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* Add player:get_meta(), deprecate player attributes (#7202)rubenwardy2018-04-06
| | | | * Add player:get_meta(), deprecate player attributes
* Load dependencies and description from mod.confAndrew Ward2018-03-28
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* Add reasons to on_dieplayer and on_hpchangeAndrew Ward2018-03-28
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* Add minetest.bulk_set_node call + optimize Environment::set_node call (#6958)Loïc Blot2018-01-30
| | | | | | | | | | * Add minetest.bulk_set_node call + experimental mod unittest * Optimize set_node function to prevent triple lookup on contentfeatures Do only one lookup for old, and try to merge old and new lookup if node is same than previous node * Add benchmark function + optimize vector population to have real results
* Fix default item callbacks to work with nil users (#5819)raymoo2017-10-28
| | | | | | | | | * Fix default item callbacks to work with nil users * item.lua: Handle node drops for invalid players The if-condition for the dropping loop is the same as `inv`, which means that the 2nd possible definition of `give_item` is never used. Remove redundant `local _, dropped_item`
* Real global textures (#6105)Vitaliy2017-10-15
| | | | | | | | * Real global textures * Add world-aligned textures * Update minimal to support world-aligned tiles * Update minimal
* Implement mod communication channels (#6351)Loïc Blot2017-09-26
| | | | | | | | | | Implement network communication for channels * Implement ModChannel manager server side to route incoming messages from clients to other clients * Add signal handler switch on client & ModChannelMgr on client to handle channels * Add Lua API bindings + client packet sending + unittests * Implement server message sending * Add callback from received message handler to Lua API using registration method
* Remove nodeupdate completely (#6358)Rui2017-09-01
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* Add LuaEntity on_death callback (#6177)Loïc Blot2017-07-27
| | | | | | Add LuaEntity on_death callback This fixes #5474
* Minimal: Add river water nodes (#5809)Paramat2017-05-24
| | | Is a base terrain node needed by any core mapgen with sloping rivers.
* Private nodemeta (#5702)sfan52017-05-10
| | | | * Private node metadata that isn't sent to the client
* Player attrs: permits to remove an attribute by setting value to nil (#5716)Loïc Blot2017-05-07
| | | | | | | | | | * Player attrs: permits to remove an attribute by setting value to nil When doing player:set_attribute("attr", nil) remove attribute Also remove a useless check on C++ API part (already done by checkplayer) Fix #5709
* lua: remove core.cause_error call (#5637)Loïc Blot2017-04-22
| | | it was used in minimal to trigger core crash, not very useful
* Fix not being able to damage players in minimal (#5266)red-0012017-02-18
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* Add particle animation, glowsfan52017-01-18
| | | | | This is implemented by reusing and extending the TileAnimation code for the methods used by particles.
* Add 2D sheet animation for nodessfan52017-01-02
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* Added "[sheet" to the texture special commands.Luke Puchner-Hardman2017-01-02
| | | | | | | | "[sheet:WxH:X,Y" assumes the base image is a tilesheet with W*H tiles on it and crops to the tile at position X,Y. Basically it works like "[verticalframe" but in 2D. For testing, I combined the four default_chest images into one.
* Minimal game: Use field 'tiles' instead of 'tile_images'Rogier2016-12-24
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* Mapgen: Various fixes and improvementsparamat2016-01-11
| | | | | | | | | | | | | Lua_api.txt: Document 'minetest.registered_biomes' Minimal: Remove 'mapgen_air' alias Cavegen: Add fallback node for 'mapgen_ice' Dungeongen: Add fallback node for 'mapgen_river_water_source' Mgv5: Remove unnecessary '#include util/directiontables.h' Add missing 'this->'s in makeChunk() Mgv6: Edit empty line formatting Remove leading spaces in makeChunk() Add missing spaces after 'for' and 'if' Mgv7: Edit empty line formatting
* Minimal: Add mapgen alias for airparamat2015-12-30
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* Fix spelling of noise_thresholdJun Zhang2015-12-06
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* Fix relief mapping issuesRealBadAngel2015-07-16
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* Minimal: Remove recently added unnecessary nodesparamat2015-07-14
| | | | Fix 'is ground content' for some nodes
* Simpler patch for saplings trying to grow on unknown nodesShadowNinja2015-06-16
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* Add list-ringsest312015-06-16
| | | | | | | Adds list-rings, a method to implement item sending between inventories via shift-click. Nice insider feature: a ring consisting of a single inventory list serves as nice clean-up method. Also adds them to minimal game, and the standard inventory. Craft output slots are not supported.
