/* Minetest Copyright (C) 2010-2013 celeron55, Perttu Ahola 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 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 Lesser General Public License for more details. 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. */ #ifndef NODEDEF_HEADER #define NODEDEF_HEADER #include "irrlichttypes_bloated.h" #include #include #include #include #include "util/numeric.h" #include "mapnode.h" #ifndef SERVER #include "client/tile.h" #include "shader.h" #endif #include "itemgroup.h" #include "sound.h" // SimpleSoundSpec #include "constants.h" // BS class INodeDefManager; class IItemDefManager; class ITextureSource; class IShaderSource; class IGameDef; class NodeResolver; typedef std::list > GroupItems; enum ContentParamType { CPT_NONE, CPT_LIGHT, }; enum ContentParamType2 { CPT2_NONE, // Need 8-bit param2 CPT2_FULL, // Flowing liquid properties CPT2_FLOWINGLIQUID, // Direction for chests and furnaces and such 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 }; enum LiquidType { LIQUID_NONE, LIQUID_FLOWING, 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 { enum NodeBoxType type; // NODEBOX_REGULAR (no parameters) // NODEBOX_FIXED std::vector fixed; // NODEBOX_WALLMOUNTED aabb3f wall_top; aabb3f wall_bottom; aabb3f wall_side; // being at the -X side // NODEBOX_CONNECTED std::vector connect_top; std::vector connect_bottom; std::vector connect_front; std::vector connect_left; std::vector connect_back; std::vector connect_right; NodeBox() { reset(); } void reset(); void serialize(std::ostream &os, u16 protocol_version) const; void deSerialize(std::istream &is); }; struct MapNode; class NodeMetadata; enum LeavesStyle { LEAVES_FANCY, LEAVES_SIMPLE, LEAVES_OPAQUE, }; class TextureSettings { public: LeavesStyle leaves_style; bool opaque_water; bool connected_glass; bool use_normal_texture; bool enable_mesh_cache; bool enable_minimap; TextureSettings() {} 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 NDT_TORCHLIKE, NDT_SIGNLIKE, NDT_PLANTLIKE, NDT_FENCELIKE, NDT_RAILLIKE, NDT_NODEBOX, NDT_GLASSLIKE_FRAMED, // Glass-like, draw connected frames and all all // visible faces // uses 2 textures, one for frames, second for faces NDT_FIRELIKE, // Draw faces slightly rotated and only on connecting nodes, NDT_GLASSLIKE_FRAMED_OPTIONAL, // enabled -> connected, disabled -> Glass-like // uses 2 textures, one for frames, second for faces NDT_MESH, // Uses static meshes }; /* Stand-alone definition of a TileSpec (basically a server-side TileSpec) */ enum TileAnimationType{ TAT_NONE=0, TAT_VERTICAL_FRAMES=1, }; struct TileDef { std::string name; bool backface_culling; // Takes effect only in special cases bool tileable_horizontal; bool tileable_vertical; 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; tileable_horizontal = true; tileable_vertical = true; animation.type = TAT_NONE; animation.aspect_w = 1; animation.aspect_h = 1; animation.length = 1.0; } void serialize(std::ostream &os, u16 protocol_version) const; void deSerialize(std::istream &is, const u8 contentfeatures_version, const 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 TileSpec tiles[6]; // Special tiles // - Currently used for flowing liquids TileSpec special_tiles[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 // Server-side cached callback existence for fast skipping bool has_on_construct; bool has_on_destruct; bool has_after_destruct; /* Actual data */ std::string name; // "" = undefined node ItemGroupList groups; // Same as in itemdef // 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]; TileDef tiledef_special[CF_SPECIAL_COUNT]; // eg. flowing liquid 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; // 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; bool light_propagates; bool sunlight_propagates; // This is used for collision detection. // Also for general solidness queries. bool walkable; // Player can point to these bool pointable; // Player can dig these bool diggable; // Player can climb these bool climbable; // Player can build on these bool buildable_to; // Liquids flow into and replace node bool floodable; // Player cannot build to these (placement prediction disabled) bool rightclickable; // Flowing liquid or snow, value = default level u8 leveled; // 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. std::string liquid_alternative_flowing; // If the content is liquid, this is the source version of the liquid. std::string liquid_alternative_source; // Viscosity for fluid flow, ranging from 1 to 7, with // 1 giving almost instantaneous propagation and 7 being // the slowest possible u8 liquid_viscosity; // Is liquid renewable (new liquid source will be created between 2 existing) bool liquid_renewable; // Number of flowing liquids surrounding source u8 liquid_range; u8 drowning; // Amount of light the node emits u8 light_source; u32 damage_per_second; NodeBox node_box; NodeBox selection_box; NodeBox collision_box; // Used for waving leaves/plants u8 waving; // 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; // for NDT_CONNECTED pairing u8 connect_sides; // Sound properties SimpleSoundSpec sound_footstep; SimpleSoundSpec sound_dig; SimpleSoundSpec sound_dug; std::vector connects_to; std::set connects_to_ids; /* Methods */ ContentFeatures(); ~ContentFeatures(); void reset(); 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); /* Some handy methods */ bool isLiquid() const{ return (liquid_type != LIQUID_NONE); } bool sameLiquid(const ContentFeatures &f) const{ if(!isLiquid() || !f.isLiquid()) return false; return (liquid_alternative_flowing == f.liquid_alternative_flowing); } #ifndef SERVER void fillTileAttribs(ITextureSource *tsrc, TileSpec *tile, TileDef *tiledef, u32 shader_id, bool use_normal_texture, bool backface_culling, u8 alpha, u8 material_type); void updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc, scene::ISceneManager *smgr, scene::IMeshManipulator *meshmanip, IGameDef *gamedef, const TextureSettings &tsettings); #endif }; class INodeDefManager { public: INodeDefManager(){} virtual ~INodeDefManager(){} // Get node definition 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 // returns false if node name not found, true otherwise virtual bool getIds(const std::string &name, std::set &result) const=0; virtual const ContentFeatures &get(const std::string &name) const=0; virtual void serialize(std::ostream &os, u16 protocol_version) const=0; virtual bool getNodeRegistrationStatus() 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; }; class IWritableNodeDefManager : public INodeDefManager { public: IWritableNodeDefManager(){} virtual ~IWritableNodeDefManager(){} virtual IWritableNodeDefManager* clone()=0; // Get node definition 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 bool getIds(const std::string &name, std::set &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 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. Call after updating item definitions. */ 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. */ 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, u16 protocol_version) const=0; virtual void deSerialize(std::istream &is)=0; virtual bool getNodeRegistrationStatus() const=0; virtual void setNodeRegistrationStatus(bool completed)=0; virtual void pendNodeResolve(NodeResolver *nr)=0; virtual bool cancelNodeResolveCallback(NodeResolver *nr)=0; virtual void runNodeResolveCallbacks()=0; virtual void resetNodeResolveState()=0; virtual void mapNodeboxConnections()=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 *result_out, bool all_required=false, content_t c_fallback=CONTENT_IGNORE); void nodeResolveInternal(); u32 m_nodenames_idx; u32 m_nnlistsizes_idx; std::vector m_nodenames; std::vector m_nnlistsizes; INodeDefManager *m_ndef; bool m_resolve_done; }; #endif