minetest/src/content_mapnode.cpp

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2011-09-11 18:16:07 +02:00
/*
Minetest-c55
Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
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.
*/
// For g_settings
#include "main.h"
#include "content_mapnode.h"
#include "mapnode.h"
#include "content_nodemeta.h"
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#include "settings.h"
#include "mapnode_contentfeatures.h"
#define WATER_ALPHA 160
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#define WATER_VISC 1
#define LAVA_VISC 7
void setConstantMaterialProperties(MaterialProperties &mprop, float time)
{
mprop.diggability = DIGGABLE_CONSTANT;
mprop.constant_time = time;
}
void setStoneLikeMaterialProperties(MaterialProperties &mprop, float toughness)
{
mprop.diggability = DIGGABLE_NORMAL;
mprop.weight = 5.0 * toughness;
mprop.crackiness = 1.0;
mprop.crumbliness = -0.1;
mprop.cuttability = -0.2;
}
void setDirtLikeMaterialProperties(MaterialProperties &mprop, float toughness)
{
mprop.diggability = DIGGABLE_NORMAL;
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mprop.weight = toughness * 1.2;
mprop.crackiness = 0;
mprop.crumbliness = 1.2;
mprop.cuttability = -0.4;
}
void setGravelLikeMaterialProperties(MaterialProperties &mprop, float toughness)
{
mprop.diggability = DIGGABLE_NORMAL;
mprop.weight = toughness * 2.0;
mprop.crackiness = 0.5;
mprop.crumbliness = 1.5;
mprop.cuttability = -1.0;
}
void setWoodLikeMaterialProperties(MaterialProperties &mprop, float toughness)
{
mprop.diggability = DIGGABLE_NORMAL;
mprop.weight = toughness * 1.0;
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mprop.crackiness = 0.75;
mprop.crumbliness = -1.0;
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mprop.cuttability = 1.5;
}
void setLeavesLikeMaterialProperties(MaterialProperties &mprop, float toughness)
{
mprop.diggability = DIGGABLE_NORMAL;
mprop.weight = -0.5 * toughness;
mprop.crackiness = 0;
mprop.crumbliness = 0;
mprop.cuttability = 2.0;
}
void setGlassLikeMaterialProperties(MaterialProperties &mprop, float toughness)
{
mprop.diggability = DIGGABLE_NORMAL;
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mprop.weight = 0.1 * toughness;
mprop.crackiness = 2.0;
mprop.crumbliness = -1.0;
mprop.cuttability = -1.0;
}
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/*
A conversion table for backwards compatibility.
Maps <=v19 content types to current ones.
Should never be touched.
*/
content_t trans_table_19[21][2] = {
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{CONTENT_GRASS, 1},
{CONTENT_TREE, 4},
{CONTENT_LEAVES, 5},
{CONTENT_GRASS_FOOTSTEPS, 6},
{CONTENT_MESE, 7},
{CONTENT_MUD, 8},
{CONTENT_CLOUD, 10},
{CONTENT_COALSTONE, 11},
{CONTENT_WOOD, 12},
{CONTENT_SAND, 13},
{CONTENT_COBBLE, 18},
{CONTENT_STEEL, 19},
{CONTENT_GLASS, 20},
{CONTENT_MOSSYCOBBLE, 22},
{CONTENT_GRAVEL, 23},
{CONTENT_SANDSTONE, 24},
{CONTENT_CACTUS, 25},
{CONTENT_BRICK, 26},
{CONTENT_CLAY, 27},
{CONTENT_PAPYRUS, 28},
{CONTENT_BOOKSHELF, 29},
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};
MapNode mapnode_translate_from_internal(MapNode n_from, u8 version)
{
MapNode result = n_from;
if(version <= 19)
{
content_t c_from = n_from.getContent();
for(u32 i=0; i<sizeof(trans_table_19)/sizeof(trans_table_19[0]); i++)
{
if(trans_table_19[i][0] == c_from)
{
result.setContent(trans_table_19[i][1]);
break;
}
}
}
return result;
}
MapNode mapnode_translate_to_internal(MapNode n_from, u8 version)
{
MapNode result = n_from;
if(version <= 19)
{
content_t c_from = n_from.getContent();
for(u32 i=0; i<sizeof(trans_table_19)/sizeof(trans_table_19[0]); i++)
{
if(trans_table_19[i][1] == c_from)
{
result.setContent(trans_table_19[i][0]);
break;
}
}
}
return result;
}
// See header for description
void content_mapnode_init(ITextureSource *tsrc)
{
if(tsrc == NULL)
dstream<<"INFO: Initial run of content_mapnode_init with "
"tsrc=NULL. If this segfaults, "
"there is a bug with something not checking for "
"the NULL value."<<std::endl;
else
dstream<<"INFO: Full run of content_mapnode_init with "
"tsrc!=NULL"<<std::endl;
// Read some settings
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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");
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content_t i;
ContentFeatures *f = NULL;
