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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.
*/

#include "inventorymanager.h"
#include "log.h"
#include "environment.h"
#include "scripting_game.h"
#include "serverobject.h"
#include "main.h"  // for g_settings
#include "settings.h"
#include "craftdef.h"
#include "rollback_interface.h"
#include "strfnd.h"

#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"

#define PLAYER_TO_SA(p)   p->getEnv()->getScriptIface()

/*
	InventoryLocation
*/

std::string InventoryLocation::dump() const
{
	std::ostringstream os(std::ios::binary);
	serialize(os);
	return os.str();
}

void InventoryLocation::serialize(std::ostream &os) const
{
	switch(type){
	case InventoryLocation::UNDEFINED:
		os<<"undefined";
		break;
	case InventoryLocation::CURRENT_PLAYER:
		os<<"current_player";
		break;
	case InventoryLocation::PLAYER:
		os<<"player:"<<name;
		break;
	case InventoryLocation::NODEMETA:
		os<<"nodemeta:"<<p.X<<","<<p.Y<<","<<p.Z;
		break;
	case InventoryLocation::DETACHED:
		os<<"detached:"<<name;
		break;
	default:
		FATAL_ERROR("Unhandled inventory location type");
	}
}

void InventoryLocation::deSerialize(std::istream &is)
{
	std::string tname;
	std::getline(is, tname, ':');
	if(tname == "undefined")
	{
		type = InventoryLocation::UNDEFINED;
	}
	else if(tname == "current_player")
	{
		type = InventoryLocation::CURRENT_PLAYER;
	}
	else if(tname == "player")
	{
		type = InventoryLocation::PLAYER;
		std::getline(is, name, '\n');
	}
	else if(tname == "nodemeta")
	{
		type = InventoryLocation::NODEMETA;
		std::string pos;
		std::getline(is, pos, '\n');
		Strfnd fn(pos);
		p.X = stoi(fn.next(","));
		p.Y = stoi(fn.next(","));
		p.Z = stoi(fn.next(","));
	}
	else if(tname == "detached")
	{
		type = InventoryLocation::DETACHED;
		std::getline(is, name, '\n');
	}
	else
	{
		infostream<<"Unknown InventoryLocation type=\""<<tname<<"\""<<std::endl;
		throw SerializationError("Unknown InventoryLocation type");
	}
}

void InventoryLocation::deSerialize(std::string s)
{
	std::istringstream is(s, std::ios::binary);
	deSerialize(is);
}

/*
	InventoryAction
*/

InventoryAction * InventoryAction::deSerialize(std::istream &is)
{
	std::string type;
	std::getline(is, type, ' ');

	InventoryAction *a = NULL;

	if(type == "Move")
	{
		a = new IMoveAction(is);
	}
	else if(type == "Drop")
	{
		a = new IDropAction(is);
	}
	else if(type == "Craft")
	{
		a = new ICraftAction(is);
	}

	return a;
}

/*
	IMoveAction
*/

IMoveAction::IMoveAction(std::istream &is)
{
	std::string ts;

	std::getline(is, ts, ' ');
	count = stoi(ts);

	std::getline(is, ts, ' ');
	from_inv.deSerialize(ts);

	std::getline(is, from_list, ' ');

	std::getline(is, ts, ' ');
	from_i = stoi(ts);

	std::getline(is, ts, ' ');
	to_inv.deSerialize(ts);

	std::getline(is, to_list, ' ');

	std::getline(is, ts, ' ');
	to_i = stoi(ts);
}

void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
{
	Inventory *inv_from = mgr->getInventory(from_inv);
	Inventory *inv_to = mgr->getInventory(to_inv);
	
	if(!inv_from){
		infostream<<"IMoveAction::apply(): FAIL: source inventory not found: "
				<<"from_inv=\""<<from_inv.dump()<<"\""
				<<", to_inv=\""<<to_inv.dump()<<"\""<<std::endl;
		return;
	}
	if(!inv_to){
		infostream<<"IMoveAction::apply(): FAIL: destination inventory not found: "
				<<"from_inv=\""<<from_inv.dump()<<"\""
				<<", to_inv=\""<<to_inv.dump()<<"\""<<std::endl;
		return;
	}

	InventoryList *list_from = inv_from->getList(from_list);
	InventoryList *list_to = inv_to->getList(to_list);

	/*
		If a list doesn't exist or the source item doesn't exist
	*/
	if(!list_from){
		infostream<<"IMoveAction::apply(): FAIL: source list not found: "
				<<"from_inv=\""<<from_inv.dump()<<"\""
				<<", from_list=\""<<from_list<<"\""<<std::endl;
		return;
	}
	if(!list_to){
		infostream<<"IMoveAction::apply(): FAIL: destination list not found: "
				<<"to_inv=\""<<to_inv.dump()<<"\""
				<<", to_list=\""<<to_list<<"\""<<std::endl;
		return;
	}

	/*
		Do not handle rollback if both inventories are that of the same player
	*/
	bool ignore_rollback = (
		from_inv.type == InventoryLocation::PLAYER &&
		to_inv.type == InventoryLocation::PLAYER &&
		from_inv.name == to_inv.name);

	/*
		Collect information of endpoints
	*/

	int try_take_count = count;
	if(try_take_count == 0)
		try_take_count = list_from->getItem(from_i).count;

	int src_can_take_count = 0xffff;
	int dst_can_put_count = 0xffff;
	
	/* Query detached inventories */

	// Move occurs in the same detached inventory
	if(from_inv.type == InventoryLocation::DETACHED &&
			to_inv.type == InventoryLocation::DETACHED &&
			from_inv.name == to_inv.name)
	{
		src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowMove(
				from_inv.name, from_list, from_i,
				to_list, to_i, try_take_count, player);
		dst_can_put_count = src_can_take_count;
	}
	else
	{
		// Destination is detached
		if(to_inv.type == InventoryLocation::DETACHED)
		{
			ItemStack src_item = list_from->getItem(from_i);
			src_item.count = try_take_count;
			dst_can_put_count = PLAYER_TO_SA(player)->detached_inventory_AllowPut(
					to_inv.name, to_list, to_i, src_item, player);
		}
		// Source is detached
		if(from_inv.type == InventoryLocation::DETACHED)
		{
			ItemStack src_item = list_from->getItem(from_i);
			src_item.count = try_take_count;
			src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowTake(
					from_inv.name, from_list, from_i, src_item, player);
		}
	}

