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;
57 enum ContentParamType2
62 // Flowing liquid properties
64 // Direction for chests and furnaces and such
66 // Direction for signs, torches and such
68 // Block level like FLOWINGLIQUID
72 // Mesh options for plants
76 // 3 bits of palette index, then facedir
78 // 5 bits of palette index, then wallmounted
79 CPT2_COLORED_WALLMOUNTED,
80 // Glasslike framed drawtype internal liquid level, param2 values 0 to 63
81 CPT2_GLASSLIKE_LIQUID_LEVEL,
82 // 3 bits of palette index, then degrotate
83 CPT2_COLORED_DEGROTATE,
95 NODEBOX_REGULAR, // Regular block; allows buildable_to
96 NODEBOX_FIXED, // Static separately defined box(es)
97 NODEBOX_WALLMOUNTED, // Box for wall mounted nodes; (top, bottom, side)
98 NODEBOX_LEVELED, // Same as fixed, but with dynamic height from param2. for snow, ...
99 NODEBOX_CONNECTED, // optionally draws nodeboxes if a neighbor node attaches
102 struct NodeBoxConnected
104 std::vector<aabb3f> connect_top;
105 std::vector<aabb3f> connect_bottom;
106 std::vector<aabb3f> connect_front;
107 std::vector<aabb3f> connect_left;
108 std::vector<aabb3f> connect_back;
109 std::vector<aabb3f> connect_right;
110 std::vector<aabb3f> disconnected_top;
111 std::vector<aabb3f> disconnected_bottom;
112 std::vector<aabb3f> disconnected_front;
113 std::vector<aabb3f> disconnected_left;
114 std::vector<aabb3f> disconnected_back;
115 std::vector<aabb3f> disconnected_right;
116 std::vector<aabb3f> disconnected;
117 std::vector<aabb3f> disconnected_sides;
122 enum NodeBoxType type;
123 // NODEBOX_REGULAR (no parameters)
125 std::vector<aabb3f> fixed;
126 // NODEBOX_WALLMOUNTED
129 aabb3f wall_side; // being at the -X side
131 // (kept externally to not bloat the structure)
132 std::shared_ptr<NodeBoxConnected> connected;
136 ~NodeBox() = default;
138 inline NodeBoxConnected &getConnected() {
140 connected = std::make_shared<NodeBoxConnected>();
143 inline const NodeBoxConnected &getConnected() const {
149 void serialize(std::ostream &os, u16 protocol_version) const;
150 void deSerialize(std::istream &is);
162 enum AutoScale : u8 {
168 enum WorldAlignMode : u8 {
172 WORLDALIGN_FORCE_NODEBOX,
175 class TextureSettings {
177 LeavesStyle leaves_style;
178 WorldAlignMode world_aligned_mode;
179 AutoScale autoscale_mode;
180 int node_texture_size;
182 bool connected_glass;
183 bool enable_mesh_cache;
186 TextureSettings() = default;
193 // A basic solid block
197 // Do not draw face towards same kind of flowing/source liquid
199 // A very special kind of thing
201 // Glass-like, don't draw faces towards other glass
203 // Leaves-like, draw all faces no matter what
205 // Enabled -> ndt_allfaces, disabled -> ndt_normal
206 NDT_ALLFACES_OPTIONAL,
207 // Single plane perpendicular to a surface
209 // Single plane parallel to a surface
211 // 2 vertical planes in a 'X' shape diagonal to XZ axes.
212 // paramtype2 = "meshoptions" allows various forms, sizes and
213 // vertical and horizontal random offsets.
215 // Fenceposts that connect to neighbouring fenceposts with horizontal bars
217 // Selects appropriate junction texture to connect like rails to
218 // neighbouring raillikes.
220 // Custom Lua-definable structure of multiple cuboids
222 // Glass-like, draw connected frames and all visible faces.
223 // param2 > 0 defines 64 levels of internal liquid
224 // Uses 3 textures, one for frames, second for faces,
225 // optional third is a 'special tile' for the liquid.
