]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/nodedef.h
Make nametag removable with set_nametag_attributes (#5021)
[dragonfireclient.git] / src / nodedef.h
index 645e75e3e4a2b6ce1933eeaeb5f2b6b4c298287f..183b95d87f52844166c45f8fa97faa62d80107dc 100644 (file)
@@ -1,18 +1,18 @@
 /*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
 (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
 
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
 with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
@@ -20,39 +20,71 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #ifndef NODEDEF_HEADER
 #define NODEDEF_HEADER
 
-#include "common_irrlicht.h"
+#include "irrlichttypes_bloated.h"
 #include <string>
 #include <iostream>
-#include <set>
+#include <map>
+#include <list>
+#include "util/numeric.h"
 #include "mapnode.h"
 #ifndef SERVER
-#include "tile.h"
+#include "client/tile.h"
+#include "shader.h"
+class Client;
 #endif
-#include "materials.h" // MaterialProperties
+#include "itemgroup.h"
+#include "sound.h" // SimpleSoundSpec
+#include "constants.h" // BS
+#include "tileanimation.h"
+
+class INodeDefManager;
+class IItemDefManager;
 class ITextureSource;
+class IShaderSource;
 class IGameDef;
+class NodeResolver;
+
+typedef std::list<std::pair<content_t, int> > GroupItems;
 
 enum ContentParamType
 {
        CPT_NONE,
        CPT_LIGHT,
-       CPT_MINERAL,
+};
+
+enum ContentParamType2
+{
+       CPT2_NONE,
+       // Need 8-bit param2
+       CPT2_FULL,
+       // Flowing liquid properties
+       CPT2_FLOWINGLIQUID,
        // Direction for chests and furnaces and such
-       CPT_FACEDIR_SIMPLE
+       CPT2_FACEDIR,
+       // Direction for signs, torches and such
+       CPT2_WALLMOUNTED,
+       // Block level like FLOWINGLIQUID
+       CPT2_LEVELED,
+       // 2D rotation for things like plants
+       CPT2_DEGROTATE,
+       // Mesh options for plants
+       CPT2_MESHOPTIONS
 };
 
 enum LiquidType
 {
        LIQUID_NONE,
        LIQUID_FLOWING,
-       LIQUID_SOURCE
+       LIQUID_SOURCE,
 };
 
 enum NodeBoxType
 {
        NODEBOX_REGULAR, // Regular block; allows buildable_to
-       NODEBOX_FIXED, // Static separately defined box
-       NODEBOX_WALLMOUNTED, // Box for wall_mounted nodes; (top, bottom, side)
+       NODEBOX_FIXED, // Static separately defined box(es)
+       NODEBOX_WALLMOUNTED, // Box for wall mounted nodes; (top, bottom, side)
+       NODEBOX_LEVELED, // Same as fixed, but with dynamic height from param2. for snow, ...
+       NODEBOX_CONNECTED, // optionally draws nodeboxes if a neighbor node attaches
 };
 
 struct NodeBox
@@ -60,41 +92,48 @@ struct NodeBox
        enum NodeBoxType type;
        // NODEBOX_REGULAR (no parameters)
        // NODEBOX_FIXED
-       core::aabbox3d<f32> fixed;
+       std::vector<aabb3f> fixed;
        // NODEBOX_WALLMOUNTED
-       core::aabbox3d<f32> wall_top;
-       core::aabbox3d<f32> wall_bottom;
-       core::aabbox3d<f32> wall_side; // being at the -X side
-
-       NodeBox():
-               type(NODEBOX_REGULAR),
-               // default is rail-like
-               fixed(-BS/2, -BS/2, -BS/2, BS/2, -BS/2+BS/16., BS/2),
-               // default is sign/ladder-like
-               wall_top(-BS/2, BS/2-BS/16., -BS/2, BS/2, BS/2, BS/2),
-               wall_bottom(-BS/2, -BS/2, -BS/2, BS/2, -BS/2+BS/16., BS/2),
-               wall_side(-BS/2, -BS/2, -BS/2, -BS/2+BS/16., BS/2, BS/2)
-       {}
-
-       void serialize(std::ostream &os) const;
+       aabb3f wall_top;
+       aabb3f wall_bottom;
+       aabb3f wall_side; // being at the -X side
+       // NODEBOX_CONNECTED
+       std::vector<aabb3f> connect_top;
+       std::vector<aabb3f> connect_bottom;
+       std::vector<aabb3f> connect_front;
+       std::vector<aabb3f> connect_left;
+       std::vector<aabb3f> connect_back;
+       std::vector<aabb3f> connect_right;
+
+       NodeBox()
+       { reset(); }
+
+       void reset();
+       void serialize(std::ostream &os, u16 protocol_version) const;
        void deSerialize(std::istream &is);
 };
 
