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-rw-r--r--src/defaultsettings.cpp9
-rw-r--r--src/environment.cpp4
-rw-r--r--src/main.cpp59
-rw-r--r--src/map.cpp265
-rw-r--r--src/noise.h2
-rw-r--r--src/player.cpp65
-rw-r--r--src/player.h8
-rw-r--r--src/server.cpp46
-rw-r--r--src/utility.h11
9 files changed, 285 insertions, 184 deletions
diff --git a/src/defaultsettings.cpp b/src/defaultsettings.cpp
index 70f5e0aeb..714703b08 100644
--- a/src/defaultsettings.cpp
+++ b/src/defaultsettings.cpp
@@ -37,13 +37,14 @@ void set_default_settings()
g_settings.setDefault("client_delete_unused_sectors_timeout", "1200");
g_settings.setDefault("enable_fog", "true");
g_settings.setDefault("new_style_water", "true");
+ g_settings.setDefault("terrain_viewer", "false");
+
+ g_settings.setDefault("free_move", "false");
+ g_settings.setDefault("continuous_forward", "false");
+ g_settings.setDefault("fast_move", "false");
// Server stuff
g_settings.setDefault("creative_mode", "false");
- g_settings.setDefault("haxmode", "false");
- g_settings.setDefault("plants_amount", "1.0");
- g_settings.setDefault("ravines_amount", "0");
- g_settings.setDefault("coal_amount", "1.0");
g_settings.setDefault("objectdata_interval", "0.2");
g_settings.setDefault("active_object_range", "2");
diff --git a/src/environment.cpp b/src/environment.cpp
index dc44b3a36..b1722ee3f 100644
--- a/src/environment.cpp
+++ b/src/environment.cpp
@@ -107,8 +107,8 @@ void Environment::step(float dtime)
v3f playerpos = player->getPosition();
// Apply physics to local player
- bool haxmode = g_settings.getBool("haxmode");
- if(player->isLocal() && haxmode == false)
+ bool free_move = g_settings.getBool("free_move");
+ if(player->isLocal() && free_move == false)
{
// Apply gravity to local player
v3f speed = player->getSpeed();
diff --git a/src/main.cpp b/src/main.cpp
index 75ee2f26b..24f3664f6 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -79,13 +79,9 @@ SUGG: Split MapBlockObject serialization to to-client and to-disk
SUGG: MovingObject::move and Player::move are basically the same.
combine them.
-SUGG: Implement a "Fast check queue" (a queue with a map for checking
- if something is already in it)
- - Use it in active block queue in water flowing
-
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.
+ based on some mathematical function. Now it is not.
SUGG: A version number to blocks, which increments when the block is
modified (node add/remove, water update, lighting update)
@@ -128,6 +124,7 @@ FIXME: Graphical mode seems to segfault with Irrlicht 1.7.1 on 64-bit
FIXME: Some network errors on Windows that cause local game to not work
- See siggjen's emails.
+ - Is this the famous "windows 7 problem"?
Networking and serialization:
-----------------------------
@@ -168,21 +165,7 @@ TODO: Make fetching sector's blocks more efficient when rendering
TODO: Flowing water animation
-FIXME(FIXED): The new texture stuff is slow on wine
- - A basic grassy ground block takes 20-40ms
- - A bit more complicated block can take 270ms
- - On linux, a similar one doesn't take long at all (14ms)
- - It is NOT a bad std::string implementation of MSVC.
- - Can take up to 200ms? Is it when loading textures or always?
- - Updating excess amount of meshes when making footprints is too
- slow. It has to be fixed.
- -> implement Map::updateNodeMeshes()
- The fix:
- * Optimize TileSpec to only contain a reference number that
- is fast to compare, which refers to a cached string, or
- * Make TextureSpec for using instead of strings
-
-FIXME(FIXED): A lock condition is possible:
+NOTE(FIXED): A lock condition is possible:
1) MapBlock::updateMesh() is called from client asynchronously:
- AsyncProcessData() -> Map::updateMeshes()
2) Asynchronous locks m_temp_mods_mutex
@@ -201,9 +184,8 @@ Client:
TODO: Untie client network operations from framerate
- Needs some input queues or something
- - Not really necessary?
