Remove some old dead code. Fix some Clang warnings in SRP (ng->N... will

always evaluate to true.
This commit is contained in:
Loic Blot 2015-07-24 21:03:50 +02:00
parent 2eb329cc63
commit aab7c83d02
4 changed files with 2 additions and 241 deletions

@ -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);

@ -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