/*
-(c) 2010 Perttu Ahola <celeron55@gmail.com>
+Minetest-c55
+Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+This program is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#ifndef MAPNODE_HEADER
#include "utility.h"
#include "exceptions.h"
#include "serialization.h"
+#include "tile.h"
+#include "materials.h"
-// Size of node in rendering units
-#define BS 10
+/*
+ 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
+*/
+
+/*
+ Ranges:
+ 0x000...0x07f: param2 is fully usable
+ 0x800...0xfff: param2 lower 4 bytes are free
+*/
+typedef u16 content_t;
+
+/*
+ Initializes all kind of stuff in here.
+ Many things depend on this.
+
+ This accesses g_texturesource; if it is non-NULL, textures are set.
+
+ 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();
-#define MATERIALS_COUNT 256
+/*
+ Ignored node.
-// 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
+ Anything that stores MapNodes doesn't have to preserve parameters
+ associated with this material.
+
+ Doesn't create faces with anything and is considered being
+ out-of-map in the game map.
+*/
+//#define CONTENT_IGNORE 255
+#define CONTENT_IGNORE 127
+#define CONTENT_IGNORE_DEFAULT_PARAM 0
/*
- Materials-todo:
+ The common material through which the player can walk and which
+ is transparent to light
+*/
+//#define CONTENT_AIR 254
+#define CONTENT_AIR 126
- 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?
+/*
+ Content feature list
*/
-enum Material
+enum ContentParamType
{
- MATERIAL_STONE=0,
+ CPT_NONE,
+ CPT_LIGHT,
+ CPT_MINERAL,
+ // Direction for chests and furnaces and such
+ CPT_FACEDIR_SIMPLE
+};
- MATERIAL_GRASS,
+enum LiquidType
+{
+ LIQUID_NONE,
+ LIQUID_FLOWING,
+ LIQUID_SOURCE
+};
+
+class MapNode;
+class NodeMetadata;
+
+struct ContentFeatures
+{
+ // If non-NULL, content is translated to this when deserialized
+ //MapNode *translate_to;
+
+ // Type of MapNode::param
+ ContentParamType param_type;
/*
- 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
+ 0: up
+ 1: down
+ 2: right
+ 3: left
+ 4: back
+ 5: front
*/
- MATERIAL_WATER,
+ TileSpec tiles[6];
+
+ video::ITexture *inventory_texture;
+
+ 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;
+ // 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
- MATERIAL_LIGHT,
+ void reset()
+ {
+ //translate_to = NULL;
+ param_type = CPT_NONE;
+ inventory_texture = NULL;
+ is_ground_content = false;
+ light_propagates = false;
+ sunlight_propagates = false;
+ solidness = 2;
+ walkable = true;
+ pointable = true;
+ diggable = true;
+ 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();
+ }
- MATERIAL_TREE,
- MATERIAL_LEAVES,
+ ContentFeatures()
+ {
+ reset();
+ }
- MATERIAL_GRASS_FOOTSTEPS,
+ ~ContentFeatures();
- MATERIAL_MESE,
+ /*
+ Quickhands for simple materials
+ */
- // This is set to the number of the actual values in this enum
- USEFUL_MATERIAL_COUNT
+ 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, name, alpha);
+ }
+ // Force inventory texture too
+ setInventoryTexture(name);
+ }
+
+ void setTile(u16 i, const TileSpec &tile)
+ {
+ tiles[i] = tile;
+ }
+ void setAllTiles(const TileSpec &tile)
+ {
+ for(u16 i=0; i<6; i++)
+ {
+ setTile(i, tile);
+ }
+ }
+
+ void setInventoryTexture(std::string imgname);
+
+ void setInventoryTextureCube(std::string top,
+ std::string left, std::string right);
};
+/*
+ Call this to access the ContentFeature list
+*/
+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.
+ NOTE: Don't use, use "content_features(m).whatever" instead
*/
-inline bool light_propagates_material(u8 m)
+inline bool light_propagates_content(u8 m)
{
- return (m == MATERIAL_AIR || m == MATERIAL_LIGHT || m == MATERIAL_WATER);
+ return content_features(m).light_propagates;
}
-
/*
If true, the material allows lossless sunlight propagation.
