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/*
Minetest
Copyright (C) 2010-2013 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 MAPNODE_HEADER
#define MAPNODE_HEADER

#include "irrlichttypes.h"
#include "irr_v3d.h"
#include "irr_aabb3d.h"
#include "light.h"
#include <string>
#include <vector>

class INodeDefManager;

/*
	Naming scheme:
	- Material = irrlicht's Material class
	- Content = (content_t) content of a node
	- Tile = TileSpec at some side of a node of some content type
*/
typedef u16 content_t;

/*
	The maximum node ID that can be registered by mods. This must
	be significantly lower than the maximum content_t value, so that
	there is enough room for dummy node IDs, which are created when
	a MapBlock containing unknown node names is loaded from disk.
*/
#define MAX_REGISTERED_CONTENT 0x7fffU

/*
	A solid walkable node with the texture unknown_node.png.

	For example, used on the client to display unregistered node IDs
	(instead of expanding the vector of node definitions each time
	such a node is received).
*/
#define CONTENT_UNKNOWN 125

/*
	The common material through which the player can walk and which
	is transparent to light
*/
#define CONTENT_AIR 126

/*
	Ignored node.

	Unloaded chunks are considered to consist of this. Several other
	methods return this when an error occurs. Also, during
	map generation this means the node has not been set yet.

	Doesn't create faces with anything and is considered being
	out-of-map in the game map.
*/
#define CONTENT_IGNORE 127

enum LightBank
{
	LIGHTBANK_DAY,
	LIGHTBANK_NIGHT
};

/*
	Simple rotation enum.
*/
enum Rotation {
	ROTATE_0,
	ROTATE_90,
	ROTATE_180,
	ROTATE_270,
	ROTATE_RAND,
};

/*
	Masks for MapNode.param2 of flowing liquids
 */
#define LIQUID_LEVEL_MASK 0x07
#define LIQUID_FLOW_DOWN_MASK 0x08

//#define LIQUID_LEVEL_MASK 0x3f // better finite water
//#define LIQUID_FLOW_DOWN_MASK 0x40 // not used when finite water

/* maximum amount of liquid in a block */
#define LIQUID_LEVEL_MAX LIQUID_LEVEL_MASK
#define LIQUID_LEVEL_SOURCE (LIQUID_LEVEL_MAX+1)

#define LIQUID_INFINITY_MASK 0x80 //0b10000000

// mask for param2, now as for liquid
#define LEVELED_MASK 0x3F
#define LEVELED_MAX LEVELED_MASK


struct ContentFeatures;

/*
	This is the stuff what the whole world consists of.
*/


struct MapNode
{
	/*
		Main content
	*/
	u16 param0;

	/*
		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.
	*/
	u8 param1;

	/*
		The second parameter. Initialized to 0.
		E.g. direction for torches and flowing water.
	*/
	u8 param2;

	MapNode()
	{ }

	MapNode(const MapNode & n)
	{
		*this = n;
	}

	MapNode(content_t content, u8 a_param1=0, u8 a_param2=0)
		: param0(content),
		  param1(a_param1),
		  param2(a_param2)
	{ }

	// 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);

	bool operator==(const MapNode &other)
	{
		return (param0 == other.param0
				&& param1 == other.param1
				&& param2 == other.param2);
	}

	// To be used everywhere
	content_t getContent() const
	{
		return param0;
	}
	void setContent(content_t c)
	{
		param0 = c;
	}
	u8 getParam1() const
	{
		return param1;
	}
	void setParam1(u8 p)
	{
		param1 = p;
	}
	u8 getParam2() const
	{
		return param2;
	}
	void setParam2(u8 p)
	{
		param2 = p;
	}

	void setLight(enum LightBank bank, u8 a_light, INodeDefManager *nodemgr);

	/**
	 * Check if the light value for night differs from the light value for day.
	 *
	 * @return If the light values are equal, returns true; otherwise false
	 */
	bool isLightDayNightEq(INodeDefManager *nodemgr) const;

	u8 getLight(enum LightBank bank, INodeDefManager *nodemgr) const;

