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"
26 #include "exceptions.h"
27 #include "serialization.h"
28 #include "materials.h"
35 - Material = irrlicht's Material class
36 - Content = (content_t) content of a node
37 - Tile = TileSpec at some side of a node of some content type
40 0x000...0x07f: param2 is fully usable
41 0x800...0xfff: param2 lower 4 bytes are free
43 typedef u16 content_t;
44 #define MAX_CONTENT 0xfff
47 Initializes all kind of stuff in here.
48 Many things depend on this.
50 This accesses g_texturesource; if it is non-NULL, textures are set.
52 Client first calls this with g_texturesource=NULL to run some
53 unit tests and stuff, then it runs this again with g_texturesource
54 defined to get the textures.
56 Server only calls this once with g_texturesource=NULL.
63 Anything that stores MapNodes doesn't have to preserve parameters
64 associated with this material.
66 Doesn't create faces with anything and is considered being
67 out-of-map in the game map.
69 //#define CONTENT_IGNORE 255
70 #define CONTENT_IGNORE 127
71 #define CONTENT_IGNORE_DEFAULT_PARAM 0
74 The common material through which the player can walk and which
75 is transparent to light
77 //#define CONTENT_AIR 254
78 #define CONTENT_AIR 126
89 // Direction for chests and furnaces and such
103 struct ContentFeatures
106 // List of all block textures that have been used (value is dummy)
107 core::map<std::string, bool> used_texturenames;
119 video::ITexture *inventory_texture;
121 // Used currently for flowing liquids
123 // Post effect color, drawn when the camera is inside the node.
124 video::SColor post_effect_color;
125 // Special irrlicht material, used sometimes
126 video::SMaterial *special_material;
127 AtlasPointer *special_atlas;
130 // Type of MapNode::param1
131 ContentParamType param_type;
132 // True for all ground-like things like stone and mud, false for eg. trees
133 bool is_ground_content;
134 bool light_propagates;
135 bool sunlight_propagates;
136 u8 solidness; // Used when choosing which face is drawn
137 u8 visual_solidness; // When solidness=0, this tells how it looks like
138 // This is used for collision detection.
139 // Also for general solidness queries.
141 // Player can point to these
143 // Player can dig these
145 // Player can climb these
147 // Player can build on these
149 // Whether the node has no liquid, source liquid or flowing liquid
150 enum LiquidType liquid_type;
151 // If true, param2 is set to direction when placed. Used for torches.
152 // NOTE: the direction format is quite inefficient and should be changed
154 // If true, node is equivalent to air. Torches are, air is. Water is not.
155 // Is used for example to check whether a mud block can have grass on.
157 // Whether this content type often contains mineral.
158 // Used for texture atlas creation.
159 // Currently only enabled for CONTENT_STONE.
160 bool often_contains_mineral;
162 // Inventory item string as which the node appears in inventory when dug.
163 // Mineral overrides this.
164 std::string dug_item;
166 // Extra dug item and its rarity
167 std::string extra_dug_item;
168 s32 extra_dug_item_rarity;
170 // Initial metadata is cloned from this
171 NodeMetadata *initial_metadata;
173 // If the content is liquid, this is the flowing version of the liquid.
174 // If content is liquid, this is the same content.
175 content_t liquid_alternative_flowing;
176 // If the content is liquid, this is the source version of the liquid.
177 content_t liquid_alternative_source;
178 // Viscosity for fluid flow, ranging from 1 to 7, with
179 // 1 giving almost instantaneous propagation and 7 being
180 // the slowest possible
183 // Amount of light the node emits
186 // Digging properties for different tools
187 DiggingPropertiesList digging_properties;
189 u32 damage_per_second;
191 // NOTE: Move relevant properties to here from elsewhere
196 inventory_texture = NULL;
199 post_effect_color = video::SColor(0, 0, 0, 0);
200 special_material = NULL;
201 special_atlas = NULL;
203 param_type = CPT_NONE;
204 is_ground_content = false;
205 light_propagates = false;
206 sunlight_propagates = false;
208 visual_solidness = 0;
213 buildable_to = false;
214 liquid_type = LIQUID_NONE;
215 wall_mounted = false;
216 air_equivalent = false;
217 often_contains_mineral = false;
219 initial_metadata = NULL;
220 liquid_alternative_flowing = CONTENT_IGNORE;
221 liquid_alternative_source = CONTENT_IGNORE;
222 liquid_viscosity = 0;
224 digging_properties.clear();
225 damage_per_second = 0;
236 Quickhands for simple materials
240 void setTexture(u16 i, std::string name, u8 alpha=255)
242 void setAllTextures(std::string name, u8 alpha=255)
245 void setTexture(u16 i, std::string name, u8 alpha=255);
247 void setAllTextures(std::string name, u8 alpha=255)
249 for(u16 i=0; i<6; i++)
251 setTexture(i, name, alpha);
253 // Force inventory texture too
254 setInventoryTexture(name);
259 void setTile(u16 i, const TileSpec &tile)
263 void setAllTiles(const TileSpec &tile)
265 for(u16 i=0; i<6; i++)
273 void setInventoryTexture(std::string imgname)
275 void setInventoryTextureCube(std::string top,
276 std::string left, std::string right)
279 void setInventoryTexture(std::string imgname);
281 void setInventoryTextureCube(std::string top,
282 std::string left, std::string right);
