mapgen tweaking

master
Perttu Ahola 2011-02-06 16:35:27 +02:00
parent ea2d03e468
commit 25a7fabed8
9 changed files with 285 additions and 184 deletions

View File

@ -37,13 +37,14 @@ void set_default_settings()
g_settings.setDefault("client_delete_unused_sectors_timeout", "1200");
g_settings.setDefault("enable_fog", "true");
g_settings.setDefault("new_style_water", "true");
g_settings.setDefault("terrain_viewer", "false");
g_settings.setDefault("free_move", "false");
g_settings.setDefault("continuous_forward", "false");
g_settings.setDefault("fast_move", "false");
// Server stuff
g_settings.setDefault("creative_mode", "false");
g_settings.setDefault("haxmode", "false");
g_settings.setDefault("plants_amount", "1.0");
g_settings.setDefault("ravines_amount", "0");
g_settings.setDefault("coal_amount", "1.0");
g_settings.setDefault("objectdata_interval", "0.2");
g_settings.setDefault("active_object_range", "2");

View File

@ -107,8 +107,8 @@ void Environment::step(float dtime)
v3f playerpos = player->getPosition();
// Apply physics to local player
bool haxmode = g_settings.getBool("haxmode");
if(player->isLocal() && haxmode == false)
bool free_move = g_settings.getBool("free_move");
if(player->isLocal() && free_move == false)
{
// Apply gravity to local player
v3f speed = player->getSpeed();

View File

@ -79,13 +79,9 @@ SUGG: Split MapBlockObject serialization to to-client and to-disk
SUGG: MovingObject::move and Player::move are basically the same.
combine them.
SUGG: Implement a "Fast check queue" (a queue with a map for checking
if something is already in it)
- Use it in active block queue in water flowing
SUGG: Precalculate lighting translation table at runtime (at startup)
- This is not doable because it is currently hand-made and not
based on some mathematical function.
based on some mathematical function. Now it is not.
SUGG: A version number to blocks, which increments when the block is
modified (node add/remove, water update, lighting update)
@ -128,6 +124,7 @@ FIXME: Graphical mode seems to segfault with Irrlicht 1.7.1 on 64-bit
FIXME: Some network errors on Windows that cause local game to not work
- See siggjen's emails.
- Is this the famous "windows 7 problem"?
Networking and serialization:
-----------------------------
@ -168,21 +165,7 @@ TODO: Make fetching sector's blocks more efficient when rendering
TODO: Flowing water animation
FIXME(FIXED): The new texture stuff is slow on wine
- A basic grassy ground block takes 20-40ms
- A bit more complicated block can take 270ms
- On linux, a similar one doesn't take long at all (14ms)
- It is NOT a bad std::string implementation of MSVC.
- Can take up to 200ms? Is it when loading textures or always?
- Updating excess amount of meshes when making footprints is too
slow. It has to be fixed.
-> implement Map::updateNodeMeshes()
The fix:
* Optimize TileSpec to only contain a reference number that
is fast to compare, which refers to a cached string, or
* Make TextureSpec for using instead of strings
FIXME(FIXED): A lock condition is possible:
NOTE(FIXED): A lock condition is possible:
1) MapBlock::updateMesh() is called from client asynchronously:
- AsyncProcessData() -> Map::updateMeshes()
2) Asynchronous locks m_temp_mods_mutex
@ -201,9 +184,8 @@ Client:
TODO: Untie client network operations from framerate
- Needs some input queues or something
- Not really necessary?
TODO: Make morning and evening shorter
TODO: Make morning and evening transition more smooth and maybe shorter
TODO: Don't update all meshes always on single node changes, but
check which ones should be updated
@ -226,8 +208,10 @@ TODO: Copy the text of the last picked sign to inventory in creative
TODO: Check what goes wrong with caching map to disk (Kray)
- Nothing?
TODO: When server sees that client is removing an inexistent block or
adding a block to an existent position, resend the MapBlock.
TODO: When server sees that client is removing an inexistent block to
an existent position, resend the MapBlock.
FIXME: Server went into some infinite PeerNotFoundException loop
Objects:
--------
@ -261,31 +245,16 @@ Block object server side:
Map:
----
NOTE: There are some lighting-related todos and fixmes in
ServerMap::emergeBlock. And there always will be. 8)
TODO: Mineral and ground material properties
- This way mineral ground toughness can be calculated with just
some formula, as well as tool strengths
TODO: Change AttributeList to split the area into smaller sections so
that searching won't be as heavy.
TODO: Remove HMParams
TODO: Flowing water to actually contain flow direction information
TODO: Remove duplicate lighting implementation from Map (leave
VoxelManipulator, which is faster)
FEATURE: Map generator version 2
- Create surface areas based on central points; a given point's
area type is given by the nearest central point
- Separate points for heightmap, caves, plants and minerals?
- Flat land, mountains, forest, jungle
- Cliffs, arcs
- There could be a certain height (to which mountains only reach)
where some minerals are found
- Create a system that allows a huge amount of different "map
generator modules/filters"
@ -321,15 +290,11 @@ Doing now (most important at the top):
* not done
=== Stuff to do before release
* Save map seed to a metafile (with version information)
* Save the new mapgen stuff
- map/meta.txt, which should contain only plain text, something like this:
seed = O7+BZT9Vk/iVYiBlZ2dsb6zemp4xdGVysJqYmNt2X+MQ+Kg1
seed = 7ff1bafcd7118800
chunksize = 8
- map/chunks/
-
- Compressed bunch of data... um, actually no.
- Make a directory for every chunk instead, which contains
sectors and blocks
- map/chunks.dat
* Save chunk metadata on disk
* Make server find the spawning place from the real map data, not from
the heightmap
@ -338,8 +303,10 @@ Doing now (most important at the top):
* Make the generator to run in background and not blocking block
placement and transfer
* only_from_disk might not work anymore - check and fix it.
* Check the fixmes in the list above
=== Stuff to do after release
* Set backface culling on, especially for water
* Add some kind of erosion and other stuff that now is possible
* Make client to fetch stuff asynchronously
- Needs method SyncProcessData

