NOTE: iostream.imbue(std::locale("C")) is very slow\r
NOTE: Global locale is now set at initialization\r
\r
+Random suggeestions:\r
+--------------------\r
+\r
SUGG: Fix address to be ipv6 compatible\r
\r
NOTE: When a new sector is generated, it may change the ground level\r
Build system / running:\r
-----------------------\r
\r
-FIXME: Some network errors on Windows that cause local game to not work\r
- - See siggjen's emails.\r
- - Is this the famous "windows 7 problem"?\r
- - Apparently there might be other errors too\r
-\r
Networking and serialization:\r
-----------------------------\r
\r
\r
TODO: Flowing water animation\r
\r
+* Combine meshes to bigger ones in ClientMap and set them EHM_STATIC\r
+\r
+SUGG: Draw cubes in inventory directly with 3D drawing commands, so that\r
+ animating them is easier.\r
+\r
Configuration:\r
--------------\r
\r
\r
TODO: When player dies, throw items on map\r
\r
-TODO: Make an option to the server to disable building and digging near\r
+SUGG: Make an option to the server to disable building and digging near\r
the starting position\r
\r
TODO: Copy the text of the last picked sign to inventory in creative\r
TODO: Check what goes wrong with caching map to disk (Kray)\r
- Nothing?\r
\r
-TODO: When server sees that client is removing an inexistent block in\r
- an existent position, resend the MapBlock.\r
+FIXME: Server sometimes goes into some infinite PeerNotFoundException loop\r
\r
-FIXME: Server went into some infinite PeerNotFoundException loop\r
+* Fix the problem with the server constantly saving one or a few\r
+ blocks? List the first saved block, maybe it explains.\r
+ - It is probably caused by oscillating water\r
+* Make a small history check to transformLiquids to detect and log\r
+ continuous oscillations, in such detail that they can be fixed.\r
\r
Objects:\r
--------\r
- When a statically stored active object comes near a player,\r
recreate the active object\r
\r
+* Continue making the scripting system:\r
+ * Make updateNodeMesh for a less verbose mesh update on add/removenode\r
+ * Switch to using a safe way for the self and env pointers\r
+ * Make some global environment hooks, like node placed and general\r
+ on_step()\r
+* Add a global Lua spawn handler and such\r
+* Get rid of MapBlockObjects\r
+* Other players could be sent to clients as LuaCAOs\r
+\r
Map:\r
----\r
\r
\r
TODO: Flowing water to actually contain flow direction information\r
\r
-TODO: Remove duplicate lighting implementation from Map (leave\r
- VoxelManipulator, which is faster)\r
-\r
FEATURE: Create a system that allows a huge amount of different "map\r
generator modules/filters"\r
\r
- Simulate rock falling from cliffs when water has removed\r
enough solid rock from the bottom\r
\r
-Doing now (most important at the top):\r
---------------------------------------\r
-# maybe done\r
-* not done\r
-\r
-=== Next\r
-* Continue making the scripting system:\r
- * Rip up everything unnecessary from the lua build system\r
- * Make updateNodeMesh for a less verbose mesh update on add/removenode\r
- * Switch to using a safe way for the self and env pointers\r
- * Make some global environment hooks, like node placed and general\r
- on_step()\r
-\r
-=== Fixmes\r
-* Check the fixmes in the list above\r
-* Make server find the spawning place from the real map data, not from\r
- the heightmap\r
- - But the changing borders of chunk have to be avoided, because\r
