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5 Commits

Author SHA1 Message Date
sapier 556bdc260a Pass pointer to nodedef directly to avoid recalculation in quite often called function 2014-04-06 10:32:57 +02:00
sapier 28854495b1 Performance optimized button to button mask evaluation 2014-04-03 20:26:26 +02:00
sapier af01a9577e Fix lost change password button 2014-04-01 22:38:34 +02:00
Perttu Ahola 65d1cb8321 Fix bug in RemoteClient::GetNextBlocks 2014-03-26 18:58:39 +02:00
Ciaran Gultnieks 564e11fc2f Fix merge mistake when rebasing for PR #1169 2014-03-24 19:56:36 +01:00
6 changed files with 67 additions and 56 deletions

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@ -140,7 +140,8 @@ void RemoteClient::GetNextBlocks(
*/
s32 new_nearest_unsent_d = -1;
s16 d_max = g_settings->getS16("max_block_send_distance");
const s16 full_d_max = g_settings->getS16("max_block_send_distance");
s16 d_max = full_d_max;
s16 d_max_gen = g_settings->getS16("max_block_generate_distance");
// Don't loop very much at a time
@ -214,7 +215,7 @@ void RemoteClient::GetNextBlocks(
generate = false;*/
// Limit the send area vertically to 1/2
if(abs(p.Y - center.Y) > d_max / 2)
if(abs(p.Y - center.Y) > full_d_max / 2)
continue;
}

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@ -219,7 +219,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
top_is_same_liquid = true;
u16 l = getInteriorLight(n, 0, data);
u16 l = getInteriorLight(n, 0, nodedef);
video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
/*
@ -389,10 +389,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
}
// Use the light of the node on top if possible
else if(nodedef->get(ntop).param_type == CPT_LIGHT)
l = getInteriorLight(ntop, 0, data);
l = getInteriorLight(ntop, 0, nodedef);
// Otherwise use the light of this node (the liquid)
else
l = getInteriorLight(n, 0, data);
l = getInteriorLight(n, 0, nodedef);
video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8);
@ -696,7 +696,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
{
TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
u16 l = getInteriorLight(n, 1, data);
u16 l = getInteriorLight(n, 1, nodedef);
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
for(u32 j=0; j<6; j++)
@ -758,7 +758,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
TileSpec tiles[2];
tiles[0] = getNodeTile(n, p, dirs[0], data);
tiles[1] = getNodeTile(n, p, dirs[1], data);
u16 l = getInteriorLight(n, 1, data);
u16 l = getInteriorLight(n, 1, nodedef);
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
v3f pos = intToFloat(p, BS);
static const float a=BS/2;
@ -876,7 +876,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
TileSpec tile_leaves = getNodeTile(n, p,
v3s16(0,0,0), data);
u16 l = getInteriorLight(n, 1, data);
u16 l = getInteriorLight(n, 1, nodedef);
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
v3f pos = intToFloat(p, BS);
@ -909,7 +909,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
u16 l = getInteriorLight(n, 1, data);
u16 l = getInteriorLight(n, 1, nodedef);
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
float s = BS/2*f.visual_scale;
@ -950,7 +950,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
u16 l = getInteriorLight(n, 0, data);
u16 l = getInteriorLight(n, 0, nodedef);
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
float d = (float)BS/16;
@ -993,7 +993,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
TileSpec tile = getNodeTileN(n, p, 0, data);
tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
u16 l = getInteriorLight(n, 1, data);
u16 l = getInteriorLight(n, 1, nodedef);
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
float s = BS/2*f.visual_scale;
@ -1045,7 +1045,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
texturestring_rot,
&tile_rot.texture_id);
u16 l = getInteriorLight(n, 1, data);
u16 l = getInteriorLight(n, 1, nodedef);
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
const f32 post_rad=(f32)BS/8;
@ -1294,7 +1294,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
u16 l = getInteriorLight(n, 0, data);
u16 l = getInteriorLight(n, 0, nodedef);
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
float d = (float)BS/64;
@ -1333,7 +1333,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
};
TileSpec tiles[6];
u16 l = getInteriorLight(n, 0, data);
u16 l = getInteriorLight(n, 0, nodedef);
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
v3f pos = intToFloat(p, BS);

