#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"
#endif
#include "itemgroup.h"
#include "sound.h" // SimpleSoundSpec
#include "constants.h" // BS
+class INodeDefManager;
class IItemDefManager;
class ITextureSource;
class IShaderSource;
class IGameDef;
+class NodeResolver;
typedef std::list<std::pair<content_t, int> > GroupItems;
CPT2_WALLMOUNTED,
// Block level like FLOWINGLIQUID
CPT2_LEVELED,
+ // 2D rotation for things like plants
+ CPT2_DEGROTATE,
};
enum LiquidType
struct MapNode;
class NodeMetadata;
+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
+ NDT_TORCHLIKE,
+ NDT_SIGNLIKE,
+ 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
+ NDT_FIRELIKE, // Draw faces slightly rotated and only on connecting nodes,
+ NDT_GLASSLIKE_FRAMED_OPTIONAL, // enabled -> connected, disabled -> Glass-like
+ // uses 2 textures, one for frames, second for faces
+ NDT_MESH, // Uses static meshes
+};
+
/*
Stand-alone definition of a TileSpec (basically a server-side TileSpec)
*/
{
std::string name;
bool backface_culling; // Takes effect only in special cases
+ bool tileable_horizontal;
+ bool tileable_vertical;
struct{
enum TileAnimationType type;
int aspect_w; // width for aspect ratio
{
name = "";
backface_culling = true;
+ tileable_horizontal = true;
+ tileable_vertical = true;
animation.type = TAT_NONE;
animation.aspect_w = 1;
animation.aspect_h = 1;
}
void serialize(std::ostream &os, u16 protocol_version) const;
- void deSerialize(std::istream &is);
-};
-
-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
- NDT_TORCHLIKE,
- NDT_SIGNLIKE,
- 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
- NDT_FIRELIKE, // Draw faces slightly rotated and only on connecting nodes,
- NDT_GLASSLIKE_FRAMED_OPTIONAL, // enabled -> connected, disabled -> Glass-like
- // uses 2 textures, one for frames, second for faces
- NDT_MESH, // Uses static meshes
+ void deSerialize(std::istream &is, const u8 contentfeatures_version, const NodeDrawType drawtype);
};
#define CF_SPECIAL_COUNT 6
*/
#ifndef SERVER
// 0 1 2 3 4 5
- // up down right left back front
+ // up down right left back front
TileSpec tiles[6];
// Special tiles
// - Currently used for flowing liquids
std::string mesh;
#ifndef SERVER
scene::IMesh *mesh_ptr[24];
-#endif
+ video::SColor minimap_color;
+#endif
float visual_scale; // Misc. scale parameter
TileDef tiledef[6];
TileDef tiledef_special[CF_SPECIAL_COUNT]; // eg. flowing liquid
// Post effect color, drawn when the camera is inside the node.
video::SColor post_effect_color;
+
// Type of MapNode::param1
ContentParamType param_type;
// Type of MapNode::param2
bool climbable;
// Player can build on these
bool buildable_to;
+ // Liquids flow into and replace node
+ bool floodable;
// Player cannot build to these (placement prediction disabled)
bool rightclickable;
// Flowing liquid or snow, value = default level
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;
/*
Methods
*/
-
+
ContentFeatures();
~ContentFeatures();
void reset();
- void serialize(std::ostream &os, u16 protocol_version);
+ void serialize(std::ostream &os, u16 protocol_version) const;
void deSerialize(std::istream &is);
- void serializeOld(std::ostream &os, u16 protocol_version);
+ void serializeOld(std::ostream &os, u16 protocol_version) const;
void deSerializeOld(std::istream &is, int version);
/*
}
};
-struct NodeResolveInfo {
- std::string n_wanted;
- std::string n_alt;
- content_t c_fallback;
- content_t *output;
-};
-
-#define NR_STATUS_FAILURE 0
-#define NR_STATUS_PENDING 1
-#define NR_STATUS_SUCCESS 2
-
-/**
- NodeResolver
-
- NodeResolver attempts to resolve node names to content ID integers. If the
- node registration phase has not yet finished at the time the resolution
- request is placed, the request is marked as pending and added to an internal
- queue. The name resolution request is later satisfied by writing directly
- to the output location when the node registration phase has been completed.
