forked from Mirrorlandia_minetest/minetest
Fixed viewing range stuff a bit (now it works better with very low ranges)
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parent
59c4a342a9
commit
1a6e1e142f
56
src/game.cpp
56
src/game.cpp
@ -181,8 +181,15 @@ void updateViewingRange(f32 frametime_in, Client *client)
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float range_min = g_settings.getS16("viewing_range_nodes_min");
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float range_min = g_settings.getS16("viewing_range_nodes_min");
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float range_max = g_settings.getS16("viewing_range_nodes_max");
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float range_max = g_settings.getS16("viewing_range_nodes_max");
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// Limit minimum to keep the feedback loop stable
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if(range_min < 5)
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range_min = 5;
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draw_control.wanted_min_range = range_min;
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draw_control.wanted_min_range = range_min;
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draw_control.wanted_max_blocks = (1.2*draw_control.blocks_drawn)+1;
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//draw_control.wanted_max_blocks = (1.5*draw_control.blocks_drawn)+1;
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draw_control.wanted_max_blocks = (1.5*draw_control.blocks_would_have_drawn)+1;
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if(draw_control.wanted_max_blocks < 10)
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draw_control.wanted_max_blocks = 10;
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float block_draw_ratio = 1.0;
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float block_draw_ratio = 1.0;
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if(draw_control.blocks_would_have_drawn != 0)
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if(draw_control.blocks_would_have_drawn != 0)
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@ -261,18 +268,15 @@ void updateViewingRange(f32 frametime_in, Client *client)
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}
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}
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new_range += wanted_range_change;
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new_range += wanted_range_change;
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//dstream<<"new_range="<<new_range/*<<std::endl*/;
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//float new_range_unclamped = new_range;
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float new_range_unclamped = new_range;
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if(new_range < range_min)
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if(new_range < range_min)
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new_range = range_min;
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new_range = range_min;
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if(new_range > range_max)
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if(new_range > range_max)
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new_range = range_max;
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new_range = range_max;
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/*if(new_range != new_range_unclamped)
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dstream<<"new_range="<<new_range_unclamped
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dstream<<", clamped to "<<new_range<<std::endl;
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<<", clamped to "<<new_range<<std::endl;
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else
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dstream<<std::endl;*/
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draw_control.wanted_range = new_range;
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draw_control.wanted_range = new_range;
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@ -653,14 +657,14 @@ void the_game(
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/*
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/*
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Draw "Loading" screen
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Draw "Loading" screen
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*/
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*/
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const wchar_t *text = L"Loading and connecting...";
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const wchar_t *loadingtext = L"Loading and connecting...";
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u32 text_height = font->getDimension(text).Height;
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u32 text_height = font->getDimension(loadingtext).Height;
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core::vector2d<s32> center(screensize.X/2, screensize.Y/2);
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core::vector2d<s32> center(screensize.X/2, screensize.Y/2);
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core::vector2d<s32> textsize(300, text_height);
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core::vector2d<s32> textsize(300, text_height);
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core::rect<s32> textrect(center - textsize/2, center + textsize/2);
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core::rect<s32> textrect(center - textsize/2, center + textsize/2);
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gui::IGUIStaticText *gui_loadingtext = guienv->addStaticText(
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gui::IGUIStaticText *gui_loadingtext = guienv->addStaticText(
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text, textrect, false, false);
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loadingtext, textrect, false, false);
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gui_loadingtext->setTextAlignment(gui::EGUIA_CENTER, gui::EGUIA_UPPERLEFT);
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gui_loadingtext->setTextAlignment(gui::EGUIA_CENTER, gui::EGUIA_UPPERLEFT);
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driver->beginScene(true, true, video::SColor(255,0,0,0));
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driver->beginScene(true, true, video::SColor(255,0,0,0));
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@ -793,9 +797,8 @@ void the_game(
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*/
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*/
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float cloud_height = BS*100;
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float cloud_height = BS*100;
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//float cloud_height = BS*55;
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Clouds *clouds = NULL;
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//float cloud_height = BS*20;
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clouds = new Clouds(smgr->getRootSceneNode(), smgr, -1,
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Clouds *clouds = new Clouds(smgr->getRootSceneNode(), smgr, -1,
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cloud_height, time(0));
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cloud_height, time(0));
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/*
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/*
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@ -1729,9 +1732,12 @@ void the_game(
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/*
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/*
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Update coulds
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Update coulds
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*/
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*/
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clouds->step(dtime);
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if(clouds)
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clouds->update(v2f(player_position.X, player_position.Z),
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{
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0.05+brightness*0.95);
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clouds->step(dtime);
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clouds->update(v2f(player_position.X, player_position.Z),
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0.05+brightness*0.95);
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}
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// Store brightness value
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// Store brightness value
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old_brightness = brightness;
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old_brightness = brightness;
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@ -1745,6 +1751,8 @@ void the_game(
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f32 range = draw_control.wanted_range*BS + MAP_BLOCKSIZE*BS*1.5;
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f32 range = draw_control.wanted_range*BS + MAP_BLOCKSIZE*BS*1.5;
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if(draw_control.range_all)
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if(draw_control.range_all)
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range = 100000*BS;
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range = 100000*BS;
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if(range < 50*BS)
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range = range * 0.5 + 25*BS;
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driver->setFog(
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driver->setFog(
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bgcolor,
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bgcolor,
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@ -2069,6 +2077,22 @@ void the_game(
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lastFPS = fps;
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lastFPS = fps;
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}
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}
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}
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}
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/*
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Draw a "shutting down" screen, which will be shown while the map
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generator and other stuff quits
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*/
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{
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const wchar_t *shuttingdowntext = L"Shutting down stuff...";
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gui::IGUIStaticText *gui_shuttingdowntext = guienv->addStaticText(
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shuttingdowntext, textrect, false, false);
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gui_shuttingdowntext->setTextAlignment(gui::EGUIA_CENTER,
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gui::EGUIA_UPPERLEFT);
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driver->beginScene(true, true, video::SColor(255,0,0,0));
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guienv->drawAll();
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driver->endScene();
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gui_shuttingdowntext->remove();
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}
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}
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}
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@ -184,6 +184,10 @@ bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir, f32 range,
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if(distance_ptr)
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if(distance_ptr)
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*distance_ptr = d;
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*distance_ptr = d;
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// If block is very close, it is always in sight
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if(d < 1.44*1.44*MAP_BLOCKSIZE*BS/2)
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return true;
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// If block is far away, it's not in sight
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// If block is far away, it's not in sight
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if(d > range * BS)
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if(d > range * BS)
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return false;
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return false;
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