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Change ContentFeatures array to a vector

This commit is contained in:
Kahrl 2013-07-14 00:55:47 +02:00
parent 9733dd5b5e
commit 112dbba7c4
7 changed files with 162 additions and 115 deletions

View file

@ -35,19 +35,23 @@ class INodeDefManager;
- Tile = TileSpec at some side of a node of some content type
*/
typedef u16 content_t;
#define MAX_CONTENT 0xfff
/*
Ignored node.
Anything that stores MapNodes doesn't have to preserve parameters
associated with this material.
Doesn't create faces with anything and is considered being
out-of-map in the game map.
The maximum node ID that can be registered by mods. This must
be significantly lower than the maximum content_t value, so that
there is enough room for dummy node IDs, which are created when
a MapBlock containing unknown node names is loaded from disk.
*/
#define CONTENT_IGNORE 127
#define CONTENT_IGNORE_DEFAULT_PARAM 0
#define MAX_REGISTERED_CONTENT 0xfffU
/*
A solid walkable node with the texture unknown_node.png.
For example, used on the client to display unregistered node IDs
(instead of expanding the vector of node definitions each time
such a node is received).
*/
#define CONTENT_UNKNOWN 125
/*
The common material through which the player can walk and which
@ -55,6 +59,18 @@ typedef u16 content_t;
*/
#define CONTENT_AIR 126
/*
Ignored node.
Unloaded chunks are considered to consist of this. Several other
methods return this when an error occurs. Also, during
map generation this means the node has not been set yet.
Doesn't create faces with anything and is considered being
out-of-map in the game map.
*/
#define CONTENT_IGNORE 127
enum LightBank
{
LIGHTBANK_DAY,