mirror of
https://github.com/moparisthebest/minetest
synced 2024-11-07 18:05:08 -05:00
f1e8ff2245
Completely rewrote the liquid transformation. The algorithm now exclusively modifies the current node in one iteration. Another change is that MapNode.param2 now stores a bit that tells other nodes if a flowing liquid node flows downwards. This is accomplished by two masks on param2 for the "flow down" bit and the "liquid level" bits. This will be the base of future improvements to the liquid flow. However, in the current state flowing liquid does not always disappear when cut off its source. Be aware that this branch is work in progress.
631 lines
14 KiB
C++
631 lines
14 KiB
C++
/*
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Minetest-c55
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Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#ifndef MAPNODE_HEADER
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#define MAPNODE_HEADER
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#include <iostream>
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#include "common_irrlicht.h"
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#include "light.h"
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#include "utility.h"
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#include "exceptions.h"
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#include "serialization.h"
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#include "tile.h"
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#include "materials.h"
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/*
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Naming scheme:
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- Material = irrlicht's Material class
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- Content = (u8) content of a node
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- Tile = TileSpec at some side of a node of some content type
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*/
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/*
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Ranges:
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0x000...0x07f: param2 is fully usable
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0x800...0xfff: param2 lower 4 bytes are free
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*/
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typedef u16 content_t;
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/*
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Initializes all kind of stuff in here.
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Many things depend on this.
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This accesses g_texturesource; if it is non-NULL, textures are set.
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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 init_mapnode();
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/*
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Ignored node.
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Anything that stores MapNodes doesn't have to preserve parameters
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associated with this material.
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Doesn't create faces with anything and is considered being
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out-of-map in the game map.
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*/
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//#define CONTENT_IGNORE 255
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#define CONTENT_IGNORE 127
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#define CONTENT_IGNORE_DEFAULT_PARAM 0
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/*
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The common material through which the player can walk and which
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is transparent to light
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*/
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//#define CONTENT_AIR 254
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#define CONTENT_AIR 126
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/*
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Content feature list
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*/
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enum ContentParamType
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{
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CPT_NONE,
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CPT_LIGHT,
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CPT_MINERAL,
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// Direction for chests and furnaces and such
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CPT_FACEDIR_SIMPLE
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};
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enum LiquidType
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{
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LIQUID_NONE,
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LIQUID_FLOWING,
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LIQUID_SOURCE
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};
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class MapNode;
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class NodeMetadata;
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struct ContentFeatures
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{
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// If non-NULL, content is translated to this when deserialized
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//MapNode *translate_to;
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// Type of MapNode::param
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ContentParamType param_type;
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/*
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0: up
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1: down
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2: right
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3: left
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4: back
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5: front
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*/
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TileSpec tiles[6];
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video::ITexture *inventory_texture;
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bool is_ground_content;
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bool light_propagates;
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bool sunlight_propagates;
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u8 solidness; // Used when choosing which face is drawn
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// This is used for collision detection.
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// Also for general solidness queries.
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bool walkable;
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// Player can point to these
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bool pointable;
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// Player can dig these
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bool diggable;
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// Player can build on these
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bool buildable_to;
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// Whether the node has no liquid, source liquid or flowing liquid
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enum LiquidType liquid_type;
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// If true, param2 is set to direction when placed. Used for torches.
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// NOTE: the direction format is quite inefficient and should be changed
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bool wall_mounted;
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// If true, node is equivalent to air. Torches are, air is. Water is not.
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// Is used for example to check whether a mud block can have grass on.
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bool air_equivalent;
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// Inventory item string as which the node appears in inventory when dug.
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// Mineral overrides this.
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std::string dug_item;
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// Initial metadata is cloned from this
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NodeMetadata *initial_metadata;
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// If the content is liquid, this is the flowing version of the liquid.
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// If content is flowing liquid, this is the same content.
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u8 liquid_alternative_flowing;
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// If the content is liquid, this is the source version of the liquid.
