]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/mapnode.h
Now texture handling is fast. Also now players are saved on disk.
[dragonfireclient.git] / src / mapnode.h
index 20634bf7673a3ab605d81002b4de212af5145d0a..0c52681be02df2d052ce8bfbb6d564c6d4fb59c5 100644 (file)
@@ -27,10 +27,21 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "exceptions.h"
 #include "serialization.h"
 #include "tile.h"
+#include "irrlichtwrapper.h"
 
-// Size of node in rendering units
-#define BS 10
+/*
+       Initializes all kind of stuff in here.
+       Many things depend on this.
+
+       irrlicht: Used for getting texture ids.
+*/
+void init_mapnode(IrrlichtWrapper *irrlicht);
 
+// Initializes g_content_inventory_texture_paths
+void init_content_inventory_texture_paths();
+
+
+// NOTE: This is not used appropriately everywhere.
 #define MATERIALS_COUNT 256
 
 /*
@@ -53,9 +64,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 /*
        Suggested materials:
-       GRAVEL
-         - Dynamics of gravel: if there is a drop of more than two
-           blocks on any side, it will drop in there. Is this doable?
+       - Gravel
+       - Sand
        
        New naming scheme:
        - Material = irrlicht's Material class
@@ -63,43 +73,157 @@ with this program; if not, write to the Free Software Foundation, Inc.,
        - Tile = (u16) Material ID at some side of a node
 */
 
-enum Content
+#define CONTENT_STONE 0
+#define CONTENT_GRASS 1
+#define CONTENT_WATER 2
+#define CONTENT_TORCH 3
+#define CONTENT_TREE 4
+#define CONTENT_LEAVES 5
+#define CONTENT_GRASS_FOOTSTEPS 6
+#define CONTENT_MESE 7
+#define CONTENT_MUD 8
+#define CONTENT_WATERSOURCE 9
+// Pretty much useless, clouds won't be drawn this way
+#define CONTENT_CLOUD 10
+#define CONTENT_COALSTONE 11
+#define CONTENT_WOOD 12
+#define CONTENT_SAND 13
+
+/*
+       This is used by all kinds of things to allocate memory for all
+       contents except CONTENT_AIR and CONTENT_IGNORE
+*/
+#define USEFUL_CONTENT_COUNT 14
+
+/*
+       Content feature list
+*/
+
+enum ContentParamType
 {
-       CONTENT_STONE,
-       CONTENT_GRASS,
-       CONTENT_WATER,
-       CONTENT_TORCH,
-       CONTENT_TREE,
-       CONTENT_LEAVES,
-       CONTENT_GRASS_FOOTSTEPS,
-       CONTENT_MESE,
-       CONTENT_MUD,
-       CONTENT_OCEAN,
-       CONTENT_CLOUD,
-       CONTENT_COALSTONE,
+       CPT_NONE,
+       CPT_LIGHT,
+       CPT_MINERAL
+};
+
+enum LiquidType
+{
+       LIQUID_NONE,
+       LIQUID_FLOWING,
+       LIQUID_SOURCE
+};
+
+class MapNode;
+
+struct ContentFeatures
+{
+       // If non-NULL, content is translated to this when deserialized
+       MapNode *translate_to;
+
+       // Type of MapNode::param
+       ContentParamType param_type;
+
+       /*
+               0: up
+               1: down
+               2: right
+               3: left
+               4: back
+               5: front
+       */
+       TileSpec tiles[6];
+
+       //std::string inventory_image_path;
+       TextureSpec inventory_texture;
+
+       bool is_ground_content; //TODO: Remove, use walkable instead
+       bool light_propagates;
+       bool sunlight_propagates;
+       u8 solidness; // Used when choosing which face is drawn
+       bool walkable;
+       bool pointable;
+       bool diggable;
+       bool buildable_to;
+       enum LiquidType liquid_type;
+       bool wall_mounted; // If true, param2 is set to direction when placed
+
+       //TODO: Move more properties here
+
+       ContentFeatures()
+       {
+               translate_to = NULL;
+               param_type = CPT_NONE;
+               is_ground_content = false;
+               light_propagates = false;
+               sunlight_propagates = false;
+               solidness = 2;
+               walkable = true;
+               pointable = true;
+               diggable = true;
+               buildable_to = false;
+               liquid_type = LIQUID_NONE;
+               wall_mounted = false;
+       }
+
+       ~ContentFeatures();
        
-       // This is set to the number of the actual values in this enum
-       USEFUL_CONTENT_COUNT
+       void setAllTextures(const TextureSpec &spec, u8 alpha=255)
+       {
+               for(u16 i=0; i<6; i++)
+               {
+                       tiles[i].spec = spec;
+                       tiles[i].alpha = alpha;
+               }
+               
+               // Set this too so it can be left as is most times
+               /*if(inventory_image_path == "")
+                       inventory_image_path = porting::getDataPath(imgname.c_str());*/
+
+               if(inventory_texture.empty())
+                       inventory_texture = spec;
+       }
+       void setTexture(u16 i, const TextureSpec &spec, u8 alpha=255)
+       {
+               tiles[i].spec = spec;
+               tiles[i].alpha = alpha;
+       }
+
+       void setInventoryTexture(const TextureSpec &spec)
+       {
+               inventory_texture = spec;
+       }
+
+       /*void setInventoryImage(std::string imgname)
+       {
+               inventory_image_path = porting::getDataPath(imgname.c_str());
+       }*/
 };
 
