]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/mapnode.h
Merge branch 'upstream/master'
[dragonfireclient.git] / src / mapnode.h
index 981f36d86ed5055364850dfe9e85e3b40d2818e9..33128049a2599692bf35212d671991e7b6401e2d 100644 (file)
@@ -1,5 +1,20 @@
 /*
 /*
-(c) 2010 Perttu Ahola <celeron55@gmail.com>
+Minetest-c55
+Copyright (C) 2010-2011 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
 */
 
 #ifndef MAPNODE_HEADER
 #include "utility.h"
 #include "exceptions.h"
 #include "serialization.h"
 #include "utility.h"
 #include "exceptions.h"
 #include "serialization.h"
+#include "tile.h"
+#include "materials.h"
 
 
-// Size of node in rendering units
-#define BS 10
+/*
+       Naming scheme:
+       - Material = irrlicht's Material class
+       - Content = (u8) content of a node
+       - Tile = TileSpec at some side of a node of some content type
+*/
 
 
-#define MATERIALS_COUNT 256
+/*
+       Ranges:
+               0x000...0x07f: param2 is fully usable
+               0x800...0xfff: param2 lower 4 bytes are free
+*/
+typedef u16 content_t;
 
 /*
 
 /*
-       Ignored node.
+       Initializes all kind of stuff in here.
+       Many things depend on this.
 
 
-       param is used for custom information in special containers,
-       like VoxelManipulator.
+       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();
+
+/*
+       Ignored node.
 
        Anything that stores MapNodes doesn't have to preserve parameters
        associated with this material.
 
        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.
 */
        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 127
+#define CONTENT_IGNORE_DEFAULT_PARAM 0
 
 /*
        The common material through which the player can walk and which
        is transparent to light
 */
 
 /*
        The common material through which the player can walk and which
        is transparent to light
 */
-#define MATERIAL_AIR 254
+//#define CONTENT_AIR 254
+#define CONTENT_AIR 126
 
 /*
 
 /*
-       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?
+       Content feature list
 */
 
 */
 
-enum Material
+enum ContentParamType
+{
+       CPT_NONE,
+       CPT_LIGHT,
+       CPT_MINERAL,
+       // Direction for chests and furnaces and such
+       CPT_FACEDIR_SIMPLE
+};
+
+enum LiquidType
 {
 {
-       MATERIAL_STONE=0,
+       LIQUID_NONE,
+       LIQUID_FLOWING,
+       LIQUID_SOURCE
+};
+
+class MapNode;
+class NodeMetadata;
 
 
-       MATERIAL_GRASS,
+struct ContentFeatures
+{
+       // If non-NULL, content is translated to this when deserialized
+       //MapNode *translate_to;
+
+       // Type of MapNode::param
+       ContentParamType param_type;
 
        /*
 
        /*
-               For water, the param is water pressure. 0...127.
-               TODO: No, at least the lowest nibble is used for lighting.
-               
-               - Water will be a bit like light, but with different flow
-                 behavior.
-               - Water blocks will fall down if there is empty space below.
-               - If there is water below, the pressure of the block below is
-                 the pressure of the current block + 1, or higher.
-               - If there is any pressure in a horizontally neighboring
-                 block, a water block will try to move away from it.
-               - If there is >=2 of pressure in a block below, water will
-                 try to move upwards.
-               - NOTE: To keep large operations fast, we have to keep a
-                       cache of the water-air-surfaces, just like with light
+               0: up
+               1: down
+               2: right
+               3: left
+               4: back
+               5: front
        */
        */
-       MATERIAL_WATER,
+       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;
+       
+       // If the content is liquid, this is the flowing version of the liquid.
+       // If content is flowing liquid, this is the same content.
+       u8 liquid_alternative_flowing;
+       // If the content is liquid, this is the source version of the liquid.
+       u8 liquid_alternative_source;
+       
+       // Amount of light the node emits
+       u8 light_source;
+       
+       // Digging properties for different tools
+       DiggingPropertiesList digging_properties;
+       
+       // NOTE: Move relevant properties to here from elsewhere
 
 
-       MATERIAL_LIGHT,
+       void reset()
+       {
+               //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;
+               liquid_alternative_flowing = CONTENT_IGNORE;
+               light_source = 0;
+               digging_properties.clear();
+       }
 
 
-       MATERIAL_TREE,
-       MATERIAL_LEAVES,
+       ContentFeatures()
+       {
+               reset();
+       }
 
 
-       MATERIAL_GRASS_FOOTSTEPS,
+       ~ContentFeatures();
        
        
-       MATERIAL_MESE,
+       /*
+               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);
+               }
+               // Force inventory texture too
+               setInventoryTexture(name);
+       }
 
 
-       MATERIAL_MUD,
+       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);
        
        
-       // This is set to the number of the actual values in this enum
-       USEFUL_MATERIAL_COUNT
+       void setInventoryTextureCube(std::string top,
+                       std::string left, std::string right);
 };
 
 };
 
