X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fmap.cpp;h=cd2ba9154eadac0202782697b47cf2ff5052ce92;hb=d4d49ee8f4d425e7a4136d65f519728869680951;hp=aabe84067e72df70ede5e6b4158e9026682ddc01;hpb=2990f5d90bd556684c07d60872a707e649bd71ee;p=dragonfireclient.git diff --git a/src/map.cpp b/src/map.cpp index aabe84067..cd2ba9154 100644 --- a/src/map.cpp +++ b/src/map.cpp @@ -1,6 +1,6 @@ /* Minetest-c55 -Copyright (C) 2010 celeron55, Perttu Ahola +Copyright (C) 2010-2011 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by @@ -27,6 +27,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "porting.h" #include "mineral.h" #include "noise.h" +#include "serverobject.h" /* Map @@ -36,8 +37,8 @@ Map::Map(std::ostream &dout): m_dout(dout), m_sector_cache(NULL) { - m_sector_mutex.Init(); - assert(m_sector_mutex.IsInitialized()); + /*m_sector_mutex.Init(); + assert(m_sector_mutex.IsInitialized());*/ } Map::~Map() @@ -103,7 +104,7 @@ MapSector * Map::getSectorNoGenerateNoExNoLock(v2s16 p) MapSector * Map::getSectorNoGenerateNoEx(v2s16 p) { - JMutexAutoLock lock(m_sector_mutex); + //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out return getSectorNoGenerateNoExNoLock(p); } @@ -183,9 +184,6 @@ bool Map::isNodeUnderground(v3s16 p) light_sources to re-light the area without the removed light. values of from_nodes are lighting values. - - There is a duplicate implementation of this in VoxelManipulator, - which is faster for large volumes */ void Map::unspreadLight(enum LightBank bank, core::map & from_nodes, @@ -369,9 +367,6 @@ void Map::unLightNeighbors(enum LightBank bank, /* Lights neighbors of from_nodes, collects all them and then goes on recursively. - - There is a duplicate implementation of this in VoxelManipulator, - which is faster for large volumes */ void Map::spreadLight(enum LightBank bank, core::map & from_nodes, @@ -846,8 +841,6 @@ void Map::updateLighting(core::map & a_blocks, This is called after changing a node from transparent to opaque. The lighting value of the node should be left as-is after changing other values. This sets the lighting value to 0. - - NOTE: This takes almost no time, the slow one is updateMeshes. */ void Map::addNodeAndUpdate(v3s16 p, MapNode n, core::map &modified_blocks) @@ -948,20 +941,40 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n, 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--){ @@ -989,7 +1002,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n, break; } } - + for(s32 i=0; i<2; i++) { enum LightBank bank = banks[i]; @@ -1044,7 +1057,6 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n, } /* - NOTE: This takes almost no time, the slow one is updateMeshes. */ void Map::removeNodeAndUpdate(v3s16 p, core::map &modified_blocks) @@ -1093,6 +1105,12 @@ void Map::removeNodeAndUpdate(v3s16 p, light_sources, modified_blocks); } + /* + Remove node metadata + */ + + removeNodeMetadata(p); + /* Remove the node. This also clears the lighting. @@ -1329,7 +1347,7 @@ bool Map::dayNightDiffed(v3s16 blockpos) */ void Map::timerUpdate(float dtime) { - JMutexAutoLock lock(m_sector_mutex); + //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out core::map::Iterator si; @@ -1379,7 +1397,7 @@ void Map::deleteSectors(core::list &list, bool only_blocks) u32 Map::deleteUnusedSectors(float timeout, bool only_blocks, core::list *deleted_blocks) { - JMutexAutoLock lock(m_sector_mutex); + //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out core::list sector_deletion_queue; core::map::Iterator i = m_sectors.getIterator(); @@ -1431,9 +1449,6 @@ void Map::transformLiquids(core::map & modified_blocks) while(m_transforming_liquid.size() != 0) { - try - { - /* Get a queued transforming liquid node */ @@ -1692,14 +1707,83 @@ void Map::transformLiquids(core::map & modified_blocks) } loopcount++; - if(loopcount >= initial_size * 1 || loopcount >= 1000) + //if(loopcount >= 100000) + if(loopcount >= initial_size * 1) break; - - }catch(InvalidPositionException &e) + } + //dstream<<"Map::transformLiquids(): loopcount="<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" + <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" + <m_node_metadata.remove(p_rel); +} + +void Map::nodeMetadataStep(float dtime, + core::map &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::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="< & modified_blocks) ServerMap::ServerMap(std::string savedir): Map(dout_server), - m_seed(0) + m_seed(0), + m_map_metadata_changed(true) { + dstream<<__FUNCTION_NAME<>32)+654879876, 6, 0.6); + + /*// A bit hillier one + double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin( + 0.5+(float)p.X/250., 0.5+(float)p.Y/250., + (seed>>27)+90340, 6, 0.69); + if(base2 > base) + base = base2;*/ +#if 1 + // Higher ground level + double higher = (double)WATER_LEVEL + 25. + 35. * noise2d_perlin( + 0.5+(float)p.X/250., 0.5+(float)p.Y/250., + seed+85039, 5, 0.69); + //higher = 30; // For debugging -bool get_have_sand_coast(u64 seed, v2f p) -{ - double sandnoise = noise2d_perlin( - 0.5+(float)p.X/250, 0.5+(float)p.Y/250, - seed+59420, 3, 0.50); - return (sandnoise > -0.25); -} + // Limit higher to at least base + if(higher < base) + higher = base; + + // Steepness factor of cliffs + double b = 1.0 + 1.0 * noise2d_perlin( + 0.5+(float)p.X/250., 0.5+(float)p.Y/250., + seed-932, 7, 0.7); + b = rangelim(b, 0.0, 1000.0); + b = pow(b, 5); + b *= 7; + b = rangelim(b, 3.0, 1000.0); + //dstream<<"b="< 1.0); + //dstream<<"a="<0, 0->1, 1->0 -double contour(double v) +double get_mud_add_amount(u64 seed, v2s16 p) { - v = fabs(v); - if(v >= 1.0) - return 0.0; - return (1.0-v); + return ((float)AVERAGE_MUD_AMOUNT + 3.0 * noise2d_perlin( + 0.5+(float)p.X/200, 0.5+(float)p.Y/200, + seed+91013, 3, 0.55)); } -// -1->0, -r->1, 0->1, r->1, 1->0 -double contour_flat_top(double v, double r) +/* + Adds random objects to block, depending on the content of the block +*/ +void addRandomObjects(MapBlock *block) { - 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)); + for(s16 z0=0; z0getNodeNoEx(p); + if(n.d == CONTENT_IGNORE) + continue; + if(content_features(n.d).liquid_type != LIQUID_NONE) + continue; + if(content_features(n.d).walkable) + { + last_node_walkable = true; + continue; + } + if(last_node_walkable) + { + // If block contains light information + if(content_features(n.d).param_type == CPT_LIGHT) + { + if(n.getLight(LIGHTBANK_DAY) <= 3) + { + if(myrand() % 300 == 0) + { + v3f pos_f = intToFloat(p+block->getPosRelative(), BS); + pos_f.Y -= BS*0.4; + ServerActiveObject *obj = new RatSAO(NULL, 0, pos_f); + std::string data = obj->getStaticData(); + StaticObject s_obj(obj->getType(), + obj->getBasePosition(), data); + // Add some + block->m_static_objects.insert(0, s_obj); + block->m_static_objects.insert(0, s_obj); + block->m_static_objects.insert(0, s_obj); + block->m_static_objects.insert(0, s_obj); + block->m_static_objects.insert(0, s_obj); + block->m_static_objects.insert(0, s_obj); + delete obj; + } + if(myrand() % 300 == 0) + { + v3f pos_f = intToFloat(p+block->getPosRelative(), BS); + pos_f.Y -= BS*0.4; + ServerActiveObject *obj = new Oerkki1SAO(NULL,0,pos_f); + std::string data = obj->getStaticData(); + StaticObject s_obj(obj->getType(), + obj->getBasePosition(), data); + // Add one + block->m_static_objects.insert(0, s_obj); + delete obj; + } + } + } + } + last_node_walkable = false; + } + } + block->setChangedFlag(); } -double base_rock_level_2d(u64 seed, v2f p) +#define VMANIP_FLAG_DUNGEON VOXELFLAG_CHECKED1 + +/* + This is the main map generation method +*/ + +void makeChunk(ChunkMakeData *data) { - // The ground level (return value) - double h = WATER_LEVEL-1.5; - - // Raises from 0 when parameter is -1...1 - /*double m2 = contour_flat_top(-0.8 + 2.0 * noise2d_perlin( - 0.0+(float)p.X/1500., 0.0+(float)p.Y/1500., - (seed>>32)+34758, 5, 0.55), 0.10);*/ - /*double m2 = 1.0; - if(m2 > 0.0001) - { - // HUGE mountains - double m1 = 200.0 + 300.0 * noise2d_perlin( - 0.0+(float)p.X/1000., 0.0+(float)p.Y/1000., - (seed>>32)+98525, 8, 0.5); - h += m1 * m2; - //h += 30 * m2; - }*/ + 