/*
Minetest-c55
-Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
+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
#include "exceptions.h"
#include "serialization.h"
#include "tile.h"
+#include "iirrlichtwrapper.h"
+/*
+ Initializes all kind of stuff in here.
+ Many things depend on this.
+
+ 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();
+
+// Initializes g_content_inventory_texture_paths
+void init_content_inventory_texture_paths();
+
+
+// NOTE: This is not used appropriately everywhere.
#define MATERIALS_COUNT 256
/*
#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];
-#define USEFUL_CONTENT_COUNT 13
+ // TODO: Somehow specify inventory image
+ //std::string inventory_image_path;
+ //TextureSpec inventory_texture;
+ //u32 inventory_texture_id;
+ video::ITexture *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;
+ // If true, param2 is set to direction when placed
+ // NOTE: the direction format is quite inefficient and should be changed
+ bool wall_mounted;
+
+ // Inventory item string as which the node appears in inventory when dug.
+ // Mineral overrides this.
+ std::string dug_item;
-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();
+ //TODO: Move more properties here
+
+ ContentFeatures()
+ {
+ 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;
+ dug_item = "";
+ }
+
+ ~ContentFeatures();
+
+ /*
+ 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);
+ }
+ }
+
+ /*void setTexture(u16 i, AtlasPointer p, u8 alpha=255)
+ {
+ tiles[i].texture = p;
+ if(alpha != 255)
+ {
+ tiles[i].alpha = alpha;
+ tiles[i].material_type = MATERIAL_ALPHA_VERTEX;
+ }
+ }
+ void setAllTextures(AtlasPointer p, u8 alpha=255)
+ {
+ for(u16 i=0; i<6; i++)
+ {
+ setTexture(i, p, alpha);
+ }
+ }*/
+
+ 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);
+
+ void setInventoryTextureCube(std::string top,
+ std::string left, std::string right);
+};
+
+/*
+ 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);
}
/*
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
}
// 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)
+/*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)
-{
- return (c == CONTENT_TORCH);
-}
+ return content_features(m).is_ground_content;
+}*/
/*
Nodes make a face if contents differ and solidness differs.
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
{
union
{
- u8 param2;
-
/*
- Direction for torches and other stuff.
- Format is freeform. e.g. packDir or encode_dirs can be used.
+ The second parameter. Initialized to 0.
+ Direction for torches and flowing water.
*/
+ u8 param2;
u8 dir;
};
param2 = a_param2;
}
+ /*MapNode & operator=(const MapNode &other)
+ {
+ d = other.d;
+ param = other.param;
+ param2 = other.param2;
+ return *this;
+ }*/
+
bool operator==(const MapNode &other)
{
return (d == other.d
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
param = source[1];
param2 = source[2];
}
+
+ // Translate deprecated stuff
+ // NOTE: This doesn't get used because MapBlock handles node
+ // parameters directly
+ 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;
+ }
}
};
return p2;
}
+/*
+ The same thing backwards
+*/
inline v3f intToFloat(v3s16 p)
{
v3f p2(