#include "itemgroup.h"
#include "sound.h" // SimpleSoundSpec
#include "constants.h" // BS
+#include "texture_override.h" // TextureOverride
#include "tileanimation.h"
-// PROTOCOL_VERSION >= 37
-static const u8 CONTENTFEATURES_VERSION = 13;
-
class IItemDefManager;
class ITextureSource;
class IShaderSource;
class IGameDef;
class NodeResolver;
+#if BUILD_UNITTESTS
+class TestSchematic;
+#endif
enum ContentParamType
{
CPT2_FULL,
// Flowing liquid properties
CPT2_FLOWINGLIQUID,
- // Direction for chests and furnaces and such
+ // Direction for chests and furnaces and such (with axis rotation)
CPT2_FACEDIR,
// Direction for signs, torches and such
CPT2_WALLMOUNTED,
// Block level like FLOWINGLIQUID
CPT2_LEVELED,
- // 2D rotation for things like plants
+ // 2D rotation
CPT2_DEGROTATE,
// Mesh options for plants
CPT2_MESHOPTIONS,
CPT2_COLORED_WALLMOUNTED,
// Glasslike framed drawtype internal liquid level, param2 values 0 to 63
CPT2_GLASSLIKE_LIQUID_LEVEL,
+ // 3 bits of palette index, then degrotate
+ CPT2_COLORED_DEGROTATE,
+ // Simplified direction for chests and furnaces and such (4 directions)
+ CPT2_4DIR,
+ // 6 bits of palette index, then 4dir
+ CPT2_COLORED_4DIR,
};
enum LiquidType
NODEBOX_CONNECTED, // optionally draws nodeboxes if a neighbor node attaches
};
-struct NodeBox
+struct NodeBoxConnected
{
- enum NodeBoxType type;
- // NODEBOX_REGULAR (no parameters)
- // NODEBOX_FIXED
- std::vector<aabb3f> fixed;
- // NODEBOX_WALLMOUNTED
- 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> disconnected_right;
std::vector<aabb3f> disconnected;
std::vector<aabb3f> disconnected_sides;
+};
+
+struct NodeBox
+{
+ enum NodeBoxType type;
+ // NODEBOX_REGULAR (no parameters)
+ // NODEBOX_FIXED
+ std::vector<aabb3f> fixed;
+ // NODEBOX_WALLMOUNTED
+ aabb3f wall_top;
+ aabb3f wall_bottom;
+ aabb3f wall_side; // being at the -X side
+ // NODEBOX_CONNECTED
+ // (kept externally to not bloat the structure)
+ std::shared_ptr<NodeBoxConnected> connected;
NodeBox()
{ reset(); }
+ ~NodeBox() = default;
+
+ inline NodeBoxConnected &getConnected() {
+ if (!connected)
+ connected = std::make_shared<NodeBoxConnected>();
+ return *connected;
+ }
+ inline const NodeBoxConnected &getConnected() const {
+ assert(connected);
+ return *connected;
+ }
void reset();
void serialize(std::ostream &os, u16 protocol_version) const;
int node_texture_size;
bool opaque_water;
bool connected_glass;
- bool use_normal_texture;
bool enable_mesh_cache;
bool enable_minimap;
// paramtype2 = "meshoptions" allows various forms, sizes and
// vertical and horizontal random offsets.
NDT_PLANTLIKE,
- // Fenceposts that connect to neighbouring fenceposts with horizontal bars
+ // Fenceposts that connect to neighboring fenceposts with horizontal bars
NDT_FENCELIKE,
// Selects appropriate junction texture to connect like rails to
- // neighbouring raillikes.
+ // neighboring raillikes.
NDT_RAILLIKE,
// Custom Lua-definable structure of multiple cuboids
NDT_NODEBOX,
// 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
+ // Draw faces slightly rotated and only on neighboring nodes
NDT_FIRELIKE,
// Enabled -> ndt_glasslike_framed, disabled -> ndt_glasslike
NDT_GLASSLIKE_FRAMED_OPTIONAL,
ALIGN_STYLE_USER_DEFINED,
};
+enum AlphaMode : u8 {
+ ALPHAMODE_BLEND,
+ ALPHAMODE_CLIP,
+ ALPHAMODE_OPAQUE,
+ ALPHAMODE_LEGACY_COMPAT, /* means either opaque or clip */
+};
+
+
/*
Stand-alone definition of a TileSpec (basically a server-side TileSpec)
*/
}
void serialize(std::ostream &os, u16 protocol_version) const;
- void deSerialize(std::istream &is, u8 contentfeatures_version,
- NodeDrawType drawtype);
+ void deSerialize(std::istream &is, NodeDrawType drawtype, u16 protocol_version);
};
+// Defines the number of special tiles per nodedef
+//
+// NOTE: When changing this value, the enum entries of OverrideTarget and
+// parser in TextureOverrideSource must be updated so that all special
+// tiles can be overridden.
