/* Minetest-c55 Copyright (C) 2010-2011 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include "map.h" #include "main.h" #include "jmutexautolock.h" #include "client.h" #include "filesys.h" #include "utility.h" #include "voxel.h" #include "porting.h" #include "mineral.h" #include "noise.h" #include "serverobject.h" /* Map */ Map::Map(std::ostream &dout): m_dout(dout), m_sector_cache(NULL) { /*m_sector_mutex.Init(); assert(m_sector_mutex.IsInitialized());*/ } Map::~Map() { /* Free all MapSectors */ core::map::Iterator i = m_sectors.getIterator(); for(; i.atEnd() == false; i++) { MapSector *sector = i.getNode()->getValue(); delete sector; } } void Map::addEventReceiver(MapEventReceiver *event_receiver) { m_event_receivers.insert(event_receiver, false); } void Map::removeEventReceiver(MapEventReceiver *event_receiver) { if(m_event_receivers.find(event_receiver) == NULL) return; m_event_receivers.remove(event_receiver); } void Map::dispatchEvent(MapEditEvent *event) { for(core::map::Iterator i = m_event_receivers.getIterator(); i.atEnd()==false; i++) { MapEventReceiver* event_receiver = i.getNode()->getKey(); event_receiver->onMapEditEvent(event); } } MapSector * Map::getSectorNoGenerateNoExNoLock(v2s16 p) { if(m_sector_cache != NULL && p == m_sector_cache_p){ MapSector * sector = m_sector_cache; // Reset inactivity timer sector->usage_timer = 0.0; return sector; } core::map::Node *n = m_sectors.find(p); if(n == NULL) return NULL; MapSector *sector = n->getValue(); // Cache the last result m_sector_cache_p = p; m_sector_cache = sector; // Reset inactivity timer sector->usage_timer = 0.0; return sector; } MapSector * Map::getSectorNoGenerateNoEx(v2s16 p) { //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out return getSectorNoGenerateNoExNoLock(p); } MapSector * Map::getSectorNoGenerate(v2s16 p) { MapSector *sector = getSectorNoGenerateNoEx(p); if(sector == NULL) throw InvalidPositionException(); return sector; } MapBlock * Map::getBlockNoCreate(v3s16 p3d) { v2s16 p2d(p3d.X, p3d.Z); MapSector * sector = getSectorNoGenerate(p2d); MapBlock *block = sector->getBlockNoCreate(p3d.Y); return block; } MapBlock * Map::getBlockNoCreateNoEx(v3s16 p3d) { try { v2s16 p2d(p3d.X, p3d.Z); MapSector * sector = getSectorNoGenerate(p2d); MapBlock *block = sector->getBlockNoCreate(p3d.Y); return block; } catch(InvalidPositionException &e) { return NULL; } } /*MapBlock * Map::getBlockCreate(v3s16 p3d) { v2s16 p2d(p3d.X, p3d.Z); MapSector * sector = getSectorCreate(p2d); assert(sector); MapBlock *block = sector->getBlockNoCreate(p3d.Y); if(block) return block; block = sector->createBlankBlock(p3d.Y); return block; }*/ bool Map::isNodeUnderground(v3s16 p) { v3s16 blockpos = getNodeBlockPos(p); try{ MapBlock * block = getBlockNoCreate(blockpos); return block->getIsUnderground(); } catch(InvalidPositionException &e) { return false; } } /* Goes recursively through the neighbours of the node. Alters only transparent nodes. If the lighting of the neighbour is lower than the lighting of the node was (before changing it to 0 at the step before), the lighting of the neighbour is set to 0 and then the same stuff repeats for the neighbour. The ending nodes of the routine are stored in light_sources. This is useful when a light is removed. In such case, this routine can be called for the light node and then again for light_sources to re-light the area without the removed light. values of from_nodes are lighting values. */ void Map::unspreadLight(enum LightBank bank, core::map & from_nodes, core::map & light_sources, core::map & modified_blocks) { v3s16 dirs[6] = { v3s16(0,0,1), // back v3s16(0,1,0), // top v3s16(1,0,0), // right v3s16(0,0,-1), // front v3s16(0,-1,0), // bottom v3s16(-1,0,0), // left }; if(from_nodes.size() == 0) return; u32 blockchangecount = 0; core::map unlighted_nodes; core::map::Iterator j; j = from_nodes.getIterator(); /* Initialize block cache */ v3s16 blockpos_last; MapBlock *block = NULL; // Cache this a bit, too bool block_checked_in_modified = false; for(; j.atEnd() == false; j++) { v3s16 pos = j.getNode()->getKey(); v3s16 blockpos = getNodeBlockPos(pos); // Only fetch a new block if the block position has changed try{ if(block == NULL || blockpos != blockpos_last){ block = getBlockNoCreate(blockpos); blockpos_last = blockpos; block_checked_in_modified = false; blockchangecount++; } } catch(InvalidPositionException &e) { continue; } if(block->isDummy()) continue; // Calculate relative position in block v3s16 relpos = pos - blockpos_last * MAP_BLOCKSIZE; // Get node straight from the block MapNode n = block->getNode(relpos); u8 oldlight = j.getNode()->getValue(); // Loop through 6 neighbors for(u16 i=0; i<6; i++) { // Get the position of the neighbor node v3s16 n2pos = pos + dirs[i]; // Get the block where the node is located v3s16 blockpos = getNodeBlockPos(n2pos); try { // Only fetch a new block if the block position has changed try{ if(block == NULL || blockpos != blockpos_last){ block = getBlockNoCreate(blockpos); blockpos_last = blockpos; block_checked_in_modified = false; blockchangecount++; } } catch(InvalidPositionException &e) { continue; } // Calculate relative position in block v3s16 relpos = n2pos - blockpos * MAP_BLOCKSIZE; // Get node straight from the block MapNode n2 = block->getNode(relpos); bool changed = false; //TODO: Optimize output by optimizing light_sources? /* If the neighbor is dimmer than what was specified as oldlight (the light of the previous node) */ if(n2.getLight(bank) < oldlight) { /* And the neighbor is transparent and it has some light */ if(n2.light_propagates() && n2.getLight(bank) != 0) { /* Set light to 0 and add to queue */ u8 current_light = n2.getLight(bank); n2.setLight(bank, 0); block->setNode(relpos, n2); unlighted_nodes.insert(n2pos, current_light); changed = true; /* Remove from light_sources if it is there NOTE: This doesn't happen nearly at all */ /*if(light_sources.find(n2pos)) { std::cout<<"Removed from light_sources"< 0) unspreadLight(bank, unlighted_nodes, light_sources, modified_blocks); } /* A single-node wrapper of the above */ void Map::unLightNeighbors(enum LightBank bank, v3s16 pos, u8 lightwas, core::map & light_sources, core::map & modified_blocks) { core::map from_nodes; from_nodes.insert(pos, lightwas); unspreadLight(bank, from_nodes, light_sources, modified_blocks); } /* Lights neighbors of from_nodes, collects all them and then goes on recursively. */ void Map::spreadLight(enum LightBank bank, core::map & from_nodes, core::map & modified_blocks) { const v3s16 dirs[6] = { v3s16(0,0,1), // back v3s16(0,1,0), // top v3s16(1,0,0), // right v3s16(0,0,-1), // front v3s16(0,-1,0), // bottom v3s16(-1,0,0), // left }; if(from_nodes.size() == 0) return; u32 blockchangecount = 0; core::map lighted_nodes; core::map::Iterator j; j = from_nodes.getIterator(); /* Initialize block cache */ v3s16 blockpos_last; MapBlock *block = NULL; // Cache this a bit, too bool block_checked_in_modified = false; for(; j.atEnd() == false; j++) //for(; j != from_nodes.end(); j++) { v3s16 pos = j.getNode()->getKey(); //v3s16 pos = *j; //dstream<<"pos=("<isDummy()) continue; // Calculate relative position in block v3s16 relpos = pos - blockpos_last * MAP_BLOCKSIZE; // Get node straight from the block MapNode n = block->getNode(relpos); u8 oldlight = n.getLight(bank); u8 newlight = diminish_light(oldlight); // Loop through 6 neighbors for(u16 i=0; i<6; i++){ // Get the position of the neighbor node v3s16 n2pos = pos + dirs[i]; // Get the block where the node is located v3s16 blockpos = getNodeBlockPos(n2pos); try { // Only fetch a new block if the block position has changed try{ if(block == NULL || blockpos != blockpos_last){ block = getBlockNoCreate(blockpos); blockpos_last = blockpos; block_checked_in_modified = false; blockchangecount++; } } catch(InvalidPositionException &e) { continue; } // Calculate relative position in block v3s16 relpos = n2pos - blockpos * MAP_BLOCKSIZE; // Get node straight from the block MapNode n2 = block->getNode(relpos); bool changed = false; /* If the neighbor is brighter than the current node, add to list (it will light up this node on its turn) */ if(n2.getLight(bank) > undiminish_light(oldlight)) { lighted_nodes.insert(n2pos, true); //lighted_nodes.push_back(n2pos); changed = true; } /* If the neighbor is dimmer than how much light this node would spread on it, add to list */ if(n2.getLight(bank) < newlight) { if(n2.light_propagates()) { n2.setLight(bank, newlight); block->setNode(relpos, n2); lighted_nodes.insert(n2pos, true); //lighted_nodes.push_back(n2pos); changed = true; } } // Add to modified_blocks if(changed == true && block_checked_in_modified == false) { // If the block is not found in modified_blocks, add. if(modified_blocks.find(blockpos) == NULL) { modified_blocks.insert(blockpos, block); } block_checked_in_modified = true; } } catch(InvalidPositionException &e) { continue; } } } /*dstream<<"spreadLight(): Changed block " < 0) spreadLight(bank, lighted_nodes, modified_blocks); } /* A single-node source variation of the above. */ void Map::lightNeighbors(enum LightBank bank, v3s16 pos, core::map & modified_blocks) { core::map from_nodes; from_nodes.insert(pos, true); spreadLight(bank, from_nodes, modified_blocks); } v3s16 Map::getBrightestNeighbour(enum LightBank bank, v3s16 p) { v3s16 dirs[6] = { v3s16(0,0,1), // back v3s16(0,1,0), // top v3s16(1,0,0), // right v3s16(0,0,-1), // front v3s16(0,-1,0), // bottom v3s16(-1,0,0), // left }; u8 brightest_light = 0; v3s16 brightest_pos(0,0,0); bool found_something = false; // Loop through 6 neighbors for(u16 i=0; i<6; i++){ // Get the position of the neighbor node v3s16 n2pos = p + dirs[i]; MapNode n2; try{ n2 = getNode(n2pos); } catch(InvalidPositionException &e) { continue; } if(n2.getLight(bank) > brightest_light || found_something == false){ brightest_light = n2.getLight(bank); brightest_pos = n2pos; found_something = true; } } if(found_something == false) throw InvalidPositionException(); return brightest_pos; } /* Propagates sunlight down from a node. Starting point gets sunlight. Returns the lowest y value of where the sunlight went. Mud is turned into grass in where the sunlight stops. */ s16 Map::propagateSunlight(v3s16 start, core::map & modified_blocks) { s16 y = start.Y; for(; ; y--) { v3s16 pos(start.X, y, start.Z); v3s16 blockpos = getNodeBlockPos(pos); MapBlock *block; try{ block = getBlockNoCreate(blockpos); } catch(InvalidPositionException &e) { break; } v3s16 relpos = pos - blockpos*MAP_BLOCKSIZE; MapNode n = block->getNode(relpos); if(n.sunlight_propagates()) { n.setLight(LIGHTBANK_DAY, LIGHT_SUN); block->setNode(relpos, n); modified_blocks.insert(blockpos, block); } else { // Turn mud into grass if(n.d == CONTENT_MUD) { n.d = CONTENT_GRASS; block->setNode(relpos, n); modified_blocks.insert(blockpos, block); } // Sunlight goes no further break; } } return y + 1; } void Map::updateLighting(enum LightBank bank, core::map & a_blocks, core::map & modified_blocks) { /*m_dout< blocks_to_update; core::map light_sources; core::map unlight_from; core::map::Iterator i; i = a_blocks.getIterator(); for(; i.atEnd() == false; i++) { MapBlock *block = i.getNode()->getValue(); for(;;) { // Don't bother with dummy blocks. if(block->isDummy()) break; v3s16 pos = block->getPos(); modified_blocks.insert(pos, block); blocks_to_update.insert(pos, block); /* Clear all light from block */ for(s16 z=0; zgetNode(v3s16(x,y,z)); u8 oldlight = n.getLight(bank); n.setLight(bank, 0); block->setNode(v3s16(x,y,z), n); // Collect borders for unlighting if(x==0 || x == MAP_BLOCKSIZE-1 || y==0 || y == MAP_BLOCKSIZE-1 || z==0 || z == MAP_BLOCKSIZE-1) { v3s16 p_map = p + v3s16( MAP_BLOCKSIZE*pos.X, MAP_BLOCKSIZE*pos.Y, MAP_BLOCKSIZE*pos.Z); unlight_from.insert(p_map, oldlight); } } catch(InvalidPositionException &e) { /* This would happen when dealing with a dummy block. */ //assert(0); dstream<<"updateLighting(): InvalidPositionException" <propagateSunlight(light_sources); // If bottom is valid, we're done. if(bottom_valid) break; } else if(bank == LIGHTBANK_NIGHT) { // For night lighting, sunlight is not propagated break; } else { // Invalid lighting bank assert(0); } /*dstream<<"Bottom for sunlight-propagated block (" <::Iterator i; i = blocks_to_update.getIterator(); for(; i.atEnd() == false; i++) { MapBlock *block = i.getNode()->getValue(); v3s16 p = block->getPos(); // Add all surrounding blocks vmanip.initialEmerge(p - v3s16(1,1,1), p + v3s16(1,1,1)); /* Add all surrounding blocks that have up-to-date lighting NOTE: This doesn't quite do the job (not everything appropriate is lighted) */ /*for(s16 z=-1; z<=1; z++) for(s16 y=-1; y<=1; y++) for(s16 x=-1; x<=1; x++) { v3s16 p(x,y,z); MapBlock *block = getBlockNoCreateNoEx(p); if(block == NULL) continue; if(block->isDummy()) continue; if(block->getLightingExpired()) continue; vmanip.initialEmerge(p, p); }*/ // Lighting of block will be updated completely block->setLightingExpired(false); } { //TimeTaker timer("unSpreadLight"); vmanip.unspreadLight(bank, unlight_from, light_sources); } { //TimeTaker timer("spreadLight"); vmanip.spreadLight(bank, light_sources); } { //TimeTaker timer("blitBack"); vmanip.blitBack(modified_blocks); } /*dstream<<"emerge_time="< & a_blocks, core::map & modified_blocks) { updateLighting(LIGHTBANK_DAY, a_blocks, modified_blocks); updateLighting(LIGHTBANK_NIGHT, a_blocks, modified_blocks); /* Update information about whether day and night light differ */ for(core::map::Iterator i = modified_blocks.getIterator(); i.atEnd() == false; i++) { MapBlock *block = i.getNode()->getValue(); block->updateDayNightDiff(); } } /* This is called after changing a node from transparent to opaque. The lighting value of the node should be left as-is after changing other values. This sets the lighting value to 0. */ void Map::addNodeAndUpdate(v3s16 p, MapNode n, core::map &modified_blocks) { /*PrintInfo(m_dout); m_dout< light_sources; /* If there is a node at top and it doesn't have sunlight, there has not been any sunlight going down. Otherwise there probably is. */ try{ MapNode topnode = getNode(toppos); if(topnode.getLight(LIGHTBANK_DAY) != LIGHT_SUN) node_under_sunlight = false; } catch(InvalidPositionException &e) { } /* If the new node doesn't propagate sunlight and there is grass below, change it to mud */ if(content_features(n.d).sunlight_propagates == false) { try{ MapNode bottomnode = getNode(bottompos); if(bottomnode.d == CONTENT_GRASS || bottomnode.d == CONTENT_GRASS_FOOTSTEPS) { bottomnode.d = CONTENT_MUD; setNode(bottompos, bottomnode); } } catch(InvalidPositionException &e) { } } /* If the new node is mud and it is under sunlight, change it to grass */ if(n.d == CONTENT_MUD && node_under_sunlight) { n.d = CONTENT_GRASS; } /* Remove all light that has come out of this node */ enum LightBank banks[] = { LIGHTBANK_DAY, LIGHTBANK_NIGHT }; for(s32 i=0; i<2; i++) { enum LightBank bank = banks[i]; u8 lightwas = getNode(p).getLight(bank); // Add the block of the added node to modified_blocks v3s16 blockpos = getNodeBlockPos(p); MapBlock * block = getBlockNoCreate(blockpos); assert(block != NULL); modified_blocks.insert(blockpos, block); assert(isValidPosition(p)); // Unlight neighbours of node. // This means setting light of all consequent dimmer nodes // to 0. // This also collects the nodes at the border which will spread // light again into this. unLightNeighbors(bank, p, lightwas, light_sources, modified_blocks); n.setLight(bank, 0); } /* If node lets sunlight through and is under sunlight, it has sunlight too. */ if(node_under_sunlight && content_features(n.d).sunlight_propagates) { n.setLight(LIGHTBANK_DAY, LIGHT_SUN); } /* Set the node on the map */ setNode(p, n); /* Add intial metadata */ NodeMetadata *meta_proto = content_features(n.d).initial_metadata; if(meta_proto) { NodeMetadata *meta = meta_proto->clone(); setNodeMetadata(p, meta); } /* If node is under sunlight and doesn't let sunlight through, take all sunlighted nodes under it and clear light from them and from where the light has been spread. TODO: This could be optimized by mass-unlighting instead of looping */ if(node_under_sunlight && !content_features(n.d).sunlight_propagates) { s16 y = p.Y - 1; for(;; y--){ //m_dout<::Iterator i = modified_blocks.getIterator(); i.atEnd() == false; i++) { MapBlock *block = i.getNode()->getValue(); block->updateDayNightDiff(); } /* Add neighboring liquid nodes and the node itself if it is liquid (=water node was added) to transform queue. */ v3s16 dirs[7] = { v3s16(0,0,0), // self v3s16(0,0,1), // back v3s16(0,1,0), // top v3s16(1,0,0), // right v3s16(0,0,-1), // front v3s16(0,-1,0), // bottom v3s16(-1,0,0), // left }; for(u16 i=0; i<7; i++) { try { v3s16 p2 = p + dirs[i]; MapNode n2 = getNode(p2); if(content_liquid(n2.d)) { m_transforming_liquid.push_back(p2); } }catch(InvalidPositionException &e) { } } } /* */ void Map::removeNodeAndUpdate(v3s16 p, core::map &modified_blocks) { /*PrintInfo(m_dout); m_dout< light_sources; enum LightBank banks[] = { LIGHTBANK_DAY, LIGHTBANK_NIGHT }; for(s32 i=0; i<2; i++) { enum LightBank bank = banks[i]; /* Unlight neighbors (in case the node is a light source) */ unLightNeighbors(bank, p, getNode(p).getLight(bank), light_sources, modified_blocks); } /* Remove node metadata */ removeNodeMetadata(p); /* Remove the node. This also clears the lighting. */ MapNode n; n.d = replace_material; setNode(p, n); for(s32 i=0; i<2; i++) { enum LightBank bank = banks[i]; /* Recalculate lighting */ spreadLight(bank, light_sources, modified_blocks); } // Add the block of the removed node to modified_blocks v3s16 blockpos = getNodeBlockPos(p); MapBlock * block = getBlockNoCreate(blockpos); assert(block != NULL); modified_blocks.insert(blockpos, block); /* If the removed node was under sunlight, propagate the sunlight down from it and then light all neighbors of the propagated blocks. */ if(node_under_sunlight) { s16 ybottom = propagateSunlight(p, modified_blocks); /*m_dout< ybottom="<= ybottom; y--) { v3s16 p2(p.X, y, p.Z); /*m_dout<::Iterator i = modified_blocks.getIterator(); i.atEnd() == false; i++) { MapBlock *block = i.getNode()->getValue(); block->updateDayNightDiff(); } /* Add neighboring liquid nodes to transform queue. */ v3s16 dirs[6] = { v3s16(0,0,1), // back v3s16(0,1,0), // top v3s16(1,0,0), // right v3s16(0,0,-1), // front v3s16(0,-1,0), // bottom v3s16(-1,0,0), // left }; for(u16 i=0; i<6; i++) { try { v3s16 p2 = p + dirs[i]; MapNode n2 = getNode(p2); if(content_liquid(n2.d)) { m_transforming_liquid.push_back(p2); } }catch(InvalidPositionException &e) { } } } bool Map::addNodeWithEvent(v3s16 p, MapNode n) { MapEditEvent event; event.type = MEET_ADDNODE; event.p = p; event.n = n; bool succeeded = true; try{ core::map modified_blocks; addNodeAndUpdate(p, n, modified_blocks); // Copy modified_blocks to event for(core::map::Iterator i = modified_blocks.getIterator(); i.atEnd()==false; i++) { event.modified_blocks.insert(i.getNode()->getKey(), false); } } catch(InvalidPositionException &e){ succeeded = false; } dispatchEvent(&event); return succeeded; } bool Map::removeNodeWithEvent(v3s16 p) { MapEditEvent event; event.type = MEET_REMOVENODE; event.p = p; bool succeeded = true; try{ core::map modified_blocks; removeNodeAndUpdate(p, modified_blocks); // Copy modified_blocks to event for(core::map::Iterator i = modified_blocks.getIterator(); i.atEnd()==false; i++) { event.modified_blocks.insert(i.getNode()->getKey(), false); } } catch(InvalidPositionException &e){ succeeded = false; } dispatchEvent(&event); return succeeded; } bool Map::dayNightDiffed(v3s16 blockpos) { try{ v3s16 p = blockpos + v3s16(0,0,0); MapBlock *b = getBlockNoCreate(p); if(b->dayNightDiffed()) return true; } catch(InvalidPositionException &e){} // Leading edges try{ v3s16 p = blockpos + v3s16(-1,0,0); MapBlock *b = getBlockNoCreate(p); if(b->dayNightDiffed()) return true; } catch(InvalidPositionException &e){} try{ v3s16 p = blockpos + v3s16(0,-1,0); MapBlock *b = getBlockNoCreate(p); if(b->dayNightDiffed()) return true; } catch(InvalidPositionException &e){} try{ v3s16 p = blockpos + v3s16(0,0,-1); MapBlock *b = getBlockNoCreate(p); if(b->dayNightDiffed()) return true; } catch(InvalidPositionException &e){} // Trailing edges try{ v3s16 p = blockpos + v3s16(1,0,0); MapBlock *b = getBlockNoCreate(p); if(b->dayNightDiffed()) return true; } catch(InvalidPositionException &e){} try{ v3s16 p = blockpos + v3s16(0,1,0); MapBlock *b = getBlockNoCreate(p); if(b->dayNightDiffed()) return true; } catch(InvalidPositionException &e){} try{ v3s16 p = blockpos + v3s16(0,0,1); MapBlock *b = getBlockNoCreate(p); if(b->dayNightDiffed()) return true; } catch(InvalidPositionException &e){} return false; } /* Updates usage timers */ void Map::timerUpdate(float dtime) { //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out core::map::Iterator si; si = m_sectors.getIterator(); for(; si.atEnd() == false; si++) { MapSector *sector = si.getNode()->getValue(); sector->usage_timer += dtime; } } void Map::deleteSectors(core::list &list, bool only_blocks) { /* Wait for caches to be removed before continuing. This disables the existence of caches while locked */ //SharedPtr cachelock(m_blockcachelock.waitCaches()); core::list::Iterator j; for(j=list.begin(); j!