fully working i guess

This commit is contained in:
Perttu Ahola 2011-02-11 19:55:42 +02:00
parent 804b2647ce
commit 52d99fef31
16 changed files with 358 additions and 122 deletions

@ -25,6 +25,7 @@
#enable_fog = true
#new_style_water = true
#new_style_leaves = true
#frametime_graph = false
# Server side stuff

@ -41,6 +41,7 @@ void set_default_settings()
g_settings.setDefault("enable_fog", "true");
g_settings.setDefault("new_style_water", "true");
g_settings.setDefault("new_style_leaves", "true");
g_settings.setDefault("frametime_graph", "false");
g_settings.setDefault("free_move", "false");
g_settings.setDefault("continuous_forward", "false");

@ -267,15 +267,6 @@ Doing now (most important at the top):
# maybe done
* not done
=== Immediate stuff
* Combine meshes to bigger ones in ClientMap and set them EHM_STATIC
=== Making it more portable
* MinGW: Switch away from swprintf; mingw has a bad version of it.
Use snprintf + narrow_to_wide or (w)ostringstream
* Some MSVC: std::sto* are defined without a namespace and collide
with the ones in utility.h
=== Stuff to do before release
* Save the new mapgen stuff
- map/meta.txt, which should contain only plain text, something like this:
@ -291,7 +282,15 @@ Doing now (most important at the top):
* only_from_disk might not work anymore - check and fix it.
* Check the fixmes in the list above
=== Making it more portable
* MinGW: Switch away from swprintf; mingw has a bad version of it.
Use snprintf + narrow_to_wide or (w)ostringstream
* Some MSVC: std::sto* are defined without a namespace and collide
with the ones in utility.h
=== Stuff to do after release
* Move digging property stuff from material.{h,cpp} to mapnode.cpp...
- Or maybe move content_features to material.{h,cpp}?
* Add some kind of erosion and other stuff that now is possible
* Make client to fetch stuff asynchronously
- Needs method SyncProcessData
@ -308,6 +307,7 @@ Doing now (most important at the top):
is generated. Fix it.
* Make a small history check to transformLiquids to detect and log
continuous oscillations, in such detail that they can be fixed.
* Combine meshes to bigger ones in ClientMap and set them EHM_STATIC
======================================================================
@ -381,7 +381,7 @@ Doing now (most important at the top):
IrrlichtWrapper *g_irrlicht = NULL;
// This makes textures
TextureSource *g_texturesource = NULL;
ITextureSource *g_texturesource = NULL;
MapDrawControl draw_control;
@ -1659,7 +1659,8 @@ int main(int argc, char *argv[])
g_device = device;
g_irrlicht = new IrrlichtWrapper(device);
g_texturesource = new TextureSource(device);
TextureSource *texturesource = new TextureSource(device);
g_texturesource = texturesource;
/*
Speed tests (done after irrlicht is loaded to get timer)
@ -1722,7 +1723,7 @@ int main(int argc, char *argv[])
init_content_inventory_texture_paths();
init_mapnode(); // Second call with g_texturesource set
init_mineral(g_irrlicht);
init_mineral();
/*
GUI stuff
@ -2084,7 +2085,7 @@ int main(int argc, char *argv[])
/*
Process TextureSource's queue
*/
g_texturesource->processQueue();
texturesource->processQueue();
/*
Random calculations
@ -3006,6 +3007,7 @@ int main(int argc, char *argv[])
/*
Frametime log
*/
if(g_settings.getBool("frametime_graph") == true)
{
s32 x = 10;
for(core::list<float>::Iterator

@ -32,7 +32,7 @@ extern IrrlichtWrapper *g_irrlicht;
// This makes and maps textures
#include "tile.h"
extern TextureSource *g_texturesource;
extern ITextureSource *g_texturesource;
// Debug streams

