Pre-release 0.3 "A little wet"

See this link for changelog >
https://forum.minetest.net/viewtopic.php?f=55&t=20478&start=50#p328560
master
azekillDIABLO 2018-08-17 18:54:44 +02:00
parent fc87988742
commit b93c213897
26 changed files with 346 additions and 97 deletions

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@ -1,6 +1,4 @@
## Omicron by azekill_DIABLO > pre-release 0.2
This game is a voxelly sandbox-game with procedurally generated world!
## Omicron by azekill_DIABLO
Fork of CraftNG by Twetzel59 which is also a Fork of Michael Fogleman's Minecraft clone for Windows, Mac OS X and Linux.
@ -13,14 +11,14 @@ https://github.com/twetzel59/CraftNG/
### Features
* Simple but nice looking terrain generation using perlin / simplex noise.
* Over 60 blocks and more can be added with ease.
* Over 70 blocks and more can be added with ease.
* Supports plants (grass, flowers, trees, cactus) and transparency (glass).
* Simple fluffy clouds in the sky (they don't move... Yet!).
* Day / night cycles and a textured sky dome.
* World changes persisted in a sqlite3 database.
* Multiplayer support! (Well. Needs server first.)
* An horrendous water system. (Disabled by default for good reasons).
* Various biomes. (Including the newly created Mesa-Biome!)
* Lakes and Water caves
### Download
@ -44,15 +42,15 @@ Download and install [CMake](http://www.cmake.org/cmake/resources/software.html)
if you don't already have it. You may use [Homebrew](http://brew.sh) to simplify
the installation:
`brew install cmake`
brew install cmake
#### Linux (Ubuntu)
`sudo apt-get install cmake libglew-dev xorg-dev libcurl4-openssl-dev
sudo apt-get build-dep glfw`
sudo apt-get install cmake libglew-dev xorg-dev libcurl4-openssl-dev
sudo apt-get build-dep glfw
*Under debian (tested under AntiX) it seems you need to run each install
of the first line separately in order to install without errors.*
*Under debian (tested under AntiX) it seems you need to run each install
of the first line separately in order to install without errors.*
#### Windows
@ -64,17 +62,17 @@ CURL/lib and CURL/include are in your Program Files directory.
Use the following commands in place of the ones described in the next section.
`cmake -G "MinGW Makefiles"
mingw32-make`
cmake -G "MinGW Makefiles"
mingw32-make
### Compile and Run
Once you have the dependencies (see above), install the sources and open the
terminal in the dowloaded source directory. Run the following commands :
`cmake .
cmake .
make
./craft`
./omicron
### Multiplayer

BIN
omicron

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@ -31,7 +31,7 @@ void main() {
}
else {
float camera_distance = distance(camera, vec3(position));
fog_factor = pow(clamp(camera_distance / fog_distance, 0.0, 1.0), 3.0);
fog_factor = pow(clamp(camera_distance / fog_distance, 0.0, 1.0), 6.0);
float dy = position.y - camera.y;
float dx = distance(position.xz, camera.xz);
fog_height = (atan(dy, dx) + pi / 2) / pi;

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@ -58,7 +58,7 @@
// advanced parameters
#define CREATE_CHUNK_RADIUS 10
#define RENDER_CHUNK_RADIUS 6
#define RENDER_SIGN_RADIUS 4
#define RENDER_SIGN_RADIUS 6
#define DELETE_CHUNK_RADIUS 14
#define CHUNK_SIZE 32
#define COMMIT_INTERVAL 5

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@ -234,8 +234,8 @@ int is_transparent(int w) {
switch (w) {
case Item_EMPTY:
case Item_GLASS:
//case Item_LEAVES: for better performance (8 fps -> 60fps OPTIMIZATION NEEDED!)
case Item_WATER: //Just to stop Xray-ing
//case Item_LEAVES: //for better performance (8 fps -> 60fps OPTIMIZATION NEEDED!)
//case Item_WATER: //Just to stop Xray-ing
return 1;
default:
return 0;

