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https://github.com/luanti-org/luanti.git
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Move ContentFeatures to mapnode_contentfeatures.{h,cpp} and clean stuff
This commit is contained in:
parent
f8c9b70379
commit
64996422c0
24 changed files with 697 additions and 617 deletions
461
src/mapnode.h
461
src/mapnode.h
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@ -43,20 +43,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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typedef u16 content_t;
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#define MAX_CONTENT 0xfff
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/*
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Initializes all kind of stuff in here.
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Many things depend on this.
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This accesses g_texturesource; if it is non-NULL, textures are set.
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Client first calls this with g_texturesource=NULL to run some
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unit tests and stuff, then it runs this again with g_texturesource
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defined to get the textures.
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Server only calls this once with g_texturesource=NULL.
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*/
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void init_mapnode();
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/*
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Ignored node.
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@ -66,7 +52,6 @@ void init_mapnode();
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Doesn't create faces with anything and is considered being
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out-of-map in the game map.
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*/
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//#define CONTENT_IGNORE 255
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#define CONTENT_IGNORE 127
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#define CONTENT_IGNORE_DEFAULT_PARAM 0
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@ -74,305 +59,8 @@ void init_mapnode();
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The common material through which the player can walk and which
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is transparent to light
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*/
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//#define CONTENT_AIR 254
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#define CONTENT_AIR 126
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/*
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Content feature list
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*/
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enum ContentParamType
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{
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CPT_NONE,
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CPT_LIGHT,
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CPT_MINERAL,
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// Direction for chests and furnaces and such
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CPT_FACEDIR_SIMPLE
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};
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enum LiquidType
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{
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LIQUID_NONE,
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LIQUID_FLOWING,
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LIQUID_SOURCE
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};
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struct MapNode;
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class NodeMetadata;
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struct ContentFeatures
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{
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#ifndef SERVER
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/*
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0: up
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1: down
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2: right
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3: left
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4: back
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5: front
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*/
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TileSpec tiles[6];
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video::ITexture *inventory_texture;
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// Used currently for flowing liquids
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u8 vertex_alpha;
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// Post effect color, drawn when the camera is inside the node.
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video::SColor post_effect_color;
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// Special irrlicht material, used sometimes
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video::SMaterial *special_material;
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video::SMaterial *special_material2;
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AtlasPointer *special_atlas;
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#endif
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// List of all block textures that have been used (value is dummy)
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// Exists on server too for cleaner code in content_mapnode.cpp
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core::map<std::string, bool> used_texturenames;
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// Type of MapNode::param1
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ContentParamType param_type;
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// True for all ground-like things like stone and mud, false for eg. trees
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bool is_ground_content;
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bool light_propagates;
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bool sunlight_propagates;
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u8 solidness; // Used when choosing which face is drawn
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u8 visual_solidness; // When solidness=0, this tells how it looks like
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// This is used for collision detection.
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// Also for general solidness queries.
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bool walkable;
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// Player can point to these
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bool pointable;
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// Player can dig these
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bool diggable;
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// Player can climb these
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bool climbable;
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// Player can build on these
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bool buildable_to;
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// Whether the node has no liquid, source liquid or flowing liquid
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enum LiquidType liquid_type;
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// If true, param2 is set to direction when placed. Used for torches.
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// NOTE: the direction format is quite inefficient and should be changed
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bool wall_mounted;
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// If true, node is equivalent to air. Torches are, air is. Water is not.
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// Is used for example to check whether a mud block can have grass on.
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bool air_equivalent;
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// Whether this content type often contains mineral.
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// Used for texture atlas creation.
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// Currently only enabled for CONTENT_STONE.
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bool often_contains_mineral;
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// Inventory item string as which the node appears in inventory when dug.
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// Mineral overrides this.
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std::string dug_item;
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// Extra dug item and its rarity
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std::string extra_dug_item;
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s32 extra_dug_item_rarity;
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// Initial metadata is cloned from this
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NodeMetadata *initial_metadata;
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// If the content is liquid, this is the flowing version of the liquid.