#define CF_SPECIAL_COUNT 6
struct ContentFeatures
{
+ // PROTOCOL_VERSION >= 37. This is legacy and should not be increased anymore,
+ // write checks that depend directly on the protocol version instead.
+ static const u8 CONTENTFEATURES_VERSION = 13;
+
/*
Cached stuff
*/
// up down right left back front
TileSpec tiles[6];
// Special tiles
- // - Currently used for flowing liquids
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 has_on_destruct;
bool has_after_destruct;
+ // "float" group
+ bool floats;
+
/*
Actual data
*/
// 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;
+ AlphaMode alpha;
// The color of the node.
video::SColor color;
std::string palette_name;
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
+ // Flowing liquid or leveled nodebox, value = default level
u8 leveled;
+ // Maximum value for leveled nodes
+ u8 leveled_max;
// --- LIGHTING-RELATED ---
u32 damage_per_second;
// client dig prediction
std::string node_dig_prediction;
+ // how slow players move through
+ u8 move_resistance = 0;
// --- LIQUID PROPERTIES ---
// Whether the node is non-liquid, source liquid or flowing liquid
enum LiquidType liquid_type;
+ // If true, movement (e.g. of players) inside this node is liquid-like.
+ bool liquid_move_physics;
// If the content is liquid, this is the flowing version of the liquid.
std::string liquid_alternative_flowing;
+ content_t liquid_alternative_flowing_id;
// If the content is liquid, this is the source version of the liquid.
std::string liquid_alternative_source;
+ content_t liquid_alternative_source_id;
// Viscosity for fluid flow, ranging from 1 to 7, with
// 1 giving almost instantaneous propagation and 7 being
// the slowest possible
*/
ContentFeatures();
- ~ContentFeatures() = default;
+ ~ContentFeatures();
void reset();
void serialize(std::ostream &os, u16 protocol_version) const;
- void deSerialize(std::istream &is);
- /*!
- * 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);
+ void deSerialize(std::istream &is, u16 protocol_version);
/*
Some handy methods
*/
+ void setDefaultAlphaMode()
+ {
+ switch (drawtype) {
+ case NDT_NORMAL:
+ case NDT_LIQUID:
+ case NDT_FLOWINGLIQUID:
+ alpha = ALPHAMODE_OPAQUE;
+ break;
+ case NDT_NODEBOX:
+ case NDT_MESH:
+ alpha = ALPHAMODE_LEGACY_COMPAT; // this should eventually be OPAQUE
+ break;
+ default:
+ alpha = ALPHAMODE_CLIP;
+ break;
+ }
+ }
+
+ bool needsBackfaceCulling() const
+ {
+ switch (drawtype) {
+ case NDT_TORCHLIKE:
+ case NDT_SIGNLIKE:
+ case NDT_FIRELIKE:
+ case NDT_RAILLIKE:
+ case NDT_PLANTLIKE:
+ case NDT_PLANTLIKE_ROOTED:
+ case NDT_MESH:
+ return false;
+ default:
+ return true;
+ }
+ }
+
bool isLiquid() const{
return (liquid_type != LIQUID_NONE);
}
- bool sameLiquid(const ContentFeatures &f) const{
- if(!isLiquid() || !f.isLiquid()) return false;
- return (liquid_alternative_flowing == f.liquid_alternative_flowing);
+
+ bool isLiquidRender() const {
+ return (drawtype == NDT_LIQUID || drawtype == NDT_FLOWINGLIQUID);
+ }
+
+ bool sameLiquidRender(const ContentFeatures &f) const {
+ if (!isLiquidRender() || !f.isLiquidRender())
+ return false;
+ return liquid_alternative_flowing_id == f.liquid_alternative_flowing_id &&
+ liquid_alternative_source_id == f.liquid_alternative_source_id;
+ }
+
+ ContentLightingFlags getLightingFlags() const {
+ ContentLightingFlags flags;
+ flags.has_light = param_type == CPT_LIGHT;
+ flags.light_propagates = light_propagates;
+ flags.sunlight_propagates = sunlight_propagates;
+ flags.light_source = light_source;
+ return flags;
}
int getGroup(const std::string &group) const
void updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc,
scene::IMeshManipulator *meshmanip, Client *client, const TextureSettings &tsettings);
#endif
+
+private:
+#ifndef SERVER
+ /*
+ * Checks if any tile texture has any transparent pixels.
