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 "texture_override.h" // TextureOverride
37 #include "tileanimation.h"
39 // PROTOCOL_VERSION >= 37
40 static const u8 CONTENTFEATURES_VERSION = 13;
42 class IItemDefManager;
54 enum ContentParamType2
59 // Flowing liquid properties
61 // Direction for chests and furnaces and such
63 // Direction for signs, torches and such
65 // Block level like FLOWINGLIQUID
67 // 2D rotation for things like plants
69 // Mesh options for plants
73 // 3 bits of palette index, then facedir
75 // 5 bits of palette index, then wallmounted
76 CPT2_COLORED_WALLMOUNTED,
77 // Glasslike framed drawtype internal liquid level, param2 values 0 to 63
78 CPT2_GLASSLIKE_LIQUID_LEVEL,
90 NODEBOX_REGULAR, // Regular block; allows buildable_to
91 NODEBOX_FIXED, // Static separately defined box(es)
92 NODEBOX_WALLMOUNTED, // Box for wall mounted nodes; (top, bottom, side)
93 NODEBOX_LEVELED, // Same as fixed, but with dynamic height from param2. for snow, ...
94 NODEBOX_CONNECTED, // optionally draws nodeboxes if a neighbor node attaches
99 enum NodeBoxType type;
100 // NODEBOX_REGULAR (no parameters)
102 std::vector<aabb3f> fixed;
103 // NODEBOX_WALLMOUNTED
106 aabb3f wall_side; // being at the -X side
108 std::vector<aabb3f> connect_top;
109 std::vector<aabb3f> connect_bottom;
110 std::vector<aabb3f> connect_front;
111 std::vector<aabb3f> connect_left;
112 std::vector<aabb3f> connect_back;
113 std::vector<aabb3f> connect_right;
114 std::vector<aabb3f> disconnected_top;
115 std::vector<aabb3f> disconnected_bottom;
116 std::vector<aabb3f> disconnected_front;
117 std::vector<aabb3f> disconnected_left;
118 std::vector<aabb3f> disconnected_back;
119 std::vector<aabb3f> disconnected_right;
120 std::vector<aabb3f> disconnected;
121 std::vector<aabb3f> disconnected_sides;
127 void serialize(std::ostream &os, u16 protocol_version) const;
128 void deSerialize(std::istream &is);
140 enum AutoScale : u8 {
146 enum WorldAlignMode : u8 {
150 WORLDALIGN_FORCE_NODEBOX,
153 class TextureSettings {
155 LeavesStyle leaves_style;
156 WorldAlignMode world_aligned_mode;
157 AutoScale autoscale_mode;
158 int node_texture_size;
160 bool connected_glass;
161 bool use_normal_texture;
162 bool enable_mesh_cache;
165 TextureSettings() = default;
172 // A basic solid block
176 // Do not draw face towards same kind of flowing/source liquid
178 // A very special kind of thing
180 // Glass-like, don't draw faces towards other glass
182 // Leaves-like, draw all faces no matter what
184 // Enabled -> ndt_allfaces, disabled -> ndt_normal
185 NDT_ALLFACES_OPTIONAL,
186 // Single plane perpendicular to a surface
188 // Single plane parallel to a surface
190 // 2 vertical planes in a 'X' shape diagonal to XZ axes.
191 // paramtype2 = "meshoptions" allows various forms, sizes and
192 // vertical and horizontal random offsets.
194 // Fenceposts that connect to neighbouring fenceposts with horizontal bars
196 // Selects appropriate junction texture to connect like rails to
197 // neighbouring raillikes.
199 // Custom Lua-definable structure of multiple cuboids
201 // Glass-like, draw connected frames and all visible faces.
202 // param2 > 0 defines 64 levels of internal liquid
203 // Uses 3 textures, one for frames, second for faces,
204 // optional third is a 'special tile' for the liquid.
205 NDT_GLASSLIKE_FRAMED,
206 // Draw faces slightly rotated and only on neighbouring nodes
208 // Enabled -> ndt_glasslike_framed, disabled -> ndt_glasslike
209 NDT_GLASSLIKE_FRAMED_OPTIONAL,
210 // Uses static meshes
212 // Combined plantlike-on-solid
213 NDT_PLANTLIKE_ROOTED,
216 // Mesh options for NDT_PLANTLIKE with CPT2_MESHOPTIONS
217 static const u8 MO_MASK_STYLE = 0x07;
218 static const u8 MO_BIT_RANDOM_OFFSET = 0x08;
219 static const u8 MO_BIT_SCALE_SQRT2 = 0x10;
220 static const u8 MO_BIT_RANDOM_OFFSET_Y = 0x20;
221 enum PlantlikeStyle {
229 enum AlignStyle : u8 {
232 ALIGN_STYLE_USER_DEFINED,
236 Stand-alone definition of a TileSpec (basically a server-side TileSpec)
241 std::string name = "";
242 bool backface_culling = true; // Takes effect only in special cases
243 bool tileable_horizontal = true;
244 bool tileable_vertical = true;
245 //! If true, the tile has its own color.
