#include "mineral.h"
// For g_settings
#include "main.h"
+#include "nodemetadata.h"
ContentFeatures::~ContentFeatures()
{
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;
}
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";
+ f->dug_item = std::string("MaterialItem ")+itos(CONTENT_COBBLE)+" 1";
i = CONTENT_GRASS;
f = &g_content_features[i];
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->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->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)