]> git.lizzy.rs Git - minetest.git/blobdiff - src/mapnode.cpp
Move ContentFeatures to mapnode_contentfeatures.{h,cpp} and clean stuff
[minetest.git] / src / mapnode.cpp
index 06d1be8a3ba0f16d32cdf245e5f48c2987f7c114..3e44f5047db4d918f5095bca30f9ac082dfac4f4 100644 (file)
@@ -19,221 +19,212 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 #include "common_irrlicht.h"
 #include "mapnode.h"
-#include "tile.h"
 #include "porting.h"
 #include <string>
 #include "mineral.h"
-// For g_settings
-#include "main.h"
+#include "main.h" // For g_settings
+#include "mapnode_contentfeatures.h"
+#include "content_mapnode.h" // For mapnode_translate_*_internal
 
-ContentFeatures::~ContentFeatures()
+/*
+       Nodes make a face if contents differ and solidness differs.
+       Return value:
+               0: No face
+               1: Face uses m1's content
+               2: Face uses m2's content
+       equivalent: Whether the blocks share the same face (eg. water and glass)
+*/
+u8 face_contents(content_t m1, content_t m2, bool *equivalent)
 {
-       if(translate_to)
-               delete translate_to;
-}
+       *equivalent = false;
 
-void ContentFeatures::setTexture(u16 i, std::string name, u8 alpha)
-{
-       if(g_texturesource)
-       {
-               tiles[i].texture = g_texturesource->getTexture(name);
-       }
+       if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
+               return 0;
        
-       if(alpha != 255)
-       {
-               tiles[i].alpha = alpha;
-               tiles[i].material_type = MATERIAL_ALPHA_VERTEX;
-       }
-}
+       bool contents_differ = (m1 != m2);
+       
+       // Contents don't differ for different forms of same liquid
+       if(content_liquid(m1) && content_liquid(m2)
+                       && make_liquid_flowing(m1) == make_liquid_flowing(m2))
+               contents_differ = false;
+       
+       u8 c1 = content_solidness(m1);
+       u8 c2 = content_solidness(m2);
 
-struct ContentFeatures g_content_features[256];
+       bool solidness_differs = (c1 != c2);
+       bool makes_face = contents_differ && solidness_differs;
 
-ContentFeatures & content_features(u8 i)
-{
-       return g_content_features[i];
+       if(makes_face == false)
+               return 0;
+       
+       if(c1 == 0)
+               c1 = content_features(m1).visual_solidness;
+       if(c2 == 0)
+               c2 = content_features(m2).visual_solidness;
+       
+       if(c1 == c2){
+               *equivalent = true;
+               // If same solidness, liquid takes precense
+               if(content_features(m1).liquid_type != LIQUID_NONE)
+                       return 1;
+               if(content_features(m2).liquid_type != LIQUID_NONE)
+                       return 2;
+       }
+       
+       if(c1 > c2)
+               return 1;
+       else
+               return 2;
 }
 
