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 // NOTE: Move relevant properties to here from elsewhere
172 param_type = CPT_NONE;
173 inventory_texture = NULL;
174 is_ground_content = false;
175 light_propagates = false;
176 sunlight_propagates = false;
182 buildable_to = false;
183 liquid_type = LIQUID_NONE;
184 wall_mounted = false;
185 air_equivalent = false;
187 initial_metadata = NULL;
188 liquid_alternative_flowing = CONTENT_IGNORE;
189 liquid_alternative_source = CONTENT_IGNORE;
191 special_material = NULL;
192 special_atlas = NULL;
194 digging_properties.clear();
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);
216 // Force inventory texture too
217 setInventoryTexture(name);
220 void setTile(u16 i, const TileSpec &tile)
224 void setAllTiles(const TileSpec &tile)
226 for(u16 i=0; i<6; i++)
232 void setInventoryTexture(std::string imgname);
234 void setInventoryTextureCube(std::string top,
235 std::string left, std::string right);
239 Call this to access the ContentFeature list
241 ContentFeatures & content_features(content_t i);
242 ContentFeatures & content_features(MapNode &n);
245 Here is a bunch of DEPRECATED functions.
249 If true, the material allows light propagation and brightness is stored
251 NOTE: Don't use, use "content_features(m).whatever" instead
253 inline bool light_propagates_content(content_t m)
255 return content_features(m).light_propagates;
258 If true, the material allows lossless sunlight propagation.
259 NOTE: It doesn't seem to go through torches regardlessly of this
260 NOTE: Don't use, use "content_features(m).whatever" instead
262 inline bool sunlight_propagates_content(content_t m)
264 return content_features(m).sunlight_propagates;
267 On a node-node surface, the material of the node with higher solidness
272 NOTE: Don't use, use "content_features(m).whatever" instead
274 inline u8 content_solidness(content_t m)
276 return content_features(m).solidness;
278 // Objects collide with walkable contents
279 // NOTE: Don't use, use "content_features(m).whatever" instead
280 inline bool content_walkable(content_t m)
282 return content_features(m).walkable;
284 // NOTE: Don't use, use "content_features(m).whatever" instead
285 inline bool content_liquid(content_t m)
287 return content_features(m).liquid_type != LIQUID_NONE;
289 // NOTE: Don't use, use "content_features(m).whatever" instead
290 inline bool content_flowing_liquid(content_t m)
292 return content_features(m).liquid_type == LIQUID_FLOWING;
294 // NOTE: Don't use, use "content_features(m).whatever" instead
295 inline bool content_liquid_source(content_t m)
297 return content_features(m).liquid_type == LIQUID_SOURCE;
299 // CONTENT_WATER || CONTENT_WATERSOURCE -> CONTENT_WATER
300 // CONTENT_LAVA || CONTENT_LAVASOURCE -> CONTENT_LAVA
301 // NOTE: Don't use, use "content_features(m).whatever" instead
302 inline content_t make_liquid_flowing(content_t m)
304 u8 c = content_features(m).liquid_alternative_flowing;
305 assert(c != CONTENT_IGNORE);
308 // Pointable contents can be pointed to in the map
309 // NOTE: Don't use, use "content_features(m).whatever" instead
310 inline bool content_pointable(content_t m)
312 return content_features(m).pointable;
314 // NOTE: Don't use, use "content_features(m).whatever" instead
315 inline bool content_diggable(content_t m)
317 return content_features(m).diggable;
319 // NOTE: Don't use, use "content_features(m).whatever" instead
320 inline bool content_buildable_to(content_t m)
322 return content_features(m).buildable_to;
326 Nodes make a face if contents differ and solidness differs.
329 1: Face uses m1's content
330 2: Face uses m2's content
332 inline u8 face_contents(content_t m1, content_t m2)
334 if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
337 bool contents_differ = (m1 != m2);
339 // Contents don't differ for different forms of same liquid
340 if(content_liquid(m1) && content_liquid(m2)
341 && make_liquid_flowing(m1) == make_liquid_flowing(m2))
342 contents_differ = false;
344 bool solidness_differs = (content_solidness(m1) != content_solidness(m2));
345 bool makes_face = contents_differ && solidness_differs;
347 if(makes_face == false)
350 if(content_solidness(m1) > content_solidness(m2))
357 Packs directions like (1,0,0), (1,-1,0)
359 inline u8 packDir(v3s16 dir)
380 inline v3s16 unpackDir(u8 b)
403 facedir: CPT_FACEDIR_SIMPLE param1 value
404 dir: The face for which stuff is wanted
405 return value: The face from which the stuff is actually found
407 NOTE: Currently this uses 2 bits for Z-,X-,Z+,X+, should there be Y+
410 v3s16 facedir_rotate(u8 facedir, v3s16 dir);
419 Masks for MapNode.param2 of flowing liquids
421 #define LIQUID_LEVEL_MASK 0x07
422 #define LIQUID_FLOW_DOWN_MASK 0x08
425 This is the stuff what the whole world consists of.
433 0x00-0x7f: Short content type
434 0x80-0xff: Long content type (param2>>4 makes up low bytes)
443 Misc parameter. Initialized to 0.
444 - For light_propagates() blocks, this is light intensity,
445 stored logarithmically from 0 to LIGHT_MAX.
