]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/content_mapnode.cpp
make it slightly less annoying :o)
[dragonfireclient.git] / src / content_mapnode.cpp
index b164033db6e8669a3d2f0f2c2152e2af2695def5..89171755e33a1ec8f640c2927a42c5cf08f9cfd8 100644 (file)
@@ -24,6 +24,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "mapnode.h"
 #include "content_nodemeta.h"
 
+#define WATER_ALPHA 160
+
+#define WATER_VISC 1
+#define LAVA_VISC 7
+
 // TODO: Get rid of these and set up some attributes like toughness,
 //       fluffyness, and a funciton to calculate time and durability loss
 //       (and sound? and whatever else) from them
@@ -31,6 +36,11 @@ void setStoneLikeDiggingProperties(DiggingPropertiesList &list, float toughness)
 void setDirtLikeDiggingProperties(DiggingPropertiesList &list, float toughness);
 void setWoodLikeDiggingProperties(DiggingPropertiesList &list, float toughness);
 
+/*
+       A conversion table for backwards compatibility.
+       Maps <=v19 content types to current ones.
+       Should never be touched.
+*/
 content_t trans_table_19[21][2] = {
        {CONTENT_GRASS, 1},
        {CONTENT_TREE, 4},
@@ -288,7 +298,7 @@ void content_mapnode_init()
        f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
        f->solidness = 0; // drawn separately, makes no faces
        f->air_equivalent = true; // grass grows underneath
-       f->setInventoryTexture("item_fence.png");
+       f->setInventoryTexture("fence.png");
        setWoodLikeDiggingProperties(f->digging_properties, 0.75);
 
        i = CONTENT_RAIL;
@@ -365,6 +375,7 @@ void content_mapnode_init()
        f->param_type = CPT_LIGHT;
        f->light_propagates = true;
        f->solidness = 0; // Drawn separately, makes no faces
+       f->visual_solidness = 1;
        f->walkable = false;
        f->pointable = false;
        f->diggable = false;
@@ -372,6 +383,23 @@ void content_mapnode_init()
        f->liquid_type = LIQUID_FLOWING;
        f->liquid_alternative_flowing = CONTENT_WATER;
        f->liquid_alternative_source = CONTENT_WATERSOURCE;
+       f->liquid_viscosity = WATER_VISC;
+       f->vertex_alpha = WATER_ALPHA;
+       f->post_effect_color = video::SColor(64, 100, 100, 200);
+       if(f->special_material == NULL && g_texturesource)
+       {
+               // Flowing water material
+               f->special_material = new video::SMaterial;
+               f->special_material->setFlag(video::EMF_LIGHTING, false);
+               f->special_material->setFlag(video::EMF_BACK_FACE_CULLING, false);
+               f->special_material->setFlag(video::EMF_BILINEAR_FILTER, false);
+               f->special_material->setFlag(video::EMF_FOG_ENABLE, true);
+               f->special_material->MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
+               AtlasPointer *pa_water1 = new AtlasPointer(g_texturesource->getTexture(
+                               g_texturesource->getTextureId("water.png")));
+               f->special_material->setTexture(0, pa_water1->atlas);
+               f->special_atlas = pa_water1;
+       }
        
