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 "itemgroup.h"
#include "sound.h" // SimpleSoundSpec
#include "constants.h" // BS
+#include "tileanimation.h"
+
+// PROTOCOL_VERSION >= 37
+static const u8 CONTENTFEATURES_VERSION = 13;
-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,
CPT2_WALLMOUNTED,
// Block level like FLOWINGLIQUID
CPT2_LEVELED,
+ // 2D rotation for things like plants
+ CPT2_DEGROTATE,
+ // Mesh options for plants
+ CPT2_MESHOPTIONS,
+ // Index for palette
+ CPT2_COLOR,
+ // 3 bits of palette index, then facedir
+ CPT2_COLORED_FACEDIR,
+ // 5 bits of palette index, then wallmounted
+ CPT2_COLORED_WALLMOUNTED,
+ // Glasslike framed drawtype internal liquid level, param2 values 0 to 63
+ CPT2_GLASSLIKE_LIQUID_LEVEL,
};
enum LiquidType
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
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;
+ 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(); }
struct MapNode;
class NodeMetadata;
-/*
- Stand-alone definition of a TileSpec (basically a server-side TileSpec)
-*/
-enum TileAnimationType{
- TAT_NONE=0,
- TAT_VERTICAL_FRAMES=1,
+enum LeavesStyle {
+ LEAVES_FANCY,
+ LEAVES_SIMPLE,
+ LEAVES_OPAQUE,
};
-struct TileDef
-{
- std::string name;
- bool backface_culling; // Takes effect only in special cases
- struct{
- enum TileAnimationType type;
- int aspect_w; // width for aspect ratio
- int aspect_h; // height for aspect ratio
- float length; // seconds
- } animation;
- TileDef()
- {
- name = "";
- backface_culling = true;
- animation.type = TAT_NONE;
- animation.aspect_w = 1;
- animation.aspect_h = 1;
- animation.length = 1.0;
- }
+enum AutoScale : u8 {
+ AUTOSCALE_DISABLE,
+ AUTOSCALE_ENABLE,
+ AUTOSCALE_FORCE,
+};
- void serialize(std::ostream &os, u16 protocol_version) const;
- void deSerialize(std::istream &is);
+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() = default;
+
+ void readSettings();
};
enum NodeDrawType
{
- NDT_NORMAL, // A basic solid block
- NDT_AIRLIKE, // Nothing is drawn
- NDT_LIQUID, // Do not draw face towards same kind of flowing/source liquid
- NDT_FLOWINGLIQUID, // A very special kind of thing
- NDT_GLASSLIKE, // Glass-like, don't draw faces towards other glass
- NDT_ALLFACES, // Leaves-like, draw all faces no matter what
- NDT_ALLFACES_OPTIONAL, // Fancy -> allfaces, fast -> normal
+ // A basic solid block
+ NDT_NORMAL,
+ // Nothing is drawn
+ NDT_AIRLIKE,
+ // Do not draw face towards same kind of flowing/source liquid
+ NDT_LIQUID,
+ // A very special kind of thing
+ NDT_FLOWINGLIQUID,
+ // Glass-like, don't draw faces towards other glass
+ NDT_GLASSLIKE,
+ // Leaves-like, draw all faces no matter what
+ NDT_ALLFACES,
+ // Enabled -> ndt_allfaces, disabled -> ndt_normal
+ NDT_ALLFACES_OPTIONAL,
+ // Single plane perpendicular to a surface
NDT_TORCHLIKE,
+ // Single plane parallel to a surface
NDT_SIGNLIKE,
+ // 2 vertical planes in a 'X' shape diagonal to XZ axes.
+ // paramtype2 = "meshoptions" allows various forms, sizes and
+ // vertical and horizontal random offsets.
NDT_PLANTLIKE,
+ // Fenceposts that connect to neighbouring fenceposts with horizontal bars
NDT_FENCELIKE,
+ // Selects appropriate junction texture to connect like rails to
+ // neighbouring raillikes.