i = CONTENT_STONE;
f = &content_features(i);
f->setAllTextures(tsrc, "stone.png");
f->setInventoryTextureCube("stone.png", "stone.png", "stone.png", tsrc);
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";
setStoneLikeMaterialProperties(f->material, 1.0);
if(invisible_stone)
f->solidness = 0; // For debugging, hides regular stone
i = CONTENT_GRASS;
f = &content_features(i);
f->setAllTextures(tsrc, "mud.png^grass_side.png");
f->setTexture(tsrc, 0, "grass.png");
f->setTexture(tsrc, 1, "mud.png");
f->param_type = CPT_MINERAL;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_MUD)+" 1";
setDirtLikeMaterialProperties(f->material, 1.0);
i = CONTENT_GRASS_FOOTSTEPS;
f = &content_features(i);
f->setAllTextures(tsrc, "mud.png^grass_side.png");
f->setTexture(tsrc, 0, "grass_footsteps.png");
f->setTexture(tsrc, 1, "mud.png");
f->param_type = CPT_MINERAL;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_MUD)+" 1";
setDirtLikeMaterialProperties(f->material, 1.0);
i = CONTENT_MUD;
f = &content_features(i);
f->setAllTextures(tsrc, "mud.png");
f->setInventoryTextureCube("mud.png", "mud.png", "mud.png", tsrc);
f->param_type = CPT_MINERAL;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
setDirtLikeMaterialProperties(f->material, 1.0);
i = CONTENT_SAND;
f = &content_features(i);
f->setAllTextures(tsrc, "sand.png");
f->setInventoryTextureCube("sand.png", "sand.png", "sand.png", tsrc);
f->param_type = CPT_MINERAL;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
setDirtLikeMaterialProperties(f->material, 1.0);
i = CONTENT_GRAVEL;
f = &content_features(i);
f->setAllTextures(tsrc, "gravel.png");
f->setInventoryTextureCube("gravel.png", "gravel.png", "gravel.png", tsrc);
f->param_type = CPT_MINERAL;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
setGravelLikeMaterialProperties(f->material, 1.0);
i = CONTENT_SANDSTONE;
f = &content_features(i);
f->setAllTextures(tsrc, "sandstone.png");
f->setInventoryTextureCube("sandstone.png", "sandstone.png", "sandstone.png", tsrc);
f->param_type = CPT_MINERAL;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_SAND)+" 1";
setDirtLikeMaterialProperties(f->material, 1.0);
i = CONTENT_CLAY;
f = &content_features(i);
f->setAllTextures(tsrc, "clay.png");
f->setInventoryTextureCube("clay.png", "clay.png", "clay.png", tsrc);
f->param_type = CPT_MINERAL;
f->is_ground_content = true;
f->dug_item = std::string("CraftItem lump_of_clay 4");
setDirtLikeMaterialProperties(f->material, 1.0);
i = CONTENT_BRICK;
f = &content_features(i);
f->setAllTextures(tsrc, "brick.png");
f->setInventoryTextureCube("brick.png", "brick.png", "brick.png", tsrc);
f->param_type = CPT_MINERAL;
f->is_ground_content = true;
f->dug_item = std::string("CraftItem clay_brick 4");
setStoneLikeMaterialProperties(f->material, 1.0);
i = CONTENT_TREE;
f = &content_features(i);
f->setAllTextures(tsrc, "tree.png");
f->setTexture(tsrc, 0, "tree_top.png");
f->setTexture(tsrc, 1, "tree_top.png");
f->param_type = CPT_MINERAL;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
setWoodLikeMaterialProperties(f->material, 1.0);
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i = CONTENT_JUNGLETREE;
f = &content_features(i);
f->setAllTextures(tsrc, "jungletree.png");
f->setTexture(tsrc, 0, "jungletree_top.png");
f->setTexture(tsrc, 1, "jungletree_top.png");
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f->param_type = CPT_MINERAL;
//f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
setWoodLikeMaterialProperties(f->material, 1.0);
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i = CONTENT_JUNGLEGRASS;
f = &content_features(i);
f->setInventoryTexture("junglegrass.png", tsrc);
f->used_texturenames["junglegrass.png"] = true;
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f->light_propagates = true;
f->param_type = CPT_LIGHT;
//f->is_ground_content = true;
f->air_equivalent = false; // grass grows underneath
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
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f->solidness = 0; // drawn separately, makes no faces
f->walkable = false;
setLeavesLikeMaterialProperties(f->material, 1.0);
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i = CONTENT_LEAVES;
f = &content_features(i);
f->light_propagates = true;
//f->param_type = CPT_MINERAL;
f->param_type = CPT_LIGHT;
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//f->is_ground_content = true;
