3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
22 #include "irrlichttypes_bloated.h"
28 #include "client/tile.h"
29 #include <IMeshManipulator.h>
32 #include "itemgroup.h"
33 #include "sound.h" // SimpleSoundSpec
34 #include "constants.h" // BS
35 #include "tileanimation.h"
37 class INodeDefManager;
38 class IItemDefManager;
50 enum ContentParamType2
55 // Flowing liquid properties
57 // Direction for chests and furnaces and such
59 // Direction for signs, torches and such
61 // Block level like FLOWINGLIQUID
63 // 2D rotation for things like plants
65 // Mesh options for plants
69 // 3 bits of palette index, then facedir
71 // 5 bits of palette index, then wallmounted
72 CPT2_COLORED_WALLMOUNTED,
73 // Glasslike framed drawtype internal liquid level, param2 values 0 to 63
74 CPT2_GLASSLIKE_LIQUID_LEVEL,
86 NODEBOX_REGULAR, // Regular block; allows buildable_to
87 NODEBOX_FIXED, // Static separately defined box(es)
88 NODEBOX_WALLMOUNTED, // Box for wall mounted nodes; (top, bottom, side)
89 NODEBOX_LEVELED, // Same as fixed, but with dynamic height from param2. for snow, ...
90 NODEBOX_CONNECTED, // optionally draws nodeboxes if a neighbor node attaches
95 enum NodeBoxType type;
96 // NODEBOX_REGULAR (no parameters)
98 std::vector<aabb3f> fixed;
99 // NODEBOX_WALLMOUNTED
102 aabb3f wall_side; // being at the -X side
104 std::vector<aabb3f> connect_top;
105 std::vector<aabb3f> connect_bottom;
106 std::vector<aabb3f> connect_front;
107 std::vector<aabb3f> connect_left;
108 std::vector<aabb3f> connect_back;
109 std::vector<aabb3f> connect_right;
115 void serialize(std::ostream &os, u16 protocol_version) const;
116 void deSerialize(std::istream &is);
128 class TextureSettings {
130 LeavesStyle leaves_style;
132 bool connected_glass;
133 bool use_normal_texture;
134 bool enable_mesh_cache;
137 TextureSettings() = default;
144 // A basic solid block
148 // Do not draw face towards same kind of flowing/source liquid
150 // A very special kind of thing
152 // Glass-like, don't draw faces towards other glass
154 // Leaves-like, draw all faces no matter what
156 // Enabled -> ndt_allfaces, disabled -> ndt_normal
157 NDT_ALLFACES_OPTIONAL,
158 // Single plane perpendicular to a surface
160 // Single plane parallel to a surface
162 // 2 vertical planes in a 'X' shape diagonal to XZ axes.
163 // paramtype2 = "meshoptions" allows various forms, sizes and
164 // vertical and horizontal random offsets.
166 // Fenceposts that connect to neighbouring fenceposts with horizontal bars
168 // Selects appropriate junction texture to connect like rails to
169 // neighbouring raillikes.
171 // Custom Lua-definable structure of multiple cuboids
173 // Glass-like, draw connected frames and all visible faces.
174 // param2 > 0 defines 64 levels of internal liquid
175 // Uses 3 textures, one for frames, second for faces,
176 // optional third is a 'special tile' for the liquid.
177 NDT_GLASSLIKE_FRAMED,
178 // Draw faces slightly rotated and only on neighbouring nodes
180 // Enabled -> ndt_glasslike_framed, disabled -> ndt_glasslike
181 NDT_GLASSLIKE_FRAMED_OPTIONAL,
182 // Uses static meshes
184 // Combined plantlike-on-solid
185 NDT_PLANTLIKE_ROOTED,
188 // Mesh options for NDT_PLANTLIKE with CPT2_MESHOPTIONS
189 static const u8 MO_MASK_STYLE = 0x07;
190 static const u8 MO_BIT_RANDOM_OFFSET = 0x08;
191 static const u8 MO_BIT_SCALE_SQRT2 = 0x10;
192 static const u8 MO_BIT_RANDOM_OFFSET_Y = 0x20;
193 enum PlantlikeStyle {
202 Stand-alone definition of a TileSpec (basically a server-side TileSpec)
207 std::string name = "";
208 bool backface_culling = true; // Takes effect only in special cases
209 bool tileable_horizontal = true;
210 bool tileable_vertical = true;
211 //! If true, the tile has its own color.
212 bool has_color = false;
213 //! The color of the tile.