=list.end(); j++) { MapSector *sector = m_sectors[*j]; if(only_blocks) { sector->deleteBlocks(); } else { /* If sector is in sector cache, remove it from there */ if(m_sector_cache == sector) { m_sector_cache = NULL; } /* Remove from map and delete */ m_sectors.remove(*j); delete sector; } } } u32 Map::deleteUnusedSectors(float timeout, bool only_blocks, core::list *deleted_blocks) { //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out core::list sector_deletion_queue; core::map::Iterator i = m_sectors.getIterator(); for(; i.atEnd() == false; i++) { MapSector *sector = i.getNode()->getValue(); /* Delete sector from memory if it hasn't been used in a long time */ if(sector->usage_timer > timeout) { sector_deletion_queue.push_back(i.getNode()->getKey()); if(deleted_blocks != NULL) { // Collect positions of blocks of sector MapSector *sector = i.getNode()->getValue(); core::list blocks; sector->getBlocks(blocks); for(core::list::Iterator i = blocks.begin(); i != blocks.end(); i++) { deleted_blocks->push_back((*i)->getPos()); } } } } deleteSectors(sector_deletion_queue, only_blocks); return sector_deletion_queue.getSize(); } void Map::PrintInfo(std::ostream &out) { out<<"Map: "; } #define WATER_DROP_BOOST 4 void Map::transformLiquids(core::map & modified_blocks) { DSTACK(__FUNCTION_NAME); //TimeTaker timer("transformLiquids()"); u32 loopcount = 0; u32 initial_size = m_transforming_liquid.size(); /*if(initial_size != 0) dstream<<"transformLiquids(): initial_size="<= 7 - WATER_DROP_BOOST) new_liquid_level = 7; else new_liquid_level = n2_liquid_level + WATER_DROP_BOOST; } else if(n2_liquid_level > 0) { new_liquid_level = n2_liquid_level - 1; } if(new_liquid_level > new_liquid_level_max) new_liquid_level_max = new_liquid_level; } }catch(InvalidPositionException &e) { } } //for /* If liquid level should be something else, update it and add all the neighboring water nodes to the transform queue. */ if(new_liquid_level_max != liquid_level) { if(new_liquid_level_max == -1) { // Remove water alltoghether n0.d = CONTENT_AIR; n0.param2 = 0; setNode(p0, n0); } else { n0.param2 = new_liquid_level_max; setNode(p0, n0); } // Block has been modified { v3s16 blockpos = getNodeBlockPos(p0); MapBlock *block = getBlockNoCreateNoEx(blockpos); if(block != NULL) modified_blocks.insert(blockpos, block); } /* Add neighboring non-source liquid nodes to transform queue. */ v3s16 dirs[6] = { v3s16(0,0,1), // back v3s16(0,1,0), // top v3s16(1,0,0), // right v3s16(0,0,-1), // front v3s16(0,-1,0), // bottom v3s16(-1,0,0), // left }; for(u16 i=0; i<6; i++) { try { v3s16 p2 = p0 + dirs[i]; MapNode n2 = getNode(p2); if(content_flowing_liquid(n2.d)) { m_transforming_liquid.push_back(p2); } }catch(InvalidPositionException &e) { } } } } // Get a new one from queue if the node has turned into non-water if(content_liquid(n0.d) == false) continue; /* Flow water from this node */ v3s16 dirs_to[5] = { v3s16(0,-1,0), // bottom v3s16(0,0,1), // back v3s16(1,0,0), // right v3s16(0,0,-1), // front v3s16(-1,0,0), // left }; for(u16 i=0; i<5; i++) { try { bool to_bottom = (i == 0); // If liquid is at lowest possible height, it's not going // anywhere except down if(liquid_level == 0 && to_bottom == false) continue; u8 liquid_next_level = 0; // If going to bottom if(to_bottom) { //liquid_next_level = 7; if(liquid_level >= 7 - WATER_DROP_BOOST) liquid_next_level = 7; else liquid_next_level = liquid_level + WATER_DROP_BOOST; } else liquid_next_level = liquid_level - 1; bool n2_changed = false; bool flowed = false; v3s16 p2 = p0 + dirs_to[i]; MapNode n2 = getNode(p2); //dstream<<"[1] n2.param="<<(int)n2.param< liquid_level) { n2.param2 = liquid_next_level; setNode(p2, n2); n2_changed = true; flowed = true; } } } else if(n2.d == CONTENT_AIR) { n2.d = nonsource_c; n2.param2 = liquid_next_level; setNode(p2, n2); n2_changed = true; flowed = true; } //dstream<<"[2] n2.param="<<(int)n2.param<= 100000) if(loopcount >= initial_size * 1) break; } //dstream<<"Map::transformLiquids(): loopcount="<m_node_metadata.get(p_rel); return meta; } void Map::setNodeMetadata(v3s16 p, NodeMetadata *meta) { v3s16 blockpos = getNodeBlockPos(p); v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE; MapBlock *block = getBlockNoCreateNoEx(blockpos); if(block == NULL) { dstream<<"WARNING: Map::setNodeMetadata(): Block not found" <m_node_metadata.set(p_rel, meta); } void Map::removeNodeMetadata(v3s16 p) { v3s16 blockpos = getNodeBlockPos(p); v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE; MapBlock *block = getBlockNoCreateNoEx(blockpos); if(block == NULL) { dstream<<"WARNING: Map::removeNodeMetadata(): Block not found" <m_node_metadata.remove(p_rel); } void Map::nodeMetadataStep(float dtime, core::map &changed_blocks) { /* NOTE: Currently there is no way to ensure that all the necessary blocks are loaded when this is run. (They might get unloaded) NOTE: ^- Actually, that might not be so. In a quick test it reloaded a block with a furnace when I walked back to it from a distance. */ core::map::Iterator si; si = m_sectors.getIterator(); for(; si.atEnd() == false; si++) { MapSector *sector = si.getNode()->getValue(); core::list< MapBlock * > sectorblocks; sector->getBlocks(sectorblocks); core::list< MapBlock * >::Iterator i; for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++) { MapBlock *block = *i; bool changed = block->m_node_metadata.step(dtime); if(changed) changed_blocks[block->getPos()] = block; } } } /* ServerMap */ ServerMap::ServerMap(std::string savedir): Map(dout_server), m_seed(0), m_map_metadata_changed(true) { dstream<<__FUNCTION_NAME<::Iterator i = m_chunks.getIterator(); for(; i.atEnd() == false; i++) { MapChunk *chunk = i.getNode()->getValue(); delete chunk; } } /* Some helper functions for the map generator */ s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d) { v3s16 em = vmanip.m_area.getExtent(); s16 y_nodes_max = vmanip.m_area.MaxEdge.Y; s16 y_nodes_min = vmanip.m_area.MinEdge.Y; u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y)); s16 y; for(y=y_nodes_max; y>=y_nodes_min; y--) { MapNode &n = vmanip.m_data[i]; if(content_walkable(n.d)) break; vmanip.m_area.add_y(em, i, -1); } if(y >= y_nodes_min) return y; else return y_nodes_min; } s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d) { v3s16 em = vmanip.m_area.getExtent(); s16 y_nodes_max = vmanip.m_area.MaxEdge.Y; s16 y_nodes_min = vmanip.m_area.MinEdge.Y; u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y)); s16 y; for(y=y_nodes_max; y>=y_nodes_min; y--) { MapNode &n = vmanip.m_data[i]; if(content_walkable(n.d) && n.d != CONTENT_TREE && n.d != CONTENT_LEAVES) break; vmanip.m_area.add_y(em, i, -1); } if(y >= y_nodes_min) return y; else return y_nodes_min; } void make_tree(VoxelManipulator &vmanip, v3s16 p0) { MapNode treenode(CONTENT_TREE); MapNode leavesnode(CONTENT_LEAVES); s16 trunk_h = myrand_range(3, 6); v3s16 p1 = p0; for(s16 ii=0; ii leaves_d(new u8[leaves_a.getVolume()]); Buffer leaves_d(leaves_a.getVolume()); for(s32 i=0; i0, 0->1, 1->0 double contour(double v) { v = fabs(v); if(v >= 1.0) return 0.0; return (1.0-v); }*/ /* Noise functions. Make sure seed is mangled differently in each one. */ // This affects the shape of the contour #define CAVE_NOISE_SCALE 10.0 NoiseParams get_cave_noise1_params(u64 seed) { return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.7, 200, CAVE_NOISE_SCALE); } NoiseParams get_cave_noise2_params(u64 seed) { return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.7, 200, CAVE_NOISE_SCALE); } #define CAVE_NOISE_THRESHOLD (2.5/CAVE_NOISE_SCALE) bool is_cave(u64 seed, v3s16 p) { double d1 = noise3d_param(get_cave_noise1_params(seed), p.X,p.Y,p.Z); double d2 = noise3d_param(get_cave_noise2_params(seed), p.X,p.Y,p.Z); return d1*d2 > CAVE_NOISE_THRESHOLD; } // Amount of trees per area in nodes double tree_amount_2d(u64 seed, v2s16 p) { double noise = noise2d_perlin( 0.5+(float)p.X/250, 0.5+(float)p.Y/250, seed+2, 5, 0.66); double zeroval = -0.3; if(noise < zeroval) return 0; else return 0.04 * (noise-zeroval) / (1.0-zeroval); } #define AVERAGE_MUD_AMOUNT 4 double base_rock_level_2d(u64 seed, v2s16 p) { // The base ground level double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT + 20. * noise2d_perlin( 0.5+(float)p.X/500., 0.5+(float)p.Y/500., (seed>>32)+654879876, 6, 0.6); /*// 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 // Higher ground level double higher = (double)WATER_LEVEL + 25. + 35. * noise2d_perlin( 0.5+(float)p.X/250., 0.5+(float)p.Y/250., seed+85039, 5, 0.69); //higher = 30; // For debugging // Limit higher to at least base if(higher < base) higher = base; // Steepness factor of cliffs double b = 1.0 + 1.0 * noise2d_perlin( 0.5+(float)p.X/250., 0.5+(float)p.Y/250., seed-932, 7, 0.7); b = rangelim(b, 0.0, 1000.0); b = pow(b, 5); b *= 7; b = rangelim(b, 3.0, 1000.0); //dstream<<"b="<sectorpos_bigbase.X*MAP_BLOCKSIZE, y_nodes_min, data->sectorpos_bigbase.Y*MAP_BLOCKSIZE ); v3f maxpos_f = minpos_f + v3f( data->sectorpos_bigbase_size*MAP_BLOCKSIZE, y_nodes_max-y_nodes_min, data->sectorpos_bigbase_size*MAP_BLOCKSIZE ); //v3f samplelength_f = v3f(4.0, 4.0, 4.0); TimeTaker timer("noisebuf.create"); noisebuf_cave.create(get_cave_noise1_params(data->seed), minpos_f.X, minpos_f.Y, minpos_f.Z, maxpos_f.X, maxpos_f.Y, maxpos_f.Z, 4, 4, 