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mapgen tweaking
This commit is contained in:
parent
ea2d03e468
commit
25a7fabed8
@ -37,13 +37,14 @@ void set_default_settings()
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g_settings.setDefault("client_delete_unused_sectors_timeout", "1200");
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g_settings.setDefault("enable_fog", "true");
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g_settings.setDefault("new_style_water", "true");
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g_settings.setDefault("terrain_viewer", "false");
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g_settings.setDefault("free_move", "false");
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g_settings.setDefault("continuous_forward", "false");
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g_settings.setDefault("fast_move", "false");
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// Server stuff
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g_settings.setDefault("creative_mode", "false");
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g_settings.setDefault("haxmode", "false");
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g_settings.setDefault("plants_amount", "1.0");
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g_settings.setDefault("ravines_amount", "0");
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g_settings.setDefault("coal_amount", "1.0");
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g_settings.setDefault("objectdata_interval", "0.2");
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g_settings.setDefault("active_object_range", "2");
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@ -107,8 +107,8 @@ void Environment::step(float dtime)
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v3f playerpos = player->getPosition();
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// Apply physics to local player
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bool haxmode = g_settings.getBool("haxmode");
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if(player->isLocal() && haxmode == false)
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bool free_move = g_settings.getBool("free_move");
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if(player->isLocal() && free_move == false)
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{
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// Apply gravity to local player
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v3f speed = player->getSpeed();
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59
src/main.cpp
59
src/main.cpp
@ -79,13 +79,9 @@ SUGG: Split MapBlockObject serialization to to-client and to-disk
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SUGG: MovingObject::move and Player::move are basically the same.
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combine them.
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SUGG: Implement a "Fast check queue" (a queue with a map for checking
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if something is already in it)
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- Use it in active block queue in water flowing
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SUGG: Precalculate lighting translation table at runtime (at startup)
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- This is not doable because it is currently hand-made and not
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based on some mathematical function.
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based on some mathematical function. Now it is not.
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SUGG: A version number to blocks, which increments when the block is
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modified (node add/remove, water update, lighting update)
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@ -128,6 +124,7 @@ FIXME: Graphical mode seems to segfault with Irrlicht 1.7.1 on 64-bit
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FIXME: Some network errors on Windows that cause local game to not work
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- See siggjen's emails.
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- Is this the famous "windows 7 problem"?
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Networking and serialization:
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-----------------------------
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@ -168,21 +165,7 @@ TODO: Make fetching sector's blocks more efficient when rendering
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TODO: Flowing water animation
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FIXME(FIXED): The new texture stuff is slow on wine
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- A basic grassy ground block takes 20-40ms
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- A bit more complicated block can take 270ms
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- On linux, a similar one doesn't take long at all (14ms)
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- It is NOT a bad std::string implementation of MSVC.
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- Can take up to 200ms? Is it when loading textures or always?
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- Updating excess amount of meshes when making footprints is too
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slow. It has to be fixed.
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-> implement Map::updateNodeMeshes()
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The fix:
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* Optimize TileSpec to only contain a reference number that
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is fast to compare, which refers to a cached string, or
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* Make TextureSpec for using instead of strings
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FIXME(FIXED): A lock condition is possible:
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NOTE(FIXED): A lock condition is possible:
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1) MapBlock::updateMesh() is called from client asynchronously:
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- AsyncProcessData() -> Map::updateMeshes()
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2) Asynchronous locks m_temp_mods_mutex
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@ -201,9 +184,8 @@ Client:
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TODO: Untie client network operations from framerate
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- Needs some input queues or something
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- Not really necessary?
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TODO: Make morning and evening shorter
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TODO: Make morning and evening transition more smooth and maybe shorter
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TODO: Don't update all meshes always on single node changes, but
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check which ones should be updated
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@ -226,8 +208,10 @@ TODO: Copy the text of the last picked sign to inventory in creative
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TODO: Check what goes wrong with caching map to disk (Kray)
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- Nothing?
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TODO: When server sees that client is removing an inexistent block or
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adding a block to an existent position, resend the MapBlock.
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TODO: When server sees that client is removing an inexistent block to
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an existent position, resend the MapBlock.
