#include <iostream>
#include "common_irrlicht.h"
#include "light.h"
-#include "utility.h"
#include "exceptions.h"
#include "serialization.h"
-#include "tile.h"
#include "materials.h"
+#ifndef SERVER
+#include "tile.h"
+#endif
/*
Naming scheme:
struct ContentFeatures
{
- // Type of MapNode::param1
- ContentParamType param_type;
-
+#ifndef SERVER
/*
0: up
1: down
TileSpec tiles[6];
video::ITexture *inventory_texture;
-
+
+ // Used currently for flowing liquids
+ u8 vertex_alpha;
+ // Post effect color, drawn when the camera is inside the node.
+ video::SColor post_effect_color;
+ // Special irrlicht material, used sometimes
+ video::SMaterial *special_material;
+ AtlasPointer *special_atlas;
+#endif
+
+ // Type of MapNode::param1
+ ContentParamType param_type;
// True for all ground-like things like stone and mud, false for eg. trees
bool is_ground_content;
bool light_propagates;
bool sunlight_propagates;
u8 solidness; // Used when choosing which face is drawn
+ u8 visual_solidness; // When solidness=0, this tells how it looks like
// This is used for collision detection.
// Also for general solidness queries.
bool walkable;
// Inventory item string as which the node appears in inventory when dug.
// Mineral overrides this.
std::string dug_item;
-
+
+ // Extra dug item and its rarity
+ std::string extra_dug_item;
+ s32 extra_dug_item_rarity;
+
// Initial metadata is cloned from this
NodeMetadata *initial_metadata;
content_t liquid_alternative_flowing;
// If the content is liquid, this is the source version of the liquid.
content_t liquid_alternative_source;
- // Used currently for flowing liquids
- u8 vertex_alpha;
- // Special irrlicht material, used sometimes
- video::SMaterial *special_material;
- AtlasPointer *special_atlas;
+ // Viscosity for fluid flow, ranging from 1 to 7, with
+ // 1 giving almost instantaneous propagation and 7 being
+ // the slowest possible
+ u8 liquid_viscosity;
// Amount of light the node emits
u8 light_source;
void reset()
{
- param_type = CPT_NONE;
+#ifndef SERVER
inventory_texture = NULL;
+
+ vertex_alpha = 255;
+ post_effect_color = video::SColor(0, 0, 0, 0);
+ special_material = NULL;
+ special_atlas = NULL;
+#endif
+ param_type = CPT_NONE;
is_ground_content = false;
light_propagates = false;
sunlight_propagates = false;
solidness = 2;
+ visual_solidness = 0;
walkable = true;
pointable = true;
diggable = true;
initial_metadata = NULL;
liquid_alternative_flowing = CONTENT_IGNORE;
liquid_alternative_source = CONTENT_IGNORE;
- vertex_alpha = 255;
- special_material = NULL;
- special_atlas = NULL;
+ liquid_viscosity = 0;
light_source = 0;
digging_properties.clear();
damage_per_second = 0;
Quickhands for simple materials
*/
+#ifdef SERVER
+ void setTexture(u16 i, std::string name, u8 alpha=255)
+ {}
+ void setAllTextures(std::string name, u8 alpha=255)
+ {}
+#else
void setTexture(u16 i, std::string name, u8 alpha=255);
void setAllTextures(std::string name, u8 alpha=255)
// Force inventory texture too
setInventoryTexture(name);
}
+#endif
+#ifndef SERVER
void setTile(u16 i, const TileSpec &tile)
{
tiles[i] = tile;
setTile(i, tile);
}
}
+#endif
+#ifdef SERVER
+ void setInventoryTexture(std::string imgname)
+ {}
+ void setInventoryTextureCube(std::string top,
+ std::string left, std::string right)
+ {}
+#else
void setInventoryTexture(std::string imgname);
void setInventoryTextureCube(std::string top,
std::string left, std::string right);
+#endif
};
/*
#define LIQUID_LEVEL_MASK 0x07
#define LIQUID_FLOW_DOWN_MASK 0x08
+/* maximum amount of liquid in a block */
+#define LIQUID_LEVEL_MAX LIQUID_LEVEL_MASK
+#define LIQUID_LEVEL_SOURCE (LIQUID_LEVEL_MAX+1)
+
/*
This is the stuff what the whole world consists of.
*/
}
// In mapnode.cpp
+#ifndef SERVER
/*
Get tile of a face of the node.
dir: direction of face
which must be obeyed so that the texture atlas can be used.
*/
TileSpec getTile(v3s16 dir);
+#endif
/*
Gets mineral content of node, if there is any.