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"
27 #include "nameidmapping.h"
29 #include "client/tile.h"
30 #include <IMeshManipulator.h>
33 #include "itemgroup.h"
34 #include "sound.h" // SimpleSoundSpec
35 #include "constants.h" // BS
36 #include "tileanimation.h"
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;
110 std::vector<aabb3f> disconnected_top;
111 std::vector<aabb3f> disconnected_bottom;
112 std::vector<aabb3f> disconnected_front;
113 std::vector<aabb3f> disconnected_left;
114 std::vector<aabb3f> disconnected_back;
115 std::vector<aabb3f> disconnected_right;
116 std::vector<aabb3f> disconnected;
117 std::vector<aabb3f> disconnected_sides;
123 void serialize(std::ostream &os, u16 protocol_version) const;
124 void deSerialize(std::istream &is);
136 enum AutoScale : u8 {
142 enum WorldAlignMode : u8 {
146 WORLDALIGN_FORCE_NODEBOX,
149 class TextureSettings {
151 LeavesStyle leaves_style;
152 WorldAlignMode world_aligned_mode;
153 AutoScale autoscale_mode;
154 int node_texture_size;
156 bool connected_glass;
157 bool use_normal_texture;
158 bool enable_mesh_cache;
161 TextureSettings() = default;
168 // A basic solid block
172 // Do not draw face towards same kind of flowing/source liquid
174 // A very special kind of thing
176 // Glass-like, don't draw faces towards other glass
178 // Leaves-like, draw all faces no matter what
180 // Enabled -> ndt_allfaces, disabled -> ndt_normal
181 NDT_ALLFACES_OPTIONAL,
182 // Single plane perpendicular to a surface
184 // Single plane parallel to a surface
186 // 2 vertical planes in a 'X' shape diagonal to XZ axes.
187 // paramtype2 = "meshoptions" allows various forms, sizes and
188 // vertical and horizontal random offsets.
190 // Fenceposts that connect to neighbouring fenceposts with horizontal bars
192 // Selects appropriate junction texture to connect like rails to
193 // neighbouring raillikes.
195 // Custom Lua-definable structure of multiple cuboids
197 // Glass-like, draw connected frames and all visible faces.
198 // param2 > 0 defines 64 levels of internal liquid
199 // Uses 3 textures, one for frames, second for faces,
200 // optional third is a 'special tile' for the liquid.
201 NDT_GLASSLIKE_FRAMED,
202 // Draw faces slightly rotated and only on neighbouring nodes
204 // Enabled -> ndt_glasslike_framed, disabled -> ndt_glasslike
205 NDT_GLASSLIKE_FRAMED_OPTIONAL,
206 // Uses static meshes
208 // Combined plantlike-on-solid
209 NDT_PLANTLIKE_ROOTED,
212 // Mesh options for NDT_PLANTLIKE with CPT2_MESHOPTIONS
213 static const u8 MO_MASK_STYLE = 0x07;
214 static const u8 MO_BIT_RANDOM_OFFSET = 0x08;
215 static const u8 MO_BIT_SCALE_SQRT2 = 0x10;
216 static const u8 MO_BIT_RANDOM_OFFSET_Y = 0x20;
217 enum PlantlikeStyle {
225 enum AlignStyle : u8 {
228 ALIGN_STYLE_USER_DEFINED,
232 Stand-alone definition of a TileSpec (basically a server-side TileSpec)
237 std::string name = "";
238 bool backface_culling = true; // Takes effect only in special cases
239 bool tileable_horizontal = true;
240 bool tileable_vertical = true;
241 //! If true, the tile has its own color.
242 bool has_color = false;
243 //! The color of the tile.
244 video::SColor color = video::SColor(0xFFFFFFFF);
245 AlignStyle align_style = ALIGN_STYLE_NODE;
248 struct TileAnimationParams animation;
252 animation.type = TAT_NONE;
255 void serialize(std::ostream &os, u16 protocol_version) const;
256 void deSerialize(std::istream &is, u8 contentfeatures_version,
257 NodeDrawType drawtype);
260 #define CF_SPECIAL_COUNT 6
262 struct ContentFeatures
269 // up down right left back front
272 // - Currently used for flowing liquids
273 TileSpec special_tiles[CF_SPECIAL_COUNT];
274 u8 solidness; // Used when choosing which face is drawn
275 u8 visual_solidness; // When solidness=0, this tells how it looks like
276 bool backface_culling;
279 // Server-side cached callback existence for fast skipping
280 bool has_on_construct;
281 bool has_on_destruct;
282 bool has_after_destruct;
288 // --- GENERAL PROPERTIES ---
290 std::string name; // "" = undefined node
291 ItemGroupList groups; // Same as in itemdef
292 // Type of MapNode::param1
293 ContentParamType param_type;
294 // Type of MapNode::param2
295 ContentParamType2 param_type_2;
297 // --- VISUAL PROPERTIES ---
299 enum NodeDrawType drawtype;
302 scene::IMesh *mesh_ptr[24];
303 video::SColor minimap_color;
305 float visual_scale; // Misc. scale parameter
307 // These will be drawn over the base tiles.
