fine-tuning of map generator and server and stuff.

This commit is contained in:
Perttu Ahola 2011-01-17 02:40:53 +02:00
parent 7068bc90af
commit 3891bc43e0
11 changed files with 298 additions and 113 deletions

View File

@ -61,10 +61,11 @@ void set_default_settings()
g_settings.setDefault("active_object_range", "2");
g_settings.setDefault("max_simultaneous_block_sends_per_client", "1");
g_settings.setDefault("max_simultaneous_block_sends_server_total", "4");
g_settings.setDefault("water_moves", "true");
g_settings.setDefault("disable_water_climb", "true");
g_settings.setDefault("endless_water", "true");
g_settings.setDefault("max_block_send_distance", "5");
g_settings.setDefault("max_block_generate_distance", "5");
g_settings.setDefault("max_block_send_distance", "6");
g_settings.setDefault("max_block_generate_distance", "6");
g_settings.setDefault("time_send_interval", "20");
g_settings.setDefault("time_speed", "96");
g_settings.setDefault("server_unload_unused_sectors_timeout", "60");

View File

@ -168,6 +168,8 @@ TODO: Check what goes wrong with caching map to disk (Kray)
TODO: When server sees that client is removing an inexistent block or
adding a block to an existent position, resend the MapBlock.
TODO: Generate map from the area the client is looking at
Objects:
TODO: Better handling of objects and mobs
@ -1409,10 +1411,11 @@ int main(int argc, char *argv[])
video::E_DRIVER_TYPE driverType;
#ifdef _WIN32
//driverType = video::EDT_DIRECT3D9; // Doesn't seem to work
//driverType = video::EDT_DIRECT3D9;
driverType = video::EDT_OPENGL;
#else
driverType = video::EDT_OPENGL;
//driverType = video::EDT_BURNINGSVIDEO;
#endif
// create device and exit if creation failed

