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minetest/src/map.h

539 lines
12 KiB
C++

/*
Minetest-c55
Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#ifndef MAP_HEADER
#define MAP_HEADER
#include <jmutex.h>
#include <jthread.h>
#include <iostream>
#include <malloc.h>
#ifdef _WIN32
#include <windows.h>
#define sleep_s(x) Sleep((x*1000))
#else
#include <unistd.h>
#define sleep_s(x) sleep(x)
#endif
#include "common_irrlicht.h"
#include "heightmap.h"
#include "mapnode.h"
#include "mapblock.h"
#include "mapsector.h"
#include "constants.h"
#include "voxel.h"
#define MAPTYPE_BASE 0
#define MAPTYPE_SERVER 1
#define MAPTYPE_CLIENT 2
class Map : public NodeContainer, public Heightmappish
{
public:
Map(std::ostream &dout);
virtual ~Map();
virtual u16 nodeContainerId() const
{
return NODECONTAINER_ID_MAP;
}
virtual s32 mapType() const
{
return MAPTYPE_BASE;
}
virtual void drop()
{
delete this;
}
void updateCamera(v3f pos, v3f dir)
{
JMutexAutoLock lock(m_camera_mutex);
m_camera_position = pos;
m_camera_direction = dir;
}
static core::aabbox3d<f32> getNodeBox(v3s16 p)
{
return core::aabbox3d<f32>(
(float)p.X * BS - 0.5*BS,
(float)p.Y * BS - 0.5*BS,
(float)p.Z * BS - 0.5*BS,
(float)p.X * BS + 0.5*BS,
(float)p.Y * BS + 0.5*BS,
(float)p.Z * BS + 0.5*BS
);
}
//bool sectorExists(v2s16 p);
MapSector * getSectorNoGenerate(v2s16 p2d);
/*
This is overloaded by ClientMap and ServerMap to allow
their differing fetch methods.
*/
virtual MapSector * emergeSector(v2s16 p) = 0;
// Returns InvalidPositionException if not found
MapBlock * getBlockNoCreate(v3s16 p);
// Returns NULL if not found
MapBlock * getBlockNoCreateNoEx(v3s16 p);
// Returns InvalidPositionException if not found
f32 getGroundHeight(v2s16 p, bool generate=false);
void setGroundHeight(v2s16 p, f32 y, bool generate=false);
// Returns InvalidPositionException if not found
bool isNodeUnderground(v3s16 p);
// virtual from NodeContainer
bool isValidPosition(v3s16 p)
{
v3s16 blockpos = getNodeBlockPos(p);
MapBlock *blockref;
try{
blockref = getBlockNoCreate(blockpos);
}
catch(InvalidPositionException &e)
{
return false;
}
return true;
/*v3s16 relpos = p - blockpos*MAP_BLOCKSIZE;
bool is_valid = blockref->isValidPosition(relpos);
return is_valid;*/
}
// virtual from NodeContainer
// throws InvalidPositionException if not found
MapNode getNode(v3s16 p)
{
v3s16 blockpos = getNodeBlockPos(p);
MapBlock * blockref = getBlockNoCreate(blockpos);
v3s16 relpos = p - blockpos*MAP_BLOCKSIZE;
return blockref->getNodeNoCheck(relpos);
}
// virtual from NodeContainer
// throws InvalidPositionException if not found
void setNode(v3s16 p, MapNode & n)
{
v3s16 blockpos = getNodeBlockPos(p);
MapBlock * blockref = getBlockNoCreate(blockpos);
v3s16 relpos = p - blockpos*MAP_BLOCKSIZE;
blockref->setNodeNoCheck(relpos, n);
}
/*MapNode getNodeGenerate(v3s16 p)
{
v3s16 blockpos = getNodeBlockPos(p);
MapBlock * blockref = getBlock(blockpos);
v3s16 relpos = p - blockpos*MAP_BLOCKSIZE;
return blockref->getNode(relpos);
}*/
/*void setNodeGenerate(v3s16 p, MapNode & n)
{
v3s16 blockpos = getNodeBlockPos(p);
MapBlock * blockref = getBlock(blockpos);
v3s16 relpos = p - blockpos*MAP_BLOCKSIZE;
blockref->setNode(relpos, n);
}*/
void unspreadLight(enum LightBank bank,
core::map<v3s16, u8> & from_nodes,
core::map<v3s16, bool> & light_sources,
core::map<v3s16, MapBlock*> & modified_blocks);
void unLightNeighbors(enum LightBank bank,
v3s16 pos, u8 lightwas,
core::map<v3s16, bool> & light_sources,
core::map<v3s16, MapBlock*> & modified_blocks);
void spreadLight(enum LightBank bank,
core::map<v3s16, bool> & from_nodes,
core::map<v3s16, MapBlock*> & modified_blocks);
void lightNeighbors(enum LightBank bank,
v3s16 pos,
core::map<v3s16, MapBlock*> & modified_blocks);
v3s16 getBrightestNeighbour(enum LightBank bank, v3s16 p);
s16 propagateSunlight(v3s16 start,
core::map<v3s16, MapBlock*> & modified_blocks);
void updateLighting(enum LightBank bank,
core::map<v3s16, MapBlock*> & a_blocks,
core::map<v3s16, MapBlock*> & modified_blocks);
void updateLighting(core::map<v3s16, MapBlock*> & a_blocks,
core::map<v3s16, MapBlock*> & modified_blocks);
/*
These handle lighting but not faces.