308 TileDef tiledef_overlay[6];
309 TileDef tiledef_special[CF_SPECIAL_COUNT]; // eg. flowing liquid
310 // If 255, the node is opaque.
311 // Otherwise it uses texture alpha.
313 // The color of the node.
315 std::string palette_name;
316 std::vector<video::SColor> *palette;
317 // Used for waving leaves/plants
319 // for NDT_CONNECTED pairing
321 std::vector<std::string> connects_to;
322 std::vector<content_t> connects_to_ids;
323 // Post effect color, drawn when the camera is inside the node.
324 video::SColor post_effect_color;
325 // Flowing liquid or snow, value = default level
328 // --- LIGHTING-RELATED ---
330 bool light_propagates;
331 bool sunlight_propagates;
332 // Amount of light the node emits
335 // --- MAP GENERATION ---
337 // True for all ground-like things like stone and mud, false for eg. trees
338 bool is_ground_content;
340 // --- INTERACTION PROPERTIES ---
342 // This is used for collision detection.
343 // Also for general solidness queries.
345 // Player can point to these
347 // Player can dig these
349 // Player can climb these
351 // Player can build on these
353 // Player cannot build to these (placement prediction disabled)
355 u32 damage_per_second;
356 // client dig prediction
357 std::string node_dig_prediction;
359 // --- LIQUID PROPERTIES ---
361 // Whether the node is non-liquid, source liquid or flowing liquid
362 enum LiquidType liquid_type;
363 // If the content is liquid, this is the flowing version of the liquid.
364 std::string liquid_alternative_flowing;
365 // If the content is liquid, this is the source version of the liquid.
366 std::string liquid_alternative_source;
367 // Viscosity for fluid flow, ranging from 1 to 7, with
368 // 1 giving almost instantaneous propagation and 7 being
369 // the slowest possible
371 // Is liquid renewable (new liquid source will be created between 2 existing)
372 bool liquid_renewable;
373 // Number of flowing liquids surrounding source
376 // Liquids flow into and replace node
382 NodeBox selection_box;
383 NodeBox collision_box;
385 // --- SOUND PROPERTIES ---
387 SimpleSoundSpec sound_footstep;
388 SimpleSoundSpec sound_dig;
389 SimpleSoundSpec sound_dug;
393 // Compatibility with old maps
394 // Set to true if paramtype used to be 'facedir_simple'
395 bool legacy_facedir_simple;
396 // Set to true if wall_mounted used to be set to true
397 bool legacy_wallmounted;
404 ~ContentFeatures() = default;
406 void serialize(std::ostream &os, u16 protocol_version) const;
407 void deSerialize(std::istream &is);
409 * Since vertex alpha is no longer supported, this method
410 * adds opacity directly to the texture pixels.
412 * \param tiles array of the tile definitions.
413 * \param length length of tiles
415 void correctAlpha(TileDef *tiles, int length);
420 bool isLiquid() const{
421 return (liquid_type != LIQUID_NONE);
423 bool sameLiquid(const ContentFeatures &f) const{
424 if(!isLiquid() || !f.isLiquid()) return false;
425 return (liquid_alternative_flowing == f.liquid_alternative_flowing);
428 int getGroup(const std::string &group) const
430 return itemgroup_get(groups, group);
434 void updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc,
435 scene::IMeshManipulator *meshmanip, Client *client, const TextureSettings &tsettings);
440 * @brief This class is for getting the actual properties of nodes from their
443 * @details The nodes on the map are represented by three numbers (see MapNode).
444 * The first number (param0) is the type of a node. All node types have own
445 * properties (see ContentFeatures). This class is for storing and getting the
446 * properties of nodes.