View File

@ -1317,17 +1317,26 @@ ServerMap::ServerMap(std::string savedir, HMParams hmp, MapParams mp):
*/
{
dstream<<"Generating map point attribute lists"<<std::endl;
PointAttributeList *list_baseheight = m_padb.getList("hm_baseheight");
PointAttributeList *list_randmax = m_padb.getList("hm_randmax");
PointAttributeList *list_randfactor = m_padb.getList("hm_randfactor");
PointAttributeList *list_plants_amount = m_padb.getList("plants_amount");
PointAttributeList *list_caves_amount = m_padb.getList("caves_amount");
/*
NOTE: BEWARE: Too big amount of these will make map generation
slow. Especially those that are read by every block emerge.
*/
for(u32 i=0; i<3000; i++)
for(u32 i=0; i<15000; i++)
{
u32 lim = MAP_GENERATION_LIMIT;
if(i < 200)
lim = 1000;
/*u32 lim = MAP_GENERATION_LIMIT;
if(i < 400)
lim = 2000;*/
u32 lim = 1000 + MAP_GENERATION_LIMIT * i / 15000;
v3s16 p(
-lim + myrand()%(lim*2),
@ -1356,6 +1365,24 @@ ServerMap::ServerMap(std::string savedir, HMParams hmp, MapParams mp):
plants_amount = 0.0;
}
list_plants_amount->addPoint(p, Attribute(plants_amount));
}
for(u32 i=0; i<1000; i++)
{
/*u32 lim = MAP_GENERATION_LIMIT;
if(i < 400)
lim = 2000;*/
u32 lim = 500 + MAP_GENERATION_LIMIT * i / 1000;
v3s16 p(
-lim + myrand()%(lim*2),
0,
-lim + myrand()%(lim*2)
);
float caves_amount = 0;
if(myrand()%5 == 0)
{
@ -1370,20 +1397,21 @@ ServerMap::ServerMap(std::string savedir, HMParams hmp, MapParams mp):
caves_amount = 0.05;
}
list_plants_amount->addPoint(p, Attribute(plants_amount));
list_caves_amount->addPoint(p, Attribute(caves_amount));
}
#if 1
for(u32 i=0; i<3000; i++)
for(u32 i=0; i<5000; i++)
{
u32 lim = MAP_GENERATION_LIMIT;
if(i < 100)
lim = 1000;
/*u32 lim = MAP_GENERATION_LIMIT;
if(i < 400)
lim = 2000;*/
u32 lim = 1000 + MAP_GENERATION_LIMIT * i / 5000;
v3s16 p(
-lim + myrand()%(lim*2),
-lim + (myrand()%(lim*2)),
0,
-lim + myrand()%(lim*2)
-lim + (myrand()%(lim*2))
);
/*s32 bh_i = (myrand()%200) - 50;
@ -1404,13 +1432,13 @@ ServerMap::ServerMap(std::string savedir, HMParams hmp, MapParams mp):
if(myrand()%4 == 0)
{
baseheight = 100;
randmax = 100;
randmax = 50;
randfactor = 0.63;
}
else if(myrand()%5 == 0)
else if(myrand()%6 == 0)
{
baseheight = 200;
randmax = 200;
randmax = 100;
randfactor = 0.66;
}
else if(myrand()%4 == 0)
@ -1423,7 +1451,7 @@ ServerMap::ServerMap(std::string savedir, HMParams hmp, MapParams mp):
{
baseheight = 0;
randmax = 30;
randfactor = 0.60;
randfactor = 0.63;
}
else
{
@ -1436,68 +1464,16 @@ ServerMap::ServerMap(std::string savedir, HMParams hmp, MapParams mp):
list_randmax->addPoint(p, Attribute(randmax));
list_randfactor->addPoint(p, Attribute(randfactor));
}
#endif
/*list_baseheight->addPoint(v3s16(0,0,0), Attribute(5));
list_randmax->addPoint(v3s16(0,0,0), Attribute(20));
list_randfactor->addPoint(v3s16(0,0,0), Attribute(0.6));*/
}
#if 0
{
PointAttributeList *palist = m_padb.getList("hm_baseheight");
{
v3s16 p(0,0,0);
Attribute attr;
attr.set("5");
palist->addPoint(p, attr);
}
/*{
v3s16 p(-50,-50,0);
Attribute attr;
attr.set("-10");
palist->addPoint(p, attr);
}
{
v3s16 p(50,0,50);
Attribute attr;
attr.set("200");
palist->addPoint(p, attr);
}*/
// Easy spawn point
/*list_baseheight->addPoint(v3s16(0,0,0), Attribute(0));
list_randmax->addPoint(v3s16(0,0,0), Attribute(10));
list_randfactor->addPoint(v3s16(0,0,0), Attribute(0.65));*/
}
#endif
#if 0
{
PointAttributeList *palist = m_padb.getList("plants_amount");
// Back
{
v3s16 p(0,0,-100);
Attribute attr;
attr.set("0");
palist->addPoint(p, attr);
}
// Front right
{
v3s16 p(100,0,100);
Attribute attr;
attr.set("2.0");
palist->addPoint(p, attr);
}
// Front left
{
v3s16 p(-100,0,100);
Attribute attr;
attr.set("0.2");
palist->addPoint(p, attr);
}
}
#endif
/*
Try to load map; if not found, create a new one.
@ -1704,6 +1680,8 @@ MapSector * ServerMap::emergeSector(v2s16 p2d)
Get local attributes
*/
//dstream<<"emergeSector(): Reading point attribute lists"<<std::endl;
// Get plant amount from attributes
PointAttributeList *palist = m_padb.getList("plants_amount");
assert(palist);
@ -1712,6 +1690,8 @@ MapSector * ServerMap::emergeSector(v2s16 p2d)
float local_plants_amount =
palist->getInterpolatedFloat(nodepos2d);
//dstream<<"emergeSector(): done."<<std::endl;
/*
Generate sector heightmap
*/
@ -1810,7 +1790,7 @@ MapSector * ServerMap::emergeSector(v2s16 p2d)
/*
Add ravine (randomly)
*/
if(m_params.ravines_amount != 0)
if(m_params.ravines_amount > 0.001)
{
if(myrand()%(s32)(200.0 / m_params.ravines_amount) == 0)
{
@ -2061,13 +2041,32 @@ MapBlock * ServerMap::emergeBlock(
bool some_part_underground = block_y * MAP_BLOCKSIZE <= highest_ground_y;
bool mostly_underwater_surface = false;
if(highest_ground_y < WATER_LEVEL
