#include "filesys.h"
#include "utility.h"
#include "voxel.h"
-
-#ifdef _WIN32
- #include <windows.h>
- #define sleep_ms(x) Sleep(x)
-#else
- #include <unistd.h>
- #define sleep_ms(x) usleep(x*1000)
-#endif
-
-MapBlockPointerCache::MapBlockPointerCache(Map *map)
-{
- m_map = map;
- m_map->m_blockcachelock.cacheCreated();
-
- m_from_cache_count = 0;
- m_from_map_count = 0;
-}
-
-MapBlockPointerCache::~MapBlockPointerCache()
-{
- m_map->m_blockcachelock.cacheRemoved();
-
- /*dstream<<"MapBlockPointerCache:"
- <<" from_cache_count="<<m_from_cache_count
- <<" from_map_count="<<m_from_map_count
- <<std::endl;*/
-}
-
-MapBlock * MapBlockPointerCache::getBlockNoCreate(v3s16 p)
-{
- core::map<v3s16, MapBlock*>::Node *n = NULL;
- n = m_blocks.find(p);
- if(n != NULL)
- {
- m_from_cache_count++;
- return n->getValue();
- }
-
- m_from_map_count++;
-
- // Throws InvalidPositionException if not found
- MapBlock *b = m_map->getBlockNoCreate(p);
- m_blocks[p] = b;
- return b;
-}
+#include "porting.h"
+#include "mineral.h"
/*
Map
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();
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)
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;
}
}
core::map<v3s16, MapBlock*> & modified_blocks)
{
/*m_dout<<DTIME<<"Map::updateLighting(): "
- <<a_blocks.getSize()<<" blocks... ";*/
+ <<a_blocks.size()<<" blocks."<<std::endl;*/
+
+ //TimeTaker timer("updateLighting");
// For debugging
- bool debug=false;
- u32 count_was = modified_blocks.size();
+ //bool debug=true;
+ //u32 count_was = modified_blocks.size();
core::map<v3s16, bool> light_sources;
}
}
-
+
+#if 0
{
- //TimeTaker timer("unspreadLight");
+ TimeTaker timer("unspreadLight");
unspreadLight(bank, unlight_from, light_sources, modified_blocks);
}
// - Find out why it works
{
- //TimeTaker timer("spreadLight");
+ TimeTaker timer("spreadLight");
spreadLight(bank, light_sources, modified_blocks);
}
count_was = modified_blocks.size();
dstream<<"spreadLight modified "<<diff<<std::endl;
}
+#endif
+
+ {
+ //MapVoxelManipulator vmanip(this);
+
+ ManualMapVoxelManipulator vmanip(this);
+
+ core::map<v3s16, MapBlock*>::Iterator i;
+ i = a_blocks.getIterator();
+ for(; i.atEnd() == false; i++)
+ {
+ MapBlock *block = i.getNode()->getValue();
+ v3s16 p = block->getPos();
+ vmanip.initialEmerge(p - v3s16(1,1,1), p + v3s16(1,1,1));
+ }
+ {
+ //TimeTaker timer("unSpreadLight");
+ vmanip.unspreadLight(bank, unlight_from, light_sources);
+ }
+ {
+ //TimeTaker timer("spreadLight");
+ vmanip.spreadLight(bank, light_sources);
+ }
+ {
+ //TimeTaker timer("blitBack");
+ vmanip.blitBack(modified_blocks);
+ }
+ /*dstream<<"emerge_time="<<emerge_time<<std::endl;
+ emerge_time = 0;*/
+ }
//m_dout<<"Done ("<<getTimestamp()<<")"<<std::endl;
}
MapBlock *block = i.getNode()->getValue();
block->updateDayNightDiff();
}
+
+ /*
+ Add neighboring liquid nodes and the node itself if it is
+ liquid (=water node was added) to transform queue.