- there is time to generate only one chunk.\r
+Mapgen v2 (not doing):\r
+* only_from_disk might not work anymore - check and fix it.\r
* Make the generator to run in background and not blocking block\r
placement and transfer\r
-* only_from_disk might not work anymore - check and fix it.\r
-\r
-=== Making it more portable\r
-* Some MSVC: std::sto* are defined without a namespace and collide\r
- with the ones in utility.h\r
-\r
-=== Features\r
-* Map should make the appropriate MapEditEvents\r
-* Add a global Lua spawn handler and such\r
-* Get rid of MapBlockObjects\r
-* Other players could be sent to clients as LuaCAOs\r
-* Add mud underground\r
-* Make an "environment metafile" to store at least time of day\r
-* Move digging property stuff from material.{h,cpp} to mapnode.cpp...\r
- - Or maybe move content_features to material.{h,cpp}?\r
* Add some kind of erosion and other stuff that now is possible\r
* Make client to fetch stuff asynchronously\r
- Needs method SyncProcessData\r
and stuff yet and the ground is fairly flat, the mud will flow to\r
the other chunk making nasty straight walls when the other chunk\r
is generated. Fix it.\r
-* Fix the problem with the server constantly saving one or a few\r
- blocks? List the first saved block, maybe it explains.\r
- - It is probably caused by oscillating water\r
-* Make a small history check to transformLiquids to detect and log\r
- continuous oscillations, in such detail that they can be fixed.\r
-* Combine meshes to bigger ones in ClientMap and set them EHM_STATIC\r
+\r
+Mapgen v4 (not doing):\r
+* only_from_disk might not work anymore - check and fix it.\r
+* Make the generator to run in background and not blocking block\r
+ placement and transfer\r
+* Make chunks to be tiled vertically too\r
+* MAKE IT FASTER\r
+\r
+Mapgen v3 (not doing):\r
+* Generate trees better\r
+ - Add a "trees_added" flag to sector, or something\r
+* How 'bout making turbulence controlled so that for a given 2d position\r
+ it can be completely turned off, and is usually so. This way generation\r
+ can be sped up a lot.\r
+* Add a way to generate a block partly, so that trees are not added, like\r
+ the chunks in v2\r
+* Add mud "discretely", not by guessing from the noise\r
+\r
+Mapgen v4:\r
+* This will be the final way.\r
+* Generate blocks in the same way as chunks, by copying a VoxelManipulator\r
+ from the map that is one block larger in all directions.\r
+\r
+Misc. stuff:\r
+------------\r
+* Make an "environment metafile" to store at least time of day\r
+* Move digging property stuff from material.{h,cpp} to mapnode.cpp...\r
+ - Or maybe move content_features to material.{h,cpp}?\r
+* Maybe:\r
+ Make a system for pregenerating quick information for mapblocks, so\r
+ that the client can show them as cubes before they are actually sent\r
+ or even generated.\r
+* Optimize VoxelManipulator lighting implementation by using indices\r
+ in place of coordinates?\r
+\r
+Making it more portable:\r
+------------------------\r
+* Some MSVC: std::sto* are defined without a namespace and collide\r
+ with the ones in utility.h\r
\r
======================================================================\r
\r
\r
u16 g_selected_item = 0;\r
\r
+bool g_show_map_plot = false;\r
+bool g_refresh_map_plot = false;\r
+\r
/*\r
Debug streams\r
*/\r
if(event.KeyInput.PressedDown)\r
{\r
//dstream<<"Pressed key: "<<(char)event.KeyInput.Key<<std::endl;\r
+ if(g_show_map_plot)\r
