#include "irr_v3d.h"
#include "irr_aabb3d.h"
#include "light.h"
+#include <string>
#include <vector>
class INodeDefManager;
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 0xfffU
+#define MAX_REGISTERED_CONTENT 0x7fffU
/*
A solid walkable node with the texture unknown_node.png.
/*
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 LIQUID_INFINITY_MASK 0x80 //0b10000000
// mask for param2, now as for liquid
-#define LEVELED_MASK 0x07
+#define LEVELED_MASK 0x3F
#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.
{
*this = n;
}
-
- MapNode(content_t content=CONTENT_AIR, u8 a_param1=0, u8 a_param2=0)
- {
- param0 = content;
- param1 = a_param1;
- param2 = a_param2;
- }
-
+
+ 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,
&& param1 == other.param1
&& param2 == other.param2);
}
-
+
// To be used everywhere
content_t getContent() const
{
{
param2 = p;
}
-
+
void setLight(enum LightBank bank, u8 a_light, INodeDefManager *nodemgr);
u8 getLight(enum LightBank bank, INodeDefManager *nodemgr) const;
+
+ /**
+ * This function differs from getLight(enum LightBank bank, INodeDefManager *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 INodeDefManager::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
+ * INodeDefManager::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);
+
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
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(INodeDefManager *nodemgr) const;
u8 getWallMounted(INodeDefManager *nodemgr) const;
v3s16 getWallMountedDir(INodeDefManager *nodemgr) const;
-
+
void rotateAlongYAxis(INodeDefManager *nodemgr, Rotation rot);
/*
- 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;
*/
std::vector<aabb3f> getSelectionBoxes(INodeDefManager *nodemgr) const;
- /* Liquid helpers */
+ /*
+ Gets list of collision boxes
+ */
+ std::vector<aabb3f> getCollisionBoxes(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);
/*
static u32 serializedLength(u8 version);
void serialize(u8 *dest, u8 version);
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).