446 Sunlight is LIGHT_SUN, which is LIGHT_MAX+1.
447 - Contains 2 values, day- and night lighting. Each takes 4 bits.
448 - Mineral content (should be removed from here)
449 - Uhh... well, most blocks have light or nothing in here.
458 The second parameter. Initialized to 0.
459 E.g. direction for torches and flowing water.
460 If param0 >= 0x80, bits 0xf0 of this is extended content type data
468 MapNode(const MapNode & n)
473 MapNode(content_t content=CONTENT_AIR, u8 a_param1=0, u8 a_param2=0)
478 // Set after other params because this needs to override part of param2
482 bool operator==(const MapNode &other)
484 return (param0 == other.param0
485 && param1 == other.param1
486 && param2 == other.param2);
489 // To be used everywhere
490 content_t getContent()
495 return (param0<<4) + (param2>>4);
497 void setContent(content_t c)
509 param2 |= (c&0x0f)<<4;
514 These four are DEPRECATED I guess. -c55
516 bool light_propagates()
518 return light_propagates_content(getContent());
520 bool sunlight_propagates()
522 return sunlight_propagates_content(getContent());
526 return content_solidness(getContent());
530 return content_features(*this).light_source;
533 u8 getLightBanksWithSource()
535 // Select the brightest of [light source, propagated light]
538 if(content_features(*this).param_type == CPT_LIGHT)
540 lightday = param1 & 0x0f;
541 lightnight = (param1>>4)&0x0f;
543 if(light_source() > lightday)
544 lightday = light_source();
545 if(light_source() > lightnight)
546 lightnight = light_source();
547 return (lightday&0x0f) | ((lightnight<<4)&0xf0);
550 u8 getLight(enum LightBank bank)
552 // Select the brightest of [light source, propagated light]
554 if(content_features(*this).param_type == CPT_LIGHT)
556 if(bank == LIGHTBANK_DAY)
557 light = param1 & 0x0f;
558 else if(bank == LIGHTBANK_NIGHT)
559 light = (param1>>4)&0x0f;
563 if(light_source() > light)
564 light = light_source();
568 // 0 <= daylight_factor <= 1000
569 // 0 <= return value <= LIGHT_SUN
570 u8 getLightBlend(u32 daylight_factor)
572 u8 l = ((daylight_factor * getLight(LIGHTBANK_DAY)
573 + (1000-daylight_factor) * getLight(LIGHTBANK_NIGHT))
576 if(getLight(LIGHTBANK_DAY) == LIGHT_SUN)
582 /*// 0 <= daylight_factor <= 1000
583 // 0 <= return value <= 255
584 u8 getLightBlend(u32 daylight_factor)
586 u8 daylight = decode_light(getLight(LIGHTBANK_DAY));
587 u8 nightlight = decode_light(getLight(LIGHTBANK_NIGHT));
588 u8 mix = ((daylight_factor * daylight
589 + (1000-daylight_factor) * nightlight)
594 void setLight(enum LightBank bank, u8 a_light)
596 // If node doesn't contain light data, ignore this
597 if(content_features(*this).param_type != CPT_LIGHT)
599 if(bank == LIGHTBANK_DAY)
602 param1 |= a_light & 0x0f;
604 else if(bank == LIGHTBANK_NIGHT)
607 param1 |= (a_light & 0x0f)<<4;
615 Get tile of a face of the node.
616 dir: direction of face
617 Returns: TileSpec. Can contain miscellaneous texture coordinates,
618 which must be obeyed so that the texture atlas can be used.
620 TileSpec getTile(v3s16 dir);
623 Gets mineral content of node, if there is any.
624 MINERAL_NONE if doesn't contain or isn't able to contain mineral.
629 Serialization functions
632 static u32 serializedLength(u8 version);
633 void serialize(u8 *dest, u8 version);
634 void deSerialize(u8 *source, u8 version);
639 Gets lighting value at face of node
641 Parameters must consist of air and !air.
642 Order doesn't matter.
644 If either of the nodes doesn't exist, light is 0.
647 daynight_ratio: 0...1000
649 n2: getNodeParent(p + face_dir)
650 face_dir: axis oriented unit vector from p to p2
652 returns encoded light value.
654 u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,