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;
156 // Viscosity for fluid flow, ranging from 1 to 7, with
157 // 1 giving almost instantaneous propagation and 7 being
158 // the slowest possible
160 // Used currently for flowing liquids
162 // Special irrlicht material, used sometimes
163 video::SMaterial *special_material;
164 AtlasPointer *special_atlas;
166 // Amount of light the node emits
169 // Digging properties for different tools
170 DiggingPropertiesList digging_properties;
172 u32 damage_per_second;
174 // NOTE: Move relevant properties to here from elsewhere
178 param_type = CPT_NONE;
179 inventory_texture = NULL;
180 is_ground_content = false;
181 light_propagates = false;
182 sunlight_propagates = false;
188 buildable_to = false;
189 liquid_type = LIQUID_NONE;
190 wall_mounted = false;
191 air_equivalent = false;
193 initial_metadata = NULL;
194 liquid_alternative_flowing = CONTENT_IGNORE;
195 liquid_alternative_source = CONTENT_IGNORE;
196 liquid_viscosity = 0;
198 special_material = NULL;
199 special_atlas = NULL;
201 digging_properties.clear();
202 damage_per_second = 0;
213 Quickhands for simple materials
216 void setTexture(u16 i, std::string name, u8 alpha=255);
218 void setAllTextures(std::string name, u8 alpha=255)
220 for(u16 i=0; i<6; i++)
222 setTexture(i, name, alpha);
224 // Force inventory texture too
225 setInventoryTexture(name);
228 void setTile(u16 i, const TileSpec &tile)
232 void setAllTiles(const TileSpec &tile)
234 for(u16 i=0; i<6; i++)
240 void setInventoryTexture(std::string imgname);
242 void setInventoryTextureCube(std::string top,
243 std::string left, std::string right);
247 Call this to access the ContentFeature list
249 ContentFeatures & content_features(content_t i);
250 ContentFeatures & content_features(MapNode &n);
253 Here is a bunch of DEPRECATED functions.
257 If true, the material allows light propagation and brightness is stored
259 NOTE: Don't use, use "content_features(m).whatever" instead
261 inline bool light_propagates_content(content_t m)
263 return content_features(m).light_propagates;
266 If true, the material allows lossless sunlight propagation.
267 NOTE: It doesn't seem to go through torches regardlessly of this
268 NOTE: Don't use, use "content_features(m).whatever" instead
270 inline bool sunlight_propagates_content(content_t m)
272 return content_features(m).sunlight_propagates;
275 On a node-node surface, the material of the node with higher solidness
280 NOTE: Don't use, use "content_features(m).whatever" instead
282 inline u8 content_solidness(content_t m)
284 return content_features(m).solidness;
286 // Objects collide with walkable contents
287 // NOTE: Don't use, use "content_features(m).whatever" instead
288 inline bool content_walkable(content_t m)
290 return content_features(m).walkable;
292 // NOTE: Don't use, use "content_features(m).whatever" instead
293 inline bool content_liquid(content_t m)
295 return content_features(m).liquid_type != LIQUID_NONE;
297 // NOTE: Don't use, use "content_features(m).whatever" instead
298 inline bool content_flowing_liquid(content_t m)
300 return content_features(m).liquid_type == LIQUID_FLOWING;
302 // NOTE: Don't use, use "content_features(m).whatever" instead
303 inline bool content_liquid_source(content_t m)
305 return content_features(m).liquid_type == LIQUID_SOURCE;
307 // CONTENT_WATER || CONTENT_WATERSOURCE -> CONTENT_WATER
308 // CONTENT_LAVA || CONTENT_LAVASOURCE -> CONTENT_LAVA
309 // NOTE: Don't use, use "content_features(m).whatever" instead
310 inline content_t make_liquid_flowing(content_t m)
312 u8 c = content_features(m).liquid_alternative_flowing;
313 assert(c != CONTENT_IGNORE);
316 // Pointable contents can be pointed to in the map
317 // NOTE: Don't use, use "content_features(m).whatever" instead
318 inline bool content_pointable(content_t m)
320 return content_features(m).pointable;
322 // NOTE: Don't use, use "content_features(m).whatever" instead
323 inline bool content_diggable(content_t m)
325 return content_features(m).diggable;
327 // NOTE: Don't use, use "content_features(m).whatever" instead
328 inline bool content_buildable_to(content_t m)
330 return content_features(m).buildable_to;
334 Nodes make a face if contents differ and solidness differs.
337 1: Face uses m1's content
338 2: Face uses m2's content
340 inline u8 face_contents(content_t m1, content_t m2)
342 if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
345 bool contents_differ = (m1 != m2);
347 // Contents don't differ for different forms of same liquid
348 if(content_liquid(m1) && content_liquid(m2)
349 && make_liquid_flowing(m1) == make_liquid_flowing(m2))
350 contents_differ = false;
352 bool solidness_differs = (content_solidness(m1) != content_solidness(m2));
353 bool makes_face = contents_differ && solidness_differs;
355 if(makes_face == false)
358 if(content_solidness(m1) > content_solidness(m2))
365 Packs directions like (1,0,0), (1,-1,0)
367 inline u8 packDir(v3s16 dir)
388 inline v3s16 unpackDir(u8 b)
411 facedir: CPT_FACEDIR_SIMPLE param1 value
412 dir: The face for which stuff is wanted
413 return value: The face from which the stuff is actually found
415 NOTE: Currently this uses 2 bits for Z-,X-,Z+,X+, should there be Y+
418 v3s16 facedir_rotate(u8 facedir, v3s16 dir);
427 Masks for MapNode.param2 of flowing liquids
429 #define LIQUID_LEVEL_MASK 0x07
430 #define LIQUID_FLOW_DOWN_MASK 0x08
432 /* maximum amount of liquid in a block */
433 #define LIQUID_LEVEL_MAX LIQUID_LEVEL_MASK
434 #define LIQUID_LEVEL_SOURCE (LIQUID_LEVEL_MAX+1)
