1 /* 2 Minetest 3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com> 4 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. 9 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. 14 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. 18 */ 19 20 #pragma once 21 22 #include "irrlichttypes_bloated.h" 23 #include "light.h" 24 #include <string> 25 #include <vector> 26 27 class NodeDefManager; 28 class Map; 29 30 /* 31 Naming scheme: 32 - Material = irrlicht's Material class 33 - Content = (content_t) content of a node 34 - Tile = TileSpec at some side of a node of some content type 35 */ 36 typedef u16 content_t; 37 38 /* 39 The maximum node ID that can be registered by mods. This must 40 be significantly lower than the maximum content_t value, so that 41 there is enough room for dummy node IDs, which are created when 42 a MapBlock containing unknown node names is loaded from disk. 43 */ 44 #define MAX_REGISTERED_CONTENT 0x7fffU 45 46 /* 47 A solid walkable node with the texture unknown_node.png. 48 49 For example, used on the client to display unregistered node IDs 50 (instead of expanding the vector of node definitions each time 51 such a node is received). 52 */ 53 #define CONTENT_UNKNOWN 125 54 55 /* 56 The common material through which the player can walk and which 57 is transparent to light 58 */ 59 #define CONTENT_AIR 126 60 61 /* 62 Ignored node. 63 64 Unloaded chunks are considered to consist of this. Several other 65 methods return this when an error occurs. Also, during 66 map generation this means the node has not been set yet. 67 68 Doesn't create faces with anything and is considered being 69 out-of-map in the game map. 70 */ 71 #define CONTENT_IGNORE 127 72 73 enum LightBank 74 { 75 LIGHTBANK_DAY, 76 LIGHTBANK_NIGHT 77 }; 78 79 /* 80 Simple rotation enum. 81 */ 82 enum Rotation { 83 ROTATE_0, 84 ROTATE_90, 85 ROTATE_180, 86 ROTATE_270, 87 ROTATE_RAND, 88 }; 89 90 /* 91 Masks for MapNode.param2 of flowing liquids 92 */ 93 #define LIQUID_LEVEL_MASK 0x07 94 #define LIQUID_FLOW_DOWN_MASK 0x08 95 96 //#define LIQUID_LEVEL_MASK 0x3f // better finite water 97 //#define LIQUID_FLOW_DOWN_MASK 0x40 // not used when finite water 98 99 /* maximum amount of liquid in a block */ 100 #define LIQUID_LEVEL_MAX LIQUID_LEVEL_MASK 101 #define LIQUID_LEVEL_SOURCE (LIQUID_LEVEL_MAX+1) 102 103 #define LIQUID_INFINITY_MASK 0x80 //0b10000000 104 105 // mask for leveled nodebox param2 106 #define LEVELED_MASK 0x7F 107 #define LEVELED_MAX LEVELED_MASK 108 109 110 struct ContentFeatures; 111 112 /* 113 This is the stuff what the whole world consists of. 114 */ 115 116 117 struct MapNode 118 { 119 /* 120 Main content 121 */ 122 u16 param0; 123 124 /* 125 Misc parameter. Initialized to 0. 126 - For light_propagates() blocks, this is light intensity, 127 stored logarithmically from 0 to LIGHT_MAX. 128 Sunlight is LIGHT_SUN, which is LIGHT_MAX+1. 129 - Contains 2 values, day- and night lighting. Each takes 4 bits. 130 - Uhh... well, most blocks have light or nothing in here. 131 */ 132 u8 param1; 133 134 /* 135 The second parameter. Initialized to 0. 136 E.g. direction for torches and flowing water. 137 */ 138 u8 param2; 139 140 MapNode() = default; 141 142 MapNode(content_t content, u8 a_param1=0, u8 a_param2=0) noexcept param0MapNode143 : param0(content), 144 param1(a_param1), 145 param2(a_param2) 146 { } 147 148 bool operator==(const MapNode &other) const noexcept 149 { 150 return (param0 == other.param0 151 && param1 == other.param1 152 && param2 == other.param2); 153 } 154 155 // To be used everywhere getContentMapNode156 content_t getContent() const noexcept 157 { 158 return param0; 159 } setContentMapNode160 void setContent(content_t c) noexcept 161 { 162 param0 = c; 163 } getParam1MapNode164 u8 getParam1() const noexcept 165 { 166 return param1; 167 } setParam1MapNode168 void setParam1(u8 p) noexcept 169 { 170 param1 = p; 171 } getParam2MapNode172 u8 getParam2() const noexcept 173 { 174 return param2; 175 } setParam2MapNode176 void setParam2(u8 p) noexcept 177 { 178 param2 = p; 179 } 180 181 /*! 182 * Returns the color of the node. 183 * 184 * \param f content features of this node 185 * \param color output, contains the node's color. 