 struct MapNode;
 class NodeMetadata;
 
-struct MaterialSpec
-{
-       std::string tname;
-       bool backface_culling;
-       
-       MaterialSpec(const std::string &tname_="", bool backface_culling_=true):
-               tname(tname_),
-               backface_culling(backface_culling_)
-       {}
+enum LeavesStyle {
+       LEAVES_FANCY,
+       LEAVES_SIMPLE,
+       LEAVES_OPAQUE,
+};
 
-       void serialize(std::ostream &os) const;
-       void deSerialize(std::istream &is);
+class TextureSettings {
+public:
+       LeavesStyle leaves_style;
+       bool opaque_water;
+       bool connected_glass;
+       bool use_normal_texture;
+       bool enable_mesh_cache;
+       bool enable_minimap;
+
+       TextureSettings() {}
+
+       void readSettings();
 };
 
 enum NodeDrawType
@@ -111,9 +150,42 @@ enum NodeDrawType
        NDT_PLANTLIKE,
        NDT_FENCELIKE,
        NDT_RAILLIKE,
+       NDT_NODEBOX,
+       NDT_GLASSLIKE_FRAMED, // Glass-like, draw connected frames and all all
+                             // visible faces
+                                                 // uses 2 textures, one for frames, second for faces
+       NDT_FIRELIKE, // Draw faces slightly rotated and only on connecting nodes,
+       NDT_GLASSLIKE_FRAMED_OPTIONAL,  // enabled -> connected, disabled -> Glass-like
+                                                                       // uses 2 textures, one for frames, second for faces
+       NDT_MESH, // Uses static meshes
 };
 
-#define CF_SPECIAL_COUNT 2
+/*
+       Stand-alone definition of a TileSpec (basically a server-side TileSpec)
+*/
+
+struct TileDef
+{
+       std::string name;
+       bool backface_culling; // Takes effect only in special cases
+       bool tileable_horizontal;
+       bool tileable_vertical;
+       struct TileAnimationParams animation;
+
+       TileDef()
+       {
+               name = "";
+               backface_culling = true;
+               tileable_horizontal = true;
+               tileable_vertical = true;
+               animation.type = TAT_NONE;
+       }
+
+       void serialize(std::ostream &os, u16 protocol_version) const;
+       void deSerialize(std::istream &is, const u8 contentfeatures_version, const NodeDrawType drawtype);
+};
+
+#define CF_SPECIAL_COUNT 6
 
