Make mapgen factory setup more elegant, add mapgen_v6.h
[oweals/minetest.git] / src / itemdef.cpp
index 22ca9f088ebdbc4a015d53a8adfd39b391930a70..260baadc0ff67bdabd35cec29ebf528b5431bdee 100644 (file)
@@ -4,16 +4,16 @@ Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
 Copyright (C) 2011 Kahrl <kahrl@gmx.net>
 
 This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
 (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
 
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
 with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
@@ -22,7 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 #include "gamedef.h"
 #include "nodedef.h"
-#include "materials.h"
+#include "tool.h"
 #include "inventory.h"
 #ifndef SERVER
 #include "mapblock_mesh.h"
@@ -30,7 +30,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "tile.h"
 #endif
 #include "log.h"
-#include "utility.h"
+#include "main.h" // g_settings
+#include "settings.h"
+#include "util/serialize.h"
+#include "util/container.h"
+#include "util/thread.h"
 #include <map>
 #include <set>
 
@@ -64,19 +68,13 @@ ItemDefinition& ItemDefinition::operator=(const ItemDefinition &def)
        stack_max = def.stack_max;
        usable = def.usable;
        liquids_pointable = def.liquids_pointable;
-       if(def.tool_digging_properties)
+       if(def.tool_capabilities)
        {
-               tool_digging_properties = new ToolDiggingProperties(
-                               *def.tool_digging_properties);
+               tool_capabilities = new ToolCapabilities(
+                               *def.tool_capabilities);
        }
-#ifndef SERVER
-       inventory_texture = def.inventory_texture;
-       if(def.wield_mesh)
-       {
-               wield_mesh = def.wield_mesh;
-               wield_mesh->grab();
-       }
-#endif
+       groups = def.groups;
+       node_placement_prediction = def.node_placement_prediction;
        return *this;
 }
 
@@ -88,11 +86,7 @@ ItemDefinition::~ItemDefinition()
 void ItemDefinition::resetInitial()
 {
        // Initialize pointers to NULL so reset() does not delete undefined pointers
-       tool_digging_properties = NULL;
-#ifndef SERVER
-       inventory_texture = NULL;
-       wield_mesh = NULL;
-#endif
+       tool_capabilities = NULL;
        reset();
 }
 
@@ -107,25 +101,19 @@ void ItemDefinition::reset()
        stack_max = 99;
        usable = false;
        liquids_pointable = false;
-       if(tool_digging_properties)
+       if(tool_capabilities)
        {
-               delete tool_digging_properties;
-               tool_digging_properties = NULL;
+               delete tool_capabilities;
+               tool_capabilities = NULL;
        }
+       groups.clear();
 
-#ifndef SERVER
-       inventory_texture = NULL;
-       if(wield_mesh)
-       {
-               wield_mesh->drop();
-               wield_mesh = NULL;
-       }
-#endif
+       node_placement_prediction = "";
 }
 
 void ItemDefinition::serialize(std::ostream &os) const
 {
-       writeU8(os, 0); // version
+       writeU8(os, 1); // version
        writeU8(os, type);
        os<<serializeString(name);
        os<<serializeString(description);
@@ -135,14 +123,20 @@ void ItemDefinition::serialize(std::ostream &os) const
        writeS16(os, stack_max);
        writeU8(os, usable);
        writeU8(os, liquids_pointable);
-       std::string tool_digging_properties_s = "";
-       if(tool_digging_properties)
-       {
+       std::string tool_capabilities_s = "";
+       if(tool_capabilities){
                std::ostringstream tmp_os(std::ios::binary);
-               tool_digging_properties->serialize(tmp_os);
-               tool_digging_properties_s = tmp_os.str();
+               tool_capabilities->serialize(tmp_os);
+               tool_capabilities_s = tmp_os.str();
+       }
+       os<<serializeString(tool_capabilities_s);
+       writeU16(os, groups.size());
+       for(std::map<std::string, int>::const_iterator
+                       i = groups.begin(); i != groups.end(); i++){
+               os<<serializeString(i->first);
+               writeS16(os, i->second);
        }
-       os<<serializeString(tool_digging_properties_s);
+       os<<serializeString(node_placement_prediction);
 }
 
 void ItemDefinition::deSerialize(std::istream &is)
@@ -152,7 +146,7 @@ void ItemDefinition::deSerialize(std::istream &is)
 