4); noisebuf_cave.multiply(get_cave_noise2_params(data->seed)); /*noisebuf1.create(data->seed+25104, 6, 0.60, 200.0, false, minpos_f.X, minpos_f.Y, minpos_f.Z, maxpos_f.X, maxpos_f.Y, maxpos_f.Z, samplelength_f.X, samplelength_f.Y, samplelength_f.Z);*/ /*noisebuf1.create(data->seed+25104, 3, 0.60, 25.0, false, minpos_f.X, minpos_f.Y, minpos_f.Z, maxpos_f.X, maxpos_f.Y, maxpos_f.Z, samplelength_f.X, samplelength_f.Y, samplelength_f.Z); noisebuf2.create(data->seed+25105, 4, 0.50, 200.0, false, minpos_f.X, minpos_f.Y, minpos_f.Z, maxpos_f.X, maxpos_f.Y, maxpos_f.Z, samplelength_f.X, samplelength_f.Y, samplelength_f.Z);*/ } #if 0 for(s16 x=0; xsectorpos_bigbase_size*MAP_BLOCKSIZE; x++) for(s16 z=0; zsectorpos_bigbase_size*MAP_BLOCKSIZE; z++) { // Node position v2s16 p2d = data->sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z); // Ground height at this point float surface_y_f = 0.0; // Use perlin noise for ground height surface_y_f = base_rock_level_2d(data->seed, p2d); //surface_y_f = base_rock_level_2d(data->seed, p2d); // Convert to integer s16 surface_y = (s16)surface_y_f; // Log it if(surface_y > stone_surface_max_y) stone_surface_max_y = surface_y; /* Fill ground with stone */ { // Use fast index incrementing v3s16 em = data->vmanip.m_area.getExtent(); u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_nodes_min, p2d.Y)); for(s16 y=y_nodes_min; y<=y_nodes_max; y++) { // Skip if already generated. // This is done here because there might be a cave at // any point in ground, which could look like it // wasn't generated. if(data->vmanip.m_data[i].d != CONTENT_AIR) break; /*s16 noiseval = 50.0 * noise3d_perlin( 0.5+(float)p2d.X/100.0, 0.5+(float)y/100.0, 0.5+(float)p2d.Y/100.0, data->seed+123, 5, 0.5);*/ double noiseval = 64.0 * noisebuf1.get(p2d.X, y, p2d.Y); /*double noiseval = 30.0 * noisebuf1.get(p2d.X, y, p2d.Y); noiseval *= MYMAX(0, -0.2 + noisebuf2.get(p2d.X, y, p2d.Y));*/ //if(y < surface_y + noiseval) if(noiseval > 0) //if(noiseval > y) data->vmanip.m_data[i].d = CONTENT_STONE; data->vmanip.m_area.add_y(em, i, 1); } } } #endif #if 1 for(s16 x=0; xsectorpos_bigbase_size*MAP_BLOCKSIZE; x++) for(s16 z=0; zsectorpos_bigbase_size*MAP_BLOCKSIZE; z++) { // Node position v2s16 p2d = data->sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z); /* Skip of already generated */ /*{ v3s16 p(p2d.X, y_nodes_min, p2d.Y); if(data->vmanip.m_data[data->vmanip.m_area.index(p)].d != CONTENT_AIR) continue; }*/ #define CAVE_TEST 0 #if CAVE_TEST /* Fill ground with stone */ { // Use fast index incrementing v3s16 em = data->vmanip.m_area.getExtent(); u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_nodes_min, p2d.Y)); for(s16 y=y_nodes_min; y<=y_nodes_max; y++) { // Skip if already generated. // This is done here because there might be a cave at // any point in ground, which could look like it // wasn't generated. if(data->vmanip.m_data[i].d != CONTENT_AIR) break; //if(is_cave(data->seed, v3s16(p2d.X, y, p2d.Y))) if(noisebuf_cave.get(p2d.X,y,p2d.Y) > CAVE_NOISE_THRESHOLD) { data->vmanip.m_data[i].d = CONTENT_STONE; } else { data->vmanip.m_data[i].d = CONTENT_AIR; } data->vmanip.m_area.add_y(em, i, 1); } } #else // Ground height at this point float surface_y_f = 0.0; // Use perlin noise for ground height surface_y_f = base_rock_level_2d(data->seed, p2d); // Convert to integer s16 surface_y = (s16)surface_y_f; // Log it if(surface_y > stone_surface_max_y) stone_surface_max_y = surface_y; /* Fill ground with stone */ { // Use fast index incrementing v3s16 em = data->vmanip.m_area.getExtent(); u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_nodes_min, p2d.Y)); for(s16 y=y_nodes_min; yvmanip.m_data[i].d != CONTENT_AIR) break; //if(is_cave(data->seed, v3s16(p2d.X, y, p2d.Y))) if(noisebuf_cave.get(p2d.X,y,p2d.Y) > CAVE_NOISE_THRESHOLD) { // Set tunnel flag data->vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON; // Is now air data->vmanip.m_data[i].d = CONTENT_AIR; } else { data->vmanip.m_data[i].d = CONTENT_STONE; } data->vmanip.m_area.add_y(em, i, 1); } } #endif // !CAVE_TEST } #endif }//timer1 /* Randomize some parameters */ //s32 stone_obstacle_count = 0; /*s32 stone_obstacle_count = rangelim((1.0+noise2d(data->seed+897, data->sectorpos_base.X, data->sectorpos_base.Y))/2.0 * 30, 0, 100000);*/ //s16 stone_obstacle_max_height = 0; /*s16 stone_obstacle_max_height = rangelim((1.0+noise2d(data->seed+5902, data->sectorpos_base.X, data->sectorpos_base.Y))/2.0 * 30, 0, 100000);*/ // Set to 0 to disable everything but lighting #if 1 /* Loop this part, it will make stuff look older and newer nicely */ const u32 age_loops = 2; for(u32 i_age=0; i_age caves_count); if(bruise_surface) { 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(data->seed+42, data->sectorpos_base.X, data->sectorpos_base.Y)), 0, 15);*/ tunnel_routepoints = 5; } else { } // Allowed route area size in nodes v3s16 ar( data->sectorpos_base_size*MAP_BLOCKSIZE, h_blocks*MAP_BLOCKSIZE, data->sectorpos_base_size*MAP_BLOCKSIZE ); // Area starting point in nodes v3s16 of( data->sectorpos_base.X*MAP_BLOCKSIZE, data->y_blocks_min*MAP_BLOCKSIZE, data->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 = data->max_spread_amount - max_tunnel_diameter/2 - insure; ar += v3s16(1,0,1) * more * 2; of -= v3s16(1,0,1) * more; s16 route_y_min = 0; // Allow half a diameter + 7 over stone surface s16 route_y_max = -of.Y + stone_surface_max_y + max_tunnel_diameter/2 + 7; /*// If caves, don't go through surface too often if(bruise_surface == false) route_y_max -= myrand_range(0, max_tunnel_diameter*2);*/ // Limit maximum to area 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 //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 = "<vmanip.m_area.index(p); data->vmanip.m_data[i] = airnode; if(bruise_surface == false) { // Set tunnel flag data->vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON; } } } } } orp = rp; } } }//timer1 #endif #if 1 { // 46ms @cs=8 //TimeTaker timer1("ore veins"); /* Make ore veins */ for(u32 jj=0; jjsectorpos_base_size*MAP_BLOCKSIZE, h_blocks*MAP_BLOCKSIZE, data->sectorpos_base_size*MAP_BLOCKSIZE ); // Area starting point in nodes v3s16 of( data->sectorpos_base.X*MAP_BLOCKSIZE, data->y_blocks_min*MAP_BLOCKSIZE, data->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 = data->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; if(myrand()%3 != 0) mineral = MINERAL_COAL; else mineral = MINERAL_IRON; /* 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(5, 5, 5); 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(data->vmanip.m_area.contains(p)); // Just set it to air, it will be changed to // water afterwards u32 i = data->vmanip.m_area.index(p); MapNode *n = &data->vmanip.m_data[i]; if(n->d == CONTENT_STONE) n->param = mineral; } } } } orp = rp; } } }//timer1 #endif #if 1 { // 15ms @cs=8 TimeTaker timer1("add mud"); /* Add mud to the central chunk */ for(s16 x=0; xsectorpos_base_size*MAP_BLOCKSIZE; x++) for(s16 z=0; zsectorpos_base_size*MAP_BLOCKSIZE; z++) { // Node position in 2d v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); // Randomize mud amount s16 mud_add_amount = get_mud_add_amount(data->seed, p2d) / 2.0; // Find ground level s16 surface_y = find_ground_level_clever(data->vmanip, p2d); /* 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 = data->vmanip.m_area.index(v3s16(p2d.X, surface_y, p2d.Y)); MapNode *n = &data->vmanip.m_data[i]; if(n->d == CONTENT_GRASS) *n = MapNode(CONTENT_MUD); //n->d = CONTENT_MUD; } /* Add mud on ground */ { s16 mudcount = 0; v3s16 em = data->vmanip.m_area.getExtent(); s16 y_start = surface_y+1; u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); for(s16 y=y_start; y<=y_nodes_max; y++) { if(mudcount >= mud_add_amount) break; MapNode &n = data->vmanip.m_data[i]; n = MapNode(CONTENT_MUD); //n.d = CONTENT_MUD; mudcount++; data->vmanip.m_area.add_y(em, i, 1); } } } }//timer1 #endif #if 1 { // 340ms @cs=8 TimeTaker timer1("flow mud"); /* Flow mud away from steep edges */ // Limit area by 1 because mud is flown into neighbors. s16 mudflow_minpos = 0-data->max_spread_amount+1; s16 mudflow_maxpos = data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-2; // Iterate a few times for(s16 k=0; k<3; k++) { for(s16 x=mudflow_minpos; x<=mudflow_maxpos; x++) for(s16 z=mudflow_minpos; z<=mudflow_maxpos; z++) { // Invert coordinates every 2nd iteration if(k%2 == 0) { x = mudflow_maxpos - (x-mudflow_minpos); z = mudflow_maxpos - (z-mudflow_minpos); } // Node position in 2d v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); v3s16 em = data->vmanip.m_area.getExtent(); u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y)); s16 y=y_nodes_max; for(;; y--) { MapNode *n = NULL; // Find mud for(; y>=y_nodes_min; y--) { n = &data->vmanip.m_data[i]; //if(content_walkable(n->d)) // break; if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS) break; data->vmanip.m_area.add_y(em, i, -1); } // Stop if out of area //if(data->vmanip.m_area.contains(i) == false) if(y < y_nodes_min) break; /*// If not mud, do nothing to it MapNode *n = &data->vmanip.m_data[i]; if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS) continue;*/ /* Don't flow it if the stuff under it is not mud */ { u32 i2 = i; data->vmanip.m_area.add_y(em, i2, -1); // Cancel if out of area if(data->vmanip.m_area.contains(i2) == false) continue; MapNode *n2 = &data->vmanip.m_data[i2]; if(n2->d != CONTENT_MUD && n2->d != CONTENT_GRASS) continue; } // Make it exactly mud n->d = CONTENT_MUD; /*s16 recurse_count = 0; mudflow_recurse:*/ v3s16 dirs4[4] = { v3s16(0,0,1), // back v3s16(1,0,0), // right v3s16(0,0,-1), // front v3s16(-1,0,0), // left }; // Theck that upper is air or doesn't exist. // Cancel dropping if upper keeps it in place u32 i3 = i; data->vmanip.m_area.add_y(em, i3, 1); if(data->vmanip.m_area.contains(i3) == true && content_walkable(data->vmanip.m_data[i3].d) == true) { continue; } // Drop mud on side for(u32 di=0; di<4; di++) { v3s16 dirp = dirs4[di]; u32 i2 = i; // Move to side data->vmanip.m_area.add_p(em, i2, dirp); // Fail if out of area if(data->vmanip.m_area.contains(i2) == false) continue; // Check that side is air MapNode *n2 = &data->vmanip.m_data[i2]; if(content_walkable(n2->d)) continue; // Check