X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fnodedef.h;h=4669df7f04ae5136ec10fa28ace2198c8d2b1ccd;hb=d99b6fed5517797bfafe4bbb307963967f0ca749;hp=d846489aecd7f4bbdcb4386690373d8876aeeff7;hpb=319662c0ed047c6604d802336b54c325867fcab9;p=dragonfireclient.git diff --git a/src/nodedef.h b/src/nodedef.h index d846489ae..4669df7f0 100644 --- a/src/nodedef.h +++ b/src/nodedef.h @@ -25,17 +25,24 @@ with this program; if not, write to the Free Software Foundation, Inc., #include #include #include +#include "util/numeric.h" #include "mapnode.h" #ifndef SERVER -#include "tile.h" +#include "client/tile.h" +#include "shader.h" +class Client; #endif #include "itemgroup.h" #include "sound.h" // SimpleSoundSpec #include "constants.h" // BS +#include "tileanimation.h" +class INodeDefManager; class IItemDefManager; class ITextureSource; +class IShaderSource; class IGameDef; +class NodeResolver; typedef std::list > GroupItems; @@ -56,13 +63,27 @@ enum ContentParamType2 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 @@ -70,6 +91,8 @@ enum NodeBoxType NODEBOX_REGULAR, // Regular block; allows buildable_to 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 @@ -82,77 +105,144 @@ struct NodeBox aabb3f wall_top; aabb3f wall_bottom; aabb3f wall_side; // being at the -X side + // NODEBOX_CONNECTED + std::vector connect_top; + std::vector connect_bottom; + std::vector connect_front; + std::vector connect_left; + std::vector connect_back; + std::vector connect_right; NodeBox() { reset(); } void reset(); - void serialize(std::ostream &os) const; + void serialize(std::ostream &os, u16 protocol_version) const; void deSerialize(std::istream &is); }; struct MapNode; class NodeMetadata; -/* - Stand-alone definition of a TileSpec (basically a server-side TileSpec) -*/ -enum TileAnimationType{ - TAT_NONE=0, - TAT_VERTICAL_FRAMES=1, +enum LeavesStyle { + LEAVES_FANCY, + LEAVES_SIMPLE, + LEAVES_OPAQUE, }; -struct TileDef -{ - std::string name; - bool backface_culling; // Takes effect only in special cases - struct{ - enum TileAnimationType type; - int aspect_w; // width for aspect ratio - int aspect_h; // height for aspect ratio - float length; // seconds - } animation; - - TileDef() - { - name = ""; - backface_culling = true; - animation.type = TAT_NONE; - animation.aspect_w = 1; - animation.aspect_h = 1; - animation.length = 1.0; - } - void serialize(std::ostream &os, u16 protocol_version) const; - void deSerialize(std::istream &is); +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 { - 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 + // 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 2 +#define CF_SPECIAL_COUNT 6 struct ContentFeatures { /* Cached stuff - */ + */ #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 @@ -169,28 +259,62 @@ struct ContentFeatures /* Actual data - */ + */ + + // --- GENERAL PROPERTIES --- std::string name; // "" = undefined node ItemGroupList groups; // Same as in itemdef + // Type of MapNode::param1 + ContentParamType param_type; + // Type of MapNode::param2 + ContentParamType2 param_type_2; + + // --- VISUAL PROPERTIES --- - // Visual definition 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 *palette; + // Used for waving leaves/plants + u8 waving; + // for NDT_CONNECTED pairing + u8 connect_sides; + std::vector connects_to; + std::set connects_to_ids; // 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 - ContentParamType2 param_type_2; - // True for all ground-like things like stone and mud, false for eg. trees - bool is_ground_content; + // Flowing liquid or snow, value = default level + u8 leveled; + + // --- LIGHTING-RELATED --- + bool light_propagates; bool sunlight_propagates; + // 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; @@ -204,6 +328,10 @@ struct ContentFeatures bool buildable_to; // 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. @@ -216,33 +344,51 @@ struct ContentFeatures u8 liquid_viscosity; // Is liquid renewable (new liquid source will be created between 2 existing) bool liquid_renewable; - // Amount of light the node emits - u8 light_source; - u32 damage_per_second; + // 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; + + // --- SOUND PROPERTIES --- + + SimpleSoundSpec sound_footstep; + SimpleSoundSpec sound_dig; + SimpleSoundSpec sound_dug; + + // --- 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; - // Sound properties - SimpleSoundSpec sound_footstep; - SimpleSoundSpec sound_dig; - SimpleSoundSpec sound_dug; - /* 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); + /*! + * Since vertex alpha is no longer supported, this method + * adds opacity directly to the texture pixels. + * + * \param tiles array of the tile definitions. + * \param length length of tiles + */ + void correctAlpha(TileDef *tiles, int length); /* Some handy methods @@ -254,51 +400,73 @@ 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 - virtual void getIds(const std::string &name, std::set &result) + // returns false if node name not found, true otherwise + virtual bool getIds(const std::string &name, std::set &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 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 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; + 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 &result) - const=0; - // If not found, returns the features of CONTENT_IGNORE - virtual const ContentFeatures& get(const std::string &name) const=0; + virtual bool getIds(const std::string &name, std::set &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 - 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, 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. @@ -306,17 +474,52 @@ class IWritableNodeDefManager : public INodeDefManager */ 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)=0; + virtual void serialize(std::ostream &os, u16 protocol_version) const=0; virtual void deSerialize(std::istream &is)=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 getSelectionBoxIntUnion() const=0; }; -IWritableNodeDefManager* createNodeDefManager(); +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 *result_out, + bool all_required=false, content_t c_fallback=CONTENT_IGNORE); + + void nodeResolveInternal(); + + u32 m_nodenames_idx; + u32 m_nnlistsizes_idx; + std::vector m_nodenames; + std::vector m_nnlistsizes; + INodeDefManager *m_ndef; + bool m_resolve_done; +}; +#endif