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https://github.com/minetest/minetest.git
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commit before some more radical changes
This commit is contained in:
parent
06eb0ad4d0
commit
01c2b003e1
@ -50,6 +50,7 @@ configure_file(
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)
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set(common_SRCS
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nodemetadata.cpp
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serverobject.cpp
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noise.cpp
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mineral.cpp
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@ -36,7 +36,7 @@ void * ClientUpdateThread::Thread()
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while(getRun())
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{
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m_client->asyncStep();
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//m_client->asyncStep();
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//m_client->updateSomeExpiredMeshes();
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@ -357,6 +357,7 @@ void Client::step(float dtime)
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}*/
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}
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#if 0
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float Client::asyncStep()
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{
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DSTACK(__FUNCTION_NAME);
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@ -374,6 +375,7 @@ float Client::asyncStep()
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return dtime;*/
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return 0.0;
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}
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#endif
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// Virtual methods from con::PeerHandler
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void Client::peerAdded(con::Peer *peer)
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@ -1182,8 +1184,6 @@ bool Client::AsyncProcessPacket()
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// Ignore too small packet
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if(datasize < 8)
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return true;
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/*if(datasize < 8 + MapBlock::serializedLength(ser_version))
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goto getdata;*/
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v3s16 p;
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p.X = readS16(&data[2]);
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@ -1238,35 +1238,6 @@ bool Client::AsyncProcessPacket()
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block->deSerialize(istr, ser_version);
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sector->insertBlock(block);
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//block->setChangedFlag();
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//DEBUG
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/*NodeMod mod;
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mod.type = NODEMOD_CHANGECONTENT;
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mod.param = CONTENT_MESE;
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block->setTempMod(v3s16(8,10,8), mod);
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block->setTempMod(v3s16(8,9,8), mod);
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block->setTempMod(v3s16(8,8,8), mod);
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block->setTempMod(v3s16(8,7,8), mod);
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block->setTempMod(v3s16(8,6,8), mod);*/
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/*
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Add some coulds
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Well, this is a dumb way to do it, they should just
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be drawn as separate objects.
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*/
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/*if(p.Y == 3)
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{
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NodeMod mod;
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mod.type = NODEMOD_CHANGECONTENT;
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mod.param = CONTENT_CLOUD;
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v3s16 p2;
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p2.Y = 8;
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for(p2.X=3; p2.X<=13; p2.X++)
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for(p2.Z=3; p2.Z<=13; p2.Z++)
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{
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block->setTempMod(p2, mod);
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}
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}*/
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}
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} //envlock
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@ -1605,6 +1576,12 @@ MapNode Client::getNode(v3s16 p)
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return m_env.getMap().getNode(p);
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}
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NodeMetadata* Client::getNodeMetadataClone(v3s16 p)
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{
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JMutexAutoLock envlock(m_env_mutex);
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return m_env.getMap().getNodeMetadataClone(p);
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}
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v3f Client::getPlayerPosition()
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{
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JMutexAutoLock envlock(m_env_mutex);
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@ -138,7 +138,7 @@ public:
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// Called from updater thread
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// Returns dtime
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float asyncStep();
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//float asyncStep();
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void ProcessData(u8 *data, u32 datasize, u16 sender_peer_id);
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// Returns true if something was received
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@ -166,6 +166,8 @@ public:
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// Returns InvalidPositionException if not found
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MapNode getNode(v3s16 p);
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// Wrapper to Map
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NodeMetadata* getNodeMetadataClone(v3s16 p);
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v3f getPlayerPosition();
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62
src/main.cpp
62
src/main.cpp
@ -2701,6 +2701,55 @@ int main(int argc, char *argv[])
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}
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}
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}
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else if(n.d == CONTENT_SIGN_WALL)
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{
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v3s16 dir = unpackDir(n.dir);
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v3f dir_f = v3f(dir.X, dir.Y, dir.Z);
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dir_f *= BS/2 - BS/6 - BS/20;
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v3f cpf = npf + dir_f;
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f32 distance = (cpf - camera_position).getLength();
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v3f vertices[4] =
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{
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v3f(BS*0.42,-BS*0.35,-BS*0.4),
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v3f(BS*0.49, BS*0.35, BS*0.4),
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};
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for(s32 i=0; i<2; i++)
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{
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if(dir == v3s16(1,0,0))
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vertices[i].rotateXZBy(0);
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if(dir == v3s16(-1,0,0))
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vertices[i].rotateXZBy(180);
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if(dir == v3s16(0,0,1))
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vertices[i].rotateXZBy(90);
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if(dir == v3s16(0,0,-1))
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vertices[i].rotateXZBy(-90);
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if(dir == v3s16(0,-1,0))
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vertices[i].rotateXYBy(-90);
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if(dir == v3s16(0,1,0))
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vertices[i].rotateXYBy(90);
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vertices[i] += npf;
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}
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core::aabbox3d<f32> box;
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box = core::aabbox3d<f32>(vertices[0]);
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box.addInternalPoint(vertices[1]);
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if(distance < mindistance)
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{
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if(box.intersectsWithLine(shootline))
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{
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nodefound = true;
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nodepos = np;
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neighbourpos = np;
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mindistance = distance;
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nodehilightbox = box;
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}
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}
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}
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/*
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Regular blocks
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*/
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@ -2765,11 +2814,20 @@ int main(int argc, char *argv[])
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static float dig_time = 0.0;
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static u16 dig_index = 0;
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// Visualize selection
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/*
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Visualize selection
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*/
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hilightboxes.push_back(nodehilightbox);
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// Handle digging
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/*
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TODO:
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Check information text of node
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*/
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/*
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Handle digging
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*/
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if(g_input->getLeftReleased())
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{
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30
src/map.cpp
30
src/map.cpp
@ -940,6 +940,15 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
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n.setLight(bank, 0);
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}
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/*
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If node lets sunlight through and is under sunlight, it has
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sunlight too.
