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-rw-r--r--src/environment.cpp6
-rw-r--r--src/environment.h13
-rw-r--r--src/main.cpp27
-rw-r--r--src/mapnode.cpp3
-rw-r--r--src/mapnode.h10
5 files changed, 46 insertions, 13 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..8993b8e87 100644
--- a/src/environment.h
+++ b/src/environment.h
@@ -113,6 +113,19 @@ private:
};
/*
+ Active block modifier interface
+*/
+
+class ActiveBlockModifier
+{
+public:
+ ActiveBlockModifier(){};
+ virtual ~ActiveBlockModifier(){};
+ //TODO
+ //virtual void
+};
+
+/*
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 c3b075732..457fa0693 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 +296,20 @@ 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
======================================================================
diff --git a/src/mapnode.cpp b/src/mapnode.cpp
index 00ebef840..c8e4e8449 100644
--- a/src/mapnode.cpp
+++ b/src/mapnode.cpp
@@ -252,6 +252,7 @@ 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];
@@ -303,6 +304,7 @@ 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;
@@ -314,6 +316,7 @@ 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 5a1770230..09fe02ba1 100644
--- a/src/mapnode.h
+++ b/src/mapnode.h
@@ -151,13 +151,20 @@ 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.
@@ -183,6 +190,7 @@ struct ContentFeatures
buildable_to = false;
liquid_type = LIQUID_NONE;
wall_mounted = false;
+ air_equivalent = false;
dug_item = "";
initial_metadata = NULL;
}