From 64996422c00ddb70cfc8aee7da7b62485b8b0416 Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Sun, 13 Nov 2011 10:57:55 +0200 Subject: Move ContentFeatures to mapnode_contentfeatures.{h,cpp} and clean stuff --- src/mapnode.h | 463 +++------------------------------------------------------- 1 file changed, 19 insertions(+), 444 deletions(-) (limited to 'src/mapnode.h') diff --git a/src/mapnode.h b/src/mapnode.h index 51bee0587..a93589c41 100644 --- a/src/mapnode.h +++ b/src/mapnode.h @@ -43,20 +43,6 @@ with this program; if not, write to the Free Software Foundation, Inc., typedef u16 content_t; #define MAX_CONTENT 0xfff -/* - Initializes all kind of stuff in here. - Many things depend on this. - - This accesses g_texturesource; if it is non-NULL, textures are set. - - Client first calls this with g_texturesource=NULL to run some - unit tests and stuff, then it runs this again with g_texturesource - defined to get the textures. - - Server only calls this once with g_texturesource=NULL. -*/ -void init_mapnode(); - /* Ignored node. @@ -66,7 +52,6 @@ void init_mapnode(); Doesn't create faces with anything and is considered being out-of-map in the game map. */ -//#define CONTENT_IGNORE 255 #define CONTENT_IGNORE 127 #define CONTENT_IGNORE_DEFAULT_PARAM 0 @@ -74,305 +59,8 @@ void init_mapnode(); The common material through which the player can walk and which is transparent to light */ -//#define CONTENT_AIR 254 #define CONTENT_AIR 126 -/* - Content feature list -*/ - -enum ContentParamType -{ - CPT_NONE, - CPT_LIGHT, - CPT_MINERAL, - // Direction for chests and furnaces and such - CPT_FACEDIR_SIMPLE -}; - -enum LiquidType -{ - LIQUID_NONE, - LIQUID_FLOWING, - LIQUID_SOURCE -}; - -struct MapNode; -class NodeMetadata; - -struct ContentFeatures -{ -#ifndef SERVER - /* - 0: up - 1: down - 2: right - 3: left - 4: back - 5: front - */ - TileSpec tiles[6]; - - video::ITexture *inventory_texture; - - // Used currently for flowing liquids - u8 vertex_alpha; - // Post effect color, drawn when the camera is inside the node. - video::SColor post_effect_color; - // Special irrlicht material, used sometimes - video::SMaterial *special_material; - video::SMaterial *special_material2; - AtlasPointer *special_atlas; -#endif - - // List of all block textures that have been used (value is dummy) - // Exists on server too for cleaner code in content_mapnode.cpp - core::map used_texturenames; - - // Type of MapNode::param1 - ContentParamType param_type; - // True for all ground-like things like stone and mud, false for eg. trees - bool is_ground_content; - bool light_propagates; - bool sunlight_propagates; - u8 solidness; // Used when choosing which face is drawn - u8 visual_solidness; // When solidness=0, this tells how it looks like - // This is used for collision detection. - // Also for general solidness queries. - bool walkable; - // Player can point to these - bool pointable; - // Player can dig these - bool diggable; - // Player can climb these - bool climbable; - // Player can build on these - bool buildable_to; - // Whether the node has no liquid, source liquid or flowing liquid - enum LiquidType liquid_type; - // If true, param2 is set to direction when placed. Used for torches. - // NOTE: the direction format is quite inefficient and should be changed - bool wall_mounted; - // If true, node is equivalent to air. Torches are, air is. Water is not. - // Is used for example to check whether a mud block can have grass on. - bool air_equivalent; - // Whether this content type often contains mineral. - // Used for texture atlas creation. - // Currently only enabled for CONTENT_STONE. - bool often_contains_mineral; - - // Inventory item string as which the node appears in inventory when dug. - // Mineral overrides this. - std::string dug_item; - - // Extra dug item and its rarity - std::string extra_dug_item; - s32 extra_dug_item_rarity; - - // Initial metadata is cloned from this - NodeMetadata *initial_metadata; - - // If the content is liquid, this is the flowing version of the liquid. - // If content is liquid, this is the same content. - content_t liquid_alternative_flowing; - // If the content is liquid, this is the source version of the liquid. - content_t liquid_alternative_source; - // Viscosity for fluid flow, ranging from 1 to 7, with - // 1 giving almost instantaneous propagation and 7 being - // the slowest possible - u8 liquid_viscosity; - - // Amount of light the node emits - u8 light_source; - - // Digging properties