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_bloated.h"
28 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 0x7fffU
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 struct ContentFeatures;
114 This is the stuff what the whole world consists of.
126 Misc parameter. Initialized to 0.
127 - For light_propagates() blocks, this is light intensity,
128 stored logarithmically from 0 to LIGHT_MAX.
129 Sunlight is LIGHT_SUN, which is LIGHT_MAX+1.
130 - Contains 2 values, day- and night lighting. Each takes 4 bits.
131 - Uhh... well, most blocks have light or nothing in here.
136 The second parameter. Initialized to 0.
137 E.g. direction for torches and flowing water.
144 MapNode(content_t content, 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)
189 * Returns the color of the node.
191 * \param f content features of this node
192 * \param color output, contains the node's color.
194 void getColor(const ContentFeatures &f, video::SColor *color) const;
196 void setLight(enum LightBank bank, u8 a_light, const ContentFeatures &f);
198 void setLight(enum LightBank bank, u8 a_light, INodeDefManager *nodemgr);
201 * Check if the light value for night differs from the light value for day.
203 * @return If the light values are equal, returns true; otherwise false
205 bool isLightDayNightEq(INodeDefManager *nodemgr) const;
207 u8 getLight(enum LightBank bank, INodeDefManager *nodemgr) const;
210 * Returns the node's light level from param1.
211 * If the node emits light, it is ignored.
212 * \param f the ContentFeatures of this node.
214 u8 getLightRaw(enum LightBank bank, const ContentFeatures &f) const;
217 * This function differs from getLight(enum LightBank bank, INodeDefManager *nodemgr)
218 * in that the ContentFeatures of the node in question are not retrieved by
219 * the function itself. Thus, if you have already called nodemgr->get() to
220 * get the ContentFeatures you pass it to this function instead of the
221 * function getting ContentFeatures itself. Since INodeDefManager::get()
222 * is relatively expensive this can lead to significant performance
223 * improvements in some situations. Call this function if (and only if)
224 * you have already retrieved the ContentFeatures by calling
225 * INodeDefManager::get() for the node you're working with and the
226 * pre-conditions listed are true.
229 * @pre f->param_type == CPT_LIGHT
231 u8 getLightNoChecks(LightBank bank, const ContentFeatures *f) const;
233 bool getLightBanks(u8 &lightday, u8 &lightnight, INodeDefManager *nodemgr) const;
235 // 0 <= daylight_factor <= 1000
236 // 0 <= return value <= LIGHT_SUN
237 u8 getLightBlend(u32 daylight_factor, INodeDefManager *nodemgr) const
241 getLightBanks(lightday, lightnight, nodemgr);
242 return blend_light(daylight_factor, lightday, lightnight);
245 u8 getFaceDir(INodeDefManager *nodemgr) const;
246 u8 getWallMounted(INodeDefManager *nodemgr) const;
247 v3s16 getWallMountedDir(INodeDefManager *nodemgr) const;
249 void rotateAlongYAxis(INodeDefManager *nodemgr, Rotation rot);
252 * Checks which neighbors does this node connect to.
254 * \param p coordinates of the node
256 u8 getNeighbors(v3s16 p, Map *map);
259 Gets list of node boxes (used for rendering (NDT_NODEBOX))
261 void getNodeBoxes(INodeDefManager *nodemgr, std::vector<aabb3f> *boxes, u8 neighbors = 0);
264 Gets list of selection boxes
266 void getSelectionBoxes(INodeDefManager *nodemg, std::vector<aabb3f> *boxes, u8 neighbors = 0);
269 Gets list of collision boxes
271 void getCollisionBoxes(INodeDefManager *nodemgr, std::vector<aabb3f> *boxes, u8 neighbors = 0);
276 u8 getMaxLevel(INodeDefManager *nodemgr) const;
277 u8 getLevel(INodeDefManager *nodemgr) const;
278 u8 setLevel(INodeDefManager *nodemgr, s8 level = 1);
279 u8 addLevel(INodeDefManager *nodemgr, s8 add = 1);
282 Serialization functions
285 static u32 serializedLength(u8 version);
286 void serialize(u8 *dest, u8 version);
287 void deSerialize(u8 *source, u8 version);
289 // Serializes or deserializes a list of nodes in bulk format (first the
290 // content of all nodes, then the param1 of all nodes, then the param2
292 // version = serialization version. Must be >= 22
293 // content_width = the number of bytes of content per node
294 // params_width = the number of bytes of params per node
295 // compressed = true to zlib-compress output
296 static void serializeBulk(std::ostream &os, int version,
297 const MapNode *nodes, u32 nodecount,
298 u8 content_width, u8 params_width, bool compressed);
299 static void deSerializeBulk(std::istream &is, int version,
300 MapNode *nodes, u32 nodecount,
301 u8 content_width, u8 params_width, bool compressed);
304 // Deprecated serialization methods
305 void deSerialize_pre22(u8 *source, u8 version);