View File

@ -795,8 +795,7 @@ neighbor_found:
// Call all the trigger variations
i->abm->trigger(m_env, p, n);
i->abm->trigger(m_env, p, n,
active_object_count,
active_object_count_wider + active_object_count);
active_object_count, active_object_count_wider);
// Count surrounding objects again if the abms added any
if(m_env->m_added_objects > 0) {

View File

@ -154,6 +154,11 @@ struct LocalFormspecHandler : public TextDest
return;
}
if (fields.find("btn_change_password") != fields.end()) {
g_gamecallback->changePassword();
return;
}
if (fields.find("quit") != fields.end()) {
return;
}
@ -1000,7 +1005,7 @@ static void show_chat_menu(FormspecFormSource* current_formspec,
/******************************************************************************/
static void show_pause_menu(FormspecFormSource* current_formspec,
TextDest* current_textdest, IWritableTextureSource* tsrc,
IrrlichtDevice * device)
IrrlichtDevice * device, bool singleplayermode)
{
std::string control_text = wide_to_narrow(wstrgettext("Default Controls:\n"
@ -1016,25 +1021,34 @@ static void show_pause_menu(FormspecFormSource* current_formspec,
"- T: chat\n"
));
float ypos = singleplayermode ? 1.0 : 0.5;
std::ostringstream os;
os<<"Minetest\n";
os<<minetest_build_info<<"\n";
os<<"path_user = "<<wrap_rows(porting::path_user, 20)<<"\n";
std::string formspec =
"size[11,5.5,true]"
"button_exit[4,1;3,0.5;btn_continue;" + wide_to_narrow(wstrgettext("Continue")) + "]"
"button_exit[4,2;3,0.5;btn_sound;" + wide_to_narrow(wstrgettext("Sound Volume")) + "]"
"button_exit[4,3;3,0.5;btn_exit_menu;" + wide_to_narrow(wstrgettext("Exit to Menu")) + "]"
"button_exit[4,4;3,0.5;btn_exit_os;" + wide_to_narrow(wstrgettext("Exit to OS")) + "]"
"textarea[7.5,0.25;3.75,6;;" + control_text + ";]"
"textarea[0.4,0.25;3.5,6;;" + os.str() + ";]"
;
os << "size[11,5.5,true]"
<< "button_exit[4," << (ypos++) << ";3,0.5;btn_continue;"
<< wide_to_narrow(wstrgettext("Continue")) << "]";
if (!singleplayermode) {
os << "button_exit[4," << (ypos++) << ";3,0.5;btn_change_password;"
<< wide_to_narrow(wstrgettext("Change Password")) << "]";
}
os << "button_exit[4," << (ypos++) << ";3,0.5;btn_sound;"
<< wide_to_narrow(wstrgettext("Sound Volume")) << "]";
os << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_menu;"
<< wide_to_narrow(wstrgettext("Exit to Menu")) << "]";
os << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_os;"
<< wide_to_narrow(wstrgettext("Exit to OS")) << "]"
<< "textarea[7.5,0.25;3.75,6;;" << control_text << ";]"
<< "textarea[0.4,0.25;3.5,6;;" << "Minetest\n"
<< minetest_build_info << "\n"
<< "path_user = " << wrap_rows(porting::path_user, 20)
<< "\n;]";
/* Create menu */
/* Note: FormspecFormSource and LocalFormspecHandler *
* are deleted by guiFormSpecMenu */
current_formspec = new FormspecFormSource(formspec,&current_formspec);
current_formspec = new FormspecFormSource(os.str(),&current_formspec);
current_textdest = new LocalFormspecHandler("MT_PAUSE_MENU");
GUIFormSpecMenu *menu =
new GUIFormSpecMenu(device, guiroot, -1, &g_menumgr, NULL, NULL, tsrc);
@ -1894,7 +1908,8 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
}
else if(input->wasKeyDown(EscapeKey))
{
show_pause_menu(current_formspec, current_textdest, tsrc, device);
show_pause_menu(current_formspec, current_textdest, tsrc, device,
simple_singleplayer_mode);
}
else if(input->wasKeyDown(getKeySetting("keymap_chat")))
{
@ -2292,18 +2307,17 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
camera_yaw
);
client.setPlayerControl(control);
u32 keyPressed=
1*(int)input->isKeyDown(getKeySetting("keymap_forward"))+
2*(int)input->isKeyDown(getKeySetting("keymap_backward"))+
4*(int)input->isKeyDown(getKeySetting("keymap_left"))+
8*(int)input->isKeyDown(getKeySetting("keymap_right"))+
16*(int)input->isKeyDown(getKeySetting("keymap_jump"))+
32*(int)input->isKeyDown(getKeySetting("keymap_special1"))+
64*(int)input->isKeyDown(getKeySetting("keymap_sneak"))+
128*(int)input->getLeftState()+
256*(int)input->getRightState();
LocalPlayer* player = client.getEnv().getLocalPlayer();
player->keyPressed=keyPressed;
player->keyPressed=
(((int)input->isKeyDown(getKeySetting("keymap_forward")) & 0x1) << 0) |
(((int)input->isKeyDown(getKeySetting("keymap_backward")) & 0x1) << 1) |
(((int)input->isKeyDown(getKeySetting("keymap_left")) & 0x1) << 2) |
(((int)input->isKeyDown(getKeySetting("keymap_right")) & 0x1) << 3) |
(((int)input->isKeyDown(getKeySetting("keymap_jump")) & 0x1) << 4) |
(((int)input->isKeyDown(getKeySetting("keymap_special1")) & 0x1) << 5) |
(((int)input->isKeyDown(getKeySetting("keymap_sneak")) & 0x1) << 6) |
(((int)input->getLeftState() & 0x1) << 7) |
(((int)input->getRightState() & 0x1) << 8);
}
/*

