forked from Mirrorlandia_minetest/minetest
650 lines
14 KiB
C++
650 lines
14 KiB
C++
/*
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Minetest-c55
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Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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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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#include "tile.h"
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#include "materials.h"
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/*
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Naming scheme:
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- Material = irrlicht's Material class
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- Content = (content_t) content of a node
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- Tile = TileSpec at some side of a node of some content type
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Content ranges:
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0x000...0x07f: param2 is fully usable
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0x800...0xfff: param2 lower 4 bytes are free
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*/
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typedef u16 content_t;
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#define MAX_CONTENT 0xfff
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/*
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Initializes all kind of stuff in here.
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Many things depend on this.
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This accesses g_texturesource; if it is non-NULL, textures are set.
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Client first calls this with g_texturesource=NULL to run some
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unit tests and stuff, then it runs this again with g_texturesource
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defined to get the textures.
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Server only calls this once with g_texturesource=NULL.
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*/
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void init_mapnode();
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/*
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Ignored node.
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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 CONTENT_IGNORE 255
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#define CONTENT_IGNORE 127
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#define CONTENT_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 CONTENT_AIR 254
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#define CONTENT_AIR 126
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/*
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Content feature list
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*/
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enum ContentParamType
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{
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CPT_NONE,
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CPT_LIGHT,
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CPT_MINERAL,
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// Direction for chests and furnaces and such
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CPT_FACEDIR_SIMPLE
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};
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enum LiquidType
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{
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LIQUID_NONE,
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LIQUID_FLOWING,
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LIQUID_SOURCE
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};
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class MapNode;
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class NodeMetadata;
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struct ContentFeatures
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{
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// Type of MapNode::param1
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ContentParamType param_type;
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/*
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0: up
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1: down
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2: right
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3: left
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4: back
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5: front
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*/
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TileSpec tiles[6];
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video::ITexture *inventory_texture;
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// True for all ground-like things like stone and mud, false for eg. trees
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bool is_ground_content;
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bool light_propagates;
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bool sunlight_propagates;
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u8 solidness; // Used when choosing which face is drawn
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// This is used for collision detection.
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// Also for general solidness queries.
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bool walkable;
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// Player can point to these
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bool pointable;
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// Player can dig these
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bool diggable;
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// Player can climb these
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bool climbable;
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// Player can build on these
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bool buildable_to;
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// Whether the node has no liquid, source liquid or flowing liquid
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enum LiquidType liquid_type;
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// If true, param2 is set to direction when placed. Used for torches.
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// NOTE: the direction format is quite inefficient and should be changed
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bool wall_mounted;
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// If true, node is equivalent to air. Torches are, air is. Water is not.
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// Is used for example to check whether a mud block can have grass on.
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bool air_equivalent;
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// Inventory item string as which the node appears in inventory when dug.
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// Mineral overrides this.
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std::string dug_item;
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// Initial metadata is cloned from this
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NodeMetadata *initial_metadata;
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// If the content is liquid, this is the flowing version of the liquid.
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// If content is liquid, this is the same content.
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content_t liquid_alternative_flowing;
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// If the content is liquid, this is the source version of the liquid.
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content_t liquid_alternative_source;
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// Amount of light the node emits
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u8 light_source;
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// Digging properties for different tools
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DiggingPropertiesList digging_properties;
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// NOTE: Move relevant properties to here from elsewhere
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void reset()
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{
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param_type = CPT_NONE;
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inventory_texture = NULL;
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is_ground_content = false;
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light_propagates = false;
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sunlight_propagates = false;
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solidness = 2;
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walkable = true;
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pointable = true;
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diggable = true;
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climbable = false;
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buildable_to = false;
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liquid_type = LIQUID_NONE;
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wall_mounted = false;
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air_equivalent = false;
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dug_item = "";
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initial_metadata = NULL;
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liquid_alternative_flowing = CONTENT_IGNORE;
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light_source = 0;
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digging_properties.clear();
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}
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ContentFeatures()
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{
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reset();
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}
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~ContentFeatures();
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/*
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Quickhands for simple materials
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*/
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void setTexture(u16 i, std::string name, u8 alpha=255);
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void setAllTextures(std::string name, u8 alpha=255)
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{
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for(u16 i=0; i<6; i++)
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{
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setTexture(i, name, alpha);
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}
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// Force inventory texture too
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setInventoryTexture(name);
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}
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void setTile(u16 i, const TileSpec &tile)
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{
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tiles[i] = tile;
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}
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void setAllTiles(const TileSpec &tile)
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{
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for(u16 i=0; i<6; i++)
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{
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setTile(i, tile);
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}
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}
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void setInventoryTexture(std::string imgname);
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void setInventoryTextureCube(std::string top,
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std::string left, std::string right);
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};
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/*
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Call this to access the ContentFeature list
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*/
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ContentFeatures & content_features(content_t i);
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ContentFeatures & content_features(MapNode &n);
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/*
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Here is a bunch of DEPRECATED functions.
