void content_mapnode_init() { // Read some settings bool new_style_water = g_settings->getBool("new_style_water"); bool new_style_leaves = g_settings->getBool("new_style_leaves"); bool invisible_stone = g_settings->getBool("invisible_stone"); bool opaque_water = g_settings->getBool("opaque_water"); content_t i; ContentFeatures *f = NULL; i = CONTENT_STONE; f = &content_features(i); f->setAllTextures("stone.png"); f->setInventoryTextureCube("stone.png", "stone.png", "stone.png"); f->param_type = CPT_MINERAL; f->is_ground_content = true; f->often_contains_mineral = true; f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_COBBLE)+" 1"; setStoneLikeDiggingProperties(f->digging_properties, 1.0); if(invisible_stone) f->solidness = 0; // For debugging, hides regular stone i = CONTENT_GRASS; f = &content_features(i); f->setAllTextures("mud.png^grass_side.png"); f->setTexture(0, "grass.png"); f->setTexture(1, "mud.png"); f->param_type = CPT_MINERAL; f->is_ground_content = true; f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_MUD)+" 1"; setDirtLikeDiggingProperties(f->digging_properties, 1.0); i = CONTENT_GRASS_FOOTSTEPS; f = &content_features(i); f->setAllTextures("mud.png^grass_side.png"); f->setTexture(0, "grass_footsteps.png"); f->setTexture(1, "mud.png"); f->param_type = CPT_MINERAL; f->is_ground_content = true; f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_MUD)+" 1"; setDirtLikeDiggingProperties(f->digging_properties, 1.0); i = CONTENT_MUD; f = &content_features(i); f->setAllTextures("mud.png"); f->setInventoryTextureCube("mud.png", "mud.png", "mud.png"); f->param_type = CPT_MINERAL; f->is_ground_content = true; f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; setDirtLikeDiggingProperties(f->digging_properties, 1.0); i = CONTENT_SAND; f = &content_features(i); f->setAllTextures("sand.png"); f->setInventoryTextureCube("sand.png", "sand.png", "sand.png"); f->param_type = CPT_MINERAL; f->is_ground_content = true; f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; setDirtLikeDiggingProperties(f->digging_properties, 1.0); i = CONTENT_GRAVEL; f = &content_features(i); f->setAllTextures("gravel.png"); f->setInventoryTextureCube("gravel.png", "gravel.png", "gravel.png"); f->param_type = CPT_MINERAL; f->is_ground_content = true; f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; setDirtLikeDiggingProperties(f->digging_properties, 1.75); i = CONTENT_SANDSTONE; f = &content_features(i); f->setAllTextures("sandstone.png"); f->setInventoryTextureCube("sandstone.png", "sandstone.png", "sandstone.png"); f->param_type = CPT_MINERAL; f->is_ground_content = true; f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_SAND)+" 1"; setDirtLikeDiggingProperties(f->digging_properties, 1.0); i = CONTENT_CLAY; f = &content_features(i); f->setAllTextures("clay.png"); f->setInventoryTextureCube("clay.png", "clay.png", "clay.png"); f->param_type = CPT_MINERAL; f->is_ground_content = true; f->dug_item = std::string("CraftItem lump_of_clay 4"); setDirtLikeDiggingProperties(f->digging_properties, 1.0); i = CONTENT_BRICK; f = &content_features(i); f->setAllTextures("brick.png"); f->setInventoryTextureCube("brick.png", "brick.png", "brick.png"); f->param_type = CPT_MINERAL; f->is_ground_content = true; f->dug_item = std::string("CraftItem clay_brick 4"); setStoneLikeDiggingProperties(f->digging_properties, 1.0); i = CONTENT_TREE; f = &content_features(i); f->setAllTextures("tree.png"); f->setTexture(0, "tree_top.png"); f->setTexture(1, "tree_top.png"); f->param_type = CPT_MINERAL; f->is_ground_content = true; f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; setWoodLikeDiggingProperties(f->digging_properties, 1.0); i = CONTENT_JUNGLETREE; f = &content_features(i); f->setAllTextures("jungletree.png"); f->setTexture(0, "jungletree_top.png"); f->setTexture(1, "jungletree_top.png"); f->param_type = CPT_MINERAL; //f->is_ground_content = true; f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; setWoodLikeDiggingProperties(f->digging_properties, 1.0); i = CONTENT_JUNGLEGRASS; f = &content_features(i); f->setInventoryTexture("junglegrass.png"); f->used_texturenames["junglegrass.png"] = true; f->light_propagates = true; f->param_type = CPT_LIGHT; //f->is_ground_content = true; f->air_equivalent = false; // grass grows underneath f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; f->solidness = 0; // drawn separately, makes no faces f->walkable = false; setWoodLikeDiggingProperties(f->digging_properties, 0.10); i = CONTENT_LEAVES; f = &content_features(i); f->light_propagates = true; //f->param_type = CPT_MINERAL; f->param_type = CPT_LIGHT; //f->is_ground_content = true; if(new_style_leaves) { f->solidness = 0; // drawn separately, makes no faces f->visual_solidness = 1; f->setAllTextures("leaves.png"); f->setInventoryTextureCube("leaves.png", "leaves.png", "leaves.png"); } else { f->setAllTextures("[noalpha:leaves.png"); } f->extra_dug_item = std::string("MaterialItem2 ")+itos(CONTENT_SAPLING)+" 1"; f->extra_dug_item_rarity = 20; f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; setWoodLikeDiggingProperties(f->digging_properties, 0.15); i = CONTENT_CACTUS; f = &content_features(i); f->setAllTextures("cactus_side.png"); f->setTexture(0, "cactus_top.png"); f->setTexture(1, "cactus_top.png"); f->setInventoryTextureCube("cactus_top.png", "cactus_side.png", "cactus_side.png"); f->param_type = CPT_MINERAL; f->is_ground_content = true; f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; setWoodLikeDiggingProperties(f->digging_properties, 0.75); i = CONTENT_PAPYRUS; f = &content_features(i); f->setInventoryTexture("papyrus.png"); f->used_texturenames["papyrus.png"] = true; f->light_propagates = true; f->param_type = CPT_LIGHT; f->is_ground_content = true; f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; f->solidness = 0; // drawn separately, makes no faces f->walkable = false; setWoodLikeDiggingProperties(f->digging_properties, 0.25); i = CONTENT_BOOKSHELF; f = &content_features(i); f->setAllTextures("bookshelf.png"); f->setTexture(0, "wood.png"); f->setTexture(1, "wood.png"); // FIXME: setInventoryTextureCube() only cares for the first texture f->setInventoryTextureCube("bookshelf.png", "bookshelf.png", "bookshelf.png"); //f->setInventoryTextureCube("wood.png", "bookshelf.png", "bookshelf.png"); f->param_type = CPT_MINERAL; f->is_ground_content = true; setWoodLikeDiggingProperties(f->digging_properties, 0.75); i = CONTENT_GLASS; f = &content_features(i); f->light_propagates = true; f->sunlight_propagates = true; f->param_type = CPT_LIGHT; f->is_ground_content = true; f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; f->solidness = 0; // drawn separately, makes no faces f->visual_solidness = 1; f->setAllTextures("glass.png"); f->setInventoryTextureCube("glass.png", "glass.png", "glass.png"); setWoodLikeDiggingProperties(f->digging_properties, 0.15); i = CONTENT_FENCE; f = &content_features(i); f->light_propagates = true; f->param_type = CPT_LIGHT; f->is_ground_content = true; f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; f->solidness = 0; // drawn separately, makes no faces f->air_equivalent = true; // grass grows underneath f->setInventoryTexture("fence.png"); f->used_texturenames["fence.png"] = true; setWoodLikeDiggingProperties(f->digging_properties, 0.75); i = CONTENT_RAIL; f = &content_features(i); f->setInventoryTexture("rail.png"); f->used_texturenames["rail.png"] = true; f->light_propagates = true; f->param_type = CPT_LIGHT; f->is_ground_content = true; f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; f->solidness = 0; // drawn separately, makes no faces f->air_equivalent = true; // grass grows underneath f->walkable = false; setDirtLikeDiggingProperties(f->digging_properties, 0.75); i = CONTENT_LADDER; f = &content_features(i); f->setInventoryTexture("ladder.png"); f->used_texturenames["ladder.png"] = true; f->light_propagates = true; f->param_type = CPT_LIGHT; f->is_ground_content = true; f->dug_item = std::string("MaterialItem ")+itos(i)+" 1"; f->wall_mounted = true; f->solidness = 0; f->air_equivalent = true; f->walkable = false; f->climbable = true; setWoodLikeDiggingProperties(f->digging_properties, 0.5); // Deprecated i = CONTENT_COALSTONE; f = &content_features(i); f->setAllTextures("stone.png^mineral_coal.png"); f->is_ground_content = true; setStoneLikeDiggingProperties(f->digging_properties, 1.5); i = CONTENT_WOOD; f = &content_features(i); f->setAllTextures("wood.png"); f->setInventoryTextureCube("wood.png", "wood.png", "wood.png"); f->is_ground_content = true; f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; setWoodLikeDiggingProperties(f->digging_properties, 0.75); i = CONTENT_MESE; f = &content_features(i); f->setAllTextures("mese.png"); f->setInventoryTextureCube("mese.png", "mese.png", "mese.png"); f->is_ground_content = true; f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; setStoneLikeDiggingProperties(f->digging_properties, 0.5); i = CONTENT_CLOUD; f = &content_features(i); f->setAllTextures("cloud.png"); f->setInventoryTextureCube("cloud.png", "cloud.png", "cloud.png"); f->is_ground_content = true; f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; i = CONTENT_AIR; f = &content_features(i); f->param_type = CPT_LIGHT; f->light_propagates = true; f->sunlight_propagates = true; f->solidness = 0; f->walkable = false; f->pointable = false; f->diggable = false; f->buildable_to = true; f->air_equivalent = true; i = CONTENT_WATER; f = &content_features(i); f->setInventoryTextureCube("water.png", "water.png", "water.png"); f->param_type = CPT_LIGHT; f->light_propagates = true; f->solidness = 0; // Drawn separately, makes no faces f->visual_solidness = 1; f->walkable = false; f->pointable = false; f->diggable = false; f->buildable_to = true; f->liquid_type = LIQUID_FLOWING; f->liquid_alternative_flowing = CONTENT_WATER; f->liquid_alternative_source = CONTENT_WATERSOURCE; f->liquid_viscosity = WATER_VISC; #ifndef SERVER if(!opaque_water) f->vertex_alpha = WATER_ALPHA; f->post_effect_color = video::SColor(64, 100, 100, 200); if(f->special_material == NULL && g_texturesource) { // Flowing water material f->special_material = new video::SMaterial; f->special_material->setFlag(video::EMF_LIGHTING, false); f->special_material->setFlag(video::EMF_BACK_FACE_CULLING, false); f->special_material->setFlag(video::EMF_BILINEAR_FILTER, false); f->special_material->setFlag(video::EMF_FOG_ENABLE, true); if(!opaque_water) f->special_material->MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA; AtlasPointer *pa_water1 = new AtlasPointer(g_texturesource->getTexture( g_texturesource->getTextureId("water.png"))); f->special_material->setTexture(0, pa_water1->atlas); f->special_atlas = pa_water1; } #endif i = CONTENT_WATERSOURCE; f = &content_features(i); //f->setInventoryTexture("water.png"); f->setInventoryTextureCube("water.png", "water.png", "water.png"); if(new_style_water) { f->solidness = 0; // drawn separately, makes no faces } else // old style { f->solidness = 1; #ifndef SERVER TileSpec t; if(g_texturesource) t.texture = g_texturesource->getTexture("water.png"); if(!opaque_water){ t.alpha = WATER_ALPHA; t.material_type = MATERIAL_ALPHA_VERTEX; } t.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; f->setAllTiles(t); #endif } f->param_type = CPT_LIGHT; f->light_propagates = true; f->walkable = false; f->pointable = false; f->diggable = false; f->buildable_to = true; f->liquid_type = LIQUID_SOURCE; f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; f->liquid_alternative_flowing = CONTENT_WATER; f->liquid_alternative_source = CONTENT_WATERSOURCE; f->liquid_viscosity = WATER_VISC; #ifndef SERVER if(!opaque_water) f->vertex_alpha = WATER_ALPHA; f->post_effect_color = video::SColor(64, 100, 100, 200); if(f->special_material == NULL && g_texturesource) { // Flowing water material f->special_material = new video::SMaterial; f->special_material->setFlag(video::EMF_LIGHTING, false); f->special_material->setFlag(video::EMF_BACK_FACE_CULLING, false); f->special_material->setFlag(video::EMF_BILINEAR_FILTER, false); f->special_material->setFlag(video::EMF_FOG_ENABLE, true); f->special_material->MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA; AtlasPointer *pa_water1 = new AtlasPointer(g_texturesource->getTexture( g_texturesource->getTextureId("water.png"))); f->special_material->setTexture(0, pa_water1->atlas); f->special_atlas = pa_water1; } #endif i = CONTENT_LAVA; f = &content_features(i); f->setInventoryTextureCube("lava.png", "lava.png", "lava.png"); f->used_texturenames["lava.png"] = true; f->param_type = CPT_LIGHT; f->light_propagates = false; f->light_source = LIGHT_MAX-1; f->solidness = 0; // Drawn separately, makes no faces f->visual_solidness = 2; f->walkable = false; f->pointable = false; f->diggable = false; f->buildable_to = true; f->liquid_type = LIQUID_FLOWING; f->liquid_alternative_flowing = CONTENT_LAVA; f->liquid_alternative_source = CONTENT_LAVASOURCE; f->liquid_viscosity = LAVA_VISC; f->damage_per_second = 4*2; #ifndef SERVER