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FIXME: Server went into some infinite PeerNotFoundException loop
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Objects:
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--------
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@ -261,31 +245,16 @@ Block object server side:
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Map:
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----
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NOTE: There are some lighting-related todos and fixmes in
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ServerMap::emergeBlock. And there always will be. 8)
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TODO: Mineral and ground material properties
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- This way mineral ground toughness can be calculated with just
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some formula, as well as tool strengths
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TODO: Change AttributeList to split the area into smaller sections so
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that searching won't be as heavy.
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TODO: Remove HMParams
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TODO: Flowing water to actually contain flow direction information
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TODO: Remove duplicate lighting implementation from Map (leave
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VoxelManipulator, which is faster)
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FEATURE: Map generator version 2
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- Create surface areas based on central points; a given point's
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area type is given by the nearest central point
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- Separate points for heightmap, caves, plants and minerals?
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- Flat land, mountains, forest, jungle
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- Cliffs, arcs
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- There could be a certain height (to which mountains only reach)
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where some minerals are found
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- Create a system that allows a huge amount of different "map
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generator modules/filters"
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@ -321,15 +290,11 @@ Doing now (most important at the top):
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* not done
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=== Stuff to do before release
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* Save map seed to a metafile (with version information)
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* Save the new mapgen stuff
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- map/meta.txt, which should contain only plain text, something like this:
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seed = O7+BZT9Vk/iVYiBlZ2dsb6zemp4xdGVysJqYmNt2X+MQ+Kg1
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seed = 7ff1bafcd7118800
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chunksize = 8
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- map/chunks/
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-
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- Compressed bunch of data... um, actually no.
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- Make a directory for every chunk instead, which contains
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sectors and blocks
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- map/chunks.dat
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* Save chunk metadata on disk
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* Make server find the spawning place from the real map data, not from
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the heightmap
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@ -338,8 +303,10 @@ Doing now (most important at the top):
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* Make the generator to run in background and not blocking block
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placement and transfer
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* only_from_disk might not work anymore - check and fix it.
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* Check the fixmes in the list above
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=== Stuff to do after release
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* Set backface culling on, especially for water
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* Add some kind of erosion and other stuff that now is possible
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* Make client to fetch stuff asynchronously
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- Needs method SyncProcessData
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265
src/map.cpp
265
src/map.cpp
@ -1736,7 +1736,7 @@ ServerMap::ServerMap(std::string savedir):
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//m_chunksize = 64;
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//m_chunksize = 16; // Too slow
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m_chunksize = 8; // Fine. Takes a few seconds.
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m_chunksize = 8; // Takes a few seconds
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//m_chunksize = 4;
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//m_chunksize = 2;
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@ -1973,22 +1973,22 @@ double tree_amount_2d(u64 seed, v2s16 p)
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{
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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, 4, 0.6);
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double zeroval = -0.3;
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seed+2, 5, 0.6);
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double zeroval = -0.4;
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if(noise < zeroval)
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return 0;
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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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/*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.,
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seed, 6, 0.6);
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}
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}*/
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double highlands_level_2d(u64 seed, v2s16 p)
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/*double highlands_level_2d(u64 seed, v2s16 p)
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{
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double a = noise2d_perlin(
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0.5+(float)p.X/1000., 0.5+(float)p.Y/1000.,
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@ -1996,12 +1996,53 @@ double highlands_level_2d(u64 seed, v2s16 p)
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if(a > 0.0)
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//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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}
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else
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return -100000;
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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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// The base ground level
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double base = WATER_LEVEL - 4.0 + 25. * noise2d_perlin(
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0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