+ NOTE: It doesn't seem to go through torches regardlessly of this
+ NOTE: Don't use, use "content_features(m).whatever" instead
*/
-inline bool sunlight_propagates_material(u8 m)
+inline bool sunlight_propagates_content(u8 m)
{
- return (m == MATERIAL_AIR);
+ return content_features(m).sunlight_propagates;
}
-
/*
On a node-node surface, the material of the node with higher solidness
is used for drawing.
0: Invisible
1: Transparent
2: Opaque
+ NOTE: Don't use, use "content_features(m).whatever" instead
*/
-inline u8 material_solidness(u8 m)
+inline u8 content_solidness(u8 m)
{
- if(m == MATERIAL_AIR)
- return 0;
- if(m == MATERIAL_WATER)
- return 1;
- return 2;
+ return content_features(m).solidness;
+}
+// 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;
+}
+// NOTE: Don't use, use "content_features(m).whatever" instead
+inline bool content_liquid(u8 m)
+{
+ return content_features(m).liquid_type != LIQUID_NONE;
+}
+// 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;
+}
+// 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;
+}
+// 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)
+{
+ 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;
+}
+// NOTE: Don't use, use "content_features(m).whatever" instead
+inline bool content_diggable(u8 m)
+{
+ return content_features(m).diggable;
+}
+// NOTE: Don't use, use "content_features(m).whatever" instead
+inline bool content_buildable_to(u8 m)
+{
+ return content_features(m).buildable_to;
}
/*
- Nodes make a face if materials differ and solidness differs.
+ Nodes make a face if contents differ and solidness differs.
Return value:
0: No face
- 1: Face uses m1's material
- 2: Face uses m2's material
+ 1: Face uses m1's content
+ 2: Face uses m2's content
*/
-inline u8 face_materials(u8 m1, u8 m2)
+inline u8 face_contents(u8 m1, u8 m2)
{
- if(m1 == MATERIAL_IGNORE || m2 == MATERIAL_IGNORE)
+ if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
return 0;
- bool materials_differ = (m1 != m2);
- bool solidness_differs = (material_solidness(m1) != material_solidness(m2));
- bool makes_face = materials_differ && solidness_differs;
+ bool contents_differ = (m1 != m2);
+
+ // Contents don't differ for different forms of same liquid
+ if(content_liquid(m1) && content_liquid(m2)
+ && make_liquid_flowing(m1) == make_liquid_flowing(m2))
+ contents_differ = false;
+
+ bool solidness_differs = (content_solidness(m1) != content_solidness(m2));
+ bool makes_face = contents_differ && solidness_differs;
if(makes_face == false)
return 0;
- if(material_solidness(m1) > material_solidness(m2))
+ if(content_solidness(m1) > content_solidness(m2))
return 1;
else
return 2;
}
-struct MapNode
+/*
+ Packs directions like (1,0,0), (1,-1,0)
+*/
+inline u8 packDir(v3s16 dir)
+{
+ u8 b = 0;
+
+ if(dir.X > 0)
+ b |= (1<<0);
+ else if(dir.X < 0)
+ b |= (1<<1);
+
+ if(dir.Y > 0)
+ b |= (1<<2);
+ else if(dir.Y < 0)
+ b |= (1<<3);
+
+ if(dir.Z > 0)
+ b |= (1<<4);
+ else if(dir.Z < 0)
+ b |= (1<<5);
+
+ return b;
+}
+inline v3s16 unpackDir(u8 b)
{
- //TODO: block type to differ from material
- // (e.g. grass edges or something)
- // block type
- u8 d;
+ v3s16 d(0,0,0);
+
+ if(b & (1<<0))
+ d.X = 1;
+ else if(b & (1<<1))
+ d.X = -1;
+
+ if(b & (1<<2))
+ d.Y = 1;
+ else if(b & (1<<3))
+ d.Y = -1;
+
+ if(b & (1<<4))
+ d.Z = 1;
+ else if(b & (1<<5))
+ d.Z = -1;
+
+ 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.
