#include "content_mapnode.h"
#include "mapnode.h"
#include "content_nodemeta.h"
+#include "settings.h"
#define WATER_ALPHA 160
void setDirtLikeDiggingProperties(DiggingPropertiesList &list, float toughness);
void setWoodLikeDiggingProperties(DiggingPropertiesList &list, float toughness);
+/*
+ A conversion table for backwards compatibility.
+ Maps <=v19 content types to current ones.
+ Should never be touched.
+*/
content_t trans_table_19[21][2] = {
{CONTENT_GRASS, 1},
{CONTENT_TREE, 4},
void content_mapnode_init()
{
// Read some settings
- bool new_style_water = g_settings.getBool("new_style_water");
- bool new_style_leaves = g_settings.getBool("new_style_leaves");
- bool invisible_stone = g_settings.getBool("invisible_stone");
+ bool new_style_water = g_settings->getBool("new_style_water");
+ bool new_style_leaves = g_settings->getBool("new_style_leaves");
+ bool invisible_stone = g_settings->getBool("invisible_stone");
+ bool opaque_water = g_settings->getBool("opaque_water");
content_t i;
ContentFeatures *f = NULL;
f->setInventoryTextureCube("stone.png", "stone.png", "stone.png");
f->param_type = CPT_MINERAL;
f->is_ground_content = true;
+ f->often_contains_mineral = true;
f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_COBBLE)+" 1";
setStoneLikeDiggingProperties(f->digging_properties, 1.0);
if(invisible_stone)
i = CONTENT_JUNGLEGRASS;
f = &content_features(i);
f->setInventoryTexture("junglegrass.png");
+ f->used_texturenames["junglegrass.png"] = true;
f->light_propagates = true;
f->param_type = CPT_LIGHT;
//f->is_ground_content = true;
if(new_style_leaves)
{
f->solidness = 0; // drawn separately, makes no faces
+ f->visual_solidness = 1;
+ f->setAllTextures("leaves.png");
f->setInventoryTextureCube("leaves.png", "leaves.png", "leaves.png");
}
else
{
f->setAllTextures("[noalpha:leaves.png");
}
+ f->extra_dug_item = std::string("MaterialItem2 ")+itos(CONTENT_SAPLING)+" 1";
+ f->extra_dug_item_rarity = 20;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
setWoodLikeDiggingProperties(f->digging_properties, 0.15);
i = CONTENT_PAPYRUS;
f = &content_features(i);
f->setInventoryTexture("papyrus.png");
+ f->used_texturenames["papyrus.png"] = true;
f->light_propagates = true;
f->param_type = CPT_LIGHT;
f->is_ground_content = true;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
f->solidness = 0; // drawn separately, makes no faces
+ f->visual_solidness = 1;
+ f->setAllTextures("glass.png");
f->setInventoryTextureCube("glass.png", "glass.png", "glass.png");
setWoodLikeDiggingProperties(f->digging_properties, 0.15);
f->solidness = 0; // drawn separately, makes no faces
f->air_equivalent = true; // grass grows underneath
f->setInventoryTexture("fence.png");
+ f->used_texturenames["fence.png"] = true;
setWoodLikeDiggingProperties(f->digging_properties, 0.75);
i = CONTENT_RAIL;
f = &content_features(i);
f->setInventoryTexture("rail.png");
+ f->used_texturenames["rail.png"] = true;
f->light_propagates = true;
f->param_type = CPT_LIGHT;
f->is_ground_content = true;
i = CONTENT_LADDER;
f = &content_features(i);
f->setInventoryTexture("ladder.png");
+ f->used_texturenames["ladder.png"] = true;
f->light_propagates = true;
f->param_type = CPT_LIGHT;
f->is_ground_content = true;
f->liquid_alternative_flowing = CONTENT_WATER;
f->liquid_alternative_source = CONTENT_WATERSOURCE;
f->liquid_viscosity = WATER_VISC;
- f->vertex_alpha = WATER_ALPHA;
+#ifndef SERVER
+ if(!opaque_water)
+ f->vertex_alpha = WATER_ALPHA;
+ f->post_effect_color = video::SColor(64, 100, 100, 200);
if(f->special_material == NULL && g_texturesource)
{
// Flowing water material
f->special_material->setFlag(video::EMF_BACK_FACE_CULLING, false);
f->special_material->setFlag(video::EMF_BILINEAR_FILTER, false);
f->special_material->setFlag(video::EMF_FOG_ENABLE, true);
- f->special_material->MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
+ if(!opaque_water)
+ f->special_material->MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
AtlasPointer *pa_water1 = new AtlasPointer(g_texturesource->getTexture(
g_texturesource->getTextureId("water.png")));
f->special_material->setTexture(0, pa_water1->atlas);
f->special_atlas = pa_water1;
}
+#endif
i = CONTENT_WATERSOURCE;
f = &content_features(i);
else // old style
{
f->solidness = 1;
-
+#ifndef SERVER
TileSpec t;
if(g_texturesource)
t.texture = g_texturesource->getTexture("water.png");
- t.alpha = WATER_ALPHA;
- t.material_type = MATERIAL_ALPHA_VERTEX;
+ if(!opaque_water){
+ t.alpha = WATER_ALPHA;
+ t.material_type = MATERIAL_ALPHA_VERTEX;
+ }
t.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
