]> 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 286edcc2bb86adca87582a86c1fbab1c451f4105..0c52681be02df2d052ce8bfbb6d564c6d4fb59c5 100644 (file)
@@ -27,7 +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"
 
+/*
+       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
 
 /*
@@ -69,33 +83,147 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #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
+{
+       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();
        
-#define USEFUL_CONTENT_COUNT 13
+       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());*/
 
-extern u16 g_content_tiles[USEFUL_CONTENT_COUNT][6];
-extern const char * g_content_inventory_texture_paths[USEFUL_CONTENT_COUNT];
-// Initializes g_content_inventory_texture_paths
-void init_content_inventory_texture_paths();
+               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());
+       }*/
+};
+
+/*
+       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_WATERSOURCE);
+       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);
 }
 
 /*
@@ -104,36 +232,46 @@ 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
+       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_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_WATERSOURCE && m != CONTENT_TORCH);
+       return content_features(m).walkable;
+       //return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_WATERSOURCE && m != CONTENT_TORCH);
 }
 
+// NOTE: Don't use, use "content_features(m).whatever" instead
 inline bool content_liquid(u8 m)
 {
-       return (m == CONTENT_WATER || m == CONTENT_WATERSOURCE);
+       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 (m == CONTENT_WATER);
+       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 (m == CONTENT_WATERSOURCE);
+       return content_features(m).liquid_type == LIQUID_SOURCE;
+       //return (m == CONTENT_WATERSOURCE);
 }
 
 // CONTENT_WATER || CONTENT_WATERSOURCE -> CONTENT_WATER
@@ -146,57 +284,35 @@ inline u8 make_liquid_flowing(u8 m)
 }
 
 // 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_WATERSOURCE);
+       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_WATERSOURCE);
+       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_WATERSOURCE);
+       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_IGNORE
-               && m != CONTENT_AIR
-               && m != CONTENT_WATER
-               && m != CONTENT_TORCH
-               && m != CONTENT_TREE
-               && m != CONTENT_LEAVES
-               && m != CONTENT_WATERSOURCE
-               && m != CONTENT_CLOUD
-       );
-}
-
-inline bool is_mineral(u8 c)
-{
-       return(c == CONTENT_MESE
-               || c == CONTENT_COALSTONE);
-}
-
-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)
+/*inline bool is_ground_content(u8 m)
 {
-       return (c == CONTENT_TORCH);
-}
+       return content_features(m).is_ground_content;
+}*/
 
 /*
        Nodes make a face if contents differ and solidness differs.
@@ -275,87 +391,15 @@ 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
 };
 
-#if 0
-#define DIR_PX 1 //X+
-#define DIR_NX 2 //X-
-#define DIR_PZ 4 //Z+
-#define DIR_NZ 8 //Z-
-#define DIR_PY 16 //Y+
-#define DIR_NY 32 //Y-
-
-inline void decode_dirs(u8 b, core::list<v3s16> &dirs)
-{
-       if(b & DIR_PX)
-               dirs.push_back(v3s16(1,0,0));
-       if(b & DIR_NX)
-               dirs.push_back(v3s16(-1,0,0));
-       if(b & DIR_PZ)
-               dirs.push_back(v3s16(0,0,1));
-       if(b & DIR_NZ)
-               dirs.push_back(v3s16(0,0,-1));
-       if(b & DIR_PY)
-               dirs.push_back(v3s16(0,1,0));
-       if(b & DIR_NY)
-               dirs.push_back(v3s16(0,-1,0));
-}
-
-inline u8 encode_dirs(core::list<v3s16> &dirs)
-{
-       u8 b = 0;
-       for(core::list<v3s16>::Iterator
-                       i = dirs.begin();
-                       i != dirs.end(); i++)
-       {
-               if(*i == v3s16(1,0,0))
-                       b += DIR_PX;
-               else if(*i == v3s16(-1,0,0))
-                       b += DIR_NX;
-               else if(*i == v3s16(0,0,1))
-                       b += DIR_PZ;
-               else if(*i == v3s16(0,0,-1))
-                       b += DIR_NZ;
-               else if(*i == v3s16(0,1,0))
-                       b += DIR_PY;
-               else if(*i == v3s16(0,-1,0))
-                       b += DIR_NY;
-       }
-       return b;
-}
-#endif
+/*
+       This is the stuff what the whole world consists of.
+*/
 
 struct MapNode
 {
@@ -374,11 +418,6 @@ struct MapNode
        union
        {
                u8 param2;
-               
-               /*
-                       Pressure for liquids
-               */
-               u8 pressure;
 
                /*
                        Direction for torches and other stuff.
@@ -392,18 +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()
@@ -516,11 +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
@@ -557,7 +596,7 @@ struct MapNode
                {
                        dest[0] = d;
                        dest[1] = param;
-                       dest[2] = pressure;
+                       dest[2] = param2;
                }
        }
        void deSerialize(u8 *source, u8 version)
@@ -587,7 +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;
                }
        }
 };
@@ -605,6 +653,9 @@ inline v3s16 floatToInt(v3f p)
        return p2;
 }
 
+/*
+       The same thing backwards
+*/
 inline v3f intToFloat(v3s16 p)
 {
        v3f p2(