diff options
Diffstat (limited to 'src/map.cpp')
-rw-r--r-- | src/map.cpp | 3433 |
1 files changed, 508 insertions, 2925 deletions
diff --git a/src/map.cpp b/src/map.cpp index fc674d263..0de9cf18e 100644 --- a/src/map.cpp +++ b/src/map.cpp @@ -28,6 +28,16 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "mineral.h" #include "noise.h" #include "serverobject.h" +#include "content_mapnode.h" +#include "mapgen.h" + +extern "C" { + #include "sqlite3.h" +} +/* + SQLite format specification: + - Initially only replaces sectors/ and sectors2/ +*/ /* Map @@ -81,8 +91,6 @@ MapSector * Map::getSectorNoGenerateNoExNoLock(v2s16 p) { if(m_sector_cache != NULL && p == m_sector_cache_p){ MapSector * sector = m_sector_cache; - // Reset inactivity timer - sector->usage_timer = 0.0; return sector; } @@ -97,15 +105,11 @@ MapSector * Map::getSectorNoGenerateNoExNoLock(v2s16 p) m_sector_cache_p = p; m_sector_cache = sector; - // Reset inactivity timer - sector->usage_timer = 0.0; return sector; } MapSector * Map::getSectorNoGenerateNoEx(v2s16 p) { - //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out - return getSectorNoGenerateNoExNoLock(p); } @@ -244,15 +248,15 @@ void Map::unspreadLight(enum LightBank bank, // Get node straight from the block MapNode n = block->getNode(relpos); - + u8 oldlight = j.getNode()->getValue(); - + // Loop through 6 neighbors for(u16 i=0; i<6; i++) { // Get the position of the neighbor node v3s16 n2pos = pos + dirs[i]; - + // Get the block where the node is located v3s16 blockpos = getNodeBlockPos(n2pos); @@ -272,12 +276,12 @@ void Map::unspreadLight(enum LightBank bank, { continue; } - + // Calculate relative position in block v3s16 relpos = n2pos - blockpos * MAP_BLOCKSIZE; // Get node straight from the block MapNode n2 = block->getNode(relpos); - + bool changed = false; //TODO: Optimize output by optimizing light_sources? @@ -314,7 +318,7 @@ void Map::unspreadLight(enum LightBank bank, light_sources.remove(n2pos); }*/ } - + /*// DEBUG if(light_sources.find(n2pos) != NULL) light_sources.remove(n2pos);*/ @@ -345,7 +349,7 @@ void Map::unspreadLight(enum LightBank bank, <<blockchangecount<<" times" <<" for "<<from_nodes.size()<<" nodes" <<std::endl;*/ - + if(unlighted_nodes.size() > 0) unspreadLight(bank, unlighted_nodes, light_sources, modified_blocks); } @@ -383,7 +387,7 @@ void Map::spreadLight(enum LightBank bank, if(from_nodes.size() == 0) return; - + u32 blockchangecount = 0; core::map<v3s16, bool> lighted_nodes; @@ -397,7 +401,7 @@ void Map::spreadLight(enum LightBank bank, MapBlock *block = NULL; // Cache this a bit, too bool block_checked_in_modified = false; - + for(; j.atEnd() == false; j++) //for(; j != from_nodes.end(); j++) { @@ -405,7 +409,7 @@ void Map::spreadLight(enum LightBank bank, //v3s16 pos = *j; //dstream<<"pos=("<<pos.X<<","<<pos.Y<<","<<pos.Z<<")"<<std::endl; v3s16 blockpos = getNodeBlockPos(pos); - + // Only fetch a new block if the block position has changed try{ if(block == NULL || blockpos != blockpos_last){ @@ -437,7 +441,7 @@ void Map::spreadLight(enum LightBank bank, for(u16 i=0; i<6; i++){ // Get the position of the neighbor node v3s16 n2pos = pos + dirs[i]; - + // Get the block where the node is located v3s16 blockpos = getNodeBlockPos(n2pos); @@ -457,12 +461,12 @@ void Map::spreadLight(enum LightBank bank, { continue; } - + // Calculate relative position in block v3s16 relpos = n2pos - blockpos * MAP_BLOCKSIZE; // Get node straight from the block MapNode n2 = block->getNode(relpos); - + bool changed = false; /* If the neighbor is brighter than the current node, @@ -512,7 +516,7 @@ void Map::spreadLight(enum LightBank bank, <<blockchangecount<<" times" <<" for "<<from_nodes.size()<<" nodes" <<std::endl;*/ - + if(lighted_nodes.size() > 0) spreadLight(bank, lighted_nodes, modified_blocks); } @@ -539,7 +543,7 @@ v3s16 Map::getBrightestNeighbour(enum LightBank bank, v3s16 p) v3s16(0,-1,0), // bottom v3s16(-1,0,0), // left }; - + u8 brightest_light = 0; v3s16 brightest_pos(0,0,0); bool found_something = false; @@ -565,7 +569,7 @@ v3s16 Map::getBrightestNeighbour(enum LightBank bank, v3s16 p) if(found_something == false) throw InvalidPositionException(); - + return brightest_pos; } @@ -584,7 +588,7 @@ s16 Map::propagateSunlight(v3s16 start, for(; ; y--) { v3s16 pos(start.X, y, start.Z); - + v3s16 blockpos = getNodeBlockPos(pos); MapBlock *block; try{ @@ -628,31 +632,31 @@ void Map::updateLighting(enum LightBank bank, { /*m_dout<<DTIME<<"Map::updateLighting(): " <<a_blocks.size()<<" blocks."<<std::endl;*/ - + //TimeTaker timer("updateLighting"); - + // For debugging //bool debug=true; //u32 count_was = modified_blocks.size(); - + core::map<v3s16, MapBlock*> blocks_to_update; core::map<v3s16, bool> light_sources; - + core::map<v3s16, u8> unlight_from; - + core::map<v3s16, MapBlock*>::Iterator i; i = a_blocks.getIterator(); for(; i.atEnd() == false; i++) { MapBlock *block = i.getNode()->getValue(); - + for(;;) { // Don't bother with dummy blocks. if(block->isDummy()) break; - + v3s16 pos = block->getPos(); modified_blocks.insert(pos, block); @@ -665,14 +669,14 @@ void Map::updateLighting(enum LightBank bank, for(s16 x=0; x<MAP_BLOCKSIZE; x++) for(s16 y=0; y<MAP_BLOCKSIZE; y++) { - + try{ v3s16 p(x,y,z); MapNode n = block->getNode(v3s16(x,y,z)); u8 oldlight = n.getLight(bank); n.setLight(bank, 0); block->setNode(v3s16(x,y,z), n); - + // Collect borders for unlighting if(x==0 || x == MAP_BLOCKSIZE-1 || y==0 || y == MAP_BLOCKSIZE-1 @@ -696,7 +700,7 @@ void Map::updateLighting(enum LightBank bank, <<std::endl; } } - + if(bank == LIGHTBANK_DAY) { bool bottom_valid = block->propagateSunlight(light_sources); @@ -715,7 +719,7 @@ void Map::updateLighting(enum LightBank bank, // Invalid lighting bank assert(0); } - + /*dstream<<"Bottom for sunlight-propagated block (" <<pos.X<<","<<pos.Y<<","<<pos.Z<<") not valid" <<std::endl;*/ @@ -730,7 +734,7 @@ void Map::updateLighting(enum LightBank bank, { assert(0); } - + } } @@ -739,7 +743,7 @@ void Map::updateLighting(enum LightBank bank, TimeTaker timer("unspreadLight"); unspreadLight(bank, unlight_from, light_sources, modified_blocks); } - + if(debug) { u32 diff = modified_blocks.size() - count_was; @@ -751,7 +755,7 @@ void Map::updateLighting(enum LightBank bank, TimeTaker timer("spreadLight"); spreadLight(bank, light_sources, modified_blocks); } - + if(debug) { u32 diff = modified_blocks.size() - count_was; @@ -759,10 +763,10 @@ void Map::updateLighting(enum LightBank bank, dstream<<"spreadLight modified "<<diff<<std::endl; } #endif - + { //MapVoxelManipulator vmanip(this); - + // Make a manual voxel manipulator and load all the blocks // that touch the requested blocks ManualMapVoxelManipulator vmanip(this); @@ -772,14 +776,14 @@ void Map::updateLighting(enum LightBank bank, { MapBlock *block = i.getNode()->getValue(); v3s16 p = block->getPos(); - + // Add all surrounding blocks vmanip.initialEmerge(p - v3s16(1,1,1), p + v3s16(1,1,1)); /* Add all surrounding blocks that have up-to-date lighting NOTE: This doesn't quite do the job (not everything - appropriate is lighted) + appropriate is lighted) */ /*for(s16 z=-1; z<=1; z++) for(s16 y=-1; y<=1; y++) @@ -795,7 +799,7 @@ void Map::updateLighting(enum LightBank bank, continue; vmanip.initialEmerge(p, p); }*/ - + // Lighting of block will be updated completely block->setLightingExpired(false); } @@ -824,7 +828,7 @@ void Map::updateLighting(core::map<v3s16, MapBlock*> & a_blocks, { updateLighting(LIGHTBANK_DAY, a_blocks, modified_blocks); updateLighting(LIGHTBANK_NIGHT, a_blocks, modified_blocks); - + /* Update information about whether day and night light differ */ @@ -845,7 +849,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n, /*PrintInfo(m_dout); m_dout<<DTIME<<"Map::addNodeAndUpdate(): p=(" <<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/ - + /* From this node to nodes underneath: If lighting is sunlight (1.0), unlight neighbours and @@ -883,7 +887,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n, { try{ MapNode bottomnode = getNode(bottompos); - + if(bottomnode.d == CONTENT_GRASS || bottomnode.d == CONTENT_GRASS_FOOTSTEPS) { @@ -928,9 +932,9 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n, MapBlock * block = getBlockNoCreate(blockpos); assert(block != NULL); modified_blocks.insert(blockpos, block); - + assert(isValidPosition(p)); - + // Unlight neighbours of node. // This means setting light of all consequent dimmer nodes // to 0. @@ -949,11 +953,11 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n, { n.setLight(LIGHTBANK_DAY, LIGHT_SUN); } - + /* Set the node on the map */ - + setNode(p, n); /* @@ -966,13 +970,13 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n, NodeMetadata *meta = meta_proto->clone(); setNodeMetadata(p, meta); } - + /* 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 + of looping */ if(node_under_sunlight && !content_features(n.d).sunlight_propagates) { @@ -980,7 +984,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n, for(;; y--){ //m_dout<<DTIME<<"y="<<y<<std::endl; v3s16 n2pos(p.X, y, p.Z); - + MapNode n2; try{ n2 = getNode(n2pos); @@ -1006,7 +1010,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n, for(s32 i=0; i<2; i++) { enum LightBank bank = banks[i]; - + /* Spread light from all nodes that might be capable of doing so */ @@ -1043,13 +1047,13 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n, { v3s16 p2 = p + dirs[i]; - + MapNode n2 = getNode(p2); if(content_liquid(n2.d)) { m_transforming_liquid.push_back(p2); } - + }catch(InvalidPositionException &e) { } @@ -1064,14 +1068,14 @@ void Map::removeNodeAndUpdate(v3s16 p, /*PrintInfo(m_dout); m_dout<<DTIME<<"Map::removeNodeAndUpdate(): p=(" <<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/ - + bool node_under_sunlight = true; - + v3s16 toppos = p + v3s16(0,1,0); // Node will be replaced with this u8 replace_material = CONTENT_AIR; - + /* If there is a node at top and it doesn't have sunlight, there will be no sunlight going down. @@ -1096,7 +1100,7 @@ void Map::removeNodeAndUpdate(v3s16 p, for(s32 i=0; i<2; i++) { enum LightBank bank = banks[i]; - + /* Unlight neighbors (in case the node is a light source) */ @@ -1119,11 +1123,11 @@ void Map::removeNodeAndUpdate(v3s16 p, MapNode n; n.d = replace_material; setNode(p, n); - + for(s32 i=0; i<2; i++) { enum LightBank bank = banks[i]; - + /* Recalculate lighting */ @@ -1175,7 +1179,7 @@ void Map::removeNodeAndUpdate(v3s16 p, for(s32 i=0; i<2; i++) { enum LightBank bank = banks[i]; - + // Get the brightest neighbour node and propagate light from it v3s16 n2p = getBrightestNeighbour(bank, p); try{ @@ -1215,13 +1219,13 @@ void Map::removeNodeAndUpdate(v3s16 p, { v3s16 p2 = p + dirs[i]; - + MapNode n2 = getNode(p2); if(content_liquid(n2.d)) { m_transforming_liquid.push_back(p2); } - + }catch(InvalidPositionException &e) { } @@ -1355,19 +1359,19 @@ void Map::timerUpdate(float dtime) for(; si.atEnd() == false; si++) { MapSector *sector = si.getNode()->getValue(); - sector->usage_timer += dtime; + + core::list<MapBlock*> blocks; + sector->getBlocks(blocks); + for(core::list<MapBlock*>::Iterator i = blocks.begin(); + i != blocks.end(); i++) + { + (*i)->incrementUsageTimer(dtime); + } } } void Map::deleteSectors(core::list<v2s16> &list, bool only_blocks) { - /* - Wait for caches to be removed before continuing. - - This disables the existence of caches while locked - */ - //SharedPtr<JMutexAutoLock> cachelock(m_blockcachelock.waitCaches()); - core::list<v2s16>::Iterator j; for(j=list.begin(); j!