X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fmapnode.h;h=7a3d30ddc36d21e7ac0a13df5728f2d79c7fa52f;hb=c8583f9a5ed95d0fe4e7f86803fc888976345146;hp=20634bf7673a3ab605d81002b4de212af5145d0a;hpb=3de176cc587c4e0601c3c3f5a049e30db6bd2c17;p=dragonfireclient.git diff --git a/src/mapnode.h b/src/mapnode.h index 20634bf76..7a3d30ddc 100644 --- a/src/mapnode.h +++ b/src/mapnode.h @@ -1,548 +1,303 @@ /* -Minetest-c55 -Copyright (C) 2010 celeron55, Perttu Ahola +Minetest +Copyright (C) 2010-2013 celeron55, Perttu Ahola 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. */ -#ifndef MAPNODE_HEADER -#define MAPNODE_HEADER +#pragma once -#include -#include "common_irrlicht.h" +#include "irrlichttypes_bloated.h" #include "light.h" -#include "utility.h" -#include "exceptions.h" -#include "serialization.h" -#include "tile.h" +#include +#include -// Size of node in rendering units -#define BS 10 +class NodeDefManager; +class Map; -#define MATERIALS_COUNT 256 +/* + 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 +*/ +typedef u16 content_t; /* - Ignored node. + The maximum node ID that can be registered by mods. This must + be significantly lower than the maximum content_t value, so that + there is enough room for dummy node IDs, which are created when + a MapBlock containing unknown node names is loaded from disk. +*/ +#define MAX_REGISTERED_CONTENT 0x7fffU - Anything that stores MapNodes doesn't have to preserve parameters - associated with this material. - - Doesn't create faces with anything and is considered being - out-of-map in the game map. +/* + A solid walkable node with the texture unknown_node.png. + + For example, used on the client to display unregistered node IDs + (instead of expanding the vector of node definitions each time + such a node is received). */ -#define CONTENT_IGNORE 255 -#define CONTENT_IGNORE_DEFAULT_PARAM 0 +#define CONTENT_UNKNOWN 125 /* The common material through which the player can walk and which is transparent to light */ -#define CONTENT_AIR 254 +#define CONTENT_AIR 126 /* - Suggested materials: - GRAVEL - - Dynamics of gravel: if there is a drop of more than two - blocks on any side, it will drop in there. Is this doable? - - New naming scheme: - - Material = irrlicht's Material class - - Content = (u8) content of a node - - Tile = (u16) Material ID at some side of a node -*/ - -enum Content -{ - CONTENT_STONE, - CONTENT_GRASS, - CONTENT_WATER, - CONTENT_TORCH, - CONTENT_TREE, - CONTENT_LEAVES, - CONTENT_GRASS_FOOTSTEPS, - CONTENT_MESE, - CONTENT_MUD, - CONTENT_OCEAN, - CONTENT_CLOUD, - CONTENT_COALSTONE, - - // This is set to the number of the actual values in this enum - USEFUL_CONTENT_COUNT -}; + Ignored node. -extern u16 g_content_tiles[USEFUL_CONTENT_COUNT][6]; -extern const char * g_content_inventory_textures[USEFUL_CONTENT_COUNT]; + Unloaded chunks are considered to consist of this. Several other + methods return this when an error occurs. Also, during + map generation this means the node has not been set yet. -/* - If true, the material allows light propagation and brightness is stored - in param. + Doesn't create faces with anything and is considered being + out-of-map in the game map. */ -inline bool light_propagates_content(u8 m) -{ - return (m == CONTENT_AIR || m == CONTENT_TORCH || m == CONTENT_WATER || m == CONTENT_OCEAN); -} +#define CONTENT_IGNORE 127 -/* - If true, the material allows lossless sunlight propagation. -*/ -inline bool sunlight_propagates_content(u8 m) +enum LightBank { - return (m == CONTENT_AIR || m == CONTENT_TORCH); -} + LIGHTBANK_DAY, + LIGHTBANK_NIGHT +}; /* - On a node-node surface, the material of the node with higher solidness - is used for drawing. - 0: Invisible - 1: Transparent - 2: Opaque + Simple rotation enum. */ -inline u8 content_solidness(u8 m) -{ - // As of now, every pseudo node like torches are added to this - if(m == CONTENT_AIR || m == CONTENT_TORCH) - return 0; - if(m == CONTENT_WATER || m == CONTENT_OCEAN) - return 1; - return 2; -} - -// Objects collide with walkable contents -inline bool content_walkable(u8 m) -{ - return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_OCEAN && m != CONTENT_TORCH); -} +enum Rotation { + ROTATE_0, + ROTATE_90, + ROTATE_180, + ROTATE_270, + ROTATE_RAND, +}; -// A liquid resists fast movement -inline bool content_liquid(u8 m) -{ - return (m == CONTENT_WATER || m == CONTENT_OCEAN); -} +/* + Masks for MapNode.param2 of flowing liquids + */ +#define LIQUID_LEVEL_MASK 0x07 +#define LIQUID_FLOW_DOWN_MASK 