3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
22 #include "irrlichttypes_bloated.h"
27 #include "nameidmapping.h"
29 #include "client/tile.h"
30 #include <IMeshManipulator.h>
33 #include "itemgroup.h"
34 #include "sound.h" // SimpleSoundSpec
35 #include "constants.h" // BS
36 #include "texture_override.h" // TextureOverride
37 #include "tileanimation.h"
39 // PROTOCOL_VERSION >= 37
40 static const u8 CONTENTFEATURES_VERSION = 13;
42 class IItemDefManager;
54 enum ContentParamType2
59 // Flowing liquid properties
61 // Direction for chests and furnaces and such
63 // Direction for signs, torches and such
65 // Block level like FLOWINGLIQUID
67 // 2D rotation for things like plants
69 // Mesh options for plants
73 // 3 bits of palette index, then facedir
75 // 5 bits of palette index, then wallmounted
76 CPT2_COLORED_WALLMOUNTED,
77 // Glasslike framed drawtype internal liquid level, param2 values 0 to 63
78 CPT2_GLASSLIKE_LIQUID_LEVEL,
90 NODEBOX_REGULAR, // Regular block; allows buildable_to
91 NODEBOX_FIXED, // Static separately defined box(es)
92 NODEBOX_WALLMOUNTED, // Box for wall mounted nodes; (top, bottom, side)
93 NODEBOX_LEVELED, // Same as fixed, but with dynamic height from param2. for snow, ...
94 NODEBOX_CONNECTED, // optionally draws nodeboxes if a neighbor node attaches
99 enum NodeBoxType type;
100 // NODEBOX_REGULAR (no parameters)
102 std::vector<aabb3f> fixed;
103 // NODEBOX_WALLMOUNTED
106 aabb3f wall_side; // being at the -X side
108 std::vector<aabb3f> connect_top;
109 std::vector<aabb3f> connect_bottom;
110 std::vector<aabb3f> connect_front;
111 std::vector<aabb3f> connect_left;
112 std::vector<aabb3f> connect_back;
113 std::vector<aabb3f> connect_right;
114 std::vector<aabb3f> disconnected_top;
115 std::vector<aabb3f> disconnected_bottom;
116 std::vector<aabb3f> disconnected_front;
117 std::vector<aabb3f> disconnected_left;
118 std::vector<aabb3f> disconnected_back;
119 std::vector<aabb3f> disconnected_right;
120 std::vector<aabb3f> disconnected;
121 std::vector<aabb3f> disconnected_sides;
127 void serialize(std::ostream &os, u16 protocol_version) const;
128 void deSerialize(std::istream &is);
140 enum AutoScale : u8 {
146 enum WorldAlignMode : u8 {
150 WORLDALIGN_FORCE_NODEBOX,
153 class TextureSettings {
155 LeavesStyle leaves_style;
156 WorldAlignMode world_aligned_mode;
157 AutoScale autoscale_mode;
158 int node_texture_size;
160 bool connected_glass;
161 bool enable_mesh_cache;
164 TextureSettings() = default;
171 // A basic solid block
175 // Do not draw face towards same kind of flowing/source liquid
177 // A very special kind of thing
179 // Glass-like, don't draw faces towards other glass
181 // Leaves-like, draw all faces no matter what
183 // Enabled -> ndt_allfaces, disabled -> ndt_normal
184 NDT_ALLFACES_OPTIONAL,
185 // Single plane perpendicular to a surface
187 // Single plane parallel to a surface
189 // 2 vertical planes in a 'X' shape diagonal to XZ axes.
190 // paramtype2 = "meshoptions" allows various forms, sizes and
191 // vertical and horizontal random offsets.
193 // Fenceposts that connect to neighbouring fenceposts with horizontal bars
195 // Selects appropriate junction texture to connect like rails to
196 // neighbouring raillikes.
198 // Custom Lua-definable structure of multiple cuboids
200 // Glass-like, draw connected frames and all visible faces.
201 // param2 > 0 defines 64 levels of internal liquid
202 // Uses 3 textures, one for frames, second for faces,
203 // optional third is a 'special tile' for the liquid.
