/*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
-#ifndef NODEDEF_HEADER
-#define NODEDEF_HEADER
+#pragma once
#include "irrlichttypes_bloated.h"
#include <string>
#include <iostream>
#include <map>
+#include <list>
#include "mapnode.h"
#ifndef SERVER
-#include "tile.h"
+#include "client/tile.h"
+#include <IMeshManipulator.h>
+class Client;
#endif
#include "itemgroup.h"
#include "sound.h" // SimpleSoundSpec
#include "constants.h" // BS
+#include "tileanimation.h"
+class INodeDefManager;
class IItemDefManager;
class ITextureSource;
+class IShaderSource;
class IGameDef;
+class NodeResolver;
+
+typedef std::list<std::pair<content_t, int> > GroupItems;
enum ContentParamType
{
CPT2_FACEDIR,
// Direction for signs, torches and such
CPT2_WALLMOUNTED,
+ // Block level like FLOWINGLIQUID
+ CPT2_LEVELED,
+ // 2D rotation for things like plants
+ CPT2_DEGROTATE,
+ // Mesh options for plants
+ CPT2_MESHOPTIONS,
+ // Index for palette
+ CPT2_COLOR,
+ // 3 bits of palette index, then facedir
+ CPT2_COLORED_FACEDIR,
+ // 5 bits of palette index, then wallmounted
+ CPT2_COLORED_WALLMOUNTED,
+ // Glasslike framed drawtype internal liquid level, param2 values 0 to 63
+ CPT2_GLASSLIKE_LIQUID_LEVEL,
};
enum LiquidType
{
LIQUID_NONE,
LIQUID_FLOWING,
- LIQUID_SOURCE
+ LIQUID_SOURCE,
};
enum NodeBoxType
NODEBOX_REGULAR, // Regular block; allows buildable_to
NODEBOX_FIXED, // Static separately defined box(es)
NODEBOX_WALLMOUNTED, // Box for wall mounted nodes; (top, bottom, side)
+ NODEBOX_LEVELED, // Same as fixed, but with dynamic height from param2. for snow, ...
+ NODEBOX_CONNECTED, // optionally draws nodeboxes if a neighbor node attaches
};
struct NodeBox
aabb3f wall_top;
aabb3f wall_bottom;
aabb3f wall_side; // being at the -X side
+ // NODEBOX_CONNECTED
+ std::vector<aabb3f> connect_top;
+ std::vector<aabb3f> connect_bottom;
+ std::vector<aabb3f> connect_front;
+ std::vector<aabb3f> connect_left;
+ std::vector<aabb3f> connect_back;
+ std::vector<aabb3f> connect_right;
NodeBox()
{ reset(); }
void reset();
- void serialize(std::ostream &os) const;
+ void serialize(std::ostream &os, u16 protocol_version) const;
void deSerialize(std::istream &is);
};
struct MapNode;
class NodeMetadata;
-/*
- Stand-alone definition of a TileSpec (basically a server-side TileSpec)
-*/
-enum TileAnimationType{
- TAT_NONE=0,
- TAT_VERTICAL_FRAMES=1,
+enum LeavesStyle {
+ LEAVES_FANCY,
+ LEAVES_SIMPLE,
+ LEAVES_OPAQUE,
};
-struct TileDef
-{
- std::string name;
- bool backface_culling; // Takes effect only in special cases
- struct{
- enum TileAnimationType type;
- int aspect_w; // width for aspect ratio
- int aspect_h; // height for aspect ratio
- float length; // seconds
- } animation;
- TileDef()
- {
- name = "";
- backface_culling = true;
- animation.type = TAT_NONE;
- animation.aspect_w = 1;
- animation.aspect_h = 1;
- animation.length = 1.0;
- }
+class TextureSettings {
+public:
+ LeavesStyle leaves_style;
+ bool opaque_water;
+ bool connected_glass;
+ bool use_normal_texture;
+ bool enable_mesh_cache;
+ bool enable_minimap;
- void serialize(std::ostream &os) const;
- void deSerialize(std::istream &is);
+ TextureSettings() = default;
+
+ void readSettings();
};
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
+ // A basic solid block
+ NDT_NORMAL,
+ // Nothing is drawn
+ NDT_AIRLIKE,
+ // Do not draw face towards same kind of flowing/source liquid
+ NDT_LIQUID,
+ // A very special kind of thing
+ NDT_FLOWINGLIQUID,
+ // Glass-like, don't draw faces towards other glass
+ NDT_GLASSLIKE,
+ // Leaves-like, draw all faces no matter what
+ NDT_ALLFACES,
+ // Enabled -> ndt_allfaces, disabled -> ndt_normal
+ NDT_ALLFACES_OPTIONAL,
+ // Single plane perpendicular to a surface
NDT_TORCHLIKE,
+ // Single plane parallel to a surface
NDT_SIGNLIKE,
+ // 2 vertical planes in a 'X' shape diagonal to XZ axes.
