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-rw-r--r--src/map.cpp1703
1 files changed, 1033 insertions, 670 deletions
diff --git a/src/map.cpp b/src/map.cpp
index 8e71212b0..f9809e9fd 100644
--- a/src/map.cpp
+++ b/src/map.cpp
@@ -1,6 +1,6 @@
/*
Minetest-c55
-Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
+Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
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);
}
@@ -606,13 +607,13 @@ s16 Map::propagateSunlight(v3s16 start,
}
else
{
- // Turn mud into grass
+ /*// Turn mud into grass
if(n.d == CONTENT_MUD)
{
n.d = CONTENT_GRASS;
block->setNode(relpos, n);
modified_blocks.insert(blockpos, block);
- }
+ }*/
// Sunlight goes no further
break;
@@ -837,9 +838,6 @@ void Map::updateLighting(core::map<v3s16, MapBlock*> & 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.
*/
void Map::addNodeAndUpdate(v3s16 p, MapNode n,
core::map<v3s16, MapBlock*> &modified_blocks)
@@ -876,12 +874,12 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
catch(InvalidPositionException &e)
{
}
-
+
+#if 1
/*
- If the new node doesn't propagate sunlight and there is
- grass below, change it to mud
+ If the new node is solid and there is grass below, change it to mud
*/
- if(content_features(n.d).sunlight_propagates == false)
+ if(content_features(n.d).walkable == true)
{
try{
MapNode bottomnode = getNode(bottompos);
@@ -897,7 +895,9 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
{
}
}
+#endif
+#if 0
/*
If the new node is mud and it is under sunlight, change it
to grass
@@ -906,6 +906,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
{
n.d = CONTENT_GRASS;
}
+#endif
/*
Remove all light that has come out of this node
@@ -941,19 +942,39 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
}
/*
+ 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--){
@@ -981,7 +1002,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
break;
}
}
-
+
for(s32 i=0; i<2; i++)
{
enum LightBank bank = banks[i];
@@ -1085,6 +1106,12 @@ void Map::removeNodeAndUpdate(v3s16 p,
}
/*
+ Remove node metadata
+ */
+
+ removeNodeMetadata(p);
+
+ /*
Remove the node.
This also clears the lighting.
*/
@@ -1320,7 +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<v2s16, MapSector*>::Iterator si;
@@ -1370,7 +1397,7 @@ void Map::deleteSectors(core::list<v2s16> &list, bool only_blocks)
u32 Map::deleteUnusedSectors(float timeout, bool only_blocks,
core::list<v3s16> *deleted_blocks)
{
- JMutexAutoLock lock(m_sector_mutex);
+ //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
core::list<v2s16> sector_deletion_queue;
core::map<v2s16, MapSector*>::Iterator i = m_sectors.getIterator();
@@ -1687,14 +1714,88 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
//dstream<<"Map::transformLiquids(): loopcount="<<loopcount<<std::endl;
}
+NodeMetadata* Map::getNodeMetadata(v3s16 p)
+{
+ v3s16 blockpos = getNodeBlockPos(p);
+ v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE;
+ MapBlock *block = getBlockNoCreateNoEx(blockpos);
+ if(block == NULL)
+ {
+ dstream<<"WARNING: Map::setNodeMetadata(): Block not found"
+ <<std::endl;
+ return NULL;
+ }
+ NodeMetadata *meta = block->m_node_metadata.get(p_rel);
+ return meta;
+}
+
+void Map::setNodeMetadata(v3s16 p, NodeMetadata *meta)
+{
+ v3s16 blockpos = getNodeBlockPos(p);
+ v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE;
+ MapBlock *block = getBlockNoCreateNoEx(blockpos);
+ if(block == NULL)
+ {
+ dstream<<"WARNING: Map::setNodeMetadata(): Block not found"
+ <<std::endl;
+ return;
+ }
+ block->m_node_metadata.set(p_rel, meta);
+}
+
+void Map::removeNodeMetadata(v3s16 p)
+{
+ v3s16 blockpos = getNodeBlockPos(p);
+ v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE;
+ MapBlock *block = getBlockNoCreateNoEx(blockpos);
+ if(block == NULL)
+ {
+ dstream<<"WARNING: Map::removeNodeMetadata(): Block not found"
+ <<std::endl;
+ return;
+ }
+ block->m_node_metadata.remove(p_rel);
+}
+
+void Map::nodeMetadataStep(float dtime,
+ core::map<v3s16, MapBlock*> &changed_blocks)
+{
+ /*
+ NOTE:
+ Currently there is no way to ensure that all the necessary
+ blocks are loaded when this is run. (They might get unloaded)
+ NOTE: ^- Actually, that might not be so. In a quick test it
+ reloaded a block with a furnace when I walked back to it from
+ a distance.
+ */
+ core::map<v2s16, MapSector*>::Iterator si;
+ si = m_sectors.getIterator();
+ for(; si.atEnd() == false; si++)
+ {
+ MapSector *sector = si.getNode()->getValue();
+ core::list< MapBlock * > sectorblocks;
+ sector->getBlocks(sectorblocks);
+ core::list< MapBlock * >::Iterator i;
+ for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++)
+ {
+ MapBlock *block = *i;
+ bool changed = block->m_node_metadata.step(dtime);
+ if(changed)
+ changed_blocks[block->getPos()] = block;
+ }
+ }
+}
+
/*
ServerMap
*/
ServerMap::ServerMap(std::string savedir):
Map(dout_server),
- m_seed(0)
+ m_seed(0),
+ m_map_metadata_changed(true)
{
+ dstream<<__FUNCTION_NAME<<std::endl;
//m_chunksize = 64;
//m_chunksize = 16; // Too slow
@@ -1702,7 +1803,6 @@ ServerMap::ServerMap(std::string savedir):
//m_chunksize = 4;
//m_chunksize = 2;
- // TODO: Save to and load from a file
m_seed = (((u64)(myrand()%0xffff)<<0)
+ ((u64)(myrand()%0xffff)<<16)
+ ((u64)(myrand()%0xffff)<<32)
@@ -1736,11 +1836,19 @@ ServerMap::ServerMap(std::string savedir):
}
else
{
- // Load map metadata (seed, chunksize)
- loadMapMeta();
-
- // Load chunk metadata
- loadChunkMeta();
+ try{
+ // Load map metadata (seed, chunksize)
+ loadMapMeta();
+
+ // Load chunk metadata
+ loadChunkMeta();
+ }
+ catch(FileNotGoodException &e){
+ dstream<<DTIME<<"WARNING: Server: Could not load "
+ <<"metafile(s). Disabling chunk-based "
+ <<"generation."<<std::endl;
+ m_chunksize = 0;
+ }
/*// Load sector (0,0) and throw and exception on fail
if(loadSectorFull(v2s16(0,0)) == false)
@@ -1785,6 +1893,8 @@ ServerMap::ServerMap(std::string savedir):
ServerMap::~ServerMap()
{
+ dstream<<__FUNCTION_NAME<<std::endl;
+
try
{
if(m_map_saving_enabled)
@@ -1958,7 +2068,7 @@ double base_rock_level_2d(u64 seed, v2s16 p)
{
// The base ground level
double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT
- + 25. * noise2d_perlin(
+ + 20. * noise2d_perlin(
0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
(seed>>32)+654879876, 6, 0.6);
@@ -1970,7 +2080,7 @@ double base_rock_level_2d(u64 seed, v2s16 p)
base = base2;*/
#if 1
// Higher ground level
- double higher = (double)WATER_LEVEL + 25. + 45. * noise2d_perlin(
+ 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
@@ -2011,184 +2121,240 @@ double base_rock_level_2d(u64 seed, v2s16 p)
return h;
}
-#define VMANIP_FLAG_DUNGEON VOXELFLAG_CHECKED1
+double get_mud_add_amount(u64 seed, v2s16 p)
+{
+ 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));
+}
/*
- This is the main map generation method
+ Adds random objects to block, depending on the content of the block
*/
-
-MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
- core::map<v3s16, MapBlock*> &changed_blocks,
- bool force)
+void addRandomObjects(MapBlock *block)
{
- DSTACK(__FUNCTION_NAME);
-
- /*
- Don't generate if already fully generated
- */
- if(force == false)
+ for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
+ for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
{
- MapChunk *chunk = getChunk(chunkpos);
- if(chunk != NULL && chunk->getGenLevel() == GENERATED_FULLY)
+ bool last_node_walkable = false;
+ for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
{
- dstream<<"generateChunkRaw(): Chunk "
- <<"("<<chunkpos.X<<","<<chunkpos.Y<<")"
- <<" already generated"<<std::endl;
- return chunk;
+ v3s16 p(x0,y0,z0);
+ MapNode n = block->getNodeNoEx(p);
+ if(n.d == CONTENT_IGNORE)
+ continue;
+ if(content_features(n.d).liquid_type != LIQUID_NONE)
+ continue;
+ if(content_features(n.d).walkable)
+ {
+ last_node_walkable = true;
+ continue;
+ }
+ if(last_node_walkable)
+ {
+ // If block contains light information
+ if(content_features(n.d).param_type == CPT_LIGHT)
+ {
+ if(n.getLight(LIGHTBANK_DAY) <= 3)
+ {
+ if(myrand() % 300 == 0)
+ {
+ v3f pos_f = intToFloat(p+block->getPosRelative(), BS);
+ pos_f.Y -= BS*0.4;
+ ServerActiveObject *obj = new RatSAO(NULL, 0, pos_f);
+ std::string data = obj->getStaticData();
+ StaticObject s_obj(obj->getType(),
+ obj->getBasePosition(), data);
+ // Add some
+ block->m_static_objects.insert(0, s_obj);
+ block->m_static_objects.insert(0, s_obj);
+ block->m_static_objects.insert(0, s_obj);
+ block->m_static_objects.insert(0, s_obj);
+ block->m_static_objects.insert(0, s_obj);
+ block->m_static_objects.insert(0, s_obj);
+ delete obj;
+ }
+ 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();
+}
- dstream<<"generateChunkRaw(): Generating chunk "
- <<"("<<chunkpos.X<<","<<chunkpos.Y<<")"
- <<std::endl;
-
- TimeTaker timer("generateChunkRaw()");
-
- // The distance how far into the neighbors the generator is allowed to go.