204 NDT_GLASSLIKE_FRAMED,
205 // Draw faces slightly rotated and only on neighbouring nodes
207 // Enabled -> ndt_glasslike_framed, disabled -> ndt_glasslike
208 NDT_GLASSLIKE_FRAMED_OPTIONAL,
209 // Uses static meshes
211 // Combined plantlike-on-solid
212 NDT_PLANTLIKE_ROOTED,
215 // Mesh options for NDT_PLANTLIKE with CPT2_MESHOPTIONS
216 static const u8 MO_MASK_STYLE = 0x07;
217 static const u8 MO_BIT_RANDOM_OFFSET = 0x08;
218 static const u8 MO_BIT_SCALE_SQRT2 = 0x10;
219 static const u8 MO_BIT_RANDOM_OFFSET_Y = 0x20;
220 enum PlantlikeStyle {
228 enum AlignStyle : u8 {
231 ALIGN_STYLE_USER_DEFINED,
234 enum AlphaMode : u8 {
238 ALPHAMODE_LEGACY_COMPAT, /* means either opaque or clip */
243 Stand-alone definition of a TileSpec (basically a server-side TileSpec)
248 std::string name = "";
249 bool backface_culling = true; // Takes effect only in special cases
250 bool tileable_horizontal = true;
251 bool tileable_vertical = true;
252 //! If true, the tile has its own color.
253 bool has_color = false;
254 //! The color of the tile.
255 video::SColor color = video::SColor(0xFFFFFFFF);
256 AlignStyle align_style = ALIGN_STYLE_NODE;
259 struct TileAnimationParams animation;
263 animation.type = TAT_NONE;
266 void serialize(std::ostream &os, u16 protocol_version) const;
267 void deSerialize(std::istream &is, u8 contentfeatures_version,
268 NodeDrawType drawtype);
271 // Defines the number of special tiles per nodedef
273 // NOTE: When changing this value, the enum entries of OverrideTarget and
274 // parser in TextureOverrideSource must be updated so that all special
275 // tiles can be overridden.
276 #define CF_SPECIAL_COUNT 6
278 struct ContentFeatures
285 // up down right left back front
288 // - Currently used for flowing liquids
289 TileSpec special_tiles[CF_SPECIAL_COUNT];
290 u8 solidness; // Used when choosing which face is drawn
291 u8 visual_solidness; // When solidness=0, this tells how it looks like
292 bool backface_culling;
295 // Server-side cached callback existence for fast skipping
296 bool has_on_construct;
297 bool has_on_destruct;
298 bool has_after_destruct;
304 // --- GENERAL PROPERTIES ---
306 std::string name; // "" = undefined node
307 ItemGroupList groups; // Same as in itemdef
308 // Type of MapNode::param1
309 ContentParamType param_type;
310 // Type of MapNode::param2
311 ContentParamType2 param_type_2;
313 // --- VISUAL PROPERTIES ---
315 enum NodeDrawType drawtype;
318 scene::IMesh *mesh_ptr[24];
319 video::SColor minimap_color;
321 float visual_scale; // Misc. scale parameter
323 // These will be drawn over the base tiles.
324 TileDef tiledef_overlay[6];
325 TileDef tiledef_special[CF_SPECIAL_COUNT]; // eg. flowing liquid
327 // The color of the node.
329 std::string palette_name;
330 std::vector<video::SColor> *palette;
331 // Used for waving leaves/plants
333 // for NDT_CONNECTED pairing
335 std::vector<std::string> connects_to;
336 std::vector<content_t> connects_to_ids;
337 // Post effect color, drawn when the camera is inside the node.
338 video::SColor post_effect_color;
339 // Flowing liquid or leveled nodebox, value = default level
341 // Maximum value for leveled nodes
344 // --- LIGHTING-RELATED ---
346 bool light_propagates;
347 bool sunlight_propagates;
348 // Amount of light the node emits
351 // --- MAP GENERATION ---
353 // True for all ground-like things like stone and mud, false for eg. trees
354 bool is_ground_content;
356 // --- INTERACTION PROPERTIES ---
358 // This is used for collision detection.