* Don't crash when saplings try to grow on unknown nodesy.st2015-06-15
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* Minimal: Add snow biome and jungleleaves nodes. Add mapgen aliasesparamat2015-06-12
| | | | Treegen: Remove alias checks from jungletree generation for speed
* Minimal: Edit mapgen aliases. Use blob ore for clay, update other ores. ↵paramat2015-06-09
| | | | Update simple biomes. Cleanup code
* Fix NDT_GLASSLIKE normalsKahrl2015-01-31
| | | | Remove inventorycube() workaround for default:glass in minimal game
* Remove builtin_biome.lua from builtin and add simple biome minimalparamat2015-01-11
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* Add lua exception handling test codesapier2014-08-23
| | | | Catch some error situations when mod used without thinking about it
* Minimal game: add /dummyball <count> commandKahrl2014-08-23
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* Add minetest.swap_nodeNovatux2013-11-30
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* Change default value of is_ground_content to truekwolekr2013-11-30
| | | | Most modders would otherwise forget to explicitly define this, and generated nodes aliased from mods would wall-off caves
* Fix possible crash with grass ABM.Novatux2013-11-02
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* Fix grass adding/removing ABM.Novatux2013-11-02
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* Move the sapling growing and grass adding/removing ABMs to LuaNovatux2013-11-02
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* Remove mapgen_air alias (#935)0gb.us2013-10-05
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* Add mapgen_stair_cobble alias to minimalSfan52013-09-06
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* Add support for different drowning damage and allow drowning in other nodetypesBlockMen2013-08-06
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* Add drowningPilzAdam2013-06-19
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* Compress texturesDavid Gumberg2013-06-18
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* Move scriptapi to separate folder (by sapier)sapier2013-05-25
| | | | | | | | | | | On the lua side, notably minetest.env:<function>(<args>) should now be replaced by minetest.<function>(<args>). The old way is and will stay supported for a long time. Also: Update and clean up lua_api.txt (by celeron55) Move EnvRef to lua and remove add_rat and add_firefly (by kahrl) Add separate src/util/CMakeLists.txt, other minor fixes (by kahrl)
* Use the group "soil" for nodes that saplings grow onShadowNinja2013-05-20
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* games/minimal: Add menu/background.png and menu/icon.pngPerttu Ahola2013-05-02
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* Add Mapgen V7, reorganize biomeskwolekr2013-04-07
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* unkn own block -> unkn own nodekhonkhortisan2013-04-05
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* Add different place sound for nodesPilzAdam2013-03-29
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* Use minetest.register_ore() in minimalPilzAdam2013-03-24
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* Mapgen indev: float islands, larger far biomesproller2013-03-24
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pt">) = 0; }; class Map /*: public NodeContainer*/ { public: Map(std::ostream &dout); virtual ~Map(); /*virtual u16 nodeContainerId() const { return NODECONTAINER_ID_MAP; }*/ virtual s32 mapType() const { return MAPTYPE_BASE; } /* Drop (client) or delete (server) the map. */ virtual void drop() { delete this; } void addEventReceiver(MapEventReceiver *event_receiver); void removeEventReceiver(MapEventReceiver *event_receiver); // event shall be deleted by caller after the call. void dispatchEvent(MapEditEvent *event); // On failure returns NULL MapSector * getSectorNoGenerateNoExNoLock(v2s16 p2d); // Same as the above (there