mirror of
https://github.com/moparisthebest/minetest
synced 2024-12-23 08:08:47 -05:00
Move ContentFeatures to mapnode_contentfeatures.{h,cpp} and clean stuff
This commit is contained in:
parent
f8c9b70379
commit
64996422c0
@ -94,6 +94,7 @@ configure_file(
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)
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set(common_SRCS
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mapnode_contentfeatures.cpp
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luaentity_common.cpp
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scriptapi.cpp
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script.cpp
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@ -27,6 +27,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include <cmath>
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#include <SAnimatedMesh.h>
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#include "settings.h"
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#include "mapnode_contentfeatures.h" // For wield visualization
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Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
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m_smgr(smgr),
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@ -20,6 +20,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "collision.h"
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#include "mapblock.h"
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#include "map.h"
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#include "mapnode_contentfeatures.h"
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collisionMoveResult collisionMoveSimple(Map *map, f32 pos_max_d,
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const core::aabbox3d<f32> &box_0,
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@ -23,6 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "mineral.h"
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#include "mapblock_mesh.h" // For MapBlock_LightColor()
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#include "settings.h"
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#include "mapnode_contentfeatures.h"
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#ifndef SERVER
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// Create a cuboid.
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@ -24,6 +24,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "mapnode.h"
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#include "content_nodemeta.h"
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#include "settings.h"
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#include "mapnode_contentfeatures.h"
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#define WATER_ALPHA 160
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@ -101,8 +102,18 @@ MapNode mapnode_translate_to_internal(MapNode n_from, u8 version)
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return result;
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}
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// See header for description
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void content_mapnode_init()
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{
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if(g_texturesource == NULL)
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dstream<<"INFO: Initial run of content_mapnode_init with "
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"g_texturesource=NULL. If this segfaults, "
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"there is a bug with something not checking for "
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"the NULL value."<<std::endl;
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else
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dstream<<"INFO: Full run of content_mapnode_init with "
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"g_texturesource!=NULL"<<std::endl;
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// Read some settings
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bool new_style_water = g_settings->getBool("new_style_water");
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bool new_style_leaves = g_settings->getBool("new_style_leaves");
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@ -22,10 +22,22 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "mapnode.h"
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/*
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Fills stuff to the global ContentFeatures lookup table.
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This accesses g_texturesource; if it is non-NULL, textures are set
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for the nodes.
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Client first calls this with g_texturesource=NULL to run some
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unit tests and stuff, then it runs this again with g_texturesource
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defined to get the textures.
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Server only calls this once with g_texturesource=NULL.
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*/
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void content_mapnode_init();
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// Backwards compatibility for non-extended content types in v19
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extern content_t trans_table_19[21][2];
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MapNode mapnode_translate_from_internal(MapNode n_from, u8 version);
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MapNode mapnode_translate_to_internal(MapNode n_from, u8 version);
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@ -30,6 +30,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "log.h"
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#include "profiler.h"
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#include "scriptapi.h"
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#include "mapnode_contentfeatures.h"
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#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
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11
src/game.cpp
11
src/game.cpp
@ -43,13 +43,14 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "gettext.h"
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#include "log.h"
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#include "filesys.h"
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/*
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TODO: Move content-aware stuff to separate file by adding properties
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and virtual interfaces
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*/
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// Needed for some special cases for CONTENT_TORCH and CONTENT_SIGN_WALL
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// TODO: A generic way for handling such should be created
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#include "content_mapnode.h"
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// Needed for sign text input
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// TODO: A generic way for handling such should be created
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#include "content_nodemeta.h"
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// Needed for determining pointing to nodes
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#include "mapnode_contentfeatures.h"
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/*
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Setting this to 1 enables a special camera mode that forces
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@ -33,6 +33,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "content_sao.h"
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#include "player.h"
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#include "log.h"
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#include "mapnode_contentfeatures.h"
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/*
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InventoryItem
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@ -148,6 +149,13 @@ ServerActiveObject* InventoryItem::createSAO(ServerEnvironment *env, u16 id, v3f
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MaterialItem
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*/
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#ifndef SERVER
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video::ITexture * MaterialItem::getImage() const
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{
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return content_features(m_content).inventory_texture;
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}
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#endif
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bool MaterialItem::isCookable() const
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{
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return item_material_is_cookable(m_content);
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@ -151,10 +151,7 @@ public:
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return new MaterialItem(m_content, m_count);
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}
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#ifndef SERVER
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video::ITexture * getImage() const
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{
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return content_features(m_content).inventory_texture;
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}
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video::ITexture * getImage() const;
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#endif
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std::string getText()
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{
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21
src/main.cpp
21
src/main.cpp
@ -365,11 +365,6 @@ SUGG: Restart irrlicht completely when coming back to main menu from game.