+/*
+       Call this to access the ContentFeature list
+*/
+ContentFeatures & content_features(u8 i);
+
+
+/*
+       Here is a bunch of DEPRECATED functions.
+*/
+
 /*
        If true, the material allows light propagation and brightness is stored
        in param.
 /*
        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_material(u8 m)
+inline bool light_propagates_content(u8 m)
 {
 {
-       return (m == MATERIAL_AIR || m == MATERIAL_LIGHT || m == MATERIAL_WATER);
+       return content_features(m).light_propagates;
 }
 }
-
 /*
        If true, the material allows lossless sunlight propagation.
 /*
        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_material(u8 m)
+inline bool sunlight_propagates_content(u8 m)
 {
 {
-       return (m == MATERIAL_AIR);
+       return content_features(m).sunlight_propagates;
 }
 }
-
 /*
        On a node-node surface, the material of the node with higher solidness
        is used for drawing.
        0: Invisible
        1: Transparent
        2: Opaque
 /*
        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 material_solidness(u8 m)
+inline u8 content_solidness(u8 m)
 {
 {
-       if(m == MATERIAL_AIR)
-               return 0;
-       if(m == MATERIAL_WATER)
-               return 1;
-       return 2;
+       return content_features(m).solidness;
+}
+// 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;
+}
+// NOTE: Don't use, use "content_features(m).whatever" instead
+inline bool content_liquid(u8 m)
+{
+       return content_features(m).liquid_type != LIQUID_NONE;
+}
+// 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;
+}
+// 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;
+}
+// CONTENT_WATER || CONTENT_WATERSOURCE -> CONTENT_WATER
+// CONTENT_LAVA || CONTENT_LAVASOURCE -> CONTENT_LAVA
+// NOTE: Don't use, use "content_features(m).whatever" instead
+inline u8 make_liquid_flowing(u8 m)
+{
+       u8 c = content_features(m).liquid_alternative_flowing;
+       assert(c != CONTENT_IGNORE);
+       return c;
+}
+// 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;
+}
+// NOTE: Don't use, use "content_features(m).whatever" instead
+inline bool content_diggable(u8 m)
+{
+       return content_features(m).diggable;
+}
+// NOTE: Don't use, use "content_features(m).whatever" instead
+inline bool content_buildable_to(u8 m)
+{
+       return content_features(m).buildable_to;
 }
 
 /*
 }
 
 /*
-       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
        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;
        
                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);
+       
+       // 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(makes_face == false)
                return 0;
 
-       if(material_solidness(m1) > material_solidness(m2))
+       if(content_solidness(m1) > content_solidness(m2))
                return 1;
        else
                return 2;
 }
 
 /*
                return 1;
        else
                return 2;
 }
 
 /*
-       Returns true for materials that form the base ground that
-       follows the main heightmap
+       Packs directions like (1,0,0), (1,-1,0)
 */
 */
-inline bool is_ground_material(u8 m)
+inline u8 packDir(v3s16 dir)
 {
 {
-       return(
-               m == MATERIAL_STONE ||
-               m == MATERIAL_GRASS ||
-               m == MATERIAL_GRASS_FOOTSTEPS ||
-               m == MATERIAL_MESE ||
-               m == MATERIAL_MUD
-       );
+       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;
+}
+
+/*
+       facedir: CPT_FACEDIR_SIMPLE param1 value
+       dir: The face for which stuff is wanted
+       return value: The face from which the stuff is actually found
+*/
+v3s16 facedir_rotate(u8 facedir, v3s16 dir);
+
+enum LightBank
+{
+       LIGHTBANK_DAY,
+       LIGHTBANK_NIGHT
+};
+
+/*
+       Masks for MapNode.param2 of flowing liquids
+ */
+#define LIQUID_LEVEL_MASK 0x07
+#define LIQUID_FLOW_DOWN_MASK 0x08
+
+/*
+       This is the stuff what the whole world consists of.
+*/
+
 
 struct MapNode
 {
 
 struct MapNode
 {
-       //TODO: block type to differ from material
-       //      (e.g. grass edges or something)
-       // block type
-       u8 d;
+       /*
+               Main content
+               0x00-0x7f: Short content type
+               0x80-0xff: Long content type (param2>>4 makes up low bytes)
+       */
+       union
+       {
+               u8 param0;
+               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.
 
        /*
                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.
+               - Mineral content (should be removed from here)
+               - Uhh... well, most blocks have light or nothing in here.
+       */
+       union
+       {
+               u8 param1;
+               s8 param;
+       };
+       
+       /*
+               The second parameter. Initialized to 0.
+               E.g. direction for torches and flowing water.
        */
        */
-       s8 param;
+       union
+       {
+               u8 param2;
+               u8 dir;
+       };
 
