Merge branch 'lava'

This commit is contained in:
Perttu Ahola 2011-08-22 12:53:02 +03:00
commit 23717510c2
13 changed files with 296 additions and 99 deletions

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@ -30,9 +30,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#define DEBUGFILE "debug.txt" #define DEBUGFILE "debug.txt"
#define WATER_ALPHA 160
//#define WATER_ALPHA 190
// Define for simulating the quirks of sending through internet. // Define for simulating the quirks of sending through internet.
// Causes the socket class to deliberately drop random packets. // Causes the socket class to deliberately drop random packets.
// This disables unit testing of socket and connection. // This disables unit testing of socket and connection.

@ -486,6 +486,7 @@ void craft_set_creative_inventory(Player *player)
CONTENT_CHEST, CONTENT_CHEST,
CONTENT_FURNACE, CONTENT_FURNACE,
CONTENT_SIGN_WALL, CONTENT_SIGN_WALL,
CONTENT_LAVASOURCE,
CONTENT_IGNORE CONTENT_IGNORE
}; };

@ -133,23 +133,12 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
//bool smooth_lighting = g_settings.getBool("smooth_lighting"); //bool smooth_lighting = g_settings.getBool("smooth_lighting");
bool invisible_stone = g_settings.getBool("invisible_stone"); bool invisible_stone = g_settings.getBool("invisible_stone");
float node_water_level = 1.0; float node_liquid_level = 1.0;
if(new_style_water) if(new_style_water)
node_water_level = 0.85; node_liquid_level = 0.85;
v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE; v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
// Flowing water material
video::SMaterial material_water1;
material_water1.setFlag(video::EMF_LIGHTING, false);
material_water1.setFlag(video::EMF_BACK_FACE_CULLING, false);
material_water1.setFlag(video::EMF_BILINEAR_FILTER, false);
material_water1.setFlag(video::EMF_FOG_ENABLE, true);
material_water1.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
AtlasPointer pa_water1 = g_texturesource->getTexture(
g_texturesource->getTextureId("water.png"));
material_water1.setTexture(0, pa_water1.atlas);
// New-style leaves material // New-style leaves material
video::SMaterial material_leaves1; video::SMaterial material_leaves1;
material_leaves1.setFlag(video::EMF_LIGHTING, false); material_leaves1.setFlag(video::EMF_LIGHTING, false);
@ -337,30 +326,40 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
collector.append(material, vertices, 4, indices, 6); collector.append(material, vertices, 4, indices, 6);
} }
/* /*
Add flowing water to mesh Add flowing liquid to mesh
*/ */
else if(n.getContent() == CONTENT_WATER) else if(content_features(n).liquid_type == LIQUID_FLOWING)
{ {
bool top_is_water = false; assert(content_features(n).special_material);
video::SMaterial &liquid_material =
*content_features(n).special_material;
assert(content_features(n).special_atlas);
AtlasPointer &pa_liquid1 =
*content_features(n).special_atlas;
bool top_is_same_liquid = false;
MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z)); MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
if(ntop.getContent() == CONTENT_WATER || ntop.getContent() == CONTENT_WATERSOURCE) content_t c_flowing = content_features(n).liquid_alternative_flowing;
top_is_water = true; content_t c_source = content_features(n).liquid_alternative_source;
if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
top_is_same_liquid = true;
u8 l = 0; u8 l = 0;
// Use the light of the node on top if possible // Use the light of the node on top if possible
if(content_features(ntop).param_type == CPT_LIGHT) if(content_features(ntop).param_type == CPT_LIGHT)
l = decode_light(ntop.getLightBlend(data->m_daynight_ratio)); l = decode_light(ntop.getLightBlend(data->m_daynight_ratio));
// Otherwise use the light of this node (the water) // Otherwise use the light of this node (the liquid)
else else
l = decode_light(n.getLightBlend(data->m_daynight_ratio)); l = decode_light(n.getLightBlend(data->m_daynight_ratio));
video::SColor c = MapBlock_LightColor(WATER_ALPHA, l); video::SColor c = MapBlock_LightColor(
content_features(n).vertex_alpha, l);
// Neighbor water levels (key = relative position) // Neighbor liquid levels (key = relative position)
// Includes current node // Includes current node
core::map<v3s16, f32> neighbor_levels; core::map<v3s16, f32> neighbor_levels;
core::map<v3s16, content_t> neighbor_contents; core::map<v3s16, content_t> neighbor_contents;
core::map<v3s16, u8> neighbor_flags; core::map<v3s16, u8> neighbor_flags;
const u8 neighborflag_top_is_water = 0x01; const u8 neighborflag_top_is_same_liquid = 0x01;
v3s16 neighbor_dirs[9] = { v3s16 neighbor_dirs[9] = {
v3s16(0,0,0), v3s16(0,0,0),
v3s16(0,0,1), v3s16(0,0,1),
@ -384,19 +383,20 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
{ {
content = n2.getContent(); content = n2.getContent();
if(n2.getContent() == CONTENT_WATERSOURCE) if(n2.getContent() == c_source)
level = (-0.5+node_water_level) * BS; level = (-0.5+node_liquid_level) * BS;
else if(n2.getContent() == CONTENT_WATER) else if(n2.getContent() == c_flowing)
level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0 level = (-0.5 + ((float)(n2.param2&LIQUID_LEVEL_MASK)
* node_water_level) * BS; + 0.5) / 8.0 * node_liquid_level) * BS;
// Check node above neighbor. // Check node above neighbor.
// NOTE: This doesn't get executed if neighbor // NOTE: This doesn't get executed if neighbor
// doesn't exist // doesn't exist
p2.Y += 1; p2.Y += 1;
n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
if(n2.getContent() == CONTENT_WATERSOURCE || n2.getContent() == CONTENT_WATER) if(n2.getContent() == c_source ||
flags |= neighborflag_top_is_water; n2.getContent() == c_flowing)
flags |= neighborflag_top_is_same_liquid;
} }
neighbor_levels.insert(neighbor_dirs[i], level); neighbor_levels.insert(neighbor_dirs[i], level);
@ -404,10 +404,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
neighbor_flags.insert(neighbor_dirs[i], flags); neighbor_flags.insert(neighbor_dirs[i], flags);
} }
//float water_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS; // Corner heights (average between four liquids)
//float water_level = neighbor_levels[v3s16(0,0,0)];
// Corner heights (average between four waters)
f32 corner_levels[4]; f32 corner_levels[4];
v3s16 halfdirs[4] = { v3s16 halfdirs[4] = {
@ -421,29 +418,46 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
v3s16 cornerdir = halfdirs[i]; v3s16 cornerdir = halfdirs[i];
float cornerlevel = 0; float cornerlevel = 0;
u32 valid_count = 0; u32 valid_count = 0;
u32 air_count = 0;
for(u32 j=0; j<4; j++) for(u32 j=0; j<4; j++)
{ {
v3s16 neighbordir = cornerdir - halfdirs[j]; v3s16 neighbordir = cornerdir - halfdirs[j];
u8 content = neighbor_contents[neighbordir]; u8 content = neighbor_contents[neighbordir];
// Special case for source nodes // If top is liquid, draw starting from top of node
if(content == CONTENT_WATERSOURCE) if(neighbor_flags[neighbordir] &
neighborflag_top_is_same_liquid)
{ {
cornerlevel = (-0.5+node_water_level)*BS; cornerlevel = 0.5*BS;
valid_count = 1; valid_count = 1;
break; break;
} }
else if(content == CONTENT_WATER) // Source is always the same height
else if(content == c_source)
{
cornerlevel = (-0.5+node_liquid_level)*BS;
valid_count = 1;
break;
}
// Flowing liquid has level information
else if(content == c_flowing)
{ {
cornerlevel += neighbor_levels[neighbordir]; cornerlevel += neighbor_levels[neighbordir];
valid_count++; valid_count++;
} }
else if(content == CONTENT_AIR) else if(content == CONTENT_AIR)
