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/*
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 NODEMETADATA_HEADER
#define NODEMETADATA_HEADER

#include "irrlichttypes.h"
#include <string>
#include <iostream>

/*
	NodeMetadata stores arbitary amounts of data for special blocks.
	Used for furnaces, chests and signs.

	There are two interaction methods: inventory menu and text input.
	Only one can be used for a single metadata, thus only inventory OR
	text input should exist in a metadata.
*/

class Inventory;
class IGameDef;

class NodeMetadata
{
public:
	typedef NodeMetadata* (*Factory)(std::istream&, IGameDef *gamedef);
	typedef NodeMetadata* (*Factory2)(IGameDef *gamedef);

	NodeMetadata(IGameDef *gamedef);
	virtual ~NodeMetadata();
	
	static NodeMetadata* create(const std::string &name, IGameDef *gamedef);
	static NodeMetadata* deSerialize(std::istream &is, IGameDef *gamedef);
	void serialize(std::ostream &os);
	
	virtual u16 typeId() const = 0;
	virtual const char* typeName() const = 0;
	virtual NodeMetadata* clone(IGameDef *gamedef) = 0;
	virtual void serializeBody(std::ostream &os) = 0;

	// Called on client-side; shown on screen when pointed at
	virtual std::string infoText() {return "";}
	
	//
	virtual Inventory* getInventory() {return NULL;}
	// Called always after the inventory is modified, before the changes
	// are copied elsewhere
	virtual void inventoryModified(){}

	// A step in time. Shall return true if metadata changed.
	virtual bool step(float dtime) {return false;}

	// Whether the related node and this metadata cannot be removed
	virtual bool nodeRemovalDisabled(){return false;}
	// If non-empty, player can interact by using an inventory view
	// See format in guiInventoryMenu.cpp.
	virtual std::string getInventoryDrawSpecString(){return "";}

	// If true, player can interact by writing text
	virtual bool allowsTextInput(){ return false; }
	// Get old text for player interaction
	virtual std::string getText(){ return ""; }
	// Set player-written text
	virtual void setText(const std::string &t){}

	// If returns non-empty, only given player can modify text/inventory
	virtual std::string getOwner(){ return std::string(""); }
	// The name of the player who placed the node
	virtual void setOwner(std::string t){}

	/* Interface for GenericNodeMetadata */

	virtual void setInfoText(const std::string &text){};
	virtual void setInventoryDrawSpec(const std::string &text){};
	virtual void setAllowTextInput(bool b){};

	virtual void setRemovalDisabled(bool b){};
	virtual void setEnforceOwner(bool b){};

	virtual bool isInventoryModified(){return false;};
	virtual void resetInventoryModified(){};
	virtual bool isTextModified(){return false;};
	virtual void resetTextModified(){};

	virtual void setString(const std::string &name, const std::string &var){}
	virtual std::string getString(const std::string &name){return "";}

protected:
	static void registerType(u16 id, const std::string &name, Factory f,
			Factory2 f2);
	IGameDef *m_gamedef;
private:
	static core::map<u16, Factory> m_types;
	static core::map<std::string, Factory2> m_names;
};

/*
	List of metadata of all the nodes of a block
*/

class NodeMetadataList
{
public:
	~NodeMetadataList();

	void serialize(std::ostream &os);
	void deSerialize(std::istream &is, IGameDef *gamedef);
	
	// Get pointer to data
	NodeMetadata* get(v3s16 p);
	// Deletes data
	void remove(v3s16 p);
	// Deletes old data and sets a new one
	void set(v3s16 p, NodeMetadata *d);
	
	// A step in time. Returns true if something changed.
	bool step(float dtime);

private:
	core::map<v3s16, NodeMetadata*> m_data;
};

