tuned lava/universal damage code
[oweals/minetest.git] / src / voxel.h
index 74c0a00e5dc5b0198ea9d1a7d09a89b4bc82eae3..51df18299af620401c58f09e6a466ef32c278e99 100644 (file)
@@ -25,8 +25,16 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "debug.h"
 #include "mapnode.h"
 
+// For VC++
+#undef min
+#undef max
+
 /*
-       A fast voxel manipulator class
+       A fast voxel manipulator class.
+
+       In normal operation, it fetches more map when it is requested.
+       It can also be used so that all allowed area is fetched at the
+       start, using ManualMapVoxelManipulator.
 
        Not thread-safe.
 */
@@ -148,6 +156,10 @@ public:
                        p.Z >= MinEdge.Z && p.Z <= MaxEdge.Z
                );
        }
+       bool contains(s32 i) const
+       {
+               return (i >= 0 && i < getVolume());
+       }
        bool operator==(const VoxelArea &other) const
        {
                return (MinEdge == other.MinEdge
@@ -258,7 +270,31 @@ public:
        {
                return index(p.X, p.Y, p.Z);
        }
+       
+       // Translate index in the X coordinate
+       void add_x(const v3s16 &extent, u32 &i, s16 a)
+       {
+               i += a;
+       }
+       // Translate index in the Y coordinate
+       void add_y(const v3s16 &extent, u32 &i, s16 a)
+       {
+               i += a * extent.X;
+       }
+       // Translate index in the Z coordinate
+       void add_z(const v3s16 &extent, u32 &i, s16 a)
+       {
+               i += a * extent.X*extent.Y;
+       }
+       // Translate index in space
+       void add_p(const v3s16 &extent, u32 &i, v3s16 a)
+       {
+               i += a.Z*extent.X*extent.Y + a.Y*extent.X + a.X;
+       }
 
+       /*
+               Print method for debugging
+       */
        void print(std::ostream &o) const
        {
                v3s16 e = getExtent();
@@ -282,16 +318,12 @@ public:
 // Checked as being inexistent in source
 #define VOXELFLAG_INEXISTENT (1<<1)
 // Algorithm-dependent
-// flowWater: "visited"
-#define VOXELFLAG_CHECKED (1<<2)
+#define VOXELFLAG_CHECKED1 (1<<2)
 // Algorithm-dependent
-// getWaterPressure: "visited"
 #define VOXELFLAG_CHECKED2 (1<<3)
 // Algorithm-dependent
-// spreadWaterPressure: "visited"
 #define VOXELFLAG_CHECKED3 (1<<4)
 // Algorithm-dependent
-// water: "pressure check route node"
 #define VOXELFLAG_CHECKED4 (1<<5)
 
 enum VoxelPrintMode
@@ -319,7 +351,11 @@ public:
                emerge(p);
                return !(m_flags[m_area.index(p)] & VOXELFLAG_INEXISTENT);
        }*/
-       // These are a bit slow and shouldn't be used internally
+
+       /*
+               These are a bit slow and shouldn't be used internally.
+               Use m_data[m_area.index(p)] instead.
+       */
        MapNode getNode(v3s16 p)
        {
                emerge(p);
@@ -337,6 +373,42 @@ public:
 
                return m_data[m_area.index(p)];
        }
+       MapNode getNodeNoEx(v3s16 p)
+       {
+               emerge(p);
+
+               if(m_flags[m_area.index(p)] & VOXELFLAG_INEXISTENT)
+               {
+                       return MapNode(CONTENT_IGNORE);
+               }
+
+               return m_data[m_area.index(p)];
+       }
+       MapNode getNodeNoExNoEmerge(v3s16 p)
+       {
+               if(m_area.contains(p) == false)
+                       return MapNode(CONTENT_IGNORE);
+               if(m_flags[m_area.index(p)] & VOXELFLAG_INEXISTENT)
+                       return MapNode(CONTENT_IGNORE);
+               return m_data[m_area.index(p)];
+       }
+       MapNode & getNodeRef(v3s16 p)
+       {
+               emerge(p);
+
+               if(m_flags[m_area.index(p)] & VOXELFLAG_INEXISTENT)
+               {
+                       dstream<<"EXCEPT: VoxelManipulator::getNode(): "
+                                       <<"p=("<<p.X<<","<<p.Y<<","<<p.Z<<")"
+                                       <<", index="<<m_area.index(p)
+                                       <<", flags="<<(int)m_flags[m_area.index(p)]
+                                       <<" is inexistent"<<std::endl;
+                       throw InvalidPositionException
+                       ("VoxelManipulator: getNode: inexistent");
+               }
+
+               return m_data[m_area.index(p)];
+       }
        void setNode(v3s16 p, MapNode &n)
        {
                emerge(p);
@@ -369,6 +441,33 @@ public:
                
