A third try on terrain generation. No trees yet.
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@ -511,6 +511,10 @@ void Client::ProcessData(u8 *data, u32 datasize, u16 sender_peer_id)
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player->setPosition(playerpos_f);
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}
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// Get map seed
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m_map_seed = readU64(&data[2+1+6]);
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dstream<<"Client: received map seed: "<<m_map_seed<<std::endl;
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// Reply to server
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u32 replysize = 2;
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SharedBuffer<u8> reply(replysize);
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@ -252,6 +252,8 @@ public:
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(std::wstring)L"<"+name+L"> "+message);
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}
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u64 getMapSeed(){ return m_map_seed; }
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private:
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// Virtual methods from con::PeerHandler
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@ -311,6 +313,9 @@ private:
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//u32 m_daynight_ratio;
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Queue<std::wstring> m_chat_queue;
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// The seed returned by the server in TOCLIENT_INIT is stored here
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u64 m_map_seed;
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};
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#endif // !SERVER
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@ -34,6 +34,7 @@ enum ToClientCommand
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[0] u16 TOSERVER_INIT
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[2] u8 deployed version
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[3] v3s16 player's position + v3f(0,BS/2,0) floatToInt'd
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[4] u64 map seed (new as of 2011-02-27)
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*/
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TOCLIENT_BLOCKDATA = 0x20, //TODO: Multiple blocks
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182
src/main.cpp
182
src/main.cpp
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@ -253,11 +253,9 @@ Doing now (most important at the top):
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* not done
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=== Next
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* Continue making the scripting system:
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* Make updateNodeMesh for a less verbose mesh update on add/removenode
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* Switch to using a safe way for the self and env pointers
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* Make some global environment hooks, like node placed and general
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on_step()
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* Make a system for pregenerating quick information for mapblocks, so
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that the client can show them as cubes before they are actually sent
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or even generated.
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=== Fixmes
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* Check the fixmes in the list above
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@ -274,6 +272,11 @@ Doing now (most important at the top):
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with the ones in utility.h
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=== Features
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* Continue making the scripting system:
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* Make updateNodeMesh for a less verbose mesh update on add/removenode
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* Switch to using a safe way for the self and env pointers
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* Make some global environment hooks, like node placed and general
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on_step()
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* Map should make the appropriate MapEditEvents
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* Add a global Lua spawn handler and such
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* Get rid of MapBlockObjects
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@ -490,6 +493,9 @@ Inventory local_inventory;
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u16 g_selected_item = 0;
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bool g_show_map_plot = false;
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bool g_refresh_map_plot = true;
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/*
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Debug streams
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*/
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@ -606,6 +612,15 @@ public:
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if(event.KeyInput.PressedDown)
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{
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//dstream<<"Pressed key: "<<(char)event.KeyInput.Key<<std::endl;
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if(g_show_map_plot)
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{
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if(event.KeyInput.Key == irr::KEY_ESCAPE
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|| event.KeyInput.Key == irr::KEY_KEY_M)
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{
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g_show_map_plot = false;
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}
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return true;
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}
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/*
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Launch menus
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@ -679,6 +694,16 @@ public:
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<<std::endl;
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debug_stacks_print();
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}
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// Map plot
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if(event.KeyInput.Key == irr::KEY_KEY_M)
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{
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dstream<<"Map plot requested"<<std::endl;
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g_show_map_plot = !g_show_map_plot;
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if(g_show_map_plot)
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g_refresh_map_plot = true;
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}
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}
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}
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@ -1110,8 +1135,8 @@ void updateViewingRange(f32 frametime_in, Client *client)
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f32 wanted_frametime_change = wanted_frametime - frametime;
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//dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
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// If needed frametime change is very small, just return
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if(fabs(wanted_frametime_change) < wanted_frametime*0.2)
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// If needed frametime change is small, just return
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if(fabs(wanted_frametime_change) < wanted_frametime*0.4)
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{
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//dstream<<"ignoring small wanted_frametime_change"<<std::endl;
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return;
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@ -1239,6 +1264,93 @@ void draw_hotbar(video::IVideoDriver *driver, gui::IGUIFont *font,
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}
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}
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video::ITexture *g_map_plot_texture = NULL;
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float g_map_plot_texture_scale = 2;
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void updateMapPlotTexture(v2f centerpos, video::IVideoDriver* driver,
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Client *client)
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{
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assert(driver);
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assert(client);
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core::dimension2d<u32> dim(640,480);
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video::IImage *img = driver->createImage(video::ECF_A8R8G8B8, dim);
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assert(img);
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for(u32 y=0; y<dim.Height; y++)
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for(u32 x=0; x<dim.Width; x++)
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{
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v2f pf = v2f(x, dim.Height-y) - v2f(dim.Width, dim.Height)/2;
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pf *= g_map_plot_texture_scale;
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pf += centerpos;
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double h = base_rock_level_2d(client->getMapSeed(), pf);
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video::SColor c;
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//double d1 = 50;
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/*s32 ux = x - centerpos.X / g_map_plot_texture_scale;
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s32 uy = y - centerpos.Y / g_map_plot_texture_scale;*/
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// Screen coordinates that are based on multiples of
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// 1000/g_map_plot_texture_scale and never negative
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u32 ux = x + (u32)(1000/g_map_plot_texture_scale) * 10;
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u32 uy = y + (u32)(1000/g_map_plot_texture_scale) * 10;
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// Offset to center of image
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ux -= dim.Width/2;
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uy -= dim.Height/2;
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if(uy % (u32)(1000/g_map_plot_texture_scale) == 0
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|| ux % (u32)(1000/g_map_plot_texture_scale) == 0)
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c.set(255, 255, 255, 255);
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else if(uy % (u32)(100/g_map_plot_texture_scale) == 0
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|| ux % (u32)(100/g_map_plot_texture_scale) == 0)
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c.set(255, 160, 160, 160);
