/* Minetest-c55 Copyright (C) 2010 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 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 General Public License for more details. You should have received a copy of the GNU 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 "map.h" #include "main.h" #include "jmutexautolock.h" #include "client.h" #include "filesys.h" #include "utility.h" #include "voxel.h" #include "porting.h" #include "mineral.h" #include "noise.h" /* Map */ Map::Map(std::ostream &dout): m_dout(dout), m_sector_cache(NULL) { m_sector_mutex.Init(); assert(m_sector_mutex.IsInitialized()); } Map::~Map() { /* Free all MapSectors */ core::map::Iterator i = m_sectors.getIterator(); for(; i.atEnd() == false; i++) { MapSector *sector = i.getNode()->getValue(); delete sector; } } void Map::addEventReceiver(MapEventReceiver *event_receiver) { m_event_receivers.insert(event_receiver, false); } void Map::removeEventReceiver(MapEventReceiver *event_receiver) { if(m_event_receivers.find(event_receiver) == NULL) return; m_event_receivers.remove(event_receiver); } void Map::dispatchEvent(MapEditEvent *event) { for(core::map::Iterator i = m_event_receivers.getIterator(); i.atEnd()==false; i++) { MapEventReceiver* event_receiver = i.getNode()->getKey(); event_receiver->onMapEditEvent(event); } } MapSector * Map::getSectorNoGenerateNoExNoLock(v2s16 p) { if(m_sector_cache != NULL && p == m_sector_cache_p){ MapSector * sector = m_sector_cache; // Reset inactivity timer sector->usage_timer = 0.0; return sector; } core::map::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; // Reset inactivity timer sector->usage_timer = 0.0; return sector; } MapSector * Map::getSectorNoGenerateNoEx(v2s16 p) { JMutexAutoLock lock(m_sector_mutex); return getSectorNoGenerateNoExNoLock(p); } MapSector * Map::getSectorNoGenerate(v2s16 p) { MapSector *sector = getSectorNoGenerateNoEx(p); if(sector == NULL) throw InvalidPositionException(); return sector; } MapBlock * Map::getBlockNoCreate(v3s16 p3d) { v2s16 p2d(p3d.X, p3d.Z); MapSector * sector = getSectorNoGenerate(p2d); MapBlock *block = sector->getBlockNoCreate(p3d.Y); return block; } MapBlock * Map::getBlockNoCreateNoEx(v3s16 p3d) { try { v2s16 p2d(p3d.X, p3d.Z); MapSector * sector = getSectorNoGenerate(p2d); MapBlock *block = sector->getBlockNoCreate(p3d.Y); return block; } catch(InvalidPositionException &e) { return NULL; } } /*MapBlock * Map::getBlockCreate(v3s16 p3d) { v2s16 p2d(p3d.X, p3d.Z); MapSector * sector = getSectorCreate(p2d); assert(sector); MapBlock *block = sector->getBlockNoCreate(p3d.Y); if(block) return block; block = sector->createBlankBlock(p3d.Y); return block; }*/ bool Map::isNodeUnderground(v3s16 p) { v3s16 blockpos = getNodeBlockPos(p); try{ MapBlock * block = getBlockNoCreate(blockpos); return block->getIsUnderground(); } catch(InvalidPositionException &e) { return false; } } /* Goes recursively through the neighbours of the node. Alters only transparent nodes. If the lighting of the neighbour is lower than the lighting of the node was (before changing it to 0 at the step before), the lighting of the neighbour is set to 0 and then the same stuff repeats for the neighbour. The ending nodes of the routine are stored in light_sources. This is useful when a light is removed. In such case, this routine can be called for the light node and then again for light_sources to re-light the area without the removed light. values of from_nodes are lighting values. */ void Map::unspreadLight(enum LightBank bank, core::map & from_nodes, core::map & light_sources, core::map & modified_blocks) { 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; core::map unlighted_nodes; core::map::Iterator j; j = from_nodes.getIterator(); /* Initialize block cache */ v3s16 blockpos_last; 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){ 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.getNode()->getValue(); // Loop through 6 neighbors for(u16 i=0; i<6; i++) { // Get the position of the neighbor node v3s16 n2pos = pos + dirs[i]; // Get the block where the node is located v3s16 blockpos = getNodeBlockPos(n2pos); 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) < oldlight) { /* And the neighbor is transparent and it has some light */ if(n2.light_propagates() && n2.getLight(bank) != 0) { /* Set light to 0 and add to queue */ u8 current_light = n2.getLight(bank); n2.setLight(bank, 0); block->setNode(relpos, n2); unlighted_nodes.insert(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)) { std::cout<<"Removed from light_sources"< 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, core::map & light_sources, core::map & modified_blocks) { core::map from_nodes; from_nodes.insert(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, core::map & from_nodes, core::map & modified_blocks) { 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; core::map lighted_nodes; core::map::Iterator j; j = from_nodes.getIterator(); /* Initialize block cache */ v3s16 blockpos_last; MapBlock *block = NULL; // Cache this a bit, too bool block_checked_in_modified = false; for(; j.atEnd() == false; j++) //for(; j != from_nodes.end(); j++) { v3s16 pos = j.getNode()->getKey(); //v3s16 pos = *j; //dstream<<"pos=("<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); 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) > undiminish_light(oldlight)) { lighted_nodes.insert(n2pos, true); //lighted_nodes.push_back(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) < newlight) { if(n2.light_propagates()) { n2.setLight(bank, newlight); block->setNode(relpos, n2); lighted_nodes.insert(n2pos, true); //lighted_nodes.push_back(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) == NULL) { modified_blocks.insert(blockpos, block); } block_checked_in_modified = true; } } catch(InvalidPositionException &e) { continue; } } } /*dstream<<"spreadLight(): Changed block " < 0) spreadLight(bank, lighted_nodes, modified_blocks); } /* A single-node source variation of the above. */ void Map::lightNeighbors(enum LightBank bank, v3s16 pos, core::map & modified_blocks) { core::map from_nodes; from_nodes.insert(pos, true); spreadLight(bank, from_nodes, modified_blocks); } v3s16 Map::getBrightestNeighbour(enum LightBank bank, v3s16 p) { 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) > brightest_light || found_something == false){ brightest_light = n2.getLight(bank); 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, core::map & modified_blocks) { 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(n.sunlight_propagates()) { n.setLight(LIGHTBANK_DAY, LIGHT_SUN); block->setNode(relpos, n); modified_blocks.insert(blockpos, block); } else { // Turn mud into grass if(n.d == CONTENT_MUD) { n.d = CONTENT_GRASS; block->setNode(relpos, n); modified_blocks.insert(blockpos, block); } // Sunlight goes no further break; } } return y + 1; } void Map::updateLighting(enum LightBank bank, core::map & a_blocks, core::map & modified_blocks) { /*m_dout< blocks_to_update; core::map light_sources; core::map unlight_from; core::map::Iterator i; i = a_blocks.getIterator(); for(; i.atEnd() == false; i++) { MapBlock *block = i.getNode()->getValue(); for(;;) { // Don't bother with dummy blocks. if(block->isDummy()) break; v3s16 pos = block->getPos(); modified_blocks.insert(pos, block); blocks_to_update.insert(pos, block); /* Clear all light from block */ for(s16 z=0; zgetNode(v3s16(x,y,z)); u8 oldlight = n.getLight(bank); n.setLight(bank, 0); block->setNode(v3s16(x,y,z), n); // Collect borders for unlighting if(x==0 || x == MAP_BLOCKSIZE-1 || y==0 || y == MAP_BLOCKSIZE-1 || z==0 || z == MAP_BLOCKSIZE-1) { v3s16 p_map = p + v3s16( MAP_BLOCKSIZE*pos.X, MAP_BLOCKSIZE*pos.Y, MAP_BLOCKSIZE*pos.Z); unlight_from.insert(p_map, oldlight); } } catch(InvalidPositionException &e) { /* This would happen when dealing with a dummy block. */ //assert(0); dstream<<"updateLighting(): InvalidPositionException" <propagateSunlight(light_sources); // 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); } /*dstream<<"Bottom for sunlight-propagated block (" <::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 p(x,y,z); MapBlock *block = getBlockNoCreateNoEx(p); if(block == NULL) continue; if(block->isDummy()) continue; if(block->getLightingExpired()) continue; vmanip.initialEmerge(p, p); }*/ // Lighting of block will be updated completely block->setLightingExpired(false); } { //TimeTaker timer("unSpreadLight"); vmanip.unspreadLight(bank, unlight_from, light_sources); } { //TimeTaker timer("spreadLight"); vmanip.spreadLight(bank, light_sources); } { //TimeTaker timer("blitBack"); vmanip.blitBack(modified_blocks); } /*dstream<<"emerge_time="< & a_blocks, core::map & 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(core::map::Iterator i = modified_blocks.getIterator(); i.atEnd() == false; i++) { MapBlock *block = i.getNode()->getValue(); block->updateDayNightDiff(); } } /* This is called after changing a node from transparent to opaque. The lighting value of the node should be left as-is after changing other values. This sets the lighting value to 0. */ void Map::addNodeAndUpdate(v3s16 p, MapNode n, core::map &modified_blocks) { /*PrintInfo(m_dout); m_dout< light_sources; /* 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) != LIGHT_SUN) node_under_sunlight = false; } catch(InvalidPositionException &e) { } /* If the new node doesn't propagate sunlight and there is grass below, change it to mud */ if(content_features(n.d).sunlight_propagates == false) { try{ MapNode bottomnode = getNode(bottompos); if(bottomnode.d == CONTENT_GRASS || bottomnode.d == CONTENT_GRASS_FOOTSTEPS) { bottomnode.d = CONTENT_MUD; setNode(bottompos, bottomnode); } } catch(InvalidPositionException &e) { } } /* If the new node is mud and it is under sunlight, change it to grass */ if(n.d == CONTENT_MUD && node_under_sunlight) { n.d = CONTENT_GRASS; } /* 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); // Add the block of the added node to modified_blocks v3s16 blockpos = getNodeBlockPos(p); MapBlock * block = getBlockNoCreate(blockpos); assert(block != NULL); modified_blocks.insert(blockpos, block); assert(isValidPosition(p)); // Unlight neighbours of node. // This means setting light of all consequent dimmer nodes // to 0. // 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); } /* Set the node on the map */ setNode(p, n); /* If node is under sunlight, 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) { s16 y = p.Y - 1; for(;; y--){ //m_dout<::Iterator i = modified_blocks.getIterator(); i.atEnd() == false; i++) { MapBlock *block = i.getNode()->getValue(); block->updateDayNightDiff(); } /* 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(content_liquid(n2.d)) { m_transforming_liquid.push_back(p2); } }catch(InvalidPositionException &e) { } } } /* */ void Map::removeNodeAndUpdate(v3s16 p, core::map &modified_blocks) { /*PrintInfo(m_dout); m_dout< 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), light_sources, modified_blocks); } /* Remove the node. This also clears the lighting. */ MapNode n; n.d = 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.insert(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< ybottom="<= ybottom; y--) { v3s16 p2(p.X, y, p.Z); /*m_dout<::Iterator i = modified_blocks.getIterator(); i.atEnd() == false; i++) { MapBlock *block = i.getNode()->getValue(); block->updateDayNightDiff(); } /* Add neighboring liquid nodes to transform queue. */ 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 }; for(u16 i=0; i<6; i++) { try { v3s16 p2 = p + dirs[i]; MapNode n2 = getNode(p2); if(content_liquid(n2.d)) { m_transforming_liquid.push_back(p2); } }catch(InvalidPositionException &e) { } } } bool Map::addNodeWithEvent(v3s16 p, MapNode n) { MapEditEvent event; event.type = MEET_ADDNODE; event.p = p; event.n = n; bool succeeded = true; try{ core::map modified_blocks; addNodeAndUpdate(p, n, modified_blocks); // Copy modified_blocks to event for(core::map::Iterator i = modified_blocks.getIterator(); i.atEnd()==false; i++) { event.modified_blocks.insert(i.getNode()->getKey(), false); } } 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{ core::map modified_blocks; removeNodeAndUpdate(p, modified_blocks); // Copy modified_blocks to event for(core::map::Iterator i = modified_blocks.getIterator(); i.atEnd()==false; i++) { event.modified_blocks.insert(i.getNode()->getKey(), false); } } catch(InvalidPositionException &e){ succeeded = false; } dispatchEvent(&event); return succeeded; } bool Map::dayNightDiffed(v3s16 blockpos) { try{ v3s16 p = blockpos + v3s16(0,0,0); MapBlock *b = getBlockNoCreate(p); if(b->dayNightDiffed()) return true; } catch(InvalidPositionException &e){} // Leading edges try{ v3s16 p = blockpos + v3s16(-1,0,0); MapBlock *b = getBlockNoCreate(p); if(b->dayNightDiffed()) return true; } catch(InvalidPositionException &e){} try{ v3s16 p = blockpos + v3s16(0,-1,0); MapBlock *b = getBlockNoCreate(p); if(b->dayNightDiffed()) return true; } catch(InvalidPositionException &e){} try{ v3s16 p = blockpos + v3s16(0,0,-1); MapBlock *b = getBlockNoCreate(p); if(b->dayNightDiffed()) return true; } catch(InvalidPositionException &e){} // Trailing edges try{ v3s16 p = blockpos + v3s16(1,0,0); MapBlock *b = getBlockNoCreate(p); if(b->dayNightDiffed()) return true; } catch(InvalidPositionException &e){} try{ v3s16 p = blockpos + v3s16(0,1,0); MapBlock *b = getBlockNoCreate(p); if(b->dayNightDiffed()) return true; } catch(InvalidPositionException &e){} try{ v3s16 p = blockpos + v3s16(0,0,1); MapBlock *b = getBlockNoCreate(p); if(b->dayNightDiffed()) return true; } catch(InvalidPositionException &e){} return false; } /* Updates usage timers */ void Map::timerUpdate(float dtime) { JMutexAutoLock lock(m_sector_mutex); core::map::Iterator si; si = m_sectors.getIterator(); for(; si.atEnd() == false; si++) { MapSector *sector = si.getNode()->getValue(); sector->usage_timer += dtime; } } void Map::deleteSectors(core::list &list, bool only_blocks) { /* Wait for caches to be removed before continuing. This disables the existence of caches while locked */ //SharedPtr cachelock(m_blockcachelock.waitCaches()); core::list::Iterator j; for(j=list.begin(); j!=list.end(); j++) { MapSector *sector = m_sectors[*j]; if(only_blocks) { sector->deleteBlocks(); } else { /* 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.remove(*j); delete sector; } } } u32 Map::deleteUnusedSectors(float timeout, bool only_blocks, core::list *deleted_blocks) { JMutexAutoLock lock(m_sector_mutex); core::list sector_deletion_queue; core::map::Iterator i = m_sectors.getIterator(); for(; i.atEnd() == false; i++) { MapSector *sector = i.getNode()->getValue(); /* Delete sector from memory if it hasn't been used in a long time */ if(sector->usage_timer > timeout) { sector_deletion_queue.push_back(i.getNode()->getKey()); if(deleted_blocks != NULL) { // Collect positions of blocks of sector MapSector *sector = i.getNode()->getValue(); core::list blocks; sector->getBlocks(blocks); for(core::list::Iterator i = blocks.begin(); i != blocks.end(); i++) { deleted_blocks->push_back((*i)->getPos()); } } } } deleteSectors(sector_deletion_queue, only_blocks); return sector_deletion_queue.getSize(); } void Map::PrintInfo(std::ostream &out) { out<<"Map: "; } #define WATER_DROP_BOOST 4 void Map::transformLiquids(core::map & modified_blocks) { DSTACK(__FUNCTION_NAME); //TimeTaker timer("transformLiquids()"); u32 loopcount = 0; u32 initial_size = m_transforming_liquid.size(); /*if(initial_size != 0) dstream<<"transformLiquids(): initial_size="<= 7 - WATER_DROP_BOOST) new_liquid_level = 7; else new_liquid_level = n2_liquid_level + WATER_DROP_BOOST; } else if(n2_liquid_level > 0) { new_liquid_level = n2_liquid_level - 1; } if(new_liquid_level > new_liquid_level_max) new_liquid_level_max = new_liquid_level; } }catch(InvalidPositionException &e) { } } //for /* If liquid level should be something else, update it and add all the neighboring water nodes to the transform queue. */ if(new_liquid_level_max != liquid_level) { if(new_liquid_level_max == -1) { // Remove water alltoghether n0.d = CONTENT_AIR; n0.param2 = 0; setNode(p0, n0); } else { n0.param2 = new_liquid_level_max; setNode(p0, n0); } // Block has been modified { v3s16 blockpos = getNodeBlockPos(p0); MapBlock *block = getBlockNoCreateNoEx(blockpos); if(block != NULL) modified_blocks.insert(blockpos, block); } /* Add neighboring non-source liquid nodes to transform queue. */ 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 }; for(u16 i=0; i<6; i++) { try { v3s16 p2 = p0 + dirs[i]; MapNode n2 = getNode(p2); if(content_flowing_liquid(n2.d)) { m_transforming_liquid.push_back(p2); } }catch(InvalidPositionException &e) { } } } } // Get a new one from queue if the node has turned into non-water if(content_liquid(n0.d) == false) continue; /* Flow water from this node */ v3s16 dirs_to[5] = { v3s16(0,-1,0), // bottom v3s16(0,0,1), // back v3s16(1,0,0), // right v3s16(0,0,-1), // front v3s16(-1,0,0), // left }; for(u16 i=0; i<5; i++) { try { bool to_bottom = (i == 0); // If liquid is at lowest possible height, it's not going // anywhere except down if(liquid_level == 0 && to_bottom == false) continue; u8 liquid_next_level = 0; // If going to bottom if(to_bottom) { //liquid_next_level = 7; if(liquid_level >= 7 - WATER_DROP_BOOST) liquid_next_level = 7; else liquid_next_level = liquid_level + WATER_DROP_BOOST; } else liquid_next_level = liquid_level - 1; bool n2_changed = false; bool flowed = false; v3s16 p2 = p0 + dirs_to[i]; MapNode n2 = getNode(p2); //dstream<<"[1] n2.param="<<(int)n2.param< liquid_level) { n2.param2 = liquid_next_level; setNode(p2, n2); n2_changed = true; flowed = true; } } } else if(n2.d == CONTENT_AIR) { n2.d = nonsource_c; n2.param2 = liquid_next_level; setNode(p2, n2); n2_changed = true; flowed = true; } //dstream<<"[2] n2.param="<<(int)n2.param<= initial_size * 1 || loopcount >= 1000) break; }catch(InvalidPositionException &e) { } } //dstream<<"Map::transformLiquids(): loopcount="<::Iterator i = m_chunks.getIterator(); for(; i.atEnd() == false; i++) { MapChunk *chunk = i.getNode()->getValue(); delete chunk; } } /* Some helper functions for the map generator */ s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d) { v3s16 em = vmanip.m_area.getExtent(); s16 y_nodes_max = vmanip.m_area.MaxEdge.Y; s16 y_nodes_min = vmanip.m_area.MinEdge.Y; u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y)); s16 y; for(y=y_nodes_max; y>=y_nodes_min; y--) { MapNode &n = vmanip.m_data[i]; if(content_walkable(n.d)) break; vmanip.m_area.add_y(em, i, -1); } if(y >= y_nodes_min) return y; else return y_nodes_min; } s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d) { v3s16 em = vmanip.m_area.getExtent(); s16 y_nodes_max = vmanip.m_area.MaxEdge.Y; s16 y_nodes_min = vmanip.m_area.MinEdge.Y; u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y)); s16 y; for(y=y_nodes_max; y>=y_nodes_min; y--) { MapNode &n = vmanip.m_data[i]; if(content_walkable(n.d) && n.d != CONTENT_TREE && n.d != CONTENT_LEAVES) break; vmanip.m_area.add_y(em, i, -1); } if(y >= y_nodes_min) return y; else return y_nodes_min; } void make_tree(VoxelManipulator &vmanip, v3s16 p0) { MapNode treenode(CONTENT_TREE); MapNode