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TODO: Merge bahamada's audio stuff (clean patch available)
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TODO: Move content_features to mapnode_content_features.{h,cpp} or so
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TODO: Fix item use() stuff; dropping a stack of cooked rats and eating
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it gives 3 hearts and consumes all the rats.
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Making it more portable:
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------------------------
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@ -439,6 +434,8 @@ Doing currently:
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#include "settings.h"
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#include "profiler.h"
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#include "log.h"
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#include "mapnode_contentfeatures.h" // For init_contentfeatures
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#include "content_mapnode.h" // For content_mapnode_init
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// This makes textures
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ITextureSource *g_texturesource = NULL;
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@ -1278,8 +1275,10 @@ int main(int argc, char *argv[])
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These are needed for unit tests at least.
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*/
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// Initial call with g_texturesource not set.
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init_mapnode();
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// Initialize content feature table
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init_contentfeatures();
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// Initialize mapnode content without textures (with g_texturesource=NULL)
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content_mapnode_init();
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// Must be called before g_texturesource is created
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// (for texture atlas making)
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init_mineral();
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@ -1482,7 +1481,8 @@ int main(int argc, char *argv[])
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Preload some textures and stuff
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*/
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init_mapnode(); // Second call with g_texturesource set
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// Initialize mapnode content with textures (with g_texturesource!=NULL)
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content_mapnode_init();
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/*
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GUI stuff
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@ -1658,7 +1658,10 @@ int main(int argc, char *argv[])
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break;
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// Initialize mapnode again to enable changed graphics settings
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init_mapnode();
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// Initialize content feature table
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init_contentfeatures();
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// Initialize mapnode content with textures (with g_texturesource!=NULL)
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content_mapnode_init();
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/*
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Run game
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@ -37,6 +37,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "settings.h"
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#include "log.h"
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#include "profiler.h"
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#include "mapnode_contentfeatures.h"
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#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
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@ -1773,7 +1774,7 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
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/*
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update the current node
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*/
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bool flow_down_enabled = (flowing_down && ((n0.param2 & LIQUID_FLOW_DOWN_MASK) != LIQUID_FLOW_DOWN_MASK));
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//bool flow_down_enabled = (flowing_down && ((n0.param2 & LIQUID_FLOW_DOWN_MASK) != LIQUID_FLOW_DOWN_MASK));
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if (content_features(new_node_content).liquid_type == LIQUID_FLOWING) {
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// set level to last 3 bits, flowing down bit to 4th bit
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n0.param2 = (flowing_down ? LIQUID_FLOW_DOWN_MASK : 0x00) | (new_node_level & LIQUID_LEVEL_MASK);
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@ -23,6 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "main.h"
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#include "light.h"
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#include <sstream>
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#include "mapnode_contentfeatures.h"
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/*
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MapBlock
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@ -25,6 +25,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "content_mapblock.h"
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#include "settings.h"
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#include "profiler.h"
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#include "mapnode_contentfeatures.h"
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void MeshMakeData::fill(u32 daynight_ratio, MapBlock *block)
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{
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@ -26,6 +26,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "mineral.h"
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//#include "serverobject.h"
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#include "content_sao.h"
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#include "mapnode_contentfeatures.h"
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namespace mapgen
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{
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277
src/mapnode.cpp
277
src/mapnode.cpp
@ -19,160 +19,12 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "common_irrlicht.h"
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#include "mapnode.h"
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#ifndef SERVER
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#include "tile.h"
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#endif
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#include "porting.h"
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#include <string>
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#include "mineral.h"
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// For g_settings
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#include "main.h"
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#include "content_mapnode.h"
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#include "nodemetadata.h"
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ContentFeatures::~ContentFeatures()
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{
