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lava!
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BIN
data/lava.png
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data/lava.png
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After Width: | Height: | Size: 357 B |
@ -30,9 +30,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#define DEBUGFILE "debug.txt"
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#define WATER_ALPHA 160
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//#define WATER_ALPHA 190
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// Define for simulating the quirks of sending through internet.
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// Causes the socket class to deliberately drop random packets.
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// This disables unit testing of socket and connection.
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@ -133,23 +133,12 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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//bool smooth_lighting = g_settings.getBool("smooth_lighting");
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bool invisible_stone = g_settings.getBool("invisible_stone");
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float node_water_level = 1.0;
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float node_liquid_level = 1.0;
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if(new_style_water)
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node_water_level = 0.85;
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node_liquid_level = 0.85;
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v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
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// Flowing water material
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video::SMaterial material_water1;
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material_water1.setFlag(video::EMF_LIGHTING, false);
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material_water1.setFlag(video::EMF_BACK_FACE_CULLING, false);
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material_water1.setFlag(video::EMF_BILINEAR_FILTER, false);
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material_water1.setFlag(video::EMF_FOG_ENABLE, true);
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material_water1.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
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AtlasPointer pa_water1 = g_texturesource->getTexture(
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g_texturesource->getTextureId("water.png"));
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material_water1.setTexture(0, pa_water1.atlas);
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// New-style leaves material
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video::SMaterial material_leaves1;
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material_leaves1.setFlag(video::EMF_LIGHTING, false);
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@ -337,30 +326,40 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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collector.append(material, vertices, 4, indices, 6);
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}
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/*
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Add flowing water to mesh
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Add flowing liquid to mesh
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*/
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else if(n.getContent() == CONTENT_WATER)
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else if(content_features(n).liquid_type == LIQUID_FLOWING)
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{
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bool top_is_water = false;
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assert(content_features(n).special_material);
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video::SMaterial &liquid_material =
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*content_features(n).special_material;
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assert(content_features(n).special_atlas);
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AtlasPointer &pa_liquid1 =
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*content_features(n).special_atlas;
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bool top_is_same_liquid = false;
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MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
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if(ntop.getContent() == CONTENT_WATER || ntop.getContent() == CONTENT_WATERSOURCE)
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top_is_water = true;
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content_t c_flowing = content_features(n).liquid_alternative_flowing;
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content_t c_source = content_features(n).liquid_alternative_source;
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if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
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top_is_same_liquid = true;
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u8 l = 0;
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// Use the light of the node on top if possible
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if(content_features(ntop).param_type == CPT_LIGHT)
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l = decode_light(ntop.getLightBlend(data->m_daynight_ratio));
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// Otherwise use the light of this node (the water)
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// Otherwise use the light of this node (the liquid)
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else
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l = decode_light(n.getLightBlend(data->m_daynight_ratio));
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video::SColor c = MapBlock_LightColor(WATER_ALPHA, l);
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video::SColor c = MapBlock_LightColor(
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content_features(n).vertex_alpha, l);
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// Neighbor water levels (key = relative position)
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// Neighbor liquid levels (key = relative position)
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// Includes current node
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core::map<v3s16, f32> neighbor_levels;
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core::map<v3s16, content_t> neighbor_contents;
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core::map<v3s16, u8> neighbor_flags;
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const u8 neighborflag_top_is_water = 0x01;
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const u8 neighborflag_top_is_same_liquid = 0x01;
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v3s16 neighbor_dirs[9] = {
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v3s16(0,0,0),
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v3s16(0,0,1),
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@ -384,19 +383,20 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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{
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content = n2.getContent();
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if(n2.getContent() == CONTENT_WATERSOURCE)
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level = (-0.5+node_water_level) * BS;
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else if(n2.getContent() == CONTENT_WATER)
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if(n2.getContent() == c_source)
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level = (-0.5+node_liquid_level) * BS;
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else if(n2.getContent() == c_flowing)
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level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0
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* node_water_level) * BS;
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* node_liquid_level) * BS;
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// Check node above neighbor.
