\r
# Target specific settings\r
\r
-all_linux fast_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L$(IRRLICHTPATH)/lib/Linux -L$(JTHREADPATH)/src/.libs -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -ljthread\r
+all_linux fast_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L$(IRRLICHTPATH)/lib/Linux -L$(JTHREADPATH)/src/.libs -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -ljthread -lz\r
all_linux fast_linux clean_linux: SYSTEM=Linux\r
\r
all_win32: LDFLAGS = -L$(IRRLICHTPATH)/lib/Win32-gcc -L$(JTHREADPATH)/Debug -lIrrlicht -lopengl32 -lm -ljthread\r
http://downloads.sourceforge.net/irrlicht/irrlicht-1.7.2.zip
* JThread:
http://research.edm.uhasselt.be/~jori/page/index.php?n=CS.Jthread
-- Neither of which can probably be found from your distro's repository.
+* zlib:
+ - Get the -dev package from your package manager.
+- Irrlicht and JThread are very likely not to be found from your distro's
+ repository.
- Compiling each of them should be fairly unproblematic, though.
Compiling on Windows:
+- You need Irrlicht, JThread and zlib, see above
- Be sure to
#define JMUTEX_CRITICALSECTION
in jmutex.h before compiling it. Otherwise mutexes will be very slow.
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
-
Irrlicht
---------------
#wanted_fps = 30
#fps_max = 60
#viewing_range_nodes_max = 300
-#viewing_range_nodes_min = 20
+#viewing_range_nodes_min = 50
#screenW =
#screenH =
#host_game =
FavorSizeOrSpeed="1"\r
OmitFramePointers="true"\r
WholeProgramOptimization="true"\r
- AdditionalIncludeDirectories=""C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Include";"..\jthread\jthread-1.2.1\src";"..\irrlicht\irrlicht-1.7.1\include""\r
+ AdditionalIncludeDirectories=""C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Include";"..\jthread\jthread-1.2.1\src";"..\irrlicht\irrlicht-1.7.1\include";"..\zlib\zlib-1.2.5""\r
PreprocessorDefinitions="WIN32;_HAS_ITERATOR_DEBUGGING=0,UNITTEST_DISABLE,_CRT_SECURE_NO_DEPRECATE"\r
BufferSecurityCheck="false"\r
EnableEnhancedInstructionSet="1"\r
/>\r
<Tool\r
Name="VCLinkerTool"\r
- AdditionalLibraryDirectories=""C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Lib";"..\jthread\jthread-1.2.1\Release";"..\irrlicht\irrlicht-1.7.1\lib\Win32-visualstudio""\r
+ AdditionalLibraryDirectories=""C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Lib";"..\jthread\jthread-1.2.1\Release";"..\irrlicht\irrlicht-1.7.1\lib\Win32-visualstudio";..\zlib125dll\dll32"\r
IgnoreDefaultLibraryNames="libcmtd.lib"\r
GenerateDebugInformation="false"\r
LinkTimeCodeGeneration="1"\r
RelativePath=".\src\mapblockobject.cpp"\r
>\r
</File>\r
+ <File\r
+ RelativePath=".\src\mapnode.cpp"\r
+ >\r
+ </File>\r
<File\r
RelativePath=".\src\mapsector.cpp"\r
>\r
RelativePath=".\src\test.cpp"\r
>\r
</File>\r
+ <File\r
+ RelativePath=".\src\tile.cpp"\r
+ >\r
+ </File>\r
<File\r
RelativePath=".\src\utility.cpp"\r
>\r
class MaterialItem : public InventoryItem
{
public:
- MaterialItem(u8 material, u16 count)
+ MaterialItem(u8 content, u16 count)
{
- m_material = material;
+ m_content = content;
m_count = count;
}
/*
//os.imbue(std::locale("C"));
os<<getName();
os<<" ";
- os<<(unsigned int)m_material;
+ os<<(unsigned int)m_content;
os<<" ";
os<<m_count;
}
virtual InventoryItem* clone()
{
- return new MaterialItem(m_material, m_count);
+ return new MaterialItem(m_content, m_count);
}
video::ITexture * getImage()
{
- u16 tile = content_tile(m_material, v3s16(1,0,0));
- return g_tile_materials[tile].getTexture(0);
+ /*if(m_content == CONTENT_TORCH)
+ return g_texturecache.get("torch_on_floor");
+
+ u16 tile = content_tile(m_content, v3s16(1,0,0));
+ return g_tile_contents[tile].getTexture(0);*/
+
+ if(m_content >= USEFUL_CONTENT_COUNT)
+ return NULL;
+
+ return g_texturecache.get(g_content_inventory_textures[m_content]);
}
std::string getText()
{
*/
u8 getMaterial()
{
- return m_material;
+ return m_content;
}
u16 getCount()
{
m_count -= count;
}
private:
- u8 m_material;
+ u8 m_content;
u16 m_count;
};
#ifdef _MSC_VER\r
#pragma comment(lib, "Irrlicht.lib")\r
#pragma comment(lib, "jthread.lib")\r
+#pragma comment(lib, "zlibwapi.lib")\r