        // Deserialize
        int version = readU8(is);
-       if(version != 0)
+       if(version != 1)
                throw SerializationError("unsupported ItemDefinition version");
        type = (enum ItemType)readU8(is);
        name = deSerializeString(is);
@@ -163,13 +157,25 @@ void ItemDefinition::deSerialize(std::istream &is)
        stack_max = readS16(is);
        usable = readU8(is);
        liquids_pointable = readU8(is);
-       std::string tool_digging_properties_s = deSerializeString(is);
-       if(!tool_digging_properties_s.empty())
+       std::string tool_capabilities_s = deSerializeString(is);
+       if(!tool_capabilities_s.empty())
        {
-               std::istringstream tmp_is(tool_digging_properties_s, std::ios::binary);
-               tool_digging_properties = new ToolDiggingProperties;
-               tool_digging_properties->deSerialize(tmp_is);
+               std::istringstream tmp_is(tool_capabilities_s, std::ios::binary);
+               tool_capabilities = new ToolCapabilities;
+               tool_capabilities->deSerialize(tmp_is);
        }
+       groups.clear();
+       u32 groups_size = readU16(is);
+       for(u32 i=0; i<groups_size; i++){
+               std::string name = deSerializeString(is);
+               int value = readS16(is);
+               groups[name] = value;
+       }
+       // If you add anything here, insert it primarily inside the try-catch
+       // block to not need to increase the version.
+       try{
+               node_placement_prediction = deSerializeString(is);
+       }catch(SerializationError &e) {};
 }
 
 /*
@@ -180,13 +186,39 @@ void ItemDefinition::deSerialize(std::istream &is)
 