=list.end(); j++) { @@ -1394,12 +1398,47 @@ void Map::deleteSectors(core::list<v2s16> &list, bool only_blocks) } } -u32 Map::deleteUnusedSectors(float timeout, bool only_blocks, +u32 Map::unloadUnusedData(float timeout, bool only_blocks, core::list<v3s16> *deleted_blocks) { - //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out - core::list<v2s16> sector_deletion_queue; + + core::map<v2s16, MapSector*>::Iterator si = m_sectors.getIterator(); + for(; si.atEnd() == false; si++) + { + MapSector *sector = si.getNode()->getValue(); + + bool all_blocks_deleted = true; + + core::list<MapBlock*> blocks; + sector->getBlocks(blocks); + for(core::list<MapBlock*>::Iterator i = blocks.begin(); + i != blocks.end(); i++) + { + MapBlock *block = (*i); + + if(block->getUsageTimer() > timeout) + { + // Save if modified + if(block->getModified() != MOD_STATE_CLEAN) + saveBlock(block); + // Unload + sector->removeBlock(block); + delete block; + } + else + { + all_blocks_deleted = false; + } + } + + if(all_blocks_deleted) + { + sector_deletion_queue.push_back(si.getNode()->getKey()); + } + } + +#if 0 core::map<v2s16, MapSector*>::Iterator i = m_sectors.getIterator(); for(; i.atEnd() == false; i++) { @@ -1410,7 +1449,7 @@ u32 Map::deleteUnusedSectors(float timeout, bool only_blocks, if(sector->usage_timer > timeout) { sector_deletion_queue.push_back(i.getNode()->getKey()); - + if(deleted_blocks != NULL) { // Collect positions of blocks of sector @@ -1425,6 +1464,8 @@ u32 Map::deleteUnusedSectors(float timeout, bool only_blocks, } } } +#endif + deleteSectors(sector_deletion_queue, only_blocks); return sector_deletion_queue.getSize(); } @@ -1443,7 +1484,7 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks) u32 loopcount = 0; u32 initial_size = m_transforming_liquid.size(); - + /*if(initial_size != 0) dstream<<"transformLiquids(): initial_size="<<initial_size<<std::endl;*/ @@ -1455,17 +1496,17 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks) v3s16 p0 = m_transforming_liquid.pop_front(); MapNode n0 = getNode(p0); - + // Don't deal with non-liquids if(content_liquid(n0.d) == false) continue; bool is_source = !content_flowing_liquid(n0.d); - + u8 liquid_level = 8; if(is_source == false) liquid_level = n0.param2 & 0x0f; - + // Turn possible source into non-source u8 nonsource_c = make_liquid_flowing(n0.d); @@ -1508,7 +1549,7 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks) s8 n2_liquid_level = 8; if(n2_is_source == false) n2_liquid_level = n2.param2 & 0x07; - + s8 new_liquid_level = -1; if(from_top) { @@ -1531,7 +1572,7 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks) { } } //for - + /* If liquid level should be something else, update it and add all the neighboring water nodes to the transform queue. @@ -1550,7 +1591,7 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks) n0.param2 = new_liquid_level_max; setNode(p0, n0); } - + // Block has been modified { v3s16 blockpos = getNodeBlockPos(p0); @@ -1558,7 +1599,7 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks) if(block != NULL) modified_blocks.insert(blockpos, block); } - + /* Add neighboring non-source liquid nodes to transform queue. */ @@ -1576,20 +1617,20 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks) { v3s16 p2 = p0 + dirs[i]; - + MapNode n2 = getNode(p2); if(content_flowing_liquid(n2.d)) { m_transforming_liquid.push_back(p2); } - + }catch(InvalidPositionException &e) { } } } } - + // Get a new one from queue if the node has turned into non-water if(content_liquid(n0.d) == false) continue; @@ -1615,7 +1656,7 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks) // anywhere except down if(liquid_level == 0 && to_bottom == false) continue; - + u8 liquid_next_level = 0; // If going to bottom if(to_bottom) @@ -1631,7 +1672,7 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks) bool n2_changed = false; bool flowed = false; - + v3s16 p2 = p0 + dirs_to[i]; MapNode n2 = getNode(p2); @@ -1651,7 +1692,7 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks) u8 n2_liquid_level = 8; if(n2_is_source == false) n2_liquid_level = n2.param2 & 0x07; - + if(to_bottom) { flowed = true; @@ -1680,27 +1721,27 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks) n2.d = nonsource_c; n2.param2 = liquid_next_level; setNode(p2, n2); - + n2_changed = true; flowed = true; } - + //dstream<<"[2] n2.param="<<(int)n2.param<<std::endl; if(n2_changed) { m_transforming_liquid.push_back(p2); - + v3s16 blockpos = getNodeBlockPos(p2); MapBlock *block = getBlockNoCreateNoEx(blockpos); if(block != NULL) modified_blocks.insert(blockpos, block); } - + // If n2_changed to bottom, don't flow anywhere else if(to_bottom && flowed && !is_source) break; - + }catch(InvalidPositionException &e) { } @@ -1796,13 +1837,9 @@ ServerMap::ServerMap(std::string savedir): m_map_metadata_changed(true) { dstream<<__FUNCTION_NAME<<std::endl; - - //m_chunksize = 64; - //m_chunksize = 16; // Too slow - m_chunksize = 8; // Takes a few seconds - //m_chunksize = 4; - //m_chunksize = 2; - + + //m_chunksize = 8; // Takes a few seconds + m_seed = (((u64)(myrand()%0xffff)<<0) + ((u64)(myrand()%0xffff)<<16) + ((u64)(myrand()%0xffff)<<32) @@ -1811,17 +1848,17 @@ ServerMap::ServerMap(std::string savedir): /* Experimental and debug stuff */ - + { } - + /* Try to load map; if not found, create a new one. */ m_savedir = savedir; m_map_saving_enabled = false; - + try { // If directory exists, check contents and load if possible @@ -1839,20 +1876,24 @@ ServerMap::ServerMap(std::string savedir): try{ // Load map metadata (seed, chunksize) loadMapMeta(); + } + catch(FileNotGoodException &e){ + dstream<<DTIME<<"WARNING: Could not load map metadata" + //<<" Disabling chunk-based generator." + <<std::endl; + //m_chunksize = 0; + } + /*try{ // Load chunk metadata loadChunkMeta(); } catch(FileNotGoodException &e){ - dstream<<DTIME<<"WARNING: Server: Could not load " - <<"metafile(s). Disabling chunk-based " - <<"generation."<<std::endl; + dstream<<DTIME<<"WARNING: Could not load chunk metadata." + <<" Disabling chunk-based generator." + <<std::endl; m_chunksize = 0; - } - - /*// Load sector (0,0) and throw and exception on fail - if(loadSectorFull(v2s16(0,0)) == false) - throw LoadError("Failed to load sector (0,0)");*/ + }*/ /*dstream<<DTIME<<"Server: Successfully loaded chunk " "metadata and sector (0,0) from "<<savedir<< @@ -1883,7 +1924,7 @@ ServerMap::ServerMap(std::string savedir): } dstream<<DTIME<<"INFO: Initializing new map."<<std::endl; - + // Create zero sector emergeSector(v2s16(0,0)); @@ -1894,7 +1935,7 @@ ServerMap::ServerMap(std::string savedir): ServerMap::~ServerMap() { dstream<<__FUNCTION_NAME<<std::endl; - + try { if(m_map_saving_enabled) @@ -1914,7 +1955,8 @@ ServerMap::~ServerMap() dstream<<DTIME<<"Server: Failed to save map to "<<m_savedir <<", exception: "<<e.what()<<std::endl; } - + +#if 0 /* Free all MapChunks */ @@ -1924,1776 +1966,48 @@ ServerMap::~ServerMap() MapChunk *chunk = i.getNode()->getValue(); delete chunk; } -} - -/* - Some helper functions for the map generator -*/ - -s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d) -{ - v3s16 em = vmanip.m_area.getExtent(); - s16 y_nodes_max = vmanip.m_area.MaxEdge.Y; - s16 y_nodes_min = vmanip.m_area.MinEdge.Y; - u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y)); - s16 y; - for(y=y_nodes_max; y>=y_nodes_min; y--) - { - MapNode &n = vmanip.m_data[i]; - if(content_walkable(n.d)) - break; - - vmanip.m_area.add_y(em, i, -1); - } - if(y >= y_nodes_min) - return y; - else - return y_nodes_min; -} - -s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d) -{ - v3s16 em = vmanip.m_area.getExtent(); - s16 y_nodes_max = vmanip.m_area.MaxEdge.Y; - s16 y_nodes_min = vmanip.m_area.MinEdge.Y; - u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y)); - s16 y; - for(y=y_nodes_max; y>=y_nodes_min; y--) - { - MapNode &n = vmanip.m_data[i]; - if(content_walkable(n.d) - && n.d != CONTENT_TREE - && n.d != CONTENT_LEAVES) - break; - - vmanip.m_area.add_y(em, i, -1); - } - if(y >= y_nodes_min) - return y; - else - return y_nodes_min; -} - -void make_tree(VoxelManipulator &vmanip, v3s16 p0) -{ - MapNode treenode(CONTENT_TREE); - MapNode leavesnode(CONTENT_LEAVES); - - s16 trunk_h = myrand_range(3, 6); - v3s16 p1 = p0; - for(s16 ii=0; ii<trunk_h; ii++) - { - if(vmanip.m_area.contains(p1)) - vmanip.m_data[vmanip.m_area.index(p1)] = treenode; - p1.Y++; - } - - // p1 is now the last piece of the trunk - p1.Y -= 1; - - VoxelArea leaves_a(v3s16(-2,-2,-2), v3s16(2,2,2)); - //SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]); - Buffer<u8> leaves_d(leaves_a.getVolume()); - for(s32 i=0; i<leaves_a.getVolume(); i++) - leaves_d[i] = 0; - - // Force leaves at near the end of the trunk - { - s16 d = 1; - for(s16 z=-d; z<=d; z++) - for(s16 y=-d; y<=d; y++) - for(s16 x=-d; x<=d; x++) - { - leaves_d[leaves_a.index(v3s16(x,y,z))] = 1; - } - } - - // Add leaves randomly - for(u32 iii=0; iii<7; iii++) - { - s16 d = 1; - - v3s16 p( - myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d), - myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d), - myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d) - ); - - for(s16 z=0; z<=d; z++) - for(s16 y=0; y<=d; y++) - for(s16 x=0; x<=d; x++) - { - leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1; - } - } - - // Blit leaves to vmanip - for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++) - for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++) - for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++) - { - v3s16 p(x,y,z); - p += p1; - if(vmanip.m_area.contains(p) == false) - continue; - u32 vi = vmanip.m_area.index(p); - if(vmanip.m_data[vi].d != CONTENT_AIR) - continue; - u32 i = leaves_a.index(x,y,z); - if(leaves_d[i] == 1) - vmanip.m_data[vi] = leavesnode; - } -} - -void make_papyrus(VoxelManipulator &vmanip, v3s16 p0) -{ - MapNode papyrusnode(CONTENT_PAPYRUS); - - s16 trunk_h = myrand_range(2, 3); - v3s16 p1 = p0; - for(s16 ii=0; ii<trunk_h; ii++) - { - if(vmanip.m_area.contains(p1)) - vmanip.m_data[vmanip.m_area.index(p1)] = papyrusnode; - p1.Y++; - } -} - -void make_cactus(VoxelManipulator &vmanip, v3s16 p0) -{ - MapNode cactusnode(CONTENT_CACTUS); - - s16 trunk_h = 3; - v3s16 p1 = p0; - for(s16 ii=0; ii<trunk_h; ii++) - { - if(vmanip.m_area.contains(p1)) - vmanip.m_data[vmanip.m_area.index(p1)] = cactusnode; - p1.Y++; - } -} - -/* - Noise functions. Make sure seed is mangled differently in each one. -*/ - -// Amount of trees per area in nodes -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; - if(noise < zeroval) - return 0; - else - return 0.04 * (noise-zeroval) / (1.0-zeroval); -} - -#define AVERAGE_MUD_AMOUNT 4 - -double base_rock_level_2d(u64 seed, v2s16 p) -{ - // The base ground level - double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT - + 20. * noise2d_perlin( - 0.5+(float)p.X/500., 0.5+(float)p.Y/500., - (seed>>32)+654879876, 6, 0.6); - - /*// A bit hillier one - double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin( - 0.5+(float)p.X/250., 0.5+(float)p.Y/250., - (seed>>27)+90340, 6, 0.69); - if(base2 > base) - base = base2;*/ -#if 1 - // Higher ground level - double higher = (double)WATER_LEVEL + 25. + 35. * noise2d_perlin( - 0.5+(float)p.X/250., 0.5+(float)p.Y/250., - seed+85039, 5, 0.69); - //higher = 30; // For debugging - - // Limit higher to at least base - if(higher < base) - higher = base; - - // Steepness factor of cliffs - double b = 1.0 + 1.0 * noise2d_perlin( - 0.5+(float)p.X/250., 0.5+(float)p.Y/250., - seed-932, 7, 0.7); - b = rangelim(b, 0.0, 1000.0); - b = pow(b, 5); - b *= 7; - b = rangelim(b, 3.0, 1000.0); - //dstream<<"b="<<b<<std::endl; - //double b = 20; - - // Offset to more low - double a_off = -0.2; - // High/low selector - /*double a = 0.5 + b * (a_off + noise2d_perlin( - 0.5+(float)p.X/500., 0.5+(float)p.Y/500., - seed-359, 6, 0.7));*/ - double a = (double)0.5 + b * (a_off + noise2d_perlin( - 0.5+(float)p.X/250., 0.5+(float)p.Y/250., - seed-359, 5, 0.60)); - // Limit - a = rangelim(a, 0.0, 1.0); - - //dstream<<"a="<<a<<std::endl; - - double h = base*(1.0-a) + higher*a; -#else - double h = base; -#endif - return h; -} - -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)); -} - -/* - Adds random objects to block, depending on the content of the block -*/ -void addRandomObjects(MapBlock *block) -{ - for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++) - for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++) - { - bool last_node_walkable = false; - for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++) - { - 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(); -} - -#define VMANIP_FLAG_DUNGEON VOXELFLAG_CHECKED1 - -/* - 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( - data->sectorpos_bigbase.X, - data->y_blocks_min, - data->sectorpos_bigbase.Y - ); - v3s16 bigarea_blocks_max( - data->sectorpos_bigbase.X + data->sectorpos_bigbase_size - 1, - data->y_blocks_max, - data->sectorpos_bigbase.Y + data->sectorpos_bigbase_size - 1 - ); - s16 lighting_min_d = 0-data->max_spread_amount; - s16 lighting_max_d = data->sectorpos_base_size*MAP_BLOCKSIZE - + data->max_spread_amount-1; - - // Clear all flags - data->vmanip.clearFlag(0xff); - - TimeTaker timer_generate("makeChunk() generate"); - - // Maximum height of the stone surface and obstacles. - // This is used to disable cave generation from going too high. - s16 stone_surface_max_y = 0; - - /* - Generate general ground level to full area - */ - { - // 22ms @cs=8 - TimeTaker timer1("Generating ground level"); - -#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 = data->sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z); - - // Ground height at this point - float surface_y_f = 0.0; - - // Use perlin noise for ground height - surface_y_f = base_rock_level_2d(data->seed, p2d); - //surface_y_f = base_rock_level_2d(data->seed, p2d); - - // Convert to integer - s16 surface_y = (s16)surface_y_f; - - // Log it - if(surface_y > stone_surface_max_y) - stone_surface_max_y = surface_y; - - /* - Fill ground with stone - */ - { - // Use fast index incrementing - v3s16 em = data->vmanip.m_area.getExtent(); - u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_nodes_min, p2d.Y)); - for(s16 y=y_nodes_min; y<=y_nodes_max; y++) - { - // Skip if already generated. - // This is done here because there might be a cave at - // any point in ground, which could look like it - // wasn't generated. - if(data->vmanip.m_data[i].d != CONTENT_AIR) - break; - - /*s16 noiseval = 50.0 * noise3d_perlin( - 0.5+(float)p2d.X/100.0, - 0.5+(float)y/100.0, - 0.5+(float)p2d.Y/100.0, - data->seed+123, 5, 0.5);*/ - double noiseval = 64.0 * noisebuf1.get(p2d.X, y, p2d.Y); - /*double noiseval = 30.0 * noisebuf1.get(p2d.X, y, p2d.Y); - noiseval *= MYMAX(0, -0.2 + noisebuf2.get(p2d.X, y, p2d.Y));*/ - - //if(y < surface_y + noiseval) - if(noiseval > 0) - //if(noiseval > y) - data->vmanip.m_data[i].d = CONTENT_STONE; - - data->vmanip.m_area.add_y(em, i, 1); - } - } - } -#endif - -#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(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(data->seed, p2d); - - /*// Experimental stuff - { - float a = highlands_level_2d(data->seed, p2d); - if(a > surface_y_f) - surface_y_f = a; - }*/ - - // Convert to integer - s16 surface_y = (s16)surface_y_f; - - // Log it - if(surface_y > stone_surface_max_y) - stone_surface_max_y = surface_y; - - /* - Fill ground with stone - */ - { - // Use fast index incrementing - v3s16 em = data->vmanip.m_area.getExtent(); - u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_nodes_min, p2d.Y)); - for(s16 y=y_nodes_min; y<surface_y && 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; - - data->vmanip.m_data[i].d = CONTENT_STONE; - - data->vmanip.m_area.add_y(em, i, 1); - } - } - } -#endif - - }//timer1 - - /* - Randomize some parameters - */ - - //s32 stone_obstacle_count = 0; - /*s32 stone_obstacle_count = - rangelim((1.0+noise2d(data->seed+897, - data->sectorpos_base.X, data->sectorpos_base.Y))/2.0 * 30, 0, 100000);*/ - - //s16 stone_obstacle_max_height = 0; - /*s16 stone_obstacle_max_height = - rangelim((1.0+noise2d(data->seed+5902, - data->sectorpos_base.X, data->sectorpos_base.Y))/2.0 * 30, 0, 100000);*/ - - /* - Loop this part, it will make stuff look older and newer nicely - */ - const u32 age_loops = 2; - for(u32 i_age=0; i_age<age_loops; i_age++) - { // Aging loop - /****************************** - BEGINNING OF AGING LOOP - ******************************/ - -#if 1 - { - // 24ms @cs=8 - //TimeTaker timer1("caves"); - - /* - Make caves - */ - u32 caves_count = relative_volume / 400000; - u32 bruises_count = relative_volume * stone_surface_max_y / 40000000; - if(stone_surface_max_y < WATER_LEVEL) - bruises_count = 0; - /*u32 caves_count = 0; - u32 bruises_count = 0;*/ - for(u32 jj=0; jj<caves_count+bruises_count; jj++) - { - s16 min_tunnel_diameter = 3; - s16 max_tunnel_diameter = 5; - u16 tunnel_routepoints = 20; - - v3f main_direction(0,0,0); - - bool bruise_surface = (jj > caves_count); - - if(bruise_surface) - { - min_tunnel_diameter = 5; - max_tunnel_diameter = myrand_range(10, 20); - /*min_tunnel_diameter = MYMAX(0, stone_surface_max_y/6); - max_tunnel_diameter = myrand_range(MYMAX(0, stone_surface_max_y/6), MYMAX(0, stone_surface_max_y/2));*/ - - /*s16 tunnel_rou = rangelim(25*(0.5+1.0*noise2d(data->seed+42, - data->sectorpos_base.X, data->sectorpos_base.Y)), 0, 15);*/ - - tunnel_routepoints = 5; - } - else - { - } - - // Allowed route area size in nodes - v3s16 ar( - data->sectorpos_base_size*MAP_BLOCKSIZE, - h_blocks*MAP_BLOCKSIZE, - data->sectorpos_base_size*MAP_BLOCKSIZE - ); - - // Area starting point in nodes - v3s16 of( - data->sectorpos_base.X*MAP_BLOCKSIZE, - data->y_blocks_min*MAP_BLOCKSIZE, - data->sectorpos_base.Y*MAP_BLOCKSIZE - ); - - // Allow a bit more - //(this should be more than the maximum radius of the tunnel) - //s16 insure = 5; // Didn't work with max_d = 20 - s16 insure = 10; - s16 more = data->max_spread_amount - max_tunnel_diameter/2 - insure; - ar += v3s16(1,0,1) * more * 2; - of -= v3s16(1,0,1) * more; - - s16 route_y_min = 0; - // Allow half a diameter + 7 over stone surface - s16 route_y_max = -of.Y + stone_surface_max_y + max_tunnel_diameter/2 + 7; - - /*// If caves, don't go through surface too often - if(bruise_surface == false) - route_y_max -= myrand_range(0, max_tunnel_diameter*2);*/ - - // Limit maximum to area - route_y_max = rangelim(route_y_max, 0, ar.Y-1); - - if(bruise_surface) - { - /*// Minimum is at y=0 - route_y_min = -of.Y - 0;*/ - // Minimum is at y=max_tunnel_diameter/4 - //route_y_min = -of.Y + max_tunnel_diameter/4; - //s16 min = -of.Y + max_tunnel_diameter/4; - s16 min = -of.Y + 0; - route_y_min = myrand_range(min, min + max_tunnel_diameter); - route_y_min = rangelim(route_y_min, 0, route_y_max); - } - - /*dstream<<"route_y_min = "<<route_y_min - <<", route_y_max = "<<route_y_max<<std::endl;*/ - - s16 route_start_y_min = route_y_min; - s16 route_start_y_max = route_y_max; - - // 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 + 10; - } - - route_start_y_min = rangelim(route_start_y_min, 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( - (float)(myrand()%ar.X)+0.5, - (float)(myrand_range(route_start_y_min, route_start_y_max))+0.5, - (float)(myrand()%ar.Z)+0.5 - ); - - MapNode airnode(CONTENT_AIR); - - /* - Generate some tunnel starting from orp - */ - - for(u16 j=0; j<tunnel_routepoints; j++) - { - if(j%7==0 && bruise_surface == false) - { - main_direction = v3f( - ((float)(myrand()%20)-(float)10)/10, - ((float)(myrand()%20)-(float)10)/30, - ((float)(myrand()%20)-(float)10)/10 - ); - main_direction *= (float)myrand_range(1, 3); - } - - // Randomize size - s16 min_d = min_tunnel_diameter; - s16 max_d = max_tunnel_diameter; - s16 rs = myrand_range(min_d, max_d); - - v3s16 maxlen; - if(bruise_surface) - { - maxlen = v3s16(rs*7,rs*7,rs*7); - } - else - { - maxlen = v3s16(rs*4, myrand_range(1, rs*3), rs*4); - } - - v3f vec; - - if(coming_from_surface && j < 3) - { - vec = v3f( - (float)(myrand()%(maxlen.X*2))-(float)maxlen.X, - (float)(myrand()%(maxlen.Y*1))-(float)maxlen.Y, - (float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z - ); - } - else - { - vec = v3f( - (float)(myrand()%(maxlen.X*2))-(float)maxlen.X, - (float)(myrand()%(maxlen.Y*2))-(float)maxlen.Y, - (float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z - ); - } - - vec += main_direction; - - v3f rp = orp + vec; - if(rp.X < 0) - rp.X = 0; - else if(rp.X >= ar.X) - rp.X = ar.X-1; - if(rp.Y < route_y_min) - rp.Y = route_y_min; - else if(rp.Y >= route_y_max) - rp.Y = route_y_max-1; - if(rp.Z < 0) - rp.Z = 0; - else if(rp.Z >= ar.Z) - rp.Z = ar.Z-1; - vec = rp - orp; - - for(float f=0; f<1.0; f+=1.0/vec.getLength()) - { - v3f fp = orp + vec * f; - v3s16 cp(fp.X, fp.Y, fp.Z); - - s16 d0 = -rs/2; - s16 d1 = d0 + rs - 1; - for(s16 z0=d0; z0<=d1; z0++) - { - //s16 si = rs - MYMAX(0, abs(z0)-rs/4); - s16 si = rs - MYMAX(0, abs(z0)-rs/7); - for(s16 x0=-si; x0<=si-1; x0++) - { - s16 maxabsxz = MYMAX(abs(x0), abs(z0)); - //s16 si2 = rs - MYMAX(0, maxabsxz-rs/4); - s16 si2 = rs - MYMAX(0, maxabsxz-rs/7); - //s16 si2 = rs - abs(x0); - for(s16 y0=-si2+1+2; y0<=si2-1; y0++) - { - s16 z = cp.Z + z0; - s16 y = cp.Y + y0; - s16 x = cp.X + x0; - v3s16 p(x,y,z); - /*if(isInArea(p, ar) == false) - continue;*/ - // Check only height - if(y < 0 || y >= ar.Y) - continue; - p += of; - - //assert(data->vmanip.m_area.contains(p)); - if(data->vmanip.m_area.contains(p) == false) - { - dstream<<"WARNING: "<<__FUNCTION_NAME - <<":"<<__LINE__<<": " - <<"point not in area" - <<std::endl; - continue; - } - - // Just set it to air, it will be changed to - // water afterwards - u32 i = data->vmanip.m_area.index(p); - data->vmanip.m_data[i] = airnode; - - if(bruise_surface == false) - { - // Set tunnel flag - data->vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON; - } - } - } - } - } - - orp = rp; - } - - } - - }//timer1 -#endif - -#if 1 - { - // 46ms @cs=8 - //TimeTaker timer1("ore veins"); - - /* - Make ore veins - */ - for(u32 jj=0; jj<relative_volume/1000; jj++) - { - s16 max_vein_diameter = 3; - - // Allowed route area size in nodes - v3s16 ar( - data->sectorpos_base_size*MAP_BLOCKSIZE, - h_blocks*MAP_BLOCKSIZE, - data->sectorpos_base_size*MAP_BLOCKSIZE - ); - - // Area starting point in nodes - v3s16 of( - data->sectorpos_base.X*MAP_BLOCKSIZE, - data->y_blocks_min*MAP_BLOCKSIZE, - data->sectorpos_base.Y*MAP_BLOCKSIZE - ); - - // Allow a bit more - //(this should be more than the maximum radius of the tunnel) - s16 insure = 3; - s16 more = data->max_spread_amount - max_vein_diameter/2 - insure; - ar += v3s16(1,0,1) * more * 2; - of -= v3s16(1,0,1) * more; - - // Randomize starting position - v3f orp( - (float)(myrand()%ar.X)+0.5, - (float)(myrand()%ar.Y)+0.5, - (float)(myrand()%ar.Z)+0.5 - ); - - // Randomize mineral - u8 mineral; - if(myrand()%3 != 0) - mineral = MINERAL_COAL; - else - mineral = MINERAL_IRON; - - /* - Generate some vein starting from orp - */ - - for(u16 j=0; j<2; j++) - { - /*v3f rp( - (float)(myrand()%ar.X)+0.5, - (float)(myrand()%ar.Y)+0.5, - (float)(myrand()%ar.Z)+0.5 - ); - v3f vec = rp - orp;*/ - - v3s16 maxlen(5, 5, 5); - v3f vec( - (float)(myrand()%(maxlen.X*2))-(float)maxlen.X, - (float)(myrand()%(maxlen.Y*2))-(float)maxlen.Y, - (float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z - ); - v3f rp = orp + vec; - if(rp.X < 0) - rp.X = 0; - else if(rp.X >= ar.X) - rp.X = ar.X; - if(rp.Y < 0) - rp.Y = 0; - else if(rp.Y >= ar.Y) - rp.Y = ar.Y; - if(rp.Z < 0) - rp.Z = 0; - else if(rp.Z >= ar.Z) - rp.Z = ar.Z; - vec = rp - orp; - - // Randomize size - s16 min_d = 0; - s16 max_d = max_vein_diameter; - s16 rs = myrand_range(min_d, max_d); - - for(float f=0; f<1.0; f+=1.0/vec.getLength()) - { - v3f fp = orp + vec * f; - v3s16 cp(fp.X, fp.Y, fp.Z); - s16 d0 = -rs/2; - s16 d1 = d0 + rs - 1; - for(s16 z0=d0; z0<=d1; z0++) - { - s16 si = rs - abs(z0); - for(s16 x0=-si; x0<=si-1; x0++) - { - s16 si2 = rs - abs(x0); - for(s16 y0=-si2+1; y0<=si2-1; y0++) - { - // Don't put mineral to every place - if(myrand()%5 != 0) - continue; - - s16 z = cp.Z + z0; - s16 y = cp.Y + y0; - s16 x = cp.X + x0; - v3s16 p(x,y,z); - /*if(isInArea(p, ar) == false) - continue;*/ - // Check only height - if(y < 0 || y >= ar.Y) - continue; - p += of; - - assert(data->vmanip.m_area.contains(p)); - - // Just set it to air, it will be changed to - // water afterwards - u32 i = data->vmanip.m_area.index(p); - MapNode *n = &data->vmanip.m_data[i]; - if(n->d == CONTENT_STONE) - n->param = mineral; - } - } - } - } - - orp = rp; - } - - } - - }//timer1 -#endif - -#if 1 - { - // 15ms @cs=8 - TimeTaker timer1("add mud"); - - /* - Add mud to the central chunk - */ - - 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 = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); - - // Randomize mud amount - s16 mud_add_amount = get_mud_add_amount(data->seed, p2d) / 2.0; - - // Find ground level - s16 surface_y = find_ground_level_clever(data->vmanip, p2d); - - /* - If topmost node is grass, change it to mud. - It might be if it was flown to there from a neighboring - chunk and then converted. - */ - { - u32 i = data->vmanip.m_area.index(v3s16(p2d.X, surface_y, p2d.Y)); - MapNode *n = &data->vmanip.m_data[i]; - if(n->d == CONTENT_GRASS) - *n = MapNode(CONTENT_MUD); - //n->d = CONTENT_MUD; - } - - /* - Add mud on ground - */ - { - s16 mudcount = 0; - v3s16 em = data->vmanip.m_area.getExtent(); - s16 y_start = surface_y+1; - u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); - for(s16 y=y_start; y<=y_nodes_max; y++) - { - if(mudcount >= mud_add_amount) - break; - - MapNode &n = data->vmanip.m_data[i]; - n = MapNode(CONTENT_MUD); - //n.d = CONTENT_MUD; - mudcount++; - - data->vmanip.m_area.add_y(em, i, 1); - } - } - - } - - }//timer1 -#endif - -#if 1 - { - // 340ms @cs=8 - TimeTaker timer1("flow mud"); - - /* - Flow mud away from steep edges - */ - - // Limit area by 1 because mud is flown into neighbors. - s16 mudflow_minpos = 0-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++) - { - - for(s16 x=mudflow_minpos; - x<=mudflow_maxpos; - x++) - for(s16 z=mudflow_minpos; - z<=mudflow_maxpos; - z++) - { - // Invert coordinates every 2nd iteration - if(k%2 == 0) - { - x = mudflow_maxpos - (x-mudflow_minpos); - z = mudflow_maxpos - (z-mudflow_minpos); - } - - // Node position in 2d - v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); - - 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--) - { - MapNode *n = NULL; - // Find mud - for(; y>=y_nodes_min; y--) - { - n = &data->vmanip.m_data[i]; - //if(content_walkable(n->d)) - // break; - if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS) - break; - - data->vmanip.m_area.add_y(em, i, -1); - } - - // Stop if out of area - //if(data->vmanip.m_area.contains(i) == false) - if(y < y_nodes_min) - break; - - /*// If not mud, do nothing to it - MapNode *n = &data->vmanip.m_data[i]; - if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS) - continue;*/ - - /* - Don't flow it if the stuff under it is not mud - */ - { - u32 i2 = i; - data->vmanip.m_area.add_y(em, i2, -1); - // Cancel if out of area - if(data->vmanip.m_area.contains(i2) == false) - continue; - MapNode *n2 = &data->vmanip.m_data[i2]; - if(n2->d != CONTENT_MUD && n2->d != CONTENT_GRASS) - continue; - } - - // Make it exactly mud - n->d = CONTENT_MUD; - - /*s16 recurse_count = 0; - mudflow_recurse:*/ - - v3s16 dirs4[4] = { - v3s16(0,0,1), // back - v3s16(1,0,0), // right - v3s16(0,0,-1), // front - v3s16(-1,0,0), // left - }; - - // Theck that upper is air or doesn't exist. - // Cancel dropping if upper keeps it in place - u32 i3 = i; - 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; - } - - // Drop mud on side - - for(u32 di=0; di<4; di++) - { - v3s16 dirp = dirs4[di]; - u32 i2 = i; - // Move to side - data->vmanip.m_area.add_p(em, i2, dirp); - // Fail if out of area - if(data->vmanip.m_area.contains(i2) == false) - continue; - // Check that side is air - MapNode *n2 = &data->vmanip.m_data[i2]; - if(content_walkable(n2->d)) - continue; - // Check that under side is air - data->vmanip.m_area.add_y(em, i2, -1); - if(data->vmanip.m_area.contains(i2) == false) - continue; - n2 = &data->vmanip.m_data[i2]; - if(content_walkable(n2->d)) - continue; - /*// Check that under that is air (need a drop of 2) - data->vmanip.m_area.add_y(em, i2, -1); - if(data->vmanip.m_area.contains(i2) == false) - continue; - n2 = &data->vmanip.m_data[i2]; - if(content_walkable(n2->d)) - continue;*/ - // Loop further down until not air - do{ - data->vmanip.m_area.add_y(em, i2, -1); - // Fail if out of area - if(data->vmanip.m_area.contains(i2) == false) - continue; - n2 = &data->vmanip.m_data[i2]; - }while(content_walkable(n2->d) == false); - // Loop one up so that we're in air - data->vmanip.m_area.add_y(em, i2, 1); - n2 = &data->vmanip.m_data[i2]; - - // Move mud to new place - *n2 = *n; - // Set old place to be air - *n = MapNode(CONTENT_AIR); - - // Done - break; - } - } - } - - } - - }//timer1 -#endif - -#if 1 - { - // 50ms @cs=8 - TimeTaker timer1("add water"); - - /* - Add water to the central chunk (and a bit more) - */ - - for(s16 x=0-data->max_spread_amount; - x<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount; - x++) - 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 = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); - - // Find ground level - //s16 surface_y = find_ground_level(data->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 = data->vmanip.m_area.getExtent(); - u8 light = LIGHT_MAX; - // Start at global water surface level - s16 y_start = WATER_LEVEL; - 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 = &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) - { - - break; - } - - // Make water only not in caves - if(!(data->vmanip.m_flags[i]&VMANIP_FLAG_DUNGEON)) - { - n->d = CONTENT_WATERSOURCE; - //n->setLight(LIGHTBANK_DAY, light); - - // Add to transforming liquid queue (in case it'd - // start flowing) - v3s16 p = v3s16(p2d.X, y, p2d.Y); - data->transforming_liquid.push_back(p); - } - - // Next one - data->vmanip.m_area.add_y(em, i, -1); - if(light > 0) - light--; - } - } - - } - - }//timer1 -#endif - - } // Aging loop - /*********************** - END OF AGING LOOP - ************************/ - -#if 1 - { - //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<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-data->max_spread_amount+1; - z<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-1; - z++) - { - // Node position in 2d - 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, - data->seed+59420, 3, 0.50); - - bool have_sand = (sandnoise > -0.15); - - if(have_sand == false) - continue; - - // Determine whether to have clay in the sand here - double claynoise = noise2d_perlin( - 0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500, - data->seed+4321, 6, 0.95); - - bool have_clay = have_sand && (claynoise > 1.25); - - // Find ground level - s16 surface_y = find_ground_level_clever(data->vmanip, p2d); - - if(surface_y > WATER_LEVEL + 2) - continue; - - { - v3s16 em = data->vmanip.m_area.getExtent(); - s16 y_start = surface_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 = &data->vmanip.m_data[i]; - if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS) - { - if(have_clay && (surface_y == WATER_LEVEL)) - n->d = CONTENT_CLAY; - else - n->d = CONTENT_SAND; - } - else - { - not_sand_counter++; - if(not_sand_counter > 3) - break; - } - - data->vmanip.m_area.add_y(em, i, -1); - } - } - - } - - }//timer1 -#endif - -#if 1 - { - // 1ms @cs=8 - //TimeTaker timer1("generate trees"); - - /* - Generate some trees - */ - { - // Divide area into parts - s16 div = 8; - s16 sidelen = data->sectorpos_base_size*MAP_BLOCKSIZE / div; - double area = sidelen * sidelen; - for(s16 x0=0; x0<div; x0++) - for(s16 z0=0; z0<div; z0++) - { - // Center position of part of division - v2s16 p2d_center( - 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( - data->sectorpos_base.X*MAP_BLOCKSIZE + sidelen*x0, - data->sectorpos_base.Y*MAP_BLOCKSIZE + sidelen*z0 - ); - // Maximum edge of part of division - v2s16 p2d_max( - data->sectorpos_base.X*MAP_BLOCKSIZE + sidelen + sidelen*x0 - 1, - data->sectorpos_base.Y*MAP_BLOCKSIZE + sidelen + sidelen*z0 - 1 - ); - // Amount of trees - u32 tree_count = area * tree_amount_2d(data->seed, p2d_center); - // Put trees in random places on part of division - for(u32 i=0; 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(data->vmanip, v2s16(x,z)); - // Don't