3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU General Public License as published by
7 the Free Software Foundation; either version 2 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
20 #ifndef MAPNODE_HEADER
21 #define MAPNODE_HEADER
24 #include "common_irrlicht.h"
27 #include "exceptions.h"
28 #include "serialization.h"
30 #include "materials.h"
34 - Material = irrlicht's Material class
35 - Content = (content_t) content of a node
36 - Tile = TileSpec at some side of a node of some content type
39 0x000...0x07f: param2 is fully usable
40 0x800...0xfff: param2 lower 4 bytes are free
42 typedef u16 content_t;
43 #define MAX_CONTENT 0xfff
46 Initializes all kind of stuff in here.
47 Many things depend on this.
49 This accesses g_texturesource; if it is non-NULL, textures are set.
51 Client first calls this with g_texturesource=NULL to run some
52 unit tests and stuff, then it runs this again with g_texturesource
53 defined to get the textures.
55 Server only calls this once with g_texturesource=NULL.
62 Anything that stores MapNodes doesn't have to preserve parameters
63 associated with this material.
65 Doesn't create faces with anything and is considered being
66 out-of-map in the game map.
68 //#define CONTENT_IGNORE 255
69 #define CONTENT_IGNORE 127
70 #define CONTENT_IGNORE_DEFAULT_PARAM 0
73 The common material through which the player can walk and which
74 is transparent to light
76 //#define CONTENT_AIR 254
77 #define CONTENT_AIR 126
88 // Direction for chests and furnaces and such
102 struct ContentFeatures
104 // Type of MapNode::param1
105 ContentParamType param_type;
117 video::ITexture *inventory_texture;
119 // True for all ground-like things like stone and mud, false for eg. trees
120 bool is_ground_content;
121 bool light_propagates;
122 bool sunlight_propagates;
123 u8 solidness; // Used when choosing which face is drawn
124 u8 visual_solidness; // When solidness=0, this tells how it looks like
125 // This is used for collision detection.
126 // Also for general solidness queries.
128 // Player can point to these
130 // Player can dig these
132 // Player can climb these
134 // Player can build on these
136 // Whether the node has no liquid, source liquid or flowing liquid
137 enum LiquidType liquid_type;
138 // If true, param2 is set to direction when placed. Used for torches.
139 // NOTE: the direction format is quite inefficient and should be changed
141 // If true, node is equivalent to air. Torches are, air is. Water is not.
142 // Is used for example to check whether a mud block can have grass on.
145 // Inventory item string as which the node appears in inventory when dug.
146 // Mineral overrides this.
147 std::string dug_item;
149 // Initial metadata is cloned from this
150 NodeMetadata *initial_metadata;
152 // If the content is liquid, this is the flowing version of the liquid.
153 // If content is liquid, this is the same content.
154 content_t liquid_alternative_flowing;
155 // If the content is liquid, this is the source version of the liquid.
156 content_t liquid_alternative_source;
157 // Viscosity for fluid flow, ranging from 1 to 7, with
158 // 1 giving almost instantaneous propagation and 7 being
159 // the slowest possible
161 // Used currently for flowing liquids
163 // Post effect color, drawn when the camera is inside the node.
164 video::SColor post_effect_color;
165 // Special irrlicht material, used sometimes
166 video::SMaterial *special_material;
167 AtlasPointer *special_atlas;
169 // Amount of light the node emits
172 // Digging properties for different tools
173 DiggingPropertiesList digging_properties;
175 u32 damage_per_second;
177 // NOTE: Move relevant properties to here from elsewhere
181 param_type = CPT_NONE;
182 inventory_texture = NULL;
183 is_ground_content = false;
184 light_propagates = false;
185 sunlight_propagates = false;
187 visual_solidness = 0;
192 buildable_to = false;
193 liquid_type = LIQUID_NONE;
194 wall_mounted = false;
195 air_equivalent = false;
197 initial_metadata = NULL;
198 liquid_alternative_flowing = CONTENT_IGNORE;
199 liquid_alternative_source = CONTENT_IGNORE;
200 liquid_viscosity = 0;
202 post_effect_color = video::SColor(0, 0, 0, 0);
203 special_material = NULL;
204 special_atlas = NULL;
206 digging_properties.clear();
207 damage_per_second = 0;
218 Quickhands for simple materials
221 void setTexture(u16 i, std::string name, u8 alpha=255);
223 void setAllTextures(std::string name, u8 alpha=255)
225 for(u16 i=0; i<6; i++)
227 setTexture(i, name, alpha);
229 // Force inventory texture too
230 setInventoryTexture(name);
233 void setTile(u16 i, const TileSpec &tile)
237 void setAllTiles(const TileSpec &tile)
239 for(u16 i=0; i<6; i++)
245 void setInventoryTexture(std::string imgname);
247 void setInventoryTextureCube(std::string top,
248 std::string left, std::string right);
