generate-time lighting optimization
parent
83e083a667
commit
a176f9eb36
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@ -48,8 +48,8 @@ void set_default_settings()
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g_settings.setDefault("ravines_amount", "1.0");
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g_settings.setDefault("coal_amount", "1.0");*/
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g_settings.setDefault("heightmap_blocksize", "16");
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g_settings.setDefault("height_randmax", "linear 0 0 40");
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g_settings.setDefault("height_randfactor", "linear 0.60 -0.10 0");
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g_settings.setDefault("height_randmax", "linear 0 0 30");
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g_settings.setDefault("height_randfactor", "linear 0.50 -0.10 0");
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g_settings.setDefault("height_base", "linear 5 0 0");
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g_settings.setDefault("plants_amount", "0.2");
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g_settings.setDefault("ravines_amount", "0");
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402
src/map.cpp
402
src/map.cpp
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@ -1692,6 +1692,8 @@ MapBlock * ServerMap::emergeBlock(
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/*
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If block doesn't exist, create one.
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If it exists, it is a dummy. In that case unDummify() it.
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NOTE: This already sets the map as the parent of the block
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*/
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if(block == NULL)
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{
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@ -1701,161 +1703,10 @@ MapBlock * ServerMap::emergeBlock(
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{
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// Remove the block so that nobody can get a half-generated one.
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sector->removeBlock(block);
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// Allocate the block to be a proper one.
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// Allocate the block to contain the generated data
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block->unDummify();
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}
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/*
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Create dungeon making table
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*/
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const s32 ued = MAP_BLOCKSIZE;
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bool underground_emptiness[ued*ued*ued];
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for(s32 i=0; i<ued*ued*ued; i++)
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{
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underground_emptiness[i] = 0;
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}
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// Generate dungeons
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{
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/*
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Initialize orp and ors. Try to find if some neighboring
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MapBlock has a tunnel ended in its side
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*/
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v3f orp(
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(float)(myrand()%ued)+0.5,
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(float)(myrand()%ued)+0.5,
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(float)(myrand()%ued)+0.5
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);
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bool found_existing = false;
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// Check z-
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try
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{
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s16 z = -1;
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for(s16 y=0; y<ued; y++)
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for(s16 x=0; x<ued; x++)
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{
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v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
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if(getNode(ap).d == CONTENT_AIR)
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{
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orp = v3f(x+1,y+1,0);
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found_existing = true;
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goto continue_generating;
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}
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}
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}
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catch(InvalidPositionException &e){}
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// Check z+
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try
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{
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s16 z = ued;
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for(s16 y=0; y<ued; y++)
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for(s16 x=0; x<ued; x++)
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{
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v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
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if(getNode(ap).d == CONTENT_AIR)
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{
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orp = v3f(x+1,y+1,ued-1);
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found_existing = true;
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goto continue_generating;
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}
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}
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}
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catch(InvalidPositionException &e){}
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// Check x-
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try
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{
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s16 x = -1;
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for(s16 y=0; y<ued; y++)
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for(s16 z=0; z<ued; z++)
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{
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v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
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if(getNode(ap).d == CONTENT_AIR)
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{
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orp = v3f(0,y+1,z+1);
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found_existing = true;
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goto continue_generating;
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}
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}
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}
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catch(InvalidPositionException &e){}
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// Check x+
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try
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{
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s16 x = ued;
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for(s16 y=0; y<ued; y++)
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for(s16 z=0; z<ued; z++)
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{
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v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
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if(getNode(ap).d == CONTENT_AIR)
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{
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orp = v3f(ued-1,y+1,z+1);
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found_existing = true;
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goto continue_generating;
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}
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}
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}
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catch(InvalidPositionException &e){}
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continue_generating:
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/*
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Don't always generate dungeon
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*/
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if(found_existing || rand() % 2 == 0)
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{
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/*
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Generate some tunnel starting from orp and ors
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*/
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for(u16 i=0; i<3; i++)
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{
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v3f rp(
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(float)(myrand()%ued)+0.5,
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(float)(myrand()%ued)+0.5,
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(float)(myrand()%ued)+0.5
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);
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s16 min_d = 0;
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s16 max_d = 4;
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s16 rs = (myrand()%(max_d-min_d+1))+min_d;
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v3f vec = rp - orp;
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for(float f=0; f<1.0; f+=0.04)
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{
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v3f fp = orp + vec * f;
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v3s16 cp(fp.X, fp.Y, fp.Z);
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s16 d0 = -rs/2;
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s16 d1 = d0 + rs - 1;
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for(s16 z0=d0; z0<=d1; z0++)
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{
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s16 si = rs - abs(z0);
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for(s16 x0=-si; x0<=si-1; x0++)
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{
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s16 si2 = rs - abs(x0);
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for(s16 y0=-si2+1; y0<=si2-1; y0++)
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{
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s16 z = cp.Z + z0;
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s16 y = cp.Y + y0;
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s16 x = cp.X + x0;
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v3s16 p(x,y,z);
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if(isInArea(p, ued) == false)
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continue;
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underground_emptiness[ued*ued*z + ued*y + x] = 1;
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}
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}
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}
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}
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orp = rp;
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}
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}
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}
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u8 water_material = CONTENT_WATER;
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if(g_settings.getBool("endless_water"))
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water_material = CONTENT_OCEAN;
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@ -1866,10 +1717,6 @@ continue_generating:
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// DEBUG
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//sector->printHeightmaps();
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// Set to true if has caves.