View File

@ -1736,7 +1736,7 @@ ServerMap::ServerMap(std::string savedir):
//m_chunksize = 64;
//m_chunksize = 16; // Too slow
m_chunksize = 8; // Fine. Takes a few seconds.
m_chunksize = 8; // Takes a few seconds
//m_chunksize = 4;
//m_chunksize = 2;
@ -1973,22 +1973,22 @@ double tree_amount_2d(u64 seed, v2s16 p)
{
double noise = noise2d_perlin(
0.5+(float)p.X/250, 0.5+(float)p.Y/250,
seed+2, 4, 0.6);
double zeroval = -0.3;
seed+2, 5, 0.6);
double zeroval = -0.4;
if(noise < zeroval)
return 0;
else
return 0.04 * (noise-zeroval) / (1.0-zeroval);
}
double base_rock_level_2d(u64 seed, v2s16 p)
/*double base_rock_level_2d(u64 seed, v2s16 p)
{
return WATER_LEVEL - 6.0 + 25. * noise2d_perlin(
0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
seed, 6, 0.6);
}
}*/
double highlands_level_2d(u64 seed, v2s16 p)
/*double highlands_level_2d(u64 seed, v2s16 p)
{
double a = noise2d_perlin(
0.5+(float)p.X/1000., 0.5+(float)p.Y/1000.,
@ -1996,12 +1996,53 @@ double highlands_level_2d(u64 seed, v2s16 p)
if(a > 0.0)
//if(1)
{
return WATER_LEVEL + 25;
return WATER_LEVEL + 55. * noise2d_perlin(
0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
seed+85039, 6, 0.69);
}
else
return -100000;
}*/
double base_rock_level_2d(u64 seed, v2s16 p)
{
// The base ground level
double base = WATER_LEVEL - 4.0 + 25. * noise2d_perlin(
0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
seed, 6, 0.6);
// Higher ground level
double higher = WATER_LEVEL + 23. + 30. * noise2d_perlin(
0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
seed+85039, 6, 0.69);
//higher = 30; // For debugging
// Limit higher to at least base
if(higher < base)
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.,
seed-932, 7, 0.7);
b = rangelim(b, 0.0, 1000.0);
// Make steep stuff very steep and non-steep stuff very non-steep
b = pow(b, 4);
b *= 10;
//double b = 20;
// High/low selector
double a = 0.5 + b * noise2d_perlin(
0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
seed-359, 6, 0.7);
a = rangelim(a, 0.0, 1.0);
//dstream<<"a="<<a<<std::endl;
double h = base*(1.0-a) + higher*a;
return h;
}
/*
@ -2172,12 +2213,12 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
// Use perlin noise for ground height
surface_y_f = base_rock_level_2d(m_seed, p2d);
// Experimental stuff
/*// Experimental stuff
{
float a = highlands_level_2d(m_seed, p2d);
if(a > surface_y_f)
surface_y_f = a;
}
}*/
// Convert to integer
s16 surface_y = (s16)surface_y_f;
@ -2208,20 +2249,20 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
Randomize some parameters
*/
//TODO
s32 stone_obstacle_count = 0;
/*s32 stone_obstacle_count = (1.0+noise2d(m_seed+90443, sectorpos_base.X,
sectorpos_base.Y))/2.0 * stone_obstacle_amount/3;*/
/*s32 stone_obstacle_count =
rangelim((1.0+noise2d(m_seed+897,
sectorpos_base.X, sectorpos_base.Y))/2.0 * 30, 0, 100000);*/
s16 stone_obstacle_max_height = 0;
//u32 stone_obstacle_amount =
// myrand_range(0, myrand_range(20, myrand_range(80,150)));
/*s16 stone_obstacle_max_height =
rangelim((1.0+noise2d(m_seed+5902,
sectorpos_base.X, sectorpos_base.Y))/2.0 * 30, 0, 100000);*/
/*
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++)
{ // Aging loop
@ -2238,7 +2279,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
// Randomize max height so usually stuff will be quite low
s16 maxheight_randomized = myrand_range(0, stone_obstacle_max_height);
s16 stone_obstacle_max_size = sectorpos_base_size * MAP_BLOCKSIZE - 10;
//s16 stone_obstacle_max_size = sectorpos_base_size * MAP_BLOCKSIZE - 10;
s16 stone_obstacle_max_size = MAP_BLOCKSIZE*4-4;
v3s16 ob_size(
myrand_range(5, stone_obstacle_max_size),
@ -2371,11 +2413,15 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
if(bruise_surface)
{
//min_tunnel_diameter = 5;
//max_tunnel_diameter = myrand_range(10, 20);
min_tunnel_diameter = MYMAX(0, stone_surface_max_y/6);
max_tunnel_diameter = myrand_range(MYMAX(0, stone_surface_max_y/6), MYMAX(0, stone_surface_max_y/4));
tunnel_routepoints = 3;
min_tunnel_diameter = 5;
max_tunnel_diameter = myrand_range(10, 20);
/*min_tunnel_diameter = MYMAX(0, stone_surface_max_y/6);
max_tunnel_diameter = myrand_range(MYMAX(0, stone_surface_max_y/6), MYMAX(0, stone_surface_max_y/2));*/
/*s16 tunnel_rou = rangelim(25*(0.5+1.0*noise2d(m_seed+42,
sectorpos_base.X, sectorpos_base.Y)), 0, 15);*/