#endif

louds"); int num_faces_to_draw = enable_3d ? 6 : 1; m_material.setFlag(video::EMF_BACK_FACE_CULLING, enable_3d); driver->setTransform(video::ETS_WORLD, AbsoluteTransformation); driver->setMaterial(m_material); /* Clouds move from X+ towards X- */ const s16 cloud_radius_i = 12; const float cloud_size = BS*64; const v2f cloud_speed(0, -BS*2); const float cloud_full_radius = cloud_size * cloud_radius_i; // Position of cloud noise origin in world coordinates v2f world_cloud_origin_pos_f = m_time*cloud_speed; // Position of cloud noise origin from the camera v2f cloud_origin_from_camera_f = world_cloud_origin_pos_f - m_camera_pos; // The center point of drawing in the noise v2f center_of_drawing_in_noise_f = -cloud_origin_from_camera_f; // The integer center point of drawing in the noise v2s16 center_of_drawing_in_noise_i( MYROUND(center_of_drawing_in_noise_f.X / cloud_size), MYROUND(center_of_drawing_in_noise_f.Y / cloud_size) ); // The world position of the integer center point of drawing in the noise v2f world_center_of_drawing_in_noise_f = v2f( center_of_drawing_in_noise_i.X * cloud_size, center_of_drawing_in_noise_i.Y * cloud_size ) + world_cloud_origin_pos_f; /*video::SColor c_top(128,b*240,b*240,b*255); video::SColor c_side_1(128,b*230,b*230,b*255); video::SColor c_side_2(128,b*220,b*220,b*245); video::SColor c_bottom(128,b*205,b*205,b*230);*/ video::SColorf c_top_f(m_color); video::SColorf c_side_1_f(m_color); video::SColorf c_side_2_f(m_color); video::SColorf c_bottom_f(m_color); c_side_1_f.r *= 0.95; c_side_1_f.g *= 0.95; c_side_1_f.b *= 0.95; c_side_2_f.r *= 0.90; c_side_2_f.g *= 0.90; c_side_2_f.b *= 0.90; c_bottom_f.r *= 0.80; c_bottom_f.g *= 0.80; c_bottom_f.b *= 0.80; c_top_f.a = 0.9; c_side_1_f.a = 0.9; c_side_2_f.a = 0.9; c_bottom_f.a = 0.9; video::SColor c_top = c_top_f.toSColor(); video::SColor c_side_1 = c_side_1_f.toSColor(); video::SColor c_side_2 = c_side_2_f.toSColor(); video::SColor c_bottom = c_bottom_f.toSColor(); // Get fog parameters for setting them back later video::SColor fog_color(0,0,0,0); video::E_FOG_TYPE fog_type = video::EFT_FOG_LINEAR; f32 fog_start = 0; f32 fog_end = 0; f32 fog_density = 0; bool fog_pixelfog = false; bool fog_rangefog = false; driver->getFog(fog_color, fog_type, fog_start, fog_end, fog_density, fog_pixelfog, fog_rangefog); // Set our own fog driver->setFog(fog_color, fog_type, cloud_full_radius * 0.5, cloud_full_radius*1.2, fog_density, fog_pixelfog, fog_rangefog); // Read noise bool *grid = new bool[cloud_radius_i*2*cloud_radius_i*2]; for(s16 zi=-cloud_radius_i; zi<cloud_radius_i; zi++) for(s16 xi=-cloud_radius_i; xi<cloud_radius_i; xi++) { u32 i = (zi+cloud_radius_i)*cloud_radius_i*2 + xi+cloud_radius_i; v2s16 p_in_noise_i( xi+center_of_drawing_in_noise_i.X, zi+center_of_drawing_in_noise_i.Y ); #if 0 double noise = noise2d_perlin_abs( (float)p_in_noise_i.X*cloud_size/BS/200, (float)p_in_noise_i.Y*cloud_size/BS/200, m_seed, 3, 0.4); grid[i] = (noise >= 0.80); #endif #if 1 double noise = noise2d_perlin( (float)p_in_noise_i.X*cloud_size/BS/200, (float)p_in_noise_i.Y*cloud_size/BS/200, m_seed, 3, 0.5); grid[i] = (noise >= 0.4); #endif } #define GETINDEX(x, z, radius) (((z)+(radius))*(radius)*2 + (x)+(radius)) #define CONTAINS(x, z, radius) \ ((x) >= -(radius) && (x) < (radius) && (z) >= -(radius) && (z) < (radius)) for(s16 zi0=-cloud_radius_i; zi0<cloud_radius_i; zi0++) for(s16 xi0=-cloud_radius_i; xi0<cloud_radius_i; xi0++) { s16 zi = zi0; s16 xi = xi0; // Draw from front to back (needed for transparency) /*if(zi <= 0) zi = -cloud_radius_i - zi; if(xi <= 0) xi = -cloud_radius_i - xi;*/ // Draw from back to front if(zi >= 0) zi = cloud_radius_i - zi - 1; if(xi >= 0) xi = cloud_radius_i - xi - 1; u32 i = GETINDEX(xi, zi, cloud_radius_i); if(grid[i] == false) continue; v2f p0 = v2f(xi,zi)*cloud_size + world_center_of_drawing_in_noise_f; video::S3DVertex v[4] = { video::S3DVertex(0,0,0, 0,0,0, c_top, 0, 1), video::S3DVertex(0,0,0, 0,0,0, c_top, 1, 1), video::S3DVertex(0,0,0, 0,0,0, c_top, 1, 0), video::S3DVertex(0,0,0, 0,0,0, c_top, 0, 0) }; /*if(zi <= 0 && xi <= 0){ v[0].Color.setBlue(255); v[1].Color.setBlue(255); v[2].Color.setBlue(255); v[3].Color.setBlue(255); }*/ f32 rx = cloud_size/2; f32 ry = 8*BS; f32 rz = cloud_size/2; for(int i=0; i<num_faces_to_draw; i++) { switch(i) { case 0: // top for(int j=0;j<4;j++){ v[j].Normal.set(0,1,0); } v[0].Pos.set(-rx, ry,-rz); v[1].Pos.set(-rx, ry, rz); v[2].Pos.set( rx, ry, rz); v[3].Pos.set( rx, ry,-rz); break; case 1: // back if(CONTAINS(xi, zi-1, cloud_radius_i)){ u32 j = GETINDEX(xi, zi-1, cloud_radius_i); if(grid[j]) continue; } for(int j=0;j<4;j++){ v[j].Color = c_side_1; v[j].Normal.set(0,0,-1); } v[0].Pos.set(-rx, ry,-rz); v[1].Pos.set( rx, ry,-rz); v[2].Pos.set( rx,-ry,-rz); v[3].Pos.set(-rx,-ry,-rz); break; case 2: //right if(CONTAINS(xi+1, zi, cloud_radius_i)){ u32 j = GETINDEX(xi+1, zi, cloud_radius_i); if(grid[j]) continue; } for(int j=0;j<4;j++){ v[j].Color = c_side_2; v[j].Normal.set(1,0,0); } v[0].Pos.set( rx, ry,-rz); v[1].Pos.set( rx, ry, rz); v[2].Pos.set( rx,-ry, rz); v[3].Pos.set( rx,-ry,-rz); break; case 3: // front if(CONTAINS(xi, zi+1, cloud_radius_i)){ u32 j = GETINDEX(xi, zi+1, cloud_radius_i); if(grid[j]) continue; } for(int j=0;j<4;j++){ v[j].Color = c_side_1; v[j].Normal.set(0,0,-1); } v[0].Pos.set( rx, ry, rz); v[1].Pos.set(-rx, ry, rz); v[2].Pos.set(-rx,-ry, rz); v[3].Pos.set( rx,-ry, rz); break; case 4: // left if(CONTAINS(xi-1, zi, cloud_radius_i)){ u32 j = GETINDEX(xi-1, zi, cloud_radius_i); if(grid[j]) continue; } for(int j=0;j<4;j++){ v[j].Color = c_side_2; v[j].Normal.set(-1,0,0); } v[0].Pos.set(-rx, ry, rz); v[1].Pos.set(-rx, ry,-rz); v[2].Pos.set(-rx,-ry,-rz); v[3].Pos.set(-rx,-ry, rz); break; case 5: // bottom for(int j=0;j<4;j++){ v[j].Color = c_bottom; v[j].Normal.set(0,-1,0); } v[0].Pos.set( rx,-ry, rz); v[1].Pos.set(-rx,-ry, rz); v[2].Pos.set(-rx,-ry,-rz); v[3].Pos.set( rx,-ry,-rz); break; } v3f pos(p0.X, m_cloud_y, p0.Y); for(u16 i=0; i<4; i++) v[i].Pos += pos; u16 indices[] = {0,1,2,2,3,0}; driver->drawVertexPrimitiveList(v, 4, indices, 2, video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT); } } delete[] grid; // Restore fog settings driver->setFog(fog_color, fog_type, fog_start, fog_end, fog_density, fog_pixelfog, fog_rangefog); } void Clouds::step(float dtime) { m_time += dtime; } void Clouds::update(v2f camera_p, video::SColorf color) { m_camera_pos = camera_p; m_color = color; //m_brightness = brightness; //dstream<<"m_brightness="<<m_brightness<<std::endl; }