mirror of
https://github.com/minetest/minetest.git
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402 lines
9.1 KiB
C++
402 lines
9.1 KiB
C++
/*
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Minetest-c55
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Copyright (C) 2010 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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#include "common_irrlicht.h"
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#include "mapnode.h"
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#include "tile.h"
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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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delete special_material;
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delete special_atlas;
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}
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void ContentFeatures::setTexture(u16 i, std::string name, u8 alpha)
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{
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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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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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/*
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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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/*
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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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/*
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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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v3s16 facedir_rotate(u8 facedir, v3s16 dir)
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{
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/*
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Face 2 (normally Z-) direction:
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facedir=0: Z-
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facedir=1: X-
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facedir=2: Z+
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facedir=3: X+
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*/
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v3s16 newdir;
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if(facedir==0) // Same
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newdir = v3s16(dir.X, dir.Y, dir.Z);
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else if(facedir == 1) // Face is taken from rotXZccv(-90)
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newdir = v3s16(-dir.Z, dir.Y, dir.X);
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else if(facedir == 2) // Face is taken from rotXZccv(180)
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newdir = v3s16(-dir.X, dir.Y, -dir.Z);
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else if(facedir == 3) // Face is taken from rotXZccv(90)
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newdir = v3s16(dir.Z, dir.Y, -dir.X);
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else
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newdir = dir;
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return newdir;
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}
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TileSpec MapNode::getTile(v3s16 dir)
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{
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if(content_features(*this).param_type == CPT_FACEDIR_SIMPLE)
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dir = facedir_rotate(param1, dir);
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TileSpec spec;
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s32 dir_i = -1;
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if(dir == v3s16(0,0,0))
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dir_i = -1;
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else if(dir == v3s16(0,1,0))
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dir_i = 0;
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else if(dir == v3s16(0,-1,0))
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dir_i = 1;
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else if(dir == v3s16(1,0,0))
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dir_i = 2;
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else if(dir == v3s16(-1,0,0))
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dir_i = 3;
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else if(dir == v3s16(0,0,1))
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dir_i = 4;
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else if(dir == v3s16(0,0,-1))
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dir_i = 5;
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if(dir_i == -1)
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// Non-directional
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spec = content_features(*this).tiles[0];
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else
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spec = content_features(*this).tiles[dir_i];
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/*
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If it contains some mineral, change texture id
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*/
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if(content_features(*this).param_type == CPT_MINERAL && g_texturesource)
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{
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u8 mineral = getMineral();
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std::string mineral_texture_name = mineral_block_texture(mineral);
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if(mineral_texture_name != "")
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{
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u32 orig_id = spec.texture.id;
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std::string texture_name = g_texturesource->getTextureName(orig_id);
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//texture_name += "^blit:";
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texture_name += "^";
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texture_name += mineral_texture_name;
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u32 new_id = g_texturesource->getTextureId(texture_name);
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spec.texture = g_texturesource->getTexture(new_id);
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}
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}
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return spec;
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}
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u8 MapNode::getMineral()
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{
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if(content_features(*this).param_type == CPT_MINERAL)
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{
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return param1 & 0x0f;
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}
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return MINERAL_NONE;
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}
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u32 MapNode::serializedLength(u8 version)
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{
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if(!ser_ver_supported(version))
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throw VersionMismatchException("ERROR: MapNode format not supported");
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if(version == 0)
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return 1;
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else if(version <= 9)
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return 2;
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else
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return 3;
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}
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void MapNode::serialize(u8 *dest, u8 version)
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{
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if(!ser_ver_supported(version))
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throw VersionMismatchException("ERROR: MapNode format not supported");
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// Translate to wanted version
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MapNode n_foreign = mapnode_translate_from_internal(*this, version);
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u8 actual_param0 = n_foreign.param0;
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// Convert special values from new version to old
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if(version <= 18)
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{
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// In these versions, CONTENT_IGNORE and CONTENT_AIR
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// are 255 and 254
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if(actual_param0 == CONTENT_IGNORE)
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actual_param0 = 255;
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else if(actual_param0 == CONTENT_AIR)
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actual_param0 = 254;
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}
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if(version == 0)
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{
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dest[0] = actual_param0;
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}
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else if(version <= 9)
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{
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dest[0] = actual_param0;
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dest[1] = n_foreign.param1;
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}
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else
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{
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dest[0] = actual_param0;
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dest[1] = n_foreign.param1;
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dest[2] = n_foreign.param2;
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}
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}
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void MapNode::deSerialize(u8 *source, u8 version)
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{
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if(!ser_ver_supported(version))
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throw VersionMismatchException("ERROR: MapNode format not supported");
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if(version == 0)
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{
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param0 = source[0];
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}
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else if(version == 1)
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{
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param0 = source[0];
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// This version doesn't support saved lighting
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if(light_propagates() || light_source() > 0)
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param1 = 0;
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else
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param1 = source[1];
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}
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else if(version <= 9)
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{
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param0 = source[0];
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param1 = source[1];
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}
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else
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{
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param0 = source[0];
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param1 = source[1];
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param2 = source[2];
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}
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// Convert special values from old version to new
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if(version <= 18)
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{
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// In these versions, CONTENT_IGNORE and CONTENT_AIR
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// are 255 and 254
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if(param0 == 255)
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param0 = CONTENT_IGNORE;
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else if(param0 == 254)
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param0 = CONTENT_AIR;
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}
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// version 19 is fucked up with sometimes the old values and sometimes not
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if(version == 19)
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{
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if(param0 == 255)
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param0 = CONTENT_IGNORE;
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else if(param0 == 254)
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param0 = CONTENT_AIR;
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}
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// Translate to our known version
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*this = mapnode_translate_to_internal(*this, version);
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}
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/*
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Gets lighting value at face of node
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Parameters must consist of air and !air.
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Order doesn't matter.
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If either of the nodes doesn't exist, light is 0.
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parameters:
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daynight_ratio: 0...1000
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n: getNodeParent(p)
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n2: getNodeParent(p + face_dir)
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face_dir: axis oriented unit vector from p to p2
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returns encoded light value.
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*/
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u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
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v3s16 face_dir)
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{
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try{
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u8 light;
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u8 l1 = n.getLightBlend(daynight_ratio);
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u8 l2 = n2.getLightBlend(daynight_ratio);
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if(l1 > l2)
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light = l1;
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else
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light = l2;
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// Make some nice difference to different sides
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// This makes light come from a corner
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/*if(face_dir.X == 1 || face_dir.Z == 1 || face_dir.Y == -1)
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light = diminish_light(diminish_light(light));
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else if(face_dir.X == -1 || face_dir.Z == -1)
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light = diminish_light(light);*/
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// All neighboring faces have different shade (like in minecraft)
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if(face_dir.X == 1 || face_dir.X == -1 || face_dir.Y == -1)
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light = diminish_light(diminish_light(light));
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else if(face_dir.Z == 1 || face_dir.Z == -1)
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light = diminish_light(light);
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return light;
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}
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catch(InvalidPositionException &e)
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{
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return 0;
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}
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}
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