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-rw-r--r--src/CMakeLists.txt1
-rw-r--r--src/biome.cpp61
-rw-r--r--src/biome.h15
-rw-r--r--src/defaultsettings.cpp2
-rw-r--r--src/map.cpp246
-rw-r--r--src/mapgen.cpp48
-rw-r--r--src/mapgen.h101
-rw-r--r--src/mapgen_v6.cpp1391
-rw-r--r--src/noise.cpp7
-rw-r--r--src/scriptapi.cpp19
-rw-r--r--src/server.cpp6
11 files changed, 1698 insertions, 199 deletions
diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt
index 995d031e3..8d0363548 100644
--- a/src/CMakeLists.txt
+++ b/src/CMakeLists.txt
@@ -188,6 +188,7 @@ set(common_SRCS
log.cpp
content_sao.cpp
mapgen.cpp
+ mapgen_v6.cpp
treegen.cpp
content_nodemeta.cpp
content_mapnode.cpp
diff --git a/src/biome.cpp b/src/biome.cpp
index c66c2494c..07dad1f23 100644
--- a/src/biome.cpp
+++ b/src/biome.cpp
@@ -20,6 +20,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "biome.h"
#include "nodedef.h"
#include "map.h" //for ManualMapVoxelManipulator
+#include "log.h"
#include "main.h"
#define BT_NONE 0
@@ -64,15 +65,15 @@ int bg4_biomes[] = {BT_HILLS, BT_EXTREMEHILLS, BT_MOUNTAINS, BT_DESERT, BT_DESE
float bg5_temps[] = {5.0, 40.0};
int bg5_biomes[] = {BT_LAKE, BT_PLAINS, BT_DESERT};*/
-NoiseParams np_default = {0.0, 20.0, v3f(250., 250., 250.), 82341, 5, 0.6};
+NoiseParams np_default = {20.0, 15.0, v3f(250., 250., 250.), 82341, 5, 0.6};
BiomeDefManager::BiomeDefManager(IGameDef *gamedef) {
this->m_gamedef = gamedef;
this->ndef = gamedef->ndef();
- bgroups.push_back(new std::vector<Biome *>); //the initial biome group
- //addDefaultBiomes(); //can't do this in the ctor, too early
+ //the initial biome group
+ bgroups.push_back(new std::vector<Biome *>);
}
@@ -106,20 +107,26 @@ void BiomeDefManager::addBiomeGroup(float freq) {
newfreq += bgroup_freqs[size - 1];
bgroup_freqs.push_back(newfreq);
bgroups.push_back(new std::vector<Biome *>);
- printf("added biome with freq %f\n", newfreq);
+
+ verbosestream << "BiomeDefManager: added biome group with frequency " <<
+ newfreq << std::endl;
}
-void BiomeDefManager::addBiome(int groupid, Biome *b) {
+void BiomeDefManager::addBiome(Biome *b) {
std::vector<Biome *> *bgroup;
- if (groupid >= bgroups.size()) {
- printf("blahblahblah");
+ if (b->groupid >= bgroups.size()) {
+ errorstream << "BiomeDefManager: attempted to add biome '" << b->name
+ << "' to nonexistent biome group " << b->groupid << std::endl;
return;
}
- bgroup = bgroups[groupid];
+ bgroup = bgroups[b->groupid];
bgroup->push_back(b);
+
+ verbosestream << "BiomeDefManager: added biome '" << b->name <<
+ "' to biome group " << b->groupid << std::endl;
}
@@ -156,7 +163,7 @@ Biome *BiomeDefManager::getBiome(float bgfreq, float heat, float humidity) {
int nbiomes = bgroup->size();
for (i = 0; i != nbiomes; i++) {
- b = bgroup->operator[](i);///////////////////////////
+ b = bgroup->operator[](i);
if (heat >= b->heat_min && heat <= b->heat_max &&
humidity >= b->humidity_min && humidity <= b->humidity_max)
return b;
@@ -174,9 +181,24 @@ int Biome::getSurfaceHeight(float noise_terrain) {
}
-void Biome::genColumn(Mapgen *mg, int x, int z, int y1, int y2) {
+void Biome::genColumn(MapgenV7 *mg, int x, int z, int y1, int y2) {
int i = (z - mg->node_min.Z) * mg->csize.Z + (x - mg->node_min.X);
int surfaceh = np->offset + np->scale * mg->map_terrain[i];
+
+ /*///experimental
+ if (groupid > 0) {
+ float prevfreq = mg->biomedef->bgroup_freqs[groupid - 1];
+ float range = mg->biomedef->bgroup_freqs[groupid] - prevfreq;
+ float factor = (mg->map_bgroup[i] - prevfreq) / range;
+
+ std::vector<Biome *> *bg = mg->biomedef->bgroups[groupid - 1];
+ Biome *b = (*bg)[0];
+ int h1 = b->np->offset + b->np->scale * mg->map_terrain[i];
+ surfaceh += (int)round((surfaceh - h1) * factor);
+ //printf("h1: %d, surfaceh: %d, factor %f\n", h1, surfaceh, factor);
+ }*/
+
+
int y = y1;
i = mg->vmanip->m_area.index(x, y, z);
@@ -189,12 +211,10 @@ void Biome::genColumn(Mapgen *mg, int x, int z, int y1, int y2) {
}
-
///////////////////////////// [ Ocean biome ] /////////////////////////////////
-
-void BiomeLiquid::genColumn(Mapgen *mg, int x, int z, int y1, int y2) {
+void BiomeLiquid::genColumn(MapgenV7 *mg, int x, int z, int y1, int y2) {
int i = (z - mg->node_min.Z) * mg->csize.Z + (x - mg->node_min.X);
int surfaceh = np->offset + np->scale * mg->map_terrain[i];
int y = y1;
@@ -219,7 +239,7 @@ int BiomeHell::getSurfaceHeight(float noise_terrain) {
}
-void BiomeHell::genColumn(Mapgen *mg, int x, int z, int y1, int y2) {
+void BiomeHell::genColumn(MapgenV7 *mg, int x, int z, int y1, int y2) {
}
@@ -232,7 +252,7 @@ int BiomeAether::getSurfaceHeight(float noise_terrain) {
}
-void BiomeAether::genColumn(Mapgen *mg, int x, int z, int y1, int y2) {
+void BiomeAether::genColumn(MapgenV7 *mg, int x, int z, int y1, int y2) {
}
@@ -245,6 +265,15 @@ int BiomeSuperflat::getSurfaceHeight(float noise_terrain) {
}
-void BiomeSuperflat::genColumn(Mapgen *mg, int x, int z, int y1, int y2) {
+void BiomeSuperflat::genColumn(MapgenV7 *mg, int x, int z, int y1, int y2) {
+ int surfaceh = ntopnodes;
+ int y = y1;
+ int i = mg->vmanip->m_area.index(x, y, z);
+ for (; y <= surfaceh - ntopnodes && y <= y2; y++, i += mg->ystride)
+ mg->vmanip->m_data[i] = n_filler;
+ for (; y <= surfaceh && y <= y2; y++, i += mg->ystride)
+ mg->vmanip->m_data[i] = n_top;
+ for (; y <= y2; y++, i += mg->ystride)
+ mg->vmanip->m_data[i] = mg->n_air;
}
diff --git a/src/biome.h b/src/biome.h
index bb35dd1c4..3bf7a5d34 100644
--- a/src/biome.h
+++ b/src/biome.h
@@ -42,7 +42,8 @@ public:
MapNode n_top;
MapNode n_filler;
s16 ntopnodes;
- s16 flags;
+ s8 groupid;
+ s8 flags;
s16 height_min;
s16 height_max;
float heat_min;
@@ -52,26 +53,26 @@ public:
std::string name;
NoiseParams *np;
- virtual void genColumn(Mapgen *mg, int x, int z, int y1, int y2);
+ virtual void genColumn(MapgenV7 *mg, int x, int z, int y1, int y2);
virtual int getSurfaceHeight(float noise_terrain);
};
class BiomeLiquid : public Biome {
- virtual void genColumn(Mapgen *mg, int x, int z, int y1, int y2);
+ virtual void genColumn(MapgenV7 *mg, int x, int z, int y1, int y2);
};
class BiomeHell : public Biome {
- virtual void genColumn(Mapgen *mg, int x, int z, int y1, int y2);
+ virtual void genColumn(MapgenV7 *mg, int x, int z, int y1, int y2);
virtual int getSurfaceHeight(float noise_terrain);
};
class BiomeAether : public Biome {
- virtual void genColumn(Mapgen *mg, int x, int z, int y1, int y2);
+ virtual void genColumn(MapgenV7 *mg, int x, int z, int y1, int y2);
virtual int getSurfaceHeight(float noise_terrain);
};
class BiomeSuperflat : public Biome {
- virtual void genColumn(Mapgen *mg, int x, int z, int y1, int y2);
+ virtual void genColumn(MapgenV7 *mg, int x, int z, int y1, int y2);
virtual int getSurfaceHeight(float noise_terrain);
};
@@ -90,7 +91,7 @@ public:
Biome *getBiome(float bgfreq, float heat, float humidity);
void addBiomeGroup(float freq);
- void addBiome(int groupid, Biome *b);
+ void addBiome(Biome *b);
void addDefaultBiomes();
};
diff --git a/src/defaultsettings.cpp b/src/defaultsettings.cpp
index 38b9accd1..1ccaf887d 100644
--- a/src/defaultsettings.cpp
+++ b/src/defaultsettings.cpp
@@ -153,6 +153,7 @@ void set_default_settings(Settings *settings)
settings->setDefault("profiler_print_interval", "0");
settings->setDefault("enable_mapgen_debug_info", "false");
+ settings->setDefault("use_mapgen_version", "6");
settings->setDefault("active_object_send_range_blocks", "3");
settings->setDefault("active_block_range", "2");
//settings->setDefault("max_simultaneous_block_sends_per_client", "1");
@@ -169,6 +170,7 @@ void set_default_settings(Settings *settings)
settings->setDefault("full_block_send_enable_min_time_from_building", "2.0");
settings->setDefault("dedicated_server_step", "0.1");
settings->setDefault("ignore_world_load_errors", "false");
+ settings->setDefault("mgv6_use_smooth_biome_trans", "true"); //temporary
settings->setDefault("congestion_control_aim_rtt", "0.2");
settings->setDefault("congestion_control_max_rate", "400");
settings->setDefault("congestion_control_min_rate", "10");
diff --git a/src/map.cpp b/src/map.cpp
index 0896c9b4f..3f18ef2e0 100644
--- a/src/map.cpp
+++ b/src/map.cpp
@@ -39,13 +39,13 @@ with this program; if not, write to the Free Software Foundation, Inc.,
/*
SQLite format specification:
- Initially only replaces sectors/ and sectors2/
-
+
If map.sqlite does not exist in the save dir
or the block was not found in the database
the map will try to load from sectors folder.
In either case, map.sqlite will be created
and all future saves will save there.
-
+
Structure of map.sqlite:
Tables:
blocks
@@ -108,14 +108,14 @@ MapSector * Map::getSectorNoGenerateNoExNoLock(v2s16 p)
MapSector * sector = m_sector_cache;
return sector;
}
-
+
core::map<v2s16, MapSector*>::Node *n = m_sectors.find(p);
-
+
if(n == NULL)
return NULL;
-
+
MapSector *sector = n->getValue();
-
+
// Cache the last result
m_sector_cache_p = p;
m_sector_cache = sector;
@@ -133,7 +133,7 @@ MapSector * Map::getSectorNoGenerate(v2s16 p)
MapSector *sector = getSectorNoGenerateNoEx(p);
if(sector == NULL)
throw InvalidPositionException();
-
+
return sector;
}
@@ -148,7 +148,7 @@ MapBlock * Map::getBlockNoCreateNoEx(v3s16 p3d)
}
MapBlock * Map::getBlockNoCreate(v3s16 p3d)
-{
+{
MapBlock *block = getBlockNoCreateNoEx(p3d);
if(block == NULL)
throw InvalidPositionException();
@@ -248,10 +248,10 @@ void Map::unspreadLight(enum LightBank bank,
v3s16(0,-1,0), // bottom
v3s16(-1,0,0), // left
};
-
+
if(from_nodes.size() == 0)
return;
-
+
u32 blockchangecount = 0;
core::map<v3s16, u8> unlighted_nodes;
@@ -265,12 +265,12 @@ void Map::unspreadLight(enum LightBank bank,
MapBlock *block = NULL;
// Cache this a bit, too
bool block_checked_in_modified = false;
-
+
for(; j.atEnd() == false; j++)
{
v3s16 pos = j.getNode()->getKey();
v3s16 blockpos = getNodeBlockPos(pos);
-
+
// Only fetch a new block if the block position has changed
try{
if(block == NULL || blockpos != blockpos_last){
@@ -693,7 +693,7 @@ void Map::updateLighting(enum LightBank bank,
core::map<v3s16, u8> unlight_from;
int num_bottom_invalid = 0;
-
+
{
//TimeTaker t("first stuff");
@@ -847,7 +847,7 @@ void Map::updateLighting(enum LightBank bank,
#if 0
{
//MapVoxelManipulator vmanip(this);
-
+
// Make a manual voxel manipulator and load all the blocks
// that touch the requested blocks
ManualMapVoxelManipulator vmanip(this);
@@ -938,7 +938,7 @@ 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
@@ -951,7 +951,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
bool node_under_sunlight = true;
core::map<v3s16, bool> light_sources;
-
+
/*
Collect old node for rollback
*/
@@ -1440,10 +1440,10 @@ void Map::timerUpdate(float dtime, float unload_timeout,
core::list<v3s16> *unloaded_blocks)
{
bool save_before_unloading = (mapType() == MAPTYPE_SERVER);
-
+
// Profile modified reasons
Profiler modprofiler;
-
+
core::list<v2s16> sector_deletion_queue;
u32 deleted_blocks_count = 0;
u32 saved_blocks_count = 0;
@@ -1461,12 +1461,12 @@ void Map::timerUpdate(float dtime, float unload_timeout,
core::list<MapBlock*> blocks;
sector->getBlocks(blocks);
-
+
for(core::list<MapBlock*>::Iterator i = blocks.begin();
i != blocks.end(); i++)
{
MapBlock *block = (*i);
-
+
block->incrementUsageTimer(dtime);
if(block->refGet() == 0 && block->getUsageTimer() > unload_timeout)
@@ -1503,10 +1503,10 @@ void Map::timerUpdate(float dtime, float unload_timeout,
}
}
endSave();
-
+
// Finally delete the empty sectors
deleteSectors(sector_deletion_queue);
-
+
if(deleted_blocks_count != 0)
{
PrintInfo(infostream); // ServerMap/ClientMap:
@@ -1560,7 +1560,7 @@ void Map::unloadUnusedData(float timeout,
i != blocks.end(); i++)
{
MapBlock *block = (*i);
-
+
if(block->getUsageTimer() > timeout)
{
// Save if modified
@@ -1629,7 +1629,7 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
// list of nodes that due to viscosity have not reached their max level height
UniqueQueue<v3s16> must_reflow;
-
+
// List of MapBlocks that will require a lighting update (due to lava)
core::map<v3s16, MapBlock*> lighting_modified_blocks;
@@ -1714,7 +1714,7 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
}
break;
case LIQUID_SOURCE:
- // if this node is not (yet) of a liquid type, choose the first liquid type we encounter
+ // if this node is not (yet) of a liquid type, choose the first liquid type we encounter
if (liquid_kind == CONTENT_AIR)
liquid_kind = nodemgr->getId(nodemgr->get(nb.n).liquid_alternative_flowing);
if (nodemgr->getId(nodemgr->get(nb.n).liquid_alternative_flowing) != liquid_kind) {
@@ -1824,7 +1824,7 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
n0.param2 = ~(LIQUID_LEVEL_MASK | LIQUID_FLOW_DOWN_MASK);
}
n0.setContent(new_node_content);
-
+
// Find out whether there is a suspect for this action
std::string suspect;
if(m_gamedef->rollback()){
@@ -2021,7 +2021,9 @@ ServerMap::ServerMap(std::string savedir, IGameDef *gamedef, EmergeManager *emer
}
emerge->seed = m_seed;
emerge->water_level = g_settings->getS16("default_water_level");
- //<set noiseparams here>
+ //mapgen version
+ //chunksize
+ //noiseparams
/*
Experimental and debug stuff
@@ -2149,7 +2151,7 @@ void ServerMap::initBlockMake(BlockMakeData *data, v3s16 blockpos)
<<"("<<blockpos.X<<","<<blockpos.Y<<","<<blockpos.Z<<") - "
<<"("<<blockpos.X<<","<<blockpos.Y<<","<<blockpos.Z<<")"
<<std::endl;
-
+
//s16 chunksize = 3;
//v3s16 chunk_offset(-1,-1,-1);
//s16 chunksize = 4;
@@ -2172,7 +2174,7 @@ void ServerMap::initBlockMake(BlockMakeData *data, v3s16 blockpos)
data->no_op = true;
return;
}
-
+
data->no_op = false;
data->seed = m_seed;
data->blockpos_min = blockpos_min;
@@ -2185,7 +2187,7 @@ void ServerMap::initBlockMake(BlockMakeData *data, v3s16 blockpos)
*/
{
//TimeTaker timer("initBlockMake() create area");
-
+
for(s16 x=blockpos_min.X-extra_borders.X;
x<=blockpos_max.X+extra_borders.X; x++)
for(s16 z=blockpos_min.Z-extra_borders.Z;
@@ -2224,18 +2226,18 @@ void ServerMap::initBlockMake(BlockMakeData *data, v3s16 blockpos)
}
}
}
-
+
/*
Now we have a big empty area.
Make a ManualMapVoxelManipulator that contains this and the
neighboring blocks
*/
-
+
// The area that contains this block and it's neighbors
v3s16 bigarea_blocks_min = blockpos_min - extra_borders;
v3s16 bigarea_blocks_max = blockpos_max + extra_borders;
-
+
data->vmanip = new ManualMapVoxelManipulator(this);
//data->vmanip->setMap(this);
@@ -2319,7 +2321,7 @@ MapBlock* ServerMap::finishBlockMake(BlockMakeData *data,
TimeTaker t("finishBlockMake lighting update");
core::map<v3s16, MapBlock*> lighting_update_blocks;
-
+
// Center blocks
for(s16 x=blockpos_min.X-extra_borders.X;
x<=blockpos_max.X+extra_borders.X; x++)
@@ -2336,7 +2338,7 @@ MapBlock* ServerMap::finishBlockMake(BlockMakeData *data,
updateLighting(lighting_update_blocks, changed_blocks);
#endif
-
+
/*
Set lighting to non-expired state in all of them.