&& some_part_underground && !completely_underground)
mostly_underwater_surface = true;
/*
Get local attributes
*/
//dstream<<"emergeBlock(): Getting local attributes"<<std::endl;
float caves_amount = 0;
v2s16 nodepos2d = p2d * MAP_BLOCKSIZE;
PointAttributeList *list_caves_amount = m_padb.getList("caves_amount");
float caves_amount = list_caves_amount->getInterpolatedFloat(nodepos2d);
{
/*
NOTE: BEWARE: Too big amount of attribute points slows verything
down by a lot.
1 interpolation from 5000 points takes 2-3ms.
*/
//TimeTaker timer("emergeBlock() local attribute retrieval");
v2s16 nodepos2d = p2d * MAP_BLOCKSIZE;
PointAttributeList *list_caves_amount = m_padb.getList("caves_amount");
caves_amount = list_caves_amount->getInterpolatedFloat(nodepos2d);
}
//dstream<<"emergeBlock(): Done"<<std::endl;
/*
Generate dungeons
@ -2082,6 +2081,7 @@ MapBlock * ServerMap::emergeBlock(
}
// Fill table
#if 1
{
/*
Initialize orp and ors. Try to find if some neighboring
@ -2207,21 +2207,34 @@ MapBlock * ServerMap::emergeBlock(
continue_generating:
/*
Don't always generate dungeon
Choose whether to actually generate dungeon
*/
bool do_generate_dungeons = true;
// Don't generate if no part is underground
if(!some_part_underground)
{
do_generate_dungeons = false;
// If block is partly underground, caves are generated.
}
// Don't generate if mostly underwater surface
else if(mostly_underwater_surface)
{
do_generate_dungeons = false;
}
// Partly underground = cave
else if(!completely_underground)
do_generate_dungeons = (rand() % 100 <= (u32)(caves_amount*100));
// Always continue if found existing dungeons underground
{
do_generate_dungeons = (rand() % 100 <= (s32)(caves_amount*100));
}
// Found existing dungeon underground
else if(found_existing && completely_underground)
do_generate_dungeons = true;
// If underground and no dungeons found
{
do_generate_dungeons = (rand() % 100 <= (s32)(caves_amount*100));
}
// Underground and no dungeons found
else
do_generate_dungeons = (rand() % 2 == 0);
{
do_generate_dungeons = (rand() % 300 <= (s32)(caves_amount*100));
}
if(do_generate_dungeons)
{
@ -2271,10 +2284,11 @@ continue_generating:
}
}
}
#endif
// Set to true if has caves.
// Set when some non-air is changed to air when making caves.
bool has_caves = false;
bool has_dungeons = false;
/*
Apply temporary cave data to block
@ -2296,7 +2310,7 @@ continue_generating:
if(is_ground_content(n.d))
{
// Has now caves
has_caves = true;
has_dungeons = true;
// Set air to node
n.d = CONTENT_AIR;
}
@ -2316,7 +2330,7 @@ continue_generating:
Force lighting update if some part of block is partly
underground and has caves.
*/
/*if(some_part_underground && !completely_underground && has_caves)
/*if(some_part_underground && !completely_underground && has_dungeons)
{
//dstream<<"Half-ground caves"<<std::endl;
lighting_invalidated_blocks[block->getPos()] = block;
@ -2336,9 +2350,9 @@ continue_generating:
/*
Add meseblocks
*/
for(s16 i=0; i< underground_level/4 + 1; i++)
for(s16 i=0; i<underground_level/4 + 1; i++)
{
if(myrand()%10 == 0)
if(myrand()%50 == 0)
{
v3s16 cp(
(myrand()%(MAP_BLOCKSIZE-2))+1,
@ -2697,7 +2711,27 @@ continue_generating:
changed_blocks.insert(block->getPos(), block);
}
/*
Debug information
*/
if(0)
{
dstream
<<"lighting_invalidated_blocks.size()"
<<", has_dungeons"
<<", completely_ug"
<<", some_part_ug"
<<" "<<lighting_invalidated_blocks.size()
<<", "<<has_dungeons
<<", "<<completely_underground
<<", "<<some_part_underground
<<std::endl;
}
/*
Debug mode operation
*/
if(HAXMODE)
{
// Don't calculate lighting at all
@ -3412,6 +3446,17 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
if not seen on display
*/
float range = 100000 * BS;
if(m_control.range_all == false)
range = m_control.wanted_range * BS;
if(isBlockInSight(block->getPos(), camera_position,
camera_direction, range) == false)
{
continue;
}
#if 0
v3s16 blockpos_nodes = block->getPosRelative();
// Block center position
@ -3434,8 +3479,6 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
{
// If block is far away, don't draw it
if(d > m_control.wanted_range * BS)
// This is nicer when fog is used
//if((dforward+d)/2 > m_control.wanted_range * BS)
continue;
}
@ -3460,7 +3503,23 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
if(cosangle < cos(FOV_ANGLE/2. * 4./3.))
continue;
}
#endif
v3s16 blockpos_nodes = block->getPosRelative();
// Block center position
v3f blockpos(
((float)blockpos_nodes.X + MAP_BLOCKSIZE/2) * BS,
((float)blockpos_nodes.Y + MAP_BLOCKSIZE/2) * BS,
((float)blockpos_nodes.Z + MAP_BLOCKSIZE/2) * BS
);
// Block position relative to camera
v3f blockpos_relative = blockpos - camera_position;
// Total distance
f32 d = blockpos_relative.getLength();
/*
Draw the faces of the block
*/