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delete initial_metadata;
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#ifndef SERVER
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delete special_material;
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delete special_atlas;
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#endif
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}
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#ifndef SERVER
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void ContentFeatures::setTexture(u16 i, std::string name, u8 alpha)
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{
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used_texturenames[name] = true;
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if(g_texturesource)
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{
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tiles[i].texture = g_texturesource->getTexture(name);
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}
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if(alpha != 255)
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{
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tiles[i].alpha = alpha;
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tiles[i].material_type = MATERIAL_ALPHA_VERTEX;
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}
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if(inventory_texture == NULL)
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setInventoryTexture(name);
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}
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void ContentFeatures::setInventoryTexture(std::string imgname)
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{
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if(g_texturesource == NULL)
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return;
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imgname += "^[forcesingle";
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inventory_texture = g_texturesource->getTextureRaw(imgname);
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}
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void ContentFeatures::setInventoryTextureCube(std::string top,
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std::string left, std::string right)
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{
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if(g_texturesource == NULL)
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return;
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str_replace_char(top, '^', '&');
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str_replace_char(left, '^', '&');
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str_replace_char(right, '^', '&');
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std::string imgname_full;
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imgname_full += "[inventorycube{";
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imgname_full += top;
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imgname_full += "{";
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imgname_full += left;
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imgname_full += "{";
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imgname_full += right;
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inventory_texture = g_texturesource->getTextureRaw(imgname_full);
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}
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#endif
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struct ContentFeatures g_content_features[MAX_CONTENT+1];
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ContentFeatures & content_features(content_t i)
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{
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return g_content_features[i];
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}
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ContentFeatures & content_features(MapNode &n)
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{
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return content_features(n.getContent());
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}
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/*
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See mapnode.h for description.
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*/
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void init_mapnode()
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{
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if(g_texturesource == NULL)
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{
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dstream<<"INFO: Initial run of init_mapnode with "
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"g_texturesource=NULL. If this segfaults, "
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"there is a bug with something not checking for "
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"the NULL value."<<std::endl;
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}
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else
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{
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dstream<<"INFO: Full run of init_mapnode with "
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"g_texturesource!=NULL"<<std::endl;
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}
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/*// Read some settings
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bool new_style_water = g_settings.getBool("new_style_water");
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bool new_style_leaves = g_settings.getBool("new_style_leaves");*/
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/*
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Initialize content feature table
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*/
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#ifndef SERVER
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/*
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Set initial material type to same in all tiles, so that the
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same material can be used in more stuff.
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This is set according to the leaves because they are the only
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differing material to which all materials can be changed to
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get this optimization.
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*/
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u8 initial_material_type = MATERIAL_ALPHA_SIMPLE;
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/*if(new_style_leaves)
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initial_material_type = MATERIAL_ALPHA_SIMPLE;
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else
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initial_material_type = MATERIAL_ALPHA_NONE;*/
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for(u16 i=0; i<MAX_CONTENT+1; i++)
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{
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ContentFeatures *f = &g_content_features[i];
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// Re-initialize
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f->reset();
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for(u16 j=0; j<6; j++)
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f->tiles[j].material_type = initial_material_type;
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}
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#endif
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/*
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Initially set every block to be shown as an unknown block.
