minetest/src/map.cpp

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2010-11-27 00:02:21 +01:00
/*
Minetest-c55
Copyright (C) 2010 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 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.
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*/
#include "map.h"
#include "main.h"
#include "jmutexautolock.h"
#include "client.h"
#include "filesys.h"
#include "utility.h"
#include "voxel.h"
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#include "porting.h"
#include "mineral.h"
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#include "noise.h"
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/*
Map
*/
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Map::Map(std::ostream &dout):
m_dout(dout),
m_camera_position(0,0,0),
m_camera_direction(0,0,1),
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m_sector_cache(NULL)
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{
m_sector_mutex.Init();
m_camera_mutex.Init();
assert(m_sector_mutex.IsInitialized());
assert(m_camera_mutex.IsInitialized());
// Get this so that the player can stay on it at first
//getSector(v2s16(0,0));
}
Map::~Map()
{
/*
Stop updater thread
*/
/*updater.setRun(false);
while(updater.IsRunning())
sleep_s(1);*/
/*
Free all MapSectors.
*/
core::map<v2s16, MapSector*>::Iterator i = m_sectors.getIterator();
for(; i.atEnd() == false; i++)
{
MapSector *sector = i.getNode()->getValue();
delete sector;
}
}
MapSector * Map::getSectorNoGenerateNoExNoLock(v2s16 p)
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{
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<v2s16, MapSector*>::Node *n = m_sectors.find(p);
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if(n == NULL)
return NULL;
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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;
}
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MapBlock * Map::getBlockNoCreate(v3s16 p3d)
{
v2s16 p2d(p3d.X, p3d.Z);
MapSector * sector = getSectorNoGenerate(p2d);
MapBlock *block = sector->getBlockNoCreate(p3d.Y);
return block;
}
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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;
}*/
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f32 Map::getGroundHeight(v2s16 p, bool generate)
{
try{
v2s16 sectorpos = getNodeSectorPos(p);
MapSector * sref = getSectorNoGenerate(sectorpos);
v2s16 relpos = p - sectorpos * MAP_BLOCKSIZE;
f32 y = sref->getGroundHeight(relpos);
return y;
}
catch(InvalidPositionException &e)
{
return GROUNDHEIGHT_NOTFOUND_SETVALUE;
}
}
void Map::setGroundHeight(v2s16 p, f32 y, bool generate)
{
/*m_dout<<DTIME<<"Map::setGroundHeight(("
<<p.X<<","<<p.Y
<<"), "<<y<<")"<<std::endl;*/
v2s16 sectorpos = getNodeSectorPos(p);
MapSector * sref = getSectorNoGenerate(sectorpos);
v2s16 relpos = p - sectorpos * MAP_BLOCKSIZE;
//sref->mutex.Lock();
sref->setGroundHeight(relpos, y);
//sref->mutex.Unlock();
}
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.
*/
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void Map::unspreadLight(enum LightBank bank,
core::map<v3s16, u8> & from_nodes,
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core::map<v3s16, bool> & light_sources,
core::map<v3s16, MapBlock*> & 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<v3s16, u8> unlighted_nodes;
core::map<v3s16, u8>::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)
*/
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if(n2.getLight(bank) < oldlight)
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{
/*
And the neighbor is transparent and it has some light
*/
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if(n2.light_propagates() && n2.getLight(bank) != 0)
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{
/*
Set light to 0 and add to queue
*/
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u8 current_light = n2.getLight(bank);
n2.setLight(bank, 0);
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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"<<std::endl;
light_sources.remove(n2pos);
}*/
}
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/*// DEBUG
if(light_sources.find(n2pos) != NULL)
light_sources.remove(n2pos);*/
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}
else{
light_sources.insert(n2pos, 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<<"unspreadLight(): Changed block "
<<blockchangecount<<" times"
<<" for "<<from_nodes.size()<<" nodes"
<<std::endl;*/
if(unlighted_nodes.size() > 0)
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unspreadLight(bank, unlighted_nodes, light_sources, modified_blocks);
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}
/*
A single-node wrapper of the above
*/
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void Map::unLightNeighbors(enum LightBank bank,
v3s16 pos, u8 lightwas,
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core::map<v3s16, bool> & light_sources,
core::map<v3s16, MapBlock*> & modified_blocks)
{
core::map<v3s16, u8> from_nodes;
from_nodes.insert(pos, lightwas);
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unspreadLight(bank, from_nodes, light_sources, modified_blocks);
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}
/*
Lights neighbors of from_nodes, collects all them and then
goes on recursively.
*/
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void Map::spreadLight(enum LightBank bank,
core::map<v3s16, bool> & from_nodes,
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core::map<v3s16, MapBlock*> & 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<v3s16, bool> lighted_nodes;
core::map<v3s16, bool>::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=("<<pos.X<<","<<pos.Y<<","<<pos.Z<<")"<<std::endl;
v3s16 blockpos = getNodeBlockPos(pos);
// Only fetch a new block if the block position has changed
try{
if(block == NULL || blockpos != blockpos_last){
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);
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u8 oldlight = n.getLight(bank);
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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)
*/
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if(n2.getLight(bank) > undiminish_light(oldlight))
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{
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
*/
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if(n2.getLight(bank) < newlight)
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{
if(n2.light_propagates())
{
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n2.setLight(bank, newlight);
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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 "
<<blockchangecount<<" times"
<<" for "<<from_nodes.size()<<" nodes"
<<std::endl;*/
if(lighted_nodes.size() > 0)
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spreadLight(bank, lighted_nodes, modified_blocks);
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}
/*
A single-node source variation of the above.
*/
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void Map::lightNeighbors(enum LightBank bank,
v3s16 pos,
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core::map<v3s16, MapBlock*> & modified_blocks)
{
core::map<v3s16, bool> from_nodes;
from_nodes.insert(pos, true);
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spreadLight(bank, from_nodes, modified_blocks);
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}
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v3s16 Map::getBrightestNeighbour(enum LightBank bank, v3s16 p)
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{
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;
}
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if(n2.getLight(bank) > brightest_light || found_something == false){
brightest_light = n2.getLight(bank);
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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.
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*/
s16 Map::propagateSunlight(v3s16 start,
core::map<v3s16, MapBlock*> & 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())
{
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n.setLight(LIGHTBANK_DAY, LIGHT_SUN);
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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
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break;
}
}
return y + 1;
}
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void Map::updateLighting(enum LightBank bank,
core::map<v3s16, MapBlock*> & a_blocks,
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core::map<v3s16, MapBlock*> & modified_blocks)
{
/*m_dout<<DTIME<<"Map::updateLighting(): "
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<<a_blocks.size()<<" blocks."<<std::endl;*/
//TimeTaker timer("updateLighting");
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// For debugging
//bool debug=true;
//u32 count_was = modified_blocks.size();
core::map<v3s16, MapBlock*> blocks_to_update;
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core::map<v3s16, bool> light_sources;
core::map<v3s16, u8> unlight_from;
core::map<v3s16, MapBlock*>::Iterator i;
i = a_blocks.getIterator();
for(; i.atEnd() == false; i++)
{
MapBlock *block = i.getNode()->getValue();
for(;;)
{
// Don't bother with dummy blocks.
if(block->isDummy())
break;
v3s16 pos = block->getPos();
modified_blocks.insert(pos, block);
blocks_to_update.insert(pos, block);
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/*
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(v3s16(x,y,z));
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u8 oldlight = n.getLight(bank);
n.setLight(bank, 0);
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block->setNode(v3s16(x,y,z), n);
// Collect borders for unlighting
if(x==0 || x == MAP_BLOCKSIZE-1
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|| y==0 || y == MAP_BLOCKSIZE-1
|| z==0 || z == MAP_BLOCKSIZE-1)
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{
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"
<<std::endl;
}
}
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if(bank == LIGHTBANK_DAY)
{
bool bottom_valid = block->propagateSunlight(light_sources);
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// If bottom is valid, we're done.
if(bottom_valid)
break;
}
else if(bank == LIGHTBANK_NIGHT)
{
// For night lighting, sunlight is not propagated
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break;
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}
else
{
// Invalid lighting bank
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assert(0);
}
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/*dstream<<"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
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pos.Y--;
try{
block = getBlockNoCreate(pos);
}
catch(InvalidPositionException &e)
{
assert(0);
}
}
}
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#if 0
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{
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TimeTaker timer("unspreadLight");
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unspreadLight(bank, unlight_from, light_sources, modified_blocks);
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}
if(debug)
{
u32 diff = modified_blocks.size() - count_was;
count_was = modified_blocks.size();
dstream<<"unspreadLight modified "<<diff<<std::endl;
}
{
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TimeTaker timer("spreadLight");
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spreadLight(bank, light_sources, modified_blocks);
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}
if(debug)
{
u32 diff = modified_blocks.size() - count_was;
count_was = modified_blocks.size();
dstream<<"spreadLight modified "<<diff<<std::endl;
}
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#endif
{
//MapVoxelManipulator vmanip(this);
// Make a manual voxel manipulator and load all the blocks
// that touch the requested blocks
ManualMapVoxelManipulator vmanip(this);
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core::map<v3s16, MapBlock*>::Iterator i;
i = blocks_to_update.getIterator();
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for(; i.atEnd() == false; i++)
{
MapBlock *block = i.getNode()->getValue();
v3s16 p = block->getPos();
// Add all surrounding blocks
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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);
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}
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{
//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="<<emerge_time<<std::endl;
emerge_time = 0;*/
}
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//m_dout<<"Done ("<<getTimestamp()<<")"<<std::endl;
}
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void Map::updateLighting(core::map<v3s16, MapBlock*> & a_blocks,
core::map<v3s16, MapBlock*> & modified_blocks)
{
updateLighting(LIGHTBANK_DAY, a_blocks, modified_blocks);
updateLighting(LIGHTBANK_NIGHT, a_blocks, modified_blocks);
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/*
Update information about whether day and night light differ
*/
for(core::map<v3s16, MapBlock*>::Iterator
i = modified_blocks.getIterator();
i.atEnd() == false; i++)
{
MapBlock *block = i.getNode()->getValue();
block->updateDayNightDiff();
}
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}
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/*
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::nodeAddedUpdate(v3s16 p, u8 lightwas,
core::map<v3s16, MapBlock*> &modified_blocks)*/
void Map::addNodeAndUpdate(v3s16 p, MapNode n,
core::map<v3s16, MapBlock*> &modified_blocks)
{
/*PrintInfo(m_dout);
m_dout<<DTIME<<"Map::nodeAddedUpdate(): 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);
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v3s16 bottompos = p + v3s16(0,-1,0);
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bool node_under_sunlight = true;
core::map<v3s16, bool> light_sources;
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/*
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);
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if(topnode.getLight(LIGHTBANK_DAY) != LIGHT_SUN)
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node_under_sunlight = false;
}
catch(InvalidPositionException &e)
{
}
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if(n.d != CONTENT_TORCH)
{
/*
If there is grass below, change it to mud
*/
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)
{
}
}
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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);
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if(isValidPosition(p) == false)
throw;
// 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);
}
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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.
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TODO: This could be optimized by mass-unlighting instead
of looping
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*/
if(node_under_sunlight)
{
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;
}
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if(n2.getLight(LIGHTBANK_DAY) == LIGHT_SUN)
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{
//m_dout<<DTIME<<"doing"<<std::endl;
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unLightNeighbors(LIGHTBANK_DAY,
n2pos, n2.getLight(LIGHTBANK_DAY),
light_sources, modified_blocks);
n2.setLight(LIGHTBANK_DAY, 0);
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setNode(n2pos, n2);
}
else
break;
}
}
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for(s32 i=0; i<2; i++)
{
enum LightBank bank = banks[i];
/*
Spread light from all nodes that might be capable of doing so
TODO: Convert to spreadLight
*/
spreadLight(bank, light_sources, modified_blocks);
}
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/*
Update information about whether day and night light differ
*/
for(core::map<v3s16, MapBlock*>::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)
{
}
}
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}
/*
*/
void Map::removeNodeAndUpdate(v3s16 p,
core::map<v3s16, MapBlock*> &modified_blocks)
{
/*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);
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// Node will be replaced with this
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u8 replace_material = CONTENT_AIR;
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/*
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);
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if(topnode.getLight(LIGHTBANK_DAY) != LIGHT_SUN)
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node_under_sunlight = false;
}
catch(InvalidPositionException &e)
{
}
core::map<v3s16, bool> light_sources;
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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);
}
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/*
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Remove the node.
