/* 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 NODEDEF_HEADER #define NODEDEF_HEADER #include "common_irrlicht.h" #include #include #include "mapnode.h" #ifndef SERVER #include "tile.h" #endif #include "materials.h" // MaterialProperties class ITextureSource; /* 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, 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 MaterialSpec { std::string tname; bool backface_culling; MaterialSpec(const std::string &tname_="", bool backface_culling_=true): tname(tname_), backface_culling(backface_culling_) {} }; #define CF_SPECIAL_COUNT 2 struct ContentFeatures { #ifndef SERVER // 0 1 2 3 4 5 // up down right left back front TileSpec tiles[6]; video::ITexture *inventory_texture; // Post effect color, drawn when the camera is inside the node. video::SColor post_effect_color; // Special material/texture // - Currently used for flowing liquids video::SMaterial *special_materials[CF_SPECIAL_COUNT]; AtlasPointer *special_aps[CF_SPECIAL_COUNT]; #endif // Visual definition std::string tname_tiles[6]; std::string tname_inventory; MaterialSpec mspec_special[CF_SPECIAL_COUNT]; u8 alpha; bool backface_culling; u8 solidness; // Used when choosing which face is drawn u8 visual_solidness; // When solidness=0, this tells how it looks like // 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. std::set 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; // 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() { // This isn't exactly complete due to lazyness // TODO: Make it completely reset everything #ifndef SERVER inventory_texture = NULL; post_effect_color = video::SColor(0, 0, 0, 0); for(u16 j=0; j