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authorKahrl <kahrl@gmx.net>2012-01-21 00:11:44 +0100
committerPerttu Ahola <celeron55@gmail.com>2012-01-22 17:24:50 +0200
commit157a4cf18cb9c098f465b8baecd7d2cd5705f2dd (patch)
treea194b86e0452d1dc892aec6b3ac940327ce85e2a /src/main.cpp
parentf22c73f50169b978f13c0b6511805b9d4a1a6871 (diff)
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Node placement / mineral / serialization / iron freq / node_dig callback
- Node placement code moved to Lua - Mineral system removed (added default:stone_with_coal and default:stone_with_iron). - MapBlock and MapNode serialization updated. - Mapgen: Frequency of iron increased. - node_dig callback and related changes.
Diffstat (limited to 'src/main.cpp')
-rw-r--r--src/main.cpp31
1 files changed, 0 insertions, 31 deletions
diff --git a/src/main.cpp b/src/main.cpp
index b7c3ceffe..6cb9cf984 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -54,24 +54,6 @@ A list of "active blocks" in which stuff happens. (+=done)
+ This was left to be done by the old system and it sends only the
nearest ones.
-Vim conversion regexpes for moving to extended content type storage:
-%s/\(\.\|->\)d \([!=]=\)/\1getContent() \2/g
-%s/content_features(\([^.]*\)\.d)/content_features(\1)/g
-%s/\(\.\|->\)d = \([^;]*\);/\1setContent(\2);/g
-%s/\(getNodeNoExNoEmerge([^)]*)\)\.d/\1.getContent()/g
-%s/\(getNodeNoExNoEmerge(.*)\)\.d/\1.getContent()/g
-%s/\.d;/.getContent();/g
-%s/\(content_liquid\|content_flowing_liquid\|make_liquid_flowing\|content_pointable\)(\([^.]*\).d)/\1(\2.getContent())/g
-Other things to note:
-- node.d = node.param0 (only in raw serialization; use getContent() otherwise)
-- node.param = node.param1
-- node.dir = node.param2
-- content_walkable(node.d) etc should be changed to
- content_features(node).walkable etc
-- Also check for lines that store the result of getContent to a 8-bit
- variable and fix them (result of getContent() must be stored in
- content_t, which is 16-bit)
-
NOTE: Seeds in 1260:6c77e7dbfd29:
5721858502589302589:
Spawns you on a small sand island with a surface dungeon
@@ -351,8 +333,6 @@ TODO: Block cube placement around player's head
TODO: Protocol version field
TODO: Think about using same bits for material for fences and doors, for
example
-TODO: Move mineral to param2, increment map serialization version, add
- conversion
SUGG: Restart irrlicht completely when coming back to main menu from game.
- This gets rid of everything that is stored in irrlicht's caches.
@@ -419,7 +399,6 @@ Doing currently:
#include "filesys.h"
#include "config.h"
#include "guiMainMenu.h"
-#include "mineral.h"
#include "materials.h"
#include "game.h"
#include "keycode.h"
@@ -1261,16 +1240,6 @@ int main(int argc, char *argv[])
mysrand(time(0));
/*
- Pre-initialize some stuff with a dummy irrlicht wrapper.
-
- These are needed for unit tests at least.
- */
-
- // Must be called before texturesource is created
- // (for texture atlas making)
- init_mineral();
-
- /*
Run unit tests
*/