forked from Mirrorlandia_minetest/minetest
37b4f0d34c
NDT_CONNECTED attempts to connect to any side of nodes that it can connect to, which is troublesome for FACEDIR type nodes that generally may only have one usable face, and can be rotated. We introduce a node parameter `connect_sides` that is valid for any node type. If specified, it lists faces of the node (in "top", "bottom", "front", "left", "back", "right", form, as array) that connecting nodeboxes can connect to. "front" corresponds to the south facing side of a node with facedir = 0. If the node is rotatable using *simple* FACEDIR, then the attached face is properly rotated before checking. This allows e.g. a chest to be attached to only from the rear side.
412 lines
12 KiB
C++
412 lines
12 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#ifndef NODEDEF_HEADER
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#define NODEDEF_HEADER
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#include "irrlichttypes_bloated.h"
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#include <string>
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#include <iostream>
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#include <map>
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#include <list>
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#include "util/numeric.h"
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#include "mapnode.h"
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#ifndef SERVER
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#include "client/tile.h"
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#include "shader.h"
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#endif
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#include "itemgroup.h"
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#include "sound.h" // SimpleSoundSpec
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#include "constants.h" // BS
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class INodeDefManager;
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class IItemDefManager;
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class ITextureSource;
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class IShaderSource;
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class IGameDef;
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class NodeResolver;
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typedef std::list<std::pair<content_t, int> > GroupItems;
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enum ContentParamType
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{
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CPT_NONE,
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CPT_LIGHT,
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};
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enum ContentParamType2
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{
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CPT2_NONE,
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// Need 8-bit param2
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CPT2_FULL,
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// Flowing liquid properties
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CPT2_FLOWINGLIQUID,
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// Direction for chests and furnaces and such
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CPT2_FACEDIR,
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// Direction for signs, torches and such
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CPT2_WALLMOUNTED,
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// Block level like FLOWINGLIQUID
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CPT2_LEVELED,
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// 2D rotation for things like plants
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CPT2_DEGROTATE,
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};
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enum LiquidType
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{
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LIQUID_NONE,
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LIQUID_FLOWING,
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LIQUID_SOURCE,
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};
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enum NodeBoxType
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{
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NODEBOX_REGULAR, // Regular block; allows buildable_to
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NODEBOX_FIXED, // Static separately defined box(es)
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NODEBOX_WALLMOUNTED, // Box for wall mounted nodes; (top, bottom, side)
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NODEBOX_LEVELED, // Same as fixed, but with dynamic height from param2. for snow, ...
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NODEBOX_CONNECTED, // optionally draws nodeboxes if a neighbor node attaches
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};
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struct NodeBox
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{
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enum NodeBoxType type;
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// NODEBOX_REGULAR (no parameters)
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// NODEBOX_FIXED
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std::vector<aabb3f> fixed;
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// NODEBOX_WALLMOUNTED
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aabb3f wall_top;
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aabb3f wall_bottom;
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aabb3f wall_side; // being at the -X side
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// NODEBOX_CONNECTED
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std::vector<aabb3f> connect_top;
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std::vector<aabb3f> connect_bottom;
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std::vector<aabb3f> connect_front;
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std::vector<aabb3f> connect_left;
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std::vector<aabb3f> connect_back;
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std::vector<aabb3f> connect_right;
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NodeBox()
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{ reset(); }
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void reset();
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void serialize(std::ostream &os, u16 protocol_version) const;
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void deSerialize(std::istream &is);
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};
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struct MapNode;
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class NodeMetadata;
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enum NodeDrawType
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{
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NDT_NORMAL, // A basic solid block
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NDT_AIRLIKE, // Nothing is drawn
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NDT_LIQUID, // Do not draw face towards same kind of flowing/source liquid
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NDT_FLOWINGLIQUID, // A very special kind of thing
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NDT_GLASSLIKE, // Glass-like, don't draw faces towards other glass
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NDT_ALLFACES, // Leaves-like, draw all faces no matter what
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NDT_ALLFACES_OPTIONAL, // Fancy -> allfaces, fast -> normal
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NDT_TORCHLIKE,
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NDT_SIGNLIKE,
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NDT_PLANTLIKE,
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NDT_FENCELIKE,
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NDT_RAILLIKE,
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NDT_NODEBOX,
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NDT_GLASSLIKE_FRAMED, // Glass-like, draw connected frames and all all
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// visible faces
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// uses 2 textures, one for frames, second for faces
