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minetest/src/mapnode.h

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/*
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Minetest-c55
2011-02-04 07:32:30 -05:00
Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
2010-11-29 13:05:30 -05:00
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.
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*/
#ifndef MAPNODE_HEADER
#define MAPNODE_HEADER
#include <iostream>
#include "common_irrlicht.h"
#include "light.h"
#include "utility.h"
#include "exceptions.h"
#include "serialization.h"
#include "tile.h"
#include "materials.h"
/*
Naming scheme:
- Material = irrlicht's Material class
- Content = (u8) content of a node
- Tile = TileSpec at some side of a node of some content type
*/
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/*
Ranges:
0x000...0x07f: param2 is fully usable
0x800...0xfff: param2 lower 4 bytes are free
*/
typedef u16 content_t;
/*
Initializes all kind of stuff in here.
Many things depend on this.
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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.
*/
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void init_mapnode();
/*
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 127
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#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
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/*
Content feature list
*/
enum ContentParamType
{
CPT_NONE,
CPT_LIGHT,
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CPT_MINERAL,
// Direction for chests and furnaces and such
CPT_FACEDIR_SIMPLE
};
enum LiquidType
{
LIQUID_NONE,
LIQUID_FLOWING,
LIQUID_SOURCE
};
class MapNode;
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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];
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video::ITexture *inventory_texture;
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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;
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// 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;
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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 = "";
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initial_metadata = NULL;
liquid_alternative_flowing = CONTENT_IGNORE;
light_source = 0;
digging_properties.clear();
}
ContentFeatures()
{
reset();
}
~ContentFeatures();
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/*
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);
}
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void setTile(u16 i, const TileSpec &tile)
{
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tiles[i] = tile;
}
void setAllTiles(const TileSpec &tile)
{
for(u16 i=0; i<6; i++)
{
setTile(i, tile);
}
}
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void setInventoryTexture(std::string imgname);
void setInventoryTextureCube(std::string top,
std::string left, std::string right);
};
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/*
Call this to access the ContentFeature list
*/
ContentFeatures & content_features(u8 i);
/*
Here is a bunch of DEPRECATED functions.
*/
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/*
If true, the material allows light propagation and brightness is stored
in param.
NOTE: Don't use, use "content_features(m).whatever" instead
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*/
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inline bool light_propagates_content(u8 m)
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{
return content_features(m).light_propagates;
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}
/*
If true, the material allows lossless sunlight propagation.
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NOTE: It doesn't seem to go through torches regardlessly of this
NOTE: Don't use, use "content_features(m).whatever" instead
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*/
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inline bool sunlight_propagates_content(u8 m)
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{
return content_features(m).sunlight_propagates;
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}
/*
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
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*/
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inline u8 content_solidness(u8 m)
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{
return content_features(m).solidness;
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}
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// Objects collide with walkable contents
// NOTE: Don't use, use "content_features(m).whatever" instead
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inline bool content_walkable(u8 m)
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{
return content_features(m).walkable;
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}
// NOTE: Don't use, use "content_features(m).whatever" instead
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inline bool content_liquid(u8 m)
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{
return content_features(m).liquid_type != LIQUID_NONE;
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}
// 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;
}
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// Pointable contents can be pointed to in the map
// NOTE: Don't use, use "content_features(m).whatever" instead
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inline bool content_pointable(u8 m)
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{
return content_features(m).pointable;
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}
// NOTE: Don't use, use "content_features(m).whatever" instead
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inline bool content_diggable(u8 m)
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{
return content_features(m).diggable;
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}
// NOTE: Don't use, use "content_features(m).whatever" instead
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inline bool content_buildable_to(u8 m)
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{
return content_features(m).buildable_to;
}
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/*
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Nodes make a face if contents differ and solidness differs.
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Return value:
0: No face
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1: Face uses m1's content
2: Face uses m2's content
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*/
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inline u8 face_contents(u8 m1, u8 m2)
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{
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if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
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return 0;
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bool contents_differ = (m1 != m2);
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// 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;
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bool solidness_differs = (content_solidness(m1) != content_solidness(m2));
bool makes_face = contents_differ && solidness_differs;
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if(makes_face == false)
return 0;
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if(content_solidness(m1) > content_solidness(m2))
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return 1;
else
return 2;
}
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/*
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;
}
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/*
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);
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enum LightBank
{
LIGHTBANK_DAY,
LIGHTBANK_NIGHT
};
/*
Masks for MapNode.param2 of flowing liquids
*/
#define LIQUID_LEVEL_MASK 0x07
#define LIQUID_FLOW_DOWN_MASK 0x08
/*
This is the stuff what the whole world consists of.
*/
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struct MapNode
{
/*
Main content
0x00-0x7f: Short content type
0x80-0xff: Long content type (param2>>4 makes up low bytes)
*/
union
{
u8 param0;
u8 d;
};
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/*
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.
- Mineral content (should be removed from here)
- Uhh... well, most blocks have light or nothing in here.
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*/
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union
{
u8 param1;
s8 param;
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};
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/*
The second parameter. Initialized to 0.
E.g. direction for torches and flowing water.
*/
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union
{
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u8 param2;
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u8 dir;
};
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MapNode(const MapNode & n)
{
*this = n;
}
MapNode(u8 data=CONTENT_AIR, u8 a_param=0, u8 a_param2=0)
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{
d = data;
param = a_param;
param2 = a_param2;
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}
bool operator==(const MapNode &other)
{
return (d == other.d
&& param == other.param
&& param2 == other.param2);
}
// To be used everywhere
content_t getContent()
{
return d;
}
void setContent(content_t c)
{
d = c;
}
/*
These four are DEPRECATED I guess. -c55
*/
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bool light_propagates()
{
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return light_propagates_content(d);
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}
bool sunlight_propagates()
{
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return sunlight_propagates_content(d);
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}
u8 solidness()
{
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return content_solidness(d);
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}
u8 light_source()
{
return content_features(d).light_source;
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}
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u8 getLightBanksWithSource()
{
// Select the brightest of [light source, propagated light]
u8 lightday = 0;
u8 lightnight = 0;
if(content_features(d).param_type == CPT_LIGHT)
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{
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);
}
u8 getLight(enum LightBank bank)
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{
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// Select the brightest of [light source, propagated light]
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u8 light = 0;
if(content_features(d).param_type == CPT_LIGHT)
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{
if(bank == LIGHTBANK_DAY)
light = param & 0x0f;
else if(bank == LIGHTBANK_NIGHT)
light = (param>>4)&0x0f;
else
assert(0);
}
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if(light_source() > light)
light = light_source();
return light;
}
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// 0 <= daylight_factor <= 1000
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// 0 <= return value <= LIGHT_SUN
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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;
}
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/*// 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;
}*/
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void setLight(enum LightBank bank, u8 a_light)
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{
// If node doesn't contain light data, ignore this
if(content_features(d).param_type != CPT_LIGHT)
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return;
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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);
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}
// 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();
/*
Serialization functions
*/
static u32 serializedLength(u8 version);
void serialize(u8 *dest, u8 version);
void deSerialize(u8 *source, u8 version);
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};
/*
Gets lighting value at face of node
Parameters must consist of air and !air.
Order doesn't matter.
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If either of the nodes doesn't exist, light is 0.
parameters:
daynight_ratio: 0...1000
n: getNodeParent(p)
n2: getNodeParent(p + face_dir)
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);
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#endif