos(p2);
+ MapBlock * blockref = getBlockNoCreateNoEx(blockpos);
+ if(blockref == NULL)
+ continue;
+ // Relative position of requested node
+ v3s16 relpos = p - blockpos*MAP_BLOCKSIZE;
+ if(blockref->clearTempMod(relpos))
+ {
+ if(changed != NULL)
+ *changed = true;
+ }
+ }
+ return getNodeBlockPos(p);
+}
- m_camera_mutex.Lock();
- v3f camera_position = m_camera_position;
- v3f camera_direction = m_camera_direction;
- m_camera_mutex.Unlock();
+void ClientMap::PrintInfo(std::ostream &out)
+{
+ out<<"ClientMap: ";
+}
- v3s16 cam_pos_nodes(
- camera_position.X / BS,
- camera_position.Y / BS,
- camera_position.Z / BS);
+#endif // !SERVER
- v3s16 box_nodes_d = HEIGHTMAP_RANGE_NODES * v3s16(1,1,1);
+/*
+ MapVoxelManipulator
+*/
- v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
- v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;
+MapVoxelManipulator::MapVoxelManipulator(Map *map)
+{
+ m_map = map;
+}
- // Take a fair amount as we will be dropping more out later
- v3s16 p_blocks_min(
- p_nodes_min.X / MAP_BLOCKSIZE - 1,
- p_nodes_min.Y / MAP_BLOCKSIZE - 1,
- p_nodes_min.Z / MAP_BLOCKSIZE - 1);
- 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);
-
- /*
- Initialize new mesh
- */
-
- scene::SMesh *mesh_new = new scene::SMesh();
- //scene::IMeshBuffer *buf = NULL;
- scene::SMeshBuffer *buf = NULL;
+MapVoxelManipulator::~MapVoxelManipulator()
+{
+ /*dstream<<"MapVoxelManipulator: blocks: "<<m_loaded_blocks.size()
+ <<std::endl;*/
+}
- u8 material_in_use = 0;
+#if 1
+void MapVoxelManipulator::emerge(VoxelArea a, s32 caller_id)
+{
+ TimeTaker timer1("emerge", &emerge_time);
- /*
- Loop through sectors
- */
-
- for(core::map<v2s16, MapSector*>::Iterator
- si = m_sectors.getIterator();
- si.atEnd() == false; si++)
- {
- MapSector *sector = si.getNode()->getValue();
-
- if(sector->getId() != MAPSECTOR_CLIENT)
- {
- dstream<<"WARNING: Client has a non-client sector"
- <<std::endl;
- continue;
- }
-
- ClientMapSector *cs = (ClientMapSector*)sector;
+ // Units of these are MapBlocks
+ v3s16 p_min = getNodeBlockPos(a.MinEdge);
+ v3s16 p_max = getNodeBlockPos(a.MaxEdge);
- v2s16 sp = sector->getPos();
+ VoxelArea block_area_nodes
+ (p_min*MAP_BLOCKSIZE, (p_max+1)*MAP_BLOCKSIZE-v3s16(1,1,1));
+
+ addArea(block_area_nodes);
- if(sp.X < p_blocks_min.X
- || sp.X > p_blocks_max.X
- || sp.Y < p_blocks_min.Z
- || sp.Y > p_blocks_max.Z)
+ for(s32 z=p_min.Z; z<=p_max.Z; z++)
+ for(s32 y=p_min.Y; y<=p_max.Y; y++)
+ for(s32 x=p_min.X; x<=p_max.X; x++)
+ {
+ v3s16 p(x,y,z);
+ core::map<v3s16, bool>::Node *n;
+ n = m_loaded_blocks.find(p);
+ if(n != NULL)
continue;
- /*
- Get some ground level info
- */
-
- s16 a = -5;
-
- s16 cn[4] =
+ bool block_data_inexistent = false;
+ try
{
- cs->getCorner(0)+a,
- cs->getCorner(1)+a,
- cs->getCorner(2)+a,
- cs->getCorner(3)+a,
- };
- s16 cn_avg = (cn[0]+cn[1]+cn[2]+cn[3])/4;
- s16 cn_min = 32767;
- s16 cn_max = -32768;
- for(s16 i=0; i<4; i++)
+ TimeTaker timer1("emerge load", &emerge_load_time);
+
+ /*dstream<<"Loading block (caller_id="<<caller_id<<")"
+ <<" ("<<p.X<<","<<p.Y<<","<<p.Z<<")"
+ <<" wanted area: ";
+ a.print(dstream);
