mirror of
https://github.com/moparisthebest/minetest
synced 2024-11-07 09:55:09 -05:00
1cb6ea6346
Split up ModApiMapgen::l_register_decoration() Define and make use of CONTAINS() and ARRLEN() macros
471 lines
13 KiB
C++
471 lines
13 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 "mapnode.h"
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#ifndef SERVER
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#include "tile.h"
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#include "shader.h"
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#endif
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#include "itemgroup.h"
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#include "sound.h" // SimpleSoundSpec
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#include "constants.h" // BS
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class IItemDefManager;
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class ITextureSource;
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class IShaderSource;
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class IGameDef;
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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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};
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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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};
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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()
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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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/*
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Stand-alone definition of a TileSpec (basically a server-side TileSpec)
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*/
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enum TileAnimationType{
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TAT_NONE=0,
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TAT_VERTICAL_FRAMES=1,
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};
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struct TileDef
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{
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std::string name;
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bool backface_culling; // Takes effect only in special cases
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struct{
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enum TileAnimationType type;
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int aspect_w; // width for aspect ratio
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int aspect_h; // height for aspect ratio
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float length; // seconds
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} animation;
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TileDef()
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{
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name = "";
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backface_culling = true;
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animation.type = TAT_NONE;
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animation.aspect_w = 1;
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animation.aspect_h = 1;
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animation.length = 1.0;
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}
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void serialize(std::ostream &os, u16 protocol_version) const;
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void deSerialize(std::istream &is);
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};
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enum NodeDrawType
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{
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NDT_NORMAL, // A basic solid block
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NDT_AIRLIKE, // Nothing is drawn
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NDT_LIQUID, // Do not draw face towards same kind of flowing/source liquid
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NDT_FLOWINGLIQUID, // A very special kind of thing
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NDT_GLASSLIKE, // Glass-like, don't draw faces towards other glass
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NDT_ALLFACES, // Leaves-like, draw all faces no matter what
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NDT_ALLFACES_OPTIONAL, // Fancy -> allfaces, fast -> normal
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NDT_TORCHLIKE,
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NDT_SIGNLIKE,
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NDT_PLANTLIKE,
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NDT_FENCELIKE,
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NDT_RAILLIKE,
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NDT_NODEBOX,
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NDT_GLASSLIKE_FRAMED, // Glass-like, draw connected frames and all all
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// visible faces
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// uses 2 textures, one for frames, second for faces
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NDT_FIRELIKE, // Draw faces slightly rotated and only on connecting nodes,
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NDT_GLASSLIKE_FRAMED_OPTIONAL, // enabled -> connected, disabled -> Glass-like
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// uses 2 textures, one for frames, second for faces
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NDT_MESH, // Uses static meshes
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};
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#define CF_SPECIAL_COUNT 6
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struct ContentFeatures
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{
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/*
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Cached stuff
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*/
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#ifndef SERVER
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// 0 1 2 3 4 5
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// up down right left back front
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TileSpec tiles[6];
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// Special tiles
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// - Currently used for flowing liquids
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TileSpec special_tiles[CF_SPECIAL_COUNT];
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u8 solidness; // Used when choosing which face is drawn
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u8 visual_solidness; // When solidness=0, this tells how it looks like
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bool backface_culling;
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#endif
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// Server-side cached callback existence for fast skipping
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bool has_on_construct;
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bool has_on_destruct;
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bool has_after_destruct;
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/*
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Actual data
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*/
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std::string name; // "" = undefined node
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ItemGroupList groups; // Same as in itemdef
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// Visual definition
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enum NodeDrawType drawtype;
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std::string mesh;
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#ifndef SERVER
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scene::IMesh *mesh_ptr[24];
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#endif
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float visual_scale; // Misc. scale parameter
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TileDef tiledef[6];
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TileDef tiledef_special[CF_SPECIAL_COUNT]; // eg. flowing liquid
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u8 alpha;
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// Post effect color, drawn when the camera is inside the node.
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video::SColor post_effect_color;
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// Type of MapNode::param1
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ContentParamType param_type;
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// Type of MapNode::param2
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ContentParamType2 param_type_2;
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// True for all ground-like things like stone and mud, false for eg. trees
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bool is_ground_content;
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bool light_propagates;
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bool sunlight_propagates;
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// This is used for collision detection.
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// Also for general solidness queries.
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bool walkable;
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// Player can point to these
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bool pointable;
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// Player can dig these
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bool diggable;
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// Player can climb these
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bool climbable;
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// Player can build on these
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bool buildable_to;
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// Player cannot build to these (placement prediction disabled)
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bool rightclickable;
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// Flowing liquid or snow, value = default level
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u8 leveled;
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// Whether the node is non-liquid, source liquid or flowing liquid
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enum LiquidType liquid_type;
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// If the content is liquid, this is the flowing version of the liquid.
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std::string liquid_alternative_flowing;
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// If the content is liquid, this is the source version of the liquid.
