forked from Mirrorlandia_minetest/minetest
451 lines
12 KiB
C++
451 lines
12 KiB
C++
/*
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Minetest-c55
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Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "common_irrlicht.h"
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#include "mapnode.h"
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#include "tile.h"
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#include "porting.h"
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#include <string>
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#include "mineral.h"
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// For g_settings
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#include "main.h"
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#include "nodemetadata.h"
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ContentFeatures::~ContentFeatures()
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{
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if(translate_to)
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delete translate_to;
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}
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void ContentFeatures::setTexture(u16 i, std::string name, u8 alpha)
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{
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if(g_texturesource)
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{
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tiles[i].texture = g_texturesource->getTexture(name);
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}
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if(alpha != 255)
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{
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tiles[i].alpha = alpha;
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tiles[i].material_type = MATERIAL_ALPHA_VERTEX;
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}
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if(inventory_texture == NULL)
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setInventoryTexture(name);
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}
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void ContentFeatures::setInventoryTexture(std::string imgname)
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{
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if(g_texturesource == NULL)
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return;
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imgname += "^[forcesingle";
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inventory_texture = g_texturesource->getTextureRaw(imgname);
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}
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void ContentFeatures::setInventoryTextureCube(std::string top,
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std::string left, std::string right)
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{
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if(g_texturesource == NULL)
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return;
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str_replace_char(top, '^', '&');
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str_replace_char(left, '^', '&');
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str_replace_char(right, '^', '&');
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std::string imgname_full;
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imgname_full += "[inventorycube{";
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imgname_full += top;
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imgname_full += "{";
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imgname_full += left;
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imgname_full += "{";
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imgname_full += right;
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inventory_texture = g_texturesource->getTextureRaw(imgname_full);
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}
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struct ContentFeatures g_content_features[256];
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ContentFeatures & content_features(u8 i)
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{
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return g_content_features[i];
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}
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/*
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See mapnode.h for description.
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*/
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void init_mapnode()
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{
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if(g_texturesource == NULL)
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{
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dstream<<"INFO: Initial run of init_mapnode with "
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"g_texturesource=NULL. If this segfaults, "
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"there is a bug with something not checking for "
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"the NULL value."<<std::endl;
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}
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else
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{
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dstream<<"INFO: Full run of init_mapnode with "
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"g_texturesource!=NULL"<<std::endl;
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}
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// Read some settings
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bool new_style_water = g_settings.getBool("new_style_water");
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bool new_style_leaves = g_settings.getBool("new_style_leaves");
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/*
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Initialize content feature table
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*/
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/*
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Set initial material type to same in all tiles, so that the
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same material can be used in more stuff.
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This is set according to the leaves because they are the only
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differing material to which all materials can be changed to
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get this optimization.
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*/
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u8 initial_material_type = MATERIAL_ALPHA_SIMPLE;
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/*if(new_style_leaves)
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initial_material_type = MATERIAL_ALPHA_SIMPLE;
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else
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initial_material_type = MATERIAL_ALPHA_NONE;*/
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for(u16 i=0; i<256; i++)
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{
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ContentFeatures *f = &g_content_features[i];
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// Re-initialize
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*f = ContentFeatures();
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for(u16 j=0; j<6; j++)
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f->tiles[j].material_type = initial_material_type;
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}
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u8 i;
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ContentFeatures *f = NULL;
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i = CONTENT_STONE;
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f = &g_content_features[i];
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f->setAllTextures("stone.png");
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f->setInventoryTextureCube("stone.png", "stone.png", "stone.png");
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f->param_type = CPT_MINERAL;
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f->is_ground_content = true;
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f->dug_item = std::string("MaterialItem ")+itos(CONTENT_COBBLE)+" 1";
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i = CONTENT_GRASS;
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f = &g_content_features[i];
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f->setAllTextures("mud.png^grass_side.png");
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f->setTexture(0, "grass.png");
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f->setTexture(1, "mud.png");
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f->param_type = CPT_MINERAL;
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f->is_ground_content = true;
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f->dug_item = std::string("MaterialItem ")+itos(CONTENT_MUD)+" 1";
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i = CONTENT_GRASS_FOOTSTEPS;
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f = &g_content_features[i];
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f->setAllTextures("mud.png^grass_side.png");
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f->setTexture(0, "grass_footsteps.png");
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f->setTexture(1, "mud.png");
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f->param_type = CPT_MINERAL;
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f->is_ground_content = true;
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f->dug_item = std::string("MaterialItem ")+itos(CONTENT_MUD)+" 1";
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i = CONTENT_MUD;
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f = &g_content_features[i];
