]> 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 7502c42d7d3b9a4dc4572f5eeed52847656d65bb..0c52681be02df2d052ce8bfbb6d564c6d4fb59c5 100644 (file)
@@ -26,10 +26,22 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "utility.h"
 #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
 
 /*
@@ -41,62 +53,177 @@ with this program; if not, write to the Free Software Foundation, Inc.,
        Doesn't create faces with anything and is considered being
        out-of-map in the game map.
 */
-#define MATERIAL_IGNORE 255
-#define MATERIAL_IGNORE_DEFAULT_PARAM 0
+#define CONTENT_IGNORE 255
+#define CONTENT_IGNORE_DEFAULT_PARAM 0
 
 /*
        The common material through which the player can walk and which
        is transparent to light
 */
-#define MATERIAL_AIR 254
+#define CONTENT_AIR 254
+
+/*
+       Suggested materials:
+       - Gravel
+       - Sand
+       
+       New naming scheme:
+       - Material = irrlicht's Material class
+       - Content = (u8) content of a node
+       - Tile = (u16) Material ID at some side of a node
+*/
+
+#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
 
 /*
-       Materials-todo:
+       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
 
-       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?
+/*
+       Content feature list
 */
 
-enum Material
+enum ContentParamType
 {
-       MATERIAL_STONE=0,
+       CPT_NONE,
+       CPT_LIGHT,
+       CPT_MINERAL
+};
 
-       MATERIAL_GRASS,
+enum LiquidType
+{
+       LIQUID_NONE,
+       LIQUID_FLOWING,
+       LIQUID_SOURCE
+};
 
-       MATERIAL_WATER,
+class MapNode;
 
-       MATERIAL_LIGHT,
+struct ContentFeatures
+{
+       // If non-NULL, content is translated to this when deserialized
+       MapNode *translate_to;
 
-       MATERIAL_TREE,
-       
-       MATERIAL_LEAVES,
+       // Type of MapNode::param
+       ContentParamType param_type;
 
-       MATERIAL_GRASS_FOOTSTEPS,
-       
-       MATERIAL_MESE,
+       /*
+               0: up
+               1: down
+               2: right
+               3: left
+               4: back
+               5: front
+       */
+       TileSpec tiles[6];
+
+       //std::string inventory_image_path;
+       TextureSpec inventory_texture;
 
-       MATERIAL_MUD,
+       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_MATERIAL_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());
+       }*/
 };
 
+/*
+       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_material(u8 m)
+inline bool light_propagates_content(u8 m)
 {
-       return (m == MATERIAL_AIR || m == MATERIAL_LIGHT || m == MATERIAL_WATER);
+       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_material(u8 m)
+inline bool sunlight_propagates_content(u8 m)
 {
-       return (m == MATERIAL_AIR);
+       return content_features(m).sunlight_propagates;
+       //return (m == CONTENT_AIR || m == CONTENT_TORCH);
 }
 
 /*
@@ -105,89 +232,178 @@ inline bool sunlight_propagates_material(u8 m)
        0: Invisible
        1: Transparent
        2: Opaque
+       NOTE: Don't use, use "content_features(m).whatever" instead
 */
-inline u8 material_solidness(u8 m)
+inline u8 content_solidness(u8 m)
 {
-       if(m == MATERIAL_AIR)
+       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 == MATERIAL_WATER)
+       if(m == CONTENT_WATER || m == CONTENT_WATERSOURCE)
                return 1;
-       return 2;
+       return 2;*/
 }
 
-// Objects collide with walkable materials
-inline bool material_walkable(u8 m)
+// Objects collide with walkable contents
+// NOTE: Don't use, use "content_features(m).whatever" instead
+inline bool content_walkable(u8 m)
 {
-       return (m != MATERIAL_AIR && m != MATERIAL_WATER);
+       return content_features(m).walkable;
+       //return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_WATERSOURCE && m != CONTENT_TORCH);
 }
 
-// A liquid resists fast movement
-inline bool material_liquid(u8 m)
+// NOTE: Don't use, use "content_features(m).whatever" instead
+inline bool content_liquid(u8 m)
 {
-       return (m == MATERIAL_WATER);
+       return content_features(m).liquid_type != LIQUID_NONE;
+       //return (m == CONTENT_WATER || m == CONTENT_WATERSOURCE);
 }
 
