/*
-(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 "iirrlichtwrapper.h"
-// Size of node in rendering units
-#define BS 10
+/*
+ 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();
+// Initializes g_content_inventory_texture_paths
+void init_content_inventory_texture_paths();
+
+
+// NOTE: This is not used appropriately everywhere.
#define MATERIALS_COUNT 256
/*
Ignored node.
- param is used for custom information in special containers,
- like VoxelManipulator.
-
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 MATERIAL_IGNORE 255
-#define MATERIAL_IGNORE_DEFAULT_PARAM 0
+#define CONTENT_IGNORE 255
+#define CONTENT_IGNORE_DEFAULT_PARAM 0
/*
The common material through which the player can walk and which
is transparent to light
*/
-#define MATERIAL_AIR 254
+#define CONTENT_AIR 254
/*
- Materials-todo:
+ 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
+*/
- 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?
+#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
+
+/*
+ Content feature list
*/
-enum Material
+enum ContentParamType
{
- MATERIAL_STONE=0,
+ CPT_NONE,
+ CPT_LIGHT,
+ CPT_MINERAL
+};
+
+enum LiquidType
+{
+ LIQUID_NONE,
+ LIQUID_FLOWING,
+ LIQUID_SOURCE
+};
- MATERIAL_GRASS,
+class MapNode;
+
+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];
+
+ // TODO: Somehow specify inventory image
+ //std::string inventory_image_path;
+ //TextureSpec inventory_texture;
+ //u32 inventory_texture_id;
+ video::ITexture *inventory_texture;
+
+ bool is_ground_content; //TODO: Remove, use walkable instead
+ bool light_propagates;
+ bool sunlight_propagates;
+ u8 solidness; // Used when choosing which face is drawn
+ bool walkable;
+ bool pointable;
+ bool diggable;
+ bool buildable_to;
+ enum LiquidType liquid_type;
+ // If true, param2 is set to direction when placed
+ // NOTE: the direction format is quite inefficient and should be changed
+ bool wall_mounted;
+
+ // Inventory item string as which the node appears in inventory when dug.
+ // Mineral overrides this.
+ std::string dug_item;
- MATERIAL_LIGHT,
+ //TODO: Move more properties here
- MATERIAL_TREE,
- MATERIAL_LEAVES,
+ ContentFeatures()
+ {
+ 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;
+ dug_item = "";
+ }
- MATERIAL_GRASS_FOOTSTEPS,
+ ~ContentFeatures();
+
+ /*
+ Quickhands for simple materials
+ */
- MATERIAL_MESE,
+ void setTexture(u16 i, std::string name, u8 alpha=255);
- MATERIAL_MUD,
+ void setAllTextures(std::string name, u8 alpha=255)
+ {
+ for(u16 i=0; i<6; i++)
+ {
+ setTexture(i, name, alpha);
+ }
+ }
+
+ /*void setTexture(u16 i, AtlasPointer p, u8 alpha=255)
+ {
+ tiles[i].texture = p;
+ if(alpha != 255)
+ {
+ tiles[i].alpha = alpha;
+ tiles[i].material_type = MATERIAL_ALPHA_VERTEX;
+ }
+ }
+ void setAllTextures(AtlasPointer p, u8 alpha=255)
+ {
+ for(u16 i=0; i<6; i++)
+ {
+ setTexture(i, p, alpha);
+ }
+ }*/
+
+ 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);
- // This is set to the number of the actual values in this enum
- USEFUL_MATERIAL_COUNT
+ void setInventoryTextureCube(std::string top,
+ std::string left, std::string right);
};
+/*
+ Call this to access the ContentFeature list
+*/
+ContentFeatures & content_features(u8 i);
+
/*
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;
+ //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
+ 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;
+ //return (m == CONTENT_AIR || m == CONTENT_TORCH);
}
/*
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 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 == MATERIAL_WATER)
+ if(m == CONTENT_WATER || m == CONTENT_WATERSOURCE)
return 1;
- return 2;
+ 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
+inline u8 make_liquid_flowing(u8 m)
+{
+ if(m == CONTENT_WATER || m == CONTENT_WATERSOURCE)
+ return CONTENT_WATER;
+ assert(0);
+}
+
+// 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 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;
}
/*
- Returns true for materials that form the base ground that
- follows the main heightmap
+ Packs directions like (1,0,0), (1,-1,0)
*/
-inline bool is_ground_material(u8 m)
+inline u8 packDir(v3s16 dir)
{
- return(
- m == MATERIAL_STONE ||
- m == MATERIAL_GRASS ||
- m == MATERIAL_GRASS_FOOTSTEPS ||
- m == MATERIAL_MESE ||
- m == MATERIAL_MUD
- );
+ 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)
+{
+ 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;
}
+enum LightBank
+{
+ LIGHTBANK_DAY,
+ LIGHTBANK_NIGHT
+};
+
+/*
+ This is the stuff what the whole world consists of.
+*/
+
struct MapNode
{
- //TODO: block type to differ from material
- // (e.g. grass edges or something)
- // block type
+ // Content
u8 d;
/*
- 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.
*/
s8 param;
+
+ union
+ {
+ /*
+ The second parameter. Initialized to 0.
+ Direction for torches and flowing water.
+ */
+ 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;
}
+ /*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);
+ return (d == other.d
+ && param == other.param
+ && param2 == other.param2);
}
bool light_propagates()
{
- return light_propagates_material(d);
+ return light_propagates_content(d);
}
bool sunlight_propagates()
{
- return sunlight_propagates_material(d);
+ 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)
+ if(d == CONTENT_TORCH)
return LIGHT_MAX;
return 0;
}
- u8 getLight()
+ u8 getLightBanksWithSource()
{
- // Select the brightest of [light_source, transparent_light]
+ // Select the brightest of [light source, propagated light]
+ u8 lightday = 0;
+ u8 lightnight = 0;
+ if(light_propagates())
+ {
+ 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);
+ }
+
+ 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())
- light = param & 0x0f;
+ {
+ 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)
+ {
+ 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;
+ }
+ /*// 0 <= daylight_factor <= 1000
+ // 0 <= return value <= 255
+ u8 getLightBlend(u32 daylight_factor)
+ {
+ 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 not transparent, can't set light
if(light_propagates() == false)
return;
- param = a_light;
+ if(bank == LIGHTBANK_DAY)
+ {
+ param &= 0xf0;
+ param |= a_light & 0x0f;
+ }
+ else if(bank == LIGHTBANK_NIGHT)
+ {
+ param &= 0x0f;
+ param |= (a_light & 0x0f)<<4;
+ }
+ else
+ assert(0);
}
+
+ // In mapnode.cpp
+ TileSpec getTile(v3s16 dir);
+
+ u8 getMineral();
+
+ /*
+ These serialization functions are used when informing client
+ of a single node add
+ */
static u32 serializedLength(u8 version)
{
if(version == 0)
return 1;
- else
+ else if(version <= 9)
return 2;
+ else
+ return 3;
}
void serialize(u8 *dest, u8 version)
{
{
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)
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;
}
}
};
return p2;
}
+/*
+ The same thing backwards
+*/
inline v3f intToFloat(v3s16 p)
{
v3f p2(