+ // paramtype2 = "meshoptions" allows various forms, sizes and
+ // vertical and horizontal random offsets.
NDT_PLANTLIKE,
+ // Fenceposts that connect to neighbouring fenceposts with horizontal bars
NDT_FENCELIKE,
+ // Selects appropriate junction texture to connect like rails to
+ // neighbouring raillikes.
NDT_RAILLIKE,
+ // Custom Lua-definable structure of multiple cuboids
NDT_NODEBOX,
+ // Glass-like, draw connected frames and all visible faces.
+ // param2 > 0 defines 64 levels of internal liquid
+ // Uses 3 textures, one for frames, second for faces,
+ // optional third is a 'special tile' for the liquid.
+ NDT_GLASSLIKE_FRAMED,
+ // Draw faces slightly rotated and only on neighbouring nodes
+ NDT_FIRELIKE,
+ // Enabled -> ndt_glasslike_framed, disabled -> ndt_glasslike
+ NDT_GLASSLIKE_FRAMED_OPTIONAL,
+ // Uses static meshes
+ NDT_MESH,
+ // Combined plantlike-on-solid
+ NDT_PLANTLIKE_ROOTED,
};
-#define CF_SPECIAL_COUNT 2
+// Mesh options for NDT_PLANTLIKE with CPT2_MESHOPTIONS
+static const u8 MO_MASK_STYLE = 0x07;
+static const u8 MO_BIT_RANDOM_OFFSET = 0x08;
+static const u8 MO_BIT_SCALE_SQRT2 = 0x10;
+static const u8 MO_BIT_RANDOM_OFFSET_Y = 0x20;
+enum PlantlikeStyle {
+ PLANT_STYLE_CROSS,
+ PLANT_STYLE_CROSS2,
+ PLANT_STYLE_STAR,
+ PLANT_STYLE_HASH,
+ PLANT_STYLE_HASH2,
+};
+
+/*
+ Stand-alone definition of a TileSpec (basically a server-side TileSpec)
+*/
+
+struct TileDef
+{
+ std::string name = "";
+ bool backface_culling = true; // Takes effect only in special cases
+ bool tileable_horizontal = true;
+ bool tileable_vertical = true;
+ //! If true, the tile has its own color.
+ bool has_color = false;
+ //! The color of the tile.
+ video::SColor color = video::SColor(0xFFFFFFFF);
+
+ struct TileAnimationParams animation;
+
+ TileDef()
+ {
+ animation.type = TAT_NONE;
+ }
+
+ void serialize(std::ostream &os, u16 protocol_version) const;
+ void deSerialize(std::istream &is, u8 contentfeatures_version,
+ NodeDrawType drawtype);
+};
+
+#define CF_SPECIAL_COUNT 6
struct ContentFeatures
{
/*
Cached stuff
- */
+ */
#ifndef SERVER
// 0 1 2 3 4 5
- // up down right left back front
+ // up down right left back front
TileSpec tiles[6];
// Special tiles
// - Currently used for flowing liquids
/*
Actual data
- */
+ */
+
+ // --- GENERAL PROPERTIES ---
std::string name; // "" = undefined node
ItemGroupList groups; // Same as in itemdef
+ // Type of MapNode::param1
+ ContentParamType param_type;
+ // Type of MapNode::param2
+ ContentParamType2 param_type_2;
+
+ // --- VISUAL PROPERTIES ---
- // Visual definition
enum NodeDrawType drawtype;
+ std::string mesh;
+#ifndef SERVER
+ scene::IMesh *mesh_ptr[24];
+ video::SColor minimap_color;
+#endif
float visual_scale; // Misc. scale parameter
TileDef tiledef[6];
+ // These will be drawn over the base tiles.
+ TileDef tiledef_overlay[6];
TileDef tiledef_special[CF_SPECIAL_COUNT]; // eg. flowing liquid
+ // If 255, the node is opaque.
