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/*
Minetest
Copyright (C) 2010-2013 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.
*/

#pragma once

#include "irrlichttypes_extrabloated.h"
#include "map.h"
#include "camera.h"
#include <set>
#include <map>

struct MapDrawControl
{
	// Overrides limits by drawing everything
	bool range_all = false;
	// Wanted drawing range
	float wanted_range = 0.0f;
	// show a wire frame for debugging
	bool show_wireframe = false;
};

class Client;
class ITextureSource;

/*
	ClientMap

	This is the only map class that is able to render itself on screen.
*/

class ClientMap : public Map, public scene::ISceneNode
{
public:
	ClientMap(
			Client *client,
			MapDrawControl &control,
			s32 id
	);

	virtual ~ClientMap() = default;

	s32 mapType() const
	{
		return MAPTYPE_CLIENT;
	}

	void drop()
	{
		ISceneNode::drop();
	}

	void updateCamera(const v3f &pos, const v3f &dir, f32 fov, const v3s16 &offset)
	{
		m_camera_position = pos;
		m_camera_direction = dir;
		m_camera_fov = fov;
		m_camera_offset = offset;
	}

	/*
		Forcefully get a sector from somewhere
	*/
	MapSector * emergeSector(v2s16 p);

	//void deSerializeSector(v2s16 p2d, std::istream &is);

	/*
		ISceneNode methods
	*/

	virtual void OnRegisterSceneNode();

	virtual void render()
	{
		video::IVideoDriver* driver = SceneManager->getVideoDriver();
		driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
		renderMap(driver, SceneManager->getSceneNodeRenderPass());
	}

	virtual const aabb3f &getBoundingBox() const
	{
		return m_box;
	}

	void getBlocksInViewRange(v3s16 cam_pos_nodes,
		v3s16 *p_blocks_min, v3s16 *p_blocks_max);
	void updateDrawList();
	void renderMap(video::IVideoDriver* driver, s32 pass);

	int getBackgroundBrightness(float max_d, u32 daylight_factor,
			int oldvalue, bool *sunlight_seen_result);

	void renderPostFx(CameraMode cam_mode);

	// For debug printing
	virtual void PrintInfo(std::ostream &out);

	const MapDrawControl & getControl() const { return m_control; }
	f32 getCameraFov() const { return m_camera_fov; }
private:
	Client *m_client;

	aabb3f m_box = aabb3f(-BS * 1000000, -BS * 1000000, -BS * 1000000,
		BS * 1000000, BS * 1000000, BS * 1000000);

	MapDrawControl &m_control;

	v3f m_camera_position = v3f(0,0,0);
	v3f m_camera_direction = v3f(0,0,1);
	f32 m_camera_fov = M_PI;
	v3s16 m_camera_offset;

	std::map<v3s16, MapBlock*> m_drawlist;

	std::set<v2s16> m_last_drawn_sectors;

	bool m_cache_trilinear_filter;
	bool m_cache_bilinear_filter;
	bool m_cache_anistropic_filter;
};
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/*
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.
*/

#ifndef MAPNODE_HEADER
#define MAPNODE_HEADER

#include <iostream>
#include "common_irrlicht.h"
#include "light.h"
#include "utility.h"
#include "exceptions.h"
#include "serialization.h"
#include "tile.h"
#include "materials.h"

/*
	Naming scheme:
	- Material = irrlicht's Material class
	- Content = (u8) content of a node
	- Tile = TileSpec at some side of a node of some content type
*/

/*
	Ranges:
		0x000...0x07f: param2 is fully usable
		0x800...0xfff: param2 lower 4 bytes are free
*/
typedef u16 content_t;

/*
	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.

	Anything that stores MapNodes doesn't have to preserve parameters
	associated with this material.
	
	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

/*
	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
};

class MapNode;
class NodeMetadata;

struct ContentFeatures
{
	// If non-NULL, content is translated to this when deserialized
	//MapNode *translate_to;

	// Type of MapNode::param
	ContentParamType param_type;

	/*
		0: up
		1: down
		2: right
		3: left
		4: back
		5: front
	*/
	TileSpec tiles[6];
	
	video::ITexture *inventory_texture;

	bool is_ground_content;
	bool light_propagates;
	bool sunlight_propagates;
	u8 solidness; // Used when choosing which face is drawn
	// 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 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;
	
	// Inventory item string as which the node appears in inventory when dug.
	// Mineral overrides this.
	std::string dug_item;
	
	// 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 flowing liquid, this is the same content.
	u8 liquid_alternative_flowing;
	// If the content is liquid, this is the source version of the liquid.
	u8 liquid_alternative_source;
	