f->setAllTiles(t);
+#endif
}
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->liquid_alternative_flowing = CONTENT_WATER;
f->liquid_alternative_source = CONTENT_WATERSOURCE;
f->liquid_viscosity = WATER_VISC;
- f->vertex_alpha = WATER_ALPHA;
+#ifndef SERVER
+ if(!opaque_water)
+ f->vertex_alpha = WATER_ALPHA;
+ f->post_effect_color = video::SColor(64, 100, 100, 200);
if(f->special_material == NULL && g_texturesource)
{
// Flowing water material
f->special_material->setTexture(0, pa_water1->atlas);
f->special_atlas = pa_water1;
}
+#endif
i = CONTENT_LAVA;
f = &content_features(i);
f->setInventoryTextureCube("lava.png", "lava.png", "lava.png");
+ f->used_texturenames["lava.png"] = true;
f->param_type = CPT_LIGHT;
f->light_propagates = false;
f->light_source = LIGHT_MAX-1;
f->liquid_alternative_source = CONTENT_LAVASOURCE;
f->liquid_viscosity = LAVA_VISC;
f->damage_per_second = 4*2;
+#ifndef SERVER
+ f->post_effect_color = video::SColor(192, 255, 64, 0);
if(f->special_material == NULL && g_texturesource)
{
// Flowing lava material
f->special_material->setTexture(0, pa_lava1->atlas);
f->special_atlas = pa_lava1;
}
+#endif
i = CONTENT_LAVASOURCE;
f = &content_features(i);
f->setInventoryTextureCube("lava.png", "lava.png", "lava.png");
+ f->used_texturenames["ladder.png"] = true;
if(new_style_water)
{
f->solidness = 0; // drawn separately, makes no faces
else // old style
{
f->solidness = 2;
-
+#ifndef SERVER
TileSpec t;
if(g_texturesource)
t.texture = g_texturesource->getTexture("lava.png");
//t.material_type = MATERIAL_ALPHA_VERTEX;
//t.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
f->setAllTiles(t);
+#endif
}
f->param_type = CPT_LIGHT;
f->light_propagates = false;
f->liquid_alternative_source = CONTENT_LAVASOURCE;
f->liquid_viscosity = LAVA_VISC;
f->damage_per_second = 4*2;
+#ifndef SERVER
+ f->post_effect_color = video::SColor(192, 255, 64, 0);
if(f->special_material == NULL && g_texturesource)
{
// Flowing lava material
f->special_material->setTexture(0, pa_lava1->atlas);
f->special_atlas = pa_lava1;
}
+#endif
i = CONTENT_TORCH;
f = &content_features(i);
f->setInventoryTexture("torch_on_floor.png");
+ f->used_texturenames["torch_on_floor.png"] = true;
+ f->used_texturenames["torch_on_ceiling.png"] = true;
+ f->used_texturenames["torch_on_floor.png"] = true;
+ f->used_texturenames["torch.png"] = true;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->sunlight_propagates = true;
i = CONTENT_SIGN_WALL;
f = &content_features(i);
f->setInventoryTexture("sign_wall.png");
+ f->used_texturenames["sign_wall.png"] = true;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->sunlight_propagates = true;
f->initial_metadata = new ChestNodeMetadata();
setWoodLikeDiggingProperties(f->digging_properties, 1.0);
+ i = CONTENT_LOCKABLE_CHEST;
+ f = &content_features(i);
+ f->param_type = CPT_FACEDIR_SIMPLE;
+ f->setAllTextures("chest_side.png");
+ f->setTexture(0, "chest_top.png");
+ f->setTexture(1, "chest_top.png");
+ f->setTexture(5, "chest_lock.png"); // Z-
+ f->setInventoryTexture("chest_lock.png");
+ //f->setInventoryTextureCube("chest_top.png", "chest_side.png", "chest_side.png");
+ f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
+ if(f->initial_metadata == NULL)
+ f->initial_metadata = new LockingChestNodeMetadata();
+ setWoodLikeDiggingProperties(f->digging_properties, 1.0);
+
i = CONTENT_FURNACE;
f = &content_features(i);
f->param_type = CPT_FACEDIR_SIMPLE;
f->setInventoryTexture("nc_rb.png");
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
setStoneLikeDiggingProperties(f->digging_properties, 3.0);
+
+ i = CONTENT_SAPLING;
+ f = &content_features(i);
+ f->param_type = CPT_LIGHT;
+ f->setAllTextures("sapling.png");
+ f->setInventoryTexture("sapling.png");
+ f->used_texturenames["sapling.png"] = true;
+ f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
+ f->light_propagates = true;
+ f->air_equivalent = false;
+ f->solidness = 0; // drawn separately, makes no faces
+ f->walkable = false;
+ f->digging_properties.set("", DiggingProperties(true, 0.0, 0));
+
+ i = CONTENT_APPLE;
+ f = &content_features(i);
+ f->setInventoryTexture("apple.png");
+ f->used_texturenames["apple.png"] = true;
+ f->param_type = CPT_LIGHT;
+ f->light_propagates = true;
+ f->sunlight_propagates = true;
+ f->solidness = 0; // drawn separately, makes no faces
+ f->walkable = false;
+ f->air_equivalent = true;
+ f->dug_item = std::string("CraftItem apple 1");
+ f->digging_properties.set("", DiggingProperties(true, 0.0, 0));
// NOTE: Remember to add frequently used stuff to the texture atlas in tile.cpp