partly working chunk-based map generator (doesn't save properly, spawn is pretty random)
This commit is contained in:
parent
be851871cd
commit
6e196c2ce4
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@ -5,6 +5,7 @@
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IrrlichtWrapper::IrrlichtWrapper(IrrlichtDevice *device)
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{
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m_running = true;
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m_main_thread = get_current_thread_id();
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m_device_mutex.Init();
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m_device = device;
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@ -35,6 +36,11 @@ void IrrlichtWrapper::Run()
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}
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}
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void IrrlichtWrapper::Shutdown(bool shutdown)
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{
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m_running = !shutdown;
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}
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textureid_t IrrlichtWrapper::getTextureId(const std::string &name)
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{
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u32 id = m_namecache.getId(name);
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@ -73,6 +79,10 @@ video::ITexture* IrrlichtWrapper::getTexture(const TextureSpec &spec)
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}
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else
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{
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// If irrlicht has shut down, just return NULL
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if(m_running == false)
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return NULL;
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// We're gonna ask the result to be put into here
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ResultQueue<TextureSpec, video::ITexture*, u8, u8> result_queue;
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@ -132,11 +132,15 @@ public:
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/*
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These are called from the main thread
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*/
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IrrlichtWrapper(IrrlichtDevice *device);
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// Run queued tasks
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void Run();
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// Shutdown wrapper; this disables queued texture fetching
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void Shutdown(bool shutdown);
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/*
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These are called from other threads
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*/
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@ -182,6 +186,8 @@ private:
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Members
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*/
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bool m_running;
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// The id of the thread that can (and has to) use irrlicht directly
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threadid_t m_main_thread;
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39
src/main.cpp
39
src/main.cpp
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@ -296,7 +296,10 @@ FEATURE: The map could be generated procedually:
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- Lighting would not have to be necessarily calculated until
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the blocks are actually needed - it would be quite fast
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- Something like 64*64*16 MapBlocks?
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- TODO: Separate lighting and block generation
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- No, MapSectors. And as much as it is efficient to do,
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64x64 might be too much.
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- FIXME: This is currently halfway done and the generator is
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fairly broken
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* Make the stone level with a heightmap
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* Carve out stuff in the stone
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* Dump dirt all around, and simulate it falling off steep
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@ -311,16 +314,25 @@ FEATURE: The map could be generated procedually:
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parameter field is free for this.
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- Simulate rock falling from cliffs when water has removed
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enough solid rock from the bottom
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TODO: Lazy lighting updates:
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- Set updateLighting to ignore MapBlocks with expired lighting,
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except the blocks specified to it
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- When a MapBlock is generated, lighting expires in all blocks
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touching it (26 blocks + self)
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- When a lighting-wise valid MapBlock is needed and lighting of it
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has expired, what to do?
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Doing now:
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----------
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# maybe done
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* not done
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* Remove all kinds of systems that are made redundant by the new map
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generator
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- Sector heightmaps? At least they should be made redundant.
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- Sector objects
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* Do something about AttributeDatabase/List being too slow
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* Save chunk metadata on disk
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* Change water side textures so that buggy water doesn't look bad
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* Make server find the spawning place from the real map data, not from
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the heightmap
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* only_from_disk doesn't work that well anymore
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* Make the generator to run in background and not blocking block
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placement and transfer
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* Fix the strange mineral occurences
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======================================================================
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@ -1886,6 +1898,9 @@ int main(int argc, char *argv[])
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*/
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{
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// This is set to true at the end of the scope
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g_irrlicht->Shutdown(false);
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/*
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Draw "Loading" screen
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*/
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@ -3017,6 +3032,14 @@ int main(int argc, char *argv[])
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delete quick_inventory;
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/*
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Disable texture fetches and other stuff that is queued
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to be processed by the main loop.
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This has to be done before client goes out of scope.
