tweaking around, including mapgen, player speed in water, settings
This commit is contained in:
parent
023876dafb
commit
cfaa15895a
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@ -40,12 +40,19 @@ void set_default_settings()
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// Server stuff
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g_settings.setDefault("creative_mode", "false");
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g_settings.setDefault("heightmap_blocksize", "32");
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/*g_settings.setDefault("heightmap_blocksize", "32");
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g_settings.setDefault("height_randmax", "constant 45.0");
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g_settings.setDefault("height_randfactor", "constant 0.6");
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g_settings.setDefault("height_base", "linear 0 0 0");
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g_settings.setDefault("plants_amount", "1.0");
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g_settings.setDefault("ravines_amount", "1.0");
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g_settings.setDefault("coal_amount", "1.0");*/
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g_settings.setDefault("heightmap_blocksize", "16");
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g_settings.setDefault("height_randmax", "linear 0 0 40");
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g_settings.setDefault("height_randfactor", "linear 0.60 -0.10 0");
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g_settings.setDefault("height_base", "linear 5 0 0");
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g_settings.setDefault("plants_amount", "0.2");
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g_settings.setDefault("ravines_amount", "0");
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g_settings.setDefault("coal_amount", "1.0");
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g_settings.setDefault("objectdata_interval", "0.2");
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@ -55,7 +62,7 @@ void set_default_settings()
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g_settings.setDefault("disable_water_climb", "true");
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g_settings.setDefault("endless_water", "true");
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g_settings.setDefault("max_block_send_distance", "5");
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g_settings.setDefault("max_block_generate_distance", "4");
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g_settings.setDefault("max_block_generate_distance", "5");
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g_settings.setDefault("time_send_interval", "20");
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g_settings.setDefault("time_speed", "96");
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g_settings.setDefault("server_unload_unused_sectors_timeout", "60");
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@ -121,7 +121,7 @@ void Environment::step(float dtime)
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f32 max_down = 1.0*BS;
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if(speed.Y < -max_down) speed.Y = -max_down;
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f32 max = 2.0*BS;
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f32 max = 2.5*BS;
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if(speed.getLength() > max)
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{
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speed = speed / speed.getLength() * max;
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127
src/main.cpp
127
src/main.cpp
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@ -23,18 +23,19 @@ NOTE: Things starting with TODO are sometimes only suggestions.
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NOTE: VBO cannot be turned on for fast-changing stuff because there
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is an apparanet memory leak in irrlicht when using it (not sure)
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- It is not a memory leak but some kind of a buffer.
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NOTE: iostream.imbue(std::locale("C")) is very slow
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NOTE: Global locale is now set at initialization
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SUGG: Fix address to be ipv6 compatible
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FIXME: When a new sector is generated, it may change the ground level
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NOTE: When a new sector is generated, it may change the ground level
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of it's and it's neighbors border that two blocks that are
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above and below each other and that are generated before and
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after the sector heightmap generation (order doesn't matter),
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can have a small gap between each other at the border.
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SUGGESTION: Use same technique for sector heightmaps as what we're
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SUGG: Use same technique for sector heightmaps as what we're
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using for UnlimitedHeightmap? (getting all neighbors
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when generating)
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@ -78,10 +79,6 @@ SUGG: Split MapBlockObject serialization to to-client and to-disk
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SUGG: Implement lighting using VoxelManipulator
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- Would it be significantly faster?
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FIXME: Rats somehow go underground sometimes (you can see it in water)
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- Does their position get saved to a border value or something?
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- Does this happen anymore?
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SUGG: MovingObject::move and Player::move are basically the same.
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combine them.
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@ -90,6 +87,8 @@ SUGG: Implement a "Fast check queue" (a queue with a map for checking
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- Use it in active block queue in water flowing
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SUGG: Precalculate lighting translation table at runtime (at startup)
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- This is not doable because it is currently hand-made and not
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based on some mathematical function.