View File

@ -206,7 +206,7 @@ public:
their differing fetch methods.
*/
virtual MapSector * emergeSector(v2s16 p) = 0;
// Returns InvalidPositionException if not found
MapBlock * getBlockNoCreate(v3s16 p);
// Returns NULL if not found

View File

@ -13,9 +13,9 @@ void setStoneLikeDiggingProperties(u8 material, float toughness)
DiggingProperties(true, 15.0*toughness, 0));
g_material_properties[material].setDiggingProperties("WPick",
DiggingProperties(true, 1.5*toughness, 65535./20.*toughness));
DiggingProperties(true, 1.5*toughness, 65535./30.*toughness));
g_material_properties[material].setDiggingProperties("STPick",
DiggingProperties(true, 0.7*toughness, 65535./60.*toughness));
DiggingProperties(true, 0.7*toughness, 65535./100.*toughness));
/*g_material_properties[material].setDiggingProperties("MesePick",
DiggingProperties(true, 0.0*toughness, 65535./20.*toughness));*/

View File

@ -46,6 +46,20 @@ Player::~Player()
// Y direction is ignored
void Player::accelerate(v3f target_speed, f32 max_increase)
{
v3f d_wanted = target_speed - m_speed;
d_wanted.Y = 0;
f32 dl_wanted = d_wanted.getLength();
f32 dl = dl_wanted;
if(dl > max_increase)
dl = max_increase;
v3f d = d_wanted.normalize() * dl;
m_speed.X += d.X;
m_speed.Z += d.Z;
//m_speed += d;
#if 0 // old code
if(m_speed.X < target_speed.X - max_increase)
m_speed.X += max_increase;
else if(m_speed.X > target_speed.X + max_increase)
@ -63,6 +77,7 @@ void Player::accelerate(v3f target_speed, f32 max_increase)
m_speed.Z = target_speed.Z;
else if(m_speed.Z > target_speed.Z)
m_speed.Z = target_speed.Z;
#endif
}
/*
@ -209,7 +224,7 @@ void LocalPlayer::move(f32 dtime, Map &map)
position += m_speed * dtime;
// Skip collision detection if player is non-local
if(isLocal() == false)
if(isLocal() == false || HAXMODE)
{
setPosition(position);
return;
@ -286,10 +301,6 @@ void LocalPlayer::move(f32 dtime, Map &map)
{
// Doing nothing here will block the player from
// walking over map borders
// Go over borders in debug mode
if(HAXMODE)
continue;
}
core::aabbox3d<f32> nodebox = Map::getNodeBox(