This also clears the lighting.
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*/
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MapNode n;
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n.d = replace_material;
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setNode(p, n);
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for(s32 i=0; i<2; i++)
{
enum LightBank bank = banks[i];
/*
Recalculate lighting
*/
spreadLight(bank, light_sources, modified_blocks);
}
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// 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<<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;*/
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lightNeighbors(LIGHTBANK_DAY, p2, modified_blocks);
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}
}
else
{
// Set the lighting of this node to 0
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// TODO: Is this needed? Lighting is cleared up there already.
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try{
MapNode n = getNode(p);
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n.setLight(LIGHTBANK_DAY, 0);
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setNode(p, n);
}
catch(InvalidPositionException &e)
{
throw;
}
}
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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)
{
}
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}
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/*
Update information about whether day and night light differ
*/
for(core::map<v3s16, MapBlock*>::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)
{
}
}
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}
#ifndef SERVER
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void Map::expireMeshes(bool only_daynight_diffed)
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{
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TimeTaker timer("expireMeshes()");
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core::map<v2s16, MapSector*>::Iterator si;
si = m_sectors.getIterator();
for(; si.atEnd() == false; si++)
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{
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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;
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if(only_daynight_diffed && dayNightDiffed(block->getPos()) == false)
{
continue;
}
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{
JMutexAutoLock lock(block->mesh_mutex);
if(block->mesh != NULL)
{
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/*block->mesh->drop();
block->mesh = NULL;*/
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block->setMeshExpired(true);
}
}
}
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}
}
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void Map::updateMeshes(v3s16 blockpos, u32 daynight_ratio)
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{
assert(mapType() == MAPTYPE_CLIENT);
try{
v3s16 p = blockpos + v3s16(0,0,0);
MapBlock *b = getBlockNoCreate(p);
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b->updateMesh(daynight_ratio);
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}
catch(InvalidPositionException &e){}
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// Leading edge
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try{
v3s16 p = blockpos + v3s16(-1,0,0);
MapBlock *b = getBlockNoCreate(p);
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b->updateMesh(daynight_ratio);
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}
catch(InvalidPositionException &e){}
try{
v3s16 p = blockpos + v3s16(0,-1,0);
MapBlock *b = getBlockNoCreate(p);
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b->updateMesh(daynight_ratio);
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}
catch(InvalidPositionException &e){}
try{
v3s16 p = blockpos + v3s16(0,0,-1);
MapBlock *b = getBlockNoCreate(p);
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b->updateMesh(daynight_ratio);
}
catch(InvalidPositionException &e){}
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/*// 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){}*/
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}
#endif
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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){}
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// Leading edges
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try{
v3s16 p = blockpos + v3s16(-1,0,0);
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MapBlock *b = getBlockNoCreate(p);
if(b->dayNightDiffed())
return true;
}
catch(InvalidPositionException &e){}
try{
v3s16 p = blockpos + v3s16(0,-1,0);
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MapBlock *b = getBlockNoCreate(p);
if(b->dayNightDiffed())
return true;
}
catch(InvalidPositionException &e){}
try{
v3s16 p = blockpos + v3s16(0,0,-1);
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MapBlock *b = getBlockNoCreate(p);
if(b->dayNightDiffed())
return true;
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}
catch(InvalidPositionException &e){}
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// 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){}
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return false;
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}
/*
Updates usage timers
*/
void Map::timerUpdate(float dtime)
{
JMutexAutoLock lock(m_sector_mutex);
core::map<v2s16, MapSector*>::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<v2s16> &list, bool only_blocks)
{
/*
Wait for caches to be removed before continuing.
This disables the existence of caches while locked
*/
//SharedPtr<JMutexAutoLock> cachelock(m_blockcachelock.waitCaches());
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core::list<v2s16>::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<v3s16> *deleted_blocks)
{
JMutexAutoLock lock(m_sector_mutex);
core::list<v2s16> sector_deletion_queue;
core::map<v2s16, MapSector*>::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<MapBlock*> blocks;
sector->getBlocks(blocks);
for(core::list<MapBlock*>::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<v3s16, MapBlock*> & modified_blocks)
{
DSTACK(__FUNCTION_NAME);
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//TimeTaker timer("transformLiquids()");
u32 loopcount = 0;
u32 initial_size = m_transforming_liquid.size();
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2011-02-08 00:12:55 +01:00
/*if(initial_size != 0)
dstream<<"transformLiquids(): initial_size="<<initial_size<<std::endl;*/
while(m_transforming_liquid.size() != 0)
{
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/*
Get a queued transforming liquid node
*/
v3s16 p0 = m_transforming_liquid.pop_front();
MapNode n0 = getNode(p0);
// Don't deal with non-liquids
if(content_liquid(n0.d) == false)
continue;
bool is_source = !content_flowing_liquid(n0.d);
u8 liquid_level = 8;
if(is_source == false)
liquid_level = n0.param2 & 0x0f;
// Turn possible source into non-source
u8 nonsource_c = make_liquid_flowing(n0.d);
/*
If not source, check that some node flows into this one
and what is the level of liquid in this one
*/
if(is_source == false)
{
s8 new_liquid_level_max = -1;
v3s16 dirs_from[5] = {
v3s16(0,1,0), // top
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 from_top = (i==0);
v3s16 p2 = p0 + dirs_from[i];
MapNode n2 = getNode(p2);
if(content_liquid(n2.d))
{
u8 n2_nonsource_c = make_liquid_flowing(n2.d);
// Check that the liquids are the same type
if(n2_nonsource_c != nonsource_c)
{
dstream<<"WARNING: Not handling: different liquids"
" collide"<<std::endl;
continue;
}
bool n2_is_source = !content_flowing_liquid(n2.d);
s8 n2_liquid_level = 8;
if(n2_is_source == false)
n2_liquid_level = n2.param2 & 0x07;
s8 new_liquid_level = -1;
if(from_top)
{
//new_liquid_level = 7;
if(n2_liquid_level >= 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);
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//dstream<<"[1] n2.param="<<(int)n2.param<<std::endl;
if(content_liquid(n2.d))
{
u8 n2_nonsource_c = make_liquid_flowing(n2.d);
// Check that the liquids are the same type
if(n2_nonsource_c != nonsource_c)
{
dstream<<"WARNING: Not handling: different liquids"
" collide"<<std::endl;
continue;
}
bool n2_is_source = !content_flowing_liquid(n2.d);
u8 n2_liquid_level = 8;
if(n2_is_source == false)
n2_liquid_level = n2.param2 & 0x07;
if(to_bottom)
{
flowed = true;
}
if(n2_is_source)
{
// Just flow into the source, nothing changes.
// n2_changed is not set because destination didn't change
flowed = true;
}
else
{
if(liquid_next_level > 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;
}
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//dstream<<"[2] n2.param="<<(int)n2.param<<std::endl;
if(n2_changed)
{
m_transforming_liquid.push_back(p2);
v3s16 blockpos = getNodeBlockPos(p2);
MapBlock *block = getBlockNoCreateNoEx(blockpos);
if(block != NULL)
modified_blocks.insert(blockpos, block);
}
// If n2_changed to bottom, don't flow anywhere else
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if(to_bottom && flowed && !is_source)
break;
}catch(InvalidPositionException &e)
{
}
}
loopcount++;
//if(loopcount >= 100000)
if(loopcount >= initial_size * 1)
break;
}
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//dstream<<"Map::transformLiquids(): loopcount="<<loopcount<<std::endl;
}
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/*
ServerMap
*/
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ServerMap::ServerMap(std::string savedir):
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Map(dout_server),
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m_seed(0)
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{
//m_chunksize = 64;
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//m_chunksize = 16; // Too slow
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m_chunksize = 8; // Takes a few seconds
//m_chunksize = 4;
//m_chunksize = 2;
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// TODO: Save to and load from a file
m_seed = (((u64)myrand()<<0)%0x7fff)
+ (((u64)myrand()<<16)%0x7fff)
+ (((u64)myrand()<<32)%0x7fff)
+ (((u64)myrand()<<48)%0x7fff);
/*
Experimental and debug stuff
*/
{
}
/*
Try to load map; if not found, create a new one.
*/
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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)
{
dstream<<DTIME<<"Server: Empty save directory is valid."
<<std::endl;
m_map_saving_enabled = true;
}
else
{
// Load master heightmap
loadMasterHeightmap();
// Load sector (0,0) and throw and exception on fail
if(loadSectorFull(v2s16(0,0)) == false)
throw LoadError("Failed to load sector (0,0)");
dstream<<DTIME<<"Server: Successfully loaded master "
"heightmap and sector (0,0) from "<<savedir<<
", assuming valid save directory."
<<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)
{
dstream<<DTIME<<"Server: Failed to load map from "<<savedir
<<", exception: "<<e.what()<<std::endl;
dstream<<DTIME<<"Please remove the map or fix it."<<std::endl;
dstream<<DTIME<<"WARNING: Map saving will be disabled."<<std::endl;
}
dstream<<DTIME<<"Initializing new map."<<std::endl;
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// Create zero sector
emergeSector(v2s16(0,0));
// Initially write whole map
save(false);
}
ServerMap::~ServerMap()
{
try
{
if(m_map_saving_enabled)
{
//save(false);
// Save only changed parts
save(true);
dstream<<DTIME<<"Server: saved map to "<<m_savedir<<std::endl;
}
else
{
dstream<<DTIME<<"Server: map not saved"<<std::endl;
}
}
catch(std::exception &e)
{
dstream<<DTIME<<"Server: Failed to save map to "<<m_savedir
<<", exception: "<<e.what()<<std::endl;
}
/*
Free all MapChunks
*/
core::map<v2s16, MapChunk*>::Iterator i = m_chunks.getIterator();
for(; i.atEnd() == false; i++)
{
MapChunk *chunk = i.getNode()->getValue();
delete chunk;
}
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}
/*
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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;
}
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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);
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s16 trunk_h = myrand_range(3, 6);
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,-2,-2), v3s16(2,2,2));
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//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].d != CONTENT_AIR)
continue;
u32 i = leaves_a.index(x,y,z);
if(leaves_d[i] == 1)
vmanip.m_data[vi] = leavesnode;
}
}
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/*
Noise functions. Make sure seed is mangled differently in each one.
