#include "exceptions.h"
#include "serialization.h"
#include "tile.h"
-#include "iirrlichtwrapper.h"
+#include "materials.h"
/*
- Initializes all kind of stuff in here.
- Many things depend on this.
+ Naming scheme:
+ - Material = irrlicht's Material class
+ - Content = (u8) content of a node
+ - Tile = TileSpec at some side of a node of some content type
+*/
- irrlicht: Used for getting texture ids.
+/*
+ Ranges:
+ 0x000...0x07f: param2 is fully usable
+ 0x800...0xfff: param2 lower 4 bytes are free
*/
-void init_mapnode(IIrrlichtWrapper *irrlicht);
+typedef u16 content_t;
-// Initializes g_content_inventory_texture_paths
-void init_content_inventory_texture_paths();
+/*
+ Initializes all kind of stuff in here.
+ Many things depend on this.
+ This accesses g_texturesource; if it is non-NULL, textures are set.
-// NOTE: This is not used appropriately everywhere.
-#define MATERIALS_COUNT 256
+ Client first calls this with g_texturesource=NULL to run some
+ unit tests and stuff, then it runs this again with g_texturesource
+ defined to get the textures.
+
+ Server only calls this once with g_texturesource=NULL.
+*/
+void init_mapnode();
/*
Ignored node.
Doesn't create faces with anything and is considered being
out-of-map in the game map.
*/
-#define CONTENT_IGNORE 255
+//#define CONTENT_IGNORE 255
+#define CONTENT_IGNORE 127
#define CONTENT_IGNORE_DEFAULT_PARAM 0
/*
The common material through which the player can walk and which
is transparent to light
*/
-#define CONTENT_AIR 254
-
-/*
- Suggested materials:
- - Gravel
- - Sand
-
- New naming scheme:
- - Material = irrlicht's Material class
- - Content = (u8) content of a node
- - Tile = (u16) Material ID at some side of a node
-*/
-
-#define CONTENT_STONE 0
-#define CONTENT_GRASS 1
-#define CONTENT_WATER 2
-#define CONTENT_TORCH 3
-#define CONTENT_TREE 4
-#define CONTENT_LEAVES 5
-#define CONTENT_GRASS_FOOTSTEPS 6
-#define CONTENT_MESE 7
-#define CONTENT_MUD 8
-#define CONTENT_WATERSOURCE 9
-// Pretty much useless, clouds won't be drawn this way
-#define CONTENT_CLOUD 10
-#define CONTENT_COALSTONE 11
-#define CONTENT_WOOD 12
-#define CONTENT_SAND 13
-
-/*
- This is used by all kinds of things to allocate memory for all
- contents except CONTENT_AIR and CONTENT_IGNORE
-*/
-#define USEFUL_CONTENT_COUNT 14
+//#define CONTENT_AIR 254
+#define CONTENT_AIR 126
/*
Content feature list
{
CPT_NONE,
CPT_LIGHT,
- CPT_MINERAL
+ CPT_MINERAL,
+ // Direction for chests and furnaces and such
+ CPT_FACEDIR_SIMPLE
};
enum LiquidType
};
class MapNode;
+class NodeMetadata;
struct ContentFeatures
{
// If non-NULL, content is translated to this when deserialized
- MapNode *translate_to;
+ //MapNode *translate_to;
// Type of MapNode::param
ContentParamType param_type;
5: front
*/
TileSpec tiles[6];
+
+ video::ITexture *inventory_texture;
- //std::string inventory_image_path;
- TextureSpec inventory_texture;
-
- bool is_ground_content; //TODO: Remove, use walkable instead
+ bool is_ground_content;
bool light_propagates;
bool sunlight_propagates;
u8 solidness; // Used when choosing which face is drawn
+ // This is used for collision detection.
+ // Also for general solidness queries.
bool walkable;
+ // Player can point to these
bool pointable;
+ // Player can dig these
bool diggable;
+ // Player can build on these
bool buildable_to;
+ // Whether the node has no liquid, source liquid or flowing liquid
enum LiquidType liquid_type;
- bool wall_mounted; // If true, param2 is set to direction when placed
-
- //TODO: Move more properties here
+ // If true, param2 is set to direction when placed. Used for torches.
