]> git.lizzy.rs Git - minetest.git/blobdiff - src/nodedef.h
Snake case for screen options in minetest.conf (#5792)
[minetest.git] / src / nodedef.h
index fdf2f8c45b6e1d1525b4f8f81e88e2aa250d0e13..4669df7f04ae5136ec10fa28ace2198c8d2b1ccd 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 +20,79 @@ 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,
+       // 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
 {
        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
@@ -60,106 +100,221 @@ 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
 {
-       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,
+       // 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,
 };
 
-#define CF_SPECIAL_COUNT 2
+// 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,
+};
+
+/*
+       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;
+       //! If true, the tile has its own color.
+       bool has_color;
+       //! The color of the tile.
+       video::SColor color;
+
+       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;
+       }
+
+       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
 {
        /*
                Cached stuff
-       */
+        */
 #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
-       */
+        */
+
+       // --- 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
-       std::string tname_tiles[6];
-       std::string tname_inventory;
-       MaterialSpec mspec_special[CF_SPECIAL_COUNT]; // Use setter methods
+       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::set<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;
-       // 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;
@@ -171,22 +326,12 @@ 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;
-       // 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;
+       // Player cannot build to these (placement prediction disabled)
+       bool rightclickable;
+       u32 damage_per_second;
+
+       // --- 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.
@@ -197,39 +342,54 @@ struct ContentFeatures
        // 1 giving almost instantaneous propagation and 7 being
        // the slowest possible
        u8 liquid_viscosity;
-       // Amount of light the node emits
-       u8 light_source;
-       u32 damage_per_second;
+       // 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;
+       // Liquids flow into and replace node
+       bool floodable;
+
+       // --- NODEBOXES ---
+
+       NodeBox node_box;
        NodeBox selection_box;
-       MaterialProperties material;
-       std::string cookresult_item;
-       float furnace_cooktime;
-       float furnace_burntime;
+       NodeBox collision_box;
+
+       // --- 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;
 
        /*
                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);
+       /*!
+        * 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);
 
-       /*
-               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
        */
@@ -240,64 +400,126 @@ struct ContentFeatures
                if(!isLiquid() || !f.isLiquid()) return false;
                return (liquid_alternative_flowing == f.liquid_alternative_flowing);
        }
+
+       int getGroup(const std::string &group) const
+       {
+               return itemgroup_get(groups, group);
+       }
+
+#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
-{
+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 std::string getAlias(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 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;
-       virtual std::string getAlias(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;
-       // Set an alias so that nodes named <name> will load as <convert_to>.
-       // Alias is not set if <name> has already been defined.
-       // Alias will be removed if <name> is defined at a later point of time.
-       virtual void setAlias(const std::string &name,
-                       const std::string &convert_to)=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 void serialize(std::ostream &os)=0;
-       virtual void deSerialize(std::istream &is, IGameDef *gamedef)=0;
+       virtual void setNodeRegistrationStatus(bool completed)=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