51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
-#ifndef MAPNODE_HEADER
-#define MAPNODE_HEADER
+#pragma once
-#include "irrlichttypes.h"
-#include "irr_v3d.h"
-#include "irr_aabb3d.h"
+#include "irrlichttypes_bloated.h"
#include "light.h"
+#include <string>
#include <vector>
-class INodeDefManager;
+class NodeDefManager;
+class Map;
/*
Naming scheme:
- Tile = TileSpec at some side of a node of some content type
*/
typedef u16 content_t;
-#define MAX_CONTENT 0xfff
/*
- Ignored node.
+ The maximum node ID that can be registered by mods. This must
+ be significantly lower than the maximum content_t value, so that
+ there is enough room for dummy node IDs, which are created when
+ a MapBlock containing unknown node names is loaded from disk.
+*/
+#define MAX_REGISTERED_CONTENT 0x7fffU
- 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.
+/*
+ A solid walkable node with the texture unknown_node.png.
+
+ For example, used on the client to display unregistered node IDs
+ (instead of expanding the vector of node definitions each time
+ such a node is received).
*/
-#define CONTENT_IGNORE 127
-#define CONTENT_IGNORE_DEFAULT_PARAM 0
+#define CONTENT_UNKNOWN 125
/*
The common material through which the player can walk and which
*/
#define CONTENT_AIR 126
+/*
+ Ignored node.
+
+ Unloaded chunks are considered to consist of this. Several other
+ methods return this when an error occurs. Also, during
+ map generation this means the node has not been set yet.
+
+ Doesn't create faces with anything and is considered being
+ out-of-map in the game map.
+*/
+#define CONTENT_IGNORE 127
+
enum LightBank
{
LIGHTBANK_DAY,
LIGHTBANK_NIGHT
};
+/*
+ Simple rotation enum.
+*/
+enum Rotation {
+ ROTATE_0,
+ ROTATE_90,
+ ROTATE_180,
+ ROTATE_270,
+ ROTATE_RAND,
+};
+
/*
Masks for MapNode.param2 of flowing liquids
*/
#define LIQUID_INFINITY_MASK 0x80 //0b10000000
+// mask for leveled nodebox param2
+#define LEVELED_MASK 0x7F
+#define LEVELED_MAX LEVELED_MASK
+
+
+struct ContentFeatures;
+
/*
This is the stuff what the whole world consists of.
*/
- Uhh... well, most blocks have light or nothing in here.
*/
u8 param1;
-
+
/*
The second parameter. Initialized to 0.
E.g. direction for torches and flowing water.
*/
u8 param2;
- MapNode(const MapNode & n)
- {
- *this = n;
- }
-
- MapNode(content_t content=CONTENT_AIR, u8 a_param1=0, u8 a_param2=0)
- {
- param0 = content;
- param1 = a_param1;
- param2 = a_param2;
- }
-
- // Create directly from a nodename
- // If name is unknown, sets CONTENT_IGNORE
- MapNode(INodeDefManager *ndef, const std::string &name,
- u8 a_param1=0, u8 a_param2=0);
+ MapNode() = default;
- bool operator==(const MapNode &other)
+ MapNode(content_t content, u8 a_param1=0, u8 a_param2=0) noexcept
+ : param0(content),
+ param1(a_param1),
+ param2(a_param2)
+ { }
+
+ bool operator==(const MapNode &other) const noexcept
{
return (param0 == other.param0
&& param1 == other.param1
&& param2 == other.param2);
}
-
+
// To be used everywhere
- content_t getContent() const
+ content_t getContent() const noexcept
{
return param0;
}
- void setContent(content_t c)
+ void setContent(content_t c) noexcept
{
param0 = c;
}
- u8 getParam1() const
+ u8 getParam1() const noexcept
{
return param1;
}
- void setParam1(u8 p)
+ void setParam1(u8 p) noexcept
{
param1 = p;
}
- u8 getParam2() const
+ u8 getParam2() const noexcept
{
return param2;
}
- void setParam2(u8 p)
+ void setParam2(u8 p) noexcept
{
param2 = p;
}
-
- void setLight(enum LightBank bank, u8 a_light, INodeDefManager *nodemgr);
- u8 getLight(enum LightBank bank, INodeDefManager *nodemgr) const;
- bool getLightBanks(u8 &lightday, u8 &lightnight, INodeDefManager *nodemgr) const;
-
+
+ /*!
+ * Returns the color of the node.
+ *
+ * \param f content features of this node
+ * \param color output, contains the node's color.
+ */
+ void getColor(const ContentFeatures &f, video::SColor *color) const;
+
+ void setLight(LightBank bank, u8 a_light, const ContentFeatures &f) noexcept;
+
+ void setLight(LightBank bank, u8 a_light, const NodeDefManager *nodemgr);
+
+ /**
+ * Check if the light value for night differs from the light value for day.
+ *
+ * @return If the light values are equal, returns true; otherwise false
+ */
+ bool isLightDayNightEq(const NodeDefManager *nodemgr) const;
+
+ u8 getLight(LightBank bank, const NodeDefManager *nodemgr) const;
+
+ /*!
+ * Returns the node's light level from param1.
+ * If the node emits light, it is ignored.
