minetest/src/mapnode.cpp

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/*
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Minetest
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Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
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(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 Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
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#include "irrlichttypes_extrabloated.h"
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#include "mapnode.h"
#include "porting.h"
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#include "nodedef.h"
#include "content_mapnode.h" // For mapnode_translate_*_internal
#include "serialization.h" // For ser_ver_supported
#include "util/serialize.h"
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#include "log.h"
#include "util/numeric.h"
#include <string>
#include <sstream>
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static const Rotation wallmounted_to_rot[] = {
ROTATE_0, ROTATE_180, ROTATE_90, ROTATE_270
};
static const u8 rot_to_wallmounted[] = {
2, 4, 3, 5
};
/*
MapNode
*/
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// Create directly from a nodename
// If name is unknown, sets CONTENT_IGNORE
MapNode::MapNode(INodeDefManager *ndef, const std::string &name,
u8 a_param1, u8 a_param2)
{
content_t id = CONTENT_IGNORE;
ndef->getId(name, id);
param0 = id;
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param1 = a_param1;
param2 = a_param2;
}
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void MapNode::setLight(enum LightBank bank, u8 a_light, INodeDefManager *nodemgr)
{
// If node doesn't contain light data, ignore this
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if(nodemgr->get(*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("Invalid light bank" == NULL);
}
bool MapNode::isLightDayNightEq(INodeDefManager *nodemgr) const
{
const ContentFeatures &f = nodemgr->get(*this);
bool isEqual;
if (f.param_type == CPT_LIGHT) {
u8 day = MYMAX(f.light_source, param1 & 0x0f);
u8 night = MYMAX(f.light_source, (param1 >> 4) & 0x0f);
isEqual = day == night;
} else {
isEqual = true;
}
return isEqual;
}
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u8 MapNode::getLight(enum LightBank bank, INodeDefManager *nodemgr) const
{
// Select the brightest of [light source, propagated light]
const ContentFeatures &f = nodemgr->get(*this);
u8 light;
if(f.param_type == CPT_LIGHT)
light = bank == LIGHTBANK_DAY ? param1 & 0x0f : (param1 >> 4) & 0x0f;
else
light = 0;
return MYMAX(f.light_source, light);
}
u8 MapNode::getLightNoChecks(enum LightBank bank, const ContentFeatures *f) const
{
return MYMAX(f->light_source,
bank == LIGHTBANK_DAY ? param1 & 0x0f : (param1 >> 4) & 0x0f);
}
bool MapNode::getLightBanks(u8 &lightday, u8 &lightnight, INodeDefManager *nodemgr) const
{
// Select the brightest of [light source, propagated light]
const ContentFeatures &f = nodemgr->get(*this);
if(f.param_type == CPT_LIGHT)
{
lightday = param1 & 0x0f;
lightnight = (param1>>4)&0x0f;
}
else
{
lightday = 0;
lightnight = 0;
}
if(f.light_source > lightday)
lightday = f.light_source;
if(f.light_source > lightnight)
lightnight = f.light_source;
return f.param_type == CPT_LIGHT || f.light_source != 0;
}
u8 MapNode::getFaceDir(INodeDefManager *nodemgr) const
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{
const ContentFeatures &f = nodemgr->get(*this);
if(f.param_type_2 == CPT2_FACEDIR)
return (getParam2() & 0x1F) % 24;
return 0;
}
u8 MapNode::getWallMounted(INodeDefManager *nodemgr) const
{
const ContentFeatures &f = nodemgr->get(*this);
if(f.param_type_2 == CPT2_WALLMOUNTED)
return getParam2() & 0x07;
return 0;
}
v3s16 MapNode::getWallMountedDir(INodeDefManager *nodemgr) const
{
switch(getWallMounted(nodemgr))
{
case 0: default: return v3s16(0,1,0);
case 1: return v3s16(0,-1,0);
case 2: return v3s16(1,0,0);
case 3: return v3s16(-1,0,0);
case 4: return v3s16(0,0,1);
case 5: return v3s16(0,0,-1);
}
}
void MapNode::rotateAlongYAxis(INodeDefManager *nodemgr, Rotation rot)
{
ContentParamType2 cpt2 = nodemgr->get(*this).param_type_2;
if (cpt2 == CPT2_FACEDIR) {
static const u8 rotate_facedir[24 * 4] = {
// Table value = rotated facedir
// Columns: 0, 90, 180, 270 degrees rotation around vertical axis
// Rotation is anticlockwise as seen from above (+Y)
0, 1, 2, 3, // Initial facedir 0 to 3
1, 2, 3, 0,
2, 3, 0, 1,
3, 0, 1, 2,
4, 13, 10, 19, // 4 to 7
5, 14, 11, 16,
6, 15, 8, 17,
7, 12, 9, 18,
8, 17, 6, 15, // 8 to 11
9, 18, 7, 12,
10, 19, 4, 13,
11, 16, 5, 14,
12, 9, 18, 7, // 12 to 15
13, 10, 19, 4,
14, 11, 16, 5,
15, 8, 17, 6,
16, 5, 14, 11, // 16 to 19
17, 6, 15, 8,
18, 7, 12, 9,
19, 4, 13, 10,
20, 23, 22, 21, // 20 to 23
21, 20, 23, 22,
22, 21, 20, 23,
23, 22, 21, 20
};
u8 facedir = (param2 & 31) % 24;
u8 index = facedir * 4 + rot;
param2 &= ~31;
param2 |= rotate_facedir[index];
} else if (cpt2 == CPT2_WALLMOUNTED) {
u8 wmountface = (param2 & 7);
