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 // Used currently for flowing liquids
158 // Special irrlicht material, used sometimes
159 video::SMaterial *special_material;
160 AtlasPointer *special_atlas;
162 // Amount of light the node emits
165 // Digging properties for different tools
166 DiggingPropertiesList digging_properties;
168 u32 damage_per_second;
170 // NOTE: Move relevant properties to here from elsewhere
174 param_type = CPT_NONE;
175 inventory_texture = NULL;
176 is_ground_content = false;
177 light_propagates = false;
178 sunlight_propagates = false;
184 buildable_to = false;
185 liquid_type = LIQUID_NONE;
186 wall_mounted = false;
187 air_equivalent = false;
189 initial_metadata = NULL;
190 liquid_alternative_flowing = CONTENT_IGNORE;
191 liquid_alternative_source = CONTENT_IGNORE;
193 special_material = NULL;
194 special_atlas = NULL;
196 digging_properties.clear();
197 damage_per_second = 0;
208 Quickhands for simple materials
211 void setTexture(u16 i, std::string name, u8 alpha=255);
213 void setAllTextures(std::string name, u8 alpha=255)
215 for(u16 i=0; i<6; i++)
217 setTexture(i, name, alpha);
219 // Force inventory texture too
220 setInventoryTexture(name);
223 void setTile(u16 i, const TileSpec &tile)
227 void setAllTiles(const TileSpec &tile)
229 for(u16 i=0; i<6; i++)
235 void setInventoryTexture(std::string imgname);
237 void setInventoryTextureCube(std::string top,
238 std::string left, std::string right);
242 Call this to access the ContentFeature list
244 ContentFeatures & content_features(content_t i);
245 ContentFeatures & content_features(MapNode &n);
248 Here is a bunch of DEPRECATED functions.
252 If true, the material allows light propagation and brightness is stored
254 NOTE: Don't use, use "content_features(m).whatever" instead
256 inline bool light_propagates_content(content_t m)
258 return content_features(m).light_propagates;
261 If true, the material allows lossless sunlight propagation.
262 NOTE: It doesn't seem to go through torches regardlessly of this
263 NOTE: Don't use, use "content_features(m).whatever" instead
265 inline bool sunlight_propagates_content(content_t m)
267 return content_features(m).sunlight_propagates;
270 On a node-node surface, the material of the node with higher solidness
275 NOTE: Don't use, use "content_features(m).whatever" instead
277 inline u8 content_solidness(content_t m)
279 return content_features(m).solidness;
281 // Objects collide with walkable contents
282 // NOTE: Don't use, use "content_features(m).whatever" instead
283 inline bool content_walkable(content_t m)
285 return content_features(m).walkable;
287 // NOTE: Don't use, use "content_features(m).whatever" instead
288 inline bool content_liquid(content_t m)
290 return content_features(m).liquid_type != LIQUID_NONE;
292 // NOTE: Don't use, use "content_features(m).whatever" instead
293 inline bool content_flowing_liquid(content_t m)
295 return content_features(m).liquid_type == LIQUID_FLOWING;
297 // NOTE: Don't use, use "content_features(m).whatever" instead
298 inline bool content_liquid_source(content_t m)
300 return content_features(m).liquid_type == LIQUID_SOURCE;
302 // CONTENT_WATER || CONTENT_WATERSOURCE -> CONTENT_WATER
303 // CONTENT_LAVA || CONTENT_LAVASOURCE -> CONTENT_LAVA
304 // NOTE: Don't use, use "content_features(m).whatever" instead
305 inline content_t make_liquid_flowing(content_t m)
307 u8 c = content_features(m).liquid_alternative_flowing;
308 assert(c != CONTENT_IGNORE);
311 // Pointable contents can be pointed to in the map
312 // NOTE: Don't use, use "content_features(m).whatever" instead
313 inline bool content_pointable(content_t m)
315 return content_features(m).pointable;
317 // NOTE: Don't use, use "content_features(m).whatever" instead
318 inline bool content_diggable(content_t m)
320 return content_features(m).diggable;
322 // NOTE: Don't use, use "content_features(m).whatever" instead
323 inline bool content_buildable_to(content_t m)
325 return content_features(m).buildable_to;
329 Nodes make a face if contents differ and solidness differs.
332 1: Face uses m1's content
333 2: Face uses m2's content
335 inline u8 face_contents(content_t m1, content_t m2)
337 if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
340 bool contents_differ = (m1 != m2);
342 // Contents don't differ for different forms of same liquid
343 if(content_liquid(m1) && content_liquid(m2)
344 && make_liquid_flowing(m1) == make_liquid_flowing(m2))
345 contents_differ = false;
347 bool solidness_differs = (content_solidness(m1) != content_solidness(m2));
348 bool makes_face = contents_differ && solidness_differs;
350 if(makes_face == false)
353 if(content_solidness(m1) > content_solidness(m2))
360 Packs directions like (1,0,0), (1,-1,0)
362 inline u8 packDir(v3s16 dir)
383 inline v3s16 unpackDir(u8 b)
406 facedir: CPT_FACEDIR_SIMPLE param1 value
407 dir: The face for which stuff is wanted
408 return value: The face from which the stuff is actually found
410 NOTE: Currently this uses 2 bits for Z-,X-,Z+,X+, should there be Y+
413 v3s16 facedir_rotate(u8 facedir, v3s16 dir);
422 Masks for MapNode.param2 of flowing liquids
424 #define LIQUID_LEVEL_MASK 0x07
425 #define LIQUID_FLOW_DOWN_MASK 0x08
427 /* maximum amount of liquid in a block */
428 #define LIQUID_LEVEL_MAX LIQUID_LEVEL_MASK
429 #define LIQUID_LEVEL_SOURCE (LIQUID_LEVEL_MAX+1)
