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-rw-r--r--src/CMakeLists.txt3
-rw-r--r--src/client.cpp1
-rw-r--r--src/collision.cpp3
-rw-r--r--src/content_craft.cpp5
-rw-r--r--src/content_inventory.cpp4
-rw-r--r--src/content_inventory.h5
-rw-r--r--src/content_mapblock.cpp65
-rw-r--r--src/content_mapnode.cpp61
-rw-r--r--src/content_mapnode.h58
-rw-r--r--src/environment.cpp38
-rw-r--r--src/game.cpp16
-rw-r--r--src/guiPauseMenu.cpp2
-rw-r--r--src/inventory.cpp2
-rw-r--r--src/inventory.h10
-rw-r--r--src/main.cpp3324
-rw-r--r--src/map.cpp465
-rw-r--r--src/mapblock.cpp24
-rw-r--r--src/mapblock_mesh.cpp14
-rw-r--r--src/mapblockobject.cpp4
-rw-r--r--src/mapgen.cpp123
-rw-r--r--src/mapnode.cpp92
-rw-r--r--src/mapnode.h121
-rw-r--r--src/materials.cpp4
-rw-r--r--src/materials.h2
-rw-r--r--src/player.cpp12
-rw-r--r--src/serialization.h3
-rw-r--r--src/server.cpp14
-rw-r--r--src/test.cpp34
-rw-r--r--src/voxel.cpp2
29 files changed, 2317 insertions, 2194 deletions
diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt
index c93762cab..8ce69b2ad 100644
--- a/src/CMakeLists.txt
+++ b/src/CMakeLists.txt
@@ -1,6 +1,7 @@
-project(minetest-delta)
cmake_minimum_required( VERSION 2.6 )
+project(minetest)
+
if(RUN_IN_PLACE)
add_definitions ( -DRUN_IN_PLACE )
endif(RUN_IN_PLACE)
diff --git a/src/client.cpp b/src/client.cpp
index 4f0baa573..7ebb30fba 100644
--- a/src/client.cpp
+++ b/src/client.cpp
@@ -932,6 +932,7 @@ void Client::ProcessData(u8 *data, u32 datasize, u16 sender_peer_id)
*/
//m_env.getClientMap().updateMeshes(block->getPos(), getDayNightRatio());
+
/*
Add it to mesh update queue and set it to be acknowledged after update.
*/
diff --git a/src/collision.cpp b/src/collision.cpp
index 01d546284..3d322cf0c 100644
--- a/src/collision.cpp
+++ b/src/collision.cpp
@@ -78,7 +78,8 @@ collisionMoveResult collisionMoveSimple(Map *map, f32 pos_max_d,
{
try{
// Object collides into walkable nodes
- if(content_walkable(map->getNode(v3s16(x,y,z)).d) == false)
+ MapNode n = map->getNode(v3s16(x,y,z));
+ if(content_features(n).walkable == false)
continue;
}
catch(InvalidPositionException &e)
diff --git a/src/content_craft.cpp b/src/content_craft.cpp
index 069e68300..b5a1dc776 100644
--- a/src/content_craft.cpp
+++ b/src/content_craft.cpp
@@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "inventory.h"
#include "content_mapnode.h"
#include "player.h"
+#include "mapnode.h" // For content_t
/*
items: actually *items[9]
@@ -446,7 +447,7 @@ void craft_set_creative_inventory(Player *player)
*/
// CONTENT_IGNORE-terminated list
- u8 material_items[] = {
+ content_t material_items[] = {
CONTENT_TORCH,
CONTENT_COBBLE,
CONTENT_MUD,
@@ -472,7 +473,7 @@ void craft_set_creative_inventory(Player *player)
CONTENT_IGNORE
};
- u8 *mip = material_items;
+ content_t *mip = material_items;
for(u16 i=0; i<PLAYER_INVENTORY_SIZE; i++)
{
if(*mip == CONTENT_IGNORE)
diff --git a/src/content_inventory.cpp b/src/content_inventory.cpp
index 1068defb5..322250606 100644
--- a/src/content_inventory.cpp
+++ b/src/content_inventory.cpp
@@ -23,7 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
//#include "serverobject.h"
#include "content_sao.h"
-bool item_material_is_cookable(u8 content)
+bool item_material_is_cookable(content_t content)
{
if(content == CONTENT_TREE)
return true;
@@ -34,7 +34,7 @@ bool item_material_is_cookable(u8 content)
return false;
}
-InventoryItem* item_material_create_cook_result(u8 content)
+InventoryItem* item_material_create_cook_result(content_t content)
{
if(content == CONTENT_TREE)
return new CraftItem("lump_of_coal", 1);
diff --git a/src/content_inventory.h b/src/content_inventory.h
index 54aa2151a..0f410128b 100644
--- a/src/content_inventory.h
+++ b/src/content_inventory.h
@@ -22,13 +22,14 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "common_irrlicht.h" // For u8, s16
#include <string>
+#include "mapnode.h" // For content_t
class InventoryItem;
class ServerActiveObject;
class ServerEnvironment;
-bool item_material_is_cookable(u8 content);
-InventoryItem* item_material_create_cook_result(u8 content);
+bool item_material_is_cookable(content_t content);
+InventoryItem* item_material_create_cook_result(content_t content);
std::string item_craft_get_image_name(const std::string &subname);
ServerActiveObject* item_craft_create_object(const std::string &subname,
diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp
index e542cb335..3044c8b35 100644
--- a/src/content_mapblock.cpp
+++ b/src/content_mapblock.cpp
@@ -221,7 +221,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
/*
Add torches to mesh
*/
- if(n.d == CONTENT_TORCH)
+ if(n.getContent() == CONTENT_TORCH)
{
video::SColor c(255,255,255,255);
@@ -234,7 +234,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, 0,0),
};
- v3s16 dir = unpackDir(n.dir);
+ v3s16 dir = unpackDir(n.param2);
for(s32 i=0; i<4; i++)
{
@@ -284,7 +284,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
/*
Signs on walls
*/
- else if(n.d == CONTENT_SIGN_WALL)
+ else if(n.getContent() == CONTENT_SIGN_WALL)
{
u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
video::SColor c = MapBlock_LightColor(255, l);
@@ -299,7 +299,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, 0,0),
};
- v3s16 dir = unpackDir(n.dir);
+ v3s16 dir = unpackDir(n.param2);
for(s32 i=0; i<4; i++)
{
@@ -339,16 +339,16 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
/*
Add flowing water to mesh
*/
- else if(n.d == CONTENT_WATER)
+ else if(n.getContent() == CONTENT_WATER)
{
bool top_is_water = false;
MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
- if(ntop.d == CONTENT_WATER || ntop.d == CONTENT_WATERSOURCE)
+ if(ntop.getContent() == CONTENT_WATER || ntop.getContent() == CONTENT_WATERSOURCE)
top_is_water = true;
u8 l = 0;
// Use the light of the node on top if possible
- if(content_features(ntop.d).param_type == CPT_LIGHT)
+ if(content_features(ntop).param_type == CPT_LIGHT)
l = decode_light(ntop.getLightBlend(data->m_daynight_ratio));
// Otherwise use the light of this node (the water)
else
@@ -358,7 +358,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
// Neighbor water levels (key = relative position)
// Includes current node
core::map<v3s16, f32> neighbor_levels;
- core::map<v3s16, u8> neighbor_contents;
+ core::map<v3s16, content_t> neighbor_contents;
core::map<v3s16, u8> neighbor_flags;
const u8 neighborflag_top_is_water = 0x01;
v3s16 neighbor_dirs[9] = {
@@ -380,14 +380,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
// Check neighbor
v3s16 p2 = p + neighbor_dirs[i];
MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
- if(n2.d != CONTENT_IGNORE)
+ if(n2.getContent() != CONTENT_IGNORE)
{
- content = n2.d;
+ content = n2.getContent();
- if(n2.d == CONTENT_WATERSOURCE)
+ if(n2.getContent() == CONTENT_WATERSOURCE)
level = (-0.5+node_water_level) * BS;
- else if(n2.d == CONTENT_WATER)
- level = (-0.5 + ((float)(n2.param2 & LIQUID_LEVEL_MASK) + 0.5) / 8.0
+ else if(n2.getContent() == CONTENT_WATER)
+ level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0
* node_water_level) * BS;
// Check node above neighbor.
@@ -395,7 +395,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
// doesn't exist
p2.Y += 1;
n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
- if(n2.d == CONTENT_WATERSOURCE || n2.d == CONTENT_WATER)
+ if(n2.getContent() == CONTENT_WATERSOURCE || n2.getContent() == CONTENT_WATER)
flags |= neighborflag_top_is_water;
}
@@ -603,14 +603,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
/*
Add water sources to mesh if using new style
*/
- else if(n.d == CONTENT_WATERSOURCE && new_style_water)
+ else if(n.getContent() == CONTENT_WATERSOURCE && new_style_water)
{
//bool top_is_water = false;
bool top_is_air = false;
MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
- /*if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
+ /*if(n.getContent() == CONTENT_WATER || n.getContent() == CONTENT_WATERSOURCE)
top_is_water = true;*/
- if(n.d == CONTENT_AIR)
+ if(n.getContent() == CONTENT_AIR)
top_is_air = true;
/*if(top_is_water == true)
@@ -650,7 +650,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
/*
Add leaves if using new style
*/
- else if(n.d == CONTENT_LEAVES && new_style_leaves)
+ else if(n.getContent() == CONTENT_LEAVES && new_style_leaves)
{
/*u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));*/
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
@@ -718,7 +718,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
/*
Add glass
*/
- else if(n.d == CONTENT_GLASS)
+ else if(n.getContent() == CONTENT_GLASS)
{
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
video::SColor c = MapBlock_LightColor(255, l);
@@ -781,7 +781,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
/*
Add fence
*/
- else if(n.d == CONTENT_FENCE)
+ else if(n.getContent() == CONTENT_FENCE)
{
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
video::SColor c = MapBlock_LightColor(255, l);
@@ -807,7 +807,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
v3s16 p2 = p;
p2.X++;
MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
- if(n2.d == CONTENT_FENCE)
+ if(n2.getContent() == CONTENT_FENCE)
{
pos = intToFloat(p+blockpos_nodes, BS);
pos.X += BS/2;
@@ -833,7 +833,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
p2 = p;
p2.Z++;
n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
- if(n2.d == CONTENT_FENCE)
+ if(n2.getContent() == CONTENT_FENCE)
{
pos = intToFloat(p+blockpos_nodes, BS);
pos.Z += BS/2;
@@ -860,7 +860,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
/*
Add stones with minerals if stone is invisible
*/
- else if(n.d == CONTENT_STONE && invisible_stone && n.getMineral() != MINERAL_NONE)
+ else if(n.getContent() == CONTENT_STONE && invisible_stone && n.getMineral() != MINERAL_NONE)
{
for(u32 j=0; j<6; j++)
{
@@ -868,7 +868,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
v3s16 dir = g_6dirs[j];
/*u8 l = 0;
MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + dir);
- if(content_features(n2.d).param_type == CPT_LIGHT)
+ if(content_features(n2).param_type == CPT_LIGHT)
l = decode_light(n2.getLightBlend(data->m_daynight_ratio));
else
l = 255;*/
@@ -879,8 +879,9 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
TileSpec ts = n.getTile(dir);
AtlasPointer ap = ts.texture;
material_general.setTexture(0, ap.atlas);
+
video::S3DVertex vertices[4] =
- {
+ {
/*video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 0,1),
video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1),
video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
@@ -928,7 +929,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
}
}
#endif
- else if(n.d == CONTENT_PAPYRUS)
+ else if(n.getContent() == CONTENT_PAPYRUS)
{
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
video::SColor c = MapBlock_LightColor(255, l);
@@ -978,7 +979,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
collector.append(material_papyrus, vertices, 4, indices, 6);
}
}
- else if(n.d == CONTENT_JUNGLEGRASS)
+ else if(n.getContent() == CONTENT_JUNGLEGRASS)
{
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
video::SColor c = MapBlock_LightColor(255, l);
@@ -1029,7 +1030,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
collector.append(material_junglegrass, vertices, 4, indices, 6);
}
}
- else if(n.d == CONTENT_RAIL)
+ else if(n.getContent() == CONTENT_RAIL)
{
u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
video::SColor c = MapBlock_LightColor(255, l);
@@ -1042,13 +1043,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
MapNode n_minus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z-1));
MapNode n_plus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z+1));
- if(n_minus_x.d == CONTENT_RAIL)
+ if(n_minus_x.getContent() == CONTENT_RAIL)
is_rail_x[0] = true;
- if(n_plus_x.d == CONTENT_RAIL)
+ if(n_plus_x.getContent() == CONTENT_RAIL)
is_rail_x[1] = true;
- if(n_minus_z.d == CONTENT_RAIL)
+ if(n_minus_z.getContent() == CONTENT_RAIL)
is_rail_z[0] = true;
- if(n_plus_z.d == CONTENT_RAIL)
+ if(n_plus_z.getContent() == CONTENT_RAIL)
is_rail_z[1] = true;
float d = (float)BS/16;
diff --git a/src/content_mapnode.cpp b/src/content_mapnode.cpp
index be7f95adc..146b806ef 100644
--- a/src/content_mapnode.cpp
+++ b/src/content_mapnode.cpp
@@ -31,6 +31,65 @@ void setStoneLikeDiggingProperties(DiggingPropertiesList &list, float toughness)
void setDirtLikeDiggingProperties(DiggingPropertiesList &list, float toughness);
void setWoodLikeDiggingProperties(DiggingPropertiesList &list, float toughness);
+content_t trans_table_19[][2] = {
+ {CONTENT_GRASS, 1},
+ {CONTENT_TREE, 4},
+ {CONTENT_LEAVES, 5},
+ {CONTENT_GRASS_FOOTSTEPS, 6},
+ {CONTENT_MESE, 7},
+ {CONTENT_MUD, 8},
+ {CONTENT_CLOUD, 10},
+ {CONTENT_COALSTONE, 11},
+ {CONTENT_WOOD, 12},
+ {CONTENT_SAND, 13},
+ {CONTENT_COBBLE, 18},
+ {CONTENT_STEEL, 19},
+ {CONTENT_GLASS, 20},
+ {CONTENT_MOSSYCOBBLE, 22},
+ {CONTENT_GRAVEL, 23},
+ {CONTENT_SANDSTONE, 24},
+ {CONTENT_CACTUS, 25},
+ {CONTENT_BRICK, 26},
+ {CONTENT_CLAY, 27},
+ {CONTENT_PAPYRUS, 28},
+ {CONTENT_BOOKSHELF, 29},
+};
+
+MapNode mapnode_translate_from_internal(MapNode n_from, u8 version)
+{
+ MapNode result = n_from;
+ if(version <= 19)
+ {
+ content_t c_from = n_from.getContent();
+ for(u32 i=0; i<sizeof(trans_table_19)/sizeof(trans_table_19[0]); i++)
+ {
+ if(trans_table_19[i][0] == c_from)
+ {
+ result.setContent(trans_table_19[i][1]);
+ break;
+ }
+ }
+ }
+ return result;
+}
+MapNode mapnode_translate_to_internal(MapNode n_from, u8 version)
+{
+ MapNode result = n_from;
+ if(version <= 19)
+ {
+ content_t c_from = n_from.getContent();
+ for(u32 i=0; i<sizeof(trans_table_19)/sizeof(trans_table_19[0]); i++)
+ {
+ if(trans_table_19[i][1] == c_from)
+ {
+ result.setContent(trans_table_19[i][0]);
+ break;
+ }
+ }
+ }
+ return result;
+}
+
void content_mapnode_init()
{
// Read some settings
@@ -38,7 +97,7 @@ void content_mapnode_init()
bool new_style_leaves = g_settings.getBool("new_style_leaves");
bool invisible_stone = g_settings.getBool("invisible_stone");
- u8 i;
+ content_t i;
ContentFeatures *f = NULL;
i = CONTENT_STONE;
diff --git a/src/content_mapnode.h b/src/content_mapnode.h
index f7d3269ea..51cf06496 100644
--- a/src/content_mapnode.h
+++ b/src/content_mapnode.h
@@ -20,45 +20,57 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#ifndef CONTENT_MAPNODE_HEADER
#define CONTENT_MAPNODE_HEADER
+#include "mapnode.h"
+
void content_mapnode_init();
+MapNode mapnode_translate_from_internal(MapNode n_from, u8 version);
+MapNode mapnode_translate_to_internal(MapNode n_from, u8 version);
+
/*
Node content type IDs
+ Ranges:
*/
+
+// 0x000...0x07f (0...127): param2 is fully usable
+// 126 and 127 are reserved.
+// Use these sparingly, only when the extra space in param2 might be needed.
