#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
+
+ // List of all block textures that have been used (value is dummy)
+ // Exists on server too for cleaner code in content_mapnode.cpp
+ core::map<std::string, bool> used_texturenames;
+ // 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;
// If true, node is equivalent to air. Torches are, air is. Water is not.
// Is used for example to check whether a mud block can have grass on.
bool air_equivalent;
+ // Whether this content type often contains mineral.
+ // Used for texture atlas creation.
+ // Currently only enabled for CONTENT_STONE.
+ bool often_contains_mineral;
// 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;
liquid_type = LIQUID_NONE;
wall_mounted = false;
air_equivalent = false;
+ often_contains_mineral = false;
dug_item = "";
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
};
/*
if(makes_face == false)
return 0;
+
+ u8 c1 = content_solidness(m1);
+ u8 c2 = content_solidness(m2);
+
+ /*
+ Special case for half-transparent content.
- if(content_solidness(m1) > content_solidness(m2))
+ This makes eg. the water (solidness=1) surrounding an underwater
+ glass block (solidness=0, visual_solidness=1) not get drawn.
+ */
+ if(c1 == 1 && c2 == 0 && content_features(m2).visual_solidness != 0)
+ return 0;
+ if(c2 == 1 && c1 == 0 && content_features(m1).visual_solidness != 0)
+ return 0;
+
+ if(c1 > c2)
return 1;
else
return 2;
}
// 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.