186 */ 187 void getColor(const ContentFeatures &f, video::SColor *color) const; 188 189 void setLight(LightBank bank, u8 a_light, const ContentFeatures &f) noexcept; 190 191 void setLight(LightBank bank, u8 a_light, const NodeDefManager *nodemgr); 192 193 /** 194 * Check if the light value for night differs from the light value for day. 195 * 196 * @return If the light values are equal, returns true; otherwise false 197 */ 198 bool isLightDayNightEq(const NodeDefManager *nodemgr) const; 199 200 u8 getLight(LightBank bank, const NodeDefManager *nodemgr) const; 201 202 /*! 203 * Returns the node's light level from param1. 204 * If the node emits light, it is ignored. 205 * \param f the ContentFeatures of this node. 206 */ 207 u8 getLightRaw(LightBank bank, const ContentFeatures &f) const noexcept; 208 209 /** 210 * This function differs from getLight(LightBank bank, NodeDefManager *nodemgr) 211 * in that the ContentFeatures of the node in question are not retrieved by 212 * the function itself. Thus, if you have already called nodemgr->get() to 213 * get the ContentFeatures you pass it to this function instead of the 214 * function getting ContentFeatures itself. Since NodeDefManager::get() 215 * is relatively expensive this can lead to significant performance 216 * improvements in some situations. Call this function if (and only if) 217 * you have already retrieved the ContentFeatures by calling 218 * NodeDefManager::get() for the node you're working with and the 219 * pre-conditions listed are true. 220 * 221 * @pre f != NULL 222 * @pre f->param_type == CPT_LIGHT 223 */ 224 u8 getLightNoChecks(LightBank bank, const ContentFeatures *f) const noexcept; 225 226 bool getLightBanks(u8 &lightday, u8 &lightnight, 227 const NodeDefManager *nodemgr) const; 228 229 // 0 <= daylight_factor <= 1000 230 // 0 <= return value <= LIGHT_SUN getLightBlendMapNode231 u8 getLightBlend(u32 daylight_factor, const NodeDefManager *nodemgr) const 232 { 233 u8 lightday = 0; 234 u8 lightnight = 0; 235 getLightBanks(lightday, lightnight, nodemgr); 236 return blend_light(daylight_factor, lightday, lightnight); 237 } 238 239 u8 getFaceDir(const NodeDefManager *nodemgr, bool allow_wallmounted = false) const; 240 u8 getWallMounted(const NodeDefManager *nodemgr) const; 241 v3s16 getWallMountedDir(const NodeDefManager *nodemgr) const; 242 243 void rotateAlongYAxis(const NodeDefManager *nodemgr, Rotation rot); 244 245 /*! 246 * Checks which neighbors does this node connect to. 247 * 248 * \param p coordinates of the node 249 */ 250 u8 getNeighbors(v3s16 p, Map *map) const; 251 252 /* 253 Gets list of node boxes (used for rendering (NDT_NODEBOX)) 254 */ 255 void getNodeBoxes(const NodeDefManager *nodemgr, std::vector<aabb3f> *boxes, 256 u8 neighbors = 0) const; 257 258 /* 259 Gets list of selection boxes 260 */ 261 void getSelectionBoxes(const NodeDefManager *nodemg, 262 std::vector<aabb3f> *boxes, u8 neighbors = 0) const; 263 264 /* 265 Gets list of collision boxes 266 */ 267 void getCollisionBoxes(const NodeDefManager *nodemgr, 268 std::vector<aabb3f> *boxes, u8 neighbors = 0) const; 269 270 /* 271 Liquid/leveled helpers 272 */ 273 u8 getMaxLevel(const NodeDefManager *nodemgr) const; 274 u8 getLevel(const NodeDefManager *nodemgr) const; 275 s8 setLevel(const NodeDefManager *nodemgr, s16 level = 1); 276 s8 addLevel(const NodeDefManager *nodemgr, s16 add = 1); 277 278 /* 279 Serialization functions 280 */ 281 282 static u32 serializedLength(u8 version); 283 void serialize(u8 *dest, u8 version) const; 284 void deSerialize(u8 *source, u8 version); 285 286 // Serializes or deserializes a list of nodes in bulk format (first the 287 // content of all nodes, then the param1 of all nodes, then the param2 288 // of all nodes). 289 // version = serialization version. Must be >= 22 290 // content_width = the number of bytes of content per node 291 // params_width = the number of bytes of params per node 292 // compressed = true to zlib-compress output 293 static void serializeBulk(std::ostream &os, int version, 294 const MapNode *nodes, u32 nodecount, 295 u8 content_width, u8 params_width, int compression_level); 296 static void deSerializeBulk(std::istream &is, int version, 297 MapNode *nodes, u32 nodecount, 298 u8 content_width, u8 params_width); 299 300 private: 301 // Deprecated serialization methods 302 void deSerialize_pre22(const u8 *source, u8 version); 303 }; 304