 struct ContentFeatures
 {
@@ -122,40 +194,47 @@ struct ContentFeatures
        */
 #ifndef SERVER
        // 0     1     2     3     4     5
-       // up    down  right left  back  front 
+       // up    down  right left  back  front
        TileSpec tiles[6];
-       video::ITexture *inventory_texture;
-       // Special material/texture
+       // Special tiles
        // - Currently used for flowing liquids
-       video::SMaterial *special_materials[CF_SPECIAL_COUNT];
-       AtlasPointer *special_aps[CF_SPECIAL_COUNT];
+       TileSpec special_tiles[CF_SPECIAL_COUNT];
        u8 solidness; // Used when choosing which face is drawn
        u8 visual_solidness; // When solidness=0, this tells how it looks like
        bool backface_culling;
 #endif
-       
-       // List of textures that are used and are wanted to be included in
-       // the texture atlas
-       std::set<std::string> used_texturenames;
-       
+
+       // Server-side cached callback existence for fast skipping
+       bool has_on_construct;
+       bool has_on_destruct;
+       bool has_after_destruct;
+
        /*
                Actual data
        */
 
        std::string name; // "" = undefined node
+       ItemGroupList groups; // Same as in itemdef
 
        // Visual definition
        enum NodeDrawType drawtype;
+       std::string mesh;
+#ifndef SERVER
+       scene::IMesh *mesh_ptr[24];
+       video::SColor minimap_color;
+#endif
        float visual_scale; // Misc. scale parameter
-       std::string tname_tiles[6];
-       std::string tname_inventory;
-       MaterialSpec mspec_special[CF_SPECIAL_COUNT]; // Use setter methods
+       TileDef tiledef[6];
+       TileDef tiledef_special[CF_SPECIAL_COUNT]; // eg. flowing liquid
        u8 alpha;
 
        // Post effect color, drawn when the camera is inside the node.
        video::SColor post_effect_color;
+
        // Type of MapNode::param1
        ContentParamType param_type;
+       // Type of MapNode::param2
+       ContentParamType2 param_type_2;
        // True for all ground-like things like stone and mud, false for eg. trees
        bool is_ground_content;
        bool light_propagates;
@@ -171,25 +250,12 @@ struct ContentFeatures
        bool climbable;
        // Player can build on these
        bool buildable_to;
-       // If true, param2 is set to direction when placed. Used for torches.
-       // NOTE: the direction format is quite inefficient and should be changed
-       bool wall_mounted;
-       // If true, node is equivalent to air. Torches are, air is. Water is not.
-       // Is used for example to check whether a mud block can have grass on.
-       bool air_equivalent;
-       // Whether this content type often contains mineral.
-       // Used for texture atlas creation.
-       // Currently only enabled for CONTENT_STONE.
-       bool often_contains_mineral;
-       // Inventory item string as which the node appears in inventory when dug.
-       // Mineral overrides this.
-       std::string dug_item;
-       // Extra dug item and its rarity
-       std::string extra_dug_item;
-       // Usual get interval for extra dug item
-       s32 extra_dug_item_rarity;
-       // Metadata name of node (eg. "furnace")
-       std::string metadata_name;
+       // Liquids flow into and replace node
+       bool floodable;
+       // Player cannot build to these (placement prediction disabled)
+       bool rightclickable;
+       // Flowing liquid or snow, value = default level
+       u8 leveled;
        // Whether the node is non-liquid, source liquid or flowing liquid
        enum LiquidType liquid_type;
        // If the content is liquid, this is the flowing version of the liquid.
@@ -200,39 +266,47 @@ struct ContentFeatures
        // 1 giving almost instantaneous propagation and 7 being
        // the slowest possible
        u8 liquid_viscosity;
+       // Is liquid renewable (new liquid source will be created between 2 existing)
+       bool liquid_renewable;
+       // Number of flowing liquids surrounding source
+       u8 liquid_range;
+       u8 drowning;
        // Amount of light the node emits
        u8 light_source;
        u32 damage_per_second;
+       NodeBox node_box;
        NodeBox selection_box;
-       MaterialProperties material;
-       std::string cookresult_item;
-       float furnace_cooktime;
-       float furnace_burntime;
+       NodeBox collision_box;
+       // Used for waving leaves/plants
+       u8 waving;
+       // Compatibility with old maps
+       // Set to true if paramtype used to be 'facedir_simple'
+       bool legacy_facedir_simple;
+       // Set to true if wall_mounted used to be set to true
+       bool legacy_wallmounted;
+       // for NDT_CONNECTED pairing
+       u8 connect_sides;
+
+       // Sound properties
+       SimpleSoundSpec sound_footstep;
+       SimpleSoundSpec sound_dig;
+       SimpleSoundSpec sound_dug;
+
+       std::vector<std::string> connects_to;
+       std::set<content_t> connects_to_ids;
 
