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-rw-r--r--src/defaultsettings.cpp4
-rw-r--r--src/map.cpp330
-rw-r--r--src/mapblock.cpp87
-rw-r--r--src/mapblock.h3
-rw-r--r--src/server.cpp6
-rw-r--r--src/test.cpp2
-rw-r--r--src/utility.h9
7 files changed, 257 insertions, 184 deletions
diff --git a/src/defaultsettings.cpp b/src/defaultsettings.cpp
index e15a5b3a2..581948071 100644
--- a/src/defaultsettings.cpp
+++ b/src/defaultsettings.cpp
@@ -48,8 +48,8 @@ void set_default_settings()
g_settings.setDefault("ravines_amount", "1.0");
g_settings.setDefault("coal_amount", "1.0");*/
g_settings.setDefault("heightmap_blocksize", "16");
- g_settings.setDefault("height_randmax", "linear 0 0 40");
- g_settings.setDefault("height_randfactor", "linear 0.60 -0.10 0");
+ g_settings.setDefault("height_randmax", "linear 0 0 30");
+ g_settings.setDefault("height_randfactor", "linear 0.50 -0.10 0");
g_settings.setDefault("height_base", "linear 5 0 0");
g_settings.setDefault("plants_amount", "0.2");
g_settings.setDefault("ravines_amount", "0");
diff --git a/src/map.cpp b/src/map.cpp
index 119b487db..c8175c4cf 100644
--- a/src/map.cpp
+++ b/src/map.cpp
@@ -1692,6 +1692,8 @@ MapBlock * ServerMap::emergeBlock(
/*
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
*/
if(block == NULL)
{
@@ -1701,13 +1703,146 @@ MapBlock * ServerMap::emergeBlock(
{
// Remove the block so that nobody can get a half-generated one.
sector->removeBlock(block);
- // Allocate the block to be a proper one.
+ // Allocate the block to contain the generated data
block->unDummify();
}
+ u8 water_material = CONTENT_WATER;
+ if(g_settings.getBool("endless_water"))
+ water_material = CONTENT_OCEAN;
+
+ s32 lowest_ground_y = 32767;
+ s32 highest_ground_y = -32768;
+
+ // DEBUG
+ //sector->printHeightmaps();
+
+ for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
+ for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
+ {
+ //dstream<<"emergeBlock: x0="<<x0<<", z0="<<z0<<std::endl;
+
+ float surface_y_f = sector->getGroundHeight(v2s16(x0,z0));
+ //assert(surface_y_f > GROUNDHEIGHT_VALID_MINVALUE);
+ if(surface_y_f < GROUNDHEIGHT_VALID_MINVALUE)
+ {
+ dstream<<"WARNING: Surface height not found in sector "
+ "for block that is being emerged"<<std::endl;
+ surface_y_f = 0.0;
+ }
+
+ s16 surface_y = surface_y_f;
+ //avg_ground_y += surface_y;
+ 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 = 0;
+
+ float slope = sector->getSlope(v2s16(x0,z0)).getLength();
+
+ //float min_slope = 0.45;
+ //float max_slope = 0.85;
+ float min_slope = 0.60;
+ float max_slope = 1.20;
+ float min_slope_depth = 5.0;
+ float max_slope_depth = 0;
+
+ if(slope < min_slope)
+ surface_depth = min_slope_depth;
+ else if(slope > max_slope)
+ surface_depth = max_slope_depth;
+ else
+ surface_depth = (1.-(slope-min_slope)/max_slope) * min_slope_depth;
+
+ 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));
+ }
+ // else air
+ else
+ n.d = CONTENT_AIR;
+ }
+ // Else it's ground or dungeons (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
+ */
+
+ // 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;
+
/*
- Create dungeon making table
+ Generate dungeons
*/
+
+ // Initialize temporary table
const s32 ued = MAP_BLOCKSIZE;
bool underground_emptiness[ued*ued*ued];
for(s32 i=0; i<ued*ued*ued; i++)
@@ -1715,7 +1850,7 @@ MapBlock * ServerMap::emergeBlock(
underground_emptiness[i] = 0;
}
- // Generate dungeons
+ // Fill table
{
/*
Initialize orp and ors. Try to find if some neighboring
@@ -1807,7 +1942,17 @@ continue_generating:
/*
Don't always generate dungeon
*/
- if(found_existing || rand() % 2 == 0)
+ bool do_generate_dungeons = true;
+ if(!some_part_underground)
+ do_generate_dungeons = false;
+ else if(!completely_underground)
+ do_generate_dungeons = rand() % 5;
+ else if(found_existing)
+ do_generate_dungeons = true;
+ else
+ do_generate_dungeons = rand() % 2;
+
+ if(do_generate_dungeons)
{
/*
Generate some tunnel starting from orp and ors
@@ -1820,7 +1965,7 @@ continue_generating:
(float)(myrand()%ued)+0.5
);
s16 min_d = 0;
- s16 max_d = 4;
+ s16 max_d = 6;
s16 rs = (myrand()%(max_d-min_d+1))+min_d;
v3f vec = rp - orp;
@@ -1855,136 +2000,33 @@ continue_generating:
}
}
}
-
- u8 water_material = CONTENT_WATER;
- if(g_settings.getBool("endless_water"))
- water_material = CONTENT_OCEAN;
-
- s32 lowest_ground_y = 32767;
- s32 highest_ground_y = -32768;
-
- // DEBUG
- //sector->printHeightmaps();
// Set to true if has caves.
