#ifndef MAPNODE_HEADER
#define MAPNODE_HEADER
-#include <iostream>
-#include "common_irrlicht.h"
+#include "irrlichttypes.h"
#include "light.h"
-#include "utility.h"
-#include "exceptions.h"
-#include "serialization.h"
-#include "tile.h"
-#include "materials.h"
+
+class INodeDefManager;
/*
Naming scheme:
- Material = irrlicht's Material class
- - Content = (u8) content of a node
+ - Content = (content_t) content of a node
- Tile = TileSpec at some side of a node of some content type
-*/
-/*
- Ranges:
- 0x000...0x07f: param2 is fully usable
- 0x800...0xfff: param2 lower 4 bytes are free
+ Content ranges:
+ 0x000...0x07f: param2 is fully usable
+ 0x800...0xfff: param2 lower 4 bits are free
*/
typedef u16 content_t;
-
-/*
- Initializes all kind of stuff in here.
- Many things depend on this.
-
- This accesses g_texturesource; if it is non-NULL, textures are set.
-
- Client first calls this with g_texturesource=NULL to run some
- unit tests and stuff, then it runs this again with g_texturesource
- defined to get the textures.
-
- Server only calls this once with g_texturesource=NULL.
-*/
-void init_mapnode();
+#define MAX_CONTENT 0xfff
/*
Ignored node.
Doesn't create faces with anything and is considered being
out-of-map in the game map.
*/
-//#define CONTENT_IGNORE 255
#define CONTENT_IGNORE 127
#define CONTENT_IGNORE_DEFAULT_PARAM 0
The common material through which the player can walk and which
is transparent to light
*/
-//#define CONTENT_AIR 254
#define CONTENT_AIR 126
-/*
- Content feature list
-*/
-
-enum ContentParamType
-{
- CPT_NONE,
- CPT_LIGHT,
- CPT_MINERAL,
- // Direction for chests and furnaces and such
- CPT_FACEDIR_SIMPLE
-};
-
-enum LiquidType
-{
- LIQUID_NONE,
- LIQUID_FLOWING,
- LIQUID_SOURCE
-};
-
-class MapNode;
-class NodeMetadata;
-
-struct ContentFeatures
-{
- // If non-NULL, content is translated to this when deserialized
- //MapNode *translate_to;
-
- // Type of MapNode::param
- ContentParamType param_type;
-
- /*
- 0: up
- 1: down
- 2: right
- 3: left
- 4: back
- 5: front
- */
- TileSpec tiles[6];
-
- video::ITexture *inventory_texture;
-
- bool is_ground_content;
- bool light_propagates;
- bool sunlight_propagates;
- u8 solidness; // Used when choosing which face is drawn
- // This is used for collision detection.
- // Also for general solidness queries.
- bool walkable;
- // Player can point to these
- bool pointable;
- // Player can dig these
- bool diggable;
- // Player can build on these
- bool buildable_to;
- // Whether the node has no liquid, source liquid or flowing liquid
- enum LiquidType liquid_type;
- // If true, param2 is set to direction when placed. Used for torches.
- // NOTE: the direction format is quite inefficient and should be changed
- bool wall_mounted;
- // If true, node is equivalent to air. Torches are, air is. Water is not.
- // Is used for example to check whether a mud block can have grass on.
- bool air_equivalent;
-
- // Inventory item string as which the node appears in inventory when dug.
- // Mineral overrides this.
- std::string dug_item;
-
- // Initial metadata is cloned from this
- NodeMetadata *initial_metadata;
-
- // If the content is liquid, this is the flowing version of the liquid.
- // If content is flowing liquid, this is the same content.
- u8 liquid_alternative_flowing;
- // If the content is liquid, this is the source version of the liquid.
