forked from Mirrorlandia_minetest/minetest
bug-fixin'
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@ -77,6 +77,7 @@ Compiling on Windows:
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for many people. The old build system is still included, but it's not
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documented anywhere.
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- You need CMake, Irrlicht, Zlib and Visual Studio or MinGW
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- you can get zlibwapi.lib from a file called zlib125dll.zip
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- NOTE: Probably it will not work easily and you will need to fix some stuff.
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- Steps:
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- Start up the CMake GUI
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@ -24,6 +24,7 @@
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#enable_fog = true
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#new_style_water = true
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#new_style_leaves = true
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# Server side stuff
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@ -219,10 +219,6 @@
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RelativePath=".\src\guiTextInputMenu.cpp"
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>
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</File>
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<File
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RelativePath=".\src\heightmap.cpp"
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>
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</File>
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<File
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RelativePath=".\src\inventory.cpp"
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>
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@ -275,6 +271,10 @@
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RelativePath=".\src\mineral.cpp"
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>
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</File>
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<File
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RelativePath=".\src\noise.cpp"
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>
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</File>
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<File
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RelativePath=".\src\player.cpp"
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>
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@ -30,7 +30,9 @@ else()
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endif(BUILD_CLIENT)
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find_package(ZLIB REQUIRED)
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set(PLATFORM_LIBS -lpthread)
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set(CLIENT_PLATFORM_LIBS -lXxf86vm)
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#set(CLIENT_PLATFORM_LIBS -lXxf86vm)
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find_library(XXF86VM_LIBRARY, Xxf86vm)
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set(CLIENT_PLATFORM_LIBS ${XXF86VM_LIBRARY})
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endif()
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configure_file(
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@ -279,10 +279,11 @@ void Client::step(float dtime)
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// [0] u16 TOSERVER_INIT
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// [2] u8 SER_FMT_VER_HIGHEST
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// [3] u8[20] player_name
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SharedBuffer<u8> data(2+1+20);
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SharedBuffer<u8> data(2+1+PLAYERNAME_SIZE);
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writeU16(&data[0], TOSERVER_INIT);
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writeU8(&data[2], SER_FMT_VER_HIGHEST);
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memcpy(&data[3], myplayer->getName(), 20);
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memset((char*)&data[3], 0, PLAYERNAME_SIZE);
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snprintf((char*)&data[3], PLAYERNAME_SIZE, "%s", myplayer->getName());
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// Send as unreliable
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Send(0, data, false);
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}
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@ -23,6 +23,9 @@ extern Settings g_settings;
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void set_default_settings()
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{
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// Client and server
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g_settings.setDefault("footprints", "false");
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// Client stuff
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g_settings.setDefault("wanted_fps", "30");
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g_settings.setDefault("fps_max", "60");
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@ -37,7 +40,7 @@ void set_default_settings()
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g_settings.setDefault("client_delete_unused_sectors_timeout", "1200");
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g_settings.setDefault("enable_fog", "true");
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g_settings.setDefault("new_style_water", "true");
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g_settings.setDefault("terrain_viewer", "false");
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g_settings.setDefault("new_style_leaves", "true");
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g_settings.setDefault("free_move", "false");
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g_settings.setDefault("continuous_forward", "false");
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@ -118,9 +118,9 @@ void Environment::step(float dtime)
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/*
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Apply water resistance
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*/
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if(player->in_water)
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if(player->in_water_stable)
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{
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f32 max_down = 1.0*BS;
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f32 max_down = 1.5*BS;
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if(speed.Y < -max_down) speed.Y = -max_down;
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f32 max = 2.5*BS;
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@ -155,27 +155,30 @@ void Environment::step(float dtime)
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/*
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Add footsteps to grass
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*/
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// Get node that is at BS/4 under player
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v3s16 bottompos = floatToInt(playerpos + v3f(0,-BS/4,0));
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try{
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MapNode n = m_map->getNode(bottompos);
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if(n.d == CONTENT_GRASS)
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{
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n.d = CONTENT_GRASS_FOOTSTEPS;
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m_map->setNode(bottompos, n);
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#ifndef SERVER
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// Update mesh on client
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if(m_map->mapType() == MAPTYPE_CLIENT)
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{
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v3s16 p_blocks = getNodeBlockPos(bottompos);
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MapBlock *b = m_map->getBlockNoCreate(p_blocks);
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b->updateMesh(m_daynight_ratio);
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}
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#endif
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}
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}
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catch(InvalidPositionException &e)
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if(g_settings.getBool("footprints"))
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{
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// Get node that is at BS/4 under player
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v3s16 bottompos = floatToInt(playerpos + v3f(0,-BS/4,0));
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try{
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MapNode n = m_map->getNode(bottompos);
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if(n.d == CONTENT_GRASS)
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{
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n.d = CONTENT_GRASS_FOOTSTEPS;
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m_map->setNode(bottompos, n);
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#ifndef SERVER
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// Update mesh on client
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if(m_map->mapType() == MAPTYPE_CLIENT)
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{
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v3s16 p_blocks = getNodeBlockPos(bottompos);
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MapBlock *b = m_map->getBlockNoCreate(p_blocks);
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b->updateMesh(m_daynight_ratio);
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}
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#endif
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}
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}
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catch(InvalidPositionException &e)
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{
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}
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}
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}
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}
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@ -261,13 +261,13 @@ bool GUIMainMenu::OnEvent(const SEvent& event)
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case 257: // Start game
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acceptInput();
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quitMenu();
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break;
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return true;
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case 260: // Delete map