 class CItemDefManager: public IWritableItemDefManager
 {
+#ifndef SERVER
+       struct ClientCached
+       {
+               video::ITexture *inventory_texture;
+               scene::IMesh *wield_mesh;
+
+               ClientCached():
+                       inventory_texture(NULL),
+                       wield_mesh(NULL)
+               {}
+       };
+#endif
+
 public:
        CItemDefManager()
        {
+#ifndef SERVER
+               m_main_thread = get_current_thread_id();
+#endif
+       
                clear();
        }
        virtual ~CItemDefManager()
        {
+#ifndef SERVER
+               const core::list<ClientCached*> &values = m_clientcached.getValues();
+               for(core::list<ClientCached*>::ConstIterator
+                               i = values.begin(); i != values.end(); ++i)
+               {
+                       ClientCached *cc = *i;
+                       cc->wield_mesh->drop();
+               }
+#endif
        }
        virtual const ItemDefinition& get(const std::string &name_) const
        {
@@ -233,6 +265,223 @@ public:
                std::map<std::string, ItemDefinition*>::const_iterator i;
                return m_item_definitions.find(name) != m_item_definitions.end();
        }
+#ifndef SERVER
+       ClientCached* createClientCachedDirect(const std::string &name,
+                       IGameDef *gamedef) const
+       {
+               infostream<<"Lazily creating item texture and mesh for \""
+                               <<name<<"\""<<std::endl;
+
+               // This is not thread-safe
+               assert(get_current_thread_id() == m_main_thread);
+
+               // Skip if already in cache
+               ClientCached *cc = NULL;
+               m_clientcached.get(name, &cc);
+               if(cc)
+                       return cc;
+
+               ITextureSource *tsrc = gamedef->getTextureSource();
+               INodeDefManager *nodedef = gamedef->getNodeDefManager();
+               IrrlichtDevice *device = tsrc->getDevice();
+               video::IVideoDriver *driver = device->getVideoDriver();
+               const ItemDefinition *def = &get(name);
+
+               // Create new ClientCached
+               cc = new ClientCached();
+
+               bool need_node_mesh = false;
+
+               // Create an inventory texture
+               cc->inventory_texture = NULL;
+               if(def->inventory_image != "")
+               {
+                       cc->inventory_texture = tsrc->getTextureRaw(def->inventory_image);
+               }
+               else if(def->type == ITEM_NODE)
+               {
+                       need_node_mesh = true;
+               }
+
+               // Create a wield mesh
+               if(cc->wield_mesh != NULL)
+               {
+                       cc->wield_mesh->drop();
+                       cc->wield_mesh = NULL;
+               }
+               if(def->type == ITEM_NODE && def->wield_image == "")
+               {
+                       need_node_mesh = true;
+               }
+               else if(def->wield_image != "" || def->inventory_image != "")
+               {
+                       // Extrude the wield image into a mesh
+
+                       std::string imagename;
+                       if(def->wield_image != "")
+                               imagename = def->wield_image;
+                       else
+                               imagename = def->inventory_image;
+
+                       cc->wield_mesh = createExtrudedMesh(
+                                       tsrc->getTextureRaw(imagename),
+                                       driver,
+                                       def->wield_scale * v3f(40.0, 40.0, 4.0));
+                       if(cc->wield_mesh == NULL)
+                       {
+                               infostream<<"ItemDefManager: WARNING: "
+                                       <<"updateTexturesAndMeshes(): "
+                                       <<"Unable to create extruded mesh for item "
+                                       <<def->name<<std::endl;
+                       }
+               }
+
+               if(need_node_mesh)
+               {
+                       /*
+                               Get node properties
+                       */
+                       content_t id = nodedef->getId(def->name);
+                       const ContentFeatures &f = nodedef->get(id);
+
+                       u8 param1 = 0;
+                       if(f.param_type == CPT_LIGHT)
+                               param1 = 0xee;
+
+                       /*
+                               Make a mesh from the node
+                       */
+                       MeshMakeData mesh_make_data(gamedef);
+                       MapNode mesh_make_node(id, param1, 0);
+                       mesh_make_data.fillSingleNode(&mesh_make_node);
+                       MapBlockMesh mapblock_mesh(&mesh_make_data);
+
+                       scene::IMesh *node_mesh = mapblock_mesh.getMesh();
+                       assert(node_mesh);
+                       video::SColor c(255, 255, 255, 255);
+                       if(g_settings->getS32("enable_shaders") != 0)
+                               c = MapBlock_LightColor(255, 0xffff, decode_light(f.light_source));
+                       setMeshColor(node_mesh, c);
+
+                       /*
+                               Scale and translate the mesh so it's a unit cube
+                               centered on the origin
+                       */
+                       scaleMesh(node_mesh, v3f(1.0/BS, 1.0/BS, 1.0/BS));
+                       translateMesh(node_mesh, v3f(-1.0, -1.0, -1.0));