#define CONTENT_STONE 0
-#define CONTENT_GRASS 1
#define CONTENT_WATER 2
#define CONTENT_TORCH 3
-#define CONTENT_TREE 4
-#define CONTENT_LEAVES 5
-#define CONTENT_GRASS_FOOTSTEPS 6
-#define CONTENT_MESE 7
-#define CONTENT_MUD 8
#define CONTENT_WATERSOURCE 9
-// Pretty much useless, clouds won't be drawn this way
-#define CONTENT_CLOUD 10
-#define CONTENT_COALSTONE 11
-#define CONTENT_WOOD 12
-#define CONTENT_SAND 13
#define CONTENT_SIGN_WALL 14
#define CONTENT_CHEST 15
#define CONTENT_FURNACE 16
-//#define CONTENT_WORKBENCH 17
-#define CONTENT_COBBLE 18
-#define CONTENT_STEEL 19
-#define CONTENT_GLASS 20
#define CONTENT_FENCE 21
-#define CONTENT_MOSSYCOBBLE 22
-#define CONTENT_GRAVEL 23
-#define CONTENT_SANDSTONE 24
-#define CONTENT_CACTUS 25
-#define CONTENT_BRICK 26
-#define CONTENT_CLAY 27
-#define CONTENT_PAPYRUS 28
-#define CONTENT_BOOKSHELF 29
#define CONTENT_RAIL 30
#define CONTENT_JUNGLETREE 31
#define CONTENT_JUNGLEGRASS 32
+// 0x800...0xfff (2048...4095): higher 4 bytes of param2 are not usable
+#define CONTENT_GRASS 0x800 //1
+#define CONTENT_TREE 0x801 //4
+#define CONTENT_LEAVES 0x802 //5
+#define CONTENT_GRASS_FOOTSTEPS 0x803 //6
+#define CONTENT_MESE 0x804 //7
+#define CONTENT_MUD 0x805 //8
+// Pretty much useless, clouds won't be drawn this way
+#define CONTENT_CLOUD 0x806 //10
+#define CONTENT_COALSTONE 0x807 //11
+#define CONTENT_WOOD 0x808 //12
+#define CONTENT_SAND 0x809 //13
+#define CONTENT_COBBLE 0x80a //18
+#define CONTENT_STEEL 0x80b //19
+#define CONTENT_GLASS 0x80c //20
+#define CONTENT_MOSSYCOBBLE 0x80d //22
+#define CONTENT_GRAVEL 0x80e //23
+#define CONTENT_SANDSTONE 0x80f //24
+#define CONTENT_CACTUS 0x810 //25
+#define CONTENT_BRICK 0x811 //26
+#define CONTENT_CLAY 0x812 //27
+#define CONTENT_PAPYRUS 0x813 //28
+#define CONTENT_BOOKSHELF 0x814 //29
+
+
#endif
diff --git a/src/environment.cpp b/src/environment.cpp
index df41dc63f..f5e4b071a 100644
--- a/src/environment.cpp
+++ b/src/environment.cpp
@@ -543,11 +543,11 @@ void spawnRandomObjects(MapBlock *block)
{
v3s16 p(x0,y0,z0);
MapNode n = block->getNodeNoEx(p);
- if(n.d == CONTENT_IGNORE)
+ if(n.getContent() == CONTENT_IGNORE)
continue;
- if(content_features(n.d).liquid_type != LIQUID_NONE)
+ if(content_features(n).liquid_type != LIQUID_NONE)
continue;
- if(content_features(n.d).walkable)
+ if(content_features(n).walkable)
{
last_node_walkable = true;
continue;
@@ -555,7 +555,7 @@ void spawnRandomObjects(MapBlock *block)
if(last_node_walkable)
{
// If block contains light information
- if(content_features(n.d).param_type == CPT_LIGHT)
+ if(content_features(n).param_type == CPT_LIGHT)
{
if(n.getLight(LIGHTBANK_DAY) <= 5)
{
@@ -624,15 +624,15 @@ void ServerEnvironment::activateBlock(MapBlock *block, u32 additional_dtime)
#if 1
// Test something:
// Convert all mud under proper day lighting to grass
- if(n.d == CONTENT_MUD)
+ if(n.getContent() == CONTENT_MUD)
{
if(dtime_s > 300)
{
MapNode n_top = block->getNodeNoEx(p0+v3s16(0,1,0));
- if(content_features(n_top.d).air_equivalent &&
+ if(content_features(n_top).air_equivalent &&
n_top.getLight(LIGHTBANK_DAY) >= 13)
{
- n.d = CONTENT_GRASS;
+ n.setContent(CONTENT_GRASS);
m_map->addNodeWithEvent(p, n);
}
}
@@ -686,9 +686,9 @@ void ServerEnvironment::step(float dtime)
v3s16 bottompos = floatToInt(playerpos + v3f(0,-BS/4,0), BS);
try{
MapNode n = m_map->getNode(bottompos);
- if(n.d == CONTENT_GRASS)
+ if(n.getContent() == CONTENT_GRASS)
{
- n.d = CONTENT_GRASS_FOOTSTEPS;
+ n.setContent(CONTENT_GRASS_FOOTSTEPS);
m_map->setNode(bottompos, n);
}
}
@@ -859,15 +859,15 @@ void ServerEnvironment::step(float dtime)
Test something:
Convert mud under proper lighting to grass
*/
- if(n.d == CONTENT_MUD)
+ if(n.getContent() == CONTENT_MUD)
{
if(myrand()%20 == 0)
{
MapNode n_top = block->getNodeNoEx(p0+v3s16(0,1,0));
- if(content_features(n_top.d).air_equivalent &&
+ if(content_features(n_top).air_equivalent &&
n_top.getLightBlend(getDayNightRatio()) >= 13)
{
- n.d = CONTENT_GRASS;
+ n.setContent(CONTENT_GRASS);
m_map->addNodeWithEvent(p, n);
}
}
@@ -875,15 +875,15 @@ void ServerEnvironment::step(float dtime)
/*
Convert grass into mud if under something else than air
*/
- else if(n.d == CONTENT_GRASS)
+ else if(n.getContent() == CONTENT_GRASS)
{
//if(myrand()%20 == 0)
{
MapNode n_top = block->getNodeNoEx(p0+v3s16(0,1,0));
- if(n_top.d != CONTENT_AIR
- && n_top.d != CONTENT_IGNORE)
+ if(n_top.getContent() != CONTENT_AIR
+ && n_top.getContent() != CONTENT_IGNORE)
{
- n.d = CONTENT_MUD;
+ n.setContent(CONTENT_MUD);
m_map->addNodeWithEvent(p, n);
}
}
@@ -1633,9 +1633,9 @@ void ClientEnvironment::step(float dtime)
v3s16 bottompos = floatToInt(playerpos + v3f(0,-BS/4,0), BS);
try{
MapNode n = m_map->getNode(bottompos);
- if(n.d == CONTENT_GRASS)
+ if(n.getContent() == CONTENT_GRASS)
{
- n.d = CONTENT_GRASS_FOOTSTEPS;
+ n.setContent(CONTENT_GRASS_FOOTSTEPS);
m_map->setNode(bottompos, n);
// Update mesh on client
if(m_map->mapType() == MAPTYPE_CLIENT)
@@ -1874,7 +1874,7 @@ void ClientEnvironment::drawPostFx(video::IVideoDriver* driver, v3f camera_pos)
v3f pos_f = camera_pos;
v3s16 p_nodes = floatToInt(pos_f, BS);
MapNode n = m_map->getNodeNoEx(p_nodes);
- if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
+ if(n.getContent() == CONTENT_WATER || n.getContent() == CONTENT_WATERSOURCE)
{
v2u32 ss = driver->getScreenSize();
core::rect<s32> rect(0,0, ss.X, ss.Y);
diff --git a/src/game.cpp b/src/game.cpp
index 0f858e879..b26d48967 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -417,7 +417,7 @@ void getPointedNode(Client *client, v3f player_position,
try
{
n = client->getNode(v3s16(x,y,z));
- if(content_pointable(n.d) == false)
+ if(content_pointable(n.getContent()) == false)
continue;
}
catch(InvalidPositionException &e)
@@ -442,9 +442,9 @@ void getPointedNode(Client *client, v3f player_position,
/*
Meta-objects
*/
- if(n.d == CONTENT_TORCH)
+ if(n.getContent() == CONTENT_TORCH)
{
- v3s16 dir = unpackDir(n.dir);
+ v3s16 dir = unpackDir(n.param2);
v3f dir_f = v3f(dir.X, dir.Y, dir.Z);
dir_f *= BS/2 - BS/6 - BS/20;
v3f cpf = npf + dir_f;
@@ -489,9 +489,9 @@ void getPointedNode(Client *client, v3f player_position,
}
}
}
- else if(n.d == CONTENT_SIGN_WALL)
+ else if(n.getContent() == CONTENT_SIGN_WALL)
{
- v3s16 dir = unpackDir(n.dir);
+ v3s16 dir = unpackDir(n.param2);
v3f dir_f = v3f(dir.X, dir.Y, dir.Z);
dir_f *= BS/2 - BS/6 - BS/20;
v3f cpf = npf + dir_f;
@@ -538,9 +538,9 @@ void getPointedNode(Client *client, v3f player_position,
}
}
}
- else if(n.d == CONTENT_RAIL)
+ else if(n.getContent() == CONTENT_RAIL)
{
- v3s16 dir = unpackDir(n.dir);
+ v3s16 dir = unpackDir(n.param0);
v3f dir_f = v3f(dir.X, dir.Y, dir.Z);
dir_f *= BS/2 - BS/6 - BS/20;
v3f cpf = npf + dir_f;
@@ -1759,7 +1759,7 @@ void the_game(
}
// Get digging properties for material and tool
- u8 material = n.d;
+ content_t material = n.getContent();
DiggingProperties prop =
getDiggingProperties(material, toolname);
diff --git a/src/guiPauseMenu.cpp b/src/guiPauseMenu.cpp
index 61485518c..c10bcf039 100644
--- a/src/guiPauseMenu.cpp
+++ b/src/guiPauseMenu.cpp
@@ -172,7 +172,7 @@ void GUIPauseMenu::regenerateGui(v2u32 screensize)
);*/
std::ostringstream os;
- os<<"Minetest-delta\n";
+ os<<"Minetest-c55\n";
os<<"by Perttu Ahola and contributors\n";
os<<"celeron55@gmail.com\n";
os<<BUILD_INFO<<"\n";
diff --git a/src/inventory.cpp b/src/inventory.cpp
index fec51a759..7ef7f0138 100644
--- a/src/inventory.cpp
+++ b/src/inventory.cpp
@@ -61,7 +61,7 @@ InventoryItem* InventoryItem::deSerialize(std::istream &is)
is>>material;
u16 count;
is>>count;
- if(material > 255)
+ if(material > MAX_CONTENT)
throw SerializationError("Too large material number");
return new MaterialItem(material, count);
}
diff --git a/src/inventory.h b/src/inventory.h
index 07d81a3f7..5c64f89bb 100644
--- a/src/inventory.h
+++ b/src/inventory.h
@@ -30,8 +30,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "common_irrlicht.h"
#include "debug.h"
#include "mapblockobject.h"
-// For g_materials
-#include "main.h"
+#include "main.h" // For g_materials
+#include "mapnode.h" // For content_t
#define QUANTITY_ITEM_MAX_COUNT 99
@@ -113,7 +113,7 @@ protected:
class MaterialItem : public InventoryItem
{
public:
- MaterialItem(u8 content, u16 count):
+ MaterialItem(content_t content, u16 count):
InventoryItem(count)
{
m_content = content;
@@ -175,12 +175,12 @@ public:
/*
Special methods
*/
- u8 getMaterial()
+ content_t getMaterial()
{
return m_content;
}
private:
- u8 m_content;
+ content_t m_content;
};
//TODO: Remove
diff --git a/src/main.cpp b/src/main.cpp
index b94d0c361..3bc7ca5f6 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -1,1654 +1,1678 @@
-/*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
-
-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
-(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.
-
-You should have received a copy of the GNU 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.
-*/
-
-/*
-=============================== NOTES ==============================
-NOTE: Things starting with TODO are sometimes only suggestions.
-
-NOTE: iostream.imbue(std::locale("C")) is very slow
-NOTE: Global locale is now set at initialization
-
-NOTE: If VBO (EHM_STATIC) is used, remember to explicitly free the
- hardware buffer (it is not freed automatically)
-
-NOTE: A random to-do list saved here as documentation:
-A list of "active blocks" in which stuff happens. (+=done)
- + Add a never-resetted game timer to the server
- + Add a timestamp value to blocks
- + The simple rule: All blocks near some player are "active"
- - Do stuff in real time in active blocks
- + Handle objects
- - Grow grass, delete leaves without a tree
- - Spawn some mobs based on some rules
- - Transform cobble to mossy cobble near water
- - Run a custom script
- - ...And all kinds of other dynamic stuff
- + Keep track of when a block becomes active and becomes inactive
- + When a block goes inactive:
- + Store objects statically to block
- + Store timer value as the timestamp
- + When a block goes active:
- + Create active objects out of static objects
- - Simulate the results of what would have happened if it would have
- been active for all the time
- - Grow a lot of grass and so on
- + Initially it is fine to send information about every active object
- to every player. Eventually it should be modified to only send info
- about the nearest ones.
- + This was left to be done by the old system and it sends only the
- nearest ones.
-
-Old, wild and random suggestions that probably won't be done:
--------------------------------------------------------------
-
-SUGG: If player is on ground, mainly fetch ground-level blocks
-
-SUGG: Expose Connection's seqnums and ACKs to server and client.
- - This enables saving many packets and making a faster connection
- - This also enables server to check if client has received the
- most recent block sent, for example.
-SUGG: Add a sane bandwidth throttling system to Connection
-
-SUGG: More fine-grained control of client's dumping of blocks from
- memory
- - ...What does this mean in the first place?
-
-SUGG: A map editing mode (similar to dedicated server mode)
-
-SUGG: Transfer more blocks in a single packet
-SUGG: A blockdata combiner class, to which blocks are added and at
- destruction it sends all the stuff in as few packets as possible.
-SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize
- it by sending more stuff in a single packet.
- - Add a packet queue to RemoteClient, from which packets will be
- combined with object data packets
- - This is not exactly trivial: the object data packets are
- sometimes very big by themselves
- - This might not give much network performance gain though.
-
-SUGG: Precalculate lighting translation table at runtime (at startup)
- - This is not doable because it is currently hand-made and not
- based on some mathematical function.
- - Note: This has been changing lately
-
-SUGG: A version number to blocks, which increments when the block is
- modified (node add/remove, water update, lighting update)
- - This can then be used to make sure the most recent version of
- a block has been sent to client, for example
-
-SUGG: Make the amount of blocks sending to client and the total
- amount of blocks dynamically limited. Transferring blocks is the
- main network eater of this system, so it is the one that has
- to be throttled so that RTTs stay low.
-
-SUGG: Meshes of blocks could be split into 6 meshes facing into
- different directions and then only those drawn that need to be
-
-SUGG: Background music based on cellular automata?
- http://www.earslap.com/projectslab/otomata
-
-SUGG: Simple light color information to air
-
-SUGG: Server-side objects could be moved based on nodes to enable very
- lightweight operation and simple AI
- - Not practical; client would still need to show smooth movement.
-
-SUGG: Make a system for pregenerating quick information for mapblocks, so
- that the client can show them as cubes before they are actually sent
- or even generated.
-
-SUGG: Erosion simulation at map generation time
- - This might be plausible if larger areas of map were pregenerated
- without lighting (which is slow)
- - Simulate water flows, which would carve out dirt fast and
- then turn stone into gravel and sand and relocate it.
- - How about relocating minerals, too? Coal and gold in
- downstream sand and gravel would be kind of cool
- - This would need a better way of handling minerals, mainly
- to have mineral content as a separate field. the first
- parameter field is free for this.
- - Simulate rock falling from cliffs when water has removed
- enough solid rock from the bottom
-
-SUGG: For non-mapgen FarMesh: Add a per-sector database to store surface
- stuff as simple flags/values
- - Light?
- - A building?
- And at some point make the server send this data to the client too,
- instead of referring to the noise functions
- - Ground height
- - Surface ground type
- - Trees?
-
-Gaming ideas:
--------------
-
-- Aim for something like controlling a single dwarf in Dwarf Fortress
-- The player could go faster by a crafting a boat, or riding an animal
-- Random NPC traders. what else?
-
-Game content:
--------------
-
-- When furnace is destroyed, move items to player's inventory
-- Add lots of stuff
-- Glass blocks
-- Growing grass, decaying leaves
- - This can be done in the active blocks I guess.
- - Lots of stuff can be done in the active blocks.
- - Uh, is there an active block list somewhere? I think not. Add it.
-- Breaking weak structures
- - This can probably be accomplished in the same way as grass
-- Player health points
- - When player dies, throw items on map (needs better item-on-map
- implementation)
-- Cobble to get mossy if near water
-- More slots in furnace source list, so that multiple ingredients
- are possible.
-- Keys to chests?
-
-- The Treasure Guard; a big monster with a hammer
- - The hammer does great damage, shakes the ground and removes a block
- - You can drop on top of it, and have some time to attack there
- before he shakes you off
-
-- Maybe the difficulty could come from monsters getting tougher in
- far-away places, and the player starting to need something from
- there when time goes by.
- - The player would have some of that stuff at the beginning, and
- would need new supplies of it when it runs out
-
-- A bomb
-- A spread-items-on-map routine for the bomb, and for dying players
-
-- Fighting:
- - Proper sword swing simulation
- - Player should get damage from colliding to a wall at high speed
-
-Documentation:
---------------
-
-Build system / running:
------------------------
-
-Networking and serialization:
------------------------------
-
-SUGG: Fix address to be ipv6 compatible
-
-User Interface:
----------------
-
-Graphics:
----------
-
-SUGG: Combine MapBlock's face caches to so big pieces that VBO
- can be used
- - That is >500 vertices
- - This is not easy; all the MapBlocks close to the player would
- still need to be drawn separately and combining the blocks
- would have to happen in a background thread
-
-SUGG: Make fetching sector's blocks more efficient when rendering
- sectors that have very large amounts of blocks (on client)
- - Is this necessary at all?
-
-SUGG: Draw cubes in inventory directly with 3D drawing commands, so that
- animating them is easier.
-
-SUGG: Option for enabling proper alpha channel for textures
-
-TODO: Flowing water animation
-
-TODO: A setting for enabling bilinear filtering for textures
-
-TODO: Better control of draw_control.wanted_max_blocks
-
-TODO: Further investigate the use of GPU lighting in addition to the
- current one
-
-TODO: Artificial (night) light could be more yellow colored than sunlight.
- - This is technically doable.
- - Also the actual colors of the textures could be made less colorful
- in the dark but it's a bit more difficult.
-
-SUGG: Somehow make the night less colorful
-
-TODO: Occlusion culling
- - At the same time, move some of the renderMap() block choosing code
- to the same place as where the new culling happens.
- - Shoot some rays per frame and when ready, make a new list of
- blocks for usage of renderMap and give it a new pointer to it.
-
-Configuration:
---------------
-
-Client:
--------
-
-TODO: Untie client network operations from framerate
- - Needs some input queues or something
- - This won't give much performance boost because calculating block
- meshes takes so long
-
-SUGG: Make morning and evening transition more smooth and maybe shorter
-
-TODO: Don't update all meshes always on single node changes, but
- check which ones should be updated
- - implement Map::updateNodeMeshes() and the usage of it
- - It will give almost always a 4x boost in mesh update performance.
-
-- A weapon engine
-
-- Tool/weapon visualization
-
-FIXME: When disconnected to the menu, memory is not freed properly
-
-TODO: Investigate how much the mesh generator thread gets used when
- transferring map data
-
-Server:
--------
-
-SUGG: Make an option to the server to disable building and digging near
- the starting position
-
-FIXME: Server sometimes goes into some infinite PeerNotFoundException loop
-
-* Fix the problem with the server constantly saving one or a few
- blocks? List the first saved block, maybe it explains.
- - It is probably caused by oscillating water
- - TODO: Investigate if this still happens (this is a very old one)
-* Make a small history check to transformLiquids to detect and log
- continuous oscillations, in such detail that they can be fixed.
-
-FIXME: The new optimized map sending doesn't sometimes send enough blocks
- from big caves and such
-FIXME: Block send distance configuration does not take effect for some reason
-
-Environment:
-------------
-
-TODO: Add proper hooks to when adding and removing active blocks
-
-TODO: Finish the ActiveBlockModifier stuff and use it for something
-
-Objects:
---------
-
-TODO: Get rid of MapBlockObjects and use only ActiveObjects
- - Skipping the MapBlockObject data is nasty - there is no "total
- length" stored; have to make a SkipMBOs function which contains
- enough of the current code to skip them properly.
-
-SUGG: MovingObject::move and Player::move are basically the same.
- combine them.
- - NOTE: This is a bit tricky because player has the sneaking ability
- - NOTE: Player::move is more up-to-date.
- - NOTE: There is a simple move implementation now in collision.{h,cpp}
- - NOTE: MovingObject will be deleted (MapBlockObject)
-
-TODO: Add a long step function to objects that is called with the time
- difference when block activates
-
-Map:
-----
-
-TODO: Mineral and ground material properties
- - This way mineral ground toughness can be calculated with just
- some formula, as well as tool strengths
- - There are TODOs in appropriate files: material.h, content_mapnode.h
-
-TODO: Flowing water to actually contain flow direction information
- - There is a space for this - it just has to be implemented.
-
-TODO: Consider smoothening cave floors after generating them
-
-Misc. stuff:
-------------
-TODO: Make sure server handles removing grass when a block is placed (etc)
- - The client should not do it by itself
- - NOTE: I think nobody does it currently...
-TODO: Block cube placement around player's head
-TODO: Protocol version field
-TODO: Think about using same bits for material for fences and doors, for
- example
-TODO: Move mineral to param2, increment map serialization version, add
- conversion
-
-TODO: Restart irrlicht completely when coming back to main menu from game.
- - This gets rid of everything that is stored in irrlicht's caches.
-
-TODO: Merge bahamada's audio stuff (clean patch available)
-
-TODO: Merge key configuration menu (no clean patch available)
-
-Making it more portable:
-------------------------
-
-Stuff to do before release:
----------------------------
-
-Fixes to the current release:
------------------------------
-
-Stuff to do after release:
----------------------------
-
-Doing currently:
-----------------
-
-======================================================================
-
-*/
-
-#ifdef NDEBUG
- #ifdef _WIN32
- #pragma message ("Disabling unit tests")
- #else
- #warning "Disabling unit tests"
- #endif
- // Disable unit tests
- #define ENABLE_TESTS 0
-#else
- // Enable unit tests
- #define ENABLE_TESTS 1
-#endif
-
-#ifdef _MSC_VER
- #pragma comment(lib, "Irrlicht.lib")
- //#pragma comment(lib, "jthread.lib")
- #pragma comment(lib, "zlibwapi.lib")
- #pragma comment(lib, "Shell32.lib")
- // This would get rid of the console window
- //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
-#endif
-
-#include <iostream>
-#include <fstream>
-#include <locale.h>
-#include "main.h"
-#include "common_irrlicht.h"
-#include "debug.h"
-#include "test.h"
-#include "server.h"
-#include "constants.h"
-#include "porting.h"
-#include "gettime.h"
-#include "guiMessageMenu.h"
-#include "filesys.h"
-#include "config.h"
-#include "guiMainMenu.h"
-#include "mineral.h"
-#include "materials.h"
-#include "game.h"
-#include "keycode.h"
-#include "tile.h"
-
-#include "gettext.h"
-
-// This makes textures
-ITextureSource *g_texturesource = NULL;
-
-/*
- Settings.
- These are loaded from the config file.
-*/
-
-Settings g_settings;
-// This is located in defaultsettings.cpp
-extern void set_default_settings();
-
-// Global profiler
-Profiler g_profiler;
-
-/*
- Random stuff
-*/
-
-/*
- GUI Stuff
-*/
-
-gui::IGUIEnvironment* guienv = NULL;
-gui::IGUIStaticText *guiroot = NULL;
-
-MainMenuManager g_menumgr;
-
-bool noMenuActive()
-{
- return (g_menumgr.menuCount() == 0);
-}
-
-// Passed to menus to allow disconnecting and exiting
-
-MainGameCallback *g_gamecallback = NULL;
-
-/*
- Debug streams
-*/
-
-// Connection
-std::ostream *dout_con_ptr = &dummyout;
-std::ostream *derr_con_ptr = &dstream_no_stderr;
-//std::ostream *dout_con_ptr = &dstream_no_stderr;
-//std::ostream *derr_con_ptr = &dstream_no_stderr;
-//std::ostream *dout_con_ptr = &dstream;
-//std::ostream *derr_con_ptr = &dstream;
-
-// Server
-std::ostream *dout_server_ptr = &dstream;
-std::ostream *derr_server_ptr = &dstream;
-
-// Client
-std::ostream *dout_client_ptr = &dstream;
-std::ostream *derr_client_ptr = &dstream;
-
-/*
- gettime.h implementation
-*/
-
-// A small helper class
-class TimeGetter
-{
-public:
- virtual u32 getTime() = 0;
-};
-
-// A precise irrlicht one
-class IrrlichtTimeGetter: public TimeGetter
-{
-public:
- IrrlichtTimeGetter(IrrlichtDevice *device):
- m_device(device)
- {}
- u32 getTime()
- {
- if(m_device == NULL)
- return 0;
- return m_device->getTimer()->getRealTime();
- }
-private:
- IrrlichtDevice *m_device;
-};
-// Not so precise one which works without irrlicht
-class SimpleTimeGetter: public TimeGetter
-{
-public:
- u32 getTime()
- {
- return porting::getTimeMs();
- }
-};
-
-// A pointer to a global instance of the time getter
-// TODO: why?