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; - /*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;*/ + // Clear all flags + data->vmanip.clearFlag(0xff); -#if 0 - { - // Large mountains - double m3 = 100.0 - 600.0 * noise2d_perlin_abs( - 0.324+(float)p.X/2000., 0.423+(float)p.Y/2000., - (seed>>32)+985251, 9, 0.55); - if(m3 > h) - h = m3; - } -#endif + TimeTaker timer_generate("makeChunk() generate"); -#if 0 + // Maximum height of the stone surface and obstacles. + // This is used to disable cave generation from going too high. + s16 stone_surface_max_y = 0; + + /* + Generate general ground level to full area + */ { - // More mountain ranges - double d = 100; - double a1 = d*2.0 - d*7 * noise2d_perlin_abs( - 0.5+(float)p.X/1000., 0.5+(float)p.Y/1000., - seed+850342, 7, 0.55); - /*if(a1 > d) - a1 = d + sqrt(a1-d);*/ - a1 = (1.0 - exp(-a1/d))*d; - /*if(a1 > h) - h = a1;*/ - if(a1 > 0) - h += a1; - } -#endif + // 22ms @cs=8 + TimeTaker timer1("Generating ground level"); #if 0 + NoiseBuffer noisebuf1; + //NoiseBuffer noisebuf2; { - // More mountain ranges - double d = 60; - double a1 = d*2.0 - d*7 * noise2d_perlin_abs( - 0.5+(float)p.X/1000., 0.5+(float)p.Y/1000., - seed+850342, 7, 0.55); - /*if(a1 > d) - a1 = d + sqrt(a1-d);*/ - a1 = (1.0 - exp(-a1/d))*d; - /*if(a1 > h) - h = a1;*/ - if(a1 > 0) - h += a1; - } -#endif + v3f minpos_f( + data->sectorpos_bigbase.X*MAP_BLOCKSIZE, + y_nodes_min, + data->sectorpos_bigbase.Y*MAP_BLOCKSIZE + ); + v3f maxpos_f = minpos_f + v3f( + data->sectorpos_bigbase_size*MAP_BLOCKSIZE, + y_nodes_max-y_nodes_min, + data->sectorpos_bigbase_size*MAP_BLOCKSIZE + ); + v3f samplelength_f = v3f(4.0, 4.0, 4.0); -#if 0 + TimeTaker timer("noisebuf.create"); + + noisebuf1.create(data->seed+25104, 6, 0.60, 200.0, + minpos_f.X, minpos_f.Y, minpos_f.Z, + maxpos_f.X, maxpos_f.Y, maxpos_f.Z, + samplelength_f.X, samplelength_f.Y, samplelength_f.Z); + /*noisebuf1.create(data->seed+25104, 3, 0.60, 25.0, + minpos_f.X, minpos_f.Y, minpos_f.Z, + maxpos_f.X, maxpos_f.Y, maxpos_f.Z, + samplelength_f.X, samplelength_f.Y, samplelength_f.Z); + noisebuf2.create(data->seed+25105, 4, 0.50, 200.0, + minpos_f.X, minpos_f.Y, minpos_f.Z, + maxpos_f.X, maxpos_f.Y, maxpos_f.Z, + samplelength_f.X, samplelength_f.Y, samplelength_f.Z);*/ + } + + for(s16 x=0; xsectorpos_bigbase_size*MAP_BLOCKSIZE; x++) + for(s16 z=0; zsectorpos_bigbase_size*MAP_BLOCKSIZE; z++) { - // Very steep mountain ranges - double d = 120; - double a1 = d*2 - d*6.5 * noise2d_perlin_abs( - 0.5+(float)p.X/500., 0.5+(float)p.Y/500., - seed+850342, 6, 0.6); - /*if(a1 > d) - a1 = d + sqrt(a1-d);*/ - a1 = (1.0 - exp(-a1/d))*d; - /*if(a1 > h) - h = a1;*/ - if(a1 > 0) - h += a1; - /*double a = noise2d_perlin_abs( - 0.94+(float)p.X/2000., 0.26+(float)p.Y/2000., - (seed>>32)+65012102, 8, 0.50); - double m4 = 100.0 - 400.0 * a; - if(m4 > h) - h = m4;*/ + // Node position + v2s16 p2d = data->sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z); + + // Ground height at this point + float surface_y_f = 0.0; + + // Use perlin noise for ground height + surface_y_f = base_rock_level_2d(data->seed, p2d); + //surface_y_f = base_rock_level_2d(data->seed, p2d); + + // Convert to integer + s16 surface_y = (s16)surface_y_f; + + // Log it + if(surface_y > stone_surface_max_y) + stone_surface_max_y = surface_y; + + /* + Fill ground with stone + */ + { + // Use fast index incrementing + v3s16 em = 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<=y_nodes_max; y++) + { + // 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; + + /*s16 noiseval = 50.0 * noise3d_perlin( + 0.5+(float)p2d.X/100.0, + 0.5+(float)y/100.0, + 0.5+(float)p2d.Y/100.0, + data->seed+123, 5, 0.5);*/ + double noiseval = 64.0 * noisebuf1.get(p2d.X, y, p2d.Y); + /*double noiseval = 30.0 * noisebuf1.get(p2d.X, y, p2d.Y); + noiseval *= MYMAX(0, -0.2 + noisebuf2.get(p2d.X, y, p2d.Y));*/ + + //if(y < surface_y + noiseval) + if(noiseval > 0) + //if(noiseval > y) + data->vmanip.m_data[i].d = CONTENT_STONE; + + data->vmanip.m_area.add_y(em, i, 1); + } + } } #endif - /* - The stuff before this comment is usually not used. - The stuff after this comment is usually used. - */ - #if 1 + for(s16 x=0; xsectorpos_bigbase_size*MAP_BLOCKSIZE; x++) + for(s16 z=0; zsectorpos_bigbase_size*MAP_BLOCKSIZE; z++) { - // Mountains - double m4 = 1.0 - 3.0 * noise2d_perlin_abs( - 0.324+(float)p.X/2000., 0.423+(float)p.Y/2000., - (seed>>32)+65012102, 9, 0.57); - m4 *= 120; - if(m4 > h) - h = m4; - } -#endif + // Node position + v2s16 p2d = data->sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z); + + /* + Skip of already generated + */ + /*{ + v3s16 p(p2d.X, y_nodes_min, p2d.Y); + if(data->vmanip.m_data[data->vmanip.m_area.index(p)].d != CONTENT_AIR) + continue; + }*/ -#if 1 - // Some kind of hill chains or something - { - double a1 = 1.0 - 2.5 * noise2d_perlin_abs( - 0.5+(float)p.X/250., 0.5+(float)p.Y/250., - seed+850342, 5, 0.6); - a1 *= 30; - double d = 15; - if(a1 > d) - a1 = d + sqrt(a1-d); - /*if(a1 > h) - h = a1;*/ - if(a1 > 0) - h += a1; - } -#endif + // Ground height at this point + float surface_y_f = 0.0; -#if 1 - double base = -2. + 25. * noise2d_perlin( - 0.5+(float)p.X/500., 0.5+(float)p.Y/500., - (seed>>32)+653876, 7, 0.65); -#else - double base = 0; + // Use perlin noise for ground height + surface_y_f = base_rock_level_2d(data->seed, p2d); + + /*// Experimental stuff + { + float a = highlands_level_2d(data->seed, p2d); + if(a > surface_y_f) + surface_y_f = a; + }*/ + + // Convert to integer + s16 surface_y = (s16)surface_y_f; + + // Log it + if(surface_y > stone_surface_max_y) + stone_surface_max_y = surface_y; + + /* + Fill ground with stone + */ + { + // Use fast index incrementing + v3s16 em = 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; yvmanip.m_data[i].d != CONTENT_AIR) + break; + + data->vmanip.m_data[i].d = CONTENT_STONE; + + data->vmanip.m_area.add_y(em, i, 1); + } + } + } #endif -#if 1 - /* - Combined with turbulence, this thing here is able to make very - awesome terrain, albeit rarely. + }//timer1 - This is also responsible for small islands. + /* + Randomize some parameters */ + + //s32 stone_obstacle_count = 0; + /*s32 stone_obstacle_count = + 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 = + rangelim((1.0+noise2d(data->seed+5902, + data->sectorpos_base.X, data->sectorpos_base.Y))/2.0 * 30, 0, 100000);*/ - double higher = 40. * noise2d_perlin( - 0.5+(float)p.X/250., 0.5+(float)p.Y/250., - seed+39292, 6, 0.50); - /*double higher = 50. * noise2d_perlin_abs( - 0.5+(float)p.X/250., 0.5+(float)p.Y/250., - seed+85039, 5, 0.63);*/ - //higher = 25; + /* + Loop this part, it will make stuff look older and newer nicely + */ + const u32 age_loops = 2; + for(u32 i_age=0; i_age base) - { - // Steepness factor of cliffs - double b = 1.0 + 1.0 * noise2d_perlin( - 0.5+(float)p.X/250., 0.5+(float)p.Y/250., - seed-932, 6, 0.7); - b = rangelim(b, 0.0, 1000.0); #if 1 - b = pow(b, 5); - b *= 16; - b = rangelim(b, 3.0, 1000.0); - //dstream<<"b="< h) - h = h2;*/ - - h += base*(1.0-a) + higher*a; - } - else + /* + Make caves + */ + 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 caves_count = 0; + u32 bruises_count = 0;*/ + for(u32 jj=0; jj caves_count); -double base_rock_level_2d(u64 seed, v2s16 p) -{ - return base_rock_level_2d(seed, v2f((float)p.X, (float)p.Y)); -} + if(bruise_surface) + { + min_tunnel_diameter = 5; + max_tunnel_diameter = myrand_range(10, 20); + /*min_tunnel_diameter = MYMAX(0, stone_surface_max_y/6); + max_tunnel_diameter = myrand_range(MYMAX(0, stone_surface_max_y/6), MYMAX(0, stone_surface_max_y/2));*/ + + /*s16 tunnel_rou = rangelim(25*(0.5+1.0*noise2d(data->seed+42, + data->sectorpos_base.X, data->sectorpos_base.Y)), 0, 15);*/ -double get_turbulence_factor_2d(u64 seed, v2f p) -{ - double vv = -0.50 + 2.0 * noise2d_perlin( - 0.5+p.X/100, - 0.5+p.Y/100, - seed+85498783983, 4, 0.5); - vv = rangelim(vv, 0.0, 1.0); - return vv; -} + tunnel_routepoints = 5; + } + else + { + } -#define TURBULENCE_BOTTOM_CUTOFF_Y (WATER_LEVEL-7) + // Allowed route area size in nodes + v3s16 ar( + data->sectorpos_base_size*MAP_BLOCKSIZE, + h_blocks*MAP_BLOCKSIZE, + data->sectorpos_base_size*MAP_BLOCKSIZE + ); -double get_turbulence_factor_y(u64 seed, f32 y) -{ - double d = 14; - double min = TURBULENCE_BOTTOM_CUTOFF_Y; - if(y < min) - return 0.0; - else if(y < min + d) - return ((y-min)/d); - return 1.0; -} + // Area starting point in nodes + v3s16 of( + data->sectorpos_base.X*MAP_BLOCKSIZE, + data->y_blocks_min*MAP_BLOCKSIZE, + data->sectorpos_base.Y*MAP_BLOCKSIZE + ); -v2f get_raw_turbulence(u64 seed, v3f p) -{ - double f = 8; + // 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 = data->max_spread_amount - max_tunnel_diameter/2 - insure; + ar += v3s16(1,0,1) * more * 2; + of -= v3s16(1,0,1) * more; + + s16 route_y_min = 0; + // Allow half a diameter + 7 over stone surface + s16 route_y_max = -of.Y + stone_surface_max_y + max_tunnel_diameter/2 + 7; - double v1 = f * noise3d_perlin( - 0.5+p.X/100, - 0.5+p.Y/100, - 0.5+p.Z/100, - seed+4045, 5, 0.65); + /*// If caves, don't go through surface too often + if(bruise_surface == false) + route_y_max -= myrand_range(0, max_tunnel_diameter*2);*/ - double v2 = f * noise3d_perlin( - 0.5+p.X/100, - 0.5+p.Y/100, - 0.5+p.Z/100, - seed+9495, 5, 0.65); - - return v2f(v1, v2); -} + // Limit maximum to area + route_y_max = rangelim(route_y_max, 0, ar.Y-1); -// Shouldn't be used, provided for compatibility. -v2f base_ground_turbulence(u64 seed, v3f p) -{ - double tfxz = get_turbulence_factor_2d(seed, v2f(p.X,p.Z)); - double tfy = get_turbulence_factor_y(seed, p.Y); - v2f t = get_raw_turbulence(seed, p); - return t*tfxz*tfy; -} + if(bruise_surface) + { + /*// Minimum is at y=0 + route_y_min = -of.Y - 0;*/ + // Minimum is at y=max_tunnel_diameter/4 + //route_y_min = -of.Y + max_tunnel_diameter/4; + //s16 min = -of.Y + max_tunnel_diameter/4; + s16 min = -of.Y + 0; + route_y_min = myrand_range(min, min + max_tunnel_diameter); + route_y_min = rangelim(route_y_min, 0, route_y_max); + } -#if 0 -v2f base_ground_turbulence(u64 seed, v3f p) -{ -#if 1 - double f = 8; + /*dstream<<"route_y_min = "<vmanip.m_area.index(p); + data->vmanip.m_data[i] = airnode; -#if 0 - if(depth_guess) - { - // Find highest surface near current - v3f dirs[4] = { - v3f(1,0,0), - v3f(-1,0,0), - v3f(0,0,1), - v3f(0,0,-1) - }; - double s2 = surface_y_f; - for(u32 i=0; i<4; i++) - { - v3f dir = dirs[i]; - // Get turbulence at around there - v2f t2 = base_ground_turbulence(seed, p+dir); - // Get ground height - v2f l = v2f(p.X+t2.X+dir.X, p.Z+t2.Y+dir.Z); - double s = base_rock_level_2d(seed, l); - if(s > s2) - s2 = s; + if(bruise_surface == false) + { + // Set tunnel flag + data->vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON; + } + } + } + } } - *depth_guess = s2 - p.Y; - } -#endif -#if 1 - if(depth_guess) - { - // Check a bit lower also, take highest surface - v2f t2 = base_ground_turbulence(seed, p + v3f(0,-2,0)); - double s2 = base_rock_level_2d(seed, v2f(p.X+t2.X, p.Z+t2.Y)); - if(s2 > surface_y_f) - *depth_guess = s2 - p.Y; - else - *depth_guess = surface_y_f - p.Y; - } -#endif -#if 0 - if(depth_guess) - *depth_guess = surface_y_f - p.Y; -#endif - if(p.Y > surface_y_f) - is_ground = false; - } + orp = rp; + } - /*if(depth_guess) - { - // Guess surface point - v3f p2(p.X, surface_y_f, p.Z); - v2f t2 = base_ground_turbulence - double u1 = - double s1 = base_rock_level_2d(seed, v2f(p.X+v1,p.Z+v2)); - }*/ + } - return is_ground; -} + }//timer1 +#endif -#define VMANIP_FLAG_DUNGEON VOXELFLAG_CHECKED1 +#if 1 + { + // 46ms @cs=8 + //TimeTaker timer1("ore veins"); -/* - This is the main map generation method -*/ - -#if 0 -MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, - core::map &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 " - <<"("<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 + Make ore veins */ - - ManualMapVoxelManipulator vmanip(this); - // Add the area we just generated + for(u32 jj=0; jjsectorpos_base_size*MAP_BLOCKSIZE, + h_blocks*MAP_BLOCKSIZE, + data->sectorpos_base_size*MAP_BLOCKSIZE + ); - /* - Generate general ground level to full area - */ - - { - // 22ms @cs=8 - TimeTaker timer1("ground level"); - dstream<<"Generating base ground..."<sectorpos_base.X*MAP_BLOCKSIZE, + data->y_blocks_min*MAP_BLOCKSIZE, + data->sectorpos_base.Y*MAP_BLOCKSIZE + ); - for(s16 x=0; xmax_spread_amount - max_vein_diameter/2 - insure; + ar += v3s16(1,0,1) * more * 2; + of -= v3s16(1,0,1) * more; - /* - 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); - } - } + // Randomize starting position + v3f orp( + (float)(myrand()%ar.X)+0.5, + (float)(myrand()%ar.Y)+0.5, + (float)(myrand()%ar.Z)+0.5 + ); -#if 0 - // Node position - v2s16 p2d = sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z); + // Randomize mineral + u8 mineral; + if(myrand()%3 != 0) + mineral = MINERAL_COAL; + else + mineral = MINERAL_IRON; /* - Skip if already generated + Generate some vein starting from orp */ - { - v3s16 p(p2d.X, y_nodes_min, p2d.Y); - if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR) - continue; - } - - // Ground height at this point - float surface_y_f = 0.0; - // Use perlin noise for ground height - surface_y_f = base_rock_level_2d(m_seed, p2d); - - /*// Experimental stuff + for(u16 j=0; j<2; j++) { - float a = highlands_level_2d(m_seed, p2d); - if(a > surface_y_f) - surface_y_f = a; - }*/ - - // Convert to integer - s16 surface_y = (s16)surface_y_f; - - // Log it - if(surface_y > stone_surface_max_y) - stone_surface_max_y = surface_y; + /*v3f rp( + (float)(myrand()%ar.X)+0.5, + (float)(myrand()%ar.Y)+0.5, + (float)(myrand()%ar.Z)+0.5 + ); + v3f vec = rp - orp;*/ + + v3s16 maxlen(5, 5, 5); + v3f vec( + (float)(myrand()%(maxlen.X*2))-(float)maxlen.X, + (float)(myrand()%(maxlen.Y*2))-(float)maxlen.Y, + (float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z + ); + v3f rp = orp + vec; + if(rp.X < 0) + rp.X = 0; + else if(rp.X >= ar.X) + rp.X = ar.X; + if(rp.Y < 0) + rp.Y = 0; + else if(rp.Y >= ar.Y) + rp.Y = ar.Y; + if(rp.Z < 0) + rp.Z = 0; + else if(rp.Z >= ar.Z) + rp.Z = ar.Z; + vec = rp - orp; - /* - Fill ground with stone - */ - { - // Use fast index incrementing - v3s16 em = vmanip.m_area.getExtent(); - u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_min, p2d.Y)); - for(s16 y=y_nodes_min; y=y_nodes_min; y--) - { - MapNode *n = &vmanip.m_data[i]; - /*if(content_walkable(n.d) - && n.d != CONTENT_MUD - && n.d != CONTENT_GRASS) - break;*/ - if(n->d == CONTENT_STONE) - break; - - if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS) - { - mud_amount++; - /* - Change to mud because otherwise we might - be throwing mud on grass at the next - step - */ - n->d = CONTENT_MUD; - } - - vmanip.m_area.add_y(em, i, -1); - } - if(y >= y_nodes_min) - surface_y = y; - else - surface_y = y_nodes_min; - } - - - /* - Add stone on ground - */ - { - v3s16 em = vmanip.m_area.getExtent(); - s16 y_start = surface_y+1; - u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); - s16 y; - // Add stone - s16 count = 0; - for(y=y_start; y<=y_nodes_max - min_head_space; y++) - { - MapNode &n = vmanip.m_data[i]; - n.d = CONTENT_STONE; - - if(y > stone_surface_max_y) - stone_surface_max_y = y; - - count++; - if(count >= ob_size.Y) - break; - - vmanip.m_area.add_y(em, i, 1); - } - // Add mud - count = 0; - for(; y<=y_nodes_max - min_head_space; y++) - { - MapNode &n = vmanip.m_data[i]; - n.d = CONTENT_MUD; - count++; - if(count >= mud_amount) - break; - - vmanip.m_area.add_y(em, i, 1); - } - } - - } - } - - }//timer1 - { - // 24ms @cs=8 - //TimeTaker timer1("dungeons"); - - /* - Make dungeons - */ - u32 dungeons_count = relative_volume / 600000; - u32 bruises_count = relative_volume * stone_surface_max_y / 40000000; - if(stone_surface_max_y < WATER_LEVEL) - bruises_count = 0; - /*u32 dungeons_count = 0; - u32 bruises_count = 0;*/ - for(u32 jj=0; jjvmanip.m_area.contains(p)); // Just set it to air, it will be changed to // water afterwards - u32 i = vmanip.m_area.index(p); - vmanip.m_data[i] = airnode; - - if(bruise_surface == false) - { - // Set tunnel flag - vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON; - } - } - } - } - } - - orp = rp; - } - - } - - }//timer1 - { - // 46ms @cs=8 - //TimeTaker timer1("ore veins"); - - /* - Make ore veins - */ - for(u32 jj=0; jj= ar.X) - rp.X = ar.X; - if(rp.Y < 0) - rp.Y = 0; - else if(rp.Y >= ar.Y) - rp.Y = ar.Y; - if(rp.Z < 0) - rp.Z = 0; - else if(rp.Z >= ar.Z) - rp.Z = ar.Z; - vec = rp - orp; - - // Randomize size - s16 min_d = 0; - s16 max_d = max_vein_diameter; - s16 rs = myrand_range(min_d, max_d); - - for(float f=0; f<1.0; f+=1.0/vec.getLength()) - { - v3f fp = orp + vec * f; - v3s16 cp(fp.X, fp.Y, fp.Z); - s16 d0 = -rs/2; - s16 d1 = d0 + rs - 1; - for(s16 z0=d0; z0<=d1; z0++) - { - s16 si = rs - abs(z0); - for(s16 x0=-si; x0<=si-1; x0++) - { - s16 si2 = rs - abs(x0); - for(s16 y0=-si2+1; y0<=si2-1; y0++) - { - // Don't put mineral to every place - if(myrand()%5 != 0) - continue; - - s16 z = cp.Z + z0; - s16 y = cp.Y + y0; - s16 x = cp.X + x0; - v3s16 p(x,y,z); - /*if(isInArea(p, ar) == false) - continue;*/ - // Check only height - if(y < 0 || y >= ar.Y) - continue; - p += of; - - assert(vmanip.m_area.contains(p)); - - // Just set it to air, it will be changed to - // water afterwards - u32 i = vmanip.m_area.index(p); - MapNode *n = &vmanip.m_data[i]; - if(n->d == CONTENT_STONE) - n->param = mineral; - } - } - } - } - - orp = rp; - } - - } - - }//timer1 - { - // 15ms @cs=8 - //TimeTaker timer1("add mud"); - - /* - Add mud to the central chunk - */ - - for(s16 x=0; xd == CONTENT_GRASS) - n->d = CONTENT_MUD; - } - - /* - Add mud on ground - */ - { - s16 mudcount = 0; - v3s16 em = vmanip.m_area.getExtent(); - s16 y_start = surface_y+1; - u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); - for(s16 y=y_start; y<=y_nodes_max; y++) - { - if(mudcount >= mud_add_amount) - break; - - MapNode &n = vmanip.m_data[i]; - n.d = CONTENT_MUD; - mudcount++; - - vmanip.m_area.add_y(em, i, 1); - } - } - - } - - }//timer1 - { - // 340ms @cs=8 - //TimeTaker timer1("flow mud"); - - /* - Flow mud away from steep edges - */ - - // Limit area by 1 because mud is flown into neighbors. - s16 mudflow_minpos = 0-max_spread_amount+1; - s16 mudflow_maxpos = sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-2; - - // Iterate a few times - for(s16 k=0; k<3; k++) - { - - for(s16 x=mudflow_minpos; - x<=mudflow_maxpos; - x++) - for(s16 z=mudflow_minpos; - z<=mudflow_maxpos; - z++) - { - // Invert coordinates every 2nd iteration - if(k%2 == 0) - { - x = mudflow_maxpos - (x-mudflow_minpos); - z = mudflow_maxpos - (z-mudflow_minpos); - } - - // Node position in 2d - v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); - - v3s16 em = vmanip.m_area.getExtent(); - u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y)); - s16 y=y_nodes_max; - - for(;; y--) - { - MapNode *n = NULL; - // Find mud - for(; y>=y_nodes_min; y--) - { - n = &vmanip.m_data[i]; - //if(content_walkable(n->d)) - // break; - if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS) - break; - - vmanip.m_area.add_y(em, i, -1); - } - - // Stop if out of area - //if(vmanip.m_area.contains(i) == false) - if(y < y_nodes_min) - break; - - /*// If not mud, do nothing to it - MapNode *n = &vmanip.m_data[i]; - if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS) - continue;*/ - - /* - Don't flow it if the stuff under it is not mud - */ - { - u32 i2 = i; - vmanip.m_area.add_y(em, i2, -1); - // Cancel if out of area - if(vmanip.m_area.contains(i2) == false) - continue; - MapNode *n2 = &vmanip.m_data[i2]; - if(n2->d != CONTENT_MUD && n2->d != CONTENT_GRASS) - continue; - } - - // Make it exactly mud - n->d = CONTENT_MUD; - - /*s16 recurse_count = 0; - mudflow_recurse:*/ - - v3s16 dirs4[4] = { - v3s16(0,0,1), // back - v3s16(1,0,0), // right - v3s16(0,0,-1), // front - v3s16(-1,0,0), // left - }; - - // Theck that upper is air or doesn't exist. - // Cancel dropping if upper keeps it in place - u32 i3 = i; - vmanip.m_area.add_y(em, i3, 1); - if(vmanip.m_area.contains(i3) == true - && content_walkable(vmanip.m_data[i3].d) == true) - { - continue; - } - - // Drop mud on side - - for(u32 di=0; di<4; di++) - { - v3s16 dirp = dirs4[di]; - u32 i2 = i; - // Move to side - vmanip.m_area.add_p(em, i2, dirp); - // Fail if out of area - if(vmanip.m_area.contains(i2) == false) - continue; - // Check that side is air - MapNode *n2 = &vmanip.m_data[i2]; - if(content_walkable(n2->d)) - continue; - // Check that under side is air - vmanip.m_area.add_y(em, i2, -1); - if(vmanip.m_area.contains(i2) == false) - continue; - n2 = &vmanip.m_data[i2]; - if(content_walkable(n2->d)) - continue; - /*// Check that under that is air (need a drop of 2) - vmanip.m_area.add_y(em, i2, -1); - if(vmanip.m_area.contains(i2) == false) - continue; - n2 = &vmanip.m_data[i2]; - if(content_walkable(n2->d)) - continue;*/ - // Loop further down until not air - do{ - vmanip.m_area.add_y(em, i2, -1); - // Fail if out of area - if(vmanip.m_area.contains(i2) == false) - continue; - n2 = &vmanip.m_data[i2]; - }while(content_walkable(n2->d) == false); - // Loop one up so that we're in air - vmanip.m_area.add_y(em, i2, 1); - n2 = &vmanip.m_data[i2]; - - // Move mud to new place - *n2 = *n; - // Set old place to be air - *n = MapNode(CONTENT_AIR); - - // Done - break; - } - } - } - - } - - }//timer1 - { - // 50ms @cs=8 - //TimeTaker timer1("add water"); - - /* - Add water to the central chunk (and a bit more) - */ - - for(s16 x=0-max_spread_amount; - x WATER_LEVEL) - continue;*/ - - /* - Add water on ground - */ - { - v3s16 em = vmanip.m_area.getExtent(); - u8 light = LIGHT_MAX; - // Start at global water surface level - s16 y_start = WATER_LEVEL; - u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); - MapNode *n = &vmanip.m_data[i]; - - /*// Add first one to transforming liquid queue, if water - if(n->d == CONTENT_WATER || n->d == CONTENT_WATERSOURCE) - { - v3s16 p = v3s16(p2d.X, y_start, p2d.Y); - m_transforming_liquid.push_back(p); - }*/ - - for(s16 y=y_start; y>=y_nodes_min; y--) - { - n = &vmanip.m_data[i]; - - // Stop when there is no water and no air - if(n->d != CONTENT_AIR && n->d != CONTENT_WATERSOURCE - && n->d != CONTENT_WATER) - { - /*// Add bottom one to transforming liquid queue - vmanip.m_area.add_y(em, i, 1); - n = &vmanip.m_data[i]; - if(n->d == CONTENT_WATER || n->d == CONTENT_WATERSOURCE) - { - v3s16 p = v3s16(p2d.X, y, p2d.Y); - m_transforming_liquid.push_back(p); - }*/ - - break; - } - - // Make water only not in dungeons - if(!(vmanip.m_flags[i]&VMANIP_FLAG_DUNGEON)) - { - n->d = CONTENT_WATERSOURCE; - //n->setLight(LIGHTBANK_DAY, light); - - // Add to transforming liquid queue (in case it'd - // start flowing) - v3s16 p = v3s16(p2d.X, y, p2d.Y); - m_transforming_liquid.push_back(p); - } - - // Next one - vmanip.m_area.add_y(em, i, -1); - if(light > 0) - light--; - } - } - - } - - }//timer1 - - } // Aging loop - - { - //TimeTaker timer1("convert mud to sand"); - - /* - Convert mud to sand - */ - - //s16 mud_add_amount = myrand_range(2, 4); - //s16 mud_add_amount = 0; - - /*for(s16 x=0; x WATER_LEVEL + 2) - continue; - - { - v3s16 em = vmanip.m_area.getExtent(); - s16 y_start = surface_y; - u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); - u32 not_sand_counter = 0; - for(s16 y=y_start; y>=y_nodes_min; y--) - { - MapNode *n = &vmanip.m_data[i]; - if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS) - { - n->d = CONTENT_SAND; - } - else - { - not_sand_counter++; - if(not_sand_counter > 3) - break; - } - - vmanip.m_area.add_y(em, i, -1); - } - } - - } - - }//timer1 - { - // 1ms @cs=8 - //TimeTaker timer1("generate trees"); - - /* - Generate some trees - */ - { - // Divide area into parts - s16 div = 8; - s16 sidelen = sectorpos_base_size*MAP_BLOCKSIZE / div; - double area = sidelen * sidelen; - for(s16 x0=0; x0d != CONTENT_MUD && n->d != CONTENT_GRASS) - continue; - } - p.Y++; - // Make a tree - make_tree(vmanip, p); - } - } - /*u32 tree_max = relative_area / 60; - //u32 count = myrand_range(0, tree_max); - for(u32 i=0; i=y_nodes_min; y--) - { - MapNode &n = vmanip.m_data[i]; - if(n.d != CONTENT_AIR - && n.d != CONTENT_LEAVES) - break; - vmanip.m_area.add_y(em, i, -1); - } - if(y >= y_nodes_min) - surface_y = y; - else - surface_y = y_nodes_min; - } - - u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y); - MapNode *n = &vmanip.m_data[i]; - if(n->d == CONTENT_MUD) - n->d = CONTENT_GRASS; - } - - }//timer1 - - /* - Initial lighting (sunlight) - */ - - core::map light_sources; - - { - // 750ms @cs=8, can't optimize more - TimeTaker timer1("initial lighting"); - -#if 0 - /* - Go through the edges and add all nodes that have light to light_sources - */ - - // Four edges - for(s16 i=0; i<4; i++) - // Edge length - for(s16 j=lighting_min_d; - j<=lighting_max_d; - j++) - { - s16 x; - s16 z; - // +-X - if(i == 0 || i == 1) - { - x = (i==0) ? lighting_min_d : lighting_max_d; - if(i == 0) - z = lighting_min_d; - else - z = lighting_max_d; - } - // +-Z - else - { - z = (i==0) ? lighting_min_d : lighting_max_d; - if(i == 0) - x = lighting_min_d; - else - x = lighting_max_d; - } - - // Node position in 2d - v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); - - { - v3s16 em = vmanip.m_area.getExtent(); - s16 y_start = y_nodes_max; - u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); - for(s16 y=y_start; y>=y_nodes_min; y--) - { - MapNode *n = &vmanip.m_data[i]; - if(n->getLight(LIGHTBANK_DAY) != 0) - { - light_sources.insert(v3s16(p2d.X, y, p2d.Y), true); - } - //NOTE: This is broken, at least the index has to - // be incremented - } - } - } -#endif - -#if 1 - /* - Go through the edges and apply sunlight to them, not caring - about neighbors - */ - - // Four edges - for(s16 i=0; i<4; i++) - // Edge length - for(s16 j=lighting_min_d; - j<=lighting_max_d; - j++) - { - s16 x; - s16 z; - // +-X - if(i == 0 || i == 1) - { - x = (i==0) ? lighting_min_d : lighting_max_d; - if(i == 0) - z = lighting_min_d; - else - z = lighting_max_d; - } - // +-Z - else - { - z = (i==0) ? lighting_min_d : lighting_max_d; - if(i == 0) - x = lighting_min_d; - else - x = lighting_max_d; - } - - // Node position in 2d - v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); - - // Loop from top to down - { - u8 light = LIGHT_SUN; - v3s16 em = vmanip.m_area.getExtent(); - s16 y_start = y_nodes_max; - u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); - for(s16 y=y_start; y>=y_nodes_min; y--) - { - MapNode *n = &vmanip.m_data[i]; - if(light_propagates_content(n->d) == false) - { - light = 0; - } - else if(light != LIGHT_SUN - || sunlight_propagates_content(n->d) == false) - { - if(light > 0) - light--; - } - - n->setLight(LIGHTBANK_DAY, light); - n->setLight(LIGHTBANK_NIGHT, 0); - - if(light != 0) - { - // Insert light source - light_sources.insert(v3s16(p2d.X, y, p2d.Y), true); - } - - // Increment index by y - vmanip.m_area.add_y(em, i, -1); - } - } - } -#endif - - /*for(s16 x=0; x=y_nodes_min; y--) - { - MapNode *n = &vmanip.m_data[i]; - - if(light_propagates_content(n->d) == false) - { - light = 0; - } - else if(light != LIGHT_SUN - || sunlight_propagates_content(n->d) == false) - { - if(light > 0) - light--; - } - - // This doesn't take much time - if(add_to_sources == false) - { - /* - Check sides. If side is not air or water, start - adding to light_sources. - */ - v3s16 dirs4[4] = { - v3s16(0,0,1), // back - v3s16(1,0,0), // right - v3s16(0,0,-1), // front - v3s16(-1,0,0), // left - }; - for(u32 di=0; di<4; di++) - { - v3s16 dirp = dirs4[di]; - u32 i2 = i; - vmanip.m_area.add_p(em, i2, dirp); - MapNode *n2 = &vmanip.m_data[i2]; - if( - n2->d != CONTENT_AIR - && n2->d != CONTENT_WATERSOURCE - && n2->d != CONTENT_WATER - ){ - add_to_sources = true; - break; + u32 i = data->vmanip.m_area.index(p); + MapNode *n = &data->vmanip.m_data[i]; + if(n->d == CONTENT_STONE) + n->param = mineral; } } } - - n->setLight(LIGHTBANK_DAY, light); - n->setLight(LIGHTBANK_NIGHT, 0); - - // This doesn't take much time - if(light != 0 && add_to_sources) - { - // Insert light source - light_sources.insert(v3s16(p2d.X, y, p2d.Y), true); - } - - // Increment index by y - vmanip.m_area.add_y(em, i, -1); } + + orp = rp; } + } -#endif }//timer1 +#endif - // Spread light around +#if 1 { - TimeTaker timer("generateChunkRaw() spreadLight"); - vmanip.spreadLight(LIGHTBANK_DAY, light_sources); - } - - /* - Generation ended - */ - - timer_generate.stop(); + // 15ms @cs=8 + TimeTaker timer1("add mud"); /* - Blit generated stuff to map + Add mud to the central chunk */ + + for(s16 x=0; xsectorpos_base_size*MAP_BLOCKSIZE; x++) + for(s16 z=0; zsectorpos_base_size*MAP_BLOCKSIZE; z++) { - // 70ms @cs=8 - //TimeTaker timer("generateChunkRaw() blitBackAll"); - vmanip.blitBackAll(&changed_blocks); - } + // Node position in 2d + v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); + + // Randomize mud amount + s16 mud_add_amount = get_mud_add_amount(data->seed, p2d) / 2.0; - /* - Update day/night difference cache of the MapBlocks - */ - { - for(core::map::Iterator i = changed_blocks.getIterator(); - i.atEnd() == false; i++) + // Find ground level + s16 surface_y = find_ground_level_clever(data->vmanip, p2d); + + /* + If topmost node is grass, change it to mud. + It might be if it was flown to there from a neighboring + chunk and then converted. + */ { - MapBlock *block = i.getNode()->getValue(); - block->updateDayNightDiff(); + 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 = MapNode(CONTENT_MUD); + //n->d = CONTENT_MUD; + } + + /* + Add mud on ground + */ + { + s16 mudcount = 0; + v3s16 em = data->vmanip.m_area.getExtent(); + s16 y_start = surface_y+1; + 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 = data->vmanip.m_data[i]; + n = MapNode(CONTENT_MUD); + //n.d = CONTENT_MUD; + mudcount++; + + data->vmanip.m_area.add_y(em, i, 1); + } } + } + }//timer1 #endif - - /* - Create chunk metadata - */ - for(s16 x=-1; x<=1; x++) - for(s16 y=-1; y<=1; y++) +#if 1 { - v2s16 chunkpos0 = chunkpos + v2s16(x,y); - // Add chunk meta information - MapChunk *chunk = getChunk(chunkpos0); - if(chunk == NULL) - { - chunk = new MapChunk(); - m_chunks.insert(chunkpos0, chunk); - } - //chunk->setIsVolatile(true); - if(chunk->getGenLevel() > GENERATED_PARTLY) - chunk->setGenLevel(GENERATED_PARTLY); - } + // 340ms @cs=8 + TimeTaker timer1("flow mud"); /* - Set central chunk non-volatile - */ - MapChunk *chunk = getChunk(chunkpos); - assert(chunk); - // Set non-volatile - //chunk->setIsVolatile(false); - chunk->setGenLevel(GENERATED_FULLY); - - /* - Save changed parts of map + Flow mud away from steep edges */ - save(true); - /* - Return central chunk (which was requested) - */ - return chunk; -} -#endif + // Limit area by 1 because mud is flown into neighbors. + s16 mudflow_minpos = 0-data->max_spread_amount+1; + s16 mudflow_maxpos = data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-2; -MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, - core::map &changed_blocks, - bool force) -{ - DSTACK(__FUNCTION_NAME); + // Iterate a few times + for(s16 k=0; k<3; k++) + { - /* - Don't generate if already fully generated - */ - if(force == false) + for(s16 x=mudflow_minpos; + x<=mudflow_maxpos; + x++) + for(s16 z=mudflow_minpos; + z<=mudflow_maxpos; + z++) { - MapChunk *chunk = getChunk(chunkpos); - if(chunk != NULL && chunk->getGenLevel() == GENERATED_FULLY) + // Invert coordinates every 2nd iteration + if(k%2 == 0) { - dstream<<"generateChunkRaw(): Chunk " - <<"("<sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); - /* - 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; + 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; - /* - Create the whole area of this and the neighboring chunks - */ - { - TimeTaker timer("generateChunkRaw() create area"); - - for(s16 x=0; x=y_nodes_min; 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); + n = &data->vmanip.m_data[i]; + //if(content_walkable(n->d)) + // break; + if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS) + break; + + data->vmanip.m_area.add_y(em, i, -1); } - } - } - - /* - Now we have a big empty area. - - Make a ManualMapVoxelManipulator that contains this and the - neighboring chunks - */ - - ManualMapVoxelManipulator vmanip(this); - // Add the area we just generated - { - TimeTaker timer("generateChunkRaw() initialEmerge"); - vmanip.initialEmerge(bigarea_blocks_min, bigarea_blocks_max); - } - - // Clear all flags - vmanip.clearFlag(0xff); - - TimeTaker timer_generate("generateChunkRaw() generate"); - /* - Generate general ground level to full area - */ - - { - // 22ms @cs=8 - TimeTaker timer1("ground level"); - dstream<<"Generating base ground..."