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-rw-r--r--src/map.cpp4255
1 files changed, 1807 insertions, 2448 deletions
diff --git a/src/map.cpp b/src/map.cpp
index adcdaffee..fe6b7a701 100644
--- a/src/map.cpp
+++ b/src/map.cpp
@@ -30,6 +30,14 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "serverobject.h"
#include "content_mapnode.h"
+extern "C" {
+ #include "sqlite3.h"
+}
+/*
+ SQLite format specification:
+ - Initially only replaces sectors/ and sectors2/
+*/
+
/*
Map
*/
@@ -82,8 +90,6 @@ 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;
}
@@ -98,15 +104,11 @@ 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);
}
@@ -245,15 +247,15 @@ 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);
@@ -273,12 +275,12 @@ 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?
@@ -315,7 +317,7 @@ void Map::unspreadLight(enum LightBank bank,
light_sources.remove(n2pos);
}*/
}
-
+
/*// DEBUG
if(light_sources.find(n2pos) != NULL)
light_sources.remove(n2pos);*/
@@ -346,7 +348,7 @@ 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);
}
@@ -384,7 +386,7 @@ void Map::spreadLight(enum LightBank bank,
if(from_nodes.size() == 0)
return;
-
+
u32 blockchangecount = 0;
core::map<v3s16, bool> lighted_nodes;
@@ -398,7 +400,7 @@ 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++)
{
@@ -406,7 +408,7 @@ 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){
@@ -438,7 +440,7 @@ 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);
@@ -458,12 +460,12 @@ 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,
@@ -513,7 +515,7 @@ 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);
}
@@ -540,7 +542,7 @@ 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;
@@ -566,7 +568,7 @@ v3s16 Map::getBrightestNeighbour(enum LightBank bank, v3s16 p)
if(found_something == false)
throw InvalidPositionException();
-
+
return brightest_pos;
}
@@ -585,7 +587,7 @@ s16 Map::propagateSunlight(v3s16 start,
for(; ; y--)
{
v3s16 pos(start.X, y, start.Z);
-
+
v3s16 blockpos = getNodeBlockPos(pos);
MapBlock *block;
try{
@@ -629,31 +631,31 @@ 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);
@@ -666,14 +668,14 @@ 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
@@ -697,7 +699,7 @@ void Map::updateLighting(enum LightBank bank,
<<std::endl;
}
}
-
+
if(bank == LIGHTBANK_DAY)
{
bool bottom_valid = block->propagateSunlight(light_sources);
@@ -716,7 +718,7 @@ 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;*/
@@ -731,7 +733,7 @@ void Map::updateLighting(enum LightBank bank,
{
assert(0);
}
-
+
}
}
@@ -740,7 +742,7 @@ 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;
@@ -752,7 +754,7 @@ void Map::updateLighting(enum LightBank bank,
TimeTaker timer("spreadLight");
spreadLight(bank, light_sources, modified_blocks);
}
-
+
if(debug)
{
u32 diff = modified_blocks.size() - count_was;
@@ -760,10 +762,10 @@ 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);
@@ -773,14 +775,14 @@ 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++)
@@ -796,7 +798,7 @@ void Map::updateLighting(enum LightBank bank,
continue;
vmanip.initialEmerge(p, p);
}*/
-
+
// Lighting of block will be updated completely
block->setLightingExpired(false);
}
@@ -825,7 +827,7 @@ 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
*/
@@ -846,7 +848,7 @@ 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
@@ -884,7 +886,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
{
try{
MapNode bottomnode = getNode(bottompos);
-
+
if(bottomnode.d == CONTENT_GRASS
|| bottomnode.d == CONTENT_GRASS_FOOTSTEPS)
{
@@ -929,9 +931,9 @@ 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.
@@ -950,11 +952,11 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
{
n.setLight(LIGHTBANK_DAY, LIGHT_SUN);
}
-
+
/*
Set the node on the map
*/
-
+
setNode(p, n);
/*
@@ -967,13 +969,13 @@ 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)
{
@@ -981,7 +983,7 @@ 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);
@@ -1007,7 +1009,7 @@ 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
*/
@@ -1044,13 +1046,13 @@ 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)
{
}
@@ -1065,14 +1067,14 @@ 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.
@@ -1097,7 +1099,7 @@ 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)
*/
@@ -1120,11 +1122,11 @@ 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
*/
@@ -1176,7 +1178,7 @@ 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{
@@ -1216,13 +1218,13 @@ 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)
{
}
@@ -1356,19 +1358,19 @@ 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++)
{
@@ -1395,12 +1397,47 @@ 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++)
{
@@ -1411,7 +1448,7 @@ 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
@@ -1426,6 +1463,8 @@ u32 Map::deleteUnusedSectors(float timeout, bool only_blocks,
}
}
}
+#endif
+
deleteSectors(sector_deletion_queue, only_blocks);
return sector_deletion_queue.getSize();
}
@@ -1444,7 +1483,7 @@ 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;*/
@@ -1456,17 +1495,17 @@ 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);
@@ -1509,7 +1548,7 @@ 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)
{
@@ -1532,7 +1571,7 @@ 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.
@@ -1551,7 +1590,7 @@ 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);
@@ -1559,7 +1598,7 @@ 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.
*/
@@ -1577,20 +1616,20 @@ 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;
@@ -1616,7 +1655,7 @@ 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)
@@ -1632,7 +1671,7 @@ 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);
@@ -1652,7 +1691,7 @@ 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;
@@ -1681,27 +1720,27 @@ 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)
{
}
@@ -1797,13 +1836,9 @@ 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)
@@ -1812,17 +1847,17 @@ 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
@@ -1840,20 +1875,24 @@ 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<<
@@ -1884,7 +1923,7 @@ ServerMap::ServerMap(std::string savedir):
}
dstream<<DTIME<<"INFO: Initializing new map."<<std::endl;
-
+
// Create zero sector
emergeSector(v2s16(0,0));
@@ -1895,7 +1934,7 @@ ServerMap::ServerMap(std::string savedir):
ServerMap::~ServerMap()
{
dstream<<__FUNCTION_NAME<<std::endl;
-
+
try
{
if(m_map_saving_enabled)
@@ -1915,7 +1954,8 @@ ServerMap::~ServerMap()
dstream<<DTIME<<"Server: Failed to save map to "<<m_savedir
<<", exception: "<<e.what()<<std::endl;
}
-
+
+#if 0
/*
Free all MapChunks
*/
@@ -1925,6 +1965,7 @@ ServerMap::~ServerMap()
MapChunk *chunk = i.getNode()->getValue();
delete chunk;
}
+#endif
}
/*
@@ -1943,7 +1984,7 @@ s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d)
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)
@@ -1966,7 +2007,7 @@ s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d)
&& n.d != CONTENT_TREE
&& n.d != CONTENT_LEAVES)
break;
-
+
vmanip.m_area.add_y(em, i, -1);
}
if(y >= y_nodes_min)
@@ -1988,7 +2029,7 @@ void make_tree(VoxelManipulator &vmanip, v3s16 p0)
vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
p1.Y++;
}
-
+
// p1 is now the last piece of the trunk
p1.Y -= 1;
@@ -1997,7 +2038,7 @@ void make_tree(VoxelManipulator &vmanip, v3s16 p0)
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;
@@ -2008,7 +2049,7 @@ void make_tree(VoxelManipulator &vmanip, v3s16 p0)
leaves_d[leaves_a.index(v3s16(x,y,z))] = 1;
}
}
-
+
// Add leaves randomly
for(u32 iii=0; iii<7; iii++)
{