-TimeGetter *g_timegetter = NULL;
-
-u32 getTimeMs()
-{
- if(g_timegetter == NULL)
- return 0;
- return g_timegetter->getTime();
-}
-
-/*
- Event handler for Irrlicht
-
- NOTE: Everything possible should be moved out from here,
- probably to InputHandler and the_game
-*/
-
-class MyEventReceiver : public IEventReceiver
-{
-public:
- // This is the one method that we have to implement
- virtual bool OnEvent(const SEvent& event)
- {
- /*
- React to nothing here if a menu is active
- */
- if(noMenuActive() == false)
- {
- return false;
- }
-
- // Remember whether each key is down or up
- if(event.EventType == irr::EET_KEY_INPUT_EVENT)
- {
- keyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;
-
- if(event.KeyInput.PressedDown)
- keyWasDown[event.KeyInput.Key] = true;
- }
-
- if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)
- {
- if(noMenuActive() == false)
- {
- left_active = false;
- middle_active = false;
- right_active = false;
- }
- else
- {
- //dstream<<"MyEventReceiver: mouse input"<<std::endl;
- left_active = event.MouseInput.isLeftPressed();
- middle_active = event.MouseInput.isMiddlePressed();
- right_active = event.MouseInput.isRightPressed();
-
- if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)
- {
- leftclicked = true;
- }
- if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)
- {
- rightclicked = true;
- }
- if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)
- {
- leftreleased = true;
- }
- if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)
- {
- rightreleased = true;
- }
- if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)
- {
- mouse_wheel += event.MouseInput.Wheel;
- }
- }
- }
-
- return false;
- }
-
- bool IsKeyDown(EKEY_CODE keyCode) const
- {
- return keyIsDown[keyCode];
- }
-
- // Checks whether a key was down and resets the state
- bool WasKeyDown(EKEY_CODE keyCode)
- {
- bool b = keyWasDown[keyCode];
- keyWasDown[keyCode] = false;
- return b;
- }
-
- s32 getMouseWheel()
- {
- s32 a = mouse_wheel;
- mouse_wheel = 0;
- return a;
- }
-
- void clearInput()
- {
- for(u32 i=0; i<KEY_KEY_CODES_COUNT; i++)
- {
- keyIsDown[i] = false;
- keyWasDown[i] = false;
- }
-
- leftclicked = false;
- rightclicked = false;
- leftreleased = false;
- rightreleased = false;
-
- left_active = false;
- middle_active = false;
- right_active = false;
-
- mouse_wheel = 0;
- }
-
- MyEventReceiver()
- {
- clearInput();
- }
-
- bool leftclicked;
- bool rightclicked;
- bool leftreleased;
- bool rightreleased;
-
- bool left_active;
- bool middle_active;
- bool right_active;
-
- s32 mouse_wheel;
-
-private:
- IrrlichtDevice *m_device;
-
- // The current state of keys
- bool keyIsDown[KEY_KEY_CODES_COUNT];
- // Whether a key has been pressed or not
- bool keyWasDown[KEY_KEY_CODES_COUNT];
-};
-
-/*
- Separated input handler
-*/
-
-class RealInputHandler : public InputHandler
-{
-public:
- RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):
- m_device(device),
- m_receiver(receiver)
- {
- }
- virtual bool isKeyDown(EKEY_CODE keyCode)
- {
- return m_receiver->IsKeyDown(keyCode);
- }
- virtual bool wasKeyDown(EKEY_CODE keyCode)
- {
- return m_receiver->WasKeyDown(keyCode);
- }
- virtual v2s32 getMousePos()
- {
- return m_device->getCursorControl()->getPosition();
- }
- virtual void setMousePos(s32 x, s32 y)
- {
- m_device->getCursorControl()->setPosition(x, y);
- }
-
- virtual bool getLeftState()
- {
- return m_receiver->left_active;
- }
- virtual bool getRightState()
- {
- return m_receiver->right_active;
- }
-
- virtual bool getLeftClicked()
- {
- return m_receiver->leftclicked;
- }
- virtual bool getRightClicked()
- {
- return m_receiver->rightclicked;
- }
- virtual void resetLeftClicked()
- {
- m_receiver->leftclicked = false;
- }
- virtual void resetRightClicked()
- {
- m_receiver->rightclicked = false;
- }
-
- virtual bool getLeftReleased()
- {
- return m_receiver->leftreleased;
- }
- virtual bool getRightReleased()
- {
- return m_receiver->rightreleased;
- }
- virtual void resetLeftReleased()
- {
- m_receiver->leftreleased = false;
- }
- virtual void resetRightReleased()
- {
- m_receiver->rightreleased = false;
- }
-
- virtual s32 getMouseWheel()
- {
- return m_receiver->getMouseWheel();
- }
-
- void clear()
- {
- m_receiver->clearInput();
- }
-private:
- IrrlichtDevice *m_device;
- MyEventReceiver *m_receiver;
-};
-
-class RandomInputHandler : public InputHandler
-{
-public:
- RandomInputHandler()
- {
- leftdown = false;
- rightdown = false;
- leftclicked = false;
- rightclicked = false;
- leftreleased = false;
- rightreleased = false;
- for(u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)
- keydown[i] = false;
- }
- virtual bool isKeyDown(EKEY_CODE keyCode)
- {
- return keydown[keyCode];
- }
- virtual bool wasKeyDown(EKEY_CODE keyCode)
- {
- return false;
- }
- virtual v2s32 getMousePos()
- {
- return mousepos;
- }
- virtual void setMousePos(s32 x, s32 y)
- {
- mousepos = v2s32(x,y);
- }
-
- virtual bool getLeftState()
- {
- return leftdown;
- }
- virtual bool getRightState()
- {
- return rightdown;
- }
-
- virtual bool getLeftClicked()
- {
- return leftclicked;
- }
- virtual bool getRightClicked()
- {
- return rightclicked;
- }
- virtual void resetLeftClicked()
- {
- leftclicked = false;
- }
- virtual void resetRightClicked()
- {
- rightclicked = false;
- }
-
- virtual bool getLeftReleased()
- {
- return leftreleased;
- }
- virtual bool getRightReleased()
- {
- return rightreleased;
- }
- virtual void resetLeftReleased()
- {
- leftreleased = false;
- }
- virtual void resetRightReleased()
- {
- rightreleased = false;
- }
-
- virtual s32 getMouseWheel()
- {
- return 0;
- }
-
- virtual void step(float dtime)
- {
- {
- static float counter1 = 0;
- counter1 -= dtime;
- if(counter1 < 0.0)
- {
- counter1 = 0.1*Rand(1, 40);
- keydown[getKeySetting("keymap_jump")] =
- !keydown[getKeySetting("keymap_jump")];
- }
- }
- {
- static float counter1 = 0;
- counter1 -= dtime;
- if(counter1 < 0.0)
- {
- counter1 = 0.1*Rand(1, 40);
- keydown[getKeySetting("keymap_special1")] =
- !keydown[getKeySetting("keymap_special1")];
- }
- }
- {
- static float counter1 = 0;
- counter1 -= dtime;
- if(counter1 < 0.0)
- {
- counter1 = 0.1*Rand(1, 40);
- keydown[getKeySetting("keymap_forward")] =
- !keydown[getKeySetting("keymap_forward")];
- }
- }
- {
- static float counter1 = 0;
- counter1 -= dtime;
- if(counter1 < 0.0)
- {
- counter1 = 0.1*Rand(1, 40);
- keydown[getKeySetting("keymap_left")] =
- !keydown[getKeySetting("keymap_left")];
- }
- }
- {
- static float counter1 = 0;
- counter1 -= dtime;
- if(counter1 < 0.0)
- {
- counter1 = 0.1*Rand(1, 20);
- mousespeed = v2s32(Rand(-20,20), Rand(-15,20));
- }
- }
- {
- static float counter1 = 0;
- counter1 -= dtime;
- if(counter1 < 0.0)
- {
- counter1 = 0.1*Rand(1, 30);
- leftdown = !leftdown;
- if(leftdown)
- leftclicked = true;
- if(!leftdown)
- leftreleased = true;
- }
- }
- {
- static float counter1 = 0;
- counter1 -= dtime;
- if(counter1 < 0.0)
- {
- counter1 = 0.1*Rand(1, 15);
- rightdown = !rightdown;
- if(rightdown)
- rightclicked = true;
- if(!rightdown)
- rightreleased = true;
- }
- }
- mousepos += mousespeed;
- }
-
- s32 Rand(s32 min, s32 max)
- {
- return (myrand()%(max-min+1))+min;
- }
-private:
- bool keydown[KEY_KEY_CODES_COUNT];
- v2s32 mousepos;
- v2s32 mousespeed;
- bool leftdown;
- bool rightdown;
- bool leftclicked;
- bool rightclicked;
- bool leftreleased;
- bool rightreleased;
-};
-
-// These are defined global so that they're not optimized too much.
-// Can't change them to volatile.
-s16 temp16;
-f32 tempf;
-v3f tempv3f1;
-v3f tempv3f2;
-std::string tempstring;
-std::string tempstring2;
-
-void SpeedTests()
-{
- {
- dstream<<"The following test should take around 20ms."<<std::endl;
- TimeTaker timer("Testing std::string speed");
- const u32 jj = 10000;
- for(u32 j=0; j<jj; j++)
- {
- tempstring = "";
- tempstring2 = "";
- const u32 ii = 10;
- for(u32 i=0; i<ii; i++){
- tempstring2 += "asd";
- }
- for(u32 i=0; i<ii+1; i++){
- tempstring += "asd";
- if(tempstring == tempstring2)
- break;
- }
- }
- }
-
- dstream<<"All of the following tests should take around 100ms each."
- <<std::endl;
-
- {
- TimeTaker timer("Testing floating-point conversion speed");
- tempf = 0.001;
- for(u32 i=0; i<4000000; i++){
- temp16 += tempf;
- tempf += 0.001;
- }
- }
-
- {
- TimeTaker timer("Testing floating-point vector speed");
-
- tempv3f1 = v3f(1,2,3);
- tempv3f2 = v3f(4,5,6);
- for(u32 i=0; i<10000000; i++){
- tempf += tempv3f1.dotProduct(tempv3f2);
- tempv3f2 += v3f(7,8,9);
- }
- }
-
- {
- TimeTaker timer("Testing core::map speed");
-
- core::map<v2s16, f32> map1;
- tempf = -324;
- const s16 ii=300;
- for(s16 y=0; y<ii; y++){
- for(s16 x=0; x<ii; x++){
- map1.insert(v2s16(x,y), tempf);
- tempf += 1;
- }
- }
- for(s16 y=ii-1; y>=0; y--){
- for(s16 x=0; x<ii; x++){
- tempf = map1[v2s16(x,y)];
- }
- }
- }
-
- {
- dstream<<"Around 5000/ms should do well here."<<std::endl;
- TimeTaker timer("Testing mutex speed");
-
- JMutex m;
- m.Init();
- u32 n = 0;
- u32 i = 0;
- do{
- n += 10000;
- for(; i<n; i++){
- m.Lock();
- m.Unlock();
- }
- }
- // Do at least 10ms
- while(timer.getTime() < 10);
-
- u32 dtime = timer.stop();
- u32 per_ms = n / dtime;
- std::cout<<"Done. "<<dtime<<"ms, "
- <<per_ms<<"/ms"<<std::endl;
- }
-}
-
-void drawMenuBackground(video::IVideoDriver* driver)
-{
- core::dimension2d<u32> screensize = driver->getScreenSize();
-
- video::ITexture *bgtexture =
- driver->getTexture(getTexturePath("mud.png").c_str());
- if(bgtexture)
- {
- s32 texturesize = 128;
- s32 tiled_y = screensize.Height / texturesize + 1;
- s32 tiled_x = screensize.Width / texturesize + 1;
-
- for(s32 y=0; y<tiled_y; y++)
- for(s32 x=0; x<tiled_x; x++)
- {
- core::rect<s32> rect(0,0,texturesize,texturesize);
- rect += v2s32(x*texturesize, y*texturesize);
- driver->draw2DImage(bgtexture, rect,
- core::rect<s32>(core::position2d<s32>(0,0),
- core::dimension2di(bgtexture->getSize())),
- NULL, NULL, true);
- }
- }
-
- video::ITexture *logotexture =
- driver->getTexture(getTexturePath("menulogo.png").c_str());
- if(logotexture)
- {
- v2s32 logosize(logotexture->getOriginalSize().Width,
- logotexture->getOriginalSize().Height);
- logosize *= 4;
-
- video::SColor bgcolor(255,50,50,50);
- core::rect<s32> bgrect(0, screensize.Height-logosize.Y-20,
- screensize.Width, screensize.Height);
- driver->draw2DRectangle(bgcolor, bgrect, NULL);
-
- core::rect<s32> rect(0,0,logosize.X,logosize.Y);
- rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y);
- rect -= v2s32(logosize.X/2, 0);
- driver->draw2DImage(logotexture, rect,
- core::rect<s32>(core::position2d<s32>(0,0),
- core::dimension2di(logotexture->getSize())),
- NULL, NULL, true);
- }
-}
-
-int main(int argc, char *argv[])
-{
- /*
- Initialization
- */
-
- // Set locale. This is for forcing '.' as the decimal point.
- std::locale::global(std::locale("C"));
- // This enables printing all characters in bitmap font
- setlocale(LC_CTYPE, "en_US");
- /*
- Parse command line
- */
-
- // List all allowed options
- core::map<std::string, ValueSpec> allowed_options;
- allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG));
- allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,
- "Run server directly"));
- allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,
- "Load configuration from specified file"));
- allowed_options.insert("port", ValueSpec(VALUETYPE_STRING));
- allowed_options.insert("address", ValueSpec(VALUETYPE_STRING));
- allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG));
- allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG));
- allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG));
- allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING));
-#ifdef _WIN32
- allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG));
-#endif
- allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG));
-
- Settings cmd_args;
-
- bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);
-
- if(ret == false || cmd_args.getFlag("help"))
- {
- dstream<<"Allowed options:"<<std::endl;
- for(core::map<std::string, ValueSpec>::Iterator
- i = allowed_options.getIterator();
- i.atEnd() == false; i++)
- {
- dstream<<" --"<<i.getNode()->getKey();
- if(i.getNode()->getValue().type == VALUETYPE_FLAG)
- {
- }
- else
- {
- dstream<<" <value>";
- }
- dstream<<std::endl;
-
- if(i.getNode()->getValue().help != NULL)
- {
- dstream<<" "<<i.getNode()->getValue().help
- <<std::endl;
- }
- }
-
- return cmd_args.getFlag("help") ? 0 : 1;
- }
-
- /*
- Low-level initialization
- */
-
- bool disable_stderr = false;
-#ifdef _WIN32
- if(cmd_args.getFlag("dstream-on-stderr") == false)
- disable_stderr = true;
-#endif
-
- porting::signal_handler_init();
- bool &kill = *porting::signal_handler_killstatus();
-
- // Initialize porting::path_data and porting::path_userdata
- porting::initializePaths();
-
- // Create user data directory
- fs::CreateDir(porting::path_userdata);
-
+/*
+Minetest-c55
+Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+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
+(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.
+
+You should have received a copy of the GNU 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.
+*/
+
+/*
+=============================== NOTES ==============================
+NOTE: Things starting with TODO are sometimes only suggestions.
+
+NOTE: iostream.imbue(std::locale("C")) is very slow
+NOTE: Global locale is now set at initialization
+
+NOTE: If VBO (EHM_STATIC) is used, remember to explicitly free the
+ hardware buffer (it is not freed automatically)
+
+NOTE: A random to-do list saved here as documentation:
+A list of "active blocks" in which stuff happens. (+=done)
+ + Add a never-resetted game timer to the server
+ + Add a timestamp value to blocks
+ + The simple rule: All blocks near some player are "active"
+ - Do stuff in real time in active blocks
+ + Handle objects
+ - Grow grass, delete leaves without a tree
+ - Spawn some mobs based on some rules
+ - Transform cobble to mossy cobble near water
+ - Run a custom script
+ - ...And all kinds of other dynamic stuff
+ + Keep track of when a block becomes active and becomes inactive
+ + When a block goes inactive:
+ + Store objects statically to block
+ + Store timer value as the timestamp
+ + When a block goes active:
+ + Create active objects out of static objects
+ - Simulate the results of what would have happened if it would have
+ been active for all the time
+ - Grow a lot of grass and so on
+ + Initially it is fine to send information about every active object
+ to every player. Eventually it should be modified to only send info
+ about the nearest ones.
+ + This was left to be done by the old system and it sends only the
+ nearest ones.
+
+Vim conversion regexpes for moving to extended content type storage:
+%s/\(\.\|->\)d \([!=]=\)/\1getContent() \2/g
+%s/content_features(\([^.]*\)\.d)/content_features(\1)/g
+%s/\(\.\|->\)d = \([^;]*\);/\1setContent(\2);/g
+%s/\(getNodeNoExNoEmerge([^)]*)\)\.d/\1.getContent()/g
+%s/\(getNodeNoExNoEmerge(.*)\)\.d/\1.getContent()/g
+%s/\.d;/.getContent();/g
+%s/\(content_liquid\|content_flowing_liquid\|make_liquid_flowing\|content_pointable\)(\([^.]*\).d)/\1(\2.getContent())/g
+Other things to note:
+- node.d = node.param0 (only in raw serialization; use getContent() otherwise)
+- node.param = node.param1
+- node.dir = node.param2
+- content_walkable(node.d) etc should be changed to
+ content_features(node).walkable etc
+- Also check for lines that store the result of getContent to a 8-bit
+ variable and fix them (result of getContent() must be stored in
+ content_t, which is 16-bit)
+
+Old, wild and random suggestions that probably won't be done:
+-------------------------------------------------------------
+
+SUGG: If player is on ground, mainly fetch ground-level blocks
+
+SUGG: Expose Connection's seqnums and ACKs to server and client.
+ - This enables saving many packets and making a faster connection
+ - This also enables server to check if client has received the
+ most recent block sent, for example.
+SUGG: Add a sane bandwidth throttling system to Connection
+
+SUGG: More fine-grained control of client's dumping of blocks from
+ memory
+ - ...What does this mean in the first place?
+
+SUGG: A map editing mode (similar to dedicated server mode)
+
+SUGG: Transfer more blocks in a single packet
+SUGG: A blockdata combiner class, to which blocks are added and at
+ destruction it sends all the stuff in as few packets as possible.
+SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize
+ it by sending more stuff in a single packet.
+ - Add a packet queue to RemoteClient, from which packets will be
+ combined with object data packets
+ - This is not exactly trivial: the object data packets are
+ sometimes very big by themselves
+ - This might not give much network performance gain though.
+
+SUGG: Precalculate lighting translation table at runtime (at startup)
+ - This is not doable because it is currently hand-made and not
+ based on some mathematical function.
+ - Note: This has been changing lately
+
+SUGG: A version number to blocks, which increments when the block is
+ modified (node add/remove, water update, lighting update)
+ - This can then be used to make sure the most recent version of
+ a block has been sent to client, for example
+
+SUGG: Make the amount of blocks sending to client and the total
+ amount of blocks dynamically limited. Transferring blocks is the
+ main network eater of this system, so it is the one that has
+ to be throttled so that RTTs stay low.
+
+SUGG: Meshes of blocks could be split into 6 meshes facing into
+ different directions and then only those drawn that need to be
+
+SUGG: Background music based on cellular automata?
+ http://www.earslap.com/projectslab/otomata
+
+SUGG: Simple light color information to air
+
+SUGG: Server-side objects could be moved based on nodes to enable very
+ lightweight operation and simple AI
+ - Not practical; client would still need to show smooth movement.
+
+SUGG: Make a system for pregenerating quick information for mapblocks, so
+ that the client can show them as cubes before they are actually sent
+ or even generated.
+
+SUGG: Erosion simulation at map generation time
+ - This might be plausible if larger areas of map were pregenerated
+ without lighting (which is slow)
+ - Simulate water flows, which would carve out dirt fast and
+ then turn stone into gravel and sand and relocate it.
+ - How about relocating minerals, too? Coal and gold in
+ downstream sand and gravel would be kind of cool
+ - This would need a better way of handling minerals, mainly
+ to have mineral content as a separate field. the first
+ parameter field is free for this.
+ - Simulate rock falling from cliffs when water has removed
+ enough solid rock from the bottom
+
+SUGG: For non-mapgen FarMesh: Add a per-sector database to store surface
+ stuff as simple flags/values
+ - Light?
+ - A building?
+ And at some point make the server send this data to the client too,
+ instead of referring to the noise functions
+ - Ground height
+ - Surface ground type
+ - Trees?
+
+Gaming ideas:
+-------------
+
+- Aim for something like controlling a single dwarf in Dwarf Fortress
+- The player could go faster by a crafting a boat, or riding an animal
+- Random NPC traders. what else?
+
+Game content:
+-------------
+
+- When furnace is destroyed, move items to player's inventory
+- Add lots of stuff
+- Glass blocks
+- Growing grass, decaying leaves
+ - This can be done in the active blocks I guess.
+ - Lots of stuff can be done in the active blocks.
+ - Uh, is there an active block list somewhere? I think not. Add it.
+- Breaking weak structures
+ - This can probably be accomplished in the same way as grass
+- Player health points
+ - When player dies, throw items on map (needs better item-on-map
+ implementation)
+- Cobble to get mossy if near water
+- More slots in furnace source list, so that multiple ingredients
+ are possible.
+- Keys to chests?
+
+- The Treasure Guard; a big monster with a hammer
+ - The hammer does great damage, shakes the ground and removes a block
+ - You can drop on top of it, and have some time to attack there
+ before he shakes you off
+
+- Maybe the difficulty could come from monsters getting tougher in
+ far-away places, and the player starting to need something from
+ there when time goes by.
+ - The player would have some of that stuff at the beginning, and
+ would need new supplies of it when it runs out
+
+- A bomb
+- A spread-items-on-map routine for the bomb, and for dying players
+
+- Fighting:
+ - Proper sword swing simulation
+ - Player should get damage from colliding to a wall at high speed
+
+Documentation:
+--------------
+
+Build system / running:
+-----------------------
+
+Networking and serialization:
+-----------------------------
+
+SUGG: Fix address to be ipv6 compatible
+
+User Interface:
+---------------
+
+Graphics:
+---------
+
+SUGG: Combine MapBlock's face caches to so big pieces that VBO
+ can be used
+ - That is >500 vertices
+ - This is not easy; all the MapBlocks close to the player would
+ still need to be drawn separately and combining the blocks
+ would have to happen in a background thread
+
+SUGG: Make fetching sector's blocks more efficient when rendering
+ sectors that have very large amounts of blocks (on client)
+ - Is this necessary at all?
+
+SUGG: Draw cubes in inventory directly with 3D drawing commands, so that
+ animating them is easier.
+
+SUGG: Option for enabling proper alpha channel for textures
+
+TODO: Flowing water animation
+
+TODO: A setting for enabling bilinear filtering for textures
+
+TODO: Better control of draw_control.wanted_max_blocks
+
+TODO: Further investigate the use of GPU lighting in addition to the
+ current one
+
+TODO: Artificial (night) light could be more yellow colored than sunlight.
+ - This is technically doable.
+ - Also the actual colors of the textures could be made less colorful
+ in the dark but it's a bit more difficult.
+
+SUGG: Somehow make the night less colorful
+
+TODO: Occlusion culling
+ - At the same time, move some of the renderMap() block choosing code
+ to the same place as where the new culling happens.
+ - Shoot some rays per frame and when ready, make a new list of
+ blocks for usage of renderMap and give it a new pointer to it.
+
+Configuration:
+--------------
+
+Client:
+-------
+
+TODO: Untie client network operations from framerate
+ - Needs some input queues or something
+ - This won't give much performance boost because calculating block
+ meshes takes so long
+
+SUGG: Make morning and evening transition more smooth and maybe shorter
+
+TODO: Don't update all meshes always on single node changes, but
+ check which ones should be updated
+ - implement Map::updateNodeMeshes() and the usage of it
+ - It will give almost always a 4x boost in mesh update performance.
+
+- A weapon engine
+
+- Tool/weapon visualization
+
+FIXME: When disconnected to the menu, memory is not freed properly
+
+TODO: Investigate how much the mesh generator thread gets used when
+ transferring map data
+
+Server:
+-------
+
+SUGG: Make an option to the server to disable building and digging near
+ the starting position
+
+FIXME: Server sometimes goes into some infinite PeerNotFoundException loop
+
+* Fix the problem with the server constantly saving one or a few
+ blocks? List the first saved block, maybe it explains.
