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"
30 class INodeDefManager;
34 - Material = irrlicht's Material class
35 - Content = (content_t) content of a node
36 - Tile = TileSpec at some side of a node of some content type
38 typedef u16 content_t;
41 The maximum node ID that can be registered by mods. This must
42 be significantly lower than the maximum content_t value, so that
43 there is enough room for dummy node IDs, which are created when
44 a MapBlock containing unknown node names is loaded from disk.
46 #define MAX_REGISTERED_CONTENT 0x7fffU
49 A solid walkable node with the texture unknown_node.png.
51 For example, used on the client to display unregistered node IDs
52 (instead of expanding the vector of node definitions each time
53 such a node is received).
55 #define CONTENT_UNKNOWN 125
58 The common material through which the player can walk and which
59 is transparent to light
61 #define CONTENT_AIR 126
66 Unloaded chunks are considered to consist of this. Several other
67 methods return this when an error occurs. Also, during
68 map generation this means the node has not been set yet.
70 Doesn't create faces with anything and is considered being
71 out-of-map in the game map.
73 #define CONTENT_IGNORE 127
93 Masks for MapNode.param2 of flowing liquids
95 #define LIQUID_LEVEL_MASK 0x07
96 #define LIQUID_FLOW_DOWN_MASK 0x08
98 //#define LIQUID_LEVEL_MASK 0x3f // better finite water
99 //#define LIQUID_FLOW_DOWN_MASK 0x40 // not used when finite water
101 /* maximum amount of liquid in a block */
102 #define LIQUID_LEVEL_MAX LIQUID_LEVEL_MASK
103 #define LIQUID_LEVEL_SOURCE (LIQUID_LEVEL_MAX+1)
105 #define LIQUID_INFINITY_MASK 0x80 //0b10000000
107 // mask for param2, now as for liquid
108 #define LEVELED_MASK 0x3F
109 #define LEVELED_MAX LEVELED_MASK
112 struct ContentFeatures;
115 This is the stuff what the whole world consists of.
127 Misc parameter. Initialized to 0.
128 - For light_propagates() blocks, this is light intensity,
129 stored logarithmically from 0 to LIGHT_MAX.
130 Sunlight is LIGHT_SUN, which is LIGHT_MAX+1.
131 - Contains 2 values, day- and night lighting. Each takes 4 bits.
132 - Uhh... well, most blocks have light or nothing in here.
137 The second parameter. Initialized to 0.
138 E.g. direction for torches and flowing water.
142 MapNode(const MapNode & n)
147 MapNode(content_t content = CONTENT_AIR, u8 a_param1=0, u8 a_param2=0)
153 // Create directly from a nodename
154 // If name is unknown, sets CONTENT_IGNORE
155 MapNode(INodeDefManager *ndef, const std::string &name,
156 u8 a_param1=0, u8 a_param2=0);
158 bool operator==(const MapNode &other)
160 return (param0 == other.param0
161 && param1 == other.param1
162 && param2 == other.param2);
165 // To be used everywhere
166 content_t getContent() const
170 void setContent(content_t c)
191 void setLight(enum LightBank bank, u8 a_light, INodeDefManager *nodemgr);
192 u8 getLight(enum LightBank bank, INodeDefManager *nodemgr) const;
195 * This function differs from getLight(enum LightBank bank, INodeDefManager *nodemgr)
196 * in that the ContentFeatures of the node in question are not retrieved by
197 * the function itself. Thus, if you have already called nodemgr->get() to
198 * get the ContentFeatures you pass it to this function instead of the
199 * function getting ContentFeatures itself. Since INodeDefManager::get()
200 * is relatively expensive this can lead to significant performance
201 * improvements in some situations. Call this function if (and only if)
202 * you have already retrieved the ContentFeatures by calling
203 * INodeDefManager::get() for the node you're working with and the
204 * pre-conditions listed are true.
207 * @pre f->param_type == CPT_LIGHT
209 u8 getLightNoChecks(LightBank bank, const ContentFeatures *f);
211 bool getLightBanks(u8 &lightday, u8 &lightnight, INodeDefManager *nodemgr) const;
213 // 0 <= daylight_factor <= 1000
214 // 0 <= return value <= LIGHT_SUN
215 u8 getLightBlend(u32 daylight_factor, INodeDefManager *nodemgr) const
219 getLightBanks(lightday, lightnight, nodemgr);
220 return blend_light(daylight_factor, lightday, lightnight);
223 // 0.0 <= daylight_factor <= 1.0
224 // 0 <= return value <= LIGHT_SUN
225 u8 getLightBlendF1(float daylight_factor, INodeDefManager *nodemgr) const
229 getLightBanks(lightday, lightnight, nodemgr);
230 return blend_light_f1(daylight_factor, lightday, lightnight);
233 u8 getFaceDir(INodeDefManager *nodemgr) const;
234 u8 getWallMounted(INodeDefManager *nodemgr) const;
235 v3s16 getWallMountedDir(INodeDefManager *nodemgr) const;
237 void rotateAlongYAxis(INodeDefManager *nodemgr, Rotation rot);
240 Gets list of node boxes (used for rendering (NDT_NODEBOX))
242 std::vector<aabb3f> getNodeBoxes(INodeDefManager *nodemgr) const;
245 Gets list of selection boxes
247 std::vector<aabb3f> getSelectionBoxes(INodeDefManager *nodemgr) const;
250 Gets list of collision boxes
252 std::vector<aabb3f> getCollisionBoxes(INodeDefManager *nodemgr) const;
255 u8 getMaxLevel(INodeDefManager *nodemgr) const;
256 u8 getLevel(INodeDefManager *nodemgr) const;
257 u8 setLevel(INodeDefManager *nodemgr, s8 level = 1);
258 u8 addLevel(INodeDefManager *nodemgr, s8 add = 1);
259 void freezeMelt(INodeDefManager *nodemgr);
262 Serialization functions
265 static u32 serializedLength(u8 version);
266 void serialize(u8 *dest, u8 version);
267 void deSerialize(u8 *source, u8 version);
269 // Serializes or deserializes a list of nodes in bulk format (first the
270 // content of all nodes, then the param1 of all nodes, then the param2
272 // version = serialization version. Must be >= 22
273 // content_width = the number of bytes of content per node
274 // params_width = the number of bytes of params per node
275 // compressed = true to zlib-compress output
276 static void serializeBulk(std::ostream &os, int version,
277 const MapNode *nodes, u32 nodecount,
278 u8 content_width, u8 params_width, bool compressed);
279 static void deSerializeBulk(std::istream &is, int version,
280 MapNode *nodes, u32 nodecount,
281 u8 content_width, u8 params_width, bool compressed);
284 // Deprecated serialization methods
285 void deSerialize_pre22(u8 *source, u8 version);