mirror of
https://github.com/minetest/minetest.git
synced 2024-11-04 23:03:46 +01:00
aea9242a96
Co-authored-by: DS <ds.desour@proton.me>
900 lines
25 KiB
C++
900 lines
25 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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#pragma once
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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 "mapnode.h"
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#include "nameidmapping.h"
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#ifndef SERVER
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#include "client/tile.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" // SoundSpec
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#include "constants.h" // BS
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#include "texture_override.h" // TextureOverride
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#include "tileanimation.h"
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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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#if BUILD_UNITTESTS
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class TestSchematic;
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#endif
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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 (with axis rotation)
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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
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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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// 3 bits of palette index, then degrotate
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CPT2_COLORED_DEGROTATE,
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// Simplified direction for chests and furnaces and such (4 directions)
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CPT2_4DIR,
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// 6 bits of palette index, then 4dir
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CPT2_COLORED_4DIR,
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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 NodeBoxConnected
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{
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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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std::vector<aabb3f> disconnected_top;
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std::vector<aabb3f> disconnected_bottom;
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std::vector<aabb3f> disconnected_front;
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std::vector<aabb3f> disconnected_left;
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std::vector<aabb3f> disconnected_back;
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std::vector<aabb3f> disconnected_right;
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std::vector<aabb3f> disconnected;
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std::vector<aabb3f> disconnected_sides;
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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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// (kept externally to not bloat the structure)
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std::shared_ptr<NodeBoxConnected> connected;
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NodeBox()
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{ reset(); }
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~NodeBox() = default;
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inline NodeBoxConnected &getConnected() {
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if (!connected)
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connected = std::make_shared<NodeBoxConnected>();
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return *connected;
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}
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inline const NodeBoxConnected &getConnected() const {
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assert(connected);
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return *connected;
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}
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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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enum AutoScale : u8 {
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AUTOSCALE_DISABLE,
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AUTOSCALE_ENABLE,
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AUTOSCALE_FORCE,
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};
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enum WorldAlignMode : u8 {
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WORLDALIGN_DISABLE,
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WORLDALIGN_ENABLE,
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WORLDALIGN_FORCE,
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WORLDALIGN_FORCE_NODEBOX,
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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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WorldAlignMode world_aligned_mode;
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AutoScale autoscale_mode;
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int node_texture_size;
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bool opaque_water;
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bool connected_glass;
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bool enable_mesh_cache;
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bool enable_minimap;
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TextureSettings() = default;
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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 neighboring 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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// neighboring 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 neighboring 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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enum AlignStyle : u8 {
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ALIGN_STYLE_NODE,
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ALIGN_STYLE_WORLD,
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ALIGN_STYLE_USER_DEFINED,
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};
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enum AlphaMode : u8 {
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ALPHAMODE_BLEND,
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ALPHAMODE_CLIP,
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ALPHAMODE_OPAQUE,
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ALPHAMODE_LEGACY_COMPAT, /* means either opaque or clip */
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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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AlignStyle align_style = ALIGN_STYLE_NODE;
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u8 scale = 0;
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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, NodeDrawType drawtype, u16 protocol_version);
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};
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// Defines the number of special tiles per nodedef
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//
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// NOTE: When changing this value, the enum entries of OverrideTarget and
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// parser in TextureOverrideSource must be updated so that all special
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// tiles can be overridden.
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#define CF_SPECIAL_COUNT 6
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struct ContentFeatures
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{
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// PROTOCOL_VERSION >= 37. This is legacy and should not be increased anymore,
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// write checks that depend directly on the protocol version instead.
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static const u8 CONTENTFEATURES_VERSION = 13;
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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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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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// "float" group
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bool floats;
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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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AlphaMode 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::vector<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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bool post_effect_color_shaded;
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// Flowing liquid or leveled nodebox, value = default level
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u8 leveled;
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// Maximum value for leveled nodes
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u8 leveled_max;
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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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// client dig prediction
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std::string node_dig_prediction;
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// how slow players move through
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u8 move_resistance = 0;
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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 true, movement (e.g. of players) inside this node is liquid-like.
