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
70 // 2D rotation for things like plants
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,
93 NODEBOX_REGULAR, // Regular block; allows buildable_to
94 NODEBOX_FIXED, // Static separately defined box(es)
95 NODEBOX_WALLMOUNTED, // Box for wall mounted nodes; (top, bottom, side)
96 NODEBOX_LEVELED, // Same as fixed, but with dynamic height from param2. for snow, ...
97 NODEBOX_CONNECTED, // optionally draws nodeboxes if a neighbor node attaches
102 enum NodeBoxType type;
103 // NODEBOX_REGULAR (no parameters)
105 std::vector<aabb3f> fixed;
106 // NODEBOX_WALLMOUNTED
109 aabb3f wall_side; // being at the -X side
111 std::vector<aabb3f> connect_top;
112 std::vector<aabb3f> connect_bottom;
113 std::vector<aabb3f> connect_front;
114 std::vector<aabb3f> connect_left;
115 std::vector<aabb3f> connect_back;
116 std::vector<aabb3f> connect_right;
117 std::vector<aabb3f> disconnected_top;
118 std::vector<aabb3f> disconnected_bottom;
119 std::vector<aabb3f> disconnected_front;
120 std::vector<aabb3f> disconnected_left;
121 std::vector<aabb3f> disconnected_back;
122 std::vector<aabb3f> disconnected_right;
123 std::vector<aabb3f> disconnected;
124 std::vector<aabb3f> disconnected_sides;
130 void serialize(std::ostream &os, u16 protocol_version) const;
131 void deSerialize(std::istream &is);
143 enum AutoScale : u8 {
149 enum WorldAlignMode : u8 {
153 WORLDALIGN_FORCE_NODEBOX,
156 class TextureSettings {
158 LeavesStyle leaves_style;
159 WorldAlignMode world_aligned_mode;
160 AutoScale autoscale_mode;
161 int node_texture_size;
163 bool connected_glass;
164 bool enable_mesh_cache;
167 TextureSettings() = default;
174 // A basic solid block
178 // Do not draw face towards same kind of flowing/source liquid
180 // A very special kind of thing
182 // Glass-like, don't draw faces towards other glass
184 // Leaves-like, draw all faces no matter what
186 // Enabled -> ndt_allfaces, disabled -> ndt_normal
187 NDT_ALLFACES_OPTIONAL,
188 // Single plane perpendicular to a surface
190 // Single plane parallel to a surface
192 // 2 vertical planes in a 'X' shape diagonal to XZ axes.
193 // paramtype2 = "meshoptions" allows various forms, sizes and
194 // vertical and horizontal random offsets.
196 // Fenceposts that connect to neighbouring fenceposts with horizontal bars
198 // Selects appropriate junction texture to connect like rails to
199 // neighbouring raillikes.
201 // Custom Lua-definable structure of multiple cuboids
203 // Glass-like, draw connected frames and all visible faces.
204 // param2 > 0 defines 64 levels of internal liquid
205 // Uses 3 textures, one for frames, second for faces,
206 // optional third is a 'special tile' for the liquid.
207 NDT_GLASSLIKE_FRAMED,
208 // Draw faces slightly rotated and only on neighbouring nodes
210 // Enabled -> ndt_glasslike_framed, disabled -> ndt_glasslike
211 NDT_GLASSLIKE_FRAMED_OPTIONAL,
212 // Uses static meshes
214 // Combined plantlike-on-solid
215 NDT_PLANTLIKE_ROOTED,
218 // Mesh options for NDT_PLANTLIKE with CPT2_MESHOPTIONS
219 static const u8 MO_MASK_STYLE = 0x07;
220 static const u8 MO_BIT_RANDOM_OFFSET = 0x08;
221 static const u8 MO_BIT_SCALE_SQRT2 = 0x10;
222 static const u8 MO_BIT_RANDOM_OFFSET_Y = 0x20;
223 enum PlantlikeStyle {
231 enum AlignStyle : u8 {
234 ALIGN_STYLE_USER_DEFINED,
237 enum AlphaMode : u8 {
241 ALPHAMODE_LEGACY_COMPAT, /* means either opaque or clip */
246 Stand-alone definition of a TileSpec (basically a server-side TileSpec)
251 std::string name = "";
252 bool backface_culling = true; // Takes effect only in special cases
253 bool tileable_horizontal = true;
254 bool tileable_vertical = true;
255 //! If true, the tile has its own color.