+ dstream<<std::endl;*/
+
+ MapBlock *block = m_map->getBlockNoCreate(p);
+ if(block->isDummy())
+ block_data_inexistent = true;
+ else
+ block->copyTo(*this);
+ }
+ catch(InvalidPositionException &e)
{
- if(cn[i] < cn_min)
- cn_min = cn[i];
- if(cn[i] > cn_max)
- cn_max = cn[i];
+ block_data_inexistent = true;
}
- s16 cn_slope = cn_max - cn_min;
-
- /*
- Generate this part of the heightmap mesh
- */
- u8 material;
- if(cn_avg + MAP_BLOCKSIZE/4 <= WATER_LEVEL)
- material = 0;
- else if(cn_slope <= MAP_BLOCKSIZE)
- material = 1;
- else
- material = 2;
-
- if(material != material_in_use || buf == NULL)
+ if(block_data_inexistent)
{
- // Try to get a meshbuffer associated with the material
- buf = (scene::SMeshBuffer*)mesh_new->getMeshBuffer
- (g_mesh_materials[material]);
- // If not found, create one
- if(buf == NULL)
+ VoxelArea a(p*MAP_BLOCKSIZE, (p+1)*MAP_BLOCKSIZE-v3s16(1,1,1));
+ // Fill with VOXELFLAG_INEXISTENT
+ for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
+ for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++)
{
- // This is a "Standard MeshBuffer",
- // it's a typedeffed CMeshBuffer<video::S3DVertex>
- buf = new scene::SMeshBuffer();
-
- // Set material
- buf->Material = g_mesh_materials[material];
- // Use VBO
- //buf->setHardwareMappingHint(scene::EHM_STATIC);
- // Add to mesh
- mesh_new->addMeshBuffer(buf);
- // Mesh grabbed it
- buf->drop();
+ s32 i = m_area.index(a.MinEdge.X,y,z);
+ memset(&m_flags[i], VOXELFLAG_INEXISTENT, MAP_BLOCKSIZE);
}
- material_in_use = material;
}
- // Sector side width in floating-point units
- f32 sd = BS * MAP_BLOCKSIZE;
- // Sector position in global floating-point units
- v3f spf = v3f((f32)sp.X, 0, (f32)sp.Y) * sd;
+ m_loaded_blocks.insert(p, true);
+ }
+
+ //dstream<<"emerge done"<<std::endl;
+}
+#endif
- //video::SColor c(255,255,255,255);
- u8 cc = 180;
- video::SColor c(255,cc,cc,cc);
-
- video::S3DVertex vertices[4] =
+#if 0
+void MapVoxelManipulator::emerge(VoxelArea a)
+{
+ TimeTaker timer1("emerge", &emerge_time);
+
+ v3s16 size = a.getExtent();
+
+ VoxelArea padded = a;
+ padded.pad(m_area.getExtent() / 4);
+ addArea(padded);
+
+ for(s16 z=0; z<size.Z; z++)
+ for(s16 y=0; y<size.Y; y++)
+ for(s16 x=0; x<size.X; x++)
+ {
+ v3s16 p(x,y,z);
+ s32 i = m_area.index(a.MinEdge + p);
+ // Don't touch nodes that have already been loaded
+ if(!(m_flags[i] & VOXELFLAG_NOT_LOADED))
+ continue;
+ try
{
- video::S3DVertex(spf.X, (f32)BS*cn[0],spf.Z, 0,0,0, c, 0,1),
- video::S3DVertex(spf.X+sd,(f32)BS*cn[1],spf.Z, 0,0,0, c, 1,1),
- video::S3DVertex(spf.X+sd,(f32)BS*cn[2],spf.Z+sd,0,0,0, c, 1,0),
- video::S3DVertex(spf.X, (f32)BS*cn[3],spf.Z+sd,0,0,0, c, 0,0),
- };
- u16 indices[] = {0,1,2,2,3,0};
-
- buf->append(vertices, 4, indices, 6);
+ TimeTaker timer1("emerge load", &emerge_load_time);
+ MapNode n = m_map->getNode(a.MinEdge + p);
+ m_data[i] = n;
+ m_flags[i] = 0;
+ }
+ catch(InvalidPositionException &e)
+ {
+ m_flags[i] = VOXELFLAG_INEXISTENT;
+ }
}
-
- // Set VBO on
- //mesh_new->setHardwareMappingHint(scene::EHM_STATIC);
+}
+#endif
+
+/*
+ TODO: Add an option to only update eg. water and air nodes.
