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Moved some mapnode content stuff from mapnode.{h,cpp} and digging property stuff from material.cpp to content_mapnode.{h,cpp}

This commit is contained in:
Perttu Ahola 2011-06-17 22:20:15 +03:00
parent d6b54514bf
commit dc5319b6c9
18 changed files with 514 additions and 463 deletions

View file

@ -27,6 +27,14 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "exceptions.h"
#include "serialization.h"
#include "tile.h"
#include "materials.h"
/*
Naming scheme:
- Material = irrlicht's Material class
- Content = (u8) content of a node
- Tile = TileSpec at some side of a node of some content type
*/
/*
Initializes all kind of stuff in here.
@ -42,13 +50,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
*/
void init_mapnode();
// Initializes g_content_inventory_texture_paths
void init_content_inventory_texture_paths();
// NOTE: This is not used appropriately everywhere.
#define MATERIALS_COUNT 256
/*
Ignored node.
@ -67,41 +68,6 @@ void init_content_inventory_texture_paths();
*/
#define CONTENT_AIR 254
/*
Suggested materials:
- Gravel
- Sand
New naming scheme:
- Material = irrlicht's Material class
- Content = (u8) content of a node
- Tile = (u16) Material ID at some side of a node
*/
#define CONTENT_STONE 0
#define CONTENT_GRASS 1
#define CONTENT_WATER 2
#define CONTENT_TORCH 3
#define CONTENT_TREE 4
#define CONTENT_LEAVES 5
#define CONTENT_GRASS_FOOTSTEPS 6
#define CONTENT_MESE 7
#define CONTENT_MUD 8
#define CONTENT_WATERSOURCE 9
// Pretty much useless, clouds won't be drawn this way
#define CONTENT_CLOUD 10
#define CONTENT_COALSTONE 11
#define CONTENT_WOOD 12
#define CONTENT_SAND 13
#define CONTENT_SIGN_WALL 14
#define CONTENT_CHEST 15
#define CONTENT_FURNACE 16
//#define CONTENT_WORKBENCH 17
#define CONTENT_COBBLE 18
#define CONTENT_STEEL 19
#define CONTENT_GLASS 20
#define CONTENT_FENCE 21
/*
Content feature list
*/
@ -173,10 +139,20 @@ struct ContentFeatures
// 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.
u8 liquid_alternative_flowing;
// Amount of light the node emits
u8 light_source;
// Digging properties for different tools
DiggingPropertiesList digging_properties;
// NOTE: Move relevant properties to here from elsewhere
//TODO: Move more properties here
ContentFeatures()
void reset()
{
translate_to = NULL;
param_type = CPT_NONE;
@ -194,6 +170,14 @@ struct ContentFeatures
air_equivalent = false;
dug_item = "";
initial_metadata = NULL;
liquid_alternative_flowing = CONTENT_IGNORE;
light_source = 0;
digging_properties.clear();
}
ContentFeatures()
{
reset();
}
~ContentFeatures();
@ -235,6 +219,11 @@ struct ContentFeatures
*/
ContentFeatures & content_features(u8 i);
/*
Here is a bunch of DEPRECATED functions.
*/
/*
If true, the material allows light propagation and brightness is stored
in param.
@ -243,9 +232,7 @@ ContentFeatures & content_features(u8 i);
inline bool light_propagates_content(u8 m)
{
return content_features(m).light_propagates;
//return (m == CONTENT_AIR || m == CONTENT_TORCH || m == CONTENT_WATER || m == CONTENT_WATERSOURCE);
}
/*
If true, the material allows lossless sunlight propagation.
NOTE: It doesn't seem to go through torches regardlessly of this
@ -254,9 +241,7 @@ inline bool light_propagates_content(u8 m)
inline bool sunlight_propagates_content(u8 m)
{
return content_features(m).sunlight_propagates;
//return (m == CONTENT_AIR || m == CONTENT_TORCH);
}
/*
On a node-node surface, the material of the node with higher solidness
is used for drawing.
