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author | Nils Dagsson Moskopp <nils@dieweltistgarnichtso.net> | 2011-07-30 18:53:54 +0200 |
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committer | Nils Dagsson Moskopp <nils@dieweltistgarnichtso.net> | 2011-07-30 18:55:43 +0200 |
commit | 4ef9c7675ada82961d83601712a47ebad78b67b5 (patch) | |
tree | cdfd863219a8dc1031e727740e7d895296c5855d | |
parent | f69123050b62ada635751b7155bb6822b0a97a9b (diff) | |
parent | dbea511a6f877450cfd5adb86efa55a8f00cc9a1 (diff) | |
download | minetest-4ef9c7675ada82961d83601712a47ebad78b67b5.tar.gz minetest-4ef9c7675ada82961d83601712a47ebad78b67b5.tar.bz2 minetest-4ef9c7675ada82961d83601712a47ebad78b67b5.zip |
Merge remote-tracking branch 'origin/upstream'
35 files changed, 2816 insertions, 2102 deletions
diff --git a/data/junglegrass.png b/data/junglegrass.png Binary files differnew file mode 100644 index 000000000..eea87c07c --- /dev/null +++ b/data/junglegrass.png diff --git a/data/jungletree.png b/data/jungletree.png Binary files differnew file mode 100644 index 000000000..ccd20ac74 --- /dev/null +++ b/data/jungletree.png diff --git a/data/jungletree_top.png b/data/jungletree_top.png Binary files differnew file mode 100644 index 000000000..2a9b51373 --- /dev/null +++ b/data/jungletree_top.png diff --git a/po/en/minetest.pot b/po/en/minetest.pot new file mode 100644 index 000000000..8fbac78d0 --- /dev/null +++ b/po/en/minetest.pot @@ -0,0 +1,113 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) YEAR THE PACKAGE'S COPYRIGHT HOLDER +# This file is distributed under the same license as the PACKAGE package. +# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: PACKAGE VERSION\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2011-07-24 11:32+0300\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" +"Language-Team: LANGUAGE <LL@li.org>\n" +"Language: \n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=CHARSET\n" +"Content-Transfer-Encoding: 8bit\n" + +#: src/guiMainMenu.cpp:180 +msgid "Name/Password" +msgstr "" + +#: src/guiMainMenu.cpp:203 +msgid "Address/Port" +msgstr "" + +#: src/guiMainMenu.cpp:223 +msgid "Leave address blank to start a local server." +msgstr "" + +#: src/guiMainMenu.cpp:230 +msgid "Fancy trees" +msgstr "" + +#: src/guiMainMenu.cpp:236 +msgid "Smooth Lighting" +msgstr "" + +#: src/guiMainMenu.cpp:244 +msgid "Start Game / Connect" +msgstr "" + +#: src/guiMainMenu.cpp:253 +msgid "Change keys" +msgstr "" + +#: src/guiMainMenu.cpp:276 +msgid "Creative Mode" +msgstr "" + +#: src/guiMainMenu.cpp:282 +msgid "Enable Damage" +msgstr "" + +#: src/guiMainMenu.cpp:290 +msgid "Delete map" +msgstr "" + +#: src/guiMessageMenu.cpp:93 src/guiTextInputMenu.cpp:111 +msgid "Proceed" +msgstr "" + +#: src/guiPasswordChange.cpp:102 +msgid "Old Password" +msgstr "" + +#: src/guiPasswordChange.cpp:117 +msgid "New Password" +msgstr "" + +#: src/guiPasswordChange.cpp:131 +msgid "Confirm Password" +msgstr "" + +#: src/guiPasswordChange.cpp:146 +msgid "Change" +msgstr "" + +#: src/guiPasswordChange.cpp:155 +msgid "Passwords do not match!" +msgstr "" + +#: src/guiPauseMenu.cpp:110 +msgid "Continue" +msgstr "" + +#: src/guiPauseMenu.cpp:117 +msgid "Change Password" +msgstr "" + +#: src/guiPauseMenu.cpp:124 +msgid "Disconnect" +msgstr "" + +#: src/guiPauseMenu.cpp:131 +msgid "Exit to OS" +msgstr "" + +#: src/guiPauseMenu.cpp:138 +msgid "" +"Keys:\n" +"- WASD: Walk\n" +"- Mouse left: dig blocks\n" +"- Mouse right: place blocks\n" +"- Mouse wheel: select item\n" +"- 0...9: select item\n" +"- Shift: sneak\n" +"- R: Toggle viewing all loaded chunks\n" +"- I: Inventory menu\n" +"- ESC: This menu\n" +"- T: Chat\n" +msgstr "" diff --git a/src/collision.cpp b/src/collision.cpp index 01d546284..3d322cf0c 100644 --- a/src/collision.cpp +++ b/src/collision.cpp @@ -78,7 +78,8 @@ collisionMoveResult collisionMoveSimple(Map *map, f32 pos_max_d, { try{ // Object collides into walkable nodes - if(content_walkable(map->getNode(v3s16(x,y,z)).d) == false) + MapNode n = map->getNode(v3s16(x,y,z)); + if(content_features(n).walkable == false) continue; } catch(InvalidPositionException &e) diff --git a/src/content_craft.cpp b/src/content_craft.cpp index 069e68300..b5a1dc776 100644 --- a/src/content_craft.cpp +++ b/src/content_craft.cpp @@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "inventory.h" #include "content_mapnode.h" #include "player.h" +#include "mapnode.h" // For content_t /* items: actually *items[9] @@ -446,7 +447,7 @@ void craft_set_creative_inventory(Player *player) */ // CONTENT_IGNORE-terminated list - u8 material_items[] = { + content_t material_items[] = { CONTENT_TORCH, CONTENT_COBBLE, CONTENT_MUD, @@ -472,7 +473,7 @@ void craft_set_creative_inventory(Player *player) CONTENT_IGNORE }; - u8 *mip = material_items; + content_t *mip = material_items; for(u16 i=0; i<PLAYER_INVENTORY_SIZE; i++) { if(*mip == CONTENT_IGNORE) diff --git a/src/content_inventory.cpp b/src/content_inventory.cpp index 1068defb5..322250606 100644 --- a/src/content_inventory.cpp +++ b/src/content_inventory.cpp @@ -23,7 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc., //#include "serverobject.h" #include "content_sao.h" -bool item_material_is_cookable(u8 content) +bool item_material_is_cookable(content_t content) { if(content == CONTENT_TREE) return true; @@ -34,7 +34,7 @@ bool item_material_is_cookable(u8 content) return false; } -InventoryItem* item_material_create_cook_result(u8 content) +InventoryItem* item_material_create_cook_result(content_t content) { if(content == CONTENT_TREE) return new CraftItem("lump_of_coal", 1); diff --git a/src/content_inventory.h b/src/content_inventory.h index 54aa2151a..0f410128b 100644 --- a/src/content_inventory.h +++ b/src/content_inventory.h @@ -22,13 +22,14 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "common_irrlicht.h" // For u8, s16 #include <string> +#include "mapnode.h" // For content_t class InventoryItem; class ServerActiveObject; class ServerEnvironment; -bool item_material_is_cookable(u8 content); -InventoryItem* item_material_create_cook_result(u8 content); +bool item_material_is_cookable(content_t content); +InventoryItem* item_material_create_cook_result(content_t content); std::string item_craft_get_image_name(const std::string &subname); ServerActiveObject* item_craft_create_object(const std::string &subname, diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp index d8bf71dc0..3044c8b35 100644 --- a/src/content_mapblock.cpp +++ b/src/content_mapblock.cpp @@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "content_mapnode.h" #include "main.h" // For g_settings and g_texturesource #include "mineral.h" +#include "mapblock_mesh.h" // For MapBlock_LightColor() #ifndef SERVER // Create a cuboid. @@ -198,6 +199,17 @@ void mapblock_mesh_generate_special(MeshMakeData *data, AtlasPointer pa_papyrus = g_texturesource->getTexture( g_texturesource->getTextureId("papyrus.png")); material_papyrus.setTexture(0, pa_papyrus.atlas); + + // junglegrass material + video::SMaterial material_junglegrass; + material_junglegrass.setFlag(video::EMF_LIGHTING, false); + material_junglegrass.setFlag(video::EMF_BILINEAR_FILTER, false); + material_junglegrass.setFlag(video::EMF_FOG_ENABLE, true); + material_junglegrass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; + AtlasPointer pa_junglegrass = g_texturesource->getTexture( + g_texturesource->getTextureId("junglegrass.png")); + material_junglegrass.setTexture(0, pa_junglegrass.atlas); + for(s16 z=0; z<MAP_BLOCKSIZE; z++) for(s16 y=0; y<MAP_BLOCKSIZE; y++) for(s16 x=0; x<MAP_BLOCKSIZE; x++) @@ -209,7 +221,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, /* Add torches to mesh */ - if(n.d == CONTENT_TORCH) + if(n.getContent() == CONTENT_TORCH) { video::SColor c(255,255,255,255); @@ -222,7 +234,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, 0,0), }; - v3s16 dir = unpackDir(n.dir); + v3s16 dir = unpackDir(n.param2); for(s32 i=0; i<4; i++) { @@ -272,10 +284,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data, /* Signs on walls */ - else if(n.d == CONTENT_SIGN_WALL) + else if(n.getContent() == CONTENT_SIGN_WALL) { u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio)); - video::SColor c(255,l,l,l); + video::SColor c = MapBlock_LightColor(255, l); float d = (float)BS/16; // Wall at X+ of node @@ -287,7 +299,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, 0,0), }; - v3s16 dir = unpackDir(n.dir); + v3s16 dir = unpackDir(n.param2); for(s32 i=0; i<4; i++) { @@ -327,26 +339,26 @@ void mapblock_mesh_generate_special(MeshMakeData *data, /* Add flowing water to mesh */ - else if(n.d == CONTENT_WATER) + else if(n.getContent() == CONTENT_WATER) { bool top_is_water = false; MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z)); - if(ntop.d == CONTENT_WATER || ntop.d == CONTENT_WATERSOURCE) + if(ntop.getContent() == CONTENT_WATER || ntop.getContent() == CONTENT_WATERSOURCE) top_is_water = true; u8 l = 0; // Use the light of the node on top if possible - if(content_features(ntop.d).param_type == CPT_LIGHT) + if(content_features(ntop).param_type == CPT_LIGHT) l = decode_light(ntop.getLightBlend(data->m_daynight_ratio)); // Otherwise use the light of this node (the water) else l = decode_light(n.getLightBlend(data->m_daynight_ratio)); - video::SColor c(WATER_ALPHA,l,l,l); + video::SColor c = MapBlock_LightColor(WATER_ALPHA, l); // Neighbor water levels (key = relative position) // Includes current node core::map<v3s16, f32> neighbor_levels; - core::map<v3s16, u8> neighbor_contents; + core::map<v3s16, content_t> neighbor_contents; core::map<v3s16, u8> neighbor_flags; const u8 neighborflag_top_is_water = 0x01; v3s16 neighbor_dirs[9] = { @@ -368,14 +380,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data, // Check neighbor v3s16 p2 = p + neighbor_dirs[i]; MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); - if(n2.d != CONTENT_IGNORE) + if(n2.getContent() != CONTENT_IGNORE) { - content = n2.d; + content = n2.getContent(); - if(n2.d == CONTENT_WATERSOURCE) + if(n2.getContent() == CONTENT_WATERSOURCE) level = (-0.5+node_water_level) * BS; - else if(n2.d == CONTENT_WATER) - level = (-0.5 + ((float)(n2.param2 & LIQUID_LEVEL_MASK) + 0.5) / 8.0 + else if(n2.getContent() == CONTENT_WATER) + level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0 * node_water_level) * BS; // Check node above neighbor. @@ -383,7 +395,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, // doesn't exist p2.Y += 1; n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); - if(n2.d == CONTENT_WATERSOURCE || n2.d == CONTENT_WATER) + if(n2.getContent() == CONTENT_WATERSOURCE || n2.getContent() == CONTENT_WATER) flags |= neighborflag_top_is_water; } @@ -591,14 +603,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data, /* Add water sources to mesh if using new style */ - else if(n.d == CONTENT_WATERSOURCE && new_style_water) + else if(n.getContent() == CONTENT_WATERSOURCE && new_style_water) { //bool top_is_water = false; bool top_is_air = false; MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z)); - /*if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE) + /*if(n.getContent() == CONTENT_WATER || n.getContent() == CONTENT_WATERSOURCE) top_is_water = true;*/ - if(n.d == CONTENT_AIR) + if(n.getContent() == CONTENT_AIR) top_is_air = true; /*if(top_is_water == true) @@ -607,7 +619,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, continue; u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio)); - video::SColor c(WATER_ALPHA,l,l,l); + video::SColor c = MapBlock_LightColor(WATER_ALPHA, l); video::S3DVertex vertices[4] = { @@ -638,11 +650,11 @@ void mapblock_mesh_generate_special(MeshMakeData *data, /* Add leaves if using new style */ - else if(n.d == CONTENT_LEAVES && new_style_leaves) + else if(n.getContent() == CONTENT_LEAVES && new_style_leaves) { /*u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));*/ u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio))); - video::SColor c(255,l,l,l); + video::SColor c = MapBlock_LightColor(255, l); for(u32 j=0; j<6; j++) { @@ -706,10 +718,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data, /* Add glass */ - else if(n.d == CONTENT_GLASS) + else if(n.getContent() == CONTENT_GLASS) { u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio))); - video::SColor c(255,l,l,l); + video::SColor c = MapBlock_LightColor(255, l); for(u32 j=0; j<6; j++) { @@ -769,10 +781,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data, /* Add fence */ - else if(n.d == CONTENT_FENCE) + else if(n.getContent() == CONTENT_FENCE) { u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio))); - video::SColor c(255,l,l,l); + video::SColor c = MapBlock_LightColor(255, l); const f32 post_rad=(f32)BS/10; const f32 bar_rad=(f32)BS/20; @@ -795,7 +807,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, v3s16 p2 = p; p2.X++; MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); - if(n2.d == CONTENT_FENCE) + if(n2.getContent() == CONTENT_FENCE) { pos = intToFloat(p+blockpos_nodes, BS); pos.X += BS/2; @@ -821,7 +833,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, p2 = p; p2.Z++; n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); - if(n2.d == CONTENT_FENCE) + if(n2.getContent() == CONTENT_FENCE) { pos = intToFloat(p+blockpos_nodes, BS); pos.Z += BS/2; @@ -848,7 +860,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, /* Add stones with minerals if stone is invisible */ - else if(n.d == CONTENT_STONE && invisible_stone && n.getMineral() != MINERAL_NONE) + else if(n.getContent() == CONTENT_STONE && invisible_stone && n.getMineral() != MINERAL_NONE) { for(u32 j=0; j<6; j++) { @@ -856,19 +868,20 @@ void mapblock_mesh_generate_special(MeshMakeData *data, v3s16 dir = g_6dirs[j]; /*u8 l = 0; MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + dir); - if(content_features(n2.d).param_type == CPT_LIGHT) + if(content_features(n2).param_type == CPT_LIGHT) l = decode_light(n2.getLightBlend(data->m_daynight_ratio)); else l = 255;*/ u8 l = 255; - video::SColor c(255,l,l,l); + video::SColor c = MapBlock_LightColor(255, l); // Get the right texture TileSpec ts = n.getTile(dir); AtlasPointer ap = ts.texture; material_general.setTexture(0, ap.atlas); + 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), @@ -916,10 +929,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data, } } #endif - else if(n.d == CONTENT_PAPYRUS) + else if(n.getContent() == CONTENT_PAPYRUS) { u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio))); - video::SColor c(255,l,l,l); + video::SColor c = MapBlock_LightColor(255, l); for(u32 j=0; j<4; j++) { @@ -966,10 +979,61 @@ void mapblock_mesh_generate_special(MeshMakeData *data, collector.append(material_papyrus, vertices, 4, indices, 6); } } - else if(n.d == CONTENT_RAIL) + else if(n.getContent() == CONTENT_JUNGLEGRASS) + { + u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio))); + video::SColor c = MapBlock_LightColor(255, l); + + for(u32 j=0; j<4; j++) + { + video::S3DVertex vertices[4] = + { + video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, + pa_papyrus.x0(), pa_papyrus.y1()), + video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, + pa_papyrus.x1(), pa_papyrus.y1()), + video::S3DVertex(BS/2,BS/1,0, 0,0,0, c, + pa_papyrus.x1(), pa_papyrus.y0()), + video::S3DVertex(-BS/2,BS/1,0, 0,0,0, c, + pa_papyrus.x0(), pa_papyrus.y0()), + }; + + if(j == 0) + { + for(u16 i=0; i<4; i++) + vertices[i].Pos.rotateXZBy(45); + } + else if(j == 1) + { + for(u16 i=0; i<4; i++) + vertices[i].Pos.rotateXZBy(-45); + } + else if(j == 2) + { + for(u16 i=0; i<4; i++) + vertices[i].Pos.rotateXZBy(135); + } + else if(j == 3) + { + for(u16 i=0; i<4; i++) + vertices[i].Pos.rotateXZBy(-135); + } + + for(u16 i=0; i<4; i++) + { + vertices[i].Pos *= 1.3; + vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); + } + + u16 indices[] = {0,1,2,2,3,0}; + // Add to mesh collector + collector.append(material_junglegrass, vertices, 4, indices, 6); + } + } + else if(n.getContent() == CONTENT_RAIL) { u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio)); - video::SColor c(255,l,l,l); + video::SColor c = MapBlock_LightColor(255, l); bool is_rail_x [] = { false, false }; /* x-1, x+1 */ bool is_rail_z [] = { false, false }; /* z-1, z+1 */ @@ -979,13 +1043,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data, MapNode n_minus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z-1)); MapNode n_plus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z+1)); - if(n_minus_x.d == CONTENT_RAIL) + if(n_minus_x.getContent() == CONTENT_RAIL) is_rail_x[0] = true; - if(n_plus_x.d == CONTENT_RAIL) + if(n_plus_x.getContent() == CONTENT_RAIL) is_rail_x[1] = true; - if(n_minus_z.d == CONTENT_RAIL) + if(n_minus_z.getContent() == CONTENT_RAIL) is_rail_z[0] = true; - if(n_plus_z.d == CONTENT_RAIL) + if(n_plus_z.getContent() == CONTENT_RAIL) is_rail_z[1] = true; float d = (float)BS/16; diff --git a/src/content_mapnode.cpp b/src/content_mapnode.cpp index 79e10fd61..db036ebd9 100644 --- a/src/content_mapnode.cpp +++ b/src/content_mapnode.cpp @@ -31,6 +31,65 @@ void setStoneLikeDiggingProperties(DiggingPropertiesList &list, float toughness) void setDirtLikeDiggingProperties(DiggingPropertiesList &list, float toughness); void setWoodLikeDiggingProperties(DiggingPropertiesList &list, float toughness); +content_t trans_table_19[][2] = { + {CONTENT_GRASS, 1}, + {CONTENT_TREE, 4}, + {CONTENT_LEAVES, 5}, + {CONTENT_GRASS_FOOTSTEPS, 6}, + {CONTENT_MESE, 7}, + {CONTENT_MUD, 8}, + {CONTENT_CLOUD, 10}, + {CONTENT_COALSTONE, 11}, + {CONTENT_WOOD, 12}, + {CONTENT_SAND, 13}, + {CONTENT_COBBLE, 18}, + {CONTENT_STEEL, 19}, + {CONTENT_GLASS, 20}, + {CONTENT_MOSSYCOBBLE, 22}, + {CONTENT_GRAVEL, 23}, + {CONTENT_SANDSTONE, 24}, + {CONTENT_CACTUS, 25}, + {CONTENT_BRICK, 26}, + {CONTENT_CLAY, 27}, + {CONTENT_PAPYRUS, 28}, + {CONTENT_BOOKSHELF, 29}, +}; + +MapNode mapnode_translate_from_internal(MapNode n_from, u8 version) +{ + MapNode result = n_from; + if(version <= 19) + { + content_t c_from = n_from.getContent(); + for(u32 i=0; i<sizeof(trans_table_19)/sizeof(trans_table_19[0]); i++) + { + if(trans_table_19[i][0] == c_from) + { + result.setContent(trans_table_19[i][1]); + break; + } + } + } + return result; +} +MapNode mapnode_translate_to_internal(MapNode n_from, u8 version) +{ + MapNode result = n_from; + if(version <= 19) + { + content_t c_from = n_from.getContent(); + for(u32 i=0; i<sizeof(trans_table_19)/sizeof(trans_table_19[0]); i++) + { + if(trans_table_19[i][1] == c_from) + { + result.setContent(trans_table_19[i][0]); + break; + } + } + } + return result; +} + void content_mapnode_init() { // Read some settings @@ -38,7 +97,7 @@ void content_mapnode_init() bool new_style_leaves = g_settings.getBool("new_style_leaves"); bool invisible_stone = g_settings.getBool("invisible_stone"); - u8 i; + content_t i; ContentFeatures *f = NULL; i = CONTENT_STONE; @@ -136,12 +195,34 @@ void content_mapnode_init() f->dug_item = std::string("MaterialItem ")+itos(i)+" 1"; setWoodLikeDiggingProperties(f->digging_properties, 1.0); + i = CONTENT_JUNGLETREE; + f = &content_features(i); + f->setAllTextures("jungletree.png"); + f->setTexture(0, "jungletree_top.png"); + f->setTexture(1, "jungletree_top.png"); + f->param_type = CPT_MINERAL; + //f->is_ground_content = true; + f->dug_item = std::string("MaterialItem ")+itos(i)+" 1"; + setWoodLikeDiggingProperties(f->digging_properties, 1.0); + + i = CONTENT_JUNGLEGRASS; + f = &content_features(i); + f->setInventoryTexture("junglegrass.png"); + f->light_propagates = true; + f->param_type = CPT_LIGHT; + //f->is_ground_content = true; + f->air_equivalent = false; // grass grows underneath + f->dug_item = std::string("MaterialItem ")+itos(i)+" 1"; + f->solidness = 0; // drawn separately, makes no faces + f->walkable = false; + setWoodLikeDiggingProperties(f->digging_properties, 0.10); + i = CONTENT_LEAVES; f = &content_features(i); f->light_propagates = true; //f->param_type = CPT_MINERAL; f->param_type = CPT_LIGHT; - f->is_ground_content = true; + //f->is_ground_content = true; if(new_style_leaves) { f->solidness = 0; // drawn separately, makes no faces @@ -191,6 +272,7 @@ void content_mapnode_init() i = CONTENT_GLASS; f = &content_features(i); f->light_propagates = true; + f->sunlight_propagates = true; f->param_type = CPT_LIGHT; f->is_ground_content = true; f->dug_item = std::string("MaterialItem ")+itos(i)+" 1"; diff --git a/src/content_mapnode.h b/src/content_mapnode.h index e53624c21..5fdbf45f3 100644 --- a/src/content_mapnode.h +++ b/src/content_mapnode.h @@ -20,43 +20,57 @@ with this program; if not, write to the Free Software Foundation, Inc., #ifndef CONTENT_MAPNODE_HEADER #define CONTENT_MAPNODE_HEADER +#include "mapnode.h" + void content_mapnode_init(); +MapNode mapnode_translate_from_internal(MapNode n_from, u8 version); +MapNode mapnode_translate_to_internal(MapNode n_from, u8 version); + /* Node content type IDs + Ranges: */ + +// 0x000...0x07f (0...127): param2 is fully usable +// 126 and 127 are reserved. +// Use these sparingly, only when the extra space in param2 might be needed. #define CONTENT_STONE 0 -#define CONTENT_GRASS 1 #define CONTENT_WATER 2 #define CONTENT_TORCH 3 -#define CONTENT_TREE 4 -#define CONTENT_LEAVES 5 -#define CONTENT_GRASS_FOOTSTEPS 6 -#define CONTENT_MESE 7 -#define CONTENT_MUD 8 #define CONTENT_WATERSOURCE 9 -// Pretty much useless, clouds won't be drawn this way -#define CONTENT_CLOUD 10 -#define CONTENT_COALSTONE 11 -#define CONTENT_WOOD 12 -#define CONTENT_SAND 13 #define CONTENT_SIGN_WALL 14 #define CONTENT_CHEST 15 #define CONTENT_FURNACE 16 -//#define CONTENT_WORKBENCH 17 -#define CONTENT_COBBLE 18 -#define CONTENT_STEEL 19 -#define CONTENT_GLASS 20 #define CONTENT_FENCE 21 -#define CONTENT_MOSSYCOBBLE 22 -#define CONTENT_GRAVEL 23 -#define CONTENT_SANDSTONE 24 -#define CONTENT_CACTUS 25 -#define CONTENT_BRICK 26 -#define CONTENT_CLAY 27 -#define CONTENT_PAPYRUS 28 -#define CONTENT_BOOKSHELF 29 #define CONTENT_RAIL 30 +// 0x800...0xfff (2048...4095): higher 4 bytes of param2 are not usable +#define CONTENT_GRASS 0x800 //1 +#define CONTENT_TREE 0x801 //4 +#define CONTENT_LEAVES 0x802 //5 +#define CONTENT_GRASS_FOOTSTEPS 0x803 //6 +#define CONTENT_MESE 0x804 //7 +#define CONTENT_MUD 0x805 //8 +// Pretty much useless, clouds won't be drawn this way +#define CONTENT_CLOUD 0x806 //10 +#define CONTENT_COALSTONE 0x807 //11 +#define CONTENT_WOOD 0x808 //12 +#define CONTENT_SAND 0x809 //13 +#define CONTENT_COBBLE 0x80a //18 +#define CONTENT_STEEL 0x80b //19 +#define CONTENT_GLASS 0x80c //20 +#define CONTENT_MOSSYCOBBLE 0x80d //22 +#define CONTENT_GRAVEL 0x80e //23 +#define CONTENT_SANDSTONE 0x80f //24 +#define CONTENT_CACTUS 0x810 //25 +#define CONTENT_BRICK 0x811 //26 +#define CONTENT_CLAY 0x812 //27 +#define CONTENT_PAPYRUS 0x813 //28 +#define CONTENT_BOOKSHELF 0x814 //29 +#define CONTENT_JUNGLETREE 0x815 +#define CONTENT_JUNGLEGRASS 0x816 + + #endif diff --git a/src/defaultsettings.cpp b/src/defaultsettings.cpp index cbc78ad3f..8326a0f0d 100644 --- a/src/defaultsettings.cpp +++ b/src/defaultsettings.cpp @@ -51,7 +51,7 @@ void set_default_settings() g_settings.setDefault("wanted_fps", "30"); g_settings.setDefault("fps_max", "60"); g_settings.setDefault("viewing_range_nodes_max", "300"); - g_settings.setDefault("viewing_range_nodes_min", "25"); + g_settings.setDefault("viewing_range_nodes_min", "15"); g_settings.setDefault("screenW", "800"); g_settings.setDefault("screenH", "600"); g_settings.setDefault("address", ""); diff --git a/src/environment.cpp b/src/environment.cpp index df41dc63f..d72369620 100644 --- a/src/environment.cpp +++ b/src/environment.cpp @@ -543,11 +543,11 @@ void spawnRandomObjects(MapBlock *block) { v3s16 p(x0,y0,z0); MapNode n = block->getNodeNoEx(p); - if(n.d == CONTENT_IGNORE) + if(n.getContent() == CONTENT_IGNORE) continue; - if(content_features(n.d).liquid_type != LIQUID_NONE) + if(content_features(n).liquid_type != LIQUID_NONE) continue; - if(content_features(n.d).walkable) + if(content_features(n).walkable) { last_node_walkable = true; continue; @@ -555,7 +555,7 @@ void spawnRandomObjects(MapBlock *block) if(last_node_walkable) { // If block contains light information - if(content_features(n.d).param_type == CPT_LIGHT) + if(content_features(n).param_type == CPT_LIGHT) { if(n.getLight(LIGHTBANK_DAY) <= 5) { @@ -624,15 +624,15 @@ void ServerEnvironment::activateBlock(MapBlock *block, u32 additional_dtime) #if 1 // Test something: // Convert all mud under proper day lighting to grass - if(n.d == CONTENT_MUD) + if(n.getContent() == CONTENT_MUD) { if(dtime_s > 300) { MapNode n_top = block->getNodeNoEx(p0+v3s16(0,1,0)); - if(content_features(n_top.d).air_equivalent && + if(content_features(n_top).air_equivalent && n_top.getLight(LIGHTBANK_DAY) >= 13) { - n.d = CONTENT_GRASS; + n.setContent(CONTENT_GRASS); m_map->addNodeWithEvent(p, n); } } @@ -686,9 +686,9 @@ void ServerEnvironment::step(float dtime) v3s16 bottompos = floatToInt(playerpos + v3f(0,-BS/4,0), BS); try{ MapNode n = m_map->getNode(bottompos); - if(n.d == CONTENT_GRASS) + if(n.getContent() == CONTENT_GRASS) { - n.d = CONTENT_GRASS_FOOTSTEPS; + n.setContent(CONTENT_GRASS_FOOTSTEPS); m_map->setNode(bottompos, n); } } @@ -859,15 +859,15 @@ void ServerEnvironment::step(float dtime) Test something: Convert mud under proper lighting to grass */ - if(n.d == CONTENT_MUD) + if(n.getContent() == CONTENT_MUD) { if(myrand()%20 == 0) { - MapNode n_top = block->getNodeNoEx(p0+v3s16(0,1,0)); - if(content_features(n_top.d).air_equivalent && + MapNode n_top = m_map->getNodeNoEx(p+v3s16(0,1,0)); + if(content_features(n_top).air_equivalent && n_top.getLightBlend(getDayNightRatio()) >= 13) { - n.d = CONTENT_GRASS; + n.setContent(CONTENT_GRASS); m_map->addNodeWithEvent(p, n); } } @@ -875,15 +875,14 @@ void ServerEnvironment::step(float dtime) /* Convert grass into mud if under something else than air */ - else if(n.d == CONTENT_GRASS) + else if(n.getContent() == CONTENT_GRASS) { //if(myrand()%20 == 0) { - MapNode n_top = block->getNodeNoEx(p0+v3s16(0,1,0)); - if(n_top.d != CONTENT_AIR - && n_top.d != CONTENT_IGNORE) + MapNode n_top = m_map->getNodeNoEx(p+v3s16(0,1,0)); + if(content_features(n_top).air_equivalent == false) { - n.d = CONTENT_MUD; + n.setContent(CONTENT_MUD); m_map->addNodeWithEvent(p, n); } } @@ -1633,9 +1632,9 @@ void ClientEnvironment::step(float dtime) v3s16 bottompos = floatToInt(playerpos + v3f(0,-BS/4,0), BS); try{ MapNode n = m_map->getNode(bottompos); - if(n.d == CONTENT_GRASS) + if(n.getContent() == CONTENT_GRASS) { - n.d = CONTENT_GRASS_FOOTSTEPS; + n.setContent(CONTENT_GRASS_FOOTSTEPS); m_map->setNode(bottompos, n); // Update mesh on client if(m_map->mapType() == MAPTYPE_CLIENT) @@ -1874,7 +1873,7 @@ void ClientEnvironment::drawPostFx(video::IVideoDriver* driver, v3f camera_pos) v3f pos_f = camera_pos; v3s16 p_nodes = floatToInt(pos_f, BS); MapNode n = m_map->getNodeNoEx(p_nodes); - if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE) + if(n.getContent() == CONTENT_WATER || n.getContent() == CONTENT_WATERSOURCE) { v2u32 ss = driver->getScreenSize(); core::rect<s32> rect(0,0, ss.X, ss.Y); diff --git a/src/game.cpp b/src/game.cpp index 0f858e879..b3069d6f9 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -417,7 +417,7 @@ void getPointedNode(Client *client, v3f player_position, try { n = client->getNode(v3s16(x,y,z)); - if(content_pointable(n.d) == false) + if(content_pointable(n.getContent()) == false) continue; } catch(InvalidPositionException &e) @@ -442,9 +442,9 @@ void getPointedNode(Client *client, v3f player_position, /* Meta-objects */ - if(n.d == CONTENT_TORCH) + if(n.getContent() == CONTENT_TORCH) { - v3s16 dir = unpackDir(n.dir); + v3s16 dir = unpackDir(n.param2); v3f dir_f = v3f(dir.X, dir.Y, dir.Z); dir_f *= BS/2 - BS/6 - BS/20; v3f cpf = npf + dir_f; @@ -489,9 +489,9 @@ void getPointedNode(Client *client, v3f player_position, } } } - else if(n.d == CONTENT_SIGN_WALL) + else if(n.getContent() == CONTENT_SIGN_WALL) { - v3s16 dir = unpackDir(n.dir); + v3s16 dir = unpackDir(n.param2); v3f dir_f = v3f(dir.X, dir.Y, dir.Z); dir_f *= BS/2 - BS/6 - BS/20; v3f cpf = npf + dir_f; @@ -538,9 +538,9 @@ void getPointedNode(Client *client, v3f player_position, } } } - else if(n.d == CONTENT_RAIL) + else if(n.getContent() == CONTENT_RAIL) { - v3s16 dir = unpackDir(n.dir); + v3s16 dir = unpackDir(n.param0); v3f dir_f = v3f(dir.X, dir.Y, dir.Z); dir_f *= BS/2 - BS/6 - BS/20; v3f cpf = npf + dir_f; @@ -1038,9 +1038,9 @@ void the_game( //bool screensize_changed = screensize != last_screensize; // Resize hotbar - if(screensize.Y <= 600) + if(screensize.Y <= 800) hotbar_imagesize = 32; - else if(screensize.Y <= 1024) + else if(screensize.Y <= 1280) hotbar_imagesize = 48; else hotbar_imagesize = 64; @@ -1759,7 +1759,7 @@ void the_game( } // Get digging properties for material and tool - u8 material = n.d; + content_t material = n.getContent(); DiggingProperties prop = getDiggingProperties(material, toolname); diff --git a/src/inventory.cpp b/src/inventory.cpp index fec51a759..7ef7f0138 100644 --- a/src/inventory.cpp +++ b/src/inventory.cpp @@ -61,7 +61,7 @@ InventoryItem* InventoryItem::deSerialize(std::istream &is) is>>material; u16 count; is>>count; - if(material > 255) + if(material > MAX_CONTENT) throw SerializationError("Too large material number"); return new MaterialItem(material, count); } diff --git a/src/inventory.h b/src/inventory.h index 07d81a3f7..5c64f89bb 100644 --- a/src/inventory.h +++ b/src/inventory.h @@ -30,8 +30,8 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "common_irrlicht.h" #include "debug.h" #include "mapblockobject.h" -// For g_materials -#include "main.h" +#include "main.h" // For g_materials +#include "mapnode.h" // For content_t #define QUANTITY_ITEM_MAX_COUNT 99 @@ -113,7 +113,7 @@ protected: class MaterialItem : public InventoryItem { public: - MaterialItem(u8 content, u16 count): + MaterialItem(content_t content, u16 count): InventoryItem(count) { m_content = content; @@ -175,12 +175,12 @@ public: /* Special methods */ - u8 getMaterial() + content_t getMaterial() { return m_content; } private: - u8 m_content; + content_t m_content; }; //TODO: Remove diff --git a/src/main.cpp b/src/main.cpp index bcca60d95..da17b84bc 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -1,1652 +1,1682 @@ -/*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
-
-This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
-(at your option) any later version.
-
-This program is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
-
-You should have received a copy of the GNU General Public License along
-with this program; if not, write to the Free Software Foundation, Inc.,
-51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
-*/
-
-/*
-=============================== NOTES ==============================
-NOTE: Things starting with TODO are sometimes only suggestions.
-
-NOTE: iostream.imbue(std::locale("C")) is very slow
-NOTE: Global locale is now set at initialization
-
-NOTE: If VBO (EHM_STATIC) is used, remember to explicitly free the
- hardware buffer (it is not freed automatically)
-
-NOTE: A random to-do list saved here as documentation:
-A list of "active blocks" in which stuff happens. (+=done)
- + Add a never-resetted game timer to the server
- + Add a timestamp value to blocks
- + The simple rule: All blocks near some player are "active"
- - Do stuff in real time in active blocks
- + Handle objects
- - Grow grass, delete leaves without a tree
- - Spawn some mobs based on some rules
- - Transform cobble to mossy cobble near water
- - Run a custom script
- - ...And all kinds of other dynamic stuff
- + Keep track of when a block becomes active and becomes inactive
- + When a block goes inactive:
- + Store objects statically to block
- + Store timer value as the timestamp
- + When a block goes active:
- + Create active objects out of static objects
- - Simulate the results of what would have happened if it would have
- been active for all the time
- - Grow a lot of grass and so on
- + Initially it is fine to send information about every active object
- to every player. Eventually it should be modified to only send info
- about the nearest ones.
- + This was left to be done by the old system and it sends only the
- nearest ones.
-
-Old, wild and random suggestions that probably won't be done:
--------------------------------------------------------------
-
-SUGG: If player is on ground, mainly fetch ground-level blocks
-
-SUGG: Expose Connection's seqnums and ACKs to server and client.
- - This enables saving many packets and making a faster connection
- - This also enables server to check if client has received the
- most recent block sent, for example.
-SUGG: Add a sane bandwidth throttling system to Connection
-
-SUGG: More fine-grained control of client's dumping of blocks from
- memory
- - ...What does this mean in the first place?
-
-SUGG: A map editing mode (similar to dedicated server mode)
-
-SUGG: Transfer more blocks in a single packet
-SUGG: A blockdata combiner class, to which blocks are added and at
- destruction it sends all the stuff in as few packets as possible.
-SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize
- it by sending more stuff in a single packet.
- - Add a packet queue to RemoteClient, from which packets will be
- combined with object data packets
- - This is not exactly trivial: the object data packets are
- sometimes very big by themselves
- - This might not give much network performance gain though.
-
-SUGG: Precalculate lighting translation table at runtime (at startup)
- - This is not doable because it is currently hand-made and not
- based on some mathematical function.
- - Note: This has been changing lately
-
-SUGG: A version number to blocks, which increments when the block is
- modified (node add/remove, water update, lighting update)
- - This can then be used to make sure the most recent version of
- a block has been sent to client, for example
-
-SUGG: Make the amount of blocks sending to client and the total
- amount of blocks dynamically limited. Transferring blocks is the
- main network eater of this system, so it is the one that has
- to be throttled so that RTTs stay low.
-
-SUGG: Meshes of blocks could be split into 6 meshes facing into
- different directions and then only those drawn that need to be
-
-SUGG: Background music based on cellular automata?
- http://www.earslap.com/projectslab/otomata
-
-SUGG: Simple light color information to air
-
-SUGG: Server-side objects could be moved based on nodes to enable very
- lightweight operation and simple AI
- - Not practical; client would still need to show smooth movement.
-
-SUGG: Make a system for pregenerating quick information for mapblocks, so
- that the client can show them as cubes before they are actually sent
- or even generated.
-
-SUGG: Erosion simulation at map generation time
- - This might be plausible if larger areas of map were pregenerated
- without lighting (which is slow)
- - Simulate water flows, which would carve out dirt fast and
- then turn stone into gravel and sand and relocate it.
- - How about relocating minerals, too? Coal and gold in
- downstream sand and gravel would be kind of cool
- - This would need a better way of handling minerals, mainly
- to have mineral content as a separate field. the first
- parameter field is free for this.
- - Simulate rock falling from cliffs when water has removed
- enough solid rock from the bottom
-
-SUGG: For non-mapgen FarMesh: Add a per-sector database to store surface
- stuff as simple flags/values
- - Light?
- - A building?
- And at some point make the server send this data to the client too,
- instead of referring to the noise functions
- - Ground height
- - Surface ground type
- - Trees?
-
-Gaming ideas:
--------------
-
-- Aim for something like controlling a single dwarf in Dwarf Fortress
-- The player could go faster by a crafting a boat, or riding an animal
-- Random NPC traders. what else?
-
-Game content:
--------------
-
-- When furnace is destroyed, move items to player's inventory
-- Add lots of stuff
-- Glass blocks
-- Growing grass, decaying leaves
- - This can be done in the active blocks I guess.
- - Lots of stuff can be done in the active blocks.
- - Uh, is there an active block list somewhere? I think not. Add it.
-- Breaking weak structures
- - This can probably be accomplished in the same way as grass
-- Player health points
- - When player dies, throw items on map (needs better item-on-map
- implementation)
-- Cobble to get mossy if near water
-- More slots in furnace source list, so that multiple ingredients
- are possible.
-- Keys to chests?
-
-- The Treasure Guard; a big monster with a hammer
- - The hammer does great damage, shakes the ground and removes a block
- - You can drop on top of it, and have some time to attack there
- before he shakes you off
-
-- Maybe the difficulty could come from monsters getting tougher in
- far-away places, and the player starting to need something from
- there when time goes by.
- - The player would have some of that stuff at the beginning, and
- would need new supplies of it when it runs out
-
-- A bomb
-- A spread-items-on-map routine for the bomb, and for dying players
-
-- Fighting:
- - Proper sword swing simulation
- - Player should get damage from colliding to a wall at high speed
-
-Documentation:
---------------
-
-Build system / running:
------------------------
-
-Networking and serialization:
------------------------------
-
-SUGG: Fix address to be ipv6 compatible
-
-User Interface:
----------------
-
-Graphics:
----------
-
-SUGG: Combine MapBlock's face caches to so big pieces that VBO
- can be used
- - That is >500 vertices
- - This is not easy; all the MapBlocks close to the player would
- still need to be drawn separately and combining the blocks
- would have to happen in a background thread
-
-SUGG: Make fetching sector's blocks more efficient when rendering
- sectors that have very large amounts of blocks (on client)
- - Is this necessary at all?
-
-SUGG: Draw cubes in inventory directly with 3D drawing commands, so that
- animating them is easier.
-
-SUGG: Option for enabling proper alpha channel for textures
-
-TODO: Flowing water animation
-
-TODO: A setting for enabling bilinear filtering for textures
-
-TODO: Better control of draw_control.wanted_max_blocks
-
-TODO: Further investigate the use of GPU lighting in addition to the
- current one
-
-TODO: Artificial (night) light could be more yellow colored than sunlight.
- - This is technically doable.
- - Also the actual colors of the textures could be made less colorful
- in the dark but it's a bit more difficult.
-
-SUGG: Somehow make the night less colorful
-
-TODO: Occlusion culling
- - At the same time, move some of the renderMap() block choosing code
- to the same place as where the new culling happens.
- - Shoot some rays per frame and when ready, make a new list of
- blocks for usage of renderMap and give it a new pointer to it.
-
-Configuration:
---------------
-
-Client:
--------
-
-TODO: Untie client network operations from framerate
- - Needs some input queues or something
- - This won't give much performance boost because calculating block
- meshes takes so long
-
-SUGG: Make morning and evening transition more smooth and maybe shorter
-
-TODO: Don't update all meshes always on single node changes, but
- check which ones should be updated
- - implement Map::updateNodeMeshes() and the usage of it
- - It will give almost always a 4x boost in mesh update performance.
-
-- A weapon engine
-
-- Tool/weapon visualization
-
-FIXME: When disconnected to the menu, memory is not freed properly
-
-TODO: Investigate how much the mesh generator thread gets used when
- transferring map data
-
-Server:
--------
-
-SUGG: Make an option to the server to disable building and digging near
- the starting position
-
-FIXME: Server sometimes goes into some infinite PeerNotFoundException loop
-
-* Fix the problem with the server constantly saving one or a few
- blocks? List the first saved block, maybe it explains.
- - It is probably caused by oscillating water
- - TODO: Investigate if this still happens (this is a very old one)
-* Make a small history check to transformLiquids to detect and log
- continuous oscillations, in such detail that they can be fixed.
-
-FIXME: The new optimized map sending doesn't sometimes send enough blocks
- from big caves and such
-FIXME: Block send distance configuration does not take effect for some reason
-
-Environment:
-------------
-
-TODO: Add proper hooks to when adding and removing active blocks
-
-TODO: Finish the ActiveBlockModifier stuff and use it for something
-
-Objects:
---------
-
-TODO: Get rid of MapBlockObjects and use only ActiveObjects
- - Skipping the MapBlockObject data is nasty - there is no "total
- length" stored; have to make a SkipMBOs function which contains
- enough of the current code to skip them properly.
-
-SUGG: MovingObject::move and Player::move are basically the same.
- combine them.
- - NOTE: This is a bit tricky because player has the sneaking ability
- - NOTE: Player::move is more up-to-date.
- - NOTE: There is a simple move implementation now in collision.{h,cpp}
- - NOTE: MovingObject will be deleted (MapBlockObject)
-
-TODO: Add a long step function to objects that is called with the time
- difference when block activates
-
-Map:
-----
-
-TODO: Mineral and ground material properties
- - This way mineral ground toughness can be calculated with just
- some formula, as well as tool strengths
- - There are TODOs in appropriate files: material.h, content_mapnode.h
-
-TODO: Flowing water to actually contain flow direction information
- - There is a space for this - it just has to be implemented.
-
-TODO: Consider smoothening cave floors after generating them
-
-Misc. stuff:
-------------
-TODO: Make sure server handles removing grass when a block is placed (etc)
- - The client should not do it by itself
- - NOTE: I think nobody does it currently...
-TODO: Block cube placement around player's head
-TODO: Protocol version field
-TODO: Think about using same bits for material for fences and doors, for
- example
-TODO: Move mineral to param2, increment map serialization version, add
- conversion
-
-TODO: Restart irrlicht completely when coming back to main menu from game.
- - This gets rid of everything that is stored in irrlicht's caches.
-
-TODO: Merge bahamada's audio stuff (clean patch available)
-
-TODO: Merge key configuration menu (no clean patch available)
-
-Making it more portable:
-------------------------
-
-Stuff to do before release:
----------------------------
-
-Fixes to the current release:
------------------------------
-
-Stuff to do after release:
----------------------------
-
-Doing currently:
-----------------
-
-======================================================================
-
-*/
-
-#ifdef NDEBUG
- #ifdef _WIN32
- #pragma message ("Disabling unit tests")
- #else
- #warning "Disabling unit tests"
- #endif
- // Disable unit tests
- #define ENABLE_TESTS 0
-#else
- // Enable unit tests
- #define ENABLE_TESTS 1
-#endif
-
-#ifdef _MSC_VER
- #pragma comment(lib, "Irrlicht.lib")
- //#pragma comment(lib, "jthread.lib")
- #pragma comment(lib, "zlibwapi.lib")
- #pragma comment(lib, "Shell32.lib")
- // This would get rid of the console window
- //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
-#endif
-
-#include <iostream>
-#include <fstream>
-#include <locale.h>
-#include "main.h"
-#include "common_irrlicht.h"
-#include "debug.h"
-#include "test.h"
-#include "server.h"
-#include "constants.h"
-#include "porting.h"
-#include "gettime.h"
-#include "guiMessageMenu.h"
-#include "filesys.h"
-#include "config.h"
-#include "guiMainMenu.h"
-#include "mineral.h"
-#include "materials.h"
-#include "game.h"
-#include "keycode.h"
-#include "tile.h"
-
-#include "gettext.h"
-
-// This makes textures
-ITextureSource *g_texturesource = NULL;
-
-/*
- Settings.
- These are loaded from the config file.
-*/
-
-Settings g_settings;
-// This is located in defaultsettings.cpp
-extern void set_default_settings();
-
-// Global profiler
-Profiler g_profiler;
-
-/*
- Random stuff
-*/
-
-/*
- GUI Stuff
-*/
-
-gui::IGUIEnvironment* guienv = NULL;
-gui::IGUIStaticText *guiroot = NULL;
-
-MainMenuManager g_menumgr;
-
-bool noMenuActive()
-{
- return (g_menumgr.menuCount() == 0);
-}
-
-// Passed to menus to allow disconnecting and exiting
-
-MainGameCallback *g_gamecallback = NULL;
-
-/*
- Debug streams
-*/
-
-// Connection
-std::ostream *dout_con_ptr = &dummyout;
-std::ostream *derr_con_ptr = &dstream_no_stderr;
-//std::ostream *dout_con_ptr = &dstream_no_stderr;
-//std::ostream *derr_con_ptr = &dstream_no_stderr;
-//std::ostream *dout_con_ptr = &dstream;
-//std::ostream *derr_con_ptr = &dstream;
-
-// Server
-std::ostream *dout_server_ptr = &dstream;
-std::ostream *derr_server_ptr = &dstream;
-
-// Client
-std::ostream *dout_client_ptr = &dstream;
-std::ostream *derr_client_ptr = &dstream;
-
-/*
- gettime.h implementation
-*/
-
-// A small helper class
-class TimeGetter
-{
-public:
- virtual u32 getTime() = 0;
-};
-
-// A precise irrlicht one
-class IrrlichtTimeGetter: public TimeGetter
-{
-public:
- IrrlichtTimeGetter(IrrlichtDevice *device):
- m_device(device)
- {}
- u32 getTime()
- {
- if(m_device == NULL)
- return 0;
- return m_device->getTimer()->getRealTime();
- }
-private:
- IrrlichtDevice *m_device;
-};
-// Not so precise one which works without irrlicht
-class SimpleTimeGetter: public TimeGetter
-{
-public:
- u32 getTime()
- {
- return porting::getTimeMs();
- }
-};
-
-// A pointer to a global instance of the time getter
-// TODO: why?