+ // NOTE: the direction format is quite inefficient and should be changed
+ bool wall_mounted;
+ // If true, node is equivalent to air. Torches are, air is. Water is not.
+ // Is used for example to check whether a mud block can have grass on.
+ bool air_equivalent;
+
+ // Inventory item string as which the node appears in inventory when dug.
+ // Mineral overrides this.
+ std::string dug_item;
+
+ // Initial metadata is cloned from this
+ NodeMetadata *initial_metadata;
+
+ // If the content is liquid, this is the flowing version of the liquid.
+ // If content is flowing liquid, this is the same content.
+ u8 liquid_alternative_flowing;
+ // If the content is liquid, this is the source version of the liquid.
+ u8 liquid_alternative_source;
+
+ // Amount of light the node emits
+ u8 light_source;
+
+ // Digging properties for different tools
+ DiggingPropertiesList digging_properties;
+
+ // NOTE: Move relevant properties to here from elsewhere
- ContentFeatures()
+ void reset()
{
- translate_to = NULL;
+ //translate_to = NULL;
param_type = CPT_NONE;
+ inventory_texture = NULL;
is_ground_content = false;
light_propagates = false;
sunlight_propagates = false;
buildable_to = false;
liquid_type = LIQUID_NONE;
wall_mounted = false;
+ air_equivalent = false;
+ dug_item = "";
+ initial_metadata = NULL;
+ liquid_alternative_flowing = CONTENT_IGNORE;
+ light_source = 0;
+ digging_properties.clear();
}
- ~ContentFeatures();
-
- // Quickhands for simple materials
- void setTexture(u16 i, const TextureSpec &spec, u8 alpha=255)
+ ContentFeatures()
{
- tiles[i].spec = spec;
- if(alpha != 255)
- {
- tiles[i].alpha = alpha;
- tiles[i].material_type = MATERIAL_ALPHA_VERTEX;
- }
+ reset();
}
- void setAllTextures(const TextureSpec &spec, u8 alpha=255)
+
+ ~ContentFeatures();
+
+ /*
+ Quickhands for simple materials
+ */
+
+ void setTexture(u16 i, std::string name, u8 alpha=255);
+
+ void setAllTextures(std::string name, u8 alpha=255)
{
for(u16 i=0; i<6; i++)
{
- setTexture(i, spec, alpha);
+ setTexture(i, name, alpha);
}
-
- // Set this too so it can be left as is most times
- if(inventory_texture.empty())
- inventory_texture = spec;
+ // Force inventory texture too
+ setInventoryTexture(name);
}
void setTile(u16 i, const TileSpec &tile)
}
}
- void setInventoryTexture(const TextureSpec &spec)
- {
- inventory_texture = spec;
- }
-
- /*void setInventoryImage(std::string imgname)
- {
- inventory_image_path = porting::getDataPath(imgname.c_str());
- }*/
+ void setInventoryTexture(std::string imgname);
+
+ void setInventoryTextureCube(std::string top,
+ std::string left, std::string right);
};
/*
*/
ContentFeatures & content_features(u8 i);
+
+/*
+ Here is a bunch of DEPRECATED functions.
+*/
+
/*
If true, the material allows light propagation and brightness is stored
in param.
inline bool light_propagates_content(u8 m)
{
return content_features(m).light_propagates;
- //return (m == CONTENT_AIR || m == CONTENT_TORCH || m == CONTENT_WATER || m == CONTENT_WATERSOURCE);
}
-
/*
If true, the material allows lossless sunlight propagation.
