From: Perttu Ahola Date: Mon, 4 Apr 2011 08:18:14 +0000 (+0300) Subject: initial chest metadata X-Git-Tag: 0.2.20110731_3~314 X-Git-Url: https://git.librecmc.org/?a=commitdiff_plain;h=9e683fff50ba4fef407613adf8407b31adca4596;p=oweals%2Fminetest.git initial chest metadata --- diff --git a/src/main.cpp b/src/main.cpp index c9099f69b..6bcd7f5ac 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -200,41 +200,13 @@ FIXME: Server sometimes goes into some infinite PeerNotFoundException loop * Make a small history check to transformLiquids to detect and log continuous oscillations, in such detail that they can be fixed. -TODO: When player dies, throw items on map +TODO: Player health points + - When player dies, throw items on map Objects: -------- -TODO: There has to be some better way to handle static objects than to - send them all the time. This affects signs and item objects. -SUGG: Signs could be done in the same way as torches. For this, blocks - need an additional metadata field for the texts - - This is also needed for item container chests - -Block object server side: - - A "near blocks" buffer, in which some nearby blocks are stored. - - For all blocks in the buffer, objects are stepped(). This - means they are active. - - A global active buffer is needed for the server - - A timestamp to blocks - - All blocks going in and out of the buffer are recorded. - - For outgoing blocks, timestamp is written. - - For incoming blocks, time difference is calculated and - objects are stepped according to it. - -- When an active object goes far from a player, either delete - it or store it statically. -- When a statically stored active object comes near a player, - recreate the active object - -* Continue making the scripting system: - * Make updateNodeMesh for a less verbose mesh update on add/removenode - * Switch to using a safe way for the self and env pointers - * Make some global environment hooks, like node placed and general - on_step() -* Add a global Lua spawn handler and such -* Get rid of MapBlockObjects -* Other players could be sent to clients as LuaCAOs +TODO: Get rid of MapBlockObjects Map: ---- diff --git a/src/mapnode.cpp b/src/mapnode.cpp index cb8bf7c42..f498d9e75 100644 --- a/src/mapnode.cpp +++ b/src/mapnode.cpp @@ -288,14 +288,6 @@ void init_mapnode() f->wall_mounted = true; f->dug_item = std::string("MaterialItem ")+itos(i)+" 1"; - i = CONTENT_FURNACE; - f = &g_content_features[i]; - f->setAllTextures("furnace_side.png"); - f->setTexture(2, "furnace_front.png"); - f->setInventoryTexture("furnace_front.png"); - f->param_type = CPT_NONE; - f->dug_item = std::string("MaterialItem ")+itos(i)+" 1"; - i = CONTENT_SIGN_WALL; f = &g_content_features[i]; f->setInventoryTexture("sign_wall.png"); @@ -309,10 +301,57 @@ void init_mapnode() if(f->initial_metadata == NULL) f->initial_metadata = new SignNodeMetadata("Some sign"); + i = CONTENT_CHEST; + f = &g_content_features[i]; + f->param_type = CPT_FACEDIR_SIMPLE; + f->setAllTextures("chest_side.png"); + f->setTexture(0, "chest_top.png"); + f->setTexture(1, "chest_top.png"); + f->setTexture(5, "chest_front.png"); // Z- + f->setInventoryTexture("chest_top.png"); + //f->setInventoryTextureCube("chest_top.png", "chest_side.png", "chest_side.png"); + f->dug_item = std::string("MaterialItem ")+itos(i)+" 1"; + if(f->initial_metadata == NULL) + f->initial_metadata = new ChestNodeMetadata(); + + i = CONTENT_FURNACE; + f = &g_content_features[i]; + f->param_type = CPT_FACEDIR_SIMPLE; + f->setAllTextures("furnace_side.png"); + f->setTexture(5, "furnace_front.png"); // Z- + f->setInventoryTexture("furnace_front.png"); + f->dug_item = std::string("MaterialItem ")+itos(i)+" 1"; + +} + +v3s16 facedir_rotate(u8 facedir, v3s16 dir) +{ + /* + Face 2 (normally Z-) direction: + facedir=0: Z- + facedir=1: X- + facedir=2: Z+ + facedir=3: X+ + */ + v3s16 newdir; + if(facedir==0) // Same + newdir = v3s16(dir.X, dir.Y, dir.Z); + else if(facedir == 1) // Face is taken from rotXZccv(-90) + newdir = v3s16(-dir.Z, dir.Y, dir.X); + else if(facedir == 2) // Face is taken from rotXZccv(180) + newdir = v3s16(-dir.X, dir.Y, -dir.Z); + else if(facedir == 3) // Face is taken from rotXZccv(90) + newdir = v3s16(dir.Z, dir.Y, -dir.X); + else + newdir = dir; + return newdir; } TileSpec MapNode::getTile(v3s16 dir) { + if(content_features(d).param_type == CPT_FACEDIR_SIMPLE) + dir = facedir_rotate(param1, dir); + TileSpec spec; s32 dir_i = -1; diff --git a/src/mapnode.h b/src/mapnode.h index 0762599c8..2843208a9 100644 --- a/src/mapnode.h +++ b/src/mapnode.h @@ -95,8 +95,9 @@ void init_content_inventory_texture_paths(); #define CONTENT_COALSTONE 11 #define CONTENT_WOOD 12 #define CONTENT_SAND 13 -#define CONTENT_FURNACE 14 -#define CONTENT_SIGN_WALL 15 +#define CONTENT_SIGN_WALL 14 +#define CONTENT_CHEST 15 +#define CONTENT_FURNACE 16 /* Content feature list @@ -106,7 +107,9 @@ enum ContentParamType { CPT_NONE, CPT_LIGHT, - CPT_MINERAL + CPT_MINERAL, + // Direction for chests and furnaces and such + CPT_FACEDIR_SIMPLE }; enum LiquidType @@ -136,13 +139,9 @@ struct ContentFeatures */ TileSpec tiles[6]; - // TODO: Somehow specify inventory image - //std::string inventory_image_path; - //TextureSpec inventory_texture; - //u32 inventory_texture_id; video::ITexture *inventory_texture; - bool is_ground_content; //TODO: Remove, use walkable instead + bool is_ground_content; bool light_propagates; bool sunlight_propagates; u8 solidness; // Used when choosing which face is drawn @@ -409,6 +408,13 @@ inline v3s16 unpackDir(u8 b) 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); + enum LightBank { LIGHTBANK_DAY, @@ -431,14 +437,18 @@ struct MapNode Sunlight is LIGHT_SUN, which is LIGHT_MAX+1. - Contains 2 values, day- and night lighting. Each takes 4 bits. */ - s8 param; + union + { + s8 param; + u8 param1; + }; + /* + The second parameter. Initialized to 0. + E.g. direction for torches and flowing water. + */ union { - /* - The second parameter. Initialized to 0. - Direction for torches and flowing water. - */ u8 param2; u8 dir; }; diff --git a/src/materials.cpp b/src/materials.cpp index 50f994523..2e85950ec 100644 --- a/src/materials.cpp +++ b/src/materials.cpp @@ -60,8 +60,14 @@ void initializeMaterialProperties() g_material_properties[CONTENT_SAND].setDiggingProperties("", DiggingProperties(true, 0.4, 0)); + g_material_properties[CONTENT_CHEST].setDiggingProperties("", + DiggingProperties(true, 1.0, 0)); + setStoneLikeDiggingProperties(CONTENT_FURNACE, 1.0); + g_material_properties[CONTENT_SIGN_WALL].setDiggingProperties("", + DiggingProperties(true, 0.0, 0)); + /* Add MesePick to everything */ diff --git a/src/nodemetadata.cpp b/src/nodemetadata.cpp index 775b59b24..fca4e5b84 100644 --- a/src/nodemetadata.cpp +++ b/src/nodemetadata.cpp @@ -104,6 +104,34 @@ std::string SignNodeMetadata::infoText() return std::string("\"")+m_text+"\""; } +/* + ChestNodeMetadata +*/ + +ChestNodeMetadata::ChestNodeMetadata() +{ + NodeMetadata::registerType(typeId(), create); +} +u16 ChestNodeMetadata::typeId() const +{ + return CONTENT_CHEST; +} +NodeMetadata* ChestNodeMetadata::create(std::istream &is) +{ + return new ChestNodeMetadata(); +} +NodeMetadata* ChestNodeMetadata::clone() +{ + return new ChestNodeMetadata(); +} +void ChestNodeMetadata::serializeBody(std::ostream &os) +{ +} +std::string ChestNodeMetadata::infoText() +{ + return "Chest"; +} + /* NodeMetadatalist */ diff --git a/src/nodemetadata.h b/src/nodemetadata.h index aa2e0196c..21916677e 100644 --- a/src/nodemetadata.h +++ b/src/nodemetadata.h @@ -79,6 +79,20 @@ private: std::string m_text; }; +class ChestNodeMetadata : public NodeMetadata +{ +public: + ChestNodeMetadata(); + + virtual u16 typeId() const; + static NodeMetadata* create(std::istream &is); + virtual NodeMetadata* clone(); + virtual void serializeBody(std::ostream &os); + virtual std::string infoText(); + +private: +}; + class NodeMetadataList { public: diff --git a/src/server.cpp b/src/server.cpp index 44c26dbc3..4f3846cf8 100644 --- a/src/server.cpp +++ b/src/server.cpp @@ -3387,6 +3387,7 @@ void setCreativeInventory(Player *player) CONTENT_MESE, CONTENT_WATERSOURCE, CONTENT_CLOUD, + CONTENT_CHEST, CONTENT_FURNACE, CONTENT_SIGN_WALL, CONTENT_IGNORE