X-Git-Url: https://git.librecmc.org/?a=blobdiff_plain;f=src%2Fmapnode.h;h=7cc25c60cfabde4b70036e1b80667ad67f69ebad;hb=e0b57c1140554fccbf3e57a036cc4100887ab8f1;hp=d975a50c46fb0bf83740b6075c652e56ff8adc39;hpb=1c90f9fc2eba43be71f9d49dad75c5d0514d4e50;p=oweals%2Fminetest.git diff --git a/src/mapnode.h b/src/mapnode.h index d975a50c4..7cc25c60c 100644 --- a/src/mapnode.h +++ b/src/mapnode.h @@ -1,18 +1,18 @@ /* -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. */ @@ -20,652 +20,272 @@ with this program; if not, write to the Free Software Foundation, Inc., #ifndef MAPNODE_HEADER #define MAPNODE_HEADER -#include -#include "common_irrlicht.h" +#include "irrlichttypes.h" +#include "irr_v3d.h" +#include "irr_aabb3d.h" #include "light.h" -#include "utility.h" -#include "exceptions.h" -#include "serialization.h" -#include "tile.h" -#include "materials.h" +#include +#include + +class INodeDefManager; /* 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 */ +typedef u16 content_t; /* - 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_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 -*/ + Ignored node. -enum ContentParamType -{ - CPT_NONE, - CPT_LIGHT, - CPT_MINERAL, - // Direction for chests and furnaces and such - CPT_FACEDIR_SIMPLE -}; + 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. -enum LiquidType -{ - LIQUID_NONE, - LIQUID_FLOWING, - LIQUID_SOURCE -}; - -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 { - // 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; - - // If the content is liquid, this is the flowing version of the liquid. - // If content is liquid, this is the same content. - u8 liquid_alternative_flowing; - - // 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() - { - 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; - 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); - } - } - - 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(u8 i); - +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(u8 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(u8 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(u8 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) -{ - return content_features(m).walkable; -} -// NOTE: Don't use, use "content_features(m).whatever" instead -inline bool content_liquid(u8 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) -{ - 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) -{ - 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) -{ - 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(u8 m) -{ - return content_features(m).pointable; -} -// NOTE: Don't use, use "content_features(m).whatever" instead -inline bool content_diggable(u8 m) -{ - return content_features(m).diggable; -} -// NOTE: Don't use, use "content_features(m).whatever" instead -inline bool content_buildable_to(u8 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(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; -} +/* 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 param2, now as for liquid +#define LEVELED_MASK 0x3F +#define LEVELED_MAX LEVELED_MASK -enum LightBank -{ - LIGHTBANK_DAY, - LIGHTBANK_NIGHT -}; + +struct ContentFeatures; /* This is the stuff what the whole world consists of. */ + struct MapNode { - // Content - u8 d; + /* + Main content + */ + u16 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. */ - union - { - u8 param2; - u8 dir; - }; + u8 param2; + + MapNode() + { } MapNode(const MapNode & n) { *this = n; } - - MapNode(u8 data=CONTENT_AIR, u8 a_param=0, u8 a_param2=0) - { - d = data; - param = a_param; - param2 = a_param2; - } - /*MapNode & operator=(const MapNode &other) - { - d = other.d; - param = other.param; - param2 = other.param2; - return *this; - }*/ + MapNode(content_t content, u8 a_param1=0, u8 a_param2=0) + : param0(content), + param1(a_param1), + param2(a_param2) + { } + + // 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); } - - /* - These four are DEPRECATED I guess. -c55 - */ - bool light_propagates() + + // To be used everywhere + content_t getContent() const { - return light_propagates_content(d); + return param0; } - bool sunlight_propagates() + void setContent(content_t c) { - return sunlight_propagates_content(d); + param0 = c; } - u8 solidness() + u8 getParam1() const { - return content_solidness(d); + return param1; } - u8 light_source() + void setParam1(u8 p) { - return content_features(d).light_source; + param1 = p; } - - u8 getLightBanksWithSource() + u8 getParam2() const { - // 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); + return param2; } - - 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(light_source() > light) - light = light_source(); - return light; + param2 = p; } - + + void setLight(enum LightBank bank, u8 a_light, INodeDefManager *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(INodeDefManager *nodemgr) const; + + u8 getLight(enum LightBank bank, INodeDefManager *nodemgr) const; + + /** + * This function differs from getLight(enum LightBank bank, INodeDefManager *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 INodeDefManager::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 + * INodeDefManager::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; + + 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 + + u8 getFaceDir(INodeDefManager *nodemgr) const; + u8 getWallMounted(INodeDefManager *nodemgr) const; + v3s16 getWallMountedDir(INodeDefManager *nodemgr) const; + + void rotateAlongYAxis(INodeDefManager *nodemgr, Rotation rot); + /* - 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 node boxes (used for rendering (NDT_NODEBOX)) */ - TileSpec getTile(v3s16 dir); - + std::vector getNodeBoxes(INodeDefManager *nodemgr) 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 selection boxes */ - u8 getMineral(); + std::vector getSelectionBoxes(INodeDefManager *nodemgr) const; /* - These serialization functions are used when informing client - of a single node add. + Gets list of collision boxes + */ + std::vector getCollisionBoxes(INodeDefManager *nodemgr) const; - NOTE: When loading a MapBlock, these are not used. Should they? + /* + Liquid helpers */ + u8 getMaxLevel(INodeDefManager *nodemgr) const; + u8 getLevel(INodeDefManager *nodemgr) const; + u8 setLevel(INodeDefManager *nodemgr, s8 level = 1); + u8 addLevel(INodeDefManager *nodemgr, s8 add = 1); - 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<= 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 deSerialize_pre22(u8 *source, u8 version); +}; #endif