226 NDT_GLASSLIKE_FRAMED,
227 // Draw faces slightly rotated and only on neighbouring nodes
229 // Enabled -> ndt_glasslike_framed, disabled -> ndt_glasslike
230 NDT_GLASSLIKE_FRAMED_OPTIONAL,
231 // Uses static meshes
233 // Combined plantlike-on-solid
234 NDT_PLANTLIKE_ROOTED,
237 // Mesh options for NDT_PLANTLIKE with CPT2_MESHOPTIONS
238 static const u8 MO_MASK_STYLE = 0x07;
239 static const u8 MO_BIT_RANDOM_OFFSET = 0x08;
240 static const u8 MO_BIT_SCALE_SQRT2 = 0x10;
241 static const u8 MO_BIT_RANDOM_OFFSET_Y = 0x20;
242 enum PlantlikeStyle {
250 enum AlignStyle : u8 {
253 ALIGN_STYLE_USER_DEFINED,
256 enum AlphaMode : u8 {
260 ALPHAMODE_LEGACY_COMPAT, /* means either opaque or clip */
265 Stand-alone definition of a TileSpec (basically a server-side TileSpec)
270 std::string name = "";
271 bool backface_culling = true; // Takes effect only in special cases
272 bool tileable_horizontal = true;
273 bool tileable_vertical = true;
274 //! If true, the tile has its own color.
275 bool has_color = false;
276 //! The color of the tile.
277 video::SColor color = video::SColor(0xFFFFFFFF);
278 AlignStyle align_style = ALIGN_STYLE_NODE;
281 struct TileAnimationParams animation;
285 animation.type = TAT_NONE;
288 void serialize(std::ostream &os, u16 protocol_version) const;
289 void deSerialize(std::istream &is, u8 contentfeatures_version,
290 NodeDrawType drawtype);
293 // Defines the number of special tiles per nodedef
295 // NOTE: When changing this value, the enum entries of OverrideTarget and
296 // parser in TextureOverrideSource must be updated so that all special
297 // tiles can be overridden.
298 #define CF_SPECIAL_COUNT 6
300 struct ContentFeatures
307 // up down right left back front
310 TileSpec special_tiles[CF_SPECIAL_COUNT];
311 u8 solidness; // Used when choosing which face is drawn
312 u8 visual_solidness; // When solidness=0, this tells how it looks like
313 bool backface_culling;
316 // Server-side cached callback existence for fast skipping
317 bool has_on_construct;
318 bool has_on_destruct;
319 bool has_after_destruct;
325 // --- GENERAL PROPERTIES ---
327 std::string name; // "" = undefined node
328 ItemGroupList groups; // Same as in itemdef
329 // Type of MapNode::param1
330 ContentParamType param_type;
331 // Type of MapNode::param2
332 ContentParamType2 param_type_2;
334 // --- VISUAL PROPERTIES ---
336 enum NodeDrawType drawtype;
339 scene::IMesh *mesh_ptr[24];
340 video::SColor minimap_color;
342 float visual_scale; // Misc. scale parameter
344 // These will be drawn over the base tiles.
345 TileDef tiledef_overlay[6];
346 TileDef tiledef_special[CF_SPECIAL_COUNT]; // eg. flowing liquid
348 // The color of the node.
350 std::string palette_name;
351 std::vector<video::SColor> *palette;
352 // Used for waving leaves/plants
354 // for NDT_CONNECTED pairing
356 std::vector<std::string> connects_to;
357 std::vector<content_t> connects_to_ids;
358 // Post effect color, drawn when the camera is inside the node.
359 video::SColor post_effect_color;
360 // Flowing liquid or leveled nodebox, value = default level
362 // Maximum value for leveled nodes
365 // --- LIGHTING-RELATED ---
367 bool light_propagates;
368 bool sunlight_propagates;
369 // Amount of light the node emits
372 // --- MAP GENERATION ---
374 // True for all ground-like things like stone and mud, false for eg. trees
375 bool is_ground_content;
377 // --- INTERACTION PROPERTIES ---
379 // This is used for collision detection.
380 // Also for general solidness queries.
382 // Player can point to these
384 // Player can dig these
386 // Player can climb these
388 // Player can build on these
390 // Player cannot build to these (placement prediction disabled)
392 u32 damage_per_second;
393 // client dig prediction
394 std::string node_dig_prediction;
395 // how slow players move through
396 u8 move_resistance = 0;
398 // --- LIQUID PROPERTIES ---
400 // Whether the node is non-liquid, source liquid or flowing liquid
401 enum LiquidType liquid_type;
402 // If true, movement (e.g. of players) inside this node is liquid-like.