if (wmountface <= 1)
return;
Rotation oldrot = wallmounted_to_rot[wmountface - 2];
param2 &= ~7;
param2 |= rot_to_wallmounted[(oldrot - rot) & 3];
}
}
Nodebox: Allow nodeboxes to "connect" We introduce a new nodebox type "connected", and allow these nodes to have optional nodeboxes that connect it to other connecting nodeboxes. This is all done at scenedraw time in the client. The client will inspect the surrounding nodes and if they are to be connected to, it will draw the appropriate connecting nodeboxes to make those connections. In the node_box definition, we have to specify separate nodeboxes for each valid connection. This allows us to make nodes that connect only horizontally (the common case) by providing optional nodeboxes for +x, -x, +z, -z directions. Or this allows us to make wires that can connect up and down, by providing nodeboxes that connect it up and down (+y, -y) as well. The optional nodeboxes can be arrays. They are named "connect_top, "connect_bottom", "connect_front", "connect_left", "connect_back" and "connect_right". Here, "front" means the south facing side of the node that has facedir = 0. Additionally, a "fixed" nodebox list present will always be drawn, so one can make a central post, for instance. This "fixed" nodebox can be omitted, or it can be an array of nodeboxes. Collision boxes are also updated in exactly the same fashion, which allows you to walk over the upper extremities of the individual node boxes, or stand really close to them. You can also walk up node noxes that are small in height, all as expected, and unlike the NDT_FENCELIKE nodes. I've posted a screenshot demonstrating the flexibility at http://i.imgur.com/zaJq8jo.png In the screenshot, all connecting nodes are of this new subtype. Transparent textures render incorrectly, Which I don't think is related to this text, as other nodeboxes also have issues with this. A protocol bump is performed in order to be able to send older clients a nodeblock that is usable for them. In order to avoid abuse of users we send older clients a "full-size" node, so that it's impossible for them to try and walk through a fence or wall that's created in this fashion. This was tested with a pre-bump client connected against a server running the new protocol. These nodes connect to other nodes, and you can select which ones those are by specifying node names (or group names) in the connects_to string array: connects_to = { "group:fence", "default:wood" } By default, nodes do not connect to anything, allowing you to create nodes that always have to be paired in order to connect. lua_api.txt is updated to reflect the extension to the node_box API. Example lua code needed to generate these nodes can be found here: https://gist.github.com/sofar/b381c8c192c8e53e6062
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void transformNodeBox(const MapNode &n, const NodeBox &nodebox,
INodeDefManager *nodemgr, std::vector<aabb3f> *p_boxes, u8 neighbors = 0)
{
Nodebox: Allow nodeboxes to "connect" We introduce a new nodebox type "connected", and allow these nodes to have optional nodeboxes that connect it to other connecting nodeboxes. This is all done at scenedraw time in the client. The client will inspect the surrounding nodes and if they are to be connected to, it will draw the appropriate connecting nodeboxes to make those connections. In the node_box definition, we have to specify separate nodeboxes for each valid connection. This allows us to make nodes that connect only horizontally (the common case) by providing optional nodeboxes for +x, -x, +z, -z directions. Or this allows us to make wires that can connect up and down, by providing nodeboxes that connect it up and down (+y, -y) as well. The optional nodeboxes can be arrays. They are named "connect_top, "connect_bottom", "connect_front", "connect_left", "connect_back" and "connect_right". Here, "front" means the south facing side of the node that has facedir = 0. Additionally, a "fixed" nodebox list present will always be drawn, so one can make a central post, for instance. This "fixed" nodebox can be omitted, or it can be an array of nodeboxes. Collision boxes are also updated in exactly the same fashion, which allows you to walk over the upper extremities of the individual node boxes, or stand really close to them. You can also walk up node noxes that are small in height, all as expected, and unlike the NDT_FENCELIKE nodes. I've posted a screenshot demonstrating the flexibility at http://i.imgur.com/zaJq8jo.png In the screenshot, all connecting nodes are of this new subtype. Transparent textures render incorrectly, Which I don't think is related to this text, as other nodeboxes also have issues with this. A protocol bump is performed in order to be able to send older clients a nodeblock that is usable for them. In order to avoid abuse of users we send older clients a "full-size" node, so that it's impossible for them to try and walk through a fence or wall that's created in this fashion. This was tested with a pre-bump client connected against a server running the new protocol. These nodes connect to other nodes, and you can select which ones those are by specifying node names (or group names) in the connects_to string array: connects_to = { "group:fence", "default:wood" } By default, nodes do not connect to anything, allowing you to create nodes that always have to be paired in order to connect. lua_api.txt is updated to reflect the extension to the node_box API. Example lua code needed to generate these nodes can be found here: https://gist.github.com/sofar/b381c8c192c8e53e6062