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std::string liquid_alternative_source;
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// Viscosity for fluid flow, ranging from 1 to 7, with
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// 1 giving almost instantaneous propagation and 7 being
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// the slowest possible
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u8 liquid_viscosity;
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// Is liquid renewable (new liquid source will be created between 2 existing)
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bool liquid_renewable;
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// Ice for water, water for ice
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std::string freezemelt;
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// Number of flowing liquids surrounding source
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u8 liquid_range;
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u8 drowning;
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// Amount of light the node emits
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u8 light_source;
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u32 damage_per_second;
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NodeBox node_box;
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NodeBox selection_box;
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NodeBox collision_box;
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// Used for waving leaves/plants
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u8 waving;
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// Compatibility with old maps
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// Set to true if paramtype used to be 'facedir_simple'
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bool legacy_facedir_simple;
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// Set to true if wall_mounted used to be set to true
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bool legacy_wallmounted;
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// 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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/*
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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);
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void deSerialize(std::istream &is);
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void serializeOld(std::ostream &os, u16 protocol_version);
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void deSerializeOld(std::istream &is, int version);
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/*
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Some handy methods
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*/
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bool isLiquid() const{
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return (liquid_type != LIQUID_NONE);
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}
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bool sameLiquid(const ContentFeatures &f) const{
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if(!isLiquid() || !f.isLiquid()) return false;
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return (liquid_alternative_flowing == f.liquid_alternative_flowing);
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}
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};
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struct NodeResolveInfo {
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std::string n_wanted;
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std::string n_alt;
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content_t c_fallback;
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content_t *output;
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};
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#define NR_STATUS_FAILURE 0
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#define NR_STATUS_PENDING 1
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#define NR_STATUS_SUCCESS 2
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/**
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NodeResolver
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NodeResolver attempts to resolve node names to content ID integers. If the
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node registration phase has not yet finished at the time the resolution
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request is placed, the request is marked as pending and added to an internal
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queue. The name resolution request is later satisfied by writing directly
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to the output location when the node registration phase has been completed.
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This is primarily intended to be used for objects registered during script
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initialization (i.e. while nodes are being registered) that reference
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particular nodes.
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*/
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class NodeResolver {
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public:
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NodeResolver(INodeDefManager *ndef);
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~NodeResolver();
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/**
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Add a request to resolve the node n_wanted and set *content to the
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result, or alternatively, n_alt if n_wanted is not found. If n_alt
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cannot be found either, or has not been specified, *content is set
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to c_fallback.
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If node registration is complete, the request is finished immediately
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and NR_STATUS_SUCCESS is returned (or NR_STATUS_FAILURE if no node can
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be found). Otherwise, NR_STATUS_PENDING is returned and the resolution
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request is queued.
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N.B. If the memory in which content is located has been deallocated
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before the pending request had been satisfied, cancelNode() must be
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called.
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@param n_wanted Name of node that is wanted.
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@param n_alt Name of node in case n_wanted could not be found. Blank
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if no alternative node is desired.
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@param c_fallback Content ID that content is set to in case of node
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resolution failure (should be CONTENT_AIR, CONTENT_IGNORE, etc.)
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@param content Pointer to content_t that receives the result of the
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node name resolution.
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@return Status of node resolution request.
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*/
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int addNode(std::string n_wanted, std::string n_alt,
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content_t c_fallback, content_t *content);
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/**
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Add a request to resolve the node(s) specified by nodename.
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If node registration is complete, the request is finished immediately
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and NR_STATUS_SUCCESS is returned if at least one node is resolved; if
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zero were resolved, NR_STATUS_FAILURE. Otherwise, NR_STATUS_PENDING is
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returned and the resolution request is queued.
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N.B. If the memory in which content_vec is located has been deallocated
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before the pending request had been satisfied, cancelNodeList() must be
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called.
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@param nodename Name of node (or node group) to be resolved.
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@param content_vec Pointer to content_t vector onto which the results
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are added.
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@return Status of node resolution request.
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*/
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int addNodeList(const char *nodename, std::vector<content_t> *content_vec);
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/**
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Removes all pending requests from the resolution queue to be satisfied
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to content.
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@param content Location of the content ID for the request being
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cancelled.
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@return Number of pending requests cancelled.
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*/
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bool cancelNode(content_t *content);
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/**
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Removes all pending requests from the resolution queue to be satisfied
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to content_vec.
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@param content_vec Location of the content ID vector for requests being
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cancelled.
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@return Number of pending requests cancelled.
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*/
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int cancelNodeList(std::vector<content_t> *content_vec);
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/**
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Carries out all pending node resolution requests. Call this when the
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node registration phase has completed.
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Internally marks node registration as complete.
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@return Number of failed pending requests.
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*/
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int resolveNodes();
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/**
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Returns the status of the node registration phase.
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@return Boolean of whether the registration phase is complete.
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*/
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bool isNodeRegFinished() { return m_is_node_registration_complete; }
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private:
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INodeDefManager *m_ndef;
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bool m_is_node_registration_complete;
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std::list<NodeResolveInfo *> m_pending_contents;
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std::list<std::pair<std::string, std::vector<content_t> *> > m_pending_content_vecs;
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};
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class INodeDefManager
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{
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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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virtual void 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)=0;
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virtual NodeResolver *getResolver()=0;
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};
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class IWritableNodeDefManager : public INodeDefManager
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{
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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 void getIds(const std::string &name, std::set<content_t> &result)
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const=0;
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// If not found, returns the features of CONTENT_UNKNOWN
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virtual const ContentFeatures& get(const std::string &name) const=0;
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// Register node definition by name (allocate an id)
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// If returns CONTENT_IGNORE, could not allocate id
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virtual content_t set(const std::string &name,
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const ContentFeatures &def)=0;
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// If returns CONTENT_IGNORE, could not allocate id
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virtual content_t allocateDummy(const std::string &name)=0;
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/*
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Update item alias mapping.
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Call after updating item definitions.
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*/
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virtual void updateAliases(IItemDefManager *idef)=0;
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/*
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Update tile textures to latest return values of TextueSource.
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*/
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virtual void updateTextures(IGameDef *gamedef)=0;
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virtual void serialize(std::ostream &os, u16 protocol_version)=0;
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virtual void deSerialize(std::istream &is)=0;
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virtual NodeResolver *getResolver()=0;
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};
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IWritableNodeDefManager *createNodeDefManager();
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#endif
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