+ // Otherwise it uses texture alpha.
u8 alpha;
-
+ // The color of the node.
+ video::SColor color;
+ std::string palette_name;
+ std::vector<video::SColor> *palette;
+ // Used for waving leaves/plants
+ u8 waving;
+ // for NDT_CONNECTED pairing
+ u8 connect_sides;
+ std::vector<std::string> connects_to;
+ std::set<content_t> connects_to_ids;
// Post effect color, drawn when the camera is inside the node.
video::SColor post_effect_color;
- // Type of MapNode::param1
- ContentParamType param_type;
- // Type of MapNode::param2
- ContentParamType2 param_type_2;
- // True for all ground-like things like stone and mud, false for eg. trees
- bool is_ground_content;
+ // Flowing liquid or snow, value = default level
+ u8 leveled;
+
+ // --- LIGHTING-RELATED ---
+
bool light_propagates;
bool sunlight_propagates;
+ // Amount of light the node emits
+ u8 light_source;
+
+ // --- MAP GENERATION ---
+
+ // True for all ground-like things like stone and mud, false for eg. trees
+ bool is_ground_content;
+
+ // --- INTERACTION PROPERTIES ---
+
// This is used for collision detection.
// Also for general solidness queries.
bool walkable;
bool climbable;
// Player can build on these
bool buildable_to;
+ // Player cannot build to these (placement prediction disabled)
+ bool rightclickable;
+ u32 damage_per_second;
+
+ // --- LIQUID PROPERTIES ---
+
// 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.
u8 liquid_viscosity;
// Is liquid renewable (new liquid source will be created between 2 existing)
bool liquid_renewable;
- // Amount of light the node emits
- u8 light_source;
- u32 damage_per_second;
+ // Number of flowing liquids surrounding source
+ u8 liquid_range;
+ u8 drowning;
+ // Liquids flow into and replace node
+ bool floodable;
+
+ // --- NODEBOXES ---
+
NodeBox node_box;
NodeBox selection_box;
+ NodeBox collision_box;
+
+ // --- SOUND PROPERTIES ---
+
+ SimpleSoundSpec sound_footstep;
+ SimpleSoundSpec sound_dig;
+ SimpleSoundSpec sound_dug;
+
+ // --- LEGACY ---
+
// Compatibility with old maps
// Set to true if paramtype used to be 'facedir_simple'
bool legacy_facedir_simple;
// Set to true if wall_mounted used to be set to true
bool legacy_wallmounted;
- // Sound properties
- SimpleSoundSpec sound_footstep;
- SimpleSoundSpec sound_dig;
- SimpleSoundSpec sound_dug;
-
/*
Methods
*/
-
+
ContentFeatures();
- ~ContentFeatures();
+ ~ContentFeatures() = default;
void reset();
- void serialize(std::ostream &os);
+ void serialize(std::ostream &os, u16 protocol_version) const;
void deSerialize(std::istream &is);
+ void serializeOld(std::ostream &os, u16 protocol_version) const;
+ void deSerializeOld(std::istream &is, int version);
+ /*!
+ * Since vertex alpha is no longer supported, this method
+ * adds opacity directly to the texture pixels.
+ *
+ * \param tiles array of the tile definitions.
+ * \param length length of tiles
+ */
+ void correctAlpha(TileDef *tiles, int length);
/*
Some handy methods
if(!isLiquid() || !f.isLiquid()) return false;
return (liquid_alternative_flowing == f.liquid_alternative_flowing);
}
+
+ int getGroup(const std::string &group) const
+ {
+ return itemgroup_get(groups, group);
+ }
+
+#ifndef SERVER
+ void fillTileAttribs(ITextureSource *tsrc, TileLayer *tile, TileDef *tiledef,
+ u32 shader_id, bool use_normal_texture, bool backface_culling,
+ u8 material_type);
+ void updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc,
+ scene::IMeshManipulator *meshmanip, Client *client, const TextureSettings &tsettings);
+#endif
};
-class INodeDefManager
-{
+class INodeDefManager {
public:
- INodeDefManager(){}
- virtual ~INodeDefManager(){}
+ INodeDefManager() = default;
+ virtual ~INodeDefManager() = default;
+
// Get node definition
- virtual const ContentFeatures& get(content_t c) const=0;
- virtual const ContentFeatures& get(const MapNode &n) const=0;
+ 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;
// Allows "group:name" in addition to regular node names
- virtual void getIds(const std::string &name, std::set<content_t> &result)
+ // returns false if node name not found, true otherwise
+ virtual bool getIds(const std::string &name, std::set<content_t> &result)
const=0;
- virtual const ContentFeatures& get(const std::string &name) const=0;
-
- virtual void serialize(std::ostream &os)=0;
+ virtual const ContentFeatures &get(const std::string &name) const=0;
+
+ virtual void serialize(std::ostream &os, u16 protocol_version) const=0;
+
+ virtual void pendNodeResolve(NodeResolver *nr)=0;
+ virtual bool cancelNodeResolveCallback(NodeResolver *nr)=0;
+ virtual bool nodeboxConnects(const MapNode from, const MapNode to, u8 connect_face)=0;
+ /*!