@ -1741,10 +1741,10 @@ ServerMap::ServerMap(std::string savedir):
//m_chunksize = 2;
// TODO: Save to and load from a file
m_seed = (((u64)myrand()<<0)%0x7fff)
+ (((u64)myrand()<<16)%0x7fff)
+ (((u64)myrand()<<32)%0x7fff)
+ (((u64)myrand()<<48)%0x7fff);
m_seed = (((u64)(myrand()%0xffff)<<0)
+ ((u64)(myrand()%0xffff)<<16)
+ ((u64)(myrand()%0xffff)<<32)
+ ((u64)(myrand()%0xffff)<<48));
/*
Experimental and debug stuff
@ -1774,16 +1774,24 @@ ServerMap::ServerMap(std::string savedir):
}
else
{
// Load master heightmap
loadMasterHeightmap();
// Load map metadata (seed, chunksize)
loadMapMeta();
// Load sector (0,0) and throw and exception on fail
// Load chunk metadata
loadChunkMeta();
/*// Load sector (0,0) and throw and exception on fail
if(loadSectorFull(v2s16(0,0)) == false)
throw LoadError("Failed to load sector (0,0)");
throw LoadError("Failed to load sector (0,0)");*/
dstream<<DTIME<<"Server: Successfully loaded master "
"heightmap and sector (0,0) from "<<savedir<<
/*dstream<<DTIME<<"Server: Successfully loaded chunk "
"metadata and sector (0,0) from "<<savedir<<
", assuming valid save directory."
<<std::endl;*/
dstream<<DTIME<<"INFO: Server: Successfully loaded map "
<<"and chunk metadata from "<<savedir
<<", assuming valid save directory."
<<std::endl;
m_map_saving_enabled = true;
@ -1798,13 +1806,13 @@ ServerMap::ServerMap(std::string savedir):
}
catch(std::exception &e)
{
dstream<<DTIME<<"Server: Failed to load map from "<<savedir
dstream<<DTIME<<"WARNING: Server: Failed to load map from "<<savedir
<<", exception: "<<e.what()<<std::endl;
dstream<<DTIME<<"Please remove the map or fix it."<<std::endl;
dstream<<DTIME<<"WARNING: Map saving will be disabled."<<std::endl;
dstream<<"Please remove the map or fix it."<<std::endl;
dstream<<"WARNING: Map saving will be disabled."<<std::endl;
}
dstream<<DTIME<<"Initializing new map."<<std::endl;
dstream<<DTIME<<"INFO: Initializing new map."<<std::endl;
// Create zero sector
emergeSector(v2s16(0,0));
@ -2062,6 +2070,8 @@ double base_rock_level_2d(u64 seed, v2s16 p)
return h;
}
#define VMANIP_FLAG_DUNGEON VOXELFLAG_CHECKED1
/*
This is the main map generation method
*/
@ -2195,6 +2205,9 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
vmanip.initialEmerge(bigarea_blocks_min, bigarea_blocks_max);
}
// Clear all flags
vmanip.clearFlag(0xff);
TimeTaker timer_generate("generateChunkRaw() generate");
// Maximum height of the stone surface and obstacles.
@ -2414,7 +2427,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
/*
Make dungeons
*/
u32 dungeons_count = relative_volume / 600000;
u32 dungeons_count = relative_volume / 400000;
u32 bruises_count = relative_volume * stone_surface_max_y / 40000000;
if(stone_surface_max_y < WATER_LEVEL)
bruises_count = 0;
@ -2424,7 +2437,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
{
s16 min_tunnel_diameter = 2;
s16 max_tunnel_diameter = 6;
u16 tunnel_routepoints = 15;
u16 tunnel_routepoints = 25;
bool bruise_surface = (jj < bruises_count);
@ -2464,14 +2477,14 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
of -= v3s16(1,0,1) * more;
s16 route_y_min = 0;
//s16 route_y_max = ar.Y-1;
s16 route_y_max = -of.Y + stone_surface_max_y + max_tunnel_diameter/2;
// If dungeons
// Allow half a diameter + 7 over stone surface
s16 route_y_max = -of.Y + stone_surface_max_y + max_tunnel_diameter/2 + 7;
/*// If dungeons, don't go through surface too often
if(bruise_surface == false)
{
// Don't go through surface too often
route_y_max -= myrand_range(0, max_tunnel_diameter*2);
}
route_y_max -= myrand_range(0, max_tunnel_diameter*2);*/
// Limit maximum to area
route_y_max = rangelim(route_y_max, 0, ar.Y-1);
if(bruise_surface)
@ -2489,10 +2502,24 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
/*dstream<<"route_y_min = "<<route_y_min