*/
void addNodeAndUpdate(v3s16 p, MapNode n,
core::map<v3s16, MapBlock*> &modified_blocks);
void removeNodeAndUpdate(v3s16 p,
core::map<v3s16, MapBlock*> &modified_blocks);
#ifndef SERVER
void expireMeshes(bool only_daynight_diffed);
/*
Updates the faces of the given block and blocks on the
leading edge.
*/
void updateMeshes(v3s16 blockpos, u32 daynight_ratio);
#endif
/*
Takes the blocks at the edges into account
*/
bool dayNightDiffed(v3s16 blockpos);
//core::aabbox3d<s16> getDisplayedBlockArea();
//bool updateChangedVisibleArea();
virtual void save(bool only_changed){assert(0);};
/*
Updates usage timers
*/
void timerUpdate(float dtime);
// Takes cache into account
// sector mutex should be locked when calling
void deleteSectors(core::list<v2s16> &list, bool only_blocks);
// Returns count of deleted sectors
u32 deleteUnusedSectors(float timeout, bool only_blocks=false,
core::list<v3s16> *deleted_blocks=NULL);
// For debug printing
virtual void PrintInfo(std::ostream &out);
void transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks);
/*
Variables
*/
protected:
std::ostream &m_dout;
core::map<v2s16, MapSector*> m_sectors;
JMutex m_sector_mutex;
v3f m_camera_position;
v3f m_camera_direction;
JMutex m_camera_mutex;
// Be sure to set this to NULL when the cached sector is deleted
MapSector *m_sector_cache;
v2s16 m_sector_cache_p;
WrapperHeightmap m_hwrapper;
// Queued transforming water nodes
UniqueQueue<v3s16> m_transforming_liquid;
};
// Master heightmap parameters
struct HMParams
{
HMParams()
{
blocksize = 64;
randmax = "constant 70.0";
randfactor = "constant 0.6";
base = "linear 0 80 0";
}
s16 blocksize;
std::string randmax;
std::string randfactor;
std::string base;
};
// Map parameters
struct MapParams
{
MapParams()
{
plants_amount = 1.0;
ravines_amount = 1.0;
//max_objects_in_block = 30;
}
float plants_amount;
float ravines_amount;
//u16 max_objects_in_block;
};
/*
ServerMap
This is the only map class that is able to generate map.
*/
class ServerMap : public Map
{
public:
/*
savedir: directory to which map data should be saved
*/
ServerMap(std::string savedir, HMParams hmp, MapParams mp);
~ServerMap();
s32 mapType() const
{
return MAPTYPE_SERVER;
}
/*
Forcefully get a sector from somewhere
*/
MapSector * emergeSector(v2s16 p);
/*
Forcefully get a block from somewhere.
Exceptions:
- InvalidPositionException: possible if only_from_disk==true
changed_blocks:
- All already existing blocks that were modified are added.
- If found on disk, nothing will be added.
- If generated, the new block will not be included.
lighting_invalidated_blocks:
- All blocks that have heavy-to-calculate lighting changes
are added.
- updateLighting() should be called for these.
- A block that is in changed_blocks may not be in
lighting_invalidated_blocks.