447 * The manager is first filled with registered nodes, then as the game begins,
448 * functions only get `const` pointers to it, to prevent modification of
451 class NodeDefManager {
454 * Creates a NodeDefManager, and registers three ContentFeatures:
455 * \ref CONTENT_AIR, \ref CONTENT_UNKNOWN and \ref CONTENT_IGNORE.
461 * Returns the properties for the given content type.
462 * @param c content type of a node
463 * @return properties of the given content type, or \ref CONTENT_UNKNOWN
464 * if the given content type is not registered.
466 inline const ContentFeatures& get(content_t c) const {
468 c < m_content_features.size() ?
469 m_content_features[c] : m_content_features[CONTENT_UNKNOWN];
473 * Returns the properties of the given node.
474 * @param n a map node
475 * @return properties of the given node or @ref CONTENT_UNKNOWN if the
476 * given content type is not registered.
478 inline const ContentFeatures& get(const MapNode &n) const {
479 return get(n.getContent());
483 * Returns the node properties for a node name.
484 * @param name name of a node
485 * @return properties of the given node or @ref CONTENT_UNKNOWN if
488 const ContentFeatures& get(const std::string &name) const;
491 * Returns the content ID for the given name.
492 * @param name a node name
493 * @param[out] result will contain the content ID if found, otherwise
495 * @return true if the ID was found, false otherwise
497 bool getId(const std::string &name, content_t &result) const;
500 * Returns the content ID for the given name.
501 * @param name a node name
502 * @return ID of the node or @ref CONTENT_IGNORE if not found
504 content_t getId(const std::string &name) const;
507 * Returns the content IDs of the given node name or node group name.
508 * Group names start with "group:".
509 * @param name a node name or node group name
510 * @param[out] result will be appended with matching IDs
511 * @return true if `name` is a valid node name or a (not necessarily
514 bool getIds(const std::string &name, std::vector<content_t> &result) const;
517 * Returns the smallest box in integer node coordinates that
518 * contains all nodes' selection boxes. The returned box might be larger
519 * than the minimal size if the largest node is removed from the manager.
521 inline core::aabbox3d<s16> getSelectionBoxIntUnion() const {
522 return m_selection_box_int_union;
526 * Checks whether a node connects to an adjacent node.
527 * @param from the node to be checked
528 * @param to the adjacent node
529 * @param connect_face a bit field indicating which face of the node is
530 * adjacent to the other node.
531 * Bits: +y (least significant), -y, -z, -x, +z, +x (most significant).
532 * @return true if the node connects, false otherwise
534 bool nodeboxConnects(MapNode from, MapNode to,
535 u8 connect_face) const;
538 * Registers a NodeResolver to wait for the registration of
539 * ContentFeatures. Once the node registration finishes, all
540 * listeners are notified.
542 void pendNodeResolve(NodeResolver *nr) const;
545 * Stops listening to the NodeDefManager.
546 * @return true if the listener was registered before, false otherwise
548 bool cancelNodeResolveCallback(NodeResolver *nr) const;
551 * Registers a new node type with the given name and allocates a new
553 * Should not be called with an already existing name.
554 * @param name name of the node, must match with `def.name`.
555 * @param def definition of the registered node type.
556 * @return ID of the registered node or @ref CONTENT_IGNORE if
557 * the function could not allocate an ID.
559 content_t set(const std::string &name, const ContentFeatures &def);
562 * Allocates a blank node ID for the given name.
563 * @param name name of a node
564 * @return allocated ID or @ref CONTENT_IGNORE if could not allocate
567 content_t allocateDummy(const std::string &name);
570 * Removes the given node name from the manager.
571 * The node ID will remain in the manager, but won't be linked to any name.
572 * @param name name to be removed
574 void removeNode(const std::string &name);
577 * Regenerates the alias list (a map from names to node IDs).
578 * @param idef the item definition manager containing alias information
580 void updateAliases(IItemDefManager *idef);
583 * Reads the used texture pack's override.txt, and replaces the textures
584 * of registered nodes with the ones specified there.
586 * Format of the input file: in each line
587 * `node_name top|bottom|right|left|front|back|all|*|sides texture_name.png`
589 * @param override_filepath path to 'texturepack/override.txt'
591 void applyTextureOverrides(const std::string &override_filepath);
594 * Only the client uses this. Loads textures and shaders required for
595 * rendering the nodes.
596 * @param gamedef must be a Client.