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// If content is liquid, this is the same content.
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content_t liquid_alternative_flowing;
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// If the content is liquid, this is the source version of the liquid.
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content_t liquid_alternative_source;
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// Viscosity for fluid flow, ranging from 1 to 7, with
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// 1 giving almost instantaneous propagation and 7 being
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// the slowest possible
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u8 liquid_viscosity;
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// Amount of light the node emits
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u8 light_source;
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// Digging properties for different tools
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DiggingPropertiesList digging_properties;
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u32 damage_per_second;
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// NOTE: Move relevant properties to here from elsewhere
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void reset()
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{
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#ifndef SERVER
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inventory_texture = NULL;
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vertex_alpha = 255;
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post_effect_color = video::SColor(0, 0, 0, 0);
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special_material = NULL;
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special_material2 = NULL;
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special_atlas = NULL;
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#endif
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param_type = CPT_NONE;
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is_ground_content = false;
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light_propagates = false;
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sunlight_propagates = false;
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solidness = 2;
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visual_solidness = 0;
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walkable = true;
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pointable = true;
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diggable = true;
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climbable = false;
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buildable_to = false;
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liquid_type = LIQUID_NONE;
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wall_mounted = false;
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air_equivalent = false;
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often_contains_mineral = false;
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dug_item = "";
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initial_metadata = NULL;
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liquid_alternative_flowing = CONTENT_IGNORE;
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liquid_alternative_source = CONTENT_IGNORE;
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liquid_viscosity = 0;
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light_source = 0;
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digging_properties.clear();
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damage_per_second = 0;
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}
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ContentFeatures()
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{
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reset();
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}
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~ContentFeatures();
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/*
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Quickhands for simple materials
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*/
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#ifdef SERVER
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void setTexture(u16 i, std::string name, u8 alpha=255)
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{}
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void setAllTextures(std::string name, u8 alpha=255)
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{}
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#else
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void setTexture(u16 i, std::string name, u8 alpha=255);
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void setAllTextures(std::string name, u8 alpha=255)
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{
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for(u16 i=0; i<6; i++)
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{
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setTexture(i, name, alpha);
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}
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// Force inventory texture too
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setInventoryTexture(name);
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}
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#endif
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#ifndef SERVER
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void setTile(u16 i, const TileSpec &tile)
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{
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tiles[i] = tile;
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}
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void setAllTiles(const TileSpec &tile)
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{
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for(u16 i=0; i<6; i++)
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{
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setTile(i, tile);
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}
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}
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#endif
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#ifdef SERVER
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void setInventoryTexture(std::string imgname)
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{}
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void setInventoryTextureCube(std::string top,
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std::string left, std::string right)
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{}
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#else
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void setInventoryTexture(std::string imgname);
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void setInventoryTextureCube(std::string top,
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std::string left, std::string right);
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#endif
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};
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/*
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Call this to access the ContentFeature list
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*/
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ContentFeatures & content_features(content_t i);
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ContentFeatures & content_features(MapNode &n);
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/*
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Here is a bunch of DEPRECATED functions.
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*/
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/*
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If true, the material allows light propagation and brightness is stored
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in param.
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NOTE: Don't use, use "content_features(m).whatever" instead
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*/
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inline bool light_propagates_content(content_t m)
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{
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return content_features(m).light_propagates;
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}
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/*
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If true, the material allows lossless sunlight propagation.
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NOTE: It doesn't seem to go through torches regardlessly of this
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NOTE: Don't use, use "content_features(m).whatever" instead
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*/
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inline bool sunlight_propagates_content(content_t m)
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{
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return content_features(m).sunlight_propagates;
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}
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/*
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On a node-node surface, the material of the node with higher solidness
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is used for drawing.
