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
49 Anything that stores MapNodes doesn't have to preserve parameters
50 associated with this material.
52 Doesn't create faces with anything and is considered being
53 out-of-map in the game map.
55 #define CONTENT_IGNORE 127
56 #define CONTENT_IGNORE_DEFAULT_PARAM 0
59 The common material through which the player can walk and which
60 is transparent to light
62 #define CONTENT_AIR 126
65 Nodes make a face if contents differ and solidness differs.
68 1: Face uses m1's content
69 2: Face uses m2's content
70 equivalent: Whether the blocks share the same face (eg. water and glass)
72 u8 face_contents(content_t m1, content_t m2, bool *equivalent);
75 Packs directions like (1,0,0), (1,-1,0) in six bits.
76 NOTE: This wastes way too much space for most purposes.
78 u8 packDir(v3s16 dir);
79 v3s16 unpackDir(u8 b);
82 facedir: CPT_FACEDIR_SIMPLE param1 value
83 dir: The face for which stuff is wanted
84 return value: The face from which the stuff is actually found
86 NOTE: Currently this uses 2 bits for Z-,X-,Z+,X+, should there be Y+
89 v3s16 facedir_rotate(u8 facedir, v3s16 dir);
98 Masks for MapNode.param2 of flowing liquids
100 #define LIQUID_LEVEL_MASK 0x07
101 #define LIQUID_FLOW_DOWN_MASK 0x08
103 /* maximum amount of liquid in a block */
104 #define LIQUID_LEVEL_MAX LIQUID_LEVEL_MASK
105 #define LIQUID_LEVEL_SOURCE (LIQUID_LEVEL_MAX+1)
108 This is the stuff what the whole world consists of.
116 0x00-0x7f: Short content type
117 0x80-0xff: Long content type (param2>>4 makes up low bytes)
122 Misc parameter. Initialized to 0.
123 - For light_propagates() blocks, this is light intensity,
124 stored logarithmically from 0 to LIGHT_MAX.
125 Sunlight is LIGHT_SUN, which is LIGHT_MAX+1.
126 - Contains 2 values, day- and night lighting. Each takes 4 bits.
127 - Mineral content (should be removed from here)
128 - Uhh... well, most blocks have light or nothing in here.
133 The second parameter. Initialized to 0.
134 E.g. direction for torches and flowing water.
135 If param0 >= 0x80, bits 0xf0 of this is extended content type data
139 MapNode(const MapNode & n)
144 MapNode(content_t content=CONTENT_AIR, u8 a_param1=0, u8 a_param2=0)
148 // Set content (param0 and (param2&0xf0)) after other params
149 // because this needs to override part of param2
153 bool operator==(const MapNode &other)
155 return (param0 == other.param0
156 && param1 == other.param1
157 && param2 == other.param2);
160 // To be used everywhere
161 content_t getContent()
166 return (param0<<4) + (param2>>4);
168 void setContent(content_t c)
180 param2 |= (c&0x0f)<<4;
185 These four are DEPRECATED I guess. -c55
187 bool light_propagates();
188 bool sunlight_propagates();
192 void setLight(enum LightBank bank, u8 a_light);
193 u8 getLight(enum LightBank bank);
194 u8 getLightBanksWithSource();
196 // 0 <= daylight_factor <= 1000
197 // 0 <= return value <= LIGHT_SUN
198 u8 getLightBlend(u32 daylight_factor)
200 u8 l = ((daylight_factor * getLight(LIGHTBANK_DAY)
201 + (1000-daylight_factor) * getLight(LIGHTBANK_NIGHT))
204 if(getLight(LIGHTBANK_DAY) == LIGHT_SUN)
210 /*// 0 <= daylight_factor <= 1000
211 // 0 <= return value <= 255
212 u8 getLightBlend(u32 daylight_factor)
214 u8 daylight = decode_light(getLight(LIGHTBANK_DAY));
215 u8 nightlight = decode_light(getLight(LIGHTBANK_NIGHT));
216 u8 mix = ((daylight_factor * daylight
217 + (1000-daylight_factor) * nightlight)
225 Get tile of a face of the node.
226 dir: direction of face
227 Returns: TileSpec. Can contain miscellaneous texture coordinates,
228 which must be obeyed so that the texture atlas can be used.
230 TileSpec getTile(v3s16 dir);
234 Gets mineral content of node, if there is any.
235 MINERAL_NONE if doesn't contain or isn't able to contain mineral.
240 Serialization functions
243 static u32 serializedLength(u8 version);
244 void serialize(u8 *dest, u8 version);
245 void deSerialize(u8 *source, u8 version);
250 Gets lighting value at face of node
252 Parameters must consist of air and !air.
253 Order doesn't matter.
255 If either of the nodes doesn't exist, light is 0.
258 daynight_ratio: 0...1000
259 n: getNode(p) (uses only the lighting value)
260 n2: getNode(p + face_dir) (uses only the lighting value)
261 face_dir: axis oriented unit vector from p to p2
263 returns encoded light value.
265 u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,