@@ -2019,7 +2060,7 @@ void make_tree(VoxelManipulator &vmanip, v3s16 p0)
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++)
@@ -2027,7 +2068,7 @@ void make_tree(VoxelManipulator &vmanip, v3s16 p0)
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++)
@@ -2038,7 +2079,8 @@ void make_tree(VoxelManipulator &vmanip, v3s16 p0)
if(vmanip.m_area.contains(p) == false)
continue;
u32 vi = vmanip.m_area.index(p);
- if(vmanip.m_data[vi].d != CONTENT_AIR)
+ if(vmanip.m_data[vi].d != CONTENT_AIR
+ && vmanip.m_data[vi].d != CONTENT_IGNORE)
continue;
u32 i = leaves_a.index(x,y,z);
if(leaves_d[i] == 1)
@@ -2046,23 +2088,815 @@ void make_tree(VoxelManipulator &vmanip, v3s16 p0)
}
}
+#if 0
+void make_randomstone(VoxelManipulator &vmanip, v3s16 p0)
+{
+ MapNode stonenode(CONTENT_STONE);
+
+ s16 size = myrand_range(3, 6);
+
+ VoxelArea stone_a(v3s16(-2,0,-2), v3s16(2,size,2));
+ Buffer<u8> stone_d(stone_a.getVolume());
+ for(s32 i=0; i<stone_a.getVolume(); i++)
+ stone_d[i] = 0;
+
+ // Force stone at bottom to make it usually touch the ground
+ {
+ for(s16 z=0; z<=0; z++)
+ for(s16 y=0; y<=0; y++)
+ for(s16 x=0; x<=0; x++)
+ {
+ stone_d[stone_a.index(v3s16(x,y,z))] = 1;
+ }
+ }
+
+ // Generate from perlin noise
+ for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
+ for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
+ for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
+ {
+ double d = noise3d_perlin((float)x/3.,(float)z/3.,(float)y/3.,
+ p0.Z*4243+p0.Y*34+p0.X, 2, 0.5);
+ if(z == stone_a.MinEdge.Z || z == stone_a.MaxEdge.Z)
+ d -= 0.3;
+ if(/*y == stone_a.MinEdge.Y ||*/ y == stone_a.MaxEdge.Y)
+ d -= 0.3;
+ if(x == stone_a.MinEdge.X || x == stone_a.MaxEdge.X)
+ d -= 0.3;
+ if(d > 0.0)
+ {
+ u32 vi = stone_a.index(v3s16(x,y,z));
+ stone_d[vi] = 1;
+ }
+ }
+
+ /*// Add stone randomly
+ for(u32 iii=0; iii<7; iii++)
+ {
+ s16 d = 1;
+
+ v3s16 p(
+ myrand_range(stone_a.MinEdge.X, stone_a.MaxEdge.X-d),
+ myrand_range(stone_a.MinEdge.Y, stone_a.MaxEdge.Y-d),
+ myrand_range(stone_a.MinEdge.Z, stone_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++)
+ {
+ stone_d[stone_a.index(p+v3s16(x,y,z))] = 1;
+ }
+ }*/
+
+ // Blit stone to vmanip
+ for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
+ for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
+ for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
+ {
+ v3s16 p(x,y,z);
+ p += p0;
+ if(vmanip.m_area.contains(p) == false)
+ continue;
+ u32 vi = vmanip.m_area.index(p);
+ if(vmanip.m_data[vi].d != CONTENT_AIR
+ && vmanip.m_data[vi].d != CONTENT_IGNORE)
+ continue;
+ u32 i = stone_a.index(x,y,z);
+ if(stone_d[i] == 1)
+ vmanip.m_data[vi] = stonenode;
+ }
+}
+#endif
+
+void make_largestone(VoxelManipulator &vmanip, v3s16 p0)
+{
+ MapNode stonenode(CONTENT_STONE);
+
+ s16 size = myrand_range(8, 16);
+
+ VoxelArea stone_a(v3s16(-size/2,0,-size/2), v3s16(size/2,size,size/2));
+ Buffer<u8> stone_d(stone_a.getVolume());
+ for(s32 i=0; i<stone_a.getVolume(); i++)
+ stone_d[i] = 0;
+
+ // Force stone at bottom to make it usually touch the ground
+ {
+ for(s16 z=0; z<=0; z++)
+ for(s16 y=0; y<=0; y++)
+ for(s16 x=0; x<=0; x++)
+ {
+ stone_d[stone_a.index(v3s16(x,y,z))] = 1;
+ }
+ }
+
+ // Generate from perlin noise
+ for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
+ for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
+ for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
+ {
+ double d = 1.0;
+ d += noise3d_perlin((float)x/10.,(float)z/10.,(float)y/10.,
+ p0.Z*5123+p0.Y*2439+p0.X, 2, 0.5);
+ double mid_z = (stone_a.MaxEdge.Z+stone_a.MinEdge.Z)/2;
+ double mid_x = (stone_a.MaxEdge.X+stone_a.MinEdge.X)/2;
+ double mid_y = (stone_a.MaxEdge.Y+stone_a.MinEdge.Y)/2;
+ double dz = (double)z-mid_z;
+ double dx = (double)x-mid_x;
+ double dy = MYMAX(0, (double)y-mid_y);
+ double r = sqrt(dz*dz+dx*dx+dy*dy);
+ d /= (2*r/size)*2 + 0.01;
+ if(d > 1.0)
+ {
+ u32 vi = stone_a.index(v3s16(x,y,z));
+ stone_d[vi] = 1;
+ }
+ }
+
+ /*// Add stone randomly
+ for(u32 iii=0; iii<7; iii++)
+ {
+ s16 d = 1;
+
+ v3s16 p(
+ myrand_range(stone_a.MinEdge.X, stone_a.MaxEdge.X-d),
+ myrand_range(stone_a.MinEdge.Y, stone_a.MaxEdge.Y-d),
+ myrand_range(stone_a.MinEdge.Z, stone_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++)
+ {
+ stone_d[stone_a.index(p+v3s16(x,y,z))] = 1;
+ }
+ }*/
+
+ // Blit stone to vmanip
+ for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
+ for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
+ for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
+ {
+ v3s16 p(x,y,z);
+ p += p0;
+ if(vmanip.m_area.contains(p) == false)
+ continue;
+ u32 vi = vmanip.m_area.index(p);
+ /*if(vmanip.m_data[vi].d != CONTENT_AIR
+ && vmanip.m_data[vi].d != CONTENT_IGNORE)
+ continue;*/
+ u32 i = stone_a.index(x,y,z);
+ if(stone_d[i] == 1)
+ vmanip.m_data[vi] = stonenode;
+ }
+}
+
+/*
+ Dungeon making routines
+*/
+
+#define VMANIP_FLAG_DUNGEON_INSIDE VOXELFLAG_CHECKED1
+#define VMANIP_FLAG_DUNGEON_PRESERVE VOXELFLAG_CHECKED2
+#define VMANIP_FLAG_DUNGEON_UNTOUCHABLE (\
+ VMANIP_FLAG_DUNGEON_INSIDE|VMANIP_FLAG_DUNGEON_PRESERVE)
+
+void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace)
+{
+ // Make +-X walls
+ for(s16 z=0; z<roomsize.Z; z++)
+ for(s16 y=0; y<roomsize.Y; y++)
+ {
+ {
+ v3s16 p = roomplace + v3s16(0,y,z);
+ if(vmanip.m_area.contains(p) == false)
+ continue;
+ u32 vi = vmanip.m_area.index(p);
+ if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
+ continue;
+ vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
+ }
+ {
+ v3s16 p = roomplace + v3s16(roomsize.X-1,y,z);
+ if(vmanip.m_area.contains(p) == false)
+ continue;
+ u32 vi = vmanip.m_area.index(p);
+ if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
+ continue;
+ vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
+ }
+ }
+
+ // Make +-Z walls
+ for(s16 x=0; x<roomsize.X; x++)
+ for(s16 y=0; y<roomsize.Y; y++)
+ {
+ {
+ v3s16 p = roomplace + v3s16(x,y,0);
+ if(vmanip.m_area.contains(p) == false)
+ continue;
+ u32 vi = vmanip.m_area.index(p);
+ if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
+ continue;
+ vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
+ }
+ {
+ v3s16 p = roomplace + v3s16(x,y,roomsize.Z-1);
+ if(vmanip.m_area.contains(p) == false)
+ continue;
+ u32 vi = vmanip.m_area.index(p);
+ if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
+ continue;
+ vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
+ }
+ }
+
+ // Make +-Y walls (floor and ceiling)
+ for(s16 z=0; z<roomsize.Z; z++)
+ for(s16 x=0; x<roomsize.X; x++)
+ {
+ {
+ v3s16 p = roomplace + v3s16(x,0,z);
+ if(vmanip.m_area.contains(p) == false)
+ continue;
+ u32 vi = vmanip.m_area.index(p);
+ if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
+ continue;
+ vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
+ }
+ {
+ v3s16 p = roomplace + v3s16(x,roomsize.Y-1,z);
+ if(vmanip.m_area.contains(p) == false)
+ continue;
+ u32 vi = vmanip.m_area.index(p);
+ if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
+ continue;
+ vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
+ }
+ }
+
+ // Fill with air
+ for(s16 z=1; z<roomsize.Z-1; z++)
+ for(s16 y=1; y<roomsize.Y-1; y++)
+ for(s16 x=1; x<roomsize.X-1; x++)
+ {
+ v3s16 p = roomplace + v3s16(x,y,z);
+ if(vmanip.m_area.contains(p) == false)
+ continue;
+ u32 vi = vmanip.m_area.index(p);
+ vmanip.m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
+ vmanip.m_data[vi] = MapNode(CONTENT_AIR);
+ }
+}
+
+void make_fill(VoxelManipulator &vmanip, v3s16 place, v3s16 size,
+ u8 avoid_flags, MapNode n, u8 or_flags)