256 bool has_color = false;
257 //! The color of the tile.
258 video::SColor color = video::SColor(0xFFFFFFFF);
259 AlignStyle align_style = ALIGN_STYLE_NODE;
262 struct TileAnimationParams animation;
266 animation.type = TAT_NONE;
269 void serialize(std::ostream &os, u16 protocol_version) const;
270 void deSerialize(std::istream &is, u8 contentfeatures_version,
271 NodeDrawType drawtype);
274 // Defines the number of special tiles per nodedef
276 // NOTE: When changing this value, the enum entries of OverrideTarget and
277 // parser in TextureOverrideSource must be updated so that all special
278 // tiles can be overridden.
279 #define CF_SPECIAL_COUNT 6
281 struct ContentFeatures
288 // up down right left back front
291 // - Currently used for flowing liquids
292 TileSpec special_tiles[CF_SPECIAL_COUNT];
293 u8 solidness; // Used when choosing which face is drawn
294 u8 visual_solidness; // When solidness=0, this tells how it looks like
295 bool backface_culling;
298 // Server-side cached callback existence for fast skipping
299 bool has_on_construct;
300 bool has_on_destruct;
301 bool has_after_destruct;
307 // --- GENERAL PROPERTIES ---
309 std::string name; // "" = undefined node
310 ItemGroupList groups; // Same as in itemdef
311 // Type of MapNode::param1
312 ContentParamType param_type;
313 // Type of MapNode::param2
314 ContentParamType2 param_type_2;
316 // --- VISUAL PROPERTIES ---
318 enum NodeDrawType drawtype;
321 scene::IMesh *mesh_ptr[24];
322 video::SColor minimap_color;
324 float visual_scale; // Misc. scale parameter
326 // These will be drawn over the base tiles.
327 TileDef tiledef_overlay[6];
328 TileDef tiledef_special[CF_SPECIAL_COUNT]; // eg. flowing liquid
330 // The color of the node.
332 std::string palette_name;
333 std::vector<video::SColor> *palette;
334 // Used for waving leaves/plants
336 // for NDT_CONNECTED pairing
338 std::vector<std::string> connects_to;
339 std::vector<content_t> connects_to_ids;
340 // Post effect color, drawn when the camera is inside the node.
341 video::SColor post_effect_color;
342 // Flowing liquid or leveled nodebox, value = default level
344 // Maximum value for leveled nodes
347 // --- LIGHTING-RELATED ---
349 bool light_propagates;
350 bool sunlight_propagates;
351 // Amount of light the node emits
354 // --- MAP GENERATION ---
356 // True for all ground-like things like stone and mud, false for eg. trees
357 bool is_ground_content;
359 // --- INTERACTION PROPERTIES ---
361 // This is used for collision detection.
362 // Also for general solidness queries.
364 // Player can point to these
366 // Player can dig these
368 // Player can climb these
370 // Player can build on these
372 // Player cannot build to these (placement prediction disabled)
374 u32 damage_per_second;
375 // client dig prediction
376 std::string node_dig_prediction;
378 // --- LIQUID PROPERTIES ---
380 // Whether the node is non-liquid, source liquid or flowing liquid
381 enum LiquidType liquid_type;
382 // If the content is liquid, this is the flowing version of the liquid.
383 std::string liquid_alternative_flowing;
384 content_t liquid_alternative_flowing_id;
385 // If the content is liquid, this is the source version of the liquid.
