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* fixed warnings reported by cppcheckPerttu Ahola2011-04-11
* better support for old mapsPerttu Ahola2011-04-10
* Map generation is now properly threaded and doesn't block block placement and...Perttu Ahola2011-04-10
* a commit before starting to reorganize the map loading/generation logicPerttu Ahola2011-04-10
* initial workings of the furnacePerttu Ahola2011-04-05
* Node metadata frameworkPerttu Ahola2011-04-04
* commit before some more radical changesPerttu Ahola2011-04-03
* Revert mapgen to best working version (2)Perttu Ahola2011-04-03
* Mapgen is better now. Not a lot, but a bit!Perttu Ahola2011-04-02
* commit before some radical changesPerttu Ahola2011-04-02
* mapgen work-in-progressPerttu Ahola2011-03-02
* tweaked mapgenPerttu Ahola2011-02-28
* A third try on terrain generation. No trees yet.Perttu Ahola2011-02-28
* mainly work on object scripting apiPerttu Ahola2011-02-23
* preliminary lua scripting framework for objectsPerttu Ahola2011-02-21
* Temporary commit; lots of test code and stuffPerttu Ahola2011-02-21
* some fixes to make compiling on some bsd easierPerttu Ahola2011-02-11
* now it works nicelyPerttu Ahola2011-02-11
* fully working i guessPerttu Ahola2011-02-11
* work-in-progress texture atlas optimizationPerttu Ahola2011-02-10
* mapgen stuffPerttu Ahola2011-02-05
* added sand to map generatorPerttu Ahola2011-02-04
* This map generator is starting to look pretty good now... also, disabled load...Perttu Ahola2011-02-01
* partly working chunk-based map generator (doesn't save properly, spawn is pre...Perttu Ahola2011-02-01
* map generation framework under development... not quite operational at this p...Perttu Ahola2011-01-30
* Reworked texture, material, mineral and whatever handlingPerttu Ahola2011-01-26
* Faster lighting at map generation timePerttu Ahola2011-01-24
* minecraft-style water done (but no texture animation or sound)Perttu Ahola2011-01-17
* old water removed, some fixes here and therePerttu Ahola2011-01-17
* fine-tuning of map generator and server and stuff.Perttu Ahola2011-01-17
* Initial commit of mapgen v.2. Lacks configuration and saving to disk.Perttu Ahola2011-01-16
* removing unused code and commentsPerttu Ahola2011-01-07
* drawing range updater update and myrand() (but not usage of it)Perttu Ahola2010-12-26
* new viewing range updater algorithmPerttu Ahola2010-12-26
* better cavesPerttu Ahola2010-12-25
* organizing stuff.Perttu Ahola2010-12-21
* Cracking blocks while diggingPerttu Ahola2010-12-21
* some tinkering with gui. removed updating of configuration file at endPerttu Ahola2010-12-20
* added dedicated server build without irrlichtPerttu Ahola2010-12-19
* day/night working client sidePerttu Ahola2010-12-19
* before daynight mesh cachePerttu Ahola2010-12-18
* tinkering aroundPerttu Ahola2010-12-14
* in before messing with face drawing orientationPerttu Ahola2010-12-14
* starting to separate "material" to "content" and "tile"Perttu Ahola2010-12-12
* commit before some radicallish changes to water behaviorPerttu Ahola2010-12-11
* license stuffPerttu Ahola2010-11-29
* default setting change, random tinkeringPerttu Ahola2010-11-29
* Windows bug fixesPerttu Ahola2010-11-29
* fixed face updating slowness bugPerttu Ahola2010-11-29
* sitä sun tätä tekeillä, toimii kivastiPerttu Ahola2010-11-29
class="hl opt">, const std::string &data); /* Some simple getters/setters */ v3f getBasePosition() const { return m_base_position; } void setBasePosition(v3f pos){ m_base_position = pos; } ServerEnvironment* getEnv(){ return m_env; } /* Some more dynamic interface */ virtual void setPos(const v3f &pos) { setBasePosition(pos); } // continuous: if true, object does not stop immediately at pos virtual void moveTo(v3f pos, bool continuous) { setBasePosition(pos); } // If object has moved less than this and data has not changed, // saving to disk may be omitted virtual float getMinimumSavedMovement(); virtual std::string getDescription(){return "SAO";} /* Step object in time. Messages added to messages are sent to client over network. send_recommended: True at around 5-10 times a second, same for all objects. This is used to let objects send most of the data at the same time so that the data can be combined in a single packet. */ virtual void step(float dtime, bool