make a tree under water level - if(y < WATER_LEVEL - 1) - 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); - { - 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 && n->d != CONTENT_SAND) - continue; - // Papyrus grows only on mud and in water - if(n->d == CONTENT_MUD && y == WATER_LEVEL - 1) - { - p.Y++; - make_papyrus(data->vmanip, p); - } - // Don't make a tree under water level - if(y < WATER_LEVEL) - continue; - // Trees grow only on mud and grass - if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS) - { - p.Y++; - make_tree(data->vmanip, p); - } - // Cactii grow only on sand - else if(n->d == CONTENT_SAND) - { - p.Y++; - make_cactus(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, 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(data->vmanip, p); - }*/ - } - - }//timer1 -#endif - -#if 1 - { - // 19ms @cs=8 - //TimeTaker timer1("grow grass"); - - /* - Grow grass - */ - - /*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-data->max_spread_amount; - z<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount; - z++) - { - // Node position in 2d - v2s16 p2d = data->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 = 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 = data->vmanip.m_data[i]; - if(n.d != CONTENT_AIR - && n.d != CONTENT_LEAVES) - break; - data->vmanip.m_area.add_y(em, i, -1); - } - if(y >= y_nodes_min) - surface_y = y; - else - surface_y = y_nodes_min; - } - - u32 i = data->vmanip.m_area.index(p2d.X, surface_y, p2d.Y); - MapNode *n = &data->vmanip.m_data[i]; - if(n->d == CONTENT_MUD) - n->d = CONTENT_GRASS; - } - - }//timer1 -#endif - - /* - Initial lighting (sunlight) - */ - - core::map<v3s16, bool> light_sources; - - { - // 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 - */ - - // Four edges - for(s16 i=0; i<4; i++) - // Edge length - for(s16 j=lighting_min_d; - j<=lighting_max_d; - j++) - { - s16 x; - s16 z; - // +-X - if(i == 0 || i == 1) - { - x = (i==0) ? lighting_min_d : lighting_max_d; - if(i == 0) - z = lighting_min_d; - else - z = lighting_max_d; - } - // +-Z - else - { - z = (i==0) ? lighting_min_d : lighting_max_d; - if(i == 0) - x = lighting_min_d; - else - x = lighting_max_d; - } - - // Node position in 2d - v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); - - { - v3s16 em = data->vmanip.m_area.getExtent(); - s16 y_start = y_nodes_max; - u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); - for(s16 y=y_start; y>=y_nodes_min; y--) - { - MapNode *n = &data->vmanip.m_data[i]; - if(n->getLight(LIGHTBANK_DAY) != 0) - { - light_sources.insert(v3s16(p2d.X, y, p2d.Y), true); - } - //NOTE: This is broken, at least the index has to - // be incremented - } - } - } -#endif - -#if 1 - /* - Go through the edges and apply sunlight to them, not caring - about neighbors - */ - - // Four edges - for(s16 i=0; i<4; i++) - // Edge length - for(s16 j=lighting_min_d; - j<=lighting_max_d; - j++) - { - s16 x; - s16 z; - // +-X - if(i == 0 || i == 1) - { - x = (i==0) ? lighting_min_d : lighting_max_d; - if(i == 0) - z = lighting_min_d; - else - z = lighting_max_d; - } - // +-Z - else - { - z = (i==0) ? lighting_min_d : lighting_max_d; - if(i == 0) - x = lighting_min_d; - else - x = lighting_max_d; - } - - // Node position in 2d - v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); - - // Loop from top to down - { - u8 light = LIGHT_SUN; - v3s16 em = data->vmanip.m_area.getExtent(); - s16 y_start = y_nodes_max; - u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); - for(s16 y=y_start; y>=y_nodes_min; y--) - { - MapNode *n = &data->vmanip.m_data[i]; - if(light_propagates_content(n->d) == false) - { - light = 0; - } - else if(light != LIGHT_SUN - || sunlight_propagates_content(n->d) == false) - { - if(light > 0) - light--; - } - - n->setLight(LIGHTBANK_DAY, light); - n->setLight(LIGHTBANK_NIGHT, 0); - - if(light != 0) - { - // Insert light source - light_sources.insert(v3s16(p2d.X, y, p2d.Y), true); - } - - // Increment index by y - data->vmanip.m_area.add_y(em, i, -1); - } - } - } -#endif - - /*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-data->max_spread_amount+1; - z<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-1; - z++)*/ -#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 = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); - - /* - Apply initial sunlight - */ - { - u8 light = LIGHT_SUN; - bool add_to_sources = false; - v3s16 em = data->vmanip.m_area.getExtent(); - s16 y_start = y_nodes_max; - u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); - for(s16 y=y_start; y>=y_nodes_min; y--) - { - MapNode *n = &data->vmanip.m_data[i]; - - if(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; - 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 - && 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 - data->vmanip.m_area.add_y(em, i, -1); - } - } - } #endif - - }//timer1 - - // Spread light around - { - TimeTaker timer("makeChunk() spreadLight"); - data->vmanip.spreadLight(LIGHTBANK_DAY, light_sources); - } - - /* - Generation ended - */ - - timer_generate.stop(); } -//################################################################### -//################################################################### -//################################################################### -//################################################################### -//################################################################### -//################################################################### -//################################################################### -//################################################################### -//################################################################### -//################################################################### -//################################################################### -//################################################################### -//################################################################### -//################################################################### -//################################################################### - -void ServerMap::initChunkMake(ChunkMakeData &data, v2s16 chunkpos) +void ServerMap::initBlockMake(mapgen::BlockMakeData *data, v3s16 blockpos) { - if(m_chunksize == 0) - { - data.no_op = true; - return; - } - - data.no_op = false; + /*dstream<<"initBlockMake(): ("<<blockpos.X<<","<<blockpos.Y<<"," + <<blockpos.Z<<")"<<std::endl;*/ - // 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; + data->no_op = false; + data->seed = m_seed; + data->blockpos = blockpos; /* - Create the whole area of this and the neighboring chunks + Create the whole area of this and the neighboring blocks */ { - TimeTaker timer("initChunkMake() create area"); + //TimeTaker timer("initBlockMake() create area"); - for(s16 x=0; x<sectorpos_bigbase_size; x++) - for(s16 z=0; z<sectorpos_bigbase_size; z++) + for(s16 x=-1; x<=1; x++) + for(s16 z=-1; z<=1; z++) { - v2s16 sectorpos = sectorpos_bigbase + v2s16(x,z); + v2s16 sectorpos(blockpos.X+x, blockpos.Z+z); + // Sector metadata is loaded from disk if not already loaded. ServerMapSector *sector = createSector(sectorpos); assert(sector); - for(s16 y=y_blocks_min; y<=y_blocks_max; y++) + for(s16 y=-1; y<=1; y++) { - v3s16 blockpos(sectorpos.X, y, sectorpos.Y); MapBlock *block = createBlock(blockpos); // Lighting won't be calculated - //block->setLightingExpired(true); + block->setLightingExpired(true); // Lighting will be calculated - block->setLightingExpired(false); + //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); + block->setIsUnderground(false); } } } @@ -3702,195 +2016,147 @@ void ServerMap::initChunkMake(ChunkMakeData &data, v2s16 chunkpos) Now we have a big empty area. Make a ManualMapVoxelManipulator that contains this and the - neighboring chunks + neighboring blocks */ - 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 - ); + v3s16 bigarea_blocks_min = blockpos - v3s16(1,1,1); + v3s16 bigarea_blocks_max = blockpos + v3s16(1,1,1); - data.vmanip.setMap(this); + data->vmanip = new ManualMapVoxelManipulator(this); + //data->vmanip->setMap(this); + // Add the area { - TimeTaker timer("initChunkMake() initialEmerge"); - data.vmanip.initialEmerge(bigarea_blocks_min, bigarea_blocks_max); + //TimeTaker timer("initBlockMake() initialEmerge"); + data->vmanip->initialEmerge(bigarea_blocks_min, bigarea_blocks_max); } - + + // Data is ready now. } -MapChunk* ServerMap::finishChunkMake(ChunkMakeData &data, +MapBlock* ServerMap::finishBlockMake(mapgen::BlockMakeData *data, core::map<v3s16, MapBlock*> &changed_blocks) { - if(data.no_op) + v3s16 blockpos = data->blockpos; + /*dstream<<"finishBlockMake(): ("<<blockpos.X<<","<<blockpos.Y<<"," + <<blockpos.Z<<")"<<std::endl;*/ + + if(data->no_op) + { + dstream<<"finishBlockMake(): no-op"<<std::endl; return NULL; + } + + /*dstream<<"Resulting vmanip:"<<std::endl; + data->vmanip.print(dstream);*/ /* Blit generated stuff to map + NOTE: blitBackAll adds nearly everything to changed_blocks */ { // 70ms @cs=8 - //TimeTaker timer("generateChunkRaw() blitBackAll"); - data.vmanip.blitBackAll(&changed_blocks); + //TimeTaker timer("finishBlockMake() blitBackAll"); + data->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(); - } - } - +#if 1 + dstream<<"finishBlockMake: changed_blocks.size()=" + <<changed_blocks.size()<<std::endl; +#endif /* Copy transforming liquid information */ - while(data.transforming_liquid.size() > 0) + while(data->transforming_liquid.size() > 0) { - v3s16 p = data.transforming_liquid.pop_front(); + v3s16 p = data->transforming_liquid.pop_front(); m_transforming_liquid.push_back(p); } + + /* + Get central block + */ + MapBlock *block = getBlockNoCreateNoEx(data->blockpos); + assert(block); /* - Add random objects to blocks + Set is_underground flag for lighting with sunlight */ - { - 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); - } - } - } + block->setIsUnderground(mapgen::block_is_underground(data->seed, blockpos)); /* - Create chunk metadata + Add sunlight to central block. + This makes in-dark-spawning monsters to not flood the whole thing. + Do not spread the light, though. */ - - for(s16 x=-1; x<=1; x++) - for(s16 y=-1; y<=1; y++) - { - v2s16 chunkpos0 = data.