From c6fd2986d4261cf742d3bc21e8c12be59ab89f95 Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Mon, 14 Nov 2011 21:41:30 +0200 Subject: GameDef compiles --- src/mapnode_contentfeatures.h | 375 ------------------------------------------ 1 file changed, 375 deletions(-) delete mode 100644 src/mapnode_contentfeatures.h (limited to 'src/mapnode_contentfeatures.h') diff --git a/src/mapnode_contentfeatures.h b/src/mapnode_contentfeatures.h deleted file mode 100644 index 0f7e35883..000000000 --- a/src/mapnode_contentfeatures.h +++ /dev/null @@ -1,375 +0,0 @@ -/* -Minetest-c55 -Copyright (C) 2010-2011 celeron55, Perttu Ahola - -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 -#include "mapnode.h" -#ifndef SERVER -#include "tile.h" -#endif -#include "materials.h" // MaterialProperties -class ITextureSource; - -/* - 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); - -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 -}; - -enum NodeBoxType -{ - NODEBOX_REGULAR, // Regular block; allows buildable_to - NODEBOX_FIXED, // Static separately defined box - NODEBOX_WALLMOUNTED, // Box for wall_mounted nodes; (top, bottom, side) -}; - -struct NodeBox -{ - enum NodeBoxType type; - // NODEBOX_REGULAR (no parameters) - // NODEBOX_FIXED - core::aabbox3d fixed; - // NODEBOX_WALLMOUNTED - core::aabbox3d wall_top; - core::aabbox3d wall_bottom; - core::aabbox3d wall_side; // being at the -X side - - NodeBox(): - type(NODEBOX_REGULAR), - // default is rail-like - fixed(-BS/2, -BS/2, -BS/2, BS/2, -BS/2+BS/16., BS/2), - // default is sign/ladder-like - wall_top(-BS/2, BS/2-BS/16., -BS/2, BS/2, BS/2, BS/2), - wall_bottom(-BS/2, -BS/2, -BS/2, BS/2, -BS/2+BS/16., BS/2), - wall_side(-BS/2, -BS/2, -BS/2, -BS/2+BS/16., BS/2, BS/2) - {} -}; - -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) - // Used for texture atlas making. - // Exists on server too for cleaner code in content_mapnode.cpp. - core::map 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; - // 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; - - // 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; - // 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; - - u32 damage_per_second; - - NodeBox selection_box; - - MaterialProperties material; - - // 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; - wall_mounted = false; - air_equivalent = false; - often_contains_mineral = false; - dug_item = ""; - initial_metadata = NULL; - liquid_type = LIQUID_NONE; - liquid_alternative_flowing = CONTENT_IGNORE; - liquid_alternative_source = CONTENT_IGNORE; - liquid_viscosity = 0; - light_source = 0; - damage_per_second = 0; - selection_box = NodeBox(); - material = MaterialProperties(); - } - - ContentFeatures() - { - reset(); - } - - ~ContentFeatures(); - - /* - Quickhands for simple materials - */ - -#ifdef SERVER - void setTexture(ITextureSource *tsrc, u16 i, std::string name, - u8 alpha=255) - {} - void setAllTextures(ITextureSource *tsrc, std::string name, u8 alpha=255) - {} -#else - void setTexture(ITextureSource *tsrc, - u16 i, std::string name, u8 alpha=255); - - void setAllTextures(ITextureSource *tsrc, - std::string name, u8 alpha=255) - { - for(u16 i=0; i<6; i++) - { - setTexture(tsrc, i, name, alpha); - } - // Force inventory texture too - setInventoryTexture(name, tsrc); - } -#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, - ITextureSource *tsrc) - {} - void setInventoryTextureCube(std::string top, - std::string left, std::string right, ITextureSource *tsrc) - {} -#else - void setInventoryTexture(std::string imgname, ITextureSource *tsrc); - - void setInventoryTextureCube(std::string top, - std::string left, std::string right, ITextureSource *tsrc); -#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 - -- cgit v1.2.3