mirror of
https://github.com/minetest/minetest.git
synced 2024-11-23 16:13:46 +01:00
Remove some old dead code. Fix some Clang warnings in SRP (ng->N... will
always evaluate to true.
This commit is contained in:
parent
2eb329cc63
commit
aab7c83d02
@ -1314,51 +1314,6 @@ u16 ServerEnvironment::addActiveObject(ServerActiveObject *object)
|
|||||||
return id;
|
return id;
|
||||||
}
|
}
|
||||||
|
|
||||||
#if 0
|
|
||||||
bool ServerEnvironment::addActiveObjectAsStatic(ServerActiveObject *obj)
|
|
||||||
{
|
|
||||||
assert(obj);
|
|
||||||
|
|
||||||
v3f objectpos = obj->getBasePosition();
|
|
||||||
|
|
||||||
// The block in which the object resides in
|
|
||||||
v3s16 blockpos_o = getNodeBlockPos(floatToInt(objectpos, BS));
|
|
||||||
|
|
||||||
/*
|
|
||||||
Update the static data
|
|
||||||
*/
|
|
||||||
|
|
||||||
// Create new static object
|
|
||||||
std::string staticdata = obj->getStaticData();
|
|
||||||
StaticObject s_obj(obj->getType(), objectpos, staticdata);
|
|
||||||
// Add to the block where the object is located in
|
|
||||||
v3s16 blockpos = getNodeBlockPos(floatToInt(objectpos, BS));
|
|
||||||
// Get or generate the block
|
|
||||||
MapBlock *block = m_map->emergeBlock(blockpos);
|
|
||||||
|
|
||||||
bool succeeded = false;
|
|
||||||
|
|
||||||
if(block)
|
|
||||||
{
|
|
||||||
block->m_static_objects.insert(0, s_obj);
|
|
||||||
block->raiseModified(MOD_STATE_WRITE_AT_UNLOAD,
|
|
||||||
"addActiveObjectAsStatic");
|
|
||||||
succeeded = true;
|
|
||||||
}
|
|
||||||
else{
|
|
||||||
infostream<<"ServerEnvironment::addActiveObjectAsStatic: "
|
|
||||||
<<"Could not find or generate "
|
|
||||||
<<"a block for storing static object"<<std::endl;
|
|
||||||
succeeded = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
if(obj->environmentDeletes())
|
|
||||||
delete obj;
|
|
||||||
|
|
||||||
return succeeded;
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
|
|
||||||
/*
|
/*
|
||||||
Finds out what new objects have been added to
|
Finds out what new objects have been added to
|
||||||
inside a radius around a position
|
inside a radius around a position
|
||||||
@ -2182,15 +2137,6 @@ void ClientEnvironment::step(float dtime)
|
|||||||
|
|
||||||
v3f d = d_wanted.normalize() * dl;
|
v3f d = d_wanted.normalize() * dl;
|
||||||
speed += d;
|
speed += d;
|
||||||
|
|
||||||
#if 0 // old code
|
|
||||||
if(speed.X > lplayer->movement_liquid_fluidity + lplayer->movement_liquid_fluidity_smooth) speed.X -= lplayer->movement_liquid_fluidity_smooth;
|
|
||||||
if(speed.X < -lplayer->movement_liquid_fluidity - lplayer->movement_liquid_fluidity_smooth) speed.X += lplayer->movement_liquid_fluidity_smooth;
|
|
||||||
if(speed.Y > lplayer->movement_liquid_fluidity + lplayer->movement_liquid_fluidity_smooth) speed.Y -= lplayer->movement_liquid_fluidity_smooth;
|
|
||||||
if(speed.Y < -lplayer->movement_liquid_fluidity - lplayer->movement_liquid_fluidity_smooth) speed.Y += lplayer->movement_liquid_fluidity_smooth;
