X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fnodedef.h;h=fdf2f8c45b6e1d1525b4f8f81e88e2aa250d0e13;hb=6d4bc012f007a0aa63d7f917891d355d680b4a1b;hp=a093cb7998527dabe9a34724041311efd75acaf8;hpb=c1202a2ecca352d5491364877fbe11e509cda8d3;p=dragonfireclient.git diff --git a/src/nodedef.h b/src/nodedef.h index a093cb799..fdf2f8c45 100644 --- a/src/nodedef.h +++ b/src/nodedef.h @@ -22,6 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "common_irrlicht.h" #include +#include #include #include "mapnode.h" #ifndef SERVER @@ -29,28 +30,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #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. - - Must be called before accessing the table. -*/ -void init_contentfeatures(ITextureSource *tsrc); - -#endif +class IGameDef; enum ContentParamType { @@ -95,53 +75,91 @@ struct NodeBox 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; + void deSerialize(std::istream &is); }; struct MapNode; class NodeMetadata; +struct MaterialSpec +{ + std::string tname; + bool backface_culling; + + MaterialSpec(const std::string &tname_="", bool backface_culling_=true): + tname(tname_), + backface_culling(backface_culling_) + {} + + void serialize(std::ostream &os) 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, +}; + +#define CF_SPECIAL_COUNT 2 + 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]; - - std::string inventory_texture_name; 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; - // Currently used for fetching liquid texture coordinates - // - This is also updated to the above two (if they are non-NULL) - // when textures are updated - AtlasPointer *special_atlas; + // Special material/texture + // - Currently used for flowing liquids + video::SMaterial *special_materials[CF_SPECIAL_COUNT]; + AtlasPointer *special_aps[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. + + // List of textures that are used and are wanted to be included in + // the texture atlas std::set used_texturenames; + /* + Actual data + */ + + std::string name; // "" = undefined node + + // Visual definition + enum NodeDrawType drawtype; + float visual_scale; // Misc. scale parameter + std::string tname_tiles[6]; + std::string tname_inventory; + MaterialSpec mspec_special[CF_SPECIAL_COUNT]; // Use setter methods + u8 alpha; + + // Post effect color, drawn when the camera is inside the node. + video::SColor post_effect_color; // 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; 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 // This is used for collision detection. // Also for general solidness queries. bool walkable; @@ -156,139 +174,62 @@ struct ContentFeatures // 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; + // Usual get interval for extra dug item s32 extra_dug_item_rarity; - - // Initial metadata is cloned from this - NodeMetadata *initial_metadata; - + // Metadata name of node (eg. "furnace") + std::string metadata_name; // 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; - NodeBox selection_box; - MaterialProperties material; - - // NOTE: Move relevant properties to here from elsewhere - - 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(); - } - - ContentFeatures() - { - reset(); - } + std::string cookresult_item; + float furnace_cooktime; + float furnace_burntime; - ~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 + ContentFeatures(); + ~ContentFeatures(); + void reset(); + void serialize(std::ostream &os); + void deSerialize(std::istream &is, IGameDef *gamedef); -#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 + /* + Texture setters. + + */ + + // Texture setters. They also add stuff to used_texturenames. + void setTexture(u16 i, std::string name); + void setAllTextures(std::string name); + void setSpecialMaterial(u16 i, const MaterialSpec &mspec); -#ifdef SERVER - void setInventoryTexture(std::string imgname, - ITextureSource *tsrc) - {} + void setInventoryTexture(std::string imgname); void setInventoryTextureCube(std::string top, - std::string left, std::string right, ITextureSource *tsrc) - {} -#else - void setInventoryTexture(std::string imgname, ITextureSource *tsrc); + std::string left, std::string right); - void setInventoryTextureCube(std::string top, - std::string left, std::string right, ITextureSource *tsrc); -#endif - /* Some handy methods */ @@ -309,6 +250,12 @@ class INodeDefManager // Get node definition 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; + virtual const ContentFeatures& get(const std::string &name) const=0; + virtual std::string getAlias(const std::string &name) const =0; + + virtual void serialize(std::ostream &os)=0; }; class IWritableNodeDefManager : public INodeDefManager @@ -320,21 +267,37 @@ class IWritableNodeDefManager : public INodeDefManager // Get node definition 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; + // If not found, returns the features of CONTENT_IGNORE + virtual const ContentFeatures& get(const std::string &name) const=0; + virtual std::string getAlias(const std::string &name) const =0; // Register node definition virtual void set(content_t c, const ContentFeatures &def)=0; - virtual ContentFeatures* getModifiable(content_t c)=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; + // Set an alias so that nodes named will load as . + // Alias is not set if has already been defined. + // Alias will be removed if is defined at a later point of time. + virtual void setAlias(const std::string &name, + const std::string &convert_to)=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; -}; -// If textures not actually available (server), tsrc can be NULL -IWritableNodeDefManager* createNodeDefManager(ITextureSource *tsrc); + virtual void serialize(std::ostream &os)=0; + virtual void deSerialize(std::istream &is, IGameDef *gamedef)=0; +}; +IWritableNodeDefManager* createNodeDefManager(); #endif