X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fmapnode.h;h=5e066604bfc00ddc02bd23b7cd4b9739effb399d;hb=2b200d481fd919752bdb786142e5eb41c3932537;hp=19dfb28025c199d5e0cb23aa46fff5d6dcb6ce13;hpb=520b470217331787b26ca7633f9de26308b14bbc;p=dragonfireclient.git diff --git a/src/mapnode.h b/src/mapnode.h index 19dfb2802..5e066604b 100644 --- a/src/mapnode.h +++ b/src/mapnode.h @@ -20,14 +20,10 @@ with this program; if not, write to the Free Software Foundation, Inc., #ifndef MAPNODE_HEADER #define MAPNODE_HEADER -#include -#include "common_irrlicht.h" +#include "irrlichttypes.h" #include "light.h" -#include "utility.h" -#include "exceptions.h" -#include "serialization.h" -#include "tile.h" -#include "materials.h" + +class INodeDefManager; /* Naming scheme: @@ -36,26 +32,12 @@ with this program; if not, write to the Free Software Foundation, Inc., - 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 + 0x000...0x07f: param2 is fully usable + 0x800...0xfff: param2 lower 4 bits are free */ typedef u16 content_t; #define MAX_CONTENT 0xfff -/* - 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(); - /* Ignored node. @@ -65,7 +47,6 @@ void init_mapnode(); Doesn't create faces with anything and is considered being out-of-map in the game map. */ -//#define CONTENT_IGNORE 255 #define CONTENT_IGNORE 127 #define CONTENT_IGNORE_DEFAULT_PARAM 0 @@ -73,355 +54,8 @@ void init_mapnode(); The common material through which the player can walk and which is transparent to light */ -//#define CONTENT_AIR 254 #define CONTENT_AIR 126 -/* - Content feature list -*/ - -enum ContentParamType -{ - CPT_NONE, - CPT_LIGHT, - CPT_MINERAL, - // Direction for chests and furnaces and such - CPT_FACEDIR_SIMPLE -}; - -enum LiquidType -{ - LIQUID_NONE, - LIQUID_FLOWING, - LIQUID_SOURCE -}; - -struct MapNode; -class NodeMetadata; - -struct ContentFeatures -{ - // Type of MapNode::param1 - ContentParamType param_type; - - /* - 0: up - 1: down - 2: right - 3: left - 4: back - 5: front - */ - 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; - 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; - // Player can point to these - 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 - 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 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; - // Viscosity for fluid flow, ranging from 1 to 7, with - // 1 giving almost instantaneous propagation and 7 being - // the slowest possible - u8 liquid_viscosity; - // 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; - - // 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() - { - param_type = CPT_NONE; - inventory_texture = NULL; - 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; - air_equivalent = false; - dug_item = ""; - initial_metadata = NULL; - liquid_alternative_flowing = CONTENT_IGNORE; - liquid_alternative_source = CONTENT_IGNORE; - liquid_viscosity = 0; - vertex_alpha = 255; - post_effect_color = video::SColor(0, 0, 0, 0); - special_material = NULL; - special_atlas = NULL; - light_source = 0; - digging_properties.clear(); - damage_per_second = 0; - } - - ContentFeatures() - { - reset(); - } - - ~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); - } - // Force inventory texture too - setInventoryTexture(name); - } - - 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(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(content_t m) -{ - 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_content(content_t m) -{ - 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 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(content_t m) -{ - return content_features(m).walkable; -} -// NOTE: Don't use, use "content_features(m).whatever" instead -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(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(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 content_t make_liquid_flowing(content_t 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(content_t m) -{ - return content_features(m).pointable; -} -// NOTE: Don't use, use "content_features(m).whatever" instead -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(content_t m) -{ - return content_features(m).buildable_to; -} - -/* - Nodes make a face if contents differ and solidness differs. - Return value: - 0: No face - 1: Face uses m1's content - 2: Face uses m2's content -*/ -inline u8 face_contents(content_t m1, content_t m2) -{ - if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE) - return 0; - - 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(content_solidness(m1) > content_solidness(m2)) - return 1; - else - return 2; -} - -/* - Packs directions like (1,0,0), (1,-1,0) -*/ -inline u8 packDir(v3s16 dir) -{ - 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 - - 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); - enum LightBank { LIGHTBANK_DAY, @@ -450,11 +84,7 @@ struct MapNode 0x00-0x7f: Short content type 0x80-0xff: Long content type (param2>>4 makes up low bytes) */ - union - { - u8 param0; - //u8 d; - }; + u8 param0; /* Misc parameter. Initialized to 0. @@ -462,25 +92,16 @@ struct MapNode 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; - }; + u8 param1; /* 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 param2; MapNode(const MapNode & n) { @@ -489,12 +110,17 @@ struct MapNode