leavesnode(CONTENT_LEAVES); vmanip.emerge(VoxelArea(p0-v3s16(2,0,2),p0+v3s16(2,7+2,2))); s16 trunk_h = myrand_range(4, 7); v3s16 p1 = p0; for(s16 ii=0; ii leaves_d(new u8[leaves_a.getVolume()]); Buffer leaves_d(leaves_a.getVolume()); for(s32 i=0; i -0.25); } bool get_have_sand_ground(u64 seed, v2f p) { double sandnoise = noise2d_perlin( 0.5+(float)p.X/500, 0.5+(float)p.Y/500, seed+54290232, 6, 0.65); return (sandnoise > 0.8); } // -1->0, 0->1, 1->0 double contour(double v) { v = fabs(v); if(v >= 1.0) return 0.0; return (1.0-v); } // -1->0, -r->1, 0->1, r->1, 1->0 double contour_flat_top(double v, double r) { v = fabs(v); if(v >= 1.0) return 0.0; double rmax = 0.999; if(r >= rmax) r = rmax; if(v <= r) return 1.0; v -= r; return ((1.0-r)-v) / (1.0-r); //return easeCurve(((1.0-r)-v) / (1.0-r)); } double base_rock_level_2d(u64 seed, v2f p) { // The ground level (return value) double h = WATER_LEVEL-1.5; // Raises from 0 when parameter is -1...1 /*double m2 = contour_flat_top(-0.8 + 2.0 * noise2d_perlin( 0.0+(float)p.X/1500., 0.0+(float)p.Y/1500., (seed>>32)+34758, 5, 0.55), 0.10);*/ /*double m2 = 1.0; if(m2 > 0.0001) { // HUGE mountains double m1 = 200.0 + 300.0 * noise2d_perlin( 0.0+(float)p.X/1000., 0.0+(float)p.Y/1000., (seed>>32)+98525, 8, 0.5); h += m1 * m2; //h += 30 * m2; }*/ /*double tm2 = contour_flat_top(-1.0 + 3.0 * noise2d_perlin( 0.0+(float)p.X/300., 0.0+(float)p.Y/300., (seed>>32)+78593, 5, 0.55), 0.15); h += 30 * tm2;*/ #if 0 { // Large mountains double m3 = 100.0 - 600.0 * noise2d_perlin_abs( 0.324+(float)p.X/2000., 0.423+(float)p.Y/2000., (seed>>32)+985251, 9, 0.55); if(m3 > h) h = m3; } #endif #if 0 { // More mountain ranges double d = 100; double a1 = d*2.0 - d*7 * noise2d_perlin_abs( 0.5+(float)p.X/1000., 0.5+(float)p.Y/1000., seed+850342, 7, 0.55); /*if(a1 > d) a1 = d + sqrt(a1-d);*/ a1 = (1.0 - exp(-a1/d))*d; /*if(a1 > h) h = a1;*/ if(a1 > 0) h += a1; } #endif #if 0 { // More mountain ranges double d = 60; double a1 = d*2.0 - d*7 * noise2d_perlin_abs( 0.5+(float)p.X/1000., 0.5+(float)p.Y/1000., seed+850342, 7, 0.55); /*if(a1 > d) a1 = d + sqrt(a1-d);*/ a1 = (1.0 - exp(-a1/d))*d; /*if(a1 > h) h = a1;*/ if(a1 > 0) h += a1; } #endif #if 0 { // Very steep mountain ranges double d = 120; double a1 = d*2 - d*6.5 * noise2d_perlin_abs( 0.5+(float)p.X/500., 0.5+(float)p.Y/500., seed+850342, 6, 0.6); /*if(a1 > d) a1 = d + sqrt(a1-d);*/ a1 = (1.0 - exp(-a1/d))*d; /*if(a1 > h) h = a1;*/ if(a1 > 0) h += a1; /*double a = noise2d_perlin_abs( 0.94+(float)p.X/2000., 0.26+(float)p.Y/2000., (seed>>32)+65012102, 8, 0.50); double m4 = 100.0 - 400.0 * a; if(m4 > h) h = m4;*/ } #endif /* The stuff before this comment is usually not used. The stuff after this comment is usually used. */ #if 1 { // Mountains double m4 = 1.0 - 3.0 * noise2d_perlin_abs( 0.324+(float)p.X/2000., 0.423+(float)p.Y/2000., (seed>>32)+65012102, 9, 0.57); m4 *= 120; if(m4 > h) h = m4; } #endif #if 1 // Some kind of hill chains or something { double a1 = 1.0 - 2.5 * noise2d_perlin_abs( 0.5+(float)p.X/250., 0.5+(float)p.Y/250., seed+850342, 5, 0.6); a1 *= 30; double d = 15; if(a1 > d) a1 = d + sqrt(a1-d); /*if(a1 > h) h = a1;*/ if(a1 > 0) h += a1; } #endif #if 1 double base = -2. + 25. * noise2d_perlin( 0.5+(float)p.X/500., 0.5+(float)p.Y/500., (seed>>32)+653876, 7, 0.65); #else double base = 0; #endif #if 1 /* Combined with turbulence, this thing here is able to make very awesome terrain, albeit rarely. This is also responsible for small islands. */ double higher = 40. * noise2d_perlin( 0.5+(float)p.X/250., 0.5+(float)p.Y/250., seed+39292, 6, 0.50); /*double higher = 50. * noise2d_perlin_abs( 0.5+(float)p.X/250., 0.5+(float)p.Y/250., seed+85039, 5, 0.63);*/ //higher = 25; if(higher > base) { // Steepness factor of cliffs double b = 1.0 + 1.0 * noise2d_perlin( 0.5+(float)p.X/250., 0.5+(float)p.Y/250., seed-932, 6, 0.7); b = rangelim(b, 0.0, 1000.0); #if 1 b = pow(b, 5); b *= 16; b = rangelim(b, 3.0, 1000.0); //dstream<<"b="<setLightingExpired(true); // Lighting will be calculated block->setLightingExpired(false); /* Block gets sunlight if this is true. This should be set to true when the top side of a block is completely exposed to the sky. Actually this doesn't matter now because the initial lighting is done here. */ block->setIsUnderground(y != y_blocks_max); } } } /* Now we have a big empty area. Make a ManualMapVoxelManipulator that contains this and the neighboring chunks */ ManualMapVoxelManipulator vmanip(this); // Add the area we just generated { TimeTaker timer("generateChunkRaw() initialEmerge"); vmanip.initialEmerge(bigarea_blocks_min, bigarea_blocks_max); } // Clear all flags vmanip.clearFlag(0xff); TimeTaker timer_generate("generateChunkRaw() generate"); // Maximum height of the stone surface and obstacles. // This is used to disable dungeon generation from going too high. s16 stone_surface_max_y = 0; /* Generate general ground level to full area */ { // 22ms @cs=8 TimeTaker timer1("ground level"); dstream<<"Generating base ground..."< 0.0) vmanip.m_data[i].d = CONTENT_STONE; else vmanip.m_data[i].d = CONTENT_AIR; #endif #if 0 /*double v1 = 5 * noise3d_perlin( 0.5+(float)p2df.X/200, 0.5+(float)y/200, 0.5+(float)p2df.Y/200, m_seed+293, 6, 0.55); double v2 = 5 * noise3d_perlin( 0.5+(float)p2df.X/200, 0.5+(float)y/200, 0.5+(float)p2df.Y/200, m_seed+293, 6, 0.55);*/ double v1 = 0; double v2 = 0; float surface_y_f = base_rock_level_2d(m_seed, p2df+v2f(v1,v2)); if(y <= surface_y_f) vmanip.m_data[i].d = CONTENT_STONE; else vmanip.m_data[i].d = CONTENT_AIR; #endif vmanip.m_area.add_y(em, i, 1); } } #if 0 // Node position v2s16 p2d = sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z); /* Skip if already generated */ { v3s16 p(p2d.X, y_nodes_min, 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(m_seed, p2d); /*// Experimental stuff { float a = highlands_level_2d(m_seed, p2d); if(a > surface_y_f) surface_y_f = a; }*/ // Convert to integer s16 surface_y = (s16)surface_y_f; // Log it if(surface_y > stone_surface_max_y) stone_surface_max_y = surface_y; /* Fill ground with stone */ { // Use fast index incrementing v3s16 em = vmanip.m_area.getExtent(); u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_min, p2d.Y)); for(s16 y=y_nodes_min; y=y_nodes_min; y--) { MapNode *n = &vmanip.m_data[i]; /*if(content_walkable(n.d) && n.d != CONTENT_MUD && n.d != CONTENT_GRASS) break;*/ if(n->d == CONTENT_STONE) break; if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS) { mud_amount++; /* Change to mud because otherwise we might be throwing mud on grass at the next step */ n->d = CONTENT_MUD; } vmanip.m_area.add_y(em, i, -1); } if(y >= y_nodes_min) surface_y = y; else surface_y = y_nodes_min; } /* Add stone on ground */ { 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)); s16 y; // Add stone s16 count = 0; for(y=y_start; y<=y_nodes_max - min_head_space; y++) { MapNode &n = vmanip.m_data[i]; n.d = CONTENT_STONE; if(y > stone_surface_max_y) stone_surface_max_y = y; count++; if(count >= ob_size.Y) break; vmanip.m_area.add_y(em, i, 1); } // Add mud count = 0; for(; y<=y_nodes_max - min_head_space; y++) { MapNode &n = vmanip.m_data[i]; n.d = CONTENT_MUD; count++; if(count >= mud_amount) break; vmanip.m_area.add_y(em, i, 1); } } } } }//timer1 { // 24ms @cs=8 //TimeTaker timer1("dungeons"); /* Make dungeons */ u32 dungeons_count = relative_volume / 600000; u32 bruises_count = relative_volume * stone_surface_max_y / 40000000; if(stone_surface_max_y < WATER_LEVEL) bruises_count = 0; /*u32 dungeons_count = 0; u32 bruises_count = 0;*/ for(u32 jj=0; jj= ar.X) rp.X = ar.X; if(rp.Y < 0) rp.Y = 0; else if(rp.Y >= ar.Y) rp.Y = ar.Y; if(rp.Z < 0) rp.Z = 0; else if(rp.Z >= ar.Z) rp.Z = ar.Z; vec = rp - orp; // Randomize size s16 min_d = 0; s16 max_d = max_vein_diameter; s16 rs = myrand_range(min_d, max_d); for(float f=0; f<1.0; f+=1.0/vec.getLength()) { v3f fp = orp + vec * f; v3s16 cp(fp.X, fp.Y, fp.Z); s16 d0 = -rs/2; s16 d1 = d0 + rs - 1; for(s16 z0=d0; z0<=d1; z0++) { s16 si = rs - abs(z0); for(s16 x0=-si; x0<=si-1; x0++) { s16 si2 = rs - abs(x0); for(s16 y0=-si2+1; y0<=si2-1; y0++) { // Don't put mineral to every place if(myrand()%5 != 0) continue; s16 z = cp.Z + z0; s16 y = cp.Y + y0; s16 x = cp.X + x0; v3s16 p(x,y,z); /*if(isInArea(p, ar) == false) continue;*/ // Check only height if(y < 0 || y >= ar.Y) continue; p += of; assert(vmanip.m_area.contains(p)); // Just set it to air, it will be changed to // water afterwards u32 i = vmanip.m_area.index(p); MapNode *n = &vmanip.m_data[i]; if(n->d == CONTENT_STONE) n->param = mineral; } } } } orp = rp; } } }//timer1 { // 15ms @cs=8 //TimeTaker timer1("add mud"); /* Add mud to the central chunk */ for(s16 x=0; xd == CONTENT_GRASS) n->d = CONTENT_MUD; } /* 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<=y_nodes_max; y++) { if(mudcount >= mud_add_amount) break; MapNode &n = vmanip.m_data[i]; n.d = CONTENT_MUD; mudcount++; vmanip.m_area.add_y(em, i, 1); } } } }//timer1 { // 340ms @cs=8 //TimeTaker timer1("flow mud"); /* Flow mud away from steep edges */ // Limit area by 1 because mud is flown into neighbors. s16 mudflow_minpos = 0-max_spread_amount+1; s16 mudflow_maxpos = sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-2; // Iterate a few times for(s16 k=0; k<3; k++) { for(s16 x=mudflow_minpos; x<=mudflow_maxpos; x++) for(s16 z=mudflow_minpos; z<=mudflow_maxpos; z++) { // Invert coordinates every 2nd iteration if(k%2 == 0) { x = mudflow_maxpos - (x-mudflow_minpos); z = mudflow_maxpos - (z-mudflow_minpos); } // Node position in 2d v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); v3s16 em = vmanip.m_area.getExtent(); u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y)); s16 