Remove some old dead code. Fix some Clang warnings in SRP (ng->N... will
authorLoic Blot <loic.blot@unix-experience.fr>
Fri, 24 Jul 2015 19:03:50 +0000 (21:03 +0200)
committerLoic Blot <loic.blot@unix-experience.fr>
Fri, 24 Jul 2015 19:48:02 +0000 (21:48 +0200)
always evaluate to true.

src/environment.cpp
src/noise.cpp
src/util/srp.cpp
src/voxel.cpp

index 5d7321f60a43a2545b596ee33344825be018c0b9..cf0ebacfd48755d17b1af35259723d8313fc966b 100644 (file)
@@ -1314,51 +1314,6 @@ u16 ServerEnvironment::addActiveObject(ServerActiveObject *object)
        return id;
 }
 
-#if 0
-bool ServerEnvironment::addActiveObjectAsStatic(ServerActiveObject *obj)
-{
-       assert(obj);
-
-       v3f objectpos = obj->getBasePosition();
-
-       // The block in which the object resides in
-       v3s16 blockpos_o = getNodeBlockPos(floatToInt(objectpos, BS));
-
-       /*
-               Update the static data
-       */
-
-       // Create new static object
-       std::string staticdata = obj->getStaticData();
-       StaticObject s_obj(obj->getType(), objectpos, staticdata);
-       // Add to the block where the object is located in
-       v3s16 blockpos = getNodeBlockPos(floatToInt(objectpos, BS));
-       // Get or generate the block
-       MapBlock *block = m_map->emergeBlock(blockpos);
-
-       bool succeeded = false;
-
-       if(block)
-       {
-               block->m_static_objects.insert(0, s_obj);
-               block->raiseModified(MOD_STATE_WRITE_AT_UNLOAD,
-                               "addActiveObjectAsStatic");
-               succeeded = true;
-       }
-       else{
-               infostream<<"ServerEnvironment::addActiveObjectAsStatic: "
-                               <<"Could not find or generate "
-                               <<"a block for storing static object"<<std::endl;
-               succeeded = false;
-       }
-
-       if(obj->environmentDeletes())
-               delete obj;
-
-       return succeeded;
-}
-#endif
-
 /*
        Finds out what new objects have been added to
        inside a radius around a position
@@ -2182,15 +2137,6 @@ void ClientEnvironment::step(float dtime)
 
                                        v3f d = d_wanted.normalize() * dl;
                                        speed += d;
-
-#if 0 // old code
-                                       if(speed.X > lplayer->movement_liquid_fluidity + lplayer->movement_liquid_fluidity_smooth)      speed.X -= lplayer->movement_liquid_fluidity_smooth;
-                                       if(speed.X < -lplayer->movement_liquid_fluidity - lplayer->movement_liquid_fluidity_smooth)     speed.X += lplayer->movement_liquid_fluidity_smooth;
-                                       if(speed.Y > lplayer->movement_liquid_fluidity + lplayer->movement_liquid_fluidity_smooth)      speed.Y -= lplayer->movement_liquid_fluidity_smooth;
-                                       if(speed.Y < -lplayer->movement_liquid_fluidity - lplayer->movement_liquid_fluidity_smooth)     speed.Y += lplayer->movement_liquid_fluidity_smooth;
-                                       if(speed.Z > lplayer->movement_liquid_fluidity + lplayer->movement_liquid_fluidity_smooth)      speed.Z -= lplayer->movement_liquid_fluidity_smooth;
-                                       if(speed.Z < -lplayer->movement_liquid_fluidity - lplayer->movement_liquid_fluidity_smooth)     speed.Z += lplayer->movement_liquid_fluidity_smooth;
-#endif
                                }
 
