]> git.lizzy.rs Git - minetest.git/blobdiff - src/mapnode.h
Fix possible NULL pointer access in MobV2CAO
[minetest.git] / src / mapnode.h
index 33128049a2599692bf35212d671991e7b6401e2d..5db3379490088893d57b19e04c2c2b05d5fb2011 100644 (file)
@@ -23,25 +23,25 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include <iostream>
 #include "common_irrlicht.h"
 #include "light.h"
-#include "utility.h"
 #include "exceptions.h"
 #include "serialization.h"
-#include "tile.h"
 #include "materials.h"
+#ifndef SERVER
+#include "tile.h"
+#endif
 
 /*
        Naming scheme:
        - Material = irrlicht's Material class
-       - Content = (u8) content of a node
+       - Content = (content_t) content of a node
        - Tile = TileSpec at some side of a node of some content type
-*/
 
-/*
-       Ranges:
+       Content ranges:
                0x000...0x07f: param2 is fully usable
                0x800...0xfff: param2 lower 4 bytes are free
 */
 typedef u16 content_t;
+#define MAX_CONTENT 0xfff
 
 /*
        Initializes all kind of stuff in here.
@@ -97,17 +97,12 @@ enum LiquidType
        LIQUID_SOURCE
 };
 
-class MapNode;
+struct MapNode;
 class NodeMetadata;
 
 struct ContentFeatures
 {
-       // If non-NULL, content is translated to this when deserialized
-       //MapNode *translate_to;
-
-       // Type of MapNode::param
-       ContentParamType param_type;
-
+#ifndef SERVER
        /*
                0: up
                1: down
@@ -120,10 +115,23 @@ struct ContentFeatures
        
        video::ITexture *inventory_texture;
 
+       // Used currently for flowing liquids
+       u8 vertex_alpha;
+       // Post effect color, drawn when the camera is inside the node.
+       video::SColor post_effect_color;
+       // Special irrlicht material, used sometimes
+       video::SMaterial *special_material;
+       AtlasPointer *special_atlas;
+#endif
+
+       // Type of MapNode::param1
+       ContentParamType param_type;
+       // True for all ground-like things like stone and mud, false for eg. trees
        bool is_ground_content;
        bool light_propagates;
        bool sunlight_propagates;
        u8 solidness; // Used when choosing which face is drawn
+       u8 visual_solidness; // When solidness=0, this tells how it looks like
        // This is used for collision detection.
        // Also for general solidness queries.
        bool walkable;
@@ -131,6 +139,8 @@ struct ContentFeatures
        bool pointable;
        // Player can dig these
        bool diggable;
+       // Player can climb these
+       bool climbable;
        // Player can build on these
        bool buildable_to;
        // Whether the node has no liquid, source liquid or flowing liquid
@@ -145,36 +155,54 @@ struct ContentFeatures
        // Inventory item string as which the node appears in inventory when dug.
        // Mineral overrides this.
        std::string dug_item;
-       
+
+       // Extra dug item and its rarity
+       std::string extra_dug_item;
+       s32 extra_dug_item_rarity;
+
        // 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 content is liquid, this is the same content.
+       content_t liquid_alternative_flowing;
        // If the content is liquid, this is the source version of the liquid.
-       u8 liquid_alternative_source;
+       content_t liquid_alternative_source;
+       // Viscosity for fluid flow, ranging from 1 to 7, with
+       // 1 giving almost instantaneous propagation and 7 being
+       // the slowest possible
+       u8 liquid_viscosity;
        
        // Amount of light the node emits
        u8 light_source;
        
        // Digging properties for different tools
        DiggingPropertiesList digging_properties;
+
+       u32 damage_per_second;
        
        // NOTE: Move relevant properties to here from elsewhere
 
        void reset()
        {
-               //translate_to = NULL;
-               param_type = CPT_NONE;
+#ifndef SERVER
                inventory_texture = NULL;
+               
+               vertex_alpha = 255;
+               post_effect_color = video::SColor(0, 0, 0, 0);
+               special_material = NULL;
+               special_atlas = NULL;
+#endif
+               param_type = CPT_NONE;
                is_ground_content = false;
                light_propagates = false;
                sunlight_propagates = false;
                solidness = 2;
+               visual_solidness = 0;
                walkable = true;
                pointable = true;
                diggable = true;
+               climbable = false;
                buildable_to = false;
                liquid_type = LIQUID_NONE;
                wall_mounted = false;
@@ -182,8 +210,11 @@ struct ContentFeatures
                dug_item = "";
                initial_metadata = NULL;
                liquid_alternative_flowing = CONTENT_IGNORE;
+               liquid_alternative_source = CONTENT_IGNORE;
+               liquid_viscosity = 0;
                light_source = 0;
                digging_properties.clear();
+               damage_per_second = 0;
        }
 
