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-rw-r--r--src/nodedef.h134
1 files changed, 58 insertions, 76 deletions
diff --git a/src/nodedef.h b/src/nodedef.h
index e70295616..43bd1966d 100644
--- a/src/nodedef.h
+++ b/src/nodedef.h
@@ -22,6 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "common_irrlicht.h"
#include <string>
+#include <iostream>
#include <set>
#include "mapnode.h"
#ifndef SERVER
@@ -29,6 +30,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#endif
#include "materials.h" // MaterialProperties
class ITextureSource;
+class IGameDef;
/*
TODO: Rename to nodedef.h
@@ -95,6 +97,9 @@ struct NodeBox
wall_bottom(-BS/2, -BS/2, -BS/2, BS/2, -BS/2+BS/16., BS/2),
wall_side(-BS/2, -BS/2, -BS/2, -BS/2+BS/16., BS/2, BS/2)
{}
+
+ void serialize(std::ostream &os);
+ void deSerialize(std::istream &is);
};
struct MapNode;
@@ -109,42 +114,70 @@ struct MaterialSpec
tname(tname_),
backface_culling(backface_culling_)
{}
+
+ void serialize(std::ostream &os);
+ 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,
};
#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];
-
video::ITexture *inventory_texture;
-
- // Post effect color, drawn when the camera is inside the node.
- video::SColor post_effect_color;
-
// Special material/texture
// - Currently used for flowing liquids
video::SMaterial *special_materials[CF_SPECIAL_COUNT];
AtlasPointer *special_aps[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
+ // List of all block textures that have been used (value is dummy)
+ // Used for texture atlas making.
+ // Exists on server too for cleaner code in content_mapnode.cpp.
+ std::set<std::string> used_texturenames;
+
+ // True if this actually contains non-default data
+ bool modified;
+
+ /*
+ Actual data
+ */
+
// Visual definition
+ enum NodeDrawType drawtype;
+ float visual_scale; // Misc. scale parameter
std::string tname_tiles[6];
std::string tname_inventory;
MaterialSpec mspec_special[CF_SPECIAL_COUNT];
u8 alpha;
- bool backface_culling;
- u8 solidness; // Used when choosing which face is drawn
- u8 visual_solidness; // When solidness=0, this tells how it looks like
- // List of all block textures that have been used (value is dummy)
- // Used for texture atlas making.
- // Exists on server too for cleaner code in content_mapnode.cpp.
- std::set<std::string> used_texturenames;
-
+ // Post effect color, drawn when the camera is inside the node.
+ video::SColor post_effect_color;
// Type of MapNode::param1
ContentParamType param_type;
// True for all ground-like things like stone and mud, false for eg. trees
@@ -172,18 +205,14 @@ struct ContentFeatures
// Used for texture atlas creation.
// Currently only enabled for CONTENT_STONE.
bool often_contains_mineral;
-
// Inventory item string as which the node appears in inventory when dug.
// Mineral overrides this.
std::string dug_item;
-
// Extra dug item and its rarity
std::string extra_dug_item;
s32 extra_dug_item_rarity;
-
// Initial metadata is cloned from this
NodeMetadata *initial_metadata;
-
// 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.
@@ -194,72 +223,22 @@ struct ContentFeatures
// 1 giving almost instantaneous propagation and 7 being
// the slowest possible
u8 liquid_viscosity;
-
// Amount of light the node emits
u8 light_source;
-
u32 damage_per_second;
-
NodeBox selection_box;
-
MaterialProperties material;
-
- // NOTE: Move relevant properties to here from elsewhere
- void reset()
- {
- // This isn't exactly complete due to lazyness
- // TODO: Make it completely reset everything
-#ifndef SERVER
- inventory_texture = NULL;
-
- post_effect_color = video::SColor(0, 0, 0, 0);
- for(u16 j=0; j<CF_SPECIAL_COUNT; j++){
- special_materials[j] = NULL;
- special_aps[j] = NULL;
- }
-#endif
- for(u32 i=0; i<6; i++)
- tname_tiles[i] = "";
- for(u16 j=0; j<CF_SPECIAL_COUNT; j++)
- mspec_special[j] = MaterialSpec();
- tname_inventory = "";
- alpha = 255;
- backface_culling = true;
- solidness = 2;
- visual_solidness = 0;
- used_texturenames.clear();
- param_type = CPT_NONE;
- is_ground_content = false;
- light_propagates = false;
- sunlight_propagates = false;
- walkable = true;
- pointable = true;
- diggable = true;
- climbable = false;
- buildable_to = false;
- wall_mounted = false;
- air_equivalent = false;
- often_contains_mineral = false;
- dug_item = "";
- initial_metadata = NULL;
- liquid_type = LIQUID_NONE;
- liquid_alternative_flowing = CONTENT_IGNORE;
- liquid_alternative_source = CONTENT_IGNORE;
- liquid_viscosity = 0;
- light_source = 0;
- damage_per_second = 0;
- selection_box = NodeBox();
- material = MaterialProperties();
- }
-
- ContentFeatures()
- {
- reset();
- }
-
- ~ContentFeatures();
+ /*
+ Methods
+ */
+ ContentFeatures();
+ ~ContentFeatures();
+ void reset();
+ void serialize(std::ostream &os);
+ void deSerialize(std::istream &is, IGameDef *gamedef);
+
/*
Quickhands for simple materials
*/
@@ -320,6 +299,9 @@ public:
Call after updating the texture atlas of a TextureSource.
*/
virtual void updateTextures(ITextureSource *tsrc)=0;
+
+ virtual void serialize(std::ostream &os)=0;
+ virtual void deSerialize(std::istream &is, IGameDef *gamedef)=0;
};
IWritableNodeDefManager* createNodeDefManager();