2010-11-27 00:02:21 +01:00
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/*
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2013-02-24 18:40:43 +01:00
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Minetest
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2013-02-24 19:38:45 +01:00
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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2010-11-29 19:05:30 +01:00
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This program is free software; you can redistribute it and/or modify
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2012-06-05 16:56:56 +02:00
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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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2010-11-29 19:05:30 +01:00
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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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2012-06-05 16:56:56 +02:00
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GNU Lesser General Public License for more details.
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2010-11-29 19:05:30 +01:00
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2012-06-05 16:56:56 +02:00
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You should have received a copy of the GNU Lesser General Public License along
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2010-11-29 19:05:30 +01:00
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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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2010-11-27 00:02:21 +01:00
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*/
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#ifndef MAPNODE_HEADER
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#define MAPNODE_HEADER
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2011-11-13 12:09:45 +01:00
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#include "irrlichttypes.h"
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2012-06-17 03:00:31 +02:00
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#include "irr_v3d.h"
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2012-03-19 04:25:09 +01:00
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#include "irr_aabb3d.h"
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2010-11-27 00:02:21 +01:00
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#include "light.h"
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2013-08-11 04:09:45 +02:00
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#include <string>
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2012-03-19 04:25:09 +01:00
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#include <vector>
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2011-06-17 21:20:15 +02:00
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2011-11-14 20:41:30 +01:00
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class INodeDefManager;
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2011-06-17 21:20:15 +02:00
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/*
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Naming scheme:
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- Material = irrlicht's Material class
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2011-07-23 15:55:26 +02:00
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- Content = (content_t) content of a node
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2011-06-17 21:20:15 +02:00
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- Tile = TileSpec at some side of a node of some content type
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2011-07-02 00:07:54 +02:00
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*/
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typedef u16 content_t;
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2010-11-29 09:52:07 +01:00
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/*
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2013-07-14 00:55:47 +02:00
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The maximum node ID that can be registered by mods. This must
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be significantly lower than the maximum content_t value, so that
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there is enough room for dummy node IDs, which are created when
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a MapBlock containing unknown node names is loaded from disk.
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*/
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2013-10-30 20:46:52 +01:00
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#define MAX_REGISTERED_CONTENT 0x7fffU
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2010-11-29 09:52:07 +01:00
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2013-07-14 00:55:47 +02:00
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/*
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A solid walkable node with the texture unknown_node.png.
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For example, used on the client to display unregistered node IDs
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(instead of expanding the vector of node definitions each time
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such a node is received).
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2010-11-29 09:52:07 +01:00
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*/
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2013-07-14 00:55:47 +02:00
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#define CONTENT_UNKNOWN 125
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2010-11-29 09:52:07 +01:00
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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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2011-07-02 00:07:54 +02:00
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#define CONTENT_AIR 126
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2010-11-27 00:02:21 +01:00
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2013-07-14 00:55:47 +02:00
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/*
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Ignored node.
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2015-01-04 09:30:10 +01:00
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2013-07-14 00:55:47 +02:00
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Unloaded chunks are considered to consist of this. Several other
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methods return this when an error occurs. Also, during
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map generation this means the node has not been set yet.
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2015-01-04 09:30:10 +01:00
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2013-07-14 00:55:47 +02:00
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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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2010-12-18 16:46:00 +01:00
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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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2013-07-08 21:19:22 +02:00
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/*
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Simple rotation enum.