+*/
- // Removed because light is now stored in param for air
- // f32 light;
+
+struct MapNode
+{
+ /*
+ 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.
+ - 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
+ {
+ u8 param2;
+ u8 dir;
+ };
MapNode(const MapNode & n)
{
*this = n;
}
- MapNode(u8 data=MATERIAL_AIR, u8 a_param=0)
+ MapNode(u8 data=CONTENT_AIR, u8 a_param=0, u8 a_param2=0)
{
d = data;
param = a_param;
+ param2 = a_param2;
}
- bool light_propagates()
+ bool operator==(const MapNode &other)
{
- return light_propagates_material(d);
+ return (d == other.d
+ && param == other.param
+ && param2 == other.param2);
}
- bool sunlight_propagates()
+ // To be used everywhere
+ content_t getContent()
+ {
+ return d;
+ }
+ void setContent(content_t c)
{
- return sunlight_propagates_material(d);
+ 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 material_solidness(d);
+ return content_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;
+ return content_features(d).light_source;
+ }
+
+ u8 getLightBanksWithSource()
+ {
+ // Select the brightest of [light source, propagated light]
+ u8 lightday = 0;
+ u8 lightnight = 0;
+ if(content_features(d).param_type == CPT_LIGHT)
+ {
+ lightday = param & 0x0f;
+ lightnight = (param>>4)&0x0f;
+ }
+ if(light_source() > lightday)
+ lightday = light_source();
+ if(light_source() > lightnight)
+ lightnight = light_source();
+ return (lightday&0x0f) | ((lightnight<<4)&0xf0);
}
- u8 getLight()
+ u8 getLight(enum LightBank bank)
{
- // Select the brightest of [light_source, transparent_light]
+ // Select the brightest of [light source, propagated light]
u8 light = 0;
- if(light_propagates())
- light = param & 0x0f;
+ if(content_features(d).param_type == CPT_LIGHT)
+ {
+ if(bank == LIGHTBANK_DAY)
+ light = param & 0x0f;
+ else if(bank == LIGHTBANK_NIGHT)
+ light = (param>>4)&0x0f;
+ else
+ assert(0);
+ }
if(light_source() > light)
light = light_source();
return light;
}
-
- void setLight(u8 a_light)
+
+ // 0 <= daylight_factor <= 1000
+ // 0 <= return value <= LIGHT_SUN
+ u8 getLightBlend(u32 daylight_factor)
{
- // If not transparent, can't set light
- if(light_propagates() == false)
- return;
- param = a_light;
+ u8 l = ((daylight_factor * getLight(LIGHTBANK_DAY)
+ + (1000-daylight_factor) * getLight(LIGHTBANK_NIGHT))
+ )/1000;
+ u8 max = LIGHT_MAX;
+ if(getLight(LIGHTBANK_DAY) == LIGHT_SUN)
+ max = LIGHT_SUN;
+ if(l > max)
+ l = max;
+ return l;
}
-
- static u32 serializedLength(u8 version)
+ /*// 0 <= daylight_factor <= 1000
+ // 0 <= return value <= 255
+ u8 getLightBlend(u32 daylight_factor)
{
- 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)
+ 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(!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)
+ // If node doesn't contain light data, ignore this
+ if(content_features(d).param_type != CPT_LIGHT)
+ return;
+ if(bank == LIGHTBANK_DAY)
{
- d = source[0];
+ param &= 0xf0;
+ param |= a_light & 0x0f;
}
- else if(version == 1)
+ else if(bank == LIGHTBANK_NIGHT)
{
- d = source[0];
- // This version doesn't support saved lighting
- if(light_propagates() || light_source() > 0)
- param = 0;
- else
- param = source[1];
+ param &= 0x0f;
+ param |= (a_light & 0x0f)<<4;
}
else
- {
- d = source[0];
- param = source[1];
- }
+ 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);
+
};
/*
- 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;
-}
-
+ 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