/* Minetest-c55 Copyright (C) 2010 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" /* Map */ Map::Map(std::ostream &dout): m_dout(dout), m_camera_position(0,0,0), m_camera_direction(0,0,1), m_sector_cache(NULL), m_hwrapper(this) { m_sector_mutex.Init(); m_camera_mutex.Init(); assert(m_sector_mutex.IsInitialized()); assert(m_camera_mutex.IsInitialized()); // Get this so that the player can stay on it at first //getSector(v2s16(0,0)); } Map::~Map() { /* Stop updater thread */ /*updater.setRun(false); while(updater.IsRunning()) sleep_s(1);*/ /* Free all MapSectors. */ core::map::Iterator i = m_sectors.getIterator(); for(; i.atEnd() == false; i++) { MapSector *sector = i.getNode()->getValue(); delete sector; } } 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); 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; }*/ f32 Map::getGroundHeight(v2s16 p, bool generate) { try{ v2s16 sectorpos = getNodeSectorPos(p); MapSector * sref = getSectorNoGenerate(sectorpos); v2s16 relpos = p - sectorpos * MAP_BLOCKSIZE; f32 y = sref->getGroundHeight(relpos); return y; } catch(InvalidPositionException &e) { return GROUNDHEIGHT_NOTFOUND_SETVALUE; } } void Map::setGroundHeight(v2s16 p, f32 y, bool generate) { /*m_dout<mutex.Lock(); sref->setGroundHeight(relpos, y); //sref->mutex.Unlock(); } bool Map::isNodeUnderground(v3s16 p) { v3s16 blockpos = getNodeBlockPos(p); try{ MapBlock * block = getBlockNoCreate(blockpos); return block->getIsUnderground(); } catch(InvalidPositionException &e) { return false; } } /* Goes recursively through the neighbours of the node. Alters only transparent nodes. If the lighting of the neighbour is lower than the lighting of the node was (before changing it to 0 at the step before), the lighting of the neighbour is set to 0 and then the same stuff repeats for the neighbour. The ending nodes of the routine are stored in light_sources. This is useful when a light is removed. In such case, this routine can be called for the light node and then again for light_sources to re-light the area without the removed light. values of from_nodes are lighting values. */ 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::nodeAddedUpdate(v3s16 p, u8 lightwas, core::map &modified_blocks)*/ 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(n.d != CONTENT_TORCH) { /* If there is grass below, change it to mud */ try{ MapNode bottomnode = getNode(bottompos); if(bottomnode.d == CONTENT_GRASS || bottomnode.d == CONTENT_GRASS_FOOTSTEPS) { bottomnode.d = CONTENT_MUD; setNode(bottompos, bottomnode); } } catch(InvalidPositionException &e) { } } 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); if(isValidPosition(p) == false) throw; // Unlight neighbours of node. // This means setting light of all consequent dimmer nodes // to 0. // This also collects the nodes at the border which will spread // light again into this. unLightNeighbors(bank, p, lightwas, light_sources, modified_blocks); n.setLight(bank, 0); } setNode(p, n); /* If node is under sunlight, take all sunlighted nodes under it and clear light from them and from where the light has been spread. TODO: This could be optimized by mass-unlighting instead of looping */ if(node_under_sunlight) { 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 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) { } } } #ifndef SERVER void Map::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 Map::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); } catch(InvalidPositionException &e){} // Leading edge try{ v3s16 p = blockpos + v3s16(-1,0,0); MapBlock *b = getBlockNoCreate(p); b->updateMesh(daynight_ratio); } catch(InvalidPositionException &e){} try{ v3s16 p = blockpos + v3s16(0,-1,0); MapBlock *b = getBlockNoCreate(p); b->updateMesh(daynight_ratio); } catch(InvalidPositionException &e){} try{ v3s16 p = blockpos + v3s16(0,0,-1); MapBlock *b = getBlockNoCreate(p); b->updateMesh(daynight_ratio); } catch(InvalidPositionException &e){} /*// Trailing edge try{ v3s16 p = blockpos + v3s16(1,0,0); MapBlock *b = getBlockNoCreate(p); b->updateMesh(daynight_ratio); } catch(InvalidPositionException &e){} try{ v3s16 p = blockpos + v3s16(0,1,0); MapBlock *b = getBlockNoCreate(p); b->updateMesh(daynight_ratio); } catch(InvalidPositionException &e){} try{ v3s16 p = blockpos + v3s16(0,0,1); MapBlock *b = getBlockNoCreate(p); b->updateMesh(daynight_ratio); } catch(InvalidPositionException &e){}*/ } #endif 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); 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); 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(); //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="<addPoint(p, Attribute(plants_amount));*/ float plants_amount = 0; if(myrand()%4 == 0) { plants_amount = 1.5; } else if(myrand()%4 == 0) { plants_amount = 0.5; } else if(myrand()%2 == 0) { plants_amount = 0.03; } else { plants_amount = 0.0; } list_plants_amount->addPoint(p, Attribute(plants_amount)); } for(u32 i=0; i<500; i++) { /*u32 lim = MAP_GENERATION_LIMIT; if(i < 400) lim = 2000;*/ u32 lim = 500 + MAP_GENERATION_LIMIT * i / 500; v3s16 p( -lim + myrand()%(lim*2), 0, -lim + myrand()%(lim*2) ); float caves_amount = 0; if(myrand()%5 == 0) { caves_amount = 1.0; } else if(myrand()%3 == 0) { caves_amount = 0.3; } else { caves_amount = 0.05; } list_caves_amount->addPoint(p, Attribute(caves_amount)); } for(u32 i=0; i<500; i++) { /*u32 lim = MAP_GENERATION_LIMIT; if(i < 400) lim = 2000;*/ u32 lim = 500 + MAP_GENERATION_LIMIT * i / 500; v3s16 p( -lim + (myrand()%(lim*2)), 0, -lim + (myrand()%(lim*2)) ); /*s32 bh_i = (myrand()%200) - 50; float baseheight = (float)bh_i; float m = 100.; float e = 3.; float randmax = (float)(myrand()%(int)(10.*pow(m, 1./e)))/10.; randmax = pow(randmax, e); //float randmax = (float)(myrand()%60); float randfactor = (float)(myrand()%450) / 1000.0 + 0.4;*/ float baseheight = 0; float randmax = 0; float randfactor = 0; /*if(myrand()%5 == 0) { baseheight = 100; randmax = 50; randfactor = 0.63; } else if(myrand()%6 == 0) { baseheight = 200; randmax = 100; randfactor = 0.66; } else if(myrand()%4 == 0) { baseheight = -3; randmax = 30; randfactor = 0.7; } else if(myrand()%3 == 0) { baseheight = 0; randmax = 30; randfactor = 0.63; } else { baseheight = -3; randmax = 20; randfactor = 0.5; }*/ if(myrand()%3 < 2) { baseheight = 10; randmax = 30; randfactor = 0.7; } else { baseheight = 0; randmax = 15; randfactor = 0.63; } list_baseheight->addPoint(p, Attribute(baseheight)); list_randmax->addPoint(p, Attribute(randmax)); list_randfactor->addPoint(p, Attribute(randfactor)); } #endif // Add only one entry list_baseheight->addPoint(v3s16(0,0,0), Attribute(0)); list_randmax->addPoint(v3s16(0,0,0), Attribute(30)); list_randfactor->addPoint(v3s16(0,0,0), Attribute(0.45)); // Easy spawn point /*list_baseheight->addPoint(v3s16(0,0,0), Attribute(0)); list_randmax->addPoint(v3s16(0,0,0), Attribute(10)); list_randfactor->addPoint(v3s16(0,0,0), Attribute(0.65));*/ } /* Try to load map; if not found, create a new one. */ m_savedir = savedir; m_map_saving_enabled = false; try { // If directory exists, check contents and load if possible if(fs::PathExists(m_savedir)) { // If directory is empty, it is safe to save into it. if(fs::GetDirListing(m_savedir).size() == 0) { dstream<::Iterator i = m_chunks.getIterator(); for(; i.atEnd() == false; i++) { MapChunk *chunk = i.getNode()->getValue(); delete chunk; } } #if 0 MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos) { // Return if chunk already exists MapChunk *chunk = getChunk(chunkpos); if(chunk) return chunk; /* Add all sectors */ dstream<<"generateChunkRaw(): " <<"("< changed_blocks; core::map lighting_invalidated_blocks; u32 generated_block_count = 0; for(s16 y=0; ygetBlockNoCreateNoEx(y2)) continue; generateBlock(p, NULL, sector, changed_blocks, lighting_invalidated_blocks); generated_block_count++; } } } dstream<<"generateChunkRaw generated "< lighting_modified_blocks; updateLighting(lighting_invalidated_blocks, lighting_modified_blocks); }*/ // Add chunk meta information chunk = new MapChunk(); m_chunks.insert(chunkpos, chunk); return chunk; } MapChunk* ServerMap::generateChunk(v2s16 chunkpos) { /* Generate chunk and neighbors */ for(s16 x=-1; x<=1; x++) for(s16 y=-1; y<=1; y++) { generateChunkRaw(chunkpos + v2s16(x,y)); } /* Get chunk */ MapChunk *chunk = getChunk(chunkpos); assert(chunk); // Set non-volatile chunk->setIsVolatile(false); // Return it return chunk; } #endif MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos) { dstream<<"WARNING: No-op "<<__FUNCTION_NAME<<" called"<=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; } void make_tree(VoxelManipulator &vmanip, v3s16 p0) { MapNode treenode(CONTENT_TREE); MapNode leavesnode(CONTENT_LEAVES); s16 trunk_h = myrand_range(2, 6); v3s16 p1 = p0; for(s16 ii=0; ii leaves_d(new u8[leaves_a.getVolume()]); for(s32 i=0; isetLightingExpired(true); // Lighting will be calculated block->setLightingExpired(false); /* TODO: Do this better. 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. */ block->setIsUnderground(y != y_blocks_max); } } } /* Now we have a big empty area. Make a ManualMapVoxelManipulator that contains this and the neighboring chunks */ ManualMapVoxelManipulator vmanip(this); // Add the area we just generated { TimeTaker timer("generateChunk() initialEmerge"); vmanip.initialEmerge(bigarea_blocks_min, bigarea_blocks_max); } TimeTaker timer_generate("generateChunk() generate"); /* Generate general ground level to full area */ for(s16 x=0; xgetGroundHeight(sector_relpos); if(h > GROUNDHEIGHT_VALID_MINVALUE) surface_y_f = h; else dstream<<"WARNING: "<<__FUNCTION_NAME <<": sector->getGroundHeight returned bad height"<=y_nodes_min; y--) { MapNode &n = vmanip.m_data[i]; /*if(content_walkable(n.d) && n.d != CONTENT_MUD && n.d != CONTENT_GRASS) break;*/ if(n.d == CONTENT_STONE) break; if(n.d == CONTENT_MUD || n.d == CONTENT_GRASS) mud_amount++; vmanip.m_area.add_y(em, i, -1); } if(y >= y_nodes_min) surface_y = y; else surface_y = y_nodes_min; } /* Add stone on ground */ { v3s16 em = vmanip.m_area.getExtent(); s16 y_start = surface_y+1; u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); s16 y; // Add stone s16 count = 0; for(y=y_start; y<=y_nodes_max; y++) { MapNode &n = vmanip.m_data[i]; n.d = CONTENT_STONE; count++; if(count >= ob_size.Y) break; vmanip.m_area.add_y(em, i, 1); } // Add mud count = 0; for(; y<=y_nodes_max; y++) { MapNode &n = vmanip.m_data[i]; n.d = CONTENT_MUD; count++; if(count >= mud_amount) break; vmanip.m_area.add_y(em, i, 1); } } } } /* Make dungeons */ for(u32 jj=0; jj<2; jj++) { s16 max_tunnel_diameter = 8; // Allowed route area size in nodes v3s16 ar( sectorpos_base_size*MAP_BLOCKSIZE, h_blocks*MAP_BLOCKSIZE, sectorpos_base_size*MAP_BLOCKSIZE ); // Area starting point in nodes v3s16 of( sectorpos_base.X*MAP_BLOCKSIZE, y_blocks_min*MAP_BLOCKSIZE, sectorpos_base.Y*MAP_BLOCKSIZE ); // Allow a bit more //(this should be more than the maximum radius of the tunnel) s16 more = max_spread_amount - max_tunnel_diameter/2 - 1; 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 ); MapNode airnode(CONTENT_AIR); /* Generate some tunnel starting from orp */ for(u16 j=0; j<10; 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(60, 10, 60); 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_tunnel_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++) { s16 z = cp.Z + z0; s16 y = cp.Y + y0; s16 x = cp.X + x0; v3s16 p(x,y,z); /*if(isInArea(p, ar) == false) continue;*/ // Check only height if(y < 0 || y >= ar.Y) continue; p += of; assert(vmanip.m_area.contains(p)); // Just set it to air, it will be changed to // water afterwards u32 i = vmanip.m_area.index(p); vmanip.m_data[i] = airnode; } } } } orp = rp; } } /* Make ore veins */ for(u32 jj=0; jj<1000; jj++) { s16 max_vein_diameter = 3; // Allowed route area size in nodes v3s16 ar( sectorpos_base_size*MAP_BLOCKSIZE, h_blocks*MAP_BLOCKSIZE, sectorpos_base_size*MAP_BLOCKSIZE ); // Area starting point in nodes v3s16 of( sectorpos_base.X*MAP_BLOCKSIZE, y_blocks_min*MAP_BLOCKSIZE, sectorpos_base.Y*MAP_BLOCKSIZE ); // Allow a bit more //(this should be more than the maximum radius of the tunnel) s16 more = max_spread_amount - max_vein_diameter/2 - 1; ar += v3s16(1,0,1) * more * 2; of -= v3s16(1,0,1) * more; // Randomize starting position v3f orp( (float)(myrand()%ar.X)+0.5, (float)(myrand()%ar.Y)+0.5, (float)(myrand()%ar.Z)+0.5 ); // Randomize mineral u8 mineral = myrand_range(1, MINERAL_COUNT-1); /* Generate some vein starting from orp */ for(u16 j=0; j<2; j++) { /*v3f rp( (float)(myrand()%ar.X)+0.5, (float)(myrand()%ar.Y)+0.5, (float)(myrand()%ar.Z)+0.5 ); v3f vec = rp - orp;*/ v3s16 maxlen(10, 10, 10); v3f vec( (float)(myrand()%(maxlen.X*2))-(float)maxlen.X, (float)(myrand()%(maxlen.Y*2))-(float)maxlen.Y, (float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z ); v3f rp = orp + vec; if(rp.X < 0) rp.X = 0; else if(rp.X >= ar.X) rp.X = ar.X; if(rp.Y < 0) rp.Y = 0; else if(rp.Y >= ar.Y) rp.Y = ar.Y; if(rp.Z < 0) rp.Z = 0; else if(rp.Z >= ar.Z) rp.Z = ar.Z; vec = rp - orp; // Randomize size s16 min_d = 0; s16 max_d = max_vein_diameter; s16 rs = myrand_range(min_d, max_d); for(float f=0; f<1.0; f+=1.0/vec.getLength()) { v3f fp = orp + vec * f; v3s16 cp(fp.X, fp.Y, fp.Z); s16 d0 = -rs/2; s16 d1 = d0 + rs - 1; for(s16 z0=d0; z0<=d1; z0++) { s16 si = rs - abs(z0); for(s16 x0=-si; x0<=si-1; x0++) { s16 si2 = rs - abs(x0); for(s16 y0=-si2+1; y0<=si2-1; y0++) { // Don't put mineral to every place if(myrand()%5 != 0) continue; s16 z = cp.Z + z0; s16 y = cp.Y + y0; s16 x = cp.X + x0; v3s16 p(x,y,z); /*if(isInArea(p, ar) == false) continue;*/ // Check only height if(y < 0 || y >= ar.Y) continue; p += of; assert(vmanip.m_area.contains(p)); // Just set it to air, it will be changed to // water afterwards u32 i = vmanip.m_area.index(p); MapNode *n = &vmanip.m_data[i]; if(n->d == CONTENT_STONE) n->param = mineral; } } } } orp = rp; } } /* Add mud to the central chunk */ for(s16 x=0; x= 3) break; vmanip.m_area.add_y(em, i, 1); } } } /* Flow mud away from steep edges */ // Iterate a few times for(s16 k=0; k<4; k++) { for(s16 x=0-max_spread_amount+1; x=y_nodes_min; y--) { MapNode &n = vmanip.m_data[i]; //if(n.d != CONTENT_AIR) if(content_walkable(n.d)) break; vmanip.m_area.add_y(em, i, -1); } // If not mud, do nothing to it MapNode *n = &vmanip.m_data[i]; if(n->d != CONTENT_MUD) continue; v3s16 dirs4[4] = { v3s16(0,0,1), // back v3s16(1,0,0), // right v3s16(0,0,-1), // front v3s16(-1,0,0), // left }; // Drop mud on side for(u32 di=0; di<4; di++) { v3s16 dirp = dirs4[di]; u32 i2 = i; // Check that side is air vmanip.m_area.add_p(em, i2, dirp); MapNode *n2 = &vmanip.m_data[i2]; if(content_walkable(n2->d)) continue; // Check that under side is air vmanip.m_area.add_y(em, i2, -1); n2 = &vmanip.m_data[i2]; if(content_walkable(n2->d)) continue; // Loop further down until not air do{ vmanip.m_area.add_y(em, i2, -1); n2 = &vmanip.m_data[i2]; }while(content_walkable(n2->d) == false); // Loop one up so that we're in air vmanip.m_area.add_y(em, i2, 1); n2 = &vmanip.m_data[i2]; // Move mud to new place *n2 = *n; // Set old place to be air *n = MapNode(CONTENT_AIR); #if 0 // Switch mud and other and change mud source to air //MapNode tempnode = *n2; *n2 = *n; //*n = tempnode; // Force old mud position to be air n->d = CONTENT_AIR; #endif // Done break; } } } /* Add water to the central chunk (and a bit more) */ for(s16 x=0-max_spread_amount; x WATER_LEVEL) continue; /* Add water on ground */ { v3s16 em = vmanip.m_area.getExtent(); s16 y_start = WATER_LEVEL; u8 light = LIGHT_MAX; u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); for(s16 y=y_start; y>=y_nodes_min; y--) { MapNode *n = &vmanip.m_data[i]; // Fill gaps inside water, too if(n->d != CONTENT_AIR && n->d != CONTENT_WATERSOURCE && n->d != CONTENT_WATER) break; 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); m_transforming_liquid.push_back(p); // Next one vmanip.m_area.add_y(em, i, -1); if(light > 0) light--; } } } /* Plant some trees */ { u32 tree_max = 100; u32 count = myrand_range(0, tree_max); for(u32 i=0; i=y_nodes_min; y--) { MapNode &n = vmanip.m_data[i]; if(n.d != CONTENT_AIR && n.d != CONTENT_LEAVES) break; vmanip.m_area.add_y(em, i, -1); } if(y >= y_nodes_min) surface_y = y; else surface_y = y_nodes_min; } u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y); MapNode *n = &vmanip.m_data[i]; if(n->d == CONTENT_MUD) n->d = CONTENT_GRASS; } /* Handle lighting */ core::map light_sources; /*for(s16 x=0; x=y_nodes_min; y--) { MapNode *n = &vmanip.m_data[i]; if(light_propagates_content(n->d) == false) { light = 0; } else if(light != LIGHT_SUN || sunlight_propagates_content(n->d) == false) { if(light > 0) light--; } n->setLight(LIGHTBANK_DAY, light); n->setLight(LIGHTBANK_NIGHT, 0); if(light != 0) { // Insert light source light_sources.insert(v3s16(p2d.X, y, p2d.Y), true); } // Increment index by y vmanip.m_area.add_y(em, i, -1); } } } // Spread light around { TimeTaker timer("generateChunk() spreadLight"); vmanip.spreadLight(LIGHTBANK_DAY, light_sources); } /* Generation ended */ timer_generate.stop(); /* Blit generated stuff to map */ core::map modified_blocks; { TimeTaker timer("generateChunk() blitBackAll"); vmanip.blitBackAll(&modified_blocks); } /* Update day/night difference cache of the MapBlocks */ { for(core::map::Iterator i = modified_blocks.getIterator(); i.atEnd() == false; i++) { MapBlock *block = i.getNode()->getValue(); block->updateDayNightDiff(); } } /* Create chunks and set them volatile */ for(s16 x=-1; x<=1; x++) for(s16 y=-1; y<=1; y++) { v2s16 chunkpos0 = chunkpos + v2s16(x,y); // Add chunk meta information MapChunk *chunk = getChunk(chunkpos); if(chunk == NULL) { chunk = new MapChunk(); m_chunks.insert(chunkpos0, chunk); } chunk->setIsVolatile(true); } /* Set central chunk non-volatile and return it */ MapChunk *chunk = getChunk(chunkpos); assert(chunk); // Set non-volatile chunk->setIsVolatile(false); // Return it return chunk; } #if 0 ServerMapSector * ServerMap::generateSector(v2s16 p2d) { DSTACK("%s: p2d=(%d,%d)", __FUNCTION_NAME, p2d.X, p2d.Y); // Check that it doesn't exist already ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d); if(sector != NULL) return sector; /* If there is no master heightmap, throw. */ if(m_heightmap == NULL) { throw InvalidPositionException("generateSector(): no heightmap"); } /* Do not generate over-limit */ if(p2d.X < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE || p2d.X > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE || p2d.Y < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE || p2d.Y > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE) throw InvalidPositionException("generateSector(): pos. over limit"); /* Generate sector and heightmaps */ // Number of heightmaps in sector in each direction u16 hm_split = SECTOR_HEIGHTMAP_SPLIT; // Heightmap side width s16 hm_d = MAP_BLOCKSIZE / hm_split; sector = new ServerMapSector(this, p2d, hm_split); // Sector position on map in nodes v2s16 nodepos2d = p2d * MAP_BLOCKSIZE; /*dstream<<"Generating sector ("<getGroundHeight(mhm_p+v2s16(0,0)*hm_split), m_heightmap->getGroundHeight(mhm_p+v2s16(1,0)*hm_split), m_heightmap->getGroundHeight(mhm_p+v2s16(1,1)*hm_split), m_heightmap->getGroundHeight(mhm_p+v2s16(0,1)*hm_split), }; float avgheight = (corners[0]+corners[1]+corners[2]+corners[3])/4.0; float avgslope = 0.0; avgslope += fabs(avgheight - corners[0]); avgslope += fabs(avgheight - corners[1]); avgslope += fabs(avgheight - corners[2]); avgslope += fabs(avgheight - corners[3]); avgslope /= 4.0; avgslope /= MAP_BLOCKSIZE; //dstream<<"avgslope="<getSlope(p2d+v2s16(0,0)); pitness += -a.X; pitness += -a.Y; a = m_heightmap->getSlope(p2d+v2s16(0,1)); pitness += -a.X; pitness += a.Y; a = m_heightmap->getSlope(p2d+v2s16(1,1)); pitness += a.X; pitness += a.Y; a = m_heightmap->getSlope(p2d+v2s16(1,0)); pitness += a.X; pitness += -a.Y; pitness /= 4.0; pitness /= MAP_BLOCKSIZE; //dstream<<"pitness="<getNearAttr(nodepos2d).getFloat();*/ local_plants_amount = palist->getInterpolatedFloat(nodepos2d); } #endif /* Generate sector heightmap */ // Loop through sub-heightmaps for(s16 y=0; ygetGroundHeight(mhm_p+v2s16(0,0)), m_heightmap->getGroundHeight(mhm_p+v2s16(1,0)), m_heightmap->getGroundHeight(mhm_p+v2s16(1,1)), m_heightmap->getGroundHeight(mhm_p+v2s16(0,1)), }; /*dstream<<"p_in_sector=("<setHeightmap(p_in_sector, hm); //TODO: Make these values configurable //hm->generateContinued(0.0, 0.0, corners); //hm->generateContinued(0.25, 0.2, corners); //hm->generateContinued(0.5, 0.2, corners); //hm->generateContinued(1.0, 0.2, corners); //hm->generateContinued(2.0, 0.2, corners); //hm->generateContinued(2.0 * avgslope, 0.5, corners); hm->generateContinued(avgslope * MAP_BLOCKSIZE/8, 0.5, corners); //hm->print(); } /* Generate objects */ core::map *objects = new core::map; sector->setObjects(objects); float area = MAP_BLOCKSIZE * MAP_BLOCKSIZE; /* Plant some trees if there is not much slope */ { // Avgslope is the derivative of a hill //float t = avgslope * avgslope; float t = avgslope; float a = area/16 * m_params.plants_amount * local_plants_amount; u32 tree_max; //float something = 0.17*0.17; float something = 0.3; if(t > something) tree_max = a / (t/something); else tree_max = a; u32 count = (myrand()%(tree_max+1)); //u32 count = tree_max; for(u32 i=0; igetGroundHeight(v2s16(x,z))+1; if(y < WATER_LEVEL) continue; objects->insert(v3s16(x, y, z), SECTOR_OBJECT_TREE_1); } } /* Plant some bushes if sector is pit-like */ { // Pitness usually goes at around -0.5...0.5 u32 bush_max = 0; u32 a = area/16 * 3.0 * m_params.plants_amount * local_plants_amount; if(pitness > 0) bush_max = (pitness*a*4); if(bush_max > a) bush_max = a; u32 count = (myrand()%(bush_max+1)); for(u32 i=0; igetGroundHeight(v2s16(x,z))+1; if(y < WATER_LEVEL) continue; objects->insert(v3s16(x, y, z), SECTOR_OBJECT_BUSH_1); } } /* Add ravine (randomly) */ if(m_params.ravines_amount > 0.001) { if(myrand()%(s32)(200.0 / m_params.ravines_amount) == 0) { s16 s = 6; s16 x = myrand()%(MAP_BLOCKSIZE-s*2-1)+s; s16 z = myrand()%(MAP_BLOCKSIZE-s*2-1)+s; /*s16 x = 8; s16 z = 8;*/ s16 y = sector->getGroundHeight(v2s16(x,z))+1; objects->insert(v3s16(x, y, z), SECTOR_OBJECT_RAVINE); } } /* Insert to container */ m_sectors.insert(p2d, sector); return sector; } #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 */ // Number of heightmaps in sector in each direction u16 hm_split = SECTOR_HEIGHTMAP_SPLIT; // Heightmap side width s16 hm_d = MAP_BLOCKSIZE / hm_split; sector = new ServerMapSector(this, p2d, hm_split); // Sector position on map in nodes v2s16 nodepos2d = p2d * MAP_BLOCKSIZE; /*dstream<<"Generating sector ("<getGroundHeight(mhm_p+v2s16(0,0)*hm_split), m_heightmap->getGroundHeight(mhm_p+v2s16(1,0)*hm_split), m_heightmap->getGroundHeight(mhm_p+v2s16(1,1)*hm_split), m_heightmap->getGroundHeight(mhm_p+v2s16(0,1)*hm_split), };*/ // Loop through sub-heightmaps for(s16 y=0; ygetGroundHeight(mhm_p+v2s16(0,0)), m_heightmap->getGroundHeight(mhm_p+v2s16(1,0)), m_heightmap->getGroundHeight(mhm_p+v2s16(1,1)), m_heightmap->getGroundHeight(mhm_p+v2s16(0,1)), }; /*dstream<<"p_in_sector=("<setHeightmap(p_in_sector, hm); //hm->generateContinued(1.0, 0.5, corners); hm->generateContinued(0.5, 0.5, corners); //hm->print(); } // Add dummy objects core::map *objects = new core::map; sector->setObjects(objects); /* Insert to container */ m_sectors.insert(p2d, sector); return sector; } MapSector * ServerMap::emergeSector(v2s16 p2d) { DSTACK("%s: p2d=(%d,%d)", __FUNCTION_NAME, p2d.X, p2d.Y); /* Check chunk status */ v2s16 chunkpos = sector_to_chunk(p2d); bool chunk_exists = false; MapChunk *chunk = getChunk(chunkpos); if(chunk && chunk->getIsVolatile() == false) chunk_exists = true; /* If chunk is not fully generated, generate chunk */ if(chunk_exists == false) { // Generate chunk and neighbors generateChunk(chunkpos); } /* 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); /*dstream<<"generateBlock(): " <<"("<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(); } /*u8 water_material = CONTENT_WATER; if(g_settings.getBool("endless_water")) water_material = CONTENT_WATERSOURCE;*/ u8 water_material = CONTENT_WATERSOURCE; s32 lowest_ground_y = 32767; s32 highest_ground_y = -32768; // DEBUG //sector->printHeightmaps(); for(s16 z0=0; z0 highest_ground_y) highest_ground_y = surface_y; s32 surface_depth = 0; float slope = sector->getSlope(v2s16(x0,z0)).getLength(); //float min_slope = 0.45; //float max_slope = 0.85; float min_slope = 0.60; float max_slope = 1.20; float min_slope_depth = 5.0; float max_slope_depth = 0; if(slope < min_slope) surface_depth = min_slope_depth; else if(slope > max_slope) surface_depth = max_slope_depth; else surface_depth = (1.-(slope-min_slope)/max_slope) * min_slope_depth; for(s16 y0=0; y0 surface_y) n.setLight(LIGHTBANK_DAY, LIGHT_SUN); /* Calculate material */ // If node is over heightmap y, it's air or water if(real_y > surface_y) { // If under water level, it's water if(real_y < WATER_LEVEL) { n.d = water_material; n.setLight(LIGHTBANK_DAY, diminish_light(LIGHT_SUN, WATER_LEVEL-real_y+1)); /* Add to transforming liquid queue (in case it'd start flowing) */ v3s16 real_pos = v3s16(x0,y0,z0) + p*MAP_BLOCKSIZE; m_transforming_liquid.push_back(real_pos); } // else air else n.d = CONTENT_AIR; } // Else it's ground or dungeons (air) else { // If it's surface_depth under ground, it's stone if(real_y <= surface_y - surface_depth) { n.d = CONTENT_STONE; } else { // It is mud if it is under the first ground // level or under water if(real_y < WATER_LEVEL || real_y <= surface_y - 1) { n.d = CONTENT_MUD; } else { n.d = CONTENT_GRASS; } //n.d = CONTENT_MUD; /*// If under water level, it's mud if(real_y < WATER_LEVEL) n.d = CONTENT_MUD; // Only the topmost node is grass else if(real_y <= surface_y - 1) n.d = CONTENT_MUD; else n.d = CONTENT_GRASS;*/ } } block->setNode(v3s16(x0,y0,z0), n); } } /* Calculate some helper variables */ // Completely underground if the highest part of block is under lowest // ground height. // This has to be very sure; it's probably one too strict now but // that's just better. bool completely_underground = block_y * MAP_BLOCKSIZE + MAP_BLOCKSIZE < lowest_ground_y; bool some_part_underground = block_y * MAP_BLOCKSIZE <= highest_ground_y; bool mostly_underwater_surface = false; if(highest_ground_y < WATER_LEVEL && some_part_underground && !completely_underground) mostly_underwater_surface = true; /* Get local attributes */ //dstream<<"generateBlock(): Getting local attributes"<getInterpolatedFloat(nodepos2d); } #endif //dstream<<"generateBlock(): Done"<getPosRelative(); if(getNode(ap).d == CONTENT_AIR) { orp = v3f(x+1,y+1,0); found_existing = true; goto continue_generating; } } } catch(InvalidPositionException &e){} // Check z+ try { s16 z = ued; for(s16 y=0; ygetPosRelative(); if(getNode(ap).d == CONTENT_AIR) { orp = v3f(x+1,y+1,ued-1); found_existing = true; goto continue_generating; } } } catch(InvalidPositionException &e){} // Check x- try { s16 x = -1; for(s16 y=0; ygetPosRelative(); if(getNode(ap).d == CONTENT_AIR) { orp = v3f(0,y+1,z+1); found_existing = true; goto continue_generating; } } } catch(InvalidPositionException &e){} // Check x+ try { s16 x = ued; for(s16 y=0; ygetPosRelative(); if(getNode(ap).d == CONTENT_AIR) { orp = v3f(ued-1,y+1,z+1); found_existing = true; goto continue_generating; } } } catch(InvalidPositionException &e){} // Check y- try { s16 y = -1; for(s16 x=0; xgetPosRelative(); if(getNode(ap).d == CONTENT_AIR) { orp = v3f(x+1,0,z+1); found_existing = true; goto continue_generating; } } } catch(InvalidPositionException &e){} // Check y+ try { s16 y = ued; for(s16 x=0; xgetPosRelative(); if(getNode(ap).d == CONTENT_AIR) { orp = v3f(x+1,ued-1,z+1); found_existing = true; goto continue_generating; } } } catch(InvalidPositionException &e){} continue_generating: /* Choose whether to actually generate dungeon */ bool do_generate_dungeons = true; // Don't generate if no part is underground if(!some_part_underground) { do_generate_dungeons = false; } // Don't generate if mostly underwater surface /*else if(mostly_underwater_surface) { do_generate_dungeons = false; }*/ // Partly underground = cave else if(!completely_underground) { do_generate_dungeons = (rand() % 100 <= (s32)(caves_amount*100)); } // Found existing dungeon underground else if(found_existing && completely_underground) { do_generate_dungeons = (rand() % 100 <= (s32)(caves_amount*100)); } // Underground and no dungeons found else { do_generate_dungeons = (rand() % 300 <= (s32)(caves_amount*100)); } if(do_generate_dungeons) { /* Generate some tunnel starting from orp and ors */ for(u16 i=0; i<3; i++) { v3f rp( (float)(myrand()%ued)+0.5, (float)(myrand()%ued)+0.5, (float)(myrand()%ued)+0.5 ); s16 min_d = 0; s16 max_d = 4; s16 rs = (myrand()%(max_d-min_d+1))+min_d; v3f vec = rp - orp; for(float f=0; f<1.0; f+=0.04) { 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++) { s16 z = cp.Z + z0; s16 y = cp.Y + y0; s16 x = cp.X + x0; v3s16 p(x,y,z); if(isInArea(p, ued) == false) continue; underground_emptiness[ued*ued*z + ued*y + x] = 1; } } } } orp = rp; } } } #endif // Set to true if has caves. // Set when some non-air is changed to air when making caves. bool has_dungeons = false; /* Apply temporary cave data to block */ for(s16 z0=0; z0getNode(v3s16(x0,y0,z0)); // Create dungeons if(underground_emptiness[ ued*ued*(z0*ued/MAP_BLOCKSIZE) +ued*(y0*ued/MAP_BLOCKSIZE) +(x0*ued/MAP_BLOCKSIZE)]) { if(content_features(n.d).walkable/*is_ground_content(n.d)*/) { // Has now caves has_dungeons = true; // Set air to node n.d = CONTENT_AIR; } } block->setNode(v3s16(x0,y0,z0), n); } } /* This is used for guessing whether or not the block should receive sunlight from the top if the block above doesn't exist */ block->setIsUnderground(completely_underground); /* Force lighting update if some part of block is partly underground and has caves. */ /*if(some_part_underground && !completely_underground && has_dungeons) { //dstream<<"Half-ground caves"<getPos()] = 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 = 30.0 * g_settings.getFloat("coal_amount"); 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 = 30.0 * g_settings.getFloat("coal_amount"); 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)); block->addObject(obj); } } } /* Add block to sector. */ sector->insertBlock(block); /* Sector object stuff */ // An y-wise container of changed blocks core::map changed_blocks_sector; /* Check if any sector's objects can be placed now. If so, place them. */ core::map *objects = sector->getObjects(); core::list objects_to_remove; for(core::map::Iterator i = objects->getIterator(); i.atEnd() == false; i++) { v3s16 p = i.getNode()->getKey(); v2s16 p2d(p.X,p.Z); u8 d = i.getNode()->getValue(); // Ground level point (user for stuff that is on ground) v3s16 gp = p; bool ground_found = true; // Search real ground level try{ for(;;) { MapNode n = sector->getNode(gp); // If not air, go one up and continue to placing the tree if(n.d != CONTENT_AIR) { gp += v3s16(0,1,0); break; } // If air, go one down gp += v3s16(0,-1,0); } }catch(InvalidPositionException &e) { // Ground not found. ground_found = false; // This is most close to ground gp += v3s16(0,1,0); } try { if(d == SECTOR_OBJECT_TEST) { if(sector->isValidArea(p + v3s16(0,0,0), p + v3s16(0,0,0), &changed_blocks_sector)) { MapNode n; n.d = CONTENT_TORCH; sector->setNode(p, n); objects_to_remove.push_back(p); } } else if(d == SECTOR_OBJECT_TREE_1) { if(ground_found == false) continue; v3s16 p_min = gp + v3s16(-1,0,-1); v3s16 p_max = gp + v3s16(1,5,1); if(sector->isValidArea(p_min, p_max, &changed_blocks_sector)) { MapNode n; n.d = CONTENT_TREE; sector->setNode(gp+v3s16(0,0,0), n); sector->setNode(gp+v3s16(0,1,0), n); sector->setNode(gp+v3s16(0,2,0), n); sector->setNode(gp+v3s16(0,3,0), n); n.d = CONTENT_LEAVES; if(myrand()%4!=0) sector->setNode(gp+v3s16(0,5,0), n); if(myrand()%3!=0) sector->setNode(gp+v3s16(-1,5,0), n); if(myrand()%3!=0) sector->setNode(gp+v3s16(1,5,0), n); if(myrand()%3!=0) sector->setNode(gp+v3s16(0,5,-1), n); if(myrand()%3!=0) sector->setNode(gp+v3s16(0,5,1), n); /*if(myrand()%3!=0) sector->setNode(gp+v3s16(1,5,1), n); if(myrand()%3!=0) sector->setNode(gp+v3s16(-1,5,1), n); if(myrand()%3!=0) sector->setNode(gp+v3s16(-1,5,-1), n); if(myrand()%3!=0) sector->setNode(gp+v3s16(1,5,-1), n);*/ sector->setNode(gp+v3s16(0,4,0), n); sector->setNode(gp+v3s16(-1,4,0), n); sector->setNode(gp+v3s16(1,4,0), n); sector->setNode(gp+v3s16(0,4,-1), n); sector->setNode(gp+v3s16(0,4,1), n); sector->setNode(gp+v3s16(1,4,1), n); sector->setNode(gp+v3s16(-1,4,1), n); sector->setNode(gp+v3s16(-1,4,-1), n); sector->setNode(gp+v3s16(1,4,-1), n); sector->setNode(gp+v3s16(-1,3,0), n); sector->setNode(gp+v3s16(1,3,0), n); sector->setNode(gp+v3s16(0,3,-1), n); sector->setNode(gp+v3s16(0,3,1), n); sector->setNode(gp+v3s16(1,3,1), n); sector->setNode(gp+v3s16(-1,3,1), n); sector->setNode(gp+v3s16(-1,3,-1), n); sector->setNode(gp+v3s16(1,3,-1), n); if(myrand()%3!=0) sector->setNode(gp+v3s16(-1,2,0), n); if(myrand()%3!=0) sector->setNode(gp+v3s16(1,2,0), n); if(myrand()%3!=0) sector->setNode(gp+v3s16(0,2,-1), n); if(myrand()%3!=0) sector->setNode(gp+v3s16(0,2,1), n); /*if(myrand()%3!=0) sector->setNode(gp+v3s16(1,2,1), n); if(myrand()%3!=0) sector->setNode(gp+v3s16(-1,2,1), n); if(myrand()%3!=0) sector->setNode(gp+v3s16(-1,2,-1), n); if(myrand()%3!=0) sector->setNode(gp+v3s16(1,2,-1), n);*/ // Objects are identified by wanted position objects_to_remove.push_back(p); // Lighting has to be recalculated for this one. sector->getBlocksInArea(p_min, p_max, lighting_invalidated_blocks); } } else if(d == SECTOR_OBJECT_BUSH_1) { if(ground_found == false) continue; if(sector->isValidArea(gp + v3s16(0,0,0), gp + v3s16(0,0,0), &changed_blocks_sector)) { MapNode n; n.d = CONTENT_LEAVES; sector->setNode(gp+v3s16(0,0,0), n); // Objects are identified by wanted position objects_to_remove.push_back(p); } } else if(d == SECTOR_OBJECT_RAVINE) { s16 maxdepth = -20; v3s16 p_min = p + v3s16(-6,maxdepth,-6); v3s16 p_max = p + v3s16(6,6,6); if(sector->isValidArea(p_min, p_max, &changed_blocks_sector)) { MapNode n; n.d = CONTENT_STONE; MapNode n2; n2.d = CONTENT_AIR; s16 depth = maxdepth + (myrand()%10); s16 z = 0; s16 minz = -6 - (-2); s16 maxz = 6 -1; for(s16 x=-6; x<=6; x++) { z += -1 + (myrand()%3); if(z < minz) z = minz; if(z > maxz) z = maxz; for(s16 y=depth+(myrand()%2); y<=6; y++) { /*std::cout<<"("<getNode(p2).d)) if(content_features(sector->getNode(p2).d).walkable) sector->setNode(p2, n); } { v3s16 p2 = p + v3s16(x,y,z-1); if(content_features(sector->getNode(p2).d).walkable) sector->setNode(p2, n2); } { v3s16 p2 = p + v3s16(x,y,z+0); if(content_features(sector->getNode(p2).d).walkable) sector->setNode(p2, n2); } { v3s16 p2 = p + v3s16(x,y,z+1); if(content_features(sector->getNode(p2).d).walkable) sector->setNode(p2, n); } //if(sector->getNode(p+v3s16(x,y,z+1)).solidness()==2) //if(p.Y+y <= sector->getGroundHeight(p2d+v2s16(x,z-2))+0.5) } } objects_to_remove.push_back(p); // Lighting has to be recalculated for this one. sector->getBlocksInArea(p_min, p_max, lighting_invalidated_blocks); } } else { dstream<<"ServerMap::generateBlock(): " "Invalid heightmap object" <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); v2s16 p2d(p.X, p.Z); s16 block_y = p.Y; /* This will create or load a sector if not found in memory. If block exists on disk, it will be loaded. NOTE: On old save formats, this will be slow, as it generates lighting on blocks for them. */ ServerMapSector *sector; try{ sector = (ServerMapSector*)emergeSector(p2d); 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; } } /* Debug mode operation */ bool haxmode = g_settings.getBool("haxmode"); if(haxmode) { // Don't calculate lighting at all //lighting_invalidated_blocks.clear(); } return block; } 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(ENABLE_SECTOR_SAVING) { if(sector->differs_from_disk || only_changed == false) { saveSectorMeta(sector); sector_meta_count++; } } if(ENABLE_BLOCK_SAVING) { 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++; } } } } }//sectorlock /* Only print if something happened or saved whole map */ if(only_changed == false || sector_meta_count != 0 || block_count != 0) { dstream< 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 } if(ENABLE_BLOCK_LOADING) { 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< hmdata = m_heightmap->serialize(version); /* [0] u8 serialization version [1] X master heightmap */ u32 fullsize = 1 + hmdata.getSize(); SharedBuffer data(fullsize); data[0] = version; memcpy(&data[1], *hmdata, hmdata.getSize()); o.write((const char*)*data, fullsize); #endif m_heightmap->serialize(o, version); } void ServerMap::loadMasterHeightmap() { DSTACK(__FUNCTION_NAME); std::string fullpath = m_savedir + "/master_heightmap"; std::ifstream is(fullpath.c_str(), std::ios_base::binary); if(is.good() == false) throw FileNotGoodException("Cannot open master heightmap"); if(m_heightmap != NULL) delete m_heightmap; m_heightmap = UnlimitedHeightmap::deSerialize(is, &m_padb); } void ServerMap::saveSectorMeta(ServerMapSector *sector) { DSTACK(__FUNCTION_NAME); // Format used for writing u8 version = SER_FMT_VER_HIGHEST; // Get destination v2s16 pos = sector->getPos(); createDir(m_savedir); createDir(m_savedir+"/sectors"); std::string dir = getSectorDir(pos); createDir(dir); std::string fullpath = dir + "/heightmap"; std::ofstream o(fullpath.c_str(), std::ios_base::binary); if(o.good() == false) throw FileNotGoodException("Cannot open master heightmap"); sector->serialize(o, version); sector->differs_from_disk = false; } MapSector* ServerMap::loadSectorMeta(std::string dirname) { DSTACK(__FUNCTION_NAME); // Get destination v2s16 p2d = getSectorPos(dirname); std::string dir = m_savedir + "/sectors/" + dirname; std::string fullpath = dir + "/heightmap"; std::ifstream is(fullpath.c_str(), std::ios_base::binary); if(is.good() == false) throw FileNotGoodException("Cannot open sector heightmap"); ServerMapSector *sector = ServerMapSector::deSerialize (is, this, p2d, &m_hwrapper, m_sectors); sector->differs_from_disk = false; return sector; } bool ServerMap::loadSectorFull(v2s16 p2d) { DSTACK(__FUNCTION_NAME); std::string sectorsubdir = getSectorSubDir(p2d); MapSector *sector = NULL; JMutexAutoLock lock(m_sector_mutex); try{ sector = loadSectorMeta(sectorsubdir); } catch(InvalidFilenameException &e) { return false; } catch(FileNotGoodException &e) { return false; } catch(std::exception &e) { return false; } if(ENABLE_BLOCK_LOADING) { 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; } #if 0 bool ServerMap::deFlushSector(v2s16 p2d) { DSTACK(__FUNCTION_NAME); // See if it already exists in memory try{ MapSector *sector = getSectorNoGenerate(p2d); return true; } catch(InvalidPositionException &e) { /* Try to load the sector from disk. */ if(loadSectorFull(p2d) == true) { return true; } } return false; } #endif void ServerMap::saveBlock(MapBlock *block) { DSTACK(__FUNCTION_NAME); /* Dummy blocks are not written */ if(block->isDummy()) { /*v3s16 p = block->getPos(); dstream<<"ServerMap::saveBlock(): WARNING: Not writing dummy block " <<"("<getPos(); v2s16 p2d(p3d.X, p3d.Z); createDir(m_savedir); createDir(m_savedir+"/sectors"); std::string dir = getSectorDir(p2d); createDir(dir); // Block file is map/sectors/xxxxxxxx/xxxx char cc[5]; snprintf(cc, 5, "%.4x", (unsigned int)p3d.Y&0xffff); std::string fullpath = dir + "/" + cc; std::ofstream o(fullpath.c_str(), std::ios_base::binary); if(o.good() == false) throw FileNotGoodException("Cannot open block data"); /* [0] u8 serialization version [1] data */ o.write((char*)&version, 1); block->serialize(o, version); /* Versions up from 9 have block objects. */ if(version >= 9) { block->serializeObjects(o, version); } // We just wrote it to the disk block->resetChangedFlag(); } void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSector *sector) { DSTACK(__FUNCTION_NAME); try{ // Block file is map/sectors/xxxxxxxx/xxxx std::string fullpath = m_savedir+"/sectors/"+sectordir+"/"+blockfile; std::ifstream is(fullpath.c_str(), std::ios_base::binary); if(is.good() == false) throw FileNotGoodException("Cannot open block file"); v3s16 p3d = getBlockPos(sectordir, blockfile); v2s16 p2d(p3d.X, p3d.Z); assert(sector->getPos() == p2d); u8 version = SER_FMT_VER_INVALID; is.read((char*)&version, 1); /*u32 block_size = MapBlock::serializedLength(version); SharedBuffer 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); } 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." <getGroundHeight ((p2d+v2s16(0,0))*SECTOR_HEIGHTMAP_SPLIT); corners[1] = m_heightmap->getGroundHeight ((p2d+v2s16(1,0))*SECTOR_HEIGHTMAP_SPLIT); corners[2] = m_heightmap->getGroundHeight ((p2d+v2s16(1,1))*SECTOR_HEIGHTMAP_SPLIT); corners[3] = m_heightmap->getGroundHeight ((p2d+v2s16(0,1))*SECTOR_HEIGHTMAP_SPLIT); } void ServerMap::PrintInfo(std::ostream &out) { out<<"ServerMap: "; } #ifndef SERVER /* ClientMap */ ClientMap::ClientMap( Client *client, MapDrawControl &control, scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id ): Map(dout_client), scene::ISceneNode(parent, mgr, id), m_client(client), mesh(NULL), m_control(control) { mesh_mutex.Init(); /*m_box = core::aabbox3d(0,0,0, map->getW()*BS, map->getH()*BS, map->getD()*BS);*/ /*m_box = core::aabbox3d(0,0,0, map->getSizeNodes().X * BS, map->getSizeNodes().Y * BS, map->getSizeNodes().Z * BS);*/ m_box = core::aabbox3d(-BS*1000000,-BS*1000000,-BS*1000000, BS*1000000,BS*1000000,BS*1000000); //setPosition(v3f(BS,BS,BS)); } 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 with no heightmaps ClientMapSector *sector = new ClientMapSector(this, p2d); { JMutexAutoLock lock(m_sector_mutex); m_sectors.insert(p2d, sector); } return sector; } void ClientMap::deSerializeSector(v2s16 p2d, std::istream &is) { DSTACK(__FUNCTION_NAME); ClientMapSector *sector = NULL; JMutexAutoLock lock(m_sector_mutex); core::map::Node *n = m_sectors.find(p2d); if(n != NULL) { sector = (ClientMapSector*)n->getValue(); assert(sector->getId() == MAPSECTOR_CLIENT); } else { sector = new ClientMapSector(this, p2d); { JMutexAutoLock lock(m_sector_mutex); m_sectors.insert(p2d, sector); } } sector->deSerialize(is); } 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( p_nodes_min.X / MAP_BLOCKSIZE - 1, p_nodes_min.Y / MAP_BLOCKSIZE - 1, p_nodes_min.Z / MAP_BLOCKSIZE - 1); v3s16 p_blocks_max( p_nodes_max.X / MAP_BLOCKSIZE + 1, p_nodes_max.Y / MAP_BLOCKSIZE + 1, p_nodes_max.Z / MAP_BLOCKSIZE + 1); u32 vertex_count = 0; // 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) { 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; if(isBlockInSight(block->getPos(), camera_position, camera_direction, range) == false) { continue; } #if 0 v3s16 blockpos_nodes = block->getPosRelative(); // Block center position v3f blockpos( ((float)blockpos_nodes.X + MAP_BLOCKSIZE/2) * BS, ((float)blockpos_nodes.Y + MAP_BLOCKSIZE/2) * BS, ((float)blockpos_nodes.Z + MAP_BLOCKSIZE/2) * BS ); // Block position relative to camera v3f blockpos_relative = blockpos - camera_position; // Distance in camera direction (+=front, -=back) f32 dforward = blockpos_relative.dotProduct(camera_direction); // Total distance f32 d = blockpos_relative.getLength(); if(m_control.range_all == false) { // If block is far away, don't draw it if(d > m_control.wanted_range * BS) continue; } // Maximum radius of a block f32 block_max_radius = 0.5*1.44*1.44*MAP_BLOCKSIZE*BS; // If block is (nearly) touching the camera, don't // bother validating further (that is, render it anyway) if(d > block_max_radius * 1.5) { // Cosine of the angle between the camera direction // and the block direction (camera_direction is an unit vector) f32 cosangle = dforward / d; // Compensate for the size of the block // (as the block has to be shown even if it's a bit off FOV) // This is an estimate. cosangle += block_max_radius / dforward; // If block is not in the field of view, skip it //if(cosangle < cos(FOV_ANGLE/2)) if(cosangle < cos(FOV_ANGLE/2. * 4./3.)) continue; } #endif v3s16 blockpos_nodes = block->getPosRelative(); // Block center position v3f blockpos( ((float)blockpos_nodes.X + MAP_BLOCKSIZE/2) * BS, ((float)blockpos_nodes.Y + MAP_BLOCKSIZE/2) * BS, ((float)blockpos_nodes.Z + MAP_BLOCKSIZE/2) * BS ); // Block position relative to camera v3f blockpos_relative = blockpos - camera_position; // Total distance f32 d = blockpos_relative.getLength(); #if 1 /* Update expired mesh */ 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->updateMeshes(daynight_i); block->updateMesh(daynight_ratio); mesh_expired = false; } /* Don't draw an expired mesh that is far away */ /*if(mesh_expired && d >= faraway) //if(mesh_expired) { // Instead, delete it JMutexAutoLock lock(block->mesh_mutex); if(block->mesh) { block->mesh->drop(); block->mesh = NULL; } // And continue to next block continue; }*/ #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) { 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::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) { } 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("emerge", &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)); addArea(block_area_nodes); for(s32 z=p_min.Z; z<=p_max.Z; z++) for(s32 y=p_min.Y; y<=p_max.Y; y++) for(s32 x=p_min.X; x<=p_max.X; x++) { v3s16 p(x,y,z); core::map::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