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*/
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enum Rotation {
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ROTATE_0,
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ROTATE_90,
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ROTATE_180,
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ROTATE_270,
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ROTATE_RAND,
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};
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2011-07-16 16:01:37 +02:00
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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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2013-02-24 15:39:07 +01:00
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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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2011-08-16 08:31:33 +02:00
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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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2013-02-24 15:39:07 +01:00
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#define LIQUID_INFINITY_MASK 0x80 //0b10000000
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2013-07-13 19:48:14 +02:00
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// mask for param2, now as for liquid
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2013-07-28 15:11:59 +02:00
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#define LEVELED_MASK 0x3F
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2013-07-13 19:48:14 +02:00
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#define LEVELED_MAX LEVELED_MASK
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2014-12-09 15:45:07 +01:00
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struct ContentFeatures;
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2011-01-25 23:41:06 +01:00
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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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2011-01-17 13:57:37 +01:00
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2011-07-16 16:01:37 +02:00
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2010-11-27 00:02:21 +01:00
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struct MapNode
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{
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2011-07-02 00:07:54 +02:00
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/*
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Main content
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*/
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2012-07-17 21:04:38 +02:00
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u16 param0;
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2010-11-27 00:02:21 +01:00
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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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2011-07-02 00:07:54 +02:00
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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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2010-11-27 00:02:21 +01:00
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*/
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2011-11-13 09:57:55 +01:00
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u8 param1;
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2015-01-04 09:30:10 +01:00
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2011-04-04 10:18:14 +02:00
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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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2011-11-13 09:57:55 +01:00
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u8 param2;
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2010-12-01 14:20:12 +01:00
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2015-01-17 10:19:26 +01:00
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MapNode()
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{ }
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2010-11-27 00:02:21 +01:00
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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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2014-12-21 16:37:45 +01:00
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2015-01-17 10:19:26 +01:00
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MapNode(content_t content, u8 a_param1=0, u8 a_param2=0)
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2014-12-21 16:37:45 +01:00
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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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2011-11-16 15:47:20 +01:00
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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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2010-11-27 00:02:21 +01:00
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2010-11-29 09:52:07 +01:00
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bool operator==(const MapNode &other)
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{
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2011-07-23 15:55:26 +02:00
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return (param0 == other.param0
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&& param1 == other.param1
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2011-01-25 08:53:21 +01:00
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&& param2 == other.param2);
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2010-11-29 09:52:07 +01:00
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}
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2015-01-04 09:30:10 +01:00
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2011-07-02 00:07:54 +02:00
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// To be used everywhere
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2011-11-14 20:41:30 +01:00
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content_t getContent() const
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2011-07-02 00:07:54 +02:00
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{
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2012-07-17 21:04:38 +02:00
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return param0;
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2011-07-02 00:07:54 +02:00
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}
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void setContent(content_t c)
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{
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2012-07-17 21:04:38 +02:00
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param0 = c;
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2011-07-02 00:07:54 +02:00
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}
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2011-11-17 10:22:24 +01:00
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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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2012-07-17 21:04:38 +02:00
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return param2;
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2011-11-17 10:22:24 +01:00
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}
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void setParam2(u8 p)
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{
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2012-07-17 21:04:38 +02:00
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param2 = p;
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2011-11-17 10:22:24 +01:00
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}
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2015-01-04 09:30:10 +01:00
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2011-11-14 20:41:30 +01:00
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void setLight(enum LightBank bank, u8 a_light, INodeDefManager *nodemgr);
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2015-02-07 08:52:56 +01:00
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/**
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* Check if the light value for night differs from the light value for day.
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*
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* @return If the light values are equal, returns true; otherwise false
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*/
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bool isLightDayNightEq(INodeDefManager *nodemgr) const;
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2011-11-14 20:41:30 +01:00
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u8 getLight(enum LightBank bank, INodeDefManager *nodemgr) const;
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2014-12-09 15:45:07 +01:00
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/**
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* This function differs from getLight(enum LightBank bank, INodeDefManager *nodemgr)
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* in that the ContentFeatures of the node in question are not retrieved by
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* the function itself. Thus, if you have already called nodemgr->get() to
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* get the ContentFeatures you pass it to this function instead of the
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* function getting ContentFeatures itself. Since INodeDefManager::get()
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* is relatively expensive this can lead to significant performance
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* improvements in some situations. Call this function if (and only if)
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* you have already retrieved the ContentFeatures by calling
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* INodeDefManager::get() for the node you're working with and the
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* pre-conditions listed are true.