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*/
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g_irrlicht->Shutdown(true);
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} // client and server are deleted at this point
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} //try
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1295
src/map.cpp
1295
src/map.cpp
File diff suppressed because it is too large
Load Diff
33
src/map.h
33
src/map.h
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@ -93,6 +93,8 @@ public:
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MapSector * getSectorNoGenerateNoEx(v2s16 p2d);
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// On failure throws InvalidPositionException
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MapSector * getSectorNoGenerate(v2s16 p2d);
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// Gets an existing sector or creates an empty one
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//MapSector * getSectorCreate(v2s16 p2d);
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/*
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This is overloaded by ClientMap and ServerMap to allow
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@ -104,6 +106,8 @@ public:
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MapBlock * getBlockNoCreate(v3s16 p);
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// Returns NULL if not found
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MapBlock * getBlockNoCreateNoEx(v3s16 p);
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// Gets an existing block or creates an empty one
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//MapBlock * getBlockCreate(v3s16 p);
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// Returns InvalidPositionException if not found
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f32 getGroundHeight(v2s16 p, bool generate=false);
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@ -382,12 +386,20 @@ public:
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This is mainly called by generateChunkRaw.
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*/
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ServerMapSector * generateSector(v2s16 p);
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//ServerMapSector * generateSector(v2s16 p);
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/*
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Get a sector from somewhere.
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- Check memory
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- Check disk
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- Check disk (loads blocks also)
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- Create blank one
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*/
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ServerMapSector * createSector(v2s16 p);
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/*
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Get a sector from somewhere.
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- Check memory
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- Check disk (loads blocks also)
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- Generate chunk
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*/
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MapSector * emergeSector(v2s16 p);
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@ -400,6 +412,13 @@ public:
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core::map<v3s16, MapBlock*> &lighting_invalidated_blocks
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);
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/*
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Get a block from somewhere.
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- Memory
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- Create blank
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*/
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MapBlock * createBlock(v3s16 p);
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MapBlock * emergeBlock(
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v3s16 p,
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bool only_from_disk,
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@ -636,10 +655,8 @@ public:
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protected:
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Map *m_map;
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/*
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NOTE: This might be used or not
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bool is dummy value
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SUGG: How 'bout an another VoxelManipulator for storing the
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information about which block is loaded?
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key = blockpos
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value = block existed when loaded
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*/
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core::map<v3s16, bool> m_loaded_blocks;
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};
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@ -654,7 +671,11 @@ public:
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void initialEmerge(v3s16 blockpos_min, v3s16 blockpos_max);
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// This is much faster with big chunks of generated data
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void blitBackAll(core::map<v3s16, MapBlock*> * modified_blocks);
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protected:
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bool m_create_area;
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};
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#endif
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@ -1309,10 +1309,21 @@ void MapBlock::copyTo(VoxelManipulator &dst)
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v3s16 data_size(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE);
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VoxelArea data_area(v3s16(0,0,0), data_size - v3s16(1,1,1));
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// Copy from data to VoxelManipulator
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dst.copyFrom(data, data_area, v3s16(0,0,0),
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getPosRelative(), data_size);
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}
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void MapBlock::copyFrom(VoxelManipulator &dst)
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{
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v3s16 data_size(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE);
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VoxelArea data_area(v3s16(0,0,0), data_size - v3s16(1,1,1));
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// Copy from VoxelManipulator to data
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dst.copyTo(data, data_area, v3s16(0,0,0),
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getPosRelative(), data_size);
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}
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void MapBlock::stepObjects(float dtime, bool server, u32 daynight_ratio)
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{
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/*
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@ -426,6 +426,8 @@ public:
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// Copies data to VoxelManipulator to getPosRelative()
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void copyTo(VoxelManipulator &dst);
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// Copies data from VoxelManipulator getPosRelative()
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void copyFrom(VoxelManipulator &dst);
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/*
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MapBlockObject stuff
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@ -438,6 +438,14 @@ struct MapNode
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param2 = a_param2;
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}
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/*MapNode & operator=(const MapNode &other)
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{
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d = other.d;
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param = other.param;
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param2 = other.param2;
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return *this;
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}*/
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bool operator==(const MapNode &other)
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{
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return (d == other.d
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@ -570,10 +570,15 @@ ServerMapSector* ServerMapSector::deSerialize(
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if(n != NULL)
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{
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dstream<<"deSerializing existent sectors not supported "
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dstream<<"WARNING: deSerializing existent sectors not supported "
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"at the moment, because code hasn't been tested."
