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

View File

@ -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;

View File

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

View File

@ -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
======================================================================

View File

@ -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");

View File

@ -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;
}