From bd26be262d30eeb0ca818b634891704de4365893 Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Mon, 17 Jan 2011 11:16:41 +0200 Subject: [PATCH] commit before messing with water --- src/main.cpp | 22 ++++++++-------------- src/mapblock.cpp | 11 +++++++++-- 2 files changed, 17 insertions(+), 16 deletions(-) diff --git a/src/main.cpp b/src/main.cpp index 51d94aba..9f4ad61a 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/ 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 252f123a..9f91f058 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 & 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; -- 2.30.2