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/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>

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
(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.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#ifndef DATABASE_HEADER
#define DATABASE_HEADER

#include <list>
#include "irr_v3d.h"

class MapBlock;

class Database
{
public:
	virtual void beginSave()=0;
	virtual void endSave()=0;

	virtual void saveBlock(MapBlock *block)=0;
	virtual MapBlock* loadBlock(v3s16 blockpos)=0;
	long long getBlockAsInteger(const v3s16 pos);
	v3s16 getIntegerAsBlock(long long i);
	virtual void listAllLoadableBlocks(std::list<v3s16> &dst)=0;
	virtual int Initialized(void)=0;
	virtual ~Database() {};
};
#endif
m">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. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #ifndef CONTENT_MAPBLOCK_HEADER #define CONTENT_MAPBLOCK_HEADER #include "util/numeric.h" #include "nodedef.h" #include <IMeshManipulator.h> struct MeshMakeData; struct MeshCollector; struct LightFrame { f32 lightsA[8]; f32 lightsB[8]; }; class MapblockMeshGenerator { public: MeshMakeData *data; MeshCollector *collector; INodeDefManager *nodedef; scene::ISceneManager *smgr; scene::IMeshManipulator *meshmanip; // options bool enable_mesh_cache; // current node v3s16 blockpos_nodes; v3s16 p; v3f origin; MapNode n; const ContentFeatures *f; u16 light; LightFrame frame; video::SColor color; TileSpec tile; float scale; // lighting void getSmoothLightFrame(); u16 blendLight(const v3f &vertex_pos); video::SColor blendLightColor(const v3f &vertex_pos); video::SColor blendLightColor(const v3f &vertex_pos, const v3f &vertex_normal); void useTile(int index, bool disable_backface_culling); void useDefaultTile(bool set_color = true); void getTile(const v3s16 &direction, TileSpec &tile); // face drawing void drawQuad(v3f *vertices, const v3s16 &normal = v3s16(0, 0, 0)); // cuboid drawing! void drawCuboid(const aabb3f &box, TileSpec *tiles, int tilecount, const u16 *lights , const f32 *txc); void generateCuboidTextureCoords(aabb3f const &box, f32 *coords); void drawAutoLightedCuboid(aabb3f box, const f32 *txc = NULL, TileSpec *tiles = NULL, int tile_count = 0); // liquid-specific bool top_is_same_liquid; TileSpec tile_liquid; TileSpec tile_liquid_top; content_t c_flowing; content_t c_source; video::SColor color_liquid_top; struct NeighborData { f32 level; content_t content; bool is_same_liquid; bool top_is_same_liquid; }; NeighborData liquid_neighbors[3][3]; f32 corner_levels[2][2]; void prepareLiquidNodeDrawing(bool flowing); void getLiquidNeighborhood(bool flowing); void resetCornerLevels(); void calculateCornerLevels(); f32 getCornerLevel(int i, int k); void drawLiquidSides(bool flowing); void drawLiquidTop(bool flowing); // raillike-specific // name of the group that enables connecting to raillike nodes of different kind static const std::string raillike_groupname; int raillike_group; bool isSameRail(v3s16 dir); // plantlike-specific PlantlikeStyle draw_style; v3f offset; int rotate_degree; bool random_offset_Y; int face_num; void drawPlantlikeQuad(float rotation, float quad_offset = 0, bool offset_top_only = false); // firelike-specific void drawFirelikeQuad(float rotation, float opening_angle, float offset_h, float offset_v = 0.0); // drawtypes void drawLiquidNode(bool flowing); void drawGlasslikeNode(); void drawGlasslikeFramedNode(); void drawAllfacesNode(); void drawTorchlikeNode(); void drawSignlikeNode();