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// Don't accept input data, just set deletion request
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m_data->delete_map = true;
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m_accepted = true;
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quitMenu();
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break;
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return true;
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}
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}
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if(event.GUIEvent.EventType==gui::EGET_EDITBOX_ENTER)
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@ -277,7 +277,7 @@ bool GUIMainMenu::OnEvent(const SEvent& event)
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case 256: case 257: case 258:
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acceptInput();
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quitMenu();
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break;
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return true;
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}
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}
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}
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@ -142,7 +142,7 @@ bool GUIMessageMenu::OnEvent(const SEvent& event)
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case 257:
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m_status = true;
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quitMenu();
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break;
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return true;
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}
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}
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}
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@ -193,15 +193,16 @@ bool GUIPauseMenu::OnEvent(const SEvent& event)
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{
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case 256: // continue
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quitMenu();
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break;
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// ALWAYS return immediately after quitMenu()
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return true;
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case 260: // disconnect
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m_gamecallback->disconnect();
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quitMenu();
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break;
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return true;
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case 257: // exit
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m_gamecallback->exitToOS();
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quitMenu();
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break;
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return true;
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}
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}
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}
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@ -172,7 +172,8 @@ bool GUITextInputMenu::OnEvent(const SEvent& event)
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case 257:
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acceptInput();
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quitMenu();
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break;
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// quitMenu deallocates menu
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return true;
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}
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}
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if(event.GUIEvent.EventType==gui::EGET_EDITBOX_ENTER)
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@ -182,7 +183,8 @@ bool GUITextInputMenu::OnEvent(const SEvent& event)
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case 256:
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acceptInput();
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quitMenu();
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break;
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// quitMenu deallocates menu
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return true;
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}
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}
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}
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45
src/main.cpp
45
src/main.cpp
@ -112,19 +112,12 @@ Documentation:
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Build system / running:
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-----------------------
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NOTE: The following fixme is not apparently valid, and it does work.
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FIXME: Graphical mode seems to segfault with Irrlicht 1.7.1 on 64-bit
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systems. (Ubuntu)
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- http://pastebin.no/32bo
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- Might be just a bad build, too
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- Doesn't affect Irrlicht 1.7.2 or 32-bit 1.7.1. (Arch/Debian)
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- A similar error occurs when getTexture is called from a thread
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when the texture has not been already loaded from disk:
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http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?p=68830
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FIXME: Some network errors on Windows that cause local game to not work
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- See siggjen's emails.
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- Is this the famous "windows 7 problem"?
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- Apparently there might be other errors too
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- There is some problem with the menu system, something like the
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.Parent of guiPauseMenu to end up being 0xfeeefeee
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Networking and serialization:
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-----------------------------
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@ -254,26 +247,10 @@ TODO: Flowing water to actually contain flow direction information
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TODO: Remove duplicate lighting implementation from Map (leave
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VoxelManipulator, which is faster)
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FEATURE: Map generator version 2
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- Create a system that allows a huge amount of different "map
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generator modules/filters"
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FEATURE: Create a system that allows a huge amount of different "map
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generator modules/filters"
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FEATURE: The map could be generated procedually:
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- This would need the map to be generated in larger pieces
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- How large? How do they connect to each other?
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- It has to be split vertically also
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- Lighting would not have to be necessarily calculated until
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the blocks are actually needed - it would be quite fast
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- Something like 64*64*16 MapBlocks?
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- No, MapSectors. And as much as it is efficient to do,
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64x64 might be too much.
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- FIXME: This is currently halfway done and the generator is
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fairly broken
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* Make the stone level with a heightmap
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* Carve out stuff in the stone
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* Dump dirt all around, and simulate it falling off steep
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places
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* Erosion simulation at map generation time
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FEATURE: Erosion simulation at map generation time
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- Simulate water flows, which would carve out dirt fast and
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then turn stone into gravel and sand and relocate it.
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- How about relocating minerals, too? Coal and gold in
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@ -294,8 +271,7 @@ Doing now (most important at the top):
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- map/meta.txt, which should contain only plain text, something like this:
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seed = 7ff1bafcd7118800
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chunksize = 8
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- map/chunks.dat
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* Save chunk metadata on disk
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- map/chunks.dat: chunk positions and flags in binary format
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* Make server find the spawning place from the real map data, not from
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the heightmap
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- But the changing borders of chunk have to be avoided, because
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@ -306,7 +282,6 @@ Doing now (most important at the top):
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* Check the fixmes in the list above
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=== Stuff to do after release
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* Set backface culling on, especially for water
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* Add some kind of erosion and other stuff that now is possible
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* Make client to fetch stuff asynchronously
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- Needs method SyncProcessData
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@ -316,7 +291,7 @@ Doing now (most important at the top):
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* Water doesn't start flowing after map generation like it should
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- Are there still problems?
