u8 wmountface = (param2 & 7);
if (wmountface <= 1)
return;
-
+
Rotation oldrot = wallmounted_to_rot[wmountface - 2];
param2 &= ~7;
param2 |= rot_to_wallmounted[(oldrot - rot) & 3];
return setLevel(nodemgr, level);
}
-void MapNode::freezeMelt(INodeDefManager *ndef) {
- u8 level_was_max = this->getMaxLevel(ndef);
- u8 level_was = this->getLevel(ndef);
- this->setContent(ndef->getId(ndef->get(*this).freezemelt));
- u8 level_now_max = this->getMaxLevel(ndef);
- if (level_was_max && level_was_max != level_now_max) {
- u8 want = (float)level_now_max / level_was_max * level_was;
- if (!want)
- want = 1;
- if (want != level_was)
- this->setLevel(ndef, want);
- //errorstream<<"was="<<(int)level_was<<"/"<<(int)level_was_max<<" nowm="<<(int)want<<"/"<<(int)level_now_max<< " => "<<(int)this->getLevel(ndef)<< std::endl;
- }
- if (this->getMaxLevel(ndef) && !this->getLevel(ndef))
- this->addLevel(ndef);
-}
-
u32 MapNode::serializedLength(u8 version)
{
if(!ser_ver_supported(version))
throw VersionMismatchException("ERROR: MapNode format not supported");
-
+
if(version == 0)
return 1;
else if(version <= 9)
{
if(!ser_ver_supported(version))
throw VersionMismatchException("ERROR: MapNode format not supported");
-
+
// Can't do this anymore; we have 16-bit dynamically allocated node IDs
// in memory; conversion just won't work in this direction.
if(version < 24)
throw SerializationError("MapNode::serialize: serialization to "
"version < 24 not possible");
-
+
writeU16(dest+0, param0);
writeU8(dest+2, param1);
writeU8(dest+3, param2);
{
if(!ser_ver_supported(version))
throw VersionMismatchException("ERROR: MapNode format not supported");
-
+
if(version <= 21)
{
deSerialize_pre22(source, version);
param2 &= 0x0f;
}
}
-
+
// Convert special values from old version to new
if(version <= 19)
{
/*
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.
&& 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;
u8 getFaceDir(INodeDefManager *nodemgr) const;
u8 getWallMounted(INodeDefManager *nodemgr) const;
v3s16 getWallMountedDir(INodeDefManager *nodemgr) const;
-
+
void rotateAlongYAxis(INodeDefManager *nodemgr, Rotation rot);
/*
*/
std::vector<aabb3f> getCollisionBoxes(INodeDefManager *nodemgr) const;
- /* 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).
liquid_alternative_source = "";
liquid_viscosity = 0;
liquid_renewable = true;
- freezemelt = "";
liquid_range = LIQUID_LEVEL_MAX+1;
drowning = 0;
light_source = 0;
u8 liquid_viscosity;
// Is liquid renewable (new liquid source will be created between 2 existing)
bool liquid_renewable;
- // Ice for water, water for ice
- std::string freezemelt;
// Number of flowing liquids surrounding source
u8 liquid_range;
u8 drowning;
f.leveled = getintfield_default(L, index, "leveled", f.leveled);
getboolfield(L, index, "liquid_renewable", f.liquid_renewable);
- getstringfield(L, index, "freezemelt", f.freezemelt);
f.drowning = getintfield_default(L, index,
"drowning", f.drowning);
// Amount of light the node emits