<<", route_y_max = "<<route_y_max<<std::endl;*/
s16 route_start_y_min = route_y_min;
s16 route_start_y_max = route_y_max;
// Start every 2nd dungeon from surface
bool coming_from_surface = (jj % 2 == 0 && bruise_surface == false);
if(coming_from_surface)
{
route_start_y_min = -of.Y + stone_surface_max_y + 5;
}
route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
route_start_y_max = rangelim(route_start_y_max, 0, ar.Y-1);
// Randomize starting position
v3f orp(
(float)(myrand()%ar.X)+0.5,
(float)(myrand_range(route_y_min, route_y_max))+0.5,
(float)(myrand_range(route_start_y_min, route_start_y_max))+0.5,
(float)(myrand()%ar.Z)+0.5
);
@ -2509,18 +2536,35 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
s16 max_d = max_tunnel_diameter;
s16 rs = myrand_range(min_d, max_d);
v3s16 maxlen(15, 5, 15);
v3s16 maxlen;
if(bruise_surface)
{
maxlen = v3s16(rs*7,rs*7,rs*7);
}
else
{
maxlen = v3s16(15, myrand_range(1, 20), 15);
}
v3f vec;
if(coming_from_surface && j < 3)
{
vec = v3f(
(float)(myrand()%(maxlen.X*2))-(float)maxlen.X,
(float)(myrand()%(maxlen.Y*1))-(float)maxlen.Y,
(float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z
);
}
else
{
vec = v3f(
(float)(myrand()%(maxlen.X*2))-(float)maxlen.X,
(float)(myrand()%(maxlen.Y*2))-(float)maxlen.Y,
(float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z
);
}
v3f vec(
(float)(myrand()%(maxlen.X*2))-(float)maxlen.X,
(float)(myrand()%(maxlen.Y*2))-(float)maxlen.Y,
(float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z
);
v3f rp = orp + vec;
if(rp.X < 0)
rp.X = 0;
@ -2553,7 +2597,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
//s16 si2 = rs - MYMAX(0, maxabsxz-rs/4);
s16 si2 = rs - MYMAX(0, maxabsxz-rs/7);
//s16 si2 = rs - abs(x0);
for(s16 y0=-si2+1+1; y0<=si2-1; y0++)
for(s16 y0=-si2+1+2; y0<=si2-1; y0++)
{
s16 z = cp.Z + z0;
s16 y = cp.Y + y0;
@ -2580,6 +2624,12 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
// water afterwards
u32 i = vmanip.m_area.index(p);
vmanip.m_data[i] = airnode;
if(bruise_surface == false)
{
// Set tunnel flag
vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON;
}
}
}
}
@ -3000,13 +3050,17 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
break;
}
n->d = CONTENT_WATERSOURCE;
n->setLight(LIGHTBANK_DAY, light);
// Make water only not in dungeons
if(!(vmanip.m_flags[i]&VMANIP_FLAG_DUNGEON))
{
n->d = CONTENT_WATERSOURCE;
//n->setLight(LIGHTBANK_DAY, light);
// Add to transforming liquid queue (in case it'd
// start flowing)
v3s16 p = v3s16(p2d.X, y, p2d.Y);
m_transforming_liquid.push_back(p);
// Add to transforming liquid queue (in case it'd
// start flowing)
v3s16 p = v3s16(p2d.X, y, p2d.Y);
m_transforming_liquid.push_back(p);
}
// Next one
vmanip.m_area.add_y(em, i, -1);
@ -3519,6 +3573,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
//TimeTaker timer("generateChunkRaw() blitBackAll");
vmanip.blitBackAll(&changed_blocks);
}
/*
Update day/night difference cache of the MapBlocks
*/
@ -3553,14 +3608,22 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
}
/*
Set central chunk non-volatile and return it
Set central chunk non-volatile
*/
MapChunk *chunk = getChunk(chunkpos);
assert(chunk);
// Set non-volatile
//chunk->setIsVolatile(false);
chunk->setGenLevel(GENERATED_FULLY);
// Return it
/*
Save changed parts of map
*/
save(true);
/*
Return central chunk (which was requested)
*/
return chunk;
}
@ -4543,7 +4606,8 @@ void ServerMap::save(bool only_changed)
dstream<<DTIME<<"ServerMap: Saving whole map, this can take time."
<<std::endl;
saveMasterHeightmap();
saveMapMeta();
saveChunkMeta();
u32 sector_meta_count = 0;
u32 block_count = 0;
@ -4601,8 +4665,9 @@ void ServerMap::loadAll()
{
DSTACK(__FUNCTION_NAME);
dstream<<DTIME<<"ServerMap: Loading map..."<<std::endl;