+ * \param f the ContentFeatures of this node.
+ */
+ u8 getLightRaw(LightBank bank, const ContentFeatures &f) const noexcept;
+
+ /**
+ * This function differs from getLight(LightBank bank, NodeDefManager *nodemgr)
+ * in that the ContentFeatures of the node in question are not retrieved by
+ * the function itself. Thus, if you have already called nodemgr->get() to
+ * get the ContentFeatures you pass it to this function instead of the
+ * function getting ContentFeatures itself. Since NodeDefManager::get()
+ * is relatively expensive this can lead to significant performance
+ * improvements in some situations. Call this function if (and only if)
+ * you have already retrieved the ContentFeatures by calling
+ * NodeDefManager::get() for the node you're working with and the
+ * pre-conditions listed are true.
+ *
+ * @pre f != NULL
+ * @pre f->param_type == CPT_LIGHT
+ */
+ u8 getLightNoChecks(LightBank bank, const ContentFeatures *f) const noexcept;
+
+ bool getLightBanks(u8 &lightday, u8 &lightnight,
+ const NodeDefManager *nodemgr) const;
+
// 0 <= daylight_factor <= 1000
// 0 <= return value <= LIGHT_SUN
- u8 getLightBlend(u32 daylight_factor, INodeDefManager *nodemgr) const
+ u8 getLightBlend(u32 daylight_factor, const NodeDefManager *nodemgr) const
{
u8 lightday = 0;
u8 lightnight = 0;
return blend_light(daylight_factor, lightday, lightnight);
}
- // 0.0 <= daylight_factor <= 1.0
- // 0 <= return value <= LIGHT_SUN
- u8 getLightBlendF1(float daylight_factor, INodeDefManager *nodemgr) const
- {
- u8 lightday = 0;
- u8 lightnight = 0;
- getLightBanks(lightday, lightnight, nodemgr);
- return blend_light_f1(daylight_factor, lightday, lightnight);
- }
+ u8 getFaceDir(const NodeDefManager *nodemgr, bool allow_wallmounted = false) const;
+ u8 getWallMounted(const NodeDefManager *nodemgr) const;
+ v3s16 getWallMountedDir(const NodeDefManager *nodemgr) const;
+
+ /// @returns Rotation in range 0–239 (in 1.5° steps)
+ u8 getDegRotate(const NodeDefManager *nodemgr) const;
- u8 getFaceDir(INodeDefManager *nodemgr) const;
- u8 getWallMounted(INodeDefManager *nodemgr) const;
- v3s16 getWallMountedDir(INodeDefManager *nodemgr) const;
+ void rotateAlongYAxis(const NodeDefManager *nodemgr, Rotation rot);
+
+ /*!
+ * Checks which neighbors does this node connect to.
+ *
+ * \param p coordinates of the node
+ */
+ u8 getNeighbors(v3s16 p, Map *map) const;
/*
- Gets list of node boxes (used for rendering (NDT_NODEBOX)
- and collision)
+ Gets list of node boxes (used for rendering (NDT_NODEBOX))
*/
- std::vector<aabb3f> getNodeBoxes(INodeDefManager *nodemgr) const;
+ void getNodeBoxes(const NodeDefManager *nodemgr, std::vector<aabb3f> *boxes,
+ u8 neighbors = 0) const;
/*
Gets list of selection boxes
*/
- std::vector<aabb3f> getSelectionBoxes(INodeDefManager *nodemgr) const;
+ void getSelectionBoxes(const NodeDefManager *nodemg,
+ std::vector<aabb3f> *boxes, u8 neighbors = 0) const;
+
+ /*
+ Gets list of collision boxes
+ */
+ void getCollisionBoxes(const NodeDefManager *nodemgr,
+ std::vector<aabb3f> *boxes, u8 neighbors = 0) const;
+
+ /*
+ Liquid/leveled helpers
+ */
+ u8 getMaxLevel(const NodeDefManager *nodemgr) const;
+ u8 getLevel(const NodeDefManager *nodemgr) const;
+ s8 setLevel(const NodeDefManager *nodemgr, s16 level = 1);
+ s8 addLevel(const NodeDefManager *nodemgr, s16 add = 1);
/*
Serialization functions
*/
static u32 serializedLength(u8 version);
- void serialize(u8 *dest, u8 version);
+ void serialize(u8 *dest, u8 version) const;
void deSerialize(u8 *source, u8 version);
-
+
// Serializes or deserializes a list of nodes in bulk format (first the
// content of all nodes, then the param1 of all nodes, then the param2
// of all nodes).
// compressed = true to zlib-compress output
static void serializeBulk(std::ostream &os, int version,
const MapNode *nodes, u32 nodecount,
- u8 content_width, u8 params_width, bool compressed);
+ u8 content_width, u8 params_width, int compression_level);
static void deSerializeBulk(std::istream &is, int version,
MapNode *nodes, u32 nodecount,
- u8 content_width, u8 params_width, bool compressed);
+ u8 content_width, u8 params_width);
private:
// Deprecated serialization methods
- void deSerialize_pre22(u8 *source, u8 version);
+ void deSerialize_pre22(const u8 *source, u8 version);
};
-
-#endif
-