*/
// Amount of trees per area in nodes
double tree_amount_2d(u64 seed, v2s16 p)
{
double noise = noise2d_perlin(
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0.5+(float)p.X/250, 0.5+(float)p.Y/250,
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seed+2, 5, 0.6);
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double zeroval = -0.3;
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if(noise < zeroval)
return 0;
else
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return 0.04 * (noise-zeroval) / (1.0-zeroval);
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}
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/*double base_rock_level_2d(u64 seed, v2s16 p)
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{
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return WATER_LEVEL - 6.0 + 25. * noise2d_perlin(
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0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
seed, 6, 0.6);
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}*/
2011-02-04 13:32:30 +01:00
2011-02-06 15:35:27 +01:00
/*double highlands_level_2d(u64 seed, v2s16 p)
2011-02-04 13:32:30 +01:00
{
double a = noise2d_perlin(
0.5+(float)p.X/1000., 0.5+(float)p.Y/1000.,
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seed-359, 6, 0.65);
if(a > 0.0)
//if(1)
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{
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return WATER_LEVEL + 25;
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return WATER_LEVEL + 55. * noise2d_perlin(
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0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
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seed+85039, 6, 0.69);
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}
else
return -100000;
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}*/
double base_rock_level_2d(u64 seed, v2s16 p)
{
// The base ground level
double base = (double)WATER_LEVEL - 4.0 + 25. * noise2d_perlin(
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0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
(seed>>32)+654879876, 6, 0.6);
2011-02-08 00:12:55 +01:00
/*// A bit hillier one
double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin(
0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
(seed>>27)+90340, 6, 0.69);
if(base2 > base)
base = base2;*/
#if 1
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// Higher ground level
double higher = (double)WATER_LEVEL + 13. + 50. * noise2d_perlin(
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0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
seed+85039, 6, 0.69);
//higher = 30; // For debugging
// Limit higher to at least base
if(higher < base)
higher = base;
2011-02-08 00:12:55 +01:00
2011-02-06 15:35:27 +01:00
// 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, 7, 0.7);
b = rangelim(b, 0.0, 1000.0);
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b = pow(b, 5);
b *= 7;
b = rangelim(b, 3.0, 1000.0);
//dstream<<"b="<<b<<std::endl;
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//double b = 20;
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// Offset to more low
double a_off = -0.3;
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// High/low selector
2011-02-08 00:12:55 +01:00
/*double a = 0.5 + b * (a_off + noise2d_perlin(
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0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
2011-02-08 00:12:55 +01:00
seed-359, 6, 0.7));*/
double a = (double)0.5 + b * (a_off + noise2d_perlin(
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0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
seed-359, 5, 0.60));
// Limit
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a = rangelim(a, 0.0, 1.0);
//dstream<<"a="<<a<<std::endl;
double h = base*(1.0-a) + higher*a;
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#else
double h = base;
#endif
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return h;
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}
/*
This is the main map generation method
*/
MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
core::map<v3s16, MapBlock*> &changed_blocks)
{
2011-02-05 13:55:16 +01:00
DSTACK(__FUNCTION_NAME);
/*
Don't generate if already fully generated
*/
{
MapChunk *chunk = getChunk(chunkpos);
if(chunk != NULL && chunk->getGenLevel() == GENERATED_FULLY)
{
dstream<<"generateChunkRaw(): Chunk "
<<"("<<chunkpos.X<<","<<chunkpos.Y<<")"
<<" already generated"<<std::endl;
return chunk;
}
}
dstream<<"generateChunkRaw(): Generating chunk "
<<"("<<chunkpos.X<<","<<chunkpos.Y<<")"
<<std::endl;
TimeTaker timer("generateChunkRaw()");
2011-02-02 17:46:14 +01:00
// The distance how far into the neighbors the generator is allowed to go.
s16 max_spread_amount_sectors = 2;
assert(max_spread_amount_sectors <= m_chunksize);
s16 max_spread_amount = max_spread_amount_sectors * MAP_BLOCKSIZE;
2011-02-05 13:55:16 +01:00
// Minimum amount of space left on sides for mud to fall in
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//s16 min_mud_fall_space = 2;
// Maximum diameter of stone obstacles in X and Z
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/*s16 stone_obstacle_max_size = (max_spread_amount-min_mud_fall_space)*2;
assert(stone_obstacle_max_size/2 <= max_spread_amount-min_mud_fall_space);*/
s16 y_blocks_min = -4;
s16 y_blocks_max = 3;
s16 h_blocks = y_blocks_max - y_blocks_min + 1;
s16 y_nodes_min = y_blocks_min * MAP_BLOCKSIZE;
s16 y_nodes_max = y_blocks_max * MAP_BLOCKSIZE + MAP_BLOCKSIZE - 1;
v2s16 sectorpos_base = chunk_to_sector(chunkpos);
s16 sectorpos_base_size = m_chunksize;
/*v2s16 sectorpos_bigbase = chunk_to_sector(chunkpos - v2s16(1,1));
s16 sectorpos_bigbase_size = m_chunksize * 3;*/
v2s16 sectorpos_bigbase =
sectorpos_base - v2s16(1,1) * max_spread_amount_sectors;
s16 sectorpos_bigbase_size =
sectorpos_base_size + 2 * max_spread_amount_sectors;
v3s16 bigarea_blocks_min(
sectorpos_bigbase.X,
y_blocks_min,
sectorpos_bigbase.Y
);
v3s16 bigarea_blocks_max(
sectorpos_bigbase.X + sectorpos_bigbase_size - 1,
y_blocks_max,
sectorpos_bigbase.Y + sectorpos_bigbase_size - 1
);
// Relative values to control amount of stuff in one chunk
2011-02-04 13:32:30 +01:00
/*u32 relative_area = (u32)sectorpos_base_size*MAP_BLOCKSIZE
*(u32)sectorpos_base_size*MAP_BLOCKSIZE;*/
u32 relative_volume = (u32)sectorpos_base_size*MAP_BLOCKSIZE
*(u32)sectorpos_base_size*MAP_BLOCKSIZE
*(u32)h_blocks*MAP_BLOCKSIZE;
2011-02-02 17:46:14 +01:00
/*
The limiting edges of the lighting update, inclusive.
*/
s16 lighting_min_d = 0-max_spread_amount;
s16 lighting_max_d = sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
/*
Create the whole area of this and the neighboring chunks
*/
{
TimeTaker timer("generateChunkRaw() create area");
for(s16 x=0; x<sectorpos_bigbase_size; x++)
for(s16 z=0; z<sectorpos_bigbase_size; z++)
{
v2s16 sectorpos = sectorpos_bigbase + v2s16(x,z);
ServerMapSector *sector = createSector(sectorpos);
assert(sector);
for(s16 y=y_blocks_min; y<=y_blocks_max; y++)
{
v3s16 blockpos(sectorpos.X, y, sectorpos.Y);
MapBlock *block = createBlock(blockpos);
// Lighting won't be calculated
//block->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);
}
}
}
2011-02-02 17:46:14 +01:00
/*
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);
}
TimeTaker timer_generate("generateChunkRaw() generate");
2011-02-05 13:55:16 +01:00
// 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");
for(s16 x=0; x<sectorpos_bigbase_size*MAP_BLOCKSIZE; x++)
for(s16 z=0; z<sectorpos_bigbase_size*MAP_BLOCKSIZE; z++)
{
// Node position
v2s16 p2d = sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z);
/*
Skip of 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;
2011-02-04 13:32:30 +01:00
// Use perlin noise for ground height
surface_y_f = base_rock_level_2d(m_seed, p2d);
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/*// Experimental stuff
{
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float a = highlands_level_2d(m_seed, p2d);
if(a > surface_y_f)
surface_y_f = a;
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}*/
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// Convert to integer
s16 surface_y = (s16)surface_y_f;
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// 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<surface_y && y<=y_nodes_max; y++)
{
vmanip.m_data[i].d = CONTENT_STONE;
vmanip.m_area.add_y(em, i, 1);
}
}
}
}//timer1
2011-02-01 19:28:21 +01:00
/*
Randomize some parameters
*/
2011-02-05 13:55:16 +01:00
s32 stone_obstacle_count = 0;
2011-02-06 15:35:27 +01:00
/*s32 stone_obstacle_count =
rangelim((1.0+noise2d(m_seed+897,
sectorpos_base.X, sectorpos_base.Y))/2.0 * 30, 0, 100000);*/
2011-02-05 13:55:16 +01:00
s16 stone_obstacle_max_height = 0;
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/*s16 stone_obstacle_max_height =
rangelim((1.0+noise2d(m_seed+5902,
sectorpos_base.X, sectorpos_base.Y))/2.0 * 30, 0, 100000);*/
2011-02-01 19:28:21 +01:00
/*
Loop this part, it will make stuff look older and newer nicely
*/
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//for(u32 i_age=0; i_age<1; i_age++)
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for(u32 i_age=0; i_age<2; i_age++)
{ // Aging loop
{
// 8ms @cs=8
//TimeTaker timer1("stone obstacles");
/*
Add some random stone obstacles
*/
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2011-02-05 13:55:16 +01:00
for(s32 ri=0; ri<stone_obstacle_count; ri++)
{
// Randomize max height so usually stuff will be quite low
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s16 maxheight_randomized = myrand_range(0, stone_obstacle_max_height);
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//s16 stone_obstacle_max_size = sectorpos_base_size * MAP_BLOCKSIZE - 10;
s16 stone_obstacle_max_size = MAP_BLOCKSIZE*4-4;
v3s16 ob_size(
myrand_range(5, stone_obstacle_max_size),
myrand_range(0, maxheight_randomized),
myrand_range(5, stone_obstacle_max_size)
);
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// Don't make stupid small rectangle bumps
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if(ob_size.Y < 5)
continue;
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v2s16 ob_place(
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myrand_range(1+ob_size.X/2+2,
sectorpos_base_size*MAP_BLOCKSIZE-1-1-ob_size.X/2-2),
myrand_range(1+ob_size.Z/2+2,
sectorpos_base_size*MAP_BLOCKSIZE-1-1-ob_size.Z/2-2)
);
// Minimum space left on top of the obstacle
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s16 min_head_space = 12;
for(s16 x=-ob_size.X/2; x<ob_size.X/2; x++)
for(s16 z=-ob_size.Z/2; z<ob_size.Z/2; z++)
{
// Node position in 2d
v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + ob_place + v2s16(x,z);
// Find stone ground level
// (ignore everything else than mud in already generated chunks)
// and mud amount over the stone level
s16 surface_y = 0;
s16 mud_amount = 0;
{
v3s16 em = vmanip.m_area.getExtent();
u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
s16 y;
// Go to ground level
for(y=y_nodes_max; y>=y_nodes_min; y--)
{
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;
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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
*/
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//u32 dungeons_count = relative_volume / 600000;
/*u32 bruises_count = relative_volume * stone_surface_max_y / 40000000;
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if(stone_surface_max_y < WATER_LEVEL)
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bruises_count = 0;*/
u32 dungeons_count = 0;
u32 bruises_count = 0;
for(u32 jj=0; jj<dungeons_count+bruises_count; jj++)
{
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s16 min_tunnel_diameter = 2;
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s16 max_tunnel_diameter = 6;
u16 tunnel_routepoints = 15;
bool bruise_surface = (jj < bruises_count);
if(bruise_surface)
{
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min_tunnel_diameter = 5;
max_tunnel_diameter = myrand_range(10, 20);
/*min_tunnel_diameter = MYMAX(0, stone_surface_max_y/6);
max_tunnel_diameter = myrand_range(MYMAX(0, stone_surface_max_y/6), MYMAX(0, stone_surface_max_y/2));*/
/*s16 tunnel_rou = rangelim(25*(0.5+1.0*noise2d(m_seed+42,
sectorpos_base.X, sectorpos_base.Y)), 0, 15);*/
tunnel_routepoints = 5;
}
// Allowed route area size in nodes
v3s16 ar(
sectorpos_base_size*MAP_BLOCKSIZE,
h_blocks*MAP_BLOCKSIZE,
sectorpos_base_size*MAP_BLOCKSIZE
);
// Area starting point in nodes
v3s16 of(
sectorpos_base.X*MAP_BLOCKSIZE,
y_blocks_min*MAP_BLOCKSIZE,
sectorpos_base.Y*MAP_BLOCKSIZE
);
// Allow a bit more
//(this should be more than the maximum radius of the tunnel)
//s16 insure = 5; // Didn't work with max_d = 20
s16 insure = 10;
s16 more = 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;
//s16 route_y_max = ar.Y-1;
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s16 route_y_max = -of.Y + stone_surface_max_y + max_tunnel_diameter/2;
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// If dungeons