|
|
||||||
if(speed.Z > lplayer->movement_liquid_fluidity + lplayer->movement_liquid_fluidity_smooth) speed.Z -= lplayer->movement_liquid_fluidity_smooth;
|
|
||||||
if(speed.Z < -lplayer->movement_liquid_fluidity - lplayer->movement_liquid_fluidity_smooth) speed.Z += lplayer->movement_liquid_fluidity_smooth;
|
|
||||||
#endif
|
|
||||||
}
|
}
|
||||||
|
|
||||||
lplayer->setSpeed(speed);
|
lplayer->setSpeed(speed);
|
||||||
|
@ -192,14 +192,6 @@ inline float biLinearInterpolation(
|
|||||||
{
|
{
|
||||||
float tx = easeCurve(x);
|
float tx = easeCurve(x);
|
||||||
float ty = easeCurve(y);
|
float ty = easeCurve(y);
|
||||||
#if 0
|
|
||||||
return (
|
|
||||||
v00 * (1 - tx) * (1 - ty) +
|
|
||||||
v10 * tx * (1 - ty) +
|
|
||||||
v01 * (1 - tx) * ty +
|
|
||||||
v11 * tx * ty
|
|
||||||
);
|
|
||||||
#endif
|
|
||||||
float u = linearInterpolation(v00, v10, tx);
|
float u = linearInterpolation(v00, v10, tx);
|
||||||
float v = linearInterpolation(v01, v11, tx);
|
float v = linearInterpolation(v01, v11, tx);
|
||||||
return linearInterpolation(u, v, ty);
|
return linearInterpolation(u, v, ty);
|
||||||
@ -225,18 +217,6 @@ float triLinearInterpolation(
|
|||||||
float tx = easeCurve(x);
|
float tx = easeCurve(x);
|
||||||
float ty = easeCurve(y);
|
float ty = easeCurve(y);
|
||||||
float tz = easeCurve(z);
|
float tz = easeCurve(z);
|
||||||
#if 0
|
|
||||||
return (
|
|
||||||
v000 * (1 - tx) * (1 - ty) * (1 - tz) +
|
|
||||||
v100 * tx * (1 - ty) * (1 - tz) +
|
|
||||||
v010 * (1 - tx) * ty * (1 - tz) +
|
|
||||||
v110 * tx * ty * (1 - tz) +
|
|
||||||
v001 * (1 - tx) * (1 - ty) * tz +
|
|
||||||
v101 * tx * (1 - ty) * tz +
|
|
||||||
v011 * (1 - tx) * ty * tz +
|
|
||||||
v111 * tx * ty * tz
|
|
||||||
);
|
|
||||||
#endif
|
|
||||||
float u = biLinearInterpolationNoEase(v000, v100, v010, v110, tx, ty);
|
float u = biLinearInterpolationNoEase(v000, v100, v010, v110, tx, ty);
|
||||||
float v = biLinearInterpolationNoEase(v001, v101, v011, v111, tx, ty);
|
float v = biLinearInterpolationNoEase(v001, v101, v011, v111, tx, ty);
|
||||||
return linearInterpolation(u, v, tz);
|
return linearInterpolation(u, v, tz);
|
||||||
@ -252,33 +232,6 @@ float triLinearInterpolationNoEase(
|
|||||||
return linearInterpolation(u, v, z);
|
return linearInterpolation(u, v, z);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
#if 0
|
|
||||||
float noise2d_gradient(float x, float y, int seed)
|
|
||||||
{
|
|
||||||
// Calculate the integer coordinates
|
|
||||||
int x0 = (x > 0.0 ? (int)x : (int)x - 1);
|
|
||||||
int y0 = (y > 0.0 ? (int)y : (int)y - 1);
|
|
||||||
// Calculate the remaining part of the coordinates
|
|
||||||
float xl = x - (float)x0;
|
|
||||||
float yl = y - (float)y0;
|
|
||||||
// Calculate random cosine lookup table indices for the integer corners.
|
|
||||||
// They are looked up as unit vector gradients from the lookup table.