+ {\r
+ if(event.KeyInput.Key == irr::KEY_ESCAPE\r
+ || event.KeyInput.Key == irr::KEY_KEY_M)\r
+ {\r
+ g_show_map_plot = false;\r
+ }\r
+ return true;\r
+ }\r
\r
/*\r
Launch menus\r
<<std::endl;\r
debug_stacks_print();\r
}\r
+\r
+ // Map plot\r
+ if(event.KeyInput.Key == irr::KEY_KEY_M)\r
+ {\r
+ dstream<<"Map plot requested"<<std::endl;\r
+ g_show_map_plot = !g_show_map_plot;\r
+ if(g_show_map_plot)\r
+ g_refresh_map_plot = true;\r
+ }\r
+ \r
}\r
}\r
\r
f32 wanted_frametime_change = wanted_frametime - frametime;\r
//dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;\r
\r
- // If needed frametime change is very small, just return\r
- if(fabs(wanted_frametime_change) < wanted_frametime*0.2)\r
+ // If needed frametime change is small, just return\r
+ if(fabs(wanted_frametime_change) < wanted_frametime*0.4)\r
{\r
//dstream<<"ignoring small wanted_frametime_change"<<std::endl;\r
return;\r
}\r
}\r
\r
+video::ITexture *g_map_plot_texture = NULL;\r
+float g_map_plot_texture_scale = 4;\r
+\r
+void updateMapPlotTexture(v2f centerpos, video::IVideoDriver* driver,\r
+ Client *client)\r
+{\r
+ assert(driver);\r
+ assert(client);\r
+\r
+ core::dimension2d<u32> dim(640,480);\r
+ video::IImage *img = driver->createImage(video::ECF_A8R8G8B8, dim);\r
+ assert(img);\r
+ for(u32 y=0; y<dim.Height; y++)\r
+ for(u32 x=0; x<dim.Width; x++)\r
+ {\r
+ v2f pf = v2f(x, dim.Height-y) - v2f(dim.Width, dim.Height)/2;\r
+ pf *= g_map_plot_texture_scale;\r
+ pf += centerpos;\r
+ double h = base_rock_level_2d(client->getMapSeed(), pf);\r
+ video::SColor c;\r
+ //double d1 = 50;\r
+ /*s32 ux = x - centerpos.X / g_map_plot_texture_scale;\r
+ s32 uy = y - centerpos.Y / g_map_plot_texture_scale;*/\r
+ \r
+ // Screen coordinates that are based on multiples of\r
+ // 1000/g_map_plot_texture_scale and never negative\r
+ u32 ux = x + (u32)(1000/g_map_plot_texture_scale) * 10;\r
+ u32 uy = y + (u32)(1000/g_map_plot_texture_scale) * 10;\r
+ // Offset to center of image\r
+ ux -= dim.Width/2;\r
+ uy -= dim.Height/2;\r
+\r
+ if(uy % (u32)(1000/g_map_plot_texture_scale) == 0\r
+ || ux % (u32)(1000/g_map_plot_texture_scale) == 0)\r
+ c.set(255, 255, 255, 255);\r
+ else if(uy % (u32)(100/g_map_plot_texture_scale) == 0\r
+ || ux % (u32)(100/g_map_plot_texture_scale) == 0)\r
+ c.set(255, 160, 160, 160);\r
+ else if(h < WATER_LEVEL - 0.5) // Water\r
+ c.set(255, 50, 50, 255);\r
+#if 0\r
+ else if(get_have_sand_ground(client->getMapSeed(), pf)\r
+ || (h < WATER_LEVEL + 2\r
+ && get_have_sand_coast(client->getMapSeed(), pf)))\r
+ {\r
+ h -= WATER_LEVEL;\r
+ h /= 50.0;\r
+ h = 1.0 - exp(-h);\r
+\r
+ video::SColor c1(255,237,201,175);\r
+ //video::SColor c2(255,20,20,20);\r
+ video::SColor c2(255,150,0,0);\r
+ c = c2.getInterpolated(c1, h);\r
+ }\r
+ else\r
+ {\r
+ h -= WATER_LEVEL;\r
+ h /= 50.0;\r
+ h = 1.0 - exp(-h);\r
+\r
+ video::SColor c1(255,110,185,90);\r
+ //video::SColor c2(255,20,20,20);\r
+ video::SColor c2(255,150,0,0);\r
+ c = c2.getInterpolated(c1, h);\r
+ }\r
+#endif\r
+#if 1\r
+#if 0\r
+ else if(get_have_sand_ground(client->getMapSeed(), pf))\r
+ {\r
+ h -= WATER_LEVEL;\r
+ h /= 20.0;\r
+ h = 1.0 - exp(-h);\r
+\r
+ video::SColor c1(255,237,201,175);\r
+ //video::SColor c2(255,20,20,20);\r
+ video::SColor c2(255,150,0,0);\r
+ c = c2.getInterpolated(c1, h);\r
+ }\r
+#endif\r
+ // Sand\r
+ else if(h < WATER_LEVEL + 2\r
+ && get_have_sand_coast(client->getMapSeed(), pf))\r
+ c.set(255, 237, 201, 175);\r
+#if 1\r