        ContentFeatures()
@@ -197,6 +228,12 @@ struct ContentFeatures
                Quickhands for simple materials
        */
        
+#ifdef SERVER
+       void setTexture(u16 i, std::string name, u8 alpha=255)
+       {}
+       void setAllTextures(std::string name, u8 alpha=255)
+       {}
+#else
        void setTexture(u16 i, std::string name, u8 alpha=255);
 
        void setAllTextures(std::string name, u8 alpha=255)
@@ -208,7 +245,9 @@ struct ContentFeatures
                // Force inventory texture too
                setInventoryTexture(name);
        }
+#endif
 
+#ifndef SERVER
        void setTile(u16 i, const TileSpec &tile)
        {
                tiles[i] = tile;
@@ -220,18 +259,27 @@ struct ContentFeatures
                        setTile(i, tile);
                }
        }
+#endif
 
+#ifdef SERVER
+       void setInventoryTexture(std::string imgname)
+       {}
+       void setInventoryTextureCube(std::string top,
+                       std::string left, std::string right)
+       {}
+#else
        void setInventoryTexture(std::string imgname);
        
        void setInventoryTextureCube(std::string top,
                        std::string left, std::string right);
+#endif
 };
 
 /*
        Call this to access the ContentFeature list
 */
-ContentFeatures & content_features(u8 i);
-
+ContentFeatures & content_features(content_t i);
+ContentFeatures & content_features(MapNode &n);
 
 /*
        Here is a bunch of DEPRECATED functions.
@@ -242,7 +290,7 @@ ContentFeatures & content_features(u8 i);
        in param.
        NOTE: Don't use, use "content_features(m).whatever" instead
 */
-inline bool light_propagates_content(u8 m)
+inline bool light_propagates_content(content_t m)
 {
        return content_features(m).light_propagates;
 }
@@ -251,7 +299,7 @@ inline bool light_propagates_content(u8 m)
        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)
+inline bool sunlight_propagates_content(content_t m)
 {
        return content_features(m).sunlight_propagates;
 }
@@ -263,35 +311,35 @@ inline bool sunlight_propagates_content(u8 m)
        2: Opaque
        NOTE: Don't use, use "content_features(m).whatever" instead
 */
-inline u8 content_solidness(u8 m)
+inline u8 content_solidness(content_t m)
 {
        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)
+inline bool content_walkable(content_t m)
 {
        return content_features(m).walkable;
 }
 // NOTE: Don't use, use "content_features(m).whatever" instead
-inline bool content_liquid(u8 m)
+inline bool content_liquid(content_t 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)
+inline bool content_flowing_liquid(content_t 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)
+inline bool content_liquid_source(content_t 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)
+inline content_t make_liquid_flowing(content_t m)
 {
        u8 c = content_features(m).liquid_alternative_flowing;
        assert(c != CONTENT_IGNORE);
@@ -299,17 +347,17 @@ 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)
+inline bool content_pointable(content_t m)
 {
        return content_features(m).pointable;
 }
 // NOTE: Don't use, use "content_features(m).whatever" instead
-inline bool content_diggable(u8 m)
+inline bool content_diggable(content_t m)
 {
        return content_features(m).diggable;
 }
 // NOTE: Don't use, use "content_features(m).whatever" instead
-inline bool content_buildable_to(u8 m)
+inline bool content_buildable_to(content_t m)
 {
        return content_features(m).buildable_to;
 }
@@ -321,7 +369,7 @@ inline bool content_buildable_to(u8 m)
                1: Face uses m1's content
                2: Face uses m2's content
 */
-inline u8 face_contents(u8 m1, u8 m2)
+inline u8 face_contents(content_t m1, content_t m2)
 {
        if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
                return 0;
@@ -395,6 +443,9 @@ inline v3s16 unpackDir(u8 b)
        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
+
+       NOTE: Currently this uses 2 bits for Z-,X-,Z+,X+, should there be Y+
+             and Y- too?
 */
 v3s16 facedir_rotate(u8 facedir, v3s16 dir);
 
@@ -410,6 +461,10 @@ enum LightBank
 #define LIQUID_LEVEL_MASK 0x07
 #define LIQUID_FLOW_DOWN_MASK 0x08
 
+/* maximum amount of liquid in a block */
+#define LIQUID_LEVEL_MAX LIQUID_LEVEL_MASK
+#define LIQUID_LEVEL_SOURCE (LIQUID_LEVEL_MAX+1)
+
 /*
        This is the stuff what the whole world consists of.
 */
@@ -425,7 +480,7 @@ struct MapNode
        union
        {
                u8 param0;
-               u8 d;
+               //u8 d;
        };
 