NOTE: It doesn't seem to go through torches regardlessly of this
inline bool sunlight_propagates_content(u8 m)
{
return content_features(m).sunlight_propagates;
- //return (m == CONTENT_AIR || m == CONTENT_TORCH);
}
-
/*
On a node-node surface, the material of the node with higher solidness
is used for drawing.
inline u8 content_solidness(u8 m)
{
return content_features(m).solidness;
- /*// As of now, every pseudo node like torches are added to this
- if(m == CONTENT_AIR || m == CONTENT_TORCH || m == CONTENT_WATER)
- return 0;
- if(m == CONTENT_WATER || m == CONTENT_WATERSOURCE)
- return 1;
- return 2;*/
}
-
// Objects collide with walkable contents
// NOTE: Don't use, use "content_features(m).whatever" instead
inline bool content_walkable(u8 m)
{
return content_features(m).walkable;
- //return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_WATERSOURCE && m != CONTENT_TORCH);
}
-
// NOTE: Don't use, use "content_features(m).whatever" instead
inline bool content_liquid(u8 m)
{
return content_features(m).liquid_type != LIQUID_NONE;
- //return (m == CONTENT_WATER || m == CONTENT_WATERSOURCE);
}
-
// NOTE: Don't use, use "content_features(m).whatever" instead
inline bool content_flowing_liquid(u8 m)
{
return content_features(m).liquid_type == LIQUID_FLOWING;
- //return (m == CONTENT_WATER);
}
-
// NOTE: Don't use, use "content_features(m).whatever" instead
inline bool content_liquid_source(u8 m)
{
return content_features(m).liquid_type == LIQUID_SOURCE;
- //return (m == CONTENT_WATERSOURCE);
}
-
// CONTENT_WATER || CONTENT_WATERSOURCE -> CONTENT_WATER
// CONTENT_LAVA || CONTENT_LAVASOURCE -> CONTENT_LAVA
+// NOTE: Don't use, use "content_features(m).whatever" instead
inline u8 make_liquid_flowing(u8 m)
{
- if(m == CONTENT_WATER || m == CONTENT_WATERSOURCE)
- return CONTENT_WATER;
- assert(0);
+ u8 c = content_features(m).liquid_alternative_flowing;
+ assert(c != CONTENT_IGNORE);
+ return c;
}
-
// Pointable contents can be pointed to in the map
// NOTE: Don't use, use "content_features(m).whatever" instead
inline bool content_pointable(u8 m)
{
return content_features(m).pointable;
- //return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_WATERSOURCE);
}
-
// NOTE: Don't use, use "content_features(m).whatever" instead
inline bool content_diggable(u8 m)
{
return content_features(m).diggable;
- //return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_WATERSOURCE);
}
-
// NOTE: Don't use, use "content_features(m).whatever" instead
inline bool content_buildable_to(u8 m)
{
return content_features(m).buildable_to;
- //return (m == CONTENT_AIR || m == CONTENT_WATER || m == CONTENT_WATERSOURCE);
}
-/*
- Returns true for contents that form the base ground that
- follows the main heightmap
-*/
-/*inline bool is_ground_content(u8 m)
-{
- return content_features(m).is_ground_content;
-}*/
-
/*
Nodes make a face if contents differ and solidness differs.
Return value:
return d;
}
+/*
+ facedir: CPT_FACEDIR_SIMPLE param1 value
+ dir: The face for which stuff is wanted
+ return value: The face from which the stuff is actually found
+*/
+v3s16 facedir_rotate(u8 facedir, v3s16 dir);
+
enum LightBank
{
LIGHTBANK_DAY,
LIGHTBANK_NIGHT
};
+/*
+ Masks for MapNode.param2 of flowing liquids
+ */
+#define LIQUID_LEVEL_MASK 0x07
+#define LIQUID_FLOW_DOWN_MASK 0x08
+
/*
This is the stuff what the whole world consists of.
*/
+
struct MapNode
{
- // Content
- u8 d;
+ /*
+ Main content
+ 0x00-0x7f: Short content type
+ 0x80-0xff: Long content type (param2>>4 makes up low bytes)
+ */
+ union
+ {
+ u8 param0;
+ u8 d;
+ };
/*
Misc parameter. Initialized to 0.
- For light_propagates() blocks, this is light intensity,
stored logarithmically from 0 to LIGHT_MAX.
Sunlight is LIGHT_SUN, which is LIGHT_MAX+1.
- - Contains 2 values, day- and night lighting. Each takes 4 bits.
+ - Contains 2 values, day- and night lighting. Each takes 4 bits.
+ - Mineral content (should be removed from here)
+ - Uhh... well, most blocks have light or nothing in here.
