aboutsummaryrefslogtreecommitdiff
path: root/src/main.cpp
Commit message (Expand)AuthorAge
...
* Fix settings to honor numeric conversion errorssapier2014-02-04
* Add alpha setting to font shadowBlockMen2013-12-14
* Don't call curl_global_init twiceKahrl2013-12-13
* Implement httpfetch module and initialize it from main()Kahrl2013-12-13
* Add configurable font shadow.Ilya Zhuravlev2013-12-12
* Cleanup jthread and fix win32 buildsapier2013-12-01
* Fix modstore/favourites hang by adding asynchronous lua job supportsapier2013-11-29
* Split server/client port setting to avoid port number clashes in mainmenusapier2013-11-28
* Fix invalid escape sequence in database migration codeKahrl2013-11-23
* Fix win32/msvc i18n (quite UGLY version, blame Microsoft)sapier2013-11-11
* Add --version optionKahrl2013-09-28
* Show git hash in version string at top left corner of windowKahrl2013-09-28
* Fix some warnings and other minor detailskwolekr2013-09-16
* Handle --migrate even when compiled without leveldb supportKahrl2013-09-10
* Fix broken build due to missing mapsector.h includeKahrl2013-09-10
* Make --migrate update world.mt tooSfan52013-09-09
* Add note about --migrate only working with minetestserver or --serverSfan52013-09-09
* Make it compileSfan52013-09-09
* Add dummy and LevelDB database backendsIlya Zhuravlev2013-09-09
* Add fallback font support for some languages.Ilya Zhuravlev2013-09-08
* Add a setting for HighPrecisionFPU (fixes #763).Ilya Zhuravlev2013-08-25
* Allow SIGINT to kill mainmenu againKahrl2013-08-19
* GUIFormSpecMenu focus fixesKahrl2013-08-19
* Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenuKahrl2013-08-14
* Make freetype usage configureable by a settingPilzAdam2013-08-04
* Weather backward compatibilityproller2013-08-02
* Play sounds/main_menu.ogg in menuPilzAdam2013-07-28
* Randomly choose singleplayer portPilzAdam2013-07-16
* fix crash on play/start with empty world listsapier2013-07-08
* Replace C++ mainmenu by formspec powered onesapier2013-07-02
* Save settings after dropping main menuelagin2013-05-20
* Only create SoundManager in main menu if USE_SOUND is truePilzAdam2013-05-18
* Dont drop fonts with ENABLE_FREETYPE=0PilzAdam2013-05-16
* Only use game filter in singleplayer tab; use menu_{background, overlay, head...PilzAdam2013-05-13
* Add code to play main_menu.ogg in main menuRealBadAngel2013-05-11
* Fix memory leaks: delete font in main and GUIChatConsolePilzAdam2013-05-10
* Add clouds to all loading screens and better progress handlingZeg92013-05-10
* Add --videomodes option to show available video modesKahrl2013-05-09
* Drop IrrlichtDevice when running --speedtestsKahrl2013-05-09
* Add header.png and footer.png support for games, and support texture packs vi...Perttu Ahola2013-05-04
* Show game name instead of game ID of selected gamePilzAdam2013-05-02
* Switch menu to game selected in world creation dialogPerttu Ahola2013-05-02
* Get menu background image from selected gamePerttu Ahola2013-05-02
* fix memory leaks introduced by invalid gettext usagesapier2013-04-07
* replace Server smart pointer with conventional one to gain control over dtor ...sapier2013-04-07
* Add a small optimization to the menu splash and remove a old commentShadowNinja2013-03-30
* Don't load menu textures every framekhonkhortisan2013-03-30
* GUI: Make singleplayer default tab, store selected serverlist, show title of ...PilzAdam2013-03-30
* Add varying levels of precision to TimeTakerkwolekr2013-03-29
* Random guest name and finite liquid checkboxproller2013-03-23
'n447' href='#n447'>447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599
/*
Minetest
Copyright (C) 2013 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 Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#ifndef VOXEL_HEADER
#define VOXEL_HEADER

#include "irrlichttypes.h"
#include "irr_v3d.h"
#include <iostream>
#include "debug.h"
#include "exceptions.h"
#include "mapnode.h"
#include <set>
#include <list>
#include <map>

class INodeDefManager;

// For VC++
#undef min
#undef max

/*
	A fast voxel manipulator class.

