/* 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