-TODO: Make morning and evening shorter
+TODO: 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
@@ -226,8 +208,10 @@ TODO: Copy the text of the last picked sign to inventory in creative
TODO: Check what goes wrong with caching map to disk (Kray)
- Nothing?
-TODO: When server sees that client is removing an inexistent block or
- adding a block to an existent position, resend the MapBlock.
+TODO: When server sees that client is removing an inexistent block to
+ an existent position, resend the MapBlock.
+
+FIXME: Server went into some infinite PeerNotFoundException loop
Objects:
--------
@@ -261,31 +245,16 @@ Block object server side:
Map:
----
-NOTE: There are some lighting-related todos and fixmes in
- ServerMap::emergeBlock. And there always will be. 8)
-
TODO: Mineral and ground material properties
- This way mineral ground toughness can be calculated with just
some formula, as well as tool strengths
-TODO: Change AttributeList to split the area into smaller sections so
- that searching won't be as heavy.
-
-TODO: Remove HMParams
-
TODO: Flowing water to actually contain flow direction information
TODO: Remove duplicate lighting implementation from Map (leave
VoxelManipulator, which is faster)
FEATURE: Map generator version 2
- - Create surface areas based on central points; a given point's
- area type is given by the nearest central point
- - Separate points for heightmap, caves, plants and minerals?
- - Flat land, mountains, forest, jungle
- - Cliffs, arcs
- - There could be a certain height (to which mountains only reach)
- where some minerals are found
- Create a system that allows a huge amount of different "map
generator modules/filters"
@@ -321,15 +290,11 @@ Doing now (most important at the top):
* not done
=== Stuff to do before release
-* Save map seed to a metafile (with version information)
+* Save the new mapgen stuff
- map/meta.txt, which should contain only plain text, something like this:
- seed = O7+BZT9Vk/iVYiBlZ2dsb6zemp4xdGVysJqYmNt2X+MQ+Kg1
+ seed = 7ff1bafcd7118800
chunksize = 8
- - map/chunks/
- -
- - Compressed bunch of data... um, actually no.
- - Make a directory for every chunk instead, which contains
- sectors and blocks
+ - map/chunks.dat
* Save chunk metadata on disk
* Make server find the spawning place from the real map data, not from
the heightmap
@@ -338,8 +303,10 @@ Doing now (most important at the top):
* Make the generator to run in background and not blocking block
placement and transfer
* only_from_disk might not work anymore - check and fix it.
+* Check the fixmes in the list above
=== Stuff to do after release
+* Set backface culling on, especially for water
* Add some kind of erosion and other stuff that now is possible
* Make client to fetch stuff asynchronously
- Needs method SyncProcessData
diff --git a/src/map.cpp b/src/map.cpp
index e748b1433..ef6263c73 100644
--- a/src/map.cpp
+++ b/src/map.cpp
@@ -1736,7 +1736,7 @@ ServerMap::ServerMap(std::string savedir):
//m_chunksize = 64;
//m_chunksize = 16; // Too slow
- m_chunksize = 8; // Fine. Takes a few seconds.