403 bool liquid_move_physics;
404 // If the content is liquid, this is the flowing version of the liquid.
405 std::string liquid_alternative_flowing;
406 content_t liquid_alternative_flowing_id;
407 // If the content is liquid, this is the source version of the liquid.
408 std::string liquid_alternative_source;
409 content_t liquid_alternative_source_id;
410 // Viscosity for fluid flow, ranging from 1 to 7, with
411 // 1 giving almost instantaneous propagation and 7 being
412 // the slowest possible
414 // Is liquid renewable (new liquid source will be created between 2 existing)
415 bool liquid_renewable;
416 // Number of flowing liquids surrounding source
419 // Liquids flow into and replace node
425 NodeBox selection_box;
426 NodeBox collision_box;
428 // --- SOUND PROPERTIES ---
430 SimpleSoundSpec sound_footstep;
431 SimpleSoundSpec sound_dig;
432 SimpleSoundSpec sound_dug;
436 // Compatibility with old maps
437 // Set to true if paramtype used to be 'facedir_simple'
438 bool legacy_facedir_simple;
439 // Set to true if wall_mounted used to be set to true
440 bool legacy_wallmounted;
449 void serialize(std::ostream &os, u16 protocol_version) const;
450 void deSerialize(std::istream &is);
455 void setDefaultAlphaMode()
460 case NDT_FLOWINGLIQUID:
461 alpha = ALPHAMODE_OPAQUE;
465 alpha = ALPHAMODE_LEGACY_COMPAT; // this should eventually be OPAQUE
468 alpha = ALPHAMODE_CLIP;
473 bool needsBackfaceCulling() const
481 case NDT_PLANTLIKE_ROOTED:
489 bool isLiquid() const{
490 return (liquid_type != LIQUID_NONE);
492 bool sameLiquid(const ContentFeatures &f) const{
493 if(!isLiquid() || !f.isLiquid()) return false;
494 return (liquid_alternative_flowing_id == f.liquid_alternative_flowing_id);
497 bool lightingEquivalent(const ContentFeatures &other) const {
498 return light_propagates == other.light_propagates
499 && sunlight_propagates == other.sunlight_propagates
500 && light_source == other.light_source;
503 int getGroup(const std::string &group) const
505 return itemgroup_get(groups, group);
509 void updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc,
510 scene::IMeshManipulator *meshmanip, Client *client, const TextureSettings &tsettings);
516 * Checks if any tile texture has any transparent pixels.
517 * Prints a warning and returns true if that is the case, false otherwise.
518 * This is supposed to be used for use_texture_alpha backwards compatibility.
520 bool textureAlphaCheck(ITextureSource *tsrc, const TileDef *tiles,
524 void setAlphaFromLegacy(u8 legacy_alpha);
526 u8 getAlphaForLegacy() const;
530 * @brief This class is for getting the actual properties of nodes from their
533 * @details The nodes on the map are represented by three numbers (see MapNode).
534 * The first number (param0) is the type of a node. All node types have own
535 * properties (see ContentFeatures). This class is for storing and getting the
536 * properties of nodes.
537 * The manager is first filled with registered nodes, then as the game begins,
538 * functions only get `const` pointers to it, to prevent modification of
541 class NodeDefManager {
544 * Creates a NodeDefManager, and registers three ContentFeatures:
545 * \ref CONTENT_AIR, \ref CONTENT_UNKNOWN and \ref CONTENT_IGNORE.
551 * Returns the properties for the given content type.
552 * @param c content type of a node
553 * @return properties of the given content type, or \ref CONTENT_UNKNOWN
554 * if the given content type is not registered.
556 inline const ContentFeatures& get(content_t c) const {
558 (c < m_content_features.size() && !m_content_features[c].name.empty()) ?
559 m_content_features[c] : m_content_features[CONTENT_UNKNOWN];
563 * Returns the properties of the given node.
564 * @param n a map node
565 * @return properties of the given node or @ref CONTENT_UNKNOWN if the
566 * given content type is not registered.
568 inline const ContentFeatures& get(const MapNode &n) const {
569 return get(n.getContent());
573 * Returns the node properties for a node name.
