]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/mapnode.cpp
+ paper, book, bookshelf
[dragonfireclient.git] / src / mapnode.cpp
index c41560ee5d465ae69276be3ab03e242af6a82c93..7e97a8d04e22ba2e85688a9bb37d3e018585da01 100644 (file)
@@ -17,45 +17,513 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
 
+#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 "nodemetadata.h"
+
+ContentFeatures::~ContentFeatures()
+{
+       if(translate_to)
+               delete translate_to;
+       if(initial_metadata)
+               delete initial_metadata;
+}
+
+void ContentFeatures::setTexture(u16 i, std::string name, u8 alpha)
+{
+       if(g_texturesource)
+       {
+               tiles[i].texture = g_texturesource->getTexture(name);
+       }
+       
+       if(alpha != 255)
+       {
+               tiles[i].alpha = alpha;
+               tiles[i].material_type = MATERIAL_ALPHA_VERTEX;
+       }
+
+       if(inventory_texture == NULL)
+               setInventoryTexture(name);
+}
+
+void ContentFeatures::setInventoryTexture(std::string imgname)
+{
+       if(g_texturesource == NULL)
+               return;
+       
+       imgname += "^[forcesingle";
+       
+       inventory_texture = g_texturesource->getTextureRaw(imgname);
+}
+
+void ContentFeatures::setInventoryTextureCube(std::string top,
+               std::string left, std::string right)
+{
+       if(g_texturesource == NULL)
+               return;
+       
+       str_replace_char(top, '^', '&');
+       str_replace_char(left, '^', '&');
+       str_replace_char(right, '^', '&');
+
+       std::string imgname_full;
+       imgname_full += "[inventorycube{";
+       imgname_full += top;
+       imgname_full += "{";
+       imgname_full += left;
+       imgname_full += "{";
+       imgname_full += right;
+       inventory_texture = g_texturesource->getTextureRaw(imgname_full);
+}
+
+struct ContentFeatures g_content_features[256];
+
+ContentFeatures & content_features(u8 i)
+{
+       return g_content_features[i];
+}
 
 /*
-       Face directions:
-               0: up
-               1: down
-               2: right
-               3: left
-               4: back
-               5: front
+       See mapnode.h for description.
 */
-u16 g_content_tiles[USEFUL_CONTENT_COUNT][6] =
-{
-       {TILE_STONE,TILE_STONE,TILE_STONE,TILE_STONE,TILE_STONE,TILE_STONE},
-       {TILE_GRASS,TILE_MUD,TILE_MUD_WITH_GRASS,TILE_MUD_WITH_GRASS,TILE_MUD_WITH_GRASS,TILE_MUD_WITH_GRASS},
-       {TILE_WATER,TILE_WATER,TILE_WATER,TILE_WATER,TILE_WATER,TILE_WATER},
-       {TILE_NONE,TILE_NONE,TILE_NONE,TILE_NONE,TILE_NONE,TILE_NONE},
-       {TILE_TREE_TOP,TILE_TREE_TOP,TILE_TREE,TILE_TREE,TILE_TREE,TILE_TREE},
-       {TILE_LEAVES,TILE_LEAVES,TILE_LEAVES,TILE_LEAVES,TILE_LEAVES,TILE_LEAVES},
-       {TILE_GRASS_FOOTSTEPS,TILE_MUD,TILE_MUD_WITH_GRASS,TILE_MUD_WITH_GRASS,TILE_MUD_WITH_GRASS,TILE_MUD_WITH_GRASS},
-       {TILE_MESE,TILE_MESE,TILE_MESE,TILE_MESE,TILE_MESE,TILE_MESE},
-       {TILE_MUD,TILE_MUD,TILE_MUD,TILE_MUD,TILE_MUD,TILE_MUD},
-       {TILE_WATER,TILE_WATER,TILE_WATER,TILE_WATER,TILE_WATER,TILE_WATER},
-       {TILE_CLOUD,TILE_CLOUD,TILE_CLOUD,TILE_CLOUD,TILE_CLOUD,TILE_CLOUD},
-};
-
-const char * g_content_inventory_textures[USEFUL_CONTENT_COUNT] =
-{
-       "../data/stone.png",
-       "../data/grass.png",
-       "../data/water.png",
-       "../data/torch_on_floor.png",
-       "../data/tree_top.png",
-       "../data/leaves.png",
-       "../data/grass_footsteps.png",
-       "../data/mese.png",
-       "../data/mud.png",
-       "../data/water.png",
-       "../data/cloud.png",
-};
+void init_mapnode()
+{
+       if(g_texturesource == NULL)
+       {
+               dstream<<"INFO: Initial run of init_mapnode with "
+                               "g_texturesource=NULL. If this segfaults, "
+                               "there is a bug with something not checking for "
+                               "the NULL value."<<std::endl;
+       }
+       else
+       {
+               dstream<<"INFO: Full run of init_mapnode with "
+                               "g_texturesource!=NULL"<<std::endl;
+       }
+
+       // 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.