if(new_style_leaves)
{
f->solidness = 0; // drawn separately, makes no faces
f->visual_solidness = 1;
f->setAllTextures(tsrc, "leaves.png");
f->setInventoryTextureCube("leaves.png", "leaves.png", "leaves.png", tsrc);
}
else
{
f->setAllTextures(tsrc, "[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";
setLeavesLikeMaterialProperties(f->material, 1.0);
i = CONTENT_CACTUS;
f = &content_features(i);
f->setAllTextures(tsrc, "cactus_side.png");
f->setTexture(tsrc, 0, "cactus_top.png");
f->setTexture(tsrc, 1, "cactus_top.png");
f->setInventoryTextureCube("cactus_top.png", "cactus_side.png", "cactus_side.png", tsrc);
f->param_type = CPT_MINERAL;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
setWoodLikeMaterialProperties(f->material, 0.75);
i = CONTENT_PAPYRUS;
f = &content_features(i);
f->setInventoryTexture("papyrus.png", tsrc);
f->used_texturenames["papyrus.png"] = true;
f->light_propagates = true;
f->param_type = CPT_LIGHT;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
f->solidness = 0; // drawn separately, makes no faces
f->walkable = false;
setLeavesLikeMaterialProperties(f->material, 0.5);
i = CONTENT_BOOKSHELF;
f = &content_features(i);
f->setAllTextures(tsrc, "bookshelf.png");
f->setTexture(tsrc, 0, "wood.png");
f->setTexture(tsrc, 1, "wood.png");
// FIXME: setInventoryTextureCube() only cares for the first texture
f->setInventoryTextureCube("bookshelf.png", "bookshelf.png", "bookshelf.png", tsrc);
//f->setInventoryTextureCube("wood.png", "bookshelf.png", "bookshelf.png", tsrc);
f->param_type = CPT_MINERAL;
f->is_ground_content = true;
setWoodLikeMaterialProperties(f->material, 0.75);
i = CONTENT_GLASS;
f = &content_features(i);
f->light_propagates = true;
f->sunlight_propagates = true;
f->param_type = CPT_LIGHT;
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(tsrc, "glass.png");
f->setInventoryTextureCube("glass.png", "glass.png", "glass.png", tsrc);
setGlassLikeMaterialProperties(f->material, 1.0);
i = CONTENT_FENCE;
f = &content_features(i);
f->light_propagates = true;
f->param_type = CPT_LIGHT;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
f->solidness = 0; // drawn separately, makes no faces
f->air_equivalent = true; // grass grows underneath
f->setInventoryTexture("fence.png", tsrc);
f->used_texturenames["fence.png"] = true;
setWoodLikeMaterialProperties(f->material, 0.75);
i = CONTENT_RAIL;
f = &content_features(i);
f->setInventoryTexture("rail.png", tsrc);
f->used_texturenames["rail.png"] = true;
f->light_propagates = true;
f->param_type = CPT_LIGHT;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
f->solidness = 0; // drawn separately, makes no faces
f->air_equivalent = true; // grass grows underneath
f->walkable = false;
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f->selection_box.type = NODEBOX_FIXED;
setDirtLikeMaterialProperties(f->material, 0.75);
i = CONTENT_LADDER;
f = &content_features(i);
f->setInventoryTexture("ladder.png", tsrc);
f->used_texturenames["ladder.png"] = true;
f->light_propagates = true;
f->param_type = CPT_LIGHT;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
f->wall_mounted = true;
f->solidness = 0;
f->air_equivalent = true;
f->walkable = false;
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f->climbable = true;
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f->selection_box.type = NODEBOX_WALLMOUNTED;
setWoodLikeMaterialProperties(f->material, 0.5);
// Deprecated
i = CONTENT_COALSTONE;
f = &content_features(i);
f->setAllTextures(tsrc, "stone.png^mineral_coal.png");
f->is_ground_content = true;
setStoneLikeMaterialProperties(f->material, 1.5);
i = CONTENT_WOOD;
f = &content_features(i);
f->setAllTextures(tsrc, "wood.png");
f->setInventoryTextureCube("wood.png", "wood.png", "wood.png", tsrc);
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
setWoodLikeMaterialProperties(f->material, 0.75);
i = CONTENT_MESE;
f = &content_features(i);
f->setAllTextures(tsrc, "mese.png");
f->setInventoryTextureCube("mese.png", "mese.png", "mese.png", tsrc);
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
setStoneLikeMaterialProperties(f->material, 0.5);
i = CONTENT_CLOUD;
f = &content_features(i);
f->setAllTextures(tsrc, "cloud.png");
f->setInventoryTextureCube("cloud.png", "cloud.png", "cloud.png", tsrc);
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
