51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
+#include "common_irrlicht.h"
#include "mapnode.h"
#include "tile.h"
#include "porting.h"
#include <string>
#include "mineral.h"
+// For g_settings
+#include "main.h"
ContentFeatures::~ContentFeatures()
{
delete translate_to;
}
+void ContentFeatures::setTexture(u16 i, std::string name, u8 alpha)
+{
+ if(g_texturesource)
+ {
+ tiles[i].texture = g_texturesource->getTexture(name);
+ }
+
+ if(alpha != 255)
+ {
+ tiles[i].alpha = alpha;
+ tiles[i].material_type = MATERIAL_ALPHA_VERTEX;
+ }
+
+ if(inventory_texture == NULL)
+ setInventoryTexture(name);
+}
+
+void ContentFeatures::setInventoryTexture(std::string imgname)
+{
+ if(g_texturesource == NULL)
+ return;
+
+ imgname += "^[forcesingle";
+
+ inventory_texture = g_texturesource->getTextureRaw(imgname);
+}
+
+void ContentFeatures::setInventoryTextureCube(std::string top,
+ std::string left, std::string right)
+{
+ if(g_texturesource == NULL)
+ return;
+
+ str_replace_char(top, '^', '&');
+ str_replace_char(left, '^', '&');
+ str_replace_char(right, '^', '&');
+
+ std::string imgname_full;
+ imgname_full += "[inventorycube{";
+ imgname_full += top;
+ imgname_full += "{";
+ imgname_full += left;
+ imgname_full += "{";
+ imgname_full += right;
+ inventory_texture = g_texturesource->getTextureRaw(imgname_full);
+}
+
struct ContentFeatures g_content_features[256];
ContentFeatures & content_features(u8 i)
return g_content_features[i];
}
-void init_mapnode(IIrrlichtWrapper *irrlicht)
+/*
+ See mapnode.h for description.
+*/
+void init_mapnode()
{
+ 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];
+ 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(irrlicht->getTextureId("stone.png"));
+ 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(i)+" 1";
i = CONTENT_GRASS;
f = &g_content_features[i];
- f->setAllTextures(TextureSpec(irrlicht->getTextureId("mud.png"),
- irrlicht->getTextureId("grass_side.png")));
- f->setTexture(0, irrlicht->getTextureId("grass.png"));
- f->setTexture(1, irrlicht->getTextureId("mud.png"));
- f->setInventoryTexture(irrlicht->getTextureId("grass.png"));
+ 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(TextureSpec(irrlicht->getTextureId("mud.png"),
- irrlicht->getTextureId("grass_side.png")));
- f->setTexture(0, irrlicht->getTextureId("grass_footsteps.png"));
- f->setTexture(1, irrlicht->getTextureId("mud.png"));
- f->setInventoryTexture(irrlicht->getTextureId("grass_footsteps.png"));
+ 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(irrlicht->getTextureId("mud.png"));
+ 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(irrlicht->getTextureId("mud.png"));
+ 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(irrlicht->getTextureId("tree.png"));
- f->setTexture(0, irrlicht->getTextureId("tree_top.png"));
- f->setTexture(1, irrlicht->getTextureId("tree_top.png"));
- f->setInventoryTexture(irrlicht->getTextureId("tree_top.png"));
+ 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->setAllTextures(irrlicht->getTextureId("leaves.png"));
- f->param_type = CPT_MINERAL;
+ 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_COALSTONE;
f = &g_content_features[i];
//f->translate_to = new MapNode(CONTENT_STONE, MINERAL_COAL);
- f->setAllTextures(TextureSpec(irrlicht->getTextureId("coal.png"),
- irrlicht->getTextureId("mineral_coal.png")));
+ f->setAllTextures("stone.png^mineral_coal.png");
f->is_ground_content = true;
i = CONTENT_WOOD;
f = &g_content_features[i];
- f->setAllTextures(irrlicht->getTextureId("wood.png"));
+ 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(irrlicht->getTextureId("mese.png"));
+ 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(irrlicht->getTextureId("cloud.png"));
+ 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];
i = CONTENT_WATER;
f = &g_content_features[i];
- f->setInventoryTexture(irrlicht->getTextureId("water.png"));
+ 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
i = CONTENT_WATERSOURCE;
f = &g_content_features[i];
- //f->setTexture(0, irrlicht->getTextureId("water.png"), WATER_ALPHA);
- f->setAllTextures(irrlicht->getTextureId("water.png"), WATER_ALPHA);
- f->setInventoryTexture(irrlicht->getTextureId("water.png"));
+ 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->solidness = 1;
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(irrlicht->getTextureId("torch_on_floor.png"));
+ f->setInventoryTexture("torch_on_floor.png");
f->param_type = CPT_LIGHT;
f->light_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";
}
else
spec = content_features(d).tiles[dir_i];
- if(content_features(d).param_type == CPT_MINERAL)
+ /*
+ If it contains some mineral, change texture id
+ */
+ if(content_features(d).param_type == CPT_MINERAL && g_texturesource)
{
u8 mineral = param & 0x1f;
- // Add mineral block texture
- textureid_t tid = mineral_block_texture(mineral);
- if(tid != 0)
- spec.spec.addTid(tid);
+ std::string mineral_texture_name = mineral_block_texture(mineral);
+ if(mineral_texture_name != "")
+ {
+ u32 orig_id = spec.texture.id;
+ std::string texture_name = g_texturesource->getTextureName(orig_id);
+ //texture_name += "^blit:";
+ texture_name += "^";
+ texture_name += mineral_texture_name;
+ u32 new_id = g_texturesource->getTextureId(texture_name);
+ spec.texture = g_texturesource->getTexture(new_id);
+ }
}
return spec;