- u8 liquid_alternative_source;
-
- // Amount of light the node emits
- u8 light_source;
-
- // Digging properties for different tools
- DiggingPropertiesList digging_properties;
-
- // NOTE: Move relevant properties to here from elsewhere
-
- void reset()
- {
- //translate_to = NULL;
- param_type = CPT_NONE;
- inventory_texture = NULL;
- is_ground_content = false;
- light_propagates = false;
- sunlight_propagates = false;
- solidness = 2;
- walkable = true;
- pointable = true;
- diggable = true;
- buildable_to = false;
- liquid_type = LIQUID_NONE;
- wall_mounted = false;
- air_equivalent = false;
- dug_item = "";
- initial_metadata = NULL;
- liquid_alternative_flowing = CONTENT_IGNORE;
- light_source = 0;
- digging_properties.clear();
- }
-
- ContentFeatures()
- {
- reset();
- }
-
- ~ContentFeatures();
-
- /*
- Quickhands for simple materials
- */
-
- void setTexture(u16 i, std::string name, u8 alpha=255);
-
- void setAllTextures(std::string name, u8 alpha=255)
- {
- for(u16 i=0; i<6; i++)
- {
- setTexture(i, name, alpha);
- }
- // Force inventory texture too
- setInventoryTexture(name);
- }
-
- void setTile(u16 i, const TileSpec &tile)
- {
- tiles[i] = tile;
- }
- void setAllTiles(const TileSpec &tile)
- {
- for(u16 i=0; i<6; i++)
- {
- setTile(i, tile);
- }
- }
-
- void setInventoryTexture(std::string imgname);
-
- void setInventoryTextureCube(std::string top,
- std::string left, std::string right);
-};
-
-/*
- Call this to access the ContentFeature list
-*/
-ContentFeatures & content_features(u8 i);
-
-
-/*
- Here is a bunch of DEPRECATED functions.
-*/
-
-/*
- If true, the material allows light propagation and brightness is stored
- in param.
- NOTE: Don't use, use "content_features(m).whatever" instead
-*/
-inline bool light_propagates_content(u8 m)
-{
- return content_features(m).light_propagates;
-}
-/*
- If true, the material allows lossless sunlight propagation.
- NOTE: It doesn't seem to go through torches regardlessly of this
- NOTE: Don't use, use "content_features(m).whatever" instead
-*/
-inline bool sunlight_propagates_content(u8 m)
-{
- return content_features(m).sunlight_propagates;
-}
-/*
- On a node-node surface, the material of the node with higher solidness
- is used for drawing.
- 0: Invisible
- 1: Transparent
- 2: Opaque
- NOTE: Don't use, use "content_features(m).whatever" instead
-*/
-inline u8 content_solidness(u8 m)
-{
- return content_features(m).solidness;
-}
-// Objects collide with walkable contents
-// NOTE: Don't use, use "content_features(m).whatever" instead
-inline bool content_walkable(u8 m)
-{
- return content_features(m).walkable;
-}
-// NOTE: Don't use, use "content_features(m).whatever" instead
-inline bool content_liquid(u8 m)
-{
- return content_features(m).liquid_type != LIQUID_NONE;
-}
-// NOTE: Don't use, use "content_features(m).whatever" instead
-inline bool content_flowing_liquid(u8 m)
-{
- return content_features(m).liquid_type == LIQUID_FLOWING;
-}
-// NOTE: Don't use, use "content_features(m).whatever" instead
-inline bool content_liquid_source(u8 m)
-{
- return content_features(m).liquid_type == LIQUID_SOURCE;
-}
-// CONTENT_WATER || CONTENT_WATERSOURCE -> CONTENT_WATER
-// CONTENT_LAVA || CONTENT_LAVASOURCE -> CONTENT_LAVA
-// NOTE: Don't use, use "content_features(m).whatever" instead
-inline u8 make_liquid_flowing(u8 m)
-{
- u8 c = content_features(m).liquid_alternative_flowing;
- assert(c != CONTENT_IGNORE);
- return c;
-}
-// Pointable contents can be pointed to in the map
-// NOTE: Don't use, use "content_features(m).whatever" instead
-inline bool content_pointable(u8 m)
-{
- return content_features(m).pointable;
-}
-// NOTE: Don't use, use "content_features(m).whatever" instead
-inline bool content_diggable(u8 m)
-{
- return content_features(m).diggable;
-}
-// NOTE: Don't use, use "content_features(m).whatever" instead
-inline bool content_buildable_to(u8 m)
-{
- return content_features(m).buildable_to;
-}
-
-/*
- Nodes make a face if contents differ and solidness differs.
