forked from Mirrorlandia_minetest/minetest
3560f0de08
Conflicts: data/oerkki1.png src/client.cpp
452 lines
15 KiB
C++
452 lines
15 KiB
C++
/*
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Minetest-c55
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Copyright (C) 2010-2011 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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// For g_settings
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#include "main.h"
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#include "content_mapnode.h"
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#include "mapnode.h"
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#include "content_nodemeta.h"
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// TODO: Get rid of these and set up some attributes like toughness,
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// fluffyness, and a funciton to calculate time and durability loss
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// (and sound? and whatever else) from them
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void setStoneLikeDiggingProperties(DiggingPropertiesList &list, float toughness);
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void setDirtLikeDiggingProperties(DiggingPropertiesList &list, float toughness);
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void setWoodLikeDiggingProperties(DiggingPropertiesList &list, float toughness);
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void content_mapnode_init()
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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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bool invisible_stone = g_settings.getBool("invisible_stone");
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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 = &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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setStoneLikeDiggingProperties(f->digging_properties, 1.0);
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if(invisible_stone)
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f->solidness = 0; // For debugging, hides regular stone
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i = CONTENT_GRASS;
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f = &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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setDirtLikeDiggingProperties(f->digging_properties, 1.0);
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i = CONTENT_GRASS_FOOTSTEPS;
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f = &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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setDirtLikeDiggingProperties(f->digging_properties, 1.0);
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i = CONTENT_MUD;
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f = &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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setDirtLikeDiggingProperties(f->digging_properties, 1.0);
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i = CONTENT_SAND;
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f = &content_features(i);
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f->setAllTextures("sand.png");
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f->setInventoryTextureCube("sand.png", "sand.png", "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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setDirtLikeDiggingProperties(f->digging_properties, 1.0);
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i = CONTENT_GRAVEL;
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f = &content_features(i);
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f->setAllTextures("gravel.png");
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f->setInventoryTextureCube("gravel.png", "gravel.png", "gravel.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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setDirtLikeDiggingProperties(f->digging_properties, 1.75);
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i = CONTENT_SANDSTONE;
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f = &content_features(i);
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f->setAllTextures("sandstone.png");
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f->setInventoryTextureCube("sandstone.png", "sandstone.png", "sandstone.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_SAND)+" 1";
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setDirtLikeDiggingProperties(f->digging_properties, 1.0);
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i = CONTENT_CLAY;
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f = &content_features(i);
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f->setAllTextures("clay.png");
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f->setInventoryTextureCube("clay.png", "clay.png", "clay.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("CraftItem lump_of_clay 4");
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setDirtLikeDiggingProperties(f->digging_properties, 1.0);
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i = CONTENT_BRICK;
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f = &content_features(i);
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f->setAllTextures("brick.png");
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f->setInventoryTextureCube("brick.png", "brick.png", "brick.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("CraftItem clay_brick 4");
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setStoneLikeDiggingProperties(f->digging_properties, 1.0);
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i = CONTENT_TREE;
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f = &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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setWoodLikeDiggingProperties(f->digging_properties, 1.0);
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i = CONTENT_LEAVES;
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f = &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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setWoodLikeDiggingProperties(f->digging_properties, 0.15);
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i = CONTENT_CACTUS;
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f = &content_features(i);
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f->setAllTextures("cactus_side.png");
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f->setTexture(0, "cactus_top.png");
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f->setTexture(1, "cactus_top.png");
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f->setInventoryTextureCube("cactus_top.png", "cactus_side.png", "cactus_side.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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setWoodLikeDiggingProperties(f->digging_properties, 0.75);
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i = CONTENT_PAPYRUS;
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f = &content_features(i);
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f->setInventoryTexture("papyrus.png");
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f->light_propagates = true;
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f->param_type = CPT_LIGHT;
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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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f->solidness = 0; // drawn separately, makes no faces
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f->walkable = false;
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setWoodLikeDiggingProperties(f->digging_properties, 0.25);
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i = CONTENT_BOOKSHELF;
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f = &content_features(i);
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f->setAllTextures("bookshelf.png");
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f->setTexture(0, "wood.png");
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f->setTexture(1, "wood.png");
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// FIXME: setInventoryTextureCube() only cares for the first texture
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f->setInventoryTextureCube("bookshelf.png", "bookshelf.png", "bookshelf.png");
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//f->setInventoryTextureCube("wood.png", "bookshelf.png", "bookshelf.png");
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f->param_type = CPT_MINERAL;
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f->is_ground_content = true;
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setWoodLikeDiggingProperties(f->digging_properties, 0.75);
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i = CONTENT_GLASS;
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f = &content_features(i);
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f->light_propagates = true;
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f->param_type = CPT_LIGHT;
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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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f->solidness = 0; // drawn separately, makes no faces
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f->setInventoryTextureCube("glass.png", "glass.png", "glass.png");
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setWoodLikeDiggingProperties(f->digging_properties, 0.15);
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i = CONTENT_FENCE;
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f = &content_features(i);
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f->light_propagates = true;
