Remove some old dead code. Fix some Clang warnings in SRP (ng->N... will
always evaluate to true.master
parent
2eb329cc63
commit
aab7c83d02
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@ -1314,51 +1314,6 @@ u16 ServerEnvironment::addActiveObject(ServerActiveObject *object)
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return id;
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return id;
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}
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}
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#if 0
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bool ServerEnvironment::addActiveObjectAsStatic(ServerActiveObject *obj)
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{
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assert(obj);
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v3f objectpos = obj->getBasePosition();
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// The block in which the object resides in
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v3s16 blockpos_o = getNodeBlockPos(floatToInt(objectpos, BS));
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/*
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Update the static data
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*/
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// Create new static object
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std::string staticdata = obj->getStaticData();
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StaticObject s_obj(obj->getType(), objectpos, staticdata);
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// Add to the block where the object is located in
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v3s16 blockpos = getNodeBlockPos(floatToInt(objectpos, BS));
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// Get or generate the block
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MapBlock *block = m_map->emergeBlock(blockpos);
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bool succeeded = false;
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if(block)
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{
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block->m_static_objects.insert(0, s_obj);
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block->raiseModified(MOD_STATE_WRITE_AT_UNLOAD,
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"addActiveObjectAsStatic");
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succeeded = true;
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}
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else{
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infostream<<"ServerEnvironment::addActiveObjectAsStatic: "
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<<"Could not find or generate "
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<<"a block for storing static object"<<std::endl;
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succeeded = false;
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}
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if(obj->environmentDeletes())
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delete obj;
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return succeeded;
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}
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#endif
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/*
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/*
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Finds out what new objects have been added to
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Finds out what new objects have been added to
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inside a radius around a position
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inside a radius around a position
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@ -2182,15 +2137,6 @@ void ClientEnvironment::step(float dtime)
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v3f d = d_wanted.normalize() * dl;
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v3f d = d_wanted.normalize() * dl;
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speed += d;
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speed += d;
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#if 0 // old code
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if(speed.X > lplayer->movement_liquid_fluidity + lplayer->movement_liquid_fluidity_smooth) speed.X -= lplayer->movement_liquid_fluidity_smooth;
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if(speed.X < -lplayer->movement_liquid_fluidity - lplayer->movement_liquid_fluidity_smooth) speed.X += lplayer->movement_liquid_fluidity_smooth;
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if(speed.Y > lplayer->movement_liquid_fluidity + lplayer->movement_liquid_fluidity_smooth) speed.Y -= lplayer->movement_liquid_fluidity_smooth;
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if(speed.Y < -lplayer->movement_liquid_fluidity - lplayer->movement_liquid_fluidity_smooth) speed.Y += lplayer->movement_liquid_fluidity_smooth;
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if(speed.Z > lplayer->movement_liquid_fluidity + lplayer->movement_liquid_fluidity_smooth) speed.Z -= lplayer->movement_liquid_fluidity_smooth;
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if(speed.Z < -lplayer->movement_liquid_fluidity - lplayer->movement_liquid_fluidity_smooth) speed.Z += lplayer->movement_liquid_fluidity_smooth;
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#endif
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}
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}
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lplayer->setSpeed(speed);
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lplayer->setSpeed(speed);
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@ -192,14 +192,6 @@ inline float biLinearInterpolation(
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{
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{
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float tx = easeCurve(x);
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float tx = easeCurve(x);
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float ty = easeCurve(y);
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float ty = easeCurve(y);
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#if 0
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return (
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v00 * (1 - tx) * (1 - ty) +
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v10 * tx * (1 - ty) +
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v01 * (1 - tx) * ty +
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v11 * tx * ty
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);
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#endif
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float u = linearInterpolation(v00, v10, tx);
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float u = linearInterpolation(v00, v10, tx);
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float v = linearInterpolation(v01, v11, tx);
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float v = linearInterpolation(v01, v11, tx);
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return linearInterpolation(u, v, ty);
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return linearInterpolation(u, v, ty);
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@ -225,18 +217,6 @@ float triLinearInterpolation(
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float tx = easeCurve(x);
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float tx = easeCurve(x);
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float ty = easeCurve(y);
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float ty = easeCurve(y);
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float tz = easeCurve(z);
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float tz = easeCurve(z);
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#if 0
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return (
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v000 * (1 - tx) * (1 - ty) * (1 - tz) +
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v100 * tx * (1 - ty) * (1 - tz) +
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v010 * (1 - tx) * ty * (1 - tz) +
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v110 * tx * ty * (1 - tz) +
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v001 * (1 - tx) * (1 - ty) * tz +
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v101 * tx * (1 - ty) * tz +
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v011 * (1 - tx) * ty * tz +
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v111 * tx * ty * tz
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);
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#endif
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float u = biLinearInterpolationNoEase(v000, v100, v010, v110, tx, ty);
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float u = biLinearInterpolationNoEase(v000, v100, v010, v110, tx, ty);
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float v = biLinearInterpolationNoEase(v001, v101, v011, v111, tx, ty);
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float v = biLinearInterpolationNoEase(v001, v101, v011, v111, tx, ty);
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return linearInterpolation(u, v, tz);
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return linearInterpolation(u, v, tz);
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@ -252,33 +232,6 @@ float triLinearInterpolationNoEase(
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return linearInterpolation(u, v, z);
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return linearInterpolation(u, v, z);
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}
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}
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#if 0
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float noise2d_gradient(float x, float y, int seed)
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{
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// Calculate the integer coordinates
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int x0 = (x > 0.0 ? (int)x : (int)x - 1);
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int y0 = (y > 0.0 ? (int)y : (int)y - 1);
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// Calculate the remaining part of the coordinates
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float xl = x - (float)x0;
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float yl = y - (float)y0;
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// Calculate random cosine lookup table indices for the integer corners.
