BlockColor-Engine/src/mapnode.h

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/*
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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.
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*/
#ifndef MAPNODE_HEADER
#define MAPNODE_HEADER
#include <iostream>
#include "common_irrlicht.h"
#include "light.h"
#include "utility.h"
#include "exceptions.h"
#include "serialization.h"
// Size of node in rendering units
#define BS 10
#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.
*/
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#define MATERIAL_IGNORE 255
#define MATERIAL_IGNORE_DEFAULT_PARAM 0
/*
The common material through which the player can walk and which
is transparent to light
*/
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#define MATERIAL_AIR 254
/*
Materials-todo:
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?
*/
enum Material
{
MATERIAL_STONE=0,
MATERIAL_GRASS,
MATERIAL_WATER,
MATERIAL_LIGHT,
MATERIAL_TREE,
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MATERIAL_LEAVES,
MATERIAL_GRASS_FOOTSTEPS,
MATERIAL_MESE,
MATERIAL_MUD,
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// This is set to the number of the actual values in this enum
USEFUL_MATERIAL_COUNT
};
/*
If true, the material allows light propagation and brightness is stored
in param.
*/
inline bool light_propagates_material(u8 m)
{
return (m == MATERIAL_AIR || m == MATERIAL_LIGHT || m == MATERIAL_WATER);
}
/*
If true, the material allows lossless sunlight propagation.
*/
inline bool sunlight_propagates_material(u8 m)
{
return (m == MATERIAL_AIR);
}
/*
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 material_solidness(u8 m)
{
if(m == MATERIAL_AIR)
return 0;
if(m == MATERIAL_WATER)
return 1;
return 2;
}
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// Objects collide with walkable materials
inline bool material_walkable(u8 m)
{
return (m != MATERIAL_AIR && m != MATERIAL_WATER);
}
// A liquid resists fast movement
inline bool material_liquid(u8 m)
{
return (m == MATERIAL_WATER);
}
// Pointable materials can be pointed to in the map
inline bool material_pointable(u8 m)
{
return (m != MATERIAL_AIR && m != MATERIAL_WATER);
}
inline bool material_diggable(u8 m)
{
return (m != MATERIAL_AIR && m != MATERIAL_WATER);
}
inline bool material_buildable_to(u8 m)
{
return (m == MATERIAL_AIR || m == MATERIAL_WATER);
}
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/*
Nodes make a face if materials differ and solidness differs.
Return value:
0: No face
1: Face uses m1's material
2: Face uses m2's material
*/
inline u8 face_materials(u8 m1, u8 m2)
{
if(m1 == MATERIAL_IGNORE || m2 == MATERIAL_IGNORE)
return 0;
bool materials_differ = (m1 != m2);
bool solidness_differs = (material_solidness(m1) != material_solidness(m2));
bool makes_face = materials_differ && solidness_differs;
if(makes_face == false)
return 0;
if(material_solidness(m1) > material_solidness(m2))
return 1;
else
return 2;
}
/*
Returns true for materials that form the base ground that
follows the main heightmap
*/
inline bool is_ground_material(u8 m)
{
return(
m == MATERIAL_STONE ||
m == MATERIAL_GRASS ||
m == MATERIAL_GRASS_FOOTSTEPS ||
m == MATERIAL_MESE ||
m == MATERIAL_MUD
);
}
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struct MapNode
{
//TODO: block type to differ from material
// (e.g. grass edges or something)
// block type
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.
*/
s8 param;
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u8 pressure;
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MapNode(const MapNode & n)
{
*this = n;
}
MapNode(u8 data=MATERIAL_AIR, u8 a_param=0, u8 a_pressure=0)
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{
d = data;
param = a_param;
pressure = a_pressure;
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}
bool operator==(const MapNode &other)
{
return (d == other.d && param == other.param);
}
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bool light_propagates()
{
return light_propagates_material(d);
}
bool sunlight_propagates()
{
return sunlight_propagates_material(d);
}
u8 solidness()
{
return material_solidness(d);
}
u8 light_source()
{
/*
Note that a block that isn't light_propagates() can be a light source.
*/
if(d == MATERIAL_LIGHT)
return LIGHT_MAX;
return 0;
}
u8 getLight()
{
// Select the brightest of [light_source, transparent_light]
u8 light = 0;
if(light_propagates())
light = param & 0x0f;
if(light_source() > light)
light = light_source();
return light;
}
void setLight(u8 a_light)
{
// If not transparent, can't set light
if(light_propagates() == false)
return;
param = a_light;
}
/*
These serialization functions are used when informing client
of a single node add
*/
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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)
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return 2;
else
return 3;
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}
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;
}
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else
{
dest[0] = d;
dest[1] = param;
dest[2] = pressure;
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}
}
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];
}
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else
{
d = source[0];
param = source[1];
pressure = source[2];
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}
}
};
/*
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