3 Copyright (C) 2010-2011 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 General Public License as published by
7 the Free Software Foundation; either version 2 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 General Public License for more details.
15 You should have received a copy of the GNU 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.
20 #ifndef NODEDEF_HEADER
21 #define NODEDEF_HEADER
23 #include "common_irrlicht.h"
31 #include "materials.h" // MaterialProperties
36 TODO: Rename to nodedef.h
44 Used for determining properties of MapNodes by content type without
45 storing such properties in the nodes itself.
49 Initialize content feature table.
51 Must be called before accessing the table.
53 void init_contentfeatures(ITextureSource *tsrc);
62 // Direction for chests and furnaces and such
75 NODEBOX_REGULAR, // Regular block; allows buildable_to
76 NODEBOX_FIXED, // Static separately defined box
77 NODEBOX_WALLMOUNTED, // Box for wall_mounted nodes; (top, bottom, side)
82 enum NodeBoxType type;
83 // NODEBOX_REGULAR (no parameters)
85 core::aabbox3d<f32> fixed;
86 // NODEBOX_WALLMOUNTED
87 core::aabbox3d<f32> wall_top;
88 core::aabbox3d<f32> wall_bottom;
89 core::aabbox3d<f32> wall_side; // being at the -X side
92 type(NODEBOX_REGULAR),
93 // default is rail-like
94 fixed(-BS/2, -BS/2, -BS/2, BS/2, -BS/2+BS/16., BS/2),
95 // default is sign/ladder-like
96 wall_top(-BS/2, BS/2-BS/16., -BS/2, BS/2, BS/2, BS/2),
97 wall_bottom(-BS/2, -BS/2, -BS/2, BS/2, -BS/2+BS/16., BS/2),
98 wall_side(-BS/2, -BS/2, -BS/2, -BS/2+BS/16., BS/2, BS/2)
101 void serialize(std::ostream &os);
102 void deSerialize(std::istream &is);
111 bool backface_culling;
113 MaterialSpec(const std::string &tname_="", bool backface_culling_=true):
115 backface_culling(backface_culling_)
118 void serialize(std::ostream &os);
119 void deSerialize(std::istream &is);
124 NDT_NORMAL, // A basic solid block
125 NDT_AIRLIKE, // Nothing is drawn
126 NDT_LIQUID, // Do not draw face towards same kind of flowing/source liquid
127 NDT_FLOWINGLIQUID, // A very special kind of thing
128 NDT_GLASSLIKE, // Glass-like, don't draw faces towards other glass
129 NDT_ALLFACES, // Leaves-like, draw all faces no matter what
130 NDT_ALLFACES_OPTIONAL, // Fancy -> allfaces, fast -> normal
138 #define CF_SPECIAL_COUNT 2
140 struct ContentFeatures
147 // up down right left back front
149 video::ITexture *inventory_texture;
150 // Special material/texture
151 // - Currently used for flowing liquids
152 video::SMaterial *special_materials[CF_SPECIAL_COUNT];
153 AtlasPointer *special_aps[CF_SPECIAL_COUNT];
154 u8 solidness; // Used when choosing which face is drawn
155 u8 visual_solidness; // When solidness=0, this tells how it looks like
156 bool backface_culling;
159 // List of all block textures that have been used (value is dummy)
160 // Used for texture atlas making.
161 // Exists on server too for cleaner code in content_mapnode.cpp.
162 std::set<std::string> used_texturenames;
164 // True if this actually contains non-default data
172 enum NodeDrawType drawtype;
173 float visual_scale; // Misc. scale parameter
174 std::string tname_tiles[6];
175 std::string tname_inventory;
176 MaterialSpec mspec_special[CF_SPECIAL_COUNT];
179 // Post effect color, drawn when the camera is inside the node.
180 video::SColor post_effect_color;
181 // Type of MapNode::param1
182 ContentParamType param_type;
183 // True for all ground-like things like stone and mud, false for eg. trees
184 bool is_ground_content;
185 bool light_propagates;
186 bool sunlight_propagates;
187 // This is used for collision detection.
188 // Also for general solidness queries.
190 // Player can point to these
192 // Player can dig these
194 // Player can climb these
196 // Player can build on these
198 // If true, param2 is set to direction when placed. Used for torches.
199 // NOTE: the direction format is quite inefficient and should be changed
201 // If true, node is equivalent to air. Torches are, air is. Water is not.
202 // Is used for example to check whether a mud block can have grass on.
204 // Whether this content type often contains mineral.
205 // Used for texture atlas creation.
206 // Currently only enabled for CONTENT_STONE.
207 bool often_contains_mineral;
208 // Inventory item string as which the node appears in inventory when dug.
209 // Mineral overrides this.
210 std::string dug_item;
211 // Extra dug item and its rarity
212 std::string extra_dug_item;
213 s32 extra_dug_item_rarity;
214 // Initial metadata is cloned from this
215 NodeMetadata *initial_metadata;
216 // Whether the node is non-liquid, source liquid or flowing liquid
217 enum LiquidType liquid_type;
218 // If the content is liquid, this is the flowing version of the liquid.
219 content_t liquid_alternative_flowing;
220 // If the content is liquid, this is the source version of the liquid.
221 content_t liquid_alternative_source;
222 // Viscosity for fluid flow, ranging from 1 to 7, with
223 // 1 giving almost instantaneous propagation and 7 being
224 // the slowest possible
226 // Amount of light the node emits
228 u32 damage_per_second;
229 NodeBox selection_box;
230 MaterialProperties material;
239 void serialize(std::ostream &os);
240 void deSerialize(std::istream &is, IGameDef *gamedef);
243 Quickhands for simple materials
246 void setTexture(u16 i, std::string name);
248 void setAllTextures(std::string name, u8 alpha=255)
250 for(u16 i=0; i<6; i++)
253 // Force inventory texture too
254 setInventoryTexture(name);
257 void setInventoryTexture(std::string imgname);
258 void setInventoryTextureCube(std::string top,
259 std::string left, std::string right);
264 bool isLiquid() const{
265 return (liquid_type != LIQUID_NONE);
267 bool sameLiquid(const ContentFeatures &f) const{
268 if(!isLiquid() || !f.isLiquid()) return false;
269 return (liquid_alternative_flowing == f.liquid_alternative_flowing);
273 class INodeDefManager
277 virtual ~INodeDefManager(){}
278 // Get node definition
279 virtual const ContentFeatures& get(content_t c) const=0;
280 virtual const ContentFeatures& get(const MapNode &n) const=0;
283 class IWritableNodeDefManager : public INodeDefManager
286 IWritableNodeDefManager(){}
287 virtual ~IWritableNodeDefManager(){}
288 virtual IWritableNodeDefManager* clone()=0;
289 // Get node definition
290 virtual const ContentFeatures& get(content_t c) const=0;
291 virtual const ContentFeatures& get(const MapNode &n) const=0;
293 // Register node definition
294 virtual void set(content_t c, const ContentFeatures &def)=0;
295 virtual ContentFeatures* getModifiable(content_t c)=0;
298 Update tile textures to latest return values of TextueSource.
299 Call after updating the texture atlas of a TextureSource.
301 virtual void updateTextures(ITextureSource *tsrc)=0;
303 virtual void serialize(std::ostream &os)=0;
304 virtual void deSerialize(std::istream &is, IGameDef *gamedef)=0;
307 IWritableNodeDefManager* createNodeDefManager();