tunnel_routepoints = 5;
}
// Allowed route area size in nodes
@ -2441,11 +2487,16 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
for(u16 j=0; j<tunnel_routepoints; j++)
{
// Randomize size
s16 min_d = min_tunnel_diameter;
s16 max_d = max_tunnel_diameter;
s16 rs = myrand_range(min_d, max_d);
v3s16 maxlen(15, 5, 15);
if(bruise_surface)
{
maxlen = v3s16(30,25,30);
maxlen = v3s16(rs*7,rs*7,rs*7);
}
v3f vec(
@ -2468,11 +2519,6 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
rp.Z = ar.Z-1;
vec = rp - orp;
// Randomize size
s16 min_d = min_tunnel_diameter;
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;
@ -2482,11 +2528,13 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
s16 d1 = d0 + rs - 1;
for(s16 z0=d0; z0<=d1; z0++)
{
s16 si = rs - MYMAX(0, abs(z0)-rs/4);
//s16 si = rs - MYMAX(0, abs(z0)-rs/4);
s16 si = rs - MYMAX(0, abs(z0)-rs/7);
for(s16 x0=-si; x0<=si-1; x0++)
{
s16 maxabsxz = MYMAX(abs(x0), abs(z0));
s16 si2 = rs - MYMAX(0, maxabsxz-rs/4);
//s16 si2 = rs - MYMAX(0, maxabsxz-rs/4);
s16 si2 = rs - MYMAX(0, maxabsxz-rs/7);
//s16 si2 = rs - abs(x0);
for(s16 y0=-si2+1; y0<=si2-1; y0++)
{
@ -2663,9 +2711,6 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
Add mud to the central chunk
*/
//s16 mud_add_amount = myrand_range(2, 4);
//s16 mud_add_amount = 0;
for(s16 x=0; x<sectorpos_base_size*MAP_BLOCKSIZE; x++)
for(s16 z=0; z<sectorpos_base_size*MAP_BLOCKSIZE; z++)
{
@ -2673,7 +2718,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
// Randomize mud amount
s16 mud_add_amount = (s16)(3.5 + 2. * noise2d_perlin(
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));
@ -2717,8 +2762,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
}//timer1
{
// 179ms @cs=8
//TimeTaker timer1("flow mud");
// 340ms @cs=8
TimeTaker timer1("flow mud");
/*
Flow mud away from steep edges
@ -2959,7 +3004,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
} // Aging loop
{//TimeTaker timer1("convert mud to sand");
{
//TimeTaker timer1("convert mud to sand");
/*
Convert mud to sand
@ -3153,14 +3199,14 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
}//timer1
/*
Handle lighting
Initial lighting (sunlight)
*/
core::map<v3s16, bool> light_sources;
{
// 750ms @cs=8, can't optimize more
//TimeTaker timer1("initial lighting");
TimeTaker timer1("initial lighting");
#if 0
/*
@ -3209,6 +3255,81 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
{
light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
}
//NOTE: This is broken, at least the index has to
// be incremented
}
}
}
#endif
#if 1
/*
Go through the edges and apply sunlight to them, not caring
about neighbors
*/
// Four edges
for(s16 i=0; i<4; i++)
// Edge length
for(s16 j=lighting_min_d;
j<=lighting_max_d;
j++)
{
s16 x;
s16 z;
// +-X
if(i == 0 || i == 1)
{
x = (i==0) ? lighting_min_d : lighting_max_d;
if(i == 0)
z = lighting_min_d;
else
z = lighting_max_d;
}
// +-Z
else
{
z = (i==0) ? lighting_min_d : lighting_max_d;
if(i == 0)
x = lighting_min_d;
else
x = lighting_max_d;
}
// Node position in 2d
v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
// Loop from top to down
{
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);
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);
}
}
}
@ -3222,7 +3343,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
for(s16 z=0-max_spread_amount+1;
z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
z++)*/
#if 1
/*
This has to be 1 smaller than the actual area, because
neighboring nodes are checked.
@ -3306,6 +3427,58 @@ 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
@ -4006,7 +4179,7 @@ continue_generating:
/*
Add coal
*/
u16 coal_amount = 30.0 * g_settings.getFloat("coal_amount");
u16 coal_amount = 30;
u16 coal_rareness = 60 / coal_amount;
if(coal_rareness == 0)
coal_rareness = 1;
@ -4039,7 +4212,7 @@ continue_generating:
Add iron
*/
//TODO: change to iron_amount or whatever
u16 iron_amount = 30.0 * g_settings.getFloat("coal_amount");
u16 iron_amount = 15;
u16 iron_rareness = 60 / iron_amount;
if(iron_rareness == 0)
iron_rareness = 1;
@ -4286,16 +4459,6 @@ MapBlock * ServerMap::emergeBlock(
}
}
/*
Debug mode operation
*/
bool haxmode = g_settings.getBool("haxmode");
if(haxmode)
{
// Don't calculate lighting at all
//lighting_invalidated_blocks.clear();
}
return block;
}

