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-rw-r--r--data/water.pngbin1033 -> 556 bytes
-rw-r--r--src/client.cpp11
-rw-r--r--src/constants.h1
-rw-r--r--src/main.cpp170
-rw-r--r--src/map.cpp904
-rw-r--r--src/map.h4
-rw-r--r--src/noise.cpp8
-rw-r--r--src/server.cpp17
8 files changed, 993 insertions, 122 deletions
diff --git a/data/water.png b/data/water.png
index a304059e3..785a95856 100644
--- a/data/water.png
+++ b/data/water.png
Binary files differ
diff --git a/src/client.cpp b/src/client.cpp
index fe1669ddd..cede0af86 100644
--- a/src/client.cpp
+++ b/src/client.cpp
@@ -510,10 +510,13 @@ void Client::ProcessData(u8 *data, u32 datasize, u16 sender_peer_id)
assert(player != NULL);
player->setPosition(playerpos_f);
}
-
- // Get map seed
- m_map_seed = readU64(&data[2+1+6]);
- dstream<<"Client: received map seed: "<<m_map_seed<<std::endl;
+
+ if(datasize >= 2+1+6+8)
+ {
+ // Get map seed
+ m_map_seed = readU64(&data[2+1+6]);
+ dstream<<"Client: received map seed: "<<m_map_seed<<std::endl;
+ }
// Reply to server
u32 replysize = 2;
diff --git a/src/constants.h b/src/constants.h
index 3c37fca87..cdd61470c 100644
--- a/src/constants.h
+++ b/src/constants.h
@@ -33,6 +33,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#define DEBUGFILE "debug.txt"
#define WATER_ALPHA 160
+//#define WATER_ALPHA 190
// Define for simulating the quirks of sending through internet.
// Causes the socket class to deliberately drop random packets.
diff --git a/src/main.cpp b/src/main.cpp
index 56ac4affd..721b2028c 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -28,6 +28,9 @@ NOTE: VBO cannot be turned on for fast-changing stuff because there
NOTE: iostream.imbue(std::locale("C")) is very slow
NOTE: Global locale is now set at initialization
+Random suggeestions:
+--------------------
+
SUGG: Fix address to be ipv6 compatible
NOTE: When a new sector is generated, it may change the ground level
@@ -116,11 +119,6 @@ Documentation:
Build system / running:
-----------------------
-FIXME: Some network errors on Windows that cause local game to not work
- - See siggjen's emails.
- - Is this the famous "windows 7 problem"?
- - Apparently there might be other errors too
-
Networking and serialization:
-----------------------------
@@ -160,6 +158,8 @@ TODO: Make fetching sector's blocks more efficient when rendering
TODO: Flowing water animation
+* Combine meshes to bigger ones in ClientMap and set them EHM_STATIC
+
Configuration:
--------------
@@ -182,7 +182,7 @@ Server:
TODO: When player dies, throw items on map
-TODO: Make an option to the server to disable building and digging near
+SUGG: Make an option to the server to disable building and digging near
the starting position
TODO: Copy the text of the last picked sign to inventory in creative
@@ -191,11 +191,14 @@ TODO: Copy the text of the last picked sign to inventory in creative
TODO: Check what goes wrong with caching map to disk (Kray)
- Nothing?
-TODO: When server sees that client is removing an inexistent block in
- an existent position, resend the MapBlock.
-
FIXME: Server went into some infinite PeerNotFoundException loop
+* Fix the problem with the server constantly saving one or a few
+ blocks? List the first saved block, maybe it explains.
+ - It is probably caused by oscillating water
+* Make a small history check to transformLiquids to detect and log
+ continuous oscillations, in such detail that they can be fixed.
+
Objects:
--------
@@ -221,6 +224,15 @@ Block object server side:
- When a statically stored active object comes near a player,
recreate the active object
+* Continue making the scripting system:
+ * Make updateNodeMesh for a less verbose mesh update on add/removenode
+ * Switch to using a safe way for the self and env pointers
+ * Make some global environment hooks, like node placed and general
+ on_step()
+* Add a global Lua spawn handler and such
+* Get rid of MapBlockObjects
+* Other players could be sent to clients as LuaCAOs
+
Map:
----
@@ -247,42 +259,10 @@ FEATURE: Erosion simulation at map generation time
- Simulate rock falling from cliffs when water has removed
enough solid rock from the bottom
-Doing now (most important at the top):
---------------------------------------
-# maybe done
-* not done
-
-=== Next
-* Generate trees better
- - Add a "trees_added" flag to sector, or something
-
-=== Fixmes
-* Check the fixmes in the list above
-* Make server find the spawning place from the real map data, not from
- the heightmap
- - But the changing borders of chunk have to be avoided, because
- there is time to generate only one chunk.