-// Pointable materials can be pointed to in the map
-inline bool material_pointable(u8 m)
+// NOTE: Don't use, use "content_features(m).whatever" instead
+inline bool content_flowing_liquid(u8 m)
 {
-       return (m != MATERIAL_AIR && m != MATERIAL_WATER);
+       return content_features(m).liquid_type == LIQUID_FLOWING;
+       //return (m == CONTENT_WATER);
 }
 
-inline bool material_diggable(u8 m)
+// NOTE: Don't use, use "content_features(m).whatever" instead
+inline bool content_liquid_source(u8 m)
 {
-       return (m != MATERIAL_AIR && m != MATERIAL_WATER);
+       return content_features(m).liquid_type == LIQUID_SOURCE;
+       //return (m == CONTENT_WATERSOURCE);
 }
 
-inline bool material_buildable_to(u8 m)
+// CONTENT_WATER || CONTENT_WATERSOURCE -> CONTENT_WATER
+// CONTENT_LAVA || CONTENT_LAVASOURCE -> CONTENT_LAVA
+inline u8 make_liquid_flowing(u8 m)
 {
-       return (m == MATERIAL_AIR || m == MATERIAL_WATER);
+       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 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 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 content_features(m).buildable_to;
+       //return (m == CONTENT_AIR || m == CONTENT_WATER || m == CONTENT_WATERSOURCE);
 }
 
 /*
-       Nodes make a face if materials differ and solidness differs.
+       Returns true for contents that form the base ground that
+       follows the main heightmap
+*/
+/*inline bool is_ground_content(u8 m)
+{
+       return content_features(m).is_ground_content;
+}*/
+
+/*
+       Nodes make a face if contents differ and solidness differs.
        Return value:
                0: No face
-               1: Face uses m1's material
-               2: Face uses m2's material
+               1: Face uses m1's content
+               2: Face uses m2's content
 */
-inline u8 face_materials(u8 m1, u8 m2)
+inline u8 face_contents(u8 m1, u8 m2)
 {
-       if(m1 == MATERIAL_IGNORE || m2 == MATERIAL_IGNORE)
+       if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
                return 0;
        
-       bool materials_differ = (m1 != m2);
-       bool solidness_differs = (material_solidness(m1) != material_solidness(m2));
-       bool makes_face = materials_differ && solidness_differs;
+       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;
 
        if(makes_face == false)
                return 0;
 
-       if(material_solidness(m1) > material_solidness(m2))
+       if(content_solidness(m1) > content_solidness(m2))
                return 1;
        else
                return 2;
 }
 
 /*
-       Returns true for materials that form the base ground that
-       follows the main heightmap
+       Packs directions like (1,0,0), (1,-1,0)
 */
-inline bool is_ground_material(u8 m)
+inline u8 packDir(v3s16 dir)
 {
-       return(
-               m == MATERIAL_STONE ||
-               m == MATERIAL_GRASS ||
-               m == MATERIAL_GRASS_FOOTSTEPS ||
-               m == MATERIAL_MESE ||
-               m == MATERIAL_MUD
-       );
+       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);
+       
+       return b;
+}
+inline 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;
+       
+       return d;
 }
 
+enum LightBank
+{
+       LIGHTBANK_DAY,
+       LIGHTBANK_NIGHT
+};
+
+/*
+       This is the stuff what the whole world consists of.
+*/
+
 struct MapNode
 {
-       //TODO: block type to differ from material
-       //      (e.g. grass edges or something)
-       // block type
+       // Content
        u8 d;
 
        /*
@@ -195,41 +411,53 @@ 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
+       {
+               u8 param2;
 
-       u8 pressure;
+               /*
+                       Direction for torches and other stuff.
+                       Format is freeform. e.g. packDir or encode_dirs can be used.
+               */
+               u8 dir;
+       };
 