	/* Query node metadata inventories */

	// Both endpoints are nodemeta
	// Move occurs in the same nodemeta inventory
	if(from_inv.type == InventoryLocation::NODEMETA &&
			to_inv.type == InventoryLocation::NODEMETA &&
			from_inv.p == to_inv.p)
	{
		src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowMove(
				from_inv.p, from_list, from_i,
				to_list, to_i, try_take_count, player);
		dst_can_put_count = src_can_take_count;
	}
	else
	{
		// Destination is nodemeta
		if(to_inv.type == InventoryLocation::NODEMETA)
		{
			ItemStack src_item = list_from->getItem(from_i);
			src_item.count = try_take_count;
			dst_can_put_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowPut(
					to_inv.p, to_list, to_i, src_item, player);
		}
		// Source is nodemeta
		if(from_inv.type == InventoryLocation::NODEMETA)
		{
			ItemStack src_item = list_from->getItem(from_i);
			src_item.count = try_take_count;
			src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowTake(
					from_inv.p, from_list, from_i, src_item, player);
		}
	}

	int old_count = count;
	
	/* Modify count according to collected data */
	count = try_take_count;
	if(src_can_take_count != -1 && count > src_can_take_count)
		count = src_can_take_count;
	if(dst_can_put_count != -1 && count > dst_can_put_count)
		count = dst_can_put_count;
	/* Limit according to source item count */
	if(count > list_from->getItem(from_i).count)
		count = list_from->getItem(from_i).count;
	
	/* If no items will be moved, don't go further */
	if(count == 0)
	{
		infostream<<"IMoveAction::apply(): move was completely disallowed:"
				<<" count="<<old_count
				<<" from inv=\""<<from_inv.dump()<<"\""
				<<" list=\""<<from_list<<"\""
				<<" i="<<from_i
				<<" to inv=\""<<to_inv.dump()<<"\""
				<<" list=\""<<to_list<<"\""
				<<" i="<<to_i
				<<std::endl;
		return;
	}

	ItemStack src_item = list_from->getItem(from_i);
	src_item.count = count;
	ItemStack from_stack_was = list_from->getItem(from_i);
	ItemStack to_stack_was = list_to->getItem(to_i);

	/*
		Perform actual move

		If something is wrong (source item is empty, destination is the
		same as source), nothing happens
	*/
	list_from->moveItem(from_i, list_to, to_i, count);

	// If source is infinite, reset it's stack
	if(src_can_take_count == -1){
		// If destination stack is of different type and there are leftover
		// items, attempt to put the leftover items to a different place in the
		// destination inventory.
		// The client-side GUI will try to guess if this happens.
		if(from_stack_was.name != to_stack_was.name){
			for(u32 i=0; i<list_to->getSize(); i++){
				if(list_to->getItem(i).empty()){
					list_to->changeItem(i, to_stack_was);
					break;
				}
			}
		}
		list_from->deleteItem(from_i);
		list_from->addItem(from_i, from_stack_was);
	}
	// If destination is infinite, reset it's stack and take count from source
	if(dst_can_put_count == -1){
		list_to->deleteItem(to_i);
		list_to->addItem(to_i, to_stack_was);
		list_from->deleteItem(from_i);
		list_from->addItem(from_i, from_stack_was);
		list_from->takeItem(from_i, count);
	}

	infostream<<"IMoveAction::apply(): moved"
			<<" count="<<count
			<<" from inv=\""<<from_inv.dump()<<"\""
			<<" list=\""<<from_list<<"\""
			<<" i="<<from_i
			<<" to inv=\""<<to_inv.dump()<<"\""
			<<" list=\""<<to_list<<"\""
			<<" i="<<to_i
			<<std::endl;

	/*
		Record rollback information
	*/
	if(!ignore_rollback && gamedef->rollback())
	{
		IRollbackManager *rollback = gamedef->rollback();

		// If source is not infinite, record item take
		if(src_can_take_count != -1){
			RollbackAction action;
			std::string loc;
			{
				std::ostringstream os(std::ios::binary);
				from_inv.serialize(os);
				loc = os.str();
			}
			action.setModifyInventoryStack(loc, from_list, from_i, false,
					src_item);
			rollback->reportAction(action);
		}
		// If destination is not infinite, record item put
		if(dst_can_put_count != -1){
			RollbackAction action;
			std::string loc;
			{
				std::ostringstream os(std::ios::binary);
				to_inv.serialize(os);
				loc = os.str();
			}
			action.setModifyInventoryStack(loc, to_list, to_i, true,
					src_item);
			rollback->reportAction(action);
		}
	}

	/*
		Report move to endpoints
	*/
	
	/* Detached inventories */

	// Both endpoints are same detached
	if(from_inv.type == InventoryLocation::DETACHED &&
			to_inv.type == InventoryLocation::DETACHED &&
			from_inv.name == to_inv.name)
	{
		PLAYER_TO_SA(player)->detached_inventory_OnMove(
				from_inv.name, from_list, from_i,
				to_list, to_i, count, player);
	}
	else
	{
		// Destination is detached
		if(to_inv.type == InventoryLocation::DETACHED)
		{
			PLAYER_TO_SA(player)->detached_inventory_OnPut(
					to_inv.name, to_list, to_i, src_item, player);
		}
		// Source is detached
		if(from_inv.type == InventoryLocation::DETACHED)
		{
			PLAYER_TO_SA(player)->detached_inventory_OnTake(
					from_inv.name, from_list, from_i, src_item, player);
		}
	}

	/* Node metadata inventories */

	// Both endpoints are same nodemeta
	if(from_inv.type == InventoryLocation::NODEMETA &&
			to_inv.type == InventoryLocation::NODEMETA &&
			from_inv.p == to_inv.p)
	{
		PLAYER_TO_SA(player)->nodemeta_inventory_OnMove(
				from_inv.p, from_list, from_i,
				to_list, to_i, count, player);
	}
	else{
		// Destination is nodemeta
		if(to_inv.type == InventoryLocation::NODEMETA)
		{
			PLAYER_TO_SA(player)->nodemeta_inventory_OnPut(
					to_inv.p, to_list, to_i, src_item, player);
		}
		// Source is nodemeta
		else if(from_inv.type == InventoryLocation::NODEMETA)
		{
			PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
					from_inv.p, from_list, from_i, src_item, player);
		}
	}
	
	mgr->setInventoryModified(from_inv);
	if(inv_from != inv_to)
		mgr->setInventoryModified(to_inv);
}

void IMoveAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
{
	// Optional InventoryAction operation that is run on the client
	// to make lag less apparent.