+Mapgen v2:
+* only_from_disk might not work anymore - check and fix it.
* Make the generator to run in background and not blocking block
placement and transfer
-* only_from_disk might not work anymore - check and fix it.
-
-=== Making it more portable
-* Some MSVC: std::sto* are defined without a namespace and collide
- with the ones in utility.h
-
-=== Features
-* Continue making the scripting system:
- * Make updateNodeMesh for a less verbose mesh update on add/removenode
- * Switch to using a safe way for the self and env pointers
- * Make some global environment hooks, like node placed and general
- on_step()
-* Add a global Lua spawn handler and such
-* Get rid of MapBlockObjects
-* Other players could be sent to clients as LuaCAOs
-* Add mud underground
-* Make an "environment metafile" to store at least time of day
-* Move digging property stuff from material.{h,cpp} to mapnode.cpp...
- - Or maybe move content_features to material.{h,cpp}?
* Add some kind of erosion and other stuff that now is possible
* Make client to fetch stuff asynchronously
- Needs method SyncProcessData
@@ -292,16 +272,36 @@ Doing now (most important at the top):
and stuff yet and the ground is fairly flat, the mud will flow to
the other chunk making nasty straight walls when the other chunk
is generated. Fix it.
-* Fix the problem with the server constantly saving one or a few
- blocks? List the first saved block, maybe it explains.
- - It is probably caused by oscillating water
-* Make a small history check to transformLiquids to detect and log
- continuous oscillations, in such detail that they can be fixed.
-* Combine meshes to bigger ones in ClientMap and set them EHM_STATIC
+
+Mapgen v3:
+* Generate trees better
+ - Add a "trees_added" flag to sector, or something
+* How 'bout making turbulence controlled so that for a given 2d position
+ it can be completely turned off, and is usually so. This way generation
+ can be sped up a lot.
+
+Mapgen v4:
+* only_from_disk might not work anymore - check and fix it.
+* Make the generator to run in background and not blocking block
+ placement and transfer
+* Make chunks to be tiled vertically too
+
+Misc. stuff:
+------------
+* Make an "environment metafile" to store at least time of day
+* Move digging property stuff from material.{h,cpp} to mapnode.cpp...
+ - Or maybe move content_features to material.{h,cpp}?
* Maybe:
Make a system for pregenerating quick information for mapblocks, so
that the client can show them as cubes before they are actually sent
or even generated.
+* Optimize VoxelManipulator lighting implementation by using indices
+ in place of coordinates?
+
+Making it more portable:
+------------------------
+* Some MSVC: std::sto* are defined without a namespace and collide
+ with the ones in utility.h
======================================================================
@@ -1306,8 +1306,49 @@ void updateMapPlotTexture(v2f centerpos, video::IVideoDriver* driver,
c.set(255, 160, 160, 160);
else if(h < WATER_LEVEL - 0.5) // Water
c.set(255, 50, 50, 255);
- else if(h < WATER_LEVEL + 2 // Sand
- && get_have_sand(client->getMapSeed(), pf))
+#if 0
+ else if(get_have_sand_ground(client->getMapSeed(), pf)
+ || (h < WATER_LEVEL + 2
+ && get_have_sand_coast(client->getMapSeed(), pf)))
+ {
+ h -= WATER_LEVEL;
+ h /= 50.0;
+ h = 1.0 - exp(-h);
+
+ video::SColor c1(255,237,201,175);
+ //video::SColor c2(255,20,20,20);
+ video::SColor c2(255,150,0,0);
+ c = c2.getInterpolated(c1, h);
+ }
+ else
+ {
+ h -= WATER_LEVEL;
+ h /= 50.0;
+ h = 1.0 - exp(-h);
+
+ video::SColor c1(255,110,185,90);
+ //video::SColor c2(255,20,20,20);
+ video::SColor c2(255,150,0,0);
+ c = c2.getInterpolated(c1, h);
+ }
+#endif
+#if 1
+#if 0