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* Better water generation (spread it to underwater caverns but don't
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fill dungeons that don't touch outside air)
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fill dungeons that don't touch big water masses)
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* When generating a chunk and the neighboring chunk doesn't have mud
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and stuff yet and the ground is fairly flat, the mud will flow to
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the other chunk making nasty straight walls when the other chunk
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@ -1943,7 +1918,9 @@ int main(int argc, char *argv[])
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continue;
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}
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std::cout<<DTIME<<"Connecting to server..."<<std::endl;
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dstream<<DTIME<<"Connecting to server at ";
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connect_address.print(&dstream);
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dstream<<std::endl;
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client.connect(connect_address);
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try{
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62
src/map.cpp
62
src/map.cpp
@ -1455,8 +1455,8 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
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u32 loopcount = 0;
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u32 initial_size = m_transforming_liquid.size();
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if(initial_size != 0)
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dstream<<"transformLiquids(): initial_size="<<initial_size<<std::endl;
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/*if(initial_size != 0)
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dstream<<"transformLiquids(): initial_size="<<initial_size<<std::endl;*/
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while(m_transforming_liquid.size() != 0)
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{
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@ -1912,7 +1912,8 @@ void make_tree(VoxelManipulator &vmanip, v3s16 p0)
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p1.Y -= 1;
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VoxelArea leaves_a(v3s16(-2,-2,-2), v3s16(2,2,2));
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SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
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//SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
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Buffer<u8> leaves_d(leaves_a.getVolume());
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for(s32 i=0; i<leaves_a.getVolume(); i++)
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leaves_d[i] = 0;
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@ -1974,7 +1975,7 @@ double tree_amount_2d(u64 seed, v2s16 p)
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double noise = noise2d_perlin(
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0.5+(float)p.X/250, 0.5+(float)p.Y/250,
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seed+2, 5, 0.6);
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double zeroval = -0.4;
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double zeroval = -0.3;
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if(noise < zeroval)
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return 0;
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else
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@ -2009,11 +2010,17 @@ double base_rock_level_2d(u64 seed, v2s16 p)
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{
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// The base ground level
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double base = WATER_LEVEL - 4.0 + 25. * noise2d_perlin(
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0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
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seed, 6, 0.6);
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0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
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(seed>>32)+654879876, 6, 0.6);
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/*// A bit hillier one
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double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin(
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0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
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(seed>>27)+90340, 6, 0.69);
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if(base2 > base)
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base = base2;*/
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#if 1
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// Higher ground level
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double higher = WATER_LEVEL + 23. + 30. * noise2d_perlin(
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double higher = WATER_LEVEL + 13. + 50. * noise2d_perlin(
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0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
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seed+85039, 6, 0.69);
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//higher = 30; // For debugging
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@ -2021,27 +2028,36 @@ double base_rock_level_2d(u64 seed, v2s16 p)
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// Limit higher to at least base
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if(higher < base)
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higher = base;
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// Steepness factor of cliffs
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double b = 1.0 + 1.0 * noise2d_perlin(
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0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
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seed-932, 7, 0.7);
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b = rangelim(b, 0.0, 1000.0);
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// Make steep stuff very steep and non-steep stuff very non-steep
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b = pow(b, 4);
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b *= 10;
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b = pow(b, 5);
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b *= 7;
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b = rangelim(b, 3.0, 1000.0);
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//dstream<<"b="<<b<<std::endl;
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//double b = 20;
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// Offset to more low
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double a_off = -0.3;
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// High/low selector
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double a = 0.5 + b * noise2d_perlin(
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/*double a = 0.5 + b * (a_off + noise2d_perlin(
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0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
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seed-359, 6, 0.7);
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seed-359, 6, 0.7));*/
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double a = 0.5 + b * (a_off + noise2d_perlin(
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0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
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seed-359, 5, 0.60));
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// Limit
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a = rangelim(a, 0.0, 1.0);
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//dstream<<"a="<<a<<std::endl;
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double h = base*(1.0-a) + higher*a;
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#else
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double h = base;
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#endif
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return h;
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}
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@ -2397,12 +2413,12 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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/*
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Make dungeons
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*/
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u32 dungeons_count = relative_volume / 600000;
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u32 bruises_count = relative_volume * stone_surface_max_y / 40000000;
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//u32 dungeons_count = relative_volume / 600000;
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/*u32 bruises_count = relative_volume * stone_surface_max_y / 40000000;
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if(stone_surface_max_y < WATER_LEVEL)
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bruises_count = 0;
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//dungeons_count = 0;
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//bruises_count = 0;
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bruises_count = 0;*/
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u32 dungeons_count = 0;
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u32 bruises_count = 0;
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for(u32 jj=0; jj<dungeons_count+bruises_count; jj++)
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{
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s16 min_tunnel_diameter = 2;
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@ -2536,7 +2552,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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//s16 si2 = rs - MYMAX(0, maxabsxz-rs/4);
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s16 si2 = rs - MYMAX(0, maxabsxz-rs/7);
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//s16 si2 = rs - abs(x0);
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for(s16 y0=-si2+1; y0<=si2-1; y0++)
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for(s16 y0=-si2+1+1; y0<=si2-1; y0++)
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{
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s16 z = cp.Z + z0;
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s16 y = cp.Y + y0;
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@ -2723,7 +2739,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
|
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m_seed+1, 3, 0.55));
|
||||
|
||||
// Find ground level
|
||||
s16 surface_y = find_ground_level(vmanip, p2d);
|
||||
s16 surface_y = find_ground_level_clever(vmanip, p2d);
|
||||
|
||||
/*
|
||||
If topmost node is grass, change it to mud.