loadMasterHeightmap();
loadMapMeta();
loadChunkMeta();
std::vector<fs::DirListNode> list = fs::GetDirListing(m_savedir+"/sectors/");
@ -4657,6 +4722,7 @@ void ServerMap::loadAll()
dstream<<DTIME<<"ServerMap: Map loaded."<<std::endl;
}
#if 0
void ServerMap::saveMasterHeightmap()
{
DSTACK(__FUNCTION_NAME);
@ -4685,6 +4751,163 @@ void ServerMap::loadMasterHeightmap()
if(is.good() == false)
throw FileNotGoodException("Cannot open master heightmap");*/
}
#endif
void ServerMap::saveMapMeta()
{
DSTACK(__FUNCTION_NAME);
dstream<<"INFO: ServerMap::saveMapMeta(): "
<<"seed="<<m_seed<<", chunksize="<<m_chunksize
<<std::endl;
createDir(m_savedir);
std::string fullpath = m_savedir + "/meta.txt";
std::ofstream os(fullpath.c_str(), std::ios_base::binary);
if(os.good() == false)
{
dstream<<"ERROR: ServerMap::saveMapMeta(): "
<<"could not open"<<fullpath<<std::endl;
throw FileNotGoodException("Cannot open chunk metadata");
}
Settings params;
params.setU64("seed", m_seed);
params.setS32("chunksize", m_chunksize);
params.writeLines(os);
os<<"[end_of_params]\n";
}
void ServerMap::loadMapMeta()
{
DSTACK(__FUNCTION_NAME);
dstream<<"INFO: ServerMap::loadMapMeta(): Loading chunk metadata"
<<std::endl;
std::string fullpath = m_savedir + "/meta.txt";
std::ifstream is(fullpath.c_str(), std::ios_base::binary);
if(is.good() == false)
{
dstream<<"ERROR: ServerMap::loadMapMeta(): "
<<"could not open"<<fullpath<<std::endl;
throw FileNotGoodException("Cannot open chunk metadata");
}
Settings params;
for(;;)
{
if(is.eof())
throw SerializationError
("ServerMap::loadMapMeta(): [end_of_params] not found");
std::string line;
std::getline(is, line);
std::string trimmedline = trim(line);
if(trimmedline == "[end_of_params]")
break;
params.parseConfigLine(line);
}
m_seed = params.getU64("seed");
m_chunksize = params.getS32("chunksize");
dstream<<"INFO: ServerMap::loadMapMeta(): "
<<"seed="<<m_seed<<", chunksize="<<m_chunksize
<<std::endl;
}
void ServerMap::saveChunkMeta()
{
DSTACK(__FUNCTION_NAME);
u32 count = m_chunks.size();
dstream<<"INFO: ServerMap::saveChunkMeta(): Saving metadata of "
<<count<<" chunks"<<std::endl;
createDir(m_savedir);
std::string fullpath = m_savedir + "/chunk_meta";
std::ofstream os(fullpath.c_str(), std::ios_base::binary);
if(os.good() == false)
{
dstream<<"ERROR: ServerMap::saveChunkMeta(): "
<<"could not open"<<fullpath<<std::endl;
throw FileNotGoodException("Cannot open chunk metadata");
}
u8 version = 0;
// Write version
os.write((char*)&version, 1);
u8 buf[4];
// Write count
writeU32(buf, count);
os.write((char*)buf, 4);
for(core::map<v2s16, MapChunk*>::Iterator
i = m_chunks.getIterator();
i.atEnd()==false; i++)
{
v2s16 p = i.getNode()->getKey();
MapChunk *chunk = i.getNode()->getValue();
// Write position
writeV2S16(buf, p);
os.write((char*)buf, 4);
// Write chunk data
chunk->serialize(os, version);
}
}
void ServerMap::loadChunkMeta()
{
DSTACK(__FUNCTION_NAME);
dstream<<"INFO: ServerMap::loadChunkMeta(): Loading chunk metadata"
<<std::endl;
std::string fullpath = m_savedir + "/chunk_meta";
std::ifstream is(fullpath.c_str(), std::ios_base::binary);
if(is.good() == false)
{
dstream<<"ERROR: ServerMap::loadChunkMeta(): "
<<"could not open"<<fullpath<<std::endl;
throw FileNotGoodException("Cannot open chunk metadata");
}
u8 version = 0;
// Read version
is.read((char*)&version, 1);
u8 buf[4];
// Read count
is.read((char*)buf, 4);
u32 count = readU32(buf);
dstream<<"INFO: ServerMap::loadChunkMeta(): Loading metadata of "
<<count<<" chunks"<<std::endl;
for(u32 i=0; i<count; i++)
{
v2s16 p;
MapChunk *chunk = new MapChunk();
// Read position
is.read((char*)buf, 4);
p = readV2S16(buf);
// Read chunk data
chunk->deSerialize(is, version);
m_chunks.insert(p, chunk);
}
}
void ServerMap::saveSectorMeta(ServerMapSector *sector)
{

