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 // This is used for collision detection.
125 // Also for general solidness queries.
127 // Player can point to these
129 // Player can dig these
131 // Player can climb these
133 // Player can build on these
135 // Whether the node has no liquid, source liquid or flowing liquid
136 enum LiquidType liquid_type;
137 // If true, param2 is set to direction when placed. Used for torches.
138 // NOTE: the direction format is quite inefficient and should be changed
140 // If true, node is equivalent to air. Torches are, air is. Water is not.
141 // Is used for example to check whether a mud block can have grass on.
144 // Inventory item string as which the node appears in inventory when dug.
145 // Mineral overrides this.
146 std::string dug_item;
148 // Initial metadata is cloned from this
149 NodeMetadata *initial_metadata;
151 // If the content is liquid, this is the flowing version of the liquid.
152 // If content is liquid, this is the same content.
153 content_t liquid_alternative_flowing;
154 // If the content is liquid, this is the source version of the liquid.
155 content_t liquid_alternative_source;
157 // Amount of light the node emits
160 // Digging properties for different tools
161 DiggingPropertiesList digging_properties;
163 // NOTE: Move relevant properties to here from elsewhere
167 param_type = CPT_NONE;
168 inventory_texture = NULL;
169 is_ground_content = false;
170 light_propagates = false;
171 sunlight_propagates = false;
177 buildable_to = false;
178 liquid_type = LIQUID_NONE;
179 wall_mounted = false;
180 air_equivalent = false;
182 initial_metadata = NULL;
183 liquid_alternative_flowing = CONTENT_IGNORE;
185 digging_properties.clear();
196 Quickhands for simple materials
199 void setTexture(u16 i, std::string name, u8 alpha=255);
201 void setAllTextures(std::string name, u8 alpha=255)
203 for(u16 i=0; i<6; i++)
205 setTexture(i, name, alpha);
207 // Force inventory texture too
208 setInventoryTexture(name);
211 void setTile(u16 i, const TileSpec &tile)
215 void setAllTiles(const TileSpec &tile)
217 for(u16 i=0; i<6; i++)
223 void setInventoryTexture(std::string imgname);
225 void setInventoryTextureCube(std::string top,
226 std::string left, std::string right);
230 Call this to access the ContentFeature list
232 ContentFeatures & content_features(content_t i);
233 ContentFeatures & content_features(MapNode &n);
236 Here is a bunch of DEPRECATED functions.
240 If true, the material allows light propagation and brightness is stored
242 NOTE: Don't use, use "content_features(m).whatever" instead
244 inline bool light_propagates_content(content_t m)
246 return content_features(m).light_propagates;
249 If true, the material allows lossless sunlight propagation.
250 NOTE: It doesn't seem to go through torches regardlessly of this
251 NOTE: Don't use, use "content_features(m).whatever" instead
253 inline bool sunlight_propagates_content(content_t m)
255 return content_features(m).sunlight_propagates;
258 On a node-node surface, the material of the node with higher solidness
263 NOTE: Don't use, use "content_features(m).whatever" instead
265 inline u8 content_solidness(content_t m)
267 return content_features(m).solidness;
269 // Objects collide with walkable contents
270 // NOTE: Don't use, use "content_features(m).whatever" instead
271 inline bool content_walkable(content_t m)
273 return content_features(m).walkable;
275 // NOTE: Don't use, use "content_features(m).whatever" instead
276 inline bool content_liquid(content_t m)
278 return content_features(m).liquid_type != LIQUID_NONE;
280 // NOTE: Don't use, use "content_features(m).whatever" instead
281 inline bool content_flowing_liquid(content_t m)
283 return content_features(m).liquid_type == LIQUID_FLOWING;
285 // NOTE: Don't use, use "content_features(m).whatever" instead
286 inline bool content_liquid_source(content_t m)
288 return content_features(m).liquid_type == LIQUID_SOURCE;
290 // CONTENT_WATER || CONTENT_WATERSOURCE -> CONTENT_WATER
291 // CONTENT_LAVA || CONTENT_LAVASOURCE -> CONTENT_LAVA
292 // NOTE: Don't use, use "content_features(m).whatever" instead
293 inline content_t make_liquid_flowing(content_t m)
295 u8 c = content_features(m).liquid_alternative_flowing;
296 assert(c != CONTENT_IGNORE);
299 // Pointable contents can be pointed to in the map
300 // NOTE: Don't use, use "content_features(m).whatever" instead
301 inline bool content_pointable(content_t m)
303 return content_features(m).pointable;
305 // NOTE: Don't use, use "content_features(m).whatever" instead
306 inline bool content_diggable(content_t m)
308 return content_features(m).diggable;
310 // NOTE: Don't use, use "content_features(m).whatever" instead
311 inline bool content_buildable_to(content_t m)
313 return content_features(m).buildable_to;