+ - It is probably caused by oscillating water
+ - TODO: Investigate if this still happens (this is a very old one)
+* Make a small history check to transformLiquids to detect and log
+ continuous oscillations, in such detail that they can be fixed.
+
+FIXME: The new optimized map sending doesn't sometimes send enough blocks
+ from big caves and such
+FIXME: Block send distance configuration does not take effect for some reason
+
+Environment:
+------------
+
+TODO: Add proper hooks to when adding and removing active blocks
+
+TODO: Finish the ActiveBlockModifier stuff and use it for something
+
+Objects:
+--------
+
+TODO: Get rid of MapBlockObjects and use only ActiveObjects
+ - Skipping the MapBlockObject data is nasty - there is no "total
+ length" stored; have to make a SkipMBOs function which contains
+ enough of the current code to skip them properly.
+
+SUGG: MovingObject::move and Player::move are basically the same.
+ combine them.
+ - NOTE: This is a bit tricky because player has the sneaking ability
+ - NOTE: Player::move is more up-to-date.
+ - NOTE: There is a simple move implementation now in collision.{h,cpp}
+ - NOTE: MovingObject will be deleted (MapBlockObject)
+
+TODO: Add a long step function to objects that is called with the time
+ difference when block activates
+
+Map:
+----
+
+TODO: Mineral and ground material properties
+ - This way mineral ground toughness can be calculated with just
+ some formula, as well as tool strengths. Sounds too.
+ - There are TODOs in appropriate files: material.h, content_mapnode.h
+
+TODO: Flowing water to actually contain flow direction information
+ - There is a space for this - it just has to be implemented.
+
+TODO: Consider smoothening cave floors after generating them
+
+TODO: Fix make_tree, make_* to use seed-position-consistent pseudorandom
+ - delta also
+
+Misc. stuff:
+------------
+TODO: Make sure server handles removing grass when a block is placed (etc)
+ - The client should not do it by itself
+ - NOTE: I think nobody does it currently...
+TODO: Block cube placement around player's head
+TODO: Protocol version field
+TODO: Think about using same bits for material for fences and doors, for
+ example
+TODO: Move mineral to param2, increment map serialization version, add
+ conversion
+
+SUGG: Restart irrlicht completely when coming back to main menu from game.
+ - This gets rid of everything that is stored in irrlicht's caches.
+ - This might be needed for texture pack selection in menu
+
+TODO: Merge bahamada's audio stuff (clean patch available)
+
+TODO: Move content_features to mapnode_content_features.{h,cpp} or so
+
+Making it more portable:
+------------------------
+
+Stuff to do before release:
+---------------------------
+
+Fixes to the current release:
+-----------------------------
+
+Stuff to do after release:
+---------------------------
+
+Doing currently:
+----------------
+
+======================================================================
+
+*/
+
+#ifdef NDEBUG
+ #ifdef _WIN32
+ #pragma message ("Disabling unit tests")
+ #else
+ #warning "Disabling unit tests"
+ #endif
+ // Disable unit tests
+ #define ENABLE_TESTS 0
+#else
+ // Enable unit tests
+ #define ENABLE_TESTS 1
+#endif
+
+#ifdef _MSC_VER
+ #pragma comment(lib, "Irrlicht.lib")
+ //#pragma comment(lib, "jthread.lib")
+ #pragma comment(lib, "zlibwapi.lib")
+ #pragma comment(lib, "Shell32.lib")
+ // This would get rid of the console window
+ //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
+#endif
+
+#include <iostream>
+#include <fstream>
+#include <locale.h>
+#include "main.h"
+#include "common_irrlicht.h"
+#include "debug.h"
+#include "test.h"
+#include "server.h"
+#include "constants.h"
+#include "porting.h"
+#include "gettime.h"
+#include "guiMessageMenu.h"
+#include "filesys.h"
+#include "config.h"
+#include "guiMainMenu.h"
+#include "mineral.h"
+#include "materials.h"
+#include "game.h"
+#include "keycode.h"
+#include "tile.h"
+
+#include "gettext.h"
+
+// This makes textures
+ITextureSource *g_texturesource = NULL;
+
+/*
+ Settings.
+ These are loaded from the config file.
+*/
+
+Settings g_settings;
+// This is located in defaultsettings.cpp
+extern void set_default_settings();
+
+// Global profiler
+Profiler g_profiler;
+
+/*
+ Random stuff
+*/
+
+/*
+ GUI Stuff
+*/
+
+gui::IGUIEnvironment* guienv = NULL;
+gui::IGUIStaticText *guiroot = NULL;
+
+MainMenuManager g_menumgr;
+
+bool noMenuActive()
+{
+ return (g_menumgr.menuCount() == 0);
+}
+
+// Passed to menus to allow disconnecting and exiting
+
+MainGameCallback *g_gamecallback = NULL;
+
+/*
+ Debug streams
+*/
+
+// Connection
+std::ostream *dout_con_ptr = &dummyout;
+std::ostream *derr_con_ptr = &dstream_no_stderr;
+//std::ostream *dout_con_ptr = &dstream_no_stderr;
+//std::ostream *derr_con_ptr = &dstream_no_stderr;
+//std::ostream *dout_con_ptr = &dstream;
+//std::ostream *derr_con_ptr = &dstream;
+
+// Server
+std::ostream *dout_server_ptr = &dstream;
+std::ostream *derr_server_ptr = &dstream;
+
+// Client
+std::ostream *dout_client_ptr = &dstream;
+std::ostream *derr_client_ptr = &dstream;
+
+/*
+ gettime.h implementation
+*/
+
+// A small helper class
+class TimeGetter
+{
+public:
+ virtual u32 getTime() = 0;
+};
+
+// A precise irrlicht one
+class IrrlichtTimeGetter: public TimeGetter
+{
+public:
+ IrrlichtTimeGetter(IrrlichtDevice *device):
+ m_device(device)
+ {}
+ u32 getTime()
+ {
+ if(m_device == NULL)
+ return 0;
+ return m_device->getTimer()->getRealTime();
+ }
+private:
+ IrrlichtDevice *m_device;
+};
+// Not so precise one which works without irrlicht
+class SimpleTimeGetter: public TimeGetter
+{
+public:
+ u32 getTime()
+ {
+ return porting::getTimeMs();
+ }
+};
+
+// A pointer to a global instance of the time getter
+// TODO: why?
+TimeGetter *g_timegetter = NULL;
+
+u32 getTimeMs()
+{
+ if(g_timegetter == NULL)
+ return 0;
+ return g_timegetter->getTime();
+}
+
+/*
+ Event handler for Irrlicht
+
+ NOTE: Everything possible should be moved out from here,
+ probably to InputHandler and the_game
+*/
+
+class MyEventReceiver : public IEventReceiver
+{
+public:
+ // This is the one method that we have to implement
+ virtual bool OnEvent(const SEvent& event)
+ {
+ /*
+ React to nothing here if a menu is active
+ */
+ if(noMenuActive() == false)
+ {
+ return false;
+ }
+
+ // Remember whether each key is down or up
+ if(event.EventType == irr::EET_KEY_INPUT_EVENT)
+ {
+ keyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;
+
+ if(event.KeyInput.PressedDown)
+ keyWasDown[event.KeyInput.Key] = true;
+ }
+
+ if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)
+ {
+ if(noMenuActive() == false)
+ {
+ left_active = false;
+ middle_active = false;
+ right_active = false;
+ }
+ else
+ {
+ //dstream<<"MyEventReceiver: mouse input"<<std::endl;
+ left_active = event.MouseInput.isLeftPressed();
+ middle_active = event.MouseInput.isMiddlePressed();
+ right_active = event.MouseInput.isRightPressed();
+
+ if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)
+ {
+ leftclicked = true;
+ }
+ if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)
+ {
+ rightclicked = true;
+ }
+ if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)
+ {
+ leftreleased = true;
+ }
+ if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)
+ {
+ rightreleased = true;
+ }
+ if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)
+ {
+ mouse_wheel += event.MouseInput.Wheel;
+ }
+ }
+ }
+
+ return false;
+ }
+
+ bool IsKeyDown(EKEY_CODE keyCode) const
+ {
+ return keyIsDown[keyCode];
+ }
+
+ // Checks whether a key was down and resets the state
+ bool WasKeyDown(EKEY_CODE keyCode)
+ {
+ bool b = keyWasDown[keyCode];
+ keyWasDown[keyCode] = false;
+ return b;
+ }
+
+ s32 getMouseWheel()
+ {
+ s32 a = mouse_wheel;
+ mouse_wheel = 0;
+ return a;
+ }
+
+ void clearInput()
+ {
+ for(u32 i=0; i<KEY_KEY_CODES_COUNT; i++)
+ {
+ keyIsDown[i] = false;
+ keyWasDown[i] = false;
+ }
+
+ leftclicked = false;
+ rightclicked = false;
+ leftreleased = false;
+ rightreleased = false;
+
+ left_active = false;
+ middle_active = false;
+ right_active = false;
+
+ mouse_wheel = 0;
+ }
+
+ MyEventReceiver()
+ {
+ clearInput();
+ }
+
+ bool leftclicked;
+ bool rightclicked;
+ bool leftreleased;
+ bool rightreleased;
+
+ bool left_active;
+ bool middle_active;
+ bool right_active;
+
+ s32 mouse_wheel;
+
+private:
+ IrrlichtDevice *m_device;
+
+ // The current state of keys
+ bool keyIsDown[KEY_KEY_CODES_COUNT];
+ // Whether a key has been pressed or not
+ bool keyWasDown[KEY_KEY_CODES_COUNT];
+};
+
+/*
+ Separated input handler
+*/
+
+class RealInputHandler : public InputHandler
+{
+public:
+ RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):
+ m_device(device),
+ m_receiver(receiver)
+ {
+ }
+ virtual bool isKeyDown(EKEY_CODE keyCode)
+ {
+ return m_receiver->IsKeyDown(keyCode);
+ }
+ virtual bool wasKeyDown(EKEY_CODE keyCode)
+ {
+ return m_receiver->WasKeyDown(keyCode);
+ }
+ virtual v2s32 getMousePos()
+ {
+ return m_device->getCursorControl()->getPosition();
+ }
+ virtual void setMousePos(s32 x, s32 y)
+ {
+ m_device->getCursorControl()->setPosition(x, y);
+ }
+
+ virtual bool getLeftState()
+ {
+ return m_receiver->left_active;
+ }
+ virtual bool getRightState()
+ {
+ return m_receiver->right_active;
+ }
+
+ virtual bool getLeftClicked()
+ {
+ return m_receiver->leftclicked;
+ }
+ virtual bool getRightClicked()
+ {
+ return m_receiver->rightclicked;
+ }
+ virtual void resetLeftClicked()
+ {
+ m_receiver->leftclicked = false;
+ }
+ virtual void resetRightClicked()
+ {
+ m_receiver->rightclicked = false;
+ }
+
+ virtual bool getLeftReleased()
+ {
+ return m_receiver->leftreleased;
+ }
+ virtual bool getRightReleased()
+ {
+ return m_receiver->rightreleased;
+ }
+ virtual void resetLeftReleased()
+ {
+ m_receiver->leftreleased = false;
+ }
+ virtual void resetRightReleased()
+ {
+ m_receiver->rightreleased = false;
+ }
+
+ virtual s32 getMouseWheel()
+ {
+ return m_receiver->getMouseWheel();
+ }
+
+ void clear()
+ {
+ m_receiver->clearInput();
+ }
+private:
+ IrrlichtDevice *m_device;
+ MyEventReceiver *m_receiver;
+};
+
+class RandomInputHandler : public InputHandler
+{
+public:
+ RandomInputHandler()
+ {
+ leftdown = false;
+ rightdown = false;
+ leftclicked = false;
+ rightclicked = false;
+ leftreleased = false;
+ rightreleased = false;
+ for(u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)
+ keydown[i] = false;
+ }
+ virtual bool isKeyDown(EKEY_CODE keyCode)
+ {
+ return keydown[keyCode];
+ }
+ virtual bool wasKeyDown(EKEY_CODE keyCode)
+ {
+ return false;
+ }
+ virtual v2s32 getMousePos()
+ {
+ return mousepos;
+ }
+ virtual void setMousePos(s32 x, s32 y)
+ {
+ mousepos = v2s32(x,y);
+ }
+
+ virtual bool getLeftState()
+ {
+ return leftdown;
+ }
+ virtual bool getRightState()
+ {
+ return rightdown;
+ }
+
+ virtual bool getLeftClicked()
+ {
+ return leftclicked;
+ }
+ virtual bool getRightClicked()
+ {
+ return rightclicked;
+ }
+ virtual void resetLeftClicked()
+ {
+ leftclicked = false;
+ }
+ virtual void resetRightClicked()
+ {
+ rightclicked = false;
+ }
+
+ virtual bool getLeftReleased()
+ {
+ return leftreleased;
+ }
+ virtual bool getRightReleased()
+ {
+ return rightreleased;
+ }
+ virtual void resetLeftReleased()
+ {
+ leftreleased = false;
+ }
+ virtual void resetRightReleased()
+ {
+ rightreleased = false;
+ }
+
+ virtual s32 getMouseWheel()
+ {
+ return 0;
+ }
+
+ virtual void step(float dtime)
+ {
+ {
+ static float counter1 = 0;
+ counter1 -= dtime;
+ if(counter1 < 0.0)
+ {
+ counter1 = 0.1*Rand(1, 40);
+ keydown[getKeySetting("keymap_jump")] =
+ !keydown[getKeySetting("keymap_jump")];
+ }
+ }
+ {
+ static float counter1 = 0;
+ counter1 -= dtime;
+ if(counter1 < 0.0)
+ {
+ counter1 = 0.1*Rand(1, 40);
+ keydown[getKeySetting("keymap_special1")] =
+ !keydown[getKeySetting("keymap_special1")];
+ }
+ }
+ {
+ static float counter1 = 0;
+ counter1 -= dtime;
+ if(counter1 < 0.0)
+ {
+ counter1 = 0.1*Rand(1, 40);
+ keydown[getKeySetting("keymap_forward")] =
+ !keydown[getKeySetting("keymap_forward")];
+ }
+ }
+ {
+ static float counter1 = 0;
+ counter1 -= dtime;
+ if(counter1 < 0.0)
+ {
+ counter1 = 0.1*Rand(1, 40);
+ keydown[getKeySetting("keymap_left")] =
+ !keydown[getKeySetting("keymap_left")];
+ }
+ }
+ {
+ static float counter1 = 0;
+ counter1 -= dtime;
+ if(counter1 < 0.0)
+ {
+ counter1 = 0.1*Rand(1, 20);
+ mousespeed = v2s32(Rand(-20,20), Rand(-15,20));
+ }
+ }
+ {
+ static float counter1 = 0;
+ counter1 -= dtime;
+ if(counter1 < 0.0)
+ {
+ counter1 = 0.1*Rand(1, 30);
+ leftdown = !leftdown;
+ if(leftdown)
+ leftclicked = true;
+ if(!leftdown)
+ leftreleased = true;
+ }
+ }
+ {
+ static float counter1 = 0;
+ counter1 -= dtime;
+ if(counter1 < 0.0)
+ {
+ counter1 = 0.1*Rand(1, 15);
+ rightdown = !rightdown;
+ if(rightdown)
+ rightclicked = true;
+ if(!rightdown)
+ rightreleased = true;
+ }
+ }
+ mousepos += mousespeed;
+ }
+
+ s32 Rand(s32 min, s32 max)
+ {
+ return (myrand()%(max-min+1))+min;
+ }
+private:
+ bool keydown[KEY_KEY_CODES_COUNT];
+ v2s32 mousepos;
+ v2s32 mousespeed;
+ bool leftdown;
+ bool rightdown;
+ bool leftclicked;
+ bool rightclicked;
+ bool leftreleased;
+ bool rightreleased;
+};
+
+// These are defined global so that they're not optimized too much.
+// Can't change them to volatile.
+s16 temp16;
+f32 tempf;
+v3f tempv3f1;
+v3f tempv3f2;
+std::string tempstring;
+std::string tempstring2;
+
+void SpeedTests()
+{
+ {
+ dstream<<"The following test should take around 20ms."<<std::endl;
+ TimeTaker timer("Testing std::string speed");
+ const u32 jj = 10000;
+ for(u32 j=0; j<jj; j++)
+ {
+ tempstring = "";
+ tempstring2 = "";
+ const u32 ii = 10;
+ for(u32 i=0; i<ii; i++){
+ tempstring2 += "asd";
+ }
+ for(u32 i=0; i<ii+1; i++){
+ tempstring += "asd";
+ if(tempstring == tempstring2)
+ break;
+ }
+ }
+ }
+
+ dstream<<"All of the following tests should take around 100ms each."
+ <<std::endl;
+
+ {
+ TimeTaker timer("Testing floating-point conversion speed");
+ tempf = 0.001;
+ for(u32 i=0; i<4000000; i++){
+ temp16 += tempf;
+ tempf += 0.001;
+ }
+ }
+
+ {
+ TimeTaker timer("Testing floating-point vector speed");
+
+ tempv3f1 = v3f(1,2,3);
+ tempv3f2 = v3f(4,5,6);
+ for(u32 i=0; i<10000000; i++){
+ tempf += tempv3f1.dotProduct(tempv3f2);
+ tempv3f2 += v3f(7,8,9);
+ }
+ }
+
+ {
+ TimeTaker timer("Testing core::map speed");
+
+ core::map<v2s16, f32> map1;
+ tempf = -324;
+ const s16 ii=300;
+ for(s16 y=0; y<ii; y++){
+ for(s16 x=0; x<ii; x++){
+ map1.insert(v2s16(x,y), tempf);
+ tempf += 1;
+ }
+ }
+ for(s16 y=ii-1; y>=0; y--){
+ for(s16 x=0; x<ii; x++){
+ tempf = map1[v2s16(x,y)];
+ }
+ }
+ }
+
+ {
+ dstream<<"Around 5000/ms should do well here."<<std::endl;
+ TimeTaker timer("Testing mutex speed");
+
+ JMutex m;
+ m.Init();
+ u32 n = 0;
+ u32 i = 0;
+ do{
+ n += 10000;
+ for(; i<n; i++){
+ m.Lock();
+ m.Unlock();
+ }
+ }
+ // Do at least 10ms
+ while(timer.getTime() < 10);
+
+ u32 dtime = timer.stop();
+ u32 per_ms = n / dtime;
+ std::cout<<"Done. "<<dtime<<"ms, "
+ <<per_ms<<"/ms"<<std::endl;
+ }
+}
+
+void drawMenuBackground(video::IVideoDriver* driver)
+{
+ core::dimension2d<u32> screensize = driver->getScreenSize();
+
+ video::ITexture *bgtexture =
+ driver->getTexture(getTexturePath("mud.png").c_str());
+ if(bgtexture)
+ {
+ s32 texturesize = 128;
+ s32 tiled_y = screensize.Height / texturesize + 1;
+ s32 tiled_x = screensize.Width / texturesize + 1;
+
+ for(s32 y=0; y<tiled_y; y++)
+ for(s32 x=0; x<tiled_x; x++)
+ {
+ core::rect<s32> rect(0,0,texturesize,texturesize);
+ rect += v2s32(x*texturesize, y*texturesize);
+ driver->draw2DImage(bgtexture, rect,
+ core::rect<s32>(core::position2d<s32>(0,0),
+ core::dimension2di(bgtexture->getSize())),
+ NULL, NULL, true);
+ }
+ }
+
+ video::ITexture *logotexture =
+ driver->getTexture(getTexturePath("menulogo.png").c_str());
+ if(logotexture)
+ {
+ v2s32 logosize(logotexture->getOriginalSize().Width,
+ logotexture->getOriginalSize().Height);
+ logosize *= 4;
+
+ video::SColor bgcolor(255,50,50,50);
+ core::rect<s32> bgrect(0, screensize.Height-logosize.Y-20,
+ screensize.Width, screensize.Height);
+ driver->draw2DRectangle(bgcolor, bgrect, NULL);
+
+ core::rect<s32> rect(0,0,logosize.X,logosize.Y);
+ rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y);
+ rect -= v2s32(logosize.X/2, 0);
+ driver->draw2DImage(logotexture, rect,
+ core::rect<s32>(core::position2d<s32>(0,0),
+ core::dimension2di(logotexture->getSize())),
+ NULL, NULL, true);
+ }
+}
+
+int main(int argc, char *argv[])
+{
+ /*
+ Initialization
+ */
+
+ // Set locale. This is for forcing '.' as the decimal point.