that under side is air data->vmanip.m_area.add_y(em, i2, -1); if(data->vmanip.m_area.contains(i2) == false) continue; n2 = &data->vmanip.m_data[i2]; if(content_walkable(n2->d)) continue; /*// Check that under that is air (need a drop of 2) data->vmanip.m_area.add_y(em, i2, -1); if(data->vmanip.m_area.contains(i2) == false) continue; n2 = &data->vmanip.m_data[i2]; if(content_walkable(n2->d)) continue;*/ // Loop further down until not air do{ data->vmanip.m_area.add_y(em, i2, -1); // Fail if out of area if(data->vmanip.m_area.contains(i2) == false) continue; n2 = &data->vmanip.m_data[i2]; }while(content_walkable(n2->d) == false); // Loop one up so that we're in air data->vmanip.m_area.add_y(em, i2, 1); n2 = &data->vmanip.m_data[i2]; // Move mud to new place *n2 = *n; // Set old place to be air *n = MapNode(CONTENT_AIR); // Done break; } } } } }//timer1 #endif #if 1 { // 50ms @cs=8 TimeTaker timer1("add water"); /* Add water to the central chunk (and a bit more) */ for(s16 x=0-data->max_spread_amount; xsectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount; x++) for(s16 z=0-data->max_spread_amount; zsectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount; z++) { // Node position in 2d v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); // Find ground level //s16 surface_y = find_ground_level(data->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 = data->vmanip.m_area.getExtent(); u8 light = LIGHT_MAX; // Start at global water surface level s16 y_start = WATER_LEVEL; u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); MapNode *n = &data->vmanip.m_data[i]; for(s16 y=y_start; y>=y_nodes_min; y--) { n = &data->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) { break; } // Make water only not in caves if(!(data->vmanip.m_flags[i]&VMANIP_FLAG_DUNGEON)) { n->d = CONTENT_WATERSOURCE; //n->setLight(LIGHTBANK_DAY, light); // Add to transforming liquid queue (in case it'd // start flowing) v3s16 p = v3s16(p2d.X, y, p2d.Y); data->transforming_liquid.push_back(p); } // Next one data->vmanip.m_area.add_y(em, i, -1); if(light > 0) light--; } } } }//timer1 #endif } // Aging loop /*********************** END OF AGING LOOP ************************/ #if 1 { //TimeTaker timer1("convert mud to sand"); /* Convert mud to sand */ //s16 mud_add_amount = myrand_range(2, 4); //s16 mud_add_amount = 0; /*for(s16 x=0; xsectorpos_base_size*MAP_BLOCKSIZE; x++) for(s16 z=0; zsectorpos_base_size*MAP_BLOCKSIZE; z++)*/ for(s16 x=0-data->max_spread_amount+1; xsectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-1; x++) for(s16 z=0-data->max_spread_amount+1; zsectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-1; z++) { // Node position in 2d v2s16 p2d = data->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, data->seed+59420, 3, 0.50); bool have_sand = (sandnoise > -0.15); if(have_sand == false) continue; // Find ground level s16 surface_y = find_ground_level_clever(data->vmanip, p2d); if(surface_y > WATER_LEVEL + 2) continue; { v3s16 em = data->vmanip.m_area.getExtent(); s16 y_start = surface_y; u32 i = data->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 = &data->vmanip.m_data[i]; if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS) { n->d = CONTENT_SAND; } else { not_sand_counter++; if(not_sand_counter > 3) break; } data->vmanip.m_area.add_y(em, i, -1); } } } }//timer1 #endif #if 1 { // 1ms @cs=8 //TimeTaker timer1("generate trees"); /* Generate some trees */ { // Divide area into parts s16 div = 8; s16 sidelen = data->sectorpos_base_size*MAP_BLOCKSIZE / div; double area = sidelen * sidelen; for(s16 x0=0; x0sectorpos_base.X*MAP_BLOCKSIZE + sidelen/2 + sidelen*x0, data->sectorpos_base.Y*MAP_BLOCKSIZE + sidelen/2 + sidelen*z0 ); // Minimum edge of part of division v2s16 p2d_min( data->sectorpos_base.X*MAP_BLOCKSIZE + sidelen*x0, data->sectorpos_base.Y*MAP_BLOCKSIZE + sidelen*z0 ); // Maximum edge of part of division v2s16 p2d_max( data->sectorpos_base.X*MAP_BLOCKSIZE + sidelen + sidelen*x0 - 1, data->sectorpos_base.Y*MAP_BLOCKSIZE + sidelen + sidelen*z0 - 1 ); // Amount of trees u32 tree_count = area * tree_amount_2d(data->seed, p2d_center); // Put trees in random places on part of division for(u32 i=0; ivmanip, v2s16(x,z)); // Don't make a tree under water level if(y < WATER_LEVEL) continue; // Don't make a tree so high that it doesn't fit if(y > y_nodes_max - 6) continue; v3s16 p(x,y,z); /* Trees grow only on mud and grass */ { u32 i = data->vmanip.m_area.index(v3s16(p)); MapNode *n = &data->vmanip.m_data[i]; if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS) continue; } p.Y++; // Make a tree make_tree(data->vmanip, p); } } /*u32 tree_max = relative_area / 60; //u32 count = myrand_range(0, tree_max); for(u32 i=0; isectorpos_base_size*MAP_BLOCKSIZE-1); s16 z = myrand_range(0, data->sectorpos_base_size*MAP_BLOCKSIZE-1); x += data->sectorpos_base.X*MAP_BLOCKSIZE; z += data->sectorpos_base.Y*MAP_BLOCKSIZE; s16 y = find_ground_level(data->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(data->vmanip, p); }*/ } }//timer1 #endif #if 1 { // 19ms @cs=8 //TimeTaker timer1("grow grass"); /* Grow grass */ /*for(s16 x=0-4; xsectorpos_base_size*MAP_BLOCKSIZE+4; x++) for(s16 z=0-4; zsectorpos_base_size*MAP_BLOCKSIZE+4; z++)*/ for(s16 x=0-data->max_spread_amount; xsectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount; x++) for(s16 z=0-data->max_spread_amount; zsectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount; z++) { // Node position in 2d v2s16 p2d = data->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 = data->vmanip.m_area.getExtent(); u32 i = data->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 = data->vmanip.m_data[i]; if(n.d != CONTENT_AIR && n.d != CONTENT_LEAVES) break; data->vmanip.m_area.add_y(em, i, -1); } if(y >= y_nodes_min) surface_y = y; else surface_y = y_nodes_min; } u32 i = data->vmanip.m_area.index(p2d.X, surface_y, p2d.Y); MapNode *n = &data->vmanip.m_data[i]; if(n->d == CONTENT_MUD) n->d = CONTENT_GRASS; } }//timer1 #endif #endif // Disable all but lighting /* Initial lighting (sunlight) */ core::map light_sources; { // 750ms @cs=8, can't optimize more TimeTaker timer1("initial lighting"); // NOTE: This is no used... umm... for some reason! #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 = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); { v3s16 em = data->vmanip.m_area.getExtent(); s16 y_start = y_nodes_max; u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); for(s16 y=y_start; y>=y_nodes_min; y--) { MapNode *n = &data->vmanip.m_data[i]; if(n->getLight(LIGHTBANK_DAY) != 0) { light_sources.insert(v3s16(p2d.X, y, p2d.Y), true); } //NOTE: This is broken, at least the index has to // be incremented } } } #endif #if 1 /* Go through the edges and apply sunlight to them, not caring about neighbors */ // Four edges for(s16 i=0; i<4; i++) // Edge length for(s16 j=lighting_min_d; j<=lighting_max_d; j++) { s16 x; s16 z; // +-X if(i == 0 || i == 1) { x = (i==0) ? lighting_min_d : lighting_max_d; if(i == 0) z = lighting_min_d; else z = lighting_max_d; } // +-Z else { z = (i==0) ? lighting_min_d : lighting_max_d; if(i == 0) x = lighting_min_d; else x = lighting_max_d; } // Node position in 2d v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); // Loop from top to down { u8 light = LIGHT_SUN; v3s16 em = data->vmanip.m_area.getExtent(); s16 y_start = y_nodes_max; u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); for(s16 y=y_start; y>=y_nodes_min; y--) { MapNode *n = &data->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 data->vmanip.m_area.add_y(em, i, -1); } } } #endif /*for(s16 x=0; xsectorpos_base_size*MAP_BLOCKSIZE; x++) for(s16 z=0; zsectorpos_base_size*MAP_BLOCKSIZE; z++)*/ /*for(s16 x=0-data->max_spread_amount+1; xsectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-1; x++) for(s16 z=0-data->max_spread_amount+1; zsectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-1; z++)*/ #if 1 /* This has to be 1 smaller than the actual area, because neighboring nodes are checked. */ for(s16 x=lighting_min_d+1; x<=lighting_max_d-1; x++) for(s16 z=lighting_min_d+1; z<=lighting_max_d-1; z++) { // Node position in 2d v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); /* Apply initial sunlight */ { u8 light = LIGHT_SUN; bool add_to_sources = false; v3s16 em = data->vmanip.m_area.getExtent(); s16 y_start = y_nodes_max; u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); for(s16 y=y_start; y>=y_nodes_min; y--) { MapNode *n = &data->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; data->vmanip.m_area.add_p(em, i2, dirp); MapNode *n2 = &data->vmanip.m_data[i2]; if( n2->d != CONTENT_AIR && n2->d != CONTENT_WATERSOURCE && n2->d != CONTENT_WATER ){ add_to_sources = true; break; } } } n->setLight(LIGHTBANK_DAY, light); n->setLight(LIGHTBANK_NIGHT, 0); // This doesn't take much time if(light != 0 && add_to_sources) { // Insert light source light_sources.insert(v3s16(p2d.X, y, p2d.Y), true); } // Increment index by y data->vmanip.m_area.add_y(em, i, -1); } } } #endif }//timer1 // Spread light around { TimeTaker timer("makeChunk() spreadLight"); data->vmanip.spreadLight(LIGHTBANK_DAY, light_sources); } /* Generation ended */ timer_generate.stop(); } //################################################################### //################################################################### //################################################################### //################################################################### //################################################################### //################################################################### //################################################################### //################################################################### //################################################################### //################################################################### //################################################################### //################################################################### //################################################################### //################################################################### //################################################################### void