246 bool has_color = false;
247 //! The color of the tile.
248 video::SColor color = video::SColor(0xFFFFFFFF);
249 AlignStyle align_style = ALIGN_STYLE_NODE;
252 struct TileAnimationParams animation;
256 animation.type = TAT_NONE;
259 void serialize(std::ostream &os, u16 protocol_version) const;
260 void deSerialize(std::istream &is, u8 contentfeatures_version,
261 NodeDrawType drawtype);
264 #define CF_SPECIAL_COUNT 6
266 struct ContentFeatures
273 // up down right left back front
276 // - Currently used for flowing liquids
277 TileSpec special_tiles[CF_SPECIAL_COUNT];
278 u8 solidness; // Used when choosing which face is drawn
279 u8 visual_solidness; // When solidness=0, this tells how it looks like
280 bool backface_culling;
283 // Server-side cached callback existence for fast skipping
284 bool has_on_construct;
285 bool has_on_destruct;
286 bool has_after_destruct;
292 // --- GENERAL PROPERTIES ---
294 std::string name; // "" = undefined node
295 ItemGroupList groups; // Same as in itemdef
296 // Type of MapNode::param1
297 ContentParamType param_type;
298 // Type of MapNode::param2
299 ContentParamType2 param_type_2;
301 // --- VISUAL PROPERTIES ---
303 enum NodeDrawType drawtype;
306 scene::IMesh *mesh_ptr[24];
307 video::SColor minimap_color;
309 float visual_scale; // Misc. scale parameter
311 // These will be drawn over the base tiles.
312 TileDef tiledef_overlay[6];
313 TileDef tiledef_special[CF_SPECIAL_COUNT]; // eg. flowing liquid
314 // If 255, the node is opaque.
315 // Otherwise it uses texture alpha.
317 // The color of the node.
319 std::string palette_name;
320 std::vector<video::SColor> *palette;
321 // Used for waving leaves/plants
323 // for NDT_CONNECTED pairing
325 std::vector<std::string> connects_to;
326 std::vector<content_t> connects_to_ids;
327 // Post effect color, drawn when the camera is inside the node.
328 video::SColor post_effect_color;
329 // Flowing liquid or snow, value = default level
332 // --- LIGHTING-RELATED ---
334 bool light_propagates;
335 bool sunlight_propagates;
336 // Amount of light the node emits
339 // --- MAP GENERATION ---
341 // True for all ground-like things like stone and mud, false for eg. trees
342 bool is_ground_content;
344 // --- INTERACTION PROPERTIES ---
346 // This is used for collision detection.
347 // Also for general solidness queries.
349 // Player can point to these
351 // Player can dig these
353 // Player can climb these
355 // Player can build on these
357 // Player cannot build to these (placement prediction disabled)
359 u32 damage_per_second;
360 // client dig prediction
361 std::string node_dig_prediction;
363 // --- LIQUID PROPERTIES ---
365 // Whether the node is non-liquid, source liquid or flowing liquid
366 enum LiquidType liquid_type;
367 // If the content is liquid, this is the flowing version of the liquid.
368 std::string liquid_alternative_flowing;
369 // If the content is liquid, this is the source version of the liquid.
370 std::string liquid_alternative_source;
371 // Viscosity for fluid flow, ranging from 1 to 7, with
372 // 1 giving almost instantaneous propagation and 7 being
373 // the slowest possible
375 // Is liquid renewable (new liquid source will be created between 2 existing)
376 bool liquid_renewable;
377 // Number of flowing liquids surrounding source
380 // Liquids flow into and replace node
386 NodeBox selection_box;
387 NodeBox collision_box;
389 // --- SOUND PROPERTIES ---
391 SimpleSoundSpec sound_footstep;
392 SimpleSoundSpec sound_dig;
393 SimpleSoundSpec sound_dug;
397 // Compatibility with old maps
398 // Set to true if paramtype used to be 'facedir_simple'
399 bool legacy_facedir_simple;
400 // Set to true if wall_mounted used to be set to true
401 bool legacy_wallmounted;
408 ~ContentFeatures() = default;
410 void serialize(std::ostream &os, u16 protocol_version) const;
411 void deSerialize(std::istream &is);
413 * Since vertex alpha is no longer supported, this method
414 * adds opacity directly to the texture pixels.
416 * \param tiles array of the tile definitions.
