before adding day/night lighting

--HG--
rename : data/light.png => data/cloud.png
This commit is contained in:
Perttu Ahola 2010-12-18 13:10:37 +02:00
parent 385dd9917f
commit 15a43c5ed0
18 changed files with 662 additions and 487 deletions

Before

Width:  |  Height:  |  Size: 118 B

After

Width:  |  Height:  |  Size: 118 B

@ -38,6 +38,9 @@ Configuration file:
../minetest.conf
../../minetest.conf
Command-line options:
- Use --help
Running on Windows:
- The working directory should be ./bin

@ -29,7 +29,7 @@ cp -r data/water.png $PACKAGEPATH/data/
cp -r data/tree.png $PACKAGEPATH/data/
cp -r data/leaves.png $PACKAGEPATH/data/
cp -r data/mese.png $PACKAGEPATH/data/
cp -r data/light.png $PACKAGEPATH/data/
cp -r data/cloud.png $PACKAGEPATH/data/
cp -r data/sign.png $PACKAGEPATH/data/
cp -r data/sign_back.png $PACKAGEPATH/data/
cp -r data/rat.png $PACKAGEPATH/data/

@ -1140,6 +1140,35 @@ bool Client::AsyncProcessPacket(LazyMeshUpdater &mesh_updater)
block->deSerialize(istr, ser_version);
sector->insertBlock(block);
//block->setChangedFlag();
//DEBUG
/*NodeMod mod;
mod.type = NODEMOD_CHANGECONTENT;
mod.param = CONTENT_MESE;
block->setTempMod(v3s16(8,10,8), mod);
block->setTempMod(v3s16(8,9,8), mod);
block->setTempMod(v3s16(8,8,8), mod);
block->setTempMod(v3s16(8,7,8), mod);
block->setTempMod(v3s16(8,6,8), mod);*/
/*
Add some coulds
Well, this is a dumb way to do it, they should just
be drawn as separate objects.
*/
/*if(p.Y == 3)
{
NodeMod mod;
mod.type = NODEMOD_CHANGECONTENT;
mod.param = CONTENT_CLOUD;
v3s16 p2;
p2.Y = 8;
for(p2.X=3; p2.X<=13; p2.X++)
for(p2.Z=3; p2.Z<=13; p2.Z++)
{
block->setTempMod(p2, mod);
}
}*/
}
} //envlock
@ -1412,16 +1441,20 @@ void Client::pressGround(u8 button, v3s16 nodepos_undersurface,
}
/*
length: 19
length: 17
[0] u16 command
[2] u8 button (0=left, 1=right)
[2] u8 action
[3] v3s16 nodepos_undersurface
[9] v3s16 nodepos_abovesurface
[15] u16 item
actions:
0: start digging
1: place block
2: stop digging (all parameters ignored)
*/
u8 datasize = 2 + 1 + 6 + 6 + 2;
SharedBuffer<u8> data(datasize);
writeU16(&data[0], TOSERVER_PRESS_GROUND);
writeU16(&data[0], TOSERVER_GROUND_ACTION);
writeU8(&data[2], button);
writeV3S16(&data[3], nodepos_undersurface);
writeV3S16(&data[9], nodepos_oversurface);
@ -1455,9 +1488,35 @@ void Client::clickObject(u8 button, v3s16 blockpos, s16 id, u16 item)
Send(0, data, true);
}
void Client::release(u8 button)
void Client::stopDigging()
{
//TODO
if(connectedAndInitialized() == false){
dout_client<<DTIME<<"Client::release() "
"cancelled (not connected)"
<<std::endl;
return;
}
/*
length: 17
[0] u16 command
[2] u8 action
[3] v3s16 nodepos_undersurface
[9] v3s16 nodepos_abovesurface
[15] u16 item
actions:
0: start digging
1: place block
2: stop digging (all parameters ignored)
*/
u8 datasize = 2 + 1 + 6 + 6 + 2;
SharedBuffer<u8> data(datasize);
writeU16(&data[0], TOSERVER_GROUND_ACTION);
writeU8(&data[2], 2);
writeV3S16(&data[3], v3s16(0,0,0));
writeV3S16(&data[9], v3s16(0,0,0));
writeU16(&data[15], 0);
Send(0, data, true);
}
void Client::sendSignText(v3s16 blockpos, s16 id, std::string text)

@ -196,7 +196,7 @@ public:
void pressGround(u8 button, v3s16 nodepos_undersurface,
v3s16 nodepos_oversurface, u16 item);
void clickObject(u8 button, v3s16 blockpos, s16 id, u16 item);
void release(u8 button);
void stopDigging();
void sendSignText(v3s16 blockpos, s16 id, std::string text);

@ -159,22 +159,21 @@ enum ToServerCommand
[11] u16 item
*/
TOSERVER_PRESS_GROUND = 0x28,
TOSERVER_GROUND_ACTION = 0x28,
/*
length: 17
[0] u16 command
[2] u8 button (0=left, 1=right)
[2] u8 action
[3] v3s16 nodepos_undersurface
[9] v3s16 nodepos_abovesurface
[15] u16 item
actions:
0: start digging (from undersurface)
1: place block (to abovesurface)
2: stop digging (all parameters ignored)
*/
TOSERVER_RELEASE = 0x29,
/*
length: 3
[0] u16 command
[2] u8 button
*/
TOSERVER_RELEASE = 0x29, // Not used
TOSERVER_SIGNTEXT = 0x30,
/*

