3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
22 #include "irrlichttypes_bloated.h"
27 class INodeDefManager;
32 - Material = irrlicht's Material class
33 - Content = (content_t) content of a node
34 - Tile = TileSpec at some side of a node of some content type
36 typedef u16 content_t;
39 The maximum node ID that can be registered by mods. This must
40 be significantly lower than the maximum content_t value, so that
41 there is enough room for dummy node IDs, which are created when
42 a MapBlock containing unknown node names is loaded from disk.
44 #define MAX_REGISTERED_CONTENT 0x7fffU
47 A solid walkable node with the texture unknown_node.png.
49 For example, used on the client to display unregistered node IDs
50 (instead of expanding the vector of node definitions each time
51 such a node is received).
53 #define CONTENT_UNKNOWN 125
56 The common material through which the player can walk and which
57 is transparent to light
59 #define CONTENT_AIR 126
64 Unloaded chunks are considered to consist of this. Several other
65 methods return this when an error occurs. Also, during
66 map generation this means the node has not been set yet.
68 Doesn't create faces with anything and is considered being
69 out-of-map in the game map.
71 #define CONTENT_IGNORE 127
91 Masks for MapNode.param2 of flowing liquids
93 #define LIQUID_LEVEL_MASK 0x07
94 #define LIQUID_FLOW_DOWN_MASK 0x08
96 //#define LIQUID_LEVEL_MASK 0x3f // better finite water
97 //#define LIQUID_FLOW_DOWN_MASK 0x40 // not used when finite water
99 /* maximum amount of liquid in a block */
100 #define LIQUID_LEVEL_MAX LIQUID_LEVEL_MASK
101 #define LIQUID_LEVEL_SOURCE (LIQUID_LEVEL_MAX+1)
103 #define LIQUID_INFINITY_MASK 0x80 //0b10000000
105 // mask for param2, now as for liquid
106 #define LEVELED_MASK 0x3F
107 #define LEVELED_MAX LEVELED_MASK
110 struct ContentFeatures;
113 This is the stuff what the whole world consists of.
125 Misc parameter. Initialized to 0.
126 - For light_propagates() blocks, this is light intensity,
127 stored logarithmically from 0 to LIGHT_MAX.
128 Sunlight is LIGHT_SUN, which is LIGHT_MAX+1.
129 - Contains 2 values, day- and night lighting. Each takes 4 bits.
130 - Uhh... well, most blocks have light or nothing in here.
135 The second parameter. Initialized to 0.
136 E.g. direction for torches and flowing water.
143 MapNode(content_t content, u8 a_param1=0, u8 a_param2=0)
149 // Create directly from a nodename
150 // If name is unknown, sets CONTENT_IGNORE
151 MapNode(INodeDefManager *ndef, const std::string &name,
152 u8 a_param1=0, u8 a_param2=0);
154 bool operator==(const MapNode &other)
156 return (param0 == other.param0
157 && param1 == other.param1
158 && param2 == other.param2);
161 // To be used everywhere
162 content_t getContent() const
166 void setContent(content_t c)
188 * Returns the color of the node.
190 * \param f content features of this node
191 * \param color output, contains the node's color.
193 void getColor(const ContentFeatures &f, video::SColor *color) const;
195 void setLight(enum LightBank bank, u8 a_light, const ContentFeatures &f);
197 void setLight(enum LightBank bank, u8 a_light, INodeDefManager *nodemgr);
200 * Check if the light value for night differs from the light value for day.
202 * @return If the light values are equal, returns true; otherwise false
204 bool isLightDayNightEq(INodeDefManager *nodemgr) const;
206 u8 getLight(enum LightBank bank, INodeDefManager *nodemgr) const;
209 * Returns the node's light level from param1.
210 * If the node emits light, it is ignored.
211 * \param f the ContentFeatures of this node.
213 u8 getLightRaw(enum LightBank bank, const ContentFeatures &f) const;
216 * This function differs from getLight(enum LightBank bank, INodeDefManager *nodemgr)
217 * in that the ContentFeatures of the node in question are not retrieved by
218 * the function itself. Thus, if you have already called nodemgr->get() to
219 * get the ContentFeatures you pass it to this function instead of the
220 * function getting ContentFeatures itself. Since INodeDefManager::get()
221 * is relatively expensive this can lead to significant performance
222 * improvements in some situations. Call this function if (and only if)
223 * you have already retrieved the ContentFeatures by calling
224 * INodeDefManager::get() for the node you're working with and the
225 * pre-conditions listed are true.
228 * @pre f->param_type == CPT_LIGHT
230 u8 getLightNoChecks(LightBank bank, const ContentFeatures *f) const;
232 bool getLightBanks(u8 &lightday, u8 &lightnight, INodeDefManager *nodemgr) const;
234 // 0 <= daylight_factor <= 1000
235 // 0 <= return value <= LIGHT_SUN
236 u8 getLightBlend(u32 daylight_factor, INodeDefManager *nodemgr) const
240 getLightBanks(lightday, lightnight, nodemgr);
241 return blend_light(daylight_factor, lightday, lightnight);
244 u8 getFaceDir(INodeDefManager *nodemgr) const;
245 u8 getWallMounted(INodeDefManager *nodemgr) const;
246 v3s16 getWallMountedDir(INodeDefManager *nodemgr) const;
248 void rotateAlongYAxis(INodeDefManager *nodemgr, Rotation rot);
251 * Checks which neighbors does this node connect to.
253 * \param p coordinates of the node
255 u8 getNeighbors(v3s16 p, Map *map);
258 Gets list of node boxes (used for rendering (NDT_NODEBOX))
260 void getNodeBoxes(INodeDefManager *nodemgr, std::vector<aabb3f> *boxes, u8 neighbors = 0);
263 Gets list of selection boxes
265 void getSelectionBoxes(INodeDefManager *nodemg, std::vector<aabb3f> *boxes, u8 neighbors = 0);
268 Gets list of collision boxes
270 void getCollisionBoxes(INodeDefManager *nodemgr, std::vector<aabb3f> *boxes, u8 neighbors = 0);
275 u8 getMaxLevel(INodeDefManager *nodemgr) const;
276 u8 getLevel(INodeDefManager *nodemgr) const;
277 u8 setLevel(INodeDefManager *nodemgr, s8 level = 1);
278 u8 addLevel(INodeDefManager *nodemgr, s8 add = 1);
281 Serialization functions
284 static u32 serializedLength(u8 version);
285 void serialize(u8 *dest, u8 version);
286 void deSerialize(u8 *source, u8 version);
288 // Serializes or deserializes a list of nodes in bulk format (first the
289 // content of all nodes, then the param1 of all nodes, then the param2
291 // version = serialization version. Must be >= 22
292 // content_width = the number of bytes of content per node
293 // params_width = the number of bytes of params per node
294 // compressed = true to zlib-compress output
295 static void serializeBulk(std::ostream &os, int version,
296 const MapNode *nodes, u32 nodecount,
297 u8 content_width, u8 params_width, bool compressed);
298 static void deSerializeBulk(std::istream &is, int version,
299 MapNode *nodes, u32 nodecount,
300 u8 content_width, u8 params_width, bool compressed);
303 // Deprecated serialization methods
304 void deSerialize_pre22(u8 *source, u8 version);