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if(bruise_surface == false)
{
// Don't go through surface too often
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route_y_max -= myrand_range(0, max_tunnel_diameter*2);
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}
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route_y_max = rangelim(route_y_max, 0, ar.Y-1);
if(bruise_surface)
{
/*// Minimum is at y=0
route_y_min = -of.Y - 0;*/
// Minimum is at y=max_tunnel_diameter/4
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//route_y_min = -of.Y + max_tunnel_diameter/4;
//s16 min = -of.Y + max_tunnel_diameter/4;
s16 min = -of.Y + 0;
route_y_min = myrand_range(min, min + max_tunnel_diameter);
route_y_min = rangelim(route_y_min, 0, route_y_max);
}
/*dstream<<"route_y_min = "<<route_y_min
<<", route_y_max = "<<route_y_max<<std::endl;*/
// Randomize starting position
v3f orp(
(float)(myrand()%ar.X)+0.5,
(float)(myrand_range(route_y_min, route_y_max))+0.5,
(float)(myrand()%ar.Z)+0.5
);
MapNode airnode(CONTENT_AIR);
/*
Generate some tunnel starting from orp
*/
for(u16 j=0; j<tunnel_routepoints; j++)
{
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// Randomize size
s16 min_d = min_tunnel_diameter;
s16 max_d = max_tunnel_diameter;
s16 rs = myrand_range(min_d, max_d);
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v3s16 maxlen(15, 5, 15);
if(bruise_surface)
{
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maxlen = v3s16(rs*7,rs*7,rs*7);
}
v3f vec(
(float)(myrand()%(maxlen.X*2))-(float)maxlen.X,
(float)(myrand()%(maxlen.Y*2))-(float)maxlen.Y,
(float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z
);
v3f rp = orp + vec;
if(rp.X < 0)
rp.X = 0;
else if(rp.X >= ar.X)
rp.X = ar.X-1;
if(rp.Y < route_y_min)
rp.Y = route_y_min;
else if(rp.Y >= route_y_max)
rp.Y = route_y_max-1;
if(rp.Z < 0)
rp.Z = 0;
else if(rp.Z >= ar.Z)
rp.Z = ar.Z-1;
vec = rp - orp;
for(float f=0; f<1.0; f+=1.0/vec.getLength())
{
v3f fp = orp + vec * f;
v3s16 cp(fp.X, fp.Y, fp.Z);
s16 d0 = -rs/2;
s16 d1 = d0 + rs - 1;
for(s16 z0=d0; z0<=d1; z0++)
{
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//s16 si = rs - MYMAX(0, abs(z0)-rs/4);
s16 si = rs - MYMAX(0, abs(z0)-rs/7);
for(s16 x0=-si; x0<=si-1; x0++)
{
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s16 maxabsxz = MYMAX(abs(x0), abs(z0));
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//s16 si2 = rs - MYMAX(0, maxabsxz-rs/4);
s16 si2 = rs - MYMAX(0, maxabsxz-rs/7);
//s16 si2 = rs - abs(x0);
2011-02-08 00:12:55 +01:00
for(s16 y0=-si2+1+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, ar) == false)
continue;*/
// Check only height
if(y < 0 || y >= ar.Y)
continue;
p += of;
//assert(vmanip.m_area.contains(p));
if(vmanip.m_area.contains(p) == false)
{
dstream<<"WARNING: "<<__FUNCTION_NAME
<<":"<<__LINE__<<": "
<<"point not in area"
<<std::endl;
continue;
}
// Just set it to air, it will be changed to
// water afterwards
u32 i = vmanip.m_area.index(p);
vmanip.m_data[i] = airnode;
}
}
}
}
orp = rp;
}
}
}//timer1
{
// 46ms @cs=8
//TimeTaker timer1("ore veins");
/*
Make ore veins
*/
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for(u32 jj=0; jj<relative_volume/2000; jj++)
{
s16 max_vein_diameter = 3;
// Allowed route area size in nodes
v3s16 ar(
sectorpos_base_size*MAP_BLOCKSIZE,
h_blocks*MAP_BLOCKSIZE,
sectorpos_base_size*MAP_BLOCKSIZE
);
// Area starting point in nodes
v3s16 of(
sectorpos_base.X*MAP_BLOCKSIZE,
y_blocks_min*MAP_BLOCKSIZE,
sectorpos_base.Y*MAP_BLOCKSIZE
);
// Allow a bit more
//(this should be more than the maximum radius of the tunnel)
s16 insure = 3;
s16 more = max_spread_amount - max_vein_diameter/2 - insure;
ar += v3s16(1,0,1) * more * 2;
of -= v3s16(1,0,1) * more;
// Randomize starting position
v3f orp(
(float)(myrand()%ar.X)+0.5,
(float)(myrand()%ar.Y)+0.5,
(float)(myrand()%ar.Z)+0.5
);
// Randomize mineral
u8 mineral = myrand_range(1, MINERAL_COUNT-1);
/*
Generate some vein starting from orp
*/
for(u16 j=0; j<2; j++)
{
/*v3f rp(
(float)(myrand()%ar.X)+0.5,
(float)(myrand()%ar.Y)+0.5,
(float)(myrand()%ar.Z)+0.5
);
v3f vec = rp - orp;*/
v3s16 maxlen(10, 10, 10);
v3f vec(
(float)(myrand()%(maxlen.X*2))-(float)maxlen.X,
(float)(myrand()%(maxlen.Y*2))-(float)maxlen.Y,
(float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z
);
v3f rp = orp + vec;
if(rp.X < 0)
rp.X = 0;
else if(rp.X >= ar.X)
rp.X = ar.X;
if(rp.Y < 0)
rp.Y = 0;
else if(rp.Y >= ar.Y)
rp.Y = ar.Y;
if(rp.Z < 0)
rp.Z = 0;
else if(rp.Z >= ar.Z)
rp.Z = ar.Z;
vec = rp - orp;
// Randomize size
s16 min_d = 0;
s16 max_d = max_vein_diameter;
s16 rs = myrand_range(min_d, max_d);
for(float f=0; f<1.0; f+=1.0/vec.getLength())
{
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; x<sectorpos_base_size*MAP_BLOCKSIZE; x++)
for(s16 z=0; z<sectorpos_base_size*MAP_BLOCKSIZE; z++)
{
// Node position in 2d
v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
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// Randomize mud amount
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s16 mud_add_amount = (s16)(2.5 + 2.0 * noise2d_perlin(
2011-02-04 13:32:30 +01:00
0.5+(float)p2d.X/200, 0.5+(float)p2d.Y/200,
m_seed+1, 3, 0.55));
// Find ground level
2011-02-08 00:12:55 +01:00
s16 surface_y = find_ground_level_clever(vmanip, p2d);
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/*
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->d == 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++)
{
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if(mudcount >= mud_add_amount)
break;
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MapNode &n = vmanip.m_data[i];
n.d = CONTENT_MUD;
mudcount++;
vmanip.m_area.add_y(em, i, 1);
}
}
}
}//timer1
{
2011-02-06 15:35:27 +01:00
// 340ms @cs=8
TimeTaker timer1("flow mud");
/*
Flow mud away from steep edges
*/
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// 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
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for(s16 k=0; k<3; k++)
{
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for(s16 x=mudflow_minpos;
x<=mudflow_maxpos;
x++)
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for(s16 z=mudflow_minpos;
z<=mudflow_maxpos;
z++)
{
2011-02-05 13:55:16 +01:00
// 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));
2011-02-03 12:48:17 +01:00
s16 y=y_nodes_max;
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for(;; y--)
{
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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;
2011-02-03 12:48:17 +01:00
/*// If not mud, do nothing to it
MapNode *n = &vmanip.m_data[i];
if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
continue;*/
2011-02-04 13:32:30 +01:00
/*
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;
}
2011-02-03 12:48:17 +01:00
// Make it exactly mud
n->d = CONTENT_MUD;
/*s16 recurse_count = 0;
mudflow_recurse:*/
2011-02-01 19:28:21 +01:00
2011-02-03 12:48:17 +01:00
v3s16 dirs4[4] = {
v3s16(0,0,1), // back
v3s16(1,0,0), // right
v3s16(0,0,-1), // front
v3s16(-1,0,0), // left
};
2011-02-04 00:22:07 +01:00
// Theck that upper is air or doesn't exist.
2011-02-04 13:32:30 +01:00
// Cancel dropping if upper keeps it in place
2011-02-04 00:22:07 +01:00
u32 i3 = i;
vmanip.m_area.add_y(em, i3, 1);
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if(vmanip.m_area.contains(i3) == true
&& content_walkable(vmanip.m_data[i3].d) == true)
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{
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continue;
}
2011-02-04 00:22:07 +01:00
2011-02-04 13:32:30 +01:00
// 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;
2011-02-05 13:55:16 +01:00
/*// 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;*/
2011-02-04 13:32:30 +01:00
// Loop further down until not air
do{
2011-02-03 12:48:17 +01:00
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];
2011-02-04 13:32:30 +01:00
}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];
2011-02-03 12:48:17 +01:00
2011-02-04 13:32:30 +01:00
// Move mud to new place
*n2 = *n;
// Set old place to be air
*n = MapNode(CONTENT_AIR);
2011-02-03 12:48:17 +01:00
2011-02-04 13:32:30 +01:00
// Done
break;
2011-02-03 12:48:17 +01:00
}
}
}
}
}//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<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
x++)
for(s16 z=0-max_spread_amount;
z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
z++)
{
// Node position in 2d
v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
// Find ground level
//s16 surface_y = find_ground_level(vmanip, p2d);
/*
If ground level is over water level, skip.
NOTE: This leaves caves near water without water,
which looks especially crappy when the nearby water
won't start flowing either for some reason
*/
/*if(surface_y > WATER_LEVEL)
continue;*/
/*
Add water on ground
*/
{
v3s16 em = vmanip.m_area.getExtent();
u8 light = LIGHT_MAX;
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// 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];
2011-02-04 00:22:07 +01:00
/*// 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);
2011-02-04 00:22:07 +01:00
}*/
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)
{
2011-02-04 00:22:07 +01:00
/*// 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);
2011-02-04 00:22:07 +01:00
}*/
break;
}
n->d = CONTENT_WATERSOURCE;
n->setLight(LIGHTBANK_DAY, light);
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// Add to transforming liquid queue (in case it'd
// start flowing)
v3s16 p = v3s16(p2d.X, y, p2d.Y);
2011-02-04 00:22:07 +01:00
m_transforming_liquid.push_back(p);
// Next one
vmanip.m_area.add_y(em, i, -1);
if(light > 0)
light--;
}
}
}
}//timer1
2011-02-01 19:28:21 +01:00
} // Aging loop
2011-02-06 15:35:27 +01:00
{
//TimeTaker timer1("convert mud to sand");
2011-02-04 13:32:30 +01:00
/*
Convert mud to sand
*/
//s16 mud_add_amount = myrand_range(2, 4);
//s16 mud_add_amount = 0;
/*for(s16 x=0; x<sectorpos_base_size*MAP_BLOCKSIZE; x++)
for(s16 z=0; z<sectorpos_base_size*MAP_BLOCKSIZE; z++)*/
for(s16 x=0-max_spread_amount+1;
x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
x++)
for(s16 z=0-max_spread_amount+1;
z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
z++)
{
// Node position in 2d
v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
// Determine whether to have sand here
double sandnoise = noise2d_perlin(
0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
m_seed+59420, 3, 0.50);
2011-02-08 00:12:55 +01:00
bool have_sand = (sandnoise > -0.15);
2011-02-04 13:32:30 +01:00
if(have_sand == false)
continue;
// Find ground level
s16 surface_y = find_ground_level_clever(vmanip, p2d);
if(surface_y > 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)
2011-02-05 13:55:16 +01:00
{
2011-02-04 13:32:30 +01:00
n->d = CONTENT_SAND;
2011-02-05 13:55:16 +01:00
}
2011-02-04 13:32:30 +01:00
else
{
not_sand_counter++;
if(not_sand_counter > 3)
break;
}
vmanip.m_area.add_y(em, i, -1);
}
}
}
}//timer1
{
// 1ms @cs=8
2011-02-05 13:55:16 +01:00
//TimeTaker timer1("generate trees");
/*
2011-02-05 13:55:16 +01:00
Generate some trees
*/
{
2011-02-04 13:32:30 +01:00
// Divide area into parts
s16 div = 8;
s16 sidelen = sectorpos_base_size*MAP_BLOCKSIZE / div;
double area = sidelen * sidelen;
for(s16 x0=0; x0<div; x0++)
for(s16 z0=0; z0<div; z0++)
{
// Center position of part of division
v2s16 p2d_center(
sectorpos_base.X*MAP_BLOCKSIZE + sidelen/2 + sidelen*x0,
sectorpos_base.Y*MAP_BLOCKSIZE + sidelen/2 + sidelen*z0
);
// Minimum edge of part of division
v2s16 p2d_min(
sectorpos_base.X*MAP_BLOCKSIZE + sidelen*x0,
sectorpos_base.Y*MAP_BLOCKSIZE + sidelen*z0
);
// Maximum edge of part of division
v2s16 p2d_max(
sectorpos_base.X*MAP_BLOCKSIZE + sidelen + sidelen*x0 - 1,
sectorpos_base.Y*MAP_BLOCKSIZE + sidelen + sidelen*z0 - 1
);
// Amount of trees
u32 tree_count = area * tree_amount_2d(m_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));
// Don't make a tree under water level
if(y < WATER_LEVEL)
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->d != 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<count; i++)
{
s16 x = myrand_range(0, sectorpos_base_size*MAP_BLOCKSIZE-1);
s16 z = myrand_range(0, sectorpos_base_size*MAP_BLOCKSIZE-1);
x += sectorpos_base.X*MAP_BLOCKSIZE;
z += sectorpos_base.Y*MAP_BLOCKSIZE;
s16 y = find_ground_level(vmanip, v2s16(x,z));
// Don't make a tree under water level
if(y < WATER_LEVEL)
continue;
v3s16 p(x,y+1,z);
// Make a tree
make_tree(vmanip, p);
2011-02-04 13:32:30 +01:00
}*/
}
}//timer1
2011-02-01 19:28:21 +01:00
{
// 19ms @cs=8
//TimeTaker timer1("grow grass");
/*
Grow grass
*/
/*for(s16 x=0-4; x<sectorpos_base_size*MAP_BLOCKSIZE+4; x++)
for(s16 z=0-4; z<sectorpos_base_size*MAP_BLOCKSIZE+4; z++)*/
for(s16 x=0-max_spread_amount;
x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
x++)
for(s16 z=0-max_spread_amount;
z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
z++)
{
// Node position in 2d
v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
/*
Find the lowest surface to which enough light ends up
to make grass grow.
