/*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 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
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 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.
+GNU Lesser General Public License for more details.
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser 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.
*/
#define MAPNODE_HEADER
#include "irrlichttypes.h"
+#include "irr_v3d.h"
+#include "irr_aabb3d.h"
#include "light.h"
+#include <string>
+#include <vector>
class INodeDefManager;
- Material = irrlicht's Material class
- Content = (content_t) content of a node
- Tile = TileSpec at some side of a node of some content type
-
- Content ranges:
- 0x000...0x07f: param2 is fully usable
- 0x800...0xfff: param2 lower 4 bytes are free
*/
typedef u16 content_t;
-#define MAX_CONTENT 0xfff
/*
- 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.
+ 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 CONTENT_IGNORE 127
-#define CONTENT_IGNORE_DEFAULT_PARAM 0
+#define MAX_REGISTERED_CONTENT 0xfffU
/*
- The common material through which the player can walk and which
- is transparent to light
-*/
-#define CONTENT_AIR 126
+ A solid walkable node with the texture unknown_node.png.
-#ifndef SERVER
-/*
- 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
- equivalent: Whether the blocks share the same face (eg. water and glass)
+ 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).
*/
-u8 face_contents(content_t m1, content_t m2, bool *equivalent,
- INodeDefManager *nodemgr);
-#endif
+#define CONTENT_UNKNOWN 125
/*
- Packs directions like (1,0,0), (1,-1,0) in six bits.
- NOTE: This wastes way too much space for most purposes.
+ The common material through which the player can walk and which
+ is transparent to light
*/
-u8 packDir(v3s16 dir);
-v3s16 unpackDir(u8 b);
+#define CONTENT_AIR 126
/*
- 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
-
- NOTE: Currently this uses 2 bits for Z-,X-,Z+,X+, should there be Y+
- and Y- too?
+ 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.
*/
-v3s16 facedir_rotate(u8 facedir, v3s16 dir);
+#define CONTENT_IGNORE 127
enum LightBank
{
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_LEVEL_MASK 0x07
#define LIQUID_FLOW_DOWN_MASK 0x08
+//#define LIQUID_LEVEL_MASK 0x3f // better finite water
+//#define LIQUID_FLOW_DOWN_MASK 0x40 // not used when finite water
+
/* maximum amount of liquid in a block */
#define LIQUID_LEVEL_MAX LIQUID_LEVEL_MASK
#define LIQUID_LEVEL_SOURCE (LIQUID_LEVEL_MAX+1)
+#define LIQUID_INFINITY_MASK 0x80 //0b10000000
+
+// mask for param2, now as for liquid
+#define LEVELED_MASK 0x3F
+#define LEVELED_MAX LEVELED_MASK
+
/*
This is the stuff what the whole world consists of.
*/
{
/*
Main content
- 0x00-0x7f: Short content type
- 0x80-0xff: Long content type (param2>>4 makes up low bytes)
*/
- u8 param0;
+ u16 param0;
/*
Misc parameter. Initialized to 0.
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.
*/
u8 param1;
/*
The second parameter. Initialized to 0.
E.g. direction for torches and flowing water.
