all kinds of tweaking and fixing
This commit is contained in:
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24c1ea7103
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102c5e31fe
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@ -19,14 +19,54 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "light.h"
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/*u32 daynight_cache_ratios[DAYNIGHT_CACHE_COUNT] =
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// a_n+1 = a_n * 0.786
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// Length of LIGHT_MAX+1 means LIGHT_MAX is the last value.
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// LIGHT_SUN is read as LIGHT_MAX from here.
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u8 light_decode_table[LIGHT_MAX+1] =
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{
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1000,
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600,
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300
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8,
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11,
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14,
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18,
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22,
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29,
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37,
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47,
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60,
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76,
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97,
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123,
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157,
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200,
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255,
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};
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// As in minecraft, a_n+1 = a_n * 0.8
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// NOTE: This doesn't really work that well because this defines
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// LIGHT_MAX as dimmer than LIGHT_SUN
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// NOTE: Uh, this has had 34 left out; forget this.
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/*u8 light_decode_table[LIGHT_MAX+1] =
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{
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8,
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11,
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14,
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17,
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21,
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27,
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42,
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53,
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66,
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83,
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104,
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130,
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163,
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204,
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255,
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};*/
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u8 light_decode_table[LIGHT_MAX+1] =
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// This was a quick try of more light, manually quickly made
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/*u8 light_decode_table[LIGHT_MAX+1] =
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{
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0,
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7,
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@ -43,7 +83,9 @@ u8 light_decode_table[LIGHT_MAX+1] =
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167,
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205,
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255,
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};
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};*/
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// This was used for a long time, manually made
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/*u8 light_decode_table[LIGHT_MAX+1] =
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{
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0,
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@ -62,6 +104,7 @@ u8 light_decode_table[LIGHT_MAX+1] =
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191,
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255,
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};*/
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/*u8 light_decode_table[LIGHT_MAX+1] =
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{
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0,
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@ -36,7 +36,9 @@ extern u32 daynight_cache_ratios[DAYNIGHT_CACHE_COUNT];*/
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Lower level lighting stuff
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*/
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// This directly sets the range of light
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// This directly sets the range of light.
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// Actually this is not the real maximum, and this is not the
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// brightest. The brightest is LIGHT_SUN.
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#define LIGHT_MAX 14
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// Light is stored as 4 bits, thus 15 is the maximum.
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// This brightness is reserved for sunlight
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@ -1675,7 +1675,7 @@ int main(int argc, char *argv[])
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driverType = video::EDT_OPENGL;
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#else
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driverType = video::EDT_OPENGL;
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//driverType = video::EDT_BURNINGSVIDEO;
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//driverType = video::EDT_BURNINGSVIDEO; // Best software renderer
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#endif
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// create device and exit if creation failed
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105
src/map.cpp
105
src/map.cpp
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@ -2903,48 +2903,58 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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v3s16(-1,0,0), // left
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};
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// Drop mud on side
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for(u32 di=0; di<4; di++)
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// Theck that upper is air or doesn't exist.
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// Only drop mud if upper doesn't contain anything that
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// would keep the mud in place.
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u32 i3 = i;
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vmanip.m_area.add_y(em, i3, 1);
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if(vmanip.m_area.contains(i3) == false
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|| content_walkable(vmanip.m_data[i3].d) == false)
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{
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v3s16 dirp = dirs4[di];
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u32 i2 = i;
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// Move to side
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vmanip.m_area.add_p(em, i2, dirp);
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// Fail if out of area
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if(vmanip.m_area.contains(i2) == false)
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continue;
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// Check that side is air
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MapNode *n2 = &vmanip.m_data[i2];
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if(content_walkable(n2->d))
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continue;
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// Check that under side is air
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vmanip.m_area.add_y(em, i2, -1);
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// Fail if out of area
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if(vmanip.m_area.contains(i2) == false)
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continue;
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n2 = &vmanip.m_data[i2];
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if(content_walkable(n2->d))
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continue;
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// Loop further down until not air
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do{
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// Drop mud on side
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for(u32 di=0; di<4; di++)
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{
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v3s16 dirp = dirs4[di];
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u32 i2 = i;
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// Move to side
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vmanip.m_area.add_p(em, i2, dirp);
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// Fail if out of area
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if(vmanip.m_area.contains(i2) == false)
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continue;
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// Check that side is air
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MapNode *n2 = &vmanip.m_data[i2];
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if(content_walkable(n2->d))
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continue;
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// Check that under side is air
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vmanip.m_area.add_y(em, i2, -1);
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// Fail if out of area
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if(vmanip.m_area.contains(i2) == false)
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continue;
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n2 = &vmanip.m_data[i2];
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}while(content_walkable(n2->d) == false);
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// Loop one up so that we're in air
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vmanip.m_area.add_y(em, i2, 1);
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n2 = &vmanip.m_data[i2];