y=y_nodes_max; for(;; y--) { MapNode *n = NULL; // Find mud for(; y>=y_nodes_min; y--) { n = &vmanip.m_data[i]; //if(content_walkable(n->d)) // break; if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS) break; vmanip.m_area.add_y(em, i, -1); } // Stop if out of area //if(vmanip.m_area.contains(i) == false) if(y < y_nodes_min) break; /*// If not mud, do nothing to it MapNode *n = &vmanip.m_data[i]; if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS) continue;*/ /* Don't flow it if the stuff under it is not mud */ { u32 i2 = i; 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->d != CONTENT_MUD && n2->d != CONTENT_GRASS) continue; } // Make it exactly mud n->d = CONTENT_MUD; /*s16 recurse_count = 0; mudflow_recurse:*/ v3s16 dirs4[4] = { v3s16(0,0,1), // back v3s16(1,0,0), // right v3s16(0,0,-1), // front v3s16(-1,0,0), // left }; // Theck that upper is air or doesn't exist. // Cancel dropping if upper keeps it in place u32 i3 = i; vmanip.m_area.add_y(em, i3, 1); if(vmanip.m_area.contains(i3) == true && content_walkable(vmanip.m_data[i3].d) == true) { continue; } // Drop mud on side for(u32 di=0; di<4; di++) { v3s16 dirp = dirs4[di]; u32 i2 = i; // Move to side 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(content_walkable(n2->d)) 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(content_walkable(n2->d)) 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 do{ vmanip.m_area.add_y(em, i2, -1); // Fail if out of area if(vmanip.m_area.contains(i2) == false) continue; n2 = &vmanip.m_data[i2]; }while(content_walkable(n2->d) == false); // Loop one up so that we're in air vmanip.m_area.add_y(em, i2, 1); n2 = &vmanip.m_data[i2]; // Move mud to new place *n2 = *n; // Set old place to be air *n = MapNode(CONTENT_AIR); // Done break; } } } } }//timer1 { // 50ms @cs=8 //TimeTaker timer1("add water"); /* Add water to the central chunk (and a bit more) */ for(s16 x=0-max_spread_amount; x WATER_LEVEL) continue;*/ /* Add water on ground */ { v3s16 em = vmanip.m_area.getExtent(); u8 light = LIGHT_MAX; // Start at global water surface level s16 y_start = WATER_LEVEL; u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); MapNode *n = &vmanip.m_data[i]; /*// Add first one to transforming liquid queue, if water if(n->d == CONTENT_WATER || n->d == CONTENT_WATERSOURCE) { v3s16 p = v3s16(p2d.X, y_start, p2d.Y); m_transforming_liquid.push_back(p); }*/ for(s16 y=y_start; y>=y_nodes_min; y--) { n = &vmanip.m_data[i]; // Stop when there is no water and no air if(n->d != CONTENT_AIR && n->d != CONTENT_WATERSOURCE && n->d != CONTENT_WATER) { /*// Add bottom one to transforming liquid queue vmanip.m_area.add_y(em, i, 1); n = &vmanip.m_data[i]; if(n->d == CONTENT_WATER || n->d == CONTENT_WATERSOURCE) { v3s16 p = v3s16(p2d.X, y, p2d.Y); m_transforming_liquid.push_back(p); }*/ break; } // Make water only not in dungeons if(!(vmanip.m_flags[i]&VMANIP_FLAG_DUNGEON)) { n->d = CONTENT_WATERSOURCE; //n->setLight(LIGHTBANK_DAY, light); // Add to transforming liquid queue (in case it'd // start flowing) v3s16 p = v3s16(p2d.X, y, p2d.Y); m_transforming_liquid.push_back(p); } // Next one vmanip.m_area.add_y(em, i, -1); if(light > 0) light--; } } } }//timer1 } // Aging loop { //TimeTaker timer1("convert mud to sand"); /* Convert mud to sand */ //s16 mud_add_amount = myrand_range(2, 4); //s16 mud_add_amount = 0; /*for(s16 x=0; x WATER_LEVEL + 2) continue; { v3s16 em = vmanip.m_area.getExtent(); s16 y_start = surface_y; u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); u32 not_sand_counter = 0; for(s16 y=y_start; y>=y_nodes_min; y--) { MapNode *n = &vmanip.m_data[i]; if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS) { n->d = CONTENT_SAND; } else { not_sand_counter++; if(not_sand_counter > 3) break; } vmanip.m_area.add_y(em, i, -1); } } } }//timer1 { // 1ms @cs=8 //TimeTaker timer1("generate trees"); /* Generate some trees */ { // Divide area into parts s16 div = 8; s16 sidelen = sectorpos_base_size*MAP_BLOCKSIZE / div; double area = sidelen * sidelen; for(s16 x0=0; x0d != CONTENT_MUD && n->d != CONTENT_GRASS) continue; } p.Y++; // Make a tree make_tree(vmanip, p); } } /*u32 tree_max = relative_area / 60; //u32 count = myrand_range(0, tree_max); for(u32 i=0; i=y_nodes_min; y--) { MapNode &n = vmanip.m_data[i]; if(n.d != CONTENT_AIR && n.d != CONTENT_LEAVES) break; vmanip.m_area.add_y(em, i, -1); } if(y >= y_nodes_min) surface_y = y; else surface_y = y_nodes_min; } u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y); MapNode *n = &vmanip.m_data[i]; if(n->d == CONTENT_MUD) n->d = CONTENT_GRASS; } }//timer1 /* Initial lighting (sunlight) */ core::map light_sources; { // 750ms @cs=8, can't optimize more TimeTaker timer1("initial lighting"); #if 0 /* Go through the edges and add all nodes that have light to light_sources */ // Four edges for(s16 i=0; i<4; i++) // Edge length for(s16 j=lighting_min_d; j<=lighting_max_d; j++) { s16 x; s16 z; // +-X if(i == 0 || i == 1) { x = (i==0) ? lighting_min_d : lighting_max_d; if(i == 0) z = lighting_min_d; else z = lighting_max_d; } // +-Z else { z = (i==0) ? lighting_min_d : lighting_max_d; if(i == 0) x = lighting_min_d; else x = lighting_max_d; } // Node position in 2d v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); { v3s16 em = vmanip.m_area.getExtent(); s16 y_start = y_nodes_max; u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); for(s16 y=y_start; y>=y_nodes_min; y--) { MapNode *n = &vmanip.m_data[i]; if(n->getLight(LIGHTBANK_DAY) != 0) { light_sources.insert(v3s16(p2d.X, y, p2d.Y), true); } //NOTE: This is broken, at least the index has to // be incremented } } } #endif #if 1 /* Go through the edges and apply sunlight to them, not caring about neighbors */ // Four edges for(s16 i=0; i<4; i++) // Edge length for(s16 j=lighting_min_d; j<=lighting_max_d; j++) { s16 x; s16 z; // +-X if(i == 0 || i == 1) { x = (i==0) ? lighting_min_d : lighting_max_d; if(i == 0) z = lighting_min_d; else z = lighting_max_d; } // +-Z else { z = (i==0) ? lighting_min_d : lighting_max_d; if(i == 0) x = lighting_min_d; else x = lighting_max_d; } // Node position in 2d v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); // Loop from top to down { u8 light = LIGHT_SUN; v3s16 em = vmanip.m_area.getExtent(); s16 y_start = y_nodes_max; u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); for(s16 y=y_start; y>=y_nodes_min; y--) { MapNode *n = &vmanip.m_data[i]; if(light_propagates_content(n->d) == false) { light = 0; } else if(light != LIGHT_SUN || sunlight_propagates_content(n->d) == false) { if(light > 0) light--; } n->setLight(LIGHTBANK_DAY, light); n->setLight(LIGHTBANK_NIGHT, 0); if(light != 0) { // Insert light source light_sources.insert(v3s16(p2d.X, y, p2d.Y), true); } // Increment index by y vmanip.m_area.add_y(em, i, -1); } } } #endif /*for(s16 x=0; x=y_nodes_min; y--) { MapNode *n = &vmanip.m_data[i]; if(light_propagates_content(n->d) == false) { light = 0; } else if(light != LIGHT_SUN || sunlight_propagates_content(n->d) == false) { if(light > 0) light--; } // This doesn't take much time if(add_to_sources == false) { /* Check sides. If side is not air or water, start adding to light_sources. */ v3s16 dirs4[4] = { v3s16(0,0,1), // back v3s16(1,0,0), // right v3s16(0,0,-1), // front v3s16(-1,0,0), // left }; for(u32 di=0; di<4; di++) { v3s16 dirp = dirs4[di]; u32 i2 = i; vmanip.m_area.add_p(em, i2, dirp); MapNode *n2 = &vmanip.m_data[i2]; if( n2->d != CONTENT_AIR && n2->d != CONTENT_WATERSOURCE && n2->d != CONTENT_WATER ){ add_to_sources = true; break; } } } n->setLight(LIGHTBANK_DAY, light); n->setLight(LIGHTBANK_NIGHT, 0); // This doesn't take much time if(light != 0 && add_to_sources) { // Insert light source light_sources.insert(v3s16(p2d.X, y, p2d.Y), true); } // Increment index by y vmanip.m_area.add_y(em, i, -1); } } } #endif }//timer1 // Spread light around { TimeTaker timer("generateChunkRaw() spreadLight"); vmanip.spreadLight(LIGHTBANK_DAY, light_sources); } /* Generation ended */ timer_generate.stop(); /* Blit generated stuff to map */ { // 70ms @cs=8 //TimeTaker timer("generateChunkRaw() blitBackAll"); vmanip.blitBackAll(&changed_blocks); } /* Update day/night difference cache of the MapBlocks */ { for(core::map::Iterator i = changed_blocks.getIterator(); i.atEnd() == false; i++) { MapBlock *block = i.getNode()->getValue(); block->updateDayNightDiff(); } } #endif /* Create chunk metadata */ for(s16 x=-1; x<=1; x++) for(s16 y=-1; y<=1; y++) { v2s16 chunkpos0 = chunkpos + v2s16(x,y); // Add chunk meta information MapChunk *chunk = getChunk(chunkpos0); if(chunk == NULL) { chunk = new MapChunk(); m_chunks.insert(chunkpos0, chunk); } //chunk->setIsVolatile(true); if(chunk->getGenLevel() > GENERATED_PARTLY) chunk->setGenLevel(GENERATED_PARTLY); } /* Set central chunk non-volatile */ MapChunk *chunk = getChunk(chunkpos); assert(chunk); // Set non-volatile //chunk->setIsVolatile(false); chunk->setGenLevel(GENERATED_FULLY); /* Save changed parts of map */ save(true); /* Return central chunk (which was requested) */ return chunk; } #endif MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, core::map &changed_blocks, bool force) { DSTACK(__FUNCTION_NAME); /* Don't generate if already fully generated */ if(force == false) { MapChunk *chunk = getChunk(chunkpos); if(chunk != NULL && chunk->getGenLevel() == GENERATED_FULLY) { dstream<<"generateChunkRaw(): Chunk " <<"("<setLightingExpired(true); // Lighting will be calculated block->setLightingExpired(false); /* Block gets sunlight if this is true. This should be set to true when the top side of a block is completely exposed to the sky. Actually this doesn't matter now because the initial lighting is done here. */ block->setIsUnderground(y != y_blocks_max); } } } /* Now we have a big empty area. Make a ManualMapVoxelManipulator that contains this and the neighboring chunks */ ManualMapVoxelManipulator vmanip(this); // Add the area we just generated { TimeTaker timer("generateChunkRaw() initialEmerge"); vmanip.initialEmerge(bigarea_blocks_min, bigarea_blocks_max); } // Clear all flags vmanip.clearFlag(0xff); TimeTaker timer_generate("generateChunkRaw() generate"); /* Generate general ground level to full area */ { // 22ms @cs=8 TimeTaker timer1("ground level"); dstream<<"Generating base ground..."