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"
32 Initializes all kind of stuff in here.
33 Many things depend on this.
35 This accesses g_texturesource; if it is non-NULL, textures are set.
37 Client first calls this with g_texturesource=NULL to run some
38 unit tests and stuff, then it runs this again with g_texturesource
39 defined to get the textures.
41 Server only calls this once with g_texturesource=NULL.
45 // Initializes g_content_inventory_texture_paths
46 void init_content_inventory_texture_paths();
49 // NOTE: This is not used appropriately everywhere.
50 #define MATERIALS_COUNT 256
55 Anything that stores MapNodes doesn't have to preserve parameters
56 associated with this material.
58 Doesn't create faces with anything and is considered being
59 out-of-map in the game map.
61 #define CONTENT_IGNORE 255
62 #define CONTENT_IGNORE_DEFAULT_PARAM 0
65 The common material through which the player can walk and which
66 is transparent to light
68 #define CONTENT_AIR 254
76 - Material = irrlicht's Material class
77 - Content = (u8) content of a node
78 - Tile = (u16) Material ID at some side of a node
81 #define CONTENT_STONE 0
82 #define CONTENT_GRASS 1
83 #define CONTENT_WATER 2
84 #define CONTENT_TORCH 3
85 #define CONTENT_TREE 4
86 #define CONTENT_LEAVES 5
87 #define CONTENT_GRASS_FOOTSTEPS 6
88 #define CONTENT_MESE 7
90 #define CONTENT_WATERSOURCE 9
91 // Pretty much useless, clouds won't be drawn this way
92 #define CONTENT_CLOUD 10
93 #define CONTENT_COALSTONE 11
94 #define CONTENT_WOOD 12
95 #define CONTENT_SAND 13
96 #define CONTENT_SIGN_WALL 14
97 #define CONTENT_CHEST 15
98 #define CONTENT_FURNACE 16
99 //#define CONTENT_WORKBENCH 17
100 #define CONTENT_COBBLE 18
101 #define CONTENT_STEEL 19
102 #define CONTENT_GLASS 20
103 #define CONTENT_FENCE 21
104 #define CONTENT_SANDSTONE 22
105 #define CONTENT_CACTUS 23
106 #define CONTENT_BRICK 24
112 enum ContentParamType
117 // Direction for chests and furnaces and such
131 struct ContentFeatures
133 // If non-NULL, content is translated to this when deserialized
134 MapNode *translate_to;
136 // Type of MapNode::param
137 ContentParamType param_type;
149 video::ITexture *inventory_texture;
151 bool is_ground_content;
152 bool light_propagates;
153 bool sunlight_propagates;
154 u8 solidness; // Used when choosing which face is drawn
155 // This is used for collision detection.
156 // Also for general solidness queries.
158 // Player can point to these
160 // Player can dig these
162 // Player can build on these
164 // Whether the node has no liquid, source liquid or flowing liquid
165 enum LiquidType liquid_type;
166 // If true, param2 is set to direction when placed. Used for torches.
167 // NOTE: the direction format is quite inefficient and should be changed
169 // If true, node is equivalent to air. Torches are, air is. Water is not.
170 // Is used for example to check whether a mud block can have grass on.
173 // Inventory item string as which the node appears in inventory when dug.
174 // Mineral overrides this.
175 std::string dug_item;
177 // Initial metadata is cloned from this
178 NodeMetadata *initial_metadata;
180 //TODO: Move more properties here
185 param_type = CPT_NONE;
186 inventory_texture = NULL;
187 is_ground_content = false;
188 light_propagates = false;
189 sunlight_propagates = false;
194 buildable_to = false;
195 liquid_type = LIQUID_NONE;
196 wall_mounted = false;
197 air_equivalent = false;
199 initial_metadata = NULL;
205 Quickhands for simple materials
208 void setTexture(u16 i, std::string name, u8 alpha=255);
210 void setAllTextures(std::string name, u8 alpha=255)
212 for(u16 i=0; i<6; i++)
214 setTexture(i, name, alpha);
218 void setTile(u16 i, const TileSpec &tile)
222 void setAllTiles(const TileSpec &tile)
224 for(u16 i=0; i<6; i++)
230 void setInventoryTexture(std::string imgname);
232 void setInventoryTextureCube(std::string top,
233 std::string left, std::string right);
237 Call this to access the ContentFeature list
239 ContentFeatures & content_features(u8 i);
242 If true, the material allows light propagation and brightness is stored
244 NOTE: Don't use, use "content_features(m).whatever" instead
246 inline bool light_propagates_content(u8 m)
248 return content_features(m).light_propagates;
249 //return (m == CONTENT_AIR || m == CONTENT_TORCH || m == CONTENT_WATER || m == CONTENT_WATERSOURCE);
