minetest/src/mapnode.h

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2010-11-27 00:02:21 +01:00
/*
(c) 2010 Perttu Ahola <celeron55@gmail.com>
*/
#ifndef MAPNODE_HEADER
#define MAPNODE_HEADER
#include <iostream>
#include "common_irrlicht.h"
#include "light.h"
#include "utility.h"
#include "exceptions.h"
#include "serialization.h"
// Size of node in rendering units
#define BS 10
#define MATERIALS_COUNT 256
// This is completely ignored. It doesn't create faces with anything.
#define MATERIAL_IGNORE 255
// This is the common material through which the player can walk
// and which is transparent to light
#define MATERIAL_AIR 254
/*
Materials-todo:
GRAVEL
- Dynamics of gravel: if there is a drop of more than two
blocks on any side, it will drop in there. Is this doable?
*/
enum Material
{
MATERIAL_STONE=0,
MATERIAL_GRASS,
/*
For water, the param is water pressure. 0...127.
TODO: No, at least the lowest nibble is used for lighting.
- Water will be a bit like light, but with different flow
behavior.
- Water blocks will fall down if there is empty space below.
- If there is water below, the pressure of the block below is
the pressure of the current block + 1, or higher.
- If there is any pressure in a horizontally neighboring
block, a water block will try to move away from it.
- If there is >=2 of pressure in a block below, water will
try to move upwards.
- NOTE: To keep large operations fast, we have to keep a
cache of the water-air-surfaces, just like with light
*/
MATERIAL_WATER,
MATERIAL_LIGHT,
MATERIAL_TREE,
MATERIAL_LEAVES,
MATERIAL_GRASS_FOOTSTEPS,
MATERIAL_MESE,
// This is set to the number of the actual values in this enum
USEFUL_MATERIAL_COUNT
};
/*
If true, the material allows light propagation and brightness is stored
in param.
*/
inline bool light_propagates_material(u8 m)
{
return (m == MATERIAL_AIR || m == MATERIAL_LIGHT || m == MATERIAL_WATER);
}
/*
If true, the material allows lossless sunlight propagation.
*/
inline bool sunlight_propagates_material(u8 m)
{
return (m == MATERIAL_AIR);
}
/*
On a node-node surface, the material of the node with higher solidness
is used for drawing.
0: Invisible
1: Transparent
2: Opaque
*/
inline u8 material_solidness(u8 m)
{
if(m == MATERIAL_AIR)
return 0;
if(m == MATERIAL_WATER)
return 1;
return 2;
}
/*
Nodes make a face if materials differ and solidness differs.
Return value:
0: No face
1: Face uses m1's material
2: Face uses m2's material
*/
inline u8 face_materials(u8 m1, u8 m2)
{
if(m1 == MATERIAL_IGNORE || m2 == MATERIAL_IGNORE)
return 0;
bool materials_differ = (m1 != m2);
bool solidness_differs = (material_solidness(m1) != material_solidness(m2));
bool makes_face = materials_differ && solidness_differs;
if(makes_face == false)
return 0;
if(material_solidness(m1) > material_solidness(m2))
return 1;
else
return 2;
}
struct MapNode
{
//TODO: block type to differ from material
// (e.g. grass edges or something)
// block type
u8 d;
// Removed because light is now stored in param for air
// f32 light;
/*
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.
*/
s8 param;
MapNode(const MapNode & n)
{
*this = n;
}
MapNode(u8 data=MATERIAL_AIR, u8 a_param=0)
{
d = data;
param = a_param;
}
bool light_propagates()
{
return light_propagates_material(d);
}
bool sunlight_propagates()
{
return sunlight_propagates_material(d);
}
u8 solidness()
{
return material_solidness(d);
}
u8 light_source()
{
/*
Note that a block that isn't light_propagates() can be a light source.
*/
if(d == MATERIAL_LIGHT)
return LIGHT_MAX;
return 0;
}
u8 getLight()
{
// Select the brightest of [light_source, transparent_light]
u8 light = 0;
if(light_propagates())
light = param & 0x0f;
if(light_source() > light)
light = light_source();
return light;
}
void setLight(u8 a_light)
{
// If not transparent, can't set light
if(light_propagates() == false)
return;
param = a_light;
}
static u32 serializedLength(u8 version)
{
if(!ser_ver_supported(version))
throw VersionMismatchException("ERROR: MapNode format not supported");
if(version == 0)
return 1;
else
return 2;
}
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
{
dest[0] = d;
dest[1] = param;
}
}
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
{
d = source[0];
param = source[1];
}
}
};
/*
Returns integer position of the node in given
floating point position.
*/
inline v3s16 floatToInt(v3f p)
{
v3s16 p2(
(p.X + (p.X>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;
}
inline v3f intToFloat(v3s16 p)
{
v3f p2(
p.X * BS,
p.Y * BS,
p.Z * BS
);
return p2;
}
#endif