Tweaking around
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39fbf15273
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de3fdba568
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@ -981,14 +981,14 @@ void Client::ProcessData(u8 *data, u32 datasize, u16 sender_peer_id)
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12000 = midday
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12000 = midday
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*/
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*/
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{
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{
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const s32 daylength = 8;
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const s32 daylength = 16;
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const s32 nightlength = 2;
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const s32 nightlength = 6;
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const s32 daytimelength = 4;
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const s32 daytimelength = 8;
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s32 d = daylength;
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s32 d = daylength;
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s32 t = (((m_time_of_day.get())%24000)/(24000/d));
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s32 t = (((m_time_of_day.get())%24000)/(24000/d));
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u32 dr;
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u32 dr;
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if(t < nightlength/2 || t >= d - nightlength/2)
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if(t < nightlength/2 || t >= d - nightlength/2)
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dr = 350;
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dr = 400;
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else if(t >= d/2 - daytimelength/2 && t < d/2 + daytimelength/2)
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else if(t >= d/2 - daytimelength/2 && t < d/2 + daytimelength/2)
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dr = 1000;
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dr = 1000;
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else
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else
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10
src/main.cpp
10
src/main.cpp
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@ -252,9 +252,6 @@ TODO: Change AttributeList to split the area into smaller sections so
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TODO: Change AttributeList to be 2D, as it would be too slow to search
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TODO: Change AttributeList to be 2D, as it would be too slow to search
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in 3D fields anyway.
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in 3D fields anyway.
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FIXME: The new pre-sunlight-propagation code messes up with initial
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water lighting. Does it any more?
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TODO: Remove HMParams
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TODO: Remove HMParams
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TODO: Flowing water to actually contain flow direction information
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TODO: Flowing water to actually contain flow direction information
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@ -2119,9 +2116,9 @@ int main(int argc, char *argv[])
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camera_direction.rotateXZBy(camera_yaw);
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camera_direction.rotateXZBy(camera_yaw);
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// This is at the height of the eyes of the current figure
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// This is at the height of the eyes of the current figure
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v3f camera_position = player_position + v3f(0, BS+BS/2, 0);
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//v3f camera_position = player_position + v3f(0, BS+BS/2, 0);
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// This is more like in minecraft
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// This is more like in minecraft
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//v3f camera_position = player_position + v3f(0, BS+BS*0.625, 0);
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v3f camera_position = player_position + v3f(0, BS+BS*0.625, 0);
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camera->setPosition(camera_position);
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camera->setPosition(camera_position);
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// *100.0 helps in large map coordinates
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// *100.0 helps in large map coordinates
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@ -2752,7 +2749,8 @@ int main(int argc, char *argv[])
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//TimeTaker //timer10("//timer10");
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//TimeTaker //timer10("//timer10");
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video::SMaterial m;
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video::SMaterial m;
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m.Thickness = 10;
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//m.Thickness = 10;
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m.Thickness = 3;
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m.Lighting = false;
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m.Lighting = false;
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driver->setMaterial(m);
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driver->setMaterial(m);
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@ -102,6 +102,10 @@ void mysrand(unsigned seed)
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next = seed;
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next = seed;
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}
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}
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/*
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PointAttributeList
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*/
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// Float with distance
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// Float with distance
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struct DFloat
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struct DFloat
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{
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{
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@ -109,7 +113,7 @@ struct DFloat
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u32 d;
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u32 d;
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};
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};
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float PointAttributeList::getInterpolatedFloat(v3s16 p)
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float PointAttributeList::getInterpolatedFloat(v2s16 p)
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{
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{
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const u32 near_wanted_count = 5;
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const u32 near_wanted_count = 5;
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// Last is nearest, first is farthest
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// Last is nearest, first is farthest
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@ -1450,23 +1450,16 @@ class PointAttributeList
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{
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{
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struct PointWithAttr
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struct PointWithAttr
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{
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{
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v3s16 p;
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v2s16 p;
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Attribute attr;
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Attribute attr;
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};
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};
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public:
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public:
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~PointAttributeList()
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~PointAttributeList()
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{
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{
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/*for(core::list<PointWithAttr>::Iterator
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i = m_points.begin();
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i != m_points.end(); i++)
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{
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PointWithAttr &pwa = *i;
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//delete pwa.attr;
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}*/
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}
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}
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Attribute getNearAttr(v3s16 p)
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Attribute getNearAttr(v2s16 p)
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{
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{
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core::list<PointWithAttr>::Iterator
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core::list<PointWithAttr>::Iterator
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nearest_i = m_points.end();
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nearest_i = m_points.end();
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@ -1490,9 +1483,9 @@ public:
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return nearest_i->attr;
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return nearest_i->attr;
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}
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}
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Attribute getNearAttr(v2s16 p)
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Attribute getNearAttr(v3s16 p)
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{
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{
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return getNearAttr(v3s16(p.X, 0, p.Y));
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return getNearAttr(v2s16(p.X, p.Z));
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}
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}
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bool empty()
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bool empty()
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@ -1504,20 +1497,14 @@ public:
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Take all points in range, or at least the nearest point,
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Take all points in range, or at least the nearest point,
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and interpolate the values as floats
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and interpolate the values as floats
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*/
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*/
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float getInterpolatedFloat(v3s16 p);
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float getInterpolatedFloat(v2s16 p);
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float getInterpolatedFloat(v2s16 p)
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float getInterpolatedFloat(v3s16 p)
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{
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{
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return getInterpolatedFloat(v3s16(p.X, 0, p.Y));
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return getInterpolatedFloat(v2s16(p.X, p.Z));
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}
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}
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//float getInterpolatedFloat(v3s16 p, s32 range);
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void addPoint(v2s16 p, const Attribute &attr)
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/*float getInterpolatedFloat(v2s16 p, s32 range)
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{
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return getInterpolatedFloat(v3s16(p.X, 0, p.Y), range);
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}*/
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void addPoint(v3s16 p, const Attribute &attr)
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{
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{
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PointWithAttr pattr;
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PointWithAttr pattr;
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pattr.p = p;
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pattr.p = p;
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m_points.push_back(pattr);
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m_points.push_back(pattr);
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}
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}
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void addPoint(v2s16 p, const Attribute &attr)
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void addPoint(v3s16 p, const Attribute &attr)
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{
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{
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addPoint(v3s16(p.X, 0, p.Y), attr);
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addPoint(v2s16(p.X, p.Z), attr);
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}
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}
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private:
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private:
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