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u8 liquid_alternative_source;
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// Amount of light the node emits
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u8 light_source;
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// Digging properties for different tools
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DiggingPropertiesList digging_properties;
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// NOTE: Move relevant properties to here from elsewhere
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void reset()
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{
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//translate_to = NULL;
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param_type = CPT_NONE;
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inventory_texture = NULL;
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is_ground_content = false;
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light_propagates = false;
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sunlight_propagates = false;
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solidness = 2;
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walkable = true;
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pointable = true;
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diggable = true;
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buildable_to = false;
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liquid_type = LIQUID_NONE;
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wall_mounted = false;
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air_equivalent = false;
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dug_item = "";
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initial_metadata = NULL;
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liquid_alternative_flowing = CONTENT_IGNORE;
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light_source = 0;
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digging_properties.clear();
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}
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ContentFeatures()
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{
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reset();
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}
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~ContentFeatures();
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/*
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Quickhands for simple materials
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*/
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void setTexture(u16 i, std::string name, u8 alpha=255);
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void setAllTextures(std::string name, u8 alpha=255)
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{
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for(u16 i=0; i<6; i++)
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{
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setTexture(i, name, alpha);
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}
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// Force inventory texture too
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setInventoryTexture(name);
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}
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void setTile(u16 i, const TileSpec &tile)
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{
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tiles[i] = tile;
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}
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void setAllTiles(const TileSpec &tile)
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{
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for(u16 i=0; i<6; i++)
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{
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setTile(i, tile);
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}
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}
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void setInventoryTexture(std::string imgname);
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void setInventoryTextureCube(std::string top,
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std::string left, std::string right);
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};
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/*
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Call this to access the ContentFeature list
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*/
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ContentFeatures & content_features(u8 i);
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/*
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Here is a bunch of DEPRECATED functions.
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*/
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/*
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If true, the material allows light propagation and brightness is stored
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in param.
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NOTE: Don't use, use "content_features(m).whatever" instead
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*/
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inline bool light_propagates_content(u8 m)
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{
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return content_features(m).light_propagates;
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}
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/*
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If true, the material allows lossless sunlight propagation.
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NOTE: It doesn't seem to go through torches regardlessly of this
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NOTE: Don't use, use "content_features(m).whatever" instead
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*/
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inline bool sunlight_propagates_content(u8 m)
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{
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return content_features(m).sunlight_propagates;
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}
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/*
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On a node-node surface, the material of the node with higher solidness
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is used for drawing.
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0: Invisible
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1: Transparent
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2: Opaque
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NOTE: Don't use, use "content_features(m).whatever" instead
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*/
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inline u8 content_solidness(u8 m)
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{
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return content_features(m).solidness;
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}
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// Objects collide with walkable contents
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// NOTE: Don't use, use "content_features(m).whatever" instead
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inline bool content_walkable(u8 m)
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{
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return content_features(m).walkable;
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}
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// NOTE: Don't use, use "content_features(m).whatever" instead
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inline bool content_liquid(u8 m)
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{
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return content_features(m).liquid_type != LIQUID_NONE;
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}
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// NOTE: Don't use, use "content_features(m).whatever" instead
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inline bool content_flowing_liquid(u8 m)
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{
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return content_features(m).liquid_type == LIQUID_FLOWING;
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}
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// NOTE: Don't use, use "content_features(m).whatever" instead
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inline bool content_liquid_source(u8 m)
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{
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return content_features(m).liquid_type == LIQUID_SOURCE;
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}
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// CONTENT_WATER || CONTENT_WATERSOURCE -> CONTENT_WATER
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// CONTENT_LAVA || CONTENT_LAVASOURCE -> CONTENT_LAVA
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// NOTE: Don't use, use "content_features(m).whatever" instead
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inline u8 make_liquid_flowing(u8 m)
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{
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u8 c = content_features(m).liquid_alternative_flowing;
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assert(c != CONTENT_IGNORE);
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return c;
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}
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// Pointable contents can be pointed to in the map
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// NOTE: Don't use, use "content_features(m).whatever" instead
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inline bool content_pointable(u8 m)
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{
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return content_features(m).pointable;
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}
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// NOTE: Don't use, use "content_features(m).whatever" instead
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inline bool content_diggable(u8 m)
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{
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return content_features(m).diggable;
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}
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// NOTE: Don't use, use "content_features(m).whatever" instead
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inline bool content_buildable_to(u8 m)
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{
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return content_features(m).buildable_to;
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}
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/*
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Nodes make a face if contents differ and solidness differs.