+ */
+ 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)
+ {
+ }
+ }
}
/*
MapBlock *block = i.getNode()->getValue();
block->updateDayNightDiff();
}
+
+ /*
+ 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
This disables the existence of caches while locked
*/
- SharedPtr<JMutexAutoLock> cachelock(m_blockcachelock.waitCaches());
+ //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)
+ {
+ /*
+ Get a queued transforming liquid node
+ */
+ 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);
+ //dstream<<"[1] n2.param="<<(int)n2.param<<std::endl;
+
+ if(content_liquid(n2.d))
+ {
+ u8 n2_nonsource_c = make_liquid_flowing(n2.d);
+ // Check that the liquids are the same type
+ if(n2_nonsource_c != nonsource_c)
+ {
+ dstream<<"WARNING: Not handling: different liquids"
+ " collide"<<std::endl;
+ continue;
+ }
+ bool n2_is_source = !content_flowing_liquid(n2.d);
+ u8 n2_liquid_level = 8;
+ if(n2_is_source == false)
+ n2_liquid_level = n2.param2 & 0x07;
+
+ if(to_bottom)
+ {
+ flowed = true;
+ }
+
+ 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;
+ }
+
+ //dstream<<"[2] n2.param="<<(int)n2.param<<std::endl;
+
+ if(n2_changed)
+ {
+ m_transforming_liquid.push_back(p2);
+
+ v3s16 blockpos = getNodeBlockPos(p2);
+ MapBlock *block = getBlockNoCreateNoEx(blockpos);
+ if(block != NULL)
+ modified_blocks.insert(blockpos, block);
+ }
+
+ // If n2_changed to bottom, don't flow anywhere else
+ if(to_bottom && flowed && !is_source)
+ break;
+
+ }catch(InvalidPositionException &e)
+ {
+ }
+ }
+
+ loopcount++;
+ //if(loopcount >= 100000)
+ if(loopcount >= initial_size * 1)
+ break;
+ }
+ //dstream<<"Map::transformLiquids(): loopcount="<<loopcount<<std::endl;
+}
+
/*
ServerMap
*/
Map(dout_server),
m_heightmap(NULL)
{
- m_savedir = savedir;
- m_map_saving_enabled = false;
+ /*
+ Experimental and debug stuff
+ */
- try
{
- // If directory exists, check contents and load if possible
- if(fs::PathExists(m_savedir))
+ 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++)
{
- // If directory is empty, it is safe to save into it.
- if(fs::GetDirListing(m_savedir).size() == 0)
+ /*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()%4 == 0)
{
- dstream<<DTIME<<"Server: Empty save directory is valid."
- <<std::endl;
- m_map_saving_enabled = true;
+ plants_amount = 1.5;
+ }
+ else if(myrand()%4 == 0)
+ {
+ plants_amount = 0.5;
+ }
+ else if(myrand()%2 == 0)
+ {
+ plants_amount = 0.03;
}
else
{
- // Load master heightmap
- loadMasterHeightmap();
-
- // Load sector (0,0) and throw and exception on fail
- if(loadSectorFull(v2s16(0,0)) == false)
- throw LoadError("Failed to load sector (0,0)");
+ plants_amount = 0.0;
+ }
- dstream<<DTIME<<"Server: Successfully loaded master "
+
+ 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()%5 == 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;
+ }*/
+
+ if(myrand()%3 < 2)
+ {
+ baseheight = 10;
+ randmax = 30;
+ randfactor = 0.7;
+ }
+ else
+ {
+ baseheight = 0;
+ randmax = 15;
+ randfactor = 0.63;
+ }
+
+ 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;
+
+ try
+ {
+ // If directory exists, check contents and load if possible
+ if(fs::PathExists(m_savedir))
+ {
+ // If directory is empty, it is safe to save into it.
+ if(fs::GetDirListing(m_savedir).size() == 0)
+ {
+ dstream<<DTIME<<"Server: Empty save directory is valid."
+ <<std::endl;
+ m_map_saving_enabled = true;
+ }
+ else
+ {
+ // Load master heightmap
+ loadMasterHeightmap();
+
+ // Load sector (0,0) and throw and exception on fail
+ if(loadSectorFull(v2s16(0,0)) == false)
+ throw LoadError("Failed to load sector (0,0)");
+
+ dstream<<DTIME<<"Server: Successfully loaded master "
"heightmap and sector (0,0) from "<<savedir<<
", assuming valid save directory."
<<std::endl;
dstream<<DTIME<<"Initializing new map."<<std::endl;
// Create master heightmap
- ValueGenerator *maxgen =
+ /*ValueGenerator *maxgen =
ValueGenerator::deSerialize(hmp.randmax);
ValueGenerator *factorgen =
ValueGenerator::deSerialize(hmp.randfactor);
ValueGenerator *basegen =
ValueGenerator::deSerialize(hmp.base);
m_heightmap = new UnlimitedHeightmap
- (hmp.blocksize, maxgen, factorgen, basegen);
+ (hmp.blocksize, maxgen, factorgen, basegen, &m_padb);*/
+
+ /*m_heightmap = new UnlimitedHeightmap
+ (hmp.blocksize, &m_padb);*/
+
+ m_heightmap = new UnlimitedHeightmap
+ (32, &m_padb);
// Set map parameters
m_params = mp;
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(0.0, 0.0, corners);
- hm->generateContinued(0.5, 0.2, corners);
- //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 * m_params.plants_amount;
+ //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;
{
// Pitness usually goes at around -0.5...0.5
u32 bush_max = 0;
- u32 a = MAP_BLOCKSIZE * 3.0 * m_params.plants_amount;
+ 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;
/*
Add ravine (randomly)
*/
- if(m_params.ravines_amount != 0)
+ if(m_params.ravines_amount > 0.001)
{
- if(rand()%(s32)(20.0 / m_params.ravines_amount) == 0)
+ if(myrand()%(s32)(200.0 / m_params.ravines_amount) == 0)
{
s16 s = 6;
- s16 x = rand()%(MAP_BLOCKSIZE-s*2-1)+s;
- s16 z = rand()%(MAP_BLOCKSIZE-s*2-1)+s;
+ 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;
}
//dstream<<"Not found on disk, generating."<<std::endl;
- //TimeTaker("emergeBlock()", g_irrlicht);
+ // 0ms
+ //TimeTaker("emergeBlock() generate");
/*
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();
}
-
- // Randomize a bit. This makes dungeons.
- /*bool low_block_is_empty = false;
- if(rand() % 4 == 0)
- low_block_is_empty = true;*/
- const s32 ued = 4;
- //const s32 ued = 8;
- bool underground_emptiness[ued*ued*ued];
- for(s32 i=0; i<ued*ued*ued; i++)
- {
- underground_emptiness[i] = ((rand() % 5) == 0);
- }
-
-#if 1
- /*
- This is a messy hack to sort the emptiness a bit
- */
- for(s32 j=0; j<2; j++)
- for(s32 y0=0; y0<ued; y0++)
- for(s32 z0=0; z0<ued; z0++)
- for(s32 x0=0; x0<ued; x0++)
- {
- v3s16 p0(x0,y0,z0);
- bool &e0 = underground_emptiness[
- ued*ued*(z0*ued/MAP_BLOCKSIZE)
- +ued*(y0*ued/MAP_BLOCKSIZE)
- +(x0*ued/MAP_BLOCKSIZE)];
-
- v3s16 dirs[6] = {
- v3s16(0,0,1), // back
- v3s16(1,0,0), // right
- v3s16(0,0,-1), // front
- v3s16(-1,0,0), // left
- /*v3s16(0,1,0), // top
- v3s16(0,-1,0), // bottom*/
- };
- for(s32 i=0; i<4; i++)
- {
- v3s16 p1 = p0 + dirs[i];
- if(isInArea(p1, ued) == false)
- continue;
- bool &e1 = underground_emptiness[
- ued*ued*(p1.Z*ued/MAP_BLOCKSIZE)
- +ued*(p1.Y*ued/MAP_BLOCKSIZE)
- +(p1.X*ued/MAP_BLOCKSIZE)];
- if(e0 == e1)
- continue;
-
- v3s16 dirs[6] = {
- v3s16(0,1,0), // top
- 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(s32 i=0; i<2; i++)
- {
- v3s16 p2 = p1 + dirs[i];
- if(p2 == p0)
- continue;
- if(isInArea(p2, ued) == false)
- continue;
- bool &e2 = underground_emptiness[
- ued*ued*(p2.Z*ued/MAP_BLOCKSIZE)
- +ued*(p2.Y*ued/MAP_BLOCKSIZE)
- +(p2.X*ued/MAP_BLOCKSIZE)];
- if(e2 != e0)
- continue;
-
- bool t = e1;
- e1 = e2;
- e2 = t;
-
- break;
- }
- //break;
- }
- }
-#endif
-
- // This is the basic material of what the visible flat ground
- // will consist of
- u8 material = CONTENT_GRASS;
-
- u8 water_material = CONTENT_WATER;
+ /*u8 water_material = CONTENT_WATER;
if(g_settings.getBool("endless_water"))
- water_material = CONTENT_OCEAN;
+ water_material = CONTENT_WATERSOURCE;*/
+ u8 water_material = CONTENT_WATERSOURCE;
s32 lowest_ground_y = 32767;
s32 highest_ground_y = -32768;
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)
n.setLight(LIGHTBANK_DAY, LIGHT_SUN);
/*
- Calculate material
+ 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);
+ }
+
+ //dstream<<"emergeBlock(): Done"<<std::endl;
+
+ /*
+ 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 1
+ {
+ /*
+ 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));
+ }
+ // 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
*/
-
- if(real_y <= surface_y - surface_depth)
+ for(u16 i=0; i<3; i++)
{
- // Create dungeons
- if(underground_emptiness[
- ued*ued*(z0*ued/MAP_BLOCKSIZE)
- +ued*(y0*ued/MAP_BLOCKSIZE)
- +(x0*ued/MAP_BLOCKSIZE)])
- {
- n.d = CONTENT_AIR;
- }
- else
+ 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)
{
- n.d = CONTENT_STONE;
+ 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 at or under heightmap y
- else if(real_y <= surface_y)
+ }
+ }
+#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 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 it's the main material
- else
- n.d = material;
- }
- // If node is over heightmap y
- else{
- // If under water level, it's water
- if(real_y < WATER_LEVEL)
+ if(content_features(n.d).walkable/*is_ground_content(n.d)*/)
{
- n.d = water_material;
- n.setLight(LIGHTBANK_DAY,
- diminish_light(LIGHT_SUN, WATER_LEVEL-real_y+1));
- }
- // else air
- else
+ // Has now caves
+ has_dungeons = true;
+ // Set air to node
n.d = CONTENT_AIR;
+ }
}
+
block->setNode(v3s16(x0,y0,z0), n);
}
}
-
+
/*
- Calculate is_underground
+ This is used for guessing whether or not the block should
+ receive sunlight from the top if the top block doesn't exist
*/
- // 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);
+ block->setIsUnderground(completely_underground);
/*
- Force lighting update if some part of block is underground
- This is needed because of caves.
+ Force lighting update if some part of block is partly
+ underground and has caves.
