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@ -1,5 +1,9 @@
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#!/usr/bin/python
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"
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This is an example script that generates some valid map data.
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"
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import struct
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import random
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|
162
src/client.cpp
162
src/client.cpp
@ -1040,97 +1040,103 @@ void Client::ProcessData(u8 *data, u32 datasize, u16 sender_peer_id)
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}
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else if(command == TOCLIENT_ACTIVE_OBJECT_REMOVE_ADD)
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{
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/*
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u16 command
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u16 count of removed objects
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for all removed objects {
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u16 id
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}
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u16 count of added objects
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for all added objects {
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u16 id
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u8 type
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u16 initialization data length
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string initialization data
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}
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*/
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char buf[6];
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// Get all data except the command number
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std::string datastring((char*)&data[2], datasize-2);
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// Throw them in an istringstream
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std::istringstream is(datastring, std::ios_base::binary);
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// Read stuff
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// Read removed objects
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is.read(buf, 2);
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u16 removed_count = readU16((u8*)buf);
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for(u16 i=0; i<removed_count; i++)
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if(g_settings.getBool("enable_experimental"))
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{
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/*
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u16 command
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u16 count of removed objects
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for all removed objects {
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u16 id
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}
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u16 count of added objects
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for all added objects {
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u16 id
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u8 type
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u16 initialization data length
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string initialization data
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}
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*/
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char buf[6];
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// Get all data except the command number
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std::string datastring((char*)&data[2], datasize-2);
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// Throw them in an istringstream
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std::istringstream is(datastring, std::ios_base::binary);
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// Read stuff
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// Read removed objects
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is.read(buf, 2);
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u16 id = readU16((u8*)buf);
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// Remove it
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u16 removed_count = readU16((u8*)buf);
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for(u16 i=0; i<removed_count; i++)
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{
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JMutexAutoLock envlock(m_env_mutex);
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m_env.removeActiveObject(id);
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is.read(buf, 2);
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u16 id = readU16((u8*)buf);
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// Remove it
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{
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JMutexAutoLock envlock(m_env_mutex);
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m_env.removeActiveObject(id);
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}
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}
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}
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// Read added objects
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is.read(buf, 2);
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u16 added_count = readU16((u8*)buf);
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for(u16 i=0; i<added_count; i++)
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{
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// Read added objects
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is.read(buf, 2);
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u16 id = readU16((u8*)buf);
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is.read(buf, 1);
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u8 type = readU8((u8*)buf);
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std::string data = deSerializeLongString(is);
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// Add it
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u16 added_count = readU16((u8*)buf);
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for(u16 i=0; i<added_count; i++)
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{
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JMutexAutoLock envlock(m_env_mutex);
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m_env.addActiveObject(id, type, data);
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is.read(buf, 2);
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u16 id = readU16((u8*)buf);
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is.read(buf, 1);
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u8 type = readU8((u8*)buf);
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std::string data = deSerializeLongString(is);
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// Add it
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{
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JMutexAutoLock envlock(m_env_mutex);
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m_env.addActiveObject(id, type, data);
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}
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}
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}
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}
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else if(command == TOCLIENT_ACTIVE_OBJECT_MESSAGES)
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{
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/*
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u16 command
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for all objects
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{
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u16 id
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u16 message length
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string message
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}
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*/
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char buf[6];
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// Get all data except the command number
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std::string datastring((char*)&data[2], datasize-2);
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// Throw them in an istringstream
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std::istringstream is(datastring, std::ios_base::binary);
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while(is.eof() == false)
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if(g_settings.getBool("enable_experimental"))
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{
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// Read stuff
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is.read(buf, 2);
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u16 id = readU16((u8*)buf);
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if(is.eof())
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break;
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is.read(buf, 2);
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u16 message_size = readU16((u8*)buf);
