diff options
Diffstat (limited to 'src/map.cpp')
-rw-r--r-- | src/map.cpp | 4255 |
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: "; |