        /*
                Methods
        */
-       
+
        ContentFeatures();
        ~ContentFeatures();
        void reset();
-       void serialize(std::ostream &os);
-       void deSerialize(std::istream &is, IGameDef *gamedef);
+       void serialize(std::ostream &os, u16 protocol_version) const;
+       void deSerialize(std::istream &is);
+       void serializeOld(std::ostream &os, u16 protocol_version) const;
+       void deSerializeOld(std::istream &is, int version);
 
-       /*
-               Texture setters.
-               
-       */
-       
-       // Texture setters. They also add stuff to used_texturenames.
-       void setTexture(u16 i, std::string name);
-       void setAllTextures(std::string name);
-       void setSpecialMaterial(u16 i, const MaterialSpec &mspec);
-
-       void setInventoryTexture(std::string imgname);
-       void setInventoryTextureCube(std::string top,
-                       std::string left, std::string right);
-       
        /*
                Some handy methods
        */
@@ -243,57 +317,124 @@ struct ContentFeatures
                if(!isLiquid() || !f.isLiquid()) return false;
                return (liquid_alternative_flowing == f.liquid_alternative_flowing);
        }
+
+#ifndef SERVER
+       void fillTileAttribs(ITextureSource *tsrc, TileSpec *tile, TileDef *tiledef,
+               u32 shader_id, bool use_normal_texture, bool backface_culling,
+               u8 alpha, u8 material_type);
+       void updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc,
+               scene::IMeshManipulator *meshmanip, Client *client, const TextureSettings &tsettings);
+#endif
 };
 
-class INodeDefManager
-{
+class INodeDefManager {
 public:
        INodeDefManager(){}
        virtual ~INodeDefManager(){}
        // Get node definition
-       virtual const ContentFeaturesget(content_t c) const=0;
-       virtual const ContentFeaturesget(const MapNode &n) const=0;
+       virtual const ContentFeatures &get(content_t c) const=0;
+       virtual const ContentFeatures &get(const MapNode &n) const=0;
        virtual bool getId(const std::string &name, content_t &result) const=0;
        virtual content_t getId(const std::string &name) const=0;
-       virtual const ContentFeatures& get(const std::string &name) const=0;
-       
-       virtual void serialize(std::ostream &os)=0;
+       // Allows "group:name" in addition to regular node names
+       // returns false if node name not found, true otherwise
+       virtual bool getIds(const std::string &name, std::set<content_t> &result)
+                       const=0;
+       virtual const ContentFeatures &get(const std::string &name) const=0;
+
+       virtual void serialize(std::ostream &os, u16 protocol_version) const=0;
+
+       virtual bool getNodeRegistrationStatus() const=0;
+
+       virtual void pendNodeResolve(NodeResolver *nr)=0;
+       virtual bool cancelNodeResolveCallback(NodeResolver *nr)=0;
+       virtual bool nodeboxConnects(const MapNode from, const MapNode to, u8 connect_face)=0;
+       /*!
+        * Returns the smallest box in node coordinates that
+        * contains all nodes' selection boxes.
+        */
+       virtual core::aabbox3d<s16> getSelectionBoxIntUnion() const=0;
 };
 