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else if(h < WATER_LEVEL - 0.5) // Water
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c.set(255, 50, 50, 255);
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else if(h < WATER_LEVEL + 2) // Sand
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c.set(255, 237, 201, 175);
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#if 1
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else if(h < WATER_LEVEL + 10) // Green
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c.set(255, 50, 150, 50);
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else if(h < WATER_LEVEL + 20) // Greenish yellow
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c.set(255, 110, 185, 50);
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else if(h < WATER_LEVEL + 50) // Yellow
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c.set(255, 220, 220, 50);
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else if(h < WATER_LEVEL + 100) // White
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c.set(255, 180, 180, 180);
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else
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c.set(255, 255, 255, 255);
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#endif
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/*else if(h < WATER_LEVEL + d1)
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{
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h -= WATER_LEVEL;
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u32 a = (u32)(h / d1 * 255);
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if(a > 255)
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a = 255;
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c.set(255, 0, a, 0);
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}*/
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#if 0
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else
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{
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h -= WATER_LEVEL;
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h /= 20.0;
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h = 1.0 - exp(-h);
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video::SColor c1(255,200,200,50);
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video::SColor c2(255,0,150,0);
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c = c1.getInterpolated(c2, h);
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/*u32 a = (u32)(h*255);
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if(a > 255)
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a = 255;
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a = 255-a;
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c.set(255, a, a, a);*/
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}
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#endif
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img->setPixel(x, y, c);
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}
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g_map_plot_texture = driver->addTexture("map_plot", img);
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img->drop();
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assert(g_map_plot_texture);
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}
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// Chat data
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struct ChatLine
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{
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@ -2252,6 +2364,10 @@ int main(int argc, char *argv[])
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*/
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g_input->step(dtime);
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/*
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Misc. stuff
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*/
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/*
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Player speed control
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*/
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@ -3020,16 +3136,6 @@ int main(int argc, char *argv[])
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driver->draw3DBox(*i, video::SColor(255,0,0,0));
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}
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/*
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Draw crosshair
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*/
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driver->draw2DLine(displaycenter - core::vector2d<s32>(10,0),
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displaycenter + core::vector2d<s32>(10,0),
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video::SColor(255,255,255,255));
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driver->draw2DLine(displaycenter - core::vector2d<s32>(0,10),
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displaycenter + core::vector2d<s32>(0,10),
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video::SColor(255,255,255,255));
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/*
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Frametime log
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*/
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@ -3048,6 +3154,31 @@ int main(int argc, char *argv[])
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}
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}
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/*
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Draw map plot
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*/
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if(g_show_map_plot && g_map_plot_texture)
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{
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core::dimension2d<u32> drawdim(640,480);
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core::rect<s32> dest(v2s32(0,0), drawdim);
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dest += v2s32(
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(screensize.X-drawdim.Width)/2,
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(screensize.Y-drawdim.Height)/2
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);
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core::rect<s32> source(v2s32(0,0), g_map_plot_texture->getSize());
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driver->draw2DImage(g_map_plot_texture, dest, source);
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}
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/*
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Draw crosshair
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*/
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driver->draw2DLine(displaycenter - core::vector2d<s32>(10,0),
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displaycenter + core::vector2d<s32>(10,0),
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video::SColor(255,255,255,255));
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driver->draw2DLine(displaycenter - core::vector2d<s32>(0,10),
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displaycenter + core::vector2d<s32>(0,10),
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video::SColor(255,255,255,255));
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} // timer
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//timer10.stop();
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@ -3077,9 +3208,24 @@ int main(int argc, char *argv[])
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drawtime = drawtimer.stop(true);
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/*
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Drawing ends
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End of drawing
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*/
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/*
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Refresh map plot if player has moved considerably
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*/
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if(g_refresh_map_plot)
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{
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static v3f old_player_pos = v3f(1,1,1) * 10000000;
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v3f p = client.getPlayerPosition() / BS;
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if(old_player_pos.getDistanceFrom(p) > 4 * g_map_plot_texture_scale)
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{
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updateMapPlotTexture(v2f(p.X,p.Z), driver, &client);
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old_player_pos = p;
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}
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g_refresh_map_plot = false;
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}
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static s16 lastFPS = 0;
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//u16 fps = driver->getFPS();
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u16 fps = (1.0/dtime_avg1);
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717
src/map.cpp
717
src/map.cpp
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@ -1422,6 +1422,9 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
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while(m_transforming_liquid.size() != 0)
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{
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try
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{
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/*
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Get a queued transforming liquid node
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*/
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@ -1680,9 +1683,12 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
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}
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loopcount++;
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//if(loopcount >= 100000)
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if(loopcount >= initial_size * 1)
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if(loopcount >= initial_size * 1 || loopcount >= 1000)
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break;
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}catch(InvalidPositionException &e)
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{
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}
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}
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//dstream<<"Map::transformLiquids(): loopcount="<<loopcount<<std::endl;
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}
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@ -1698,8 +1704,8 @@ ServerMap::ServerMap(std::string savedir):
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//m_chunksize = 64;
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//m_chunksize = 16; // Too slow
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m_chunksize = 8; // Takes a few seconds
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//m_chunksize = 4;
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//m_chunksize = 8; // Takes a few seconds
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m_chunksize = 4; // Too small?