MapNode(content_t content=CONTENT_AIR, u8 a_param1=0, u8 a_param2=0) { - //param0 = a_param0; param1 = a_param1; param2 = a_param2; - // Set after other params because this needs to override part of param2 + // Set content (param0 and (param2&0xf0)) after other params + // because this needs to override part of param2 setContent(content); } + + // Create directly from a nodename + // If name is unknown, sets CONTENT_IGNORE + MapNode(INodeDefManager *ndef, const std::string &name, + u8 a_param1=0, u8 a_param2=0); bool operator==(const MapNode &other) { @@ -504,7 +130,7 @@ struct MapNode } // To be used everywhere - content_t getContent() + content_t getContent() const { if(param0 < 0x80) return param0; @@ -526,122 +152,49 @@ struct MapNode param2 |= (c&0x0f)<<4; } } - - /* - These four are DEPRECATED I guess. -c55 - */ - bool light_propagates() - { - return light_propagates_content(getContent()); - } - bool sunlight_propagates() + u8 getParam1() const { - return sunlight_propagates_content(getContent()); + return param1; } - u8 solidness() + void setParam1(u8 p) { - return content_solidness(getContent()); + param1 = p; } - u8 light_source() - { - return content_features(*this).light_source; - } - - u8 getLightBanksWithSource() + u8 getParam2() const { - // Select the brightest of [light source, propagated light] - u8 lightday = 0; - u8 lightnight = 0; - if(content_features(*this).param_type == CPT_LIGHT) - { - lightday = param1 & 0x0f; - lightnight = (param1>>4)&0x0f; - } - if(light_source() > lightday) - lightday = light_source(); - if(light_source() > lightnight) - lightnight = light_source(); - return (lightday&0x0f) | ((lightnight<<4)&0xf0); + if(param0 < 0x80) + return param2; + else + return param2 & 0x0f; } - - u8 getLight(enum LightBank bank) + void setParam2(u8 p) { - // Select the brightest of [light source, propagated light] - u8 light = 0; - if(content_features(*this).param_type == CPT_LIGHT) - { - if(bank == LIGHTBANK_DAY) - light = param1 & 0x0f; - else if(bank == LIGHTBANK_NIGHT) - light = (param1>>4)&0x0f; - else - assert(0); + if(param0 < 0x80) + param2 = p; + else{ + param2 &= 0xf0; + param2 |= (p&0x0f); } - if(light_source() > light) - light = light_source(); - return light; } + void setLight(enum LightBank bank, u8 a_light, INodeDefManager *nodemgr); + u8 getLight(enum LightBank bank, INodeDefManager *nodemgr) const; + bool getLightBanks(u8 &lightday, u8 &lightnight, INodeDefManager *nodemgr) const; + // 0 <= daylight_factor <= 1000 // 0 <= return value <= LIGHT_SUN - u8 getLightBlend(u32 daylight_factor) + u8 getLightBlend(u32 daylight_factor, INodeDefManager *nodemgr) const { - 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; - } - /*// 0 <= daylight_factor <= 1000 - // 0 <= return value <= 255 - u8 getLightBlend(u32 daylight_factor) - { - 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 node doesn't contain light data, ignore this - if(content_features(*this).param_type != CPT_LIGHT) - return; - if(bank == LIGHTBANK_DAY) - { - param1 &= 0xf0; - param1 |= a_light & 0x0f; - } - else if(bank == LIGHTBANK_NIGHT) - { - param1 &= 0x0f; - param1 |= (a_light & 0x0f)<<4; - } - else - assert(0); + u8 lightday = 0; + u8 lightnight = 0; + getLightBanks(lightday, lightnight, nodemgr); + return blend_light(daylight_factor, lightday, lightnight); } - - // 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(); - + + u8 getFaceDir(INodeDefManager *nodemgr) const; + u8 getWallMounted(INodeDefManager *nodemgr) const; + v3s16 getWallMountedDir(INodeDefManager *nodemgr) const; + /* Serialization functions */ @@ -650,8 +203,44 @@ struct MapNode void serialize(u8 *dest, u8 version); void deSerialize(u8 *source, u8 version); + // Serializes or deserializes a list of nodes in bulk format (first the + // content of all nodes, then the param1 of all nodes, then the param2 + // of all nodes). + // version = serialization version. Must be >= 22 + // content_width = the number of bytes of content per node + // params_width = the number of bytes of params per node + // compressed = true to zlib-compress output + static void serializeBulk(std::ostream &os, int version, + const MapNode *nodes, u32 nodecount, + u8 content_width, u8 params_width, bool compressed); + static void deSerializeBulk(std::istream &is, int version, + MapNode *nodes, u32 nodecount, + u8 content_width, u8 params_width, bool compressed); + +private: + // Deprecated serialization methods + void serialize_pre22(u8 *dest, u8 version); + void deSerialize_pre22(u8 *source, u8 version); }; + +/* + MapNode helpers for mesh making stuff +*/ + +#ifndef SERVER + +/* + Nodes make a face if contents differ and solidness differs. + Return value: + 0: No face + 1: Face uses m1's content + 2: Face uses m2's content + equivalent: Whether the blocks share the same face (eg. water and glass) +*/ +u8 face_contents(content_t m1, content_t m2, bool *equivalent, + INodeDefManager *nodemgr); + /* Gets lighting value at face of node @@ -662,14 +251,17 @@ struct MapNode parameters: daynight_ratio: 0...1000 - n: getNodeParent(p) - n2: getNodeParent(p + face_dir) + n: getNode(p) (uses only the lighting value) + n2: getNode(p + face_dir) (uses only the lighting value) 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); + v3s16 face_dir, INodeDefManager *nodemgr); + +#endif + #endif