|
|
||||||
int n00 = (int)((noise2d(x0, y0, seed)+1)*8);
|
|
||||||
int n10 = (int)((noise2d(x0+1, y0, seed)+1)*8);
|
|
||||||
int n01 = (int)((noise2d(x0, y0+1, seed)+1)*8);
|
|
||||||
int n11 = (int)((noise2d(x0+1, y0+1, seed)+1)*8);
|
|
||||||
// Make a dot product for the gradients and the positions, to get the values
|
|
||||||
float s = dotProduct(cos_lookup[n00], cos_lookup[(n00+12)%16], xl, yl);
|
|
||||||
float u = dotProduct(-cos_lookup[n10], cos_lookup[(n10+12)%16], 1.-xl, yl);
|
|
||||||
float v = dotProduct(cos_lookup[n01], -cos_lookup[(n01+12)%16], xl, 1.-yl);
|
|
||||||
float w = dotProduct(-cos_lookup[n11], -cos_lookup[(n11+12)%16], 1.-xl, 1.-yl);
|
|
||||||
// Interpolate between the values
|
|
||||||
return biLinearInterpolation(s,u,v,w,xl,yl);
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
|
|
||||||
|
|
||||||
float noise2d_gradient(float x, float y, int seed, bool eased)
|
float noise2d_gradient(float x, float y, int seed, bool eased)
|
||||||
{
|
{
|
||||||
// Calculate the integer coordinates
|
// Calculate the integer coordinates
|
||||||
|
@ -172,7 +172,7 @@ static NGConstant *new_ng( SRP_NGType ng_type, const char *n_hex, const char *g_
|
|||||||
mpz_init(ng->N);
|
mpz_init(ng->N);
|
||||||
mpz_init(ng->g);
|
mpz_init(ng->g);
|
||||||
|
|
||||||
if (!ng || !ng->N || !ng->g)
|
if (!ng)
|
||||||
return 0;
|
return 0;
|
||||||
|
|
||||||
if (ng_type != SRP_NG_CUSTOM) {
|
if (ng_type != SRP_NG_CUSTOM) {
|
||||||
@ -823,7 +823,7 @@ struct SRPUser *srp_user_new(SRP_HashAlgorithm alg, SRP_NGType ng_type,
|
|||||||
mpz_init(usr->A);
|
mpz_init(usr->A);
|
||||||
mpz_init(usr->S);
|
mpz_init(usr->S);
|
||||||
|
|
||||||
if (!usr->ng || !usr->a || !usr->A || !usr->S)
|
if (!usr->ng)
|
||||||
goto err_exit;
|
goto err_exit;
|
||||||
|
|
||||||
usr->username = (char*)malloc(ulen);
|
usr->username = (char*)malloc(ulen);
|
||||||
|
138
src/voxel.cpp
138
src/voxel.cpp
@ -390,7 +390,6 @@ void VoxelManipulator::unspreadLight(enum LightBank bank, v3s16 p, u8 oldlight,
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
#if 1
|
|
||||||
/*
|
/*
|
||||||
Goes recursively through the neighbours of the node.
|
Goes recursively through the neighbours of the node.
|
||||||
|
|
||||||
@ -421,115 +420,6 @@ void VoxelManipulator::unspreadLight(enum LightBank bank,
|
|||||||
unspreadLight(bank, j->first, j->second, light_sources, nodemgr);
|
unspreadLight(bank, j->first, j->second, light_sources, nodemgr);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
#endif
|
|
||||||
|
|
||||||
#if 0
|
|
||||||
/*
|
|
||||||
Goes recursively through the neighbours of the node.
|
|
||||||
|
|
||||||
Alters only transparent nodes.
|
|
||||||
|
|
||||||
If the lighting of the neighbour is lower than the lighting of
|
|
||||||
the node was (before changing it to 0 at the step before), the
|
|
||||||
lighting of the neighbour is set to 0 and then the same stuff
|
|
||||||
repeats for the neighbour.
|
|
||||||
|
|
||||||
The ending nodes of the routine are stored in light_sources.
|
|
||||||
This is useful when a light is removed. In such case, this
|
|
||||||
routine can be called for the light node and then again for
|
|
||||||
light_sources to re-light the area without the removed light.
|
|
||||||
|
|
||||||
values of from_nodes are lighting values.
|
|
||||||
*/
|
|
||||||
void VoxelManipulator::unspreadLight(enum LightBank bank,
|
|
||||||
core::map<v3s16, u8> & from_nodes,
|
|
||||||
core::map<v3s16, bool> & light_sources)
|
|
||||||
{
|
|
||||||
v3s16 dirs[6] = {
|
|
||||||
v3s16(0,0,1), // back
|
|
||||||
v3s16(0,1,0), // top
|
|
||||||
v3s16(1,0,0), // right
|
|
||||||
v3s16(0,0,-1), // front
|
|
||||||
v3s16(0,-1,0), // bottom
|
|
||||||
v3s16(-1,0,0), // left
|
|
||||||
};
|
|
||||||
|
|
||||||
if(from_nodes.size() == 0)
|
|
||||||
return;
|
|
||||||
|
|
||||||
core::map<v3s16, u8> unlighted_nodes;
|
|
||||||
core::map<v3s16, u8>::Iterator j;
|
|
||||||
j = from_nodes.getIterator();
|
|
||||||
|
|
||||||
for(; j.atEnd() == false; j++)
|
|