*/
- s8 param;
+ union
+ {
+ u8 param1;
+ s8 param;
+ };
+ /*
+ The second parameter. Initialized to 0.
+ E.g. direction for torches and flowing water.
+ */
union
{
- /*
- The second parameter. Initialized to 0.
- Direction for torches and flowing water.
- */
u8 param2;
u8 dir;
};
param2 = a_param2;
}
- /*MapNode & operator=(const MapNode &other)
- {
- d = other.d;
- param = other.param;
- param2 = other.param2;
- return *this;
- }*/
-
bool operator==(const MapNode &other)
{
return (d == other.d
&& param == other.param
&& param2 == other.param2);
}
-
+
+ // To be used everywhere
+ content_t getContent()
+ {
+ return d;
+ }
+ void setContent(content_t c)
+ {
+ d = c;
+ }
+
+ /*
+ These four are DEPRECATED I guess. -c55
+ */
bool light_propagates()
{
return light_propagates_content(d);
}
-
bool sunlight_propagates()
{
return sunlight_propagates_content(d);
}
-
u8 solidness()
{
return content_solidness(d);
}
-
u8 light_source()
{
- /*
- Note that a block that isn't light_propagates() can be a light source.
- */
- if(d == CONTENT_TORCH)
- return LIGHT_MAX;
-
- return 0;
+ return content_features(d).light_source;
}
u8 getLightBanksWithSource()
// Select the brightest of [light source, propagated light]
u8 lightday = 0;
u8 lightnight = 0;
- if(light_propagates())
+ if(content_features(d).param_type == CPT_LIGHT)
{
lightday = param & 0x0f;
lightnight = (param>>4)&0x0f;
return (lightday&0x0f) | ((lightnight<<4)&0xf0);
}
- void setLightBanks(u8 a_light)
- {
- param = a_light;
- }
-
u8 getLight(enum LightBank bank)
{
// Select the brightest of [light source, propagated light]
u8 light = 0;
- if(light_propagates())
+ if(content_features(d).param_type == CPT_LIGHT)
{
if(bank == LIGHTBANK_DAY)
light = param & 0x0f;
void setLight(enum LightBank bank, u8 a_light)
{
- // If not transparent, can't set light
- if(light_propagates() == false)
+ // If node doesn't contain light data, ignore this
+ if(content_features(d).param_type != CPT_LIGHT)
return;
if(bank == LIGHTBANK_DAY)
{
}
// 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();
-
+
/*
- These serialization functions are used when informing client
- of a single node add
+ Serialization functions
*/
- static u32 serializedLength(u8 version)
- {
- if(!ser_ver_supported(version))
- throw VersionMismatchException("ERROR: MapNode format not supported");
-
- if(version == 0)
- return 1;
- else if(version <= 9)
- return 2;
- else
- return 3;
- }
- 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 if(version <= 9)
- {
- dest[0] = d;
- dest[1] = param;
- }
- else
- {
- dest[0] = d;
- dest[1] = param;
- dest[2] = param2;
- }
- }
- 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 if(version <= 9)
- {
- d = source[0];
- param = source[1];
- }
- else
- {
- d = source[0];
- param = source[1];
- param2 = source[2];
- }
-
- // Translate deprecated stuff
- // NOTE: This doesn't get used because MapBlock handles node
- // parameters directly
- MapNode *translate_to = content_features(d).translate_to;
- if(translate_to)
- {
- dstream<<"MapNode: WARNING: Translating "<<d<<" to "
- <<translate_to->d<<std::endl;
- *this = *translate_to;
- }
- }
+ static u32 serializedLength(u8 version);
+ void serialize(u8 *dest, u8 version);
+ void deSerialize(u8 *source, u8 version);
+
};
/*
- 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;
-}
+ Gets lighting value at face of node
+
+ Parameters must consist of air and !air.
+ Order doesn't matter.
-/*
- The same thing backwards
+ 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.
*/
-inline v3f intToFloat(v3s16 p)
-{
- v3f p2(
- p.X * BS,
- p.Y * BS,
- p.Z * BS
- );
- return p2;
-}
-
-
+u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
+ v3s16 face_dir);
#endif