|
||||
@ -3031,7 +3047,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
|
||||
0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
|
||||
m_seed+59420, 3, 0.50);
|
||||
|
||||
bool have_sand = (sandnoise > 0.0);
|
||||
bool have_sand = (sandnoise > -0.15);
|
||||
|
||||
if(have_sand == false)
|
||||
continue;
|
||||
|
114
src/mapblock.cpp
114
src/mapblock.cpp
@ -210,10 +210,10 @@ void MapBlock::makeFastFace(TileSpec tile, u8 light, v3f p,
|
||||
v3f vertex_pos[4];
|
||||
// If looking towards z+, this is the face that is behind
|
||||
// the center point, facing towards z+.
|
||||
vertex_pos[0] = v3f( BS/2,-BS/2,BS/2);
|
||||
vertex_pos[1] = v3f(-BS/2,-BS/2,BS/2);
|
||||
vertex_pos[2] = v3f(-BS/2, BS/2,BS/2);
|
||||
vertex_pos[3] = v3f( BS/2, BS/2,BS/2);
|
||||
vertex_pos[0] = v3f(-BS/2,-BS/2,BS/2);
|
||||
vertex_pos[1] = v3f( BS/2,-BS/2,BS/2);
|
||||
vertex_pos[2] = v3f( BS/2, BS/2,BS/2);
|
||||
vertex_pos[3] = v3f(-BS/2, BS/2,BS/2);
|
||||
|
||||
if(dir == v3s16(0,0,1))
|
||||
{
|
||||
@ -608,8 +608,13 @@ void MapBlock::updateMesh(u32 daynight_ratio)
|
||||
JMutexAutoLock lock(m_temp_mods_mutex);
|
||||
m_temp_mods.copy(temp_mods);
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
Some settings
|
||||
*/
|
||||
bool new_style_water = g_settings.getBool("new_style_water");
|
||||
bool new_style_leaves = g_settings.getBool("new_style_leaves");
|
||||
|
||||
float node_water_level = 1.0;
|
||||
if(new_style_water)
|
||||
node_water_level = 0.9;
|
||||
@ -695,6 +700,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
|
||||
material.BackfaceCulling = false;
|
||||
material.setFlag(video::EMF_BILINEAR_FILTER, false);
|
||||
material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
|
||||
//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);
|
||||
material.setFlag(video::EMF_FOG_ENABLE, true);
|
||||
|
||||
for(u32 i=0; i<fastfaces_new.size(); i++)
|
||||
@ -708,10 +714,13 @@ void MapBlock::updateMesh(u32 daynight_ratio)
|
||||
continue;
|
||||
|
||||
material.setTexture(0, texture);
|
||||
if(f.tile.alpha != 255)
|
||||
|
||||
f.tile.applyMaterialOptions(material);
|
||||
|
||||
/*if(f.tile.alpha != 255)
|
||||
material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
|
||||
else
|
||||
material.MaterialType = video::EMT_SOLID;
|
||||
material.MaterialType = video::EMT_SOLID;*/
|
||||
|
||||
collector.append(material, f.vertices, 4, indices, 6);
|
||||
}
|
||||
@ -727,14 +736,22 @@ void MapBlock::updateMesh(u32 daynight_ratio)
|
||||
//TimeTaker timer2("updateMesh() adding special stuff");
|
||||
|
||||
// Flowing water material
|
||||
video::SMaterial material_w1;
|
||||
material_w1.setFlag(video::EMF_LIGHTING, false);
|
||||
material_w1.setFlag(video::EMF_BACK_FACE_CULLING, false);
|
||||
material_w1.setFlag(video::EMF_BILINEAR_FILTER, false);
|
||||
material_w1.setFlag(video::EMF_FOG_ENABLE, true);
|
||||
material_w1.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
|
||||
material_w1.setTexture(0,
|
||||
g_irrlicht->getTexture("water.png"));
|
||||
video::SMaterial material_water1;
|
||||
material_water1.setFlag(video::EMF_LIGHTING, false);
|
||||
material_water1.setFlag(video::EMF_BACK_FACE_CULLING, false);
|
||||
material_water1.setFlag(video::EMF_BILINEAR_FILTER, false);
|
||||
material_water1.setFlag(video::EMF_FOG_ENABLE, true);
|
||||
material_water1.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
|
||||
material_water1.setTexture(0, g_irrlicht->getTexture("water.png"));
|
||||
|
||||
// New-style leaves material
|
||||
video::SMaterial material_leaves1;
|