@ -268,83 +253,54 @@ inline bool sunlight_propagates_content(u8 m)
inline u8 content_solidness(u8 m)
{
return content_features(m).solidness;
/*// As of now, every pseudo node like torches are added to this
if(m == CONTENT_AIR || m == CONTENT_TORCH || m == CONTENT_WATER)
return 0;
if(m == CONTENT_WATER || m == CONTENT_WATERSOURCE)
return 1;
return 2;*/
}
// Objects collide with walkable contents
// NOTE: Don't use, use "content_features(m).whatever" instead
inline bool content_walkable(u8 m)
{
return content_features(m).walkable;
//return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_WATERSOURCE && m != CONTENT_TORCH);
}
// NOTE: Don't use, use "content_features(m).whatever" instead
inline bool content_liquid(u8 m)
{
return content_features(m).liquid_type != LIQUID_NONE;
//return (m == CONTENT_WATER || m == CONTENT_WATERSOURCE);
}
// NOTE: Don't use, use "content_features(m).whatever" instead
inline bool content_flowing_liquid(u8 m)
{
return content_features(m).liquid_type == LIQUID_FLOWING;
//return (m == CONTENT_WATER);
}
// NOTE: Don't use, use "content_features(m).whatever" instead
inline bool content_liquid_source(u8 m)
{
return content_features(m).liquid_type == LIQUID_SOURCE;
//return (m == CONTENT_WATERSOURCE);
}
// CONTENT_WATER || CONTENT_WATERSOURCE -> CONTENT_WATER
// CONTENT_LAVA || CONTENT_LAVASOURCE -> CONTENT_LAVA
// NOTE: Don't use, use "content_features(m).whatever" instead
inline u8 make_liquid_flowing(u8 m)
{
if(m == CONTENT_WATER || m == CONTENT_WATERSOURCE)
return CONTENT_WATER;
assert(0);
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(u8 m)
{
return content_features(m).pointable;
//return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_WATERSOURCE);
}
// NOTE: Don't use, use "content_features(m).whatever" instead
inline bool content_diggable(u8 m)
{
return content_features(m).diggable;
//return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_WATERSOURCE);
}
// NOTE: Don't use, use "content_features(m).whatever" instead
inline bool content_buildable_to(u8 m)
{
return content_features(m).buildable_to;
//return (m == CONTENT_AIR || m == CONTENT_WATER || m == CONTENT_WATERSOURCE);
}
/*
Returns true for contents that form the base ground that
follows the main heightmap
*/
/*inline bool is_ground_content(u8 m)
{
return content_features(m).is_ground_content;
}*/
/*
Nodes make a face if contents differ and solidness differs.
Return value:
@ -493,31 +449,25 @@ struct MapNode
&& param == other.param
&& param2 == other.param2);
}
/*
These four are DEPRECATED I guess. -c55
*/
bool light_propagates()
{
return light_propagates_content(d);
}
bool sunlight_propagates()
{
return sunlight_propagates_content(d);
}
u8 solidness()
{
return content_solidness(d);
}
u8 light_source()
{
/*
Note that a block that isn't light_propagates() can be a light source.
*/
if(d == CONTENT_TORCH)
return LIGHT_MAX;
return 0;
return content_features(d).light_source;
}
u8 getLightBanksWithSource()
@ -537,11 +487,6 @@ struct MapNode
return (lightday&0x0f) | ((lightnight<<4)&0xf0);
}
void setLightBanks(u8 a_light)
{
param = a_light;
}
u8 getLight(enum LightBank bank)
{
// Select the brightest of [light source, propagated light]
@ -606,13 +551,25 @@ struct MapNode
}
// 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();
/*
These serialization functions are used when informing client
of a single node add
of a single node add.
NOTE: When loading a MapBlock, these are not used. Should they?
*/
static u32 serializedLength(u8 version)