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seed, 6, 0.6);
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// Higher ground level
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double higher = WATER_LEVEL + 23. + 30. * 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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//higher = 30; // For debugging
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// Limit higher to at least base
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if(higher < base)
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higher = base;
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// Steepness factor of cliffs
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double b = 1.0 + 1.0 * noise2d_perlin(
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0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
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seed-932, 7, 0.7);
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b = rangelim(b, 0.0, 1000.0);
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// Make steep stuff very steep and non-steep stuff very non-steep
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b = pow(b, 4);
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b *= 10;
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//double b = 20;
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// High/low selector
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double a = 0.5 + b * noise2d_perlin(
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0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
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seed-359, 6, 0.7);
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a = rangelim(a, 0.0, 1.0);
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//dstream<<"a="<<a<<std::endl;
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double h = base*(1.0-a) + higher*a;
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return h;
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}
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/*
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@ -2172,12 +2213,12 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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// Use perlin noise for ground height
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surface_y_f = base_rock_level_2d(m_seed, p2d);
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// Experimental stuff
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/*// Experimental stuff
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{
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float a = highlands_level_2d(m_seed, p2d);
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if(a > surface_y_f)
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surface_y_f = a;
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}
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}*/
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// Convert to integer
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s16 surface_y = (s16)surface_y_f;
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@ -2208,20 +2249,20 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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Randomize some parameters
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*/
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//TODO
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s32 stone_obstacle_count = 0;
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/*s32 stone_obstacle_count = (1.0+noise2d(m_seed+90443, sectorpos_base.X,
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sectorpos_base.Y))/2.0 * stone_obstacle_amount/3;*/
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/*s32 stone_obstacle_count =
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rangelim((1.0+noise2d(m_seed+897,
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sectorpos_base.X, sectorpos_base.Y))/2.0 * 30, 0, 100000);*/
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s16 stone_obstacle_max_height = 0;
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//u32 stone_obstacle_amount =
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// myrand_range(0, myrand_range(20, myrand_range(80,150)));
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/*s16 stone_obstacle_max_height =
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rangelim((1.0+noise2d(m_seed+5902,
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sectorpos_base.X, sectorpos_base.Y))/2.0 * 30, 0, 100000);*/
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/*
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Loop this part, it will make stuff look older and newer nicely
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*/
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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++)
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{ // Aging loop
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@ -2238,7 +2279,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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// 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;
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//s16 stone_obstacle_max_size = sectorpos_base_size * MAP_BLOCKSIZE - 10;
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s16 stone_obstacle_max_size = MAP_BLOCKSIZE*4-4;
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v3s16 ob_size(
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myrand_range(5, stone_obstacle_max_size),
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@ -2371,11 +2413,15 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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if(bruise_surface)
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{
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//min_tunnel_diameter = 5;
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//max_tunnel_diameter = myrand_range(10, 20);
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min_tunnel_diameter = MYMAX(0, stone_surface_max_y/6);
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max_tunnel_diameter = myrand_range(MYMAX(0, stone_surface_max_y/6), MYMAX(0, stone_surface_max_y/4));
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tunnel_routepoints = 3;
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min_tunnel_diameter = 5;
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max_tunnel_diameter = myrand_range(10, 20);
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/*min_tunnel_diameter = MYMAX(0, stone_surface_max_y/6);
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max_tunnel_diameter = myrand_range(MYMAX(0, stone_surface_max_y/6), MYMAX(0, stone_surface_max_y/2));*/
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/*s16 tunnel_rou = rangelim(25*(0.5+1.0*noise2d(m_seed+42,
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sectorpos_base.X, sectorpos_base.Y)), 0, 15);*/
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tunnel_routepoints = 5;
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}
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// Allowed route area size in nodes
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@ -2441,11 +2487,16 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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for(u16 j=0; j<tunnel_routepoints; j++)
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{
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// Randomize size
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s16 min_d = min_tunnel_diameter;
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s16 max_d = max_tunnel_diameter;
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s16 rs = myrand_range(min_d, max_d);
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v3s16 maxlen(15, 5, 15);
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if(bruise_surface)