+{
+ for(s16 z=0; z<size.Z; z++)
+ for(s16 y=0; y<size.Y; y++)
+ for(s16 x=0; x<size.X; x++)
+ {
+ v3s16 p = place + v3s16(x,y,z);
+ if(vmanip.m_area.contains(p) == false)
+ continue;
+ u32 vi = vmanip.m_area.index(p);
+ if(vmanip.m_flags[vi] & avoid_flags)
+ continue;
+ vmanip.m_flags[vi] |= or_flags;
+ vmanip.m_data[vi] = n;
+ }
+}
+
+void make_hole1(VoxelManipulator &vmanip, v3s16 place)
+{
+ make_fill(vmanip, place, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
+ VMANIP_FLAG_DUNGEON_INSIDE);
+}
+
+void make_door1(VoxelManipulator &vmanip, v3s16 doorplace, v3s16 doordir)
+{
+ make_hole1(vmanip, doorplace);
+}
+
+v3s16 rand_ortho_dir()
+{
+ if(myrand()%2==0)
+ return myrand()%2 ? v3s16(-1,0,0) : v3s16(1,0,0);
+ else
+ return myrand()%2 ? v3s16(0,0,-1) : v3s16(0,0,1);
+}
+
+void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace, v3s16 doordir,
+ v3s16 &result_place, v3s16 &result_dir)
+{
+ make_hole1(vmanip, doorplace);
+ v3s16 p0 = doorplace;
+ v3s16 dir = doordir;
+ u32 length;
+ if(myrand()%2)
+ length = myrand_range(1,13);
+ else
+ length = myrand_range(1,6);
+ u32 partlength = myrand_range(1,length);
+ u32 partcount = 0;
+ s16 make_stairs = 0;
+ if(myrand()%2 == 0 && partlength >= 3)
+ make_stairs = myrand()%2 ? 1 : -1;
+ for(u32 i=0; i<length; i++)
+ {
+ v3s16 dir0 = dir;
+ // If first part of stairs, don't go up or down yet (wouldn't fit)
+ if(partcount == 0)
+ dir0.Y = 0;
+ v3s16 p = p0 + dir0;
+ /*// If already empty
+ if(vmanip.getNodeNoExNoEmerge(p).d
+ == CONTENT_AIR
+ && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
+ == CONTENT_AIR)
+ {
+ }*/
+ if(make_stairs)
+ {
+ make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,5,3),
+ VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(CONTENT_COBBLE), 0);
+ make_fill(vmanip, p, v3s16(1,3,1), 0, MapNode(CONTENT_AIR),
+ VMANIP_FLAG_DUNGEON_INSIDE);
+ }
+ else
+ {
+ make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,4,3),
+ VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(CONTENT_COBBLE), 0);
+ make_hole1(vmanip, p);
+ /*make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
+ VMANIP_FLAG_DUNGEON_INSIDE);*/
+ }
+ p0 = p;
+ partcount++;
+ if(partcount >= partlength)
+ {
+ partcount = 0;
+
+ v3s16 newdir = rand_ortho_dir();
+ partlength = myrand_range(1,7);
+ make_stairs = 0;
+ if(myrand()%2 == 0 && partlength >= 3)
+ make_stairs = myrand()%2 ? 1 : -1;
+
+ if(make_stairs != 0)
+ {
+ if(newdir.X == 0 && dir.X != 0)
+ dir = newdir;
+ if(newdir.Z == 0 && dir.Z != 0)
+ dir = newdir;
+ }
+ else
+ {
+ dir = newdir;
+ }
+ dir.Y = make_stairs;
+ }
+ }
+ //p0.Y -= make_stairs;
+ dir.Y = 0;
+ result_place = p0;
+ result_dir = dir;
+}
+
+class RoomWalker
+{
+public:
+
+ RoomWalker(VoxelManipulator &vmanip_, v3s16 pos):
+ vmanip(vmanip_),
+ m_pos(pos)
+ {
+ randomizeDir();
+ }
+
+ void randomizeDir()
+ {
+ m_dir = rand_ortho_dir();
+ }
+
+ void setPos(v3s16 pos)
+ {
+ m_pos = pos;
+ }
+
+ void setDir(v3s16 dir)
+ {
+ m_dir = dir;
+ }
+
+ bool findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
+ {
+ for(u32 i=0; i<100; i++)
+ {
+ v3s16 p = m_pos + m_dir;
+ v3s16 p1 = p + v3s16(0,1,0);
+ if(vmanip.m_area.contains(p) == false
+ || vmanip.m_area.contains(p1) == false
+ || i % 4 == 0)
+ {
+ randomizeDir();
+ continue;
+ }
+ if(vmanip.getNodeNoExNoEmerge(p).d
+ == CONTENT_COBBLE
+ && vmanip.getNodeNoExNoEmerge(p1).d
+ == CONTENT_COBBLE)
+ {
+ // Found wall, this is a good place!
+ result_place = p;
+ result_dir = m_dir;
+ // Randomize next direction
+ randomizeDir();
+ return true;
+ }
+ /*
+ Determine where to move next
+ */
+ // Jump one up if the actual space is there
+ if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).d
+ == CONTENT_COBBLE
+ && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
+ == CONTENT_AIR
+ && vmanip.getNodeNoExNoEmerge(p+v3s16(0,2,0)).d
+ == CONTENT_AIR)
+ p += v3s16(0,1,0);
+ // Jump one down if the actual space is there
+ if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
+ == CONTENT_COBBLE
+ && vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).d
+ == CONTENT_AIR
+ && vmanip.getNodeNoExNoEmerge(p+v3s16(0,-1,0)).d
+ == CONTENT_AIR)
+ p += v3s16(0,-1,0);
+ // Check if walking is now possible
+ if(vmanip.getNodeNoExNoEmerge(p).d
+ != CONTENT_AIR
+ || vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
+ != CONTENT_AIR)
+ {
+ // Cannot continue walking here
+ randomizeDir();
+ continue;
+ }
+ // Move there
+ m_pos = p;
+ }
+ return false;
+ }
+
+ bool findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
+ v3s16 &result_doordir, v3s16 &result_roomplace)
+ {
+ for(s16 trycount=0; trycount<30; trycount++)
+ {
+ v3s16 doorplace;
+ v3s16 doordir;
+ bool r = findPlaceForDoor(doorplace, doordir);
+ if(r == false)
+ continue;
+ v3s16 roomplace;
+ // X east, Z north, Y up
+ if(doordir == v3s16(1,0,0)) // X+
+ roomplace = doorplace + v3s16(0,-1,-roomsize.Z/2+myrand_range(-roomsize.Z/2,roomsize.Z/2));
+ if(doordir == v3s16(-1,0,0)) // X-
+ roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2+myrand_range(-roomsize.Z/2,roomsize.Z/2));
+ if(doordir == v3s16(0,0,1)) // Z+
+ roomplace = doorplace + v3s16(-roomsize.X/2+myrand_range(-roomsize.X/2,roomsize.X/2),-1,0);
+ if(doordir == v3s16(0,0,-1)) // Z-
+ roomplace = doorplace + v3s16(-roomsize.X/2+myrand_range(-roomsize.X/2,roomsize.X/2),-1,-roomsize.Z+1);
+
+ // Check fit
+ bool fits = true;
+ for(s16 z=1; z<roomsize.Z-1; z++)
+ for(s16 y=1; y<roomsize.Y-1; y++)
+ for(s16 x=1; x<roomsize.X-1; x++)
+ {
+ v3s16 p = roomplace + v3s16(x,y,z);
+ if(vmanip.m_area.contains(p) == false)
+ {
+ fits = false;
+ break;
+ }
+ if(vmanip.m_flags[vmanip.m_area.index(p)]
+ & VMANIP_FLAG_DUNGEON_INSIDE)
+ {
+ fits = false;
+ break;
+ }
+ }
+ if(fits == false)
+ {
+ // Find new place
+ continue;
+ }
+ result_doorplace = doorplace;
+ result_doordir = doordir;
+ result_roomplace = roomplace;
+ return true;
+ }
+ return false;
+ }
+
+private:
+ VoxelManipulator &vmanip;
+ v3s16 m_pos;
+ v3s16 m_dir;
+};
+
+void make_dungeon1(VoxelManipulator &vmanip)
+{
+ v3s16 areasize = vmanip.m_area.getExtent();
+ v3s16 roomsize;
+ v3s16 roomplace;
+
+ roomsize = v3s16(myrand_range(4,8),myrand_range(4,6),myrand_range(4,8));
+ roomplace = vmanip.m_area.MinEdge + v3s16(
+ myrand_range(0,areasize.X-roomsize.X-1),
+ myrand_range(0,areasize.Y-roomsize.Y-1),
+ myrand_range(0,areasize.Z-roomsize.Z-1));
+
+ u32 room_count = myrand_range(2,7);
+ for(u32 i=0; i<room_count; i++)
+ {
+ make_room1(vmanip, roomsize, roomplace);
+
+ RoomWalker walker(vmanip, roomplace+v3s16(roomsize.X/2,1,roomsize.Z/2));
+ v3s16 doorplace;
+ v3s16 doordir;
+ bool r = walker.findPlaceForDoor(doorplace, doordir);
+ if(r == false)
+ {
+ //dstream<<"walker.findPlaceForDoor failed"<<std::endl;
+ return;
+ }
+ //dstream<<"walker.findPlaceForDoor succeeded"<<std::endl;
+
+ make_door1(vmanip, doorplace, doordir);
+
+ v3s16 corridor_end;
+ v3s16 corridor_end_dir;
+ make_corridor(vmanip, doorplace, doordir, corridor_end, corridor_end_dir);
+
+ roomsize = v3s16(myrand_range(4,8),myrand_range(4,6),myrand_range(4,8));
+ walker.setPos(corridor_end);
+ walker.setDir(corridor_end_dir);
+ r = walker.findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace);
+ if(r == false)
+ {
+ //dstream<<"walker.findPlaceForRoomDoor failed"<<std::endl;
+ return;
+ }
+ //dstream<<"walker.findPlaceForRoomDoor succeeded"<<std::endl;
+ make_door1(vmanip, doorplace, doordir);
+ }
+
+ make_room1(vmanip, roomsize, roomplace);
+
+}
+
/*
Noise functions. Make sure seed is mangled differently in each one.