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bool liquid_move_physics;
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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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content_t liquid_alternative_flowing_id;
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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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content_t liquid_alternative_source_id;
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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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SoundSpec sound_footstep;
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SoundSpec sound_dig;
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SoundSpec 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, u16 protocol_version);
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/*
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Some handy methods
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*/
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void setDefaultAlphaMode()
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{
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switch (drawtype) {
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case NDT_NORMAL:
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case NDT_LIQUID:
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case NDT_FLOWINGLIQUID:
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alpha = ALPHAMODE_OPAQUE;
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break;
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case NDT_NODEBOX:
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case NDT_MESH:
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alpha = ALPHAMODE_LEGACY_COMPAT; // this should eventually be OPAQUE
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break;
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default:
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alpha = ALPHAMODE_CLIP;
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break;
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}
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}
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bool needsBackfaceCulling() const
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{
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switch (drawtype) {
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case NDT_TORCHLIKE:
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case NDT_SIGNLIKE:
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case NDT_FIRELIKE:
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case NDT_RAILLIKE:
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case NDT_PLANTLIKE:
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case NDT_PLANTLIKE_ROOTED:
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case NDT_MESH:
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return false;
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default:
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return true;
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}
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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 isLiquidRender() const {
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return (drawtype == NDT_LIQUID || drawtype == NDT_FLOWINGLIQUID);
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}
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bool sameLiquidRender(const ContentFeatures &f) const {
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if (!isLiquidRender() || !f.isLiquidRender())
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return false;
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return liquid_alternative_flowing_id == f.liquid_alternative_flowing_id &&
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liquid_alternative_source_id == f.liquid_alternative_source_id;
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}
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ContentLightingFlags getLightingFlags() const {
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ContentLightingFlags flags;
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flags.has_light = param_type == CPT_LIGHT;
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flags.light_propagates = light_propagates;
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flags.sunlight_propagates = sunlight_propagates;
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flags.light_source = light_source;
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return flags;
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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 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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private:
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#ifndef SERVER
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/*
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* Checks if any tile texture has any transparent pixels.
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* Prints a warning and returns true if that is the case, false otherwise.
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* This is supposed to be used for use_texture_alpha backwards compatibility.
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*/
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bool textureAlphaCheck(ITextureSource *tsrc, const TileDef *tiles,
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int length);
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#endif
|
|
|
|
void setAlphaFromLegacy(u8 legacy_alpha);
|
|
|
|
u8 getAlphaForLegacy() const;
|
|
};
|
|
|
|
/*!
|
|
* @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].name.empty()) ?
|
|
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());
|
|
}
|
|
|
|
inline ContentLightingFlags getLightingFlags(content_t c) const {
|
|
// No bound check is necessary, since the array's length is CONTENT_MAX + 1.
|
|
return m_content_lighting_flag_cache[c];
|
|
}
|
|
|
|
inline ContentLightingFlags getLightingFlags(const MapNode &n) const {
|
|
return getLightingFlags(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_args);
|
|
|
|
/*!
|
|
* Writes the content of this manager to the given output stream.
|
|
* @param protocol_version Active network protocol version
|
|
*/
|
|
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
|
|
* @param protocol_version Active network protocol version
|
|
*/
|
|
void deSerialize(std::istream &is, u16 protocol_version);
|
|
|
|
/*!
|
|
* 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, const 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;
|
|
|
|
/*!
|
|
* Fast cache of content lighting flags.
|
|
*/
|
|
ContentLightingFlags m_content_lighting_flag_cache[CONTENT_MAX + 1L];
|
|
};
|
|
|
|
NodeDefManager *createNodeDefManager();
|
|
|
|
// NodeResolver: Queue for node names which are then translated
|
|
// to content_t after the NodeDefManager was initialized
|
|
class NodeResolver {
|
|
public:
|
|
NodeResolver();
|
|
virtual ~NodeResolver();
|
|
// Callback which is run as soon NodeDefManager is ready
|
|
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);
|
|
|
|
inline bool isResolveDone() const { return m_resolve_done; }
|
|
void reset(bool resolve_done = false);
|
|
|
|
// Vector containing all node names in the resolve "queue"
|
|
std::vector<std::string> m_nodenames;
|
|
// Specifies the "set size" of node names which are to be processed
|
|
// this is used for getIdsFromNrBacklog
|
|
// TODO: replace or remove
|
|
std::vector<size_t> m_nnlistsizes;
|
|
|
|
protected:
|
|
friend class NodeDefManager; // m_ndef
|
|
|
|
const NodeDefManager *m_ndef = nullptr;
|
|
// Index of the next "m_nodenames" entry to resolve
|
|
u32 m_nodenames_idx = 0;
|
|
|
|
private:
|
|
#if BUILD_UNITTESTS
|
|
// Unittest requires access to m_resolve_done
|
|
friend class TestSchematic;
|
|
#endif
|
|
void nodeResolveInternal();
|
|
|
|
// Index of the next "m_nnlistsizes" entry to process
|
|
u32 m_nnlistsizes_idx = 0;
|
|
bool m_resolve_done = false;
|
|
};
|