*/
MapBlock * emergeBlock(
v3s16 p,
bool only_from_disk,
core::map<v3s16, MapBlock*> &changed_blocks,
core::map<v3s16, MapBlock*> &lighting_invalidated_blocks
);
void createDir(std::string path);
void createSaveDir();
// returns something like "xxxxxxxx"
std::string getSectorSubDir(v2s16 pos);
// returns something like "map/sectors/xxxxxxxx"
std::string getSectorDir(v2s16 pos);
std::string createSectorDir(v2s16 pos);
// dirname: final directory name
v2s16 getSectorPos(std::string dirname);
v3s16 getBlockPos(std::string sectordir, std::string blockfile);
void save(bool only_changed);
void loadAll();
void saveMasterHeightmap();
void loadMasterHeightmap();
// The sector mutex should be locked when calling most of these
// This only saves sector-specific data such as the heightmap
// (no MapBlocks)
void saveSectorMeta(ServerMapSector *sector);
MapSector* loadSectorMeta(std::string dirname);
// Full load of a sector including all blocks.
// returns true on success, false on failure.
bool loadSectorFull(v2s16 p2d);
// If sector is not found in memory, try to load it from disk.
// Returns true if sector now resides in memory
//bool deFlushSector(v2s16 p2d);
void saveBlock(MapBlock *block);
// This will generate a sector with getSector if not found.
void loadBlock(std::string sectordir, std::string blockfile, MapSector *sector);
// Gets from master heightmap
void getSectorCorners(v2s16 p2d, s16 *corners);
// For debug printing
virtual void PrintInfo(std::ostream &out);
private:
// Generator parameters
UnlimitedHeightmap *m_heightmap;
MapParams m_params;
PointAttributeDatabase m_padb;
std::string m_savedir;
bool m_map_saving_enabled;
};
#ifndef SERVER
struct MapDrawControl
{
MapDrawControl():
range_all(false),
wanted_range(50),
wanted_max_blocks(0),
wanted_min_range(0),
blocks_drawn(0),
blocks_would_have_drawn(0)
{
}
// Overrides limits by drawing everything
bool range_all;
// Wanted drawing range
float wanted_range;
// Maximum number of blocks to draw
u32 wanted_max_blocks;
// Blocks in this range are drawn regardless of number of blocks drawn
float wanted_min_range;
// Number of blocks rendered is written here by the renderer
u32 blocks_drawn;
// Number of blocks that would have been drawn in wanted_range
u32 blocks_would_have_drawn;
};
class Client;
/*
ClientMap
This is the only map class that is able to render itself on screen.
*/
class ClientMap : public Map, public scene::ISceneNode
{
public:
ClientMap(
Client *client,
MapDrawControl &control,
scene::ISceneNode* parent,
scene::ISceneManager* mgr,
s32 id
);
~ClientMap();
s32 mapType() const
{
return MAPTYPE_CLIENT;
}
void drop()
{
ISceneNode::drop();
}
/*
Forcefully get a sector from somewhere
*/
MapSector * emergeSector(v2s16 p);
void deSerializeSector(v2s16 p2d, std::istream &is);
/*
ISceneNode methods
*/
virtual void OnRegisterSceneNode();
virtual void render()
{
video::IVideoDriver* driver = SceneManager->getVideoDriver();
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
renderMap(driver, SceneManager->getSceneNodeRenderPass());
}
virtual const core::aabbox3d<f32>& getBoundingBox() const
{
return m_box;
}
void renderMap(video::IVideoDriver* driver, s32 pass);
/*
Methods for setting temporary modifications to nodes for
drawing.
Return value is position of changed block.
*/
v3s16 setTempMod(v3s16 p, NodeMod mod, bool *changed=NULL);
v3s16 clearTempMod(v3s16 p, bool *changed=NULL);
// Efficient implementation needs a cache of TempMods
//void clearTempMods();
// For debug printing
virtual void PrintInfo(std::ostream &out);
private:
Client *m_client;
core::aabbox3d<f32> m_box;
// This is the master heightmap mesh
scene::SMesh *mesh;
JMutex mesh_mutex;
MapDrawControl &m_control;
};
#endif
class MapVoxelManipulator : public VoxelManipulator
{
public:
MapVoxelManipulator(Map *map);
virtual ~MapVoxelManipulator();
virtual void clear()
{
VoxelManipulator::clear();
m_loaded_blocks.clear();
}
virtual void emerge(VoxelArea a, s32 caller_id=-1);
void blitBack(core::map<v3s16, MapBlock*> & modified_blocks);
private:
Map *m_map;
/*
NOTE: This might be used or not
bool is dummy value
SUGG: How 'bout an another VoxelManipulator for storing the
information about which block is loaded?
*/
core::map<v3s16, bool> m_loaded_blocks;
};
#endif