/*
Naming scheme:
- Material = irrlicht's Material class
- - Content = (u8) content of a node
+ - Content = (content_t) content of a node
- Tile = TileSpec at some side of a node of some content type
-*/
-/*
- Ranges:
+ 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.
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;
/*
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
NodeMetadata *initial_metadata;
// If the content is liquid, this is the flowing version of the liquid.
- // If content is flowing liquid, this is the same content.
- u8 liquid_alternative_flowing;
+ // 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.
- u8 liquid_alternative_source;
+ content_t liquid_alternative_source;
// Amount of light the node emits
u8 light_source;
void reset()
{
- //translate_to = NULL;
param_type = CPT_NONE;
inventory_texture = NULL;
is_ground_content = false;
walkable = true;
pointable = true;
diggable = true;
+ climbable = false;
buildable_to = false;
liquid_type = LIQUID_NONE;
wall_mounted = false;
/*
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.
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;
}
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;
}
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;
}
// 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;
}
// 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;
}
// 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;
}
// 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;
}
// CONTENT_WATER || CONTENT_WATERSOURCE -> CONTENT_WATER
// CONTENT_LAVA || CONTENT_LAVASOURCE -> CONTENT_LAVA
// NOTE: Don't use, use "content_features(m).whatever" instead
-inline u8 make_liquid_flowing(u8 m)
+inline content_t make_liquid_flowing(content_t m)
{
u8 c = content_features(m).liquid_alternative_flowing;
assert(c != CONTENT_IGNORE);
}
// 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;
}
// 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;
}
// 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;
}
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;
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);
union
{
u8 param0;
- u8 d;
+ //u8 d;
};
/*
union
{
u8 param1;
- s8 param;
+ //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)
*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);
}
bool operator==(const MapNode &other)
{
- return (d == other.d
- && param == other.param
+ return (param0 == other.param0
+ && param1 == other.param1
&& param2 == other.param2);
}
// To be used everywhere
content_t getContent()
{
- return d;
+ if(param0 < 0x80)
+ return param0;
+ else
+ return (param0<<4) + (param2>>4);
}
void setContent(content_t c)
{
- d = c;
+ if(c < 0x80)
+ {
+ if(param0 >= 0x80)
+ param2 &= ~(0xf0);
+ param0 = c;
+ }
+ else
+ {
+ param0 = c>>4;
+ param2 &= ~(0xf0);
+ param2 |= (c&0x0f)<<4;
+ }
}
/*
*/
bool light_propagates()
{
- return light_propagates_content(d);
+ 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()
{
- return content_features(d).light_source;
+ return content_features(*this).light_source;
}
u8 getLightBanksWithSource()
// 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();
{
// 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);
}
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);