574 * @param name name of a node
575 * @return properties of the given node or @ref CONTENT_UNKNOWN if
578 const ContentFeatures& get(const std::string &name) const;
581 * Returns the content ID for the given name.
582 * @param name a node name
583 * @param[out] result will contain the content ID if found, otherwise
585 * @return true if the ID was found, false otherwise
587 bool getId(const std::string &name, content_t &result) const;
590 * Returns the content ID for the given name.
591 * @param name a node name
592 * @return ID of the node or @ref CONTENT_IGNORE if not found
594 content_t getId(const std::string &name) const;
597 * Returns the content IDs of the given node name or node group name.
598 * Group names start with "group:".
599 * @param name a node name or node group name
600 * @param[out] result will be appended with matching IDs
601 * @return true if `name` is a valid node name or a (not necessarily
604 bool getIds(const std::string &name, std::vector<content_t> &result) const;
607 * Returns the smallest box in integer node coordinates that
608 * contains all nodes' selection boxes. The returned box might be larger
609 * than the minimal size if the largest node is removed from the manager.
611 inline core::aabbox3d<s16> getSelectionBoxIntUnion() const {
612 return m_selection_box_int_union;
616 * Checks whether a node connects to an adjacent node.
617 * @param from the node to be checked
618 * @param to the adjacent node
619 * @param connect_face a bit field indicating which face of the node is
620 * adjacent to the other node.
621 * Bits: +y (least significant), -y, -z, -x, +z, +x (most significant).
622 * @return true if the node connects, false otherwise
624 bool nodeboxConnects(MapNode from, MapNode to,
625 u8 connect_face) const;
628 * Registers a NodeResolver to wait for the registration of
629 * ContentFeatures. Once the node registration finishes, all
630 * listeners are notified.
632 void pendNodeResolve(NodeResolver *nr) const;
635 * Stops listening to the NodeDefManager.
636 * @return true if the listener was registered before, false otherwise
638 bool cancelNodeResolveCallback(NodeResolver *nr) const;
641 * Registers a new node type with the given name and allocates a new
643 * Should not be called with an already existing name.
644 * @param name name of the node, must match with `def.name`.
645 * @param def definition of the registered node type.
646 * @return ID of the registered node or @ref CONTENT_IGNORE if
647 * the function could not allocate an ID.
649 content_t set(const std::string &name, const ContentFeatures &def);
652 * Allocates a blank node ID for the given name.
653 * @param name name of a node
654 * @return allocated ID or @ref CONTENT_IGNORE if could not allocate
657 content_t allocateDummy(const std::string &name);
660 * Removes the given node name from the manager.
661 * The node ID will remain in the manager, but won't be linked to any name.
662 * @param name name to be removed
664 void removeNode(const std::string &name);
667 * Regenerates the alias list (a map from names to node IDs).
668 * @param idef the item definition manager containing alias information
670 void updateAliases(IItemDefManager *idef);
673 * Replaces the textures of registered nodes with the ones specified in
674 * the texturepack's override.txt file
676 * @param overrides the texture overrides
678 void applyTextureOverrides(const std::vector<TextureOverride> &overrides);
681 * Only the client uses this. Loads textures and shaders required for
682 * rendering the nodes.
683 * @param gamedef must be a Client.
684 * @param progress_cbk called each time a node is loaded. Arguments:
685 * `progress_cbk_args`, number of loaded ContentFeatures, number of
686 * total ContentFeatures.
687 * @param progress_cbk_args passed to the callback function
689 void updateTextures(IGameDef *gamedef, void *progress_cbk_args);
692 * Writes the content of this manager to the given output stream.
693 * @param protocol_version serialization version of ContentFeatures
695 void serialize(std::ostream &os, u16 protocol_version) const;
698 * Restores the manager from a serialized stream.
699 * This clears the previous state.
700 * @param is input stream containing a serialized NodeDefManager
702 void deSerialize(std::istream &is);
705 * Used to indicate that node registration has finished.
706 * @param completed tells whether registration is complete
708 inline void setNodeRegistrationStatus(bool completed) {
709 m_node_registration_complete = completed;
713 * Notifies the registered NodeResolver instances that node registration
714 * has finished, then unregisters all listeners.
715 * Must be called after node registration has finished!
717 void runNodeResolveCallbacks();
720 * Sets the registration completion flag to false and unregisters all
721 * NodeResolver instances listening to the manager.