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std::string message;
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message.reserve(message_size);
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for(u16 i=0; i<message_size; i++)
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/*
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u16 command
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for all objects
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{
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u16 id
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u16 message length
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string message
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}
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*/
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char buf[6];
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// Get all data except the command number
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std::string datastring((char*)&data[2], datasize-2);
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// Throw them in an istringstream
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std::istringstream is(datastring, std::ios_base::binary);
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while(is.eof() == false)
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{
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is.read(buf, 1);
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message.append(buf, 1);
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}
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// Pass on to the environment
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{
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JMutexAutoLock envlock(m_env_mutex);
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m_env.processActiveObjectMessage(id, message);
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// Read stuff
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is.read(buf, 2);
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u16 id = readU16((u8*)buf);
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if(is.eof())
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break;
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is.read(buf, 2);
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u16 message_size = readU16((u8*)buf);
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std::string message;
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message.reserve(message_size);
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for(u16 i=0; i<message_size; i++)
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{
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is.read(buf, 1);
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message.append(buf, 1);
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}
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// Pass on to the environment
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{
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JMutexAutoLock envlock(m_env_mutex);
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m_env.processActiveObjectMessage(id, message);
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}
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}
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}
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}
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|
23
src/main.cpp
23
src/main.cpp
@ -160,6 +160,9 @@ TODO: Flowing water animation
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* Combine meshes to bigger ones in ClientMap and set them EHM_STATIC
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SUGG: Draw cubes in inventory directly with 3D drawing commands, so that
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animating them is easier.
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Configuration:
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--------------
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@ -242,9 +245,6 @@ TODO: Mineral and ground material properties
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TODO: Flowing water to actually contain flow direction information
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TODO: Remove duplicate lighting implementation from Map (leave
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VoxelManipulator, which is faster)
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FEATURE: Create a system that allows a huge amount of different "map
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generator modules/filters"
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@ -273,18 +273,27 @@ Mapgen v2:
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the other chunk making nasty straight walls when the other chunk
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is generated. Fix it.
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Mapgen v4 (not doing):
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* only_from_disk might not work anymore - check and fix it.
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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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* Make chunks to be tiled vertically too
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* MAKE IT FASTER
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Mapgen v3:
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* Generate trees better
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- Add a "trees_added" flag to sector, or something
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* How 'bout making turbulence controlled so that for a given 2d position
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it can be completely turned off, and is usually so. This way generation
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can be sped up a lot.
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* Add a way to generate a block partly, so that trees are not added, like
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the chunks in v2
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* Add mud "discretely", not by guessing from the noise
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Mapgen v4:
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* only_from_disk might not work anymore - check and fix it.
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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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* Make chunks to be tiled vertically too
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* This will be the final way.
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* Generate blocks in the same way as chunks, by copying a voxelmanipulator
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from the map that is one block larger in all directions.
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Misc. stuff:
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------------
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138
src/map.cpp
138
src/map.cpp
@ -183,6 +183,9 @@ bool Map::isNodeUnderground(v3s16 p)
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light_sources to re-light the area without the removed light.
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values of from_nodes are lighting values.
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There is a duplicate implementation of this in VoxelManipulator,
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which is faster for large volumes
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*/
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void Map::unspreadLight(enum LightBank bank,
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core::map<v3s16, u8> & from_nodes,
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@ -366,6 +369,9 @@ void Map::unLightNeighbors(enum LightBank bank,
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/*
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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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There is a duplicate implementation of this in VoxelManipulator,
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which is faster for large volumes
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*/
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void Map::spreadLight(enum LightBank bank,
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core::map<v3s16, bool> & from_nodes,
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@ -840,6 +846,8 @@ void Map::updateLighting(core::map<v3s16, MapBlock*> & a_blocks,
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This is called after changing a node from transparent to opaque.
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The lighting value of the node should be left as-is after changing
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other values. This sets the lighting value to 0.
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NOTE: This takes almost no time, the slow one is updateMeshes.
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*/
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void Map::addNodeAndUpdate(v3s16 p, MapNode n,
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core::map<v3s16, MapBlock*> &modified_blocks)
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@ -1036,6 +1044,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
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}
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/*
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NOTE: This takes almost no time, the slow one is updateMeshes.
