mirror of
https://github.com/moparisthebest/minetest
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315 lines
5.8 KiB
C++
315 lines
5.8 KiB
C++
/*
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(c) 2010 Perttu Ahola <celeron55@gmail.com>
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*/
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#ifndef MAPNODE_HEADER
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#define MAPNODE_HEADER
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#include <iostream>
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#include "common_irrlicht.h"
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#include "light.h"
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#include "utility.h"
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#include "exceptions.h"
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#include "serialization.h"
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// Size of node in rendering units
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#define BS 10
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#define MATERIALS_COUNT 256
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/*
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Ignored node.
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param is used for custom information in special containers,
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like VoxelManipulator.
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Anything that stores MapNodes doesn't have to preserve parameters
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associated with this material.
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Doesn't create faces with anything and is considered being
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out-of-map in the game map.
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*/
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#define MATERIAL_IGNORE 255
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#define MATERIAL_IGNORE_DEFAULT_PARAM 0
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/*
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The common material through which the player can walk and which
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is transparent to light
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*/
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#define MATERIAL_AIR 254
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/*
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Materials-todo:
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GRAVEL
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- Dynamics of gravel: if there is a drop of more than two
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blocks on any side, it will drop in there. Is this doable?
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*/
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enum Material
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{
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MATERIAL_STONE=0,
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MATERIAL_GRASS,
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/*
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For water, the param is water pressure. 0...127.
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TODO: No, at least the lowest nibble is used for lighting.
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- Water will be a bit like light, but with different flow
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behavior.
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- Water blocks will fall down if there is empty space below.
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- If there is water below, the pressure of the block below is
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the pressure of the current block + 1, or higher.
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- If there is any pressure in a horizontally neighboring
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block, a water block will try to move away from it.
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- If there is >=2 of pressure in a block below, water will
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try to move upwards.
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- NOTE: To keep large operations fast, we have to keep a
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cache of the water-air-surfaces, just like with light
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*/
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MATERIAL_WATER,
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MATERIAL_LIGHT,
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MATERIAL_TREE,
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MATERIAL_LEAVES,
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MATERIAL_GRASS_FOOTSTEPS,
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MATERIAL_MESE,
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MATERIAL_MUD,
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// This is set to the number of the actual values in this enum
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USEFUL_MATERIAL_COUNT
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};
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/*
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If true, the material allows light propagation and brightness is stored
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in param.
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*/
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inline bool light_propagates_material(u8 m)
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{
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return (m == MATERIAL_AIR || m == MATERIAL_LIGHT || m == MATERIAL_WATER);
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}
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/*
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If true, the material allows lossless sunlight propagation.
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*/
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inline bool sunlight_propagates_material(u8 m)
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{
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return (m == MATERIAL_AIR);
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}
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/*
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On a node-node surface, the material of the node with higher solidness
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is used for drawing.
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0: Invisible
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1: Transparent
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2: Opaque
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*/
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inline u8 material_solidness(u8 m)
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{
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if(m == MATERIAL_AIR)
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return 0;
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if(m == MATERIAL_WATER)
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return 1;
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return 2;
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}
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/*
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Nodes make a face if materials differ and solidness differs.
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Return value:
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0: No face
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1: Face uses m1's material
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2: Face uses m2's material
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*/
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inline u8 face_materials(u8 m1, u8 m2)
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{
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if(m1 == MATERIAL_IGNORE || m2 == MATERIAL_IGNORE)
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return 0;
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bool materials_differ = (m1 != m2);
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bool solidness_differs = (material_solidness(m1) != material_solidness(m2));
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bool makes_face = materials_differ && solidness_differs;
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if(makes_face == false)
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return 0;
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if(material_solidness(m1) > material_solidness(m2))
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return 1;
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else
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return 2;
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}
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/*
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Returns true for materials that form the base ground that
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follows the main heightmap
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*/
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inline bool is_ground_material(u8 m)
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{
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return(
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m == MATERIAL_STONE ||
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m == MATERIAL_GRASS ||
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m == MATERIAL_GRASS_FOOTSTEPS ||
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m == MATERIAL_MESE ||
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m == MATERIAL_MUD
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);
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}
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struct MapNode
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{
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//TODO: block type to differ from material
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// (e.g. grass edges or something)
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// block type
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u8 d;
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/*
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Misc parameter. Initialized to 0.
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- For light_propagates() blocks, this is light intensity,
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stored logarithmically from 0 to LIGHT_MAX.
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Sunlight is LIGHT_SUN, which is LIGHT_MAX+1.
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*/
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s8 param;
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MapNode(const MapNode & n)
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{
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*this = n;
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}
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MapNode(u8 data=MATERIAL_AIR, u8 a_param=0)
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{
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d = data;
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param = a_param;
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}
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bool operator==(const MapNode &other)
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{
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return (d == other.d && param == other.param);
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}
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bool light_propagates()
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{
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return light_propagates_material(d);
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}
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bool sunlight_propagates()
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{
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return sunlight_propagates_material(d);
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}
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u8 solidness()
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{
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return material_solidness(d);
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}
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u8 light_source()
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{
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/*
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Note that a block that isn't light_propagates() can be a light source.
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*/
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if(d == MATERIAL_LIGHT)
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return LIGHT_MAX;
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return 0;
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}
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u8 getLight()
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{
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// Select the brightest of [light_source, transparent_light]
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u8 light = 0;
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if(light_propagates())
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light = param & 0x0f;
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if(light_source() > light)
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light = light_source();
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return light;
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}
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void setLight(u8 a_light)
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{
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// If not transparent, can't set light
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if(light_propagates() == false)
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return;
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param = a_light;
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}
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static u32 serializedLength(u8 version)
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{
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if(!ser_ver_supported(version))
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throw VersionMismatchException("ERROR: MapNode format not supported");
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if(version == 0)
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return 1;
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else
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return 2;
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}
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void serialize(u8 *dest, u8 version)
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{
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if(!ser_ver_supported(version))
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throw VersionMismatchException("ERROR: MapNode format not supported");
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if(version == 0)
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{
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dest[0] = d;
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}
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else
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{
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dest[0] = d;
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dest[1] = param;
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}
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}
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void deSerialize(u8 *source, u8 version)
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{
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if(!ser_ver_supported(version))
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throw VersionMismatchException("ERROR: MapNode format not supported");
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if(version == 0)
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{
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d = source[0];
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}
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else if(version == 1)
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{
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d = source[0];
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// This version doesn't support saved lighting
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if(light_propagates() || light_source() > 0)
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param = 0;
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else
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param = source[1];
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}
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else
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{
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d = source[0];
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param = source[1];
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}
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}
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};
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/*
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Returns integer position of the node in given
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floating point position.
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*/
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inline v3s16 floatToInt(v3f p)
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{
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v3s16 p2(
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(p.X + (p.X>0 ? BS/2 : -BS/2))/BS,
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(p.Y + (p.Y>0 ? BS/2 : -BS/2))/BS,
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(p.Z + (p.Z>0 ? BS/2 : -BS/2))/BS);
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return p2;
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}
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inline v3f intToFloat(v3s16 p)
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{
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v3f p2(
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p.X * BS,
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p.Y * BS,
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p.Z * BS
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);
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return p2;
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}
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#endif
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