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authorPerttu Ahola <celeron55@gmail.com>2011-01-17 11:16:41 +0200
committerPerttu Ahola <celeron55@gmail.com>2011-01-17 11:16:41 +0200
commitbd26be262d30eeb0ca818b634891704de4365893 (patch)
treeb49a6a009e6186e20b8ea916ecc20bda52242e32
parent3891bc43e084b9bd1c345638dfbbffa9d71658c9 (diff)
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commit before messing with water
-rw-r--r--src/main.cpp22
-rw-r--r--src/mapblock.cpp11
2 files changed, 17 insertions, 16 deletions
diff --git a/src/main.cpp b/src/main.cpp
index 51d94aba4..9f4ad61ab 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -155,10 +155,6 @@ TODO: - Players to be saved on disk, with inventory
TODO: Players to be saved as text in map/players/<name>
TODO: Player inventory to be saved on disk
-TODO: Proper handling of spawning place (try to find something that
- is not in the middle of an ocean (some land to stand on at
- least) and save it in map config.
-
TODO: Copy the text of the last picked sign to inventory in creative
mode
@@ -168,24 +164,26 @@ TODO: Check what goes wrong with caching map to disk (Kray)
TODO: When server sees that client is removing an inexistent block or
adding a block to an existent position, resend the MapBlock.
-TODO: Generate map from the area the client is looking at
+TODO: Save players with inventories to disk
+
+TODO: Make water more like in minecraft
Objects:
TODO: Better handling of objects and mobs
- Scripting?
- - There has to be some way to do it with less spaghetti code
+ - There has to be some way to do it with less messy code
- Make separate classes for client and server
- Client should not discriminate between blocks, server should
- Make other players utilize the same framework
- This is also needed for objects that don't get sent to client
but are used for triggers etc
+TODO: There has to be some better way to handle static objects than to
+ send them all the time. This affects signs and item objects.
SUGG: Signs could be done in the same way as torches. For this, blocks
need an additional metadata field for the texts
- This is also needed for item container chests
-TODO: There has to be some better way to handle static objects than to
- send them all the time. This affects signs and item objects.
Block object server side:
- A "near blocks" buffer, in which some nearby blocks are stored.
@@ -200,12 +198,8 @@ Block object server side:
Map generator:
-TODO: There are some lighting-related todos and fixmes in
- ServerMap::emergeBlock
-
-TODO: When generating a block, check that there is no sunlight
- below the block if the bottom of the block doesn't have
- sunlight. If it has, add it to the invalid lighting list.
+NOTE: There are some lighting-related todos and fixmes in
+ ServerMap::emergeBlock. And there always will be. 8)
TODO: Map generator version 2
- Create surface areas based on central points; a given point's
diff --git a/src/mapblock.cpp b/src/mapblock.cpp
index 252f123ac..9f91f0583 100644
--- a/src/mapblock.cpp
+++ b/src/mapblock.cpp
@@ -858,7 +858,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
If there is a block above, continues from it.
If there is no block above, assumes there is sunlight, unless
- is_underground is set.
+ is_underground is set or highest node is water.
At the moment, all sunlighted nodes are added to light_sources.
- SUGG: This could be optimized
@@ -903,7 +903,14 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources,
{
no_sunlight = true;
}
-
+ else
+ {
+ MapNode n = getNode(v3s16(x, MAP_BLOCKSIZE-1, z));
+ if(n.d == CONTENT_WATER || n.d == CONTENT_OCEAN)
+ {
+ no_sunlight = true;
+ }
+ }
// NOTE: As of now, it just would make everything dark.
// No sunlight here
//no_sunlight = true;