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if(content_walkable(n2->d))
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continue;
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// Loop further down until not air
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do{
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vmanip.m_area.add_y(em, i2, -1);
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// Fail if out of area
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if(vmanip.m_area.contains(i2) == false)
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continue;
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n2 = &vmanip.m_data[i2];
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}while(content_walkable(n2->d) == false);
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// Loop one up so that we're in air
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vmanip.m_area.add_y(em, i2, 1);
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n2 = &vmanip.m_data[i2];
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// Move mud to new place
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*n2 = *n;
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// Set old place to be air
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*n = MapNode(CONTENT_AIR);
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// Move mud to new place
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*n2 = *n;
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// Set old place to be air
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*n = MapNode(CONTENT_AIR);
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// Done
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break;
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// Done
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break;
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}
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}
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// Continue from next y
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@ -2990,18 +3000,19 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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*/
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{
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v3s16 em = vmanip.m_area.getExtent();
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s16 y_start = WATER_LEVEL;
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u8 light = LIGHT_MAX;
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// Start at global water surface level
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s16 y_start = WATER_LEVEL;
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u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
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MapNode *n = &vmanip.m_data[i];
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/*
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Add first one to transforming liquid queue
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*/
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/*// Add first one to transforming liquid queue, if water
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if(n->d == CONTENT_WATER || n->d == CONTENT_WATERSOURCE)
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{
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v3s16 p = v3s16(p2d.X, y_start, p2d.Y);
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m_transforming_liquid.push_back(p);
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}
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}*/
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for(s16 y=y_start; y>=y_nodes_min; y--)
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{
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n = &vmanip.m_data[i];
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if(n->d != CONTENT_AIR && n->d != CONTENT_WATERSOURCE
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&& n->d != CONTENT_WATER)
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{
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/*
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Add bottom one to transforming liquid queue
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*/
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/*// Add bottom one to transforming liquid queue
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vmanip.m_area.add_y(em, i, 1);
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n = &vmanip.m_data[i];
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if(n->d == CONTENT_WATER || n->d == CONTENT_WATERSOURCE)
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{
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v3s16 p = v3s16(p2d.X, y, p2d.Y);
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m_transforming_liquid.push_back(p);
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}
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}*/
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break;
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}
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n->d = CONTENT_WATERSOURCE;
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n->setLight(LIGHTBANK_DAY, light);
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/*// Add to transforming liquid queue (in case it'd
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// Add to transforming liquid queue (in case it'd
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// start flowing)
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v3s16 p = v3s16(p2d.X, y, p2d.Y);
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m_transforming_liquid.push_back(p);*/
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m_transforming_liquid.push_back(p);
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// Next one
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vmanip.m_area.add_y(em, i, -1);
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if(m_control.range_all == false)
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range = m_control.wanted_range * BS;
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float d = 0.0;
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if(isBlockInSight(block->getPos(), camera_position,
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camera_direction, range) == false)
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camera_direction, range, &d) == false)
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{
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continue;
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}
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continue;
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}
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#endif
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#if 0
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v3s16 blockpos_nodes = block->getPosRelative();
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// Block center position
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// Total distance
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f32 d = blockpos_relative.getLength();
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#endif
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#if 1
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/*
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@ -75,7 +75,7 @@ void init_mapnode(IIrrlichtWrapper *irrlicht)
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i = CONTENT_SAND;
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f = &g_content_features[i];
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f->setAllTextures(irrlicht->getTextureId("mud.png"));
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f->setAllTextures(irrlicht->getTextureId("sand.png"));
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f->param_type = CPT_MINERAL;
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f->is_ground_content = true;
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@ -45,11 +45,12 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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10: (dev) water pressure
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11: (dev) zlib'd blocks, block flags
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12: (dev) UnlimitedHeightmap now uses interpolated areas
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13: (dev) Mapgen v2
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*/
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// This represents an uninitialized or invalid format
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#define SER_FMT_VER_INVALID 255
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// Highest supported serialization version
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#define SER_FMT_VER_HIGHEST 12
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#define SER_FMT_VER_HIGHEST 13
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// Lowest supported serialization version
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#define SER_FMT_VER_LOWEST 2
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@ -380,7 +380,8 @@ lopuks sit otetaan a/b
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camera_dir: an unit vector pointing to camera direction
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range: viewing range
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*/
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bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir, f32 range)
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bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir, f32 range,
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f32 *distance_ptr)
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{
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v3s16 blockpos_nodes = blockpos_b * MAP_BLOCKSIZE;
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// Total distance
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f32 d = blockpos_relative.getLength();
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if(distance_ptr)
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*distance_ptr = d;
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// If block is far away, it's not in sight
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if(d > range * BS)
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return false;
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@ -1663,7 +1663,8 @@ private:
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Miscellaneous functions
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*/
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bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir, f32 range);
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bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir, f32 range,
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f32 *distance_ptr=NULL);
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/*
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Queue with unique values with fast checking of value existence
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