253 If true, the material allows lossless sunlight propagation.
254 NOTE: It doesn't seem to go through torches regardlessly of this
255 NOTE: Don't use, use "content_features(m).whatever" instead
257 inline bool sunlight_propagates_content(u8 m)
259 return content_features(m).sunlight_propagates;
260 //return (m == CONTENT_AIR || m == CONTENT_TORCH);
264 On a node-node surface, the material of the node with higher solidness
269 NOTE: Don't use, use "content_features(m).whatever" instead
271 inline u8 content_solidness(u8 m)
273 return content_features(m).solidness;
274 /*// As of now, every pseudo node like torches are added to this
275 if(m == CONTENT_AIR || m == CONTENT_TORCH || m == CONTENT_WATER)
277 if(m == CONTENT_WATER || m == CONTENT_WATERSOURCE)
282 // Objects collide with walkable contents
283 // NOTE: Don't use, use "content_features(m).whatever" instead
284 inline bool content_walkable(u8 m)
286 return content_features(m).walkable;
287 //return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_WATERSOURCE && m != CONTENT_TORCH);
290 // NOTE: Don't use, use "content_features(m).whatever" instead
291 inline bool content_liquid(u8 m)
293 return content_features(m).liquid_type != LIQUID_NONE;
294 //return (m == CONTENT_WATER || m == CONTENT_WATERSOURCE);
297 // NOTE: Don't use, use "content_features(m).whatever" instead
298 inline bool content_flowing_liquid(u8 m)
300 return content_features(m).liquid_type == LIQUID_FLOWING;
301 //return (m == CONTENT_WATER);
304 // NOTE: Don't use, use "content_features(m).whatever" instead
305 inline bool content_liquid_source(u8 m)
307 return content_features(m).liquid_type == LIQUID_SOURCE;
308 //return (m == CONTENT_WATERSOURCE);
311 // CONTENT_WATER || CONTENT_WATERSOURCE -> CONTENT_WATER
312 // CONTENT_LAVA || CONTENT_LAVASOURCE -> CONTENT_LAVA
313 inline u8 make_liquid_flowing(u8 m)
315 if(m == CONTENT_WATER || m == CONTENT_WATERSOURCE)
316 return CONTENT_WATER;
320 // Pointable contents can be pointed to in the map
321 // NOTE: Don't use, use "content_features(m).whatever" instead
322 inline bool content_pointable(u8 m)
324 return content_features(m).pointable;
325 //return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_WATERSOURCE);
328 // NOTE: Don't use, use "content_features(m).whatever" instead
329 inline bool content_diggable(u8 m)
331 return content_features(m).diggable;
332 //return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_WATERSOURCE);
335 // NOTE: Don't use, use "content_features(m).whatever" instead
336 inline bool content_buildable_to(u8 m)
338 return content_features(m).buildable_to;
339 //return (m == CONTENT_AIR || m == CONTENT_WATER || m == CONTENT_WATERSOURCE);
343 Returns true for contents that form the base ground that
344 follows the main heightmap
346 /*inline bool is_ground_content(u8 m)
348 return content_features(m).is_ground_content;
352 Nodes make a face if contents differ and solidness differs.
355 1: Face uses m1's content
356 2: Face uses m2's content
358 inline u8 face_contents(u8 m1, u8 m2)
360 if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
363 bool contents_differ = (m1 != m2);
365 // Contents don't differ for different forms of same liquid
366 if(content_liquid(m1) && content_liquid(m2)
367 && make_liquid_flowing(m1) == make_liquid_flowing(m2))
368 contents_differ = false;
370 bool solidness_differs = (content_solidness(m1) != content_solidness(m2));
371 bool makes_face = contents_differ && solidness_differs;
373 if(makes_face == false)
376 if(content_solidness(m1) > content_solidness(m2))
383 Packs directions like (1,0,0), (1,-1,0)
385 inline u8 packDir(v3s16 dir)
406 inline v3s16 unpackDir(u8 b)
429 facedir: CPT_FACEDIR_SIMPLE param1 value
430 dir: The face for which stuff is wanted
431 return value: The face from which the stuff is actually found
433 v3s16 facedir_rotate(u8 facedir, v3s16 dir);
442 This is the stuff what the whole world consists of.
451 Misc parameter. Initialized to 0.
452 - For light_propagates() blocks, this is light intensity,
453 stored logarithmically from 0 to LIGHT_MAX.
