Improve glass
[oweals/minetest.git] / src / nodedef.h
index 5aba69c48824dd530fd8cc1cbe5e969c73a28ace..b78b09d4c558448f725f7159657552f7ed378d09 100644 (file)
@@ -22,6 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 #include "common_irrlicht.h"
 #include <string>
+#include <iostream>
 #include <set>
 #include "mapnode.h"
 #ifndef SERVER
@@ -29,6 +30,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #endif
 #include "materials.h" // MaterialProperties
 class ITextureSource;
+class IGameDef;
 
 /*
        TODO: Rename to nodedef.h
@@ -95,49 +97,93 @@ struct NodeBox
                wall_bottom(-BS/2, -BS/2, -BS/2, BS/2, -BS/2+BS/16., BS/2),
                wall_side(-BS/2, -BS/2, -BS/2, -BS/2+BS/16., BS/2, BS/2)
        {}
+
+       void serialize(std::ostream &os);
+       void deSerialize(std::istream &is);
 };
 
 struct MapNode;
 class NodeMetadata;
 
+struct MaterialSpec
+{
+       std::string tname;
+       bool backface_culling;
+       
+       MaterialSpec(const std::string &tname_="", bool backface_culling_=true):
+               tname(tname_),
+               backface_culling(backface_culling_)
+       {}
+
+       void serialize(std::ostream &os);
+       void deSerialize(std::istream &is);
+};
+
+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
+       NDT_TORCHLIKE,
+       NDT_SIGNLIKE,
+       NDT_PLANTLIKE,
+       NDT_FENCELIKE,
+       NDT_RAILLIKE,
+};
+
+#define CF_SPECIAL_COUNT 2
+
 struct ContentFeatures
 {
-#ifndef SERVER
        /*
-               0: up
-               1: down
-               2: right
-               3: left
-               4: back
-               5: front
+               Cached stuff
        */
+#ifndef SERVER
+       // 0     1     2     3     4     5
+       // up    down  right left  back  front 
        TileSpec tiles[6];
-       
        video::ITexture *inventory_texture;
-
-       // Used currently for flowing liquids
-       u8 vertex_alpha;
-       // Post effect color, drawn when the camera is inside the node.
-       video::SColor post_effect_color;
-       // Special irrlicht material, used sometimes
-       video::SMaterial *special_material;
-       video::SMaterial *special_material2;
-       AtlasPointer *special_atlas;
+       // Special material/texture
+       // - Currently used for flowing liquids
+       video::SMaterial *special_materials[CF_SPECIAL_COUNT];
+       AtlasPointer *special_aps[CF_SPECIAL_COUNT];
+       u8 solidness; // Used when choosing which face is drawn
+       u8 visual_solidness; // When solidness=0, this tells how it looks like
+       bool backface_culling;
 #endif
-
+       
        // List of all block textures that have been used (value is dummy)
        // Used for texture atlas making.
        // Exists on server too for cleaner code in content_mapnode.cpp.
        std::set<std::string> used_texturenames;
        
+       // True if this actually contains non-default data
+       bool modified;
+
+       /*
+               Actual data
+       */
+
+       // Visual definition
+       enum NodeDrawType drawtype;
+       float visual_scale; // Misc. scale parameter
+       std::string tname_tiles[6];
+       std::string tname_inventory;
+       MaterialSpec mspec_special[CF_SPECIAL_COUNT];
+       u8 alpha;
+
+       // Post effect color, drawn when the camera is inside the node.
+       video::SColor post_effect_color;
        // Type of MapNode::param1
        ContentParamType param_type;
        // True for all ground-like things like stone and mud, false for eg. trees
        bool is_ground_content;
        bool light_propagates;
        bool sunlight_propagates;
-       u8 solidness; // Used when choosing which face is drawn
-       u8 visual_solidness; // When solidness=0, this tells how it looks like
        // This is used for collision detection.
        // Also for general solidness queries.
        bool walkable;
@@ -159,18 +205,14 @@ struct ContentFeatures
        // Used for texture atlas creation.
        // Currently only enabled for CONTENT_STONE.
        bool often_contains_mineral;
-       
        // Inventory item string as which the node appears in inventory when dug.
        // Mineral overrides this.
        std::string dug_item;
-
        // Extra dug item and its rarity
        std::string extra_dug_item;
        s32 extra_dug_item_rarity;
-
        // Initial metadata is cloned from this
        NodeMetadata *initial_metadata;
-       
        // 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.
@@ -181,109 +223,40 @@ struct ContentFeatures
        // 1 giving almost instantaneous propagation and 7 being
        // the slowest possible
        u8 liquid_viscosity;
-       
        // Amount of light the node emits
        u8 light_source;
-       
        u32 damage_per_second;
-
        NodeBox selection_box;
-
        MaterialProperties material;
-       
-       // NOTE: Move relevant properties to here from elsewhere
 