597 * @param progress_cbk called each time a node is loaded. Arguments:
598 * `progress_cbk_args`, number of loaded ContentFeatures, number of
599 * total ContentFeatures.
600 * @param progress_cbk_args passed to the callback function
602 void updateTextures(IGameDef *gamedef,
603 void (*progress_cbk)(void *progress_args, u32 progress, u32 max_progress),
604 void *progress_cbk_args);
607 * Writes the content of this manager to the given output stream.
608 * @param protocol_version serialization version of ContentFeatures
610 void serialize(std::ostream &os, u16 protocol_version) const;
613 * Restores the manager from a serialized stream.
614 * This clears the previous state.
615 * @param is input stream containing a serialized NodeDefManager
617 void deSerialize(std::istream &is);
620 * Used to indicate that node registration has finished.
621 * @param completed tells whether registration is complete
623 inline void setNodeRegistrationStatus(bool completed) {
624 m_node_registration_complete = completed;
628 * Notifies the registered NodeResolver instances that node registration
629 * has finished, then unregisters all listeners.
630 * Must be called after node registration has finished!
632 void runNodeResolveCallbacks();
635 * Sets the registration completion flag to false and unregisters all
636 * NodeResolver instances listening to the manager.
638 void resetNodeResolveState();
641 * Resolves the IDs to which connecting nodes connect from names.
642 * Must be called after node registration has finished!
644 void mapNodeboxConnections();
648 * Resets the manager to its initial state.
649 * See the documentation of the constructor.
654 * Allocates a new content ID, and returns it.
655 * @return the allocated ID or \ref CONTENT_IGNORE if could not allocate
657 content_t allocateId();
660 * Binds the given content ID and node name.
661 * Registers them in \ref m_name_id_mapping and
662 * \ref m_name_id_mapping_with_aliases.
663 * @param i a content ID
664 * @param name a node name
666 void addNameIdMapping(content_t i, std::string name);
669 * Recalculates m_selection_box_int_union based on
670 * m_selection_box_union.
672 void fixSelectionBoxIntUnion();
674 //! Features indexed by ID.
675 std::vector<ContentFeatures> m_content_features;
677 //! A mapping for fast conversion between names and IDs
678 NameIdMapping m_name_id_mapping;
681 * Like @ref m_name_id_mapping, but maps only from names to IDs, and
682 * includes aliases too. Updated by \ref updateAliases().
683 * Note: Not serialized.
685 std::unordered_map<std::string, content_t> m_name_id_mapping_with_aliases;
688 * A mapping from group names to a vector of content types that belong
689 * to it. Necessary for a direct lookup in \ref getIds().
690 * Note: Not serialized.
692 std::unordered_map<std::string, std::vector<content_t>> m_group_to_items;
695 * The next ID that might be free to allocate.
696 * It can be allocated already, because \ref CONTENT_AIR,
697 * \ref CONTENT_UNKNOWN and \ref CONTENT_IGNORE are registered when the
698 * manager is initialized, and new IDs are allocated from 0.
702 //! True if all nodes have been registered.
703 bool m_node_registration_complete;
706 * The union of all nodes' selection boxes.
707 * Might be larger if big nodes are removed from the manager.
709 aabb3f m_selection_box_union;
712 * The smallest box in integer node coordinates that
713 * contains all nodes' selection boxes.
714 * Might be larger if big nodes are removed from the manager.
716 core::aabbox3d<s16> m_selection_box_int_union;
719 * NodeResolver instances to notify once node registration has finished.
720 * Even constant NodeDefManager instances can register listeners.
722 mutable std::vector<NodeResolver *> m_pending_resolve_callbacks;
725 NodeDefManager *createNodeDefManager();
730 virtual ~NodeResolver();
731 virtual void resolveNodeNames() = 0;
733 bool getIdFromNrBacklog(content_t *result_out,
734 const std::string &node_alt, content_t c_fallback,
735 bool error_on_fallback = true);
736 bool getIdsFromNrBacklog(std::vector<content_t> *result_out,
737 bool all_required = false, content_t c_fallback = CONTENT_IGNORE);
739 void nodeResolveInternal();
741 u32 m_nodenames_idx = 0;
742 u32 m_nnlistsizes_idx = 0;
743 std::vector<std::string> m_nodenames;
744 std::vector<size_t> m_nnlistsizes;
745 const NodeDefManager *m_ndef = nullptr;
746 bool m_resolve_done = false;