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f->setAllTextures("mud.png");
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f->setInventoryTextureCube("mud.png", "mud.png", "mud.png");
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f->param_type = CPT_MINERAL;
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f->is_ground_content = true;
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f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
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i = CONTENT_SAND;
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f = &g_content_features[i];
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f->setAllTextures("sand.png");
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f->param_type = CPT_MINERAL;
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f->is_ground_content = true;
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f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
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i = CONTENT_TREE;
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f = &g_content_features[i];
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f->setAllTextures("tree.png");
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f->setTexture(0, "tree_top.png");
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f->setTexture(1, "tree_top.png");
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f->param_type = CPT_MINERAL;
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f->is_ground_content = true;
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f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
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i = CONTENT_LEAVES;
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f = &g_content_features[i];
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f->light_propagates = true;
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//f->param_type = CPT_MINERAL;
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f->param_type = CPT_LIGHT;
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f->is_ground_content = true;
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if(new_style_leaves)
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{
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f->solidness = 0; // drawn separately, makes no faces
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f->setInventoryTextureCube("leaves.png", "leaves.png", "leaves.png");
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}
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else
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{
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f->setAllTextures("[noalpha:leaves.png");
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}
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f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
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// Deprecated
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i = CONTENT_COALSTONE;
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f = &g_content_features[i];
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//f->translate_to = new MapNode(CONTENT_STONE, MINERAL_COAL);
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f->setAllTextures("stone.png^mineral_coal.png");
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f->is_ground_content = true;
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i = CONTENT_WOOD;
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f = &g_content_features[i];
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f->setAllTextures("wood.png");
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f->is_ground_content = true;
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f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
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i = CONTENT_MESE;
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f = &g_content_features[i];
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f->setAllTextures("mese.png");
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f->is_ground_content = true;
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f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
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i = CONTENT_CLOUD;
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f = &g_content_features[i];
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f->setAllTextures("cloud.png");
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f->is_ground_content = true;
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f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
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i = CONTENT_AIR;
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f = &g_content_features[i];
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f->param_type = CPT_LIGHT;
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f->light_propagates = true;
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f->sunlight_propagates = true;
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f->solidness = 0;
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f->walkable = false;
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f->pointable = false;
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f->diggable = false;
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f->buildable_to = true;
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i = CONTENT_WATER;
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f = &g_content_features[i];
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f->setInventoryTextureCube("water.png", "water.png", "water.png");
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f->param_type = CPT_LIGHT;
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f->light_propagates = true;
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f->solidness = 0; // Drawn separately, makes no faces
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f->walkable = false;
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f->pointable = false;
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f->diggable = false;
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f->buildable_to = true;
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f->liquid_type = LIQUID_FLOWING;
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i = CONTENT_WATERSOURCE;
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f = &g_content_features[i];
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f->setInventoryTexture("water.png");
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if(new_style_water)
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{
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f->solidness = 0; // drawn separately, makes no faces
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}
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else // old style
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{
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f->solidness = 1;
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TileSpec t;
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if(g_texturesource)
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t.texture = g_texturesource->getTexture("water.png");
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t.alpha = WATER_ALPHA;
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t.material_type = MATERIAL_ALPHA_VERTEX;
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t.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
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f->setAllTiles(t);
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}
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f->param_type = CPT_LIGHT;
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f->light_propagates = true;
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f->walkable = false;
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f->pointable = false;
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f->diggable = false;
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f->buildable_to = true;
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f->liquid_type = LIQUID_SOURCE;
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f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
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i = CONTENT_TORCH;
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f = &g_content_features[i];
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f->setInventoryTexture("torch_on_floor.png");
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f->param_type = CPT_LIGHT;
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f->light_propagates = true;
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f->sunlight_propagates = true;
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f->solidness = 0; // drawn separately, makes no faces
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f->walkable = false;
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f->wall_mounted = true;
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f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
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i = CONTENT_SIGN_WALL;
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f = &g_content_features[i];
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f->setInventoryTexture("sign_wall.png");
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f->param_type = CPT_LIGHT;
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f->light_propagates = true;
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f->sunlight_propagates = true;
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f->solidness = 0; // drawn separately, makes no faces
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f->walkable = false;
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f->wall_mounted = true;
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f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
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if(f->initial_metadata == NULL)
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f->initial_metadata = new SignNodeMetadata("Some sign");