<vmanip.m_area.contains(i) == false) + if(y < y_nodes_min) + break; - for(s16 x=0; xvmanip.m_data[i]; + if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS) + continue;*/ - v2f p2df(p2d.X, p2d.Y); + /* + Don't flow it if the stuff under it is not mud + */ + { + u32 i2 = i; + data->vmanip.m_area.add_y(em, i2, -1); + // Cancel if out of area + if(data->vmanip.m_area.contains(i2) == false) + continue; + MapNode *n2 = &data->vmanip.m_data[i2]; + if(n2->d != CONTENT_MUD && n2->d != CONTENT_GRASS) + continue; + } - s16 mud_amount = get_mud_amount(m_seed, p2df); - - double tfxz = get_turbulence_factor_2d(m_seed, p2df); - bool turbulence_is_used = (tfxz > 0.001); + // Make it exactly mud + n->d = CONTENT_MUD; + + /*s16 recurse_count = 0; + mudflow_recurse:*/ - s16 surface_y = 0; - - float noturb_surface_y_f = base_rock_level_2d(m_seed, p2df); - s16 noturb_surface_y = noturb_surface_y_f; + v3s16 dirs4[4] = { + v3s16(0,0,1), // back + v3s16(1,0,0), // right + v3s16(0,0,-1), // front + v3s16(-1,0,0), // left + }; - { - s16 depth_counter = 0; - s16 min = y_nodes_min; - s16 max = y_nodes_max; - // Use fast index incrementing - v3s16 em = vmanip.m_area.getExtent(); - u32 i = vmanip.m_area.index(v3s16(p2d.X, max, p2d.Y)); - for(s16 y=max; y>=min; y--) + // Theck that upper is air or doesn't exist. + // Cancel dropping if upper keeps it in place + u32 i3 = i; + 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) { - v3f p3df(p2df.X, y, p2df.Y); - - bool is_ground = false; + continue; + } - bool turb_for_node = (turbulence_is_used - && y >= TURBULENCE_BOTTOM_CUTOFF_Y); - - if(is_carved(m_seed, p3df)) - { - is_ground = false; - } - else - { - if(turb_for_node) - { - double depth_guess; - is_ground = is_base_ground(m_seed, - p3df, &depth_guess); - - // Estimate the surface height - surface_y = y + depth_guess; - } - else - { - surface_y = noturb_surface_y; - } - - is_ground = (y <= surface_y); - } - - if(is_ground) - { - //vmanip.m_data[i].d = CONTENT_STONE; - /*if(y > surface_y - mud_amount) - vmanip.m_data[i].d = CONTENT_MUD; - else - vmanip.m_data[i].d = CONTENT_STONE;*/ - if(depth_counter < mud_amount) - vmanip.m_data[i].d = CONTENT_MUD; - else - vmanip.m_data[i].d = CONTENT_STONE; - } - else - vmanip.m_data[i].d = CONTENT_AIR; - - if(is_ground || depth_counter != 0) - depth_counter++; + // Drop mud on side + + for(u32 di=0; di<4; di++) + { + v3s16 dirp = dirs4[di]; + u32 i2 = i; + // Move to side + data->vmanip.m_area.add_p(em, i2, dirp); + // Fail if out of area + if(data->vmanip.m_area.contains(i2) == false) + continue; + // Check that side is air + MapNode *n2 = &data->vmanip.m_data[i2]; + if(content_walkable(n2->d)) + continue; + // Check that under side is air + data->vmanip.m_area.add_y(em, i2, -1); + if(data->vmanip.m_area.contains(i2) == false) + continue; + n2 = &data->vmanip.m_data[i2]; + if(content_walkable(n2->d)) + continue; + /*// Check that under that is air (need a drop of 2) + data->vmanip.m_area.add_y(em, i2, -1); + if(data->vmanip.m_area.contains(i2) == false) + continue; + n2 = &data->vmanip.m_data[i2]; + if(content_walkable(n2->d)) + continue;*/ + // Loop further down until not air + do{ + data->vmanip.m_area.add_y(em, i2, -1); + // Fail if out of area + if(data->vmanip.m_area.contains(i2) == false) + continue; + n2 = &data->vmanip.m_data[i2]; + }while(content_walkable(n2->d) == false); + // Loop one up so that we're in air + data->vmanip.m_area.add_y(em, i2, 1); + n2 = &data->vmanip.m_data[i2]; -#if 0 -#if 1 - bool is = is_base_ground(m_seed, v3f(p2df.X,y,p2df.Y)); - if(is) - vmanip.m_data[i].d = CONTENT_STONE; - else - vmanip.m_data[i].d = CONTENT_AIR; -#endif -#endif + // Move mud to new place + *n2 = *n; + // Set old place to be air + *n = MapNode(CONTENT_AIR); - vmanip.m_area.add_y(em, i, -1); + // Done + break; } } } + } + }//timer1 +#endif +#if 1 { // 50ms @cs=8 - //TimeTaker timer1("add water"); + TimeTaker timer1("add water"); /* Add water to the central chunk (and a bit more) */ - for(s16 x=0-max_spread_amount; - xmax_spread_amount; + xsectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount; x++) - for(s16 z=0-max_spread_amount; - zmax_spread_amount; + zsectorpos_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. @@ -4363,42 +3046,27 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, 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); @@ -4406,11 +3074,11 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, // 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--; } @@ -4419,7 +3087,14 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, } }//timer1 +#endif + + } // Aging loop + /*********************** + END OF AGING LOOP + ************************/ +#if 1 { //TimeTaker timer1("convert mud to sand"); @@ -4430,38 +3105,42 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, //s16 mud_add_amount = myrand_range(2, 4); //s16 mud_add_amount = 0; - /*for(s16 x=0; xsectorpos_base_size*MAP_BLOCKSIZE; x++) + for(s16 z=0; zsectorpos_base_size*MAP_BLOCKSIZE; z++)*/ + for(s16 x=0-data->max_spread_amount+1; + xsectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-1; x++) - for(s16 z=0-max_spread_amount+1; - zmax_spread_amount+1; + zsectorpos_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_coast(m_seed, v2f(p2d.X,p2d.Y)); + 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; @@ -4473,14 +3152,97 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, break; } - vmanip.m_area.add_y(em, i, -1); + data->vmanip.m_area.add_y(em, i, -1); } } } }//timer1 +#endif + +#if 1 + { + // 1ms @cs=8 + //TimeTaker timer1("generate trees"); + + /* + Generate some trees + */ + { + // Divide area into parts + s16 div = 8; + s16 sidelen = data->sectorpos_base_size*MAP_BLOCKSIZE / div; + double area = sidelen * sidelen; + for(s16 x0=0; x0sectorpos_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( + 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( + 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(data->seed, p2d_center); + // Put trees in random places on part of division + for(u32 i=0; ivmanip, 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 = 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(data->vmanip, p); + } + } + /*u32 tree_max = relative_area / 60; + //u32 count = myrand_range(0, tree_max); + for(u32 i=0; isectorpos_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(data->vmanip, p); + }*/ + } + + }//timer1 +#endif +#if 1 { // 19ms @cs=8 //TimeTaker timer1("grow grass"); @@ -4489,17 +3251,17 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, Grow grass */ - /*for(s16 x=0-4; xsectorpos_base_size*MAP_BLOCKSIZE+4; x++) + for(s16 z=0-4; zsectorpos_base_size*MAP_BLOCKSIZE+4; z++)*/ + for(s16 x=0-data->max_spread_amount; + xsectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount; x++) - for(s16 z=0-max_spread_amount; - zmax_spread_amount; + zsectorpos_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 @@ -4509,17 +3271,17 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, */ 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; @@ -4527,101 +3289,161 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, 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; } }//timer1 +#endif + + /* + Initial lighting (sunlight) + */ + + core::map light_sources; { - // 1ms @cs=8 - //TimeTaker timer1("generate trees"); + // 750ms @cs=8, can't optimize more + TimeTaker timer1("initial lighting"); + // NOTE: This is no used... umm... for some reason! +#if 0 /* - Generate some trees + Go through the edges and add all nodes that have light to light_sources */ + + // Four edges + for(s16 i=0; i<4; i++) + // Edge length + for(s16 j=lighting_min_d; + j<=lighting_max_d; + j++) { - // Divide area into parts - s16 div = 8; - s16 sidelen = sectorpos_base_size*MAP_BLOCKSIZE / div; - double area = sidelen * sidelen; - for(s16 