- {TILE_STONE,TILE_STONE,TILE_STONE,TILE_STONE,TILE_STONE,TILE_STONE},
- {TILE_GRASS,TILE_MUD,TILE_MUD_WITH_GRASS,TILE_MUD_WITH_GRASS,TILE_MUD_WITH_GRASS,TILE_MUD_WITH_GRASS},
- {TILE_WATER,TILE_WATER,TILE_WATER,TILE_WATER,TILE_WATER,TILE_WATER},
- {TILE_NONE,TILE_NONE,TILE_NONE,TILE_NONE,TILE_NONE,TILE_NONE},
- {TILE_TREE_TOP,TILE_TREE_TOP,TILE_TREE,TILE_TREE,TILE_TREE,TILE_TREE},
- {TILE_LEAVES,TILE_LEAVES,TILE_LEAVES,TILE_LEAVES,TILE_LEAVES,TILE_LEAVES},
- {TILE_GRASS_FOOTSTEPS,TILE_MUD,TILE_MUD_WITH_GRASS,TILE_MUD_WITH_GRASS,TILE_MUD_WITH_GRASS,TILE_MUD_WITH_GRASS},
- {TILE_MESE,TILE_MESE,TILE_MESE,TILE_MESE,TILE_MESE,TILE_MESE},
- {TILE_MUD,TILE_MUD,TILE_MUD,TILE_MUD,TILE_MUD,TILE_MUD},
- {TILE_WATER,TILE_WATER,TILE_WATER,TILE_WATER,TILE_WATER,TILE_WATER},
- {TILE_CLOUD,TILE_CLOUD,TILE_CLOUD,TILE_CLOUD,TILE_CLOUD,TILE_CLOUD},
- {TILE_COALSTONE,TILE_COALSTONE,TILE_COALSTONE,TILE_COALSTONE,TILE_COALSTONE,TILE_COALSTONE},
- {TILE_WOOD,TILE_WOOD,TILE_WOOD,TILE_WOOD,TILE_WOOD,TILE_WOOD},
-};
-
-std::string g_content_inventory_texture_strings[USEFUL_CONTENT_COUNT];
-// Pointers to c_str()s of the above
-const char * g_content_inventory_texture_paths[USEFUL_CONTENT_COUNT] = {0};
-
-const char * g_content_inventory_texture_paths_base[USEFUL_CONTENT_COUNT] =
+ if(g_texturesource == NULL)
+ {
+ dstream<<"INFO: Initial run of init_mapnode with "
+ "g_texturesource=NULL. If this segfaults, "
+ "there is a bug with something not checking for "
+ "the NULL value."<<std::endl;
+ }
+ else
+ {
+ dstream<<"INFO: Full run of init_mapnode with "
+ "g_texturesource!=NULL"<<std::endl;
+ }
+
+ // Read some settings
+ bool new_style_water = g_settings.getBool("new_style_water");
+ bool new_style_leaves = g_settings.getBool("new_style_leaves");
+
+ /*
+ Initialize content feature table
+ */
+
+ /*
+ Set initial material type to same in all tiles, so that the
+ same material can be used in more stuff.
+ This is set according to the leaves because they are the only
+ differing material to which all materials can be changed to
+ get this optimization.
