]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/mapnode.h
Set the window caption for the initial window too
[dragonfireclient.git] / src / mapnode.h
index 981f36d86ed5055364850dfe9e85e3b40d2818e9..33128049a2599692bf35212d671991e7b6401e2d 100644 (file)
@@ -1,5 +1,20 @@
 /*
-(c) 2010 Perttu Ahola <celeron55@gmail.com>
+Minetest-c55
+Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+This program is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
 
 #ifndef MAPNODE_HEADER
 #include "utility.h"
 #include "exceptions.h"
 #include "serialization.h"
+#include "tile.h"
+#include "materials.h"
 
-// Size of node in rendering units
-#define BS 10
+/*
+       Naming scheme:
+       - Material = irrlicht's Material class
+       - Content = (u8) content of a node
+       - Tile = TileSpec at some side of a node of some content type
+*/
 
-#define MATERIALS_COUNT 256
+/*
+       Ranges:
+               0x000...0x07f: param2 is fully usable
+               0x800...0xfff: param2 lower 4 bytes are free
+*/
+typedef u16 content_t;
 
 /*
-       Ignored node.
+       Initializes all kind of stuff in here.
+       Many things depend on this.
 
-       param is used for custom information in special containers,
-       like VoxelManipulator.
+       This accesses g_texturesource; if it is non-NULL, textures are set.
+
+       Client first calls this with g_texturesource=NULL to run some
+       unit tests and stuff, then it runs this again with g_texturesource
+       defined to get the textures.
+
+       Server only calls this once with g_texturesource=NULL.
+*/
+void init_mapnode();
+
+/*
+       Ignored node.
 
        Anything that stores MapNodes doesn't have to preserve parameters
        associated with this material.
        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 127
+#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
+#define CONTENT_AIR 126
 
 /*
-       Materials-todo:
-
-       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
+{
+       CPT_NONE,
+       CPT_LIGHT,
+       CPT_MINERAL,
+       // Direction for chests and furnaces and such
+       CPT_FACEDIR_SIMPLE
+};
+
+enum LiquidType
 {
-       MATERIAL_STONE=0,
+       LIQUID_NONE,
+       LIQUID_FLOWING,
+       LIQUID_SOURCE
+};
+
+class MapNode;
+class NodeMetadata;
 
-       MATERIAL_GRASS,
+struct ContentFeatures
+{
+       // If non-NULL, content is translated to this when deserialized
+       //MapNode *translate_to;
+
+       // Type of MapNode::param
+       ContentParamType param_type;
 
        /*
-               For water, the param is water pressure. 0...127.
-               TODO: No, at least the lowest nibble is used for lighting.
-               
-               - Water will be a bit like light, but with different flow
-                 behavior.
-               - Water blocks will fall down if there is empty space below.
-               - If there is water below, the pressure of the block below is
-                 the pressure of the current block + 1, or higher.
-               - If there is any pressure in a horizontally neighboring
-                 block, a water block will try to move away from it.
-               - If there is >=2 of pressure in a block below, water will
-                 try to move upwards.
-               - NOTE: To keep large operations fast, we have to keep a
-                       cache of the water-air-surfaces, just like with light
+               0: up
+               1: down
+               2: right
+               3: left
+               4: back
+               5: front
        */
-       MATERIAL_WATER,
+       TileSpec tiles[6];
+       
+       video::ITexture *inventory_texture;
+
+       bool is_ground_content;
+       bool light_propagates;
+       bool sunlight_propagates;
+       u8 solidness; // Used when choosing which face is drawn
+       // This is used for collision detection.
+       // Also for general solidness queries.
+       bool walkable;
+       // Player can point to these
+       bool pointable;
+       // Player can dig these
+       bool diggable;
+       // Player can build on these
+       bool buildable_to;
+       // Whether the node has no liquid, source liquid or flowing liquid
+       enum LiquidType liquid_type;
+       // If true, param2 is set to direction when placed. Used for torches.
+       // NOTE: the direction format is quite inefficient and should be changed
+       bool wall_mounted;
+       // If true, node is equivalent to air. Torches are, air is. Water is not.
+       // Is used for example to check whether a mud block can have grass on.
+       bool air_equivalent;
+       
+       // Inventory item string as which the node appears in inventory when dug.
+       // Mineral overrides this.
+       std::string dug_item;
+       
+       // Initial metadata is cloned from this
+       NodeMetadata *initial_metadata;
+       
+       // If the content is liquid, this is the flowing version of the liquid.
+       // If content is flowing liquid, this is the same content.
+       u8 liquid_alternative_flowing;
+       // If the content is liquid, this is the source version of the liquid.
+       u8 liquid_alternative_source;
+       
+       // Amount of light the node emits
+       u8 light_source;
+       
+       // Digging properties for different tools
+       DiggingPropertiesList digging_properties;
+       
+       // NOTE: Move relevant properties to here from elsewhere
 