@ -19,49 +19,45 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "light.h"
/*
#!/usr/bin/python
from math import *
from sys import stdout
# We want 0 at light=0 and 255 at light=LIGHT_MAX
LIGHT_MAX = 15
L = []
for i in range(1,LIGHT_MAX+1):
L.append(int(round(255.0 * 0.69 ** (i-1))))
L.append(0)
L.reverse()
for i in L:
stdout.write(str(i)+",\n")
*/
/*
The first value should be 0, the last value should be 255.
*/
// LIGHT_MAX is 15, 0-15 is 16 values
/*u8 light_decode_table[LIGHT_MAX+1] =
{
0,
2,
3,
4,
6,
9,
13,
19,
28,
40,
58,
84,
121,
176,
12,
14,
16,
20,
26,
34,
45,
61,
81,
108,
143,
191,
255,
};*/
u8 light_decode_table[LIGHT_MAX+1] =
{
0,
5,
12,
22,
35,
50,
65,
85,
100,
120,
140,
160,
185,
215,
255,
};
#if 0
/*
#!/usr/bin/python
@ -100,48 +96,6 @@ u8 light_decode_table[LIGHT_MAX+1] =
191,
255,
};
/*
#!/usr/bin/python
from math import *
from sys import stdout
# We want 0 at light=0 and 255 at light=LIGHT_MAX
LIGHT_MAX = 14
#FACTOR = 0.69
FACTOR = 0.75
maxlight = 255
minlight = 8
L = []
for i in range(1,LIGHT_MAX+1):
L.append(minlight+int(round((maxlight-minlight) * FACTOR ** (i-1))))
#L.append(int(round(255.0 * FACTOR ** (i-1))))
L.append(minlight)
L.reverse()
for i in L:
stdout.write(str(i)+",\n")
*/
/*u8 light_decode_table[LIGHT_MAX+1] =
{
8,
14,
16,
18,
22,
27,
33,
41,
52,
67,
86,
112,
147,
193,
255,
};*/
#endif

@ -24,6 +24,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
// This directly sets the range of light
#define LIGHT_MAX 14
// Light is stored as 4 bits, thus 15 is the maximum.
// This brightness is reserved for sunlight
#define LIGHT_SUN 15