-extern u16 g_content_tiles[USEFUL_CONTENT_COUNT][6];
-extern const char * g_content_inventory_textures[USEFUL_CONTENT_COUNT];
+/*
+       Call this to access the ContentFeature list
+*/
+ContentFeatures & content_features(u8 i);
 
 /*
        If true, the material allows light propagation and brightness is stored
        in param.
+       NOTE: Don't use, use "content_features(m).whatever" instead
 */
 inline bool light_propagates_content(u8 m)
 {
-       return (m == CONTENT_AIR || m == CONTENT_TORCH || m == CONTENT_WATER || m == CONTENT_OCEAN);
+       return content_features(m).light_propagates;
+       //return (m == CONTENT_AIR || m == CONTENT_TORCH || m == CONTENT_WATER || m == CONTENT_WATERSOURCE);
 }
 
 /*
        If true, the material allows lossless sunlight propagation.
+       NOTE: It doesn't seem to go through torches regardlessly of this
+       NOTE: Don't use, use "content_features(m).whatever" instead
 */
 inline bool sunlight_propagates_content(u8 m)
 {
-       return (m == CONTENT_AIR || m == CONTENT_TORCH);
+       return content_features(m).sunlight_propagates;
+       //return (m == CONTENT_AIR || m == CONTENT_TORCH);
 }
 
 /*
@@ -108,65 +232,86 @@ inline bool sunlight_propagates_content(u8 m)
        0: Invisible
        1: Transparent
        2: Opaque
+       NOTE: Don't use, use "content_features(m).whatever" instead
 */
 inline u8 content_solidness(u8 m)
 {
-       // As of now, every pseudo node like torches are added to this
-       if(m == CONTENT_AIR || m == CONTENT_TORCH)
+       return content_features(m).solidness;
+       /*// As of now, every pseudo node like torches are added to this
+       if(m == CONTENT_AIR || m == CONTENT_TORCH || m == CONTENT_WATER)
                return 0;
-       if(m == CONTENT_WATER || m == CONTENT_OCEAN)
+       if(m == CONTENT_WATER || m == CONTENT_WATERSOURCE)
                return 1;
-       return 2;
+       return 2;*/
 }
 
 // Objects collide with walkable contents
+// NOTE: Don't use, use "content_features(m).whatever" instead
 inline bool content_walkable(u8 m)
 {
-       return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_OCEAN && m != CONTENT_TORCH);
+       return content_features(m).walkable;
+       //return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_WATERSOURCE && m != CONTENT_TORCH);
 }
 
-// A liquid resists fast movement
+// NOTE: Don't use, use "content_features(m).whatever" instead
 inline bool content_liquid(u8 m)
 {
-       return (m == CONTENT_WATER || m == CONTENT_OCEAN);
+       return content_features(m).liquid_type != LIQUID_NONE;
+       //return (m == CONTENT_WATER || m == CONTENT_WATERSOURCE);
+}
+
+// NOTE: Don't use, use "content_features(m).whatever" instead
+inline bool content_flowing_liquid(u8 m)
+{
+       return content_features(m).liquid_type == LIQUID_FLOWING;
+       //return (m == CONTENT_WATER);
+}
+
+// NOTE: Don't use, use "content_features(m).whatever" instead
+inline bool content_liquid_source(u8 m)
+{
+       return content_features(m).liquid_type == LIQUID_SOURCE;
+       //return (m == CONTENT_WATERSOURCE);
+}
+
+// CONTENT_WATER || CONTENT_WATERSOURCE -> CONTENT_WATER
+// CONTENT_LAVA || CONTENT_LAVASOURCE -> CONTENT_LAVA
+inline u8 make_liquid_flowing(u8 m)
+{
+       if(m == CONTENT_WATER || m == CONTENT_WATERSOURCE)
+               return CONTENT_WATER;
+       assert(0);
 }
 
 // Pointable contents can be pointed to in the map
+// NOTE: Don't use, use "content_features(m).whatever" instead
 inline bool content_pointable(u8 m)
 {
-       return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_OCEAN);
+       return content_features(m).pointable;
+       //return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_WATERSOURCE);
 }
 
+// NOTE: Don't use, use "content_features(m).whatever" instead
 inline bool content_diggable(u8 m)
 {
-       return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_OCEAN);
+       return content_features(m).diggable;
+       //return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_WATERSOURCE);
 }
 
+// NOTE: Don't use, use "content_features(m).whatever" instead
 inline bool content_buildable_to(u8 m)
 {
-       return (m == CONTENT_AIR || m == CONTENT_WATER || m == CONTENT_OCEAN);
+       return content_features(m).buildable_to;
+       //return (m == CONTENT_AIR || m == CONTENT_WATER || m == CONTENT_WATERSOURCE);
 }
 
