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better graphics, zlib to work on vc++

This commit is contained in:
Perttu Ahola 2010-12-14 01:56:24 +02:00
parent 47f76d8a51
commit 6129e31b96
18 changed files with 73 additions and 32 deletions

View file

@ -68,7 +68,7 @@ enum Content
CONTENT_STONE,
CONTENT_GRASS,
CONTENT_WATER,
CONTENT_LIGHT,
CONTENT_TORCH,
CONTENT_TREE,
CONTENT_LEAVES,
CONTENT_GRASS_FOOTSTEPS,
@ -81,6 +81,7 @@ enum Content
};
extern u16 g_content_tiles[USEFUL_CONTENT_COUNT][6];
extern const char * g_content_inventory_textures[USEFUL_CONTENT_COUNT];
/*
If true, the material allows light propagation and brightness is stored
@ -88,7 +89,7 @@ extern u16 g_content_tiles[USEFUL_CONTENT_COUNT][6];
*/
inline bool light_propagates_content(u8 m)
{
return (m == CONTENT_AIR || m == CONTENT_LIGHT || m == CONTENT_WATER || m == CONTENT_OCEAN);
return (m == CONTENT_AIR || m == CONTENT_TORCH || m == CONTENT_WATER || m == CONTENT_OCEAN);
}
/*
@ -96,7 +97,7 @@ inline bool light_propagates_content(u8 m)
*/
inline bool sunlight_propagates_content(u8 m)
{
return (m == CONTENT_AIR || m == CONTENT_LIGHT);
return (m == CONTENT_AIR || m == CONTENT_TORCH);
}
/*
@ -108,7 +109,8 @@ inline bool sunlight_propagates_content(u8 m)
*/
inline u8 content_solidness(u8 m)
{
if(m == CONTENT_AIR)
// As of now, every pseudo node like torches are added to this
if(m == CONTENT_AIR || m == CONTENT_TORCH)
return 0;
if(m == CONTENT_WATER || m == CONTENT_OCEAN)
return 1;
@ -118,7 +120,7 @@ inline u8 content_solidness(u8 m)
// Objects collide with walkable contents
inline bool content_walkable(u8 m)
{
return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_OCEAN && m != CONTENT_LIGHT);
return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_OCEAN && m != CONTENT_TORCH);
}
// A liquid resists fast movement
@ -158,6 +160,13 @@ inline bool is_ground_content(u8 m)
);
}
/*inline bool content_has_faces(u8 c)
{
return (m != CONTENT_IGNORE
&& m != CONTENT_AIR
&& m != CONTENT_TORCH);
}*/
/*
Nodes make a face if contents differ and solidness differs.
Return value:
@ -185,7 +194,7 @@ inline u8 face_contents(u8 m1, u8 m2)
inline bool liquid_replaces_content(u8 c)
{
return (c == CONTENT_AIR || c == CONTENT_LIGHT);
return (c == CONTENT_AIR || c == CONTENT_TORCH);
}
/*
@ -193,7 +202,7 @@ inline bool liquid_replaces_content(u8 c)
*/
inline bool content_directional(u8 c)
{
return (c == CONTENT_LIGHT);
return (c == CONTENT_TORCH);
}
/*
@ -336,7 +345,7 @@ struct MapNode
/*
Note that a block that isn't light_propagates() can be a light source.
*/
if(d == CONTENT_LIGHT)
if(d == CONTENT_TORCH)
return LIGHT_MAX;
return 0;