Basically just wait until not air and not leaves.
*/
s16 surface_y = 0;
{
v3s16 em = vmanip.m_area.getExtent();
u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
s16 y;
// Go to ground level
for(y=y_nodes_max; y>=y_nodes_min; y--)
{
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
/*
2011-02-06 15:35:27 +01:00
Initial lighting (sunlight)
*/
core::map<v3s16, bool> light_sources;
{
// 750ms @cs=8, can't optimize more
2011-02-06 15:35:27 +01:00
TimeTaker timer1("initial lighting");
2011-02-02 17:46:14 +01:00
#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);
}
2011-02-06 15:35:27 +01:00
//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);
2011-02-02 17:46:14 +01:00
}
}
}
#endif
/*for(s16 x=0; x<sectorpos_base_size*MAP_BLOCKSIZE; x++)
for(s16 z=0; z<sectorpos_base_size*MAP_BLOCKSIZE; z++)*/
2011-02-02 17:46:14 +01:00
/*for(s16 x=0-max_spread_amount+1;
x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
x++)
for(s16 z=0-max_spread_amount+1;
z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
2011-02-02 17:46:14 +01:00
z++)*/
2011-02-06 15:35:27 +01:00
#if 1
2011-02-02 17:46:14 +01:00
/*
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;
}
}
}
2011-02-02 17:46:14 +01:00
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);
}
}
2010-11-27 00:02:21 +01:00
}
2011-02-06 15:35:27 +01:00
#endif
#if 0
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;
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);
// This doesn't take much time
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
}//timer1
// Spread light around
2010-11-27 00:02:21 +01:00
{
TimeTaker timer("generateChunkRaw() spreadLight");
vmanip.spreadLight(LIGHTBANK_DAY, light_sources);
2010-11-27 00:02:21 +01:00
}
/*
Generation ended
*/
timer_generate.stop();
2010-11-27 00:02:21 +01:00
/*
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<v3s16, MapBlock*>::Iterator i = changed_blocks.getIterator();
i.atEnd() == false; i++)
{
MapBlock *block = i.getNode()->getValue();
block->updateDayNightDiff();
}
}
/*
Create chunk metadata
2010-11-27 00:02:21 +01:00
*/
for(s16 x=-1; x<=1; x++)
for(s16 y=-1; y<=1; y++)
2010-11-27 00:02:21 +01:00
{
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);
2010-11-27 00:02:21 +01:00
}
/*
Set central chunk non-volatile and return it
*/
MapChunk *chunk = getChunk(chunkpos);
assert(chunk);
// Set non-volatile
//chunk->setIsVolatile(false);
chunk->setGenLevel(GENERATED_FULLY);
// Return it
return chunk;
}
MapChunk* ServerMap::generateChunk(v2s16 chunkpos1,
core::map<v3s16, MapBlock*> &changed_blocks)
{
dstream<<"generateChunk(): Generating chunk "
<<"("<<chunkpos1.X<<","<<chunkpos1.Y<<")"
<<std::endl;
/*for(s16 x=-1; x<=1; x++)
for(s16 y=-1; y<=1; y++)*/
for(s16 x=-0; x<=0; x++)
for(s16 y=-0; y<=0; y++)
{
v2s16 chunkpos0 = chunkpos1 + v2s16(x,y);
MapChunk *chunk = getChunk(chunkpos0);
// Skip if already generated
if(chunk != NULL && chunk->getGenLevel() == GENERATED_FULLY)
continue;
generateChunkRaw(chunkpos0, changed_blocks);
}
2010-11-27 00:02:21 +01:00
assert(chunkNonVolatile(chunkpos1));
MapChunk *chunk = getChunk(chunkpos1);
return chunk;
2010-11-27 00:02:21 +01:00
}
ServerMapSector * ServerMap::createSector(v2s16 p2d)
2010-11-27 00:02:21 +01:00
{
DSTACK("%s: p2d=(%d,%d)",
2010-11-27 00:02:21 +01:00
__FUNCTION_NAME,
p2d.X, p2d.Y);
2010-11-27 00:02:21 +01:00
/*
Check if it exists already in memory
2010-11-27 00:02:21 +01:00
*/
ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d);
if(sector != NULL)
return sector;
2010-11-27 00:02:21 +01:00
/*
Try to load it from disk (with blocks)
2010-11-27 00:02:21 +01:00
*/
if(loadSectorFull(p2d) == true)
2010-11-27 00:02:21 +01:00
{
ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d);
if(sector == NULL)
2010-11-27 00:02:21 +01:00
{
dstream<<"ServerMap::createSector(): loadSectorFull didn't make a sector"<<std::endl;
throw InvalidPositionException("");
2010-11-27 00:02:21 +01:00
}
return sector;
2010-11-27 00:02:21 +01:00
}
/*
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
*/
2011-02-05 13:55:16 +01:00
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<v3s16, MapBlock*> &changed_blocks)
{
DSTACK("%s: p2d=(%d,%d)",
__FUNCTION_NAME,
p2d.X, p2d.Y);
2010-11-27 00:02:21 +01:00
/*
Check chunk status
2010-11-27 00:02:21 +01:00
*/
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);
2010-11-27 00:02:21 +01:00
/*
If chunk is not fully generated, generate chunk
*/
if(chunk_nonvolatile == false)
{
// Generate chunk and neighbors
generateChunk(chunkpos, changed_blocks);
}
/*
Return sector if it exists now
*/
MapSector *sector = getSectorNoGenerateNoEx(p2d);
if(sector != NULL)
return sector;
/*
Try to load it from disk
*/
if(loadSectorFull(p2d) == true)
{
MapSector *sector = getSectorNoGenerateNoEx(p2d);
if(sector == NULL)
{
dstream<<"ServerMap::emergeSector(): loadSectorFull didn't make a sector"<<std::endl;
throw InvalidPositionException("");
}
return sector;
}
/*
generateChunk should have generated the sector
*/
assert(0);
2010-11-27 00:02:21 +01:00
/*
Generate directly
2010-11-27 00:02:21 +01:00
*/
//return generateSector();
}
/*
NOTE: This is not used for main map generation, only for blocks
that are very high or low
*/
MapBlock * ServerMap::generateBlock(
v3s16 p,
MapBlock *original_dummy,
ServerMapSector *sector,
core::map<v3s16, MapBlock*> &changed_blocks,
core::map<v3s16, MapBlock*> &lighting_invalidated_blocks
)
{
DSTACK("%s: p=(%d,%d,%d)",
__FUNCTION_NAME,
p.X, p.Y, p.Z);
/*dstream<<"generateBlock(): "
<<"("<<p.X<<","<<p.Y<<","<<p.Z<<")"
<<std::endl;*/
MapBlock *block = original_dummy;
v2s16 p2d(p.X, p.Z);
s16 block_y = p.Y;
2010-11-27 00:02:21 +01:00
/*
Do not generate over-limit
*/
if(blockpos_over_limit(p))
{
dstream<<__FUNCTION_NAME<<": Block position over limit"<<std::endl;
throw InvalidPositionException("generateBlock(): pos. over limit");
}
2010-11-27 00:02:21 +01:00
/*
If block doesn't exist, create one.
If it exists, it is a dummy. In that case unDummify() it.
2011-01-15 12:50:13 +01:00
NOTE: This already sets the map as the parent of the block
2010-11-27 00:02:21 +01:00
*/
if(block == NULL)
{
block = sector->createBlankBlockNoInsert(block_y);
}
else
{
// Remove the block so that nobody can get a half-generated one.
sector->removeBlock(block);
2011-01-15 12:50:13 +01:00
// Allocate the block to contain the generated data
2010-11-27 00:02:21 +01:00
block->unDummify();
}
u8 water_material = CONTENT_WATERSOURCE;
2011-01-15 12:50:13 +01:00
s32 lowest_ground_y = 32767;
s32 highest_ground_y = -32768;
for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
{
//dstream<<"generateBlock: x0="<<x0<<", z0="<<z0<<std::endl;
2011-01-15 12:50:13 +01:00
2011-02-05 13:55:16 +01:00
s16 surface_y = 0;
2011-01-15 12:50:13 +01:00
if(surface_y < lowest_ground_y)
lowest_ground_y = surface_y;
if(surface_y > highest_ground_y)
highest_ground_y = surface_y;
2011-02-05 13:55:16 +01:00
s32 surface_depth = 2;
2011-01-15 12:50:13 +01:00
for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
{
s16 real_y = block_y * MAP_BLOCKSIZE + y0;
MapNode n;
/*
Calculate lighting
NOTE: If there are some man-made structures above the
newly created block, they won't be taken into account.
*/
if(real_y > surface_y)
n.setLight(LIGHTBANK_DAY, LIGHT_SUN);
/*
Calculate material
*/
// If node is over heightmap y, it's air or water
if(real_y > surface_y)
{
// If under water level, it's water
if(real_y < WATER_LEVEL)
{
n.d = water_material;
n.setLight(LIGHTBANK_DAY,
diminish_light(LIGHT_SUN, WATER_LEVEL-real_y+1));
/*
Add to transforming liquid queue (in case it'd
start flowing)
*/
v3s16 real_pos = v3s16(x0,y0,z0) + p*MAP_BLOCKSIZE;
m_transforming_liquid.push_back(real_pos);
2011-01-15 12:50:13 +01:00
}
// else air
else
n.d = CONTENT_AIR;
}
// Else it's ground or dungeons (air)
else
{
// If it's surface_depth under ground, it's stone
if(real_y <= surface_y - surface_depth)
{
n.d = CONTENT_STONE;
}
else
{
// It is mud if it is under the first ground
// level or under water
if(real_y < WATER_LEVEL || real_y <= surface_y - 1)
{
n.d = CONTENT_MUD;
}
else
{
n.d = CONTENT_GRASS;
}
//n.d = CONTENT_MUD;
/*// If under water level, it's mud
if(real_y < WATER_LEVEL)
n.d = CONTENT_MUD;
// Only the topmost node is grass
else if(real_y <= surface_y - 1)
n.d = CONTENT_MUD;
else
n.d = CONTENT_GRASS;*/
}
}
block->setNode(v3s16(x0,y0,z0), n);
}
}
2010-12-25 15:04:51 +01:00
/*
2011-01-15 12:50:13 +01:00
Calculate some helper variables
2010-12-25 15:04:51 +01:00
*/
2011-01-15 12:50:13 +01:00
// Completely underground if the highest part of block is under lowest
// ground height.