252 Call this to access the ContentFeature list
254 ContentFeatures & content_features(content_t i);
255 ContentFeatures & content_features(MapNode &n);
258 Here is a bunch of DEPRECATED functions.
262 If true, the material allows light propagation and brightness is stored
264 NOTE: Don't use, use "content_features(m).whatever" instead
266 inline bool light_propagates_content(content_t m)
268 return content_features(m).light_propagates;
271 If true, the material allows lossless sunlight propagation.
272 NOTE: It doesn't seem to go through torches regardlessly of this
273 NOTE: Don't use, use "content_features(m).whatever" instead
275 inline bool sunlight_propagates_content(content_t m)
277 return content_features(m).sunlight_propagates;
280 On a node-node surface, the material of the node with higher solidness
285 NOTE: Don't use, use "content_features(m).whatever" instead
287 inline u8 content_solidness(content_t m)
289 return content_features(m).solidness;
291 // Objects collide with walkable contents
292 // NOTE: Don't use, use "content_features(m).whatever" instead
293 inline bool content_walkable(content_t m)
295 return content_features(m).walkable;
297 // NOTE: Don't use, use "content_features(m).whatever" instead
298 inline bool content_liquid(content_t m)
300 return content_features(m).liquid_type != LIQUID_NONE;
302 // NOTE: Don't use, use "content_features(m).whatever" instead
303 inline bool content_flowing_liquid(content_t m)
305 return content_features(m).liquid_type == LIQUID_FLOWING;
307 // NOTE: Don't use, use "content_features(m).whatever" instead
308 inline bool content_liquid_source(content_t m)
310 return content_features(m).liquid_type == LIQUID_SOURCE;
312 // CONTENT_WATER || CONTENT_WATERSOURCE -> CONTENT_WATER
313 // CONTENT_LAVA || CONTENT_LAVASOURCE -> CONTENT_LAVA
314 // NOTE: Don't use, use "content_features(m).whatever" instead
315 inline content_t make_liquid_flowing(content_t m)
317 u8 c = content_features(m).liquid_alternative_flowing;
318 assert(c != CONTENT_IGNORE);
321 // Pointable contents can be pointed to in the map
322 // NOTE: Don't use, use "content_features(m).whatever" instead
323 inline bool content_pointable(content_t m)
325 return content_features(m).pointable;
327 // NOTE: Don't use, use "content_features(m).whatever" instead
328 inline bool content_diggable(content_t m)
330 return content_features(m).diggable;
332 // NOTE: Don't use, use "content_features(m).whatever" instead
333 inline bool content_buildable_to(content_t m)
335 return content_features(m).buildable_to;
339 Nodes make a face if contents differ and solidness differs.
342 1: Face uses m1's content
343 2: Face uses m2's content
345 inline u8 face_contents(content_t m1, content_t m2)
347 if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
350 bool contents_differ = (m1 != m2);
352 // Contents don't differ for different forms of same liquid
353 if(content_liquid(m1) && content_liquid(m2)
354 && make_liquid_flowing(m1) == make_liquid_flowing(m2))
355 contents_differ = false;
357 bool solidness_differs = (content_solidness(m1) != content_solidness(m2));
358 bool makes_face = contents_differ && solidness_differs;
360 if(makes_face == false)
363 if(content_solidness(m1) > content_solidness(m2))
370 Packs directions like (1,0,0), (1,-1,0)
372 inline u8 packDir(v3s16 dir)
393 inline v3s16 unpackDir(u8 b)
416 facedir: CPT_FACEDIR_SIMPLE param1 value
417 dir: The face for which stuff is wanted
418 return value: The face from which the stuff is actually found
420 NOTE: Currently this uses 2 bits for Z-,X-,Z+,X+, should there be Y+
423 v3s16 facedir_rotate(u8 facedir, v3s16 dir);
432 Masks for MapNode.param2 of flowing liquids
434 #define LIQUID_LEVEL_MASK 0x07
435 #define LIQUID_FLOW_DOWN_MASK 0x08
437 /* maximum amount of liquid in a block */
438 #define LIQUID_LEVEL_MAX LIQUID_LEVEL_MASK
439 #define LIQUID_LEVEL_SOURCE (LIQUID_LEVEL_MAX+1)
442 This is the stuff what the whole world consists of.
450 0x00-0x7f: Short content type
451 0x80-0xff: Long content type (param2>>4 makes up low bytes)
460 Misc parameter. Initialized to 0.
461 - For light_propagates() blocks, this is light intensity,
462 stored logarithmically from 0 to LIGHT_MAX.
