}
}
+/*MapBlock * Map::getBlockCreate(v3s16 p3d)
+{
+ v2s16 p2d(p3d.X, p3d.Z);
+ MapSector * sector = getSectorCreate(p2d);
+ assert(sector);
+ MapBlock *block = sector->getBlockNoCreate(p3d.Y);
+ if(block)
+ return block;
+ block = sector->createBlankBlock(p3d.Y);
+ return block;
+}*/
+
f32 Map::getGroundHeight(v2s16 p, bool generate)
{
try{
//m_chunksize = 64;
//m_chunksize = 16;
//m_chunksize = 8;
- m_chunksize = 2;
+ m_chunksize = 4;
+ //m_chunksize = 2;
/*
Experimental and debug stuff
PointAttributeList *list_plants_amount = m_padb.getList("plants_amount");
PointAttributeList *list_caves_amount = m_padb.getList("caves_amount");
+#if 0
/*
NOTE: BEWARE: Too big amount of these will make map generation
slow. Especially those that are read by every block emerge.
15000 points: 40ms
*/
- for(u32 i=0; i<5000; i++)
+ for(u32 i=0; i<500; i++)
{
/*u32 lim = MAP_GENERATION_LIMIT;
if(i < 400)
lim = 2000;*/
- u32 lim = 1000 + MAP_GENERATION_LIMIT * i / 5000;
+ u32 lim = 500 + MAP_GENERATION_LIMIT * i / 500;
v3s16 p(
-lim + myrand()%(lim*2),
list_plants_amount->addPoint(p, Attribute(plants_amount));
}
- for(u32 i=0; i<1000; i++)
+ for(u32 i=0; i<500; i++)
{
/*u32 lim = MAP_GENERATION_LIMIT;
if(i < 400)
lim = 2000;*/
- u32 lim = 500 + MAP_GENERATION_LIMIT * i / 1000;
+ u32 lim = 500 + MAP_GENERATION_LIMIT * i / 500;
v3s16 p(
-lim + myrand()%(lim*2),
list_caves_amount->addPoint(p, Attribute(caves_amount));
}
- for(u32 i=0; i<5000; i++)
+ for(u32 i=0; i<500; i++)
{
/*u32 lim = MAP_GENERATION_LIMIT;
if(i < 400)
lim = 2000;*/
- u32 lim = 1000 + MAP_GENERATION_LIMIT * i / 5000;
+ u32 lim = 500 + MAP_GENERATION_LIMIT * i / 500;
v3s16 p(
-lim + (myrand()%(lim*2)),
list_randmax->addPoint(p, Attribute(randmax));
list_randfactor->addPoint(p, Attribute(randfactor));
}
-
- /*list_baseheight->addPoint(v3s16(0,0,0), Attribute(5));
- list_randmax->addPoint(v3s16(0,0,0), Attribute(20));
- list_randfactor->addPoint(v3s16(0,0,0), Attribute(0.6));*/
+#endif
+
+ // Add only one entry
+ list_baseheight->addPoint(v3s16(0,0,0), Attribute(0));
+ list_randmax->addPoint(v3s16(0,0,0), Attribute(30));
+ list_randfactor->addPoint(v3s16(0,0,0), Attribute(0.45));
// Easy spawn point
/*list_baseheight->addPoint(v3s16(0,0,0), Attribute(0));
}
}
+#if 0
MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos)
{
// Return if chunk already exists
<<"("<<sectorpos.X<<","<<sectorpos.Y<<")"
<<std::endl;*/
- // Generate sector
- ServerMapSector *sector = generateSector(sectorpos);
+ // Generate sector
+ ServerMapSector *sector = generateSector(sectorpos);
+
+ /*
+ Generate main blocks of sector
+ */
+ s16 d = 8;
+ for(s16 y2=-d/2; y2<d/2; y2++)
+ {
+ v3s16 p(x,y2,y);
+
+ // Check that the block doesn't exist already
+ if(sector->getBlockNoCreateNoEx(y2))
+ continue;
+
+ generateBlock(p, NULL, sector, changed_blocks,
+ lighting_invalidated_blocks);
+
+ generated_block_count++;
+ }
+ }
+ }
+
+ dstream<<"generateChunkRaw generated "<<generated_block_count
+ <<" blocks"<<std::endl;
+
+ /*{
+ TimeTaker timer2("generateChunkRaw() lighting");
+ // Update lighting
+ core::map<v3s16, MapBlock*> lighting_modified_blocks;
+ updateLighting(lighting_invalidated_blocks, lighting_modified_blocks);
+ }*/
+
+ // Add chunk meta information
+ chunk = new MapChunk();
+ m_chunks.insert(chunkpos, chunk);
+ return chunk;
+}
+
+MapChunk* ServerMap::generateChunk(v2s16 chunkpos)
+{
+ /*
+ Generate chunk and neighbors
+ */
+ for(s16 x=-1; x<=1; x++)
+ for(s16 y=-1; y<=1; y++)
+ {
+ generateChunkRaw(chunkpos + v2s16(x,y));
+ }
+
+ /*
+ Get chunk
+ */
+ MapChunk *chunk = getChunk(chunkpos);
+ assert(chunk);
+ // Set non-volatile
+ chunk->setIsVolatile(false);
+ // Return it
+ return chunk;
+}
+#endif
+
+MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos)
+{
+ dstream<<"WARNING: No-op "<<__FUNCTION_NAME<<" called"<<std::endl;
+ return NULL;
+}
+
+/*
+ Some helper functions
+*/
+
+s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d)
+{
+ v3s16 em = vmanip.m_area.getExtent();
+ s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
+ s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
+ s16 y;
+ for(y=y_nodes_max; y>=y_nodes_min; y--)
+ {
+ MapNode &n = vmanip.m_data[i];
+ if(content_walkable(n.d))
+ break;
+
+ vmanip.m_area.add_y(em, i, -1);
+ }
+ if(y >= y_nodes_min)
+ return y;
+ else
+ return y_nodes_min;
+}
+
+void make_tree(VoxelManipulator &vmanip, v3s16 p0)
+{
+ MapNode treenode(CONTENT_TREE);
+ MapNode leavesnode(CONTENT_LEAVES);
+
+ s16 trunk_h = myrand_range(2, 6);
+ v3s16 p1 = p0;