417 * \param length length of tiles
419 void correctAlpha(TileDef *tiles, int length);
424 bool isLiquid() const{
425 return (liquid_type != LIQUID_NONE);
427 bool sameLiquid(const ContentFeatures &f) const{
428 if(!isLiquid() || !f.isLiquid()) return false;
429 return (liquid_alternative_flowing == f.liquid_alternative_flowing);
432 int getGroup(const std::string &group) const
434 return itemgroup_get(groups, group);
438 void updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc,
439 scene::IMeshManipulator *meshmanip, Client *client, const TextureSettings &tsettings);
444 * @brief This class is for getting the actual properties of nodes from their
447 * @details The nodes on the map are represented by three numbers (see MapNode).
448 * The first number (param0) is the type of a node. All node types have own
449 * properties (see ContentFeatures). This class is for storing and getting the
450 * properties of nodes.
451 * The manager is first filled with registered nodes, then as the game begins,
452 * functions only get `const` pointers to it, to prevent modification of
455 class NodeDefManager {
458 * Creates a NodeDefManager, and registers three ContentFeatures:
459 * \ref CONTENT_AIR, \ref CONTENT_UNKNOWN and \ref CONTENT_IGNORE.
465 * Returns the properties for the given content type.
466 * @param c content type of a node
467 * @return properties of the given content type, or \ref CONTENT_UNKNOWN
468 * if the given content type is not registered.
470 inline const ContentFeatures& get(content_t c) const {
472 c < m_content_features.size() ?
473 m_content_features[c] : m_content_features[CONTENT_UNKNOWN];
477 * Returns the properties of the given node.
478 * @param n a map node
479 * @return properties of the given node or @ref CONTENT_UNKNOWN if the
480 * given content type is not registered.
482 inline const ContentFeatures& get(const MapNode &n) const {
483 return get(n.getContent());
487 * Returns the node properties for a node name.
488 * @param name name of a node
489 * @return properties of the given node or @ref CONTENT_UNKNOWN if
492 const ContentFeatures& get(const std::string &name) const;
495 * Returns the content ID for the given name.
496 * @param name a node name
497 * @param[out] result will contain the content ID if found, otherwise
499 * @return true if the ID was found, false otherwise
501 bool getId(const std::string &name, content_t &result) const;
504 * Returns the content ID for the given name.
505 * @param name a node name
506 * @return ID of the node or @ref CONTENT_IGNORE if not found
508 content_t getId(const std::string &name) const;
511 * Returns the content IDs of the given node name or node group name.
512 * Group names start with "group:".
513 * @param name a node name or node group name
514 * @param[out] result will be appended with matching IDs
515 * @return true if `name` is a valid node name or a (not necessarily
518 bool getIds(const std::string &name, std::vector<content_t> &result) const;
521 * Returns the smallest box in integer node coordinates that
522 * contains all nodes' selection boxes. The returned box might be larger
523 * than the minimal size if the largest node is removed from the manager.
525 inline core::aabbox3d<s16> getSelectionBoxIntUnion() const {
526 return m_selection_box_int_union;
530 * Checks whether a node connects to an adjacent node.
531 * @param from the node to be checked
532 * @param to the adjacent node
533 * @param connect_face a bit field indicating which face of the node is
534 * adjacent to the other node.
535 * Bits: +y (least significant), -y, -z, -x, +z, +x (most significant).
536 * @return true if the node connects, false otherwise
538 bool nodeboxConnects(MapNode from, MapNode to,
539 u8 connect_face) const;
542 * Registers a NodeResolver to wait for the registration of
543 * ContentFeatures. Once the node registration finishes, all
544 * listeners are notified.
546 void pendNodeResolve(NodeResolver *nr) const;
549 * Stops listening to the NodeDefManager.
550 * @return true if the listener was registered before, false otherwise
552 bool cancelNodeResolveCallback(NodeResolver *nr) const;
555 * Registers a new node type with the given name and allocates a new
557 * Should not be called with an already existing name.
558 * @param name name of the node, must match with `def.name`.
559 * @param def definition of the registered node type.
560 * @return ID of the registered node or @ref CONTENT_IGNORE if
561 * the function could not allocate an ID.
563 content_t set(const std::string &name, const ContentFeatures &def);
566 * Allocates a blank node ID for the given name.
567 * @param name name of a node
568 * @return allocated ID or @ref CONTENT_IGNORE if could not allocate
571 content_t allocateDummy(const std::string &name);
574 * Removes the given node name from the manager.
575 * The node ID will remain in the manager, but won't be linked to any name.
576 * @param name name to be removed
578 void removeNode(const std::string &name);
581 * Regenerates the alias list (a map from names to node IDs).
582 * @param idef the item definition manager containing alias information
584 void updateAliases(IItemDefManager *idef);
587 * Replaces the textures of registered nodes with the ones specified in
588 * the texturepack's override.txt file
590 * @param overrides the texture overrides
592 void applyTextureOverrides(const std::vector<TextureOverride> &overrides);
595 * Only the client uses this. Loads textures and shaders required for
596 * rendering the nodes.