||||
material_leaves1.setFlag(video::EMF_LIGHTING, false);
|
||||
//material_leaves1.setFlag(video::EMF_BACK_FACE_CULLING, false);
|
||||
material_leaves1.setFlag(video::EMF_BILINEAR_FILTER, false);
|
||||
material_leaves1.setFlag(video::EMF_FOG_ENABLE, true);
|
||||
material_leaves1.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
|
||||
material_leaves1.setTexture(0, g_irrlicht->getTexture("leaves.png"));
|
||||
|
||||
for(s16 z=0; z<MAP_BLOCKSIZE; z++)
|
||||
for(s16 y=0; y<MAP_BLOCKSIZE; y++)
|
||||
@ -1020,7 +1037,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
|
||||
|
||||
u16 indices[] = {0,1,2,2,3,0};
|
||||
// Add to mesh collector
|
||||
collector.append(material_w1, vertices, 4, indices, 6);
|
||||
collector.append(material_water1, vertices, 4, indices, 6);
|
||||
}
|
||||
|
||||
/*
|
||||
@ -1047,11 +1064,11 @@ void MapBlock::updateMesh(u32 daynight_ratio)
|
||||
|
||||
u16 indices[] = {0,1,2,2,3,0};
|
||||
// Add to mesh collector
|
||||
collector.append(material_w1, vertices, 4, indices, 6);
|
||||
collector.append(material_water1, vertices, 4, indices, 6);
|
||||
}
|
||||
}
|
||||
/*
|
||||
Add water sources to mesh
|
||||
Add water sources to mesh if using new style
|
||||
*/
|
||||
else if(n.d == CONTENT_WATERSOURCE && new_style_water)
|
||||
{
|
||||
@ -1089,7 +1106,66 @@ void MapBlock::updateMesh(u32 daynight_ratio)
|
||||
|
||||
u16 indices[] = {0,1,2,2,3,0};
|
||||
// Add to mesh collector
|
||||
collector.append(material_w1, vertices, 4, indices, 6);
|
||||
collector.append(material_water1, vertices, 4, indices, 6);
|
||||
}
|
||||
/*
|
||||
Add leaves if using new style
|
||||
*/
|
||||
else if(n.d == CONTENT_LEAVES && new_style_leaves)
|
||||
{
|
||||
u8 l = decode_light(n.getLightBlend(daynight_ratio));
|
||||
video::SColor c(255,l,l,l);
|
||||
|
||||
for(u32 j=0; j<6; j++)
|
||||
{
|
||||
video::S3DVertex vertices[4] =
|
||||
{
|
||||
video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 0,1),
|
||||
video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1),
|
||||
video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
|
||||
video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0),
|
||||
};
|
||||
|
||||
if(j == 0)
|
||||
{
|
||||
for(u16 i=0; i<4; i++)
|
||||
vertices[i].Pos.rotateXZBy(0);
|
||||
}
|
||||
else if(j == 1)
|
||||
{
|
||||
for(u16 i=0; i<4; i++)
|
||||
vertices[i].Pos.rotateXZBy(180);
|
||||
}
|
||||
else if(j == 2)
|
||||
{
|
||||
for(u16 i=0; i<4; i++)
|
||||
vertices[i].Pos.rotateXZBy(-90);
|
||||
}
|
||||
else if(j == 3)
|
||||
{
|
||||
for(u16 i=0; i<4; i++)
|
||||
vertices[i].Pos.rotateXZBy(90);
|
||||
}
|
||||
else if(j == 4)
|
||||
{
|
||||
for(u16 i=0; i<4; i++)
|
||||
vertices[i].Pos.rotateYZBy(-90);
|
||||
}
|
||||
else if(j == 5)
|
||||
{
|
||||
for(u16 i=0; i<4; i++)
|
||||
vertices[i].Pos.rotateYZBy(90);
|
||||
}
|
||||
|
||||
for(u16 i=0; i<4; i++)
|
||||
{
|
||||
vertices[i].Pos += intToFloat(p + getPosRelative());
|
||||
}
|
||||
|
||||
u16 indices[] = {0,1,2,2,3,0};
|
||||
// Add to mesh collector
|
||||
collector.append(material_leaves1, vertices, 4, indices, 6);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -40,6 +40,9 @@ ContentFeatures & content_features(u8 i)
|
||||
|
||||
void init_mapnode(IIrrlichtWrapper *irrlicht)
|
||||
{
|
||||
bool new_style_water = g_settings.getBool("new_style_water");
|
||||
bool new_style_leaves = g_settings.getBool("new_style_leaves");
|
||||
|
||||
u8 i;
|
||||
ContentFeatures *f = NULL;
|
||||
|
||||
@ -92,9 +95,25 @@ void init_mapnode(IIrrlichtWrapper *irrlicht)
|
||||
|