@ -27,50 +27,7 @@ NOTE: VBO cannot be turned on for fast-changing stuff because there
NOTE: iostream.imbue(std::locale("C")) is very slow
NOTE: Global locale is now set at initialization
SUGGESTION: add a second lighting value to the MS nibble of param of
air to tell how bright the air node is when there is no sunlight.
When day changes to night, these two values can be interpolated.
TODO: Fix address to be ipv6 compatible
TODO: ESC Pause mode in which the cursor is not kept at the center of window.
TODO: Stop player if focus of window is taken away (go to pause mode)
TODO: Optimize and fix makeFastFace or whatever it's called
- Face calculation is the source of CPU usage on the client
SUGGESTION: The client will calculate and send lighting changes and
the server will randomly check some of them and kick the client out
if it fails to calculate them right.
- Actually, it could just start ignoring them and calculate them
itself.
SUGGESTION: Combine MapBlock's face caches to so big pieces that VBO
gets used
- That is >500 vertices
TODO: Better dungeons
TODO: There should be very slight natural caves also, starting from
only a straightened-up cliff
TODO: Changing of block with mouse wheel or something
TODO: Menus
TODO: Mobs
- Server:
- One single map container with ids as keys
- Client:
- ?
TODO: - Keep track of the place of the mob in the last few hundreth's
of a second - then, if a player hits it, take the value that is
avg_rtt/2 before the moment the packet is received.
TODO: - Scripting
SUGGESTION: Modify client to calculate single changes asynchronously
TODO: Moving players more smoothly. Calculate moving animation
in a way that doesn't make the player jump to the right place
immediately when the server sends a new position
TODO: There are some lighting-related todos and fixmes in
ServerMap::emergeBlock
SUGG: Fix address to be ipv6 compatible
FIXME: When a new sector is generated, it may change the ground level
of it's and it's neighbors border that two blocks that are
@ -81,15 +38,7 @@ SUGGESTION: Use same technique for sector heightmaps as what we're
using for UnlimitedHeightmap? (getting all neighbors
when generating)
TODO: Proper handling of spawning place (try to find something that
is not in the middle of an ocean (some land to stand on at
least) and save it in map config.
SUGG: Set server to automatically find a good spawning place in some
place where there is water and land.
- Map to have a getWalkableNear(p)
- Is this a good idea? It's part of the game to find a good place.
TODO: Transfer more blocks in a single packet
SUGG: Transfer more blocks in a single packet
SUGG: A blockdata combiner class, to which blocks are added and at
destruction it sends all the stuff in as few packets as possible.
@ -100,53 +49,18 @@ SUGG: Expose Connection's seqnums and ACKs to server and client.
- This enables saving many packets and making a faster connection
- This also enables server to check if client has received the
most recent block sent, for example.
TODO: Add a sane bandwidth throttling system to Connection
SUGG: Add a sane bandwidth throttling system to Connection
SUGG: More fine-grained control of client's dumping of blocks from
memory
- ...What does this mean in the first place?
TODO: Make the amount of blocks sending to client and the total
amount of blocks dynamically limited. Transferring blocks is the
main network eater of this system, so it is the one that has
to be throttled so that RTTs stay low.
TODO: Server to load starting inventory from disk
TODO: PLayers to only be hidden when the client quits.
TODO: - Players to be saved on disk, with inventory
TODO: Players to be saved as text in map/players/<name>
SUGG: A map editing mode (similar to dedicated server mode)
TODO: Make fetching sector's blocks more efficient when rendering
sectors that have very large amounts of blocks (on client)
TODO: Make the video backend selectable
Block object server side:
- A "near blocks" buffer, in which some nearby blocks are stored.
- For all blocks in the buffer, objects are stepped(). This
means they are active.
- TODO: A global active buffer is needed for the server
- TODO: All blocks going in and out of the buffer are recorded.
- TODO: For outgoing blocks, a timestamp is written.
- TODO: For incoming blocks, the time difference is calculated and
objects are stepped according to it.
TODO: A timestamp to blocks
SUGG: Add a time value to the param of footstepped grass and check it
against a global timer when a block is accessed, to make old
steps fade away.
TODO: Add config parameters for server's sending and generating distance
TODO: Copy the text of the last picked sign to inventory in creative
mode
TODO: Untie client network operations from framerate
- Needs some input queues or something
SUGG: Make a copy of close-range environment on client for showing
on screen, with minimal mutexes to slow down the main loop
@ -161,15 +75,9 @@ SUGG: Split MapBlockObject serialization to to-client and to-disk
- This will allow saving ages of rats on disk but not sending
them to clients
TODO: Get rid of GotSplitPacketException
SUGG: Implement lighting using VoxelManipulator
- Would it be significantly faster?
TODO: Check what goes wrong with caching map to disk (Kray)
TODO: Remove LazyMeshUpdater. It is not used as supposed.
FIXME: Rats somehow go underground sometimes (you can see it in water)
- Does their position get saved to a border value or something?
- Does this happen anymore?
@ -184,9 +92,97 @@ SUGG: Implement a "Fast check queue" (a queue with a map for checking
SUGG: Signs could be done in the same way as torches. For this, blocks
need an additional metadata field for the texts
SUGG: Precalculate lighting translation table at runtime (at startup)
SUGG: A version number to blocks, which increments when the block is
modified (node add/remove, water update, lighting update)
- This can then be used to make sure the most recent version of
a block has been sent to client
TODO: Stop player if focus of window is taken away (go to pause mode)
TODO: Combine MapBlock's face caches to so big pieces that VBO
gets used
- That is >500 vertices
TODO: Better dungeons
TODO: Cliffs, arcs
TODO: Menus
TODO: Mobs
- Server:
- One single map container with ids as keys
- Client:
- ?
TODO: - Keep track of the place of the mob in the last few hundreth's
of a second - then, if a player hits it, take the value that is
avg_rtt/2 before the moment the packet is received.
TODO: - Scripting
TODO: Moving players more smoothly. Calculate moving animation
in a way that doesn't make the player jump to the right place
immediately when the server sends a new position
TODO: There are some lighting-related todos and fixmes in
ServerMap::emergeBlock
TODO: Proper handling of spawning place (try to find something that
is not in the middle of an ocean (some land to stand on at
least) and save it in map config.
TODO: Make the amount of blocks sending to client and the total
amount of blocks dynamically limited. Transferring blocks is the
main network eater of this system, so it is the one that has
to be throttled so that RTTs stay low.
TODO: Server to load starting inventory from disk
TODO: Players to only be hidden when the client quits.
TODO: - Players to be saved on disk, with inventory
TODO: Players to be saved as text in map/players/<name>
TODO: Make fetching sector's blocks more efficient when rendering
sectors that have very large amounts of blocks (on client)
TODO: Make the video backend selectable
Block object server side:
- A "near blocks" buffer, in which some nearby blocks are stored.
- For all blocks in the buffer, objects are stepped(). This
means they are active.
- TODO: A global active buffer is needed for the server
- TODO: A timestamp to blocks
- TODO: All blocks going in and out of the buffer are recorded.
- TODO: For outgoing blocks, timestamp is written.
- TODO: For incoming blocks, time difference is calculated and
objects are stepped according to it.
TODO: Add config parameters for server's sending and generating distance
TODO: Copy the text of the last picked sign to inventory in creative
mode
TODO: Untie client network operations from framerate
- Needs some input queues or something
TODO: Get rid of GotSplitPacketException
TODO: Check what goes wrong with caching map to disk (Kray)
TODO: Remove LazyMeshUpdater. It is not used as supposed.
TODO: Node cracking animation when digging
- TODO: A way to generate new textures by combining textures
- TODO: Mesh update to fetch cracked faces from the former
Doing now:
======================================================================
TODO: Add a second lighting value to the MS nibble of param of
air to tell how bright the air node is when there is no sunlight.
When day changes to night, these two values can be interpolated.
- The biggest job is to add support to the lighting routines
======================================================================
@ -486,6 +482,10 @@ public:
if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)
{
left_active = event.MouseInput.isLeftPressed();
middle_active = event.MouseInput.isMiddlePressed();
right_active = event.MouseInput.isRightPressed();
if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)
{
leftclicked = true;
@ -494,6 +494,14 @@ public:
{
rightclicked = true;
}
if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)
{
leftreleased = true;
}
if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)
{
rightreleased = true;
}
if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)
{
/*dstream<<"event.MouseInput.Wheel="
@ -530,10 +538,23 @@ public:
keyIsDown[i] = false;
leftclicked = false;
rightclicked = false;
leftreleased = false;
rightreleased = false;
left_active = false;
middle_active = false;
right_active = false;
}
bool leftclicked;
bool rightclicked;
bool leftreleased;
bool rightreleased;
bool left_active;
bool middle_active;
bool right_active;
private:
// We use this array to store the current state of each key
bool keyIsDown[KEY_KEY_CODES_COUNT];
@ -550,14 +571,25 @@ public:
virtual ~InputHandler()
{
}
virtual bool isKeyDown(EKEY_CODE keyCode) = 0;
virtual v2s32 getMousePos() = 0;
virtual void setMousePos(s32 x, s32 y) = 0;
virtual bool getLeftState() = 0;
virtual bool getRightState() = 0;
virtual bool getLeftClicked() = 0;
virtual bool getRightClicked() = 0;
virtual void resetLeftClicked() = 0;
virtual void resetRightClicked() = 0;
virtual bool getLeftReleased() = 0;
virtual bool getRightReleased() = 0;
virtual void resetLeftReleased() = 0;
virtual void resetRightReleased() = 0;
virtual void step(float dtime) {};
virtual void clear() {};
@ -597,6 +629,15 @@ public:
m_device->getCursorControl()->setPosition(x, y);
}
virtual bool getLeftState()
{
return m_receiver->left_active;
}
virtual bool getRightState()
{
return m_receiver->right_active;
}
virtual bool getLeftClicked()
{
if(g_game_focused == false)
@ -618,6 +659,27 @@ public:
m_receiver->rightclicked = false;
}
virtual bool getLeftReleased()
{
if(g_game_focused == false)
return false;
return m_receiver->leftreleased;
}
virtual bool getRightReleased()
{
if(g_game_focused == false)
return false;
return m_receiver->rightreleased;
}
virtual void resetLeftReleased()
{
m_receiver->leftreleased = false;
}
virtual void resetRightReleased()
{
m_receiver->rightreleased = false;
}
void clear()
{
resetRightClicked();
@ -651,6 +713,15 @@ public:
mousepos = v2s32(x,y);
}
virtual bool getLeftState()
{
return false;
}
virtual bool getRightState()
{
return false;
}
virtual bool getLeftClicked()
{
return leftclicked;
@ -668,6 +739,21 @@ public:
rightclicked = false;
}
virtual bool getLeftReleased()
{
return false;
}
virtual bool getRightReleased()
{
return false;
}
virtual void resetLeftReleased()
{
}
virtual void resetRightReleased()
{
}
virtual void step(float dtime)
{
{
@ -1563,6 +1649,11 @@ int main(int argc, char *argv[])
//gui::IGUIWindow* input_window = NULL;
gui::IGUIStaticText* input_guitext = NULL;
/*
Digging animation
*/
//f32
/*
Main loop
*/
@ -1921,6 +2012,10 @@ int main(int argc, char *argv[])
else // selected_object == NULL
{
/*
Find out which node we are pointing at
*/
bool nodefound = false;
v3s16 nodepos;
v3s16 neighbourpos;
@ -2066,6 +2161,9 @@ int main(int argc, char *argv[])
} // regular block
} // for coords
/*static v3s16 oldnodepos;
static bool oldnodefound = false;*/
if(nodefound)
{
//std::cout<<DTIME<<"nodefound == true"<<std::endl;
@ -2076,41 +2174,54 @@ int main(int argc, char *argv[])
if(nodepos != nodepos_old){
std::cout<<DTIME<<"Pointing at ("<<nodepos.X<<","
<<nodepos.Y<<","<<nodepos.Z<<")"<<std::endl;
nodepos_old = nodepos;
/*wchar_t positiontext[20];
swprintf(positiontext, 20, L"(%i,%i,%i)",
nodepos.X, nodepos.Y, nodepos.Z);
positiontextgui->setText(positiontext);*/
}
hilightboxes.push_back(nodefacebox);
if(g_input->getLeftClicked())
//if(g_input->getLeftClicked())
if(g_input->getLeftClicked() ||
(g_input->getLeftState() && nodepos != nodepos_old))
{
//std::cout<<DTIME<<"Removing node"<<std::endl;
//client.removeNode(nodepos);
std::cout<<DTIME<<"Ground left-clicked"<<std::endl;
client.pressGround(0, nodepos, neighbourpos, g_selected_item);
}
if(g_input->getRightClicked())
/*if(g_input->getRightClicked() ||
(g_input->getRightState() && nodepos != nodepos_old))*/
{
//std::cout<<DTIME<<"Placing node"<<std::endl;
//client.addNodeFromInventory(neighbourpos, g_selected_item);
std::cout<<DTIME<<"Ground right-clicked"<<std::endl;
client.pressGround(1, nodepos, neighbourpos, g_selected_item);
}
nodepos_old = nodepos;
}
else{
//std::cout<<DTIME<<"nodefound == false"<<std::endl;
//positiontextgui->setText(L"");
}
/*oldnodefound = nodefound;
oldnodepos = nodepos;*/
} // selected_object == NULL
g_input->resetLeftClicked();
g_input->resetRightClicked();
if(g_input->getLeftReleased())
{
std::cout<<DTIME<<"Left released"<<std::endl;
client.stopDigging();
}
if(g_input->getRightReleased())
{
//std::cout<<DTIME<<"Right released"<<std::endl;
// Nothing here
}
g_input->resetLeftReleased();
g_input->resetRightReleased();
/*
Calculate stuff for drawing
*/

