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Node placement / mineral / serialization / iron freq / node_dig callback
- Node placement code moved to Lua - Mineral system removed (added default:stone_with_coal and default:stone_with_iron). - MapBlock and MapNode serialization updated. - Mapgen: Frequency of iron increased. - node_dig callback and related changes.
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157a4cf18c
36 changed files with 1610 additions and 1454 deletions
112
src/mapnode.h
112
src/mapnode.h
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@ -32,8 +32,8 @@ class INodeDefManager;
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- Tile = TileSpec at some side of a node of some content type
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Content 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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0x000...0x07f: param2 is fully usable
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0x800...0xfff: param2 lower 4 bits are free
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*/
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typedef u16 content_t;
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#define MAX_CONTENT 0xfff
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@ -56,36 +56,6 @@ typedef u16 content_t;
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*/
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#define CONTENT_AIR 126
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#ifndef SERVER
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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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equivalent: Whether the blocks share the same face (eg. water and glass)
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*/
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u8 face_contents(content_t m1, content_t m2, bool *equivalent,
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INodeDefManager *nodemgr);
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#endif
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/*
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Packs directions like (1,0,0), (1,-1,0) in six bits.
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NOTE: This wastes way too much space for most purposes.
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*/
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u8 packDir(v3s16 dir);
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v3s16 unpackDir(u8 b);
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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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NOTE: Currently this uses 2 bits for Z-,X-,Z+,X+, should there be Y+
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and Y- too?
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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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@ -122,7 +92,6 @@ struct MapNode
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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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u8 param1;
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@ -143,7 +112,7 @@ struct MapNode
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{
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param1 = a_param1;
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param2 = a_param2;
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// Set content (param0 and (param2&0xf0)) after other params
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// Set content (param0 and param2&0xf0)) after other params
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// because this needs to override part of param2
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setContent(content);
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}
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@ -210,40 +179,22 @@ struct MapNode
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void setLight(enum LightBank bank, u8 a_light, INodeDefManager *nodemgr);
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u8 getLight(enum LightBank bank, INodeDefManager *nodemgr) const;
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u8 getLightBanksWithSource(INodeDefManager *nodemgr) const;
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bool getLightBanks(u8 &lightday, u8 &lightnight, INodeDefManager *nodemgr) const;
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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, INodeDefManager *nodemgr) const
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{
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u8 l = ((daylight_factor * getLight(LIGHTBANK_DAY, nodemgr)
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+ (1000-daylight_factor) * getLight(LIGHTBANK_NIGHT, nodemgr))
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)/1000;
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u8 max = LIGHT_MAX;
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if(getLight(LIGHTBANK_DAY, nodemgr) == 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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u8 lightday = 0;
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u8 lightnight = 0;
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getLightBanks(lightday, lightnight, nodemgr);
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return blend_light(daylight_factor, lightday, lightnight);
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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, INodeDefManager *nodemgr)
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{
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u8 daylight = decode_light(getLight(LIGHTBANK_DAY, nodemgr));
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u8 nightlight = decode_light(getLight(LIGHTBANK_NIGHT, nodemgr));
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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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Gets mineral content of node, if there is any.
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MINERAL_NONE if doesn't contain or isn't able to contain mineral.
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*/
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u8 getMineral(INodeDefManager *nodemgr) const;
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u8 getFaceDir(INodeDefManager *nodemgr) const;
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u8 getWallMounted(INodeDefManager *nodemgr) const;
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v3s16 getWallMountedDir(INodeDefManager *nodemgr) const;
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/*
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Serialization functions
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*/
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@ -252,8 +203,44 @@ struct MapNode
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void serialize(u8 *dest, u8 version);
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void deSerialize(u8 *source, u8 version);
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// Serializes or deserializes a list of nodes in bulk format (first the
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// content of all nodes, then the param1 of all nodes, then the param2
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// of all nodes).
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// version = serialization version. Must be >= 22
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// content_width = the number of bytes of content per node
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// params_width = the number of bytes of params per node
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// compressed = true to zlib-compress output
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static void serializeBulk(std::ostream &os, int version,
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const MapNode *nodes, u32 nodecount,
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u8 content_width, u8 params_width, bool compressed);
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static void deSerializeBulk(std::istream &is, int version,
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MapNode *nodes, u32 nodecount,
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u8 content_width, u8 params_width, bool compressed);
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private:
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// Deprecated serialization methods
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void serialize_pre22(u8 *dest, u8 version);
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void deSerialize_pre22(u8 *source, u8 version);
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};
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/*
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MapNode helpers for mesh making stuff
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*/
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#ifndef SERVER
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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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equivalent: Whether the blocks share the same face (eg. water and glass)
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*/
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u8 face_contents(content_t m1, content_t m2, bool *equivalent,
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INodeDefManager *nodemgr);
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/*
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Gets lighting value at face of node
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@ -275,3 +262,6 @@ u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
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#endif
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#endif
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