struct MapNode;
class NodeMetadata;
+enum NodeDrawType
+{
+ NDT_NORMAL, // A basic solid block
+ NDT_AIRLIKE, // Nothing is drawn
+ NDT_LIQUID, // Do not draw face towards same kind of flowing/source liquid
+ NDT_FLOWINGLIQUID, // A very special kind of thing
+ NDT_GLASSLIKE, // Glass-like, don't draw faces towards other glass
+ NDT_ALLFACES, // Leaves-like, draw all faces no matter what
+ NDT_ALLFACES_OPTIONAL, // Fancy -> allfaces, fast -> normal
+ NDT_TORCHLIKE,
+ NDT_SIGNLIKE,
+ NDT_PLANTLIKE,
+ NDT_FENCELIKE,
+ NDT_RAILLIKE,
+ NDT_NODEBOX,
+ NDT_GLASSLIKE_FRAMED, // Glass-like, draw connected frames and all all
+ // visible faces
+ // uses 2 textures, one for frames, second for faces
+ NDT_FIRELIKE, // Draw faces slightly rotated and only on connecting nodes,
+ NDT_GLASSLIKE_FRAMED_OPTIONAL, // enabled -> connected, disabled -> Glass-like
+ // uses 2 textures, one for frames, second for faces
+ NDT_MESH, // Uses static meshes
+};
+
/*
Stand-alone definition of a TileSpec (basically a server-side TileSpec)
*/
}
void serialize(std::ostream &os, u16 protocol_version) const;
- void deSerialize(std::istream &is);
-};
-
-enum NodeDrawType
-{
- NDT_NORMAL, // A basic solid block
- NDT_AIRLIKE, // Nothing is drawn
- NDT_LIQUID, // Do not draw face towards same kind of flowing/source liquid
- NDT_FLOWINGLIQUID, // A very special kind of thing
- NDT_GLASSLIKE, // Glass-like, don't draw faces towards other glass
- NDT_ALLFACES, // Leaves-like, draw all faces no matter what
- NDT_ALLFACES_OPTIONAL, // Fancy -> allfaces, fast -> normal
- NDT_TORCHLIKE,
- NDT_SIGNLIKE,
- NDT_PLANTLIKE,
- NDT_FENCELIKE,
- NDT_RAILLIKE,
- NDT_NODEBOX,
- NDT_GLASSLIKE_FRAMED, // Glass-like, draw connected frames and all all
- // visible faces
- // uses 2 textures, one for frames, second for faces
- NDT_FIRELIKE, // Draw faces slightly rotated and only on connecting nodes,
- NDT_GLASSLIKE_FRAMED_OPTIONAL, // enabled -> connected, disabled -> Glass-like
- // uses 2 textures, one for frames, second for faces
- NDT_MESH, // Uses static meshes
+ void deSerialize(std::istream &is, const u8 contentfeatures_version, const NodeDrawType drawtype);
};
#define CF_SPECIAL_COUNT 6
bool climbable;
// Player can build on these
bool buildable_to;
+ // Liquids flow into and replace node
+ bool floodable;
// Player cannot build to these (placement prediction disabled)
bool rightclickable;
// Flowing liquid or snow, value = default level