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The huge item definition and item namespace unification patch (itemdef), see http://c55.me/minetest/wiki/doku.php?id=changes:itemdef

This commit is contained in:
Kahrl 2012-01-12 06:10:39 +01:00
parent 569156b013
commit 6a76c226e1
65 changed files with 7232 additions and 7282 deletions

View file

@ -29,6 +29,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "tile.h"
#endif
#include "materials.h" // MaterialProperties
class IItemDefManager;
class ITextureSource;
class IGameDef;
@ -124,7 +125,6 @@ struct ContentFeatures
// 0 1 2 3 4 5
// up down right left back front
TileSpec tiles[6];
video::ITexture *inventory_texture;
// Special material/texture
// - Currently used for flowing liquids
video::SMaterial *special_materials[CF_SPECIAL_COUNT];
@ -133,11 +133,7 @@ struct ContentFeatures
u8 visual_solidness; // When solidness=0, this tells how it looks like
bool backface_culling;
#endif
// List of textures that are used and are wanted to be included in
// the texture atlas
std::set<std::string> used_texturenames;
/*
Actual data
*/
@ -148,7 +144,6 @@ struct ContentFeatures
enum NodeDrawType drawtype;
float visual_scale; // Misc. scale parameter
std::string tname_tiles[6];
std::string tname_inventory;
MaterialSpec mspec_special[CF_SPECIAL_COUNT]; // Use setter methods
u8 alpha;
@ -174,10 +169,6 @@ struct ContentFeatures
// If true, param2 is set to direction when placed. Used for torches.
// NOTE: the direction format is quite inefficient and should be changed
bool wall_mounted;
// Whether this content type often contains mineral.
// Used for texture atlas creation.
// Currently only enabled for CONTENT_STONE.
bool often_contains_mineral;
// Inventory item string as which the node appears in inventory when dug.
// Mineral overrides this.
std::string dug_item;
@ -202,9 +193,6 @@ struct ContentFeatures
u32 damage_per_second;
NodeBox selection_box;
MaterialProperties material;
std::string cookresult_item;
float furnace_cooktime;
float furnace_burntime;
/*
Methods
@ -214,22 +202,8 @@ struct ContentFeatures
~ContentFeatures();
void reset();
void serialize(std::ostream &os);
void deSerialize(std::istream &is, IGameDef *gamedef);
void deSerialize(std::istream &is);
/*
Texture setters.
*/
// Texture setters. They also add stuff to used_texturenames.
void setTexture(u16 i, std::string name);
void setAllTextures(std::string name);
void setSpecialMaterial(u16 i, const MaterialSpec &mspec);
void setInventoryTexture(std::string imgname);
void setInventoryTextureCube(std::string top,
std::string left, std::string right);
/*
Some handy methods
*/
@ -253,7 +227,6 @@ public:
virtual bool getId(const std::string &name, content_t &result) const=0;
virtual content_t getId(const std::string &name) const=0;
virtual const ContentFeatures& get(const std::string &name) const=0;
virtual std::string getAlias(const std::string &name) const =0;
virtual void serialize(std::ostream &os)=0;
};
@ -271,8 +244,7 @@ public:
virtual content_t getId(const std::string &name) const=0;
// If not found, returns the features of CONTENT_IGNORE
virtual const ContentFeatures& get(const std::string &name) const=0;
virtual std::string getAlias(const std::string &name) const =0;
// Register node definition
virtual void set(content_t c, const ContentFeatures &def)=0;
// Register node definition by name (allocate an id)
@ -281,11 +253,12 @@ public:
const ContentFeatures &def)=0;
// If returns CONTENT_IGNORE, could not allocate id
virtual content_t allocateDummy(const std::string &name)=0;
// Set an alias so that nodes named <name> will load as <convert_to>.
// Alias is not set if <name> has already been defined.
// Alias will be removed if <name> is defined at a later point of time.
virtual void setAlias(const std::string &name,
const std::string &convert_to)=0;
/*
Update item alias mapping.
Call after updating item definitions.
*/
virtual void updateAliases(IItemDefManager *idef)=0;
/*
Update tile textures to latest return values of TextueSource.
@ -294,7 +267,7 @@ public:
virtual void updateTextures(ITextureSource *tsrc)=0;
virtual void serialize(std::ostream &os)=0;
virtual void deSerialize(std::istream &is, IGameDef *gamedef)=0;
virtual void deSerialize(std::istream &is)=0;
};
IWritableNodeDefManager* createNodeDefManager();