+ else if(get_have_sand_ground(client->getMapSeed(), pf))
+ {
+ h -= WATER_LEVEL;
+ h /= 20.0;
+ h = 1.0 - exp(-h);
+
+ video::SColor c1(255,237,201,175);
+ //video::SColor c2(255,20,20,20);
+ video::SColor c2(255,150,0,0);
+ c = c2.getInterpolated(c1, h);
+ }
+#endif
+ // Sand
+ else if(h < WATER_LEVEL + 2
+ && get_have_sand_coast(client->getMapSeed(), pf))
c.set(255, 237, 201, 175);
#if 1
else if(h < WATER_LEVEL + 10)
@@ -1325,14 +1366,7 @@ void updateMapPlotTexture(v2f centerpos, video::IVideoDriver* driver,
else
c.set(255, 255, 255, 255); // White
#endif
- /*else if(h < WATER_LEVEL + d1)
- {
- h -= WATER_LEVEL;
- u32 a = (u32)(h / d1 * 255);
- if(a > 255)
- a = 255;
- c.set(255, 0, a, 0);
- }*/
+#endif
#if 0
else
{
@@ -1351,6 +1385,22 @@ void updateMapPlotTexture(v2f centerpos, video::IVideoDriver* driver,
c.set(255, a, a, a);*/
}
#endif
+#if 1
+ if(h >= WATER_LEVEL - 0.5
+ && get_have_sand_ground(client->getMapSeed(), pf))
+ {
+ video::SColor c1(255,237,201,175);
+ c = c.getInterpolated(c1, 0.5);
+ }
+#endif
+#if 1
+ double tf = get_turbulence_factor_2d(client->getMapSeed(), pf);
+ if(tf > 0.001)
+ {
+ video::SColor c1(255,255,0,0);
+ c = c.getInterpolated(c1, 1.0-(0.5*tf));
+ }
+#endif
img->setPixel(x, y, c);
}
g_map_plot_texture = driver->addTexture("map_plot", img);
@@ -2911,7 +2961,7 @@ int main(int argc, char *argv[])
driver->setFog(
bgcolor,
video::EFT_FOG_LINEAR,
- range*0.6,
+ range*0.4,
range*1.0,
0.01,
false, // pixel fog
diff --git a/src/map.cpp b/src/map.cpp
index d48003d4a..6e1a62ca3 100644
--- a/src/map.cpp
+++ b/src/map.cpp
@@ -1952,12 +1952,12 @@ double tree_amount_2d(u64 seed, v2s16 p)
{
double noise = noise2d_perlin(
0.5+(float)p.X/250, 0.5+(float)p.Y/250,
- seed+2, 5, 0.66);
- double zeroval = -0.3;
+ seed+2, 5, 0.7);
+ double zeroval = -0.4;
if(noise < zeroval)
return 0;
else
- return 0.04 * (noise-zeroval) / (1.0-zeroval);
+ return 0.025 * (noise-zeroval) / (1.0-zeroval);
}
#define AVERAGE_MUD_AMOUNT 4.0
@@ -1969,12 +1969,20 @@ double get_mud_amount(u64 seed, v2f p)
seed+1, 5, 0.65));
}
-bool get_have_sand(u64 seed, v2f p)
+bool get_have_sand_coast(u64 seed, v2f p)
{
double sandnoise = noise2d_perlin(
- 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
+ 0.5+(float)p.X/250, 0.5+(float)p.Y/250,
seed+59420, 3, 0.50);
- return (sandnoise > -0.15);
+ return (sandnoise > -0.25);
+}
+
+bool get_have_sand_ground(u64 seed, v2f p)
+{
+ double sandnoise = noise2d_perlin(
+ 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
+ seed+54290232, 6, 0.65);
+ return (sandnoise > 0.8);
}
// -1->0, 0->1, 1->0
@@ -2096,16 +2104,17 @@ double base_rock_level_2d(u64 seed, v2f p)
#endif
/*
- The sutff before this comment is usually not used.
+ The stuff before this comment is usually not used.
The stuff after this comment is usually used.
*/
#if 1
{
- // Pretty neat looking mountains
- double m4 = 100.0 - 400.0 * noise2d_perlin_abs(
+ // 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, 7, 0.6);
+ (seed>>32)+65012102, 9, 0.57);
+ m4 *= 120;
if(m4 > h)
h = m4;
}
@@ -2114,9 +2123,10 @@ double base_rock_level_2d(u64 seed, v2f p)
#if 1
// Some kind of hill chains or something
{
- double a1 = 30 - 130. * noise2d_perlin_abs(
- 0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
- seed+850342, 6, 0.63);
+ double 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);
@@ -2128,9 +2138,9 @@ double base_rock_level_2d(u64 seed, v2f p)
#endif
#if 1
- double base = -2. + 30. * noise2d_perlin(
- 0.5+(float)p.X/1000., 0.5+(float)p.Y/1000.,
- (seed>>32)+653876, 7, 0.6);
+ 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;
#endif
@@ -2139,6 +2149,8 @@ double base_rock_level_2d(u64 seed, v2f p)
/*
Combined with turbulence, this thing here is able to make very
awesome terrain, albeit rarely.