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*/
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if(node_under_sunlight && content_features(n.d).sunlight_propagates)
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{
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n.setLight(LIGHTBANK_DAY, LIGHT_SUN);
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}
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/*
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Set the node on the map
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*/
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@ -947,13 +956,13 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
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setNode(p, n);
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/*
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If node is under sunlight, take all sunlighted nodes under
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it and clear light from them and from where the light has
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been spread.
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If node is under sunlight and doesn't let sunlight through,
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take all sunlighted nodes under it and clear light from them
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and from where the light has been spread.
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TODO: This could be optimized by mass-unlighting instead
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of looping
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*/
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if(node_under_sunlight)
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if(node_under_sunlight && !content_features(n.d).sunlight_propagates)
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{
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s16 y = p.Y - 1;
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for(;; y--){
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@ -981,7 +990,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
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break;
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}
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}
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for(s32 i=0; i<2; i++)
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{
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enum LightBank bank = banks[i];
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@ -1687,6 +1696,17 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
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//dstream<<"Map::transformLiquids(): loopcount="<<loopcount<<std::endl;
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}
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NodeMetadata* Map::getNodeMetadataClone(v3s16 p)
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{
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v3s16 blockpos = getNodeBlockPos(p);
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v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE;
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MapBlock *block = getBlockNoCreateNoEx(blockpos);
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if(block == NULL)
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return NULL;
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NodeMetadata *meta = block->m_node_metadata.getClone(p_rel);
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return meta;
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}
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/*
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ServerMap
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*/
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@ -39,6 +39,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "constants.h"
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#include "voxel.h"
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#include "mapchunk.h"
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#include "nodemetadata.h"
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#define MAPTYPE_BASE 0
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#define MAPTYPE_SERVER 1
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@ -276,6 +277,13 @@ public:
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void transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks);
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/*
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Node metadata
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These are basically coordinate wrappers to MapBlock
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*/
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NodeMetadata* getNodeMetadataClone(v3s16 p);
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/*
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Variables
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*/
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@ -799,6 +799,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
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{
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video::SColor c(255,255,255,255);
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// Wall at X+ of node
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, 0,1),
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@ -854,6 +855,61 @@ void MapBlock::updateMesh(u32 daynight_ratio)
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// Add to mesh collector
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collector.append(material, vertices, 4, indices, 6);
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}
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/*
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Signs on walls
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*/
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if(n.d == CONTENT_SIGN_WALL)
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{
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u8 l = decode_light(n.getLightBlend(daynight_ratio));
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video::SColor c(255,l,l,l);
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float d = (float)BS/16;
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// Wall at X+ of node
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c, 0,1),
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video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, 1,1),
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video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, 1,0),
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video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, 0,0),
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};
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v3s16 dir = unpackDir(n.dir);
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for(s32 i=0; i<4; i++)
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{
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if(dir == v3s16(1,0,0))
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vertices[i].Pos.rotateXZBy(0);
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if(dir == v3s16(-1,0,0))
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vertices[i].Pos.rotateXZBy(180);
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if(dir == v3s16(0,0,1))
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vertices[i].Pos.rotateXZBy(90);
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if(dir == v3s16(0,0,-1))
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vertices[i].Pos.rotateXZBy(-90);
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if(dir == v3s16(0,-1,0))
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vertices[i].Pos.rotateXYBy(-90);
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if(dir == v3s16(0,1,0))
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vertices[i].Pos.rotateXYBy(90);
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vertices[i].Pos += intToFloat(p + getPosRelative(), BS);
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}
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// Set material
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video::SMaterial material;
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material.setFlag(video::EMF_LIGHTING, false);
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material.setFlag(video::EMF_BACK_FACE_CULLING, false);
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material.setFlag(video::EMF_BILINEAR_FILTER, false);
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material.setFlag(video::EMF_FOG_ENABLE, true);
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//material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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material.MaterialType
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= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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material.setTexture(0,
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g_texturesource->getTextureRaw("sign_wall.png"));
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u16 indices[] = {0,1,2,2,3,0};
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// Add to mesh collector
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collector.append(material, vertices, 4, indices, 6);
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}
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/*
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Add flowing water to mesh
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*/
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@ -31,6 +31,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "constants.h"
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#include "mapblockobject.h"
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#include "voxel.h"
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#include "nodemetadata.h"
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// Named by looking towards z+
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enum{
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@ -619,6 +620,8 @@ public:
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JMutex mesh_mutex;
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#endif
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NodeMetadataList m_node_metadata;
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private:
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/*
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Private member variables
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@ -665,27 +668,11 @@ private:
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// Whether day and night lighting differs
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bool m_day_night_differs;
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/*
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Whether everything that is mainly located on this block has
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been added to the world.
