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/*
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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.
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*/

#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"
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#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;
	}

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	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
		);
	}
	
	// On failure returns NULL
	MapSector * getSectorNoGenerateNoExNoLock(v2s16 p2d);
	// On failure returns NULL
	MapSector * getSectorNoGenerateNoEx(v2s16 p2d);
	// On failure throws InvalidPositionException
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	MapSector * getSectorNoGenerate(v2s16 p2d);
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	/*
		This is overloaded by ClientMap and ServerMap to allow
		their differing fetch methods.
	*/
	virtual MapSector * emergeSector(v2s16 p) = 0;
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	// Returns InvalidPositionException if not found
	MapBlock * getBlockNoCreate(v3s16 p);
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	// Returns NULL if not found
	MapBlock * getBlockNoCreateNoEx(v3s16 p);
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	// 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
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	// throws InvalidPositionException if not found
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	MapNode getNode(v3s16 p)
	{
		v3s16 blockpos = getNodeBlockPos(p);
		MapBlock * blockref = getBlockNoCreate(blockpos);
		v3s16 relpos = p - blockpos*MAP_BLOCKSIZE;

		return blockref->getNodeNoCheck(relpos);
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	}

	// virtual from NodeContainer
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	// throws InvalidPositionException if not found
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	void setNode(v3s16 p, MapNode & n)
	{
		v3s16 blockpos = getNodeBlockPos(p);
		MapBlock * blockref = getBlockNoCreate(blockpos);
		v3s16 relpos = p - blockpos*MAP_BLOCKSIZE;
		blockref->setNodeNoCheck(relpos, n);
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	}

	/*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);
	}*/

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	void unspreadLight(enum LightBank bank,
			core::map<v3s16, u8> & from_nodes,
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			core::map<v3s16, bool> & light_sources,
			core::map<v3s16, MapBlock*> & modified_blocks);

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	void unLightNeighbors(enum LightBank bank,
			v3s16 pos, u8 lightwas,
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			core::map<v3s16, bool> & light_sources,
			core::map<v3s16, MapBlock*> & modified_blocks);
	
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	void spreadLight(enum LightBank bank,
			core::map<v3s16, bool> & from_nodes,
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			core::map<v3s16, MapBlock*> & modified_blocks);
	
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	void lightNeighbors(enum LightBank bank,
			v3s16 pos,
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			core::map<v3s16, MapBlock*> & modified_blocks);

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	v3s16 getBrightestNeighbour(enum LightBank bank, v3s16 p);
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	s16 propagateSunlight(v3s16 start,
			core::map<v3s16, MapBlock*> & modified_blocks);
	
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	void updateLighting(enum LightBank bank,
			core::map<v3s16, MapBlock*>  & a_blocks,
			core::map<v3s16, MapBlock*> & modified_blocks);
			
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	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);
	
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	/*
		Update the faces of the given block and blocks on the
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		leading edge.
	*/
	void updateMeshes(v3s16 blockpos, u32 daynight_ratio);
	
	// Update meshes that touch the node
	//void updateNodeMeshes(v3s16 nodepos, u32 daynight_ratio);
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		Takes the blocks at the edges into account
	*/
	bool dayNightDiffed(v3s16 blockpos);
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	//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;
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};

// Master heightmap parameters
struct HMParams
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{
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	{
		blocksize = 64;
		randmax = "constant 70.0";
		randfactor = "constant 0.6";
		base = "linear 0 80 0";
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	}
	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;
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};

/*
	ServerMap

	This is the only map class that is able to generate map.
*/

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class ServerMap : public Map
{
public:
	/*
		savedir: directory to which map data should be saved
	*/
	ServerMap(std::string savedir, HMParams hmp, MapParams mp);
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	~ServerMap();

	s32 mapType() const
	{
		return MAPTYPE_SERVER;
	}

	/*
		Map generation
	*/
	
	// Returns the position of the chunk where the sector is in
	v2s16 sector_to_chunk(v2s16 sectorpos)
	{
		sectorpos.X += m_chunksize / 2;
		sectorpos.Y += m_chunksize / 2;
		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();
	}

	/*
		Generate a chunk.