+       */
+       u8 initial_material_type = MATERIAL_ALPHA_SIMPLE;
+       /*if(new_style_leaves)
+               initial_material_type = MATERIAL_ALPHA_SIMPLE;
+       else
+               initial_material_type = MATERIAL_ALPHA_NONE;*/
+       for(u16 i=0; i<256; i++)
+       {
+               ContentFeatures *f = &g_content_features[i];
+               // Re-initialize
+               *f = ContentFeatures();
+
+               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->setInventoryTextureCube("stone.png", "stone.png", "stone.png");
+       f->param_type = CPT_MINERAL;
+       f->is_ground_content = true;
+       f->dug_item = std::string("MaterialItem ")+itos(CONTENT_COBBLE)+" 1";
+       
+       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->param_type = CPT_MINERAL;
+       f->is_ground_content = true;
+       f->dug_item = std::string("MaterialItem ")+itos(CONTENT_MUD)+" 1";
+       
+       i = CONTENT_GRASS_FOOTSTEPS;
+       f = &g_content_features[i];
+       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;
+       f->dug_item = std::string("MaterialItem ")+itos(CONTENT_MUD)+" 1";
+       
+       i = CONTENT_MUD;
+       f = &g_content_features[i];
+       f->setAllTextures("mud.png");
+       f->setInventoryTextureCube("mud.png", "mud.png", "mud.png");
+       f->param_type = CPT_MINERAL;
+       f->is_ground_content = true;
+       f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
+       
+       i = CONTENT_SAND;
+       f = &g_content_features[i];
+       f->setAllTextures("sand.png");
+       f->param_type = CPT_MINERAL;
+       f->is_ground_content = true;
+       f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
+       
+       i = CONTENT_SANDSTONE;
+       f = &g_content_features[i];
+       f->setAllTextures("sandstone.png");
+       f->setInventoryTextureCube("sandstone.png", "sandstone.png", "sandstone.png");
+       f->param_type = CPT_MINERAL;
+       f->is_ground_content = true;
+       f->dug_item = std::string("MaterialItem ")+itos(CONTENT_SAND)+" 1";
+       
+       i = CONTENT_CLAY;
+       f = &g_content_features[i];
+       f->setAllTextures("clay.png");
+       f->setInventoryTextureCube("clay.png", "clay.png", "clay.png");
+       f->param_type = CPT_MINERAL;
+       f->is_ground_content = true;
+       f->dug_item = std::string("CraftItem lump_of_clay 4");
+       
+       i = CONTENT_BRICK;
+       f = &g_content_features[i];
+       f->setAllTextures("brick.png");
+       f->setInventoryTextureCube("brick.png", "brick.png", "brick.png");
+       f->param_type = CPT_MINERAL;
+       f->is_ground_content = true;
+       f->dug_item = std::string("CraftItem clay_brick 4");
+       
+       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->param_type = CPT_MINERAL;
+       f->is_ground_content = true;
+       f->dug_item = std::string("MaterialItem ")+itos(i)+" 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)
+       {
+               f->solidness = 0; // drawn separately, makes no faces
+               f->setInventoryTextureCube("leaves.png", "leaves.png", "leaves.png");
+       }
+       else
+       {
+               f->setAllTextures("[noalpha:leaves.png");
+       }
+       f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
+
+       i = CONTENT_CACTUS;
+       f = &g_content_features[i];
+       f->setAllTextures("cactus_side.png");
+       f->setTexture(0, "cactus_top.png");
+       f->setTexture(1, "cactus_top.png");
+       f->setInventoryTextureCube("cactus_top.png", "cactus_side.png", "cactus_side.png");
+       f->param_type = CPT_MINERAL;
+       f->is_ground_content = true;
+       f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
+
+       i = CONTENT_PAPYRUS;
+       f = &g_content_features[i];
+       f->setInventoryTexture("papyrus.png");
+       f->light_propagates = true;
+       f->param_type = CPT_LIGHT;
+       f->is_ground_content = true;
+       f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
+       f->solidness = 0; // drawn separately, makes no faces
