mirror of
https://github.com/moparisthebest/minetest
synced 2024-11-07 09:55:09 -05:00
278 lines
6.5 KiB
C++
278 lines
6.5 KiB
C++
/*
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Minetest-c55
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Copyright (C) 2010-2011 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 General Public License as published by
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the Free Software Foundation; either version 2 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 General Public License for more details.
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You should have received a copy of the GNU 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 "light.h"
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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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Content ranges:
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0x000...0x07f: param2 is fully usable
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0x800...0xfff: param2 lower 4 bytes are free
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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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#ifndef SERVER
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/*
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Nodes make a face if contents differ and solidness differs.
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Return value:
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0: No face
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1: Face uses m1's content
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2: Face uses m2's content
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equivalent: Whether the blocks share the same face (eg. water and glass)
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*/
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u8 face_contents(content_t m1, content_t m2, bool *equivalent,
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INodeDefManager *nodemgr);
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#endif
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/*
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Packs directions like (1,0,0), (1,-1,0) in six bits.
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NOTE: This wastes way too much space for most purposes.
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*/
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u8 packDir(v3s16 dir);
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v3s16 unpackDir(u8 b);
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/*
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facedir: CPT_FACEDIR_SIMPLE param1 value
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dir: The face for which stuff is wanted
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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+
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and Y- too?
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*/
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v3s16 facedir_rotate(u8 facedir, v3s16 dir);
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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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/* 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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/*
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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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0x00-0x7f: Short content type
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0x80-0xff: Long content type (param2>>4 makes up low bytes)
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*/
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u8 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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- Mineral content (should be removed from here)
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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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If param0 >= 0x80, bits 0xf0 of this is extended content type data
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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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param1 = a_param1;
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param2 = a_param2;
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// Set content (param0 and (param2&0xf0)) after other params
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// because this needs to override part of param2
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setContent(content);
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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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if(param0 < 0x80)
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return param0;
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else
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return (param0<<4) + (param2>>4);
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}
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void setContent(content_t c)
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{
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if(c < 0x80)
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{
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if(param0 >= 0x80)
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param2 &= ~(0xf0);
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param0 = c;
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}
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else
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{
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param0 = c>>4;
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param2 &= ~(0xf0);
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param2 |= (c&0x0f)<<4;
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}
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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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if(param0 < 0x80)
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return param2;
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else
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return param2 & 0x0f;
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}
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void setParam2(u8 p)
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{
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if(param0 < 0x80)
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param2 = p;
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else{
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param2 &= 0xf0;
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param2 |= (p&0x0f);
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}
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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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u8 getLightBanksWithSource(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 l = ((daylight_factor * getLight(LIGHTBANK_DAY, nodemgr)
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+ (1000-daylight_factor) * getLight(LIGHTBANK_NIGHT, nodemgr))
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)/1000;
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u8 max = LIGHT_MAX;
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if(getLight(LIGHTBANK_DAY, nodemgr) == LIGHT_SUN)
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max = LIGHT_SUN;
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if(l > max)
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l = max;
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return l;
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}
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/*// 0 <= daylight_factor <= 1000
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// 0 <= return value <= 255
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u8 getLightBlend(u32 daylight_factor, INodeDefManager *nodemgr)
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{
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u8 daylight = decode_light(getLight(LIGHTBANK_DAY, nodemgr));
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u8 nightlight = decode_light(getLight(LIGHTBANK_NIGHT, nodemgr));
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u8 mix = ((daylight_factor * daylight
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+ (1000-daylight_factor) * nightlight)
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)/1000;
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return mix;
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}*/
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/*
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Gets mineral content of node, if there is any.
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MINERAL_NONE if doesn't contain or isn't able to contain mineral.
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*/
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u8 getMineral(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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};
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/*
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Gets lighting value at face of node
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Parameters must consist of air and !air.
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Order doesn't matter.
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If either of the nodes doesn't exist, light is 0.
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parameters:
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daynight_ratio: 0...1000
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n: getNode(p) (uses only the lighting value)
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n2: getNode(p + face_dir) (uses only the lighting value)
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face_dir: axis oriented unit vector from p to p2
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returns encoded light value.
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*/
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u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
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v3s16 face_dir, INodeDefManager *nodemgr);
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#endif
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