51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
-#ifndef NODEDEF_HEADER
-#define NODEDEF_HEADER
+#pragma once
#include "irrlichttypes_bloated.h"
#include <string>
#include <iostream>
#include <map>
-#include <list>
#include "mapnode.h"
+#include "nameidmapping.h"
#ifndef SERVER
#include "client/tile.h"
-#include "shader.h"
#include <IMeshManipulator.h>
class Client;
#endif
#include "constants.h" // BS
#include "tileanimation.h"
-class INodeDefManager;
+// PROTOCOL_VERSION >= 37
+static const u8 CONTENTFEATURES_VERSION = 13;
+
class IItemDefManager;
class ITextureSource;
class IShaderSource;
class IGameDef;
class NodeResolver;
-typedef std::list<std::pair<content_t, int> > GroupItems;
-
enum ContentParamType
{
CPT_NONE,
std::vector<aabb3f> connect_left;
std::vector<aabb3f> connect_back;
std::vector<aabb3f> connect_right;
+ std::vector<aabb3f> disconnected_top;
+ std::vector<aabb3f> disconnected_bottom;
+ std::vector<aabb3f> disconnected_front;
+ std::vector<aabb3f> disconnected_left;
+ std::vector<aabb3f> disconnected_back;
+ std::vector<aabb3f> disconnected_right;
+ std::vector<aabb3f> disconnected;
+ std::vector<aabb3f> disconnected_sides;
NodeBox()
{ reset(); }
LEAVES_OPAQUE,
};
+enum AutoScale : u8 {
+ AUTOSCALE_DISABLE,
+ AUTOSCALE_ENABLE,
+ AUTOSCALE_FORCE,
+};
+
+enum WorldAlignMode : u8 {
+ WORLDALIGN_DISABLE,
+ WORLDALIGN_ENABLE,
+ WORLDALIGN_FORCE,
+ WORLDALIGN_FORCE_NODEBOX,
+};
+
class TextureSettings {
public:
LeavesStyle leaves_style;
+ WorldAlignMode world_aligned_mode;
+ AutoScale autoscale_mode;
+ int node_texture_size;
bool opaque_water;
bool connected_glass;
bool use_normal_texture;
bool enable_mesh_cache;
bool enable_minimap;
- TextureSettings() {}
+ TextureSettings() = default;
void readSettings();
};
PLANT_STYLE_HASH2,
};
+enum AlignStyle : u8 {
+ ALIGN_STYLE_NODE,
+ ALIGN_STYLE_WORLD,
+ ALIGN_STYLE_USER_DEFINED,
+};
+
/*
Stand-alone definition of a TileSpec (basically a server-side TileSpec)
*/
bool has_color = false;
//! The color of the tile.
video::SColor color = video::SColor(0xFFFFFFFF);
+ AlignStyle align_style = ALIGN_STYLE_NODE;
+ u8 scale = 0;
struct TileAnimationParams animation;
}
void serialize(std::ostream &os, u16 protocol_version) const;
- void deSerialize(std::istream &is, const u8 contentfeatures_version, const NodeDrawType drawtype);
+ void deSerialize(std::istream &is, u8 contentfeatures_version,
+ NodeDrawType drawtype);
};
#define CF_SPECIAL_COUNT 6
// for NDT_CONNECTED pairing
u8 connect_sides;
std::vector<std::string> connects_to;
- std::set<content_t> connects_to_ids;
+ std::vector<content_t> connects_to_ids;
// Post effect color, drawn when the camera is inside the node.
video::SColor post_effect_color;
// Flowing liquid or snow, value = default level
// Player cannot build to these (placement prediction disabled)
bool rightclickable;
u32 damage_per_second;
+ // client dig prediction
+ std::string node_dig_prediction;
// --- LIQUID PROPERTIES ---
*/
ContentFeatures();
- ~ContentFeatures();
+ ~ContentFeatures() = default;
void reset();
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);
/*!
* Since vertex alpha is no longer supported, this method
* adds opacity directly to the texture pixels.
