diff options
Diffstat (limited to 'src/nodedef.h')
-rw-r--r-- | src/nodedef.h | 43 |
1 files changed, 36 insertions, 7 deletions
diff --git a/src/nodedef.h b/src/nodedef.h index 7da0e0d07..ea50d4281 100644 --- a/src/nodedef.h +++ b/src/nodedef.h @@ -44,6 +44,9 @@ class ITextureSource; class IShaderSource; class IGameDef; class NodeResolver; +#if BUILD_UNITTESTS +class TestSchematic; +#endif enum ContentParamType { @@ -64,7 +67,7 @@ enum ContentParamType2 CPT2_WALLMOUNTED, // Block level like FLOWINGLIQUID CPT2_LEVELED, - // 2D rotation for things like plants + // 2D rotation CPT2_DEGROTATE, // Mesh options for plants CPT2_MESHOPTIONS, @@ -76,6 +79,8 @@ enum ContentParamType2 CPT2_COLORED_WALLMOUNTED, // Glasslike framed drawtype internal liquid level, param2 values 0 to 63 CPT2_GLASSLIKE_LIQUID_LEVEL, + // 3 bits of palette index, then degrotate + CPT2_COLORED_DEGROTATE, }; enum LiquidType @@ -371,11 +376,15 @@ struct ContentFeatures u32 damage_per_second; // client dig prediction std::string node_dig_prediction; + // how slow players move through + u8 move_resistance = 0; // --- LIQUID PROPERTIES --- // Whether the node is non-liquid, source liquid or flowing liquid enum LiquidType liquid_type; + // If true, movement (e.g. of players) inside this node is liquid-like. + bool liquid_move_physics; // If the content is liquid, this is the flowing version of the liquid. std::string liquid_alternative_flowing; content_t liquid_alternative_flowing_id; @@ -655,9 +664,7 @@ public: * total ContentFeatures. * @param progress_cbk_args passed to the callback function */ - void updateTextures(IGameDef *gamedef, - void (*progress_cbk)(void *progress_args, u32 progress, u32 max_progress), - void *progress_cbk_args); + void updateTextures(IGameDef *gamedef, void *progress_cbk_args); /*! * Writes the content of this manager to the given output stream. @@ -789,10 +796,13 @@ private: NodeDefManager *createNodeDefManager(); +// NodeResolver: Queue for node names which are then translated +// to content_t after the NodeDefManager was initialized class NodeResolver { public: NodeResolver(); virtual ~NodeResolver(); + // Callback which is run as soon NodeDefManager is ready virtual void resolveNodeNames() = 0; // required because this class is used as mixin for ObjDef @@ -804,12 +814,31 @@ public: bool getIdsFromNrBacklog(std::vector<content_t> *result_out, bool all_required = false, content_t c_fallback = CONTENT_IGNORE); - void nodeResolveInternal(); + inline bool isResolveDone() const { return m_resolve_done; } + void reset(bool resolve_done = false); - u32 m_nodenames_idx = 0; - u32 m_nnlistsizes_idx = 0; + // Vector containing all node names in the resolve "queue" std::vector<std::string> m_nodenames; + // Specifies the "set size" of node names which are to be processed + // this is used for getIdsFromNrBacklog + // TODO: replace or remove std::vector<size_t> m_nnlistsizes; + +protected: + friend class NodeDefManager; // m_ndef + const NodeDefManager *m_ndef = nullptr; + // Index of the next "m_nodenames" entry to resolve + u32 m_nodenames_idx = 0; + +private: +#if BUILD_UNITTESTS + // Unittest requires access to m_resolve_done + friend class TestSchematic; +#endif + void nodeResolveInternal(); + + // Index of the next "m_nnlistsizes" entry to process + u32 m_nnlistsizes_idx = 0; bool m_resolve_done = false; }; |