]> git.lizzy.rs Git - minetest.git/blobdiff - src/nodedef.h
Remove legacy unused define DIGGING_PARTICLES_AMOUNT
[minetest.git] / src / nodedef.h
index 5aba69c48824dd530fd8cc1cbe5e969c73a28ace..4d3bacc6c55cdd8ae92e744af7d0f34bc0cbba44 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.
 */
@@ -20,59 +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 <set>
+#include <iostream>
+#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
-class ITextureSource;
-
-/*
-       TODO: Rename to nodedef.h
-*/
-
-#if 0
-
-/*
-       Content feature list
-       
-       Used for determining properties of MapNodes by content type without
-       storing such properties in the nodes itself.
-*/
-
-/*
-       Initialize content feature table.
+#include "itemgroup.h"
+#include "sound.h" // SimpleSoundSpec
+#include "constants.h" // BS
+#include "tileanimation.h"
 
-       Must be called before accessing the table.
-*/
-void init_contentfeatures(ITextureSource *tsrc);
+class INodeDefManager;
+class IItemDefManager;
+class ITextureSource;
+class IShaderSource;
+class IGameDef;
+class NodeResolver;
 
-#endif
+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
@@ -80,64 +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)
-       {}
+       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;
 
+enum LeavesStyle {
+       LEAVES_FANCY,
+       LEAVES_SIMPLE,
+       LEAVES_OPAQUE,
+};
+
+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
+{
+       // 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,
+};
+
+// 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
 {
-#ifndef SERVER
        /*
-               0: up
-               1: down
-               2: right
-               3: left
-               4: back
-               5: front
-       */
+               Cached stuff
+        */
+#ifndef SERVER
+       // 0     1     2     3     4     5
+       // up    down  right left  back  front
        TileSpec tiles[6];
-       
-       video::ITexture *inventory_texture;
-
-       // Used currently for flowing liquids
-       u8 vertex_alpha;
-       // Post effect color, drawn when the camera is inside the node.
-       video::SColor post_effect_color;
-       // Special irrlicht material, used sometimes
-       video::SMaterial *special_material;
-       video::SMaterial *special_material2;
-       AtlasPointer *special_atlas;
+       // 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 backface_culling;
 #endif
 
-       // List of all block textures that have been used (value is dummy)
-       // Used for texture atlas making.
-       // Exists on server too for cleaner code in content_mapnode.cpp.
-       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;
-       // True for all ground-like things like stone and mud, false for eg. trees
-       bool is_ground_content;
+       // Type of MapNode::param2
+       ContentParamType2 param_type_2;
+
+       // --- VISUAL PROPERTIES ---
+
+       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::set<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
+       u8 leveled;
+
+       // --- LIGHTING-RELATED ---
+
        bool light_propagates;
        bool sunlight_propagates;
-       u8 solidness; // Used when choosing which face is drawn
-       u8 visual_solidness; // When solidness=0, this tells how it looks like
+       // 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;
@@ -149,141 +326,69 @@ 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;
-       // If true, node is equivalent to air. Torches are, air is. Water is not.
-       // Is used for example to check whether a mud block can have grass on.
-       bool air_equivalent;
-       // 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;
-       s32 extra_dug_item_rarity;
-
-       // Initial metadata is cloned from this
-       NodeMetadata *initial_metadata;
-       
+       // 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.
-       content_t liquid_alternative_flowing;
+       std::string liquid_alternative_flowing;
        // If the content is liquid, this is the source version of the liquid.
-       content_t liquid_alternative_source;
+       std::string liquid_alternative_source;
        // Viscosity for fluid flow, ranging from 1 to 7, with
        // 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;
+       NodeBox collision_box;
 
-       MaterialProperties material;
-       
-       // NOTE: Move relevant properties to here from elsewhere
+       // --- SOUND PROPERTIES ---
 