386 std::string liquid_alternative_source;
387 content_t liquid_alternative_source_id;
388 // Viscosity for fluid flow, ranging from 1 to 7, with
389 // 1 giving almost instantaneous propagation and 7 being
390 // the slowest possible
392 // Is liquid renewable (new liquid source will be created between 2 existing)
393 bool liquid_renewable;
394 // Number of flowing liquids surrounding source
397 // Liquids flow into and replace node
403 NodeBox selection_box;
404 NodeBox collision_box;
406 // --- SOUND PROPERTIES ---
408 SimpleSoundSpec sound_footstep;
409 SimpleSoundSpec sound_dig;
410 SimpleSoundSpec sound_dug;
414 // Compatibility with old maps
415 // Set to true if paramtype used to be 'facedir_simple'
416 bool legacy_facedir_simple;
417 // Set to true if wall_mounted used to be set to true
418 bool legacy_wallmounted;
427 void serialize(std::ostream &os, u16 protocol_version) const;
428 void deSerialize(std::istream &is);
433 void setDefaultAlphaMode()
438 case NDT_FLOWINGLIQUID:
439 alpha = ALPHAMODE_OPAQUE;
443 alpha = ALPHAMODE_LEGACY_COMPAT; // this should eventually be OPAQUE
446 alpha = ALPHAMODE_CLIP;
451 bool needsBackfaceCulling() const
459 case NDT_PLANTLIKE_ROOTED:
467 bool isLiquid() const{
468 return (liquid_type != LIQUID_NONE);
470 bool sameLiquid(const ContentFeatures &f) const{
471 if(!isLiquid() || !f.isLiquid()) return false;
472 return (liquid_alternative_flowing_id == f.liquid_alternative_flowing_id);
475 int getGroup(const std::string &group) const
477 return itemgroup_get(groups, group);
481 void updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc,
482 scene::IMeshManipulator *meshmanip, Client *client, const TextureSettings &tsettings);
488 * Checks if any tile texture has any transparent pixels.
489 * Prints a warning and returns true if that is the case, false otherwise.
490 * This is supposed to be used for use_texture_alpha backwards compatibility.
492 bool textureAlphaCheck(ITextureSource *tsrc, const TileDef *tiles,
496 void setAlphaFromLegacy(u8 legacy_alpha);
498 u8 getAlphaForLegacy() const;
502 * @brief This class is for getting the actual properties of nodes from their
505 * @details The nodes on the map are represented by three numbers (see MapNode).
506 * The first number (param0) is the type of a node. All node types have own
507 * properties (see ContentFeatures). This class is for storing and getting the
508 * properties of nodes.
509 * The manager is first filled with registered nodes, then as the game begins,
510 * functions only get `const` pointers to it, to prevent modification of
513 class NodeDefManager {
516 * Creates a NodeDefManager, and registers three ContentFeatures:
517 * \ref CONTENT_AIR, \ref CONTENT_UNKNOWN and \ref CONTENT_IGNORE.
523 * Returns the properties for the given content type.
524 * @param c content type of a node
525 * @return properties of the given content type, or \ref CONTENT_UNKNOWN
526 * if the given content type is not registered.
528 inline const ContentFeatures& get(content_t c) const {
530 c < m_content_features.size() ?
531 m_content_features[c] : m_content_features[CONTENT_UNKNOWN];
535 * Returns the properties of the given node.
536 * @param n a map node
537 * @return properties of the given node or @ref CONTENT_UNKNOWN if the
538 * given content type is not registered.
540 inline const ContentFeatures& get(const MapNode &n) const {
541 return get(n.getContent());
545 * Returns the node properties for a node name.
546 * @param name name of a node
547 * @return properties of the given node or @ref CONTENT_UNKNOWN if
550 const ContentFeatures& get(const std::string &name) const;
553 * Returns the content ID for the given name.
554 * @param name a node name
555 * @param[out] result will contain the content ID if found, otherwise
557 * @return true if the ID was found, false otherwise
559 bool getId(const std::string &name, content_t &result) const;
562 * Returns the content ID for the given name.
563 * @param name a node name
564 * @return ID of the node or @ref CONTENT_IGNORE if not found
566 content_t getId(const std::string &name) const;
569 * Returns the content IDs of the given node name or node group name.
570 * Group names start with "group:".
