3 Copyright (C) 2010 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"
31 // Size of node in rendering units
34 #define MATERIALS_COUNT 256
39 Anything that stores MapNodes doesn't have to preserve parameters
40 associated with this material.
42 Doesn't create faces with anything and is considered being
43 out-of-map in the game map.
45 #define CONTENT_IGNORE 255
46 #define CONTENT_IGNORE_DEFAULT_PARAM 0
49 The common material through which the player can walk and which
50 is transparent to light
52 #define CONTENT_AIR 254
57 - Dynamics of gravel: if there is a drop of more than two
58 blocks on any side, it will drop in there. Is this doable?
61 - Material = irrlicht's Material class
62 - Content = (u8) content of a node
63 - Tile = (u16) Material ID at some side of a node
74 CONTENT_GRASS_FOOTSTEPS,
82 // This is set to the number of the actual values in this enum
86 extern u16 g_content_tiles[USEFUL_CONTENT_COUNT][6];
87 extern const char * g_content_inventory_texture_paths[USEFUL_CONTENT_COUNT];
88 // Initializes g_content_inventory_texture_paths
89 void init_content_inventory_texture_paths();
92 If true, the material allows light propagation and brightness is stored
95 inline bool light_propagates_content(u8 m)
97 return (m == CONTENT_AIR || m == CONTENT_TORCH || m == CONTENT_WATER || m == CONTENT_OCEAN);
101 If true, the material allows lossless sunlight propagation.
102 NOTE: It doesn't seem to go through torches regardlessly of this
104 inline bool sunlight_propagates_content(u8 m)
106 return (m == CONTENT_AIR || m == CONTENT_TORCH);
110 On a node-node surface, the material of the node with higher solidness
116 inline u8 content_solidness(u8 m)
118 // As of now, every pseudo node like torches are added to this
119 if(m == CONTENT_AIR || m == CONTENT_TORCH)
121 if(m == CONTENT_WATER || m == CONTENT_OCEAN)
126 // Objects collide with walkable contents
127 inline bool content_walkable(u8 m)
129 return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_OCEAN && m != CONTENT_TORCH);
132 // A liquid resists fast movement
133 inline bool content_liquid(u8 m)
135 return (m == CONTENT_WATER || m == CONTENT_OCEAN);
138 // Pointable contents can be pointed to in the map
139 inline bool content_pointable(u8 m)
141 return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_OCEAN);
144 inline bool content_diggable(u8 m)
146 return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_OCEAN);
149 inline bool content_buildable_to(u8 m)
151 return (m == CONTENT_AIR || m == CONTENT_WATER || m == CONTENT_OCEAN);
155 Returns true for contents that form the base ground that
156 follows the main heightmap
158 inline bool is_ground_content(u8 m)
163 && m != CONTENT_WATER
164 && m != CONTENT_TORCH
166 && m != CONTENT_LEAVES
167 && m != CONTENT_OCEAN
168 && m != CONTENT_CLOUD
172 inline bool is_mineral(u8 c)
174 return(c == CONTENT_MESE
175 || c == CONTENT_COALSTONE);
178 inline bool liquid_replaces_content(u8 c)
180 return (c == CONTENT_AIR || c == CONTENT_TORCH);
184 When placing a node, drection info is added to it if this is true
186 inline bool content_directional(u8 c)
188 return (c == CONTENT_TORCH);
192 Nodes make a face if contents differ and solidness differs.
195 1: Face uses m1's content
196 2: Face uses m2's content
198 inline u8 face_contents(u8 m1, u8 m2)
200 if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
203 bool contents_differ = (m1 != m2);
204 bool solidness_differs = (content_solidness(m1) != content_solidness(m2));
205 bool makes_face = contents_differ && solidness_differs;
207 if(makes_face == false)
210 if(content_solidness(m1) > content_solidness(m2))
217 Packs directions like (1,0,0), (1,-1,0)
219 inline u8 packDir(v3s16 dir)
240 inline v3s16 unpackDir(u8 b)
262 inline u16 content_tile(u8 c, v3s16 dir)
264 if(c == CONTENT_IGNORE || c == CONTENT_AIR
265 || c >= USEFUL_CONTENT_COUNT)
270 if(dir == v3s16(0,1,0))
272 else if(dir == v3s16(0,-1,0))
274 else if(dir == v3s16(1,0,0))
276 else if(dir == v3s16(-1,0,0))
278 else if(dir == v3s16(0,0,1))
280 else if(dir == v3s16(0,0,-1))
287 return g_content_tiles[c][dir_i];
302 Misc parameter. Initialized to 0.
303 - For light_propagates() blocks, this is light intensity,
304 stored logarithmically from 0 to LIGHT_MAX.
