new-style rats are now generated in the map

This commit is contained in:
Perttu Ahola 2011-04-10 16:20:31 +03:00
parent 1a32e5585f
commit 7aa2d4d109
4 changed files with 98 additions and 6 deletions

@ -429,7 +429,7 @@ void ServerEnvironment::step(float dtime)
bool send_recommended = false;
m_send_recommended_timer += dtime;
if(m_send_recommended_timer > 0.2)
if(m_send_recommended_timer > 0.1)
{
m_send_recommended_timer = 0;
send_recommended = true;
@ -1111,7 +1111,7 @@ void ClientEnvironment::step(float dtime)
}
/*
Step active objects
Step active objects and update lighting of them
*/
for(core::map<u16, ClientActiveObject*>::Iterator
@ -1121,6 +1121,17 @@ void ClientEnvironment::step(float dtime)
ClientActiveObject* obj = i.getNode()->getValue();
// Step object
obj->step(dtime, this);
// Update lighting
//u8 light = LIGHT_MAX;
u8 light = 0;
try{
// Get node at head
v3s16 p = obj->getLightPosition();
MapNode n = m_map->getNode(p);
light = n.getLightBlend(m_daynight_ratio);
}
catch(InvalidPositionException &e) {}
obj->updateLight(light);
}
}

@ -2109,6 +2109,61 @@ double base_rock_level_2d(u64 seed, v2s16 p)
return h;
}
/*
Adds random objects to block, depending on the content of the block
*/
void addRandomObjects(MapBlock *block)
{
for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
{
bool last_node_walkable = false;
for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
{
v3s16 p(x0,y0,z0);
MapNode n = block->getNodeNoEx(p);
if(n.d == CONTENT_IGNORE)
continue;
if(content_features(n.d).liquid_type != LIQUID_NONE)
continue;
if(content_features(n.d).walkable)
{
last_node_walkable = true;
continue;
}
if(last_node_walkable)
{
// If block contains light information
if(content_features(n.d).param_type == CPT_LIGHT)
{
if(n.getLight(LIGHTBANK_DAY) <= 3)
{
if(myrand() % 300 == 0)
{
v3f pos_f = intToFloat(p+block->getPosRelative(), BS);
pos_f.Y -= BS*0.4;
ServerActiveObject *obj = new RatSAO(NULL, 0, pos_f);
std::string data = obj->getStaticData();
StaticObject s_obj(obj->getType(),
obj->getBasePosition(), data);
// Add some
block->m_static_objects.insert(0, s_obj);
block->m_static_objects.insert(0, s_obj);
block->m_static_objects.insert(0, s_obj);
block->m_static_objects.insert(0, s_obj);
block->m_static_objects.insert(0, s_obj);
block->m_static_objects.insert(0, s_obj);
delete obj;
}
}
}
}
last_node_walkable = false;
}
}
block->setChangedFlag();
}
#define VMANIP_FLAG_DUNGEON VOXELFLAG_CHECKED1
/*
@ -3660,7 +3715,26 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
}
}
/*
Add random objects to blocks
*/
{
for(s16 x=0; x<sectorpos_base_size; x++)
for(s16 z=0; z<sectorpos_base_size; z++)
{
v2s16 sectorpos = sectorpos_base + v2s16(x,z);
ServerMapSector *sector = createSector(sectorpos);
assert(sector);
for(s16 y=y_blocks_min; y<=y_blocks_max; y++)
{
v3s16 blockpos(sectorpos.X, y, sectorpos.Y);
MapBlock *block = createBlock(blockpos);
addRandomObjects(block);
}
}
}
/*
Create chunk metadata
*/

@ -169,6 +169,7 @@ ServerActiveObject* ItemSAO::create(ServerEnvironment *env, u16 id, v3f pos,
void ItemSAO::step(float dtime, Queue<ActiveObjectMessage> &messages,
bool send_recommended)
{
assert(m_env);
core::aabbox3d<f32> box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.);
collisionMoveResult moveresult;
// Apply gravity
@ -300,17 +301,19 @@ ServerActiveObject* RatSAO::create(ServerEnvironment *env, u16 id, v3f pos,
void RatSAO::step(float dtime, Queue<ActiveObjectMessage> &messages,
bool send_recommended)
{
assert(m_env);
/*
The AI
*/
m_age += dtime;
/*m_age += dtime;
if(m_age > 60)
{
// Die
m_removed = true;
return;
}
}*/
// Apply gravity
m_speed_f.Y -= dtime*9.81*BS;

@ -78,6 +78,10 @@ class InventoryItem;
class ServerActiveObject : public ActiveObject
{
public:
/*
NOTE: m_env can be NULL, but step() isn't called if it is.
Prototypes are used that way.
*/
ServerActiveObject(ServerEnvironment *env, u16 id, v3f pos);
virtual ~ServerActiveObject();
@ -101,7 +105,7 @@ public:
Messages added to messages are sent to client over network.
send_recommended:
True at around 5 times a second, same for all objects.
True at around 5-10 times a second, same for all objects.
This is used to let objects send most of the data at the
same time so that the data can be combined in a single
packet.