571 * @param name a node name or node group name
572 * @param[out] result will be appended with matching IDs
573 * @return true if `name` is a valid node name or a (not necessarily
576 bool getIds(const std::string &name, std::vector<content_t> &result) const;
579 * Returns the smallest box in integer node coordinates that
580 * contains all nodes' selection boxes. The returned box might be larger
581 * than the minimal size if the largest node is removed from the manager.
583 inline core::aabbox3d<s16> getSelectionBoxIntUnion() const {
584 return m_selection_box_int_union;
588 * Checks whether a node connects to an adjacent node.
589 * @param from the node to be checked
590 * @param to the adjacent node
591 * @param connect_face a bit field indicating which face of the node is
592 * adjacent to the other node.
593 * Bits: +y (least significant), -y, -z, -x, +z, +x (most significant).
594 * @return true if the node connects, false otherwise
596 bool nodeboxConnects(MapNode from, MapNode to,
597 u8 connect_face) const;
600 * Registers a NodeResolver to wait for the registration of
601 * ContentFeatures. Once the node registration finishes, all
602 * listeners are notified.
604 void pendNodeResolve(NodeResolver *nr) const;
607 * Stops listening to the NodeDefManager.
608 * @return true if the listener was registered before, false otherwise
610 bool cancelNodeResolveCallback(NodeResolver *nr) const;
613 * Registers a new node type with the given name and allocates a new
615 * Should not be called with an already existing name.
616 * @param name name of the node, must match with `def.name`.
617 * @param def definition of the registered node type.
618 * @return ID of the registered node or @ref CONTENT_IGNORE if
619 * the function could not allocate an ID.
621 content_t set(const std::string &name, const ContentFeatures &def);
624 * Allocates a blank node ID for the given name.
625 * @param name name of a node
626 * @return allocated ID or @ref CONTENT_IGNORE if could not allocate
629 content_t allocateDummy(const std::string &name);
632 * Removes the given node name from the manager.
633 * The node ID will remain in the manager, but won't be linked to any name.
634 * @param name name to be removed
636 void removeNode(const std::string &name);
639 * Regenerates the alias list (a map from names to node IDs).
640 * @param idef the item definition manager containing alias information
642 void updateAliases(IItemDefManager *idef);
645 * Replaces the textures of registered nodes with the ones specified in
646 * the texturepack's override.txt file
648 * @param overrides the texture overrides
650 void applyTextureOverrides(const std::vector<TextureOverride> &overrides);
653 * Only the client uses this. Loads textures and shaders required for
654 * rendering the nodes.
655 * @param gamedef must be a Client.
656 * @param progress_cbk called each time a node is loaded. Arguments:
657 * `progress_cbk_args`, number of loaded ContentFeatures, number of
658 * total ContentFeatures.
659 * @param progress_cbk_args passed to the callback function
661 void updateTextures(IGameDef *gamedef,
662 void (*progress_cbk)(void *progress_args, u32 progress, u32 max_progress),
663 void *progress_cbk_args);
666 * Writes the content of this manager to the given output stream.
667 * @param protocol_version serialization version of ContentFeatures
669 void serialize(std::ostream &os, u16 protocol_version) const;
672 * Restores the manager from a serialized stream.
673 * This clears the previous state.
674 * @param is input stream containing a serialized NodeDefManager
676 void deSerialize(std::istream &is);
679 * Used to indicate that node registration has finished.
680 * @param completed tells whether registration is complete
682 inline void setNodeRegistrationStatus(bool completed) {
683 m_node_registration_complete = completed;
687 * Notifies the registered NodeResolver instances that node registration
688 * has finished, then unregisters all listeners.
689 * Must be called after node registration has finished!
691 void runNodeResolveCallbacks();
694 * Sets the registration completion flag to false and unregisters all
695 * NodeResolver instances listening to the manager.
697 void resetNodeResolveState();
700 * Resolves (caches the IDs) cross-references between nodes,
701 * like liquid alternatives.
702 * Must be called after node registration has finished!
704 void resolveCrossrefs();
708 * Resets the manager to its initial state.