This is cheating, but it is not fast enough if all of them
@@ -2390,7 +2392,7 @@ MapBlock* ServerMap::finishBlockMake(BlockMakeData *data,
assert(block);
block->setGenerated(true);
}
-
+
/*
Save changed parts of map
NOTE: Will be saved later.
@@ -2434,14 +2436,14 @@ ServerMapSector * ServerMap::createSector(v2s16 p2d)
DSTACKF("%s: p2d=(%d,%d)",
__FUNCTION_NAME,
p2d.X, p2d.Y);
-
+
/*
Check if it exists already in memory
*/
ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d);
if(sector != NULL)
return sector;
-
+
/*
Try to load it from disk (with blocks)
*/
@@ -2474,9 +2476,9 @@ ServerMapSector * ServerMap::createSector(v2s16 p2d)
/*
Generate blank sector
*/
-
+
sector = new ServerMapSector(this, p2d, m_gamedef);
-
+
// Sector position on map in nodes
v2s16 nodepos2d = p2d * MAP_BLOCKSIZE;
@@ -2484,7 +2486,7 @@ ServerMapSector * ServerMap::createSector(v2s16 p2d)
Insert to container
*/
m_sectors.insert(p2d, sector);
-
+
return sector;
}
@@ -2498,20 +2500,20 @@ MapBlock * ServerMap::generateBlock(
)
{
DSTACKF("%s: p=(%d,%d,%d)", __FUNCTION_NAME, p.X, p.Y, p.Z);
-
+
/*infostream<<"generateBlock(): "
<<"("<<p.X<<","<<p.Y<<","<<p.Z<<")"
<<std::endl;*/
-
+
bool enable_mapgen_debug_info = g_settings->getBool("enable_mapgen_debug_info");
TimeTaker timer("generateBlock");
-
+
//MapBlock *block = original_dummy;
-
+
v2s16 p2d(p.X, p.Z);
v2s16 p2d_nodes = p2d * MAP_BLOCKSIZE;
-
+
/*
Do not generate over-limit
*/
@@ -2608,7 +2610,7 @@ MapBlock * ServerMap::createBlock(v3s16 p)
{
DSTACKF("%s: p=(%d,%d,%d)",
__FUNCTION_NAME, p.X, p.Y, p.Z);
-
+
/*
Do not create over-limit
*/
@@ -2619,7 +2621,7 @@ MapBlock * ServerMap::createBlock(v3s16 p)
|| p.Z < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
|| p.Z > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE)
throw InvalidPositionException("createBlock(): pos. over limit");
-
+
v2s16 p2d(p.X, p.Z);
s16 block_y = p.Y;
/*
@@ -2673,7 +2675,7 @@ MapBlock * ServerMap::emergeBlock(v3s16 p, bool create_blank)
DSTACKF("%s: p=(%d,%d,%d), create_blank=%d",
__FUNCTION_NAME,
p.X, p.Y, p.Z, create_blank);
-
+
{
MapBlock *block = getBlockNoCreateNoEx(p);
if(block && block->isDummy() == false)
@@ -2712,7 +2714,7 @@ MapBlock * ServerMap::emergeBlock(v3s16 p, bool create_blank)
// Queue event
dispatchEvent(&event);
-
+
return block;
}
}*/
@@ -2756,7 +2758,7 @@ plan_b:
/*
Determine from map generator noise functions
*/
-
+
s16 level = m_emerge->getGroundLevelAtPoint(p2d);
return level;
@@ -2782,48 +2784,48 @@ void ServerMap::createDatabase() {
void ServerMap::verifyDatabase() {
if(m_database)
return;
-
+
{
std::string dbp = m_savedir + DIR_DELIM + "map.sqlite";
bool needs_create = false;
int d;
-
+
/*
Open the database connection
*/
-
+
createDirs(m_savedir);
-
+
if(!fs::PathExists(dbp))
needs_create = true;
-
+
d = sqlite3_open_v2(dbp.c_str(), &m_database, SQLITE_OPEN_READWRITE | SQLITE_OPEN_CREATE, NULL);
if(d != SQLITE_OK) {
infostream<<"WARNING: Database failed to open: "<<sqlite3_errmsg(m_database)<<std::endl;
throw FileNotGoodException("Cannot open database file");
}
-
+
if(needs_create)
createDatabase();
-
+
d = sqlite3_prepare(m_database, "SELECT `data` FROM `blocks` WHERE `pos`=? LIMIT 1", -1, &m_database_read, NULL);
if(d != SQLITE_OK) {
infostream<<"WARNING: Database read statment failed to prepare: "<<sqlite3_errmsg(m_database)<<std::endl;
throw FileNotGoodException("Cannot prepare read statement");
}
-
+
d = sqlite3_prepare(m_database, "REPLACE INTO `blocks` VALUES(?, ?)", -1, &m_database_write, NULL);
if(d != SQLITE_OK) {
infostream<<"WARNING: Database write statment failed to prepare: "<<sqlite3_errmsg(m_database)<<std::endl;
throw FileNotGoodException("Cannot prepare write statement");
}
-
+
d = sqlite3_prepare(m_database, "SELECT `pos` FROM `blocks`", -1, &m_database_list, NULL);
if(d != SQLITE_OK) {
infostream<<"WARNING: Database list statment failed to prepare: "<<sqlite3_errmsg(m_database)<<std::endl;
throw FileNotGoodException("Cannot prepare read statement");
}
-
+
infostream<<"ServerMap: Database opened"<<std::endl;
}
}
@@ -2928,11 +2930,11 @@ void ServerMap::save(ModifiedState save_level)
infostream<<"WARNING: Not saving map, saving disabled."<<std::endl;
return;
}
-
+
if(save_level == MOD_STATE_CLEAN)
infostream<<"ServerMap: Saving whole map, this can take time."
<<std::endl;
-
+
if(m_map_metadata_changed || save_level == MOD_STATE_CLEAN)
{
saveMapMeta();
@@ -2940,11 +2942,11 @@ void ServerMap::save(ModifiedState save_level)
// Profile modified reasons
Profiler modprofiler;
-
+
u32 sector_meta_count = 0;
u32 block_count = 0;
u32 block_count_all = 0; // Number of blocks in memory
-
+
// Don't do anything with sqlite unless something is really saved
bool save_started = false;
@@ -2953,7 +2955,7 @@ void ServerMap::save(ModifiedState save_level)
{
ServerMapSector *sector = (ServerMapSector*)i.getNode()->getValue();
assert(sector->getId() == MAPSECTOR_SERVER);
-
+
if(sector->differs_from_disk || save_level == MOD_STATE_CLEAN)
{
saveSectorMeta(sector);
@@ -2962,11 +2964,11 @@ void ServerMap::save(ModifiedState save_level)
core::list<MapBlock*> blocks;
sector->getBlocks(blocks);
core::list<MapBlock*>::Iterator j;
-
+
for(j=blocks.begin(); j!=blocks.end(); j++)
{
MapBlock *block = *j;
-
+
block_count_all++;
if(block->getModified() >= save_level)
@@ -3042,10 +3044,10 @@ void ServerMap::listAllLoadableBlocks(core::list<v3s16> &dst)
errorstream<<"Map::listAllLoadableBlocks(): Result will be missing "
<<"all blocks that are stored in flat files"<<std::endl;
}
-
+
{
verifyDatabase();
-
+
while(sqlite3_step(m_database_list) == SQLITE_ROW)
{
sqlite3_int64 block_i = sqlite3_column_int64(m_database_list, 0);
@@ -3059,13 +3061,13 @@ void ServerMap::listAllLoadableBlocks(core::list<v3s16> &dst)
void ServerMap::saveMapMeta()
{
DSTACK(__FUNCTION_NAME);
-
+
/*infostream<<"ServerMap::saveMapMeta(): "
<<"seed="<<m_seed
<<std::endl;*/
createDirs(m_savedir);
-
+
std::string fullpath = m_savedir + DIR_DELIM + "map_meta.txt";
std::ofstream os(fullpath.c_str(), std::ios_base::binary);
if(os.good() == false)
@@ -3074,7 +3076,7 @@ void ServerMap::saveMapMeta()
<<"could not open"<<fullpath<<std::endl;
throw FileNotGoodException("Cannot open chunk metadata");
}
-
+
Settings params;
params.setU64("seed", m_seed);
params.setS16("water_level", m_emerge->water_level);
@@ -3082,14 +3084,14 @@ void ServerMap::saveMapMeta()
params.writeLines(os);
os<<"[end_of_params]\n";
-
+
m_map_metadata_changed = false;
}
void ServerMap::loadMapMeta()
{
DSTACK(__FUNCTION_NAME);
-
+
/*infostream<<"ServerMap::loadMapMeta(): Loading map metadata"
<<std::endl;*/
@@ -3116,7 +3118,7 @@ void ServerMap::loadMapMeta()
break;
params.parseConfigLine(line);
}
-
+
m_seed = params.getU64("seed");
m_emerge->seed = m_seed;
m_emerge->water_level = params.getS16("water_level");
@@ -3134,14 +3136,14 @@ void ServerMap::saveSectorMeta(ServerMapSector *sector)
v2s16 pos = sector->getPos();
std::string dir = getSectorDir(pos);
createDirs(dir);
-
+
std::string fullpath = dir + DIR_DELIM + "meta";
std::ofstream o(fullpath.c_str(), std::ios_base::binary);
if(o.good() == false)
throw FileNotGoodException("Cannot open sector metafile");
sector->serialize(o, version);
-
+
sector->differs_from_disk = false;
}
@@ -3180,7 +3182,7 @@ MapSector* ServerMap::loadSectorMeta(std::string sectordir, bool save_after_load
if(save_after_load)
saveSectorMeta(sector);
}
-
+
sector->differs_from_disk = false;
return sector;
@@ -3225,7 +3227,7 @@ bool ServerMap::loadSectorMeta(v2s16 p2d)
{
return false;
}
-
+
return true;
}
@@ -3269,7 +3271,7 @@ bool ServerMap::loadSectorFull(v2s16 p2d)
{
return false;
}
-
+
/*
Load blocks
*/
@@ -3331,8 +3333,8 @@ void ServerMap::saveBlock(MapBlock *block)
u8 version = SER_FMT_VER_HIGHEST;
// Get destination
v3s16 p3d = block->getPos();
-
-
+
+
#if 0
v2s16 p2d(p3d.X, p3d.Z);
std::string sectordir = getSectorDir(p2d);
@@ -3348,21 +3350,21 @@ void ServerMap::saveBlock(MapBlock *block)
[0] u8 serialization version
[1] data
*/
-
+
verifyDatabase();
-
+
std::ostringstream o(std::ios_base::binary);
-
+
o.write((char*)&version, 1);
-
+
// Write basic data
block->serialize(o, version, true);
-
+
// Write block to database
-
+
std::string tmp = o.str();
const char *bytes = tmp.c_str();
-
+
bool success = true;
if(sqlite3_bind_int64(m_database_write, 1, getBlockAsInteger(p3d)) != SQLITE_OK) {
infostream<<"WARNING: Block position failed to bind: "<<sqlite3_errmsg(m_database)<<std::endl;
@@ -3380,7 +3382,7 @@ void ServerMap::saveBlock(MapBlock *block)
}
// Make ready for later reuse
sqlite3_reset(m_database_write);
-
+
// We just wrote it to the disk so clear modified flag
if (success)
block->resetModified();
@@ -3396,12 +3398,12 @@ void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSecto
std::ifstream is(fullpath.c_str(), std::ios_base::binary);
if(is.good() == false)
throw FileNotGoodException("Cannot open block file");
-
+
v3s16 p3d = getBlockPos(sectordir, blockfile);
v2s16 p2d(p3d.X, p3d.Z);
-
+
assert(sector->getPos() == p2d);
-
+
u8 version = SER_FMT_VER_INVALID;
is.read((char*)&version, 1);
@@ -3424,14 +3426,14 @@ void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSecto
block = sector->createBlankBlockNoInsert(p3d.Y);
created_new = true;
}
-
+
// Read basic data
block->deSerialize(is, version, true);
// If it's a new block, insert it to the map
if(created_new)
sector->insertBlock(block);
-
+
/*
Save blocks loaded in old format in new format
*/
@@ -3439,11 +3441,11 @@ void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSecto
if(version < SER_FMT_VER_HIGHEST || save_after_load)
{
saveBlock(block);
-
+
// Should be in database now, so delete the old file
fs::RecursiveDelete(fullpath);
}
-
+
// We just loaded it from the disk, so it's up-to-date.
block->resetModified();
@@ -3468,7 +3470,7 @@ void ServerMap::loadBlock(std::string *blob, v3s16 p3d, MapSector *sector, bool
try {
std::istringstream is(*blob, std::ios_base::binary);
-
+
u8 version = SER_FMT_VER_INVALID;
is.read((char*)&version, 1);
@@ -3491,14 +3493,14 @@ void ServerMap::loadBlock(std::string *blob, v3s16 p3d, MapSector *sector, bool
block = sector->createBlankBlockNoInsert(p3d.Y);
created_new = true;
}
-
+
// Read basic data
block->deSerialize(is, version, true);
-
+
// If it's a new block, insert it to the map
if(created_new)
sector->insertBlock(block);
-
+
/*
Save blocks loaded in old format in new format
*/
@@ -3507,7 +3509,7 @@ void ServerMap::loadBlock(std::string *blob, v3s16 p3d, MapSector *sector, bool
// Only save if asked to; no need to update version
if(save_after_load)
saveBlock(block);
-
+
// We just loaded it from, so it's up-to-date.
block->resetModified();
@@ -3517,7 +3519,7 @@ void ServerMap::loadBlock(std::string *blob, v3s16 p3d, MapSector *sector, bool
errorstream<<"Invalid block data in database"
<<" ("<<p3d.X<<","<<p3d.Y<<","<<p3d.Z<<")"
<<" (SerializationError): "<<e.what()<<std::endl;
-
+
// TODO: Block should be marked as invalid in memory so that it is
// not touched but the game can run
@@ -3539,7 +3541,7 @@ MapBlock* ServerMap::loadBlock(v3s16 blockpos)
if(!loadFromFolders()) {
verifyDatabase();
-
+
if(sqlite3_bind_int64(m_database_read, 1, getBlockAsInteger(blockpos)) != SQLITE_OK)
infostream<<"WARNING: Could not bind block position for load: "
<<sqlite3_errmsg(m_database)<<std::endl;
@@ -3548,15 +3550,15 @@ MapBlock* ServerMap::loadBlock(v3s16 blockpos)
Make sure sector is loaded
*/
MapSector *sector = createSector(p2d);
-
+
/*
Load block
*/
const char * data = (const char *)sqlite3_column_blob(m_database_read, 0);
size_t len = sqlite3_column_bytes(m_database_read, 0);
-
+
std::string datastr(data, len);
-
+
loadBlock(&datastr, blockpos, sector, false);
sqlite3_step(m_database_read);
@@ -3566,7 +3568,7 @@ MapBlock* ServerMap::loadBlock(v3s16 blockpos)
return getBlockNoCreateNoEx(blockpos);
}
sqlite3_reset(m_database_read);
-
+
// Not found in database, try the files
}
@@ -3587,7 +3589,7 @@ MapBlock* ServerMap::loadBlock(v3s16 blockpos)
loadlayout = 2;
sectordir = getSectorDir(p2d, 2);
}
-
+
/*
Make sure sector is loaded
*/
@@ -3610,7 +3612,7 @@ MapBlock* ServerMap::loadBlock(v3s16 blockpos)
return NULL;
}
}
-
+
/*
Make sure file exists
*/
@@ -3668,7 +3670,7 @@ void MapVoxelManipulator::emerge(VoxelArea a, s32 caller_id)
n = m_loaded_blocks.find(p);
if(n != NULL)
continue;
-
+
bool block_data_inexistent = false;
try
{
@@ -3679,7 +3681,7 @@ void MapVoxelManipulator::emerge(VoxelArea a, s32 caller_id)
<<" wanted area: ";
a.print(infostream);
infostream<<std::endl;*/
-
+
MapBlock *block = m_map->getBlockNoCreate(p);
if(block->isDummy())
block_data_inexistent = true;
@@ -3719,12 +3721,12 @@ void MapVoxelManipulator::blitBack
{
if(m_area.getExtent() == v3s16(0,0,0))
return;
-
+
//TimeTaker timer1("blitBack");
/*infostream<<"blitBack(): m_loaded_blocks.size()="
<<m_loaded_blocks.size()<<std::endl;*/
-
+
/*
Initialize block cache
*/
@@ -3743,9 +3745,9 @@ void MapVoxelManipulator::blitBack
continue;
MapNode &n = m_data[m_area.index(p)];
-
+
v3s16 blockpos = getNodeBlockPos(p);
-
+
try
{
// Get block
@@ -3754,7 +3756,7 @@ void MapVoxelManipulator::blitBack
blockpos_last = blockpos;
block_checked_in_modified = false;
}
-
+
// Calculate relative position in block
v3s16 relpos = p - blockpos * MAP_BLOCKSIZE;
@@ -3764,7 +3766,7 @@ void MapVoxelManipulator::blitBack
//m_map->setNode(m_area.MinEdge + p, n);
block->setNode(relpos, n);
-
+
/*
Make sure block is in modified_blocks
*/
@@ -3807,7 +3809,7 @@ void ManualMapVoxelManipulator::initialEmerge(
VoxelArea block_area_nodes
(p_min*MAP_BLOCKSIZE, (p_max+1)*MAP_BLOCKSIZE-v3s16(1,1,1));
-
+
u32 size_MB = block_area_nodes.getVolume()*4/1000000;
if(size_MB >= 1)
{
@@ -3828,7 +3830,7 @@ void ManualMapVoxelManipulator::initialEmerge(
n = m_loaded_blocks.find(p);
if(n != NULL)
continue;
-
+
bool block_data_inexistent = false;
try
{
@@ -3869,7 +3871,7 @@ void ManualMapVoxelManipulator::blitBackAll(
{
if(m_area.getExtent() == v3s16(0,0,0))
return;
-
+
/*
Copy data of all blocks
*/
diff --git a/src/mapgen.cpp b/src/mapgen.cpp
index f9c27ac1e..a141fc165 100644
--- a/src/mapgen.cpp
+++ b/src/mapgen.cpp
@@ -52,21 +52,21 @@ Mapgen::Mapgen(BiomeDefManager *biomedef) {
}*/
-Mapgen::Mapgen(BiomeDefManager *biomedef, int mapgenid, u64 seed) {
- initMapgen(biomedef, mapgenid, seed,
+MapgenV7::MapgenV7(BiomeDefManager *biomedef, int mapgenid, u64 seed) {
+ init(biomedef, mapgenid, seed,
&nparams_mtdefault, &nparams_def_bgroup,
&nparams_def_heat, &nparams_def_humidity);
}
-Mapgen::Mapgen(BiomeDefManager *biomedef, int mapgenid, u64 seed,
+MapgenV7::MapgenV7(BiomeDefManager *biomedef, int mapgenid, u64 seed,
NoiseParams *np_terrain, NoiseParams *np_bgroup,
NoiseParams *np_heat, NoiseParams *np_humidity) {
- initMapgen(biomedef, mapgenid, seed,
+ init(biomedef, mapgenid, seed,
np_terrain, np_bgroup, np_heat, np_humidity);
}
-void Mapgen::initMapgen(BiomeDefManager *biomedef, int mapgenid, u64 seed,
+void MapgenV7::init(BiomeDefManager *biomedef, int mapgenid, u64 seed,
NoiseParams *np_terrain, NoiseParams *np_bgroup,
NoiseParams *np_heat, NoiseParams *np_humidity) {
this->generating = false;
@@ -75,6 +75,7 @@ void Mapgen::initMapgen(BiomeDefManager *biomedef, int mapgenid, u64 seed,
this->biomedef = biomedef;
this->csize = v3s16(5, 5, 5) * MAP_BLOCKSIZE; /////////////////get this from config!
this->water_level = g_settings->getS16("default_water_level"); ////fix this!