-void init_mapnode(IIrrlichtWrapper *irrlicht)
+v3s16 facedir_rotate(u8 facedir, v3s16 dir)
 {
-       // Read some settings
-       bool new_style_water = g_settings.getBool("new_style_water");
-       bool new_style_leaves = g_settings.getBool("new_style_leaves");
-
-       /*
-               Initialize content feature table
-       */
-       
        /*
-               Set initial material type to same in all tiles, so that the
-               same material can be used in more stuff.
-               This is set according to the leaves because they are the only
-               differing material to which all materials can be changed to
-               get this optimization.
+               Face 2 (normally Z-) direction:
+               facedir=0: Z-
+               facedir=1: X-
+               facedir=2: Z+
+               facedir=3: X+
        */
-       u8 initial_material_type = MATERIAL_ALPHA_SIMPLE;
-       /*if(new_style_leaves)
-               initial_material_type = MATERIAL_ALPHA_SIMPLE;
+       v3s16 newdir;
+       if(facedir==0) // Same
+               newdir = v3s16(dir.X, dir.Y, dir.Z);
+       else if(facedir == 1) // Face is taken from rotXZccv(-90)
+               newdir = v3s16(-dir.Z, dir.Y, dir.X);
+       else if(facedir == 2) // Face is taken from rotXZccv(180)
+               newdir = v3s16(-dir.X, dir.Y, -dir.Z);
+       else if(facedir == 3) // Face is taken from rotXZccv(90)
+               newdir = v3s16(dir.Z, dir.Y, -dir.X);
        else
-               initial_material_type = MATERIAL_ALPHA_NONE;*/
-       for(u16 i=0; i<256; i++)
-       {
-               ContentFeatures *f = &g_content_features[i];
-               for(u16 j=0; j<6; j++)
-                       f->tiles[j].material_type = initial_material_type;
-       }
-       
-       u8 i;
-       ContentFeatures *f = NULL;
-
-       i = CONTENT_STONE;
-       f = &g_content_features[i];
-       f->setAllTextures("stone.png");
-       f->param_type = CPT_MINERAL;
-       f->is_ground_content = true;
-       
-       i = CONTENT_GRASS;
-       f = &g_content_features[i];
-       f->setAllTextures("mud.png^grass_side.png");
-       f->setTexture(0, "grass.png");
-       f->setTexture(1, "mud.png");
-       //f->setInventoryTexture(irrlicht->getTextureId("grass.png"));
-       f->param_type = CPT_MINERAL;
-       f->is_ground_content = true;
-       
-       i = CONTENT_GRASS_FOOTSTEPS;
-       f = &g_content_features[i];
-       //f->setInventoryTexture(irrlicht->getTextureId("grass_footsteps.png"));
-       f->setAllTextures("mud.png^grass_side.png");
-       f->setTexture(0, "grass_footsteps.png");
-       f->setTexture(1, "mud.png");
-       f->param_type = CPT_MINERAL;
-       f->is_ground_content = true;
-       
-       i = CONTENT_MUD;
-       f = &g_content_features[i];
-       f->setAllTextures("mud.png");
-       f->param_type = CPT_MINERAL;
-       f->is_ground_content = true;
-       
-       i = CONTENT_SAND;
-       f = &g_content_features[i];
-       f->setAllTextures("sand.png");
-       f->param_type = CPT_MINERAL;
-       f->is_ground_content = true;
+               newdir = dir;
+       return newdir;
+}
+
+u8 packDir(v3s16 dir)
+{
+       u8 b = 0;
+
+       if(dir.X > 0)
+               b |= (1<<0);
+       else if(dir.X < 0)
+               b |= (1<<1);
+
+       if(dir.Y > 0)
+               b |= (1<<2);
+       else if(dir.Y < 0)
+               b |= (1<<3);
+
+       if(dir.Z > 0)
+               b |= (1<<4);
+       else if(dir.Z < 0)
+               b |= (1<<5);
        
-       i = CONTENT_TREE;
-       f = &g_content_features[i];
-       f->setAllTextures("tree.png");
-       f->setTexture(0, "tree_top.png");
-       f->setTexture(1, "tree_top.png");
-       //f->setInventoryTexture(irrlicht->getTextureId("tree_top.png"));
-       f->param_type = CPT_MINERAL;
-       f->is_ground_content = true;
+       return b;
+}
+v3s16 unpackDir(u8 b)
+{
+       v3s16 d(0,0,0);
+
+       if(b & (1<<0))
+               d.X = 1;
+       else if(b & (1<<1))
+               d.X = -1;
+
+       if(b & (1<<2))
+               d.Y = 1;
+       else if(b & (1<<3))
+               d.Y = -1;
+
+       if(b & (1<<4))
+               d.Z = 1;
+       else if(b & (1<<5))
+               d.Z = -1;
        