for different tools - DiggingPropertiesList digging_properties; - - u32 damage_per_second; - - // NOTE: Move relevant properties to here from elsewhere - - void reset() - { -#ifndef SERVER - inventory_texture = NULL; - - vertex_alpha = 255; - post_effect_color = video::SColor(0, 0, 0, 0); - special_material = NULL; - special_material2 = NULL; - special_atlas = NULL; -#endif - param_type = CPT_NONE; - is_ground_content = false; - light_propagates = false; - sunlight_propagates = false; - solidness = 2; - visual_solidness = 0; - walkable = true; - pointable = true; - diggable = true; - climbable = false; - buildable_to = false; - liquid_type = LIQUID_NONE; - wall_mounted = false; - air_equivalent = false; - often_contains_mineral = false; - dug_item = ""; - initial_metadata = NULL; - liquid_alternative_flowing = CONTENT_IGNORE; - liquid_alternative_source = CONTENT_IGNORE; - liquid_viscosity = 0; - light_source = 0; - digging_properties.clear(); - damage_per_second = 0; - } - - ContentFeatures() - { - reset(); - } - - ~ContentFeatures(); - - /* - Quickhands for simple materials - */ - -#ifdef SERVER - void setTexture(u16 i, std::string name, u8 alpha=255) - {} - void setAllTextures(std::string name, u8 alpha=255) - {} -#else - void setTexture(u16 i, std::string name, u8 alpha=255); - - void setAllTextures(std::string name, u8 alpha=255) - { - for(u16 i=0; i<6; i++) - { - setTexture(i, name, alpha); - } - // Force inventory texture too - setInventoryTexture(name); - } -#endif - -#ifndef SERVER - void setTile(u16 i, const TileSpec &tile) - { - tiles[i] = tile; - } - void setAllTiles(const TileSpec &tile) - { - for(u16 i=0; i<6; i++) - { - setTile(i, tile); - } - } -#endif - -#ifdef SERVER - void setInventoryTexture(std::string imgname) - {} - void setInventoryTextureCube(std::string top, - std::string left, std::string right) - {} -#else - void setInventoryTexture(std::string imgname); - - void setInventoryTextureCube(std::string top, - std::string left, std::string right); -#endif -}; - -/* - Call this to access the ContentFeature list -*/ -ContentFeatures & content_features(content_t i); -ContentFeatures & content_features(MapNode &n); - -/* - Here is a bunch of DEPRECATED functions. -*/ - -/* - If true, the material allows light propagation and brightness is stored - in param. - NOTE: Don't use, use "content_features(m).whatever" instead -*/ -inline bool light_propagates_content(content_t m) -{ - return content_features(m).light_propagates; -} -/* - If true, the material allows lossless sunlight propagation. - NOTE: It doesn't seem to go through torches regardlessly of this - NOTE: Don't use, use "content_features(m).whatever" instead -*/ -inline bool sunlight_propagates_content(content_t m) -{ - return content_features(m).sunlight_propagates; -} -/* - On a node-node surface, the material of the node with higher solidness - is used for drawing. - 0: Invisible - 1: Transparent - 2: Opaque - NOTE: Don't use, use "content_features(m).whatever" instead -*/ -inline u8 content_solidness(content_t m) -{ - return content_features(m).solidness; -} -// Objects collide with walkable contents -// NOTE: Don't use, use "content_features(m).whatever" instead -inline bool content_walkable(content_t m) -{ - return content_features(m).walkable; -} -// NOTE: Don't use, use "content_features(m).whatever" instead -inline bool content_liquid(content_t m) -{ - return content_features(m).liquid_type != LIQUID_NONE; -} -// NOTE: Don't use, use "content_features(m).whatever" instead -inline bool content_flowing_liquid(content_t m) -{ - return content_features(m).liquid_type == LIQUID_FLOWING; -} -// NOTE: Don't use, use "content_features(m).whatever" instead -inline bool content_liquid_source(content_t m) -{ - return content_features(m).liquid_type == LIQUID_SOURCE; -} -// CONTENT_WATER || CONTENT_WATERSOURCE -> CONTENT_WATER -// CONTENT_LAVA || CONTENT_LAVASOURCE -> CONTENT_LAVA -// NOTE: Don't use, use "content_features(m).whatever" instead -inline content_t make_liquid_flowing(content_t m) -{ - u8 c = content_features(m).liquid_alternative_flowing; - assert(c != CONTENT_IGNORE); - return c; -} -// Pointable contents can be pointed to in the map -// NOTE: Don't use, use "content_features(m).whatever" instead -inline bool content_pointable(content_t m) -{ - return content_features(m).pointable; -} -// NOTE: Don't use, use "content_features(m).whatever" instead -inline bool content_diggable(content_t m) -{ - return content_features(m).diggable; -} -// NOTE: Don't use, use "content_features(m).whatever" instead -inline bool content_buildable_to(content_t m) -{ - return content_features(m).buildable_to; -} - /* Nodes make a face if contents differ and solidness differs. Return value: @@ -384,50 +72,11 @@ inline bool content_buildable_to(content_t m) u8 face_contents(content_t m1, content_t m2, bool *equivalent); /* - Packs directions like (1,0,0), (1,-1,0) + Packs directions like (1,0,0), (1,-1,0) in six bits. + NOTE: This wastes way too much space for most purposes. */ -inline u8 packDir(v3s16 dir) -{ - u8 b = 0; - - if(dir.X > 0) - b |= (1<<0); - else if(dir.X < 0) - b |= (1<<1); - - if(dir.Y > 0) - b |= (1<<2); - else if(dir.Y < 0) - b |= (1<<3); - - if(dir.Z > 0) - b |= (1<<4); - else if(dir.Z < 0) - b |= (1<<5); - - return b; -} -inline v3s16 unpackDir(u8 b) -{ - v3s16 d(0,0,0); - - if(b & (1<<0)) - d.X = 1; - else if(b & (1<<1)) - d.X = -1; - - if(b & (1<<2)) - d.Y = 1; - else if(b & (1<<3)) - d.Y = -1; - - if(b & (1<<4)) - d.Z = 1; - else if(b & (1<<5)) - d.Z = -1; - - return d; -} +u8 packDir(v3s16 dir); +v3s16 unpackDir(u8 b); /* facedir: CPT_FACEDIR_SIMPLE param1 value @@ -467,11 +116,7 @@ struct MapNode 0x00-0x7f: Short content type 0x80-0xff: Long content type (param2>>4 makes up low bytes) */ - union - { - u8 param0; - //u8 d; - }; + u8 param0; /* Misc parameter. Initialized to 0. @@ -482,22 +127,14 @@ struct MapNode - Mineral content (should be removed from here) - Uhh... well, most blocks have light or nothing in here. */ - union - { - u8 param1; - //s8 param; - }; + u8 param1; /* The second parameter. Initialized to 0. E.g. direction for torches and flowing water. If param0 >= 0x80, bits 0xf0 of this is extended content type data */ - union - { - u8 param2; - //u8 dir; - }; + u8 param2; MapNode(const MapNode & n) { @@ -506,10 +143,10 @@ struct MapNode MapNode(content_t content=CONTENT_AIR, u8 a_param1=0, u8 a_param2=0) { - //param0 = a_param0; param1 = a_param1; param2 = a_param2; - // Set after other params because this needs to override part of param2 + // Set content (param0 and (param2&0xf0)) after other params + // because this needs to override part of param2 setContent(content); } @@ -547,57 +184,14 @@ struct MapNode /* These four are DEPRECATED I guess. -c55 */ - bool light_propagates() - { - return light_propagates_content(getContent()); - } - bool sunlight_propagates() - { - return sunlight_propagates_content(getContent()); - } - u8 solidness() - { - return content_solidness(getContent()); - } - u8 light_source() - { - return content_features(*this).light_source; - } - - u8 getLightBanksWithSource() - { - // Select the brightest of [light source, propagated light] - u8 lightday = 0; - u8 lightnight = 0; - if(content_features(*this).param_type == CPT_LIGHT) - { - lightday = param1 & 0x0f; - lightnight = (param1>>4)&0x0f; - } - if(light_source() > lightday) - lightday = light_source(); - if(light_source() > lightnight) - lightnight = light_source(); - return (lightday&0x0f) | ((lightnight<<4)&0xf0); - } - - u8 getLight(enum LightBank bank) - { - // Select the brightest of [light source, propagated light] - u8 light = 0; - if(content_features(*this).param_type == CPT_LIGHT) - { - if(bank == LIGHTBANK_DAY) - light = param1 & 0x0f; - else if(bank == LIGHTBANK_NIGHT) - light = (param1>>4)&0x0f; - else - assert(0); - } - if(light_source() > light) - light = light_source(); - return light; - } + bool light_propagates(); + bool sunlight_propagates(); + u8 solidness(); + u8 light_source(); + + void setLight(enum LightBank bank, u8 a_light); + u8 getLight(enum LightBank bank); + u8 getLightBanksWithSource(); // 0 <= daylight_factor <= 1000 // 0 <= return value <= LIGHT_SUN @@ -625,25 +219,6 @@ struct MapNode return mix; }*/ - void setLight(enum LightBank bank, u8 a_light) - { - // If node doesn't contain light data, ignore this - if(content_features(*this).param_type != CPT_LIGHT) - return; - if(bank == LIGHTBANK_DAY) - { - param1 &= 0xf0; - param1 |= a_light & 0x0f; - } - else if(bank == LIGHTBANK_NIGHT) - { - param1 &= 0x0f; - param1 |= (a_light & 0x0f)<<4; - } - else - assert(0); - } - // In mapnode.cpp #ifndef SERVER /* @@ -681,8 +256,8 @@ struct MapNode parameters: daynight_ratio: 0...1000 - n: getNodeParent(p) - n2: getNodeParent(p + face_dir) + n: getNode(p) (uses only the lighting value) + n2: getNode(p + face_dir) (uses only the lighting value) face_dir: axis oriented unit vector from p to p2 returns encoded light value. -- cgit v1.2.3