/* Minetest-c55 Copyright (C) 2010-2011 celeron55, Perttu Ahola 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 #include "common_irrlicht.h" #include "light.h" #include "utility.h" #include "exceptions.h" #include "serialization.h" #include "tile.h" /* 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. 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 // 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 #define CONTENT_SIGN_WALL 14 #define CONTENT_CHEST 15 #define CONTENT_FURNACE 16 //#define CONTENT_WORKBENCH 17 #define CONTENT_COBBLE 18 #define CONTENT_STEEL 19 #define CONTENT_GLASS 20 #define CONTENT_FENCE 21 #define CONTENT_SANDSTONE 22 /* Content feature list */ enum ContentParamType { CPT_NONE, CPT_LIGHT, CPT_MINERAL, // Direction for chests and furnaces and such CPT_FACEDIR_SIMPLE }; 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; /* 0: up 1: down 2: right 3: left 4: back 5: front */ 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; //TODO: Move more properties here 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; air_equivalent = false; dug_item = ""; initial_metadata = NULL; } ~ContentFeatures(); /* 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++) { setTexture(i, name, 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); 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_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 NOTE: Don't use, use "content_features(m).whatever" instead */ 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. 0: Invisible 1: Transparent 2: Opaque NOTE: Don't use, use "content_features(m).whatever" instead */ 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 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 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); // 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(content_solidness(m1) > content_solidness(m2)) return 1; else return 2; } /* Packs directions lik infostream<<"SmokePuffCSO: constructing"<<std::endl; m_spritenode = smgr->addBillboardSceneNode( NULL, v2f(1,1), pos, -1); m_spritenode->setMaterialTexture(0, env->getGameDef()->tsrc()->getTextureForMesh("smoke_puff.png")); m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false); m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false); //m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF); m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL); m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true); m_spritenode->setColor(video::SColor(255,0,0,0)); m_spritenode->setVisible(true); m_spritenode->setSize(size); /* Update brightness */ u8 light; bool pos_ok; MapNode n = env->getMap().getNodeNoEx(floatToInt(pos, BS), &pos_ok); light = pos_ok ? decode_light(n.getLightBlend(env->getDayNightRatio(), env->getGameDef()->ndef())) : 64; video::SColor color(255,light,light,light); m_spritenode->setColor(color); } virtual ~SmokePuffCSO() { infostream<<"SmokePuffCSO: destructing"<<std::endl; m_spritenode->remove(); } void step(float dtime) { m_age