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{
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maxlen = v3s16(30,25,30);
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maxlen = v3s16(rs*7,rs*7,rs*7);
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}
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v3f vec(
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@ -2468,11 +2519,6 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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rp.Z = ar.Z-1;
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vec = rp - orp;
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// Randomize size
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s16 min_d = min_tunnel_diameter;
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s16 max_d = max_tunnel_diameter;
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s16 rs = myrand_range(min_d, max_d);
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for(float f=0; f<1.0; f+=1.0/vec.getLength())
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{
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v3f fp = orp + vec * f;
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@ -2482,11 +2528,13 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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s16 d1 = d0 + rs - 1;
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for(s16 z0=d0; z0<=d1; z0++)
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{
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s16 si = rs - MYMAX(0, abs(z0)-rs/4);
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//s16 si = rs - MYMAX(0, abs(z0)-rs/4);
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s16 si = rs - MYMAX(0, abs(z0)-rs/7);
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for(s16 x0=-si; x0<=si-1; x0++)
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{
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s16 maxabsxz = MYMAX(abs(x0), abs(z0));
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s16 si2 = rs - MYMAX(0, maxabsxz-rs/4);
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//s16 si2 = rs - MYMAX(0, maxabsxz-rs/4);
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s16 si2 = rs - MYMAX(0, maxabsxz-rs/7);
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//s16 si2 = rs - abs(x0);
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for(s16 y0=-si2+1; y0<=si2-1; y0++)
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{
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@ -2663,9 +2711,6 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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Add mud to the central chunk
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*/
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//s16 mud_add_amount = myrand_range(2, 4);
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//s16 mud_add_amount = 0;
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for(s16 x=0; x<sectorpos_base_size*MAP_BLOCKSIZE; x++)
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for(s16 z=0; z<sectorpos_base_size*MAP_BLOCKSIZE; z++)
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{
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@ -2673,7 +2718,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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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)(3.5 + 2. * noise2d_perlin(
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s16 mud_add_amount = (s16)(2.5 + 2.0 * noise2d_perlin(
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0.5+(float)p2d.X/200, 0.5+(float)p2d.Y/200,
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m_seed+1, 3, 0.55));
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@ -2717,8 +2762,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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}//timer1
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{
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// 179ms @cs=8
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//TimeTaker timer1("flow mud");
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// 340ms @cs=8
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TimeTaker timer1("flow mud");
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/*
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Flow mud away from steep edges
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@ -2959,7 +3004,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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} // Aging loop
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{//TimeTaker timer1("convert mud to sand");
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{
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//TimeTaker timer1("convert mud to sand");
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/*
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Convert mud to sand
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@ -3153,14 +3199,14 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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}//timer1
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/*
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Handle lighting
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Initial lighting (sunlight)
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*/
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core::map<v3s16, bool> light_sources;
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{
|
||||
// 750ms @cs=8, can't optimize more
|
||||
//TimeTaker timer1("initial lighting");
|
||||
TimeTaker timer1("initial lighting");
|
||||
|
||||
#if 0
|
||||
/*
|
||||
@ -3209,6 +3255,81 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
|
||||
{
|
||||
light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
|
||||
}
|
||||
//NOTE: This is broken, at least the index has to
|
||||
// be incremented
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
#if 1
|
||||
/*
|
||||
Go through the edges and apply sunlight to them, not caring
|
||||
about neighbors
|
||||
*/
|
||||
|
||||
// Four edges
|
||||
for(s16 i=0; i<4; i++)
|
||||
// Edge length
|
||||
for(s16 j=lighting_min_d;
|
||||
j<=lighting_max_d;
|
||||
j++)
|
||||
{
|
||||
s16 x;
|
||||
s16 z;
|
||||
// +-X
|
||||
if(i == 0 || i == 1)
|
||||
{
|
||||
x = (i==0) ? lighting_min_d : lighting_max_d;
|
||||
if(i == 0)
|
||||
z = lighting_min_d;
|
||||
else
|
||||
z = lighting_max_d;
|
||||
}
|
||||
// +-Z
|
||||
else
|
||||
{
|
||||
z = (i==0) ? lighting_min_d : lighting_max_d;
|
||||
if(i == 0)
|
||||
x = lighting_min_d;
|
||||
else
|
||||
x = lighting_max_d;
|
||||
}
|
||||
|
||||
// Node position in 2d
|
||||
v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
|
||||
|
||||
// Loop from top to down
|
||||
{
|
||||
u8 light = LIGHT_SUN;
|
||||
v3s16 em = vmanip.m_area.getExtent();
|
||||
s16 y_start = y_nodes_max;
|
||||
u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
|
||||
for(s16 y=y_start; y>=y_nodes_min; y--)
|
||||
{
|
||||
MapNode *n = &vmanip.m_data[i];
|
||||
if(light_propagates_content(n->d) == false)
|
||||
{
|
||||
light = 0;
|
||||
}
|
||||
else if(light != LIGHT_SUN
|
||||
|| sunlight_propagates_content(n->d) == false)
|
||||
{
|
||||
if(light > 0)
|
||||
light--;
|
||||
}
|
||||
|
||||
n->setLight(LIGHTBANK_DAY, light);
|
||||
n->setLight(LIGHTBANK_NIGHT, 0);
|
||||
|
||||
if(light != 0)
|
||||
{
|
||||
// Insert light source
|
||||
light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
|
||||
}
|
||||
|
||||
// Increment index by y
|
||||
vmanip.m_area.add_y(em, i, -1);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -3222,7 +3343,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
|
||||
for(s16 z=0-max_spread_amount+1;
|
||||
z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
|
||||
z++)*/
|
||||
|
||||
#if 1
|
||||
/*
|
||||
This has to be 1 smaller than the actual area, because
|
||||
neighboring nodes are checked.
