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GameDef compiles
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49 changed files with 1168 additions and 1045 deletions
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src/nodedef.h
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330
src/nodedef.h
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/*
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Minetest-c55
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Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#ifndef NODEDEF_HEADER
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#define NODEDEF_HEADER
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#include "common_irrlicht.h"
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#include <string>
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#include <set>
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#include "mapnode.h"
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#ifndef SERVER
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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 ITextureSource;
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/*
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TODO: Rename to nodedef.h
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*/
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#if 0
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/*
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Content feature list
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Used for determining properties of MapNodes by content type without
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storing such properties in the nodes itself.
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*/
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/*
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Initialize content feature table.
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Must be called before accessing the table.
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*/
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void init_contentfeatures(ITextureSource *tsrc);
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#endif
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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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enum NodeBoxType
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{
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NODEBOX_REGULAR, // Regular block; allows buildable_to
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NODEBOX_FIXED, // Static separately defined box
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NODEBOX_WALLMOUNTED, // Box for wall_mounted nodes; (top, bottom, side)
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};
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struct NodeBox
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{
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enum NodeBoxType type;
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// NODEBOX_REGULAR (no parameters)
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// NODEBOX_FIXED
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core::aabbox3d<f32> fixed;
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// NODEBOX_WALLMOUNTED
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core::aabbox3d<f32> wall_top;
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core::aabbox3d<f32> wall_bottom;
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core::aabbox3d<f32> wall_side; // being at the -X side
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NodeBox():
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type(NODEBOX_REGULAR),
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// default is rail-like
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fixed(-BS/2, -BS/2, -BS/2, BS/2, -BS/2+BS/16., BS/2),
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// default is sign/ladder-like
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wall_top(-BS/2, BS/2-BS/16., -BS/2, BS/2, BS/2, BS/2),
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wall_bottom(-BS/2, -BS/2, -BS/2, BS/2, -BS/2+BS/16., BS/2),
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wall_side(-BS/2, -BS/2, -BS/2, -BS/2+BS/16., BS/2, BS/2)
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{}
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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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// Used for texture atlas making.
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// Exists on server too for cleaner code in content_mapnode.cpp.
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std::set<std::string> 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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// 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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// Whether the node is non-liquid, source liquid or flowing liquid
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enum LiquidType liquid_type;
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// If the content is liquid, this is the flowing version of the liquid.
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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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u32 damage_per_second;
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NodeBox selection_box;
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MaterialProperties material;
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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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used_texturenames.clear();
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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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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_type = LIQUID_NONE;
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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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damage_per_second = 0;
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selection_box = NodeBox();
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material = MaterialProperties();
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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(ITextureSource *tsrc, u16 i, std::string name,
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u8 alpha=255)
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{}
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void setAllTextures(ITextureSource *tsrc, std::string name, u8 alpha=255)
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{}
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#else
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void setTexture(ITextureSource *tsrc,
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u16 i, std::string name, u8 alpha=255);
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void setAllTextures(ITextureSource *tsrc,
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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(tsrc, i, name, alpha);
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}
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// Force inventory texture too
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setInventoryTexture(name, tsrc);
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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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{ tiles[i] = tile; }
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void setAllTiles(const TileSpec &tile)
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{ for(u16 i=0; i<6; i++) setTile(i, tile); }
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#endif
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#ifdef SERVER
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void setInventoryTexture(std::string imgname,
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ITextureSource *tsrc)
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{}
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void setInventoryTextureCube(std::string top,
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std::string left, std::string right, ITextureSource *tsrc)
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{}
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#else
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void setInventoryTexture(std::string imgname, ITextureSource *tsrc);
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void setInventoryTextureCube(std::string top,
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std::string left, std::string right, ITextureSource *tsrc);
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#endif
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/*
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Some handy methods
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*/
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bool isLiquid() const{
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return (liquid_type != LIQUID_NONE);
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}
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bool sameLiquid(const ContentFeatures &f) const{
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if(!isLiquid() || !f.isLiquid()) return false;
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return (liquid_alternative_flowing == f.liquid_alternative_flowing);
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}
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};
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class INodeDefManager
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{
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public:
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INodeDefManager(){}
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virtual ~INodeDefManager(){}
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// Get node definition
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virtual const ContentFeatures& get(content_t c) const=0;
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virtual const ContentFeatures& get(const MapNode &n) const=0;
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};
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class IWritableNodeDefManager : public INodeDefManager
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{
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public:
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IWritableNodeDefManager(){}
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virtual ~IWritableNodeDefManager(){}
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virtual IWritableNodeDefManager* clone()=0;
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// Get node definition
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virtual const ContentFeatures& get(content_t c) const=0;
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virtual const ContentFeatures& get(const MapNode &n) 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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virtual ContentFeatures* getModifiable(content_t c)=0;
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};
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// If textures not actually available (server), tsrc can be NULL
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IWritableNodeDefManager* createNodeDefManager(ITextureSource *tsrc);
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#endif
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