@ -475,18 +475,13 @@ public:
void save(bool only_changed);
void loadAll();
// TODO
// Saves map seed and possibly other stuff
void saveMapMeta();
void loadMapMeta();
// TODO
void saveChunkMeta();
void loadChunkMeta();
// DEPRECATED
void saveMasterHeightmap();
void loadMasterHeightmap();
// The sector mutex should be locked when calling most of these
// This only saves sector-specific data such as the heightmap

@ -148,25 +148,6 @@ u8 MapBlock::getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
v3s16 face_dir)
{
try{
// DEBUG
/*{
if(n.d == CONTENT_WATER)
{
u8 l = n.param2*2;
if(l > LIGHT_MAX)
l = LIGHT_MAX;
return l;
}
if(n2.d == CONTENT_WATER)
{
u8 l = n2.param2*2;
if(l > LIGHT_MAX)
l = LIGHT_MAX;
return l;
}
}*/
u8 light;
u8 l1 = n.getLightBlend(daynight_ratio);
u8 l2 = n2.getLightBlend(daynight_ratio);
@ -177,11 +158,13 @@ u8 MapBlock::getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
// Make some nice difference to different sides
// This makes light come from a corner
/*if(face_dir.X == 1 || face_dir.Z == 1 || face_dir.Y == -1)
light = diminish_light(diminish_light(light));
else if(face_dir.X == -1 || face_dir.Z == -1)
light = diminish_light(light);*/
// All neighboring faces have different shade (like in minecraft)
if(face_dir.X == 1 || face_dir.X == -1 || face_dir.Y == -1)
light = diminish_light(diminish_light(light));
else if(face_dir.Z == 1 || face_dir.Z == -1)
@ -791,7 +774,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
// Flowing water material
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_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;
@ -1040,9 +1023,9 @@ void MapBlock::updateMesh(u32 daynight_ratio)
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
pa_water1.x0(), pa_water1.y1()),
video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
pa_water1.x1(), pa_water1.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
pa_water1.x1(), pa_water1.y0()),
@ -1118,21 +1101,25 @@ void MapBlock::updateMesh(u32 daynight_ratio)
video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
pa_water1.x0(), pa_water1.y1()),
video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
pa_water1.x1(), pa_water1.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
pa_water1.x1(), pa_water1.y0()),
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
pa_water1.x0(), pa_water1.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
pa_water1.x1(), pa_water1.y1()),
video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
pa_water1.x1(), pa_water1.y0()),
video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
pa_water1.x0(), pa_water1.y0()),
};
// This fixes a strange bug
s32 corner_resolve[4] = {3,2,1,0};
for(s32 i=0; i<4; i++)
{
//vertices[i].Pos.Y += water_level;
//vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
vertices[i].Pos.Y += corner_levels[i];
s32 j = corner_resolve[i];
vertices[i].Pos.Y += corner_levels[j];
vertices[i].Pos += intToFloat(p + getPosRelative());
}