305 Sunlight is LIGHT_SUN, which is LIGHT_MAX+1.
317 Direction for torches and other stuff.
318 If possible, packed with packDir.
323 MapNode(const MapNode & n)
328 MapNode(u8 data=CONTENT_AIR, u8 a_param=0, u8 a_pressure=0)
332 pressure = a_pressure;
335 bool operator==(const MapNode &other)
338 && param == other.param
339 && pressure == other.pressure);
342 bool light_propagates()
344 return light_propagates_content(d);
347 bool sunlight_propagates()
349 return sunlight_propagates_content(d);
354 return content_solidness(d);
360 Note that a block that isn't light_propagates() can be a light source.
362 if(d == CONTENT_TORCH)
368 u8 getLightBanksWithSource()
370 // Select the brightest of [light source, propagated light]
373 if(light_propagates())
375 lightday = param & 0x0f;
376 lightnight = (param>>4)&0x0f;
378 if(light_source() > lightday)
379 lightday = light_source();
380 if(light_source() > lightnight)
381 lightnight = light_source();
382 return (lightday&0x0f) | ((lightnight<<4)&0xf0);
385 void setLightBanks(u8 a_light)
390 u8 getLight(enum LightBank bank)
392 // Select the brightest of [light source, propagated light]
394 if(light_propagates())
396 if(bank == LIGHTBANK_DAY)
397 light = param & 0x0f;
398 else if(bank == LIGHTBANK_NIGHT)
399 light = (param>>4)&0x0f;
403 if(light_source() > light)
404 light = light_source();
408 // 0 <= daylight_factor <= 1000
409 // 0 <= return value <= LIGHT_SUN
410 u8 getLightBlend(u32 daylight_factor)
412 u8 l = ((daylight_factor * getLight(LIGHTBANK_DAY)
413 + (1000-daylight_factor) * getLight(LIGHTBANK_NIGHT))
416 if(getLight(LIGHTBANK_DAY) == LIGHT_SUN)
422 /*// 0 <= daylight_factor <= 1000
423 // 0 <= return value <= 255
424 u8 getLightBlend(u32 daylight_factor)
426 u8 daylight = decode_light(getLight(LIGHTBANK_DAY));
427 u8 nightlight = decode_light(getLight(LIGHTBANK_NIGHT));
428 u8 mix = ((daylight_factor * daylight
429 + (1000-daylight_factor) * nightlight)
434 void setLight(enum LightBank bank, u8 a_light)
436 // If not transparent, can't set light
437 if(light_propagates() == false)
439 if(bank == LIGHTBANK_DAY)
442 param |= a_light & 0x0f;
444 else if(bank == LIGHTBANK_NIGHT)
447 param |= (a_light & 0x0f)<<4;
453 u16 getTile(v3s16 dir)
455 return content_tile(d, dir);
459 These serialization functions are used when informing client
463 static u32 serializedLength(u8 version)
465 if(!ser_ver_supported(version))
466 throw VersionMismatchException("ERROR: MapNode format not supported");
470 else if(version <= 9)
475 void serialize(u8 *dest, u8 version)
477 if(!ser_ver_supported(version))
478 throw VersionMismatchException("ERROR: MapNode format not supported");
484 else if(version <= 9)
496 void deSerialize(u8 *source, u8 version)
498 if(!ser_ver_supported(version))
499 throw VersionMismatchException("ERROR: MapNode format not supported");
505 else if(version == 1)
508 // This version doesn't support saved lighting
509 if(light_propagates() || light_source() > 0)
514 else if(version <= 9)
523 pressure = source[2];
529 Returns integer position of the node in given
530 floating point position.
532 inline v3s16 floatToInt(v3f p)
535 (p.X + (p.X>0 ? BS/2 : -BS/2))/BS,
536 (p.Y + (p.Y>0 ? BS/2 : -BS/2))/BS,
537 (p.Z + (p.Z>0 ? BS/2 : -BS/2))/BS);
541 inline v3f intToFloat(v3s16 p)