i = CONTENT_AIR;
f = &content_features(i);
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->sunlight_propagates = true;
f->solidness = 0;
f->walkable = false;
f->pointable = false;
f->diggable = false;
f->buildable_to = true;
f->air_equivalent = true;
i = CONTENT_WATER;
f = &content_features(i);
f->setInventoryTextureCube("water.png", "water.png", "water.png", tsrc);
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->solidness = 0; // Drawn separately, makes no faces
f->visual_solidness = 1;
f->walkable = false;
f->pointable = false;
f->diggable = false;
f->buildable_to = true;
f->liquid_type = LIQUID_FLOWING;
f->liquid_alternative_flowing = CONTENT_WATER;
f->liquid_alternative_source = CONTENT_WATERSOURCE;
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f->liquid_viscosity = WATER_VISC;
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#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 && tsrc)
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{
// Flowing water material
f->special_material = new video::SMaterial;
f->special_material->setFlag(video::EMF_LIGHTING, false);
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);
if(!opaque_water)
f->special_material->MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
AtlasPointer *pa_water1 = new AtlasPointer(tsrc->getTexture(
tsrc->getTextureId("water.png")));
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f->special_material->setTexture(0, pa_water1->atlas);
// Flowing water material, backface culled
f->special_material2 = new video::SMaterial;
*f->special_material2 = *f->special_material;
f->special_material2->setFlag(video::EMF_BACK_FACE_CULLING, true);
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f->special_atlas = pa_water1;
}
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#endif
i = CONTENT_WATERSOURCE;
f = &content_features(i);
//f->setInventoryTexture("water.png", tsrc);
f->setInventoryTextureCube("water.png", "water.png", "water.png", tsrc);
if(new_style_water)
{
f->solidness = 0; // drawn separately, makes no faces
}
else // old style
{
f->solidness = 1;
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#ifndef SERVER
TileSpec t;
if(tsrc)
t.texture = tsrc->getTexture("water.png");
if(!opaque_water){
t.alpha = WATER_ALPHA;
t.material_type = MATERIAL_ALPHA_VERTEX;
}
t.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
f->setAllTiles(t);
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#endif
}
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->walkable = false;
f->pointable = false;
f->diggable = false;
f->buildable_to = true;
f->liquid_type = LIQUID_SOURCE;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
f->liquid_alternative_flowing = CONTENT_WATER;
f->liquid_alternative_source = CONTENT_WATERSOURCE;
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f->liquid_viscosity = WATER_VISC;
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#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 && tsrc)
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{
// New-style water source material (mostly unused)
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f->special_material = new video::SMaterial;
f->special_material->setFlag(video::EMF_LIGHTING, false);
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;
AtlasPointer *pa_water1 = new AtlasPointer(tsrc->getTexture(
tsrc->getTextureId("water.png")));
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f->special_material->setTexture(0, pa_water1->atlas);
f->special_atlas = pa_water1;
}
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#endif
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i = CONTENT_LAVA;
f = &content_features(i);
f->setInventoryTextureCube("lava.png", "lava.png", "lava.png", tsrc);
f->used_texturenames["lava.png"] = true;
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f->param_type = CPT_LIGHT;
f->light_propagates = false;
f->light_source = LIGHT_MAX-1;
f->solidness = 0; // Drawn separately, makes no faces
f->visual_solidness = 1; // Does not completely cover block boundaries
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f->walkable = false;
f->pointable = false;
f->diggable = false;
f->buildable_to = true;
f->liquid_type = LIQUID_FLOWING;
f->liquid_alternative_flowing = CONTENT_LAVA;
f->liquid_alternative_source = CONTENT_LAVASOURCE;
