]> git.lizzy.rs Git - minetest.git/blobdiff - src/voxel.cpp
Node texture animation
[minetest.git] / src / voxel.cpp
index 616a197e3abfdd79afc77ac2417201d36f596da8..c8482939ee3855f5af1e7846c358b219577f859e 100644 (file)
@@ -3,16 +3,16 @@ Minetest-c55
 Copyright (C) 2010 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
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 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.
+GNU Lesser General Public License for more details.
 
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser 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.
 */
@@ -21,7 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "map.h"
 #include "utility.h" // For TimeTaker
 #include "gettime.h"
-#include "content_mapnode.h"
+#include "nodedef.h"
 
 /*
        Debug stuff
@@ -63,7 +63,8 @@ void VoxelManipulator::clear()
        m_flags = NULL;
 }
 
-void VoxelManipulator::print(std::ostream &o, VoxelPrintMode mode)
+void VoxelManipulator::print(std::ostream &o, INodeDefManager *ndef,
+               VoxelPrintMode mode)
 {
        v3s16 em = m_area.getExtent();
        v3s16 of = m_area.MinEdge;
@@ -93,8 +94,9 @@ void VoxelManipulator::print(std::ostream &o, VoxelPrintMode mode)
                                else
                                {
                                        c = 'X';
-                                       content_t m = m_data[m_area.index(x,y,z)].getContent();
-                                       u8 pr = m_data[m_area.index(x,y,z)].param2;
+                                       MapNode n = m_data[m_area.index(x,y,z)];
+                                       content_t m = n.getContent();
+                                       u8 pr = n.param2;
                                        if(mode == VOXELPRINT_MATERIAL)
                                        {
                                                if(m <= 9)
@@ -102,7 +104,7 @@ void VoxelManipulator::print(std::ostream &o, VoxelPrintMode mode)
                                        }
                                        else if(mode == VOXELPRINT_WATERPRESSURE)
                                        {
-                                               if(m == CONTENT_WATER)
+                                               if(ndef->get(m).isLiquid())
                                                {
                                                        c = 'w';
                                                        if(pr <= 9)
@@ -117,6 +119,21 @@ void VoxelManipulator::print(std::ostream &o, VoxelPrintMode mode)
                                                        c = '#';
                                                }
                                        }
+                                       else if(mode == VOXELPRINT_LIGHT_DAY)
+                                       {
+                                               if(ndef->get(m).light_source != 0)
+                                                       c = 'S';
+                                               else if(ndef->get(m).light_propagates == false)
+                                                       c = 'X';
+                                               else
+                                               {
+                                                       u8 light = n.getLight(LIGHTBANK_DAY, ndef);
+                                                       if(light < 10)
+                                                               c = '0' + light;
+                                                       else
+                                                               c = 'a' + (light-10);
+                                               }
+                                       }
                                }
                                o<<c;
                        }
@@ -279,7 +296,7 @@ void VoxelManipulator::clearFlag(u8 flags)
 }
 
 void VoxelManipulator::unspreadLight(enum LightBank bank, v3s16 p, u8 oldlight,
-               core::map<v3s16, bool> & light_sources)
+               core::map<v3s16, bool> & light_sources, INodeDefManager *nodemgr)
 {
        v3s16 dirs[6] = {
                v3s16(0,0,1), // back
@@ -309,21 +326,21 @@ void VoxelManipulator::unspreadLight(enum LightBank bank, v3s16 p, u8 oldlight,
                        If the neighbor is dimmer than what was specified
                        as oldlight (the light of the previous node)
                */
-               if(n2.getLight(bank) < oldlight)
+               u8 light2 = n2.getLight(bank, nodemgr);
+               if(light2 < oldlight)
                {
                        /*
                                And the neighbor is transparent and it has some light
                        */
-                       if(n2.light_propagates() && n2.getLight(bank) != 0)
+                       if(nodemgr->get(n2).light_propagates && light2 != 0)
                        {
                                /*
                                        Set light to 0 and add to queue
                                */
 
-                               u8 current_light = n2.getLight(bank);
-                               n2.setLight(bank, 0);
+                               n2.setLight(bank, 0, nodemgr);
                                
-                               unspreadLight(bank, n2pos, current_light, light_sources);
+                               unspreadLight(bank, n2pos, light2, light_sources, nodemgr);
                                
                                /*
                                        Remove from light_sources if it is there
@@ -362,7 +379,7 @@ void VoxelManipulator::unspreadLight(enum LightBank bank, v3s16 p, u8 oldlight,
 */
 void VoxelManipulator::unspreadLight(enum LightBank bank,
                core::map<v3s16, u8> & from_nodes,
-               core::map<v3s16, bool> & light_sources)
+               core::map<v3s16, bool> & light_sources, INodeDefManager *nodemgr)
 {
        if(from_nodes.size() == 0)
                return;
@@ -378,7 +395,7 @@ void VoxelManipulator::unspreadLight(enum LightBank bank,
                
                u8 oldlight = j.getNode()->getValue();
 