{
air_count++;
}
/*// Air is liquid level 0
else if(content == CONTENT_AIR)
{ {
cornerlevel += -0.5*BS; cornerlevel += -0.5*BS;
valid_count++; valid_count++;
} }*/
} }
if(valid_count > 0) if(air_count >= 2)
cornerlevel = -0.5*BS;
else if(valid_count > 0)
cornerlevel /= valid_count; cornerlevel /= valid_count;
corner_levels[i] = cornerlevel; corner_levels[i] = cornerlevel;
} }
@ -469,24 +483,24 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
v3s16 dir = side_dirs[i]; v3s16 dir = side_dirs[i];
/* /*
If our topside is water and neighbor's topside If our topside is liquid and neighbor's topside
is water, don't draw side face is liquid, don't draw side face
*/ */
if(top_is_water && if(top_is_same_liquid &&
neighbor_flags[dir] & neighborflag_top_is_water) neighbor_flags[dir] & neighborflag_top_is_same_liquid)
continue; continue;
u8 neighbor_content = neighbor_contents[dir]; u8 neighbor_content = neighbor_contents[dir];
// Don't draw face if neighbor is not air or water // Don't draw face if neighbor is not air or liquid
if(neighbor_content != CONTENT_AIR if(neighbor_content != CONTENT_AIR
&& neighbor_content != CONTENT_WATER) && neighbor_content != c_source)
continue; continue;
bool neighbor_is_water = (neighbor_content == CONTENT_WATER); bool neighbor_is_liquid = (neighbor_content == c_source);
// Don't draw any faces if neighbor is water and top is water // Don't draw any faces if neighbor is liquid and top is liquid
if(neighbor_is_water == true && top_is_water == false) if(neighbor_is_liquid == true && top_is_same_liquid == false)
continue; continue;
video::S3DVertex vertices[4] = video::S3DVertex vertices[4] =
@ -496,20 +510,20 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/ video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
pa_water1.x0(), pa_water1.y1()), pa_liquid1.x0(), pa_liquid1.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
pa_water1.x1(), pa_water1.y1()), pa_liquid1.x1(), pa_liquid1.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
pa_water1.x1(), pa_water1.y0()), pa_liquid1.x1(), pa_liquid1.y0()),
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
pa_water1.x0(), pa_water1.y0()), pa_liquid1.x0(), pa_liquid1.y0()),
}; };
/* /*
If our topside is water, set upper border of face If our topside is liquid, set upper border of face
at upper border of node at upper border of node
*/ */
if(top_is_water) if(top_is_same_liquid)
{ {
vertices[2].Pos.Y = 0.5*BS; vertices[2].Pos.Y = 0.5*BS;
vertices[3].Pos.Y = 0.5*BS; vertices[3].Pos.Y = 0.5*BS;
@ -524,16 +538,16 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
} }
/* /*
If neighbor is water, lower border of face is corner If neighbor is liquid, lower border of face is corner
water levels liquid levels
*/ */
if(neighbor_is_water) if(neighbor_is_liquid)
{ {
vertices[0].Pos.Y = corner_levels[side_corners[i][1]]; vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
vertices[1].Pos.Y = corner_levels[side_corners[i][0]]; vertices[1].Pos.Y = corner_levels[side_corners[i][0]];
} }
/* /*
If neighbor is not water, lower border of face is If neighbor is not liquid, lower border of face is
lower border of node lower border of node
*/ */
else else
@ -558,14 +572,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
u16 indices[] = {0,1,2,2,3,0}; u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector // Add to mesh collector
collector.append(material_water1, vertices, 4, indices, 6); collector.append(liquid_material, vertices, 4, indices, 6);
} }
/* /*
Generate top side, if appropriate Generate top side, if appropriate
*/ */
if(top_is_water == false) if(top_is_same_liquid == false)
{ {
video::S3DVertex vertices[4] = video::S3DVertex vertices[4] =
{ {
@ -574,13 +588,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/ video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
pa_water1.x0(), pa_water1.y1()), pa_liquid1.x0(), pa_liquid1.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
pa_water1.x1(), pa_water1.y1()), pa_liquid1.x1(), pa_liquid1.y1()),
video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
pa_water1.x1(), pa_water1.y0()), pa_liquid1.x1(), pa_liquid1.y0()),
video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
pa_water1.x0(), pa_water1.y0()), pa_liquid1.x0(), pa_liquid1.y0()),
}; };
// This fixes a strange bug // This fixes a strange bug
@ -588,7 +602,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
for(s32 i=0; i<4; i++) for(s32 i=0; i<4; i++)
{ {
//vertices[i].Pos.Y += water_level; //vertices[i].Pos.Y += liquid_level;
//vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)]; //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
s32 j = corner_resolve[i]; s32 j = corner_resolve[i];
vertices[i].Pos.Y += corner_levels[j]; vertices[i].Pos.Y += corner_levels[j];
@ -597,29 +611,33 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
u16 indices[] = {0,1,2,2,3,0}; u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector // Add to mesh collector
collector.append(material_water1, vertices, 4, indices, 6); collector.append(liquid_material, vertices, 4, indices, 6);
} }
} }
/* /*
Add water sources to mesh if using new style Add water sources to mesh if using new style
*/ */
else if(n.getContent() == CONTENT_WATERSOURCE && new_style_water) else if(content_features(n).liquid_type == LIQUID_SOURCE
&& new_style_water)
{ {
//bool top_is_water = false; assert(content_features(n).special_material);
video::SMaterial &liquid_material =
*content_features(n).special_material;
assert(content_features(n).special_atlas);
AtlasPointer &pa_liquid1 =
*content_features(n).special_atlas;
bool top_is_air = false; bool top_is_air = false;
MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z)); MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
/*if(n.getContent() == CONTENT_WATER || n.getContent() == CONTENT_WATERSOURCE)
top_is_water = true;*/
if(n.getContent() == CONTENT_AIR) if(n.getContent() == CONTENT_AIR)
top_is_air = true; top_is_air = true;
/*if(top_is_water == true)
continue;*/
if(top_is_air == false) if(top_is_air == false)
continue; continue;
u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio)); u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
video::SColor c = MapBlock_LightColor(WATER_ALPHA, l); video::SColor c = MapBlock_LightColor(
content_features(n).vertex_alpha, l);
video::S3DVertex vertices[4] = video::S3DVertex vertices[4] =
{ {
@ -628,24 +646,24 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/ video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
pa_water1.x0(), pa_water1.y1()), pa_liquid1.x0(), pa_liquid1.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
pa_water1.x1(), pa_water1.y1()), pa_liquid1.x1(), pa_liquid1.y1()),
video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
pa_water1.x1(), pa_water1.y0()), pa_liquid1.x1(), pa_liquid1.y0()),
video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
pa_water1.x0(), pa_water1.y0()), pa_liquid1.x0(), pa_liquid1.y0()),
}; };
for(s32 i=0; i<4; i++) for(s32 i=0; i<4; i++)
{ {
vertices[i].Pos.Y += (-0.5+node_water_level)*BS; vertices[i].Pos.Y += (-0.5+node_liquid_level)*BS;
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
} }
u16 indices[] = {0,1,2,2,3,0}; u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector // Add to mesh collector
collector.append(material_water1, vertices, 4, indices, 6); collector.append(liquid_material, vertices, 4, indices, 6);
} }
/* /*
Add leaves if using new style Add leaves if using new style