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NDT_FIRELIKE, // Draw faces slightly rotated and only on connecting nodes,
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NDT_GLASSLIKE_FRAMED_OPTIONAL, // enabled -> connected, disabled -> Glass-like
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// uses 2 textures, one for frames, second for faces
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NDT_MESH, // Uses static meshes
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};
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/*
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Stand-alone definition of a TileSpec (basically a server-side TileSpec)
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*/
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enum TileAnimationType{
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TAT_NONE=0,
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TAT_VERTICAL_FRAMES=1,
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};
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struct TileDef
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{
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std::string name;
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bool backface_culling; // Takes effect only in special cases
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bool tileable_horizontal;
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bool tileable_vertical;
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struct{
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enum TileAnimationType type;
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int aspect_w; // width for aspect ratio
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int aspect_h; // height for aspect ratio
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float length; // seconds
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} animation;
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TileDef()
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{
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name = "";
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backface_culling = true;
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tileable_horizontal = true;
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tileable_vertical = true;
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animation.type = TAT_NONE;
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animation.aspect_w = 1;
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animation.aspect_h = 1;
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animation.length = 1.0;
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}
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void serialize(std::ostream &os, u16 protocol_version) const;
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void deSerialize(std::istream &is, const u8 contentfeatures_version, const NodeDrawType drawtype);
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};
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#define CF_SPECIAL_COUNT 6
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struct ContentFeatures
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{
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/*
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Cached stuff
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*/
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#ifndef SERVER
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// 0 1 2 3 4 5
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// up down right left back front
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TileSpec tiles[6];
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// Special tiles
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// - Currently used for flowing liquids
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TileSpec special_tiles[CF_SPECIAL_COUNT];
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u8 solidness; // Used when choosing which face is drawn
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u8 visual_solidness; // When solidness=0, this tells how it looks like
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bool backface_culling;
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#endif
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// Server-side cached callback existence for fast skipping
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bool has_on_construct;
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bool has_on_destruct;
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bool has_after_destruct;
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/*
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Actual data
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*/
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std::string name; // "" = undefined node
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ItemGroupList groups; // Same as in itemdef
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// Visual definition
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enum NodeDrawType drawtype;
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std::string mesh;
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#ifndef SERVER
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scene::IMesh *mesh_ptr[24];
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video::SColor minimap_color;
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#endif
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float visual_scale; // Misc. scale parameter
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TileDef tiledef[6];
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TileDef tiledef_special[CF_SPECIAL_COUNT]; // eg. flowing liquid
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u8 alpha;
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// Post effect color, drawn when the camera is inside the node.
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video::SColor post_effect_color;
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// Type of MapNode::param1
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ContentParamType param_type;
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// Type of MapNode::param2
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ContentParamType2 param_type_2;
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// True for all ground-like things like stone and mud, false for eg. trees
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bool is_ground_content;
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bool light_propagates;
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bool sunlight_propagates;
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// This is used for collision detection.
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// Also for general solidness queries.
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bool walkable;
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// Player can point to these
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bool pointable;
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// Player can dig these
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bool diggable;
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// Player can climb these
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bool climbable;
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// Player can build on these
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bool buildable_to;
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// Liquids flow into and replace node
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bool floodable;
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// Player cannot build to these (placement prediction disabled)
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bool rightclickable;
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// Flowing liquid or snow, value = default level
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u8 leveled;
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// Whether the node is non-liquid, source liquid or flowing liquid
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enum LiquidType liquid_type;
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// If the content is liquid, this is the flowing version of the liquid.
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std::string liquid_alternative_flowing;
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// If the content is liquid, this is the source version of the liquid.