+
+ This is also responsible for small islands.
*/
double higher = 40. * noise2d_perlin(
@@ -2212,16 +2224,68 @@ double base_rock_level_2d(u64 seed, v2s16 p)
return base_rock_level_2d(seed, v2f((float)p.X, (float)p.Y));
}
+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;
+}
+
+#define TURBULENCE_BOTTOM_CUTOFF_Y (WATER_LEVEL-7)
+
+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;
+}
+
+v2f get_raw_turbulence(u64 seed, v3f p)
+{
+ double f = 8;
+
+ 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);
+
+ 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);
+}
+
+// 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 0
v2f base_ground_turbulence(u64 seed, v3f p)
{
#if 1
- double f = 20;
+ double f = 8;
#if 1
// Cut off at a minimum height
{
- double d = 5;
- double min = WATER_LEVEL;
+ double d = 15;
+ double min = WATER_LEVEL-5;
if(p.Y < min)
return v2f(0,0);
else if(p.Y < min + d)
@@ -2230,7 +2294,7 @@ v2f base_ground_turbulence(u64 seed, v3f p)
#endif
#if 1
- double vv = 0.75 + 1.0 * noise3d_perlin(
+ double vv = 0.50 + 1.0 * noise3d_perlin(
0.5+p.X/250,
0.5+p.Y/250,
0.5+p.Z/250,
@@ -2250,7 +2314,7 @@ v2f base_ground_turbulence(u64 seed, v3f p)
vve = (1.-a) * vve;*/
// Increase turbulence in elevated heights
- double ah = WATER_LEVEL + 40;
+ double ah = WATER_LEVEL + 30;
if(p.Y > ah)
{
vve *= p.Y/ah;
@@ -2260,22 +2324,23 @@ v2f base_ground_turbulence(u64 seed, v3f p)
#endif
double v1 = f * noise3d_perlin(
- 0.5+p.X/200,
- 0.5+p.Y/200,
- 0.5+p.Z/200,
- seed+4045, 6, 0.7);
+ 0.5+p.X/100,
+ 0.5+p.Y/100,
+ 0.5+p.Z/100,
+ seed+4045, 5, 0.65);
double v2 = f * noise3d_perlin(
- 0.5+p.X/200,
- 0.5+p.Y/200,
- 0.5+p.Z/200,
- seed+9495, 6, 0.7);
+ 0.5+p.X/100,
+ 0.5+p.Y/100,
+ 0.5+p.Z/100,
+ seed+9495, 5, 0.65);
return v2f(v1*vve, v2*vve);
#else
return v2f(0,0);
#endif
}
+#endif
bool is_carved(u64 seed, v3f p)
{
@@ -2426,6 +2491,7 @@ bool is_base_ground(u64 seed, v3f p, double *depth_guess=NULL)
This is the main map generation method
*/
+#if 0
MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
core::map<v3s16, MapBlock*> &changed_blocks,
bool force)
@@ -3531,7 +3597,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
// Determine whether to have sand here
- bool have_sand = get_have_sand(p2d);
+ bool have_sand = get_have_sand_coast(p2d);
if(have_sand == false)
continue;
@@ -4005,6 +4071,710 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
*/
return chunk;
}
+#endif
+
+MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
+ core::map<v3s16, MapBlock*> &changed_blocks,
+ bool force)
+{
+ DSTACK(__FUNCTION_NAME);
+
+
+ /*
+ Don't generate if already fully generated
+ */
+ if(force == false)
+ {
+ MapChunk *chunk = getChunk(chunkpos);
+ if(chunk != NULL && chunk->getGenLevel() == GENERATED_FULLY)
+ {
+ dstream<<"generateChunkRaw(): Chunk "
+ <<"("<<chunkpos.X<<","<<chunkpos.Y<<")"
+ <<" already generated"<<std::endl;
+ return chunk;
+ }
+ }
+
+ dstream<<"generateChunkRaw(): Generating chunk "
+ <<"("<<chunkpos.X<<","<<chunkpos.Y<<")"
+ <<std::endl;
+
+ TimeTaker timer("generateChunkRaw()");
+
+ // The distance how far into the neighbors the generator is allowed to go.