-       i = CONTENT_LEAVES;
-       f = &g_content_features[i];
-       f->light_propagates = true;
-       //f->param_type = CPT_MINERAL;
-       f->param_type = CPT_LIGHT;
-       f->is_ground_content = true;
-       if(new_style_leaves)
+       return d;
+}
+
+/*
+       MapNode
+*/
+
+// These four are DEPRECATED.
+bool MapNode::light_propagates()
+{
+       return light_propagates_content(getContent());
+}
+bool MapNode::sunlight_propagates()
+{
+       return sunlight_propagates_content(getContent());
+}
+u8 MapNode::solidness()
+{
+       return content_solidness(getContent());
+}
+u8 MapNode::light_source()
+{
+       return content_features(*this).light_source;
+}
+
+void MapNode::setLight(enum LightBank bank, u8 a_light)
+{
+       // If node doesn't contain light data, ignore this
+       if(content_features(*this).param_type != CPT_LIGHT)
+               return;
+       if(bank == LIGHTBANK_DAY)
        {
-               f->solidness = 0; // drawn separately, makes no faces
+               param1 &= 0xf0;
+               param1 |= a_light & 0x0f;
        }
-       else
+       else if(bank == LIGHTBANK_NIGHT)
        {
-               f->setAllTextures("[noalpha:leaves.png");
+               param1 &= 0x0f;
+               param1 |= (a_light & 0x0f)<<4;
        }
-       
-       i = CONTENT_COALSTONE;
-       f = &g_content_features[i];
-       //f->translate_to = new MapNode(CONTENT_STONE, MINERAL_COAL);
-       /*f->setAllTextures(TextureSpec(irrlicht->getTextureId("coal.png"),
-                       irrlicht->getTextureId("mineral_coal.png")));*/
-       f->setAllTextures("stone.png^mineral_coal.png");
-       f->is_ground_content = true;
-       
-       i = CONTENT_WOOD;
-       f = &g_content_features[i];
-       //f->setAllTextures(irrlicht->getTextureId("wood.png"));
-       f->setAllTextures("wood.png");
-       f->is_ground_content = true;
-       
-       i = CONTENT_MESE;
-       f = &g_content_features[i];
-       //f->setAllTextures(irrlicht->getTextureId("mese.png"));
-       f->setAllTextures("mese.png");
-       f->is_ground_content = true;
-       
-       i = CONTENT_CLOUD;
-       f = &g_content_features[i];
-       //f->setAllTextures(irrlicht->getTextureId("cloud.png"));
-       f->setAllTextures("cloud.png");
-       f->is_ground_content = true;
-       
-       i = CONTENT_AIR;
-       f = &g_content_features[i];
-       f->param_type = CPT_LIGHT;
-       f->light_propagates = true;
-       f->sunlight_propagates = true;
-       f->solidness = 0;
-       f->walkable = false;
-       f->pointable = false;
-       f->diggable = false;
-       f->buildable_to = true;
-       
-       i = CONTENT_WATER;
-       f = &g_content_features[i];
-       //f->setInventoryTexture(irrlicht->getTextureId("water.png"));
-       f->param_type = CPT_LIGHT;
-       f->light_propagates = true;
-       f->solidness = 0; // Drawn separately, makes no faces
-       f->walkable = false;
-       f->pointable = false;
-       f->diggable = false;
-       f->buildable_to = true;
-       f->liquid_type = LIQUID_FLOWING;
-       
-       i = CONTENT_WATERSOURCE;
-       f = &g_content_features[i];
-       //f->setInventoryTexture(irrlicht->getTextureId("water.png"));
-       if(new_style_water)
+       else
+               assert(0);
+}
+
+u8 MapNode::getLight(enum LightBank bank)
+{
+       // Select the brightest of [light source, propagated light]
+       u8 light = 0;
+       if(content_features(*this).param_type == CPT_LIGHT)
        {
-               f->solidness = 0; // drawn separately, makes no faces
+               if(bank == LIGHTBANK_DAY)
+                       light = param1 & 0x0f;
+               else if(bank == LIGHTBANK_NIGHT)
+                       light = (param1>>4)&0x0f;
+               else
+                       assert(0);
        }
-       else // old style
-       {
-               f->solidness = 1;
+       if(light_source() > light)
+               light = light_source();
+       return light;
+}
 