// This has to be very sure; it's probably one too strict now but
// that's just better.
bool completely_underground =
block_y * MAP_BLOCKSIZE + MAP_BLOCKSIZE < lowest_ground_y;
bool some_part_underground = block_y * MAP_BLOCKSIZE <= highest_ground_y;
bool mostly_underwater_surface = false;
if(highest_ground_y < WATER_LEVEL
&& some_part_underground && !completely_underground)
mostly_underwater_surface = true;
/*
Get local attributes
*/
//dstream<<"generateBlock(): Getting local attributes"<<std::endl;
float caves_amount = 0.5;
#if 0
{
/*
NOTE: BEWARE: Too big amount of attribute points slows verything
down by a lot.
1 interpolation from 5000 points takes 2-3ms.
*/
//TimeTaker timer("generateBlock() local attribute retrieval");
v2s16 nodepos2d = p2d * MAP_BLOCKSIZE;
PointAttributeList *list_caves_amount = m_padb.getList("caves_amount");
caves_amount = list_caves_amount->getInterpolatedFloat(nodepos2d);
}
#endif
//dstream<<"generateBlock(): Done"<<std::endl;
2011-01-15 12:50:13 +01:00
/*
Generate dungeons
*/
// Initialize temporary table
2010-12-25 15:04:51 +01:00
const s32 ued = MAP_BLOCKSIZE;
bool underground_emptiness[ued*ued*ued];
for(s32 i=0; i<ued*ued*ued; i++)
{
underground_emptiness[i] = 0;
}
2011-01-15 12:50:13 +01:00
// Fill table
#if 1
2010-12-25 15:04:51 +01:00
{
/*
Initialize orp and ors. Try to find if some neighboring
MapBlock has a tunnel ended in its side
*/
2010-12-25 22:23:53 +01:00
v3f orp(
2010-12-26 12:51:56 +01:00
(float)(myrand()%ued)+0.5,
(float)(myrand()%ued)+0.5,
(float)(myrand()%ued)+0.5
2010-12-25 22:23:53 +01:00
);
2011-01-08 13:08:48 +01:00
bool found_existing = false;
2010-12-25 15:04:51 +01:00
// Check z-
try
{
s16 z = -1;
for(s16 y=0; y<ued; y++)
for(s16 x=0; x<ued; x++)
{
v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
if(getNode(ap).d == CONTENT_AIR)
{
orp = v3f(x+1,y+1,0);
2011-01-08 13:08:48 +01:00
found_existing = true;
2010-12-25 22:23:53 +01:00
goto continue_generating;
2010-12-25 15:04:51 +01:00
}
}
}
catch(InvalidPositionException &e){}
// Check z+
try
{
s16 z = ued;
for(s16 y=0; y<ued; y++)
for(s16 x=0; x<ued; x++)
{
v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
if(getNode(ap).d == CONTENT_AIR)
{
orp = v3f(x+1,y+1,ued-1);
2011-01-08 13:08:48 +01:00
found_existing = true;
2010-12-25 22:23:53 +01:00
goto continue_generating;
2010-12-25 15:04:51 +01:00
}
}
}
catch(InvalidPositionException &e){}
// Check x-
try
{
s16 x = -1;
for(s16 y=0; y<ued; y++)
for(s16 z=0; z<ued; z++)
{
v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
if(getNode(ap).d == CONTENT_AIR)
{
orp = v3f(0,y+1,z+1);
2011-01-08 13:08:48 +01:00
found_existing = true;
2010-12-25 22:23:53 +01:00
goto continue_generating;
2010-12-25 15:04:51 +01:00
}
}
}
catch(InvalidPositionException &e){}
// Check x+
try
{
s16 x = ued;
for(s16 y=0; y<ued; y++)
for(s16 z=0; z<ued; z++)
{
v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
if(getNode(ap).d == CONTENT_AIR)
{
orp = v3f(ued-1,y+1,z+1);
2011-01-08 13:08:48 +01:00
found_existing = true;
2010-12-25 22:23:53 +01:00
goto continue_generating;
2010-12-25 15:04:51 +01:00
}
}
}
catch(InvalidPositionException &e){}
2010-12-25 22:23:53 +01:00
// Check y-
try
{
s16 y = -1;
for(s16 x=0; x<ued; x++)
for(s16 z=0; z<ued; z++)
{
v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
if(getNode(ap).d == CONTENT_AIR)
{
orp = v3f(x+1,0,z+1);
found_existing = true;
goto continue_generating;
}
}
}
catch(InvalidPositionException &e){}
// Check y+
try
{
s16 y = ued;
for(s16 x=0; x<ued; x++)
for(s16 z=0; z<ued; z++)
{
v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
if(getNode(ap).d == CONTENT_AIR)
{
orp = v3f(x+1,ued-1,z+1);
found_existing = true;
goto continue_generating;
}
}
}
catch(InvalidPositionException &e){}
2010-12-25 22:23:53 +01:00
continue_generating:
2010-12-25 15:04:51 +01:00
/*
Choose whether to actually generate dungeon
2010-12-25 15:04:51 +01:00
*/
2011-01-15 12:50:13 +01:00
bool do_generate_dungeons = true;
// Don't generate if no part is underground
2011-01-15 12:50:13 +01:00
if(!some_part_underground)
{
2011-01-15 12:50:13 +01:00
do_generate_dungeons = false;
}
// Don't generate if mostly underwater surface
/*else if(mostly_underwater_surface)
{
do_generate_dungeons = false;
}*/
// Partly underground = cave
2011-01-15 12:50:13 +01:00
else if(!completely_underground)
{
do_generate_dungeons = (rand() % 100 <= (s32)(caves_amount*100));
}
// Found existing dungeon underground
else if(found_existing && completely_underground)
{
do_generate_dungeons = (rand() % 100 <= (s32)(caves_amount*100));
}
// Underground and no dungeons found
2011-01-15 12:50:13 +01:00
else
{
do_generate_dungeons = (rand() % 300 <= (s32)(caves_amount*100));
}
2011-01-15 12:50:13 +01:00
if(do_generate_dungeons)
2010-12-25 15:04:51 +01:00
{
2011-01-08 13:08:48 +01:00
/*
Generate some tunnel starting from orp and ors
*/
for(u16 i=0; i<3; i++)
2010-12-25 15:04:51 +01:00
{
2011-01-08 13:08:48 +01:00
v3f rp(
(float)(myrand()%ued)+0.5,
(float)(myrand()%ued)+0.5,
(float)(myrand()%ued)+0.5
);
s16 min_d = 0;
2011-01-24 12:32:11 +01:00
s16 max_d = 4;
2011-01-08 13:08:48 +01:00
s16 rs = (myrand()%(max_d-min_d+1))+min_d;
v3f vec = rp - orp;
for(float f=0; f<1.0; f+=0.04)
2010-12-25 15:04:51 +01:00
{
2011-01-08 13:08:48 +01:00
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++)
2010-12-25 15:04:51 +01:00
{
2011-01-08 13:08:48 +01:00
s16 si = rs - abs(z0);
for(s16 x0=-si; x0<=si-1; x0++)
2010-12-25 15:04:51 +01:00
{
2011-01-08 13:08:48 +01:00
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;
}
2010-12-25 15:04:51 +01:00
}
}
}
2011-01-08 13:08:48 +01:00
orp = rp;
}
2010-12-25 15:04:51 +01:00
}
}
#endif
2010-11-27 00:02:21 +01:00
// Set to true if has caves.
// Set when some non-air is changed to air when making caves.
bool has_dungeons = false;
2011-01-15 12:50:13 +01:00
/*
Apply temporary cave data to block
*/
2010-11-27 00:02:21 +01:00
for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
{
for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
{
2011-01-15 12:50:13 +01:00
MapNode n = block->getNode(v3s16(x0,y0,z0));
2010-12-13 02:19:12 +01:00
2011-01-15 12:50:13 +01:00
// 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)*/)
2010-12-13 02:19:12 +01:00
{
2011-01-15 12:50:13 +01:00
// Has now caves
has_dungeons = true;
2011-01-15 12:50:13 +01:00
// Set air to node
2010-12-13 02:19:12 +01:00
n.d = CONTENT_AIR;
}
}
2010-11-27 00:02:21 +01:00
block->setNode(v3s16(x0,y0,z0), n);
}
}
2011-01-15 12:50:13 +01:00
2010-11-27 00:02:21 +01:00
/*
2011-01-15 12:50:13 +01:00
This is used for guessing whether or not the block should
receive sunlight from the top if the block above doesn't exist
2010-11-27 00:02:21 +01:00
*/
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"<<std::endl;
lighting_invalidated_blocks[block->getPos()] = block;
2011-01-15 12:50:13 +01:00
}*/
// DEBUG: Always update lighting
//lighting_invalidated_blocks[block->getPos()] = block;
2011-01-15 12:50:13 +01:00
2010-11-27 00:02:21 +01:00
/*
Add some minerals
*/
if(some_part_underground)
2010-11-27 00:02:21 +01:00
{
s16 underground_level = (lowest_ground_y/MAP_BLOCKSIZE - block_y)+1;
/*
Add meseblocks
*/
for(s16 i=0; i<underground_level/4 + 1; i++)
2010-11-27 00:02:21 +01:00
{
if(myrand()%50 == 0)
2010-11-27 00:02:21 +01:00
{
v3s16 cp(
2010-12-26 12:51:56 +01:00
(myrand()%(MAP_BLOCKSIZE-2))+1,
(myrand()%(MAP_BLOCKSIZE-2))+1,
(myrand()%(MAP_BLOCKSIZE-2))+1
2010-11-27 00:02:21 +01:00
);
MapNode n;
2010-12-13 02:19:12 +01:00
n.d = CONTENT_MESE;
2010-11-27 00:02:21 +01:00
for(u16 i=0; i<27; i++)
2010-11-27 00:02:21 +01:00
{
if(block->getNode(cp+g_27dirs[i]).d == CONTENT_STONE)
2010-12-26 12:51:56 +01:00
if(myrand()%8 == 0)
block->setNode(cp+g_27dirs[i], n);
2010-11-27 00:02:21 +01:00
}
}
}
2010-12-22 15:30:23 +01:00
/*
Add coal
*/
2011-02-06 15:35:27 +01:00
u16 coal_amount = 30;
u16 coal_rareness = 60 / coal_amount;
if(coal_rareness == 0)
coal_rareness = 1;
2010-12-26 12:51:56 +01:00
if(myrand()%coal_rareness == 0)
2010-12-22 15:30:23 +01:00
{
2010-12-26 12:51:56 +01:00
u16 a = myrand() % 16;
2010-12-24 10:44:26 +01:00
u16 amount = coal_amount * a*a*a / 1000;
for(s16 i=0; i<amount; i++)
2010-12-22 15:30:23 +01:00
{
v3s16 cp(
2010-12-26 12:51:56 +01:00
(myrand()%(MAP_BLOCKSIZE-2))+1,
(myrand()%(MAP_BLOCKSIZE-2))+1,
(myrand()%(MAP_BLOCKSIZE-2))+1
2010-12-22 15:30:23 +01:00
);
MapNode n;
n.d = CONTENT_STONE;
n.param = MINERAL_COAL;
2010-12-22 15:30:23 +01:00
for(u16 i=0; i<27; i++)
{
if(block->getNode(cp+g_27dirs[i]).d == CONTENT_STONE)
if(myrand()%8 == 0)
block->setNode(cp+g_27dirs[i], n);
}
}
}
/*
Add iron
*/
//TODO: change to iron_amount or whatever
2011-02-06 15:35:27 +01:00
u16 iron_amount = 15;
u16 iron_rareness = 60 / iron_amount;
if(iron_rareness == 0)
iron_rareness = 1;
if(myrand()%iron_rareness == 0)
{
u16 a = myrand() % 16;
u16 amount = iron_amount * a*a*a / 1000;
for(s16 i=0; i<amount; i++)
{
v3s16 cp(
(myrand()%(MAP_BLOCKSIZE-2))+1,
(myrand()%(MAP_BLOCKSIZE-2))+1,
(myrand()%(MAP_BLOCKSIZE-2))+1
);
MapNode n;
n.d = CONTENT_STONE;
n.param = MINERAL_IRON;
2010-12-22 15:30:23 +01:00
for(u16 i=0; i<27; i++)
2010-12-22 15:30:23 +01:00
{
if(block->getNode(cp+g_27dirs[i]).d == CONTENT_STONE)
2010-12-26 12:51:56 +01:00
if(myrand()%8 == 0)
block->setNode(cp+g_27dirs[i], n);
2010-12-22 15:30:23 +01:00
}
}
}
2010-11-27 00:02:21 +01:00
}
/*
Create a few rats in empty blocks underground
*/
if(completely_underground)
2010-11-27 00:02:21 +01:00
{
//for(u16 i=0; i<2; i++)
{
v3s16 cp(
2010-12-26 12:51:56 +01:00
(myrand()%(MAP_BLOCKSIZE-2))+1,
(myrand()%(MAP_BLOCKSIZE-2))+1,
(myrand()%(MAP_BLOCKSIZE-2))+1
);
// Check that the place is empty
2010-12-13 02:19:12 +01:00
//if(!is_ground_content(block->getNode(cp).d))
if(1)
{
RatObject *obj = new RatObject(NULL, -1, intToFloat(cp));
block->addObject(obj);
}
2010-11-27 00:02:21 +01:00
}
}
2010-11-27 00:02:21 +01:00
/*
Add block to sector.