+ s16 max_spread_amount_sectors = 1;
+ assert(max_spread_amount_sectors <= m_chunksize);
+ s16 max_spread_amount = max_spread_amount_sectors * MAP_BLOCKSIZE;
+
+ // Minimum amount of space left on sides for mud to fall in
+ //s16 min_mud_fall_space = 2;
+
+ // Maximum diameter of stone obstacles in X and Z
+ /*s16 stone_obstacle_max_size = (max_spread_amount-min_mud_fall_space)*2;
+ assert(stone_obstacle_max_size/2 <= max_spread_amount-min_mud_fall_space);*/
+
+ s16 y_blocks_min = -2;
+ s16 y_blocks_max = 3;
+ //s16 h_blocks = y_blocks_max - y_blocks_min + 1;
+ s16 y_nodes_min = y_blocks_min * MAP_BLOCKSIZE;
+ s16 y_nodes_max = y_blocks_max * MAP_BLOCKSIZE + MAP_BLOCKSIZE - 1;
+
+ v2s16 sectorpos_base = chunk_to_sector(chunkpos);
+ s16 sectorpos_base_size = m_chunksize;
+
+ /*v2s16 sectorpos_bigbase = chunk_to_sector(chunkpos - v2s16(1,1));
+ s16 sectorpos_bigbase_size = m_chunksize * 3;*/
+ v2s16 sectorpos_bigbase =
+ sectorpos_base - v2s16(1,1) * max_spread_amount_sectors;
+ s16 sectorpos_bigbase_size =
+ sectorpos_base_size + 2 * max_spread_amount_sectors;
+
+ v3s16 bigarea_blocks_min(
+ sectorpos_bigbase.X,
+ y_blocks_min,
+ sectorpos_bigbase.Y
+ );
+
+ v3s16 bigarea_blocks_max(
+ sectorpos_bigbase.X + sectorpos_bigbase_size - 1,
+ y_blocks_max,
+ sectorpos_bigbase.Y + sectorpos_bigbase_size - 1
+ );
+
+ // Relative values to control amount of stuff in one chunk
+ /*u32 relative_area = (u32)sectorpos_base_size*MAP_BLOCKSIZE
+ *(u32)sectorpos_base_size*MAP_BLOCKSIZE;*/
+ /*u32 relative_volume = (u32)sectorpos_base_size*MAP_BLOCKSIZE
+ *(u32)sectorpos_base_size*MAP_BLOCKSIZE
+ *(u32)h_blocks*MAP_BLOCKSIZE;*/
+
+ /*
+ The limiting edges of the lighting update, inclusive.
+ */
+ s16 lighting_min_d = 0-max_spread_amount;
+ s16 lighting_max_d = sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
+
+ /*
+ Create the whole area of this and the neighboring chunks
+ */
+ {
+ TimeTaker timer("generateChunkRaw() create area");
+
+ for(s16 x=0; x<sectorpos_bigbase_size; x++)
+ for(s16 z=0; z<sectorpos_bigbase_size; z++)
+ {
+ v2s16 sectorpos = sectorpos_bigbase + v2s16(x,z);
+ ServerMapSector *sector = createSector(sectorpos);
+ assert(sector);
+
+ for(s16 y=y_blocks_min; y<=y_blocks_max; y++)
+ {
+ v3s16 blockpos(sectorpos.X, y, sectorpos.Y);
+ MapBlock *block = createBlock(blockpos);
+
+ // Lighting won't be calculated
+ //block->setLightingExpired(true);
+ // Lighting will be calculated
+ block->setLightingExpired(false);
+
+ /*
+ Block gets sunlight if this is true.
+
+ This should be set to true when the top side of a block
+ is completely exposed to the sky.
+
+ Actually this doesn't matter now because the
+ initial lighting is done here.
+ */
+ block->setIsUnderground(y != y_blocks_max);
+ }
+ }
+ }
+
+ /*
+ Now we have a big empty area.