-       void reset()
-       {
-#ifndef SERVER
-               inventory_texture = NULL;
-               
-               vertex_alpha = 255;
-               post_effect_color = video::SColor(0, 0, 0, 0);
-               special_material = NULL;
-               special_material2 = NULL;
-               special_atlas = NULL;
-#endif
-               used_texturenames.clear();
-               param_type = CPT_NONE;
-               is_ground_content = false;
-               light_propagates = false;
-               sunlight_propagates = false;
-               solidness = 2;
-               visual_solidness = 0;
-               walkable = true;
-               pointable = true;
-               diggable = true;
-               climbable = false;
-               buildable_to = false;
-               wall_mounted = false;
-               air_equivalent = false;
-               often_contains_mineral = false;
-               dug_item = "";
-               initial_metadata = NULL;
-               liquid_type = LIQUID_NONE;
-               liquid_alternative_flowing = CONTENT_IGNORE;
-               liquid_alternative_source = CONTENT_IGNORE;
-               liquid_viscosity = 0;
-               light_source = 0;
-               damage_per_second = 0;
-               selection_box = NodeBox();
-               material = MaterialProperties();
-       }
-
-       ContentFeatures()
-       {
-               reset();
-       }
-
-       ~ContentFeatures();
+       /*
+               Methods
+       */
        
+       ContentFeatures();
+       ~ContentFeatures();
+       void reset();
+       void serialize(std::ostream &os);
+       void deSerialize(std::istream &is, IGameDef *gamedef);
+
        /*
                Quickhands for simple materials
        */
        
-#ifdef SERVER
-       void setTexture(ITextureSource *tsrc, u16 i, std::string name,
-                       u8 alpha=255)
-       {}
-       void setAllTextures(ITextureSource *tsrc, std::string name, u8 alpha=255)
-       {}
-#else
-       void setTexture(ITextureSource *tsrc,
-                       u16 i, std::string name, u8 alpha=255);
+       void setTexture(u16 i, std::string name);
 
-       void setAllTextures(ITextureSource *tsrc,
-                       std::string name, u8 alpha=255)
+       void setAllTextures(std::string name, u8 alpha=255)
        {
                for(u16 i=0; i<6; i++)
-               {
-                       setTexture(tsrc, i, name, alpha);
-               }
+                       setTexture(i, name);
+               alpha = alpha;
                // Force inventory texture too
-               setInventoryTexture(name, tsrc);
+               setInventoryTexture(name);
        }
-#endif
-
-#ifndef SERVER
-       void setTile(u16 i, const TileSpec &tile)
-       { tiles[i] = tile; }
-       void setAllTiles(const TileSpec &tile)
-       { for(u16 i=0; i<6; i++) setTile(i, tile); }
-#endif
 
-#ifdef SERVER
-       void setInventoryTexture(std::string imgname,
-                       ITextureSource *tsrc)
-       {}
-       void setInventoryTextureCube(std::string top,
-                       std::string left, std::string right, ITextureSource *tsrc)
-       {}
-#else
-       void setInventoryTexture(std::string imgname, ITextureSource *tsrc);
-       
+       void setInventoryTexture(std::string imgname);
        void setInventoryTextureCube(std::string top,
-                       std::string left, std::string right, ITextureSource *tsrc);
-#endif
+                       std::string left, std::string right);
 
        /*
                Some handy methods
@@ -305,6 +278,8 @@ public:
        // Get node definition
        virtual const ContentFeatures& get(content_t c) const=0;
        virtual const ContentFeatures& get(const MapNode &n) const=0;
+       
+       virtual void serialize(std::ostream &os)=0;
 };
 
 class IWritableNodeDefManager : public INodeDefManager
@@ -326,11 +301,12 @@ public:
                Call after updating the texture atlas of a TextureSource.
        */
        virtual void updateTextures(ITextureSource *tsrc)=0;
-};
 
-// If textures not actually available (server), tsrc can be NULL
-IWritableNodeDefManager* createNodeDefManager(ITextureSource *tsrc);
+       virtual void serialize(std::ostream &os)=0;
+       virtual void deSerialize(std::istream &is, IGameDef *gamedef)=0;
+};
 
+IWritableNodeDefManager* createNodeDefManager();
 
 #endif