-       MATERIAL_LIGHT,
+       void reset()
+       {
+               //translate_to = NULL;
+               param_type = CPT_NONE;
+               inventory_texture = NULL;
+               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;
+               air_equivalent = false;
+               dug_item = "";
+               initial_metadata = NULL;
+               liquid_alternative_flowing = CONTENT_IGNORE;
+               light_source = 0;
+               digging_properties.clear();
+       }
 
-       MATERIAL_TREE,
-       MATERIAL_LEAVES,
+       ContentFeatures()
+       {
+               reset();
+       }
 
-       MATERIAL_GRASS_FOOTSTEPS,
+       ~ContentFeatures();
        
-       MATERIAL_MESE,
+       /*
+               Quickhands for simple materials
+       */
+       
+       void setTexture(u16 i, std::string name, u8 alpha=255);
+
+       void setAllTextures(std::string name, u8 alpha=255)
+       {
+               for(u16 i=0; i<6; i++)
+               {
+                       setTexture(i, name, alpha);
+               }
+               // Force inventory texture too
+               setInventoryTexture(name);
+       }
 
-       MATERIAL_MUD,
+       void setTile(u16 i, const TileSpec &tile)
+       {
+               tiles[i] = tile;
+       }
+       void setAllTiles(const TileSpec &tile)
+       {
+               for(u16 i=0; i<6; i++)
+               {
+                       setTile(i, tile);
+               }
+       }
+
+       void setInventoryTexture(std::string imgname);
        
-       // This is set to the number of the actual values in this enum
-       USEFUL_MATERIAL_COUNT
+       void setInventoryTextureCube(std::string top,
+                       std::string left, std::string right);
 };
 
+/*
+       Call this to access the ContentFeature list
+*/
+ContentFeatures & content_features(u8 i);
+
+
+/*
+       Here is a bunch of DEPRECATED functions.
+*/
+
 /*
        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;
 }
-
 /*
        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;
 }
-
 /*
        On a node-node surface, the material of the node with higher solidness
        is used for drawing.
        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 0;
-       if(m == MATERIAL_WATER)
-               return 1;
-       return 2;
+       return content_features(m).solidness;
+}
+// Objects collide with walkable contents
+// NOTE: Don't use, use "content_features(m).whatever" instead
+inline bool content_walkable(u8 m)
+{
+       return content_features(m).walkable;
+}
+// NOTE: Don't use, use "content_features(m).whatever" instead
+inline bool content_liquid(u8 m)
+{
+       return content_features(m).liquid_type != LIQUID_NONE;
+}
+// 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;
+}
+// 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;
+}
+// CONTENT_WATER || CONTENT_WATERSOURCE -> CONTENT_WATER
+// CONTENT_LAVA || CONTENT_LAVASOURCE -> CONTENT_LAVA
+// NOTE: Don't use, use "content_features(m).whatever" instead
+inline u8 make_liquid_flowing(u8 m)
+{
+       u8 c = content_features(m).liquid_alternative_flowing;
+       assert(c != CONTENT_IGNORE);
+       return c;
+}
+// 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;
+}
+// NOTE: Don't use, use "content_features(m).whatever" instead
+inline bool content_diggable(u8 m)
+{
+       return content_features(m).diggable;
+}
+// NOTE: Don't use, use "content_features(m).whatever" instead
+inline bool content_buildable_to(u8 m)
+{
+       return content_features(m).buildable_to;
 }
 
 /*
-       Nodes make a face if materials differ and solidness differs.
+       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;
+}
+
+/*
+       facedir: CPT_FACEDIR_SIMPLE param1 value
+       dir: The face for which stuff is wanted
+       return value: The face from which the stuff is actually found
+*/
+v3s16 facedir_rotate(u8 facedir, v3s16 dir);
+
+enum LightBank
+{
+       LIGHTBANK_DAY,
+       LIGHTBANK_NIGHT
+};
+
+/*
+       Masks for MapNode.param2 of flowing liquids
+ */
+#define LIQUID_LEVEL_MASK 0x07
+#define LIQUID_FLOW_DOWN_MASK 0x08
+
+/*
+       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
-       u8 d;
+       /*
+               Main content
+               0x00-0x7f: Short content type
+               0x80-0xff: Long content type (param2>>4 makes up low bytes)
+       */
+       union
+       {
+               u8 param0;
+               u8 d;
+       };
 
        /*
                Misc parameter. Initialized to 0.
                - 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.
+               - Mineral content (should be removed from here)
+               - Uhh... well, most blocks have light or nothing in here.
+       */
+       union
+       {
+               u8 param1;
+               s8 param;
+       };
+       
+       /*
+               The second parameter. Initialized to 0.
+               E.g. direction for torches and flowing water.
        */
-       s8 param;
+       union
+       {
+               u8 param2;
+               u8 dir;
+       };
 
        MapNode(const MapNode & n)
        {
                *this = n;
        }
        
-       MapNode(u8 data=MATERIAL_AIR, u8 a_param=0)
+       MapNode(u8 data=CONTENT_AIR, u8 a_param=0, u8 a_param2=0)
        {
                d = data;
                param = a_param;
+               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()
+       
+       // To be used everywhere
+       content_t getContent()
        {
-               return light_propagates_material(d);
+               return d;
+       }
+       void setContent(content_t c)
+       {
+               d = c;
        }
        