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std::vector<aabb3f> &boxes = *p_boxes;
if (nodebox.type == NODEBOX_FIXED || nodebox.type == NODEBOX_LEVELED) {
const std::vector<aabb3f> &fixed = nodebox.fixed;
int facedir = n.getFaceDir(nodemgr);
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u8 axisdir = facedir>>2;
facedir&=0x03;
for(std::vector<aabb3f>::const_iterator
i = fixed.begin();
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i != fixed.end(); ++i)
{
aabb3f box = *i;
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if (nodebox.type == NODEBOX_LEVELED) {
box.MaxEdge.Y = -BS/2 + BS*((float)1/LEVELED_MAX) * n.getLevel(nodemgr);
}
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switch (axisdir)
{
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case 0:
if(facedir == 1)
{
box.MinEdge.rotateXZBy(-90);
box.MaxEdge.rotateXZBy(-90);
}
else if(facedir == 2)
{
box.MinEdge.rotateXZBy(180);
box.MaxEdge.rotateXZBy(180);
}
else if(facedir == 3)
{
box.MinEdge.rotateXZBy(90);
box.MaxEdge.rotateXZBy(90);
}
break;
case 1: // z+
box.MinEdge.rotateYZBy(90);
box.MaxEdge.rotateYZBy(90);
if(facedir == 1)
{
box.MinEdge.rotateXYBy(90);
box.MaxEdge.rotateXYBy(90);
}
else if(facedir == 2)
{
box.MinEdge.rotateXYBy(180);
box.MaxEdge.rotateXYBy(180);
}
else if(facedir == 3)
{
box.MinEdge.rotateXYBy(-90);
box.MaxEdge.rotateXYBy(-90);
}
break;
case 2: //z-
box.MinEdge.rotateYZBy(-90);
box.MaxEdge.rotateYZBy(-90);
if(facedir == 1)
{
box.MinEdge.rotateXYBy(-90);
box.MaxEdge.rotateXYBy(-90);
}
else if(facedir == 2)
{
box.MinEdge.rotateXYBy(180);
box.MaxEdge.rotateXYBy(180);
}
else if(facedir == 3)
{
box.MinEdge.rotateXYBy(90);
box.MaxEdge.rotateXYBy(90);
}
break;
case 3: //x+
box.MinEdge.rotateXYBy(-90);
box.MaxEdge.rotateXYBy(-90);
if(facedir == 1)
{
box.MinEdge.rotateYZBy(90);
box.MaxEdge.rotateYZBy(90);
}
else if(facedir == 2)
{
box.MinEdge.rotateYZBy(180);
box.MaxEdge.rotateYZBy(180);
}
else if(facedir == 3)
{
box.MinEdge.rotateYZBy(-90);
box.MaxEdge.rotateYZBy(-90);
}
break;
case 4: //x-
box.MinEdge.rotateXYBy(90);
box.MaxEdge.rotateXYBy(90);
if(facedir == 1)
{
box.MinEdge.rotateYZBy(-90);
box.MaxEdge.rotateYZBy(-90);
}
else if(facedir == 2)
{
box.MinEdge.rotateYZBy(180);
box.MaxEdge.rotateYZBy(180);
}
else if(facedir == 3)
{
box.MinEdge.rotateYZBy(90);
box.MaxEdge.rotateYZBy(90);
}
break;
case 5:
box.MinEdge.rotateXYBy(-180);
box.MaxEdge.rotateXYBy(-180);
if(facedir == 1)
{
box.MinEdge.rotateXZBy(90);
box.MaxEdge.rotateXZBy(90);
}
else if(facedir == 2)
{
box.MinEdge.rotateXZBy(180);
box.MaxEdge.rotateXZBy(180);
}
else if(facedir == 3)
{
box.MinEdge.rotateXZBy(-90);
box.MaxEdge.rotateXZBy(-90);
}
break;
default:
break;
}
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box.repair();
boxes.push_back(box);
}
}
else if(nodebox.type == NODEBOX_WALLMOUNTED)
{
v3s16 dir = n.getWallMountedDir(nodemgr);
// top
if(dir == v3s16(0,1,0))
{
boxes.push_back(nodebox.wall_top);
}
// bottom
else if(dir == v3s16(0,-1,0))
{
boxes.push_back(nodebox.wall_bottom);
}
// side
else
{
v3f vertices[2] =
{
nodebox.wall_side.MinEdge,
nodebox.wall_side.MaxEdge
};
for(s32 i=0; i<2; i++)
{
if(dir == v3s16(-1,0,0))
vertices[i].rotateXZBy(0);
if(dir == v3s16(1,0,0))
vertices[i].rotateXZBy(180);
if(dir == v3s16(0,0,-1))
vertices[i].rotateXZBy(90);
if(dir == v3s16(0,0,1))
vertices[i].rotateXZBy(-90);
}
aabb3f box = aabb3f(vertices[0]);
box.addInternalPoint(vertices[1]);
boxes.push_back(box);
}
}
Nodebox: Allow nodeboxes to "connect" We introduce a new nodebox type "connected", and allow these nodes to have optional nodeboxes that connect it to other connecting nodeboxes. This is all done at scenedraw time in the client. The client will inspect the surrounding nodes and if they are to be connected to, it will draw the appropriate connecting nodeboxes to make those connections. In the node_box definition, we have to specify separate nodeboxes for each valid connection. This allows us to make nodes that connect only horizontally (the common case) by providing optional nodeboxes for +x, -x, +z, -z directions. Or this allows us to make wires that can connect up and down, by providing nodeboxes that connect it up and down (+y, -y) as well. The optional nodeboxes can be arrays. They are named "connect_top, "connect_bottom", "connect_front", "connect_left", "connect_back" and "connect_right". Here, "front" means the south