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A bit longer day and a bit shorter night. Client-side.
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a9dd12281f
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@ -139,37 +139,6 @@ void Client::step(float dtime)
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if(dtime > 2.0)
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dtime = 2.0;
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/*
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Day/night
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*/
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{
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s32 d = 8;
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s32 t = (((m_time_of_day.get() + 24000/d/2)%24000)/(24000/d));
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s32 dn = 0;
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if(t == d/4 || t == (d-d/4))
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dn = 1;
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else if(t < d/4 || t > (d-d/4))
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dn = 2;
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else
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dn = 0;
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u32 dr = 1000;
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if(dn == 0)
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dr = 1000;
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if(dn == 1)
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dr = 600;
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if(dn == 2)
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dr = 300;
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if(dr != m_env.getDayNightRatio())
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{
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//dstream<<"dr="<<dr<<std::endl;
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dout_client<<DTIME<<"Client: changing day-night ratio"<<std::endl;
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m_env.setDayNightRatio(dr);
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m_env.expireMeshes(true);
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}
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}
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//dstream<<"Client steps "<<dtime<<std::endl;
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@ -1003,6 +972,42 @@ void Client::ProcessData(u8 *data, u32 datasize, u16 sender_peer_id)
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time = time % 24000;
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m_time_of_day.set(time);
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//dstream<<"Client: time="<<time<<std::endl;
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/*
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Day/night
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time_of_day:
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0 = midnight
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12000 = midday
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*/
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{
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const s32 daylength = 8;
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const s32 nightlength = 2;
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const s32 daytimelength = 4;
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s32 d = daylength;
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s32 t = (((m_time_of_day.get()/* + 24000/d/2*/)%24000)/(24000/d));
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u32 dr;
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if(t < nightlength/2 || t >= d - nightlength/2)
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dr = 350;
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else if(t >= d/2 - daytimelength/2 && t < d/2 + daytimelength/2)
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dr = 1000;
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else
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dr = 750;
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dstream<<"time_of_day="<<m_time_of_day.get()
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<<", t="<<t
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<<", dr="<<dr
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<<std::endl;
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if(dr != m_env.getDayNightRatio())
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{
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//dstream<<"dr="<<dr<<std::endl;
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dout_client<<DTIME<<"Client: changing day-night ratio"<<std::endl;
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m_env.setDayNightRatio(dr);
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m_env.expireMeshes(true);
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}
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}
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}
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else if(command == TOCLIENT_CHAT_MESSAGE)
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{
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15
src/main.cpp
15
src/main.cpp
@ -181,7 +181,9 @@ TODO: There has to be some better way to handle static objects than to
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TODO: When server sees that client is removing an inexistent block or
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adding a block to an existent position, resend the MapBlock.
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TODO: Map generator: add other materials underground (mud)
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TODO: When player dies, throw items on map
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TODO: Map generator version 2
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Doing now:
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======================================================================
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@ -2275,11 +2277,18 @@ int main(int argc, char *argv[])
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camera->setAspectRatio((f32)screensize.X / (f32)screensize.Y);
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u32 daynight_ratio = client.getDayNightRatio();
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video::SColor bgcolor = video::SColor(
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/*video::SColor bgcolor = video::SColor(
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255,
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skycolor.getRed() * daynight_ratio / 1000,
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skycolor.getGreen() * daynight_ratio / 1000,
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skycolor.getBlue() * daynight_ratio / 1000);
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skycolor.getBlue() * daynight_ratio / 1000);*/
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u8 l = decode_light((daynight_ratio * LIGHT_SUN) / 1000);
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video::SColor bgcolor = video::SColor(
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255,
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skycolor.getRed() * l / 255,
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skycolor.getGreen() * l / 255,
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skycolor.getBlue() * l / 255);
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/*
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Fog
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@ -3178,9 +3178,12 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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/*
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This has to be done with the mesh_mutex unlocked
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*/
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if(mesh_expired && mesh_update_count < 6
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&& (d < faraway || mesh_update_count < 3))
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//if(mesh_expired && mesh_update_count < 4)
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// Pretty random but this should work somewhat nicely
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if(mesh_expired && mesh_update_count < 3
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&& (d < faraway || mesh_update_count < 2
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|| m_control.range_all))
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/*if(mesh_expired && mesh_update_count < 6
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&& (d < faraway || mesh_update_count < 3))*/
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{
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mesh_update_count++;
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@ -876,7 +876,7 @@ Server::Server(
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m_con(PROTOCOL_ID, 512, CONNECTION_TIMEOUT, this),
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m_thread(this),
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m_emergethread(this),
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m_time_of_day(8000),
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m_time_of_day(9000),
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m_time_counter(0),
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m_time_of_day_send_timer(0),
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m_uptime(0)
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