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// They are looked up as unit vector gradients from the lookup table.
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int n00 = (int)((noise2d(x0, y0, seed)+1)*8);
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int n10 = (int)((noise2d(x0+1, y0, seed)+1)*8);
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int n01 = (int)((noise2d(x0, y0+1, seed)+1)*8);
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int n11 = (int)((noise2d(x0+1, y0+1, seed)+1)*8);
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// Make a dot product for the gradients and the positions, to get the values
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float s = dotProduct(cos_lookup[n00], cos_lookup[(n00+12)%16], xl, yl);
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float u = dotProduct(-cos_lookup[n10], cos_lookup[(n10+12)%16], 1.-xl, yl);
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float v = dotProduct(cos_lookup[n01], -cos_lookup[(n01+12)%16], xl, 1.-yl);
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float w = dotProduct(-cos_lookup[n11], -cos_lookup[(n11+12)%16], 1.-xl, 1.-yl);
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// Interpolate between the values
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return biLinearInterpolation(s,u,v,w,xl,yl);
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}
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#endif
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float noise2d_gradient(float x, float y, int seed, bool eased)
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float noise2d_gradient(float x, float y, int seed, bool eased)
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{
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{
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// Calculate the integer coordinates
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// Calculate the integer coordinates
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@ -172,7 +172,7 @@ static NGConstant *new_ng( SRP_NGType ng_type, const char *n_hex, const char *g_
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mpz_init(ng->N);
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mpz_init(ng->N);
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mpz_init(ng->g);
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mpz_init(ng->g);
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if (!ng || !ng->N || !ng->g)
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if (!ng)
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return 0;
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return 0;
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if (ng_type != SRP_NG_CUSTOM) {
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if (ng_type != SRP_NG_CUSTOM) {
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@ -823,7 +823,7 @@ struct SRPUser *srp_user_new(SRP_HashAlgorithm alg, SRP_NGType ng_type,
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mpz_init(usr->A);
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mpz_init(usr->A);
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mpz_init(usr->S);
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mpz_init(usr->S);
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if (!usr->ng || !usr->a || !usr->A || !usr->S)
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if (!usr->ng)
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goto err_exit;
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goto err_exit;
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usr->username = (char*)malloc(ulen);
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usr->username = (char*)malloc(ulen);
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138
src/voxel.cpp
138
src/voxel.cpp
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@ -390,7 +390,6 @@ void VoxelManipulator::unspreadLight(enum LightBank bank, v3s16 p, u8 oldlight,
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}
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}
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}
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}
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#if 1
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/*
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/*
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Goes recursively through the neighbours of the node.
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Goes recursively through the neighbours of the node.
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@ -421,115 +420,6 @@ void VoxelManipulator::unspreadLight(enum LightBank bank,
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unspreadLight(bank, j->first, j->second, light_sources, nodemgr);
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unspreadLight(bank, j->first, j->second, light_sources, nodemgr);
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}
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}
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}
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}
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#endif
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#if 0
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/*
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Goes recursively through the neighbours of the node.
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Alters only transparent nodes.
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If the lighting of the neighbour is lower than the lighting of
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the node was (before changing it to 0 at the step before), the
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lighting of the neighbour is set to 0 and then the same stuff
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repeats for the neighbour.
