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+/*
+Minetest-c55
+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
+the Free Software Foundation; either version 2 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 General Public License for more details.
+
+You should have received a copy of the GNU 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.
+*/
+
+#ifndef MAPNODE_CONTENTFEATURES_HEADER
+#define MAPNODE_CONTENTFEATURES_HEADER
+
+#include "common_irrlicht.h"
+#include <string>
+#include "mapnode.h"
+#ifndef SERVER
+#include "tile.h"
+#endif
+
+/*
+ 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();
+
+enum ContentParamType
+{
+ CPT_NONE,
+ CPT_LIGHT,
+ CPT_MINERAL,
+ // Direction for chests and furnaces and such
+ CPT_FACEDIR_SIMPLE
+};
+
+enum LiquidType
+{
+ LIQUID_NONE,
+ LIQUID_FLOWING,
+ LIQUID_SOURCE
+};
+
+struct MapNode;
+class NodeMetadata;
+
+struct ContentFeatures
+{
+#ifndef SERVER
+ /*
+ 0: up
+ 1: down
+ 2: right
+ 3: left
+ 4: back
+ 5: front
+ */
+ TileSpec tiles[6];
+
+ video::ITexture *inventory_texture;
+
+ // Used currently for flowing liquids
+ u8 vertex_alpha;
+ // Post effect color, drawn when the camera is inside the node.
+ video::SColor post_effect_color;
+ // Special irrlicht material, used sometimes
+ video::SMaterial *special_material;
+ video::SMaterial *special_material2;
+ AtlasPointer *special_atlas;
+#endif
+
+ // List of all block textures that have been used (value is dummy)
+ // Exists on server too for cleaner code in content_mapnode.cpp
+ core::map<std::string, bool> used_texturenames;
+
+ // Type of MapNode::param1
+ ContentParamType param_type;
+ // True for all ground-like things like stone and mud, false for eg. trees
+ bool is_ground_content;
+ bool light_propagates;
+ bool sunlight_propagates;
+ u8 solidness; // Used when choosing which face is drawn
+ u8 visual_solidness; // When solidness=0, this tells how it looks like
+ // 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 climb these
+ bool climbable;
+ // 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. 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.
+ bool often_contains_mineral;
+
+ // Inventory item string as which the node appears in inventory when dug.
+ // Mineral overrides this.
+ std::string dug_item;
+
+ // Extra dug item and its rarity
+ std::string extra_dug_item;
+ s32 extra_dug_item_rarity;
+
+ // Initial metadata is cloned from this
+ NodeMetadata *initial_metadata;
+
+ // If the content is liquid, this is the flowing version of the liquid.
+ // If content is liquid, this is the same content.
+ content_t liquid_alternative_flowing;
+ // If the content is liquid, this is the source version of the liquid.
+ content_t liquid_alternative_source;
+ // Viscosity for fluid flow, ranging from 1 to 7, with
+ // 1 giving almost instantaneous propagation and 7 being
+ // the slowest possible
+ u8 liquid_viscosity;
+
+ // Amount of light the node emits
+ u8 light_source;
+
+ // Digging properties for different tools
+ DiggingPropertiesList digging_properties;
+
+ u32 damage_per_second;
+
+ // NOTE: Move relevant properties to here from elsewhere
+
+ void reset()
+ {
+#ifndef SERVER
+ inventory_texture = NULL;
+
+ vertex_alpha = 255;
+ post_effect_color = video::SColor(0, 0, 0, 0);
+ special_material = NULL;
+ special_material2 = NULL;
+ special_atlas = NULL;
+#endif
+ param_type = CPT_NONE;
+ is_ground_content = false;
+ light_propagates = false;
+ sunlight_propagates = false;
+ solidness = 2;
+ visual_solidness = 0;
+ walkable = true;
+ pointable = true;
+ diggable = true;
+ climbable = false;
+ buildable_to = false;
+ liquid_type = LIQUID_NONE;
+ wall_mounted = false;
+ air_equivalent = false;
+ often_contains_mineral = false;
+ dug_item = "";
+ initial_metadata = NULL;