- If param0 >= 0x80, bits 0xf0 of this is extended content type data
*/
u8 param2;
MapNode(content_t content=CONTENT_AIR, u8 a_param1=0, u8 a_param2=0)
{
+ param0 = content;
param1 = a_param1;
param2 = a_param2;
- // Set content (param0 and (param2&0xf0)) after other params
- // because this needs to override part of param2
- setContent(content);
}
// Create directly from a nodename
// To be used everywhere
content_t getContent() const
{
- if(param0 < 0x80)
- return param0;
- else
- return (param0<<4) + (param2>>4);
+ return param0;
}
void setContent(content_t c)
{
- if(c < 0x80)
- {
- if(param0 >= 0x80)
- param2 &= ~(0xf0);
- param0 = c;
- }
- else
- {
- param0 = c>>4;
- param2 &= ~(0xf0);
- param2 |= (c&0x0f)<<4;
- }
+ param0 = c;
}
u8 getParam1() const
{
}
u8 getParam2() const
{
- if(param0 < 0x80)
- return param2;
- else
- return param2 & 0x0f;
+ return param2;
}
void setParam2(u8 p)
{
- if(param0 < 0x80)
- param2 = p;
- else{
- param2 &= 0xf0;
- param2 |= (p&0x0f);
- }
+ param2 = p;
}
void setLight(enum LightBank bank, u8 a_light, INodeDefManager *nodemgr);
u8 getLight(enum LightBank bank, INodeDefManager *nodemgr) const;
- u8 getLightBanksWithSource(INodeDefManager *nodemgr) const;
+ bool getLightBanks(u8 &lightday, u8 &lightnight, INodeDefManager *nodemgr) const;
// 0 <= daylight_factor <= 1000
// 0 <= return value <= LIGHT_SUN
u8 getLightBlend(u32 daylight_factor, INodeDefManager *nodemgr) const
{
- u8 l = ((daylight_factor * getLight(LIGHTBANK_DAY, nodemgr)
- + (1000-daylight_factor) * getLight(LIGHTBANK_NIGHT, nodemgr))
- )/1000;
- u8 max = LIGHT_MAX;
- if(getLight(LIGHTBANK_DAY, nodemgr) == LIGHT_SUN)
- max = LIGHT_SUN;
- if(l > max)
- l = max;
- return l;
+ u8 lightday = 0;
+ u8 lightnight = 0;
+ getLightBanks(lightday, lightnight, nodemgr);
+ return blend_light(daylight_factor, lightday, lightnight);
}
- /*// 0 <= daylight_factor <= 1000
- // 0 <= return value <= 255
- u8 getLightBlend(u32 daylight_factor, INodeDefManager *nodemgr)
+
+ // 0.0 <= daylight_factor <= 1.0
+ // 0 <= return value <= LIGHT_SUN
+ u8 getLightBlendF1(float daylight_factor, INodeDefManager *nodemgr) const
{
- u8 daylight = decode_light(getLight(LIGHTBANK_DAY, nodemgr));
- u8 nightlight = decode_light(getLight(LIGHTBANK_NIGHT, nodemgr));
- u8 mix = ((daylight_factor * daylight
- + (1000-daylight_factor) * nightlight)
- )/1000;
- return mix;
- }*/
+ u8 lightday = 0;
+ u8 lightnight = 0;
+ getLightBanks(lightday, lightnight, nodemgr);
+ return blend_light_f1(daylight_factor, lightday, lightnight);
+ }
+
+ u8 getFaceDir(INodeDefManager *nodemgr) const;
+ u8 getWallMounted(INodeDefManager *nodemgr) const;
+ v3s16 getWallMountedDir(INodeDefManager *nodemgr) const;
+
+ void rotateAlongYAxis(INodeDefManager *nodemgr, Rotation rot);
/*
- Gets mineral content of node, if there is any.
- MINERAL_NONE if doesn't contain or isn't able to contain mineral.
+ Gets list of node boxes (used for rendering (NDT_NODEBOX)
+ and collision)
*/
- u8 getMineral(INodeDefManager *nodemgr) const;
-
+ std::vector<aabb3f> getNodeBoxes(INodeDefManager *nodemgr) const;
+
+ /*
+ Gets list of selection boxes
+ */
+ std::vector<aabb3f> getSelectionBoxes(INodeDefManager *nodemgr) const;
+
+ /* Liquid helpers */
+ u8 getMaxLevel(INodeDefManager *nodemgr) const;
+ u8 getLevel(INodeDefManager *nodemgr) const;
+ u8 setLevel(INodeDefManager *nodemgr, s8 level = 1);
+ u8 addLevel(INodeDefManager *nodemgr, s8 add = 1);
+ void freezeMelt(INodeDefManager *nodemgr);
+
/*
Serialization functions
*/
void serialize(u8 *dest, u8 version);
void deSerialize(u8 *source, u8 version);
-};
-
-/*
- Gets lighting value at face of node
-
- Parameters must consist of air and !air.
- Order doesn't matter.
+ // 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).
+ // version = serialization version. Must be >= 22
+ // content_width = the number of bytes of content per node
+ // params_width = the number of bytes of params per node
+ // 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);
+ static void deSerializeBulk(std::istream &is, int version,
+ MapNode *nodes, u32 nodecount,
+ u8 content_width, u8 params_width, bool compressed);
- If either of the nodes doesn't exist, light is 0.
-
- parameters:
- daynight_ratio: 0...1000
- n: getNode(p) (uses only the lighting value)
- n2: getNode(p + face_dir) (uses only the lighting value)
- 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, INodeDefManager *nodemgr);
+private:
+ // Deprecated serialization methods
+ void deSerialize_pre22(u8 *source, u8 version);
+};
#endif