	Inventory *inv_from = mgr->getInventory(from_inv);
	Inventory *inv_to = mgr->getInventory(to_inv);
	if(!inv_from || !inv_to)
		return;

	InventoryLocation current_player;
	current_player.setCurrentPlayer();
	Inventory *inv_player = mgr->getInventory(current_player);
	if(inv_from != inv_player || inv_to != inv_player)
		return;

	InventoryList *list_from = inv_from->getList(from_list);
	InventoryList *list_to = inv_to->getList(to_list);
	if(!list_from || !list_to)
		return;

	list_from->moveItem(from_i, list_to, to_i, count);

	mgr->setInventoryModified(from_inv);
	if(inv_from != inv_to)
		mgr->setInventoryModified(to_inv);
}

/*
	IDropAction
*/

IDropAction::IDropAction(std::istream &is)
{
	std::string ts;

	std::getline(is, ts, ' ');
	count = stoi(ts);

	std::getline(is, ts, ' ');
	from_inv.deSerialize(ts);

	std::getline(is, from_list, ' ');

	std::getline(is, ts, ' ');
	from_i = stoi(ts);
}

void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
{
	Inventory *inv_from = mgr->getInventory(from_inv);
	
	if(!inv_from){
		infostream<<"IDropAction::apply(): FAIL: source inventory not found: "
				<<"from_inv=\""<<from_inv.dump()<<"\""<<std::endl;
		return;
	}

	InventoryList *list_from = inv_from->getList(from_list);

	/*
		If a list doesn't exist or the source item doesn't exist
	*/
	if(!list_from){
		infostream<<"IDropAction::apply(): FAIL: source list not found: "
				<<"from_inv=\""<<from_inv.dump()<<"\""<<std::endl;
		return;
	}
	if(list_from->getItem(from_i).empty())
	{
		infostream<<"IDropAction::apply(): FAIL: source item not found: "
				<<"from_inv=\""<<from_inv.dump()<<"\""
				<<", from_list=\""<<from_list<<"\""
				<<" from_i="<<from_i<<std::endl;
		return;
	}

	/*
		Do not handle rollback if inventory is player's
	*/
	bool ignore_src_rollback = (from_inv.type == InventoryLocation::PLAYER);

	/*
		Collect information of endpoints
	*/

	int take_count = list_from->getItem(from_i).count;
	if(count != 0 && count < take_count)
		take_count = count;
	int src_can_take_count = take_count;

	// Source is detached
	if(from_inv.type == InventoryLocation::DETACHED)
	{
		ItemStack src_item = list_from->getItem(from_i);
		src_item.count = take_count;
		src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowTake(
				from_inv.name, from_list, from_i, src_item, player);
	}

	// Source is nodemeta
	if(from_inv.type == InventoryLocation::NODEMETA)
	{
		ItemStack src_item = list_from->getItem(from_i);
		src_item.count = take_count;
		src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowTake(
				from_inv.p, from_list, from_i, src_item, player);
	}

	if(src_can_take_count != -1 && src_can_take_count < take_count)
		take_count = src_can_take_count;
	
	int actually_dropped_count = 0;

	ItemStack src_item = list_from->getItem(from_i);

	// Drop the item
	ItemStack item1 = list_from->getItem(from_i);
	item1.count = take_count;
	if(PLAYER_TO_SA(player)->item_OnDrop(item1, player,
				player->getBasePosition() + v3f(0,1,0)))
	{
		actually_dropped_count = take_count - item1.count;

		if(actually_dropped_count == 0){
			infostream<<"Actually dropped no items"<<std::endl;
			return;
		}
		
		// If source isn't infinite
		if(src_can_take_count != -1){
			// Take item from source list
			ItemStack item2 = list_from->takeItem(from_i, actually_dropped_count);

			if(item2.count != actually_dropped_count)
				errorstream<<"Could not take dropped count of items"<<std::endl;

			mgr->setInventoryModified(from_inv);
		}
	}

	infostream<<"IDropAction::apply(): dropped "
			<<" from inv=\""<<from_inv.dump()<<"\""
			<<" list=\""<<from_list<<"\""
			<<" i="<<from_i
			<<std::endl;
	
	src_item.count = actually_dropped_count;

	/*
		Report drop to endpoints
	*/
	
	// Source is detached
	if(from_inv.type == InventoryLocation::DETACHED)
	{
		PLAYER_TO_SA(player)->detached_inventory_OnTake(
				from_inv.name, from_list, from_i, src_item, player);
	}

	// Source is nodemeta
	if(from_inv.type == InventoryLocation::NODEMETA)
	{
		PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
				from_inv.p, from_list, from_i, src_item, player);
	}

	/*
		Record rollback information
	*/
	if(!ignore_src_rollback && gamedef->rollback())
	{
		IRollbackManager *rollback = gamedef->rollback();

		// If source is not infinite, record item take
		if(src_can_take_count != -1){
			RollbackAction action;
			std::string loc;
			{
				std::ostringstream os(std::ios::binary);
				from_inv.serialize(os);
				loc = os.str();
			}
			action.setModifyInventoryStack(loc, from_list, from_i,
					false, src_item);
			rollback->reportAction(action);
		}
	}
}

void IDropAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
{
	// Optional InventoryAction operation that is run on the client
	// to make lag less apparent.