+ for(s16 ii=0; ii<trunk_h; ii++)
+ {
+ if(vmanip.m_area.contains(p1))
+ vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
+ p1.Y++;
+ }
+
+ // p1 is now the last piece of the trunk
+ p1.Y -= 1;
+
+ VoxelArea leaves_a(v3s16(-2,-2,-2), v3s16(2,2,2));
+ SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
+ for(s32 i=0; i<leaves_a.getVolume(); i++)
+ leaves_d[i] = 0;
+
+ // Force leaves at near the end of the trunk
+ {
+ s16 d = 1;
+ for(s16 z=-d; z<=d; z++)
+ for(s16 y=-d; y<=d; y++)
+ for(s16 x=-d; x<=d; x++)
+ {
+ leaves_d[leaves_a.index(v3s16(x,y,z))] = 1;
+ }
+ }
+
+ // Add leaves randomly
+ for(u32 iii=0; iii<7; iii++)
+ {
+ s16 d = 1;
+
+ v3s16 p(
+ myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
+ myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
+ myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
+ );
+
+ for(s16 z=0; z<=d; z++)
+ for(s16 y=0; y<=d; y++)
+ for(s16 x=0; x<=d; x++)
+ {
+ leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1;
+ }
+ }
+
+ // Blit leaves to vmanip
+ for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++)
+ for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++)
+ for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++)
+ {
+ v3s16 p(x,y,z);
+ p += p1;
+ if(vmanip.m_area.contains(p) == false)
+ continue;
+ u32 vi = vmanip.m_area.index(p);
+ if(vmanip.m_data[vi].d != CONTENT_AIR)
+ continue;
+ u32 i = leaves_a.index(x,y,z);
+ if(leaves_d[i] == 1)
+ vmanip.m_data[vi] = leavesnode;
+ }
+}
+
+MapChunk* ServerMap::generateChunk(v2s16 chunkpos)
+{
+ TimeTaker timer("generateChunk()");
+
+ // The distance how far into the neighbors the generator is allowed to go
+ s16 max_spread_amount = m_chunksize * MAP_BLOCKSIZE / 2 + 2;
+ // Minimum amount of space left on sides for mud to fall in
+ s16 min_mud_fall_space = 2;
+ // Maximum diameter of stone obstacles in X and Z
+ s16 stone_obstacle_max_size = m_chunksize*MAP_BLOCKSIZE/2;
+ assert(stone_obstacle_max_size/2 <= max_spread_amount-min_mud_fall_space);
+
+ s16 y_blocks_min = -4;
+ s16 y_blocks_max = 3;
+ s16 h_blocks = y_blocks_max - y_blocks_min + 1;
+ s16 y_nodes_min = y_blocks_min * MAP_BLOCKSIZE;
+ s16 y_nodes_max = y_blocks_max * MAP_BLOCKSIZE + MAP_BLOCKSIZE - 1;
+
+ v2s16 sectorpos_base = chunk_to_sector(chunkpos);
+ s16 sectorpos_base_size = m_chunksize;
+ v2s16 sectorpos_bigbase = chunk_to_sector(chunkpos - v2s16(1,1));
+ s16 sectorpos_bigbase_size = m_chunksize * 3;
+
+ v3s16 bigarea_blocks_min(
+ sectorpos_bigbase.X,
+ y_blocks_min,
+ sectorpos_bigbase.Y
+ );
+
+ v3s16 bigarea_blocks_max(
+ sectorpos_bigbase.X + sectorpos_bigbase_size - 1,
+ y_blocks_min + sectorpos_bigbase_size - 1,
+ sectorpos_bigbase.Y + sectorpos_bigbase_size - 1
+ );
+
+ /*
+ Create the whole area of this and the neighboring chunks
+ */
+ {
+ TimeTaker timer("generateChunk() create area");
+
+ for(s16 x=0; x<sectorpos_bigbase_size; x++)
+ for(s16 z=0; z<sectorpos_bigbase_size; z++)
+ {
+ v2s16 sectorpos = sectorpos_bigbase + v2s16(x,z);
+ ServerMapSector *sector = createSector(sectorpos);
+ assert(sector);
+
+ for(s16 y=y_blocks_min; y<=y_blocks_max; y++)
+ {
+ v3s16 blockpos(sectorpos.X, y, sectorpos.Y);
+ MapBlock *block = createBlock(blockpos);
+
+ // Lighting won't be calculated
+ //block->setLightingExpired(true);
+ // Lighting will be calculated
+ block->setLightingExpired(false);
+
+ /*
+ TODO: Do this better.
+ Block gets sunlight if this is true.
+
+ This should be set to true when the top side of a block
+ is completely exposed to the sky.
+ */
+ block->setIsUnderground(y != y_blocks_max);
+ }
+ }
+ }
+
+ /*
+ Now we have a big empty area.
+
+ Make a ManualMapVoxelManipulator that contains this and the
+ neighboring chunks
+ */
+
+ ManualMapVoxelManipulator vmanip(this);
+ // Add the area we just generated
+ {
+ TimeTaker timer("generateChunk() initialEmerge");
+ vmanip.initialEmerge(bigarea_blocks_min, bigarea_blocks_max);
+ }
+
+ TimeTaker timer_generate("generateChunk() generate");
+
+ /*
+ Generate general ground level to full area
+ */
+
+ for(s16 x=0; x<sectorpos_bigbase_size*MAP_BLOCKSIZE; x++)
+ for(s16 z=0; z<sectorpos_bigbase_size*MAP_BLOCKSIZE; z++)
+ {
+ // Node position
+ v2s16 p2d = sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z);
+
+ /*
+ Skip of already generated
+ */
+ {
+ v3s16 p(p2d.X, y_nodes_min, p2d.Y);
+ if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR)
+ continue;
+ }
+
+ // Ground height at this point
+ float surface_y_f = 0.0;
+ /*
+ A hack to get the ground height from the sector.