+
+ Make a ManualMapVoxelManipulator that contains this and the
+ neighboring chunks
+ */
+
+ 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..."<<std::endl;
+
+ for(s16 x=0; x<sectorpos_bigbase_size*MAP_BLOCKSIZE; x++)
+ for(s16 z=0; z<sectorpos_bigbase_size*MAP_BLOCKSIZE; z++)
+ {
+ // Node position
+ v2s16 p2d = sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z);
+
+ /*
+ Skip if already generated
+ */
+ {
+ v3s16 p(p2d.X, y_nodes_min, p2d.Y);
+ if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR)
+ continue;
+ }
+
+ v2f p2df(p2d.X, p2d.Y);
+
+ 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);
+
+ s16 surface_y = 0;
+
+ float noturb_surface_y_f = base_rock_level_2d(m_seed, p2df);
+ s16 noturb_surface_y = noturb_surface_y_f;
+
+ {
+ 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--)
+ {
+ v3f p3df(p2df.X, y, p2df.Y);
+
+ bool is_ground = false;
+
+ 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++;
+
+#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
+
+ vmanip.m_area.add_y(em, i, -1);
+ }
+ }
+ }
+
+ }//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<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
+ x++)
+ for(s16 z=0-max_spread_amount;
+ z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
+ z++)
+ {
+ // Node position in 2d
+ v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+
+ // Find ground level
+ //s16 surface_y = find_ground_level(vmanip, p2d);
+
+ /*
+ If ground level is over water level, skip.
+ NOTE: This leaves caves near water without water,
+ which looks especially crappy when the nearby water
+ won't start flowing either for some reason
+ */
+ /*if(surface_y > 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
+
+ {
+ //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<sectorpos_base_size*MAP_BLOCKSIZE; x++)
+ for(s16 z=0; z<sectorpos_base_size*MAP_BLOCKSIZE; z++)*/
+ for(s16 x=0-max_spread_amount+1;
+ x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
+ x++)
+ for(s16 z=0-max_spread_amount+1;
+ z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
+ z++)
+ {
+ // Node position in 2d
+ v2s16 p2d = 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));
+
+ if(have_sand == false)
+ continue;
+
+ // Find ground level
+ s16 surface_y = find_ground_level_clever(vmanip, p2d);
+
+ if(surface_y > 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
+
+ {
+ // 19ms @cs=8
+ //TimeTaker timer1("grow grass");
+
+ /*
+ Grow grass
+ */
+
+ /*for(s16 x=0-4; x<sectorpos_base_size*MAP_BLOCKSIZE+4; x++)
+ for(s16 z=0-4; z<sectorpos_base_size*MAP_BLOCKSIZE+4; z++)*/
+ for(s16 x=0-max_spread_amount;
+ x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
+ x++)
+ for(s16 z=0-max_spread_amount;
+ z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
+ z++)
+ {
+ // Node position in 2d
+ v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+
+ /*
+ Find the lowest surface to which enough light ends up
+ to make grass grow.
+
+ Basically just wait until not air and not leaves.
+ */
+ s16 surface_y = 0;
+ {
+ v3s16 em = vmanip.m_area.getExtent();
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
+ s16 y;
+ // Go to ground level
+ for(y=y_nodes_max; y>=y_nodes_min; y--)
+ {
+ MapNode &n = vmanip.m_data[i];
+ if(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
+
+ {
+ // 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; x0<div; x0++)
+ for(s16 z0=0; z0<div; z0++)
+ {
+ // Center position of part of division
+ v2s16 p2d_center(
+ sectorpos_base.X*MAP_BLOCKSIZE + sidelen/2 + sidelen*x0,
+ sectorpos_base.Y*MAP_BLOCKSIZE + sidelen/2 + sidelen*z0
+ );
+ // 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; i<tree_count; i++)
+ {
+ s16 x = myrand_range(p2d_min.X, p2d_max.X);
+ s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
+ s16 y = find_ground_level(vmanip, v2s16(x,z));
+ // 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
+ */
+ {
+ u32 i = vmanip.m_area.index(v3s16(p));
+ MapNode *n = &vmanip.m_data[i];
+ if(n->d != 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<count; i++)
+ {
+ s16 x = myrand_range(0, sectorpos_base_size*MAP_BLOCKSIZE-1);
+ s16 z = myrand_range(0, sectorpos_base_size*MAP_BLOCKSIZE-1);
+ x += sectorpos_base.X*MAP_BLOCKSIZE;
+ z += sectorpos_base.Y*MAP_BLOCKSIZE;
+ s16 y = find_ground_level(vmanip, v2s16(x,z));
+ // Don't make a tree under water level
+ if(y < WATER_LEVEL)
+ continue;
+ v3s16 p(x,y+1,z);
+ // Make a tree
+ make_tree(vmanip, p);
+ }*/
+ }
+
+ }//timer1
+
+
+ /*
+ Initial lighting (sunlight)
+ */
+
+ core::map<v3s16, bool> light_sources;
+
+ {
+ // 750ms @cs=8, can't optimize more
+ TimeTaker timer1("initial lighting");
+
+#if 1
+ /*
+ This has to be 1 smaller than the actual area, because
+ neighboring nodes are checked.