-               TileSpec t;
-               if(g_texturesource)
-                       t.texture = g_texturesource->getTexture("water.png");
-               
-               t.alpha = WATER_ALPHA;
-               t.material_type = MATERIAL_ALPHA_VERTEX;
-               t.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
-               f->setAllTiles(t);
+u8 MapNode::getLightBanksWithSource()
+{
+       // Select the brightest of [light source, propagated light]
+       u8 lightday = 0;
+       u8 lightnight = 0;
+       if(content_features(*this).param_type == CPT_LIGHT)
+       {
+               lightday = param1 & 0x0f;
+               lightnight = (param1>>4)&0x0f;
        }
-       f->param_type = CPT_LIGHT;
-       f->light_propagates = true;
-       f->walkable = false;
-       f->pointable = false;
-       f->diggable = false;
-       f->buildable_to = true;
-       f->liquid_type = LIQUID_SOURCE;
-       
-       i = CONTENT_TORCH;
-       f = &g_content_features[i];
-       f->param_type = CPT_LIGHT;
-       f->light_propagates = true;
-       f->solidness = 0; // drawn separately, makes no faces
-       f->walkable = false;
-       f->wall_mounted = true;
-       
+       if(light_source() > lightday)
+               lightday = light_source();
+       if(light_source() > lightnight)
+               lightnight = light_source();
+       return (lightday&0x0f) | ((lightnight<<4)&0xf0);
 }
 
+#ifndef SERVER
 TileSpec MapNode::getTile(v3s16 dir)
 {
+       if(content_features(*this).param_type == CPT_FACEDIR_SIMPLE)
+               dir = facedir_rotate(param1, dir);
+       
        TileSpec spec;
        
        s32 dir_i = -1;
@@ -255,16 +246,16 @@ TileSpec MapNode::getTile(v3s16 dir)
        
        if(dir_i == -1)
                // Non-directional
-               spec = content_features(d).tiles[0];
+               spec = content_features(*this).tiles[0];
        else 
-               spec = content_features(d).tiles[dir_i];
+               spec = content_features(*this).tiles[dir_i];
        
        /*
                If it contains some mineral, change texture id
        */
-       if(content_features(d).param_type == CPT_MINERAL && g_texturesource)
+       if(content_features(*this).param_type == CPT_MINERAL && g_texturesource)
        {
-               u8 mineral = param & 0x1f;
+               u8 mineral = getMineral();
                std::string mineral_texture_name = mineral_block_texture(mineral);
                if(mineral_texture_name != "")
                {
@@ -280,27 +271,168 @@ TileSpec MapNode::getTile(v3s16 dir)
 
        return spec;
 }
+#endif
 
 u8 MapNode::getMineral()
 {
-       if(content_features(d).param_type == CPT_MINERAL)
+       if(content_features(*this).param_type == CPT_MINERAL)
        {
-               return param & 0x1f;
+               return param1 & 0x0f;
        }
 
