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authorproller <proller@github.com>2014-04-18 21:08:03 +0400
committerproller <proller@github.com>2014-04-18 21:56:48 +0400
commit0279f32db742f06d24a9d01c46f7d70c5e570eb2 (patch)
tree217f49380e9e363a5086468c14168c8efd9b3f26 /src/map.cpp
parent674be38fc262aab78ed75141c70e5c02830ca80d (diff)
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Remove liquid_finite and weather
Diffstat (limited to 'src/map.cpp')
-rw-r--r--src/map.cpp475
1 files changed, 0 insertions, 475 deletions
diff --git a/src/map.cpp b/src/map.cpp
index 8f612aeac..de8e1107b 100644
--- a/src/map.cpp
+++ b/src/map.cpp
@@ -1100,7 +1100,6 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
/*
Add neighboring liquid nodes and the node itself if it is
liquid (=water node was added) to transform queue.
- note: todo: for liquid_finite enough to add only self node
*/
v3s16 dirs[7] = {
v3s16(0,0,0), // self
@@ -1292,7 +1291,6 @@ void Map::removeNodeAndUpdate(v3s16 p,
/*
Add neighboring liquid nodes and this node to transform queue.
(it's vital for the node itself to get updated last.)
- note: todo: for liquid_finite enough to add only self node
*/
v3s16 dirs[7] = {
v3s16(0,0,1), // back
@@ -1619,7 +1617,6 @@ struct NodeNeighbor {
NeighborType t;
v3s16 p;
bool l; //can liquid
- bool i; //infinity
};
void Map::transforming_liquid_add(v3s16 p) {
@@ -1630,383 +1627,8 @@ s32 Map::transforming_liquid_size() {
return m_transforming_liquid.size();
}
-const v3s16 g_7dirs[7] =
-{
- // +right, +top, +back
- v3s16( 0,-1, 0), // bottom
- v3s16( 0, 0, 0), // self
- v3s16( 0, 0, 1), // back
- v3s16( 0, 0,-1), // front
- v3s16( 1, 0, 0), // right
- v3s16(-1, 0, 0), // left
- v3s16( 0, 1, 0) // top
-};
-
-#define D_BOTTOM 0
-#define D_TOP 6
-#define D_SELF 1
-
-void Map::transformLiquidsFinite(std::map<v3s16, MapBlock*> & modified_blocks)
-{
- INodeDefManager *nodemgr = m_gamedef->ndef();
-
- DSTACK(__FUNCTION_NAME);
- //TimeTaker timer("transformLiquids()");
-
- u32 loopcount = 0;
- u32 initial_size = m_transforming_liquid.size();
-
- u8 relax = g_settings->getS16("liquid_relax");
- bool fast_flood = g_settings->getS16("liquid_fast_flood");
- int water_level = g_settings->getS16("water_level");
-
- // list of nodes that due to viscosity have not reached their max level height
- UniqueQueue<v3s16> must_reflow, must_reflow_second;
-
- // List of MapBlocks that will require a lighting update (due to lava)
- std::map<v3s16, MapBlock*> lighting_modified_blocks;
-
- u16 loop_max = g_settings->getU16("liquid_loop_max");
-
- //if (m_transforming_liquid.size() > 0) errorstream << "Liquid queue size="<<m_transforming_liquid.size()<<std::endl;
-
- while (m_transforming_liquid.size() > 0)
- {
- // This should be done here so that it is done when continue is used
- if (loopcount >= initial_size || loopcount >= loop_max)
- break;
- loopcount++;
- /*
- Get a queued transforming liquid node
