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authorCiaran Gultnieks <ciaran@ciarang.com>2011-05-24 17:52:04 +0100
committerCiaran Gultnieks <ciaran@ciarang.com>2011-05-24 17:52:04 +0100
commitc5e583e059bc31c0dc57496b23f5c97db1f5a3e3 (patch)
tree7f82934c8c80d5588fcdb4f01b23a7d0daced8d8 /src
parent8bbc512fe58d36ba1c89ec0160cf3390f25e4cc1 (diff)
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Added fences (but still needs an icon or something to display in inventory)
Diffstat (limited to 'src')
-rw-r--r--src/mapblock.cpp132
-rw-r--r--src/mapnode.cpp7
-rw-r--r--src/mapnode.h1
-rw-r--r--src/materials.cpp1
-rw-r--r--src/server.cpp18
5 files changed, 159 insertions, 0 deletions
diff --git a/src/mapblock.cpp b/src/mapblock.cpp
index d62928ce2..c448ef236 100644
--- a/src/mapblock.cpp
+++ b/src/mapblock.cpp
@@ -729,6 +729,72 @@ private:
core::array<PreMeshBuffer> m_prebuffers;
};
+void makeCuboid(video::SMaterial &material, MeshCollector *collector,
+ AtlasPointer* pa, video::SColor &c,
+ v3f &pos, f32 rx, f32 ry, f32 rz)
+{
+ video::S3DVertex v[4] =
+ {
+ video::S3DVertex(0,0,0, 0,0,0, c,
+ pa->x0(), pa->y1()),
+ video::S3DVertex(0,0,0, 0,0,0, c,
+ pa->x1(), pa->y1()),
+ video::S3DVertex(0,0,0, 0,0,0, c,
+ pa->x1(), pa->y0()),
+ video::S3DVertex(0,0,0, 0,0,0, c,
+ pa->x0(), pa->y0())
+ };
+
+ for(int i=0;i<6;i++)
+ {
+ switch(i)
+ {
+ case 0:
+ v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
+ v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
+ v[2].Pos.X= rx; v[2].Pos.Y= ry; v[2].Pos.Z= rz;
+ v[3].Pos.X= rx; v[3].Pos.Y= ry, v[3].Pos.Z=-rz;
+ break;
+ case 1:
+ v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
+ v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
+ v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
+ v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
+ break;
+ case 2:
+ v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
+ v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
+ v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
+ v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
+ break;
+ case 3:
+ v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
+ v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
+ v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
+ v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
+ break;
+ case 4:
+ v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
+ v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
+ v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
+ v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
+ break;
+ case 5:
+ v[0].Pos.X= rx; v[0].Pos.Y=-ry; v[0].Pos.Z= rz;
+ v[1].Pos.X=-rx; v[1].Pos.Y=-ry; v[1].Pos.Z= rz;
+ v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
+ v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
+ break;
+ }
+ for(u16 i=0; i<4; i++)
+ v[i].Pos += pos;
+ u16 indices[] = {0,1,2,2,3,0};
+ collector->append(material, v, 4, indices, 6);
+
+ }
+
+}
+
scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
{
// 4-21ms for MAP_BLOCKSIZE=16
@@ -911,6 +977,15 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
g_texturesource->getTextureId("glass.png"));
material_glass.setTexture(0, pa_glass.atlas);
+ // Wood material
+ video::SMaterial material_wood;
+ material_wood.setFlag(video::EMF_LIGHTING, false);
+ material_wood.setFlag(video::EMF_BILINEAR_FILTER, false);
+ material_wood.setFlag(video::EMF_FOG_ENABLE, true);
+ material_wood.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ AtlasPointer pa_wood = g_texturesource->getTexture(
+ g_texturesource->getTextureId("wood.png"));
+ material_wood.setTexture(0, pa_wood.atlas);
for(s16 z=0; z<MAP_BLOCKSIZE; z++)
