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 "util/numeric.h"
#include "mapnode.h"
#ifndef SERVER
#include "client/tile.h"
-#include "shader.h"
+#include <IMeshManipulator.h>
class Client;
#endif
#include "itemgroup.h"
// 3 bits of palette index, then facedir
CPT2_COLORED_FACEDIR,
// 5 bits of palette index, then wallmounted
- CPT2_COLORED_WALLMOUNTED
+ CPT2_COLORED_WALLMOUNTED,
+ // Glasslike framed drawtype internal liquid level, param2 values 0 to 63
+ CPT2_GLASSLIKE_LIQUID_LEVEL,
};
enum LiquidType
bool enable_mesh_cache;
bool enable_minimap;
- TextureSettings() {}
+ 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
struct TileDef
{
- std::string name;
- bool backface_culling; // Takes effect only in special cases
- bool tileable_horizontal;
- bool tileable_vertical;
+ 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;
+ bool has_color = false;
//! The color of the tile.
- video::SColor color;
+ video::SColor color = video::SColor(0xFFFFFFFF);
struct TileAnimationParams animation;
TileDef()
{
- name = "";
- backface_culling = true;
- tileable_horizontal = true;
- tileable_vertical = true;
- has_color = false;
- color = video::SColor(0xFFFFFFFF);
animation.type = TAT_NONE;
}
#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.
*/
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 lnger supported, this method
- * adds instructions to the texture names to blend alpha there.
+ * Since vertex alpha is no longer supported, this method
+ * adds opacity directly to the texture pixels.
*
- * tiledef, tiledef_special and alpha must be initialized
- * before calling this.
+ * \param tiles array of the tile definitions.
+ * \param length length of tiles
*/
- void correctAlpha();
+ void correctAlpha(TileDef *tiles, int length);
/*
Some handy methods
}
#ifndef SERVER
- void fillTileAttribs(ITextureSource *tsrc, TileSpec *tile, TileDef *tiledef,
+ 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,
class INodeDefManager {
public:
- INodeDefManager(){}
- virtual ~INodeDefManager(){}
+ INodeDefManager() = default;
+ virtual ~INodeDefManager() = default;
+
// Get node definition
virtual const ContentFeatures &get(content_t c) const=0;
virtual const ContentFeatures &get(const MapNode &n) 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;
class IWritableNodeDefManager : public INodeDefManager {
public:
- IWritableNodeDefManager(){}
- virtual ~IWritableNodeDefManager(){}
- virtual IWritableNodeDefManager* clone()=0;
+ IWritableNodeDefManager() = default;
+ virtual ~IWritableNodeDefManager() = default;
+
// Get node definition
virtual const ContentFeatures &get(content_t c) const=0;
virtual const ContentFeatures &get(const MapNode &n) const=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 pendNodeResolve(NodeResolver *nr)=0;
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;
+ INodeDefManager *m_ndef = nullptr;
+ bool m_resolve_done = false;
};
-
-#endif