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// Set when some non-air is changed to air when making caves.
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bool has_caves = false;
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for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
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for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
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{
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@ -1972,6 +1819,202 @@ continue_generating:
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else
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n.d = CONTENT_GRASS;*/
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}
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}
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block->setNode(v3s16(x0,y0,z0), n);
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}
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}
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/*
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Calculate some helper variables
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*/
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// Completely underground if the highest part of block is under lowest
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// ground height.
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// This has to be very sure; it's probably one too strict now but
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// that's just better.
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bool completely_underground =
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block_y * MAP_BLOCKSIZE + MAP_BLOCKSIZE < lowest_ground_y;
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bool some_part_underground = block_y * MAP_BLOCKSIZE <= highest_ground_y;
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/*
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Generate dungeons
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*/
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// Initialize temporary table
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const s32 ued = MAP_BLOCKSIZE;
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bool underground_emptiness[ued*ued*ued];
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for(s32 i=0; i<ued*ued*ued; i++)
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{
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underground_emptiness[i] = 0;
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}
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// Fill table
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{
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/*
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Initialize orp and ors. Try to find if some neighboring
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MapBlock has a tunnel ended in its side
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*/
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v3f orp(
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(float)(myrand()%ued)+0.5,
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(float)(myrand()%ued)+0.5,
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(float)(myrand()%ued)+0.5
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);
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bool found_existing = false;
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// Check z-
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try
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{
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s16 z = -1;
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for(s16 y=0; y<ued; y++)
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for(s16 x=0; x<ued; x++)
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{
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v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
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if(getNode(ap).d == CONTENT_AIR)
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{
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orp = v3f(x+1,y+1,0);
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found_existing = true;
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goto continue_generating;
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}
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}
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}
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catch(InvalidPositionException &e){}
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// Check z+
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try
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{
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s16 z = ued;
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for(s16 y=0; y<ued; y++)
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for(s16 x=0; x<ued; x++)
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{
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v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
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if(getNode(ap).d == CONTENT_AIR)
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{
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orp = v3f(x+1,y+1,ued-1);
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found_existing = true;
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goto continue_generating;
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}
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}
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}
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catch(InvalidPositionException &e){}
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// Check x-
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try
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{
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s16 x = -1;
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for(s16 y=0; y<ued; y++)
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for(s16 z=0; z<ued; z++)
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{
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v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
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if(getNode(ap).d == CONTENT_AIR)
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{
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orp = v3f(0,y+1,z+1);
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found_existing = true;
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goto continue_generating;
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}
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}
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}
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catch(InvalidPositionException &e){}
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// Check x+
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try
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{
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s16 x = ued;
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for(s16 y=0; y<ued; y++)
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for(s16 z=0; z<ued; z++)
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{
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v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
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if(getNode(ap).d == CONTENT_AIR)
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{
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orp = v3f(ued-1,y+1,z+1);
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found_existing = true;
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goto continue_generating;
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}
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}
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}
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catch(InvalidPositionException &e){}
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continue_generating:
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/*
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Don't always generate dungeon
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*/
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bool do_generate_dungeons = true;
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if(!some_part_underground)
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do_generate_dungeons = false;
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else if(!completely_underground)
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do_generate_dungeons = rand() % 5;
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else if(found_existing)
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do_generate_dungeons = true;
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else
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do_generate_dungeons = rand() % 2;
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if(do_generate_dungeons)
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{
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/*
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Generate some tunnel starting from orp and ors
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*/
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for(u16 i=0; i<3; i++)
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{
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v3f rp(
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(float)(myrand()%ued)+0.5,
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(float)(myrand()%ued)+0.5,
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(float)(myrand()%ued)+0.5
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);
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s16 min_d = 0;
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s16 max_d = 6;
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s16 rs = (myrand()%(max_d-min_d+1))+min_d;
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v3f vec = rp - orp;
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for(float f=0; f<1.0; f+=0.04)
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{
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v3f fp = orp + vec * f;
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v3s16 cp(fp.X, fp.Y, fp.Z);
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s16 d0 = -rs/2;
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s16 d1 = d0 + rs - 1;
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for(s16 z0=d0; z0<=d1; z0++)
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{
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s16 si = rs - abs(z0);
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for(s16 x0=-si; x0<=si-1; x0++)
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{
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s16 si2 = rs - abs(x0);
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for(s16 y0=-si2+1; y0<=si2-1; y0++)
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{
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s16 z = cp.Z + z0;
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s16 y = cp.Y + y0;
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s16 x = cp.X + x0;
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v3s16 p(x,y,z);
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if(isInArea(p, ued) == false)
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continue;
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underground_emptiness[ued*ued*z + ued*y + x] = 1;
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}
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}
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}
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}
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orp = rp;
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}
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}
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}
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// Set to true if has caves.