-       void reset()
-       {
-#ifndef SERVER
-               inventory_texture = NULL;
-               
-               vertex_alpha = 255;
-               post_effect_color = video::SColor(0, 0, 0, 0);
-               special_material = NULL;
-               special_material2 = NULL;
-               special_atlas = NULL;
-#endif
-               used_texturenames.clear();
-               param_type = CPT_NONE;
-               is_ground_content = false;
-               light_propagates = false;
-               sunlight_propagates = false;
-               solidness = 2;
-               visual_solidness = 0;
-               walkable = true;
-               pointable = true;
-               diggable = true;
-               climbable = false;
-               buildable_to = false;
-               wall_mounted = false;
-               air_equivalent = false;
-               often_contains_mineral = false;
-               dug_item = "";
-               initial_metadata = NULL;
-               liquid_type = LIQUID_NONE;
-               liquid_alternative_flowing = CONTENT_IGNORE;
-               liquid_alternative_source = CONTENT_IGNORE;
-               liquid_viscosity = 0;
-               light_source = 0;
-               damage_per_second = 0;
-               selection_box = NodeBox();
-               material = MaterialProperties();
-       }
+       SimpleSoundSpec sound_footstep;
+       SimpleSoundSpec sound_dig;
+       SimpleSoundSpec sound_dug;
 
-       ContentFeatures()
-       {
-               reset();
-       }
+       // --- 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;
 
-       ~ContentFeatures();
-       
        /*
-               Quickhands for simple materials
+               Methods
        */
-       
-#ifdef SERVER
-       void setTexture(ITextureSource *tsrc, u16 i, std::string name,
-                       u8 alpha=255)
-       {}
-       void setAllTextures(ITextureSource *tsrc, std::string name, u8 alpha=255)
-       {}
-#else
-       void setTexture(ITextureSource *tsrc,
-                       u16 i, std::string name, u8 alpha=255);
-
-       void setAllTextures(ITextureSource *tsrc,
-                       std::string name, u8 alpha=255)
-       {
-               for(u16 i=0; i<6; i++)
-               {
-                       setTexture(tsrc, i, name, alpha);
-               }
-               // Force inventory texture too
-               setInventoryTexture(name, tsrc);
-       }
-#endif
-
-#ifndef SERVER
-       void setTile(u16 i, const TileSpec &tile)
-       { tiles[i] = tile; }
-       void setAllTiles(const TileSpec &tile)
-       { for(u16 i=0; i<6; i++) setTile(i, tile); }
-#endif
 
-#ifdef SERVER
-       void setInventoryTexture(std::string imgname,
-                       ITextureSource *tsrc)
-       {}
-       void setInventoryTextureCube(std::string top,
-                       std::string left, std::string right, ITextureSource *tsrc)
-       {}
-#else
-       void setInventoryTexture(std::string imgname, ITextureSource *tsrc);
-       
-       void setInventoryTextureCube(std::string top,
-                       std::string left, std::string right, ITextureSource *tsrc);
-#endif
+       ContentFeatures();
+       ~ContentFeatures();
+       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.
+        *
+        * tiledef, tiledef_special and alpha must be initialized
+        * before calling this.
+        */
+       void correctAlpha();
 
        /*
                Some handy methods
@@ -295,42 +400,129 @@ 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 ContentFeatures& get(content_t c) const=0;
-       virtual const ContentFeatures& get(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;
+       // 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 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;
+       /*!
+        * 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 ContentFeatures& get(content_t c) const=0;
-       virtual const ContentFeatures& get(const MapNode &n) const=0;
-               
-       // Register node definition
-       virtual void set(content_t c, const ContentFeatures &def)=0;
-       virtual ContentFeatures* getModifiable(content_t c)=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;
+       // 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;
+
+       /*
+               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 bool getNodeRegistrationStatus() const=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;
 };
 
-// If textures not actually available (server), tsrc can be NULL
-IWritableNodeDefManager* createNodeDefManager(ITextureSource *tsrc);
+IWritableNodeDefManager *createNodeDefManager();
 
+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
-