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0: Invisible
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1: Transparent
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2: Opaque
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NOTE: Don't use, use "content_features(m).whatever" instead
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*/
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inline u8 content_solidness(content_t m)
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{
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return content_features(m).solidness;
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}
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// Objects collide with walkable contents
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// NOTE: Don't use, use "content_features(m).whatever" instead
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inline bool content_walkable(content_t m)
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{
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return content_features(m).walkable;
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}
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// NOTE: Don't use, use "content_features(m).whatever" instead
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inline bool content_liquid(content_t m)
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{
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return content_features(m).liquid_type != LIQUID_NONE;
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}
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// NOTE: Don't use, use "content_features(m).whatever" instead
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inline bool content_flowing_liquid(content_t m)
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{
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return content_features(m).liquid_type == LIQUID_FLOWING;
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}
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// NOTE: Don't use, use "content_features(m).whatever" instead
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inline bool content_liquid_source(content_t m)
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{
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return content_features(m).liquid_type == LIQUID_SOURCE;
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}
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// CONTENT_WATER || CONTENT_WATERSOURCE -> CONTENT_WATER
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// CONTENT_LAVA || CONTENT_LAVASOURCE -> CONTENT_LAVA
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// NOTE: Don't use, use "content_features(m).whatever" instead
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inline content_t make_liquid_flowing(content_t m)
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{
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u8 c = content_features(m).liquid_alternative_flowing;
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assert(c != CONTENT_IGNORE);
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return c;
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}
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// Pointable contents can be pointed to in the map
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// NOTE: Don't use, use "content_features(m).whatever" instead
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inline bool content_pointable(content_t m)
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{
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return content_features(m).pointable;
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}
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// NOTE: Don't use, use "content_features(m).whatever" instead
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inline bool content_diggable(content_t m)
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{
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return content_features(m).diggable;
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}
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// NOTE: Don't use, use "content_features(m).whatever" instead
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inline bool content_buildable_to(content_t m)
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{
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return content_features(m).buildable_to;
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}
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/*
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Nodes make a face if contents differ and solidness differs.
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Return value:
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@ -384,50 +72,11 @@ inline bool content_buildable_to(content_t m)
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u8 face_contents(content_t m1, content_t m2, bool *equivalent);
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/*
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Packs directions like (1,0,0), (1,-1,0)
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Packs directions like (1,0,0), (1,-1,0) in six bits.
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NOTE: This wastes way too much space for most purposes.
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*/
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inline u8 packDir(v3s16 dir)
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{
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u8 b = 0;
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if(dir.X > 0)
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b |= (1<<0);
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else if(dir.X < 0)
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b |= (1<<1);
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if(dir.Y > 0)
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b |= (1<<2);
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else if(dir.Y < 0)
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b |= (1<<3);
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if(dir.Z > 0)
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b |= (1<<4);
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else if(dir.Z < 0)
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b |= (1<<5);
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return b;
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}
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inline v3s16 unpackDir(u8 b)
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{
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v3s16 d(0,0,0);
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if(b & (1<<0))
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d.X = 1;
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else if(b & (1<<1))
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d.X = -1;
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if(b & (1<<2))
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d.Y = 1;
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else if(b & (1<<3))
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d.Y = -1;
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if(b & (1<<4))
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d.Z = 1;
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else if(b & (1<<5))
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d.Z = -1;
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return d;
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}
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u8 packDir(v3s16 dir);
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v3s16 unpackDir(u8 b);
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/*
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facedir: CPT_FACEDIR_SIMPLE param1 value
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@ -467,11 +116,7 @@ struct MapNode
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0x00-0x7f: Short content type
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0x80-0xff: Long content type (param2>>4 makes up low bytes)
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*/
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union
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{
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u8 param0;
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//u8 d;
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};
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u8 param0;
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/*
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Misc parameter. Initialized to 0.
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@ -482,22 +127,14 @@ struct MapNode
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- Mineral content (should be removed from here)
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- Uhh... well, most blocks have light or nothing in here.
