#include "porting.h"
#include "mineral.h"
#include "noise.h"
+#include "serverobject.h"
/*
Map
n.setLight(bank, 0);
}
+ /*
+ If node lets sunlight through and is under sunlight, it has
+ sunlight too.
+ */
+ if(node_under_sunlight && content_features(n.d).sunlight_propagates)
+ {
+ n.setLight(LIGHTBANK_DAY, LIGHT_SUN);
+ }
+
/*
Set the node on the map
*/
setNode(p, n);
+
+ /*
+ Add intial metadata
+ */
+
+ NodeMetadata *meta_proto = content_features(n.d).initial_metadata;
+ if(meta_proto)
+ {
+ NodeMetadata *meta = meta_proto->clone();
+ setNodeMetadata(p, meta);
+ }
/*
- If node is under sunlight, take all sunlighted nodes under
- it and clear light from them and from where the light has
- been spread.
+ If node is under sunlight and doesn't let sunlight through,
+ take all sunlighted nodes under it and clear light from them
+ and from where the light has been spread.
TODO: This could be optimized by mass-unlighting instead
of looping
*/
- if(node_under_sunlight)
+ if(node_under_sunlight && !content_features(n.d).sunlight_propagates)
{
s16 y = p.Y - 1;
for(;; y--){
break;
}
}
-
+
for(s32 i=0; i<2; i++)
{
enum LightBank bank = banks[i];
light_sources, modified_blocks);
}
+ /*
+ Remove node metadata
+ */
+
+ removeNodeMetadata(p);
+
/*
Remove the node.
This also clears the lighting.
while(m_transforming_liquid.size() != 0)
{
- try
- {
-
/*
Get a queued transforming liquid node
*/
}
loopcount++;
- if(loopcount >= initial_size * 1 || loopcount >= 1000)
+ //if(loopcount >= 100000)
+ if(loopcount >= initial_size * 1)
break;
-
- }catch(InvalidPositionException &e)
+ }
+ //dstream<<"Map::transformLiquids(): loopcount="<<loopcount<<std::endl;
+}
+
+NodeMetadata* Map::getNodeMetadata(v3s16 p)
+{
+ v3s16 blockpos = getNodeBlockPos(p);
+ v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE;
+ MapBlock *block = getBlockNoCreateNoEx(blockpos);
+ if(block == NULL)
+ {
+ dstream<<"WARNING: Map::setNodeMetadata(): Block not found"
+ <<std::endl;
+ return NULL;
+ }
+ NodeMetadata *meta = block->m_node_metadata.get(p_rel);
+ return meta;
+}
+
+void Map::setNodeMetadata(v3s16 p, NodeMetadata *meta)
+{
+ v3s16 blockpos = getNodeBlockPos(p);
+ v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE;
+ MapBlock *block = getBlockNoCreateNoEx(blockpos);
+ if(block == NULL)
+ {
+ dstream<<"WARNING: Map::setNodeMetadata(): Block not found"
+ <<std::endl;
+ return;
+ }
+ block->m_node_metadata.set(p_rel, meta);
+}
+
+void Map::removeNodeMetadata(v3s16 p)
+{
+ v3s16 blockpos = getNodeBlockPos(p);
+ v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE;
+ MapBlock *block = getBlockNoCreateNoEx(blockpos);
+ if(block == NULL)
+ {
+ dstream<<"WARNING: Map::removeNodeMetadata(): Block not found"
+ <<std::endl;
+ return;
+ }
+ block->m_node_metadata.remove(p_rel);
+}
+
+void Map::nodeMetadataStep(float dtime,
+ core::map<v3s16, MapBlock*> &changed_blocks)
+{
+ /*
+ NOTE:
+ Currently there is no way to ensure that all the necessary
+ blocks are loaded when this is run. (They might get unloaded)
+ NOTE: ^- Actually, that might not be so. In a quick test it
+ reloaded a block with a furnace when I walked back to it from
+ a distance.
+ */
+ core::map<v2s16, MapSector*>::Iterator si;
+ si = m_sectors.getIterator();
+ for(; si.atEnd() == false; si++)
+ {
+ MapSector *sector = si.getNode()->getValue();
+ core::list< MapBlock * > sectorblocks;
+ sector->getBlocks(sectorblocks);
+ core::list< MapBlock * >::Iterator i;
+ for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++)
{
+ MapBlock *block = *i;
+ bool changed = block->m_node_metadata.step(dtime);
+ if(changed)
+ changed_blocks[block->getPos()] = block;
}
}
- //dstream<<"Map::transformLiquids(): loopcount="<<loopcount<<std::endl;
}
/*
//m_chunksize = 64;
//m_chunksize = 16; // Too slow
- //m_chunksize = 8; // Takes a few seconds
- m_chunksize = 4; // Too small?
+ m_chunksize = 8; // Takes a few seconds
+ //m_chunksize = 4;
//m_chunksize = 2;
- // TODO: Save to and load from a file
m_seed = (((u64)(myrand()%0xffff)<<0)
+ ((u64)(myrand()%0xffff)<<16)
+ ((u64)(myrand()%0xffff)<<32)
}
else
{
- // Load map metadata (seed, chunksize)
- loadMapMeta();
-
- // Load chunk metadata
- loadChunkMeta();
+ try{
+ // Load map metadata (seed, chunksize)
+ loadMapMeta();
+
+ // Load chunk metadata
+ loadChunkMeta();
+ }
+ catch(FileNotGoodException &e){
+ dstream<<DTIME<<"WARNING: Server: Could not load "
+ <<"metafile(s). Disabling chunk-based "
+ <<"generation."<<std::endl;
+ m_chunksize = 0;
+ }
/*// Load sector (0,0) and throw and exception on fail
if(loadSectorFull(v2s16(0,0)) == false)
MapNode treenode(CONTENT_TREE);
MapNode leavesnode(CONTENT_LEAVES);
- vmanip.emerge(VoxelArea(p0-v3s16(2,0,2),p0+v3s16(2,7+2,2)));
-
- s16 trunk_h = myrand_range(4, 7);
+ s16 trunk_h = myrand_range(3, 6);
v3s16 p1 = p0;
for(s16 ii=0; ii<trunk_h; ii++)
{
return 0.04 * (noise-zeroval) / (1.0-zeroval);
}
-#define AVERAGE_MUD_AMOUNT 4.0
-
-double get_mud_amount(u64 seed, v2f p)
-{
- return ((float)AVERAGE_MUD_AMOUNT + 3.0 * noise2d_perlin(
- 0.5+p.X/200, 0.5+p.Y/200,
- seed+1, 5, 0.65));
-}
-
-bool get_have_sand(u64 seed, v2f p)
-{
- double sandnoise = noise2d_perlin(
- 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
- seed+59420, 3, 0.50);
- return (sandnoise > -0.15);
-}
+#define AVERAGE_MUD_AMOUNT 4
-// -1->0, 0->1, 1->0
-double contour(double v)
-{
- v = fabs(v);
- if(v >= 1.0)
- return 0.0;
- return (1.0-v);
-}
-
-// -1->0, -r->1, 0->1, r->1, 1->0
-double contour_flat_top(double v, double r)
-{
- v = fabs(v);
- if(v >= 1.0)
- return 0.0;
- double rmax = 0.999;
- if(r >= rmax)
- r = rmax;
- if(v <= r)
- return 1.0;
- v -= r;
- return ((1.0-r)-v) / (1.0-r);
- //return easeCurve(((1.0-r)-v) / (1.0-r));
-}
-
-double base_rock_level_2d(u64 seed, v2f p)
+double base_rock_level_2d(u64 seed, v2s16 p)
{
- // The ground level (return value)
- double h = WATER_LEVEL;
-
- // Raises from 0 when parameter is -1...1
- /*double m2 = contour_flat_top(-0.8 + 2.0 * noise2d_perlin(
- 0.0+(float)p.X/1500., 0.0+(float)p.Y/1500.,
- (seed>>32)+34758, 5, 0.55), 0.10);*/
- /*double m2 = 1.0;
- if(m2 > 0.0001)
- {
- // HUGE mountains
- double m1 = 200.0 + 300.0 * noise2d_perlin(
- 0.0+(float)p.X/1000., 0.0+(float)p.Y/1000.,
- (seed>>32)+98525, 8, 0.5);
- h += m1 * m2;
- //h += 30 * m2;
- }*/
-
- /*double tm2 = contour_flat_top(-1.0 + 3.0 * noise2d_perlin(
- 0.0+(float)p.X/300., 0.0+(float)p.Y/300.,
- (seed>>32)+78593, 5, 0.55), 0.15);
- h += 30 * tm2;*/
-
-#if 1
- // Huge mountains
- double m3 = 150.0 - 500.0 * noise2d_perlin_abs(
- 0.324+(float)p.X/2000., 0.423+(float)p.Y/2000.,
- (seed>>32)+985251, 9, 0.55);
- if(m3 > h)
- h = m3;
-#endif
-
-#if 1
- // Some kind of hill chains or something
- {
- double a1 = 30 - 130. * noise2d_perlin_abs(
- 0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
- seed+850342, 6, 0.63);
- double d = 15;
- if(a1 > d)
- a1 = d + sqrt(a1-d);
- /*if(a1 > h)
- h = a1;*/
- if(a1 > 0)
- h += a1;
- }
-#endif
-
-#if 1
- double base = -5. + 25. * noise2d_perlin(
+ // The base ground level
+ double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT
+ + 25. * noise2d_perlin(
0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
- (seed>>32)+653876, 7, 0.6);
-#else
- double base = 0;
-#endif
+ (seed>>32)+654879876, 6, 0.6);
-#if 1
- double higher = 40. * noise2d_perlin(
- 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
- seed+39292, 7, 0.55);
- /*double higher = 50. * noise2d_perlin_abs(
+ /*// A bit hillier one
+ double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin(
0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
- seed+85039, 5, 0.63);*/
- //higher = 25;
-
- if(higher > base)
- {
- // Steepness factor of cliffs
- double b = 1.0 + 1.0 * noise2d_perlin(
- 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
- seed-932, 7, 0.7);
- b = rangelim(b, 0.0, 1000.0);
+ (seed>>27)+90340, 6, 0.69);
+ if(base2 > base)
+ base = base2;*/
#if 1
- b = pow(b, 5);
- b *= 16;
- b = rangelim(b, 3.0, 1000.0);
- //dstream<<"b="<<b<<std::endl;
- //double b = 20;
- // Offset to more low
- //double a_off = -0.30;
- double a_off = -0.00;
- // High/low selector
- double a = (double)0.5 + b * (a_off + noise2d_perlin(
- 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
- seed-359, 6, 0.70));
-#endif
-#if 0
- /*b = pow(b, 5);
- b *= 2;
- b = rangelim(b, 3.0, 20.0);*/
- //b = 10.0;
- double a = -1.5 + 5.0 * (noise2d_perlin_abs(
- 0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
- seed-359, 6, 0.6));
- a *= 3.0;
- /*double a = 5.0 * (noise2d_perlin(
- 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
- seed-359, 5, 0.6));*/
- //a = contour_flat_top(a, 0.2);
-#endif
- // Limit
- a = rangelim(a, 0.0, 1.0);
- a = easeCurve(a);
-
- //dstream<<"a="<<a<<std::endl;
+ // Higher ground level
+ double higher = (double)WATER_LEVEL + 25. + 45. * noise2d_perlin(
+ 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
+ seed+85039, 5, 0.69);
+ //higher = 30; // For debugging
- /*double h2 = higher * a;
- if(h2 > h)
- h = h2;*/
+ // Limit higher to at least base
+ if(higher < base)
+ higher = base;
- h += base*(1.0-a) + higher*a;
- }
- else
- {
- h += base;
- }
-#else
- h += base;
-#endif
-
- return h;
-}
-
-double base_rock_level_2d(u64 seed, v2s16 p)
-{
- return base_rock_level_2d(seed, v2f((float)p.X, (float)p.Y));
-}
+ // Steepness factor of cliffs
+ double b = 1.0 + 1.0 * noise2d_perlin(
+ 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
+ seed-932, 7, 0.7);
+ b = rangelim(b, 0.0, 1000.0);
+ b = pow(b, 5);
+ b *= 7;
+ b = rangelim(b, 3.0, 1000.0);
+ //dstream<<"b="<<b<<std::endl;
+ //double b = 20;
+
+ // Offset to more low
+ double a_off = -0.2;
+ // High/low selector
+ /*double a = 0.5 + b * (a_off + noise2d_perlin(
+ 0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
+ seed-359, 6, 0.7));*/
+ double a = (double)0.5 + b * (a_off + noise2d_perlin(
+ 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
+ seed-359, 5, 0.60));
+ // Limit
+ a = rangelim(a, 0.0, 1.0);
-v2f base_ground_turbulence(u64 seed, v3f p)
-{
-#if 1
- double f = 20;
-
- double vv = 1.0 - 1.0 * noise3d_perlin_abs(
- 0.5+p.X/500,
- 0.5+p.Y/500,
- 0.5+p.Z/500,
- seed+1324031, 4, 0.5);
- //double vve = 1.0 - exp(-MYMAX(0, vv*2.0));
- double vve = MYMAX(0, vv);
- //dstream<<"vve="<<vve<<std::endl;
-
- double v1 = f * noise3d_perlin(
- 0.5+p.X/200,
- 0.5+p.Y/200,
- 0.5+p.Z/200,
- seed+4045, 6, 0.7);
-
- double v2 = f * noise3d_perlin(
- 0.5+p.X/200,
- 0.5+p.Y/200,
- 0.5+p.Z/200,
- seed+9495, 6, 0.7);
-
- return v2f(v1*vve, v2*vve);
+ //dstream<<"a="<<a<<std::endl;
+
+ double h = base*(1.0-a) + higher*a;
#else
- return v2f(0,0);
+ double h = base;
#endif
+ return h;
}
-bool is_carved(u64 seed, v3f p)
-{
-#if 1
- double v1 = noise3d_perlin_abs(
- 0.5+p.X/200,
- 0.5+p.Y/200,
- 0.5+p.Z/200,
- seed+657890854, 5, 0.7);
-
- if(v1 > 1.45)
- return true;
-#endif
-
- double f = 10.0;
- double y_div = 1.5;
-
- double v4 = contour(f*noise3d_perlin(
- 0.5+p.X/200,
- 0.5+p.Y/200*y_div,
- 0.5+p.Z/200,
- seed+87592, 5, 0.7));
- // Tilted 90 degrees
- double v5 = contour(f*noise3d_perlin(
- 0.5+p.X/200,
- 0.5+p.Z/200,
- 0.5+p.Y/200*y_div,
- seed+98594, 5, 0.7));
-
- double v45 = v4*v5;
- if(v45 > 2.5/f)
- return true;
-
- return false;
-}
-
-bool is_underground_mud(u64 seed, v3f p)
-{
- double v1 = noise3d_perlin_abs(
- 0.5+p.X/50,
- 0.5+p.Y/50,
- 0.5+p.Z/50,
- seed+83401, 5, 0.75);
- return (v1 > 1.3);
-}
-
/*
- if depth_guess!=NULL, it is set to a guessed value of how deep
- underground the position is.
+ Adds random objects to block, depending on the content of the block
*/
-bool is_base_ground(u64 seed, v3f p, double *depth_guess=NULL)
+void addRandomObjects(MapBlock *block)
{
-#if 0
- // This is used for testing the output of the cave function
- {
- if(depth_guess)
- *depth_guess = 10;
- if(p.Y > 50)
- return false;
- return is_carved(seed, p);
- }
-#endif
-#if 0
- // This is used for testing the output of the underground mud function
- {
- if(depth_guess)
- *depth_guess = 10;
- if(p.Y > 50)
- return false;
- return is_underground_mud(seed, p);
- }
-#endif
-
- v2f t = base_ground_turbulence(seed, p);
-
- double surface_y_f = base_rock_level_2d(seed, v2f(p.X+t.X, p.Z+t.Y));
-
- /*if(depth_guess)
- *depth_guess = surface_y_f - p.Y;*/
-
- if(depth_guess)
+ for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
+ for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
{
- // Find highest surface near current
- v3f dirs[4] = {
- v3f(1,0,0),
- v3f(-1,0,0),
- v3f(0,0,1),
- v3f(0,0,-1)
- };
- double s2 = surface_y_f;
- for(u32 i=0; i<4; i++)
+ bool last_node_walkable = false;
+ for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
{
- v3f dir = dirs[i];
- // Get turbulence at around there
- v2f t2 = base_ground_turbulence(seed, p+dir);
- // Get ground height
- v2f l = v2f(p.X+t2.X+dir.X, p.Z+t2.Y+dir.Z);
- double s = base_rock_level_2d(seed, l);
- if(s > s2)
- s2 = s;
+ v3s16 p(x0,y0,z0);
+ MapNode n = block->getNodeNoEx(p);
+ if(n.d == CONTENT_IGNORE)
+ continue;
+ if(content_features(n.d).liquid_type != LIQUID_NONE)
+ continue;
+ if(content_features(n.d).walkable)
+ {
+ last_node_walkable = true;
+ continue;
+ }
+ if(last_node_walkable)
+ {
+ // If block contains light information
+ if(content_features(n.d).param_type == CPT_LIGHT)
+ {
+ if(n.getLight(LIGHTBANK_DAY) <= 3)
+ {
+ if(myrand() % 300 == 0)
+ {
+ v3f pos_f = intToFloat(p+block->getPosRelative(), BS);
+ pos_f.Y -= BS*0.4;
+ ServerActiveObject *obj = new RatSAO(NULL, 0, pos_f);
+ std::string data = obj->getStaticData();
+ StaticObject s_obj(obj->getType(),
+ obj->getBasePosition(), data);
+ // Add some
+ block->m_static_objects.insert(0, s_obj);
+ block->m_static_objects.insert(0, s_obj);
+ block->m_static_objects.insert(0, s_obj);
+ block->m_static_objects.insert(0, s_obj);
+ block->m_static_objects.insert(0, s_obj);
+ block->m_static_objects.insert(0, s_obj);
+ delete obj;
+ }
+ }
+ }
+ }
+ last_node_walkable = false;
}
- *depth_guess = s2 - p.Y;
}
-
- /*if(depth_guess)
- {
- // Check a bit lower also, take highest surface
- v2f t2 = base_ground_turbulence(seed, p + v3f(0,-2,0));
- double s2 = base_rock_level_2d(seed, v2f(p.X+t2.X, p.Z+t2.Y));
- if(s2 > surface_y_f)
- *depth_guess = s2 - p.Y;
- else
- *depth_guess = surface_y_f - p.Y;
- }*/
-
- /*if(depth_guess)
- {
- // Guess surface point
- v3f p2(p.X, surface_y_f, p.Z);
- v2f t2 = base_ground_turbulence
- double u1 =
- double s1 = base_rock_level_2d(seed, v2f(p.X+v1,p.Z+v2));
- }*/
-
- bool is_ground = (p.Y <= surface_y_f);
-
-#if 1
- if(is_carved(seed, p))
- is_ground = false;
-#endif
-
- return is_ground;
+ block->setChangedFlag();
}
#define VMANIP_FLAG_DUNGEON VOXELFLAG_CHECKED1
-/*
- This is the main map generation method
-*/
-
-MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
- core::map<v3s16, MapBlock*> &changed_blocks,
- bool force)
-{
- DSTACK(__FUNCTION_NAME);
-
- // Shall be not used now
- //assert(0);
-
-#if 0
-
- /*
- Don't generate if already fully generated
- */
- if(force == false)
- {
- MapChunk *chunk = getChunk(chunkpos);
- if(chunk != NULL && chunk->getGenLevel() == GENERATED_FULLY)
- {
- dstream<<"generateChunkRaw(): Chunk "
- <<"("<<chunkpos.X<<","<<chunkpos.Y<<")"
- <<" already generated"<<std::endl;
- return chunk;
- }
- }
-
- dstream<<"generateChunkRaw(): Generating chunk "
- <<"("<<chunkpos.X<<","<<chunkpos.Y<<")"
- <<std::endl;
-
- TimeTaker timer("generateChunkRaw()");
-
- // The distance how far into the neighbors the generator is allowed to go.
- s16 max_spread_amount_sectors = 2;
- assert(max_spread_amount_sectors <= m_chunksize);
- s16 max_spread_amount = max_spread_amount_sectors * MAP_BLOCKSIZE;
-
- // Minimum amount of space left on sides for mud to fall in
- //s16 min_mud_fall_space = 2;
-
- // Maximum diameter of stone obstacles in X and Z
- /*s16 stone_obstacle_max_size = (max_spread_amount-min_mud_fall_space)*2;
- assert(stone_obstacle_max_size/2 <= max_spread_amount-min_mud_fall_space);*/
-
- s16 y_blocks_min = -4;
- s16 y_blocks_max = 3;
- s16 h_blocks = y_blocks_max - y_blocks_min + 1;
- s16 y_nodes_min = y_blocks_min * MAP_BLOCKSIZE;
- s16 y_nodes_max = y_blocks_max * MAP_BLOCKSIZE + MAP_BLOCKSIZE - 1;
-
- v2s16 sectorpos_base = chunk_to_sector(chunkpos);
- s16 sectorpos_base_size = m_chunksize;
-
- /*v2s16 sectorpos_bigbase = chunk_to_sector(chunkpos - v2s16(1,1));
- s16 sectorpos_bigbase_size = m_chunksize * 3;*/
- v2s16 sectorpos_bigbase =
- sectorpos_base - v2s16(1,1) * max_spread_amount_sectors;
- s16 sectorpos_bigbase_size =
- sectorpos_base_size + 2 * max_spread_amount_sectors;
-
- v3s16 bigarea_blocks_min(
- sectorpos_bigbase.X,
- y_blocks_min,
- sectorpos_bigbase.Y
- );
-
- v3s16 bigarea_blocks_max(
- sectorpos_bigbase.X + sectorpos_bigbase_size - 1,
- y_blocks_max,
- sectorpos_bigbase.Y + sectorpos_bigbase_size - 1
- );
-
- // Relative values to control amount of stuff in one chunk
- /*u32 relative_area = (u32)sectorpos_base_size*MAP_BLOCKSIZE
- *(u32)sectorpos_base_size*MAP_BLOCKSIZE;*/
- u32 relative_volume = (u32)sectorpos_base_size*MAP_BLOCKSIZE
- *(u32)sectorpos_base_size*MAP_BLOCKSIZE
- *(u32)h_blocks*MAP_BLOCKSIZE;
-
- /*
- The limiting edges of the lighting update, inclusive.
- */
- s16 lighting_min_d = 0-max_spread_amount;
- s16 lighting_max_d = sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
-
- /*
- Create the whole area of this and the neighboring chunks
- */
- {
- TimeTaker timer("generateChunkRaw() create area");
-
- for(s16 x=0; x<sectorpos_bigbase_size; x++)
- for(s16 z=0; z<sectorpos_bigbase_size; z++)
- {
- v2s16 sectorpos = sectorpos_bigbase + v2s16(x,z);
- ServerMapSector *sector = createSector(sectorpos);
- assert(sector);
-
- for(s16 y=y_blocks_min; y<=y_blocks_max; y++)
- {
- v3s16 blockpos(sectorpos.X, y, sectorpos.Y);
- MapBlock *block = createBlock(blockpos);
-
- // Lighting won't be calculated
- //block->setLightingExpired(true);
- // Lighting will be calculated
- block->setLightingExpired(false);
-
- /*
- Block gets sunlight if this is true.
-
- This should be set to true when the top side of a block
- is completely exposed to the sky.
-
- Actually this doesn't matter now because the
- initial lighting is done here.
- */
- block->setIsUnderground(y != y_blocks_max);
- }
- }
- }
-
- /*
- Now we have a big empty area.
-
- Make a ManualMapVoxelManipulator that contains this and the
- neighboring chunks
- */
+/*
+ This is the main map generation method
+*/
- ManualMapVoxelManipulator vmanip(this);
- // Add the area we just generated
- {
- TimeTaker timer("generateChunkRaw() initialEmerge");
- vmanip.initialEmerge(bigarea_blocks_min, bigarea_blocks_max);
- }
+void makeChunk(ChunkMakeData *data)
+{
+ if(data->no_op)
+ return;
+
+ s16 y_nodes_min = data->y_blocks_min * MAP_BLOCKSIZE;
+ s16 y_nodes_max = data->y_blocks_max * MAP_BLOCKSIZE + MAP_BLOCKSIZE - 1;
+ s16 h_blocks = data->y_blocks_max - data->y_blocks_min + 1;
+ u32 relative_volume = (u32)data->sectorpos_base_size*MAP_BLOCKSIZE
+ *(u32)data->sectorpos_base_size*MAP_BLOCKSIZE
+ *(u32)h_blocks*MAP_BLOCKSIZE;
+ v3s16 bigarea_blocks_min(
+ data->sectorpos_bigbase.X,
+ data->y_blocks_min,
+ data->sectorpos_bigbase.Y
+ );
+ v3s16 bigarea_blocks_max(
+ data->sectorpos_bigbase.X + data->sectorpos_bigbase_size - 1,
+ data->y_blocks_max,
+ data->sectorpos_bigbase.Y + data->sectorpos_bigbase_size - 1
+ );
+ s16 lighting_min_d = 0-data->max_spread_amount;
+ s16 lighting_max_d = data->sectorpos_base_size*MAP_BLOCKSIZE
+ + data->max_spread_amount-1;
// Clear all flags
- vmanip.clearFlag(0xff);
+ data->vmanip.clearFlag(0xff);
- TimeTaker timer_generate("generateChunkRaw() generate");
+ TimeTaker timer_generate("makeChunk() generate");
// Maximum height of the stone surface and obstacles.
- // This is used to disable dungeon generation from going too high.
+ // This is used to disable cave generation from going too high.
s16 stone_surface_max_y = 0;
/*
{
// 22ms @cs=8
- TimeTaker timer1("ground level");
- dstream<<"Generating base ground..."<<std::endl;
+ //TimeTaker timer1("ground level");
- for(s16 x=0; x<sectorpos_bigbase_size*MAP_BLOCKSIZE; x++)
- for(s16 z=0; z<sectorpos_bigbase_size*MAP_BLOCKSIZE; z++)
+ for(s16 x=0; x<data->sectorpos_bigbase_size*MAP_BLOCKSIZE; x++)
+ for(s16 z=0; z<data->sectorpos_bigbase_size*MAP_BLOCKSIZE; z++)
{
// Node position
- v2s16 p2d = sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z);
+ v2s16 p2d = data->sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z);
/*
- Skip if already generated
- */
- {
- v3s16 p(p2d.X, y_nodes_min, p2d.Y);
- if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR)
- continue;
- }
-
- v2f p2df(p2d.X, p2d.Y);
-
- {
- // Use fast index incrementing
- v3s16 em = vmanip.m_area.getExtent();
- s16 min = y_nodes_min;
- s16 max = y_nodes_max;
- /*s16 min = -10;
- s16 max = 20;*/
- //float surface_y_f = base_rock_level_2d(m_seed, p2df);
- u32 i = vmanip.m_area.index(v3s16(p2d.X, min, p2d.Y));
- for(s16 y=min; y<=max; y++)
- {
-#if 1
- bool is = is_base_ground(m_seed, v3f(p2df.X,y,p2df.Y));
- if(is)
- vmanip.m_data[i].d = CONTENT_STONE;
- else
- vmanip.m_data[i].d = CONTENT_AIR;
-#endif
-#if 0
- double v = noise3d_perlin(
- 0.5+(float)p2d.X/200,
- 0.5+(float)y/200,
- 0.5+(float)p2d.Y/200,
- m_seed+293, 6, 0.55);
- if(v > 0.0)
- vmanip.m_data[i].d = CONTENT_STONE;
- else
- vmanip.m_data[i].d = CONTENT_AIR;
-#endif
-#if 0
- /*double v1 = 5 * noise3d_perlin(
- 0.5+(float)p2df.X/200,
- 0.5+(float)y/200,
- 0.5+(float)p2df.Y/200,
- m_seed+293, 6, 0.55);
-
- double v2 = 5 * noise3d_perlin(
- 0.5+(float)p2df.X/200,
- 0.5+(float)y/200,
- 0.5+(float)p2df.Y/200,
- m_seed+293, 6, 0.55);*/
-
- double v1 = 0;
- double v2 = 0;
-
- float surface_y_f = base_rock_level_2d(m_seed, p2df+v2f(v1,v2));
-
- if(y <= surface_y_f)
- vmanip.m_data[i].d = CONTENT_STONE;
- else
- vmanip.m_data[i].d = CONTENT_AIR;
-#endif
-
- vmanip.m_area.add_y(em, i, 1);
- }
- }
-
-#if 0
- // Node position
- v2s16 p2d = sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z);
-
- /*
- Skip if already generated
+ Skip of already generated
*/
- {
+ /*{
v3s16 p(p2d.X, y_nodes_min, p2d.Y);
- if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR)
+ if(data->vmanip.m_data[data->vmanip.m_area.index(p)].d != CONTENT_AIR)
continue;
- }
+ }*/
// Ground height at this point
float surface_y_f = 0.0;
// Use perlin noise for ground height
- surface_y_f = base_rock_level_2d(m_seed, p2d);
+ surface_y_f = base_rock_level_2d(data->seed, p2d);
/*// Experimental stuff
{
- float a = highlands_level_2d(m_seed, p2d);
+ float a = highlands_level_2d(data->seed, p2d);
if(a > surface_y_f)
surface_y_f = a;
}*/
*/
{
// Use fast index incrementing
- v3s16 em = vmanip.m_area.getExtent();
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_min, p2d.Y));
+ v3s16 em = data->vmanip.m_area.getExtent();
+ u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_nodes_min, p2d.Y));
for(s16 y=y_nodes_min; y<surface_y && y<=y_nodes_max; y++)
{
- vmanip.m_data[i].d = CONTENT_STONE;
+ // Skip if already generated.
+ // This is done here because there might be a cave at
+ // any point in ground, which could look like it
+ // wasn't generated.
+ if(data->vmanip.m_data[i].d != CONTENT_AIR)
+ break;
+
+ data->vmanip.m_data[i].d = CONTENT_STONE;
- vmanip.m_area.add_y(em, i, 1);
+ data->vmanip.m_area.add_y(em, i, 1);
}
}
-#endif
}
}//timer1
Randomize some parameters
*/
- s32 stone_obstacle_count = 0;
+ //s32 stone_obstacle_count = 0;
/*s32 stone_obstacle_count =
- rangelim((1.0+noise2d(m_seed+897,
- sectorpos_base.X, sectorpos_base.Y))/2.0 * 30, 0, 100000);*/
+ rangelim((1.0+noise2d(data->seed+897,
+ data->sectorpos_base.X, data->sectorpos_base.Y))/2.0 * 30, 0, 100000);*/
- s16 stone_obstacle_max_height = 0;
+ //s16 stone_obstacle_max_height = 0;
/*s16 stone_obstacle_max_height =
- rangelim((1.0+noise2d(m_seed+5902,
- sectorpos_base.X, sectorpos_base.Y))/2.0 * 30, 0, 100000);*/
+ rangelim((1.0+noise2d(data->seed+5902,
+ data->sectorpos_base.X, data->sectorpos_base.Y))/2.0 * 30, 0, 100000);*/
/*
Loop this part, it will make stuff look older and newer nicely
*/
- u32 age_count = 2;
- for(u32 i_age=0; i_age<age_count; i_age++)
+ //for(u32 i_age=0; i_age<1; i_age++)
+ for(u32 i_age=0; i_age<2; i_age++)
{ // Aging loop
+ /******************************
+ BEGINNING OF AGING LOOP
+ ******************************/
- {
- // 8ms @cs=8
- //TimeTaker timer1("stone obstacles");
-
- /*
- Add some random stone obstacles
- */
-
- for(s32 ri=0; ri<stone_obstacle_count; ri++)
- {
- // Randomize max height so usually stuff will be quite low
- s16 maxheight_randomized = myrand_range(0, stone_obstacle_max_height);
-
- //s16 stone_obstacle_max_size = sectorpos_base_size * MAP_BLOCKSIZE - 10;
- s16 stone_obstacle_max_size = MAP_BLOCKSIZE*4-4;
-
- v3s16 ob_size(
- myrand_range(5, stone_obstacle_max_size),
- myrand_range(0, maxheight_randomized),
- myrand_range(5, stone_obstacle_max_size)
- );
-
- // Don't make stupid small rectangle bumps
- if(ob_size.Y < 5)
- continue;
-
- v2s16 ob_place(
- myrand_range(1+ob_size.X/2+2,
- sectorpos_base_size*MAP_BLOCKSIZE-1-1-ob_size.X/2-2),
- myrand_range(1+ob_size.Z/2+2,
- sectorpos_base_size*MAP_BLOCKSIZE-1-1-ob_size.Z/2-2)
- );
-
- // Minimum space left on top of the obstacle
- s16 min_head_space = 12;
-
- for(s16 x=-ob_size.X/2; x<ob_size.X/2; x++)
- for(s16 z=-ob_size.Z/2; z<ob_size.Z/2; z++)
- {
- // Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + ob_place + v2s16(x,z);
-
- // Find stone ground level
- // (ignore everything else than mud in already generated chunks)
- // and mud amount over the stone level
- s16 surface_y = 0;
- s16 mud_amount = 0;
- {
- v3s16 em = vmanip.m_area.getExtent();
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
- s16 y;
- // Go to ground level
- for(y=y_nodes_max; y>=y_nodes_min; y--)
- {
- MapNode *n = &vmanip.m_data[i];
- /*if(content_walkable(n.d)
- && n.d != CONTENT_MUD
- && n.d != CONTENT_GRASS)
- break;*/
- if(n->d == CONTENT_STONE)
- break;
-
- if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS)
- {
- mud_amount++;
- /*
- Change to mud because otherwise we might
- be throwing mud on grass at the next
- step
- */
- n->d = CONTENT_MUD;
- }
-
- vmanip.m_area.add_y(em, i, -1);
- }
- if(y >= y_nodes_min)
- surface_y = y;
- else
- surface_y = y_nodes_min;
- }
-
-
- /*
- Add stone on ground
- */
- {
- v3s16 em = vmanip.m_area.getExtent();
- s16 y_start = surface_y+1;
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
- s16 y;
- // Add stone
- s16 count = 0;
- for(y=y_start; y<=y_nodes_max - min_head_space; y++)
- {
- MapNode &n = vmanip.m_data[i];
- n.d = CONTENT_STONE;
-
- if(y > stone_surface_max_y)
- stone_surface_max_y = y;
-
- count++;
- if(count >= ob_size.Y)
- break;
-
- vmanip.m_area.add_y(em, i, 1);
- }
- // Add mud
- count = 0;
- for(; y<=y_nodes_max - min_head_space; y++)
- {
- MapNode &n = vmanip.m_data[i];
- n.d = CONTENT_MUD;
- count++;
- if(count >= mud_amount)
- break;
-
- vmanip.m_area.add_y(em, i, 1);
- }
- }
-
- }
- }
-
- }//timer1
{
// 24ms @cs=8
- //TimeTaker timer1("dungeons");
+ //TimeTaker timer1("caves");
/*
- Make dungeons
+ Make caves
*/
- u32 dungeons_count = relative_volume / 600000;
+ u32 caves_count = relative_volume / 400000;
u32 bruises_count = relative_volume * stone_surface_max_y / 40000000;
if(stone_surface_max_y < WATER_LEVEL)
bruises_count = 0;
- /*u32 dungeons_count = 0;
+ /*u32 caves_count = 0;
u32 bruises_count = 0;*/
- for(u32 jj=0; jj<dungeons_count+bruises_count; jj++)
+ for(u32 jj=0; jj<caves_count+bruises_count; jj++)
{
- s16 min_tunnel_diameter = 2;
- s16 max_tunnel_diameter = 6;
- u16 tunnel_routepoints = 25;
+ s16 min_tunnel_diameter = 3;
+ s16 max_tunnel_diameter = 5;
+ u16 tunnel_routepoints = 20;
- bool bruise_surface = (jj < bruises_count);
+ v3f main_direction(0,0,0);
+
+ bool bruise_surface = (jj > caves_count);
if(bruise_surface)
{
/*min_tunnel_diameter = MYMAX(0, stone_surface_max_y/6);
max_tunnel_diameter = myrand_range(MYMAX(0, stone_surface_max_y/6), MYMAX(0, stone_surface_max_y/2));*/
- /*s16 tunnel_rou = rangelim(25*(0.5+1.0*noise2d(m_seed+42,
- sectorpos_base.X, sectorpos_base.Y)), 0, 15);*/
+ /*s16 tunnel_rou = rangelim(25*(0.5+1.0*noise2d(data->seed+42,
+ data->sectorpos_base.X, data->sectorpos_base.Y)), 0, 15);*/
tunnel_routepoints = 5;
}
+ else
+ {
+ }
// Allowed route area size in nodes
v3s16 ar(
- sectorpos_base_size*MAP_BLOCKSIZE,
+ data->sectorpos_base_size*MAP_BLOCKSIZE,
h_blocks*MAP_BLOCKSIZE,
- sectorpos_base_size*MAP_BLOCKSIZE
+ data->sectorpos_base_size*MAP_BLOCKSIZE
);
// Area starting point in nodes
v3s16 of(
- sectorpos_base.X*MAP_BLOCKSIZE,
- y_blocks_min*MAP_BLOCKSIZE,
- sectorpos_base.Y*MAP_BLOCKSIZE
+ data->sectorpos_base.X*MAP_BLOCKSIZE,
+ data->y_blocks_min*MAP_BLOCKSIZE,
+ data->sectorpos_base.Y*MAP_BLOCKSIZE
);
// Allow a bit more
//(this should be more than the maximum radius of the tunnel)
//s16 insure = 5; // Didn't work with max_d = 20
s16 insure = 10;
- s16 more = max_spread_amount - max_tunnel_diameter/2 - insure;
+ s16 more = data->max_spread_amount - max_tunnel_diameter/2 - insure;
ar += v3s16(1,0,1) * more * 2;
of -= v3s16(1,0,1) * more;
// Allow half a diameter + 7 over stone surface
s16 route_y_max = -of.Y + stone_surface_max_y + max_tunnel_diameter/2 + 7;
- /*// If dungeons, don't go through surface too often
+ /*// If caves, don't go through surface too often
if(bruise_surface == false)
route_y_max -= myrand_range(0, max_tunnel_diameter*2);*/
s16 route_start_y_min = route_y_min;
s16 route_start_y_max = route_y_max;
- // Start every 2nd dungeon from surface
+ // Start every 2nd cave from surface
bool coming_from_surface = (jj % 2 == 0 && bruise_surface == false);
if(coming_from_surface)
{
- route_start_y_min = -of.Y + stone_surface_max_y + 5;
+ route_start_y_min = -of.Y + stone_surface_max_y + 10;
}
route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
- route_start_y_max = rangelim(route_start_y_max, 0, ar.Y-1);
+ route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1);
// Randomize starting position
v3f orp(
for(u16 j=0; j<tunnel_routepoints; j++)
{
+ if(j%7==0 && bruise_surface == false)
+ {
+ main_direction = v3f(
+ ((float)(myrand()%20)-(float)10)/10,
+ ((float)(myrand()%20)-(float)10)/30,
+ ((float)(myrand()%20)-(float)10)/10
+ );
+ main_direction *= (float)myrand_range(1, 3);
+ }
+
// Randomize size
s16 min_d = min_tunnel_diameter;
s16 max_d = max_tunnel_diameter;
}
else
{
- maxlen = v3s16(15, myrand_range(1, 20), 15);
+ maxlen = v3s16(rs*4, myrand_range(1, rs*3), rs*4);
}
v3f vec;
(float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z
);
}
+
+ vec += main_direction;
v3f rp = orp + vec;
if(rp.X < 0)
continue;
p += of;
- //assert(vmanip.m_area.contains(p));
- if(vmanip.m_area.contains(p) == false)
+ //assert(data->vmanip.m_area.contains(p));
+ if(data->vmanip.m_area.contains(p) == false)
{
dstream<<"WARNING: "<<__FUNCTION_NAME
<<":"<<__LINE__<<": "
// Just set it to air, it will be changed to
// water afterwards
- u32 i = vmanip.m_area.index(p);
- vmanip.m_data[i] = airnode;
+ u32 i = data->vmanip.m_area.index(p);
+ data->vmanip.m_data[i] = airnode;
if(bruise_surface == false)
{
// Set tunnel flag
- vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON;
+ data->vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON;
}
}
}
// Allowed route area size in nodes
v3s16 ar(
- sectorpos_base_size*MAP_BLOCKSIZE,
+ data->sectorpos_base_size*MAP_BLOCKSIZE,
h_blocks*MAP_BLOCKSIZE,
- sectorpos_base_size*MAP_BLOCKSIZE
+ data->sectorpos_base_size*MAP_BLOCKSIZE
);
// Area starting point in nodes
v3s16 of(
- sectorpos_base.X*MAP_BLOCKSIZE,
- y_blocks_min*MAP_BLOCKSIZE,
- sectorpos_base.Y*MAP_BLOCKSIZE
+ data->sectorpos_base.X*MAP_BLOCKSIZE,
+ data->y_blocks_min*MAP_BLOCKSIZE,
+ data->sectorpos_base.Y*MAP_BLOCKSIZE
);
// Allow a bit more
//(this should be more than the maximum radius of the tunnel)
s16 insure = 3;
- s16 more = max_spread_amount - max_vein_diameter/2 - insure;
+ s16 more = data->max_spread_amount - max_vein_diameter/2 - insure;
ar += v3s16(1,0,1) * more * 2;
of -= v3s16(1,0,1) * more;
continue;
p += of;
- assert(vmanip.m_area.contains(p));
+ assert(data->vmanip.m_area.contains(p));
// Just set it to air, it will be changed to
// water afterwards
- u32 i = vmanip.m_area.index(p);
- MapNode *n = &vmanip.m_data[i];
+ u32 i = data->vmanip.m_area.index(p);
+ MapNode *n = &data->vmanip.m_data[i];
if(n->d == CONTENT_STONE)
n->param = mineral;
}
Add mud to the central chunk
*/
- for(s16 x=0; x<sectorpos_base_size*MAP_BLOCKSIZE; x++)
- for(s16 z=0; z<sectorpos_base_size*MAP_BLOCKSIZE; z++)
+ for(s16 x=0; x<data->sectorpos_base_size*MAP_BLOCKSIZE; x++)
+ for(s16 z=0; z<data->sectorpos_base_size*MAP_BLOCKSIZE; z++)
{
// Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+ v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
// Randomize mud amount
- s16 mud_add_amount = get_mud_amount(m_seed, v2f(p2d.X,p2d.Y))/age_count;
+ s16 mud_add_amount = (s16)(2.5 + 2.0 * noise2d_perlin(
+ 0.5+(float)p2d.X/200, 0.5+(float)p2d.Y/200,
+ data->seed+1, 3, 0.55));
// Find ground level
- s16 surface_y = find_ground_level_clever(vmanip, p2d);
+ s16 surface_y = find_ground_level_clever(data->vmanip, p2d);
/*
If topmost node is grass, change it to mud.
chunk and then converted.
*/
{
- u32 i = vmanip.m_area.index(v3s16(p2d.X, surface_y, p2d.Y));
- MapNode *n = &vmanip.m_data[i];
+ u32 i = data->vmanip.m_area.index(v3s16(p2d.X, surface_y, p2d.Y));
+ MapNode *n = &data->vmanip.m_data[i];
if(n->d == CONTENT_GRASS)
n->d = CONTENT_MUD;
}
*/
{
s16 mudcount = 0;
- v3s16 em = vmanip.m_area.getExtent();
+ v3s16 em = data->vmanip.m_area.getExtent();
s16 y_start = surface_y+1;
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+ u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
for(s16 y=y_start; y<=y_nodes_max; y++)
{
if(mudcount >= mud_add_amount)
break;
- MapNode &n = vmanip.m_data[i];
+ MapNode &n = data->vmanip.m_data[i];
n.d = CONTENT_MUD;
mudcount++;
- vmanip.m_area.add_y(em, i, 1);
+ data->vmanip.m_area.add_y(em, i, 1);
}
}
}//timer1
{
// 340ms @cs=8
- //TimeTaker timer1("flow mud");
+ TimeTaker timer1("flow mud");
/*
Flow mud away from steep edges
*/
// Limit area by 1 because mud is flown into neighbors.
- s16 mudflow_minpos = 0-max_spread_amount+1;
- s16 mudflow_maxpos = sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-2;
+ s16 mudflow_minpos = 0-data->max_spread_amount+1;
+ s16 mudflow_maxpos = data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-2;
// Iterate a few times
for(s16 k=0; k<3; k++)
}
// Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+ v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
- v3s16 em = vmanip.m_area.getExtent();
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
+ v3s16 em = data->vmanip.m_area.getExtent();
+ u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
s16 y=y_nodes_max;
for(;; y--)
// Find mud
for(; y>=y_nodes_min; y--)
{
- n = &vmanip.m_data[i];
+ n = &data->vmanip.m_data[i];
//if(content_walkable(n->d))
// break;
if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS)
break;
- vmanip.m_area.add_y(em, i, -1);
+ data->vmanip.m_area.add_y(em, i, -1);
}
// Stop if out of area
- //if(vmanip.m_area.contains(i) == false)
+ //if(data->vmanip.m_area.contains(i) == false)
if(y < y_nodes_min)
break;
/*// If not mud, do nothing to it
- MapNode *n = &vmanip.m_data[i];
+ MapNode *n = &data->vmanip.m_data[i];
if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
continue;*/
*/
{
u32 i2 = i;
- vmanip.m_area.add_y(em, i2, -1);
+ data->vmanip.m_area.add_y(em, i2, -1);
// Cancel if out of area
- if(vmanip.m_area.contains(i2) == false)
+ if(data->vmanip.m_area.contains(i2) == false)
continue;
- MapNode *n2 = &vmanip.m_data[i2];
+ MapNode *n2 = &data->vmanip.m_data[i2];
if(n2->d != CONTENT_MUD && n2->d != CONTENT_GRASS)
continue;
}
// Theck that upper is air or doesn't exist.
// Cancel dropping if upper keeps it in place
u32 i3 = i;
- vmanip.m_area.add_y(em, i3, 1);
- if(vmanip.m_area.contains(i3) == true
- && content_walkable(vmanip.m_data[i3].d) == true)
+ data->vmanip.m_area.add_y(em, i3, 1);
+ if(data->vmanip.m_area.contains(i3) == true
+ && content_walkable(data->vmanip.m_data[i3].d) == true)
{
continue;
}
v3s16 dirp = dirs4[di];
u32 i2 = i;
// Move to side
- vmanip.m_area.add_p(em, i2, dirp);
+ data->vmanip.m_area.add_p(em, i2, dirp);
// Fail if out of area
- if(vmanip.m_area.contains(i2) == false)
+ if(data->vmanip.m_area.contains(i2) == false)
continue;
// Check that side is air
- MapNode *n2 = &vmanip.m_data[i2];
+ MapNode *n2 = &data->vmanip.m_data[i2];
if(content_walkable(n2->d))
continue;
// Check that under side is air
- vmanip.m_area.add_y(em, i2, -1);
- if(vmanip.m_area.contains(i2) == false)
+ data->vmanip.m_area.add_y(em, i2, -1);
+ if(data->vmanip.m_area.contains(i2) == false)
continue;
- n2 = &vmanip.m_data[i2];
+ n2 = &data->vmanip.m_data[i2];
if(content_walkable(n2->d))
continue;
/*// Check that under that is air (need a drop of 2)
- vmanip.m_area.add_y(em, i2, -1);
- if(vmanip.m_area.contains(i2) == false)
+ data->vmanip.m_area.add_y(em, i2, -1);
+ if(data->vmanip.m_area.contains(i2) == false)
continue;
- n2 = &vmanip.m_data[i2];
+ n2 = &data->vmanip.m_data[i2];
if(content_walkable(n2->d))
continue;*/
// Loop further down until not air
do{
- vmanip.m_area.add_y(em, i2, -1);
+ data->vmanip.m_area.add_y(em, i2, -1);
// Fail if out of area
- if(vmanip.m_area.contains(i2) == false)
+ if(data->vmanip.m_area.contains(i2) == false)
continue;
- n2 = &vmanip.m_data[i2];
+ n2 = &data->vmanip.m_data[i2];
}while(content_walkable(n2->d) == false);
// Loop one up so that we're in air
- vmanip.m_area.add_y(em, i2, 1);
- n2 = &vmanip.m_data[i2];
+ data->vmanip.m_area.add_y(em, i2, 1);
+ n2 = &data->vmanip.m_data[i2];
// Move mud to new place
*n2 = *n;
Add water to the central chunk (and a bit more)
*/
- for(s16 x=0-max_spread_amount;
- x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
+ for(s16 x=0-data->max_spread_amount;
+ x<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount;
x++)
- for(s16 z=0-max_spread_amount;
- z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
+ for(s16 z=0-data->max_spread_amount;
+ z<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount;
z++)
{
// Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+ v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
// Find ground level
- //s16 surface_y = find_ground_level(vmanip, p2d);
+ //s16 surface_y = find_ground_level(data->vmanip, p2d);
/*
If ground level is over water level, skip.
Add water on ground
*/
{
- v3s16 em = vmanip.m_area.getExtent();
+ v3s16 em = data->vmanip.m_area.getExtent();
u8 light = LIGHT_MAX;
// Start at global water surface level
s16 y_start = WATER_LEVEL;
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
- MapNode *n = &vmanip.m_data[i];
-
- /*// Add first one to transforming liquid queue, if water
- if(n->d == CONTENT_WATER || n->d == CONTENT_WATERSOURCE)
- {
- v3s16 p = v3s16(p2d.X, y_start, p2d.Y);
- m_transforming_liquid.push_back(p);
- }*/
+ u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+ MapNode *n = &data->vmanip.m_data[i];
for(s16 y=y_start; y>=y_nodes_min; y--)
{
- n = &vmanip.m_data[i];
+ n = &data->vmanip.m_data[i];
// Stop when there is no water and no air
if(n->d != CONTENT_AIR && n->d != CONTENT_WATERSOURCE
&& n->d != CONTENT_WATER)
{
- /*// Add bottom one to transforming liquid queue
- vmanip.m_area.add_y(em, i, 1);
- n = &vmanip.m_data[i];
- if(n->d == CONTENT_WATER || n->d == CONTENT_WATERSOURCE)
- {
- v3s16 p = v3s16(p2d.X, y, p2d.Y);
- m_transforming_liquid.push_back(p);
- }*/
break;
}
- // Make water only not in dungeons
- if(!(vmanip.m_flags[i]&VMANIP_FLAG_DUNGEON))
+ // Make water only not in caves
+ if(!(data->vmanip.m_flags[i]&VMANIP_FLAG_DUNGEON))
{
n->d = CONTENT_WATERSOURCE;
//n->setLight(LIGHTBANK_DAY, light);
// Add to transforming liquid queue (in case it'd
// start flowing)
v3s16 p = v3s16(p2d.X, y, p2d.Y);
- m_transforming_liquid.push_back(p);
+ data->transforming_liquid.push_back(p);
}
// Next one
- vmanip.m_area.add_y(em, i, -1);
+ data->vmanip.m_area.add_y(em, i, -1);
if(light > 0)
light--;
}
}//timer1
} // Aging loop
+ /***********************
+ END OF AGING LOOP
+ ************************/
{
//TimeTaker timer1("convert mud to sand");
//s16 mud_add_amount = myrand_range(2, 4);
//s16 mud_add_amount = 0;
- /*for(s16 x=0; x<sectorpos_base_size*MAP_BLOCKSIZE; x++)
- for(s16 z=0; z<sectorpos_base_size*MAP_BLOCKSIZE; z++)*/
- for(s16 x=0-max_spread_amount+1;
- x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
+ /*for(s16 x=0; x<data->sectorpos_base_size*MAP_BLOCKSIZE; x++)
+ for(s16 z=0; z<data->sectorpos_base_size*MAP_BLOCKSIZE; z++)*/
+ for(s16 x=0-data->max_spread_amount+1;
+ x<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-1;
x++)
- for(s16 z=0-max_spread_amount+1;
- z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
+ for(s16 z=0-data->max_spread_amount+1;
+ z<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-1;
z++)
{
// Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+ v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
// Determine whether to have sand here
- bool have_sand = get_have_sand(p2d);
+ double sandnoise = noise2d_perlin(
+ 0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
+ data->seed+59420, 3, 0.50);
+
+ bool have_sand = (sandnoise > -0.15);
if(have_sand == false)
continue;
// Find ground level
- s16 surface_y = find_ground_level_clever(vmanip, p2d);
+ s16 surface_y = find_ground_level_clever(data->vmanip, p2d);
if(surface_y > WATER_LEVEL + 2)
continue;
{
- v3s16 em = vmanip.m_area.getExtent();
+ v3s16 em = data->vmanip.m_area.getExtent();
s16 y_start = surface_y;
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+ u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
u32 not_sand_counter = 0;
for(s16 y=y_start; y>=y_nodes_min; y--)
{
- MapNode *n = &vmanip.m_data[i];
+ MapNode *n = &data->vmanip.m_data[i];
if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS)
{
n->d = CONTENT_SAND;
break;
}
- vmanip.m_area.add_y(em, i, -1);
+ data->vmanip.m_area.add_y(em, i, -1);
}
}
{
// Divide area into parts
s16 div = 8;
- s16 sidelen = sectorpos_base_size*MAP_BLOCKSIZE / div;
+ s16 sidelen = data->sectorpos_base_size*MAP_BLOCKSIZE / div;
double area = sidelen * sidelen;
for(s16 x0=0; x0<div; x0++)
for(s16 z0=0; z0<div; z0++)
{
// Center position of part of division
v2s16 p2d_center(
- sectorpos_base.X*MAP_BLOCKSIZE + sidelen/2 + sidelen*x0,
- sectorpos_base.Y*MAP_BLOCKSIZE + sidelen/2 + sidelen*z0
+ data->sectorpos_base.X*MAP_BLOCKSIZE + sidelen/2 + sidelen*x0,
+ data->sectorpos_base.Y*MAP_BLOCKSIZE + sidelen/2 + sidelen*z0
);
// Minimum edge of part of division
v2s16 p2d_min(
- sectorpos_base.X*MAP_BLOCKSIZE + sidelen*x0,
- sectorpos_base.Y*MAP_BLOCKSIZE + sidelen*z0
+ data->sectorpos_base.X*MAP_BLOCKSIZE + sidelen*x0,
+ data->sectorpos_base.Y*MAP_BLOCKSIZE + sidelen*z0
);
// Maximum edge of part of division
v2s16 p2d_max(
- sectorpos_base.X*MAP_BLOCKSIZE + sidelen + sidelen*x0 - 1,
- sectorpos_base.Y*MAP_BLOCKSIZE + sidelen + sidelen*z0 - 1
+ data->sectorpos_base.X*MAP_BLOCKSIZE + sidelen + sidelen*x0 - 1,
+ data->sectorpos_base.Y*MAP_BLOCKSIZE + sidelen + sidelen*z0 - 1
);
// Amount of trees
- u32 tree_count = area * tree_amount_2d(m_seed, p2d_center);
+ u32 tree_count = area * tree_amount_2d(data->seed, p2d_center);
// Put trees in random places on part of division
for(u32 i=0; i<tree_count; i++)
{
s16 x = myrand_range(p2d_min.X, p2d_max.X);
s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
- s16 y = find_ground_level(vmanip, v2s16(x,z));
+ s16 y = find_ground_level(data->vmanip, v2s16(x,z));
// Don't make a tree under water level
if(y < WATER_LEVEL)
continue;
+ // Don't make a tree so high that it doesn't fit
+ if(y > y_nodes_max - 6)
+ continue;
v3s16 p(x,y,z);
/*
Trees grow only on mud and grass
*/
{
- u32 i = vmanip.m_area.index(v3s16(p));
- MapNode *n = &vmanip.m_data[i];
+ u32 i = data->vmanip.m_area.index(v3s16(p));
+ MapNode *n = &data->vmanip.m_data[i];
if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
continue;
}
p.Y++;
// Make a tree
- make_tree(vmanip, p);
+ make_tree(data->vmanip, p);
}
}
/*u32 tree_max = relative_area / 60;
//u32 count = myrand_range(0, tree_max);
for(u32 i=0; i<count; i++)
{
- s16 x = myrand_range(0, sectorpos_base_size*MAP_BLOCKSIZE-1);
- s16 z = myrand_range(0, sectorpos_base_size*MAP_BLOCKSIZE-1);
- x += sectorpos_base.X*MAP_BLOCKSIZE;
- z += sectorpos_base.Y*MAP_BLOCKSIZE;
- s16 y = find_ground_level(vmanip, v2s16(x,z));
+ s16 x = myrand_range(0, data->sectorpos_base_size*MAP_BLOCKSIZE-1);
+ s16 z = myrand_range(0, data->sectorpos_base_size*MAP_BLOCKSIZE-1);
+ x += data->sectorpos_base.X*MAP_BLOCKSIZE;
+ z += data->sectorpos_base.Y*MAP_BLOCKSIZE;
+ s16 y = find_ground_level(data->vmanip, v2s16(x,z));
// Don't make a tree under water level
if(y < WATER_LEVEL)
continue;
v3s16 p(x,y+1,z);
// Make a tree
- make_tree(vmanip, p);
+ make_tree(data->vmanip, p);
}*/
}
Grow grass
*/
- /*for(s16 x=0-4; x<sectorpos_base_size*MAP_BLOCKSIZE+4; x++)
- for(s16 z=0-4; z<sectorpos_base_size*MAP_BLOCKSIZE+4; z++)*/
- for(s16 x=0-max_spread_amount;
- x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
+ /*for(s16 x=0-4; x<data->sectorpos_base_size*MAP_BLOCKSIZE+4; x++)
+ for(s16 z=0-4; z<data->sectorpos_base_size*MAP_BLOCKSIZE+4; z++)*/
+ for(s16 x=0-data->max_spread_amount;
+ x<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount;
x++)
- for(s16 z=0-max_spread_amount;
- z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
+ for(s16 z=0-data->max_spread_amount;
+ z<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount;
z++)
{
// Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+ v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
/*
Find the lowest surface to which enough light ends up
*/
s16 surface_y = 0;
{
- v3s16 em = vmanip.m_area.getExtent();
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
+ v3s16 em = data->vmanip.m_area.getExtent();
+ u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
s16 y;
// Go to ground level
for(y=y_nodes_max; y>=y_nodes_min; y--)
{
- MapNode &n = vmanip.m_data[i];
+ MapNode &n = data->vmanip.m_data[i];
if(n.d != CONTENT_AIR
&& n.d != CONTENT_LEAVES)
break;
- vmanip.m_area.add_y(em, i, -1);
+ data->vmanip.m_area.add_y(em, i, -1);
}
if(y >= y_nodes_min)
surface_y = y;
surface_y = y_nodes_min;
}
- u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y);
- MapNode *n = &vmanip.m_data[i];
+ u32 i = data->vmanip.m_area.index(p2d.X, surface_y, p2d.Y);
+ MapNode *n = &data->vmanip.m_data[i];
if(n->d == CONTENT_MUD)
n->d = CONTENT_GRASS;
}
}
// Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+ v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
{
- v3s16 em = vmanip.m_area.getExtent();
+ v3s16 em = data->vmanip.m_area.getExtent();
s16 y_start = y_nodes_max;
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+ u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
for(s16 y=y_start; y>=y_nodes_min; y--)
{
- MapNode *n = &vmanip.m_data[i];
+ MapNode *n = &data->vmanip.m_data[i];
if(n->getLight(LIGHTBANK_DAY) != 0)
{
light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
}
// Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+ v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
// Loop from top to down
{
u8 light = LIGHT_SUN;
- v3s16 em = vmanip.m_area.getExtent();
+ v3s16 em = data->vmanip.m_area.getExtent();
s16 y_start = y_nodes_max;
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+ u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
for(s16 y=y_start; y>=y_nodes_min; y--)
{
- MapNode *n = &vmanip.m_data[i];
+ MapNode *n = &data->vmanip.m_data[i];
if(light_propagates_content(n->d) == false)
{
light = 0;
}
// Increment index by y
- vmanip.m_area.add_y(em, i, -1);
+ data->vmanip.m_area.add_y(em, i, -1);
}
}
}
#endif
- /*for(s16 x=0; x<sectorpos_base_size*MAP_BLOCKSIZE; x++)
- for(s16 z=0; z<sectorpos_base_size*MAP_BLOCKSIZE; z++)*/
- /*for(s16 x=0-max_spread_amount+1;
- x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
+ /*for(s16 x=0; x<data->sectorpos_base_size*MAP_BLOCKSIZE; x++)
+ for(s16 z=0; z<data->sectorpos_base_size*MAP_BLOCKSIZE; z++)*/
+ /*for(s16 x=0-data->max_spread_amount+1;
+ x<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-1;
x++)
- for(s16 z=0-max_spread_amount+1;
- z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
+ for(s16 z=0-data->max_spread_amount+1;
+ z<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-1;
z++)*/
#if 1
/*
z++)
{
// Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+ v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
/*
Apply initial sunlight
{
u8 light = LIGHT_SUN;
bool add_to_sources = false;
- v3s16 em = vmanip.m_area.getExtent();
+ v3s16 em = data->vmanip.m_area.getExtent();
s16 y_start = y_nodes_max;
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+ u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
for(s16 y=y_start; y>=y_nodes_min; y--)
{
- MapNode *n = &vmanip.m_data[i];
+ MapNode *n = &data->vmanip.m_data[i];
if(light_propagates_content(n->d) == false)
{
{
v3s16 dirp = dirs4[di];
u32 i2 = i;
- vmanip.m_area.add_p(em, i2, dirp);
- MapNode *n2 = &vmanip.m_data[i2];
+ data->vmanip.m_area.add_p(em, i2, dirp);
+ MapNode *n2 = &data->vmanip.m_data[i2];
if(
n2->d != CONTENT_AIR
&& n2->d != CONTENT_WATERSOURCE
}
// Increment index by y
- vmanip.m_area.add_y(em, i, -1);
+ data->vmanip.m_area.add_y(em, i, -1);
}
}
}
// Spread light around
{
- TimeTaker timer("generateChunkRaw() spreadLight");
- vmanip.spreadLight(LIGHTBANK_DAY, light_sources);
+ TimeTaker timer("makeChunk() spreadLight");
+ data->vmanip.spreadLight(LIGHTBANK_DAY, light_sources);
}
/*
*/
timer_generate.stop();
+}
+
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+
+void ServerMap::initChunkMake(ChunkMakeData &data, v2s16 chunkpos)
+{
+ if(m_chunksize == 0)
+ {
+ data.no_op = true;
+ return;
+ }
+
+ data.no_op = false;
+
+ // The distance how far into the neighbors the generator is allowed to go.
+ s16 max_spread_amount_sectors = 2;
+ assert(max_spread_amount_sectors <= m_chunksize);
+ s16 max_spread_amount = max_spread_amount_sectors * MAP_BLOCKSIZE;
+ s16 y_blocks_min = -4;
+ s16 y_blocks_max = 3;
+
+ v2s16 sectorpos_base = chunk_to_sector(chunkpos);
+ s16 sectorpos_base_size = m_chunksize;
+
+ v2s16 sectorpos_bigbase =
+ sectorpos_base - v2s16(1,1) * max_spread_amount_sectors;
+ s16 sectorpos_bigbase_size =
+ sectorpos_base_size + 2 * max_spread_amount_sectors;
+
+ data.seed = m_seed;
+ data.chunkpos = chunkpos;
+ data.y_blocks_min = y_blocks_min;
+ data.y_blocks_max = y_blocks_max;
+ data.sectorpos_base = sectorpos_base;
+ data.sectorpos_base_size = sectorpos_base_size;
+ data.sectorpos_bigbase = sectorpos_bigbase;
+ data.sectorpos_bigbase_size = sectorpos_bigbase_size;
+ data.max_spread_amount = max_spread_amount;
+
+ /*
+ Create the whole area of this and the neighboring chunks
+ */
+ {
+ TimeTaker timer("initChunkMake() create area");
+
+ for(s16 x=0; x<sectorpos_bigbase_size; x++)
+ for(s16 z=0; z<sectorpos_bigbase_size; z++)
+ {
+ v2s16 sectorpos = sectorpos_bigbase + v2s16(x,z);
+ ServerMapSector *sector = createSector(sectorpos);
+ assert(sector);
+
+ for(s16 y=y_blocks_min; y<=y_blocks_max; y++)
+ {
+ v3s16 blockpos(sectorpos.X, y, sectorpos.Y);
+ MapBlock *block = createBlock(blockpos);
+
+ // Lighting won't be calculated
+ //block->setLightingExpired(true);
+ // Lighting will be calculated
+ block->setLightingExpired(false);
+
+ /*
+ Block gets sunlight if this is true.
+
+ This should be set to true when the top side of a block
+ is completely exposed to the sky.
+
+ Actually this doesn't matter now because the
+ initial lighting is done here.
+ */
+ block->setIsUnderground(y != y_blocks_max);
+ }
+ }
+ }
+
+ /*
+ Now we have a big empty area.
+
+ Make a ManualMapVoxelManipulator that contains this and the
+ neighboring chunks
+ */
+
+ v3s16 bigarea_blocks_min(
+ sectorpos_bigbase.X,
+ y_blocks_min,
+ sectorpos_bigbase.Y
+ );
+ v3s16 bigarea_blocks_max(
+ sectorpos_bigbase.X + sectorpos_bigbase_size - 1,
+ y_blocks_max,
+ sectorpos_bigbase.Y + sectorpos_bigbase_size - 1
+ );
+
+ data.vmanip.setMap(this);
+ // Add the area
+ {
+ TimeTaker timer("initChunkMake() initialEmerge");
+ data.vmanip.initialEmerge(bigarea_blocks_min, bigarea_blocks_max);
+ }
+
+}
+
+MapChunk* ServerMap::finishChunkMake(ChunkMakeData &data,
+ core::map<v3s16, MapBlock*> &changed_blocks)
+{
+ if(data.no_op)
+ return NULL;
+
/*
Blit generated stuff to map
*/
{
// 70ms @cs=8
//TimeTaker timer("generateChunkRaw() blitBackAll");
- vmanip.blitBackAll(&changed_blocks);
+ data.vmanip.blitBackAll(&changed_blocks);
}
/*
}
}
-#endif
-
+ /*
+ Copy transforming liquid information
+ */
+ while(data.transforming_liquid.size() > 0)
+ {
+ v3s16 p = data.transforming_liquid.pop_front();
+ m_transforming_liquid.push_back(p);
+ }
+
+ /*
+ Add random objects to blocks
+ */
+ {
+ for(s16 x=0; x<data.sectorpos_base_size; x++)
+ for(s16 z=0; z<data.sectorpos_base_size; z++)
+ {
+ v2s16 sectorpos = data.sectorpos_base + v2s16(x,z);
+ ServerMapSector *sector = createSector(sectorpos);
+ assert(sector);
+
+ for(s16 y=data.y_blocks_min; y<=data.y_blocks_max; y++)
+ {
+ v3s16 blockpos(sectorpos.X, y, sectorpos.Y);
+ MapBlock *block = createBlock(blockpos);
+ addRandomObjects(block);
+ }
+ }
+ }
+
/*
Create chunk metadata
*/
for(s16 x=-1; x<=1; x++)
for(s16 y=-1; y<=1; y++)
{
- v2s16 chunkpos0 = chunkpos + v2s16(x,y);
+ v2s16 chunkpos0 = data.chunkpos + v2s16(x,y);
// Add chunk meta information
MapChunk *chunk = getChunk(chunkpos0);
if(chunk == NULL)
/*
Set central chunk non-volatile
*/
- MapChunk *chunk = getChunk(chunkpos);
+ MapChunk *chunk = getChunk(data.chunkpos);
assert(chunk);
// Set non-volatile
//chunk->setIsVolatile(false);
Save changed parts of map
*/
save(true);
+
+ return chunk;
+}
+
+#if 0
+// NOTE: Deprecated
+MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
+ core::map<v3s16, MapBlock*> &changed_blocks,
+ bool force)
+{
+ DSTACK(__FUNCTION_NAME);
+
+ /*
+ Don't generate if already fully generated
+ */
+ if(force == false)
+ {
+ MapChunk *chunk = getChunk(chunkpos);
+ if(chunk != NULL && chunk->getGenLevel() == GENERATED_FULLY)
+ {
+ dstream<<"generateChunkRaw(): Chunk "
+ <<"("<<chunkpos.X<<","<<chunkpos.Y<<")"
+ <<" already generated"<<std::endl;
+ return chunk;
+ }
+ }
+
+ dstream<<"generateChunkRaw(): Generating chunk "
+ <<"("<<chunkpos.X<<","<<chunkpos.Y<<")"
+ <<std::endl;
+
+ TimeTaker timer("generateChunkRaw()");
+
+ ChunkMakeData data;
+
+ // Initialize generation
+ initChunkMake(data, chunkpos);
+
+ // Generate stuff
+ makeChunk(&data);
+
+ // Finalize generation
+ MapChunk *chunk = finishChunkMake(data, changed_blocks);
/*
Return central chunk (which was requested)
return chunk;
}
+// NOTE: Deprecated
MapChunk* ServerMap::generateChunk(v2s16 chunkpos1,
core::map<v3s16, MapBlock*> &changed_blocks)
{
<<"("<<chunkpos1.X<<","<<chunkpos1.Y<<")"
<<std::endl;
- // Shall be not used now
- //assert(0);
-
/*for(s16 x=-1; x<=1; x++)
for(s16 y=-1; y<=1; y++)*/
for(s16 x=-0; x<=0; x++)
MapChunk *chunk = getChunk(chunkpos1);
return chunk;
}
+#endif
ServerMapSector * ServerMap::createSector(v2s16 p2d)
{
return sector;
}
+#if 0
MapSector * ServerMap::emergeSector(v2s16 p2d,
core::map<v3s16, MapBlock*> &changed_blocks)
{
<<p2d.X<<","<<p2d.Y<<" and chunk is already generated. "
<<std::endl;
+#if 0
+ dstream<<"WARNING: Creating an empty sector."<<std::endl;
+
+ return createSector(p2d);
+
+#endif
+
#if 1
dstream<<"WARNING: Forcing regeneration of chunk."<<std::endl;
dstream<<"ERROR: Could not get sector from anywhere."<<std::endl;
- //assert(0);
-#endif
-
-#if 1
- dstream<<"WARNING: Creating an empty sector."<<std::endl;
-
- return createSector(p2d);
-
+ assert(0);
#endif
/*
*/
//return generateSector();
}
+#endif
/*
NOTE: This is not used for main map generation, only for blocks
DSTACK("%s: p=(%d,%d,%d)",
__FUNCTION_NAME,
p.X, p.Y, p.Z);
+
+ // If chunks are disabled
+ /*if(m_chunksize == 0)
+ {
+ dstream<<"ServerMap::generateBlock(): Chunks disabled -> "
+ <<"not generating."<<std::endl;
+ return NULL;
+ }*/
/*dstream<<"generateBlock(): "
<<"("<<p.X<<","<<p.Y<<","<<p.Z<<")"
v2s16 p2d(p.X, p.Z);
s16 block_y = p.Y;
v2s16 p2d_nodes = p2d * MAP_BLOCKSIZE;
- v3s16 p_nodes = p * MAP_BLOCKSIZE;
/*
Do not generate over-limit
s32 lowest_ground_y = 32767;
s32 highest_ground_y = -32768;
-
- enum{
- BT_GROUND,
- BT_SURFACE,
- BT_SKY
- } block_type = BT_SURFACE;
-
- {// ground_timer (0ms or ~100ms)
- //TimeTaker ground_timer("Ground generation");
-
- /*
- Approximate whether this block is a surface block, an air
- block or a ground block.
-
- This shall never mark a surface block as non-surface.
- */
-
+
+ for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
+ for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
{
- /*
- Estimate surface at different positions of the block, to
- try to accomodate the effect of turbulence.
- */
- v3f checklist[] = {
- v3f(0,0,0),
- v3f(0,1,0),
- v3f(0,1,1),
- v3f(0,0,1),
- v3f(1,0,0),
- v3f(1,1,0),
- v3f(1,1,1),
- v3f(1,0,1),
- v3f(0.5,0.5,0.5),
- };
- v3f p_nodes_f = intToFloat(p_nodes, 1);
- float surface_y_max = -1000000;
- float surface_y_min = 1000000;
- for(u32 i=0; i<sizeof(checklist)/sizeof(checklist[0]); i++)
- {
- v3f p_map_f = p_nodes_f + checklist[i]*MAP_BLOCKSIZE;
-
- double depth_guess;
- bool is_ground = is_base_ground(m_seed, p_map_f, &depth_guess);
-
- // Estimate the surface height
- float surface_y_f = p_map_f.Y + depth_guess;
+ //dstream<<"generateBlock: x0="<<x0<<", z0="<<z0<<std::endl;
- if(surface_y_f > surface_y_max)
- surface_y_max = surface_y_f;
- if(surface_y_f < surface_y_min)
- surface_y_min = surface_y_f;
- }
-
- float block_low_y_f = p_nodes_f.Y;
- float block_high_y_f = p_nodes_f.Y + MAP_BLOCKSIZE;
+ //s16 surface_y = 0;
- /*dstream<<"surface_y_max="<<surface_y_max
- <<", surface_y_min="<<surface_y_min
- <<", block_low_y_f="<<block_low_y_f
- <<", block_high_y_f="<<block_high_y_f
- <<std::endl;*/
-
- // A fuzzyness value
- // Must accomodate mud and turbulence holes
- float d_down = 16;
- // Must accomodate a bit less
- float d_up = 5;
+ s16 surface_y = base_rock_level_2d(m_seed, p2d_nodes+v2s16(x0,z0))
+ + AVERAGE_MUD_AMOUNT;
+ // If chunks are disabled
+ if(m_chunksize == 0)
+ surface_y = WATER_LEVEL + 1;
- if(block_high_y_f < surface_y_min - d_down)
- {
- //dstream<<"BT_GROUND"<<std::endl;
- // A ground block
- block_type = BT_GROUND;
- }
- else if(block_low_y_f >= surface_y_max + d_up
- && block_low_y_f > WATER_LEVEL + d_up)
- {
- //dstream<<"BT_SKY"<<std::endl;
- // A sky block
- block_type = BT_SKY;
- }
- else
- {
- //dstream<<"BT_SURFACE"<<std::endl;
- // A surface block
- block_type = BT_SURFACE;
- }
+ if(surface_y < lowest_ground_y)
+ lowest_ground_y = surface_y;
+ if(surface_y > highest_ground_y)
+ highest_ground_y = surface_y;
- if(/*block_type == BT_GROUND ||*/ block_type == BT_SKY)
- {
- lowest_ground_y = surface_y_min;
- highest_ground_y = surface_y_max;
- }
- }
-
- if(block_type == BT_SURFACE || block_type == BT_GROUND)
- {
- /*
- Generate ground precisely
- */
+ s32 surface_depth = AVERAGE_MUD_AMOUNT;
- for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
- for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
+ for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
{
- //dstream<<"generateBlock: x0="<<x0<<", z0="<<z0<<std::endl;
-
- //s16 surface_y = 0;
-
- /*s16 surface_y = base_rock_level_2d(m_seed, p2d_nodes+v2s16(x0,z0))
- + AVERAGE_MUD_AMOUNT;
-
- if(surface_y < lowest_ground_y)
- lowest_ground_y = surface_y;
- if(surface_y > highest_ground_y)
- highest_ground_y = surface_y;*/
+ 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);
- v2s16 real_p2d = v2s16(x0,z0) + p2d*MAP_BLOCKSIZE;
+ /*
+ Calculate material
+ */
- //s32 surface_depth = AVERAGE_MUD_AMOUNT;
- s16 surface_depth = get_mud_amount(m_seed, v2f(real_p2d.X,real_p2d.Y));
-
- for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
+ // If node is over heightmap y, it's air or water
+ if(real_y > surface_y)
{
- #if 1
- s16 real_y = block_y * MAP_BLOCKSIZE + y0;
- v3s16 real_pos = v3s16(x0,y0,z0) + p_nodes;
- MapNode n;
- /*
- Calculate lighting
-
- NOTE: If there are some man-made structures above the
- newly created block, they won't be taken into account.
- */
- /*if(real_y > surface_y)
- n.setLight(LIGHTBANK_DAY, LIGHT_SUN);*/
-
- /*
- Calculate material
- */
-
- v3f real_pos_f = intToFloat(real_pos, 1);
- v2f real_pos_f_2d(real_pos_f.X, real_pos_f.Z);
- double depth_guess;
- bool is_ground = is_base_ground(m_seed,
- real_pos_f, &depth_guess);
-
- // Estimate the surface height
- float surface_y_f = (float)real_y + depth_guess;
- s16 surface_y = real_y + depth_guess;
-
- // Get some statistics of surface height
- if(surface_y < lowest_ground_y)
- lowest_ground_y = surface_y;
- if(surface_y > highest_ground_y)
- highest_ground_y = surface_y;
-
- // If node is not ground, it's air or water
- if(is_ground == false)
+ // If under water level, it's water
+ if(real_y < WATER_LEVEL)
{
- // 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)
- */
- m_transforming_liquid.push_back(real_pos);
- }
- // else air
- else
- n.d = CONTENT_AIR;
+ 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 it's ground or dungeons (air)
+ // else air
else
+ n.d = CONTENT_AIR;
+ }
+ // Else it's ground or caves (air)
+ else
+ {
+ // If it's surface_depth under ground, it's stone
+ if(real_y <= surface_y - surface_depth)
{
- // If it's surface_depth under ground, it's stone
- if((float)real_y <= surface_y_f - surface_depth - 0.75)
- {
- if(is_underground_mud(m_seed, real_pos_f))
- n.d = CONTENT_MUD;
- else
- n.d = CONTENT_STONE;
- }
- else if(surface_y_f <= WATER_LEVEL + 2.1
- && get_have_sand(m_seed, real_pos_f_2d))
+ 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_SAND;
+ n.d = CONTENT_MUD;
}
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;*/
+ n.d = CONTENT_GRASS;
}
- }
- block->setNode(v3s16(x0,y0,z0), n);
- #endif
- #if 0
- s16 real_y = block_y * MAP_BLOCKSIZE + y0;
- MapNode n;
- /*
- Calculate lighting
+ //n.d = CONTENT_MUD;
- 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 under water level, it's mud
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;
- }
+ n.d = CONTENT_MUD;
+ // Only the topmost node is grass
+ else if(real_y <= surface_y - 1)
+ n.d = CONTENT_MUD;
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;*/
- }
+ n.d = CONTENT_GRASS;*/
}
-
- block->setNode(v3s16(x0,y0,z0), n);
- #endif
}
- }
- }// BT_SURFACE
- else // BT_GROUND, BT_SKY or anything else
- {
- MapNode n_fill;
- if(block_type == BT_GROUND)
- {
- //n_fill.d = CONTENT_STONE;
- }
- else if(block_type == BT_SKY)
- {
- n_fill.d = CONTENT_AIR;
- n_fill.setLight(LIGHTBANK_DAY, LIGHT_SUN);
- }
- else // fallback
- {
- n_fill.d = CONTENT_MESE;
- }
-
- for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
- for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
- for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
- {
- //MapNode n = block->getNode(v3s16(x0,y0,z0));
- block->setNode(v3s16(x0,y0,z0), n_fill);
+ block->setNode(v3s16(x0,y0,z0), n);
}
}
- }// ground_timer
-
/*
Calculate some helper variables
*/
//dstream<<"generateBlock(): Done"<<std::endl;
- // Set to true if has caves.
- // Set when some non-air is changed to air when making caves.
- bool has_dungeons = false;
-
-#if 0
/*
- Generate dungeons
+ Generate caves
*/
// Initialize temporary table
}
// Fill table
-#if 0
+#if 1
{
/*
Initialize orp and ors. Try to find if some neighboring
continue_generating:
/*
- Choose whether to actually generate dungeon
+ Choose whether to actually generate cave
*/
- bool do_generate_dungeons = true;
+ bool do_generate_caves = true;
// Don't generate if no part is underground
if(!some_part_underground)
{
- do_generate_dungeons = false;
+ do_generate_caves = false;
}
// Don't generate if mostly underwater surface
/*else if(mostly_underwater_surface)
{
- do_generate_dungeons = false;
+ do_generate_caves = false;
}*/
// Partly underground = cave
else if(!completely_underground)
{
- //do_generate_dungeons = (rand() % 100 <= (s32)(caves_amount*100));
- do_generate_dungeons = false;
+ do_generate_caves = (rand() % 100 <= (s32)(caves_amount*100));
}
- // Found existing dungeon underground
+ // Found existing cave underground
else if(found_existing && completely_underground)
{
- do_generate_dungeons = (rand() % 100 <= (s32)(caves_amount*100));
+ do_generate_caves = (rand() % 100 <= (s32)(caves_amount*100));
}
- // Underground and no dungeons found
+ // Underground and no caves found
else
{
- do_generate_dungeons = (rand() % 300 <= (s32)(caves_amount*100));
+ do_generate_caves = (rand() % 300 <= (s32)(caves_amount*100));
}
- if(do_generate_dungeons)
+ if(do_generate_caves)
{
/*
Generate some tunnel starting from orp and ors
}
#endif
+ // Set to true if has caves.
+ // Set when some non-air is changed to air when making caves.
+ bool has_caves = false;
+
/*
Apply temporary cave data to block
*/
{
MapNode n = block->getNode(v3s16(x0,y0,z0));
- // Create dungeons
+ // Create caves
if(underground_emptiness[
ued*ued*(z0*ued/MAP_BLOCKSIZE)
+ued*(y0*ued/MAP_BLOCKSIZE)
if(content_features(n.d).walkable/*is_ground_content(n.d)*/)
{
// Has now caves
- has_dungeons = true;
+ has_caves = true;
// Set air to node
n.d = CONTENT_AIR;
}
block->setNode(v3s16(x0,y0,z0), n);
}
}
-#endif
/*
This is used for guessing whether or not the block should
Force lighting update if some part of block is partly
underground and has caves.
*/
- /*if(some_part_underground && !completely_underground && has_dungeons)
+ /*if(some_part_underground && !completely_underground && has_caves)
{
//dstream<<"Half-ground caves"<<std::endl;
lighting_invalidated_blocks[block->getPos()] = block;
/*
Add coal
*/
- u16 coal_amount = 60;
- u16 coal_rareness = 120 / coal_amount;
+ u16 coal_amount = 30;
+ u16 coal_rareness = 60 / coal_amount;
if(coal_rareness == 0)
coal_rareness = 1;
if(myrand()%coal_rareness == 0)
/*
Add iron
*/
- u16 iron_amount = 40;
- u16 iron_rareness = 80 / iron_amount;
+ //TODO: change to iron_amount or whatever
+ u16 iron_amount = 15;
+ u16 iron_rareness = 60 / iron_amount;
if(iron_rareness == 0)
iron_rareness = 1;
if(myrand()%iron_rareness == 0)
}
/*
- Add block to sector
+ Add block to sector.
*/
sector->insertBlock(block);
- // Lighting is invalid after generation for surface blocks
- if(block_type == BT_SURFACE)
- {
- block->setLightingExpired(true);
- lighting_invalidated_blocks.insert(p, block);
- }
- // Lighting is not invalid for other blocks
- else
- {
- block->setLightingExpired(false);
- }
-
- /*
- Add trees
- */
-#if 1
- if(some_part_underground && !completely_underground)
- {
- MapVoxelManipulator vm(this);
-
- double a = tree_amount_2d(m_seed, v2s16(p_nodes.X+8, p_nodes.Z+8));
- u16 tree_count = (u16)(a*MAP_BLOCKSIZE*MAP_BLOCKSIZE);
- for(u16 i=0; i<tree_count/2; i++)
- {
- v3s16 tree_p = p_nodes + v3s16(
- myrand_range(0,MAP_BLOCKSIZE-1),
- 8,
- myrand_range(0,MAP_BLOCKSIZE-1)
- );
- double depth_guess;
- /*bool is_ground =*/ is_base_ground(m_seed,
- intToFloat(tree_p, 1), &depth_guess);
- tree_p.Y += (depth_guess - 0.5);
- if(tree_p.Y <= WATER_LEVEL)
- continue;
- make_tree(vm, tree_p);
- }
-
- vm.blitBack(changed_blocks);
- }
-#endif
+ // Lighting is invalid after generation.
+ block->setLightingExpired(true);
#if 0
/*
*/
dstream
<<"lighting_invalidated_blocks.size()"
- <<", has_dungeons"
+ <<", has_caves"
<<", completely_ug"
<<", some_part_ug"
<<" "<<lighting_invalidated_blocks.size()
- <<", "<<has_dungeons
+ <<", "<<has_caves
<<", "<<completely_underground
<<", "<<some_part_underground
<<std::endl;
if(does_not_exist)
{
block = generateBlock(p, block, sector, changed_blocks,
- lighting_invalidated_blocks);
-
- lighting_expired = block->getLightingExpired();
+ lighting_invalidated_blocks);
}
if(lighting_expired)
Initially update sunlight
*/
- if(lighting_expired)
{
core::map<v3s16, bool> light_sources;
bool black_air_left = false;
<<std::endl;
saveMapMeta();
- saveChunkMeta();
+
+ // Disable saving chunk metadata file if chunks are disabled
+ if(m_chunksize != 0)
+ {
+ saveChunkMeta();
+ }
u32 sector_meta_count = 0;
u32 block_count = 0;
}
}
+#if 0
+// NOTE: Doing this is insane. Deprecated and probably broken.
void ServerMap::loadAll()
{
DSTACK(__FUNCTION_NAME);
}
dstream<<DTIME<<"ServerMap: Map loaded."<<std::endl;
}
+#endif
#if 0
void ServerMap::saveMasterHeightmap()
{
DSTACK(__FUNCTION_NAME);
- dstream<<"INFO: ServerMap::loadMapMeta(): Loading chunk metadata"
+ dstream<<"INFO: ServerMap::loadMapMeta(): Loading map metadata"
<<std::endl;
std::string fullpath = m_savedir + "/map_meta.txt";
{
dstream<<"ERROR: ServerMap::loadMapMeta(): "
<<"could not open"<<fullpath<<std::endl;
- throw FileNotGoodException("Cannot open chunk metadata");
+ throw FileNotGoodException("Cannot open map metadata");
}
Settings params;
void ServerMap::saveChunkMeta()
{
DSTACK(__FUNCTION_NAME);
+
+ // This should not be called if chunks are disabled.
+ assert(m_chunksize != 0);
u32 count = m_chunks.size();
// Get destination
v2s16 p2d = getSectorPos(dirname);
std::string dir = m_savedir + "/sectors/" + dirname;
+
+ ServerMapSector *sector = NULL;
std::string fullpath = dir + "/meta";
std::ifstream is(fullpath.c_str(), std::ios_base::binary);
if(is.good() == false)
- throw FileNotGoodException("Cannot open sector metafile");
-
- ServerMapSector *sector = ServerMapSector::deSerialize
- (is, this, p2d, m_sectors);
+ {
+ // If the directory exists anyway, it probably is in some old
+ // format. Just go ahead and create the sector.
+ if(fs::PathExists(dir))
+ {
+ dstream<<"ServerMap::loadSectorMeta(): Sector metafile "
+ <<fullpath<<" doesn't exist but directory does."
+ <<" Continuing with a sector with no metadata."
+ <<std::endl;
+ sector = createSector(p2d);
+ }
+ else
+ throw FileNotGoodException("Cannot open sector metafile");
+ }
+ else
+ {
+ sector = ServerMapSector::deSerialize
+ (is, this, p2d, m_sectors);
+ }
sector->differs_from_disk = false;
block->serializeObjects(o, version);
}
+ /*
+ Versions up from 15 have static objects.
+ */
+ if(version >= 15)
+ {
+ block->m_static_objects.serialize(o);
+ }
+
// We just wrote it to the disk
block->resetChangedFlag();
}
{
DSTACK(__FUNCTION_NAME);
+ // Block file is map/sectors/xxxxxxxx/xxxx
+ std::string fullpath = m_savedir+"/sectors/"+sectordir+"/"+blockfile;
try{
- // Block file is map/sectors/xxxxxxxx/xxxx
- std::string fullpath = m_savedir+"/sectors/"+sectordir+"/"+blockfile;
std::ifstream is(fullpath.c_str(), std::ios_base::binary);
if(is.good() == false)
throw FileNotGoodException("Cannot open block file");
-
+
v3s16 p3d = getBlockPos(sectordir, blockfile);
v2s16 p2d(p3d.X, p3d.Z);
block->updateObjects(is, version, NULL, 0);
}
+ /*
+ Versions up from 15 have static objects.
+ */
+ if(version >= 15)
+ {
+ block->m_static_objects.deSerialize(is);
+ }
+
if(created_new)
sector->insertBlock(block);
"(SerializationError). Ignoring. "
"A new one will be generated."
<<std::endl;
+
+ // TODO: Backup file; name is in fullpath.
}
}
*/
int time1 = time(0);
- u32 daynight_ratio = m_client->getDayNightRatio();
+ //u32 daynight_ratio = m_client->getDayNightRatio();
m_camera_mutex.Lock();
v3f camera_position = m_camera_position;
continue;
}
- // This is ugly
+ // This is ugly (spherical distance limit?)
/*if(m_control.range_all == false &&
d - 0.5*BS*MAP_BLOCKSIZE > range)
continue;*/
#if 1
/*
Update expired mesh (used for day/night change)
+
+ It doesn't work exactly like it should now with the
+ tasked mesh update but whatever.
*/
bool mesh_expired = false;
mesh_update_count++;
// Mesh has been expired: generate new mesh
- //block->updateMeshes(daynight_i);
- block->updateMesh(daynight_ratio);
+ //block->updateMesh(daynight_ratio);
+ m_client->addUpdateMeshTask(block->getPos());
mesh_expired = false;
}
- /*
- Don't draw an expired mesh that is far away
- */
- /*if(mesh_expired && d >= faraway)
- //if(mesh_expired)
- {
- // Instead, delete it
- JMutexAutoLock lock(block->mesh_mutex);
- if(block->mesh)
- {
- block->mesh->drop();
- block->mesh = NULL;
- }
- // And continue to next block
- continue;
- }*/
#endif
/*
Draw the faces of the block
v3s16 p = blockpos + v3s16(0,0,0);
MapBlock *b = getBlockNoCreate(p);
b->updateMesh(daynight_ratio);
+ //b->setMeshExpired(true);
}
catch(InvalidPositionException &e){}
// Leading edge
v3s16 p = blockpos + v3s16(-1,0,0);
MapBlock *b = getBlockNoCreate(p);
b->updateMesh(daynight_ratio);
+ //b->setMeshExpired(true);
}
catch(InvalidPositionException &e){}
try{
v3s16 p = blockpos + v3s16(0,-1,0);
MapBlock *b = getBlockNoCreate(p);
b->updateMesh(daynight_ratio);
+ //b->setMeshExpired(true);
}
catch(InvalidPositionException &e){}
try{
v3s16 p = blockpos + v3s16(0,0,-1);
MapBlock *b = getBlockNoCreate(p);
b->updateMesh(daynight_ratio);
+ //b->setMeshExpired(true);
}
catch(InvalidPositionException &e){}
- /*// 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);
+}
+
+#if 0
+/*
+ Update mesh of block in which the node is, and if the node is at the
+ leading edge, update the appropriate leading blocks too.
+*/
+void ClientMap::updateNodeMeshes(v3s16 nodepos, u32 daynight_ratio)
+{
+ v3s16 dirs[4] = {
+ v3s16(0,0,0),
+ v3s16(-1,0,0),
+ v3s16(0,-1,0),
+ v3s16(0,0,-1),
+ };
+ v3s16 blockposes[4];
+ for(u32 i=0; i<4; i++)
+ {
+ v3s16 np = nodepos + dirs[i];
+ blockposes[i] = getNodeBlockPos(np);
+ // Don't update mesh of block if it has been done already
+ bool already_updated = false;
+ for(u32 j=0; j<i; j++)
+ {
+ if(blockposes[j] == blockposes[i])
+ {
+ already_updated = true;
+ break;
+ }
+ }
+ if(already_updated)
+ continue;
+ // Update mesh
+ MapBlock *b = getBlockNoCreate(blockposes[i]);
b->updateMesh(daynight_ratio);
}
- catch(InvalidPositionException &e){}*/
}
+#endif
void ClientMap::PrintInfo(std::ostream &out)
{