minetest/src/nodedef.h

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/*
Minetest-c55
Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
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#ifndef NODEDEF_HEADER
#define NODEDEF_HEADER
#include "common_irrlicht.h"
#include <string>
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#include <set>
#include "mapnode.h"
#ifndef SERVER
#include "tile.h"
#endif
#include "materials.h" // MaterialProperties
class ITextureSource;
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/*
TODO: Rename to nodedef.h
*/
#if 0
/*
Content feature list
Used for determining properties of MapNodes by content type without
storing such properties in the nodes itself.
*/
/*
Initialize content feature table.
Must be called before accessing the table.
*/
void init_contentfeatures(ITextureSource *tsrc);
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#endif
enum ContentParamType
{
CPT_NONE,
CPT_LIGHT,
CPT_MINERAL,
// Direction for chests and furnaces and such
CPT_FACEDIR_SIMPLE
};
enum LiquidType
{
LIQUID_NONE,
LIQUID_FLOWING,
LIQUID_SOURCE
};
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enum NodeBoxType
{
NODEBOX_REGULAR, // Regular block; allows buildable_to
NODEBOX_FIXED, // Static separately defined box
NODEBOX_WALLMOUNTED, // Box for wall_mounted nodes; (top, bottom, side)
};
struct NodeBox
{
enum NodeBoxType type;
// NODEBOX_REGULAR (no parameters)
// NODEBOX_FIXED
core::aabbox3d<f32> fixed;
// NODEBOX_WALLMOUNTED
core::aabbox3d<f32> wall_top;
core::aabbox3d<f32> wall_bottom;
core::aabbox3d<f32> wall_side; // being at the -X side
NodeBox():
type(NODEBOX_REGULAR),
// default is rail-like
fixed(-BS/2, -BS/2, -BS/2, BS/2, -BS/2+BS/16., BS/2),
// default is sign/ladder-like
wall_top(-BS/2, BS/2-BS/16., -BS/2, BS/2, BS/2, BS/2),
wall_bottom(-BS/2, -BS/2, -BS/2, BS/2, -BS/2+BS/16., BS/2),
wall_side(-BS/2, -BS/2, -BS/2, -BS/2+BS/16., BS/2, BS/2)
{}
};
struct MapNode;
class NodeMetadata;
struct ContentFeatures
{
#ifndef SERVER
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// 0 1 2 3 4 5
// up down right left back front
TileSpec tiles[6];
video::ITexture *inventory_texture;
// Post effect color, drawn when the camera is inside the node.
video::SColor post_effect_color;
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// Special material/texture
// - Currently used for flowing liquids
video::SMaterial *special_material;
video::SMaterial *special_material2;
AtlasPointer *special_atlas;
#endif
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// Texture names
std::string tname_tiles[6];
std::string tname_inventory;
std::string tname_special;
u8 alpha;
bool backface_culling;
// List of all block textures that have been used (value is dummy)
// Used for texture atlas making.
// Exists on server too for cleaner code in content_mapnode.cpp.
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std::set<std::string> used_texturenames;
// Type of MapNode::param1
ContentParamType param_type;
// True for all ground-like things like stone and mud, false for eg. trees
bool is_ground_content;
bool light_propagates;
bool sunlight_propagates;
u8 solidness; // Used when choosing which face is drawn
u8 visual_solidness; // When solidness=0, this tells how it looks like
// This is used for collision detection.
// Also for general solidness queries.
bool walkable;
// Player can point to these
bool pointable;
// Player can dig these
bool diggable;
// Player can climb these
bool climbable;
// Player can build on these
bool buildable_to;
// If true, param2 is set to direction when placed. Used for torches.
// NOTE: the direction format is quite inefficient and should be changed
bool wall_mounted;
// If true, node is equivalent to air. Torches are, air is. Water is not.
// Is used for example to check whether a mud block can have grass on.
bool air_equivalent;
// Whether this content type often contains mineral.
// Used for texture atlas creation.
// Currently only enabled for CONTENT_STONE.
bool often_contains_mineral;
// Inventory item string as which the node appears in inventory when dug.