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); - } + /*core::map<v3s16, bool> light_sources; + bool black_air_left = false; + block->propagateSunlight(light_sources, true, &black_air_left);*/ /* - Set central chunk non-volatile + NOTE: Lighting and object adding shouldn't really be here, but + lighting is a bit tricky to move properly to makeBlock. + TODO: Do this the right way anyway. */ - MapChunk *chunk = getChunk(data.chunkpos); - assert(chunk); - // Set non-volatile - //chunk->setIsVolatile(false); - chunk->setGenLevel(GENERATED_FULLY); - + /* - Save changed parts of map + Update lighting */ - save(true); - - return chunk; -} + core::map<v3s16, MapBlock*> lighting_update_blocks; + // Center block + lighting_update_blocks.insert(block->getPos(), block); #if 0 -// NOTE: Deprecated -MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, - core::map<v3s16, MapBlock*> &changed_blocks, - bool force) -{ - DSTACK(__FUNCTION_NAME); + // All modified blocks + for(core::map<v3s16, MapBlock*>::Iterator + i = changed_blocks.getIterator(); + i.atEnd() == false; i++) + { + lighting_update_blocks.insert(i.getNode()->getKey(), + i.getNode()->getValue()); + } +#endif + updateLighting(lighting_update_blocks, changed_blocks); + + /* + Add random objects to block + */ + mapgen::add_random_objects(block); /* - Don't generate if already fully generated + Go through changed blocks */ - if(force == false) + for(core::map<v3s16, MapBlock*>::Iterator i = changed_blocks.getIterator(); + i.atEnd() == false; i++) { - MapChunk *chunk = getChunk(chunkpos); - if(chunk != NULL && chunk->getGenLevel() == GENERATED_FULLY) - { - dstream<<"generateChunkRaw(): Chunk " - <<"("<<chunkpos.X<<","<<chunkpos.Y<<")" - <<" already generated"<<std::endl; - return chunk; - } + MapBlock *block = i.getNode()->getValue(); + assert(block); + /* + Update day/night difference cache of the MapBlocks + */ + block->updateDayNightDiff(); + /* + Set block as modified + */ + block->raiseModified(MOD_STATE_WRITE_NEEDED); } - dstream<<"generateChunkRaw(): Generating chunk " - <<"("<<chunkpos.X<<","<<chunkpos.Y<<")" - <<std::endl; - - TimeTaker timer("generateChunkRaw()"); - - ChunkMakeData data; - - // Initialize generation - initChunkMake(data, chunkpos); + /* + Set central block as generated + */ + block->setGenerated(true); - // Generate stuff - makeChunk(&data); - - // Finalize generation - MapChunk *chunk = finishChunkMake(data, changed_blocks); - /* - Return central chunk (which was requested) + Save changed parts of map + NOTE: Will be saved later. */ - return chunk; -} + //save(true); -// NOTE: Deprecated -MapChunk* ServerMap::generateChunk(v2s16 chunkpos1, - core::map<v3s16, MapBlock*> &changed_blocks) -{ - dstream<<"generateChunk(): Generating chunk " - <<"("<<chunkpos1.X<<","<<chunkpos1.Y<<")" - <<std::endl; - - /*for(s16 x=-1; x<=1; x++) - for(s16 y=-1; y<=1; y++)*/ - for(s16 x=-0; x<=0; x++) - for(s16 y=-0; y<=0; y++) - { - v2s16 chunkpos0 = chunkpos1 + v2s16(x,y); - MapChunk *chunk = getChunk(chunkpos0); - // Skip if already generated - if(chunk != NULL && chunk->getGenLevel() == GENERATED_FULLY) - continue; - generateChunkRaw(chunkpos0, changed_blocks); - } + /*dstream<<"finishBlockMake() done for ("<<blockpos.X<<","<<blockpos.Y<<"," + <<blockpos.Z<<")"<<std::endl;*/ - assert(chunkNonVolatile(chunkpos1)); - - MapChunk *chunk = getChunk(chunkpos1); - return chunk; + return block; } -#endif ServerMapSector * ServerMap::createSector(v2s16 p2d) { @@ -3908,7 +2174,12 @@ ServerMapSector * ServerMap::createSector(v2s16 p2d) /* Try to load it from disk (with blocks) */ - if(loadSectorFull(p2d) == true) + //if(loadSectorFull(p2d) == true) + + /* + Try to load metadata from disk + */ + if(loadSectorMeta(p2d) == true) { ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d); if(sector == NULL) @@ -3945,127 +2216,25 @@ ServerMapSector * ServerMap::createSector(v2s16 p2d) return sector; } -#if 0 -MapSector * ServerMap::emergeSector(v2s16 p2d, - core::map<v3s16, MapBlock*> &changed_blocks) -{ - DSTACK("%s: p2d=(%d,%d)", - __FUNCTION_NAME, - p2d.X, p2d.Y); - - /* - Check chunk status - */ - v2s16 chunkpos = sector_to_chunk(p2d); - /*bool chunk_nonvolatile = false; - MapChunk *chunk = getChunk(chunkpos); - if(chunk && chunk->getIsVolatile() == false) - chunk_nonvolatile = true;*/ - bool chunk_nonvolatile = chunkNonVolatile(chunkpos); - - /* - If chunk is not fully generated, generate chunk - */ - if(chunk_nonvolatile == false) - { - // Generate chunk and neighbors - generateChunk(chunkpos, changed_blocks); - } - - /* - Return sector if it exists now - */ - MapSector *sector = getSectorNoGenerateNoEx(p2d); - if(sector != NULL) - return sector; - - /* - Try to load it from disk - */ - if(loadSectorFull(p2d) == true) - { - MapSector *sector = getSectorNoGenerateNoEx(p2d); - if(sector == NULL) - { - dstream<<"ServerMap::emergeSector(): loadSectorFull didn't make a sector"<<std::endl; - throw InvalidPositionException(""); - } - return sector; - } - - /* - generateChunk should have generated the sector - */ - //assert(0); - - dstream<<"WARNING: ServerMap::emergeSector: Cannot find sector (" - <<p2d.X<<","<<p2d.Y<<" and chunk is already generated. " - <<std::endl; - -#if 0 - dstream<<"WARNING: Creating an empty sector."<<std::endl; - - return createSector(p2d); - -#endif - -#if 1 - dstream<<"WARNING: Forcing regeneration of chunk."<<std::endl; - - // Generate chunk - generateChunkRaw(chunkpos, changed_blocks, true); - - /* - Return sector if it exists now - */ - sector = getSectorNoGenerateNoEx(p2d); - if(sector != NULL) - return sector; - - dstream<<"ERROR: Could not get sector from anywhere."<<std::endl; - - assert(0); -#endif - - /* - Generate directly - */ - //return generateSector(); -} -#endif - /* - NOTE: This is not used for main map generation, only for blocks - that are very high or low + This is a quick-hand function for calling makeBlock(). */ MapBlock * ServerMap::generateBlock( v3s16 p, - MapBlock *original_dummy, - ServerMapSector *sector, - core::map<v3s16, MapBlock*> &changed_blocks, - core::map<v3s16, MapBlock*> &lighting_invalidated_blocks + core::map<v3s16, MapBlock*> &modified_blocks ) { - 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; - }*/ + DSTACKF("%s: p=(%d,%d,%d)", __FUNCTION_NAME, p.X, p.Y, p.Z); /*dstream<<"generateBlock(): " <<"("<<p.X<<","<<p.Y<<","<<p.Z<<")" <<std::endl;*/ - MapBlock *block = original_dummy; + TimeTaker timer("generateBlock"); + + //MapBlock *block = original_dummy; v2s16 p2d(p.X, p.Z); - s16 block_y = p.Y; v2s16 p2d_nodes = p2d * MAP_BLOCKSIZE; /* @@ -4078,603 +2247,73 @@ MapBlock * ServerMap::generateBlock( } /* - If block doesn't exist, create one. - If it exists, it is a dummy. In that case unDummify() it. - - NOTE: This already sets the map as the parent of the block + Create block make data */ - if(block == NULL) - { - block = sector->createBlankBlockNoInsert(block_y); - } - else - { - // Remove the block so that nobody can get a half-generated one. - sector->removeBlock(block); - // Allocate the block to contain the generated data - block->unDummify(); - } - -#if 0 + mapgen::BlockMakeData data; + initBlockMake(&data, p); + /* - Generate a completely empty block + Generate 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); - } + TimeTaker t("mapgen::make_block()"); + mapgen::make_block(&data); } -#else - /* - Generate a proper block - */ - - u8 water_material = CONTENT_WATERSOURCE; - - s32 lowest_ground_y = 32767; - s32 highest_ground_y = -32768; - - for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++) - for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++) - { - //dstream<<"generateBlock: x0="<<x0<<", z0="<<z0<<std::endl; - - //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)) - + 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; - if(surface_y > highest_ground_y) - highest_ground_y = surface_y; - - s32 surface_depth = AVERAGE_MUD_AMOUNT; - - for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++) - { - s16 real_y = block_y * MAP_BLOCKSIZE + y0; - MapNode n; - /* - Calculate lighting - - NOTE: If there are some man-made structures above the - newly created block, they won't be taken into account. - */ - if(real_y > surface_y) - n.setLight(LIGHTBANK_DAY, LIGHT_SUN); - - /* - Calculate material - */ - - // If node is over heightmap y, it's air or water - if(real_y > surface_y) - { - // If under water level, it's water - if(real_y < WATER_LEVEL) - { - n.d = water_material; - n.setLight(LIGHTBANK_DAY, - diminish_light(LIGHT_SUN, WATER_LEVEL-real_y+1)); - /* - Add to transforming liquid queue (in case it'd - start flowing) - */ - v3s16 real_pos = v3s16(x0,y0,z0) + p*MAP_BLOCKSIZE; - m_transforming_liquid.push_back(real_pos); - } - // else air - else - n.d = CONTENT_AIR; - } - // Else it's ground or caves (air) - else - { - // If it's surface_depth under ground, it's stone - if(real_y <= surface_y - surface_depth) - { - n.d = CONTENT_STONE; - } - else - { - // It is mud if it is under the first ground - // level or under water - if(real_y < WATER_LEVEL || real_y <= surface_y - 1) - { - n.d = CONTENT_MUD; - } - else - { - n.d = CONTENT_GRASS; - } - - //n.d = CONTENT_MUD; - - /*// If under water level, it's mud - if(real_y < WATER_LEVEL) - n.d = CONTENT_MUD; - // Only the topmost node is grass - else if(real_y <= surface_y - 1) - n.d = CONTENT_MUD; - else - n.d = CONTENT_GRASS;*/ - } - } - - block->setNode(v3s16(x0,y0,z0), n); - } - } - /* - Calculate some helper variables + Blit data back on map, update lighting, add mobs and whatever this does */ - - // Completely underground if the highest part of block is under lowest - // ground height. - // This has to be very sure; it's probably one too strict now but - // that's just better. - bool completely_underground = - block_y * MAP_BLOCKSIZE + MAP_BLOCKSIZE < lowest_ground_y; - - bool some_part_underground = block_y * MAP_BLOCKSIZE <= highest_ground_y; - - bool mostly_underwater_surface = false; - if(highest_ground_y < WATER_LEVEL - && some_part_underground && !completely_underground) - mostly_underwater_surface = true; + finishBlockMake(&data, modified_blocks); /* - Get local attributes + Get central block */ - - //dstream<<"generateBlock(): Getting local attributes"<<std::endl; - - float caves_amount = 0.5; + MapBlock *block = getBlockNoCreateNoEx(p); + assert(block); #if 0 - { - /* - NOTE: BEWARE: Too big amount of attribute points slows verything - down by a lot. - 1 interpolation from 5000 points takes 2-3ms. - */ - //TimeTaker timer("generateBlock() local attribute retrieval"); - v2s16 nodepos2d = p2d * MAP_BLOCKSIZE; - PointAttributeList *list_caves_amount = m_padb.getList("caves_amount"); - caves_amount = list_caves_amount->getInterpolatedFloat(nodepos2d); - } -#endif - - //dstream<<"generateBlock(): Done"<<std::endl; - /* - Generate caves + Check result */ - - // Initialize temporary table - const s32 ued = MAP_BLOCKSIZE; - bool underground_emptiness[ued*ued*ued]; - for(s32 i=0; i<ued*ued*ued; i++) - { - underground_emptiness[i] = 0; - } - - // Fill table -#if 1 + bool erroneus_content = false; + for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++) + for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++) + for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++) { - /* - Initialize orp and ors. Try to find if some neighboring - MapBlock has a tunnel ended in its side - */ - - v3f orp( - (float)(myrand()%ued)+0.5, - (float)(myrand()%ued)+0.5, - (float)(myrand()%ued)+0.5 - ); - - bool found_existing = false; - - // Check z- - try - { - s16 z = -1; - for(s16 y=0; y<ued; y++) - for(s16 x=0; x<ued; x++) - { - v3s16 ap = v3s16(x,y,z) + block->getPosRelative(); - if(getNode(ap).d == CONTENT_AIR) - { - orp = v3f(x+1,y+1,0); - found_existing = true; - goto continue_generating; - } - } - } - catch(InvalidPositionException &e){} - - // Check z+ - try - { - s16 z = ued; - for(s16 y=0; y<ued; y++) - for(s16 x=0; x<ued; x++) - { - v3s16 ap = v3s16(x,y,z) + block->getPosRelative(); - if(getNode(ap).d == CONTENT_AIR) - { - orp = v3f(x+1,y+1,ued-1); - found_existing = true; - goto continue_generating; - } - } - } - catch(InvalidPositionException &e){} - - // Check x- - try - { - s16 x = -1; - for(s16 y=0; y<ued; y++) - for(s16 z=0; z<ued; z++) - { - v3s16 ap = v3s16(x,y,z) + block->getPosRelative(); - if(getNode(ap).d == CONTENT_AIR) - { - orp = v3f(0,y+1,z+1); - found_existing = true; - goto continue_generating; - } - } - } - catch(InvalidPositionException &e){} - - // Check x+ - try - { - s16 x = ued; - for(s16 y=0; y<ued; y++) - for(s16 z=0; z<ued; z++) - { - v3s16 ap = v3s16(x,y,z) + block->getPosRelative(); - if(getNode(ap).d == CONTENT_AIR) - { - orp = v3f(ued-1,y+1,z+1); - found_existing = true; - goto continue_generating; - } - } - } - catch(InvalidPositionException &e){} - - // Check y- - try - { - s16 y = -1; - for(s16 x=0; x<ued; x++) - for(s16 z=0; z<ued; z++) - { - v3s16 ap = v3s16(x,y,z) + block->getPosRelative(); - if(getNode(ap).d == CONTENT_AIR) - { - orp = v3f(x+1,0,z+1); - found_existing = true; - goto continue_generating; - } - } - } - catch(InvalidPositionException &e){} - - // Check y+ - try - { - s16 y = ued; - for(s16 x=0; x<ued; x++) - for(s16 z=0; z<ued; z++) - { - v3s16 ap = v3s16(x,y,z) + block->getPosRelative(); - if(getNode(ap).d == CONTENT_AIR) - { - orp = v3f(x+1,ued-1,z+1); - found_existing = true; - goto continue_generating; - } - } - } - catch(InvalidPositionException &e){} - -continue_generating: - - /* - Choose whether to actually generate cave - */ - bool do_generate_caves = true; - // Don't generate if no part is underground - if(!some_part_underground) - { - do_generate_caves = false; - } - // Don't generate if mostly underwater surface - /*else if(mostly_underwater_surface) - { - do_generate_caves = false; - }*/ - // Partly underground = cave - else if(!completely_underground) - { - do_generate_caves = (rand() % 100 <= (s32)(caves_amount*100)); - } - // Found existing cave underground - else if(found_existing && completely_underground) - { - do_generate_caves = (rand() % 100 <= (s32)(caves_amount*100)); - } - // Underground and no caves found - else - { - do_generate_caves = (rand() % 300 <= (s32)(caves_amount*100)); - } - - if(do_generate_caves) + v3s16 p(x0,y0,z0); + MapNode n = block->getNode(p); + if(n.d == CONTENT_IGNORE) { - /* - Generate some tunnel starting from orp and ors - */ - for(u16 i=0; i<3; i++) - { - v3f rp( - (float)(myrand()%ued)+0.5, - (float)(myrand()%ued)+0.5, - (float)(myrand()%ued)+0.5 - ); - s16 min_d = 0; - s16 max_d = 4; - s16 rs = (myrand()%(max_d-min_d+1))+min_d; - - v3f vec = rp - orp; - - for(float f=0; f<1.0; f+=0.04) - { - v3f fp = orp + vec * f; - v3s16 cp(fp.X, fp.Y, fp.Z); - s16 d0 = -rs/2; - s16 d1 = d0 + rs - 1; - for(s16 z0=d0; z0<=d1; z0++) - { - s16 si = rs - abs(z0); - for(s16 x0=-si; x0<=si-1; x0++) - { - s16 si2 = rs - abs(x0); - for(s16 y0=-si2+1; y0<=si2-1; y0++) - { - s16 z = cp.Z + z0; - s16 y = cp.Y + y0; - s16 x = cp.X + x0; - v3s16 p(x,y,z); - if(isInArea(p, ued) == false) - continue; - underground_emptiness[ued*ued*z + ued*y + x] = 1; - } - } - } - } - - orp = rp; - } + dstream<<"CONTENT_IGNORE at " + <<"("<<p.X<<","<<p.Y<<","<<p.Z<<")" + <<std::endl; + erroneus_content = true; + assert(0); } } + if(erroneus_content) + { + assert(0); + } #endif - // Set to true if has caves. - // Set when some non-air is changed to air when making caves. - bool has_caves = false; - +#if 0 /* - Apply temporary cave data to block + 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 = block->getNode(v3s16(x0,y0,z0)); - - // Create caves - if(underground_emptiness[ - ued*ued*(z0*ued/MAP_BLOCKSIZE) - +ued*(y0*ued/MAP_BLOCKSIZE) - +(x0*ued/MAP_BLOCKSIZE)]) - { - if(content_features(n.d).walkable/*is_ground_content(n.d)*/) - { - // Has now caves - has_caves = true; - // Set air to node - n.d = CONTENT_AIR; - } - } - - block->setNode(v3s16(x0,y0,z0), n); - } - } - - /* - This is used for guessing whether or not the block should - receive sunlight from the top if the block above doesn't exist - */ - block->setIsUnderground(completely_underground); - - /* - Force lighting update if some part of block is partly - underground and has caves. - */ - /*if(some_part_underground && !completely_underground && has_caves) - { - //dstream<<"Half-ground caves"<<std::endl; - lighting_invalidated_blocks[block->getPos()] = block; - }*/ - - // DEBUG: Always update lighting - //lighting_invalidated_blocks[block->getPos()] = block; - - /* - Add some minerals - */ - - if(some_part_underground) - { - s16 underground_level = (lowest_ground_y/MAP_BLOCKSIZE - block_y)+1; - - /* - Add meseblocks - */ - for(s16 i=0; i<underground_level/4 + 1; i++) - { - if(myrand()%50 == 0) - { - v3s16 cp( - (myrand()%(MAP_BLOCKSIZE-2))+1, - (myrand()%(MAP_BLOCKSIZE-2))+1, - (myrand()%(MAP_BLOCKSIZE-2))+1 - ); - - MapNode n; - n.d = CONTENT_MESE; - - for(u16 i=0; i<27; i++) - { - if(block->getNode(cp+g_27dirs[i]).d == CONTENT_STONE) - if(myrand()%8 == 0) - block->setNode(cp+g_27dirs[i], n); - } - } - } - - /* - Add coal - */ - u16 coal_amount = 30; - u16 coal_rareness = 60 / coal_amount; - if(coal_rareness == 0) - coal_rareness = 1; - if(myrand()%coal_rareness == 0) - { - u16 a = myrand() % 16; - u16 amount = coal_amount * a*a*a / 1000; - for(s16 i=0; i<amount; i++) - { - v3s16 cp( - (myrand()%(MAP_BLOCKSIZE-2))+1, - (myrand()%(MAP_BLOCKSIZE-2))+1, - (myrand()%(MAP_BLOCKSIZE-2))+1 - ); - - MapNode n; - n.d = CONTENT_STONE; - n.param = MINERAL_COAL; - - for(u16 i=0; i<27; i++) - { - if(block->getNode(cp+g_27dirs[i]).d == CONTENT_STONE) - if(myrand()%8 == 0) - block->setNode(cp+g_27dirs[i], n); - } - } - } - - /* - Add iron - */ - //TODO: change to iron_amount or whatever - u16 iron_amount = 15; - u16 iron_rareness = 60 / iron_amount; - if(iron_rareness == 0) - iron_rareness = 1; - if(myrand()%iron_rareness == 0) - { - u16 a = myrand() % 16; - u16 amount = iron_amount * a*a*a / 1000; - for(s16 i=0; i<amount; i++) - { - v3s16 cp( - (myrand()%(MAP_BLOCKSIZE-2))+1, - (myrand()%(MAP_BLOCKSIZE-2))+1, - (myrand()%(MAP_BLOCKSIZE-2))+1 - ); - - MapNode n; + MapNode n; + if(y0%2==0) + n.d = CONTENT_AIR; + else n.d = CONTENT_STONE; - n.param = MINERAL_IRON; - - for(u16 i=0; i<27; i++) - { - if(block->getNode(cp+g_27dirs[i]).d == CONTENT_STONE) - if(myrand()%8 == 0) - block->setNode(cp+g_27dirs[i], n); - } - } - } - } - - /* - Create a few rats in empty blocks underground - */ - if(completely_underground) - { - //for(u16 i=0; i<2; i++) - { - v3s16 cp( - (myrand()%(MAP_BLOCKSIZE-2))+1, - (myrand()%(MAP_BLOCKSIZE-2))+1, - (myrand()%(MAP_BLOCKSIZE-2))+1 - ); - - // Check that the place is empty - //if(!is_ground_content(block->getNode(cp).d)) - if(1) - { - RatObject *obj = new RatObject(NULL, -1, intToFloat(cp, BS)); - block->addObject(obj); - } + block->setNode(v3s16(x0,y0,z0), n); } } - -#endif // end of proper block generation - - /* - Add block to sector. - */ - sector->insertBlock(block); - - // Lighting is invalid after generation. - block->setLightingExpired(true); - -#if 0 - /* - Debug information - */ - dstream - <<"lighting_invalidated_blocks.size()" - <<", has_caves" - <<", completely_ug" - <<", some_part_ug" - <<" "<<lighting_invalidated_blocks.size() - <<", "<<has_caves - <<", "<<completely_underground - <<", "<<some_part_underground - <<std::endl; #endif return block; @@ -4733,12 +2372,17 @@ MapBlock * ServerMap::createBlock(v3s16 p) MapBlock *block = sector->getBlockNoCreateNoEx(block_y); if(block) + { + if(block->isDummy()) + block->unDummify(); return block; + } // Create blank block = sector->createBlankBlock(block_y); return block; } +#if 0 MapBlock * ServerMap::emergeBlock( v3s16 p, bool only_from_disk, @@ -4750,6 +2394,13 @@ MapBlock * ServerMap::emergeBlock( __FUNCTION_NAME, p.X, p.Y, p.Z, only_from_disk); + // This has to be redone or removed + assert(0); + return NULL; +} +#endif + +#if 0 /* Do not generate over-limit */ @@ -4769,12 +2420,12 @@ MapBlock * ServerMap::emergeBlock( */ ServerMapSector *sector; try{ - sector = (ServerMapSector*)emergeSector(p2d, changed_blocks); - assert(sector->getId() == MAPSECTOR_SERVER); + sector = createSector(p2d); + //sector = emergeSector(p2d, changed_blocks); } catch(InvalidPositionException &e) { - dstream<<"emergeBlock: emergeSector() failed: " + dstream<<"emergeBlock: createSector() failed: " <<e.what()<<std::endl; dstream<<"Path to failed sector: "<<getSectorDir(p2d) <<std::endl @@ -4783,27 +2434,13 @@ MapBlock * ServerMap::emergeBlock( } catch(VersionMismatchException &e) { - dstream<<"emergeBlock: emergeSector() failed: " + dstream<<"emergeBlock: createSector() failed: " <<e.what()<<std::endl; dstream<<"Path to failed sector: "<<getSectorDir(p2d) <<std::endl <<"You could try to delete it."<<std::endl; throw e; } - /* - NOTE: This should not be done, or at least the exception - should not be passed on as std::exception, because it - won't be catched at all. - */ - /*catch(std::exception &e) - { - dstream<<"emergeBlock: emergeSector() failed: " - <<e.what()<<std::endl; - dstream<<"Path to failed sector: "<<getSectorDir(p2d) - <<std::endl - <<"You could try to delete it."<<std::endl; - throw e; - }*/ /* Try to get a block from the sector @@ -4812,7 +2449,14 @@ MapBlock * ServerMap::emergeBlock( bool does_not_exist = false; bool lighting_expired = false; MapBlock *block = sector->getBlockNoCreateNoEx(block_y); - + + // If not found, try loading from disk + if(block == NULL) + { + block = loadBlock(p); + } + + // Handle result if(block == NULL) { does_not_exist = true; @@ -4872,16 +2516,16 @@ MapBlock * ServerMap::emergeBlock( lighting_invalidated_blocks.insert(p, block); } +#if 0 /* Initially update sunlight */ - { core::map<v3s16, bool> light_sources; bool black_air_left = false; bool bottom_invalid = block->propagateSunlight(light_sources, true, - &black_air_left, true); + &black_air_left); // If sunlight didn't reach everywhere and part of block is // above ground, lighting has to be properly updated @@ -4896,12 +2540,15 @@ MapBlock * ServerMap::emergeBlock( lighting_invalidated_blocks[block->getPos()] = block; } } +#endif return block; } +#endif s16 ServerMap::findGroundLevel(v2s16 p2d) { +#if 0 /* Uh, just do something random... */ @@ -4927,16 +2574,20 @@ s16 ServerMap::findGroundLevel(v2s16 p2d) if(content_walkable(n.d) && n.d != CONTENT_IGNORE) return p.Y; } + // Move to plan b plan_b: +#endif + /* - Plan B: Get from map generator perlin noise function + Determine from map generator noise functions */ - // 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; + + s16 level = mapgen::find_ground_level_from_noise(m_seed, p2d, 1); + return level; + + //double level = base_rock_level_2d(m_seed, p2d) + AVERAGE_MUD_AMOUNT; + //return (s16)level; } void ServerMap::createDirs(std::string path) @@ -5013,6 +2664,13 @@ v3s16 ServerMap::getBlockPos(std::string sectordir, std::string blockfile) return v3s16(p2d.X, y, p2d.Y); } +std::string ServerMap::getBlockFilename(v3s16 p) +{ + char cc[5]; + snprintf(cc, 5, "%.4x", (unsigned int)p.Y&0xffff); + return cc; +} + void ServerMap::save(bool only_changed) { DSTACK(__FUNCTION_NAME); @@ -5031,18 +2689,9 @@ void ServerMap::save(bool only_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); // Bulk comment-out + u32 block_count_all = 0; // Number of blocks in memory core::map<v2s16, MapSector*>::Iterator i = m_sectors.getIterator(); for(; i.atEnd() == false; i++) @@ -5061,7 +2710,11 @@ void ServerMap::save(bool only_changed) for(j=blocks.begin(); j!