+ Do this better.
+ */
+ {
+ v2s16 sectorpos = getContainerPos(p2d, MAP_BLOCKSIZE);
+ v2s16 sector_relpos = p2d - sectorpos*MAP_BLOCKSIZE;
+ MapSector *sector = getSectorNoGenerate(sectorpos);
+ assert(sector);
+ float h = sector->getGroundHeight(sector_relpos);
+ if(h > GROUNDHEIGHT_VALID_MINVALUE)
+ surface_y_f = h;
+ else
+ dstream<<"WARNING: "<<__FUNCTION_NAME
+ <<": sector->getGroundHeight returned bad height"<<std::endl;
+ }
+ // Convert to integer
+ s16 surface_y = (s16)surface_y_f;
+
+ /*
+ Fill ground with stone
+ */
+ {
+ // Use fast index incrementing
+ v3s16 em = vmanip.m_area.getExtent();
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_min, p2d.Y));
+ for(s16 y=y_nodes_min; y<surface_y && y<=y_nodes_max; y++)
+ {
+ vmanip.m_data[i].d = CONTENT_STONE;
+
+ vmanip.m_area.add_y(em, i, 1);
+ }
+ }
+ }
+
+ /*
+ Add some random stone obstacles
+ */
+
+ for(u32 ri=0; ri<10; ri++)
+ {
+ // The size of these could actually be m_chunksize*MAP_BLOCKSIZE*2
+ v3s16 ob_size(
+ myrand_range(5, stone_obstacle_max_size),
+ myrand_range(0, 15),
+ myrand_range(5, stone_obstacle_max_size)
+ );
+ v2s16 ob_place(
+ myrand_range(0, sectorpos_base_size*MAP_BLOCKSIZE-1),
+ myrand_range(0, sectorpos_base_size*MAP_BLOCKSIZE-1)
+ );
+
+ for(s16 x=-ob_size.X/2; x<ob_size.X/2; x++)
+ for(s16 z=-ob_size.Z/2; z<ob_size.Z/2; z++)
+ {
+ // Node position in 2d
+ v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + ob_place + v2s16(x,z);
+
+ // Find stone ground level
+ // (ignore everything else than mud in already generated chunks)
+ // and mud amount over the stone level
+ s16 surface_y = 0;
+ s16 mud_amount = 0;
+ {
+ v3s16 em = vmanip.m_area.getExtent();
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
+ s16 y;
+ // Go to ground level
+ for(y=y_nodes_max; y>=y_nodes_min; y--)
+ {
+ MapNode &n = vmanip.m_data[i];
+ /*if(content_walkable(n.d)
+ && n.d != CONTENT_MUD
+ && n.d != CONTENT_GRASS)
+ break;*/
+ if(n.d == CONTENT_STONE)
+ break;
+
+ if(n.d == CONTENT_MUD || n.d == CONTENT_GRASS)
+ mud_amount++;
+
+ vmanip.m_area.add_y(em, i, -1);
+ }
+ if(y >= y_nodes_min)
+ surface_y = y;
+ else
+ surface_y = y_nodes_min;
+ }
+
+
+ /*
+ Add stone on ground
+ */
+ {
+ v3s16 em = vmanip.m_area.getExtent();
+ s16 y_start = surface_y+1;
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+ s16 y;
+ // Add stone
+ s16 count = 0;
+ for(y=y_start; y<=y_nodes_max; y++)
+ {
+ MapNode &n = vmanip.m_data[i];
+ n.d = CONTENT_STONE;
+ count++;
+ if(count >= ob_size.Y)
+ break;
+
+ vmanip.m_area.add_y(em, i, 1);
+ }
+ // Add mud
+ count = 0;
+ for(; y<=y_nodes_max; y++)
+ {
+ MapNode &n = vmanip.m_data[i];
+ n.d = CONTENT_MUD;
+ count++;
+ if(count >= mud_amount)
+ break;
+
+ vmanip.m_area.add_y(em, i, 1);
+ }
+ }
+
+ }
+ }
+
+ /*
+ Make dungeons
+ */
+ for(u32 jj=0; jj<2; jj++)
+ {
+ s16 max_tunnel_diameter = 8;
+
+ // Allowed route area size in nodes
+ v3s16 ar(
+ sectorpos_base_size*MAP_BLOCKSIZE,
+ h_blocks*MAP_BLOCKSIZE,
+ sectorpos_base_size*MAP_BLOCKSIZE
+ );
+
+ // Area starting point in nodes
+ v3s16 of(
+ sectorpos_base.X*MAP_BLOCKSIZE,
+ y_blocks_min*MAP_BLOCKSIZE,
+ sectorpos_base.Y*MAP_BLOCKSIZE
+ );
+
+ // Allow a bit more
+ //(this should be more than the maximum radius of the tunnel)
+ s16 more = max_spread_amount - max_tunnel_diameter/2 - 1;
+ ar += v3s16(1,0,1) * more * 2;
+ of -= v3s16(1,0,1) * more;
+
+ // Randomize starting position
+ v3f orp(
+ (float)(myrand()%ar.X)+0.5,
+ (float)(myrand()%ar.Y)+0.5,
+ (float)(myrand()%ar.Z)+0.5
+ );
+
