#ifndef MAPNODE_HEADER
#define MAPNODE_HEADER
-#include "irrlichttypes.h"
-#include "irr_v3d.h"
-#include "irr_aabb3d.h"
+#include "irrlichttypes_bloated.h"
#include "light.h"
#include <string>
#include <vector>
class INodeDefManager;
+class Map;
/*
Naming scheme:
/*
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.
*/
- 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.
*/
u8 param2;
- MapNode(const MapNode & n)
- {
- *this = n;
- }
+ MapNode()
+ { }
- MapNode(content_t content = CONTENT_AIR, u8 a_param1=0, u8 a_param2=0)
+ MapNode(content_t content, u8 a_param1=0, u8 a_param2=0)
: param0(content),
param1(a_param1),
param2(a_param2)
&& param1 == other.param1
&& param2 == other.param2);
}
-
+
// To be used everywhere
content_t getContent() const
{
{
param2 = p;
}
-
+
+ /*!
+ * Returns the color of the node.
+ *
+ * \param f content features of this node
+ * \param color output, contains the node's color.
+ */
+ void getColor(const ContentFeatures &f, video::SColor *color) const;
+
+ void setLight(enum LightBank bank, u8 a_light, const ContentFeatures &f);
+
void setLight(enum LightBank bank, u8 a_light, INodeDefManager *nodemgr);
+
+ /**
+ * Check if the light value for night differs from the light value for day.
+ *
+ * @return If the light values are equal, returns true; otherwise false
+ */
+ bool isLightDayNightEq(INodeDefManager *nodemgr) const;
+
u8 getLight(enum LightBank bank, INodeDefManager *nodemgr) const;
+ /*!
+ * Returns the node's light level from param1.
+ * If the node emits light, it is ignored.
+ * \param f the ContentFeatures of this node.
+ */
+ u8 getLightRaw(enum LightBank bank, const ContentFeatures &f) const;
+
/**
* This function differs from getLight(enum LightBank bank, INodeDefManager *nodemgr)
* in that the ContentFeatures of the node in question are not retrieved by
* @pre f != NULL
* @pre f->param_type == CPT_LIGHT
*/
- u8 getLightNoChecks(LightBank bank, const ContentFeatures *f);
+ u8 getLightNoChecks(LightBank bank, const ContentFeatures *f) 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
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);
+ /*!
+ * Checks which neighbors does this node connect to.
+ *
+ * \param p coordinates of the node
+ */
+ u8 getNeighbors(v3s16 p, Map *map);
+
/*
Gets list of node boxes (used for rendering (NDT_NODEBOX))
*/
- std::vector<aabb3f> getNodeBoxes(INodeDefManager *nodemgr) const;
+ void getNodeBoxes(INodeDefManager *nodemgr, std::vector<aabb3f> *boxes, u8 neighbors = 0);
/*
Gets list of selection boxes
*/
- std::vector<aabb3f> getSelectionBoxes(INodeDefManager *nodemgr) const;
+ void getSelectionBoxes(INodeDefManager *nodemg, std::vector<aabb3f> *boxes, u8 neighbors = 0);
/*
Gets list of collision boxes
*/
- std::vector<aabb3f> getCollisionBoxes(INodeDefManager *nodemgr) const;
+ void getCollisionBoxes(INodeDefManager *nodemgr, std::vector<aabb3f> *boxes, u8 neighbors = 0);
- /* Liquid helpers */
+ /*
+ 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
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).