@ -24,6 +24,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mapnode.h" #include "mapnode.h"
#include "content_nodemeta.h" #include "content_nodemeta.h"
#define WATER_ALPHA 160
// TODO: Get rid of these and set up some attributes like toughness, // TODO: Get rid of these and set up some attributes like toughness,
// fluffyness, and a funciton to calculate time and durability loss // fluffyness, and a funciton to calculate time and durability loss
// (and sound? and whatever else) from them // (and sound? and whatever else) from them
@ -372,6 +374,21 @@ void content_mapnode_init()
f->liquid_type = LIQUID_FLOWING; f->liquid_type = LIQUID_FLOWING;
f->liquid_alternative_flowing = CONTENT_WATER; f->liquid_alternative_flowing = CONTENT_WATER;
f->liquid_alternative_source = CONTENT_WATERSOURCE; f->liquid_alternative_source = CONTENT_WATERSOURCE;
f->vertex_alpha = WATER_ALPHA;
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;
}
i = CONTENT_WATERSOURCE; i = CONTENT_WATERSOURCE;
f = &content_features(i); f = &content_features(i);
@ -404,6 +421,100 @@ void content_mapnode_init()
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1"; f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
f->liquid_alternative_flowing = CONTENT_WATER; f->liquid_alternative_flowing = CONTENT_WATER;
f->liquid_alternative_source = CONTENT_WATERSOURCE; f->liquid_alternative_source = CONTENT_WATERSOURCE;
f->vertex_alpha = WATER_ALPHA;
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;
}
i = CONTENT_LAVA;
f = &content_features(i);
f->setInventoryTextureCube("lava.png", "lava.png", "lava.png");
f->param_type = CPT_LIGHT;
f->light_propagates = false;
f->light_source = LIGHT_MAX-1;
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_LAVA;
f->liquid_alternative_source = CONTENT_LAVASOURCE;
f->damage_per_second = 4*2;
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;
}
i = CONTENT_LAVASOURCE;
f = &content_features(i);
f->setInventoryTextureCube("lava.png", "lava.png", "lava.png");
if(new_style_water)
{
f->solidness = 0; // drawn separately, makes no faces
}
else // old style
{
f->solidness = 2;
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);
}
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->damage_per_second = 4*2;
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;
}
i = CONTENT_TORCH; i = CONTENT_TORCH;
f = &content_features(i); f = &content_features(i);