// Mineral overrides this.
std::string dug_item;
// Extra dug item and its rarity
std::string extra_dug_item;
s32 extra_dug_item_rarity;
// Initial metadata is cloned from this
NodeMetadata *initial_metadata;
// Whether the node is non-liquid, source liquid or flowing liquid
enum LiquidType liquid_type;
// If the content is liquid, this is the flowing version of the liquid.
content_t liquid_alternative_flowing;
// If the content is liquid, this is the source version of the liquid.
content_t liquid_alternative_source;
// Viscosity for fluid flow, ranging from 1 to 7, with
// 1 giving almost instantaneous propagation and 7 being
// the slowest possible
u8 liquid_viscosity;
// Amount of light the node emits
u8 light_source;
u32 damage_per_second;
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NodeBox selection_box;
MaterialProperties material;
// NOTE: Move relevant properties to here from elsewhere
void reset()
{
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// This isn't exactly complete due to lazyness
// TODO: Make it completely reset everything
#ifndef SERVER
inventory_texture = NULL;
post_effect_color = video::SColor(0, 0, 0, 0);
special_material = NULL;
special_material2 = NULL;
special_atlas = NULL;
#endif
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for(u32 i=0; i<6; i++)
tname_tiles[i] = "";
tname_inventory = "";
tname_special = "";
alpha = 255;
backface_culling = true;
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used_texturenames.clear();
param_type = CPT_NONE;
is_ground_content = false;
light_propagates = false;
sunlight_propagates = false;
solidness = 2;
visual_solidness = 0;
walkable = true;
pointable = true;
diggable = true;
climbable = false;
buildable_to = false;
wall_mounted = false;
air_equivalent = false;
often_contains_mineral = false;
dug_item = "";
initial_metadata = NULL;
liquid_type = LIQUID_NONE;
liquid_alternative_flowing = CONTENT_IGNORE;
liquid_alternative_source = CONTENT_IGNORE;
liquid_viscosity = 0;
light_source = 0;
damage_per_second = 0;
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selection_box = NodeBox();
material = MaterialProperties();
}
ContentFeatures()
{
reset();
}
~ContentFeatures();
/*
Quickhands for simple materials
*/
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void setTexture(u16 i, std::string name);
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void setAllTextures(std::string name, u8 alpha=255)
{
for(u16 i=0; i<6; i++)
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setTexture(i, name);
alpha = alpha;
// Force inventory texture too
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setInventoryTexture(name);
}
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void setInventoryTexture(std::string imgname);
void setInventoryTextureCube(std::string top,
std::string left, std::string right);
#if 0
#ifndef SERVER
void setTile(u16 i, const TileSpec &tile)
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{ tiles[i] = tile; }
void setAllTiles(const TileSpec &tile)
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{ for(u16 i=0; i<6; i++) setTile(i, tile); }
#endif
#endif
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/*
Some handy methods
*/
bool isLiquid() const{
return (liquid_type != LIQUID_NONE);
}
bool sameLiquid(const ContentFeatures &f) const{
if(!isLiquid() || !f.isLiquid()) return false;
return (liquid_alternative_flowing == f.liquid_alternative_flowing);
}
};
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class INodeDefManager
{
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public:
INodeDefManager(){}
virtual ~INodeDefManager(){}
// Get node definition
virtual const ContentFeatures& get(content_t c) const=0;
virtual const ContentFeatures& get(const MapNode &n) const=0;
};
class IWritableNodeDefManager : public INodeDefManager
{
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public:
IWritableNodeDefManager(){}
virtual ~IWritableNodeDefManager(){}
virtual IWritableNodeDefManager* clone()=0;
// Get node definition
virtual const ContentFeatures& get(content_t c) const=0;
virtual const ContentFeatures& get(const MapNode &n) const=0;
// Register node definition
virtual void set(content_t c, const ContentFeatures &def)=0;
virtual ContentFeatures* getModifiable(content_t c)=0;
/*
Update tile textures to latest return values of TextueSource.
Call after updating the texture atlas of a TextureSource.
*/
virtual void updateTextures(ITextureSource *tsrc)=0;
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};
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IWritableNodeDefManager* createNodeDefManager();
#endif