diff options
-rw-r--r-- | src/environment.cpp | 6 | ||||
-rw-r--r-- | src/environment.h | 19 | ||||
-rw-r--r-- | src/main.cpp | 29 | ||||
-rw-r--r-- | src/map.cpp | 13 | ||||
-rw-r--r-- | src/mapnode.cpp | 4 | ||||
-rw-r--r-- | src/mapnode.h | 10 | ||||
-rw-r--r-- | src/server.cpp | 2 |
7 files changed, 68 insertions, 15 deletions
diff --git a/src/environment.cpp b/src/environment.cpp index f233eaf7f..3ebfef0c5 100644 --- a/src/environment.cpp +++ b/src/environment.cpp @@ -739,7 +739,7 @@ void ServerEnvironment::step(float dtime) if(1) { MapNode n_top = block->getNodeNoEx(p0+v3s16(0,1,0)); - if(content_features(n_top.d).walkable == false && + if(content_features(n_top.d).air_equivalent && n_top.getLight(LIGHTBANK_DAY) >= 13) { n.d = CONTENT_GRASS; @@ -796,10 +796,10 @@ void ServerEnvironment::step(float dtime) // Convert mud under proper lighting to grass if(n.d == CONTENT_MUD) { - if(myrand()%4 == 0) + if(myrand()%10 == 0) { MapNode n_top = block->getNodeNoEx(p0+v3s16(0,1,0)); - if(content_features(n_top.d).walkable == false && + if(content_features(n_top.d).air_equivalent && n_top.getLightBlend(getDayNightRatio()) >= 13) { n.d = CONTENT_GRASS; diff --git a/src/environment.h b/src/environment.h index e32b15dbb..ac290f932 100644 --- a/src/environment.h +++ b/src/environment.h @@ -113,6 +113,25 @@ private: }; /* + Active block modifier interface +*/ + +class ServerEnvironment; + +class ActiveBlockModifier +{ +public: + ActiveBlockModifier(){}; + virtual ~ActiveBlockModifier(){}; + + virtual u32 getTriggerContentCount(){ return 1;} + virtual u8 getTriggerContent(u32 i) = 0; + virtual float getActiveInterval() = 0; + virtual u32 getActiveChance() = 0; + virtual void triggerEvent(ServerEnvironment *env, v3s16 p) = 0; +}; + +/* The server-side environment. This is not thread-safe. Server uses an environment mutex. diff --git a/src/main.cpp b/src/main.cpp index 2913d019d..f67d53475 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -85,6 +85,10 @@ 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.
+SUGG: Make a system for pregenerating quick information for mapblocks, so
+ that the client can show them as cubes before they are actually sent
+ or even generated.
+
Gaming ideas:
-------------
@@ -211,6 +215,9 @@ 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
+Environment:
+------------
+
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
@@ -289,18 +296,22 @@ Mapgen v2: Misc. stuff:
------------
-* Make an "environment metafile" to store at least time of day
-* Move digging property stuff from material.{h,cpp} to mapnode.cpp...
- - Or maybe move content_features to material.{h,cpp}?
-* Maybe:
- Make a system for pregenerating quick information for mapblocks, so
- that the client can show them as cubes before they are actually sent
- or even generated.
+* Move digging property stuff from material.{h,cpp} to mapnode.cpp
+ - ...Or maybe move content_features to material.{h,cpp}?