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std::string liquid_alternative_source;
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// Viscosity for fluid flow, ranging from 1 to 7, with
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// 1 giving almost instantaneous propagation and 7 being
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// the slowest possible
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u8 liquid_viscosity;
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// Is liquid renewable (new liquid source will be created between 2 existing)
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bool liquid_renewable;
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// Number of flowing liquids surrounding source
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u8 liquid_range;
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u8 drowning;
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// Amount of light the node emits
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u8 light_source;
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u32 damage_per_second;
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NodeBox node_box;
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NodeBox selection_box;
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NodeBox collision_box;
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// Used for waving leaves/plants
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u8 waving;
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// Compatibility with old maps
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// Set to true if paramtype used to be 'facedir_simple'
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bool legacy_facedir_simple;
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// Set to true if wall_mounted used to be set to true
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bool legacy_wallmounted;
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// for NDT_CONNECTED pairing
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u8 connect_sides;
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// Sound properties
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SimpleSoundSpec sound_footstep;
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SimpleSoundSpec sound_dig;
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SimpleSoundSpec sound_dug;
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std::vector<std::string> connects_to;
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std::set<content_t> connects_to_ids;
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/*
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Methods
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*/
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ContentFeatures();
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~ContentFeatures();
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void reset();
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void serialize(std::ostream &os, u16 protocol_version) const;
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void deSerialize(std::istream &is);
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void serializeOld(std::ostream &os, u16 protocol_version) const;
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void deSerializeOld(std::istream &is, int version);
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/*
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Some handy methods
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*/
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bool isLiquid() const{
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return (liquid_type != LIQUID_NONE);
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}
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bool sameLiquid(const ContentFeatures &f) const{
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if(!isLiquid() || !f.isLiquid()) return false;
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return (liquid_alternative_flowing == f.liquid_alternative_flowing);
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}
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};
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class INodeDefManager {
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public:
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INodeDefManager(){}
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virtual ~INodeDefManager(){}
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// Get node definition
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virtual const ContentFeatures &get(content_t c) const=0;
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virtual const ContentFeatures &get(const MapNode &n) const=0;
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virtual bool getId(const std::string &name, content_t &result) const=0;
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virtual content_t getId(const std::string &name) const=0;
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// Allows "group:name" in addition to regular node names
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// returns false if node name not found, true otherwise
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virtual bool getIds(const std::string &name, std::set<content_t> &result)
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const=0;
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virtual const ContentFeatures &get(const std::string &name) const=0;
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virtual void serialize(std::ostream &os, u16 protocol_version) const=0;
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virtual bool getNodeRegistrationStatus() const=0;
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virtual void pendNodeResolve(NodeResolver *nr)=0;
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virtual bool cancelNodeResolveCallback(NodeResolver *nr)=0;
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virtual bool nodeboxConnects(const MapNode from, const MapNode to, u8 connect_face)=0;
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};
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class IWritableNodeDefManager : public INodeDefManager {
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public:
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IWritableNodeDefManager(){}
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virtual ~IWritableNodeDefManager(){}
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virtual IWritableNodeDefManager* clone()=0;
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// Get node definition
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virtual const ContentFeatures &get(content_t c) const=0;
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virtual const ContentFeatures &get(const MapNode &n) const=0;
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virtual bool getId(const std::string &name, content_t &result) const=0;
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// If not found, returns CONTENT_IGNORE
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virtual content_t getId(const std::string &name) const=0;
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// Allows "group:name" in addition to regular node names
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virtual bool getIds(const std::string &name, std::set<content_t> &result)
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const=0;
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// If not found, returns the features of CONTENT_UNKNOWN
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virtual const ContentFeatures &get(const std::string &name) const=0;
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// Register node definition by name (allocate an id)
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// If returns CONTENT_IGNORE, could not allocate id
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virtual content_t set(const std::string &name,
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const ContentFeatures &def)=0;
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// If returns CONTENT_IGNORE, could not allocate id
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virtual content_t allocateDummy(const std::string &name)=0;
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/*
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Update item alias mapping.
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Call after updating item definitions.
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*/
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virtual void updateAliases(IItemDefManager *idef)=0;
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/*
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Override textures from servers with ones specified in texturepack/override.txt
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*/
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virtual void applyTextureOverrides(const std::string &override_filepath)=0;
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/*
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Update tile textures to latest return values of TextueSource.
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*/
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virtual void updateTextures(IGameDef *gamedef,
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void (*progress_cbk)(void *progress_args, u32 progress, u32 max_progress),
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void *progress_cbk_args)=0;
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virtual void serialize(std::ostream &os, u16 protocol_version) const=0;
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virtual void deSerialize(std::istream &is)=0;
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virtual bool getNodeRegistrationStatus() const=0;
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virtual void setNodeRegistrationStatus(bool completed)=0;
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virtual void pendNodeResolve(NodeResolver *nr)=0;
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virtual bool cancelNodeResolveCallback(NodeResolver *nr)=0;
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virtual void runNodeResolveCallbacks()=0;
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virtual void resetNodeResolveState()=0;
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virtual void mapNodeboxConnections()=0;
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};
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IWritableNodeDefManager *createNodeDefManager();
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class NodeResolver {
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public:
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NodeResolver();
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virtual ~NodeResolver();
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virtual void resolveNodeNames() = 0;
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bool getIdFromNrBacklog(content_t *result_out,
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const std::string &node_alt, content_t c_fallback);
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bool getIdsFromNrBacklog(std::vector<content_t> *result_out,
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bool all_required=false, content_t c_fallback=CONTENT_IGNORE);
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void nodeResolveInternal();
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u32 m_nodenames_idx;
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u32 m_nnlistsizes_idx;
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std::vector<std::string> m_nodenames;
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std::vector<size_t> m_nnlistsizes;
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INodeDefManager *m_ndef;
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bool m_resolve_done;
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};
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#endif
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