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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 bytes 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
*/
#ifndef SERVER
Nodes make a face if contents differ and solidness differs.
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);
#endif
Packs directions like (1,0,0), (1,-1,0) in six bits.
NOTE: This wastes way too much space for most purposes.
u8 packDir(v3s16 dir);
v3s16 unpackDir(u8 b);
/*
facedir: CPT_FACEDIR_SIMPLE param1 value
dir: The face for which stuff is wanted
return value: The face from which the stuff is actually found
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NOTE: Currently this uses 2 bits for Z-,X-,Z+,X+, should there be Y+
and Y- too?
*/
v3s16 facedir_rotate(u8 facedir, v3s16 dir);
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.
- Mineral content (should be removed from here)
- 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
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;
}
void setLight(enum LightBank bank, u8 a_light, INodeDefManager *nodemgr);
u8 getLight(enum LightBank bank, INodeDefManager *nodemgr) const;
u8 getLightBanksWithSource(INodeDefManager *nodemgr) const;
u8 getLightBlend(u32 daylight_factor, INodeDefManager *nodemgr) const
u8 l = ((daylight_factor * getLight(LIGHTBANK_DAY, nodemgr)
+ (1000-daylight_factor) * getLight(LIGHTBANK_NIGHT, nodemgr))
max = LIGHT_SUN;
if(l > max)
l = max;
return l;
}
/*// 0 <= daylight_factor <= 1000
// 0 <= return value <= 255
u8 getLightBlend(u32 daylight_factor, INodeDefManager *nodemgr)
u8 daylight = decode_light(getLight(LIGHTBANK_DAY, nodemgr));
u8 nightlight = decode_light(getLight(LIGHTBANK_NIGHT, nodemgr));
u8 mix = ((daylight_factor * daylight
+ (1000-daylight_factor) * nightlight)
)/1000;
return mix;
}*/
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/*
Gets mineral content of node, if there is any.
MINERAL_NONE if doesn't contain or isn't able to contain mineral.
*/
static u32 serializedLength(u8 version);
void serialize(u8 *dest, u8 version);
void deSerialize(u8 *source, u8 version, 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,