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-rw-r--r--src/light.cpp55
-rw-r--r--src/light.h4
-rw-r--r--src/main.cpp2
-rw-r--r--src/map.cpp107
-rw-r--r--src/mapnode.cpp2
-rw-r--r--src/serialization.h3
-rw-r--r--src/utility.cpp6
-rw-r--r--src/utility.h3
8 files changed, 122 insertions, 60 deletions
diff --git a/src/light.cpp b/src/light.cpp
index c0255f7fb..1e4dfcdf1 100644
--- a/src/light.cpp
+++ b/src/light.cpp
@@ -19,14 +19,54 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "light.h"
-/*u32 daynight_cache_ratios[DAYNIGHT_CACHE_COUNT] =
+
+// a_n+1 = a_n * 0.786
+// Length of LIGHT_MAX+1 means LIGHT_MAX is the last value.
+// LIGHT_SUN is read as LIGHT_MAX from here.
+u8 light_decode_table[LIGHT_MAX+1] =
+{
+8,
+11,
+14,
+18,
+22,
+29,
+37,
+47,
+60,
+76,
+97,
+123,
+157,
+200,
+255,
+};
+
+// As in minecraft, a_n+1 = a_n * 0.8
+// NOTE: This doesn't really work that well because this defines
+// LIGHT_MAX as dimmer than LIGHT_SUN
+// NOTE: Uh, this has had 34 left out; forget this.
+/*u8 light_decode_table[LIGHT_MAX+1] =
{
- 1000,
- 600,
- 300
+8,
+11,
+14,
+17,
+21,
+27,
+42,
+53,
+66,
+83,
+104,
+130,
+163,
+204,
+255,
};*/
-u8 light_decode_table[LIGHT_MAX+1] =
+// This was a quick try of more light, manually quickly made
+/*u8 light_decode_table[LIGHT_MAX+1] =
{
0,
7,
@@ -43,7 +83,9 @@ u8 light_decode_table[LIGHT_MAX+1] =
167,
205,
255,
-};
+};*/
+
+// This was used for a long time, manually made
/*u8 light_decode_table[LIGHT_MAX+1] =
{
0,
@@ -62,6 +104,7 @@ u8 light_decode_table[LIGHT_MAX+1] =
191,
255,
};*/
+
/*u8 light_decode_table[LIGHT_MAX+1] =
{
0,
diff --git a/src/light.h b/src/light.h
index 888b6da50..c1af7fa62 100644
--- a/src/light.h
+++ b/src/light.h
@@ -36,7 +36,9 @@ extern u32 daynight_cache_ratios[DAYNIGHT_CACHE_COUNT];*/
Lower level lighting stuff
*/
-// This directly sets the range of light
+// This directly sets the range of light.
+// Actually this is not the real maximum, and this is not the
+// brightest. The brightest is LIGHT_SUN.
#define LIGHT_MAX 14
// Light is stored as 4 bits, thus 15 is the maximum.
// This brightness is reserved for sunlight
diff --git a/src/main.cpp b/src/main.cpp
index 728de2800..57ebfce1a 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -1675,7 +1675,7 @@ int main(int argc, char *argv[])
driverType = video::EDT_OPENGL;
#else
driverType = video::EDT_OPENGL;
- //driverType = video::EDT_BURNINGSVIDEO;
+ //driverType = video::EDT_BURNINGSVIDEO; // Best software renderer
#endif
// create device and exit if creation failed
diff --git a/src/map.cpp b/src/map.cpp
index 9a976614f..d03bc0ce2 100644
--- a/src/map.cpp
+++ b/src/map.cpp
@@ -2903,48 +2903,58 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
v3s16(-1,0,0), // left
};
- // Drop mud on side
-
- for(u32 di=0; di<4; di++)
+ // Theck that upper is air or doesn't exist.
+ // Only drop mud if upper doesn't contain anything that
+ // would keep the mud in place.
