minetest/src/nodedef.h

347 lines
9.5 KiB
C++

/*
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
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 <string>
#include <iostream>
#include <map>
#include <list>
#include "mapnode.h"
#ifndef SERVER
#include "tile.h"
#include "shader.h"
#endif
#include "itemgroup.h"
#include "sound.h" // SimpleSoundSpec
#include "constants.h" // BS
class IItemDefManager;
class ITextureSource;
class IShaderSource;
class IGameDef;
typedef std::list<std::pair<content_t, int> > 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,
};
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, ...
};
struct NodeBox
{
enum NodeBoxType type;
// NODEBOX_REGULAR (no parameters)
// NODEBOX_FIXED
std::vector<aabb3f> fixed;
// NODEBOX_WALLMOUNTED
aabb3f wall_top;
aabb3f wall_bottom;
aabb3f wall_side; // being at the -X side
NodeBox()
{ reset(); }
void reset();
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,
};
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;
}
void serialize(std::ostream &os, u16 protocol_version) const;
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,
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
};
#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];
#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;
// 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;
// Ice for water, water for ice
std::string freezemelt;
// 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;
// Sound properties
SimpleSoundSpec sound_footstep;
SimpleSoundSpec sound_dig;
SimpleSoundSpec sound_dug;
/*
Methods
*/
ContentFeatures();
~ContentFeatures();
void reset();
void serialize(std::ostream &os, u16 protocol_version);
void deSerialize(std::istream &is);
void serializeOld(std::ostream &os, u16 protocol_version);
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);
}
};
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
virtual void 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, u16 protocol_version)=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 void 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 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;
/*
Update item alias mapping.
Call after updating item definitions.
*/
virtual void updateAliases(IItemDefManager *idef)=0;
/*
Update tile textures to latest return values of TextueSource.
*/
virtual void updateTextures(IGameDef *gamedef)=0;
virtual void serialize(std::ostream &os, u16 protocol_version)=0;
virtual void deSerialize(std::istream &is)=0;
};
IWritableNodeDefManager* createNodeDefManager();
#endif