- Return value:
- 0: No face
- 1: Face uses m1's content
- 2: Face uses m2's content
-*/
-inline u8 face_contents(u8 m1, u8 m2)
-{
- if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
- return 0;
-
- bool contents_differ = (m1 != m2);
-
- // Contents don't differ for different forms of same liquid
- if(content_liquid(m1) && content_liquid(m2)
- && make_liquid_flowing(m1) == make_liquid_flowing(m2))
- contents_differ = false;
-
- bool solidness_differs = (content_solidness(m1) != content_solidness(m2));
- bool makes_face = contents_differ && solidness_differs;
-
- if(makes_face == false)
- return 0;
-
- if(content_solidness(m1) > content_solidness(m2))
- return 1;
- else
- return 2;
-}
-
-/*
- Packs directions like (1,0,0), (1,-1,0)
-*/
-inline u8 packDir(v3s16 dir)
-{
- u8 b = 0;
-
- if(dir.X > 0)
- b |= (1<<0);
- else if(dir.X < 0)
- b |= (1<<1);
-
- if(dir.Y > 0)
- b |= (1<<2);
- else if(dir.Y < 0)
- b |= (1<<3);
-
- if(dir.Z > 0)
- b |= (1<<4);
- else if(dir.Z < 0)
- b |= (1<<5);
-
- return b;
-}
-inline v3s16 unpackDir(u8 b)
-{
- v3s16 d(0,0,0);
-
- if(b & (1<<0))
- d.X = 1;
- else if(b & (1<<1))
- d.X = -1;
-
- if(b & (1<<2))
- d.Y = 1;
- else if(b & (1<<3))
- d.Y = -1;
-
- if(b & (1<<4))
- d.Z = 1;
- else if(b & (1<<5))
- d.Z = -1;
-
- return d;
-}
-
-/*
- facedir: CPT_FACEDIR_SIMPLE param1 value
- dir: The face for which stuff is wanted
- return value: The face from which the stuff is actually found
-*/
-v3s16 facedir_rotate(u8 facedir, v3s16 dir);
-
enum LightBank
{
LIGHTBANK_DAY,
#define LIQUID_LEVEL_MASK 0x07
#define LIQUID_FLOW_DOWN_MASK 0x08
+/* maximum amount of liquid in a block */
+#define LIQUID_LEVEL_MAX LIQUID_LEVEL_MASK
+#define LIQUID_LEVEL_SOURCE (LIQUID_LEVEL_MAX+1)
+
/*
This is the stuff what the whole world consists of.
*/
0x00-0x7f: Short content type
0x80-0xff: Long content type (param2>>4 makes up low bytes)
*/
- union
- {
- u8 param0;
- u8 d;
- };
+ u8 param0;
/*
Misc parameter. Initialized to 0.
stored logarithmically from 0 to LIGHT_MAX.
Sunlight is LIGHT_SUN, which is LIGHT_MAX+1.
- Contains 2 values, day- and night lighting. Each takes 4 bits.
- - Mineral content (should be removed from here)
- Uhh... well, most blocks have light or nothing in here.
*/
- union
- {
- u8 param1;
- s8 param;
- };
+ u8 param1;
/*
The second parameter. Initialized to 0.
E.g. direction for torches and flowing water.