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f->liquid_viscosity = LAVA_VISC;
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f->damage_per_second = 4*2;
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#ifndef SERVER
f->post_effect_color = video::SColor(192, 255, 64, 0);
if(f->special_material == NULL && tsrc)
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{
// Flowing lava material
f->special_material = new video::SMaterial;
f->special_material->setFlag(video::EMF_LIGHTING, false);
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_ALPHA_CHANNEL_REF;
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AtlasPointer *pa_lava1 = new AtlasPointer(
tsrc->getTexture(
tsrc->getTextureId("lava.png")));
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f->special_material->setTexture(0, pa_lava1->atlas);
// Flowing lava material, backface culled
f->special_material2 = new video::SMaterial;
*f->special_material2 = *f->special_material;
f->special_material2->setFlag(video::EMF_BACK_FACE_CULLING, true);
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f->special_atlas = pa_lava1;
}
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#endif
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i = CONTENT_LAVASOURCE;
f = &content_features(i);
f->setInventoryTextureCube("lava.png", "lava.png", "lava.png", tsrc);
f->used_texturenames["ladder.png"] = true;
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if(new_style_water)
{
f->solidness = 0; // drawn separately, makes no faces
}
else // old style
{
f->solidness = 2;
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#ifndef SERVER
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TileSpec t;
if(tsrc)
t.texture = tsrc->getTexture("lava.png");
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//t.alpha = 255;
//t.material_type = MATERIAL_ALPHA_VERTEX;
//t.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
f->setAllTiles(t);
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#endif
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}
f->param_type = CPT_LIGHT;
f->light_propagates = false;
f->light_source = LIGHT_MAX-1;
f->walkable = false;
f->pointable = false;
f->diggable = false;
f->buildable_to = true;
f->liquid_type = LIQUID_SOURCE;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
f->liquid_alternative_flowing = CONTENT_LAVA;
f->liquid_alternative_source = CONTENT_LAVASOURCE;
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f->liquid_viscosity = LAVA_VISC;
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f->damage_per_second = 4*2;
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#ifndef SERVER
f->post_effect_color = video::SColor(192, 255, 64, 0);
if(f->special_material == NULL && tsrc)
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{
// New-style lava source material (mostly unused)
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f->special_material = new video::SMaterial;
f->special_material->setFlag(video::EMF_LIGHTING, false);
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_ALPHA_CHANNEL_REF;
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AtlasPointer *pa_lava1 = new AtlasPointer(
tsrc->getTexture(
tsrc->getTextureId("lava.png")));
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f->special_material->setTexture(0, pa_lava1->atlas);
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f->special_atlas = pa_lava1;
}
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#endif
i = CONTENT_TORCH;
f = &content_features(i);
f->setInventoryTexture("torch_on_floor.png", tsrc);
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;
f->solidness = 0; // drawn separately, makes no faces
f->walkable = false;
f->wall_mounted = true;
f->air_equivalent = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
f->light_source = LIGHT_MAX-1;
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f->selection_box.type = NODEBOX_WALLMOUNTED;
f->selection_box.wall_top = core::aabbox3d<f32>(
-BS/10, BS/2-BS/3.333*2, -BS/10, BS/10, BS/2, BS/10);
f->selection_box.wall_bottom = core::aabbox3d<f32>(
-BS/10, -BS/2, -BS/10, BS/10, -BS/2+BS/3.333*2, BS/10);
f->selection_box.wall_side = core::aabbox3d<f32>(
-BS/2, -BS/3.333, -BS/10, -BS/2+BS/3.333, BS/3.333, BS/10);
setConstantMaterialProperties(f->material, 0.0);
i = CONTENT_SIGN_WALL;
f = &content_features(i);