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*/
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void Map::removeNodeAndUpdate(v3s16 p,
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core::map<v3s16, MapBlock*> &modified_blocks)
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@ -1982,7 +1991,7 @@ bool get_have_sand_ground(u64 seed, v2f p)
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double sandnoise = noise2d_perlin(
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0.5+(float)p.X/500, 0.5+(float)p.Y/500,
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seed+54290232, 6, 0.65);
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return (sandnoise > 0.8);
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return (sandnoise > 1.0);
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}
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// -1->0, 0->1, 1->0
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@ -4079,7 +4088,6 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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{
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DSTACK(__FUNCTION_NAME);
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/*
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Don't generate if already fully generated
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*/
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@ -4095,6 +4103,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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}
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}
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#if 0
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dstream<<"generateChunkRaw(): Generating chunk "
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<<"("<<chunkpos.X<<","<<chunkpos.Y<<")"
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<<std::endl;
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@ -4733,7 +4742,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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block->updateDayNightDiff();
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}
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}
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#endif
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/*
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Create chunk metadata
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@ -4947,7 +4956,8 @@ MapSector * ServerMap::emergeSector(v2s16 p2d,
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|
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/*
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NOTE: This is not used for main map generation, only for blocks
|
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that are very high or low
|
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that are very high or low.
|
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NOTE: Now it is used mainly. Might change in the future.
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*/
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MapBlock * ServerMap::generateBlock(
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v3s16 p,
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@ -5130,18 +5140,15 @@ MapBlock * ServerMap::generateBlock(
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float surface_y_f = 0;
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s16 surface_y = 0;
|
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|
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if(turbulence_is_used == false)
|
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{
|
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surface_y_f = base_rock_level_2d(m_seed, real_p2d_f),
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surface_y = surface_y_f;
|
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float noturb_surface_y_f = base_rock_level_2d(m_seed, real_p2d_f);
|
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s16 noturb_surface_y = noturb_surface_y_f;
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// Get some statistics of surface height
|
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if(surface_y < lowest_ground_y)
|
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lowest_ground_y = surface_y;
|
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if(surface_y > highest_ground_y)
|
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highest_ground_y = surface_y;
|
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}
|
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|
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// Get some statistics of surface height
|
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if(noturb_surface_y < lowest_ground_y)
|
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lowest_ground_y = noturb_surface_y;
|
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if(noturb_surface_y > highest_ground_y)
|
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highest_ground_y = noturb_surface_y;
|