-
- This is primarily intended to be used for objects registered during script
- initialization (i.e. while nodes are being registered) that reference
- particular nodes.
-*/
-class NodeResolver {
-public:
- NodeResolver(INodeDefManager *ndef);
- ~NodeResolver();
-
- /**
- Add a request to resolve the node n_wanted and set *content to the
- result, or alternatively, n_alt if n_wanted is not found. If n_alt
- cannot be found either, or has not been specified, *content is set
- to c_fallback.
-
- If node registration is complete, the request is finished immediately
- and NR_STATUS_SUCCESS is returned (or NR_STATUS_FAILURE if no node can
- be found). Otherwise, NR_STATUS_PENDING is returned and the resolution
- request is queued.
-
- N.B. If the memory in which content is located has been deallocated
- before the pending request had been satisfied, cancelNode() must be
- called.
-
- @param n_wanted Name of node that is wanted.
- @param n_alt Name of node in case n_wanted could not be found. Blank
- if no alternative node is desired.
- @param c_fallback Content ID that content is set to in case of node
- resolution failure (should be CONTENT_AIR, CONTENT_IGNORE, etc.)
- @param content Pointer to content_t that receives the result of the
- node name resolution.
- @return Status of node resolution request.
- */
- int addNode(std::string n_wanted, std::string n_alt,
- content_t c_fallback, content_t *content);
-
- /**
- Add a request to resolve the node(s) specified by nodename.
-
- If node registration is complete, the request is finished immediately
- and NR_STATUS_SUCCESS is returned if at least one node is resolved; if
- zero were resolved, NR_STATUS_FAILURE. Otherwise, NR_STATUS_PENDING is
- returned and the resolution request is queued.
-
- N.B. If the memory in which content_vec is located has been deallocated
- before the pending request had been satisfied, cancelNodeList() must be
- called.
-
- @param nodename Name of node (or node group) to be resolved.
- @param content_vec Pointer to content_t vector onto which the results
- are added.
-
- @return Status of node resolution request.
- */
- int addNodeList(const char *nodename, std::vector<content_t> *content_vec);
-
- /**
- Removes all pending requests from the resolution queue to be satisfied
- to content.
-
- @param content Location of the content ID for the request being
- cancelled.
- @return Number of pending requests cancelled.
- */
- bool cancelNode(content_t *content);
-
- /**
- Removes all pending requests from the resolution queue to be satisfied
- to content_vec.
-
- @param content_vec Location of the content ID vector for requests being
- cancelled.
- @return Number of pending requests cancelled.
- */
- int cancelNodeList(std::vector<content_t> *content_vec);
-
- /**
- Carries out all pending node resolution requests. Call this when the
- node registration phase has completed.
-
- Internally marks node registration as complete.
-
- @return Number of failed pending requests.
- */
- int resolveNodes();
-
- /**
- Returns the status of the node registration phase.
-
- @return Boolean of whether the registration phase is complete.
- */
- bool isNodeRegFinished() { return m_is_node_registration_complete; }
-
-private:
- INodeDefManager *m_ndef;
- bool m_is_node_registration_complete;
- std::list<NodeResolveInfo *> m_pending_contents;
- std::list<std::pair<std::string, std::vector<content_t> *> > m_pending_content_vecs;
-};
-
-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
virtual void 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)=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 NodeResolver *getResolver()=0;
+ virtual void pendNodeResolve(NodeResolver *nr)=0;
+ virtual bool cancelNodeResolveCallback(NodeResolver *nr)=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;
+ 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;
+ const=0;
// If not found, returns the features of CONTENT_UNKNOWN
- virtual const ContentFeatures& get(const std::string &name) const=0;
+ 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 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.
*/
- virtual void updateTextures(IGameDef *gamedef)=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)=0;
+ virtual void serialize(std::ostream &os, u16 protocol_version) const=0;
virtual void deSerialize(std::istream &is)=0;
- virtual NodeResolver *getResolver()=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;
};
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