        return MINERAL_NONE;
 }
 
-// Pointers to c_str()s g_content_features[i].inventory_image_path
-//const char * g_content_inventory_texture_paths[USEFUL_CONTENT_COUNT] = {0};
+u32 MapNode::serializedLength(u8 version)
+{
+       if(!ser_ver_supported(version))
+               throw VersionMismatchException("ERROR: MapNode format not supported");
+               
+       if(version == 0)
+               return 1;
+       else if(version <= 9)
+               return 2;
+       else
+               return 3;
+}
+void MapNode::serialize(u8 *dest, u8 version)
+{
+       if(!ser_ver_supported(version))
+               throw VersionMismatchException("ERROR: MapNode format not supported");
+               
+       // Translate to wanted version
+       MapNode n_foreign = mapnode_translate_from_internal(*this, version);
+
+       u8 actual_param0 = n_foreign.param0;
+
+       // Convert special values from new version to old
+       if(version <= 18)
+       {
+               // In these versions, CONTENT_IGNORE and CONTENT_AIR
+               // are 255 and 254
+               if(actual_param0 == CONTENT_IGNORE)
+                       actual_param0 = 255;
+               else if(actual_param0 == CONTENT_AIR)
+                       actual_param0 = 254;
+       }
+
+       if(version == 0)
+       {
+               dest[0] = actual_param0;
+       }
+       else if(version <= 9)
+       {
+               dest[0] = actual_param0;
+               dest[1] = n_foreign.param1;
+       }
+       else
+       {
+               dest[0] = actual_param0;
+               dest[1] = n_foreign.param1;
+               dest[2] = n_foreign.param2;
+       }
+}
+void MapNode::deSerialize(u8 *source, u8 version)
+{
+       if(!ser_ver_supported(version))
+               throw VersionMismatchException("ERROR: MapNode format not supported");
+               
+       if(version == 0)
+       {
+               param0 = source[0];
+       }
+       else if(version == 1)
+       {
+               param0 = source[0];
+               // This version doesn't support saved lighting
+               if(light_propagates() || light_source() > 0)
+                       param1 = 0;
+               else
+                       param1 = source[1];
+       }
+       else if(version <= 9)
+       {
+               param0 = source[0];
+               param1 = source[1];
+       }
+       else
+       {
+               param0 = source[0];
+               param1 = source[1];
+               param2 = source[2];
+       }
+       
+       // Convert special values from old version to new
+       if(version <= 18)
+       {
+               // In these versions, CONTENT_IGNORE and CONTENT_AIR
+               // are 255 and 254
+               if(param0 == 255)
+                       param0 = CONTENT_IGNORE;
+               else if(param0 == 254)
+                       param0 = CONTENT_AIR;
+       }
+       // version 19 is fucked up with sometimes the old values and sometimes not
+       if(version == 19)
+       {
+               if(param0 == 255)
+                       param0 = CONTENT_IGNORE;
+               else if(param0 == 254)
+                       param0 = CONTENT_AIR;
+       }
+
+       // Translate to our known version
+       *this = mapnode_translate_to_internal(*this, version);
+}
+
+/*
+       Gets lighting value at face of node
+       
+       Parameters must consist of air and !air.
+       Order doesn't matter.
 
-void init_content_inventory_texture_paths()
+       If either of the nodes doesn't exist, light is 0.
+       
+       parameters:
+               daynight_ratio: 0...1000
+               n: getNode(p) (uses only the lighting value)
+               n2: getNode(p + face_dir) (uses only the lighting value)
+               face_dir: axis oriented unit vector from p to p2
+       
+       returns encoded light value.
+*/
+u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
+               v3s16 face_dir)
 {
-       dstream<<"DEPRECATED "<<__FUNCTION_NAME<<std::endl;
-       /*for(u16 i=0; i<USEFUL_CONTENT_COUNT; i++)
+       try{
+               u8 light;
+               u8 l1 = n.getLightBlend(daynight_ratio);
+               u8 l2 = n2.getLightBlend(daynight_ratio);
+               if(l1 > l2)
+                       light = l1;
+               else
+                       light = l2;
+
+               // Make some nice difference to different sides
+
+               // This makes light come from a corner
+               /*if(face_dir.X == 1 || face_dir.Z == 1 || face_dir.Y == -1)
+                       light = diminish_light(diminish_light(light));
+               else if(face_dir.X == -1 || face_dir.Z == -1)
+                       light = diminish_light(light);*/
+               
+               // All neighboring faces have different shade (like in minecraft)
+               if(face_dir.X == 1 || face_dir.X == -1 || face_dir.Y == -1)
+                       light = diminish_light(diminish_light(light));
+               else if(face_dir.Z == 1 || face_dir.Z == -1)
+                       light = diminish_light(light);
+
+               return light;
+       }
+       catch(InvalidPositionException &e)
        {
-               g_content_inventory_texture_paths[i] =
-                               g_content_features[i].inventory_image_path.c_str();
-       }*/
+               return 0;
+       }
 }
 
+