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//m_chunksize = 2;
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// TODO: Save to and load from a file
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@ -1954,31 +1960,101 @@ double tree_amount_2d(u64 seed, v2s16 p)
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#define AVERAGE_MUD_AMOUNT 4
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double base_rock_level_2d(u64 seed, v2s16 p)
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double get_mud_amount(u64 seed, v2f p)
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{
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// The base ground level
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double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT
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+ 25. * noise2d_perlin(
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0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
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(seed>>32)+654879876, 6, 0.6);
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return ((float)AVERAGE_MUD_AMOUNT + 2.5 * noise2d_perlin(
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0.5+p.X/200, 0.5+p.Y/200,
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seed+1, 5, 0.65));
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}
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// -1->0, 0->1, 1->0
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double contour(double v)
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{
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v = fabs(v);
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if(v >= 1.0)
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return 0.0;
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return (1.0-v);
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}
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// -1->0, -r->1, 0->1, r->1, 1->0
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double contour_flat_top(double v, double r)
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{
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v = fabs(v);
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if(v >= 1.0)
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return 0.0;
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double rmax = 0.999;
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if(r >= rmax)
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r = rmax;
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if(v <= r)
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return 1.0;
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v -= r;
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return ((1.0-r)-v) / (1.0-r);
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//return easeCurve(((1.0-r)-v) / (1.0-r));
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}
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double base_rock_level_2d(u64 seed, v2f p)
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{
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// The ground level (return value)
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double h = WATER_LEVEL;
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// Raises from 0 when parameter is -1...1
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/*double m2 = contour_flat_top(-0.8 + 2.0 * noise2d_perlin(
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0.0+(float)p.X/1500., 0.0+(float)p.Y/1500.,
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(seed>>32)+34758, 5, 0.55), 0.10);*/
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/*double m2 = 1.0;
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if(m2 > 0.0001)
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{
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// HUGE mountains
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double m1 = 200.0 + 300.0 * noise2d_perlin(
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0.0+(float)p.X/1000., 0.0+(float)p.Y/1000.,
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(seed>>32)+98525, 8, 0.5);
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h += m1 * m2;
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//h += 30 * m2;
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}*/
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// Huge mountains
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double m3 = 150.0 - 800.0 * noise2d_perlin_abs(
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0.5+(float)p.X/2000., 0.5+(float)p.Y/2000.,
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(seed>>32)+985251, 9, 0.5);
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if(m3 > h)
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h = m3;
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/*double tm2 = contour_flat_top(-1.0 + 3.0 * noise2d_perlin(
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0.0+(float)p.X/300., 0.0+(float)p.Y/300.,
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(seed>>32)+78593, 5, 0.55), 0.15);
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h += 30 * tm2;*/
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/*// A bit hillier one
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double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin(
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0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
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(seed>>27)+90340, 6, 0.69);
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if(base2 > base)
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base = base2;*/
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#if 1
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// Higher ground level
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double higher = (double)WATER_LEVEL + 25. + 45. * noise2d_perlin(
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{
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double a1 = 30 - 100. * noise2d_perlin_abs(
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0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
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seed+85039, 5, 0.69);
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//higher = 30; // For debugging
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seed+850342, 5, 0.63);
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double d = 15;
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if(a1 > d)
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a1 = d + sqrt(a1-d);
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if(a1 > h)
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||||
h = a1;
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||||
}
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||||
#endif
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||||
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||||
// Limit higher to at least base
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if(higher < base)
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||||
higher = base;
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||||
#if 1
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||||
double base = 35. * noise2d_perlin(
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0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
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||||
(seed>>32)+653876, 7, 0.55);
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#else
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||||
double base = 0;
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||||
#endif
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||||
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||||
#if 1
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||||
double higher = 50. * noise2d_perlin(
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||||
0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
|
||||
seed+39292, 6, 0.63);
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||||
/*double higher = 50. * noise2d_perlin_abs(
|
||||
0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
|
||||
seed+85039, 5, 0.63);*/
|
||||
|
||||
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.,
|
||||
|
@ -1991,26 +2067,183 @@ double base_rock_level_2d(u64 seed, v2s16 p)
|
|||
//double b = 20;
|
||||
|
||||
// Offset to more low
|
||||
double a_off = -0.2;
|
||||
//double a_off = -0.30;
|
||||
double a_off = -0.00;
|
||||
// High/low selector
|
||||
/*double a = 0.5 + b * (a_off + noise2d_perlin(
|
||||
0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
|
||||
seed-359, 6, 0.7));*/
|
||||
double a = (double)0.5 + b * (a_off + noise2d_perlin(
|
||||
0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
|
||||
seed-359, 5, 0.60));
|
||||
seed-359, 5, 0.6));
|
||||
// Limit
|
||||
a = rangelim(a, 0.0, 1.0);
|
||||
//a = easeCurve(a);
|
||||
|
||||
//dstream<<"a="<<a<<std::endl;
|
||||
|
||||
double h = base*(1.0-a) + higher*a;
|
||||
h += base*(1.0-a) + higher*a;
|
||||
}
|
||||
else
|
||||
{
|
||||
h += base;
|
||||
}
|
||||
#else
|
||||
double h = base;
|
||||
h += base;
|
||||
#endif
|
||||
|
||||
return h;
|
||||
}
|
||||
|
||||
double base_rock_level_2d(u64 seed, v2s16 p)
|
||||
{
|
||||
return base_rock_level_2d(seed, v2f((float)p.X, (float)p.Y));
|
||||
}
|
||||
|
||||
v2f base_ground_turbulence(u64 seed, v3f p)
|
||||
{
|
||||
double f = 12;
|
||||
|
||||
double v1 = f * noise3d_perlin(
|
||||
0.5+p.X/200,
|
||||
0.5+p.Y/200,
|
||||
0.5+p.Z/200,
|
||||
seed+4045, 5, 0.7);
|
||||
|
||||
double v2 = f * noise3d_perlin(
|
||||
0.5+p.X/200,
|
||||
0.5+p.Y/200,
|
||||
0.5+p.Z/200,
|
||||
seed+9495, 5, 0.7);
|
||||
|
||||
return v2f(v1, v2);
|
||||
}
|
||||
|
||||
bool is_carved(u64 seed, v3f p)
|
||||
{
|
||||
#if 1
|
||||
double v1 = noise3d_perlin_abs(
|
||||
0.5+p.X/200,
|
||||
0.5+p.Y/200,
|
||||
0.5+p.Z/200,
|
||||
seed+657890854, 5, 0.7);
|
||||
|
||||
if(v1 > 1.5)
|
||||
return true;
|
||||
#endif
|
||||
|
||||
#if 0
|
||||
double v2 = noise3d_perlin_abs(
|
||||
0.5+p.X/200,
|
||||
0.5+p.Y/200,
|
||||
0.5+p.Z/200,
|
||||
seed+657890854, 5, 0.7);
|
||||
#if 0
|
||||
double v3 = noise3d_perlin_abs(
|
||||
0.5+p.X/200,
|
||||
0.5+p.Y/200,
|
||||
0.5+p.Z/200,
|
||||
seed+657890854, 5, 0.7);
|
||||
#else
|
||||
double v3 = 1.0;
|
||||
#endif
|
||||
double v23 = v2*v3;
|
||||
if(v23 > 0.7)
|
||||
return true;
|
||||
#endif
|
||||
|
||||
double f = 10.0;
|
||||
double y_div = 1.5;
|
||||
|
||||
double v4 = contour(f*noise3d_perlin(
|
||||
0.5+p.X/200,
|
||||
0.5+p.Y/200*y_div,
|
||||
0.5+p.Z/200,
|
||||
seed+87592, 5, 0.7));
|
||||
// Tilted 90 degrees
|
||||
double v5 = contour(f*noise3d_perlin(
|
||||
0.5+p.X/200,
|
||||
0.5+p.Z/200,
|
||||
0.5+p.Y/200*y_div,
|
||||
seed+98594, 5, 0.7));
|
||||
|
||||
double v45 = v4*v5;
|
||||
if(v45 > 2.5/f)
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/*
|
||||
if depth_guess!=NULL, it is set to a guessed value of how deep
|
||||
underground the position is.