facing side of the node that has facedir = 0. Additionally, a "fixed" nodebox list present will always be drawn, so one can make a central post, for instance. This "fixed" nodebox can be omitted, or it can be an array of nodeboxes. Collision boxes are also updated in exactly the same fashion, which allows you to walk over the upper extremities of the individual node boxes, or stand really close to them. You can also walk up node noxes that are small in height, all as expected, and unlike the NDT_FENCELIKE nodes. I've posted a screenshot demonstrating the flexibility at http://i.imgur.com/zaJq8jo.png In the screenshot, all connecting nodes are of this new subtype. Transparent textures render incorrectly, Which I don't think is related to this text, as other nodeboxes also have issues with this. A protocol bump is performed in order to be able to send older clients a nodeblock that is usable for them. In order to avoid abuse of users we send older clients a "full-size" node, so that it's impossible for them to try and walk through a fence or wall that's created in this fashion. This was tested with a pre-bump client connected against a server running the new protocol. These nodes connect to other nodes, and you can select which ones those are by specifying node names (or group names) in the connects_to string array: connects_to = { "group:fence", "default:wood" } By default, nodes do not connect to anything, allowing you to create nodes that always have to be paired in order to connect. lua_api.txt is updated to reflect the extension to the node_box API. Example lua code needed to generate these nodes can be found here: https://gist.github.com/sofar/b381c8c192c8e53e6062
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else if (nodebox.type == NODEBOX_CONNECTED)
{
size_t boxes_size = boxes.size();
boxes_size += nodebox.fixed.size();
if (neighbors & 1)
boxes_size += nodebox.connect_top.size();
if (neighbors & 2)
boxes_size += nodebox.connect_bottom.size();
if (neighbors & 4)
boxes_size += nodebox.connect_front.size();
if (neighbors & 8)
boxes_size += nodebox.connect_left.size();
if (neighbors & 16)
boxes_size += nodebox.connect_back.size();
if (neighbors & 32)
boxes_size += nodebox.connect_right.size();
boxes.reserve(boxes_size);
#define BOXESPUSHBACK(c) do { \
for (std::vector<aabb3f>::const_iterator \
it = (c).begin(); \
it != (c).end(); ++it) \
(boxes).push_back(*it); \
} while (0)
BOXESPUSHBACK(nodebox.fixed);
if (neighbors & 1)
BOXESPUSHBACK(nodebox.connect_top);
if (neighbors & 2)
BOXESPUSHBACK(nodebox.connect_bottom);
if (neighbors & 4)
BOXESPUSHBACK(nodebox.connect_front);
if (neighbors & 8)
BOXESPUSHBACK(nodebox.connect_left);
if (neighbors & 16)
BOXESPUSHBACK(nodebox.connect_back);
if (neighbors & 32)
BOXESPUSHBACK(nodebox.connect_right);
}
else // NODEBOX_REGULAR
{
boxes.push_back(aabb3f(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2));
}
}
Nodebox: Allow nodeboxes to "connect" We introduce a new nodebox type "connected", and allow these nodes to have optional nodeboxes that connect it to other connecting nodeboxes. This is all done at scenedraw time in the client. The client will inspect the surrounding nodes and if they are to be connected to, it will draw the appropriate connecting nodeboxes to make those connections. In the node_box definition, we have to specify separate nodeboxes for each valid connection. This allows us to make nodes that connect only horizontally (the common case) by providing optional nodeboxes for +x, -x, +z, -z directions. Or this allows us to make wires that can connect up and down, by providing nodeboxes that connect it up and down (+y, -y) as well. The optional nodeboxes can be arrays. They are named "connect_top, "connect_bottom", "connect_front", "connect_left", "connect_back" and "connect_right". Here, "front" means the south facing side of the node that has facedir = 0. Additionally, a "fixed" nodebox list present will always be drawn, so one can make a central post, for instance. This "fixed" nodebox can be omitted, or it can be an array of nodeboxes. Collision boxes are also updated in exactly the same fashion, which allows you to walk over the upper extremities of the individual node boxes, or stand really close to them. You can also walk up node noxes that are small in height, all as expected, and unlike the NDT_FENCELIKE nodes. I've posted a screenshot demonstrating the flexibility at http://i.imgur.com/zaJq8jo.png In the screenshot, all connecting nodes are of this new subtype. Transparent textures render incorrectly, Which I don't think is related to this text, as other nodeboxes also have issues with this. A protocol bump is performed in order to be able to send older clients a nodeblock that is usable for them. In order to avoid abuse of users we send older clients a "full-size" node, so that it's impossible for them to try and walk through a fence or wall that's created in this fashion. This was tested with a pre-bump client connected against a server running the new protocol. These nodes connect to other nodes, and you can select which ones those are by specifying node names (or group names) in the connects_to string array: connects_to = { "group:fence", "default:wood" } By default, nodes do not connect to anything, allowing you to create nodes that always have to be paired in order to connect. lua_api.txt is updated to reflect the extension to the node_box API. Example lua code needed to generate these nodes can be found here: https://gist.github.com/sofar/b381c8c192c8e53e6062
