minetest/src/nodedef.h
2011-11-29 19:13:51 +02:00

300 lines
8.5 KiB
C++

/*
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;
// If true, node is equivalent to air. Torches are, air is. Water is not.
// Is used for example to check whether a mud block can have grass on.
bool air_equivalent;
// 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;
/*
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