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Return value:
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0: No face
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1: Face uses m1's content
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2: Face uses m2's content
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*/
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inline u8 face_contents(u8 m1, u8 m2)
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{
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if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
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return 0;
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bool contents_differ = (m1 != m2);
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// Contents don't differ for different forms of same liquid
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if(content_liquid(m1) && content_liquid(m2)
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&& make_liquid_flowing(m1) == make_liquid_flowing(m2))
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contents_differ = false;
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bool solidness_differs = (content_solidness(m1) != content_solidness(m2));
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bool makes_face = contents_differ && solidness_differs;
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if(makes_face == false)
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return 0;
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if(content_solidness(m1) > content_solidness(m2))
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return 1;
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else
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return 2;
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}
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/*
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Packs directions like (1,0,0), (1,-1,0)
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*/
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inline 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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inline 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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facedir: CPT_FACEDIR_SIMPLE param1 value
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dir: The face for which stuff is wanted
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return value: The face from which the stuff is actually found
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*/
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v3s16 facedir_rotate(u8 facedir, v3s16 dir);
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enum LightBank
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{
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LIGHTBANK_DAY,
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LIGHTBANK_NIGHT
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};
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/*
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Masks for MapNode.param2 of flowing liquids
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*/
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#define LIQUID_LEVEL_MASK 0x07
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#define LIQUID_FLOW_DOWN_MASK 0x08
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/*
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This is the stuff what the whole world consists of.
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*/
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struct MapNode
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{
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/*
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Main content
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0x00-0x7f: Short content type
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0x80-0xff: Long content type (param2>>4 makes up low bytes)
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*/
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union
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{
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u8 param0;
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u8 d;
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};
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/*
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Misc parameter. Initialized to 0.
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- For light_propagates() blocks, this is light intensity,
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stored logarithmically from 0 to LIGHT_MAX.
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Sunlight is LIGHT_SUN, which is LIGHT_MAX+1.
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- Contains 2 values, day- and night lighting. Each takes 4 bits.
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- Mineral content (should be removed from here)
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- Uhh... well, most blocks have light or nothing in here.
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*/
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union
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{
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u8 param1;
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s8 param;
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};
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/*
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The second parameter. Initialized to 0.
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E.g. direction for torches and flowing water.