-               unspreadLight(bank, pos, oldlight, light_sources);
+               unspreadLight(bank, pos, oldlight, light_sources, nodemgr);
        }
 }
 #endif
@@ -448,18 +465,18 @@ void VoxelManipulator::unspreadLight(enum LightBank bank,
                                If the neighbor is dimmer than what was specified
                                as oldlight (the light of the previous node)
                        */
-                       if(n2.getLight(bank) < oldlight)
+                       if(n2.getLight(bank, nodemgr) < oldlight)
                        {
                                /*
                                        And the neighbor is transparent and it has some light
                                */
-                               if(n2.light_propagates() && n2.getLight(bank) != 0)
+                               if(nodemgr->get(n2).light_propagates && n2.getLight(bank, nodemgr) != 0)
                                {
                                        /*
                                                Set light to 0 and add to queue
                                        */
 
-                                       u8 current_light = n2.getLight(bank);
+                                       u8 current_light = n2.getLight(bank, nodemgr);
                                        n2.setLight(bank, 0);
 
                                        unlighted_nodes.insert(n2pos, current_light);
@@ -491,7 +508,8 @@ void VoxelManipulator::unspreadLight(enum LightBank bank,
 }
 #endif
 
-void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p)
+void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p,
+               INodeDefManager *nodemgr)
 {
        const v3s16 dirs[6] = {
                v3s16(0,0,1), // back
@@ -511,7 +529,7 @@ void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p)
 
        MapNode &n = m_data[i];
 
-       u8 oldlight = n.getLight(bank);
+       u8 oldlight = n.getLight(bank, nodemgr);
        u8 newlight = diminish_light(oldlight);
 
        // Loop through 6 neighbors
@@ -526,25 +544,27 @@ void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p)
                        continue;
 
                MapNode &n2 = m_data[n2i];
+
+               u8 light2 = n2.getLight(bank, nodemgr);
                
                /*
                        If the neighbor is brighter than the current node,
                        add to list (it will light up this node on its turn)
                */
-               if(n2.getLight(bank) > undiminish_light(oldlight))
+               if(light2 > undiminish_light(oldlight))
                {
-                       spreadLight(bank, n2pos);
+                       spreadLight(bank, n2pos, nodemgr);
                }
                /*
                        If the neighbor is dimmer than how much light this node
                        would spread on it, add to list
                */
-               if(n2.getLight(bank) < newlight)
+               if(light2 < newlight)
                {
-                       if(n2.light_propagates())
+                       if(nodemgr->get(n2).light_propagates)
                        {
-                               n2.setLight(bank, newlight);
-                               spreadLight(bank, n2pos);
+                               n2.setLight(bank, newlight, nodemgr);
+                               spreadLight(bank, n2pos, nodemgr);
                        }
                }
        }
@@ -583,7 +603,7 @@ void VoxelManipulator::spreadLight(enum LightBank bank,
        goes on recursively.
 */
 void VoxelManipulator::spreadLight(enum LightBank bank,
-               core::map<v3s16, bool> & from_nodes)
+               core::map<v3s16, bool> & from_nodes, INodeDefManager *nodemgr)
 {
        const v3s16 dirs[6] = {
                v3s16(0,0,1), // back
@@ -614,7 +634,7 @@ void VoxelManipulator::spreadLight(enum LightBank bank,
 
                MapNode &n = m_data[i];
 
-               u8 oldlight = n.getLight(bank);
+               u8 oldlight = n.getLight(bank, nodemgr);
                u8 newlight = diminish_light(oldlight);
 
                // Loop through 6 neighbors
@@ -631,12 +651,14 @@ void VoxelManipulator::spreadLight(enum LightBank bank,
                                        continue;
 
                                MapNode &n2 = m_data[n2i];
+
+                               u8 light2 = n2.getLight(bank, nodemgr);
                                
                                /*
                                        If the neighbor is brighter than the current node,
                                        add to list (it will light up this node on its turn)
                                */
-                               if(n2.getLight(bank) > undiminish_light(oldlight))
+                               if(light2 > undiminish_light(oldlight))
                                {
                                        lighted_nodes.insert(n2pos, true);
                                }
@@ -644,11 +666,11 @@ void VoxelManipulator::spreadLight(enum LightBank bank,
                                        If the neighbor is dimmer than how much light this node
                                        would spread on it, add to list
                                */
-                               if(n2.getLight(bank) < newlight)
+                               if(light2 < newlight)
                                {
-                                       if(n2.light_propagates())
+                                       if(nodemgr->get(n2).light_propagates)
                                        {
-                                               n2.setLight(bank, newlight);
+                                               n2.setLight(bank, newlight, nodemgr);
                                                lighted_nodes.insert(n2pos, true);
                                        }
                                }
@@ -666,7 +688,7 @@ void VoxelManipulator::spreadLight(enum LightBank bank,
                        <<std::endl;*/
        
        if(lighted_nodes.size() > 0)
-               spreadLight(bank, lighted_nodes);
+               spreadLight(bank, lighted_nodes, nodemgr);
 }
 #endif