214 video::SColor color = video::SColor(0xFFFFFFFF);
216 struct TileAnimationParams animation;
220 animation.type = TAT_NONE;
223 void serialize(std::ostream &os, u16 protocol_version) const;
224 void deSerialize(std::istream &is, u8 contentfeatures_version,
225 NodeDrawType drawtype);
228 #define CF_SPECIAL_COUNT 6
230 struct ContentFeatures
237 // up down right left back front
240 // - Currently used for flowing liquids
241 TileSpec special_tiles[CF_SPECIAL_COUNT];
242 u8 solidness; // Used when choosing which face is drawn
243 u8 visual_solidness; // When solidness=0, this tells how it looks like
244 bool backface_culling;
247 // Server-side cached callback existence for fast skipping
248 bool has_on_construct;
249 bool has_on_destruct;
250 bool has_after_destruct;
256 // --- GENERAL PROPERTIES ---
258 std::string name; // "" = undefined node
259 ItemGroupList groups; // Same as in itemdef
260 // Type of MapNode::param1
261 ContentParamType param_type;
262 // Type of MapNode::param2
263 ContentParamType2 param_type_2;
265 // --- VISUAL PROPERTIES ---
267 enum NodeDrawType drawtype;
270 scene::IMesh *mesh_ptr[24];
271 video::SColor minimap_color;
273 float visual_scale; // Misc. scale parameter
275 // These will be drawn over the base tiles.
276 TileDef tiledef_overlay[6];
277 TileDef tiledef_special[CF_SPECIAL_COUNT]; // eg. flowing liquid
278 // If 255, the node is opaque.
279 // Otherwise it uses texture alpha.
281 // The color of the node.
283 std::string palette_name;
284 std::vector<video::SColor> *palette;
285 // Used for waving leaves/plants
287 // for NDT_CONNECTED pairing
289 std::vector<std::string> connects_to;
290 std::vector<content_t> connects_to_ids;
291 // Post effect color, drawn when the camera is inside the node.
292 video::SColor post_effect_color;
293 // Flowing liquid or snow, value = default level
296 // --- LIGHTING-RELATED ---
298 bool light_propagates;
299 bool sunlight_propagates;
300 // Amount of light the node emits
303 // --- MAP GENERATION ---
305 // True for all ground-like things like stone and mud, false for eg. trees
306 bool is_ground_content;
308 // --- INTERACTION PROPERTIES ---
310 // This is used for collision detection.
311 // Also for general solidness queries.
313 // Player can point to these
315 // Player can dig these
317 // Player can climb these
319 // Player can build on these
321 // Player cannot build to these (placement prediction disabled)
323 u32 damage_per_second;
324 // client dig prediction
325 std::string node_dig_prediction;
327 // --- LIQUID PROPERTIES ---
329 // Whether the node is non-liquid, source liquid or flowing liquid
330 enum LiquidType liquid_type;
331 // If the content is liquid, this is the flowing version of the liquid.
332 std::string liquid_alternative_flowing;
333 // If the content is liquid, this is the source version of the liquid.
334 std::string liquid_alternative_source;
335 // Viscosity for fluid flow, ranging from 1 to 7, with
336 // 1 giving almost instantaneous propagation and 7 being
337 // the slowest possible
339 // Is liquid renewable (new liquid source will be created between 2 existing)
340 bool liquid_renewable;
341 // Number of flowing liquids surrounding source
344 // Liquids flow into and replace node
350 NodeBox selection_box;
351 NodeBox collision_box;
353 // --- SOUND PROPERTIES ---
355 SimpleSoundSpec sound_footstep;
356 SimpleSoundSpec sound_dig;
357 SimpleSoundSpec sound_dug;
361 // Compatibility with old maps
362 // Set to true if paramtype used to be 'facedir_simple'
363 bool legacy_facedir_simple;
364 // Set to true if wall_mounted used to be set to true
365 bool legacy_wallmounted;
372 ~ContentFeatures() = default;
374 void serialize(std::ostream &os, u16 protocol_version) const;
375 void deSerialize(std::istream &is);
376 void serializeOld(std::ostream &os, u16 protocol_version) const;
377 void deSerializeOld(std::istream &is, int version);
379 * Since vertex alpha is no longer supported, this method
380 * adds opacity directly to the texture pixels.
382 * \param tiles array of the tile definitions.