< 0.001); s16 surface_y = 0; float noturb_surface_y_f = base_rock_level_2d(m_seed, p2df); s16 noturb_surface_y = noturb_surface_y_f; { s16 depth_counter = 0; s16 min = y_nodes_min; s16 max = y_nodes_max; // Use fast index incrementing v3s16 em = vmanip.m_area.getExtent(); u32 i = vmanip.m_area.index(v3s16(p2d.X, max, p2d.Y)); for(s16 y=max; y>=min; y--) { v3f p3df(p2df.X, y, p2df.Y); bool is_ground = false; bool turb_for_node = (turbulence_is_used && y >= TURBULENCE_BOTTOM_CUTOFF_Y); if(is_carved(m_seed, p3df)) { is_ground = false; } else { if(turb_for_node) { double depth_guess; is_ground = is_base_ground(m_seed, p3df, &depth_guess); // Estimate the surface height surface_y = y + depth_guess; } else { surface_y = noturb_surface_y; } is_ground = (y <= surface_y); } if(is_ground) { //vmanip.m_data[i].d = CONTENT_STONE; /*if(y > surface_y - mud_amount) vmanip.m_data[i].d = CONTENT_MUD; else vmanip.m_data[i].d = CONTENT_STONE;*/ if(depth_counter < mud_amount) vmanip.m_data[i].d = CONTENT_MUD; else vmanip.m_data[i].d = CONTENT_STONE; } else vmanip.m_data[i].d = CONTENT_AIR; if(is_ground || depth_counter != 0) depth_counter++; #if 0 #if 1 bool is = is_base_ground(m_seed, v3f(p2df.X,y,p2df.Y)); if(is) vmanip.m_data[i].d = CONTENT_STONE; else vmanip.m_data[i].d = CONTENT_AIR; #endif #endif vmanip.m_area.add_y(em, i, -1); } } } }//timer1 { // 50ms @cs=8 //TimeTaker timer1("add water"); /* Add water to the central chunk (and a bit more) */ for(s16 x=0-max_spread_amount; x WATER_LEVEL) continue;*/ /* Add water on ground */ { v3s16 em = vmanip.m_area.getExtent(); u8 light = LIGHT_MAX; // Start at global water surface level s16 y_start = WATER_LEVEL; u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); MapNode *n = &vmanip.m_data[i]; /*// Add first one to transforming liquid queue, if water if(n->d == CONTENT_WATER || n->d == CONTENT_WATERSOURCE) { v3s16 p = v3s16(p2d.X, y_start, p2d.Y); m_transforming_liquid.push_back(p); }*/ for(s16 y=y_start; y>=y_nodes_min; y--) { n = &vmanip.m_data[i]; // Stop when there is no water and no air if(n->d != CONTENT_AIR && n->d != CONTENT_WATERSOURCE && n->d != CONTENT_WATER) { /*// Add bottom one to transforming liquid queue vmanip.m_area.add_y(em, i, 1); n = &vmanip.m_data[i]; if(n->d == CONTENT_WATER || n->d == CONTENT_WATERSOURCE) { v3s16 p = v3s16(p2d.X, y, p2d.Y); m_transforming_liquid.push_back(p); }*/ break; } // Make water only not in dungeons if(!(vmanip.m_flags[i]&VMANIP_FLAG_DUNGEON)) { n->d = CONTENT_WATERSOURCE; //n->setLight(LIGHTBANK_DAY, light); // Add to transforming liquid queue (in case it'd // start flowing) v3s16 p = v3s16(p2d.X, y, p2d.Y); m_transforming_liquid.push_back(p); } // Next one vmanip.m_area.add_y(em, i, -1); if(light > 0) light--; } } } }//timer1 { //TimeTaker timer1("convert mud to sand"); /* Convert mud to sand */ //s16 mud_add_amount = myrand_range(2, 4); //s16 mud_add_amount = 0; /*for(s16 x=0; x WATER_LEVEL + 2) continue; { v3s16 em = vmanip.m_area.getExtent(); s16 y_start = surface_y; u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); u32 not_sand_counter = 0; for(s16 y=y_start; y>=y_nodes_min; y--) { MapNode *n = &vmanip.m_data[i]; if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS) { n->d = CONTENT_SAND; } else { not_sand_counter++; if(not_sand_counter > 3) break; } vmanip.m_area.add_y(em, i, -1); } } } }//timer1 { // 19ms @cs=8 //TimeTaker timer1("grow grass"); /* Grow grass */ /*for(s16 x=0-4; x=y_nodes_min; y--) { MapNode &n = vmanip.m_data[i]; if(n.d != CONTENT_AIR && n.d != CONTENT_LEAVES) break; vmanip.m_area.add_y(em, i, -1); } if(y >= y_nodes_min) surface_y = y; else surface_y = y_nodes_min; } u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y); MapNode *n = &vmanip.m_data[i]; if(n->d == CONTENT_MUD) n->d = CONTENT_GRASS; } }//timer1 { // 1ms @cs=8 //TimeTaker timer1("generate trees"); /* Generate some trees */ { // Divide area into parts s16 div = 8; s16 sidelen = sectorpos_base_size*MAP_BLOCKSIZE / div; double area = sidelen * sidelen; for(s16 x0=0; x0d != CONTENT_MUD && n->d != CONTENT_GRASS) continue; } p.Y++; // Make a tree make_tree(vmanip, p); } } /*u32 tree_max = relative_area / 60; //u32 count = myrand_range(0, tree_max); for(u32 i=0; i light_sources; { // 750ms @cs=8, can't optimize more TimeTaker timer1("initial lighting"); #if 1 /* This has to be 1 smaller than the actual area, because neighboring nodes are checked. */ for(s16 x=lighting_min_d+1; x<=lighting_max_d-1; x++) for(s16 z=lighting_min_d+1; z<=lighting_max_d-1; z++) { // Node position in 2d v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); /* Apply initial sunlight */ { u8 light = LIGHT_SUN; bool add_to_sources = false; v3s16 em = vmanip.m_area.getExtent(); s16 y_start = y_nodes_max; u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); for(s16 y=y_start; y>=y_nodes_min; y--) { MapNode *n = &vmanip.m_data[i]; if(light_propagates_content(n->d) == false) { light = 0; } else if(light != LIGHT_SUN || sunlight_propagates_content(n->d) == false) { if(light > 0) light--; } // This doesn't take much time if(add_to_sources == false) { /* Check sides. If side is not air or water, start adding to light_sources. */ v3s16 dirs4[4] = { v3s16(0,0,1), // back v3s16(1,0,0), // right v3s16(0,0,-1), // front v3s16(-1,0,0), // left }; for(u32 di=0; di<4; di++) { v3s16 dirp = dirs4[di]; u32 i2 = i; vmanip.m_area.add_p(em, i2, dirp); MapNode *n2 = &vmanip.m_data[i2]; if( n2->d != CONTENT_AIR && n2->d != CONTENT_WATERSOURCE && n2->d != CONTENT_WATER ){ add_to_sources = true; break; } } } n->setLight(LIGHTBANK_DAY, light); n->setLight(LIGHTBANK_NIGHT, 0); // This doesn't take much time if(light != 0 && add_to_sources) { // Insert light source light_sources.insert(v3s16(p2d.X, y, p2d.Y), true); } // Increment index by y vmanip.m_area.add_y(em, i, -1); } } } #endif }//timer1 // Spread light around { TimeTaker timer("generateChunkRaw() spreadLight"); vmanip.spreadLight(LIGHTBANK_DAY, light_sources); } /* Generation ended */ timer_generate.stop(); /* Blit generated stuff to map */ { // 70ms @cs=8 //TimeTaker timer("generateChunkRaw() blitBackAll"); vmanip.blitBackAll(&changed_blocks); } /* Update day/night difference cache of the MapBlocks */ { for(core::map::Iterator i = changed_blocks.getIterator(); i.atEnd() == false; i++) { MapBlock *block = i.getNode()->getValue(); block->updateDayNightDiff(); } } /* Create chunk metadata */ for(s16 x=-1; x<=1; x++) for(s16 y=-1; y<=1; y++) { v2s16 chunkpos0 = chunkpos + v2s16(x,y); // Add chunk meta information MapChunk *chunk = getChunk(chunkpos0); if(chunk == NULL) { chunk = new MapChunk(); m_chunks.insert(chunkpos0, chunk); } //chunk->setIsVolatile(true); if(chunk->getGenLevel() > GENERATED_PARTLY) chunk->setGenLevel(GENERATED_PARTLY); } /* Set central chunk non-volatile */ MapChunk *chunk = getChunk(chunkpos); assert(chunk); // Set non-volatile //chunk->setIsVolatile(false); chunk->setGenLevel(GENERATED_FULLY); /* Save changed parts of map */ save(true); /* Return central chunk (which was requested) */ return chunk; } MapChunk* ServerMap::generateChunk(v2s16 chunkpos1, core::map &changed_blocks) { dstream<<"generateChunk(): Generating chunk " <<"("<getGenLevel() == GENERATED_FULLY) continue; generateChunkRaw(chunkpos0, changed_blocks); } assert(chunkNonVolatile(chunkpos1)); MapChunk *chunk = getChunk(chunkpos1); return chunk; } ServerMapSector * ServerMap::createSector(v2s16 p2d) { DSTACK("%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) { ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d); if(sector == NULL) { dstream<<"ServerMap::createSector(): loadSectorFull didn't make a sector"< 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); // Sector position on map in nodes v2s16 nodepos2d = p2d * MAP_BLOCKSIZE; /* Insert to container */ m_sectors.insert(p2d, sector); return sector; } MapSector * ServerMap::emergeSector(v2s16 p2d, core::map &changed_blocks) { DSTACK("%s: p2d=(%d,%d)", __FUNCTION_NAME, p2d.X, p2d.Y); /* Check chunk status */ v2s16 chunkpos = sector_to_chunk(p2d); /*bool chunk_nonvolatile = false; MapChunk *chunk = getChunk(chunkpos); if(chunk && chunk->getIsVolatile() == false) chunk_nonvolatile = true;*/ bool chunk_nonvolatile = chunkNonVolatile(chunkpos); /* If chunk is not fully generated, generate chunk */ if(chunk_nonvolatile == false) { // Generate chunk and neighbors generateChunk(chunkpos, changed_blocks); } /* Return sector if it exists now */ MapSector *sector = getSectorNoGenerateNoEx(p2d); if(sector != NULL) return sector; /* Try to load it from disk */ if(loadSectorFull(p2d) == true) { MapSector *sector = getSectorNoGenerateNoEx(p2d); if(sector == NULL) { dstream<<"ServerMap::emergeSector(): loadSectorFull didn't make a sector"< &changed_blocks, core::map &lighting_invalidated_blocks ) { DSTACK("%s: p=(%d,%d,%d)", __FUNCTION_NAME, p.X, p.Y, p.Z); /*dstream<<"generateBlock(): " <<"("<createBlankBlockNoInsert(block_y); } else { // Remove the block so that nobody can get a half-generated one. sector->removeBlock(block); // Allocate