From 4a6b9a6ac1b07239474bce8d3ebf772ce75e862e Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Sun, 22 May 2011 23:55:02 +0300 Subject: [PATCH] Some work-in-progress stuff and many comment updates --- src/environment.cpp | 6 +++--- src/environment.h | 13 +++++++++++++ src/main.cpp | 27 ++++++++++++++++++--------- src/mapnode.cpp | 3 +++ src/mapnode.h | 10 +++++++++- 5 files changed, 46 insertions(+), 13 deletions(-) diff --git a/src/environment.cpp b/src/environment.cpp index f233eaf7f..3ebfef0c5 100644 --- a/src/environment.cpp +++ b/src/environment.cpp @@ -739,7 +739,7 @@ void ServerEnvironment::step(float dtime) if(1) { 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.d = CONTENT_GRASS; @@ -796,10 +796,10 @@ void ServerEnvironment::step(float dtime) // Convert mud under proper lighting to grass if(n.d == CONTENT_MUD) { - if(myrand()%4 == 0) + if(myrand()%10 == 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.d = CONTENT_GRASS; diff --git a/src/environment.h b/src/environment.h index e32b15dbb..8993b8e87 100644 --- a/src/environment.h +++ b/src/environment.h @@ -112,6 +112,19 @@ public: private: }; +/* + Active block modifier interface +*/ + +class ActiveBlockModifier +{ +public: + ActiveBlockModifier(){}; + virtual ~ActiveBlockModifier(){}; + //TODO + //virtual void +}; + /* The server-side environment. diff --git a/src/main.cpp b/src/main.cpp index c3b075732..457fa0693 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -85,6 +85,10 @@ SUGG: Server-side objects could be moved based on nodes to enable very lightweight operation and simple AI - 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: ------------- @@ -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 from big caves and such +Environment: +------------ + TODO: A list of "active blocks" in which stuff happens. + Add a never-resetted game timer to the server + Add a timestamp value to blocks @@ -289,18 +296,20 @@ Mapgen v2: Misc. stuff: ------------ -* Make an "environment metafile" to store at least time of day -* Move digging property stuff from material.{h,cpp} to mapnode.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. +* Move digging property stuff from material.{h,cpp} to mapnode.cpp + - ...Or maybe move content_features to material.{h,cpp}? 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 ====================================================================== diff --git a/src/mapnode.cpp b/src/mapnode.cpp index 00ebef840..c8e4e8449 100644 --- a/src/mapnode.cpp +++ b/src/mapnode.cpp @@ -252,6 +252,7 @@ void init_mapnode() f->pointable = false; f->diggable = false; f->buildable_to = true; + f->air_equivalent = true; i = CONTENT_WATER; f = &g_content_features[i]; @@ -303,6 +304,7 @@ void init_mapnode() f->solidness = 0; // drawn separately, makes no faces f->walkable = false; f->wall_mounted = true; + f->air_equivalent = true; f->dug_item = std::string("MaterialItem ")+itos(i)+" 1"; i = CONTENT_SIGN_WALL; @@ -314,6 +316,7 @@ void init_mapnode() f->solidness = 0; // drawn separately, makes no faces f->walkable = false; f->wall_mounted = true; + f->air_equivalent = true; f->dug_item = std::string("MaterialItem ")+itos(i)+" 1"; if(f->initial_metadata == NULL) f->initial_metadata = new SignNodeMetadata("Some sign"); diff --git a/src/mapnode.h b/src/mapnode.h index 5a1770230..09fe02ba1 100644 --- a/src/mapnode.h +++ b/src/mapnode.h @@ -151,13 +151,20 @@ struct ContentFeatures // This is used for collision detection. // Also for general solidness queries. bool walkable; + // Player can point to these bool pointable; + // Player can dig these bool diggable; + // Player can build on these bool buildable_to; + // Whether the node has no liquid, source liquid or flowing liquid 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 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. // Mineral overrides this. @@ -183,6 +190,7 @@ struct ContentFeatures buildable_to = false; liquid_type = LIQUID_NONE; wall_mounted = false; + air_equivalent = false; dug_item = ""; initial_metadata = NULL; }