+
+                       /*
+                               Draw node mesh into a render target texture
+                       */
+                       if(cc->inventory_texture == NULL)
+                       {
+                               core::dimension2d<u32> dim(64,64);
+                               std::string rtt_texture_name = "INVENTORY_"
+                                       + def->name + "_RTT";
+                               v3f camera_position(0, 1.0, -1.5);
+                               camera_position.rotateXZBy(45);
+                               v3f camera_lookat(0, 0, 0);
+                               core::CMatrix4<f32> camera_projection_matrix;
+                               // Set orthogonal projection
+                               camera_projection_matrix.buildProjectionMatrixOrthoLH(
+                                               1.65, 1.65, 0, 100);
+
+                               video::SColorf ambient_light(0.2,0.2,0.2);
+                               v3f light_position(10, 100, -50);
+                               video::SColorf light_color(0.5,0.5,0.5);
+                               f32 light_radius = 1000;
+
+                               cc->inventory_texture = generateTextureFromMesh(
+                                       node_mesh, device, dim, rtt_texture_name,
+                                       camera_position,
+                                       camera_lookat,
+                                       camera_projection_matrix,
+                                       ambient_light,
+                                       light_position,
+                                       light_color,
+                                       light_radius);
+
+                               // render-to-target didn't work
+                               if(cc->inventory_texture == NULL)
+                               {
+                                       cc->inventory_texture =
+                                               tsrc->getTextureRaw(f.tiledef[0].name);
+                               }
+                       }
+
+                       /*
+                               Use the node mesh as the wield mesh
+                       */
+                       if(cc->wield_mesh == NULL)
+                       {
+                               // Scale to proper wield mesh proportions
+                               scaleMesh(node_mesh, v3f(30.0, 30.0, 30.0)
+                                               * def->wield_scale);
+                               cc->wield_mesh = node_mesh;
+                               cc->wield_mesh->grab();
+                       }
+
+                       // falling outside of here deletes node_mesh
+               }
+
+               // Put in cache
+               m_clientcached.set(name, cc);
+
+               return cc;
+       }
+       ClientCached* getClientCached(const std::string &name,
+                       IGameDef *gamedef) const
+       {
+               ClientCached *cc = NULL;
+               m_clientcached.get(name, &cc);
+               if(cc)
+                       return cc;
+
+               if(get_current_thread_id() == m_main_thread)
+               {
+                       return createClientCachedDirect(name, gamedef);
+               }
+               else
+               {
+                       // We're gonna ask the result to be put into here
+                       ResultQueue<std::string, ClientCached*, u8, u8> result_queue;
+                       // Throw a request in
+                       m_get_clientcached_queue.add(name, 0, 0, &result_queue);
+                       try{
+                               // Wait result for a second
+                               GetResult<std::string, ClientCached*, u8, u8>
+                                               result = result_queue.pop_front(1000);
+                               // Check that at least something worked OK
+                               assert(result.key == name);
+                               // Return it
+                               return result.item;
+                       }
+                       catch(ItemNotFoundException &e)
+                       {
+                               errorstream<<"Waiting for clientcached timed out."<<std::endl;
+                               return &m_dummy_clientcached;
+                       }
+               }
+       }
+       // Get item inventory texture
+       virtual video::ITexture* getInventoryTexture(const std::string &name,
+                       IGameDef *gamedef) const
+       {
+               ClientCached *cc = getClientCached(name, gamedef);
+               if(!cc)
+                       return NULL;
+               return cc->inventory_texture;
+       }
+       // Get item wield mesh
+       virtual scene::IMesh* getWieldMesh(const std::string &name,
+                       IGameDef *gamedef) const
+       {
+               ClientCached *cc = getClientCached(name, gamedef);
+               if(!cc)
+                       return NULL;
+               return cc->wield_mesh;
+       }
+#endif
        void clear()
        {
                for(std::map<std::string, ItemDefinition*>::const_iterator
@@ -253,7 +502,7 @@ public:
                ItemDefinition* hand_def = new ItemDefinition;
                hand_def->name = "";
                hand_def->wield_image = "wieldhand.png";
-               hand_def->tool_digging_properties = new ToolDiggingProperties;
+               hand_def->tool_capabilities = new ToolCapabilities;
                m_item_definitions.insert(std::make_pair("", hand_def));
 
