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minetest/src/mapnode.h

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/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
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(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 Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
#ifndef MAPNODE_HEADER
#define MAPNODE_HEADER
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#include "irrlichttypes.h"
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#include "irr_v3d.h"
#include "irr_aabb3d.h"
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#include "light.h"
#include <vector>
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class INodeDefManager;
/*
Naming scheme:
- Material = irrlicht's Material class
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- Content = (content_t) content of a node
- Tile = TileSpec at some side of a node of some content type
*/
typedef u16 content_t;
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#define MAX_CONTENT 0xfff
/*
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.
*/
#define CONTENT_IGNORE 127
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#define CONTENT_IGNORE_DEFAULT_PARAM 0
/*
The common material through which the player can walk and which
is transparent to light
*/
#define CONTENT_AIR 126
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enum LightBank
{
LIGHTBANK_DAY,
LIGHTBANK_NIGHT
};
/*
Masks for MapNode.param2 of flowing liquids
*/
#define LIQUID_LEVEL_MASK 0x07
#define LIQUID_FLOW_DOWN_MASK 0x08
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//#define LIQUID_LEVEL_MASK 0x3f // better finite water
//#define LIQUID_FLOW_DOWN_MASK 0x40 // not used when finite water
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/* maximum amount of liquid in a block */
#define LIQUID_LEVEL_MAX LIQUID_LEVEL_MASK
#define LIQUID_LEVEL_SOURCE (LIQUID_LEVEL_MAX+1)
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#define LIQUID_INFINITY_MASK 0x80 //0b10000000
/*
This is the stuff what the whole world consists of.
*/
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struct MapNode
{
/*
Main content
*/
u16 param0;
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/*
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.
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*/
u8 param1;
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/*
The second parameter. Initialized to 0.
E.g. direction for torches and flowing water.
*/
u8 param2;
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MapNode(const MapNode & n)
{
*this = n;
}
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MapNode(content_t content=CONTENT_AIR, u8 a_param1=0, u8 a_param2=0)
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{
param0 = content;
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param1 = a_param1;
param2 = a_param2;
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}
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// 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);
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bool operator==(const MapNode &other)
{
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return (param0 == other.param0
&& param1 == other.param1
&& param2 == other.param2);
}
// To be used everywhere
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content_t getContent() const
{
return param0;
}
void setContent(content_t c)
{
param0 = c;
}
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u8 getParam1() const
{
return param1;
}
void setParam1(u8 p)
{
param1 = p;
}
u8 getParam2() const
{
return param2;
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}
void setParam2(u8 p)
{
param2 = p;
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}
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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;
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// 0 <= daylight_factor <= 1000
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// 0 <= return value <= LIGHT_SUN
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u8 getLightBlend(u32 daylight_factor, INodeDefManager *nodemgr) const
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{
u8 lightday = 0;
u8 lightnight = 0;
getLightBanks(lightday, lightnight, nodemgr);
return blend_light(daylight_factor, lightday, lightnight);
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}
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// 0.0 <= daylight_factor <= 1.0
// 0 <= return value <= LIGHT_SUN
u8 getLightBlendF1(float daylight_factor, INodeDefManager *nodemgr) const
{
u8 lightday = 0;
u8 lightnight = 0;
getLightBanks(lightday, lightnight, nodemgr);
return blend_light_f1(daylight_factor, lightday, lightnight);
}
u8 getFaceDir(INodeDefManager *nodemgr) const;
u8 getWallMounted(INodeDefManager *nodemgr) const;
v3s16 getWallMountedDir(INodeDefManager *nodemgr) const;
/*
Gets list of node boxes (used for rendering (NDT_NODEBOX)
and collision)
*/
std::vector<aabb3f> getNodeBoxes(INodeDefManager *nodemgr) const;
/*
Gets list of selection boxes
*/
std::vector<aabb3f> getSelectionBoxes(INodeDefManager *nodemgr) const;
/*
Serialization functions
*/
static u32 serializedLength(u8 version);
void serialize(u8 *dest, u8 version);
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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).
// 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 deSerialize_pre22(u8 *source, u8 version);
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};
#endif