+ MapNode airnode(CONTENT_AIR);
+
+ /*
+ Generate some tunnel starting from orp
+ */
+
+ for(u16 j=0; j<10; j++)
+ {
+ /*v3f rp(
+ (float)(myrand()%ar.X)+0.5,
+ (float)(myrand()%ar.Y)+0.5,
+ (float)(myrand()%ar.Z)+0.5
+ );
+ v3f vec = rp - orp;*/
+
+ v3s16 maxlen(60, 10, 60);
+ v3f vec(
+ (float)(myrand()%(maxlen.X*2))-(float)maxlen.X,
+ (float)(myrand()%(maxlen.Y*2))-(float)maxlen.Y,
+ (float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z
+ );
+ v3f rp = orp + vec;
+ if(rp.X < 0)
+ rp.X = 0;
+ else if(rp.X >= ar.X)
+ rp.X = ar.X;
+ if(rp.Y < 0)
+ rp.Y = 0;
+ else if(rp.Y >= ar.Y)
+ rp.Y = ar.Y;
+ if(rp.Z < 0)
+ rp.Z = 0;
+ else if(rp.Z >= ar.Z)
+ rp.Z = ar.Z;
+ vec = rp - orp;
+
+ // Randomize size
+ s16 min_d = 0;
+ s16 max_d = max_tunnel_diameter;
+ s16 rs = myrand_range(min_d, max_d);
+
+ for(float f=0; f<1.0; f+=1.0/vec.getLength())
+ {
+ v3f fp = orp + vec * f;
+ v3s16 cp(fp.X, fp.Y, fp.Z);
+ s16 d0 = -rs/2;
+ s16 d1 = d0 + rs - 1;
+ for(s16 z0=d0; z0<=d1; z0++)
+ {
+ s16 si = rs - abs(z0);
+ for(s16 x0=-si; x0<=si-1; x0++)
+ {
+ s16 si2 = rs - abs(x0);
+ for(s16 y0=-si2+1; y0<=si2-1; y0++)
+ {
+ s16 z = cp.Z + z0;
+ s16 y = cp.Y + y0;
+ s16 x = cp.X + x0;
+ v3s16 p(x,y,z);
+ /*if(isInArea(p, ar) == false)
+ continue;*/
+ // Check only height
+ if(y < 0 || y >= ar.Y)
+ continue;
+ p += of;
+
+ assert(vmanip.m_area.contains(p));
+
+ // Just set it to air, it will be changed to
+ // water afterwards
+ u32 i = vmanip.m_area.index(p);
+ vmanip.m_data[i] = airnode;
+ }
+ }
+ }
+ }
+
+ orp = rp;
+ }
+
+ }
+
+ /*
+ Make ore veins
+ */
+ for(u32 jj=0; jj<1000; jj++)
+ {
+ s16 max_vein_diameter = 3;
+
+ // Allowed route area size in nodes
+ v3s16 ar(
+ sectorpos_base_size*MAP_BLOCKSIZE,
+ h_blocks*MAP_BLOCKSIZE,
+ sectorpos_base_size*MAP_BLOCKSIZE
+ );
+
+ // Area starting point in nodes
+ v3s16 of(
+ sectorpos_base.X*MAP_BLOCKSIZE,
+ y_blocks_min*MAP_BLOCKSIZE,
+ sectorpos_base.Y*MAP_BLOCKSIZE
+ );
+
+ // Allow a bit more
+ //(this should be more than the maximum radius of the tunnel)
+ s16 more = max_spread_amount - max_vein_diameter/2 - 1;
+ ar += v3s16(1,0,1) * more * 2;
+ of -= v3s16(1,0,1) * more;
+
+ // Randomize starting position
+ v3f orp(
+ (float)(myrand()%ar.X)+0.5,
+ (float)(myrand()%ar.Y)+0.5,
+ (float)(myrand()%ar.Z)+0.5
+ );
+
+ // Randomize mineral
+ u8 mineral = myrand_range(1, MINERAL_COUNT-1);
+
+ /*
+ Generate some vein starting from orp
+ */
+
+ for(u16 j=0; j<2; j++)
+ {
+ /*v3f rp(
+ (float)(myrand()%ar.X)+0.5,
+ (float)(myrand()%ar.Y)+0.5,
+ (float)(myrand()%ar.Z)+0.5
+ );
+ v3f vec = rp - orp;*/
+
+ v3s16 maxlen(10, 10, 10);
+ v3f vec(
+ (float)(myrand()%(maxlen.X*2))-(float)maxlen.X,
+ (float)(myrand()%(maxlen.Y*2))-(float)maxlen.Y,
+ (float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z
+ );
+ v3f rp = orp + vec;
+ if(rp.X < 0)
+ rp.X = 0;
+ else if(rp.X >= ar.X)
+ rp.X = ar.X;
+ if(rp.Y < 0)
+ rp.Y = 0;
+ else if(rp.Y >= ar.Y)
+ rp.Y = ar.Y;
+ if(rp.Z < 0)
+ rp.Z = 0;
+ else if(rp.Z >= ar.Z)
+ rp.Z = ar.Z;
+ vec = rp - orp;
+
+ // Randomize size
+ s16 min_d = 0;
+ s16 max_d = max_vein_diameter;
+ s16 rs = myrand_range(min_d, max_d);
+
+ for(float f=0; f<1.0; f+=1.0/vec.getLength())
+ {
+ v3f fp = orp + vec * f;
+ v3s16 cp(fp.X, fp.Y, fp.Z);
+ s16 d0 = -rs/2;
+ s16 d1 = d0 + rs - 1;
+ for(s16 z0=d0; z0<=d1; z0++)
+ {
+ s16 si = rs - abs(z0);
+ for(s16 x0=-si; x0<=si-1; x0++)
+ {
+ s16 si2 = rs - abs(x0);
+ for(s16 y0=-si2+1; y0<=si2-1; y0++)
+ {
+ // Don't put mineral to every place
+ if(myrand()%5 != 0)
+ continue;
+
