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ef285b2815
Useful for underwater plants. Node consists of a base cube plus a plantlike extension that can pass through liquid nodes above without creating air bubbles or interfering with liquid flow. Uses paramtype2 'leveled', param2 defines height of plantlike extension.
523 lines
14 KiB
C++
523 lines
14 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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#include <IMeshManipulator.h>
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class Client;
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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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#include "tileanimation.h"
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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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// Mesh options for plants
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CPT2_MESHOPTIONS,
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// Index for palette
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CPT2_COLOR,
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// 3 bits of palette index, then facedir
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CPT2_COLORED_FACEDIR,
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// 5 bits of palette index, then wallmounted
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CPT2_COLORED_WALLMOUNTED,
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// Glasslike framed drawtype internal liquid level, param2 values 0 to 63
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CPT2_GLASSLIKE_LIQUID_LEVEL,
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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 LeavesStyle {
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LEAVES_FANCY,
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LEAVES_SIMPLE,
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LEAVES_OPAQUE,
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};
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class TextureSettings {
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public:
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LeavesStyle leaves_style;
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bool opaque_water;
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bool connected_glass;
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bool use_normal_texture;
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bool enable_mesh_cache;
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bool enable_minimap;
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TextureSettings() {}
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void readSettings();
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};
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enum NodeDrawType
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{
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// A basic solid block
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NDT_NORMAL,
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// Nothing is drawn
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NDT_AIRLIKE,
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// Do not draw face towards same kind of flowing/source liquid
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NDT_LIQUID,
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// A very special kind of thing
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NDT_FLOWINGLIQUID,
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// Glass-like, don't draw faces towards other glass
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NDT_GLASSLIKE,
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// Leaves-like, draw all faces no matter what
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NDT_ALLFACES,
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// Enabled -> ndt_allfaces, disabled -> ndt_normal
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NDT_ALLFACES_OPTIONAL,
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// Single plane perpendicular to a surface
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NDT_TORCHLIKE,
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// Single plane parallel to a surface
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NDT_SIGNLIKE,
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// 2 vertical planes in a 'X' shape diagonal to XZ axes.
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// paramtype2 = "meshoptions" allows various forms, sizes and
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// vertical and horizontal random offsets.
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NDT_PLANTLIKE,
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// Fenceposts that connect to neighbouring fenceposts with horizontal bars
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NDT_FENCELIKE,
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// Selects appropriate junction texture to connect like rails to
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// neighbouring raillikes.
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NDT_RAILLIKE,
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// Custom Lua-definable structure of multiple cuboids
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NDT_NODEBOX,
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// Glass-like, draw connected frames and all visible faces.
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// param2 > 0 defines 64 levels of internal liquid
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// Uses 3 textures, one for frames, second for faces,
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// optional third is a 'special tile' for the liquid.
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NDT_GLASSLIKE_FRAMED,
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// Draw faces slightly rotated and only on neighbouring nodes
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NDT_FIRELIKE,
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// Enabled -> ndt_glasslike_framed, disabled -> ndt_glasslike
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NDT_GLASSLIKE_FRAMED_OPTIONAL,
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// Uses static meshes
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NDT_MESH,
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// Combined plantlike-on-solid
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NDT_PLANTLIKE_ROOTED,
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};
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// Mesh options for NDT_PLANTLIKE with CPT2_MESHOPTIONS
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static const u8 MO_MASK_STYLE = 0x07;
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static const u8 MO_BIT_RANDOM_OFFSET = 0x08;
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static const u8 MO_BIT_SCALE_SQRT2 = 0x10;
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static const u8 MO_BIT_RANDOM_OFFSET_Y = 0x20;
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enum PlantlikeStyle {
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PLANT_STYLE_CROSS,
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PLANT_STYLE_CROSS2,
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PLANT_STYLE_STAR,
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PLANT_STYLE_HASH,
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PLANT_STYLE_HASH2,
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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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struct TileDef
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{
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std::string name = "";
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bool backface_culling = true; // Takes effect only in special cases
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bool tileable_horizontal = true;
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bool tileable_vertical = true;
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//! If true, the tile has its own color.
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bool has_color = false;
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//! The color of the tile.
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video::SColor color = video::SColor(0xFFFFFFFF);
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struct TileAnimationParams animation;
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TileDef()
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{
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animation.type = TAT_NONE;
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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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// --- GENERAL PROPERTIES ---
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std::string name; // "" = undefined node
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ItemGroupList groups; // Same as in itemdef
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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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// --- VISUAL PROPERTIES ---
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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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// These will be drawn over the base tiles.
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TileDef tiledef_overlay[6];
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TileDef tiledef_special[CF_SPECIAL_COUNT]; // eg. flowing liquid
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// If 255, the node is opaque.
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// Otherwise it uses texture alpha.
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u8 alpha;
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// The color of the node.
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video::SColor color;
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std::string palette_name;
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std::vector<video::SColor> *palette;
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// Used for waving leaves/plants
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u8 waving;
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// for NDT_CONNECTED pairing
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u8 connect_sides;
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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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// Post effect color, drawn when the camera is inside the node.
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video::SColor post_effect_color;
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// Flowing liquid or snow, value = default level
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u8 leveled;
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// --- LIGHTING-RELATED ---
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bool light_propagates;
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bool sunlight_propagates;
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// Amount of light the node emits
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u8 light_source;
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// --- MAP GENERATION ---
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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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// --- INTERACTION PROPERTIES ---
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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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// Player cannot build to these (placement prediction disabled)
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bool rightclickable;
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u32 damage_per_second;
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// --- LIQUID PROPERTIES ---
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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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// Liquids flow into and replace node
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bool floodable;
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// --- NODEBOXES ---
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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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// --- 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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// --- LEGACY ---
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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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/*
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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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* Since vertex alpha is no longer supported, this method
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* adds opacity directly to the texture pixels.
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*
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* \param tiles array of the tile definitions.
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* \param length length of tiles
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*/
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void correctAlpha(TileDef *tiles, int length);
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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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int getGroup(const std::string &group) const
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{
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return itemgroup_get(groups, group);
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}
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#ifndef SERVER
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void fillTileAttribs(ITextureSource *tsrc, TileLayer *tile, TileDef *tiledef,
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u32 shader_id, bool use_normal_texture, bool backface_culling,
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u8 material_type);
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void updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc,
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scene::IMeshManipulator *meshmanip, Client *client, const TextureSettings &tsettings);
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#endif
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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 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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* Returns the smallest box in node coordinates that
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* contains all nodes' selection boxes.
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*/
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virtual core::aabbox3d<s16> getSelectionBoxIntUnion() const=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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// Remove a node
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virtual void removeNode(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 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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virtual core::aabbox3d<s16> getSelectionBoxIntUnion() const=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 = 0;
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u32 m_nnlistsizes_idx = 0;
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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 = nullptr;
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bool m_resolve_done = false;
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};
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#endif
|