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
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
|
/*
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.
*/
#pragma once
#include "irrlichttypes_bloated.h"
#include <string>
#include <iostream>
#include <map>
#include "mapnode.h"
#include "nameidmapping.h"
#ifndef SERVER
#include "client/tile.h"
#include <IMeshManipulator.h>
class Client;
#endif
#include "itemgroup.h"
#include "sound.h" // SimpleSoundSpec
#include "constants.h" // BS
#include "texture_override.h" // TextureOverride
#include "tileanimation.h"
// PROTOCOL_VERSION >= 37
static const u8 CONTENTFEATURES_VERSION = 13;
class IItemDefManager;
class ITextureSource;
class IShaderSource;
class IGameDef;
class NodeResolver;
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;
std::vector<aabb3f> disconnected_top;
std::vector<aabb3f> disconnected_bottom;
std::vector<aabb3f> disconnected_front;
std::vector<aabb3f> disconnected_left;
std::vector<aabb3f> disconnected_back;
std::vector<aabb3f> disconnected_right;
std::vector<aabb3f> disconnected;
std::vector<aabb3f> disconnected_sides;
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,
};
enum AutoScale : u8 {
AUTOSCALE_DISABLE,
AUTOSCALE_ENABLE,
AUTOSCALE_FORCE,
};
enum WorldAlignMode : u8 {
WORLDALIGN_DISABLE,
WORLDALIGN_ENABLE,
WORLDALIGN_FORCE,
WORLDALIGN_FORCE_NODEBOX,
};
class TextureSettings {
public:
LeavesStyle leaves_style;
WorldAlignMode world_aligned_mode;
AutoScale autoscale_mode;
int node_texture_size;
bool opaque_water;
bool connected_glass;
bool use_normal_texture;
bool enable_mesh_cache;
bool enable_minimap;
TextureSettings() = default;
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,
// Combined plantlike-on-solid
NDT_PLANTLIKE_ROOTED,
};
// 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,
};
enum AlignStyle : u8 {
ALIGN_STYLE_NODE,
ALIGN_STYLE_WORLD,
ALIGN_STYLE_USER_DEFINED,
};
/*
Stand-alone definition of a TileSpec (basically a server-side TileSpec)
*/
struct TileDef
{
std::string name = "";
bool backface_culling = true; // Takes effect only in special cases
bool tileable_horizontal = true;
bool tileable_vertical = true;
//! If true, the tile has its own color.
bool has_color = false;
//! The color of the tile.
video::SColor color = video::SColor(0xFFFFFFFF);
AlignStyle align_style = ALIGN_STYLE_NODE;
u8 scale = 0;
struct TileAnimationParams animation;
TileDef()
{
animation.type = TAT_NONE;
}
void serialize(std::ostream &os, u16 protocol_version) const;
void deSerialize(std::istream &is, u8 contentfeatures_version,
NodeDrawType drawtype);
};
// Defines the number of special tiles per nodedef
//
// NOTE: When changing this value, the enum entries of OverrideTarget and
// parser in TextureOverrideSource must be updated so that all special
// tiles can be overridden.
#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::vector<content_t> connects_to_ids;
// Post effect color, drawn when the camera is inside the node.
video::SColor post_effect_color;
// Flowing liquid or leveled nodebox, value = default level
u8 leveled;
// Maximum value for leveled nodes
u8 leveled_max;
// --- 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;
// client dig prediction
std::string node_dig_prediction;
// --- 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;
content_t liquid_alternative_flowing_id;
// If the content is liquid, this is the source version of the liquid.
std::string liquid_alternative_source;
content_t liquid_alternative_source_id;
// 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);
/*!
* 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 needsBackfaceCulling() const
{
switch (drawtype) {
case NDT_TORCHLIKE:
case NDT_SIGNLIKE:
case NDT_FIRELIKE:
case NDT_RAILLIKE:
case NDT_PLANTLIKE:
case NDT_PLANTLIKE_ROOTED:
case NDT_MESH:
return false;
default:
return true;
}
}
bool isLiquid() const{
return (liquid_type != LIQUID_NONE);
}
bool sameLiquid(const ContentFeatures &f) const{
if(!isLiquid() || !f.isLiquid()) return false;
return (liquid_alternative_flowing_id == f.liquid_alternative_flowing_id);
}
int getGroup(const std::string &group) const
{
return itemgroup_get(groups, group);
}
#ifndef SERVER
void updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc,
scene::IMeshManipulator *meshmanip, Client *client, const TextureSettings &tsettings);
#endif
};
/*!