+ std::locale::global(std::locale("C"));
+ // This enables printing all characters in bitmap font
+ setlocale(LC_CTYPE, "en_US");
+
+ /*
+ Parse command line
+ */
+
+ // List all allowed options
+ core::map<std::string, ValueSpec> allowed_options;
+ allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG));
+ allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,
+ "Run server directly"));
+ allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,
+ "Load configuration from specified file"));
+ allowed_options.insert("port", ValueSpec(VALUETYPE_STRING));
+ allowed_options.insert("address", ValueSpec(VALUETYPE_STRING));
+ allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG));
+ allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG));
+ allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG));
+ allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING));
+#ifdef _WIN32
+ allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG));
+#endif
+ allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG));
+
+ Settings cmd_args;
+
+ bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);
+
+ if(ret == false || cmd_args.getFlag("help"))
+ {
+ dstream<<"Allowed options:"<<std::endl;
+ for(core::map<std::string, ValueSpec>::Iterator
+ i = allowed_options.getIterator();
+ i.atEnd() == false; i++)
+ {
+ dstream<<" --"<<i.getNode()->getKey();
+ if(i.getNode()->getValue().type == VALUETYPE_FLAG)
+ {
+ }
+ else
+ {
+ dstream<<" <value>";
+ }
+ dstream<<std::endl;
+
+ if(i.getNode()->getValue().help != NULL)
+ {
+ dstream<<" "<<i.getNode()->getValue().help
+ <<std::endl;
+ }
+ }
+
+ return cmd_args.getFlag("help") ? 0 : 1;
+ }
+
+ /*
+ Low-level initialization
+ */
+
+ bool disable_stderr = false;
+#ifdef _WIN32
+ if(cmd_args.getFlag("dstream-on-stderr") == false)
+ disable_stderr = true;
+#endif
+
+ porting::signal_handler_init();
+ bool &kill = *porting::signal_handler_killstatus();
+
+ // Initialize porting::path_data and porting::path_userdata
+ porting::initializePaths();
+
+ // Create user data directory
+ fs::CreateDir(porting::path_userdata);
+
setlocale(LC_MESSAGES, "");
- bindtextdomain("minetest", (porting::path_userdata+"/locale").c_str());
- textdomain("minetest");
-
- // Initialize debug streams
-#ifdef RUN_IN_PLACE
- std::string debugfile = DEBUGFILE;
-#else
- std::string debugfile = porting::path_userdata+"/"+DEBUGFILE;
-#endif
- debugstreams_init(disable_stderr, debugfile.c_str());
- // Initialize debug stacks
- debug_stacks_init();
-
- DSTACK(__FUNCTION_NAME);
-
- // Init material properties table
- //initializeMaterialProperties();
-
- // Debug handler
- BEGIN_DEBUG_EXCEPTION_HANDLER
-
- // Print startup message
- dstream<<DTIME<<"minetest-c55"
- " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST
- <<", "<<BUILD_INFO
- <<std::endl;
-
- /*
- Basic initialization
- */
-
- // Initialize default settings
- set_default_settings();
-
- // Initialize sockets
- sockets_init();
- atexit(sockets_cleanup);
-
- /*
- Read config file
- */
-
- // Path of configuration file in use
- std::string configpath = "";
-
- if(cmd_args.exists("config"))
- {
- bool r = g_settings.readConfigFile(cmd_args.get("config").c_str());
- if(r == false)
- {
- dstream<<"Could not read configuration from \""
- <<cmd_args.get("config")<<"\""<<std::endl;
- return 1;
- }
- configpath = cmd_args.get("config");
- }
- else
- {
- core::array<std::string> filenames;
- filenames.push_back(porting::path_userdata + "/minetest.conf");
-#ifdef RUN_IN_PLACE
- filenames.push_back(porting::path_userdata + "/../minetest.conf");
-#endif
-
- for(u32 i=0; i<filenames.size(); i++)
- {
- bool r = g_settings.readConfigFile(filenames[i].c_str());
- if(r)
- {
- configpath = filenames[i];
- break;
- }
- }
-
- // If no path found, use the first one (menu creates the file)
- if(configpath == "")
- configpath = filenames[0];
- }
-
- // Initialize random seed
- srand(time(0));
- mysrand(time(0));
-
- /*
- Pre-initialize some stuff with a dummy irrlicht wrapper.
-
- These are needed for unit tests at least.
- */
-
- // Initial call with g_texturesource not set.
- init_mapnode();
-
- /*
- Run unit tests
- */
-
- if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)
- || cmd_args.getFlag("enable-unittests") == true)
- {
- run_tests();
- }
-
- /*for(s16 y=-100; y<100; y++)
- for(s16 x=-100; x<100; x++)
- {
- std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl;
- }
- return 0;*/
-
- /*
- Game parameters
- */
-
- // Port
- u16 port = 30000;
- if(cmd_args.exists("port"))
- port = cmd_args.getU16("port");
- else if(g_settings.exists("port"))
- port = g_settings.getU16("port");
- if(port == 0)
- port = 30000;
-
- // Map directory
- std::string map_dir = porting::path_userdata+"/world";
- if(cmd_args.exists("map-dir"))
- map_dir = cmd_args.get("map-dir");
- else if(g_settings.exists("map-dir"))
- map_dir = g_settings.get("map-dir");
-
- // Run dedicated server if asked to
- if(cmd_args.getFlag("server"))
- {
- DSTACK("Dedicated server branch");
-
- // Create time getter
- g_timegetter = new SimpleTimeGetter();
-
- // Create server
- Server server(map_dir.c_str());
- server.start(port);
-
- // Run server
- dedicated_server_loop(server, kill);
-
- return 0;
- }
-
-
- /*
- More parameters
- */
-
- // Address to connect to
- std::string address = "";
-
- if(cmd_args.exists("address"))
- {
- address = cmd_args.get("address");
- }
- else
- {
- address = g_settings.get("address");
- }
-
- std::string playername = g_settings.get("name");
-
- /*
- Device initialization
- */
-
- // Resolution selection
-
- bool fullscreen = false;
- u16 screenW = g_settings.getU16("screenW");
- u16 screenH = g_settings.getU16("screenH");
-
- // Determine driver
-
- video::E_DRIVER_TYPE driverType;
-
- std::string driverstring = g_settings.get("video_driver");
-
- if(driverstring == "null")
- driverType = video::EDT_NULL;
- else if(driverstring == "software")
- driverType = video::EDT_SOFTWARE;
- else if(driverstring == "burningsvideo")
- driverType = video::EDT_BURNINGSVIDEO;
- else if(driverstring == "direct3d8")
- driverType = video::EDT_DIRECT3D8;
- else if(driverstring == "direct3d9")
- driverType = video::EDT_DIRECT3D9;
- else if(driverstring == "opengl")
- driverType = video::EDT_OPENGL;
- else
- {
- dstream<<"WARNING: Invalid video_driver specified; defaulting "
- "to opengl"<<std::endl;
- driverType = video::EDT_OPENGL;
- }
-
- /*
- Create device and exit if creation failed
- */
-
- MyEventReceiver receiver;
-
- IrrlichtDevice *device;
- device = createDevice(driverType,
- core::dimension2d<u32>(screenW, screenH),
- 16, fullscreen, false, false, &receiver);
-
- if (device == 0)
- return 1; // could not create selected driver.
-
- // Set device in game parameters
- device = device;
+ bindtextdomain("minetest", (porting::path_userdata+"/locale").c_str());
+ textdomain("minetest");
+
+ // Initialize debug streams
+#ifdef RUN_IN_PLACE
+ std::string debugfile = DEBUGFILE;
+#else
+ std::string debugfile = porting::path_userdata+"/"+DEBUGFILE;
+#endif
+ debugstreams_init(disable_stderr, debugfile.c_str());
+ // Initialize debug stacks
+ debug_stacks_init();
+
+ DSTACK(__FUNCTION_NAME);
+
+ // Init material properties table
+ //initializeMaterialProperties();
+
+ // Debug handler
+ BEGIN_DEBUG_EXCEPTION_HANDLER
+
+ // Print startup message
+ dstream<<DTIME<<"minetest-c55"
+ " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST
+ <<", "<<BUILD_INFO
+ <<std::endl;
+
+ /*
+ Basic initialization
+ */
+
+ // Initialize default settings
+ set_default_settings();
+
+ // Initialize sockets
+ sockets_init();
+ atexit(sockets_cleanup);
+
+ /*
+ Read config file
+ */
+
+ // Path of configuration file in use
+ std::string configpath = "";
+
+ if(cmd_args.exists("config"))
+ {
+ bool r = g_settings.readConfigFile(cmd_args.get("config").c_str());
+ if(r == false)
+ {
+ dstream<<"Could not read configuration from \""
+ <<cmd_args.get("config")<<"\""<<std::endl;
+ return 1;
+ }
+ configpath = cmd_args.get("config");
+ }
+ else
+ {
+ core::array<std::string> filenames;
+ filenames.push_back(porting::path_userdata + "/minetest.conf");
+#ifdef RUN_IN_PLACE
+ filenames.push_back(porting::path_userdata + "/../minetest.conf");
+#endif
+
+ for(u32 i=0; i<filenames.size(); i++)
+ {
+ bool r = g_settings.readConfigFile(filenames[i].c_str());
+ if(r)
+ {
+ configpath = filenames[i];
+ break;
+ }
+ }
+
+ // If no path found, use the first one (menu creates the file)
+ if(configpath == "")
+ configpath = filenames[0];
+ }
+
+ // Initialize random seed
+ srand(time(0));
+ mysrand(time(0));
+
+ /*
+ Pre-initialize some stuff with a dummy irrlicht wrapper.
+
+ These are needed for unit tests at least.
+ */
+
+ // Initial call with g_texturesource not set.
+ init_mapnode();
+
+ /*
+ Run unit tests
+ */
+
+ if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)
+ || cmd_args.getFlag("enable-unittests") == true)
+ {
+ run_tests();
+ }
+
+ /*for(s16 y=-100; y<100; y++)
+ for(s16 x=-100; x<100; x++)
+ {
+ std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl;
+ }
+ return 0;*/
+
+ /*
+ Game parameters
+ */
+
+ // Port
+ u16 port = 30000;
+ if(cmd_args.exists("port"))
+ port = cmd_args.getU16("port");
+ else if(g_settings.exists("port"))
+ port = g_settings.getU16("port");
+ if(port == 0)
+ port = 30000;
+
+ // Map directory
+ std::string map_dir = porting::path_userdata+"/world";
+ if(cmd_args.exists("map-dir"))
+ map_dir = cmd_args.get("map-dir");
+ else if(g_settings.exists("map-dir"))
+ map_dir = g_settings.get("map-dir");
+
+ // Run dedicated server if asked to
+ if(cmd_args.getFlag("server"))
+ {
+ DSTACK("Dedicated server branch");
+
+ // Create time getter
+ g_timegetter = new SimpleTimeGetter();
+
+ // Create server
+ Server server(map_dir.c_str());
+ server.start(port);
+
+ // Run server
+ dedicated_server_loop(server, kill);
+
+ return 0;
+ }
+
+
+ /*
+ More parameters
+ */
+
+ // Address to connect to
+ std::string address = "";
+
+ if(cmd_args.exists("address"))
+ {
+ address = cmd_args.get("address");
+ }
+ else
+ {
+ address = g_settings.get("address");
+ }
+
+ std::string playername = g_settings.get("name");
+
+ /*
+ Device initialization
+ */
+
+ // Resolution selection
+
+ bool fullscreen = false;
+ u16 screenW = g_settings.getU16("screenW");
+ u16 screenH = g_settings.getU16("screenH");
+
+ // Determine driver
+
+ video::E_DRIVER_TYPE driverType;
+
+ std::string driverstring = g_settings.get("video_driver");
+
+ if(driverstring == "null")
+ driverType = video::EDT_NULL;
+ else if(driverstring == "software")
+ driverType = video::EDT_SOFTWARE;
+ else if(driverstring == "burningsvideo")
+ driverType = video::EDT_BURNINGSVIDEO;
+ else if(driverstring == "direct3d8")
+ driverType = video::EDT_DIRECT3D8;
+ else if(driverstring == "direct3d9")
+ driverType = video::EDT_DIRECT3D9;
+ else if(driverstring == "opengl")
+ driverType = video::EDT_OPENGL;
+ else
+ {
+ dstream<<"WARNING: Invalid video_driver specified; defaulting "
+ "to opengl"<<std::endl;
+ driverType = video::EDT_OPENGL;
+ }
+
+ /*
+ Create device and exit if creation failed
+ */
+
+ MyEventReceiver receiver;
+
+ IrrlichtDevice *device;
+ device = createDevice(driverType,
+ core::dimension2d<u32>(screenW, screenH),
+ 16, fullscreen, false, false, &receiver);
+
+ if (device == 0)
+ return 1; // could not create selected driver.
+
+ // Set device in game parameters
+ device = device;
// Set the window caption
device->setWindowCaption(L"Minetest [Main Menu]");
-
- // Create time getter
- g_timegetter = new IrrlichtTimeGetter(device);
-
- // Create game callback for menus
- g_gamecallback = new MainGameCallback(device);
-
- // Create texture source
- g_texturesource = new TextureSource(device);
-
- /*
- Speed tests (done after irrlicht is loaded to get timer)
- */
- if(cmd_args.getFlag("speedtests"))
- {
- dstream<<"Running speed tests"<<std::endl;
- SpeedTests();
- return 0;
- }
-
- device->setResizable(true);
-
- bool random_input = g_settings.getBool("random_input")
- || cmd_args.getFlag("random-input");
- InputHandler *input = NULL;
- if(random_input)
- input = new RandomInputHandler();
- else
- input = new RealInputHandler(device, &receiver);
-
- /*
- Continue initialization
- */
-
- //video::IVideoDriver* driver = device->getVideoDriver();
-
- /*
- This changes the minimum allowed number of vertices in a VBO.
- Default is 500.
- */
- //driver->setMinHardwareBufferVertexCount(50);
-
- scene::ISceneManager* smgr = device->getSceneManager();
-
- guienv = device->getGUIEnvironment();
- gui::IGUISkin* skin = guienv->getSkin();
- gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str());
- if(font)
- skin->setFont(font);
- else
- dstream<<"WARNING: Font file was not found."
- " Using default font."<<std::endl;
- // If font was not found, this will get us one
- font = skin->getFont();
- assert(font);
-
- u32 text_height = font->getDimension(L"Hello, world!").Height;
- dstream<<"text_height="<<text_height<<std::endl;
-
- //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));
- skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));
- //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));
- //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));
- skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));
- skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));
-
- /*
- Preload some textures and stuff
- */
-
- init_mapnode(); // Second call with g_texturesource set
- init_mineral();
-
- /*
- GUI stuff
- */
-
- /*
- If an error occurs, this is set to something and the
- menu-game loop is restarted. It is then displayed before
- the menu.
- */
- std::wstring error_message = L"";
-
- // The password entered during the menu screen,
- std::string password;
-
- /*
- Menu-game loop
- */
- while(device->run() && kill == false)
- {
-
- // This is used for catching disconnects
- try
- {
-
- /*
- Clear everything from the GUIEnvironment
- */
- guienv->clear();
-
- /*
- We need some kind of a root node to be able to add
- custom gui elements directly on the screen.
- Otherwise they won't be automatically drawn.
- */
- guiroot = guienv->addStaticText(L"",
- core::rect<s32>(0, 0, 10000, 10000));
-
- /*
- Out-of-game menu loop.
-
- Loop quits when menu returns proper parameters.
- */
- while(kill == false)
- {
- // Cursor can be non-visible when coming from the game
- device->getCursorControl()->setVisible(true);
- // Some stuff are left to scene manager when coming from the game
- // (map at least?)
- smgr->clear();
- // Reset or hide the debug gui texts
- /*guitext->setText(L"Minetest-c55");
- guitext2->setVisible(false);
- guitext_info->setVisible(false);
- guitext_chat->setVisible(false);*/
-
- // Initialize menu data
- MainMenuData menudata;
- menudata.address = narrow_to_wide(address);
- menudata.name = narrow_to_wide(playername);
- menudata.port = narrow_to_wide(itos(port));
- menudata.fancy_trees = g_settings.getBool("new_style_leaves");
- menudata.smooth_lighting = g_settings.getBool("smooth_lighting");
- menudata.creative_mode = g_settings.getBool("creative_mode");
- menudata.enable_damage = g_settings.getBool("enable_damage");
-
- GUIMainMenu *menu =
- new GUIMainMenu(guienv, guiroot, -1,
- &g_menumgr, &menudata, g_gamecallback);
- menu->allowFocusRemoval(true);
-
- if(error_message != L"")
- {
- dstream<<"WARNING: error_message = "
- <<wide_to_narrow(error_message)<<std::endl;
-
- GUIMessageMenu *menu2 =
- new GUIMessageMenu(guienv, guiroot, -1,
- &g_menumgr, error_message.c_str());
- menu2->drop();
- error_message = L"";
- }
-
- video::IVideoDriver* driver = device->getVideoDriver();
-
- dstream<<"Created main menu"<<std::endl;
-
- while(device->run() && kill == false)
- {
- if(menu->getStatus() == true)
- break;
-
- //driver->beginScene(true, true, video::SColor(255,0,0,0));
- driver->beginScene(true, true, video::SColor(255,128,128,128));
-
- drawMenuBackground(driver);
-
- guienv->drawAll();
-
- driver->endScene();
-
- // On some computers framerate doesn't seem to be
- // automatically limited
- sleep_ms(25);
- }
-
- // Break out of menu-game loop to shut down cleanly
- if(device->run() == false || kill == true)
- break;
-
- dstream<<"Dropping main menu"<<std::endl;
-
- menu->drop();
-
- // Delete map if requested
- if(menudata.delete_map)
- {
- bool r = fs::RecursiveDeleteContent(map_dir);
- if(r == false)
- error_message = L"Delete failed";
- continue;
- }
-
- playername = wide_to_narrow(menudata.name);
-
- password = translatePassword(playername, menudata.password);
-
- address = wide_to_narrow(menudata.address);
- int newport = stoi(wide_to_narrow(menudata.port));
- if(newport != 0)
- port = newport;
- g_settings.set("new_style_leaves", itos(menudata.fancy_trees));
- g_settings.set("smooth_lighting", itos(menudata.smooth_lighting));
- g_settings.set("creative_mode", itos(menudata.creative_mode));
- g_settings.set("enable_damage", itos(menudata.enable_damage));
-
- // NOTE: These are now checked server side; no need to do it
- // here, so let's not do it here.
- /*// Check for valid parameters, restart menu if invalid.
- if(playername == "")
- {
- error_message = L"Name required.";
- continue;
- }
- // Check that name has only valid chars
- if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false)
- {
- error_message = L"Characters allowed: "
- +narrow_to_wide(PLAYERNAME_ALLOWED_CHARS);
- continue;
- }*/
-
- // Save settings
- g_settings.set("name", playername);
- g_settings.set("address", address);
- g_settings.set("port", itos(port));
- // Update configuration file
- if(configpath != "")
- g_settings.updateConfigFile(configpath.c_str());
-
- // Continue to game
- break;
- }
-
- // Break out of menu-game loop to shut down cleanly
- if(device->run() == false)
- break;
-
- // Initialize mapnode again to enable changed graphics settings
- init_mapnode();
-
- /*
- Run game
- */
- the_game(
- kill,
- random_input,
- input,
- device,
- font,
- map_dir,
- playername,
- password,
- address,
- port,
- error_message
- );
-
- } //try
- catch(con::PeerNotFoundException &e)
- {
- dstream<<DTIME<<"Connection error (timed out?)"<<std::endl;
- error_message = L"Connection error (timed out?)";
- }
- catch(SocketException &e)
- {
- dstream<<DTIME<<"Socket error (port already in use?)"<<std::endl;
- error_message = L"Socket error (port already in use?)";
- }
-#ifdef NDEBUG
- catch(std::exception &e)
- {
- std::string narrow_message = "Some exception, what()=\"";
- narrow_message += e.what();
- narrow_message += "\"";
- dstream<<DTIME<<narrow_message<<std::endl;
- error_message = narrow_to_wide(narrow_message);
- }
-#endif
-
- } // Menu-game loop
-
- delete input;
-
- /*
- In the end, delete the Irrlicht device.
- */
- device->drop();
-
- END_DEBUG_EXCEPTION_HANDLER
-
- debugstreams_deinit();
-
- return 0;
-}
-
-//END
+
+ // Create time getter
+ g_timegetter = new IrrlichtTimeGetter(device);
+
+ // Create game callback for menus
+ g_gamecallback = new MainGameCallback(device);
+
+ // Create texture source
+ g_texturesource = new TextureSource(device);
+
+ /*
+ Speed tests (done after irrlicht is loaded to get timer)
+ */
+ if(cmd_args.getFlag("speedtests"))
+ {
+ dstream<<"Running speed tests"<<std::endl;
+ SpeedTests();
+ return 0;
+ }
+
+ device->setResizable(true);
+
+ bool random_input = g_settings.getBool("random_input")
+ || cmd_args.getFlag("random-input");
+ InputHandler *input = NULL;
+ if(random_input)
+ input = new RandomInputHandler();
+ else
+ input = new RealInputHandler(device, &receiver);
+
+ /*
+ Continue initialization
+ */
+
+ //video::IVideoDriver* driver = device->getVideoDriver();
+
+ /*
+ This changes the minimum allowed number of vertices in a VBO.
+ Default is 500.
+ */
+ //driver->setMinHardwareBufferVertexCount(50);
+
+ scene::ISceneManager* smgr = device->getSceneManager();
+
+ guienv = device->getGUIEnvironment();
+ gui::IGUISkin* skin = guienv->getSkin();
+ gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str());
+ if(font)
+ skin->setFont(font);
+ else
+ dstream<<"WARNING: Font file was not found."
+ " Using default font."<<std::endl;
+ // If font was not found, this will get us one
+ font = skin->getFont();
+ assert(font);
+
+ u32 text_height = font->getDimension(L"Hello, world!").Height;
+ dstream<<"text_height="<<text_height<<std::endl;
+
+ //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));
+ skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));
+ //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));
+ //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));
+ skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));
+ skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));
+
+ /*
+ Preload some textures and stuff
+ */
+
+ init_mapnode(); // Second call with g_texturesource set
+ init_mineral();
+
+ /*
+ GUI stuff
+ */
+
+ /*
+ If an error occurs, this is set to something and the
+ menu-game loop is restarted. It is then displayed before
+ the menu.
+ */
+ std::wstring error_message = L"";
+
+ // The password entered during the menu screen,
+ std::string password;
+
+ /*
+ Menu-game loop
+ */
+ while(device->run() && kill == false)
+ {
+
+ // This is used for catching disconnects
+ try
+ {
+
+ /*
+ Clear everything from the GUIEnvironment
+ */
+ guienv->clear();
+
+ /*
+ We need some kind of a root node to be able to add
+ custom gui elements directly on the screen.
+ Otherwise they won't be automatically drawn.
+ */
+ guiroot = guienv->addStaticText(L"",
+ core::rect<s32>(0, 0, 10000, 10000));
+
+ /*
+ Out-of-game menu loop.
+
+ Loop quits when menu returns proper parameters.
+ */
+ while(kill == false)
+ {
+ // Cursor can be non-visible when coming from the game
+ device->getCursorControl()->setVisible(true);
+ // Some stuff are left to scene manager when coming from the game
+ // (map at least?)