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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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NOTE: Don't use, use "content_features(m).whatever" instead
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*/
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inline bool light_propagates_content(content_t m)
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{
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return content_features(m).light_propagates;
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}
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/*
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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
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NOTE: Don't use, use "content_features(m).whatever" instead
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*/
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inline bool sunlight_propagates_content(content_t m)
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{
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return content_features(m).sunlight_propagates;
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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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NOTE: Don't use, use "content_features(m).whatever" instead
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*/
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inline u8 content_solidness(content_t m)
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{
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return content_features(m).solidness;
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}
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// Objects collide with walkable contents
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// NOTE: Don't use, use "content_features(m).whatever" instead
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inline bool content_walkable(content_t m)
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{
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return content_features(m).walkable;
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}
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// NOTE: Don't use, use "content_features(m).whatever" instead
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inline bool content_liquid(content_t m)
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{
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return content_features(m).liquid_type != LIQUID_NONE;
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}
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// NOTE: Don't use, use "content_features(m).whatever" instead
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inline bool content_flowing_liquid(content_t m)
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{
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return content_features(m).liquid_type == LIQUID_FLOWING;
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}
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// NOTE: Don't use, use "content_features(m).whatever" instead
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inline bool content_liquid_source(content_t m)
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{
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return content_features(m).liquid_type == LIQUID_SOURCE;
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}
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// CONTENT_WATER || CONTENT_WATERSOURCE -> CONTENT_WATER
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// CONTENT_LAVA || CONTENT_LAVASOURCE -> CONTENT_LAVA
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// NOTE: Don't use, use "content_features(m).whatever" instead
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inline content_t make_liquid_flowing(content_t m)
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{
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u8 c = content_features(m).liquid_alternative_flowing;
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assert(c != CONTENT_IGNORE);
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return c;
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}
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// Pointable contents can be pointed to in the map
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// NOTE: Don't use, use "content_features(m).whatever" instead
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inline bool content_pointable(content_t m)
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{
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return content_features(m).pointable;
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}
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// NOTE: Don't use, use "content_features(m).whatever" instead
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inline bool content_diggable(content_t m)
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{
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return content_features(m).diggable;
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}
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// NOTE: Don't use, use "content_features(m).whatever" instead
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inline bool content_buildable_to(content_t m)
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{
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return content_features(m).buildable_to;
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}
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/*
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Nodes make a face if contents 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 content
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2: Face uses m2's content
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*/
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inline u8 face_contents(content_t m1, content_t 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
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if(content_liquid(m1) && content_liquid(m2)
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&& make_liquid_flowing(m1) == make_liquid_flowing(m2))
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contents_differ = false;
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bool solidness_differs = (content_solidness(m1) != content_solidness(m2));
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bool makes_face = contents_differ && solidness_differs;
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if(makes_face == false)
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return 0;
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if(content_solidness(m1) > content_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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Packs directions like (1,0,0), (1,-1,0)
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*/
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inline u8 packDir(v3s16 dir)
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{
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u8 b = 0;
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if(dir.X > 0)
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b |= (1<<0);
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else if(dir.X < 0)
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b |= (1<<1);
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if(dir.Y > 0)
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b |= (1<<2);
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else if(dir.Y < 0)
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b |= (1<<3);
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if(dir.Z > 0)
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b |= (1<<4);
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else if(dir.Z < 0)
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b |= (1<<5);
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return b;
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}
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inline v3s16 unpackDir(u8 b)
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{
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v3s16 d(0,0,0);
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if(b & (1<<0))
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d.X = 1;
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else if(b & (1<<1))
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d.X = -1;
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if(b & (1<<2))
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d.Y = 1;
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else if(b & (1<<3))
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d.Y = -1;
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if(b & (1<<4))
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d.Z = 1;
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else if(b & (1<<5))
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d.Z = -1;
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return d;
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}
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/*
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facedir: CPT_FACEDIR_SIMPLE param1 value
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dir: The face for which stuff is wanted
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return value: The face from which the stuff is actually found
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NOTE: Currently this uses 2 bits for Z-,X-,Z+,X+, should there be Y+
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and Y- too?