*/
+// This affects the shape of the contour
+//#define CAVE_NOISE_SCALE 10.0
+#define CAVE_NOISE_SCALE 5.0
+
+NoiseParams get_cave_noise1_params(u64 seed)
+{
+ /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.7,
+ 200, CAVE_NOISE_SCALE);*/
+ return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.7,
+ 100, CAVE_NOISE_SCALE);
+}
+
+NoiseParams get_cave_noise2_params(u64 seed)
+{
+ /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.7,
+ 200, CAVE_NOISE_SCALE);*/
+ return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.7,
+ 100, CAVE_NOISE_SCALE);
+}
+
+//#define CAVE_NOISE_THRESHOLD (2.5/CAVE_NOISE_SCALE)
+#define CAVE_NOISE_THRESHOLD (2.0/CAVE_NOISE_SCALE)
+
+NoiseParams get_ground_noise1_params(u64 seed)
+{
+ return NoiseParams(NOISE_PERLIN, seed+983240, 5,
+ 0.60, 100.0, 30.0);
+}
+
+NoiseParams get_ground_crumbleness_params(u64 seed)
+{
+ return NoiseParams(NOISE_PERLIN, seed+34413, 3,
+ 1.3, 20.0, 1.0);
+}
+
+NoiseParams get_ground_wetness_params(u64 seed)
+{
+ return NoiseParams(NOISE_PERLIN, seed+32474, 4,
+ 1.1, 40.0, 1.0);
+}
+
+bool is_cave(u64 seed, v3s16 p)
+{
+ double d1 = noise3d_param(get_cave_noise1_params(seed), p.X,p.Y,p.Z);
+ double d2 = noise3d_param(get_cave_noise2_params(seed), p.X,p.Y,p.Z);
+ return d1*d2 > CAVE_NOISE_THRESHOLD;
+}
+
+/*
+ Ground density noise shall be interpreted by using this.
+
+ TODO: No perlin noises here, they should be outsourced
+ and buffered
+*/
+bool val_is_ground(double ground_noise1_val, v3s16 p, u64 seed)
+{
+ //return ((double)p.Y < ground_noise1_val);
+
+ double f = 1.0 + noise2d_perlin(
+ 0.5+(float)p.X/250, 0.5+(float)p.Z/250,
+ seed+920381, 3, 0.5);
+ if(f < 0.01)
+ f = 0.01;
+ else if(f >= 1.0)
+ f *= 2.0;
+ double h = WATER_LEVEL + 10 * noise2d_perlin(
+ 0.5+(float)p.X/250, 0.5+(float)p.Z/250,
+ seed+84174, 4, 0.5);
+ return ((double)p.Y - h < ground_noise1_val * f);
+}
+
+/*
+ Queries whether a position is ground or not.
+*/
+bool is_ground(u64 seed, v3s16 p)
+{
+ double val1 = noise3d_param(get_ground_noise1_params(seed), p.X,p.Y,p.Z);
+ return val_is_ground(val1, p, seed);
+}
+
// Amount of trees per area in nodes
double tree_amount_2d(u64 seed, v2s16 p)
{
- double noise = noise2d_perlin(
+ /*double noise = noise2d_perlin(
0.5+(float)p.X/250, 0.5+(float)p.Y/250,
- seed+2, 5, 0.66);
- double zeroval = -0.3;
+ seed+2, 5, 0.66);*/
+ double noise = noise2d_perlin(
+ 0.5+(float)p.X/125, 0.5+(float)p.Y/125,
+ seed+2, 4, 0.66);
+ double zeroval = -0.35;
if(noise < zeroval)
return 0;
else
return 0.04 * (noise-zeroval) / (1.0-zeroval);
}
+#if 0
+double randomstone_amount_2d(u64 seed, v2s16 p)
+{
+ double noise = noise2d_perlin(
+ 0.5+(float)p.X/250, 0.5+(float)p.Y/250,
+ seed+3829434, 5, 0.66);
+ double zeroval = 0.1;
+ if(noise < zeroval)
+ return 0;
+ else
+ return 0.01 * (noise-zeroval) / (1.0-zeroval);
+}
+#endif
+
+double largestone_amount_2d(u64 seed, v2s16 p)
+{
+ double noise = noise2d_perlin(
+ 0.5+(float)p.X/250, 0.5+(float)p.Y/250,
+ seed+14143242, 5, 0.66);
+ double zeroval = 0.3;
+ if(noise < zeroval)
+ return 0;
+ else
+ return 0.005 * (noise-zeroval) / (1.0-zeroval);
+}
+
+/*
+ Incrementally find ground level from 3d noise
+*/
+s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
+{
+ // Start a bit fuzzy to make averaging lower precision values
+ // more useful
+ s16 level = myrand_range(-precision/2, precision/2);
+ s16 dec[] = {31000, 100, 20, 4, 1, 0};
+ s16 i;
+ for(i = 1; dec[i] != 0 && precision <= dec[i]; i++)
+ {
+ // First find non-ground by going upwards
+ // Don't stop in caves.
+ {
+ s16 max = level+dec[i-1]*2;
+ v3s16 p(p2d.X, level, p2d.Y);
+ for(; p.Y < max; p.Y += dec[i])
+ {
+ if(!is_ground(seed, p))
+ {
+ level = p.Y;
+ break;
+ }
+ }
+ }
+ // Then find ground by going downwards from there.
+ // Go in caves, too, when precision is 1.
+ {
+ s16 min = level-dec[i-1]*2;
+ v3s16 p(p2d.X, level, p2d.Y);
+ for(; p.Y>min; p.Y-=dec[i])
+ {
+ bool ground = is_ground(seed, p);
+ /*if(dec[i] == 1 && is_cave(seed, p))
+ ground = false;*/
+ if(ground)
+ {
+ level = p.Y;
+ break;
+ }
+ }
+ }
+ }
+
+ // This is more like the actual ground level
+ level += dec[i-1]/2;
+
+ return level;
+}
+
+double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p=4);
+
+double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p)
+{
+ v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
+ v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
+ double a = 0;
+ a += find_ground_level_from_noise(seed,
+ v2s16(node_min.X, node_min.Y), p);
+ a += find_ground_level_from_noise(seed,
+ v2s16(node_min.X, node_max.Y), p);
+ a += find_ground_level_from_noise(seed,
+ v2s16(node_max.X, node_max.Y), p);
+ a += find_ground_level_from_noise(seed,
+ v2s16(node_max.X, node_min.Y), p);
+ a += find_ground_level_from_noise(seed,
+ v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p);
+ a /= 5;
+ return a;
+}
+
+double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p=4);
+
+double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p)
+{
+ v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
+ v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
+ double a = -31000;
+ a = MYMAX(a, find_ground_level_from_noise(seed,
+ v2s16(node_min.X, node_min.Y), p));
+ a = MYMAX(a, find_ground_level_from_noise(seed,
+ v2s16(node_min.X, node_max.Y), p));
+ a = MYMAX(a, find_ground_level_from_noise(seed,
+ v2s16(node_max.X, node_max.Y), p));
+ a = MYMAX(a, find_ground_level_from_noise(seed,
+ v2s16(node_min.X, node_min.Y), p));
+ a = MYMAX(a, find_ground_level_from_noise(seed,
+ v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
+ return a;
+}
+
+double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p=4);
+
+double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p)
+{
+ v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
+ v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
+ double a = 31000;
+ a = MYMIN(a, find_ground_level_from_noise(seed,
+ v2s16(node_min.X, node_min.Y), p));
+ a = MYMIN(a, find_ground_level_from_noise(seed,
+ v2s16(node_min.X, node_max.Y), p));
+ a = MYMIN(a, find_ground_level_from_noise(seed,
+ v2s16(node_max.X, node_max.Y), p));
+ a = MYMIN(a, find_ground_level_from_noise(seed,
+ v2s16(node_min.X, node_min.Y), p));
+ a = MYMIN(a, find_ground_level_from_noise(seed,
+ v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
+ return a;
+}
+
+#if 0
#define AVERAGE_MUD_AMOUNT 4
double base_rock_level_2d(u64 seed, v2s16 p)
@@ -2072,7 +2906,7 @@ double base_rock_level_2d(u64 seed, v2s16 p)
+ 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.,
@@ -2089,7 +2923,7 @@ double base_rock_level_2d(u64 seed, v2s16 p)
// 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.,
@@ -2114,7 +2948,7 @@ double base_rock_level_2d(u64 seed, v2s16 p)
a = rangelim(a, 0.0, 1.0);
//dstream<<"a="<<a<<std::endl;
-
+
double h = base*(1.0-a) + higher*a;
#else
double h = base;
@@ -2128,6 +2962,7 @@ double get_mud_add_amount(u64 seed, v2s16 p)
0.5+(float)p.X/200, 0.5+(float)p.Y/200,
seed+91013, 3, 0.55));
}
+#endif
bool get_have_sand(u64 seed, v2s16 p2d)
{
@@ -2206,1447 +3041,722 @@ void addRandomObjects(MapBlock *block)
block->setChangedFlag();
}
-#define VMANIP_FLAG_DUNGEON VOXELFLAG_CHECKED1
-
-/*
- This is the main map generation method
-*/
-
-void makeChunk(ChunkMakeData *data)
+void makeBlock(BlockMakeData *data)
{
if(data->no_op)
+ {
+ dstream<<"makeBlock: no-op"<<std::endl;
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");
+ v3s16 blockpos = data->blockpos;
+
+ /*dstream<<"makeBlock(): ("<<blockpos.X<<","<<blockpos.Y<<","
+ <<blockpos.Z<<")"<<std::endl;*/
-#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);
+ ManualMapVoxelManipulator &vmanip = data->vmanip;
+ v3s16 blockpos_min = blockpos - v3s16(1,1,1);
+ v3s16 blockpos_max = blockpos + v3s16(1,1,1);
+ // Area of center block
+ v3s16 node_min = blockpos*MAP_BLOCKSIZE;
+ v3s16 node_max = (blockpos+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
+ // Full allocated area
+ v3s16 full_node_min = (blockpos-1)*MAP_BLOCKSIZE;
+ v3s16 full_node_max = (blockpos+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
+ // Area of a block
+ double block_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE;
- 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);*/
- }
+ v2s16 p2d_center(node_min.X+MAP_BLOCKSIZE/2, node_min.Z+MAP_BLOCKSIZE/2);
- for(s16 x=0; x<data->sectorpos_bigbase_size*MAP_BLOCKSIZE; x++)
- for(s16 z=0; z<data->sectorpos_bigbase_size*MAP_BLOCKSIZE; z++)
+ /*
+ Get average ground level from noise
+ */
+
+ s16 approx_groundlevel = (s16)get_sector_average_ground_level(
+ data->seed, v2s16(blockpos.X, blockpos.Z));
+ //dstream<<"approx_groundlevel="<<approx_groundlevel<<std::endl;
+
+ s16 approx_ground_depth = approx_groundlevel - (node_min.Y+MAP_BLOCKSIZE/2);
+
+ /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
+ data->seed, v2s16(blockpos.X, blockpos.Z));
+ // Minimum amount of ground above the central block
+ s16 minimum_ground_depth = minimum_groundlevel - node_max.Y;*/
+
+ s16 maximum_groundlevel = (s16)get_sector_maximum_ground_level(
+ data->seed, v2s16(blockpos.X, blockpos.Z), 1);
+ // Minimum amount of ground above the central block
+ s16 maximum_ground_depth = maximum_groundlevel - node_min.Y;
+
+ /*
+ Special case for high air or water
+ */
+ if(maximum_ground_depth < -20)
{
- // 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
- */
+ for(s16 x=node_min.X; x<=node_max.X; x++)
+ for(s16 z=node_min.Z; z<=node_max.Z; z++)
{
- // 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++)
+ // Node position
+ v2s16 p2d(x,z);
{
- // 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));*/
+ // Use fast index incrementing
+ v3s16 em = vmanip.m_area.getExtent();
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
+ for(s16 y=node_min.Y; y<=node_max.Y; y++)
+ {
+ // Only modify places that have no content
+ if(vmanip.m_data[i].d == CONTENT_IGNORE)
+ {
+ if(y <= WATER_LEVEL)
+ vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE);
+ else
+ vmanip.m_data[i] = MapNode(CONTENT_AIR);
+ }
- //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);
+ data->vmanip.m_area.add_y(em, i, 1);
+ }
}
}
+
+ // We're done
+ return;
}
-#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++)
+ /*
+ Make some 3D noise
+ */
+
+ //NoiseBuffer noisebuf1;
+ //NoiseBuffer noisebuf2;
+ NoiseBuffer noisebuf_cave;
+ NoiseBuffer noisebuf_ground;
+ NoiseBuffer noisebuf_ground_crumbleness;
+ NoiseBuffer noisebuf_ground_wetness;
{
- // Node position
- v2s16 p2d = data->sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z);
-
+ v3f minpos_f(node_min.X, node_min.Y, node_min.Z);
+ v3f maxpos_f(node_max.X, node_max.Y, node_max.Z);
+
+ //TimeTaker timer("noisebuf.create");
+
/*
- Skip of already generated
+ Cave noise
*/
- /*{
- 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);
+ noisebuf_cave.create(get_cave_noise1_params(data->seed),
+ minpos_f.X, minpos_f.Y, minpos_f.Z,
+ maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
+ 4, 4, 4);
+ //3.5, 3.5, 3.5);
- /*// Experimental stuff
- {
- float a = highlands_level_2d(data->seed, p2d);
- if(a > surface_y_f)
- surface_y_f = a;
- }*/
+ noisebuf_cave.multiply(get_cave_noise2_params(data->seed));
- // Convert to integer
- s16 surface_y = (s16)surface_y_f;
+ /*
+ Ground noise
+ */
+
+ // Sample length
+ v3f sl = v3f(4.0, 4.0, 4.0);
+
+ /*
+ Density
+ */
+ //noisebuf_ground.create(data->seed+983240, 6, 0.60, false,
+ noisebuf_ground.create(get_ground_noise1_params(data->seed),
+ minpos_f.X, minpos_f.Y, minpos_f.Z,
+ maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
+ sl.X, sl.Y, sl.Z);
- // Log it
- if(surface_y > stone_surface_max_y)
- stone_surface_max_y = surface_y;
-
/*
- Fill ground with stone
+ Content
*/
+ sl = v3f(2.5, 2.5, 2.5);
+ noisebuf_ground_crumbleness.create(