@ -37,16 +37,24 @@ MapNode mapnode_translate_to_internal(MapNode n_from, u8 version);
// 0x000...0x07f (0...127): param2 is fully usable // 0x000...0x07f (0...127): param2 is fully usable
// 126 and 127 are reserved. // 126 and 127 are reserved.
// Use these sparingly, only when the extra space in param2 might be needed. // Use these sparingly, only when the extra space in param2 might be needed.
// Add a space when there is unused space between numbers.
#define CONTENT_STONE 0 #define CONTENT_STONE 0
#define CONTENT_WATER 2 #define CONTENT_WATER 2
#define CONTENT_TORCH 3 #define CONTENT_TORCH 3
#define CONTENT_WATERSOURCE 9 #define CONTENT_WATERSOURCE 9
#define CONTENT_SIGN_WALL 14 #define CONTENT_SIGN_WALL 14
#define CONTENT_CHEST 15 #define CONTENT_CHEST 15
#define CONTENT_FURNACE 16 #define CONTENT_FURNACE 16
#define CONTENT_FENCE 21 #define CONTENT_FENCE 21
#define CONTENT_RAIL 30 #define CONTENT_RAIL 30
#define CONTENT_LADDER 31 #define CONTENT_LADDER 31
#define CONTENT_LAVA 32
#define CONTENT_LAVASOURCE 33
// 0x800...0xfff (2048...4095): higher 4 bytes of param2 are not usable // 0x800...0xfff (2048...4095): higher 4 bytes of param2 are not usable
#define CONTENT_GRASS 0x800 //1 #define CONTENT_GRASS 0x800 //1