the block to contain the generated data block->unDummify(); } u8 water_material = CONTENT_WATERSOURCE; s32 lowest_ground_y = 32767; s32 highest_ground_y = -32768; enum{ BT_GROUND, BT_SURFACE, BT_SKY } block_type = BT_SURFACE; {// ground_timer (0ms or ~100ms) TimeTaker ground_timer("Ground generation"); /* Approximate whether this block is a surface block, an air block or a ground block. This shall never mark a surface block as non-surface. */ { /* Estimate surface at different positions of the block, to try to accomodate the effect of turbulence. */ v3f checklist[] = { v3f(0,0,0), v3f(0,1,0), v3f(0,1,1), v3f(0,0,1), v3f(1,0,0), v3f(1,1,0), v3f(1,1,1), v3f(1,0,1), v3f(0.5,0.5,0.5), }; v3f p_nodes_f = intToFloat(p_nodes, 1); float surface_y_max = -1000000; float surface_y_min = 1000000; for(u32 i=0; i surface_y_max) surface_y_max = surface_y_f; if(surface_y_f < surface_y_min) surface_y_min = surface_y_f; } float block_low_y_f = p_nodes_f.Y; float block_high_y_f = p_nodes_f.Y + MAP_BLOCKSIZE; /*dstream<<"surface_y_max="<= surface_y_max + d_up && block_low_y_f > WATER_LEVEL + d_up) { //dstream<<"BT_SKY"<getInterpolatedFloat(nodepos2d); } #endif //dstream<<"generateBlock(): Done"<getPosRelative(); if(getNode(ap).d == CONTENT_AIR) { orp = v3f(x+1,y+1,0); found_existing = true; goto continue_generating; } } } catch(InvalidPositionException &e){} // Check z+ try { s16 z = ued; for(s16 y=0; ygetPosRelative(); if(getNode(ap).d == CONTENT_AIR) { orp = v3f(x+1,y+1,ued-1); found_existing = true; goto continue_generating; } } } catch(InvalidPositionException &e){} // Check x- try { s16 x = -1; for(s16 y=0; ygetPosRelative(); if(getNode(ap).d == CONTENT_AIR) { orp = v3f(0,y+1,z+1); found_existing = true; goto continue_generating; } } } catch(InvalidPositionException &e){} // Check x+ try { s16 x = ued; for(s16 y=0; ygetPosRelative(); if(getNode(ap).d == CONTENT_AIR) { orp = v3f(ued-1,y+1,z+1); found_existing = true; goto continue_generating; } } } catch(InvalidPositionException &e){} // Check y- try { s16 y = -1; for(s16 x=0; xgetPosRelative(); if(getNode(ap).d == CONTENT_AIR) { orp = v3f(x+1,0,z+1); found_existing = true; goto continue_generating; } } } catch(InvalidPositionException &e){} // Check y+ try { s16 y = ued; for(s16 x=0; xgetPosRelative(); if(getNode(ap).d == CONTENT_AIR) { orp = v3f(x+1,ued-1,z+1); found_existing = true; goto continue_generating; } } } catch(InvalidPositionException &e){} continue_generating: /* Choose whether to actually generate dungeon */ bool do_generate_dungeons = true; // Don't generate if no part is underground if(!some_part_underground) { do_generate_dungeons = false; } // Don't generate if mostly underwater surface /*else if(mostly_underwater_surface) { do_generate_dungeons = false; }*/ // Partly underground = cave else if(!completely_underground) { //do_generate_dungeons = (rand() % 100 <= (s32)(caves_amount*100)); do_generate_dungeons = false; } // Found existing dungeon underground else if(found_existing && completely_underground) { do_generate_dungeons = (rand() % 100 <= (s32)(caves_amount*100)); } // Underground and no dungeons found else { do_generate_dungeons = (rand() % 300 <= (s32)(caves_amount*100)); } if(do_generate_dungeons) { /* Generate some tunnel starting from orp and ors */ for(u16 i=0; i<3; i++) { v3f rp( (float)(myrand()%ued)+0.5, (float)(myrand()%ued)+0.5, (float)(myrand()%ued)+0.5 ); s16 min_d = 0; s16 max_d = 4; s16 rs = (myrand()%(max_d-min_d+1))+min_d; v3f vec = rp - orp; for(float f=0; f<1.0; f+=0.04) { v3f fp = orp + vec * f; v3s16 cp(fp.X, fp.Y, fp.Z); s16 d0 = -rs/2; s16 d1 = d0 + rs - 1; for(s16 z0=d0; z0<=d1; z0++) { s16 si = rs - abs(z0); for(s16 x0=-si; x0<=si-1; x0++) { s16 si2 = rs - abs(x0); for(s16 y0=-si2+1; y0<=si2-1; y0++) { s16 z = cp.Z + z0; s16 y = cp.Y + y0; s16 x = cp.X + x0; v3s16 p(x,y,z); if(isInArea(p, ued) == false) continue; underground_emptiness[ued*ued*z + ued*y + x] = 1; } } } } orp = rp; } } } #endif /* Apply temporary cave data to block */ for(s16 z0=0; z0getNode(v3s16(x0,y0,z0)); // Create dungeons if(underground_emptiness[ ued*ued*(z0*ued/MAP_BLOCKSIZE) +ued*(y0*ued/MAP_BLOCKSIZE) +(x0*ued/MAP_BLOCKSIZE)]) { if(content_features(n.d).walkable/*is_ground_content(n.d)*/) { // Has now caves has_dungeons = true; // Set air to node n.d = CONTENT_AIR; } } block->setNode(v3s16(x0,y0,z0), n); } } #endif /* This is used for guessing whether or not the block should receive sunlight from the top if the block above doesn't exist */ block->setIsUnderground(completely_underground); /* Force lighting update if some part of block is partly underground and has caves. */ /*if(some_part_underground && !completely_underground && has_dungeons) { //dstream<<"Half-ground caves"<getPos()] = block; }*/ // DEBUG: Always update lighting //lighting_invalidated_blocks[block->getPos()] = block; /* Add some minerals */ if(some_part_underground) { s16 underground_level = (lowest_ground_y/MAP_BLOCKSIZE - block_y)+1; /* Add meseblocks */ for(s16 i=0; igetNode(cp+g_27dirs[i]).d == CONTENT_STONE) if(myrand()%8 == 0) block->setNode(cp+g_27dirs[i], n); } } } /* Add coal */ u16 coal_amount = 60; u16 coal_rareness = 120 / coal_amount; if(coal_rareness == 0) coal_rareness = 1; if(myrand()%coal_rareness == 0) { u16 a = myrand() % 16; u16 amount = coal_amount * a*a*a / 1000; for(s16 i=0; igetNode(cp+g_27dirs[i]).d == CONTENT_STONE) if(myrand()%8 == 0) block->setNode(cp+g_27dirs[i], n); } } } /* Add iron */ u16 iron_amount = 40; u16 iron_rareness = 80 / iron_amount; if(iron_rareness == 0) iron_rareness = 1; if(myrand()%iron_rareness == 0) { u16 a = myrand() % 16; u16 amount = iron_amount * a*a*a / 1000; for(s16 i=0; igetNode(cp+g_27dirs[i]).d == CONTENT_STONE) if(myrand()%8 == 0) block->setNode(cp+g_27dirs[i], n); } } } } /* Create a few rats in empty blocks underground */ if(completely_underground) { //for(u16 i=0; i<2; i++) { v3s16 cp( (myrand()%(MAP_BLOCKSIZE-2))+1, (myrand()%(MAP_BLOCKSIZE-2))+1, (myrand()%(MAP_BLOCKSIZE-2))+1 ); // Check that the place is empty //if(!is_ground_content(block->getNode(cp).d)) if(1) { RatObject *obj = new RatObject(NULL, -1, intToFloat(cp, BS)); block->addObject(obj); } } } /* Add block to sector */ sector->insertBlock(block); // Lighting is invalid after generation for surface blocks if(block_type == BT_SURFACE) { #if 1 block->setLightingExpired(true); lighting_invalidated_blocks.insert(p, block); #else block->setLightingExpired(false); #endif } // Lighting is not invalid for other blocks else { block->setLightingExpired(false); } /* Add trees */ #if 1 if(some_part_underground && !completely_underground) { MapVoxelManipulator vm(this); double a = tree_amount_2d(m_seed, v2s16(p_nodes.X+8, p_nodes.Z+8)); u16 tree_count = (u16)(a*MAP_BLOCKSIZE*MAP_BLOCKSIZE); for(u16 i=0; i MAP_GENERATION_LIMIT / MAP_BLOCKSIZE || p.Y < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE || p.Y > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE || 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; /* This will create or load a sector if not found in memory. If block exists on disk, it will be loaded. NOTE: On old save formats, this will be slow, as it generates lighting on blocks for them. */ ServerMapSector *sector; try{ sector = (ServerMapSector*)createSector(p2d); assert(sector->getId() == MAPSECTOR_SERVER); } catch(InvalidPositionException &e) { dstream<<"createBlock: createSector() failed"<getBlockNoCreateNoEx(block_y); if(block) return block; // Create blank block = sector->createBlankBlock(block_y); return block; } MapBlock * ServerMap::emergeBlock( v3s16 p, bool only_from_disk, core::map &changed_blocks, core::map &lighting_invalidated_blocks ) { DSTACK("%s: p=(%d,%d,%d), only_from_disk=%d", __FUNCTION_NAME, p.X, p.Y, p.Z, only_from_disk); /* Do not generate over-limit */ if(p.X < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE || p.X > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE || p.Y < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE || p.Y > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE || p.Z < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE || p.Z > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE) throw InvalidPositionException("emergeBlock(): pos. over limit"); v2s16 p2d(p.X, p.Z); s16 block_y = p.Y; /* This will create or load a sector if not found in memory. If block exists on disk, it will be loaded. */ ServerMapSector *sector; try{ sector = (ServerMapSector*)emergeSector(p2d, changed_blocks); assert(sector->getId() == MAPSECTOR_SERVER); } catch(InvalidPositionException &e) { dstream<<"emergeBlock: emergeSector() failed: " <getBlockNoCreateNoEx(block_y); if(block == NULL) { does_not_exist = true; } else if(block->isDummy() == true) { does_not_exist = true; } else if(block->getLightingExpired()) { lighting_expired = true; } else { // Valid block //dstream<<"emergeBlock(): Returning already valid block"<insertBlock(block); } // Done. return block; } //dstream<<"Not found on disk, generating."