2010-11-27 00:02:21 +01:00
*/
sector->insertBlock(block);
2010-11-27 00:02:21 +01:00
2011-02-05 13:55:16 +01:00
// Lighting is invalid after generation.
block->setLightingExpired(true);
#if 0
/*
Debug information
*/
dstream
<<"lighting_invalidated_blocks.size()"
<<", has_dungeons"
<<", completely_ug"
<<", some_part_ug"
<<" "<<lighting_invalidated_blocks.size()
<<", "<<has_dungeons
<<", "<<completely_underground
<<", "<<some_part_underground
<<std::endl;
#endif
return block;
}
MapBlock * ServerMap::createBlock(v3s16 p)
{
DSTACK("%s: p=(%d,%d,%d)",
__FUNCTION_NAME, p.X, p.Y, p.Z);
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"<<std::endl;
throw e;
}*/
catch(std::exception &e)
{
dstream<<"createBlock: createSector() failed: "
<<e.what()<<std::endl;
throw e;
}
/*
Try to get a block from the sector
*/
MapBlock *block = sector->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<v3s16, MapBlock*> &changed_blocks,
core::map<v3s16, MapBlock*> &lighting_invalidated_blocks
)
{
DSTACK("%s: p=(%d,%d,%d), only_from_disk=%d",
__FUNCTION_NAME,
p.X, p.Y, p.Z, only_from_disk);
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*)emergeSector(p2d, changed_blocks);
assert(sector->getId() == MAPSECTOR_SERVER);
}
catch(std::exception &e)
{
dstream<<"emergeBlock: emergeSector() failed: "
<<e.what()<<std::endl;
throw e;
}
/*
Try to get a block from the sector
*/
bool does_not_exist = false;
bool lighting_expired = false;
MapBlock *block = sector->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"<<std::endl;
return block;
}
/*
If block was not found on disk and not going to generate a
new one, make sure there is a dummy block in place.
*/
if(only_from_disk && (does_not_exist || lighting_expired))
{
//dstream<<"emergeBlock(): Was not on disk but not generating"<<std::endl;
if(block == NULL)
{
// Create dummy block
block = new MapBlock(this, p, true);
// Add block to sector
sector->insertBlock(block);
}
// Done.
return block;
}
//dstream<<"Not found on disk, generating."<<std::endl;
// 0ms
//TimeTaker("emergeBlock() generate");
//dstream<<"emergeBlock(): Didn't find valid block -> making one"<<std::endl;
/*
If the block doesn't exist, generate the block.
*/
if(does_not_exist)
{
block = generateBlock(p, block, sector, changed_blocks,
lighting_invalidated_blocks);
}
if(lighting_expired)
{
lighting_invalidated_blocks.insert(p, block);
}
2010-11-27 00:02:21 +01:00
2011-01-15 12:50:13 +01:00
/*
Initially update sunlight
*/
{
core::map<v3s16, bool> light_sources;
bool black_air_left = false;
bool bottom_invalid =
block->propagateSunlight(light_sources, true,
&black_air_left, true);
2011-01-15 12:50:13 +01:00
// 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)
2011-01-15 12:50:13 +01:00
{
lighting_invalidated_blocks[block->getPos()] = block;
}
if(bottom_invalid)
{
lighting_invalidated_blocks[block->getPos()] = block;
}
2011-01-15 12:50:13 +01:00
}
2010-11-27 00:02:21 +01:00
return block;
}
void ServerMap::createDir(std::string path)
{
if(fs::CreateDir(path) == false)
{
m_dout<<DTIME<<"ServerMap: Failed to create directory "
<<"\""<<path<<"\""<<std::endl;
throw BaseException("ServerMap failed to create directory");
}
}
std::string ServerMap::getSectorSubDir(v2s16 pos)
{
char cc[9];
snprintf(cc, 9, "%.4x%.4x",
(unsigned int)pos.X&0xffff,
(unsigned int)pos.Y&0xffff);
return std::string(cc);
}
std::string ServerMap::getSectorDir(v2s16 pos)
{
return m_savedir + "/sectors/" + getSectorSubDir(pos);
}
v2s16 ServerMap::getSectorPos(std::string dirname)
{
if(dirname.size() != 8)
throw InvalidFilenameException("Invalid sector directory name");
unsigned int x, y;
int r = sscanf(dirname.c_str(), "%4x%4x", &x, &y);
if(r != 2)
throw InvalidFilenameException("Invalid sector directory name");
v2s16 pos((s16)x, (s16)y);
return pos;
}
v3s16 ServerMap::getBlockPos(std::string sectordir, std::string blockfile)
{
v2s16 p2d = getSectorPos(sectordir);
if(blockfile.size() != 4){
throw InvalidFilenameException("Invalid block filename");
}
unsigned int y;
int r = sscanf(blockfile.c_str(), "%4x", &y);
if(r != 1)
throw InvalidFilenameException("Invalid block filename");
return v3s16(p2d.X, y, p2d.Y);
}
void ServerMap::save(bool only_changed)
{
DSTACK(__FUNCTION_NAME);
if(m_map_saving_enabled == false)
{
dstream<<DTIME<<"WARNING: Not saving map, saving disabled."<<std::endl;
return;
}
if(only_changed == false)
dstream<<DTIME<<"ServerMap: Saving whole map, this can take time."
<<std::endl;
saveMasterHeightmap();
u32 sector_meta_count = 0;
u32 block_count = 0;
{ //sectorlock
JMutexAutoLock lock(m_sector_mutex);
core::map<v2s16, MapSector*>::Iterator i = m_sectors.getIterator();
for(; i.atEnd() == false; i++)
{
ServerMapSector *sector = (ServerMapSector*)i.getNode()->getValue();
assert(sector->getId() == MAPSECTOR_SERVER);
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if(sector->differs_from_disk || only_changed == false)
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{
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saveSectorMeta(sector);
sector_meta_count++;
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}
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core::list<MapBlock*> blocks;
sector->getBlocks(blocks);
core::list<MapBlock*>::Iterator j;
for(j=blocks.begin(); j!=blocks.end(); j++)
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{
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MapBlock *block = *j;
if(block->getChangedFlag() || only_changed == false)
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{
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saveBlock(block);
block_count++;
/*dstream<<"ServerMap: Written block ("
<<block->getPos().X<<","
<<block->getPos().Y<<","
<<block->getPos().Z<<")"
<<std::endl;*/
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}
}
}
}//sectorlock
/*
Only print if something happened or saved whole map
*/
if(only_changed == false || sector_meta_count != 0
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|| block_count != 0)
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{
dstream<<DTIME<<"ServerMap: Written: "
<<sector_meta_count<<" sector metadata files, "
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<<block_count<<" block files"
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<<std::endl;
}
}
void ServerMap::loadAll()
{
DSTACK(__FUNCTION_NAME);
dstream<<DTIME<<"ServerMap: Loading map..."<<std::endl;
loadMasterHeightmap();
std::vector<fs::DirListNode> list = fs::GetDirListing(m_savedir+"/sectors/");
dstream<<DTIME<<"There are "<<list.size()<<" sectors."<<std::endl;
JMutexAutoLock lock(m_sector_mutex);
s32 counter = 0;
s32 printed_counter = -100000;
s32 count = list.size();
std::vector<fs::DirListNode>::iterator i;
for(i=list.begin(); i!=list.end(); i++)
{
if(counter > printed_counter + 10)
{
dstream<<DTIME<<counter<<"/"<<count<<std::endl;
printed_counter = counter;
}
counter++;
MapSector *sector = NULL;
// We want directories
if(i->dir == false)
continue;
try{
sector = loadSectorMeta(i->name);
}
catch(InvalidFilenameException &e)
{
// This catches unknown crap in directory
}
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std::vector<fs::DirListNode> list2 = fs::GetDirListing
(m_savedir+"/sectors/"+i->name);
std::vector<fs::DirListNode>::iterator i2;
for(i2=list2.begin(); i2!=list2.end(); i2++)
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{
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// We want files
if(i2->dir)
continue;
try{
loadBlock(i->name, i2->name, sector);
}
catch(InvalidFilenameException &e)
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{
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// This catches unknown crap in directory
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}
}
}
dstream<<DTIME<<"ServerMap: Map loaded."<<std::endl;
}
void ServerMap::saveMasterHeightmap()
{
DSTACK(__FUNCTION_NAME);
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dstream<<"DEPRECATED: "<<__FUNCTION_NAME<<std::endl;
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createDir(m_savedir);
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/*std::string fullpath = m_savedir + "/master_heightmap";
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std::ofstream o(fullpath.c_str(), std::ios_base::binary);
if(o.good() == false)
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throw FileNotGoodException("Cannot open master heightmap");*/
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// Format used for writing
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//u8 version = SER_FMT_VER_HIGHEST;
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}
void ServerMap::loadMasterHeightmap()
{
DSTACK(__FUNCTION_NAME);
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dstream<<"DEPRECATED: "<<__FUNCTION_NAME<<std::endl;
/*std::string fullpath = m_savedir + "/master_heightmap";
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std::ifstream is(fullpath.c_str(), std::ios_base::binary);
if(is.good() == false)
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throw FileNotGoodException("Cannot open master heightmap");*/
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}
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 + "/heightmap";
std::ofstream o(fullpath.c_str(), std::ios_base::binary);
if(o.good() == false)
throw FileNotGoodException("Cannot open master heightmap");
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 + "/heightmap";
std::ifstream is(fullpath.c_str(), std::ios_base::binary);
if(is.good() == false)
throw FileNotGoodException("Cannot open sector heightmap");
ServerMapSector *sector = ServerMapSector::deSerialize
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(is, this, p2d, m_sectors);
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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;
}
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std::vector<fs::DirListNode> list2 = fs::GetDirListing
(m_savedir+"/sectors/"+sectorsubdir);
std::vector<fs::DirListNode>::iterator i2;
for(i2=list2.begin(); i2!=list2.end(); i2++)
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{
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// We want files
if(i2->dir)
continue;
try{
loadBlock(sectorsubdir, i2->name, sector);
}
catch(InvalidFilenameException &e)
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{
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// This catches unknown crap in directory
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}
}
return true;
}
#if 0
bool ServerMap::deFlushSector(v2s16 p2d)
{
DSTACK(__FUNCTION_NAME);
// See if it already exists in memory
try{
MapSector *sector = getSectorNoGenerate(p2d);
return true;
}
catch(InvalidPositionException &e)
{
/*
Try to load the sector from disk.