x0=0; x0sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); + + { + v3s16 em = data->vmanip.m_area.getExtent(); + s16 y_start = y_nodes_max; + 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 = &data->vmanip.m_data[i]; + if(n->getLight(LIGHTBANK_DAY) != 0) + { + light_sources.insert(v3s16(p2d.X, y, p2d.Y), true); + } + //NOTE: This is broken, at least the index has to + // be incremented + } + } + } +#endif + +#if 1 + /* + Go through the edges and apply sunlight to them, not caring + about neighbors + */ + + // Four edges + for(s16 i=0; i<4; i++) + // Edge length + for(s16 j=lighting_min_d; + j<=lighting_max_d; + j++) + { + s16 x; + s16 z; + // +-X + if(i == 0 || i == 1) + { + x = (i==0) ? lighting_min_d : lighting_max_d; + if(i == 0) + z = lighting_min_d; + else + z = lighting_max_d; + } + // +-Z + else + { + z = (i==0) ? lighting_min_d : lighting_max_d; + if(i == 0) + x = lighting_min_d; + else + x = lighting_max_d; + } + + // Node position in 2d + v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); + + // Loop from top to down { - // Center position of part of division - v2s16 p2d_center( - sectorpos_base.X*MAP_BLOCKSIZE + sidelen/2 + sidelen*x0, - sectorpos_base.Y*MAP_BLOCKSIZE + sidelen/2 + sidelen*z0 - ); - // Minimum edge of part of division - v2s16 p2d_min( - sectorpos_base.X*MAP_BLOCKSIZE + sidelen*x0, - sectorpos_base.Y*MAP_BLOCKSIZE + sidelen*z0 - ); - // Maximum edge of part of division - v2s16 p2d_max( - sectorpos_base.X*MAP_BLOCKSIZE + sidelen + sidelen*x0 - 1, - sectorpos_base.Y*MAP_BLOCKSIZE + sidelen + sidelen*z0 - 1 - ); - // Amount of trees - u32 tree_count = area * tree_amount_2d(m_seed, p2d_center); - // Put trees in random places on part of division - for(u32 i=0; ivmanip.m_area.getExtent(); + s16 y_start = y_nodes_max; + u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); + for(s16 y=y_start; y>=y_nodes_min; y--) { - s16 x = myrand_range(p2d_min.X, p2d_max.X); - s16 z = myrand_range(p2d_min.Y, p2d_max.Y); - s16 y = find_ground_level(vmanip, v2s16(x,z)); - // Don't make a tree under water level - if(y < WATER_LEVEL) - continue; - v3s16 p(x,y,z); - /* - Trees grow only on mud and grass - */ + MapNode *n = &data->vmanip.m_data[i]; + if(light_propagates_content(n->d) == false) { - u32 i = vmanip.m_area.index(v3s16(p)); - MapNode *n = &vmanip.m_data[i]; - if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS) - continue; + light = 0; } - p.Y++; - // Make a tree - make_tree(vmanip, p); + else if(light != LIGHT_SUN + || sunlight_propagates_content(n->d) == false) + { + if(light > 0) + light--; + } + + n->setLight(LIGHTBANK_DAY, light); + n->setLight(LIGHTBANK_NIGHT, 0); + + if(light != 0) + { + // Insert light source + light_sources.insert(v3s16(p2d.X, y, p2d.Y), true); + } + + // Increment index by y + data->vmanip.m_area.add_y(em, i, -1); } } - /*u32 tree_max = relative_area / 60; - //u32 count = myrand_range(0, tree_max); - for(u32 i=0; i light_sources; - - { - // 750ms @cs=8, can't optimize more - TimeTaker timer1("initial lighting"); - + /*for(s16 x=0; xsectorpos_base_size*MAP_BLOCKSIZE; x++) + for(s16 z=0; zsectorpos_base_size*MAP_BLOCKSIZE; z++)*/ + /*for(s16 x=0-data->max_spread_amount+1; + xsectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-1; + x++) + for(s16 z=0-data->max_spread_amount+1; + zsectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-1; + z++)*/ #if 1 /* This has to be 1 smaller than the actual area, because @@ -4635,7 +3457,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, 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 @@ -4643,12 +3465,12 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, { 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) { @@ -4678,8 +3500,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, { 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 @@ -4702,7 +3524,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, } // Increment index by y - vmanip.m_area.add_y(em, i, -1); + data->vmanip.m_area.add_y(em, i, -1); } } } @@ -4712,8 +3534,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, // Spread light around { - TimeTaker timer("generateChunkRaw() spreadLight"); - vmanip.spreadLight(LIGHTBANK_DAY, light_sources); + TimeTaker timer("makeChunk() spreadLight"); + data->vmanip.spreadLight(LIGHTBANK_DAY, light_sources); } /* @@ -4721,14 +3543,137 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, */ 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; xsetLightingExpired(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 &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); } /* @@ -4742,8 +3687,36 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, block->updateDayNightDiff(); } } -#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; xsetIsVolatile(false); @@ -4777,6 +3750,49 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, Save changed parts of map */ save(true); + + return chunk; +} + +#if 0 +// NOTE: Deprecated +MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, + core::map &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 " + <<"("< &changed_blocks) { @@ -4792,9 +3808,6 @@ MapChunk* ServerMap::generateChunk(v2s16 chunkpos1, <<"("< &changed_blocks) { @@ -4923,6 +3938,13 @@ MapSector * ServerMap::emergeSector(v2s16 p2d, < &lighting_invalidated_blocks ) { - DSTACK("%s: p=(%d,%d,%d)", + DSTACKF("%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."<unDummify(); } +#if 0 + /* + Generate a completely empty block + */ + for(s16 z0=0; z0setNode(v3s16(x0,y0,z0), n); + } + } +#else + /* + Generate a proper block + */ + u8 water_material = CONTENT_WATERSOURCE; s32 lowest_ground_y = 32767; s32 highest_ground_y = -32768; - - enum{ - BT_GROUND, - BT_SURFACE, - BT_SKY - } block_type = BT_SURFACE; - - {// ground_timer (0ms or ~100ms) - TimeTaker ground_timer("Ground generation"); - - /* - Approximate whether this block is a surface block, an air - block or a ground block. - - This shall never mark a surface block as non-surface. - */ - + + for(s16 z0=0; z0= surface_y_max + d_up - && block_low_y_f > WATER_LEVEL + d_up) - { - //dstream<<"BT_SKY"< 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; z0getNode(v3s16(x0,y0,z0)); - // Create dungeons + // Create caves if(underground_emptiness[ ued*ued*(z0*ued/MAP_BLOCKSIZE) +ued*(y0*ued/MAP_BLOCKSIZE) @@ -5667,7 +4436,7 @@ MapBlock * ServerMap::generateBlock( 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; } @@ -5676,7 +4445,6 @@ MapBlock * ServerMap::generateBlock( block->setNode(v3s16(x0,y0,z0), n); } } -#endif /* This is used for guessing whether or not the block should @@ -5688,7 +4456,7 @@ MapBlock * ServerMap::generateBlock( 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"<getPos()] = block; @@ -5733,8 +4501,8 @@ MapBlock * ServerMap::generateBlock( /* 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) @@ -5765,8 +4533,9 @@ MapBlock * ServerMap::generateBlock( /* 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) @@ -5817,57 +4586,16 @@ MapBlock * ServerMap::generateBlock( } } } + +#endif // end of proper block generation /* - Add block to sector + Add block to sector. */ sector->insertBlock(block); - // Lighting is invalid after generation for surface blocks - if(block_type == BT_SURFACE) - { -#if 1 - block->setLightingExpired(true); - lighting_invalidated_blocks.insert(p, block); -#else - block->setLightingExpired(false); -#endif - } - // 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; isetLightingExpired(true); #if 0 /* @@ -5875,11 +4603,11 @@ MapBlock * ServerMap::generateBlock( */ dstream <<"lighting_invalidated_blocks.size()" - <<", has_dungeons" + <<", has_caves" <<", completely_ug" <<", some_part_ug" <<" "< &lighting_invalidated_blocks ) { - DSTACK("%s: p=(%d,%d,%d), only_from_disk=%d", + DSTACKF("%s: p=(%d,%d,%d), only_from_disk=%d", __FUNCTION_NAME, p.X, p.Y, p.Z, only_from_disk); @@ -6072,9 +4800,7 @@ MapBlock * ServerMap::emergeBlock( if(does_not_exist) { block = generateBlock(p, block, sector, changed_blocks, - lighting_invalidated_blocks); - - lighting_expired = block->getLightingExpired(); + lighting_invalidated_blocks); } if(lighting_expired) @@ -6086,7 +4812,6 @@ MapBlock * ServerMap::emergeBlock( Initially update sunlight */ - if(lighting_expired) { core::map light_sources; bool black_air_left = false; @@ -6143,13 +4868,16 @@ s16 ServerMap::findGroundLevel(v2s16 p2d) /* Plan B: Get from map generator perlin noise function */ - double level = base_rock_level_2d(m_seed, p2d); + // This won't work if proper generation is disabled + if(m_chunksize == 0) + return WATER_LEVEL+2; + double level = base_rock_level_2d(m_seed, p2d) + AVERAGE_MUD_AMOUNT; return (s16)level; } -void ServerMap::createDir(std::string path) +void ServerMap::createDirs(std::string path) { - if(fs::CreateDir(path) == false) + if(fs::CreateAllDirs(path) == false) { m_dout<::Iterator i = m_sectors.getIterator(); for(; i.atEnd() == false; i++) @@ -6266,6 +5026,8 @@ void ServerMap::save(bool only_changed) } } +#if 0 +// NOTE: Doing this is insane. Deprecated and probably broken. void ServerMap::loadAll() { DSTACK(__FUNCTION_NAME); @@ -6278,7 +5040,7 @@ void ServerMap::loadAll() dstream<serialize(os, version); } + + setChunksNonModified(); } void ServerMap::loadChunkMeta() @@ -6521,10 +5290,8 @@ void ServerMap::saveSectorMeta(ServerMapSector *sector) u8 version = SER_FMT_VER_HIGHEST; // Get destination v2s16 pos = sector->getPos(); - createDir(m_savedir); - createDir(m_savedir+"/sectors"); std::string dir = getSectorDir(pos); - createDir(dir); + createDirs(dir); std::string fullpath = dir + "/meta"; std::ofstream o(fullpath.c_str(), std::ios_base::binary); @@ -6536,20 +5303,41 @@ void ServerMap::saveSectorMeta(ServerMapSector *sector) sector->differs_from_disk = false; } -MapSector* ServerMap::loadSectorMeta(std::string dirname) +MapSector* ServerMap::loadSectorMeta(std::string sectordir, bool save_after_load) { DSTACK(__FUNCTION_NAME); // Get destination - v2s16 p2d = getSectorPos(dirname); - std::string dir = m_savedir + "/sectors/" + dirname; - - std::string fullpath = dir + "/meta"; + v2s16 p2d = getSectorPos(sectordir); + + ServerMapSector *sector = NULL; + + std::string fullpath = sectordir + "/meta"; std::ifstream is(fullpath.c_str(), std::ios_base::binary); if(is.good() == false) - throw FileNotGoodException("Cannot open sector metafile"); - - ServerMapSector *sector = ServerMapSector::deSerialize - (is, this, p2d, m_sectors); + { + // If the directory exists anyway, it probably is in some old + // format. Just go ahead and create the sector. + if(fs::PathExists(sectordir)) + { + dstream<<"ServerMap::loadSectorMeta(): Sector metafile " + <differs_from_disk = false; @@ -6559,14 +5347,31 @@ MapSector* ServerMap::loadSectorMeta(std::string dirname) bool ServerMap::loadSectorFull(v2s16 p2d) { DSTACK(__FUNCTION_NAME); - std::string sectorsubdir = getSectorSubDir(p2d); MapSector *sector = NULL; - JMutexAutoLock lock(m_sector_mutex); + // The directory layout we're going to load from. + // 1 - original sectors/xxxxzzzz/ + // 2 - new sectors2/xxx/zzz/ + // If we load from anything but the latest structure, we will + // immediately save to the new one, and remove the old. + int loadlayout = 1; + std::string sectordir1 = getSectorDir(p2d, 1); + std::string sectordir; + if(fs::PathExists(sectordir1)) + { + sectordir = sectordir1; + } + else + { + loadlayout = 2; + sectordir = getSectorDir(p2d, 2); + } + + //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out try{ - sector = loadSectorMeta(sectorsubdir); + sector = loadSectorMeta(sectordir, loadlayout != 2); } catch(InvalidFilenameException &e) { @@ -6585,7 +5390,7 @@ bool ServerMap::loadSectorFull(v2s16 p2d) Load blocks */ std::vector list2 = fs::GetDirListing - (m_savedir+"/sectors/"+sectorsubdir); + (sectordir); std::vector::iterator i2; for(i2=list2.begin(); i2!=list2.end(); i2++) { @@ -6593,16 +5398,25 @@ bool ServerMap::loadSectorFull(v2s16 p2d) if(i2->dir) continue; try{ - loadBlock(sectorsubdir, i2->name, sector); + loadBlock(sectordir, i2->name, sector, loadlayout != 2); } catch(InvalidFilenameException &e) { // This catches unknown crap in directory } } + + if(loadlayout != 2) + { + dstream<<"Sector converted to new layout - deleting "<< + sectordir1<getPos(); v2s16 p2d(p3d.X, p3d.Z); - createDir(m_savedir); - createDir(m_savedir+"/sectors"); std::string dir = getSectorDir(p2d); - createDir(dir); + createDirs(dir); - // Block file is map/sectors/xxxxxxxx/xxxx char cc[5]; snprintf(cc, 5, "%.4x", (unsigned int)p3d.Y&0xffff); std::string fullpath = dir + "/" + cc; @@ -6651,22 +5462,29 @@ void ServerMap::saveBlock(MapBlock *block) 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(); } -void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSector *sector) +void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSector *sector, bool save_after_load) { DSTACK(__FUNCTION_NAME); + std::string fullpath = sectordir+"/"+blockfile; try{ - // Block file is map/sectors/xxxxxxxx/xxxx - std::string fullpath = m_savedir+"/sectors/"+sectordir+"/"+blockfile; std::ifstream is(fullpath.c_str(), std::ios_base::binary); if(is.good() == false) throw FileNotGoodException("Cannot open block file"); - + v3s16 p3d = getBlockPos(sectordir, blockfile); v2s16 p2d(p3d.X, p3d.Z); @@ -6708,6 +5526,14 @@ void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSecto 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); @@ -6716,7 +5542,7 @@ void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSecto */ // Save old format blocks in new format - if(version < SER_FMT_VER_HIGHEST) + if(version < SER_FMT_VER_HIGHEST || save_after_load) { saveBlock(block); } @@ -6731,6 +5557,8 @@ void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSecto "(SerializationError). Ignoring. " "A new one will be generated." <::Node *n = m_sectors.find(p2d); @@ -6817,7 +5645,7 @@ void ClientMap::deSerializeSector(v2s16 p2d, std::istream &is) { sector = new ClientMapSector(this, p2d); { - JMutexAutoLock lock(m_sector_mutex); + //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out m_sectors.insert(p2d, sector); } } @@ -6851,7 +5679,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) */ 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; @@ -6954,7 +5782,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) continue; } - // This is ugly + // This is ugly (spherical distance limit?) /*if(m_control.range_all == false && d - 0.5*BS*MAP_BLOCKSIZE > range) continue;*/ @@ -6962,6 +5790,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) #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; @@ -6998,28 +5829,12 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) 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 @@ -7201,10 +6016,13 @@ void ClientMap::expireMeshes(bool only_daynight_diffed) void ClientMap::updateMeshes(v3s16 blockpos, u32 daynight_ratio) { + assert(mapType() == MAPTYPE_CLIENT); + try{ v3s16 p = blockpos + v3s16(0,0,0); MapBlock *b = getBlockNoCreate(p); b->updateMesh(daynight_ratio); + //b->setMeshExpired(true); } catch(InvalidPositionException &e){} // Leading edge @@ -7212,22 +6030,26 @@ void ClientMap::updateMeshes(v3s16 blockpos, u32 daynight_ratio) v3s16 p = blockpos + v3s16(-1,0,0); MapBlock *b = getBlockNoCreate(p); b->updateMesh(daynight_ratio); + //b->setMeshExpired(true); } catch(InvalidPositionException &e){} try{ v3s16 p = blockpos + v3s16(0,-1,0); MapBlock *b = getBlockNoCreate(p); b->updateMesh(daynight_ratio); + //b->setMeshExpired(true); } catch(InvalidPositionException &e){} try{ v3s16 p = blockpos + v3s16(0,0,-1); MapBlock *b = getBlockNoCreate(p); b->updateMesh(daynight_ratio); + //b->setMeshExpired(true); } catch(InvalidPositionException &e){} } +#if 0 /* Update mesh of block in which the node is, and if the node is at the leading edge, update the appropriate leading blocks too. @@ -7262,6 +6084,7 @@ void ClientMap::updateNodeMeshes(v3s16 nodepos, u32 daynight_ratio) b->updateMesh(daynight_ratio); } } +#endif void ClientMap::PrintInfo(std::ostream &out) { @@ -7420,7 +6243,8 @@ void MapVoxelManipulator::blitBack } ManualMapVoxelManipulator::ManualMapVoxelManipulator(Map *map): - MapVoxelManipulator(map) + MapVoxelManipulator(map), + m_create_area(false) { }