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-rw-r--r--src/main.cpp53
1 files changed, 45 insertions, 8 deletions
diff --git a/src/main.cpp b/src/main.cpp
index 171f1538a..da1b88d4a 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -153,8 +153,10 @@ TODO: Optimize day/night mesh updating somehow
meshbuffers? It should go quite fast.
- This is not easy; There'd need to be a buffer somewhere
that would contain the night and day lighting values.
+ - Actually if FastFaces would be stored, they could
+ hold both values
-TODO: Combine MapBlock's face caches to so big pieces that VBO
+FEATURE: Combine MapBlock's face caches to so big pieces that VBO
gets used
- That is >500 vertices
- This is not easy; all the MapBlocks close to the player would
@@ -181,6 +183,10 @@ TODO: Untie client network operations from framerate
TODO: Make morning and evening shorter
+TODO: Don't update all meshes always on single node changes, but
+ check which ones should be updated
+ - implement Map::updateNodeMeshes()
+
Server:
-------
@@ -260,10 +266,15 @@ FEATURE: The map could be generated procedually:
- How about relocating minerals, too? Coal and gold in
downstream sand and gravel would be kind of cool
- This would need a better way of handling minerals, mainly
- to have mineral content as a separate field
+ to have mineral content as a separate field. the first
+ parameter field is free for this.
- Simulate rock falling from cliffs when water has removed
enough solid rock from the bottom
+TODO: Mineral and ground material properties
+ - This way mineral ground toughness can be calculated with just
+ some formula, as well as tool strengths
+
TODO: Change AttributeList to split the area into smaller sections so
that searching won't be as heavy.
@@ -308,6 +319,7 @@ Doing now:
#pragma comment(lib, "Irrlicht.lib")
//#pragma comment(lib, "jthread.lib")
#pragma comment(lib, "zlibwapi.lib")
+#pragma comment(lib, "Shell32.lib")
// This would get rid of the console window
//#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
#endif
@@ -1270,9 +1282,12 @@ int main(int argc, char *argv[])
porting::initializePaths();
// Create user data directory
fs::CreateDir(porting::path_userdata);
-
+
+ // C-style stuff initialization
initializeMaterialProperties();
+ init_mapnode();
+ // Debug handler
BEGIN_DEBUG_EXCEPTION_HANDLER
// Print startup message
@@ -1550,7 +1565,7 @@ int main(int argc, char *argv[])
*/
init_content_inventory_texture_paths();
- init_tile_textures();
+ //init_tile_textures();
/*
GUI stuff
@@ -1608,10 +1623,10 @@ int main(int argc, char *argv[])
{
/*
- Out-of-game menu loop
+ Out-of-game menu loop.
+
+ Loop quits when menu returns proper parameters.
*/
-
- // Wait for proper parameters
for(;;)
{
// Cursor can be non-visible when coming from the game
@@ -1671,6 +1686,15 @@ int main(int argc, char *argv[])
dstream<<"Dropping main menu"<<std::endl;
menu->drop();
+
+ // Delete map if requested
+ if(menudata.delete_map)
+ {
+ bool r = fs::RecursiveDeleteContent(map_dir);
+ if(r == false)
+ error_message = L"Delete failed";
+ continue;
+ }
playername = wide_to_narrow(menudata.name);
address = wide_to_narrow(menudata.address);
@@ -2386,8 +2410,20 @@ int main(int argc, char *argv[])
static float dig_time = 0.0;
static u16 dig_index = 0;
+
+ // Visualize selection
+
+ const float d = 0.502;
+ core::aabbox3d<f32> nodebox(-BS*d, -BS*d, -BS*d, BS*d, BS*d, BS*d);
+ v3f nodepos_f = intToFloat(nodepos);
+ //v3f nodepos_f(nodepos.X*BS, nodepos.Y*BS, nodepos.Z*BS);
+ nodebox.MinEdge += nodepos_f;
+ nodebox.MaxEdge += nodepos_f;
+ hilightboxes.push_back(nodebox);
+
+ //hilightboxes.push_back(nodefacebox);
- hilightboxes.push_back(nodefacebox);
+ // Handle digging
if(g_input->getLeftReleased())
{
@@ -2473,6 +2509,7 @@ int main(int argc, char *argv[])
if(dig_index < CRACK_ANIMATION_LENGTH)
{
+ //TimeTaker timer("client.setTempMod");
//dstream<<"dig_index="<<dig_index<<std::endl;
client.setTempMod(nodepos, NodeMod(NODEMOD_CRACK, dig_index));
}