|
||||
*/
|
||||
bool is_base_ground(u64 seed, v3f p, double *depth_guess=NULL)
|
||||
{
|
||||
#if 0
|
||||
// This is used for testing the output of the cave function
|
||||
{
|
||||
if(depth_guess)
|
||||
*depth_guess = 10;
|
||||
if(p.Y > 50)
|
||||
return false;
|
||||
return is_carved(seed, p);
|
||||
}
|
||||
#endif
|
||||
|
||||
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(depth_guess)
|
||||
*depth_guess = surface_y_f - p.Y;*/
|
||||
|
||||
if(depth_guess)
|
||||
{
|
||||
// Find highest surface near current
|
||||
v3f dirs[4] = {
|
||||
v3f(1,-1,0),
|
||||
v3f(-1,-1,0),
|
||||
v3f(0,-1,1),
|
||||
v3f(0,-1,-1)
|
||||
};
|
||||
double s2 = surface_y_f;
|
||||
for(u32 i=0; i<4; i++)
|
||||
{
|
||||
v3f dir = dirs[i];
|
||||
v2f l = v2f(p.X+t.X+dir.X, p.Z+t.Y+dir.Z);
|
||||
double s = base_rock_level_2d(seed, l);
|
||||
if(s > s2)
|
||||
s2 = s;
|
||||
}
|
||||
*depth_guess = s2 - p.Y;
|
||||
}
|
||||
|
||||
/*if(depth_guess)
|
||||
{
|
||||
// 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;
|
||||
}*/
|
||||
|
||||
/*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));
|
||||
}*/
|
||||
|
||||
bool is_ground = (p.Y <= surface_y_f);
|
||||
|
||||
if(is_carved(seed, p))
|
||||
is_ground = false;
|
||||
|
||||
return is_ground;
|
||||
}
|
||||
|
||||
#define VMANIP_FLAG_DUNGEON VOXELFLAG_CHECKED1
|
||||
|
||||
/*
|
||||
|
@ -2023,6 +2256,11 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
|
|||
{
|
||||
DSTACK(__FUNCTION_NAME);
|
||||
|
||||
// Shall be not used now
|
||||
//assert(0);
|
||||
|
||||
#if 0
|
||||
|
||||
/*
|
||||
Don't generate if already fully generated
|
||||
*/
|
||||
|
@ -2163,7 +2401,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
|
|||
|
||||
{
|
||||
// 22ms @cs=8
|
||||
//TimeTaker timer1("ground level");
|
||||
TimeTaker timer1("ground level");
|
||||
dstream<<"Generating base ground..."<<std::endl;
|
||||
|
||||
for(s16 x=0; x<sectorpos_bigbase_size*MAP_BLOCKSIZE; x++)
|
||||
for(s16 z=0; z<sectorpos_bigbase_size*MAP_BLOCKSIZE; z++)
|
||||
|
@ -2172,7 +2411,79 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
|
|||
v2s16 p2d = sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z);
|
||||
|
||||
/*
|
||||
Skip of already generated
|
||||
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;
|
||||
}
|
||||
|
||||
v2f p2df(p2d.X, p2d.Y);
|
||||
|
||||
{
|
||||
// Use fast index incrementing
|
||||
v3s16 em = vmanip.m_area.getExtent();
|
||||
s16 min = y_nodes_min;
|
||||
s16 max = y_nodes_max;
|
||||
/*s16 min = -10;
|
||||
s16 max = 20;*/
|
||||
//float surface_y_f = base_rock_level_2d(m_seed, p2df);
|
||||
u32 i = vmanip.m_area.index(v3s16(p2d.X, min, p2d.Y));
|
||||
for(s16 y=min; y<=max; y++)
|
||||
{
|
||||
#if 1
|
||||
bool is = is_base_ground(m_seed, v3f(p2df.X,y,p2df.Y));
|
||||
if(is)
|
||||
vmanip.m_data[i].d = CONTENT_STONE;
|
||||
else
|
||||
vmanip.m_data[i].d = CONTENT_AIR;
|
||||
#endif
|
||||
#if 0
|
||||
double v = noise3d_perlin(
|
||||
0.5+(float)p2d.X/200,
|
||||
0.5+(float)y/200,
|
||||
0.5+(float)p2d.Y/200,
|
||||
m_seed+293, 6, 0.55);
|
||||
if(v > 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);
|
||||
|
@ -2214,6 +2525,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
|
|||
vmanip.m_area.add_y(em, i, 1);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
}//timer1
|
||||
|
@ -2235,8 +2547,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
|
|||
/*
|
||||
Loop this part, it will make stuff look older and newer nicely
|
||||
*/
|
||||
//for(u32 i_age=0; i_age<1; i_age++)
|
||||
for(u32 i_age=0; i_age<2; i_age++)
|
||||
u32 age_count = 2;
|
||||
for(u32 i_age=0; i_age<age_count; i_age++)
|
||||
{ // Aging loop
|
||||
|
||||
{
|
||||
|
@ -2732,9 +3044,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
|
|||
v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
|
||||
|
||||
// Randomize mud amount
|
||||
s16 mud_add_amount = (s16)(2.5 + 2.0 * noise2d_perlin(
|
||||
0.5+(float)p2d.X/200, 0.5+(float)p2d.Y/200,
|
||||
m_seed+1, 3, 0.55));
|
||||
s16 mud_add_amount = get_mud_amount(m_seed, v2f(p2d.X,p2d.Y))/age_count;
|
||||
|
||||
// Find ground level
|
||||
s16 surface_y = find_ground_level_clever(vmanip, p2d);
|
||||
|
@ -2777,7 +3087,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
|
|||
}//timer1
|
||||
{
|
||||
// 340ms @cs=8
|
||||
TimeTaker timer1("flow mud");
|
||||
//TimeTaker timer1("flow mud");
|
||||
|
||||
/*
|
||||
Flow mud away from steep edges
|
||||
|
@ -3447,57 +3757,6 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
|
|||
}
|
||||
#endif
|
||||
|
||||
#if 0
|
||||
for(s16 x=lighting_min_d+1;
|
||||
x<=lighting_max_d-1;
|
||||
x++)
|
||||
for(s16 z=lighting_min_d+1;
|
||||
z<=lighting_max_d-1;
|
||||
z++)
|
||||
{
|
||||
// Node position in 2d
|
||||
v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