}
#ifndef SERVER
- void fillTileAttribs(ITextureSource *tsrc, TileLayer *tile, TileDef *tiledef,
- u32 shader_id, bool use_normal_texture, bool backface_culling,
- u8 material_type);
void updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc,
scene::IMeshManipulator *meshmanip, Client *client, const TextureSettings &tsettings);
#endif
};
-class INodeDefManager {
+/*!
+ * @brief This class is for getting the actual properties of nodes from their
+ * content ID.
+ *
+ * @details The nodes on the map are represented by three numbers (see MapNode).
+ * The first number (param0) is the type of a node. All node types have own
+ * properties (see ContentFeatures). This class is for storing and getting the
+ * properties of nodes.
+ * The manager is first filled with registered nodes, then as the game begins,
+ * functions only get `const` pointers to it, to prevent modification of
+ * registered nodes.
+ */
+class NodeDefManager {
public:
- INodeDefManager(){}
- virtual ~INodeDefManager(){}
- // Get node definition
- 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;
- // 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 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.
+ /*!
+ * Creates a NodeDefManager, and registers three ContentFeatures:
+ * \ref CONTENT_AIR, \ref CONTENT_UNKNOWN and \ref CONTENT_IGNORE.
*/
- virtual core::aabbox3d<s16> getSelectionBoxIntUnion() const=0;
-};
+ NodeDefManager();
+ ~NodeDefManager();
-class IWritableNodeDefManager : public INodeDefManager {
-public:
- IWritableNodeDefManager(){}
- virtual ~IWritableNodeDefManager(){}
- virtual IWritableNodeDefManager* clone()=0;
- // Get node definition
- 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;
- // 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;
+ /*!
+ * Returns the properties for the given content type.
+ * @param c content type of a node
+ * @return properties of the given content type, or \ref CONTENT_UNKNOWN
+ * if the given content type is not registered.
+ */
+ inline const ContentFeatures& get(content_t c) const {
+ return
+ c < m_content_features.size() ?
+ m_content_features[c] : m_content_features[CONTENT_UNKNOWN];
+ }
- /*
- Update item alias mapping.
- Call after updating item definitions.
- */
- virtual void updateAliases(IItemDefManager *idef)=0;
+ /*!
+ * Returns the properties of the given node.
+ * @param n a map node
+ * @return properties of the given node or @ref CONTENT_UNKNOWN if the
+ * given content type is not registered.
+ */
+ inline const ContentFeatures& get(const MapNode &n) const {
+ return get(n.getContent());
+ }
- /*
- Override textures from servers with ones specified in texturepack/override.txt
- */
- virtual void applyTextureOverrides(const std::string &override_filepath)=0;
+ /*!
+ * Returns the node properties for a node name.
+ * @param name name of a node
+ * @return properties of the given node or @ref CONTENT_UNKNOWN if
+ * not found
+ */
+ const ContentFeatures& get(const std::string &name) const;
- /*
- Update tile textures to latest return values of TextueSource.
- */
- virtual void updateTextures(IGameDef *gamedef,
+ /*!
+ * Returns the content ID for the given name.
+ * @param name a node name
+ * @param[out] result will contain the content ID if found, otherwise
+ * remains unchanged
+ * @return true if the ID was found, false otherwise
+ */
+ bool getId(const std::string &name, content_t &result) const;
+
+ /*!
+ * Returns the content ID for the given name.
+ * @param name a node name
+ * @return ID of the node or @ref CONTENT_IGNORE if not found
+ */
+ content_t getId(const std::string &name) const;
+
+ /*!
+ * Returns the content IDs of the given node name or node group name.
+ * Group names start with "group:".
+ * @param name a node name or node group name
+ * @param[out] result will be appended with matching IDs
+ * @return true if `name` is a valid node name or a (not necessarily
+ * valid) group name
+ */
+ bool getIds(const std::string &name, std::vector<content_t> &result) const;
+
+ /*!
+ * Returns the smallest box in integer node coordinates that
+ * contains all nodes' selection boxes. The returned box might be larger
+ * than the minimal size if the largest node is removed from the manager.
+ */
+ inline core::aabbox3d<s16> getSelectionBoxIntUnion() const {
+ return m_selection_box_int_union;
+ }
+
+ /*!