||||||
{
|
|
||||||
v3s16 pos = j.getNode()->getKey();
|
|
||||||
|
|
||||||
addArea(VoxelArea(pos - v3s16(1,1,1), pos + v3s16(1,1,1)));
|
|
||||||
|
|
||||||
//MapNode &n = m_data[m_area.index(pos)];
|
|
||||||
|
|
||||||
u8 oldlight = j.getNode()->getValue();
|
|
||||||
|
|
||||||
// Loop through 6 neighbors
|
|
||||||
for(u16 i=0; i<6; i++)
|
|
||||||
{
|
|
||||||
// Get the position of the neighbor node
|
|
||||||
v3s16 n2pos = pos + dirs[i];
|
|
||||||
|
|
||||||
u32 n2i = m_area.index(n2pos);
|
|
||||||
|
|
||||||
if(m_flags[n2i] & VOXELFLAG_NO_DATA)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
MapNode &n2 = m_data[n2i];
|
|
||||||
|
|
||||||
/*
|
|
||||||
If the neighbor is dimmer than what was specified
|
|
||||||
as oldlight (the light of the previous node)
|
|
||||||
*/
|
|
||||||
if(n2.getLight(bank, nodemgr) < oldlight)
|
|
||||||
{
|
|
||||||
/*
|
|
||||||
And the neighbor is transparent and it has some light
|
|
||||||
*/
|
|
||||||
if(nodemgr->get(n2).light_propagates && n2.getLight(bank, nodemgr) != 0)
|
|
||||||
{
|
|
||||||
/*
|
|
||||||
Set light to 0 and add to queue
|
|
||||||
*/
|
|
||||||
|
|
||||||
u8 current_light = n2.getLight(bank, nodemgr);
|
|
||||||
n2.setLight(bank, 0);
|
|
||||||
|
|
||||||
unlighted_nodes.insert(n2pos, current_light);
|
|
||||||
|
|
||||||
/*
|
|
||||||
Remove from light_sources if it is there
|
|
||||||
NOTE: This doesn't happen nearly at all
|
|
||||||
*/
|
|
||||||
/*if(light_sources.find(n2pos))
|
|
||||||
{
|
|
||||||
std::cout<<"Removed from light_sources"<<std::endl;
|
|
||||||
light_sources.remove(n2pos);
|
|
||||||
}*/
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else{
|
|
||||||
light_sources.insert(n2pos, true);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/*dstream<<"unspreadLight(): Changed block "
|
|
||||||
<<blockchangecount<<" times"
|
|
||||||
<<" for "<<from_nodes.size()<<" nodes"
|
|
||||||
<<std::endl;*/
|
|
||||||
|
|
||||||
if(unlighted_nodes.size() > 0)
|
|
||||||
unspreadLight(bank, unlighted_nodes, light_sources);
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
|
|
||||||
void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p,
|
void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p,
|
||||||
INodeDefManager *nodemgr)
|
INodeDefManager *nodemgr)
|
||||||
@ -594,36 +484,9 @@ void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p,
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
#if 0
|
|
||||||
/*
|
|
||||||
Lights neighbors of from_nodes, collects all them and then
|
|
||||||
goes on recursively.
|
|
||||||
|
|
||||||
NOTE: This is faster on small areas but will overflow the
|
|
||||||
stack on large areas. Thus it is not used.
|
|
||||||
*/
|
|
||||||
void VoxelManipulator::spreadLight(enum LightBank bank,
|
|
||||||
core::map<v3s16, bool> & from_nodes)
|
|
||||||
{
|
|
||||||
if(from_nodes.size() == 0)
|
|
||||||
return;
|
|
||||||
|
|
||||||
core::map<v3s16, bool> lighted_nodes;
|
|
||||||
core::map<v3s16, bool>::Iterator j;
|
|
||||||
j = from_nodes.getIterator();
|
|
||||||
|
|
||||||
for(; j.atEnd() == false; j++)
|
|
||||||
{
|
|
||||||
v3s16 pos = j.getNode()->getKey();
|
|
||||||
|
|
||||||
spreadLight(bank, pos);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
|
|
||||||
const MapNode VoxelManipulator::ContentIgnoreNode = MapNode(CONTENT_IGNORE);
|
const MapNode VoxelManipulator::ContentIgnoreNode = MapNode(CONTENT_IGNORE);
|
||||||
|
|
||||||
#if 1
|
|
||||||
/*
|
/*
|
||||||
Lights neighbors of from_nodes, collects all them and then
|
Lights neighbors of from_nodes, collects all them and then
|
||||||
goes on recursively.
|
goes on recursively.
|
||||||
@ -716,6 +579,5 @@ void VoxelManipulator::spreadLight(enum LightBank bank,
|
|||||||
if(!lighted_nodes.empty())
|
if(!lighted_nodes.empty())
|
||||||
spreadLight(bank, lighted_nodes, nodemgr);
|
spreadLight(bank, lighted_nodes, nodemgr);
|
||||||
}
|
}
|
||||||
#endif
|
|
||||||
|
|
||||||
//END
|
//END
|
||||||
|
Loading…
Reference in New Issue
Block a user