463 Sunlight is LIGHT_SUN, which is LIGHT_MAX+1.
464 - Contains 2 values, day- and night lighting. Each takes 4 bits.
465 - Mineral content (should be removed from here)
466 - Uhh... well, most blocks have light or nothing in here.
475 The second parameter. Initialized to 0.
476 E.g. direction for torches and flowing water.
477 If param0 >= 0x80, bits 0xf0 of this is extended content type data
485 MapNode(const MapNode & n)
490 MapNode(content_t content=CONTENT_AIR, u8 a_param1=0, u8 a_param2=0)
495 // Set after other params because this needs to override part of param2
499 bool operator==(const MapNode &other)
501 return (param0 == other.param0
502 && param1 == other.param1
503 && param2 == other.param2);
506 // To be used everywhere
507 content_t getContent()
512 return (param0<<4) + (param2>>4);
514 void setContent(content_t c)
526 param2 |= (c&0x0f)<<4;
531 These four are DEPRECATED I guess. -c55
533 bool light_propagates()
535 return light_propagates_content(getContent());
537 bool sunlight_propagates()
539 return sunlight_propagates_content(getContent());
543 return content_solidness(getContent());
547 return content_features(*this).light_source;
550 u8 getLightBanksWithSource()
552 // Select the brightest of [light source, propagated light]
555 if(content_features(*this).param_type == CPT_LIGHT)
557 lightday = param1 & 0x0f;
558 lightnight = (param1>>4)&0x0f;
560 if(light_source() > lightday)
561 lightday = light_source();
562 if(light_source() > lightnight)
563 lightnight = light_source();
564 return (lightday&0x0f) | ((lightnight<<4)&0xf0);
567 u8 getLight(enum LightBank bank)
569 // Select the brightest of [light source, propagated light]
571 if(content_features(*this).param_type == CPT_LIGHT)
573 if(bank == LIGHTBANK_DAY)
574 light = param1 & 0x0f;
575 else if(bank == LIGHTBANK_NIGHT)
576 light = (param1>>4)&0x0f;
580 if(light_source() > light)
581 light = light_source();
585 // 0 <= daylight_factor <= 1000
586 // 0 <= return value <= LIGHT_SUN
587 u8 getLightBlend(u32 daylight_factor)
589 u8 l = ((daylight_factor * getLight(LIGHTBANK_DAY)
590 + (1000-daylight_factor) * getLight(LIGHTBANK_NIGHT))
593 if(getLight(LIGHTBANK_DAY) == LIGHT_SUN)
599 /*// 0 <= daylight_factor <= 1000
600 // 0 <= return value <= 255
601 u8 getLightBlend(u32 daylight_factor)
603 u8 daylight = decode_light(getLight(LIGHTBANK_DAY));
604 u8 nightlight = decode_light(getLight(LIGHTBANK_NIGHT));
605 u8 mix = ((daylight_factor * daylight
606 + (1000-daylight_factor) * nightlight)
611 void setLight(enum LightBank bank, u8 a_light)
613 // If node doesn't contain light data, ignore this
614 if(content_features(*this).param_type != CPT_LIGHT)
616 if(bank == LIGHTBANK_DAY)
619 param1 |= a_light & 0x0f;
621 else if(bank == LIGHTBANK_NIGHT)
624 param1 |= (a_light & 0x0f)<<4;
632 Get tile of a face of the node.
633 dir: direction of face
634 Returns: TileSpec. Can contain miscellaneous texture coordinates,
635 which must be obeyed so that the texture atlas can be used.
637 TileSpec getTile(v3s16 dir);
640 Gets mineral content of node, if there is any.
641 MINERAL_NONE if doesn't contain or isn't able to contain mineral.
646 Serialization functions
649 static u32 serializedLength(u8 version);
650 void serialize(u8 *dest, u8 version);
651 void deSerialize(u8 *source, u8 version);
656 Gets lighting value at face of node
658 Parameters must consist of air and !air.
659 Order doesn't matter.
661 If either of the nodes doesn't exist, light is 0.
664 daynight_ratio: 0...1000
666 n2: getNodeParent(p + face_dir)
667 face_dir: axis oriented unit vector from p to p2
669 returns encoded light value.
671 u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,