+ */
+ for(s16 x=lighting_min_d+1;
+ x<=lighting_max_d-1;
+ x++)
+ for(s16 z=lighting_min_d+1;
+ z<=lighting_max_d-1;
+ z++)
+ {
+ // Node position in 2d
+ v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+
+ /*
+ Apply initial sunlight
+ */
+ {
+ u8 light = LIGHT_SUN;
+ bool add_to_sources = false;
+ v3s16 em = vmanip.m_area.getExtent();
+ 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--;
+ }
+
+ // 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;
+ }
+ }
+ }
+
+ 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);
+ }
+ }
+ }
+#endif
+
+ }//timer1
+
+ // Spread light around
+ {
+ TimeTaker timer("generateChunkRaw() spreadLight");
+ vmanip.spreadLight(LIGHTBANK_DAY, light_sources);
+ }
+
+ /*
+ Generation ended
+ */
+
+ timer_generate.stop();
+
+ /*
+ Blit generated stuff to map
+ */
+ {
+ // 70ms @cs=8
+ //TimeTaker timer("generateChunkRaw() blitBackAll");
+ vmanip.blitBackAll(&changed_blocks);
+ }
+
+ /*
+ Update day/night difference cache of the MapBlocks
+ */
+ {
+ for(core::map<v3s16, MapBlock*>::Iterator i = changed_blocks.getIterator();
+ i.atEnd() == false; i++)
+ {
+ MapBlock *block = i.getNode()->getValue();
+ block->updateDayNightDiff();
+ }
+ }
+
+
+ /*
+ Create chunk metadata
+ */
+
+ for(s16 x=-1; x<=1; x++)
+ for(s16 y=-1; y<=1; y++)
+ {
+ 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);
+ }
+
+ /*
+ 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
+ */
+ save(true);
+
+ /*
+ Return central chunk (which was requested)
+ */
+ return chunk;
+}
+
MapChunk* ServerMap::generateChunk(v2s16 chunkpos1,
core::map<v3s16, MapBlock*> &changed_blocks)
@@ -4350,8 +5120,27 @@ MapBlock * ServerMap::generateBlock(
v2s16 real_p2d = v2s16(x0,z0) + p2d*MAP_BLOCKSIZE;
- //s32 surface_depth = AVERAGE_MUD_AMOUNT;
- s16 surface_depth = get_mud_amount(m_seed, v2f(real_p2d.X,real_p2d.Y));
+ v2f real_p2d_f(real_p2d.X,real_p2d.Y);
+
+ s16 surface_depth = get_mud_amount(m_seed, real_p2d_f);
+
+ double tfxz = get_turbulence_factor_2d(m_seed, real_p2d_f);
+ bool turbulence_is_used = (tfxz > 0.001);
+
+ float surface_y_f = 0;
+ s16 surface_y = 0;
+
+ if(turbulence_is_used == false)
+ {
+ surface_y_f = base_rock_level_2d(m_seed, real_p2d_f),
+ surface_y = surface_y_f;
+
+ // Get some statistics of surface height
+ if(surface_y < lowest_ground_y)
+ lowest_ground_y = surface_y;
+ if(surface_y > highest_ground_y)
+ highest_ground_y = surface_y;
+ }
for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
{
@@ -4372,21 +5161,32 @@ MapBlock * ServerMap::generateBlock(
Calculate material
*/
+ bool is_ground = false;
v3f real_pos_f = intToFloat(real_pos, 1);
- v2f real_pos_f_2d(real_pos_f.X, real_pos_f.Z);
- double depth_guess;
- bool is_ground = is_base_ground(m_seed,
- real_pos_f, &depth_guess);
-
- // Estimate the surface height
- float surface_y_f = (float)real_y + depth_guess;
- s16 surface_y = real_y + depth_guess;
- // Get some statistics of surface height
- if(surface_y < lowest_ground_y)
- lowest_ground_y = surface_y;
- if(surface_y > highest_ground_y)
- highest_ground_y = surface_y;
+ if(turbulence_is_used)
+ {
+ double depth_guess;
+ is_ground = is_base_ground(m_seed,
+ real_pos_f, &depth_guess);
+
+ // Estimate the surface height
+ surface_y_f = (float)real_y + depth_guess;
+ surface_y = real_y + depth_guess;
+
+ // Get some statistics of surface height
+ if(surface_y < lowest_ground_y)
+ lowest_ground_y = surface_y;
+ if(surface_y > highest_ground_y)
+ highest_ground_y = surface_y;