@ -25,6 +25,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
some MapSectors. (something like 16x16)
*/
// These should fit in 8 bits, as they are saved as such.
enum{
GENERATED_FULLY = 0,
GENERATED_PARTLY = 10,
@ -35,21 +36,10 @@ class MapChunk
{
public:
MapChunk():
//m_is_volatile(true)
m_generation_level(GENERATED_NOT)
{
}
/*
If is_volatile is true, chunk can be modified when
neighboring chunks are generated.
It is set to false when all the 8 neighboring chunks have
been generated.
*/
/*bool getIsVolatile(){ return m_is_volatile; }
void setIsVolatile(bool is){ m_is_volatile = is; }*/
/*
Generation level. Possible values:
GENERATED_FULLY = 0 = fully generated
@ -59,9 +49,17 @@ public:
u16 getGenLevel(){ return m_generation_level; }
void setGenLevel(u16 lev){ m_generation_level = lev; }
void serialize(std::ostream &os, u8 version)
{
os.write((char*)&m_generation_level, 1);
}
void deSerialize(std::istream &is, u8 version)
{
is.read((char*)&m_generation_level, 1);
}
private:
//bool m_is_volatile;
u16 m_generation_level;
u8 m_generation_level;
};
#endif

@ -58,7 +58,7 @@ void initializeMaterialProperties()
DiggingProperties(true, 1.0, 0));
g_material_properties[CONTENT_SAND].setDiggingProperties("",
DiggingProperties(true, 0.5, 0));
DiggingProperties(true, 0.4, 0));
/*
Add MesePick to everything

@ -30,14 +30,12 @@ const char *mineral_filenames[MINERAL_COUNT] =
//textureid_t mineral_textures[MINERAL_COUNT] = {0};
std::string mineral_textures[MINERAL_COUNT];
void init_mineral(IIrrlichtWrapper *irrlicht)
void init_mineral()
{
for(u32 i=0; i<MINERAL_COUNT; i++)
{
if(mineral_filenames[i] == NULL)
continue;
//mineral_textures[i] = irrlicht->getTextureId(mineral_filenames[i]);
//mineral_textures[i] = 0;
mineral_textures[i] = mineral_filenames[i];
}
}

@ -22,7 +22,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "inventory.h"
#include "texture.h"
#include "iirrlichtwrapper.h"
/*
Minerals
@ -32,7 +31,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
*/
// Caches textures
void init_mineral(IIrrlichtWrapper *irrlicht);
void init_mineral();
#define MINERAL_NONE 0
#define MINERAL_COAL 1

@ -79,6 +79,9 @@ Settings g_settings;
extern void set_default_settings();
// A dummy thing
ITextureSource *g_texturesource = NULL;
/*
Debug streams
*/
@ -259,9 +262,8 @@ int main(int argc, char *argv[])
// Initialize stuff
IIrrlichtWrapper irrlicht; // Dummy
init_mapnode(&irrlicht);
init_mineral(&irrlicht);
init_mapnode();
init_mineral();
/*
Check parameters

@ -30,7 +30,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include <winsock2.h>
#include <ws2tcpip.h>
#ifdef _MSC_VER
#pragma comment(lib, "wsock32.lib")
#pragma comment(lib, "ws2_32.lib")
#endif
typedef SOCKET socket_t;
typedef int socklen_t;

@ -103,10 +103,28 @@ struct SourceAtlasPointer
}
};
/*
Implementation (to be used as a no-op on the server)
*/
class ITextureSource
{
public:
ITextureSource(){}
virtual ~ITextureSource(){}
virtual u32 getTextureId(const std::string &name){return 0;}
virtual u32 getTextureIdDirect(const std::string &name){return 0;}
virtual std::string getTextureName(u32 id){return "";}
virtual AtlasPointer getTexture(u32 id){return AtlasPointer(0);}
virtual AtlasPointer getTexture(const std::string &name)
{return AtlasPointer(0);}
virtual video::ITexture* getTextureRaw(const std::string &name)
{return NULL;}
};
/*
Creates and caches textures.
*/
class TextureSource
class TextureSource : public ITextureSource
{
public:
TextureSource(IrrlichtDevice *device);

@ -1201,6 +1201,15 @@ public:
return value;
}
u64 getU64(std::string name)
{
u64 value = 0;
std::string s = get(name);
std::istringstream ss(s);
ss>>value;
return value;
}
void setS32(std::string name, s32 value)
{
set(name, itos(value));
@ -1218,6 +1227,13 @@ public:
set(name, os.str());
}
void setU64(std::string name, u64 value)
{
std::ostringstream os;
os<<value;
set(name, os.str());
}
void clear()
{
m_settings.clear();

@ -314,16 +314,12 @@ public:
// Checked as being inexistent in source
#define VOXELFLAG_INEXISTENT (1<<1)
// Algorithm-dependent
// flowWater: "visited"
#define VOXELFLAG_CHECKED (1<<2)
#define VOXELFLAG_CHECKED1 (1<<2)
// Algorithm-dependent
// getWaterPressure: "visited"
#define VOXELFLAG_CHECKED2 (1<<3)
// Algorithm-dependent
// spreadWaterPressure: "visited"
#define VOXELFLAG_CHECKED3 (1<<4)
// Algorithm-dependent
// water: "pressure check route node"
#define VOXELFLAG_CHECKED4 (1<<5)
enum VoxelPrintMode