317 Nodes make a face if contents differ and solidness differs.
320 1: Face uses m1's content
321 2: Face uses m2's content
323 inline u8 face_contents(content_t m1, content_t m2)
325 if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
328 bool contents_differ = (m1 != m2);
330 // Contents don't differ for different forms of same liquid
331 if(content_liquid(m1) && content_liquid(m2)
332 && make_liquid_flowing(m1) == make_liquid_flowing(m2))
333 contents_differ = false;
335 bool solidness_differs = (content_solidness(m1) != content_solidness(m2));
336 bool makes_face = contents_differ && solidness_differs;
338 if(makes_face == false)
341 if(content_solidness(m1) > content_solidness(m2))
348 Packs directions like (1,0,0), (1,-1,0)
350 inline u8 packDir(v3s16 dir)
371 inline v3s16 unpackDir(u8 b)
394 facedir: CPT_FACEDIR_SIMPLE param1 value
395 dir: The face for which stuff is wanted
396 return value: The face from which the stuff is actually found
398 NOTE: Currently this uses 2 bits for Z-,X-,Z+,X+, should there be Y+
401 v3s16 facedir_rotate(u8 facedir, v3s16 dir);
410 Masks for MapNode.param2 of flowing liquids
412 #define LIQUID_LEVEL_MASK 0x07
413 #define LIQUID_FLOW_DOWN_MASK 0x08
416 This is the stuff what the whole world consists of.
424 0x00-0x7f: Short content type
425 0x80-0xff: Long content type (param2>>4 makes up low bytes)
434 Misc parameter. Initialized to 0.
435 - For light_propagates() blocks, this is light intensity,
436 stored logarithmically from 0 to LIGHT_MAX.
437 Sunlight is LIGHT_SUN, which is LIGHT_MAX+1.
438 - Contains 2 values, day- and night lighting. Each takes 4 bits.
439 - Mineral content (should be removed from here)
440 - Uhh... well, most blocks have light or nothing in here.
449 The second parameter. Initialized to 0.
450 E.g. direction for torches and flowing water.
451 If param0 >= 0x80, bits 0xf0 of this is extended content type data
459 MapNode(const MapNode & n)
464 MapNode(content_t content=CONTENT_AIR, u8 a_param1=0, u8 a_param2=0)
469 // Set after other params because this needs to override part of param2
473 bool operator==(const MapNode &other)
475 return (param0 == other.param0
476 && param1 == other.param1
477 && param2 == other.param2);
480 // To be used everywhere
481 content_t getContent()
486 return (param0<<4) + (param2>>4);
488 void setContent(content_t c)
500 param2 |= (c&0x0f)<<4;
505 These four are DEPRECATED I guess. -c55
507 bool light_propagates()
509 return light_propagates_content(getContent());
511 bool sunlight_propagates()
513 return sunlight_propagates_content(getContent());
517 return content_solidness(getContent());
521 return content_features(*this).light_source;
524 u8 getLightBanksWithSource()
526 // Select the brightest of [light source, propagated light]
529 if(content_features(*this).param_type == CPT_LIGHT)
531 lightday = param1 & 0x0f;
532 lightnight = (param1>>4)&0x0f;
534 if(light_source() > lightday)
535 lightday = light_source();
536 if(light_source() > lightnight)
537 lightnight = light_source();
538 return (lightday&0x0f) | ((lightnight<<4)&0xf0);
541 u8 getLight(enum LightBank bank)
543 // Select the brightest of [light source, propagated light]
545 if(content_features(*this).param_type == CPT_LIGHT)
547 if(bank == LIGHTBANK_DAY)
548 light = param1 & 0x0f;
549 else if(bank == LIGHTBANK_NIGHT)
550 light = (param1>>4)&0x0f;
554 if(light_source() > light)
555 light = light_source();
559 // 0 <= daylight_factor <= 1000
560 // 0 <= return value <= LIGHT_SUN
561 u8 getLightBlend(u32 daylight_factor)
563 u8 l = ((daylight_factor * getLight(LIGHTBANK_DAY)
564 + (1000-daylight_factor) * getLight(LIGHTBANK_NIGHT))
567 if(getLight(LIGHTBANK_DAY) == LIGHT_SUN)
573 /*// 0 <= daylight_factor <= 1000
574 // 0 <= return value <= 255
575 u8 getLightBlend(u32 daylight_factor)
577 u8 daylight = decode_light(getLight(LIGHTBANK_DAY));
578 u8 nightlight = decode_light(getLight(LIGHTBANK_NIGHT));
579 u8 mix = ((daylight_factor * daylight
580 + (1000-daylight_factor) * nightlight)
585 void setLight(enum LightBank bank, u8 a_light)
587 // If node doesn't contain light data, ignore this
588 if(content_features(*this).param_type != CPT_LIGHT)
590 if(bank == LIGHTBANK_DAY)
593 param1 |= a_light & 0x0f;
595 else if(bank == LIGHTBANK_NIGHT)
598 param1 |= (a_light & 0x0f)<<4;
606 Get tile of a face of the node.
607 dir: direction of face
608 Returns: TileSpec. Can contain miscellaneous texture coordinates,
609 which must be obeyed so that the texture atlas can be used.
611 TileSpec getTile(v3s16 dir);
614 Gets mineral content of node, if there is any.
615 MINERAL_NONE if doesn't contain or isn't able to contain mineral.
620 Serialization functions
623 static u32 serializedLength(u8 version);
624 void serialize(u8 *dest, u8 version);
625 void deSerialize(u8 *source, u8 version);
630 Gets lighting value at face of node
632 Parameters must consist of air and !air.
633 Order doesn't matter.
635 If either of the nodes doesn't exist, light is 0.
638 daynight_ratio: 0...1000
640 n2: getNodeParent(p + face_dir)
641 face_dir: axis oriented unit vector from p to p2
643 returns encoded light value.
645 u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,