f->post_effect_color = video::SColor(192, 255, 64, 0); if(f->special_material == NULL && g_texturesource) { // Flowing lava material f->special_material = new video::SMaterial; f->special_material->setFlag(video::EMF_LIGHTING, false); f->special_material->setFlag(video::EMF_BACK_FACE_CULLING, false); f->special_material->setFlag(video::EMF_BILINEAR_FILTER, false); f->special_material->setFlag(video::EMF_FOG_ENABLE, true); f->special_material->MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; AtlasPointer *pa_lava1 = new AtlasPointer( g_texturesource->getTexture( g_texturesource->getTextureId("lava.png"))); f->special_material->setTexture(0, pa_lava1->atlas); f->special_atlas = pa_lava1; } #endif i = CONTENT_LAVASOURCE; f = &content_features(i); f->setInventoryTextureCube("lava.png", "lava.png", "lava.png"); f->used_texturenames["ladder.png"] = true; if(new_style_water) { f->solidness = 0; // drawn separately, makes no faces } else // old style { f->solidness = 2; #ifndef SERVER TileSpec t; if(g_texturesource) t.texture = g_texturesource->getTexture("lava.png"); //t.alpha = 255; //t.material_type = MATERIAL_ALPHA_VERTEX; //t.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; f->setAllTiles(t); #endif } f->param_type = CPT_LIGHT; f->light_propagates = false; f->light_source = LIGHT_MAX-1; f->walkable = false; f->pointable = false; f->diggable = false; f->buildable_to = true; f->liquid_type = LIQUID_SOURCE; f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; f->liquid_alternative_flowing = CONTENT_LAVA; f->liquid_alternative_source = CONTENT_LAVASOURCE; f->liquid_viscosity = LAVA_VISC; f->damage_per_second = 4*2; #ifndef SERVER f->post_effect_color = video::SColor(192, 255, 64, 0); if(f->special_material == NULL && g_texturesource) { // Flowing lava material f->special_material = new video::SMaterial; f->special_material->setFlag(video::EMF_LIGHTING, false); f->special_material->setFlag(video::EMF_BACK_FACE_CULLING, false); f->special_material->setFlag(video::EMF_BILINEAR_FILTER, false); f->special_material->setFlag(video::EMF_FOG_ENABLE, true); f->special_material->MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; AtlasPointer *pa_lava1 = new AtlasPointer( g_texturesource->getTexture( g_texturesource->getTextureId("lava.png"))); f->special_material->setTexture(0, pa_lava1->atlas); f->special_atlas = pa_lava1; } #endif i = CONTENT_TORCH; f = &content_features(i); f->setInventoryTexture("torch_on_floor.png"); f->used_texturenames["torch_on_floor.png"] = true; f->used_texturenames["torch_on_ceiling.png"] = true; f->used_texturenames["torch_on_floor.png"] = true; f->used_texturenames["torch.png"] = true; f->param_type = CPT_LIGHT; f->light_propagates = true; f->sunlight_propagates = true; f->solidness = 0; // drawn separately, makes no faces f->walkable = false; f->wall_mounted = true; f->air_equivalent = true; f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; f->light_source = LIGHT_MAX-1; f->digging_properties.set("", DiggingProperties(true, 0.0, 0)); i = CONTENT_SIGN_WALL; f = &content_features(i); f->setInventoryTexture("sign_wall.png"); f->used_texturenames["sign_wall.png"] = true; f->param_type = CPT_LIGHT; f->light_propagates = true; f->sunlight_propagates = true; f->solidness = 0; // drawn separately, makes no faces f->walkable = false; f->wall_mounted = true; f->air_equivalent = true; f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; if(f->initial_metadata == NULL) f->initial_metadata = new SignNodeMetadata("Some sign"); f->digging_properties.set("", DiggingProperties(true, 0.5, 0)); i = CONTENT_CHEST; f = &content_features(i); f->param_type = CPT_FACEDIR_SIMPLE; f->setAllTextures("chest_side.png"); f->setTexture(0, "chest_top.png"); f->setTexture(1, "chest_top.png"); f->setTexture(5, "chest_front.png"); // Z- f->setInventoryTexture("chest_top.png"); //f->setInventoryTextureCube("chest_top.png", "chest_side.png", "chest_side.png"); f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; if(f->initial_metadata == NULL) f->initial_metadata = new ChestNodeMetadata(); setWoodLikeDiggingProperties(f->digging_properties, 1.0); i = CONTENT_LOCKABLE_CHEST; f = &content_features(i); f->param_type = CPT_FACEDIR_SIMPLE; f->setAllTextures("chest_side.png"); f->setTexture(0, "chest_top.png"); f->setTexture(1, "chest_top.png"); f->setTexture(5, "chest_lock.png"); // Z- f->setInventoryTexture("chest_lock.png"); //f->setInventoryTextureCube("chest_top.png", "chest_side.png", "chest_side.png"); f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; if(f->initial_metadata == NULL) f->initial_metadata = new LockingChestNodeMetadata(); setWoodLikeDiggingProperties(f->digging_properties, 1.0); i = CONTENT_FURNACE; f = &content_features(i); f->param_type = CPT_FACEDIR_SIMPLE; f->setAllTextures("furnace_side.png"); f->setTexture(5, "furnace_front.png"); // Z- f->setInventoryTexture("furnace_front.png"); //f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_COBBLE)+" 6"; if(f->initial_metadata == NULL) f->initial_metadata = new FurnaceNodeMetadata(); setStoneLikeDiggingProperties(f->digging_properties, 3.0); i = CONTENT_COBBLE; f = &content_features(i); f->setAllTextures("cobble.png"); f->setInventoryTextureCube("cobble.png", "cobble.png", "cobble.png"); f->param_type = CPT_NONE; f->is_ground_content = true; f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; setStoneLikeDiggingProperties(f->digging_properties, 0.9); i = CONTENT_MOSSYCOBBLE; f = &content_features(i); f->setAllTextures("mossycobble.png"); f->setInventoryTextureCube("mossycobble.png", "mossycobble.png", "mossycobble.png"); f->param_type = CPT_NONE; f->is_ground_content = true; f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; setStoneLikeDiggingProperties(f->digging_properties, 0.8); i = CONTENT_STEEL; f = &content_features(i); f->setAllTextures("steel_block.png"); f->setInventoryTextureCube("steel_block.png", "steel_block.png", "steel_block.png"); f->param_type = CPT_NONE; f->is_ground_content = true; f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; setStoneLikeDiggingProperties(f->digging_properties, 5.0); i = CONTENT_NC; f = &content_features(i); f->param_type = CPT_FACEDIR_SIMPLE; f->setAllTextures("nc_side.png"); f->setTexture(5, "nc_front.png"); // Z- f->setTexture(4, "nc_back.png"); // Z+ f->setInventoryTexture("nc_front.png"); f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; setStoneLikeDiggingProperties(f->digging_properties, 3.0); i = CONTENT_NC_RB; f = &content_features(i); f->setAllTextures("nc_rb.png"); f->setInventoryTexture("nc_rb.png"); f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; setStoneLikeDiggingProperties(f->digging_properties, 3.0); i = CONTENT_SAPLING; f = &content_features(i); f->param_type = CPT_LIGHT; f->setAllTextures("sapling.png"); f->setInventoryTexture("sapling.png"); f->used_texturenames["sapling.png"] = true; f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; f->light_propagates = true; f->air_equivalent = false; f->solidness = 0; // drawn separately, makes no faces f->walkable = false; f->digging_properties.set("", DiggingProperties(true, 0.0, 0)); i = CONTENT_APPLE; f = &content_features(i); f->setInventoryTexture("apple.png"); f->used_texturenames["apple.png"] = true; f->param_type = CPT_LIGHT; f->light_propagates = true; f->sunlight_propagates = true; f->solidness = 0; // drawn separately, makes no faces f->walkable = false; f->air_equivalent = true; f->dug_item = std::string("CraftItem apple 1"); f->digging_properties.set("", DiggingProperties(true, 0.0, 0)); // NOTE: Remember to add frequently used stuff to the texture atlas in tile.cpp /* Add MesePick to everything */ for(u16 i=0; i<=MAX_CONTENT; i++) { content_features(i).digging_properties.set("MesePick", DiggingProperties(true, 0.0, 65535./1337)); } }
void content_mapnode_init() { // Read some settings bool new_style_water = g_settings.getBool("new_style_water"); bool new_style_leaves = g_settings.getBool("new_style_leaves"); bool invisible_stone = g_settings.getBool("invisible_stone"); content_t i; ContentFeatures *f = NULL; i = CONTENT_STONE; f = &content_features(i); f->setAllTextures("stone.png"); f->setInventoryTextureCube("stone.png", "stone.png", "stone.png"); f->param_type = CPT_MINERAL; f->is_ground_content = true; f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_COBBLE)+" 1"; setStoneLikeDiggingProperties(f->digging_properties, 1.0); if(invisible_stone) f->solidness = 0; // For debugging, hides regular stone i = CONTENT_GRASS; f = &content_features(i); f->setAllTextures("mud.png^grass_side.png"); f->setTexture(0, "grass.png"); f->setTexture(1, "mud.png"); f->param_type = CPT_MINERAL; f->is_ground_content = true; f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_MUD)+" 1"; setDirtLikeDiggingProperties(f->digging_properties, 1.0); i = CONTENT_GRASS_FOOTSTEPS; f = &content_features(i); f->setAllTextures("mud.png^grass_side.png"); f->setTexture(0, "grass_footsteps.png"); f->setTexture(1, "mud.png"); f->param_type = CPT_MINERAL; f->is_ground_content = true; f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_MUD)+" 1"; setDirtLikeDiggingProperties(f->digging_properties, 1.0); i = CONTENT_MUD; f = &content_features(i); f->setAllTextures("mud.png"); f->setInventoryTextureCube("mud.png", "mud.png", "mud.png"); f->param_type = CPT_MINERAL; f->is_ground_content = true; f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; setDirtLikeDiggingProperties(f->digging_properties, 1.0); i = CONTENT_SAND; f = &content_features(i); f->setAllTextures("sand.png"); f->setInventoryTextureCube("sand.png", "sand.png", "sand.png"); f->param_type = CPT_MINERAL; f->is_ground_content = true; f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; setDirtLikeDiggingProperties(f->digging_properties, 1.0); i = CONTENT_GRAVEL; f = &content_features(i); f->setAllTextures("gravel.png"); f->setInventoryTextureCube("gravel.png", "gravel.png", "gravel.png"); f->param_type = CPT_MINERAL; f->is_ground_content = true; f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; setDirtLikeDiggingProperties(f->digging_properties, 1.75); i = CONTENT_SANDSTONE; f = &content_features(i); f->setAllTextures("sandstone.png"); f->setInventoryTextureCube("sandstone.png", "sandstone.png", "sandstone.png"); f->param_type = CPT_MINERAL; f->is_ground_content = true; f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_SAND)+" 1"; setDirtLikeDiggingProperties(f->digging_properties, 1.0); i = CONTENT_CLAY; f = &content_features(i); f->setAllTextures("clay.png"); f->setInventoryTextureCube("clay.png", "clay.png", "clay.png"); f->param_type = CPT_MINERAL; f->is_ground_content = true; f->dug_item = std::string("CraftItem lump_of_clay 4"); setDirtLikeDiggingProperties(f->digging_properties, 1.0); i = CONTENT_BRICK; f = &content_features(i); f->setAllTextures("brick.png"); f->setInventoryTextureCube("brick.png", "brick.png", "brick.png"); f->param_type = CPT_MINERAL; f->is_ground_content = true; f->dug_item = std::string("CraftItem clay_brick 4"); setStoneLikeDiggingProperties(f->digging_properties, 1.0); i = CONTENT_TREE; f = &content_features(i); f->setAllTextures("tree.png"); f->setTexture(0, "tree_top.png"); f->setTexture(1, "tree_top.png"); f->param_type = CPT_MINERAL; f->is_ground_content = true; f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; setWoodLikeDiggingProperties(f->digging_properties, 1.0); i = CONTENT_JUNGLETREE; f = &content_features(i); f->setAllTextures("jungletree.png"); f->setTexture(0, "jungletree_top.png"); f->setTexture(1, "jungletree_top.png"); f->param_type = CPT_MINERAL; //f->is_ground_content = true; f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; setWoodLikeDiggingProperties(f->digging_properties, 1.0); i = CONTENT_JUNGLEGRASS; f = &content_features(i); f->setInventoryTexture("junglegrass.png"); f->light_propagates = true; f->param_type = CPT_LIGHT; //f->is_ground_content = true; f->air_equivalent = false; // grass grows underneath f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; f->solidness = 0; // drawn separately, makes no faces f->walkable = false; setWoodLikeDiggingProperties(f->digging_properties, 0.10); i = CONTENT_LEAVES; f = &content_features(i); f->light_propagates = true; //f->param_type = CPT_MINERAL; f->param_type = CPT_LIGHT; //f->is_ground_content = true; if(new_style_leaves) { f->solidness = 0; // drawn separately, makes no faces f->setInventoryTextureCube("leaves.png", "leaves.png", "leaves.png"); } else { f->setAllTextures("[noalpha:leaves.png"); } f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; setWoodLikeDiggingProperties(f->digging_properties, 0.15); i = CONTENT_CACTUS; f = &content_features(i); f->setAllTextures("cactus_side.png"); f->setTexture(0, "cactus_top.png"); f->setTexture(1, "cactus_top.png"); f->setInventoryTextureCube("cactus_top.png", "cactus_side.png", "cactus_side.png"); f->param_type = CPT_MINERAL; f->is_ground_content = true; f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; setWoodLikeDiggingProperties(f->digging_properties, 0.75); i = CONTENT_PAPYRUS; f = &content_features(i); f->setInventoryTexture("papyrus.png"); f->light_propagates = true; f->param_type = CPT_LIGHT; f->is_ground_content = true; f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; f->solidness = 0; // drawn separately, makes no faces f->walkable = false; setWoodLikeDiggingProperties(f->digging_properties, 0.25); i = CONTENT_BOOKSHELF; f = &content_features(i); f->setAllTextures("bookshelf.png"); f->setTexture(0, "wood.png"); f->setTexture(1, "wood.png"); // FIXME: setInventoryTextureCube() only cares for the first texture f->setInventoryTextureCube("bookshelf.png", "bookshelf.png", "bookshelf.png"); //f->setInventoryTextureCube("wood.png", "bookshelf.png", "bookshelf.png"); f->param_type = CPT_MINERAL; f->is_ground_content = true; setWoodLikeDiggingProperties(f->digging_properties, 0.75); i = CONTENT_GLASS; f = &content_features(i); f->light_propagates = true; f->sunlight_propagates = true; f->param_type = CPT_LIGHT; f->is_ground_content = true; f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; f->solidness = 0; // drawn separately, makes no faces f->setInventoryTextureCube("glass.png", "glass.png", "glass.png"); setWoodLikeDiggingProperties(f->digging_properties, 0.15); i = CONTENT_FENCE; f = &content_features(i); f->light_propagates = true; f->param_type = CPT_LIGHT; f->is_ground_content = true; f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; f->solidness = 0; // drawn separately, makes no faces f->air_equivalent = true; // grass grows underneath f->setInventoryTexture("item_fence.png"); setWoodLikeDiggingProperties(f->digging_properties, 0.75); i = CONTENT_RAIL; f = &content_features(i); f->setInventoryTexture("rail.png"); f->light_propagates = true; f->param_type = CPT_LIGHT; f->is_ground_content = true; f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; f->solidness = 0; // drawn separately, makes no faces f->air_equivalent = true; // grass grows underneath f->walkable = false; setDirtLikeDiggingProperties(f->digging_properties, 0.75); i = CONTENT_LADDER; f = &content_features(i); f->setInventoryTexture("ladder.png"); f->light_propagates = true; f->param_type = CPT_LIGHT; f->is_ground_content = true; f->dug_item = std::string("MaterialItem ")+itos(i)+" 1"; f->wall_mounted = true; f->solidness = 0; f->air_equivalent = true; f->walkable = false; f->climbable = true; setWoodLikeDiggingProperties(f->digging_properties, 0.5); // Deprecated i = CONTENT_COALSTONE; f = &content_features(i); f->setAllTextures("stone.png^mineral_coal.png"); f->is_ground_content = true; setStoneLikeDiggingProperties(f->digging_properties, 1.5); i = CONTENT_WOOD; f = &content_features(i); f->setAllTextures("wood.png"); f->setInventoryTextureCube("wood.png", "wood.png", "wood.png"); f->is_ground_content = true; f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; setWoodLikeDiggingProperties(f->digging_properties, 0.75); i = CONTENT_MESE; f = &content_features(i); f->setAllTextures("mese.png"); f->setInventoryTextureCube("mese.png", "mese.png", "mese.png"); f->is_ground_content = true; f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; setStoneLikeDiggingProperties(f->digging_properties, 0.5); i = CONTENT_CLOUD; f = &content_features(i); f->setAllTextures("cloud.png"); f->setInventoryTextureCube("cloud.png", "cloud.png", "cloud.png"); f->is_ground_content = true; f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; i = CONTENT_AIR; f = &content_features(i); f->param_type = CPT_LIGHT; f->light_propagates = true; f->sunlight_propagates = true; f->solidness = 0; f->walkable = false; f->pointable = false; f->diggable = false; f->buildable_to = true; f->air_equivalent = true; i = CONTENT_WATER; f = &content_features(i); f->setInventoryTextureCube("water.png", "water.png", "water.png"); f->param_type = CPT_LIGHT; f->light_propagates = true; f->solidness = 0; // Drawn separately, makes no faces f->walkable = false; f->pointable = false; f->diggable = false; f->buildable_to = true; f->liquid_type = LIQUID_FLOWING; f->liquid_alternative_flowing = CONTENT_WATER; f->liquid_alternative_source = CONTENT_WATERSOURCE; i = CONTENT_WATERSOURCE; f = &content_features(i); //f->setInventoryTexture("water.png"); f->setInventoryTextureCube("water.png", "water.png", "water.png"); if(new_style_water) { f->solidness = 0; // drawn separately, makes no faces } else // old style { f->solidness = 1; TileSpec t; if(g_texturesource) t.texture = g_texturesource->getTexture("water.png"); t.alpha = WATER_ALPHA; t.material_type = MATERIAL_ALPHA_VERTEX; t.