@ -18,7 +18,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
*/
#include "map.h"
//#include "player.h"
#include "main.h"
#include "jmutexautolock.h"
#include "client.h"
@ -112,13 +111,6 @@ Map::~Map()
}
}
/*bool Map::sectorExists(v2s16 p)
{
JMutexAutoLock lock(m_sector_mutex);
core::map<v2s16, MapSector*>::Node *n = m_sectors.find(p);
return (n != NULL);
}*/
MapSector * Map::getSectorNoGenerate(v2s16 p)
{
JMutexAutoLock lock(m_sector_mutex);
@ -160,20 +152,6 @@ MapBlock * Map::getBlockNoCreate(v3s16 p3d)
return block;
}
/*MapBlock * Map::getBlock(v3s16 p3d, bool generate)
{
dstream<<"Map::getBlock() with generate=true called"
<<std::endl;
v2s16 p2d(p3d.X, p3d.Z);
//MapSector * sector = getSector(p2d, generate);
MapSector * sector = getSectorNoGenerate(p2d);
if(sector == NULL)
throw InvalidPositionException();
return sector->getBlockNoCreate(p3d.Y);
}*/
f32 Map::getGroundHeight(v2s16 p, bool generate)
{
try{
@ -215,156 +193,6 @@ bool Map::isNodeUnderground(v3s16 p)
}
}
#if 0
void Map::interpolate(v3s16 block,
core::map<v3s16, MapBlock*> & modified_blocks)
{
const v3s16 dirs[6] = {
v3s16(0,0,1), // back
v3s16(0,1,0), // top
v3s16(1,0,0), // right
v3s16(0,0,-1), // front
v3s16(0,-1,0), // bottom
v3s16(-1,0,0), // left
};
if(from_nodes.size() == 0)
return;
u32 blockchangecount = 0;
core::map<v3s16, bool> lighted_nodes;
core::map<v3s16, bool>::Iterator j;
j = from_nodes.getIterator();
/*
Initialize block cache
*/
v3s16 blockpos_last;
MapBlock *block = NULL;
// Cache this a bit, too
bool block_checked_in_modified = false;
for(; j.atEnd() == false; j++)
//for(; j != from_nodes.end(); j++)
{
v3s16 pos = j.getNode()->getKey();
//v3s16 pos = *j;
//dstream<<"pos=("<<pos.X<<","<<pos.Y<<","<<pos.Z<<")"<<std::endl;
v3s16 blockpos = getNodeBlockPos(pos);
// Only fetch a new block if the block position has changed
try{
if(block == NULL || blockpos != blockpos_last){
block = getBlockNoCreate(blockpos);
blockpos_last = blockpos;
block_checked_in_modified = false;
blockchangecount++;
}
}
catch(InvalidPositionException &e)
{
continue;
}
if(block->isDummy())
continue;
// Calculate relative position in block
v3s16 relpos = pos - blockpos_last * MAP_BLOCKSIZE;
// Get node straight from the block
MapNode n = block->getNode(relpos);
u8 oldlight = n.getLight();
u8 newlight = diminish_light(oldlight);
// Loop through 6 neighbors
for(u16 i=0; i<6; i++){
// Get the position of the neighbor node
v3s16 n2pos = pos + dirs[i];
// Get the block where the node is located
v3s16 blockpos = getNodeBlockPos(n2pos);
try
{
// Only fetch a new block if the block position has changed
try{
if(block == NULL || blockpos != blockpos_last){
block = getBlockNoCreate(blockpos);
blockpos_last = blockpos;
block_checked_in_modified = false;
blockchangecount++;
}
}
catch(InvalidPositionException &e)
{
continue;
}
// Calculate relative position in block
v3s16 relpos = n2pos - blockpos * MAP_BLOCKSIZE;
// Get node straight from the block
MapNode n2 = block->getNode(relpos);
bool changed = false;
/*
If the neighbor is brighter than the current node,
add to list (it will light up this node on its turn)
*/
if(n2.getLight() > undiminish_light(oldlight))
{
lighted_nodes.insert(n2pos, true);
//lighted_nodes.push_back(n2pos);
changed = true;
}
/*
If the neighbor is dimmer than how much light this node
would spread on it, add to list
*/
if(n2.getLight() < newlight)
{
if(n2.light_propagates())
{
n2.setLight(newlight);
block->setNode(relpos, n2);
lighted_nodes.insert(n2pos, true);
//lighted_nodes.push_back(n2pos);
changed = true;
}
}
// Add to modified_blocks
if(changed == true && block_checked_in_modified == false)
{
// If the block is not found in modified_blocks, add.
if(modified_blocks.find(blockpos) == NULL)
{
modified_blocks.insert(blockpos, block);
}
block_checked_in_modified = true;
}
}
catch(InvalidPositionException &e)
{
continue;
}
}
}
/*dstream<<"spreadLight(): Changed block "
<<blockchangecount<<" times"
<<" for "<<from_nodes.size()<<" nodes"
<<std::endl;*/
if(lighted_nodes.size() > 0)
spreadLight(lighted_nodes, modified_blocks);
}
#endif
/*
Goes recursively through the neighbours of the node.
@ -813,11 +641,6 @@ void Map::updateLighting(core::map<v3s16, MapBlock*> & a_blocks,
bool debug=false;
u32 count_was = modified_blocks.size();
/*core::list<MapBlock *>::Iterator i = a_blocks.begin();
for(; i != a_blocks.end(); i++)
{
MapBlock *block = *i;*/
core::map<v3s16, bool> light_sources;
core::map<v3s16, u8> unlight_from;
@ -2764,6 +2587,8 @@ ClientMap::ClientMap(
m_client(client),
mesh(NULL)
{
mesh_mutex.Init();
/*m_box = core::aabbox3d<f32>(0,0,0,
map->getW()*BS, map->getH()*BS, map->getD()*BS);*/
/*m_box = core::aabbox3d<f32>(0,0,0,
@ -2773,7 +2598,7 @@ ClientMap::ClientMap(
m_box = core::aabbox3d<f32>(-BS*1000000,-BS*1000000,-BS*1000000,
BS*1000000,BS*1000000,BS*1000000);
mesh_mutex.Init();
//setPosition(v3f(BS,BS,BS));
}
ClientMap::~ClientMap()