+ If param0 >= 0x80, bits 0xf0 of this is extended content type data
*/
- union
- {
- u8 param2;
- u8 dir;
- };
+ u8 param2;
MapNode(const MapNode & n)
{
*this = n;
}
- MapNode(u8 data=CONTENT_AIR, u8 a_param=0, u8 a_param2=0)
+ MapNode(content_t content=CONTENT_AIR, u8 a_param1=0, u8 a_param2=0)
{
- d = data;
- param = a_param;
+ param1 = a_param1;
param2 = a_param2;
+ // Set content (param0 and (param2&0xf0)) after other params
+ // because this needs to override part of param2
+ setContent(content);
}
+
+ // Create directly from a nodename
+ // If name is unknown, sets CONTENT_IGNORE
+ MapNode(INodeDefManager *ndef, const std::string &name,
+ u8 a_param1=0, u8 a_param2=0);
bool operator==(const MapNode &other)
{
- return (d == other.d
- && param == other.param
+ return (param0 == other.param0
+ && param1 == other.param1
&& param2 == other.param2);
}
// To be used everywhere
- content_t getContent()
+ content_t getContent() const
{
- return d;
+ if(param0 < 0x80)
+ return param0;
+ else
+ return (param0<<4) + (param2>>4);
}
void setContent(content_t c)
{
- d = c;
- }
-
- /*
- These four are DEPRECATED I guess. -c55
- */
- bool light_propagates()
- {
- return light_propagates_content(d);
- }
- bool sunlight_propagates()
- {
- return sunlight_propagates_content(d);
+ if(c < 0x80)
+ {
+ if(param0 >= 0x80)
+ param2 &= ~(0xf0);
+ param0 = c;
+ }
+ else
+ {
+ param0 = c>>4;
+ param2 &= ~(0xf0);
+ param2 |= (c&0x0f)<<4;
+ }
}
- u8 solidness()
+ u8 getParam1() const
{
- return content_solidness(d);
+ return param1;
}
- u8 light_source()
+ void setParam1(u8 p)
{
- return content_features(d).light_source;
+ param1 = p;
}
-
- u8 getLightBanksWithSource()
+ u8 getParam2() const
{
- // Select the brightest of [light source, propagated light]
- u8 lightday = 0;
- u8 lightnight = 0;
- if(content_features(d).param_type == CPT_LIGHT)
- {
- lightday = param & 0x0f;
- lightnight = (param>>4)&0x0f;
- }
- if(light_source() > lightday)
- lightday = light_source();
- if(light_source() > lightnight)
- lightnight = light_source();
- return (lightday&0x0f) | ((lightnight<<4)&0xf0);
+ if(param0 < 0x80)
+ return param2;
+ else
+ return param2 & 0x0f;
}
-
- u8 getLight(enum LightBank bank)
+ void setParam2(u8 p)
{
- // Select the brightest of [light source, propagated light]
- u8 light = 0;
- if(content_features(d).param_type == CPT_LIGHT)
- {
- if(bank == LIGHTBANK_DAY)
- light = param & 0x0f;
- else if(bank == LIGHTBANK_NIGHT)
- light = (param>>4)&0x0f;
- else
- assert(0);
+ if(param0 < 0x80)
+ param2 = p;
+ else{
+ param2 &= 0xf0;
+ param2 |= (p&0x0f);
}
- if(light_source() > light)
- light = light_source();
- return light;
}
+ void setLight(enum LightBank bank, u8 a_light, INodeDefManager *nodemgr);
+ u8 getLight(enum LightBank bank, INodeDefManager *nodemgr) const;
+ bool getLightBanks(u8 &lightday, u8 &lightnight, INodeDefManager *nodemgr) const;
+
// 0 <= daylight_factor <= 1000
// 0 <= return value <= LIGHT_SUN
- u8 getLightBlend(u32 daylight_factor)
- {
- u8 l = ((daylight_factor * getLight(LIGHTBANK_DAY)
- + (1000-daylight_factor) * getLight(LIGHTBANK_NIGHT))
- )/1000;
- u8 max = LIGHT_MAX;
- if(getLight(LIGHTBANK_DAY) == LIGHT_SUN)
- max = LIGHT_SUN;
- if(l > max)
- l = max;
- return l;
- }
- /*// 0 <= daylight_factor <= 1000