+ get_ground_crumbleness_params(data->seed),
+ minpos_f.X, minpos_f.Y, minpos_f.Z,
+ maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z,
+ sl.X, sl.Y, sl.Z);
+ noisebuf_ground_wetness.create(
+ get_ground_wetness_params(data->seed),
+ minpos_f.X, minpos_f.Y, minpos_f.Z,
+ maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z,
+ sl.X, sl.Y, sl.Z);
+ }
+
+ /*
+ Make base ground level
+ */
+
+ for(s16 x=node_min.X; x<=node_max.X; x++)
+ for(s16 z=node_min.Z; z<=node_max.Z; z++)
+ {
+ // Node position
+ v2s16 p2d(x,z);
{
// 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++)
+ v3s16 em = vmanip.m_area.getExtent();
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
+ for(s16 y=node_min.Y; y<=node_max.Y; 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;
+ // Only modify places that have no content
+ if(vmanip.m_data[i].d == CONTENT_IGNORE)
+ {
+ if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD)
+ vmanip.m_data[i] = MapNode(CONTENT_AIR);
+ else if(val_is_ground(noisebuf_ground.get(x,y,z),
+ v3s16(x,y,z), data->seed))
+ vmanip.m_data[i] = MapNode(CONTENT_STONE);
+ else if(y <= WATER_LEVEL)
+ vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE);
+ else
+ vmanip.m_data[i] = MapNode(CONTENT_AIR);
+ }
+ /*if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD)
+ {
+ // Only modify places that have no content
+ if(vmanip.m_data[i].d == CONTENT_IGNORE)
+ vmanip.m_data[i] = MapNode(CONTENT_AIR);
+ }
+ else if(is_ground(noisebuf_ground.get(x,y,z), y))
+ {
+ // Only modify places that have no content
+ if(vmanip.m_data[i].d == CONTENT_IGNORE)
+ vmanip.m_data[i] = MapNode(CONTENT_STONE);
+ }
+ else if(y <= WATER_LEVEL)
+ {
+ // Only modify places that have air or no content
+ if(vmanip.m_data[i].d == CONTENT_IGNORE
+ || vmanip.m_data[i].d == CONTENT_AIR)
+ vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE);
+ }
+ else
+ {
+ // Only modify places that have no content
+ if(vmanip.m_data[i].d == CONTENT_IGNORE)
+ vmanip.m_data[i] = MapNode(CONTENT_AIR);
+ }*/
+
data->vmanip.m_area.add_y(em, i, 1);
}
}
}
-#endif
-
- }//timer1
/*
- Randomize some parameters
+ Add minerals
*/
-
- //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)
+ /*
+ Add meseblocks
+ */
+ for(s16 i=0; i<approx_ground_depth/4; i++)
{
- route_start_y_min = -of.Y + stone_surface_max_y + 10;
+ if(myrand()%50 == 0)
+ {
+ s16 x = myrand_range(node_min.X+1, node_max.X-1);
+ s16 y = myrand_range(node_min.Y+1, node_max.Y-1);
+ s16 z = myrand_range(node_min.Z+1, node_max.Z-1);
+ for(u16 i=0; i<27; i++)
+ {
+ v3s16 p = v3s16(x,y,z) + g_27dirs[i];
+ u32 vi = vmanip.m_area.index(p);
+ if(vmanip.m_data[vi].d == CONTENT_STONE)
+ if(myrand()%8 == 0)
+ vmanip.m_data[vi] = MapNode(CONTENT_MESE);
+ }
+
+ }
}
-
- 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
+ Add others
*/
-
- for(u16 j=0; j<tunnel_routepoints; j++)
{
- if(j%7==0 && bruise_surface == false)
+ u16 a = myrand_range(0,15);
+ a = a*a*a;
+ u16 amount = 20 * a/1000;
+ for(s16 i=0; i<amount; i++)
{
- 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);
- }
+ s16 x = myrand_range(node_min.X+1, node_max.X-1);
+ s16 y = myrand_range(node_min.Y+1, node_max.Y-1);
+ s16 z = myrand_range(node_min.Z+1, node_max.Z-1);
- // 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);
- }
+ u8 base_content = CONTENT_STONE;
+ MapNode new_content(CONTENT_IGNORE);
+ u32 sparseness = 6;
- 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);
+ if(noisebuf_ground_crumbleness.get(x,y+5,z) < -0.1)
+ {
+ new_content = MapNode(CONTENT_STONE, MINERAL_COAL);
+ }
+ else
+ {
+ if(noisebuf_ground_wetness.get(x,y+5,z) > 0.0)
+ new_content = MapNode(CONTENT_STONE, MINERAL_IRON);
+ /*if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
+ vmanip.m_data[i] = MapNode(CONTENT_MUD);
+ else
+ vmanip.m_data[i] = MapNode(CONTENT_SAND);*/
+ }
+ /*else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.1)
+ {
+ }*/
- s16 d0 = -rs/2;
- s16 d1 = d0 + rs - 1;
- for(s16 z0=d0; z0<=d1; z0++)
+ if(new_content.d != CONTENT_IGNORE)
{
- //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++)
+ for(u16 i=0; i<27; i++)
{
- 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++)
+ v3s16 p = v3s16(x,y,z) + g_27dirs[i];
+ u32 vi = vmanip.m_area.index(p);
+ if(vmanip.m_data[vi].d == base_content)
{
- 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;
- }
+ if(myrand()%sparseness == 0)
+ vmanip.m_data[vi] = new_content;
}
}
}
}
-
- 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()%4 != 0 || (orp.Y + of.Y) > 10)
- mineral = MINERAL_COAL;
- else
- mineral = MINERAL_IRON;
-
/*
- Generate some vein starting from orp
+ Add coal
*/
-
- for(u16 j=0; j<2; j++)
+ //for(s16 i=0; i < MYMAX(0, 50 - abs(node_min.Y+8 - (-30))); i++)
+ //for(s16 i=0; i<50; i++)
+ u16 coal_amount = 30;
+ u16 coal_rareness = 60 / coal_amount;
+ if(coal_rareness == 0)
+ coal_rareness = 1;
+ if(myrand()%coal_rareness == 0)
{
- /*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())
+ u16 a = myrand() % 16;
+ u16 amount = coal_amount * a*a*a / 1000;
+ for(s16 i=0; i<amount; i++)
{
- 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 x = myrand_range(node_min.X+1, node_max.X-1);
+ s16 y = myrand_range(node_min.Y+1, node_max.Y-1);
+ s16 z = myrand_range(node_min.Z+1, node_max.Z-1);
+ for(u16 i=0; i<27; i++)
{
- 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;
- }
- }
+ v3s16 p = v3s16(x,y,z) + g_27dirs[i];
+ u32 vi = vmanip.m_area.index(p);
+ if(vmanip.m_data[vi].d == CONTENT_STONE)
+ if(myrand()%8 == 0)
+ vmanip.m_data[vi] = MapNode(CONTENT_STONE, MINERAL_COAL);
}
}
-
- 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
+ Add iron
*/
+ u16 iron_amount = 8;
+ u16 iron_rareness = 60 / iron_amount;
+ if(iron_rareness == 0)
+ iron_rareness = 1;
+ if(myrand()%iron_rareness == 0)
{
- 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++)
+ u16 a = myrand() % 16;
+ u16 amount = iron_amount * a*a*a / 1000;
+ for(s16 i=0; i<amount; i++)
{
- 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);
+ s16 x = myrand_range(node_min.X+1, node_max.X-1);
+ s16 y = myrand_range(node_min.Y+1, node_max.Y-1);
+ s16 z = myrand_range(node_min.Z+1, node_max.Z-1);
+ for(u16 i=0; i<27; i++)
+ {
+ v3s16 p = v3s16(x,y,z) + g_27dirs[i];
+ u32 vi = vmanip.m_area.index(p);
+ if(vmanip.m_data[vi].d == CONTENT_STONE)
+ if(myrand()%8 == 0)
+ vmanip.m_data[vi] = MapNode(CONTENT_STONE, MINERAL_IRON);
+ }
}
}
-
}
- }//timer1
-#endif
-
-#if 1
- {
- // 340ms @cs=8
- TimeTaker timer1("flow mud");
-
/*
- Flow mud away from steep edges
+ Add mud and sand and others underground (in place of stone)
*/
- // 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++)
+ for(s16 x=node_min.X; x<=node_max.X; x++)
+ for(s16 z=node_min.Z; z<=node_max.Z; 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--)
+ // Node position
+ v2s16 p2d(x,z);
{
- 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)
+ // Use fast index incrementing
+ v3s16 em = vmanip.m_area.getExtent();
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
+ for(s16 y=node_max.Y; y>=node_min.Y; y--)
{
- continue;
- }
+ if(vmanip.m_data[i].d == CONTENT_STONE)
+ {
+ if(noisebuf_ground_crumbleness.get(x,y,z) > 1.3)
+ {
+ if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
+ vmanip.m_data[i] = MapNode(CONTENT_MUD);
+ else
+ vmanip.m_data[i] = MapNode(CONTENT_SAND);
+ }
+ else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.7)
+ {
+ if(noisebuf_ground_wetness.get(x,y,z) < -0.6)
+ vmanip.m_data[i] = MapNode(CONTENT_GRAVEL);
+ }
+ }
- // 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;
+ data->vmanip.m_area.add_y(em, i, -1);
}
}
}
-
- }
-
- }//timer1
-#endif
-
-#if 1
- {
- // 50ms @cs=8
- TimeTaker timer1("add water");
/*
- Add water to the central chunk (and a bit more)
+ Add dungeons
*/
- 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);
+ //if(node_min.Y < approx_groundlevel)
+ //if(myrand() % 3 == 0)
+ //if(myrand() % 3 == 0 && node_min.Y < approx_groundlevel)
+ if(myrand() % 100 == 0 && node_min.Y < approx_groundlevel)
