/* Minetest-c55 Copyright (C) 2010 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #ifndef MAPNODE_HEADER #define MAPNODE_HEADER #include #include "common_irrlicht.h" #include "light.h" #include "utility.h" #include "exceptions.h" #include "serialization.h" #include "tile.h" // Initializes all kind of stuff in here. // Doesn't depend on anything else. // Many things depend on this. void init_mapnode(); // Initializes g_content_inventory_texture_paths void init_content_inventory_texture_paths(); // NOTE: This is not used appropriately everywhere. #define MATERIALS_COUNT 256 /* Ignored node. Anything that stores MapNodes doesn't have to preserve parameters associated with this material. Doesn't create faces with anything and is considered being out-of-map in the game map. */ #define CONTENT_IGNORE 255 #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 /* Suggested materials: - Gravel - Sand New naming scheme: - Material = irrlicht's Material class - Content = (u8) content of a node - Tile = (u16) Material ID at some side of a node */ #define CONTENT_STONE 0 #define CONTENT_GRASS 1 #define CONTENT_WATER 2 #define CONTENT_TORCH 3 #define CONTENT_TREE 4 #define CONTENT_LEAVES 5 #define CONTENT_GRASS_FOOTSTEPS 6 #define CONTENT_MESE 7 #define CONTENT_MUD 8 #define CONTENT_WATERSOURCE 9 // Pretty much useless, clouds won't be drawn this way #define CONTENT_CLOUD 10 #define CONTENT_COALSTONE 11 #define CONTENT_WOOD 12 #define CONTENT_SAND 13 /* This is used by all kinds of things to allocate memory for all contents except CONTENT_AIR and CONTENT_IGNORE */ #define USEFUL_CONTENT_COUNT 14 /* Content feature list */ enum ContentParamType { CPT_NONE, CPT_LIGHT, CPT_MINERAL }; enum LiquidType { LIQUID_NONE, LIQUID_FLOWING, LIQUID_SOURCE }; class MapNode; 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]; std::string inventory_image_path; bool is_ground_content; //TODO: Remove, use walkable instead bool light_propagates; bool sunlight_propagates; u8 solidness; // Used when choosing which face is drawn bool walkable; bool pointable; bool diggable; bool buildable_to; enum LiquidType liquid_type; bool wall_mounted; // If true, param2 is set to direction when placed //TODO: Move more properties here ContentFeatures() { translate_to = NULL; param_type = CPT_NONE; 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; } ~ContentFeatures(); void setAllTextures(std::string imgname, u8 alpha=255) { for(u16 i=0; i<6; i++) { tiles[i].name = porting::getDataPath(imgname.c_str()); tiles[i].alpha = alpha; } // Set this too so it can be left as is most times if(inventory_image_path == "") inventory_image_path = porting::getDataPath(imgname.c_str()); } void setTexture(u16 i, std::string imgname, u8 alpha=255) { tiles[i].name = porting::getDataPath(imgname.c_str()); tiles[i].alpha = alpha; } void setInventoryImage(std::string imgname) { inventory_image_path = porting::getDataPath(imgname.c_str()); } }; // Initialized by init_mapnode() extern struct ContentFeatures g_content_features[256]; inline ContentFeatures & content_features(u8 i) { return g_content_features[i]; } extern const char * g_content_inventory_texture_paths[USEFUL_CONTENT_COUNT]; /* 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 g_content_features[m].light_propagates; //return (m == CONTENT_AIR || m == CONTENT_TORCH || m == CONTENT_WATER || m == CONTENT_WATERSOURCE); } /* 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 g_content_features[m].sunlight_propagates; //return (m == CONTENT_AIR || m == CONTENT_TORCH); } /* 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 g_content_features[m].solidness; /*// As of now, every pseudo node like torches are added to this if(m == CONTENT_AIR || m == CONTENT_TORCH || m == CONTENT_WATER) return 0; if(m == CONTENT_WATER || m == CONTENT_WATERSOURCE) return 1; return 2;*/ } // Objects collide with walkable contents // NOTE: Don't use, use "content_features(m).whatever" instead inline bool content_walkable(u8 m) { return g_content_features[m].walkable; //return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_WATERSOURCE && m != CONTENT_TORCH); } // NOTE: Don't use, use "content_features(m).whatever" instead inline bool content_liquid(u8 m) { return g_content_features[m].liquid_type != LIQUID_NONE; //return (m == CONTENT_WATER || m == CONTENT_WATERSOURCE); } // NOTE: Don't use, use "content_features(m).whatever" instead inline bool content_flowing_liquid(u8 m) { return g_content_features[m].liquid_type == LIQUID_FLOWING; //return (m == CONTENT_WATER); } // NOTE: Don't use, use "content_features(m).whatever" instead