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// NOTE: This doesn't get executed if neighbor
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// doesn't exist
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p2.Y += 1;
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n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
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if(n2.getContent() == CONTENT_WATERSOURCE || n2.getContent() == CONTENT_WATER)
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flags |= neighborflag_top_is_water;
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if(n2.getContent() == c_source ||
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n2.getContent() == c_flowing)
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flags |= neighborflag_top_is_same_liquid;
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}
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neighbor_levels.insert(neighbor_dirs[i], level);
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@ -404,10 +404,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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neighbor_flags.insert(neighbor_dirs[i], flags);
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}
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//float water_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS;
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//float water_level = neighbor_levels[v3s16(0,0,0)];
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//float liquid_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS;
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//float liquid_level = neighbor_levels[v3s16(0,0,0)];
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// Corner heights (average between four waters)
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// Corner heights (average between four liquids)
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f32 corner_levels[4];
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v3s16 halfdirs[4] = {
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@ -426,13 +426,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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v3s16 neighbordir = cornerdir - halfdirs[j];
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u8 content = neighbor_contents[neighbordir];
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// Special case for source nodes
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if(content == CONTENT_WATERSOURCE)
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if(content == c_source)
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{
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cornerlevel = (-0.5+node_water_level)*BS;
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cornerlevel = (-0.5+node_liquid_level)*BS;
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valid_count = 1;
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break;
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}
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else if(content == CONTENT_WATER)
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else if(content == c_flowing)
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{
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cornerlevel += neighbor_levels[neighbordir];
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valid_count++;
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@ -469,24 +469,24 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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v3s16 dir = side_dirs[i];
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/*
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If our topside is water and neighbor's topside
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is water, don't draw side face
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If our topside is liquid and neighbor's topside
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is liquid, don't draw side face
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*/
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if(top_is_water &&
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neighbor_flags[dir] & neighborflag_top_is_water)
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if(top_is_same_liquid &&
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neighbor_flags[dir] & neighborflag_top_is_same_liquid)
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continue;
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u8 neighbor_content = neighbor_contents[dir];
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// Don't draw face if neighbor is not air or water
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// Don't draw face if neighbor is not air or liquid
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if(neighbor_content != CONTENT_AIR
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&& neighbor_content != CONTENT_WATER)
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&& neighbor_content != c_source)
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continue;
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bool neighbor_is_water = (neighbor_content == CONTENT_WATER);
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bool neighbor_is_liquid = (neighbor_content == c_source);
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// Don't draw any faces if neighbor is water and top is water
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if(neighbor_is_water == true && top_is_water == false)
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// Don't draw any faces if neighbor is liquid and top is liquid
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if(neighbor_is_liquid == true && top_is_same_liquid == false)
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continue;
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video::S3DVertex vertices[4] =
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@ -496,20 +496,20 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
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video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
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video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
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pa_water1.x0(), pa_water1.y1()),
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pa_liquid1.x0(), pa_liquid1.y1()),
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video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
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pa_water1.x1(), pa_water1.y1()),
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pa_liquid1.x1(), pa_liquid1.y1()),
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video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
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pa_water1.x1(), pa_water1.y0()),
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pa_liquid1.x1(), pa_liquid1.y0()),
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video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
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pa_water1.x0(), pa_water1.y0()),
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pa_liquid1.x0(), pa_liquid1.y0()),
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};
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/*
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If our topside is water, set upper border of face
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If our topside is liquid, set upper border of face
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at upper border of node
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*/
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if(top_is_water)
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if(top_is_same_liquid)
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{
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vertices[2].Pos.Y = 0.5*BS;
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vertices[3].Pos.Y = 0.5*BS;
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@ -524,16 +524,16 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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}
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/*
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If neighbor is water, lower border of face is corner
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water levels
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If neighbor is liquid, lower border of face is corner
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liquid levels
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*/
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if(neighbor_is_water)
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if(neighbor_is_liquid)
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{
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vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
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vertices[1].Pos.Y = corner_levels[side_corners[i][0]];
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}
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/*
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If neighbor is not water, lower border of face is
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If neighbor is not liquid, lower border of face is
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lower border of node
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*/
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else
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@ -558,14 +558,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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u16 indices[] = {0,1,2,2,3,0};
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// Add to mesh collector
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collector.append(material_water1, vertices, 4, indices, 6);
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collector.append(liquid_material, vertices, 4, indices, 6);
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}
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/*
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Generate top side, if appropriate
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*/
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if(top_is_water == false)