|
||||
@ -3306,6 +3427,58 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
|
||||
}
|
||||
}
|
||||
}
|
||||
#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
|
||||
|
||||
@ -4006,7 +4179,7 @@ continue_generating:
|
||||
/*
|
||||
Add coal
|
||||
*/
|
||||
u16 coal_amount = 30.0 * g_settings.getFloat("coal_amount");
|
||||
u16 coal_amount = 30;
|
||||
u16 coal_rareness = 60 / coal_amount;
|
||||
if(coal_rareness == 0)
|
||||
coal_rareness = 1;
|
||||
@ -4039,7 +4212,7 @@ continue_generating:
|
||||
Add iron
|
||||
*/
|
||||
//TODO: change to iron_amount or whatever
|
||||
u16 iron_amount = 30.0 * g_settings.getFloat("coal_amount");
|
||||
u16 iron_amount = 15;
|
||||
u16 iron_rareness = 60 / iron_amount;
|
||||
if(iron_rareness == 0)
|
||||
iron_rareness = 1;
|
||||
@ -4286,16 +4459,6 @@ MapBlock * ServerMap::emergeBlock(
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
Debug mode operation
|
||||
*/
|
||||
bool haxmode = g_settings.getBool("haxmode");
|
||||
if(haxmode)
|
||||
{
|
||||
// Don't calculate lighting at all
|
||||
//lighting_invalidated_blocks.clear();
|
||||
}
|
||||
|
||||
return block;
|
||||
}
|
||||
|
||||
|
@ -20,6 +20,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
#ifndef NOISE_HEADER
|
||||
#define NOISE_HEADER
|
||||
|
||||
double easeCurve(double t);
|
||||
|
||||
// Return value: -1 ... 1
|
||||
double noise2d(int x, int y, int seed);
|
||||
|
||||
|
@ -274,10 +274,12 @@ void LocalPlayer::move(f32 dtime, Map &map)
|
||||
|
||||
position += m_speed * dtime;
|
||||
|
||||
bool haxmode = g_settings.getBool("haxmode");
|
||||
bool free_move = g_settings.getBool("free_move");
|
||||
bool terrain_viewer = g_settings.getBool("terrain_viewer");
|
||||
|
||||
// Skip collision detection if player is non-local
|
||||
if(isLocal() == false || haxmode)
|
||||
// Skip collision detection if player is non-local or
|
||||
// a special movement mode is used
|
||||
if(isLocal() == false || free_move || terrain_viewer)
|
||||
{
|
||||
setPosition(position);
|
||||
return;
|
||||
@ -445,39 +447,55 @@ void LocalPlayer::applyControl(float dtime)
|
||||
|
||||
v3f speed = v3f(0,0,0);
|
||||
|
||||
bool haxmode = g_settings.getBool("haxmode");
|
||||
|
||||
if(haxmode)
|
||||
bool free_move = g_settings.getBool("free_move");
|
||||
bool fast_move = g_settings.getBool("fast_move");
|
||||
bool continuous_forward = g_settings.getBool("continuous_forward");
|
||||
|
||||
if(free_move)
|
||||
{
|
||||
v3f speed = getSpeed();
|
||||
speed.Y = 0;
|
||||
setSpeed(speed);
|
||||
}
|
||||
|
||||
// Superspeed mode
|
||||
// Whether superspeed mode is used or not
|
||||
bool superspeed = false;
|
||||
if(control.superspeed)
|
||||
|
||||
// If free movement and fast movement, always move fast
|
||||
if(free_move && fast_move)
|
||||
superspeed = true;
|
||||
|
||||
// Auxiliary button 1 (E)
|
||||
if(control.aux1)
|
||||
{
|
||||
if(haxmode)
|
||||
if(free_move)
|
||||
{
|
||||
// In free movement mode, aux1 descends
|
||||
v3f speed = getSpeed();
|
||||
speed.Y = -20*BS;
|
||||
if(fast_move)
|
||||
speed.Y = -20*BS;
|
||||
else
|
||||
speed.Y = -walkspeed_max;
|
||||
setSpeed(speed);
|
||||
}
|
||||
else
|
||||
{
|
||||
