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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 "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<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,
// 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<aabb3f> fixed;
// NODEBOX_WALLMOUNTED
aabb3f wall_top;
aabb3f wall_bottom;
aabb3f wall_side; // being at the -X side
// NODEBOX_CONNECTED
std::vector<aabb3f> connect_top;
std::vector<aabb3f> connect_bottom;
std::vector<aabb3f> connect_front;
std::vector<aabb3f> connect_left;
std::vector<aabb3f> connect_back;
std::vector<aabb3f> 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<video::SColor> *palette;
// Used for waving leaves/plants
u8 waving;
// for NDT_CONNECTED pairing
u8 connect_sides;
std::vector<std::string> connects_to;
std::set<content_t> 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<content_t> &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<s16> 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<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;
// 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<s16> 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<content_t> *result_out,
bool all_required=false, content_t c_fallback=CONTENT_IGNORE);
void nodeResolveInternal();
u32 m_nodenames_idx;
u32 m_nnlistsizes_idx;
std::vector<std::string> m_nodenames;
std::vector<size_t> m_nnlistsizes;
INodeDefManager *m_ndef;
bool m_resolve_done;
};
#endif
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