@ -1632,6 +1632,38 @@ void ClientEnvironment::step(float dtime)
} }
} }
/*
A quick draft of lava damage
*/
if(m_lava_hurt_interval.step(dtime, 1.0))
{
v3f pf = lplayer->getPosition();
// Feet, middle and head
v3s16 p1 = floatToInt(pf + v3f(0, BS*0.1, 0), BS);
MapNode n1 = m_map->getNodeNoEx(p1);
v3s16 p2 = floatToInt(pf + v3f(0, BS*0.8, 0), BS);
MapNode n2 = m_map->getNodeNoEx(p2);
v3s16 p3 = floatToInt(pf + v3f(0, BS*1.6, 0), BS);
MapNode n3 = m_map->getNodeNoEx(p2);
u32 damage_per_second = 0;
damage_per_second = MYMAX(damage_per_second,
content_features(n1).damage_per_second);
damage_per_second = MYMAX(damage_per_second,
content_features(n2).damage_per_second);
damage_per_second = MYMAX(damage_per_second,
content_features(n3).damage_per_second);
if(damage_per_second != 0)
{
ClientEnvEvent event;
event.type = CEE_PLAYER_DAMAGE;
event.player_damage.amount = damage_per_second;
m_client_event_queue.push_back(event);
}
}
/* /*
Stuff that can be done in an arbitarily large dtime Stuff that can be done in an arbitarily large dtime
*/ */
@ -1917,6 +1949,13 @@ void ClientEnvironment::drawPostFx(video::IVideoDriver* driver, v3f camera_pos)
core::rect<s32> rect(0,0, ss.X, ss.Y); core::rect<s32> rect(0,0, ss.X, ss.Y);
driver->draw2DRectangle(video::SColor(64, 100, 100, 200), rect); driver->draw2DRectangle(video::SColor(64, 100, 100, 200), rect);
} }
else if(content_features(n).solidness == 2 &&
g_settings.getBool("free_move") == false)
{
v2u32 ss = driver->getScreenSize();
core::rect<s32> rect(0,0, ss.X, ss.Y);
driver->draw2DRectangle(video::SColor(255, 0, 0, 0), rect);
}
} }
#endif // #ifndef SERVER #endif // #ifndef SERVER

@ -416,6 +416,7 @@ private:
core::map<u16, ClientActiveObject*> m_active_objects; core::map<u16, ClientActiveObject*> m_active_objects;
Queue<ClientEnvEvent> m_client_event_queue; Queue<ClientEnvEvent> m_client_event_queue;
IntervalLimiter m_active_object_light_update_interval; IntervalLimiter m_active_object_light_update_interval;
IntervalLimiter m_lava_hurt_interval;
}; };
#endif #endif

