Cleanup (some stuff went wrong when reverting 4-byte mapnodes); fix legacy_wallmounted
[oweals/minetest.git] / src / mapnode.h
index 4c2b9285336d5d40cd887afaab35ebf1d68dc6f4..5e066604bfc00ddc02bd23b7cd4b9739effb399d 100644 (file)
@@ -20,14 +20,10 @@ 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 "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
 
@@ -73,350 +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
-       // 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;
-       // 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;
-               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;
-               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,
@@ -445,11 +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.
@@ -457,25 +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)
        {
@@ -484,12 +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)
        {
@@ -499,7 +130,7 @@ struct MapNode
        }
        
        // To be used everywhere
-       content_t getContent()
+       content_t getContent() const
        {
                if(param0 < 0x80)
                        return param0;
@@ -521,122 +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
        */
@@ -645,8 +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
        
@@ -657,14 +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