- s16 max_spread_amount_sectors = 2;
- assert(max_spread_amount_sectors <= m_chunksize);
- s16 max_spread_amount = max_spread_amount_sectors * MAP_BLOCKSIZE;
-
- // Minimum amount of space left on sides for mud to fall in
- //s16 min_mud_fall_space = 2;
-
- // Maximum diameter of stone obstacles in X and Z
- /*s16 stone_obstacle_max_size = (max_spread_amount-min_mud_fall_space)*2;
- assert(stone_obstacle_max_size/2 <= max_spread_amount-min_mud_fall_space);*/
-
- s16 y_blocks_min = -4;
- s16 y_blocks_max = 3;
- s16 h_blocks = y_blocks_max - y_blocks_min + 1;
- s16 y_nodes_min = y_blocks_min * MAP_BLOCKSIZE;
- s16 y_nodes_max = y_blocks_max * MAP_BLOCKSIZE + MAP_BLOCKSIZE - 1;
-
- v2s16 sectorpos_base = chunk_to_sector(chunkpos);
- s16 sectorpos_base_size = m_chunksize;
+#define VMANIP_FLAG_DUNGEON VOXELFLAG_CHECKED1
- /*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;
+/*
+ This is the main map generation method
+*/
+void makeChunk(ChunkMakeData *data)
+{
+ if(data->no_op)
+ return;
+
+ s16 y_nodes_min = data->y_blocks_min * MAP_BLOCKSIZE;
+ s16 y_nodes_max = data->y_blocks_max * MAP_BLOCKSIZE + MAP_BLOCKSIZE - 1;
+ s16 h_blocks = data->y_blocks_max - data->y_blocks_min + 1;
+ u32 relative_volume = (u32)data->sectorpos_base_size*MAP_BLOCKSIZE
+ *(u32)data->sectorpos_base_size*MAP_BLOCKSIZE
+ *(u32)h_blocks*MAP_BLOCKSIZE;
v3s16 bigarea_blocks_min(
- sectorpos_bigbase.X,
- y_blocks_min,
- sectorpos_bigbase.Y
+ data->sectorpos_bigbase.X,
+ data->y_blocks_min,
+ data->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->sectorpos_bigbase.X + data->sectorpos_bigbase_size - 1,
+ data->y_blocks_max,
+ data->sectorpos_bigbase.Y + data->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);
- }
+ s16 lighting_min_d = 0-data->max_spread_amount;
+ s16 lighting_max_d = data->sectorpos_base_size*MAP_BLOCKSIZE
+ + data->max_spread_amount-1;
// Clear all flags
- vmanip.clearFlag(0xff);
+ data->vmanip.clearFlag(0xff);
- TimeTaker timer_generate("generateChunkRaw() generate");
+ TimeTaker timer_generate("makeChunk() generate");
// Maximum height of the stone surface and obstacles.
- // This is used to disable dungeon generation from going too high.
+ // This is used to disable cave generation from going too high.
s16 stone_surface_max_y = 0;
/*
Generate general ground level to full area
*/
-
{
// 22ms @cs=8
- //TimeTaker timer1("ground level");
+ TimeTaker timer1("Generating ground level");
- for(s16 x=0; x<sectorpos_bigbase_size*MAP_BLOCKSIZE; x++)
- for(s16 z=0; z<sectorpos_bigbase_size*MAP_BLOCKSIZE; z++)
+#if 0
+ NoiseBuffer noisebuf1;
+ //NoiseBuffer noisebuf2;
+ {
+ 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);
+
+ 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; x<data->sectorpos_bigbase_size*MAP_BLOCKSIZE; x++)
+ for(s16 z=0; z<data->sectorpos_bigbase_size*MAP_BLOCKSIZE; z++)
{
// Node position
- v2s16 p2d = sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z);
+ v2s16 p2d = data->sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z);
+
+ // 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;
+
/*
- Skip of already generated
+ 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
+
+#if 1
+ for(s16 x=0; x<data->sectorpos_bigbase_size*MAP_BLOCKSIZE; x++)
+ for(s16 z=0; z<data->sectorpos_bigbase_size*MAP_BLOCKSIZE; z++)
+ {
+ // Node position
+ v2s16 p2d = data->sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z);
+
+ /*
+ Skip of already generated
+ */
+ /*{
v3s16 p(p2d.X, y_nodes_min, p2d.Y);
- if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR)
+ if(data->vmanip.m_data[data->vmanip.m_area.index(p)].d != CONTENT_AIR)
continue;
- }
+ }*/
// Ground height at this point
float surface_y_f = 0.0;
// Use perlin noise for ground height
- surface_y_f = base_rock_level_2d(m_seed, p2d);
+ surface_y_f = base_rock_level_2d(data->seed, p2d);
/*// Experimental stuff
{
- float a = highlands_level_2d(m_seed, p2d);
+ float a = highlands_level_2d(data->seed, p2d);
if(a > surface_y_f)
surface_y_f = a;
}*/
@@ -2205,16 +2371,24 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
*/
{
// Use fast index incrementing
- v3s16 em = vmanip.m_area.getExtent();
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_min, p2d.Y));
+ v3s16 em = data->vmanip.m_area.getExtent();
+ u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_nodes_min, p2d.Y));
for(s16 y=y_nodes_min; y<surface_y && y<=y_nodes_max; y++)
{
- vmanip.m_data[i].d = CONTENT_STONE;
+ // Skip if already generated.
+ // This is done here because there might be a cave at
+ // any point in ground, which could look like it
+ // wasn't generated.