+ this->ystride = csize.X;
this->np_terrain = np_terrain;
this->np_bgroup = np_bgroup;
@@ -92,7 +93,7 @@ void Mapgen::initMapgen(BiomeDefManager *biomedef, int mapgenid, u64 seed,
}
-Mapgen::~Mapgen() {
+MapgenV7::~MapgenV7() {
delete noise_terrain;
delete noise_bgroup;
delete noise_heat;
@@ -100,12 +101,10 @@ Mapgen::~Mapgen() {
}
-void Mapgen::makeChunk(BlockMakeData *data) {
+void MapgenV7::makeChunk(BlockMakeData *data) {
if (data->no_op)
return;
- //printf("generating...\n");//////////////
-
assert(data->vmanip);
assert(data->nodedef);
assert(data->blockpos_requested.X >= data->blockpos_min.X &&
@@ -123,6 +122,9 @@ void Mapgen::makeChunk(BlockMakeData *data) {
this->ystride = em.X;
this->zstride = em.Y * em.X;
+ if (node_max.X - node_min.X != 80)
+ printf("uhoh, diff = %d, ystride = %d\n", node_max.X - node_min.X, ystride);
+
node_min = (data->blockpos_min) * MAP_BLOCKSIZE;
node_max = (data->blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
v3s16 full_node_min = (data->blockpos_min - 1) * MAP_BLOCKSIZE;
@@ -132,7 +134,7 @@ void Mapgen::makeChunk(BlockMakeData *data) {
int y2 = node_max.Y;
int x = node_min.X;
int z = node_min.Z;
- //printf("full_node_min.X: %d | full_node_min.Z: %d | MinEdge: %d | MaxEdge: %d\n", node_min.X, node_min.Z, vmanip->m_area.MinEdge.X, vmanip->m_area.MinEdge.Z);
+
TimeTaker timer("Generating terrain");
map_terrain = noise_terrain->perlinMap2D(x, z);
map_bgroup = noise_bgroup->perlinMap2D(x, z);
@@ -161,11 +163,10 @@ void Mapgen::makeChunk(BlockMakeData *data) {
updateLighting(node_min, node_max);
this->generating = false;
- //printf("generated block (%d, %d) to (%d, %d)\n", node_min.X, node_min.Y, node_max.X, node_max.Y);//////////
}
-void Mapgen::updateLiquid(v3s16 node_min, v3s16 node_max) {
+void MapgenV7::updateLiquid(v3s16 node_min, v3s16 node_max) {
bool isliquid, wasliquid;
u32 i;
@@ -190,7 +191,7 @@ void Mapgen::updateLiquid(v3s16 node_min, v3s16 node_max) {
}
-void Mapgen::updateLighting(v3s16 node_min, v3s16 node_max) {
+void MapgenV7::updateLighting(v3s16 node_min, v3s16 node_max) {
enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};
VoxelArea a(node_min - v3s16(1,0,1) * MAP_BLOCKSIZE,
@@ -207,30 +208,13 @@ void Mapgen::updateLighting(v3s16 node_min, v3s16 node_max) {
voxalgo::clearLightAndCollectSources(*vmanip, a, bank, ndef,
light_sources, unlight_from);
voxalgo::propagateSunlight(*vmanip, a, sunlight, light_sources, ndef);
- printf("light_sources: %d\t\tunlight_from: %d\n", light_sources.size(), unlight_from.size());
+ //printf("light_sources: %d\t\tunlight_from: %d\n", light_sources.size(), unlight_from.size());
vmanip->unspreadLight(bank, unlight_from, light_sources, ndef);
vmanip->spreadLight(bank, light_sources, ndef);
}
}
-/*class EmergeManager {
-public:
- int seed;
- int water_level;
- BiomeDefManager *biomedef;
-
- //mapgen objects here
-
- void addBlockToQueue();
-
-
- //mapgen helper methods
- int getGroundLevelAtPoint(u64 mseed, v2s16 p);
- bool isBlockUnderground(u64 mseed, v3s16 blockpos);
- u32 getBlockSeed(u64 mseed, v3s16 p);
-};*/
-
EmergeManager::EmergeManager(IGameDef *gamedef) {
this->seed = 0;
this->water_level = 0;
@@ -279,7 +263,7 @@ bool EmergeManager::isBlockUnderground(v3s16 blockpos) {
//yuck, but then again, should i bother being accurate?
//the height of the nodes in a single block is quite variable
- return false; //blockpos.Y * (MAP_BLOCKSIZE + 1) <= water_level;
+ return blockpos.Y * (MAP_BLOCKSIZE + 1) <= water_level;
}
diff --git a/src/mapgen.h b/src/mapgen.h
index d6e932ca0..76ae73c52 100644
--- a/src/mapgen.h
+++ b/src/mapgen.h
@@ -32,8 +32,17 @@ class Biome;
//struct BlockMakeData;
class MapBlock;
class ManualMapVoxelManipulator;
+class VoxelManipulator;
class INodeDefManager;
+
+enum BiomeType
+{
+ BT_NORMAL,
+ BT_DESERT
+};
+
+
struct BlockMakeData {
bool no_op;
ManualMapVoxelManipulator *vmanip;
@@ -48,8 +57,82 @@ struct BlockMakeData {
~BlockMakeData();
};
+
class Mapgen {
public:
+
+ int seed;
+ int water_level;
+
+ bool generating;
+ int id;
+
+
+ //virtual Mapgen(BiomeDefManager *biomedef, int mapgenid=0, u64 seed=0);
+ //virtual ~Mapgen();
+ virtual void makeChunk(BlockMakeData *data) {};
+
+ //Legacy functions for Farmesh (pending removal)
+ static bool get_have_beach(u64 seed, v2s16 p2d);
+ static double tree_amount_2d(u64 seed, v2s16 p);
+ static s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision);
+};
+
+
+class MapgenV6 : public Mapgen {
+public:
+ //ManualMapVoxelManipulator &vmanip;
+
+ int ystride;
+ v3s16 csize;
+
+ v3s16 node_min;
+ v3s16 node_max;
+
+ Noise *noise_terrain_base;
+ Noise *noise_terrain_higher;
+ Noise *noise_steepness;
+ Noise *noise_height_select;
+ Noise *noise_trees;
+ Noise *noise_mud;
+ Noise *noise_beach;
+ Noise *noise_biome;
+ Noise *noise_cave;
+
+ float *map_terrain_base;
+ float *map_terrain_higher;
+ float *map_steepness;
+ float *map_height_select;
+ float *map_trees;
+ float *map_mud;
+ float *map_beach;
+ float *map_biome;
+ float *map_cave;
+
+ bool use_smooth_biome_trans;
+
+ MapgenV6(int mapgenid=0, u64 seed=0);
+ ~MapgenV6();
+
+ void makeChunk(BlockMakeData *data);
+
+
+ static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d, INodeDefManager *ndef);
+ static s16 find_stone_level(VoxelManipulator &vmanip, v2s16 p2d, INodeDefManager *ndef);
+ void make_tree(ManualMapVoxelManipulator &vmanip, v3s16 p0, bool is_apple_tree, INodeDefManager *ndef);
+ double tree_amount_2d(u64 seed, v2s16 p);
+ bool block_is_underground(u64 seed, v3s16 blockpos);
+ double base_rock_level_2d(u64 seed, v2s16 p);
+ s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision);
+ double get_mud_add_amount(u64 seed, v2s16 p);
+ bool get_have_beach(u64 seed, v2s16 p2d);
+ BiomeType get_biome(u64 seed, v2s16 p2d);
+ u32 get_blockseed(u64 seed, v3s16 p);
+};
+
+
+class MapgenV7 : public Mapgen {
+public:
BlockMakeData *data;
ManualMapVoxelManipulator *vmanip;
INodeDefManager *ndef;
@@ -59,8 +142,8 @@ public:
int zstride;
v3s16 csize;
- int seed;
- int water_level;
+ //int seed;
+ //int water_level;
Noise *noise_terrain;
Noise *noise_bgroup;
@@ -88,23 +171,23 @@ public:
MapNode n_water;
MapNode n_lava;
- Mapgen(BiomeDefManager *biomedef, int mapgenid=0, u64 seed=0);
- Mapgen(BiomeDefManager *biomedef, int mapgenid, u64 seed,
+ MapgenV7(BiomeDefManager *biomedef, int mapgenid=0, u64 seed=0);
+ MapgenV7(BiomeDefManager *biomedef, int mapgenid, u64 seed,
NoiseParams *np_terrain, NoiseParams *np_bgroup,
NoiseParams *np_heat, NoiseParams *np_humidity);
- void initMapgen(BiomeDefManager *biomedef, int mapgenid, u64 seed,
+ void init(BiomeDefManager *biomedef, int mapgenid, u64 seed,
NoiseParams *np_terrain, NoiseParams *np_bgroup,
NoiseParams *np_heat, NoiseParams *np_humidity);
- ~Mapgen();
+ ~MapgenV7();
void makeChunk(BlockMakeData *data);
void updateLiquid(v3s16 node_min, v3s16 node_max);
void updateLighting(v3s16 node_min, v3s16 node_max);
//Legacy functions for Farmesh (pending removal)
- static bool get_have_beach(u64 seed, v2s16 p2d);
- static double tree_amount_2d(u64 seed, v2s16 p);
- static s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision);
+// static bool get_have_beach(u64 seed, v2s16 p2d);
+// static double tree_amount_2d(u64 seed, v2s16 p);
+// static s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision);
};
class EmergeManager {
diff --git a/src/mapgen_v6.cpp b/src/mapgen_v6.cpp
new file mode 100644
index 000000000..b1c2583ba
--- /dev/null
+++ b/src/mapgen_v6.cpp
@@ -0,0 +1,1391 @@
+/*
+Minetest-c55
+Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+This program is free software; you can redistribute it and/or modify
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU Lesser General Public License for more details.
+
+You should have received a copy of the GNU Lesser General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+
+#include "mapgen.h"
+#include "voxel.h"
+#include "noise.h"
+#include "mapblock.h"
+#include "mapnode.h"
+#include "map.h"
+//#include "serverobject.h"
+#include "content_sao.h"
+#include "nodedef.h"
+#include "content_mapnode.h" // For content_mapnode_get_new_name
+#include "voxelalgorithms.h"
+#include "profiler.h"
+#include "settings.h" // For g_settings
+#include "main.h" // For g_profiler
+
+#define AVERAGE_MUD_AMOUNT 4
+
+
+NoiseParams nparams_v6_def_terrain_base =
+ {-AVERAGE_MUD_AMOUNT, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6};
+NoiseParams nparams_v6_def_terrain_higher =
+ {20.0, 16.0, v3f(500.0, 500.0, 500.0), 85309, 5, 0.6};
+NoiseParams nparams_v6_def_steepness =
+ {0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7};
+NoiseParams nparams_v6_def_height_select =
+ {0.5, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69};
+NoiseParams nparams_v6_def_trees =
+ {0.0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66};
+NoiseParams nparams_v6_def_mud =
+ {AVERAGE_MUD_AMOUNT, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55};
+NoiseParams nparams_v6_def_beach =
+ {0.0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50};
+NoiseParams nparams_v6_def_biome =
+ {0.0, 1.0, v3f(250.0, 250.0, 250.0), 9130, 3, 0.50};
+//NoiseParams nparams_v6_def_cave =
+// {6.0, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50};
+
+
+NoiseParams *np_terrain_base = &nparams_v6_def_terrain_base;
+NoiseParams *np_terrain_higher = &nparams_v6_def_terrain_higher;
+NoiseParams *np_steepness = &nparams_v6_def_steepness;
+NoiseParams *np_height_select = &nparams_v6_def_height_select;
+NoiseParams *np_trees = &nparams_v6_def_trees;
+NoiseParams *np_mud = &nparams_v6_def_mud;
+NoiseParams *np_beach = &nparams_v6_def_beach;
+NoiseParams *np_biome = &nparams_v6_def_biome;
+//NoiseParams *np_cave = &nparams_v6_def_cave;
+
+
+MapgenV6::MapgenV6(int mapgenid, u64 seed) {
+ this->generating = false;
+ this->id = mapgenid;
+ this->seed = (int)seed;
+
+ this->water_level = 1;
+
+ this->csize = v3s16(5, 5, 5) * MAP_BLOCKSIZE; /////////////////get this from config!
+ this->ystride = csize.X;
+
+ this->use_smooth_biome_trans = g_settings->getBool("mgv6_use_smooth_biome_trans");
+
+ noise_terrain_base = new Noise(np_terrain_base, seed, csize.X, csize.Y);
+ noise_terrain_higher = new Noise(np_terrain_higher, seed, csize.X, csize.Y);
+ noise_steepness = new Noise(np_steepness, seed, csize.X, csize.Y);
+ noise_height_select = new Noise(np_height_select, seed, csize.X, csize.Y);
+ noise_trees = new Noise(np_trees, seed, csize.X, csize.Y);
+ noise_mud = new Noise(np_mud, seed, csize.X, csize.Y);
+ noise_beach = new Noise(np_beach, seed, csize.X, csize.Y);
+ noise_biome = new Noise(np_biome, seed, csize.X, csize.Y);
+ //noise_cave = new Noise(np_cave, seed, csize.X, csize.Y);
+
+ map_terrain_base = noise_terrain_base->result;
+ map_terrain_higher = noise_terrain_higher->result;
+ map_steepness = noise_steepness->result;
+ map_height_select = noise_height_select->result;
+ map_trees = noise_trees->result;
+ map_mud = noise_mud->result;
+ map_beach = noise_beach->result;
+ map_biome = noise_biome->result;
+ //map_cave = noise_cave->result;
+}
+
+
+MapgenV6::~MapgenV6() {
+ delete noise_terrain_base;
+ delete noise_terrain_higher;
+ delete noise_steepness;
+ delete noise_height_select;
+ delete noise_trees;
+ delete noise_mud;
+ delete noise_beach;
+ delete noise_biome;
+ delete noise_cave;
+}
+
+
+/*
+ Some helper functions for the map generator
+*/
+
+#if 1
+// Returns Y one under area minimum if not found
+s16 MapgenV6::find_ground_level(VoxelManipulator &vmanip, v2s16 p2d,
+ INodeDefManager *ndef)
+{
+ v3s16 em = vmanip.m_area.getExtent();
+ s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
+ s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
+ s16 y;
+ for(y=y_nodes_max; y>=y_nodes_min; y--)
+ {
+ MapNode &n = vmanip.m_data[i];
+ if(ndef->get(n).walkable)
+ break;
+
+ vmanip.m_area.add_y(em, i, -1);
+ }
+ if(y >= y_nodes_min)
+ return y;
+ else
+ return y_nodes_min - 1;
+}
+
+// Returns Y one under area minimum if not found
+s16 MapgenV6::find_stone_level(VoxelManipulator &vmanip, v2s16 p2d,
+ INodeDefManager *ndef)
+{
+ v3s16 em = vmanip.m_area.getExtent();
+ s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
+ s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
+ s16 y;
+ content_t c_stone = ndef->getId("mapgen_stone");
+ content_t c_desert_stone = ndef->getId("mapgen_desert_stone");
+ for(y=y_nodes_max; y>=y_nodes_min; y--)
+ {
+ MapNode &n = vmanip.m_data[i];
+ content_t c = n.getContent();
+ if(c != CONTENT_IGNORE && (
+ c == c_stone || c == c_desert_stone))
+ break;
+
+ vmanip.m_area.add_y(em, i, -1);
+ }
+ if(y >= y_nodes_min)
+ return y;
+ else
+ return y_nodes_min - 1;
+}
+#endif
+
+void MapgenV6::make_tree(ManualMapVoxelManipulator &vmanip, v3s16 p0,
+ bool is_apple_tree, INodeDefManager *ndef)
+{
+ MapNode treenode(ndef->getId("mapgen_tree"));
+ MapNode leavesnode(ndef->getId("mapgen_leaves"));
+ MapNode applenode(ndef->getId("mapgen_apple"));
+
+ s16 trunk_h = myrand_range(4, 5);
+ v3s16 p1 = p0;
+ for(s16 ii=0; ii<trunk_h; ii++)
+ {
+ if(vmanip.m_area.contains(p1))
+ vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
+ p1.Y++;
+ }
+
+ // p1 is now the last piece of the trunk
+ p1.Y -= 1;
+
+ VoxelArea leaves_a(v3s16(-2,-1,-2), v3s16(2,2,2));
+ //SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
+ Buffer<u8> leaves_d(leaves_a.getVolume());
+ for(s32 i=0; i<leaves_a.getVolume(); i++)
+ leaves_d[i] = 0;
+
+ // Force leaves at near the end of the trunk
+ {
+ s16 d = 1;
+ for(s16 z=-d; z<=d; z++)
+ for(s16 y=-d; y<=d; y++)
+ for(s16 x=-d; x<=d; x++)
+ {
+ leaves_d[leaves_a.index(v3s16(x,y,z))] = 1;
+ }
+ }
+
+ // Add leaves randomly
+ for(u32 iii=0; iii<7; iii++)
+ {
+ s16 d = 1;
+
+ v3s16 p(
+ myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
+ myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
+ myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
+ );
+
+ for(s16 z=0; z<=d; z++)
+ for(s16 y=0; y<=d; y++)
+ for(s16 x=0; x<=d; x++)
+ {
+ leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1;
+ }
+ }
+
+ // Blit leaves to vmanip
+ for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++)
+ for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++)
+ for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++)
+ {
+ v3s16 p(x,y,z);
+ p += p1;
+ if(vmanip.m_area.contains(p) == false)
+ continue;
+ u32 vi = vmanip.m_area.index(p);
+ if(vmanip.m_data[vi].getContent() != CONTENT_AIR
+ && vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
+ continue;
+ u32 i = leaves_a.index(x,y,z);
+ if(leaves_d[i] == 1) {
+ bool is_apple = myrand_range(0,99) < 10;
+ if(is_apple_tree && is_apple) {
+ vmanip.m_data[vi] = applenode;
+ } else {
+ vmanip.m_data[vi] = leavesnode;
+ }
+ }
+ }
+}
+
+
+/*
+ Noise functions. Make sure seed is mangled differently in each one.
