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* Clients inform server on wielded itemGiuseppe Bilotta2011-08-11
* Keep track of player itemGiuseppe Bilotta2011-08-11
* Some inventory const-ificationGiuseppe Bilotta2011-08-11
* Server should use the same eye position as the clientGiuseppe Bilotta2011-08-11
* Refactor player's eye position codingGiuseppe Bilotta2011-08-11
* Introduce Player::getLightPositionGiuseppe Bilotta2011-08-11
* Merged some FreeBSD fixesPerttu Ahola2011-08-11
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| * Proper placement of binary files.q662011-08-11
| * Gettext fix for *BSD - require special linkage as glibc is not usedq662011-08-11
| * Prevent threadid_t from losing precision when casted on 64bit systemsq662011-08-11
* | Respect base virtual functions' signaturesGiuseppe Bilotta2011-08-08
* | Always return from non-void functionsGiuseppe Bilotta2011-08-08
* | Keys should be s32, not u32Giuseppe Bilotta2011-08-08
* | Remove spurious assignmentGiuseppe Bilotta2011-08-08
* | InventoryAction is a struct, not a classGiuseppe Bilotta2011-08-08
* | Clang doesn't like -Wno-unused-but-set-variableGiuseppe Bilotta2011-08-11
* | Project uses C++, so use CHECK_CXX_COMPILER_FLAGGiuseppe Bilotta2011-08-11
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* Fix data paths for FreeBSDDmitry Marakasov2011-08-02
* Fix "integer constant is too large for 'long' type" errorDmitry Marakasov2011-08-02
* Check whether -Wno-unused-but-set-variable is supported before usingDmitry Marakasov2011-08-01
* the zlib error print function now prints to dstream (debug.txt)Perttu Ahola2011-08-08
* removed broken and old tags and re-added 0.2.20110731_3Perttu Ahola2011-08-05
* Added tag 0.2.20110731_3 for changeset a519d6832511Perttu Ahola2011-08-05
* merged delta and c55Perttu Ahola2011-08-05
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| * minetestmapper can be run from any directoryGiuseppe Bilotta2011-08-05
| * Some obvious errors in the new fluid flow managementGiuseppe Bilotta2011-08-05
| * MapNode is a struct, not a classGiuseppe Bilotta2011-08-05
| * Some more Italian translationsGiuseppe Bilotta2011-08-05
| * fixed some error :/Constantin Wenger2011-08-05
| * changed on string in german translation to fit to guiConstantin Wenger2011-08-05
| * updated po update script to detect wgettext and N_Constantin Wenger2011-08-05
| * update op PO filesConstantin Wenger2011-08-05
| * update to german translationConstantin Wenger2011-08-05
| * marked strings as translationConstantin Wenger2011-08-05
| * fixed displaying special chars in the keychange menuConstantin Wenger2011-08-05
| * added danish translation made by Frederik HelthConstantin Wenger2011-08-05
| * * Welcome to OMSK.Nils Dagsson Moskopp2011-08-05
| * * README updatedNils Dagsson Moskopp2011-08-03
| * * fix for broken waterPerttu Ahola2011-08-03
| * Merge pull request #48 from Oblomov/masterNils Dagsson Moskopp2011-08-02
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| | * Use wgettextGiuseppe Bilotta2011-08-02
| | * Introduce wgettextGiuseppe Bilotta2011-08-02
| | * Get rid of unused variablesGiuseppe Bilotta2011-08-02
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| * * README updatedNils Dagsson Moskopp2011-08-01
| * * papyrus texture now darker and edgierNils Dagsson Moskopp2011-08-01
| * * less clumsy ladder texture, based on railsNils Dagsson Moskopp2011-08-01
| * Merge pull request #47 from MarkTraceur/masterNils Dagsson Moskopp2011-08-01
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| | * Changing CONTENT_LADDER to be an extended blockMark Holmquist2011-08-01
| | * Fixing ladders againMark Holmquist2011-08-01
| | * Fixed a few problems in the ladder update, and changed the speed to account f...Mark Holmquist2011-08-01