*/
if(loadSectorFull(p2d) == true)
{
return true;
}
}
return false;
}
#endif
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 "
<<"("<<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/
return;
}
// Format used for writing
u8 version = SER_FMT_VER_HIGHEST;
// Get destination
v3s16 p3d = 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);
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try{
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// 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);
/*u32 block_size = MapBlock::serializedLength(version);
SharedBuffer<u8> 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;
}
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// deserialize block data
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block->deSerialize(is, version);
/*
Versions up from 9 have block objects.
*/
if(version >= 9)
{
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block->updateObjects(is, version, NULL, 0);
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}
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)
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{
saveBlock(block);
}
// We just loaded it from the disk, so it's up-to-date.
block->resetChangedFlag();
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}
catch(SerializationError &e)
{
dstream<<"WARNING: Invalid block data on disk "
"(SerializationError). Ignoring."
<<std::endl;
}
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}
// Gets from master heightmap
void ServerMap::getSectorCorners(v2s16 p2d, s16 *corners)
{
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dstream<<"DEPRECATED: "<<__FUNCTION_NAME<<std::endl;
//assert(m_heightmap != NULL);
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/*
Corner definition:
v2s16(0,0),
v2s16(1,0),
v2s16(1,1),
v2s16(0,1),
*/
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/*corners[0] = m_heightmap->getGroundHeight
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((p2d+v2s16(0,0))*SECTOR_HEIGHTMAP_SPLIT);
corners[1] = m_heightmap->getGroundHeight
((p2d+v2s16(1,0))*SECTOR_HEIGHTMAP_SPLIT);
corners[2] = m_heightmap->getGroundHeight
((p2d+v2s16(1,1))*SECTOR_HEIGHTMAP_SPLIT);
corners[3] = m_heightmap->getGroundHeight
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((p2d+v2s16(0,1))*SECTOR_HEIGHTMAP_SPLIT);*/
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}
void ServerMap::PrintInfo(std::ostream &out)
{
out<<"ServerMap: ";
}
#ifndef SERVER
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/*
ClientMap
*/
ClientMap::ClientMap(
Client *client,
MapDrawControl &control,
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scene::ISceneNode* parent,
scene::ISceneManager* mgr,
s32 id
):
Map(dout_client),
scene::ISceneNode(parent, mgr, id),
m_client(client),
m_control(control)
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{
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//mesh_mutex.Init();
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/*m_box = core::aabbox3d<f32>(0,0,0,
map->getW()*BS, map->getH()*BS, map->getD()*BS);*/
/*m_box = core::aabbox3d<f32>(0,0,0,
map->getSizeNodes().X * BS,
map->getSizeNodes().Y * BS,
map->getSizeNodes().Z * BS);*/
m_box = core::aabbox3d<f32>(-BS*1000000,-BS*1000000,-BS*1000000,
BS*1000000,BS*1000000,BS*1000000);
//setPosition(v3f(BS,BS,BS));
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}
ClientMap::~ClientMap()
{
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/*JMutexAutoLock lock(mesh_mutex);
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if(mesh != NULL)
{
mesh->drop();
mesh = NULL;
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}*/
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}
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 with no heightmaps
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<v2s16, MapSector*>::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);
}
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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)
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{
//m_dout<<DTIME<<"Rendering map..."<<std::endl;
DSTACK(__FUNCTION_NAME);
bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
/*
Get time for measuring timeout.
Measuring time is very useful for long delays when the
machine is swapping a lot.
*/
int time1 = time(0);
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u32 daynight_ratio = m_client->getDayNightRatio();
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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);
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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;
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// For limiting number of mesh updates per frame
u32 mesh_update_count = 0;
u32 blocks_would_have_drawn = 0;
u32 blocks_drawn = 0;
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//NOTE: The sectors map should be locked but we're not doing it
// because it'd cause too much delays
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int timecheck_counter = 0;
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core::map<v2s16, MapSector*>::Iterator si;
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si = m_sectors.getIterator();
for(; si.atEnd() == false; si++)
{
{
timecheck_counter++;
if(timecheck_counter > 50)
{
int time2 = time(0);
if(time2 > time1 + 4)
{
dstream<<"ClientMap::renderMap(): "
"Rendering takes ages, returning."
<<std::endl;
return;
}
}
}
MapSector *sector = si.getNode()->getValue();
v2s16 sp = sector->getPos();
if(m_control.range_all == false)
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{
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;
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float d = 0.0;
if(isBlockInSight(block->getPos(), camera_position,
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camera_direction, range, &d) == false)
{
continue;
}
#if 0
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v3s16 blockpos_nodes = block->getPosRelative();
// Block center position
v3f blockpos(
((float)blockpos_nodes.X + MAP_BLOCKSIZE/2) * BS,
((float)blockpos_nodes.Y + MAP_BLOCKSIZE/2) * BS,
((float)blockpos_nodes.Z + MAP_BLOCKSIZE/2) * BS
);
// Block position relative to camera
v3f blockpos_relative = blockpos - camera_position;
// Distance in camera direction (+=front, -=back)
f32 dforward = blockpos_relative.dotProduct(camera_direction);
// Total distance
f32 d = blockpos_relative.getLength();
if(m_control.range_all == false)
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{
// If block is far away, don't draw it
if(d > m_control.wanted_range * BS)
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continue;
}
// Maximum radius of a block
f32 block_max_radius = 0.5*1.44*1.44*MAP_BLOCKSIZE*BS;
// If block is (nearly) touching the camera, don't
// bother validating further (that is, render it anyway)
if(d > block_max_radius * 1.5)
{
// Cosine of the angle between the camera direction
// and the block direction (camera_direction is an unit vector)
f32 cosangle = dforward / d;
// Compensate for the size of the block
// (as the block has to be shown even if it's a bit off FOV)
// This is an estimate.
cosangle += block_max_radius / dforward;
// If block is not in the field of view, skip it
//if(cosangle < cos(FOV_ANGLE/2))
if(cosangle < cos(FOV_ANGLE/2. * 4./3.))
continue;
}
#endif
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#if 0
v3s16 blockpos_nodes = block->getPosRelative();
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// Block center position
v3f blockpos(
((float)blockpos_nodes.X + MAP_BLOCKSIZE/2) * BS,
((float)blockpos_nodes.Y + MAP_BLOCKSIZE/2) * BS,
((float)blockpos_nodes.Z + MAP_BLOCKSIZE/2) * BS
);
// Block position relative to camera
v3f blockpos_relative = blockpos - camera_position;
// Total distance
f32 d = blockpos_relative.getLength();
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#endif
#if 1
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/*
Update expired mesh
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*/
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bool mesh_expired = false;
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{
JMutexAutoLock lock(block->mesh_mutex);
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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;
}
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f32 faraway = BS*50;
//f32 faraway = m_control.wanted_range * BS;
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/*
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))*/
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{
mesh_update_count++;
// Mesh has been expired: generate new mesh
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//block->updateMeshes(daynight_i);
block->updateMesh(daynight_ratio);
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mesh_expired = false;
}
/*
Don't draw an expired mesh that is far away
*/
/*if(mesh_expired && d >= faraway)
//if(mesh_expired)
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{
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// Instead, delete it
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JMutexAutoLock lock(block->mesh_mutex);
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if(block->mesh)
{
block->mesh->drop();
block->mesh = NULL;
}
// And continue to next block
continue;
}*/
#endif
/*
Draw the faces of the block
*/
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{
JMutexAutoLock lock(block->mesh_mutex);
scene::SMesh *mesh = block->mesh;
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if(mesh == NULL)
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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++;
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u32 c = mesh->getMeshBufferCount();
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for(u32 i=0; i<c; i++)
{
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
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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)
{
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;
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/*dstream<<"renderMap(): is_transparent_pass="<<is_transparent_pass
<<", rendered "<<vertex_count<<" vertices."<<std::endl;*/
}
bool ClientMap::setTempMod(v3s16 p, NodeMod mod,
core::map<v3s16, MapBlock*> *affected_blocks)
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{
bool changed = false;
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/*
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;
}
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}
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;
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}
bool ClientMap::clearTempMod(v3s16 p,
core::map<v3s16, MapBlock*> *affected_blocks)
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{
bool changed = false;
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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);
}
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}
return changed;
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}
void ClientMap::PrintInfo(std::ostream &out)
{
out<<"ClientMap: ";
}
#endif // !SERVER
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/*
MapVoxelManipulator
*/
MapVoxelManipulator::MapVoxelManipulator(Map *map)
{
m_map = map;
}
MapVoxelManipulator::~MapVoxelManipulator()
{
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/*dstream<<"MapVoxelManipulator: blocks: "<<m_loaded_blocks.size()
<<std::endl;*/
}
void MapVoxelManipulator::emerge(VoxelArea a, s32 caller_id)
{
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TimeTaker timer1("emerge", &emerge_time);
// Units of these are MapBlocks
v3s16 p_min = getNodeBlockPos(a.MinEdge);
v3s16 p_max = getNodeBlockPos(a.MaxEdge);
VoxelArea block_area_nodes
(p_min*MAP_BLOCKSIZE, (p_max+1)*MAP_BLOCKSIZE-v3s16(1,1,1));
addArea(block_area_nodes);
for(s32 z=p_min.Z; z<=p_max.Z; z++)
for(s32 y=p_min.Y; y<=p_max.Y; y++)
for(s32 x=p_min.X; x<=p_max.X; x++)
{
v3s16 p(x,y,z);
core::map<v3s16, bool>::Node *n;
n = m_loaded_blocks.find(p);
if(n != NULL)
continue;
bool block_data_inexistent = false;
try
{
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TimeTaker timer1("emerge load", &emerge_load_time);
/*dstream<<"Loading block (caller_id="<<caller_id<<")"
<<" ("<<p.X<<","<<p.Y<<","<<p.Z<<")"
<<" wanted area: ";
a.print(dstream);
dstream<<std::endl;*/
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)
{
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"<<std::endl;
}
/*
SUGG: Add an option to only update eg. water and air nodes.
This will make it interfere less with important stuff if
run on background.
*/
void MapVoxelManipulator::blitBack
(core::map<v3s16, MapBlock*> & modified_blocks)
{
if(m_area.getExtent() == v3s16(0,0,0))
return;
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//TimeTaker timer1("blitBack");
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/*dstream<<"blitBack(): m_loaded_blocks.size()="
<<m_loaded_blocks.size()<<std::endl;*/
/*
Initialize block cache
*/
v3s16 blockpos_last;
MapBlock *block = NULL;
bool block_checked_in_modified = false;
for(s32 z=m_area.MinEdge.Z; z<=m_area.MaxEdge.Z; z++)
for(s32 y=m_area.MinEdge.Y; y<=m_area.MaxEdge.Y; y++)
for(s32 x=m_area.MinEdge.X; x<=m_area.MaxEdge.X; x++)
{
v3s16 p(x,y,z);
u8 f = m_flags[m_area.index(p)];
if(f & (VOXELFLAG_NOT_LOADED|VOXELFLAG_INEXISTENT))
continue;
MapNode &n = m_data[m_area.index(p)];
v3s16 blockpos = getNodeBlockPos(p);
try
{
// Get block
if(block == NULL || blockpos != blockpos_last){
block = m_map->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)
{
}
}
}
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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
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VoxelManipulator::emerge(a, caller_id);
}
void ManualMapVoxelManipulator::initialEmerge(
v3s16 blockpos_min, v3s16 blockpos_max)
{
TimeTaker timer1("initialEmerge", &emerge_time);
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// 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<<" ("<<size_MB<<"MB)";
dstream<<std::endl;
}
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addArea(block_area_nodes);
for(s32 z=p_min.Z; z<=p_max.Z; z++)
for(s32 y=p_min.Y; y<=p_max.Y; y++)
for(s32 x=p_min.X; x<=p_max.X; x++)
{
v3s16 p(x,y,z);
core::map<v3s16, bool>::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
*/
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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<v3s16, MapBlock*> * modified_blocks)
{
if(m_area.getExtent() == v3s16(0,0,0))
return;
/*
Copy data of all blocks
*/
for(core::map<v3s16, bool>::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 "
<<"("<<p.X<<","<<p.Y<<","<<p.Z<<")"
<<std::endl;
continue;
}
block->copyFrom(*this);
if(modified_blocks)
modified_blocks->insert(p, block);
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}
}
//END