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 "iirrlichtwrapper.h"
33 Initializes all kind of stuff in here.
34 Many things depend on this.
36 This accesses g_texturesource; if it is non-NULL, textures are set.
38 Client first calls this with g_texturesource=NULL to run some
39 unit tests and stuff, then it runs this again with g_texturesource
40 defined to get the textures.
42 Server only calls this once with g_texturesource=NULL.
46 // Initializes g_content_inventory_texture_paths
47 void init_content_inventory_texture_paths();
50 // NOTE: This is not used appropriately everywhere.
51 #define MATERIALS_COUNT 256
56 Anything that stores MapNodes doesn't have to preserve parameters
57 associated with this material.
59 Doesn't create faces with anything and is considered being
60 out-of-map in the game map.
62 #define CONTENT_IGNORE 255
63 #define CONTENT_IGNORE_DEFAULT_PARAM 0
66 The common material through which the player can walk and which
67 is transparent to light
69 #define CONTENT_AIR 254
77 - Material = irrlicht's Material class
78 - Content = (u8) content of a node
79 - Tile = (u16) Material ID at some side of a node
82 #define CONTENT_STONE 0
83 #define CONTENT_GRASS 1
84 #define CONTENT_WATER 2
85 #define CONTENT_TORCH 3
86 #define CONTENT_TREE 4
87 #define CONTENT_LEAVES 5
88 #define CONTENT_GRASS_FOOTSTEPS 6
89 #define CONTENT_MESE 7
91 #define CONTENT_WATERSOURCE 9
92 // Pretty much useless, clouds won't be drawn this way
93 #define CONTENT_CLOUD 10
94 #define CONTENT_COALSTONE 11
95 #define CONTENT_WOOD 12
96 #define CONTENT_SAND 13
99 This is used by all kinds of things to allocate memory for all
100 contents except CONTENT_AIR and CONTENT_IGNORE
102 #define USEFUL_CONTENT_COUNT 14
108 enum ContentParamType
124 struct ContentFeatures
126 // If non-NULL, content is translated to this when deserialized
127 MapNode *translate_to;
129 // Type of MapNode::param
130 ContentParamType param_type;
142 // TODO: Somehow specify inventory image
143 //std::string inventory_image_path;
144 //TextureSpec inventory_texture;
145 //u32 inventory_texture_id;
146 video::ITexture *inventory_texture;
148 bool is_ground_content; //TODO: Remove, use walkable instead
149 bool light_propagates;
150 bool sunlight_propagates;
151 u8 solidness; // Used when choosing which face is drawn
156 enum LiquidType liquid_type;
157 // If true, param2 is set to direction when placed
158 // NOTE: the direction format is quite inefficient and should be changed
161 // Inventory item string as which the node appears in inventory when dug.
162 // Mineral overrides this.
163 std::string dug_item;
165 //TODO: Move more properties here
170 param_type = CPT_NONE;
171 inventory_texture = NULL;
172 is_ground_content = false;
173 light_propagates = false;
174 sunlight_propagates = false;
179 buildable_to = false;
180 liquid_type = LIQUID_NONE;
181 wall_mounted = false;
188 Quickhands for simple materials
191 void setTexture(u16 i, std::string name, u8 alpha=255);
193 void setAllTextures(std::string name, u8 alpha=255)
195 for(u16 i=0; i<6; i++)
197 setTexture(i, name, alpha);
201 /*void setTexture(u16 i, AtlasPointer p, u8 alpha=255)
203 tiles[i].texture = p;
206 tiles[i].alpha = alpha;
207 tiles[i].material_type = MATERIAL_ALPHA_VERTEX;
210 void setAllTextures(AtlasPointer p, u8 alpha=255)
212 for(u16 i=0; i<6; i++)
214 setTexture(i, p, 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)
435 This is the stuff what the whole world consists of.
444 Misc parameter. Initialized to 0.
445 - For light_propagates() blocks, this is light intensity,
446 stored logarithmically from 0 to LIGHT_MAX.
447 Sunlight is LIGHT_SUN, which is LIGHT_MAX+1.
448 - Contains 2 values, day- and night lighting. Each takes 4 bits.