View File

@ -20,6 +20,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#ifndef NOISE_HEADER
#define NOISE_HEADER
double easeCurve(double t);
// Return value: -1 ... 1
double noise2d(int x, int y, int seed);

View File

@ -274,10 +274,12 @@ void LocalPlayer::move(f32 dtime, Map &map)
position += m_speed * dtime;
bool haxmode = g_settings.getBool("haxmode");
bool free_move = g_settings.getBool("free_move");
bool terrain_viewer = g_settings.getBool("terrain_viewer");
// Skip collision detection if player is non-local
if(isLocal() == false || haxmode)
// Skip collision detection if player is non-local or
// a special movement mode is used
if(isLocal() == false || free_move || terrain_viewer)
{
setPosition(position);
return;
@ -445,39 +447,55 @@ void LocalPlayer::applyControl(float dtime)
v3f speed = v3f(0,0,0);
bool haxmode = g_settings.getBool("haxmode");
if(haxmode)
bool free_move = g_settings.getBool("free_move");
bool fast_move = g_settings.getBool("fast_move");
bool continuous_forward = g_settings.getBool("continuous_forward");
if(free_move)
{
v3f speed = getSpeed();
speed.Y = 0;
setSpeed(speed);
}
// Superspeed mode
// Whether superspeed mode is used or not
bool superspeed = false;
if(control.superspeed)
// If free movement and fast movement, always move fast
if(free_move && fast_move)
superspeed = true;
// Auxiliary button 1 (E)
if(control.aux1)
{
if(haxmode)
if(free_move)
{
// In free movement mode, aux1 descends
v3f speed = getSpeed();
speed.Y = -20*BS;
if(fast_move)
speed.Y = -20*BS;
else
speed.Y = -walkspeed_max;
setSpeed(speed);
}
else
{
// If not free movement but fast is allowed, aux1 is
// "Turbo button"
/*speed += move_direction;
superspeed = true;*/
if(fast_move)
superspeed = true;
}
}
if(haxmode)
superspeed = true;
if(continuous_forward)
speed += move_direction;
if(control.up)
{
speed += move_direction;
if(continuous_forward)
superspeed = true;
else
speed += move_direction;
}
if(control.down)
{
@ -493,13 +511,13 @@ void LocalPlayer::applyControl(float dtime)
}
if(control.jump)
{
if(haxmode)
if(free_move)
{
v3f speed = getSpeed();
/*speed.Y += 20.*BS * dtime * 2;
if(speed.Y < 0)
speed.Y = 0;*/
speed.Y = 20*BS;
if(fast_move)
speed.Y = 20*BS;
else
speed.Y = walkspeed_max;
setSpeed(speed);
}
else if(touching_ground)
@ -524,10 +542,11 @@ void LocalPlayer::applyControl(float dtime)
speed = speed.normalize() * walkspeed_max;
f32 inc = walk_acceleration * BS * dtime;
if(haxmode)
// Faster acceleration if fast and free movement
if(free_move && fast_move)
inc = walk_acceleration * BS * dtime * 10;
// Accelerate to target speed with maximum increment
accelerate(speed, inc);
}