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i = CONTENT_CHEST;
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f = &g_content_features[i];
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f->param_type = CPT_FACEDIR_SIMPLE;
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f->setAllTextures("chest_side.png");
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f->setTexture(0, "chest_top.png");
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f->setTexture(1, "chest_top.png");
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f->setTexture(5, "chest_front.png"); // Z-
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f->setInventoryTexture("chest_top.png");
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//f->setInventoryTextureCube("chest_top.png", "chest_side.png", "chest_side.png");
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f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
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if(f->initial_metadata == NULL)
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f->initial_metadata = new ChestNodeMetadata();
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i = CONTENT_FURNACE;
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f = &g_content_features[i];
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f->param_type = CPT_FACEDIR_SIMPLE;
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f->setAllTextures("furnace_side.png");
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f->setTexture(5, "furnace_front.png"); // Z-
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f->setInventoryTexture("furnace_front.png");
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//f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
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f->dug_item = std::string("MaterialItem ")+itos(CONTENT_COBBLE)+" 6";
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if(f->initial_metadata == NULL)
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f->initial_metadata = new FurnaceNodeMetadata();
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i = CONTENT_COBBLE;
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f = &g_content_features[i];
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f->setAllTextures("cobble.png");
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f->setInventoryTextureCube("cobble.png", "cobble.png", "cobble.png");
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f->param_type = CPT_NONE;
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f->is_ground_content = true;
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f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
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i = CONTENT_STEEL;
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f = &g_content_features[i];
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f->setAllTextures("steel_block.png");
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f->setInventoryTextureCube("steel_block.png", "steel_block.png",
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"steel_block.png");
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f->param_type = CPT_NONE;
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f->is_ground_content = true;
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f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
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// NOTE: Remember to add frequently used stuff to the texture atlas in tile.cpp
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}
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v3s16 facedir_rotate(u8 facedir, v3s16 dir)
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{
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/*
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Face 2 (normally Z-) direction:
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facedir=0: Z-
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facedir=1: X-
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facedir=2: Z+
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facedir=3: X+
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*/
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v3s16 newdir;
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if(facedir==0) // Same
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newdir = v3s16(dir.X, dir.Y, dir.Z);
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else if(facedir == 1) // Face is taken from rotXZccv(-90)
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newdir = v3s16(-dir.Z, dir.Y, dir.X);
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else if(facedir == 2) // Face is taken from rotXZccv(180)
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newdir = v3s16(-dir.X, dir.Y, -dir.Z);
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else if(facedir == 3) // Face is taken from rotXZccv(90)
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newdir = v3s16(dir.Z, dir.Y, -dir.X);
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else
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newdir = dir;
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return newdir;
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}
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TileSpec MapNode::getTile(v3s16 dir)
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{
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if(content_features(d).param_type == CPT_FACEDIR_SIMPLE)
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dir = facedir_rotate(param1, dir);
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TileSpec spec;
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s32 dir_i = -1;
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if(dir == v3s16(0,0,0))
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dir_i = -1;
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else if(dir == v3s16(0,1,0))
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dir_i = 0;
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else if(dir == v3s16(0,-1,0))
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dir_i = 1;
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else if(dir == v3s16(1,0,0))
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dir_i = 2;
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else if(dir == v3s16(-1,0,0))
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dir_i = 3;
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else if(dir == v3s16(0,0,1))
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dir_i = 4;
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else if(dir == v3s16(0,0,-1))
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dir_i = 5;
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if(dir_i == -1)
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// Non-directional
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spec = content_features(d).tiles[0];
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else
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spec = content_features(d).tiles[dir_i];
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/*
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If it contains some mineral, change texture id
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*/
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if(content_features(d).param_type == CPT_MINERAL && g_texturesource)
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{
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u8 mineral = param & 0x1f;
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std::string mineral_texture_name = mineral_block_texture(mineral);
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if(mineral_texture_name != "")
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{
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u32 orig_id = spec.texture.id;
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std::string texture_name = g_texturesource->getTextureName(orig_id);
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//texture_name += "^blit:";
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texture_name += "^";
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texture_name += mineral_texture_name;
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u32 new_id = g_texturesource->getTextureId(texture_name);
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spec.texture = g_texturesource->getTexture(new_id);
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}
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}
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return spec;
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}
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u8 MapNode::getMineral()
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{
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if(content_features(d).param_type == CPT_MINERAL)
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{
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return param & 0x1f;
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}
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return MINERAL_NONE;
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}
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// Pointers to c_str()s g_content_features[i].inventory_image_path
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//const char * g_content_inventory_texture_paths[USEFUL_CONTENT_COUNT] = {0};
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void init_content_inventory_texture_paths()
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{
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dstream<<"DEPRECATED "<<__FUNCTION_NAME<<std::endl;
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/*for(u16 i=0; i<USEFUL_CONTENT_COUNT; i++)
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{
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g_content_inventory_texture_paths[i] =
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g_content_features[i].inventory_image_path.c_str();
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}*/
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}
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