|
||||
|
||||
/*
|
||||
Apply initial sunlight
|
||||
*/
|
||||
{
|
||||
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);
|
||||
|
||||
// This doesn't take much time
|
||||
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
|
||||
|
||||
}//timer1
|
||||
|
||||
// Spread light around
|
||||
|
@ -3533,6 +3792,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
|
|||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
/*
|
||||
Create chunk metadata
|
||||
|
@ -3581,6 +3841,9 @@ MapChunk* ServerMap::generateChunk(v2s16 chunkpos1,
|
|||
<<"("<<chunkpos1.X<<","<<chunkpos1.Y<<")"
|
||||
<<std::endl;
|
||||
|
||||
// Shall be not used now
|
||||
//assert(0);
|
||||
|
||||
/*for(s16 x=-1; x<=1; x++)
|
||||
for(s16 y=-1; y<=1; y++)*/
|
||||
for(s16 x=-0; x<=0; x++)
|
||||
|
@ -3709,13 +3972,6 @@ MapSector * ServerMap::emergeSector(v2s16 p2d,
|
|||
<<p2d.X<<","<<p2d.Y<<" and chunk is already generated. "
|
||||
<<std::endl;
|
||||
|
||||
#if 0
|
||||
dstream<<"WARNING: Creating an empty sector."<<std::endl;
|
||||
|
||||
return createSector(p2d);
|
||||
|
||||
#endif
|
||||
|
||||
#if 1
|
||||
dstream<<"WARNING: Forcing regeneration of chunk."<<std::endl;
|
||||
|
||||
|
@ -3731,7 +3987,14 @@ MapSector * ServerMap::emergeSector(v2s16 p2d,
|
|||
|
||||
dstream<<"ERROR: Could not get sector from anywhere."<<std::endl;
|
||||
|
||||
assert(0);
|
||||
//assert(0);
|
||||
#endif
|
||||
|
||||
#if 1
|
||||
dstream<<"WARNING: Creating an empty sector."<<std::endl;
|
||||
|
||||
return createSector(p2d);
|
||||
|
||||
#endif
|
||||
|
||||
/*
|
||||
|
@ -3765,6 +4028,7 @@ MapBlock * ServerMap::generateBlock(
|
|||
v2s16 p2d(p.X, p.Z);
|
||||
s16 block_y = p.Y;
|
||||
v2s16 p2d_nodes = p2d * MAP_BLOCKSIZE;
|
||||
v3s16 p_nodes = p * MAP_BLOCKSIZE;
|
||||
|
||||
/*
|
||||
Do not generate over-limit
|
||||
|
@ -3798,6 +4062,107 @@ MapBlock * ServerMap::generateBlock(
|
|||
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<sizeof(checklist)/sizeof(checklist[0]); i++)
|
||||
{
|
||||
v3f p_map_f = p_nodes_f + checklist[i]*MAP_BLOCKSIZE;
|
||||
|
||||
double depth_guess;
|
||||
bool is_ground = is_base_ground(m_seed, p_map_f, &depth_guess);
|
||||
|
||||
// Estimate the surface height
|
||||
float surface_y_f = p_map_f.Y + depth_guess;
|
||||
|
||||
if(surface_y_f > 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
|
||||
<<", surface_y_min="<<surface_y_min
|
||||
<<", block_low_y_f="<<block_low_y_f
|
||||
<<", block_high_y_f="<<block_high_y_f
|
||||
<<std::endl;*/
|
||||
|
||||
// A fuzzyness value
|
||||
// Must accomodate mud and turbulence holes
|
||||
float d_down = 16;
|
||||
// Must accomodate a bit less
|
||||
float d_up = 5;
|
||||
|
||||
if(block_high_y_f < surface_y_min - d_down)
|
||||
{
|
||||
//dstream<<"BT_GROUND"<<std::endl;
|
||||
// A ground block
|
||||
//block_type = BT_GROUND;
|
||||
// Handled as surface because of caves
|
||||
block_type = BT_SURFACE;
|
||||
}
|
||||
else if(block_low_y_f >= surface_y_max + d_up
|
||||
&& block_low_y_f > WATER_LEVEL + d_up)
|
||||
{
|
||||
//dstream<<"BT_SKY"<<std::endl;
|
||||
// A sky block
|
||||
block_type = BT_SKY;
|
||||
}
|
||||
else
|
||||
{
|
||||
//dstream<<"BT_SURFACE"<<std::endl;
|
||||
// A surface block
|
||||
block_type = BT_SURFACE;
|
||||
}
|
||||
|
||||
if(block_type == BT_GROUND || block_type == BT_SKY)
|
||||
{
|
||||
lowest_ground_y = surface_y_min;
|
||||
highest_ground_y = surface_y_max;
|
||||
}
|
||||
}
|
||||
|
||||
if(block_type == BT_SURFACE)
|
||||
{
|
||||
/*
|
||||
Generate ground precisely
|
||||
*/
|
||||
|
||||
for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
|
||||
for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
|
||||
{
|
||||
|
@ -3805,18 +4170,112 @@ MapBlock * ServerMap::generateBlock(
|
|||
|
||||
//s16 surface_y = 0;
|
||||
|
||||
s16 surface_y = base_rock_level_2d(m_seed, p2d_nodes+v2s16(x0,z0))
|
||||
/*s16 surface_y = base_rock_level_2d(m_seed, p2d_nodes+v2s16(x0,z0))
|
||||
+ AVERAGE_MUD_AMOUNT;
|
||||
|
||||
if(surface_y < lowest_ground_y)
|
||||
lowest_ground_y = surface_y;
|
||||
if(surface_y > highest_ground_y)
|
||||
highest_ground_y = surface_y;
|
||||
highest_ground_y = surface_y;*/
|
||||
|
||||
s32 surface_depth = AVERAGE_MUD_AMOUNT;
|
||||
v2s16 real_p2d = v2s16(x0,z0) + p2d*MAP_BLOCKSIZE;
|
||||
|
||||
//s32 surface_depth = AVERAGE_MUD_AMOUNT;
|
||||
s16 surface_depth = get_mud_amount(m_seed, v2f(real_p2d.X,real_p2d.Y));
|
||||
|
||||
for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
|
||||
{
|
||||
#if 1
|
||||
s16 real_y = block_y * MAP_BLOCKSIZE + y0;
|
||||
v3s16 real_pos = v3s16(x0,y0,z0) + p_nodes;
|
||||
MapNode n;
|
||||
/*
|
||||
Calculate lighting
|
||||
|
||||
NOTE: If there are some man-made structures above the
|
||||
newly created block, they won't be taken into account.
