Optimize headers
[oweals/minetest.git] / src / mapnode.h
index 57382aa2b9fe6bbd218dfbd5670791b8b7f053b8..32e46b63f26be0a9ef19603ffe29946f84575c75 100644 (file)
@@ -3,16 +3,16 @@ Minetest-c55
 Copyright (C) 2010-2011 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.
 */
@@ -20,34 +20,24 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #ifndef MAPNODE_HEADER
 #define MAPNODE_HEADER
 
-#include <iostream>
-#include "common_irrlicht.h"
+#include "irrlichttypes.h"
+#include "irr_v3d.h"
 #include "light.h"
-#include "utility.h"
-#include "exceptions.h"
-#include "serialization.h"
-#include "tile.h"
 
-/*
-       Initializes all kind of stuff in here.
-       Many things depend on this.
-
-       This accesses g_texturesource; if it is non-NULL, textures are set.
+class INodeDefManager;
 
-       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.
+/*
+       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
 
-       Server only calls this once with g_texturesource=NULL.
+       Content ranges:
+         0x000...0x07f: param2 is fully usable
+         0x800...0xfff: param2 lower 4 bits are free
 */
-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
+typedef u16 content_t;
+#define MAX_CONTENT 0xfff
 
 /*
        Ignored node.
@@ -58,376 +48,14 @@ 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 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
-
-/*
-       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
-};
-
-class MapNode;
-class NodeMetadata;
-
-struct ContentFeatures
-{
-       // If non-NULL, content is translated to this when deserialized
-       MapNode *translate_to;
-
-       // Type of MapNode::param
-       ContentParamType param_type;
-
-       /*
-               0: up
-               1: down
-               2: right
-               3: left
-               4: back
-               5: front
-       */
-       TileSpec tiles[6];
-       
-       video::ITexture *inventory_texture;
-
-       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;
-
-       //TODO: Move more properties here
-
-       ContentFeatures()
-       {
-               translate_to = NULL;
-               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;
-       }
-
-       ~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);
-               }
-       }
-
-       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(u8 i);
-
-/*
-       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)
-{
-       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)
-{
-       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.
-       0: Invisible
-       1: Transparent
-       2: Opaque
-       NOTE: Don't use, use "content_features(m).whatever" instead
-*/
-inline u8 content_solidness(u8 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)
-{
-       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)
-{
-       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)
-{
-       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)
-{
-       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)
-{
-       if(m == CONTENT_WATER || m == CONTENT_WATERSOURCE)
-               return CONTENT_WATER;
-       assert(0);
-}
-
-// 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)
-{
-       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)
-{
-       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)
-{
-       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:
-               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);
-       
-       // 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
-*/
-v3s16 facedir_rotate(u8 facedir, v3s16 dir);
+#define CONTENT_AIR 126
 
 enum LightBank
 {
@@ -435,263 +63,166 @@ enum LightBank
        LIGHTBANK_NIGHT
 };
 
+/*
+       Masks for MapNode.param2 of flowing liquids
+ */
+#define LIQUID_LEVEL_MASK 0x07
+#define LIQUID_FLOW_DOWN_MASK 0x08
+
+/* maximum amount of liquid in a block */
+#define LIQUID_LEVEL_MAX LIQUID_LEVEL_MASK
+#define LIQUID_LEVEL_SOURCE (LIQUID_LEVEL_MAX+1)
+
 /*
        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)
+       */
+       u8 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.
+                 - Contains 2 values, day- and night lighting. Each takes 4 bits.
+               - Uhh... well, most blocks have light or nothing in here.
        */
-       union
-       {
-               s8 param;
-               u8 param1;
-       };
+       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(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;
+               param1 = a_param1;
                param2 = a_param2;
+               // Set content (param0 and (param2&0xf0)) 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;
-       }*/
+       
+       // 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)
        {
-               return (d == other.d
-                               && param == other.param
+               return (param0 == other.param0
+                               && param1 == other.param1
                                && param2 == other.param2);
        }
-
-       bool light_propagates()
-       {
-               return light_propagates_content(d);
-       }
        
-       bool sunlight_propagates()
+       // To be used everywhere
+       content_t getContent() const
        {
-               return sunlight_propagates_content(d);
+               if(param0 < 0x80)
+                       return param0;
+               else
+                       return (param0<<4) + (param2>>4);
        }
-       
-       u8 solidness()
+       void setContent(content_t c)
        {
-               return content_solidness(d);
+               if(c < 0x80)
+               {
+                       if(param0 >= 0x80)
+                               param2 &= ~(0xf0);
+                       param0 = c;
+               }
+               else
+               {
+                       param0 = c>>4;
+                       param2 &= ~(0xf0);
+                       param2 |= (c&0x0f)<<4;
+               }
        }
-
-       u8 light_source()
+       u8 getParam1() const
        {
-               /*
-                       Note that a block that isn't light_propagates() can be a light source.
-               */
-               if(d == CONTENT_TORCH)
-                       return LIGHT_MAX;
-               
-               return 0;
+               return param1;
        }
-
-       u8 getLightBanksWithSource()
+       void setParam1(u8 p)
        {
-               // Select the brightest of [light source, propagated light]
-               u8 lightday = 0;
-               u8 lightnight = 0;
-               if(content_features(d).param_type == CPT_LIGHT)
-               {
-                       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);
+               param1 = p;
        }
-
-       void setLightBanks(u8 a_light)
+       u8 getParam2() const
        {
-               param = a_light;
+               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(d).param_type == CPT_LIGHT)
-               {
-                       if(bank == LIGHTBANK_DAY)
-                               light = param & 0x0f;
-                       else if(bank == LIGHTBANK_NIGHT)
-                               light = (param>>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 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, INodeDefManager *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 node doesn't contain light data, ignore this
-               if(content_features(d).param_type != CPT_LIGHT)
-                       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);
        }
-       
-       // In mapnode.cpp
-       TileSpec getTile(v3s16 dir);
 
-       u8 getMineral();
+       u8 getFaceDir(INodeDefManager *nodemgr) const;
+       u8 getWallMounted(INodeDefManager *nodemgr) const;
+       v3s16 getWallMountedDir(INodeDefManager *nodemgr) const;
 
        /*
-               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<<" to "
-                                       <<translate_to->d<<std::endl;
-                       *this = *translate_to;
-               }
-       }
+       static u32 serializedLength(u8 version);
+       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);
 };
 
-
-
 #endif