 /*
        Returns true for contents that form the base ground that
        follows the main heightmap
 */
-inline bool is_ground_content(u8 m)
-{
-       return(
-               m == CONTENT_STONE ||
-               m == CONTENT_GRASS ||
-               m == CONTENT_GRASS_FOOTSTEPS ||
-               m == CONTENT_MESE ||
-               m == CONTENT_MUD
-       );
-}
-
-/*inline bool content_has_faces(u8 c)
+/*inline bool is_ground_content(u8 m)
 {
-       return (m != CONTENT_IGNORE
-            && m != CONTENT_AIR
-                && m != CONTENT_TORCH);
+       return content_features(m).is_ground_content;
 }*/
 
 /*
@@ -182,6 +327,12 @@ inline u8 face_contents(u8 m1, u8 m2)
                return 0;
        
        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;
+       
        bool solidness_differs = (content_solidness(m1) != content_solidness(m2));
        bool makes_face = contents_differ && solidness_differs;
 
@@ -194,19 +345,6 @@ inline u8 face_contents(u8 m1, u8 m2)
                return 2;
 }
 
-inline bool liquid_replaces_content(u8 c)
-{
-       return (c == CONTENT_AIR || c == CONTENT_TORCH);
-}
-
-/*
-       When placing a node, drection info is added to it if this is true
-*/
-inline bool content_directional(u8 c)
-{
-       return (c == CONTENT_TORCH);
-}
-
 /*
        Packs directions like (1,0,0), (1,-1,0)
 */
@@ -253,40 +391,16 @@ inline v3s16 unpackDir(u8 b)
        return d;
 }
 
-inline u16 content_tile(u8 c, v3s16 dir)
-{
-       if(c == CONTENT_IGNORE || c == CONTENT_AIR
-                       || c >= USEFUL_CONTENT_COUNT)
-               return TILE_NONE;
-
-       s32 dir_i = -1;
-       
-       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)
-               return TILE_NONE;*/
-       assert(dir_i != -1);
-
-       return g_content_tiles[c][dir_i];
-}
-
 enum LightBank
 {
        LIGHTBANK_DAY,
        LIGHTBANK_NIGHT
 };
 
+/*
+       This is the stuff what the whole world consists of.
+*/
+
 struct MapNode
 {
        // Content
@@ -297,19 +411,17 @@ struct MapNode
                - For light_propagates() blocks, this is light intensity,
                  stored logarithmically from 0 to LIGHT_MAX.
                  Sunlight is LIGHT_SUN, which is LIGHT_MAX+1.
+               - Contains 2 values, day- and night lighting. Each takes 4 bits.
        */
        s8 param;
        
        union
        {
-               /*
-                       Pressure for liquids
-               */
-               u8 pressure;
+               u8 param2;
 
                /*
                        Direction for torches and other stuff.
-                       If possible, packed with packDir.
+                       Format is freeform. e.g. packDir or encode_dirs can be used.
                */
                u8 dir;
        };
@@ -319,18 +431,18 @@ struct MapNode
                *this = n;
        }
        
-       MapNode(u8 data=CONTENT_AIR, u8 a_param=0, u8 a_pressure=0)
+       MapNode(u8 data=CONTENT_AIR, u8 a_param=0, u8 a_param2=0)
        {
                d = data;
                param = a_param;
-               pressure = a_pressure;
+               param2 = a_param2;
        }
 
        bool operator==(const MapNode &other)
        {
                return (d == other.d
                                && param == other.param
-                               && pressure == other.pressure);
+                               && param2 == other.param2);
        }
 
        bool light_propagates()
@@ -443,11 +555,11 @@ struct MapNode
                else
                        assert(0);
        }
+       
+       // In mapnode.cpp
+       TileSpec getTile(v3s16 dir);
 
-       u16 getTile(v3s16 dir)
-       {
-               return content_tile(d, dir);
-       }
+       u8 getMineral();
 
        /*
                These serialization functions are used when informing client
@@ -484,7 +596,7 @@ struct MapNode
                {
                        dest[0] = d;
                        dest[1] = param;
-                       dest[2] = pressure;
+                       dest[2] = param2;
                }
        }
        void deSerialize(u8 *source, u8 version)
@@ -514,7 +626,16 @@ struct MapNode
                {
                        d = source[0];
                        param = source[1];
-                       pressure = source[2];
+                       param2 = source[2];
+               }
+
+               // Translate deprecated stuff
+               MapNode *translate_to = content_features(d).translate_to;
+               if(translate_to)
+               {
+                       dstream<<"MapNode: WARNING: Translating "<<d<<" to "
+                                       <<translate_to->d<<std::endl;
+                       *this = *translate_to;
                }
        }
 };
@@ -532,6 +653,9 @@ inline v3s16 floatToInt(v3f p)
        return p2;
 }
 
+/*
+       The same thing backwards
+*/
 inline v3f intToFloat(v3s16 p)
 {
        v3f p2(