Newer
Older
Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(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 General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#ifndef MAPNODE_HEADER
#define MAPNODE_HEADER
#include <iostream>
#include "common_irrlicht.h"
#include "light.h"
#include "utility.h"
#include "exceptions.h"
#include "serialization.h"
Perttu Ahola
committed
#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
*/
/*
Ranges:
0x000...0x07f: param2 is fully usable
0x800...0xfff: param2 lower 4 bytes are free
*/
typedef u16 content_t;
/*
Initializes all kind of stuff in here.
Many things depend on this.
This accesses g_texturesource; if it is non-NULL, textures are set.
Client first calls this with g_texturesource=NULL to run some
unit tests and stuff, then it runs this again with g_texturesource
defined to get the textures.
Server only calls this once with g_texturesource=NULL.
/*
Ignored node.
Anything that stores MapNodes doesn't have to preserve parameters
associated with this material.
Doesn't create faces with anything and is considered being
out-of-map in the game map.
*/
//#define CONTENT_IGNORE 255
#define CONTENT_IGNORE 127
/*
The common material through which the player can walk and which
is transparent to light
*/
//#define CONTENT_AIR 254
#define CONTENT_AIR 126
/*
Content feature list
*/
enum ContentParamType
{
CPT_NONE,
CPT_LIGHT,
CPT_MINERAL,
// Direction for chests and furnaces and such
CPT_FACEDIR_SIMPLE
};
enum LiquidType
{
LIQUID_NONE,
LIQUID_FLOWING,
LIQUID_SOURCE
};
class MapNode;
struct ContentFeatures
{
// If non-NULL, content is translated to this when deserialized
// Type of MapNode::param
ContentParamType param_type;
/*
0: up
1: down
2: right
3: left
4: back
5: front
*/
TileSpec tiles[6];
bool light_propagates;
bool sunlight_propagates;
u8 solidness; // Used when choosing which face is drawn
// This is used for collision detection.
// Also for general solidness queries.
// Player can point to these
bool pointable;
// Player can dig these
// Player can build on these
bool buildable_to;
// Whether the node has no liquid, source liquid or flowing liquid
enum LiquidType liquid_type;
// If true, param2 is set to direction when placed. Used for torches.
// NOTE: the direction format is quite inefficient and should be changed
bool wall_mounted;
// If true, node is equivalent to air. Torches are, air is. Water is not.
// Is used for example to check whether a mud block can have grass on.
bool air_equivalent;
// Inventory item string as which the node appears in inventory when dug.
// Mineral overrides this.
std::string dug_item;
// Initial metadata is cloned from this
NodeMetadata *initial_metadata;
Perttu Ahola
committed
// If the content is liquid, this is the flowing version of the liquid.
// If content is flowing liquid, this is the same content.
Perttu Ahola
committed
u8 liquid_alternative_flowing;
// If the content is liquid, this is the source version of the liquid.
u8 liquid_alternative_source;
Perttu Ahola
committed
// 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
Perttu Ahola
committed
void reset()
param_type = CPT_NONE;
is_ground_content = false;
light_propagates = false;
sunlight_propagates = false;
solidness = 2;
walkable = true;
pointable = true;
diggable = true;
buildable_to = false;
liquid_type = LIQUID_NONE;
wall_mounted = false;
air_equivalent = false;
Perttu Ahola
committed
liquid_alternative_flowing = CONTENT_IGNORE;
light_source = 0;
digging_properties.clear();
}
ContentFeatures()
{
reset();
}
~ContentFeatures();
/*
Quickhands for simple materials
*/
void setTexture(u16 i, std::string name, u8 alpha=255);
void setAllTextures(std::string name, u8 alpha=255)
{
for(u16 i=0; i<6; i++)
{
setTexture(i, name, alpha);
}
Perttu Ahola
committed
// Force inventory texture too
setInventoryTexture(name);
tiles[i] = tile;
}
void setAllTiles(const TileSpec &tile)
{
for(u16 i=0; i<6; i++)
{
setTile(i, tile);
}
void setInventoryTexture(std::string imgname);
void setInventoryTextureCube(std::string top,
std::string left, std::string right);
/*
Call this to access the ContentFeature list
*/
ContentFeatures & content_features(u8 i);
Perttu Ahola
committed
/*
Here is a bunch of DEPRECATED functions.
*/
/*
If true, the material allows light propagation and brightness is stored
in param.
NOTE: Don't use, use "content_features(m).whatever" instead
return content_features(m).light_propagates;
}
/*
If true, the material allows lossless sunlight propagation.
NOTE: It doesn't seem to go through torches regardlessly of this
NOTE: Don't use, use "content_features(m).whatever" instead
return content_features(m).sunlight_propagates;
}
/*
On a node-node surface, the material of the node with higher solidness
is used for drawing.
0: Invisible
1: Transparent
2: Opaque
NOTE: Don't use, use "content_features(m).whatever" instead
return content_features(m).solidness;
// NOTE: Don't use, use "content_features(m).whatever" instead
return content_features(m).walkable;
// NOTE: Don't use, use "content_features(m).whatever" instead
return content_features(m).liquid_type != LIQUID_NONE;
// 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;
// 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;
}
// CONTENT_WATER || CONTENT_WATERSOURCE -> CONTENT_WATER
// CONTENT_LAVA || CONTENT_LAVASOURCE -> CONTENT_LAVA
Perttu Ahola
committed
// NOTE: Don't use, use "content_features(m).whatever" instead
inline u8 make_liquid_flowing(u8 m)
{
Perttu Ahola
committed
u8 c = content_features(m).liquid_alternative_flowing;
assert(c != CONTENT_IGNORE);
return c;
// NOTE: Don't use, use "content_features(m).whatever" instead
return content_features(m).pointable;
// NOTE: Don't use, use "content_features(m).whatever" instead
return content_features(m).diggable;
// NOTE: Don't use, use "content_features(m).whatever" instead
return content_features(m).buildable_to;
Nodes make a face if contents differ and solidness differs.
