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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.
+*/
+
+#ifndef NODEDEF_HEADER
+#define NODEDEF_HEADER
+
+#include "common_irrlicht.h"
+#include <string>
+#include <set>
+#include "mapnode.h"
+#ifndef SERVER
+#include "tile.h"
+#endif
+#include "materials.h" // MaterialProperties
+class ITextureSource;
+
+/*
+ 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);
+
+#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
+};
+
+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
+ /*
+ 0: up
+ 1: down
+ 2: right
+ 3: left
+ 4: back
+ 5: front
+ */
+ TileSpec tiles[6];
+
+ video::ITexture *inventory_texture;
+
+ // Used currently for flowing liquids
+ u8 vertex_alpha;
+ // Post effect color, drawn when the camera is inside the node.
+ video::SColor post_effect_color;
+ // Special irrlicht material, used sometimes
+ video::SMaterial *special_material;
+ video::SMaterial *special_material2;
+ AtlasPointer *special_atlas;
+#endif
+
+ // 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.
+ 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;
+
+ NodeBox selection_box;
+
+ MaterialProperties material;
+
+ // NOTE: Move relevant properties to here from elsewhere
+
+ void reset()
+ {
+#ifndef SERVER
+ inventory_texture = NULL;
+
+ vertex_alpha = 255;
+ post_effect_color = video::SColor(0, 0, 0, 0);
+ special_material = NULL;
+ special_material2 = NULL;
+ special_atlas = NULL;
+#endif
+ 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;
+ selection_box = NodeBox();
+ material = MaterialProperties();
+ }
+
+ ContentFeatures()
+ {
+ reset();
+ }
+
+ ~ContentFeatures();
+
+ /*
+ Quickhands for simple materials
+ */
+
+#ifdef SERVER
+ void setTexture(ITextureSource *tsrc, u16 i, std::string name,
+ u8 alpha=255)
+ {}
+ void setAllTextures(ITextureSource *tsrc, std::string name, u8 alpha=255)
+ {}
+#else
+ void setTexture(ITextureSource *tsrc,
+ u16 i, std::string name, u8 alpha=255);
+
+ void setAllTextures(ITextureSource *tsrc,
+ std::string name, u8 alpha=255)
+ {
+ for(u16 i=0; i<6; i++)
+ {
+ setTexture(tsrc, i, name, alpha);
+ }
+ // Force inventory texture too
+ setInventoryTexture(name, tsrc);
+ }
+#endif
+
+#ifndef SERVER
+ void setTile(u16 i, const TileSpec &tile)
+ { tiles[i] = tile; }
+ void setAllTiles(const TileSpec &tile)
+ { for(u16 i=0; i<6; i++) setTile(i, tile); }
+#endif
+
+#ifdef SERVER
+ void setInventoryTexture(std::string imgname,
+ ITextureSource *tsrc)
+ {}
+ void setInventoryTextureCube(std::string top,
+ std::string left, std::string right, ITextureSource *tsrc)
+ {}
+#else
+ void setInventoryTexture(std::string imgname, ITextureSource *tsrc);
+
+ void setInventoryTextureCube(std::string top,
+ std::string left, std::string right, ITextureSource *tsrc);
+#endif
+
+ /*
+ 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);
+ }
+};
+
+class INodeDefManager
+{
+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
+{
+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;
+};
+
+// If textures not actually available (server), tsrc can be NULL
+IWritableNodeDefManager* createNodeDefManager(ITextureSource *tsrc);
+
+
+#endif
+