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Node placement / mineral / serialization / iron freq / node_dig callback

- Node placement code moved to Lua
- Mineral system removed (added default:stone_with_coal and default:stone_with_iron).
- MapBlock and MapNode serialization updated.
- Mapgen: Frequency of iron increased.
- node_dig callback and related changes.
This commit is contained in:
Kahrl 2012-01-21 00:11:44 +01:00 committed by Perttu Ahola
parent f22c73f501
commit 157a4cf18c
36 changed files with 1610 additions and 1454 deletions

View file

@ -32,8 +32,8 @@ class INodeDefManager;
- Tile = TileSpec at some side of a node of some content type
Content ranges:
0x000...0x07f: param2 is fully usable
0x800...0xfff: param2 lower 4 bytes are free
0x000...0x07f: param2 is fully usable
0x800...0xfff: param2 lower 4 bits are free
*/
typedef u16 content_t;
#define MAX_CONTENT 0xfff
@ -56,36 +56,6 @@ typedef u16 content_t;
*/
#define CONTENT_AIR 126
#ifndef SERVER
/*
Nodes make a face if contents differ and solidness differs.
Return value:
0: No face
1: Face uses m1's content
2: Face uses m2's content
equivalent: Whether the blocks share the same face (eg. water and glass)
*/
u8 face_contents(content_t m1, content_t m2, bool *equivalent,
INodeDefManager *nodemgr);
#endif
/*
Packs directions like (1,0,0), (1,-1,0) in six bits.
NOTE: This wastes way too much space for most purposes.
*/
u8 packDir(v3s16 dir);
v3s16 unpackDir(u8 b);
/*
facedir: CPT_FACEDIR_SIMPLE param1 value
dir: The face for which stuff is wanted
return value: The face from which the stuff is actually found
NOTE: Currently this uses 2 bits for Z-,X-,Z+,X+, should there be Y+
and Y- too?
*/
v3s16 facedir_rotate(u8 facedir, v3s16 dir);
enum LightBank
{
LIGHTBANK_DAY,
@ -122,7 +92,6 @@ struct MapNode
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.
- Mineral content (should be removed from here)
- Uhh... well, most blocks have light or nothing in here.
*/
u8 param1;
@ -143,7 +112,7 @@ struct MapNode
{
param1 = a_param1;
param2 = a_param2;
// Set content (param0 and (param2&0xf0)) after other params
// Set content (param0 and param2&0xf0)) after other params
// because this needs to override part of param2
setContent(content);
}
@ -210,40 +179,22 @@ struct MapNode
void setLight(enum LightBank bank, u8 a_light, INodeDefManager *nodemgr);
u8 getLight(enum LightBank bank, INodeDefManager *nodemgr) const;
u8 getLightBanksWithSource(INodeDefManager *nodemgr) 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 l = ((daylight_factor * getLight(LIGHTBANK_DAY, nodemgr)
+ (1000-daylight_factor) * getLight(LIGHTBANK_NIGHT, nodemgr))
)/1000;
u8 max = LIGHT_MAX;
if(getLight(LIGHTBANK_DAY, nodemgr) == LIGHT_SUN)
max = LIGHT_SUN;
if(l > max)
l = max;
return l;
u8 lightday = 0;
u8 lightnight = 0;
getLightBanks(lightday, lightnight, nodemgr);
return blend_light(daylight_factor, lightday, lightnight);
}
/*// 0 <= daylight_factor <= 1000
// 0 <= return value <= 255
u8 getLightBlend(u32 daylight_factor, INodeDefManager *nodemgr)
{
u8 daylight = decode_light(getLight(LIGHTBANK_DAY, nodemgr));
u8 nightlight = decode_light(getLight(LIGHTBANK_NIGHT, nodemgr));
u8 mix = ((daylight_factor * daylight
+ (1000-daylight_factor) * nightlight)
)/1000;
return mix;
}*/
/*
Gets mineral content of node, if there is any.
MINERAL_NONE if doesn't contain or isn't able to contain mineral.
*/
u8 getMineral(INodeDefManager *nodemgr) const;
u8 getFaceDir(INodeDefManager *nodemgr) const;
u8 getWallMounted(INodeDefManager *nodemgr) const;
v3s16 getWallMountedDir(INodeDefManager *nodemgr) const;
/*
Serialization functions
*/
@ -252,8 +203,44 @@ struct MapNode
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 serialize_pre22(u8 *dest, u8 version);
void deSerialize_pre22(u8 *source, u8 version);
};
/*
MapNode helpers for mesh making stuff
*/
#ifndef SERVER
/*
Nodes make a face if contents differ and solidness differs.
Return value:
0: No face
1: Face uses m1's content
2: Face uses m2's content
equivalent: Whether the blocks share the same face (eg. water and glass)
*/
u8 face_contents(content_t m1, content_t m2, bool *equivalent,
INodeDefManager *nodemgr);
/*
Gets lighting value at face of node
@ -275,3 +262,6 @@ u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
#endif
#endif