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* work-in-progress gui system updating + some settings system updatingPerttu Ahola2010-12-23
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* crafting system!Perttu Ahola2010-12-22
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* organizing stuff.Perttu Ahola2010-12-21
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* Cracking blocks while diggingPerttu Ahola2010-12-21
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* framework for modifying texturesPerttu Ahola2010-12-20
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* day/night working client sidePerttu Ahola2010-12-19
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* settings manager: better default setting handling and updating config file ↵Perttu Ahola2010-12-14
| | | | and command line parsing
* in before messing with face drawing orientationPerttu Ahola2010-12-14
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* commit before content-tile separationPerttu Ahola2010-12-13
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* working nicelyPerttu Ahola2010-12-13
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* commit before some radicallish changes to water behaviorPerttu Ahola2010-12-11
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* license stuffPerttu Ahola2010-11-29
| | | | | --HG-- rename : src/licensecomment.txt => licensecomment.txt
* sitä sun tätä tekeillä, toimii kivastiPerttu Ahola2010-11-29
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* Working version before block send priorization updatePerttu Ahola2010-11-27
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* Initial filesPerttu Ahola2010-11-27
/a> 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333
/*
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"
#endif
#include "itemgroup.h"
#include "sound.h" // SimpleSoundSpec
#include "constants.h" // BS

class IItemDefManager;
class ITextureSource;
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
};

#define CF_SPECIAL_COUNT 2

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;
	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;
	// 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(ITextureSource *tsrc)=0;

	virtual void serialize(std::ostream &os, u16 protocol_version)=0;
	virtual void deSerialize(std::istream &is)=0;
};

IWritableNodeDefManager* createNodeDefManager();

#endif