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*/
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v3s16 facedir_rotate(u8 facedir, v3s16 dir);
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enum LightBank
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{
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LIGHTBANK_DAY,
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LIGHTBANK_NIGHT
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};
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/*
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Masks for MapNode.param2 of flowing liquids
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*/
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#define LIQUID_LEVEL_MASK 0x07
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#define LIQUID_FLOW_DOWN_MASK 0x08
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/*
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This is the stuff what the whole world consists of.
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*/
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struct MapNode
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{
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/*
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Main content
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0x00-0x7f: Short content type
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0x80-0xff: Long content type (param2>>4 makes up low bytes)
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*/
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union
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{
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u8 param0;
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//u8 d;
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};
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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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- Contains 2 values, day- and night lighting. Each takes 4 bits.
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- Mineral content (should be removed from here)
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- Uhh... well, most blocks have light or nothing in here.
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*/
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union
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{
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u8 param1;
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//s8 param;
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};
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/*
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The second parameter. Initialized to 0.
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E.g. direction for torches and flowing water.
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If param0 >= 0x80, bits 0xf0 of this is extended content type data
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*/
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union
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{
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u8 param2;
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//u8 dir;
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};
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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(content_t content=CONTENT_AIR, u8 a_param1=0, u8 a_param2=0)
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{
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//param0 = a_param0;
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param1 = a_param1;
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param2 = a_param2;
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// Set after other params because this needs to override part of param2
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setContent(content);
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}
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bool operator==(const MapNode &other)
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{
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return (param0 == other.param0
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&& param1 == other.param1
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&& param2 == other.param2);
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}
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// To be used everywhere
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content_t getContent()
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{
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if(param0 < 0x80)
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return param0;
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else
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return (param0<<4) + (param2>>4);
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}
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void setContent(content_t c)
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{
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if(c < 0x80)
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{
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if(param0 >= 0x80)
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param2 &= ~(0xf0);
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param0 = c;
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}
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else
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{
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param0 = c>>4;
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param2 &= ~(0xf0);
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param2 |= (c&0x0f)<<4;
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}
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}
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/*
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These four are DEPRECATED I guess. -c55
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*/
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bool light_propagates()
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{
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return light_propagates_content(getContent());
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}
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bool sunlight_propagates()
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{
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return sunlight_propagates_content(getContent());
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}
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u8 solidness()
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{
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return content_solidness(getContent());
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}
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u8 light_source()
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{
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return content_features(*this).light_source;
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}
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u8 getLightBanksWithSource()
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{
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// Select the brightest of [light source, propagated light]
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u8 lightday = 0;
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u8 lightnight = 0;
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if(content_features(*this).param_type == CPT_LIGHT)
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{
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lightday = param1 & 0x0f;
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lightnight = (param1>>4)&0x0f;
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}
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if(light_source() > lightday)
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lightday = light_source();
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if(light_source() > lightnight)
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lightnight = light_source();
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return (lightday&0x0f) | ((lightnight<<4)&0xf0);
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}
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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;
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if(content_features(*this).param_type == CPT_LIGHT)
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{
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if(bank == LIGHTBANK_DAY)
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light = param1 & 0x0f;
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else if(bank == LIGHTBANK_NIGHT)
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light = (param1>>4)&0x0f;
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else
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assert(0);
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}
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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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// 0 <= daylight_factor <= 1000
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// 0 <= return value <= LIGHT_SUN
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u8 getLightBlend(u32 daylight_factor)
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{
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u8 l = ((daylight_factor * getLight(LIGHTBANK_DAY)
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+ (1000-daylight_factor) * getLight(LIGHTBANK_NIGHT))
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)/1000;
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u8 max = LIGHT_MAX;
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if(getLight(LIGHTBANK_DAY) == LIGHT_SUN)
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max = LIGHT_SUN;
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if(l > max)
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l = max;
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return l;
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}
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/*// 0 <= daylight_factor <= 1000
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// 0 <= return value <= 255
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u8 getLightBlend(u32 daylight_factor)
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{
|
|
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(*this).param_type != CPT_LIGHT)
|
|
return;
|
|
if(bank == LIGHTBANK_DAY)
|
|
{
|
|
param1 &= 0xf0;
|
|
param1 |= a_light & 0x0f;
|
|
}
|
|
else if(bank == LIGHTBANK_NIGHT)
|
|
{
|
|
param1 &= 0x0f;
|
|
param1 |= (a_light & 0x0f)<<4;
|
|
}
|
|
else
|
|
assert(0);
|
|
}
|
|
|
|
// 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);
|
|
|
|
};
|
|
|
|
/*
|
|
Gets lighting value at face of node
|
|
|
|
Parameters must consist of air and !air.
|
|
Order doesn't matter.
|
|
|
|
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);
|
|
|
|
#endif
|
|
|