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mirror of https://github.com/moparisthebest/minetest synced 2024-12-23 16:08:51 -05:00

Revert mapgen to best working version (2)

This commit is contained in:
Perttu Ahola 2011-04-03 12:14:23 +03:00
parent 685a635aea
commit ee89e29ae1
6 changed files with 344 additions and 2830 deletions

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@ -259,11 +259,11 @@ FEATURE: Erosion simulation at map generation time
- Simulate rock falling from cliffs when water has removed - Simulate rock falling from cliffs when water has removed
enough solid rock from the bottom enough solid rock from the bottom
Mapgen v2 (not doing): Mapgen v2:
* only_from_disk might not work anymore - check and fix it. * only_from_disk might not work anymore - check and fix it.
* Make the generator to run in background and not blocking block * Make the generator to run in background and not blocking block
placement and transfer placement and transfer
* Add some kind of erosion and other stuff that now is possible * Possibly add some kind of erosion and other stuff
* Make client to fetch stuff asynchronously * Make client to fetch stuff asynchronously
- Needs method SyncProcessData - Needs method SyncProcessData
* Better water generation (spread it to underwater caverns but don't * Better water generation (spread it to underwater caverns but don't
@ -273,28 +273,6 @@ Mapgen v2 (not doing):
the other chunk making nasty straight walls when the other chunk the other chunk making nasty straight walls when the other chunk
is generated. Fix it. is generated. Fix it.
Mapgen v4 (not doing):
* only_from_disk might not work anymore - check and fix it.
* Make the generator to run in background and not blocking block
placement and transfer
* Make chunks to be tiled vertically too
* MAKE IT FASTER
Mapgen v3 (not doing):
* Generate trees better
- Add a "trees_added" flag to sector, or something
* How 'bout making turbulence controlled so that for a given 2d position
it can be completely turned off, and is usually so. This way generation
can be sped up a lot.
* Add a way to generate a block partly, so that trees are not added, like
the chunks in v2
* Add mud "discretely", not by guessing from the noise
Mapgen v4:
* This will be the final way.
* Generate blocks in the same way as chunks, by copying a VoxelManipulator
from the map that is one block larger in all directions.
Misc. stuff: Misc. stuff:
------------ ------------
* Make an "environment metafile" to store at least time of day * Make an "environment metafile" to store at least time of day
@ -1275,6 +1253,7 @@ void draw_hotbar(video::IVideoDriver *driver, gui::IGUIFont *font,
} }
} }
#if 0
video::ITexture *g_map_plot_texture = NULL; video::ITexture *g_map_plot_texture = NULL;
float g_map_plot_texture_scale = 4; float g_map_plot_texture_scale = 4;
@ -1416,6 +1395,7 @@ void updateMapPlotTexture(v2f centerpos, video::IVideoDriver* driver,
img->drop(); img->drop();
assert(g_map_plot_texture); assert(g_map_plot_texture);
} }
#endif
// Chat data // Chat data
struct ChatLine struct ChatLine
@ -3219,7 +3199,7 @@ int main(int argc, char *argv[])
x++; x++;
} }
} }
#if 0
/* /*
Draw map plot Draw map plot
*/ */
@ -3234,7 +3214,7 @@ int main(int argc, char *argv[])
core::rect<s32> source(v2s32(0,0), g_map_plot_texture->getSize()); core::rect<s32> source(v2s32(0,0), g_map_plot_texture->getSize());
driver->draw2DImage(g_map_plot_texture, dest, source); driver->draw2DImage(g_map_plot_texture, dest, source);
} }
#endif
/* /*
Draw crosshair Draw crosshair
*/ */
@ -3277,6 +3257,7 @@ int main(int argc, char *argv[])
End of drawing End of drawing
*/ */
#if 0
/* /*
Refresh map plot if player has moved considerably Refresh map plot if player has moved considerably
*/ */
@ -3291,6 +3272,7 @@ int main(int argc, char *argv[])
} }
g_refresh_map_plot = false; g_refresh_map_plot = false;
} }
#endif
static s16 lastFPS = 0; static s16 lastFPS = 0;
//u16 fps = driver->getFPS(); //u16 fps = driver->getFPS();