                                lplayer->setSpeed(speed);
index 5b08eb9420d3f5acbac9befea6e6293ba59c1786..443c405cec8030a88a1b0b2175b26b3761356e09 100644 (file)
@@ -192,14 +192,6 @@ inline float biLinearInterpolation(
 {
        float tx = easeCurve(x);
        float ty = easeCurve(y);
-#if 0
-       return (
-               v00 * (1 - tx) * (1 - ty) +
-               v10 *      tx  * (1 - ty) +
-               v01 * (1 - tx) *      ty  +
-               v11 *      tx  *      ty
-       );
-#endif
        float u = linearInterpolation(v00, v10, tx);
        float v = linearInterpolation(v01, v11, tx);
        return linearInterpolation(u, v, ty);
@@ -225,18 +217,6 @@ float triLinearInterpolation(
        float tx = easeCurve(x);
        float ty = easeCurve(y);
        float tz = easeCurve(z);
-#if 0
-       return (
-               v000 * (1 - tx) * (1 - ty) * (1 - tz) +
-               v100 *      tx  * (1 - ty) * (1 - tz) +
-               v010 * (1 - tx) *      ty  * (1 - tz) +
-               v110 *      tx  *      ty  * (1 - tz) +
-               v001 * (1 - tx) * (1 - ty) *      tz  +
-               v101 *      tx  * (1 - ty) *      tz  +
-               v011 * (1 - tx) *      ty  *      tz  +
-               v111 *      tx  *      ty  *      tz
-       );
-#endif
        float u = biLinearInterpolationNoEase(v000, v100, v010, v110, tx, ty);
        float v = biLinearInterpolationNoEase(v001, v101, v011, v111, tx, ty);
        return linearInterpolation(u, v, tz);
@@ -252,33 +232,6 @@ float triLinearInterpolationNoEase(
        return linearInterpolation(u, v, z);
 }
 
-
-#if 0
-float noise2d_gradient(float x, float y, int seed)
-{
-       // Calculate the integer coordinates
-       int x0 = (x > 0.0 ? (int)x : (int)x - 1);
-       int y0 = (y > 0.0 ? (int)y : (int)y - 1);
-       // Calculate the remaining part of the coordinates
-       float xl = x - (float)x0;
-       float yl = y - (float)y0;
-       // Calculate random cosine lookup table indices for the integer corners.
-       // They are looked up as unit vector gradients from the lookup table.
-       int n00 = (int)((noise2d(x0, y0, seed)+1)*8);
-       int n10 = (int)((noise2d(x0+1, y0, seed)+1)*8);
-       int n01 = (int)((noise2d(x0, y0+1, seed)+1)*8);
-       int n11 = (int)((noise2d(x0+1, y0+1, seed)+1)*8);
-       // Make a dot product for the gradients and the positions, to get the values
-       float s = dotProduct(cos_lookup[n00], cos_lookup[(n00+12)%16], xl, yl);
-       float u = dotProduct(-cos_lookup[n10], cos_lookup[(n10+12)%16], 1.-xl, yl);
-       float v = dotProduct(cos_lookup[n01], -cos_lookup[(n01+12)%16], xl, 1.-yl);
-       float w = dotProduct(-cos_lookup[n11], -cos_lookup[(n11+12)%16], 1.-xl, 1.-yl);
-       // Interpolate between the values
-       return biLinearInterpolation(s,u,v,w,xl,yl);
-}
-#endif
-
-
 float noise2d_gradient(float x, float y, int seed, bool eased)
 {
        // Calculate the integer coordinates
index cc8bac6bb75b50b8b0445798c7d7837ee01a87cb..6fafe82807f97f2a8bfce50088ec4d7d76475e09 100644 (file)
@@ -172,7 +172,7 @@ static NGConstant *new_ng( SRP_NGType ng_type, const char *n_hex, const char *g_
        mpz_init(ng->N);
        mpz_init(ng->g);
 
-       if (!ng || !ng->N || !ng->g)
+       if (!ng)
                return 0;
 
        if (ng_type != SRP_NG_CUSTOM) {
@@ -823,7 +823,7 @@ struct SRPUser *srp_user_new(SRP_HashAlgorithm alg, SRP_NGType ng_type,
        mpz_init(usr->A);
        mpz_init(usr->S);
 
-       if (!usr->ng || !usr->a || !usr->A || !usr->S)
+       if (!usr->ng)
                goto err_exit;
 
        usr->username = (char*)malloc(ulen);
index a5e0b09fe7517ce334050a29fa7259329021289a..87773b240f8edeb1bf9444e9b621c2794dd73131 100644 (file)
@@ -390,7 +390,6 @@ void VoxelManipulator::unspreadLight(enum LightBank bank, v3s16 p, u8 oldlight,
        }
 }
 
-#if 1
 /*
        Goes recursively through the neighbours of the node.
 