inline bool content_liquid_source(u8 m) { return g_content_features[m].liquid_type == LIQUID_SOURCE; //return (m == CONTENT_WATERSOURCE); } // CONTENT_WATER || CONTENT_WATERSOURCE -> CONTENT_WATER // CONTENT_LAVA || CONTENT_LAVASOURCE -> CONTENT_LAVA inline u8 make_liquid_flowing(u8 m) { if(m == CONTENT_WATER || m == CONTENT_WATERSOURCE) return CONTENT_WATER; assert(0); } // 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 g_content_features[m].pointable; //return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_WATERSOURCE); } // NOTE: Don't use, use "content_features(m).whatever" instead inline bool content_diggable(u8 m) { return g_content_features[m].diggable; //return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_WATERSOURCE); } // NOTE: Don't use, use "content_features(m).whatever" instead inline bool content_buildable_to(u8 m) { return g_content_features[m].buildable_to; //return (m == CONTENT_AIR || m == CONTENT_WATER || m == CONTENT_WATERSOURCE); } /* Returns true for contents that form the base ground that follows the main heightmap */ /*inline bool is_ground_content(u8 m) { return g_content_features[m].is_ground_content; }*/ /* 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; } enum LightBank { LIGHTBANK_DAY, LIGHTBANK_NIGHT }; /* This is the stuff what the whole world consists of. */ struct MapNode { // Content u8 d; /* Misc parameter. Initialized to 0. - For light_propagates() blocks, this is light intensity, 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. */ s8 param; union { u8 param2; /* Direction for torches and other stuff. Format is freeform. e.g. packDir or encode_dirs can be used. */ u8 dir; }; MapNode(const MapNode & n) { *this = n; } MapNode(u8 data=CONTENT_AIR, u8 a_param=0, u8 a_param2=0) { d = data; param = a_param; param2 = a_param2; } bool operator==(const MapNode &other) { return (d == other.d && param == other.param && param2 == other.param2); } bool light_propagates() { return light_propagates_content(d); } bool sunlight_propagates() { return sunlight_propagates_content(d); } u8 solidness() { return content_solidness(d); } u8 light_source() { /* Note that a block that isn't light_propagates() can be a light source. */ if(d == CONTENT_TORCH) return LIGHT_MAX; return 0; } u8 getLightBanksWithSource() { // Select the brightest of [light source, propagated light] u8 lightday = 0; u8 lightnight = 0; if(light_propagates()) { 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); } void setLightBanks(u8 a_light) { param = a_light; } u8 getLight(enum LightBank bank) { // Select the brightest of [light source, propagated light] u8 light = 0; if(light_propagates()) { if(bank == LIGHTBANK_DAY) light = param & 0x0f; else if(bank == LIGHTBANK_NIGHT) light = (param>>4)&0x0f; else assert(0); } if(light_source() > light) light = light_source(); return light; } // 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 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 not transparent, can't set light if(light_propagates() == false) 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); } // In mapnode.cpp TileSpec getTile(v3s16 dir); u8 getMineral(); /* These serialization functions are used when informing client of a single node add */ static u32 serializedLength(u8 version) { if(!ser_ver_supported(version)) throw VersionMismatchException("ERROR: MapNode format not supported"); if(version == 0) return 1; else if(version <= 9) return 2; else return 3; } void serialize(u8 *dest, u8 version) { if(!ser_ver_supported(version)) throw VersionMismatchException("ERROR: MapNode format not supported"); if(version == 0) { dest[0] = d; } else if(version <= 9) { dest[0] = d; dest[1] = param; } else { dest[0] = d; dest[1] = param; dest[2] = param2; } } void deSerialize(u8 *source, u8 version) { if(!ser_ver_supported(version)) throw VersionMismatchException("ERROR: MapNode format not supported"); if(version == 0) { d = source[0]; } else if(version == 1) { d = source[0]; // This version doesn't support saved lighting if(light_propagates() || light_source() > 0) param = 0; else param = source[1]; } else if(version <= 9) { d = source[0]; param = source[1]; } else { d = source[0]; param = source[1]; param2 = source[2]; } // Translate deprecated stuff MapNode *translate_to = g_content_features[d].translate_to; if(translate_to) { dstream<<"MapNode: WARNING: Translating "<d<0 ? BS/2 : -BS/2))/BS, (p.Y + (p.Y>0 ? BS/2 : -BS/2))/BS, (p.Z + (p.Z>0 ? BS/2 : -BS/2))/BS); return p2; } /* The same thing backwards */ inline v3f intToFloat(v3s16 p) { v3f p2( p.X * BS, p.Y * BS, p.Z * BS ); return p2; } #endif