- */
- v3s16 p0 = m_transforming_liquid.pop_front();
- u16 total_level = 0;
- // surrounding flowing liquid nodes
- NodeNeighbor neighbors[7];
- // current level of every block
- s8 liquid_levels[7] = {-1, -1, -1, -1, -1, -1, -1};
- // target levels
- s8 liquid_levels_want[7] = {-1, -1, -1, -1, -1, -1, -1};
- s8 can_liquid_same_level = 0;
- content_t liquid_kind = CONTENT_IGNORE;
- content_t liquid_kind_flowing = CONTENT_IGNORE;
- /*
- Collect information about the environment
- */
- const v3s16 *dirs = g_7dirs;
- for (u16 i = 0; i < 7; i++) {
- NeighborType nt = NEIGHBOR_SAME_LEVEL;
- switch (i) {
- case D_TOP:
- nt = NEIGHBOR_UPPER;
- break;
- case D_BOTTOM:
- nt = NEIGHBOR_LOWER;
- break;
- }
- v3s16 npos = p0 + dirs[i];
-
- neighbors[i].n = getNodeNoEx(npos);
- neighbors[i].t = nt;
- neighbors[i].p = npos;
- neighbors[i].l = 0;
- neighbors[i].i = 0;
- NodeNeighbor & nb = neighbors[i];
-
- switch (nodemgr->get(nb.n.getContent()).liquid_type) {
- case LIQUID_NONE:
- if (nb.n.getContent() == CONTENT_AIR) {
- liquid_levels[i] = 0;
- nb.l = 1;
- }
- break;
- case LIQUID_SOURCE:
- // if this node is not (yet) of a liquid type,
- // choose the first liquid type we encounter
- if (liquid_kind_flowing == CONTENT_IGNORE)
- liquid_kind_flowing = nodemgr->getId(
- nodemgr->get(nb.n).liquid_alternative_flowing);
- if (liquid_kind == CONTENT_IGNORE)
- liquid_kind = nb.n.getContent();
- if (nb.n.getContent() == liquid_kind) {
- liquid_levels[i] = nb.n.getLevel(nodemgr); //LIQUID_LEVEL_SOURCE;
- nb.l = 1;
- nb.i = (nb.n.param2 & LIQUID_INFINITY_MASK);
- }
- break;
- case LIQUID_FLOWING:
- // if this node is not (yet) of a liquid type,
- // choose the first liquid type we encounter
- if (liquid_kind_flowing == CONTENT_IGNORE)
- liquid_kind_flowing = nb.n.getContent();
- if (liquid_kind == CONTENT_IGNORE)
- liquid_kind = nodemgr->getId(
- nodemgr->get(nb.n).liquid_alternative_source);
- if (nb.n.getContent() == liquid_kind_flowing) {
- liquid_levels[i] = nb.n.getLevel(nodemgr); //(nb.n.param2 & LIQUID_LEVEL_MASK);
- nb.l = 1;
- }
- break;
- }
-
- if (nb.l && nb.t == NEIGHBOR_SAME_LEVEL)
- ++can_liquid_same_level;
- if (liquid_levels[i] > 0)
- total_level += liquid_levels[i];
-
- /*
- infostream << "get node i=" <<(int)i<<" " << PP(npos) << " c="
- << nb.n.getContent() <<" p0="<< (int)nb.n.param0 <<" p1="
- << (int)nb.n.param1 <<" p2="<< (int)nb.n.param2 << " lt="
- << nodemgr->get(nb.n.getContent()).liquid_type
- //<< " lk=" << liquid_kind << " lkf=" << liquid_kind_flowing
- << " l="<< nb.l << " inf="<< nb.i << " nlevel=" << (int)liquid_levels[i]
- << " tlevel=" << (int)total_level << " cansame="
- << (int)can_liquid_same_level << std::endl;
- */
- }
-
- if (liquid_kind == CONTENT_IGNORE ||
- !neighbors[D_SELF].l ||
- total_level <= 0)
- continue;
-
- // fill bottom block
- if (neighbors[D_BOTTOM].l) {
- liquid_levels_want[D_BOTTOM] = total_level > LIQUID_LEVEL_SOURCE ?