@@ -421,115 +420,6 @@ void VoxelManipulator::unspreadLight(enum LightBank bank,
                unspreadLight(bank, j->first, j->second, light_sources, nodemgr);
        }
 }
-#endif
-
-#if 0
-/*
-       Goes recursively through the neighbours of the node.
-
-       Alters only transparent nodes.
-
-       If the lighting of the neighbour is lower than the lighting of
-       the node was (before changing it to 0 at the step before), the
-       lighting of the neighbour is set to 0 and then the same stuff
-       repeats for the neighbour.
-
-       The ending nodes of the routine are stored in light_sources.
-       This is useful when a light is removed. In such case, this
-       routine can be called for the light node and then again for
-       light_sources to re-light the area without the removed light.
-
-       values of from_nodes are lighting values.
-*/
-void VoxelManipulator::unspreadLight(enum LightBank bank,
-               core::map<v3s16, u8> & from_nodes,
-               core::map<v3s16, bool> & light_sources)
-{
-       v3s16 dirs[6] = {
-               v3s16(0,0,1), // back
-               v3s16(0,1,0), // top
-               v3s16(1,0,0), // right
-               v3s16(0,0,-1), // front
-               v3s16(0,-1,0), // bottom
-               v3s16(-1,0,0), // left
-       };
-
-       if(from_nodes.size() == 0)
-               return;
-
-       core::map<v3s16, u8> unlighted_nodes;
-       core::map<v3s16, u8>::Iterator j;
-       j = from_nodes.getIterator();
-
-       for(; j.atEnd() == false; j++)
-       {
-               v3s16 pos = j.getNode()->getKey();
-
-               addArea(VoxelArea(pos - v3s16(1,1,1), pos + v3s16(1,1,1)));
-
-               //MapNode &n = m_data[m_area.index(pos)];
-
-               u8 oldlight = j.getNode()->getValue();
-
-               // Loop through 6 neighbors
-               for(u16 i=0; i<6; i++)
-               {
-                       // Get the position of the neighbor node
-                       v3s16 n2pos = pos + dirs[i];
-
-                       u32 n2i = m_area.index(n2pos);
-
-                       if(m_flags[n2i] & VOXELFLAG_NO_DATA)
-                               continue;
-
-                       MapNode &n2 = m_data[n2i];
-
-                       /*
-                               If the neighbor is dimmer than what was specified
-                               as oldlight (the light of the previous node)
-                       */
-                       if(n2.getLight(bank, nodemgr) < oldlight)
-                       {
-                               /*
-                                       And the neighbor is transparent and it has some light
-                               */
-                               if(nodemgr->get(n2).light_propagates && n2.getLight(bank, nodemgr) != 0)
-                               {
-                                       /*
-                                               Set light to 0 and add to queue
-                                       */
-
-                                       u8 current_light = n2.getLight(bank, nodemgr);
-                                       n2.setLight(bank, 0);
-
-                                       unlighted_nodes.insert(n2pos, current_light);
-
-                                       /*
-                                               Remove from light_sources if it is there
-                                               NOTE: This doesn't happen nearly at all
-                                       */
-                                       /*if(light_sources.find(n2pos))
-                                       {
-                                               std::cout<<"Removed from light_sources"<<std::endl;
-                                               light_sources.remove(n2pos);
-                                       }*/
-                               }
-                       }
-                       else{
-                               light_sources.insert(n2pos, true);
-                       }
-               }
-       }
-
-       /*dstream<<"unspreadLight(): Changed block "
-                       <<blockchangecount<<" times"
-                       <<" for "<<from_nodes.size()<<" nodes"
-                       <<std::endl;*/
-
-       if(unlighted_nodes.size() > 0)
-               unspreadLight(bank, unlighted_nodes, light_sources);
-}
-#endif
 
 void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p,
                INodeDefManager *nodemgr)
@@ -594,36 +484,9 @@ void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p,
        }
 }
 
-#if 0
-/*
-       Lights neighbors of from_nodes, collects all them and then
-       goes on recursively.
-
-       NOTE: This is faster on small areas but will overflow the
-             stack on large areas. Thus it is not used.
-*/
-void VoxelManipulator::spreadLight(enum LightBank bank,
-               core::map<v3s16, bool> & from_nodes)
-{
-       if(from_nodes.size() == 0)
-               return;
-
-       core::map<v3s16, bool> lighted_nodes;
-       core::map<v3s16, bool>::Iterator j;
-       j = from_nodes.getIterator();
-
-       for(; j.atEnd() == false; j++)
-       {
-               v3s16 pos = j.getNode()->getKey();
-
-               spreadLight(bank, pos);
-       }
-}
-#endif
 
 const MapNode VoxelManipulator::ContentIgnoreNode = MapNode(CONTENT_IGNORE);
 
-#if 1
 /*
        Lights neighbors of from_nodes, collects all them and then
        goes on recursively.
@@ -716,6 +579,5 @@ void VoxelManipulator::spreadLight(enum LightBank bank,
        if(!lighted_nodes.empty())
                spreadLight(bank, lighted_nodes, nodemgr);
 }
-#endif
 
 //END