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SUGG: A version number to blocks, which increments when the block is
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modified (node add/remove, water update, lighting update)
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@ -105,41 +104,87 @@ SUGG: Meshes of blocks could be split into 6 meshes facing into
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different directions and then only those drawn that need to be
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- Also an 1-dimensional tile map would be nice probably
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TODO: Untie client network operations from framerate
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- Needs some input queues or something
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- Not really necessary?
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Networking:
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TODO: Get rid of GotSplitPacketException
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GUI:
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TODO: Add gui option to remove map
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TODO: Startup and configuration menu
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Graphics:
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TODO: Optimize day/night mesh updating somehow
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- create copies of all textures for all lighting values and only
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change texture for material?
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- Umm... the collecting of the faces is the slow part
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-> what about just changing the color values of the existing
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meshbuffers? It should go quite fast.
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TODO: Draw big amounts of torches better (that is, throw them in the
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same meshbuffer (can the meshcollector class be used?))
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TODO: Combine MapBlock's face caches to so big pieces that VBO
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gets used
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- That is >500 vertices
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TODO: Startup and configuration menu
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TODO: Make fetching sector's blocks more efficient when rendering
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sectors that have very large amounts of blocks (on client)
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TODO: There are some lighting-related todos and fixmes in
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ServerMap::emergeBlock
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Configuration:
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TODO: Proper handling of spawning place (try to find something that
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is not in the middle of an ocean (some land to stand on at
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least) and save it in map config.
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TODO: Make the video backend selectable
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Client:
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TODO: Untie client network operations from framerate
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- Needs some input queues or something
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- Not really necessary?
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Server:
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TODO: When player dies, throw items on map
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TODO: Make an option to the server to disable building and digging near
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the starting position
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TODO: Players to only be hidden when the client quits.
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TODO: - Players to be saved on disk, with inventory
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TODO: Players to be saved as text in map/players/<name>
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TODO: Player inventory to be saved on disk
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TODO: Make fetching sector's blocks more efficient when rendering
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sectors that have very large amounts of blocks (on client)
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TODO: Make the video backend selectable
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TODO: Proper handling of spawning place (try to find something that
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is not in the middle of an ocean (some land to stand on at
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least) and save it in map config.
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TODO: Copy the text of the last picked sign to inventory in creative
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mode
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TODO: Get rid of GotSplitPacketException
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TODO: Check what goes wrong with caching map to disk (Kray)
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- Nothing?
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TODO: When server sees that client is removing an inexistent block or
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adding a block to an existent position, resend the MapBlock.
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Objects:
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TODO: Better handling of objects and mobs
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- Scripting?
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- There has to be some way to do it with less spaghetti code
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- Make separate classes for client and server
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- Client should not discriminate between blocks, server should
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- Make other players utilize the same framework
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- This is also needed for objects that don't get sent to client
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but are used for triggers etc
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SUGG: Signs could be done in the same way as torches. For this, blocks
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need an additional metadata field for the texts
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- This is also needed for item container chests
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TODO: There has to be some better way to handle static objects than to
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send them all the time. This affects signs and item objects.
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Block object server side:
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- A "near blocks" buffer, in which some nearby blocks are stored.
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- For all blocks in the buffer, objects are stepped(). This
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@ -151,40 +196,14 @@ Block object server side:
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- TODO: For incoming blocks, time difference is calculated and
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objects are stepped according to it.
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TODO: Better handling of objects and mobs
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- Scripting?
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- There has to be some way to do it with less spaghetti code
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- Make separate classes for client and server
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- Client should not discriminate between blocks, server should
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- Make other players utilize the same framework
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- This is also needed for objects that don't get sent to client
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but are used for triggers etc
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Map generator:
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TODO: Draw big amounts of torches better (that is, throw them in the
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same meshbuffer (can the meshcollector class be used?))
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TODO: There are some lighting-related todos and fixmes in
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ServerMap::emergeBlock
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TODO: Make an option to the server to disable building and digging near
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the starting position
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SUGG: Signs could be done in the same way as torches. For this, blocks
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need an additional metadata field for the texts
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- This is also needed for item container chests
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TODO: There has to be some better way to handle static objects than to
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send them all the time. This affects signs and item objects.