=blocks.end(); j++) { MapBlock *block = *j; - if(block->getChangedFlag() || only_changed == false) + + block_count_all++; + + if(block->getModified() >= MOD_STATE_WRITE_NEEDED + || only_changed == false) { saveBlock(block); block_count++; @@ -5075,8 +2728,6 @@ void ServerMap::save(bool only_changed) } } - }//sectorlock - /* Only print if something happened or saved whole map */ @@ -5086,111 +2737,17 @@ void ServerMap::save(bool only_changed) dstream<<DTIME<<"ServerMap: Written: " <<sector_meta_count<<" sector metadata files, " <<block_count<<" block files" + <<", "<<block_count_all<<" blocks in memory." <<std::endl; } } -#if 0 -// NOTE: Doing this is insane. Deprecated and probably broken. -void ServerMap::loadAll() -{ - DSTACK(__FUNCTION_NAME); - dstream<<DTIME<<"ServerMap: Loading map..."<<std::endl; - - loadMapMeta(); - loadChunkMeta(); - - std::vector<fs::DirListNode> list = fs::GetDirListing(m_savedir+"/sectors/"); - - dstream<<DTIME<<"There are "<<list.size()<<" sectors."<<std::endl; - - //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out - - s32 counter = 0; - s32 printed_counter = -100000; - s32 count = list.size(); - - std::vector<fs::DirListNode>::iterator i; - for(i=list.begin(); i!=list.end(); i++) - { - if(counter > printed_counter + 10) - { - dstream<<DTIME<<counter<<"/"<<count<<std::endl; - printed_counter = counter; - } - counter++; - - MapSector *sector = NULL; - - // We want directories - if(i->dir == false) - continue; - try{ - sector = loadSectorMeta(i->name); - } - catch(InvalidFilenameException &e) - { - // This catches unknown crap in directory - } - - std::vector<fs::DirListNode> list2 = fs::GetDirListing - (m_savedir+"/sectors/"+i->name); - std::vector<fs::DirListNode>::iterator i2; - for(i2=list2.begin(); i2!=list2.end(); i2++) - { - // We want files - if(i2->dir) - continue; - try{ - loadBlock(i->name, i2->name, sector); - } - catch(InvalidFilenameException &e) - { - // This catches unknown crap in directory - } - } - } - dstream<<DTIME<<"ServerMap: Map loaded."<<std::endl; -} -#endif - -#if 0 -void ServerMap::saveMasterHeightmap() -{ - DSTACK(__FUNCTION_NAME); - - dstream<<"DEPRECATED: "<<__FUNCTION_NAME<<std::endl; - - createDir(m_savedir); - - /*std::string fullpath = m_savedir + "/master_heightmap"; - std::ofstream o(fullpath.c_str(), std::ios_base::binary); - if(o.good() == false) - throw FileNotGoodException("Cannot open master heightmap");*/ - - // Format used for writing - //u8 version = SER_FMT_VER_HIGHEST; -} - -void ServerMap::loadMasterHeightmap() -{ - DSTACK(__FUNCTION_NAME); - - dstream<<"DEPRECATED: "<<__FUNCTION_NAME<<std::endl; - - /*std::string fullpath = m_savedir + "/master_heightmap"; - std::ifstream is(fullpath.c_str(), std::ios_base::binary); - if(is.good() == false) - throw FileNotGoodException("Cannot open master heightmap");*/ -} -#endif - void ServerMap::saveMapMeta() { DSTACK(__FUNCTION_NAME); dstream<<"INFO: ServerMap::saveMapMeta(): " - <<"seed="<<m_seed<<", chunksize="<<m_chunksize + <<"seed="<<m_seed <<std::endl; createDirs(m_savedir); @@ -5206,7 +2763,6 @@ void ServerMap::saveMapMeta() Settings params; params.setU64("seed", m_seed); - params.setS32("chunksize", m_chunksize); params.writeLines(os); @@ -5247,106 +2803,12 @@ void ServerMap::loadMapMeta() } m_seed = params.getU64("seed"); - m_chunksize = params.getS32("chunksize"); dstream<<"INFO: ServerMap::loadMapMeta(): " - <<"seed="<<m_seed<<", chunksize="<<m_chunksize + <<"seed="<<m_seed <<std::endl; } -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; - - createDirs(m_savedir); - - std::string fullpath = m_savedir + "/chunk_meta"; - std::ofstream os(fullpath.c_str(), std::ios_base::binary); - if(os.good() == false) - { - dstream<<"ERROR: ServerMap::saveChunkMeta(): " - <<"could not open"<<fullpath<<std::endl; - throw FileNotGoodException("Cannot open chunk metadata"); - } - - u8 version = 0; - - // Write version - os.write((char*)&version, 1); - - u8 buf[4]; - - // Write count - writeU32(buf, count); - os.write((char*)buf, 4); - - for(core::map<v2s16, MapChunk*>::Iterator - i = m_chunks.getIterator(); - i.atEnd()==false; i++) - { - v2s16 p = i.getNode()->getKey(); - MapChunk *chunk = i.getNode()->getValue(); - // Write position - writeV2S16(buf, p); - os.write((char*)buf, 4); - // Write chunk data - chunk->serialize(os, version); - } - - setChunksNonModified(); -} - -void ServerMap::loadChunkMeta() -{ - DSTACK(__FUNCTION_NAME); - - dstream<<"INFO: ServerMap::loadChunkMeta(): Loading chunk metadata" - <<std::endl; - - std::string fullpath = m_savedir + "/chunk_meta"; - std::ifstream is(fullpath.c_str(), std::ios_base::binary); - if(is.good() == false) - { - dstream<<"ERROR: ServerMap::loadChunkMeta(): " - <<"could not open"<<fullpath<<std::endl; - throw FileNotGoodException("Cannot open chunk metadata"); - } - - u8 version = 0; - - // Read version - is.read((char*)&version, 1); - - u8 buf[4]; - - // Read count - is.read((char*)buf, 4); - u32 count = readU32(buf); - - dstream<<"INFO: ServerMap::loadChunkMeta(): Loading metadata of " - <<count<<" chunks"<<std::endl; - - for(u32 i=0; i<count; i++) - { - v2s16 p; - MapChunk *chunk = new MapChunk(); - // Read position - is.read((char*)buf, 4); - p = readV2S16(buf); - // Read chunk data - chunk->deSerialize(is, version); - m_chunks.insert(p, chunk); - } -} - void ServerMap::saveSectorMeta(ServerMapSector *sector) { DSTACK(__FUNCTION_NAME); @@ -5408,7 +2870,7 @@ MapSector* ServerMap::loadSectorMeta(std::string sectordir, bool save_after_load return sector; } -bool ServerMap::loadSectorFull(v2s16 p2d) +bool ServerMap::loadSectorMeta(v2s16 p2d) { DSTACK(__FUNCTION_NAME); @@ -5432,7 +2894,49 @@ bool ServerMap::loadSectorFull(v2s16 p2d) sectordir = getSectorDir(p2d, 2); } - //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out + try{ + sector = loadSectorMeta(sectordir, loadlayout != 2); + } + catch(InvalidFilenameException &e) + { + return false; + } + catch(FileNotGoodException &e) + { + return false; + } + catch(std::exception &e) + { + return false; + } + + return true; +} + +#if 0 +bool ServerMap::loadSectorFull(v2s16 p2d) +{ + DSTACK(__FUNCTION_NAME); + + MapSector *sector = NULL; + + // 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); + } try{ sector = loadSectorMeta(sectordir, loadlayout != 2); @@ -5479,7 +2983,7 @@ bool ServerMap::loadSectorFull(v2s16 p2d) return true; } - +#endif void ServerMap::saveBlock(MapBlock *block) { @@ -5499,13 +3003,13 @@ void ServerMap::saveBlock(MapBlock *block) u8 version = SER_FMT_VER_HIGHEST; // Get destination v3s16 p3d = block->getPos(); - v2s16 p2d(p3d.X, p3d.Z); - std::string dir = getSectorDir(p2d); - createDirs(dir); - char cc[5]; - snprintf(cc, 5, "%.4x", (unsigned int)p3d.Y&0xffff); - std::string fullpath = dir + "/" + cc; + v2s16 p2d(p3d.X, p3d.Z); + std::string sectordir = getSectorDir(p2d); + + createDirs(sectordir); + + std::string fullpath = sectordir+"/"+getBlockFilename(p3d); std::ofstream o(fullpath.c_str(), std::ios_base::binary); if(o.good() == false) throw FileNotGoodException("Cannot open block data"); @@ -5523,7 +3027,7 @@ void ServerMap::saveBlock(MapBlock *block) block->serializeDiskExtra(o, version); // We just wrote it to the disk so clear modified flag - block->resetChangedFlag(); + block->resetModified(); } void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSector *sector, bool save_after_load) @@ -5587,20 +3091,85 @@ void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSecto } // We just loaded it from the disk, so it's up-to-date. - block->resetChangedFlag(); + block->resetModified(); } catch(SerializationError &e) { dstream<<"WARNING: Invalid block data on disk " - "(SerializationError). Ignoring. " - "A new one will be generated." + <<"fullpath="<<fullpath + <<" (SerializationError). " + <<"what()="<<e.what() <<std::endl; + //" Ignoring. A new one will be generated. + assert(0); // TODO: Backup file; name is in fullpath. } } +MapBlock* ServerMap::loadBlock(v3s16 blockpos) +{ + DSTACK(__FUNCTION_NAME); + + v2s16 p2d(blockpos.X, blockpos.Z); + + // 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); + } + + /* + Make sure sector is loaded + */ + MapSector *sector = getSectorNoGenerateNoEx(p2d); + if(sector == NULL) + { + try{ + sector = loadSectorMeta(sectordir, loadlayout != 2); + } + catch(InvalidFilenameException &e) + { + return false; + } + catch(FileNotGoodException &e) + { + return false; + } + catch(std::exception &e) + { + return false; + } + } + + /* + Make sure file exists + */ + + std::string blockfilename = getBlockFilename(blockpos); + if(fs::PathExists(sectordir+"/"+blockfilename) == false) + return NULL; + + /* + Load block + */ + loadBlock(sectordir, blockfilename, sector, loadlayout != 2); + return getBlockNoCreateNoEx(blockpos); +} + void ServerMap::PrintInfo(std::ostream &out) { out<<"ServerMap: "; @@ -5709,6 +3278,14 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) DSTACK(__FUNCTION_NAME); bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT; + + /* + This is called two times per frame, reset on the non-transparent one + */ + if(pass == scene::ESNRP_SOLID) + { + m_last_drawn_sectors.clear(); + } /* Get time for measuring timeout. @@ -5745,9 +3322,9 @@ 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; @@ -5757,9 +3334,6 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) u32 blocks_would_have_drawn = 0; u32 blocks_drawn = 0; - //NOTE: The sectors map should be locked but we're not doing it - // because it'd cause too much delays - int timecheck_counter = 0; core::map<v2s16, MapSector*>::Iterator si; si = m_sectors.getIterator(); @@ -5799,6 +3373,8 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) /* Draw blocks */ + + u32 sector_blocks_drawn = 0; core::list< MapBlock * >::Iterator i; for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++) @@ -5891,7 +3467,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) && m_control.range_all == false && d > m_control.wanted_min_range * BS) continue; + blocks_drawn++; + sector_blocks_drawn++; u32 c = mesh->getMeshBufferCount(); @@ -5917,6 +3495,11 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) } } } // foreach sectorblocks + + if(sector_blocks_drawn != 0) + { + m_last_drawn_sectors[sp] = true; + } } m_control.blocks_drawn = blocks_drawn; |