From: Loic Blot Date: Fri, 24 Jul 2015 19:03:50 +0000 (+0200) Subject: Remove some old dead code. Fix some Clang warnings in SRP (ng->N... will X-Git-Tag: 0.4.13~86 X-Git-Url: https://git.librecmc.org/?a=commitdiff_plain;h=aab7c83d0229c2c7aa3b60de3ca1b1a4eb326b55;p=oweals%2Fminetest.git Remove some old dead code. Fix some Clang warnings in SRP (ng->N... will always evaluate to true. --- diff --git a/src/environment.cpp b/src/environment.cpp index 5d7321f60..cf0ebacfd 100644 --- a/src/environment.cpp +++ b/src/environment.cpp @@ -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"<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); diff --git a/src/noise.cpp b/src/noise.cpp index 5b08eb942..443c405ce 100644 --- a/src/noise.cpp +++ b/src/noise.cpp @@ -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 diff --git a/src/util/srp.cpp b/src/util/srp.cpp index cc8bac6bb..6fafe8280 100644 --- a/src/util/srp.cpp +++ b/src/util/srp.cpp @@ -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); diff --git a/src/voxel.cpp b/src/voxel.cpp index a5e0b09fe..87773b240 100644 --- a/src/voxel.cpp +++ b/src/voxel.cpp @@ -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 & from_nodes, - core::map & 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 unlighted_nodes; - core::map::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"< 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 & from_nodes) -{ - if(from_nodes.size() == 0) - return; - - core::map lighted_nodes; - core::map::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