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@ -6,6 +6,7 @@
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include <unistd.h>
//#include <gtk.h>
#include "attrib.h"
#include "auth.h"
@ -774,6 +775,19 @@ void occlusion(
#define XYZ(x, y, z) ((y) * XZ_SIZE * XZ_SIZE + (x) * XZ_SIZE + (z))
#define XZ(x, z) ((x) * XZ_SIZE + (z))
/**
int get_block(int x, int y, int z) {
int p = chunked(x);
int q = chunked(z);
Chunk *chunk = find_chunk(p, q);
if (chunk) {
Map *map = &chunk->map;
return map_get(map, x, y, z);
}
return 0;
}
**/
void light_fill(
char *opaque, char *light,
int x, int y, int z, int w, int force)
@ -837,7 +851,7 @@ void compute_chunk(WorkerItem *item) {
int z = ez - oz;
int w = ew;
// TODO: this should be unnecessary
// TODO: this should be unnecessary (but as long it works :3)
if (x < 0 || y < 0 || z < 0) {
continue;
}
@ -845,7 +859,11 @@ void compute_chunk(WorkerItem *item) {
continue;
}
// END TODO
opaque[XYZ(x, y, z)] = !is_transparent(w);
//if (!is_liquid(get_block(x, y+1, z))) {
opaque[XYZ(x, y, z)] = !is_transparent(w);
//}
if (opaque[XYZ(x, y, z)]) {
highest[XZ(x, z)] = MAX(highest[XZ(x, z)], y);
}
@ -1467,6 +1485,7 @@ void record_block(int x, int y, int z, int w) {
g->block0.w = w;
}
// Get_block was here
int get_block(int x, int y, int z) {
int p = chunked(x);
int q = chunked(z);
@ -1478,6 +1497,7 @@ int get_block(int x, int y, int z) {
return 0;
}
void builder_block(int x, int y, int z, int w) {
if (y <= 0 || y >= BUILD_HEIGHT_LIMIT) {
return;
@ -2410,10 +2430,20 @@ void handle_movement(double dt) {
dy = 0.0f;
}
}
} else if (is_liquid(w)) {
} else if (is_liquid(w)) {
//vy = vy;
if (is_jump_pressed) {
dy = 2.5f;
//dy = 0;
} else if (is_descend_pressed) {
dy = -0.5f;
//dy = 0;
}
vx = vx/1.2;
//vy = vy/1.6;
vz = vz/1.2;
}
@ -2575,12 +2605,28 @@ void reset_model() {
Inventory_reset(&g->inventory);
}
void advance_cursor() {
static int pos=0;
char cursor[4]={'/','-','\\','|'};
printf("> The game is running %c\r", cursor[pos]);
fflush(stdout);
//sleep(1);
pos = (pos+1) % 4;
}
int main(int argc, char **argv) {
// INITIALIZATION //
curl_global_init(CURL_GLOBAL_DEFAULT);
srand(time(NULL));
rand();
// TERMINAL TEST GUI //
// Header generated using -> https://fsymbols.com/generators/tarty/
printf("\n▒█▀▀▀█ ▒█▀▄▀█ ▀█▀ ▒█▀▀█ ▒█▀▀█ ▒█▀▀▀█ ▒█▄░▒█ \n▒█░░▒█ ▒█▒█▒█ ▒█░ ▒█░░░ ▒█▄▄▀ ▒█░░▒█ ▒█▒█▒█ \n▒█▄▄▄█ ▒█░░▒█ ▄█▄ ▒█▄▄█ ▒█░▒█ ▒█▄▄▄█ ▒█░░▀█ \n a game by azekill_DIABLO\n\n");
printf("> Press RETURN to start");
getchar();
// WINDOW INITIALIZATION //
if (!glfwInit()) {
return -1;
@ -2768,6 +2814,7 @@ int main(int argc, char **argv) {
}
// BEGIN MAIN LOOP //
double previous = glfwGetTime();
while (1) {
if (INFINI_STUFF == 1) {
@ -2948,10 +2995,13 @@ int main(int argc, char **argv) {
g->mode_changed = 0;
break;
}
// OUTPUT IN TERMINAL //
advance_cursor();
}
// SHUTDOWN //
printf("\nOmicron: Game closing ... \n");
printf("\n\n[Omicron] The game is closing ... Have a good day!\n");
db_save_state(s->x, s->y, s->z, s->rx, s->ry);
db_close();
db_disable();