        i = CONTENT_WATERSOURCE;
        f = &content_features(i);
@@ -404,6 +432,107 @@ void content_mapnode_init()
        f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
        f->liquid_alternative_flowing = CONTENT_WATER;
        f->liquid_alternative_source = CONTENT_WATERSOURCE;
+       f->liquid_viscosity = WATER_VISC;
+       f->vertex_alpha = WATER_ALPHA;
+       f->post_effect_color = video::SColor(64, 100, 100, 200);
+       if(f->special_material == NULL && g_texturesource)
+       {
+               // Flowing water material
+               f->special_material = new video::SMaterial;
+               f->special_material->setFlag(video::EMF_LIGHTING, false);
+               f->special_material->setFlag(video::EMF_BACK_FACE_CULLING, false);
+               f->special_material->setFlag(video::EMF_BILINEAR_FILTER, false);
+               f->special_material->setFlag(video::EMF_FOG_ENABLE, true);
+               f->special_material->MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
+               AtlasPointer *pa_water1 = new AtlasPointer(g_texturesource->getTexture(
+                               g_texturesource->getTextureId("water.png")));
+               f->special_material->setTexture(0, pa_water1->atlas);
+               f->special_atlas = pa_water1;
+       }
+       
+       i = CONTENT_LAVA;
+       f = &content_features(i);
+       f->setInventoryTextureCube("lava.png", "lava.png", "lava.png");
+       f->param_type = CPT_LIGHT;
+       f->light_propagates = false;
+       f->light_source = LIGHT_MAX-1;
+       f->solidness = 0; // Drawn separately, makes no faces
+       f->visual_solidness = 2;
+       f->walkable = false;
+       f->pointable = false;
+       f->diggable = false;
+       f->buildable_to = true;
+       f->liquid_type = LIQUID_FLOWING;
+       f->liquid_alternative_flowing = CONTENT_LAVA;
+       f->liquid_alternative_source = CONTENT_LAVASOURCE;
+       f->liquid_viscosity = LAVA_VISC;
+       f->damage_per_second = 4*2;
+       f->post_effect_color = video::SColor(192, 255, 64, 0);
+       if(f->special_material == NULL && g_texturesource)
+       {
+               // Flowing lava material
+               f->special_material = new video::SMaterial;
+               f->special_material->setFlag(video::EMF_LIGHTING, false);
+               f->special_material->setFlag(video::EMF_BACK_FACE_CULLING, false);
+               f->special_material->setFlag(video::EMF_BILINEAR_FILTER, false);
+               f->special_material->setFlag(video::EMF_FOG_ENABLE, true);
+               f->special_material->MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+               AtlasPointer *pa_lava1 = new AtlasPointer(
+                       g_texturesource->getTexture(
+                               g_texturesource->getTextureId("lava.png")));
+               f->special_material->setTexture(0, pa_lava1->atlas);
+               f->special_atlas = pa_lava1;
+       }
+       
+       i = CONTENT_LAVASOURCE;
+       f = &content_features(i);
+       f->setInventoryTextureCube("lava.png", "lava.png", "lava.png");
+       if(new_style_water)
+       {
+               f->solidness = 0; // drawn separately, makes no faces
+       }
+       else // old style
+       {
+               f->solidness = 2;
+
+               TileSpec t;
+               if(g_texturesource)
+                       t.texture = g_texturesource->getTexture("lava.png");
+               
+               //t.alpha = 255;
+               //t.material_type = MATERIAL_ALPHA_VERTEX;
+               //t.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
+               f->setAllTiles(t);
+       }
+       f->param_type = CPT_LIGHT;
+       f->light_propagates = false;
+       f->light_source = LIGHT_MAX-1;
+       f->walkable = false;
+       f->pointable = false;
+       f->diggable = false;
+       f->buildable_to = true;
+       f->liquid_type = LIQUID_SOURCE;
+       f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
+       f->liquid_alternative_flowing = CONTENT_LAVA;
+       f->liquid_alternative_source = CONTENT_LAVASOURCE;
+       f->liquid_viscosity = LAVA_VISC;
+       f->damage_per_second = 4*2;
+       f->post_effect_color = video::SColor(192, 255, 64, 0);
+       if(f->special_material == NULL && g_texturesource)
+       {
+               // Flowing lava material
+               f->special_material = new video::SMaterial;
+               f->special_material->setFlag(video::EMF_LIGHTING, false);
+               f->special_material->setFlag(video::EMF_BACK_FACE_CULLING, false);
+               f->special_material->setFlag(video::EMF_BILINEAR_FILTER, false);
+               f->special_material->setFlag(video::EMF_FOG_ENABLE, true);
+               f->special_material->MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+               AtlasPointer *pa_lava1 = new AtlasPointer(
+                       g_texturesource->getTexture(
+                               g_texturesource->getTextureId("lava.png")));
+               f->special_material->setTexture(0, pa_lava1->atlas);
+               f->special_atlas = pa_lava1;
+       }
        
        i = CONTENT_TORCH;
        f = &content_features(i);