send_recommended){} /* The return value of this is passed to the client-side object when it is created */ virtual std::string getClientInitializationData(u16 protocol_version){return "";} /* The return value of this is passed to the server-side object when it is created (converted from static to active - actually the data is the static form) */ virtual void getStaticData(std::string *result) const { assert(isStaticAllowed()); *result = ""; } /* Return false in here to never save and instead remove object on unload. getStaticData() will not be called in that case. */ virtual bool isStaticAllowed() const {return true;} // Returns tool wear virtual int punch(v3f dir, const ToolCapabilities *toolcap=NULL, ServerActiveObject *puncher=NULL, float time_from_last_punch=1000000) { return 0; } virtual void rightClick(ServerActiveObject *clicker) {} virtual void setHP(s32 hp, const PlayerHPChangeReason &reason) {} virtual u16 getHP() const { return 0; } virtual void setArmorGroups(const ItemGroupList &armor_groups) {} virtual const ItemGroupList &getArmorGroups() const { static ItemGroupList rv; return rv; } virtual void setPhysicsOverride(float physics_override_speed, float physics_override_jump, float physics_override_gravity) {} virtual void setAnimation(v2f frames, float frame_speed, float frame_blend, bool frame_loop) {} virtual void getAnimation(v2f *frames, float *frame_speed, float *frame_blend, bool *frame_loop) {} virtual void setAnimationSpeed(float frame_speed) {} virtual void setBonePosition(const std::string &bone, v3f position, v3f rotation) {} virtual void getBonePosition(const std::string &bone, v3f *position, v3f *lotation) {} virtual const std::unordered_set<int> &getAttachmentChildIds() const { static std::unordered_set<int> rv; return rv; } virtual ServerActiveObject *getParent() const { return nullptr; } virtual ObjectProperties* accessObjectProperties() { return NULL; } virtual void notifyObjectPropertiesModified() {} // Inventory and wielded item virtual Inventory *getInventory() const { return NULL; } virtual InventoryLocation getInventoryLocation() const { return InventoryLocation(); } virtual void setInventoryModified() {} virtual std::string getWieldList() const { return ""; } virtual u16 getWieldIndex() const { return 0; } virtual ItemStack getWieldedItem() const; virtual bool setWieldedItem(const ItemStack &item); inline void attachParticleSpawner(u32 id) { m_attached_particle_spawners.insert(id); } inline void detachParticleSpawner(u32 id) { m_attached_particle_spawners.erase(id); } /* Number of players which know about this object. Object won't be deleted until this is 0 to keep the id preserved for the right object. */ u16 m_known_by_count = 0; /* - Whether this object is to be removed when nobody knows about it anymore. - Removal is delayed to preserve the id for the time during which it could be confused to some other object by some client. - This is usually set to true by the step() method when the object wants to be deleted but can be set by anything else too. */ bool m_pending_removal = false; /* Same purpose as m_pending_removal but for deactivation. deactvation = save static data in block, remove active object If this is set alongside with m_pending_removal, removal takes priority. */ bool m_pending_deactivation = false; /* A getter that unifies the above to answer the question: "Can the environment still interact with this object?" */ inline bool isGone() const { return m_pending_removal || m_pending_deactivation; } /* Whether the object's static data has been stored to a block */ bool m_static_exists = false; /* The block from which the object was loaded from, and in which a copy of the static data resides. */ v3s16 m_static_block = v3s16(1337,1337,1337); /* Queue of messages to be sent to the client */ std::queue<ActiveObjectMessage> m_messages_out; protected: virtual void onAttach(int parent_id) {} virtual void onDetach(int parent_id) {} // Used for creating objects based on type typedef ServerActiveObject* (*Factory) (ServerEnvironment *env, v3f pos, const std::string &data); static void registerType(u16 type, Factory f); ServerEnvironment *m_env; v3f m_base_position; std::unordered_set<u32> m_attached_particle_spawners; private: // Used for creating objects based on type static std::map<u16, Factory> m_types; };