Mapgen is better now. Not a lot, but a bit!
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@ -194,7 +194,7 @@ 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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FIXME: Server went into some infinite PeerNotFoundException loop
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FIXME: Server sometimes goes into some infinite PeerNotFoundException loop
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* Fix the problem with the server constantly saving one or a few
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blocks? List the first saved block, maybe it explains.
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@ -259,7 +259,7 @@ FEATURE: Erosion simulation at map generation time
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- Simulate rock falling from cliffs when water has removed
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enough solid rock from the bottom
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Mapgen v2:
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Mapgen v2 (not doing):
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* only_from_disk might not work anymore - check and fix it.
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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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@ -280,7 +280,7 @@ Mapgen v4 (not doing):
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* Make chunks to be tiled vertically too
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* MAKE IT FASTER
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Mapgen v3:
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Mapgen v3 (not doing):
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* Generate trees better
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- Add a "trees_added" flag to sector, or something
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* How 'bout making turbulence controlled so that for a given 2d position
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@ -292,7 +292,7 @@ Mapgen v3:
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Mapgen v4:
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* This will be the final way.
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* Generate blocks in the same way as chunks, by copying a voxelmanipulator
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* Generate blocks in the same way as chunks, by copying a VoxelManipulator
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from the map that is one block larger in all directions.
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Misc. stuff:
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1050
src/map.cpp
1050
src/map.cpp
File diff suppressed because it is too large
Load Diff
106
src/map.h
106
src/map.h
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@ -38,7 +38,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "mapsector.h"
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#include "constants.h"
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#include "voxel.h"
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#include "mapchunk.h"
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/*
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Some exposed functions
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@ -336,81 +335,29 @@ public:
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Map generation
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*/
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// Returns the position of the chunk where the sector is in
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v2s16 sector_to_chunk(v2s16 sectorpos)
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{
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sectorpos.X += m_chunksize / 2;
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sectorpos.Y += m_chunksize / 2;
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v2s16 chunkpos = getContainerPos(sectorpos, m_chunksize);
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return chunkpos;
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}
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// Returns the position of the (0,0) sector of the chunk
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v2s16 chunk_to_sector(v2s16 chunkpos)
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{
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v2s16 sectorpos(
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chunkpos.X * m_chunksize,
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chunkpos.Y * m_chunksize
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);
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sectorpos.X -= m_chunksize / 2;
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sectorpos.Y -= m_chunksize / 2;
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return sectorpos;
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}
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/*
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Get a chunk.
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True if the block and its neighbors are fully generated.
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It means the block will not be touched in the future by the
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generator. If false, generateBlock will make it true.
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*/
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MapChunk *getChunk(v2s16 chunkpos)
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bool blockNonVolatile(v3s16 blockpos)
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{
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core::map<v2s16, MapChunk*>::Node *n;
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n = m_chunks.find(chunkpos);
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if(n == NULL)
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return NULL;
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return n->getValue();
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}
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/*
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True if the chunk and its neighbors are fully generated.
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It means the chunk will not be touched in the future by the
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generator. If false, generateChunk will make it true.
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*/
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bool chunkNonVolatile(v2s16 chunkpos)
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{
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/*for(s16 x=-1; x<=1; x++)
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for(s16 y=-1; y<=1; y++)*/
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s16 x=0;
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s16 y=0;
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for(s16 x=-1; x<=1; x++)
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for(s16 y=-1; y<=1; y++)
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for(s16 z=-1; z<=1; z++)
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{
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v2s16 chunkpos0 = chunkpos + v2s16(x,y);
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MapChunk *chunk = getChunk(chunkpos);
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if(chunk == NULL)
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v3s16 blockpos0 = blockpos + v3s16(x,y,z);
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MapBlock *block = getBlockNoCreateNoEx(blockpos);
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if(block == NULL)
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return false;
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if(chunk->getGenLevel() != GENERATED_FULLY)
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if(block->isFullyGenerated() == false)
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return false;
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}
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return true;
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}
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/*
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Generate a chunk.