*/
-
- bool some_part_underground = (block_y+0) * MAP_BLOCKSIZE < highest_ground_y;
- if(some_part_underground)
- //if(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)
if(some_part_underground)
{
s16 underground_level = (lowest_ground_y/MAP_BLOCKSIZE - block_y)+1;
- for(s16 i=0; i<underground_level*3; i++)
+
+ /*
+ Add meseblocks
+ */
+ for(s16 i=0; i<underground_level/4 + 1; i++)
{
- if(rand()%2 == 0)
+ if(myrand()%50 == 0)
{
v3s16 cp(
- (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 = CONTENT_MESE;
- //if(is_ground_content(block->getNode(cp).d))
- if(block->getNode(cp).d == CONTENT_STONE)
- if(rand()%8 == 0)
- block->setNode(cp, n);
+ 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);
+ }
+ }
+ }
+
+ /*
+ 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)
+ {
+ 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);
+ }
+ }
+ }
+
+ /*
+ Add iron
+ */
+ //TODO: change to iron_amount or whatever
+ u16 iron_amount = 30.0 * g_settings.getFloat("coal_amount");
+ u16 iron_rareness = 60 / iron_amount;
+ if(iron_rareness == 0)
+ iron_rareness = 1;
+ if(myrand()%iron_rareness == 0)
+ {
+ u16 a = myrand() % 16;
+ u16 amount = iron_amount * a*a*a / 1000;
+ for(s16 i=0; i<amount; i++)
+ {
+ 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_IRON;
- for(u16 i=0; i<26; i++)
+ for(u16 i=0; i<27; i++)
{
- //if(is_ground_content(block->getNode(cp+g_26dirs[i]).d))
- if(block->getNode(cp+g_26dirs[i]).d == CONTENT_STONE)
- if(rand()%8 == 0)
- block->setNode(cp+g_26dirs[i], n);
+ if(block->getNode(cp+g_27dirs[i]).d == CONTENT_STONE)
+ if(myrand()%8 == 0)
+ block->setNode(cp+g_27dirs[i], n);
}
}
}
/*
Create a few rats in empty blocks underground
*/
- if(is_underground)
+ if(completely_underground)
{
//for(u16 i=0; i<2; i++)
{
v3s16 cp(
- (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
);
// Check that the place is empty
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
{
}
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 = CONTENT_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);
+ 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;
- sector->setNode(p+v3s16(0,4,0), n);
+ if(myrand()%4!=0) sector->setNode(gp+v3s16(0,5,0), n);
+
+ if(myrand()%3!=0) sector->setNode(gp+v3s16(-1,5,0), n);
+ if(myrand()%3!=0) sector->setNode(gp+v3s16(1,5,0), n);
+ if(myrand()%3!=0) sector->setNode(gp+v3s16(0,5,-1), n);
+ if(myrand()%3!=0) sector->setNode(gp+v3s16(0,5,1), n);
+ /*if(myrand()%3!=0) sector->setNode(gp+v3s16(1,5,1), n);
+ if(myrand()%3!=0) sector->setNode(gp+v3s16(-1,5,1), n);
+ if(myrand()%3!=0) sector->setNode(gp+v3s16(-1,5,-1), n);
+ if(myrand()%3!=0) sector->setNode(gp+v3s16(1,5,-1), n);*/
+
+ sector->setNode(gp+v3s16(0,4,0), 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);
- 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);
+ if(myrand()%3!=0) sector->setNode(gp+v3s16(-1,2,0), n);
+ if(myrand()%3!=0) sector->setNode(gp+v3s16(1,2,0), n);
+ if(myrand()%3!=0) sector->setNode(gp+v3s16(0,2,-1), n);
+ if(myrand()%3!=0) sector->setNode(gp+v3s16(0,2,1), n);
+ /*if(myrand()%3!=0) sector->setNode(gp+v3s16(1,2,1), n);
+ if(myrand()%3!=0) sector->setNode(gp+v3s16(-1,2,1), n);
+ if(myrand()%3!=0) sector->setNode(gp+v3s16(-1,2,-1), n);
+ if(myrand()%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(p+v3s16(0,0,0), n);
+ sector->setNode(gp+v3s16(0,0,0), n);