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|
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for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
|
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{
|
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#if 1
|
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@ -5164,35 +5171,48 @@ MapBlock * ServerMap::generateBlock(
|
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bool is_ground = false;
|
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v3f real_pos_f = intToFloat(real_pos, 1);
|
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|
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if(turbulence_is_used)
|
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bool turb_for_node = (turbulence_is_used
|
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&& real_y >= TURBULENCE_BOTTOM_CUTOFF_Y);
|
||||
|
||||
bool is_cavern = false;
|
||||
|
||||
if(is_carved(m_seed, real_pos_f))
|
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{
|
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double depth_guess;
|
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is_ground = is_base_ground(m_seed,
|
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real_pos_f, &depth_guess);
|
||||
|
||||
// Estimate the surface height
|
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surface_y_f = (float)real_y + depth_guess;
|
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surface_y = real_y + depth_guess;
|
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|
||||
// Get some statistics of surface height
|
||||
if(surface_y < lowest_ground_y)
|
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lowest_ground_y = surface_y;
|
||||
if(surface_y > highest_ground_y)
|
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highest_ground_y = surface_y;
|
||||
is_ground = false;
|
||||
if(real_y < noturb_surface_y)
|
||||
is_cavern = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
if(is_carved(m_seed, real_pos_f))
|
||||
is_ground = false;
|
||||
if(turb_for_node)
|
||||
{
|
||||
double depth_guess;
|
||||
is_ground = is_base_ground(m_seed,
|
||||
real_pos_f, &depth_guess);
|
||||
|
||||
// Estimate the surface height
|
||||
surface_y_f = (float)real_y + depth_guess;
|
||||
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;
|
||||
}
|
||||
else
|
||||
is_ground = (real_y <= surface_y);
|
||||
{
|
||||
surface_y = noturb_surface_y;
|
||||
}
|
||||
|
||||
is_ground = (real_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)
|
||||
if(real_y < WATER_LEVEL && !is_cavern)
|
||||
{
|
||||
n.d = water_material;
|
||||
u8 dist = 16;
|
||||
@ -7181,8 +7201,6 @@ void ClientMap::expireMeshes(bool only_daynight_diffed)
|
||||
|
||||
void ClientMap::updateMeshes(v3s16 blockpos, u32 daynight_ratio)
|
||||
{
|
||||
assert(mapType() == MAPTYPE_CLIENT);
|
||||
|
||||
try{
|
||||
v3s16 p = blockpos + v3s16(0,0,0);
|
||||
MapBlock *b = getBlockNoCreate(p);
|
||||
@ -7208,25 +7226,41 @@ void ClientMap::updateMeshes(v3s16 blockpos, u32 daynight_ratio)
|
||||
b->updateMesh(daynight_ratio);
|
||||
}
|
||||
catch(InvalidPositionException &e){}
|
||||
/*// Trailing edge
|
||||
try{
|
||||
v3s16 p = blockpos + v3s16(1,0,0);
|
||||
MapBlock *b = getBlockNoCreate(p);
|
||||
}
|
||||
|
||||
/*
|
||||
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; j<i; j++)
|
||||
{
|
||||
if(blockposes[j] == blockposes[i])
|
||||
{
|
||||
already_updated = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if(already_updated)
|
||||
continue;
|
||||
// Update mesh
|
||||
MapBlock *b = getBlockNoCreate(blockposes[i]);
|
||||
b->updateMesh(daynight_ratio);
|
||||
}
|
||||
catch(InvalidPositionException &e){}
|
||||
try{
|
||||
v3s16 p = blockpos + v3s16(0,1,0);
|
||||
MapBlock *b = getBlockNoCreate(p);
|
||||
b->updateMesh(daynight_ratio);
|
||||
}
|
||||
catch(InvalidPositionException &e){}
|
||||
try{
|
||||
v3s16 p = blockpos + v3s16(0,0,1);
|
||||
MapBlock *b = getBlockNoCreate(p);
|
||||
b->updateMesh(daynight_ratio);
|
||||
}
|
||||
catch(InvalidPositionException &e){}*/
|
||||
}
|
||||
|
||||
void ClientMap::PrintInfo(std::ostream &out)
|
||||
|
@ -679,7 +679,7 @@ public:
|
||||
void updateMeshes(v3s16 blockpos, u32 daynight_ratio);
|
||||
|
||||
// Update meshes that touch the node
|
||||
//void updateNodeMeshes(v3s16 nodepos, u32 daynight_ratio);
|
||||
void updateNodeMeshes(v3s16 nodepos, u32 daynight_ratio);
|
||||
|
||||
// For debug printing
|
||||
virtual void PrintInfo(std::ostream &out);
|
||||
|
@ -61,6 +61,17 @@ u32 TimeTaker::getTime()
|
||||
return dtime;
|
||||
}
|
||||
|
||||
const v3s16 g_6dirs[6] =
|
||||
{
|
||||
// +right, +top, +back
|
||||
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
|
||||
};
|
||||
|
||||
const v3s16 g_26dirs[26] =
|
||||
{
|
||||
// +right, +top, +back
|
||||
|
@ -34,6 +34,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
#include "exceptions.h"
|
||||
#include "porting.h"
|
||||
|
||||
extern const v3s16 g_6dirs[6];
|
||||
|
||||
extern const v3s16 g_26dirs[26];
|
||||
|
||||
// 26th is (0,0,0)
|
||||
|
Loading…
Reference in New Issue
Block a user