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void MapNode::getNodeBoxes(INodeDefManager *nodemgr, std::vector<aabb3f> *boxes, u8 neighbors)
{
const ContentFeatures &f = nodemgr->get(*this);
Nodebox: Allow nodeboxes to "connect" We introduce a new nodebox type "connected", and allow these nodes to have optional nodeboxes that connect it to other connecting nodeboxes. This is all done at scenedraw time in the client. The client will inspect the surrounding nodes and if they are to be connected to, it will draw the appropriate connecting nodeboxes to make those connections. In the node_box definition, we have to specify separate nodeboxes for each valid connection. This allows us to make nodes that connect only horizontally (the common case) by providing optional nodeboxes for +x, -x, +z, -z directions. Or this allows us to make wires that can connect up and down, by providing nodeboxes that connect it up and down (+y, -y) as well. The optional nodeboxes can be arrays. They are named "connect_top, "connect_bottom", "connect_front", "connect_left", "connect_back" and "connect_right". Here, "front" means the south facing side of the node that has facedir = 0. Additionally, a "fixed" nodebox list present will always be drawn, so one can make a central post, for instance. This "fixed" nodebox can be omitted, or it can be an array of nodeboxes. Collision boxes are also updated in exactly the same fashion, which allows you to walk over the upper extremities of the individual node boxes, or stand really close to them. You can also walk up node noxes that are small in height, all as expected, and unlike the NDT_FENCELIKE nodes. I've posted a screenshot demonstrating the flexibility at http://i.imgur.com/zaJq8jo.png In the screenshot, all connecting nodes are of this new subtype. Transparent textures render incorrectly, Which I don't think is related to this text, as other nodeboxes also have issues with this. A protocol bump is performed in order to be able to send older clients a nodeblock that is usable for them. In order to avoid abuse of users we send older clients a "full-size" node, so that it's impossible for them to try and walk through a fence or wall that's created in this fashion. This was tested with a pre-bump client connected against a server running the new protocol. These nodes connect to other nodes, and you can select which ones those are by specifying node names (or group names) in the connects_to string array: connects_to = { "group:fence", "default:wood" } By default, nodes do not connect to anything, allowing you to create nodes that always have to be paired in order to connect. lua_api.txt is updated to reflect the extension to the node_box API. Example lua code needed to generate these nodes can be found here: https://gist.github.com/sofar/b381c8c192c8e53e6062
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transformNodeBox(*this, f.node_box, nodemgr, boxes, neighbors);
}
Nodebox: Allow nodeboxes to "connect" We introduce a new nodebox type "connected", and allow these nodes to have optional nodeboxes that connect it to other connecting nodeboxes. This is all done at scenedraw time in the client. The client will inspect the surrounding nodes and if they are to be connected to, it will draw the appropriate connecting nodeboxes to make those connections. In the node_box definition, we have to specify separate nodeboxes for each valid connection. This allows us to make nodes that connect only horizontally (the common case) by providing optional nodeboxes for +x, -x, +z, -z directions. Or this allows us to make wires that can connect up and down, by providing nodeboxes that connect it up and down (+y, -y) as well. The optional nodeboxes can be arrays. They are named "connect_top, "connect_bottom", "connect_front", "connect_left", "connect_back" and "connect_right". Here, "front" means the south facing side of the node that has facedir = 0. Additionally, a "fixed" nodebox list present will always be drawn, so one can make a central post, for instance. This "fixed" nodebox can be omitted, or it can be an array of nodeboxes. Collision boxes are also updated in exactly the same fashion, which allows you to walk over the upper extremities of the individual node boxes, or stand really close to them. You can also walk up node noxes that are small in height, all as expected, and unlike the NDT_FENCELIKE nodes. I've posted a screenshot demonstrating