359 // Also for general solidness queries.
361 // Player can point to these
363 // Player can dig these
365 // Player can climb these
367 // Player can build on these
369 // Player cannot build to these (placement prediction disabled)
371 u32 damage_per_second;
372 // client dig prediction
373 std::string node_dig_prediction;
375 // --- LIQUID PROPERTIES ---
377 // Whether the node is non-liquid, source liquid or flowing liquid
378 enum LiquidType liquid_type;
379 // If the content is liquid, this is the flowing version of the liquid.
380 std::string liquid_alternative_flowing;
381 content_t liquid_alternative_flowing_id;
382 // If the content is liquid, this is the source version of the liquid.
383 std::string liquid_alternative_source;
384 content_t liquid_alternative_source_id;
385 // Viscosity for fluid flow, ranging from 1 to 7, with
386 // 1 giving almost instantaneous propagation and 7 being
387 // the slowest possible
389 // Is liquid renewable (new liquid source will be created between 2 existing)
390 bool liquid_renewable;
391 // Number of flowing liquids surrounding source
394 // Liquids flow into and replace node
400 NodeBox selection_box;
401 NodeBox collision_box;
403 // --- SOUND PROPERTIES ---
405 SimpleSoundSpec sound_footstep;
406 SimpleSoundSpec sound_dig;
407 SimpleSoundSpec sound_dug;
411 // Compatibility with old maps
412 // Set to true if paramtype used to be 'facedir_simple'
413 bool legacy_facedir_simple;
414 // Set to true if wall_mounted used to be set to true
415 bool legacy_wallmounted;
424 void serialize(std::ostream &os, u16 protocol_version) const;
425 void deSerialize(std::istream &is);
430 void setDefaultAlphaMode()
435 case NDT_FLOWINGLIQUID:
436 alpha = ALPHAMODE_OPAQUE;
440 alpha = ALPHAMODE_LEGACY_COMPAT; // this should eventually be OPAQUE
443 alpha = ALPHAMODE_CLIP;
448 bool needsBackfaceCulling() const
456 case NDT_PLANTLIKE_ROOTED:
464 bool isLiquid() const{
465 return (liquid_type != LIQUID_NONE);
467 bool sameLiquid(const ContentFeatures &f) const{
468 if(!isLiquid() || !f.isLiquid()) return false;
469 return (liquid_alternative_flowing_id == f.liquid_alternative_flowing_id);
472 int getGroup(const std::string &group) const
474 return itemgroup_get(groups, group);
478 void updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc,
479 scene::IMeshManipulator *meshmanip, Client *client, const TextureSettings &tsettings);
485 * Checks if any tile texture has any transparent pixels.
486 * Prints a warning and returns true if that is the case, false otherwise.
487 * This is supposed to be used for use_texture_alpha backwards compatibility.
489 bool textureAlphaCheck(ITextureSource *tsrc, const TileDef *tiles,
493 void setAlphaFromLegacy(u8 legacy_alpha);
495 u8 getAlphaForLegacy() const;
499 * @brief This class is for getting the actual properties of nodes from their
502 * @details The nodes on the map are represented by three numbers (see MapNode).
503 * The first number (param0) is the type of a node. All node types have own
504 * properties (see ContentFeatures). This class is for storing and getting the
505 * properties of nodes.
506 * The manager is first filled with registered nodes, then as the game begins,
507 * functions only get `const` pointers to it, to prevent modification of
510 class NodeDefManager {
513 * Creates a NodeDefManager, and registers three ContentFeatures:
514 * \ref CONTENT_AIR, \ref CONTENT_UNKNOWN and \ref CONTENT_IGNORE.
520 * Returns the properties for the given content type.
521 * @param c content type of a node
522 * @return properties of the given content type, or \ref CONTENT_UNKNOWN
523 * if the given content type is not registered.
525 inline const ContentFeatures& get(content_t c) const {
527 c < m_content_features.size() ?
528 m_content_features[c] : m_content_features[CONTENT_UNKNOWN];
532 * Returns the properties of the given node.
533 * @param n a map node
534 * @return properties of the given node or @ref CONTENT_UNKNOWN if the
535 * given content type is not registered.