+ * Returns the smallest box in node coordinates that
+ * contains all nodes' selection boxes.
+ */
+ virtual core::aabbox3d<s16> getSelectionBoxIntUnion() const=0;
};
-class IWritableNodeDefManager : public INodeDefManager
-{
+class IWritableNodeDefManager : public INodeDefManager {
public:
- IWritableNodeDefManager(){}
- virtual ~IWritableNodeDefManager(){}
- virtual IWritableNodeDefManager* clone()=0;
+ IWritableNodeDefManager() = default;
+ virtual ~IWritableNodeDefManager() = default;
+
// Get node definition
- virtual const ContentFeatures& get(content_t c) const=0;
- virtual const ContentFeatures& get(const MapNode &n) const=0;
+ 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;
+ // If not found, returns CONTENT_IGNORE
virtual content_t getId(const std::string &name) const=0;
// Allows "group:name" in addition to regular node names
- virtual void getIds(const std::string &name, std::set<content_t> &result)
- const=0;
- // If not found, returns the features of CONTENT_IGNORE
- virtual const ContentFeatures& get(const std::string &name) const=0;
+ virtual bool getIds(const std::string &name, std::set<content_t> &result)
+ const=0;
+ // If not found, returns the features of CONTENT_UNKNOWN
+ virtual const ContentFeatures &get(const std::string &name) const=0;
- // Register node definition
- virtual void set(content_t c, const ContentFeatures &def)=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;
+ // Remove a node
+ virtual void removeNode(const std::string &name)=0;
/*
Update item alias mapping.
*/
virtual void updateAliases(IItemDefManager *idef)=0;
+ /*
+ Override textures from servers with ones specified in texturepack/override.txt
+ */
+ virtual void applyTextureOverrides(const std::string &override_filepath)=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;
+ virtual void updateTextures(IGameDef *gamedef,
+ void (*progress_cbk)(void *progress_args, u32 progress, u32 max_progress),
+ void *progress_cbk_args)=0;
- virtual void serialize(std::ostream &os)=0;
+ virtual void serialize(std::ostream &os, u16 protocol_version) const=0;
virtual void deSerialize(std::istream &is)=0;
-};
-IWritableNodeDefManager* createNodeDefManager();
+ virtual void setNodeRegistrationStatus(bool completed)=0;
-#endif
+ virtual void pendNodeResolve(NodeResolver *nr)=0;
+ virtual bool cancelNodeResolveCallback(NodeResolver *nr)=0;
+ virtual void runNodeResolveCallbacks()=0;
+ virtual void resetNodeResolveState()=0;
+ virtual void mapNodeboxConnections()=0;
+ virtual core::aabbox3d<s16> getSelectionBoxIntUnion() const=0;
+};
+IWritableNodeDefManager *createNodeDefManager();
+
+class NodeResolver {
+public:
+ NodeResolver();
+ virtual ~NodeResolver();
+ virtual void resolveNodeNames() = 0;
+
+ bool getIdFromNrBacklog(content_t *result_out,
+ const std::string &node_alt, content_t c_fallback);
+ bool getIdsFromNrBacklog(std::vector<content_t> *result_out,
+ bool all_required=false, content_t c_fallback=CONTENT_IGNORE);
+
+ void nodeResolveInternal();
+
+ u32 m_nodenames_idx = 0;
+ u32 m_nnlistsizes_idx = 0;
+ std::vector<std::string> m_nodenames;
+ std::vector<size_t> m_nnlistsizes;
+ INodeDefManager *m_ndef = nullptr;
+ bool m_resolve_done = false;
+};