3 Copyright (C) 2010-2011 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 General Public License as published by
7 the Free Software Foundation; either version 2 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 General Public License for more details.
15 You should have received a copy of the GNU 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.
20 #ifndef NODEDEF_HEADER
21 #define NODEDEF_HEADER
23 #include "common_irrlicht.h"
30 #include "materials.h" // MaterialProperties
34 TODO: Rename to nodedef.h
42 Used for determining properties of MapNodes by content type without
43 storing such properties in the nodes itself.
47 Initialize content feature table.
49 Must be called before accessing the table.
51 void init_contentfeatures(ITextureSource *tsrc);
60 // Direction for chests and furnaces and such
73 NODEBOX_REGULAR, // Regular block; allows buildable_to
74 NODEBOX_FIXED, // Static separately defined box
75 NODEBOX_WALLMOUNTED, // Box for wall_mounted nodes; (top, bottom, side)
80 enum NodeBoxType type;
81 // NODEBOX_REGULAR (no parameters)
83 core::aabbox3d<f32> fixed;
84 // NODEBOX_WALLMOUNTED
85 core::aabbox3d<f32> wall_top;
86 core::aabbox3d<f32> wall_bottom;
87 core::aabbox3d<f32> wall_side; // being at the -X side
90 type(NODEBOX_REGULAR),
91 // default is rail-like
92 fixed(-BS/2, -BS/2, -BS/2, BS/2, -BS/2+BS/16., BS/2),
93 // default is sign/ladder-like
94 wall_top(-BS/2, BS/2-BS/16., -BS/2, BS/2, BS/2, BS/2),
95 wall_bottom(-BS/2, -BS/2, -BS/2, BS/2, -BS/2+BS/16., BS/2),
96 wall_side(-BS/2, -BS/2, -BS/2, -BS/2+BS/16., BS/2, BS/2)
103 struct ContentFeatures
116 video::ITexture *inventory_texture;
118 // Used currently for flowing liquids
120 // Post effect color, drawn when the camera is inside the node.
121 video::SColor post_effect_color;
122 // Special irrlicht material, used sometimes
123 video::SMaterial *special_material;
124 video::SMaterial *special_material2;
125 AtlasPointer *special_atlas;
128 // List of all block textures that have been used (value is dummy)
129 // Used for texture atlas making.
130 // Exists on server too for cleaner code in content_mapnode.cpp.
131 std::set<std::string> used_texturenames;
133 // Type of MapNode::param1
134 ContentParamType param_type;
135 // True for all ground-like things like stone and mud, false for eg. trees
136 bool is_ground_content;
137 bool light_propagates;
138 bool sunlight_propagates;
139 u8 solidness; // Used when choosing which face is drawn
140 u8 visual_solidness; // When solidness=0, this tells how it looks like
141 // This is used for collision detection.
142 // Also for general solidness queries.
144 // Player can point to these
146 // Player can dig these
148 // Player can climb these
150 // Player can build on these
152 // If true, param2 is set to direction when placed. Used for torches.
153 // NOTE: the direction format is quite inefficient and should be changed
155 // If true, node is equivalent to air. Torches are, air is. Water is not.
156 // Is used for example to check whether a mud block can have grass on.
158 // Whether this content type often contains mineral.
159 // Used for texture atlas creation.
160 // Currently only enabled for CONTENT_STONE.
161 bool often_contains_mineral;
163 // Inventory item string as which the node appears in inventory when dug.
164 // Mineral overrides this.
165 std::string dug_item;
167 // Extra dug item and its rarity
168 std::string extra_dug_item;
169 s32 extra_dug_item_rarity;
171 // Initial metadata is cloned from this
172 NodeMetadata *initial_metadata;
174 // Whether the node is non-liquid, source liquid or flowing liquid
175 enum LiquidType liquid_type;
176 // If the content is liquid, this is the flowing version of the liquid.