                return m_data[m_area.index(p)];
        }*/
+       
+       /*
+               Set stuff if available without an emerge.
+               Return false if failed.
+               This is convenient but slower than playing around directly
+               with the m_data table with indices.
+       */
+       bool setNodeNoEmerge(v3s16 p, MapNode n)
+       {
+               if(m_area.contains(p) == false)
+                       return false;
+               m_data[m_area.index(p)] = n;
+               return true;
+       }
+       bool setNodeNoEmerge(s32 i, MapNode n)
+       {
+               if(m_area.contains(i) == false)
+                       return false;
+               m_data[i] = n;
+               return true;
+       }
+       /*bool setContentNoEmerge(v3s16 p, u8 c)
+       {
+               if(isValidPosition(p) == false)
+                       return false;
+               m_data[m_area.index(p)].d = c;
+       }*/
 
        /*
                Control
@@ -386,69 +485,27 @@ public:
        */
        void copyFrom(MapNode *src, VoxelArea src_area,
                        v3s16 from_pos, v3s16 to_pos, v3s16 size);
+       
+       // Copy data
+       void copyTo(MapNode *dst, VoxelArea dst_area,
+                       v3s16 dst_pos, v3s16 from_pos, v3s16 size);
 
        /*
                Algorithms
        */
 
-       void interpolate(VoxelArea area);
-
        void clearFlag(u8 flag);
        
-       // VOXELFLAG_CHECKED2s must usually be cleared before calling
-       // -1: dead end, 0-255: pressure
-       // highest_y: Highest found water y is stored here.
-       //            Must be initialized to -32768
-       int getWaterPressure(v3s16 p, s16 &highest_y, int recur_count);
-
-       /*
-               VOXELFLAG_CHECKED3s must usually be cleared before calling.
-
-               active_nodes: surface-touching air nodes with flow-causing
-               pressure. set-like dummy map container.
-
-               Spreads pressure pr at node p to request_area or as far as
-               there is invalid pressure.
-       */
-       void spreadWaterPressure(v3s16 p, int pr,
-                       VoxelArea request_area,
-                       core::map<v3s16, u8> &active_nodes,
-                       int recur_count);
+       void unspreadLight(enum LightBank bank, v3s16 p, u8 oldlight,
+                       core::map<v3s16, bool> & light_sources);
+       void unspreadLight(enum LightBank bank,
+                       core::map<v3s16, u8> & from_nodes,
+                       core::map<v3s16, bool> & light_sources);
        
-       /*
-               VOXELFLAG_CHECKED3s must usually be cleared before calling.
-       */
-       void updateAreaWaterPressure(VoxelArea a,
-                       core::map<v3s16, u8> &active_nodes,
-                       bool checked3_is_clear=false);
+       void spreadLight(enum LightBank bank, v3s16 p);
+       void spreadLight(enum LightBank bank,
+                       core::map<v3s16, bool> & from_nodes);
        
-       /*
-               Returns true if moved something
-       */
-       bool flowWater(v3s16 removed_pos,
-                       core::map<v3s16, u8> &active_nodes,
-                       int recursion_depth=0,
-                       bool debugprint=false, int *counter=NULL,
-                       int counterlimit=-1
-       );
-
-       /*
-               To flow some water, call this with the target node in
-               active_nodes
-               TODO: Make the active_nodes map to contain some vectors
-                     that are properly sorted according to water flow order.
-                         The current order makes water flow strangely if the
-                         first one is always taken.
-                         No, active_nodes should preserve the order stuff is
-                         added to it, in addition to adhering the water flow
-                         order.
-       */
-       void flowWater(core::map<v3s16, u8> &active_nodes,
-                       int recursion_depth=0,
-                       bool debugprint=false,
-                       int counterlimit=-1
-       );
-
        /*
                Virtual functions
        */
@@ -460,7 +517,7 @@ public:
 
                If not found from source, add with VOXELFLAG_INEXISTENT
        */
-       virtual void emerge(VoxelArea a)
+       virtual void emerge(VoxelArea a, s32 caller_id=-1)
        {
                //dstream<<"emerge p=("<<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;
                addArea(a);
@@ -502,6 +559,12 @@ public:
        //TODO: Would these make any speed improvement?
        //bool m_pressure_route_valid;
        //v3s16 m_pressure_route_surface;
+
+       /*
+               Some settings
+       */
+       //bool m_disable_water_climb;
+
 private:
 };