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Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#ifndef MAPNODE_HEADER
#define MAPNODE_HEADER
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/*
Naming scheme:
- Material = irrlicht's Material class
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- Tile = TileSpec at some side of a node of some content type
0x000...0x07f: param2 is fully usable
0x800...0xfff: param2 lower 4 bits are free
*/
typedef u16 content_t;
/*
Ignored node.
Anything that stores MapNodes doesn't have to preserve parameters
associated with this material.
Doesn't create faces with anything and is considered being
out-of-map in the game map.
*/
/*
The common material through which the player can walk and which
is transparent to light
*/
enum LightBank
{
LIGHTBANK_DAY,
LIGHTBANK_NIGHT
};
/*
Masks for MapNode.param2 of flowing liquids
*/
#define LIQUID_LEVEL_MASK 0x07
#define LIQUID_FLOW_DOWN_MASK 0x08
/* maximum amount of liquid in a block */
#define LIQUID_LEVEL_MAX LIQUID_LEVEL_MASK
#define LIQUID_LEVEL_SOURCE (LIQUID_LEVEL_MAX+1)
/*
This is the stuff what the whole world consists of.
*/
/*
Main content
0x00-0x7f: Short content type
0x80-0xff: Long content type (param2>>4 makes up low bytes)
*/
u8 param0;
/*
Misc parameter. Initialized to 0.
- For light_propagates() blocks, this is light intensity,
stored logarithmically from 0 to LIGHT_MAX.
Sunlight is LIGHT_SUN, which is LIGHT_MAX+1.
- Contains 2 values, day- and night lighting. Each takes 4 bits.
- 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.
If param0 >= 0x80, bits 0xf0 of this is extended content type data
u8 param2;
MapNode(content_t content=CONTENT_AIR, u8 a_param1=0, u8 a_param2=0)
// Set content (param0 and param2&0xf0)) after other params
// because this needs to override part of param2
// Create directly from a nodename
// If name is unknown, sets CONTENT_IGNORE
MapNode(INodeDefManager *ndef, const std::string &name,
u8 a_param1=0, u8 a_param2=0);
bool operator==(const MapNode &other)
{
return (param0 == other.param0
&& param1 == other.param1
&& param2 == other.param2);
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if(param0 < 0x80)
return param0;
else
return (param0<<4) + (param2>>4);
}
void setContent(content_t c)
{
if(c < 0x80)
{
if(param0 >= 0x80)
param2 &= ~(0xf0);
param0 = c;
}
else
{
param0 = c>>4;
param2 &= ~(0xf0);
param2 |= (c&0x0f)<<4;
}
u8 getParam1() const
{
return param1;
}
void setParam1(u8 p)
{
param1 = p;
}
u8 getParam2() const
{
if(param0 < 0x80)
return param2;
else
return param2 & 0x0f;
}
void setParam2(u8 p)
{
if(param0 < 0x80)
param2 = p;
else{
param2 &= 0xf0;
param2 |= (p&0x0f);
}
}
void setLight(enum LightBank bank, u8 a_light, INodeDefManager *nodemgr);
u8 getLight(enum LightBank bank, INodeDefManager *nodemgr) const;
bool getLightBanks(u8 &lightday, u8 &lightnight, INodeDefManager *nodemgr) const;
u8 getLightBlend(u32 daylight_factor, INodeDefManager *nodemgr) const
u8 lightday = 0;
u8 lightnight = 0;
getLightBanks(lightday, lightnight, nodemgr);
return blend_light(daylight_factor, lightday, lightnight);
u8 getFaceDir(INodeDefManager *nodemgr) const;
u8 getWallMounted(INodeDefManager *nodemgr) const;
v3s16 getWallMountedDir(INodeDefManager *nodemgr) const;
static u32 serializedLength(u8 version);
void serialize(u8 *dest, 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).
// version = serialization version. Must be >= 22
// content_width = the number of bytes of content per node
// params_width = the number of bytes of params per node
// compressed = true to zlib-compress output
static void serializeBulk(std::ostream &os, int version,
const MapNode *nodes, u32 nodecount,
u8 content_width, u8 params_width, bool compressed);
static void deSerializeBulk(std::istream &is, int version,
MapNode *nodes, u32 nodecount,
u8 content_width, u8 params_width, bool compressed);
private:
// Deprecated serialization methods
void serialize_pre22(u8 *dest, u8 version);
void deSerialize_pre22(u8 *source, u8 version);
/*
MapNode helpers for mesh making stuff
*/
#ifndef SERVER
/*
Nodes make a face if contents differ and solidness differs.
Return value:
0: No face
1: Face uses m1's content
2: Face uses m2's content
equivalent: Whether the blocks share the same face (eg. water and glass)
*/
u8 face_contents(content_t m1, content_t m2, bool *equivalent,
INodeDefManager *nodemgr);
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/*
Gets lighting value at face of node
Parameters must consist of air and !air.
Order doesn't matter.
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If either of the nodes doesn't exist, light is 0.
parameters:
daynight_ratio: 0...1000
n: getNode(p) (uses only the lighting value)
n2: getNode(p + face_dir) (uses only the lighting value)
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face_dir: axis oriented unit vector from p to p2
returns encoded light value.
*/
u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,