+ // Objects are identified by wanted position
objects_to_remove.push_back(p);
}
}
n.d = CONTENT_STONE;
MapNode n2;
n2.d = CONTENT_AIR;
- s16 depth = maxdepth + (rand()%10);
+ 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 + (rand()%3);
+ z += -1 + (myrand()%3);
if(z < minz)
z = minz;
if(z > maxz)
z = maxz;
- for(s16 y=depth+(rand()%2); y<=6; y++)
+ 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))
+ //if(is_ground_content(sector->getNode(p2).d))
+ if(content_features(sector->getNode(p2).d).walkable)
sector->setNode(p2, n);
}
{
v3s16 p2 = p + v3s16(x,y,z-1);
- if(is_ground_content(sector->getNode(p2).d))
+ if(content_features(sector->getNode(p2).d).walkable)
sector->setNode(p2, n2);
}
{
v3s16 p2 = p + v3s16(x,y,z+0);
- if(is_ground_content(sector->getNode(p2).d))
+ if(content_features(sector->getNode(p2).d).walkable)
sector->setNode(p2, n2);
}
{
v3s16 p2 = p + v3s16(x,y,z+1);
- if(is_ground_content(sector->getNode(p2).d))
+ if(content_features(sector->getNode(p2).d).walkable)
sector->setNode(p2, n);
}
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;
}
if(m_heightmap != NULL)
delete m_heightmap;
- m_heightmap = UnlimitedHeightmap::deSerialize(is);
+ m_heightmap = UnlimitedHeightmap::deSerialize(is, &m_padb);
}
void ServerMap::saveSectorMeta(ServerMapSector *sector)
ClientMap::ClientMap(
Client *client,
- JMutex &range_mutex,
- s16 &viewing_range_nodes,
- bool &viewing_range_all,
+ MapDrawControl &control,
scene::ISceneNode* parent,
scene::ISceneManager* mgr,
s32 id
scene::ISceneNode(parent, mgr, id),
m_client(client),
mesh(NULL),
- m_range_mutex(range_mutex),
- m_viewing_range_nodes(viewing_range_nodes),
- m_viewing_range_all(viewing_range_all)
+ m_control(control)
{
mesh_mutex.Init();
*/
int time1 = time(0);
- //s32 daynight_i = m_client->getDayNightIndex();
u32 daynight_ratio = m_client->getDayNightRatio();
- /*
- 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(m_range_mutex);
- viewing_range_nodes = m_viewing_range_nodes;
- viewing_range_all = m_viewing_range_all;
- }
-
m_camera_mutex.Lock();
v3f camera_position = m_camera_position;
v3f camera_direction = m_camera_direction;
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;
// 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++)
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)
- // This is nicer when fog is used
- //if((dforward+d)/2 > 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
*/
-#if 1
+
bool mesh_expired = false;
{
}
f32 faraway = BS*50;
- //f32 faraway = viewing_range_nodes * BS;
+ //f32 faraway = m_control.wanted_range * BS;
/*
This has to be done with the mesh_mutex unlocked
*/
- if(mesh_expired && mesh_update_count < 6
- && (d < faraway || mesh_update_count < 3))
- //if(mesh_expired && mesh_update_count < 4)
+ // 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++;
continue;
}*/
#endif
+ /*
+ Draw the faces of the block
+ */
{
JMutexAutoLock lock(block->mesh_mutex);
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 = mesh->getMeshBufferCount();
}
} // 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;*/
}
-v3s16 ClientMap::setTempMod(v3s16 p, NodeMod mod)
+bool ClientMap::setTempMod(v3s16 p, NodeMod mod,
+ core::map<v3s16, MapBlock*> *affected_blocks)
{
+ bool changed = false;
/*
Add it to all blocks touching it
*/
continue;
// Relative position of requested node
