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Now texture handling is fast. Also now players are saved on disk.
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parent
bd100c5483
commit
64b5975732
23 changed files with 1167 additions and 656 deletions
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@ -31,80 +31,85 @@ ContentFeatures::~ContentFeatures()
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struct ContentFeatures g_content_features[256];
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void init_mapnode()
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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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void init_mapnode(IrrlichtWrapper *irrlicht)
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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->setAllTextures(irrlicht->getTextureId("stone.png"));
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f->param_type = CPT_MINERAL;
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f->is_ground_content = true;
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i = CONTENT_GRASS;
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f = &g_content_features[i];
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//f->setAllTextures("mud.png[[mod:sidegrass");
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f->setAllTextures("mud.png[[mod:blitname: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->setInventoryImage("grass.png");
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f->setAllTextures(TextureSpec(irrlicht->getTextureId("mud.png"),
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irrlicht->getTextureId("grass_side.png")));
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f->setTexture(0, irrlicht->getTextureId("grass.png"));
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f->setTexture(1, irrlicht->getTextureId("mud.png"));
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f->setInventoryTexture(irrlicht->getTextureId("grass.png"));
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f->param_type = CPT_MINERAL;
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f->is_ground_content = true;
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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[[mod:sidegrass");
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f->setAllTextures("mud.png[[mod:blitname: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->setInventoryImage("grass_footsteps.png");
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f->setAllTextures(TextureSpec(irrlicht->getTextureId("mud.png"),
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irrlicht->getTextureId("grass_side.png")));
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f->setTexture(0, irrlicht->getTextureId("grass_footsteps.png"));
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f->setTexture(1, irrlicht->getTextureId("mud.png"));
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f->setInventoryTexture(irrlicht->getTextureId("grass_footsteps.png"));
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f->param_type = CPT_MINERAL;
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f->is_ground_content = true;
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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->setAllTextures(irrlicht->getTextureId("mud.png"));
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f->param_type = CPT_MINERAL;
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f->is_ground_content = true;
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i = CONTENT_SAND;
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f = &g_content_features[i];
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f->setAllTextures("mud.png");
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f->setAllTextures(irrlicht->getTextureId("mud.png"));
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f->param_type = CPT_MINERAL;
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f->is_ground_content = true;
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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->setAllTextures(irrlicht->getTextureId("tree.png"));
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f->param_type = CPT_MINERAL;
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f->is_ground_content = true;
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i = CONTENT_LEAVES;
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f = &g_content_features[i];
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f->setAllTextures("leaves.png");
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f->setAllTextures(irrlicht->getTextureId("leaves.png"));
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f->param_type = CPT_MINERAL;
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f->is_ground_content = true;
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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("coalstone.png");
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/*f->setAllTextures(irrlicht->getTextureId("coalstone.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->setAllTextures(irrlicht->getTextureId("wood.png"));
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f->is_ground_content = true;
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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->setAllTextures(irrlicht->getTextureId("mese.png"));
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f->is_ground_content = true;
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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->setAllTextures(irrlicht->getTextureId("cloud.png"));
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f->is_ground_content = true;
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i = CONTENT_AIR;
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@ -120,7 +125,7 @@ void init_mapnode()
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i = CONTENT_WATER;
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f = &g_content_features[i];
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f->setInventoryImage("water.png");
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f->setInventoryTexture(irrlicht->getTextureId("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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@ -132,8 +137,8 @@ void init_mapnode()
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i = CONTENT_WATERSOURCE;
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f = &g_content_features[i];
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f->setTexture(0, "water.png", WATER_ALPHA);
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f->setInventoryImage("water.png");
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f->setTexture(0, irrlicht->getTextureId("water.png"), WATER_ALPHA);
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f->setInventoryTexture(irrlicht->getTextureId("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 = 1;
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@ -145,7 +150,7 @@ void init_mapnode()
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i = CONTENT_TORCH;
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f = &g_content_features[i];
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f->setInventoryImage("torch_on_floor.png");
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f->setInventoryTexture(irrlicht->getTextureId("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->solidness = 0; // drawn separately, makes no faces
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@ -184,12 +189,10 @@ TileSpec MapNode::getTile(v3s16 dir)
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if(content_features(d).param_type == CPT_MINERAL)
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{
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u8 mineral = param & 0x1f;
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const char *ts = mineral_block_texture(mineral);
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if(ts[0] != 0)
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{
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spec.name += "[[mod:blitname:";
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spec.name += ts;
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}
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// Add mineral block texture
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textureid_t tid = mineral_block_texture(mineral);
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if(tid != 0)
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spec.spec.addTid(tid);
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}
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return spec;
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@ -206,14 +209,15 @@ u8 MapNode::getMineral()
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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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//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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for(u16 i=0; i<USEFUL_CONTENT_COUNT; i++)
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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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}
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