+       f->walkable = false;
+
+       i = CONTENT_BOOKSHELF;
+       f = &g_content_features[i];
+       f->setAllTextures("bookshelf.png");
+       f->setTexture(0, "wood.png");
+       f->setTexture(1, "wood.png");
+       // FIXME: setInventoryTextureCube() only cares for the first texture
+       f->setInventoryTextureCube("bookshelf.png", "bookshelf.png", "bookshelf.png");
+       //f->setInventoryTextureCube("wood.png", "bookshelf.png", "bookshelf.png");
+       f->param_type = CPT_MINERAL;
+       f->is_ground_content = true;
+
+       i = CONTENT_GLASS;
+       f = &g_content_features[i];
+       f->light_propagates = true;
+       f->param_type = CPT_LIGHT;
+       f->is_ground_content = true;
+       f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
+       f->solidness = 0; // drawn separately, makes no faces
+       f->setInventoryTextureCube("glass.png", "glass.png", "glass.png");
+
+       i = CONTENT_FENCE;
+       f = &g_content_features[i];
+       f->setInventoryTexture("fence.png");
+       f->light_propagates = true;
+       f->param_type = CPT_LIGHT;
+       f->is_ground_content = true;
+       f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
+       f->solidness = 0; // drawn separately, makes no faces
+       f->air_equivalent = true; // grass grows underneath
+
+       // Deprecated
+       i = CONTENT_COALSTONE;
+       f = &g_content_features[i];
+       //f->translate_to = new MapNode(CONTENT_STONE, MINERAL_COAL);
+       f->setAllTextures("stone.png^mineral_coal.png");
+       f->is_ground_content = true;
+       
+       i = CONTENT_WOOD;
+       f = &g_content_features[i];
+       f->setAllTextures("wood.png");
+       f->is_ground_content = true;
+       f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
+       
+       i = CONTENT_MESE;
+       f = &g_content_features[i];
+       f->setAllTextures("mese.png");
+       f->is_ground_content = true;
+       f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
+       
+       i = CONTENT_CLOUD;
+       f = &g_content_features[i];
+       f->setAllTextures("cloud.png");
+       f->is_ground_content = true;
+       f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
+       
+       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;
+       f->air_equivalent = true;
+       
+       i = CONTENT_WATER;
+       f = &g_content_features[i];
+       f->setInventoryTextureCube("water.png", "water.png", "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("water.png");
+       if(new_style_water)
+       {
+               f->solidness = 0; // drawn separately, makes no faces
+       }
+       else // old style
+       {
+               f->solidness = 1;
+
+               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);
+       }
+       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;
+       f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
+       
+       i = CONTENT_TORCH;
+       f = &g_content_features[i];
+       f->setInventoryTexture("torch_on_floor.png");
+       f->param_type = CPT_LIGHT;
+       f->light_propagates = true;
+       f->sunlight_propagates = true;
+       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;
+       f = &g_content_features[i];
+       f->setInventoryTexture("sign_wall.png");
+       f->param_type = CPT_LIGHT;
+       f->light_propagates = true;
+       f->sunlight_propagates = true;
+       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");
+       
+       i = CONTENT_CHEST;
+       f = &g_content_features[i];
+       f->param_type = CPT_FACEDIR_SIMPLE;
+       f->setAllTextures("chest_side.png");
+       f->setTexture(0, "chest_top.png");
+       f->setTexture(1, "chest_top.png");
+       f->setTexture(5, "chest_front.png"); // Z-
+       f->setInventoryTexture("chest_top.png");
+       //f->setInventoryTextureCube("chest_top.png", "chest_side.png", "chest_side.png");
+       f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
+       if(f->initial_metadata == NULL)