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The ending nodes of the routine are stored in light_sources.
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This is useful when a light is removed. In such case, this
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routine can be called for the light node and then again for
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light_sources to re-light the area without the removed light.
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values of from_nodes are lighting values.
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*/
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void VoxelManipulator::unspreadLight(enum LightBank bank,
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core::map<v3s16, u8> & from_nodes,
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core::map<v3s16, bool> & light_sources)
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{
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v3s16 dirs[6] = {
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v3s16(0,0,1), // back
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v3s16(0,1,0), // top
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v3s16(1,0,0), // right
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v3s16(0,0,-1), // front
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v3s16(0,-1,0), // bottom
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v3s16(-1,0,0), // left
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};
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if(from_nodes.size() == 0)
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return;
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core::map<v3s16, u8> unlighted_nodes;
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core::map<v3s16, u8>::Iterator j;
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j = from_nodes.getIterator();
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for(; j.atEnd() == false; j++)
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{
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v3s16 pos = j.getNode()->getKey();
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addArea(VoxelArea(pos - v3s16(1,1,1), pos + v3s16(1,1,1)));
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//MapNode &n = m_data[m_area.index(pos)];
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u8 oldlight = j.getNode()->getValue();
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// Loop through 6 neighbors
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for(u16 i=0; i<6; i++)
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{
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// Get the position of the neighbor node
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v3s16 n2pos = pos + dirs[i];
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u32 n2i = m_area.index(n2pos);
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if(m_flags[n2i] & VOXELFLAG_NO_DATA)
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continue;
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MapNode &n2 = m_data[n2i];
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/*
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If the neighbor is dimmer than what was specified
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as oldlight (the light of the previous node)
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*/
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if(n2.getLight(bank, nodemgr) < oldlight)
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{
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/*
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And the neighbor is transparent and it has some light
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*/
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if(nodemgr->get(n2).light_propagates && n2.getLight(bank, nodemgr) != 0)
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{
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/*
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Set light to 0 and add to queue
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*/
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u8 current_light = n2.getLight(bank, nodemgr);
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n2.setLight(bank, 0);
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unlighted_nodes.insert(n2pos, current_light);
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/*
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Remove from light_sources if it is there
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NOTE: This doesn't happen nearly at all
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*/
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/*if(light_sources.find(n2pos))
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{
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std::cout<<"Removed from light_sources"<<std::endl;
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light_sources.remove(n2pos);
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}*/
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}
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}
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else{
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light_sources.insert(n2pos, true);
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}
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}
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}
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/*dstream<<"unspreadLight(): Changed block "
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<<blockchangecount<<" times"
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<<" for "<<from_nodes.size()<<" nodes"
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<<std::endl;*/
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if(unlighted_nodes.size() > 0)
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unspreadLight(bank, unlighted_nodes, light_sources);
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}
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#endif
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void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p,
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void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p,
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INodeDefManager *nodemgr)
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INodeDefManager *nodemgr)
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@ -594,36 +484,9 @@ void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p,
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}
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}
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}
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}
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#if 0
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/*
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Lights neighbors of from_nodes, collects all them and then
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goes on recursively.
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NOTE: This is faster on small areas but will overflow the
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stack on large areas. Thus it is not used.
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*/
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void VoxelManipulator::spreadLight(enum LightBank bank,
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core::map<v3s16, bool> & from_nodes)
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{
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if(from_nodes.size() == 0)
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return;
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core::map<v3s16, bool> lighted_nodes;
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core::map<v3s16, bool>::Iterator j;
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j = from_nodes.getIterator();
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for(; j.atEnd() == false; j++)
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{
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v3s16 pos = j.getNode()->getKey();
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spreadLight(bank, pos);
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}
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}
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#endif
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const MapNode VoxelManipulator::ContentIgnoreNode = MapNode(CONTENT_IGNORE);
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const MapNode VoxelManipulator::ContentIgnoreNode = MapNode(CONTENT_IGNORE);
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#if 1
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/*
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/*
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Lights neighbors of from_nodes, collects all them and then
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Lights neighbors of from_nodes, collects all them and then
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goes on recursively.
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goes on recursively.
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@ -716,6 +579,5 @@ void VoxelManipulator::spreadLight(enum LightBank bank,
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if(!lighted_nodes.empty())
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if(!lighted_nodes.empty())
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spreadLight(bank, lighted_nodes, nodemgr);
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spreadLight(bank, lighted_nodes, nodemgr);
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}
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}
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#endif
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//END
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//END
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