437 This is the stuff what the whole world consists of.
445 0x00-0x7f: Short content type
446 0x80-0xff: Long content type (param2>>4 makes up low bytes)
455 Misc parameter. Initialized to 0.
456 - For light_propagates() blocks, this is light intensity,
457 stored logarithmically from 0 to LIGHT_MAX.
458 Sunlight is LIGHT_SUN, which is LIGHT_MAX+1.
459 - Contains 2 values, day- and night lighting. Each takes 4 bits.
460 - Mineral content (should be removed from here)
461 - Uhh... well, most blocks have light or nothing in here.
470 The second parameter. Initialized to 0.
471 E.g. direction for torches and flowing water.
472 If param0 >= 0x80, bits 0xf0 of this is extended content type data
480 MapNode(const MapNode & n)
485 MapNode(content_t content=CONTENT_AIR, u8 a_param1=0, u8 a_param2=0)
490 // Set after other params because this needs to override part of param2
494 bool operator==(const MapNode &other)
496 return (param0 == other.param0
497 && param1 == other.param1
498 && param2 == other.param2);
501 // To be used everywhere
502 content_t getContent()
507 return (param0<<4) + (param2>>4);
509 void setContent(content_t c)
521 param2 |= (c&0x0f)<<4;
526 These four are DEPRECATED I guess. -c55
528 bool light_propagates()
530 return light_propagates_content(getContent());
532 bool sunlight_propagates()
534 return sunlight_propagates_content(getContent());
538 return content_solidness(getContent());
542 return content_features(*this).light_source;
545 u8 getLightBanksWithSource()
547 // Select the brightest of [light source, propagated light]
550 if(content_features(*this).param_type == CPT_LIGHT)
552 lightday = param1 & 0x0f;
553 lightnight = (param1>>4)&0x0f;
555 if(light_source() > lightday)
556 lightday = light_source();
557 if(light_source() > lightnight)
558 lightnight = light_source();
559 return (lightday&0x0f) | ((lightnight<<4)&0xf0);
562 u8 getLight(enum LightBank bank)
564 // Select the brightest of [light source, propagated light]
566 if(content_features(*this).param_type == CPT_LIGHT)
568 if(bank == LIGHTBANK_DAY)
569 light = param1 & 0x0f;
570 else if(bank == LIGHTBANK_NIGHT)
571 light = (param1>>4)&0x0f;
575 if(light_source() > light)
576 light = light_source();
580 // 0 <= daylight_factor <= 1000
581 // 0 <= return value <= LIGHT_SUN
582 u8 getLightBlend(u32 daylight_factor)
584 u8 l = ((daylight_factor * getLight(LIGHTBANK_DAY)
585 + (1000-daylight_factor) * getLight(LIGHTBANK_NIGHT))
588 if(getLight(LIGHTBANK_DAY) == LIGHT_SUN)
594 /*// 0 <= daylight_factor <= 1000
595 // 0 <= return value <= 255
596 u8 getLightBlend(u32 daylight_factor)
598 u8 daylight = decode_light(getLight(LIGHTBANK_DAY));
599 u8 nightlight = decode_light(getLight(LIGHTBANK_NIGHT));
600 u8 mix = ((daylight_factor * daylight
601 + (1000-daylight_factor) * nightlight)
606 void setLight(enum LightBank bank, u8 a_light)
608 // If node doesn't contain light data, ignore this
609 if(content_features(*this).param_type != CPT_LIGHT)
611 if(bank == LIGHTBANK_DAY)
614 param1 |= a_light & 0x0f;
616 else if(bank == LIGHTBANK_NIGHT)
619 param1 |= (a_light & 0x0f)<<4;
627 Get tile of a face of the node.
628 dir: direction of face
629 Returns: TileSpec. Can contain miscellaneous texture coordinates,
630 which must be obeyed so that the texture atlas can be used.
632 TileSpec getTile(v3s16 dir);
635 Gets mineral content of node, if there is any.
636 MINERAL_NONE if doesn't contain or isn't able to contain mineral.
641 Serialization functions
644 static u32 serializedLength(u8 version);
645 void serialize(u8 *dest, u8 version);
646 void deSerialize(u8 *source, u8 version);
651 Gets lighting value at face of node
653 Parameters must consist of air and !air.
654 Order doesn't matter.
656 If either of the nodes doesn't exist, light is 0.
659 daynight_ratio: 0...1000
661 n2: getNodeParent(p + face_dir)
662 face_dir: axis oriented unit vector from p to p2
664 returns encoded light value.
666 u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,