                ItemDefinition* unknown_def = new ItemDefinition;
@@ -272,12 +521,15 @@ public:
        }
        virtual void registerItem(const ItemDefinition &def)
        {
-               infostream<<"ItemDefManager: registering \""<<def.name<<"\""<<std::endl;
-               // Ensure that the "" item (the hand) always has ToolDiggingProperties
+               verbosestream<<"ItemDefManager: registering \""<<def.name<<"\""<<std::endl;
+               // Ensure that the "" item (the hand) always has ToolCapabilities
                if(def.name == "")
-                       assert(def.tool_digging_properties != NULL);
-
-               m_item_definitions[def.name] = new ItemDefinition(def);
+                       assert(def.tool_capabilities != NULL);
+               
+               if(m_item_definitions.count(def.name) == 0)
+                       m_item_definitions[def.name] = new ItemDefinition(def);
+               else
+                       *(m_item_definitions[def.name]) = def;
 
                // Remove conflicting alias if it exists
                bool alias_removed = (m_aliases.erase(def.name) != 0);
@@ -290,161 +542,11 @@ public:
        {
                if(m_item_definitions.find(name) == m_item_definitions.end())
                {
-                       infostream<<"ItemDefManager: setting alias "<<name
+                       verbosestream<<"ItemDefManager: setting alias "<<name
                                <<" -> "<<convert_to<<std::endl;
                        m_aliases[name] = convert_to;
                }
        }
-
-       virtual void updateTexturesAndMeshes(IGameDef *gamedef)
-       {
-#ifndef SERVER
-               infostream<<"ItemDefManager::updateTexturesAndMeshes(): Updating "
-                               <<"textures and meshes in item definitions"<<std::endl;
-
-               ITextureSource *tsrc = gamedef->getTextureSource();
-               INodeDefManager *nodedef = gamedef->getNodeDefManager();
-               IrrlichtDevice *device = tsrc->getDevice();
-               video::IVideoDriver *driver = device->getVideoDriver();
-
-               for(std::map<std::string, ItemDefinition*>::iterator
-                               i = m_item_definitions.begin();
-                               i != m_item_definitions.end(); i++)
-               {
-                       ItemDefinition *def = i->second;
-
-                       bool need_node_mesh = false;
-
-                       // Create an inventory texture
-                       def->inventory_texture = NULL;
-                       if(def->inventory_image != "")
-                       {
-                               def->inventory_texture = tsrc->getTextureRaw(def->inventory_image);
-                       }
-                       else if(def->type == ITEM_NODE)
-                       {
-                               need_node_mesh = true;
-                       }
-
-                       // Create a wield mesh
-                       if(def->wield_mesh != NULL)
-                       {
-                               def->wield_mesh->drop();
-                               def->wield_mesh = NULL;
-                       }
-                       if(def->type == ITEM_NODE && def->wield_image == "")
-                       {
-                               need_node_mesh = true;
-                       }
-                       else if(def->wield_image != "" || def->inventory_image != "")
-                       {
-                               // Extrude the wield image into a mesh
-
-                               std::string imagename;
-                               if(def->wield_image != "")
-                                       imagename = def->wield_image;
-                               else
-                                       imagename = def->inventory_image;
-
-                               def->wield_mesh = createExtrudedMesh(
-                                               tsrc->getTextureRaw(imagename),
-                                               driver,
-                                               def->wield_scale * v3f(40.0, 40.0, 4.0));
-                               if(def->wield_mesh == NULL)
-                               {
-                                       infostream<<"ItemDefManager: WARNING: "
-                                               <<"updateTexturesAndMeshes(): "
-                                               <<"Unable to create extruded mesh for item "
-                                               <<def->name<<std::endl;
-                               }
-                       }
-
-                       if(need_node_mesh)
-                       {
-                               /*
-                                       Get node properties
-                               */
-                               content_t id = nodedef->getId(def->name);
-                               const ContentFeatures &f = nodedef->get(id);
-
-                               /*
-                                       Make a mesh from the node
-                               */
-                               MeshMakeData mesh_make_data;
-                               MapNode mesh_make_node(
-                                       id,
-                                       (f.param_type == CPT_LIGHT) ? 0xee : 0,
-                                       0);
-                               mesh_make_data.fillSingleNode(1000, &mesh_make_node);
-                               scene::IMesh *node_mesh =