|
||||
*/
|
||||
/*if(real_y > surface_y)
|
||||
n.setLight(LIGHTBANK_DAY, LIGHT_SUN);*/
|
||||
|
||||
/*
|
||||
Calculate material
|
||||
*/
|
||||
|
||||
double depth_guess;
|
||||
bool is_ground = is_base_ground(m_seed,
|
||||
intToFloat(real_pos, 1), &depth_guess);
|
||||
|
||||
// Estimate the surface height
|
||||
float surface_y_f = (float)real_y + depth_guess;
|
||||
s16 surface_y = real_y + depth_guess;
|
||||
|
||||
// Get some statistics of surface height
|
||||
if(surface_y < lowest_ground_y)
|
||||
lowest_ground_y = surface_y;
|
||||
if(surface_y > highest_ground_y)
|
||||
highest_ground_y = surface_y;
|
||||
|
||||
// If node is not ground, it's air or water
|
||||
if(is_ground == false)
|
||||
{
|
||||
// If under water level, it's water
|
||||
if(real_y < WATER_LEVEL)
|
||||
{
|
||||
n.d = water_material;
|
||||
n.setLight(LIGHTBANK_DAY,
|
||||
diminish_light(LIGHT_SUN, WATER_LEVEL-real_y+1));
|
||||
/*
|
||||
Add to transforming liquid queue (in case it'd
|
||||
start flowing)
|
||||
*/
|
||||
m_transforming_liquid.push_back(real_pos);
|
||||
}
|
||||
// else air
|
||||
else
|
||||
n.d = CONTENT_AIR;
|
||||
}
|
||||
// Else it's ground or dungeons (air)
|
||||
else
|
||||
{
|
||||
// If it's surface_depth under ground, it's stone
|
||||
if((float)real_y <= surface_y_f - surface_depth - 0.75)
|
||||
{
|
||||
n.d = CONTENT_STONE;
|
||||
}
|
||||
else if(surface_y_f <= WATER_LEVEL + 2.0)
|
||||
{
|
||||
n.d = CONTENT_SAND;
|
||||
}
|
||||
else
|
||||
{
|
||||
/*// It is mud if it is under the first ground
|
||||
// level or under water
|
||||
if(real_y < WATER_LEVEL || real_y <= surface_y - 1)
|
||||
{
|
||||
n.d = CONTENT_MUD;
|
||||
}
|
||||
else
|
||||
{
|
||||
n.d = CONTENT_GRASS;
|
||||
}*/
|
||||
|
||||
n.d = CONTENT_MUD;
|
||||
|
||||
/*// If under water level, it's mud
|
||||
if(real_y < WATER_LEVEL)
|
||||
n.d = CONTENT_MUD;
|
||||
// Only the topmost node is grass
|
||||
else if(real_y <= surface_y - 1)
|
||||
n.d = CONTENT_MUD;
|
||||
else
|
||||
n.d = CONTENT_GRASS;*/
|
||||
}
|
||||
}
|
||||
|
||||
block->setNode(v3s16(x0,y0,z0), n);
|
||||
#endif
|
||||
#if 0
|
||||
s16 real_y = block_y * MAP_BLOCKSIZE + y0;
|
||||
MapNode n;
|
||||
/*
|
||||
|
@ -3887,8 +4346,38 @@ MapBlock * ServerMap::generateBlock(
|
|||
}
|
||||
|
||||
block->setNode(v3s16(x0,y0,z0), n);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}// BT_SURFACE
|
||||
else // BT_GROUND, BT_SKY or anything else
|
||||
{
|
||||
MapNode n_fill;
|
||||
if(block_type == BT_GROUND)
|
||||
{
|
||||
n_fill.d = CONTENT_STONE;
|
||||
}
|
||||
else if(block_type == BT_SKY)
|
||||
{
|
||||
n_fill.d = CONTENT_AIR;
|
||||
n_fill.setLight(LIGHTBANK_DAY, LIGHT_SUN);
|
||||
}
|
||||
else // fallback
|
||||
{
|
||||
n_fill.d = CONTENT_MESE;
|
||||
}
|
||||
|
||||
|
||||
for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
|
||||
for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
|
||||
for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
|
||||
{
|
||||
//MapNode n = block->getNode(v3s16(x0,y0,z0));
|
||||
block->setNode(v3s16(x0,y0,z0), n_fill);
|
||||
}
|
||||
}
|
||||
|
||||
}// ground_timer
|
||||
|
||||
/*
|
||||
Calculate some helper variables
|
||||
|
@ -3945,7 +4434,7 @@ MapBlock * ServerMap::generateBlock(
|
|||
}
|
||||
|
||||
// Fill table
|
||||
#if 1
|
||||
#if 0
|
||||
{
|
||||
/*
|
||||
Initialize orp and ors. Try to find if some neighboring
|
||||
|
@ -4087,7 +4576,8 @@ continue_generating:
|
|||
// Partly underground = cave
|
||||
else if(!completely_underground)
|
||||
{
|
||||
do_generate_dungeons = (rand() % 100 <= (s32)(caves_amount*100));
|
||||
//do_generate_dungeons = (rand() % 100 <= (s32)(caves_amount*100));
|
||||
do_generate_dungeons = false;
|
||||
}
|
||||
// Found existing dungeon underground
|
||||
else if(found_existing && completely_underground)
|
||||
|
@ -4239,8 +4729,8 @@ continue_generating:
|
|||
/*
|
||||
Add coal
|
||||
*/
|
||||
u16 coal_amount = 30;
|
||||
u16 coal_rareness = 60 / coal_amount;
|
||||
u16 coal_amount = 60;
|
||||
u16 coal_rareness = 120 / coal_amount;
|
||||
if(coal_rareness == 0)
|
||||
coal_rareness = 1;
|
||||
if(myrand()%coal_rareness == 0)
|
||||
|
@ -4271,9 +4761,8 @@ continue_generating:
|
|||
/*
|
||||
Add iron
|
||||
*/
|
||||
//TODO: change to iron_amount or whatever
|
||||
u16 iron_amount = 15;
|
||||
u16 iron_rareness = 60 / iron_amount;
|
||||
u16 iron_amount = 40;
|
||||
u16 iron_rareness = 80 / iron_amount;
|
||||
if(iron_rareness == 0)
|
||||
iron_rareness = 1;
|
||||
if(myrand()%iron_rareness == 0)
|
||||
|
@ -4330,8 +4819,17 @@ continue_generating:
|
|||
*/
|
||||
sector->insertBlock(block);
|
||||
|
||||
// Lighting is invalid after generation.