// Set when some non-air is changed to air when making caves.
bool has_caves = false;
+ /*
+ Apply temporary cave data to block
+ */
+
for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
{
- //dstream<<"emergeBlock: x0="<<x0<<", z0="<<z0<<std::endl;
-
- float surface_y_f = sector->getGroundHeight(v2s16(x0,z0));
- //assert(surface_y_f > GROUNDHEIGHT_VALID_MINVALUE);
- if(surface_y_f < GROUNDHEIGHT_VALID_MINVALUE)
- {
- dstream<<"WARNING: Surface height not found in sector "
- "for block that is being emerged"<<std::endl;
- surface_y_f = 0.0;
- }
-
- s16 surface_y = surface_y_f;
- //avg_ground_y += surface_y;
- 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 = 0;
-
- float slope = sector->getSlope(v2s16(x0,z0)).getLength();
-
- //float min_slope = 0.45;
- //float max_slope = 0.85;
- float min_slope = 0.60;
- float max_slope = 1.20;
- float min_slope_depth = 5.0;
- float max_slope_depth = 0;
-
- if(slope < min_slope)
- surface_depth = min_slope_depth;
- else if(slope > max_slope)
- surface_depth = max_slope_depth;
- else
- surface_depth = (1.-(slope-min_slope)/max_slope) * min_slope_depth;
-
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
- */
+ MapNode n = block->getNode(v3s16(x0,y0,z0));
- // 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));
- }
- // else air
- else
- n.d = CONTENT_AIR;
- }
- // Else it's ground or dungeons (air)
- else
+ // Create dungeons
+ if(underground_emptiness[
+ ued*ued*(z0*ued/MAP_BLOCKSIZE)
+ +ued*(y0*ued/MAP_BLOCKSIZE)
+ +(x0*ued/MAP_BLOCKSIZE)])
{
- // 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;*/
- }
-
- // Create dungeons
- if(underground_emptiness[
- ued*ued*(z0*ued/MAP_BLOCKSIZE)
- +ued*(y0*ued/MAP_BLOCKSIZE)
- +(x0*ued/MAP_BLOCKSIZE)])
+ if(is_ground_content(n.d))
{
- // Has now caves if previous content is air
- if(n.d != CONTENT_AIR)
- {
- has_caves = true;
- }
-
+ // Has now caves
+ has_caves = true;
+ // Set air to node
n.d = CONTENT_AIR;
}
}
@@ -1992,36 +2034,26 @@ continue_generating:
block->setNode(v3s16(x0,y0,z0), n);
}
}
-
+
/*
- Calculate completely_underground
+ This is used for guessing whether or not the block should
+ receive sunlight from the top if the top block doesn't exist
*/
- // 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;
-
- // This isn't used anymore (?) but set it anyway
block->setIsUnderground(completely_underground);
- bool some_part_underground = block_y * MAP_BLOCKSIZE <= highest_ground_y;
-
/*
Force lighting update if some part of block is partly
underground and has caves.
*/
-
- if(some_part_underground && !completely_underground && 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
*/
@@ -2364,6 +2396,28 @@ continue_generating:
objects->remove(*i);
}
+ /*
+ 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);
+
+ // If sunlight didn't reach everywhere and part of block is
+ // above ground, lighting has to be properly updated
+ if(black_air_left && some_part_underground)
+ {
+ lighting_invalidated_blocks[block->getPos()] = block;
+ }
+ }
+
+ /*
+ Translate sector's changed blocks to global changed blocks
+ */
+
for(core::map<s16, MapBlock*>::Iterator
i = changed_blocks_sector.getIterator();
i.atEnd() == false; i++)
diff --git a/src/mapblock.cpp b/src/mapblock.cpp
index 68b296154..252f123ac 100644
--- a/src/mapblock.cpp
+++ b/src/mapblock.cpp
@@ -934,61 +934,68 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources,
s16 y = MAP_BLOCKSIZE-1;
- if(no_sunlight == false)
+ // This makes difference to diminishing in water.