+ {
+ // Dungeon generator doesn't modify places which have this set
+ data->vmanip.clearFlag(VMANIP_FLAG_DUNGEON_INSIDE
+ | VMANIP_FLAG_DUNGEON_PRESERVE);
- // 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
- */
+ // Set all air and water to be untouchable to make dungeons open
+ // to caves and open air
+ for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
+ for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
{
- 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--)
+ // Node position
+ v2s16 p2d(x,z);
{
- 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)
+ // Use fast index incrementing
+ v3s16 em = vmanip.m_area.getExtent();
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
+ for(s16 y=node_max.Y; y>=full_node_min.Y; y--)
{
-
- break;
+ if(vmanip.m_data[i].d == CONTENT_AIR)
+ vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
+ else if(vmanip.m_data[i].d == CONTENT_WATERSOURCE)
+ vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
+ data->vmanip.m_area.add_y(em, i, -1);
}
-
- // Make water only not in caves
- if(!(data->vmanip.m_flags[i]&VMANIP_FLAG_DUNGEON))
+ }
+ }
+
+ /*s16 x = myrand_range(node_min.X, node_max.X);
+ s16 z = myrand_range(node_min.Z, node_max.Z);
+ s16 y = myrand_range(node_min.Y, node_max.Y);*/
+ // Add it
+ make_dungeon1(data->vmanip);
+
+ // Take different seed for every dungeon for not blending their
+ // mossyness together
+ //u32 mossyseed = z*38134234+y*42123+x*23;
+ u32 mossyseed = full_node_min.Z*38134234
+ +full_node_min.Y*42123+full_node_min.X*23;
+
+ // Convert some cobble to mossy cobble
+ for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
+ for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
+ {
+ // Node position
+ v2s16 p2d(x,z);
+ {
+ // Use fast index incrementing
+ v3s16 em = vmanip.m_area.getExtent();
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
+ for(s16 y=node_max.Y; y>=full_node_min.Y; y--)
{
- 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);
+ // No mossy in dry places
+ // (noisebuf not used because it's smaller in size)
+ if(noise3d_param(get_ground_wetness_params(data->seed), x,y,z)
+ < -0.6)
+ continue;
+ double d = noise3d_perlin((float)x/4.,
+ (float)y/4.,(float)z/4.,
+ mossyseed, 2, 0.9);
+ if(d < 0.0)
+ continue;
+ if(vmanip.m_data[i].d == CONTENT_COBBLE)
+ vmanip.m_data[i].d = CONTENT_MOSSYCOBBLE;
+ data->vmanip.m_area.add_y(em, i, -1);
}
-
- // 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
+ Add top and bottom side of water to transforming_liquid queue
*/
-
- //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);
-
- bool have_sand = get_have_sand(data->seed, p2d);
-
- if(have_sand == false)
- continue;
-
- // Find ground level
- s16 surface_y = find_ground_level_clever(data->vmanip, p2d);
-
- if(surface_y > WATER_LEVEL + 2)
- continue;
+ for(s16 x=node_min.X; x<=node_max.X; x++)
+ for(s16 z=node_min.Z; z<=node_max.Z; z++)
+ {
+ // Node position
+ v2s16 p2d(x,z);
{
- 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--)
+ bool water_found = false;
+ // Use fast index incrementing
+ v3s16 em = vmanip.m_area.getExtent();
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
+ for(s16 y=node_max.Y; y>=node_min.Y; y--)
{
- MapNode *n = &data->vmanip.m_data[i];
- if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS)
+ if(water_found == false)
{
- n->d = CONTENT_SAND;
+ if(vmanip.m_data[i].d == CONTENT_WATERSOURCE)
+ {
+ v3s16 p = v3s16(p2d.X, y, p2d.Y);
+ data->transforming_liquid.push_back(p);
+ water_found = true;
+ }
}
else
{
- not_sand_counter++;
- if(not_sand_counter > 3)
- break;
+ // This can be done because water_found can only
+ // turn to true and end up here after going through
+ // a single block.
+ if(vmanip.m_data[i+1].d != CONTENT_WATERSOURCE)
+ {
+ v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
+ data->transforming_liquid.push_back(p);
+ water_found = false;
+ }
}
data->vmanip.m_area.add_y(em, i, -1);
}
}
-
}
- }//timer1
-#endif
-
-#if 1
- {
- // 1ms @cs=8
- //TimeTaker timer1("generate trees");
-
/*
- Generate some trees
+ If close to ground level
*/
- {
- // 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)
- continue;
- // Don't make a tree so high that it doesn't fit
- if(y > y_nodes_max - 6)
- continue;
- v3s16 p(x,y,z);
- /*
- Trees grow only on mud and grass
- */
- {
- u32 i = data->vmanip.m_area.index(v3s16(p));
- MapNode *n = &data->vmanip.m_data[i];
- if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
- continue;
- }
- p.Y++;
- // Make a tree
- make_tree(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
+ if(abs(approx_ground_depth) < 20)
{
- // 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.
+ Add grass and mud
*/
- s16 surface_y = 0;
+
+ for(s16 x=node_min.X; x<=node_max.X; x++)
+ for(s16 z=node_min.Z; z<=node_max.Z; 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;
- // Go to ground level
- for(y=y_nodes_max; y>=y_nodes_min; y--)
+ // Node position
+ v2s16 p2d(x,z);
{
- 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)
- */
+ bool possibly_have_sand = get_have_sand(data->seed, p2d);
+ bool have_sand = false;
+ u32 mud_count = 0;
+ bool air_detected = false;
+ bool water_detected = false;
+ // Use fast index incrementing
+ s16 start_y = node_max.Y+2;
+ v3s16 em = vmanip.m_area.getExtent();
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, start_y, p2d.Y));
+ for(s16 y=start_y; y>=node_min.Y-2; y--)
+ {
+ if(vmanip.m_data[i].d == CONTENT_WATERSOURCE)
+ water_detected = true;
+ if(vmanip.m_data[i].d == CONTENT_AIR)
+ air_detected = true;
+
+ if((vmanip.m_data[i].d == CONTENT_STONE
+ || vmanip.m_data[i].d == CONTENT_GRASS
+ || vmanip.m_data[i].d == CONTENT_MUD
+ || vmanip.m_data[i].d == CONTENT_SAND
+ || vmanip.m_data[i].d == CONTENT_GRAVEL
+ ) && (air_detected || water_detected))
+ {
+ if(mud_count == 0 && y <= WATER_LEVEL+2
+ && possibly_have_sand)
+ have_sand = true;
- core::map<v3s16, bool> light_sources;
+ if(have_sand)
+ {
+ vmanip.m_data[i] = MapNode(CONTENT_SAND);
+ }
+ else if(mud_count==0 && !water_detected && y >= WATER_LEVEL)
+ vmanip.m_data[i] = MapNode(CONTENT_GRASS);
+ else
+ vmanip.m_data[i] = MapNode(CONTENT_MUD);
- {
- // 750ms @cs=8, can't optimize more
- TimeTaker timer1("initial lighting");
+ mud_count++;
+ if(mud_count >= 4)
+ break;
+ }
+ else if(mud_count != 0)
+ break;
- // 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;
+ data->vmanip.m_area.add_y(em, i, -1);
+ }
+ }
}
-
- // Node position in 2d
- v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+ /*
+ Add trees
+ */
+
+ // Amount of trees
+ u32 tree_count = block_area_nodes * tree_amount_2d(data->seed, p2d_center);
+ // Put trees in random places on part of division
+ for(u32 i=0; i<tree_count; i++)
{
- 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--)
+ s16 x = myrand_range(node_min.X, node_max.X);
+ s16 z = myrand_range(node_min.Z, node_max.Z);
+ //s16 y = find_ground_level(data->vmanip, v2s16(x,z));
+ s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4);
+ // Don't make a tree under water level
+ if(y < WATER_LEVEL)
+ continue;
+ // Make sure tree fits (only trees whose starting point is
+ // at this block are added)
+ if(y < node_min.Y || y > node_max.Y)
+ continue;
+ /*
+ Find exact ground level
+ */
+ v3s16 p(x,y+6,z);
+ bool found = false;
+ for(; p.Y >= y-6; p.Y--)
{
+ u32 i = data->vmanip.m_area.index(p);
MapNode *n = &data->vmanip.m_data[i];
- if(n->getLight(LIGHTBANK_DAY) != 0)
+ if(n->d != CONTENT_AIR && n->d != CONTENT_IGNORE)
{
- light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
+ found = true;
+ break;
}
- //NOTE: This is broken, at least the index has to
- // be incremented
}
+ // If not found, handle next one
+ if(found == false)
+ continue;
+ /*
+ Trees grow only on mud and grass
+ */
+ {
+ u32 i = data->vmanip.m_area.index(p);
+ MapNode *n = &data->vmanip.m_data[i];
+ if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
+ continue;
+ }
+ // Tree will be placed one higher
+ p.Y++;
+ // Make a tree
