diff --git a/src/main.cpp b/src/main.cpp index 1f178ab6..21229856 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -124,6 +124,10 @@ Game content: - A bomb - A spread-items-on-map routine for the bomb, and for dying players +- Fighting: + - Proper sword swing simulation + - Player should get damage from colliding to a wall at high speed + Documentation: -------------- diff --git a/src/map.cpp b/src/map.cpp index e8bd7bf6..e81ddb3a 100644 --- a/src/map.cpp +++ b/src/map.cpp @@ -2244,7 +2244,7 @@ void makeChunk(ChunkMakeData *data) #if 0 NoiseBuffer noisebuf1; - NoiseBuffer noisebuf2; + //NoiseBuffer noisebuf2; { v3f minpos_f( data->sectorpos_bigbase.X*MAP_BLOCKSIZE, @@ -2260,18 +2260,18 @@ void makeChunk(ChunkMakeData *data) TimeTaker timer("noisebuf.create"); - /*noisebuf.create(data->seed+25104, 6, 0.60, 200.0, + noisebuf1.create(data->seed+25104, 6, 0.60, 200.0, minpos_f.X, minpos_f.Y, minpos_f.Z, maxpos_f.X, maxpos_f.Y, maxpos_f.Z, - samplelength_f.X, samplelength_f.Y, samplelength_f.Z);*/ - noisebuf1.create(data->seed+25104, 3, 0.60, 25.0, + samplelength_f.X, samplelength_f.Y, samplelength_f.Z); + /*noisebuf1.create(data->seed+25104, 3, 0.60, 25.0, minpos_f.X, minpos_f.Y, minpos_f.Z, maxpos_f.X, maxpos_f.Y, maxpos_f.Z, samplelength_f.X, samplelength_f.Y, samplelength_f.Z); noisebuf2.create(data->seed+25105, 4, 0.50, 200.0, minpos_f.X, minpos_f.Y, minpos_f.Z, maxpos_f.X, maxpos_f.Y, maxpos_f.Z, - samplelength_f.X, samplelength_f.Y, samplelength_f.Z); + samplelength_f.X, samplelength_f.Y, samplelength_f.Z);*/ } for(s16 x=0; xsectorpos_bigbase_size*MAP_BLOCKSIZE; x++) @@ -2315,12 +2315,12 @@ void makeChunk(ChunkMakeData *data) 0.5+(float)y/100.0, 0.5+(float)p2d.Y/100.0, data->seed+123, 5, 0.5);*/ - //double noiseval = 64.0 * noisebuf1.get(p2d.X, y, p2d.Y); - double noiseval = 30.0 * noisebuf1.get(p2d.X, y, p2d.Y); - noiseval *= MYMAX(0, -0.2 + noisebuf2.get(p2d.X, y, p2d.Y)); + double noiseval = 64.0 * noisebuf1.get(p2d.X, y, p2d.Y); + /*double noiseval = 30.0 * noisebuf1.get(p2d.X, y, p2d.Y); + noiseval *= MYMAX(0, -0.2 + noisebuf2.get(p2d.X, y, p2d.Y));*/ - if(y < surface_y + noiseval) - //if(noiseval > 0) + //if(y < surface_y + noiseval) + if(noiseval > 0) //if(noiseval > y) data->vmanip.m_data[i].d = CONTENT_STONE;