        /*
@@ -440,17 +495,18 @@ struct MapNode
        union
        {
                u8 param1;
-               s8 param;
+               //s8 param;
        };
        
        /*
                The second parameter. Initialized to 0.
                E.g. direction for torches and flowing water.
+               If param0 >= 0x80, bits 0xf0 of this is extended content type data
        */
        union
        {
                u8 param2;
-               u8 dir;
+               //u8 dir;
        };
 
        MapNode(const MapNode & n)
@@ -458,28 +514,44 @@ struct MapNode
                *this = n;
        }
        
-       MapNode(u8 data=CONTENT_AIR, u8 a_param=0, u8 a_param2=0)
+       MapNode(content_t content=CONTENT_AIR, u8 a_param1=0, u8 a_param2=0)
        {
-               d = data;
-               param = a_param;
+               //param0 = a_param0;
+               param1 = a_param1;
                param2 = a_param2;
+               // Set after other params because this needs to override part of param2
+               setContent(content);
        }
 
        bool operator==(const MapNode &other)
        {
-               return (d == other.d
-                               && param == other.param
+               return (param0 == other.param0
+                               && param1 == other.param1
                                && param2 == other.param2);
        }
        
        // To be used everywhere
        content_t getContent()
        {
-               return d;
+               if(param0 < 0x80)
+                       return param0;
+               else
+                       return (param0<<4) + (param2>>4);
        }
        void setContent(content_t c)
        {
-               d = c;
+               if(c < 0x80)
+               {
+                       if(param0 >= 0x80)
+                               param2 &= ~(0xf0);
+                       param0 = c;
+               }
+               else
+               {
+                       param0 = c>>4;
+                       param2 &= ~(0xf0);
+                       param2 |= (c&0x0f)<<4;
+               }
        }
        
        /*
@@ -487,19 +559,19 @@ struct MapNode
        */
        bool light_propagates()
        {
-               return light_propagates_content(d);
+               return light_propagates_content(getContent());
        }
        bool sunlight_propagates()
        {
-               return sunlight_propagates_content(d);
+               return sunlight_propagates_content(getContent());
        }
        u8 solidness()
        {
-               return content_solidness(d);
+               return content_solidness(getContent());
        }
        u8 light_source()
        {
-               return content_features(d).light_source;
+               return content_features(*this).light_source;
        }
 
        u8 getLightBanksWithSource()
@@ -507,10 +579,10 @@ struct MapNode
                // Select the brightest of [light source, propagated light]
                u8 lightday = 0;
                u8 lightnight = 0;
-               if(content_features(d).param_type == CPT_LIGHT)
+               if(content_features(*this).param_type == CPT_LIGHT)
                {
-                       lightday = param & 0x0f;
-                       lightnight = (param>>4)&0x0f;
+                       lightday = param1 & 0x0f;
+                       lightnight = (param1>>4)&0x0f;
                }
                if(light_source() > lightday)
                        lightday = light_source();
@@ -523,12 +595,12 @@ struct MapNode
        {
                // Select the brightest of [light source, propagated light]
                u8 light = 0;
-               if(content_features(d).param_type == CPT_LIGHT)
+               if(content_features(*this).param_type == CPT_LIGHT)
                {
                        if(bank == LIGHTBANK_DAY)
-                               light = param & 0x0f;
+                               light = param1 & 0x0f;
                        else if(bank == LIGHTBANK_NIGHT)
-                               light = (param>>4)&0x0f;
+                               light = (param1>>4)&0x0f;
                        else
                                assert(0);
                }
@@ -566,23 +638,24 @@ struct MapNode
        void setLight(enum LightBank bank, u8 a_light)
        {
                // If node doesn't contain light data, ignore this
-               if(content_features(d).param_type != CPT_LIGHT)
+               if(content_features(*this).param_type != CPT_LIGHT)
                        return;
                if(bank == LIGHTBANK_DAY)
                {
-                       param &= 0xf0;
-                       param |= a_light & 0x0f;
+                       param1 &= 0xf0;
+                       param1 |= a_light & 0x0f;
                }
                else if(bank == LIGHTBANK_NIGHT)
                {
-                       param &= 0x0f;
-                       param |= (a_light & 0x0f)<<4;
+                       param1 &= 0x0f;
+                       param1 |= (a_light & 0x0f)<<4;
                }
                else
                        assert(0);
        }
        
        // In mapnode.cpp
+#ifndef SERVER
        /*
                Get tile of a face of the node.
                dir: direction of face
@@ -590,6 +663,7 @@ struct MapNode
                         which must be obeyed so that the texture atlas can be used.
        */
        TileSpec getTile(v3s16 dir);
+#endif
        
        /*
                Gets mineral content of node, if there is any.