||||
i = CONTENT_LEAVES;
|
||||
f = &g_content_features[i];
|
||||
f->setAllTextures(irrlicht->getTextureId("leaves.png"));
|
||||
f->param_type = CPT_MINERAL;
|
||||
f->light_propagates = true;
|
||||
//f->param_type = CPT_MINERAL;
|
||||
f->param_type = CPT_LIGHT;
|
||||
f->is_ground_content = true;
|
||||
if(new_style_leaves)
|
||||
{
|
||||
f->solidness = 0; // drawn separately, makes no faces
|
||||
}
|
||||
else
|
||||
{
|
||||
f->setAllTextures(irrlicht->getTextureId("leaves.png"));
|
||||
}
|
||||
/*{
|
||||
TileSpec t;
|
||||
t.spec = TextureSpec(irrlicht->getTextureId("leaves.png"));
|
||||
//t.material_type = MATERIAL_ALPHA_SIMPLE;
|
||||
//t.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
|
||||
f->setAllTiles(t);
|
||||
}*/
|
||||
|
||||
i = CONTENT_COALSTONE;
|
||||
f = &g_content_features[i];
|
||||
@ -141,17 +160,26 @@ void init_mapnode(IIrrlichtWrapper *irrlicht)
|
||||
f->buildable_to = true;
|
||||
f->liquid_type = LIQUID_FLOWING;
|
||||
|
||||
bool new_style_water = g_settings.getBool("new_style_water");
|
||||
|
||||
i = CONTENT_WATERSOURCE;
|
||||
f = &g_content_features[i];
|
||||
//f->setTexture(0, irrlicht->getTextureId("water.png"), WATER_ALPHA);
|
||||
if(new_style_water == false)
|
||||
f->setAllTextures(irrlicht->getTextureId("water.png"), WATER_ALPHA);
|
||||
f->setInventoryTexture(irrlicht->getTextureId("water.png"));
|
||||
if(new_style_water)
|
||||
{
|
||||
f->solidness = 0; // drawn separately, makes no faces
|
||||
}
|
||||
else // old style
|
||||
{
|
||||
f->setAllTextures(irrlicht->getTextureId("water.png"), WATER_ALPHA);
|
||||
TileSpec t;
|
||||
t.spec = TextureSpec(irrlicht->getTextureId("water.png"));
|
||||
t.alpha = WATER_ALPHA;
|
||||
t.material_type = MATERIAL_ALPHA_VERTEX;
|
||||
t.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
|
||||
f->setAllTiles(t);
|
||||
f->solidness = 1;
|
||||
}
|
||||
f->param_type = CPT_LIGHT;
|
||||
f->light_propagates = true;
|
||||
f->solidness = 1;
|
||||
f->walkable = false;
|
||||
f->pointable = false;
|
||||
f->diggable = false;
|
||||
|
@ -167,25 +167,38 @@ struct ContentFeatures
|
||||
|
||||
~ContentFeatures();
|
||||
|
||||
// Quickhands for simple materials
|
||||
void setTexture(u16 i, const TextureSpec &spec, u8 alpha=255)
|
||||
{
|
||||
tiles[i].spec = spec;
|
||||
if(alpha != 255)
|
||||
{
|
||||
tiles[i].alpha = alpha;
|
||||
tiles[i].material_type = MATERIAL_ALPHA_VERTEX;
|
||||
}
|
||||
}
|
||||
void setAllTextures(const TextureSpec &spec, u8 alpha=255)
|
||||
{
|
||||
for(u16 i=0; i<6; i++)
|
||||
{
|
||||
tiles[i].spec = spec;
|
||||
tiles[i].alpha = alpha;
|
||||
setTexture(i, spec, alpha);
|
||||
}
|
||||
|
||||
// Set this too so it can be left as is most times
|
||||
/*if(inventory_image_path == "")
|
||||
inventory_image_path = porting::getDataPath(imgname.c_str());*/
|
||||
|
||||
if(inventory_texture.empty())
|
||||
inventory_texture = spec;
|
||||
}
|
||||
void setTexture(u16 i, const TextureSpec &spec, u8 alpha=255)
|
||||
|
||||
void setTile(u16 i, const TileSpec &tile)
|
||||
{
|
||||
tiles[i].spec = spec;
|
||||
tiles[i].alpha = alpha;
|
||||
tiles[i] = tile;
|
||||
}
|
||||
void setAllTiles(const TileSpec &tile)
|
||||
{
|
||||
for(u16 i=0; i<6; i++)
|
||||
{
|
||||
setTile(i, tile);
|
||||
}
|
||||
}
|
||||
|
||||
void setInventoryTexture(const TextureSpec &spec)
|
||||
@ -417,12 +430,11 @@ struct MapNode
|
||||
|
||||
union
|
||||
{
|
||||
u8 param2;
|
||||
|
||||
/*
|
||||
Direction for torches and other stuff.
|
||||
Format is freeform. e.g. packDir or encode_dirs can be used.
