/* 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" class Client; #endif #include "itemgroup.h" #include "sound.h" // SimpleSoundSpec #include "constants.h" // BS #include "tileanimation.h" 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, // Index for palette CPT2_COLOR, // 3 bits of palette index, then facedir CPT2_COLORED_FACEDIR, // 5 bits of palette index, then wallmounted CPT2_COLORED_WALLMOUNTED, // Glasslike framed drawtype internal liquid level, param2 values 0 to 63 CPT2_GLASSLIKE_LIQUID_LEVEL, }; 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 { // A basic solid block NDT_NORMAL, // Nothing is drawn NDT_AIRLIKE, // Do not draw face towards same kind of flowing/source liquid NDT_LIQUID, // A very special kind of thing NDT_FLOWINGLIQUID, // Glass-like, don't draw faces towards other glass NDT_GLASSLIKE, // Leaves-like, draw all faces no matter what NDT_ALLFACES, // Enabled -> ndt_allfaces, disabled -> ndt_normal NDT_ALLFACES_OPTIONAL, // Single plane perpendicular to a surface NDT_TORCHLIKE, // Single plane parallel to a surface NDT_SIGNLIKE, // 2 vertical planes in a 'X' shape diagonal to XZ axes. // paramtype2 = "meshoptions" allows various forms, sizes and // vertical and horizontal random offsets. NDT_PLANTLIKE, // Fenceposts that connect to neighbouring fenceposts with horizontal bars NDT_FENCELIKE, // Selects appropriate junction texture to connect like rails to // neighbouring raillikes. NDT_RAILLIKE, // Custom Lua-definable structure of multiple cuboids NDT_NODEBOX, // Glass-like, draw connected frames and all visible faces. // param2 > 0 defines 64 levels of internal liquid // Uses 3 textures, one for frames, second for faces, // optional third is a 'special tile' for the liquid. NDT_GLASSLIKE_FRAMED, // Draw faces slightly rotated and only on neighbouring nodes NDT_FIRELIKE, // Enabled -> ndt_glasslike_framed, disabled -> ndt_glasslike NDT_GLASSLIKE_FRAMED_OPTIONAL, // Uses static meshes NDT_MESH, }; // Mesh options for NDT_PLANTLIKE with CPT2_MESHOPTIONS static const u8 MO_MASK_STYLE = 0x07; static const u8 MO_BIT_RANDOM_OFFSET = 0x08; static const u8 MO_BIT_SCALE_SQRT2 = 0x10; static const u8 MO_BIT_RANDOM_OFFSET_Y = 0x20; enum PlantlikeStyle { PLANT_STYLE_CROSS, PLANT_STYLE_CROSS2, PLANT_STYLE_STAR, PLANT_STYLE_HASH, PLANT_STYLE_HASH2, }; /* Stand-alone definition of a TileSpec (basically a server-side TileSpec) */ struct TileDef { std::string name; bool backface_culling; // Takes effect only in special cases bool tileable_horizontal; bool tileable_vertical; //! If true, the tile has its own color. bool has_color; //! The color of the tile. video::SColor color; struct TileAnimationParams animation; TileDef() : name(""), backface_culling(true), tileable_horizontal(true), tileable_vertical(true), has_color(false), color(video::SColor(0xFFFFFFFF)) { animation.type = TAT_NONE; } 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 */ // --- GENERAL PROPERTIES --- std::string name; // "" = undefined node ItemGroupList groups; // Same as in itemdef // Type of MapNode::param1 ContentParamType param_type; // Type of MapNode::param2 ContentParamType2 param_type_2; // --- VISUAL PROPERTIES --- 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]; // These will be drawn over the base tiles. TileDef tiledef_overlay[6]; TileDef tiledef_special[CF_SPECIAL_COUNT]; // eg. flowing liquid // If 255, the node is opaque. // Otherwise it uses texture alpha. u8 alpha; // The color of the node. video::SColor color; std::string palette_name; std::vector *palette; // Used for waving leaves/plants u8 waving; // for NDT_CONNECTED pairing u8 connect_sides; std::vector connects_to; std::set connects_to_ids; // Post effect color, drawn when the camera is inside the node. video::SColor post_effect_color; // Flowing liquid or snow, value = default level u8 leveled; // --- LIGHTING-RELATED --- bool light_propagates; bool sunlight_propagates; // Amount of light the node emits u8 light_source; // --- MAP GENERATION --- // True for all ground-like things like stone and mud, false for eg. trees bool is_ground_content; // --- INTERACTION PROPERTIES --- // 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; u32 damage_per_second; // --- LIQUID PROPERTIES --- // 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; // Liquids flow into and replace node bool floodable; // --- NODEBOXES --- NodeBox node_box; NodeBox selection_box; NodeBox collision_box; // --- SOUND PROPERTIES --- SimpleSoundSpec sound_footstep; SimpleSoundSpec sound_dig; SimpleSoundSpec sound_dug; // --- LEGACY --- // 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; /* 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); /*! * Since vertex alpha is no longer supported, this method * adds opacity directly to the texture pixels. * * \param tiles array of the tile definitions. * \param length length of tiles */ void correctAlpha(TileDef *tiles, int length); /* 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); } int getGroup(const std::string &group) const { return itemgroup_get(groups, group); } #ifndef SERVER void fillTileAttribs(ITextureSource *tsrc, TileLayer *tile, TileDef *tiledef, u32 shader_id, bool use_normal_texture, bool backface_culling, u8 material_type); void updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc, scene::IMeshManipulator *meshmanip, Client *client, 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 void pendNodeResolve(NodeResolver *nr)=0; virtual bool cancelNodeResolveCallback(NodeResolver *nr)=0; virtual bool nodeboxConnects(const MapNode from, const MapNode to, u8 connect_face)=0; /*! * Returns the smallest box in node coordinates that * contains all nodes' selection boxes. */ virtual core::aabbox3d getSelectionBoxIntUnion() const=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 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; virtual core::aabbox3d getSelectionBoxIntUnion() const=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