+               f->initial_metadata = new ChestNodeMetadata();
+       
+       i = CONTENT_FURNACE;
+       f = &g_content_features[i];
+       f->param_type = CPT_FACEDIR_SIMPLE;
+       f->setAllTextures("furnace_side.png");
+       f->setTexture(5, "furnace_front.png"); // Z-
+       f->setInventoryTexture("furnace_front.png");
+       //f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
+       f->dug_item = std::string("MaterialItem ")+itos(CONTENT_COBBLE)+" 6";
+       if(f->initial_metadata == NULL)
+               f->initial_metadata = new FurnaceNodeMetadata();
+       
+       i = CONTENT_COBBLE;
+       f = &g_content_features[i];
+       f->setAllTextures("cobble.png");
+       f->setInventoryTextureCube("cobble.png", "cobble.png", "cobble.png");
+       f->param_type = CPT_NONE;
+       f->is_ground_content = true;
+       f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
+       
+       i = CONTENT_STEEL;
+       f = &g_content_features[i];
+       f->setAllTextures("steel_block.png");
+       f->setInventoryTextureCube("steel_block.png", "steel_block.png",
+                       "steel_block.png");
+       f->param_type = CPT_NONE;
+       f->is_ground_content = true;
+       f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
+       
+       // NOTE: Remember to add frequently used stuff to the texture atlas in tile.cpp
+}
+
+v3s16 facedir_rotate(u8 facedir, v3s16 dir)
+{
+       /*
+               Face 2 (normally Z-) direction:
+               facedir=0: Z-
+               facedir=1: X-
+               facedir=2: Z+
+               facedir=3: X+
+       */
+       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
+               newdir = dir;
+       return newdir;
+}
+
+TileSpec MapNode::getTile(v3s16 dir)
+{
+       if(content_features(d).param_type == CPT_FACEDIR_SIMPLE)
+               dir = facedir_rotate(param1, dir);
+       
+       TileSpec spec;
+       
+       s32 dir_i = -1;
+       
+       if(dir == v3s16(0,0,0))
+               dir_i = -1;
+       else if(dir == v3s16(0,1,0))
+               dir_i = 0;
+       else if(dir == v3s16(0,-1,0))
+               dir_i = 1;
+       else if(dir == v3s16(1,0,0))
+               dir_i = 2;
+       else if(dir == v3s16(-1,0,0))
+               dir_i = 3;
+       else if(dir == v3s16(0,0,1))
+               dir_i = 4;
+       else if(dir == v3s16(0,0,-1))
+               dir_i = 5;
+       
+       if(dir_i == -1)
+               // Non-directional
+               spec = content_features(d).tiles[0];
+       else 
+               spec = content_features(d).tiles[dir_i];
+       
+       /*
+               If it contains some mineral, change texture id
+       */
+       if(content_features(d).param_type == CPT_MINERAL && g_texturesource)
+       {
+               u8 mineral = param & 0x1f;
+               std::string mineral_texture_name = mineral_block_texture(mineral);
+               if(mineral_texture_name != "")
+               {
+                       u32 orig_id = spec.texture.id;
+                       std::string texture_name = g_texturesource->getTextureName(orig_id);
+                       //texture_name += "^blit:";
+                       texture_name += "^";
+                       texture_name += mineral_texture_name;
+                       u32 new_id = g_texturesource->getTextureId(texture_name);
+                       spec.texture = g_texturesource->getTexture(new_id);
+               }
+       }
+
+       return spec;
+}
+
+u8 MapNode::getMineral()
+{
+       if(content_features(d).param_type == CPT_MINERAL)
+       {
+               return param & 0x1f;
+       }
+
+       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};
+
+void init_content_inventory_texture_paths()
+{
+       dstream<<"DEPRECATED "<<__FUNCTION_NAME<<std::endl;
+       /*for(u16 i=0; i<USEFUL_CONTENT_COUNT; i++)
+       {
+               g_content_inventory_texture_paths[i] =
+                               g_content_features[i].inventory_image_path.c_str();
+       }*/
+}