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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
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65 changed files with 7232 additions and 7282 deletions
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@ -29,6 +29,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "tile.h"
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#endif
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#include "materials.h" // MaterialProperties
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class IItemDefManager;
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class ITextureSource;
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class IGameDef;
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@ -124,7 +125,6 @@ struct ContentFeatures
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// 0 1 2 3 4 5
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// up down right left back front
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TileSpec tiles[6];
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video::ITexture *inventory_texture;
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// Special material/texture
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// - Currently used for flowing liquids
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video::SMaterial *special_materials[CF_SPECIAL_COUNT];
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@ -133,11 +133,7 @@ struct ContentFeatures
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u8 visual_solidness; // When solidness=0, this tells how it looks like
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bool backface_culling;
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#endif
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// List of textures that are used and are wanted to be included in
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// the texture atlas
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std::set<std::string> used_texturenames;
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/*
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Actual data
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*/
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@ -148,7 +144,6 @@ struct ContentFeatures
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enum NodeDrawType drawtype;
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float visual_scale; // Misc. scale parameter
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std::string tname_tiles[6];
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std::string tname_inventory;
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MaterialSpec mspec_special[CF_SPECIAL_COUNT]; // Use setter methods
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u8 alpha;
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@ -174,10 +169,6 @@ struct ContentFeatures
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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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// 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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@ -202,9 +193,6 @@ struct ContentFeatures
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u32 damage_per_second;
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NodeBox selection_box;
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MaterialProperties material;
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std::string cookresult_item;
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float furnace_cooktime;
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float furnace_burntime;
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/*
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Methods
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@ -214,22 +202,8 @@ struct ContentFeatures
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~ContentFeatures();
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void reset();
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void serialize(std::ostream &os);
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void deSerialize(std::istream &is, IGameDef *gamedef);
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void deSerialize(std::istream &is);
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/*
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Texture setters.
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*/
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// Texture setters. They also add stuff to used_texturenames.
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void setTexture(u16 i, std::string name);
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void setAllTextures(std::string name);
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void setSpecialMaterial(u16 i, const MaterialSpec &mspec);
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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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/*
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Some handy methods
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*/
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@ -253,7 +227,6 @@ public:
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virtual bool getId(const std::string &name, content_t &result) const=0;
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virtual content_t getId(const std::string &name) const=0;
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virtual const ContentFeatures& get(const std::string &name) const=0;
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virtual std::string getAlias(const std::string &name) const =0;
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virtual void serialize(std::ostream &os)=0;
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};
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@ -271,8 +244,7 @@ public:
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virtual content_t getId(const std::string &name) const=0;
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// If not found, returns the features of CONTENT_IGNORE
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virtual const ContentFeatures& get(const std::string &name) const=0;
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virtual std::string getAlias(const std::string &name) const =0;
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// Register node definition
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virtual void set(content_t c, const ContentFeatures &def)=0;
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// Register node definition by name (allocate an id)
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@ -281,11 +253,12 @@ public:
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const ContentFeatures &def)=0;
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// If returns CONTENT_IGNORE, could not allocate id
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virtual content_t allocateDummy(const std::string &name)=0;
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// Set an alias so that nodes named <name> will load as <convert_to>.
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// Alias is not set if <name> has already been defined.
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// Alias will be removed if <name> is defined at a later point of time.
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virtual void setAlias(const std::string &name,
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const std::string &convert_to)=0;
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/*
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Update item alias mapping.
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Call after updating item definitions.
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*/
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virtual void updateAliases(IItemDefManager *idef)=0;
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/*
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Update tile textures to latest return values of TextueSource.
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@ -294,7 +267,7 @@ public:
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virtual void updateTextures(ITextureSource *tsrc)=0;
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virtual void serialize(std::ostream &os)=0;
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virtual void deSerialize(std::istream &is, IGameDef *gamedef)=0;
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virtual void deSerialize(std::istream &is)=0;
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};
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IWritableNodeDefManager* createNodeDefManager();
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