287 Call this to access the ContentFeature list
289 ContentFeatures & content_features(content_t i);
290 ContentFeatures & content_features(MapNode &n);
293 Here is a bunch of DEPRECATED functions.
297 If true, the material allows light propagation and brightness is stored
299 NOTE: Don't use, use "content_features(m).whatever" instead
301 inline bool light_propagates_content(content_t m)
303 return content_features(m).light_propagates;
306 If true, the material allows lossless sunlight propagation.
307 NOTE: It doesn't seem to go through torches regardlessly of this
308 NOTE: Don't use, use "content_features(m).whatever" instead
310 inline bool sunlight_propagates_content(content_t m)
312 return content_features(m).sunlight_propagates;
315 On a node-node surface, the material of the node with higher solidness
320 NOTE: Don't use, use "content_features(m).whatever" instead
322 inline u8 content_solidness(content_t m)
324 return content_features(m).solidness;
326 // Objects collide with walkable contents
327 // NOTE: Don't use, use "content_features(m).whatever" instead
328 inline bool content_walkable(content_t m)
330 return content_features(m).walkable;
332 // NOTE: Don't use, use "content_features(m).whatever" instead
333 inline bool content_liquid(content_t m)
335 return content_features(m).liquid_type != LIQUID_NONE;
337 // NOTE: Don't use, use "content_features(m).whatever" instead
338 inline bool content_flowing_liquid(content_t m)
340 return content_features(m).liquid_type == LIQUID_FLOWING;
342 // NOTE: Don't use, use "content_features(m).whatever" instead
343 inline bool content_liquid_source(content_t m)
345 return content_features(m).liquid_type == LIQUID_SOURCE;
347 // CONTENT_WATER || CONTENT_WATERSOURCE -> CONTENT_WATER
348 // CONTENT_LAVA || CONTENT_LAVASOURCE -> CONTENT_LAVA
349 // NOTE: Don't use, use "content_features(m).whatever" instead
350 inline content_t make_liquid_flowing(content_t m)
352 u8 c = content_features(m).liquid_alternative_flowing;
353 assert(c != CONTENT_IGNORE);
356 // Pointable contents can be pointed to in the map
357 // NOTE: Don't use, use "content_features(m).whatever" instead
358 inline bool content_pointable(content_t m)
360 return content_features(m).pointable;
362 // NOTE: Don't use, use "content_features(m).whatever" instead
363 inline bool content_diggable(content_t m)
365 return content_features(m).diggable;
367 // NOTE: Don't use, use "content_features(m).whatever" instead
368 inline bool content_buildable_to(content_t m)
370 return content_features(m).buildable_to;
374 Nodes make a face if contents differ and solidness differs.
377 1: Face uses m1's content
378 2: Face uses m2's content
380 inline u8 face_contents(content_t m1, content_t m2)
382 if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
385 bool contents_differ = (m1 != m2);
387 // Contents don't differ for different forms of same liquid
388 if(content_liquid(m1) && content_liquid(m2)
389 && make_liquid_flowing(m1) == make_liquid_flowing(m2))
390 contents_differ = false;
392 bool solidness_differs = (content_solidness(m1) != content_solidness(m2));
393 bool makes_face = contents_differ && solidness_differs;
395 if(makes_face == false)
398 if(content_solidness(m1) > content_solidness(m2))
405 Packs directions like (1,0,0), (1,-1,0)
407 inline u8 packDir(v3s16 dir)
428 inline v3s16 unpackDir(u8 b)
451 facedir: CPT_FACEDIR_SIMPLE param1 value
452 dir: The face for which stuff is wanted
453 return value: The face from which the stuff is actually found
455 NOTE: Currently this uses 2 bits for Z-,X-,Z+,X+, should there be Y+
458 v3s16 facedir_rotate(u8 facedir, v3s16 dir);
467 Masks for MapNode.param2 of flowing liquids
469 #define LIQUID_LEVEL_MASK 0x07
470 #define LIQUID_FLOW_DOWN_MASK 0x08
472 /* maximum amount of liquid in a block */
473 #define LIQUID_LEVEL_MAX LIQUID_LEVEL_MASK
474 #define LIQUID_LEVEL_SOURCE (LIQUID_LEVEL_MAX+1)
477 This is the stuff what the whole world consists of.
485 0x00-0x7f: Short content type
486 0x80-0xff: Long content type (param2>>4 makes up low bytes)
495 Misc parameter. Initialized to 0.
496 - For light_propagates() blocks, this is light intensity,
497 stored logarithmically from 0 to LIGHT_MAX.