	In normal operation, it fetches more map when it is requested.
	It can also be used so that all allowed area is fetched at the
	start, using ManualMapVoxelManipulator.

	Not thread-safe.
*/

/*
	Debug stuff
*/
extern u32 emerge_time;
extern u32 emerge_load_time;

/*
	This class resembles aabbox3d<s16> a lot, but has inclusive
	edges for saner handling of integer sizes
*/
class VoxelArea
{
public:
	// Starts as zero sized
	VoxelArea():
		MinEdge(1,1,1),
		MaxEdge(0,0,0)
	{
	}
	VoxelArea(v3s16 min_edge, v3s16 max_edge):
		MinEdge(min_edge),
		MaxEdge(max_edge)
	{
	}
	VoxelArea(v3s16 p):
		MinEdge(p),
		MaxEdge(p)
	{
	}

	/*
		Modifying methods
	*/

	void addArea(const VoxelArea &a)
	{
		if (hasEmptyExtent())
		{
			*this = a;
			return;
		}
		if(a.MinEdge.X < MinEdge.X) MinEdge.X = a.MinEdge.X;
		if(a.MinEdge.Y < MinEdge.Y) MinEdge.Y = a.MinEdge.Y;
		if(a.MinEdge.Z < MinEdge.Z) MinEdge.Z = a.MinEdge.Z;
		if(a.MaxEdge.X > MaxEdge.X) MaxEdge.X = a.MaxEdge.X;
		if(a.MaxEdge.Y > MaxEdge.Y) MaxEdge.Y = a.MaxEdge.Y;
		if(a.MaxEdge.Z > MaxEdge.Z) MaxEdge.Z = a.MaxEdge.Z;
	}
	void addPoint(const v3s16 &p)
	{
		if(hasEmptyExtent())
		{
			MinEdge = p;
			MaxEdge = p;
			return;
		}
		if(p.X < MinEdge.X) MinEdge.X = p.X;
		if(p.Y < MinEdge.Y) MinEdge.Y = p.Y;
		if(p.Z < MinEdge.Z) MinEdge.Z = p.Z;
		if(p.X > MaxEdge.X) MaxEdge.X = p.X;
		if(p.Y > MaxEdge.Y) MaxEdge.Y = p.Y;
		if(p.Z > MaxEdge.Z) MaxEdge.Z = p.Z;
	}

	// Pad with d nodes
	void pad(const v3s16 &d)
	{
		MinEdge -= d;
		MaxEdge += d;
	}

	/*void operator+=(v3s16 off)
	{
		MinEdge += off;
		MaxEdge += off;
	}

	void operator-=(v3s16 off)
	{
		MinEdge -= off;
		MaxEdge -= off;
	}*/

	/*
		const methods
	*/

	v3s16 getExtent() const
	{
		return MaxEdge - MinEdge + v3s16(1,1,1);
	}

	/* Because MaxEdge and MinEdge are included in the voxel area an empty extent
	 * is not represented by (0, 0, 0), but instead (-1, -1, -1)
	 */
	bool hasEmptyExtent() const
	{
		return MaxEdge - MinEdge == v3s16(-1, -1, -1);
	}

	s32 getVolume() const
	{
		v3s16 e = getExtent();
		return (s32)e.X * (s32)e.Y * (s32)e.Z;
	}
	bool contains(const VoxelArea &a) const
	{
		// No area contains an empty area
		// NOTE: Algorithms depend on this, so do not change.
		if(a.hasEmptyExtent())
			return false;

		return(
			a.MinEdge.X >= MinEdge.X && a.MaxEdge.X <= MaxEdge.X &&
			a.MinEdge.Y >= MinEdge.Y && a.MaxEdge.Y <= MaxEdge.Y &&
			a.MinEdge.Z >= MinEdge.Z && a.MaxEdge.Z <= MaxEdge.Z
		);
	}
	bool contains(v3s16 p) const
	{
		return(
			p.X >= MinEdge.X && p.X <= MaxEdge.X &&
			p.Y >= MinEdge.Y && p.Y <= MaxEdge.Y &&
			p.Z >= MinEdge.Z && p.Z <= MaxEdge.Z
		);
	}
	bool contains(s32 i) const
	{
		return (i >= 0 && i < getVolume());
	}
	bool operator==(const VoxelArea &other) const
	{
		return (MinEdge == other.MinEdge
				&& MaxEdge == other.MaxEdge);
	}