+ s16 z = cp.Z + z0;
+ s16 y = cp.Y + y0;
+ s16 x = cp.X + x0;
+ v3s16 p(x,y,z);
+ /*if(isInArea(p, ar) == false)
+ continue;*/
+ // Check only height
+ if(y < 0 || y >= ar.Y)
+ continue;
+ p += of;
+
+ assert(vmanip.m_area.contains(p));
+
+ // Just set it to air, it will be changed to
+ // water afterwards
+ u32 i = vmanip.m_area.index(p);
+ MapNode *n = &vmanip.m_data[i];
+ if(n->d == CONTENT_STONE)
+ n->param = mineral;
+ }
+ }
+ }
+ }
+
+ orp = rp;
+ }
+
+ }
+
+ /*
+ Add mud to the central chunk
+ */
+
+ for(s16 x=0; x<sectorpos_base_size*MAP_BLOCKSIZE; x++)
+ for(s16 z=0; z<sectorpos_base_size*MAP_BLOCKSIZE; z++)
+ {
+ // Node position in 2d
+ v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+
+ // Find ground level
+ s16 surface_y = find_ground_level(vmanip, p2d);
+
+ /*
+ Add mud on ground
+ */
+ {
+ s16 mudcount = 0;
+ v3s16 em = vmanip.m_area.getExtent();
+ s16 y_start = surface_y+1;
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+ for(s16 y=y_start; y<=y_nodes_max; y++)
+ {
+ MapNode &n = vmanip.m_data[i];
+ n.d = CONTENT_MUD;
+ mudcount++;
+ if(mudcount >= 3)
+ break;
+
+ vmanip.m_area.add_y(em, i, 1);
+ }
+ }
+
+ }
+
+ /*
+ Flow mud away from steep edges
+ */
+
+ // Iterate a few times
+ for(s16 k=0; k<4; k++)
+ {
+
+ for(s16 x=0-max_spread_amount+1;
+ x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
+ x++)
+ for(s16 z=0-max_spread_amount+1;
+ z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
+ z++)
+ {
+ // Node position in 2d
+ v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+
+ v3s16 em = vmanip.m_area.getExtent();
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
+ s16 y;
+ // Go to ground level
+ for(y=y_nodes_max; y>=y_nodes_min; y--)
+ {
+ MapNode &n = vmanip.m_data[i];
+ //if(n.d != CONTENT_AIR)
+ if(content_walkable(n.d))
+ break;
+
+ vmanip.m_area.add_y(em, i, -1);
+ }
+
+ // If not mud, do nothing to it
+ MapNode *n = &vmanip.m_data[i];
+ if(n->d != CONTENT_MUD)
+ continue;
+
+ v3s16 dirs4[4] = {
+ v3s16(0,0,1), // back
+ v3s16(1,0,0), // right
+ v3s16(0,0,-1), // front
+ v3s16(-1,0,0), // left
+ };
+
+ // Drop mud on side
+
+ for(u32 di=0; di<4; di++)
+ {
+ v3s16 dirp = dirs4[di];
+ u32 i2 = i;
+ // Check that side is air
+ vmanip.m_area.add_p(em, i2, dirp);
+ MapNode *n2 = &vmanip.m_data[i2];
+ if(content_walkable(n2->d))
+ continue;
+ // Check that under side is air
+ vmanip.m_area.add_y(em, i2, -1);
+ n2 = &vmanip.m_data[i2];
+ if(content_walkable(n2->d))
+ continue;
+ // Loop further down until not air
+ do{
+ vmanip.m_area.add_y(em, i2, -1);
+ n2 = &vmanip.m_data[i2];
+ }while(content_walkable(n2->d) == false);
+ // Loop one up so that we're in air
+ vmanip.m_area.add_y(em, i2, 1);
+ n2 = &vmanip.m_data[i2];
+
+ // Move mud to new place
+ *n2 = *n;
+ // Set old place to be air
+ *n = MapNode(CONTENT_AIR);
+
+ #if 0
+ // Switch mud and other and change mud source to air
+ //MapNode tempnode = *n2;
+ *n2 = *n;
+ //*n = tempnode;
+ // Force old mud position to be air
+ n->d = CONTENT_AIR;
+ #endif
+
+ // Done
+ break;
+ }
+ }
+
+ }
+
+ /*
+ Add water to the central chunk (and a bit more)
+ */
+
+ for(s16 x=0-max_spread_amount;
+ x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
+ x++)
+ for(s16 z=0-max_spread_amount;
+ z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
+ z++)
+ {
+ // Node position in 2d
+ v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+
+ // Find ground level
+ s16 surface_y = find_ground_level(vmanip, p2d);
+
+ // If ground level is over water level, skip.
