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/*
Minetest-c55
Copyright (C) 2010 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
#define MAPNODE_HEADER

#include <iostream>
#include "common_irrlicht.h"
#include "light.h"
#include "utility.h"
#include "exceptions.h"
#include "serialization.h"
#include "tile.h"

#define MATERIALS_COUNT 256

/*
	Ignored node.

	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_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
#define CONTENT_CLOUD 10
#define CONTENT_COALSTONE 11
#define CONTENT_WOOD 12
	
#define USEFUL_CONTENT_COUNT 13

extern u16 g_content_tiles[USEFUL_CONTENT_COUNT][6];
extern const char * g_content_inventory_texture_paths[USEFUL_CONTENT_COUNT];
// Initializes g_content_inventory_texture_paths
void init_content_inventory_texture_paths();

/*
	If true, the material allows light propagation and brightness is stored
	in param.
*/
inline bool light_propagates_content(u8 m)
{
	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 (m == CONTENT_AIR || m == CONTENT_TORCH);
}

/*
	On a node-node surface, the material of the node with higher solidness
	is used for drawing.
	0: Invisible
	1: Transparent
	2: Opaque
*/
inline u8 content_solidness(u8 m)
{
	// As of now, every pseudo node like torches are added to this
	if(m == CONTENT_AIR || m == CONTENT_TORCH)
		return 0;
	if(m == CONTENT_WATER || m == CONTENT_WATERSOURCE)
		return 1;
	return 2;
}

// Objects collide with walkable contents
inline bool content_walkable(u8 m)
{
	return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_WATERSOURCE && m != CONTENT_TORCH);
}

// A liquid resists fast movement
inline bool content_liquid(u8 m)
{
	return (m == CONTENT_WATER || m == CONTENT_WATERSOURCE);
}

// Pointable contents can be pointed to in the map
inline bool content_pointable(u8 m)
{
	return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_WATERSOURCE);
}

inline bool content_diggable(u8 m)
{
	return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_WATERSOURCE);
}

inline bool content_buildable_to(u8 m)
{
	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 (
		m != CONTENT_IGNORE
		&& m != CONTENT_AIR
		&& m != CONTENT_WATER
		&& m != CONTENT_TORCH
		&& m != CONTENT_TREE
		&& m != CONTENT_LEAVES
		&& m != CONTENT_WATERSOURCE
		&& m != CONTENT_CLOUD
	);
}

inline bool is_mineral(u8 c)
{
	return(c == CONTENT_MESE
		|| c == CONTENT_COALSTONE);
}

inline bool liquid_replaces_content(u8 c)
{
	return (c == CONTENT_AIR || c == CONTENT_TORCH);
}

/*
	When placing a node, drection info is added to it if this is true
*/
inline bool content_directional(u8 c)
{
	return (c == CONTENT_TORCH);
}

/*
	Nodes make a face if contents differ and solidness differs.
	Return value:
		0: No face
		1: Face uses m1's content
		2: Face uses m2's content
*/
inline u8 face_contents(u8 m1, u8 m2)
{
	if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
		return 0;
	
	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(content_solidness(m1) > content_solidness(m2))
		return 1;
	else
		return 2;
}

/*
	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;
}

inline u16 content_tile(u8 c, v3s16 dir)
{
	if(c == CONTENT_IGNORE || c == CONTENT_AIR
			|| c >= USEFUL_CONTENT_COUNT)
		return TILE_NONE;

	s32 dir_i = -1;
	
	if(dir == v3s16(0,1,0))
		dir_i = 0;
	else if(dir == v3s16(0,-1,0))
		dir_i = 1;
	else if(dir == v3s16(1,0,0))
		dir_i = 2;
	else if(dir == v3s16(-1,0,0))
		dir_i = 3;
	else if(dir == v3s16(0,0,1))
		dir_i = 4;
	else if(dir == v3s16(0,0,-1))
		dir_i = 5;
	
	/*if(dir_i == -1)
		return TILE_NONE;*/
	assert(dir_i != -1);

	return g_content_tiles[c][dir_i];
}

enum LightBank
{
	LIGHTBANK_DAY,
	LIGHTBANK_NIGHT
};

#if 0
#define DIR_PX 1 //X+
#define DIR_NX 2 //X-
#define DIR_PZ 4 //Z+
#define DIR_NZ 8 //Z-
#define DIR_PY 16 //Y+
#define DIR_NY 32 //Y-

inline void decode_dirs(u8 b, core::list<v3s16> &dirs)
{
	if(b & DIR_PX)
		dirs.push_back(v3s16(1,0,0));
	if(b & DIR_NX)
		dirs.push_back(v3s16(-1,0,0));
	if(b & DIR_PZ)
		dirs.push_back(v3s16(0,0,1));
	if(b & DIR_NZ)
		dirs.push_back(v3s16(0,0,-1));
	if(b & DIR_PY)
		dirs.push_back(v3s16(0,1,0));
	if(b & DIR_NY)
		dirs.push_back(v3s16(0,-1,0));
}

inline u8 encode_dirs(core::list<v3s16> &dirs)
{
	u8 b = 0;
	for(core::list<v3s16>::Iterator
			i = dirs.begin();
			i != dirs.end(); i++)
	{
		if(*i == v3s16(1,0,0))
			b += DIR_PX;
		else if(*i == v3s16(-1,0,0))
			b += DIR_NX;
		else if(*i == v3s16(0,0,1))
			b += DIR_PZ;
		else if(*i == v3s16(0,0,-1))
			b += DIR_NZ;
		else if(*i == v3s16(0,1,0))
			b += DIR_PY;
		else if(*i == v3s16(0,-1,0))
			b += DIR_NY;
	}
	return b;
}
#endif

struct MapNode
{
	// Content
	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.
	*/
	s8 param;
	
	union
	{
		/*
			Pressure for liquids
		*/
		u8 pressure;

		/*
			Direction for torches and other stuff.
			Format is freeform. e.g. packDir or encode_dirs can be used.
		*/
		u8 dir;
	};

	MapNode(const MapNode & n)
	{
		*this = n;
	}
	
	MapNode(u8 data=CONTENT_AIR, u8 a_param=0, u8 a_pressure=0)
	{
		d = data;
		param = a_param;
		pressure = a_pressure;
	}

	bool operator==(const MapNode &other)
	{
		return (d == other.d
				&& param == other.param
				&& pressure == other.pressure);
	}

	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;
	}

	u8 getLightBanksWithSource()
	{
		// 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())
		{
			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;
	}
	
	// 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;
		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);
	}

	u16 getTile(v3s16 dir)
	{
		return content_tile(d, dir);
	}

	/*
		These serialization functions are used when informing client
		of a single node add
	*/

	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] = pressure;
		}
	}
	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];
			pressure = source[2];
		}
	}
};

/*
	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;
}



#endif