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TODO: When server sees that client is removing an inexistent block or
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adding a block to an existent position, resend the MapBlock.
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TODO: When player dies, throw items on map
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TODO: Use porting::path_userdata for configuration file
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TODO: Optimize day/night mesh updating somehow
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- create copies of all textures for all lighting values and only
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change texture for material?
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- Umm... the collecting of the faces is the slow part
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-> what about just changing the color values of the existing
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meshbuffers? It should go quite fast.
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TODO: When generating a block, check that there is no sunlight
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below the block if the bottom of the block doesn't have
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sunlight. If it has, add it to the invalid lighting list.
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TODO: Map generator version 2
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- Create surface areas based on central points; a given point's
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- Flat land, mountains, forest, jungle
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- Cliffs, arcs
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TODO: Add gui option to remove map
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Doing now:
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======================================================================
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194
src/map.cpp
194
src/map.cpp
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@ -1482,8 +1482,10 @@ MapSector * ServerMap::emergeSector(v2s16 p2d)
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sector->setHeightmap(p_in_sector, hm);
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//TODO: Make these values configurable
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//hm->generateContinued(0.0, 0.0, corners);
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hm->generateContinued(0.5, 0.2, corners);
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hm->generateContinued(0.25, 0.2, corners);
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//hm->generateContinued(0.5, 0.2, corners);
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//hm->generateContinued(1.0, 0.2, corners);
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//hm->generateContinued(2.0, 0.2, corners);
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@ -1712,6 +1714,7 @@ MapBlock * ServerMap::emergeBlock(
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{
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underground_emptiness[i] = 0;
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}
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// Generate dungeons
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{
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/*
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// DEBUG
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//sector->printHeightmaps();
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// Set to true if has caves.
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// Set when some non-air is changed to air when making caves.
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bool has_caves = false;
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for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
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for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
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{
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@ -1894,6 +1901,7 @@ continue_generating:
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float max_slope = 1.20;
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float min_slope_depth = 5.0;
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float max_slope_depth = 0;
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if(slope < min_slope)
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surface_depth = min_slope_depth;
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else if(slope > max_slope)
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@ -1934,16 +1942,6 @@ continue_generating:
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}
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// Else it's ground or dungeons (air)
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else
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{
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// Create dungeons
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if(underground_emptiness[
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ued*ued*(z0*ued/MAP_BLOCKSIZE)
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+ued*(y0*ued/MAP_BLOCKSIZE)
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+(x0*ued/MAP_BLOCKSIZE)])
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{
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n.d = CONTENT_AIR;
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}
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else
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{
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// If it's surface_depth under ground, it's stone
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if(real_y <= surface_y - surface_depth)
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@ -1974,62 +1972,56 @@ continue_generating:
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else
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n.d = CONTENT_GRASS;*/
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}
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}
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}
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#if 0
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else if(real_y <= surface_y - surface_depth)
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{
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// Create dungeons
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if(underground_emptiness[
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ued*ued*(z0*ued/MAP_BLOCKSIZE)
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+ued*(y0*ued/MAP_BLOCKSIZE)
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+(x0*ued/MAP_BLOCKSIZE)])
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{
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// Has now caves if previous content is air
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if(n.d != CONTENT_AIR)
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{
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has_caves = true;
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}
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n.d = CONTENT_AIR;
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}
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else
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{
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n.d = CONTENT_STONE;
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}
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}
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// If node is at or under heightmap y
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else if(real_y <= surface_y)
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{
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// If under water level, it's mud
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if(real_y < WATER_LEVEL)
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n.d = CONTENT_MUD;
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// Only the topmost node is grass
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else if(real_y <= surface_y - 1)
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n.d = CONTENT_MUD;
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// Else it's the main material
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else
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n.d = material;
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}
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#endif
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block->setNode(v3s16(x0,y0,z0), n);
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}
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}
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/*
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Calculate is_underground
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Calculate completely_underground
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*/
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// Probably underground if the highest part of block is under lowest
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// ground height
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bool is_underground = (block_y+1) * MAP_BLOCKSIZE <= lowest_ground_y;
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block->setIsUnderground(is_underground);
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// Completely underground if the highest part of block is under lowest
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// ground height.