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@ -30,6 +30,7 @@ void generateBaseTerrain(int dx, int dz, int x, int z, int start_h, int h, int f
}
}
}
// Caves
for (int y = 1; y < 38; y++) {

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@ -5,6 +5,8 @@
void generateDesert(int dx, int dz, int x, int z, int start_h, int h, int flag, world_func func, void *arg) {
for (int y = start_h; y < h; y++) {
//int y = y / 1;
func(x, y, z, 2 * flag, arg);
}
@ -17,7 +19,8 @@ void generateDesert(int dx, int dz, int x, int z, int start_h, int h, int flag,
if (simplex2(-x * 0.1, z * 0.1, 3, 0.9, 2) > 0.85) {
func(x, h, z, 67 * flag, arg);
}
// cactus
int ok = 1;
if (dx - 4 < 0 || dz - 4 < 0 ||
dx + 4 >= CHUNK_SIZE || dz + 4 >= CHUNK_SIZE)

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@ -0,0 +1,23 @@
#include "biome_ocean.h"
#include "noise.h"
#include "../config.h"
#include "../item.h"
void generateOcean(int dx, int dz, int x, int z, int start_h, int h, int flag, world_func func, void *arg) {
for (int y = start_h; y < h; y++) {
func(x, y, z, 2 * flag, arg);
}
for (int yw = 32; yw < 37; yw++) {
func(x, yw, z, Item_WATER * flag, arg);
if (simplex3(
x * 0.001, yw * 0.003, z * 0.001, 6, 1, 1) > 0.7)
{
func(x, yw, z, Item_WATER * flag, arg);
}
}
}

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@ -0,0 +1,8 @@
#ifndef _biome_ocean_h_
#define _biome_ocean_h_
#include "world.h"
void generateOcean(int dx, int dz, int x, int z, int start_h, int h, int flag, world_func func, void *arg);
#endif // _biome_ocean_h_

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@ -4,6 +4,7 @@
#include "../item.h"
void generateTemperate(int dx, int dz, int x, int z, int start_h, int h, int flag, world_func func, void *arg) {
for (int y = start_h; y < h - 1; y++) {
//for (int y = 30; y = 37; y++) {
//func(x, 37, z, Item_WATER * flag, arg);
@ -29,7 +30,7 @@ void generateTemperate(int dx, int dz, int x, int z, int start_h, int h, int fla
}
// rocks
if (simplex2(x * 0.02, -z * 0.02, 4, 0.8, 2) > 0.75) {
if (simplex2(-x * 0.01, z * 0.01, 1, 1, 1) * (simplex2(-x * 0.1, z * 0.1, 1, 0.8, 2)) > 0.64) {
if (h > 72) {
func(x, h-1, z, Item_STONE * flag, arg);
func(x, h, z, Item_STONE * flag, arg);
@ -89,4 +90,14 @@ void generateTemperate(int dx, int dz, int x, int z, int start_h, int h, int fla
}
}
}
// some wip ugly river don't touch the water is lava
/*
if (simplex2(-x * 0.001, z * 0.001, 4, 0.8, 2) > 0.7) {
//if (h < 38) {
func(x, h, z, 42 * flag, arg);
//}
}
*/
}