+*/
+
+
+// Amount of trees per area in nodes
+double MapgenV6::tree_amount_2d(u64 seed, v2s16 p)
+{
+ /*double noise = noise2d_perlin(
+ 0.5+(float)p.X/125, 0.5+(float)p.Y/125,
+ seed+2, 4, 0.66);*/
+ double noise = map_trees[(p.Y - node_min.Z) * ystride + (p.X - node_min.X)];
+ double zeroval = -0.39;
+ if(noise < zeroval)
+ return 0;
+ else
+ return 0.04 * (noise-zeroval) / (1.0-zeroval);
+}
+
+// Required by mapgen.h
+bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
+{
+ /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
+ seed, v2s16(blockpos.X, blockpos.Z));*/
+ // Nah, this is just a heuristic, just return something
+ s16 minimum_groundlevel = water_level;
+
+ if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
+ return true;
+ else
+ return false;
+}
+
+
+double MapgenV6::base_rock_level_2d(u64 seed, v2s16 p)
+{
+ int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
+
+ // The base ground level
+ /*double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT
+ + 20. * noise2d_perlin(
+ 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
+ seed+82341, 5, 0.6);*/
+ double base = water_level + map_terrain_base[index];
+ //return base;
+//printf("%f ", base);
+//return base;
+ // Higher ground level
+ /*double higher = (double)WATER_LEVEL + 20. + 16. * noise2d_perlin(
+ 0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
+ seed+85039, 5, 0.6);*/
+ double higher = water_level + map_terrain_higher[index];
+
+ // Limit higher to at least base
+ if(higher < base)
+ higher = base;
+
+ // Steepness factor of cliffs
+ /*double b = 0.85 + 0.5 * noise2d_perlin(
+ 0.5+(float)p.X/125., 0.5+(float)p.Y/125.,
+ seed-932, 5, 0.7);*/
+ double b = map_steepness[index];
+ b = rangelim(b, 0.0, 1000.0);
+ b = pow(b, 7);
+ b *= 5;
+ b = rangelim(b, 0.5, 1000.0);
+ // Values 1.5...100 give quite horrible looking slopes
+ if(b > 1.5 && b < 100.0){
+ if(b < 10.0)
+ b = 1.5;
+ else
+ b = 100.0;
+ }
+ //dstream<<"b="<<b<<std::endl;
+ //double b = 20;
+ //b = 0.25;
+
+ // Offset to more low
+ double a_off = -0.20;
+ // High/low selector
+ /*double a = (double)0.5 + b * (a_off + noise2d_perlin(
+ 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
+ seed+4213, 5, 0.69));*/
+ double a = 0.5 + b * (a_off + map_height_select[index]);
+ // Limit
+ a = rangelim(a, 0.0, 1.0);
+
+ //dstream<<"a="<<a<<std::endl;
+
+ double h = base*(1.0-a) + higher*a;
+
+ return h;
+}
+
+s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
+{
+ return base_rock_level_2d(seed, p2d) + AVERAGE_MUD_AMOUNT;
+}
+
+double MapgenV6::get_mud_add_amount(u64 seed, v2s16 p)
+{
+ /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
+ 0.5+(float)p.X/200, 0.5+(float)p.Y/200,
+ seed+91013, 3, 0.55));*/
+ int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
+ return map_mud[index];
+}
+
+bool MapgenV6::get_have_beach(u64 seed, v2s16 p2d)
+{
+ // Determine whether to have sand here
+ /*double sandnoise = noise2d_perlin(
+ 0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
+ seed+59420, 3, 0.50);*/
+ int index = (p2d.Y - node_min.Z) * ystride + (p2d.X - node_min.X);
+ double sandnoise = map_beach[index];
+
+ return (sandnoise > 0.15);
+}
+
+BiomeType MapgenV6::get_biome(u64 seed, v2s16 p2d)
+{
+ // Just do something very simple as for now
+ /*double d = noise2d_perlin(
+ 0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
+ seed+9130, 3, 0.50);*/
+ int index = (p2d.Y - node_min.Z) * ystride + (p2d.X - node_min.X);
+ double d = map_biome[index];
+ if(d > 0.45)
+ return BT_DESERT;
+ if (use_smooth_biome_trans) {
+ if(d > 0.35 && (noise2d( p2d.X, p2d.Y, int(seed) ) + 1.0) > ( 0.45 - d ) * 20.0 )
+ return BT_DESERT;
+ }
+ return BT_NORMAL;
+};
+
+u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
+{
+ s32 x=p.X, y=p.Y, z=p.Z;
+ return (u32)(seed%0x100000000ULL) + z*38134234 + y*42123 + x*23;
+}
+
+#define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1
+
+void MapgenV6::makeChunk(BlockMakeData *data)
+{
+ if(data->no_op)
+ {
+ //dstream<<"makeBlock: no-op"<<std::endl;
+ return;
+ }
+
+ this->generating = true;
+
+ assert(data->vmanip);
+ assert(data->nodedef);
+ assert(data->blockpos_requested.X >= data->blockpos_min.X &&
+ data->blockpos_requested.Y >= data->blockpos_min.Y &&
+ data->blockpos_requested.Z >= data->blockpos_min.Z);
+ assert(data->blockpos_requested.X <= data->blockpos_max.X &&
+ data->blockpos_requested.Y <= data->blockpos_max.Y &&
+ data->blockpos_requested.Z <= data->blockpos_max.Z);
+
+ INodeDefManager *ndef = data->nodedef;
+
+ // Hack: use minimum block coordinates for old code that assumes
+ // a single block
+ v3s16 blockpos = data->blockpos_requested;
+
+ /*dstream<<"makeBlock(): ("<<blockpos.X<<","<<blockpos.Y<<","
+ <<blockpos.Z<<")"<<std::endl;*/
+
+ v3s16 blockpos_min = data->blockpos_min;
+ v3s16 blockpos_max = data->blockpos_max;
+ v3s16 blockpos_full_min = blockpos_min - v3s16(1,1,1);
+ v3s16 blockpos_full_max = blockpos_max + v3s16(1,1,1);
+
+ ManualMapVoxelManipulator &vmanip = *(data->vmanip);
+ // Area of central chunk
+ node_min = blockpos_min*MAP_BLOCKSIZE;
+ node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
+ // Full allocated area
+ v3s16 full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
+ v3s16 full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
+
+ v3s16 central_area_size = node_max - node_min + v3s16(1,1,1);
+
+ const s16 max_spread_amount = MAP_BLOCKSIZE;
+
+ int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
+ * (blockpos_max.Y - blockpos_min.Y + 1)
+ * (blockpos_max.Z - blockpos_max.Z + 1);
+
+ int volume_nodes = volume_blocks *
+ MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
+
+ // Generated surface area
+ //double gen_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE * rel_volume;
+
+ // Horribly wrong heuristic, but better than nothing
+ bool block_is_underground = (water_level > node_max.Y);
+
+ /*
+ Create a block-specific seed
+ */
+ u32 blockseed = get_blockseed(data->seed, full_node_min);
+
+ /*
+ Make some noise
+ */
+ {
+ int x = node_min.X;
+ int z = node_min.Z;
+
+ // Need to adjust for the original implementation's +.5 offset...
+ noise_terrain_base->perlinMap2D(
+ x + 0.5 * noise_terrain_base->np->spread.X,
+ z + 0.5 * noise_terrain_base->np->spread.Z);
+ noise_terrain_base->transformNoiseMap();
+
+ noise_terrain_higher->perlinMap2D(
+ x + 0.5 * noise_terrain_higher->np->spread.X,
+ z + 0.5 * noise_terrain_higher->np->spread.Z);
+ noise_terrain_higher->transformNoiseMap();
+
+ noise_steepness->perlinMap2D(
+ x + 0.5 * noise_steepness->np->spread.X,
+ z + 0.5 * noise_steepness->np->spread.Z);
+ noise_steepness->transformNoiseMap();
+
+ noise_height_select->perlinMap2D(
+ x + 0.5 * noise_height_select->np->spread.X,
+ z + 0.5 * noise_height_select->np->spread.Z);
+
+ noise_mud->perlinMap2D(
+ x + 0.5 * noise_mud->np->spread.X,
+ z + 0.5 * noise_mud->np->spread.Z);
+ noise_mud->transformNoiseMap();
+
+ noise_beach->perlinMap2D(
+ x + 0.2 * noise_beach->np->spread.X,
+ z + 0.7 * noise_beach->np->spread.Z);
+
+ noise_biome->perlinMap2D(
+ x + 0.6 * noise_biome->np->spread.X,
+ z + 0.2 * noise_biome->np->spread.Z);
+
+/* noise_cave->perlinMap2D(
+ x + 0.5 * noise_cave->np->spread.X,
+ z + 0.5 * noise_cave->np->spread.Z);
+ noise_cave->transformNoiseMap();*/
+ }
+
+
+ /*
+ Cache some ground type values for speed
+ */
+
+// Creates variables c_name=id and n_name=node
+#define CONTENT_VARIABLE(ndef, name)\
+ content_t c_##name = ndef->getId("mapgen_" #name);\
+ MapNode n_##name(c_##name);
+// Default to something else if was CONTENT_IGNORE
+#define CONTENT_VARIABLE_FALLBACK(name, dname)\
+ if(c_##name == CONTENT_IGNORE){\
+ c_##name = c_##dname;\
+ n_##name = n_##dname;\
+ }
+
+ CONTENT_VARIABLE(ndef, stone);
+ CONTENT_VARIABLE(ndef, air);
+ CONTENT_VARIABLE(ndef, water_source);
+ CONTENT_VARIABLE(ndef, dirt);
+ CONTENT_VARIABLE(ndef, sand);
+ CONTENT_VARIABLE(ndef, gravel);
+ CONTENT_VARIABLE(ndef, clay);
+ CONTENT_VARIABLE(ndef, lava_source);
+ CONTENT_VARIABLE(ndef, cobble);
+ CONTENT_VARIABLE(ndef, mossycobble);
+ CONTENT_VARIABLE(ndef, dirt_with_grass);
+ CONTENT_VARIABLE(ndef, junglegrass);
+ CONTENT_VARIABLE(ndef, stone_with_coal);
+ CONTENT_VARIABLE(ndef, stone_with_iron);
+ CONTENT_VARIABLE(ndef, mese);
+ CONTENT_VARIABLE(ndef, desert_sand);
+ CONTENT_VARIABLE_FALLBACK(desert_sand, sand);
+ CONTENT_VARIABLE(ndef, desert_stone);
+ CONTENT_VARIABLE_FALLBACK(desert_stone, stone);
+
+ // Maximum height of the stone surface and obstacles.
+ // This is used to guide the cave generation
+ s16 stone_surface_max_y = 0;
+
+ /*
+ Generate general ground level to full area
+ */
+ {
+#if 1
+ TimeTaker timer1("Generating 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 = v2s16(x,z);
+
+ /*
+ Skip of already generated
+ */
+ /*{
+ v3s16 p(p2d.X, node_min.Y, p2d.Y);
+ if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR)
+ continue;
+ }*/
+
+ // Ground height at this point
+ float surface_y_f = 0.0;
+
+ // Use perlin noise for ground height
+ surface_y_f = base_rock_level_2d(data->seed, p2d);
+
+ /*// Experimental stuff
+ {
+ float a = highlands_level_2d(data->seed, p2d);
+ if(a > surface_y_f)
+ surface_y_f = a;
+ }*/
+
+ // Convert to integer
+ s16 surface_y = (s16)surface_y_f;
+
+ // Log it
+ if(surface_y > stone_surface_max_y)
+ stone_surface_max_y = surface_y;
+
+ BiomeType bt = get_biome(data->seed, p2d);
+ /*
+ Fill ground with stone
+ */
+ {
+ // 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++)
+ {
+ if(vmanip.m_data[i].getContent() == CONTENT_IGNORE){
+ if(y <= surface_y){
+ if(y > water_level && bt == BT_DESERT)
+ vmanip.m_data[i] = n_desert_stone;
+ else
+ vmanip.m_data[i] = n_stone;
+ } else if(y <= water_level){
+ vmanip.m_data[i] = MapNode(c_water_source);
+ } else {
+ vmanip.m_data[i] = MapNode(c_air);
+ }
+ }
+ vmanip.m_area.add_y(em, i, 1);
+ }
+ }
+ }
+#endif
+
+ }//timer1
+
+ // Limit dirt flow area by 1 because mud is flown into neighbors.
+ assert(central_area_size.X == central_area_size.Z);
+ s16 mudflow_minpos = 0-max_spread_amount+1;
+ s16 mudflow_maxpos = central_area_size.X+max_spread_amount-2;
+
+ /*
+ Loop this part, it will make stuff look older and newer nicely
+ */
+
+ double cave_amount = 6.0 + 6.0 * noise2d_perlin(
+ 0.5+(double)node_min.X/250, 0.5+(double)node_min.Y/250,
+ data->seed+34329, 3, 0.50);
+
+ 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 (this code is relatively horrible)
+ */
+ cave_amount = MYMAX(0.0, cave_amount);
+ u32 caves_count = cave_amount * volume_nodes / 50000;
+ u32 bruises_count = 1;
+ PseudoRandom ps(blockseed+21343);
+ PseudoRandom ps2(blockseed+1032);
+ if(ps.range(1, 6) == 1)
+ bruises_count = ps.range(0, ps.range(0, 2));
+ if(get_biome(data->seed, v2s16(node_min.X, node_min.Y)) == BT_DESERT){
+ caves_count /= 3;
+ bruises_count /= 3;
+ }
+ for(u32 jj=0; jj<caves_count+bruises_count; jj++)
+ {
+ bool large_cave = (jj >= caves_count);
+ s16 min_tunnel_diameter = 2;
+ s16 max_tunnel_diameter = ps.range(2,6);
+ int dswitchint = ps.range(1,14);
+ u16 tunnel_routepoints = 0;
+ int part_max_length_rs = 0;
+ if(large_cave){
+ part_max_length_rs = ps.range(2,4);
+ tunnel_routepoints = ps.range(5, ps.range(15,30));
+ min_tunnel_diameter = 5;
+ max_tunnel_diameter = ps.range(7, ps.range(8,24));
+ } else {
+ part_max_length_rs = ps.range(2,9);
+ tunnel_routepoints = ps.range(10, ps.range(15,30));
+ }
+ bool large_cave_is_flat = (ps.range(0,1) == 0);
+
+ v3f main_direction(0,0,0);
+
+ // Allowed route area size in nodes
+ v3s16 ar = central_area_size;
+
+ // Area starting point in nodes
+ v3s16 of = node_min;
+
+ // Allow a bit more
+ //(this should be more than the maximum radius of the tunnel)
+ s16 insure = 10;
+ s16 more = 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;
+
+ // Limit maximum to area
+ route_y_max = rangelim(route_y_max, 0, ar.Y-1);
+
+ if(large_cave)
+ {
+ s16 min = 0;
+ if(node_min.Y < water_level && node_max.Y > water_level)
+ {
+ min = water_level - max_tunnel_diameter/3 - of.Y;
+ route_y_max = water_level + max_tunnel_diameter/3 - of.Y;
+ }
+ route_y_min = ps.range(min, min + max_tunnel_diameter);
+ route_y_min = rangelim(route_y_min, 0, route_y_max);
+ }
+
+ s16 route_start_y_min = route_y_min;
+ s16 route_start_y_max = route_y_max;
+
+ 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)(ps.next()%ar.X)+0.5,
+ (float)(ps.range(route_start_y_min, route_start_y_max))+0.5,
+ (float)(ps.next()%ar.Z)+0.5
+ );
+
+ v3s16 startp(orp.X, orp.Y, orp.Z);
+ startp += of;
+
+ MapNode airnode(CONTENT_AIR);
+ MapNode waternode(c_water_source);
+ MapNode lavanode(c_lava_source);
+
+ /*
+ Generate some tunnel starting from orp
+ */
+
+ for(u16 j=0; j<tunnel_routepoints; j++)
+ {
+ if(j%dswitchint==0 && large_cave == false)
+ {
+ main_direction = v3f(
+ ((float)(ps.next()%20)-(float)10)/10,
+ ((float)(ps.next()%20)-(float)10)/30,
+ ((float)(ps.next()%20)-(float)10)/10
+ );
+ main_direction *= (float)ps.range(0, 10)/10;
+ }
+
+ // Randomize size
+ s16 min_d = min_tunnel_diameter;
+ s16 max_d = max_tunnel_diameter;
+ s16 rs = ps.range(min_d, max_d);
+
+ // Every second section is rough
+ bool randomize_xz = (ps2.range(1,2) == 1);
+
+ v3s16 maxlen;
+ if(large_cave)
+ {
+ maxlen = v3s16(
+ rs*part_max_length_rs,
+ rs*part_max_length_rs/2,
+ rs*part_max_length_rs
+ );
+ }
+ else
+ {
+ maxlen = v3s16(
+ rs*part_max_length_rs,
+ ps.range(1, rs*part_max_length_rs),
+ rs*part_max_length_rs
+ );
+ }
+
+ v3f vec;
+
+ vec = v3f(
+ (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
+ (float)(ps.next()%(maxlen.Y*1))-(float)maxlen.Y/2,
+ (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
+ );
+
+ // Jump downward sometimes
+ if(!large_cave && ps.range(0,12) == 0)
+ {
+ vec = v3f(
+ (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
+ (float)(ps.next()%(maxlen.Y*2))-(float)maxlen.Y*2/2,
+ (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
+ );
+ }
+
+ /*if(large_cave){
+ v3f p = orp + vec;
+ s16 h = find_ground_level_clever(vmanip,
+ v2s16(p.X, p.Z), ndef);
+ route_y_min = h - rs/3;
+ route_y_max = h + rs;
+ }*/
+
+ 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;
+ fp.X += 0.1*ps.range(-10,10);
+ fp.Z += 0.1*ps.range(-10,10);
+ v3s16 cp(fp.X, fp.Y, fp.Z);
+
+ s16 d0 = -rs/2;
+ s16 d1 = d0 + rs;
+ if(randomize_xz){