// If not free movement but fast is allowed, aux1 is
|
||||
// "Turbo button"
|
||||
/*speed += move_direction;
|
||||
superspeed = true;*/
|
||||
if(fast_move)
|
||||
superspeed = true;
|
||||
}
|
||||
}
|
||||
|
||||
if(haxmode)
|
||||
superspeed = true;
|
||||
if(continuous_forward)
|
||||
speed += move_direction;
|
||||
|
||||
if(control.up)
|
||||
{
|
||||
speed += move_direction;
|
||||
if(continuous_forward)
|
||||
superspeed = true;
|
||||
else
|
||||
speed += move_direction;
|
||||
}
|
||||
if(control.down)
|
||||
{
|
||||
@ -493,13 +511,13 @@ void LocalPlayer::applyControl(float dtime)
|
||||
}
|
||||
if(control.jump)
|
||||
{
|
||||
if(haxmode)
|
||||
if(free_move)
|
||||
{
|
||||
v3f speed = getSpeed();
|
||||
/*speed.Y += 20.*BS * dtime * 2;
|
||||
if(speed.Y < 0)
|
||||
speed.Y = 0;*/
|
||||
speed.Y = 20*BS;
|
||||
if(fast_move)
|
||||
speed.Y = 20*BS;
|
||||
else
|
||||
speed.Y = walkspeed_max;
|
||||
setSpeed(speed);
|
||||
}
|
||||
else if(touching_ground)
|
||||
@ -524,10 +542,11 @@ void LocalPlayer::applyControl(float dtime)
|
||||
speed = speed.normalize() * walkspeed_max;
|
||||
|
||||
f32 inc = walk_acceleration * BS * dtime;
|
||||
|
||||
if(haxmode)
|
||||
|
||||
// Faster acceleration if fast and free movement
|
||||
if(free_move && fast_move)
|
||||
inc = walk_acceleration * BS * dtime * 10;
|
||||
|
||||
|
||||
// Accelerate to target speed with maximum increment
|
||||
accelerate(speed, inc);
|
||||
}
|
||||
|
@ -263,7 +263,7 @@ struct PlayerControl
|
||||
left = false;
|
||||
right = false;
|
||||
jump = false;
|
||||
superspeed = false;
|
||||
aux1 = false;
|
||||
pitch = 0;
|
||||
yaw = 0;
|
||||
}
|
||||
@ -273,7 +273,7 @@ struct PlayerControl
|
||||
bool a_left,
|
||||
bool a_right,
|
||||
bool a_jump,
|
||||
bool a_superspeed,
|
||||
bool a_aux1,
|
||||
float a_pitch,
|
||||
float a_yaw
|
||||
)
|
||||
@ -283,7 +283,7 @@ struct PlayerControl
|
||||
left = a_left;
|
||||
right = a_right;
|
||||
jump = a_jump;
|
||||
superspeed = a_superspeed;
|
||||
aux1 = a_aux1;
|
||||
pitch = a_pitch;
|
||||
yaw = a_yaw;
|
||||
}
|
||||
@ -292,7 +292,7 @@ struct PlayerControl
|
||||
bool left;
|
||||
bool right;
|
||||
bool jump;
|
||||
bool superspeed;
|
||||
bool aux1;
|
||||
float pitch;
|
||||
float yaw;
|
||||
};
|
||||
|
@ -326,8 +326,6 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
|
||||
}
|
||||
}
|
||||
|
||||
bool haxmode = g_settings.getBool("haxmode");
|
||||
|
||||
Player *player = server->m_env.getPlayer(peer_id);
|
||||
|
||||
assert(player != NULL);
|
||||
@ -502,13 +500,6 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
|
||||
// If this is true, inexistent block will be made from scratch
|
||||
bool generate = d <= d_max_gen;
|
||||
|
||||
if(haxmode)
|
||||
{
|
||||
// Don't generate above player
|
||||
if(p.Y > center.Y)
|
||||
generate = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
/*// Limit the generating area vertically to 2/3
|
||||
if(abs(p.Y - center.Y) > d_max_gen - d_max_gen / 3)
|
||||
@ -572,31 +563,6 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
|
||||
continue;
|
||||
}
|
||||
|
||||
#if 0
|
||||
/*
|
||||
NOTE: We can't know the ground level this way with the
|
||||
new generator.