498 Sunlight is LIGHT_SUN, which is LIGHT_MAX+1.
499 - Contains 2 values, day- and night lighting. Each takes 4 bits.
500 - Mineral content (should be removed from here)
501 - Uhh... well, most blocks have light or nothing in here.
510 The second parameter. Initialized to 0.
511 E.g. direction for torches and flowing water.
512 If param0 >= 0x80, bits 0xf0 of this is extended content type data
520 MapNode(const MapNode & n)
525 MapNode(content_t content=CONTENT_AIR, u8 a_param1=0, u8 a_param2=0)
530 // Set after other params because this needs to override part of param2
534 bool operator==(const MapNode &other)
536 return (param0 == other.param0
537 && param1 == other.param1
538 && param2 == other.param2);
541 // To be used everywhere
542 content_t getContent()
547 return (param0<<4) + (param2>>4);
549 void setContent(content_t c)
561 param2 |= (c&0x0f)<<4;
566 These four are DEPRECATED I guess. -c55
568 bool light_propagates()
570 return light_propagates_content(getContent());
572 bool sunlight_propagates()
574 return sunlight_propagates_content(getContent());
578 return content_solidness(getContent());
582 return content_features(*this).light_source;
585 u8 getLightBanksWithSource()
587 // Select the brightest of [light source, propagated light]
590 if(content_features(*this).param_type == CPT_LIGHT)
592 lightday = param1 & 0x0f;
593 lightnight = (param1>>4)&0x0f;
595 if(light_source() > lightday)
596 lightday = light_source();
597 if(light_source() > lightnight)
598 lightnight = light_source();
599 return (lightday&0x0f) | ((lightnight<<4)&0xf0);
602 u8 getLight(enum LightBank bank)
604 // Select the brightest of [light source, propagated light]
606 if(content_features(*this).param_type == CPT_LIGHT)
608 if(bank == LIGHTBANK_DAY)
609 light = param1 & 0x0f;
610 else if(bank == LIGHTBANK_NIGHT)
611 light = (param1>>4)&0x0f;
615 if(light_source() > light)
616 light = light_source();
620 // 0 <= daylight_factor <= 1000
621 // 0 <= return value <= LIGHT_SUN
622 u8 getLightBlend(u32 daylight_factor)
624 u8 l = ((daylight_factor * getLight(LIGHTBANK_DAY)
625 + (1000-daylight_factor) * getLight(LIGHTBANK_NIGHT))
628 if(getLight(LIGHTBANK_DAY) == LIGHT_SUN)
634 /*// 0 <= daylight_factor <= 1000
635 // 0 <= return value <= 255
636 u8 getLightBlend(u32 daylight_factor)
638 u8 daylight = decode_light(getLight(LIGHTBANK_DAY));
639 u8 nightlight = decode_light(getLight(LIGHTBANK_NIGHT));
640 u8 mix = ((daylight_factor * daylight
641 + (1000-daylight_factor) * nightlight)
646 void setLight(enum LightBank bank, u8 a_light)
648 // If node doesn't contain light data, ignore this
649 if(content_features(*this).param_type != CPT_LIGHT)
651 if(bank == LIGHTBANK_DAY)
654 param1 |= a_light & 0x0f;
656 else if(bank == LIGHTBANK_NIGHT)
659 param1 |= (a_light & 0x0f)<<4;
668 Get tile of a face of the node.
669 dir: direction of face
670 Returns: TileSpec. Can contain miscellaneous texture coordinates,
671 which must be obeyed so that the texture atlas can be used.
673 TileSpec getTile(v3s16 dir);
677 Gets mineral content of node, if there is any.
678 MINERAL_NONE if doesn't contain or isn't able to contain mineral.
683 Serialization functions
686 static u32 serializedLength(u8 version);
687 void serialize(u8 *dest, u8 version);
688 void deSerialize(u8 *source, u8 version);
693 Gets lighting value at face of node
695 Parameters must consist of air and !air.
696 Order doesn't matter.
698 If either of the nodes doesn't exist, light is 0.
701 daynight_ratio: 0...1000
703 n2: getNodeParent(p + face_dir)
704 face_dir: axis oriented unit vector from p to p2
706 returns encoded light value.
708 u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,