+ * Checks whether a node connects to an adjacent node.
+ * @param from the node to be checked
+ * @param to the adjacent node
+ * @param connect_face a bit field indicating which face of the node is
+ * adjacent to the other node.
+ * Bits: +y (least significant), -y, -z, -x, +z, +x (most significant).
+ * @return true if the node connects, false otherwise
+ */
+ bool nodeboxConnects(MapNode from, MapNode to,
+ u8 connect_face) const;
+
+ /*!
+ * Registers a NodeResolver to wait for the registration of
+ * ContentFeatures. Once the node registration finishes, all
+ * listeners are notified.
+ */
+ void pendNodeResolve(NodeResolver *nr) const;
+
+ /*!
+ * Stops listening to the NodeDefManager.
+ * @return true if the listener was registered before, false otherwise
+ */
+ bool cancelNodeResolveCallback(NodeResolver *nr) const;
+
+ /*!
+ * Registers a new node type with the given name and allocates a new
+ * content ID.
+ * Should not be called with an already existing name.
+ * @param name name of the node, must match with `def.name`.
+ * @param def definition of the registered node type.
+ * @return ID of the registered node or @ref CONTENT_IGNORE if
+ * the function could not allocate an ID.
+ */
+ content_t set(const std::string &name, const ContentFeatures &def);
+
+ /*!
+ * Allocates a blank node ID for the given name.
+ * @param name name of a node
+ * @return allocated ID or @ref CONTENT_IGNORE if could not allocate
+ * an ID.
+ */
+ content_t allocateDummy(const std::string &name);
+
+ /*!
+ * Removes the given node name from the manager.
+ * The node ID will remain in the manager, but won't be linked to any name.
+ * @param name name to be removed
+ */
+ void removeNode(const std::string &name);
+
+ /*!
+ * Regenerates the alias list (a map from names to node IDs).
+ * @param idef the item definition manager containing alias information
+ */
+ void updateAliases(IItemDefManager *idef);
+
+ /*!
+ * Reads the used texture pack's override.txt, and replaces the textures
+ * of registered nodes with the ones specified there.
+ *
+ * Format of the input file: in each line
+ * `node_name top|bottom|right|left|front|back|all|*|sides texture_name.png`
+ *
+ * @param override_filepath path to 'texturepack/override.txt'
+ */
+ void applyTextureOverrides(const std::string &override_filepath);
+
+ /*!
+ * Only the client uses this. Loads textures and shaders required for
+ * rendering the nodes.
+ * @param gamedef must be a Client.
+ * @param progress_cbk called each time a node is loaded. Arguments:
+ * `progress_cbk_args`, number of loaded ContentFeatures, number of
+ * total ContentFeatures.
+ * @param progress_cbk_args passed to the callback function
+ */
+ void updateTextures(IGameDef *gamedef,
void (*progress_cbk)(void *progress_args, u32 progress, u32 max_progress),
- void *progress_cbk_args)=0;
+ void *progress_cbk_args);
+
+ /*!
+ * Writes the content of this manager to the given output stream.
+ * @param protocol_version serialization version of ContentFeatures
+ */
+ void serialize(std::ostream &os, u16 protocol_version) const;
+
+ /*!
+ * Restores the manager from a serialized stream.
+ * This clears the previous state.
+ * @param is input stream containing a serialized NodeDefManager
+ */
+ void deSerialize(std::istream &is);
+
+ /*!
+ * Used to indicate that node registration has finished.
+ * @param completed tells whether registration is complete
+ */
+ inline void setNodeRegistrationStatus(bool completed) {
+ m_node_registration_complete = completed;
+ }
+
+ /*!
+ * Notifies the registered NodeResolver instances that node registration
+ * has finished, then unregisters all listeners.
+ * Must be called after node registration has finished!
+ */
+ void runNodeResolveCallbacks();
+
+ /*!
+ * Sets the registration completion flag to false and unregisters all
+ * NodeResolver instances listening to the manager.
+ */
+ void resetNodeResolveState();
+
+ /*!
+ * Resolves the IDs to which connecting nodes connect from names.
