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Copyright (C) 2010-2011 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 "common_irrlicht.h"
#include "mapnode.h"
#include "constants.h"
#include "voxel.h"
#include "utility.h" // Needed for UniqueQueue, a member of Map
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#include "modifiedstate.h"
class MapSector;
class ServerMapSector;
class ClientMapSector;
class MapBlock;
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class IGameDef;
namespace mapgen{
struct BlockMakeData;
};
#define MAPTYPE_BASE 0
#define MAPTYPE_SERVER 1
#define MAPTYPE_CLIENT 2
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// Node added (changed from air or something else to something)
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// Node removed (changed to air)
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// Node metadata of block changed (not knowing which node exactly)
// p stores block coordinate
MEET_BLOCK_NODE_METADATA_CHANGED,
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// Anything else (modified_blocks are set unsent)
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MEET_OTHER
};
struct MapEditEvent
{
MapEditEventType type;
v3s16 p;
MapNode n;
core::map<v3s16, bool> modified_blocks;
u16 already_known_by_peer;
MapEditEvent():
type(MEET_OTHER),
already_known_by_peer(0)
{
}
MapEditEvent * clone()
{
MapEditEvent *event = new MapEditEvent();
event->type = type;
event->p = p;
event->n = n;
for(core::map<v3s16, bool>::Iterator
i = modified_blocks.getIterator();
i.atEnd()==false; i++)
{
v3s16 p = i.getNode()->getKey();
bool v = i.getNode()->getValue();
event->modified_blocks.insert(p, v);
}
return event;
}
};
class MapEventReceiver
{
public:
// event shall be deleted by caller after the call.
virtual void onMapEditEvent(MapEditEvent *event) = 0;
};
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Map(std::ostream &dout, IGameDef *gamedef);
virtual s32 mapType() const
{
return MAPTYPE_BASE;
}
/*
Drop (client) or delete (server) the map.
*/
virtual void drop()
{
delete this;
}
void addEventReceiver(MapEventReceiver *event_receiver);
void removeEventReceiver(MapEventReceiver *event_receiver);
// event shall be deleted by caller after the call.
void dispatchEvent(MapEditEvent *event);
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// On failure returns NULL
MapSector * getSectorNoGenerateNoExNoLock(v2s16 p2d);
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// Same as the above (there exists no lock anymore)
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MapSector * getSectorNoGenerateNoEx(v2s16 p2d);
// On failure throws InvalidPositionException
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// Gets an existing sector or creates an empty one
//MapSector * getSectorCreate(v2s16 p2d);
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/*
This is overloaded by ClientMap and ServerMap to allow
their differing fetch methods.
*/
virtual MapSector * emergeSector(v2s16 p){ return NULL; }
virtual MapSector * emergeSector(v2s16 p,
core::map<v3s16, MapBlock*> &changed_blocks){ return NULL; }
// Returns InvalidPositionException if not found
MapBlock * getBlockNoCreate(v3s16 p);
// Returns NULL if not found
MapBlock * getBlockNoCreateNoEx(v3s16 p);
/* Server overrides */
virtual MapBlock * emergeBlock(v3s16 p, bool allow_generate=true)
{ return getBlockNoCreateNoEx(p); }
// Returns InvalidPositionException if not found
bool isNodeUnderground(v3s16 p);
// Returns a CONTENT_IGNORE node if not found
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,
void lightNeighbors(enum LightBank bank,
v3s16 pos,
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);
/*
Wrappers for the latter ones.
These emit events.
Return true if succeeded, false if not.
*/
bool addNodeWithEvent(v3s16 p, MapNode n);
bool removeNodeWithEvent(v3s16 p);
*/
bool dayNightDiffed(v3s16 blockpos);
//core::aabbox3d<s16> getDisplayedBlockArea();
//bool updateChangedVisibleArea();
// Call these before and after saving of many blocks
virtual void beginSave() {return;};
virtual void endSave() {return;};
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virtual void save(ModifiedState save_level){assert(0);};
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// Server implements this.
// Client leaves it as no-op.
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virtual void saveBlock(MapBlock *block){};
Updates usage timers and unloads unused blocks and sectors.
Saves modified blocks before unloading on MAPTYPE_SERVER.
void timerUpdate(float dtime, float unload_timeout,
core::list<v3s16> *unloaded_blocks=NULL);
// Deletes sectors and their blocks from memory
// If deleted sector is in sector cache, clears cache
void deleteSectors(core::list<v2s16> &list);
/*
Unload unused data
= flush changed to disk and delete from memory, if usage timer of
block is more than timeout
*/
void unloadUnusedData(float timeout,
// For debug printing. Prints "Map: ", "ServerMap: " or "ClientMap: "
void transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks);
/*
Node metadata
These are basically coordinate wrappers to MapBlock
*/
NodeMetadata* getNodeMetadata(v3s16 p);
void setNodeMetadata(v3s16 p, NodeMetadata *meta);
void removeNodeMetadata(v3s16 p);
void nodeMetadataStep(float dtime,
core::map<v3s16, MapBlock*> &changed_blocks);
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/*
Misc.