v3s16 relpos = p - blockpos*MAP_BLOCKSIZE;
- blockref->setTempMod(relpos, mod);
+ if(blockref->setTempMod(relpos, mod))
+ {
+ changed = true;
+ }
+ }
+ if(changed && affected_blocks!=NULL)
+ {
+ 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;
+ affected_blocks->insert(blockpos, blockref);
+ }
}
- return getNodeBlockPos(p);
+ return changed;
}
-v3s16 ClientMap::clearTempMod(v3s16 p)
+
+bool ClientMap::clearTempMod(v3s16 p,
+ core::map<v3s16, MapBlock*> *affected_blocks)
{
+ bool changed = false;
v3s16 dirs[7] = {
v3s16(0,0,0), // this
v3s16(0,0,1), // back
continue;
// Relative position of requested node
v3s16 relpos = p - blockpos*MAP_BLOCKSIZE;
- blockref->clearTempMod(relpos);
+ if(blockref->clearTempMod(relpos))
+ {
+ changed = true;
+ }
+ }
+ if(changed && affected_blocks!=NULL)
+ {
+ 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;
+ affected_blocks->insert(blockpos, blockref);
+ }
}
- return getNodeBlockPos(p);
+ return changed;
}
void ClientMap::PrintInfo(std::ostream &out)
#endif
#if 0
-void MapVoxelManipulator::emerge(VoxelArea a)
+/*
+ NOTE: This is slow
+*/
+void MapVoxelManipulator::emerge(VoxelArea a, s32 caller_id)
{
TimeTaker timer1("emerge", &emerge_time);
/*
- TODO: Add an option to only update eg. water and air nodes.
+ SUGG: Add an option to only update eg. water and air nodes.
This will make it interfere less with important stuff if
run on background.
*/
return;
//TimeTaker timer1("blitBack");
+
+ /*dstream<<"blitBack(): m_loaded_blocks.size()="
+ <<m_loaded_blocks.size()<<std::endl;*/
/*
Initialize block cache
}
}
+ManualMapVoxelManipulator::ManualMapVoxelManipulator(Map *map):
+ MapVoxelManipulator(map)
+{
+}
+
+ManualMapVoxelManipulator::~ManualMapVoxelManipulator()
+{
+}
+
+void ManualMapVoxelManipulator::emerge(VoxelArea a, s32 caller_id)
+{
+ // Just create the area to avoid segfaults
+ VoxelManipulator::emerge(a, caller_id);
+
+ /*
+ Just create the area to avoid segfaults
+ */
+ /*addArea(a);
+ for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
+ for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++)
+ for(s32 x=a.MinEdge.X; x<=a.MaxEdge.X; x++)
+ {
+ s32 i = m_area.index(x,y,z);
+ // Don't touch nodes that have already been loaded
+ if(!(m_flags[i] & VOXELFLAG_NOT_LOADED))
+ continue;
+ m_flags[i] = VOXELFLAG_INEXISTENT;
+ }*/
+}
+
+void ManualMapVoxelManipulator::initialEmerge(
+ v3s16 blockpos_min, v3s16 blockpos_max)
+{
+ TimeTaker timer1("emerge", &emerge_time);
+
+ // Units of these are MapBlocks
+ v3s16 p_min = blockpos_min;
+ v3s16 p_max = blockpos_max;
+
+ VoxelArea block_area_nodes
+ (p_min*MAP_BLOCKSIZE, (p_max+1)*MAP_BLOCKSIZE-v3s16(1,1,1));
+
+ addArea(block_area_nodes);
+
+ 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;
+
+ bool block_data_inexistent = false;
+ try
+ {
+ TimeTaker timer1("emerge load", &emerge_load_time);
+
+ MapBlock *block = m_map->getBlockNoCreate(p);
+ if(block->isDummy())
+ block_data_inexistent = true;
+ else
+ block->copyTo(*this);
+ }
+ catch(InvalidPositionException &e)
+ {
+ block_data_inexistent = true;
+ }
+
+ if(block_data_inexistent)
+ {
+ 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++)
+ {
+ s32 i = m_area.index(a.MinEdge.X,y,z);
+ memset(&m_flags[i], VOXELFLAG_INEXISTENT, MAP_BLOCKSIZE);
+ }
+ }
+
+ m_loaded_blocks.insert(p, true);
+ }
+}
+
//END