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// This has to be very sure; it's probably one too strict now but
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// that's just better.
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bool completely_underground =
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block_y * MAP_BLOCKSIZE + MAP_BLOCKSIZE < lowest_ground_y;
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// This isn't used anymore (?) but set it anyway
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block->setIsUnderground(completely_underground);
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bool some_part_underground = block_y * MAP_BLOCKSIZE <= highest_ground_y;
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/*
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Force lighting update if some part of block is underground
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This is needed because of caves.
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Force lighting update if some part of block is partly
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underground and has caves.
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*/
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bool some_part_underground = (block_y+0) * MAP_BLOCKSIZE < highest_ground_y;
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if(some_part_underground)
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//if(is_underground)
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if(some_part_underground && !completely_underground && has_caves)
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{
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//dstream<<"Half-ground caves"<<std::endl;
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lighting_invalidated_blocks[block->getPos()] = block;
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}
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// DEBUG: Always update lighting
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//lighting_invalidated_blocks[block->getPos()] = block;
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/*
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Add some minerals
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*/
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@ -2041,9 +2033,9 @@ continue_generating:
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/*
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Add meseblocks
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*/
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for(s16 i=0; i<underground_level*1; i++)
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for(s16 i=0; i< underground_level/4 + 1; i++)
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{
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if(myrand()%2 == 0)
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if(myrand()%10 == 0)
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{
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v3s16 cp(
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(myrand()%(MAP_BLOCKSIZE-2))+1,
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@ -2112,7 +2104,7 @@ continue_generating:
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/*
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Create a few rats in empty blocks underground
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*/
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if(is_underground)
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if(completely_underground)
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{
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//for(u16 i=0; i<2; i++)
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{
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@ -2157,7 +2149,33 @@ continue_generating:
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v2s16 p2d(p.X,p.Z);
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u8 d = i.getNode()->getValue();
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//v3s16 p = p_sector - v3s16(0, block_y*MAP_BLOCKSIZE, 0);
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// Ground level point (user for stuff that is on ground)
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v3s16 gp = p;
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bool ground_found = true;
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// Search real ground level
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try{
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for(;;)
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{
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MapNode n = sector->getNode(gp);
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// If not air, go one up and continue to placing the tree
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if(n.d != CONTENT_AIR)
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{
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gp += v3s16(0,1,0);
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break;
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}
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// If air, go one down