Making it more portable:
------------------------
-* Some MSVC: std::sto* are defined without a namespace and collide
- with the ones in utility.h
+
+Stuff to do before release:
+---------------------------
+- Player default privileges and default password
+- Chat privilege
+- Some simple block-based dynamic stuff in the world (finish the
+ ActiveBlockModifier stuff)
+- Protocol version field
+- Consider getting some textures from cisoun's texture pack
+- Add a long step function to objects that is called with the time
+ difference when block activates
======================================================================
diff --git a/src/map.cpp b/src/map.cpp index c681a24b7..a49de3c46 100644 --- a/src/map.cpp +++ b/src/map.cpp @@ -3586,7 +3586,18 @@ void ServerMap::initChunkMake(ChunkMakeData &data, v2s16 chunkpos) sectorpos_base - v2s16(1,1) * max_spread_amount_sectors; s16 sectorpos_bigbase_size = sectorpos_base_size + 2 * max_spread_amount_sectors; - + + // Check limits + const s16 limit = MAP_GENERATION_LIMIT / MAP_BLOCKSIZE; + if(sectorpos_bigbase.X < -limit + || sectorpos_bigbase.X + sectorpos_bigbase_size >= limit + || sectorpos_bigbase.Y < -limit + || sectorpos_bigbase.Y + sectorpos_bigbase_size >= limit) + { + data.no_op = true; + return; + } + data.seed = m_seed; data.chunkpos = chunkpos; data.y_blocks_min = y_blocks_min; diff --git a/src/mapnode.cpp b/src/mapnode.cpp index 199a5c656..ca36697ef 100644 --- a/src/mapnode.cpp +++ b/src/mapnode.cpp @@ -223,6 +223,7 @@ void init_mapnode() f->is_ground_content = true; f->dug_item = std::string("MaterialItem ")+itos(i)+" 1"; f->solidness = 0; // drawn separately, makes no faces + f->air_equivalent = true; // grass grows underneath // Deprecated i = CONTENT_COALSTONE; @@ -259,6 +260,7 @@ void init_mapnode() f->pointable = false; f->diggable = false; f->buildable_to = true; + f->air_equivalent = true; i = CONTENT_WATER; f = &g_content_features[i]; @@ -310,6 +312,7 @@ void init_mapnode() f->solidness = 0; // drawn separately, makes no faces f->walkable = false; f->wall_mounted = true; + f->air_equivalent = true; f->dug_item = std::string("MaterialItem ")+itos(i)+" 1"; i = CONTENT_SIGN_WALL; @@ -321,6 +324,7 @@ void init_mapnode() f->solidness = 0; // drawn separately, makes no faces f->walkable = false; f->wall_mounted = true; + f->air_equivalent = true; f->dug_item = std::string("MaterialItem ")+itos(i)+" 1"; if(f->initial_metadata == NULL) f->initial_metadata = new SignNodeMetadata("Some sign"); diff --git a/src/mapnode.h b/src/mapnode.h index 50b257ba2..57382aa2b 100644 --- a/src/mapnode.h +++ b/src/mapnode.h @@ -152,13 +152,20 @@ struct ContentFeatures // This is used for collision detection. // Also for general solidness queries. bool walkable; + // Player can point to these bool pointable; + // Player can dig these bool diggable; + // Player can build on these bool buildable_to; + // Whether the node has no liquid, source liquid or flowing liquid enum LiquidType liquid_type; - // If true, param2 is set to direction when placed + // If true, param2 is set to direction when placed. Used for torches. // NOTE: the direction format is quite inefficient and should be changed bool wall_mounted; + // If true, node is equivalent to air. Torches are, air is. Water is not. + // Is used for example to check whether a mud block can have grass on. + bool air_equivalent; // Inventory item string as which the node appears in inventory when dug. // Mineral overrides this. @@ -184,6 +191,7 @@ struct ContentFeatures buildable_to = false; liquid_type = LIQUID_NONE; wall_mounted = false; + air_equivalent = false; dug_item = ""; initial_metadata = NULL; } diff --git a/src/server.cpp b/src/server.cpp index 75b47e498..9248e6298 100644 --- a/src/server.cpp +++ b/src/server.cpp @@ -3674,12 +3674,12 @@ void Server::UpdateCrafting(u16 peer_id) if(!found) { ItemSpec specs[9]; + specs[3] = ItemSpec(ITEM_CRAFT, "Stick"); specs[4] = ItemSpec(ITEM_CRAFT, "Stick"); specs[5] = ItemSpec(ITEM_CRAFT, "Stick"); specs[6] = ItemSpec(ITEM_CRAFT, "Stick"); specs[7] = ItemSpec(ITEM_CRAFT, "Stick"); specs[8] = ItemSpec(ITEM_CRAFT, "Stick"); - specs[9] = ItemSpec(ITEM_CRAFT, "Stick"); if(checkItemCombination(items, specs)) { rlist->addItem(new MaterialItem(CONTENT_FENCE, 2)); |