+ smgr->clear();
+ // Reset or hide the debug gui texts
+ /*guitext->setText(L"Minetest-c55");
+ guitext2->setVisible(false);
+ guitext_info->setVisible(false);
+ guitext_chat->setVisible(false);*/
+
+ // Initialize menu data
+ MainMenuData menudata;
+ menudata.address = narrow_to_wide(address);
+ menudata.name = narrow_to_wide(playername);
+ menudata.port = narrow_to_wide(itos(port));
+ menudata.fancy_trees = g_settings.getBool("new_style_leaves");
+ menudata.smooth_lighting = g_settings.getBool("smooth_lighting");
+ menudata.creative_mode = g_settings.getBool("creative_mode");
+ menudata.enable_damage = g_settings.getBool("enable_damage");
+
+ GUIMainMenu *menu =
+ new GUIMainMenu(guienv, guiroot, -1,
+ &g_menumgr, &menudata, g_gamecallback);
+ menu->allowFocusRemoval(true);
+
+ if(error_message != L"")
+ {
+ dstream<<"WARNING: error_message = "
+ <<wide_to_narrow(error_message)<<std::endl;
+
+ GUIMessageMenu *menu2 =
+ new GUIMessageMenu(guienv, guiroot, -1,
+ &g_menumgr, error_message.c_str());
+ menu2->drop();
+ error_message = L"";
+ }
+
+ video::IVideoDriver* driver = device->getVideoDriver();
+
+ dstream<<"Created main menu"<<std::endl;
+
+ while(device->run() && kill == false)
+ {
+ if(menu->getStatus() == true)
+ break;
+
+ //driver->beginScene(true, true, video::SColor(255,0,0,0));
+ driver->beginScene(true, true, video::SColor(255,128,128,128));
+
+ drawMenuBackground(driver);
+
+ guienv->drawAll();
+
+ driver->endScene();
+
+ // On some computers framerate doesn't seem to be
+ // automatically limited
+ sleep_ms(25);
+ }
+
+ // Break out of menu-game loop to shut down cleanly
+ if(device->run() == false || kill == true)
+ break;
+
+ dstream<<"Dropping main menu"<<std::endl;
+
+ menu->drop();
+
+ // Delete map if requested
+ if(menudata.delete_map)
+ {
+ bool r = fs::RecursiveDeleteContent(map_dir);
+ if(r == false)
+ error_message = L"Delete failed";
+ continue;
+ }
+
+ playername = wide_to_narrow(menudata.name);
+
+ password = translatePassword(playername, menudata.password);
+
+ address = wide_to_narrow(menudata.address);
+ int newport = stoi(wide_to_narrow(menudata.port));
+ if(newport != 0)
+ port = newport;
+ g_settings.set("new_style_leaves", itos(menudata.fancy_trees));
+ g_settings.set("smooth_lighting", itos(menudata.smooth_lighting));
+ g_settings.set("creative_mode", itos(menudata.creative_mode));
+ g_settings.set("enable_damage", itos(menudata.enable_damage));
+
+ // NOTE: These are now checked server side; no need to do it
+ // here, so let's not do it here.
+ /*// Check for valid parameters, restart menu if invalid.
+ if(playername == "")
+ {
+ error_message = L"Name required.";
+ continue;
+ }
+ // Check that name has only valid chars
+ if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false)
+ {
+ error_message = L"Characters allowed: "
+ +narrow_to_wide(PLAYERNAME_ALLOWED_CHARS);
+ continue;
+ }*/
+
+ // Save settings
+ g_settings.set("name", playername);
+ g_settings.set("address", address);
+ g_settings.set("port", itos(port));
+ // Update configuration file
+ if(configpath != "")
+ g_settings.updateConfigFile(configpath.c_str());
+
+ // Continue to game
+ break;
+ }
+
+ // Break out of menu-game loop to shut down cleanly
+ if(device->run() == false)
+ break;
+
+ // Initialize mapnode again to enable changed graphics settings
+ init_mapnode();
+
+ /*
+ Run game
+ */
+ the_game(
+ kill,
+ random_input,
+ input,
+ device,
+ font,
+ map_dir,
+ playername,
+ password,
+ address,
+ port,
+ error_message
+ );
+
+ } //try
+ catch(con::PeerNotFoundException &e)
+ {
+ dstream<<DTIME<<"Connection error (timed out?)"<<std::endl;
+ error_message = L"Connection error (timed out?)";
+ }
+ catch(SocketException &e)
+ {
+ dstream<<DTIME<<"Socket error (port already in use?)"<<std::endl;
+ error_message = L"Socket error (port already in use?)";
+ }
+#ifdef NDEBUG
+ catch(std::exception &e)
+ {
+ std::string narrow_message = "Some exception, what()=\"";
+ narrow_message += e.what();
+ narrow_message += "\"";
+ dstream<<DTIME<<narrow_message<<std::endl;
+ error_message = narrow_to_wide(narrow_message);
+ }
+#endif
+
+ } // Menu-game loop
+
+ delete input;
+
+ /*
+ In the end, delete the Irrlicht device.
+ */
+ device->drop();
+
+ END_DEBUG_EXCEPTION_HANDLER
+
+ debugstreams_deinit();
+
+ return 0;
+}
+
+//END
+
diff --git a/src/map.cpp b/src/map.cpp
index e1769b8ef..1c63943c4 100644
--- a/src/map.cpp
+++ b/src/map.cpp
@@ -630,9 +630,9 @@ s16 Map::propagateSunlight(v3s16 start,
else
{
/*// Turn mud into grass
- if(n.d == CONTENT_MUD)
+ if(n.getContent() == CONTENT_MUD)
{
- n.d = CONTENT_GRASS;
+ n.setContent(CONTENT_GRASS);
block->setNode(relpos, n);
modified_blocks.insert(blockpos, block);
}*/
@@ -920,15 +920,15 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
/*
If the new node is solid and there is grass below, change it to mud
*/
- if(content_features(n.d).walkable == true)
+ if(content_features(n).walkable == true)
{
try{
MapNode bottomnode = getNode(bottompos);
- if(bottomnode.d == CONTENT_GRASS
- || bottomnode.d == CONTENT_GRASS_FOOTSTEPS)
+ if(bottomnode.getContent() == CONTENT_GRASS
+ || bottomnode.getContent() == CONTENT_GRASS_FOOTSTEPS)
{
- bottomnode.d = CONTENT_MUD;
+ bottomnode.setContent(CONTENT_MUD);
setNode(bottompos, bottomnode);
}
}
@@ -943,9 +943,9 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
If the new node is mud and it is under sunlight, change it
to grass
*/
- if(n.d == CONTENT_MUD && node_under_sunlight)
+ if(n.getContent() == CONTENT_MUD && node_under_sunlight)
{
- n.d = CONTENT_GRASS;
+ n.setContent(CONTENT_GRASS);
}
#endif
@@ -986,7 +986,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
If node lets sunlight through and is under sunlight, it has
sunlight too.
*/
- if(node_under_sunlight && content_features(n.d).sunlight_propagates)
+ if(node_under_sunlight && content_features(n).sunlight_propagates)
{
n.setLight(LIGHTBANK_DAY, LIGHT_SUN);
}
@@ -1001,7 +1001,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
Add intial metadata
*/
- NodeMetadata *meta_proto = content_features(n.d).initial_metadata;
+ NodeMetadata *meta_proto = content_features(n).initial_metadata;
if(meta_proto)
{
NodeMetadata *meta = meta_proto->clone();
@@ -1015,7 +1015,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
TODO: This could be optimized by mass-unlighting instead
of looping
*/
- if(node_under_sunlight && !content_features(n.d).sunlight_propagates)
+ if(node_under_sunlight && !content_features(n).sunlight_propagates)
{
s16 y = p.Y - 1;
for(;; y--){
@@ -1086,7 +1086,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
v3s16 p2 = p + dirs[i];
MapNode n2 = getNode(p2);
- if(content_liquid(n2.d) || n2.d == CONTENT_AIR)
+ if(content_liquid(n2.getContent()))
{
m_transforming_liquid.push_back(p2);
}
@@ -1111,7 +1111,7 @@ void Map::removeNodeAndUpdate(v3s16 p,
v3s16 toppos = p + v3s16(0,1,0);
// Node will be replaced with this
- u8 replace_material = CONTENT_AIR;
+ content_t replace_material = CONTENT_AIR;
/*
If there is a node at top and it doesn't have sunlight,
@@ -1158,7 +1158,7 @@ void Map::removeNodeAndUpdate(v3s16 p,
*/
MapNode n;
- n.d = replace_material;
+ n.setContent(replace_material);
setNode(p, n);
for(s32 i=0; i<2; i++)
@@ -1260,7 +1260,7 @@ void Map::removeNodeAndUpdate(v3s16 p,
v3s16 p2 = p + dirs[i];
MapNode n2 = getNode(p2);
- if(content_liquid(n2.d) || n2.d == CONTENT_AIR)
+ if(content_liquid(n2.getContent()))
{
m_transforming_liquid.push_back(p2);
}
@@ -1540,17 +1540,6 @@ void Map::PrintInfo(std::ostream &out)
#define WATER_DROP_BOOST 4
-enum NeighborType {
- NEIGHBOR_UPPER,
- NEIGHBOR_SAME_LEVEL,
- NEIGHBOR_LOWER
-};
-struct NodeNeighbor {
- MapNode n;
- NeighborType t;
- v3s16 p;
-};
-
void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
{
DSTACK(__FUNCTION_NAME);
@@ -1570,220 +1559,240 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
v3s16 p0 = m_transforming_liquid.pop_front();
MapNode n0 = getNodeNoEx(p0);
-
- /*
- Collect information about current node
- */
- s8 liquid_level = -1;
- u8 liquid_kind = CONTENT_IGNORE;
- LiquidType liquid_type = content_features(n0.d).liquid_type;
- switch (liquid_type) {
- case LIQUID_SOURCE:
- liquid_level = 8;
- liquid_kind = content_features(n0.d).liquid_alternative_flowing;
- break;
- case LIQUID_FLOWING:
- liquid_level = (n0.param2 & LIQUID_LEVEL_MASK);
- liquid_kind = n0.d;
- break;
- case LIQUID_NONE:
- // if this is an air node, it *could* be transformed into a liquid. otherwise,
- // continue with the next node.
- if (n0.d != CONTENT_AIR)
- continue;
- liquid_kind = CONTENT_AIR;
- break;
- }
-
+
+ // Don't deal with non-liquids
+ if(content_liquid(n0.getContent()) == false)
+ continue;
+
+ bool is_source = !content_flowing_liquid(n0.getContent());
+
+ u8 liquid_level = 8;
+ if(is_source == false)
+ liquid_level = n0.param2 & 0x0f;
+
+ // Turn possible source into non-source
+ u8 nonsource_c = make_liquid_flowing(n0.getContent());
+
/*
- Collect information about the environment
- */
- v3s16 dirs[6] = {
- v3s16( 0, 1, 0), // top
- v3s16( 0,-1, 0), // bottom
- v3s16( 1, 0, 0), // right
- v3s16(-1, 0, 0), // left
- v3s16( 0, 0, 1), // back
- v3s16( 0, 0,-1), // front
- };
- NodeNeighbor sources[6]; // surrounding sources
- int num_sources = 0;
- NodeNeighbor flows[6]; // surrounding flowing liquid nodes
- int num_flows = 0;
- NodeNeighbor airs[6]; // surrounding air
- int num_airs = 0;
- NodeNeighbor neutrals[6]; // nodes that are solid or another kind of liquid
- int num_neutrals = 0;
- bool flowing_down = false;
- for (u16 i = 0; i < 6; i++) {
- NeighborType nt = NEIGHBOR_SAME_LEVEL;
- switch (i) {
- case 0:
- nt = NEIGHBOR_UPPER;
- break;
- case 1:
- nt = NEIGHBOR_LOWER;
- break;
- }
- v3s16 npos = p0 + dirs[i];
- NodeNeighbor nb = {getNodeNoEx(npos), nt, npos};
- switch (content_features(nb.n.d).liquid_type) {
- case LIQUID_NONE:
- if (nb.n.d == CONTENT_AIR) {
- airs[num_airs++] = nb;
- // if the current node happens to be a flowing node, it will start to flow down here.
- if (nb.t == NEIGHBOR_LOWER)
- flowing_down = true;
- } else {
- neutrals[num_neutrals++] = nb;
+ If not source, check that some node flows into this one
+ and what is the level of liquid in this one
+ */
+ if(is_source == false)
+ {
+ s8 new_liquid_level_max = -1;
+
+ v3s16 dirs_from[5] = {
+ v3s16(0,1,0), // top
+ v3s16(0,0,1), // back
+ v3s16(1,0,0), // right
+ v3s16(0,0,-1), // front
+ v3s16(-1,0,0), // left
+ };
+ for(u16 i=0; i<5; i++)
+ {
+ bool from_top = (i==0);
+
+ v3s16 p2 = p0 + dirs_from[i];
+ MapNode n2 = getNodeNoEx(p2);
+
+ if(content_liquid(n2.getContent()))
+ {
+ u8 n2_nonsource_c = make_liquid_flowing(n2.getContent());
+ // Check that the liquids are the same type
+ if(n2_nonsource_c != nonsource_c)
+ {
+ dstream<<"WARNING: Not handling: different liquids"
+ " collide"<<std::endl;
+ continue;
}
- break;
- case LIQUID_SOURCE:
- // if this node is not (yet) of a liquid type, choose the first liquid type we encounter
- if (liquid_kind == CONTENT_AIR)
- liquid_kind = content_features(nb.n.d).liquid_alternative_flowing;
- if (content_features(nb.n.d).liquid_alternative_flowing !=liquid_kind) {
- neutrals[num_neutrals++] = nb;
- } else {
- sources[num_sources++] = nb;
+ bool n2_is_source = !content_flowing_liquid(n2.getContent());
+ s8 n2_liquid_level = 8;
+ if(n2_is_source == false)
+ n2_liquid_level = n2.param2 & 0x07;
+
+ s8 new_liquid_level = -1;
+ if(from_top)
+ {
+ //new_liquid_level = 7;
+ if(n2_liquid_level >= 7 - WATER_DROP_BOOST)
+ new_liquid_level = 7;
+ else
+ new_liquid_level = n2_liquid_level + WATER_DROP_BOOST;
}
- break;
- case LIQUID_FLOWING:
- // if this node is not (yet) of a liquid type, choose the first liquid type we encounter
- if (liquid_kind == CONTENT_AIR)
- liquid_kind = content_features(nb.n.d).liquid_alternative_flowing;
- if (content_features(nb.n.d).liquid_alternative_flowing != liquid_kind) {
- neutrals[num_neutrals++] = nb;
- } else {
- flows[num_flows++] = nb;
- if (nb.t == NEIGHBOR_LOWER)
- flowing_down = true;
+ else if(n2_liquid_level > 0)
+ {
+ new_liquid_level = n2_liquid_level - 1;
}
- break;
- }
- }
-
- /*
- decide on the type (and possibly level) of the current node
- */
- u8 new_node_content;
- s8 new_node_level = -1;
- if (num_sources >= 2 || liquid_type == LIQUID_SOURCE) {
- // liquid_kind will be set to either the flowing alternative of the node (if it's a liquid)
- // or the flowing alternative of the first of the surrounding sources (if it's air), so
- // it's perfectly safe to use liquid_kind here to determine the new node content.
- new_node_content = content_features(liquid_kind).liquid_alternative_source;
- } else if (num_sources == 1 && sources[0].t != NEIGHBOR_LOWER) {
- // liquid_kind is set properly, see above
- new_node_content = liquid_kind;
- new_node_level = 7;
- } else {
- // no surrounding sources, so get the maximum level that can flow into this node
- for (u16 i = 0; i < num_flows; i++) {
- u8 nb_liquid_level = (flows[i].n.param2 & LIQUID_LEVEL_MASK);
- switch (flows[i].t) {
- case NEIGHBOR_UPPER:
- if (nb_liquid_level + WATER_DROP_BOOST > new_node_level) {
- new_node_level = 7;
- if (nb_liquid_level + WATER_DROP_BOOST < 7)
- new_node_level = nb_liquid_level + WATER_DROP_BOOST;
- }
- break;
- case NEIGHBOR_LOWER:
- break;
- case NEIGHBOR_SAME_LEVEL:
- if ((flows[i].n.param2 & LIQUID_FLOW_DOWN_MASK) != LIQUID_FLOW_DOWN_MASK &&
- nb_liquid_level > 0 && nb_liquid_level - 1 > new_node_level) {
- new_node_level = nb_liquid_level - 1;
- }
- break;
+
+ if(new_liquid_level > new_liquid_level_max)
+ new_liquid_level_max = new_liquid_level;
}
- }
- // don't flow as far in open terrain - if there isn't at least one adjacent solid block,
- // substract another unit from the resulting water level.
- if (!flowing_down && new_node_level >= 1) {
- bool at_wall = false;
- for (u16 i = 0; i < num_neutrals; i++) {
- if (neutrals[i].t == NEIGHBOR_SAME_LEVEL) {
- at_wall = true;
- break;
+ } //for
+
+ /*
+ If liquid level should be something else, update it and
+ add all the neighboring water nodes to the transform queue.
+ */
+ if(new_liquid_level_max != liquid_level)
+ {
+ if(new_liquid_level_max == -1)
+ {
+ // Remove water alltoghether
+ n0.setContent(CONTENT_AIR);
+ n0.param2 = 0;
+ setNode(p0, n0);
+ }
+ else
+ {
+ n0.param2 = new_liquid_level_max;
+ setNode(p0, n0);
+ }
+
+ // Block has been modified
+ {
+ v3s16 blockpos = getNodeBlockPos(p0);
+ MapBlock *block = getBlockNoCreateNoEx(blockpos);
+ if(block != NULL)
+ modified_blocks.insert(blockpos, block);
+ }
+
+ /*
+ Add neighboring non-source liquid nodes to transform queue.
+ */
+ v3s16 dirs[6] = {
+ v3s16(0,0,1), // back
+ v3s16(0,1,0), // top
+ v3s16(1,0,0), // right
+ v3s16(0,0,-1), // front
+ v3s16(0,-1,0), // bottom
+ v3s16(-1,0,0), // left
+ };
+ for(u16 i=0; i<6; i++)
+ {
+ v3s16 p2 = p0 + dirs[i];
+
+ MapNode n2 = getNodeNoEx(p2);
+ if(content_flowing_liquid(n2.getContent()))
+ {
+ m_transforming_liquid.push_back(p2);
}
}
- if (!at_wall)
- new_node_level -= 1;
}
-
- if (new_node_level >= 0)
- new_node_content = liquid_kind;
- else
- new_node_content = CONTENT_AIR;
}
-
- /*
- check if anything has changed. if not, just continue with the next node.
- */
- if (new_node_content == n0.d && (content_features(n0.d).liquid_type != LIQUID_FLOWING ||
- ((n0.param2 & LIQUID_LEVEL_MASK) == (u8)new_node_level &&
- ((n0.param2 & LIQUID_FLOW_DOWN_MASK) == LIQUID_FLOW_DOWN_MASK)
- == flowing_down)))
+
+ // Get a new one from queue if the node has turned into non-water
+ if(content_liquid(n0.getContent()) == false)
continue;
-
-
- /*
- update the current node
- */
- bool flow_down_enabled = (flowing_down && ((n0.param2 & LIQUID_FLOW_DOWN_MASK) != LIQUID_FLOW_DOWN_MASK));
- n0.d = new_node_content;
- if (content_features(n0.d).liquid_type == LIQUID_FLOWING) {
- // set level to last 3 bits, flowing down bit to 4th bit
- n0.param2 = (flowing_down ? LIQUID_FLOW_DOWN_MASK : 0x00) | (new_node_level & LIQUID_LEVEL_MASK);
- } else {
- n0.param2 = 0;
- }
- setNode(p0, n0);
- v3s16 blockpos = getNodeBlockPos(p0);
- MapBlock *block = getBlockNoCreateNoEx(blockpos);
- if(block != NULL)
- modified_blocks.insert(blockpos, block);
-
+
/*
- enqueue neighbors for update if neccessary
- */
- switch (content_features(n0.d).liquid_type) {
- case LIQUID_SOURCE:
- // make sure source flows into all neighboring nodes
- for (u16 i = 0; i < num_flows; i++)
- if (flows[i].t != NEIGHBOR_UPPER)
- m_transforming_liquid.push_back(flows[i].p);
- for (u16 i = 0; i < num_airs; i++)
- if (airs[i].t != NEIGHBOR_UPPER)
- m_transforming_liquid.push_back(airs[i].p);
- break;
- case LIQUID_NONE:
- // this flow has turned to air; neighboring flows might need to do the same
- for (u16 i = 0; i < num_flows; i++)
- m_transforming_liquid.push_back(flows[i].p);
- break;
- case LIQUID_FLOWING:
- for (u16 i = 0; i < num_flows; i++) {
- u8 flow_level = (flows[i].n.param2 & LIQUID_LEVEL_MASK);
- // liquid_level is still the ORIGINAL level of this node.
- if (flows[i].t != NEIGHBOR_UPPER && ((flow_level < liquid_level || flow_level < new_node_level) ||
- flow_down_enabled))
- m_transforming_liquid.push_back(flows[i].p);
+ Flow water from this node
+ */
+ v3s16 dirs_to[5] = {
+ v3s16(0,-1,0), // bottom
+ v3s16(0,0,1), // back
+ v3s16(1,0,0), // right
+ v3s16(0,0,-1), // front
+ v3s16(-1,0,0), // left
+ };
+ for(u16 i=0; i<5; i++)
+ {
+ bool to_bottom = (i == 0);
+
+ // If liquid is at lowest possible height, it's not going
+ // anywhere except down
+ if(liquid_level == 0 && to_bottom == false)
+ continue;
+
+ u8 liquid_next_level = 0;
+ // If going to bottom
+ if(to_bottom)
+ {
+ //liquid_next_level = 7;
+ if(liquid_level >= 7 - WATER_DROP_BOOST)
+ liquid_next_level = 7;
+ else
+ liquid_next_level = liquid_level + WATER_DROP_BOOST;
+ }
+ else
+ liquid_next_level = liquid_level - 1;
+
+ bool n2_changed = false;
+ bool flowed = false;
+
+ v3s16 p2 = p0 + dirs_to[i];
+
+ MapNode n2 = getNodeNoEx(p2);
+ //dstream<<"[1] n2.param="<<(int)n2.param<<std::endl;
+
+ if(content_liquid(n2.getContent()))
+ {
+ u8 n2_nonsource_c = make_liquid_flowing(n2.getContent());
+ // Check that the liquids are the same type
+ if(n2_nonsource_c != nonsource_c)
+ {
+ dstream<<"WARNING: Not handling: different liquids"
+ " collide"<<std::endl;
+ continue;
+ }
+ bool n2_is_source = !content_flowing_liquid(n2.getContent());
+ u8 n2_liquid_level = 8;
+ if(n2_is_source == false)
+ n2_liquid_level = n2.param2 & 0x07;
+
+ if(to_bottom)
+ {
+ flowed = true;
}
- for (u16 i = 0; i < num_airs; i++) {
- if (airs[i].t != NEIGHBOR_UPPER && (airs[i].t == NEIGHBOR_LOWER || new_node_level > 0))
- m_transforming_liquid.push_back(airs[i].p);
+
+ if(n2_is_source)
+ {
+ // Just flow into the source, nothing changes.