0x08 -// Pointable contents can be pointed to in the map -inline bool content_pointable(u8 m) -{ - return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_OCEAN); -} +//#define LIQUID_LEVEL_MASK 0x3f // better finite water +//#define LIQUID_FLOW_DOWN_MASK 0x40 // not used when finite water -inline bool content_diggable(u8 m) -{ - return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_OCEAN); -} +/* maximum amount of liquid in a block */ +#define LIQUID_LEVEL_MAX LIQUID_LEVEL_MASK +#define LIQUID_LEVEL_SOURCE (LIQUID_LEVEL_MAX+1) -inline bool content_buildable_to(u8 m) -{ - return (m == CONTENT_AIR || m == CONTENT_WATER || m == CONTENT_OCEAN); -} +#define LIQUID_INFINITY_MASK 0x80 //0b10000000 -/* - Returns true for contents that form the base ground that - follows the main heightmap -*/ -inline bool is_ground_content(u8 m) -{ - return( - m == CONTENT_STONE || - m == CONTENT_GRASS || - m == CONTENT_GRASS_FOOTSTEPS || - m == CONTENT_MESE || - m == CONTENT_MUD - ); -} - -/*inline bool content_has_faces(u8 c) -{ - return (m != CONTENT_IGNORE - && m != CONTENT_AIR - && m != CONTENT_TORCH); -}*/ +// mask for leveled nodebox param2 +#define LEVELED_MASK 0x7F +#define LEVELED_MAX LEVELED_MASK -/* - 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(u8 m1, u8 m2) -{ - if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE) - return 0; - - bool contents_differ = (m1 != m2); - 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; -} - -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); -} +struct ContentFeatures; /* - Packs directions like (1,0,0), (1,-1,0) + This is the stuff what the whole world consists of. */ -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; -} - -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 -}; struct MapNode { - // Content - u8 d; + /* + Main content + */ + u16 param0; /* 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. + - Uhh... well, most blocks have light or nothing in here. */ - s8 param; - - union - { - /* - Pressure for liquids - */ - u8 pressure; - - /* - Direction for torches and other stuff. - If possible, packed with packDir. - */ - u8 dir; - }; - - MapNode(const MapNode & n) - { - *this = n; - } - - MapNode(u8 data=CONTENT_AIR, u8 a_param=0, u8 a_pressure=0) - { - d = data; - param = a_param; - pressure = a_pressure; - } + u8 param1; + + /* + The second parameter. Initialized to 0. + E.g. direction for torches and flowing water. + */ + u8 param2; + + MapNode() = default; + + MapNode(content_t content, u8 a_param1=0, u8 a_param2=0) noexcept + : param0(content), + param1(a_param1), + param2(a_param2) + { } - bool operator==(const MapNode &other) + bool operator==(const MapNode &other) const noexcept { - return (d == other.d - && param == other.param - && pressure == other.pressure); + return (param0 == other.param0 + && param1 == other.param1 + && param2 == other.param2); } - bool light_propagates() + // To be used everywhere + content_t getContent() const noexcept { - return light_propagates_content(d); + return param0; } - - bool sunlight_propagates() + void setContent(content_t c) noexcept { - return sunlight_propagates_content(d); + param0 = c; } - - u8 solidness() + u8 getParam1() const noexcept { - return content_solidness(d); + return param1; } - - u8 light_source() + void setParam1(u8 p) noexcept { - /* - Note that a block that isn't light_propagates() can be a light source. - */ - if(d == CONTENT_TORCH) - return LIGHT_MAX; - - return 0; + param1 = p; } - - u8 getLightBanksWithSource() + u8 getParam2() const noexcept { - // Select the brightest of [light source, propagated light] - u8 lightday = 0; - u8 lightnight = 0; - if(light_propagates()) - { - lightday = param & 0x0f; - lightnight = (param>>4)&0x0f; - } - if(light_source() > lightday) - lightday = light_source(); - if(light_source() > lightnight) - lightnight = light_source(); - return (lightday&0x0f) | ((lightnight<<4)&0xf0); + return param2; } - - void setLightBanks(u8 a_light) + void setParam2(u8 p) noexcept { - param = a_light; + param2 = p; } - u8 getLight(enum LightBank bank) - { - // Select the brightest of [light source, propagated light] - u8 light = 0; - if(light_propagates()) - { - if(bank == LIGHTBANK_DAY) - light = param & 0x0f; - else if(bank == LIGHTBANK_NIGHT) - light = (param>>4)&0x0f; - else - assert(0); - } - if(light_source() > light) - light = light_source(); - return light; - } - + /*! + * Returns the color of the node. + * + * \param f content features of this node + * \param color