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*/
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union
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{
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u8 param2;
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u8 dir;
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};
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MapNode(const MapNode & n)
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{
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*this = n;
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}
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MapNode(u8 data=CONTENT_AIR, u8 a_param=0, u8 a_param2=0)
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{
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d = data;
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param = a_param;
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param2 = a_param2;
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}
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bool operator==(const MapNode &other)
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{
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return (d == other.d
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&& param == other.param
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&& param2 == other.param2);
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}
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// To be used everywhere
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content_t getContent()
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{
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return d;
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}
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void setContent(content_t c)
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{
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d = c;
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}
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/*
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These four are DEPRECATED I guess. -c55
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*/
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bool light_propagates()
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{
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return light_propagates_content(d);
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}
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bool sunlight_propagates()
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{
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return sunlight_propagates_content(d);
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}
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u8 solidness()
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{
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return content_solidness(d);
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}
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u8 light_source()
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{
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return content_features(d).light_source;
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}
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u8 getLightBanksWithSource()
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{
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// Select the brightest of [light source, propagated light]
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u8 lightday = 0;
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u8 lightnight = 0;
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if(content_features(d).param_type == CPT_LIGHT)
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{
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lightday = param & 0x0f;
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lightnight = (param>>4)&0x0f;
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}
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if(light_source() > lightday)
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lightday = light_source();
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if(light_source() > lightnight)
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lightnight = light_source();
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return (lightday&0x0f) | ((lightnight<<4)&0xf0);
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}
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u8 getLight(enum LightBank bank)
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{
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// Select the brightest of [light source, propagated light]
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u8 light = 0;
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if(content_features(d).param_type == CPT_LIGHT)
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{
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if(bank == LIGHTBANK_DAY)
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light = param & 0x0f;
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else if(bank == LIGHTBANK_NIGHT)
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light = (param>>4)&0x0f;
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else
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assert(0);
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}
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if(light_source() > light)
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light = light_source();
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return light;
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}
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// 0 <= daylight_factor <= 1000
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// 0 <= return value <= LIGHT_SUN
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u8 getLightBlend(u32 daylight_factor)
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{
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u8 l = ((daylight_factor * getLight(LIGHTBANK_DAY)
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+ (1000-daylight_factor) * getLight(LIGHTBANK_NIGHT))
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)/1000;
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u8 max = LIGHT_MAX;
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if(getLight(LIGHTBANK_DAY) == LIGHT_SUN)
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max = LIGHT_SUN;
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if(l > max)
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l = max;
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return l;
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}
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/*// 0 <= daylight_factor <= 1000
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// 0 <= return value <= 255
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u8 getLightBlend(u32 daylight_factor)
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{
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u8 daylight = decode_light(getLight(LIGHTBANK_DAY));
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u8 nightlight = decode_light(getLight(LIGHTBANK_NIGHT));
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u8 mix = ((daylight_factor * daylight
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+ (1000-daylight_factor) * nightlight)
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)/1000;
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return mix;
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}*/
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|
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void 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(d).param_type != CPT_LIGHT)
|
|
return;
|
|
if(bank == LIGHTBANK_DAY)
|
|
{
|
|
param &= 0xf0;
|
|
param |= a_light & 0x0f;
|
|
}
|
|
else if(bank == LIGHTBANK_NIGHT)
|
|
{
|
|
param &= 0x0f;
|
|
param |= (a_light & 0x0f)<<4;
|
|
}
|
|
else
|
|
assert(0);
|
|
}
|
|
|
|
// In mapnode.cpp
|
|
/*
|
|
Get tile of a face of the node.
|
|
dir: direction of face
|
|
Returns: TileSpec. Can contain miscellaneous texture coordinates,
|
|
which must be obeyed so that the texture atlas can be used.
|
|
*/
|
|
TileSpec getTile(v3s16 dir);
|
|
|
|
/*
|
|
Gets mineral content of node, if there is any.
|
|
MINERAL_NONE if doesn't contain or isn't able to contain mineral.
|
|
*/
|
|
u8 getMineral();
|
|
|
|
/*
|
|
Serialization functions
|
|
*/
|
|
|
|
static u32 serializedLength(u8 version);
|
|
void serialize(u8 *dest, u8 version);
|
|
void deSerialize(u8 *source, u8 version);
|
|
|
|
};
|
|
|
|
/*
|
|
Gets lighting value at face of node
|
|
|
|
Parameters must consist of air and !air.
|
|
Order doesn't matter.
|
|
|
|
If either of the nodes doesn't exist, light is 0.
|
|
|
|
parameters:
|
|
daynight_ratio: 0...1000
|
|
n: getNodeParent(p)
|
|
n2: getNodeParent(p + face_dir)
|
|
face_dir: axis oriented unit vector from p to p2
|
|
|
|
returns encoded light value.
|
|
*/
|
|
u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
|
|
v3s16 face_dir);
|
|
|
|
#endif
|
|
|