+ // n2_changed is not set because destination didn't change
+ flowed = true;
+ }
+ else
+ {
+ if(liquid_next_level > liquid_level)
+ {
+ n2.param2 = liquid_next_level;
+ setNode(p2, n2);
+
+ n2_changed = true;
+ flowed = true;
+ }
}
+ }
+ else if(n2.getContent() == CONTENT_AIR)
+ {
+ n2.setContent(nonsource_c);
+ n2.param2 = liquid_next_level;
+ setNode(p2, n2);
+
+ n2_changed = true;
+ flowed = true;
+ }
+
+ //dstream<<"[2] n2.param="<<(int)n2.param<<std::endl;
+
+ if(n2_changed)
+ {
+ m_transforming_liquid.push_back(p2);
+
+ v3s16 blockpos = getNodeBlockPos(p2);
+ MapBlock *block = getBlockNoCreateNoEx(blockpos);
+ if(block != NULL)
+ modified_blocks.insert(blockpos, block);
+ }
+
+ // If n2_changed to bottom, don't flow anywhere else
+ if(to_bottom && flowed && !is_source)
break;
}
-
+
loopcount++;
//if(loopcount >= 100000)
- if(loopcount >= initial_size * 10) {
+ if(loopcount >= initial_size * 1)
break;
- }
}
//dstream<<"Map::transformLiquids(): loopcount="<<loopcount<<std::endl;
}
@@ -2355,7 +2364,7 @@ MapBlock * ServerMap::generateBlock(
{
v3s16 p(x0,y0,z0);
MapNode n = block->getNode(p);
- if(n.d == CONTENT_IGNORE)
+ if(n.getContent() == CONTENT_IGNORE)
{
dstream<<"CONTENT_IGNORE at "
<<"("<<p.X<<","<<p.Y<<","<<p.Z<<")"
@@ -2384,9 +2393,9 @@ MapBlock * ServerMap::generateBlock(
{
MapNode n;
if(y0%2==0)
- n.d = CONTENT_AIR;
+ n.setContent(CONTENT_AIR);
else
- n.d = CONTENT_STONE;
+ n.setContent(CONTENT_STONE);
block->setNode(v3s16(x0,y0,z0), n);
}
}
@@ -2667,19 +2676,19 @@ s16 ServerMap::findGroundLevel(v2s16 p2d)
for(; p.Y>min; p.Y--)
{
MapNode n = getNodeNoEx(p);
- if(n.d != CONTENT_IGNORE)
+ if(n.getContent() != CONTENT_IGNORE)
break;
}
if(p.Y == min)
goto plan_b;
// If this node is not air, go to plan b
- if(getNodeNoEx(p).d != CONTENT_AIR)
+ if(getNodeNoEx(p).getContent() != CONTENT_AIR)
goto plan_b;
// Search existing walkable and return it
for(; p.Y>min; p.Y--)
{
MapNode n = getNodeNoEx(p);
- if(content_walkable(n.d) && n.d != CONTENT_IGNORE)
+ if(content_walkable(n.d) && n.getContent() != CONTENT_IGNORE)
return p.Y;
}
diff --git a/src/mapblock.cpp b/src/mapblock.cpp
index 647a17756..ead26dd1f 100644
--- a/src/mapblock.cpp
+++ b/src/mapblock.cpp
@@ -242,7 +242,7 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources,
// Check if node above block has sunlight
try{
MapNode n = getNodeParent(v3s16(x, MAP_BLOCKSIZE, z));
- if(n.d == CONTENT_IGNORE || n.getLight(LIGHTBANK_DAY) != LIGHT_SUN)
+ if(n.getContent() == CONTENT_IGNORE || n.getLight(LIGHTBANK_DAY) != LIGHT_SUN)
{
no_sunlight = true;
}
@@ -260,8 +260,8 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources,
else
{
MapNode n = getNode(v3s16(x, MAP_BLOCKSIZE-1, z));
- //if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
- if(content_features(n.d).sunlight_propagates == false)
+ //if(n.getContent() == CONTENT_WATER || n.getContent() == CONTENT_WATERSOURCE)
+ if(content_features(n).sunlight_propagates == false)
{
no_sunlight = true;
}
@@ -322,14 +322,14 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources,
bool upper_is_air = false;
try
{
- if(getNodeParent(pos+v3s16(0,1,0)).d == CONTENT_AIR)
+ if(getNodeParent(pos+v3s16(0,1,0)).getContent() == CONTENT_AIR)
upper_is_air = true;
}
catch(InvalidPositionException &e)
{
}
// Turn mud into grass
- if(upper_is_air && n.d == CONTENT_MUD
+ if(upper_is_air && n.getContent() == CONTENT_MUD
&& current_light == LIGHT_SUN)
{
n.d = CONTENT_GRASS;
@@ -473,7 +473,7 @@ void MapBlock::updateDayNightDiff()
for(u32 i=0; i<MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE; i++)
{
MapNode &n = data[i];
- if(n.d != CONTENT_AIR)
+ if(n.getContent() != CONTENT_AIR)
{
only_air = false;
break;
@@ -496,8 +496,8 @@ s16 MapBlock::getGroundLevel(v2s16 p2d)
s16 y = MAP_BLOCKSIZE-1;
for(; y>=0; y--)
{
- //if(is_ground_content(getNodeRef(p2d.X, y, p2d.Y).d))
- if(content_features(getNodeRef(p2d.X, y, p2d.Y).d).walkable)
+ MapNode n = getNodeRef(p2d.X, y, p2d.Y);
+ if(content_features(n).walkable)
{
if(y == MAP_BLOCKSIZE-1)
return -2;
@@ -560,7 +560,7 @@ void MapBlock::serialize(std::ostream &os, u8 version)
SharedBuffer<u8> materialdata(nodecount);
for(u32 i=0; i<nodecount; i++)
{
- materialdata[i] = data[i].d;
+ materialdata[i] = data[i].param0;
}
compress(materialdata, os, version);
@@ -568,7 +568,7 @@ void MapBlock::serialize(std::ostream &os, u8 version)
SharedBuffer<u8> lightdata(nodecount);
for(u32 i=0; i<nodecount; i++)
{
- lightdata[i] = data[i].param;
+ lightdata[i] = data[i].param1;
}
compress(lightdata, os, version);
@@ -715,7 +715,7 @@ void MapBlock::deSerialize(std::istream &is, u8 version)
("MapBlock::deSerialize: invalid format");
for(u32 i=0; i<s.size(); i++)
{
- data[i].d = s[i];
+ data[i].param0 = s[i];
}
}
{
@@ -728,7 +728,7 @@ void MapBlock::deSerialize(std::istream &is, u8 version)
("MapBlock::deSerialize: invalid format");
for(u32 i=0; i<s.size(); i++)
{
- data[i].param = s[i];
+ data[i].param1 = s[i];
}
}
diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp
index bcbf37418..465170c2d 100644
--- a/src/mapblock_mesh.cpp
+++ b/src/mapblock_mesh.cpp
@@ -300,7 +300,7 @@ TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
return spec;
}
-u8 getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods)
+content_t getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods)
{
/*
Check temporary modifications on this node
@@ -335,7 +335,7 @@ u8 getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods)
}
}
- return mn.d;
+ return mn.getContent();
}
v3s16 dirs8[8] = {
@@ -358,16 +358,16 @@ u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio)
for(u32 i=0; i<8; i++)
{
MapNode n = vmanip.getNodeNoEx(p - dirs8[i]);
- if(content_features(n.d).param_type == CPT_LIGHT
+ if(content_features(n).param_type == CPT_LIGHT
// Fast-style leaves look better this way
- && content_features(n.d).solidness != 2)
+ && content_features(n).solidness != 2)
{
light += decode_light(n.getLightBlend(daynight_ratio));
light_count++;
}
else
{
- if(n.d != CONTENT_IGNORE)
+ if(n.getContent() != CONTENT_IGNORE)
ambient_occlusion++;
}
}
@@ -423,8 +423,8 @@ void getTileInfo(
TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods);
// This is hackish
- u8 content0 = getNodeContent(p, n0, temp_mods);
- u8 content1 = getNodeContent(p + face_dir, n1, temp_mods);
+ content_t content0 = getNodeContent(p, n0, temp_mods);
+ content_t content1 = getNodeContent(p + face_dir, n1, temp_mods);
u8 mf = face_contents(content0, content1);
if(mf == 0)
diff --git a/src/mapblockobject.cpp b/src/mapblockobject.cpp
index ab1c20267..071a14b0c 100644
--- a/src/mapblockobject.cpp
+++ b/src/mapblockobject.cpp
@@ -161,8 +161,8 @@ void MovingObject::move(float dtime, v3f acceleration)
for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
{
try{
- if(content_walkable(m_block->getNodeParent(v3s16(x,y,z)).d)
- == false)
+ MapNode n = m_block->getNodeParent(v3s16(x,y,z));
+ if(content_features(n).walkable == false)
continue;
}
catch(InvalidPositionException &e)
diff --git a/src/mapgen.cpp b/src/mapgen.cpp
index 0bb6560a8..0ba7f91ab 100644
--- a/src/mapgen.cpp
+++ b/src/mapgen.cpp
@@ -67,8 +67,8 @@ static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d)
{
MapNode &n = vmanip.m_data[i];
if(content_walkable(n.d)
- && n.d != CONTENT_TREE
- && n.d != CONTENT_LEAVES)
+ && n.getContent() != CONTENT_TREE
+ && n.getContent() != CONTENT_LEAVES)
break;
vmanip.m_area.add_y(em, i, -1);
@@ -143,8 +143,8 @@ static void make_tree(VoxelManipulator &vmanip, v3s16 p0)
if(vmanip.m_area.contains(p) == false)
continue;
u32 vi = vmanip.m_area.index(p);
- if(vmanip.m_data[vi].d != CONTENT_AIR
- && vmanip.m_data[vi].d != CONTENT_IGNORE)
+ if(vmanip.m_data[vi].getContent() != CONTENT_AIR
+ && vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
continue;
u32 i = leaves_a.index(x,y,z);
if(leaves_d[i] == 1)
@@ -229,8 +229,8 @@ static void make_jungletree(VoxelManipulator &vmanip, v3s16 p0)
if(vmanip.m_area.contains(p) == false)
continue;
u32 vi = vmanip.m_area.index(p);
- if(vmanip.m_data[vi].d != CONTENT_AIR
- && vmanip.m_data[vi].d != CONTENT_IGNORE)
+ if(vmanip.m_data[vi].getContent() != CONTENT_AIR
+ && vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
continue;
u32 i = leaves_a.index(x,y,z);
if(leaves_d[i] == 1)
@@ -337,8 +337,8 @@ static void make_randomstone(VoxelManipulator &vmanip, v3s16 p0)
if(vmanip.m_area.contains(p) == false)
continue;
u32 vi = vmanip.m_area.index(p);
- if(vmanip.m_data[vi].d != CONTENT_AIR
- && vmanip.m_data[vi].d != CONTENT_IGNORE)
+ if(vmanip.m_data[vi].getContent() != CONTENT_AIR
+ && vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
continue;
u32 i = stone_a.index(x,y,z);
if(stone_d[i] == 1)
@@ -421,8 +421,8 @@ static void make_largestone(VoxelManipulator &vmanip, v3s16 p0)
if(vmanip.m_area.contains(p) == false)
continue;
u32 vi = vmanip.m_area.index(p);
- /*if(vmanip.m_data[vi].d != CONTENT_AIR
- && vmanip.m_data[vi].d != CONTENT_IGNORE)
+ /*if(vmanip.m_data[vi].getContent() != CONTENT_AIR
+ && vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
continue;*/
u32 i = stone_a.index(x,y,z);
if(stone_d[i] == 1)
@@ -630,9 +630,9 @@ static void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace,
p.Y += make_stairs;
/*// If already empty
- if(vmanip.getNodeNoExNoEmerge(p).d
+ if(vmanip.getNodeNoExNoEmerge(p).getContent()
== CONTENT_AIR
- && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
+ && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
== CONTENT_AIR)
{
}*/
@@ -728,9 +728,9 @@ public:
randomizeDir();
continue;
}
- if(vmanip.getNodeNoExNoEmerge(p).d
+ if(vmanip.getNodeNoExNoEmerge(p).getContent()
== CONTENT_COBBLE
- && vmanip.getNodeNoExNoEmerge(p1).d
+ && vmanip.getNodeNoExNoEmerge(p1).getContent()
== CONTENT_COBBLE)
{
// Found wall, this is a good place!
@@ -744,25 +744,25 @@ public:
Determine where to move next
*/
// Jump one up if the actual space is there
- if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).d
+ if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent()
== CONTENT_COBBLE
- && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
+ && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
== CONTENT_AIR
- && vmanip.getNodeNoExNoEmerge(p+v3s16(0,2,0)).d
+ && vmanip.getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent()
== CONTENT_AIR)
p += v3s16(0,1,0);
// Jump one down if the actual space is there
- if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
+ if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
== CONTENT_COBBLE
- && vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).d
+ && vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent()
== CONTENT_AIR
- && vmanip.getNodeNoExNoEmerge(p+v3s16(0,-1,0)).d
+ && vmanip.getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent()
== CONTENT_AIR)
p += v3s16(0,-1,0);
// Check if walking is now possible
- if(vmanip.getNodeNoExNoEmerge(p).d
+ if(vmanip.getNodeNoExNoEmerge(p).getContent()
!= CONTENT_AIR
- || vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
+ || vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
!= CONTENT_AIR)
{
// Cannot continue walking here
@@ -884,7 +884,7 @@ static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random)
fits = false;
break;
}
- if(vmanip.m_data[vi].d == CONTENT_IGNORE)
+ if(vmanip.m_data[vi].getContent() == CONTENT_IGNORE)
{
fits = false;
break;
@@ -1372,11 +1372,11 @@ void add_random_objects(MapBlock *block)
{
v3s16 p(x0,y0,z0);
MapNode n = block->getNodeNoEx(p);
- if(n.d == CONTENT_IGNORE)
+ if(n.getContent() == CONTENT_IGNORE)
continue;
- if(content_features(n.d).liquid_type != LIQUID_NONE)
+ if(content_features(n).liquid_type != LIQUID_NONE)
continue;
- if(content_features(n.d).walkable)
+ if(content_features(n).walkable)
{
last_node_walkable = true;
continue;
@@ -1384,7 +1384,7 @@ void add_random_objects(MapBlock *block)
if(last_node_walkable)
{
// If block contains light information
- if(content_features(n.d).param_type == CPT_LIGHT)
+ if(content_features(n).param_type == CPT_LIGHT)
{
if(n.getLight(LIGHTBANK_DAY) <= 3)
{
@@ -1491,7 +1491,7 @@ void make_block(BlockMakeData *data)
for(s16 y=node_min.Y; y<=node_max.Y; y++)
{
// Only modify places that have no content
- if(vmanip.m_data[i].d == CONTENT_IGNORE)
+ if(vmanip.m_data[i].getContent() == CONTENT_IGNORE)
{
if(y <= WATER_LEVEL)
vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE);
@@ -1597,7 +1597,7 @@ void make_block(BlockMakeData *data)
for(s16 y=node_min.Y; y<=node_max.Y; y++)
{
// Only modify places that have no content
- if(vmanip.m_data[i].d == CONTENT_IGNORE)
+ if(vmanip.m_data[i].getContent() == CONTENT_IGNORE)
{
// First priority: make air and water.
// This avoids caves inside water.
@@ -1642,7 +1642,7 @@ void make_block(BlockMakeData *data)
{
v3s16 p = v3s16(x,y,z) + g_27dirs[i];
u32 vi = vmanip.m_area.index(p);
- if(vmanip.m_data[vi].d == CONTENT_STONE)
+ if(vmanip.m_data[vi].getContent() == CONTENT_STONE)
if(mineralrandom.next()%8 == 0)
vmanip.m_data[vi] = MapNode(CONTENT_MESE);
}
@@ -1683,13 +1683,13 @@ void make_block(BlockMakeData *data)
{
}*/
- if(new_content.d != CONTENT_IGNORE)
+ if(new_content.getContent() != CONTENT_IGNORE)
{
for(u16 i=0; i<27; i++)
{
v3s16 p = v3s16(x,y,z) + g_27dirs[i];
u32 vi = vmanip.m_area.index(p);
- if(vmanip.m_data[vi].d == base_content)
+ if(vmanip.m_data[vi].getContent() == base_content)
{
if(mineralrandom.next()%sparseness == 0)
vmanip.m_data[vi] = new_content;
@@ -1720,7 +1720,7 @@ void make_block(BlockMakeData *data)
{
v3s16 p = v3s16(x,y,z) + g_27dirs[i];
u32 vi = vmanip.m_area.index(p);
- if(vmanip.m_data[vi].d == CONTENT_STONE)
+ if(vmanip.m_data[vi].getContent() == CONTENT_STONE)
if(mineralrandom.next()%8 == 0)
vmanip.m_data[vi] = MapNode(CONTENT_STONE, MINERAL_COAL);
}
@@ -1746,7 +1746,7 @@ void make_block(BlockMakeData *data)
{
v3s16 p = v3s16(x,y,z) + g_27dirs[i];
u32 vi = vmanip.m_area.index(p);
- if(vmanip.m_data[vi].d == CONTENT_STONE)
+ if(vmanip.m_data[vi].getContent() == CONTENT_STONE)
if(mineralrandom.next()%8 == 0)
vmanip.m_data[vi] = MapNode(CONTENT_STONE, MINERAL_IRON);
}
@@ -1769,7 +1769,7 @@ void make_block(BlockMakeData *data)
u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
for(s16 y=node_max.Y; y>=node_min.Y; y--)
{
- if(vmanip.m_data[i].d == CONTENT_STONE)
+ if(vmanip.m_data[i].getContent() == CONTENT_STONE)
{
if(noisebuf_ground_crumbleness.get(x,y,z) > 1.3)
{
@@ -1821,9 +1821,9 @@ void make_block(BlockMakeData *data)
u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
{
- if(vmanip.m_data[i].d == CONTENT_AIR)
+ if(vmanip.m_data[i].getContent() == CONTENT_AIR)
vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
- else if(vmanip.m_data[i].d == CONTENT_WATERSOURCE)
+ else if(vmanip.m_data[i].getContent() == CONTENT_WATERSOURCE)
vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
data->vmanip->m_area.add_y(em, i, -1);
}
@@ -1854,17 +1854,17 @@ void make_block(BlockMakeData *data)
double d = noise3d_perlin((float)x/2.5,
(float)y/2.5,(float)z/2.5,
blockseed, 2, 1.4);
- if(vmanip.m_data[i].d == CONTENT_COBBLE)
+ if(vmanip.m_data[i].getContent() == CONTENT_COBBLE)
{
if(d < wetness/3.0)
{
- vmanip.m_data[i].d = CONTENT_MOSSYCOBBLE;
+ vmanip.m_data[i].setContent(CONTENT_MOSSYCOBBLE);
}
}
/*else if(vmanip.m_flags[i] & VMANIP_FLAG_DUNGEON_INSIDE)
{
if(wetness > 1.2)
- vmanip.m_data[i].d = CONTENT_MUD;
+ vmanip.m_data[i].setContent(CONTENT_MUD);
}*/
data->vmanip->m_area.add_y(em, i, -1);
}
@@ -1890,7 +1890,7 @@ void make_block(BlockMakeData *data)
{
if(water_found == false)
{
- if(vmanip.m_data[i].d == CONTENT_WATERSOURCE)
+ if(vmanip.m_data[i].getContent() == CONTENT_WATERSOURCE)
{
v3s16 p = v3s16(p2d.X, y, p2d.Y);
data->transforming_liquid.push_back(p);
@@ -1902,7 +1902,7 @@ void make_block(BlockMakeData *data)
// This can be done because water_found can only
// turn to true and end up here after going through
// a single block.
