/*
-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.
*/
#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
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;
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
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
-