File diff suppressed because it is too large Load Diff

126
src/map.h
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@ -38,18 +38,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mapsector.h" #include "mapsector.h"
#include "constants.h" #include "constants.h"
#include "voxel.h" #include "voxel.h"
#include "mapchunk.h"
/*
Some exposed functions
*/
double base_rock_level_2d(u64 seed, v2f p);
bool get_have_sand_coast(u64 seed, v2f p);
bool get_have_sand_ground(u64 seed, v2f p);
double get_turbulence_factor_2d(u64 seed, v2f p);
/*
*/
#define MAPTYPE_BASE 0 #define MAPTYPE_BASE 0
#define MAPTYPE_SERVER 1 #define MAPTYPE_SERVER 1
@ -335,29 +324,81 @@ public:
Map generation Map generation
*/ */
/* // Returns the position of the chunk where the sector is in
True if the block and its neighbors are fully generated. v2s16 sector_to_chunk(v2s16 sectorpos)
It means the block will not be touched in the future by the
generator. If false, generateBlock will make it true.
*/
bool blockNonVolatile(v3s16 blockpos)
{ {
for(s16 x=-1; x<=1; x++) sectorpos.X += m_chunksize / 2;
for(s16 y=-1; y<=1; y++) sectorpos.Y += m_chunksize / 2;
for(s16 z=-1; z<=1; z++) v2s16 chunkpos = getContainerPos(sectorpos, m_chunksize);
return chunkpos;
}
// Returns the position of the (0,0) sector of the chunk
v2s16 chunk_to_sector(v2s16 chunkpos)
{
v2s16 sectorpos(
chunkpos.X * m_chunksize,
chunkpos.Y * m_chunksize
);
sectorpos.X -= m_chunksize / 2;
sectorpos.Y -= m_chunksize / 2;
return sectorpos;
}
/*
Get a chunk.
*/
MapChunk *getChunk(v2s16 chunkpos)
{
core::map<v2s16, MapChunk*>::Node *n;
n = m_chunks.find(chunkpos);
if(n == NULL)
return NULL;
return n->getValue();
}
/*
True if the chunk and its neighbors are fully generated.
It means the chunk will not be touched in the future by the
generator. If false, generateChunk will make it true.
*/
bool chunkNonVolatile(v2s16 chunkpos)
{
/*for(s16 x=-1; x<=1; x++)
for(s16 y=-1; y<=1; y++)*/
s16 x=0;
s16 y=0;
{ {
v3s16 blockpos0 = blockpos + v3s16(x,y,z); v2s16 chunkpos0 = chunkpos + v2s16(x,y);
MapBlock *block = getBlockNoCreateNoEx(blockpos); MapChunk *chunk = getChunk(chunkpos);
if(block == NULL) if(chunk == NULL)
return false; return false;
if(block->isFullyGenerated() == false) if(chunk->getGenLevel() != GENERATED_FULLY)
return false; return false;
} }
return true; return true;
} }
/*
Generate a chunk.
All chunks touching this one can be altered also.
*/
MapChunk* generateChunkRaw(v2s16 chunkpos,
core::map<v3s16, MapBlock*> &changed_blocks,
bool force=false);
/*
Generate a chunk and its neighbors so that it won't be touched
anymore.
*/
MapChunk* generateChunk(v2s16 chunkpos,
core::map<v3s16, MapBlock*> &changed_blocks);
/* /*
Generate a sector. Generate a sector.
This is mainly called by generateChunkRaw.
*/ */
//ServerMapSector * generateSector(v2s16 p); //ServerMapSector * generateSector(v2s16 p);
@ -384,27 +425,6 @@ public:
return emergeSector(p, changed_blocks); return emergeSector(p, changed_blocks);
} }
/*MapBlock * generateBlock(
v3s16 p,
MapBlock *original_dummy,
ServerMapSector *sector,
core::map<v3s16, MapBlock*> &changed_blocks,
core::map<v3s16, MapBlock*> &lighting_invalidated_blocks
);*/
/*
Generate a block.
All blocks touching this one can be altered also.
*/
MapBlock* generateBlockRaw(v3s16 blockpos,
core::map<v3s16, MapBlock*> &changed_blocks,
bool force=false);
/*
Generate a block and its neighbors so that it won't be touched
anymore.
*/
MapBlock * generateBlock( MapBlock * generateBlock(
v3s16 p, v3s16 p,
MapBlock *original_dummy, MapBlock *original_dummy,
@ -412,8 +432,6 @@ public:
core::map<v3s16, MapBlock*> &changed_blocks, core::map<v3s16, MapBlock*> &changed_blocks,
core::map<v3s16, MapBlock*> &lighting_invalidated_blocks core::map<v3s16, MapBlock*> &lighting_invalidated_blocks
); );
/*MapBlock* generateBlock(v3s16 blockpos,
core::map<v3s16, MapBlock*> &changed_blocks);*/
/* /*
Get a block from somewhere. Get a block from somewhere.
@ -486,6 +504,9 @@ public:
void saveMapMeta(); void saveMapMeta();
void loadMapMeta(); void loadMapMeta();
void saveChunkMeta();
void loadChunkMeta();
// The sector mutex should be locked when calling most of these // The sector mutex should be locked when calling most of these
// This only saves sector-specific data such as the heightmap // This only saves sector-specific data such as the heightmap
@ -510,14 +531,17 @@ public:
bool isSavingEnabled(){ return m_map_saving_enabled; } bool isSavingEnabled(){ return m_map_saving_enabled; }
u64 getSeed(){ return m_seed; }
private: private:
// Seed used for all kinds of randomness // Seed used for all kinds of randomness
u64 m_seed; u64 m_seed;
std::string m_savedir; std::string m_savedir;
bool m_map_saving_enabled; bool m_map_saving_enabled;
// Chunk size in MapSectors
s16 m_chunksize;
// Chunks
core::map<v2s16, MapChunk*> m_chunks;
}; };
/* /*
@ -641,7 +665,7 @@ public:
void updateMeshes(v3s16 blockpos, u32 daynight_ratio); void updateMeshes(v3s16 blockpos, u32 daynight_ratio);
// Update meshes that touch the node // Update meshes that touch the node
void updateNodeMeshes(v3s16 nodepos, u32 daynight_ratio); //void updateNodeMeshes(v3s16 nodepos, u32 daynight_ratio);
// For debug printing // For debug printing
virtual void PrintInfo(std::ostream &out); virtual void PrintInfo(std::ostream &out);