View File

@ -263,7 +263,7 @@ struct PlayerControl
left = false;
right = false;
jump = false;
superspeed = false;
aux1 = false;
pitch = 0;
yaw = 0;
}
@ -273,7 +273,7 @@ struct PlayerControl
bool a_left,
bool a_right,
bool a_jump,
bool a_superspeed,
bool a_aux1,
float a_pitch,
float a_yaw
)
@ -283,7 +283,7 @@ struct PlayerControl
left = a_left;
right = a_right;
jump = a_jump;
superspeed = a_superspeed;
aux1 = a_aux1;
pitch = a_pitch;
yaw = a_yaw;
}
@ -292,7 +292,7 @@ struct PlayerControl
bool left;
bool right;
bool jump;
bool superspeed;
bool aux1;
float pitch;
float yaw;
};

View File

@ -326,8 +326,6 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
}
}
bool haxmode = g_settings.getBool("haxmode");
Player *player = server->m_env.getPlayer(peer_id);
assert(player != NULL);
@ -502,13 +500,6 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
// If this is true, inexistent block will be made from scratch
bool generate = d <= d_max_gen;
if(haxmode)
{
// Don't generate above player
if(p.Y > center.Y)
generate = false;
}
else
{
/*// Limit the generating area vertically to 2/3
if(abs(p.Y - center.Y) > d_max_gen - d_max_gen / 3)
@ -572,31 +563,6 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
continue;
}
#if 0
/*
NOTE: We can't know the ground level this way with the
new generator.
*/
if(haxmode)
{
/*
Ignore block if it is not at ground surface
but don't ignore water surface blocks
*/
v2s16 p2d(p.X*MAP_BLOCKSIZE + MAP_BLOCKSIZE/2,
p.Z*MAP_BLOCKSIZE + MAP_BLOCKSIZE/2);
f32 y = server->m_env.getMap().getGroundHeight(p2d);
// The sector might not exist yet, thus no heightmap
if(y > GROUNDHEIGHT_VALID_MINVALUE)
{
f32 by = p.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE/2;
if(fabs(by - y) > MAP_BLOCKSIZE + MAP_BLOCKSIZE/3
&& fabs(by - WATER_LEVEL) >= MAP_BLOCKSIZE)
continue;
}
}
#endif
/*
Check if map has this block
*/
@ -3204,16 +3170,6 @@ Player *Server::emergePlayer(const char *name, const char *password,
setCreativeInventory(player);
}
/*
With new map generator the map is regenerated anyway,
so start at somewhere where you probably don't get underground
*/
player->setPosition(intToFloat(v3s16(
0,
64,
0
)));
return player;
}
@ -3248,7 +3204,7 @@ Player *Server::emergePlayer(const char *name, const char *password,
#if 1
player->setPosition(intToFloat(v3s16(
0,
64,
40, //64,
0
)));
#endif

View File

@ -585,15 +585,6 @@ inline bool isInArea(v3s16 p, v3s16 d)
);
}
inline s16 rangelim(s16 i, s16 min, s16 max)
{
if(i < min)
return min;
if(i > max)
return max;
return i;
}
inline s16 rangelim(s16 i, s16 max)
{
if(i < 0)
@ -603,6 +594,8 @@ inline s16 rangelim(s16 i, s16 max)
return i;
}
#define rangelim(d, min, max) ((d) < (min) ? (min) : ((d)>(max)?(max):(d)))
inline v3s16 arealim(v3s16 p, s16 d)
{
if(p.X < 0)