+ d0 += ps.range(-1,1);
+ d1 += ps.range(-1,1);
+ }
+ for(s16 z0=d0; z0<=d1; z0++)
+ {
+ s16 si = rs/2 - MYMAX(0, abs(z0)-rs/7-1);
+ for(s16 x0=-si-ps.range(0,1); x0<=si-1+ps.range(0,1); x0++)
+ {
+ s16 maxabsxz = MYMAX(abs(x0), abs(z0));
+ s16 si2 = rs/2 - MYMAX(0, maxabsxz-rs/7-1);
+ for(s16 y0=-si2; y0<=si2; y0++)
+ {
+ /*// Make better floors in small caves
+ if(y0 <= -rs/2 && rs<=7)
+ continue;*/
+ if(large_cave_is_flat){
+ // Make large caves not so tall
+ if(rs > 7 && abs(y0) >= rs/3)
+ continue;
+ }
+
+ s16 z = cp.Z + z0;
+ s16 y = cp.Y + y0;
+ s16 x = cp.X + x0;
+ v3s16 p(x,y,z);
+ p += of;
+
+ if(vmanip.m_area.contains(p) == false)
+ continue;
+
+ u32 i = vmanip.m_area.index(p);
+
+ if(large_cave)
+ {
+ if(full_node_min.Y < water_level &&
+ full_node_max.Y > water_level){
+ if(p.Y <= water_level)
+ vmanip.m_data[i] = waternode;
+ else
+ vmanip.m_data[i] = airnode;
+ } else if(full_node_max.Y < water_level){
+ if(p.Y < startp.Y - 2)
+ vmanip.m_data[i] = lavanode;
+ else
+ vmanip.m_data[i] = airnode;
+ } else {
+ vmanip.m_data[i] = airnode;
+ }
+ } else {
+ // Don't replace air or water or lava or ignore
+ if(vmanip.m_data[i].getContent() == CONTENT_IGNORE ||
+ vmanip.m_data[i].getContent() == CONTENT_AIR ||
+ vmanip.m_data[i].getContent() == c_water_source ||
+ vmanip.m_data[i].getContent() == c_lava_source)
+ continue;
+
+ vmanip.m_data[i] = airnode;
+
+ // Set tunnel flag
+ vmanip.m_flags[i] |= VMANIP_FLAG_CAVE;
+ }
+ }
+ }
+ }
+ }
+
+ orp = rp;
+ }
+
+ }
+
+ }//timer1
+#endif
+
+#if 1
+ {
+ // 15ms @cs=8
+ TimeTaker timer1("add mud");
+
+ /*
+ Add mud to the central chunk
+ */
+
+ for(s16 x=node_min.X; x<=node_max.X; x++)
+ for(s16 z=node_min.Z; z<=node_max.Z; z++)
+ {
+ // Node position in 2d
+ v2s16 p2d = v2s16(x,z);
+
+ // Randomize mud amount
+ s16 mud_add_amount = get_mud_add_amount(data->seed, p2d) / 2.0 + 0.5;
+
+ // Find ground level
+ s16 surface_y = find_stone_level(vmanip, p2d, ndef);
+ // Handle area not found
+ if(surface_y == vmanip.m_area.MinEdge.Y - 1)
+ continue;
+
+ MapNode addnode(c_dirt);
+ BiomeType bt = get_biome(data->seed, p2d);
+
+ if(bt == BT_DESERT)
+ addnode = MapNode(c_desert_sand);
+
+ if(bt == BT_DESERT && surface_y + mud_add_amount <= water_level+1){
+ addnode = MapNode(c_sand);
+ } else if(mud_add_amount <= 0){
+ mud_add_amount = 1 - mud_add_amount;
+ addnode = MapNode(c_gravel);
+ } else if(bt == BT_NORMAL && get_have_beach(data->seed, p2d) &&
+ surface_y + mud_add_amount <= water_level+2){
+ addnode = MapNode(c_sand);
+ }
+
+ if(bt == BT_DESERT){
+ if(surface_y > 20){
+ mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20)/5);
+ }
+ }
+
+ /*
+ 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 = vmanip.m_area.index(v3s16(p2d.X, surface_y, p2d.Y));
+ MapNode *n = &vmanip.m_data[i];
+ if(n->getContent() == c_dirt_with_grass)
+ *n = MapNode(c_dirt);
+ }
+
+ /*
+ Add mud on ground
+ */
+ {
+ s16 mudcount = 0;
+ v3s16 em = vmanip.m_area.getExtent();
+ s16 y_start = surface_y+1;
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+ for(s16 y=y_start; y<=node_max.Y; y++)
+ {
+ if(mudcount >= mud_add_amount)
+ break;
+
+ MapNode &n = vmanip.m_data[i];
+ n = addnode;
+ mudcount++;
+
+ vmanip.m_area.add_y(em, i, 1);
+ }
+ }
+
+ }
+
+ }//timer1
+#endif
+
+ /*
+ Add blobs of dirt and gravel underground
+ */
+ if(get_biome(data->seed, v2s16(node_min.X, node_min.Y)) == BT_NORMAL)
+ {
+ PseudoRandom pr(blockseed+983);
+ for(int i=0; i<volume_nodes/10/10/10; i++)
+ {
+ bool only_fill_cave = (myrand_range(0,1) != 0);
+ v3s16 size(
+ pr.range(1, 8),
+ pr.range(1, 8),
+ pr.range(1, 8)
+ );
+ v3s16 p0(
+ pr.range(node_min.X, node_max.X)-size.X/2,
+ pr.range(node_min.Y, node_max.Y)-size.Y/2,
+ pr.range(node_min.Z, node_max.Z)-size.Z/2
+ );
+ MapNode n1;
+ if(p0.Y > -32 && pr.range(0,1) == 0)
+ n1 = MapNode(c_dirt);
+ else
+ n1 = MapNode(c_gravel);
+ for(int x1=0; x1<size.X; x1++)
+ for(int y1=0; y1<size.Y; y1++)
+ for(int z1=0; z1<size.Z; z1++)
+ {
+ v3s16 p = p0 + v3s16(x1,y1,z1);
+ u32 i = vmanip.m_area.index(p);
+ if(!vmanip.m_area.contains(i))
+ continue;
+ // Cancel if not stone and not cave air
+ if(vmanip.m_data[i].getContent() != c_stone &&
+ !(vmanip.m_flags[i] & VMANIP_FLAG_CAVE))
+ continue;
+ if(only_fill_cave && !(vmanip.m_flags[i] & VMANIP_FLAG_CAVE))
+ continue;
+ vmanip.m_data[i] = n1;
+ }
+ }
+ }
+
+#if 1
+ {
+ // 340ms @cs=8
+ TimeTaker timer1("flow mud");
+
+ /*
+ Flow mud away from steep edges
+ */
+
+ // Iterate a few times
+ for(s16 k=0; k<3; k++)
+ {
+
+ for(s16 x=mudflow_minpos; x<=mudflow_maxpos; x++)
+ for(s16 z=mudflow_minpos; z<=mudflow_maxpos; z++)
+ {
+ // Invert coordinates every 2nd iteration
+ if(k%2 == 0)
+ {
+ x = mudflow_maxpos - (x-mudflow_minpos);
+ z = mudflow_maxpos - (z-mudflow_minpos);
+ }
+
+ // Node position in 2d
+ v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x,z);
+
+ v3s16 em = vmanip.m_area.getExtent();
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
+ s16 y=node_max.Y;
+
+ while(y >= node_min.Y)
+ {
+
+ for(;; y--)
+ {
+ MapNode *n = NULL;
+ // Find mud
+ for(; y>=node_min.Y; y--)
+ {
+ n = &vmanip.m_data[i];
+ //if(content_walkable(n->d))
+ // break;
+ if(n->getContent() == c_dirt ||
+ n->getContent() == c_dirt_with_grass ||
+ n->getContent() == c_gravel)
+ break;
+
+ vmanip.m_area.add_y(em, i, -1);
+ }
+
+ // Stop if out of area
+ //if(vmanip.m_area.contains(i) == false)
+ if(y < node_min.Y)
+ break;
+
+ /*// If not mud, do nothing to it
+ MapNode *n = &vmanip.m_data[i];
+ if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
+ continue;*/
+
+ if(n->getContent() == c_dirt ||
+ n->getContent() == c_dirt_with_grass)
+ {
+ // Make it exactly mud
+ n->setContent(c_dirt);
+
+ /*
+ Don't flow it if the stuff under it is not mud
+ */
+ {
+ u32 i2 = i;
+ vmanip.m_area.add_y(em, i2, -1);
+ // Cancel if out of area
+ if(vmanip.m_area.contains(i2) == false)
+ continue;
+ MapNode *n2 = &vmanip.m_data[i2];
+ if(n2->getContent() != c_dirt &&
+ n2->getContent() != c_dirt_with_grass)
+ continue;
+ }
+ }
+
+ /*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;
+ vmanip.m_area.add_y(em, i3, 1);
+ if(vmanip.m_area.contains(i3) == true
+ && ndef->get(vmanip.m_data[i3]).walkable)
+ {
+ continue;
+ }
+
+ // Drop mud on side
+
+ for(u32 di=0; di<4; di++)
+ {
+ v3s16 dirp = dirs4[di];
+ u32 i2 = i;
+ // Move to side
+ vmanip.m_area.add_p(em, i2, dirp);
+ // Fail if out of area
+ if(vmanip.m_area.contains(i2) == false)
+ continue;
+ // Check that side is air
+ MapNode *n2 = &vmanip.m_data[i2];
+ if(ndef->get(*n2).walkable)
+ continue;
+ // Check that under side is air
+ vmanip.m_area.add_y(em, i2, -1);
+ if(vmanip.m_area.contains(i2) == false)
+ continue;
+ n2 = &vmanip.m_data[i2];
+ if(ndef->get(*n2).walkable)
+ continue;
+ /*// Check that under that is air (need a drop of 2)
+ vmanip.m_area.add_y(em, i2, -1);
+ if(vmanip.m_area.contains(i2) == false)
+ continue;
+ n2 = &vmanip.m_data[i2];
+ if(content_walkable(n2->d))
+ continue;*/
+ // Loop further down until not air
+ bool dropped_to_unknown = false;
+ do{
+ vmanip.m_area.add_y(em, i2, -1);
+ n2 = &vmanip.m_data[i2];
+ // if out of known area
+ if(vmanip.m_area.contains(i2) == false
+ || n2->getContent() == CONTENT_IGNORE){
+ dropped_to_unknown = true;
+ break;
+ }
+ }while(ndef->get(*n2).walkable == false);
+ // Loop one up so that we're in air
+ vmanip.m_area.add_y(em, i2, 1);
+ n2 = &vmanip.m_data[i2];
+
+ bool old_is_water = (n->getContent() == c_water_source);
+ // Move mud to new place
+ if(!dropped_to_unknown) {
+ *n2 = *n;
+ // Set old place to be air (or water)
+ if(old_is_water)
+ *n = MapNode(c_water_source);
+ else
+ *n = MapNode(CONTENT_AIR);
+ }
+
+ // Done
+ break;
+ }
+ }
+ }
+ }
+
+ }
+
+ }//timer1
+#endif
+
+ } // Aging loop
+ /***********************
+ END OF AGING LOOP
+ ************************/
+
+ /*
+ Add top and bottom side of water to transforming_liquid queue
+ */
+
+ 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);
+ {
+ bool water_found = false;
+ // 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=full_node_max.Y; y>=full_node_min.Y; y--)
+ {
+ if(y == full_node_max.Y){
+ water_found =
+ (vmanip.m_data[i].getContent() == c_water_source ||
+ vmanip.m_data[i].getContent() == c_lava_source);
+ }
+ else if(water_found == false)
+ {
+ if(vmanip.m_data[i].getContent() == c_water_source ||
+ vmanip.m_data[i].getContent() == c_lava_source)
+ {
+ v3s16 p = v3s16(p2d.X, y, p2d.Y);
+ data->transforming_liquid.push_back(p);
+ water_found = true;
+ }
+ }
+ else
+ {
+ // 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].getContent() != c_water_source ||
+ vmanip.m_data[i+1].getContent() != c_lava_source)
+ {
+ v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
+ data->transforming_liquid.push_back(p);
+ water_found = false;
+ }
+ }
+
+ vmanip.m_area.add_y(em, i, -1);
+ }
+ }
+ }
+
+ /*
+ Grow grass
+ */
+
+ 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 in 2d
+ v2s16 p2d = v2s16(x,z);
+
+ /*
+ Find the lowest surface to which enough light ends up
+ to make grass grow.
+
+ Basically just wait until not air and not leaves.
+ */
+ s16 surface_y = 0;
+ {
+ v3s16 em = vmanip.m_area.getExtent();
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
+ s16 y;
+ // Go to ground level
+ for(y=node_max.Y; y>=full_node_min.Y; y--)
+ {
+ MapNode &n = vmanip.m_data[i];
+ if(ndef->get(n).param_type != CPT_LIGHT
+ || ndef->get(n).liquid_type != LIQUID_NONE)
+ break;
+ vmanip.m_area.add_y(em, i, -1);
+ }
+ if(y >= full_node_min.Y)
+ surface_y = y;
+ else
+ surface_y = full_node_min.Y;
+ }
+
+ u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y);
+ MapNode *n = &vmanip.m_data[i];
+ if(n->getContent() == c_dirt){
+ // Well yeah, this can't be overground...
+ if(surface_y < water_level - 20)
+ continue;
+ n->setContent(c_dirt_with_grass);
+ }
+ }
+
+ /*
+ Generate some trees
+ */
+ assert(central_area_size.X == central_area_size.Z);
+ {
+ // Divide area into parts
+ s16 div = 8;
+ s16 sidelen = central_area_size.X / 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(
+ node_min.X + sidelen/2 + sidelen*x0,
+ node_min.Z + sidelen/2 + sidelen*z0
+ );
+ // Minimum edge of part of division
+ v2s16 p2d_min(
+ node_min.X + sidelen*x0,
+ node_min.Z + sidelen*z0
+ );
+ // Maximum edge of part of division
+ v2s16 p2d_max(
+ node_min.X + sidelen + sidelen*x0 - 1,
+ node_min.Z + 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(vmanip, v2s16(x,z), ndef);
+ // 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 > node_max.Y - 6)
+ continue;
+ v3s16 p(x,y,z);
+ /*
+ Trees grow only on mud and grass
+ */
+ {
+ u32 i = vmanip.m_area.index(v3s16(p));
+ MapNode *n = &vmanip.m_data[i];
+ if(n->getContent() != c_dirt
+ && n->getContent() != c_dirt_with_grass)
+ continue;
+ }
+ p.Y++;
+ // Make a tree
+ make_tree(vmanip, p, false, ndef);
+ }
+ }
+ }
+
+
+ /*
+ Calculate lighting
+ */
+ {
+ ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update",
+ SPT_AVG);
+ //VoxelArea a(node_min, node_max);
+ VoxelArea a(node_min-v3s16(1,0,1)*MAP_BLOCKSIZE,
+ node_max+v3s16(1,0,1)*MAP_BLOCKSIZE);
+ /*VoxelArea a(node_min-v3s16(1,0,1)*MAP_BLOCKSIZE/2,
+ node_max+v3s16(1,0,1)*MAP_BLOCKSIZE/2);*/
+ enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};
+ for(int i=0; i<2; i++)
+ {
+ enum LightBank bank = banks[i];
+
+ core::map<v3s16, bool> light_sources;
+ core::map<v3s16, u8> unlight_from;
+
+ voxalgo::clearLightAndCollectSources(vmanip, a, bank, ndef,
+ light_sources, unlight_from);
+
+ bool inexistent_top_provides_sunlight = !block_is_underground;
+ voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
+ vmanip, a, inexistent_top_provides_sunlight,
+ light_sources, ndef);
+ // TODO: Do stuff according to bottom_sunlight_valid
+
+ vmanip.unspreadLight(bank, unlight_from, light_sources, ndef);
+
+ vmanip.spreadLight(bank, light_sources, ndef);
+ }
+ }
+}
diff --git a/src/noise.cpp b/src/noise.cpp
index c038384db..17b5df018 100644
--- a/src/noise.cpp
+++ b/src/noise.cpp
@@ -289,8 +289,8 @@ void Noise::init(NoiseParams *np, int seed, int sx, int sy, int sz) {
this->noisebuf = NULL;
resizeNoiseBuf(sz > 1);
- this->buf = new float[sx * sy * sz];
- this->result = new float[sx * sy * sz];
+ this->buf = new float[sx * sy * sz];
+ this->result = new float[sx * sy * sz];
}
@@ -311,10 +311,13 @@ void Noise::setSize(int sx, int sy, int sz) {
this->sy = sy;
this->sz = sz;
+ this->noisebuf = NULL;
resizeNoiseBuf(sz > 1);
delete[] buf;
delete[] result;
+ this->buf = new float[sx * sy * sz];
+ this->result = new float[sx * sy * sz];
}
diff --git a/src/scriptapi.cpp b/src/scriptapi.cpp
index 27f48be27..56fdef3f9 100644
--- a/src/scriptapi.cpp
+++ b/src/scriptapi.cpp
@@ -4460,10 +4460,8 @@ static int l_register_biome_groups(lua_State *L)
{
luaL_checktype(L, 1, LUA_TTABLE);
int index = 1;
- if (!lua_istable(L, index)) {
-
- return 0;
- }
+ if (!lua_istable(L, index))
+ throw LuaError(L, "register_biome_groups: parameter is not a table");
BiomeDefManager *bmgr = get_server(L)->getEmergeManager()->biomedef;
@@ -4514,15 +4512,16 @@ static int l_register_biome(lua_State *L)
b->humidity_min = getfloatfield_default(L, index, "humidity_min", 0.);
b->humidity_max = getfloatfield_default(L, index, "humidity_max", 0.);
-//////hrm, what to do about the noiseparams...
- b->np = new NoiseParams; /////just a hacky solution
+ b->np = new NoiseParams; // should read an entire NoiseParams later on...
getfloatfield(L, index, "scale", b->np->scale);
getfloatfield(L, index, "offset", b->np->offset);
- //TODO: add configurable spread factor and octaves!?
- //I'd have to create a Noise for every Biome...
- bmgr->addBiome(groupid, b);
- printf(" - added biome '%s' - %d %d\n", b->name.c_str(), b->n_top.param0, b->n_filler.param0);
+ b->groupid = (s8)groupid;
+ b->flags = 0; //reserved
+
+ bmgr->addBiome(b);
+
+ verbosestream << "register_biome: " << b->name << std::endl;
return 0;
}
diff --git a/src/server.cpp b/src/server.cpp
index a3c0b66ed..22c828bc2 100644
--- a/src/server.cpp
+++ b/src/server.cpp
@@ -172,8 +172,12 @@ void * EmergeThread::Thread()
ServerMap &map = ((ServerMap&)m_server->m_env->getMap());
EmergeManager *emerge = m_server->m_emerge;
- Mapgen *mapgen = new Mapgen( m_server->m_emerge->biomedef,/*mapgenid*/ 0, map.getSeed()); ////////fix this...!