< making one"<getLightingExpired(); } if(lighting_expired) { lighting_invalidated_blocks.insert(p, block); } /* Initially update sunlight */ if(lighting_expired) { core::map light_sources; bool black_air_left = false; bool bottom_invalid = block->propagateSunlight(light_sources, true, &black_air_left, true); // If sunlight didn't reach everywhere and part of block is // above ground, lighting has to be properly updated //if(black_air_left && some_part_underground) if(black_air_left) { lighting_invalidated_blocks[block->getPos()] = block; } if(bottom_invalid) { lighting_invalidated_blocks[block->getPos()] = block; } } return block; } s16 ServerMap::findGroundLevel(v2s16 p2d) { /* Uh, just do something random... */ // Find existing map from top to down s16 max=63; s16 min=-64; v3s16 p(p2d.X, max, p2d.Y); for(; p.Y>min; p.Y--) { MapNode n = getNodeNoEx(p); if(n.d != CONTENT_IGNORE) break; } if(p.Y == min) goto plan_b; // If this node is not air, go to plan b if(getNodeNoEx(p).d != CONTENT_AIR) goto plan_b; // Search existing walkable and return it for(; p.Y>min; p.Y--) { MapNode n = getNodeNoEx(p); if(content_walkable(n.d) && n.d != CONTENT_IGNORE) return p.Y; } // Move to plan b plan_b: /* Plan B: Get from map generator perlin noise function */ double level = base_rock_level_2d(m_seed, p2d); return (s16)level; } void ServerMap::createDir(std::string path) { if(fs::CreateDir(path) == false) { m_dout<::Iterator i = m_sectors.getIterator(); for(; i.atEnd() == false; i++) { ServerMapSector *sector = (ServerMapSector*)i.getNode()->getValue(); assert(sector->getId() == MAPSECTOR_SERVER); if(sector->differs_from_disk || only_changed == false) { saveSectorMeta(sector); sector_meta_count++; } core::list blocks; sector->getBlocks(blocks); core::list::Iterator j; for(j=blocks.begin(); j!=blocks.end(); j++) { MapBlock *block = *j; if(block->getChangedFlag() || only_changed == false) { saveBlock(block); block_count++; /*dstream<<"ServerMap: Written block (" <getPos().X<<"," <getPos().Y<<"," <getPos().Z<<")" < list = fs::GetDirListing(m_savedir+"/sectors/"); dstream<::iterator i; for(i=list.begin(); i!=list.end(); i++) { if(counter > printed_counter + 10) { dstream<dir == false) continue; try{ sector = loadSectorMeta(i->name); } catch(InvalidFilenameException &e) { // This catches unknown crap in directory } std::vector list2 = fs::GetDirListing (m_savedir+"/sectors/"+i->name); std::vector::iterator i2; for(i2=list2.begin(); i2!=list2.end(); i2++) { // We want files if(i2->dir) continue; try{ loadBlock(i->name, i2->name, sector); } catch(InvalidFilenameException &e) { // This catches unknown crap in directory } } } dstream<::Iterator i = m_chunks.getIterator(); i.atEnd()==false; i++) { v2s16 p = i.getNode()->getKey(); MapChunk *chunk = i.getNode()->getValue(); // Write position writeV2S16(buf, p); os.write((char*)buf, 4); // Write chunk data chunk->serialize(os, version); } } void ServerMap::loadChunkMeta() { DSTACK(__FUNCTION_NAME); dstream<<"INFO: ServerMap::loadChunkMeta(): Loading chunk metadata" <deSerialize(is, version); m_chunks.insert(p, chunk); } } void ServerMap::saveSectorMeta(ServerMapSector *sector) { DSTACK(__FUNCTION_NAME); // Format used for writing u8 version = SER_FMT_VER_HIGHEST; // Get destination v2s16 pos = sector->getPos(); createDir(m_savedir); createDir(m_savedir+"/sectors"); std::string dir = getSectorDir(pos); createDir(dir); std::string fullpath = dir + "/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; } MapSector* ServerMap::loadSectorMeta(std::string dirname) { DSTACK(__FUNCTION_NAME); // Get destination v2s16 p2d = getSectorPos(dirname); std::string dir = m_savedir + "/sectors/" + dirname; std::string fullpath = dir + "/meta"; std::ifstream is(fullpath.c_str(), std::ios_base::binary); if(is.good() == false) throw FileNotGoodException("Cannot open sector metafile"); ServerMapSector *sector = ServerMapSector::deSerialize (is, this, p2d, m_sectors); sector->differs_from_disk = false; return sector; } bool ServerMap::loadSectorFull(v2s16 p2d) { DSTACK(__FUNCTION_NAME); std::string sectorsubdir = getSectorSubDir(p2d); MapSector *sector = NULL; JMutexAutoLock lock(m_sector_mutex); try{ sector = loadSectorMeta(sectorsubdir); } catch(InvalidFilenameException &e) { return false; } catch(FileNotGoodException &e) { return false; } catch(std::exception &e) { return false; } /* Load blocks */ std::vector list2 = fs::GetDirListing (m_savedir+"/sectors/"+sectorsubdir); std::vector::iterator i2; for(i2=list2.begin(); i2!=list2.end(); i2++) { // We want files if(i2->dir) continue; try{ loadBlock(sectorsubdir, i2->name, sector); } catch(InvalidFilenameException &e) { // This catches unknown crap in directory } } return true; } void ServerMap::saveBlock(MapBlock *block) { DSTACK(__FUNCTION_NAME); /* Dummy blocks are not written */ if(block->isDummy()) { /*v3s16 p = block->getPos(); dstream<<"ServerMap::saveBlock(): WARNING: Not writing dummy block " <<"("<getPos(); v2s16 p2d(p3d.X, p3d.Z); createDir(m_savedir); createDir(m_savedir+"/sectors"); std::string dir = getSectorDir(p2d); createDir(dir); // Block file is map/sectors/xxxxxxxx/xxxx char cc[5]; snprintf(cc, 5, "%.4x", (unsigned int)p3d.Y&0xffff); std::string fullpath = dir + "/" + cc; std::ofstream o(fullpath.c_str(), std::ios_base::binary); if(o.good() == false) throw FileNotGoodException("Cannot open block data"); /* [0] u8 serialization version [1] data */ o.write((char*)&version, 1); block->serialize(o, version); /* Versions up from 9 have block objects. */ if(version >= 9) { block->serializeObjects(o, version); } // We just wrote it to the disk block->resetChangedFlag(); } void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSector *sector) { DSTACK(__FUNCTION_NAME); try{ // Block file is map/sectors/xxxxxxxx/xxxx std::string fullpath = m_savedir+"/sectors/"+sectordir+"/"+blockfile; 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); if(is.fail()) throw SerializationError("ServerMap::loadBlock(): Failed" " to read MapBlock version"); /*u32 block_size = MapBlock::serializedLength(version); SharedBuffer data(block_size); is.read((char*)*data, block_size);*/ // This will always return a sector because we're the server //MapSector *sector = emergeSector(p2d); MapBlock *block = NULL; bool created_new = false; try{ block = sector->getBlockNoCreate(p3d.Y); } catch(InvalidPositionException &e) { block = sector->createBlankBlockNoInsert(p3d.Y); created_new = true; } // deserialize block data block->deSerialize(is, version); /* Versions up from 9 have block objects. */ if(version >= 9) { block->updateObjects(is, version, NULL, 0); } if(created_new) sector->insertBlock(block); /* Convert old formats to new and save */ // Save old format blocks in new format if(version < SER_FMT_VER_HIGHEST) { saveBlock(block); } // We just loaded it from the disk, so it's up-to-date. block->resetChangedFlag(); } catch(SerializationError &e) { dstream<<"WARNING: Invalid block data on disk " "(SerializationError). Ignoring. " "A new one will be generated." <(-BS*1000000,-BS*1000000,-BS*1000000, BS*1000000,BS*1000000,BS*1000000); } ClientMap::~ClientMap() { /*JMutexAutoLock lock(mesh_mutex); if(mesh != NULL) { mesh->drop(); mesh = NULL; }*/ } MapSector * ClientMap::emergeSector(v2s16 p2d) { DSTACK(__FUNCTION_NAME); // Check that it doesn't exist already try{ return getSectorNoGenerate(p2d); } catch(InvalidPositionException &e) { } // Create a sector ClientMapSector *sector = new ClientMapSector(this, p2d); { JMutexAutoLock lock(m_sector_mutex); m_sectors.insert(p2d, sector); } return sector; } void ClientMap::deSerializeSector(v2s16 p2d, std::istream &is) { DSTACK(__FUNCTION_NAME); ClientMapSector *sector = NULL; JMutexAutoLock lock(m_sector_mutex); core::map::Node *n = m_sectors.find(p2d); if(n != NULL) { sector = (ClientMapSector*)n->getValue(); assert(sector->getId() == MAPSECTOR_CLIENT); } else { sector = new ClientMapSector(this, p2d); { JMutexAutoLock lock(m_sector_mutex); m_sectors.insert(p2d, sector); } } sector->deSerialize(is); } void ClientMap::OnRegisterSceneNode() { if(IsVisible) { SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID); SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT); } ISceneNode::OnRegisterSceneNode(); } void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) { //m_dout<getDayNightRatio(); m_camera_mutex.Lock(); v3f camera_position = m_camera_position; v3f camera_direction = m_camera_direction; m_camera_mutex.Unlock(); /* Get all blocks and draw all visible ones */ v3s16 cam_pos_nodes( camera_position.X / BS, camera_position.Y / BS, camera_position.Z / BS); v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1); v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d; v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d; // Take a fair amount as we will be dropping more out later v3s16 p_blocks_min( p_nodes_min.X / MAP_BLOCKSIZE - 1, p_nodes_min.Y / MAP_BLOCKSIZE - 1, p_nodes_min.Z / MAP_BLOCKSIZE - 1); v3s16 p_blocks_max( p_nodes_max.X / MAP_BLOCKSIZE + 1, p_nodes_max.Y / MAP_BLOCKSIZE + 1, p_nodes_max.Z / MAP_BLOCKSIZE + 1); u32 vertex_count = 0; // For limiting number of mesh updates per frame u32 mesh_update_count = 0; u32 blocks_would_have_drawn = 0; u32 blocks_drawn = 0; //NOTE: The sectors map should be locked but we're not doing it // because it'd cause too much delays int timecheck_counter = 0; core::map::Iterator si; si = m_sectors.getIterator(); for(; si.atEnd() == false; si++) { { timecheck_counter++; if(timecheck_counter > 50) { timecheck_counter = 0; int time2 = time(0); if(time2 > time1 + 4) { dstream<<"ClientMap::renderMap(): " "Rendering takes ages, returning." <getValue(); v2s16 sp = sector->getPos(); if(m_control.range_all == false) { if(sp.X < p_blocks_min.X || sp.X > p_blocks_max.X || sp.Y < p_blocks_min.Z || sp.Y > p_blocks_max.Z) continue; } core::list< MapBlock * > sectorblocks; sector->getBlocks(sectorblocks); /* Draw blocks */ core::list< MapBlock * >::Iterator i; for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++) { MapBlock *block = *i; /* Compare block position to camera position, skip if not seen on display */ float range = 100000 * BS; if(m_control.range_all == false) range = m_control.wanted_range * BS; float d = 0.0; if(isBlockInSight(block->getPos(), camera_position, camera_direction, range, &d) == false) { continue; } // This