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@ -36,7 +36,7 @@ MapBlock::MapBlock(NodeContainer *parent, v3s16 pos, bool dummy):
is_underground(false), is_underground(false),
m_lighting_expired(true), m_lighting_expired(true),
m_day_night_differs(false), m_day_night_differs(false),
m_not_fully_generated(false), //m_not_fully_generated(false),
m_objects(this) m_objects(this)
{ {
data = NULL; data = NULL;
@ -1763,8 +1763,8 @@ void MapBlock::serialize(std::ostream &os, u8 version)
flags |= 0x02; flags |= 0x02;
if(m_lighting_expired) if(m_lighting_expired)
flags |= 0x04; flags |= 0x04;
if(m_not_fully_generated) /*if(m_not_fully_generated)
flags |= 0x08; flags |= 0x08;*/
os.write((char*)&flags, 1); os.write((char*)&flags, 1);
u32 nodecount = MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE; u32 nodecount = MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
@ -1887,7 +1887,7 @@ void MapBlock::deSerialize(std::istream &is, u8 version)
is_underground = (flags & 0x01) ? true : false; is_underground = (flags & 0x01) ? true : false;
m_day_night_differs = (flags & 0x02) ? true : false; m_day_night_differs = (flags & 0x02) ? true : false;
m_lighting_expired = (flags & 0x04) ? true : false; m_lighting_expired = (flags & 0x04) ? true : false;
m_not_fully_generated = (flags & 0x08) ? true : false; //m_not_fully_generated = (flags & 0x08) ? true : false;
// Uncompress data // Uncompress data
std::ostringstream os(std::ios_base::binary); std::ostringstream os(std::ios_base::binary);

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@ -244,16 +244,15 @@ public:
return m_lighting_expired; return m_lighting_expired;
} }
bool isFullyGenerated() /*bool isFullyGenerated()
{ {
return !m_not_fully_generated; return !m_not_fully_generated;
} }
void setFullyGenerated(bool b) void setFullyGenerated(bool b)
{ {
setChangedFlag(); setChangedFlag();
m_not_fully_generated = !b; m_not_fully_generated = !b;
} }*/
bool isValid() bool isValid()
{ {
@ -680,7 +679,7 @@ private:
TODO: Save in file TODO: Save in file
*/ */
bool m_not_fully_generated; //bool m_not_fully_generated;
MapBlockObjectList m_objects; MapBlockObjectList m_objects;

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@ -544,10 +544,16 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
block_is_invalid = true; block_is_invalid = true;
} }
if(block->isFullyGenerated() == false) /*if(block->isFullyGenerated() == false)
{ {
block_is_invalid = true; block_is_invalid = true;
} }*/
v2s16 p2d(p.X, p.Z);
ServerMap *map = (ServerMap*)(&server->m_env.getMap());
v2s16 chunkpos = map->sector_to_chunk(p2d);
if(map->chunkNonVolatile(chunkpos) == false)
block_is_invalid = true;
} }
/* /*
@ -1711,7 +1717,8 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
writeU16(&reply[0], TOCLIENT_INIT); writeU16(&reply[0], TOCLIENT_INIT);
writeU8(&reply[2], deployed); writeU8(&reply[2], deployed);
writeV3S16(&reply[2+1], 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()); //writeU64(&reply[2+1+6], m_env.getServerMap().getSeed());
// Send as reliable // Send as reliable
m_con.Send(peer_id, 0, reply, true); m_con.Send(peer_id, 0, reply, true);