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* Optimize headers (part 2) * less debug.h in headers * less remoteplayer.h for everybody * Cleanup (part 2) * camera.h: mesh.h * mapgen.h: mapnode.h * serverenvironment.h: mapblock.h * nodedef.h: shader.h
518 lines
14 KiB
C++
518 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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#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 <list>
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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 <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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