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All chunks touching this one can be altered also.
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*/
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MapChunk* generateChunkRaw(v2s16 chunkpos,
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core::map<v3s16, MapBlock*> &changed_blocks,
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bool force=false);
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/*
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Generate a chunk and its neighbors so that it won't be touched
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anymore.
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*/
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MapChunk* generateChunk(v2s16 chunkpos,
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core::map<v3s16, MapBlock*> &changed_blocks);
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/*
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Generate a sector.
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This is mainly called by generateChunkRaw.
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*/
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//ServerMapSector * generateSector(v2s16 p);
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@ -437,6 +384,27 @@ public:
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return emergeSector(p, changed_blocks);
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}
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/*MapBlock * generateBlock(
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v3s16 p,
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MapBlock *original_dummy,
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ServerMapSector *sector,
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core::map<v3s16, MapBlock*> &changed_blocks,
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core::map<v3s16, MapBlock*> &lighting_invalidated_blocks
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);*/
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/*
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Generate a block.
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All blocks touching this one can be altered also.
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*/
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MapBlock* generateBlockRaw(v3s16 blockpos,
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core::map<v3s16, MapBlock*> &changed_blocks,
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bool force=false);
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/*
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Generate a block and its neighbors so that it won't be touched
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anymore.
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*/
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MapBlock * generateBlock(
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v3s16 p,
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MapBlock *original_dummy,
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@ -444,6 +412,8 @@ public:
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core::map<v3s16, MapBlock*> &changed_blocks,
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core::map<v3s16, MapBlock*> &lighting_invalidated_blocks
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);
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/*MapBlock* generateBlock(v3s16 blockpos,
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core::map<v3s16, MapBlock*> &changed_blocks);*/
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/*
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Get a block from somewhere.
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@ -516,9 +486,6 @@ public:
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void saveMapMeta();
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void loadMapMeta();
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void saveChunkMeta();
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void loadChunkMeta();
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// The sector mutex should be locked when calling most of these
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// This only saves sector-specific data such as the heightmap
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@ -551,11 +518,6 @@ private:
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std::string m_savedir;
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bool m_map_saving_enabled;
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// Chunk size in MapSectors
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s16 m_chunksize;
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// Chunks
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core::map<v2s16, MapChunk*> m_chunks;
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};
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/*
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@ -36,6 +36,7 @@ MapBlock::MapBlock(NodeContainer *parent, v3s16 pos, bool dummy):
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is_underground(false),
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m_lighting_expired(true),
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m_day_night_differs(false),
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m_not_fully_generated(false),
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m_objects(this)
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{
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data = NULL;
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@ -1762,6 +1763,8 @@ void MapBlock::serialize(std::ostream &os, u8 version)
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flags |= 0x02;
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if(m_lighting_expired)
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flags |= 0x04;
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if(m_not_fully_generated)
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flags |= 0x08;
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os.write((char*)&flags, 1);
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u32 nodecount = MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
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@ -1884,6 +1887,7 @@ void MapBlock::deSerialize(std::istream &is, u8 version)
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is_underground = (flags & 0x01) ? true : false;
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m_day_night_differs = (flags & 0x02) ? true : false;
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m_lighting_expired = (flags & 0x04) ? true : false;
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m_not_fully_generated = (flags & 0x08) ? true : false;
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// Uncompress data
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std::ostringstream os(std::ios_base::binary);
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@ -244,6 +244,17 @@ public:
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return m_lighting_expired;
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}
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bool isFullyGenerated()
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{
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return !m_not_fully_generated;
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}
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void setFullyGenerated(bool b)
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{
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setChangedFlag();
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m_not_fully_generated = !b;
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}
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bool isValid()
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{
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if(m_lighting_expired)
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// Whether day and night lighting differs
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bool m_day_night_differs;
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/*
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Whether everything that is mainly located on this block has
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been added to the world.