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// Set when some non-air is changed to air when making caves.
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bool has_caves = false;
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/*
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Apply temporary cave data to block
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*/
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for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
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for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
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{
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for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
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{
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MapNode n = block->getNode(v3s16(x0,y0,z0));
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// Create dungeons
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if(underground_emptiness[
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@ -1979,12 +2022,11 @@ continue_generating:
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+ued*(y0*ued/MAP_BLOCKSIZE)
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+(x0*ued/MAP_BLOCKSIZE)])
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{
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// Has now caves if previous content is air
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if(n.d != CONTENT_AIR)
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if(is_ground_content(n.d))
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{
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// Has now caves
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has_caves = true;
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}
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// Set air to node
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n.d = CONTENT_AIR;
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}
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}
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@ -1994,30 +2036,20 @@ continue_generating:
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}
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/*
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Calculate completely_underground
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This is used for guessing whether or not the block should
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receive sunlight from the top if the top block doesn't exist
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*/
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// Completely underground if the highest part of block is under lowest
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// ground height.
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// This has to be very sure; it's probably one too strict now but
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// that's just better.
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bool completely_underground =
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block_y * MAP_BLOCKSIZE + MAP_BLOCKSIZE < lowest_ground_y;
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// This isn't used anymore (?) but set it anyway
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block->setIsUnderground(completely_underground);
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bool some_part_underground = block_y * MAP_BLOCKSIZE <= highest_ground_y;
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/*
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Force lighting update if some part of block is partly
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underground and has caves.
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*/
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if(some_part_underground && !completely_underground && has_caves)
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/*if(some_part_underground && !completely_underground && has_caves)
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{
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//dstream<<"Half-ground caves"<<std::endl;
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lighting_invalidated_blocks[block->getPos()] = block;
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}
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}*/
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// DEBUG: Always update lighting
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//lighting_invalidated_blocks[block->getPos()] = block;
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@ -2364,6 +2396,28 @@ continue_generating:
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objects->remove(*i);
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}
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/*
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Initially update sunlight
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*/
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{
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core::map<v3s16, bool> light_sources;
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bool black_air_left = false;
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bool bottom_invalid =
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block->propagateSunlight(light_sources, true, &black_air_left);
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// If sunlight didn't reach everywhere and part of block is
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// above ground, lighting has to be properly updated
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if(black_air_left && some_part_underground)
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{
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lighting_invalidated_blocks[block->getPos()] = block;
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}
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}
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/*
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Translate sector's changed blocks to global changed blocks
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*/
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for(core::map<s16, MapBlock*>::Iterator
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i = changed_blocks_sector.getIterator();
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i.atEnd() == false; i++)
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@ -934,60 +934,67 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources,
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s16 y = MAP_BLOCKSIZE-1;
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if(no_sunlight == false)
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{
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// Continue spreading sunlight downwards through transparent
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// nodes
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// This makes difference to diminishing in water.
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bool stopped_to_solid_object = false;
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u8 current_light = no_sunlight ? 0 : LIGHT_SUN;
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for(; y >= 0; y--)
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{
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v3s16 pos(x, y, z);
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MapNode &n = getNodeRef(pos);
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if(n.sunlight_propagates())
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if(current_light == 0)
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{
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n.setLight(LIGHTBANK_DAY, LIGHT_SUN);
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light_sources.insert(pos_relative + pos, true);
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// Do nothing
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}
|
||||
else
|
||||
else if(current_light == LIGHT_SUN && n.sunlight_propagates())
|
||||
{
|
||||
// Do nothing: Sunlight is continued
|
||||
}
|
||||
else if(n.light_propagates() == false)
|
||||
{
|
||||
// Turn mud into grass
|
||||
if(n.d == CONTENT_MUD)
|
||||
if(n.d == CONTENT_MUD && current_light == LIGHT_SUN)
|
||||
{
|
||||
n.d = CONTENT_GRASS;
|
||||
}
|
||||
|
||||
// Sunlight goes no further
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
// A solid object is on the way.