NDT_RAILLIKE,
+ // Custom Lua-definable structure of multiple cuboids
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
+ // Glass-like, draw connected frames and all visible faces.
+ // param2 > 0 defines 64 levels of internal liquid
+ // Uses 3 textures, one for frames, second for faces,
+ // optional third is a 'special tile' for the liquid.
+ NDT_GLASSLIKE_FRAMED,
+ // Draw faces slightly rotated and only on neighbouring nodes
+ NDT_FIRELIKE,
+ // Enabled -> ndt_glasslike_framed, disabled -> ndt_glasslike
+ NDT_GLASSLIKE_FRAMED_OPTIONAL,
+ // Uses static meshes
+ NDT_MESH,
+ // Combined plantlike-on-solid
+ NDT_PLANTLIKE_ROOTED,
+};
+
+// Mesh options for NDT_PLANTLIKE with CPT2_MESHOPTIONS
+static const u8 MO_MASK_STYLE = 0x07;
+static const u8 MO_BIT_RANDOM_OFFSET = 0x08;
+static const u8 MO_BIT_SCALE_SQRT2 = 0x10;
+static const u8 MO_BIT_RANDOM_OFFSET_Y = 0x20;
+enum PlantlikeStyle {
+ PLANT_STYLE_CROSS,
+ PLANT_STYLE_CROSS2,
+ PLANT_STYLE_STAR,
+ PLANT_STYLE_HASH,
+ 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)
+*/
+
+struct TileDef
+{
+ std::string name = "";
+ bool backface_culling = true; // Takes effect only in special cases
+ bool tileable_horizontal = true;
+ bool tileable_vertical = true;
+ //! If true, the tile has its own color.
+ 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;
+
+ TileDef()
+ {
+ animation.type = TAT_NONE;
+ }
+
+ void serialize(std::ostream &os, u16 protocol_version) const;
+ void deSerialize(std::istream &is, u8 contentfeatures_version,
+ NodeDrawType drawtype);
};
#define CF_SPECIAL_COUNT 6
{
/*
Cached stuff
- */
+ */
#ifndef SERVER
// 0 1 2 3 4 5
// up down right left back front
/*
Actual data
- */
+ */
+
+ // --- GENERAL PROPERTIES ---
std::string name; // "" = undefined node
ItemGroupList groups; // Same as in itemdef
+ // Type of MapNode::param1
+ ContentParamType param_type;
+ // Type of MapNode::param2
+ ContentParamType2 param_type_2;
+
+ // --- VISUAL PROPERTIES ---
- // 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
TileDef tiledef[6];
+ // These will be drawn over the base tiles.
+ TileDef tiledef_overlay[6];
TileDef tiledef_special[CF_SPECIAL_COUNT]; // eg. flowing liquid
+ // If 255, the node is opaque.
+ // Otherwise it uses texture alpha.
u8 alpha;
-
+ // The color of the node.
+ video::SColor color;
+ std::string palette_name;
+ std::vector<video::SColor> *palette;
+ // Used for waving leaves/plants
+ u8 waving;
+ // for NDT_CONNECTED pairing
+ u8 connect_sides;
+ std::vector<std::string> connects_to;
+ std::vector<content_t> connects_to_ids;
// 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;
+ // Flowing liquid or snow, value = default level
+ u8 leveled;
+
+ // --- LIGHTING-RELATED ---
+
bool light_propagates;
bool sunlight_propagates;
+ // Amount of light the node emits
+ u8 light_source;
+
+ // --- MAP GENERATION ---
+
+ // True for all ground-like things like stone and mud, false for eg. trees
+ bool is_ground_content;
+
+ // --- INTERACTION PROPERTIES ---
+
// This is used for collision detection.
// Also for general solidness queries.
bool walkable;
bool buildable_to;
// Player cannot build to these (placement prediction disabled)
bool rightclickable;
- // Flowing liquid or snow, value = default level
- u8 leveled;
+ u32 damage_per_second;
+ // client dig prediction
+ std::string node_dig_prediction;
+
+ // --- LIQUID PROPERTIES ---
+
// 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.