723 void resetNodeResolveState();
726 * Resolves (caches the IDs) cross-references between nodes,
727 * like liquid alternatives.
728 * Must be called after node registration has finished!
730 void resolveCrossrefs();
734 * Resets the manager to its initial state.
735 * See the documentation of the constructor.
740 * Allocates a new content ID, and returns it.
741 * @return the allocated ID or \ref CONTENT_IGNORE if could not allocate
743 content_t allocateId();
746 * Binds the given content ID and node name.
747 * Registers them in \ref m_name_id_mapping and
748 * \ref m_name_id_mapping_with_aliases.
749 * @param i a content ID
750 * @param name a node name
752 void addNameIdMapping(content_t i, const std::string &name);
755 * Removes a content ID from all groups.
756 * Erases content IDs from vectors in \ref m_group_to_items and
757 * removes empty vectors.
758 * @param id Content ID
760 void eraseIdFromGroups(content_t id);
763 * Recalculates m_selection_box_int_union based on
764 * m_selection_box_union.
766 void fixSelectionBoxIntUnion();
768 //! Features indexed by ID.
769 std::vector<ContentFeatures> m_content_features;
771 //! A mapping for fast conversion between names and IDs
772 NameIdMapping m_name_id_mapping;
775 * Like @ref m_name_id_mapping, but maps only from names to IDs, and
776 * includes aliases too. Updated by \ref updateAliases().
777 * Note: Not serialized.
779 std::unordered_map<std::string, content_t> m_name_id_mapping_with_aliases;
782 * A mapping from group names to a vector of content types that belong
783 * to it. Necessary for a direct lookup in \ref getIds().
784 * Note: Not serialized.
786 std::unordered_map<std::string, std::vector<content_t>> m_group_to_items;
789 * The next ID that might be free to allocate.
790 * It can be allocated already, because \ref CONTENT_AIR,
791 * \ref CONTENT_UNKNOWN and \ref CONTENT_IGNORE are registered when the
792 * manager is initialized, and new IDs are allocated from 0.
796 //! True if all nodes have been registered.
797 bool m_node_registration_complete;
800 * The union of all nodes' selection boxes.
801 * Might be larger if big nodes are removed from the manager.
803 aabb3f m_selection_box_union;
806 * The smallest box in integer node coordinates that
807 * contains all nodes' selection boxes.
808 * Might be larger if big nodes are removed from the manager.
810 core::aabbox3d<s16> m_selection_box_int_union;
813 * NodeResolver instances to notify once node registration has finished.
814 * Even constant NodeDefManager instances can register listeners.
816 mutable std::vector<NodeResolver *> m_pending_resolve_callbacks;
819 NodeDefManager *createNodeDefManager();
821 // NodeResolver: Queue for node names which are then translated
822 // to content_t after the NodeDefManager was initialized
826 virtual ~NodeResolver();
827 // Callback which is run as soon NodeDefManager is ready
828 virtual void resolveNodeNames() = 0;
830 // required because this class is used as mixin for ObjDef
831 void cloneTo(NodeResolver *res) const;
833 bool getIdFromNrBacklog(content_t *result_out,
834 const std::string &node_alt, content_t c_fallback,
835 bool error_on_fallback = true);
836 bool getIdsFromNrBacklog(std::vector<content_t> *result_out,
837 bool all_required = false, content_t c_fallback = CONTENT_IGNORE);
839 inline bool isResolveDone() const { return m_resolve_done; }
840 void reset(bool resolve_done = false);
842 // Vector containing all node names in the resolve "queue"
843 std::vector<std::string> m_nodenames;
844 // Specifies the "set size" of node names which are to be processed
845 // this is used for getIdsFromNrBacklog
846 // TODO: replace or remove
847 std::vector<size_t> m_nnlistsizes;
850 friend class NodeDefManager; // m_ndef
852 const NodeDefManager *m_ndef = nullptr;
853 // Index of the next "m_nodenames" entry to resolve
854 u32 m_nodenames_idx = 0;
858 // Unittest requires access to m_resolve_done
859 friend class TestSchematic;
861 void nodeResolveInternal();
863 // Index of the next "m_nnlistsizes" entry to process
864 u32 m_nnlistsizes_idx = 0;
865 bool m_resolve_done = false;