class ITextureSource;
class IGameDef;
-/*
- TODO: Rename to nodedef.h
-*/
-
-#if 0
-
-/*
- Content feature list
-
- Used for determining properties of MapNodes by content type without
- storing such properties in the nodes itself.
-*/
-
-/*
- Initialize content feature table.
-
- Must be called before accessing the table.
-*/
-void init_contentfeatures(ITextureSource *tsrc);
-
-#endif
-
enum ContentParamType
{
CPT_NONE,
wall_side(-BS/2, -BS/2, -BS/2, -BS/2+BS/16., BS/2, BS/2)
{}
- void serialize(std::ostream &os);
+ void serialize(std::ostream &os) const;
void deSerialize(std::istream &is);
};
backface_culling(backface_culling_)
{}
- void serialize(std::ostream &os);
+ void serialize(std::ostream &os) const;
void deSerialize(std::istream &is);
};
bool backface_culling;
#endif
- // List of all block textures that have been used (value is dummy)
- // Used for texture atlas making.
- // Exists on server too for cleaner code in content_mapnode.cpp.
+ // List of textures that are used and are wanted to be included in
+ // the texture atlas
std::set<std::string> used_texturenames;
- // True if this actually contains non-default data
- bool modified;
-
/*
Actual data
*/
+ std::string name; // "" = undefined node
+
// Visual definition
enum NodeDrawType drawtype;
float visual_scale; // Misc. scale parameter
std::string tname_tiles[6];
std::string tname_inventory;
- MaterialSpec mspec_special[CF_SPECIAL_COUNT];
+ MaterialSpec mspec_special[CF_SPECIAL_COUNT]; // Use setter methods
u8 alpha;
// Post effect color, drawn when the camera is inside the node.
// 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;
// Whether this content type often contains mineral.
// Used for texture atlas creation.
// Currently only enabled for CONTENT_STONE.
std::string dug_item;
// Extra dug item and its rarity
std::string extra_dug_item;
+ // Usual get interval for extra dug item
s32 extra_dug_item_rarity;
- // Initial metadata is cloned from this
- NodeMetadata *initial_metadata;
+ // Metadata name of node (eg. "furnace")
+ std::string metadata_name;
// Whether the node is non-liquid, source liquid or flowing liquid
enum LiquidType liquid_type;
// If the content is liquid, this is the flowing version of the liquid.
- content_t liquid_alternative_flowing;
+ std::string liquid_alternative_flowing;
// If the content is liquid, this is the source version of the liquid.
- content_t liquid_alternative_source;
+ std::string liquid_alternative_source;
// Viscosity for fluid flow, ranging from 1 to 7, with
// 1 giving almost instantaneous propagation and 7 being
// the slowest possible
u32 damage_per_second;
NodeBox selection_box;
MaterialProperties material;
+ std::string cookresult_item;
+ float furnace_cooktime;
+ float furnace_burntime;
/*
Methods
void deSerialize(std::istream &is, IGameDef *gamedef);
/*
- Quickhands for simple materials
+ Texture setters.
+
*/
+ // Texture setters. They also add stuff to used_texturenames.
void setTexture(u16 i, std::string name);
-
- void setAllTextures(std::string name, u8 alpha=255)
- {
- for(u16 i=0; i<6; i++)
- setTexture(i, name);
- alpha = alpha;
- // Force inventory texture too
- setInventoryTexture(name);
- }
+ void setAllTextures(std::string name);
+ void setSpecialMaterial(u16 i, const MaterialSpec &mspec);
void setInventoryTexture(std::string imgname);
void setInventoryTextureCube(std::string top,
std::string left, std::string right);
-
+
/*
Some handy methods
*/
// Get node definition
virtual const ContentFeatures& get(content_t c) const=0;
virtual const ContentFeatures& get(const MapNode &n) const=0;
+ virtual bool getId(const std::string &name, content_t &result) const=0;
+ virtual content_t getId(const std::string &name) const=0;
+ virtual const ContentFeatures& get(const std::string &name) const=0;
+ virtual std::string getAlias(const std::string &name) const =0;
+
+ virtual void serialize(std::ostream &os)=0;
};
class IWritableNodeDefManager : public INodeDefManager
// Get node definition
virtual const ContentFeatures& get(content_t c) const=0;
virtual const ContentFeatures& get(const MapNode &n) const=0;
+ virtual bool getId(const std::string &name, content_t &result) const=0;
+ virtual content_t getId(const std::string &name) const=0;
+ // If not found, returns the features of CONTENT_IGNORE
+ virtual const ContentFeatures& get(const std::string &name) const=0;
+ virtual std::string getAlias(const std::string &name) const =0;
// Register node definition
virtual void set(content_t c, const ContentFeatures &def)=0;
- virtual ContentFeatures* getModifiable(content_t c)=0;
+ // Register node definition by name (allocate an id)
+ // If returns CONTENT_IGNORE, could not allocate id
+ virtual content_t set(const std::string &name,
+ const ContentFeatures &def)=0;
+ // If returns CONTENT_IGNORE, could not allocate id
+ virtual content_t allocateDummy(const std::string &name)=0;
+ // Set an alias so that nodes named <name> will load as <convert_to>.
+ // Alias is not set if <name> has already been defined.
+ // Alias will be removed if <name> is defined at a later point of time.
+ virtual void setAlias(const std::string &name,
+ const std::string &convert_to)=0;
/*
Update tile textures to latest return values of TextueSource.