        MapNode(const MapNode & n)
        {
                *this = n;
        }
        
 
        MapNode(const MapNode & n)
        {
                *this = n;
        }
        
-       MapNode(u8 data=MATERIAL_AIR, u8 a_param=0)
+       MapNode(u8 data=CONTENT_AIR, u8 a_param=0, u8 a_param2=0)
        {
                d = data;
                param = a_param;
        {
                d = data;
                param = a_param;
+               param2 = a_param2;
        }
 
        bool operator==(const MapNode &other)
        {
        }
 
        bool operator==(const MapNode &other)
        {
-               return (d == other.d && param == other.param);
+               return (d == other.d
+                               && param == other.param
+                               && param2 == other.param2);
        }
        }
-
-       bool light_propagates()
+       
+       // To be used everywhere
+       content_t getContent()
        {
        {
-               return light_propagates_material(d);
+               return d;
+       }
+       void setContent(content_t c)
+       {
+               d = c;
        }
        
        }
        
+       /*
+               These four are DEPRECATED I guess. -c55
+       */
+       bool light_propagates()
+       {
+               return light_propagates_content(d);
+       }
        bool sunlight_propagates()
        {
        bool sunlight_propagates()
        {
-               return sunlight_propagates_material(d);
+               return sunlight_propagates_content(d);
        }
        }
-       
        u8 solidness()
        {
        u8 solidness()
        {
-               return material_solidness(d);
+               return content_solidness(d);
        }
        }
-
        u8 light_source()
        {
        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;
+               return content_features(d).light_source;
+       }
+
+       u8 getLightBanksWithSource()
+       {
+               // Select the brightest of [light source, propagated light]
+               u8 lightday = 0;
+               u8 lightnight = 0;
+               if(content_features(d).param_type == CPT_LIGHT)
+               {
+                       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);
        }
 
        }
 
-       u8 getLight()
+       u8 getLight(enum LightBank bank)
        {
        {
-               // Select the brightest of [light_source, transparent_light]
+               // Select the brightest of [light source, propagated light]
                u8 light = 0;
                u8 light = 0;
-               if(light_propagates())
-                       light = param & 0x0f;
+               if(content_features(d).param_type == CPT_LIGHT)
+               {
+                       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;
        }
                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;
-       }
-
-       static u32 serializedLength(u8 version)
+       
+       // 0 <= daylight_factor <= 1000
+       // 0 <= return value <= LIGHT_SUN
+       u8 getLightBlend(u32 daylight_factor)
        {
        {
-               if(!ser_ver_supported(version))
-                       throw VersionMismatchException("ERROR: MapNode format not supported");
-                       
-               if(version == 0)
-                       return 1;
-               else
-                       return 2;
+               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;
        }
        }
-       void serialize(u8 *dest, u8 version)
+       /*// 0 <= daylight_factor <= 1000
+       // 0 <= return value <= 255
+       u8 getLightBlend(u32 daylight_factor)
        {
        {
-               if(!ser_ver_supported(version))
-                       throw VersionMismatchException("ERROR: MapNode format not supported");
-                       
-               if(version == 0)
-               {
-                       dest[0] = d;
-               }
-               else
-               {
-                       dest[0] = d;
-                       dest[1] = param;
-               }
-       }
-       void deSerialize(u8 *source, u8 version)
+               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(!ser_ver_supported(version))
-                       throw VersionMismatchException("ERROR: MapNode format not supported");
-                       
-               if(version == 0)
+               // If node doesn't contain light data, ignore this
+               if(content_features(d).param_type != CPT_LIGHT)
+                       return;
+               if(bank == LIGHTBANK_DAY)
                {
                {
-                       d = source[0];
+                       param &= 0xf0;
+                       param |= a_light & 0x0f;
                }
                }
-               else if(version == 1)
+               else if(bank == LIGHTBANK_NIGHT)
                {
                {
-                       d = source[0];
-                       // This version doesn't support saved lighting
-                       if(light_propagates() || light_source() > 0)
-                               param = 0;
-                       else
-                               param = source[1];
+                       param &= 0x0f;
+                       param |= (a_light & 0x0f)<<4;
                }
                else
                }
                else
-               {
-                       d = source[0];
-                       param = source[1];
-               }
+                       assert(0);
        }
        }
+       
+       // In mapnode.cpp
+       /*
+               Get tile of a face of the node.
+               dir: direction of face
+               Returns: TileSpec. Can contain miscellaneous texture coordinates,
+                        which must be obeyed so that the texture atlas can be used.
+       */
+       TileSpec getTile(v3s16 dir);
+       
+       /*
+               Gets mineral content of node, if there is any.
+               MINERAL_NONE if doesn't contain or isn't able to contain mineral.
+       */
+       u8 getMineral();
+       
+       /*
+               Serialization functions
+       */
+
+       static u32 serializedLength(u8 version);
+       void serialize(u8 *dest, u8 version);
+       void deSerialize(u8 *source, u8 version);
+       
 };
 
 /*
 };
 
 /*
-       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;
-}
-
+       Gets lighting value at face of node
+       
+       Parameters must consist of air and !air.
+       Order doesn't matter.
 
 
+       If either of the nodes doesn't exist, light is 0.
+       
+       parameters:
+               daynight_ratio: 0...1000
+               n: getNodeParent(p)
+               n2: getNodeParent(p + face_dir)
+               face_dir: axis oriented unit vector from p to p2
+       
+       returns encoded light value.
+*/
+u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
+               v3s16 face_dir);
 
 #endif
 
 
 #endif