/*
-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 Lesser General Public License as published by
#ifndef NODEDEF_HEADER
#define NODEDEF_HEADER
-#include "irrlichttypes.h"
+#include "irrlichttypes_bloated.h"
#include <string>
#include <iostream>
#include <map>
+#include <list>
#include "mapnode.h"
#ifndef SERVER
#include "tile.h"
#endif
#include "itemgroup.h"
#include "sound.h" // SimpleSoundSpec
+#include "constants.h" // BS
+
class IItemDefManager;
class ITextureSource;
class IGameDef;
+typedef std::list<std::pair<content_t, int> > GroupItems;
+
enum ContentParamType
{
CPT_NONE,
CPT2_FACEDIR,
// Direction for signs, torches and such
CPT2_WALLMOUNTED,
+ // Block level like FLOWINGLIQUID
+ CPT2_LEVELED,
};
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_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, ...
};
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()
+ { reset(); }
+
+ void reset();
+ void serialize(std::ostream &os, u16 protocol_version) const;
void deSerialize(std::istream &is);
};
animation.length = 1.0;
}
- void serialize(std::ostream &os) const;
+ void serialize(std::ostream &os, u16 protocol_version) const;
void deSerialize(std::istream &is);
};
NDT_PLANTLIKE,
NDT_FENCELIKE,
NDT_RAILLIKE,
+ NDT_NODEBOX,
+ NDT_GLASSLIKE_FRAMED, // Glass-like, draw connected frames and all all
+ // visible faces
+ // uses 2 textures, one for frames, second for faces
};
#define CF_SPECIAL_COUNT 2
bool climbable;
// Player can build on these
bool buildable_to;
+ // Player cannot build to these (placement prediction disabled)
+ bool rightclickable;
+ // Flowing liquid or snow, value = default level
+ u8 leveled;
// 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.
// 1 giving almost instantaneous propagation and 7 being
// the slowest possible
u8 liquid_viscosity;
+ // Is liquid renewable (new liquid source will be created between 2 existing)
+ bool liquid_renewable;
+ // Ice for water, water for ice
+ std::string freezemelt;
+ // Number of flowing liquids surrounding source
+ u8 liquid_range;
+ u8 drowning;
// Amount of light the node emits
u8 light_source;
u32 damage_per_second;
+ NodeBox node_box;
NodeBox selection_box;
// Compatibility with old maps
// Set to true if paramtype used to be 'facedir_simple'
ContentFeatures();
~ContentFeatures();
void reset();
- void serialize(std::ostream &os);
+ void serialize(std::ostream &os, u16 protocol_version);
void deSerialize(std::istream &is);
+ void serializeOld(std::ostream &os, u16 protocol_version);
+ void deSerializeOld(std::istream &is, int version);
/*
Some handy methods
const=0;
virtual const ContentFeatures& get(const std::string &name) const=0;
- virtual void serialize(std::ostream &os)=0;
+ virtual void serialize(std::ostream &os, u16 protocol_version)=0;
};
class IWritableNodeDefManager : public INodeDefManager
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 void getIds(const std::string &name, std::set<content_t> &result)
const=0;
- // If not found, returns the features of CONTENT_IGNORE
+ // If not found, returns the features of CONTENT_UNKNOWN
virtual const ContentFeatures& get(const std::string &name) const=0;
- // Register node definition
- virtual void set(content_t c, const ContentFeatures &def)=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,
/*
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 serialize(std::ostream &os)=0;
+ virtual void serialize(std::ostream &os, u16 protocol_version)=0;
virtual void deSerialize(std::istream &is)=0;
};