#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;
int node_texture_size;
bool opaque_water;
bool connected_glass;
- bool use_normal_texture;
bool enable_mesh_cache;
bool enable_minimap;
NodeDrawType drawtype);
};
+// 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
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 ---
enum LiquidType liquid_type;
// 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);
- 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.
*/
void correctAlpha(TileDef *tiles, int length);
+#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
+
+
/*
Some handy methods
*/
+ 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);
+ return (liquid_alternative_flowing_id == f.liquid_alternative_flowing_id);
}
int getGroup(const std::string &group) const
void updateAliases(IItemDefManager *idef);
/*!
- * Reads the used texture pack's override.txt, and replaces the textures
- * of registered nodes with the ones specified there.
+ * Replaces the textures of registered nodes with the ones specified in
+ * the texturepack's override.txt file
*
- * Format of the input file: in each line
- * `node_name top|bottom|right|left|front|back|all|*|sides texture_name.png`
- *
- * @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
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:
/*!
*/
void addNameIdMapping(content_t i, 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
* m_selection_box_union.
virtual ~NodeResolver();
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);
+ 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);
+ bool all_required = false, content_t c_fallback = CONTENT_IGNORE);
void nodeResolveInternal();