|
||||
stopped_to_solid_object = true;
|
||||
|
||||
bool sunlight_should_go_down = (y==-1);
|
||||
|
||||
/*
|
||||
Check rest through to the bottom of the block
|
||||
*/
|
||||
for(; y >= 0; y--)
|
||||
// Light stops.
|
||||
current_light = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
v3s16 pos(x, y, z);
|
||||
MapNode &n = getNodeRef(pos);
|
||||
// Diminish light
|
||||
current_light = diminish_light(current_light);
|
||||
}
|
||||
|
||||
if(n.light_propagates())
|
||||
u8 old_light = n.getLight(LIGHTBANK_DAY);
|
||||
|
||||
if(current_light > old_light || remove_light)
|
||||
{
|
||||
n.setLight(LIGHTBANK_DAY, current_light);
|
||||
}
|
||||
|
||||
if(diminish_light(current_light) != 0)
|
||||
{
|
||||
light_sources.insert(pos_relative + pos, true);
|
||||
}
|
||||
|
||||
if(current_light == 0 && stopped_to_solid_object)
|
||||
{
|
||||
if(black_air_left)
|
||||
{
|
||||
*black_air_left = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(remove_light)
|
||||
{
|
||||
// Fill transparent nodes with black
|
||||
n.setLight(LIGHTBANK_DAY, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
// Whether or not the block below should see LIGHT_SUN
|
||||
bool sunlight_should_go_down = (current_light == LIGHT_SUN);
|
||||
|
||||
/*
|
||||
If the block below hasn't already been marked invalid:
|
||||
|
|
|
@ -312,7 +312,8 @@ public:
|
|||
#endif // !SERVER
|
||||
|
||||
// See comments in mapblock.cpp
|
||||
bool propagateSunlight(core::map<v3s16, bool> & light_sources);
|
||||
bool propagateSunlight(core::map<v3s16, bool> & light_sources,
|
||||
bool remove_light=false, bool *black_air_left=NULL);
|
||||
|
||||
// Copies data to VoxelManipulator to getPosRelative()
|
||||
void copyTo(VoxelManipulator &dst);
|
||||
|
|
|
@ -3003,7 +3003,7 @@ Player *Server::emergePlayer(const char *name, const char *password)
|
|||
// Try to find a good place a few times
|
||||
for(s32 i=0; i<100; i++)
|
||||
{
|
||||
s32 range = 1 + i*5;
|
||||
s32 range = 1 + i*2;
|
||||
// We're going to try to throw the player to this position
|
||||
nodepos = v2s16(-range/2 + (myrand()%range),
|
||||
-range/2 + (myrand()%range));
|
||||
|
@ -3037,6 +3037,10 @@ Player *Server::emergePlayer(const char *name, const char *password)
|
|||
}
|
||||
#endif
|
||||
|
||||
// If no suitable place was not found, go above water at least.
|
||||
if(groundheight < WATER_LEVEL)
|
||||
groundheight = WATER_LEVEL;
|
||||
|
||||
player->setPosition(intToFloat(v3s16(
|
||||
nodepos.X,
|
||||
groundheight + 1,
|
||||
|
|
|
@ -537,7 +537,7 @@ struct TestMapBlock
|
|||
core::map<v3s16, bool> light_sources;
|
||||
// The block below should be valid because there shouldn't be
|
||||
// sunlight in there either
|
||||
assert(b.propagateSunlight(light_sources) == true);
|
||||
assert(b.propagateSunlight(light_sources, true) == true);
|
||||
// Should not touch nodes that are not affected (that is, all of them)
|
||||
//assert(b.getNode(v3s16(1,2,3)).getLight() == LIGHT_SUN);
|
||||
// Should set light of non-sunlighted blocks to 0.
|
||||
|
|
|
@ -1323,10 +1323,17 @@ private:
|
|||
MutexedQueue< GetRequest<Key, T, Caller, CallerData> > m_queue;
|
||||
};
|
||||
|
||||
// Pseudo-random (VC++ rand() sucks)
|
||||
/*
|
||||
Pseudo-random (VC++ rand() sucks)
|
||||
*/
|
||||
int myrand(void);
|
||||
void mysrand(unsigned seed);
|
||||
#define MYRAND_MAX 32767
|
||||
|
||||
/*
|
||||
TODO: Some kind of a thing that stores arbitary data related to
|
||||
2D coordinate points
|
||||
*/
|
||||
|
||||
#endif
|
||||
|
||||
|
|
Loading…
Reference in New Issue