- // 0 <= return value <= 255
- u8 getLightBlend(u32 daylight_factor)
+ u8 getLightBlend(u32 daylight_factor, INodeDefManager *nodemgr) const
{
- u8 daylight = decode_light(getLight(LIGHTBANK_DAY));
- u8 nightlight = decode_light(getLight(LIGHTBANK_NIGHT));
- u8 mix = ((daylight_factor * daylight
- + (1000-daylight_factor) * nightlight)
- )/1000;
- return mix;
- }*/
-
- void setLight(enum LightBank bank, u8 a_light)
- {
- // If node doesn't contain light data, ignore this
- if(content_features(d).param_type != CPT_LIGHT)
- return;
- if(bank == LIGHTBANK_DAY)
- {
- param &= 0xf0;
- param |= a_light & 0x0f;
- }
- else if(bank == LIGHTBANK_NIGHT)
- {
- param &= 0x0f;
- param |= (a_light & 0x0f)<<4;
- }
- else
- assert(0);
+ u8 lightday = 0;
+ u8 lightnight = 0;
+ getLightBanks(lightday, lightnight, nodemgr);
+ return blend_light(daylight_factor, lightday, lightnight);
}
-
- // In mapnode.cpp
- /*
- Get tile of a face of the node.
- dir: direction of face
- Returns: TileSpec. Can contain miscellaneous texture coordinates,
- which must be obeyed so that the texture atlas can be used.
- */
- TileSpec getTile(v3s16 dir);
-
- /*
- Gets mineral content of node, if there is any.
- MINERAL_NONE if doesn't contain or isn't able to contain mineral.
- */
- u8 getMineral();
-
+
+ u8 getFaceDir(INodeDefManager *nodemgr) const;
+ u8 getWallMounted(INodeDefManager *nodemgr) const;
+ v3s16 getWallMountedDir(INodeDefManager *nodemgr) const;
+
/*
Serialization functions
*/
void serialize(u8 *dest, u8 version);
void deSerialize(u8 *source, u8 version);
+ // Serializes or deserializes a list of nodes in bulk format (first the
+ // content of all nodes, then the param1 of all nodes, then the param2
+ // of all nodes).
+ // version = serialization version. Must be >= 22
+ // content_width = the number of bytes of content per node
+ // params_width = the number of bytes of params per node
+ // compressed = true to zlib-compress output
+ static void serializeBulk(std::ostream &os, int version,
+ const MapNode *nodes, u32 nodecount,
+ u8 content_width, u8 params_width, bool compressed);
+ static void deSerializeBulk(std::istream &is, int version,
+ MapNode *nodes, u32 nodecount,
+ u8 content_width, u8 params_width, bool compressed);
+
+private:
+ // Deprecated serialization methods
+ void serialize_pre22(u8 *dest, u8 version);
+ void deSerialize_pre22(u8 *source, u8 version);
};
+
+/*
+ MapNode helpers for mesh making stuff
+*/
+
+#ifndef SERVER
+
+/*
+ Nodes make a face if contents differ and solidness differs.
+ Return value:
+ 0: No face
+ 1: Face uses m1's content
+ 2: Face uses m2's content
+ equivalent: Whether the blocks share the same face (eg. water and glass)
+*/
+u8 face_contents(content_t m1, content_t m2, bool *equivalent,
+ INodeDefManager *nodemgr);
+
/*
Gets lighting value at face of node
parameters:
daynight_ratio: 0...1000
- n: getNodeParent(p)
- n2: getNodeParent(p + face_dir)
+ n: getNode(p) (uses only the lighting value)
+ n2: getNode(p + face_dir) (uses only the lighting value)
face_dir: axis oriented unit vector from p to p2
returns encoded light value.
*/
u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
- v3s16 face_dir);
+ v3s16 face_dir, INodeDefManager *nodemgr);
+
+#endif
+
#endif