709 * See the documentation of the constructor.
714 * Allocates a new content ID, and returns it.
715 * @return the allocated ID or \ref CONTENT_IGNORE if could not allocate
717 content_t allocateId();
720 * Binds the given content ID and node name.
721 * Registers them in \ref m_name_id_mapping and
722 * \ref m_name_id_mapping_with_aliases.
723 * @param i a content ID
724 * @param name a node name
726 void addNameIdMapping(content_t i, std::string name);
729 * Removes a content ID from all groups.
730 * Erases content IDs from vectors in \ref m_group_to_items and
731 * removes empty vectors.
732 * @param id Content ID
734 void eraseIdFromGroups(content_t id);
737 * Recalculates m_selection_box_int_union based on
738 * m_selection_box_union.
740 void fixSelectionBoxIntUnion();
742 //! Features indexed by ID.
743 std::vector<ContentFeatures> m_content_features;
745 //! A mapping for fast conversion between names and IDs
746 NameIdMapping m_name_id_mapping;
749 * Like @ref m_name_id_mapping, but maps only from names to IDs, and
750 * includes aliases too. Updated by \ref updateAliases().
751 * Note: Not serialized.
753 std::unordered_map<std::string, content_t> m_name_id_mapping_with_aliases;
756 * A mapping from group names to a vector of content types that belong
757 * to it. Necessary for a direct lookup in \ref getIds().
758 * Note: Not serialized.
760 std::unordered_map<std::string, std::vector<content_t>> m_group_to_items;
763 * The next ID that might be free to allocate.
764 * It can be allocated already, because \ref CONTENT_AIR,
765 * \ref CONTENT_UNKNOWN and \ref CONTENT_IGNORE are registered when the
766 * manager is initialized, and new IDs are allocated from 0.
770 //! True if all nodes have been registered.
771 bool m_node_registration_complete;
774 * The union of all nodes' selection boxes.
775 * Might be larger if big nodes are removed from the manager.
777 aabb3f m_selection_box_union;
780 * The smallest box in integer node coordinates that
781 * contains all nodes' selection boxes.
782 * Might be larger if big nodes are removed from the manager.
784 core::aabbox3d<s16> m_selection_box_int_union;
787 * NodeResolver instances to notify once node registration has finished.
788 * Even constant NodeDefManager instances can register listeners.
790 mutable std::vector<NodeResolver *> m_pending_resolve_callbacks;
793 NodeDefManager *createNodeDefManager();
795 // NodeResolver: Queue for node names which are then translated
796 // to content_t after the NodeDefManager was initialized
800 virtual ~NodeResolver();
801 // Callback which is run as soon NodeDefManager is ready
802 virtual void resolveNodeNames() = 0;
804 // required because this class is used as mixin for ObjDef
805 void cloneTo(NodeResolver *res) const;
807 bool getIdFromNrBacklog(content_t *result_out,
808 const std::string &node_alt, content_t c_fallback,
809 bool error_on_fallback = true);
810 bool getIdsFromNrBacklog(std::vector<content_t> *result_out,
811 bool all_required = false, content_t c_fallback = CONTENT_IGNORE);
813 inline bool isResolveDone() const { return m_resolve_done; }
814 void reset(bool resolve_done = false);
816 // Vector containing all node names in the resolve "queue"
817 std::vector<std::string> m_nodenames;
818 // Specifies the "set size" of node names which are to be processed
819 // this is used for getIdsFromNrBacklog
820 // TODO: replace or remove
821 std::vector<size_t> m_nnlistsizes;
824 friend class NodeDefManager; // m_ndef
826 const NodeDefManager *m_ndef = nullptr;
827 // Index of the next "m_nodenames" entry to resolve
828 u32 m_nodenames_idx = 0;
832 // Unittest requires access to m_resolve_done
833 friend class TestSchematic;
835 void nodeResolveInternal();
837 // Index of the next "m_nnlistsizes" entry to process
838 u32 m_nnlistsizes_idx = 0;
839 bool m_resolve_done = false;