View File

@ -328,6 +328,13 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
v3s16 center_nodepos = floatToInt(playerpos);
v3s16 center = getNodeBlockPos(center_nodepos);
// Camera position and direction
v3f camera_pos =
playerpos + v3f(0, BS+BS/2, 0);
v3f camera_dir = v3f(0,0,1);
camera_dir.rotateYZBy(player->getPitch());
camera_dir.rotateXZBy(player->getYaw());
/*
Get the starting value of the block finder radius.
@ -496,6 +503,15 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
if(abs(p.Y - center.Y) > d_max_gen - d_max_gen / 3)
generate = false;
}
/*
Don't draw if not in sight
*/
if(isBlockInSight(p, camera_pos, camera_dir, 10000*BS) == false)
{
continue;
}
/*
Don't send already sent blocks
@ -511,6 +527,7 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
{
/*
Ignore block if it is not at ground surface
but don't ignore water surface blocks
*/
v2s16 p2d(p.X*MAP_BLOCKSIZE + MAP_BLOCKSIZE/2,
p.Z*MAP_BLOCKSIZE + MAP_BLOCKSIZE/2);
@ -519,7 +536,8 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
if(y > GROUNDHEIGHT_VALID_MINVALUE)
{
f32 by = p.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE/2;
if(fabs(by - y) > MAP_BLOCKSIZE + MAP_BLOCKSIZE/3)
if(fabs(by - y) > MAP_BLOCKSIZE + MAP_BLOCKSIZE/3
&& fabs(by - WATER_LEVEL) >= MAP_BLOCKSIZE)
continue;
}
}
@ -839,8 +857,11 @@ void RemoteClient::GotBlock(v3s16 p)
if(m_blocks_sending.find(p) != NULL)
m_blocks_sending.remove(p);
else
dstream<<"RemoteClient::GotBlock(): Didn't find in"
" m_blocks_sending"<<std::endl;
{
/*dstream<<"RemoteClient::GotBlock(): Didn't find in"
" m_blocks_sending"<<std::endl;*/
m_excess_gotblocks++;
}
m_blocks_sent.insert(p, true);
}
@ -1118,6 +1139,7 @@ void Server::AsyncRunStep()
/*
Flow water
*/
if(g_settings.getBool("water_moves") == true)
{
float interval;
@ -3040,12 +3062,12 @@ Player *Server::emergePlayer(const char *name, const char *password)
v2s16 nodepos;
f32 groundheight = 0;
// Try to find a good place a few times
for(s32 i=0; i<100; i++)
for(s32 i=0; i<500; i++)
{
s32 range = 1 + i*4;
s32 range = 1 + i;
// We're going to try to throw the player to this position
nodepos = v2s16(-range/2 + (myrand()%range),
-range/2 + (myrand()%range));
nodepos = v2s16(-range + (myrand()%(range*2)),
-range + (myrand()%(range*2)));
v2s16 sectorpos = getNodeSectorPos(nodepos);
// Get sector
m_env.getMap().emergeSector(sectorpos);
@ -3055,23 +3077,38 @@ Player *Server::emergePlayer(const char *name, const char *password)
assert(groundheight > GROUNDHEIGHT_VALID_MINVALUE);
// Don't go underwater
if(groundheight < WATER_LEVEL)
{
//dstream<<"-> Underwater"<<std::endl;
continue;
}
#if 0 // Doesn't work, generating blocks is a bit too complicated for doing here
// Get block at point
v3s16 nodepos3d;
nodepos3d = v3s16(nodepos.X, groundheight+1, nodepos.Y);
v3s16 blockpos = getNodeBlockPos(nodepos3d);
((ServerMap*)(&m_env.getMap()))->emergeBlock(blockpos);
// Don't go inside ground
try{
v3s16 footpos(nodepos.X, groundheight+1, nodepos.Y);
v3s16 headpos(nodepos.X, groundheight+2, nodepos.Y);
/*v3s16 footpos(nodepos.X, groundheight+1, nodepos.Y);
v3s16 headpos(nodepos.X, groundheight+2, nodepos.Y);*/
v3s16 footpos = nodepos3d + v3s16(0,0,0);
v3s16 headpos = nodepos3d + v3s16(0,1,0);
if(m_env.getMap().getNode(footpos).d != CONTENT_AIR
|| m_env.getMap().getNode(headpos).d != CONTENT_AIR)
{
dstream<<"-> Inside ground"<<std::endl;
// In ground
continue;
}
}catch(InvalidPositionException &e)
{
dstream<<"-> Invalid position"<<std::endl;
// Ignore invalid position
continue;
}
#endif
// Found a good place
dstream<<"Searched through "<<i<<" places."<<std::endl;
break;
}
#endif