ServerMap::initChunkMake(ChunkMakeData &data, v2s16 chunkpos) { if(m_chunksize == 0) { data.no_op = true; return; } data.no_op = false; // 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; s16 y_blocks_min = -4; s16 y_blocks_max = 3; v2s16 sectorpos_base = chunk_to_sector(chunkpos); s16 sectorpos_base_size = m_chunksize; v2s16 sectorpos_bigbase = sectorpos_base - v2s16(1,1) * max_spread_amount_sectors; s16 sectorpos_bigbase_size = sectorpos_base_size + 2 * max_spread_amount_sectors; data.seed = m_seed; data.chunkpos = chunkpos; data.y_blocks_min = y_blocks_min; data.y_blocks_max = y_blocks_max; data.sectorpos_base = sectorpos_base; data.sectorpos_base_size = sectorpos_base_size; data.sectorpos_bigbase = sectorpos_bigbase; data.sectorpos_bigbase_size = sectorpos_bigbase_size; data.max_spread_amount = max_spread_amount; /* Create the whole area of this and the neighboring chunks */ { TimeTaker timer("initChunkMake() create area"); for(s16 x=0; xsetLightingExpired(true); // Lighting will be calculated block->setLightingExpired(false); /* Block gets sunlight if this is true. This should be set to true when the top side of a block is completely exposed to the sky. Actually this doesn't matter now because the initial lighting is done here. */ block->setIsUnderground(y != y_blocks_max); } } } /* Now we have a big empty area. Make a ManualMapVoxelManipulator that contains this and the neighboring chunks */ 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 ); data.vmanip.setMap(this); // Add the area { TimeTaker timer("initChunkMake() initialEmerge"); data.vmanip.initialEmerge(bigarea_blocks_min, bigarea_blocks_max); } } MapChunk* ServerMap::finishChunkMake(ChunkMakeData &data, core::map &changed_blocks) { if(data.no_op) return NULL; /* Blit generated stuff to map */ { // 70ms @cs=8 //TimeTaker timer("generateChunkRaw() blitBackAll"); data.vmanip.blitBackAll(&changed_blocks); } /* Update day/night difference cache of the MapBlocks */ { for(core::map::Iterator i = changed_blocks.getIterator(); i.atEnd() == false; i++) { MapBlock *block = i.getNode()->getValue(); block->updateDayNightDiff(); } } /* Copy transforming liquid information */ while(data.transforming_liquid.size() > 0) { v3s16 p = data.transforming_liquid.pop_front(); m_transforming_liquid.push_back(p); } /* Add random objects to blocks */ { for(s16 x=0; xsetIsVolatile(true); if(chunk->getGenLevel() > GENERATED_PARTLY) chunk->setGenLevel(GENERATED_PARTLY); } /* Set central chunk non-volatile */ MapChunk *chunk = getChunk(data.chunkpos); assert(chunk); // Set non-volatile //chunk->setIsVolatile(false); chunk->setGenLevel(GENERATED_FULLY); /* Save changed parts of map */ save(true); return chunk; } #if 0 // NOTE: Deprecated MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, core::map &changed_blocks, bool force) { DSTACK(__FUNCTION_NAME); /* Don't generate if already fully generated */ if(force == false) { MapChunk *chunk = getChunk(chunkpos); if(chunk != NULL && chunk->getGenLevel() == GENERATED_FULLY) { dstream<<"generateChunkRaw(): Chunk " <<"("< &changed_blocks) { dstream<<"generateChunk(): Generating chunk " <<"("<getGenLevel() == GENERATED_FULLY) continue; generateChunkRaw(chunkpos0, changed_blocks); } assert(chunkNonVolatile(chunkpos1)); MapChunk *chunk = getChunk(chunkpos1); return chunk; } #endif ServerMapSector * ServerMap::createSector(v2s16 p2d) { DSTACK("%s: p2d=(%d,%d)", __FUNCTION_NAME, p2d.X, p2d.Y); /* Check if it exists already in memory */ ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d); if(sector != NULL) return sector; /* Try to load it from disk (with blocks) */ if(loadSectorFull(p2d) == true) { ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d); if(sector == NULL) { dstream<<"ServerMap::createSector(): loadSectorFull didn't make a sector"< MAP_GENERATION_LIMIT / MAP_BLOCKSIZE || p2d.Y < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE || p2d.Y > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE) throw InvalidPositionException("createSector(): pos. over limit"); /* Generate blank sector */ sector = new ServerMapSector(this, p2d); // Sector position on map in nodes v2s16 nodepos2d = p2d * MAP_BLOCKSIZE; /* Insert to container */ m_sectors.insert(p2d, sector); return sector; } #if 0 MapSector * ServerMap::emergeSector(v2s16 p2d, core::map &changed_blocks) { DSTACK("%s: p2d=(%d,%d)", __FUNCTION_NAME, p2d.X, p2d.Y); /* Check chunk status */ v2s16 chunkpos = sector_to_chunk(p2d); /*bool chunk_nonvolatile = false; MapChunk *chunk = getChunk(chunkpos); if(chunk && chunk->getIsVolatile() == false) chunk_nonvolatile = true;*/ bool chunk_nonvolatile = chunkNonVolatile(chunkpos); /* If chunk is not fully generated, generate chunk */ if(chunk_nonvolatile == false) { // Generate chunk and neighbors generateChunk(chunkpos, changed_blocks); } /* Return sector if it exists now */ MapSector *sector = getSectorNoGenerateNoEx(p2d); if(sector != NULL) return sector; /* Try to load it from disk */ if(loadSectorFull(p2d) == true) { MapSector *sector = getSectorNoGenerateNoEx(p2d); if(sector == NULL) { dstream<<"ServerMap::emergeSector(): loadSectorFull didn't make a sector"< &changed_blocks, core::map &lighting_invalidated_blocks ) { DSTACK("%s: p=(%d,%d,%d)", __FUNCTION_NAME, p.X, p.Y, p.Z); // If chunks are disabled /*if(m_chunksize == 0) { dstream<<"ServerMap::generateBlock(): Chunks disabled -> " <<"not generating."<createBlankBlockNoInsert(block_y); } else { // Remove the block so that nobody can get a half-generated one. sector->removeBlock(block); // Allocate the block to contain the generated data block->unDummify(); } #if 0 /* Generate a completely empty block */ for(s16 z0=0; z0setNode(v3s16(x0,y0,z0), n); } } #else /* Generate a proper block */ u8 water_material = CONTENT_WATERSOURCE; s32 lowest_ground_y = 32767; s32 highest_ground_y = -32768; for(s16 z0=0; z0getPos()] = block; }*/ // DEBUG: Always update lighting //lighting_invalidated_blocks[block->getPos()] = block; /* Add some minerals */ if(some_part_underground) { s16 underground_level = (lowest_ground_y/MAP_BLOCKSIZE - block_y)+1; /* Add meseblocks */ for(s16 i=0; igetNode(cp+g_27dirs[i]).d == CONTENT_STONE) if(myrand()%8 == 0) block->setNode(cp+g_27dirs[i], n); } } } /* Add coal */ u16 coal_amount = 30; u16 coal_rareness = 60 / coal_amount; if(coal_rareness == 0) coal_rareness = 1; if(myrand()%coal_rareness == 0) { u16 a = myrand() % 16; u16 amount = coal_amount * a*a*a / 1000; for(s16 i=0; igetNode(cp+g_27dirs[i]).d == CONTENT_STONE) if(myrand()%8 == 0) block->setNode(cp+g_27dirs[i], n); } } } /* Add iron */ //TODO: change to iron_amount or whatever 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; igetNode(cp+g_27dirs[i]).d == CONTENT_STONE) if(myrand()%8 == 0) block->setNode(cp+g_27dirs[i], n); } } } } /* Create a few rats in empty blocks underground */ if(completely_underground) { //for(u16 i=0; i<2; i++) { v3s16 cp( (myrand()%(MAP_BLOCKSIZE-2))+1, (myrand()%(MAP_BLOCKSIZE-2))+1, (myrand()%(MAP_BLOCKSIZE-2))+1 ); // Check that the place is empty //if(!is_ground_content(block->getNode(cp).d)) if(1) { RatObject *obj = new RatObject(NULL, -1, intToFloat(cp, BS)); block->addObject(obj); } } } #endif // end of proper block generation /* Add block to sector. */ sector->insertBlock(block); // Lighting is invalid after generation. block->setLightingExpired(true); #if 0 /* Debug information */ dstream <<"lighting_invalidated_blocks.size()" <<", has_caves" <<", completely_ug" <<", some_part_ug" <<" "< MAP_GENERATION_LIMIT / MAP_BLOCKSIZE || p.Y < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE || p.Y > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE || p.Z < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE || p.Z > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE) throw InvalidPositionException("createBlock(): pos. over limit"); v2s16 p2d(p.X, p.Z); s16 block_y = p.Y; /* This will create or load a sector if not found in memory. If block exists on disk, it will be loaded. NOTE: On old save formats, this will be slow, as it generates lighting on blocks for them. */ ServerMapSector *sector; try{ sector = (ServerMapSector*)createSector(p2d); assert(sector->getId() == MAPSECTOR_SERVER); } catch(InvalidPositionException &e) { dstream<<"createBlock: createSector() failed"<getBlockNoCreateNoEx(block_y); if(block) return block; // Create blank block = sector->createBlankBlock(block_y); return block; } MapBlock * ServerMap::emergeBlock( v3s16 p, bool only_from_disk, core::map &changed_blocks, core::map &lighting_invalidated_blocks ) { DSTACK("%s: p=(%d,%d,%d), only_from_disk=%d", __FUNCTION_NAME, p.X, p.Y, p.Z, only_from_disk); /* Do not generate over-limit */ if(p.X < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE || p.X > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE || p.Y < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE || p.Y > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE || p.Z < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE || p.Z > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE) throw InvalidPositionException("emergeBlock(): pos. over limit"); v2s16 p2d(p.X, p.Z); s16 block_y = p.Y; /* This will create or load a sector if not found in memory. If block exists on disk, it will be loaded. */ ServerMapSector *sector; try{ sector = (ServerMapSector*)emergeSector(p2d, changed_blocks); assert(sector->getId() == MAPSECTOR_SERVER); } catch(InvalidPositionException &e) { dstream<<"emergeBlock: emergeSector() failed: " <getBlockNoCreateNoEx(block_y); if(block == NULL) { does_not_exist = true; } else if(block->isDummy() == true) { does_not_exist = true; } else if(block->getLightingExpired()) { lighting_expired = true; } else { // Valid block //dstream<<"emergeBlock(): Returning already valid block"<insertBlock(block); } // Done. return block; } //dstream<<"Not found on disk, generating."