// Number of flowing liquids surrounding source
u8 liquid_range;
u8 drowning;
- // Amount of light the node emits
- u8 light_source;
- u32 damage_per_second;
+ // Liquids flow into and replace node
+ bool floodable;
+
+ // --- NODEBOXES ---
+
NodeBox node_box;
NodeBox selection_box;
NodeBox collision_box;
- // Used for waving leaves/plants
- u8 waving;
+
+ // --- SOUND PROPERTIES ---
+
+ SimpleSoundSpec sound_footstep;
+ SimpleSoundSpec sound_dig;
+ SimpleSoundSpec sound_dug;
+
+ // --- LEGACY ---
+
// 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;
- // Sound properties
- SimpleSoundSpec sound_footstep;
- SimpleSoundSpec sound_dig;
- SimpleSoundSpec sound_dug;
-
/*
Methods
*/
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.
+ *
+ * \param tiles array of the tile definitions.
+ * \param length length of tiles
+ */
+ void correctAlpha(TileDef *tiles, int length);
/*
Some handy methods
if(!isLiquid() || !f.isLiquid()) return false;
return (liquid_alternative_flowing == f.liquid_alternative_flowing);
}
-};
-enum NodeResolveMethod {
- NODE_RESOLVE_NONE,
- NODE_RESOLVE_DIRECT,
- NODE_RESOLVE_DEFERRED,
-};
+ int getGroup(const std::string &group) const
+ {
+ return itemgroup_get(groups, group);
+ }
-class INodeDefManager {
-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
- virtual void 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, NodeResolveMethod how)=0;
- virtual bool cancelNodeResolveCallback(NodeResolver *nr)=0;
+#ifndef SERVER
+ void updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc,
+ scene::IMeshManipulator *meshmanip, Client *client, const TextureSettings &tsettings);
+#endif
};
-class IWritableNodeDefManager : public 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:
- 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 void 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;
+ /*!
+ * Creates a NodeDefManager, and registers three ContentFeatures:
+ * \ref CONTENT_AIR, \ref CONTENT_UNKNOWN and \ref CONTENT_IGNORE.
+ */
+ NodeDefManager();
+ ~NodeDefManager();
+
+ /*!
+ * 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());
+ }
- /*
- Update tile textures to latest return values of TextueSource.
- */
- virtual void updateTextures(IGameDef *gamedef,
+ /*!
+ * 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;
+
+ /*!
+ * 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);
- virtual void serialize(std::ostream &os, u16 protocol_version) const=0;
- virtual void deSerialize(std::istream &is)=0;
+ /*!
+ * 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;
- virtual bool getNodeRegistrationStatus() const=0;
- virtual void setNodeRegistrationStatus(bool completed)=0;
+ /*!
+ * 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;
+ }
- virtual void pendNodeResolve(NodeResolver *nr, NodeResolveMethod how)=0;
- virtual bool cancelNodeResolveCallback(NodeResolver *nr)=0;
- virtual void runNodeResolveCallbacks()=0;
- virtual void resetNodeResolveState()=0;
+ /*!
+ * 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;
+
+ /*!
+ * 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;
+
+ /*!
+ * 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;
+
+ /*!
+ * 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);
- const std::string &getNodeName(content_t c) const;
+ bool all_required = false, content_t c_fallback = CONTENT_IGNORE);
void nodeResolveInternal();
- u32 m_nodenames_idx;
- u32 m_nnlistsizes_idx;
+ u32 m_nodenames_idx = 0;
+ u32 m_nnlistsizes_idx = 0;
std::vector<std::string> m_nodenames;
std::vector<size_t> m_nnlistsizes;
- INodeDefManager *m_ndef;
- bool m_resolve_done;
+ const NodeDefManager *m_ndef = nullptr;
+ bool m_resolve_done = false;
};
-
-#endif
-