-TimeGetter *g_timegetter = NULL;
-
-u32 getTimeMs()
-{
- if(g_timegetter == NULL)
- return 0;
- return g_timegetter->getTime();
-}
-
-/*
- Event handler for Irrlicht
-
- NOTE: Everything possible should be moved out from here,
- probably to InputHandler and the_game
-*/
-
-class MyEventReceiver : public IEventReceiver
-{
-public:
- // This is the one method that we have to implement
- virtual bool OnEvent(const SEvent& event)
- {
- /*
- React to nothing here if a menu is active
- */
- if(noMenuActive() == false)
- {
- return false;
- }
-
- // Remember whether each key is down or up
- if(event.EventType == irr::EET_KEY_INPUT_EVENT)
- {
- keyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;
-
- if(event.KeyInput.PressedDown)
- keyWasDown[event.KeyInput.Key] = true;
- }
-
- if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)
- {
- if(noMenuActive() == false)
- {
- left_active = false;
- middle_active = false;
- right_active = false;
- }
- else
- {
- //dstream<<"MyEventReceiver: mouse input"<<std::endl;
- left_active = event.MouseInput.isLeftPressed();
- middle_active = event.MouseInput.isMiddlePressed();
- right_active = event.MouseInput.isRightPressed();
-
- if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)
- {
- leftclicked = true;
- }
- if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)
- {
- rightclicked = true;
- }
- if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)
- {
- leftreleased = true;
- }
- if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)
- {
- rightreleased = true;
- }
- if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)
- {
- mouse_wheel += event.MouseInput.Wheel;
- }
- }
- }
-
- return false;
- }
-
- bool IsKeyDown(EKEY_CODE keyCode) const
- {
- return keyIsDown[keyCode];
- }
-
- // Checks whether a key was down and resets the state
- bool WasKeyDown(EKEY_CODE keyCode)
- {
- bool b = keyWasDown[keyCode];
- keyWasDown[keyCode] = false;
- return b;
- }
-
- s32 getMouseWheel()
- {
- s32 a = mouse_wheel;
- mouse_wheel = 0;
- return a;
- }
-
- void clearInput()
- {
- for(u32 i=0; i<KEY_KEY_CODES_COUNT; i++)
- {
- keyIsDown[i] = false;
- keyWasDown[i] = false;
- }
-
- leftclicked = false;
- rightclicked = false;
- leftreleased = false;
- rightreleased = false;
-
- left_active = false;
- middle_active = false;
- right_active = false;
-
- mouse_wheel = 0;
- }
-
- MyEventReceiver()
- {
- clearInput();
- }
-
- bool leftclicked;
- bool rightclicked;
- bool leftreleased;
- bool rightreleased;
-
- bool left_active;
- bool middle_active;
- bool right_active;
-
- s32 mouse_wheel;
-
-private:
- IrrlichtDevice *m_device;
-
- // The current state of keys
- bool keyIsDown[KEY_KEY_CODES_COUNT];
- // Whether a key has been pressed or not
- bool keyWasDown[KEY_KEY_CODES_COUNT];
-};
-
-/*
- Separated input handler
-*/
-
-class RealInputHandler : public InputHandler
-{
-public:
- RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):
- m_device(device),
- m_receiver(receiver)
- {
- }
- virtual bool isKeyDown(EKEY_CODE keyCode)
- {
- return m_receiver->IsKeyDown(keyCode);
- }
- virtual bool wasKeyDown(EKEY_CODE keyCode)
- {
- return m_receiver->WasKeyDown(keyCode);
- }
- virtual v2s32 getMousePos()
- {
- return m_device->getCursorControl()->getPosition();
- }
- virtual void setMousePos(s32 x, s32 y)
- {
- m_device->getCursorControl()->setPosition(x, y);
- }
-
- virtual bool getLeftState()
- {
- return m_receiver->left_active;
- }
- virtual bool getRightState()
- {
- return m_receiver->right_active;
- }
-
- virtual bool getLeftClicked()
- {
- return m_receiver->leftclicked;
- }
- virtual bool getRightClicked()
- {
- return m_receiver->rightclicked;
- }
- virtual void resetLeftClicked()
- {
- m_receiver->leftclicked = false;
- }
- virtual void resetRightClicked()
- {
- m_receiver->rightclicked = false;
- }
-
- virtual bool getLeftReleased()
- {
- return m_receiver->leftreleased;
- }
- virtual bool getRightReleased()
- {
- return m_receiver->rightreleased;
- }
- virtual void resetLeftReleased()
- {
- m_receiver->leftreleased = false;
- }
- virtual void resetRightReleased()
- {
- m_receiver->rightreleased = false;
- }
-
- virtual s32 getMouseWheel()
- {
- return m_receiver->getMouseWheel();
- }
-
- void clear()
- {
- m_receiver->clearInput();
- }
-private:
- IrrlichtDevice *m_device;
- MyEventReceiver *m_receiver;
-};
-
-class RandomInputHandler : public InputHandler
-{
-public:
- RandomInputHandler()
- {
- leftdown = false;
- rightdown = false;
- leftclicked = false;
- rightclicked = false;
- leftreleased = false;
- rightreleased = false;
- for(u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)
- keydown[i] = false;
- }
- virtual bool isKeyDown(EKEY_CODE keyCode)
- {
- return keydown[keyCode];
- }
- virtual bool wasKeyDown(EKEY_CODE keyCode)
- {
- return false;
- }
- virtual v2s32 getMousePos()
- {
- return mousepos;
- }
- virtual void setMousePos(s32 x, s32 y)
- {
- mousepos = v2s32(x,y);
- }
-
- virtual bool getLeftState()
- {
- return leftdown;
- }
- virtual bool getRightState()
- {
- return rightdown;
- }
-
- virtual bool getLeftClicked()
- {
- return leftclicked;
- }
- virtual bool getRightClicked()
- {
- return rightclicked;
- }
- virtual void resetLeftClicked()
- {
- leftclicked = false;
- }
- virtual void resetRightClicked()
- {
- rightclicked = false;
- }
-
- virtual bool getLeftReleased()
- {
- return leftreleased;
- }
- virtual bool getRightReleased()
- {
- return rightreleased;
- }
- virtual void resetLeftReleased()
- {
- leftreleased = false;
- }
- virtual void resetRightReleased()
- {
- rightreleased = false;
- }
-
- virtual s32 getMouseWheel()
- {
- return 0;
- }
-
- virtual void step(float dtime)
- {
- {
- static float counter1 = 0;
- counter1 -= dtime;
- if(counter1 < 0.0)
- {
- counter1 = 0.1*Rand(1, 40);
- keydown[getKeySetting("keymap_jump")] =
- !keydown[getKeySetting("keymap_jump")];
- }
- }
- {
- static float counter1 = 0;
- counter1 -= dtime;
- if(counter1 < 0.0)
- {
- counter1 = 0.1*Rand(1, 40);
- keydown[getKeySetting("keymap_special1")] =
- !keydown[getKeySetting("keymap_special1")];
- }
- }
- {
- static float counter1 = 0;
- counter1 -= dtime;
- if(counter1 < 0.0)
- {
- counter1 = 0.1*Rand(1, 40);
- keydown[getKeySetting("keymap_forward")] =
- !keydown[getKeySetting("keymap_forward")];
- }
- }
- {
- static float counter1 = 0;
- counter1 -= dtime;
- if(counter1 < 0.0)
- {
- counter1 = 0.1*Rand(1, 40);
- keydown[getKeySetting("keymap_left")] =
- !keydown[getKeySetting("keymap_left")];
- }
- }
- {
- static float counter1 = 0;
- counter1 -= dtime;
- if(counter1 < 0.0)
- {
- counter1 = 0.1*Rand(1, 20);
- mousespeed = v2s32(Rand(-20,20), Rand(-15,20));
- }
- }
- {
- static float counter1 = 0;
- counter1 -= dtime;
- if(counter1 < 0.0)
- {
- counter1 = 0.1*Rand(1, 30);
- leftdown = !leftdown;
- if(leftdown)
- leftclicked = true;
- if(!leftdown)
- leftreleased = true;
- }
- }
- {
- static float counter1 = 0;
- counter1 -= dtime;
- if(counter1 < 0.0)
- {
- counter1 = 0.1*Rand(1, 15);
- rightdown = !rightdown;
- if(rightdown)
- rightclicked = true;
- if(!rightdown)
- rightreleased = true;
- }
- }
- mousepos += mousespeed;
- }
-
- s32 Rand(s32 min, s32 max)
- {
- return (myrand()%(max-min+1))+min;
- }
-private:
- bool keydown[KEY_KEY_CODES_COUNT];
- v2s32 mousepos;
- v2s32 mousespeed;
- bool leftdown;
- bool rightdown;
- bool leftclicked;
- bool rightclicked;
- bool leftreleased;
- bool rightreleased;
-};
-
-// These are defined global so that they're not optimized too much.
-// Can't change them to volatile.
-s16 temp16;
-f32 tempf;
-v3f tempv3f1;
-v3f tempv3f2;
-std::string tempstring;
-std::string tempstring2;
-
-void SpeedTests()
-{
- {
- dstream<<"The following test should take around 20ms."<<std::endl;
- TimeTaker timer("Testing std::string speed");
- const u32 jj = 10000;
- for(u32 j=0; j<jj; j++)
- {
- tempstring = "";
- tempstring2 = "";
- const u32 ii = 10;
- for(u32 i=0; i<ii; i++){
- tempstring2 += "asd";
- }
- for(u32 i=0; i<ii+1; i++){
- tempstring += "asd";
- if(tempstring == tempstring2)
- break;
- }
- }
- }
-
- dstream<<"All of the following tests should take around 100ms each."
- <<std::endl;
-
- {
- TimeTaker timer("Testing floating-point conversion speed");
- tempf = 0.001;
- for(u32 i=0; i<4000000; i++){
- temp16 += tempf;
- tempf += 0.001;
- }
- }
-
- {
- TimeTaker timer("Testing floating-point vector speed");
-
- tempv3f1 = v3f(1,2,3);
- tempv3f2 = v3f(4,5,6);
- for(u32 i=0; i<10000000; i++){
- tempf += tempv3f1.dotProduct(tempv3f2);
- tempv3f2 += v3f(7,8,9);
- }
- }
-
- {
- TimeTaker timer("Testing core::map speed");
-
- core::map<v2s16, f32> map1;
- tempf = -324;
- const s16 ii=300;
- for(s16 y=0; y<ii; y++){
- for(s16 x=0; x<ii; x++){
- map1.insert(v2s16(x,y), tempf);
- tempf += 1;
- }
- }
- for(s16 y=ii-1; y>=0; y--){
- for(s16 x=0; x<ii; x++){
- tempf = map1[v2s16(x,y)];
- }
- }
- }
-
- {
- dstream<<"Around 5000/ms should do well here."<<std::endl;
- TimeTaker timer("Testing mutex speed");
-
- JMutex m;
- m.Init();
- u32 n = 0;
- u32 i = 0;
- do{
- n += 10000;
- for(; i<n; i++){
- m.Lock();
- m.Unlock();
- }
- }
- // Do at least 10ms
- while(timer.getTime() < 10);
-
- u32 dtime = timer.stop();
- u32 per_ms = n / dtime;
- std::cout<<"Done. "<<dtime<<"ms, "
- <<per_ms<<"/ms"<<std::endl;
- }
-}
-
-void drawMenuBackground(video::IVideoDriver* driver)
-{
- core::dimension2d<u32> screensize = driver->getScreenSize();
-
- video::ITexture *bgtexture =
- driver->getTexture(getTexturePath("mud.png").c_str());
- if(bgtexture)
- {
- s32 texturesize = 128;
- s32 tiled_y = screensize.Height / texturesize + 1;
- s32 tiled_x = screensize.Width / texturesize + 1;
-
- for(s32 y=0; y<tiled_y; y++)
- for(s32 x=0; x<tiled_x; x++)
- {
- core::rect<s32> rect(0,0,texturesize,texturesize);
- rect += v2s32(x*texturesize, y*texturesize);
- driver->draw2DImage(bgtexture, rect,
- core::rect<s32>(core::position2d<s32>(0,0),
- core::dimension2di(bgtexture->getSize())),
- NULL, NULL, true);
- }
- }
-
- video::ITexture *logotexture =
- driver->getTexture(getTexturePath("menulogo.png").c_str());
- if(logotexture)
- {
- v2s32 logosize(logotexture->getOriginalSize().Width,
- logotexture->getOriginalSize().Height);
- logosize *= 4;
-
- video::SColor bgcolor(255,50,50,50);
- core::rect<s32> bgrect(0, screensize.Height-logosize.Y-20,
- screensize.Width, screensize.Height);
- driver->draw2DRectangle(bgcolor, bgrect, NULL);
-
- core::rect<s32> rect(0,0,logosize.X,logosize.Y);
- rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y);
- rect -= v2s32(logosize.X/2, 0);
- driver->draw2DImage(logotexture, rect,
- core::rect<s32>(core::position2d<s32>(0,0),
- core::dimension2di(logotexture->getSize())),
- NULL, NULL, true);
- }
-}
-
-int main(int argc, char *argv[])
-{
- /*
- Initialization
- */
-
- // Set locale. This is for forcing '.' as the decimal point.
- std::locale::global(std::locale("C"));
- // This enables printing all characters in bitmap font
- setlocale(LC_CTYPE, "en_US");
- /*
- Parse command line
- */
-
- // List all allowed options
- core::map<std::string, ValueSpec> allowed_options;
- allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG));
- allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,
- "Run server directly"));
- allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,
- "Load configuration from specified file"));
- allowed_options.insert("port", ValueSpec(VALUETYPE_STRING));
- allowed_options.insert("address", ValueSpec(VALUETYPE_STRING));
- allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG));
- allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG));
- allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG));
- allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING));
-#ifdef _WIN32
- allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG));
-#endif
- allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG));
-
- Settings cmd_args;
-
- bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);
-
- if(ret == false || cmd_args.getFlag("help"))
- {
- dstream<<"Allowed options:"<<std::endl;
- for(core::map<std::string, ValueSpec>::Iterator
- i = allowed_options.getIterator();
- i.atEnd() == false; i++)
- {
- dstream<<" --"<<i.getNode()->getKey();
- if(i.getNode()->getValue().type == VALUETYPE_FLAG)
- {
- }
- else
- {
- dstream<<" <value>";
- }
- dstream<<std::endl;
-
- if(i.getNode()->getValue().help != NULL)
- {
- dstream<<" "<<i.getNode()->getValue().help
- <<std::endl;
- }
- }
-
- return cmd_args.getFlag("help") ? 0 : 1;
- }
-
- /*
- Low-level initialization
- */
-
- bool disable_stderr = false;
-#ifdef _WIN32
- if(cmd_args.getFlag("dstream-on-stderr") == false)
- disable_stderr = true;
-#endif
-
- porting::signal_handler_init();
- bool &kill = *porting::signal_handler_killstatus();
-
- // Initialize porting::path_data and porting::path_userdata
- porting::initializePaths();
-
- // Create user data directory
- fs::CreateDir(porting::path_userdata);
-
- init_gettext((porting::path_data+"/../locale").c_str());
-
- // Initialize debug streams
-#ifdef RUN_IN_PLACE
- std::string debugfile = DEBUGFILE;
-#else
- std::string debugfile = porting::path_userdata+"/"+DEBUGFILE;
-#endif
- debugstreams_init(disable_stderr, debugfile.c_str());
- // Initialize debug stacks
- debug_stacks_init();
-
- DSTACK(__FUNCTION_NAME);
-
- // Init material properties table
- //initializeMaterialProperties();
-
- // Debug handler
- BEGIN_DEBUG_EXCEPTION_HANDLER
-
- // Print startup message
- dstream<<DTIME<<PROJECT_NAME <<
- " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST
- <<", "<<BUILD_INFO
- <<std::endl;
-
- /*
- Basic initialization
- */
-
- // Initialize default settings
- set_default_settings();
-
- // Initialize sockets
- sockets_init();
- atexit(sockets_cleanup);
-
- /*
- Read config file
- */
-
- // Path of configuration file in use
- std::string configpath = "";
-
- if(cmd_args.exists("config"))
- {
- bool r = g_settings.readConfigFile(cmd_args.get("config").c_str());
- if(r == false)
- {
- dstream<<"Could not read configuration from \""
- <<cmd_args.get("config")<<"\""<<std::endl;
- return 1;
- }
- configpath = cmd_args.get("config");
- }
- else
- {
- core::array<std::string> filenames;
- filenames.push_back(porting::path_userdata + "/minetest.conf");
-#ifdef RUN_IN_PLACE
- filenames.push_back(porting::path_userdata + "/../minetest.conf");
-#endif
-
- for(u32 i=0; i<filenames.size(); i++)
- {
- bool r = g_settings.readConfigFile(filenames[i].c_str());
- if(r)
- {
- configpath = filenames[i];
- break;
- }
- }
-
- // If no path found, use the first one (menu creates the file)
- if(configpath == "")
- configpath = filenames[0];
- }
-
- // Initialize random seed
- srand(time(0));
- mysrand(time(0));
-
- /*
- Pre-initialize some stuff with a dummy irrlicht wrapper.
-
- These are needed for unit tests at least.
- */
-
- // Initial call with g_texturesource not set.
- init_mapnode();
-
- /*
- Run unit tests
- */
-
- if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)
- || cmd_args.getFlag("enable-unittests") == true)
- {
- run_tests();
- }
-
- /*for(s16 y=-100; y<100; y++)
- for(s16 x=-100; x<100; x++)
- {
- std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl;
- }
- return 0;*/
-
- /*
- Game parameters
- */
-
- // Port
- u16 port = 30000;
- if(cmd_args.exists("port"))
- port = cmd_args.getU16("port");
- else if(g_settings.exists("port"))
- port = g_settings.getU16("port");
- if(port == 0)
- port = 30000;
-
- // Map directory
- std::string map_dir = porting::path_userdata+"/world";
- if(cmd_args.exists("map-dir"))
- map_dir = cmd_args.get("map-dir");
- else if(g_settings.exists("map-dir"))
- map_dir = g_settings.get("map-dir");
-
- // Run dedicated server if asked to
- if(cmd_args.getFlag("server"))
- {
- DSTACK("Dedicated server branch");
-
- // Create time getter
- g_timegetter = new SimpleTimeGetter();
-
- // Create server
- Server server(map_dir.c_str());
- server.start(port);
-
- // Run server
- dedicated_server_loop(server, kill);
-
- return 0;
- }
-
-
- /*
- More parameters
- */
-
- // Address to connect to
- std::string address = "";
-
- if(cmd_args.exists("address"))
- {
- address = cmd_args.get("address");
- }
- else
- {
- address = g_settings.get("address");
- }
-
- std::string playername = g_settings.get("name");
-
- /*
- Device initialization
- */
-
- // Resolution selection
-
- bool fullscreen = false;
- u16 screenW = g_settings.getU16("screenW");
- u16 screenH = g_settings.getU16("screenH");
-
- // Determine driver
-
- video::E_DRIVER_TYPE driverType;
-
- std::string driverstring = g_settings.get("video_driver");
-
- if(driverstring == "null")
- driverType = video::EDT_NULL;
- else if(driverstring == "software")
- driverType = video::EDT_SOFTWARE;
- else if(driverstring == "burningsvideo")
- driverType = video::EDT_BURNINGSVIDEO;
- else if(driverstring == "direct3d8")
- driverType = video::EDT_DIRECT3D8;
- else if(driverstring == "direct3d9")
- driverType = video::EDT_DIRECT3D9;
- else if(driverstring == "opengl")
- driverType = video::EDT_OPENGL;
- else
- {
- dstream<<"WARNING: Invalid video_driver specified; defaulting "
- "to opengl"<<std::endl;
- driverType = video::EDT_OPENGL;
- }
-
- /*
- Create device and exit if creation failed
- */
-
- MyEventReceiver receiver;
-
- IrrlichtDevice *device;
- device = createDevice(driverType,
- core::dimension2d<u32>(screenW, screenH),
- 16, fullscreen, false, false, &receiver);
-
- if (device == 0)
- return 1; // could not create selected driver.
-
- // Set device in game parameters
- device = device;
+/* +Minetest-c55 +Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com> + +This program is free software; you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation; either version 2 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License along +with this program; if not, write to the Free Software Foundation, Inc., +51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. +*/ + +/* +=============================== NOTES ============================== +NOTE: Things starting with TODO are sometimes only suggestions. + +NOTE: iostream.imbue(std::locale("C")) is very slow +NOTE: Global locale is now set at initialization + +NOTE: If VBO (EHM_STATIC) is used, remember to explicitly free the + hardware buffer (it is not freed automatically) + +NOTE: A random to-do list saved here as documentation: +A list of "active blocks" in which stuff happens. (+=done) + + Add a never-resetted game timer to the server + + Add a timestamp value to blocks + + The simple rule: All blocks near some player are "active" + - Do stuff in real time in active blocks + + Handle objects + - Grow grass, delete leaves without a tree + - Spawn some mobs based on some rules + - Transform cobble to mossy cobble near water + - Run a custom script + - ...And all kinds of other dynamic stuff + + Keep track of when a block becomes active and becomes inactive + + When a block goes inactive: + + Store objects statically to block + + Store timer value as the timestamp + + When a block goes active: + + Create active objects out of static objects + - Simulate the results of what would have happened if it would have + been active for all the time + - Grow a lot of grass and so on + + Initially it is fine to send information about every active object + to every player. Eventually it should be modified to only send info + about the nearest ones. + + This was left to be done by the old system and it sends only the + nearest ones. + +Vim conversion regexpes for moving to extended content type storage: +%s/\(\.\|->\)d \([!=]=\)/\1getContent() \2/g +%s/content_features(\([^.]*\)\.d)/content_features(\1)/g +%s/\(\.\|->\)d = \([^;]*\);/\1setContent(\2);/g +%s/\(getNodeNoExNoEmerge([^)]*)\)\.d/\1.getContent()/g +%s/\(getNodeNoExNoEmerge(.*)\)\.d/\1.getContent()/g +%s/\.d;/.getContent();/g +%s/\(content_liquid\|content_flowing_liquid\|make_liquid_flowing\|content_pointable\)(\([^.]*\).d)/\1(\2.getContent())/g +Other things to note: +- node.d = node.param0 (only in raw serialization; use getContent() otherwise) +- node.param = node.param1 +- node.dir = node.param2 +- content_walkable(node.d) etc should be changed to + content_features(node).walkable etc +- Also check for lines that store the result of getContent to a 8-bit + variable and fix them (result of getContent() must be stored in + content_t, which is 16-bit) + +NOTE: Seeds in 1260:6c77e7dbfd29: +5721858502589302589: + Spawns you on a small sand island with a surface dungeon +2983455799928051958: + Enormous jungle + a surface dungeon at ~(250,0,0) + +Old, wild and random suggestions that probably won't be done: +------------------------------------------------------------- + +SUGG: If player is on ground, mainly fetch ground-level blocks + +SUGG: Expose Connection's seqnums and ACKs to server and client. + - This enables saving many packets and making a faster connection + - This also enables server to check if client has received the + most recent block sent, for example. +SUGG: Add a sane bandwidth throttling system to Connection + +SUGG: More fine-grained control of client's dumping of blocks from + memory + - ...What does this mean in the first place? + +SUGG: A map editing mode (similar to dedicated server mode) + +SUGG: Transfer more blocks in a single packet +SUGG: A blockdata combiner class, to which blocks are added and at + destruction it sends all the stuff in as few packets as possible. +SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize + it by sending more stuff in a single packet. + - Add a packet queue to RemoteClient, from which packets will be + combined with object data packets + - This is not exactly trivial: the object data packets are + sometimes very big by themselves + - This might not give much network performance gain though. + +SUGG: Precalculate lighting translation table at runtime (at startup) + - This is not doable because it is currently hand-made and not + based on some mathematical function. + - Note: This has been changing lately + +SUGG: A version number to blocks, which increments when the block is + modified (node add/remove, water update, lighting update) + - This can then be used to make sure the most recent version of + a block has been sent to client, for example + +SUGG: Make the amount of blocks sending to client and the total + amount of blocks dynamically limited. Transferring blocks is the + main network eater of this system, so it is the one that has + to be throttled so that RTTs stay low. + +SUGG: Meshes of blocks could be split into 6 meshes facing into + different directions and then only those drawn that need to be + +SUGG: Background music based on cellular automata? + http://www.earslap.com/projectslab/otomata + +SUGG: Simple light color information to air + +SUGG: Server-side objects could be moved based on nodes to enable very + lightweight operation and simple AI + - Not practical; client would still need to show smooth movement. + +SUGG: Make a system for pregenerating quick information for mapblocks, so + that the client can show them as cubes before they are actually sent + or even generated. + +SUGG: Erosion simulation at map generation time + - This might be plausible if larger areas of map were pregenerated + without lighting (which is slow) + - Simulate water flows, which would carve out dirt fast and + then turn stone into gravel and sand and relocate it. + - How about relocating minerals, too? Coal and gold in + downstream sand and gravel would be kind of cool + - This would need a better way of handling minerals, mainly + to have mineral content as a separate field. the first + parameter field is free for this. + - Simulate rock falling from cliffs when water has removed + enough solid rock from the bottom + +SUGG: For non-mapgen FarMesh: Add a per-sector database to store surface + stuff as simple flags/values + - Light? + - A building? + And at some point make the server send this data to the client too, + instead of referring to the noise functions + - Ground height + - Surface ground type + - Trees? + +Gaming ideas: +------------- + +- Aim for something like controlling a single dwarf in Dwarf Fortress +- The player could go faster by a crafting a boat, or riding an animal +- Random NPC traders. what else? + +Game content: +------------- + +- When furnace is destroyed, move items to player's inventory +- Add lots of stuff +- Glass blocks +- Growing grass, decaying leaves + - This can be done in the active blocks I guess. + - Lots of stuff can be done in the active blocks. + - Uh, is there an active block list somewhere? I think not. Add it. +- Breaking weak structures + - This can probably be accomplished in the same way as grass +- Player health points + - When player dies, throw items on map (needs better item-on-map + implementation) +- Cobble to get mossy if near water +- More slots in furnace source list, so that multiple ingredients + are possible. +- Keys to chests? + +- The Treasure Guard; a big monster with a hammer + - The hammer does great damage, shakes the ground and removes a block + - You can drop on top of it, and have some time to attack there + before he shakes you off + +- Maybe the difficulty could come from monsters getting tougher in + far-away places, and the player starting to need something from + there when time goes by. + - The player would have some of that stuff at the beginning, and + would need new supplies of it when it runs out + +- A bomb +- A spread-items-on-map routine for the bomb, and for dying players + +- Fighting: + - Proper sword swing simulation + - Player should get damage from colliding to a wall at high speed + +Documentation: +-------------- + +Build system / running: +----------------------- + +Networking and serialization: +----------------------------- + +SUGG: Fix address to be ipv6 compatible + +User Interface: +--------------- + +Graphics: +--------- + +SUGG: Combine MapBlock's face caches to so big pieces that VBO + can be used + - That is >500 vertices + - This is not easy; all the MapBlocks close to the player would + still need to be drawn separately and combining the blocks + would have to happen in a background thread + +SUGG: Make fetching sector's blocks more efficient when rendering + sectors that have very large amounts of blocks (on client) + - Is this necessary at all? + +SUGG: Draw cubes in inventory directly with 3D drawing commands, so that + animating them is easier. + +SUGG: Option for enabling proper alpha channel for textures + +TODO: Flowing water animation + +TODO: A setting for enabling bilinear filtering for textures + +TODO: Better control of draw_control.wanted_max_blocks + +TODO: Further investigate the use of GPU lighting in addition to the + current one + +TODO: Artificial (night) light could be more yellow colored than sunlight. + - This is technically doable. + - Also the actual colors of the textures could be made less colorful + in the dark but it's a bit more difficult. + +SUGG: Somehow make the night less colorful + +TODO: Occlusion culling + - At the same time, move some of the renderMap() block choosing code + to the same place as where the new culling happens. + - Shoot some rays per frame and when ready, make a new list of + blocks for usage of renderMap and give it a new pointer to it. + +Configuration: +-------------- + +Client: +------- + +TODO: Untie client network operations from framerate + - Needs some input queues or something + - This won't give much performance boost because calculating block + meshes takes so long + +SUGG: Make morning and evening transition more smooth and maybe shorter + +TODO: Don't update all meshes always on single node changes, but + check which ones should be updated + - implement Map::updateNodeMeshes() and the usage of it + - It will give almost always a 4x boost in mesh update performance. + +- A weapon engine + +- Tool/weapon visualization + +FIXME: When disconnected to the menu, memory is not freed properly + +TODO: Investigate how much the mesh generator thread gets used when + transferring map data + +Server: +------- + +SUGG: Make an option to the server to disable building and digging near + the starting position + +FIXME: Server sometimes goes into some infinite PeerNotFoundException loop + +* Fix the problem with the server constantly saving one or a few + blocks? List the first saved block, maybe it explains. + - It is probably caused by oscillating water + - TODO: Investigate if this still happens (this is a very old one) +* Make a small history check to transformLiquids to detect and log + continuous oscillations, in such detail that they can be fixed. + +FIXME: The new optimized map sending doesn't sometimes send enough blocks + from big caves and such +FIXME: Block send distance configuration does not take effect for some reason + +Environment: +------------ + +TODO: Add proper hooks to when adding and removing active blocks + +TODO: Finish the ActiveBlockModifier stuff and use it for something + +Objects: +-------- + +TODO: Get rid of MapBlockObjects and use only ActiveObjects + - Skipping the MapBlockObject data is nasty - there is no "total + length" stored; have to make a SkipMBOs function which contains + enough of the current code to skip them properly. + +SUGG: MovingObject::move and Player::move are basically the same. + combine them. + - NOTE: This is a bit tricky because player has the sneaking ability + - NOTE: Player::move is more up-to-date. + - NOTE: There is a simple move implementation now in collision.