+ else if(h < WATER_LEVEL + 10)\r
+ c.set(255, 50, 150, 50); // Green\r
+ else if(h < WATER_LEVEL + 20)\r
+ c.set(255, 110, 185, 50); // Yellowish green\r
+ else if(h < WATER_LEVEL + 40)\r
+ c.set(255, 180, 210, 50); // Greenish yellow\r
+ else if(h < WATER_LEVEL + 60)\r
+ c.set(255, 220, 220, 50); // Yellow\r
+ else if(h < WATER_LEVEL + 80)\r
+ c.set(255, 200, 200, 110); // Yellowish white\r
+ else if(h < WATER_LEVEL + 100)\r
+ c.set(255, 190, 190, 190); // Grey\r
+ else\r
+ c.set(255, 255, 255, 255); // White\r
+#endif\r
+#endif\r
+#if 0\r
+ else\r
+ {\r
+ h -= WATER_LEVEL;\r
+ h /= 20.0;\r
+ h = 1.0 - exp(-h);\r
+\r
+ video::SColor c1(255,200,200,50);\r
+ video::SColor c2(255,0,150,0);\r
+ c = c1.getInterpolated(c2, h);\r
+\r
+ /*u32 a = (u32)(h*255);\r
+ if(a > 255)\r
+ a = 255;\r
+ a = 255-a;\r
+ c.set(255, a, a, a);*/\r
+ }\r
+#endif\r
+#if 1\r
+ if(h >= WATER_LEVEL - 0.5\r
+ && get_have_sand_ground(client->getMapSeed(), pf))\r
+ {\r
+ video::SColor c1(255,237,201,175);\r
+ c = c.getInterpolated(c1, 0.5);\r
+ }\r
+#endif\r
+#if 1\r
+ double tf = get_turbulence_factor_2d(client->getMapSeed(), pf);\r
+ if(tf > 0.001)\r
+ {\r
+ video::SColor c1(255,255,0,0);\r
+ c = c.getInterpolated(c1, 1.0-(0.5*tf));\r
+ }\r
+#endif\r
+ img->setPixel(x, y, c);\r
+ }\r
+ g_map_plot_texture = driver->addTexture("map_plot", img);\r
+ img->drop();\r
+ assert(g_map_plot_texture);\r
+}\r
+\r
// Chat data\r
struct ChatLine\r
{\r
*/\r
g_input->step(dtime);\r
\r
+ /*\r
+ Misc. stuff\r
+ */\r
+\r
/*\r
Player speed control\r
*/\r
driver->setFog(\r
bgcolor,\r
video::EFT_FOG_LINEAR,\r
- range*0.6,\r
+ range*0.4,\r
range*1.0,\r
0.01,\r
false, // pixel fog\r
driver->draw3DBox(*i, video::SColor(255,0,0,0));\r
}\r
\r
- /*\r
- Draw crosshair\r
- */\r
- driver->draw2DLine(displaycenter - core::vector2d<s32>(10,0),\r
- displaycenter + core::vector2d<s32>(10,0),\r
- video::SColor(255,255,255,255));\r
- driver->draw2DLine(displaycenter - core::vector2d<s32>(0,10),\r
- displaycenter + core::vector2d<s32>(0,10),\r
- video::SColor(255,255,255,255));\r
-\r
/*\r
Frametime log\r
*/\r
}\r
}\r
\r
+ /*\r
+ Draw map plot\r
+ */\r
+ if(g_show_map_plot && g_map_plot_texture)\r
+ {\r
+ core::dimension2d<u32> drawdim(640,480);\r
+ core::rect<s32> dest(v2s32(0,0), drawdim);\r
+ dest += v2s32(\r
+ (screensize.X-drawdim.Width)/2,\r
+ (screensize.Y-drawdim.Height)/2\r
+ );\r
+ core::rect<s32> source(v2s32(0,0), g_map_plot_texture->getSize());\r
+ driver->draw2DImage(g_map_plot_texture, dest, source);\r
+ }\r
+\r
+ /*\r
+ Draw crosshair\r
+ */\r
+ driver->draw2DLine(displaycenter - core::vector2d<s32>(10,0),\r
+ displaycenter + core::vector2d<s32>(10,0),\r
+ video::SColor(255,255,255,255));\r
+ driver->draw2DLine(displaycenter - core::vector2d<s32>(0,10),\r
+ displaycenter + core::vector2d<s32>(0,10),\r
+ video::SColor(255,255,255,255));\r
+\r
} // timer\r
\r
//timer10.stop();\r
drawtime = drawtimer.stop(true);\r
\r
/*\r
- Drawing ends\r
+ End of drawing\r
*/\r
+\r
+ /*\r
+ Refresh map plot if player has moved considerably\r
+ */\r
+ if(g_refresh_map_plot)\r
+ {\r
+ static v3f old_player_pos = v3f(1,1,1) * 10000000;\r
+ v3f p = client.getPlayerPosition() / BS;\r
+ if(old_player_pos.getDistanceFrom(p) > 4 * g_map_plot_texture_scale)\r
+ {\r
+ updateMapPlotTexture(v2f(p.X,p.Z), driver, &client);\r
+ old_player_pos = p;\r
+ }\r
+ g_refresh_map_plot = false;\r
+ }\r
\r
static s16 lastFPS = 0;\r
//u16 fps = driver->getFPS();\r