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author | Dániel Juhász <juhdanad@gmail.com> | 2017-06-20 09:19:56 +0000 |
---|---|---|
committer | Loïc Blot <nerzhul@users.noreply.github.com> | 2017-06-20 11:19:56 +0200 |
commit | 0fcaf9fb1b61caaf8ed78a5d3005b1d9d1c43b57 (patch) | |
tree | 39b19a3fa61dc29b921739a26d7598222cdbd5f3 /src | |
parent | 7c07cb4ec23ebb0f3d5f3d913bea205660515836 (diff) | |
download | minetest-0fcaf9fb1b61caaf8ed78a5d3005b1d9d1c43b57.tar.gz minetest-0fcaf9fb1b61caaf8ed78a5d3005b1d9d1c43b57.tar.bz2 minetest-0fcaf9fb1b61caaf8ed78a5d3005b1d9d1c43b57.zip |
Automatic item and node colorization (#5640)
* Automatic item and node colorization
Now nodes with a palette yield colored item stacks, and colored items
place colored nodes by default. The client predicts the colorization.
* Backwards compatibility
* Use nil
* Style fixes
* Fix code style
* Document changes
Diffstat (limited to 'src')
-rw-r--r-- | src/game.cpp | 57 | ||||
-rw-r--r-- | src/inventory.cpp | 8 | ||||
-rw-r--r-- | src/inventory.h | 5 | ||||
-rw-r--r-- | src/script/lua_api/l_inventory.cpp | 11 | ||||
-rw-r--r-- | src/script/lua_api/l_inventory.h | 2 |
5 files changed, 57 insertions, 26 deletions
diff --git a/src/game.cpp b/src/game.cpp index 325557723..b81efc33f 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -774,8 +774,8 @@ public: }; -bool nodePlacementPrediction(Client &client, - const ItemDefinition &playeritem_def, v3s16 nodepos, v3s16 neighbourpos) +bool nodePlacementPrediction(Client &client, const ItemDefinition &playeritem_def, + const ItemStack &playeritem, v3s16 nodepos, v3s16 neighbourpos) { std::string prediction = playeritem_def.node_placement_prediction; INodeDefManager *nodedef = client.ndef(); @@ -818,11 +818,13 @@ bool nodePlacementPrediction(Client &client, return false; } + const ContentFeatures &predicted_f = nodedef->get(id); + // Predict param2 for facedir and wallmounted nodes u8 param2 = 0; - if (nodedef->get(id).param_type_2 == CPT2_WALLMOUNTED || - nodedef->get(id).param_type_2 == CPT2_COLORED_WALLMOUNTED) { + if (predicted_f.param_type_2 == CPT2_WALLMOUNTED || + predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) { v3s16 dir = nodepos - neighbourpos; if (abs(dir.Y) > MYMAX(abs(dir.X), abs(dir.Z))) { @@ -834,8 +836,8 @@ bool nodePlacementPrediction(Client &client, } } - if (nodedef->get(id).param_type_2 == CPT2_FACEDIR || - nodedef->get(id).param_type_2 == CPT2_COLORED_FACEDIR) { + if (predicted_f.param_type_2 == CPT2_FACEDIR || + predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) { v3s16 dir = nodepos - floatToInt(client.getEnv().getLocalPlayer()->getPosition(), BS); if (abs(dir.X) > abs(dir.Z)) { @@ -848,7 +850,7 @@ bool nodePlacementPrediction(Client &client, assert(param2 <= 5); //Check attachment if node is in group attached_node - if (((ItemGroupList) nodedef->get(id).groups)["attached_node"] != 0) { + if (((ItemGroupList) predicted_f.groups)["attached_node"] != 0) { static v3s16 wallmounted_dirs[8] = { v3s16(0, 1, 0), v3s16(0, -1, 0), @@ -859,8 +861,8 @@ bool nodePlacementPrediction(Client &client, }; v3s16 pp; - if (nodedef->get(id).param_type_2 == CPT2_WALLMOUNTED || - nodedef->get(id).param_type_2 == CPT2_COLORED_WALLMOUNTED) + if (predicted_f.param_type_2 == CPT2_WALLMOUNTED || + predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) pp = p + wallmounted_dirs[param2]; else pp = p + v3s16(0, -1, 0); @@ -869,6 +871,28 @@ bool nodePlacementPrediction(Client &client, return false; } + // Apply color + if ((predicted_f.param_type_2 == CPT2_COLOR + || predicted_f.param_type_2 == CPT2_COLORED_FACEDIR + || predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)) { + const std::string &indexstr = playeritem.metadata.getString( + "palette_index", 0); + if (!indexstr.empty()) { + s32 index = mystoi(indexstr); + if (predicted_f.param_type_2 == CPT2_COLOR) { + param2 = index; + } else if (predicted_f.param_type_2 + == CPT2_COLORED_WALLMOUNTED) { + // param2 = pure palette index + other + param2 = (index & 0xf8) | (param2 & 0x07); + } else if (predicted_f.param_type_2 + == CPT2_COLORED_FACEDIR) { + // param2 = pure palette index + other + param2 = (index & 0xe0) | (param2 & 0x1f); + } + } + } + // Add node to client map MapNode n(id, 0, param2); @@ -1277,8 +1301,9 @@ protected: const core::line3d<f32> &shootline, bool liquids_pointable, bool look_for_object, const v3s16 &camera_offset); void handlePointingAtNothing(const ItemStack &playerItem); - void handlePointingAtNode(const PointedThing &pointed, const ItemDefinition &playeritem_def, - const ToolCapabilities &playeritem_toolcap, f32 dtime); + void handlePointingAtNode(const PointedThing &pointed, + const ItemDefinition &playeritem_def, const ItemStack &playeritem, + const ToolCapabilities &playeritem_toolcap, f32 dtime); void handlePointingAtObject(const PointedThing &pointed, const ItemStack &playeritem, const v3f &player_position, bool show_debug); void handleDigging(const PointedThing &pointed, const v3s16 &nodepos, @@ -3599,7 +3624,8 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug) if (playeritem.name.empty() && hand_def.tool_capabilities != NULL) { playeritem_toolcap = *hand_def.tool_capabilities; } - handlePointingAtNode(pointed, playeritem_def, playeritem_toolcap, dtime); + handlePointingAtNode(pointed, playeritem_def, playeritem, + playeritem_toolcap, dtime); } else if (pointed.type == POINTEDTHING_OBJECT) { handlePointingAtObject(pointed, playeritem, player_position, show_debug); } else if (isLeftPressed()) { @@ -3734,8 +3760,9 @@ void Game::handlePointingAtNothing(const ItemStack &playerItem) } -void Game::handlePointingAtNode(const PointedThing &pointed, const ItemDefinition &playeritem_def, - const ToolCapabilities &playeritem_toolcap, f32 dtime) +void Game::handlePointingAtNode(const PointedThing &pointed, + const ItemDefinition &playeritem_def, const ItemStack &playeritem, + const ToolCapabilities &playeritem_toolcap, f32 dtime) { v3s16 nodepos = pointed.node_undersurface; v3s16 neighbourpos = pointed.node_abovesurface; @@ -3795,7 +3822,7 @@ void Game::handlePointingAtNode(const PointedThing &pointed, const ItemDefinitio // If the wielded item has node placement prediction, // make that happen bool placed = nodePlacementPrediction(*client, - playeritem_def, + playeritem_def, playeritem, nodepos, neighbourpos); if (placed) { diff --git a/src/inventory.cpp b/src/inventory.cpp index 25f524150..5ce82737a 100644 --- a/src/inventory.cpp +++ b/src/inventory.cpp @@ -658,7 +658,7 @@ bool InventoryList::roomForItem(const ItemStack &item_) const return false; } -bool InventoryList::containsItem(const ItemStack &item) const +bool InventoryList::containsItem(const ItemStack &item, bool match_meta) const { u32 count = item.count; if(count == 0) @@ -669,9 +669,9 @@ bool InventoryList::containsItem(const ItemStack &item) const { if(count == 0) break; - if(i->name == item.name) - { - if(i->count >= count) + if (i->name == item.name + && (!match_meta || (i->metadata == item.metadata))) { + if (i->count >= count) return true; else count -= i->count; diff --git a/src/inventory.h b/src/inventory.h index e3e818708..04c8156c8 100644 --- a/src/inventory.h +++ b/src/inventory.h @@ -223,9 +223,10 @@ public: // Checks whether there is room for a given item bool roomForItem(const ItemStack &item) const; - // Checks whether the given count of the given item name + // Checks whether the given count of the given item // exists in this inventory list. - bool containsItem(const ItemStack &item) const; + // If match_meta is false, only the items' names are compared. + bool containsItem(const ItemStack &item, bool match_meta) const; // Removes the given count of the given item name from // this inventory list. Walks the list in reverse order. diff --git a/src/script/lua_api/l_inventory.cpp b/src/script/lua_api/l_inventory.cpp index f5e76a7b6..e92197c14 100644 --- a/src/script/lua_api/l_inventory.cpp +++ b/src/script/lua_api/l_inventory.cpp @@ -325,8 +325,8 @@ int InvRef::l_room_for_item(lua_State *L) return 1; } -// contains_item(self, listname, itemstack or itemstring or table or nil) -> true/false -// Returns true if the list contains the given count of the given item name +// contains_item(self, listname, itemstack or itemstring or table or nil, [match_meta]) -> true/false +// Returns true if the list contains the given count of the given item int InvRef::l_contains_item(lua_State *L) { NO_MAP_LOCK_REQUIRED; @@ -334,8 +334,11 @@ int InvRef::l_contains_item(lua_State *L) const char *listname = luaL_checkstring(L, 2); ItemStack item = read_item(L, 3, getServer(L)->idef()); InventoryList *list = getlist(L, ref, listname); - if(list){ - lua_pushboolean(L, list->containsItem(item)); + bool match_meta = false; + if (lua_isboolean(L, 4)) + match_meta = lua_toboolean(L, 4); + if (list) { + lua_pushboolean(L, list->containsItem(item, match_meta)); } else { lua_pushboolean(L, false); } diff --git a/src/script/lua_api/l_inventory.h b/src/script/lua_api/l_inventory.h index 91d41c0d0..502827a11 100644 --- a/src/script/lua_api/l_inventory.h +++ b/src/script/lua_api/l_inventory.h @@ -93,7 +93,7 @@ private: // Returns true if the item completely fits into the list static int l_room_for_item(lua_State *L); - // contains_item(self, listname, itemstack or itemstring or table or nil) -> true/false + // contains_item(self, listname, itemstack or itemstring or table or nil, [match_meta]) -> true/false // Returns true if the list contains the given count of the given item name static int l_contains_item(lua_State *L); |