output, contains the node's color. + */ + void getColor(const ContentFeatures &f, video::SColor *color) const; + + void setLight(LightBank bank, u8 a_light, const ContentFeatures &f) noexcept; + + void setLight(LightBank bank, u8 a_light, const NodeDefManager *nodemgr); + + /** + * Check if the light value for night differs from the light value for day. + * + * @return If the light values are equal, returns true; otherwise false + */ + bool isLightDayNightEq(const NodeDefManager *nodemgr) const; + + u8 getLight(LightBank bank, const NodeDefManager *nodemgr) const; + + /*! + * Returns the node's light level from param1. + * If the node emits light, it is ignored. + * \param f the ContentFeatures of this node. + */ + u8 getLightRaw(LightBank bank, const ContentFeatures &f) const noexcept; + + /** + * This function differs from getLight(LightBank bank, NodeDefManager *nodemgr) + * in that the ContentFeatures of the node in question are not retrieved by + * the function itself. Thus, if you have already called nodemgr->get() to + * get the ContentFeatures you pass it to this function instead of the + * function getting ContentFeatures itself. Since NodeDefManager::get() + * is relatively expensive this can lead to significant performance + * improvements in some situations. Call this function if (and only if) + * you have already retrieved the ContentFeatures by calling + * NodeDefManager::get() for the node you're working with and the + * pre-conditions listed are true. + * + * @pre f != NULL + * @pre f->param_type == CPT_LIGHT + */ + u8 getLightNoChecks(LightBank bank, const ContentFeatures *f) const noexcept; + + bool getLightBanks(u8 &lightday, u8 &lightnight, + const NodeDefManager *nodemgr) const; + // 0 <= daylight_factor <= 1000 // 0 <= return value <= LIGHT_SUN - u8 getLightBlend(u32 daylight_factor) - { - 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 getLightBlend(u32 daylight_factor, const NodeDefManager *nodemgr) const { - 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 not transparent, can't set light - if(light_propagates() == false) - return; - if(bank == LIGHTBANK_DAY) - { - param &= 0xf0; - param |= a_light & 0x0f; - } - else if(bank == LIGHTBANK_NIGHT) - { - param &= 0x0f; - param |= (a_light & 0x0f)<<4; - } - else - assert(0); + u8 lightday = 0; + u8 lightnight = 0; + getLightBanks(lightday, lightnight, nodemgr); + return blend_light(daylight_factor, lightday, lightnight); } - u16 getTile(v3s16 dir) - { - return content_tile(d, dir); - } + u8 getFaceDir(const NodeDefManager *nodemgr, bool allow_wallmounted = false) const; + u8 getWallMounted(const NodeDefManager *nodemgr) const; + v3s16 getWallMountedDir(const NodeDefManager *nodemgr) const; + + void rotateAlongYAxis(const NodeDefManager *nodemgr, Rotation rot); + + /*! + * Checks which neighbors does this node connect to. + * + * \param p coordinates of the node + */ + u8 getNeighbors(v3s16 p, Map *map) const; /* - These serialization functions are used when informing client - of a single node add + Gets list of node boxes (used for rendering (NDT_NODEBOX)) */ + void getNodeBoxes(const NodeDefManager *nodemgr, std::vector *boxes, + u8 neighbors = 0) const; - 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] = pressure; - } - } - 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]; - pressure = source[2]; - } - } -}; - -/* - Returns integer position of the node in given - floating point position. -*/ -inline v3s16 floatToInt(v3f p) -{ - v3s16 p2( - (p.X + (p.X>0 ? BS/2 : -BS/2))/BS, - (p.Y + (p.Y>0 ? BS/2 : -BS/2))/BS, - (p.Z + (p.Z>0 ? BS/2 : -BS/2))/BS); - return p2; -} - -inline v3f intToFloat(v3s16 p) -{ - v3f p2( - p.X * BS, - p.Y * BS, - p.Z * BS - ); - return p2; -} + /* + Gets list of selection boxes + */ + void getSelectionBoxes(const NodeDefManager *nodemg, + std::vector *boxes, u8 neighbors = 0) const; + /* + Gets list of collision boxes + */ + void getCollisionBoxes(const NodeDefManager *nodemgr, + std::vector *boxes, u8 neighbors = 0) const; + /* + Liquid helpers + */ + u8 getMaxLevel(const NodeDefManager *nodemgr) const; + u8 getLevel(const NodeDefManager *nodemgr) const; + u8 setLevel(const NodeDefManager *nodemgr, s8 level = 1); + u8 addLevel(const NodeDefManager *nodemgr, s8 add = 1); -#endif + /* + Serialization functions + */ + static u32 serializedLength(u8 version); + void serialize(u8 *dest, u8 version) const; + 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 deSerialize_pre22(const u8 *source, u8 version); +};