- LIQUID_LEVEL_SOURCE : total_level;
- total_level -= liquid_levels_want[D_BOTTOM];
- }
-
- //relax up
- if (relax && ((p0.Y == water_level) || (fast_flood && p0.Y <= water_level)) && liquid_levels[D_TOP] == 0 &&
- liquid_levels[D_BOTTOM] == LIQUID_LEVEL_SOURCE &&
- total_level >= LIQUID_LEVEL_SOURCE * can_liquid_same_level-
- (can_liquid_same_level - relax) &&
- can_liquid_same_level >= relax + 1) {
- total_level = LIQUID_LEVEL_SOURCE * can_liquid_same_level;
- }
-
- // prevent lakes in air above unloaded blocks
- if (liquid_levels[D_TOP] == 0 && (p0.Y > water_level) && neighbors[D_BOTTOM].n.getContent() == CONTENT_IGNORE && !(loopcount % 3)) {
- --total_level;
- }
-
- // calculate self level 5 blocks
- u8 want_level =
- total_level >= LIQUID_LEVEL_SOURCE * can_liquid_same_level
- ? LIQUID_LEVEL_SOURCE
- : total_level / can_liquid_same_level;
- total_level -= want_level * can_liquid_same_level;
-
- //relax down
- if (relax && p0.Y == water_level + 1 && liquid_levels[D_TOP] == 0 &&
- liquid_levels[D_BOTTOM] == LIQUID_LEVEL_SOURCE && want_level == 0 &&
- total_level <= (can_liquid_same_level - relax) &&
- can_liquid_same_level >= relax + 1) {
- total_level = 0;
- }
-
- for (u16 ii = D_SELF; ii < D_TOP; ++ii) { // fill only same level
- if (!neighbors[ii].l)
- continue;
- liquid_levels_want[ii] = want_level;
- if (liquid_levels_want[ii] < LIQUID_LEVEL_SOURCE && total_level > 0) {
- if (loopcount % 3 || liquid_levels[ii] <= 0){
- if (liquid_levels[ii] > liquid_levels_want[ii]) {
- ++liquid_levels_want[ii];
- --total_level;
- }
- } else if (neighbors[ii].l > 0){
- ++liquid_levels_want[ii];
- --total_level;
- }
- }
- }
-
- for (u16 ii = 0; ii < 7; ++ii) {
- if (total_level < 1) break;
- if (liquid_levels_want[ii] >= 0 &&
- liquid_levels_want[ii] < LIQUID_LEVEL_SOURCE) {
- ++liquid_levels_want[ii];
- --total_level;
- }
- }
-
- // fill top block if can
- if (neighbors[D_TOP].l) {
- liquid_levels_want[D_TOP] = total_level > LIQUID_LEVEL_SOURCE ?
- LIQUID_LEVEL_SOURCE : total_level;
- total_level -= liquid_levels_want[D_TOP];
- }
-
- for (u16 ii = 0; ii < 7; ii++) // infinity and cave flood optimization
- if ( neighbors[ii].i ||
- (liquid_levels_want[ii] >= 0 &&
- (fast_flood && p0.Y < water_level &&
- (initial_size >= 1000
- && ii != D_TOP
- && want_level >= LIQUID_LEVEL_SOURCE/4
- && can_liquid_same_level >= 5
- && liquid_levels[D_TOP] >= LIQUID_LEVEL_SOURCE))))
- liquid_levels_want[ii] = LIQUID_LEVEL_SOURCE;
-
- /*
- if (total_level > 0) //|| flowed != volume)
- infostream <<" AFTER level=" << (int)total_level
- //<< " flowed="<<flowed<< " volume=" << volume
- << " wantsame="<<(int)want_level<< " top="
- << (int)liquid_levels_want[D_TOP]<< " topwas="
- << (int)liquid_levels[D_TOP]<< " bot="
- << (int)liquid_levels_want[D_BOTTOM]<<std::endl;
- */
-
- //u8 changed = 0;
- for (u16 i = 0; i < 7; i++) {
- if (liquid_levels_want[i] < 0 || !neighbors[i].l)
- continue;
- MapNode & n0 = neighbors[i].n;
- p0 = neighbors[i].p;
- /*
- decide on the type (and possibly level) of the current node
- */
- content_t new_node_content;
- s8 new_node_level = -1;
- u8 viscosity = nodemgr->get(liquid_kind).liquid_viscosity;
- if (viscosity > 1 && liquid_levels_want[i] != liquid_levels[i]) {
- // amount to gain, limited by viscosity
- // must be at least 1 in absolute value
- s8 level_inc = liquid_levels_want[i] - liquid_levels[i];
- if (level_inc < -viscosity || level_inc > viscosity)
- new_node_level = liquid_levels[i] + level_inc/viscosity;
- else if (level_inc < 0)
- new_node_level = liquid_levels[i] - 1;
- else if (level_inc > 0)
- new_node_level = liquid_levels[i] + 1;
- } else {
- new_node_level = liquid_levels_want[i];
- }
-
- if (new_node_level >= LIQUID_LEVEL_SOURCE)
- new_node_content = liquid_kind;
- else if (new_node_level > 0)
- new_node_content = liquid_kind_flowing;
- else
- new_node_content = CONTENT_AIR;
-
- // last level must flow down on stairs
- if (liquid_levels_want[i] != liquid_levels[i] &&
- liquid_levels[D_TOP] <= 0 && !neighbors[D_BOTTOM].l &&
- new_node_level >= 1 && new_node_level <= 2) {
- for (u16 ii = D_SELF + 1; ii < D_TOP; ++ii) { // only same level
- if (neighbors[ii].l)
- must_reflow_second.push_back(p0 + dirs[ii]);
- }
- }
-
- /*
- check if anything has changed.