+ if(data->vmanip.m_data[i].d != CONTENT_AIR)
+ break;
- vmanip.m_area.add_y(em, i, 1);
+ data->vmanip.m_data[i].d = CONTENT_STONE;
+
+ data->vmanip.m_area.add_y(em, i, 1);
}
}
}
+#endif
}//timer1
@@ -2222,167 +2396,49 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
Randomize some parameters
*/
- s32 stone_obstacle_count = 0;
+ //s32 stone_obstacle_count = 0;
/*s32 stone_obstacle_count =
- rangelim((1.0+noise2d(m_seed+897,
- sectorpos_base.X, sectorpos_base.Y))/2.0 * 30, 0, 100000);*/
+ rangelim((1.0+noise2d(data->seed+897,
+ data->sectorpos_base.X, data->sectorpos_base.Y))/2.0 * 30, 0, 100000);*/
- s16 stone_obstacle_max_height = 0;
+ //s16 stone_obstacle_max_height = 0;
/*s16 stone_obstacle_max_height =
- rangelim((1.0+noise2d(m_seed+5902,
- sectorpos_base.X, sectorpos_base.Y))/2.0 * 30, 0, 100000);*/
+ rangelim((1.0+noise2d(data->seed+5902,
+ data->sectorpos_base.X, data->sectorpos_base.Y))/2.0 * 30, 0, 100000);*/
/*
Loop this part, it will make stuff look older and newer nicely
*/
- //for(u32 i_age=0; i_age<1; i_age++)
- for(u32 i_age=0; i_age<2; i_age++)
+ const u32 age_loops = 2;
+ for(u32 i_age=0; i_age<age_loops; i_age++)
{ // Aging loop
+ /******************************
+ BEGINNING OF AGING LOOP
+ ******************************/
- {
- // 8ms @cs=8
- //TimeTaker timer1("stone obstacles");
-
- /*
- Add some random stone obstacles
- */
-
- for(s32 ri=0; ri<stone_obstacle_count; ri++)
- {
- // Randomize max height so usually stuff will be quite low
- s16 maxheight_randomized = myrand_range(0, stone_obstacle_max_height);
-
- //s16 stone_obstacle_max_size = sectorpos_base_size * MAP_BLOCKSIZE - 10;
- s16 stone_obstacle_max_size = MAP_BLOCKSIZE*4-4;
-
- v3s16 ob_size(
- myrand_range(5, stone_obstacle_max_size),
- myrand_range(0, maxheight_randomized),
- myrand_range(5, stone_obstacle_max_size)
- );
-
- // Don't make stupid small rectangle bumps
- if(ob_size.Y < 5)
- continue;
-
- v2s16 ob_place(
- myrand_range(1+ob_size.X/2+2,
- sectorpos_base_size*MAP_BLOCKSIZE-1-1-ob_size.X/2-2),
- myrand_range(1+ob_size.Z/2+2,
- sectorpos_base_size*MAP_BLOCKSIZE-1-1-ob_size.Z/2-2)
- );
-
- // Minimum space left on top of the obstacle
- s16 min_head_space = 12;
-
- for(s16 x=-ob_size.X/2; x<ob_size.X/2; x++)
- for(s16 z=-ob_size.Z/2; z<ob_size.Z/2; z++)
- {
- // Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + ob_place + v2s16(x,z);
-
- // Find stone ground level
- // (ignore everything else than mud in already generated chunks)
- // and mud amount over the stone level
- s16 surface_y = 0;
- s16 mud_amount = 0;
- {
- v3s16 em = vmanip.m_area.getExtent();
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
- s16 y;
- // Go to ground level
- for(y=y_nodes_max; y>=y_nodes_min; y--)
- {
- MapNode *n = &vmanip.m_data[i];
- /*if(content_walkable(n.d)
- && n.d != CONTENT_MUD
- && n.d != CONTENT_GRASS)
- break;*/
- if(n->d == CONTENT_STONE)
- break;
-
- if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS)
- {
- mud_amount++;
- /*
- Change to mud because otherwise we might
- be throwing mud on grass at the next
- step
- */
- n->d = CONTENT_MUD;
- }
-
- vmanip.m_area.add_y(em, i, -1);
- }
- if(y >= y_nodes_min)
- surface_y = y;
- else
- surface_y = y_nodes_min;
- }
-
-
- /*
- Add stone on ground
- */
- {
- v3s16 em = vmanip.m_area.getExtent();
- s16 y_start = surface_y+1;
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
- s16 y;
- // Add stone
- s16 count = 0;
- for(y=y_start; y<=y_nodes_max - min_head_space; y++)
- {
- MapNode &n = vmanip.m_data[i];
- n.d = CONTENT_STONE;
-
- if(y > stone_surface_max_y)
- stone_surface_max_y = y;
-
- count++;
- if(count >= ob_size.Y)
- break;
-
- vmanip.m_area.add_y(em, i, 1);
- }
- // Add mud
- count = 0;
- for(; y<=y_nodes_max - min_head_space; y++)
- {
- MapNode &n = vmanip.m_data[i];
- n.d = CONTENT_MUD;
- count++;
- if(count >= mud_amount)
- break;
-
- vmanip.m_area.add_y(em, i, 1);
- }
- }
-
- }
- }
-
- }//timer1
+#if 1
{
// 24ms @cs=8
- //TimeTaker timer1("dungeons");
+ //TimeTaker timer1("caves");
/*
- Make dungeons
+ Make caves
*/
- u32 dungeons_count = relative_volume / 600000;
+ u32 caves_count = relative_volume / 400000;
u32 bruises_count = relative_volume * stone_surface_max_y / 40000000;
if(stone_surface_max_y < WATER_LEVEL)
bruises_count = 0;
- /*u32 dungeons_count = 0;
+ /*u32 caves_count = 0;
u32 bruises_count = 0;*/
- for(u32 jj=0; jj<dungeons_count+bruises_count; jj++)
+ for(u32 jj=0; jj<caves_count+bruises_count; jj++)
{
- s16 min_tunnel_diameter = 2;
- s16 max_tunnel_diameter = 6;
- u16 tunnel_routepoints = 25;
+ s16 min_tunnel_diameter = 3;
+ s16 max_tunnel_diameter = 5;
+ u16 tunnel_routepoints = 20;
- bool bruise_surface = (jj < bruises_count);
+ v3f main_direction(0,0,0);
+
+ bool bruise_surface = (jj > caves_count);
if(bruise_surface)
{
@@ -2391,31 +2447,34 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
/*min_tunnel_diameter = MYMAX(0, stone_surface_max_y/6);
max_tunnel_diameter = myrand_range(MYMAX(0, stone_surface_max_y/6), MYMAX(0, stone_surface_max_y/2));*/
- /*s16 tunnel_rou = rangelim(25*(0.5+1.0*noise2d(m_seed+42,
- sectorpos_base.X, sectorpos_base.Y)), 0, 15);*/
+ /*s16 tunnel_rou = rangelim(25*(0.5+1.0*noise2d(data->seed+42,
+ data->sectorpos_base.X, data->sectorpos_base.Y)), 0, 15);*/
tunnel_routepoints = 5;
}
+ else
+ {
+ }
// Allowed route area size in nodes
v3s16 ar(
- sectorpos_base_size*MAP_BLOCKSIZE,
+ data->sectorpos_base_size*MAP_BLOCKSIZE,
h_blocks*MAP_BLOCKSIZE,
- sectorpos_base_size*MAP_BLOCKSIZE
+ data->sectorpos_base_size*MAP_BLOCKSIZE
);
// Area starting point in nodes
v3s16 of(
- sectorpos_base.X*MAP_BLOCKSIZE,
- y_blocks_min*MAP_BLOCKSIZE,
- sectorpos_base.Y*MAP_BLOCKSIZE
+ data->sectorpos_base.X*MAP_BLOCKSIZE,
+ data->y_blocks_min*MAP_BLOCKSIZE,
+ data->sectorpos_base.Y*MAP_BLOCKSIZE
);
// Allow a bit more
//(this should be more than the maximum radius of the tunnel)
//s16 insure = 5; // Didn't work with max_d = 20
s16 insure = 10;
- s16 more = max_spread_amount - max_tunnel_diameter/2 - insure;
+ s16 more = data->max_spread_amount - max_tunnel_diameter/2 - insure;
ar += v3s16(1,0,1) * more * 2;
of -= v3s16(1,0,1) * more;
@@ -2423,7 +2482,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
// Allow half a diameter + 7 over stone surface
s16 route_y_max = -of.Y + stone_surface_max_y + max_tunnel_diameter/2 + 7;
- /*// If dungeons, don't go through surface too often
+ /*// If caves, don't go through surface too often
if(bruise_surface == false)
route_y_max -= myrand_range(0, max_tunnel_diameter*2);*/
@@ -2448,16 +2507,16 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
s16 route_start_y_min = route_y_min;
s16 route_start_y_max = route_y_max;
- // Start every 2nd dungeon from surface
+ // Start every 2nd cave from surface
bool coming_from_surface = (jj % 2 == 0 && bruise_surface == false);
if(coming_from_surface)
{
- route_start_y_min = -of.Y + stone_surface_max_y + 5;
+ route_start_y_min = -of.Y + stone_surface_max_y + 10;
}
route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
- route_start_y_max = rangelim(route_start_y_max, 0, ar.Y-1);
+ route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1);
// Randomize starting position
v3f orp(
@@ -2474,6 +2533,16 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
for(u16 j=0; j<tunnel_routepoints; j++)
{
+ if(j%7==0 && bruise_surface == false)
+ {
+ main_direction = v3f(
+ ((float)(myrand()%20)-(float)10)/10,
+ ((float)(myrand()%20)-(float)10)/30,
+ ((float)(myrand()%20)-(float)10)/10
+ );
+ main_direction *= (float)myrand_range(1, 3);
+ }
+
// Randomize size
s16 min_d = min_tunnel_diameter;
s16 max_d = max_tunnel_diameter;
@@ -2486,7 +2555,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
}
else
{
- maxlen = v3s16(15, myrand_range(1, 20), 15);
+ maxlen = v3s16(rs*4, myrand_range(1, rs*3), rs*4);
}
v3f vec;
@@ -2507,6 +2576,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
(float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z
);
}
+
+ vec += main_direction;
v3f rp = orp + vec;
if(rp.X < 0)
@@ -2553,8 +2624,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
continue;
p += of;
- //assert(vmanip.m_area.contains(p));
- if(vmanip.m_area.contains(p) == false)
+ //assert(data->vmanip.m_area.contains(p));
+ if(data->vmanip.m_area.contains(p) == false)
{
dstream<<"WARNING: "<<__FUNCTION_NAME
<<":"<<__LINE__<<": "
@@ -2565,13 +2636,13 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
// Just set it to air, it will be changed to
// water afterwards
- u32 i = vmanip.m_area.index(p);
- vmanip.m_data[i] = airnode;
+ u32 i = data->vmanip.m_area.index(p);
+ data->vmanip.m_data[i] = airnode;