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Don't touch CONTENT_IGNORE or CONTENT_AIR.
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*/
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for(u16 i=0; i<MAX_CONTENT+1; i++)
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{
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if(i == CONTENT_IGNORE || i == CONTENT_AIR)
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continue;
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ContentFeatures *f = &g_content_features[i];
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f->setAllTextures("unknown_block.png");
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f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
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}
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// Make CONTENT_IGNORE to not block the view when occlusion culling
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content_features(CONTENT_IGNORE).solidness = 0;
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/*
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Initialize mapnode content
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*/
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content_mapnode_init();
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}
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#include "main.h" // For g_settings
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#include "mapnode_contentfeatures.h"
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#include "content_mapnode.h" // For mapnode_translate_*_internal
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/*
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Nodes make a face if contents differ and solidness differs.
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@ -248,6 +100,125 @@ v3s16 facedir_rotate(u8 facedir, v3s16 dir)
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return newdir;
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}
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u8 packDir(v3s16 dir)
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{
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u8 b = 0;
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if(dir.X > 0)
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b |= (1<<0);
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else if(dir.X < 0)
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b |= (1<<1);
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if(dir.Y > 0)
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b |= (1<<2);
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else if(dir.Y < 0)
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b |= (1<<3);
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if(dir.Z > 0)
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b |= (1<<4);
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else if(dir.Z < 0)
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b |= (1<<5);
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return b;
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}
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v3s16 unpackDir(u8 b)
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{
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v3s16 d(0,0,0);
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if(b & (1<<0))
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d.X = 1;
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else if(b & (1<<1))
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d.X = -1;
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if(b & (1<<2))
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d.Y = 1;
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else if(b & (1<<3))
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d.Y = -1;
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if(b & (1<<4))
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d.Z = 1;
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else if(b & (1<<5))
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d.Z = -1;
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return d;
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}
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/*
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MapNode
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*/
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// These four are DEPRECATED.
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bool MapNode::light_propagates()
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{
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return light_propagates_content(getContent());
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}
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bool MapNode::sunlight_propagates()
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{
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return sunlight_propagates_content(getContent());
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}
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u8 MapNode::solidness()
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{
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return content_solidness(getContent());
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}
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u8 MapNode::light_source()
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{
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return content_features(*this).light_source;
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}
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void MapNode::setLight(enum LightBank bank, u8 a_light)
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{
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// If node doesn't contain light data, ignore this
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if(content_features(*this).param_type != CPT_LIGHT)
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return;
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if(bank == LIGHTBANK_DAY)
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{
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param1 &= 0xf0;
|
||||
param1 |= a_light & 0x0f;
|
||||
}
|
||||
else if(bank == LIGHTBANK_NIGHT)
|
||||
{
|
||||
param1 &= 0x0f;
|
||||
param1 |= (a_light & 0x0f)<<4;
|
||||
}
|
||||
else
|
||||
assert(0);
|
||||
}
|
||||
|
||||
u8 MapNode::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;
|
||||
}
|
||||
|
||||
u8 MapNode::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);
|
||||
}
|
||||
|
||||
#ifndef SERVER
|
||||
TileSpec MapNode::getTile(v3s16 dir)
|
||||
{
|
||||
@ -424,8 +395,8 @@ void MapNode::deSerialize(u8 *source, u8 version)
|
||||
|
||||
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.
|
||||
|
461
src/mapnode.h
461
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<std::string, bool> 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;
|
||||
}
|
||||
bool light_propagates();
|
||||
bool sunlight_propagates();
|
||||
u8 solidness();
|
||||
u8 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;
|
||||
}
|
||||
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.
|
||||
|
145
src/mapnode_contentfeatures.cpp
Normal file
145
src/mapnode_contentfeatures.cpp
Normal file
@ -0,0 +1,145 @@
|
||||
/*
|
||||
Minetest-c55
|
||||
Copyright (C) 2010 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.