+ m_chunksize = 8; // Takes a few seconds
//m_chunksize = 4;
//m_chunksize = 2;
@@ -1973,22 +1973,22 @@ double tree_amount_2d(u64 seed, v2s16 p)
{
double noise = noise2d_perlin(
0.5+(float)p.X/250, 0.5+(float)p.Y/250,
- seed+2, 4, 0.6);
- double zeroval = -0.3;
+ seed+2, 5, 0.6);
+ double zeroval = -0.4;
if(noise < zeroval)
return 0;
else
return 0.04 * (noise-zeroval) / (1.0-zeroval);
}
-double base_rock_level_2d(u64 seed, v2s16 p)
+/*double base_rock_level_2d(u64 seed, v2s16 p)
{
return WATER_LEVEL - 6.0 + 25. * noise2d_perlin(
0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
seed, 6, 0.6);
-}
+}*/
-double highlands_level_2d(u64 seed, v2s16 p)
+/*double highlands_level_2d(u64 seed, v2s16 p)
{
double a = noise2d_perlin(
0.5+(float)p.X/1000., 0.5+(float)p.Y/1000.,
@@ -1996,12 +1996,53 @@ double highlands_level_2d(u64 seed, v2s16 p)
if(a > 0.0)
//if(1)
{
+ return WATER_LEVEL + 25;
return WATER_LEVEL + 55. * noise2d_perlin(
0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
seed+85039, 6, 0.69);
}
else
return -100000;
+}*/
+
+double base_rock_level_2d(u64 seed, v2s16 p)
+{
+ // The base ground level
+ double base = WATER_LEVEL - 4.0 + 25. * noise2d_perlin(
+ 0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
+ seed, 6, 0.6);
+
+ // Higher ground level
+ double higher = WATER_LEVEL + 23. + 30. * noise2d_perlin(
+ 0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
+ seed+85039, 6, 0.69);
+ //higher = 30; // For debugging
+
+ // Limit higher to at least base
+ if(higher < base)
+ higher = base;
+
+ // Steepness factor of cliffs
+ double b = 1.0 + 1.0 * noise2d_perlin(
+ 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
+ seed-932, 7, 0.7);
+ b = rangelim(b, 0.0, 1000.0);
+ // Make steep stuff very steep and non-steep stuff very non-steep
+ b = pow(b, 4);
+ b *= 10;
+ //double b = 20;
+
+ // High/low selector
+ double a = 0.5 + b * noise2d_perlin(
+ 0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
+ seed-359, 6, 0.7);
+ a = rangelim(a, 0.0, 1.0);
+
+ //dstream<<"a="<<a<<std::endl;
+
+ double h = base*(1.0-a) + higher*a;
+
+ return h;
}
/*
@@ -2172,12 +2213,12 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
// Use perlin noise for ground height
surface_y_f = base_rock_level_2d(m_seed, p2d);
- // Experimental stuff
+ /*// Experimental stuff
{
float a = highlands_level_2d(m_seed, p2d);
if(a > surface_y_f)
surface_y_f = a;
- }
+ }*/
// Convert to integer
s16 surface_y = (s16)surface_y_f;
@@ -2208,20 +2249,20 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
Randomize some parameters
*/
- //TODO
s32 stone_obstacle_count = 0;
- /*s32 stone_obstacle_count = (1.0+noise2d(m_seed+90443, sectorpos_base.X,
- sectorpos_base.Y))/2.0 * stone_obstacle_amount/3;*/
+ /*s32 stone_obstacle_count =
+ rangelim((1.0+noise2d(m_seed+897,
+ sectorpos_base.X, sectorpos_base.Y))/2.0 * 30, 0, 100000);*/
s16 stone_obstacle_max_height = 0;
-
- //u32 stone_obstacle_amount =
- // myrand_range(0, myrand_range(20, myrand_range(80,150)));
+ /*s16 stone_obstacle_max_height =
+ rangelim((1.0+noise2d(m_seed+5902,
+ sectorpos_base.X, sectorpos_base.Y))/2.0 * 30, 0, 100000);*/
/*
Loop this part, it will make stuff look older and newer nicely
*/
-
+ //for(u32 i_age=0; i_age<1; i_age++)
for(u32 i_age=0; i_age<2; i_age++)
{ // Aging loop
@@ -2238,7 +2279,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
