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https://github.com/moparisthebest/minetest
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979ca23f1e
finite liquid
225 lines
5.5 KiB
C++
225 lines
5.5 KiB
C++
/*
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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
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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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.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#ifndef MAPNODE_HEADER
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#define MAPNODE_HEADER
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#include "irrlichttypes.h"
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#include "irr_v3d.h"
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#include "irr_aabb3d.h"
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#include "light.h"
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#include <vector>
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class INodeDefManager;
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/*
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Naming scheme:
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- Material = irrlicht's Material class
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- Content = (content_t) content of a node
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- Tile = TileSpec at some side of a node of some content type
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*/
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typedef u16 content_t;
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#define MAX_CONTENT 0xfff
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/*
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Ignored node.
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Anything that stores MapNodes doesn't have to preserve parameters
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associated with this material.
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Doesn't create faces with anything and is considered being
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out-of-map in the game map.
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*/
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#define CONTENT_IGNORE 127
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#define CONTENT_IGNORE_DEFAULT_PARAM 0
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/*
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The common material through which the player can walk and which
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is transparent to light
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*/
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#define CONTENT_AIR 126
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enum LightBank
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{
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LIGHTBANK_DAY,
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LIGHTBANK_NIGHT
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};
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/*
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Masks for MapNode.param2 of flowing liquids
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*/
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#define LIQUID_LEVEL_MASK 0x07
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#define LIQUID_FLOW_DOWN_MASK 0x08
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//#define LIQUID_LEVEL_MASK 0x3f // better finite water
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//#define LIQUID_FLOW_DOWN_MASK 0x40 // not used when finite water
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/* maximum amount of liquid in a block */
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#define LIQUID_LEVEL_MAX LIQUID_LEVEL_MASK
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#define LIQUID_LEVEL_SOURCE (LIQUID_LEVEL_MAX+1)
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#define LIQUID_INFINITY_MASK 0x80 //0b10000000
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/*
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This is the stuff what the whole world consists of.
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*/
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struct MapNode
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{
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/*
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Main content
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*/
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u16 param0;
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/*
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Misc parameter. Initialized to 0.
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- For light_propagates() blocks, this is light intensity,
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stored logarithmically from 0 to LIGHT_MAX.
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Sunlight is LIGHT_SUN, which is LIGHT_MAX+1.
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- Contains 2 values, day- and night lighting. Each takes 4 bits.
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- Uhh... well, most blocks have light or nothing in here.
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*/
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u8 param1;
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/*
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The second parameter. Initialized to 0.
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E.g. direction for torches and flowing water.
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*/
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u8 param2;
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MapNode(const MapNode & n)
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{
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*this = n;
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}
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MapNode(content_t content=CONTENT_AIR, u8 a_param1=0, u8 a_param2=0)
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{
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param0 = content;
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param1 = a_param1;
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param2 = a_param2;
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}
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// Create directly from a nodename
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// If name is unknown, sets CONTENT_IGNORE
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MapNode(INodeDefManager *ndef, const std::string &name,
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u8 a_param1=0, u8 a_param2=0);
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bool operator==(const MapNode &other)
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{
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return (param0 == other.param0
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&& param1 == other.param1
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&& param2 == other.param2);
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}
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// To be used everywhere
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content_t getContent() const
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{
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return param0;
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}
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void setContent(content_t c)
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{
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param0 = c;
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}
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u8 getParam1() const
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{
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return param1;
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}
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void setParam1(u8 p)
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{
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param1 = p;
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}
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u8 getParam2() const
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{
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return param2;
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}
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void setParam2(u8 p)
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{
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param2 = p;
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}
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void setLight(enum LightBank bank, u8 a_light, INodeDefManager *nodemgr);
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u8 getLight(enum LightBank bank, INodeDefManager *nodemgr) const;
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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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{
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u8 lightday = 0;
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u8 lightnight = 0;
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getLightBanks(lightday, lightnight, nodemgr);
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return blend_light(daylight_factor, lightday, lightnight);
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}
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// 0.0 <= daylight_factor <= 1.0
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// 0 <= return value <= LIGHT_SUN
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u8 getLightBlendF1(float daylight_factor, INodeDefManager *nodemgr) const
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{
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u8 lightday = 0;
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u8 lightnight = 0;
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getLightBanks(lightday, lightnight, nodemgr);
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return blend_light_f1(daylight_factor, lightday, lightnight);
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}
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u8 getFaceDir(INodeDefManager *nodemgr) const;
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u8 getWallMounted(INodeDefManager *nodemgr) const;
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v3s16 getWallMountedDir(INodeDefManager *nodemgr) const;
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/*
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Gets list of node boxes (used for rendering (NDT_NODEBOX)
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and collision)
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*/
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std::vector<aabb3f> getNodeBoxes(INodeDefManager *nodemgr) const;
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/*
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Gets list of selection boxes
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*/
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std::vector<aabb3f> getSelectionBoxes(INodeDefManager *nodemgr) const;
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/*
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Serialization functions
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*/
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static u32 serializedLength(u8 version);
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void serialize(u8 *dest, u8 version);
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void deSerialize(u8 *source, u8 version);
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// Serializes or deserializes a list of nodes in bulk format (first the
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// content of all nodes, then the param1 of all nodes, then the param2
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// of all nodes).
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// version = serialization version. Must be >= 22
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// content_width = the number of bytes of content per node
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// params_width = the number of bytes of params per node
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// compressed = true to zlib-compress output
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static void serializeBulk(std::ostream &os, int version,
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const MapNode *nodes, u32 nodecount,
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u8 content_width, u8 params_width, bool compressed);
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static void deSerializeBulk(std::istream &is, int version,
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MapNode *nodes, u32 nodecount,
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u8 content_width, u8 params_width, bool compressed);
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private:
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// Deprecated serialization methods
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void deSerialize_pre22(u8 *source, u8 version);
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};
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#endif
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