f->setInventoryTexture("sign_wall.png", tsrc);
f->used_texturenames["sign_wall.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->wall_mounted = true;
f->air_equivalent = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
if(f->initial_metadata == NULL)
f->initial_metadata = new SignNodeMetadata(NULL, "Some sign");
setConstantMaterialProperties(f->material, 0.5);
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f->selection_box.type = NODEBOX_WALLMOUNTED;
i = CONTENT_CHEST;
f = &content_features(i);
f->param_type = CPT_FACEDIR_SIMPLE;
f->setAllTextures(tsrc, "chest_side.png");
f->setTexture(tsrc, 0, "chest_top.png");
f->setTexture(tsrc, 1, "chest_top.png");
f->setTexture(tsrc, 5, "chest_front.png"); // Z-
f->setInventoryTexture("chest_top.png", tsrc);
//f->setInventoryTextureCube("chest_top.png", "chest_side.png", "chest_side.png", tsrc);
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
if(f->initial_metadata == NULL)
f->initial_metadata = new ChestNodeMetadata(NULL);
setWoodLikeMaterialProperties(f->material, 1.0);
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i = CONTENT_LOCKABLE_CHEST;
f = &content_features(i);
f->param_type = CPT_FACEDIR_SIMPLE;
f->setAllTextures(tsrc, "chest_side.png");
f->setTexture(tsrc, 0, "chest_top.png");
f->setTexture(tsrc, 1, "chest_top.png");
f->setTexture(tsrc, 5, "chest_lock.png"); // Z-
f->setInventoryTexture("chest_lock.png", tsrc);
//f->setInventoryTextureCube("chest_top.png", "chest_side.png", "chest_side.png", tsrc);
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f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
if(f->initial_metadata == NULL)
f->initial_metadata = new LockingChestNodeMetadata(NULL);
setWoodLikeMaterialProperties(f->material, 1.0);
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i = CONTENT_FURNACE;
f = &content_features(i);
f->param_type = CPT_FACEDIR_SIMPLE;
f->setAllTextures(tsrc, "furnace_side.png");
f->setTexture(tsrc, 5, "furnace_front.png"); // Z-
f->setInventoryTexture("furnace_front.png", tsrc);
//f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_COBBLE)+" 6";
if(f->initial_metadata == NULL)
f->initial_metadata = new FurnaceNodeMetadata(NULL);
setStoneLikeMaterialProperties(f->material, 3.0);
i = CONTENT_COBBLE;
f = &content_features(i);
f->setAllTextures(tsrc, "cobble.png");
f->setInventoryTextureCube("cobble.png", "cobble.png", "cobble.png", tsrc);
f->param_type = CPT_NONE;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
setStoneLikeMaterialProperties(f->material, 0.9);
i = CONTENT_MOSSYCOBBLE;
f = &content_features(i);
f->setAllTextures(tsrc, "mossycobble.png");
f->setInventoryTextureCube("mossycobble.png", "mossycobble.png", "mossycobble.png", tsrc);
f->param_type = CPT_NONE;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
setStoneLikeMaterialProperties(f->material, 0.8);
i = CONTENT_STEEL;
f = &content_features(i);
f->setAllTextures(tsrc, "steel_block.png");
f->setInventoryTextureCube("steel_block.png", "steel_block.png",
"steel_block.png", tsrc);
f->param_type = CPT_NONE;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
setStoneLikeMaterialProperties(f->material, 5.0);
i = CONTENT_NC;
f = &content_features(i);
f->param_type = CPT_FACEDIR_SIMPLE;
f->setAllTextures(tsrc, "nc_side.png");
f->setTexture(tsrc, 5, "nc_front.png"); // Z-
f->setTexture(tsrc, 4, "nc_back.png"); // Z+
f->setInventoryTexture("nc_front.png", tsrc);
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
setStoneLikeMaterialProperties(f->material, 3.0);
i = CONTENT_NC_RB;
f = &content_features(i);
f->setAllTextures(tsrc, "nc_rb.png");
f->setInventoryTexture("nc_rb.png", tsrc);
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
setStoneLikeMaterialProperties(f->material, 3.0);
i = CONTENT_SAPLING;
f = &content_features(i);
f->param_type = CPT_LIGHT;
f->setAllTextures(tsrc, "sapling.png");
f->setInventoryTexture("sapling.png", tsrc);
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;
setConstantMaterialProperties(f->material, 0.0);
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i = CONTENT_APPLE;
f = &content_features(i);
f->setInventoryTexture("apple.png", tsrc);
f->used_texturenames["apple.png"] = true;
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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");
setConstantMaterialProperties(f->material, 0.0);
}