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gp += v3s16(0,-1,0);
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}
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}catch(InvalidPositionException &e)
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{
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// Ground not found.
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ground_found = false;
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// This is most close to ground
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gp += v3s16(0,1,0);
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}
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try
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{
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@ -2175,40 +2193,64 @@ continue_generating:
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}
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else if(d == SECTOR_OBJECT_TREE_1)
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{
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v3s16 p_min = p + v3s16(-1,0,-1);
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v3s16 p_max = p + v3s16(1,4,1);
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if(ground_found == false)
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continue;
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v3s16 p_min = gp + v3s16(-1,0,-1);
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v3s16 p_max = gp + v3s16(1,5,1);
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if(sector->isValidArea(p_min, p_max,
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&changed_blocks_sector))
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{
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MapNode n;
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n.d = CONTENT_TREE;
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sector->setNode(p+v3s16(0,0,0), n);
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sector->setNode(p+v3s16(0,1,0), n);
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sector->setNode(p+v3s16(0,2,0), n);
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sector->setNode(p+v3s16(0,3,0), n);
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sector->setNode(gp+v3s16(0,0,0), n);
|
||||
sector->setNode(gp+v3s16(0,1,0), n);
|
||||
sector->setNode(gp+v3s16(0,2,0), n);
|
||||
sector->setNode(gp+v3s16(0,3,0), n);
|
||||
|
||||
n.d = CONTENT_LEAVES;
|
||||
|
||||
sector->setNode(p+v3s16(0,4,0), n);
|
||||
if(rand()%4!=0) sector->setNode(gp+v3s16(0,5,0), n);
|
||||
|
||||
sector->setNode(p+v3s16(-1,4,0), n);
|
||||
sector->setNode(p+v3s16(1,4,0), n);
|
||||
sector->setNode(p+v3s16(0,4,-1), n);
|
||||
sector->setNode(p+v3s16(0,4,1), n);
|
||||
sector->setNode(p+v3s16(1,4,1), n);
|
||||
sector->setNode(p+v3s16(-1,4,1), n);
|
||||
sector->setNode(p+v3s16(-1,4,-1), n);
|
||||
sector->setNode(p+v3s16(1,4,-1), n);
|
||||
if(rand()%3!=0) sector->setNode(gp+v3s16(-1,5,0), n);
|
||||
if(rand()%3!=0) sector->setNode(gp+v3s16(1,5,0), n);
|
||||
if(rand()%3!=0) sector->setNode(gp+v3s16(0,5,-1), n);
|
||||
if(rand()%3!=0) sector->setNode(gp+v3s16(0,5,1), n);
|
||||
/*if(rand()%3!=0) sector->setNode(gp+v3s16(1,5,1), n);
|
||||
if(rand()%3!=0) sector->setNode(gp+v3s16(-1,5,1), n);
|
||||
if(rand()%3!=0) sector->setNode(gp+v3s16(-1,5,-1), n);
|
||||
if(rand()%3!=0) sector->setNode(gp+v3s16(1,5,-1), n);*/
|
||||
|
||||
sector->setNode(p+v3s16(-1,3,0), n);
|
||||
sector->setNode(p+v3s16(1,3,0), n);
|
||||
sector->setNode(p+v3s16(0,3,-1), n);
|
||||
sector->setNode(p+v3s16(0,3,1), n);
|
||||
sector->setNode(p+v3s16(1,3,1), n);
|
||||
sector->setNode(p+v3s16(-1,3,1), n);
|
||||
sector->setNode(p+v3s16(-1,3,-1), n);
|
||||
sector->setNode(p+v3s16(1,3,-1), n);
|
||||
sector->setNode(gp+v3s16(0,4,0), n);
|
||||
|
||||
sector->setNode(gp+v3s16(-1,4,0), n);
|
||||
sector->setNode(gp+v3s16(1,4,0), n);
|
||||
sector->setNode(gp+v3s16(0,4,-1), n);
|
||||
sector->setNode(gp+v3s16(0,4,1), n);
|
||||
sector->setNode(gp+v3s16(1,4,1), n);
|
||||
sector->setNode(gp+v3s16(-1,4,1), n);
|
||||
sector->setNode(gp+v3s16(-1,4,-1), n);
|
||||
sector->setNode(gp+v3s16(1,4,-1), n);
|
||||
|
||||
sector->setNode(gp+v3s16(-1,3,0), n);
|
||||
sector->setNode(gp+v3s16(1,3,0), n);
|
||||
sector->setNode(gp+v3s16(0,3,-1), n);
|
||||
sector->setNode(gp+v3s16(0,3,1), n);
|
||||
sector->setNode(gp+v3s16(1,3,1), n);
|
||||
sector->setNode(gp+v3s16(-1,3,1), n);
|
||||
sector->setNode(gp+v3s16(-1,3,-1), n);
|
||||
sector->setNode(gp+v3s16(1,3,-1), n);
|
||||
|
||||
if(rand()%3!=0) sector->setNode(gp+v3s16(-1,2,0), n);
|
||||
if(rand()%3!=0) sector->setNode(gp+v3s16(1,2,0), n);
|
||||
if(rand()%3!=0) sector->setNode(gp+v3s16(0,2,-1), n);
|
||||
if(rand()%3!=0) sector->setNode(gp+v3s16(0,2,1), n);
|
||||
/*if(rand()%3!=0) sector->setNode(gp+v3s16(1,2,1), n);
|
||||
if(rand()%3!=0) sector->setNode(gp+v3s16(-1,2,1), n);
|
||||
if(rand()%3!=0) sector->setNode(gp+v3s16(-1,2,-1), n);
|
||||
if(rand()%3!=0) sector->setNode(gp+v3s16(1,2,-1), n);*/
|
||||
|
||||
// Objects are identified by wanted position
|
||||
objects_to_remove.push_back(p);
|
||||
|
||||
// Lighting has to be recalculated for this one.