the flexibility at http://i.imgur.com/zaJq8jo.png In the screenshot, all connecting nodes are of this new subtype. Transparent textures render incorrectly, Which I don't think is related to this text, as other nodeboxes also have issues with this. A protocol bump is performed in order to be able to send older clients a nodeblock that is usable for them. In order to avoid abuse of users we send older clients a "full-size" node, so that it's impossible for them to try and walk through a fence or wall that's created in this fashion. This was tested with a pre-bump client connected against a server running the new protocol. These nodes connect to other nodes, and you can select which ones those are by specifying node names (or group names) in the connects_to string array: connects_to = { "group:fence", "default:wood" } By default, nodes do not connect to anything, allowing you to create nodes that always have to be paired in order to connect. lua_api.txt is updated to reflect the extension to the node_box API. Example lua code needed to generate these nodes can be found here: https://gist.github.com/sofar/b381c8c192c8e53e6062
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void MapNode::getCollisionBoxes(INodeDefManager *nodemgr, std::vector<aabb3f> *boxes, u8 neighbors)
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{
const ContentFeatures &f = nodemgr->get(*this);
if (f.collision_box.fixed.empty())
Nodebox: Allow nodeboxes to "connect" We introduce a new nodebox type "connected", and allow these nodes to have optional nodeboxes that connect it to other connecting nodeboxes. This is all done at scenedraw time in the client. The client will inspect the surrounding nodes and if they are to be connected to, it will draw the appropriate connecting nodeboxes to make those connections. In the node_box definition, we have to specify separate nodeboxes for each valid connection. This allows us to make nodes that connect only horizontally (the common case) by providing optional nodeboxes for +x, -x, +z, -z directions. Or this allows us to make wires that can connect up and down, by providing nodeboxes that connect it up and down (+y, -y) as well. The optional nodeboxes can be arrays. They are named "connect_top, "connect_bottom", "connect_front", "connect_left", "connect_back" and "connect_right". Here, "front" means the south facing side of the node that has facedir = 0. Additionally, a "fixed" nodebox list present will always be drawn, so one can make a central post, for instance. This "fixed" nodebox can be omitted, or it can be an array of nodeboxes. Collision boxes are also updated in exactly the same fashion, which allows you to walk over the upper extremities of the individual node boxes, or stand really close to them. You can also walk up node noxes that are small in height, all as expected, and unlike the NDT_FENCELIKE nodes. I've posted a screenshot demonstrating the flexibility at http://i.imgur.com/zaJq8jo.png In the screenshot, all connecting nodes are of this new subtype. Transparent textures render incorrectly, Which I don't think is related to this text, as other nodeboxes also have issues with this. A protocol bump is performed in order to be able to send older clients a nodeblock that is usable for them. In order to avoid abuse of users we send older clients a "full-size" node, so that it's impossible for them to try and walk through a fence or wall that's created in this fashion. This was tested with a pre-bump client connected against a server running the new protocol. These nodes connect to other nodes, and you can select which ones those are by specifying node names (or group names) in the connects_to string array: connects_to = { "group:fence", "default:wood" } By default, nodes do not connect to anything, allowing you to create nodes that always have to be paired in order to connect. lua_api.txt is updated to reflect the extension to the node_box API. Example lua code needed to generate these nodes can be found here: https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 09:16:31 +01:00
transformNodeBox(*this, f.node_box, nodemgr, boxes, neighbors);
2014-10-18 18:46:16 +02:00
else
Nodebox: Allow nodeboxes to "connect" We introduce a new nodebox type "connected", and allow these nodes to have optional nodeboxes that connect it to other connecting nodeboxes. This is all done at scenedraw time in the client. The client will inspect the surrounding nodes and if they are to be connected to, it will draw the appropriate connecting nodeboxes to make those connections. In the node_box definition, we have to specify separate nodeboxes for each valid connection. This allows us to make nodes that connect only horizontally (the common case) by providing optional nodeboxes for +x, -x, +z, -z directions. Or this allows us to make wires that can connect up and down, by providing nodeboxes that connect it up and down (+y, -y) as well. The optional nodeboxes can be arrays. They are named "connect_top, "connect_bottom", "connect_front", "connect_left", "connect_back" and "connect_right". Here, "front" means the south facing side of the node that has facedir = 0. Additionally, a "fixed" nodebox list present will always be drawn, so one can make a central post, for instance. This "fixed" nodebox can be omitted, or it can be an array of nodeboxes. Collision boxes are also updated in exactly the same fashion, which allows you to walk over the upper extremities of the individual node boxes, or stand really close to them. You can also walk up node noxes that are small in height, all as expected, and unlike the NDT_FENCELIKE nodes. I've posted a screenshot demonstrating the flexibility at http://i.imgur.com/zaJq8jo.png In the screenshot, all connecting nodes are of this new subtype. Transparent textures render incorrectly, Which I don't think is related to this text, as other nodeboxes also have issues with this. A protocol bump is performed in order to be able to send older clients a nodeblock that is usable for them. In order to avoid abuse of users we send older clients a "full-size" node, so that it's impossible for them to try and walk through a fence or wall that's created in this fashion. This was tested with a pre-bump client connected against a server running the new protocol. These nodes connect to other nodes, and you can select which ones those are by specifying node names (or group names) in the connects_to string array: connects_to = { "group:fence", "default:wood" } By default, nodes do not connect to anything, allowing you to create nodes that always have to be paired in order to connect. lua_api.txt is updated to reflect the extension to the node_box API. Example lua code needed to generate these nodes can be found here: https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 09:16:31 +01:00
transformNodeBox(*this, f.collision_box, nodemgr, boxes, neighbors);
2014-10-18 18:46:16 +02:00
}
void MapNode::getSelectionBoxes(INodeDefManager *nodemgr, std::vector<aabb3f> *boxes, u8 neighbors)
{
const ContentFeatures &f = nodemgr->get(*this);
transformNodeBox(*this, f.selection_box, nodemgr, boxes, neighbors);
}
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u8 MapNode::getMaxLevel(INodeDefManager *nodemgr) const
{
const ContentFeatures &f = nodemgr->get(*this);
// todo: after update in all games leave only if (f.param_type_2 ==
if( f.liquid_type == LIQUID_FLOWING || f.param_type_2 == CPT2_FLOWINGLIQUID)
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return LIQUID_LEVEL_MAX;
if(f.leveled || f.param_type_2 == CPT2_LEVELED)
return LEVELED_MAX;
return 0;
}
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u8 MapNode::getLevel(INodeDefManager *nodemgr) const
{
const ContentFeatures &f = nodemgr->get(*this);
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// todo: after update in all games leave only if (f.param_type_2 ==
2013-07-13 19:48:14 +02:00
if(f.liquid_type == LIQUID_SOURCE)
return LIQUID_LEVEL_SOURCE;
if (f.param_type_2 == CPT2_FLOWINGLIQUID)
return getParam2() & LIQUID_LEVEL_MASK;
if(f.liquid_type == LIQUID_FLOWING) // can remove if all param_type_2 setted
return getParam2() & LIQUID_LEVEL_MASK;
if(f.leveled || f.param_type_2 == CPT2_LEVELED) {
u8 level = getParam2() & LEVELED_MASK;
if(level)
return level;
if(f.leveled > LEVELED_MAX)
return LEVELED_MAX;
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return f.leveled; //default
}
return 0;
}
u8 MapNode::setLevel(INodeDefManager *nodemgr, s8 level)
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{
u8 rest = 0;
if (level < 1) {
setContent(CONTENT_AIR);
return 0;
}
const ContentFeatures &f = nodemgr->get(*this);
if (f.param_type_2 == CPT2_FLOWINGLIQUID
2013-07-27 20:34:30 +02:00
|| f.liquid_type == LIQUID_FLOWING
|| f.liquid_type == LIQUID_SOURCE) {
if (level >= LIQUID_LEVEL_SOURCE) {
rest = level - LIQUID_LEVEL_SOURCE;
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setContent(nodemgr->getId(f.liquid_alternative_source));
} else {
setContent(nodemgr->getId(f.liquid_alternative_flowing));
setParam2(level & LIQUID_LEVEL_MASK);
}
} else if (f.leveled || f.param_type_2 == CPT2_LEVELED) {
if (level > LEVELED_MAX) {
rest = level - LEVELED_MAX;
level = LEVELED_MAX;
}
setParam2(level & LEVELED_MASK);
}
return rest;
}
u8 MapNode::addLevel(INodeDefManager *nodemgr, s8 add)
{
s8 level = getLevel(nodemgr);
if (add == 0) level = 1;
level += add;
return setLevel(nodemgr, level);
}
u32 MapNode::serializedLength(u8 version)
{
if(!ser_ver_supported(version))
throw VersionMismatchException("ERROR: MapNode format not supported");
if(version == 0)
return 1;
else if(version <= 9)
return 2;
else if(version <= 23)
return 3;
else
return 4;
}
void MapNode::serialize(u8 *dest, u8 version)
{
if(!ser_ver_supported(version))
throw VersionMismatchException("ERROR: MapNode format not supported");
// Can't do this anymore; we have 16-bit dynamically allocated node IDs
// in memory; conversion just won't work in this direction.