+ Mapgen *mapgen;
+ if (g_settings->getS16("use_mapgen_version") == 7) ////////this is okay for now, fix later
+ mapgen = new MapgenV7( m_server->m_emerge->biomedef,/*mapgenid*/ 0, map.getSeed());
+ else
+ mapgen = new MapgenV6(0, map.getSeed());
/*
Get block info from queue, emerge them and send them
to clients.
s="hl opt">(); v3s16 dirs[6] = { v3s16(0,0,1), // back v3s16(0,1,0), // top v3s16(1,0,0), // right v3s16(0,0,-1), // front v3s16(0,-1,0), // bottom v3s16(-1,0,0), // left }; if(from_nodes.size() == 0) return; u32 blockchangecount = 0; std::map<v3s16, u8> unlighted_nodes; /* Initialize block cache */ v3s16 blockpos_last; MapBlock *block = NULL; // Cache this a bit, too bool block_checked_in_modified = false; for(std::map<v3s16, u8>::iterator j = from_nodes.begin(); j != from_nodes.end(); ++j) { v3s16 pos = j->first; v3s16 blockpos = getNodeBlockPos(pos); // Only fetch a new block if the block position has changed try{ if(block == NULL || blockpos != blockpos_last){ block = getBlockNoCreate(blockpos); blockpos_last = blockpos; block_checked_in_modified = false; blockchangecount++; } } catch(InvalidPositionException &e) { continue; } if(block->isDummy()) continue; // Calculate relative position in block //v3s16 relpos = pos - blockpos_last * MAP_BLOCKSIZE; // Get node straight from the block //MapNode n = block->getNode(relpos); u8 oldlight = j->second; // 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); try { // Only fetch a new block if the block position has changed try{ if(block == NULL || blockpos != blockpos_last){ block = getBlockNoCreate(blockpos); blockpos_last = blockpos; block_checked_in_modified = false; blockchangecount++; } } catch(InvalidPositionException &e) { 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? /* If the neighbor is dimmer than what was specified as oldlight (the light of the previous node) */ if(n2.getLight(bank, nodemgr) < oldlight) { /* And the neighbor is transparent and it has some light */ if(nodemgr->get(n2).light_propagates && n2.getLight(bank, nodemgr) != 0) { /* Set light to 0 and add to queue */ u8 current_light = n2.getLight(bank, nodemgr); n2.setLight(bank, 0, nodemgr); block->setNode(relpos, n2); unlighted_nodes[n2pos] = current_light; changed = true; /* Remove from light_sources if it is there NOTE: This doesn't happen nearly at all */ /*if(light_sources.find(n2pos)) { infostream<<"Removed from light_sources"<<std::endl; light_sources.remove(n2pos); }*/ } /*// DEBUG if(light_sources.find(n2pos) != NULL) light_sources.remove(n2pos);*/ } else{ light_sources.insert(n2pos); } // Add to modified_blocks if(changed == true && block_checked_in_modified == false) { // If the block is not found in modified_blocks, add. if(modified_blocks.find(blockpos) == modified_blocks.end()) { modified_blocks[blockpos] = block; } block_checked_in_modified = true; } } catch(InvalidPositionException &e) { continue; } } } /*infostream<<"unspreadLight(): Changed block " <<blockchangecount<<" times" <<" for "<<from_nodes.size()<<" nodes" <<std::endl;*/ if(unlighted_nodes.size() > 0) unspreadLight(bank, unlighted_nodes, light_sources, modified_blocks); } /* A single-node wrapper of the above */ void Map::unLightNeighbors(enum LightBank bank, v3s16 pos, u8 lightwas, std::set<v3s16> & light_sources, std::map<v3s16, MapBlock*> & modified_blocks) { std::map<v3s16, u8> from_nodes; from_nodes[pos] = lightwas; unspreadLight(bank, from_nodes, light_sources, modified_blocks); } /* Lights neighbors of from_nodes, collects all them and then goes on recursively. */ void Map::spreadLight(enum LightBank bank, std::set<v3s16> & from_nodes, std::map<v3s16, MapBlock*> & modified_blocks) { INodeDefManager *nodemgr = m_gamedef->ndef(); const v3s16 dirs[6] = { v3s16(0,0,1), // back v3s16(0,1,0), // top v3s16(1,0,0), // right v3s16(0,0,-1), // front v3s16(0,-1,0), // bottom v3s16(-1,0,0), // left }; if(from_nodes.size() == 0) return; u32 blockchangecount = 0; std::set<v3s16> lighted_nodes; /* Initialize block cache */ v3s16 blockpos_last; MapBlock *block = NULL; // Cache this a bit, too bool block_checked_in_modified = false; for(std::set<v3s16>::iterator j = from_nodes.begin(); j != from_nodes.end(); ++j) { v3s16 pos = *j; v3s16 blockpos = getNodeBlockPos(pos); // Only fetch a new block if the block position has changed try{ if(block == NULL || blockpos != blockpos_last){ block = getBlockNoCreate(blockpos); blockpos_last = blockpos; block_checked_in_modified = false; blockchangecount++; } } catch(InvalidPositionException &e) { continue; } if(block->isDummy()) continue; // Calculate relative position in block v3s16 relpos = pos - blockpos_last * MAP_BLOCKSIZE; // Get node straight from the block MapNode n = block->getNode(relpos); u8 oldlight = n.getLight(bank, nodemgr); u8 newlight = diminish_light(oldlight); // 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); try { // Only fetch a new block if the block position has changed try{ if(block == NULL || blockpos != blockpos_last){ block = getBlockNoCreate(blockpos); blockpos_last = blockpos; block_checked_in_modified = false; blockchangecount++; } } catch(InvalidPositionException &e) { 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, add to list (it will light up this node on its turn) */ if(n2.getLight(bank, nodemgr) > undiminish_light(oldlight)) { lighted_nodes.insert(n2pos); changed = true; } /* If the neighbor is dimmer than how much light this node would spread on it, add to list */ if(n2.getLight(bank, nodemgr) < newlight) { if(nodemgr->get(n2).light_propagates) { n2.setLight(bank, newlight, nodemgr); block->setNode(relpos, n2); lighted_nodes.insert(n2pos); changed = true; } } // Add to modified_blocks if(changed == true && block_checked_in_modified == false) { // If the block is not found in modified_blocks, add. if(modified_blocks.find(blockpos) == modified_blocks.end()) { modified_blocks[blockpos] = block; } block_checked_in_modified = true; } } catch(InvalidPositionException &e) { continue; } } } /*infostream<<"spreadLight(): Changed block " <<blockchangecount<<" times" <<" for "<<from_nodes.size()<<" nodes" <<std::endl;*/ if(lighted_nodes.size() > 0) spreadLight(bank, lighted_nodes, modified_blocks); } /* A single-node source variation of the above. */ void Map::lightNeighbors(enum LightBank bank, v3s16 pos, std::map<v3s16, MapBlock*> & modified_blocks) { std::set<v3s16> from_nodes; from_nodes.insert(pos); spreadLight(bank, from_nodes, modified_blocks); } v3s16 Map::getBrightestNeighbour(enum LightBank bank, v3s16 p) { INodeDefManager *nodemgr = m_gamedef->ndef(); v3s16 dirs[6] = { v3s16(0,0,1), // back v3s16(0,1,0), // top v3s16(1,0,0), // right v3s16(0,0,-1), // front v3s16(0,-1,0), // bottom v3s16(-1,0,0), // left }; u8 brightest_light = 0; v3s16 brightest_pos(0,0,0); bool found_something = false; // Loop through 6 neighbors for(u16 i=0; i<6; i++){ // Get the position of the neighbor node v3s16 n2pos = p + dirs[i]; MapNode n2; try{ n2 = getNode(n2pos); } catch(InvalidPositionException &e) { continue; } if(n2.getLight(bank, nodemgr) > brightest_light || found_something == false){ brightest_light = n2.getLight(bank, nodemgr); brightest_pos = n2pos; found_something = true; } } if(found_something == false) throw InvalidPositionException(); return brightest_pos; } /* Propagates sunlight down from a node. Starting point gets sunlight. Returns the lowest y value of where the sunlight went. Mud is turned into grass in where the sunlight stops. */ s16 Map::propagateSunlight(v3s16 start, std::map<v3s16, MapBlock*> & modified_blocks) { INodeDefManager *nodemgr = m_gamedef->ndef(); s16 y = start.Y; for(; ; y--) { v3s16 pos(start.X, y, start.Z); v3s16 blockpos = getNodeBlockPos(pos); MapBlock *block; try{ block = getBlockNoCreate(blockpos); } catch(InvalidPositionException &e) { break; } v3s16 relpos = pos - blockpos*MAP_BLOCKSIZE; MapNode n = block->getNode(relpos); if(nodemgr->get(n).sunlight_propagates) { n.setLight(LIGHTBANK_DAY, LIGHT_SUN, nodemgr); block->setNode(relpos, n); modified_blocks[blockpos] = block; } else { // Sunlight goes no further break; } } return y + 1; } void Map::updateLighting(enum LightBank bank, std::map<v3s16, MapBlock*> & a_blocks, std::map<v3s16, MapBlock*> & modified_blocks) { INodeDefManager *nodemgr = m_gamedef->ndef(); /*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(); std::map<v3s16, MapBlock*> blocks_to_update; std::set<v3s16> light_sources; std::map<v3s16, u8> unlight_from; int num_bottom_invalid = 0; { //TimeTaker t("first stuff"); for(std::map<v3s16, MapBlock*>::iterator i = a_blocks.begin(); i != a_blocks.end(); ++i) { MapBlock *block = i->second; for(;;) { // Don't bother with dummy blocks. if(block->isDummy()) break; v3s16 pos = block->getPos(); v3s16 posnodes = block->getPosRelative(); modified_blocks[pos] = block; blocks_to_update[pos] = block; /* Clear all light from block */ for(s16 z=0; z<MAP_BLOCKSIZE; z++) 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(p); u8 oldlight = n.getLight(bank, nodemgr); n.setLight(bank, 0, nodemgr); block->setNode(p, n); // If node sources light, add to list u8 source = nodemgr->get(n).light_source; if(source != 0) light_sources.insert(p + posnodes); // Collect borders for unlighting if((x==0 || x == MAP_BLOCKSIZE-1 || y==0 || y == MAP_BLOCKSIZE-1 || z==0 || z == MAP_BLOCKSIZE-1) && oldlight != 0) { v3s16 p_map = p + posnodes; unlight_from[p_map] = oldlight; } } catch(InvalidPositionException &e) { /* This would happen when dealing with a dummy block. */ //assert(0); infostream<<"updateLighting(): InvalidPositionException" <<std::endl; } } if(bank == LIGHTBANK_DAY) { bool bottom_valid = block->propagateSunlight(light_sources); if(!bottom_valid) num_bottom_invalid++; // If bottom is valid, we're done. if(bottom_valid) break; } else if(bank == LIGHTBANK_NIGHT) { // For night lighting, sunlight is not propagated break; } else { // Invalid lighting bank assert(0); } /*infostream<<"Bottom for sunlight-propagated block (" <<pos.X<<","<<pos.Y<<","<<pos.Z<<") not valid" <<std::endl;*/ // Bottom sunlight is not valid; get the block and loop to it pos.Y--; try{ block = getBlockNoCreate(pos); } catch(InvalidPositionException &e) { assert(0); } } } } /* Enable this to disable proper lighting for speeding up map generation for testing or whatever */ #if 0 //if(g_settings->get("")) { core::map<v3s16, MapBlock*>::Iterator i; i = blocks_to_update.getIterator(); for(; i.atEnd() == false; i++) { MapBlock *block = i.getNode()->getValue(); v3s16 p = block->getPos(); block->setLightingExpired(false); } return; } #endif #if 1 { //TimeTaker timer("unspreadLight"); unspreadLight(bank, unlight_from, light_sources, modified_blocks); } /*if(debug) { u32 diff = modified_blocks.size() - count_was; count_was = modified_blocks.size(); infostream<<"unspreadLight modified "<<diff<<std::endl; }*/ { //TimeTaker timer("spreadLight"); spreadLight(bank, light_sources, modified_blocks); } /*if(debug) { u32 diff = modified_blocks.size() - count_was; count_was = modified_blocks.size(); infostream<<"spreadLight modified "<<diff<<std::endl; }*/ #endif #if 0 { //MapVoxelManipulator vmanip(this); // Make a manual voxel manipulator and load all the blocks // that touch the requested blocks ManualMapVoxelManipulator vmanip(this); { //TimeTaker timer("initialEmerge"); core::map<v3s16, MapBlock*>::Iterator i; i = blocks_to_update.getIterator(); for(; i.atEnd() == false; i++) { 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) */ /*for(s16 z=-1; z<=1; z++) for(s16 y=-1; y<=1; y++) for(s16 x=-1; x<=1; x++) { v3s16 p2 = p + v3s16(x,y,z); MapBlock *block = getBlockNoCreateNoEx(p2); if(block == NULL) continue; if(block->isDummy()) continue; if(block->getLightingExpired()) continue; vmanip.initialEmerge(p2, p2); }*/ // Lighting of block will be updated completely block->setLightingExpired(false); } } { //TimeTaker timer("unSpreadLight"); vmanip.unspreadLight(bank, unlight_from, light_sources, nodemgr); } { //TimeTaker timer("spreadLight"); vmanip.spreadLight(bank, light_sources, nodemgr); } { //TimeTaker timer("blitBack"); vmanip.blitBack(modified_blocks); } /*infostream<<"emerge_time="<<emerge_time<<std::endl; emerge_time = 0;*/ } #endif //m_dout<<"Done ("<<getTimestamp()<<")"<<std::endl; } void Map::updateLighting(std::map<v3s16, MapBlock*> & a_blocks, std::map<v3s16, MapBlock*> & modified_blocks) { updateLighting(LIGHTBANK_DAY, a_blocks, modified_blocks); updateLighting(LIGHTBANK_NIGHT, a_blocks, modified_blocks); /* Update information about whether day and night light differ */ for(std::map<v3s16, MapBlock*>::iterator i = modified_blocks.begin(); i != modified_blocks.end(); ++i) { MapBlock *block = i->second; block->expireDayNightDiff(); } } /* */ void Map::addNodeAndUpdate(v3s16 p, MapNode n, std::map<v3s16, MapBlock*> &modified_blocks, bool remove_metadata) { INodeDefManager *ndef = m_gamedef->ndef(); /*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 set lighting to 0. Else discontinue. */ v3s16 toppos = p + v3s16(0,1,0); //v3s16 bottompos = p + v3s16(0,-1,0); bool node_under_sunlight = true; std::set<v3s16> light_sources; /* Collect old node for rollback */ RollbackNode rollback_oldnode(this, p, m_gamedef); /* If there is a node at top and it doesn't have sunlight, there has not been any sunlight going down. Otherwise there probably is. */ try{ MapNode topnode = getNode(toppos); if(topnode.getLight(LIGHTBANK_DAY, ndef) != LIGHT_SUN) node_under_sunlight = false; } catch(InvalidPositionException &e) { } /* Remove all light that has come out of this node */ enum LightBank banks[] = { LIGHTBANK_DAY, LIGHTBANK_NIGHT }; for(s32 i=0; i<2; i++) { enum LightBank bank = banks[i]; u8 lightwas = getNode(p).getLight(bank, ndef); // Add the block of the added node to modified_blocks v3s16 blockpos = getNodeBlockPos(p); MapBlock * block = getBlockNoCreate(blockpos); assert(block != NULL); modified_blocks[blockpos] = block; assert(isValidPosition(p)); // Unlight neighbours of node. // This means setting light of all consequent dimmer nodes // to 0. // This also collects the nodes at the border which will spread // light again into this. unLightNeighbors(bank, p, lightwas, light_sources, modified_blocks); n.setLight(bank, 0, ndef); } /* If node lets sunlight through and is under sunlight, it has sunlight too. */ if(node_under_sunlight && ndef->get(n).sunlight_propagates) { n.setLight(LIGHTBANK_DAY, LIGHT_SUN, ndef); } /* Remove node metadata */ if (remove_metadata) { removeNodeMetadata(p); } /* Set the node on the map */ setNode(p, n); /* If node is under sunlight and doesn't let sunlight through, take all sunlighted nodes under it and clear light from them and from where the light has been spread. TODO: This could be optimized by mass-unlighting instead of looping */ if(node_under_sunlight && !ndef->get(n).sunlight_propagates) { s16 y = p.Y - 1; for(;; y--){ //m_dout<<DTIME<<"y="<<y<<std::endl; v3s16 n2pos(p.X, y, p.Z); MapNode n2; try{ n2 = getNode(n2pos); } catch(InvalidPositionException &e) { break; } if(n2.