#include "clientmap.h"
#include "mapnode.h"
#include "client.h"
+#include "settings.h"
/*
Utility
{
m_time += dtime;
+ static const float radius =
+ g_settings->getS16("max_block_send_distance") * MAP_BLOCKSIZE;
+
bool unloaded = false;
bool is_attached = false;
v3f attached_pos = v3f(0,0,0);
{
m_amount--;
- // Pretend to, but don't actually spawn a
- // particle if it is attached to an unloaded
- // object.
+ // Pretend to, but don't actually spawn a particle if it is
+ // attached to an unloaded object or distant from player.
if (!unloaded) {
+ v3f ppos = m_player->getPosition() / BS;
v3f pos = random_v3f(m_minpos, m_maxpos);
+
+ if (pos.getDistanceFrom(ppos) <= radius) {
+ v3f vel = random_v3f(m_minvel, m_maxvel);
+ v3f acc = random_v3f(m_minacc, m_maxacc);
+
+ if (is_attached) {
+ // Apply attachment yaw and position
+ pos.rotateXZBy(attached_yaw);
+ pos += attached_pos;
+ vel.rotateXZBy(attached_yaw);
+ acc.rotateXZBy(attached_yaw);
+ }
+
+ float exptime = rand()/(float)RAND_MAX
+ *(m_maxexptime-m_minexptime)
+ +m_minexptime;
+ float size = rand()/(float)RAND_MAX
+ *(m_maxsize-m_minsize)
+ +m_minsize;
+
+ Particle* toadd = new Particle(
+ m_gamedef,
+ m_smgr,
+ m_player,
+ env,
+ pos,
+ vel,
+ acc,
+ exptime,
+ size,
+ m_collisiondetection,
+ m_collision_removal,
+ m_vertical,
+ m_texture,
+ v2f(0.0, 0.0),
+ v2f(1.0, 1.0),
+ m_animation,
+ m_glow);
+ m_particlemanager->addParticle(toadd);
+ }
+ }
+ i = m_spawntimes.erase(i);
+ }
+ else
+ {
+ ++i;
+ }
+ }
+ }
+ else // Spawner exists for an infinity timespan, spawn on a per-second base
+ {
+ // Skip this step if attached to an unloaded object
+ if (unloaded)
+ return;
+ for (int i = 0; i <= m_amount; i++)
+ {
+ if (rand()/(float)RAND_MAX < dtime)
+ {
+ // Do not spawn particle if distant from player
+ v3f ppos = m_player->getPosition() / BS;
+ v3f pos = random_v3f(m_minpos, m_maxpos);
+
+ if (pos.getDistanceFrom(ppos) <= radius) {
v3f vel = random_v3f(m_minvel, m_maxvel);
v3f acc = random_v3f(m_minacc, m_maxacc);
m_glow);
m_particlemanager->addParticle(toadd);
}
- i = m_spawntimes.erase(i);
- }
- else
- {
- ++i;
- }
- }
- }
- else // Spawner exists for an infinity timespan, spawn on a per-second base
- {
- // Skip this step if attached to an unloaded object
- if (unloaded)
- return;
- for (int i = 0; i <= m_amount; i++)
- {
- if (rand()/(float)RAND_MAX < dtime)
- {
- v3f pos = random_v3f(m_minpos, m_maxpos);
- v3f vel = random_v3f(m_minvel, m_maxvel);
- v3f acc = random_v3f(m_minacc, m_maxacc);
-
- if (is_attached) {
- // Apply attachment yaw and position
- pos.rotateXZBy(attached_yaw);
- pos += attached_pos;
- vel.rotateXZBy(attached_yaw);
- acc.rotateXZBy(attached_yaw);
- }
-
- float exptime = rand()/(float)RAND_MAX
- *(m_maxexptime-m_minexptime)
- +m_minexptime;
- float size = rand()/(float)RAND_MAX
- *(m_maxsize-m_minsize)
- +m_minsize;
-
- Particle* toadd = new Particle(
- m_gamedef,
- m_smgr,
- m_player,
- env,
- pos,
- vel,
- acc,
- exptime,
- size,
- m_collisiondetection,
- m_collision_removal,
- m_vertical,
- m_texture,
- v2f(0.0, 0.0),
- v2f(1.0, 1.0),
- m_animation,
- m_glow);
- m_particlemanager->addParticle(toadd);
}
}
}