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*
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* @pre f != NULL
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* @pre f->param_type == CPT_LIGHT
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*/
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2015-02-23 14:20:06 +01:00
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u8 getLightNoChecks(LightBank bank, const ContentFeatures *f) const;
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2014-12-09 15:45:07 +01:00
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2012-01-21 00:11:44 +01:00
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bool getLightBanks(u8 &lightday, u8 &lightnight, INodeDefManager *nodemgr) const;
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2014-12-14 12:28:08 +01:00
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2010-12-18 16:46:00 +01:00
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// 0 <= daylight_factor <= 1000
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2010-12-21 17:08:24 +01:00
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// 0 <= return value <= LIGHT_SUN
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2011-11-14 20:41:30 +01:00
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u8 getLightBlend(u32 daylight_factor, INodeDefManager *nodemgr) const
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2010-12-18 16:46:00 +01:00
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{
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2012-01-21 00:11:44 +01:00
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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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2010-12-18 16:46:00 +01:00
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}
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2010-11-27 00:02:21 +01:00
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2012-01-21 00:11:44 +01:00
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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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2015-01-04 09:30:10 +01:00
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2013-07-08 21:19:22 +02:00
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void rotateAlongYAxis(INodeDefManager *nodemgr, Rotation rot);
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2012-03-19 04:25:09 +01:00
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/*
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2014-10-18 18:46:16 +02:00
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Gets list of node boxes (used for rendering (NDT_NODEBOX))
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2012-03-19 04:25:09 +01:00
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*/
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Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.
This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.
In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.
The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.
Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.
Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.
I've posted a screenshot demonstrating the flexibility at
http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.
Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.
A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.
These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.
Example lua code needed to generate these nodes can be found here:
https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 09:16:31 +01:00
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void getNodeBoxes(INodeDefManager *nodemgr, std::vector<aabb3f> *boxes, u8 neighbors = 0);
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2012-03-19 04:25:09 +01:00
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/*
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Gets list of selection boxes
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*/
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Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.
This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.
In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.
The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.
Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.
Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.
I've posted a screenshot demonstrating the flexibility at
http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.
Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.
A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.
These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.
Example lua code needed to generate these nodes can be found here:
https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 09:16:31 +01:00
|
|
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void getSelectionBoxes(INodeDefManager *nodemg, std::vector<aabb3f> *boxes);
|
2012-01-21 00:11:44 +01:00
|
|
|
|
2014-10-18 18:46:16 +02:00
|
|
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/*
|
|
|
|
Gets list of collision boxes
|
|
|
|
*/
|
Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.
This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.
In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.
The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.
Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.
Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.
I've posted a screenshot demonstrating the flexibility at
http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.
Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.
A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.
These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.
Example lua code needed to generate these nodes can be found here:
https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 09:16:31 +01:00
|
|
|
void getCollisionBoxes(INodeDefManager *nodemgr, std::vector<aabb3f> *boxes, u8 neighbors = 0);
|
2014-10-18 18:46:16 +02:00
|
|
|
|
2015-01-04 09:30:10 +01:00
|
|
|
/*
|
|
|
|
Liquid helpers
|
|
|
|
*/
|
2013-07-27 20:34:30 +02:00
|
|
|
u8 getMaxLevel(INodeDefManager *nodemgr) const;
|
2013-07-13 19:48:14 +02:00
|
|
|
u8 getLevel(INodeDefManager *nodemgr) const;
|
2013-07-28 15:11:59 +02:00
|
|
|
u8 setLevel(INodeDefManager *nodemgr, s8 level = 1);
|
2013-07-27 20:34:30 +02:00
|
|
|
u8 addLevel(INodeDefManager *nodemgr, s8 add = 1);
|
2013-07-13 19:48:14 +02:00
|
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|
2010-12-11 17:11:03 +01:00
|
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|
/*
|
2011-07-02 00:07:54 +02:00
|
|
|
Serialization functions
|
2010-12-11 17:11:03 +01:00
|
|
|
*/
|
|
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|
2011-07-02 00:07:54 +02:00
|
|
|
static u32 serializedLength(u8 version);
|
|
|
|
void serialize(u8 *dest, u8 version);
|
2011-11-16 12:03:28 +01:00
|
|
|
void deSerialize(u8 *source, u8 version);
|
2015-01-04 09:30:10 +01:00
|
|
|
|
2012-01-21 00:11:44 +01:00
|
|
|
// 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);
|
2010-11-27 00:02:21 +01:00
|
|
|
};
|
|
|
|
|
2012-01-21 00:11:44 +01:00
|
|
|
#endif
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