View File

@ -150,9 +150,8 @@ void MeshMakeData::setSmoothLighting(bool smooth_lighting)
Single light bank.
*/
static u8 getInteriorLight(enum LightBank bank, MapNode n, s32 increment,
MeshMakeData *data)
INodeDefManager *ndef)
{
INodeDefManager *ndef = data->m_gamedef->ndef();
u8 light = n.getLight(bank, ndef);
while(increment > 0)
@ -173,10 +172,10 @@ static u8 getInteriorLight(enum LightBank bank, MapNode n, s32 increment,
Calculate non-smooth lighting at interior of node.
Both light banks.
*/
u16 getInteriorLight(MapNode n, s32 increment, MeshMakeData *data)
u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef)
{
u16 day = getInteriorLight(LIGHTBANK_DAY, n, increment, data);
u16 night = getInteriorLight(LIGHTBANK_NIGHT, n, increment, data);
u16 day = getInteriorLight(LIGHTBANK_DAY, n, increment, ndef);
u16 night = getInteriorLight(LIGHTBANK_NIGHT, n, increment, ndef);
return day | (night << 8);
}
@ -185,10 +184,8 @@ u16 getInteriorLight(MapNode n, s32 increment, MeshMakeData *data)
Single light bank.
*/
static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2,
v3s16 face_dir, MeshMakeData *data)
v3s16 face_dir, INodeDefManager *ndef)
{
INodeDefManager *ndef = data->m_gamedef->ndef();
u8 light;
u8 l1 = n.getLight(bank, ndef);
u8 l2 = n2.getLight(bank, ndef);
@ -227,10 +224,10 @@ static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2,
Calculate non-smooth lighting at face of node.
Both light banks.
*/
u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, MeshMakeData *data)
u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef)
{
u16 day = getFaceLight(LIGHTBANK_DAY, n, n2, face_dir, data);
u16 night = getFaceLight(LIGHTBANK_NIGHT, n, n2, face_dir, data);
u16 day = getFaceLight(LIGHTBANK_DAY, n, n2, face_dir, ndef);
u16 night = getFaceLight(LIGHTBANK_NIGHT, n, n2, face_dir, ndef);
return day | (night << 8);
}
@ -812,7 +809,7 @@ static void getTileInfo(
if(data->m_smooth_lighting == false)
{
lights[0] = lights[1] = lights[2] = lights[3] =
getFaceLight(n0, n1, face_dir, data);
getFaceLight(n0, n1, face_dir, ndef);
}
else
{

View File

@ -172,8 +172,8 @@ inline video::SColor MapBlock_LightColor(u8 alpha, u16 light, u8 light_source=0)
}
// Compute light at node
u16 getInteriorLight(MapNode n, s32 increment, MeshMakeData *data);
u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, MeshMakeData *data);
u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef);
u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef);
u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data);
// Retrieves the TileSpec of a face of a node