|
||||
*/
|
||||
|
||||
#include "mapnode_contentfeatures.h"
|
||||
|
||||
#include "main.h" // For g_settings and g_texturesource
|
||||
#include "nodemetadata.h"
|
||||
|
||||
struct ContentFeatures g_content_features[MAX_CONTENT+1];
|
||||
|
||||
/*
|
||||
Initialize content feature table.
|
||||
|
||||
Must be called before accessing the table.
|
||||
*/
|
||||
void init_contentfeatures()
|
||||
{
|
||||
#ifndef SERVER
|
||||
/*
|
||||
Set initial material type to same in all tiles, so that the
|
||||
same material can be used in more stuff.
|
||||
This is set according to the leaves because they are the only
|
||||
differing material to which all materials can be changed to
|
||||
get this optimization.
|
||||
*/
|
||||
u8 initial_material_type = MATERIAL_ALPHA_SIMPLE;
|
||||
/*if(new_style_leaves)
|
||||
initial_material_type = MATERIAL_ALPHA_SIMPLE;
|
||||
else
|
||||
initial_material_type = MATERIAL_ALPHA_NONE;*/
|
||||
for(u16 i=0; i<MAX_CONTENT+1; i++)
|
||||
{
|
||||
ContentFeatures *f = &g_content_features[i];
|
||||
// Re-initialize
|
||||
f->reset();
|
||||
|
||||
for(u16 j=0; j<6; j++)
|
||||
f->tiles[j].material_type = initial_material_type;
|
||||
}
|
||||
#endif
|
||||
|
||||
/*
|
||||
Initially set every block to be shown as an unknown block.
|
||||
Don't touch CONTENT_IGNORE or CONTENT_AIR.
|
||||
*/
|
||||
for(u16 i=0; i<MAX_CONTENT+1; i++)
|
||||
{
|
||||
if(i == CONTENT_IGNORE || i == CONTENT_AIR)
|
||||
continue;
|
||||
ContentFeatures *f = &g_content_features[i];
|
||||
f->setAllTextures("unknown_block.png");
|
||||
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
|
||||
}
|
||||
|
||||
// Make CONTENT_IGNORE to not block the view when occlusion culling
|
||||
content_features(CONTENT_IGNORE).solidness = 0;
|
||||
|
||||
}
|
||||
|
||||
ContentFeatures::~ContentFeatures()
|
||||
{
|
||||
delete initial_metadata;
|
||||
#ifndef SERVER
|
||||
delete special_material;
|
||||
delete special_atlas;
|
||||
#endif
|
||||
}
|
||||
|
||||
#ifndef SERVER
|
||||
void ContentFeatures::setTexture(u16 i, std::string name, u8 alpha)
|
||||
{
|
||||
used_texturenames[name] = true;
|
||||
|
||||
if(g_texturesource)
|
||||
{
|
||||
tiles[i].texture = g_texturesource->getTexture(name);
|
||||
}
|
||||
|
||||
if(alpha != 255)
|
||||
{
|
||||
tiles[i].alpha = alpha;
|
||||
tiles[i].material_type = MATERIAL_ALPHA_VERTEX;
|
||||
}
|
||||
|
||||
if(inventory_texture == NULL)
|
||||
setInventoryTexture(name);
|
||||
}
|
||||
|
||||
void ContentFeatures::setInventoryTexture(std::string imgname)
|
||||
{
|
||||
if(g_texturesource == NULL)
|
||||
return;
|
||||
|
||||
imgname += "^[forcesingle";
|
||||
|
||||
inventory_texture = g_texturesource->getTextureRaw(imgname);
|
||||
}
|
||||
|
||||
void ContentFeatures::setInventoryTextureCube(std::string top,
|
||||
std::string left, std::string right)
|
||||
{
|
||||
if(g_texturesource == NULL)
|
||||
return;
|
||||
|
||||
str_replace_char(top, '^', '&');
|
||||
str_replace_char(left, '^', '&');
|
||||
str_replace_char(right, '^', '&');
|
||||
|
||||
std::string imgname_full;
|
||||
imgname_full += "[inventorycube{";
|
||||
imgname_full += top;
|
||||