@ -68,7 +68,7 @@ void MapBlock::setNodeParent(v3s16 p, MapNode & n)
}
}
FastFace * MapBlock::makeFastFace(u16 tile, u8 light, v3f p,
FastFace * MapBlock::makeFastFace(TileSpec tile, u8 light, v3f p,
v3s16 dir, v3f scale, v3f posRelative_f)
{
FastFace *f = new FastFace;
@ -118,7 +118,7 @@ FastFace * MapBlock::makeFastFace(u16 tile, u8 light, v3f p,
u8 alpha = 255;
if(tile == TILE_WATER)
if(tile.id == TILE_WATER)
{
alpha = 128;
}
@ -184,25 +184,78 @@ u8 MapBlock::getFaceLight(v3s16 p, v3s16 face_dir)
/*
Gets node tile from any place relative to block.
Returns CONTENT_IGNORE if doesn't exist or should not be drawn.
Returns TILE_NODE if doesn't exist or should not be drawn.
*/
u16 MapBlock::getNodeTile(v3s16 p, v3s16 face_dir)
TileSpec MapBlock::getNodeTile(v3s16 p, v3s16 face_dir)
{
TileSpec spec;
spec.feature = TILEFEAT_NONE;
try{
MapNode n = getNodeParent(p);
//return content_tile(n.d);
return n.getTile(face_dir);
spec.id = n.getTile(face_dir);
}
catch(InvalidPositionException &e)
{
//return CONTENT_IGNORE;
return TILE_NONE;
spec.id = TILE_NONE;
}
/*
Check temporary modifications on this node
*/
core::map<v3s16, NodeMod>::Node *n;
n = m_temp_mods.find(p);
// If modified
if(n != NULL)
{
struct NodeMod mod = n->getValue();
if(mod.type == NODEMOD_CHANGECONTENT)
{
spec.id = content_tile(mod.param, face_dir);
}
if(mod.type == NODEMOD_CRACK)
{
}
}
return spec;
}
u8 MapBlock::getNodeContent(v3s16 p)
{
/*
Check temporary modifications on this node
*/
core::map<v3s16, NodeMod>::Node *n;
n = m_temp_mods.find(p);
// If modified
if(n != NULL)
{
struct NodeMod mod = n->getValue();
if(mod.type == NODEMOD_CHANGECONTENT)
{
// Overrides content
return mod.param;
}
if(mod.type == NODEMOD_CRACK)
{
/*
Content doesn't change.
face_contents works just like it should, because
there should not be faces between differently cracked
nodes.
If a semi-transparent node is cracked in front an
another one, it really doesn't matter whether there
is a cracked face drawn in between or not.
*/
}
}
try{
MapNode n = getNodeParent(p);
@ -243,16 +296,16 @@ void MapBlock::updateFastFaceRow(v3s16 startpos,
u16 continuous_tiles_count = 0;
u8 tile0 = getNodeTile(p, face_dir);
u8 tile1 = getNodeTile(p + face_dir, -face_dir);
TileSpec tile0 = getNodeTile(p, face_dir);
TileSpec tile1 = getNodeTile(p + face_dir, -face_dir);
for(u16 j=0; j<length; j++)
{
bool next_is_different = true;
v3s16 p_next;
u8 tile0_next = 0;
u8 tile1_next = 0;
TileSpec tile0_next;
TileSpec tile1_next;
u8 light_next = 0;
if(j != length - 1){
@ -494,18 +547,22 @@ void MapBlock::updateMesh()
const u16 indices[] = {0,1,2,2,3,0};
/*collector.append(g_materials[f->material], f->vertices, 4,
indices, 6);*/
/*collector.append(g_materials[f->tile], f->vertices, 4,
indices, 6);*/
collector.append(g_tile_materials[f->tile], f->vertices, 4,
if(f->tile.feature == TILEFEAT_NONE)
{
collector.append(g_tile_materials[f->tile.id], f->vertices, 4,
indices, 6);
}
else
{
// Not implemented
assert(0);
}
}
collector.fillMesh(mesh_new);
// Use VBO for mesh (this just would set this for ever buffer)
//mesh_new->setHardwareMappingHint(scene::EHM_STATIC);
mesh_new->setHardwareMappingHint(scene::EHM_STATIC);
/*std::cout<<"MapBlock has "<<fastfaces_new->getSize()<<" faces "
<<"and uses "<<mesh_new->getMeshBufferCount()