+ bool stopped_to_solid_object = false;
+
+ u8 current_light = no_sunlight ? 0 : LIGHT_SUN;
+
+ for(; y >= 0; y--)
{
- // Continue spreading sunlight downwards through transparent
- // nodes
- for(; y >= 0; y--)
+ v3s16 pos(x, y, z);
+ MapNode &n = getNodeRef(pos);
+
+ if(current_light == 0)
{
- v3s16 pos(x, y, z);
-
- MapNode &n = getNodeRef(pos);
-
- if(n.sunlight_propagates())
- {
- n.setLight(LIGHTBANK_DAY, LIGHT_SUN);
-
- light_sources.insert(pos_relative + pos, true);
- }
- else
+ // Do nothing
+ }
+ else if(current_light == LIGHT_SUN && n.sunlight_propagates())
+ {
+ // Do nothing: Sunlight is continued
+ }
+ else if(n.light_propagates() == false)
+ {
+ // Turn mud into grass
+ if(n.d == CONTENT_MUD && current_light == LIGHT_SUN)
{
- // Turn mud into grass
- if(n.d == CONTENT_MUD)
- {
- n.d = CONTENT_GRASS;
- }
-
- // Sunlight goes no further
- break;
+ n.d = CONTENT_GRASS;
}
+
+ // A solid object is on the way.
+ stopped_to_solid_object = true;
+
+ // Light stops.
+ current_light = 0;
+ }
+ else
+ {
+ // Diminish light
+ current_light = diminish_light(current_light);
}
- }
- bool sunlight_should_go_down = (y==-1);
-
- /*
- Check rest through to the bottom of the block
- */
- for(; y >= 0; y--)
- {
- v3s16 pos(x, y, z);
- MapNode &n = getNodeRef(pos);
+ u8 old_light = n.getLight(LIGHTBANK_DAY);
- if(n.light_propagates())
+ if(current_light > old_light || remove_light)
+ {
+ n.setLight(LIGHTBANK_DAY, current_light);
+ }
+
+ if(diminish_light(current_light) != 0)
+ {
+ light_sources.insert(pos_relative + pos, true);
+ }
+
+ if(current_light == 0 && stopped_to_solid_object)
{
if(black_air_left)
{
*black_air_left = true;
}
-
- if(remove_light)
- {
- // Fill transparent nodes with black
- n.setLight(LIGHTBANK_DAY, 0);
- }
}
}
+ // Whether or not the block below should see LIGHT_SUN
+ bool sunlight_should_go_down = (current_light == LIGHT_SUN);
+
/*
If the block below hasn't already been marked invalid:
diff --git a/src/mapblock.h b/src/mapblock.h
index 743dad927..b3fa76bb7 100644
--- a/src/mapblock.h
+++ b/src/mapblock.h
@@ -312,7 +312,8 @@ public:
#endif // !SERVER
// See comments in mapblock.cpp
- bool propagateSunlight(core::map<v3s16, bool> & light_sources);
+ bool propagateSunlight(core::map<v3s16, bool> & light_sources,
+ bool remove_light=false, bool *black_air_left=NULL);
// Copies data to VoxelManipulator to getPosRelative()
void copyTo(VoxelManipulator &dst);
diff --git a/src/server.cpp b/src/server.cpp
index 2f285b6e9..9d2e9697d 100644
--- a/src/server.cpp
+++ b/src/server.cpp
@@ -3003,7 +3003,7 @@ Player *Server::emergePlayer(const char *name, const char *password)
// Try to find a good place a few times
for(s32 i=0; i<100; i++)
{
- s32 range = 1 + i*5;
+ s32 range = 1 + i*2;
// We're going to try to throw the player to this position
nodepos = v2s16(-range/2 + (myrand()%range),
-range/2 + (myrand()%range));
@@ -3036,6 +3036,10 @@ Player *Server::emergePlayer(const char *name, const char *password)
break;
}
#endif
+
+ // If no suitable place was not found, go above water at least.
+ if(groundheight < WATER_LEVEL)
+ groundheight = WATER_LEVEL;
player->setPosition(intToFloat(v3s16(
nodepos.X,
diff --git a/src/test.cpp b/src/test.cpp
index 38c663236..f8f954742 100644
--- a/src/test.cpp
+++ b/src/test.cpp
@@ -537,7 +537,7 @@ struct TestMapBlock
core::map<v3s16, bool> light_sources;
// The block below should be valid because there shouldn't be
// sunlight in there either
- assert(b.propagateSunlight(light_sources) == true);
+ assert(b.propagateSunlight(light_sources, true) == true);
// Should not touch nodes that are not affected (that is, all of them)
//assert(b.getNode(v3s16(1,2,3)).getLight() == LIGHT_SUN);
// Should set light of non-sunlighted blocks to 0.
diff --git a/src/utility.h b/src/utility.h
index 008a95c38..e2a6afdea 100644
--- a/src/utility.h
+++ b/src/utility.h
@@ -1323,10 +1323,17 @@ private:
MutexedQueue< GetRequest<Key, T, Caller, CallerData> > m_queue;
};
-// Pseudo-random (VC++ rand() sucks)
+/*
+ Pseudo-random (VC++ rand() sucks)
+*/
int myrand(void);
void mysrand(unsigned seed);
#define MYRAND_MAX 32767
+/*
+ TODO: Some kind of a thing that stores arbitary data related to
+ 2D coordinate points
+*/
+
#endif