	/**
	 * This function differs from getLight(enum LightBank bank, INodeDefManager *nodemgr)
	 * in that the ContentFeatures of the node in question are not retrieved by
	 * the function itself.  Thus, if you have already called nodemgr->get() to
	 * get the ContentFeatures you pass it to this function instead of the
	 * function getting ContentFeatures itself.  Since INodeDefManager::get()
	 * is relatively expensive this can lead to significant performance
	 * improvements in some situations.  Call this function if (and only if)
	 * you have already retrieved the ContentFeatures by calling
	 * INodeDefManager::get() for the node you're working with and the
	 * pre-conditions listed are true.
	 *
	 * @pre f != NULL
	 * @pre f->param_type == CPT_LIGHT
	 */
	u8 getLightNoChecks(LightBank bank, const ContentFeatures *f) const;

	bool getLightBanks(u8 &lightday, u8 &lightnight, INodeDefManager *nodemgr) const;

	// 0 <= daylight_factor <= 1000
	// 0 <= return value <= LIGHT_SUN
	u8 getLightBlend(u32 daylight_factor, INodeDefManager *nodemgr) const
	{
		u8 lightday = 0;
		u8 lightnight = 0;
		getLightBanks(lightday, lightnight, nodemgr);
		return blend_light(daylight_factor, lightday, lightnight);
	}

	u8 getFaceDir(INodeDefManager *nodemgr) const;
	u8 getWallMounted(INodeDefManager *nodemgr) const;
	v3s16 getWallMountedDir(INodeDefManager *nodemgr) const;

	void rotateAlongYAxis(INodeDefManager *nodemgr, Rotation rot);

	/*
		Gets list of node boxes (used for rendering (NDT_NODEBOX))
	*/
	std::vector<aabb3f> getNodeBoxes(INodeDefManager *nodemgr) const;

	/*
		Gets list of selection boxes
	*/
	std::vector<aabb3f> getSelectionBoxes(INodeDefManager *nodemgr) const;

	/*
		Gets list of collision boxes
	*/
	std::vector<aabb3f> getCollisionBoxes(INodeDefManager *nodemgr) const;

	/*
		Liquid helpers
	*/
	u8 getMaxLevel(INodeDefManager *nodemgr) const;
	u8 getLevel(INodeDefManager *nodemgr) const;
	u8 setLevel(INodeDefManager *nodemgr, s8 level = 1);
	u8 addLevel(INodeDefManager *nodemgr, s8 add = 1);

	/*
		Serialization functions
	*/

	static u32 serializedLength(u8 version);
	void serialize(u8 *dest, u8 version);
	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);
};