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@ -231,7 +231,8 @@ public:
u8 pending_serialization_version;
RemoteClient():
m_time_from_building(9999)
m_time_from_building(9999),
m_excess_gotblocks(0)
{
peer_id = 0;
serialization_version = SER_FMT_VER_INVALID;
@ -295,7 +296,9 @@ public:
<<", m_blocks_sent.size()="<<m_blocks_sent.size()
<<", m_blocks_sending.size()="<<m_blocks_sending.size()
<<", m_nearest_unsent_d="<<m_nearest_unsent_d
<<", m_excess_gotblocks="<<m_excess_gotblocks
<<std::endl;
m_excess_gotblocks = 0;
}
// Time from last placing or removing blocks
@ -347,6 +350,15 @@ private:
*/
core::map<v3s16, float> m_blocks_sending;
JMutex m_blocks_sending_mutex;
/*
Count of excess GotBlocks().
There is an excess amount because the client sometimes
gets a block so late that the server sends it again,
and the client then sends two GOTBLOCKs.
This is resetted by PrintInfo()
*/
u32 m_excess_gotblocks;
};
/*struct ServerSettings

View File

@ -748,7 +748,7 @@ struct TestHeightmap
padb.getList("hm_baseheight")->addPoint(v2s16(BS1*2,BS1), Attribute(0));
padb.getList("hm_randmax")->addPoint(v2s16(BS1*2,BS1), Attribute(30));
padb.getList("hm_randfactor")->addPoint(v2s16(BS1*2,BS1), Attribute(0.9));
padb.getList("hm_randfactor")->addPoint(v2s16(BS1*2,BS1), Attribute(0.63));
UnlimitedHeightmap hm1(BS1, &padb);

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@ -24,6 +24,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "utility.h"
#include "irrlichtwrapper.h"
#include "gettime.h"
#include "mapblock.h"
TimeTaker::TimeTaker(const char *name, u32 *result)
{
@ -328,4 +329,58 @@ lopuks sit otetaan a/b
}
#endif
/*
blockpos: position of block in block coordinates
camera_pos: position of camera in nodes
camera_dir: an unit vector pointing to camera direction
range: viewing range
*/
bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir, f32 range)
{
v3s16 blockpos_nodes = blockpos_b * MAP_BLOCKSIZE;
// Block center position
v3f blockpos(
((float)blockpos_nodes.X + MAP_BLOCKSIZE/2) * BS,
((float)blockpos_nodes.Y + MAP_BLOCKSIZE/2) * BS,
((float)blockpos_nodes.Z + MAP_BLOCKSIZE/2) * BS
);
// Block position relative to camera
v3f blockpos_relative = blockpos - camera_pos;
// Distance in camera direction (+=front, -=back)
f32 dforward = blockpos_relative.dotProduct(camera_dir);
// Total distance
f32 d = blockpos_relative.getLength();
// If block is far away, it's not in sight
if(d > range * BS)
return false;
// Maximum radius of a block
f32 block_max_radius = 0.5*1.44*1.44*MAP_BLOCKSIZE*BS;
// If block is (nearly) touching the camera, don't
// bother validating further (that is, render it anyway)
if(d > block_max_radius * 1.5)
{
// Cosine of the angle between the camera direction
// and the block direction (camera_dir is an unit vector)
f32 cosangle = dforward / d;
// Compensate for the size of the block
// (as the block has to be shown even if it's a bit off FOV)
// This is an estimate.
cosangle += block_max_radius / dforward;
// If block is not in the field of view, skip it
//if(cosangle < cos(FOV_ANGLE/2))
if(cosangle < cos(FOV_ANGLE/2. * 4./3.))
return false;
}
return true;
}

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@ -1574,5 +1574,12 @@ private:
core::map<std::string, PointAttributeList*> m_lists;
};
/*
Miscellaneous functions
*/
bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir, f32 range);
#endif