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Completely generalized mesh generation; ContentFeatures serialization
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18 changed files with 795 additions and 821 deletions
136
src/nodedef.h
136
src/nodedef.h
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@ -22,6 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "common_irrlicht.h"
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#include <string>
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#include <iostream>
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#include <set>
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#include "mapnode.h"
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#ifndef SERVER
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@ -29,6 +30,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#endif
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#include "materials.h" // MaterialProperties
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class ITextureSource;
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class IGameDef;
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/*
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TODO: Rename to nodedef.h
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@ -95,6 +97,9 @@ struct NodeBox
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wall_bottom(-BS/2, -BS/2, -BS/2, BS/2, -BS/2+BS/16., BS/2),
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wall_side(-BS/2, -BS/2, -BS/2, -BS/2+BS/16., BS/2, BS/2)
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{}
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void serialize(std::ostream &os);
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void deSerialize(std::istream &is);
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};
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struct MapNode;
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@ -109,42 +114,70 @@ struct MaterialSpec
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tname(tname_),
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backface_culling(backface_culling_)
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{}
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void serialize(std::ostream &os);
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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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};
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#define CF_SPECIAL_COUNT 2
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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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video::ITexture *inventory_texture;
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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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// Special material/texture
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// - Currently used for flowing liquids
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video::SMaterial *special_materials[CF_SPECIAL_COUNT];
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AtlasPointer *special_aps[CF_SPECIAL_COUNT];
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#endif
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// Visual definition
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std::string tname_tiles[6];
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std::string tname_inventory;
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MaterialSpec mspec_special[CF_SPECIAL_COUNT];
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u8 alpha;
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bool backface_culling;
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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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// List of all block textures that have been used (value is dummy)
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// Used for texture atlas making.
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// Exists on server too for cleaner code in content_mapnode.cpp.
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std::set<std::string> used_texturenames;
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// True if this actually contains non-default data
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bool modified;
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/*
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Actual data
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*/
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// Visual definition
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enum NodeDrawType drawtype;
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float visual_scale; // Misc. scale parameter
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std::string tname_tiles[6];
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std::string tname_inventory;
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MaterialSpec mspec_special[CF_SPECIAL_COUNT];
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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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// True for all ground-like things like stone and mud, false for eg. trees
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@ -172,18 +205,14 @@ struct ContentFeatures
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// Used for texture atlas creation.
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// Currently only enabled for CONTENT_STONE.
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bool often_contains_mineral;
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// Inventory item string as which the node appears in inventory when dug.
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// Mineral overrides this.
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std::string dug_item;
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// Extra dug item and its rarity
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std::string extra_dug_item;
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s32 extra_dug_item_rarity;
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// Initial metadata is cloned from this
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NodeMetadata *initial_metadata;
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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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@ -194,72 +223,22 @@ struct ContentFeatures
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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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// 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 selection_box;
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MaterialProperties material;
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/*
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Methods
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*/
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// NOTE: Move relevant properties to here from elsewhere
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void reset()
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{
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// This isn't exactly complete due to lazyness
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// TODO: Make it completely reset everything
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#ifndef SERVER
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inventory_texture = NULL;
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post_effect_color = video::SColor(0, 0, 0, 0);
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for(u16 j=0; j<CF_SPECIAL_COUNT; j++){
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special_materials[j] = NULL;
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special_aps[j] = NULL;
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}
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#endif
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for(u32 i=0; i<6; i++)
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tname_tiles[i] = "";
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for(u16 j=0; j<CF_SPECIAL_COUNT; j++)
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mspec_special[j] = MaterialSpec();
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tname_inventory = "";
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alpha = 255;
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backface_culling = true;
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solidness = 2;
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visual_solidness = 0;
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used_texturenames.clear();
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param_type = CPT_NONE;
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is_ground_content = false;
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light_propagates = false;
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sunlight_propagates = false;
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walkable = true;
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pointable = true;
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diggable = true;
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climbable = false;
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buildable_to = false;
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wall_mounted = false;
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air_equivalent = false;
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often_contains_mineral = false;
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dug_item = "";
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initial_metadata = NULL;
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liquid_type = LIQUID_NONE;
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liquid_alternative_flowing = CONTENT_IGNORE;
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liquid_alternative_source = CONTENT_IGNORE;
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liquid_viscosity = 0;
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light_source = 0;
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damage_per_second = 0;
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selection_box = NodeBox();
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material = MaterialProperties();
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}
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ContentFeatures()
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{
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reset();
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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);
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void deSerialize(std::istream &is, IGameDef *gamedef);
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/*
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Quickhands for simple materials
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*/
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@ -320,6 +299,9 @@ public:
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Call after updating the texture atlas of a TextureSource.
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*/
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virtual void updateTextures(ITextureSource *tsrc)=0;
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virtual void serialize(std::ostream &os)=0;
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virtual void deSerialize(std::istream &is, IGameDef *gamedef)=0;
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};
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IWritableNodeDefManager* createNodeDefManager();
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