{h,cpp} + - NOTE: MovingObject will be deleted (MapBlockObject) + +TODO: Add a long step function to objects that is called with the time + difference when block activates + +Map: +---- + +TODO: Mineral and ground material properties + - This way mineral ground toughness can be calculated with just + some formula, as well as tool strengths. Sounds too. + - There are TODOs in appropriate files: material.h, content_mapnode.h + +TODO: Flowing water to actually contain flow direction information + - There is a space for this - it just has to be implemented. + +TODO: Consider smoothening cave floors after generating them + +TODO: Fix make_tree, make_* to use seed-position-consistent pseudorandom + - delta also + +Misc. stuff: +------------ +TODO: Make sure server handles removing grass when a block is placed (etc) + - The client should not do it by itself + - NOTE: I think nobody does it currently... +TODO: Block cube placement around player's head +TODO: Protocol version field +TODO: Think about using same bits for material for fences and doors, for + example +TODO: Move mineral to param2, increment map serialization version, add + conversion + +SUGG: Restart irrlicht completely when coming back to main menu from game. + - This gets rid of everything that is stored in irrlicht's caches. + - This might be needed for texture pack selection in menu + +TODO: Merge bahamada's audio stuff (clean patch available) + +TODO: Move content_features to mapnode_content_features.{h,cpp} or so + +Making it more portable: +------------------------ + +Stuff to do before release: +--------------------------- + +Fixes to the current release: +----------------------------- + +Stuff to do after release: +--------------------------- + +Doing currently: +---------------- + +====================================================================== + +*/ + +#ifdef NDEBUG + #ifdef _WIN32 + #pragma message ("Disabling unit tests") + #else + #warning "Disabling unit tests" + #endif + // Disable unit tests + #define ENABLE_TESTS 0 +#else + // Enable unit tests + #define ENABLE_TESTS 1 +#endif + +#ifdef _MSC_VER + #pragma comment(lib, "Irrlicht.lib") + //#pragma comment(lib, "jthread.lib") + #pragma comment(lib, "zlibwapi.lib") + #pragma comment(lib, "Shell32.lib") + // This would get rid of the console window + //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup") +#endif + +#include <iostream> +#include <fstream> +#include <locale.h> +#include "main.h" +#include "common_irrlicht.h" +#include "debug.h" +#include "test.h" +#include "server.h" +#include "constants.h" +#include "porting.h" +#include "gettime.h" +#include "guiMessageMenu.h" +#include "filesys.h" +#include "config.h" +#include "guiMainMenu.h" +#include "mineral.h" +#include "materials.h" +#include "game.h" +#include "keycode.h" +#include "tile.h" + +#include "gettext.h" + +// This makes textures +ITextureSource *g_texturesource = NULL; + +/* + Settings. + These are loaded from the config file. +*/ + +Settings g_settings; +// This is located in defaultsettings.cpp +extern void set_default_settings(); + +// Global profiler +Profiler g_profiler; + +/* + Random stuff +*/ + +/* + GUI Stuff +*/ + +gui::IGUIEnvironment* guienv = NULL; +gui::IGUIStaticText *guiroot = NULL; + +MainMenuManager g_menumgr; + +bool noMenuActive() +{ + return (g_menumgr.menuCount() == 0); +} + +// Passed to menus to allow disconnecting and exiting + +MainGameCallback *g_gamecallback = NULL; + +/* + Debug streams +*/ + +// Connection +std::ostream *dout_con_ptr = &dummyout; +std::ostream *derr_con_ptr = &dstream_no_stderr; +//std::ostream *dout_con_ptr = &dstream_no_stderr; +//std::ostream *derr_con_ptr = &dstream_no_stderr; +//std::ostream *dout_con_ptr = &dstream; +//std::ostream *derr_con_ptr = &dstream; + +// Server +std::ostream *dout_server_ptr = &dstream; +std::ostream *derr_server_ptr = &dstream; + +// Client +std::ostream *dout_client_ptr = &dstream; +std::ostream *derr_client_ptr = &dstream; + +/* + gettime.h implementation +*/ + +// A small helper class +class TimeGetter +{ +public: + virtual u32 getTime() = 0; +}; + +// A precise irrlicht one +class IrrlichtTimeGetter: public TimeGetter +{ +public: + IrrlichtTimeGetter(IrrlichtDevice *device): + m_device(device) + {} + u32 getTime() + { + if(m_device == NULL) + return 0; + return m_device->getTimer()->getRealTime(); + } +private: + IrrlichtDevice *m_device; +}; +// Not so precise one which works without irrlicht +class SimpleTimeGetter: public TimeGetter +{ +public: + u32 getTime() + { + return porting::getTimeMs(); + } +}; + +// A pointer to a global instance of the time getter +// TODO: why? +TimeGetter *g_timegetter = NULL; + +u32 getTimeMs() +{ + if(g_timegetter == NULL) + return 0; + return g_timegetter->getTime(); +} + +/* + Event handler for Irrlicht + + NOTE: Everything possible should be moved out from here, + probably to InputHandler and the_game +*/ + +class MyEventReceiver : public IEventReceiver +{ +public: + // This is the one method that we have to implement + virtual bool OnEvent(const SEvent& event) + { + /* + React to nothing here if a menu is active + */ + if(noMenuActive() == false) + { + return false; + } + + // Remember whether each key is down or up + if(event.EventType == irr::EET_KEY_INPUT_EVENT) + { + keyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown; + + if(event.KeyInput.PressedDown) + keyWasDown[event.KeyInput.Key] = true; + } + + if(event.EventType == irr::EET_MOUSE_INPUT_EVENT) + { + if(noMenuActive() == false) + { + left_active = false; + middle_active = false; + right_active = false; + } + else + { + //dstream<<"MyEventReceiver: mouse input"<<std::endl; + left_active = event.MouseInput.isLeftPressed(); + middle_active = event.MouseInput.isMiddlePressed(); + right_active = event.MouseInput.isRightPressed(); + + if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN) + { + leftclicked = true; + } + if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN) + { + rightclicked = true; + } + if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP) + { + leftreleased = true; + } + if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP) + { + rightreleased = true; + } + if(event.MouseInput.Event == EMIE_MOUSE_WHEEL) + { + mouse_wheel += event.MouseInput.Wheel; + } + } + } + + return false; + } + + bool IsKeyDown(EKEY_CODE keyCode) const + { + return keyIsDown[keyCode]; + } + + // Checks whether a key was down and resets the state + bool WasKeyDown(EKEY_CODE keyCode) + { + bool b = keyWasDown[keyCode]; + keyWasDown[keyCode] = false; + return b; + } + + s32 getMouseWheel() + { + s32 a = mouse_wheel; + mouse_wheel = 0; + return a; + } + + void clearInput() + { + for(u32 i=0; i<KEY_KEY_CODES_COUNT; i++) + { + keyIsDown[i] = false; + keyWasDown[i] = false; + } + + leftclicked = false; + rightclicked = false; + leftreleased = false; + rightreleased = false; + + left_active = false; + middle_active = false; + right_active = false; + + mouse_wheel = 0; + } + + MyEventReceiver() + { + clearInput(); + } + + bool leftclicked; + bool rightclicked; + bool leftreleased; + bool rightreleased; + + bool left_active; + bool middle_active; + bool right_active; + + s32 mouse_wheel; + +private: + IrrlichtDevice *m_device; + + // The current state of keys + bool keyIsDown[KEY_KEY_CODES_COUNT]; + // Whether a key has been pressed or not + bool keyWasDown[KEY_KEY_CODES_COUNT]; +}; + +/* + Separated input handler +*/ + +class RealInputHandler : public InputHandler +{ +public: + RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver): + m_device(device), + m_receiver(receiver) + { + } + virtual bool isKeyDown(EKEY_CODE keyCode) + { + return m_receiver->IsKeyDown(keyCode); + } + virtual bool wasKeyDown(EKEY_CODE keyCode) + { + return m_receiver->WasKeyDown(keyCode); + } + virtual v2s32 getMousePos() + { + return m_device->getCursorControl()->getPosition(); + } + virtual void setMousePos(s32 x, s32 y) + { + m_device->getCursorControl()->setPosition(x, y); + } + + virtual bool getLeftState() + { + return m_receiver->left_active; + } + virtual bool getRightState() + { + return m_receiver->right_active; + } + + virtual bool getLeftClicked() + { + return m_receiver->leftclicked; + } + virtual bool getRightClicked() + { + return m_receiver->rightclicked; + } + virtual void resetLeftClicked() + { + m_receiver->leftclicked = false; + } + virtual void resetRightClicked() + { + m_receiver->rightclicked = false; + } + + virtual bool getLeftReleased() + { + return m_receiver->leftreleased; + } + virtual bool getRightReleased() + { + return m_receiver->rightreleased; + } + virtual void resetLeftReleased() + { + m_receiver->leftreleased = false; + } + virtual void resetRightReleased() + { + m_receiver->rightreleased = false; + } + + virtual s32 getMouseWheel() + { + return m_receiver->getMouseWheel(); + } + + void clear() + { + m_receiver->clearInput(); + } +private: + IrrlichtDevice *m_device; + MyEventReceiver *m_receiver; +}; + +class RandomInputHandler : public InputHandler +{ +public: + RandomInputHandler() + { + leftdown = false; + rightdown = false; + leftclicked = false; + rightclicked = false; + leftreleased = false; + rightreleased = false; + for(u32 i=0; i<KEY_KEY_CODES_COUNT; ++i) + keydown[i] = false; + } + virtual bool isKeyDown(EKEY_CODE keyCode) + { + return keydown[keyCode]; + } + virtual bool wasKeyDown(EKEY_CODE keyCode) + { + return false; + } + virtual v2s32 getMousePos() + { + return mousepos; + } + virtual void setMousePos(s32 x, s32 y) + { + mousepos = v2s32(x,y); + } + + virtual bool getLeftState() + { + return leftdown; + } + virtual bool getRightState() + { + return rightdown; + } + + virtual bool getLeftClicked() + { + return leftclicked; + } + virtual bool getRightClicked() + { + return rightclicked; + } + virtual void resetLeftClicked() + { + leftclicked = false; + } + virtual void resetRightClicked() + { + rightclicked = false; + } + + virtual bool getLeftReleased() + { + return leftreleased; + } + virtual bool getRightReleased() + { + return rightreleased; + } + virtual void resetLeftReleased() + { + leftreleased = false; + } + virtual void resetRightReleased() + { + rightreleased = false; + } + + virtual s32 getMouseWheel() + { + return 0; + } + + virtual void step(float dtime) + { + { + static float counter1 = 0; + counter1 -= dtime; + if(counter1 < 0.0) + { + counter1 = 0.1*Rand(1, 40); + keydown[getKeySetting("keymap_jump")] = + !keydown[getKeySetting("keymap_jump")]; + } + } + { + static float counter1 = 0; + counter1 -= dtime; + if(counter1 < 0.0) + { + counter1 = 0.1*Rand(1, 40); + keydown[getKeySetting("keymap_special1")] = + !keydown[getKeySetting("keymap_special1")]; + } + } + { + static float counter1 = 0; + counter1 -= dtime; + if(counter1 < 0.0) + { + counter1 = 0.1*Rand(1, 40); + keydown[getKeySetting("keymap_forward")] = + !keydown[getKeySetting("keymap_forward")]; + } + } + { + static float counter1 = 0; + counter1 -= dtime; + if(counter1 < 0.0) + { + counter1 = 0.1*Rand(1, 40); + keydown[getKeySetting("keymap_left")] = + !keydown[getKeySetting("keymap_left")]; + } + } + { + static float counter1 = 0; + counter1 -= dtime; + if(counter1 < 0.0) + { + counter1 = 0.1*Rand(1, 20); + mousespeed = v2s32(Rand(-20,20), Rand(-15,20)); + } + } + { + static float counter1 = 0; + counter1 -= dtime; + if(counter1 < 0.0) + { + counter1 = 0.1*Rand(1, 30); + leftdown = !leftdown; + if(leftdown) + leftclicked = true; + if(!leftdown) + leftreleased = true; + } + } + { + static float counter1 = 0; + counter1 -= dtime; + if(counter1 < 0.0) + { + counter1 = 0.1*Rand(1, 15); + rightdown = !rightdown; + if(rightdown) + rightclicked = true; + if(!rightdown) + rightreleased = true; + } + } + mousepos += mousespeed; + } + + s32 Rand(s32 min, s32 max) + { + return (myrand()%(max-min+1))+min; + } +private: + bool keydown[KEY_KEY_CODES_COUNT]; + v2s32 mousepos; + v2s32 mousespeed; + bool leftdown; + bool rightdown; + bool leftclicked; + bool rightclicked; + bool leftreleased; + bool rightreleased; +}; + +// These are defined global so that they're not optimized too much. +// Can't change them to volatile. +s16 temp16; +f32 tempf; +v3f tempv3f1; +v3f tempv3f2; +std::string tempstring; +std::string tempstring2; + +void SpeedTests() +{ + { + dstream<<"The following test should take around 20ms."<<std::endl; + TimeTaker timer("Testing std::string speed"); + const u32 jj = 10000; + for(u32 j=0; j<jj; j++) + { + tempstring = ""; + tempstring2 = ""; + const u32 ii = 10; + for(u32 i=0; i<ii; i++){ + tempstring2 += "asd"; + } + for(u32 i=0; i<ii+1; i++){ + tempstring += "asd"; + if(tempstring == tempstring2) + break; + } + } + } + + dstream<<"All of the following tests should take around 100ms each." + <<std::endl; + + { + TimeTaker timer("Testing floating-point conversion speed"); + tempf = 0.001; + for(u32 i=0; i<4000000; i++){ + temp16 += tempf; + tempf += 0.001; + } + } + + { + TimeTaker timer("Testing floating-point vector speed"); + + tempv3f1 = v3f(1,2,3); + tempv3f2 = v3f(4,5,6); + for(u32 i=0; i<10000000; i++){ + tempf += tempv3f1.dotProduct(tempv3f2); + tempv3f2 += v3f(7,8,9); + } + } + + { + TimeTaker timer("Testing core::map speed"); + + core::map<v2s16, f32> map1; + tempf = -324; + const s16 ii=300; + for(s16 y=0; y<ii; y++){ + for(s16 x=0; x<ii; x++){ + map1.insert(v2s16(x,y), tempf); + tempf += 1; + } + } + for(s16 y=ii-1; y>=0; y--){ + for(s16 x=0; x<ii; x++){ + tempf = map1[v2s16(x,y)]; + } + } + } + + { + dstream<<"Around 5000/ms should do well here."<<std::endl; + TimeTaker timer("Testing mutex speed"); + + JMutex m; + m.Init(); + u32 n = 0; + u32 i = 0; + do{ + n += 10000; + for(; i<n; i++){ + m.Lock(); + m.Unlock(); + } + } + // Do at least 10ms + while(timer.getTime() < 10); + + u32 dtime = timer.stop(); + u32 per_ms = n / dtime; + std::cout<<"Done. "<<dtime<<"ms, " + <<per_ms<<"/ms"<<std::endl; + } +} + +void drawMenuBackground(video::IVideoDriver* driver) +{ + core::dimension2d<u32> screensize = driver->getScreenSize(); + + video::ITexture *bgtexture = + driver->getTexture(getTexturePath("mud.png").c_str()); + if(bgtexture) + { + s32 texturesize = 128; + s32 tiled_y = screensize.Height / texturesize + 1; + s32 tiled_x = screensize.Width / texturesize + 1; + + for(s32 y=0; y<tiled_y; y++) + for(s32 x=0; x<tiled_x; x++) + { + core::rect<s32> rect(0,0,texturesize,texturesize); + rect += v2s32(x*texturesize, y*texturesize); + driver->draw2DImage(bgtexture, rect, + core::rect<s32>(core::position2d<s32>(0,0), + core::dimension2di(bgtexture->getSize())), + NULL, NULL, true); + } + } + + video::ITexture *logotexture = + driver->getTexture(getTexturePath("menulogo.png").c_str()); + if(logotexture) + { + v2s32 logosize(logotexture->getOriginalSize().Width, + logotexture->getOriginalSize().Height); + logosize *= 4; + + video::SColor bgcolor(255,50,50,50); + core::rect<s32> bgrect(0, screensize.Height-logosize.Y-20, + screensize.Width, screensize.Height); + driver->draw2DRectangle(bgcolor, bgrect, NULL); + + core::rect<s32> rect(0,0,logosize.X,logosize.Y); + rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y); + rect -= v2s32(logosize.X/2, 0); + driver->draw2DImage(logotexture, rect, + core::rect<s32>(core::position2d<s32>(0,0), + core::dimension2di(logotexture->getSize())), + NULL, NULL, true); + } +} + +int main(int argc, char *argv[]) +{ + /* + Initialization + */ + + // Set locale. This is for forcing '.' as the decimal point. + std::locale::global(std::locale("C")); + // This enables printing all characters in bitmap font + setlocale(LC_CTYPE, "en_US"); + + /* + Parse command line + */ + + // List all allowed options + core::map<std::string, ValueSpec> allowed_options; + allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG)); + allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG, + "Run server directly")); + allowed_options.insert("config", ValueSpec(VALUETYPE_STRING, + "Load configuration from specified file")); + allowed_options.insert("port", ValueSpec(VALUETYPE_STRING)); + allowed_options.insert("address", ValueSpec(VALUETYPE_STRING)); + allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG)); + allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG)); + allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG)); + allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING)); +#ifdef _WIN32 + allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG)); +#endif + allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG)); + + Settings cmd_args; + + bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options); + + if(ret == false || cmd_args.getFlag("help")) + { + dstream<<"Allowed options:"<<std::endl; + for(core::map<std::string, ValueSpec>::Iterator + i = allowed_options.getIterator(); + i.atEnd() == false; i++) + { + dstream<<" --"<<i.getNode()->getKey(); + if(i.getNode()->getValue().type == VALUETYPE_FLAG) + { + } + else + { + dstream<<" <value>"; + } + dstream<<std::endl; + + if(i.getNode()->getValue().help != NULL) + { + dstream<<" "<<i.getNode()->getValue().help + <<std::endl; + } + } + + return cmd_args.getFlag("help") ? 0 : 1; + } + + /* + Low-level initialization + */ + + bool disable_stderr = false; +#ifdef _WIN32 + if(cmd_args.getFlag("dstream-on-stderr") == false) + disable_stderr = true; +#endif + + porting::signal_handler_init(); + bool &kill = *porting::signal_handler_killstatus(); + + // Initialize porting::path_data and porting::path_userdata + porting::initializePaths(); + + // Create user data directory + fs::CreateDir(porting::path_userdata); + + init_gettext((porting::path_data+"/../locale").c_str()); + + // Initialize debug streams +#ifdef RUN_IN_PLACE + std::string debugfile = DEBUGFILE; +#else + std::string debugfile = porting::path_userdata+"/"+DEBUGFILE; +#endif + debugstreams_init(disable_stderr, debugfile.c_str()); + // Initialize debug stacks + debug_stacks_init(); + + DSTACK(__FUNCTION_NAME); + + // Init material properties table + //initializeMaterialProperties(); + + // Debug handler + BEGIN_DEBUG_EXCEPTION_HANDLER + + // Print startup message + dstream<<DTIME<<PROJECT_NAME + " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST + <<", "<<BUILD_INFO + <<std::endl; + + /* + Basic initialization + */ + + // Initialize default settings + set_default_settings(); + + // Initialize sockets + sockets_init(); + atexit(sockets_cleanup); + + /* + Read config file + */ + + // Path of configuration file in use + std::string configpath = ""; + + if(cmd_args.exists("config")) + { + bool r = g_settings.readConfigFile(cmd_args.get("config").c_str()); + if(r == false) + { + dstream<<"Could not read configuration from \"" + <<cmd_args.get("config")<<"\""<<std::endl; + return 1; + } + configpath = cmd_args.get("config"); + } + else + { + core::array<std::string> filenames; + filenames.push_back(porting::path_userdata + "/minetest.conf"); +#ifdef RUN_IN_PLACE + filenames.push_back(porting::path_userdata + "/../minetest.conf"); +#endif + + for(u32 i=0; i<filenames.size(); i++) + { + bool r = g_settings.readConfigFile(filenames[i].c_str()); + if(r) + { + configpath = filenames[i]; + break; + } + } + + // If no path found, use the first one (menu creates the file) + if(configpath == "") + configpath = filenames[0]; + } + + // Initialize random seed + srand(time(0)); + mysrand(time(0)); + + /* + Pre-initialize some stuff with a dummy irrlicht wrapper. + + These are needed for unit tests at least. + */ + + // Initial call with g_texturesource not set. + init_mapnode(); + + /* + Run unit tests + */ + + if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false) + || cmd_args.getFlag("enable-unittests") == true) + { + run_tests(); + } + + /*for(s16 y=-100; y<100; y++) + for(s16 x=-100; x<100; x++) + { + std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl; + } + return 0;*/ + + /* + Game parameters + */ + + // Port + u16 port = 30000; + if(cmd_args.exists("port")) + port = cmd_args.getU16("port"); + else if(g_settings.exists("port")) + port = g_settings.getU16("port"); + if(port == 0) + port = 30000; + + // Map directory + std::string map_dir = porting::path_userdata+"/world"; + if(cmd_args.exists("map-dir")) + map_dir = cmd_args.get("map-dir"); + else if(g_settings.exists("map-dir")) + map_dir = g_settings.get("map-dir"); + + // Run dedicated server if asked to + if(cmd_args.getFlag("server")) + { + DSTACK("Dedicated server branch"); + + // Create time getter + g_timegetter = new SimpleTimeGetter(); + + // Create server + Server server(map_dir.c_str()); + server.start(port); + + // Run server + dedicated_server_loop(server, kill); + + return 0; + } + + + /* + More parameters + */ + + // Address to connect to + std::string address = ""; + + if(cmd_args.exists("address")) + { + address = cmd_args.get("address"); + } + else + { + address = g_settings.get("address"); + } + + std::string playername = g_settings.get("name"); + + /* + Device initialization + */ + + // Resolution selection + + bool fullscreen = false; + u16 screenW = g_settings.getU16("screenW"); + u16 screenH = g_settings.getU16("screenH"); + + // Determine driver + + video::E_DRIVER_TYPE driverType; + + std::string driverstring = g_settings.get("video_driver"); + + if(driverstring == "null") + driverType = video::EDT_NULL; + else if(driverstring == "software") + driverType = video::EDT_SOFTWARE; + else if(driverstring == "burningsvideo") + driverType = video::EDT_BURNINGSVIDEO; + else if(driverstring == "direct3d8") + driverType = video::EDT_DIRECT3D8; + else if(driverstring == "direct3d9") + driverType = video::EDT_DIRECT3D9; + else if(driverstring == "opengl") + driverType = video::EDT_OPENGL; + else + { + dstream<<"WARNING: Invalid video_driver specified; defaulting " + "to opengl"<<std::endl; + driverType = video::EDT_OPENGL; + } + + /* + Create device and exit if creation failed + */ + + MyEventReceiver receiver; + + IrrlichtDevice *device; + device = createDevice(driverType, + core::dimension2d<u32>(screenW, screenH), + 16, fullscreen, false, false, &receiver); + + if (device == 0) + return 1; // could not create selected driver. + + // Set device in game parameters + device = device; // Set the window caption device->setWindowCaption(L"Minetest [Main Menu]"); -
- // Create time getter
- g_timegetter = new IrrlichtTimeGetter(device);
-
- // Create game callback for menus
- g_gamecallback = new MainGameCallback(device);
-
- // Create texture source
- g_texturesource = new TextureSource(device);
-
- /*
- Speed tests (done after irrlicht is loaded to get timer)
- */
- if(cmd_args.getFlag("speedtests"))
- {
- dstream<<"Running speed tests"<<std::endl;
- SpeedTests();
- return 0;
- }
-
- device->setResizable(true);
-
- bool random_input = g_settings.getBool("random_input")
- || cmd_args.getFlag("random-input");
- InputHandler *input = NULL;
- if(random_input)
- input = new RandomInputHandler();
- else
- input = new RealInputHandler(device, &receiver);
-
- /*
- Continue initialization
- */
-
- //video::IVideoDriver* driver = device->getVideoDriver();
-
- /*
- This changes the minimum allowed number of vertices in a VBO.