>; large_cave_flooded = params->large_cave_flooded; cave_width = params->cave_width; lake_threshold = params->lake_threshold; lake_steepness = params->lake_steepness; hill_threshold = params->hill_threshold; hill_steepness = params->hill_steepness; dungeon_ymin = params->dungeon_ymin; dungeon_ymax = params->dungeon_ymax; // 2D noise noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z); if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS)) noise_terrain = new Noise(&params->np_terrain, seed, csize.X, csize.Z); // 3D noise MapgenBasic::np_cave1 = params->np_cave1; MapgenBasic::np_cave2 = params->np_cave2; MapgenBasic::np_dungeons = params->np_dungeons; } MapgenFlat::~MapgenFlat() { delete noise_filler_depth; if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS)) delete noise_terrain; } MapgenFlatParams::MapgenFlatParams(): np_terrain (0, 1, v3f(600, 600, 600), 7244, 5, 0.6, 2.0), np_filler_depth (0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0), np_cave1 (0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0), np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0), np_dungeons (0.9, 0.5, v3f(500, 500, 500), 0, 2, 0.8, 2.0) { } void MapgenFlatParams::readParams(const Settings *settings) { settings->getFlagStrNoEx("mgflat_spflags", spflags, flagdesc_mapgen_flat); settings->getS16NoEx("mgflat_ground_level", ground_level); settings->getS16NoEx("mgflat_large_cave_depth", large_cave_depth); settings->getU16NoEx("mgflat_small_cave_num_min", small_cave_num_min); settings->getU16NoEx("mgflat_small_cave_num_max", small_cave_num_max); settings->getU16NoEx("mgflat_large_cave_num_min", large_cave_num_min); settings->getU16NoEx("mgflat_large_cave_num_max", large_cave_num_max); settings->getFloatNoEx("mgflat_large_cave_flooded", large_cave_flooded); settings->getFloatNoEx("mgflat_cave_width", cave_width); settings->getFloatNoEx("mgflat_lake_threshold", lake_threshold); settings->getFloatNoEx("mgflat_lake_steepness", lake_steepness); settings->getFloatNoEx("mgflat_hill_threshold", hill_threshold); settings->getFloatNoEx("mgflat_hill_steepness", hill_steepness); settings->getS16NoEx("mgflat_dungeon_ymin", dungeon_ymin); settings->getS16NoEx("mgflat_dungeon_ymax", dungeon_ymax); settings->getNoiseParams("mgflat_np_terrain", np_terrain); settings->getNoiseParams("mgflat_np_filler_depth", np_filler_depth); settings->getNoiseParams("mgflat_np_cave1", np_cave1); settings->getNoiseParams("mgflat_np_cave2", np_cave2); settings->getNoiseParams("mgflat_np_dungeons", np_dungeons); } void MapgenFlatParams::writeParams(Settings *settings) const { settings->setFlagStr("mgflat_spflags", spflags, flagdesc_mapgen_flat); settings->setS16("mgflat_ground_level", ground_level); settings->setS16("mgflat_large_cave_depth", large_cave_depth); settings->setU16("mgflat_small_cave_num_min", small_cave_num_min); settings->setU16("mgflat_small_cave_num_max", small_cave_num_max); settings->setU16("mgflat_large_cave_num_min", large_cave_num_min); settings->setU16("mgflat_large_cave_num_max", large_cave_num_max); settings->setFloat("mgflat_large_cave_flooded", large_cave_flooded); settings->setFloat("mgflat_cave_width", cave_width); settings->setFloat("mgflat_lake_threshold", lake_threshold); settings->setFloat("mgflat_lake_steepness", lake_steepness); settings->setFloat("mgflat_hill_threshold", hill_threshold); settings->setFloat("mgflat_hill_steepness", hill_steepness); settings->setS16("mgflat_dungeon_ymin", dungeon_ymin); settings->setS16("mgflat_dungeon_ymax", dungeon_ymax); settings->setNoiseParams("mgflat_np_terrain", np_terrain); settings->setNoiseParams("mgflat_np_filler_depth", np_filler_depth); settings->setNoiseParams("mgflat_np_cave1", np_cave1); settings->setNoiseParams("mgflat_np_cave2", np_cave2); settings->setNoiseParams("mgflat_np_dungeons", np_dungeons); } void MapgenFlatParams::setDefaultSettings(Settings *settings) { settings->setDefault("mgflat_spflags", flagdesc_mapgen_flat, 0); } ///////////////////////////////////////////////////////////////// int MapgenFlat::getSpawnLevelAtPoint(v2s16 p) { s16 stone_level = ground_level; float n_terrain = ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS)) ? NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed) : 0.0f; if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) { s16 depress = (lake_threshold - n_terrain) * lake_steepness; stone_level = ground_level - depress; } else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) { s16 rise = (n_terrain - hill_threshold) * hill_steepness; stone_level = ground_level + rise; } if (ground_level < water_level) // Ocean world, may not have islands so allow spawn in water return MYMAX(stone_level + 2, water_level); if (stone_level >= water_level) // Spawn on land // + 2 not + 1, to spawn above biome 'dust' nodes return stone_level + 2; // Unsuitable spawn point return MAX_MAP_GENERATION_LIMIT; } void MapgenFlat::makeChunk(BlockMakeData *data) { // Pre-conditions assert(data->vmanip); assert(data->nodedef); assert(data->blockpos_requested.X >= data->blockpos_min.X && data->blockpos_requested.Y >= data->blockpos_min.Y && data->blockpos_requested.Z >= data->blockpos_min.Z); assert(data->blockpos_requested.X <= data->blockpos_max.X && data->blockpos_requested.Y <= data->blockpos_max.Y && data->blockpos_requested.Z <= data->blockpos_max.Z); this->generating = true; this->vm = data->vmanip; this->ndef = data->nodedef; //TimeTaker t("makeChunk"); v3s16 blockpos_min = data->blockpos_min; v3s16 blockpos_max = data->blockpos_max; node_min = blockpos_min * MAP_BLOCKSIZE; node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1); full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE; full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1); blockseed = getBlockSeed2(full_node_min, seed); // Generate base terrain, mountains, and ridges with initial heightmaps s16 stone_surface_max_y = generateTerrain(); // Create heightmap updateHeightmap(node_min, node_max); // Init biome generator, place biome-specific nodes, and build biomemap if (flags & MG_BIOMES) { biomegen->calcBiomeNoise(node_min); generateBiomes(); } if (flags & MG_CAVES) { // Generate tunnels generateCavesNoiseIntersection(stone_surface_max_y); // Generate large randomwalk caves generateCavesRandomWalk(stone_surface_max_y, large_cave_depth); } // Generate the registered ores m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max); if (flags & MG_DUNGEONS) generateDungeons(stone_surface_max_y); // Generate the registered decorations if (flags & MG_DECORATIONS) m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max); // Sprinkle some dust on top after everything else was generated if (flags & MG_BIOMES) dustTopNodes(); //printf("makeChunk: %dms\n", t.stop()); updateLiquid(&data->transforming_liquid, full_node_min, full_node_max); if (flags & MG_LIGHT) calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0), full_node_min, full_node_max); //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE, // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF); this->generating = false; } s16 MapgenFlat::generateTerrain() { MapNode n_air(CONTENT_AIR); MapNode n_stone(c_stone); MapNode n_water(c_water_source); const v3s16 &em = vm->m_area.getExtent(); s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT; u32 ni2d = 0; bool use_noise = (spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS); if (use_noise) noise_terrain->perlinMap2D(node_min.X, node_min.Z); for (s16 z = node_min.Z; z <= node_max.Z; z++) for (s16 x = node_min.X; x <= node_max.X; x++, ni2d++) { s16 stone_level = ground_level; float n_terrain = use_noise ? noise_terrain->result[ni2d] : 0.0f; if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) { s16 depress = (lake_threshold - n_terrain) * lake_steepness; stone_level = ground_level - depress; } else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) { s16 rise = (n_terrain - hill_threshold) * hill_steepness; stone_level = ground_level + rise; } u32 vi = vm->m_area.index(x, node_min.Y - 1, z); for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) { if (vm->m_data[vi].getContent() == CONTENT_IGNORE) { if (y <= stone_level) { vm->m_data[vi] = n_stone; if (y > stone_surface_max_y) stone_surface_max_y = y; } else if (y <= water_level) { vm->m_data[vi] = n_water; } else { vm->m_data[vi] = n_air; } } VoxelArea::add_y(em, vi, 1); } } return stone_surface_max_y; }