@ -46,10 +46,27 @@ enum{
struct FastFace
{
u16 tile;
TileSpec tile;
video::S3DVertex vertices[4]; // Precalculated vertices
};
enum NodeModType
{
NODEMOD_NONE,
NODEMOD_CHANGECONTENT, //param is content id
NODEMOD_CRACK // param is crack progression
};
struct NodeMod
{
NodeMod()
{
type = NODEMOD_NONE;
}
enum NodeModType type;
u16 param;
};
enum
{
NODECONTAINER_ID_MAPBLOCK,
@ -283,12 +300,12 @@ public:
setNode(x0+x, y0+y, z0+z, node);
}
static FastFace * makeFastFace(u16 tile, u8 light, v3f p,
static FastFace * makeFastFace(TileSpec tile, u8 light, v3f p,
v3s16 dir, v3f scale, v3f posRelative_f);
u8 getFaceLight(v3s16 p, v3s16 face_dir);
u16 getNodeTile(v3s16 p, v3s16 face_dir);
TileSpec getNodeTile(v3s16 p, v3s16 face_dir);
u8 getNodeContent(v3s16 p);
/*
@ -381,6 +398,24 @@ public:
return m_objects.getCount();
}
/*
Methods for setting temporary modifications to nodes for
drawing
*/
void setTempMod(v3s16 p, NodeMod mod)
{
m_temp_mods[p] = mod;
}
void clearTempMod(v3s16 p)
{
if(m_temp_mods.find(p))
m_temp_mods.remove(p);
}
void clearTempMods()
{
m_temp_mods.clear();
}
/*
Serialization
*/
@ -432,6 +467,9 @@ private:
MapBlockObjectList m_objects;
// Temporary modifications to nodes
// These are only used when drawing
core::map<v3s16, NodeMod> m_temp_mods;
};
inline bool blockpos_over_limit(v3s16 p)

@ -41,6 +41,7 @@ u16 g_content_tiles[USEFUL_CONTENT_COUNT][6] =
{TILE_MESE,TILE_MESE,TILE_MESE,TILE_MESE,TILE_MESE,TILE_MESE},
{TILE_MUD,TILE_MUD,TILE_MUD,TILE_MUD,TILE_MUD,TILE_MUD},
{TILE_WATER,TILE_WATER,TILE_WATER,TILE_WATER,TILE_WATER,TILE_WATER},
{TILE_CLOUD,TILE_CLOUD,TILE_CLOUD,TILE_CLOUD,TILE_CLOUD,TILE_CLOUD},
};
const char * g_content_inventory_textures[USEFUL_CONTENT_COUNT] =
@ -55,5 +56,6 @@ const char * g_content_inventory_textures[USEFUL_CONTENT_COUNT] =
"mese",
"mud",
"water",
"cloud",
};