454 Sunlight is LIGHT_SUN, which is LIGHT_MAX+1.
455 - Contains 2 values, day- and night lighting. Each takes 4 bits.
464 The second parameter. Initialized to 0.
465 E.g. direction for torches and flowing water.
473 MapNode(const MapNode & n)
478 MapNode(u8 data=CONTENT_AIR, u8 a_param=0, u8 a_param2=0)
485 /*MapNode & operator=(const MapNode &other)
489 param2 = other.param2;
493 bool operator==(const MapNode &other)
496 && param == other.param
497 && param2 == other.param2);
500 bool light_propagates()
502 return light_propagates_content(d);
505 bool sunlight_propagates()
507 return sunlight_propagates_content(d);
512 return content_solidness(d);
518 Note that a block that isn't light_propagates() can be a light source.
520 if(d == CONTENT_TORCH)
526 u8 getLightBanksWithSource()
528 // Select the brightest of [light source, propagated light]
531 if(content_features(d).param_type == CPT_LIGHT)
533 lightday = param & 0x0f;
534 lightnight = (param>>4)&0x0f;
536 if(light_source() > lightday)
537 lightday = light_source();
538 if(light_source() > lightnight)
539 lightnight = light_source();
540 return (lightday&0x0f) | ((lightnight<<4)&0xf0);
543 void setLightBanks(u8 a_light)
548 u8 getLight(enum LightBank bank)
550 // Select the brightest of [light source, propagated light]
552 if(content_features(d).param_type == CPT_LIGHT)
554 if(bank == LIGHTBANK_DAY)
555 light = param & 0x0f;
556 else if(bank == LIGHTBANK_NIGHT)
557 light = (param>>4)&0x0f;
561 if(light_source() > light)
562 light = light_source();
566 // 0 <= daylight_factor <= 1000
567 // 0 <= return value <= LIGHT_SUN
568 u8 getLightBlend(u32 daylight_factor)
570 u8 l = ((daylight_factor * getLight(LIGHTBANK_DAY)
571 + (1000-daylight_factor) * getLight(LIGHTBANK_NIGHT))
574 if(getLight(LIGHTBANK_DAY) == LIGHT_SUN)
580 /*// 0 <= daylight_factor <= 1000
581 // 0 <= return value <= 255
582 u8 getLightBlend(u32 daylight_factor)
584 u8 daylight = decode_light(getLight(LIGHTBANK_DAY));
585 u8 nightlight = decode_light(getLight(LIGHTBANK_NIGHT));
586 u8 mix = ((daylight_factor * daylight
587 + (1000-daylight_factor) * nightlight)
592 void setLight(enum LightBank bank, u8 a_light)
594 // If node doesn't contain light data, ignore this
595 if(content_features(d).param_type != CPT_LIGHT)
597 if(bank == LIGHTBANK_DAY)
600 param |= a_light & 0x0f;
602 else if(bank == LIGHTBANK_NIGHT)
605 param |= (a_light & 0x0f)<<4;
612 TileSpec getTile(v3s16 dir);
617 These serialization functions are used when informing client
621 static u32 serializedLength(u8 version)
623 if(!ser_ver_supported(version))
624 throw VersionMismatchException("ERROR: MapNode format not supported");
628 else if(version <= 9)
633 void serialize(u8 *dest, u8 version)
635 if(!ser_ver_supported(version))
636 throw VersionMismatchException("ERROR: MapNode format not supported");
642 else if(version <= 9)
654 void deSerialize(u8 *source, u8 version)
656 if(!ser_ver_supported(version))
657 throw VersionMismatchException("ERROR: MapNode format not supported");
663 else if(version == 1)
666 // This version doesn't support saved lighting
667 if(light_propagates() || light_source() > 0)
672 else if(version <= 9)
684 // Translate deprecated stuff
685 // NOTE: This doesn't get used because MapBlock handles node
686 // parameters directly
687 MapNode *translate_to = content_features(d).translate_to;
690 dstream<<"MapNode: WARNING: Translating "<<d<<" to "
691 <<translate_to->d<<std::endl;
692 *this = *translate_to;