if(bruise_surface == false)
{
// Set tunnel flag
- vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON;
+ data->vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON;
}
}
}
@@ -2584,6 +2655,9 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
}
}//timer1
+#endif
+
+#if 1
{
// 46ms @cs=8
//TimeTaker timer1("ore veins");
@@ -2597,22 +2671,22 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
// Allowed route area size in nodes
v3s16 ar(
- sectorpos_base_size*MAP_BLOCKSIZE,
+ data->sectorpos_base_size*MAP_BLOCKSIZE,
h_blocks*MAP_BLOCKSIZE,
- sectorpos_base_size*MAP_BLOCKSIZE
+ data->sectorpos_base_size*MAP_BLOCKSIZE
);
// Area starting point in nodes
v3s16 of(
- sectorpos_base.X*MAP_BLOCKSIZE,
- y_blocks_min*MAP_BLOCKSIZE,
- sectorpos_base.Y*MAP_BLOCKSIZE
+ data->sectorpos_base.X*MAP_BLOCKSIZE,
+ data->y_blocks_min*MAP_BLOCKSIZE,
+ data->sectorpos_base.Y*MAP_BLOCKSIZE
);
// Allow a bit more
//(this should be more than the maximum radius of the tunnel)
s16 insure = 3;
- s16 more = max_spread_amount - max_vein_diameter/2 - insure;
+ s16 more = data->max_spread_amount - max_vein_diameter/2 - insure;
ar += v3s16(1,0,1) * more * 2;
of -= v3s16(1,0,1) * more;
@@ -2698,12 +2772,12 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
continue;
p += of;
- assert(vmanip.m_area.contains(p));
+ assert(data->vmanip.m_area.contains(p));
// Just set it to air, it will be changed to
// water afterwards
- u32 i = vmanip.m_area.index(p);
- MapNode *n = &vmanip.m_data[i];
+ u32 i = data->vmanip.m_area.index(p);
+ MapNode *n = &data->vmanip.m_data[i];
if(n->d == CONTENT_STONE)
n->param = mineral;
}
@@ -2717,27 +2791,28 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
}
}//timer1
+#endif
+
+#if 1
{
// 15ms @cs=8
- //TimeTaker timer1("add mud");
+ TimeTaker timer1("add mud");
/*
Add mud to the central chunk
*/
- for(s16 x=0; x<sectorpos_base_size*MAP_BLOCKSIZE; x++)
- for(s16 z=0; z<sectorpos_base_size*MAP_BLOCKSIZE; z++)
+ for(s16 x=0; x<data->sectorpos_base_size*MAP_BLOCKSIZE; x++)
+ for(s16 z=0; z<data->sectorpos_base_size*MAP_BLOCKSIZE; z++)
{
// Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+ v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
// Randomize mud amount
- s16 mud_add_amount = (s16)(2.5 + 2.0 * noise2d_perlin(
- 0.5+(float)p2d.X/200, 0.5+(float)p2d.Y/200,
- m_seed+1, 3, 0.55));
+ s16 mud_add_amount = get_mud_add_amount(data->seed, p2d) / 2.0;
// Find ground level
- s16 surface_y = find_ground_level_clever(vmanip, p2d);
+ s16 surface_y = find_ground_level_clever(data->vmanip, p2d);
/*
If topmost node is grass, change it to mud.
@@ -2745,10 +2820,11 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
chunk and then converted.
*/
{
- u32 i = vmanip.m_area.index(v3s16(p2d.X, surface_y, p2d.Y));
- MapNode *n = &vmanip.m_data[i];
+ u32 i = data->vmanip.m_area.index(v3s16(p2d.X, surface_y, p2d.Y));
+ MapNode *n = &data->vmanip.m_data[i];
if(n->d == CONTENT_GRASS)
- n->d = CONTENT_MUD;
+ *n = MapNode(CONTENT_MUD);
+ //n->d = CONTENT_MUD;
}
/*
@@ -2756,25 +2832,29 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
*/
{
s16 mudcount = 0;
- v3s16 em = vmanip.m_area.getExtent();
+ v3s16 em = data->vmanip.m_area.getExtent();
s16 y_start = surface_y+1;
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+ u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
for(s16 y=y_start; y<=y_nodes_max; y++)
{
if(mudcount >= mud_add_amount)
break;
- MapNode &n = vmanip.m_data[i];
- n.d = CONTENT_MUD;
+ MapNode &n = data->vmanip.m_data[i];
+ n = MapNode(CONTENT_MUD);
+ //n.d = CONTENT_MUD;
mudcount++;
- vmanip.m_area.add_y(em, i, 1);
+ data->vmanip.m_area.add_y(em, i, 1);
}
}
}
}//timer1
+#endif
+
+#if 1
{
// 340ms @cs=8
TimeTaker timer1("flow mud");
@@ -2784,8 +2864,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
*/
// Limit area by 1 because mud is flown into neighbors.
- s16 mudflow_minpos = 0-max_spread_amount+1;
- s16 mudflow_maxpos = sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-2;
+ s16 mudflow_minpos = 0-data->max_spread_amount+1;
+ s16 mudflow_maxpos = data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-2;
// Iterate a few times
for(s16 k=0; k<3; k++)
@@ -2806,10 +2886,10 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
}
// Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+ v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
- v3s16 em = vmanip.m_area.getExtent();
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
+ v3s16 em = data->vmanip.m_area.getExtent();
+ u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
s16 y=y_nodes_max;
for(;; y--)
@@ -2818,22 +2898,22 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
// Find mud
for(; y>=y_nodes_min; y--)
{
- n = &vmanip.m_data[i];
+ n = &data->vmanip.m_data[i];
//if(content_walkable(n->d))
// break;
if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS)
break;
- vmanip.m_area.add_y(em, i, -1);
+ data->vmanip.m_area.add_y(em, i, -1);
}
// Stop if out of area
- //if(vmanip.m_area.contains(i) == false)
+ //if(data->vmanip.m_area.contains(i) == false)
if(y < y_nodes_min)
break;
/*// If not mud, do nothing to it
- MapNode *n = &vmanip.m_data[i];
+ MapNode *n = &data->vmanip.m_data[i];
if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
continue;*/
@@ -2842,11 +2922,11 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
*/
{
u32 i2 = i;
- vmanip.m_area.add_y(em, i2, -1);
+ data->vmanip.m_area.add_y(em, i2, -1);
// Cancel if out of area
- if(vmanip.m_area.contains(i2) == false)
+ if(data->vmanip.m_area.contains(i2) == false)
continue;
- MapNode *n2 = &vmanip.m_data[i2];
+ MapNode *n2 = &data->vmanip.m_data[i2];
if(n2->d != CONTENT_MUD && n2->d != CONTENT_GRASS)
continue;
}
@@ -2867,9 +2947,9 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
// Theck that upper is air or doesn't exist.
// Cancel dropping if upper keeps it in place
u32 i3 = i;
- vmanip.m_area.add_y(em, i3, 1);
- if(vmanip.m_area.contains(i3) == true
- && content_walkable(vmanip.m_data[i3].d) == true)
+ data->vmanip.m_area.add_y(em, i3, 1);
+ if(data->vmanip.m_area.contains(i3) == true
+ && content_walkable(data->vmanip.m_data[i3].d) == true)
{
continue;
}
@@ -2881,39 +2961,39 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
v3s16 dirp = dirs4[di];
u32 i2 = i;
// Move to side
- vmanip.m_area.add_p(em, i2, dirp);
+ data->vmanip.m_area.add_p(em, i2, dirp);
// Fail if out of area
- if(vmanip.m_area.contains(i2) == false)
+ if(data->vmanip.m_area.contains(i2) == false)
continue;
// Check that side is air
- MapNode *n2 = &vmanip.m_data[i2];
+ MapNode *n2 = &data->vmanip.m_data[i2];
if(content_walkable(n2->d))
continue;
// Check that under side is air
- vmanip.m_area.add_y(em, i2, -1);
- if(vmanip.m_area.contains(i2) == false)
+ data->vmanip.m_area.add_y(em, i2, -1);
+ if(data->vmanip.m_area.contains(i2) == false)
continue;
- n2 = &vmanip.m_data[i2];
+ n2 = &data->vmanip.m_data[i2];
if(content_walkable(n2->d))
continue;
/*// Check that under that is air (need a drop of 2)
- vmanip.m_area.add_y(em, i2, -1);
- if(vmanip.m_area.contains(i2) == false)
+ data->vmanip.m_area.add_y(em, i2, -1);
+ if(data->vmanip.m_area.contains(i2) == false)
continue;
- n2 = &vmanip.m_data[i2];
+ n2 = &data->vmanip.m_data[i2];
if(content_walkable(n2->d))
continue;*/
// Loop further down until not air
do{
- vmanip.m_area.add_y(em, i2, -1);
+ data->vmanip.m_area.add_y(em, i2, -1);
// Fail if out of area
- if(vmanip.m_area.contains(i2) == false)
+ if(data->vmanip.m_area.contains(i2) == false)
continue;
- n2 = &vmanip.m_data[i2];
+ n2 = &data->vmanip.m_data[i2];
}while(content_walkable(n2->d) == false);
// Loop one up so that we're in air
- vmanip.m_area.add_y(em, i2, 1);
- n2 = &vmanip.m_data[i2];
+ data->vmanip.m_area.add_y(em, i2, 1);
+ n2 = &data->vmanip.m_data[i2];
// Move mud to new place
*n2 = *n;
@@ -2929,26 +3009,29 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
}
}//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;
- x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
+ for(s16 x=0-data->max_spread_amount;
+ x<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount;
x++)
- for(s16 z=0-max_spread_amount;
- z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
+ for(s16 z=0-data->max_spread_amount;
+ z<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount;
z++)
{
// Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+ v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
// Find ground level
- //s16 surface_y = find_ground_level(vmanip, p2d);
+ //s16 surface_y = find_ground_level(data->vmanip, p2d);
/*
If ground level is over water level, skip.