- if not, just continue with the next node.
- */
- /*
- if (
- new_node_content == n0.getContent()
- && (nodemgr->get(n0.getContent()).liquid_type != LIQUID_FLOWING ||
- (n0.getLevel(nodemgr) == (u8)new_node_level
- //&& ((n0.param2 & LIQUID_FLOW_DOWN_MASK) ==
- //LIQUID_FLOW_DOWN_MASK) == flowing_down
- ))
- &&
- (nodemgr->get(n0.getContent()).liquid_type != LIQUID_SOURCE ||
- (((n0.param2 & LIQUID_INFINITY_MASK) ==
- LIQUID_INFINITY_MASK) == neighbors[i].i
- ))
- )*/
- if (liquid_levels[i] == new_node_level)
- {
- continue;
- }
-
- //++changed;
-
- /*
- update the current node
- */
- /*
- if (nodemgr->get(new_node_content).liquid_type == LIQUID_FLOWING) {
- // set level to last 3 bits, flowing down bit to 4th bit
- n0.param2 = (new_node_level & LIQUID_LEVEL_MASK);
- } else if (nodemgr->get(new_node_content).liquid_type == LIQUID_SOURCE) {
- //n0.param2 = ~(LIQUID_LEVEL_MASK | LIQUID_FLOW_DOWN_MASK);
- n0.param2 = (neighbors[i].i ? LIQUID_INFINITY_MASK : 0x00);
- }
- */
- /*
- infostream << "set node i=" <<(int)i<<" "<< PP(p0)<< " nc="
- <<new_node_content<< " p2="<<(int)n0.param2<< " nl="
- <<(int)new_node_level<<std::endl;
- */
-
- n0.setContent(liquid_kind_flowing);
- n0.setLevel(nodemgr, new_node_level);
- // Find out whether there is a suspect for this action
- std::string suspect;
- if(m_gamedef->rollback()){
- suspect = m_gamedef->rollback()->getSuspect(p0, 83, 1);
- }
-
- if(!suspect.empty()){
- // Blame suspect
- RollbackScopeActor rollback_scope(m_gamedef->rollback(), suspect, true);
- // Get old node for rollback
- RollbackNode rollback_oldnode(this, p0, m_gamedef);
- // Set node
- setNode(p0, n0);
- // Report
- RollbackNode rollback_newnode(this, p0, m_gamedef);
- RollbackAction action;
- action.setSetNode(p0, rollback_oldnode, rollback_newnode);
- m_gamedef->rollback()->reportAction(action);
- } else {
- // Set node
- setNode(p0, n0);
- }
-
- v3s16 blockpos = getNodeBlockPos(p0);
- MapBlock *block = getBlockNoCreateNoEx(blockpos);
- if(block != NULL) {
- modified_blocks[blockpos] = block;
- // If node emits light, MapBlock requires lighting update
- if(nodemgr->get(n0).light_source != 0)
- lighting_modified_blocks[block->getPos()] = block;
- }
- must_reflow.push_back(neighbors[i].p);
- }
- /* //for better relax only same level
- if (changed) for (u16 ii = D_SELF + 1; ii < D_TOP; ++ii) {
- if (!neighbors[ii].l) continue;
- must_reflow.push_back(p0 + dirs[ii]);
- }*/
- }
- /*
- if (loopcount)
- infostream<<"Map::transformLiquids(): loopcount="<<loopcount
- <<" reflow="<<must_reflow.size()
- <<" queue="<< m_transforming_liquid.size()<<std::endl;
- */
- while (must_reflow.size() > 0)
- m_transforming_liquid.push_back(must_reflow.pop_front());
- while (must_reflow_second.size() > 0)
- m_transforming_liquid.push_back(must_reflow_second.pop_front());
- updateLighting(lighting_modified_blocks, modified_blocks);
-}
-
void Map::transformLiquids(std::map<v3s16, MapBlock*> & modified_blocks)
{
-
- if (g_settings->getBool("liquid_finite"))
- return Map::transformLiquidsFinite(modified_blocks);
-
INodeDefManager *nodemgr = m_gamedef->ndef();
DSTACK(__FUNCTION_NAME);
@@ -2385,26 +2007,6 @@ void Map::removeNodeTimer(v3s16 p)