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f->param_type = CPT_LIGHT;
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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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f->solidness = 0; // drawn separately, makes no faces
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f->air_equivalent = true; // grass grows underneath
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f->setInventoryTexture("item_fence.png");
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setWoodLikeDiggingProperties(f->digging_properties, 0.75);
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i = CONTENT_RAIL;
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f = &content_features(i);
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f->setInventoryTexture("rail.png");
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f->light_propagates = true;
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f->param_type = CPT_LIGHT;
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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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f->solidness = 0; // drawn separately, makes no faces
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f->air_equivalent = true; // grass grows underneath
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f->walkable = false;
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setDirtLikeDiggingProperties(f->digging_properties, 0.75);
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// Deprecated
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i = CONTENT_COALSTONE;
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f = &content_features(i);
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f->setAllTextures("stone.png^mineral_coal.png");
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f->is_ground_content = true;
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setStoneLikeDiggingProperties(f->digging_properties, 1.5);
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i = CONTENT_WOOD;
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f = &content_features(i);
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f->setAllTextures("wood.png");
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f->setInventoryTextureCube("wood.png", "wood.png", "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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setWoodLikeDiggingProperties(f->digging_properties, 0.75);
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i = CONTENT_MESE;
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f = &content_features(i);
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f->setAllTextures("mese.png");
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f->setInventoryTextureCube("mese.png", "mese.png", "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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setStoneLikeDiggingProperties(f->digging_properties, 0.5);
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i = CONTENT_CLOUD;
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f = &content_features(i);
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f->setAllTextures("cloud.png");
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f->setInventoryTextureCube("cloud.png", "cloud.png", "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 = &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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f->air_equivalent = true;
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i = CONTENT_WATER;
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f = &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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f->liquid_alternative_flowing = CONTENT_WATER;
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f->liquid_alternative_source = CONTENT_WATERSOURCE;
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i = CONTENT_WATERSOURCE;
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f = &content_features(i);
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//f->setInventoryTexture("water.png");
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f->setInventoryTextureCube("water.png", "water.png", "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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f->liquid_alternative_flowing = CONTENT_WATER;
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f->liquid_alternative_source = CONTENT_WATERSOURCE;
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i = CONTENT_TORCH;
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f = &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->air_equivalent = true;
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f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
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f->light_source = LIGHT_MAX-1;
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f->digging_properties.set("", DiggingProperties(true, 0.0, 0));
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i = CONTENT_SIGN_WALL;
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f = &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->air_equivalent = 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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f->digging_properties.set("", DiggingProperties(true, 0.5, 0));
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i = CONTENT_CHEST;
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f = &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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setWoodLikeDiggingProperties(f->digging_properties, 1.0);
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i = CONTENT_FURNACE;
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f = &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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setStoneLikeDiggingProperties(f->digging_properties, 3.0);
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i = CONTENT_COBBLE;
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f = &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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setStoneLikeDiggingProperties(f->digging_properties, 0.9);
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i = CONTENT_MOSSYCOBBLE;
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f = &content_features(i);
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f->setAllTextures("mossycobble.png");
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f->setInventoryTextureCube("mossycobble.png", "mossycobble.png", "mossycobble.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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setStoneLikeDiggingProperties(f->digging_properties, 0.8);
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i = CONTENT_STEEL;
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f = &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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setStoneLikeDiggingProperties(f->digging_properties, 5.0);
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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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Add MesePick to everything
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*/
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for(u16 i=0; i<256; i++)
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{
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content_features(i).digging_properties.set("MesePick",
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DiggingProperties(true, 0.0, 65535./1337));
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}
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}
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void setStoneLikeDiggingProperties(DiggingPropertiesList &list, float toughness)
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{
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list.set("",
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DiggingProperties(true, 15.0*toughness, 0));
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list.set("WPick",
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DiggingProperties(true, 1.3*toughness, 65535./30.*toughness));
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list.set("STPick",
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DiggingProperties(true, 0.75*toughness, 65535./100.*toughness));
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list.set("SteelPick",
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DiggingProperties(true, 0.50*toughness, 65535./333.*toughness));
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/*list.set("MesePick",
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DiggingProperties(true, 0.0*toughness, 65535./20.*toughness));*/
|
|
}
|
|
|
|
void setDirtLikeDiggingProperties(DiggingPropertiesList &list, float toughness)
|
|
{
|
|
list.set("",
|
|
DiggingProperties(true, 0.75*toughness, 0));
|
|
|
|
list.set("WShovel",
|
|
DiggingProperties(true, 0.4*toughness, 65535./50.*toughness));
|
|
list.set("STShovel",
|
|
DiggingProperties(true, 0.2*toughness, 65535./150.*toughness));
|
|
list.set("SteelShovel",
|
|
DiggingProperties(true, 0.15*toughness, 65535./400.*toughness));
|
|
}
|
|
|
|
void setWoodLikeDiggingProperties(DiggingPropertiesList &list, float toughness)
|
|
{
|
|
list.set("",
|
|
DiggingProperties(true, 3.0*toughness, 0));
|
|
|
|
list.set("WAxe",
|
|
DiggingProperties(true, 1.5*toughness, 65535./30.*toughness));
|
|
list.set("STAxe",
|
|
DiggingProperties(true, 0.75*toughness, 65535./100.*toughness));
|
|
list.set("SteelAxe",
|
|
DiggingProperties(true, 0.5*toughness, 65535./333.*toughness));
|
|
}
|
|
|
|
|