@@ -2963,42 +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);
@@ -3006,11 +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--;
}
@@ -3019,9 +3087,14 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
}
}//timer1
+#endif
} // Aging loop
+ /***********************
+ END OF AGING LOOP
+ ************************/
+#if 1
{
//TimeTaker timer1("convert mud to sand");
@@ -3032,22 +3105,22 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
//s16 mud_add_amount = myrand_range(2, 4);
//s16 mud_add_amount = 0;
- /*for(s16 x=0; x<sectorpos_base_size*MAP_BLOCKSIZE; x++)
- for(s16 z=0; z<sectorpos_base_size*MAP_BLOCKSIZE; z++)*/
- for(s16 x=0-max_spread_amount+1;
- x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
+ /*for(s16 x=0; x<data->sectorpos_base_size*MAP_BLOCKSIZE; x++)
+ for(s16 z=0; z<data->sectorpos_base_size*MAP_BLOCKSIZE; z++)*/
+ for(s16 x=0-data->max_spread_amount+1;
+ x<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-1;
x++)
- for(s16 z=0-max_spread_amount+1;
- z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
+ for(s16 z=0-data->max_spread_amount+1;
+ z<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-1;
z++)
{
// Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+ v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
// Determine whether to have sand here
double sandnoise = noise2d_perlin(
0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
- m_seed+59420, 3, 0.50);
+ data->seed+59420, 3, 0.50);
bool have_sand = (sandnoise > -0.15);
@@ -3055,19 +3128,19 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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;
@@ -3079,13 +3152,16 @@ 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");
@@ -3096,72 +3172,77 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
{
// Divide area into parts
s16 div = 8;
- s16 sidelen = sectorpos_base_size*MAP_BLOCKSIZE / div;
+ s16 sidelen = data->sectorpos_base_size*MAP_BLOCKSIZE / div;
double area = sidelen * sidelen;
for(s16 x0=0; x0<div; x0++)
for(s16 z0=0; z0<div; z0++)
{
// Center position of part of division
v2s16 p2d_center(
- sectorpos_base.X*MAP_BLOCKSIZE + sidelen/2 + sidelen*x0,
- sectorpos_base.Y*MAP_BLOCKSIZE + sidelen/2 + sidelen*z0
+ data->sectorpos_base.X*MAP_BLOCKSIZE + sidelen/2 + sidelen*x0,
+ data->sectorpos_base.Y*MAP_BLOCKSIZE + sidelen/2 + sidelen*z0
);
// Minimum edge of part of division
v2s16 p2d_min(
- sectorpos_base.X*MAP_BLOCKSIZE + sidelen*x0,
- sectorpos_base.Y*MAP_BLOCKSIZE + sidelen*z0
+ data->sectorpos_base.X*MAP_BLOCKSIZE + sidelen*x0,
+ data->sectorpos_base.Y*MAP_BLOCKSIZE + sidelen*z0
);
// Maximum edge of part of division
v2s16 p2d_max(
- sectorpos_base.X*MAP_BLOCKSIZE + sidelen + sidelen*x0 - 1,
- sectorpos_base.Y*MAP_BLOCKSIZE + sidelen + sidelen*z0 - 1
+ data->sectorpos_base.X*MAP_BLOCKSIZE + sidelen + sidelen*x0 - 1,
+ data->sectorpos_base.Y*MAP_BLOCKSIZE + sidelen + sidelen*z0 - 1
);
// Amount of trees
- u32 tree_count = area * tree_amount_2d(m_seed, p2d_center);
+ u32 tree_count = area * tree_amount_2d(data->seed, p2d_center);
// Put trees in random places on part of division
for(u32 i=0; i<tree_count; i++)
{
s16 x = myrand_range(p2d_min.X, p2d_max.X);
s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
- s16 y = find_ground_level(vmanip, v2s16(x,z));
+ s16 y = find_ground_level(data->vmanip, v2s16(x,z));
// Don't make a tree under water level
if(y < WATER_LEVEL)
continue;
+ // Don't make a tree so high that it doesn't fit
+ if(y > y_nodes_max - 6)
+ continue;
v3s16 p(x,y,z);
/*
Trees grow only on mud and grass
*/
{
- u32 i = vmanip.m_area.index(v3s16(p));
- MapNode *n = &vmanip.m_data[i];
+ u32 i = data->vmanip.m_area.index(v3s16(p));
+ MapNode *n = &data->vmanip.m_data[i];
if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
continue;
}
p.Y++;
// Make a tree
- make_tree(vmanip, p);
+ make_tree(data->vmanip, p);
}
}
/*u32 tree_max = relative_area / 60;
//u32 count = myrand_range(0, tree_max);
for(u32 i=0; i<count; i++)
{
- s16 x = myrand_range(0, sectorpos_base_size*MAP_BLOCKSIZE-1);
- s16 z = myrand_range(0, sectorpos_base_size*MAP_BLOCKSIZE-1);
- x += sectorpos_base.X*MAP_BLOCKSIZE;
- z += sectorpos_base.Y*MAP_BLOCKSIZE;
- s16 y = find_ground_level(vmanip, v2s16(x,z));
+ s16 x = myrand_range(0, data->sectorpos_base_size*MAP_BLOCKSIZE-1);
+ s16 z = myrand_range(0, data->sectorpos_base_size*MAP_BLOCKSIZE-1);
+ x += data->sectorpos_base.X*MAP_BLOCKSIZE;
+ z += data->sectorpos_base.Y*MAP_BLOCKSIZE;
+ s16 y = find_ground_level(data->vmanip, v2s16(x,z));
// Don't make a tree under water level
if(y < WATER_LEVEL)
continue;
v3s16 p(x,y+1,z);
// Make a tree
- make_tree(vmanip, p);
+ make_tree(data->vmanip, p);
}*/
}
}//timer1
+#endif
+#if 1
{
// 19ms @cs=8
//TimeTaker timer1("grow grass");
@@ -3170,17 +3251,17 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
Grow grass
*/
- /*for(s16 x=0-4; x<sectorpos_base_size*MAP_BLOCKSIZE+4; x++)
- for(s16 z=0-4; z<sectorpos_base_size*MAP_BLOCKSIZE+4; z++)*/
- for(s16 x=0-max_spread_amount;
- x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
+ /*for(s16 x=0-4; x<data->sectorpos_base_size*MAP_BLOCKSIZE+4; x++)
+ for(s16 z=0-4; z<data->sectorpos_base_size*MAP_BLOCKSIZE+4; z++)*/
+ for(s16 x=0-data->max_spread_amount;
+ x<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount;
x++)
- for(s16 z=0-max_spread_amount;
- z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
+ for(s16 z=0-data->max_spread_amount;
+ z<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount;
z++)
{
// Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+ v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
/*
Find the lowest surface to which enough light ends up
@@ -3190,17 +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;
@@ -3208,13 +3289,14 @@ 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)
@@ -3226,6 +3308,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
// 750ms @cs=8, can't optimize more
TimeTaker timer1("initial lighting");
+ // NOTE: This is no used... umm... for some reason!