537 inline const ContentFeatures& get(const MapNode &n) const {
538 return get(n.getContent());
542 * Returns the node properties for a node name.
543 * @param name name of a node
544 * @return properties of the given node or @ref CONTENT_UNKNOWN if
547 const ContentFeatures& get(const std::string &name) const;
550 * Returns the content ID for the given name.
551 * @param name a node name
552 * @param[out] result will contain the content ID if found, otherwise
554 * @return true if the ID was found, false otherwise
556 bool getId(const std::string &name, content_t &result) const;
559 * Returns the content ID for the given name.
560 * @param name a node name
561 * @return ID of the node or @ref CONTENT_IGNORE if not found
563 content_t getId(const std::string &name) const;
566 * Returns the content IDs of the given node name or node group name.
567 * Group names start with "group:".
568 * @param name a node name or node group name
569 * @param[out] result will be appended with matching IDs
570 * @return true if `name` is a valid node name or a (not necessarily
573 bool getIds(const std::string &name, std::vector<content_t> &result) const;
576 * Returns the smallest box in integer node coordinates that
577 * contains all nodes' selection boxes. The returned box might be larger
578 * than the minimal size if the largest node is removed from the manager.
580 inline core::aabbox3d<s16> getSelectionBoxIntUnion() const {
581 return m_selection_box_int_union;
585 * Checks whether a node connects to an adjacent node.
586 * @param from the node to be checked
587 * @param to the adjacent node
588 * @param connect_face a bit field indicating which face of the node is
589 * adjacent to the other node.
590 * Bits: +y (least significant), -y, -z, -x, +z, +x (most significant).
591 * @return true if the node connects, false otherwise
593 bool nodeboxConnects(MapNode from, MapNode to,
594 u8 connect_face) const;
597 * Registers a NodeResolver to wait for the registration of
598 * ContentFeatures. Once the node registration finishes, all
599 * listeners are notified.
601 void pendNodeResolve(NodeResolver *nr) const;
604 * Stops listening to the NodeDefManager.
605 * @return true if the listener was registered before, false otherwise
607 bool cancelNodeResolveCallback(NodeResolver *nr) const;
610 * Registers a new node type with the given name and allocates a new
612 * Should not be called with an already existing name.
613 * @param name name of the node, must match with `def.name`.
614 * @param def definition of the registered node type.
615 * @return ID of the registered node or @ref CONTENT_IGNORE if
616 * the function could not allocate an ID.
618 content_t set(const std::string &name, const ContentFeatures &def);
621 * Allocates a blank node ID for the given name.
622 * @param name name of a node
623 * @return allocated ID or @ref CONTENT_IGNORE if could not allocate
626 content_t allocateDummy(const std::string &name);
629 * Removes the given node name from the manager.
630 * The node ID will remain in the manager, but won't be linked to any name.
631 * @param name name to be removed
633 void removeNode(const std::string &name);
636 * Regenerates the alias list (a map from names to node IDs).
637 * @param idef the item definition manager containing alias information
639 void updateAliases(IItemDefManager *idef);
642 * Replaces the textures of registered nodes with the ones specified in
643 * the texturepack's override.txt file
645 * @param overrides the texture overrides
647 void applyTextureOverrides(const std::vector<TextureOverride> &overrides);
650 * Only the client uses this. Loads textures and shaders required for
651 * rendering the nodes.
652 * @param gamedef must be a Client.
653 * @param progress_cbk called each time a node is loaded. Arguments:
654 * `progress_cbk_args`, number of loaded ContentFeatures, number of
655 * total ContentFeatures.
656 * @param progress_cbk_args passed to the callback function
658 void updateTextures(IGameDef *gamedef,
659 void (*progress_cbk)(void *progress_args, u32 progress, u32 max_progress),
660 void *progress_cbk_args);
663 * Writes the content of this manager to the given output stream.
664 * @param protocol_version serialization version of ContentFeatures
666 void serialize(std::ostream &os, u16 protocol_version) const;
669 * Restores the manager from a serialized stream.
670 * This clears the previous state.