for(s16 y=0; y<MAP_BLOCKSIZE; y++)
@@ -1480,6 +1555,63 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
collector.append(material_glass, vertices, 4, indices, 6);
}
}
+ /*
+ Add fence
+ */
+ else if(n.d == CONTENT_FENCE)
+ {
+ u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
+ video::SColor c(255,l,l,l);
+
+ const f32 post_rad=(f32)BS/10;
+ const f32 bar_rad=(f32)BS/20;
+ const f32 bar_len=(f32)(BS/2)-post_rad;
+
+ // The post - always present
+ v3f pos = intToFloat(p+blockpos_nodes, BS);
+ makeCuboid(material_wood, &collector,
+ &pa_wood, c, pos,
+ post_rad,BS/2,post_rad);
+
+ // Now a section of fence, +X, if there's a post there
+ v3s16 p2 = p;
+ p2.X++;
+ MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
+ if(n2.d == CONTENT_FENCE)
+ {
+ pos = intToFloat(p+blockpos_nodes, BS);
+ pos.X += BS/2;
+ pos.Y += BS/4;
+ makeCuboid(material_wood, &collector,
+ &pa_wood, c, pos,
+ bar_len,bar_rad,bar_rad);
+
+ pos.Y -= BS/2;
+ makeCuboid(material_wood, &collector,
+ &pa_wood, c, pos,
+ bar_len,bar_rad,bar_rad);
+ }
+
+ // Now a section of fence, +Z, if there's a post there
+ p2 = p;
+ p2.Z++;
+ n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
+ if(n2.d == CONTENT_FENCE)
+ {
+ pos = intToFloat(p+blockpos_nodes, BS);
+ pos.Z += BS/2;
+ pos.Y += BS/4;
+ makeCuboid(material_wood, &collector,
+ &pa_wood, c, pos,
+ bar_rad,bar_rad,bar_len);
+ pos.Y -= BS/2;
+ makeCuboid(material_wood, &collector,
+ &pa_wood, c, pos,
+ bar_rad,bar_rad,bar_len);
+
+ }
+
+ }
diff --git a/src/mapnode.cpp b/src/mapnode.cpp
index 00ebef840..199a5c656 100644
--- a/src/mapnode.cpp
+++ b/src/mapnode.cpp
@@ -216,6 +216,13 @@ void init_mapnode()
f->solidness = 0; // drawn separately, makes no faces
f->setInventoryTextureCube("glass.png", "glass.png", "glass.png");
+ i = CONTENT_FENCE;
+ f = &g_content_features[i];
+ f->light_propagates = true;
+ f->param_type = CPT_LIGHT;
+ f->is_ground_content = true;
+ f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
+ f->solidness = 0; // drawn separately, makes no faces
// Deprecated
i = CONTENT_COALSTONE;
diff --git a/src/mapnode.h b/src/mapnode.h
index 5a1770230..50b257ba2 100644
--- a/src/mapnode.h
+++ b/src/mapnode.h
@@ -100,6 +100,7 @@ void init_content_inventory_texture_paths();
#define CONTENT_COBBLE 18
#define CONTENT_STEEL 19
#define CONTENT_GLASS 20
+#define CONTENT_FENCE 21
/*
Content feature list
diff --git a/src/materials.cpp b/src/materials.cpp
index e5f0c3b9e..841f1d655 100644
--- a/src/materials.cpp
+++ b/src/materials.cpp
@@ -73,6 +73,7 @@ void initializeMaterialProperties()
setWoodLikeDiggingProperties(CONTENT_TREE, 1.0);
setWoodLikeDiggingProperties(CONTENT_LEAVES, 0.15);
setWoodLikeDiggingProperties(CONTENT_GLASS, 0.15);
+ setWoodLikeDiggingProperties(CONTENT_FENCE, 0.75);
setWoodLikeDiggingProperties(CONTENT_WOOD, 0.75);
setWoodLikeDiggingProperties(CONTENT_CHEST, 1.0);
diff --git a/src/server.cpp b/src/server.cpp
index 6a4fe3c02..75b47e498 100644
--- a/src/server.cpp
+++ b/src/server.cpp
@@ -3670,6 +3670,23 @@ void Server::UpdateCrafting(u16 peer_id)
}
}
+ // Fence
+ if(!found)
+ {
+ ItemSpec specs[9];
+ specs[4] = ItemSpec(ITEM_CRAFT, "Stick");
+ specs[5] = ItemSpec(ITEM_CRAFT, "Stick");
+ specs[6] = ItemSpec(ITEM_CRAFT, "Stick");
+ specs[7] = ItemSpec(ITEM_CRAFT, "Stick");
+ specs[8] = ItemSpec(ITEM_CRAFT, "Stick");
+ specs[9] = ItemSpec(ITEM_CRAFT, "Stick");
+ if(checkItemCombination(items, specs))
+ {
+ rlist->addItem(new MaterialItem(CONTENT_FENCE, 2));
+ found = true;
+ }
+ }
+
// Sign
if(!found)
{
@@ -4046,6 +4063,7 @@ void setCreativeInventory(Player *player)
CONTENT_TREE,
CONTENT_LEAVES,
CONTENT_GLASS,
+ CONTENT_FENCE,
CONTENT_MESE,
CONTENT_WATERSOURCE,
CONTENT_CLOUD,