// Randomize max height so usually stuff will be quite low
s16 maxheight_randomized = myrand_range(0, stone_obstacle_max_height);
- s16 stone_obstacle_max_size = sectorpos_base_size * MAP_BLOCKSIZE - 10;
+ //s16 stone_obstacle_max_size = sectorpos_base_size * MAP_BLOCKSIZE - 10;
+ s16 stone_obstacle_max_size = MAP_BLOCKSIZE*4-4;
v3s16 ob_size(
myrand_range(5, stone_obstacle_max_size),
@@ -2371,11 +2413,15 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
if(bruise_surface)
{
- //min_tunnel_diameter = 5;
- //max_tunnel_diameter = myrand_range(10, 20);
- min_tunnel_diameter = MYMAX(0, stone_surface_max_y/6);
- max_tunnel_diameter = myrand_range(MYMAX(0, stone_surface_max_y/6), MYMAX(0, stone_surface_max_y/4));
- tunnel_routepoints = 3;
+ min_tunnel_diameter = 5;
+ max_tunnel_diameter = myrand_range(10, 20);
+ /*min_tunnel_diameter = MYMAX(0, stone_surface_max_y/6);
+ max_tunnel_diameter = myrand_range(MYMAX(0, stone_surface_max_y/6), MYMAX(0, stone_surface_max_y/2));*/
+
+ /*s16 tunnel_rou = rangelim(25*(0.5+1.0*noise2d(m_seed+42,
+ sectorpos_base.X, sectorpos_base.Y)), 0, 15);*/
+
+ tunnel_routepoints = 5;
}
// Allowed route area size in nodes
@@ -2441,11 +2487,16 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
for(u16 j=0; j<tunnel_routepoints; j++)
{
+ // Randomize size
+ s16 min_d = min_tunnel_diameter;
+ s16 max_d = max_tunnel_diameter;
+ s16 rs = myrand_range(min_d, max_d);
+
v3s16 maxlen(15, 5, 15);
if(bruise_surface)
{
- maxlen = v3s16(30,25,30);
+ maxlen = v3s16(rs*7,rs*7,rs*7);
}
v3f vec(
@@ -2468,11 +2519,6 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
rp.Z = ar.Z-1;
vec = rp - orp;
- // Randomize size
- s16 min_d = min_tunnel_diameter;
- s16 max_d = max_tunnel_diameter;
- s16 rs = myrand_range(min_d, max_d);
-
for(float f=0; f<1.0; f+=1.0/vec.getLength())
{
v3f fp = orp + vec * f;
@@ -2482,11 +2528,13 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
s16 d1 = d0 + rs - 1;
for(s16 z0=d0; z0<=d1; z0++)
{
- s16 si = rs - MYMAX(0, abs(z0)-rs/4);
+ //s16 si = rs - MYMAX(0, abs(z0)-rs/4);
+ s16 si = rs - MYMAX(0, abs(z0)-rs/7);
for(s16 x0=-si; x0<=si-1; x0++)
{
s16 maxabsxz = MYMAX(abs(x0), abs(z0));
- s16 si2 = rs - MYMAX(0, maxabsxz-rs/4);
+ //s16 si2 = rs - MYMAX(0, maxabsxz-rs/4);
+ s16 si2 = rs - MYMAX(0, maxabsxz-rs/7);
//s16 si2 = rs - abs(x0);
for(s16 y0=-si2+1; y0<=si2-1; y0++)
{
@@ -2663,9 +2711,6 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
Add mud to the central chunk
*/
- //s16 mud_add_amount = myrand_range(2, 4);
- //s16 mud_add_amount = 0;
-
for(s16 x=0; x<sectorpos_base_size*MAP_BLOCKSIZE; x++)
for(s16 z=0; z<sectorpos_base_size*MAP_BLOCKSIZE; z++)
{
@@ -2673,7 +2718,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
// Randomize mud amount
- s16 mud_add_amount = (s16)(3.5 + 2. * noise2d_perlin(
+ s16 mud_add_amount = (s16)(2.5 + 2.0 * noise2d_perlin(
0.5+(float)p2d.X/200, 0.5+(float)p2d.Y/200,
m_seed+1, 3, 0.55));
@@ -2717,8 +2762,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
}//timer1
{
- // 179ms @cs=8
- //TimeTaker timer1("flow mud");
+ // 340ms @cs=8
+ TimeTaker timer1("flow mud");
/*
Flow mud away from steep edges
@@ -2959,7 +3004,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
} // Aging loop
- {//TimeTaker timer1("convert mud to sand");
+ {
+ //TimeTaker timer1("convert mud to sand");
/*
Convert mud to sand