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<<std::endl;
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assert(0);
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//assert(0);
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MapSector *sector = n->getValue();
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assert(sector->getId() == MAPSECTOR_SERVER);
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return (ServerMapSector*)sector;
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// NOTE: At least hm_split mismatch would have to be checked
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//sector = n->getValue();
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{
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block_is_invalid = true;
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}
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v2s16 p2d(p.X, p.Z);
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ServerMap *map = (ServerMap*)(&server->m_env.getMap());
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v2s16 chunkpos = map->sector_to_chunk(p2d);
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MapChunk *chunk = map->getChunk(chunkpos);
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if(chunk == NULL)
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block_is_invalid = true;
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else if(chunk->getIsVolatile() == true)
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block_is_invalid = true;
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}
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/*
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player->setPosition(intToFloat(v3s16(
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nodepos.X,
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groundheight + 1,
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//groundheight + 1,
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groundheight + 15,
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nodepos.Y
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)));
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@ -207,6 +207,10 @@ public:
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{
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return ptr == t;
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}
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T & operator[](unsigned int i)
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{
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return ptr[i];
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}
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private:
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void drop()
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{
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);
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}
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inline bool isInArea(v3s16 p, v3s16 d)
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{
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return (
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p.X >= 0 && p.X < d.X &&
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p.Y >= 0 && p.Y < d.Y &&
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p.Z >= 0 && p.Z < d.Z
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);
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}
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inline s16 rangelim(s16 i, s16 min, s16 max)
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{
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if(i < min)
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void mysrand(unsigned seed);
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#define MYRAND_MAX 32767
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inline int myrand_range(int min, int max)
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{
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if(min >= max)
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return max;
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return (myrand()%(max-min+1))+min;
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}
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/*
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Some kind of a thing that stores attributes related to
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coordinate points
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@ -41,7 +41,6 @@ VoxelManipulator::VoxelManipulator():
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m_data(NULL),
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m_flags(NULL)
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{
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m_disable_water_climb = false;
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}
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VoxelManipulator::~VoxelManipulator()
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@ -221,6 +220,22 @@ void VoxelManipulator::copyFrom(MapNode *src, VoxelArea src_area,
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}
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}
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void VoxelManipulator::copyTo(MapNode *dst, VoxelArea dst_area,
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v3s16 dst_pos, v3s16 from_pos, v3s16 size)
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{
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for(s16 z=0; z<size.Z; z++)
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for(s16 y=0; y<size.Y; y++)
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{
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s32 i_dst = dst_area.index(dst_pos.X, dst_pos.Y+y, dst_pos.Z+z);
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s32 i_local = m_area.index(from_pos.X, from_pos.Y+y, from_pos.Z+z);
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memcpy(&dst[i_dst], &m_data[i_local], size.X*sizeof(MapNode));
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}
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}
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/*
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Algorithms
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-----------------------------------------------------
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*/
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void VoxelManipulator::clearFlag(u8 flags)
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{
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@ -541,7 +556,7 @@ void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p)
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Lights neighbors of from_nodes, collects all them and then
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goes on recursively.
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NOTE: This is faster in small areas but will overflow the
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NOTE: This is faster on small areas but will overflow the
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stack on large areas. Thus it is not used.
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*/
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void VoxelManipulator::spreadLight(enum LightBank bank,
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28
src/voxel.h
28
src/voxel.h
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@ -263,6 +263,30 @@ public:
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return index(p.X, p.Y, p.Z);
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}
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// Translate index in the X coordinate
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void add_x(const v3s16 &extent, u32 &i, s16 a)
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{
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i += a;
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}
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// Translate index in the Y coordinate
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void add_y(const v3s16 &extent, u32 &i, s16 a)
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{
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i += a * extent.X;
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}
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// Translate index in the Z coordinate
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void add_z(const v3s16 &extent, u32 &i, s16 a)
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{
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i += a * extent.X*extent.Y;
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}
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// Translate index in space
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void add_p(const v3s16 &extent, u32 &i, v3s16 a)
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{
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i += a.Z*extent.X*extent.Y + a.Y*extent.X + a.X;
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}
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/*
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Print method for debugging
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*/
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void print(std::ostream &o) const
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{
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v3s16 e = getExtent();
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|
@ -395,6 +419,10 @@ public:
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void copyFrom(MapNode *src, VoxelArea src_area,
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v3s16 from_pos, v3s16 to_pos, v3s16 size);
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// Copy data
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void copyTo(MapNode *dst, VoxelArea dst_area,
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v3s16 dst_pos, v3s16 from_pos, v3s16 size);
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/*
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Algorithms
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*/
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Loading…
Reference in New Issue