455 The second parameter. Initialized to 0.
456 Direction for torches and flowing water.
462 MapNode(const MapNode & n)
467 MapNode(u8 data=CONTENT_AIR, u8 a_param=0, u8 a_param2=0)
474 /*MapNode & operator=(const MapNode &other)
478 param2 = other.param2;
482 bool operator==(const MapNode &other)
485 && param == other.param
486 && param2 == other.param2);
489 bool light_propagates()
491 return light_propagates_content(d);
494 bool sunlight_propagates()
496 return sunlight_propagates_content(d);
501 return content_solidness(d);
507 Note that a block that isn't light_propagates() can be a light source.
509 if(d == CONTENT_TORCH)
515 u8 getLightBanksWithSource()
517 // Select the brightest of [light source, propagated light]
520 if(light_propagates())
522 lightday = param & 0x0f;
523 lightnight = (param>>4)&0x0f;
525 if(light_source() > lightday)
526 lightday = light_source();
527 if(light_source() > lightnight)
528 lightnight = light_source();
529 return (lightday&0x0f) | ((lightnight<<4)&0xf0);
532 void setLightBanks(u8 a_light)
537 u8 getLight(enum LightBank bank)
539 // Select the brightest of [light source, propagated light]
541 if(light_propagates())
543 if(bank == LIGHTBANK_DAY)
544 light = param & 0x0f;
545 else if(bank == LIGHTBANK_NIGHT)
546 light = (param>>4)&0x0f;
550 if(light_source() > light)
551 light = light_source();
555 // 0 <= daylight_factor <= 1000
556 // 0 <= return value <= LIGHT_SUN
557 u8 getLightBlend(u32 daylight_factor)
559 u8 l = ((daylight_factor * getLight(LIGHTBANK_DAY)
560 + (1000-daylight_factor) * getLight(LIGHTBANK_NIGHT))
563 if(getLight(LIGHTBANK_DAY) == LIGHT_SUN)
569 /*// 0 <= daylight_factor <= 1000
570 // 0 <= return value <= 255
571 u8 getLightBlend(u32 daylight_factor)
573 u8 daylight = decode_light(getLight(LIGHTBANK_DAY));
574 u8 nightlight = decode_light(getLight(LIGHTBANK_NIGHT));
575 u8 mix = ((daylight_factor * daylight
576 + (1000-daylight_factor) * nightlight)
581 void setLight(enum LightBank bank, u8 a_light)
583 // If not transparent, can't set light
584 if(light_propagates() == false)
586 if(bank == LIGHTBANK_DAY)
589 param |= a_light & 0x0f;
591 else if(bank == LIGHTBANK_NIGHT)
594 param |= (a_light & 0x0f)<<4;
601 TileSpec getTile(v3s16 dir);
606 These serialization functions are used when informing client
610 static u32 serializedLength(u8 version)
612 if(!ser_ver_supported(version))
613 throw VersionMismatchException("ERROR: MapNode format not supported");
617 else if(version <= 9)
622 void serialize(u8 *dest, u8 version)
624 if(!ser_ver_supported(version))
625 throw VersionMismatchException("ERROR: MapNode format not supported");
631 else if(version <= 9)
643 void deSerialize(u8 *source, u8 version)
645 if(!ser_ver_supported(version))
646 throw VersionMismatchException("ERROR: MapNode format not supported");
652 else if(version == 1)
655 // This version doesn't support saved lighting
656 if(light_propagates() || light_source() > 0)
661 else if(version <= 9)
673 // Translate deprecated stuff
674 // NOTE: This doesn't get used because MapBlock handles node
675 // parameters directly
676 MapNode *translate_to = content_features(d).translate_to;
679 dstream<<"MapNode: WARNING: Translating "<<d<<" to "
680 <<translate_to->d<<std::endl;
681 *this = *translate_to;
687 Returns integer position of the node in given
688 floating point position.
690 inline v3s16 floatToInt(v3f p)
693 (p.X + (p.X>0 ? BS/2 : -BS/2))/BS,
694 (p.Y + (p.Y>0 ? BS/2 : -BS/2))/BS,
695 (p.Z + (p.Z>0 ? BS/2 : -BS/2))/BS);
700 The same thing backwards
702 inline v3f intToFloat(v3s16 p)