#if 0
/*
Go through the edges and add all nodes that have light to light_sources
@@ -3260,15 +3343,15 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
}
// Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+ v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
{
- v3s16 em = vmanip.m_area.getExtent();
+ v3s16 em = data->vmanip.m_area.getExtent();
s16 y_start = y_nodes_max;
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+ u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
for(s16 y=y_start; y>=y_nodes_min; y--)
{
- MapNode *n = &vmanip.m_data[i];
+ MapNode *n = &data->vmanip.m_data[i];
if(n->getLight(LIGHTBANK_DAY) != 0)
{
light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
@@ -3315,17 +3398,17 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
}
// Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+ v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
// Loop from top to down
{
u8 light = LIGHT_SUN;
- v3s16 em = vmanip.m_area.getExtent();
+ v3s16 em = data->vmanip.m_area.getExtent();
s16 y_start = y_nodes_max;
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+ u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
for(s16 y=y_start; y>=y_nodes_min; y--)
{
- MapNode *n = &vmanip.m_data[i];
+ MapNode *n = &data->vmanip.m_data[i];
if(light_propagates_content(n->d) == false)
{
light = 0;
@@ -3347,19 +3430,19 @@ 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);
}
}
}
#endif
- /*for(s16 x=0; x<sectorpos_base_size*MAP_BLOCKSIZE; x++)
- for(s16 z=0; z<sectorpos_base_size*MAP_BLOCKSIZE; z++)*/
- /*for(s16 x=0-max_spread_amount+1;
- x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
+ /*for(s16 x=0; x<data->sectorpos_base_size*MAP_BLOCKSIZE; x++)
+ for(s16 z=0; z<data->sectorpos_base_size*MAP_BLOCKSIZE; z++)*/
+ /*for(s16 x=0-data->max_spread_amount+1;
+ x<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-1;
x++)
- for(s16 z=0-max_spread_amount+1;
- z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
+ for(s16 z=0-data->max_spread_amount+1;
+ z<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-1;
z++)*/
#if 1
/*
@@ -3374,7 +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
@@ -3382,12 +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)
{
@@ -3417,8 +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
@@ -3441,84 +3524,167 @@ 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);
}
}
}
#endif
-#if 0
- 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++)
+ }//timer1
+
+ // Spread light around
{
- // Node position in 2d
- v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+ TimeTaker timer("makeChunk() spreadLight");
+ data->vmanip.spreadLight(LIGHTBANK_DAY, light_sources);
+ }
+
+ /*
+ Generation ended
+ */
+
+ 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;
+
+ // Check limits
+ const s16 limit = MAP_GENERATION_LIMIT / MAP_BLOCKSIZE;
+ if(sectorpos_bigbase.X < -limit
+ || sectorpos_bigbase.X + sectorpos_bigbase_size >= limit
+ || sectorpos_bigbase.Y < -limit
+ || sectorpos_bigbase.Y + sectorpos_bigbase_size >= limit)
+ {
+ data.no_op = true;
+ return;
+ }
+
+ 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");
- /*
- Apply initial sunlight
- */
+ for(s16 x=0; x<sectorpos_bigbase_size; x++)
+ for(s16 z=0; z<sectorpos_bigbase_size; z++)
{
- 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--)
+ v2s16 sectorpos = sectorpos_bigbase + v2s16(x,z);
+ ServerMapSector *sector = createSector(sectorpos);
+ assert(sector);
+
+ for(s16 y=y_blocks_min; y<=y_blocks_max; y++)
{
- MapNode *n = &vmanip.m_data[i];
+ v3s16 blockpos(sectorpos.X, y, sectorpos.Y);
+ MapBlock *block = createBlock(blockpos);
- 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);
-
- // This doesn't take much time
- 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);
+ // 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);
}
}
}
-#endif
-
- }//timer1
+
+ /*
+ Now we have a big empty area.
- // Spread light around
+ 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("generateChunkRaw() spreadLight");
- vmanip.spreadLight(LIGHTBANK_DAY, light_sources);
+ TimeTaker timer("initChunkMake() initialEmerge");
+ data.vmanip.initialEmerge(bigarea_blocks_min, bigarea_blocks_max);
}
- /*
- Generation ended
- */
-
- timer_generate.stop();
+}
+MapChunk* ServerMap::finishChunkMake(ChunkMakeData &data,
+ core::map<v3s16, MapBlock*> &changed_blocks)
+{
+ if(data.no_op)
+ return NULL;
+
/*
Blit generated stuff to map
*/
{
// 70ms @cs=8
//TimeTaker timer("generateChunkRaw() blitBackAll");
- vmanip.blitBackAll(&changed_blocks);
+ data.vmanip.blitBackAll(&changed_blocks);
}
/*
@@ -3533,7 +3699,35 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
}
}
-
+ /*
+ Copy transforming liquid information
+ */
+ while(data.transforming_liquid.size() > 0)
+ {
+ v3s16 p = data.transforming_liquid.pop_front();
+ m_transforming_liquid.push_back(p);
+ }
+
+ /*
+ Add random objects to blocks
+ */
+ {
+ for(s16 x=0; x<data.sectorpos_base_size; x++)
+ for(s16 z=0; z<data.sectorpos_base_size; z++)
+ {
+ v2s16 sectorpos = data.sectorpos_base + v2s16(x,z);
+ ServerMapSector *sector = createSector(sectorpos);
+ assert(sector);
+
+ for(s16 y=data.y_blocks_min; y<=data.y_blocks_max; y++)
+ {
+ v3s16 blockpos(sectorpos.X, y, sectorpos.Y);
+ MapBlock *block = createBlock(blockpos);
+ addRandomObjects(block);
+ }
+ }
+ }
+
/*
Create chunk metadata
*/
@@ -3541,7 +3735,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
for(s16 x=-1; x<=1; x++)
for(s16 y=-1; y<=1; y++)
{
- v2s16 chunkpos0 = chunkpos + v2s16(x,y);
+ v2s16 chunkpos0 = data.chunkpos + v2s16(x,y);
// Add chunk meta information
MapChunk *chunk = getChunk(chunkpos0);
if(chunk == NULL)
@@ -3557,7 +3751,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
/*
Set central chunk non-volatile
*/
- MapChunk *chunk = getChunk(chunkpos);
+ MapChunk *chunk = getChunk(data.chunkpos);
assert(chunk);
// Set non-volatile
//chunk->setIsVolatile(false);
@@ -3567,6 +3761,49 @@ 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<v3s16, MapBlock*> &changed_blocks,
+ bool force)
+{
+ DSTACK(__FUNCTION_NAME);
+
+ /*
+ Don't generate if already fully generated
+ */
+ if(force == false)
+ {
+ MapChunk *chunk = getChunk(chunkpos);
+ if(chunk != NULL && chunk->getGenLevel() == GENERATED_FULLY)
+ {
+ dstream<<"generateChunkRaw(): Chunk "
+ <<"("<<chunkpos.X<<","<<chunkpos.Y<<")"
+ <<" already generated"<<std::endl;
+ return chunk;
+ }
+ }
+
+ dstream<<"generateChunkRaw(): Generating chunk "
+ <<"("<<chunkpos.X<<","<<chunkpos.Y<<")"
+ <<std::endl;
+
+ TimeTaker timer("generateChunkRaw()");
+
+ ChunkMakeData data;
+
+ // Initialize generation
+ initChunkMake(data, chunkpos);
+
+ // Generate stuff
+ makeChunk(&data);
+
+ // Finalize generation
+ MapChunk *chunk = finishChunkMake(data, changed_blocks);
/*
Return central chunk (which was requested)
@@ -3574,6 +3811,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
return chunk;
}
+// NOTE: Deprecated
MapChunk* ServerMap::generateChunk(v2s16 chunkpos1,
core::map<v3s16, MapBlock*> &changed_blocks)
{
@@ -3599,10 +3837,11 @@ MapChunk* ServerMap::generateChunk(v2s16 chunkpos1,
MapChunk *chunk = getChunk(chunkpos1);
return chunk;
}
+#endif
ServerMapSector * ServerMap::createSector(v2s16 p2d)
{
- DSTACK("%s: p2d=(%d,%d)",
+ DSTACKF("%s: p2d=(%d,%d)",
__FUNCTION_NAME,
p2d.X, p2d.Y);
@@ -3653,6 +3892,7 @@ ServerMapSector * ServerMap::createSector(v2s16 p2d)
return sector;
}
+#if 0
MapSector * ServerMap::emergeSector(v2s16 p2d,
core::map<v3s16, MapBlock*> &changed_blocks)
{
@@ -3739,6 +3979,7 @@ MapSector * ServerMap::emergeSector(v2s16 p2d,
*/
//return generateSector();
}
+#endif
/*
NOTE: This is not used for main map generation, only for blocks
@@ -3752,9 +3993,17 @@ MapBlock * ServerMap::generateBlock(
core::map<v3s16, MapBlock*> &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."<<std::endl;
+ return NULL;
+ }*/
/*dstream<<"generateBlock(): "
<<"("<<p.X<<","<<p.Y<<","<<p.Z<<")"
@@ -3793,6 +4042,25 @@ MapBlock * ServerMap::generateBlock(
block->unDummify();
}
+#if 0
+ /*
+ Generate a completely empty block
+ */
+ for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
+ for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
+ {
+ for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
+ {
+ MapNode n;
+ n.d = CONTENT_AIR;
+ block->setNode(v3s16(x0,y0,z0), n);
+ }
+ }
+#else
+ /*
+ Generate a proper block
+ */
+
u8 water_material = CONTENT_WATERSOURCE;
s32 lowest_ground_y = 32767;
@@ -3805,8 +4073,13 @@ MapBlock * ServerMap::generateBlock(
//s16 surface_y = 0;
+ s16 mud_add_amount = get_mud_add_amount(m_seed, p2d_nodes+v2s16(x0,z0));
+
s16 surface_y = base_rock_level_2d(m_seed, p2d_nodes+v2s16(x0,z0))
- + AVERAGE_MUD_AMOUNT;
+ + mud_add_amount;
+ // If chunks are disabled
+ if(m_chunksize == 0)
+ surface_y = WATER_LEVEL + 1;
if(surface_y < lowest_ground_y)
lowest_ground_y = surface_y;
@@ -3852,7 +4125,7 @@ MapBlock * ServerMap::generateBlock(
else
n.d = CONTENT_AIR;
}
- // Else it's ground or dungeons (air)
+ // Else it's ground or caves (air)
else
{
// If it's surface_depth under ground, it's stone
@@ -3933,7 +4206,7 @@ MapBlock * ServerMap::generateBlock(
//dstream<<"generateBlock(): Done"<<std::endl;
/*
- Generate dungeons
+ Generate caves
*/
// Initialize temporary table
@@ -4071,36 +4344,36 @@ MapBlock * ServerMap::generateBlock(
continue_generating:
/*
- Choose whether to actually generate dungeon
+ Choose whether to actually generate cave
*/
- bool do_generate_dungeons = true;
+ bool do_generate_caves = true;
// Don't generate if no part is underground
if(!some_part_underground)
{
- do_generate_dungeons = false;
+ do_generate_caves = false;
}
// Don't generate if mostly underwater surface
/*else if(mostly_underwater_surface)
{
- do_generate_dungeons = false;
+ do_generate_caves = false;
}*/
// Partly underground = cave
else if(!completely_underground)
{
- do_generate_dungeons = (rand() % 100 <= (s32)(caves_amount*100));
+ do_generate_caves = (rand() % 100 <= (s32)(caves_amount*100));
}
- // Found existing dungeon underground
+ // Found existing cave underground
else if(found_existing && completely_underground)
{
- do_generate_dungeons = (rand() % 100 <= (s32)(caves_amount*100));
+ do_generate_caves = (rand() % 100 <= (s32)(caves_amount*100));
}
- // Underground and no dungeons found
+ // Underground and no caves found
else
{
- do_generate_dungeons = (rand() % 300 <= (s32)(caves_amount*100));
+ do_generate_caves = (rand() % 300 <= (s32)(caves_amount*100));
}
- if(do_generate_dungeons)
+ if(do_generate_caves)
{
/*
Generate some tunnel starting from orp and ors
@@ -4152,7 +4425,7 @@ continue_generating:
// Set to true if has caves.
