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mirror of https://github.com/moparisthebest/minetest synced 2024-12-23 16:08:51 -05:00

Some work-in-progress stuff and many comment updates

This commit is contained in:
Perttu Ahola 2011-05-22 23:55:02 +03:00
parent e0329a3cae
commit 4a6b9a6ac1
5 changed files with 46 additions and 13 deletions

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@ -739,7 +739,7 @@ void ServerEnvironment::step(float dtime)
if(1) if(1)
{ {
MapNode n_top = block->getNodeNoEx(p0+v3s16(0,1,0)); MapNode n_top = block->getNodeNoEx(p0+v3s16(0,1,0));
if(content_features(n_top.d).walkable == false && if(content_features(n_top.d).air_equivalent &&
n_top.getLight(LIGHTBANK_DAY) >= 13) n_top.getLight(LIGHTBANK_DAY) >= 13)
{ {
n.d = CONTENT_GRASS; n.d = CONTENT_GRASS;
@ -796,10 +796,10 @@ void ServerEnvironment::step(float dtime)
// Convert mud under proper lighting to grass // Convert mud under proper lighting to grass
if(n.d == CONTENT_MUD) if(n.d == CONTENT_MUD)
{ {
if(myrand()%4 == 0) if(myrand()%10 == 0)
{ {
MapNode n_top = block->getNodeNoEx(p0+v3s16(0,1,0)); MapNode n_top = block->getNodeNoEx(p0+v3s16(0,1,0));
if(content_features(n_top.d).walkable == false && if(content_features(n_top.d).air_equivalent &&
n_top.getLightBlend(getDayNightRatio()) >= 13) n_top.getLightBlend(getDayNightRatio()) >= 13)
{ {
n.d = CONTENT_GRASS; n.d = CONTENT_GRASS;

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@ -112,6 +112,19 @@ public:
private: private:
}; };
/*
Active block modifier interface
*/
class ActiveBlockModifier
{
public:
ActiveBlockModifier(){};
virtual ~ActiveBlockModifier(){};
//TODO
//virtual void
};
/* /*
The server-side environment. The server-side environment.

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@ -85,6 +85,10 @@ SUGG: Server-side objects could be moved based on nodes to enable very
lightweight operation and simple AI lightweight operation and simple AI
- Not practical; client would still need to show smooth movement. - Not practical; client would still need to show smooth movement.
SUGG: Make a system for pregenerating quick information for mapblocks, so
that the client can show them as cubes before they are actually sent
or even generated.
Gaming ideas: Gaming ideas:
------------- -------------
@ -211,6 +215,9 @@ FIXME: Server sometimes goes into some infinite PeerNotFoundException loop
FIXME: The new optimized map sending doesn't sometimes send enough blocks FIXME: The new optimized map sending doesn't sometimes send enough blocks
from big caves and such from big caves and such
Environment:
------------
TODO: A list of "active blocks" in which stuff happens. TODO: A list of "active blocks" in which stuff happens.
+ Add a never-resetted game timer to the server + Add a never-resetted game timer to the server
+ Add a timestamp value to blocks + Add a timestamp value to blocks
@ -289,18 +296,20 @@ Mapgen v2:
Misc. stuff: Misc. stuff:
------------ ------------
* Make an "environment metafile" to store at least time of day * Move digging property stuff from material.{h,cpp} to mapnode.cpp
* Move digging property stuff from material.{h,cpp} to mapnode.cpp... - ...Or maybe move content_features to material.{h,cpp}?
- Or maybe move content_features to material.{h,cpp}?
* Maybe:
Make a system for pregenerating quick information for mapblocks, so
that the client can show them as cubes before they are actually sent
or even generated.
Making it more portable: Making it more portable:
------------------------ ------------------------
* Some MSVC: std::sto* are defined without a namespace and collide
with the ones in utility.h Stuff to do before release:
---------------------------
- Player default privileges and default password
- Chat privilege
- Some simple block-based dynamic stuff in the world (finish the
ActiveBlockModifier stuff)
- Protocol version field
- Consider getting some textures from cisoun's texture pack
====================================================================== ======================================================================

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@ -252,6 +252,7 @@ void init_mapnode()
f->pointable = false; f->pointable = false;
f->diggable = false; f->diggable = false;
f->buildable_to = true; f->buildable_to = true;
f->air_equivalent = true;
i = CONTENT_WATER; i = CONTENT_WATER;
f = &g_content_features[i]; f = &g_content_features[i];
@ -303,6 +304,7 @@ void init_mapnode()
f->solidness = 0; // drawn separately, makes no faces f->solidness = 0; // drawn separately, makes no faces
f->walkable = false; f->walkable = false;
f->wall_mounted = true; f->wall_mounted = true;
f->air_equivalent = true;
f->dug_item = std::string("MaterialItem ")+itos(i)+" 1"; f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
i = CONTENT_SIGN_WALL; i = CONTENT_SIGN_WALL;
@ -314,6 +316,7 @@ void init_mapnode()
f->solidness = 0; // drawn separately, makes no faces f->solidness = 0; // drawn separately, makes no faces
f->walkable = false; f->walkable = false;
f->wall_mounted = true; f->wall_mounted = true;
f->air_equivalent = true;
f->dug_item = std::string("MaterialItem ")+itos(i)+" 1"; f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
if(f->initial_metadata == NULL) if(f->initial_metadata == NULL)
f->initial_metadata = new SignNodeMetadata("Some sign"); f->initial_metadata = new SignNodeMetadata("Some sign");

View File

@ -151,13 +151,20 @@ struct ContentFeatures
// This is used for collision detection. // This is used for collision detection.
// Also for general solidness queries. // Also for general solidness queries.
bool walkable; bool walkable;
// Player can point to these
bool pointable; bool pointable;
// Player can dig these
bool diggable; bool diggable;
// Player can build on these
bool buildable_to; bool buildable_to;
// Whether the node has no liquid, source liquid or flowing liquid
enum LiquidType liquid_type; enum LiquidType liquid_type;
// If true, param2 is set to direction when placed // If true, param2 is set to direction when placed. Used for torches.
// NOTE: the direction format is quite inefficient and should be changed // NOTE: the direction format is quite inefficient and should be changed
bool wall_mounted; bool wall_mounted;
// If true, node is equivalent to air. Torches are, air is. Water is not.
// Is used for example to check whether a mud block can have grass on.
bool air_equivalent;
// Inventory item string as which the node appears in inventory when dug. // Inventory item string as which the node appears in inventory when dug.
// Mineral overrides this. // Mineral overrides this.
@ -183,6 +190,7 @@ struct ContentFeatures
buildable_to = false; buildable_to = false;
liquid_type = LIQUID_NONE; liquid_type = LIQUID_NONE;
wall_mounted = false; wall_mounted = false;
air_equivalent = false;
dug_item = ""; dug_item = "";
initial_metadata = NULL; initial_metadata = NULL;
} }