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authorPerttu Ahola <celeron55@gmail.com>2011-05-22 17:00:09 +0300
committerPerttu Ahola <celeron55@gmail.com>2011-05-22 17:00:09 +0300
commit0af53115384cda1d96337b39c4205cb7a970c069 (patch)
treee4fa369ece509e685e2ff719b9228492bffc93d8 /src/main.cpp
parentaf7d50e91091b7bec74d94ad61c948062d4c1aab (diff)
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Preliminary "active block" stuff + set up test code to grow grass.
Diffstat (limited to 'src/main.cpp')
-rw-r--r--src/main.cpp53
1 files changed, 43 insertions, 10 deletions
diff --git a/src/main.cpp b/src/main.cpp
index 816d92118..c3b075732 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -27,10 +27,8 @@ NOTE: Global locale is now set at initialization
NOTE: If VBO (EHM_STATIC) is used, remember to explicitly free the
hardware buffer (it is not freed automatically)
-Random suggeestions (AKA very old suggestions that haven't been done):
-----------------------------------------------------------------------
-
-SUGG: Fix address to be ipv6 compatible
+Old, wild and random suggestions that probably won't be done:
+-------------------------------------------------------------
SUGG: If player is on ground, mainly fetch ground-level blocks
@@ -83,6 +81,10 @@ SUGG: Background music based on cellular automata?
SUGG: Simple light color information to air
+SUGG: Server-side objects could be moved based on nodes to enable very
+ lightweight operation and simple AI
+ - Not practical; client would still need to show smooth movement.
+
Gaming ideas:
-------------
@@ -137,6 +139,8 @@ Build system / running:
Networking and serialization:
-----------------------------
+SUGG: Fix address to be ipv6 compatible
+
User Interface:
---------------
@@ -207,18 +211,47 @@ FIXME: Server sometimes goes into some infinite PeerNotFoundException loop
FIXME: The new optimized map sending doesn't sometimes send enough blocks
from big caves and such
+TODO: A list of "active blocks" in which stuff happens.
+ + Add a never-resetted game timer to the server
+ + Add a timestamp value to blocks
+ + The simple rule: All blocks near some player are "active"
+ - Do stuff in real time in active blocks
+ + Handle objects
+ TODO: Make proper hooks in here
+ - Grow grass, delete leaves without a tree
+ - Spawn some mobs based on some rules
+ - Transform cobble to mossy cobble near water
+ - Run a custom script
+ - ...And all kinds of other dynamic stuff
+ + Keep track of when a block becomes active and becomes inactive
+ + When a block goes inactive:
+ + Store objects statically to block
+ + Store timer value as the timestamp
+ + When a block goes active:
+ + Create active objects out of static objects
+ TODO: Make proper hooks in here
+ - Simulate the results of what would have happened if it would have
+ been active for all the time
+ - Grow a lot of grass and so on
+ + Initially it is fine to send information about every active object
+ to every player. Eventually it should be modified to only send info
+ about the nearest ones.
+ + This was left to be done by the old system and it sends only the
+ nearest ones.
+
Objects:
--------
-TODO: Get rid of MapBlockObjects and use ActiveObjects
+TODO: Get rid of MapBlockObjects and use only ActiveObjects
+ - Skipping the MapBlockObject data is nasty - there is no "total
+ length" stored; have to make a SkipMBOs function which contains
+ enough of the current code to skip them properly.
SUGG: MovingObject::move and Player::move are basically the same.
combine them.
- - NOTE: Player::move is more up-to-date.
- - NOTE: There is a simple move implementation now in collision.{h,cpp}
-
-SUGG: Server-side objects could be moved based on nodes to enable very
- lightweight operation and simple AI
+ - NOTE: Player::move is more up-to-date.
+ - NOTE: There is a simple move implementation now in collision.{h,cpp}
+ - NOTE: MovingObject will be deleted (MapBlockObject)
Map:
----