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; f->setAllTiles(t); } f->param_type = CPT_LIGHT; f->light_propagates = true; f->walkable = false; f->pointable = false; f->diggable = false; f->buildable_to = true; f->liquid_type = LIQUID_SOURCE; f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; f->liquid_alternative_flowing = CONTENT_WATER; f->liquid_alternative_source = CONTENT_WATERSOURCE; i = CONTENT_TORCH; f = &content_features(i); f->setInventoryTexture("torch_on_floor.png"); f->param_type = CPT_LIGHT; f->light_propagates = true; f->sunlight_propagates = true; f->solidness = 0; // drawn separately, makes no faces f->walkable = false; f->wall_mounted = true; f->air_equivalent = true; f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; f->light_source = LIGHT_MAX-1; f->digging_properties.set("", DiggingProperties(true, 0.0, 0)); i = CONTENT_SIGN_WALL; f = &content_features(i); f->setInventoryTexture("sign_wall.png"); f->param_type = CPT_LIGHT; f->light_propagates = true; f->sunlight_propagates = true; f->solidness = 0; // drawn separately, makes no faces f->walkable = false; f->wall_mounted = true; f->air_equivalent = true; f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; if(f->initial_metadata == NULL) f->initial_metadata = new SignNodeMetadata("Some sign"); f->digging_properties.set("", DiggingProperties(true, 0.5, 0)); i = CONTENT_CHEST; f = &content_features(i); f->param_type = CPT_FACEDIR_SIMPLE; f->setAllTextures("chest_side.png"); f->setTexture(0, "chest_top.png"); f->setTexture(1, "chest_top.png"); f->setTexture(5, "chest_front.png"); // Z- f->setInventoryTexture("chest_top.png"); //f->setInventoryTextureCube("chest_top.png", "chest_side.png", "chest_side.png"); f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; if(f->initial_metadata == NULL) f->initial_metadata = new ChestNodeMetadata(); setWoodLikeDiggingProperties(f->digging_properties, 1.0); i = CONTENT_FURNACE; f = &content_features(i); f->param_type = CPT_FACEDIR_SIMPLE; f->setAllTextures("furnace_side.png"); f->setTexture(5, "furnace_front.png"); // Z- f->setInventoryTexture("furnace_front.png"); //f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_COBBLE)+" 6"; if(f->initial_metadata == NULL) f->initial_metadata = new FurnaceNodeMetadata(); setStoneLikeDiggingProperties(f->digging_properties, 3.0); i = CONTENT_COBBLE; f = &content_features(i); f->setAllTextures("cobble.png"); f->setInventoryTextureCube("cobble.png", "cobble.png", "cobble.png"); f->param_type = CPT_NONE; f->is_ground_content = true; f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; setStoneLikeDiggingProperties(f->digging_properties, 0.9); i = CONTENT_MOSSYCOBBLE; f = &content_features(i); f->setAllTextures("mossycobble.png"); f->setInventoryTextureCube("mossycobble.png", "mossycobble.png", "mossycobble.png"); f->param_type = CPT_NONE; f->is_ground_content = true; f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; setStoneLikeDiggingProperties(f->digging_properties, 0.8); i = CONTENT_STEEL; f = &content_features(i); f->setAllTextures("steel_block.png"); f->setInventoryTextureCube("steel_block.png", "steel_block.png", "steel_block.png"); f->param_type = CPT_NONE; f->is_ground_content = true; f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; setStoneLikeDiggingProperties(f->digging_properties, 5.0); i = CONTENT_NC; f = &content_features(i); f->param_type = CPT_FACEDIR_SIMPLE; f->setAllTextures("nc_side.png"); f->setTexture(5, "nc_front.png"); // Z- f->setTexture(4, "nc_back.png"); // Z+ f->setInventoryTexture("nc_front.png"); f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; setStoneLikeDiggingProperties(f->digging_properties, 3.0); i = CONTENT_NC_RB; f = &content_features(i); f->setAllTextures("nc_rb.png"); f->setInventoryTexture("nc_rb.png"); f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; setStoneLikeDiggingProperties(f->digging_properties, 3.0); // NOTE: Remember to add frequently used stuff to the texture atlas in tile.cpp /* Add MesePick to everything */ for(u16 i=0; i<=MAX_CONTENT; i++) { content_features(i).digging_properties.set("MesePick", DiggingProperties(true, 0.0, 65535./1337)); } }