|
||||
|
@ -2218,13 +2260,17 @@ continue_generating:
|
|||
}
|
||||
else if(d == SECTOR_OBJECT_BUSH_1)
|
||||
{
|
||||
if(sector->isValidArea(p + v3s16(0,0,0),
|
||||
p + v3s16(0,0,0), &changed_blocks_sector))
|
||||
if(ground_found == false)
|
||||
continue;
|
||||
|
||||
if(sector->isValidArea(gp + v3s16(0,0,0),
|
||||
gp + v3s16(0,0,0), &changed_blocks_sector))
|
||||
{
|
||||
MapNode n;
|
||||
n.d = CONTENT_LEAVES;
|
||||
sector->setNode(p+v3s16(0,0,0), n);
|
||||
sector->setNode(gp+v3s16(0,0,0), n);
|
||||
|
||||
// Objects are identified by wanted position
|
||||
objects_to_remove.push_back(p);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -876,6 +876,7 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources)
|
|||
{
|
||||
for(s16 z=0; z<MAP_BLOCKSIZE; z++)
|
||||
{
|
||||
#if 1
|
||||
bool no_sunlight = false;
|
||||
bool no_top_block = false;
|
||||
// Check if node above block has sunlight
|
||||
|
@ -901,6 +902,23 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources)
|
|||
// No sunlight here
|
||||
//no_sunlight = true;
|
||||
}
|
||||
#endif
|
||||
#if 0 // Doesn't work; nothing gets light.
|
||||
bool no_sunlight = true;
|
||||
bool no_top_block = false;
|
||||
// Check if node above block has sunlight
|
||||
try{
|
||||
MapNode n = getNodeParent(v3s16(x, MAP_BLOCKSIZE, z));
|
||||
if(n.getLight(LIGHTBANK_DAY) == LIGHT_SUN)
|
||||
{
|
||||
no_sunlight = false;
|
||||
}
|
||||
}
|
||||
catch(InvalidPositionException &e)
|
||||
{
|
||||
no_top_block = true;
|
||||
}
|
||||
#endif
|
||||
|
||||
/*std::cout<<"("<<x<<","<<z<<"): "
|
||||
<<"no_top_block="<<no_top_block
|
||||
|
|
|
@ -13,9 +13,9 @@ void setStoneLikeDiggingProperties(u8 material, float toughness)
|
|||
DiggingProperties(true, 15.0*toughness, 0));
|
||||
|
||||
g_material_properties[material].setDiggingProperties("WPick",
|
||||
DiggingProperties(true, 2.0*toughness, 65535./20.*toughness));
|
||||
DiggingProperties(true, 1.5*toughness, 65535./20.*toughness));
|
||||
g_material_properties[material].setDiggingProperties("STPick",
|
||||
DiggingProperties(true, 1.0*toughness, 65535./50.*toughness));
|
||||
DiggingProperties(true, 0.7*toughness, 65535./60.*toughness));
|
||||
|
||||
/*g_material_properties[material].setDiggingProperties("MesePick",
|
||||
DiggingProperties(true, 0.0*toughness, 65535./20.*toughness));*/
|
||||
|
@ -63,7 +63,7 @@ void initializeMaterialProperties()
|
|||
for(u16 i=0; i<MATERIAL_PROPERTIES_COUNT; i++)
|
||||
{
|
||||
g_material_properties[i].setDiggingProperties("MesePick",
|
||||
DiggingProperties(true, 0.0, 65535./20.));
|
||||
DiggingProperties(true, 0.0, 65535./1337));
|
||||
}
|
||||
|
||||
g_material_properties_initialized = true;
|
||||
|
|
22
src/player.h
22
src/player.h
|
@ -97,6 +97,9 @@ public:
|
|||
|
||||
virtual void updateLight(u8 light_at_pos) {};
|
||||
|
||||
virtual bool isClientConnected() { return false; }