+ liquid_alternative_flowing = CONTENT_IGNORE;
+ liquid_alternative_source = CONTENT_IGNORE;
+ liquid_viscosity = 0;
+ light_source = 0;
+ digging_properties.clear();
+ damage_per_second = 0;
+ }
+
+ ContentFeatures()
+ {
+ reset();
+ }
+
+ ~ContentFeatures();
+
+ /*
+ Quickhands for simple materials
+ */
+
+#ifdef SERVER
+ void setTexture(u16 i, std::string name, u8 alpha=255)
+ {}
+ void setAllTextures(std::string name, u8 alpha=255)
+ {}
+#else
+ 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++)
+ {
+ setTexture(i, name, alpha);
+ }
+ // Force inventory texture too
+ setInventoryTexture(name);
+ }
+#endif
+
+#ifndef SERVER
+ void setTile(u16 i, const TileSpec &tile)
+ {
+ tiles[i] = tile;
+ }
+ void setAllTiles(const TileSpec &tile)
+ {
+ for(u16 i=0; i<6; i++)
+ {
+ setTile(i, tile);
+ }
+ }
+#endif
+
+#ifdef SERVER
+ void setInventoryTexture(std::string imgname)
+ {}
+ void setInventoryTextureCube(std::string top,
+ std::string left, std::string right)
+ {}
+#else
+ void setInventoryTexture(std::string imgname);
+
+ void setInventoryTextureCube(std::string top,
+ std::string left, std::string right);
+#endif
+};
+
+/*
+ Call this to access the ContentFeature list
+*/
+ContentFeatures & content_features(content_t i);
+ContentFeatures & content_features(MapNode &n);
+
+/*
+ Here is a bunch of DEPRECATED functions.
+*/
+
+/*
+ If true, the material allows light propagation and brightness is stored
+ in param.
+ NOTE: Don't use, use "content_features(m).whatever" instead
+*/
+inline bool light_propagates_content(content_t m)
+{
+ return content_features(m).light_propagates;
+}
+/*
+ If true, the material allows lossless sunlight propagation.
+ NOTE: It doesn't seem to go through torches regardlessly of this
+ NOTE: Don't use, use "content_features(m).whatever" instead
+*/
+inline bool sunlight_propagates_content(content_t m)
+{
+ return content_features(m).sunlight_propagates;
+}
+/*
+ On a node-node surface, the material of the node with higher solidness
+ is used for drawing.
+ 0: Invisible
+ 1: Transparent
+ 2: Opaque
+ NOTE: Don't use, use "content_features(m).whatever" instead
+*/
+inline u8 content_solidness(content_t m)
+{
+ return content_features(m).solidness;
+}
+// Objects collide with walkable contents
+// NOTE: Don't use, use "content_features(m).whatever" instead
+inline bool content_walkable(content_t m)
+{
+ return content_features(m).walkable;
+}
+// NOTE: Don't use, use "content_features(m).whatever" instead
+inline bool content_liquid(content_t m)
+{
+ return content_features(m).liquid_type != LIQUID_NONE;
+}
+// NOTE: Don't use, use "content_features(m).whatever" instead
+inline bool content_flowing_liquid(content_t m)
+{
+ return content_features(m).liquid_type == LIQUID_FLOWING;
+}
+// NOTE: Don't use, use "content_features(m).whatever" instead
+inline bool content_liquid_source(content_t m)
+{
+ return content_features(m).liquid_type == LIQUID_SOURCE;
+}
+// CONTENT_WATER || CONTENT_WATERSOURCE -> CONTENT_WATER
+// CONTENT_LAVA || CONTENT_LAVASOURCE -> CONTENT_LAVA
+// NOTE: Don't use, use "content_features(m).whatever" instead
+inline content_t make_liquid_flowing(content_t m)
+{
+ u8 c = content_features(m).liquid_alternative_flowing;
+ assert(c != CONTENT_IGNORE);
+ return c;
+}
+// Pointable contents can be pointed to in the map
+// NOTE: Don't use, use "content_features(m).whatever" instead
+inline bool content_pointable(content_t m)
+{
+ return content_features(m).pointable;
+}
+// NOTE: Don't use, use "content_features(m).whatever" instead
+inline bool content_diggable(content_t m)
+{
+ return content_features(m).diggable;
+}
+// NOTE: Don't use, use "content_features(m).whatever" instead
+inline bool content_buildable_to(content_t m)
+{
+ return content_features(m).buildable_to;
+}
+
+
+#endif
+