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.
20 #ifndef MAPNODE_HEADER
21 #define MAPNODE_HEADER
23 #include "irrlichttypes.h"
25 #include "irr_aabb3d.h"
29 class INodeDefManager;
33 - Material = irrlicht's Material class
34 - Content = (content_t) content of a node
35 - Tile = TileSpec at some side of a node of some content type
37 typedef u16 content_t;
40 The maximum node ID that can be registered by mods. This must
41 be significantly lower than the maximum content_t value, so that
42 there is enough room for dummy node IDs, which are created when
43 a MapBlock containing unknown node names is loaded from disk.
45 #define MAX_REGISTERED_CONTENT 0xfffU
48 A solid walkable node with the texture unknown_node.png.
50 For example, used on the client to display unregistered node IDs
51 (instead of expanding the vector of node definitions each time
52 such a node is received).
54 #define CONTENT_UNKNOWN 125
57 The common material through which the player can walk and which
58 is transparent to light
60 #define CONTENT_AIR 126
65 Unloaded chunks are considered to consist of this. Several other
66 methods return this when an error occurs. Also, during
67 map generation this means the node has not been set yet.
69 Doesn't create faces with anything and is considered being
70 out-of-map in the game map.
72 #define CONTENT_IGNORE 127
92 Masks for MapNode.param2 of flowing liquids
94 #define LIQUID_LEVEL_MASK 0x07
95 #define LIQUID_FLOW_DOWN_MASK 0x08
97 //#define LIQUID_LEVEL_MASK 0x3f // better finite water
98 //#define LIQUID_FLOW_DOWN_MASK 0x40 // not used when finite water
100 /* maximum amount of liquid in a block */
101 #define LIQUID_LEVEL_MAX LIQUID_LEVEL_MASK
102 #define LIQUID_LEVEL_SOURCE (LIQUID_LEVEL_MAX+1)
104 #define LIQUID_INFINITY_MASK 0x80 //0b10000000
106 // mask for param2, now as for liquid
107 #define LEVELED_MASK 0x3F
108 #define LEVELED_MAX LEVELED_MASK
111 This is the stuff what the whole world consists of.
123 Misc parameter. Initialized to 0.
124 - For light_propagates() blocks, this is light intensity,
125 stored logarithmically from 0 to LIGHT_MAX.
126 Sunlight is LIGHT_SUN, which is LIGHT_MAX+1.
127 - Contains 2 values, day- and night lighting. Each takes 4 bits.
128 - Uhh... well, most blocks have light or nothing in here.
133 The second parameter. Initialized to 0.
134 E.g. direction for torches and flowing water.
138 MapNode(const MapNode & n)
143 MapNode(content_t content=CONTENT_AIR, u8 a_param1=0, u8 a_param2=0)
150 // Create directly from a nodename
151 // If name is unknown, sets CONTENT_IGNORE
152 MapNode(INodeDefManager *ndef, const std::string &name,
153 u8 a_param1=0, u8 a_param2=0);
155 bool operator==(const MapNode &other)
157 return (param0 == other.param0
158 && param1 == other.param1
159 && param2 == other.param2);
162 // To be used everywhere
163 content_t getContent() const
167 void setContent(content_t c)
188 void setLight(enum LightBank bank, u8 a_light, INodeDefManager *nodemgr);
189 u8 getLight(enum LightBank bank, INodeDefManager *nodemgr) const;
190 bool getLightBanks(u8 &lightday, u8 &lightnight, INodeDefManager *nodemgr) const;
192 // 0 <= daylight_factor <= 1000
193 // 0 <= return value <= LIGHT_SUN
194 u8 getLightBlend(u32 daylight_factor, INodeDefManager *nodemgr) const
198 getLightBanks(lightday, lightnight, nodemgr);
199 return blend_light(daylight_factor, lightday, lightnight);
202 // 0.0 <= daylight_factor <= 1.0
203 // 0 <= return value <= LIGHT_SUN
204 u8 getLightBlendF1(float daylight_factor, INodeDefManager *nodemgr) const
208 getLightBanks(lightday, lightnight, nodemgr);
209 return blend_light_f1(daylight_factor, lightday, lightnight);
212 u8 getFaceDir(INodeDefManager *nodemgr) const;
213 u8 getWallMounted(INodeDefManager *nodemgr) const;
214 v3s16 getWallMountedDir(INodeDefManager *nodemgr) const;
216 void rotateAlongYAxis(INodeDefManager *nodemgr, Rotation rot);
219 Gets list of node boxes (used for rendering (NDT_NODEBOX)
222 std::vector<aabb3f> getNodeBoxes(INodeDefManager *nodemgr) const;
225 Gets list of selection boxes
227 std::vector<aabb3f> getSelectionBoxes(INodeDefManager *nodemgr) const;
230 u8 getMaxLevel(INodeDefManager *nodemgr) const;
231 u8 getLevel(INodeDefManager *nodemgr) const;
232 u8 setLevel(INodeDefManager *nodemgr, s8 level = 1);
233 u8 addLevel(INodeDefManager *nodemgr, s8 add = 1);
234 void freezeMelt(INodeDefManager *nodemgr);
237 Serialization functions
240 static u32 serializedLength(u8 version);
241 void serialize(u8 *dest, u8 version);
242 void deSerialize(u8 *source, u8 version);
244 // Serializes or deserializes a list of nodes in bulk format (first the
245 // content of all nodes, then the param1 of all nodes, then the param2
247 // version = serialization version. Must be >= 22
248 // content_width = the number of bytes of content per node
249 // params_width = the number of bytes of params per node
250 // compressed = true to zlib-compress output
251 static void serializeBulk(std::ostream &os, int version,
252 const MapNode *nodes, u32 nodecount,
253 u8 content_width, u8 params_width, bool compressed);
254 static void deSerializeBulk(std::istream &is, int version,
255 MapNode *nodes, u32 nodecount,
256 u8 content_width, u8 params_width, bool compressed);
259 // Deprecated serialization methods
260 void deSerialize_pre22(u8 *source, u8 version);