*/
core::map<v2s16, MapSector*> *getSectorsPtr(){return &m_sectors;}
/*
Variables
*/
protected:
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std::ostream &m_dout; // A bit deprecated, could be removed
IGameDef *m_gamedef;
core::map<MapEventReceiver*, bool> m_event_receivers;
core::map<v2s16, MapSector*> m_sectors;
// Be sure to set this to NULL when the cached sector is deleted
MapSector *m_sector_cache;
v2s16 m_sector_cache_p;
// Queued transforming water nodes
UniqueQueue<v3s16> m_transforming_liquid;
/*
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
*/
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ServerMap(std::string savedir, IGameDef *gamedef);
~ServerMap();
s32 mapType() const
{
return MAPTYPE_SERVER;
}
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/*
Get a sector from somewhere.
- Check memory
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- Check disk (doesn't load blocks)
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- Create blank one
*/
ServerMapSector * createSector(v2s16 p);
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/*
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Blocks are generated by using these and makeBlock().
void initBlockMake(mapgen::BlockMakeData *data, v3s16 blockpos);
MapBlock* finishBlockMake(mapgen::BlockMakeData *data,
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core::map<v3s16, MapBlock*> &changed_blocks);
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// A non-threaded wrapper to the above
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MapBlock * generateBlock(
v3s16 p,
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core::map<v3s16, MapBlock*> &modified_blocks
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);
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/*
Get a block from somewhere.
- Memory
- Create blank
*/
MapBlock * createBlock(v3s16 p);
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- Memory
- Load from disk
- Generate
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MapBlock * emergeBlock(v3s16 p, bool allow_generate=true);
// Helper for placing objects on ground level
s16 findGroundLevel(v2s16 p2d);
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/*
Misc. helper functions for fiddling with directory and file
names when saving
*/
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void createDirs(std::string path);
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std::string getSectorDir(v2s16 pos, int layout = 2);
// dirname: final directory name
v2s16 getSectorPos(std::string dirname);
v3s16 getBlockPos(std::string sectordir, std::string blockfile);
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static std::string getBlockFilename(v3s16 p);
/*
Database functions
*/
// Create the database structure
void createDatabase();
// Verify we can read/write to the database
void verifyDatabase();
// Get an integer suitable for a block
static sqlite3_int64 getBlockAsInteger(const v3s16 pos);
// Returns true if the database file does not exist
bool loadFromFolders();
// Call these before and after saving of blocks
void beginSave();
void endSave();
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void save(ModifiedState save_level);
void listAllLoadableBlocks(core::list<v3s16> &dst);
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/*void saveChunkMeta();
void loadChunkMeta();*/
// The sector mutex should be locked when calling most of these
// This only saves sector-specific data such as the heightmap
// (no MapBlocks)
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MapSector* loadSectorMeta(std::string dirname, bool save_after_load);
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bool loadSectorMeta(v2s16 p2d);
// 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.
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void loadBlock(std::string sectordir, std::string blockfile, MapSector *sector, bool save_after_load=false);
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MapBlock* loadBlock(v3s16 p);
// Database version
void loadBlock(std::string *blob, v3s16 p3d, MapSector *sector, bool save_after_load=false);
// For debug printing
virtual void PrintInfo(std::ostream &out);
bool isSavingEnabled(){ return m_map_saving_enabled; }
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// Seed used for all kinds of randomness in generation
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#if 0
s16 m_chunksize;
// Chunks
core::map<v2s16, MapChunk*> m_chunks;
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#endif
/*
Metadata is re-written on disk only if this is true.
This is reset to false when written on disk.
*/
bool m_map_metadata_changed;
/*
SQLite database and statements
*/
sqlite3 *m_database;
sqlite3_stmt *m_database_read;
sqlite3_stmt *m_database_write;
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/*
ClientMap stuff
*/
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;
};
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class ITextureSource;
/*
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,
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IGameDef *gamedef,
MapDrawControl &control,
scene::ISceneNode* parent,
scene::ISceneManager* mgr,
s32 id
);
~ClientMap();
s32 mapType() const
{
return MAPTYPE_CLIENT;
}
void drop()
{
ISceneNode::drop();
}
void updateCamera(v3f pos, v3f dir, f32 fov)
{
JMutexAutoLock lock(m_camera_mutex);
m_camera_position = pos;
m_camera_direction = dir;
m_camera_fov = fov;
/*
Forcefully get a sector from somewhere
*/
MapSector * emergeSector(v2s16 p);
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);
void renderPostFx();
// For debug printing
virtual void PrintInfo(std::ostream &out);
// Check if sector was drawn on last render()
bool sectorWasDrawn(v2s16 p)
{
return (m_last_drawn_sectors.find(p) != NULL);
}
private:
Client *m_client;
core::aabbox3d<f32> m_box;
// This is the master heightmap mesh
MapDrawControl &m_control;
v3f m_camera_position;
v3f m_camera_direction;
f32 m_camera_fov;
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);
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key = blockpos
value = block existed when loaded
core::map<v3s16, bool> m_loaded_blocks;
};
class ManualMapVoxelManipulator : public MapVoxelManipulator
{
public:
ManualMapVoxelManipulator(Map *map);
virtual ~ManualMapVoxelManipulator();
void setMap(Map *map)
{m_map = map;}
virtual void emerge(VoxelArea a, s32 caller_id=-1);
void initialEmerge(v3s16 blockpos_min, v3s16 blockpos_max);
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// This is much faster with big chunks of generated data
void blitBackAll(core::map<v3s16, MapBlock*> * modified_blocks);
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bool m_create_area;