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While this is false, a block can still be changed a bit when
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stuff is added to the neighboring blocks that extends to this
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one.
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When this is false on every one of a 3x3x3 chunk of blocks, the
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central one will not be changed by the map generator in the
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future.
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TODO: Save in file
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*/
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//bool m_not_fully_generated;
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MapBlockObjectList m_objects;
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// Object spawning stuff
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float m_spawn_timer;
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#ifndef SERVER // Only on client
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/*
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Set to true if the mesh has been ordered to be updated
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|
@ -201,6 +201,7 @@ void init_mapnode()
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}
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f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
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// Deprecated
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i = CONTENT_COALSTONE;
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f = &g_content_features[i];
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//f->translate_to = new MapNode(CONTENT_STONE, MINERAL_COAL);
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@ -287,6 +288,25 @@ void init_mapnode()
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f->wall_mounted = true;
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f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
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i = CONTENT_FURNACE;
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f = &g_content_features[i];
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f->setAllTextures("furnace_side.png");
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f->setTexture(2, "furnace_front.png");
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f->setInventoryTexture("furnace_front.png");
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f->param_type = CPT_NONE;
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f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
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i = CONTENT_SIGN_WALL;
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f = &g_content_features[i];
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f->setInventoryTexture("sign_wall.png");
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f->param_type = CPT_LIGHT;
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f->light_propagates = true;
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f->sunlight_propagates = true;
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f->solidness = 0; // drawn separately, makes no faces
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f->walkable = false;
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f->wall_mounted = true;
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f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
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}
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TileSpec MapNode::getTile(v3s16 dir)
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|
@ -94,12 +94,8 @@ void init_content_inventory_texture_paths();
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#define CONTENT_COALSTONE 11
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#define CONTENT_WOOD 12
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#define CONTENT_SAND 13
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/*
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This is used by all kinds of things to allocate memory for all
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contents except CONTENT_AIR and CONTENT_IGNORE
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*/
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#define USEFUL_CONTENT_COUNT 14
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#define CONTENT_FURNACE 14
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#define CONTENT_SIGN_WALL 15
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/*
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Content feature list
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|
@ -60,6 +60,8 @@ void initializeMaterialProperties()
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g_material_properties[CONTENT_SAND].setDiggingProperties("",
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DiggingProperties(true, 0.4, 0));
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setStoneLikeDiggingProperties(CONTENT_FURNACE, 1.0);
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/*
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Add MesePick to everything
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*/
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|
@ -3327,6 +3327,36 @@ void setCreativeInventory(Player *player)
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/*
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Give materials
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*/
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// CONTENT_IGNORE-terminated list
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u8 material_items[] = {
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CONTENT_TORCH,
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CONTENT_MUD,
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CONTENT_STONE,
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CONTENT_SAND,
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CONTENT_TREE,
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CONTENT_LEAVES,
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CONTENT_MESE,
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CONTENT_WATERSOURCE,
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CONTENT_CLOUD,
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CONTENT_FURNACE,
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CONTENT_SIGN_WALL,
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CONTENT_IGNORE
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};
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u8 *mip = material_items;
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for(u16 i=0; i<PLAYER_INVENTORY_SIZE; i++)
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{
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if(*mip == CONTENT_IGNORE)
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break;
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||||
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||||
InventoryItem *item = new MaterialItem(*mip, 1);
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||||
player->inventory.addItem("main", item);
|
||||
|
||||
mip++;
|
||||
}
|
||||
|
||||
#if 0
|
||||
assert(USEFUL_CONTENT_COUNT <= PLAYER_INVENTORY_SIZE);
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||||
// add torch first
|
||||
@ -3344,6 +3374,8 @@ void setCreativeInventory(Player *player)
|
||||
InventoryItem *item = new MaterialItem(i, 1);
|
||||
player->inventory.addItem("main", item);
|
||||
}
|
||||
#endif
|
||||
|
||||
// Sign
|
||||
{
|
||||
InventoryItem *item = new MapBlockObjectItem("Sign Example text");
|
||||
|
Loading…
Reference in New Issue
Block a user