#endif

tended block virtual bool getSimpleCatchUp() = 0; // This is called usually at interval for 1/chance of the nodes virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n){}; virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n, u32 active_object_count, u32 active_object_count_wider){}; }; struct ABMWithState { ActiveBlockModifier *abm; float timer; ABMWithState(ActiveBlockModifier *abm_); }; /* List of active blocks, used by ServerEnvironment */ class ActiveBlockList { public: void update(std::vector<v3s16> &active_positions, s16 radius, std::set<v3s16> &blocks_removed, std::set<v3s16> &blocks_added); bool contains(v3s16 p){ return (m_list.find(p) != m_list.end()); } void clear(){ m_list.clear(); } std::set<v3s16> m_list; std::set<v3s16> m_forceloaded_list; private: }; /* The server-side environment. This is not thread-safe. Server uses an environment mutex. */ class ServerEnvironment : public Environment { public: ServerEnvironment(ServerMap *map, GameScripting *scriptIface, IGameDef *gamedef, const std::string &path_world); ~ServerEnvironment(); Map & getMap(); ServerMap & getServerMap(); //TODO find way to remove this fct! GameScripting* getScriptIface() { return m_script; } IGameDef *getGameDef() { return m_gamedef; } float getSendRecommendedInterval() { return m_recommended_send_interval; } void kickAllPlayers(AccessDeniedCode reason, const std::string &str_reason, bool reconnect); // Save players void saveLoadedPlayers(); void savePlayer(RemotePlayer *player); Player *loadPlayer(const std::string &playername); /* Save and load time of day and game timer */ void saveMeta(); void loadMeta(); /* External ActiveObject interface ------------------------------------------- */ ServerActiveObject* getActiveObject(u16 id); /* Add an active object to the environment. Environment handles deletion of object. Object may be deleted by environment immediately. If id of object is 0, assigns a free id to it. Returns the id of the object. Returns 0 if not added and thus deleted. */ u16 addActiveObject(ServerActiveObject *object); /* Add an active object as a static object to the corresponding MapBlock. Caller allocates memory, ServerEnvironment frees memory. Return value: true if succeeded, false if failed. (note: not used, pending removal from engine) */ //bool addActiveObjectAsStatic(ServerActiveObject *object); /* Find out what new objects have been added to inside a radius around a position */ void getAddedActiveObjects(Player *player, s16 radius, s16 player_radius, std::set<u16> &current_objects, std::queue<u16> &added_objects); /* Find out what new objects have been removed from inside a radius around a position */ void getRemovedActiveObjects(Player* player, s16 radius, s16 player_radius, std::set<u16> &current_objects, std::queue<u16> &removed_objects); /* Get the next message emitted by some active object. Returns a message with id=0 if no messages are available. */ ActiveObjectMessage getActiveObjectMessage(); /* Activate objects and dynamically modify for the dtime determined from timestamp and additional_dtime */ void activateBlock(MapBlock *block, u32 additional_dtime=0); /* ActiveBlockModifiers ------------------------------------------- */ void addActiveBlockModifier(ActiveBlockModifier *abm); /* Other stuff ------------------------------------------- */ // Script-aware node setters bool setNode(v3s16 p, const MapNode &n); bool removeNode(v3s16 p); bool swapNode(v3s16 p, const MapNode &n); // Find all active objects inside a radius around a point void getObjectsInsideRadius(std::vector<u16> &objects, v3f pos, float radius); // Clear all objects, loading and going through every MapBlock void clearAllObjects(); // This makes stuff happen void step(f32 dtime); //check if there's a line of sight between two positions bool line_of_sight(v3f pos1, v3f pos2, float stepsize=1.0, v3s16 *p=NULL); u32 getGameTime() { return m_game_time; } void reportMaxLagEstimate(float f) { m_max_lag_estimate = f; } float getMaxLagEstimate() { return m_max_lag_estimate; } std::set<v3s16>* getForceloadedBlocks() { return &m_active_blocks.m_forceloaded_list; }; // Sets the static object status all the active objects in the specified block // This is only really needed for deleting blocks from the map void setStaticForActiveObjectsInBlock(v3s16 blockpos, bool static_exists, v3s16 static_block=v3s16(0,0,0)); private: /* Internal ActiveObject interface ------------------------------------------- */ /* Add an active object to the environment. Called by addActiveObject. Object may be deleted by environment immediately. If id of object is 0, assigns a free id to it. Returns the id of the object. Returns 0 if not added and thus deleted. */ u16 addActiveObjectRaw(ServerActiveObject *object, bool set_changed, u32 dtime_s); /* Remove all objects that satisfy (m_removed && m_known_by_count==0) */ void removeRemovedObjects(); /* Convert stored objects from block to active */ void activateObjects(MapBlock *block, u32 dtime_s); /* Convert objects that are not in active blocks to static. If m_known_by_count != 0, active object is not deleted, but static data is still updated. If force_delete is set, active object is deleted nevertheless. It shall only be set so in the destructor of the environment. */ void deactivateFarObjects(bool force_delete); /* Member variables */ // The map ServerMap *m_map; // Lua state GameScripting* m_script; // Game definition IGameDef *m_gamedef; // World path const std::string m_path_world; // Active object list std::map<u16, ServerActiveObject*> m_active_objects; // Outgoing network message buffer for active objects std::queue<ActiveObjectMessage> m_active_object_messages; // Some timers float m_send_recommended_timer; IntervalLimiter m_object_management_interval; // List of active blocks ActiveBlockList m_active_blocks; IntervalLimiter m_active_blocks_management_interval; IntervalLimiter m_active_block_modifier_interval; IntervalLimiter m_active_blocks_nodemetadata_interval; int m_active_block_interval_overload_skip; // Time from the beginning of the game in seconds. // Incremented in step(). u32 m_game_time; // A helper variable for incrementing the latter float m_game_time_fraction_counter; std::vector<ABMWithState> m_abms; // An interval for generally sending object positions and stuff float m_recommended_send_interval; // Estimate for general maximum lag as determined by server. // Can raise to high values like 15s with eg. map generation mods. float m_max_lag_estimate; }; #ifndef SERVER #include "clientobject.h" #include "content_cao.h" class ClientSimpleObject; /* The client-side environment. This is not thread-safe. Must be called from main (irrlicht) thread (uses the SceneManager) Client uses an environment mutex. */ enum ClientEnvEventType { CEE_NONE, CEE_PLAYER_DAMAGE, CEE_PLAYER_BREATH };