671 * @param is input stream containing a serialized NodeDefManager
673 void deSerialize(std::istream &is);
676 * Used to indicate that node registration has finished.
677 * @param completed tells whether registration is complete
679 inline void setNodeRegistrationStatus(bool completed) {
680 m_node_registration_complete = completed;
684 * Notifies the registered NodeResolver instances that node registration
685 * has finished, then unregisters all listeners.
686 * Must be called after node registration has finished!
688 void runNodeResolveCallbacks();
691 * Sets the registration completion flag to false and unregisters all
692 * NodeResolver instances listening to the manager.
694 void resetNodeResolveState();
697 * Resolves (caches the IDs) cross-references between nodes,
698 * like liquid alternatives.
699 * Must be called after node registration has finished!
701 void resolveCrossrefs();
705 * Resets the manager to its initial state.
706 * See the documentation of the constructor.
711 * Allocates a new content ID, and returns it.
712 * @return the allocated ID or \ref CONTENT_IGNORE if could not allocate
714 content_t allocateId();
717 * Binds the given content ID and node name.
718 * Registers them in \ref m_name_id_mapping and
719 * \ref m_name_id_mapping_with_aliases.
720 * @param i a content ID
721 * @param name a node name
723 void addNameIdMapping(content_t i, std::string name);
726 * Removes a content ID from all groups.
727 * Erases content IDs from vectors in \ref m_group_to_items and
728 * removes empty vectors.
729 * @param id Content ID
731 void eraseIdFromGroups(content_t id);
734 * Recalculates m_selection_box_int_union based on
735 * m_selection_box_union.
737 void fixSelectionBoxIntUnion();
739 //! Features indexed by ID.
740 std::vector<ContentFeatures> m_content_features;
742 //! A mapping for fast conversion between names and IDs
743 NameIdMapping m_name_id_mapping;
746 * Like @ref m_name_id_mapping, but maps only from names to IDs, and
747 * includes aliases too. Updated by \ref updateAliases().
748 * Note: Not serialized.
750 std::unordered_map<std::string, content_t> m_name_id_mapping_with_aliases;
753 * A mapping from group names to a vector of content types that belong
754 * to it. Necessary for a direct lookup in \ref getIds().
755 * Note: Not serialized.
757 std::unordered_map<std::string, std::vector<content_t>> m_group_to_items;
760 * The next ID that might be free to allocate.
761 * It can be allocated already, because \ref CONTENT_AIR,
762 * \ref CONTENT_UNKNOWN and \ref CONTENT_IGNORE are registered when the
763 * manager is initialized, and new IDs are allocated from 0.
767 //! True if all nodes have been registered.
768 bool m_node_registration_complete;
771 * The union of all nodes' selection boxes.
772 * Might be larger if big nodes are removed from the manager.
774 aabb3f m_selection_box_union;
777 * The smallest box in integer node coordinates that
778 * contains all nodes' selection boxes.
779 * Might be larger if big nodes are removed from the manager.
781 core::aabbox3d<s16> m_selection_box_int_union;
784 * NodeResolver instances to notify once node registration has finished.
785 * Even constant NodeDefManager instances can register listeners.
787 mutable std::vector<NodeResolver *> m_pending_resolve_callbacks;
790 NodeDefManager *createNodeDefManager();
795 virtual ~NodeResolver();
796 virtual void resolveNodeNames() = 0;
798 // required because this class is used as mixin for ObjDef
799 void cloneTo(NodeResolver *res) const;
801 bool getIdFromNrBacklog(content_t *result_out,
802 const std::string &node_alt, content_t c_fallback,
803 bool error_on_fallback = true);
804 bool getIdsFromNrBacklog(std::vector<content_t> *result_out,
805 bool all_required = false, content_t c_fallback = CONTENT_IGNORE);
807 void nodeResolveInternal();
809 u32 m_nodenames_idx = 0;
810 u32 m_nnlistsizes_idx = 0;
811 std::vector<std::string> m_nodenames;
812 std::vector<size_t> m_nnlistsizes;
813 const NodeDefManager *m_ndef = nullptr;
814 bool m_resolve_done = false;