	VoxelArea operator+(v3s16 off) const
	{
		return VoxelArea(MinEdge+off, MaxEdge+off);
	}

	VoxelArea operator-(v3s16 off) const
	{
		return VoxelArea(MinEdge-off, MaxEdge-off);
	}

	/*
		Returns 0-6 non-overlapping areas that can be added to
		a to make up this area.

		a: area inside *this
	*/
	void diff(const VoxelArea &a, std::list<VoxelArea> &result)
	{
		/*
			This can result in a maximum of 6 areas
		*/

		// If a is an empty area, return the current area as a whole
		if(a.getExtent() == v3s16(0,0,0))
		{
			VoxelArea b = *this;
			if(b.getVolume() != 0)
				result.push_back(b);
			return;
		}

		assert(contains(a));	// pre-condition

		// Take back area, XY inclusive
		{
			v3s16 min(MinEdge.X, MinEdge.Y, a.MaxEdge.Z+1);
			v3s16 max(MaxEdge.X, MaxEdge.Y, MaxEdge.Z);
			VoxelArea b(min, max);
			if(b.getVolume() != 0)
				result.push_back(b);
		}

		// Take front area, XY inclusive
		{
			v3s16 min(MinEdge.X, MinEdge.Y, MinEdge.Z);
			v3s16 max(MaxEdge.X, MaxEdge.Y, a.MinEdge.Z-1);
			VoxelArea b(min, max);
			if(b.getVolume() != 0)
				result.push_back(b);
		}

		// Take top area, X inclusive
		{
			v3s16 min(MinEdge.X, a.MaxEdge.Y+1, a.MinEdge.Z);
			v3s16 max(MaxEdge.X, MaxEdge.Y, a.MaxEdge.Z);
			VoxelArea b(min, max);
			if(b.getVolume() != 0)
				result.push_back(b);
		}

		// Take bottom area, X inclusive
		{
			v3s16 min(MinEdge.X, MinEdge.Y, a.MinEdge.Z);
			v3s16 max(MaxEdge.X, a.MinEdge.Y-1, a.MaxEdge.Z);
			VoxelArea b(min, max);
			if(b.getVolume() != 0)
				result.push_back(b);
		}

		// Take left area, non-inclusive
		{
			v3s16 min(MinEdge.X, a.MinEdge.Y, a.MinEdge.Z);
			v3s16 max(a.MinEdge.X-1, a.MaxEdge.Y, a.MaxEdge.Z);
			VoxelArea b(min, max);
			if(b.getVolume() != 0)
				result.push_back(b);
		}

		// Take right area, non-inclusive
		{
			v3s16 min(a.MaxEdge.X+1, a.MinEdge.Y, a.MinEdge.Z);
			v3s16 max(MaxEdge.X, a.MaxEdge.Y, a.MaxEdge.Z);
			VoxelArea b(min, max);
			if(b.getVolume() != 0)
				result.push_back(b);
		}

	}

	/*
		Translates position from virtual coordinates to array index
	*/
	s32 index(s16 x, s16 y, s16 z) const
	{
		v3s16 em = getExtent();
		v3s16 off = MinEdge;
		s32 i = (s32)(z-off.Z)*em.Y*em.X + (y-off.Y)*em.X + (x-off.X);
		//dstream<<" i("<<x<<","<<y<<","<<z<<")="<<i<<" ";
		return i;
	}
	s32 index(v3s16 p) const
	{
		return index(p.X, p.Y, p.Z);
	}

	// Translate index in the X coordinate
	void add_x(const v3s16 &extent, u32 &i, s16 a)
	{
		i += a;
	}
	// Translate index in the Y coordinate
	void add_y(const v3s16 &extent, u32 &i, s16 a)
	{
		i += a * extent.X;
	}
	// Translate index in the Z coordinate
	void add_z(const v3s16 &extent, u32 &i, s16 a)
	{
		i += a * extent.X*extent.Y;
	}
	// Translate index in space
	void add_p(const v3s16 &extent, u32 &i, v3s16 a)
	{
		i += a.Z*extent.X*extent.Y + a.Y*extent.X + a.X;
	}

