2010-11-27 00:02:21 +01:00
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/*
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2010-11-29 19:05:30 +01:00
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Minetest-c55
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Copyright (C) 2010 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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2010-11-27 00:02:21 +01:00
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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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2010-11-29 09:52:07 +01:00
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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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2010-12-13 02:19:12 +01:00
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#define CONTENT_IGNORE 255
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#define CONTENT_IGNORE_DEFAULT_PARAM 0
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2010-11-29 09:52:07 +01:00
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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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2010-12-13 02:19:12 +01:00
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#define CONTENT_AIR 254
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2010-11-27 00:02:21 +01:00
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/*
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2010-12-13 02:19:12 +01:00
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Suggested materials:
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2010-11-27 00:02:21 +01:00
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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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2010-12-12 13:33:13 +01:00
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2010-12-13 02:19:12 +01:00
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New naming scheme:
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- Material = irrlicht's Material class
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- Content = (u8) content of a node
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- Tile = (u16) Material ID at some side of a node
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2010-11-27 00:02:21 +01:00
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*/
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2010-12-13 02:19:12 +01:00
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enum Content
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2010-11-27 00:02:21 +01:00
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{
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2010-12-13 02:19:12 +01:00
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CONTENT_STONE=0,
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2010-11-27 00:02:21 +01:00
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2010-12-13 20:32:35 +01:00
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CONTENT_GRASS=1,
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2010-11-27 00:02:21 +01:00
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2010-12-13 20:32:35 +01:00
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CONTENT_WATER=2,
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2010-11-27 00:02:21 +01:00
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2010-12-13 20:32:35 +01:00
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CONTENT_LIGHT=3,
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2010-11-27 00:02:21 +01:00
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2010-12-13 20:32:35 +01:00
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CONTENT_TREE=4,
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2010-12-01 14:20:12 +01:00
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2010-12-13 20:32:35 +01:00
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CONTENT_LEAVES=5,
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2010-11-27 00:02:21 +01:00
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2010-12-13 20:32:35 +01:00
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CONTENT_GRASS_FOOTSTEPS=6,
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2010-11-27 00:02:21 +01:00
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2010-12-13 20:32:35 +01:00
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CONTENT_MESE=7,
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2010-11-29 09:52:07 +01:00
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2010-12-13 20:32:35 +01:00
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CONTENT_MUD=8,
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2010-12-12 13:33:13 +01:00
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2010-12-13 20:32:35 +01:00
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CONTENT_OCEAN=9,
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2010-11-27 00:02:21 +01:00
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// This is set to the number of the actual values in this enum
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2010-12-13 02:19:12 +01:00
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USEFUL_CONTENT_COUNT
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2010-11-27 00:02:21 +01:00
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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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2010-12-13 02:19:12 +01:00
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inline bool light_propagates_content(u8 m)
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2010-11-27 00:02:21 +01:00
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{
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2010-12-13 02:19:12 +01:00
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return (m == CONTENT_AIR || m == CONTENT_LIGHT || m == CONTENT_WATER || m == CONTENT_OCEAN);
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2010-11-27 00:02:21 +01:00
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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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2010-12-13 02:19:12 +01:00
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inline bool sunlight_propagates_content(u8 m)
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2010-11-27 00:02:21 +01:00
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{
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2010-12-13 02:19:12 +01:00
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return (m == CONTENT_AIR || m == CONTENT_LIGHT);
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2010-11-27 00:02:21 +01:00
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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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2010-12-13 02:19:12 +01:00
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inline u8 content_solidness(u8 m)
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2010-11-27 00:02:21 +01:00
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{
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2010-12-13 02:19:12 +01:00
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if(m == CONTENT_AIR)
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2010-11-27 00:02:21 +01:00
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return 0;
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2010-12-13 02:19:12 +01:00
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if(m == CONTENT_WATER || m == CONTENT_OCEAN)
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2010-11-27 00:02:21 +01:00
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return 1;
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return 2;
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}
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2010-12-13 02:19:12 +01:00
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// Objects collide with walkable contents
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inline bool content_walkable(u8 m)
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2010-11-30 14:35:03 +01:00
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{
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2010-12-13 02:19:12 +01:00
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return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_OCEAN && m != CONTENT_LIGHT);
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2010-11-30 14:35:03 +01:00
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}
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// A liquid resists fast movement
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2010-12-13 02:19:12 +01:00
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inline bool content_liquid(u8 m)
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2010-11-30 14:35:03 +01:00
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{
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2010-12-13 02:19:12 +01:00
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return (m == CONTENT_WATER || m == CONTENT_OCEAN);
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2010-11-30 14:35:03 +01:00
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}
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2010-12-13 02:19:12 +01:00
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// Pointable contents can be pointed to in the map
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inline bool content_pointable(u8 m)
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2010-11-30 14:35:03 +01:00
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{
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2010-12-13 02:19:12 +01:00
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return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_OCEAN);
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2010-11-30 14:35:03 +01:00
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}
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2010-12-13 02:19:12 +01:00
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inline bool content_diggable(u8 m)
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2010-11-30 14:35:03 +01:00
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{
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2010-12-13 02:19:12 +01:00
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return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_OCEAN);
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2010-11-30 14:35:03 +01:00
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}
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2010-12-13 02:19:12 +01:00
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inline bool content_buildable_to(u8 m)
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2010-11-30 14:35:03 +01:00
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{
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2010-12-13 02:19:12 +01:00
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return (m == CONTENT_AIR || m == CONTENT_WATER || m == CONTENT_OCEAN);
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2010-12-12 13:33:13 +01:00
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}
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/*
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2010-12-13 02:19:12 +01:00
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TODO: Make a mapper class for mapping every side of a content
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to some tile.