	// Amount of light the node emits
	u8 light_source;
	
	// Digging properties for different tools
	DiggingPropertiesList digging_properties;
	
	// NOTE: Move relevant properties to here from elsewhere

	void reset()
	{
		//translate_to = NULL;
		param_type = CPT_NONE;
		inventory_texture = NULL;
		is_ground_content = false;
		light_propagates = false;
		sunlight_propagates = false;
		solidness = 2;
		walkable = true;
		pointable = true;
		diggable = true;
		buildable_to = false;
		liquid_type = LIQUID_NONE;
		wall_mounted = false;
		air_equivalent = false;
		dug_item = "";
		initial_metadata = NULL;
		liquid_alternative_flowing = CONTENT_IGNORE;
		light_source = 0;
		digging_properties.clear();
	}

	ContentFeatures()
	{
		reset();
	}

	~ContentFeatures();
	
	/*
		Quickhands for simple materials
	*/
	
	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);
	}

	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);
		}
	}

	void setInventoryTexture(std::string imgname);
	
	void setInventoryTextureCube(std::string top,
			std::string left, std::string right);
};

/*
	Call this to access the ContentFeature list
*/
ContentFeatures & content_features(u8 i);


/*
	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(u8 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(u8 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(u8 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)
{
	return content_features(m).walkable;
}
// NOTE: Don't use, use "content_features(m).whatever" instead
inline bool content_liquid(u8 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)
{
	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)
{
	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)
{
	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(u8 m)
{
	return content_features(m).pointable;
}
// NOTE: Don't use, use "content_features(m).whatever" instead
inline bool content_diggable(u8 m)
{
	return content_features(m).diggable;
}
// NOTE: Don't use, use "content_features(m).whatever" instead
inline bool content_buildable_to(u8 m)
{
	return content_features(m).buildable_to;
}

/*
	Nodes make a face if contents differ and solidness differs.
	Return value:
		0: No face
		1: Face uses m1's content
		2: Face uses m2's content
*/
inline u8 face_contents(u8 m1, u8 m2)
{
	if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
		return 0;
	
	bool contents_differ = (m1 != m2);
	
	// Contents don't differ for different forms of same liquid
	if(content_liquid(m1) && content_liquid(m2)
			&& make_liquid_flowing(m1) == make_liquid_flowing(m2))
		contents_differ = false;
	
	bool solidness_differs = (content_solidness(m1) != content_solidness(m2));
	bool makes_face = contents_differ && solidness_differs;

	if(makes_face == false)
		return 0;

	if(content_solidness(m1) > content_solidness(m2))
		return 1;
	else
		return 2;
}

/*
	Packs directions like (1,0,0), (1,-1,0)
*/
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;
}

/*
	facedir: CPT_FACEDIR_SIMPLE param1 value
	dir: The face for which stuff is wanted
	return value: The face from which the stuff is actually found
*/
v3s16 facedir_rotate(u8 facedir, v3s16 dir);

enum LightBank
{
	LIGHTBANK_DAY,
	LIGHTBANK_NIGHT
};

/*
	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
{
	/*
		Main content
		0x00-0x7f: Short content type
		0x80-0xff: Long content type (param2>>4 makes up low bytes)
	*/
	union
	{
		u8 param0;
		u8 d;
	};

	/*
		Misc parameter. Initialized to 0.
		- For light_propagates() blocks, this is light intensity,
		  stored logarithmically from 0 to LIGHT_MAX.
		  Sunlight is LIGHT_SUN, which is LIGHT_MAX+1.
		  - Contains 2 values, day- and night lighting. Each takes 4 bits.
		- Mineral content (should be removed from here)
		- Uhh... well, most blocks have light or nothing in here.
	*/
	union
	{
		u8 param1;
		s8 param;
	};
	
	/*
		The second parameter. Initialized to 0.
		E.g. direction for torches and flowing water.
	*/
	union
	{
		u8 param2;
		u8 dir;
	};

	MapNode(const MapNode & n)
	{
		*this = n;
	}
	
	MapNode(u8 data=CONTENT_AIR, u8 a_param=0, u8 a_param2=0)
	{
		d = data;
		param = a_param;
		param2 = a_param2;
	}

	bool operator==(const MapNode &other)
	{
		return (d == other.d
				&& param == other.param
				&& param2 == other.param2);
	}
	
	// To be used everywhere
	content_t getContent()
	{
		return d;
	}
	void setContent(content_t c)
	{
		d = c;
	}
	
	/*
		These four are DEPRECATED I guess. -c55
	*/
	bool light_propagates()
	{
		return light_propagates_content(d);
	}
	bool sunlight_propagates()
	{