	/*
		Print method for debugging
	*/
	void print(std::ostream &o) const
	{
		v3s16 e = getExtent();
		o<<"("<<MinEdge.X
		 <<","<<MinEdge.Y
		 <<","<<MinEdge.Z
		 <<")("<<MaxEdge.X
		 <<","<<MaxEdge.Y
		 <<","<<MaxEdge.Z
		 <<")"
		 <<"="<<e.X<<"x"<<e.Y<<"x"<<e.Z<<"="<<getVolume();
	}

	// Edges are inclusive
	v3s16 MinEdge;
	v3s16 MaxEdge;
};

// unused 
#define VOXELFLAG_UNUSED   (1<<0)
// no data about that node
#define VOXELFLAG_NO_DATA  (1<<1)
// Algorithm-dependent
#define VOXELFLAG_CHECKED1 (1<<2)
// Algorithm-dependent
#define VOXELFLAG_CHECKED2 (1<<3)
// Algorithm-dependent
#define VOXELFLAG_CHECKED3 (1<<4)
// Algorithm-dependent
#define VOXELFLAG_CHECKED4 (1<<5)

enum VoxelPrintMode
{
	VOXELPRINT_NOTHING,
	VOXELPRINT_MATERIAL,
	VOXELPRINT_WATERPRESSURE,
	VOXELPRINT_LIGHT_DAY,
};

class VoxelManipulator /*: public NodeContainer*/
{
public:
	VoxelManipulator();
	virtual ~VoxelManipulator();

	/*
		Virtuals from NodeContainer
	*/
	/*virtual u16 nodeContainerId() const
	{
		return NODECONTAINER_ID_VOXELMANIPULATOR;
	}
	bool isValidPosition(v3s16 p)
	{
		addArea(p);
		return !(m_flags[m_area.index(p)] & VOXELFLAG_NO_DATA);
	}*/

	/*
		These are a bit slow and shouldn't be used internally.
		Use m_data[m_area.index(p)] instead.
	*/
	MapNode getNode(v3s16 p)
	{
		VoxelArea voxel_area(p);
		addArea(voxel_area);

		if(m_flags[m_area.index(p)] & VOXELFLAG_NO_DATA)
		{
			/*dstream<<"EXCEPT: VoxelManipulator::getNode(): "
					<<"p=("<<p.X<<","<<p.Y<<","<<p.Z<<")"
					<<", index="<<m_area.index(p)
					<<", flags="<<(int)m_flags[m_area.index(p)]
					<<" is inexistent"<<std::endl;*/
			throw InvalidPositionException
			("VoxelManipulator: getNode: inexistent");
		}

		return m_data[m_area.index(p)];
	}
	MapNode getNodeNoEx(v3s16 p)
	{
		VoxelArea voxel_area(p);
		addArea(voxel_area);

		if(m_flags[m_area.index(p)] & VOXELFLAG_NO_DATA)
		{
			return MapNode(CONTENT_IGNORE);
		}

		return m_data[m_area.index(p)];
	}
	MapNode getNodeNoExNoEmerge(v3s16 p)
	{
		if(m_area.contains(p) == false)
			return MapNode(CONTENT_IGNORE);
		if(m_flags[m_area.index(p)] & VOXELFLAG_NO_DATA)
			return MapNode(CONTENT_IGNORE);
		return m_data[m_area.index(p)];
	}
	// Stuff explodes if non-emerged area is touched with this.
	// Emerge first, and check VOXELFLAG_NO_DATA if appropriate.
	MapNode & getNodeRefUnsafe(const v3s16 &p)
	{
		return m_data[m_area.index(p)];
	}

	const MapNode & getNodeRefUnsafeCheckFlags(const v3s16 &p)
	{
		s32 index = m_area.index(p);

		if (m_flags[index] & VOXELFLAG_NO_DATA)
			return ContentIgnoreNode;

		return m_data[index];
	}

	u8 & getFlagsRefUnsafe(v3s16 p)
	{
		return m_flags[m_area.index(p)];
	}
	bool exists(v3s16 p)
	{
		return m_area.contains(p) &&
			!(getFlagsRefUnsafe(p) & VOXELFLAG_NO_DATA);
	}
	MapNode & getNodeRef(v3s16 p)
	{
		VoxelArea voxel_area(p);
		addArea(voxel_area);
		if(getFlagsRefUnsafe(p) & VOXELFLAG_NO_DATA)
		{
			/*dstream<<"EXCEPT: VoxelManipulator::getNode(): "
					<<"p=("<<p.X<<","<<p.Y<<","<<p.Z<<")"
					<<", index="<<m_area.index(p)
					<<", flags="<<(int)getFlagsRefUnsafe(p)
					<<" is inexistent"<<std::endl;*/
			throw InvalidPositionException
			("VoxelManipulator: getNode: inexistent");
		}
		return getNodeRefUnsafe(p);
	}
	void setNode(v3s16 p, const MapNode &n)
	{
		VoxelArea voxel_area(p);
		addArea(voxel_area);