|
||||
The second parameter. Initialized to 0.
|
||||
Direction for torches and flowing water.
|
||||
*/
|
||||
u8 param2;
|
||||
u8 dir;
|
||||
};
|
||||
|
||||
|
@ -86,7 +86,10 @@ public:
|
||||
}
|
||||
|
||||
/*
|
||||
This should be called when the menu wants to quit
|
||||
This should be called when the menu wants to quit.
|
||||
|
||||
WARNING: THIS DEALLOCATES THE MENU FROM MEMORY. Return
|
||||
immediately if you call this from the menu itself.
|
||||
*/
|
||||
void quitMenu()
|
||||
{
|
||||
|
@ -30,7 +30,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
Player::Player():
|
||||
touching_ground(false),
|
||||
in_water(false),
|
||||
in_water_stable(false),
|
||||
swimming_up(false),
|
||||
peer_id(PEER_ID_INEXISTENT),
|
||||
m_pitch(0),
|
||||
m_yaw(0),
|
||||
m_speed(0,0,0),
|
||||
m_position(0,0,0)
|
||||
{
|
||||
@ -275,11 +279,10 @@ void LocalPlayer::move(f32 dtime, Map &map)
|
||||
position += m_speed * dtime;
|
||||
|
||||
bool free_move = g_settings.getBool("free_move");
|
||||
bool terrain_viewer = g_settings.getBool("terrain_viewer");
|
||||
|
||||
// Skip collision detection if player is non-local or
|
||||
// a special movement mode is used
|
||||
if(isLocal() == false || free_move || terrain_viewer)
|
||||
if(isLocal() == false || free_move)
|
||||
{
|
||||
setPosition(position);
|
||||
return;
|
||||
@ -292,7 +295,7 @@ void LocalPlayer::move(f32 dtime, Map &map)
|
||||
v3s16 pos_i = floatToInt(position);
|
||||
|
||||
/*
|
||||
Check if player is in water
|
||||
Check if player is in water (the oscillating value)
|
||||
*/
|
||||
try{
|
||||
if(in_water)
|
||||
@ -311,6 +314,18 @@ void LocalPlayer::move(f32 dtime, Map &map)
|
||||
in_water = false;
|
||||
}
|
||||
|
||||
/*
|
||||
Check if player is in water (the stable value)
|
||||
*/
|
||||
try{
|
||||
v3s16 pp = floatToInt(position + v3f(0,0,0));
|
||||
in_water_stable = content_liquid(map.getNode(pp).d);
|
||||
}
|
||||
catch(InvalidPositionException &e)
|
||||
{
|
||||
in_water_stable = false;
|
||||
}
|
||||
|
||||
// The frame length is limited to the player going 0.1*BS per call
|
||||
f32 d = (float)BS * 0.15;
|
||||
|
||||
@ -526,10 +541,12 @@ void LocalPlayer::applyControl(float dtime)
|
||||
speed.Y = 6.5*BS;
|
||||
setSpeed(speed);
|
||||
}
|
||||
// Use the oscillating value for getting out of water
|
||||
// (so that the player doesn't fly on the surface)
|
||||
else if(in_water)
|
||||
{
|
||||
v3f speed = getSpeed();
|
||||
speed.Y = 2.0*BS;
|
||||
speed.Y = 1.5*BS;
|
||||
setSpeed(speed);
|
||||
swimming_up = true;
|
||||
}
|
||||
|
@ -114,7 +114,10 @@ public:
|
||||
void deSerialize(std::istream &is);
|
||||
|
||||
bool touching_ground;
|
||||
// This oscillates so that the player jumps a bit above the surface
|
||||
bool in_water;
|
||||
// This is more stable and defines the maximum speed of the player
|
||||
bool in_water_stable;
|
||||
bool swimming_up;
|
||||
|
||||
Inventory inventory;
|
||||
|
@ -81,8 +81,9 @@ void initializePaths()
|
||||
#include <unistd.h>
|
||||
|
||||
char buf[BUFSIZ];
|
||||
memset(buf, 0, BUFSIZ);
|
||||
// Get path to executable
|
||||
readlink("/proc/self/exe", buf, BUFSIZ);
|
||||
readlink("/proc/self/exe", buf, BUFSIZ-1);
|
||||
|
||||
pathRemoveFile(buf, '/');
|
||||
|
||||
@ -144,8 +145,9 @@ void initializePaths()
|
||||
#include <unistd.h>
|
||||
|
||||
char buf[BUFSIZ];
|
||||
memset(buf, 0, BUFSIZ);
|
||||
// Get path to executable
|
||||
readlink("/proc/self/exe", buf, BUFSIZ);
|
||||
readlink("/proc/self/exe", buf, BUFSIZ-1);
|
||||
|
||||
pathRemoveFile(buf, '/');
|
||||
|
||||
|
@ -962,8 +962,8 @@ void PlayerInfo::PrintLine(std::ostream *s)
|
||||
{
|
||||
(*s)<<id<<": ";
|
||||
(*s)<<"\""<<name<<"\" ("
|
||||
<<position.X<<","<<position.Y
|
||||
<<","<<position.Z<<") ";
|
||||