is ugly /*if(m_control.range_all == false && d - 0.5*BS*MAP_BLOCKSIZE > range) continue;*/ #if 1 /* Update expired mesh (used for day/night change) */ bool mesh_expired = false; { JMutexAutoLock lock(block->mesh_mutex); mesh_expired = block->getMeshExpired(); // Mesh has not been expired and there is no mesh: // block has no content if(block->mesh == NULL && mesh_expired == false) continue; } f32 faraway = BS*50; //f32 faraway = m_control.wanted_range * BS; /* This has to be done with the mesh_mutex unlocked */ // Pretty random but this should work somewhat nicely if(mesh_expired && ( (mesh_update_count < 3 && (d < faraway || mesh_update_count < 2) ) || (m_control.range_all && mesh_update_count < 20) ) ) /*if(mesh_expired && mesh_update_count < 6 && (d < faraway || mesh_update_count < 3))*/ { mesh_update_count++; // Mesh has been expired: generate new mesh //block->updateMeshes(daynight_i); block->updateMesh(daynight_ratio); mesh_expired = false; } /* Don't draw an expired mesh that is far away */ /*if(mesh_expired && d >= faraway) //if(mesh_expired) { // Instead, delete it JMutexAutoLock lock(block->mesh_mutex); if(block->mesh) { block->mesh->drop(); block->mesh = NULL; } // And continue to next block continue; }*/ #endif /* Draw the faces of the block */ { JMutexAutoLock lock(block->mesh_mutex); scene::SMesh *mesh = block->mesh; if(mesh == NULL) continue; blocks_would_have_drawn++; if(blocks_drawn >= m_control.wanted_max_blocks && m_control.range_all == false && d > m_control.wanted_min_range * BS) continue; blocks_drawn++; u32 c = mesh->getMeshBufferCount(); for(u32 i=0; igetMeshBuffer(i); const video::SMaterial& material = buf->getMaterial(); video::IMaterialRenderer* rnd = driver->getMaterialRenderer(material.MaterialType); bool transparent = (rnd && rnd->isTransparent()); // Render transparent on transparent pass and likewise. if(transparent == is_transparent_pass) { /* This *shouldn't* hurt too much because Irrlicht doesn't change opengl textures if the old material is set again. */ driver->setMaterial(buf->getMaterial()); driver->drawMeshBuffer(buf); vertex_count += buf->getVertexCount(); } } } } // foreach sectorblocks } m_control.blocks_drawn = blocks_drawn; m_control.blocks_would_have_drawn = blocks_would_have_drawn; /*dstream<<"renderMap(): is_transparent_pass="< *affected_blocks) { bool changed = false; /* Add it to all blocks touching it */ v3s16 dirs[7] = { v3s16(0,0,0), // this 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++) { v3s16 p2 = p + dirs[i]; // Block position of neighbor (or requested) node v3s16 blockpos = getNodeBlockPos(p2); MapBlock * blockref = getBlockNoCreateNoEx(blockpos); if(blockref == NULL) continue; // Relative position of requested node v3s16 relpos = p - blockpos*MAP_BLOCKSIZE; if(blockref->setTempMod(relpos, mod)) { changed = true; } } if(changed && affected_blocks!=NULL) { for(u16 i=0; i<7; i++) { v3s16 p2 = p + dirs[i]; // Block position of neighbor (or requested) node v3s16 blockpos = getNodeBlockPos(p2); MapBlock * blockref = getBlockNoCreateNoEx(blockpos); if(blockref == NULL) continue; affected_blocks->insert(blockpos, blockref); } } return changed; } bool ClientMap::clearTempMod(v3s16 p, core::map *affected_blocks) { bool changed = false; v3s16 dirs[7] = { v3s16(0,0,0), // this 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++) { v3s16 p2 = p + dirs[i]; // Block position of neighbor (or requested) node v3s16 blockpos = getNodeBlockPos(p2); MapBlock * blockref = getBlockNoCreateNoEx(blockpos); if(blockref == NULL) continue; // Relative position of requested node v3s16 relpos = p - blockpos*MAP_BLOCKSIZE; if(blockref->clearTempMod(relpos)) { changed = true; } } if(changed && affected_blocks!=NULL) { for(u16 i=0; i<7; i++) { v3s16 p2 = p + dirs[i]; // Block position of neighbor (or requested) node v3s16 blockpos = getNodeBlockPos(p2); MapBlock * blockref = getBlockNoCreateNoEx(blockpos); if(blockref == NULL) continue; affected_blocks->insert(blockpos, blockref); } } return changed; } void ClientMap::expireMeshes(bool only_daynight_diffed) { TimeTaker timer("expireMeshes()"); core::map::Iterator si; si = m_sectors.getIterator(); for(; si.atEnd() == false; si++) { MapSector *sector = si.getNode()->getValue(); core::list< MapBlock * > sectorblocks; sector->getBlocks(sectorblocks); core::list< MapBlock * >::Iterator i; for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++) { MapBlock *block = *i; if(only_daynight_diffed && dayNightDiffed(block->getPos()) == false) { continue; } { JMutexAutoLock lock(block->mesh_mutex); if(block->mesh != NULL) { /*block->mesh->drop(); block->mesh = NULL;*/ block->setMeshExpired(true); } } } } } void ClientMap::updateMeshes(v3s16 blockpos, u32 daynight_ratio) { assert(mapType() == MAPTYPE_CLIENT); try{ v3s16 p = blockpos + v3s16(0,0,0); MapBlock *b = getBlockNoCreate(p); b->updateMesh(daynight_ratio); } catch(InvalidPositionException &e){} // Leading edge try{ v3s16 p = blockpos + v3s16(-1,0,0); MapBlock *b = getBlockNoCreate(p); b->updateMesh(daynight_ratio); } catch(InvalidPositionException &e){} try{ v3s16 p = blockpos + v3s16(0,-1,0); MapBlock *b = getBlockNoCreate(p); b->updateMesh(daynight_ratio); } catch(InvalidPositionException &e){} try{ v3s16 p = blockpos + v3s16(0,0,-1); MapBlock *b = getBlockNoCreate(p); b->updateMesh(daynight_ratio); } catch(InvalidPositionException &e){} /*// Trailing edge try{ v3s16 p = blockpos + v3s16(1,0,0); MapBlock *b = getBlockNoCreate(p); b->updateMesh(daynight_ratio); } catch(InvalidPositionException &e){} try{ v3s16 p = blockpos + v3s16(0,1,0); MapBlock *b = getBlockNoCreate(p); b->updateMesh(daynight_ratio); } catch(InvalidPositionException &e){} try{ v3s16 p = blockpos + v3s16(0,0,1); MapBlock *b = getBlockNoCreate(p); b->updateMesh(daynight_ratio); } catch(InvalidPositionException &e){}*/ } void ClientMap::PrintInfo(std::ostream &out) { out<<"ClientMap: "; } #endif // !SERVER /* MapVoxelManipulator */ MapVoxelManipulator::MapVoxelManipulator(Map *map) { m_map = map; } MapVoxelManipulator::~MapVoxelManipulator() { /*dstream<<"MapVoxelManipulator: blocks: "<::Node *n; n = m_loaded_blocks.find(p); if(n != NULL) continue; bool block_data_inexistent = false; try { TimeTaker timer1("emerge load", &emerge_load_time); /*dstream<<"Loading block (caller_id="<getBlockNoCreate(p); if(block->isDummy()) block_data_inexistent = true; else block->copyTo(*this); } catch(InvalidPositionException &e) { block_data_inexistent = true; } if(block_data_inexistent) { VoxelArea a(p*MAP_BLOCKSIZE, (p+1)*MAP_BLOCKSIZE-v3s16(1,1,1)); // Fill with VOXELFLAG_INEXISTENT for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++) for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++) { s32 i = m_area.index(a.MinEdge.X,y,z); memset(&m_flags[i], VOXELFLAG_INEXISTENT, MAP_BLOCKSIZE); } } m_loaded_blocks.insert(p, !block_data_inexistent); } //dstream<<"emerge done"< & modified_blocks) { if(m_area.getExtent() == v3s16(0,0,0)) return; //TimeTaker timer1("blitBack"); /*dstream<<"blitBack(): m_loaded_blocks.size()=" <getBlockNoCreate(blockpos); blockpos_last = blockpos; block_checked_in_modified = false; } // Calculate relative position in block v3s16 relpos = p - blockpos * MAP_BLOCKSIZE; // Don't continue if nothing has changed here if(block->getNode(relpos) == n) continue; //m_map->setNode(m_area.MinEdge + p, n); block->setNode(relpos, n); /* Make sure block is in modified_blocks */ if(block_checked_in_modified == false) { modified_blocks[blockpos] = block; block_checked_in_modified = true; } } catch(InvalidPositionException &e) { } } } ManualMapVoxelManipulator::ManualMapVoxelManipulator(Map *map): MapVoxelManipulator(map) { } ManualMapVoxelManipulator::~ManualMapVoxelManipulator() { } void ManualMapVoxelManipulator::emerge(VoxelArea a, s32 caller_id) { // Just create the area so that it can be pointed to VoxelManipulator::emerge(a, caller_id); } void ManualMapVoxelManipulator::initialEmerge( v3s16 blockpos_min, v3s16 blockpos_max) { TimeTaker timer1("initialEmerge", &emerge_time); // Units of these are MapBlocks v3s16 p_min = blockpos_min; v3s16 p_max = blockpos_max; 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) { dstream<<"initialEmerge: area: "; block_area_nodes.print(dstream); dstream<<" ("<::Node *n; n = m_loaded_blocks.find(p); if(n != NULL) continue; bool block_data_inexistent = false; try { TimeTaker timer1("emerge load", &emerge_load_time); MapBlock *block = m_map->getBlockNoCreate(p); if(block->isDummy()) block_data_inexistent = true; else block->copyTo(*this); } catch(InvalidPositionException &e) { block_data_inexistent = true; } if(block_data_inexistent) { /* Mark area inexistent */ VoxelArea a(p*MAP_BLOCKSIZE, (p+1)*MAP_BLOCKSIZE-v3s16(1,1,1)); // Fill with VOXELFLAG_INEXISTENT for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++) for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++) { s32 i = m_area.index(a.MinEdge.X,y,z); memset(&m_flags[i], VOXELFLAG_INEXISTENT, MAP_BLOCKSIZE); } } m_loaded_blocks.insert(p, !block_data_inexistent); } } void ManualMapVoxelManipulator::blitBackAll( core::map * modified_blocks) { if(m_area.getExtent() == v3s16(0,0,0)) return; /* Copy data of all blocks */ for(core::map::Iterator i = m_loaded_blocks.getIterator(); i.atEnd() == false; i++) { bool existed = i.getNode()->getValue(); if(existed == false) continue; v3s16 p = i.getNode()->getKey(); MapBlock *block = m_map->getBlockNoCreateNoEx(p); if(block == NULL) { dstream<<"WARNING: "<<__FUNCTION_NAME <<": got NULL block " <<"("<copyFrom(*this); if(modified_blocks) modified_blocks->insert(p, block); } } //END