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/*
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);
	}
};

struct NodeResolveInfo {
	std::string n_wanted;
	std::string n_alt;
	content_t c_fallback;
	content_t *output;
};

#define NR_STATUS_FAILURE 0
#define NR_STATUS_PENDING 1
#define NR_STATUS_SUCCESS 2

/**
	NodeResolver

	NodeResolver attempts to resolve node names to content ID integers. If the
	node registration phase has not yet finished at the time the resolution
	request is placed, the request is marked as pending and added to an internal
	queue.  The name resolution request is later satisfied by writing directly
	to the output location when the node registration phase has been completed.

	This is primarily intended to be used for objects registered during script
	initialization (i.e. while nodes are being registered) that reference
	particular nodes.
*/
class NodeResolver {
public:
	NodeResolver(INodeDefManager *ndef);
	~NodeResolver();

	/**
		Add a request to resolve the node n_wanted and set *content to the
		result, or alternatively, n_alt if n_wanted is not found.  If n_alt
		cannot be found either, or has not been specified, *content is set
		to c_fallback.

		If node registration is complete, the request is finished immediately
		and NR_STATUS_SUCCESS is returned (or NR_STATUS_FAILURE if no node can
		be found).  Otherwise, NR_STATUS_PENDING is returned and the resolution
		request is queued.

		N.B.  If the memory in which content is located has been deallocated
		before the pending request had been satisfied, cancelNode() must be
		called.

		@param n_wanted Name of node that is wanted.
		@param n_alt Name of node in case n_wanted could not be found.  Blank
			if no alternative node is desired.
		@param c_fallback Content ID that content is set to in case of node
			resolution failure (should be CONTENT_AIR, CONTENT_IGNORE, etc.)
		@param content Pointer to content_t that receives the result of the
			node name resolution.
		@return Status of node resolution request.
	*/
	int addNode(std::string n_wanted, std::string n_alt,
		content_t c_fallback, content_t *content);

	/**
		Add a request to resolve the node(s) specified by nodename.

		If node registration is complete, the request is finished immediately
		and NR_STATUS_SUCCESS is returned if at least one node is resolved; if
		zero were resolved, NR_STATUS_FAILURE.  Otherwise, NR_STATUS_PENDING is
		returned and the resolution request is queued.

		N.B.  If the memory in which content_vec is located has been deallocated
		before the pending request had been satisfied, cancelNodeList() must be
		called.

		@param nodename Name of node (or node group) to be resolved.
		@param content_vec Pointer to content_t vector onto which the results
			are added.

		@return Status of node resolution request.
	*/
	int addNodeList(const char *nodename, std::vector<content_t> *content_vec);

	/**
		Removes all pending requests from the resolution queue to be satisfied
		to content.

		@param content Location of the content ID for the request being
			cancelled.
		@return Number of pending requests cancelled.
	*/
	bool cancelNode(content_t *content);

	/**
		Removes all pending requests from the resolution queue to be satisfied
		to content_vec.

		@param content_vec Location of the content ID vector for requests being
			cancelled.
		@return Number of pending requests cancelled.
	*/
	int cancelNodeList(std::vector<content_t> *content_vec);

	/**
		Carries out all pending node resolution requests.  Call this when the
		node registration phase has completed.

		Internally marks node registration as complete.

		@return Number of failed pending requests.
	*/
	int resolveNodes();

	/**
		Returns the status of the node registration phase.

		@return Boolean of whether the registration phase is complete.
	*/
	bool isNodeRegFinished() { return m_is_node_registration_complete; }

private:
	INodeDefManager *m_ndef;
	bool m_is_node_registration_complete;
	std::list<NodeResolveInfo *> m_pending_contents;
	std::list<std::pair<std::string, std::vector<content_t> *> > m_pending_content_vecs;
};

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;

	virtual NodeResolver *getResolver()=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;

	virtual NodeResolver *getResolver()=0;
};

IWritableNodeDefManager *createNodeDefManager();

#endif