432 This is the stuff what the whole world consists of.
440 0x00-0x7f: Short content type
441 0x80-0xff: Long content type (param2>>4 makes up low bytes)
450 Misc parameter. Initialized to 0.
451 - For light_propagates() blocks, this is light intensity,
452 stored logarithmically from 0 to LIGHT_MAX.
453 Sunlight is LIGHT_SUN, which is LIGHT_MAX+1.
454 - Contains 2 values, day- and night lighting. Each takes 4 bits.
455 - Mineral content (should be removed from here)
456 - Uhh... well, most blocks have light or nothing in here.
465 The second parameter. Initialized to 0.
466 E.g. direction for torches and flowing water.
467 If param0 >= 0x80, bits 0xf0 of this is extended content type data
475 MapNode(const MapNode & n)
480 MapNode(content_t content=CONTENT_AIR, u8 a_param1=0, u8 a_param2=0)
485 // Set after other params because this needs to override part of param2
489 bool operator==(const MapNode &other)
491 return (param0 == other.param0
492 && param1 == other.param1
493 && param2 == other.param2);
496 // To be used everywhere
497 content_t getContent()
502 return (param0<<4) + (param2>>4);
504 void setContent(content_t c)
516 param2 |= (c&0x0f)<<4;
521 These four are DEPRECATED I guess. -c55
523 bool light_propagates()
525 return light_propagates_content(getContent());
527 bool sunlight_propagates()
529 return sunlight_propagates_content(getContent());
533 return content_solidness(getContent());
537 return content_features(*this).light_source;
540 u8 getLightBanksWithSource()
542 // Select the brightest of [light source, propagated light]
545 if(content_features(*this).param_type == CPT_LIGHT)
547 lightday = param1 & 0x0f;
548 lightnight = (param1>>4)&0x0f;
550 if(light_source() > lightday)
551 lightday = light_source();
552 if(light_source() > lightnight)
553 lightnight = light_source();
554 return (lightday&0x0f) | ((lightnight<<4)&0xf0);
557 u8 getLight(enum LightBank bank)
559 // Select the brightest of [light source, propagated light]
561 if(content_features(*this).param_type == CPT_LIGHT)
563 if(bank == LIGHTBANK_DAY)
564 light = param1 & 0x0f;
565 else if(bank == LIGHTBANK_NIGHT)
566 light = (param1>>4)&0x0f;
570 if(light_source() > light)
571 light = light_source();
575 // 0 <= daylight_factor <= 1000
576 // 0 <= return value <= LIGHT_SUN
577 u8 getLightBlend(u32 daylight_factor)
579 u8 l = ((daylight_factor * getLight(LIGHTBANK_DAY)
580 + (1000-daylight_factor) * getLight(LIGHTBANK_NIGHT))
583 if(getLight(LIGHTBANK_DAY) == LIGHT_SUN)
589 /*// 0 <= daylight_factor <= 1000
590 // 0 <= return value <= 255
591 u8 getLightBlend(u32 daylight_factor)
593 u8 daylight = decode_light(getLight(LIGHTBANK_DAY));
594 u8 nightlight = decode_light(getLight(LIGHTBANK_NIGHT));
595 u8 mix = ((daylight_factor * daylight
596 + (1000-daylight_factor) * nightlight)
601 void setLight(enum LightBank bank, u8 a_light)
603 // If node doesn't contain light data, ignore this
604 if(content_features(*this).param_type != CPT_LIGHT)
606 if(bank == LIGHTBANK_DAY)
609 param1 |= a_light & 0x0f;
611 else if(bank == LIGHTBANK_NIGHT)
614 param1 |= (a_light & 0x0f)<<4;
622 Get tile of a face of the node.
623 dir: direction of face
624 Returns: TileSpec. Can contain miscellaneous texture coordinates,
625 which must be obeyed so that the texture atlas can be used.
627 TileSpec getTile(v3s16 dir);
630 Gets mineral content of node, if there is any.
631 MINERAL_NONE if doesn't contain or isn't able to contain mineral.
636 Serialization functions
639 static u32 serializedLength(u8 version);
640 void serialize(u8 *dest, u8 version);
641 void deSerialize(u8 *source, u8 version);
646 Gets lighting value at face of node
648 Parameters must consist of air and !air.
649 Order doesn't matter.
651 If either of the nodes doesn't exist, light is 0.
654 daynight_ratio: 0...1000
656 n2: getNodeParent(p + face_dir)
657 face_dir: axis oriented unit vector from p to p2
659 returns encoded light value.
661 u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,