+ }
+ else
+ {
+ if(is_carved(m_seed, real_pos_f))
+ is_ground = false;
+ else
+ is_ground = (real_y <= surface_y);
+ }
// If node is not ground, it's air or water
if(is_ground == false)
@@ -4395,8 +5195,11 @@ MapBlock * ServerMap::generateBlock(
if(real_y < WATER_LEVEL)
{
n.d = water_material;
+ u8 dist = 16;
+ if(real_y >= surface_y)
+ dist = WATER_LEVEL-real_y+1;
n.setLight(LIGHTBANK_DAY,
- diminish_light(LIGHT_SUN, WATER_LEVEL-real_y+1));
+ diminish_light(LIGHT_SUN, dist));
/*
Add to transforming liquid queue (in case it'd
start flowing)
@@ -4419,7 +5222,7 @@ MapBlock * ServerMap::generateBlock(
n.d = CONTENT_STONE;
}
else if(surface_y_f <= WATER_LEVEL + 2.1
- && get_have_sand(m_seed, real_pos_f_2d))
+ && get_have_sand_coast(m_seed, real_p2d_f))
{
n.d = CONTENT_SAND;
}
@@ -4435,8 +5238,11 @@ MapBlock * ServerMap::generateBlock(
{
n.d = CONTENT_GRASS;
}*/
-
- n.d = CONTENT_MUD;
+
+ if(get_have_sand_ground(m_seed, real_p2d_f))
+ n.d = CONTENT_SAND;
+ else
+ n.d = CONTENT_MUD;
/*// If under water level, it's mud
if(real_y < WATER_LEVEL)
diff --git a/src/map.h b/src/map.h
index 62df56461..da2e0fcb2 100644
--- a/src/map.h
+++ b/src/map.h
@@ -45,7 +45,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
*/
double base_rock_level_2d(u64 seed, v2f p);
-bool get_have_sand(u64 seed, v2f p);
+bool get_have_sand_coast(u64 seed, v2f p);
+bool get_have_sand_ground(u64 seed, v2f p);
+double get_turbulence_factor_2d(u64 seed, v2f p);
/*
*/
diff --git a/src/noise.cpp b/src/noise.cpp
index 06ef8a39a..00772455a 100644
--- a/src/noise.cpp
+++ b/src/noise.cpp
@@ -44,10 +44,10 @@ double linearInterpolation(double x0, double x1, double t){
}
double biLinearInterpolation(double x0y0, double x1y0, double x0y1, double x1y1, double x, double y){
- /*double tx = easeCurve(x);
- double ty = easeCurve(y);*/
- double tx = x;
- double ty = y;
+ double tx = easeCurve(x);
+ double ty = easeCurve(y);
+ /*double tx = x;
+ double ty = y;*/
double u = linearInterpolation(x0y0,x1y0,tx);
double v = linearInterpolation(x0y1,x1y1,tx);
return linearInterpolation(u,v,ty);
diff --git a/src/server.cpp b/src/server.cpp
index db9c569eb..61f354173 100644
--- a/src/server.cpp
+++ b/src/server.cpp
@@ -3430,9 +3430,9 @@ Player *Server::emergePlayer(const char *name, const char *password,
!= m_env.getServerMap().sector_to_chunk(sectorpos+v2s16(-1,-1)))
continue;
}
- // Get sector
- m_env.getMap().emergeSector(sectorpos);
- // Get ground height at point
+ // Get sector (NOTE: Don't get because it's slow)
+ //m_env.getMap().emergeSector(sectorpos);
+ // Get ground height at point (fallbacks to heightmap function)
groundheight = m_env.getServerMap().findGroundLevel(nodepos);
// Don't go underwater
if(groundheight < WATER_LEVEL)
@@ -3440,7 +3440,15 @@ Player *Server::emergePlayer(const char *name, const char *password,
//dstream<<"-> Underwater"<<std::endl;
continue;
}
-#if 0 // Doesn't work, generating blocks is a bit too complicated for doing here
+ // Don't go to high places
+ if(groundheight > WATER_LEVEL + 4)
+ {
+ //dstream<<"-> Underwater"<<std::endl;
+ continue;
+ }
+
+#if 0
+// Doesn't work, generating blocks is a bit too complicated for doing here
// Get block at point
v3s16 nodepos3d;
nodepos3d = v3s16(nodepos.X, groundheight+1, nodepos.Y);
@@ -3466,6 +3474,7 @@ Player *Server::emergePlayer(const char *name, const char *password,
continue;
}
#endif
+
// Found a good place
dstream<<"Searched through "<<i<<" places."<<std::endl;
break;