+ * Prints a warning and returns true if that is the case, false otherwise.
+ * This is supposed to be used for use_texture_alpha backwards compatibility.
+ */
+ bool textureAlphaCheck(ITextureSource *tsrc, const TileDef *tiles,
+ int length);
+#endif
+
+ void setAlphaFromLegacy(u8 legacy_alpha);
+
+ u8 getAlphaForLegacy() const;
};
/*!
*/
inline const ContentFeatures& get(content_t c) const {
return
- c < m_content_features.size() ?
+ (c < m_content_features.size() && !m_content_features[c].name.empty()) ?
m_content_features[c] : m_content_features[CONTENT_UNKNOWN];
}
return get(n.getContent());
}
+ inline ContentLightingFlags getLightingFlags(content_t c) const {
+ // No bound check is necessary, since the array's length is CONTENT_MAX + 1.
+ return m_content_lighting_flag_cache[c];
+ }
+
+ inline ContentLightingFlags getLightingFlags(const MapNode &n) const {
+ return getLightingFlags(n.getContent());
+ }
+
/*!
* Returns the node properties for a node name.
* @param name name of a node
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`
+ * Replaces the textures of registered nodes with the ones specified in
+ * the texturepack's override.txt file
*
- * @param override_filepath path to 'texturepack/override.txt'
+ * @param overrides the texture overrides
*/
- void applyTextureOverrides(const std::string &override_filepath);
+ void applyTextureOverrides(const std::vector<TextureOverride> &overrides);
/*!
* Only the client uses this. Loads textures and shaders required for
* 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);
+ void updateTextures(IGameDef *gamedef, void *progress_cbk_args);
/*!
* Writes the content of this manager to the given output stream.
- * @param protocol_version serialization version of ContentFeatures
+ * @param protocol_version Active network protocol version
*/
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
+ * @param protocol_version Active network protocol version
*/
- void deSerialize(std::istream &is);
+ void deSerialize(std::istream &is, u16 protocol_version);
/*!
* Used to indicate that node registration has finished.
void resetNodeResolveState();
/*!
- * Resolves the IDs to which connecting nodes connect from names.
+ * Resolves (caches the IDs) cross-references between nodes,
+ * like liquid alternatives.
* Must be called after node registration has finished!
*/
- void mapNodeboxConnections();
+ void resolveCrossrefs();
private:
/*!
* @param i a content ID
* @param name a node name
*/
- void addNameIdMapping(content_t i, std::string name);
+ void addNameIdMapping(content_t i, const 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
* Even constant NodeDefManager instances can register listeners.
*/
mutable std::vector<NodeResolver *> m_pending_resolve_callbacks;
+
+ /*!
+ * Fast cache of content lighting flags.
+ */
+ ContentLightingFlags m_content_lighting_flag_cache[CONTENT_MAX + 1L];
};
NodeDefManager *createNodeDefManager();
+// NodeResolver: Queue for node names which are then translated
+// to content_t after the NodeDefManager was initialized
class NodeResolver {
public:
NodeResolver();
virtual ~NodeResolver();
+ // Callback which is run as soon NodeDefManager is ready
virtual void resolveNodeNames() = 0;
+ // required because this class is used as mixin for ObjDef
+ void cloneTo(NodeResolver *res) const;
+
bool getIdFromNrBacklog(content_t *result_out,
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);
- void nodeResolveInternal();
+ inline bool isResolveDone() const { return m_resolve_done; }
+ void reset(bool resolve_done = false);
- u32 m_nodenames_idx = 0;
- u32 m_nnlistsizes_idx = 0;
+ // Vector containing all node names in the resolve "queue"
std::vector<std::string> m_nodenames;
+ // Specifies the "set size" of node names which are to be processed
+ // this is used for getIdsFromNrBacklog
+ // TODO: replace or remove
std::vector<size_t> m_nnlistsizes;
+
+protected:
+ friend class NodeDefManager; // m_ndef
+
const NodeDefManager *m_ndef = nullptr;
+ // Index of the next "m_nodenames" entry to resolve
+ u32 m_nodenames_idx = 0;
+
+private:
+#if BUILD_UNITTESTS
+ // Unittest requires access to m_resolve_done
+ friend class TestSchematic;
+#endif
+ void nodeResolveInternal();
+
+ // Index of the next "m_nnlistsizes" entry to process
+ u32 m_nnlistsizes_idx = 0;
bool m_resolve_done = false;
};