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While this is false, a block can still be changed a bit when
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stuff is added to the neighboring blocks that extends to this
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one.
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When this is false on every one of a 3x3x3 chunk of blocks, the
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central one will not be changed by the map generator in the
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future.
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TODO: Save in file
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*/
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bool m_not_fully_generated;
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MapBlockObjectList m_objects;
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// Object spawning stuff
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float m_spawn_timer;
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#ifndef SERVER
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#ifndef SERVER // Only on client
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/*
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Set to true if the mesh has been ordered to be updated
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sometime in the background.
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@ -1,66 +0,0 @@
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/*
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Minetest-c55
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Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#ifndef MAPCHUNK_HEADER
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#define MAPCHUNK_HEADER
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/*
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MapChunk contains map-generation-time metadata for an area of
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some MapSectors. (something like 16x16)
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*/
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// These should fit in 8 bits, as they are saved as such.
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enum{
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GENERATED_FULLY = 0,
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GENERATED_PARTLY = 10,
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GENERATED_NOT = 20
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};
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class MapChunk
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{
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public:
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MapChunk():
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m_generation_level(GENERATED_NOT)
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{
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}
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/*
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Generation level. Possible values:
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GENERATED_FULLY = 0 = fully generated
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GENERATED_PARTLY = partly generated
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GENERATED_NOT = not generated
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*/
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u16 getGenLevel(){ return m_generation_level; }
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void setGenLevel(u16 lev){ m_generation_level = lev; }
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void serialize(std::ostream &os, u8 version)
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{
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os.write((char*)&m_generation_level, 1);
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}
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void deSerialize(std::istream &is, u8 version)
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{
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is.read((char*)&m_generation_level, 1);
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}
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private:
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u8 m_generation_level;
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};
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#endif
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@ -13,9 +13,9 @@ void setStoneLikeDiggingProperties(u8 material, float toughness)
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DiggingProperties(true, 15.0*toughness, 0));
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g_material_properties[material].setDiggingProperties("WPick",
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DiggingProperties(true, 1.5*toughness, 65535./30.*toughness));
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DiggingProperties(true, 1.3*toughness, 65535./30.*toughness));
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g_material_properties[material].setDiggingProperties("STPick",
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DiggingProperties(true, 0.7*toughness, 65535./100.*toughness));
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DiggingProperties(true, 0.65*toughness, 65535./100.*toughness));
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/*g_material_properties[material].setDiggingProperties("MesePick",
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DiggingProperties(true, 0.0*toughness, 65535./20.*toughness));*/
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@ -544,11 +544,10 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
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block_is_invalid = true;
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}
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v2s16 p2d(p.X, p.Z);
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ServerMap *map = (ServerMap*)(&server->m_env.getMap());
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v2s16 chunkpos = map->sector_to_chunk(p2d);
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if(map->chunkNonVolatile(chunkpos) == false)
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if(block->isFullyGenerated() == false)
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{
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block_is_invalid = true;
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}
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}
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/*
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@ -3420,16 +3419,6 @@ Player *Server::emergePlayer(const char *name, const char *password,
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nodepos = v2s16(-range + (myrand()%(range*2)),
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-range + (myrand()%(range*2)));
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v2s16 sectorpos = getNodeSectorPos(nodepos);
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/*
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Ignore position if it is near a chunk edge.
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Otherwise it would cause excessive loading time at
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initial generation
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*/
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{
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if(m_env.getServerMap().sector_to_chunk(sectorpos+v2s16(1,1))
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!= m_env.getServerMap().sector_to_chunk(sectorpos+v2s16(-1,-1)))
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continue;
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}
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// Get sector (NOTE: Don't get because it's slow)
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//m_env.getMap().emergeSector(sectorpos);
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// Get ground height at point (fallbacks to heightmap function)
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Reference in New Issue