-class IWritableNodeDefManager : public INodeDefManager
-{
+class IWritableNodeDefManager : public INodeDefManager {
 public:
        IWritableNodeDefManager(){}
        virtual ~IWritableNodeDefManager(){}
        virtual IWritableNodeDefManager* clone()=0;
        // Get node definition
-       virtual const ContentFeaturesget(content_t c) const=0;
-       virtual const ContentFeaturesget(const MapNode &n) const=0;
+       virtual const ContentFeatures &get(content_t c) const=0;
+       virtual const ContentFeatures &get(const MapNode &n) const=0;
        virtual bool getId(const std::string &name, content_t &result) const=0;
+       // If not found, returns CONTENT_IGNORE
        virtual content_t getId(const std::string &name) const=0;
-       // If not found, returns the features of CONTENT_IGNORE
-       virtual const ContentFeatures& get(const std::string &name) const=0;
-               
-       // Register node definition
-       virtual void set(content_t c, const ContentFeatures &def)=0;
+       // Allows "group:name" in addition to regular node names
+       virtual bool getIds(const std::string &name, std::set<content_t> &result)
+               const=0;
+       // If not found, returns the features of CONTENT_UNKNOWN
+       virtual const ContentFeatures &get(const std::string &name) const=0;
+
        // Register node definition by name (allocate an id)
        // If returns CONTENT_IGNORE, could not allocate id
        virtual content_t set(const std::string &name,
                        const ContentFeatures &def)=0;
        // If returns CONTENT_IGNORE, could not allocate id
        virtual content_t allocateDummy(const std::string &name)=0;
+       // Remove a node
+       virtual void removeNode(const std::string &name)=0;
+
+       /*
+               Update item alias mapping.
+               Call after updating item definitions.
+       */
+       virtual void updateAliases(IItemDefManager *idef)=0;
+
+       /*
+               Override textures from servers with ones specified in texturepack/override.txt
+       */
+       virtual void applyTextureOverrides(const std::string &override_filepath)=0;
 
        /*
                Update tile textures to latest return values of TextueSource.
-               Call after updating the texture atlas of a TextureSource.
        */
-       virtual void updateTextures(ITextureSource *tsrc)=0;
+       virtual void updateTextures(IGameDef *gamedef,
+               void (*progress_cbk)(void *progress_args, u32 progress, u32 max_progress),
+               void *progress_cbk_args)=0;
+
+       virtual void serialize(std::ostream &os, u16 protocol_version) const=0;
+       virtual void deSerialize(std::istream &is)=0;
+
+       virtual bool getNodeRegistrationStatus() const=0;
+       virtual void setNodeRegistrationStatus(bool completed)=0;
 
-       virtual void serialize(std::ostream &os)=0;
-       virtual void deSerialize(std::istream &is, IGameDef *gamedef)=0;
+       virtual void pendNodeResolve(NodeResolver *nr)=0;
+       virtual bool cancelNodeResolveCallback(NodeResolver *nr)=0;
+       virtual void runNodeResolveCallbacks()=0;
+       virtual void resetNodeResolveState()=0;
+       virtual void mapNodeboxConnections()=0;
+       virtual core::aabbox3d<s16> getSelectionBoxIntUnion() const=0;
 };
 
-IWritableNodeDefManagercreateNodeDefManager();
+IWritableNodeDefManager *createNodeDefManager();
 
-#endif
+class NodeResolver {
+public:
+       NodeResolver();
+       virtual ~NodeResolver();
+       virtual void resolveNodeNames() = 0;
+
+       bool getIdFromNrBacklog(content_t *result_out,
+               const std::string &node_alt, content_t c_fallback);
+       bool getIdsFromNrBacklog(std::vector<content_t> *result_out,
+               bool all_required=false, content_t c_fallback=CONTENT_IGNORE);
+
+       void nodeResolveInternal();
 
+       u32 m_nodenames_idx;
+       u32 m_nnlistsizes_idx;
+       std::vector<std::string> m_nodenames;
+       std::vector<size_t> m_nnlistsizes;
+       INodeDefManager *m_ndef;
+       bool m_resolve_done;
+};
+
+#endif