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*/
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union
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{
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u8 param1;
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//s8 param;
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};
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u8 param1;
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/*
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The second parameter. Initialized to 0.
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E.g. direction for torches and flowing water.
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If param0 >= 0x80, bits 0xf0 of this is extended content type data
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*/
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union
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{
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u8 param2;
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//u8 dir;
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};
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u8 param2;
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MapNode(const MapNode & n)
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{
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@ -506,10 +143,10 @@ struct MapNode
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MapNode(content_t content=CONTENT_AIR, u8 a_param1=0, u8 a_param2=0)
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{
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//param0 = a_param0;
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param1 = a_param1;
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param2 = a_param2;
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// Set after other params because this needs to override part of param2
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// Set content (param0 and (param2&0xf0)) after other params
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// because this needs to override part of param2
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setContent(content);
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}
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@ -547,57 +184,14 @@ struct MapNode
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/*
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These four are DEPRECATED I guess. -c55
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*/
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bool light_propagates()
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{
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return light_propagates_content(getContent());
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}
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bool sunlight_propagates()
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{
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return sunlight_propagates_content(getContent());
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}
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u8 solidness()
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{
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return content_solidness(getContent());
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}
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u8 light_source()
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{
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return content_features(*this).light_source;
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}
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bool light_propagates();
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bool sunlight_propagates();
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u8 solidness();
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u8 light_source();
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u8 getLightBanksWithSource()
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{
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// Select the brightest of [light source, propagated light]
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u8 lightday = 0;
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u8 lightnight = 0;
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if(content_features(*this).param_type == CPT_LIGHT)
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{
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lightday = param1 & 0x0f;
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lightnight = (param1>>4)&0x0f;
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}
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if(light_source() > lightday)
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lightday = light_source();
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if(light_source() > lightnight)
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lightnight = light_source();
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return (lightday&0x0f) | ((lightnight<<4)&0xf0);
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}
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u8 getLight(enum LightBank bank)
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{
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// Select the brightest of [light source, propagated light]
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u8 light = 0;
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if(content_features(*this).param_type == CPT_LIGHT)
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{
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if(bank == LIGHTBANK_DAY)
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light = param1 & 0x0f;
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else if(bank == LIGHTBANK_NIGHT)
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light = (param1>>4)&0x0f;
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else
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assert(0);
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}
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if(light_source() > light)
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light = light_source();
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return light;
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}
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void setLight(enum LightBank bank, u8 a_light);
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u8 getLight(enum LightBank bank);
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u8 getLightBanksWithSource();
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// 0 <= daylight_factor <= 1000
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// 0 <= return value <= LIGHT_SUN
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|
@ -625,25 +219,6 @@ struct MapNode
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return mix;
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}*/
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void setLight(enum LightBank bank, u8 a_light)
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{
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// If node doesn't contain light data, ignore this
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if(content_features(*this).param_type != CPT_LIGHT)
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return;
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if(bank == LIGHTBANK_DAY)
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{
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param1 &= 0xf0;
|
||||
param1 |= a_light & 0x0f;
|
||||
}
|
||||
else if(bank == LIGHTBANK_NIGHT)
|
||||
{
|
||||
param1 &= 0x0f;
|
||||
param1 |= (a_light & 0x0f)<<4;
|
||||
}
|
||||
else
|
||||
assert(0);
|
||||
}
|
||||
|
||||
// In mapnode.cpp
|
||||
#ifndef SERVER
|
||||
/*
|
||||
|
@ -681,8 +256,8 @@ struct MapNode
|
|||
|
||||
parameters:
|
||||
daynight_ratio: 0...1000
|
||||
n: getNodeParent(p)
|
||||
n2: getNodeParent(p + face_dir)
|
||||
n: getNode(p) (uses only the lighting value)
|
||||
n2: getNode(p + face_dir) (uses only the lighting value)
|
||||
face_dir: axis oriented unit vector from p to p2
|
||||
|
||||
returns encoded light value.
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue