X-Git-Url: https://git.librecmc.org/?a=blobdiff_plain;f=src%2Fmap.cpp;h=e1769b8eff897718ace3b053b00cdf9c20a3bd08;hb=805ccd449fdd62e05083b71c1e035e5e7347c73a;hp=d48003d4acb31a7a6b100407388d3ed11c5b35c9;hpb=9a22d02903549c09f059b12f0ec06ea12a19abbb;p=oweals%2Fminetest.git diff --git a/src/map.cpp b/src/map.cpp index d48003d4a..e1769b8ef 100644 --- a/src/map.cpp +++ b/src/map.cpp @@ -1,6 +1,6 @@ /* Minetest-c55 -Copyright (C) 2010 celeron55, Perttu Ahola +Copyright (C) 2010-2011 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by @@ -18,15 +18,24 @@ with this program; if not, write to the Free Software Foundation, Inc., */ #include "map.h" +#include "mapsector.h" +#include "mapblock.h" #include "main.h" -#include "jmutexautolock.h" #include "client.h" #include "filesys.h" #include "utility.h" #include "voxel.h" #include "porting.h" -#include "mineral.h" -#include "noise.h" +#include "mapgen.h" +#include "nodemetadata.h" + +extern "C" { + #include "sqlite3.h" +} +/* + SQLite format specification: + - Initially only replaces sectors/ and sectors2/ +*/ /* Map @@ -36,8 +45,8 @@ Map::Map(std::ostream &dout): m_dout(dout), m_sector_cache(NULL) { - m_sector_mutex.Init(); - assert(m_sector_mutex.IsInitialized()); + /*m_sector_mutex.Init(); + assert(m_sector_mutex.IsInitialized());*/ } Map::~Map() @@ -80,8 +89,6 @@ 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; } @@ -96,15 +103,11 @@ MapSector * Map::getSectorNoGenerateNoExNoLock(v2s16 p) 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); } @@ -117,42 +120,23 @@ MapSector * Map::getSectorNoGenerate(v2s16 p) 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) - { + v2s16 p2d(p3d.X, p3d.Z); + MapSector * sector = getSectorNoGenerateNoEx(p2d); + if(sector == NULL) return NULL; - } + MapBlock *block = sector->getBlockNoCreateNoEx(p3d.Y); + return block; } -/*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); +MapBlock * Map::getBlockNoCreate(v3s16 p3d) +{ + MapBlock *block = getBlockNoCreateNoEx(p3d); + if(block == NULL) + throw InvalidPositionException(); return block; -}*/ +} bool Map::isNodeUnderground(v3s16 p) { @@ -167,6 +151,45 @@ bool Map::isNodeUnderground(v3s16 p) } } +bool Map::isValidPosition(v3s16 p) +{ + v3s16 blockpos = getNodeBlockPos(p); + MapBlock *block = getBlockNoCreate(blockpos); + return (block != NULL); +} + +// Returns a CONTENT_IGNORE node if not found +MapNode Map::getNodeNoEx(v3s16 p) +{ + v3s16 blockpos = getNodeBlockPos(p); + MapBlock *block = getBlockNoCreateNoEx(blockpos); + if(block == NULL) + return MapNode(CONTENT_IGNORE); + v3s16 relpos = p - blockpos*MAP_BLOCKSIZE; + return block->getNodeNoCheck(relpos); +} + +// throws InvalidPositionException if not found +MapNode Map::getNode(v3s16 p) +{ + v3s16 blockpos = getNodeBlockPos(p); + MapBlock *block = getBlockNoCreateNoEx(blockpos); + if(block == NULL) + throw InvalidPositionException(); + v3s16 relpos = p - blockpos*MAP_BLOCKSIZE; + return block->getNodeNoCheck(relpos); +} + +// throws InvalidPositionException if not found +void Map::setNode(v3s16 p, MapNode & n) +{ + v3s16 blockpos = getNodeBlockPos(p); + MapBlock *block = getBlockNoCreate(blockpos); + v3s16 relpos = p - blockpos*MAP_BLOCKSIZE; + block->setNodeNoCheck(relpos, n); +} + + /* Goes recursively through the neighbours of the node. @@ -243,15 +266,15 @@ void Map::unspreadLight(enum LightBank bank, // 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); @@ -271,12 +294,12 @@ void Map::unspreadLight(enum LightBank bank, { 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? @@ -313,7 +336,7 @@ void Map::unspreadLight(enum LightBank bank, light_sources.remove(n2pos); }*/ } - + /*// DEBUG if(light_sources.find(n2pos) != NULL) light_sources.remove(n2pos);*/ @@ -344,7 +367,7 @@ void Map::unspreadLight(enum LightBank bank, < 0) unspreadLight(bank, unlighted_nodes, light_sources, modified_blocks); } @@ -382,7 +405,7 @@ void Map::spreadLight(enum LightBank bank, if(from_nodes.size() == 0) return; - + u32 blockchangecount = 0; core::map lighted_nodes; @@ -396,7 +419,7 @@ void Map::spreadLight(enum LightBank bank, 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++) { @@ -404,7 +427,7 @@ void Map::spreadLight(enum LightBank bank, //v3s16 pos = *j; //dstream<<"pos=("<getNode(relpos); - + bool changed = false; /* If the neighbor is brighter than the current node, @@ -511,7 +534,7 @@ void Map::spreadLight(enum LightBank bank, < 0) spreadLight(bank, lighted_nodes, modified_blocks); } @@ -538,7 +561,7 @@ v3s16 Map::getBrightestNeighbour(enum LightBank bank, v3s16 p) v3s16(0,-1,0), // bottom v3s16(-1,0,0), // left }; - + u8 brightest_light = 0; v3s16 brightest_pos(0,0,0); bool found_something = false; @@ -564,7 +587,7 @@ v3s16 Map::getBrightestNeighbour(enum LightBank bank, v3s16 p) if(found_something == false) throw InvalidPositionException(); - + return brightest_pos; } @@ -583,7 +606,7 @@ s16 Map::propagateSunlight(v3s16 start, for(; ; y--) { v3s16 pos(start.X, y, start.Z); - + v3s16 blockpos = getNodeBlockPos(pos); MapBlock *block; try{ @@ -606,13 +629,13 @@ s16 Map::propagateSunlight(v3s16 start, } else { - // Turn mud into grass + /*// 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; @@ -627,31 +650,31 @@ void Map::updateLighting(enum LightBank bank, { /*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); @@ -664,14 +687,14 @@ void Map::updateLighting(enum LightBank bank, for(s16 x=0; xgetNode(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 @@ -695,7 +718,7 @@ void Map::updateLighting(enum LightBank bank, <propagateSunlight(light_sources); @@ -714,7 +737,7 @@ void Map::updateLighting(enum LightBank bank, // 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(); + block->setLightingExpired(false); } + return; } +#endif #if 0 { TimeTaker timer("unspreadLight"); unspreadLight(bank, unlight_from, light_sources, modified_blocks); } - + if(debug) { u32 diff = modified_blocks.size() - count_was; @@ -750,7 +792,7 @@ void Map::updateLighting(enum LightBank bank, TimeTaker timer("spreadLight"); spreadLight(bank, light_sources, modified_blocks); } - + if(debug) { u32 diff = modified_blocks.size() - count_was; @@ -758,10 +800,10 @@ void Map::updateLighting(enum LightBank bank, dstream<<"spreadLight modified "<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) + appropriate is lighted) */ /*for(s16 z=-1; z<=1; z++) for(s16 y=-1; y<=1; y++) @@ -794,7 +836,7 @@ void Map::updateLighting(enum LightBank bank, continue; vmanip.initialEmerge(p, p); }*/ - + // Lighting of block will be updated completely block->setLightingExpired(false); } @@ -823,7 +865,7 @@ void Map::updateLighting(core::map & a_blocks, { updateLighting(LIGHTBANK_DAY, a_blocks, modified_blocks); updateLighting(LIGHTBANK_NIGHT, a_blocks, modified_blocks); - + /* Update information about whether day and night light differ */ @@ -837,9 +879,6 @@ void Map::updateLighting(core::map & a_blocks, } /* - This is called after changing a node from transparent to opaque. - The lighting value of the node should be left as-is after changing - other values. This sets the lighting value to 0. */ void Map::addNodeAndUpdate(v3s16 p, MapNode n, core::map &modified_blocks) @@ -847,7 +886,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n, /*PrintInfo(m_dout); m_dout<clone(); + setNodeMetadata(p, meta); + } + /* - If node is under sunlight, take all sunlighted nodes under - it and clear light from them and from where the light has - been spread. + If node is under sunlight and doesn't let sunlight through, + take all sunlighted nodes under it and clear light from them + and from where the light has been spread. TODO: This could be optimized by mass-unlighting instead - of looping + of looping */ - if(node_under_sunlight) + if(node_under_sunlight && !content_features(n.d).sunlight_propagates) { s16 y = p.Y - 1; for(;; y--){ //m_dout< *unloaded_blocks) { - JMutexAutoLock lock(m_sector_mutex); + bool save_before_unloading = (mapType() == MAPTYPE_SERVER); + + core::list sector_deletion_queue; + u32 deleted_blocks_count = 0; + u32 saved_blocks_count = 0; core::map::Iterator si; @@ -1328,79 +1403,135 @@ void Map::timerUpdate(float dtime) for(; si.atEnd() == false; si++) { MapSector *sector = si.getNode()->getValue(); - sector->usage_timer += dtime; + + bool all_blocks_deleted = true; + + core::list blocks; + sector->getBlocks(blocks); + for(core::list::Iterator i = blocks.begin(); + i != blocks.end(); i++) + { + MapBlock *block = (*i); + + block->incrementUsageTimer(dtime); + + if(block->getUsageTimer() > unload_timeout) + { + v3s16 p = block->getPos(); + + // Save if modified + if(block->getModified() != MOD_STATE_CLEAN + && save_before_unloading) + { + saveBlock(block); + saved_blocks_count++; + } + + // Delete from memory + sector->deleteBlock(block); + + if(unloaded_blocks) + unloaded_blocks->push_back(p); + + deleted_blocks_count++; + } + else + { + all_blocks_deleted = false; + } + } + + if(all_blocks_deleted) + { + sector_deletion_queue.push_back(si.getNode()->getKey()); + } + } + + // Finally delete the empty sectors + deleteSectors(sector_deletion_queue); + + if(deleted_blocks_count != 0) + { + PrintInfo(dstream); // ServerMap/ClientMap: + dstream<<"Unloaded "< &list, bool only_blocks) +void Map::deleteSectors(core::list &list) { - /* - 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; - } + // 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, +#if 0 +void Map::unloadUnusedData(float timeout, 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) + u32 deleted_blocks_count = 0; + u32 saved_blocks_count = 0; + + core::map::Iterator si = m_sectors.getIterator(); + for(; si.atEnd() == false; si++) + { + MapSector *sector = si.getNode()->getValue(); + + bool all_blocks_deleted = true; + + core::list blocks; + sector->getBlocks(blocks); + for(core::list::Iterator i = blocks.begin(); + i != blocks.end(); i++) { - sector_deletion_queue.push_back(i.getNode()->getKey()); + MapBlock *block = (*i); - if(deleted_blocks != NULL) + if(block->getUsageTimer() > timeout) { - // 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++) + // Save if modified + if(block->getModified() != MOD_STATE_CLEAN) { - deleted_blocks->push_back((*i)->getPos()); + saveBlock(block); + saved_blocks_count++; } + // Delete from memory + sector->deleteBlock(block); + deleted_blocks_count++; + } + else + { + all_blocks_deleted = false; } } + + if(all_blocks_deleted) + { + sector_deletion_queue.push_back(si.getNode()->getKey()); + } } - deleteSectors(sector_deletion_queue, only_blocks); - return sector_deletion_queue.getSize(); + + deleteSectors(sector_deletion_queue); + + dstream<<"Map: Unloaded "< & modified_blocks) { DSTACK(__FUNCTION_NAME); @@ -1416,299 +1558,321 @@ void Map::transformLiquids(core::map & modified_blocks) u32 loopcount = 0; u32 initial_size = m_transforming_liquid.size(); - + /*if(initial_size != 0) dstream<<"transformLiquids(): initial_size="<= 7 - WATER_DROP_BOOST) - new_liquid_level = 7; - else - new_liquid_level = n2_liquid_level + WATER_DROP_BOOST; + break; + case LIQUID_SOURCE: + // if this node is not (yet) of a liquid type, choose the first liquid type we encounter + if (liquid_kind == CONTENT_AIR) + liquid_kind = content_features(nb.n.d).liquid_alternative_flowing; + if (content_features(nb.n.d).liquid_alternative_flowing !=liquid_kind) { + neutrals[num_neutrals++] = nb; + } else { + sources[num_sources++] = nb; } - else if(n2_liquid_level > 0) - { - new_liquid_level = n2_liquid_level - 1; + break; + case LIQUID_FLOWING: + // if this node is not (yet) of a liquid type, choose the first liquid type we encounter + if (liquid_kind == CONTENT_AIR) + liquid_kind = content_features(nb.n.d).liquid_alternative_flowing; + if (content_features(nb.n.d).liquid_alternative_flowing != liquid_kind) { + neutrals[num_neutrals++] = nb; + } else { + flows[num_flows++] = nb; + if (nb.t == NEIGHBOR_LOWER) + flowing_down = true; } - - 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); + break; + } + } + + /* + decide on the type (and possibly level) of the current node + */ + u8 new_node_content; + s8 new_node_level = -1; + if (num_sources >= 2 || liquid_type == LIQUID_SOURCE) { + // liquid_kind will be set to either the flowing alternative of the node (if it's a liquid) + // or the flowing alternative of the first of the surrounding sources (if it's air), so + // it's perfectly safe to use liquid_kind here to determine the new node content. + new_node_content = content_features(liquid_kind).liquid_alternative_source; + } else if (num_sources == 1 && sources[0].t != NEIGHBOR_LOWER) { + // liquid_kind is set properly, see above + new_node_content = liquid_kind; + new_node_level = 7; + } else { + // no surrounding sources, so get the maximum level that can flow into this node + for (u16 i = 0; i < num_flows; i++) { + u8 nb_liquid_level = (flows[i].n.param2 & LIQUID_LEVEL_MASK); + switch (flows[i].t) { + case NEIGHBOR_UPPER: + if (nb_liquid_level + WATER_DROP_BOOST > new_node_level) { + new_node_level = 7; + if (nb_liquid_level + WATER_DROP_BOOST < 7) + new_node_level = nb_liquid_level + WATER_DROP_BOOST; + } + break; + case NEIGHBOR_LOWER: + break; + case NEIGHBOR_SAME_LEVEL: + if ((flows[i].n.param2 & LIQUID_FLOW_DOWN_MASK) != LIQUID_FLOW_DOWN_MASK && + nb_liquid_level > 0 && nb_liquid_level - 1 > new_node_level) { + new_node_level = nb_liquid_level - 1; + } + break; } - - /* - 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) - { + } + // don't flow as far in open terrain - if there isn't at least one adjacent solid block, + // substract another unit from the resulting water level. + if (!flowing_down && new_node_level >= 1) { + bool at_wall = false; + for (u16 i = 0; i < num_neutrals; i++) { + if (neutrals[i].t == NEIGHBOR_SAME_LEVEL) { + at_wall = true; + break; } } + if (!at_wall) + new_node_level -= 1; } + + if (new_node_level >= 0) + new_node_content = liquid_kind; + else + new_node_content = CONTENT_AIR; } - // Get a new one from queue if the node has turned into non-water - if(content_liquid(n0.d) == false) + /* + check if anything has changed. if not, just continue with the next node. + */ + if (new_node_content == n0.d && (content_features(n0.d).liquid_type != LIQUID_FLOWING || + ((n0.param2 & LIQUID_LEVEL_MASK) == (u8)new_node_level && + ((n0.param2 & LIQUID_FLOW_DOWN_MASK) == LIQUID_FLOW_DOWN_MASK) + == flowing_down))) 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; - } + for (u16 i = 0; i < num_airs; i++) { + if (airs[i].t != NEIGHBOR_UPPER && (airs[i].t == NEIGHBOR_LOWER || new_node_level > 0)) + m_transforming_liquid.push_back(airs[i].p); } - } - 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<= initial_size * 1 || loopcount >= 1000) + //if(loopcount >= 100000) + if(loopcount >= initial_size * 10) { break; - - }catch(InvalidPositionException &e) - { } } //dstream<<"Map::transformLiquids(): loopcount="<m_node_metadata.get(p_rel); + return meta; +} + +void Map::setNodeMetadata(v3s16 p, NodeMetadata *meta) +{ + v3s16 blockpos = getNodeBlockPos(p); + v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE; + MapBlock *block = getBlockNoCreateNoEx(blockpos); + if(block == NULL) + { + dstream<<"WARNING: Map::setNodeMetadata(): Block not found" + <m_node_metadata.set(p_rel, meta); +} + +void Map::removeNodeMetadata(v3s16 p) +{ + v3s16 blockpos = getNodeBlockPos(p); + v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE; + MapBlock *block = getBlockNoCreateNoEx(blockpos); + if(block == NULL) + { + dstream<<"WARNING: Map::removeNodeMetadata(): Block not found" + <m_node_metadata.remove(p_rel); +} + +void Map::nodeMetadataStep(float dtime, + core::map &changed_blocks) +{ + /* + NOTE: + Currently there is no way to ensure that all the necessary + blocks are loaded when this is run. (They might get unloaded) + NOTE: ^- Actually, that might not be so. In a quick test it + reloaded a block with a furnace when I walked back to it from + a distance. + */ + core::map::Iterator si; + si = m_sectors.getIterator(); + for(; si.atEnd() == false; si++) + { + MapSector *sector = si.getNode()->getValue(); + core::list< MapBlock * > sectorblocks; + sector->getBlocks(sectorblocks); + core::list< MapBlock * >::Iterator i; + for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++) + { + MapBlock *block = *i; + bool changed = block->m_node_metadata.step(dtime); + if(changed) + changed_blocks[block->getPos()] = block; + } + } +} + /* ServerMap */ ServerMap::ServerMap(std::string savedir): Map(dout_server), - m_seed(0) + m_seed(0), + m_map_metadata_changed(true) { - - //m_chunksize = 64; - //m_chunksize = 16; // Too slow + dstream<<__FUNCTION_NAME<getValue(); delete chunk; } +#endif } -/* - Some helper functions for the map generator -*/ - -s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d) -{ - v3s16 em = vmanip.m_area.getExtent(); - s16 y_nodes_max = vmanip.m_area.MaxEdge.Y; - s16 y_nodes_min = vmanip.m_area.MinEdge.Y; - u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y)); - s16 y; - for(y=y_nodes_max; y>=y_nodes_min; y--) - { - MapNode &n = vmanip.m_data[i]; - if(content_walkable(n.d)) - break; - - vmanip.m_area.add_y(em, i, -1); - } - if(y >= y_nodes_min) - return y; - else - return y_nodes_min; -} - -s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d) -{ - v3s16 em = vmanip.m_area.getExtent(); - s16 y_nodes_max = vmanip.m_area.MaxEdge.Y; - s16 y_nodes_min = vmanip.m_area.MinEdge.Y; - u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y)); - s16 y; - for(y=y_nodes_max; y>=y_nodes_min; y--) - { - MapNode &n = vmanip.m_data[i]; - if(content_walkable(n.d) - && n.d != CONTENT_TREE - && n.d != CONTENT_LEAVES) - break; - - vmanip.m_area.add_y(em, i, -1); - } - if(y >= y_nodes_min) - return y; - else - return y_nodes_min; -} - -void make_tree(VoxelManipulator &vmanip, v3s16 p0) +void ServerMap::initBlockMake(mapgen::BlockMakeData *data, v3s16 blockpos) { - MapNode treenode(CONTENT_TREE); - MapNode leavesnode(CONTENT_LEAVES); - - vmanip.emerge(VoxelArea(p0-v3s16(2,0,2),p0+v3s16(2,7+2,2))); - - s16 trunk_h = myrand_range(4, 7); - v3s16 p1 = p0; - for(s16 ii=0; ii leaves_d(new u8[leaves_a.getVolume()]); - Buffer leaves_d(leaves_a.getVolume()); - for(s32 i=0; ino_op = true; + return; } - // Add leaves randomly - for(u32 iii=0; iii<7; iii++) - { - s16 d = 1; + data->no_op = false; + data->seed = m_seed; + data->blockpos = blockpos; - v3s16 p( - myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d), - myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d), - myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d) - ); - - for(s16 z=0; z<=d; z++) - for(s16 y=0; y<=d; y++) - for(s16 x=0; x<=d; x++) - { - leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1; - } - } - - // Blit leaves to vmanip - for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++) - for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++) - for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++) + /* + Create the whole area of this and the neighboring blocks + */ { - v3s16 p(x,y,z); - p += p1; - if(vmanip.m_area.contains(p) == false) - continue; - u32 vi = vmanip.m_area.index(p); - if(vmanip.m_data[vi].d != CONTENT_AIR) - continue; - u32 i = leaves_a.index(x,y,z); - if(leaves_d[i] == 1) - vmanip.m_data[vi] = leavesnode; - } -} + //TimeTaker timer("initBlockMake() create area"); + + for(s16 x=-1; x<=1; x++) + for(s16 z=-1; z<=1; z++) + { + v2s16 sectorpos(blockpos.X+x, blockpos.Z+z); + // Sector metadata is loaded from disk if not already loaded. + ServerMapSector *sector = createSector(sectorpos); + assert(sector); -/* - Noise functions. Make sure seed is mangled differently in each one. -*/ + for(s16 y=-1; y<=1; y++) + { + //MapBlock *block = createBlock(blockpos); + // 1) get from memory, 2) load from disk + MapBlock *block = emergeBlock(blockpos, false); + // 3) create a blank one + if(block == NULL) + block = createBlock(blockpos); -// Amount of trees per area in nodes -double tree_amount_2d(u64 seed, v2s16 p) -{ - double noise = noise2d_perlin( - 0.5+(float)p.X/250, 0.5+(float)p.Y/250, - seed+2, 5, 0.66); - double zeroval = -0.3; - if(noise < zeroval) - return 0; - else - return 0.04 * (noise-zeroval) / (1.0-zeroval); -} + // Lighting will not be valid after make_chunk is called + block->setLightingExpired(true); + // Lighting will be calculated + //block->setLightingExpired(false); -#define AVERAGE_MUD_AMOUNT 4.0 + /* + Block gets sunlight if this is true. -double get_mud_amount(u64 seed, v2f p) -{ - return ((float)AVERAGE_MUD_AMOUNT + 3.0 * noise2d_perlin( - 0.5+p.X/200, 0.5+p.Y/200, - seed+1, 5, 0.65)); -} + This should be set to true when the top side of a block + is completely exposed to the sky. + */ + block->setIsUnderground(false); + } + } + } + + /* + Now we have a big empty area. -bool get_have_sand(u64 seed, v2f p) -{ - double sandnoise = noise2d_perlin( - 0.5+(float)p.X/500, 0.5+(float)p.Y/500, - seed+59420, 3, 0.50); - return (sandnoise > -0.15); -} + Make a ManualMapVoxelManipulator that contains this and the + neighboring blocks + */ + + // The area that contains this block and it's neighbors + v3s16 bigarea_blocks_min = blockpos - v3s16(1,1,1); + v3s16 bigarea_blocks_max = blockpos + v3s16(1,1,1); + + data->vmanip = new ManualMapVoxelManipulator(this); + //data->vmanip->setMap(this); -// -1->0, 0->1, 1->0 -double contour(double v) -{ - v = fabs(v); - if(v >= 1.0) - return 0.0; - return (1.0-v); -} + // Add the area + { + //TimeTaker timer("initBlockMake() initialEmerge"); + data->vmanip->initialEmerge(bigarea_blocks_min, bigarea_blocks_max); + } -// -1->0, -r->1, 0->1, r->1, 1->0 -double contour_flat_top(double v, double r) -{ - v = fabs(v); - if(v >= 1.0) - return 0.0; - double rmax = 0.999; - if(r >= rmax) - r = rmax; - if(v <= r) - return 1.0; - v -= r; - return ((1.0-r)-v) / (1.0-r); - //return easeCurve(((1.0-r)-v) / (1.0-r)); + // Data is ready now. } -double base_rock_level_2d(u64 seed, v2f p) +MapBlock* ServerMap::finishBlockMake(mapgen::BlockMakeData *data, + core::map &changed_blocks) { - // The ground level (return value) - double h = WATER_LEVEL-1.5; - - // Raises from 0 when parameter is -1...1 - /*double m2 = contour_flat_top(-0.8 + 2.0 * noise2d_perlin( - 0.0+(float)p.X/1500., 0.0+(float)p.Y/1500., - (seed>>32)+34758, 5, 0.55), 0.10);*/ - /*double m2 = 1.0; - if(m2 > 0.0001) - { - // HUGE mountains - double m1 = 200.0 + 300.0 * noise2d_perlin( - 0.0+(float)p.X/1000., 0.0+(float)p.Y/1000., - (seed>>32)+98525, 8, 0.5); - h += m1 * m2; - //h += 30 * m2; - }*/ - - /*double tm2 = contour_flat_top(-1.0 + 3.0 * noise2d_perlin( - 0.0+(float)p.X/300., 0.0+(float)p.Y/300., - (seed>>32)+78593, 5, 0.55), 0.15); - h += 30 * tm2;*/ - -#if 0 - { - // Large mountains - double m3 = 100.0 - 600.0 * noise2d_perlin_abs( - 0.324+(float)p.X/2000., 0.423+(float)p.Y/2000., - (seed>>32)+985251, 9, 0.55); - if(m3 > h) - h = m3; - } -#endif + v3s16 blockpos = data->blockpos; + /*dstream<<"finishBlockMake(): ("<no_op) { - // More mountain ranges - double d = 100; - double a1 = d*2.0 - d*7 * noise2d_perlin_abs( - 0.5+(float)p.X/1000., 0.5+(float)p.Y/1000., - seed+850342, 7, 0.55); - /*if(a1 > d) - a1 = d + sqrt(a1-d);*/ - a1 = (1.0 - exp(-a1/d))*d; - /*if(a1 > h) - h = a1;*/ - if(a1 > 0) - h += a1; + //dstream<<"finishBlockMake(): no-op"< d) - a1 = d + sqrt(a1-d);*/ - a1 = (1.0 - exp(-a1/d))*d; - /*if(a1 > h) - h = a1;*/ - if(a1 > 0) - h += a1; - } -#endif + bool enable_mapgen_debug_info = g_settings.getBool("enable_mapgen_debug_info"); -#if 0 - { - // Very steep mountain ranges - double d = 120; - double a1 = d*2 - d*6.5 * noise2d_perlin_abs( - 0.5+(float)p.X/500., 0.5+(float)p.Y/500., - seed+850342, 6, 0.6); - /*if(a1 > d) - a1 = d + sqrt(a1-d);*/ - a1 = (1.0 - exp(-a1/d))*d; - /*if(a1 > h) - h = a1;*/ - if(a1 > 0) - h += a1; - /*double a = noise2d_perlin_abs( - 0.94+(float)p.X/2000., 0.26+(float)p.Y/2000., - (seed>>32)+65012102, 8, 0.50); - double m4 = 100.0 - 400.0 * a; - if(m4 > h) - h = m4;*/ - } -#endif + /*dstream<<"Resulting vmanip:"<vmanip.print(dstream);*/ /* - The sutff before this comment is usually not used. - The stuff after this comment is usually used. + Blit generated stuff to map + NOTE: blitBackAll adds nearly everything to changed_blocks */ - -#if 1 { - // Pretty neat looking mountains - double m4 = 100.0 - 400.0 * noise2d_perlin_abs( - 0.324+(float)p.X/2000., 0.423+(float)p.Y/2000., - (seed>>32)+65012102, 7, 0.6); - if(m4 > h) - h = m4; + // 70ms @cs=8 + //TimeTaker timer("finishBlockMake() blitBackAll"); + data->vmanip->blitBackAll(&changed_blocks); } -#endif -#if 1 - // Some kind of hill chains or something - { - double a1 = 30 - 130. * noise2d_perlin_abs( - 0.5+(float)p.X/500., 0.5+(float)p.Y/500., - seed+850342, 6, 0.63); - double d = 15; - if(a1 > d) - a1 = d + sqrt(a1-d); - /*if(a1 > h) - h = a1;*/ - if(a1 > 0) - h += a1; - } -#endif + if(enable_mapgen_debug_info) + dstream<<"finishBlockMake: changed_blocks.size()=" + <>32)+653876, 7, 0.6); -#else - double base = 0; -#endif - -#if 1 /* - Combined with turbulence, this thing here is able to make very - awesome terrain, albeit rarely. + Copy transforming liquid information */ - - double higher = 40. * noise2d_perlin( - 0.5+(float)p.X/250., 0.5+(float)p.Y/250., - seed+39292, 6, 0.50); - /*double higher = 50. * noise2d_perlin_abs( - 0.5+(float)p.X/250., 0.5+(float)p.Y/250., - seed+85039, 5, 0.63);*/ - //higher = 25; - - if(higher > base) - { - // Steepness factor of cliffs - double b = 1.0 + 1.0 * noise2d_perlin( - 0.5+(float)p.X/250., 0.5+(float)p.Y/250., - seed-932, 6, 0.7); - b = rangelim(b, 0.0, 1000.0); -#if 1 - b = pow(b, 5); - b *= 16; - b = rangelim(b, 3.0, 1000.0); - //dstream<<"b="< lighting_update_blocks; #if 1 - if(is_carved(seed, p)) - is_ground = false; + // Center block + lighting_update_blocks.insert(block->getPos(), block); #endif - - if(depth_guess || is_ground == true) - { - v2f t = base_ground_turbulence(seed, p); - - double surface_y_f = base_rock_level_2d(seed, v2f(p.X+t.X, p.Z+t.Y)); - #if 0 - if(depth_guess) - { - // Find highest surface near current - v3f dirs[4] = { - v3f(1,0,0), - v3f(-1,0,0), - v3f(0,0,1), - v3f(0,0,-1) - }; - double s2 = surface_y_f; - for(u32 i=0; i<4; i++) - { - v3f dir = dirs[i]; - // Get turbulence at around there - v2f t2 = base_ground_turbulence(seed, p+dir); - // Get ground height - v2f l = v2f(p.X+t2.X+dir.X, p.Z+t2.Y+dir.Z); - double s = base_rock_level_2d(seed, l); - if(s > s2) - s2 = s; - } - *depth_guess = s2 - p.Y; - } -#endif -#if 1 - if(depth_guess) + // All modified blocks + // NOTE: Should this be done? If this is not done, then the lighting + // of the others will be updated in a different place, one by one, i + // think... or they might not? Well, at least they are left marked as + // "lighting expired"; it seems that is not handled at all anywhere, + // so enabling this will slow it down A LOT because otherwise it + // would not do this at all. This causes the black trees. + for(core::map::Iterator + i = changed_blocks.getIterator(); + i.atEnd() == false; i++) { - // Check a bit lower also, take highest surface - v2f t2 = base_ground_turbulence(seed, p + v3f(0,-2,0)); - double s2 = base_rock_level_2d(seed, v2f(p.X+t2.X, p.Z+t2.Y)); - if(s2 > surface_y_f) - *depth_guess = s2 - p.Y; - else - *depth_guess = surface_y_f - p.Y; + lighting_update_blocks.insert(i.getNode()->getKey(), + i.getNode()->getValue()); } #endif -#if 0 - if(depth_guess) - *depth_guess = surface_y_f - p.Y; -#endif + updateLighting(lighting_update_blocks, changed_blocks); - if(p.Y > surface_y_f) - is_ground = false; + if(enable_mapgen_debug_info == false) + t.stop(true); // Hide output } - - /*if(depth_guess) - { - // Guess surface point - v3f p2(p.X, surface_y_f, p.Z); - v2f t2 = base_ground_turbulence - double u1 = - double s1 = base_rock_level_2d(seed, v2f(p.X+v1,p.Z+v2)); - }*/ - - return is_ground; -} - -#define VMANIP_FLAG_DUNGEON VOXELFLAG_CHECKED1 - -/* - This is the main map generation method -*/ - -MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, - core::map &changed_blocks, - bool force) -{ - DSTACK(__FUNCTION_NAME); - // Shall be not used now - //assert(0); - -#if 0 + /* + Add random objects to block + */ + mapgen::add_random_objects(block); /* - Don't generate if already fully generated + Go through changed blocks */ - if(force == false) + for(core::map::Iterator i = changed_blocks.getIterator(); + i.atEnd() == false; i++) { - MapChunk *chunk = getChunk(chunkpos); - if(chunk != NULL && chunk->getGenLevel() == GENERATED_FULLY) - { - dstream<<"generateChunkRaw(): Chunk " - <<"("<getValue(); + assert(block); + /* + Update day/night difference cache of the MapBlocks + */ + block->updateDayNightDiff(); + /* + Set block as modified + */ + block->raiseModified(MOD_STATE_WRITE_NEEDED); } - dstream<<"generateChunkRaw(): Generating chunk " - <<"("<setGenerated(true); - // The distance how far into the neighbors the generator is allowed to go. - s16 max_spread_amount_sectors = 2; - assert(max_spread_amount_sectors <= m_chunksize); - s16 max_spread_amount = max_spread_amount_sectors * MAP_BLOCKSIZE; + /* + Save changed parts of map + NOTE: Will be saved later. + */ + //save(true); - // Minimum amount of space left on sides for mud to fall in - //s16 min_mud_fall_space = 2; + /*dstream<<"finishBlockMake() done for ("<setLightingExpired(true); - // Lighting will be calculated - block->setLightingExpired(false); - - /* - Block gets sunlight if this is true. - - This should be set to true when the top side of a block - is completely exposed to the sky. - - Actually this doesn't matter now because the - initial lighting is done here. - */ - block->setIsUnderground(y != y_blocks_max); - } + 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 general ground level to full area + Generate blank sector */ - - { - // 22ms @cs=8 - TimeTaker timer1("ground level"); - dstream<<"Generating base ground..."< 0.0) - vmanip.m_data[i].d = CONTENT_STONE; - else - vmanip.m_data[i].d = CONTENT_AIR; -#endif -#if 0 - /*double v1 = 5 * noise3d_perlin( - 0.5+(float)p2df.X/200, - 0.5+(float)y/200, - 0.5+(float)p2df.Y/200, - m_seed+293, 6, 0.55); - - double v2 = 5 * noise3d_perlin( - 0.5+(float)p2df.X/200, - 0.5+(float)y/200, - 0.5+(float)p2df.Y/200, - m_seed+293, 6, 0.55);*/ - - double v1 = 0; - double v2 = 0; - - float surface_y_f = base_rock_level_2d(m_seed, p2df+v2f(v1,v2)); - - if(y <= surface_y_f) - vmanip.m_data[i].d = CONTENT_STONE; - else - vmanip.m_data[i].d = CONTENT_AIR; -#endif - - vmanip.m_area.add_y(em, i, 1); - } - } - -#if 0 - // Node position - v2s16 p2d = sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z); - - /* - Skip if already generated - */ - { - v3s16 p(p2d.X, y_nodes_min, p2d.Y); - if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR) - continue; - } - - // Ground height at this point - float surface_y_f = 0.0; - - // Use perlin noise for ground height - surface_y_f = base_rock_level_2d(m_seed, p2d); - - /*// Experimental stuff - { - float a = highlands_level_2d(m_seed, p2d); - if(a > surface_y_f) - surface_y_f = a; - }*/ - - // Convert to integer - s16 surface_y = (s16)surface_y_f; - - // Log it - if(surface_y > stone_surface_max_y) - stone_surface_max_y = surface_y; - - /* - Fill ground with stone - */ - { - // Use fast index incrementing - v3s16 em = vmanip.m_area.getExtent(); - u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_min, p2d.Y)); - for(s16 y=y_nodes_min; y=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++; - /* - Change to mud because otherwise we might - be throwing mud on grass at the next - step - */ - n->d = CONTENT_MUD; - } - - 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 - min_head_space; y++) - { - MapNode &n = vmanip.m_data[i]; - n.d = CONTENT_STONE; - - if(y > stone_surface_max_y) - stone_surface_max_y = y; - - count++; - if(count >= ob_size.Y) - break; - - vmanip.m_area.add_y(em, i, 1); - } - // Add mud - count = 0; - for(; y<=y_nodes_max - min_head_space; 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); - } - } - - } - } - - }//timer1 - { - // 24ms @cs=8 - //TimeTaker timer1("dungeons"); - - /* - Make dungeons - */ - u32 dungeons_count = relative_volume / 600000; - u32 bruises_count = relative_volume * stone_surface_max_y / 40000000; - if(stone_surface_max_y < WATER_LEVEL) - bruises_count = 0; - /*u32 dungeons_count = 0; - u32 bruises_count = 0;*/ - for(u32 jj=0; jj= 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; - } - - } - - }//timer1 - { - // 15ms @cs=8 - //TimeTaker timer1("add mud"); - - /* - Add mud to the central chunk - */ - - for(s16 x=0; xd == CONTENT_GRASS) - n->d = CONTENT_MUD; - } - - /* - Add mud on ground - */ - { - s16 mudcount = 0; - 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)); - for(s16 y=y_start; y<=y_nodes_max; y++) - { - if(mudcount >= mud_add_amount) - break; - - MapNode &n = vmanip.m_data[i]; - n.d = CONTENT_MUD; - mudcount++; - - vmanip.m_area.add_y(em, i, 1); - } - } - - } - - }//timer1 - { - // 340ms @cs=8 - //TimeTaker timer1("flow mud"); - - /* - Flow mud away from steep edges - */ - - // Limit area by 1 because mud is flown into neighbors. - s16 mudflow_minpos = 0-max_spread_amount+1; - s16 mudflow_maxpos = sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-2; - - // Iterate a few times - for(s16 k=0; k<3; k++) - { - - for(s16 x=mudflow_minpos; - x<=mudflow_maxpos; - x++) - for(s16 z=mudflow_minpos; - z<=mudflow_maxpos; - z++) - { - // Invert coordinates every 2nd iteration - if(k%2 == 0) - { - x = mudflow_maxpos - (x-mudflow_minpos); - z = mudflow_maxpos - (z-mudflow_minpos); - } - - // Node position in 2d - v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); - - v3s16 em = vmanip.m_area.getExtent(); - u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y)); - s16 y=y_nodes_max; - - for(;; y--) - { - MapNode *n = NULL; - // Find mud - for(; y>=y_nodes_min; y--) - { - n = &vmanip.m_data[i]; - //if(content_walkable(n->d)) - // break; - if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS) - break; - - vmanip.m_area.add_y(em, i, -1); - } - - // Stop if out of area - //if(vmanip.m_area.contains(i) == false) - if(y < y_nodes_min) - break; - - /*// If not mud, do nothing to it - MapNode *n = &vmanip.m_data[i]; - if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS) - continue;*/ - - /* - Don't flow it if the stuff under it is not mud - */ - { - u32 i2 = i; - vmanip.m_area.add_y(em, i2, -1); - // Cancel if out of area - if(vmanip.m_area.contains(i2) == false) - continue; - MapNode *n2 = &vmanip.m_data[i2]; - if(n2->d != CONTENT_MUD && n2->d != CONTENT_GRASS) - continue; - } - - // Make it exactly mud - n->d = CONTENT_MUD; - - /*s16 recurse_count = 0; - mudflow_recurse:*/ - - v3s16 dirs4[4] = { - v3s16(0,0,1), // back - v3s16(1,0,0), // right - v3s16(0,0,-1), // front - v3s16(-1,0,0), // left - }; - - // Theck that upper is air or doesn't exist. - // Cancel dropping if upper keeps it in place - u32 i3 = i; - vmanip.m_area.add_y(em, i3, 1); - if(vmanip.m_area.contains(i3) == true - && content_walkable(vmanip.m_data[i3].d) == true) - { - continue; - } - - // Drop mud on side - - for(u32 di=0; di<4; di++) - { - v3s16 dirp = dirs4[di]; - u32 i2 = i; - // Move to side - vmanip.m_area.add_p(em, i2, dirp); - // Fail if out of area - if(vmanip.m_area.contains(i2) == false) - continue; - // Check that side is air - 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); - if(vmanip.m_area.contains(i2) == false) - continue; - n2 = &vmanip.m_data[i2]; - if(content_walkable(n2->d)) - continue; - /*// Check that under that is air (need a drop of 2) - vmanip.m_area.add_y(em, i2, -1); - if(vmanip.m_area.contains(i2) == false) - continue; - 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); - // Fail if out of area - if(vmanip.m_area.contains(i2) == false) - continue; - 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); - - // Done - break; - } - } - } - - } - - }//timer1 - { - // 50ms @cs=8 - //TimeTaker timer1("add water"); - - /* - 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(); - u8 light = LIGHT_MAX; - // Start at global water surface level - s16 y_start = WATER_LEVEL; - u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); - MapNode *n = &vmanip.m_data[i]; - - /*// Add first one to transforming liquid queue, if water - if(n->d == CONTENT_WATER || n->d == CONTENT_WATERSOURCE) - { - v3s16 p = v3s16(p2d.X, y_start, p2d.Y); - m_transforming_liquid.push_back(p); - }*/ - - for(s16 y=y_start; y>=y_nodes_min; y--) - { - n = &vmanip.m_data[i]; - - // Stop when there is no water and no air - if(n->d != CONTENT_AIR && n->d != CONTENT_WATERSOURCE - && n->d != CONTENT_WATER) - { - /*// Add bottom one to transforming liquid queue - vmanip.m_area.add_y(em, i, 1); - n = &vmanip.m_data[i]; - if(n->d == CONTENT_WATER || n->d == CONTENT_WATERSOURCE) - { - v3s16 p = v3s16(p2d.X, y, p2d.Y); - m_transforming_liquid.push_back(p); - }*/ - - break; - } - - // Make water only not in dungeons - if(!(vmanip.m_flags[i]&VMANIP_FLAG_DUNGEON)) - { - n->d = CONTENT_WATERSOURCE; - //n->setLight(LIGHTBANK_DAY, light); - - // Add to transforming liquid queue (in case it'd - // start flowing) - v3s16 p = v3s16(p2d.X, y, p2d.Y); - m_transforming_liquid.push_back(p); - } - - // Next one - vmanip.m_area.add_y(em, i, -1); - if(light > 0) - light--; - } - } - - } - - }//timer1 - - } // Aging loop - - { - //TimeTaker timer1("convert mud to sand"); - - /* - Convert mud to sand - */ - - //s16 mud_add_amount = myrand_range(2, 4); - //s16 mud_add_amount = 0; - - /*for(s16 x=0; x WATER_LEVEL + 2) - continue; - - { - v3s16 em = vmanip.m_area.getExtent(); - s16 y_start = surface_y; - u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); - u32 not_sand_counter = 0; - for(s16 y=y_start; y>=y_nodes_min; y--) - { - MapNode *n = &vmanip.m_data[i]; - if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS) - { - n->d = CONTENT_SAND; - } - else - { - not_sand_counter++; - if(not_sand_counter > 3) - break; - } - - vmanip.m_area.add_y(em, i, -1); - } - } - - } - - }//timer1 - { - // 1ms @cs=8 - //TimeTaker timer1("generate trees"); - - /* - Generate some trees - */ - { - // Divide area into parts - s16 div = 8; - s16 sidelen = sectorpos_base_size*MAP_BLOCKSIZE / div; - double area = sidelen * sidelen; - for(s16 x0=0; x0d != CONTENT_MUD && n->d != CONTENT_GRASS) - continue; - } - p.Y++; - // Make a tree - make_tree(vmanip, p); - } - } - /*u32 tree_max = relative_area / 60; - //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; - } - - }//timer1 - - /* - Initial lighting (sunlight) - */ - - core::map light_sources; - - { - // 750ms @cs=8, can't optimize more - TimeTaker timer1("initial lighting"); - -#if 0 - /* - Go through the edges and add all nodes that have light to light_sources - */ - - // Four edges - for(s16 i=0; i<4; i++) - // Edge length - for(s16 j=lighting_min_d; - j<=lighting_max_d; - j++) - { - s16 x; - s16 z; - // +-X - if(i == 0 || i == 1) - { - x = (i==0) ? lighting_min_d : lighting_max_d; - if(i == 0) - z = lighting_min_d; - else - z = lighting_max_d; - } - // +-Z - else - { - z = (i==0) ? lighting_min_d : lighting_max_d; - if(i == 0) - x = lighting_min_d; - else - x = lighting_max_d; - } - - // Node position in 2d - v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); - - { - v3s16 em = vmanip.m_area.getExtent(); - s16 y_start = y_nodes_max; - u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); - for(s16 y=y_start; y>=y_nodes_min; y--) - { - MapNode *n = &vmanip.m_data[i]; - if(n->getLight(LIGHTBANK_DAY) != 0) - { - light_sources.insert(v3s16(p2d.X, y, p2d.Y), true); - } - //NOTE: This is broken, at least the index has to - // be incremented - } - } - } -#endif - -#if 1 - /* - Go through the edges and apply sunlight to them, not caring - about neighbors - */ - - // Four edges - for(s16 i=0; i<4; i++) - // Edge length - for(s16 j=lighting_min_d; - j<=lighting_max_d; - j++) - { - s16 x; - s16 z; - // +-X - if(i == 0 || i == 1) - { - x = (i==0) ? lighting_min_d : lighting_max_d; - if(i == 0) - z = lighting_min_d; - else - z = lighting_max_d; - } - // +-Z - else - { - z = (i==0) ? lighting_min_d : lighting_max_d; - if(i == 0) - x = lighting_min_d; - else - x = lighting_max_d; - } - - // Node position in 2d - v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); - - // Loop from top to down - { - u8 light = LIGHT_SUN; - v3s16 em = vmanip.m_area.getExtent(); - s16 y_start = y_nodes_max; - u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); - for(s16 y=y_start; y>=y_nodes_min; y--) - { - MapNode *n = &vmanip.m_data[i]; - if(light_propagates_content(n->d) == false) - { - light = 0; - } - else if(light != LIGHT_SUN - || sunlight_propagates_content(n->d) == false) - { - if(light > 0) - light--; - } - - n->setLight(LIGHTBANK_DAY, light); - n->setLight(LIGHTBANK_NIGHT, 0); - - if(light != 0) - { - // Insert light source - light_sources.insert(v3s16(p2d.X, y, p2d.Y), true); - } - - // Increment index by y - vmanip.m_area.add_y(em, i, -1); - } - } - } -#endif - - /*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--; - } - - // This doesn't take much time - if(add_to_sources == false) - { - /* - Check sides. If side is not air or water, start - adding to light_sources. - */ - v3s16 dirs4[4] = { - v3s16(0,0,1), // back - v3s16(1,0,0), // right - v3s16(0,0,-1), // front - v3s16(-1,0,0), // left - }; - for(u32 di=0; di<4; di++) - { - v3s16 dirp = dirs4[di]; - u32 i2 = i; - vmanip.m_area.add_p(em, i2, dirp); - MapNode *n2 = &vmanip.m_data[i2]; - if( - n2->d != CONTENT_AIR - && n2->d != CONTENT_WATERSOURCE - && n2->d != CONTENT_WATER - ){ - add_to_sources = true; - break; - } - } - } - - n->setLight(LIGHTBANK_DAY, light); - n->setLight(LIGHTBANK_NIGHT, 0); - - // This doesn't take much time - if(light != 0 && add_to_sources) - { - // Insert light source - light_sources.insert(v3s16(p2d.X, y, p2d.Y), true); - } - - // Increment index by y - vmanip.m_area.add_y(em, i, -1); - } - } - } -#endif - - }//timer1 - - // Spread light around - { - TimeTaker timer("generateChunkRaw() spreadLight"); - vmanip.spreadLight(LIGHTBANK_DAY, light_sources); - } - - /* - Generation ended - */ - - timer_generate.stop(); - - /* - Blit generated stuff to map - */ - { - // 70ms @cs=8 - //TimeTaker timer("generateChunkRaw() blitBackAll"); - vmanip.blitBackAll(&changed_blocks); - } - - /* - Update day/night difference cache of the MapBlocks - */ - { - for(core::map::Iterator i = changed_blocks.getIterator(); - i.atEnd() == false; i++) - { - MapBlock *block = i.getNode()->getValue(); - block->updateDayNightDiff(); - } - } - -#endif - - /* - Create chunk metadata - */ - - 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(chunkpos0); - if(chunk == NULL) - { - chunk = new MapChunk(); - m_chunks.insert(chunkpos0, chunk); - } - //chunk->setIsVolatile(true); - if(chunk->getGenLevel() > GENERATED_PARTLY) - chunk->setGenLevel(GENERATED_PARTLY); - } - - /* - Set central chunk non-volatile - */ - MapChunk *chunk = getChunk(chunkpos); - assert(chunk); - // Set non-volatile - //chunk->setIsVolatile(false); - chunk->setGenLevel(GENERATED_FULLY); - - /* - Save changed parts of map - */ - save(true); - - /* - Return central chunk (which was requested) - */ - return chunk; -} - -MapChunk* ServerMap::generateChunk(v2s16 chunkpos1, - core::map &changed_blocks) -{ - dstream<<"generateChunk(): Generating chunk " - <<"("<getGenLevel() == GENERATED_FULLY) - continue; - generateChunkRaw(chunkpos0, changed_blocks); - } - - assert(chunkNonVolatile(chunkpos1)); - - MapChunk *chunk = getChunk(chunkpos1); - return chunk; -} - -ServerMapSector * ServerMap::createSector(v2s16 p2d) -{ - DSTACK("%s: p2d=(%d,%d)", - __FUNCTION_NAME, - p2d.X, p2d.Y); - - /* - Check if it exists already in memory - */ - ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d); - if(sector != NULL) - return sector; - - /* - Try to load it from disk (with blocks) - */ - if(loadSectorFull(p2d) == true) - { - ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d); - if(sector == NULL) - { - dstream<<"ServerMap::createSector(): loadSectorFull didn't make a sector"< MAP_GENERATION_LIMIT / MAP_BLOCKSIZE - || p2d.Y < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE - || p2d.Y > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE) - throw InvalidPositionException("createSector(): pos. over limit"); - - /* - Generate blank sector - */ - - sector = new ServerMapSector(this, p2d); - - // Sector position on map in nodes - v2s16 nodepos2d = p2d * MAP_BLOCKSIZE; - - /* - Insert to container - */ - m_sectors.insert(p2d, sector); - - return sector; -} - -MapSector * ServerMap::emergeSector(v2s16 p2d, - core::map &changed_blocks) -{ - DSTACK("%s: p2d=(%d,%d)", - __FUNCTION_NAME, - p2d.X, p2d.Y); - - /* - Check chunk status - */ - v2s16 chunkpos = sector_to_chunk(p2d); - /*bool chunk_nonvolatile = false; - MapChunk *chunk = getChunk(chunkpos); - if(chunk && chunk->getIsVolatile() == false) - chunk_nonvolatile = true;*/ - bool chunk_nonvolatile = chunkNonVolatile(chunkpos); - - /* - If chunk is not fully generated, generate chunk - */ - if(chunk_nonvolatile == false) - { - // Generate chunk and neighbors - generateChunk(chunkpos, changed_blocks); - } - - /* - Return sector if it exists now - */ - MapSector *sector = getSectorNoGenerateNoEx(p2d); - if(sector != NULL) - return sector; - - /* - Try to load it from disk - */ - if(loadSectorFull(p2d) == true) - { - MapSector *sector = getSectorNoGenerateNoEx(p2d); - if(sector == NULL) - { - dstream<<"ServerMap::emergeSector(): loadSectorFull didn't make a sector"< &changed_blocks, - core::map &lighting_invalidated_blocks -) -{ - DSTACK("%s: p=(%d,%d,%d)", - __FUNCTION_NAME, - p.X, p.Y, p.Z); - - /*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_WATERSOURCE; - - s32 lowest_ground_y = 32767; - s32 highest_ground_y = -32768; - - enum{ - BT_GROUND, - BT_SURFACE, - BT_SKY - } block_type = BT_SURFACE; - - {// ground_timer (0ms or ~100ms) - TimeTaker ground_timer("Ground generation"); - - /* - Approximate whether this block is a surface block, an air - block or a ground block. - - This shall never mark a surface block as non-surface. - */ - - { - /* - Estimate surface at different positions of the block, to - try to accomodate the effect of turbulence. - */ - v3f checklist[] = { - v3f(0,0,0), - v3f(0,1,0), - v3f(0,1,1), - v3f(0,0,1), - v3f(1,0,0), - v3f(1,1,0), - v3f(1,1,1), - v3f(1,0,1), - v3f(0.5,0.5,0.5), - }; - v3f p_nodes_f = intToFloat(p_nodes, 1); - float surface_y_max = -1000000; - float surface_y_min = 1000000; - for(u32 i=0; i surface_y_max) - surface_y_max = surface_y_f; - if(surface_y_f < surface_y_min) - surface_y_min = surface_y_f; - } - - float block_low_y_f = p_nodes_f.Y; - float block_high_y_f = p_nodes_f.Y + MAP_BLOCKSIZE; - - /*dstream<<"surface_y_max="<= surface_y_max + d_up - && block_low_y_f > WATER_LEVEL + d_up) - { - //dstream<<"BT_SKY"<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)); - do_generate_dungeons = false; - } - // 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 + + sector = new ServerMapSector(this, p2d); + + // Sector position on map in nodes + v2s16 nodepos2d = p2d * MAP_BLOCKSIZE; /* - Apply temporary cave data to block + Insert to container */ + m_sectors.insert(p2d, sector); + + return sector; +} - 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; - } - } +/* + This is a quick-hand function for calling makeBlock(). +*/ +MapBlock * ServerMap::generateBlock( + v3s16 p, + core::map &modified_blocks +) +{ + DSTACKF("%s: p=(%d,%d,%d)", __FUNCTION_NAME, p.X, p.Y, p.Z); + + /*dstream<<"generateBlock(): " + <<"("<setNode(v3s16(x0,y0,z0), n); - } - } -#endif + TimeTaker timer("generateBlock"); + + //MapBlock *block = original_dummy; + + v2s16 p2d(p.X, p.Z); + v2s16 p2d_nodes = p2d * MAP_BLOCKSIZE; /* - This is used for guessing whether or not the block should - receive sunlight from the top if the block above doesn't exist + Do not generate over-limit */ - block->setIsUnderground(completely_underground); + if(blockpos_over_limit(p)) + { + dstream<<__FUNCTION_NAME<<": Block position over limit"<getPos()] = block; - }*/ - - // DEBUG: Always update lighting - //lighting_invalidated_blocks[block->getPos()] = block; + mapgen::BlockMakeData data; + initBlockMake(&data, p); /* - Add some minerals + Generate block */ - - 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 = 60; - u16 coal_rareness = 120 / 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); - } - } - } + if(enable_mapgen_debug_info == false) + t.stop(true); // Hide output + } - /* - Add iron - */ - u16 iron_amount = 40; - u16 iron_rareness = 80 / 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); - } - } - } - } - +#if 0 /* - Create a few rats in empty blocks underground + Check result */ - if(completely_underground) + if(block) { - //for(u16 i=0; i<2; i++) + bool erroneus_content = false; + for(s16 z0=0; z0getNode(cp).d)) - if(1) + v3s16 p(x0,y0,z0); + MapNode n = block->getNode(p); + if(n.d == CONTENT_IGNORE) { - RatObject *obj = new RatObject(NULL, -1, intToFloat(cp, BS)); - block->addObject(obj); + dstream<<"CONTENT_IGNORE at " + <<"("<insertBlock(block); - - // Lighting is invalid after generation for surface blocks - if(block_type == BT_SURFACE) - { -#if 1 - block->setLightingExpired(true); - lighting_invalidated_blocks.insert(p, block); -#else - block->setLightingExpired(false); #endif - } - // Lighting is not invalid for other blocks - else - { - block->setLightingExpired(false); - } +#if 0 /* - Add trees + Generate a completely empty block */ -#if 1 - if(some_part_underground && !completely_underground) + if(block) { - MapVoxelManipulator vm(this); - - double a = tree_amount_2d(m_seed, v2s16(p_nodes.X+8, p_nodes.Z+8)); - u16 tree_count = (u16)(a*MAP_BLOCKSIZE*MAP_BLOCKSIZE); - for(u16 i=0; isetNode(v3s16(x0,y0,z0), n); + } } - - vm.blitBack(changed_blocks); } #endif - -#if 0 - /* - Debug information - */ - dstream - <<"lighting_invalidated_blocks.size()" - <<", has_dungeons" - <<", completely_ug" - <<", some_part_ug" - <<" "<getBlockNoCreateNoEx(block_y); if(block) + { + if(block->isDummy()) + block->unDummify(); 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 -) +MapBlock * ServerMap::emergeBlock(v3s16 p, bool allow_generate) { - DSTACK("%s: p=(%d,%d,%d), only_from_disk=%d", + DSTACKF("%s: p=(%d,%d,%d), allow_generate=%d", __FUNCTION_NAME, - p.X, p.Y, p.Z, only_from_disk); + p.X, p.Y, p.Z, allow_generate); + { + MapBlock *block = getBlockNoCreateNoEx(p); + if(block) + return block; + } + + { + MapBlock *block = loadBlock(p); + if(block) + return block; + } + + if(allow_generate) + { + core::map modified_blocks; + MapBlock *block = generateBlock(p, modified_blocks); + if(block) + { + MapEditEvent event; + event.type = MEET_OTHER; + event.p = p; + + // Copy modified_blocks to event + for(core::map::Iterator + i = modified_blocks.getIterator(); + i.atEnd()==false; i++) + { + event.modified_blocks.insert(i.getNode()->getKey(), false); + } + + // Queue event + dispatchEvent(&event); + + return block; + } + } + + return NULL; +} + +#if 0 /* Do not generate over-limit */ @@ -5151,12 +2528,12 @@ MapBlock * ServerMap::emergeBlock( */ ServerMapSector *sector; try{ - sector = (ServerMapSector*)emergeSector(p2d, changed_blocks); - assert(sector->getId() == MAPSECTOR_SERVER); + sector = createSector(p2d); + //sector = emergeSector(p2d, changed_blocks); } catch(InvalidPositionException &e) { - dstream<<"emergeBlock: emergeSector() failed: " + dstream<<"emergeBlock: createSector() failed: " <getBlockNoCreateNoEx(block_y); - + + // If not found, try loading from disk + if(block == NULL) + { + block = loadBlock(p); + } + + // Handle result if(block == NULL) { does_not_exist = true; @@ -5246,9 +2616,7 @@ MapBlock * ServerMap::emergeBlock( if(does_not_exist) { block = generateBlock(p, block, sector, changed_blocks, - lighting_invalidated_blocks); - - lighting_expired = block->getLightingExpired(); + lighting_invalidated_blocks); } if(lighting_expired) @@ -5256,17 +2624,16 @@ MapBlock * ServerMap::emergeBlock( lighting_invalidated_blocks.insert(p, block); } +#if 0 /* Initially update sunlight */ - - if(lighting_expired) { core::map light_sources; bool black_air_left = false; bool bottom_invalid = block->propagateSunlight(light_sources, true, - &black_air_left, true); + &black_air_left); // If sunlight didn't reach everywhere and part of block is // above ground, lighting has to be properly updated @@ -5281,12 +2648,15 @@ MapBlock * ServerMap::emergeBlock( lighting_invalidated_blocks[block->getPos()] = block; } } +#endif return block; } +#endif s16 ServerMap::findGroundLevel(v2s16 p2d) { +#if 0 /* Uh, just do something random... */ @@ -5312,18 +2682,25 @@ s16 ServerMap::findGroundLevel(v2s16 p2d) if(content_walkable(n.d) && n.d != CONTENT_IGNORE) return p.Y; } + // Move to plan b plan_b: +#endif + /* - Plan B: Get from map generator perlin noise function + Determine from map generator noise functions */ - double level = base_rock_level_2d(m_seed, p2d); - return (s16)level; + + s16 level = mapgen::find_ground_level_from_noise(m_seed, p2d, 1); + return level; + + //double level = base_rock_level_2d(m_seed, p2d) + AVERAGE_MUD_AMOUNT; + //return (s16)level; } -void ServerMap::createDir(std::string path) +void ServerMap::createDirs(std::string path) { - if(fs::CreateDir(path) == false) + if(fs::CreateAllDirs(path) == false) { m_dout<::Iterator i = m_sectors.getIterator(); for(; i.atEnd() == false; i++) @@ -5411,136 +2818,47 @@ void ServerMap::save(bool only_changed) for(j=blocks.begin(); j!=blocks.end(); j++) { MapBlock *block = *j; - if(block->getChangedFlag() || only_changed == false) + + block_count_all++; + + if(block->getModified() >= MOD_STATE_WRITE_NEEDED + || only_changed == false) { saveBlock(block); block_count++; - /*dstream<<"ServerMap: Written block (" - <getPos().X<<"," - <getPos().Y<<"," - <getPos().Z<<")" - < list = fs::GetDirListing(m_savedir+"/sectors/"); - - dstream<::iterator i; - for(i=list.begin(); i!=list.end(); i++) - { - if(counter > printed_counter + 10) - { - dstream<dir == false) - continue; - try{ - sector = loadSectorMeta(i->name); - } - catch(InvalidFilenameException &e) - { - // This catches unknown crap in directory - } - - std::vector list2 = fs::GetDirListing - (m_savedir+"/sectors/"+i->name); - std::vector::iterator i2; - for(i2=list2.begin(); i2!=list2.end(); i2++) - { - // We want files - if(i2->dir) - continue; - try{ - loadBlock(i->name, i2->name, sector); - } - catch(InvalidFilenameException &e) - { - // This catches unknown crap in directory + /*dstream<<"ServerMap: Written block (" + <getPos().X<<"," + <getPos().Y<<"," + <getPos().Z<<")" + <::Iterator - i = m_chunks.getIterator(); - i.atEnd()==false; i++) - { - v2s16 p = i.getNode()->getKey(); - MapChunk *chunk = i.getNode()->getValue(); - // Write position - writeV2S16(buf, p); - os.write((char*)buf, 4); - // Write chunk data - chunk->serialize(os, version); - } -} - -void ServerMap::loadChunkMeta() -{ - DSTACK(__FUNCTION_NAME); - - dstream<<"INFO: ServerMap::loadChunkMeta(): Loading chunk metadata" + <<"seed="<deSerialize(is, version); - m_chunks.insert(p, chunk); - } } void ServerMap::saveSectorMeta(ServerMapSector *sector) @@ -5695,10 +2924,8 @@ void ServerMap::saveSectorMeta(ServerMapSector *sector) 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); + createDirs(dir); std::string fullpath = dir + "/meta"; std::ofstream o(fullpath.c_str(), std::ios_base::binary); @@ -5710,37 +2937,117 @@ void ServerMap::saveSectorMeta(ServerMapSector *sector) sector->differs_from_disk = false; } -MapSector* ServerMap::loadSectorMeta(std::string dirname) +MapSector* ServerMap::loadSectorMeta(std::string sectordir, bool save_after_load) { DSTACK(__FUNCTION_NAME); // Get destination - v2s16 p2d = getSectorPos(dirname); - std::string dir = m_savedir + "/sectors/" + dirname; - - std::string fullpath = dir + "/meta"; + v2s16 p2d = getSectorPos(sectordir); + + ServerMapSector *sector = NULL; + + std::string fullpath = sectordir + "/meta"; std::ifstream is(fullpath.c_str(), std::ios_base::binary); if(is.good() == false) - throw FileNotGoodException("Cannot open sector metafile"); - - ServerMapSector *sector = ServerMapSector::deSerialize - (is, this, p2d, m_sectors); + { + // If the directory exists anyway, it probably is in some old + // format. Just go ahead and create the sector. + if(fs::PathExists(sectordir)) + { + /*dstream<<"ServerMap::loadSectorMeta(): Sector metafile " + <differs_from_disk = false; return sector; } +bool ServerMap::loadSectorMeta(v2s16 p2d) +{ + DSTACK(__FUNCTION_NAME); + + MapSector *sector = NULL; + + // The directory layout we're going to load from. + // 1 - original sectors/xxxxzzzz/ + // 2 - new sectors2/xxx/zzz/ + // If we load from anything but the latest structure, we will + // immediately save to the new one, and remove the old. + int loadlayout = 1; + std::string sectordir1 = getSectorDir(p2d, 1); + std::string sectordir; + if(fs::PathExists(sectordir1)) + { + sectordir = sectordir1; + } + else + { + loadlayout = 2; + sectordir = getSectorDir(p2d, 2); + } + + try{ + sector = loadSectorMeta(sectordir, loadlayout != 2); + } + catch(InvalidFilenameException &e) + { + return false; + } + catch(FileNotGoodException &e) + { + return false; + } + catch(std::exception &e) + { + return false; + } + + return true; +} + +#if 0 bool ServerMap::loadSectorFull(v2s16 p2d) { DSTACK(__FUNCTION_NAME); - std::string sectorsubdir = getSectorSubDir(p2d); MapSector *sector = NULL; - JMutexAutoLock lock(m_sector_mutex); + // The directory layout we're going to load from. + // 1 - original sectors/xxxxzzzz/ + // 2 - new sectors2/xxx/zzz/ + // If we load from anything but the latest structure, we will + // immediately save to the new one, and remove the old. + int loadlayout = 1; + std::string sectordir1 = getSectorDir(p2d, 1); + std::string sectordir; + if(fs::PathExists(sectordir1)) + { + sectordir = sectordir1; + } + else + { + loadlayout = 2; + sectordir = getSectorDir(p2d, 2); + } try{ - sector = loadSectorMeta(sectorsubdir); + sector = loadSectorMeta(sectordir, loadlayout != 2); } catch(InvalidFilenameException &e) { @@ -5759,7 +3066,7 @@ bool ServerMap::loadSectorFull(v2s16 p2d) Load blocks */ std::vector list2 = fs::GetDirListing - (m_savedir+"/sectors/"+sectorsubdir); + (sectordir); std::vector::iterator i2; for(i2=list2.begin(); i2!=list2.end(); i2++) { @@ -5767,15 +3074,24 @@ bool ServerMap::loadSectorFull(v2s16 p2d) if(i2->dir) continue; try{ - loadBlock(sectorsubdir, i2->name, sector); + loadBlock(sectordir, i2->name, sector, loadlayout != 2); } catch(InvalidFilenameException &e) { // This catches unknown crap in directory } } + + if(loadlayout != 2) + { + dstream<<"Sector converted to new layout - deleting "<< + sectordir1<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; + v2s16 p2d(p3d.X, p3d.Z); + std::string sectordir = getSectorDir(p2d); + + createDirs(sectordir); + + std::string fullpath = sectordir+"/"+getBlockFilename(p3d); std::ofstream o(fullpath.c_str(), std::ios_base::binary); if(o.good() == false) throw FileNotGoodException("Cannot open block data"); @@ -5815,32 +3128,27 @@ void ServerMap::saveBlock(MapBlock *block) */ o.write((char*)&version, 1); + // Write basic data 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(); + // Write extra data stored on disk + block->serializeDiskExtra(o, version); + + // We just wrote it to the disk so clear modified flag + block->resetModified(); } -void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSector *sector) +void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSector *sector, bool save_after_load) { DSTACK(__FUNCTION_NAME); + std::string fullpath = sectordir+"/"+blockfile; 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); @@ -5862,50 +3170,110 @@ void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSecto MapBlock *block = NULL; bool created_new = false; - try{ - block = sector->getBlockNoCreate(p3d.Y); - } - catch(InvalidPositionException &e) + block = sector->getBlockNoCreateNoEx(p3d.Y); + if(block == NULL) { block = sector->createBlankBlockNoInsert(p3d.Y); created_new = true; } - // deserialize block data + // Read basic data block->deSerialize(is, version); - - /* - Versions up from 9 have block objects. - */ - if(version >= 9) - { - block->updateObjects(is, version, NULL, 0); - } + // Read extra data stored on disk + block->deSerializeDiskExtra(is, version); + + // If it's a new block, insert it to the map if(created_new) sector->insertBlock(block); /* - Convert old formats to new and save + Save blocks loaded in old format in new format */ - // Save old format blocks in new format - if(version < SER_FMT_VER_HIGHEST) + if(version < SER_FMT_VER_HIGHEST || save_after_load) { saveBlock(block); } // We just loaded it from the disk, so it's up-to-date. - block->resetChangedFlag(); + block->resetModified(); } catch(SerializationError &e) { dstream<<"WARNING: Invalid block data on disk " - "(SerializationError). Ignoring. " - "A new one will be generated." + <<"fullpath="<::Node *n = m_sectors.find(p2d); @@ -5991,13 +3360,14 @@ void ClientMap::deSerializeSector(v2s16 p2d, std::istream &is) { sector = new ClientMapSector(this, p2d); { - JMutexAutoLock lock(m_sector_mutex); + //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out m_sectors.insert(p2d, sector); } } sector->deSerialize(is); } +#endif void ClientMap::OnRegisterSceneNode() { @@ -6016,6 +3386,14 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) DSTACK(__FUNCTION_NAME); bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT; + + /* + This is called two times per frame, reset on the non-transparent one + */ + if(pass == scene::ESNRP_SOLID) + { + m_last_drawn_sectors.clear(); + } /* Get time for measuring timeout. @@ -6025,7 +3403,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) */ int time1 = time(0); - u32 daynight_ratio = m_client->getDayNightRatio(); + //u32 daynight_ratio = m_client->getDayNightRatio(); m_camera_mutex.Lock(); v3f camera_position = m_camera_position; @@ -6048,9 +3426,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) // 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); + p_nodes_min.X / MAP_BLOCKSIZE - 2, + p_nodes_min.Y / MAP_BLOCKSIZE - 2, + p_nodes_min.Z / MAP_BLOCKSIZE - 2); v3s16 p_blocks_max( p_nodes_max.X / MAP_BLOCKSIZE + 1, p_nodes_max.Y / MAP_BLOCKSIZE + 1, @@ -6064,9 +3442,6 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) 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(); @@ -6106,6 +3481,8 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) /* Draw blocks */ + + u32 sector_blocks_drawn = 0; core::list< MapBlock * >::Iterator i; for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++) @@ -6127,8 +3504,11 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) { continue; } + + // Okay, this block will be drawn. Reset usage timer. + block->resetUsageTimer(); - // This is ugly + // This is ugly (spherical distance limit?) /*if(m_control.range_all == false && d - 0.5*BS*MAP_BLOCKSIZE > range) continue;*/ @@ -6136,6 +3516,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) #if 1 /* Update expired mesh (used for day/night change) + + It doesn't work exactly like it should now with the + tasked mesh update but whatever. */ bool mesh_expired = false; @@ -6172,28 +3555,12 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) mesh_update_count++; // Mesh has been expired: generate new mesh - //block->updateMeshes(daynight_i); - block->updateMesh(daynight_ratio); + //block->updateMesh(daynight_ratio); + m_client->addUpdateMeshTask(block->getPos()); 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 @@ -6211,7 +3578,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) && m_control.range_all == false && d > m_control.wanted_min_range * BS) continue; + blocks_drawn++; + sector_blocks_drawn++; u32 c = mesh->getMeshBufferCount(); @@ -6237,6 +3606,11 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) } } } // foreach sectorblocks + + if(sector_blocks_drawn != 0) + { + m_last_drawn_sectors[sp] = true; + } } m_control.blocks_drawn = blocks_drawn; @@ -6381,6 +3755,7 @@ void ClientMap::updateMeshes(v3s16 blockpos, u32 daynight_ratio) v3s16 p = blockpos + v3s16(0,0,0); MapBlock *b = getBlockNoCreate(p); b->updateMesh(daynight_ratio); + //b->setMeshExpired(true); } catch(InvalidPositionException &e){} // Leading edge @@ -6388,40 +3763,61 @@ void ClientMap::updateMeshes(v3s16 blockpos, u32 daynight_ratio) v3s16 p = blockpos + v3s16(-1,0,0); MapBlock *b = getBlockNoCreate(p); b->updateMesh(daynight_ratio); + //b->setMeshExpired(true); } catch(InvalidPositionException &e){} try{ v3s16 p = blockpos + v3s16(0,-1,0); MapBlock *b = getBlockNoCreate(p); b->updateMesh(daynight_ratio); + //b->setMeshExpired(true); } catch(InvalidPositionException &e){} try{ v3s16 p = blockpos + v3s16(0,0,-1); MapBlock *b = getBlockNoCreate(p); b->updateMesh(daynight_ratio); + //b->setMeshExpired(true); } catch(InvalidPositionException &e){} - /*// 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); +} + +#if 0 +/* + Update mesh of block in which the node is, and if the node is at the + leading edge, update the appropriate leading blocks too. +*/ +void ClientMap::updateNodeMeshes(v3s16 nodepos, u32 daynight_ratio) +{ + v3s16 dirs[4] = { + v3s16(0,0,0), + v3s16(-1,0,0), + v3s16(0,-1,0), + v3s16(0,0,-1), + }; + v3s16 blockposes[4]; + for(u32 i=0; i<4; i++) + { + v3s16 np = nodepos + dirs[i]; + blockposes[i] = getNodeBlockPos(np); + // Don't update mesh of block if it has been done already + bool already_updated = false; + for(u32 j=0; jupdateMesh(daynight_ratio); } - catch(InvalidPositionException &e){}*/ } +#endif void ClientMap::PrintInfo(std::ostream &out) { @@ -6580,7 +3976,8 @@ void MapVoxelManipulator::blitBack } ManualMapVoxelManipulator::ManualMapVoxelManipulator(Map *map): - MapVoxelManipulator(map) + MapVoxelManipulator(map), + m_create_area(false) { }