|
||||
// Lighting is invalid after generation for surface blocks
|
||||
if(block_type == BT_SURFACE)
|
||||
{
|
||||
block->setLightingExpired(true);
|
||||
lighting_invalidated_blocks.insert(p, block);
|
||||
}
|
||||
// Lighting is not invalid for other blocks
|
||||
else
|
||||
{
|
||||
block->setLightingExpired(false);
|
||||
}
|
||||
|
||||
#if 0
|
||||
/*
|
||||
|
@ -4537,6 +5035,8 @@ MapBlock * ServerMap::emergeBlock(
|
|||
{
|
||||
block = generateBlock(p, block, sector, changed_blocks,
|
||||
lighting_invalidated_blocks);
|
||||
|
||||
lighting_expired = block->getLightingExpired();
|
||||
}
|
||||
|
||||
if(lighting_expired)
|
||||
|
@ -4548,6 +5048,7 @@ MapBlock * ServerMap::emergeBlock(
|
|||
Initially update sunlight
|
||||
*/
|
||||
|
||||
if(lighting_expired)
|
||||
{
|
||||
core::map<v3s16, bool> light_sources;
|
||||
bool black_air_left = false;
|
||||
|
|
11
src/map.h
11
src/map.h
|
@ -40,6 +40,15 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
#include "voxel.h"
|
||||
#include "mapchunk.h"
|
||||
|
||||
/*
|
||||
Some exposed functions
|
||||
*/
|
||||
|
||||
double base_rock_level_2d(u64 seed, v2f p);
|
||||
|
||||
/*
|
||||
*/
|
||||
|
||||
#define MAPTYPE_BASE 0
|
||||
#define MAPTYPE_SERVER 1
|
||||
#define MAPTYPE_CLIENT 2
|
||||
|
@ -531,6 +540,8 @@ public:
|
|||
|
||||
bool isSavingEnabled(){ return m_map_saving_enabled; }
|
||||
|
||||
u64 getSeed(){ return m_seed; }
|
||||
|
||||
private:
|
||||
// Seed used for all kinds of randomness
|
||||
u64 m_seed;
|
||||
|
|
|
@ -34,6 +34,7 @@ MapBlock::MapBlock(NodeContainer *parent, v3s16 pos, bool dummy):
|
|||
m_pos(pos),
|
||||
changed(true),
|
||||
is_underground(false),
|
||||
m_lighting_expired(true),
|
||||
m_day_night_differs(false),
|
||||
m_objects(this)
|
||||
{
|
||||
|
|
|
@ -92,8 +92,7 @@ double noise3d(int x, int y, int z, int seed)
|
|||
return 1.0 - (double)n/1073741824;
|
||||
}
|
||||
|
||||
#if 0
|
||||
// This is too slow
|
||||
#if 1
|
||||
double noise2d_gradient(double x, double y, int seed)
|
||||
{
|
||||
// Calculate the integer coordinates
|
||||
|
@ -118,7 +117,7 @@ double noise2d_gradient(double x, double y, int seed)
|
|||
}
|
||||
#endif
|
||||
|
||||
#if 1
|
||||
#if 0
|
||||
double noise2d_gradient(double x, double y, int seed)
|
||||
{
|
||||
// Calculate the integer coordinates
|
||||
|
@ -175,6 +174,21 @@ double noise2d_perlin(double x, double y, int seed,
|
|||
return a;
|
||||
}
|
||||
|
||||
double noise2d_perlin_abs(double x, double y, int seed,
|
||||
int octaves, double persistence)
|
||||
{
|
||||
double a = 0;
|
||||
double f = 1.0;
|
||||
double g = 1.0;
|
||||
for(int i=0; i<octaves; i++)
|
||||
{
|
||||
a += g * fabs(noise2d_gradient(x*f, y*f, seed+i));
|
||||
f *= 2.0;
|
||||
g *= persistence;
|
||||
}
|
||||
return a;
|
||||
}
|
||||
|
||||
double noise3d_perlin(double x, double y, double z, int seed,
|
||||
int octaves, double persistence)
|
||||
{
|
||||
|
@ -190,3 +204,18 @@ double noise3d_perlin(double x, double y, double z, int seed,
|
|||
return a;
|
||||
}
|
||||
|
||||
double noise3d_perlin_abs(double x, double y, double z, int seed,
|
||||
int octaves, double persistence)
|
||||
{
|
||||
double a = 0;
|
||||
double f = 1.0;
|
||||
double g = 1.0;
|
||||
for(int i=0; i<octaves; i++)
|
||||
{
|
||||
a += g * fabs(noise3d_gradient(x*f, y*f, z*f, seed+i));
|
||||
f *= 2.0;
|
||||
g *= persistence;
|
||||
}
|
||||
return a;
|
||||
}
|
||||
|
||||
|
|
|
@ -32,8 +32,14 @@ double noise3d_gradient(double x, double y, double z, int seed);
|
|||
double noise2d_perlin(double x, double y, int seed,
|
||||
int octaves, double persistence);
|
||||
|
||||
double noise2d_perlin_abs(double x, double y, int seed,
|
||||
int octaves, double persistence);
|
||||
|
||||
double noise3d_perlin(double x, double y, double z, int seed,
|
||||
int octaves, double persistence);
|
||||
|
||||
double noise3d_perlin_abs(double x, double y, double z, int seed,
|
||||
int octaves, double persistence);
|
||||
|
||||
#endif
|
||||
|
||||
|
|
|
@ -167,6 +167,26 @@ void * EmergeThread::Thread()
|
|||
only_from_disk,
|
||||
changed_blocks,
|
||||
lighting_invalidated_blocks);
|
||||
|
||||
/*
|
||||
While we're at it, generate some other blocks too
|
||||
*/
|
||||
try
|
||||
{
|
||||
map.emergeBlock(
|
||||
p+v3s16(0,1,0),
|
||||
only_from_disk,
|
||||
changed_blocks,
|
||||
lighting_invalidated_blocks);
|
||||
map.emergeBlock(
|
||||
p+v3s16(0,-1,0),
|
||||
only_from_disk,
|
||||
changed_blocks,
|
||||
lighting_invalidated_blocks);
|
||||
}
|
||||
catch(InvalidPositionException &e)
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
// If it is a dummy, block was not found on disk
|
||||
|
@ -209,22 +229,24 @@ void * EmergeThread::Thread()
|
|||
addition to the fetched one.