block->m_node_timers.remove(p_rel);
}
-s16 Map::getHeat(v3s16 p)
-{
- MapBlock *block = getBlockNoCreateNoEx(getNodeBlockPos(p));
- if(block != NULL) {
- return block->heat;
- }
- //errorstream << "No heat for " << p.X<<"," << p.Z << std::endl;
- return 0;
-}
-
-s16 Map::getHumidity(v3s16 p)
-{
- MapBlock *block = getBlockNoCreateNoEx(getNodeBlockPos(p));
- if(block != NULL) {
- return block->humidity;
- }
- //errorstream << "No humidity for " << p.X<<"," << p.Z << std::endl;
- return 0;
-}
-
/*
ServerMap
*/
@@ -2818,29 +2420,6 @@ MapBlock* ServerMap::finishBlockMake(BlockMakeData *data,
<<","<<blockpos_requested.Y<<","
<<blockpos_requested.Z<<")"<<std::endl;*/
- /*
- Update weather data in blocks
- */
- ServerEnvironment *senv = &((Server *)m_gamedef)->getEnv();
- for(s16 x=blockpos_min.X-extra_borders.X;
- x<=blockpos_max.X+extra_borders.X; x++)
- for(s16 z=blockpos_min.Z-extra_borders.Z;
- z<=blockpos_max.Z+extra_borders.Z; z++)
- for(s16 y=blockpos_min.Y-extra_borders.Y;
- y<=blockpos_max.Y+extra_borders.Y; y++)
- {
- v3s16 p(x, y, z);
- MapBlock *block = getBlockNoCreateNoEx(p);
- block->heat_last_update = 0;
- block->humidity_last_update = 0;
- if (senv->m_use_weather) {
- updateBlockHeat(senv, p * MAP_BLOCKSIZE, block);
- updateBlockHumidity(senv, p * MAP_BLOCKSIZE, block);
- } else {
- block->heat = HEAT_UNDEFINED;
- block->humidity = HUMIDITY_UNDEFINED;
- }
- }
#if 0
if(enable_mapgen_debug_info)
@@ -3176,18 +2755,6 @@ MapBlock *ServerMap::getBlockOrEmerge(v3s16 p3d)
void ServerMap::prepareBlock(MapBlock *block) {
ServerEnvironment *senv = &((Server *)m_gamedef)->getEnv();
-
- // Calculate weather conditions
- block->heat_last_update = 0;
- block->humidity_last_update = 0;
- if (senv->m_use_weather) {
- v3s16 p = block->getPos() * MAP_BLOCKSIZE;
- updateBlockHeat(senv, p, block);
- updateBlockHumidity(senv, p, block);
- } else {
- block->heat = HEAT_UNDEFINED;
- block->humidity = HUMIDITY_UNDEFINED;
- }
}
s16 ServerMap::findGroundLevel(v2s16 p2d)
@@ -3917,48 +3484,6 @@ void ServerMap::PrintInfo(std::ostream &out)
out<<"ServerMap: ";
}
-s16 ServerMap::updateBlockHeat(ServerEnvironment *env, v3s16 p, MapBlock *block)
-{
- u32 gametime = env->getGameTime();
-
- if (block) {
- if (gametime - block->heat_last_update < 10)
- return block->heat;
- } else {
- block = getBlockNoCreateNoEx(getNodeBlockPos(p));
- }
-
- f32 heat = m_emerge->biomedef->calcBlockHeat(p, getSeed(),
- env->getTimeOfDayF(), gametime * env->getTimeOfDaySpeed());
-
- if(block) {
- block->heat = heat;
- block->heat_last_update = gametime;
- }
- return heat;
-}
-
-s16 ServerMap::updateBlockHumidity(ServerEnvironment *env, v3s16 p, MapBlock *block)
-{
- u32 gametime = env->getGameTime();
-
- if (block) {
- if (gametime - block->humidity_last_update < 10)
- return block->humidity;
- } else {
- block = getBlockNoCreateNoEx(getNodeBlockPos(p));
- }
-
- f32 humidity = m_emerge->biomedef->calcBlockHumidity(p, getSeed(),
- env->getTimeOfDayF(), gametime * env->getTimeOfDaySpeed());
-
- if(block) {
- block->humidity = humidity;
- block->humidity_last_update = gametime;
- }
- return humidity;
-}
-
/*
MapVoxelManipulator
*/