+ make_tree(data->vmanip, p);
}
- }
-#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);
+#if 0
+ /*
+ Add some kind of random stones
+ */
- // Loop from top to down
+ u32 random_stone_count = block_area_nodes *
+ randomstone_amount_2d(data->seed, p2d_center);
+ // Put in random places on part of division
+ for(u32 i=0; i<random_stone_count; i++)
{
- 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--)
- {
+ s16 x = myrand_range(node_min.X, node_max.X);
+ s16 z = myrand_range(node_min.Z, node_max.Z);
+ s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
+ // Don't add under water level
+ /*if(y < WATER_LEVEL)
+ continue;*/
+ // Don't add if doesn't belong to this block
+ if(y < node_min.Y || y > node_max.Y)
+ continue;
+ v3s16 p(x,y,z);
+ // Filter placement
+ /*{
+ u32 i = data->vmanip.m_area.index(v3s16(p));
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);
- }
+ if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
+ continue;
+ }*/
+ // Will be placed one higher
+ p.Y++;
+ // Add it
+ make_randomstone(data->vmanip, p);
}
- }
#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);
-
+#if 0
/*
- Apply initial sunlight
+ Add larger stones
*/
+
+ u32 large_stone_count = block_area_nodes *
+ largestone_amount_2d(data->seed, p2d_center);
+ //u32 large_stone_count = 1;
+ // Put in random places on part of division
+ for(u32 i=0; i<large_stone_count; i++)
{
- 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--)
- {
+ s16 x = myrand_range(node_min.X, node_max.X);
+ s16 z = myrand_range(node_min.Z, node_max.Z);
+ s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
+ // Don't add under water level
+ /*if(y < WATER_LEVEL)
+ continue;*/
+ // Don't add if doesn't belong to this block
+ if(y < node_min.Y || y > node_max.Y)
+ continue;
+ v3s16 p(x,y,z);
+ // Filter placement
+ /*{
+ u32 i = data->vmanip.m_area.index(v3s16(p));
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);
- }
+ if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
+ continue;
+ }*/
+ // Will be placed one lower
+ p.Y--;
+ // Add it
+ make_largestone(data->vmanip, p);
}
- }
#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(BlockMakeData *data, v3s16 blockpos)
{
- if(m_chunksize == 0)
- {
- data.no_op = true;
- return;
- }
-
- data.no_op = false;
-
- // The distance how far into the neighbors the generator is allowed to go.
- s16 max_spread_amount_sectors = 2;
- assert(max_spread_amount_sectors <= m_chunksize);
- s16 max_spread_amount = max_spread_amount_sectors * MAP_BLOCKSIZE;
-
- s16 y_blocks_min = -4;
- s16 y_blocks_max = 3;
+ /*dstream<<"initBlockMake(): ("<<blockpos.X<<","<<blockpos.Y<<","
+ <<blockpos.Z<<")"<<std::endl;*/
- 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);
}
}
}
@@ -3655,195 +3765,145 @@ 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.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(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
*/
{
// 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();
- }
- }
+ //dstream<<"changed_blocks.size()="<<changed_blocks.size()<<std::endl;
/*
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);
- }
- }
- }
+ s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
+ data->seed, v2s16(blockpos.X, blockpos.Z));
+
+ if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
+ block->setIsUnderground(true);
+ else
+ block->setIsUnderground(false);
/*
- 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.
*/
+ /*core::map<v3s16, bool> light_sources;
+ bool black_air_left = false;
+ block->propagateSunlight(light_sources, true, &black_air_left);*/
- 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);
- }
+ /*
+ 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.
+ */
/*
- Set central chunk non-volatile
+ Update lighting
*/
- MapChunk *chunk = getChunk(data.chunkpos);
- assert(chunk);
- // Set non-volatile
- //chunk->setIsVolatile(false);
- chunk->setGenLevel(GENERATED_FULLY);
+ core::map<v3s16, MapBlock*> lighting_update_blocks;
+ lighting_update_blocks.insert(block->getPos(), block);
+ /*for(core::map<v3s16, MapBlock*>::Iterator
+ i = modified_blocks.getIterator();
+ i.atEnd() == false; i++)
+ {
+ lighting_update_blocks.insert(i.getNode()->getKey(),
+ i.getNode()->getValue());
+ }*/
+ updateLighting(lighting_update_blocks, changed_blocks);
/*
- Save changed parts of map
+ Add random objects to block
*/
- save(true);
-
- return chunk;
-}
-
-#if 0
-// NOTE: Deprecated
-MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
- core::map<v3s16, MapBlock*> &changed_blocks,
- bool force)
-{
- DSTACK(__FUNCTION_NAME);
+ addRandomObjects(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;
+ /*dstream<<"finishBlockMake() done for ("<<blockpos.X<<","<<blockpos.Y<<","
+ <<blockpos.Z<<")"<<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);
- }
-
- assert(chunkNonVolatile(chunkpos1));
-
- MapChunk *chunk = getChunk(chunkpos1);
- return chunk;
+ return block;
}
-#endif
ServerMapSector * ServerMap::createSector(v2s16 p2d)
{
@@ -3861,7 +3921,12 @@ 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)
@@ -3898,127 +3963,23 @@ 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;
+ //MapBlock *block = original_dummy;
v2s16 p2d(p.X, p.Z);
- s16 block_y = p.Y;
v2s16 p2d_nodes = p2d * MAP_BLOCKSIZE;
/*
@@ -4031,602 +3992,73 @@ 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
+ 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("makeBlock()");
+ makeBlock(&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)
+ v3s16 p(x0,y0,z0);
+ MapNode n = block->getNode(p);
+ if(n.d == CONTENT_IGNORE)
{
- 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)
- {
- /*
- 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
- */
- u16 iron_amount = 8;
- 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;
@@ -4685,12 +4117,17 @@ 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,
@@ -4702,6 +4139,13 @@ 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
*/
@@ -4721,12 +4165,12 @@ 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
@@ -4735,27 +4179,13 @@ 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
@@ -4764,7 +4194,14 @@ 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;
@@ -4824,10 +4261,10 @@ 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;
@@ -4848,12 +4285,15 @@ 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...
*/
@@ -4879,16 +4319,20 @@ 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 = 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)
@@ -4965,6 +4409,13 @@ 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);
@@ -4983,13 +4434,6 @@ 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;
u32 block_count_all = 0; // Number of blocks in memory
@@ -5014,7 +4458,8 @@ void ServerMap::save(bool only_changed)
block_count_all++;
- if(block->getChangedFlag() || only_changed == false)
+ if(block->getModified() >= MOD_STATE_WRITE_NEEDED
+ || only_changed == false)
{
saveBlock(block);
block_count++;
@@ -5042,107 +4487,12 @@ void ServerMap::save(bool only_changed)
}
}
-#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);
@@ -5158,7 +4508,6 @@ void ServerMap::saveMapMeta()
Settings params;
params.setU64("seed", m_seed);
- params.setS32("chunksize", m_chunksize);
params.writeLines(os);
@@ -5199,106 +4548,12 @@ 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);
@@ -5360,7 +4615,7 @@ 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);
@@ -5384,7 +4639,49 @@ 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);
@@ -5431,7 +4728,7 @@ bool ServerMap::loadSectorFull(v2s16 p2d)
return true;
}
-
+#endif
void ServerMap::saveBlock(MapBlock *block)
{
@@ -5451,13 +4748,13 @@ 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");
@@ -5475,7 +4772,7 @@ 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)
@@ -5539,7 +4836,7 @@ 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)
@@ -5556,6 +4853,68 @@ void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSecto
}
}
+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: ";