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-rw-r--r--src/mapnode.h207
1 files changed, 140 insertions, 67 deletions
diff --git a/src/mapnode.h b/src/mapnode.h
index 0d65f30a4..9d9aba899 100644
--- a/src/mapnode.h
+++ b/src/mapnode.h
@@ -41,66 +41,68 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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
- Dynamics of gravel: if there is a drop of more than two
blocks on any side, it will drop in there. Is this doable?
- TODO: These should be named to "content" or something like that
+ New naming scheme:
+ - Material = irrlicht's Material class
+ - Content = (u8) content of a node
+ - Tile = (u16) Material ID at some side of a node
*/
-enum Material
+enum Content
{
- MATERIAL_STONE=0,
+ CONTENT_STONE=0,
- MATERIAL_GRASS,
+ CONTENT_GRASS,
- MATERIAL_WATER,
+ CONTENT_WATER,
- MATERIAL_LIGHT,
+ CONTENT_LIGHT,
- MATERIAL_TREE,
+ CONTENT_TREE,
- MATERIAL_LEAVES,
+ CONTENT_LEAVES,
- MATERIAL_GRASS_FOOTSTEPS,
+ CONTENT_GRASS_FOOTSTEPS,
- MATERIAL_MESE,
+ CONTENT_MESE,
- MATERIAL_MUD,
+ CONTENT_MUD,
- MATERIAL_OCEAN,
+ CONTENT_OCEAN,
// This is set to the number of the actual values in this enum
- USEFUL_MATERIAL_COUNT
+ USEFUL_CONTENT_COUNT
};
/*
If true, the material allows light propagation and brightness is stored
in param.
*/
-inline bool light_propagates_material(u8 m)
+inline bool light_propagates_content(u8 m)
{
- return (m == MATERIAL_AIR || m == MATERIAL_LIGHT || m == MATERIAL_WATER || m == MATERIAL_OCEAN);
+ return (m == CONTENT_AIR || m == CONTENT_LIGHT || m == CONTENT_WATER || m == CONTENT_OCEAN);
}
/*
If true, the material allows lossless sunlight propagation.
*/
-inline bool sunlight_propagates_material(u8 m)
+inline bool sunlight_propagates_content(u8 m)
{
- return (m == MATERIAL_AIR);
+ return (m == CONTENT_AIR || m == CONTENT_LIGHT);
}
/*
@@ -110,98 +112,157 @@ inline bool sunlight_propagates_material(u8 m)
1: Transparent
2: Opaque
*/
-inline u8 material_solidness(u8 m)
+inline u8 content_solidness(u8 m)
{
- if(m == MATERIAL_AIR)
+ if(m == CONTENT_AIR)
return 0;
- if(m == MATERIAL_WATER || m == MATERIAL_OCEAN)
+ if(m == CONTENT_WATER || m == CONTENT_OCEAN)
return 1;
return 2;
}
-// Objects collide with walkable materials
-inline bool material_walkable(u8 m)
+// Objects collide with walkable contents
+inline bool content_walkable(u8 m)
{
- return (m != MATERIAL_AIR && m != MATERIAL_WATER && m != MATERIAL_OCEAN && m != MATERIAL_LIGHT);
+ return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_OCEAN && m != CONTENT_LIGHT);
}
// A liquid resists fast movement
-inline bool material_liquid(u8 m)
+inline bool content_liquid(u8 m)
{
- return (m == MATERIAL_WATER || m == MATERIAL_OCEAN);
+ return (m == CONTENT_WATER || m == CONTENT_OCEAN);
}
-// Pointable materials can be pointed to in the map
-inline bool material_pointable(u8 m)
+// Pointable contents can be pointed to in the map
+inline bool content_pointable(u8 m)
{
- return (m != MATERIAL_AIR && m != MATERIAL_WATER && m != MATERIAL_OCEAN);
+ return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_OCEAN);
}
-inline bool material_diggable(u8 m)
+inline bool content_diggable(u8 m)
{
- return (m != MATERIAL_AIR && m != MATERIAL_WATER && m != MATERIAL_OCEAN);
+ return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_OCEAN);
}
-inline bool material_buildable_to(u8 m)
+inline bool content_buildable_to(u8 m)
{
- return (m == MATERIAL_AIR || m == MATERIAL_WATER || m == MATERIAL_OCEAN);
+ return (m == CONTENT_AIR || m == CONTENT_WATER || m == CONTENT_OCEAN);
}
/*
- As of now, input is a "material" and the output is a "material"
+ TODO: Make a mapper class for mapping every side of a content
+ to some tile.
+ This dumbily maps all sides of content to the tile of the same id.
*/
-inline u8 content_cube_material(u8 c)
+inline u8 content_tile(u8 c)
{
- if(c == MATERIAL_IGNORE || c == MATERIAL_LIGHT)
- return MATERIAL_AIR;
+ if(c == CONTENT_IGNORE || c == CONTENT_LIGHT)
+ return CONTENT_AIR;
return c;
}
/*
- Returns true for materials that form the base ground that
+ Returns true for contents that form the base ground that
follows the main heightmap
*/
-inline bool is_ground_material(u8 m)
+inline bool is_ground_content(u8 m)
{
return(
- m == MATERIAL_STONE ||
- m == MATERIAL_GRASS ||
- m == MATERIAL_GRASS_FOOTSTEPS ||
- m == MATERIAL_MESE ||
- m == MATERIAL_MUD
+ m == CONTENT_STONE ||
+ m == CONTENT_GRASS ||
+ m == CONTENT_GRASS_FOOTSTEPS ||
+ m == CONTENT_MESE ||
+ m == CONTENT_MUD
);
}
/*
- 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);
+ 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;
}
+inline bool liquid_replaces_content(u8 c)
+{
+ return (c == CONTENT_AIR || c == CONTENT_LIGHT);
+}
+
+/*
+ When placing a node, drection info is added to it if this is true
+*/
+inline bool content_directional(u8 c)
+{
+ return (c == CONTENT_LIGHT);
+}
+
+/*
+ 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)
+{
+ 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;
+}
+
struct MapNode
{
- //TODO: block type to differ from material
- // (e.g. grass edges or something)
- // block type
+ // Content
u8 d;
/*
@@ -211,15 +272,27 @@ struct MapNode
Sunlight is LIGHT_SUN, which is LIGHT_MAX+1.
*/
s8 param;
+
+ union
+ {
+ /*
+ Pressure for liquids
+ */
+ u8 pressure;
- u8 pressure;
+ /*
+ Direction for torches and other stuff.
+ If possible, packed with packDir.
+ */
+ u8 dir;
+ };
MapNode(const MapNode & n)
{
*this = n;
}
- MapNode(u8 data=MATERIAL_AIR, u8 a_param=0, u8 a_pressure=0)
+ MapNode(u8 data=CONTENT_AIR, u8 a_param=0, u8 a_pressure=0)
{
d = data;
param = a_param;
@@ -235,17 +308,17 @@ struct MapNode
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()
@@ -253,7 +326,7 @@ struct MapNode
/*
Note that a block that isn't light_propagates() can be a light source.
*/
- if(d == MATERIAL_LIGHT)
+ if(d == CONTENT_LIGHT)
return LIGHT_MAX;
return 0;
@@ -261,7 +334,7 @@ struct MapNode
u8 getLight()
{
- // 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;