+       /*
+               These four are DEPRECATED I guess. -c55
+       */
+       bool light_propagates()
+       {
+               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()
        {
-               /*
-                       Note that a block that isn't light_propagates() can be a light source.
-               */
-               if(d == MATERIAL_LIGHT)
-                       return LIGHT_MAX;
-               
-               return 0;
+               return content_features(d).light_source;
+       }
+
+       u8 getLightBanksWithSource()
+       {
+               // Select the brightest of [light source, propagated light]
+               u8 lightday = 0;
+               u8 lightnight = 0;
+               if(content_features(d).param_type == CPT_LIGHT)
+               {
+                       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);
        }
 
-       u8 getLight()
+       u8 getLight(enum LightBank bank)
        {
-               // Select the brightest of [light_source, transparent_light]
+               // Select the brightest of [light source, propagated light]
                u8 light = 0;
-               if(light_propagates())
-                       light = param & 0x0f;
+               if(content_features(d).param_type == CPT_LIGHT)
+               {
+                       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)
-       {
-               // If not transparent, can't set light
-               if(light_propagates() == false)
-                       return;
-               param = a_light;
-       }
-
-       static u32 serializedLength(u8 version)
+       
+       // 0 <= daylight_factor <= 1000
+       // 0 <= return value <= LIGHT_SUN
+       u8 getLightBlend(u32 daylight_factor)
        {
-               if(!ser_ver_supported(version))
-                       throw VersionMismatchException("ERROR: MapNode format not supported");
-                       
-               if(version == 0)
-                       return 1;
-               else
-                       return 2;
+               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;
        }
-       void serialize(u8 *dest, u8 version)
+       /*// 0 <= daylight_factor <= 1000
+       // 0 <= return value <= 255
+       u8 getLightBlend(u32 daylight_factor)
        {
-               if(!ser_ver_supported(version))
-                       throw VersionMismatchException("ERROR: MapNode format not supported");
-                       
-               if(version == 0)
-               {
-                       dest[0] = d;
-               }
-               else
-               {
-                       dest[0] = d;
-                       dest[1] = param;
-               }
-       }
-       void deSerialize(u8 *source, u8 version)
+               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(!ser_ver_supported(version))
-                       throw VersionMismatchException("ERROR: MapNode format not supported");
-                       
-               if(version == 0)
+               // If node doesn't contain light data, ignore this
+               if(content_features(d).param_type != CPT_LIGHT)
+                       return;
+               if(bank == LIGHTBANK_DAY)
                {
-                       d = source[0];
+                       param &= 0xf0;
+                       param |= a_light & 0x0f;
                }
-               else if(version == 1)
+               else if(bank == LIGHTBANK_NIGHT)
                {
-                       d = source[0];
-                       // This version doesn't support saved lighting
-                       if(light_propagates() || light_source() > 0)
-                               param = 0;
-                       else
-                               param = source[1];
+                       param &= 0x0f;
+                       param |= (a_light & 0x0f)<<4;
                }
                else
-               {
-                       d = source[0];
-                       param = source[1];
-               }
+                       assert(0);
        }
+       
+       // In mapnode.cpp
+       /*
+               Get tile of a face of the node.
+               dir: direction of face
+               Returns: TileSpec. Can contain miscellaneous texture coordinates,
+                        which must be obeyed so that the texture atlas can be used.
+       */
+       TileSpec getTile(v3s16 dir);
+       
+       /*
+               Gets mineral content of node, if there is any.
+               MINERAL_NONE if doesn't contain or isn't able to contain mineral.
+       */
+       u8 getMineral();
+       
+       /*
+               Serialization functions
+       */
+
+       static u32 serializedLength(u8 version);
+       void serialize(u8 *dest, u8 version);
+       void deSerialize(u8 *source, u8 version);
+       
 };
 
 /*
-       Returns integer position of the node in given
-       floating point position.
-*/
-inline v3s16 floatToInt(v3f p)
-{
-       v3s16 p2(
-               (p.X + (p.X>0 ? BS/2 : -BS/2))/BS,
-               (p.Y + (p.Y>0 ? BS/2 : -BS/2))/BS,
-               (p.Z + (p.Z>0 ? BS/2 : -BS/2))/BS);
-       return p2;
-}
-
-inline v3f intToFloat(v3s16 p)
-{
-       v3f p2(
-               p.X * BS,
-               p.Y * BS,
-               p.Z * BS
-       );
-       return p2;
-}
-
+       Gets lighting value at face of node
+       
+       Parameters must consist of air and !air.
+       Order doesn't matter.
 
+       If either of the nodes doesn't exist, light is 0.
+       
+       parameters:
+               daynight_ratio: 0...1000
+               n: getNodeParent(p)
+               n2: getNodeParent(p + face_dir)
+               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);
 
 #endif