@@ -3153,14 +3199,14 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
}//timer1
/*
- Handle lighting
+ Initial lighting (sunlight)
*/
core::map<v3s16, bool> light_sources;
{
// 750ms @cs=8, can't optimize more
- //TimeTaker timer1("initial lighting");
+ TimeTaker timer1("initial lighting");
#if 0
/*
@@ -3209,6 +3255,81 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
{
light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
}
+ //NOTE: This is broken, at least the index has to
+ // be incremented
+ }
+ }
+ }
+#endif
+
+#if 1
+ /*
+ Go through the edges and apply sunlight to them, not caring
+ about neighbors
+ */
+
+ // Four edges
+ for(s16 i=0; i<4; i++)
+ // Edge length
+ for(s16 j=lighting_min_d;
+ j<=lighting_max_d;
+ j++)
+ {
+ s16 x;
+ s16 z;
+ // +-X
+ if(i == 0 || i == 1)
+ {
+ x = (i==0) ? lighting_min_d : lighting_max_d;
+ if(i == 0)
+ z = lighting_min_d;
+ else
+ z = lighting_max_d;
+ }
+ // +-Z
+ else
+ {
+ z = (i==0) ? lighting_min_d : lighting_max_d;
+ if(i == 0)
+ x = lighting_min_d;
+ else
+ x = lighting_max_d;
+ }
+
+ // Node position in 2d
+ v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+
+ // Loop from top to down
+ {
+ u8 light = LIGHT_SUN;
+ v3s16 em = vmanip.m_area.getExtent();
+ s16 y_start = y_nodes_max;
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+ for(s16 y=y_start; y>=y_nodes_min; y--)
+ {
+ MapNode *n = &vmanip.m_data[i];
+ if(light_propagates_content(n->d) == false)
+ {
+ light = 0;
+ }
+ else if(light != LIGHT_SUN
+ || sunlight_propagates_content(n->d) == false)
+ {
+ if(light > 0)
+ light--;
+ }
+
+ n->setLight(LIGHTBANK_DAY, light);
+ n->setLight(LIGHTBANK_NIGHT, 0);
+
+ if(light != 0)
+ {
+ // Insert light source
+ light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
+ }
+
+ // Increment index by y
+ vmanip.m_area.add_y(em, i, -1);
}
}
}
@@ -3222,7 +3343,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
for(s16 z=0-max_spread_amount+1;
z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
z++)*/
-
+#if 1
/*
This has to be 1 smaller than the actual area, because
neighboring nodes are checked.
@@ -3306,6 +3427,58 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
}
}
}
+#endif
+
+#if 0
+ for(s16 x=lighting_min_d+1;
+ x<=lighting_max_d-1;
+ x++)
+ for(s16 z=lighting_min_d+1;
+ z<=lighting_max_d-1;
+ z++)
+ {
+ // Node position in 2d
+ v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+
+ /*
+ Apply initial sunlight
+ */
+ {
+ u8 light = LIGHT_SUN;
+ v3s16 em = vmanip.m_area.getExtent();
+ s16 y_start = y_nodes_max;
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+ for(s16 y=y_start; y>=y_nodes_min; y--)
+ {
+ MapNode *n = &vmanip.m_data[i];
+
+ if(light_propagates_content(n->d) == false)
+ {
+ light = 0;
+ }
+ else if(light != LIGHT_SUN
+ || sunlight_propagates_content(n->d) == false)
+ {
+ if(light > 0)
+ light--;
+ }
+
+ n->setLight(LIGHTBANK_DAY, light);
+ n->setLight(LIGHTBANK_NIGHT, 0);
+
+ // This doesn't take much time
+ if(light != 0)
+ {
+ // Insert light source
+ light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
+ }
+
+ // Increment index by y
+ vmanip.m_area.add_y(em, i, -1);
+ }
+ }
+ }
+#endif
}//timer1
@@ -4006,7 +4179,7 @@ continue_generating:
/*
Add coal
*/
- u16 coal_amount = 30.0 * g_settings.getFloat("coal_amount");
+ u16 coal_amount = 30;
u16 coal_rareness = 60 / coal_amount;
if(coal_rareness == 0)
coal_rareness = 1;
