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authorPilzAdam <pilzadam@minetest.net>2013-05-18 17:00:47 +0200
committerPilzAdam <pilzadam@minetest.net>2013-05-19 02:15:36 +0200
commit45fcc9de29de762e8dde20a50db4a3184c830e42 (patch)
tree2a947b0ffa01e1aa49a755b6bf37fc393409e4b5 /src/scriptapi_inventory.cpp
parent6074163bf358ba8bf3a012e8093e24ecab5b6d61 (diff)
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New modsystem
Mods are placed in $path_<user/share>/mods They can be enabled per world in world.mt or the configure world window
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/*
Minetest
Copyright (C) 2010-2013 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 Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#pragma once

#include "irrlichttypes_bloated.h"
#include "light.h"
#include "util/pointer.h"
#include <string>
#include <vector>

class NodeDefManager;
class Map;

/*
	Naming scheme:
	- Material = irrlicht's Material class
	- Content = (content_t) content of a node
	- Tile = TileSpec at some side of a node of some content type
*/
typedef u16 content_t;

/*
	The maximum node ID that can be registered by mods. This must
	be significantly lower than the maximum content_t value, so that
	there is enough room for dummy node IDs, which are created when
	a MapBlock containing unknown node names is loaded from disk.
*/
#define MAX_REGISTERED_CONTENT 0x7fffU

/*
	A solid walkable node with the texture unknown_node.png.

	For example, used on the client to display unregistered node IDs
	(instead of expanding the vector of node definitions each time
	such a node is received).
*/
#define CONTENT_UNKNOWN 125

/*
	The common material through which the player can walk and which
	is transparent to light
*/
#define CONTENT_AIR 126

/*
	Ignored node.

	Unloaded chunks are considered to consist of this. Several other
	methods return this when an error occurs. Also, during
	map generation this means the node has not been set yet.

	Doesn't create faces with anything and is considered being
	out-of-map in the game map.
*/
#define CONTENT_IGNORE 127

enum LightBank
{
	LIGHTBANK_DAY,
	LIGHTBANK_NIGHT
};

/*
	Simple rotation enum.
*/
enum Rotation {
	ROTATE_0,
	ROTATE_90,
	ROTATE_180,
	ROTATE_270,
	ROTATE_RAND,
};

/*
	Masks for MapNode.param2 of flowing liquids
 */
#define LIQUID_LEVEL_MASK 0x07
#define LIQUID_FLOW_DOWN_MASK 0x08

//#define LIQUID_LEVEL_MASK 0x3f // better finite water
//#define LIQUID_FLOW_DOWN_MASK 0x40 // not used when finite water

/* maximum amount of liquid in a block */
#define LIQUID_LEVEL_MAX LIQUID_LEVEL_MASK
#define LIQUID_LEVEL_SOURCE (LIQUID_LEVEL_MAX+1)

#define LIQUID_INFINITY_MASK 0x80 //0b10000000

// mask for leveled nodebox param2
#define LEVELED_MASK 0x7F
#define LEVELED_MAX LEVELED_MASK


struct ContentFeatures;

/*