383 * \param length length of tiles
385 void correctAlpha(TileDef *tiles, int length);
390 bool isLiquid() const{
391 return (liquid_type != LIQUID_NONE);
393 bool sameLiquid(const ContentFeatures &f) const{
394 if(!isLiquid() || !f.isLiquid()) return false;
395 return (liquid_alternative_flowing == f.liquid_alternative_flowing);
398 int getGroup(const std::string &group) const
400 return itemgroup_get(groups, group);
404 void fillTileAttribs(ITextureSource *tsrc, TileLayer *tile, TileDef *tiledef,
405 u32 shader_id, bool use_normal_texture, bool backface_culling,
407 void updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc,
408 scene::IMeshManipulator *meshmanip, Client *client, const TextureSettings &tsettings);
412 class INodeDefManager {
414 INodeDefManager() = default;
415 virtual ~INodeDefManager() = default;
417 // Get node definition
418 virtual const ContentFeatures &get(content_t c) const=0;
419 virtual const ContentFeatures &get(const MapNode &n) const=0;
420 virtual bool getId(const std::string &name, content_t &result) const=0;
421 virtual content_t getId(const std::string &name) const=0;
422 // Allows "group:name" in addition to regular node names
423 // returns false if node name not found, true otherwise
424 virtual bool getIds(const std::string &name, std::vector<content_t> &result)
426 virtual const ContentFeatures &get(const std::string &name) const=0;
428 virtual void serialize(std::ostream &os, u16 protocol_version) const=0;
430 virtual void pendNodeResolve(NodeResolver *nr)=0;
431 virtual bool cancelNodeResolveCallback(NodeResolver *nr)=0;
432 virtual bool nodeboxConnects(const MapNode from, const MapNode to, u8 connect_face)=0;
434 * Returns the smallest box in node coordinates that
435 * contains all nodes' selection boxes.
437 virtual core::aabbox3d<s16> getSelectionBoxIntUnion() const=0;
440 class IWritableNodeDefManager : public INodeDefManager {
442 IWritableNodeDefManager() = default;
443 virtual ~IWritableNodeDefManager() = default;
445 // Get node definition
446 virtual const ContentFeatures &get(content_t c) const=0;
447 virtual const ContentFeatures &get(const MapNode &n) const=0;
448 virtual bool getId(const std::string &name, content_t &result) const=0;
449 // If not found, returns CONTENT_IGNORE
450 virtual content_t getId(const std::string &name) const=0;
451 // Allows "group:name" in addition to regular node names
452 virtual bool getIds(const std::string &name, std::vector<content_t> &result)
454 // If not found, returns the features of CONTENT_UNKNOWN
455 virtual const ContentFeatures &get(const std::string &name) const=0;
457 // Register node definition by name (allocate an id)
458 // If returns CONTENT_IGNORE, could not allocate id
459 virtual content_t set(const std::string &name,
460 const ContentFeatures &def)=0;
461 // If returns CONTENT_IGNORE, could not allocate id
462 virtual content_t allocateDummy(const std::string &name)=0;
464 virtual void removeNode(const std::string &name)=0;
467 Update item alias mapping.
468 Call after updating item definitions.
470 virtual void updateAliases(IItemDefManager *idef)=0;
473 Override textures from servers with ones specified in texturepack/override.txt
475 virtual void applyTextureOverrides(const std::string &override_filepath)=0;
478 Update tile textures to latest return values of TextueSource.
480 virtual void updateTextures(IGameDef *gamedef,
481 void (*progress_cbk)(void *progress_args, u32 progress, u32 max_progress),
482 void *progress_cbk_args)=0;
484 virtual void serialize(std::ostream &os, u16 protocol_version) const=0;
485 virtual void deSerialize(std::istream &is)=0;
487 virtual void setNodeRegistrationStatus(bool completed)=0;
489 virtual void pendNodeResolve(NodeResolver *nr)=0;
490 virtual bool cancelNodeResolveCallback(NodeResolver *nr)=0;
491 virtual void runNodeResolveCallbacks()=0;
492 virtual void resetNodeResolveState()=0;
493 virtual void mapNodeboxConnections()=0;
494 virtual core::aabbox3d<s16> getSelectionBoxIntUnion() const=0;
497 IWritableNodeDefManager *createNodeDefManager();
502 virtual ~NodeResolver();
503 virtual void resolveNodeNames() = 0;
505 bool getIdFromNrBacklog(content_t *result_out,
506 const std::string &node_alt, content_t c_fallback);
507 bool getIdsFromNrBacklog(std::vector<content_t> *result_out,
508 bool all_required=false, content_t c_fallback=CONTENT_IGNORE);
510 void nodeResolveInternal();
512 u32 m_nodenames_idx = 0;
513 u32 m_nnlistsizes_idx = 0;
514 std::vector<std::string> m_nodenames;
515 std::vector<size_t> m_nnlistsizes;
516 INodeDefManager *m_ndef = nullptr;
517 bool m_resolve_done = false;