/*
Minetest-c55
-Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
+Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
#include "serialization.h"
#include "tile.h"
-// Initializes all kind of stuff in here.
-// Doesn't depend on anything else.
-// Many things depend on this.
+/*
+ Initializes all kind of stuff in here.
+ Many things depend on this.
+
+ This accesses g_texturesource; if it is non-NULL, textures are set.
+
+ Client first calls this with g_texturesource=NULL to run some
+ unit tests and stuff, then it runs this again with g_texturesource
+ defined to get the textures.
+
+ Server only calls this once with g_texturesource=NULL.
+*/
void init_mapnode();
// Initializes g_content_inventory_texture_paths
#define CONTENT_COALSTONE 11
#define CONTENT_WOOD 12
#define CONTENT_SAND 13
-
-/*
- This is used by all kinds of things to allocate memory for all
- contents except CONTENT_AIR and CONTENT_IGNORE
-*/
-#define USEFUL_CONTENT_COUNT 14
+#define CONTENT_SIGN_WALL 14
+#define CONTENT_CHEST 15
+#define CONTENT_FURNACE 16
+//#define CONTENT_WORKBENCH 17
+#define CONTENT_COBBLE 18
+#define CONTENT_STEEL 19
+#define CONTENT_GLASS 20
/*
Content feature list
{
CPT_NONE,
CPT_LIGHT,
- CPT_MINERAL
+ CPT_MINERAL,
+ // Direction for chests and furnaces and such
+ CPT_FACEDIR_SIMPLE
};
enum LiquidType
};
class MapNode;
+class NodeMetadata;
struct ContentFeatures
{
5: front
*/
TileSpec tiles[6];
+
+ video::ITexture *inventory_texture;
- std::string inventory_image_path;
-
- bool is_ground_content; //TODO: Remove, use walkable instead
+ bool is_ground_content;
bool light_propagates;
bool sunlight_propagates;
u8 solidness; // Used when choosing which face is drawn
bool diggable;
bool buildable_to;
enum LiquidType liquid_type;
- bool wall_mounted; // If true, param2 is set to direction when placed
+ // If true, param2 is set to direction when placed
+ // NOTE: the direction format is quite inefficient and should be changed
+ bool wall_mounted;
+
+ // Inventory item string as which the node appears in inventory when dug.
+ // Mineral overrides this.
+ std::string dug_item;
+
+ // Initial metadata is cloned from this
+ NodeMetadata *initial_metadata;
//TODO: Move more properties here
{
translate_to = NULL;
param_type = CPT_NONE;
+ inventory_texture = NULL;
is_ground_content = false;
light_propagates = false;
sunlight_propagates = false;
buildable_to = false;
liquid_type = LIQUID_NONE;
wall_mounted = false;
+ dug_item = "";
+ initial_metadata = NULL;
}
~ContentFeatures();
- void setAllTextures(std::string imgname, u8 alpha=255)
+ /*
+ Quickhands for simple materials
+ */
+
+ void setTexture(u16 i, std::string name, u8 alpha=255);
+
+ void setAllTextures(std::string name, u8 alpha=255)
{
for(u16 i=0; i<6; i++)
{
- tiles[i].name = porting::getDataPath(imgname.c_str());
- tiles[i].alpha = alpha;
+ setTexture(i, name, alpha);
}
-
- // Set this too so it can be left as is most times
- if(inventory_image_path == "")
- inventory_image_path = porting::getDataPath(imgname.c_str());
}
- void setTexture(u16 i, std::string imgname, u8 alpha=255)
+
+ void setTile(u16 i, const TileSpec &tile)
{
- tiles[i].name = porting::getDataPath(imgname.c_str());
- tiles[i].alpha = alpha;
+ tiles[i] = tile;
}
-
- void setInventoryImage(std::string imgname)
+ void setAllTiles(const TileSpec &tile)
{
- inventory_image_path = porting::getDataPath(imgname.c_str());
+ for(u16 i=0; i<6; i++)
+ {
+ setTile(i, tile);
+ }
}
-};
-
-// Initialized by init_mapnode()
-extern struct ContentFeatures g_content_features[256];
-inline ContentFeatures & content_features(u8 i)
-{
- return g_content_features[i];
-}
+ void setInventoryTexture(std::string imgname);
+
+ void setInventoryTextureCube(std::string top,
+ std::string left, std::string right);
+};
-extern const char * g_content_inventory_texture_paths[USEFUL_CONTENT_COUNT];
+/*
+ Call this to access the ContentFeature list
+*/
+ContentFeatures & content_features(u8 i);
/*
If true, the material allows light propagation and brightness is stored
*/
inline bool light_propagates_content(u8 m)
{
- return g_content_features[m].light_propagates;
+ return content_features(m).light_propagates;
//return (m == CONTENT_AIR || m == CONTENT_TORCH || m == CONTENT_WATER || m == CONTENT_WATERSOURCE);
}
*/
inline bool sunlight_propagates_content(u8 m)
{
- return g_content_features[m].sunlight_propagates;
+ return content_features(m).sunlight_propagates;
//return (m == CONTENT_AIR || m == CONTENT_TORCH);
}
*/
inline u8 content_solidness(u8 m)
{