+ */
+ u8 initial_material_type = MATERIAL_ALPHA_SIMPLE;
+ /*if(new_style_leaves)
+ initial_material_type = MATERIAL_ALPHA_SIMPLE;
+ else
+ initial_material_type = MATERIAL_ALPHA_NONE;*/
+ for(u16 i=0; i<256; i++)
+ {
+ ContentFeatures *f = &g_content_features[i];
+ // Re-initialize
+ *f = ContentFeatures();
+
+ for(u16 j=0; j<6; j++)
+ f->tiles[j].material_type = initial_material_type;
+ }
+
+ u8 i;
+ ContentFeatures *f = NULL;
+
+ i = CONTENT_STONE;
+ f = &g_content_features[i];
+ f->setAllTextures("stone.png");
+ f->setInventoryTextureCube("stone.png", "stone.png", "stone.png");
+ f->param_type = CPT_MINERAL;
+ f->is_ground_content = true;
+ f->dug_item = std::string("MaterialItem ")+itos(CONTENT_COBBLE)+" 1";
+
+ i = CONTENT_GRASS;
+ f = &g_content_features[i];
+ f->setAllTextures("mud.png^grass_side.png");
+ f->setTexture(0, "grass.png");
+ f->setTexture(1, "mud.png");
+ f->param_type = CPT_MINERAL;
+ f->is_ground_content = true;
+ f->dug_item = std::string("MaterialItem ")+itos(CONTENT_MUD)+" 1";
+
+ i = CONTENT_GRASS_FOOTSTEPS;
+ f = &g_content_features[i];
+ f->setAllTextures("mud.png^grass_side.png");
+ f->setTexture(0, "grass_footsteps.png");
+ f->setTexture(1, "mud.png");
+ f->param_type = CPT_MINERAL;
+ f->is_ground_content = true;
+ f->dug_item = std::string("MaterialItem ")+itos(CONTENT_MUD)+" 1";
+
+ i = CONTENT_MUD;
+ f = &g_content_features[i];
+ f->setAllTextures("mud.png");
+ f->setInventoryTextureCube("mud.png", "mud.png", "mud.png");
+ f->param_type = CPT_MINERAL;
+ f->is_ground_content = true;
+ f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
+
+ i = CONTENT_SAND;
+ f = &g_content_features[i];
+ f->setAllTextures("sand.png");
+ f->param_type = CPT_MINERAL;
+ f->is_ground_content = true;
+ f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
+
+ i = CONTENT_TREE;
+ f = &g_content_features[i];
+ f->setAllTextures("tree.png");
+ f->setTexture(0, "tree_top.png");
+ f->setTexture(1, "tree_top.png");
+ f->param_type = CPT_MINERAL;
+ f->is_ground_content = true;
+ f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
+
+ i = CONTENT_LEAVES;
+ f = &g_content_features[i];
+ f->light_propagates = true;
+ //f->param_type = CPT_MINERAL;
+ f->param_type = CPT_LIGHT;
+ f->is_ground_content = true;
+ if(new_style_leaves)
+ {
+ f->solidness = 0; // drawn separately, makes no faces
+ f->setInventoryTextureCube("leaves.png", "leaves.png", "leaves.png");
+ }
+ else
+ {
+ f->setAllTextures("[noalpha:leaves.png");
+ }
+ f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
+
+ i = CONTENT_GLASS;
+ f = &g_content_features[i];
+ f->light_propagates = true;
+ f->param_type = CPT_LIGHT;
+ f->is_ground_content = true;
+ f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
+ f->solidness = 0; // drawn separately, makes no faces
+ f->setInventoryTextureCube("glass.png", "glass.png", "glass.png");
+
+
+ // Deprecated
+ i = CONTENT_COALSTONE;
+ f = &g_content_features[i];
+ //f->translate_to = new MapNode(CONTENT_STONE, MINERAL_COAL);
+ f->setAllTextures("stone.png^mineral_coal.png");
+ f->is_ground_content = true;
+
+ i = CONTENT_WOOD;
+ f = &g_content_features[i];
+ f->setAllTextures("wood.png");
+ f->is_ground_content = true;
+ f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
+
+ i = CONTENT_MESE;
+ f = &g_content_features[i];
+ f->setAllTextures("mese.png");
+ f->is_ground_content = true;
+ f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
+
+ i = CONTENT_CLOUD;
+ f = &g_content_features[i];
+ f->setAllTextures("cloud.png");
+ f->is_ground_content = true;
+ f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
+
+ i = CONTENT_AIR;
+ f = &g_content_features[i];
+ f->param_type = CPT_LIGHT;
+ f->light_propagates = true;