@@ -4039,7 +4212,7 @@ continue_generating:
Add iron
*/
//TODO: change to iron_amount or whatever
- u16 iron_amount = 30.0 * g_settings.getFloat("coal_amount");
+ u16 iron_amount = 15;
u16 iron_rareness = 60 / iron_amount;
if(iron_rareness == 0)
iron_rareness = 1;
@@ -4286,16 +4459,6 @@ MapBlock * ServerMap::emergeBlock(
}
}
- /*
- Debug mode operation
- */
- bool haxmode = g_settings.getBool("haxmode");
- if(haxmode)
- {
- // Don't calculate lighting at all
- //lighting_invalidated_blocks.clear();
- }
-
return block;
}
diff --git a/src/noise.h b/src/noise.h
index ee73aa3e1..c069046c3 100644
--- a/src/noise.h
+++ b/src/noise.h
@@ -20,6 +20,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#ifndef NOISE_HEADER
#define NOISE_HEADER
+double easeCurve(double t);
+
// Return value: -1 ... 1
double noise2d(int x, int y, int seed);
diff --git a/src/player.cpp b/src/player.cpp
index 1a553157a..9817d590d 100644
--- a/src/player.cpp
+++ b/src/player.cpp
@@ -274,10 +274,12 @@ void LocalPlayer::move(f32 dtime, Map &map)
position += m_speed * dtime;
- bool haxmode = g_settings.getBool("haxmode");
+ bool free_move = g_settings.getBool("free_move");
+ bool terrain_viewer = g_settings.getBool("terrain_viewer");
- // Skip collision detection if player is non-local
- if(isLocal() == false || haxmode)
+ // Skip collision detection if player is non-local or
+ // a special movement mode is used
+ if(isLocal() == false || free_move || terrain_viewer)
{
setPosition(position);
return;
@@ -445,39 +447,55 @@ void LocalPlayer::applyControl(float dtime)
v3f speed = v3f(0,0,0);
- bool haxmode = g_settings.getBool("haxmode");
-
- if(haxmode)
+ bool free_move = g_settings.getBool("free_move");
+ bool fast_move = g_settings.getBool("fast_move");
+ bool continuous_forward = g_settings.getBool("continuous_forward");
+
+ if(free_move)
{
v3f speed = getSpeed();
speed.Y = 0;
setSpeed(speed);
}
- // Superspeed mode
+ // Whether superspeed mode is used or not
bool superspeed = false;
- if(control.superspeed)
+
+ // If free movement and fast movement, always move fast
+ if(free_move && fast_move)
+ superspeed = true;
+
+ // Auxiliary button 1 (E)
+ if(control.aux1)
{
- if(haxmode)
+ if(free_move)
{
+ // In free movement mode, aux1 descends
v3f speed = getSpeed();
- speed.Y = -20*BS;
+ if(fast_move)
+ speed.Y = -20*BS;
+ else
+ speed.Y = -walkspeed_max;
setSpeed(speed);
}
else
{
+ // If not free movement but fast is allowed, aux1 is
// "Turbo button"
- /*speed += move_direction;
- superspeed = true;*/
+ if(fast_move)
+ superspeed = true;
}
}
- if(haxmode)
- superspeed = true;
+ if(continuous_forward)
+ speed += move_direction;
if(control.up)
{
- speed += move_direction;
+ if(continuous_forward)
+ superspeed = true;
+ else
+ speed += move_direction;
}
if(control.down)
{
@@ -493,13 +511,13 @@ void LocalPlayer::applyControl(float dtime)
}
if(control.jump)
{
- if(haxmode)
+ if(free_move)
{
v3f speed = getSpeed();
- /*speed.Y += 20.*BS * dtime * 2;
- if(speed.Y < 0)
- speed.Y = 0;*/
- speed.Y = 20*BS;
+ if(fast_move)
+ speed.Y = 20*BS;
+ else
+ speed.Y = walkspeed_max;
setSpeed(speed);
}
else if(touching_ground)
@@ -524,10 +542,11 @@ void LocalPlayer::applyControl(float dtime)
speed = speed.normalize() * walkspeed_max;
f32 inc = walk_acceleration * BS * dtime;
-
- if(haxmode)
+
+ // Faster acceleration if fast and free movement