// Set when some non-air is changed to air when making caves.
- bool has_dungeons = false;
+ bool has_caves = false;
/*
Apply temporary cave data to block
@@ -4165,7 +4438,7 @@ continue_generating:
{
MapNode n = block->getNode(v3s16(x0,y0,z0));
- // Create dungeons
+ // Create caves
if(underground_emptiness[
ued*ued*(z0*ued/MAP_BLOCKSIZE)
+ued*(y0*ued/MAP_BLOCKSIZE)
@@ -4174,7 +4447,7 @@ continue_generating:
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;
}
@@ -4194,7 +4467,7 @@ continue_generating:
Force lighting update if some part of block is partly
underground and has caves.
*/
- /*if(some_part_underground && !completely_underground && has_dungeons)
+ /*if(some_part_underground && !completely_underground && has_caves)
{
//dstream<<"Half-ground caves"<<std::endl;
lighting_invalidated_blocks[block->getPos()] = block;
@@ -4324,6 +4597,8 @@ continue_generating:
}
}
}
+
+#endif // end of proper block generation
/*
Add block to sector.
@@ -4339,11 +4614,11 @@ continue_generating:
*/
dstream
<<"lighting_invalidated_blocks.size()"
- <<", has_dungeons"
+ <<", has_caves"
<<", completely_ug"
<<", some_part_ug"
<<" "<<lighting_invalidated_blocks.size()
- <<", "<<has_dungeons
+ <<", "<<has_caves
<<", "<<completely_underground
<<", "<<some_part_underground
<<std::endl;
@@ -4354,7 +4629,7 @@ continue_generating:
MapBlock * ServerMap::createBlock(v3s16 p)
{
- DSTACK("%s: p=(%d,%d,%d)",
+ DSTACKF("%s: p=(%d,%d,%d)",
__FUNCTION_NAME, p.X, p.Y, p.Z);
/*
@@ -4418,7 +4693,7 @@ MapBlock * ServerMap::emergeBlock(
core::map<v3s16, MapBlock*> &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);
@@ -4604,13 +4879,16 @@ plan_b:
/*
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<<DTIME<<"ServerMap: Failed to create directory "
<<"\""<<path<<"\""<<std::endl;
@@ -4618,29 +4896,52 @@ void ServerMap::createDir(std::string path)
}
}
-std::string ServerMap::getSectorSubDir(v2s16 pos)
+std::string ServerMap::getSectorDir(v2s16 pos, int layout)
{
char cc[9];
- snprintf(cc, 9, "%.4x%.4x",
- (unsigned int)pos.X&0xffff,
- (unsigned int)pos.Y&0xffff);
+ switch(layout)
+ {
+ case 1:
+ snprintf(cc, 9, "%.4x%.4x",
+ (unsigned int)pos.X&0xffff,
+ (unsigned int)pos.Y&0xffff);
- return std::string(cc);
-}
+ return m_savedir + "/sectors/" + cc;
+ case 2:
+ snprintf(cc, 9, "%.3x/%.3x",
+ (unsigned int)pos.X&0xfff,
+ (unsigned int)pos.Y&0xfff);
-std::string ServerMap::getSectorDir(v2s16 pos)
-{
- return m_savedir + "/sectors/" + getSectorSubDir(pos);
+ return m_savedir + "/sectors2/" + cc;
+ default:
+ assert(false);
+ }
}
v2s16 ServerMap::getSectorPos(std::string dirname)
{
- if(dirname.size() != 8)
- throw InvalidFilenameException("Invalid sector directory name");
unsigned int x, y;
- int r = sscanf(dirname.c_str(), "%4x%4x", &x, &y);
- if(r != 2)
- throw InvalidFilenameException("Invalid sector directory name");
+ int r;
+ size_t spos = dirname.rfind('/') + 1;
+ assert(spos != std::string::npos);
+ if(dirname.size() - spos == 8)
+ {
+ // Old layout
+ r = sscanf(dirname.substr(spos).c_str(), "%4x%4x", &x, &y);
+ }
+ else if(dirname.size() - spos == 3)
+ {
+ // New layout
+ r = sscanf(dirname.substr(spos-4).c_str(), "%3x/%3x", &x, &y);
+ // Sign-extend the 12 bit values up to 16 bits...
+ if(x&0x800) x|=0xF000;
+ if(y&0x800) y|=0xF000;
+ }
+ else
+ {
+ assert(false);
+ }
+ assert(r == 2);
v2s16 pos((s16)x, (s16)y);
return pos;
}
@@ -4672,14 +4973,23 @@ void ServerMap::save(bool only_changed)
dstream<<DTIME<<"ServerMap: Saving whole map, this can take time."
<<std::endl;
- saveMapMeta();
- saveChunkMeta();
+ if(only_changed == false || m_map_metadata_changed)
+ {
+ saveMapMeta();
+ }
+
+ // Disable saving chunk metadata if chunks are disabled
+ if(m_chunksize != 0)
+ {
+ if(only_changed == false || anyChunkModified())
+ saveChunkMeta();
+ }
u32 sector_meta_count = 0;
u32 block_count = 0;
{ //sectorlock
- JMutexAutoLock lock(m_sector_mutex);
+ //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
core::map<v2s16, MapSector*>::Iterator i = m_sectors.getIterator();
for(; i.atEnd() == false; i++)
@@ -4727,6 +5037,8 @@ void ServerMap::save(bool only_changed)
}
}
+#if 0
+// NOTE: Doing this is insane. Deprecated and probably broken.
void ServerMap::loadAll()
{
DSTACK(__FUNCTION_NAME);
@@ -4739,7 +5051,7 @@ void ServerMap::loadAll()
dstream<<DTIME<<"There are "<<list.size()<<" sectors."<<std::endl;
- JMutexAutoLock lock(m_sector_mutex);
+ //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
s32 counter = 0;
s32 printed_counter = -100000;
@@ -4787,6 +5099,7 @@ void ServerMap::loadAll()
}
dstream<<DTIME<<"ServerMap: Map loaded."<<std::endl;
}
+#endif
#if 0
void ServerMap::saveMasterHeightmap()
@@ -4827,7 +5140,7 @@ void ServerMap::saveMapMeta()
<<"seed="<<m_seed<<", chunksize="<<m_chunksize
<<std::endl;
- createDir(m_savedir);
+ createDirs(m_savedir);
std::string fullpath = m_savedir + "/map_meta.txt";
std::ofstream os(fullpath.c_str(), std::ios_base::binary);
@@ -4846,13 +5159,14 @@ void ServerMap::saveMapMeta()
os<<"[end_of_params]\n";
+ m_map_metadata_changed = false;
}
void ServerMap::loadMapMeta()
{
DSTACK(__FUNCTION_NAME);
- dstream<<"INFO: ServerMap::loadMapMeta(): Loading chunk metadata"
+ dstream<<"INFO: ServerMap::loadMapMeta(): Loading map metadata"
<<std::endl;
std::string fullpath = m_savedir + "/map_meta.txt";
@@ -4861,7 +5175,7 @@ void ServerMap::loadMapMeta()
{
dstream<<"ERROR: ServerMap::loadMapMeta(): "
<<"could not open"<<fullpath<<std::endl;
- throw FileNotGoodException("Cannot open chunk metadata");
+ throw FileNotGoodException("Cannot open map metadata");
}
Settings params;
@@ -4890,13 +5204,16 @@ void ServerMap::loadMapMeta()
void ServerMap::saveChunkMeta()
{
DSTACK(__FUNCTION_NAME);
+
+ // This should not be called if chunks are disabled.