+ f->sunlight_propagates = true;
+ f->solidness = 0;
+ f->walkable = false;
+ f->pointable = false;
+ f->diggable = false;
+ f->buildable_to = true;
+
+ i = CONTENT_WATER;
+ f = &g_content_features[i];
+ f->setInventoryTextureCube("water.png", "water.png", "water.png");
+ f->param_type = CPT_LIGHT;
+ f->light_propagates = true;
+ f->solidness = 0; // Drawn separately, makes no faces
+ f->walkable = false;
+ f->pointable = false;
+ f->diggable = false;
+ f->buildable_to = true;
+ f->liquid_type = LIQUID_FLOWING;
+
+ i = CONTENT_WATERSOURCE;
+ f = &g_content_features[i];
+ f->setInventoryTexture("water.png");
+ if(new_style_water)
+ {
+ f->solidness = 0; // drawn separately, makes no faces
+ }
+ else // old style
+ {
+ f->solidness = 1;
+
+ TileSpec t;
+ if(g_texturesource)
+ t.texture = g_texturesource->getTexture("water.png");
+
+ t.alpha = WATER_ALPHA;
+ t.material_type = MATERIAL_ALPHA_VERTEX;
+ t.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
+ f->setAllTiles(t);
+ }
+ f->param_type = CPT_LIGHT;
+ f->light_propagates = true;
+ f->walkable = false;
+ f->pointable = false;
+ f->diggable = false;
+ f->buildable_to = true;
+ f->liquid_type = LIQUID_SOURCE;
+ f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
+
+ i = CONTENT_TORCH;
+ f = &g_content_features[i];
+ f->setInventoryTexture("torch_on_floor.png");
+ f->param_type = CPT_LIGHT;
+ f->light_propagates = true;
+ f->sunlight_propagates = true;
+ f->solidness = 0; // drawn separately, makes no faces
+ f->walkable = false;
+ f->wall_mounted = true;
+ f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
+
+ i = CONTENT_SIGN_WALL;
+ f = &g_content_features[i];
+ f->setInventoryTexture("sign_wall.png");
+ f->param_type = CPT_LIGHT;
+ f->light_propagates = true;
+ f->sunlight_propagates = true;
+ f->solidness = 0; // drawn separately, makes no faces
+ f->walkable = false;
+ f->wall_mounted = true;
+ f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
+ if(f->initial_metadata == NULL)
+ f->initial_metadata = new SignNodeMetadata("Some sign");
+
+ i = CONTENT_CHEST;
+ f = &g_content_features[i];
+ f->param_type = CPT_FACEDIR_SIMPLE;
+ f->setAllTextures("chest_side.png");
+ f->setTexture(0, "chest_top.png");
+ f->setTexture(1, "chest_top.png");
+ f->setTexture(5, "chest_front.png"); // Z-
+ f->setInventoryTexture("chest_top.png");
+ //f->setInventoryTextureCube("chest_top.png", "chest_side.png", "chest_side.png");
+ f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
+ if(f->initial_metadata == NULL)
+ f->initial_metadata = new ChestNodeMetadata();
+
+ i = CONTENT_FURNACE;
+ f = &g_content_features[i];
+ f->param_type = CPT_FACEDIR_SIMPLE;
+ f->setAllTextures("furnace_side.png");
+ f->setTexture(5, "furnace_front.png"); // Z-
+ f->setInventoryTexture("furnace_front.png");
+ //f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
+ f->dug_item = std::string("MaterialItem ")+itos(CONTENT_COBBLE)+" 6";
+ if(f->initial_metadata == NULL)
+ f->initial_metadata = new FurnaceNodeMetadata();
+
+ i = CONTENT_COBBLE;
+ f = &g_content_features[i];
+ f->setAllTextures("cobble.png");
+ f->setInventoryTextureCube("cobble.png", "cobble.png", "cobble.png");
+ f->param_type = CPT_NONE;
+ f->is_ground_content = true;
+ f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
+
+ i = CONTENT_STEEL;
+ f = &g_content_features[i];
+ f->setAllTextures("steel_block.png");
+ f->setInventoryTextureCube("steel_block.png", "steel_block.png",
+ "steel_block.png");
+ f->param_type = CPT_NONE;
+ f->is_ground_content = true;
+ f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
+
+ // NOTE: Remember to add frequently used stuff to the texture atlas in tile.cpp
+}
+
+v3s16 facedir_rotate(u8 facedir, v3s16 dir)