|
||||
*/
|
||||
|
||||
// Add all the "changed blocks" to modified_blocks
|
||||
if(lighting_invalidated_blocks.size() > 0)
|
||||
dstream<<"lighting "<<lighting_invalidated_blocks.size()
|
||||
<<" blocks"<<std::endl;
|
||||
|
||||
// 50-100ms for single block generation
|
||||
//TimeTaker timer("** EmergeThread updateLighting");
|
||||
|
||||
// Update lighting without locking the environment mutex,
|
||||
// add modified blocks to changed blocks
|
||||
map.updateLighting(lighting_invalidated_blocks, modified_blocks);
|
||||
|
||||
// Add all from changed_blocks to modified_blocks
|
||||
for(core::map<v3s16, MapBlock*>::Iterator i = changed_blocks.getIterator();
|
||||
i.atEnd() == false; i++)
|
||||
{
|
||||
MapBlock *block = i.getNode()->getValue();
|
||||
modified_blocks.insert(block->getPos(), block);
|
||||
}
|
||||
|
||||
/*dstream<<"lighting "<<lighting_invalidated_blocks.size()
|
||||
<<" blocks"<<std::endl;*/
|
||||
|
||||
//TimeTaker timer("** updateLighting");
|
||||
|
||||
// Update lighting without locking the environment mutex,
|
||||
// add modified blocks to changed blocks
|
||||
map.updateLighting(lighting_invalidated_blocks, modified_blocks);
|
||||
}
|
||||
// If we got no block, there should be no invalidated blocks
|
||||
else
|
||||
|
@ -551,7 +573,8 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
|
|||
{
|
||||
//TODO: Get value from somewhere
|
||||
// Allow only one block in emerge queue
|
||||
if(server->m_emerge_queue.peerItemCount(peer_id) < 1)
|
||||
//if(server->m_emerge_queue.peerItemCount(peer_id) < 1)
|
||||
if(server->m_emerge_queue.peerItemCount(peer_id) < 2)
|
||||
{
|
||||
//dstream<<"Adding block to emerge queue"<<std::endl;
|
||||
|
||||
|
@ -1681,10 +1704,11 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
|
|||
|
||||
// Now answer with a TOCLIENT_INIT
|
||||
|
||||
SharedBuffer<u8> reply(2+1+6);
|
||||
SharedBuffer<u8> reply(2+1+6+8);
|
||||
writeU16(&reply[0], TOCLIENT_INIT);
|
||||
writeU8(&reply[2], deployed);
|
||||
writeV3S16(&reply[3], floatToInt(player->getPosition()+v3f(0,BS/2,0), BS));
|
||||
writeV3S16(&reply[2+1], floatToInt(player->getPosition()+v3f(0,BS/2,0), BS));
|
||||
writeU64(&reply[2+1+6], m_env.getServerMap().getSeed());
|
||||
// Send as reliable
|
||||
m_con.Send(peer_id, 0, reply, true);
|
||||
|
||||
|
|
|
@ -486,7 +486,7 @@ void TextureSource::buildMainAtlas()
|
|||
sourcelist.push_back("sand.png^mineral_iron.png");
|
||||
|
||||
// Padding to disallow texture bleeding
|
||||
s32 padding = 8;
|
||||
s32 padding = 16;
|
||||
|
||||
/*
|
||||
First pass: generate almost everything
|
||||
|
|
|
@ -39,6 +39,18 @@ extern const v3s16 g_26dirs[26];
|
|||
// 26th is (0,0,0)
|
||||
extern const v3s16 g_27dirs[27];
|
||||
|
||||
inline void writeU64(u8 *data, u64 i)
|
||||
{
|
||||
data[0] = ((i>>56)&0xff);
|
||||
data[1] = ((i>>48)&0xff);
|
||||
data[2] = ((i>>40)&0xff);
|
||||
data[3] = ((i>>32)&0xff);
|
||||
data[4] = ((i>>24)&0xff);
|
||||
data[5] = ((i>>16)&0xff);
|
||||
data[6] = ((i>> 8)&0xff);
|
||||
data[7] = ((i>> 0)&0xff);
|
||||
}
|
||||
|
||||
inline void writeU32(u8 *data, u32 i)
|
||||
{
|
||||
data[0] = ((i>>24)&0xff);
|
||||
|
@ -58,6 +70,14 @@ inline void writeU8(u8 *data, u8 i)
|
|||
data[0] = ((i>> 0)&0xff);
|
||||
}
|
||||
|
||||
inline u64 readU64(u8 *data)
|
||||
{
|
||||
return ((u64)data[0]<<56) | ((u64)data[1]<<48)
|
||||
| ((u64)data[2]<<40) | ((u64)data[3]<<32)
|
||||
| ((u64)data[4]<<24) | ((u64)data[5]<<16)
|
||||
| ((u64)data[6]<<8) | ((u64)data[7]<<0);
|
||||
}
|
||||
|
||||
inline u32 readU32(u8 *data)
|
||||
{
|
||||
return (data[0]<<24) | (data[1]<<16) | (data[2]<<8) | (data[3]<<0);
|
||||
|
|
Loading…
Reference in New Issue