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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 "exceptions.h"
#include "serialization.h"
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#include "materials.h"
#ifndef SERVER
#include "tile.h"
#endif
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/*
Naming scheme:
- Material = irrlicht's Material class
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- Tile = TileSpec at some side of a node of some content type
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
};
struct ContentFeatures
{
/*
0: up
1: down
2: right
3: left
4: back
5: front
*/
TileSpec tiles[6];
// Used currently for flowing liquids
u8 vertex_alpha;
// Post effect color, drawn when the camera is inside the node.
video::SColor post_effect_color;
// Special irrlicht material, used sometimes
video::SMaterial *special_material;
video::SMaterial *special_material2;
AtlasPointer *special_atlas;
#endif
// List of all block textures that have been used (value is dummy)
// Exists on server too for cleaner code in content_mapnode.cpp
core::map<std::string, bool> used_texturenames;
// Type of MapNode::param1
ContentParamType param_type;
// True for all ground-like things like stone and mud, false for eg. trees
bool light_propagates;
bool sunlight_propagates;
u8 solidness; // Used when choosing which face is drawn
u8 visual_solidness; // When solidness=0, this tells how it looks like
// 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;
// Whether this content type often contains mineral.
// Used for texture atlas creation.
// Currently only enabled for CONTENT_STONE.
bool often_contains_mineral;
// Inventory item string as which the node appears in inventory when dug.
// Mineral overrides this.
std::string dug_item;
// Extra dug item and its rarity
std::string extra_dug_item;
s32 extra_dug_item_rarity;
// Initial metadata is cloned from this
NodeMetadata *initial_metadata;
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// If the content is liquid, this is the flowing version of the liquid.
// If content is liquid, this is the same content.
// If the content is liquid, this is the source version of the liquid.
content_t liquid_alternative_source;
// Viscosity for fluid flow, ranging from 1 to 7, with
// 1 giving almost instantaneous propagation and 7 being
// the slowest possible
u8 liquid_viscosity;
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// Amount of light the node emits
u8 light_source;
// Digging properties for different tools
DiggingPropertiesList digging_properties;
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// NOTE: Move relevant properties to here from elsewhere
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void reset()
vertex_alpha = 255;
post_effect_color = video::SColor(0, 0, 0, 0);
special_material = NULL;
special_atlas = NULL;
#endif
param_type = CPT_NONE;
is_ground_content = false;
light_propagates = false;
sunlight_propagates = false;
solidness = 2;
visual_solidness = 0;
walkable = true;
pointable = true;
diggable = true;
buildable_to = false;
liquid_type = LIQUID_NONE;
wall_mounted = false;
air_equivalent = false;
often_contains_mineral = false;
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liquid_alternative_flowing = CONTENT_IGNORE;
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light_source = 0;
digging_properties.clear();
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}
ContentFeatures()
{
reset();
}
~ContentFeatures();
/*
Quickhands for simple materials
*/
#ifdef SERVER
void setTexture(u16 i, std::string name, u8 alpha=255)
{}
void setAllTextures(std::string name, u8 alpha=255)
{}
#else
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);
}
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// Force inventory texture too
setInventoryTexture(name);
tiles[i] = tile;
}
void setAllTiles(const TileSpec &tile)
{
for(u16 i=0; i<6; i++)
{
setTile(i, tile);
}
#ifdef SERVER
void setInventoryTexture(std::string imgname)
{}
void setInventoryTextureCube(std::string top,
std::string left, std::string right)
{}
#else
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(content_t i);
ContentFeatures & content_features(MapNode &n);
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/*
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
inline bool light_propagates_content(content_t m)
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
inline bool sunlight_propagates_content(content_t m)
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(content_t m)
return content_features(m).liquid_type == LIQUID_FLOWING;
// NOTE: Don't use, use "content_features(m).whatever" instead
inline bool content_liquid_source(content_t m)
return content_features(m).liquid_type == LIQUID_SOURCE;
}
// CONTENT_WATER || CONTENT_WATERSOURCE -> CONTENT_WATER
// CONTENT_LAVA || CONTENT_LAVASOURCE -> CONTENT_LAVA
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// NOTE: Don't use, use "content_features(m).whatever" instead
inline content_t make_liquid_flowing(content_t m)
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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
inline bool content_buildable_to(content_t m)
return content_features(m).buildable_to;
Nodes make a face if contents differ and solidness differs.
equivalent: Whether the blocks share the same face (eg. water and glass)
u8 face_contents(content_t m1, content_t m2, bool *equivalent);
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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;
}
/*
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
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NOTE: Currently this uses 2 bits for Z-,X-,Z+,X+, should there be Y+
and Y- too?
*/
v3s16 facedir_rotate(u8 facedir, v3s16 dir);
enum LightBank
{
LIGHTBANK_DAY,
LIGHTBANK_NIGHT
};
/*
Masks for MapNode.param2 of flowing liquids
*/
#define LIQUID_LEVEL_MASK 0x07
#define LIQUID_FLOW_DOWN_MASK 0x08
/* maximum amount of liquid in a block */
#define LIQUID_LEVEL_MAX LIQUID_LEVEL_MASK
#define LIQUID_LEVEL_SOURCE (LIQUID_LEVEL_MAX+1)
/*
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;
/*
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.
If param0 >= 0x80, bits 0xf0 of this is extended content type data
MapNode(content_t content=CONTENT_AIR, u8 a_param1=0, u8 a_param2=0)
// Set after other params because this needs to override part of param2
setContent(content);
bool operator==(const MapNode &other)
{
return (param0 == other.param0
&& param1 == other.param1
&& param2 == other.param2);
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// To be used everywhere
content_t getContent()
{
if(param0 < 0x80)
return param0;
else
return (param0<<4) + (param2>>4);
}
void setContent(content_t c)
{
if(c < 0x80)
{
if(param0 >= 0x80)
param2 &= ~(0xf0);
param0 = c;
}
else
{
param0 = c>>4;
param2 &= ~(0xf0);
param2 |= (c&0x0f)<<4;
}
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/*
These four are DEPRECATED I guess. -c55
*/
return light_propagates_content(getContent());
return sunlight_propagates_content(getContent());
u8 getLightBanksWithSource()
{
// Select the brightest of [light source, propagated light]
u8 lightday = 0;
u8 lightnight = 0;
if(content_features(*this).param_type == CPT_LIGHT)
lightday = param1 & 0x0f;
lightnight = (param1>>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(*this).param_type == CPT_LIGHT)
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(*this).param_type != CPT_LIGHT)
param1 &= 0xf0;
param1 |= a_light & 0x0f;
param1 &= 0x0f;
param1 |= (a_light & 0x0f)<<4;
// In mapnode.cpp
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/*
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);
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/*
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);
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/*
Gets lighting value at face of node
Parameters must consist of air and !air.
Order doesn't matter.
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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);