<<(position.X/10)<<","<<(position.Y/10)
|
||||
<<","<<(position.Z/10)<<") ";
|
||||
address.print(s);
|
||||
(*s)<<" avg_rtt="<<avg_rtt;
|
||||
(*s)<<std::endl;
|
||||
@ -2668,6 +2668,7 @@ void Server::SendPlayerInfos()
|
||||
"peer_id="<<player->peer_id<<std::endl;*/
|
||||
|
||||
writeU16(&data[start], player->peer_id);
|
||||
memset((char*)&data[start+2], 0, PLAYERNAME_SIZE);
|
||||
snprintf((char*)&data[start+2], PLAYERNAME_SIZE, "%s", player->getName());
|
||||
start += 2+PLAYERNAME_SIZE;
|
||||
}
|
||||
@ -3204,7 +3205,7 @@ Player *Server::emergePlayer(const char *name, const char *password,
|
||||
#if 1
|
||||
player->setPosition(intToFloat(v3s16(
|
||||
0,
|
||||
40, //64,
|
||||
45, //64,
|
||||
0
|
||||
)));
|
||||
#endif
|
||||
|
84
src/tile.h
84
src/tile.h
@ -25,51 +25,69 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
#include "texture.h"
|
||||
#include <string>
|
||||
|
||||
enum MaterialType{
|
||||
MATERIAL_ALPHA_NONE,
|
||||
MATERIAL_ALPHA_VERTEX,
|
||||
MATERIAL_ALPHA_SIMPLE, // >127 = opaque
|
||||
MATERIAL_ALPHA_BLEND,
|
||||
};
|
||||
|
||||
// Material flags
|
||||
#define MATERIAL_FLAG_BACKFACE_CULLING 0x01
|
||||
|
||||
/*
|
||||
This fully defines the looks of a tile.
|
||||
The SMaterial of a tile is constructed according to this.
|
||||
*/
|
||||
struct TileSpec
|
||||
{
|
||||
TileSpec():
|
||||
alpha(255)
|
||||
alpha(255),
|
||||
material_type(MATERIAL_ALPHA_NONE),
|
||||
material_flags(
|
||||
MATERIAL_FLAG_BACKFACE_CULLING
|
||||
)
|
||||
{
|
||||
}
|
||||
|
||||
bool operator==(TileSpec &other)
|
||||
{
|
||||
return (spec == other.spec && alpha == other.alpha);
|
||||
return (
|
||||
spec == other.spec &&
|
||||
alpha == other.alpha &&
|
||||
material_type == other.material_type &&
|
||||
material_flags == other.material_flags
|
||||
);
|
||||
}
|
||||
|
||||
// Sets everything else except the texture in the material
|
||||
void applyMaterialOptions(video::SMaterial &material)
|
||||
{
|
||||
if(alpha != 255 && material_type != MATERIAL_ALPHA_VERTEX)
|
||||
dstream<<"WARNING: TileSpec: alpha != 255 "
|
||||
"but not MATERIAL_ALPHA_VERTEX"
|
||||
<<std::endl;
|
||||
|
||||
if(material_type == MATERIAL_ALPHA_NONE)
|
||||
material.MaterialType = video::EMT_SOLID;
|
||||
else if(material_type == MATERIAL_ALPHA_VERTEX)
|
||||
material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
|
||||
else if(material_type == MATERIAL_ALPHA_SIMPLE)
|
||||
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
|
||||
else if(material_type == MATERIAL_ALPHA_BLEND)
|
||||
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
|
||||
|
||||
material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING) ? true : false;
|
||||
}
|
||||
|
||||
// Specification of texture
|
||||
TextureSpec spec;
|
||||
// Vertex alpha
|
||||
u8 alpha;
|
||||
// Material type
|
||||
u8 material_type;
|
||||
// Material flags
|
||||
u8 material_flags;
|
||||
};
|
||||
|
||||
#if 0
|
||||
struct TileSpec
|
||||
{
|
||||
TileSpec():
|
||||
alpha(255)
|
||||
{
|
||||
}
|
||||
|
||||
TileSpec(const std::string &a_name):
|
||||
name(a_name),
|
||||
alpha(255)
|
||||
{
|
||||
}
|
||||
|
||||
TileSpec(const char *a_name):
|
||||
name(a_name),
|
||||
alpha(255)
|
||||
{
|
||||
}
|
||||
|
||||
bool operator==(TileSpec &other)
|
||||
{
|
||||
return (name == other.name && alpha == other.alpha);
|
||||
}
|
||||
|
||||
// path + mods
|
||||
std::string name;
|
||||
u8 alpha;
|
||||
};
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
@ -1087,6 +1087,8 @@ public:
|
||||
n = m_defaults.find(name);
|
||||
if(n == NULL)
|
||||
{
|
||||
dstream<<"INFO: Settings: Setting not found: \""
|
||||
<<name<<"\""<<std::endl;
|
||||
throw SettingNotFoundException("Setting not found");
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user