imgname_full += "{";
|
||||
imgname_full += left;
|
||||
imgname_full += "{";
|
||||
imgname_full += right;
|
||||
inventory_texture = g_texturesource->getTextureRaw(imgname_full);
|
||||
}
|
||||
#endif
|
||||
|
||||
ContentFeatures & content_features(content_t i)
|
||||
{
|
||||
return g_content_features[i];
|
||||
}
|
||||
ContentFeatures & content_features(MapNode &n)
|
||||
{
|
||||
return content_features(n.getContent());
|
||||
}
|
||||
|
||||
|
338
src/mapnode_contentfeatures.h
Normal file
338
src/mapnode_contentfeatures.h
Normal file
@ -0,0 +1,338 @@
|
||||
/*
|
||||
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_CONTENTFEATURES_HEADER
|
||||
#define MAPNODE_CONTENTFEATURES_HEADER
|
||||
|
||||
#include "common_irrlicht.h"
|
||||
#include <string>
|
||||
#include "mapnode.h"
|
||||
#ifndef SERVER
|
||||
#include "tile.h"
|
||||
#endif
|
||||
|
||||
/*
|
||||
Content feature list
|
||||
|
||||
Used for determining properties of MapNodes by content type without
|
||||
storing such properties in the nodes itself.
|
||||
*/
|
||||
|
||||
/*
|
||||
Initialize content feature table.
|
||||
|
||||
Must be called before accessing the table.
|
||||
*/
|
||||
void init_contentfeatures();
|
||||
|
||||
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<std::string, bool> 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;
|
||||
}
|
||||
|
||||
|
||||
#endif
|
||||
|
@ -1,5 +1,6 @@
|
||||
#include "materials.h"
|
||||
#include "mapnode.h"
|
||||
#include "mapnode_contentfeatures.h"
|
||||
|
||||
// NOTE: DEPRECATED
|
||||
|
||||
|
@ -26,6 +26,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
#include <ITextSceneNode.h>
|
||||
#endif
|
||||
#include "settings.h"
|
||||
#include "mapnode_contentfeatures.h"
|
||||
|
||||
Player::Player():
|
||||
touching_ground(false),
|
||||
|
@ -41,6 +41,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
#include "log.h"
|
||||
#include "script.h"
|
||||
#include "scriptapi.h"
|
||||
#include "mapnode_contentfeatures.h"
|
||||
|
||||
#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
|
||||
|
||||
|
@ -74,6 +74,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
#include "settings.h"
|
||||
#include "profiler.h"
|
||||
#include "log.h"
|
||||
#include "mapnode_contentfeatures.h" // For init_contentfeatures
|
||||
#include "content_mapnode.h" // For content_mapnode_init
|
||||
|
||||
/*
|
||||
Settings.
|
||||
@ -303,7 +305,11 @@ int main(int argc, char *argv[])
|
||||
|
||||
// Initialize stuff
|
||||
|
||||
init_mapnode();
|
||||
// Initialize content feature table
|
||||
init_contentfeatures();
|
||||
// Initialize mapnode content without textures (with g_texturesource=NULL)
|
||||
content_mapnode_init();
|
||||
|
||||
init_mineral();
|
||||
|
||||
/*
|
||||
|
@ -27,6 +27,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
#include "log.h"
|
||||
#include "mapnode.h" // For texture atlas making
|
||||
#include "mineral.h" // For texture atlas making
|
||||
#include "mapnode_contentfeatures.h" // For texture atlas making
|
||||
|
||||
/*
|
||||
A cache from texture name to texture path
|
||||
|
Loading…
Reference in New Issue
Block a user