/*
Minetest-c55
-Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
+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
#include "exceptions.h"
#include "serialization.h"
#include "tile.h"
-#include "iirrlichtwrapper.h"
+#include "materials.h"
+
+/*
+ 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
+*/
/*
Initializes all kind of stuff in here.
Many things depend on this.
- irrlicht: Used for getting texture ids.
-*/
-void init_mapnode(IIrrlichtWrapper *irrlicht);
-
-// Initializes g_content_inventory_texture_paths
-void init_content_inventory_texture_paths();
+ 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.
-// NOTE: This is not used appropriately everywhere.
-#define MATERIALS_COUNT 256
+ Server only calls this once with g_texturesource=NULL.
+*/
+void init_mapnode();
/*
Ignored node.
*/
#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
-
/*
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
{
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 liquid, this is the same content.
+ u8 liquid_alternative_flowing;
+
+ // 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;
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()
+ {
+ reset();
}
~ContentFeatures();
- void setAllTextures(const TextureSpec &spec, u8 alpha=255)
+ /*
+ 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++)
{
- tiles[i].spec = spec;
- tiles[i].alpha = alpha;
+ setTexture(i, name, alpha);
}
-
- // Set this too so it can be left as is most times
- /*if(inventory_image_path == "")
- inventory_image_path = porting::getDataPath(imgname.c_str());*/
-
- if(inventory_texture.empty())
- inventory_texture = spec;
}
- void setTexture(u16 i, const TextureSpec &spec, u8 alpha=255)
+
+ void setTile(u16 i, const TileSpec &tile)
{
- tiles[i].spec = spec;
- tiles[i].alpha = alpha;
+ tiles[i] = tile;
}
-
- void setInventoryTexture(const TextureSpec &spec)
+ void setAllTiles(const TileSpec &tile)
{
- inventory_texture = spec;
+ for(u16 i=0; i<6; i++)
+ {
+ setTile(i, tile);
+ }
}
- /*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,
Sunlight is LIGHT_SUN, which is LIGHT_MAX+1.
- Contains 2 values, day- and night lighting. Each takes 4 bits.
*/
- s8 param;
+ union
+ {
+ s8 param;
+ u8 param1;
+ };
+ /*
+ The second parameter. Initialized to 0.
+ E.g. direction for torches and flowing water.
+ */
union
{
u8 param2;
-
- /*
- Direction for torches and other stuff.
- Format is freeform. e.g. packDir or encode_dirs can be used.
- */
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);
}
-
+
+ /*
+ 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
+ of a single node add.
+
+ NOTE: When loading a MapBlock, these are not used. Should they?
*/
static u32 serializedLength(u8 version)
}
// 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)
{
};
/*
- 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