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