#include "exceptions.h"
#include "serialization.h"
#include "tile.h"
-#include "iirrlichtwrapper.h"
-#include "nodemetadata.h"
/*
Initializes all kind of stuff in here.
#define CONTENT_CHEST 15
#define CONTENT_FURNACE 16
//#define CONTENT_WORKBENCH 17
+#define CONTENT_COBBLE 18
+#define CONTENT_STEEL 19
+#define CONTENT_GLASS 20
+#define CONTENT_FENCE 21
+#define CONTENT_SANDSTONE 22
/*
Content feature list
};
class MapNode;
+class NodeMetadata;
struct ContentFeatures
{
bool light_propagates;
bool sunlight_propagates;
u8 solidness; // Used when choosing which face is drawn
+ // This is used for collision detection.
+ // Also for general solidness queries.
bool walkable;
+ // Player can point to these
bool pointable;
+ // Player can dig these
bool diggable;
+ // Player can build on these
bool buildable_to;
+ // Whether the node has no liquid, source liquid or flowing liquid
enum LiquidType liquid_type;
- // If true, param2 is set to direction when placed
+ // If true, param2 is set to direction when placed. Used for torches.
// NOTE: the direction format is quite inefficient and should be changed
bool wall_mounted;
+ // 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;
// Inventory item string as which the node appears in inventory when dug.
// Mineral overrides this.
buildable_to = false;
liquid_type = LIQUID_NONE;
wall_mounted = false;
+ air_equivalent = false;
dug_item = "";
initial_metadata = NULL;
}
// 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)
{