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@ -1,3 +1,7 @@
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "../config.h"
#include "../item.h"
#include "noise.h"
@ -9,7 +13,6 @@
#include "biome_rainforest.h"
#include "biome_taiga.h"
#include "biome_mesa.h"
#include <math.h>
void create_world(int p, int q, world_func func, void *arg) {
int pad = 1;
@ -21,16 +24,25 @@ void create_world(int p, int q, world_func func, void *arg) {
}
int x = p * CHUNK_SIZE + dx;
int z = q * CHUNK_SIZE + dz;
//float random = (rand() % 1024);
//random = random/512.0; // Eat my decimal in the face
//printf("%.2f\n", random);
float f = simplex2(x * 0.01, z * 0.01, 4, 0.5, 2);
float g = simplex2(-x * 0.01, -z * 0.01, 2, 0.9, 2);
// mh
int mh = g * simplex2(-x * 0.001, -z * 0.001, 2, 16.0, 2);
mh += simplex2(-x * 0.0005, -z * 0.0005, 2, 16.0, 2) * simplex2(-x * 0.005, -z * 0.005, 2, 16.0, 2) * 100;
mh += 16;
int h = f * mh;
//2 other values are needed : a high one for
//mountain-like biomes and other for oceans.
Biome biome = biome_at_pos(q, x, z);
@ -44,11 +56,13 @@ void create_world(int p, int q, world_func func, void *arg) {
generateTaiga(dx, dz, x, z, 32, 32 + h, flag, func, arg);
} else if(biome == Biome_MESA) {
generateMesa(dx, dz, x, z, 32, 32 + h, flag, func, arg);
}
} //else if(biome == Biome_OCEAN) {
// generateOcean(dx, dz, x, z, 32, 32 + h, flag, func, arg);
//}
generateBaseTerrain(dx, dz, x, z, 0, 32, flag, func, arg);
//generateBaseTerrain(dx, dz, x, z, 32, 32 + h, flag, func, arg);
generateBaseTerrain(dx, dz, x, z, 0, 32, flag, func, arg); //the good
//generateBaseTerrain(dx, dz, x, z, 32, 32 + h, flag, func, arg); //the evil
// clouds
for (int y = 120; y < 200; y++) {
@ -58,17 +72,49 @@ void create_world(int p, int q, world_func func, void *arg) {
func(x, y, z, 16 * flag, arg);
}
}
// Lakes
for (int y = 30; y < 37; y++) {
float coef = 1.1 - y/62.0;
if (simplex2(x * 0.00091, z * 0.00091, 6, 1, 2) > coef) {
func(x, y, z, Item_WATER * flag, arg);
}
}
for (int y = 37; y < 45; y++) {
float coef = y/70.0;
if (simplex2(x * 0.00091, z * 0.00091, 6, 1, 2) > coef) {
func(x, y, z, Item_EMPTY * flag, arg);
}
}
/* Ocean (upscaled lakes) Too big too much hills. need mapgen tweaks.
for (int y = 30; y < 37; y++) {
float coef = (1.1 - y/62.0)+0.5;
if (simplex2(x * 0.00008, z * 0.00008, 6, 1, 2) > coef) {
func(x, y, z, Item_WATER * flag, arg);
}
}
for (int y = 37; y < 45; y++) {
float coef = (y/70.0)+0.4;
if (simplex2(x * 0.00008, z * 0.00008, 6, 1, 2) > coef) {
func(x, y, z, Item_EMPTY * flag, arg);
}
} */
/* Flying dirt patches = bad idea
for (int yb = 170; yb < 255; yb++) {
/* rivers wip
for (int yb = 30; yb < 37; yb++) {
if (simplex3(
x * 0.002, yb * 0.004, z * 0.002, 7, 0.5, 2) > 0.80)
x * 0.02, yb * 0.004, z * 0.02, 8, 1.5, 1) > 0.6)
{
//if (x > 100 && x < -100 && z > 100 && z < -100) {
func(x, yb, z, Item_DIRT * flag, arg);
func(x, yb, z, Item_WATER * flag, arg);
//}
}
}*/
} */
// Unbreakable Core shell
func(x, 0, z, Item_CORESHELL * flag, arg);
@ -79,9 +125,19 @@ void create_world(int p, int q, world_func func, void *arg) {
}
//for (int x = 0; x < 5; x++) {
// for (int y = 37; y < 42; y++) {
// func(42 + x, y, 42, Item_CORESHELL * flag, arg);
// func(42 + x, y, 43, Item_CORESHELL * flag, arg);
// }
//}
// Buildings
// Brick Pyramid
// Brick Mess
//for (int b = 50; b < 100; b++) {
// func(b, b, b, Item_BRICK * flag, arg);
//}
@ -106,8 +162,11 @@ Biome biome_at_pos(int q, int x, int z) {
if(biomen > (4.0f/5.0f)) {
biome = Biome_TAIGA;
}
if(biome == Biome_max) {
if(biome == (Biome_max)) {
biome = Biome_MESA;
}
//if(biome == (Biome_max)) {
// biome = Biome_OCEAN;
//}
return biome;
}