@ -75,6 +75,7 @@ enum Content
CONTENT_MESE,
CONTENT_MUD,
CONTENT_OCEAN,
CONTENT_CLOUD,
// This is set to the number of the actual values in this enum
USEFUL_CONTENT_COUNT
@ -367,7 +368,8 @@ struct MapNode
// If not transparent, can't set light
if(light_propagates() == false)
return;
param = a_light;
param &= 0xf0;
param |= a_light;
}
u16 getTile(v3s16 dir)

@ -1101,22 +1101,110 @@ void Server::AsyncRunStep()
}
}
// Run time- and client- related stuff
// NOTE: If you intend to add something here, check that it
// doesn't fit in RemoteClient::GetNextBlocks for example.
/*{
// Clients are behind connection lock
JMutexAutoLock lock(m_con_mutex);
/*
Update digging
NOTE: Some of this could be moved to RemoteClient
*/
{
JMutexAutoLock envlock(m_env_mutex);
JMutexAutoLock conlock(m_con_mutex);
for(core::map<u16, RemoteClient*>::Iterator
i = m_clients.getIterator();
i.atEnd() == false; i++)
{
RemoteClient *client = i.getNode()->getValue();
//con::Peer *peer = m_con.GetPeer(client->peer_id);
//client->RunSendingTimeouts(dtime, peer->resend_timeout);
Player *player = m_env.getPlayer(client->peer_id);
JMutexAutoLock digmutex(client->m_dig_mutex);
if(client->m_dig_tool_item == -1)
continue;
client->m_dig_time_remaining -= dtime;
if(client->m_dig_time_remaining > 0)
continue;
v3s16 p_under = client->m_dig_position;
// Mandatory parameter; actually used for nothing
core::map<v3s16, MapBlock*> modified_blocks;
u8 material;
try
{
// Get material at position
material = m_env.getMap().getNode(p_under).d;
// If it's not diggable, do nothing
if(content_diggable(material) == false)
{
derr_server<<"Server: Not finishing digging: Node not diggable"
<<std::endl;
client->m_dig_tool_item = -1;
break;
}
}
catch(InvalidPositionException &e)
{
derr_server<<"Server: Not finishing digging: Node not found"
<<std::endl;
client->m_dig_tool_item = -1;
break;
}
// Create packet
u32 replysize = 8;
SharedBuffer<u8> reply(replysize);
writeU16(&reply[0], TOCLIENT_REMOVENODE);
writeS16(&reply[2], p_under.X);
writeS16(&reply[4], p_under.Y);
writeS16(&reply[6], p_under.Z);
// Send as reliable
m_con.SendToAll(0, reply, true);
if(g_settings.getBool("creative_mode") == false)
{
// Add to inventory and send inventory
InventoryItem *item = new MaterialItem(material, 1);
player->inventory.addItem(item);
SendInventory(player->peer_id);
}
/*
Remove the node
(this takes some time so it is done after the quick stuff)
*/
m_env.getMap().removeNodeAndUpdate(p_under, modified_blocks);
/*
Update water
*/
// Update water pressure around modification
// This also adds it to m_flow_active_nodes if appropriate
MapVoxelManipulator v(&m_env.getMap());
v.m_disable_water_climb =
g_settings.getBool("disable_water_climb");
VoxelArea area(p_under-v3s16(1,1,1), p_under+v3s16(1,1,1));
try
{
v.updateAreaWaterPressure(area, m_flow_active_nodes);
}
catch(ProcessingLimitException &e)
{
dstream<<"Processing limit reached (1)"<<std::endl;
}
v.blitBack(modified_blocks);
}
}
}*/
// Send object positions
{
@ -1466,19 +1554,23 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
block->removeObject(id);
}
}
else if(command == TOSERVER_PRESS_GROUND)
else if(command == TOSERVER_GROUND_ACTION)
{
if(datasize < 17)
return;
/*
length: 17
[0] u16 command
[2] u8 button (0=left, 1=right)
[2] u8 action
[3] v3s16 nodepos_undersurface
[9] v3s16 nodepos_abovesurface
[15] u16 item
actions:
0: start digging
1: place block
2: stop digging (all parameters ignored)
*/
u8 button = readU8(&data[2]);
u8 action = readU8(&data[2]);
v3s16 p_under;
p_under.X = readS16(&data[3]);
p_under.Y = readS16(&data[5]);
@ -1492,13 +1584,11 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
//TODO: Check that target is reasonably close
/*
Left button digs ground
0: start digging
*/
if(button == 0)
if(action == 0)
{
core::map<v3s16, MapBlock*> modified_blocks;
u8 material;
try
@ -1513,70 +1603,39 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
}
catch(InvalidPositionException &e)
{
derr_server<<"Server: Ignoring REMOVENODE: Node not found"
derr_server<<"Server: Not starting digging: Node not found"
<<std::endl;
return;
}
/*
Set stuff in RemoteClient
*/
RemoteClient *client = getClient(peer->id);
JMutexAutoLock(client->m_dig_mutex);
client->m_dig_tool_item = 0;
client->m_dig_position = p_under;
client->m_dig_time_remaining = 1.0;
// Reset build time counter
getClient(peer->id)->m_time_from_building.set(0.0);
// Create packet
u32 replysize = 8;
SharedBuffer<u8> reply(replysize);
writeU16(&reply[0], TOCLIENT_REMOVENODE);
writeS16(&reply[2], p_under.X);
writeS16(&reply[4], p_under.Y);
writeS16(&reply[6], p_under.Z);
// Send as reliable
m_con.SendToAll(0, reply, true);
} // action == 0
if(g_settings.getBool("creative_mode") == false)
/*
2: stop digging
*/
else if(action == 2)
{
// Add to inventory and send inventory
InventoryItem *item = new MaterialItem(material, 1);
player->inventory.addItem(item);
SendInventory(player->peer_id);
RemoteClient *client = getClient(peer->id);
JMutexAutoLock digmutex(client->m_dig_mutex);
client->m_dig_tool_item = -1;
}
/*
Remove the node
(this takes some time so it is done after the quick stuff)
1: place block
*/
m_env.getMap().removeNodeAndUpdate(p_under, modified_blocks);
/*
Update water
*/
// Update water pressure around modification
// This also adds it to m_flow_active_nodes if appropriate
MapVoxelManipulator v(&m_env.getMap());
v.m_disable_water_climb =
g_settings.getBool("disable_water_climb");
VoxelArea area(p_under-v3s16(1,1,1), p_under+v3s16(1,1,1));
try
{
v.updateAreaWaterPressure(area, m_flow_active_nodes);
}
catch(ProcessingLimitException &e)
{
dstream<<"Processing limit reached (1)"<<std::endl;
}
v.blitBack(modified_blocks);
// Add the node to m_flow_active_nodes.
//m_flow_active_nodes[p_under] = 1;
} // button == 0
/*
Right button places blocks and stuff
*/
else if(button == 1)
else if(action == 1)
{
// Get item
@ -1772,16 +1831,17 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
}
}
} // button == 1
} // action == 1
/*
Catch invalid buttons
Catch invalid actions
*/
else
{
derr_server<<"WARNING: Server: Invalid button "
<<button<<std::endl;
derr_server<<"WARNING: Server: Invalid action "
<<action<<std::endl;
}
}
#if 0
else if(command == TOSERVER_RELEASE)
{
if(datasize < 3)
@ -1791,8 +1851,9 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
[0] u16 command
[2] u8 button
*/
//TODO
dstream<<"TOSERVER_RELEASE ignored"<<std::endl;
}
#endif
else if(command == TOSERVER_SIGNTEXT)
{
/*
@ -1979,20 +2040,25 @@ void Server::peerAdded(con::Peer *peer)
Set player position
*/
// We're going to throw the player to this position
//v2s16 nodepos(29990,29990);
//v2s16 nodepos(9990,9990);
v2s16 nodepos(0,0);
v2s16 sectorpos = getNodeSectorPos(nodepos);
// Get zero sector (it could have been unloaded to disk)
m_env.getMap().emergeSector(v2s16(0,0));
m_env.getMap().emergeSector(sectorpos);
// Get ground height at origin
f32 groundheight = m_env.getMap().getGroundHeight(v2s16(0,0), true);
// The zero sector should have been generated
f32 groundheight = m_env.getMap().getGroundHeight(nodepos, true);
// The sector should have been generated -> groundheight exists
assert(groundheight > GROUNDHEIGHT_VALID_MINVALUE);
// Don't go underwater
if(groundheight < WATER_LEVEL)
groundheight = WATER_LEVEL;
player->setPosition(intToFloat(v3s16(
0,
nodepos.X,
groundheight + 1,
0
nodepos.Y
)));
/*