	Inventory *inv_from = mgr->getInventory(from_inv);
	if(!inv_from)
		return;

	InventoryLocation current_player;
	current_player.setCurrentPlayer();
	Inventory *inv_player = mgr->getInventory(current_player);
	if(inv_from != inv_player)
		return;

	InventoryList *list_from = inv_from->getList(from_list);
	if(!list_from)
		return;

	if(count == 0)
		list_from->changeItem(from_i, ItemStack());
	else
		list_from->takeItem(from_i, count);

	mgr->setInventoryModified(from_inv);
}

/*
	ICraftAction
*/

ICraftAction::ICraftAction(std::istream &is)
{
	std::string ts;

	std::getline(is, ts, ' ');
	count = stoi(ts);

	std::getline(is, ts, ' ');
	craft_inv.deSerialize(ts);
}

void ICraftAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
{
	Inventory *inv_craft = mgr->getInventory(craft_inv);
	
	if(!inv_craft){
		infostream<<"ICraftAction::apply(): FAIL: inventory not found: "
				<<"craft_inv=\""<<craft_inv.dump()<<"\""<<std::endl;
		return;
	}

	InventoryList *list_craft = inv_craft->getList("craft");
	InventoryList *list_craftresult = inv_craft->getList("craftresult");

	/*
		If a list doesn't exist or the source item doesn't exist
	*/
	if(!list_craft){
		infostream<<"ICraftAction::apply(): FAIL: craft list not found: "
				<<"craft_inv=\""<<craft_inv.dump()<<"\""<<std::endl;
		return;
	}
	if(!list_craftresult){
		infostream<<"ICraftAction::apply(): FAIL: craftresult list not found: "
				<<"craft_inv=\""<<craft_inv.dump()<<"\""<<std::endl;
		return;
	}
	if(list_craftresult->getSize() < 1){
		infostream<<"ICraftAction::apply(): FAIL: craftresult list too short: "
				<<"craft_inv=\""<<craft_inv.dump()<<"\""<<std::endl;
		return;
	}

	ItemStack crafted;
	ItemStack craftresultitem;
	int count_remaining = count;
	getCraftingResult(inv_craft, crafted, false, gamedef);
	PLAYER_TO_SA(player)->item_CraftPredict(crafted, player, list_craft, craft_inv);
	bool found = !crafted.empty();

	while(found && list_craftresult->itemFits(0, crafted))
	{
		InventoryList saved_craft_list = *list_craft;
		
		// Decrement input and add crafting output
		getCraftingResult(inv_craft, crafted, true, gamedef);
		PLAYER_TO_SA(player)->item_OnCraft(crafted, player, &saved_craft_list, craft_inv);
		list_craftresult->addItem(0, crafted);
		mgr->setInventoryModified(craft_inv);

		actionstream<<player->getDescription()
				<<" crafts "
				<<crafted.getItemString()
				<<std::endl;

		// Decrement counter
		if(count_remaining == 1)
			break;
		else if(count_remaining > 1)
			count_remaining--;

		// Get next crafting result
		found = getCraftingResult(inv_craft, crafted, false, gamedef);
		PLAYER_TO_SA(player)->item_CraftPredict(crafted, player, list_craft, craft_inv);
		found = !crafted.empty();
	}

	infostream<<"ICraftAction::apply(): crafted "
			<<" craft_inv=\""<<craft_inv.dump()<<"\""
			<<std::endl;
}

void ICraftAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
{
	// Optional InventoryAction operation that is run on the client
	// to make lag less apparent.
}


// Crafting helper
bool getCraftingResult(Inventory *inv, ItemStack& result,
		bool decrementInput, IGameDef *gamedef)
{
	DSTACK(__FUNCTION_NAME);
	
	result.clear();

	// Get the InventoryList in which we will operate
	InventoryList *clist = inv->getList("craft");
	if(!clist)
		return false;

	// Mangle crafting grid to an another format
	CraftInput ci;
	ci.method = CRAFT_METHOD_NORMAL;
	ci.width = clist->getWidth() ? clist->getWidth() : 3;
	for(u16 i=0; i<clist->getSize(); i++)
		ci.items.push_back(clist->getItem(i));

	// Find out what is crafted and add it to result item slot
	CraftOutput co;
	bool found = gamedef->getCraftDefManager()->getCraftResult(
			ci, co, decrementInput, gamedef);
	if(found)
		result.deSerialize(co.item, gamedef->getItemDefManager());

	if(found && decrementInput)
	{
		// CraftInput has been changed, apply changes in clist
		for(u16 i=0; i<clist->getSize(); i++)
		{
			clist->changeItem(i, ci.items[i]);
		}
	}

