aboutsummaryrefslogtreecommitdiff
path: root/games/minimal
Commit message (Expand)AuthorAge
...
* Add InvRef:is_empty(listname) and make chests/furnaces not diggable if not em...darkrose2012-06-03
* fix locked chest to not destroy denied items (minimal game)darkrose2012-06-03
* Add fire visualization to minimal furnace menuPerttu Ahola2012-06-03
* Use proper furnace cook timePerttu Ahola2012-06-03
* Lua implementation of furnace with visible active statedarkrose2012-06-03
* Implement locked chest; add after_place_node and after_dig_node node callbacksPerttu Ahola2012-06-03
* minetest.get_craft_resultPerttu Ahola2012-06-03
* Implement sign using form field protocolPerttu Ahola2012-06-03
* Properly create metadata inventories in minimalPerttu Ahola2012-06-03
* Random node metadata thingsPerttu Ahola2012-06-03
* Attempt to begin to implement chests and furnace in Lua (with problems)Perttu Ahola2012-06-03
* Add missing mapgen.lua to games/minimalPerttu Ahola2012-04-06
* experimental:soundblock dig_immediate=3Perttu Ahola2012-04-06
* Make the minimal development test somewhat playable by adding ore generation ...Perttu Ahola2012-04-05
* Fix sound direction and add experimental:soundblock alias sb in minimal for t...Perttu Ahola2012-04-04
* initial_properties field in entity definitionPerttu Ahola2012-03-31
* Add minetest.get_connected_players()Perttu Ahola2012-03-30
* ObjectRef:set_armor_groups() and ObjectRef:set_properties() - works on player...Perttu Ahola2012-03-30
* Modify minimal/give_initial_stuff to always give stuffPerttu Ahola2012-03-29
* Rework tool_capabilities a bit (maxwear->uses, scale dig time according to le...Perttu Ahola2012-03-29
* Make mapgen use mapgen_* node aliases rather than the LEGN macroPerttu Ahola2012-03-28
* Add PseudoRandom in Lua APIPerttu Ahola2012-03-28
* Add minetest.after(time, func)Perttu Ahola2012-03-27
* Add default_grass_footstep.1.ogg as a test sound in minimalPerttu Ahola2012-03-27
* Add games/minimal/game.confPerttu Ahola2012-03-26
* Move games/minetest to games/minimal and update README.txtPerttu Ahola2012-03-26
irtual v3s16 getLightPosition(){return v3s16(0,0,0);} virtual core::aabbox3d<f32>* getSelectionBox(){return NULL;} virtual bool getCollisionBox(aabb3f *toset){return false;} virtual bool collideWithObjects(){return false;} virtual v3f getPosition(){return v3f(0,0,0);} virtual scene::ISceneNode *getSceneNode(){return NULL;} virtual scene::IMeshSceneNode *getMeshSceneNode(){return NULL;} virtual scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode(){return NULL;} virtual WieldMeshSceneNode *getWieldMeshSceneNode(){return NULL;} virtual scene::IBillboardSceneNode *getSpriteSceneNode(){return NULL;} virtual bool isPlayer() const {return false;} virtual bool isLocalPlayer() const {return false;} virtual void setAttachments(){} virtual bool doShowSelectionBox(){return true;} virtual void updateCameraOffset(v3s16 camera_offset){}; // Step object in time virtual void step(float dtime, ClientEnvironment *env){} // Process a message sent by the server side object virtual void processMessage(const std::string &data){} virtual std::string infoText() {return "";} virtual std::string debugInfoText() {return "";} /* This takes the return value of ServerActiveObject::getClientInitializationData */ virtual void initialize(const std::string &data){} // Create a certain type of ClientActiveObject static ClientActiveObject* create(ActiveObjectType type, IGameDef *gamedef, ClientEnvironment *env); // If returns true, punch will not be sent to the server virtual bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL, float time_from_last_punch=1000000) { return false; } protected: // Used for creating objects based on type typedef ClientActiveObject* (*Factory)(IGameDef *gamedef, ClientEnvironment *env); static void registerType(u16 type, Factory f); IGameDef *m_gamedef; ClientEnvironment *m_env; private: // Used for creating objects based on type static std::map<u16, Factory> m_types; }; struct DistanceSortedActiveObject { ClientActiveObject *obj; f32 d; DistanceSortedActiveObject(ClientActiveObject *a_obj, f32 a_d) { obj = a_obj; d = a_d; } bool operator < (const DistanceSortedActiveObject &other) const { return d < other.d; } }; #endif