		All chunks touching this one can be altered also.

		Doesn't update lighting.
	*/
	MapChunk* generateChunkRaw(v2s16 chunkpos);
	
	/*
		Generate a chunk and its neighbors so that it won't be touched
		anymore.

		Doesn't update lighting.
	*/
	MapChunk* generateChunk(v2s16 chunkpos);
	
	/*
		Generate a sector.
		
		This is mainly called by generateChunkRaw.
	*/
	ServerMapSector * generateSector(v2s16 p);

	/*
		Get a sector from somewhere.
		- Check memory
		- Check disk
		- Generate chunk
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	*/
	MapSector * emergeSector(v2s16 p);

	MapBlock * generateBlock(
			v3s16 p,
			MapBlock *original_dummy,
			ServerMapSector *sector,
			core::map<v3s16, MapBlock*> &changed_blocks,
			core::map<v3s16, MapBlock*> &lighting_invalidated_blocks
	);

	MapBlock * emergeBlock(
			v3s16 p,
			bool only_from_disk,
			core::map<v3s16, MapBlock*> &changed_blocks,
			core::map<v3s16, MapBlock*> &lighting_invalidated_blocks
	);

#if 0
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	/*
		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
	);
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	/*
		Misc. helper functions for fiddling with directory and file
		names when saving
	*/
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	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:
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	UnlimitedHeightmap *m_heightmap;
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	std::string m_savedir;
	bool m_map_saving_enabled;

	// Chunk size in MapSectors
	s16 m_chunksize;
	// Chunks
	core::map<v2s16, MapChunk*> m_chunks;
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};

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 Client;

/*
	ClientMap
	
	This is the only map class that is able to render itself on screen.
*/

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class ClientMap : public Map, public scene::ISceneNode
{
public:
	ClientMap(
			Client *client,
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			scene::ISceneNode* parent,
			scene::ISceneManager* mgr,
			s32 id
	);

	~ClientMap();

	s32 mapType() const
	{
		return MAPTYPE_CLIENT;
	}

	void drop()
	{
		ISceneNode::drop();
	}

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	/*
		Forcefully get a sector from somewhere
	*/
	MapSector * emergeSector(v2s16 p);

	void deSerializeSector(v2s16 p2d, std::istream &is);

	/*
		ISceneNode methods
	*/

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	virtual void OnRegisterSceneNode();
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	virtual void render()
	{
		video::IVideoDriver* driver = SceneManager->getVideoDriver();
		driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
		renderMap(driver, SceneManager->getSceneNodeRenderPass());
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	}
	
	virtual const core::aabbox3d<f32>& getBoundingBox() const
	{
		return m_box;
	}

	void renderMap(video::IVideoDriver* driver, s32 pass);
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	/*
		Methods for setting temporary modifications to nodes for
		drawing.

		Returns true if something changed.
		
		All blocks whose mesh could have been changed are inserted
		to affected_blocks.
	bool setTempMod(v3s16 p, NodeMod mod,
			core::map<v3s16, MapBlock*> *affected_blocks=NULL);
	bool clearTempMod(v3s16 p,
			core::map<v3s16, MapBlock*> *affected_blocks=NULL);
	// Efficient implementation needs a cache of TempMods
	//void clearTempMods();
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	// 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;
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};

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);

	/*
		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;
};

class ManualMapVoxelManipulator : public MapVoxelManipulator
{
public:
	ManualMapVoxelManipulator(Map *map);
	virtual ~ManualMapVoxelManipulator();
	
	virtual void emerge(VoxelArea a, s32 caller_id=-1);

	void initialEmerge(v3s16 blockpos_min, v3s16 blockpos_max);

protected:
};

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#endif