aboutsummaryrefslogtreecommitdiff
path: root/src/nodedef.h
blob: f69b66c9f46d4eab4485f917aad3108120c9b1db (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
/*
Minetest-c55
Copyright (C) 2010-2011 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 General Public License as published by
the Free Software Foundation; either version 2 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 General Public License for more details.

You should have received a copy of the GNU 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 "common_irrlicht.h"
#include <string>
#include <iostream>
#include <set>
#include "mapnode.h"
#ifndef SERVER
#include "tile.h"
#endif
#include "materials.h" // MaterialProperties
class ITextureSource;
class IGameDef;

enum ContentParamType
{
	CPT_NONE,
	CPT_LIGHT,
	CPT_MINERAL,
	// Direction for chests and furnaces and such
	CPT_FACEDIR_SIMPLE
};

enum LiquidType
{
	LIQUID_NONE,
	LIQUID_FLOWING,
	LIQUID_SOURCE
};

enum NodeBoxType
{
	NODEBOX_REGULAR, // Regular block; allows buildable_to
	NODEBOX_FIXED, // Static separately defined box
	NODEBOX_WALLMOUNTED, // Box for wall_mounted nodes; (top, bottom, side)
};

struct NodeBox
{
	enum NodeBoxType type;
	// NODEBOX_REGULAR (no parameters)
	// NODEBOX_FIXED
	core::aabbox3d<f32> fixed;
	// NODEBOX_WALLMOUNTED
	core::aabbox3d<f32> wall_top;
	core::aabbox3d<f32> wall_bottom;
	core::aabbox3d<f32> wall_side; // being at the -X side

	NodeBox():
		type(NODEBOX_REGULAR),
		// default is rail-like
		fixed(-BS/2, -BS/2, -BS/2, BS/2, -BS/2+BS/16., BS/2),
		// default is sign/ladder-like
		wall_top(-BS/2, BS/2-BS/16., -BS/2, BS/2, BS/2, BS/2),
		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) const;
	void deSerialize(std::istream &is);
};

struct MapNode;
class NodeMetadata;

struct MaterialSpec
{
	std::string tname;
	bool backface_culling;
	
	MaterialSpec(const std::string &tname_="", bool backface_culling_=true):
		tname(tname_),
		backface_culling(backface_culling_)
	{}

	void serialize(std::ostream &os) 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,
};

#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;
	// 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 textures that are used and are wanted to be included in
	// the texture atlas
	std::set<std::string> used_texturenames;
	
	/*
		Actual data
	*/

	std::string name; // "" = undefined node

	// 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]; // Use setter methods
	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;
	// 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;
	// If true, param2 is set to direction when placed. Used for torches.
	// NOTE: the direction format is quite inefficient and should be changed
	bool wall_mounted;
	// Whether this content type often contains mineral.
	// 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;
	// Usual get interval for extra dug item
	s32 extra_dug_item_rarity;
	// Metadata name of node (eg. "furnace")
	std::string metadata_name;
	// 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;
	// Amount of light the node emits
	u8 light_source;
	u32 damage_per_second;
	NodeBox selection_box;
	MaterialProperties material;
	std::string cookresult_item;
	float furnace_cooktime;
	float furnace_burntime;

	/*
		Methods
	*/
	
	ContentFeatures();
	~ContentFeatures();
	void reset();
	void serialize(std::ostream &os);
	void deSerialize(std::istream &is, IGameDef *gamedef);

	/*
		Texture setters.
		
	*/
	
	// Texture setters. They also add stuff to used_texturenames.
	void setTexture(u16 i, std::string name);
	void setAllTextures(std::string name);
	void setSpecialMaterial(u16 i, const MaterialSpec &mspec);

	void setInventoryTexture(std::string imgname);
	void setInventoryTextureCube(std::string top,
			std::string left, std::string right);
	
	/*
		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;
	virtual const ContentFeatures& get(const std::string &name) const=0;
	
	virtual void serialize(std::ostream &os)=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;
	virtual content_t getId(const std::string &name) const=0;
	// If not found, returns the features of CONTENT_IGNORE
	virtual const ContentFeatures& get(const std::string &name) const=0;
		
	// Register node definition
	virtual void set(content_t c, const ContentFeatures &def)=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;
	// Set an alias so that nodes named <name> will load as <convert_to>.
	// Alias is not set if <name> has already been defined.
	// Alias will be removed if <name> is defined at a later point of time.
	virtual void setAlias(const std::string &name,
			const std::string &convert_to)=0;

	/*
		Update tile textures to latest return values of TextueSource.
		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();

#endif