+ if(free_move && fast_move)
inc = walk_acceleration * BS * dtime * 10;
-
+
// Accelerate to target speed with maximum increment
accelerate(speed, inc);
}
diff --git a/src/player.h b/src/player.h
index 30df1db8b..3bbb4034d 100644
--- a/src/player.h
+++ b/src/player.h
@@ -263,7 +263,7 @@ struct PlayerControl
left = false;
right = false;
jump = false;
- superspeed = false;
+ aux1 = false;
pitch = 0;
yaw = 0;
}
@@ -273,7 +273,7 @@ struct PlayerControl
bool a_left,
bool a_right,
bool a_jump,
- bool a_superspeed,
+ bool a_aux1,
float a_pitch,
float a_yaw
)
@@ -283,7 +283,7 @@ struct PlayerControl
left = a_left;
right = a_right;
jump = a_jump;
- superspeed = a_superspeed;
+ aux1 = a_aux1;
pitch = a_pitch;
yaw = a_yaw;
}
@@ -292,7 +292,7 @@ struct PlayerControl
bool left;
bool right;
bool jump;
- bool superspeed;
+ bool aux1;
float pitch;
float yaw;
};
diff --git a/src/server.cpp b/src/server.cpp
index a3baaf1a3..71a094e14 100644
--- a/src/server.cpp
+++ b/src/server.cpp
@@ -326,8 +326,6 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
}
}
- bool haxmode = g_settings.getBool("haxmode");
-
Player *player = server->m_env.getPlayer(peer_id);
assert(player != NULL);
@@ -502,13 +500,6 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
// If this is true, inexistent block will be made from scratch
bool generate = d <= d_max_gen;
- if(haxmode)
- {
- // Don't generate above player
- if(p.Y > center.Y)
- generate = false;
- }
- else
{
/*// Limit the generating area vertically to 2/3
if(abs(p.Y - center.Y) > d_max_gen - d_max_gen / 3)
@@ -572,31 +563,6 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
continue;
}
-#if 0
- /*
- NOTE: We can't know the ground level this way with the
- new generator.
- */
- if(haxmode)
- {
- /*
- Ignore block if it is not at ground surface
- but don't ignore water surface blocks
- */
- v2s16 p2d(p.X*MAP_BLOCKSIZE + MAP_BLOCKSIZE/2,
- p.Z*MAP_BLOCKSIZE + MAP_BLOCKSIZE/2);
- f32 y = server->m_env.getMap().getGroundHeight(p2d);
- // The sector might not exist yet, thus no heightmap
- if(y > GROUNDHEIGHT_VALID_MINVALUE)
- {
- f32 by = p.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE/2;
- if(fabs(by - y) > MAP_BLOCKSIZE + MAP_BLOCKSIZE/3
- && fabs(by - WATER_LEVEL) >= MAP_BLOCKSIZE)
- continue;
- }
- }
-#endif
-
/*
Check if map has this block
*/
@@ -3204,16 +3170,6 @@ Player *Server::emergePlayer(const char *name, const char *password,
setCreativeInventory(player);
}
- /*
- With new map generator the map is regenerated anyway,
- so start at somewhere where you probably don't get underground
- */
- player->setPosition(intToFloat(v3s16(
- 0,
- 64,
- 0
- )));
-
return player;
}
@@ -3248,7 +3204,7 @@ Player *Server::emergePlayer(const char *name, const char *password,
#if 1
player->setPosition(intToFloat(v3s16(
0,
- 64,
+ 40, //64,
0
)));
#endif
diff --git a/src/utility.h b/src/utility.h
index ab5ecfcac..10b7af638 100644
--- a/src/utility.h
+++ b/src/utility.h
@@ -585,15 +585,6 @@ inline bool isInArea(v3s16 p, v3s16 d)
);
}
-inline s16 rangelim(s16 i, s16 min, s16 max)
-{
- if(i < min)
- return min;
- if(i > max)
- return max;
- return i;
-}
-
inline s16 rangelim(s16 i, s16 max)
{
if(i < 0)
@@ -603,6 +594,8 @@ inline s16 rangelim(s16 i, s16 max)
return i;
}
+#define rangelim(d, min, max) ((d) < (min) ? (min) : ((d)>(max)?(max):(d)))
+
inline v3s16 arealim(v3s16 p, s16 d)
{
if(p.X < 0)