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This dumbily maps all sides of content to the tile of the same id.
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2010-12-12 13:33:13 +01:00
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*/
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2010-12-13 02:19:12 +01:00
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inline u8 content_tile(u8 c)
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2010-12-12 13:33:13 +01:00
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{
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2010-12-13 02:19:12 +01:00
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if(c == CONTENT_IGNORE || c == CONTENT_LIGHT)
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return CONTENT_AIR;
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2010-12-12 13:33:13 +01:00
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return c;
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}
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/*
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2010-12-13 02:19:12 +01:00
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Returns true for contents that form the base ground that
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2010-12-12 13:33:13 +01:00
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follows the main heightmap
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*/
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2010-12-13 02:19:12 +01:00
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inline bool is_ground_content(u8 m)
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2010-12-12 13:33:13 +01:00
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{
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return(
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2010-12-13 02:19:12 +01:00
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m == CONTENT_STONE ||
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m == CONTENT_GRASS ||
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m == CONTENT_GRASS_FOOTSTEPS ||
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m == CONTENT_MESE ||
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m == CONTENT_MUD
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2010-12-12 13:33:13 +01:00
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);
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2010-11-30 14:35:03 +01:00
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}
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2010-11-27 00:02:21 +01:00
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/*
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2010-12-13 02:19:12 +01:00
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Nodes make a face if contents differ and solidness differs.
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2010-11-27 00:02:21 +01:00
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Return value:
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0: No face
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2010-12-13 02:19:12 +01:00
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1: Face uses m1's content
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2: Face uses m2's content
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2010-11-27 00:02:21 +01:00
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*/
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2010-12-13 02:19:12 +01:00
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inline u8 face_contents(u8 m1, u8 m2)
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2010-11-27 00:02:21 +01:00
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{
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2010-12-13 02:19:12 +01:00
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if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
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2010-11-27 00:02:21 +01:00
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return 0;
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2010-12-13 02:19:12 +01:00
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bool contents_differ = (m1 != m2);
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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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2010-11-27 00:02:21 +01:00
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if(makes_face == false)
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return 0;
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2010-12-13 02:19:12 +01:00
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if(content_solidness(m1) > content_solidness(m2))
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2010-11-27 00:02:21 +01:00
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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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2010-12-13 02:19:12 +01:00
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inline bool liquid_replaces_content(u8 c)
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{
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return (c == CONTENT_AIR || c == CONTENT_LIGHT);
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}
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/*
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When placing a node, drection info is added to it if this is true
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*/
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inline bool content_directional(u8 c)
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{
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return (c == CONTENT_LIGHT);
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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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2010-11-27 00:02:21 +01:00
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struct MapNode
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{
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2010-12-13 02:19:12 +01:00
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// Content
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2010-11-27 00:02:21 +01:00
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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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2010-12-13 02:19:12 +01:00
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union
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{
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/*
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Pressure for liquids
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*/
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u8 pressure;
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2010-11-27 00:02:21 +01:00
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2010-12-13 02:19:12 +01:00
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/*
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Direction for torches and other stuff.
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If possible, packed with packDir.