+ * Must be called after node registration has finished!
+ */
+ void mapNodeboxConnections();
+
+private:
+ /*!
+ * Resets the manager to its initial state.
+ * See the documentation of the constructor.
+ */
+ void clear();
+
+ /*!
+ * Allocates a new content ID, and returns it.
+ * @return the allocated ID or \ref CONTENT_IGNORE if could not allocate
+ */
+ content_t allocateId();
+
+ /*!
+ * Binds the given content ID and node name.
+ * Registers them in \ref m_name_id_mapping and
+ * \ref m_name_id_mapping_with_aliases.
+ * @param i a content ID
+ * @param name a node name
+ */
+ void addNameIdMapping(content_t i, std::string name);
+
+ /*!
+ * Removes a content ID from all groups.
+ * Erases content IDs from vectors in \ref m_group_to_items and
+ * removes empty vectors.
+ * @param id Content ID
+ */
+ void eraseIdFromGroups(content_t id);
+
+ /*!
+ * Recalculates m_selection_box_int_union based on
+ * m_selection_box_union.
+ */
+ void fixSelectionBoxIntUnion();
+
+ //! Features indexed by ID.
+ std::vector<ContentFeatures> m_content_features;
+
+ //! A mapping for fast conversion between names and IDs
+ NameIdMapping m_name_id_mapping;
- virtual void serialize(std::ostream &os, u16 protocol_version) const=0;
- virtual void deSerialize(std::istream &is)=0;
+ /*!
+ * Like @ref m_name_id_mapping, but maps only from names to IDs, and
+ * includes aliases too. Updated by \ref updateAliases().
+ * Note: Not serialized.
+ */
+ std::unordered_map<std::string, content_t> m_name_id_mapping_with_aliases;
- virtual void setNodeRegistrationStatus(bool completed)=0;
+ /*!
+ * A mapping from group names to a vector of content types that belong
+ * to it. Necessary for a direct lookup in \ref getIds().
+ * Note: Not serialized.
+ */
+ std::unordered_map<std::string, std::vector<content_t>> m_group_to_items;
- 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;
+ /*!
+ * The next ID that might be free to allocate.
+ * It can be allocated already, because \ref CONTENT_AIR,
+ * \ref CONTENT_UNKNOWN and \ref CONTENT_IGNORE are registered when the
+ * manager is initialized, and new IDs are allocated from 0.
+ */
+ content_t m_next_id;
+
+ //! True if all nodes have been registered.
+ bool m_node_registration_complete;
+
+ /*!
+ * The union of all nodes' selection boxes.
+ * Might be larger if big nodes are removed from the manager.
+ */
+ aabb3f m_selection_box_union;
+
+ /*!
+ * The smallest box in integer node coordinates that
+ * contains all nodes' selection boxes.
+ * Might be larger if big nodes are removed from the manager.
+ */
+ core::aabbox3d<s16> m_selection_box_int_union;
+
+ /*!
+ * NodeResolver instances to notify once node registration has finished.
+ * Even constant NodeDefManager instances can register listeners.
+ */
+ mutable std::vector<NodeResolver *> m_pending_resolve_callbacks;
};
-IWritableNodeDefManager *createNodeDefManager();
+NodeDefManager *createNodeDefManager();
class NodeResolver {
public:
virtual void resolveNodeNames() = 0;
bool getIdFromNrBacklog(content_t *result_out,
- const std::string &node_alt, content_t c_fallback);
+ const std::string &node_alt, content_t c_fallback,
+ bool error_on_fallback = true);
bool getIdsFromNrBacklog(std::vector<content_t> *result_out,
- bool all_required=false, content_t c_fallback=CONTENT_IGNORE);
+ bool all_required = false, content_t c_fallback = CONTENT_IGNORE);
void nodeResolveInternal();
u32 m_nnlistsizes_idx = 0;
std::vector<std::string> m_nodenames;
std::vector<size_t> m_nnlistsizes;
- INodeDefManager *m_ndef = nullptr;
+ const NodeDefManager *m_ndef = nullptr;
bool m_resolve_done = false;
};
-
-#endif