- if(vmanip.m_data[i+1].d != CONTENT_WATERSOURCE)
+ if(vmanip.m_data[i+1].getContent() != CONTENT_WATERSOURCE)
{
v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
data->transforming_liquid.push_back(p);
@@ -1945,16 +1945,16 @@ void make_block(BlockMakeData *data)
u32 i = vmanip.m_area.index(v3s16(p2d.X, start_y, p2d.Y));
for(s16 y=start_y; y>=node_min.Y-3; y--)
{
- if(vmanip.m_data[i].d == CONTENT_WATERSOURCE)
+ if(vmanip.m_data[i].getContent() == CONTENT_WATERSOURCE)
water_detected = true;
- if(vmanip.m_data[i].d == CONTENT_AIR)
+ if(vmanip.m_data[i].getContent() == CONTENT_AIR)
air_detected = true;
- if((vmanip.m_data[i].d == CONTENT_STONE
- || vmanip.m_data[i].d == CONTENT_GRASS
- || vmanip.m_data[i].d == CONTENT_MUD
- || vmanip.m_data[i].d == CONTENT_SAND
- || vmanip.m_data[i].d == CONTENT_GRAVEL
+ if((vmanip.m_data[i].getContent() == CONTENT_STONE
+ || vmanip.m_data[i].getContent() == CONTENT_GRASS
+ || vmanip.m_data[i].getContent() == CONTENT_MUD
+ || vmanip.m_data[i].getContent() == CONTENT_SAND
+ || vmanip.m_data[i].getContent() == CONTENT_GRAVEL
) && (air_detected || water_detected))
{
if(current_depth == 0 && y <= WATER_LEVEL+2
@@ -1989,8 +1989,8 @@ void make_block(BlockMakeData *data)
}
else
{
- if(vmanip.m_data[i].d == CONTENT_MUD
- || vmanip.m_data[i].d == CONTENT_GRASS)
+ if(vmanip.m_data[i].getContent() == CONTENT_MUD
+ || vmanip.m_data[i].getContent() == CONTENT_GRASS)
vmanip.m_data[i] = MapNode(CONTENT_STONE);
}
@@ -2045,8 +2045,7 @@ void make_block(BlockMakeData *data)
{
u32 i = data->vmanip->m_area.index(p);
MapNode *n = &data->vmanip->m_data[i];
- //if(n->d != CONTENT_AIR && n->d != CONTENT_WATERSOURCE && n->d != CONTENT_IGNORE)
- if(content_features(n->d).is_ground_content)
+ if(n->getContent() != CONTENT_AIR && n->getContent() != CONTENT_WATERSOURCE && n->getContent() != CONTENT_IGNORE)
{
found = true;
break;
@@ -2060,17 +2059,17 @@ void make_block(BlockMakeData *data)
u32 i = data->vmanip->m_area.index(p);
MapNode *n = &data->vmanip->m_data[i];
- if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS && n->d != CONTENT_SAND)
+ if(n->getContent() != CONTENT_MUD && n->getContent() != CONTENT_GRASS && n->getContent() != CONTENT_SAND)
continue;
// Papyrus grows only on mud and in water
- if(n->d == CONTENT_MUD && y <= WATER_LEVEL)
+ if(n->getContent() == CONTENT_MUD && y <= WATER_LEVEL)
{
p.Y++;
make_papyrus(vmanip, p);
}
// Trees grow only on mud and grass, on land
- else if((n->d == CONTENT_MUD || n->d == CONTENT_GRASS) && y > WATER_LEVEL + 2)
+ else if((n->getContent() == CONTENT_MUD || n->getContent() == CONTENT_GRASS) && y > WATER_LEVEL + 2)
{
p.Y++;
//if(surface_humidity_2d(data->seed, v2s16(x, y)) < 0.5)
@@ -2080,7 +2079,7 @@ void make_block(BlockMakeData *data)
make_jungletree(vmanip, p);
}
// Cactii grow only on sand, on land
- else if(n->d == CONTENT_SAND && y > WATER_LEVEL + 2)
+ else if(n->getContent() == CONTENT_SAND && y > WATER_LEVEL + 2)
{
p.Y++;
make_cactus(vmanip, p);
@@ -2112,8 +2111,8 @@ void make_block(BlockMakeData *data)
{
u32 i = data->vmanip->m_area.index(p);
MapNode *n = &data->vmanip->m_data[i];
- if(content_features(n->d).is_ground_content
- || n->d == CONTENT_JUNGLETREE)
+ if(content_features(*n).is_ground_content
+ || n->getContent() == CONTENT_JUNGLETREE)
{
found = true;
break;
@@ -2125,7 +2124,7 @@ void make_block(BlockMakeData *data)
p.Y++;
if(vmanip.m_area.contains(p) == false)
continue;
- if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR)
+ if(vmanip.m_data[vmanip.m_area.index(p)].getContent() != CONTENT_AIR)
continue;
/*p.Y--;
if(vmanip.m_area.contains(p))
@@ -2160,7 +2159,7 @@ void make_block(BlockMakeData *data)
/*{
u32 i = data->vmanip->m_area.index(v3s16(p));
MapNode *n = &data->vmanip->m_data[i];
- if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
+ if(n->getContent() != CONTENT_MUD && n->getContent() != CONTENT_GRASS)
continue;
}*/
// Will be placed one higher
@@ -2195,7 +2194,7 @@ void make_block(BlockMakeData *data)
/*{
u32 i = data->vmanip->m_area.index(v3s16(p));
MapNode *n = &data->vmanip->m_data[i];
- if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
+ if(n->getContent() != CONTENT_MUD && n->getContent() != CONTENT_GRASS)
continue;
}*/
// Will be placed one lower
diff --git a/src/mapnode.cpp b/src/mapnode.cpp
index 1e9b64989..c9f85c303 100644
--- a/src/mapnode.cpp
+++ b/src/mapnode.cpp
@@ -30,8 +30,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
ContentFeatures::~ContentFeatures()
{
- /*if(translate_to)
- delete translate_to;*/
if(initial_metadata)
delete initial_metadata;
}
@@ -83,12 +81,16 @@ void ContentFeatures::setInventoryTextureCube(std::string top,
inventory_texture = g_texturesource->getTextureRaw(imgname_full);
}
-struct ContentFeatures g_content_features[256];
+struct ContentFeatures g_content_features[MAX_CONTENT+1];
-ContentFeatures & content_features(u8 i)
+ContentFeatures & content_features(content_t i)
{
return g_content_features[i];
}
+ContentFeatures & content_features(MapNode &n)
+{
+ return content_features(n.getContent());
+}
/*
See mapnode.h for description.
@@ -128,7 +130,7 @@ void init_mapnode()
initial_material_type = MATERIAL_ALPHA_SIMPLE;
else
initial_material_type = MATERIAL_ALPHA_NONE;*/
- for(u16 i=0; i<256; i++)
+ for(u16 i=0; i<MAX_CONTENT+1; i++)
{
ContentFeatures *f = &g_content_features[i];
// Re-initialize
@@ -142,7 +144,7 @@ void init_mapnode()
Initially set every block to be shown as an unknown block.
Don't touch CONTENT_IGNORE or CONTENT_AIR.
*/
- for(u16 i=0; i<256; i++)
+ for(u16 i=0; i<MAX_CONTENT+1; i++)
{
if(i == CONTENT_IGNORE || i == CONTENT_AIR)
continue;
@@ -183,7 +185,7 @@ v3s16 facedir_rotate(u8 facedir, v3s16 dir)
TileSpec MapNode::getTile(v3s16 dir)
{
- if(content_features(d).param_type == CPT_FACEDIR_SIMPLE)
+ if(content_features(*this).param_type == CPT_FACEDIR_SIMPLE)
dir = facedir_rotate(param1, dir);
TileSpec spec;
@@ -207,16 +209,16 @@ TileSpec MapNode::getTile(v3s16 dir)
if(dir_i == -1)
// Non-directional
- spec = content_features(d).tiles[0];
+ spec = content_features(*this).tiles[0];
else
- spec = content_features(d).tiles[dir_i];
+ spec = content_features(*this).tiles[dir_i];
/*
If it contains some mineral, change texture id
*/
- if(content_features(d).param_type == CPT_MINERAL && g_texturesource)
+ if(content_features(*this).param_type == CPT_MINERAL && g_texturesource)
{
- u8 mineral = param & 0x1f;
+ u8 mineral = getMineral();
std::string mineral_texture_name = mineral_block_texture(mineral);
if(mineral_texture_name != "")
{
@@ -235,9 +237,9 @@ TileSpec MapNode::getTile(v3s16 dir)
u8 MapNode::getMineral()
{
- if(content_features(d).param_type == CPT_MINERAL)
+ if(content_features(*this).param_type == CPT_MINERAL)
{
- return param & 0x1f;
+ return param1 & 0x0f;
}
return MINERAL_NONE;
@@ -260,33 +262,36 @@ void MapNode::serialize(u8 *dest, u8 version)
if(!ser_ver_supported(version))
throw VersionMismatchException("ERROR: MapNode format not supported");
- u8 actual_d = d;
+ // Translate to wanted version
+ MapNode n_foreign = mapnode_translate_from_internal(*this, version);
- // Convert from new version to old
+ u8 actual_param0 = n_foreign.param0;
+
+ // Convert special values from new version to old
if(version <= 18)
{
// In these versions, CONTENT_IGNORE and CONTENT_AIR
// are 255 and 254
- if(actual_d == CONTENT_IGNORE)
- actual_d = 255;
- else if(actual_d == CONTENT_AIR)
- actual_d = 254;
+ if(actual_param0 == CONTENT_IGNORE)
+ actual_param0 = 255;
+ else if(actual_param0 == CONTENT_AIR)
+ actual_param0 = 254;
}
if(version == 0)
{
- dest[0] = actual_d;
+ dest[0] = actual_param0;
}
else if(version <= 9)
{
- dest[0] = actual_d;
- dest[1] = param;
+ dest[0] = actual_param0;
+ dest[1] = n_foreign.param1;
}
else
{
- dest[0] = actual_d;
- dest[1] = param;
- dest[2] = param2;
+ dest[0] = actual_param0;
+ dest[1] = n_foreign.param1;
+ dest[2] = n_foreign.param2;
}
}
void MapNode::deSerialize(u8 *source, u8 version)
@@ -296,47 +301,50 @@ void MapNode::deSerialize(u8 *source, u8 version)
if(version == 0)
{
- d = source[0];
+ param0 = source[0];
}
else if(version == 1)
{
- d = source[0];
+ param0 = source[0];
// This version doesn't support saved lighting
if(light_propagates() || light_source() > 0)
- param = 0;
+ param1 = 0;
else
- param = source[1];
+ param1 = source[1];
}
else if(version <= 9)
{
- d = source[0];
- param = source[1];
+ param0 = source[0];
+ param1 = source[1];
}
else
{
- d = source[0];
- param = source[1];
+ param0 = source[0];
+ param1 = source[1];
param2 = source[2];
}
- // Convert from old version to new
+ // Convert special values from old version to new
if(version <= 18)
{
// In these versions, CONTENT_IGNORE and CONTENT_AIR
// are 255 and 254
- if(d == 255)
- d = CONTENT_IGNORE;
- else if(d == 254)
- d = CONTENT_AIR;
+ if(param0 == 255)
+ param0 = CONTENT_IGNORE;
+ else if(param0 == 254)
+ param0 = CONTENT_AIR;
}
// version 19 is fucked up with sometimes the old values and sometimes not
if(version == 19)
{
- if(d == 255)
- d = CONTENT_IGNORE;
- else if(d == 254)
- d = CONTENT_AIR;
+ if(param0 == 255)
+ param0 = CONTENT_IGNORE;
+ else if(param0 == 254)
+ param0 = CONTENT_AIR;
}
+
+ // Translate to our known version
+ *this = mapnode_translate_to_internal(*this, version);
}
/*
diff --git a/src/mapnode.h b/src/mapnode.h
index ebca3755a..956de6852 100644
--- a/src/mapnode.h
+++ b/src/mapnode.h
@@ -32,16 +32,15 @@ with this program; if not, write to the Free Software Foundation, Inc.,
/*
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.
@@ -102,10 +101,7 @@ 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;
/*
@@ -151,10 +147,10 @@ struct ContentFeatures
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;
@@ -166,7 +162,6 @@ struct ContentFeatures
void reset()
{
- //translate_to = NULL;
param_type = CPT_NONE;
inventory_texture = NULL;
is_ground_content = false;
@@ -231,8 +226,8 @@ struct ContentFeatures
/*
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.
@@ -243,7 +238,7 @@ ContentFeatures & content_features(u8 i);
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;
}
@@ -252,7 +247,7 @@ inline bool light_propagates_content(u8 m)
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;
}
@@ -264,35 +259,35 @@ inline bool sunlight_propagates_content(u8 m)
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);
@@ -300,17 +295,17 @@ inline u8 make_liquid_flowing(u8 m)
}
// 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;
}
@@ -322,7 +317,7 @@ inline bool content_buildable_to(u8 m)
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;
@@ -406,16 +401,9 @@ enum LightBank
};
/*
- Masks for MapNode.param2 of flowing liquids
- */
-#define LIQUID_LEVEL_MASK 0x07
-#define LIQUID_FLOW_DOWN_MASK 0x08
-
-/*
This is the stuff what the whole world consists of.
*/
-
struct MapNode
{
/*
@@ -426,7 +414,7 @@ struct MapNode
union
{
u8 param0;
- u8 d;
+ //u8 d;
};
/*
@@ -441,17 +429,18 @@ struct MapNode
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)
@@ -459,28 +448,44 @@ struct MapNode
*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;
+ }
}
/*
@@ -488,19 +493,19 @@ struct MapNode
*/
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()
@@ -508,10 +513,10 @@ struct MapNode
// 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();
@@ -524,12 +529,12 @@ struct MapNode
{
// 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);
}
@@ -567,17 +572,17 @@ struct MapNode
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);
diff --git a/src/materials.cpp b/src/materials.cpp
index e3a24b9e3..24f300724 100644
--- a/src/materials.cpp
+++ b/src/materials.cpp
@@ -3,12 +3,12 @@
// NOTE: DEPRECATED
-DiggingPropertiesList * getDiggingPropertiesList(u8 content)
+DiggingPropertiesList * getDiggingPropertiesList(u16 content)
{
return &content_features(content).digging_properties;
}
-DiggingProperties getDiggingProperties(u8 content, const std::string &tool)
+DiggingProperties getDiggingProperties(u16 content, const std::string &tool)
{
DiggingPropertiesList *mprop = getDiggingPropertiesList(content);
if(mprop == NULL)
diff --git a/src/materials.h b/src/materials.h
index f061ecbfa..1439df194 100644
--- a/src/materials.h
+++ b/src/materials.h
@@ -97,7 +97,7 @@ private:
};
// For getting the default properties, set tool=""
-DiggingProperties getDiggingProperties(u8 material, const std::string &tool);
+DiggingProperties getDiggingProperties(u16 material, const std::string &tool);
#endif
diff --git a/src/player.cpp b/src/player.cpp
index 6bacb088d..d52d6b88f 100644
--- a/src/player.cpp
+++ b/src/player.cpp
@@ -342,13 +342,13 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
if(in_water)
{
v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
- in_water = content_liquid(map.getNode(pp).d);
+ in_water = content_liquid(map.getNode(pp).getContent());
}
// If not in water, the threshold of going in is at lower y
else
{
v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
- in_water = content_liquid(map.getNode(pp).d);
+ in_water = content_liquid(map.getNode(pp).getContent());
}
}
catch(InvalidPositionException &e)
@@ -361,7 +361,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
*/
try{
v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
- in_water_stable = content_liquid(map.getNode(pp).d);
+ in_water_stable = content_liquid(map.getNode(pp).getContent());
}
catch(InvalidPositionException &e)
{
@@ -470,7 +470,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
{
try{
// Player collides into walkable nodes
- if(content_walkable(map.getNode(v3s16(x,y,z)).d) == false)
+ if(content_walkable(map.getNode(v3s16(x,y,z)).getContent()) == false)
continue;
}
catch(InvalidPositionException &e)
@@ -633,10 +633,10 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
try{
// The node to be sneaked on has to be walkable
- if(content_walkable(map.getNode(p).d) == false)
+ if(content_walkable(map.getNode(p).getContent()) == false)
continue;
// And the node above it has to be nonwalkable
- if(content_walkable(map.getNode(p+v3s16(0,1,0)).d) == true)
+ if(content_walkable(map.getNode(p+v3s16(0,1,0)).getContent()) == true)
continue;
}
catch(InvalidPositionException &e)
diff --git a/src/serialization.h b/src/serialization.h
index 974ae95d8..d93e61892 100644
--- a/src/serialization.h
+++ b/src/serialization.h
@@ -55,11 +55,12 @@ with this program; if not, write to the Free Software Foundation, Inc.,
17: MapBlocks contain timestamp
18: new generator (not really necessary, but it's there)
19: new content type handling
+ 20: many existing content types translated to extended ones
*/
// This represents an uninitialized or invalid format
#define SER_FMT_VER_INVALID 255
// Highest supported serialization version
-#define SER_FMT_VER_HIGHEST 19
+#define SER_FMT_VER_HIGHEST 20
// Lowest supported serialization version
#define SER_FMT_VER_LOWEST 0
diff --git a/src/server.cpp b/src/server.cpp
index c2433e1af..e3c6ce4d9 100644
--- a/src/server.cpp
+++ b/src/server.cpp
@@ -2494,7 +2494,7 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
// Mandatory parameter; actually used for nothing
core::map<v3s16, MapBlock*> modified_blocks;
- u8 material = CONTENT_IGNORE;
+ content_t material = CONTENT_IGNORE;
u8 mineral = MINERAL_NONE;
bool cannot_remove_node = false;
@@ -2505,7 +2505,7 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
// Get mineral
mineral = n.getMineral();
// Get material at position
- material = n.d;
+ material = n.getContent();
// If not yet cancelled
if(cannot_remove_node == false)
{
@@ -2705,7 +2705,7 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
<<" because privileges are "<<getPlayerPrivs(player)
<<std::endl;
- if(content_buildable_to(n2.d) == false
+ if(content_features(n2).buildable_to == false
|| no_enough_privs)
{
// Client probably has wrong data.
@@ -2736,14 +2736,14 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
// Create node data
MaterialItem *mitem = (MaterialItem*)item;
MapNode n;
- n.d = mitem->getMaterial();
+ n.setContent(mitem->getMaterial());
// Calculate direction for wall mounted stuff
- if(content_features(n.d).wall_mounted)
- n.dir = packDir(p_under - p_over);
+ if(content_features(n).wall_mounted)
+ n.param2 = packDir(p_under - p_over);
// Calculate the direction for furnaces and chests and stuff
- if(content_features(n.d).param_type == CPT_FACEDIR_SIMPLE)
+ if(content_features(n).param_type == CPT_FACEDIR_SIMPLE)
{
v3f playerpos = player->getPosition();
v3f blockpos = intToFloat(p_over, BS) - playerpos;
diff --git a/src/test.cpp b/src/test.cpp
index 0487f1436..3ff4dc807 100644
--- a/src/test.cpp
+++ b/src/test.cpp
@@ -219,14 +219,14 @@ struct TestMapNode
MapNode n;
// Default values
- assert(n.d == CONTENT_AIR);
+ assert(n.getContent() == CONTENT_AIR);
assert(n.getLight(LIGHTBANK_DAY) == 0);
assert(n.getLight(LIGHTBANK_NIGHT) == 0);
// Transparency
- n.d = CONTENT_AIR;
+ n.setContent(CONTENT_AIR);
assert(n.light_propagates() == true);
- n.d = CONTENT_STONE;
+ n.setContent(CONTENT_STONE);
assert(n.light_propagates() == false);
}
};
@@ -284,7 +284,7 @@ struct TestVoxelManipulator
v.print(dstream);
- assert(v.getNode(v3s16(-1,0,-1)).d == 2);
+ assert(v.getNode(v3s16(-1,0,-1)).getContent() == 2);
dstream<<"*** Reading from inexistent (0,0,-1) ***"<<std::endl;
@@ -298,7 +298,7 @@ struct TestVoxelManipulator
v.print(dstream);
- assert(v.getNode(v3s16(-1,0,-1)).d == 2);
+ assert(v.getNode(v3s16(-1,0,-1)).getContent() == 2);
EXCEPTION_CHECK(InvalidPositionException, v.getNode(v3s16(0,1,1)));
#if 0
@@ -331,11 +331,11 @@ struct TestVoxelManipulator
MapNode n;
//n.pressure = size.Y - y;
if(*p == '#')
- n.d = CONTENT_STONE;
+ n.setContent(CONTENT_STONE);
else if(*p == '.')
- n.d = CONTENT_WATER;
+ n.setContent(CONTENT_WATER);
else if(*p == ' ')
- n.d = CONTENT_AIR;
+ n.setContent(CONTENT_AIR);
else
assert(0);
v.setNode(v3s16(x,y,z), n);
@@ -469,8 +469,8 @@ struct TestMapBlock
for(u16 y=0; y<MAP_BLOCKSIZE; y++)
for(u16 x=0; x<MAP_BLOCKSIZE; x++)
{
- //assert(b.getNode(v3s16(x,y,z)).d == CONTENT_AIR);
- assert(b.getNode(v3s16(x,y,z)).d == CONTENT_IGNORE);
+ //assert(b.getNode(v3s16(x,y,z)).getContent() == CONTENT_AIR);
+ assert(b.getNode(v3s16(x,y,z)).getContent() == CONTENT_IGNORE);
assert(b.getNode(v3s16(x,y,z)).getLight(LIGHTBANK_DAY) == 0);
assert(b.getNode(v3s16(x,y,z)).getLight(LIGHTBANK_NIGHT) == 0);
}
@@ -489,7 +489,7 @@ struct TestMapBlock
Parent fetch functions
*/
parent.position_valid = false;
- parent.node.d = 5;
+ parent.node.setContent(5);
MapNode n;
@@ -497,7 +497,7 @@ struct TestMapBlock
assert(b.isValidPositionParent(v3s16(0,0,0)) == true);
assert(b.isValidPositionParent(v3s16(MAP_BLOCKSIZE-1,MAP_BLOCKSIZE-1,MAP_BLOCKSIZE-1)) == true);
n = b.getNodeParent(v3s16(0,MAP_BLOCKSIZE-1,0));
- assert(n.d == CONTENT_AIR);
+ assert(n.getContent() == CONTENT_AIR);
// ...but outside the block they should be invalid
assert(b.isValidPositionParent(v3s16(-121,2341,0)) == false);
@@ -523,15 +523,15 @@ struct TestMapBlock
assert(b.isValidPositionParent(v3s16(-1,0,0)) == true);
assert(b.isValidPositionParent(v3s16(MAP_BLOCKSIZE-1,MAP_BLOCKSIZE-1,MAP_BLOCKSIZE)) == true);
n = b.getNodeParent(v3s16(0,0,MAP_BLOCKSIZE));
- assert(n.d == 5);
+ assert(n.getContent() == 5);
/*
Set a node
*/
v3s16 p(1,2,0);
- n.d = 4;
+ n.setContent(4);
b.setNode(p, n);
- assert(b.getNode(p).d == 4);
+ assert(b.getNode(p).getContent() == 4);
//TODO: Update to new system
/*assert(b.getNodeTile(p) == 4);
assert(b.getNodeTile(v3s16(-1,-1,0)) == 5);*/
@@ -556,7 +556,7 @@ struct TestMapBlock
*/
parent.position_valid = true;
b.setIsUnderground(false);
- parent.node.d = CONTENT_AIR;
+ parent.node.setContent(CONTENT_AIR);
parent.node.setLight(LIGHTBANK_DAY, LIGHT_SUN);
parent.node.setLight(LIGHTBANK_NIGHT, 0);
core::map<v3s16, bool> light_sources;
@@ -611,7 +611,7 @@ struct TestMapBlock
for(u16 y=0; y<MAP_BLOCKSIZE; y++){
for(u16 x=0; x<MAP_BLOCKSIZE; x++){
MapNode n;
- n.d = CONTENT_AIR;
+ n.setContent(CONTENT_AIR);
n.setLight(LIGHTBANK_DAY, 0);
b.setNode(v3s16(x,y,z), n);
}
diff --git a/src/voxel.cpp b/src/voxel.cpp
index 5938f9016..616a197e3 100644
--- a/src/voxel.cpp
+++ b/src/voxel.cpp
@@ -93,7 +93,7 @@ void VoxelManipulator::print(std::ostream &o, VoxelPrintMode mode)
else
{
c = 'X';
- u8 m = m_data[m_area.index(x,y,z)].d;
+ content_t m = m_data[m_area.index(x,y,z)].getContent();
u8 pr = m_data[m_area.index(x,y,z)].param2;
if(mode == VOXELPRINT_MATERIAL)
{