* @brief This class is for getting the actual properties of nodes from their
* content ID.
*
* @details The nodes on the map are represented by three numbers (see MapNode).
* The first number (param0) is the type of a node. All node types have own
* properties (see ContentFeatures). This class is for storing and getting the
* properties of nodes.
* The manager is first filled with registered nodes, then as the game begins,
* functions only get `const` pointers to it, to prevent modification of
* registered nodes.
*/
class NodeDefManager {
public:
/*!
* Creates a NodeDefManager, and registers three ContentFeatures:
* \ref CONTENT_AIR, \ref CONTENT_UNKNOWN and \ref CONTENT_IGNORE.
*/
NodeDefManager();
~NodeDefManager();
/*!
* Returns the properties for the given content type.
* @param c content type of a node
* @return properties of the given content type, or \ref CONTENT_UNKNOWN
* if the given content type is not registered.
*/
inline const ContentFeatures& get(content_t c) const {
return
c < m_content_features.size() ?
m_content_features[c] : m_content_features[CONTENT_UNKNOWN];
}
/*!
* Returns the properties of the given node.
* @param n a map node
* @return properties of the given node or @ref CONTENT_UNKNOWN if the
* given content type is not registered.
*/
inline const ContentFeatures& get(const MapNode &n) const {
return get(n.getContent());
}
/*!
* Returns the node properties for a node name.
* @param name name of a node
* @return properties of the given node or @ref CONTENT_UNKNOWN if
* not found
*/
const ContentFeatures& get(const std::string &name) const;
/*!
* Returns the content ID for the given name.
* @param name a node name
* @param[out] result will contain the content ID if found, otherwise
* remains unchanged
* @return true if the ID was found, false otherwise
*/
bool getId(const std::string &name, content_t &result) const;
/*!
* Returns the content ID for the given name.
* @param name a node name
* @return ID of the node or @ref CONTENT_IGNORE if not found
*/
content_t getId(const std::string &name) const;
/*!
* Returns the content IDs of the given node name or node group name.
* Group names start with "group:".
* @param name a node name or node group name
* @param[out] result will be appended with matching IDs
* @return true if `name` is a valid node name or a (not necessarily
* valid) group name
*/
bool getIds(const std::string &name, std::vector<content_t> &result) const;
/*!
* Returns the smallest box in integer node coordinates that
* contains all nodes' selection boxes. The returned box might be larger
* than the minimal size if the largest node is removed from the manager.
*/
inline core::aabbox3d<s16> getSelectionBoxIntUnion() const {
return m_selection_box_int_union;
}
/*!
* Checks whether a node connects to an adjacent node.
* @param from the node to be checked
* @param to the adjacent node
* @param connect_face a bit field indicating which face of the node is
* adjacent to the other node.
* Bits: +y (least significant), -y, -z, -x, +z, +x (most significant).
* @return true if the node connects, false otherwise
*/
bool nodeboxConnects(MapNode from, MapNode to,
u8 connect_face) const;
/*!
* Registers a NodeResolver to wait for the registration of
* ContentFeatures. Once the node registration finishes, all
* listeners are notified.
*/
void pendNodeResolve(NodeResolver *nr) const;
/*!
* Stops listening to the NodeDefManager.
* @return true if the listener was registered before, false otherwise
*/
bool cancelNodeResolveCallback(NodeResolver *nr) const;
/*!
* Registers a new node type with the given name and allocates a new
* content ID.
* Should not be called with an already existing name.
* @param name name of the node, must match with `def.name`.
* @param def definition of the registered node type.
* @return ID of the registered node or @ref CONTENT_IGNORE if
* the function could not allocate an ID.
*/
content_t set(const std::string &name, const ContentFeatures &def);
/*!
* Allocates a blank node ID for the given name.
* @param name name of a node
* @return allocated ID or @ref CONTENT_IGNORE if could not allocate
* an ID.
*/
content_t allocateDummy(const std::string &name);
/*!
* Removes the given node name from the manager.
* The node ID will remain in the manager, but won't be linked to any name.
* @param name name to be removed
*/
void removeNode(const std::string &name);
/*!
* Regenerates the alias list (a map from names to node IDs).
* @param idef the item definition manager containing alias information
*/
void updateAliases(IItemDefManager *idef);
/*!
* Replaces the textures of registered nodes with the ones specified in
* the texturepack's override.txt file
*
* @param overrides the texture overrides
*/
void applyTextureOverrides(const std::vector<TextureOverride> &overrides);
/*!
* Only the client uses this. Loads textures and shaders required for
* rendering the nodes.