|
||||
virtual void setClientConnected(bool) {}
|
||||
|
||||
bool touching_ground;
|
||||
bool in_water;
|
||||
|
||||
|
@ -115,22 +118,35 @@ protected:
|
|||
class ServerRemotePlayer : public Player
|
||||
{
|
||||
public:
|
||||
ServerRemotePlayer()
|
||||
ServerRemotePlayer(bool client_connected):
|
||||
m_client_connected(client_connected)
|
||||
{
|
||||
}
|
||||
virtual ~ServerRemotePlayer()
|
||||
{
|
||||
}
|
||||
|
||||
bool isLocal() const
|
||||
virtual bool isLocal() const
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
void move(f32 dtime, Map &map)
|
||||
virtual void move(f32 dtime, Map &map)
|
||||
{
|
||||
}
|
||||
|
||||
virtual bool isClientConnected()
|
||||
{
|
||||
return m_client_connected;
|
||||
}
|
||||
virtual void setClientConnected(bool client_connected)
|
||||
{
|
||||
m_client_connected = client_connected;
|
||||
}
|
||||
|
||||
// This
|
||||
bool m_client_connected;
|
||||
|
||||
private:
|
||||
};
|
||||
|
||||
|
|
|
@ -88,7 +88,7 @@ void * EmergeThread::Thread()
|
|||
|
||||
//derr_server<<"EmergeThread::Thread(): running"<<std::endl;
|
||||
|
||||
//TimeTaker timer("block emerge", g_device);
|
||||
//TimeTaker timer("block emerge");
|
||||
|
||||
/*
|
||||
Try to emerge it from somewhere.
|
||||
|
@ -135,9 +135,14 @@ void * EmergeThread::Thread()
|
|||
|
||||
{//envlock
|
||||
|
||||
//TimeTaker envlockwaittimer("block emerge envlock wait time");
|
||||
|
||||
// 0-50ms
|
||||
JMutexAutoLock envlock(m_server->m_env_mutex);
|
||||
|
||||
//TimeTaker timer("block emerge envlock", g_device);
|
||||
//envlockwaittimer.stop();
|
||||
|
||||
//TimeTaker timer("block emerge (while env locked)");
|
||||
|
||||
try{
|
||||
bool only_from_disk = false;
|
||||
|
@ -209,8 +214,9 @@ void * EmergeThread::Thread()
|
|||
}
|
||||
|
||||
/*dstream<<"lighting "<<lighting_invalidated_blocks.size()
|
||||
<<" blocks"<<std::endl;
|
||||
TimeTaker timer("** updateLighting", g_device);*/
|
||||
<<" blocks"<<std::endl;*/
|
||||
|
||||
//TimeTaker timer("** updateLighting", g_device);
|
||||
|
||||
// Update lighting without locking the environment mutex,
|
||||
// add modified blocks to changed blocks
|
||||
|
@ -450,8 +456,8 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
|
|||
|
||||
bool generate = d <= d_max_gen;
|
||||
|
||||
// Limit the generating area vertically to half
|
||||
if(abs(p.Y - center.Y) > d_max_gen / 2)
|
||||
// Limit the generating area vertically to 2/3
|
||||
if(abs(p.Y - center.Y) > d_max_gen - d_max_gen / 3)
|
||||
generate = false;
|
||||
|
||||
/*
|
||||
|
@ -2967,7 +2973,7 @@ void Server::handlePeerChange(PeerChange &c)
|
|||
// The player shouldn't already exist
|
||||
assert(player == NULL);
|
||||
|
||||
player = new ServerRemotePlayer();
|
||||
player = new ServerRemotePlayer(true);
|
||||
player->peer_id = c.peer_id;
|
||||
|
||||
/*
|
||||
|
|
Loading…
Reference in New Issue