// Contents don't differ for different forms of same liquid
if(content_liquid(m1) && content_liquid(m2)
&& make_liquid_flowing(m1) == make_liquid_flowing(m2))
contents_differ = false;
bool solidness_differs = (content_solidness(m1) != content_solidness(m2));
bool makes_face = contents_differ && solidness_differs;
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
/*
Packs directions like (1,0,0), (1,-1,0)
*/
inline u8 packDir(v3s16 dir)
{
u8 b = 0;
if(dir.X > 0)
b |= (1<<0);
else if(dir.X < 0)
b |= (1<<1);
if(dir.Y > 0)
b |= (1<<2);
else if(dir.Y < 0)
b |= (1<<3);
if(dir.Z > 0)
b |= (1<<4);
else if(dir.Z < 0)
b |= (1<<5);
return b;
}
inline v3s16 unpackDir(u8 b)
{
v3s16 d(0,0,0);
if(b & (1<<0))
d.X = 1;
else if(b & (1<<1))
d.X = -1;
if(b & (1<<2))
d.Y = 1;
else if(b & (1<<3))
d.Y = -1;
if(b & (1<<4))
d.Z = 1;
else if(b & (1<<5))
d.Z = -1;
return d;
}
/*
facedir: CPT_FACEDIR_SIMPLE param1 value
dir: The face for which stuff is wanted
return value: The face from which the stuff is actually found
*/
v3s16 facedir_rotate(u8 facedir, v3s16 dir);
enum LightBank
{
LIGHTBANK_DAY,
LIGHTBANK_NIGHT
};
/*
This is the stuff what the whole world consists of.
*/
/*
Main content
0x00-0x7f: Short content type
0x80-0xff: Long content type (param2>>4 makes up low bytes)
*/
union
{
u8 param0;
u8 d;
};
/*
Misc parameter. Initialized to 0.
- For light_propagates() blocks, this is light intensity,
stored logarithmically from 0 to LIGHT_MAX.
Sunlight is LIGHT_SUN, which is LIGHT_MAX+1.
- Contains 2 values, day- and night lighting. Each takes 4 bits.
- Mineral content (should be removed from here)
- Uhh... well, most blocks have light or nothing in here.
/*
The second parameter. Initialized to 0.
E.g. direction for torches and flowing water.
*/
MapNode(u8 data=CONTENT_AIR, u8 a_param=0, u8 a_param2=0)
bool operator==(const MapNode &other)
{
return (d == other.d
&& param == other.param
&& param2 == other.param2);
Perttu Ahola
committed
// To be used everywhere
content_t getContent()
{
return d;
}
void setContent(content_t c)
{
d = c;
}
Perttu Ahola
committed
/*
These four are DEPRECATED I guess. -c55
*/
Perttu Ahola
committed
return content_features(d).light_source;
u8 getLightBanksWithSource()
{
// Select the brightest of [light source, propagated light]
u8 lightday = 0;
u8 lightnight = 0;
if(content_features(d).param_type == CPT_LIGHT)
{
lightday = param & 0x0f;
lightnight = (param>>4)&0x0f;
}
if(light_source() > lightday)
lightday = light_source();
if(light_source() > lightnight)
lightnight = light_source();
return (lightday&0x0f) | ((lightnight<<4)&0xf0);
}
u8 getLight(enum LightBank bank)
// Select the brightest of [light source, propagated light]
if(content_features(d).param_type == CPT_LIGHT)
{
if(bank == LIGHTBANK_DAY)
light = param & 0x0f;
else if(bank == LIGHTBANK_NIGHT)
light = (param>>4)&0x0f;
else
assert(0);
}
if(light_source() > light)
light = light_source();
return light;
}
u8 getLightBlend(u32 daylight_factor)
{
u8 l = ((daylight_factor * getLight(LIGHTBANK_DAY)
+ (1000-daylight_factor) * getLight(LIGHTBANK_NIGHT))
)/1000;
u8 max = LIGHT_MAX;
if(getLight(LIGHTBANK_DAY) == LIGHT_SUN)
max = LIGHT_SUN;
if(l > max)
l = max;
return l;
}
/*// 0 <= daylight_factor <= 1000
// 0 <= return value <= 255
u8 getLightBlend(u32 daylight_factor)
{
u8 daylight = decode_light(getLight(LIGHTBANK_DAY));
u8 nightlight = decode_light(getLight(LIGHTBANK_NIGHT));
u8 mix = ((daylight_factor * daylight
+ (1000-daylight_factor) * nightlight)
)/1000;
return mix;
}*/
void setLight(enum LightBank bank, u8 a_light)
// If node doesn't contain light data, ignore this
if(content_features(d).param_type != CPT_LIGHT)
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
Perttu Ahola
committed
/*
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);
Perttu Ahola
committed
/*
Gets mineral content of node, if there is any.
MINERAL_NONE if doesn't contain or isn't able to contain mineral.
*/
u8 getMineral();
static u32 serializedLength(u8 version);
void serialize(u8 *dest, u8 version);
void deSerialize(u8 *source, u8 version);
Perttu Ahola
committed
/*
Gets lighting value at face of node
Parameters must consist of air and !air.
Order doesn't matter.
Perttu Ahola
committed
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);