177 content_t liquid_alternative_flowing;
178 // If the content is liquid, this is the source version of the liquid.
179 content_t liquid_alternative_source;
180 // Viscosity for fluid flow, ranging from 1 to 7, with
181 // 1 giving almost instantaneous propagation and 7 being
182 // the slowest possible
185 // Amount of light the node emits
188 u32 damage_per_second;
190 NodeBox selection_box;
192 MaterialProperties material;
194 // NOTE: Move relevant properties to here from elsewhere
199 inventory_texture = NULL;
202 post_effect_color = video::SColor(0, 0, 0, 0);
203 special_material = NULL;
204 special_material2 = NULL;
205 special_atlas = NULL;
207 used_texturenames.clear();
208 param_type = CPT_NONE;
209 is_ground_content = false;
210 light_propagates = false;
211 sunlight_propagates = false;
213 visual_solidness = 0;
218 buildable_to = false;
219 wall_mounted = false;
220 air_equivalent = false;
221 often_contains_mineral = false;
223 initial_metadata = NULL;
224 liquid_type = LIQUID_NONE;
225 liquid_alternative_flowing = CONTENT_IGNORE;
226 liquid_alternative_source = CONTENT_IGNORE;
227 liquid_viscosity = 0;
229 damage_per_second = 0;
230 selection_box = NodeBox();
231 material = MaterialProperties();
242 Quickhands for simple materials
246 void setTexture(ITextureSource *tsrc, u16 i, std::string name,
249 void setAllTextures(ITextureSource *tsrc, std::string name, u8 alpha=255)
252 void setTexture(ITextureSource *tsrc,
253 u16 i, std::string name, u8 alpha=255);
255 void setAllTextures(ITextureSource *tsrc,
256 std::string name, u8 alpha=255)
258 for(u16 i=0; i<6; i++)
260 setTexture(tsrc, i, name, alpha);
262 // Force inventory texture too
263 setInventoryTexture(name, tsrc);
268 void setTile(u16 i, const TileSpec &tile)
270 void setAllTiles(const TileSpec &tile)
271 { for(u16 i=0; i<6; i++) setTile(i, tile); }
275 void setInventoryTexture(std::string imgname,
276 ITextureSource *tsrc)
278 void setInventoryTextureCube(std::string top,
279 std::string left, std::string right, ITextureSource *tsrc)
282 void setInventoryTexture(std::string imgname, ITextureSource *tsrc);
284 void setInventoryTextureCube(std::string top,
285 std::string left, std::string right, ITextureSource *tsrc);
291 bool isLiquid() const{
292 return (liquid_type != LIQUID_NONE);
294 bool sameLiquid(const ContentFeatures &f) const{
295 if(!isLiquid() || !f.isLiquid()) return false;
296 return (liquid_alternative_flowing == f.liquid_alternative_flowing);
300 class INodeDefManager
304 virtual ~INodeDefManager(){}
305 // Get node definition
306 virtual const ContentFeatures& get(content_t c) const=0;
307 virtual const ContentFeatures& get(const MapNode &n) const=0;
310 class IWritableNodeDefManager : public INodeDefManager
313 IWritableNodeDefManager(){}
314 virtual ~IWritableNodeDefManager(){}
315 virtual IWritableNodeDefManager* clone()=0;
316 // Get node definition
317 virtual const ContentFeatures& get(content_t c) const=0;
318 virtual const ContentFeatures& get(const MapNode &n) const=0;
320 // Register node definition
321 virtual void set(content_t c, const ContentFeatures &def)=0;
322 virtual ContentFeatures* getModifiable(content_t c)=0;
325 Update tile textures to latest return values of TextueSource.
326 Call after updating the texture atlas of a TextureSource.
328 virtual void updateTextures(ITextureSource *tsrc)=0;
331 // If textures not actually available (server), tsrc can be NULL
332 IWritableNodeDefManager* createNodeDefManager(ITextureSource *tsrc);