X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fmapnode.h;h=389fa1c9c7f73da1587d2e6aa34709c9d4ace4af;hb=163c38e175f7604ae5d1e3de20674f0da5e21b9c;hp=e8cc0ab513fcdb0d47699f76b6b582e6eb558b2d;hpb=ba1460a5822d38dc6617717fa5fec9b033bb0a29;p=dragonfireclient.git diff --git a/src/mapnode.h b/src/mapnode.h index e8cc0ab51..389fa1c9c 100644 --- a/src/mapnode.h +++ b/src/mapnode.h @@ -27,6 +27,20 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "exceptions.h" #include "serialization.h" #include "tile.h" +#include "materials.h" + +/* + Naming scheme: + - Material = irrlicht's Material class + - Content = (content_t) content of a node + - Tile = TileSpec at some side of a node of some content type + + 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. @@ -42,13 +56,6 @@ with this program; if not, write to the Free Software Foundation, Inc., */ 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 - /* Ignored node. @@ -58,53 +65,16 @@ void init_content_inventory_texture_paths(); Doesn't create faces with anything and is considered being out-of-map in the game map. */ -#define CONTENT_IGNORE 255 +//#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 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 -#define CONTENT_SIGN_WALL 14 -#define CONTENT_CHEST 15 -#define CONTENT_FURNACE 16 -//#define CONTENT_WORKBENCH 17 -#define CONTENT_COBBLE 18 -#define CONTENT_STEEL 19 -#define CONTENT_GLASS 20 -#define CONTENT_FENCE 21 -#define CONTENT_SANDSTONE 22 -#define CONTENT_CACTUS 23 -#define CONTENT_BRICK 24 -#define CONTENT_CLAY 25 +//#define CONTENT_AIR 254 +#define CONTENT_AIR 126 /* Content feature list @@ -126,15 +96,12 @@ 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 + // Type of MapNode::param1 ContentParamType param_type; /* @@ -148,7 +115,8 @@ struct ContentFeatures TileSpec tiles[6]; video::ITexture *inventory_texture; - + + // True for all ground-like things like stone and mud, false for eg. trees bool is_ground_content; bool light_propagates; bool sunlight_propagates; @@ -160,6 +128,8 @@ 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 @@ -177,12 +147,23 @@ struct ContentFeatures // 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 liquid, this is the same content. + content_t liquid_alternative_flowing; + // If the content is liquid, this is the source version of the liquid. + content_t 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 - //TODO: Move more properties here - - ContentFeatures() + void reset() { - translate_to = NULL; param_type = CPT_NONE; inventory_texture = NULL; is_ground_content = false; @@ -192,12 +173,21 @@ struct ContentFeatures walkable = true; pointable = true; diggable = true; + climbable = false; 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(); + } + + ContentFeatures() + { + reset(); } ~ContentFeatures(); @@ -214,6 +204,8 @@ struct ContentFeatures { setTexture(i, name, alpha); } + // Force inventory texture too + setInventoryTexture(name); } void setTile(u16 i, const TileSpec &tile) @@ -237,30 +229,31 @@ struct ContentFeatures /* 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. +*/ /* 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) +inline bool light_propagates_content(content_t m) { 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) +inline bool sunlight_propagates_content(content_t m) { return content_features(m).sunlight_propagates; - //return (m == CONTENT_AIR || m == CONTENT_TORCH); } - /* On a node-node surface, the material of the node with higher solidness is used for drawing. @@ -269,86 +262,57 @@ 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; - /*// 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;*/ } - // 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; - //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) +inline bool content_liquid(content_t m) { 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) +inline bool content_flowing_liquid(content_t m) { 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) +inline bool content_liquid_source(content_t m) { return content_features(m).liquid_type == LIQUID_SOURCE; - //return (m == CONTENT_WATERSOURCE); } - // CONTENT_WATER || CONTENT_WATERSOURCE -> CONTENT_WATER // CONTENT_LAVA || CONTENT_LAVASOURCE -> CONTENT_LAVA -inline u8 make_liquid_flowing(u8 m) +// NOTE: Don't use, use "content_features(m).whatever" instead +inline content_t make_liquid_flowing(content_t m) { - if(m == CONTENT_WATER || m == CONTENT_WATERSOURCE) - return CONTENT_WATER; - assert(0); + 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) +inline bool content_pointable(content_t 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) +inline bool content_diggable(content_t 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) +inline bool content_buildable_to(content_t m) { 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) -{ - return content_features(m).is_ground_content; -}*/ - /* Nodes make a face if contents differ and solidness differs. Return value: @@ -356,7 +320,7 @@ 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; @@ -430,6 +394,9 @@ 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); @@ -439,36 +406,54 @@ enum LightBank 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 { - // Content - 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. + - 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 { - s8 param; u8 param1; + //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) @@ -476,52 +461,64 @@ 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); } - /*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 - && param == other.param + return (param0 == other.param0 + && param1 == other.param1 && param2 == other.param2); } - - bool light_propagates() + + // To be used everywhere + content_t getContent() + { + if(param0 < 0x80) + return param0; + else + return (param0<<4) + (param2>>4); + } + void setContent(content_t c) { - return light_propagates_content(d); + if(c < 0x80) + { + if(param0 >= 0x80) + param2 &= ~(0xf0); + param0 = c; + } + else + { + param0 = c>>4; + param2 &= ~(0xf0); + param2 |= (c&0x0f)<<4; + } } + /* + These four are DEPRECATED I guess. -c55 + */ + bool light_propagates() + { + 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() { - /* - Note that a block that isn't light_propagates() can be a light source. - */ - if(d == CONTENT_TORCH) - return LIGHT_MAX; - - return 0; + return content_features(*this).light_source; } u8 getLightBanksWithSource() @@ -529,10 +526,10 @@ 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(); @@ -541,21 +538,16 @@ struct MapNode return (lightday&0x0f) | ((lightnight<<4)&0xf0); } - void setLightBanks(u8 a_light) - { - param = a_light; - } - u8 getLight(enum LightBank bank) { // 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); } @@ -593,109 +585,65 @@ 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 + /* + 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(); - + /* - These serialization functions are used when informing client - of a single node add + Serialization functions */ - static u32 serializedLength(u8 version) - { - if(!ser_ver_supported(version)) - throw VersionMismatchException("ERROR: MapNode format not supported"); - - if(version == 0) - return 1; - else if(version <= 9) - return 2; - else - return 3; - } - void serialize(u8 *dest, u8 version) - { - if(!ser_ver_supported(version)) - throw VersionMismatchException("ERROR: MapNode format not supported"); - - if(version == 0) - { - dest[0] = d; - } - else if(version <= 9) - { - dest[0] = d; - dest[1] = param; - } - else - { - dest[0] = d; - dest[1] = param; - dest[2] = param2; - } - } - void deSerialize(u8 *source, u8 version) - { - if(!ser_ver_supported(version)) - throw VersionMismatchException("ERROR: MapNode format not supported"); - - if(version == 0) - { - d = source[0]; - } - else if(version == 1) - { - d = source[0]; - // This version doesn't support saved lighting - if(light_propagates() || light_source() > 0) - param = 0; - else - param = source[1]; - } - else if(version <= 9) - { - d = source[0]; - param = source[1]; - } - else - { - d = source[0]; - 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<