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Minetest-c55
Copyright (C) 2010 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"
/*
Initializes all kind of stuff in here.
Many things depend on this.
irrlicht: Used for getting texture ids.
*/
// Initializes g_content_inventory_texture_paths
void init_content_inventory_texture_paths();
// NOTE: This is not used appropriately everywhere.
/*
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_DEFAULT_PARAM 0
/*
The common material through which the player can walk and which
is transparent to light
*/
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
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#define CONTENT_SAND 13
/*
This is used by all kinds of things to allocate memory for all
contents except CONTENT_AIR and CONTENT_IGNORE
*/
#define USEFUL_CONTENT_COUNT 14
/*
Content feature list
*/
enum ContentParamType
{
CPT_NONE,
CPT_LIGHT,
CPT_MINERAL
};
enum LiquidType
{
LIQUID_NONE,
LIQUID_FLOWING,
LIQUID_SOURCE
};
class MapNode;
struct ContentFeatures
{
// If non-NULL, content is translated to this when deserialized
MapNode *translate_to;
// Type of MapNode::param
ContentParamType param_type;
/*
0: up
1: down
2: right
3: left
4: back
5: front
*/
TileSpec tiles[6];
//std::string inventory_image_path;
TextureSpec inventory_texture;
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bool is_ground_content; //TODO: Remove, use walkable instead
bool light_propagates;
bool sunlight_propagates;
u8 solidness; // Used when choosing which face is drawn
bool walkable;
bool pointable;
bool diggable;
bool buildable_to;
enum LiquidType liquid_type;
bool wall_mounted; // If true, param2 is set to direction when placed
//TODO: Move more properties here
ContentFeatures()
{
translate_to = NULL;
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;
}
~ContentFeatures();
void setAllTextures(const TextureSpec &spec, u8 alpha=255)
{
for(u16 i=0; i<6; i++)
{
tiles[i].spec = spec;
tiles[i].alpha = alpha;
}
// Set this too so it can be left as is most times
/*if(inventory_image_path == "")
inventory_image_path = porting::getDataPath(imgname.c_str());*/
if(inventory_texture.empty())
inventory_texture = spec;
void setTexture(u16 i, const TextureSpec &spec, u8 alpha=255)
tiles[i].spec = spec;
tiles[i].alpha = alpha;
}
void setInventoryTexture(const TextureSpec &spec)
inventory_texture = spec;
/*void setInventoryImage(std::string imgname)
{
inventory_image_path = porting::getDataPath(imgname.c_str());
}*/
};
/*
Call this to access the ContentFeature list
*/
ContentFeatures & content_features(u8 i);
/*
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;
//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
NOTE: Don't use, use "content_features(m).whatever" instead
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.
0: Invisible
1: Transparent
2: Opaque
NOTE: Don't use, use "content_features(m).whatever" instead
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)
if(m == CONTENT_WATER || m == CONTENT_WATERSOURCE)
// NOTE: Don't use, use "content_features(m).whatever" instead
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
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
inline u8 make_liquid_flowing(u8 m)
{
if(m == CONTENT_WATER || m == CONTENT_WATERSOURCE)
return CONTENT_WATER;
assert(0);
}
// NOTE: Don't use, use "content_features(m).whatever" instead
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
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
return content_features(m).buildable_to;
//return (m == CONTENT_AIR || m == CONTENT_WATER || m == CONTENT_WATERSOURCE);
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.
// 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;
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/*
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;
}
enum LightBank
{
LIGHTBANK_DAY,
LIGHTBANK_NIGHT
};
/*
This is the stuff what the whole world consists of.
*/
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.
u8 param2;
Format is freeform. e.g. packDir or encode_dirs can be used.
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);
}
u8 light_source()
{
/*
Note that a block that isn't light_propagates() can be a light source.
*/
u8 getLightBanksWithSource()
{
// Select the brightest of [light source, propagated light]
u8 lightday = 0;
u8 lightnight = 0;
if(light_propagates())
{
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);
}
void setLightBanks(u8 a_light)
{
param = a_light;
}
u8 getLight(enum LightBank bank)
// Select the brightest of [light source, propagated 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 not transparent, can't set light
if(light_propagates() == false)
return;
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
TileSpec getTile(v3s16 dir);
u8 getMineral();
/*
These serialization functions are used when informing client
of a single node add
*/
static u32 serializedLength(u8 version)
{
if(!ser_ver_supported(version))
throw VersionMismatchException("ERROR: MapNode format not supported");
if(version == 0)
return 1;
else if(version <= 9)
else
return 3;
}
void serialize(u8 *dest, u8 version)
{
if(!ser_ver_supported(version))
throw VersionMismatchException("ERROR: MapNode format not supported");
if(version == 0)
{
dest[0] = d;
}
else if(version <= 9)
{
dest[0] = d;
dest[1] = param;
}
}
}
void deSerialize(u8 *source, u8 version)
{
if(!ser_ver_supported(version))
throw VersionMismatchException("ERROR: MapNode format not supported");
if(version == 0)
{
d = source[0];
}
else if(version == 1)
{
d = source[0];
// This version doesn't support saved lighting
if(light_propagates() || light_source() > 0)
param = 0;
else
param = source[1];
}
else if(version <= 9)
{
d = source[0];
param = source[1];
}
// Translate deprecated stuff
MapNode *translate_to = content_features(d).translate_to;
if(translate_to)
{
dstream<<"MapNode: WARNING: Translating "<<d<<" to "
<<translate_to->d<<std::endl;
*this = *translate_to;
}
}
};
/*
Returns integer position of the node in given
floating point position.
*/
inline v3s16 floatToInt(v3f p)
{
v3s16 p2(
(p.X + (p.X>0 ? BS/2 : -BS/2))/BS,
(p.Y + (p.Y>0 ? BS/2 : -BS/2))/BS,
(p.Z + (p.Z>0 ? BS/2 : -BS/2))/BS);
return p2;
}
/*
The same thing backwards
*/