+ u32 i3 = i;
+ vmanip.m_area.add_y(em, i3, 1);
+ if(vmanip.m_area.contains(i3) == false
+ || content_walkable(vmanip.m_data[i3].d) == false)
{
- v3s16 dirp = dirs4[di];
- u32 i2 = i;
- // Move to side
- vmanip.m_area.add_p(em, i2, dirp);
- // Fail if out of area
- if(vmanip.m_area.contains(i2) == false)
- continue;
- // Check that side is air
- MapNode *n2 = &vmanip.m_data[i2];
- if(content_walkable(n2->d))
- continue;
- // Check that under side is air
- vmanip.m_area.add_y(em, i2, -1);
- // Fail if out of area
- if(vmanip.m_area.contains(i2) == false)
- continue;
- n2 = &vmanip.m_data[i2];
- if(content_walkable(n2->d))
- continue;
- // Loop further down until not air
- do{
+
+ // Drop mud on side
+
+ for(u32 di=0; di<4; di++)
+ {
+ v3s16 dirp = dirs4[di];
+ u32 i2 = i;
+ // Move to side
+ vmanip.m_area.add_p(em, i2, dirp);
+ // Fail if out of area
+ if(vmanip.m_area.contains(i2) == false)
+ continue;
+ // Check that side is air
+ MapNode *n2 = &vmanip.m_data[i2];
+ if(content_walkable(n2->d))
+ continue;
+ // Check that under side is air
vmanip.m_area.add_y(em, i2, -1);
// Fail if out of area
if(vmanip.m_area.contains(i2) == false)
continue;
n2 = &vmanip.m_data[i2];
- }while(content_walkable(n2->d) == false);
- // Loop one up so that we're in air
- vmanip.m_area.add_y(em, i2, 1);
- n2 = &vmanip.m_data[i2];
+ if(content_walkable(n2->d))
+ continue;
+ // Loop further down until not air
+ do{
+ vmanip.m_area.add_y(em, i2, -1);
+ // Fail if out of area
+ if(vmanip.m_area.contains(i2) == false)
+ continue;
+ n2 = &vmanip.m_data[i2];
+ }while(content_walkable(n2->d) == false);
+ // Loop one up so that we're in air
+ vmanip.m_area.add_y(em, i2, 1);
+ n2 = &vmanip.m_data[i2];
- // Move mud to new place
- *n2 = *n;
- // Set old place to be air
- *n = MapNode(CONTENT_AIR);
+ // Move mud to new place
+ *n2 = *n;
+ // Set old place to be air
+ *n = MapNode(CONTENT_AIR);
- // Done
- break;
+ // Done
+ break;
+ }
}
// Continue from next y
@@ -2990,18 +3000,19 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
*/
{
v3s16 em = vmanip.m_area.getExtent();
- s16 y_start = WATER_LEVEL;
u8 light = LIGHT_MAX;
+ // Start at global water surface level
+ s16 y_start = WATER_LEVEL;
u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
MapNode *n = &vmanip.m_data[i];
- /*
- Add first one to transforming liquid queue
- */
+
+ /*// Add first one to transforming liquid queue, if water
if(n->d == CONTENT_WATER || n->d == CONTENT_WATERSOURCE)
{
v3s16 p = v3s16(p2d.X, y_start, p2d.Y);
m_transforming_liquid.push_back(p);
- }
+ }*/
+
for(s16 y=y_start; y>=y_nodes_min; y--)
{
n = &vmanip.m_data[i];
@@ -3010,16 +3021,14 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
if(n->d != CONTENT_AIR && n->d != CONTENT_WATERSOURCE
&& n->d != CONTENT_WATER)
{
- /*
- Add bottom one to transforming liquid queue
- */
+ /*// Add bottom one to transforming liquid queue
vmanip.m_area.add_y(em, i, 1);
n = &vmanip.m_data[i];
if(n->d == CONTENT_WATER || n->d == CONTENT_WATERSOURCE)
{
v3s16 p = v3s16(p2d.X, y, p2d.Y);
m_transforming_liquid.push_back(p);
- }
+ }*/
break;
}
@@ -3027,10 +3036,10 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
n->d = CONTENT_WATERSOURCE;
n->setLight(LIGHTBANK_DAY, light);
- /*// Add to transforming liquid queue (in case it'd
+ // Add to transforming liquid queue (in case it'd
// start flowing)
v3s16 p = v3s16(p2d.X, y, p2d.Y);
- m_transforming_liquid.push_back(p);*/
+ m_transforming_liquid.push_back(p);
// Next one
vmanip.m_area.add_y(em, i, -1);
@@ -5324,9 +5333,10 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
float range = 100000 * BS;
if(m_control.range_all == false)
range = m_control.wanted_range * BS;
-
+
+ float d = 0.0;
if(isBlockInSight(block->getPos(), camera_position,
- camera_direction, range) == false)
+ camera_direction, range, &d) == false)
{
continue;
}
@@ -5379,7 +5389,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
continue;
}
#endif
-
+#if 0
v3s16 blockpos_nodes = block->getPosRelative();
// Block center position
@@ -5394,6 +5404,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
// Total distance
f32 d = blockpos_relative.getLength();
+#endif
#if 1
/*
diff --git a/src/mapnode.cpp b/src/mapnode.cpp
index 2ba2a2dbf..6f34aa039 100644
--- a/src/mapnode.cpp
+++ b/src/mapnode.cpp
@@ -75,7 +75,7 @@ void init_mapnode(IIrrlichtWrapper *irrlicht)
i = CONTENT_SAND;
f = &g_content_features[i];
- f->setAllTextures(irrlicht->getTextureId("mud.png"));
+ f->setAllTextures(irrlicht->getTextureId("sand.png"));
f->param_type = CPT_MINERAL;
f->is_ground_content = true;
diff --git a/src/serialization.h b/src/serialization.h
index a2eca2357..e84ceee3e 100644
--- a/src/serialization.h
+++ b/src/serialization.h
@@ -45,11 +45,12 @@ with this program; if not, write to the Free Software Foundation, Inc.,
10: (dev) water pressure
11: (dev) zlib'd blocks, block flags
12: (dev) UnlimitedHeightmap now uses interpolated areas
+ 13: (dev) Mapgen v2
*/
// This represents an uninitialized or invalid format
#define SER_FMT_VER_INVALID 255
// Highest supported serialization version
-#define SER_FMT_VER_HIGHEST 12
+#define SER_FMT_VER_HIGHEST 13
// Lowest supported serialization version
#define SER_FMT_VER_LOWEST 2
diff --git a/src/utility.cpp b/src/utility.cpp
index 8b2b78b44..8c2dc533a 100644
--- a/src/utility.cpp
+++ b/src/utility.cpp
@@ -380,7 +380,8 @@ lopuks sit otetaan a/b
camera_dir: an unit vector pointing to camera direction
range: viewing range
*/
-bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir, f32 range)
+bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir, f32 range,
+ f32 *distance_ptr)
{
v3s16 blockpos_nodes = blockpos_b * MAP_BLOCKSIZE;
@@ -399,6 +400,9 @@ bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir, f32 range)
// Total distance
f32 d = blockpos_relative.getLength();
+
+ if(distance_ptr)
+ *distance_ptr = d;
// If block is far away, it's not in sight
if(d > range * BS)
diff --git a/src/utility.h b/src/utility.h
index e6e72efcf..a24b57d5d 100644
--- a/src/utility.h
+++ b/src/utility.h
@@ -1663,7 +1663,8 @@ private:
Miscellaneous functions
*/
-bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir, f32 range);
+bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir, f32 range,
+ f32 *distance_ptr=NULL);
/*
Queue with unique values with fast checking of value existence