-                                       makeMapBlockMesh(&mesh_make_data, gamedef);
-                               setMeshColor(node_mesh, video::SColor(255, 255, 255, 255));
-
-                               /*
-                                       Scale and translate the mesh so it's a unit cube
-                                       centered on the origin
-                               */
-                               scaleMesh(node_mesh, v3f(1.0/BS, 1.0/BS, 1.0/BS));
-                               translateMesh(node_mesh, v3f(-1.0, -1.0, -1.0));
-
-                               /*
-                                       Draw node mesh into a render target texture
-                               */
-                               if(def->inventory_texture == NULL && node_mesh != NULL)
-                               {
-                                       core::dimension2d<u32> dim(64,64);
-                                       std::string rtt_texture_name = "INVENTORY_"
-                                               + def->name + "_RTT";
-                                       v3f camera_position(0, 1.0, -1.5);
-                                       camera_position.rotateXZBy(45);
-                                       v3f camera_lookat(0, 0, 0);
-                                       core::CMatrix4<f32> camera_projection_matrix;
-                                       // Set orthogonal projection
-                                       camera_projection_matrix.buildProjectionMatrixOrthoLH(
-                                                       1.65, 1.65, 0, 100);
-
-                                       video::SColorf ambient_light(0.2,0.2,0.2);
-                                       v3f light_position(10, 100, -50);
-                                       video::SColorf light_color(0.5,0.5,0.5);
-                                       f32 light_radius = 1000;
-
-                                       def->inventory_texture = generateTextureFromMesh(
-                                               node_mesh, device, dim, rtt_texture_name,
-                                               camera_position,
-                                               camera_lookat,
-                                               camera_projection_matrix,
-                                               ambient_light,
-                                               light_position,
-                                               light_color,
-                                               light_radius);
-
-                                       // render-to-target didn't work
-                                       if(def->inventory_texture == NULL)
-                                       {
-                                               def->inventory_texture =
-                                                       tsrc->getTextureRaw(f.tname_tiles[0]);
-                                       }
-                               }
-
-                               /*
-                                       Use the node mesh as the wield mesh
-                               */
-                               if(def->wield_mesh == NULL && node_mesh != NULL)
-                               {
-                                       // Scale to proper wield mesh proportions
-                                       scaleMesh(node_mesh, v3f(30.0, 30.0, 30.0)
-                                                       * def->wield_scale);
-                                       def->wield_mesh = node_mesh;
-                                       def->wield_mesh->grab();
-                               }
-
-
-                               if(node_mesh != NULL)
-                                       node_mesh->drop();
-                       }
-               }
-#endif
-       }
        void serialize(std::ostream &os)
        {
                writeU8(os, 0); // version
@@ -494,11 +596,37 @@ public:
                        registerAlias(name, convert_to);
                }
        }
+       void processQueue(IGameDef *gamedef)
+       {
+#ifndef SERVER
+               while(m_get_clientcached_queue.size() > 0)
+               {
+                       GetRequest<std::string, ClientCached*, u8, u8>
+                                       request = m_get_clientcached_queue.pop();
+                       GetResult<std::string, ClientCached*, u8, u8>
+                                       result;
+                       result.key = request.key;
+                       result.callers = request.callers;
+                       result.item = createClientCachedDirect(request.key, gamedef);
+                       request.dest->push_back(result);
+               }
+#endif
+       }
 private:
        // Key is name
        std::map<std::string, ItemDefinition*> m_item_definitions;
        // Aliases
        std::map<std::string, std::string> m_aliases;
+#ifndef SERVER
+       // The id of the thread that is allowed to use irrlicht directly
+       threadid_t m_main_thread;
+       // A reference to this can be returned when nothing is found, to avoid NULLs
+       mutable ClientCached m_dummy_clientcached;
+       // Cached textures and meshes
+       mutable MutexedMap<std::string, ClientCached*> m_clientcached;
+       // Queued clientcached fetches (to be processed by the main thread)
+       mutable RequestQueue<std::string, ClientCached*, u8, u8> m_get_clientcached_queue;
+#endif
 };
 
 IWritableItemDefManager* createItemDefManager()