- Default is 500.
- */
- //driver->setMinHardwareBufferVertexCount(50);
-
- scene::ISceneManager* smgr = device->getSceneManager();
-
- guienv = device->getGUIEnvironment();
- gui::IGUISkin* skin = guienv->getSkin();
- gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str());
- if(font)
- skin->setFont(font);
- else
- dstream<<"WARNING: Font file was not found."
- " Using default font."<<std::endl;
- // If font was not found, this will get us one
- font = skin->getFont();
- assert(font);
-
- u32 text_height = font->getDimension(L"Hello, world!").Height;
- dstream<<"text_height="<<text_height<<std::endl;
-
- //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));
- skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));
- //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));
- //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));
- skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));
- skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));
-
- /*
- Preload some textures and stuff
- */
-
- init_mapnode(); // Second call with g_texturesource set
- init_mineral();
-
- /*
- GUI stuff
- */
-
- /*
- If an error occurs, this is set to something and the
- menu-game loop is restarted. It is then displayed before
- the menu.
- */
- std::wstring error_message = L"";
-
- // The password entered during the menu screen,
- std::string password;
-
- /*
- Menu-game loop
- */
- while(device->run() && kill == false)
- {
-
- // This is used for catching disconnects
- try
- {
-
- /*
- Clear everything from the GUIEnvironment
- */
- guienv->clear();
-
- /*
- We need some kind of a root node to be able to add
- custom gui elements directly on the screen.
- Otherwise they won't be automatically drawn.
- */
- guiroot = guienv->addStaticText(L"",
- core::rect<s32>(0, 0, 10000, 10000));
-
- /*
- Out-of-game menu loop.
-
- Loop quits when menu returns proper parameters.
- */
- while(kill == false)
- {
- // Cursor can be non-visible when coming from the game
- device->getCursorControl()->setVisible(true);
- // Some stuff are left to scene manager when coming from the game
- // (map at least?)
- smgr->clear();
- // Reset or hide the debug gui texts
- /*guitext->setText(L"Minetest-c55");
- guitext2->setVisible(false);
- guitext_info->setVisible(false);
- guitext_chat->setVisible(false);*/
-
- // Initialize menu data
- MainMenuData menudata;
- menudata.address = narrow_to_wide(address);
- menudata.name = narrow_to_wide(playername);
- menudata.port = narrow_to_wide(itos(port));
- menudata.fancy_trees = g_settings.getBool("new_style_leaves");
- menudata.smooth_lighting = g_settings.getBool("smooth_lighting");
- menudata.creative_mode = g_settings.getBool("creative_mode");
- menudata.enable_damage = g_settings.getBool("enable_damage");
-
- GUIMainMenu *menu =
- new GUIMainMenu(guienv, guiroot, -1,
- &g_menumgr, &menudata, g_gamecallback);
- menu->allowFocusRemoval(true);
-
- if(error_message != L"")
- {
- dstream<<"WARNING: error_message = "
- <<wide_to_narrow(error_message)<<std::endl;
-
- GUIMessageMenu *menu2 =
- new GUIMessageMenu(guienv, guiroot, -1,
- &g_menumgr, error_message.c_str());
- menu2->drop();
- error_message = L"";
- }
-
- video::IVideoDriver* driver = device->getVideoDriver();
-
- dstream<<"Created main menu"<<std::endl;
-
- while(device->run() && kill == false)
- {
- if(menu->getStatus() == true)
- break;
-
- //driver->beginScene(true, true, video::SColor(255,0,0,0));
- driver->beginScene(true, true, video::SColor(255,128,128,128));
-
- drawMenuBackground(driver);
-
- guienv->drawAll();
-
- driver->endScene();
-
- // On some computers framerate doesn't seem to be
- // automatically limited
- sleep_ms(25);
- }
-
- // Break out of menu-game loop to shut down cleanly
- if(device->run() == false || kill == true)
- break;
-
- dstream<<"Dropping main menu"<<std::endl;
-
- menu->drop();
-
- // Delete map if requested
- if(menudata.delete_map)
- {
- bool r = fs::RecursiveDeleteContent(map_dir);
- if(r == false)
- error_message = L"Delete failed";
- continue;
- }
-
- playername = wide_to_narrow(menudata.name);
-
- password = translatePassword(playername, menudata.password);
-
- address = wide_to_narrow(menudata.address);
- int newport = stoi(wide_to_narrow(menudata.port));
- if(newport != 0)
- port = newport;
- g_settings.set("new_style_leaves", itos(menudata.fancy_trees));
- g_settings.set("smooth_lighting", itos(menudata.smooth_lighting));
- g_settings.set("creative_mode", itos(menudata.creative_mode));
- g_settings.set("enable_damage", itos(menudata.enable_damage));
-
- // NOTE: These are now checked server side; no need to do it
- // here, so let's not do it here.
- /*// Check for valid parameters, restart menu if invalid.
- if(playername == "")
- {
- error_message = L"Name required.";
- continue;
- }
- // Check that name has only valid chars
- if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false)
- {
- error_message = L"Characters allowed: "
- +narrow_to_wide(PLAYERNAME_ALLOWED_CHARS);
- continue;
- }*/
-
- // Save settings
- g_settings.set("name", playername);
- g_settings.set("address", address);
- g_settings.set("port", itos(port));
- // Update configuration file
- if(configpath != "")
- g_settings.updateConfigFile(configpath.c_str());
-
- // Continue to game
- break;
- }
-
- // Break out of menu-game loop to shut down cleanly
- if(device->run() == false)
- break;
-
- // Initialize mapnode again to enable changed graphics settings
- init_mapnode();
-
- /*
- Run game
- */
- the_game(
- kill,
- random_input,
- input,
- device,
- font,
- map_dir,
- playername,
- password,
- address,
- port,
- error_message
- );
-
- } //try
- catch(con::PeerNotFoundException &e)
- {
- dstream<<DTIME<<"Connection error (timed out?)"<<std::endl;
- error_message = L"Connection error (timed out?)";
- }
- catch(SocketException &e)
- {
- dstream<<DTIME<<"Socket error (port already in use?)"<<std::endl;
- error_message = L"Socket error (port already in use?)";
- }
-#ifdef NDEBUG
- catch(std::exception &e)
- {
- std::string narrow_message = "Some exception, what()=\"";
- narrow_message += e.what();
- narrow_message += "\"";
- dstream<<DTIME<<narrow_message<<std::endl;
- error_message = narrow_to_wide(narrow_message);
- }
-#endif
-
- } // Menu-game loop
-
- delete input;
-
- /*
- In the end, delete the Irrlicht device.
- */
- device->drop();
-
- END_DEBUG_EXCEPTION_HANDLER
-
- debugstreams_deinit();
-
- return 0;
-}
-
-//END
+ + // Create time getter + g_timegetter = new IrrlichtTimeGetter(device); + + // Create game callback for menus + g_gamecallback = new MainGameCallback(device); + + // Create texture source + g_texturesource = new TextureSource(device); + + /* + Speed tests (done after irrlicht is loaded to get timer) + */ + if(cmd_args.getFlag("speedtests")) + { + dstream<<"Running speed tests"<<std::endl; + SpeedTests(); + return 0; + } + + device->setResizable(true); + + bool random_input = g_settings.getBool("random_input") + || cmd_args.getFlag("random-input"); + InputHandler *input = NULL; + if(random_input) + input = new RandomInputHandler(); + else + input = new RealInputHandler(device, &receiver); + + /* + Continue initialization + */ + + //video::IVideoDriver* driver = device->getVideoDriver(); + + /* + This changes the minimum allowed number of vertices in a VBO. + Default is 500. + */ + //driver->setMinHardwareBufferVertexCount(50); + + scene::ISceneManager* smgr = device->getSceneManager(); + + guienv = device->getGUIEnvironment(); + gui::IGUISkin* skin = guienv->getSkin(); + gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str()); + if(font) + skin->setFont(font); + else + dstream<<"WARNING: Font file was not found." + " Using default font."<<std::endl; + // If font was not found, this will get us one + font = skin->getFont(); + assert(font); + + u32 text_height = font->getDimension(L"Hello, world!").Height; + dstream<<"text_height="<<text_height<<std::endl; + + //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0)); + skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255)); + //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0)); + //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0)); + skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0)); + skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0)); + + /* + Preload some textures and stuff + */ + + init_mapnode(); // Second call with g_texturesource set + init_mineral(); + + /* + GUI stuff + */ + + /* + If an error occurs, this is set to something and the + menu-game loop is restarted. It is then displayed before + the menu. + */ + std::wstring error_message = L""; + + // The password entered during the menu screen, + std::string password; + + /* + Menu-game loop + */ + while(device->run() && kill == false) + { + + // This is used for catching disconnects + try + { + + /* + Clear everything from the GUIEnvironment + */ + guienv->clear(); + + /* + We need some kind of a root node to be able to add + custom gui elements directly on the screen. + Otherwise they won't be automatically drawn. + */ + guiroot = guienv->addStaticText(L"", + core::rect<s32>(0, 0, 10000, 10000)); + + /* + Out-of-game menu loop. + + Loop quits when menu returns proper parameters. + */ + while(kill == false) + { + // Cursor can be non-visible when coming from the game + device->getCursorControl()->setVisible(true); + // Some stuff are left to scene manager when coming from the game + // (map at least?) + smgr->clear(); + // Reset or hide the debug gui texts + /*guitext->setText(L"Minetest-c55"); + guitext2->setVisible(false); + guitext_info->setVisible(false); + guitext_chat->setVisible(false);*/ + + // Initialize menu data + MainMenuData menudata; + menudata.address = narrow_to_wide(address); + menudata.name = narrow_to_wide(playername); + menudata.port = narrow_to_wide(itos(port)); + menudata.fancy_trees = g_settings.getBool("new_style_leaves"); + menudata.smooth_lighting = g_settings.getBool("smooth_lighting"); + menudata.creative_mode = g_settings.getBool("creative_mode"); + menudata.enable_damage = g_settings.getBool("enable_damage"); + + GUIMainMenu *menu = + new GUIMainMenu(guienv, guiroot, -1, + &g_menumgr, &menudata, g_gamecallback); + menu->allowFocusRemoval(true); + + if(error_message != L"") + { + dstream<<"WARNING: error_message = " + <<wide_to_narrow(error_message)<<std::endl; + + GUIMessageMenu *menu2 = + new GUIMessageMenu(guienv, guiroot, -1, + &g_menumgr, error_message.c_str()); + menu2->drop(); + error_message = L""; + } + + video::IVideoDriver* driver = device->getVideoDriver(); + + dstream<<"Created main menu"<<std::endl; + + while(device->run() && kill == false) + { + if(menu->getStatus() == true) + break; + + //driver->beginScene(true, true, video::SColor(255,0,0,0)); + driver->beginScene(true, true, video::SColor(255,128,128,128)); + + drawMenuBackground(driver); + + guienv->drawAll(); + + driver->endScene(); + + // On some computers framerate doesn't seem to be + // automatically limited + sleep_ms(25); + } + + // Break out of menu-game loop to shut down cleanly + if(device->run() == false || kill == true) + break; + + dstream<<"Dropping main menu"<<std::endl; + + menu->drop(); + + // Delete map if requested + if(menudata.delete_map) + { + bool r = fs::RecursiveDeleteContent(map_dir); + if(r == false) + error_message = L"Delete failed"; + continue; + } + + playername = wide_to_narrow(menudata.name); + + password = translatePassword(playername, menudata.password); + + address = wide_to_narrow(menudata.address); + int newport = stoi(wide_to_narrow(menudata.port)); + if(newport != 0) + port = newport; + g_settings.set("new_style_leaves", itos(menudata.fancy_trees)); + g_settings.set("smooth_lighting", itos(menudata.smooth_lighting)); + g_settings.set("creative_mode", itos(menudata.creative_mode)); + g_settings.set("enable_damage", itos(menudata.enable_damage)); + + // NOTE: These are now checked server side; no need to do it + // here, so let's not do it here. + /*// Check for valid parameters, restart menu if invalid. + if(playername == "") + { + error_message = L"Name required."; + continue; + } + // Check that name has only valid chars + if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false) + { + error_message = L"Characters allowed: " + +narrow_to_wide(PLAYERNAME_ALLOWED_CHARS); + continue; + }*/ + + // Save settings + g_settings.set("name", playername); + g_settings.set("address", address); + g_settings.set("port", itos(port)); + // Update configuration file + if(configpath != "") + g_settings.updateConfigFile(configpath.c_str()); + + // Continue to game + break; + } + + // Break out of menu-game loop to shut down cleanly + if(device->run() == false) + break; + + // Initialize mapnode again to enable changed graphics settings + init_mapnode(); + + /* + Run game + */ + the_game( + kill, + random_input, + input, + device, + font, + map_dir, + playername, + password, + address, + port, + error_message + ); + + } //try + catch(con::PeerNotFoundException &e) + { + dstream<<DTIME<<"Connection error (timed out?)"<<std::endl; + error_message = L"Connection error (timed out?)"; + } + catch(SocketException &e) + { + dstream<<DTIME<<"Socket error (port already in use?)"<<std::endl; + error_message = L"Socket error (port already in use?)"; + } +#ifdef NDEBUG + catch(std::exception &e) + { + std::string narrow_message = "Some exception, what()=\""; + narrow_message += e.what(); + narrow_message += "\""; + dstream<<DTIME<<narrow_message<<std::endl; + error_message = narrow_to_wide(narrow_message); + } +#endif + + } // Menu-game loop + + delete input; + + /* + In the end, delete the Irrlicht device. + */ + device->drop(); + + END_DEBUG_EXCEPTION_HANDLER + + debugstreams_deinit(); + + return 0; +} + +//END + diff --git a/src/map.cpp b/src/map.cpp index e1769b8ef..092ce97fd 100644 --- a/src/map.cpp +++ b/src/map.cpp @@ -630,9 +630,9 @@ s16 Map::propagateSunlight(v3s16 start, else { /*// Turn mud into grass - if(n.d == CONTENT_MUD) + if(n.getContent() == CONTENT_MUD) { - n.d = CONTENT_GRASS; + n.setContent(CONTENT_GRASS); block->setNode(relpos, n); modified_blocks.insert(blockpos, block); }*/ @@ -920,15 +920,15 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n, /* If the new node is solid and there is grass below, change it to mud */ - if(content_features(n.d).walkable == true) + if(content_features(n).walkable == true) { try{ MapNode bottomnode = getNode(bottompos); - if(bottomnode.d == CONTENT_GRASS - || bottomnode.d == CONTENT_GRASS_FOOTSTEPS) + if(bottomnode.getContent() == CONTENT_GRASS + || bottomnode.getContent() == CONTENT_GRASS_FOOTSTEPS) { - bottomnode.d = CONTENT_MUD; + bottomnode.setContent(CONTENT_MUD); setNode(bottompos, bottomnode); } } @@ -943,9 +943,9 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n, If the new node is mud and it is under sunlight, change it to grass */ - if(n.d == CONTENT_MUD && node_under_sunlight) + if(n.getContent() == CONTENT_MUD && node_under_sunlight) { - n.d = CONTENT_GRASS; + n.setContent(CONTENT_GRASS); } #endif @@ -986,7 +986,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n, If node lets sunlight through and is under sunlight, it has sunlight too. */ - if(node_under_sunlight && content_features(n.d).sunlight_propagates) + if(node_under_sunlight && content_features(n).sunlight_propagates) { n.setLight(LIGHTBANK_DAY, LIGHT_SUN); } @@ -1001,7 +1001,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n, Add intial metadata */ - NodeMetadata *meta_proto = content_features(n.d).initial_metadata; + NodeMetadata *meta_proto = content_features(n).initial_metadata; if(meta_proto) { NodeMetadata *meta = meta_proto->clone(); @@ -1015,7 +1015,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n, TODO: This could be optimized by mass-unlighting instead of looping */ - if(node_under_sunlight && !content_features(n.d).sunlight_propagates) + if(node_under_sunlight && !content_features(n).sunlight_propagates) { s16 y = p.Y - 1; for(;; y--){ @@ -1086,7 +1086,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n, v3s16 p2 = p + dirs[i]; MapNode n2 = getNode(p2); - if(content_liquid(n2.d) || n2.d == CONTENT_AIR) + if(content_liquid(n2.getContent())) { m_transforming_liquid.push_back(p2); } @@ -1111,7 +1111,7 @@ void Map::removeNodeAndUpdate(v3s16 p, v3s16 toppos = p + v3s16(0,1,0); // Node will be replaced with this - u8 replace_material = CONTENT_AIR; + content_t replace_material = CONTENT_AIR; /* If there is a node at top and it doesn't have sunlight, @@ -1158,7 +1158,7 @@ void Map::removeNodeAndUpdate(v3s16 p, */ MapNode n; - n.d = replace_material; + n.setContent(replace_material); setNode(p, n); for(s32 i=0; i<2; i++) @@ -1260,7 +1260,7 @@ void Map::removeNodeAndUpdate(v3s16 p, v3s16 p2 = p + dirs[i]; MapNode n2 = getNode(p2); - if(content_liquid(n2.d) || n2.d == CONTENT_AIR) + if(content_liquid(n2.getContent())) { m_transforming_liquid.push_back(p2); } @@ -1576,20 +1576,20 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks) */ s8 liquid_level = -1; u8 liquid_kind = CONTENT_IGNORE; - LiquidType liquid_type = content_features(n0.d).liquid_type; + LiquidType liquid_type = content_features(n0.getContent()).liquid_type; switch (liquid_type) { case LIQUID_SOURCE: liquid_level = 8; - liquid_kind = content_features(n0.d).liquid_alternative_flowing; + liquid_kind = content_features(n0.getContent()).liquid_alternative_flowing; break; case LIQUID_FLOWING: liquid_level = (n0.param2 & LIQUID_LEVEL_MASK); - liquid_kind = n0.d; + liquid_kind = n0.getContent(); break; case LIQUID_NONE: // if this is an air node, it *could* be transformed into a liquid. otherwise, // continue with the next node. - if (n0.d != CONTENT_AIR) + if (n0.getContent() != CONTENT_AIR) continue; liquid_kind = CONTENT_AIR; break; @@ -1627,9 +1627,9 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks) } v3s16 npos = p0 + dirs[i]; NodeNeighbor nb = {getNodeNoEx(npos), nt, npos}; - switch (content_features(nb.n.d).liquid_type) { + switch (content_features(nb.n.getContent()).liquid_type) { case LIQUID_NONE: - if (nb.n.d == CONTENT_AIR) { + if (nb.n.getContent() == CONTENT_AIR) { airs[num_airs++] = nb; // if the current node happens to be a flowing node, it will start to flow down here. if (nb.t == NEIGHBOR_LOWER) @@ -1641,8 +1641,8 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks) case LIQUID_SOURCE: // if this node is not (yet) of a liquid type, choose the first liquid type we encounter if (liquid_kind == CONTENT_AIR) - liquid_kind = content_features(nb.n.d).liquid_alternative_flowing; - if (content_features(nb.n.d).liquid_alternative_flowing !=liquid_kind) { + liquid_kind = content_features(nb.n.getContent()).liquid_alternative_flowing; + if (content_features(nb.n.getContent()).liquid_alternative_flowing !=liquid_kind) { neutrals[num_neutrals++] = nb; } else { sources[num_sources++] = nb; @@ -1651,8 +1651,8 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks) case LIQUID_FLOWING: // if this node is not (yet) of a liquid type, choose the first liquid type we encounter if (liquid_kind == CONTENT_AIR) - liquid_kind = content_features(nb.n.d).liquid_alternative_flowing; - if (content_features(nb.n.d).liquid_alternative_flowing != liquid_kind) { + liquid_kind = content_features(nb.n.getContent()).liquid_alternative_flowing; + if (content_features(nb.n.getContent()).liquid_alternative_flowing != liquid_kind) { neutrals[num_neutrals++] = nb; } else { flows[num_flows++] = nb; @@ -1722,7 +1722,7 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks) /* check if anything has changed. if not, just continue with the next node. */ - if (new_node_content == n0.d && (content_features(n0.d).liquid_type != LIQUID_FLOWING || + if (new_node_content == n0.getContent() && (content_features(n0.getContent()).liquid_type != LIQUID_FLOWING || ((n0.param2 & LIQUID_LEVEL_MASK) == (u8)new_node_level && ((n0.param2 & LIQUID_FLOW_DOWN_MASK) == LIQUID_FLOW_DOWN_MASK) == flowing_down))) @@ -1733,8 +1733,8 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks) update the current node */ bool flow_down_enabled = (flowing_down && ((n0.param2 & LIQUID_FLOW_DOWN_MASK) != LIQUID_FLOW_DOWN_MASK)); - n0.d = new_node_content; - if (content_features(n0.d).liquid_type == LIQUID_FLOWING) { + n0.setContent(new_node_content); + if (content_features(n0.getContent()).liquid_type == LIQUID_FLOWING) { // set level to last 3 bits, flowing down bit to 4th bit n0.param2 = (flowing_down ? LIQUID_FLOW_DOWN_MASK : 0x00) | (new_node_level & LIQUID_LEVEL_MASK); } else { @@ -1749,7 +1749,7 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks) /* enqueue neighbors for update if neccessary */ - switch (content_features(n0.d).liquid_type) { + switch (content_features(n0.getContent()).liquid_type) { case LIQUID_SOURCE: // make sure source flows into all neighboring nodes for (u16 i = 0; i < num_flows; i++) @@ -2003,8 +2003,10 @@ ServerMap::~ServerMap() void ServerMap::initBlockMake(mapgen::BlockMakeData *data, v3s16 blockpos) { - /*dstream<<"initBlockMake(): ("<<blockpos.X<<","<<blockpos.Y<<"," - <<blockpos.Z<<")"<<std::endl;*/ + bool enable_mapgen_debug_info = g_settings.getBool("enable_mapgen_debug_info"); + if(enable_mapgen_debug_info) + dstream<<"initBlockMake(): ("<<blockpos.X<<","<<blockpos.Y<<"," + <<blockpos.Z<<")"<<std::endl; // Do nothing if not inside limits (+-1 because of neighbors) if(blockpos_over_limit(blockpos - v3s16(1,1,1)) || @@ -2034,25 +2036,28 @@ void ServerMap::initBlockMake(mapgen::BlockMakeData *data, v3s16 blockpos) for(s16 y=-1; y<=1; y++) { - //MapBlock *block = createBlock(blockpos); + v3s16 p(blockpos.X+x, blockpos.Y+y, blockpos.Z+z); + //MapBlock *block = createBlock(p); // 1) get from memory, 2) load from disk - MapBlock *block = emergeBlock(blockpos, false); + MapBlock *block = emergeBlock(p, false); // 3) create a blank one if(block == NULL) - block = createBlock(blockpos); + { + block = createBlock(p); + + /* + Block gets sunlight if this is true. + + Refer to the map generator heuristics. + */ + bool ug = mapgen::block_is_underground(data->seed, p); + block->setIsUnderground(ug); + } // Lighting will not be valid after make_chunk is called block->setLightingExpired(true); // Lighting will be calculated //block->setLightingExpired(false); - - /* - Block gets sunlight if this is true. - - This should be set to true when the top side of a block - is completely exposed to the sky. - */ - block->setIsUnderground(false); } } } @@ -2128,10 +2133,14 @@ MapBlock* ServerMap::finishBlockMake(mapgen::BlockMakeData *data, assert(block); /* - Set is_underground flag for lighting with sunlight + Set is_underground flag for lighting with sunlight. + + Refer to map generator heuristics. + + NOTE: This is done in initChunkMake */ + //block->setIsUnderground(mapgen::block_is_underground(data->seed, blockpos)); - block->setIsUnderground(mapgen::block_is_underground(data->seed, blockpos)); /* Add sunlight to central block. @@ -2162,6 +2171,13 @@ MapBlock* ServerMap::finishBlockMake(mapgen::BlockMakeData *data, #if 1 // Center block lighting_update_blocks.insert(block->getPos(), block); + + /*{ + s16 x = 0; + s16 z = 0; + v3s16 p = block->getPos()+v3s16(x,1,z); + lighting_update_blocks[p] = getBlockNoCreateNoEx(p); + }*/ #endif #if 0 // All modified blocks @@ -2178,8 +2194,28 @@ MapBlock* ServerMap::finishBlockMake(mapgen::BlockMakeData *data, lighting_update_blocks.insert(i.getNode()->getKey(), i.getNode()->getValue()); } + /*// Also force-add all the upmost blocks for proper sunlight + for(s16 x=-1; x<=1; x++) + for(s16 z=-1; z<=1; z++) + { + v3s16 p = block->getPos()+v3s16(x,1,z); + lighting_update_blocks[p] = getBlockNoCreateNoEx(p); + }*/ #endif updateLighting(lighting_update_blocks, changed_blocks); + + /* + Set lighting to non-expired state in all of them. + This is cheating, but it is not fast enough if all of them + would actually be updated. + */ + for(s16 x=-1; x<=1; x++) + for(s16 y=-1; y<=1; y++) + for(s16 z=-1; z<=1; z++) + { + v3s16 p = block->getPos()+v3s16(x,y,z); + getBlockNoCreateNoEx(p)->setLightingExpired(false); + } if(enable_mapgen_debug_info == false) t.stop(true); // Hide output @@ -2221,7 +2257,26 @@ MapBlock* ServerMap::finishBlockMake(mapgen::BlockMakeData *data, /*dstream<<"finishBlockMake() done for ("<<blockpos.X<<","<<blockpos.Y<<"," <<blockpos.Z<<")"<<std::endl;*/ - +#if 0 + if(enable_mapgen_debug_info) + { + /* + Analyze resulting blocks + */ + for(s16 x=-1; x<=1; x++) + for(s16 y=-1; y<=1; y++) + for(s16 z=-1; z<=1; z++) + { + v3s16 p = block->getPos()+v3s16(x,y,z); + MapBlock *block = getBlockNoCreateNoEx(p); + char spos[20]; + snprintf(spos, 20, "(%2d,%2d,%2d)", x, y, z); + dstream<<"Generated "<<spos<<": " + <<analyze_block(block)<<std::endl; + } + } +#endif + return block; } @@ -2355,7 +2410,7 @@ MapBlock * ServerMap::generateBlock( { v3s16 p(x0,y0,z0); MapNode n = block->getNode(p); - if(n.d == CONTENT_IGNORE) + if(n.getContent() == CONTENT_IGNORE) { dstream<<"CONTENT_IGNORE at " <<"("<<p.X<<","<<p.Y<<","<<p.Z<<")" @@ -2384,9 +2439,9 @@ MapBlock * ServerMap::generateBlock( { MapNode n; if(y0%2==0) - n.d = CONTENT_AIR; + n.setContent(CONTENT_AIR); else - n.d = CONTENT_STONE; + n.setContent(CONTENT_STONE); block->setNode(v3s16(x0,y0,z0), n); } } @@ -2470,7 +2525,7 @@ MapBlock * ServerMap::emergeBlock(v3s16 p, bool allow_generate) { MapBlock *block = getBlockNoCreateNoEx(p); - if(block) + if(block && block->isDummy() == false) return block; } @@ -2667,19 +2722,19 @@ s16 ServerMap::findGroundLevel(v2s16 p2d) for(; p.Y>min; p.Y--) { MapNode n = getNodeNoEx(p); - if(n.d != CONTENT_IGNORE) + if(n.getContent() != CONTENT_IGNORE) break; } if(p.Y == min) goto plan_b; // If this node is not air, go to plan b - if(getNodeNoEx(p).d != CONTENT_AIR) + if(getNodeNoEx(p).getContent() != CONTENT_AIR) goto plan_b; // Search existing walkable and return it for(; p.Y>min; p.Y--) { MapNode n = getNodeNoEx(p); - if(content_walkable(n.d) && n.d != CONTENT_IGNORE) + if(content_walkable(n.d) && n.getContent() != CONTENT_IGNORE) return p.Y; } @@ -4072,10 +4127,16 @@ void ManualMapVoxelManipulator::blitBackAll( i = m_loaded_blocks.getIterator(); i.atEnd() == false; i++) { + v3s16 p = i.getNode()->getKey(); bool existed = i.getNode()->getValue(); if(existed == false) + { + // The Great Bug was found using this + /*dstream<<"ManualMapVoxelManipulator::blitBackAll: " + <<"Inexistent ("<<p.X<<","<<p.Y<<","<<p.Z<<")" + <<std::endl;*/ continue; - v3s16 p = i.getNode()->getKey(); + } MapBlock *block = m_map->getBlockNoCreateNoEx(p); if(block == NULL) { diff --git a/src/mapblock.cpp b/src/mapblock.cpp index 647a17756..44ca75ff0 100644 --- a/src/mapblock.cpp +++ b/src/mapblock.cpp @@ -242,7 +242,12 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources, // Check if node above block has sunlight try{ MapNode n = getNodeParent(v3s16(x, MAP_BLOCKSIZE, z)); - if(n.d == CONTENT_IGNORE || n.getLight(LIGHTBANK_DAY) != LIGHT_SUN) + if(n.getContent() == CONTENT_IGNORE) + { + // Trust heuristics + no_sunlight = is_underground; + } + else if(n.getLight(LIGHTBANK_DAY) != LIGHT_SUN) { no_sunlight = true; } @@ -260,8 +265,8 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources, else { MapNode n = getNode(v3s16(x, MAP_BLOCKSIZE-1, z)); - //if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE) - if(content_features(n.d).sunlight_propagates == false) + //if(n.getContent() == CONTENT_WATER || n.getContent() == CONTENT_WATERSOURCE) + if(content_features(n).sunlight_propagates == false) { no_sunlight = true; } @@ -322,14 +327,14 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources, bool upper_is_air = false; try { - if(getNodeParent(pos+v3s16(0,1,0)).d == CONTENT_AIR) + if(getNodeParent(pos+v3s16(0,1,0)).getContent() == CONTENT_AIR) upper_is_air = true; } catch(InvalidPositionException &e) { } // Turn mud into grass - if(upper_is_air && n.d == CONTENT_MUD + if(upper_is_air && n.getContent() == CONTENT_MUD && current_light == LIGHT_SUN) { n.d = CONTENT_GRASS; @@ -473,7 +478,7 @@ void MapBlock::updateDayNightDiff() for(u32 i=0; i<MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE; i++) { MapNode &n = data[i]; - if(n.d != CONTENT_AIR) + if(n.getContent() != CONTENT_AIR) { only_air = false; break; @@ -496,8 +501,8 @@ s16 MapBlock::getGroundLevel(v2s16 p2d) s16 y = MAP_BLOCKSIZE-1; for(; y>=0; y--) { - //if(is_ground_content(getNodeRef(p2d.X, y, p2d.Y).d)) - if(content_features(getNodeRef(p2d.X, y, p2d.Y).d).walkable) + MapNode n = getNodeRef(p2d.X, y, p2d.Y); + if(content_features(n).walkable) { if(y == MAP_BLOCKSIZE-1) return -2; @@ -560,7 +565,7 @@ void MapBlock::serialize(std::ostream &os, u8 version) SharedBuffer<u8> materialdata(nodecount); for(u32 i=0; i<nodecount; i++) { - materialdata[i] = data[i].d; + materialdata[i] = data[i].param0; } compress(materialdata, os, version); @@ -568,7 +573,7 @@ void MapBlock::serialize(std::ostream &os, u8 version) SharedBuffer<u8> lightdata(nodecount); for(u32 i=0; i<nodecount; i++) { - lightdata[i] = data[i].param; + lightdata[i] = data[i].param1; } compress(lightdata, os, version); @@ -715,7 +720,7 @@ void MapBlock::deSerialize(std::istream &is, u8 version) ("MapBlock::deSerialize: invalid format"); for(u32 i=0; i<s.size(); i++) { - data[i].d = s[i]; + data[i].param0 = s[i]; } } { @@ -728,7 +733,7 @@ void MapBlock::deSerialize(std::istream &is, u8 version) ("MapBlock::deSerialize: invalid format"); for(u32 i=0; i<s.size(); i++) { - data[i].param = s[i]; + data[i].param1 = s[i]; } } @@ -862,5 +867,130 @@ void MapBlock::deSerializeDiskExtra(std::istream &is, u8 version) } } +/* + Get a quick string to describe what a block actually contains +*/ +std::string analyze_block(MapBlock *block) +{ + if(block == NULL) + { + return "NULL"; + } + + std::ostringstream desc; + + v3s16 p = block->getPos(); + char spos[20]; + snprintf(spos, 20, "(%2d,%2d,%2d), ", p.X, p.Y, p.Z); + desc<<spos; + + switch(block->getModified()) + { + case MOD_STATE_CLEAN: + desc<<"CLEAN, "; + break; + case MOD_STATE_WRITE_AT_UNLOAD: + desc<<"WRITE_AT_UNLOAD, "; + break; + case MOD_STATE_WRITE_NEEDED: + desc<<"WRITE_NEEDED, "; + break; + default: + desc<<"unknown getModified()="+itos(block->getModified())+", "; + } + + if(block->isGenerated()) + desc<<"is_gen [X], "; + else + desc<<"is_gen [ ], "; + + if(block->getIsUnderground()) + desc<<"is_ug [X], "; + else + desc<<"is_ug [ ], "; + +#ifndef SERVER + if(block->getMeshExpired()) + desc<<"mesh_exp [X], "; + else + desc<<"mesh_exp [ ], "; +#endif + + if(block->getLightingExpired()) + desc<<"lighting_exp [X], "; + else + desc<<"lighting_exp [ ], "; + + if(block->isDummy()) + { + desc<<"Dummy, "; + } + else + { + // We'll just define the numbers here, don't want to include + // content_mapnode.h + const content_t content_water = 2; + const content_t content_watersource = 9; + const content_t content_tree = 0x801; + const content_t content_leaves = 0x802; + const content_t content_jungletree = 0x815; + + bool full_ignore = true; + bool some_ignore = false; + bool full_air = true; + bool some_air = false; + bool trees = false; + bool water = false; + for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++) + for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++) + for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++) + { + v3s16 p(x0,y0,z0); + MapNode n = block->getNode(p); + content_t c = n.getContent(); + if(c == CONTENT_IGNORE) + some_ignore = true; + else + full_ignore = false; + if(c == CONTENT_AIR) + some_air = true; + else + full_air = false; + if(c == content_tree || c == content_jungletree + || c == content_leaves) + trees = true; + if(c == content_water + || c == content_watersource) + water = true; + } + + desc<<"content {"; + + std::ostringstream ss; + + if(full_ignore) + ss<<"IGNORE (full), "; + else if(some_ignore) + ss<<"IGNORE, "; + + if(full_air) + ss<<"AIR (full), "; + else if(some_air) + ss<<"AIR, "; + + if(trees) + ss<<"trees, "; + if(water) + ss<<"water, "; + + if(ss.str().size()>=2) + desc<<ss.str().substr(0, ss.str().size()-2); + + desc<<"}, "; + } + + return desc.str().substr(0, desc.str().size()-2); +} + //END diff --git a/src/mapblock.h b/src/mapblock.h index 8f3b8464a..741c306eb 100644 --- a/src/mapblock.h +++ b/src/mapblock.h @@ -743,5 +743,10 @@ inline s16 getNodeBlockY(s16 y) return getContainerPos(y, MAP_BLOCKSIZE); } +/* + Get a quick string to describe what a block actually contains +*/ +std::string analyze_block(MapBlock *block); + #endif diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp index 447716d00..c625983b0 100644 --- a/src/mapblock_mesh.cpp +++ b/src/mapblock_mesh.cpp @@ -140,9 +140,24 @@ void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs) } } -inline video::SColor lightColor(u8 alpha, u8 light) +video::SColor MapBlock_LightColor(u8 alpha, u8 light) { +#if 0 return video::SColor(alpha,light,light,light); +#endif + //return video::SColor(alpha,light,light,MYMAX(0, (s16)light-25)+25); + /*return video::SColor(alpha,light,light,MYMAX(0, + pow((float)light/255.0, 0.8)*255.0));*/ +#if 1 + // Emphase blue a bit in darker places + float lim = 80; + float power = 0.8; + if(light > lim) + return video::SColor(alpha,light,light,light); + else + return video::SColor(alpha,light,light,MYMAX(0, + pow((float)light/lim, power)*lim)); +#endif } struct FastFace @@ -198,7 +213,7 @@ void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p, float w = tile.texture.size.X; float h = tile.texture.size.Y; - /*video::SColor c = lightColor(alpha, li); + /*video::SColor c = MapBlock_LightColor(alpha, li); face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0), c, core::vector2d<f32>(x0+w*abs_scale, y0+h)); @@ -210,16 +225,16 @@ void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p, core::vector2d<f32>(x0+w*abs_scale, y0));*/ face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0), - lightColor(alpha, li0), + MapBlock_LightColor(alpha, li0), core::vector2d<f32>(x0+w*abs_scale, y0+h)); face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0), - lightColor(alpha, li1), + MapBlock_LightColor(alpha, li1), core::vector2d<f32>(x0, y0+h)); face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0), - lightColor(alpha, li2), + MapBlock_LightColor(alpha, li2), core::vector2d<f32>(x0, y0)); face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0), - lightColor(alpha, li3), + MapBlock_LightColor(alpha, li3), core::vector2d<f32>(x0+w*abs_scale, y0)); face.tile = tile; @@ -285,7 +300,7 @@ TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir, return spec; } -u8 getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods) +content_t getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods) { /* Check temporary modifications on this node @@ -320,7 +335,7 @@ u8 getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods) } } - return mn.d; + return mn.getContent(); } v3s16 dirs8[8] = { @@ -343,16 +358,16 @@ u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio) for(u32 i=0; i<8; i++) { MapNode n = vmanip.getNodeNoEx(p - dirs8[i]); - if(content_features(n.d).param_type == CPT_LIGHT + if(content_features(n).param_type == CPT_LIGHT // Fast-style leaves look better this way - && content_features(n.d).solidness != 2) + && content_features(n).solidness != 2) { light += decode_light(n.getLightBlend(daynight_ratio)); light_count++; } else { - if(n.d != CONTENT_IGNORE) + if(n.getContent() != CONTENT_IGNORE) ambient_occlusion++; } } @@ -408,8 +423,8 @@ void getTileInfo( TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods); // This is hackish - u8 content0 = getNodeContent(p, n0, temp_mods); - u8 content1 = getNodeContent(p + face_dir, n1, temp_mods); + content_t content0 = getNodeContent(p, n0, temp_mods); + content_t content1 = getNodeContent(p + face_dir, n1, temp_mods); u8 mf = face_contents(content0, content1); if(mf == 0) diff --git a/src/mapblock_mesh.h b/src/mapblock_mesh.h index 591172bc9..d43c19a25 100644 --- a/src/mapblock_mesh.h +++ b/src/mapblock_mesh.h @@ -121,6 +121,9 @@ private: core::array<PreMeshBuffer> m_prebuffers; }; +// Helper functions +video::SColor MapBlock_LightColor(u8 alpha, u8 light); + class MapBlock; struct MeshMakeData @@ -137,6 +140,7 @@ struct MeshMakeData void fill(u32 daynight_ratio, MapBlock *block); }; +// This is the highest-level function in here scene::SMesh* makeMapBlockMesh(MeshMakeData *data); #endif diff --git a/src/mapblockobject.cpp b/src/mapblockobject.cpp index ab1c20267..071a14b0c 100644 --- a/src/mapblockobject.cpp +++ b/src/mapblockobject.cpp @@ -161,8 +161,8 @@ void MovingObject::move(float dtime, v3f acceleration) for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++) { try{ - if(content_walkable(m_block->getNodeParent(v3s16(x,y,z)).d) - == false) + MapNode n = m_block->getNodeParent(v3s16(x,y,z)); + if(content_features(n).walkable == false) continue; } catch(InvalidPositionException &e) diff --git a/src/mapgen.cpp b/src/mapgen.cpp index 8dda93c96..0ba7f91ab 100644 --- a/src/mapgen.cpp +++ b/src/mapgen.cpp @@ -67,8 +67,8 @@ static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d) { MapNode &n = vmanip.m_data[i]; if(content_walkable(n.d) - && n.d != CONTENT_TREE - && n.d != CONTENT_LEAVES) + && n.getContent() != CONTENT_TREE + && n.getContent() != CONTENT_LEAVES) break; vmanip.m_area.add_y(em, i, -1); @@ -143,8 +143,94 @@ static void make_tree(VoxelManipulator &vmanip, v3s16 p0) if(vmanip.m_area.contains(p) == false) continue; u32 vi = vmanip.m_area.index(p); - if(vmanip.m_data[vi].d != CONTENT_AIR - && vmanip.m_data[vi].d != CONTENT_IGNORE) + if(vmanip.m_data[vi].getContent() != CONTENT_AIR + && vmanip.m_data[vi].getContent() != CONTENT_IGNORE) + continue; + u32 i = leaves_a.index(x,y,z); + if(leaves_d[i] == 1) + vmanip.m_data[vi] = leavesnode; + } +} + +static void make_jungletree(VoxelManipulator &vmanip, v3s16 p0) +{ + MapNode treenode(CONTENT_JUNGLETREE); + MapNode leavesnode(CONTENT_LEAVES); + + for(s16 x=-1; x<=1; x++) + for(s16 z=-1; z<=1; z++) + { + if(myrand_range(0, 2) == 0) + continue; + v3s16 p1 = p0 + v3s16(x,0,z); + v3s16 p2 = p0 + v3s16(x,-1,z); + if(vmanip.m_area.contains(p2) + && vmanip.m_data[vmanip.m_area.index(p2)] == CONTENT_AIR) + vmanip.m_data[vmanip.m_area.index(p2)] = treenode; + else if(vmanip.m_area.contains(p1)) + vmanip.m_data[vmanip.m_area.index(p1)] = treenode; + } + + s16 trunk_h = myrand_range(8, 12); + v3s16 p1 = p0; + for(s16 ii=0; ii<trunk_h; ii++) + { + if(vmanip.m_area.contains(p1)) + vmanip.m_data[vmanip.m_area.index(p1)] = treenode; + p1.Y++; + } + + // p1 is now the last piece of the trunk + p1.Y -= 1; + + VoxelArea leaves_a(v3s16(-3,-2,-3), v3s16(3,2,3)); + //SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]); + Buffer<u8> leaves_d(leaves_a.getVolume()); + for(s32 i=0; i<leaves_a.getVolume(); i++) + leaves_d[i] = 0; + + // Force leaves at near the end of the trunk + { + s16 d = 1; + for(s16 z=-d; z<=d; z++) + for(s16 y=-d; y<=d; y++) + for(s16 x=-d; x<=d; x++) + { + leaves_d[leaves_a.index(v3s16(x,y,z))] = 1; + } + } + + // Add leaves randomly + for(u32 iii=0; iii<30; iii++) + { + s16 d = 1; + + v3s16 p( + myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d), + myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d), + myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d) + ); + + for(s16 z=0; z<=d; z++) + for(s16 y=0; y<=d; y++) + for(s16 x=0; x<=d; x++) + { + leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1; + } + } + + // Blit leaves to vmanip + for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++) + for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++) + for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++) + { + v3s16 p(x,y,z); + p += p1; + if(vmanip.m_area.contains(p) == false) + continue; + u32 vi = vmanip.m_area.index(p); + if(vmanip.m_data[vi].getContent() != CONTENT_AIR + && vmanip.m_data[vi].getContent() != CONTENT_IGNORE) continue; u32 i = leaves_a.index(x,y,z); if(leaves_d[i] == 1) @@ -251,8 +337,8 @@ static void make_randomstone(VoxelManipulator &vmanip, v3s16 p0) if(vmanip.m_area.contains(p) == false) continue; u32 vi = vmanip.m_area.index(p); - if(vmanip.m_data[vi].d != CONTENT_AIR - && vmanip.m_data[vi].d != CONTENT_IGNORE) + if(vmanip.m_data[vi].getContent() != CONTENT_AIR + && vmanip.m_data[vi].getContent() != CONTENT_IGNORE) continue; u32 i = stone_a.index(x,y,z); if(stone_d[i] == 1) @@ -335,8 +421,8 @@ static void make_largestone(VoxelManipulator &vmanip, v3s16 p0) if(vmanip.m_area.contains(p) == false) continue; u32 vi = vmanip.m_area.index(p); - /*if(vmanip.m_data[vi].d != CONTENT_AIR - && vmanip.m_data[vi].d != CONTENT_IGNORE) + /*if(vmanip.m_data[vi].getContent() != CONTENT_AIR + && vmanip.m_data[vi].getContent() != CONTENT_IGNORE) continue;*/ u32 i = stone_a.index(x,y,z); if(stone_d[i] == 1) @@ -544,9 +630,9 @@ static void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace, p.Y += make_stairs; /*// If already empty - if(vmanip.getNodeNoExNoEmerge(p).d + if(vmanip.getNodeNoExNoEmerge(p).getContent() == CONTENT_AIR - && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d + && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == CONTENT_AIR) { }*/ @@ -642,9 +728,9 @@ public: randomizeDir(); continue; } - if(vmanip.getNodeNoExNoEmerge(p).d + if(vmanip.getNodeNoExNoEmerge(p).getContent() == CONTENT_COBBLE - && vmanip.getNodeNoExNoEmerge(p1).d + && vmanip.getNodeNoExNoEmerge(p1).getContent() == CONTENT_COBBLE) { // Found wall, this is a good place! @@ -658,25 +744,25 @@ public: Determine where to move next */ // Jump one up if the actual space is there - if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).d + if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == CONTENT_COBBLE - && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d + && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == CONTENT_AIR - && vmanip.getNodeNoExNoEmerge(p+v3s16(0,2,0)).d + && vmanip.getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent() == CONTENT_AIR) p += v3s16(0,1,0); // Jump one down if the actual space is there - if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d + if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == CONTENT_COBBLE - && vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).d + && vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == CONTENT_AIR - && vmanip.getNodeNoExNoEmerge(p+v3s16(0,-1,0)).d + && vmanip.getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent() == CONTENT_AIR) p += v3s16(0,-1,0); // Check if walking is now possible - if(vmanip.getNodeNoExNoEmerge(p).d + if(vmanip.getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR - || vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d + || vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() != CONTENT_AIR) { // Cannot continue walking here @@ -798,7 +884,7 @@ static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random) fits = false; break; } - if(vmanip.m_data[vi].d == CONTENT_IGNORE) + if(vmanip.m_data[vi].getContent() == CONTENT_IGNORE) { fits = false; break; @@ -1004,13 +1090,26 @@ double tree_amount_2d(u64 seed, v2s16 p) double noise = noise2d_perlin( 0.5+(float)p.X/125, 0.5+(float)p.Y/125, seed+2, 4, 0.66); - double zeroval = -0.35; + double zeroval = -0.39; if(noise < zeroval) return 0; else return 0.04 * (noise-zeroval) / (1.0-zeroval); } +double surface_humidity_2d(u64 seed, v2s16 p) +{ + double noise = noise2d_perlin( + 0.5+(float)p.X/500, 0.5+(float)p.Y/500, + seed+72384, 4, 0.66); + noise = (noise + 1.0)/2.0; + if(noise < 0.0) + noise = 0.0; + if(noise > 1.0) + noise = 1.0; + return noise; +} + #if 0 double randomstone_amount_2d(u64 seed, v2s16 p) { @@ -1273,11 +1372,11 @@ void add_random_objects(MapBlock *block) { v3s16 p(x0,y0,z0); MapNode n = block->getNodeNoEx(p); - if(n.d == CONTENT_IGNORE) + if(n.getContent() == CONTENT_IGNORE) continue; - if(content_features(n.d).liquid_type != LIQUID_NONE) + if(content_features(n).liquid_type != LIQUID_NONE) continue; - if(content_features(n.d).walkable) + if(content_features(n).walkable) { last_node_walkable = true; continue; @@ -1285,7 +1384,7 @@ void add_random_objects(MapBlock *block) if(last_node_walkable) { // If block contains light information - if(content_features(n.d).param_type == CPT_LIGHT) + if(content_features(n).param_type == CPT_LIGHT) { if(n.getLight(LIGHTBANK_DAY) <= 3) { @@ -1392,7 +1491,7 @@ void make_block(BlockMakeData *data) for(s16 y=node_min.Y; y<=node_max.Y; y++) { // Only modify places that have no content - if(vmanip.m_data[i].d == CONTENT_IGNORE) + if(vmanip.m_data[i].getContent() == CONTENT_IGNORE) { if(y <= WATER_LEVEL) vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE); @@ -1498,7 +1597,7 @@ void make_block(BlockMakeData *data) for(s16 y=node_min.Y; y<=node_max.Y; y++) { // Only modify places that have no content - if(vmanip.m_data[i].d == CONTENT_IGNORE) + if(vmanip.m_data[i].getContent() == CONTENT_IGNORE) { // First priority: make air and water. // This avoids caves inside water. @@ -1543,7 +1642,7 @@ void make_block(BlockMakeData *data) { v3s16 p = v3s16(x,y,z) + g_27dirs[i]; u32 vi = vmanip.m_area.index(p); - if(vmanip.m_data[vi].d == CONTENT_STONE) + if(vmanip.m_data[vi].getContent() == CONTENT_STONE) if(mineralrandom.next()%8 == 0) vmanip.m_data[vi] = MapNode(CONTENT_MESE); } @@ -1584,13 +1683,13 @@ void make_block(BlockMakeData *data) { }*/ - if(new_content.d != CONTENT_IGNORE) + if(new_content.getContent() != CONTENT_IGNORE) { for(u16 i=0; i<27; i++) { v3s16 p = v3s16(x,y,z) + g_27dirs[i]; u32 vi = vmanip.m_area.index(p); - if(vmanip.m_data[vi].d == base_content) + if(vmanip.m_data[vi].getContent() == base_content) { if(mineralrandom.next()%sparseness == 0) vmanip.m_data[vi] = new_content; @@ -1621,7 +1720,7 @@ void make_block(BlockMakeData *data) { v3s16 p = v3s16(x,y,z) + g_27dirs[i]; u32 vi = vmanip.m_area.index(p); - if(vmanip.m_data[vi].d == CONTENT_STONE) + if(vmanip.m_data[vi].getContent() == CONTENT_STONE) if(mineralrandom.next()%8 == 0) vmanip.m_data[vi] = MapNode(CONTENT_STONE, MINERAL_COAL); } @@ -1647,7 +1746,7 @@ void make_block(BlockMakeData *data) { v3s16 p = v3s16(x,y,z) + g_27dirs[i]; u32 vi = vmanip.m_area.index(p); - if(vmanip.m_data[vi].d == CONTENT_STONE) + if(vmanip.m_data[vi].getContent() == CONTENT_STONE) if(mineralrandom.next()%8 == 0) vmanip.m_data[vi] = MapNode(CONTENT_STONE, MINERAL_IRON); } @@ -1670,7 +1769,7 @@ void make_block(BlockMakeData *data) u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y)); for(s16 y=node_max.Y; y>=node_min.Y; y--) { - if(vmanip.m_data[i].d == CONTENT_STONE) + if(vmanip.m_data[i].getContent() == CONTENT_STONE) { if(noisebuf_ground_crumbleness.get(x,y,z) > 1.3) { @@ -1722,9 +1821,9 @@ void make_block(BlockMakeData *data) u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y)); for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--) { - if(vmanip.m_data[i].d == CONTENT_AIR) + if(vmanip.m_data[i].getContent() == CONTENT_AIR) vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE; - else if(vmanip.m_data[i].d == CONTENT_WATERSOURCE) + else if(vmanip.m_data[i].getContent() == CONTENT_WATERSOURCE) vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE; data->vmanip->m_area.add_y(em, i, -1); } @@ -1755,17 +1854,17 @@ void make_block(BlockMakeData *data) double d = noise3d_perlin((float)x/2.5, (float)y/2.5,(float)z/2.5, blockseed, 2, 1.4); - if(vmanip.m_data[i].d == CONTENT_COBBLE) + if(vmanip.m_data[i].getContent() == CONTENT_COBBLE) { if(d < wetness/3.0) { - vmanip.m_data[i].d = CONTENT_MOSSYCOBBLE; + vmanip.m_data[i].setContent(CONTENT_MOSSYCOBBLE); } } /*else if(vmanip.m_flags[i] & VMANIP_FLAG_DUNGEON_INSIDE) { if(wetness > 1.2) - vmanip.m_data[i].d = CONTENT_MUD; + vmanip.m_data[i].setContent(CONTENT_MUD); }*/ data->vmanip->m_area.add_y(em, i, -1); } @@ -1791,7 +1890,7 @@ void make_block(BlockMakeData *data) { if(water_found == false) { - if(vmanip.m_data[i].d == CONTENT_WATERSOURCE) + if(vmanip.m_data[i].getContent() == CONTENT_WATERSOURCE) { v3s16 p = v3s16(p2d.X, y, p2d.Y); data->transforming_liquid.push_back(p); @@ -1803,7 +1902,7 @@ void make_block(BlockMakeData *data) // This can be done because water_found can only // turn to true and end up here after going through // a single block. - if(vmanip.m_data[i+1].d != CONTENT_WATERSOURCE) + if(vmanip.m_data[i+1].getContent() != CONTENT_WATERSOURCE) { v3s16 p = v3s16(p2d.X, y+1, p2d.Y); data->transforming_liquid.push_back(p); @@ -1846,16 +1945,16 @@ void make_block(BlockMakeData *data) u32 i = vmanip.m_area.index(v3s16(p2d.X, start_y, p2d.Y)); for(s16 y=start_y; y>=node_min.Y-3; y--) { - if(vmanip.m_data[i].d == CONTENT_WATERSOURCE) + if(vmanip.m_data[i].getContent() == CONTENT_WATERSOURCE) water_detected = true; - if(vmanip.m_data[i].d == CONTENT_AIR) + if(vmanip.m_data[i].getContent() == CONTENT_AIR) air_detected = true; - if((vmanip.m_data[i].d == CONTENT_STONE - || vmanip.m_data[i].d == CONTENT_GRASS - || vmanip.m_data[i].d == CONTENT_MUD - || vmanip.m_data[i].d == CONTENT_SAND - || vmanip.m_data[i].d == CONTENT_GRAVEL + if((vmanip.m_data[i].getContent() == CONTENT_STONE + || vmanip.m_data[i].getContent() == CONTENT_GRASS + || vmanip.m_data[i].getContent() == CONTENT_MUD + || vmanip.m_data[i].getContent() == CONTENT_SAND + || vmanip.m_data[i].getContent() == CONTENT_GRAVEL ) && (air_detected || water_detected)) { if(current_depth == 0 && y <= WATER_LEVEL+2 @@ -1890,8 +1989,8 @@ void make_block(BlockMakeData *data) } else { - if(vmanip.m_data[i].d == CONTENT_MUD - || vmanip.m_data[i].d == CONTENT_GRASS) + if(vmanip.m_data[i].getContent() == CONTENT_MUD + || vmanip.m_data[i].getContent() == CONTENT_GRASS) vmanip.m_data[i] = MapNode(CONTENT_STONE); } @@ -1909,11 +2008,19 @@ void make_block(BlockMakeData *data) } /* - Add trees + Calculate some stuff */ + float surface_humidity = surface_humidity_2d(data->seed, p2d_center); + bool is_jungle = surface_humidity > 0.75; // Amount of trees u32 tree_count = block_area_nodes * tree_amount_2d(data->seed, p2d_center); + if(is_jungle) + tree_count *= 5; + + /* + Add trees + */ PseudoRandom treerandom(blockseed); // Put trees in random places on part of division for(u32 i=0; i<tree_count; i++) @@ -1938,7 +2045,7 @@ void make_block(BlockMakeData *data) { u32 i = data->vmanip->m_area.index(p); MapNode *n = &data->vmanip->m_data[i]; - if(n->d != CONTENT_AIR && n->d != CONTENT_WATERSOURCE && n->d != CONTENT_IGNORE) + if(n->getContent() != CONTENT_AIR && n->getContent() != CONTENT_WATERSOURCE && n->getContent() != CONTENT_IGNORE) { found = true; break; @@ -1952,23 +2059,27 @@ void make_block(BlockMakeData *data) u32 i = data->vmanip->m_area.index(p); MapNode *n = &data->vmanip->m_data[i]; - if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS && n->d != CONTENT_SAND) + if(n->getContent() != CONTENT_MUD && n->getContent() != CONTENT_GRASS && n->getContent() != CONTENT_SAND) continue; // Papyrus grows only on mud and in water - if(n->d == CONTENT_MUD && y <= WATER_LEVEL) + if(n->getContent() == CONTENT_MUD && y <= WATER_LEVEL) { p.Y++; make_papyrus(vmanip, p); } // Trees grow only on mud and grass, on land - else if((n->d == CONTENT_MUD || n->d == CONTENT_GRASS) && y > WATER_LEVEL + 2) + else if((n->getContent() == CONTENT_MUD || n->getContent() == CONTENT_GRASS) && y > WATER_LEVEL + 2) { p.Y++; - make_tree(vmanip, p); + //if(surface_humidity_2d(data->seed, v2s16(x, y)) < 0.5) + if(is_jungle == false) + make_tree(vmanip, p); + else + make_jungletree(vmanip, p); } // Cactii grow only on sand, on land - else if(n->d == CONTENT_SAND && y > WATER_LEVEL + 2) + else if(n->getContent() == CONTENT_SAND && y > WATER_LEVEL + 2) { p.Y++; make_cactus(vmanip, p); @@ -1976,6 +2087,54 @@ void make_block(BlockMakeData *data) } } + /* + Add jungle grass + */ + if(is_jungle) + { + PseudoRandom grassrandom(blockseed); + for(u32 i=0; i<surface_humidity*5*tree_count; i++) + { + s16 x = grassrandom.range(node_min.X, node_max.X); + s16 z = grassrandom.range(node_min.Z, node_max.Z); + s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4); + if(y < WATER_LEVEL) + continue; + if(y < node_min.Y || y > node_max.Y) + continue; + /* + Find exact ground level + */ + v3s16 p(x,y+6,z); + bool found = false; + for(; p.Y >= y-6; p.Y--) + { + u32 i = data->vmanip->m_area.index(p); + MapNode *n = &data->vmanip->m_data[i]; + if(content_features(*n).is_ground_content + || n->getContent() == CONTENT_JUNGLETREE) + { + found = true; + break; + } + } + // If not found, handle next one + if(found == false) + continue; + p.Y++; + if(vmanip.m_area.contains(p) == false) + continue; + if(vmanip.m_data[vmanip.m_area.index(p)].getContent() != CONTENT_AIR) + continue; + /*p.Y--; + if(vmanip.m_area.contains(p)) + vmanip.m_data[vmanip.m_area.index(p)] = CONTENT_MUD; + p.Y++;*/ + if(vmanip.m_area.contains(p)) + vmanip.m_data[vmanip.m_area.index(p)] = CONTENT_JUNGLEGRASS; + } + } + #if 0 /* Add some kind of random stones @@ -2000,7 +2159,7 @@ void make_block(BlockMakeData *data) /*{ u32 i = data->vmanip->m_area.index(v3s16(p)); MapNode *n = &data->vmanip->m_data[i]; - if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS) + if(n->getContent() != CONTENT_MUD && n->getContent() != CONTENT_GRASS) continue; }*/ // Will be placed one higher @@ -2035,7 +2194,7 @@ void make_block(BlockMakeData *data) /*{ u32 i = data->vmanip->m_area.index(v3s16(p)); MapNode *n = &data->vmanip->m_data[i]; - if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS) + if(n->getContent() != CONTENT_MUD && n->getContent() != CONTENT_GRASS) continue; }*/ // Will be placed one lower diff --git a/src/mapnode.cpp b/src/mapnode.cpp index 1e9b64989..c9f85c303 100644 --- a/src/mapnode.cpp +++ b/src/mapnode.cpp @@ -30,8 +30,6 @@ with this program; if not, write to the Free Software Foundation, Inc., ContentFeatures::~ContentFeatures() { - /*if(translate_to) - delete translate_to;*/ if(initial_metadata) delete initial_metadata; } @@ -83,12 +81,16 @@ void ContentFeatures::setInventoryTextureCube(std::string top, inventory_texture = g_texturesource->getTextureRaw(imgname_full); } -struct ContentFeatures g_content_features[256]; +struct ContentFeatures g_content_features[MAX_CONTENT+1]; -ContentFeatures & content_features(u8 i) +ContentFeatures & content_features(content_t i) { return g_content_features[i]; } +ContentFeatures & content_features(MapNode &n) +{ + return content_features(n.getContent()); +} /* See mapnode.h for description. @@ -128,7 +130,7 @@ void init_mapnode() initial_material_type = MATERIAL_ALPHA_SIMPLE; else initial_material_type = MATERIAL_ALPHA_NONE;*/ - for(u16 i=0; i<256; i++) + for(u16 i=0; i<MAX_CONTENT+1; i++) { ContentFeatures *f = &g_content_features[i]; // Re-initialize @@ -142,7 +144,7 @@ void init_mapnode() Initially set every block to be shown as an unknown block. Don't touch CONTENT_IGNORE or CONTENT_AIR. */ - for(u16 i=0; i<256; i++) + for(u16 i=0; i<MAX_CONTENT+1; i++) { if(i == CONTENT_IGNORE || i == CONTENT_AIR) continue; @@ -183,7 +185,7 @@ v3s16 facedir_rotate(u8 facedir, v3s16 dir) TileSpec MapNode::getTile(v3s16 dir) { - if(content_features(d).param_type == CPT_FACEDIR_SIMPLE) + if(content_features(*this).param_type == CPT_FACEDIR_SIMPLE) dir = facedir_rotate(param1, dir); TileSpec spec; @@ -207,16 +209,16 @@ TileSpec MapNode::getTile(v3s16 dir) if(dir_i == -1) // Non-directional - spec = content_features(d).tiles[0]; + spec = content_features(*this).tiles[0]; else - spec = content_features(d).tiles[dir_i]; + spec = content_features(*this).tiles[dir_i]; /* If it contains some mineral, change texture id */ - if(content_features(d).param_type == CPT_MINERAL && g_texturesource) + if(content_features(*this).param_type == CPT_MINERAL && g_texturesource) { - u8 mineral = param & 0x1f; + u8 mineral = getMineral(); std::string mineral_texture_name = mineral_block_texture(mineral); if(mineral_texture_name != "") { @@ -235,9 +237,9 @@ TileSpec MapNode::getTile(v3s16 dir) u8 MapNode::getMineral() { - if(content_features(d).param_type == CPT_MINERAL) + if(content_features(*this).param_type == CPT_MINERAL) { - return param & 0x1f; + return param1 & 0x0f; } return MINERAL_NONE; @@ -260,33 +262,36 @@ void MapNode::serialize(u8 *dest, u8 version) if(!ser_ver_supported(version)) throw VersionMismatchException("ERROR: MapNode format not supported"); - u8 actual_d = d; + // Translate to wanted version + MapNode n_foreign = mapnode_translate_from_internal(*this, version); - // Convert from new version to old + u8 actual_param0 = n_foreign.param0; + + // Convert special values from new version to old if(version <= 18) { // In these versions, CONTENT_IGNORE and CONTENT_AIR // are 255 and 254 - if(actual_d == CONTENT_IGNORE) - actual_d = 255; - else if(actual_d == CONTENT_AIR) - actual_d = 254; + if(actual_param0 == CONTENT_IGNORE) + actual_param0 = 255; + else if(actual_param0 == CONTENT_AIR) + actual_param0 = 254; } if(version == 0) { - dest[0] = actual_d; + dest[0] = actual_param0; } else if(version <= 9) { - dest[0] = actual_d; - dest[1] = param; + dest[0] = actual_param0; + dest[1] = n_foreign.param1; } else { - dest[0] = actual_d; - dest[1] = param; - dest[2] = param2; + dest[0] = actual_param0; + dest[1] = n_foreign.param1; + dest[2] = n_foreign.param2; } } void MapNode::deSerialize(u8 *source, u8 version) @@ -296,47 +301,50 @@ void MapNode::deSerialize(u8 *source, u8 version) if(version == 0) { - d = source[0]; + param0 = source[0]; } else if(version == 1) { - d = source[0]; + param0 = source[0]; // This version doesn't support saved lighting if(light_propagates() || light_source() > 0) - param = 0; + param1 = 0; else - param = source[1]; + param1 = source[1]; } else if(version <= 9) { - d = source[0]; - param = source[1]; + param0 = source[0]; + param1 = source[1]; } else { - d = source[0]; - param = source[1]; + param0 = source[0]; + param1 = source[1]; param2 = source[2]; } - // Convert from old version to new + // Convert special values from old version to new if(version <= 18) { // In these versions, CONTENT_IGNORE and CONTENT_AIR // are 255 and 254 - if(d == 255) - d = CONTENT_IGNORE; - else if(d == 254) - d = CONTENT_AIR; + if(param0 == 255) + param0 = CONTENT_IGNORE; + else if(param0 == 254) + param0 = CONTENT_AIR; } // version 19 is fucked up with sometimes the old values and sometimes not if(version == 19) { - if(d == 255) - d = CONTENT_IGNORE; - else if(d == 254) - d = CONTENT_AIR; + if(param0 == 255) + param0 = CONTENT_IGNORE; + else if(param0 == 254) + param0 = CONTENT_AIR; } + + // Translate to our known version + *this = mapnode_translate_to_internal(*this, version); } /* diff --git a/src/mapnode.h b/src/mapnode.h index 33128049a..3cca985bc 100644 --- a/src/mapnode.h +++ b/src/mapnode.h @@ -32,16 +32,15 @@ with this program; if not, write to the Free Software Foundation, Inc., /* Naming scheme: - Material = irrlicht's Material class - - Content = (u8) content of a node + - Content = (content_t) content of a node - Tile = TileSpec at some side of a node of some content type -*/ -/* - Ranges: + Content ranges: 0x000...0x07f: param2 is fully usable 0x800...0xfff: param2 lower 4 bytes are free */ typedef u16 content_t; +#define MAX_CONTENT 0xfff /* Initializes all kind of stuff in here. @@ -102,10 +101,7 @@ class NodeMetadata; struct ContentFeatures { - // If non-NULL, content is translated to this when deserialized - //MapNode *translate_to; - - // Type of MapNode::param + // Type of MapNode::param1 ContentParamType param_type; /* @@ -119,7 +115,8 @@ struct ContentFeatures TileSpec tiles[6]; video::ITexture *inventory_texture; - + + // True for all ground-like things like stone and mud, false for eg. trees bool is_ground_content; bool light_propagates; bool sunlight_propagates; @@ -150,10 +147,10 @@ struct ContentFeatures NodeMetadata *initial_metadata; // If the content is liquid, this is the flowing version of the liquid. - // If content is flowing liquid, this is the same content. - u8 liquid_alternative_flowing; + // If content is liquid, this is the same content. + content_t liquid_alternative_flowing; // If the content is liquid, this is the source version of the liquid. - u8 liquid_alternative_source; + content_t liquid_alternative_source; // Amount of light the node emits u8 light_source; @@ -165,7 +162,6 @@ struct ContentFeatures void reset() { - //translate_to = NULL; param_type = CPT_NONE; inventory_texture = NULL; is_ground_content = false; @@ -230,8 +226,8 @@ struct ContentFeatures /* Call this to access the ContentFeature list */ -ContentFeatures & content_features(u8 i); - +ContentFeatures & content_features(content_t i); +ContentFeatures & content_features(MapNode &n); /* Here is a bunch of DEPRECATED functions. @@ -242,7 +238,7 @@ ContentFeatures & content_features(u8 i); in param. NOTE: Don't use, use "content_features(m).whatever" instead */ -inline bool light_propagates_content(u8 m) +inline bool light_propagates_content(content_t m) { return content_features(m).light_propagates; } @@ -251,7 +247,7 @@ inline bool light_propagates_content(u8 m) NOTE: It doesn't seem to go through torches regardlessly of this NOTE: Don't use, use "content_features(m).whatever" instead */ -inline bool sunlight_propagates_content(u8 m) +inline bool sunlight_propagates_content(content_t m) { return content_features(m).sunlight_propagates; } @@ -263,35 +259,35 @@ inline bool sunlight_propagates_content(u8 m) 2: Opaque NOTE: Don't use, use "content_features(m).whatever" instead */ -inline u8 content_solidness(u8 m) +inline u8 content_solidness(content_t m) { return content_features(m).solidness; } // Objects collide with walkable contents // NOTE: Don't use, use "content_features(m).whatever" instead -inline bool content_walkable(u8 m) +inline bool content_walkable(content_t m) { return content_features(m).walkable; } // NOTE: Don't use, use "content_features(m).whatever" instead -inline bool content_liquid(u8 m) +inline bool content_liquid(content_t m) { return content_features(m).liquid_type != LIQUID_NONE; } // NOTE: Don't use, use "content_features(m).whatever" instead -inline bool content_flowing_liquid(u8 m) +inline bool content_flowing_liquid(content_t m) { return content_features(m).liquid_type == LIQUID_FLOWING; } // NOTE: Don't use, use "content_features(m).whatever" instead -inline bool content_liquid_source(u8 m) +inline bool content_liquid_source(content_t m) { return content_features(m).liquid_type == LIQUID_SOURCE; } // CONTENT_WATER || CONTENT_WATERSOURCE -> CONTENT_WATER // CONTENT_LAVA || CONTENT_LAVASOURCE -> CONTENT_LAVA // NOTE: Don't use, use "content_features(m).whatever" instead -inline u8 make_liquid_flowing(u8 m) +inline content_t make_liquid_flowing(content_t m) { u8 c = content_features(m).liquid_alternative_flowing; assert(c != CONTENT_IGNORE); @@ -299,17 +295,17 @@ inline u8 make_liquid_flowing(u8 m) } // Pointable contents can be pointed to in the map // NOTE: Don't use, use "content_features(m).whatever" instead -inline bool content_pointable(u8 m) +inline bool content_pointable(content_t m) { return content_features(m).pointable; } // NOTE: Don't use, use "content_features(m).whatever" instead -inline bool content_diggable(u8 m) +inline bool content_diggable(content_t m) { return content_features(m).diggable; } // NOTE: Don't use, use "content_features(m).whatever" instead -inline bool content_buildable_to(u8 m) +inline bool content_buildable_to(content_t m) { return content_features(m).buildable_to; } @@ -321,7 +317,7 @@ inline bool content_buildable_to(u8 m) 1: Face uses m1's content 2: Face uses m2's content */ -inline u8 face_contents(u8 m1, u8 m2) +inline u8 face_contents(content_t m1, content_t m2) { if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE) return 0; @@ -425,7 +421,7 @@ struct MapNode union { u8 param0; - u8 d; + //u8 d; }; /* @@ -440,17 +436,18 @@ struct MapNode union { u8 param1; - s8 param; + //s8 param; }; /* The second parameter. Initialized to 0. E.g. direction for torches and flowing water. + If param0 >= 0x80, bits 0xf0 of this is extended content type data */ union { u8 param2; - u8 dir; + //u8 dir; }; MapNode(const MapNode & n) @@ -458,28 +455,44 @@ struct MapNode *this = n; } - MapNode(u8 data=CONTENT_AIR, u8 a_param=0, u8 a_param2=0) + MapNode(content_t content=CONTENT_AIR, u8 a_param1=0, u8 a_param2=0) { - d = data; - param = a_param; + //param0 = a_param0; + param1 = a_param1; param2 = a_param2; + // Set after other params because this needs to override part of param2 + setContent(content); } bool operator==(const MapNode &other) { - return (d == other.d - && param == other.param + return (param0 == other.param0 + && param1 == other.param1 && param2 == other.param2); } // To be used everywhere content_t getContent() { - return d; + if(param0 < 0x80) + return param0; + else + return (param0<<4) + (param2>>4); } void setContent(content_t c) { - d = c; + if(c < 0x80) + { + if(param0 >= 0x80) + param2 &= ~(0xf0); + param0 = c; + } + else + { + param0 = c>>4; + param2 &= ~(0xf0); + param2 |= (c&0x0f)<<4; + } } /* @@ -487,19 +500,19 @@ struct MapNode */ bool light_propagates() { - return light_propagates_content(d); + return light_propagates_content(getContent()); } bool sunlight_propagates() { - return sunlight_propagates_content(d); + return sunlight_propagates_content(getContent()); } u8 solidness() { - return content_solidness(d); + return content_solidness(getContent()); } u8 light_source() { - return content_features(d).light_source; + return content_features(*this).light_source; } u8 getLightBanksWithSource() @@ -507,10 +520,10 @@ struct MapNode // Select the brightest of [light source, propagated light] u8 lightday = 0; u8 lightnight = 0; - if(content_features(d).param_type == CPT_LIGHT) + if(content_features(*this).param_type == CPT_LIGHT) { - lightday = param & 0x0f; - lightnight = (param>>4)&0x0f; + lightday = param1 & 0x0f; + lightnight = (param1>>4)&0x0f; } if(light_source() > lightday) lightday = light_source(); @@ -523,12 +536,12 @@ struct MapNode { // Select the brightest of [light source, propagated light] u8 light = 0; - if(content_features(d).param_type == CPT_LIGHT) + if(content_features(*this).param_type == CPT_LIGHT) { if(bank == LIGHTBANK_DAY) - light = param & 0x0f; + light = param1 & 0x0f; else if(bank == LIGHTBANK_NIGHT) - light = (param>>4)&0x0f; + light = (param1>>4)&0x0f; else assert(0); } @@ -566,17 +579,17 @@ struct MapNode void setLight(enum LightBank bank, u8 a_light) { // If node doesn't contain light data, ignore this - if(content_features(d).param_type != CPT_LIGHT) + if(content_features(*this).param_type != CPT_LIGHT) return; if(bank == LIGHTBANK_DAY) { - param &= 0xf0; - param |= a_light & 0x0f; + param1 &= 0xf0; + param1 |= a_light & 0x0f; } else if(bank == LIGHTBANK_NIGHT) { - param &= 0x0f; - param |= (a_light & 0x0f)<<4; + param1 &= 0x0f; + param1 |= (a_light & 0x0f)<<4; } else assert(0); diff --git a/src/materials.cpp b/src/materials.cpp index e3a24b9e3..24f300724 100644 --- a/src/materials.cpp +++ b/src/materials.cpp @@ -3,12 +3,12 @@ // NOTE: DEPRECATED -DiggingPropertiesList * getDiggingPropertiesList(u8 content) +DiggingPropertiesList * getDiggingPropertiesList(u16 content) { return &content_features(content).digging_properties; } -DiggingProperties getDiggingProperties(u8 content, const std::string &tool) +DiggingProperties getDiggingProperties(u16 content, const std::string &tool) { DiggingPropertiesList *mprop = getDiggingPropertiesList(content); if(mprop == NULL) diff --git a/src/materials.h b/src/materials.h index f061ecbfa..1439df194 100644 --- a/src/materials.h +++ b/src/materials.h @@ -97,7 +97,7 @@ private: }; // For getting the default properties, set tool="" -DiggingProperties getDiggingProperties(u8 material, const std::string &tool); +DiggingProperties getDiggingProperties(u16 material, const std::string &tool); #endif diff --git a/src/player.cpp b/src/player.cpp index 6bacb088d..d52d6b88f 100644 --- a/src/player.cpp +++ b/src/player.cpp @@ -342,13 +342,13 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d, if(in_water) { v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS); - in_water = content_liquid(map.getNode(pp).d); + in_water = content_liquid(map.getNode(pp).getContent()); } // If not in water, the threshold of going in is at lower y else { v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS); - in_water = content_liquid(map.getNode(pp).d); + in_water = content_liquid(map.getNode(pp).getContent()); } } catch(InvalidPositionException &e) @@ -361,7 +361,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d, */ try{ v3s16 pp = floatToInt(position + v3f(0,0,0), BS); - in_water_stable = content_liquid(map.getNode(pp).d); + in_water_stable = content_liquid(map.getNode(pp).getContent()); } catch(InvalidPositionException &e) { @@ -470,7 +470,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d, { try{ // Player collides into walkable nodes - if(content_walkable(map.getNode(v3s16(x,y,z)).d) == false) + if(content_walkable(map.getNode(v3s16(x,y,z)).getContent()) == false) continue; } catch(InvalidPositionException &e) @@ -633,10 +633,10 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d, try{ // The node to be sneaked on has to be walkable - if(content_walkable(map.getNode(p).d) == false) + if(content_walkable(map.getNode(p).getContent()) == false) continue; // And the node above it has to be nonwalkable - if(content_walkable(map.getNode(p+v3s16(0,1,0)).d) == true) + if(content_walkable(map.getNode(p+v3s16(0,1,0)).getContent()) == true) continue; } catch(InvalidPositionException &e) diff --git a/src/serialization.h b/src/serialization.h index 974ae95d8..d93e61892 100644 --- a/src/serialization.h +++ b/src/serialization.h @@ -55,11 +55,12 @@ with this program; if not, write to the Free Software Foundation, Inc., 17: MapBlocks contain timestamp 18: new generator (not really necessary, but it's there) 19: new content type handling + 20: many existing content types translated to extended ones */ // This represents an uninitialized or invalid format #define SER_FMT_VER_INVALID 255 // Highest supported serialization version -#define SER_FMT_VER_HIGHEST 19 +#define SER_FMT_VER_HIGHEST 20 // Lowest supported serialization version #define SER_FMT_VER_LOWEST 0 diff --git a/src/server.cpp b/src/server.cpp index c2433e1af..e2e6ce46b 100644 --- a/src/server.cpp +++ b/src/server.cpp @@ -105,10 +105,10 @@ void * EmergeThread::Thread() DSTACK(__FUNCTION_NAME); - //bool debug=false; - BEGIN_DEBUG_EXCEPTION_HANDLER + bool enable_mapgen_debug_info = g_settings.getBool("enable_mapgen_debug_info"); + /* Get block info from queue, emerge them and send them to clients. @@ -155,7 +155,7 @@ void * EmergeThread::Thread() Also decrement the emerge queue count in clients. */ - bool optional = true; + bool only_from_disk = true; { core::map<u16, u8>::Iterator i; @@ -166,14 +166,15 @@ void * EmergeThread::Thread() // Check flags u8 flags = i.getNode()->getValue(); if((flags & BLOCK_EMERGE_FLAG_FROMDISK) == false) - optional = false; + only_from_disk = false; } } - - /*dstream<<"EmergeThread: p=" - <<"("<<p.X<<","<<p.Y<<","<<p.Z<<") " - <<"optional="<<optional<<std::endl;*/ + + if(enable_mapgen_debug_info) + dstream<<"EmergeThread: p=" + <<"("<<p.X<<","<<p.Y<<","<<p.Z<<") " + <<"only_from_disk="<<only_from_disk<<std::endl; ServerMap &map = ((ServerMap&)m_server->m_env.getMap()); @@ -184,11 +185,6 @@ void * EmergeThread::Thread() bool got_block = true; core::map<v3s16, MapBlock*> modified_blocks; - bool only_from_disk = false; - - if(optional) - only_from_disk = true; - /* Fetch block from map or generate a single block */ @@ -203,6 +199,9 @@ void * EmergeThread::Thread() block = map.getBlockNoCreateNoEx(p); if(!block || block->isDummy() || !block->isGenerated()) { + if(enable_mapgen_debug_info) + dstream<<"EmergeThread: not in memory, loading"<<std::endl; + // Get, load or create sector /*ServerMapSector *sector = (ServerMapSector*)map.createSector(p2d);*/ @@ -213,12 +212,20 @@ void * EmergeThread::Thread() lighting_invalidated_blocks);*/ block = map.loadBlock(p); + + if(only_from_disk == false) + { + if(block == NULL || block->isGenerated() == false) + { + if(enable_mapgen_debug_info) + dstream<<"EmergeThread: generating"<<std::endl; + block = map.generateBlock(p, modified_blocks); + } + } - if(block == NULL && only_from_disk == false) - block = map.generateBlock(p, modified_blocks); - //block = map.generateBlock(p, changed_blocks); - /*block = map.generateBlock(p, block, sector, changed_blocks, - lighting_invalidated_blocks);*/ + if(enable_mapgen_debug_info) + dstream<<"EmergeThread: ended up with: " + <<analyze_block(block)<<std::endl; if(block == NULL) { @@ -2494,7 +2501,7 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id) // Mandatory parameter; actually used for nothing core::map<v3s16, MapBlock*> modified_blocks; - u8 material = CONTENT_IGNORE; + content_t material = CONTENT_IGNORE; u8 mineral = MINERAL_NONE; bool cannot_remove_node = false; @@ -2505,7 +2512,7 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id) // Get mineral mineral = n.getMineral(); // Get material at position - material = n.d; + material = n.getContent(); // If not yet cancelled if(cannot_remove_node == false) { @@ -2705,7 +2712,7 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id) <<" because privileges are "<<getPlayerPrivs(player) <<std::endl; - if(content_buildable_to(n2.d) == false + if(content_features(n2).buildable_to == false || no_enough_privs) { // Client probably has wrong data. @@ -2736,14 +2743,14 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id) // Create node data MaterialItem *mitem = (MaterialItem*)item; MapNode n; - n.d = mitem->getMaterial(); + n.setContent(mitem->getMaterial()); // Calculate direction for wall mounted stuff - if(content_features(n.d).wall_mounted) - n.dir = packDir(p_under - p_over); + if(content_features(n).wall_mounted) + n.param2 = packDir(p_under - p_over); // Calculate the direction for furnaces and chests and stuff - if(content_features(n.d).param_type == CPT_FACEDIR_SIMPLE) + if(content_features(n).param_type == CPT_FACEDIR_SIMPLE) { v3f playerpos = player->getPosition(); v3f blockpos = intToFloat(p_over, BS) - playerpos; diff --git a/src/test.cpp b/src/test.cpp index 0487f1436..3ff4dc807 100644 --- a/src/test.cpp +++ b/src/test.cpp @@ -219,14 +219,14 @@ struct TestMapNode MapNode n; // Default values - assert(n.d == CONTENT_AIR); + assert(n.getContent() == CONTENT_AIR); assert(n.getLight(LIGHTBANK_DAY) == 0); assert(n.getLight(LIGHTBANK_NIGHT) == 0); // Transparency - n.d = CONTENT_AIR; + n.setContent(CONTENT_AIR); assert(n.light_propagates() == true); - n.d = CONTENT_STONE; + n.setContent(CONTENT_STONE); assert(n.light_propagates() == false); } }; @@ -284,7 +284,7 @@ struct TestVoxelManipulator v.print(dstream); - assert(v.getNode(v3s16(-1,0,-1)).d == 2); + assert(v.getNode(v3s16(-1,0,-1)).getContent() == 2); dstream<<"*** Reading from inexistent (0,0,-1) ***"<<std::endl; @@ -298,7 +298,7 @@ struct TestVoxelManipulator v.print(dstream); - assert(v.getNode(v3s16(-1,0,-1)).d == 2); + assert(v.getNode(v3s16(-1,0,-1)).getContent() == 2); EXCEPTION_CHECK(InvalidPositionException, v.getNode(v3s16(0,1,1))); #if 0 @@ -331,11 +331,11 @@ struct TestVoxelManipulator MapNode n; //n.pressure = size.Y - y; if(*p == '#') - n.d = CONTENT_STONE; + n.setContent(CONTENT_STONE); else if(*p == '.') - n.d = CONTENT_WATER; + n.setContent(CONTENT_WATER); else if(*p == ' ') - n.d = CONTENT_AIR; + n.setContent(CONTENT_AIR); else assert(0); v.setNode(v3s16(x,y,z), n); @@ -469,8 +469,8 @@ struct TestMapBlock for(u16 y=0; y<MAP_BLOCKSIZE; y++) for(u16 x=0; x<MAP_BLOCKSIZE; x++) { - //assert(b.getNode(v3s16(x,y,z)).d == CONTENT_AIR); - assert(b.getNode(v3s16(x,y,z)).d == CONTENT_IGNORE); + //assert(b.getNode(v3s16(x,y,z)).getContent() == CONTENT_AIR); + assert(b.getNode(v3s16(x,y,z)).getContent() == CONTENT_IGNORE); assert(b.getNode(v3s16(x,y,z)).getLight(LIGHTBANK_DAY) == 0); assert(b.getNode(v3s16(x,y,z)).getLight(LIGHTBANK_NIGHT) == 0); } @@ -489,7 +489,7 @@ struct TestMapBlock Parent fetch functions */ parent.position_valid = false; - parent.node.d = 5; + parent.node.setContent(5); MapNode n; @@ -497,7 +497,7 @@ struct TestMapBlock assert(b.isValidPositionParent(v3s16(0,0,0)) == true); assert(b.isValidPositionParent(v3s16(MAP_BLOCKSIZE-1,MAP_BLOCKSIZE-1,MAP_BLOCKSIZE-1)) == true); n = b.getNodeParent(v3s16(0,MAP_BLOCKSIZE-1,0)); - assert(n.d == CONTENT_AIR); + assert(n.getContent() == CONTENT_AIR); // ...but outside the block they should be invalid assert(b.isValidPositionParent(v3s16(-121,2341,0)) == false); @@ -523,15 +523,15 @@ struct TestMapBlock assert(b.isValidPositionParent(v3s16(-1,0,0)) == true); assert(b.isValidPositionParent(v3s16(MAP_BLOCKSIZE-1,MAP_BLOCKSIZE-1,MAP_BLOCKSIZE)) == true); n = b.getNodeParent(v3s16(0,0,MAP_BLOCKSIZE)); - assert(n.d == 5); + assert(n.getContent() == 5); /* Set a node */ v3s16 p(1,2,0); - n.d = 4; + n.setContent(4); b.setNode(p, n); - assert(b.getNode(p).d == 4); + assert(b.getNode(p).getContent() == 4); //TODO: Update to new system /*assert(b.getNodeTile(p) == 4); assert(b.getNodeTile(v3s16(-1,-1,0)) == 5);*/ @@ -556,7 +556,7 @@ struct TestMapBlock */ parent.position_valid = true; b.setIsUnderground(false); - parent.node.d = CONTENT_AIR; + parent.node.setContent(CONTENT_AIR); parent.node.setLight(LIGHTBANK_DAY, LIGHT_SUN); parent.node.setLight(LIGHTBANK_NIGHT, 0); core::map<v3s16, bool> light_sources; @@ -611,7 +611,7 @@ struct TestMapBlock for(u16 y=0; y<MAP_BLOCKSIZE; y++){ for(u16 x=0; x<MAP_BLOCKSIZE; x++){ MapNode n; - n.d = CONTENT_AIR; + n.setContent(CONTENT_AIR); n.setLight(LIGHTBANK_DAY, 0); b.setNode(v3s16(x,y,z), n); } diff --git a/src/tile.cpp b/src/tile.cpp index 23fa1129d..9f6a6eb72 100644 --- a/src/tile.cpp +++ b/src/tile.cpp @@ -179,7 +179,7 @@ void TextureSource::processQueue() dstream<<"INFO: TextureSource::processQueue(): " <<"got texture request with " - <<"name="<<request.key + <<"name=\""<<request.key<<"\"" <<std::endl; GetResult<std::string, u32, u8, u8> @@ -194,7 +194,7 @@ void TextureSource::processQueue() u32 TextureSource::getTextureId(const std::string &name) { - //dstream<<"INFO: getTextureId(): name="<<name<<std::endl; + //dstream<<"INFO: getTextureId(): \""<<name<<"\""<<std::endl; { /* @@ -218,7 +218,7 @@ u32 TextureSource::getTextureId(const std::string &name) } else { - dstream<<"INFO: getTextureId(): Queued: name="<<name<<std::endl; + dstream<<"INFO: getTextureId(): Queued: name=\""<<name<<"\""<<std::endl; // We're gonna ask the result to be put into here ResultQueue<std::string, u32, u8, u8> result_queue; @@ -226,8 +226,8 @@ u32 TextureSource::getTextureId(const std::string &name) // Throw a request in m_get_texture_queue.add(name, 0, 0, &result_queue); - dstream<<"INFO: Waiting for texture from main thread, name=" - <<name<<std::endl; + dstream<<"INFO: Waiting for texture from main thread, name=\"" + <<name<<"\""<<std::endl; try { @@ -276,7 +276,7 @@ video::IImage* generate_image_from_scratch(std::string name, */ u32 TextureSource::getTextureIdDirect(const std::string &name) { - dstream<<"INFO: getTextureIdDirect(): name="<<name<<std::endl; + //dstream<<"INFO: getTextureIdDirect(): name=\""<<name<<"\""<<std::endl; // Empty name means texture 0 if(name == "") @@ -305,14 +305,14 @@ u32 TextureSource::getTextureIdDirect(const std::string &name) n = m_name_to_id.find(name); if(n != NULL) { - dstream<<"INFO: getTextureIdDirect(): name="<<name - <<" found in cache"<<std::endl; + dstream<<"INFO: getTextureIdDirect(): \""<<name + <<"\" found in cache"<<std::endl; return n->getValue(); } } - dstream<<"INFO: getTextureIdDirect(): name="<<name - <<" NOT found in cache. Creating it."<<std::endl; + dstream<<"INFO: getTextureIdDirect(): \""<<name + <<"\" NOT found in cache. Creating it."<<std::endl; /* Get the base image @@ -346,12 +346,13 @@ u32 TextureSource::getTextureIdDirect(const std::string &name) { // Construct base name base_image_name = name.substr(0, last_separator_position); - dstream<<"INFO: getTextureIdDirect(): Calling itself recursively" - " to get base image, name="<<base_image_name<<std::endl; + /*dstream<<"INFO: getTextureIdDirect(): Calling itself recursively" + " to get base image of \""<<name<<"\" = \"" + <<base_image_name<<"\""<<std::endl;*/ base_image_id = getTextureIdDirect(base_image_name); } - dstream<<"base_image_id="<<base_image_id<<std::endl; + //dstream<<"base_image_id="<<base_image_id<<std::endl; video::IVideoDriver* driver = m_device->getVideoDriver(); assert(driver); @@ -393,9 +394,9 @@ u32 TextureSource::getTextureIdDirect(const std::string &name) core::rect<s32>(pos_from, dim) // from ); - dstream<<"INFO: getTextureIdDirect(): Loaded \"" + /*dstream<<"INFO: getTextureIdDirect(): Loaded \"" <<base_image_name<<"\" from image cache" - <<std::endl; + <<std::endl;*/ } } @@ -405,7 +406,7 @@ u32 TextureSource::getTextureIdDirect(const std::string &name) */ std::string last_part_of_name = name.substr(last_separator_position+1); - dstream<<"last_part_of_name="<<last_part_of_name<<std::endl; + //dstream<<"last_part_of_name=\""<<last_part_of_name<<"\""<<std::endl; // Generate image according to part of name if(generate_image(last_part_of_name, baseimg, m_device) == false) @@ -447,8 +448,8 @@ u32 TextureSource::getTextureIdDirect(const std::string &name) m_atlaspointer_cache.push_back(nap); m_name_to_id.insert(name, id); - dstream<<"INFO: getTextureIdDirect(): name="<<name - <<": succesfully returning id="<<id<<std::endl; + /*dstream<<"INFO: getTextureIdDirect(): " + <<"Returning id="<<id<<" for name \""<<name<<"\""<<std::endl;*/ return id; } @@ -517,13 +518,11 @@ void TextureSource::buildMainAtlas() sourcelist.push_back("cobble.png"); sourcelist.push_back("mossycobble.png"); sourcelist.push_back("gravel.png"); + sourcelist.push_back("cactus.png"); + sourcelist.push_back("jungletree.png"); sourcelist.push_back("stone.png^mineral_coal.png"); sourcelist.push_back("stone.png^mineral_iron.png"); - sourcelist.push_back("mud.png^mineral_coal.png"); - sourcelist.push_back("mud.png^mineral_iron.png"); - sourcelist.push_back("sand.png^mineral_coal.png"); - sourcelist.push_back("sand.png^mineral_iron.png"); // Padding to disallow texture bleeding s32 padding = 16; @@ -580,6 +579,9 @@ void TextureSource::buildMainAtlas() break; } + dstream<<"INFO: TextureSource::buildMainAtlas(): Adding \""<<name + <<"\" to texture atlas"<<std::endl; + // Tile it a few times in the X direction u16 xwise_tiling = 16; for(u32 j=0; j<xwise_tiling; j++) @@ -670,8 +672,8 @@ void TextureSource::buildMainAtlas() video::IImage* generate_image_from_scratch(std::string name, IrrlichtDevice *device) { - dstream<<"INFO: generate_image_from_scratch(): " - "name="<<name<<std::endl; + /*dstream<<"INFO: generate_image_from_scratch(): " + "\""<<name<<"\""<<std::endl;*/ video::IVideoDriver* driver = device->getVideoDriver(); assert(driver); @@ -708,8 +710,9 @@ video::IImage* generate_image_from_scratch(std::string name, { // Construct base name base_image_name = name.substr(0, last_separator_position); - dstream<<"INFO: generate_image_from_scratch(): Calling itself recursively" - " to get base image, name="<<base_image_name<<std::endl; + /*dstream<<"INFO: generate_image_from_scratch(): Calling itself recursively" + " to get base image of \""<<name<<"\" = \"" + <<base_image_name<<"\""<<std::endl;*/ baseimg = generate_image_from_scratch(base_image_name, device); } @@ -719,7 +722,7 @@ video::IImage* generate_image_from_scratch(std::string name, */ std::string last_part_of_name = name.substr(last_separator_position+1); - dstream<<"last_part_of_name="<<last_part_of_name<<std::endl; + //dstream<<"last_part_of_name=\""<<last_part_of_name<<"\""<<std::endl; // Generate image according to part of name if(generate_image(last_part_of_name, baseimg, device) == false) @@ -744,21 +747,21 @@ bool generate_image(std::string part_of_name, video::IImage *& baseimg, { // A normal texture; load it from a file std::string path = getTexturePath(part_of_name.c_str()); - dstream<<"INFO: getTextureIdDirect(): Loading path \""<<path - <<"\""<<std::endl; + /*dstream<<"INFO: generate_image(): Loading path \""<<path + <<"\""<<std::endl;*/ video::IImage *image = driver->createImageFromFile(path.c_str()); if(image == NULL) { - dstream<<"WARNING: Could not load image \""<<part_of_name - <<"\" from path \""<<path<<"\"" + dstream<<"WARNING: generate_image(): Could not load image \"" + <<part_of_name<<"\" from path \""<<path<<"\"" <<" while building texture"<<std::endl; //return false; - dstream<<"WARNING: Creating a dummy"<<" image for \"" - <<part_of_name<<"\""<<std::endl; + dstream<<"WARNING: generate_image(): Creating a dummy" + <<" image for \""<<part_of_name<<"\""<<std::endl; // Just create a dummy image //core::dimension2d<u32> dim(2,2); @@ -782,7 +785,7 @@ bool generate_image(std::string part_of_name, video::IImage *& baseimg, // If base image is NULL, load as base. if(baseimg == NULL) { - dstream<<"INFO: Setting "<<part_of_name<<" as base"<<std::endl; + //dstream<<"INFO: Setting "<<part_of_name<<" as base"<<std::endl; /* Copy it this way to get an alpha channel. Otherwise images with alpha cannot be blitted on @@ -796,7 +799,7 @@ bool generate_image(std::string part_of_name, video::IImage *& baseimg, // Else blit on base. else { - dstream<<"INFO: Blitting "<<part_of_name<<" on base"<<std::endl; + //dstream<<"INFO: Blitting "<<part_of_name<<" on base"<<std::endl; // Size of the copied area core::dimension2d<u32> dim = image->getDimension(); //core::dimension2d<u32> dim(16,16); @@ -817,7 +820,7 @@ bool generate_image(std::string part_of_name, video::IImage *& baseimg, { // A special texture modification - dstream<<"INFO: getTextureIdDirect(): generating special " + dstream<<"INFO: generate_image(): generating special " <<"modification \""<<part_of_name<<"\"" <<std::endl; @@ -840,9 +843,9 @@ bool generate_image(std::string part_of_name, video::IImage *& baseimg, { if(baseimg == NULL) { - dstream<<"WARNING: getTextureIdDirect(): baseimg==NULL " - <<"for part_of_name="<<part_of_name - <<", cancelling."<<std::endl; + dstream<<"WARNING: generate_image(): baseimg==NULL " + <<"for part_of_name=\""<<part_of_name + <<"\", cancelling."<<std::endl; return false; } @@ -977,9 +980,9 @@ bool generate_image(std::string part_of_name, video::IImage *& baseimg, { if(baseimg == NULL) { - dstream<<"WARNING: getTextureIdDirect(): baseimg==NULL " - <<"for part_of_name="<<part_of_name - <<", cancelling."<<std::endl; + dstream<<"WARNING: generate_image(): baseimg==NULL " + <<"for part_of_name=\""<<part_of_name + <<"\", cancelling."<<std::endl; return false; } @@ -997,9 +1000,9 @@ bool generate_image(std::string part_of_name, video::IImage *& baseimg, { if(baseimg != NULL) { - dstream<<"WARNING: getTextureIdDirect(): baseimg!=NULL " - <<"for part_of_name="<<part_of_name - <<", cancelling."<<std::endl; + dstream<<"WARNING: generate_image(): baseimg!=NULL " + <<"for part_of_name=\""<<part_of_name + <<"\", cancelling."<<std::endl; return false; } @@ -1007,14 +1010,14 @@ bool generate_image(std::string part_of_name, video::IImage *& baseimg, std::string path = getTexturePath(filename.c_str()); - dstream<<"INFO: getTextureIdDirect(): Loading path \""<<path + dstream<<"INFO: generate_image(): Loading path \""<<path <<"\""<<std::endl; video::IImage *image = driver->createImageFromFile(path.c_str()); if(image == NULL) { - dstream<<"WARNING: getTextureIdDirect(): Loading path \"" + dstream<<"WARNING: generate_image(): Loading path \"" <<path<<"\" failed"<<std::endl; } else @@ -1048,9 +1051,9 @@ bool generate_image(std::string part_of_name, video::IImage *& baseimg, { if(baseimg != NULL) { - dstream<<"WARNING: getTextureIdDirect(): baseimg!=NULL " - <<"for part_of_name="<<part_of_name - <<", cancelling."<<std::endl; + dstream<<"WARNING: generate_image(): baseimg!=NULL " + <<"for part_of_name=\""<<part_of_name + <<"\", cancelling."<<std::endl; return false; } @@ -1066,7 +1069,7 @@ bool generate_image(std::string part_of_name, video::IImage *& baseimg, if(driver->queryFeature(video::EVDF_RENDER_TO_TARGET) == false) { - dstream<<"WARNING: getTextureIdDirect(): EVDF_RENDER_TO_TARGET" + dstream<<"WARNING: generate_image(): EVDF_RENDER_TO_TARGET" " not supported. Creating fallback image"<<std::endl; baseimg = generate_image_from_scratch( imagename_top, device); @@ -1075,7 +1078,7 @@ bool generate_image(std::string part_of_name, video::IImage *& baseimg, u32 w0 = 64; u32 h0 = 64; - dstream<<"INFO: inventorycube w="<<w0<<" h="<<h0<<std::endl; + //dstream<<"INFO: inventorycube w="<<w0<<" h="<<h0<<std::endl; core::dimension2d<u32> dim(w0,h0); // Generate images for the faces of the cube @@ -1177,7 +1180,7 @@ bool generate_image(std::string part_of_name, video::IImage *& baseimg, } else { - dstream<<"WARNING: getTextureIdDirect(): Invalid " + dstream<<"WARNING: generate_image(): Invalid " " modification: \""<<part_of_name<<"\""<<std::endl; } } diff --git a/src/voxel.cpp b/src/voxel.cpp index 5938f9016..616a197e3 100644 --- a/src/voxel.cpp +++ b/src/voxel.cpp @@ -93,7 +93,7 @@ void VoxelManipulator::print(std::ostream &o, VoxelPrintMode mode) else { c = 'X'; - u8 m = m_data[m_area.index(x,y,z)].d; + content_t m = m_data[m_area.index(x,y,z)].getContent(); u8 pr = m_data[m_area.index(x,y,z)].param2; if(mode == VOXELPRINT_MATERIAL) { diff --git a/util/minetestmapper.py b/util/minetestmapper.py index 5f3aab456..162ceb204 100755 --- a/util/minetestmapper.py +++ b/util/minetestmapper.py @@ -170,6 +170,9 @@ stuff = {} starttime = time.time() +def data_is_air(d): + return (d == 254 or d == 126) + # Go through all sectors. for n in range(len(xlist)): #if n > 500: @@ -283,7 +286,7 @@ for n in range(len(xlist)): for (x, z) in reversed(pixellist): for y in reversed(range(16)): datapos = x + y * 16 + z * 256 - if(ord(mapdata[datapos]) != 254 and ord(mapdata[datapos]) in colors): + if(not data_is_air(ord(mapdata[datapos])) and ord(mapdata[datapos]) in colors): if(ord(mapdata[datapos]) == 2 or ord(mapdata[datapos]) == 9): water[(x, z)] += 1 # Add dummy stuff for drawing sea without seabed @@ -293,7 +296,7 @@ for n in range(len(xlist)): # Memorize information on the type and height of the block and for drawing the picture. stuff[(chunkxpos + x, chunkzpos + z)] = (chunkypos + y, ord(mapdata[datapos]), water[(x, z)]) break - elif(ord(mapdata[datapos]) != 254 and ord(mapdata[datapos]) not in colors): + elif(not data_is_air(ord(mapdata[datapos])) and ord(mapdata[datapos]) not in colors): print "strange block: " + xhex + "/" + zhex + "/" + yhex + " x: " + str(x) + " y: " + str(y) + " z: " + str(z) + " palikka: " + str(ord(mapdata[datapos])) # After finding all the pixels in the sector, we can move on to the next sector without having to continue the Y axis. @@ -324,7 +327,7 @@ for n in range(len(xlist)): for (x, z) in reversed(pixellist): for y in reversed(range(16)): datapos = x + y * 16 + z * 256 - if(ord(mapdata[datapos]) != 254 and ord(mapdata[datapos]) in colors): + if(not data_is_air(ord(mapdata[datapos])) and ord(mapdata[datapos]) in colors): if(ord(mapdata[datapos]) == 2 or ord(mapdata[datapos]) == 9): water[(x, z)] += 1 # Add dummy stuff for drawing sea without seabed @@ -334,7 +337,7 @@ for n in range(len(xlist)): # Memorize information on the type and height of the block and for drawing the picture. stuff[(chunkxpos + x, chunkzpos + z)] = (chunkypos + y, ord(mapdata[datapos]), water[(x, z)]) break - elif(ord(mapdata[datapos]) != 254 and ord(mapdata[datapos]) not in colors): + elif(not data_is_air(ord(mapdata[datapos])) and ord(mapdata[datapos]) not in colors): print "outo palikka: " + xhex + "/" + zhex + "/" + yhex + " x: " + str(x) + " y: " + str(y) + " z: " + str(z) + " palikka: " + str(ord(mapdata[datapos])) # After finding all the pixels in the sector, we can move on to the next sector without having to continue the Y axis. |