	return found;
}

n>: //FXR90 t = vertex_dirs[0]; vertex_dirs[0] = vertex_dirs[3]; vertex_dirs[3] = vertex_dirs[2]; vertex_dirs[2] = vertex_dirs[1]; vertex_dirs[1] = t; t1 = li0; li0 = li3; li3 = li2; li2 = li1; li1 = t1; y0 += h; h *= -1; break; case 5: //FXR270 t = vertex_dirs[0]; vertex_dirs[0] = vertex_dirs[1]; vertex_dirs[1] = vertex_dirs[2]; vertex_dirs[2] = vertex_dirs[3]; vertex_dirs[3] = t; t1 = li0; li0 = li1; li1 = li2; li2 = li3; li3 = t1; y0 += h; h *= -1; break; case 6: //FYR90 t = vertex_dirs[0]; vertex_dirs[0] = vertex_dirs[3]; vertex_dirs[3] = vertex_dirs[2]; vertex_dirs[2] = vertex_dirs[1]; vertex_dirs[1] = t; t1 = li0; li0 = li3; li3 = li2; li2 = li1; li1 = t1; x0 += w; w *= -1; break; case 7: //FYR270 t = vertex_dirs[0]; vertex_dirs[0] = vertex_dirs[1]; vertex_dirs[1] = vertex_dirs[2]; vertex_dirs[2] = vertex_dirs[3]; vertex_dirs[3] = t; t1 = li0; li0 = li1; li1 = li2; li2 = li3; li3 = t1; x0 += w; w *= -1; break; case 8: //FX y0 += h; h *= -1; break; case 9: //FY x0 += w; w *= -1; break; default: break; } for (u16 i = 0; i < 4; i++) { vertex_pos[i] = v3f( BS / 2 * vertex_dirs[i].X, BS / 2 * vertex_dirs[i].Y, BS / 2 * vertex_dirs[i].Z ); } for (v3f &vpos : vertex_pos) { vpos.X *= scale.X; vpos.Y *= scale.Y; vpos.Z *= scale.Z; vpos += pos; } f32 abs_scale = 1.0f; if (scale.X < 0.999f || scale.X > 1.001f) abs_scale = scale.X; else if (scale.Y < 0.999f || scale.Y > 1.001f) abs_scale = scale.Y; else if (scale.Z < 0.999f || scale.Z > 1.001f) abs_scale = scale.Z; v3f normal(dir.X, dir.Y, dir.Z); u16 li[4] = { li0, li1, li2, li3 }; u16 day[4]; u16 night[4]; for (u8 i = 0; i < 4; i++) { day[i] = li[i] >> 8; night[i] = li[i] & 0xFF; } bool vertex_0_2_connected = abs(day[0] - day[2]) + abs(night[0] - night[2]) < abs(day[1] - day[3]) + abs(night[1] - night[3]); v2f32 f[4] = { core::vector2d<f32>(x0 + w * abs_scale, y0 + h), core::vector2d<f32>(x0, y0 + h), core::vector2d<f32>(x0, y0), core::vector2d<f32>(x0 + w * abs_scale, y0) }; // equivalent to dest.push_back(FastFace()) but faster dest.emplace_back(); FastFace& face = *dest.rbegin(); for (u8 i = 0; i < 4; i++) { video::SColor c = encode_light(li[i], tile.emissive_light); if (!tile.emissive_light) applyFacesShading(c, normal); face.vertices[i] = video::S3DVertex(vertex_pos[i], normal, c, f[i]); } /* Revert triangles for nicer looking gradient if the brightness of vertices 1 and 3 differ less than the brightness of vertices 0 and 2. */ face.vertex_0_2_connected = vertex_0_2_connected; face.tile = tile; } /* 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 equivalent: Whether the blocks share the same face (eg. water and glass) TODO: Add 3: Both faces drawn with backface culling, remove equivalent */ static u8 face_contents(content_t m1, content_t m2, bool *equivalent, const NodeDefManager *ndef) { *equivalent = false; if (m1 == m2 || m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE) return 0; const ContentFeatures &f1 = ndef->get(m1); const ContentFeatures &f2 = ndef->get(m2); // Contents don't differ for different forms of same liquid if (f1.sameLiquid(f2)) return 0; u8 c1 = f1.solidness; u8 c2 = f2.solidness; if (c1 == c2) return 0; if (c1 == 0) c1 = f1.visual_solidness; else if (c2 == 0) c2 = f2.visual_solidness; if (c1 == c2) { *equivalent = true; // If same solidness, liquid takes precense if (f1.isLiquid()) return 1; if (f2.isLiquid()) return 2; } if (c1 > c2) return 1; return 2; } /* Gets nth node tile (0 <= n <= 5). */ void getNodeTileN(MapNode mn, const v3s16 &p, u8 tileindex, MeshMakeData *data, TileSpec &tile) { const NodeDefManager *ndef = data->m_client->ndef(); const ContentFeatures &f = ndef->get(mn); tile = f.tiles[tileindex]; bool has_crack = p == data->m_crack_pos_relative; for (TileLayer &layer : tile.layers) { if (layer.texture_id == 0) continue; if (!layer.has_color) mn.getColor(f, &(layer.color)); // Apply temporary crack if (has_crack) layer.material_flags |= MATERIAL_FLAG_CRACK; } } /* Gets node tile given a face direction. */ void getNodeTile(MapNode mn, const v3s16 &p, const v3s16 &dir, MeshMakeData *data, TileSpec &tile) { const NodeDefManager *ndef = data->m_client->ndef(); // Direction must be (1,0,0), (-1,0,0), (0,1,0), (0,-1,0), // (0,0,1), (0,0,-1) or (0,0,0) assert(dir.X * dir.X + dir.Y * dir.Y + dir.Z * dir.Z <= 1); // Convert direction to single integer for table lookup // 0 = (0,0,0) // 1 = (1,0,0) // 2 = (0,1,0) // 3 = (0,0,1) // 4 = invalid, treat as (0,0,0) // 5 = (0,0,-1) // 6 = (0,-1,0) // 7 = (-1,0,0) u8 dir_i = ((dir.X + 2 * dir.Y + 3 * dir.Z) & 7) * 2; // Get rotation for things like chests u8 facedir = mn.getFaceDir(ndef, true); static const u16 dir_to_tile[24 * 16] = { // 0 +X +Y +Z -Z -Y -X -> value=tile,rotation 0,0, 2,0 , 0,0 , 4,0 , 0,0, 5,0 , 1,0 , 3,0 , // rotate around y+ 0 - 3 0,0, 4,0 , 0,3 , 3,0 , 0,0, 2,0 , 1,1 , 5,0 , 0,0, 3,0 , 0,2 , 5,0 , 0,0, 4,0 , 1,2 , 2,0 , 0,0, 5,0 , 0,1 , 2,0 , 0,0, 3,0 , 1,3 , 4,0 , 0,0, 2,3 , 5,0 , 0,2 , 0,0, 1,0 , 4,2 , 3,1 , // rotate around z+ 4 - 7 0,0, 4,3 , 2,0 , 0,1 , 0,0, 1,1 , 3,2 , 5,1 , 0,0, 3,3 , 4,0 , 0,0 , 0,0, 1,2 , 5,2 , 2,1 , 0,0, 5,3 , 3,0 , 0,3 , 0,0, 1,3 , 2,2 , 4,1 , 0,0, 2,1 , 4,2 , 1,2 , 0,0, 0,0 , 5,0 , 3,3 , // rotate around z- 8 - 11 0,0, 4,1 , 3,2 , 1,3 , 0,0, 0,3 , 2,0 , 5,3 , 0,0, 3,1 , 5,2 , 1,0 , 0,0, 0,2 , 4,0 , 2,3 , 0,0, 5,1 , 2,2 , 1,1 , 0,0, 0,1 , 3,0 , 4,3 , 0,0, 0,3 , 3,3 , 4,1 , 0,0, 5,3 , 2,3 , 1,3 , // rotate around x+ 12 - 15 0,0, 0,2 , 5,3 , 3,1 , 0,0, 2,3 , 4,3 , 1,0 , 0,0, 0,1 , 2,3 , 5,1 , 0,0, 4,3 , 3,3 , 1,1 , 0,0, 0,0 , 4,3 , 2,1 , 0,0, 3,3 , 5,3 , 1,2 , 0,0, 1,1 , 2,1 , 4,3 , 0,0, 5,1 , 3,1 , 0,1 , // rotate around x- 16 - 19 0,0, 1,2 , 4,1 , 3,3 , 0,0, 2,1 , 5,1 , 0,0 , 0,0, 1,3 , 3,1 , 5,3 , 0,0, 4,1 , 2,1 , 0,3 , 0,0, 1,0 , 5,1 , 2,3 , 0,0, 3,1 , 4,1 , 0,2 , 0,0, 3,2 , 1,2 , 4,2 , 0,0, 5,2 , 0,2 , 2,2 , // rotate around y- 20 - 23 0,0, 5,2 , 1,3 , 3,2 , 0,0, 2,2 , 0,1 , 4,2 , 0,0, 2,2 , 1,0 , 5,2 , 0,0, 4,2 , 0,0 , 3,2 , 0,0, 4,2 , 1,1 , 2,2 , 0,0, 3,2 , 0,3 , 5,2 }; u16 tile_index = facedir * 16 + dir_i; getNodeTileN(mn, p, dir_to_tile[tile_index], data, tile); tile.rotation = tile.world_aligned ? 0 : dir_to_tile[tile_index + 1]; } static void getTileInfo( // Input: MeshMakeData *data, const v3s16 &p, const v3s16 &face_dir, // Output: bool &makes_face, v3s16 &p_corrected, v3s16 &face_dir_corrected, u16 *lights, u8 &waving, TileSpec &tile ) { VoxelManipulator &vmanip = data->m_vmanip; const NodeDefManager *ndef = data->m_client->ndef(); v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE; const MapNode &n0 = vmanip.getNodeRefUnsafe(blockpos_nodes + p); // Don't even try to get n1 if n0 is already CONTENT_IGNORE if (n0.getContent() == CONTENT_IGNORE) { makes_face = false; return; } const MapNode &n1 = vmanip.getNodeRefUnsafeCheckFlags(blockpos_nodes + p + face_dir); if (n1.getContent() == CONTENT_IGNORE) { makes_face = false; return; } // This is hackish bool equivalent = false; u8 mf = face_contents(n0.getContent(), n1.getContent(), &equivalent, ndef); if (mf == 0) { makes_face = false; return; } makes_face = true; MapNode n = n0; if (mf == 1) { p_corrected = p; face_dir_corrected = face_dir; } else { n = n1; p_corrected = p + face_dir; face_dir_corrected = -face_dir; } getNodeTile(n, p_corrected, face_dir_corrected, data, tile); const ContentFeatures &f = ndef->get(n); waving = f.waving; tile.emissive_light = f.light_source; // eg. water and glass if (equivalent) { for (TileLayer &layer : tile.layers) layer.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING; } if (!data->m_smooth_lighting) { lights[0] = lights[1] = lights[2] = lights[3] = getFaceLight(n0, n1, face_dir, ndef); } else { v3s16 vertex_dirs[4]; getNodeVertexDirs(face_dir_corrected, vertex_dirs); v3s16 light_p = blockpos_nodes + p_corrected; for (u16 i = 0; i < 4; i++) lights[i] = getSmoothLightSolid(light_p, face_dir_corrected, vertex_dirs[i], data); } } /* startpos: translate_dir: unit vector with only one of x, y or z face_dir: unit vector with only one of x, y or z */ static void updateFastFaceRow( MeshMakeData *data, const v3s16 &&startpos, v3s16 translate_dir, const v3f &&translate_dir_f, const v3s16 &&face_dir, std::vector<FastFace> &dest) { static thread_local const bool waving_liquids = g_settings->getBool("enable_shaders") && g_settings->getBool("enable_waving_water"); static thread_local const bool force_not_tiling = g_settings->getBool("enable_dynamic_shadows"); v3s16 p = startpos; u16 continuous_tiles_count = 1; bool makes_face = false; v3s16 p_corrected; v3s16 face_dir_corrected; u16 lights[4] = {0, 0, 0, 0}; u8 waving = 0; TileSpec tile; // Get info of first tile getTileInfo(data, p, face_dir, makes_face, p_corrected, face_dir_corrected, lights, waving, tile); // Unroll this variable which has a significant build cost TileSpec next_tile; for (u16 j = 0; j < MAP_BLOCKSIZE; j++) { // If tiling can be done, this is set to false in the next step bool next_is_different = true; bool next_makes_face = false; v3s16 next_p_corrected; v3s16 next_face_dir_corrected; u16 next_lights[4] = {0, 0, 0, 0}; // If at last position, there is nothing to compare to and // the face must be drawn anyway if (j != MAP_BLOCKSIZE - 1) { p += translate_dir; getTileInfo(data, p, face_dir, next_makes_face, next_p_corrected, next_face_dir_corrected, next_lights, waving, next_tile); if (!force_not_tiling && next_makes_face == makes_face && next_p_corrected == p_corrected + translate_dir && next_face_dir_corrected == face_dir_corrected && memcmp(next_lights, lights, sizeof(lights)) == 0 // Don't apply fast faces to waving water. && (waving != 3 || !waving_liquids) && next_tile.isTileable(tile)) { next_is_different = false; continuous_tiles_count++; } } if (next_is_different) { /* Create a face if there should be one */ if (makes_face) { // Floating point conversion of the position vector v3f pf(p_corrected.X, p_corrected.Y, p_corrected.Z); // Center point of face (kind of) v3f sp = pf - ((f32)continuous_tiles_count * 0.5f - 0.5f) * translate_dir_f; v3f scale(1, 1, 1); if (translate_dir.X != 0) scale.X = continuous_tiles_count; if (translate_dir.Y != 0) scale.Y = continuous_tiles_count; if (translate_dir.Z != 0) scale.Z = continuous_tiles_count; makeFastFace(tile, lights[0], lights[1], lights[2], lights[3], pf, sp, face_dir_corrected, scale, dest); g_profiler->avg("Meshgen: Tiles per face [#]", continuous_tiles_count); } continuous_tiles_count = 1; } makes_face = next_makes_face; p_corrected = next_p_corrected; face_dir_corrected = next_face_dir_corrected; memcpy(lights, next_lights, sizeof(lights)); if (next_is_different) tile = std::move(next_tile); // faster than copy } } static void updateAllFastFaceRows(MeshMakeData *data, std::vector<FastFace> &dest) { /* Go through every y,z and get top(y+) faces in rows of x+ */ for (s16 y = 0; y < MAP_BLOCKSIZE; y++) for (s16 z = 0; z < MAP_BLOCKSIZE; z++) updateFastFaceRow(data, v3s16(0, y, z), v3s16(1, 0, 0), //dir v3f (1, 0, 0), v3s16(0, 1, 0), //face dir dest); /* Go through every x,y and get right(x+) faces in rows of z+ */ for (s16 x = 0; x < MAP_BLOCKSIZE; x++) for (s16 y = 0; y < MAP_BLOCKSIZE; y++) updateFastFaceRow(data, v3s16(x, y, 0), v3s16(0, 0, 1), //dir v3f (0, 0, 1), v3s16(1, 0, 0), //face dir dest); /* Go through every y,z and get back(z+) faces in rows of x+ */ for (s16 z = 0; z < MAP_BLOCKSIZE; z++) for (s16 y = 0; y < MAP_BLOCKSIZE; y++) updateFastFaceRow(data, v3s16(0, y, z), v3s16(1, 0, 0), //dir v3f (1, 0, 0), v3s16(0, 0, 1), //face dir dest); } static void applyTileColor(PreMeshBuffer &pmb) { video::SColor tc = pmb.layer.color; if (tc == video::SColor(0xFFFFFFFF)) return; for (video::S3DVertex &vertex : pmb.vertices) { video::SColor *c = &vertex.Color; c->set(c->getAlpha(), c->getRed() * tc.getRed() / 255, c->getGreen() * tc.getGreen() / 255, c->getBlue() * tc.getBlue() / 255); } } /* MapBlockBspTree */ void MapBlockBspTree::buildTree(const std::vector<MeshTriangle> *triangles) { this->triangles = triangles; nodes.clear(); // assert that triangle index can fit into s32 assert(triangles->size() <= 0x7FFFFFFFL); std::vector<s32> indexes; indexes.reserve(triangles->size()); for (u32 i = 0; i < triangles->size(); i++) indexes.push_back(i); root = buildTree(v3f(1, 0, 0), v3f(85, 85, 85), 40, indexes, 0); } /** * @brief Find a candidate plane to split a set of triangles in two * * The candidate plane is represented by one of the triangles from the set. * * @param list Vector of indexes of the triangles in the set * @param triangles Vector of all triangles in the BSP tree * @return Address of the triangle that represents the proposed split plane */ static const MeshTriangle *findSplitCandidate(const std::vector<s32> &list, const std::vector<MeshTriangle> &triangles) { // find the center of the cluster. v3f center(0, 0, 0); size_t n = list.size(); for (s32 i : list) { center += triangles[i].centroid / n; } // find the triangle with the largest area and closest to the center const MeshTriangle *candidate_triangle = &triangles[list[0]]; const MeshTriangle *ith_triangle; for (s32 i : list) { ith_triangle = &triangles[i]; if (ith_triangle->areaSQ > candidate_triangle->areaSQ || (ith_triangle->areaSQ == candidate_triangle->areaSQ && ith_triangle->centroid.getDistanceFromSQ(center) < candidate_triangle->centroid.getDistanceFromSQ(center))) { candidate_triangle = ith_triangle; } } return candidate_triangle; } s32 MapBlockBspTree::buildTree(v3f normal, v3f origin, float delta, const std::vector<s32> &list, u32 depth) { // if the list is empty, don't bother if (list.empty()) return -1; // if there is only one triangle, or the delta is insanely small, this is a leaf node if (list.size() == 1 || delta < 0.01) { nodes.emplace_back(normal, origin, list, -1, -1); return nodes.size() - 1; } std::vector<s32> front_list; std::vector<s32> back_list; std::vector<s32> node_list; // split the list for (s32 i : list) { const MeshTriangle &triangle = (*triangles)[i]; float factor = normal.dotProduct(triangle.centroid - origin); if (factor == 0) node_list.push_back(i); else if (factor > 0) front_list.push_back(i); else back_list.push_back(i); } // define the new split-plane v3f candidate_normal(normal.Z, normal.X, normal.Y); float candidate_delta = delta; if (depth % 3 == 2) candidate_delta /= 2; s32 front_index = -1; s32 back_index = -1; if (!front_list.empty()) { v3f next_normal = candidate_normal; v3f next_origin = origin + delta * normal; float next_delta = candidate_delta; if (next_delta < 10) { const MeshTriangle *candidate = findSplitCandidate(front_list, *triangles); next_normal = candidate->getNormal(); next_origin = candidate->centroid; } front_index = buildTree(next_normal, next_origin, next_delta, front_list, depth + 1); // if there are no other triangles, don't create a new node if (back_list.empty() && node_list.empty()) return front_index; } if (!back_list.empty()) { v3f next_normal = candidate_normal; v3f next_origin = origin - delta * normal; float next_delta = candidate_delta; if (next_delta < 10) { const MeshTriangle *candidate = findSplitCandidate(back_list, *triangles); next_normal = candidate->getNormal(); next_origin = candidate->centroid; } back_index = buildTree(next_normal, next_origin, next_delta, back_list, depth + 1); // if there are no other triangles, don't create a new node if (front_list.empty() && node_list.empty()) return back_index; } nodes.emplace_back(normal, origin, node_list, front_index, back_index); return nodes.size() - 1; } void MapBlockBspTree::traverse(s32 node, v3f viewpoint, std::vector<s32> &output) const { if (node < 0) return; // recursion break; const TreeNode &n = nodes[node]; float factor = n.normal.dotProduct(viewpoint - n.origin); if (factor > 0) traverse(n.back_ref, viewpoint, output); else traverse(n.front_ref, viewpoint, output); if (factor != 0) for (s32 i : n.triangle_refs) output.push_back(i); if (factor > 0) traverse(n.front_ref, viewpoint, output); else traverse(n.back_ref, viewpoint, output); } /* PartialMeshBuffer */ void PartialMeshBuffer::beforeDraw() const { // Patch the indexes in the mesh buffer before draw m_buffer->Indices.clear(); if (!m_vertex_indexes.empty()) { for (auto index : m_vertex_indexes) m_buffer->Indices.push_back(index); } m_buffer->setDirty(scene::EBT_INDEX); } /* MapBlockMesh */ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): m_minimap_mapblock(NULL), m_tsrc(data->m_client->getTextureSource()), m_shdrsrc(data->m_client->getShaderSource()), m_animation_force_timer(0), // force initial animation m_last_crack(-1), m_last_daynight_ratio((u32) -1) { for (auto &m : m_mesh) m = new scene::SMesh(); m_enable_shaders = data->m_use_shaders; m_enable_vbo = g_settings->getBool("enable_vbo"); if (data->m_client->getMinimap()) { m_minimap_mapblock = new MinimapMapblock; m_minimap_mapblock->getMinimapNodes( &data->m_vmanip, data->m_blockpos * MAP_BLOCKSIZE); } // 4-21ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated) // 24-155ms for MAP_BLOCKSIZE=32 (NOTE: probably outdated) //TimeTaker timer1("MapBlockMesh()"); std::vector<FastFace> fastfaces_new; fastfaces_new.reserve(512); /* We are including the faces of the trailing edges of the block. This means that when something changes, the caller must also update the meshes of the blocks at the leading edges. NOTE: This is the slowest part of this method. */ { // 4-23ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated) //TimeTaker timer2("updateAllFastFaceRows()"); updateAllFastFaceRows(data, fastfaces_new); } // End of slow part /* Convert FastFaces to MeshCollector */ MeshCollector collector; { // avg 0ms (100ms spikes when loading textures the first time) // (NOTE: probably outdated) //TimeTaker timer2("MeshCollector building"); for (const FastFace &f : fastfaces_new) { static const u16 indices[] = {0, 1, 2, 2, 3, 0}; static const u16 indices_alternate[] = {0, 1, 3, 2, 3, 1}; const u16 *indices_p = f.vertex_0_2_connected ? indices : indices_alternate; collector.append(f.tile, f.vertices, 4, indices_p, 6); } } /* Add special graphics: - torches - flowing water - fences - whatever */ { MapblockMeshGenerator(data, &collector, data->m_client->getSceneManager()->getMeshManipulator()).generate(); } /* Convert MeshCollector to SMesh */ for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) { for(u32 i = 0; i < collector.prebuffers[layer].size(); i++) { PreMeshBuffer &p = collector.prebuffers[layer][i]; applyTileColor(p); // Generate animation data // - Cracks if (p.layer.material_flags & MATERIAL_FLAG_CRACK) { // Find the texture name plus ^[crack:N: std::ostringstream os(std::ios::binary); os << m_tsrc->getTextureName(p.layer.texture_id) << "^[crack"; if (p.layer.material_flags & MATERIAL_FLAG_CRACK_OVERLAY) os << "o"; // use ^[cracko u8 tiles = p.layer.scale; if (tiles > 1) os << ":" << (u32)tiles; os << ":" << (u32)p.layer.animation_frame_count << ":"; m_crack_materials.insert(std::make_pair( std::pair<u8, u32>(layer, i), os.str())); // Replace tile texture with the cracked one p.layer.texture = m_tsrc->getTextureForMesh( os.str() + "0", &p.layer.texture_id); } // - Texture animation if (p.layer.material_flags & MATERIAL_FLAG_ANIMATION) { // Add to MapBlockMesh in order to animate these tiles m_animation_tiles[std::pair<u8, u32>(layer, i)] = p.layer; m_animation_frames[std::pair<u8, u32>(layer, i)] = 0; if (g_settings->getBool( "desynchronize_mapblock_texture_animation")) { // Get starting position from noise m_animation_frame_offsets[std::pair<u8, u32>(layer, i)] = 100000 * (2.0 + noise3d( data->m_blockpos.X, data->m_blockpos.Y, data->m_blockpos.Z, 0)); } else { // Play all synchronized m_animation_frame_offsets[std::pair<u8, u32>(layer, i)] = 0; } // Replace tile texture with the first animation frame p.layer.texture = (*p.layer.frames)[0].texture; } if (!m_enable_shaders) { // Extract colors for day-night animation // Dummy sunlight to handle non-sunlit areas video::SColorf sunlight; get_sunlight_color(&sunlight, 0); u32 vertex_count = p.vertices.size(); for (u32 j = 0; j < vertex_count; j++) { video::SColor *vc = &p.vertices[j].Color; video::SColor copy = *vc; if (vc->getAlpha() == 0) // No sunlight - no need to animate final_color_blend(vc, copy, sunlight); // Finalize color else // Record color to animate m_daynight_diffs[std::pair<u8, u32>(layer, i)][j] = copy; // The sunlight ratio has been stored, // delete alpha (for the final rendering). vc->setAlpha(255); } } // Create material video::SMaterial material; material.setFlag(video::EMF_LIGHTING, false); material.setFlag(video::EMF_BACK_FACE_CULLING, true); material.setFlag(video::EMF_BILINEAR_FILTER, false); material.setFlag(video::EMF_FOG_ENABLE, true); material.setTexture(0, p.layer.texture); if (m_enable_shaders) {