+ if(surface_y > WATER_LEVEL)
+ continue;
+
+ /*
+ Add water on ground
+ */
+ {
+ v3s16 em = vmanip.m_area.getExtent();
+ s16 y_start = WATER_LEVEL;
+ u8 light = LIGHT_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];
+
+ // Fill gaps inside water, too
+ if(n->d != CONTENT_AIR && n->d != CONTENT_WATERSOURCE
+ && n->d != CONTENT_WATER)
+ break;
+
+ n->d = CONTENT_WATERSOURCE;
+ n->setLight(LIGHTBANK_DAY, light);
+
+ /*
+ Add to transforming liquid queue (in case it'd
+ start flowing)
+ */
+ v3s16 p = v3s16(p2d.X, y, p2d.Y);
+ m_transforming_liquid.push_back(p);
+
+ // Next one
+ vmanip.m_area.add_y(em, i, -1);
+ if(light > 0)
+ light--;
+ }
+ }
+
+ }
+
+ /*
+ Plant some trees
+ */
+ {
+ u32 tree_max = 100;
+
+ u32 count = myrand_range(0, tree_max);
+ for(u32 i=0; i<count; i++)
+ {
+ s16 x = myrand_range(0, sectorpos_base_size*MAP_BLOCKSIZE-1);
+ s16 z = myrand_range(0, sectorpos_base_size*MAP_BLOCKSIZE-1);
+ x += sectorpos_base.X*MAP_BLOCKSIZE;
+ z += sectorpos_base.Y*MAP_BLOCKSIZE;
+ s16 y = find_ground_level(vmanip, v2s16(x,z));
+ // Don't make a tree under water level
+ if(y < WATER_LEVEL)
+ continue;
+ v3s16 p(x,y+1,z);
+ // Make a tree
+ make_tree(vmanip, p);
+ }
+ }
+
+ /*
+ Grow grass
+ */
+
+ for(s16 x=0-4; x<sectorpos_base_size*MAP_BLOCKSIZE+4; x++)
+ for(s16 z=0-4; z<sectorpos_base_size*MAP_BLOCKSIZE+4; z++)
+ {
+ // Node position in 2d
+ v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+
+ /*
+ Find the lowest surface to which enough light ends up
+ to make grass grow.
+
+ Basically just wait until not air and not leaves.
+ */
+ s16 surface_y = 0;
+ {
+ v3s16 em = vmanip.m_area.getExtent();
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
+ s16 y;
+ // Go to ground level
+ for(y=y_nodes_max; y>=y_nodes_min; y--)
+ {
+ MapNode &n = vmanip.m_data[i];
+ if(n.d != CONTENT_AIR
+ && n.d != CONTENT_LEAVES)
+ break;
+ vmanip.m_area.add_y(em, i, -1);
+ }
+ if(y >= y_nodes_min)
+ surface_y = y;
+ else
+ surface_y = y_nodes_min;
+ }
+
+ u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y);
+ MapNode *n = &vmanip.m_data[i];
+ if(n->d == CONTENT_MUD)
+ n->d = CONTENT_GRASS;
+ }
+
+ /*
+ Handle lighting
+ */
+
+ core::map<v3s16, bool> light_sources;
+
+ /*for(s16 x=0; x<sectorpos_base_size*MAP_BLOCKSIZE; x++)
+ for(s16 z=0; z<sectorpos_base_size*MAP_BLOCKSIZE; z++)*/
+ for(s16 x=0-max_spread_amount;
+ x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
+ x++)
+ for(s16 z=0-max_spread_amount;
+ z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
+ z++)
+ {
+ // Node position in 2d
+ v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+
+ /*
+ Apply initial sunlight
+ */
+ {
+ v3s16 em = vmanip.m_area.getExtent();
+ s16 y_start = y_nodes_max;
+ u8 light = LIGHT_SUN;
+ 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--;
+ }
- /*
- Generate main blocks of sector
- */
- s16 d = 8;
- for(s16 y2=-d/2; y2<d/2; y2++)
- {
- v3s16 p(x,y2,y);
+ n->setLight(LIGHTBANK_DAY, light);
+ n->setLight(LIGHTBANK_NIGHT, 0);
- // Check that the block doesn't exist already
- if(sector->getBlockNoCreateNoEx(y2))
- continue;
+ if(light != 0)
+ {
+ // Insert light source
+ light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
+ }
- generateBlock(p, NULL, sector, changed_blocks,
- lighting_invalidated_blocks);
-
- generated_block_count++;
+ // Increment index by y
+ vmanip.m_area.add_y(em, i, -1);
}
}
}
- dstream<<"generateChunkRaw generated "<<generated_block_count
- <<" blocks"<<std::endl;
-
+ // Spread light around
{
- TimeTaker timer2("generateChunkRaw() lighting");
- // Update lighting
- core::map<v3s16, MapBlock*> lighting_modified_blocks;
- updateLighting(lighting_invalidated_blocks, lighting_modified_blocks);
+ TimeTaker timer("generateChunk() spreadLight");
+ vmanip.spreadLight(LIGHTBANK_DAY, light_sources);
}
- // Add chunk meta information
- chunk = new MapChunk();
- m_chunks.insert(chunkpos, chunk);
- return chunk;
-}
+ /*
+ Generation ended
+ */
+
+ timer_generate.stop();
-MapChunk* ServerMap::generateChunk(v2s16 chunkpos)
-{
/*
- Generate chunk and neighbors
+ Blit generated stuff to map
+ */
+ core::map<v3s16, MapBlock*> modified_blocks;
+ {
+ TimeTaker timer("generateChunk() blitBackAll");
+ vmanip.blitBackAll(&modified_blocks);
+ }
+ /*
+ Update day/night difference cache of the MapBlocks
+ */
+ {
+ for(core::map<v3s16, MapBlock*>::Iterator i = modified_blocks.getIterator();
+ i.atEnd() == false; i++)
+ {
+ MapBlock *block = i.getNode()->getValue();
+ block->updateDayNightDiff();
+ }
+ }
+
+
+ /*
+ Create chunks and set them volatile
*/
+
for(s16 x=-1; x<=1; x++)
for(s16 y=-1; y<=1; y++)
{
- generateChunkRaw(chunkpos + v2s16(x,y));
+ v2s16 chunkpos0 = chunkpos + v2s16(x,y);
+ // Add chunk meta information
+ MapChunk *chunk = getChunk(chunkpos);
+ if(chunk == NULL)
+ {
+ chunk = new MapChunk();
+ m_chunks.insert(chunkpos0, chunk);
+ }
+ chunk->setIsVolatile(true);
}
/*
- Get chunk
+ Set central chunk non-volatile and return it
*/
MapChunk *chunk = getChunk(chunkpos);
assert(chunk);
return chunk;
}
+#if 0
ServerMapSector * ServerMap::generateSector(v2s16 p2d)
{