// This would get rid of the console window\r
//#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")\r
#endif\r
g_settings.set("wanted_fps", "30");\r
g_settings.set("fps_max", "60");\r
g_settings.set("viewing_range_nodes_max", "300");\r
- g_settings.set("viewing_range_nodes_min", "20");\r
+ g_settings.set("viewing_range_nodes_min", "50");\r
g_settings.set("screenW", "");\r
g_settings.set("screenH", "");\r
g_settings.set("host_game", "");\r
/*\r
Meta-objects\r
*/\r
- if(n.d == CONTENT_LIGHT)\r
+ if(n.d == CONTENT_TORCH)\r
{\r
v3s16 dir = unpackDir(n.dir);\r
v3f dir_f = v3f(dir.X, dir.Y, dir.Z);\r
//float min_slope = 0.45;
//float max_slope = 0.85;
- float min_slope = 0.70;
+ float min_slope = 0.60;
float max_slope = 1.20;
- float min_slope_depth = 4.0;
- //float min_slope_depth = 5.0;
+ float min_slope_depth = 5.0;
float max_slope_depth = 0;
if(slope < min_slope)
surface_depth = min_slope_depth;
p + v3s16(0,0,0), &changed_blocks_sector))
{
MapNode n;
- n.d = CONTENT_LIGHT;
+ n.d = CONTENT_TORCH;
sector->setNode(p, n);
objects_to_remove.push_back(p);
}
MapNode &n = getNodeRef(x,y,z);
- if(n.d == CONTENT_LIGHT)
+ if(n.d == CONTENT_TORCH)
{
//scene::IMeshBuffer *buf = new scene::SMeshBuffer();
scene::SMeshBuffer *buf = new scene::SMeshBuffer();
CONTENT_STONE,
CONTENT_GRASS,
CONTENT_WATER,
- CONTENT_LIGHT,
+ CONTENT_TORCH,
CONTENT_TREE,
CONTENT_LEAVES,
CONTENT_GRASS_FOOTSTEPS,
};
extern u16 g_content_tiles[USEFUL_CONTENT_COUNT][6];
+extern const char * g_content_inventory_textures[USEFUL_CONTENT_COUNT];
/*
If true, the material allows light propagation and brightness is stored
*/
inline bool light_propagates_content(u8 m)
{
- return (m == CONTENT_AIR || m == CONTENT_LIGHT || m == CONTENT_WATER || m == CONTENT_OCEAN);
+ return (m == CONTENT_AIR || m == CONTENT_TORCH || m == CONTENT_WATER || m == CONTENT_OCEAN);
}
/*
*/
inline bool sunlight_propagates_content(u8 m)
{
- return (m == CONTENT_AIR || m == CONTENT_LIGHT);
+ return (m == CONTENT_AIR || m == CONTENT_TORCH);
}
/*
*/
inline u8 content_solidness(u8 m)
{
- if(m == CONTENT_AIR)
+ // As of now, every pseudo node like torches are added to this
+ if(m == CONTENT_AIR || m == CONTENT_TORCH)
return 0;
if(m == CONTENT_WATER || m == CONTENT_OCEAN)
return 1;
// Objects collide with walkable contents
inline bool content_walkable(u8 m)
{
- return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_OCEAN && m != CONTENT_LIGHT);
+ return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_OCEAN && m != CONTENT_TORCH);
}
// A liquid resists fast movement
);
}
+/*inline bool content_has_faces(u8 c)
+{
+ return (m != CONTENT_IGNORE
+ && m != CONTENT_AIR
+ && m != CONTENT_TORCH);
+}*/
+
/*
Nodes make a face if contents differ and solidness differs.
Return value:
inline bool liquid_replaces_content(u8 c)
{
- return (c == CONTENT_AIR || c == CONTENT_LIGHT);
+ return (c == CONTENT_AIR || c == CONTENT_TORCH);
}
/*
*/
inline bool content_directional(u8 c)
{
- return (c == CONTENT_LIGHT);
+ return (c == CONTENT_TORCH);
}
/*
/*
Note that a block that isn't light_propagates() can be a light source.
*/
- if(d == CONTENT_LIGHT)
+ if(d == CONTENT_TORCH)
return LIGHT_MAX;
return 0;
#include "serialization.h"
#include "utility.h"
+#ifdef _WIN32
+ #define ZLIB_WINAPI
+#endif
#include "zlib.h"
/* report a zlib or i/o error */
Flow water
*/
{
+ float interval;
+
+ if(g_settings.getBool("endless_water") == false)
+ interval = 1.0;
+ else
+ interval = 0.25;
+
static float counter = 0.0;
counter += dtime;
if(counter >= 0.25 && m_flow_active_nodes.size() > 0)
v.m_disable_water_climb =
g_settings.getBool("disable_water_climb");
- v.flowWater(m_flow_active_nodes, 0, false, 50);
+ if(g_settings.getBool("endless_water") == false)
+ v.flowWater(m_flow_active_nodes, 0, false, 250);
+ else
+ v.flowWater(m_flow_active_nodes, 0, false, 50);
v.blitBack(modified_blocks);
writeS16(&reply[6], p.Z);
memcpy(&reply[8], *blockdata, blockdata.getSize());
- dstream<<"Sending block ("<<p.X<<","<<p.Y<<","<<p.Z<<")"
- <<": \tpacket size: "<<replysize<<std::endl;
+ /*dstream<<"Sending block ("<<p.X<<","<<p.Y<<","<<p.Z<<")"
+ <<": \tpacket size: "<<replysize<<std::endl;*/
/*
Send packet