+ This will make it interfere less with important stuff if
+ run on background.
+*/
+void MapVoxelManipulator::blitBack
+ (core::map<v3s16, MapBlock*> & modified_blocks)
+{
+ if(m_area.getExtent() == v3s16(0,0,0))
+ return;
+
+ //TimeTaker timer1("blitBack");
+
/*
- Replace the mesh
+ Initialize block cache
*/
+ v3s16 blockpos_last;
+ MapBlock *block = NULL;
+ bool block_checked_in_modified = false;
- mesh_mutex.Lock();
+ for(s32 z=m_area.MinEdge.Z; z<=m_area.MaxEdge.Z; z++)
+ for(s32 y=m_area.MinEdge.Y; y<=m_area.MaxEdge.Y; y++)
+ for(s32 x=m_area.MinEdge.X; x<=m_area.MaxEdge.X; x++)
+ {
+ v3s16 p(x,y,z);
- scene::SMesh *mesh_old = mesh;
+ u8 f = m_flags[m_area.index(p)];
+ if(f & (VOXELFLAG_NOT_LOADED|VOXELFLAG_INEXISTENT))
+ continue;
- //DEBUG
- /*mesh = NULL;
- mesh_new->drop();*/
- mesh = mesh_new;
-
- mesh_mutex.Unlock();
+ MapNode &n = m_data[m_area.index(p)];
+
+ v3s16 blockpos = getNodeBlockPos(p);
+
+ try
+ {
+ // Get block
+ if(block == NULL || blockpos != blockpos_last){
+ block = m_map->getBlockNoCreate(blockpos);
+ blockpos_last = blockpos;
+ block_checked_in_modified = false;
+ }
+
+ // Calculate relative position in block
+ v3s16 relpos = p - blockpos * MAP_BLOCKSIZE;
- if(mesh_old != NULL)
- {
- /*dstream<<"mesh_old refcount="<<mesh_old->getReferenceCount()
- <<std::endl;
- scene::IMeshBuffer *buf = mesh_new->getMeshBuffer
- (g_materials[MATERIAL_GRASS]);
- if(buf != NULL)
- dstream<<"grass buf refcount="<<buf->getReferenceCount()
- <<std::endl;*/
+ // Don't continue if nothing has changed here
+ if(block->getNode(relpos) == n)
+ continue;
- mesh_old->drop();
- }
- else
- {
- dstream<<"WARNING: There was no old master heightmap mesh"<<std::endl;
+ //m_map->setNode(m_area.MinEdge + p, n);
+ block->setNode(relpos, n);
+
+ /*
+ Make sure block is in modified_blocks
+ */
+ if(block_checked_in_modified == false)
+ {
+ modified_blocks[blockpos] = block;
+ block_checked_in_modified = true;
+ }
+ }
+ catch(InvalidPositionException &e)
+ {
+ }
}
-#endif
-}
-
-void ClientMap::PrintInfo(std::ostream &out)
-{
- out<<"ClientMap: ";
}
-
+//END