DSTACK("%s: p2d=(%d,%d)",
*/
if(m_heightmap == NULL)
{
- throw InvalidPositionException("emergeSector(): no heightmap");
+ throw InvalidPositionException("generateSector(): no heightmap");
}
/*
|| p2d.X > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
|| p2d.Y < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
|| p2d.Y > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE)
- throw InvalidPositionException("emergeSector(): pos. over limit");
+ throw InvalidPositionException("generateSector(): pos. over limit");
/*
Generate sector and heightmaps
#if 0
{
- //dstream<<"emergeSector(): Reading point attribute lists"<<std::endl;
- //TimeTaker attrtimer("emergeSector() attribute fetch");
+ //dstream<<"generateSector(): Reading point attribute lists"<<std::endl;
+ //TimeTaker attrtimer("generateSector() attribute fetch");
// Get plant amount from attributes
PointAttributeList *palist = m_padb.getList("plants_amount");
return sector;
}
+#endif
-MapSector * ServerMap::emergeSector(v2s16 p2d)
+ServerMapSector * ServerMap::createSector(v2s16 p2d)
{
DSTACK("%s: p2d=(%d,%d)",
__FUNCTION_NAME,
/*
Check if it exists already in memory
*/
- MapSector *sector = getSectorNoGenerateNoEx(p2d);
+ ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d);
if(sector != NULL)
return sector;
/*
- Try to load it from disk
+ Try to load it from disk (with blocks)
*/
if(loadSectorFull(p2d) == true)
{
- MapSector *sector = getSectorNoGenerateNoEx(p2d);
+ ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d);
if(sector == NULL)
{
- dstream<<"ServerMap::emergeSector(): loadSectorFull didn't make a sector"<<std::endl;
+ dstream<<"ServerMap::createSector(): loadSectorFull didn't make a sector"<<std::endl;
throw InvalidPositionException("");
}
return sector;
}
+ /*
+ If there is no master heightmap, throw.
+ */
+ if(m_heightmap == NULL)
+ {
+ throw InvalidPositionException("createSector(): no heightmap");
+ }
+
+ /*
+ Do not create over-limit
+ */
+ if(p2d.X < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
+ || p2d.X > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
+ || p2d.Y < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
+ || p2d.Y > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE)
+ throw InvalidPositionException("createSector(): pos. over limit");
+
+ /*
+ Generate blank sector
+ */
+
+ // Number of heightmaps in sector in each direction
+ u16 hm_split = SECTOR_HEIGHTMAP_SPLIT;
+
+ // Heightmap side width
+ s16 hm_d = MAP_BLOCKSIZE / hm_split;
+
+ sector = new ServerMapSector(this, p2d, hm_split);
+
+ // Sector position on map in nodes
+ v2s16 nodepos2d = p2d * MAP_BLOCKSIZE;
+
+ /*dstream<<"Generating sector ("<<p2d.X<<","<<p2d.Y<<")"
+ " heightmaps and objects"<<std::endl;*/
+
+ /*
+ Generate sector heightmap
+ */
+
+ v2s16 mhm_p = p2d * hm_split;
+ /*f32 corners[4] = {
+ m_heightmap->getGroundHeight(mhm_p+v2s16(0,0)*hm_split),
+ m_heightmap->getGroundHeight(mhm_p+v2s16(1,0)*hm_split),
+ m_heightmap->getGroundHeight(mhm_p+v2s16(1,1)*hm_split),
+ m_heightmap->getGroundHeight(mhm_p+v2s16(0,1)*hm_split),
+ };*/
+
+ // Loop through sub-heightmaps
+ for(s16 y=0; y<hm_split; y++)
+ for(s16 x=0; x<hm_split; x++)
+ {
+ v2s16 p_in_sector = v2s16(x,y);
+ v2s16 mhm_p = p2d * hm_split + p_in_sector;
+ f32 corners[4] = {
+ m_heightmap->getGroundHeight(mhm_p+v2s16(0,0)),
+ m_heightmap->getGroundHeight(mhm_p+v2s16(1,0)),
+ m_heightmap->getGroundHeight(mhm_p+v2s16(1,1)),
+ m_heightmap->getGroundHeight(mhm_p+v2s16(0,1)),
+ };
+
+ /*dstream<<"p_in_sector=("<<p_in_sector.X<<","<<p_in_sector.Y<<")"
+ <<" mhm_p=("<<mhm_p.X<<","<<mhm_p.Y<<")"
+ <<std::endl;*/
+
+ FixedHeightmap *hm = new FixedHeightmap(&m_hwrapper,
+ mhm_p, hm_d);
+ sector->setHeightmap(p_in_sector, hm);
+
+ //hm->generateContinued(1.0, 0.5, corners);
+ hm->generateContinued(0.5, 0.5, corners);
+
+ //hm->print();
+ }
+
+ // Add dummy objects
+ core::map<v3s16, u8> *objects = new core::map<v3s16, u8>;
+ sector->setObjects(objects);
+
+ /*
+ Insert to container
+ */
+ m_sectors.insert(p2d, sector);
+
+ return sector;
+}
+
+MapSector * ServerMap::emergeSector(v2s16 p2d)
+{
+ DSTACK("%s: p2d=(%d,%d)",
+ __FUNCTION_NAME,
+ p2d.X, p2d.Y);
+
/*
Check chunk status
*/
chunk_exists = true;
/*
- If chunk is not generated, generate chunk
+ If chunk is not fully generated, generate chunk
*/
if(chunk_exists == false)
{
/*
Return sector if it exists now
*/
- sector = getSectorNoGenerateNoEx(p2d);
+ MapSector *sector = getSectorNoGenerateNoEx(p2d);
if(sector != NULL)
return sector;
+ /*
+ Try to load it from disk
+ */
+ if(loadSectorFull(p2d) == true)
+ {
+ MapSector *sector = getSectorNoGenerateNoEx(p2d);
+ if(sector == NULL)
+ {
+ dstream<<"ServerMap::emergeSector(): loadSectorFull didn't make a sector"<<std::endl;
+ throw InvalidPositionException("");
+ }
+ return sector;
+ }
+
/*
generateChunk should have generated the sector
*/
return block;
}
+MapBlock * ServerMap::createBlock(v3s16 p)
+{
+ DSTACK("%s: p=(%d,%d,%d)",
+ __FUNCTION_NAME, p.X, p.Y, p.Z);
+
+ v2s16 p2d(p.X, p.Z);
+ s16 block_y = p.Y;
+ /*
+ This will create or load a sector if not found in memory.
