X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fmapnode.h;h=afd3a96be38c9da87eb5c3102534bb39ddacdb49;hb=refs%2Fheads%2Fmaster;hp=3cca985bc40e80133607764600301dd28c477172;hpb=4ef9c7675ada82961d83601712a47ebad78b67b5;p=dragonfireclient.git diff --git a/src/mapnode.h b/src/mapnode.h index 3cca985bc..afd3a96be 100644 --- a/src/mapnode.h +++ b/src/mapnode.h @@ -1,410 +1,114 @@ /* -Minetest-c55 -Copyright (C) 2010-2011 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 "materials.h" +#include "util/pointer.h" +#include +#include + +class NodeDefManager; +class Map; /* 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. - 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. + 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. */ -void init_mapnode(); +#define MAX_REGISTERED_CONTENT 0x7fffU /* - Ignored node. + A solid walkable node with the texture unknown_node.png. - 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. + 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 127 -#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 /* - Content feature list -*/ - -enum ContentParamType -{ - CPT_NONE, - CPT_LIGHT, - CPT_MINERAL, - // Direction for chests and furnaces and such - CPT_FACEDIR_SIMPLE -}; + Ignored node. -enum LiquidType -{ - LIQUID_NONE, - LIQUID_FLOWING, - LIQUID_SOURCE -}; + 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. -class MapNode; -class NodeMetadata; + Doesn't create faces with anything and is considered being + out-of-map in the game map. +*/ +#define CONTENT_IGNORE 127 -struct ContentFeatures +enum LightBank { - // 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 - // 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 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; - - // 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 - - void reset() - { - 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; - air_equivalent = false; - dug_item = ""; - initial_metadata = NULL; - liquid_alternative_flowing = CONTENT_IGNORE; - light_source = 0; - digging_properties.clear(); - } - - 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); + LIGHTBANK_DAY, + LIGHTBANK_NIGHT }; /* - Call this to access the ContentFeature list + Simple rotation enum. */ -ContentFeatures & content_features(content_t i); -ContentFeatures & content_features(MapNode &n); +enum Rotation { + ROTATE_0, + ROTATE_90, + ROTATE_180, + ROTATE_270, + ROTATE_RAND, +}; /* - Here is a bunch of DEPRECATED functions. -*/ + Masks for MapNode.param2 of flowing liquids + */ +#define LIQUID_LEVEL_MASK 0x07 +#define LIQUID_FLOW_DOWN_MASK 0x08 -/* - 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; -} +//#define LIQUID_LEVEL_MASK 0x3f // better finite water +//#define LIQUID_FLOW_DOWN_MASK 0x40 // not used when finite water -/* - 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; -} +/* maximum amount of liquid in a block */ +#define LIQUID_LEVEL_MAX LIQUID_LEVEL_MASK +#define LIQUID_LEVEL_SOURCE (LIQUID_LEVEL_MAX+1) -/* - 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; -} +#define LIQUID_INFINITY_MASK 0x80 //0b10000000 -/* - 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 -*/ -v3s16 facedir_rotate(u8 facedir, v3s16 dir); +// mask for leveled nodebox param2 +#define LEVELED_MASK 0x7F +#define LEVELED_MAX LEVELED_MASK -enum LightBank -{ - LIGHTBANK_DAY, - LIGHTBANK_NIGHT -}; -/* - Masks for MapNode.param2 of flowing liquids - */ -#define LIQUID_LEVEL_MASK 0x07 -#define LIQUID_FLOW_DOWN_MASK 0x08 +struct ContentFeatures; /* This is the stuff what the whole world consists of. @@ -415,14 +119,8 @@ struct MapNode { /* Main content - 0x00-0x7f: Short content type - 0x80-0xff: Long content type (param2>>4 makes up low bytes) */ - union - { - u8 param0; - //u8 d; - }; + u16 param0; /* Misc parameter. Initialized to 0. @@ -430,214 +128,180 @@ 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) - { - *this = n; - } - - 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 - setContent(content); - } + 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 (param0 == other.param0 && param1 == other.param1 && param2 == other.param2); } - + // To be used everywhere - content_t getContent() + content_t getContent() const noexcept { - if(param0 < 0x80) - return param0; - else - return (param0<<4) + (param2>>4); + return param0; } - void setContent(content_t c) + void setContent(content_t c) noexcept { - if(c < 0x80) - { - if(param0 >= 0x80) - param2 &= ~(0xf0); - param0 = c; - } - else - { - param0 = c>>4; - param2 &= ~(0xf0); - param2 |= (c&0x0f)<<4; - } + param0 = c; } - - /* - These four are DEPRECATED I guess. -c55 - */ - bool light_propagates() + u8 getParam1() const noexcept { - return light_propagates_content(getContent()); + return param1; } - bool sunlight_propagates() + void setParam1(u8 p) noexcept { - return sunlight_propagates_content(getContent()); + param1 = p; } - u8 solidness() + u8 getParam2() const noexcept { - return content_solidness(getContent()); + return param2; } - u8 light_source() + void setParam2(u8 p) noexcept { - return content_features(*this).light_source; + param2 = p; } - u8 getLightBanksWithSource() - { - // 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); - } + /*! + * 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; - u8 getLight(enum LightBank bank) - { - // 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(light_source() > light) - light = light_source(); - return light; - } - // 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 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) + u8 getLightBlend(u32 daylight_factor, const NodeDefManager *nodemgr) const { - // 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 + + u8 getFaceDir(const NodeDefManager *nodemgr, bool allow_wallmounted = false) const; + u8 getWallMounted(const NodeDefManager *nodemgr) const; + v3s16 getWallMountedDir(const NodeDefManager *nodemgr) const; + + /// @returns Rotation in range 0–239 (in 1.5° steps) + u8 getDegRotate(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; + + /* + Gets list of node boxes (used for rendering (NDT_NODEBOX)) + */ + void getNodeBoxes(const NodeDefManager *nodemgr, std::vector *boxes, + u8 neighbors = 0) const; + /* - 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. + Gets list of selection boxes */ - TileSpec getTile(v3s16 dir); - + void getSelectionBoxes(const NodeDefManager *nodemg, + std::vector *boxes, u8 neighbors = 0) const; + /* - Gets mineral content of node, if there is any. - MINERAL_NONE if doesn't contain or isn't able to contain mineral. + Gets list of collision boxes */ - u8 getMineral(); - + void getCollisionBoxes(const NodeDefManager *nodemgr, + std::vector *boxes, u8 neighbors = 0) const; + + /* + Liquid/leveled helpers + */ + u8 getMaxLevel(const NodeDefManager *nodemgr) const; + u8 getLevel(const NodeDefManager *nodemgr) const; + s8 setLevel(const NodeDefManager *nodemgr, s16 level = 1); + s8 addLevel(const NodeDefManager *nodemgr, s16 add = 1); + /* Serialization functions */ static u32 serializedLength(u8 version); - void serialize(u8 *dest, u8 version); + void serialize(u8 *dest, u8 version) const; void deSerialize(u8 *source, u8 version); - -}; - -/* - Gets lighting value at face of node - - Parameters must consist of air and !air. - Order doesn't matter. - - If either of the nodes doesn't exist, light is 0. - - parameters: - daynight_ratio: 0...1000 - n: getNodeParent(p) - n2: getNodeParent(p + face_dir) - 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); - -#endif + // 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 SharedBuffer serializeBulk(int version, + const MapNode *nodes, u32 nodecount, + u8 content_width, u8 params_width); + static void deSerializeBulk(std::istream &is, int version, + MapNode *nodes, u32 nodecount, + u8 content_width, u8 params_width); + +private: + // Deprecated serialization methods + void deSerialize_pre22(const u8 *source, u8 version); +};