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*/
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u8 dir;
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};
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2010-12-01 14:20:12 +01:00
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2010-11-27 00:02:21 +01:00
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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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2010-12-13 02:19:12 +01:00
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MapNode(u8 data=CONTENT_AIR, u8 a_param=0, u8 a_pressure=0)
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2010-11-27 00:02:21 +01:00
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{
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d = data;
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param = a_param;
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2010-12-11 17:11:03 +01:00
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pressure = a_pressure;
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2010-11-27 00:02:21 +01:00
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}
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2010-11-29 09:52:07 +01:00
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bool operator==(const MapNode &other)
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{
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2010-12-12 13:33:13 +01:00
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return (d == other.d
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&& param == other.param
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&& pressure == other.pressure);
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2010-11-29 09:52:07 +01:00
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}
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2010-11-27 00:02:21 +01:00
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bool light_propagates()
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{
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2010-12-13 02:19:12 +01:00
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return light_propagates_content(d);
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2010-11-27 00:02:21 +01:00
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}
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bool sunlight_propagates()
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{
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2010-12-13 02:19:12 +01:00
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return sunlight_propagates_content(d);
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2010-11-27 00:02:21 +01:00
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}
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u8 solidness()
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{
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2010-12-13 02:19:12 +01:00
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return content_solidness(d);
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2010-11-27 00:02:21 +01:00
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}
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|
|
|
|
u8 light_source()
|
|
|
|
{
|
|
|
|
/*
|
|
|
|
Note that a block that isn't light_propagates() can be a light source.
|
|
|
|
*/
|
2010-12-13 02:19:12 +01:00
|
|
|
if(d == CONTENT_LIGHT)
|
2010-11-27 00:02:21 +01:00
|
|
|
return LIGHT_MAX;
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
u8 getLight()
|
|
|
|
{
|
2010-12-13 02:19:12 +01:00
|
|
|
// Select the brightest of [light source, propagated light]
|
2010-11-27 00:02:21 +01:00
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
2010-12-11 17:11:03 +01:00
|
|
|
/*
|
|
|
|
These serialization functions are used when informing client
|
|
|
|
of a single node add
|
|
|
|
*/
|
|
|
|
|
2010-11-27 00:02:21 +01:00
|
|
|
static u32 serializedLength(u8 version)
|
|
|
|
{
|
|
|
|
if(!ser_ver_supported(version))
|
|
|
|
throw VersionMismatchException("ERROR: MapNode format not supported");
|
|
|
|
|
|
|
|
if(version == 0)
|
|
|
|
return 1;
|
2010-12-11 17:11:03 +01:00
|
|
|
else if(version <= 9)
|
2010-11-27 00:02:21 +01:00
|
|
|
return 2;
|
2010-12-11 17:11:03 +01:00
|
|
|
else
|
|
|
|
return 3;
|
2010-11-27 00:02:21 +01:00
|
|
|
}
|
|
|
|
void serialize(u8 *dest, u8 version)
|
|
|
|
{
|
|
|
|
if(!ser_ver_supported(version))
|
|
|
|
throw VersionMismatchException("ERROR: MapNode format not supported");
|
|
|
|
|
|
|
|
if(version == 0)
|
|
|
|
{
|
|
|
|
dest[0] = d;
|
|
|
|
}
|
2010-12-11 17:11:03 +01:00
|
|
|
else if(version <= 9)
|
|
|
|
{
|
|
|
|
dest[0] = d;
|
|
|
|
dest[1] = param;
|
|
|
|
}
|
2010-11-27 00:02:21 +01:00
|
|
|
else
|
|
|
|
{
|
|
|
|
dest[0] = d;
|
|
|
|
dest[1] = param;
|
2010-12-11 17:11:03 +01:00
|
|
|
dest[2] = pressure;
|
2010-11-27 00:02:21 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
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];
|
|
|
|
}
|
2010-12-11 17:11:03 +01:00
|
|
|
else if(version <= 9)
|
|
|
|
{
|
|
|
|
d = source[0];
|
|
|
|
param = source[1];
|
|
|
|
}
|
2010-11-27 00:02:21 +01:00
|
|
|
else
|
|
|
|
{
|
|
|
|
d = source[0];
|
|
|
|
param = source[1];
|
2010-12-11 17:11:03 +01:00
|
|
|
pressure = source[2];
|
2010-11-27 00:02:21 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
/*
|
|
|
|
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
|
|
|
|
|