+ If block exists on disk, it will be loaded.
+
+ NOTE: On old save formats, this will be slow, as it generates
+ lighting on blocks for them.
+ */
+ ServerMapSector *sector;
+ try{
+ sector = (ServerMapSector*)createSector(p2d);
+ assert(sector->getId() == MAPSECTOR_SERVER);
+ }
+ /*catch(InvalidPositionException &e)
+ {
+ dstream<<"createBlock: createSector() failed"<<std::endl;
+ throw e;
+ }*/
+ catch(std::exception &e)
+ {
+ dstream<<"createBlock: createSector() failed: "
+ <<e.what()<<std::endl;
+ throw e;
+ }
+
+ /*
+ Try to get a block from the sector
+ */
+
+ MapBlock *block = sector->getBlockNoCreateNoEx(block_y);
+ if(block)
+ return block;
+ // Create blank
+ block = sector->createBlankBlock(block_y);
+ return block;
+}
+
MapBlock * ServerMap::emergeBlock(
v3s16 p,
bool only_from_disk,
__FUNCTION_NAME,
p.X, p.Y, p.Z, only_from_disk);
- /*dstream<<"emergeBlock(): "
- <<"("<<p.X<<","<<p.Y<<","<<p.Z<<")"
- <<std::endl;*/
-
v2s16 p2d(p.X, p.Z);
s16 block_y = p.Y;
/*
<<std::endl;*/
}
-#if 1
void MapVoxelManipulator::emerge(VoxelArea a, s32 caller_id)
{
TimeTaker timer1("emerge", &emerge_time);
}
}
- m_loaded_blocks.insert(p, true);
+ m_loaded_blocks.insert(p, !block_data_inexistent);
}
//dstream<<"emerge done"<<std::endl;
}
-#endif
-
-#if 0
-/*
- NOTE: This is slow
-*/
-void MapVoxelManipulator::emerge(VoxelArea a, s32 caller_id)
-{
- TimeTaker timer1("emerge", &emerge_time);
-
- v3s16 size = a.getExtent();
-
- VoxelArea padded = a;
- padded.pad(m_area.getExtent() / 4);
- addArea(padded);
-
- for(s16 z=0; z<size.Z; z++)
- for(s16 y=0; y<size.Y; y++)
- for(s16 x=0; x<size.X; x++)
- {
- v3s16 p(x,y,z);
- s32 i = m_area.index(a.MinEdge + p);
- // Don't touch nodes that have already been loaded
- if(!(m_flags[i] & VOXELFLAG_NOT_LOADED))
- continue;
- try
- {
- TimeTaker timer1("emerge load", &emerge_load_time);
- MapNode n = m_map->getNode(a.MinEdge + p);
- m_data[i] = n;
- m_flags[i] = 0;
- }
- catch(InvalidPositionException &e)
- {
- m_flags[i] = VOXELFLAG_INEXISTENT;
- }
- }
-}
-#endif
-
/*
SUGG: Add an option to only update eg. water and air nodes.
void ManualMapVoxelManipulator::emerge(VoxelArea a, s32 caller_id)
{
- // Just create the area to avoid segfaults
+ // Just create the area so that it can be pointed to
VoxelManipulator::emerge(a, caller_id);
-
- /*
- Just create the area to avoid segfaults
- */
- /*addArea(a);
- for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
- for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++)
- for(s32 x=a.MinEdge.X; x<=a.MaxEdge.X; x++)
- {
- s32 i = m_area.index(x,y,z);
- // Don't touch nodes that have already been loaded
- if(!(m_flags[i] & VOXELFLAG_NOT_LOADED))
- continue;
- m_flags[i] = VOXELFLAG_INEXISTENT;
- }*/
}
void ManualMapVoxelManipulator::initialEmerge(
if(block_data_inexistent)
{
+ /*
+ Mark area inexistent
+ */
VoxelArea a(p*MAP_BLOCKSIZE, (p+1)*MAP_BLOCKSIZE-v3s16(1,1,1));
// Fill with VOXELFLAG_INEXISTENT
for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
}
}
- m_loaded_blocks.insert(p, true);
+ m_loaded_blocks.insert(p, !block_data_inexistent);
+ }
+}
+
+void ManualMapVoxelManipulator::blitBackAll(
+ core::map<v3s16, MapBlock*> * modified_blocks)
+{
+ if(m_area.getExtent() == v3s16(0,0,0))
+ return;
+
+ /*
+ Copy data of all blocks
+ */
+ for(core::map<v3s16, bool>::Iterator
+ i = m_loaded_blocks.getIterator();
+ i.atEnd() == false; i++)
+ {
+ bool existed = i.getNode()->getValue();
+ if(existed == false)
+ continue;
+ v3s16 p = i.getNode()->getKey();
+ MapBlock *block = m_map->getBlockNoCreateNoEx(p);
+ if(block == NULL)
+ {
+ dstream<<"WARNING: "<<__FUNCTION_NAME
+ <<": got NULL block "
+ <<"("<<p.X<<","<<p.Y<<","<<p.Z<<")"
+ <<std::endl;
+ continue;
+ }
+
+ block->copyFrom(*this);
+
+ if(modified_blocks)
+ modified_blocks->insert(p, block);
}
}