@ -2315,6 +2315,13 @@ void the_game(
// 0-1ms // 0-1ms
guienv->drawAll(); guienv->drawAll();
/*
Environment post fx
*/
{
client.getEnv()->drawPostFx(driver, camera_position);
}
/* /*
Draw hotbar Draw hotbar
*/ */
@ -2337,13 +2344,6 @@ void the_game(
NULL); NULL);
} }
/*
Environment post fx
*/
{
client.getEnv()->drawPostFx(driver, camera_position);
}
/* /*
End scene End scene
*/ */

@ -1564,6 +1564,11 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
while(m_transforming_liquid.size() != 0) while(m_transforming_liquid.size() != 0)
{ {
// This should be done here so that it is done when continue is used
if(loopcount >= initial_size * 3)
break;
loopcount++;
/* /*
Get a queued transforming liquid node Get a queued transforming liquid node
*/ */
@ -1779,12 +1784,6 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
} }
break; break;
} }
loopcount++;
//if(loopcount >= 100000)
if(loopcount >= initial_size * 10) {
break;
}
} }
//dstream<<"Map::transformLiquids(): loopcount="<<loopcount<<std::endl; //dstream<<"Map::transformLiquids(): loopcount="<<loopcount<<std::endl;
} }

@ -1817,6 +1817,16 @@ void make_block(BlockMakeData *data)
if(noisebuf_ground_wetness.get(x,y,z) < -0.6) if(noisebuf_ground_wetness.get(x,y,z) < -0.6)
vmanip.m_data[i] = MapNode(CONTENT_GRAVEL); vmanip.m_data[i] = MapNode(CONTENT_GRAVEL);
} }
else if(noisebuf_ground_crumbleness.get(x,y,z) <
-3.0 + MYMIN(0.1 * sqrt((float)MYMAX(0, -y)), 1.5))
{
vmanip.m_data[i] = MapNode(CONTENT_LAVASOURCE);
for(s16 x1=-1; x1<=1; x1++)
for(s16 y1=-1; y1<=1; y1++)
for(s16 z1=-1; z1<=1; z1++)
data->transforming_liquid.push_back(
v3s16(p2d.X+x1, y+y1, p2d.Y+z1));
}
} }
data->vmanip->m_area.add_y(em, i, -1); data->vmanip->m_area.add_y(em, i, -1);

@ -30,8 +30,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
ContentFeatures::~ContentFeatures() ContentFeatures::~ContentFeatures()
{ {
if(initial_metadata) delete initial_metadata;
delete initial_metadata; delete special_material;
delete special_atlas;
} }
void ContentFeatures::setTexture(u16 i, std::string name, u8 alpha) void ContentFeatures::setTexture(u16 i, std::string name, u8 alpha)

@ -128,8 +128,8 @@ struct ContentFeatures
bool pointable; bool pointable;
// Player can dig these // Player can dig these
bool diggable; bool diggable;
// Player can climb these // Player can climb these
bool climbable; bool climbable;
// Player can build on these // Player can build on these
bool buildable_to; bool buildable_to;
// Whether the node has no liquid, source liquid or flowing liquid // Whether the node has no liquid, source liquid or flowing liquid
@ -153,12 +153,19 @@ struct ContentFeatures
content_t liquid_alternative_flowing; content_t liquid_alternative_flowing;
// If the content is liquid, this is the source version of the liquid. // If the content is liquid, this is the source version of the liquid.
content_t liquid_alternative_source; content_t liquid_alternative_source;
// Used currently for flowing liquids
u8 vertex_alpha;
// Special irrlicht material, used sometimes
video::SMaterial *special_material;
AtlasPointer *special_atlas;
// Amount of light the node emits // Amount of light the node emits
u8 light_source; u8 light_source;
// Digging properties for different tools // Digging properties for different tools
DiggingPropertiesList digging_properties; DiggingPropertiesList digging_properties;
u32 damage_per_second;
// NOTE: Move relevant properties to here from elsewhere // NOTE: Move relevant properties to here from elsewhere
@ -181,8 +188,13 @@ struct ContentFeatures
dug_item = ""; dug_item = "";
initial_metadata = NULL; initial_metadata = NULL;
liquid_alternative_flowing = CONTENT_IGNORE; liquid_alternative_flowing = CONTENT_IGNORE;
liquid_alternative_source = CONTENT_IGNORE;
vertex_alpha = 255;
special_material = NULL;
special_atlas = NULL;
light_source = 0; light_source = 0;
digging_properties.clear(); digging_properties.clear();
damage_per_second = 0;
} }
ContentFeatures() ContentFeatures()