* @param gamedef must be a Client.
* @param progress_cbk called each time a node is loaded. Arguments:
* `progress_cbk_args`, number of loaded ContentFeatures, number of
* 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);
/*!
* Writes the content of this manager to the given output stream.
* @param protocol_version serialization version of ContentFeatures
*/
void serialize(std::ostream &os, u16 protocol_version) const;
/*!
* Restores the manager from a serialized stream.
* This clears the previous state.
* @param is input stream containing a serialized NodeDefManager
*/
void deSerialize(std::istream &is);
/*!
* Used to indicate that node registration has finished.
* @param completed tells whether registration is complete
*/
inline void setNodeRegistrationStatus(bool completed) {
m_node_registration_complete = completed;
}
/*!
* Notifies the registered NodeResolver instances that node registration
* has finished, then unregisters all listeners.
* Must be called after node registration has finished!
*/
void runNodeResolveCallbacks();
/*!
* Sets the registration completion flag to false and unregisters all
* NodeResolver instances listening to the manager.
*/
void resetNodeResolveState();
/*!
* Resolves (caches the IDs) cross-references between nodes,
* like liquid alternatives.
* Must be called after node registration has finished!
*/
void resolveCrossrefs();
private:
/*!
* Resets the manager to its initial state.
* See the documentation of the constructor.
*/
void clear();
/*!
* Allocates a new content ID, and returns it.
* @return the allocated ID or \ref CONTENT_IGNORE if could not allocate
*/
content_t allocateId();
/*!
* Binds the given content ID and node name.
* Registers them in \ref m_name_id_mapping and
* \ref m_name_id_mapping_with_aliases.
* @param i a content ID
* @param name a node name
*/
void addNameIdMapping(content_t i, std::string name);
/*!
* Removes a content ID from all groups.
* Erases content IDs from vectors in \ref m_group_to_items and
* removes empty vectors.
* @param id Content ID
*/
void eraseIdFromGroups(content_t id);
/*!
* Recalculates m_selection_box_int_union based on
* m_selection_box_union.
*/
void fixSelectionBoxIntUnion();
//! Features indexed by ID.
std::vector<ContentFeatures> m_content_features;
//! A mapping for fast conversion between names and IDs
NameIdMapping m_name_id_mapping;
/*!
* Like @ref m_name_id_mapping, but maps only from names to IDs, and
* includes aliases too. Updated by \ref updateAliases().
* Note: Not serialized.
*/
std::unordered_map<std::string, content_t> m_name_id_mapping_with_aliases;
/*!
* A mapping from group names to a vector of content types that belong
* to it. Necessary for a direct lookup in \ref getIds().
* Note: Not serialized.
*/
std::unordered_map<std::string, std::vector<content_t>> m_group_to_items;
/*!
* The next ID that might be free to allocate.
* It can be allocated already, because \ref CONTENT_AIR,
* \ref CONTENT_UNKNOWN and \ref CONTENT_IGNORE are registered when the
* manager is initialized, and new IDs are allocated from 0.
*/
content_t m_next_id;
//! True if all nodes have been registered.
bool m_node_registration_complete;
/*!
* The union of all nodes' selection boxes.
* Might be larger if big nodes are removed from the manager.
*/
aabb3f m_selection_box_union;
/*!
* The smallest box in integer node coordinates that
* contains all nodes' selection boxes.
* Might be larger if big nodes are removed from the manager.
*/
core::aabbox3d<s16> m_selection_box_int_union;
/*!
* NodeResolver instances to notify once node registration has finished.
* Even constant NodeDefManager instances can register listeners.
*/
mutable std::vector<NodeResolver *> m_pending_resolve_callbacks;
};
NodeDefManager *createNodeDefManager();
class NodeResolver {
public:
NodeResolver();
virtual ~NodeResolver();
virtual void resolveNodeNames() = 0;
// required because this class is used as mixin for ObjDef
void cloneTo(NodeResolver *res) const;
bool getIdFromNrBacklog(content_t *result_out,
const std::string &node_alt, content_t c_fallback,
bool error_on_fallback = true);
bool getIdsFromNrBacklog(std::vector<content_t> *result_out,
bool all_required = false, content_t c_fallback = CONTENT_IGNORE);
void nodeResolveInternal();
u32 m_nodenames_idx = 0;
u32 m_nnlistsizes_idx = 0;
std::vector<std::string> m_nodenames;
std::vector<size_t> m_nnlistsizes;
const NodeDefManager *m_ndef = nullptr;
bool m_resolve_done = false;
};
|