597 * @param gamedef must be a Client.
598 * @param progress_cbk called each time a node is loaded. Arguments:
599 * `progress_cbk_args`, number of loaded ContentFeatures, number of
600 * total ContentFeatures.
601 * @param progress_cbk_args passed to the callback function
603 void updateTextures(IGameDef *gamedef,
604 void (*progress_cbk)(void *progress_args, u32 progress, u32 max_progress),
605 void *progress_cbk_args);
608 * Writes the content of this manager to the given output stream.
609 * @param protocol_version serialization version of ContentFeatures
611 void serialize(std::ostream &os, u16 protocol_version) const;
614 * Restores the manager from a serialized stream.
615 * This clears the previous state.
616 * @param is input stream containing a serialized NodeDefManager
618 void deSerialize(std::istream &is);
621 * Used to indicate that node registration has finished.
622 * @param completed tells whether registration is complete
624 inline void setNodeRegistrationStatus(bool completed) {
625 m_node_registration_complete = completed;
629 * Notifies the registered NodeResolver instances that node registration
630 * has finished, then unregisters all listeners.
631 * Must be called after node registration has finished!
633 void runNodeResolveCallbacks();
636 * Sets the registration completion flag to false and unregisters all
637 * NodeResolver instances listening to the manager.
639 void resetNodeResolveState();
642 * Resolves the IDs to which connecting nodes connect from names.
643 * Must be called after node registration has finished!
645 void mapNodeboxConnections();
649 * Resets the manager to its initial state.
650 * See the documentation of the constructor.
655 * Allocates a new content ID, and returns it.
656 * @return the allocated ID or \ref CONTENT_IGNORE if could not allocate
658 content_t allocateId();
661 * Binds the given content ID and node name.
662 * Registers them in \ref m_name_id_mapping and
663 * \ref m_name_id_mapping_with_aliases.
664 * @param i a content ID
665 * @param name a node name
667 void addNameIdMapping(content_t i, std::string name);
670 * Removes a content ID from all groups.
671 * Erases content IDs from vectors in \ref m_group_to_items and
672 * removes empty vectors.
673 * @param id Content ID
675 void eraseIdFromGroups(content_t id);
678 * Recalculates m_selection_box_int_union based on
679 * m_selection_box_union.
681 void fixSelectionBoxIntUnion();
683 //! Features indexed by ID.
684 std::vector<ContentFeatures> m_content_features;
686 //! A mapping for fast conversion between names and IDs
687 NameIdMapping m_name_id_mapping;
690 * Like @ref m_name_id_mapping, but maps only from names to IDs, and
691 * includes aliases too. Updated by \ref updateAliases().
692 * Note: Not serialized.
694 std::unordered_map<std::string, content_t> m_name_id_mapping_with_aliases;
697 * A mapping from group names to a vector of content types that belong
698 * to it. Necessary for a direct lookup in \ref getIds().
699 * Note: Not serialized.
701 std::unordered_map<std::string, std::vector<content_t>> m_group_to_items;
704 * The next ID that might be free to allocate.
705 * It can be allocated already, because \ref CONTENT_AIR,
706 * \ref CONTENT_UNKNOWN and \ref CONTENT_IGNORE are registered when the
707 * manager is initialized, and new IDs are allocated from 0.
711 //! True if all nodes have been registered.
712 bool m_node_registration_complete;
715 * The union of all nodes' selection boxes.
716 * Might be larger if big nodes are removed from the manager.
718 aabb3f m_selection_box_union;
721 * The smallest box in integer node coordinates that
722 * contains all nodes' selection boxes.
723 * Might be larger if big nodes are removed from the manager.
725 core::aabbox3d<s16> m_selection_box_int_union;
728 * NodeResolver instances to notify once node registration has finished.
729 * Even constant NodeDefManager instances can register listeners.
731 mutable std::vector<NodeResolver *> m_pending_resolve_callbacks;
734 NodeDefManager *createNodeDefManager();
739 virtual ~NodeResolver();
740 virtual void resolveNodeNames() = 0;
742 bool getIdFromNrBacklog(content_t *result_out,
743 const std::string &node_alt, content_t c_fallback,
744 bool error_on_fallback = true);
745 bool getIdsFromNrBacklog(std::vector<content_t> *result_out,
746 bool all_required = false, content_t c_fallback = CONTENT_IGNORE);
748 void nodeResolveInternal();
750 u32 m_nodenames_idx = 0;
751 u32 m_nnlistsizes_idx = 0;
752 std::vector<std::string> m_nodenames;
753 std::vector<size_t> m_nnlistsizes;
754 const NodeDefManager *m_ndef = nullptr;
755 bool m_resolve_done = false;