@ -276,7 +276,6 @@ public:
RemoteClient():
m_time_from_building(9999)
//m_num_blocks_in_emerge_queue(0)
{
peer_id = 0;
serialization_version = SER_FMT_VER_INVALID;
@ -285,6 +284,10 @@ public:
m_blocks_sent_mutex.Init();
m_blocks_sending_mutex.Init();
m_dig_mutex.Init();
m_dig_time_remaining = 0;
m_dig_tool_item = -1;
}
~RemoteClient()
{
@ -338,8 +341,6 @@ public:
JMutexAutoLock l2(m_blocks_sent_mutex);
JMutexAutoLock l3(m_blocks_sending_mutex);
o<<"RemoteClient "<<peer_id<<": "
/*<<"m_num_blocks_in_emerge_queue="
<<m_num_blocks_in_emerge_queue.get()*/
<<", m_blocks_sent.size()="<<m_blocks_sent.size()
<<", m_blocks_sending.size()="<<m_blocks_sending.size()
<<", m_nearest_unsent_d="<<m_nearest_unsent_d
@ -349,6 +350,12 @@ public:
// Time from last placing or removing blocks
MutexedVariable<float> m_time_from_building;
JMutex m_dig_mutex;
float m_dig_time_remaining;
// -1 = not digging
s16 m_dig_tool_item;
v3s16 m_dig_position;
private:
/*
All members that are accessed by many threads should

@ -32,6 +32,7 @@ const char * g_tile_texture_names[TILES_COUNT] =
"mud",
"tree_top",
"mud_with_grass",
"cloud",
};
video::SMaterial g_tile_materials[TILES_COUNT];

@ -38,11 +38,61 @@ enum TileID
TILE_MUD,
TILE_TREE_TOP,
TILE_MUD_WITH_GRASS,
TILE_CLOUD,
// Count of tile ids
TILES_COUNT
};
enum TileSpecialFeature
{
TILEFEAT_NONE,
TILEFEAT_CRACK,
};
struct TileCrackParam
{
bool operator==(TileCrackParam &other)
{
return progression == other.progression;
}
u16 progression;
};
struct TileSpec
{
TileSpec()
{
id = TILE_NONE;
feature = TILEFEAT_NONE;
}
bool operator==(TileSpec &other)
{
if(id != other.id)
return false;
if(feature != other.feature)
return false;
if(feature == TILEFEAT_NONE)
return true;
if(feature == TILEFEAT_CRACK)
{
return param.crack == other.param.crack;
}
// Invalid feature
assert(0);
return false;
}
u16 id; // Id in g_tile_materials, TILE_NONE=none
enum TileSpecialFeature feature;
union
{
TileCrackParam crack;
} param;
};
// A mapping from tiles to names of cached textures
extern const char * g_tile_texture_names[TILES_COUNT];