- return g_content_features[m].solidness;
+ return content_features(m).solidness;
/*// As of now, every pseudo node like torches are added to this
if(m == CONTENT_AIR || m == CONTENT_TORCH || m == CONTENT_WATER)
return 0;
// NOTE: Don't use, use "content_features(m).whatever" instead
inline bool content_walkable(u8 m)
{
- return g_content_features[m].walkable;
+ return content_features(m).walkable;
//return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_WATERSOURCE && m != CONTENT_TORCH);
}
// NOTE: Don't use, use "content_features(m).whatever" instead
inline bool content_liquid(u8 m)
{
- return g_content_features[m].liquid_type != LIQUID_NONE;
+ return content_features(m).liquid_type != LIQUID_NONE;
//return (m == CONTENT_WATER || m == CONTENT_WATERSOURCE);
}
// NOTE: Don't use, use "content_features(m).whatever" instead
inline bool content_flowing_liquid(u8 m)
{
- return g_content_features[m].liquid_type == LIQUID_FLOWING;
+ return content_features(m).liquid_type == LIQUID_FLOWING;
//return (m == CONTENT_WATER);
}
// NOTE: Don't use, use "content_features(m).whatever" instead
inline bool content_liquid_source(u8 m)
{
- return g_content_features[m].liquid_type == LIQUID_SOURCE;
+ return content_features(m).liquid_type == LIQUID_SOURCE;
//return (m == CONTENT_WATERSOURCE);
}
// NOTE: Don't use, use "content_features(m).whatever" instead
inline bool content_pointable(u8 m)
{
- return g_content_features[m].pointable;
+ return content_features(m).pointable;
//return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_WATERSOURCE);
}
// NOTE: Don't use, use "content_features(m).whatever" instead
inline bool content_diggable(u8 m)
{
- return g_content_features[m].diggable;
+ return content_features(m).diggable;
//return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_WATERSOURCE);
}
// NOTE: Don't use, use "content_features(m).whatever" instead
inline bool content_buildable_to(u8 m)
{
- return g_content_features[m].buildable_to;
+ return content_features(m).buildable_to;
//return (m == CONTENT_AIR || m == CONTENT_WATER || m == CONTENT_WATERSOURCE);
}
*/
/*inline bool is_ground_content(u8 m)
{
- return g_content_features[m].is_ground_content;
+ return content_features(m).is_ground_content;
}*/
/*
return d;
}
+/*
+ facedir: CPT_FACEDIR_SIMPLE param1 value
+ dir: The face for which stuff is wanted
+ return value: The face from which the stuff is actually found
+*/
+v3s16 facedir_rotate(u8 facedir, v3s16 dir);
+
enum LightBank
{
LIGHTBANK_DAY,
Sunlight is LIGHT_SUN, which is LIGHT_MAX+1.
- Contains 2 values, day- and night lighting. Each takes 4 bits.
*/
- s8 param;
+ union
+ {
+ s8 param;
+ u8 param1;
+ };
+ /*
+ The second parameter. Initialized to 0.
+ E.g. direction for torches and flowing water.
+ */
union
{
u8 param2;
-
- /*
- Direction for torches and other stuff.
- Format is freeform. e.g. packDir or encode_dirs can be used.
- */
u8 dir;
};
param2 = a_param2;
}
+ /*MapNode & operator=(const MapNode &other)
+ {
+ d = other.d;
+ param = other.param;
+ param2 = other.param2;
+ return *this;
+ }*/
+
bool operator==(const MapNode &other)
{
return (d == other.d
// Select the brightest of [light source, propagated light]
u8 lightday = 0;
u8 lightnight = 0;
- if(light_propagates())
+ if(content_features(d).param_type == CPT_LIGHT)
{
lightday = param & 0x0f;
lightnight = (param>>4)&0x0f;
{
// Select the brightest of [light source, propagated light]
u8 light = 0;
- if(light_propagates())
+ if(content_features(d).param_type == CPT_LIGHT)
{
if(bank == LIGHTBANK_DAY)
light = param & 0x0f;
void setLight(enum LightBank bank, u8 a_light)
{
- // If not transparent, can't set light
- if(light_propagates() == false)
+ // If node doesn't contain light data, ignore this
+ if(content_features(d).param_type != CPT_LIGHT)
return;
if(bank == LIGHTBANK_DAY)
{
}
// Translate deprecated stuff
- MapNode *translate_to = g_content_features[d].translate_to;
+ // NOTE: This doesn't get used because MapBlock handles node
+ // parameters directly
+ MapNode *translate_to = content_features(d).translate_to;
if(translate_to)
{
dstream<<"MapNode: WARNING: Translating "<<d<<" to "
}
};
-/*
- Returns integer position of the node in given
- floating point position.
-*/
-inline v3s16 floatToInt(v3f p)
-{
- v3s16 p2(
- (p.X + (p.X>0 ? BS/2 : -BS/2))/BS,
- (p.Y + (p.Y>0 ? BS/2 : -BS/2))/BS,
- (p.Z + (p.Z>0 ? BS/2 : -BS/2))/BS);
- return p2;
-}
-
-/*
- The same thing backwards
-*/
-inline v3f intToFloat(v3s16 p)
-{
- v3f p2(
- p.X * BS,
- p.Y * BS,
- p.Z * BS
- );
- return p2;
-}
-
#endif