< making one"< light_sources; bool black_air_left = false; bool bottom_invalid = block->propagateSunlight(light_sources, true, &black_air_left, true); // If sunlight didn't reach everywhere and part of block is // above ground, lighting has to be properly updated //if(black_air_left && some_part_underground) if(black_air_left) { lighting_invalidated_blocks[block->getPos()] = block; } if(bottom_invalid) { lighting_invalidated_blocks[block->getPos()] = block; } } return block; } s16 ServerMap::findGroundLevel(v2s16 p2d) { /* Uh, just do something random... */ // Find existing map from top to down s16 max=63; s16 min=-64; v3s16 p(p2d.X, max, p2d.Y); for(; p.Y>min; p.Y--) { MapNode n = getNodeNoEx(p); if(n.d != CONTENT_IGNORE) break; } if(p.Y == min) goto plan_b; // If this node is not air, go to plan b if(getNodeNoEx(p).d != CONTENT_AIR) goto plan_b; // Search existing walkable and return it for(; p.Y>min; p.Y--) { MapNode n = getNodeNoEx(p); if(content_walkable(n.d) && n.d != CONTENT_IGNORE) return p.Y; } // Move to plan b plan_b: /* Plan B: Get from map generator perlin noise function */ // This won't work if proper generation is disabled if(m_chunksize == 0) return WATER_LEVEL+2; double level = base_rock_level_2d(m_seed, p2d) + AVERAGE_MUD_AMOUNT; return (s16)level; } void ServerMap::createDir(std::string path) { if(fs::CreateDir(path) == false) { m_dout<::Iterator i = m_sectors.getIterator(); for(; i.atEnd() == false; i++) { ServerMapSector *sector = (ServerMapSector*)i.getNode()->getValue(); assert(sector->getId() == MAPSECTOR_SERVER); if(sector->differs_from_disk || only_changed == false) { saveSectorMeta(sector); sector_meta_count++; } core::list blocks; sector->getBlocks(blocks); core::list::Iterator j; for(j=blocks.begin(); j!=blocks.end(); j++) { MapBlock *block = *j; if(block->getChangedFlag() || only_changed == false) { saveBlock(block); block_count++; /*dstream<<"ServerMap: Written block (" <getPos().X<<"," <getPos().Y<<"," <getPos().Z<<")" < list = fs::GetDirListing(m_savedir+"/sectors/"); dstream<::iterator i; for(i=list.begin(); i!=list.end(); i++) { if(counter > printed_counter + 10) { dstream<dir == false) continue; try{ sector = loadSectorMeta(i->name); } catch(InvalidFilenameException &e) { // This catches unknown crap in directory } std::vector list2 = fs::GetDirListing (m_savedir+"/sectors/"+i->name); std::vector::iterator i2; for(i2=list2.begin(); i2!=list2.end(); i2++) { // We want files if(i2->dir) continue; try{ loadBlock(i->name, i2->name, sector); } catch(InvalidFilenameException &e) { // This catches unknown crap in directory } } } dstream<::Iterator i = m_chunks.getIterator(); i.atEnd()==false; i++) { v2s16 p = i.getNode()->getKey(); MapChunk *chunk = i.getNode()->getValue(); // Write position writeV2S16(buf, p); os.write((char*)buf, 4); // Write chunk data chunk->serialize(os, version); } setChunksNonModified(); } void ServerMap::loadChunkMeta() { DSTACK(__FUNCTION_NAME); dstream<<"INFO: ServerMap::loadChunkMeta(): Loading chunk metadata" <deSerialize(is, version); m_chunks.insert(p, chunk); } } void ServerMap::saveSectorMeta(ServerMapSector *sector) { DSTACK(__FUNCTION_NAME); // Format used for writing u8 version = SER_FMT_VER_HIGHEST; // Get destination v2s16 pos = sector->getPos(); createDir(m_savedir); createDir(m_savedir+"/sectors"); std::string dir = getSectorDir(pos); createDir(dir); std::string fullpath = dir + "/meta"; std::ofstream o(fullpath.c_str(), std::ios_base::binary); if(o.good() == false) throw FileNotGoodException("Cannot open sector metafile"); sector->serialize(o, version); sector->differs_from_disk = false; } MapSector* ServerMap::loadSectorMeta(std::string dirname) { DSTACK(__FUNCTION_NAME); // Get destination v2s16 p2d = getSectorPos(dirname); std::string dir = m_savedir + "/sectors/" + dirname; ServerMapSector *sector = NULL; std::string fullpath = dir + "/meta"; std::ifstream is(fullpath.c_str(), std::ios_base::binary); if(is.good() == false) { // If the directory exists anyway, it probably is in some old // format. Just go ahead and create the sector. if(fs::PathExists(dir)) { dstream<<"ServerMap::loadSectorMeta(): Sector metafile " <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); // Bulk comment-out try{ sector = loadSectorMeta(sectorsubdir); } catch(InvalidFilenameException &e) { return false; } catch(FileNotGoodException &e) { return false; } catch(std::exception &e) { return false; } /* Load blocks */ std::vector list2 = fs::GetDirListing (m_savedir+"/sectors/"+sectorsubdir); std::vector::iterator i2; for(i2=list2.begin(); i2!=list2.end(); i2++) { // We want files if(i2->dir) continue; try{ loadBlock(sectorsubdir, i2->name, sector); } catch(InvalidFilenameException &e) { // This catches unknown crap in directory } } return true; } void ServerMap::saveBlock(MapBlock *block) { DSTACK(__FUNCTION_NAME); /* Dummy blocks are not written */ if(block->isDummy()) { /*v3s16 p = block->getPos(); dstream<<"ServerMap::saveBlock(): WARNING: Not writing dummy block " <<"("<getPos(); v2s16 p2d(p3d.X, p3d.Z); createDir(m_savedir); createDir(m_savedir+"/sectors"); std::string dir = getSectorDir(p2d); createDir(dir); // Block file is map/sectors/xxxxxxxx/xxxx char cc[5]; snprintf(cc, 5, "%.4x", (unsigned int)p3d.Y&0xffff); std::string fullpath = dir + "/" + cc; std::ofstream o(fullpath.c_str(), std::ios_base::binary); if(o.good() == false) throw FileNotGoodException("Cannot open block data"); /* [0] u8 serialization version [1] data */ o.write((char*)&version, 1); block->serialize(o, version); /* Versions up from 9 have block objects. */ if(version >= 9) { block->serializeObjects(o, version); } /* Versions up from 15 have static objects. */ if(version >= 15) { block->m_static_objects.serialize(o); } // We just wrote it to the disk block->resetChangedFlag(); } void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSector *sector) { DSTACK(__FUNCTION_NAME); // Block file is map/sectors/xxxxxxxx/xxxx std::string fullpath = m_savedir+"/sectors/"+sectordir+"/"+blockfile; try{ std::ifstream is(fullpath.c_str(), std::ios_base::binary); if(is.good() == false) throw FileNotGoodException("Cannot open block file"); v3s16 p3d = getBlockPos(sectordir, blockfile); v2s16 p2d(p3d.X, p3d.Z); assert(sector->getPos() == p2d); u8 version = SER_FMT_VER_INVALID; is.read((char*)&version, 1); if(is.fail()) throw SerializationError("ServerMap::loadBlock(): Failed" " to read MapBlock version"); /*u32 block_size = MapBlock::serializedLength(version); SharedBuffer data(block_size); is.read((char*)*data, block_size);*/ // This will always return a sector because we're the server //MapSector *sector = emergeSector(p2d); MapBlock *block = NULL; bool created_new = false; try{ block = sector->getBlockNoCreate(p3d.Y); } catch(InvalidPositionException &e) { block = sector->createBlankBlockNoInsert(p3d.Y); created_new = true; } // deserialize block data block->deSerialize(is, version); /* Versions up from 9 have block objects. */ if(version >= 9) { block->updateObjects(is, version, NULL, 0); } /* Versions up from 15 have static objects. */ if(version >= 15) { block->m_static_objects.deSerialize(is); } if(created_new) sector->insertBlock(block); /* Convert old formats to new and save */ // Save old format blocks in new format if(version < SER_FMT_VER_HIGHEST) { saveBlock(block); } // We just loaded it from the disk, so it's up-to-date. block->resetChangedFlag(); } catch(SerializationError &e) { dstream<<"WARNING: Invalid block data on disk " "(SerializationError). Ignoring. " "A new one will be generated." <(-BS*1000000,-BS*1000000,-BS*1000000, BS*1000000,BS*1000000,BS*1000000); } ClientMap::~ClientMap() { /*JMutexAutoLock lock(mesh_mutex); if(mesh != NULL) { mesh->drop(); mesh = NULL; }*/ } MapSector * ClientMap::emergeSector(v2s16 p2d) { DSTACK(__FUNCTION_NAME); // Check that it doesn't exist already try{ return getSectorNoGenerate(p2d); } catch(InvalidPositionException &e) { } // Create a sector ClientMapSector *sector = new ClientMapSector(this, p2d); { //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out 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); // Bulk comment-out core::map::Node *n = m_sectors.find(p2d); if(n != NULL) { sector = (ClientMapSector*)n->getValue(); assert(sector->getId() == MAPSECTOR_CLIENT); } else { sector = new ClientMapSector(this, p2d); { //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out m_sectors.insert(p2d, sector); } } sector->deSerialize(is); } void ClientMap::OnRegisterSceneNode() { if(IsVisible) { SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID); SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT); } ISceneNode::OnRegisterSceneNode(); } void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) { //m_dout<getDayNightRatio(); m_camera_mutex.Lock(); v3f camera_position = m_camera_position; v3f camera_direction = m_camera_direction; m_camera_mutex.Unlock(); /* Get all blocks and draw all visible ones */ v3s16 cam_pos_nodes( camera_position.X / BS, camera_position.Y / BS, camera_position.Z / BS); v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1); v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d; v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d; // Take a fair amount as we will be dropping more out later v3s16 p_blocks_min = getNodeBlockPos(p_nodes_min) - v3s16(1,1,1); v3s16 p_blocks_max = getNodeBlockPos(p_nodes_max) + v3s16(1,1,1); u32 vertex_count = 0; // For limiting number of mesh updates per frame u32 mesh_update_count = 0; u32 blocks_would_have_drawn = 0; u32 blocks_drawn = 0; //NOTE: The sectors map should be locked but we're not doing it // because it'd cause too much delays int timecheck_counter = 0; core::map::Iterator si; si = m_sectors.getIterator(); for(; si.atEnd() == false; si++) { { timecheck_counter++; if(timecheck_counter > 50) { timecheck_counter = 0; int time2 = time(0); if(time2 > time1 + 4) { dstream<<"ClientMap::renderMap(): " "Rendering takes ages, returning." <getValue(); v2s16 sp = sector->getPos(); if(m_control.range_all == false) { if(sp.X < p_blocks_min.X || sp.X > p_blocks_max.X || sp.Y < p_blocks_min.Z || sp.Y > p_blocks_max.Z) continue; } core::list< MapBlock * > sectorblocks; sector->getBlocks(sectorblocks); /* Draw blocks */ core::list< MapBlock * >::Iterator i; for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++) { MapBlock *block = *i; /* Compare block position to camera position, skip if not seen on display */ float range = 100000 * BS; if(m_control.range_all == false) range = m_control.wanted_range * BS; float d = 0.0; if(isBlockInSight(block->getPos(), camera_position, camera_direction, range, &d) == false) { continue; } // This is ugly (spherical distance limit?) /*if(m_control.range_all == false && d - 0.5*BS*MAP_BLOCKSIZE > range) continue;*/ #if 1 /* Update expired mesh (used for day/night change) It doesn't work exactly like it should now with the tasked mesh update but whatever. */ bool mesh_expired = false; { JMutexAutoLock lock(block->mesh_mutex); mesh_expired = block->getMeshExpired(); // Mesh has not been expired and there is no mesh: // block has no content if(block->mesh == NULL && mesh_expired == false) continue; } f32 faraway = BS*50; //f32 faraway = m_control.wanted_range * BS; /* This has to be done with the mesh_mutex unlocked */ // Pretty random but this should work somewhat nicely if(mesh_expired && ( (mesh_update_count < 3 && (d < faraway || mesh_update_count < 2) ) || (m_control.range_all && mesh_update_count < 20) ) ) /*if(mesh_expired && mesh_update_count < 6 && (d < faraway || mesh_update_count < 3))*/ { mesh_update_count++; // Mesh has been expired: generate new mesh //block->updateMesh(daynight_ratio); m_client->addUpdateMeshTask(block->getPos()); mesh_expired = false; } #endif /* Draw the faces of the block */ { JMutexAutoLock lock(block->mesh_mutex); scene::SMesh *mesh = block->mesh; if(mesh == NULL) continue; blocks_would_have_drawn++; if(blocks_drawn >= m_control.wanted_max_blocks && m_control.range_all == false && d > m_control.wanted_min_range * BS) continue; blocks_drawn++; u32 c = mesh->getMeshBufferCount(); for(u32 i=0; igetMeshBuffer(i); const video::SMaterial& material = buf->getMaterial(); video::IMaterialRenderer* rnd = driver->getMaterialRenderer(material.MaterialType); bool transparent = (rnd && rnd->isTransparent()); // Render transparent on transparent pass and likewise. if(transparent == is_transparent_pass) { /* This *shouldn't* hurt too much because Irrlicht doesn't change opengl textures if the old material is set again. */ driver->setMaterial(buf->getMaterial()); driver->drawMeshBuffer(buf); vertex_count += buf->getVertexCount(); } } } } // foreach sectorblocks } m_control.blocks_drawn = blocks_drawn; m_control.blocks_would_have_drawn = blocks_would_have_drawn; /*dstream<<"renderMap(): is_transparent_pass="< *affected_blocks) { bool changed = false; /* Add it to all blocks touching it */ v3s16 dirs[7] = { v3s16(0,0,0), // this v3s16(0,0,1), // back v3s16(0,1,0), // top v3s16(1,0,0), // right v3s16(0,0,-1), // front v3s16(0,-1,0), // bottom v3s16(-1,0,0), // left }; for(u16 i=0; i<7; i++) { v3s16 p2 = p + dirs[i]; // Block position of neighbor (or requested) node v3s16 blockpos = getNodeBlockPos(p2); MapBlock * blockref = getBlockNoCreateNoEx(blockpos); if(blockref == NULL) continue; // Relative position of requested node v3s16 relpos = p - blockpos*MAP_BLOCKSIZE; if(blockref->setTempMod(relpos, mod)) { changed = true; } } if(changed && affected_blocks!=NULL) { for(u16 i=0; i<7; i++) { v3s16 p2 = p + dirs[i]; // Block position of neighbor (or requested) node v3s16 blockpos = getNodeBlockPos(p2); MapBlock * blockref = getBlockNoCreateNoEx(blockpos); if(blockref == NULL) continue; affected_blocks->insert(blockpos, blockref); } } return changed; } bool ClientMap::clearTempMod(v3s16 p, core::map *affected_blocks) { bool changed = false; v3s16 dirs[7] = { v3s16(0,0,0), // this v3s16(0,0,1), // back v3s16(0,1,0), // top v3s16(1,0,0), // right v3s16(0,0,-1), // front v3s16(0,-1,0), // bottom v3s16(-1,0,0), // left }; for(u16 i=0; i<7; i++) { v3s16 p2 = p + dirs[i]; // Block position of neighbor (or requested) node v3s16 blockpos = getNodeBlockPos(p2); MapBlock * blockref = getBlockNoCreateNoEx(blockpos); if(blockref == NULL) continue; // Relative position of requested node v3s16 relpos = p - blockpos*MAP_BLOCKSIZE; if(blockref->clearTempMod(relpos)) { changed = true; } } if(changed && affected_blocks!=NULL) { for(u16 i=0; i<7; i++) { v3s16 p2 = p + dirs[i]; // Block position of neighbor (or requested) node v3s16 blockpos = getNodeBlockPos(p2); MapBlock * blockref = getBlockNoCreateNoEx(blockpos); if(blockref == NULL) continue; affected_blocks->insert(blockpos, blockref); } } return changed; } void ClientMap::expireMeshes(bool only_daynight_diffed) { TimeTaker timer("expireMeshes()"); core::map::Iterator si; si = m_sectors.getIterator(); for(; si.atEnd() == false; si++) { MapSector *sector = si.getNode()->getValue(); core::list< MapBlock * > sectorblocks; sector->getBlocks(sectorblocks); core::list< MapBlock * >::Iterator i; for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++) { MapBlock *block = *i; if(only_daynight_diffed && dayNightDiffed(block->getPos()) == false) { continue; } { JMutexAutoLock lock(block->mesh_mutex); if(block->mesh != NULL) { /*block->mesh->drop(); block->mesh = NULL;*/ block->setMeshExpired(true); } } } } } void ClientMap::updateMeshes(v3s16 blockpos, u32 daynight_ratio) { assert(mapType() == MAPTYPE_CLIENT); try{ v3s16 p = blockpos + v3s16(0,0,0); MapBlock *b = getBlockNoCreate(p); b->updateMesh(daynight_ratio); //b->setMeshExpired(true); } catch(InvalidPositionException &e){} // Leading edge try{ v3s16 p = blockpos + v3s16(-1,0,0); MapBlock *b = getBlockNoCreate(p); b->updateMesh(daynight_ratio); //b->setMeshExpired(true); } catch(InvalidPositionException &e){} try{ v3s16 p = blockpos + v3s16(0,-1,0); MapBlock *b = getBlockNoCreate(p); b->updateMesh(daynight_ratio); //b->setMeshExpired(true); } catch(InvalidPositionException &e){} try{ v3s16 p = blockpos + v3s16(0,0,-1); MapBlock *b = getBlockNoCreate(p); b->updateMesh(daynight_ratio); //b->setMeshExpired(true); } catch(InvalidPositionException &e){} } #if 0 /* Update mesh of block in which the node is, and if the node is at the leading edge, update the appropriate leading blocks too. */ void ClientMap::updateNodeMeshes(v3s16 nodepos, u32 daynight_ratio) { v3s16 dirs[4] = { v3s16(0,0,0), v3s16(-1,0,0), v3s16(0,-1,0), v3s16(0,0,-1), }; v3s16 blockposes[4]; for(u32 i=0; i<4; i++) { v3s16 np = nodepos + dirs[i]; blockposes[i] = getNodeBlockPos(np); // Don't update mesh of block if it has been done already bool already_updated = false; for(u32 j=0; jupdateMesh(daynight_ratio); } } #endif void ClientMap::PrintInfo(std::ostream &out) { out<<"ClientMap: "; } #endif // !SERVER /* MapVoxelManipulator */ MapVoxelManipulator::MapVoxelManipulator(Map *map) { m_map = map; } MapVoxelManipulator::~MapVoxelManipulator() { /*dstream<<"MapVoxelManipulator: blocks: "<::Node *n; n = m_loaded_blocks.find(p); if(n != NULL) continue; bool block_data_inexistent = false; try { TimeTaker timer1("emerge load", &emerge_load_time); /*dstream<<"Loading block (caller_id="<getBlockNoCreate(p); if(block->isDummy()) block_data_inexistent = true; else block->copyTo(*this); } catch(InvalidPositionException &e) { block_data_inexistent = true; } if(block_data_inexistent) { VoxelArea a(p*MAP_BLOCKSIZE, (p+1)*MAP_BLOCKSIZE-v3s16(1,1,1)); // Fill with VOXELFLAG_INEXISTENT for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++) for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++) { s32 i = m_area.index(a.MinEdge.X,y,z); memset(&m_flags[i], VOXELFLAG_INEXISTENT, MAP_BLOCKSIZE); } } m_loaded_blocks.insert(p, !block_data_inexistent); } //dstream<<"emerge done"< & modified_blocks) { if(m_area.getExtent() == v3s16(0,0,0)) return; //TimeTaker timer1("blitBack"); /*dstream<<"blitBack(): m_loaded_blocks.size()=" <getBlockNoCreate(blockpos); blockpos_last = blockpos; block_checked_in_modified = false; } // Calculate relative position in block v3s16 relpos = p - blockpos * MAP_BLOCKSIZE; // Don't continue if nothing has changed here if(block->getNode(relpos) == n) continue; //m_map->setNode(m_area.MinEdge + p, n); block->setNode(relpos, n); /* Make sure block is in modified_blocks */ if(block_checked_in_modified == false) { modified_blocks[blockpos] = block; block_checked_in_modified = true; } } catch(InvalidPositionException &e) { } } } ManualMapVoxelManipulator::ManualMapVoxelManipulator(Map *map): MapVoxelManipulator(map), m_create_area(false) { } ManualMapVoxelManipulator::~ManualMapVoxelManipulator() { } void ManualMapVoxelManipulator::emerge(VoxelArea a, s32 caller_id) { // Just create the area so that it can be pointed to VoxelManipulator::emerge(a, caller_id); } void ManualMapVoxelManipulator::initialEmerge( v3s16 blockpos_min, v3s16 blockpos_max) { TimeTaker timer1("initialEmerge", &emerge_time); // Units of these are MapBlocks v3s16 p_min = blockpos_min; v3s16 p_max = blockpos_max; VoxelArea block_area_nodes (p_min*MAP_BLOCKSIZE, (p_max+1)*MAP_BLOCKSIZE-v3s16(1,1,1)); u32 size_MB = block_area_nodes.getVolume()*4/1000000; if(size_MB >= 1) { dstream<<"initialEmerge: area: "; block_area_nodes.print(dstream); dstream<<" ("<::Node *n; n = m_loaded_blocks.find(p); if(n != NULL) continue; bool block_data_inexistent = false; try { TimeTaker timer1("emerge load", &emerge_load_time); MapBlock *block = m_map->getBlockNoCreate(p); if(block->isDummy()) block_data_inexistent = true; else block->copyTo(*this); } catch(InvalidPositionException &e) { block_data_inexistent = true; } if(block_data_inexistent) { /* Mark area inexistent */ VoxelArea a(p*MAP_BLOCKSIZE, (p+1)*MAP_BLOCKSIZE-v3s16(1,1,1)); // Fill with VOXELFLAG_INEXISTENT for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++) for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++) { s32 i = m_area.index(a.MinEdge.X,y,z); memset(&m_flags[i], VOXELFLAG_INEXISTENT, MAP_BLOCKSIZE); } } m_loaded_blocks.insert(p, !block_data_inexistent); } } void ManualMapVoxelManipulator::blitBackAll( core::map * modified_blocks) { if(m_area.getExtent() == v3s16(0,0,0)) return; /* Copy data of all blocks */ for(core::map::Iterator i = m_loaded_blocks.getIterator(); i.atEnd() == false; i++) { bool existed = i.getNode()->getValue(); if(existed == false) continue; v3s16 p = i.getNode()->getKey(); MapBlock *block = m_map->getBlockNoCreateNoEx(p); if(block == NULL) { dstream<<"WARNING: "<<__FUNCTION_NAME <<": got NULL block " <<"("<copyFrom(*this); if(modified_blocks) modified_blocks->insert(p, block); } } //END