|
||||
*/
|
||||
if(haxmode)
|
||||
{
|
||||
/*
|
||||
Ignore block if it is not at ground surface
|
||||
but don't ignore water surface blocks
|
||||
*/
|
||||
v2s16 p2d(p.X*MAP_BLOCKSIZE + MAP_BLOCKSIZE/2,
|
||||
p.Z*MAP_BLOCKSIZE + MAP_BLOCKSIZE/2);
|
||||
f32 y = server->m_env.getMap().getGroundHeight(p2d);
|
||||
// The sector might not exist yet, thus no heightmap
|
||||
if(y > GROUNDHEIGHT_VALID_MINVALUE)
|
||||
{
|
||||
f32 by = p.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE/2;
|
||||
if(fabs(by - y) > MAP_BLOCKSIZE + MAP_BLOCKSIZE/3
|
||||
&& fabs(by - WATER_LEVEL) >= MAP_BLOCKSIZE)
|
||||
continue;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
/*
|
||||
Check if map has this block
|
||||
*/
|
||||
@ -3204,16 +3170,6 @@ Player *Server::emergePlayer(const char *name, const char *password,
|
||||
setCreativeInventory(player);
|
||||
}
|
||||
|
||||
/*
|
||||
With new map generator the map is regenerated anyway,
|
||||
so start at somewhere where you probably don't get underground
|
||||
*/
|
||||
player->setPosition(intToFloat(v3s16(
|
||||
0,
|
||||
64,
|
||||
0
|
||||
)));
|
||||
|
||||
return player;
|
||||
}
|
||||
|
||||
@ -3248,7 +3204,7 @@ Player *Server::emergePlayer(const char *name, const char *password,
|
||||
#if 1
|
||||
player->setPosition(intToFloat(v3s16(
|
||||
0,
|
||||
64,
|
||||
40, //64,
|
||||
0
|
||||
)));
|
||||
#endif
|
||||
|
@ -585,15 +585,6 @@ inline bool isInArea(v3s16 p, v3s16 d)
|
||||
);
|
||||
}
|
||||
|
||||
inline s16 rangelim(s16 i, s16 min, s16 max)
|
||||
{
|
||||
if(i < min)
|
||||
return min;
|
||||
if(i > max)
|
||||
return max;
|
||||
return i;
|
||||
}
|
||||
|
||||
inline s16 rangelim(s16 i, s16 max)
|
||||
{
|
||||
if(i < 0)
|
||||
@ -603,6 +594,8 @@ inline s16 rangelim(s16 i, s16 max)
|
||||
return i;
|
||||
}
|
||||
|
||||
#define rangelim(d, min, max) ((d) < (min) ? (min) : ((d)>(max)?(max):(d)))
|
||||
|
||||
inline v3s16 arealim(v3s16 p, s16 d)
|
||||
{
|
||||
if(p.X < 0)
|
||||
|
Loading…
Reference in New Issue
Block a user