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN) { unLightNeighbors(LIGHTBANK_DAY, n2pos, n2.getLight(LIGHTBANK_DAY, ndef), light_sources, modified_blocks); n2.setLight(LIGHTBANK_DAY, 0, ndef); setNode(n2pos, n2); } else break; } } for(s32 i=0; i<2; i++) { enum LightBank bank = banks[i]; /* Spread light from all nodes that might be capable of doing so */ spreadLight(bank, light_sources, modified_blocks); } /* Update information about whether day and night light differ */ for(std::map<v3s16, MapBlock*>::iterator i = modified_blocks.begin(); i != modified_blocks.end(); ++i) { i->second->expireDayNightDiff(); } /* Report for rollback */ if(m_gamedef->rollback()) { RollbackNode rollback_newnode(this, p, m_gamedef); RollbackAction action; action.setSetNode(p, rollback_oldnode, rollback_newnode); m_gamedef->rollback()->reportAction(action); } /* Add neighboring liquid nodes and the node itself if it is liquid (=water node was added) to transform queue. */ v3s16 dirs[7] = { v3s16(0,0,0), // self v3s16(0,0,1), // back v3s16(0,1,0), // top v3s16(1,0,0), // right v3s16(0,0,-1), // front v3s16(0,-1,0), // bottom v3s16(-1,0,0), // left }; for(u16 i=0; i<7; i++) { try { v3s16 p2 = p + dirs[i]; MapNode n2 = getNode(p2); if(ndef->get(n2).isLiquid() || n2.getContent() == CONTENT_AIR) { m_transforming_liquid.push_back(p2); } }catch(InvalidPositionException &e) { } } } /* */ void Map::removeNodeAndUpdate(v3s16 p, std::map<v3s16, MapBlock*> &modified_blocks) { INodeDefManager *ndef = m_gamedef->ndef(); /*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 content_t replace_material = CONTENT_AIR; /* Collect old node for rollback */ RollbackNode rollback_oldnode(this, p, m_gamedef); /* If there is a node at top and it doesn't have sunlight, there will be no sunlight going down. */ try{ MapNode topnode = getNode(toppos); if(topnode.getLight(LIGHTBANK_DAY, ndef) != LIGHT_SUN) node_under_sunlight = false; } catch(InvalidPositionException &e) { } std::set<v3s16> light_sources; enum LightBank banks[] = { LIGHTBANK_DAY, LIGHTBANK_NIGHT }; for(s32 i=0; i<2; i++) { enum LightBank bank = banks[i]; /* Unlight neighbors (in case the node is a light source) */ unLightNeighbors(bank, p, getNode(p).getLight(bank, ndef), light_sources, modified_blocks); } /* Remove node metadata */ removeNodeMetadata(p); /* Remove the node. This also clears the lighting. */ MapNode n; n.setContent(replace_material); setNode(p, n); for(s32 i=0; i<2; i++) { enum LightBank bank = banks[i]; /* Recalculate lighting */ spreadLight(bank, light_sources, modified_blocks); } // Add the block of the removed node to modified_blocks v3s16 blockpos = getNodeBlockPos(p); MapBlock * block = getBlockNoCreate(blockpos); assert(block != NULL); modified_blocks[blockpos] = block; /* If the removed node was under sunlight, propagate the sunlight down from it and then light all neighbors of the propagated blocks. */ if(node_under_sunlight) { s16 ybottom = propagateSunlight(p, modified_blocks); /*m_dout<<DTIME<<"Node was under sunlight. " "Propagating sunlight"; m_dout<<DTIME<<" -> ybottom="<<ybottom<<std::endl;*/ s16 y = p.Y; for(; y >= ybottom; y--) { v3s16 p2(p.X, y, p.Z); /*m_dout<<DTIME<<"lighting neighbors of node (" <<p2.X<<","<<p2.Y<<","<<p2.Z<<")" <<std::endl;*/ lightNeighbors(LIGHTBANK_DAY, p2, modified_blocks); } } else { // Set the lighting of this node to 0 // TODO: Is this needed? Lighting is cleared up there already. try{ MapNode n = getNode(p); n.setLight(LIGHTBANK_DAY, 0, ndef); setNode(p, n); } catch(InvalidPositionException &e) { assert(0); } } 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{ //MapNode n2 = getNode(n2p); lightNeighbors(bank, n2p, modified_blocks); } catch(InvalidPositionException &e) { } } /* Update information about whether day and night light differ */ for(std::map<v3s16, MapBlock*>::iterator i = modified_blocks.begin(); i != modified_blocks.end(); ++i) { i->second->expireDayNightDiff(); } /* Report for rollback */ if(m_gamedef->rollback()) { RollbackNode rollback_newnode(this, p, m_gamedef); RollbackAction action; action.setSetNode(p, rollback_oldnode, rollback_newnode); m_gamedef->rollback()->reportAction(action); } /* Add neighboring liquid nodes and this node to transform queue. (it's vital for the node itself to get updated last.) */ v3s16 dirs[7] = { v3s16(0,0,1), // back v3s16(0,1,0), // top v3s16(1,0,0), // right v3s16(0,0,-1), // front v3s16(0,-1,0), // bottom v3s16(-1,0,0), // left v3s16(0,0,0), // self }; for(u16 i=0; i<7; i++) { try { v3s16 p2 = p + dirs[i]; MapNode n2 = getNode(p2); if(ndef->get(n2).isLiquid() || n2.getContent() == CONTENT_AIR) { m_transforming_liquid.push_back(p2); } }catch(InvalidPositionException &e) { } } } bool Map::addNodeWithEvent(v3s16 p, MapNode n, bool remove_metadata) { MapEditEvent event; event.type = remove_metadata ? MEET_ADDNODE : MEET_SWAPNODE; event.p = p; event.n = n; bool succeeded = true; try{ std::map<v3s16, MapBlock*> modified_blocks; addNodeAndUpdate(p, n, modified_blocks, remove_metadata); // Copy modified_blocks to event for(std::map<v3s16, MapBlock*>::iterator i = modified_blocks.begin(); i != modified_blocks.end(); ++i) { event.modified_blocks.insert(i->first); } } catch(InvalidPositionException &e){ succeeded = false; } dispatchEvent(&event); return succeeded; } bool Map::removeNodeWithEvent(v3s16 p) { MapEditEvent event; event.type = MEET_REMOVENODE; event.p = p; bool succeeded = true; try{ std::map<v3s16, MapBlock*> modified_blocks; removeNodeAndUpdate(p, modified_blocks); // Copy modified_blocks to event for(std::map<v3s16, MapBlock*>::iterator i = modified_blocks.begin(); i != modified_blocks.end(); ++i) { event.modified_blocks.insert(i->first); } } catch(InvalidPositionException &e){ succeeded = false; } dispatchEvent(&event); return succeeded; } bool Map::getDayNightDiff(v3s16 blockpos) { try{ v3s16 p = blockpos + v3s16(0,0,0); MapBlock *b = getBlockNoCreate(p); if(b->getDayNightDiff()) return true; } catch(InvalidPositionException &e){} // Leading edges try{ v3s16 p = blockpos + v3s16(-1,0,0); MapBlock *b = getBlockNoCreate(p); if(b->getDayNightDiff()) return true; } catch(InvalidPositionException &e){} try{ v3s16 p = blockpos + v3s16(0,-1,0); MapBlock *b = getBlockNoCreate(p); if(b->getDayNightDiff()) return true; } catch(InvalidPositionException &e){} try{ v3s16 p = blockpos + v3s16(0,0,-1); MapBlock *b = getBlockNoCreate(p); if(b->getDayNightDiff()) return true; } catch(InvalidPositionException &e){} // Trailing edges try{ v3s16 p = blockpos + v3s16(1,0,0); MapBlock *b = getBlockNoCreate(p); if(b->getDayNightDiff()) return true; } catch(InvalidPositionException &e){} try{ v3s16 p = blockpos + v3s16(0,1,0); MapBlock *b = getBlockNoCreate(p); if(b->getDayNightDiff()) return true; } catch(InvalidPositionException &e){} try{ v3s16 p = blockpos + v3s16(0,0,1); MapBlock *b = getBlockNoCreate(p); if(b->getDayNightDiff()) return true; } catch(InvalidPositionException &e){} return false; } /* Updates usage timers */ void Map::timerUpdate(float dtime, float unload_timeout, std::list<v3s16> *unloaded_blocks) { bool save_before_unloading = (mapType() == MAPTYPE_SERVER); // Profile modified reasons Profiler modprofiler; std::list<v2s16> sector_deletion_queue; u32 deleted_blocks_count = 0; u32 saved_blocks_count = 0; u32 block_count_all = 0; beginSave(); for(std::map<v2s16, MapSector*>::iterator si = m_sectors.begin(); si != m_sectors.end(); ++si) { MapSector *sector = si->second; bool all_blocks_deleted = true; std::list<MapBlock*> blocks; sector->getBlocks(blocks); for(std::list<MapBlock*>::iterator i = blocks.begin(); i != blocks.end(); ++i) { MapBlock *block = (*i); block->incrementUsageTimer(dtime); if(block->refGet() == 0 && block->getUsageTimer() > unload_timeout) { v3s16 p = block->getPos(); // Save if modified if (block->getModified() != MOD_STATE_CLEAN && save_before_unloading) { modprofiler.add(block->getModifiedReason(), 1); if (!saveBlock(block)) continue; saved_blocks_count++; } // Delete from memory sector->deleteBlock(block); if(unloaded_blocks) unloaded_blocks->push_back(p); deleted_blocks_count++; } else { all_blocks_deleted = false; block_count_all++; } } if(all_blocks_deleted) { sector_deletion_queue.push_back(si->first); } } endSave(); // Finally delete the empty sectors deleteSectors(sector_deletion_queue); if(deleted_blocks_count != 0) { PrintInfo(infostream); // ServerMap/ClientMap: infostream<<"Unloaded "<<deleted_blocks_count <<" blocks from memory"; if(save_before_unloading) infostream<<", of which "<<saved_blocks_count<<" were written"; infostream<<", "<<block_count_all<<" blocks in memory"; infostream<<"."<<std::endl; if(saved_blocks_count != 0){ PrintInfo(infostream); // ServerMap/ClientMap: infostream<<"Blocks modified by: "<<std::endl; modprofiler.print(infostream); } } } void Map::unloadUnreferencedBlocks(std::list<v3s16> *unloaded_blocks) { timerUpdate(0.0, -1.0, unloaded_blocks); } void Map::deleteSectors(std::list<v2s16> &list) { for(std::list<v2s16>::iterator j = list.begin(); j != list.end(); ++j) { MapSector *sector = m_sectors[*j]; // If sector is in sector cache, remove it from there if(m_sector_cache == sector) m_sector_cache = NULL; // Remove from map and delete m_sectors.erase(*j); delete sector; } } #if 0 void Map::unloadUnusedData(float timeout, core::list<v3s16> *deleted_blocks) { core::list<v2s16> sector_deletion_queue; u32 deleted_blocks_count = 0; u32 saved_blocks_count = 0; 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); saved_blocks_count++; } // Delete from memory sector->deleteBlock(block); deleted_blocks_count++; } else { all_blocks_deleted = false; } } if(all_blocks_deleted) { sector_deletion_queue.push_back(si.getNode()->getKey()); } } deleteSectors(sector_deletion_queue); infostream<<"Map: Unloaded "<<deleted_blocks_count<<" blocks from memory" <<", of which "<<saved_blocks_count<<" were wr." <<std::endl; //return sector_deletion_queue.getSize(); //return deleted_blocks_count; } #endif void Map::PrintInfo(std::ostream &out) { out<<"Map: "; } #define WATER_DROP_BOOST 4 enum NeighborType { NEIGHBOR_UPPER, NEIGHBOR_SAME_LEVEL, NEIGHBOR_LOWER }; struct NodeNeighbor { MapNode n; NeighborType t; v3s16 p; bool l; //can liquid }; void Map::transforming_liquid_add(v3s16 p) { m_transforming_liquid.push_back(p); } s32 Map::transforming_liquid_size() { return m_transforming_liquid.size(); } void Map::transformLiquids(std::map<v3s16, MapBlock*> & modified_blocks) { INodeDefManager *nodemgr = m_gamedef->ndef(); DSTACK(__FUNCTION_NAME); //TimeTaker timer("transformLiquids()"); u32 loopcount = 0; u32 initial_size = m_transforming_liquid.size(); /*if(initial_size != 0) infostream<<"transformLiquids(): initial_size="<<initial_size<<std::endl;*/ // list of nodes that due to viscosity have not reached their max level height UniqueQueue<v3s16> must_reflow; // List of MapBlocks that will require a lighting update (due to lava) std::map<v3s16, MapBlock*> lighting_modified_blocks; u16 loop_max = g_settings->getU16("liquid_loop_max"); while(m_transforming_liquid.size() != 0) { // This should be done here so that it is done when continue is used if(loopcount >= initial_size || loopcount >= loop_max) break; loopcount++; /* Get a queued transforming liquid node */ v3s16 p0 = m_transforming_liquid.pop_front(); MapNode n0 = getNodeNoEx(p0); /* Collect information about current node */ s8 liquid_level = -1; content_t liquid_kind = CONTENT_IGNORE; LiquidType liquid_type = nodemgr->get(n0).liquid_type; switch (liquid_type) { case LIQUID_SOURCE: liquid_level = LIQUID_LEVEL_SOURCE; liquid_kind = nodemgr->getId(nodemgr->get(n0).liquid_alternative_flowing); break; case LIQUID_FLOWING: liquid_level = (n0.param2 & LIQUID_LEVEL_MASK); liquid_kind = n0.getContent(); break; case LIQUID_NONE: // if this is an air node, it *could* be transformed into a liquid. otherwise, // continue with the next node. if (n0.getContent() != CONTENT_AIR) continue; liquid_kind = CONTENT_AIR; break; } /* Collect information about the environment */ const v3s16 *dirs = g_6dirs; NodeNeighbor sources[6]; // surrounding sources int num_sources = 0; NodeNeighbor flows[6]; // surrounding flowing liquid nodes int num_flows = 0; NodeNeighbor airs[6]; // surrounding air int num_airs = 0; NodeNeighbor neutrals[6]; // nodes that are solid or another kind of liquid int num_neutrals = 0; bool flowing_down = false; for (u16 i = 0; i < 6; i++) { NeighborType nt = NEIGHBOR_SAME_LEVEL; switch (i) { case 1: nt = NEIGHBOR_UPPER; break; case 4: nt = NEIGHBOR_LOWER; break; } v3s16 npos = p0 + dirs[i]; NodeNeighbor nb = {getNodeNoEx(npos), nt, npos}; switch (nodemgr->get(nb.n.getContent()).liquid_type) { case LIQUID_NONE: if (nb.n.getContent() == CONTENT_AIR) { airs[num_airs++] = nb; // if the current node is a water source the neighbor // should be enqueded for transformation regardless of whether the // current node changes or not. if (nb.t != NEIGHBOR_UPPER && liquid_type != LIQUID_NONE) m_transforming_liquid.push_back(npos); // if the current node happens to be a flowing node, it will start to flow down here. if (nb.t == NEIGHBOR_LOWER) { flowing_down = true; } } else { neutrals[num_neutrals++] = nb; } break; case LIQUID_SOURCE: // if this node is not (yet) of a liquid type, choose the first liquid type we encounter if (liquid_kind == CONTENT_AIR) liquid_kind = nodemgr->getId(nodemgr->get(nb.n).liquid_alternative_flowing); if (nodemgr->getId(nodemgr->get(nb.n).liquid_alternative_flowing) != liquid_kind) { neutrals[num_neutrals++] = nb; } else { // Do not count bottom source, it will screw things up if(dirs[i].Y != -1) sources[num_sources++] = nb; } break; case LIQUID_FLOWING: // if this node is not (yet) of a liquid type, choose the first liquid type we encounter if (liquid_kind == CONTENT_AIR) liquid_kind = nodemgr->getId(nodemgr->get(nb.n).liquid_alternative_flowing); if (nodemgr->getId(nodemgr->get(nb.n).liquid_alternative_flowing) != liquid_kind) { neutrals[num_neutrals++] = nb; } else { flows[num_flows++] = nb; if (nb.t == NEIGHBOR_LOWER) flowing_down = true; } break; } } /* decide on the type (and possibly level) of the current node */ content_t new_node_content; s8 new_node_level = -1; s8 max_node_level = -1; u8 range = rangelim(nodemgr->get(liquid_kind).liquid_range, 0, LIQUID_LEVEL_MAX+1); if ((num_sources >= 2 && nodemgr->get(liquid_kind).liquid_renewable) || liquid_type == LIQUID_SOURCE) { // liquid_kind will be set to either the flowing alternative of the node (if it's a liquid) // or the flowing alternative of the first of the surrounding sources (if it's air), so // it's perfectly safe to use liquid_kind here to determine the new node content. new_node_content = nodemgr->getId(nodemgr->get(liquid_kind).liquid_alternative_source); } else if (num_sources >= 1 && sources[0].t != NEIGHBOR_LOWER) { // liquid_kind is set properly, see above new_node_content = liquid_kind; max_node_level = new_node_level = LIQUID_LEVEL_MAX; if (new_node_level < (LIQUID_LEVEL_MAX+1-range)) new_node_content = CONTENT_AIR; } else { // no surrounding sources, so get the maximum level that can flow into this node for (u16 i = 0; i < num_flows; i++) { u8 nb_liquid_level = (flows[i].n.param2 & LIQUID_LEVEL_MASK); switch (flows[i].t) { case NEIGHBOR_UPPER: if (nb_liquid_level + WATER_DROP_BOOST > max_node_level) { max_node_level = LIQUID_LEVEL_MAX; if (nb_liquid_level + WATER_DROP_BOOST < LIQUID_LEVEL_MAX) max_node_level = nb_liquid_level + WATER_DROP_BOOST; } else if (nb_liquid_level > max_node_level) max_node_level = nb_liquid_level; break; case NEIGHBOR_LOWER: break; case NEIGHBOR_SAME_LEVEL: if ((flows[i].n.param2 & LIQUID_FLOW_DOWN_MASK) != LIQUID_FLOW_DOWN_MASK && nb_liquid_level > 0 && nb_liquid_level - 1 > max_node_level) { max_node_level = nb_liquid_level - 1; } break; } } u8 viscosity = nodemgr->get(liquid_kind).liquid_viscosity; if (viscosity > 1 && max_node_level != liquid_level) { // amount to gain, limited by viscosity // must be at least 1 in absolute value s8 level_inc = max_node_level - liquid_level; if (level_inc < -viscosity || level_inc > viscosity) new_node_level = liquid_level + level_inc/viscosity; else if (level_inc < 0) new_node_level = liquid_level - 1; else if (level_inc > 0) new_node_level = liquid_level + 1; if (new_node_level != max_node_level) must_reflow.push_back(p0); } else new_node_level = max_node_level; if (max_node_level >= (LIQUID_LEVEL_MAX+1-range)) new_node_content = liquid_kind; else new_node_content = CONTENT_AIR; } /* check if anything has changed. if not, just continue with the next node. */ if (new_node_content == n0.getContent() && (nodemgr->get(n0.getContent()).liquid_type != LIQUID_FLOWING || ((n0.param2 & LIQUID_LEVEL_MASK) == (u8)new_node_level && ((n0.param2 & LIQUID_FLOW_DOWN_MASK) == LIQUID_FLOW_DOWN_MASK) == flowing_down))) continue; /* update the current node */ MapNode n00 = n0; //bool flow_down_enabled = (flowing_down && ((n0.param2 & LIQUID_FLOW_DOWN_MASK) != LIQUID_FLOW_DOWN_MASK)); if (nodemgr->get(new_node_content).liquid_type == LIQUID_FLOWING) { // set level to last 3 bits, flowing down bit to 4th bit n0.param2 = (flowing_down ? LIQUID_FLOW_DOWN_MASK : 0x00) | (new_node_level & LIQUID_LEVEL_MASK); } else { // set the liquid level and flow bit to 0 n0.param2 = ~(LIQUID_LEVEL_MASK | LIQUID_FLOW_DOWN_MASK); } n0.setContent(new_node_content); // Find out whether there is a suspect for this action std::string suspect; if(m_gamedef->rollback()){ suspect = m_gamedef->rollback()->getSuspect(p0, 83, 1); } if(!suspect.empty()){ // Blame suspect RollbackScopeActor rollback_scope(m_gamedef->rollback(), suspect, true); // Get old node for rollback RollbackNode rollback_oldnode(this, p0, m_gamedef); // Set node setNode(p0, n0); // Report RollbackNode rollback_newnode(this, p0, m_gamedef); RollbackAction action; action.setSetNode(p0, rollback_oldnode, rollback_newnode); m_gamedef->rollback()->reportAction(action); } else { // Set node setNode(p0, n0); } v3s16 blockpos = getNodeBlockPos(p0); MapBlock *block = getBlockNoCreateNoEx(blockpos); if(block != NULL) { modified_blocks[blockpos] = block; // If new or old node emits light, MapBlock requires lighting update if(nodemgr->get(n0).light_source != 0 || nodemgr->get(n00).light_source != 0) lighting_modified_blocks[block->getPos()] = block; } /* enqueue neighbors for update if neccessary */ switch (nodemgr->get(n0.getContent()).liquid_type) { case LIQUID_SOURCE: case LIQUID_FLOWING: // make sure source flows into all neighboring nodes for (u16 i = 0; i < num_flows; i++) if (flows[i].t != NEIGHBOR_UPPER) m_transforming_liquid.push_back(flows[i].p); for (u16 i = 0; i < num_airs; i++) if (airs[i].t != NEIGHBOR_UPPER) m_transforming_liquid.push_back(airs[i].p); break; case LIQUID_NONE: // this flow has turned to air; neighboring flows might need to do the same for (u16 i = 0; i < num_flows; i++) m_transforming_liquid.push_back(flows[i].p); break; } } //infostream<<"Map::transformLiquids(): loopcount="<<loopcount<<std::endl; while (must_reflow.size() > 0) m_transforming_liquid.push_back(must_reflow.pop_front()); updateLighting(lighting_modified_blocks, modified_blocks); } NodeMetadata *Map::getNodeMetadata(v3s16 p) { v3s16 blockpos = getNodeBlockPos(p); v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE; MapBlock *block = getBlockNoCreateNoEx(blockpos); if(!block){ infostream<<"Map::getNodeMetadata(): Need to emerge " <<PP(blockpos)<<std::endl; block = emergeBlock(blockpos, false); } if(!block){ infostream<<"WARNING: Map::getNodeMetadata(): Block not found" <<std::endl; return NULL; } NodeMetadata *meta = block->m_node_metadata.get(p_rel); return meta; } bool Map::setNodeMetadata(v3s16 p, NodeMetadata *meta) { v3s16 blockpos = getNodeBlockPos(p); v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE; MapBlock *block = getBlockNoCreateNoEx(blockpos); if(!block){ infostream<<"Map::setNodeMetadata(): Need to emerge " <<PP(blockpos)<<std::endl; block = emergeBlock(blockpos, false); } if(!block){ infostream<<"WARNING: Map::setNodeMetadata(): Block not found" <<std::endl; return false; } block->m_node_metadata.set(p_rel, meta); return true; } void Map::removeNodeMetadata(v3s16 p) { v3s16 blockpos = getNodeBlockPos(p); v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE; MapBlock *block = getBlockNoCreateNoEx(blockpos); if(block == NULL) { infostream<<"WARNING: Map::removeNodeMetadata(): Block not found" <<std::endl; return; } block->m_node_metadata.remove(p_rel); } NodeTimer Map::getNodeTimer(v3s16 p) { v3s16 blockpos = getNodeBlockPos(p); v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE; MapBlock *block = getBlockNoCreateNoEx(blockpos); if(!block){ infostream<<"Map::getNodeTimer(): Need to emerge " <<PP(blockpos)<<std::endl; block = emergeBlock(blockpos, false); } if(!block){ infostream<<"WARNING: Map::getNodeTimer(): Block not found" <<std::endl; return NodeTimer(); } NodeTimer t = block->m_node_timers.get(p_rel); return t; } void Map::setNodeTimer(v3s16 p, NodeTimer t) { v3s16 blockpos = getNodeBlockPos(p); v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE; MapBlock *block = getBlockNoCreateNoEx(blockpos); if(!block){ infostream<<"Map::setNodeTimer(): Need to emerge " <<PP(blockpos)<<std::endl; block = emergeBlock(blockpos, false); } if(!block){ infostream<<"WARNING: Map::setNodeTimer(): Block not found" <<std::endl; return; } block->m_node_timers.set(p_rel, t); } void Map::removeNodeTimer(v3s16 p) { v3s16 blockpos = getNodeBlockPos(p); v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE; MapBlock *block = getBlockNoCreateNoEx(blockpos); if(block == NULL) { infostream<<"WARNING: Map::removeNodeTimer(): Block not found" <<std::endl; return; } block->m_node_timers.remove(p_rel); } /* ServerMap */ ServerMap::ServerMap(std::string savedir, IGameDef *gamedef, EmergeManager *emerge): Map(dout_server, gamedef), m_emerge(emerge), m_map_metadata_changed(true) { verbosestream<<__FUNCTION_NAME<<std::endl; /* Try to load map; if not found, create a new one. */ // Determine which database backend to use std::string conf_path = savedir + DIR_DELIM + "world.mt"; Settings conf; bool succeeded = conf.readConfigFile(conf_path.c_str()); if (!succeeded || !conf.exists("backend")) { // fall back to sqlite3 dbase = new Database_SQLite3(this, savedir); conf.set("backend", "sqlite3"); } else { std::string backend = conf.get("backend"); if (backend == "dummy") dbase = new Database_Dummy(this); else if (backend == "sqlite3") dbase = new Database_SQLite3(this, savedir); #if USE_LEVELDB else if (backend == "leveldb") dbase = new Database_LevelDB(this, savedir); #endif #if USE_REDIS else if (backend == "redis") dbase = new Database_Redis(this, savedir); #endif else throw BaseException("Unknown map backend"); } m_savedir = savedir; m_map_saving_enabled = false; try { // If directory exists, check contents and load if possible if(fs::PathExists(m_savedir)) { // If directory is empty, it is safe to save into it. if(fs::GetDirListing(m_savedir).size() == 0) { infostream<<"ServerMap: Empty save directory is valid." <<std::endl; m_map_saving_enabled = true; } else { try{ // Load map metadata (seed, chunksize) loadMapMeta(); } catch(SettingNotFoundException &e){ infostream<<"ServerMap: Some metadata not found." <<" Using default settings."<<std::endl; } catch(FileNotGoodException &e){ infostream<<"WARNING: Could not load map metadata" //<<" Disabling chunk-based generator." <<std::endl; //m_chunksize = 0; } infostream<<"ServerMap: Successfully loaded map " <<"metadata from "<<savedir <<", assuming valid save directory." <<" seed="<< m_emerge->params.seed <<"." <<std::endl; m_map_saving_enabled = true; // Map loaded, not creating new one return; } } // If directory doesn't exist, it is safe to save to it else{ m_map_saving_enabled = true; } } catch(std::exception &e) { infostream<<"WARNING: ServerMap: Failed to load map from "<<savedir <<", exception: "<<e.what()<<std::endl; infostream<<"Please remove the map or fix it."<<std::endl; infostream<<"WARNING: Map saving will be disabled."<<std::endl; } infostream<<"Initializing new map."<<std::endl; // Create zero sector emergeSector(v2s16(0,0)); // Initially write whole map save(MOD_STATE_CLEAN); } ServerMap::~ServerMap() { verbosestream<<__FUNCTION_NAME<<std::endl; try { if(m_map_saving_enabled) { // Save only changed parts save(MOD_STATE_WRITE_AT_UNLOAD); infostream<<"ServerMap: Saved map to "<<m_savedir<<std::endl; } else { infostream<<"ServerMap: Map not saved"<<std::endl; } } catch(std::exception &e) { infostream<<"ServerMap: Failed to save map to "<<m_savedir <<", exception: "<<e.what()<<std::endl; } /* Close database if it was opened */ delete dbase; #if 0 /* Free all MapChunks */ core::map<v2s16, MapChunk*>::Iterator i = m_chunks.getIterator(); for(; i.atEnd() == false; i++) { MapChunk *chunk = i.getNode()->getValue(); delete chunk; } #endif } u64 ServerMap::getSeed() { return m_emerge->params.seed; } s16 ServerMap::getWaterLevel() { return m_emerge->params.water_level; } bool ServerMap::initBlockMake(BlockMakeData *data, v3s16 blockpos) { bool enable_mapgen_debug_info = m_emerge->mapgen_debug_info; EMERGE_DBG_OUT("initBlockMake(): " PP(blockpos) " - " PP(blockpos)); s16 chunksize = m_emerge->params.chunksize; s16 coffset = -chunksize / 2; v3s16 chunk_offset(coffset, coffset, coffset); v3s16 blockpos_div = getContainerPos(blockpos - chunk_offset, chunksize); v3s16 blockpos_min = blockpos_div * chunksize; v3s16 blockpos_max = blockpos_div * chunksize + v3s16(1,1,1)*(chunksize-1); blockpos_min += chunk_offset; blockpos_max += chunk_offset; v3s16 extra_borders(1,1,1); // Do nothing if not inside limits (+-1 because of neighbors) if(blockpos_over_limit(blockpos_min - extra_borders) || blockpos_over_limit(blockpos_max + extra_borders)) return false; data->seed = m_emerge->params.seed; data->blockpos_min = blockpos_min; data->blockpos_max = blockpos_max; data->blockpos_requested = blockpos; data->nodedef = m_gamedef->ndef(); /* Create the whole area of this and the neighboring blocks */ { //TimeTaker timer("initBlockMake() create area"); for(s16 x=blockpos_min.X-extra_borders.X; x<=blockpos_max.X+extra_borders.X; x++) for(s16 z=blockpos_min.Z-extra_borders.Z; z<=blockpos_max.Z+extra_borders.Z; z++) { v2s16 sectorpos(x, z); // Sector metadata is loaded from disk if not already loaded. ServerMapSector *sector = createSector(sectorpos); assert(sector); (void) sector; for(s16 y=blockpos_min.Y-extra_borders.Y; y<=blockpos_max.Y+extra_borders.Y; y++) { v3s16 p(x,y,z); //MapBlock *block = createBlock(p); // 1) get from memory, 2) load from disk MapBlock *block = emergeBlock(p, false); // 3) create a blank one if(block == NULL) { block = createBlock(p); /* Block gets sunlight if this is true. Refer to the map generator heuristics. */ bool ug = m_emerge->isBlockUnderground(p); block->setIsUnderground(ug); } // Lighting will not be valid after make_chunk is called block->setLightingExpired(true); // Lighting will be calculated //block->setLightingExpired(false); } } } /* Now we have a big empty area. Make a ManualMapVoxelManipulator that contains this and the neighboring blocks */ // The area that contains this block and it's neighbors v3s16 bigarea_blocks_min = blockpos_min - extra_borders; v3s16 bigarea_blocks_max = blockpos_max + extra_borders; data->vmanip = new ManualMapVoxelManipulator(this); //data->vmanip->setMap(this); // Add the area { //TimeTaker timer("initBlockMake() initialEmerge"); data->vmanip->initialEmerge(bigarea_blocks_min, bigarea_blocks_max, false); } // Ensure none of the blocks to be generated were marked as containing CONTENT_IGNORE /* for (s16 z = blockpos_min.Z; z <= blockpos_max.Z; z++) { for (s16 y = blockpos_min.Y; y <= blockpos_max.Y; y++) { for (s16 x = blockpos_min.X; x <= blockpos_max.X; x++) { core::map<v3s16, u8>::Node *n; n = data->vmanip->m_loaded_blocks.find(v3s16(x, y, z)); if (n == NULL) continue; u8 flags = n->getValue(); flags &= ~VMANIP_BLOCK_CONTAINS_CIGNORE; n->setValue(flags); } } }*/ // Data is ready now. return true; } void ServerMap::finishBlockMake(BlockMakeData *data, std::map<v3s16, MapBlock*> &changed_blocks) { v3s16 blockpos_min = data->blockpos_min; v3s16 blockpos_max = data->blockpos_max; v3s16 blockpos_requested = data->blockpos_requested; /*infostream<<"finishBlockMake(): ("<<blockpos_requested.X<<"," <<blockpos_requested.Y<<"," <<blockpos_requested.Z<<")"<<std::endl;*/ v3s16 extra_borders(1,1,1); bool enable_mapgen_debug_info = m_emerge->mapgen_debug_info; /*infostream<<"Resulting vmanip:"<<std::endl; data->vmanip.print(infostream);*/ // Make sure affected blocks are loaded for(s16 x=blockpos_min.X-extra_borders.X; x<=blockpos_max.X+extra_borders.X; x++) for(s16 z=blockpos_min.Z-extra_borders.Z; z<=blockpos_max.Z+extra_borders.Z; z++) for(s16 y=blockpos_min.Y-extra_borders.Y; y<=blockpos_max.Y+extra_borders.Y; y++) { v3s16 p(x, y, z); // Load from disk if not already in memory emergeBlock(p, false); } /* Blit generated stuff to map NOTE: blitBackAll adds nearly everything to changed_blocks */ { // 70ms @cs=8 //TimeTaker timer("finishBlockMake() blitBackAll"); data->vmanip->blitBackAll(&changed_blocks); } EMERGE_DBG_OUT("finishBlockMake: changed_blocks.size()=" << changed_blocks.size()); /* Copy transforming liquid information */ while(data->transforming_liquid.size() > 0) { v3s16 p = data->transforming_liquid.pop_front(); m_transforming_liquid.push_back(p); } /* Do stuff in central blocks */ /* Update lighting */ { #if 0 TimeTaker t("finishBlockMake lighting update"); core::map<v3s16, MapBlock*> lighting_update_blocks; // Center blocks for(s16 x=blockpos_min.X-extra_borders.X; x<=blockpos_max.X+extra_borders.X; x++) for(s16 z=blockpos_min.Z-extra_borders.Z; z<=blockpos_max.Z+extra_borders.Z; z++) for(s16 y=blockpos_min.Y-extra_borders.Y; y<=blockpos_max.Y+extra_borders.Y; y++) { v3s16 p(x, y, z); MapBlock *block = getBlockNoCreateNoEx(p); assert(block); lighting_update_blocks.insert(block->getPos(), block); } updateLighting(lighting_update_blocks, changed_blocks); #endif /* Set lighting to non-expired state in all of them. This is cheating, but it is not fast enough if all of them would actually be updated. */ for(s16 x=blockpos_min.X-extra_borders.X; x<=blockpos_max.X+extra_borders.X; x++) for(s16 z=blockpos_min.Z-extra_borders.Z; z<=blockpos_max.Z+extra_borders.Z; z++) for(s16 y=blockpos_min.Y-extra_borders.Y; y<=blockpos_max.Y+extra_borders.Y; y++) { v3s16 p(x, y, z); MapBlock * block = getBlockNoCreateNoEx(p); if (block != NULL) block->setLightingExpired(false); } #if 0 if(enable_mapgen_debug_info == false) t.stop(true); // Hide output #endif } /* Go through changed blocks */ for(std::map<v3s16, MapBlock*>::iterator i = changed_blocks.begin(); i != changed_blocks.end(); ++i) { MapBlock *block = i->second; if (!block) continue; /* Update day/night difference cache of the MapBlocks */ block->expireDayNightDiff(); /* Set block as modified */ block->raiseModified(MOD_STATE_WRITE_NEEDED, "finishBlockMake expireDayNightDiff"); } /* Set central blocks as generated */ for(s16 x=blockpos_min.X; x<=blockpos_max.X; x++) for(s16 z=blockpos_min.Z; z<=blockpos_max.Z; z++) for(s16 y=blockpos_min.Y; y<=blockpos_max.Y; y++) { v3s16 p(x, y, z); MapBlock *block = getBlockNoCreateNoEx(p); if (!block) continue; block->setGenerated(true); } /* Save changed parts of map NOTE: Will be saved later. */ //save(MOD_STATE_WRITE_AT_UNLOAD); /*infostream<<"finishBlockMake() done for ("<<blockpos_requested.X <<","<<blockpos_requested.Y<<"," <<blockpos_requested.Z<<")"<<std::endl;*/ #if 0 if(enable_mapgen_debug_info) { /* Analyze resulting blocks */ /*for(s16 x=blockpos_min.X-1; x<=blockpos_max.X+1; x++) for(s16 z=blockpos_min.Z-1; z<=blockpos_max.Z+1; z++) for(s16 y=blockpos_min.Y-1; y<=blockpos_max.Y+1; y++)*/ for(s16 x=blockpos_min.X-0; x<=blockpos_max.X+0; x++) for(s16 z=blockpos_min.Z-0; z<=blockpos_max.Z+0; z++) for(s16 y=blockpos_min.Y-0; y<=blockpos_max.Y+0; y++) { v3s16 p = v3s16(x,y,z); MapBlock *block = getBlockNoCreateNoEx(p); char spos[20]; snprintf(spos, 20, "(%2d,%2d,%2d)", x, y, z); infostream<<"Generated "<<spos<<": " <<analyze_block(block)<<std::endl; } } #endif getBlockNoCreateNoEx(blockpos_requested); } ServerMapSector * ServerMap::createSector(v2s16 p2d) { DSTACKF("%s: p2d=(%d,%d)", __FUNCTION_NAME, p2d.X, p2d.Y); /* Check if it exists already in memory */ ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d); if(sector != NULL) return sector; /* Try to load it from disk (with blocks) */ //if(loadSectorFull(p2d) == true) /* Try to load metadata from disk */ #if 0 if(loadSectorMeta(p2d) == true) { ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d); if(sector == NULL) { infostream<<"ServerMap::createSector(): loadSectorFull didn't make a sector"<<std::endl; throw InvalidPositionException(""); } return sector; } #endif /* Do not create over-limit */ if(p2d.X < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE || p2d.X > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE || p2d.Y < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE || p2d.Y > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE) throw InvalidPositionException("createSector(): pos. over limit"); /* Generate blank sector */ sector = new ServerMapSector(this, p2d, m_gamedef); // Sector position on map in nodes //v2s16 nodepos2d = p2d * MAP_BLOCKSIZE; /* Insert to container */ m_sectors[p2d] = sector; return sector; } #if 0 /* This is a quick-hand function for calling makeBlock(). */ MapBlock * ServerMap::generateBlock( v3s16 p, std::map<v3s16, MapBlock*> &modified_blocks ) { DSTACKF("%s: p=(%d,%d,%d)", __FUNCTION_NAME, p.X, p.Y, p.Z); /*infostream<<"generateBlock(): " <<"("<<p.X<<","<<p.Y<<","<<p.Z<<")" <<std::endl;*/ bool enable_mapgen_debug_info = g_settings->getBool("enable_mapgen_debug_info"); TimeTaker timer("generateBlock"); //MapBlock *block = original_dummy; v2s16 p2d(p.X, p.Z); v2s16 p2d_nodes = p2d * MAP_BLOCKSIZE; /* Do not generate over-limit */ if(blockpos_over_limit(p)) { infostream<<__FUNCTION_NAME<<": Block position over limit"<<std::endl; throw InvalidPositionException("generateBlock(): pos. over limit"); } /* Create block make data */ BlockMakeData data; initBlockMake(&data, p); /* Generate block */ { TimeTaker t("mapgen::make_block()"); mapgen->makeChunk(&data); //mapgen::make_block(&data); if(enable_mapgen_debug_info == false) t.stop(true); // Hide output } /* Blit data back on map, update lighting, add mobs and whatever this does */