        MapNode(const MapNode & n)
        {
                *this = n;
        }
        
-       MapNode(u8 data=MATERIAL_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);
+               return (d == other.d
+                               && param == other.param
+                               && param2 == other.param2);
        }
 
        bool light_propagates()
        {
-               return light_propagates_material(d);
+               return light_propagates_content(d);
        }
        
        bool sunlight_propagates()
        {
-               return sunlight_propagates_material(d);
+               return sunlight_propagates_content(d);
        }
        
        u8 solidness()
        {
-               return material_solidness(d);
+               return content_solidness(d);
        }
 
        u8 light_source()
@@ -237,30 +465,101 @@ struct MapNode
                /*
                        Note that a block that isn't light_propagates() can be a light source.
                */
-               if(d == MATERIAL_LIGHT)
+               if(d == CONTENT_TORCH)
                        return LIGHT_MAX;
                
                return 0;
        }
 
-       u8 getLight()
+       u8 getLightBanksWithSource()
+       {
+               // Select the brightest of [light source, propagated light]
+               u8 lightday = 0;
+               u8 lightnight = 0;
+               if(light_propagates())
+               {
+                       lightday = param & 0x0f;
+                       lightnight = (param>>4)&0x0f;
+               }
+               if(light_source() > lightday)
+                       lightday = light_source();
+               if(light_source() > lightnight)
+                       lightnight = light_source();
+               return (lightday&0x0f) | ((lightnight<<4)&0xf0);
+       }
+
+       void setLightBanks(u8 a_light)
        {
-               // Select the brightest of [light_source, transparent_light]
+               param = a_light;
+       }
+
+       u8 getLight(enum LightBank bank)
+       {
+               // Select the brightest of [light source, propagated light]
                u8 light = 0;
                if(light_propagates())
-                       light = param & 0x0f;
+               {
+                       if(bank == LIGHTBANK_DAY)
+                               light = param & 0x0f;
+                       else if(bank == LIGHTBANK_NIGHT)
+                               light = (param>>4)&0x0f;
+                       else
+                               assert(0);
+               }
                if(light_source() > light)
                        light = light_source();
                return light;
        }
-
-       void setLight(u8 a_light)
+       
+       // 0 <= daylight_factor <= 1000
+       // 0 <= return value <= LIGHT_SUN
+       u8 getLightBlend(u32 daylight_factor)
+       {
+               u8 l = ((daylight_factor * getLight(LIGHTBANK_DAY)
+                       + (1000-daylight_factor) * getLight(LIGHTBANK_NIGHT))
+                       )/1000;
+               u8 max = LIGHT_MAX;
+               if(getLight(LIGHTBANK_DAY) == LIGHT_SUN)
+                       max = LIGHT_SUN;
+               if(l > max)
+                       l = max;
+               return l;
+       }
+       /*// 0 <= daylight_factor <= 1000
+       // 0 <= return value <= 255
+       u8 getLightBlend(u32 daylight_factor)
+       {
+               u8 daylight = decode_light(getLight(LIGHTBANK_DAY));
+               u8 nightlight = decode_light(getLight(LIGHTBANK_NIGHT));
+               u8 mix = ((daylight_factor * daylight
+                       + (1000-daylight_factor) * nightlight)
+                       )/1000;
+               return mix;
+       }*/
+
+       void setLight(enum LightBank bank, u8 a_light)
        {
                // If not transparent, can't set light
                if(light_propagates() == false)
                        return;
-               param = a_light;
+               if(bank == LIGHTBANK_DAY)
+               {
+                       param &= 0xf0;
+                       param |= a_light & 0x0f;
+               }
+               else if(bank == LIGHTBANK_NIGHT)
+               {
+                       param &= 0x0f;
+                       param |= (a_light & 0x0f)<<4;
+               }
+               else
+                       assert(0);
        }
+       
+       // In mapnode.cpp
+       TileSpec getTile(v3s16 dir);
+
+       u8 getMineral();
 
        /*
                These serialization functions are used when informing client
@@ -297,7 +596,7 @@ struct MapNode
                {
                        dest[0] = d;
                        dest[1] = param;
-                       dest[2] = pressure;
+                       dest[2] = param2;
                }
        }
        void deSerialize(u8 *source, u8 version)
@@ -327,7 +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;
                }
        }
 };
@@ -345,6 +653,9 @@ inline v3s16 floatToInt(v3f p)
        return p2;
 }
 
+/*
+       The same thing backwards
+*/
 inline v3f intToFloat(v3s16 p)
 {
        v3f p2(