		m_data[m_area.index(p)] = n;
		m_flags[m_area.index(p)] &= ~VOXELFLAG_NO_DATA;
	}
	// TODO: Should be removed and replaced with setNode
	void setNodeNoRef(v3s16 p, const MapNode &n)
	{
		setNode(p, n);
	}

	/*void setExists(VoxelArea a)
	{
		addArea(a);
		for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
		for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++)
		for(s32 x=a.MinEdge.X; x<=a.MaxEdge.X; x++)
		{
			m_flags[m_area.index(x,y,z)] &= ~VOXELFLAG_NO_DATA;
		}
	}*/

	/*MapNode & operator[](v3s16 p)
	{
		//dstream<<"operator[] p=("<<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;
		if(isValidPosition(p) == false)
			addArea(VoxelArea(p));

		return m_data[m_area.index(p)];
	}*/

	/*
		Set stuff if available without an emerge.
		Return false if failed.
		This is convenient but slower than playing around directly
		with the m_data table with indices.
	*/
	bool setNodeNoEmerge(v3s16 p, MapNode n)
	{
		if(m_area.contains(p) == false)
			return false;
		m_data[m_area.index(p)] = n;
		return true;
	}
	bool setNodeNoEmerge(s32 i, MapNode n)
	{
		if(m_area.contains(i) == false)
			return false;
		m_data[i] = n;
		return true;
	}
	/*bool setContentNoEmerge(v3s16 p, u8 c)
	{
		if(isValidPosition(p) == false)
			return false;
		m_data[m_area.index(p)].d = c;
	}*/

	/*
		Control
	*/

	virtual void clear();

	void print(std::ostream &o, INodeDefManager *nodemgr,
			VoxelPrintMode mode=VOXELPRINT_MATERIAL);

	void addArea(const VoxelArea &area);

	/*
		Copy data and set flags to 0
		dst_area.getExtent() <= src_area.getExtent()
	*/
	void copyFrom(MapNode *src, const VoxelArea& src_area,
			v3s16 from_pos, v3s16 to_pos, v3s16 size);

	// Copy data
	void copyTo(MapNode *dst, const VoxelArea& dst_area,
			v3s16 dst_pos, v3s16 from_pos, v3s16 size);

	/*
		Algorithms
	*/

	void clearFlag(u8 flag);

	// TODO: Move to voxelalgorithms.h

	void unspreadLight(enum LightBank bank, v3s16 p, u8 oldlight,
			std::set<v3s16> & light_sources, INodeDefManager *nodemgr);
	void unspreadLight(enum LightBank bank,
			std::map<v3s16, u8> & from_nodes,
			std::set<v3s16> & light_sources, INodeDefManager *nodemgr);

	void spreadLight(enum LightBank bank, v3s16 p, INodeDefManager *nodemgr);
	void spreadLight(enum LightBank bank,
			std::set<v3s16> & from_nodes, INodeDefManager *nodemgr);

	/*
		Virtual functions
	*/

	/*
		Member variables
	*/

	/*
		The area that is stored in m_data.
		addInternalBox should not be used if getExtent() == v3s16(0,0,0)
		MaxEdge is 1 higher than maximum allowed position
	*/
	VoxelArea m_area;

	/*
		NULL if data size is 0 (extent (0,0,0))
		Data is stored as [z*h*w + y*h + x]
	*/
	MapNode *m_data;

	/*
		Flags of all nodes
	*/
	u8 *m_flags;

	static const MapNode ContentIgnoreNode;

	//TODO: Use these or remove them
	//TODO: Would these make any speed improvement?
	//bool m_pressure_route_valid;
	//v3s16 m_pressure_route_surface;

	/*
		Some settings
	*/
	//bool m_disable_water_climb;

private:
};

#endif