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* Added names colours and refactored parseColorString()Craig Robbins2014-10-29
* Search for subgames using $MINETEST_SUBGAME_PATH.David Thompson2014-10-22
* Custom collision boxes node property.RealBadAngel2014-10-19
* Add meshnode drawtype.RealBadAngel2014-10-18
* Add [colorize modifierBlockMen2014-10-05
* Add better documentation for alternate drop definition to lua_api.txt.Diego Martínez2014-10-02
* Add optional framed glasslike drawtypeBlockMen2014-10-02
* Add firelike drawtypeTriBlade92014-09-21
* Add compression APIShadowNinja2014-09-20
* Simplify and optimize schematic replacementsShadowNinja2014-09-11
* Add LuaVoxelManip methods: get_node_at() and set_node_at()kwolekr2014-09-01
* Update Mapgen VoxelManipulator on buffer invalidationkwolekr2014-09-01
* Remove invalid doc about minetest.get_time_us()sapier2014-08-25
* Add missing doc for minetest.get_us_time()sapier2014-08-25
* Fix seg fault if popping from empty stack (L-system trees)Craig Robbins2014-08-23
* Add video driver selection to settings menu (based uppon idea from webdesigne...sapier2014-08-23
* Add ^[mask texture modifiersfan52014-08-22
* Correct spelling mistakes in documentationrubenwardy2014-08-22
* Mod profiling supportsapier2014-08-19
* Rework texture generating code, add texture grouping via ( ... )sfan52014-07-29
* Add srollbar formspec elementsapier2014-07-16
* Update version numbers for 0.4.10sapier2014-07-06
* Fix typos in doc/lua-api.txtsfan52014-07-05
* Fix typo in doc/lua_api.txtKahrl2014-07-05
* Add support for Android 2.3+sapier2014-06-29
* Tooltips rework.RealBadAngel2014-06-24
* Add tooltips for button, imagebutton and checkbox.RealBadAngel2014-06-19
* Fix regression dirt texture not beeing default in non cloud menusapier2014-06-14
* Add success and output return values to chat commandsShadowNinja2014-05-28
* Add item eat callbackrubenwardy2014-05-26
* Add formspec toolkit and refactor mainmenu to use itsapier2014-05-16
* Use "core" namespace internallyShadowNinja2014-05-08
* Fix heart + bubble bar size on different texture packssapier2014-05-07
* Add support for dpi based HUD scalingsapier2014-04-27
* Move the old stuff to docBlockMen2014-04-25
* Update documentation on is_ground_contentShadowNinja2014-04-24
* Remove liquid_finite and weatherproller2014-04-18
* Add player:set_eye_offset() by @MirceaKitsune and clean upBlockMen2014-04-12
* Add third person viewBlockMen2014-04-12
* Cleanup client init states by bumping protocol versionsapier2014-04-08
* Replace pause and message menu by formspec onessapier2014-03-05
* Remove "Server -!- " prefix from player messagesShadowNinja2014-02-27
* Schematic: Add force_placement parameter to minetest.place_structure APIkwolekr2014-02-15
* Add minetest.set_noiseparam_defaults() Lua APIkwolekr2014-02-15
* Add capability to read table flag fields from Lua APIkwolekr2014-02-09
* Make flag strings clear specified flag with 'no' prefixkwolekr2014-02-08
* Add minetest.kick_player(name, reason)sapier2014-02-03
* Add player:override_day_night_ratio() for arbitrarily controlling sunlight br...Perttu Ahola2014-02-01
* Add player:set_sky() with simple skybox supportPerttu Ahola2014-02-01
* New HUD element - waypoint.RealBadAngel2014-01-26
pan class="hl com">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" #endif #include "itemgroup.h" #include "sound.h" // SimpleSoundSpec #include "constants.h" // BS 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, }; 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 bool tileable_horizontal; bool tileable_vertical; 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; tileable_horizontal = true; tileable_vertical = 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]; video::SColor minimap_color; #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; // 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) const; void deSerialize(std::istream &is); void serializeOld(std::ostream &os, u16 protocol_version) const; 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); } }; 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) const=0; virtual bool getNodeRegistrationStatus() const=0; virtual void pendNodeResolve(NodeResolver *nr)=0; virtual bool cancelNodeResolveCallback(NodeResolver *nr)=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; /* 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 bool getNodeRegistrationStatus() const=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; }; 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