exists no lock anymore) MapSector * getSectorNoGenerateNoEx(v2s16 p2d); // On failure throws InvalidPositionException MapSector * getSectorNoGenerate(v2s16 p2d); // Gets an existing sector or creates an empty one //MapSector * getSectorCreate(v2s16 p2d); /* This is overloaded by ClientMap and ServerMap to allow their differing fetch methods. */ virtual MapSector * emergeSector(v2s16 p){ return NULL; } virtual MapSector * emergeSector(v2s16 p, core::map<v3s16, MapBlock*> &changed_blocks){ return NULL; } // Returns InvalidPositionException if not found MapBlock * getBlockNoCreate(v3s16 p); // Returns NULL if not found MapBlock * getBlockNoCreateNoEx(v3s16 p); /* Server overrides */ virtual MapBlock * emergeBlock(v3s16 p, bool allow_generate=true) { return getBlockNoCreateNoEx(p); } // Returns InvalidPositionException if not found bool isNodeUnderground(v3s16 p); bool isValidPosition(v3s16 p); // throws InvalidPositionException if not found MapNode getNode(v3s16 p); // throws InvalidPositionException if not found void setNode(v3s16 p, MapNode & n); // Returns a CONTENT_IGNORE node if not found MapNode getNodeNoEx(v3s16 p); void unspreadLight(enum LightBank bank, core::map<v3s16, u8> & from_nodes, core::map<v3s16, bool> & light_sources, core::map<v3s16, MapBlock*> & modified_blocks); void unLightNeighbors(enum LightBank bank, v3s16 pos, u8 lightwas, core::map<v3s16, bool> & light_sources, core::map<v3s16, MapBlock*> & modified_blocks); void spreadLight(enum LightBank bank, core::map<v3s16, bool> & from_nodes, core::map<v3s16, MapBlock*> & modified_blocks); void lightNeighbors(enum LightBank bank, v3s16 pos, core::map<v3s16, MapBlock*> & modified_blocks); v3s16 getBrightestNeighbour(enum LightBank bank, v3s16 p); s16 propagateSunlight(v3s16 start, core::map<v3s16, MapBlock*> & modified_blocks); void updateLighting(enum LightBank bank, core::map<v3s16, MapBlock*> & a_blocks, core::map<v3s16, MapBlock*> & modified_blocks); void updateLighting(core::map<v3s16, MapBlock*> & a_blocks, core::map<v3s16, MapBlock*> & modified_blocks); /* These handle lighting but not faces. */ void addNodeAndUpdate(v3s16 p, MapNode n, core::map<v3s16, MapBlock*> &modified_blocks, std::string &player_name); void removeNodeAndUpdate(v3s16 p, core::map<v3s16, MapBlock*> &modified_blocks); /* Wrappers for the latter ones. These emit events. Return true if succeeded, false if not. */ bool addNodeWithEvent(v3s16 p, MapNode n); bool removeNodeWithEvent(v3s16 p); /* Takes the blocks at the edges into account */ bool dayNightDiffed(v3s16 blockpos); //core::aabbox3d<s16> getDisplayedBlockArea(); //bool updateChangedVisibleArea(); // Call these before and after saving of many blocks virtual void beginSave() {return;}; virtual void endSave() {return;}; virtual void save(bool only_changed){assert(0);}; // Server implements this. // Client leaves it as no-op. virtual void saveBlock(MapBlock *block){}; /* Updates usage timers and unloads unused blocks and sectors. Saves modified blocks before unloading on MAPTYPE_SERVER. */ void timerUpdate(float dtime, float unload_timeout, core::list<v3s16> *unloaded_blocks=NULL); // Deletes sectors and their blocks from memory // Takes cache into account // If deleted sector is in sector cache, clears cache void deleteSectors(core::list<v2s16> &list); #if 0 /* Unload unused data = flush changed to disk and delete from memory, if usage timer of block is more than timeout */ void unloadUnusedData(float timeout, core::list<v3s16> *deleted_blocks=NULL); #endif // For debug printing. Prints "Map: ", "ServerMap: " or "ClientMap: " virtual void PrintInfo(std::ostream &out); void transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks); /* Node metadata These are basically coordinate wrappers to MapBlock */ NodeMetadata* getNodeMetadata(v3s16 p); void setNodeMetadata(v3s16 p, NodeMetadata *meta); void removeNodeMetadata(v3s16 p); void nodeMetadataStep(float dtime, core::map<v3s16, MapBlock*> &changed_blocks); /* Misc. */ core::map<v2s16, MapSector*> *getSectorsPtr(){return &m_sectors;} /* Variables */ protected: std::ostream &m_dout; core::map<MapEventReceiver*, bool> m_event_receivers; core::map<v2s16, MapSector*> m_sectors; // Be sure to set this to NULL when the cached sector is deleted MapSector *m_sector_cache; v2s16 m_sector_cache_p; // Queued transforming water nodes UniqueQueue<v3s16> m_transforming_liquid; }; /* ServerMap This is the only map class that is able to generate map. */ class ServerMap : public Map { public: /* savedir: directory to which map data should be saved */ ServerMap(std::string savedir); ~ServerMap(); s32 mapType() const { return MAPTYPE_SERVER; } /* Get a sector from somewhere. - Check memory - Check disk (doesn't load blocks) - Create blank one */ ServerMapSector * createSector(v2s16 p); /* Blocks are generated by using these and makeBlock(). */ void initBlockMake(mapgen::BlockMakeData *data, v3s16 blockpos); MapBlock* finishBlockMake(mapgen::BlockMakeData *data, core::map<v3s16, MapBlock*> &changed_blocks); // A non-threaded wrapper to the above MapBlock * generateBlock( v3s16 p, core::map<v3s16, MapBlock*> &modified_blocks ); /* Get a block from somewhere. - Memory - Create blank */ MapBlock * createBlock(v3s16 p); /* Forcefully get a block from somewhere. - Memory - Load from disk - Generate */ MapBlock * emergeBlock(v3s16 p, bool allow_generate=true); // Helper for placing objects on ground level s16 findGroundLevel(v2s16 p2d); /* Misc. helper functions for fiddling with directory and file names when saving */ void createDirs(std::string path); // returns something like "map/sectors/xxxxxxxx" std::string getSectorDir(v2s16 pos, int layout = 2); // dirname: final directory name v2s16 getSectorPos(std::string dirname); v3s16 getBlockPos(std::string sectordir, std::string blockfile); static std::string getBlockFilename(v3s16 p); /* Database functions */ // Create the database structure void createDatabase(); // Verify we can read/write to the database void verifyDatabase(); // Get an integer suitable for a block static sqlite3_int64 getBlockAsInteger(const v3s16 pos); static v3s16 getIntegerAsBlock(sqlite3_int64 i); // Returns true if the database file does not exist bool loadFromFolders(); // Call these before and after saving of blocks void beginSave(); void endSave(); void save(bool only_changed); //void loadAll(); void listAllLoadableBlocks(core::list<v3s16> &dst); // Saves map seed and possibly other stuff void saveMapMeta(); void loadMapMeta(); /*void saveChunkMeta(); void loadChunkMeta();*/ // The sector mutex should be locked when calling most of these // This only saves sector-specific data such as the heightmap // (no MapBlocks) // DEPRECATED? Sectors have no metadata anymore. void saveSectorMeta(ServerMapSector *sector); MapSector* loadSectorMeta(std::string dirname, bool save_after_load); bool loadSectorMeta(v2s16 p2d); // Full load of a sector including all blocks. // returns true on success, false on failure. bool loadSectorFull(v2s16 p2d); // If sector is not found in memory, try to load it from disk. // Returns true if sector now resides in memory //bool deFlushSector(v2s16 p2d); void saveBlock(MapBlock *block); // This will generate a sector with getSector if not found. void loadBlock(std::string sectordir, std::string blockfile, MapSector *sector, bool save_after_load=false); MapBlock* loadBlock(v3s16 p); // Database version void loadBlock(std::string *blob, v3s16 p3d, MapSector *sector, bool save_after_load=false); // For debug printing virtual void PrintInfo(std::ostream &out); bool isSavingEnabled(){ return m_map_saving_enabled; } u64 getSeed(){ return m_seed; } private: // Seed used for all kinds of randomness u64 m_seed; std::string m_savedir; bool m_map_saving_enabled; #if 0 // Chunk size in MapSectors // If 0, chunks are disabled. s16 m_chunksize; // Chunks core::map<v2s16, MapChunk*> m_chunks; #endif /* Metadata is re-written on disk only if this is true. This is reset to false when written on disk. */ bool m_map_metadata_changed; /* SQLite database and statements */ sqlite3 *m_database; sqlite3_stmt *m_database_read; sqlite3_stmt *m_database_write; sqlite3_stmt *m_database_list; }; /* ClientMap stuff */ #ifndef SERVER struct MapDrawControl { MapDrawControl(): range_all(false), wanted_range(50), wanted_max_blocks(0), wanted_min_range(0), blocks_drawn(0), blocks_would_have_drawn(0) { } // Overrides limits by drawing everything bool range_all; // Wanted drawing range float wanted_range; // Maximum number of blocks to draw u32 wanted_max_blocks; // Blocks in this range are drawn regardless of number of blocks drawn float wanted_min_range; // Number of blocks rendered is written here by the renderer u32 blocks_drawn; // Number of blocks that would have been drawn in wanted_range u32 blocks_would_have_drawn; }; class Client; /* ClientMap This is the only map class that is able to render itself on screen. */ class ClientMap : public Map, public scene::ISceneNode { public: ClientMap( Client *client, MapDrawControl &control, scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id ); ~ClientMap(); s32 mapType() const { return MAPTYPE_CLIENT; } void drop() { ISceneNode::drop(); } void updateCamera(v3f pos, v3f dir, f32 fov) { JMutexAutoLock lock(m_camera_mutex); m_camera_position = pos; m_camera_direction = dir; m_camera_fov = fov; } /* Forcefully get a sector from somewhere */ MapSector * emergeSector(v2s16 p); //void deSerializeSector(v2s16 p2d, std::istream &is); /* ISceneNode methods */ virtual void OnRegisterSceneNode(); virtual void render() { video::IVideoDriver* driver = SceneManager->getVideoDriver(); driver->setTransform(video::ETS_WORLD, AbsoluteTransformation); renderMap(driver, SceneManager->getSceneNodeRenderPass()); } virtual const core::aabbox3d<f32>& getBoundingBox() const { return m_box; } void renderMap(video::IVideoDriver* driver, s32 pass); void renderPostFx(); /* Methods for setting temporary modifications to nodes for drawing. Returns true if something changed. All blocks whose mesh could have been changed are inserted to affected_blocks. */ bool setTempMod(v3s16 p, NodeMod mod, core::map<v3s16, MapBlock*> *affected_blocks=NULL); bool clearTempMod(v3s16 p, core::map<v3s16, MapBlock*> *affected_blocks=NULL); // Efficient implementation needs a cache of TempMods //void clearTempMods(); void expireMeshes(bool only_daynight_diffed); /* Update the faces of the given block and blocks on the leading edge. */ void updateMeshes(v3s16 blockpos, u32 daynight_ratio); // Update meshes that touch the node //void updateNodeMeshes(v3s16 nodepos, u32 daynight_ratio); // For debug printing virtual void PrintInfo(std::ostream &out); // Check if sector was drawn on last render() bool sectorWasDrawn(v2s16 p) { return (m_last_drawn_sectors.find(p) != NULL); } private: Client *m_client; core::aabbox3d<f32> m_box; // This is the master heightmap mesh //scene::SMesh *mesh; //JMutex mesh_mutex; MapDrawControl &m_control; v3f m_camera_position; v3f m_camera_direction; f32 m_camera_fov; JMutex m_camera_mutex; core::map<v2s16, bool> m_last_drawn_sectors; }; #endif class MapVoxelManipulator : public VoxelManipulator { public: MapVoxelManipulator(Map *map); virtual ~MapVoxelManipulator(); virtual void clear() { VoxelManipulator::clear(); m_loaded_blocks.clear(); } virtual void emerge(VoxelArea a, s32 caller_id=-1); void blitBack(core::map<v3s16, MapBlock*> & modified_blocks); protected: Map *m_map; /* key = blockpos value = block existed when loaded */ core::map<v3s16, bool> m_loaded_blocks; }; class ManualMapVoxelManipulator : public MapVoxelManipulator { public: ManualMapVoxelManipulator(Map *map); virtual ~ManualMapVoxelManipulator(); void setMap(Map *map) {m_map = map;} virtual void emerge(VoxelArea a, s32 caller_id=-1); void initialEmerge(v3s16 blockpos_min, v3s16 blockpos_max); // This is much faster with big chunks of generated data void blitBackAll(core::map<v3s16, MapBlock*> * modified_blocks); protected: bool m_create_area; }; #endif