+ assert(m_chunksize != 0);
u32 count = m_chunks.size();
dstream<<"INFO: ServerMap::saveChunkMeta(): Saving metadata of "
<<count<<" chunks"<<std::endl;
- createDir(m_savedir);
+ createDirs(m_savedir);
std::string fullpath = m_savedir + "/chunk_meta";
std::ofstream os(fullpath.c_str(), std::ios_base::binary);
@@ -4930,6 +5247,8 @@ void ServerMap::saveChunkMeta()
// Write chunk data
chunk->serialize(os, version);
}
+
+ setChunksNonModified();
}
void ServerMap::loadChunkMeta()
@@ -4982,10 +5301,8 @@ 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);
@@ -4997,20 +5314,41 @@ 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 "
+ <<fullpath<<" doesn't exist but directory does."
+ <<" Continuing with a sector with no metadata."
+ <<std::endl;
+ sector = new ServerMapSector(this, p2d);
+ m_sectors.insert(p2d, sector);
+ }
+ else
+ {
+ throw FileNotGoodException("Cannot open sector metafile");
+ }
+ }
+ else
+ {
+ sector = ServerMapSector::deSerialize
+ (is, this, p2d, m_sectors);
+ if(save_after_load)
+ saveSectorMeta(sector);
+ }
sector->differs_from_disk = false;
@@ -5020,14 +5358,31 @@ 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)
{
@@ -5046,7 +5401,7 @@ bool ServerMap::loadSectorFull(v2s16 p2d)
Load blocks
*/
std::vector<fs::DirListNode> list2 = fs::GetDirListing
- (m_savedir+"/sectors/"+sectorsubdir);
+ (sectordir);
std::vector<fs::DirListNode>::iterator i2;
for(i2=list2.begin(); i2!=list2.end(); i2++)
{
@@ -5054,16 +5409,25 @@ 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<<std::endl;
+ fs::RecursiveDelete(sectordir1);
+ }
+
return true;
}
+
void ServerMap::saveBlock(MapBlock *block)
{
DSTACK(__FUNCTION_NAME);
@@ -5083,12 +5447,9 @@ void ServerMap::saveBlock(MapBlock *block)
// Get destination
v3s16 p3d = block->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;
@@ -5102,32 +5463,27 @@ void ServerMap::saveBlock(MapBlock *block)
*/
o.write((char*)&version, 1);
+ // Write basic data
block->serialize(o, version);
-
- /*
- Versions up from 9 have block objects.
- */
- if(version >= 9)
- {
- block->serializeObjects(o, version);
- }
- // We just wrote it to the disk
+ // Write extra data stored on disk
+ block->serializeDiskExtra(o, version);
+
+ // We just wrote it to the disk so clear modified flag
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);
@@ -5158,26 +5514,21 @@ void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSecto
created_new = true;
}
- // deserialize block data
+ // Read basic data
block->deSerialize(is, version);
-
- /*
- Versions up from 9 have block objects.
- */
- if(version >= 9)
- {
- block->updateObjects(is, version, NULL, 0);
- }
+ // Read extra data stored on disk
+ block->deSerializeDiskExtra(is, version);
+
+ // If it's a new block, insert it to the map
if(created_new)
sector->insertBlock(block);
/*
- Convert old formats to new and save
+ Save blocks loaded in old format in new format
*/
- // Save old format blocks in new format
- if(version < SER_FMT_VER_HIGHEST)
+ if(version < SER_FMT_VER_HIGHEST || save_after_load)
{
saveBlock(block);
}
@@ -5192,6 +5543,8 @@ void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSecto
"(SerializationError). Ignoring. "
"A new one will be generated."
<<std::endl;
+
+ // TODO: Backup file; name is in fullpath.
}
}
@@ -5253,7 +5606,7 @@ MapSector * ClientMap::emergeSector(v2s16 p2d)
ClientMapSector *sector = new ClientMapSector(this, p2d);
{
- JMutexAutoLock lock(m_sector_mutex);
+ //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
m_sectors.insert(p2d, sector);
}
@@ -5265,7 +5618,7 @@ void ClientMap::deSerializeSector(v2s16 p2d, std::istream &is)
DSTACK(__FUNCTION_NAME);
ClientMapSector *sector = NULL;
- JMutexAutoLock lock(m_sector_mutex);
+ //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
core::map<v2s16, MapSector*>::Node *n = m_sectors.find(p2d);
@@ -5278,7 +5631,7 @@ 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);
}
}
@@ -5312,7 +5665,7 @@ 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;
@@ -5339,9 +5692,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
p_nodes_min.Y / MAP_BLOCKSIZE - 1,
p_nodes_min.Z / MAP_BLOCKSIZE - 1);
v3s16 p_blocks_max(
- p_nodes_max.X / MAP_BLOCKSIZE + 1,
- p_nodes_max.Y / MAP_BLOCKSIZE + 1,
- p_nodes_max.Z / MAP_BLOCKSIZE + 1);
+ p_nodes_max.X / MAP_BLOCKSIZE,
+ p_nodes_max.Y / MAP_BLOCKSIZE,
+ p_nodes_max.Z / MAP_BLOCKSIZE);
u32 vertex_count = 0;
@@ -5415,7 +5768,7 @@ 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;*/
@@ -5423,6 +5776,9 @@ 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;
@@ -5459,28 +5815,12 @@ 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
@@ -5668,6 +6008,7 @@ void ClientMap::updateMeshes(v3s16 blockpos, u32 daynight_ratio)
v3s16 p = blockpos + v3s16(0,0,0);
MapBlock *b = getBlockNoCreate(p);
b->updateMesh(daynight_ratio);
+ //b->setMeshExpired(true);
}
catch(InvalidPositionException &e){}
// Leading edge
@@ -5675,40 +6016,61 @@ 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){}
- /*// Trailing edge
- try{
- v3s16 p = blockpos + v3s16(1,0,0);
- MapBlock *b = getBlockNoCreate(p);
- b->updateMesh(daynight_ratio);
- }
- catch(InvalidPositionException &e){}
- try{
- v3s16 p = blockpos + v3s16(0,1,0);
- MapBlock *b = getBlockNoCreate(p);
- b->updateMesh(daynight_ratio);
- }
- catch(InvalidPositionException &e){}
- try{
- v3s16 p = blockpos + v3s16(0,0,1);
- MapBlock *b = getBlockNoCreate(p);
+}
+
+#if 0
+/*
+ Update mesh of block in which the node is, and if the node is at the
+ leading edge, update the appropriate leading blocks too.
+*/
+void ClientMap::updateNodeMeshes(v3s16 nodepos, u32 daynight_ratio)
+{
+ v3s16 dirs[4] = {
+ v3s16(0,0,0),
+ v3s16(-1,0,0),
+ v3s16(0,-1,0),
+ v3s16(0,0,-1),
+ };
+ v3s16 blockposes[4];
+ for(u32 i=0; i<4; i++)
+ {
+ v3s16 np = nodepos + dirs[i];
+ blockposes[i] = getNodeBlockPos(np);
+ // Don't update mesh of block if it has been done already
+ bool already_updated = false;
+ for(u32 j=0; j<i; j++)
+ {
+ if(blockposes[j] == blockposes[i])
+ {
+ already_updated = true;
+ break;
+ }
+ }
+ if(already_updated)
+ continue;
+ // Update mesh
+ MapBlock *b = getBlockNoCreate(blockposes[i]);
b->updateMesh(daynight_ratio);
}
- catch(InvalidPositionException &e){}*/
}
+#endif
void ClientMap::PrintInfo(std::ostream &out)
{
@@ -5867,7 +6229,8 @@ void MapVoxelManipulator::blitBack
}
ManualMapVoxelManipulator::ManualMapVoxelManipulator(Map *map):
- MapVoxelManipulator(map)
+ MapVoxelManipulator(map),
+ m_create_area(false)
{
}