if(version < 24)
throw SerializationError("MapNode::serialize: serialization to "
"version < 24 not possible");
writeU16(dest+0, param0);
writeU8(dest+2, param1);
writeU8(dest+3, param2);
}
void MapNode::deSerialize(u8 *source, u8 version)
{
if(!ser_ver_supported(version))
throw VersionMismatchException("ERROR: MapNode format not supported");
if(version <= 21)
{
deSerialize_pre22(source, version);
return;
}
if(version >= 24){
param0 = readU16(source+0);
param1 = readU8(source+2);
param2 = readU8(source+3);
}else{
param0 = readU8(source+0);
param1 = readU8(source+1);
param2 = readU8(source+2);
if(param0 > 0x7F){
param0 |= ((param2&0xF0)<<4);
param2 &= 0x0F;
}
}
}
void MapNode::serializeBulk(std::ostream &os, int version,
const MapNode *nodes, u32 nodecount,
u8 content_width, u8 params_width, bool compressed)
{
if(!ser_ver_supported(version))
throw VersionMismatchException("ERROR: MapNode format not supported");
sanity_check(content_width == 2);
sanity_check(params_width == 2);
// Can't do this anymore; we have 16-bit dynamically allocated node IDs
// in memory; conversion just won't work in this direction.
if(version < 24)
throw SerializationError("MapNode::serializeBulk: serialization to "
"version < 24 not possible");
SharedBuffer<u8> databuf(nodecount * (content_width + params_width));
// Serialize content
for(u32 i=0; i<nodecount; i++)
writeU16(&databuf[i*2], nodes[i].param0);
// Serialize param1
u32 start1 = content_width * nodecount;
for(u32 i=0; i<nodecount; i++)
writeU8(&databuf[start1 + i], nodes[i].param1);
// Serialize param2
u32 start2 = (content_width + 1) * nodecount;
for(u32 i=0; i<nodecount; i++)
writeU8(&databuf[start2 + i], nodes[i].param2);
/*
Compress data to output stream
*/
if(compressed)
{
compressZlib(databuf, os);
}
else
{
os.write((const char*) &databuf[0], databuf.getSize());
}
}
// Deserialize bulk node data
void MapNode::deSerializeBulk(std::istream &is, int version,
MapNode *nodes, u32 nodecount,
u8 content_width, u8 params_width, bool compressed)
{
if(!ser_ver_supported(version))
throw VersionMismatchException("ERROR: MapNode format not supported");
if (version < 22
|| (content_width != 1 && content_width != 2)
|| params_width != 2)
FATAL_ERROR("Deserialize bulk node data error");
// Uncompress or read data
u32 len = nodecount * (content_width + params_width);
SharedBuffer<u8> databuf(len);
if(compressed)
{
std::ostringstream os(std::ios_base::binary);
decompressZlib(is, os);
std::string s = os.str();
if(s.size() != len)
throw SerializationError("deSerializeBulkNodes: "
"decompress resulted in invalid size");
memcpy(&databuf[0], s.c_str(), len);
}
else
{
is.read((char*) &databuf[0], len);
if(is.eof() || is.fail())
throw SerializationError("deSerializeBulkNodes: "
"failed to read bulk node data");
}
// Deserialize content
if(content_width == 1)
{
for(u32 i=0; i<nodecount; i++)
nodes[i].param0 = readU8(&databuf[i]);
}
else if(content_width == 2)
{
for(u32 i=0; i<nodecount; i++)
nodes[i].param0 = readU16(&databuf[i*2]);
}
// Deserialize param1
u32 start1 = content_width * nodecount;
for(u32 i=0; i<nodecount; i++)
nodes[i].param1 = readU8(&databuf[start1 + i]);
// Deserialize param2
u32 start2 = (content_width + 1) * nodecount;
if(content_width == 1)
{
for(u32 i=0; i<nodecount; i++) {
nodes[i].param2 = readU8(&databuf[start2 + i]);
if(nodes[i].param0 > 0x7F){
nodes[i].param0 <<= 4;
nodes[i].param0 |= (nodes[i].param2&0xF0)>>4;
nodes[i].param2 &= 0x0F;
}
}
}
else if(content_width == 2)
{
for(u32 i=0; i<nodecount; i++)
nodes[i].param2 = readU8(&databuf[start2 + i]);
}
}
/*
Legacy serialization
*/
void MapNode::deSerialize_pre22(u8 *source, u8 version)
{
if(version <= 1)
{
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param0 = source[0];
}
else if(version <= 9)
{
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param0 = source[0];
param1 = source[1];
}
else
{
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param0 = source[0];
param1 = source[1];
param2 = source[2];
if(param0 > 0x7f){
param0 <<= 4;
param0 |= (param2&0xf0)>>4;
param2 &= 0x0f;
}
}
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// Convert special values from old version to new
if(version <= 19)
{
// In these versions, CONTENT_IGNORE and CONTENT_AIR
// are 255 and 254
// Version 19 is fucked up with sometimes the old values and sometimes not
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if(param0 == 255)
param0 = CONTENT_IGNORE;
else if(param0 == 254)
param0 = CONTENT_AIR;
}
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// Translate to our known version
*this = mapnode_translate_to_internal(*this, version);
}