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if(top_is_same_liquid == false)
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{
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video::S3DVertex vertices[4] =
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{
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@ -574,13 +574,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
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video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
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video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
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pa_water1.x0(), pa_water1.y1()),
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pa_liquid1.x0(), pa_liquid1.y1()),
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video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
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pa_water1.x1(), pa_water1.y1()),
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pa_liquid1.x1(), pa_liquid1.y1()),
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video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
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pa_water1.x1(), pa_water1.y0()),
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pa_liquid1.x1(), pa_liquid1.y0()),
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video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
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pa_water1.x0(), pa_water1.y0()),
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pa_liquid1.x0(), pa_liquid1.y0()),
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};
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// This fixes a strange bug
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@ -588,7 +588,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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for(s32 i=0; i<4; i++)
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{
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//vertices[i].Pos.Y += water_level;
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//vertices[i].Pos.Y += liquid_level;
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//vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
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s32 j = corner_resolve[i];
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vertices[i].Pos.Y += corner_levels[j];
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@ -597,29 +597,33 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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u16 indices[] = {0,1,2,2,3,0};
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// Add to mesh collector
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collector.append(material_water1, vertices, 4, indices, 6);
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collector.append(liquid_material, vertices, 4, indices, 6);
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}
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}
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/*
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Add water sources to mesh if using new style
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*/
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else if(n.getContent() == CONTENT_WATERSOURCE && new_style_water)
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else if(content_features(n).liquid_type == LIQUID_SOURCE
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&& new_style_water)
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{
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//bool top_is_water = false;
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assert(content_features(n).special_material);
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video::SMaterial &liquid_material =
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*content_features(n).special_material;
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assert(content_features(n).special_atlas);
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AtlasPointer &pa_liquid1 =
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*content_features(n).special_atlas;
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bool top_is_air = false;
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MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
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/*if(n.getContent() == CONTENT_WATER || n.getContent() == CONTENT_WATERSOURCE)
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top_is_water = true;*/
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if(n.getContent() == CONTENT_AIR)
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top_is_air = true;
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/*if(top_is_water == true)
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continue;*/
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if(top_is_air == false)
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continue;
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u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
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video::SColor c = MapBlock_LightColor(WATER_ALPHA, l);
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video::SColor c = MapBlock_LightColor(
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content_features(n).vertex_alpha, l);
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video::S3DVertex vertices[4] =
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{
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@ -628,24 +632,24 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
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video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
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video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
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pa_water1.x0(), pa_water1.y1()),
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pa_liquid1.x0(), pa_liquid1.y1()),
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video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
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pa_water1.x1(), pa_water1.y1()),
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pa_liquid1.x1(), pa_liquid1.y1()),
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video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
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pa_water1.x1(), pa_water1.y0()),
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pa_liquid1.x1(), pa_liquid1.y0()),
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video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
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pa_water1.x0(), pa_water1.y0()),
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pa_liquid1.x0(), pa_liquid1.y0()),
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};
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for(s32 i=0; i<4; i++)
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{
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vertices[i].Pos.Y += (-0.5+node_water_level)*BS;
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vertices[i].Pos.Y += (-0.5+node_liquid_level)*BS;
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vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
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}
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u16 indices[] = {0,1,2,2,3,0};
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// Add to mesh collector
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collector.append(material_water1, vertices, 4, indices, 6);
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collector.append(liquid_material, vertices, 4, indices, 6);
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}
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/*
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Add leaves if using new style
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@ -372,6 +372,21 @@ void content_mapnode_init()
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f->liquid_type = LIQUID_FLOWING;
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f->liquid_alternative_flowing = CONTENT_WATER;
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f->liquid_alternative_source = CONTENT_WATERSOURCE;
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f->vertex_alpha = 160;
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if(f->special_material == NULL && g_texturesource)
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{
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// Flowing water material
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f->special_material = new video::SMaterial;
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f->special_material->setFlag(video::EMF_LIGHTING, false);
|
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f->special_material->setFlag(video::EMF_BACK_FACE_CULLING, false);
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f->special_material->setFlag(video::EMF_BILINEAR_FILTER, false);
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f->special_material->setFlag(video::EMF_FOG_ENABLE, true);
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f->special_material->MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
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AtlasPointer *pa_water1 = new AtlasPointer(g_texturesource->getTexture(
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g_texturesource->getTextureId("water.png")));
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f->special_material->setTexture(0, pa_water1->atlas);
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f->special_atlas = pa_water1;
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}
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i = CONTENT_WATERSOURCE;
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f = &content_features(i);
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@ -389,7 +404,7 @@ void content_mapnode_init()
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if(g_texturesource)
|
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t.texture = g_texturesource->getTexture("water.png");
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t.alpha = WATER_ALPHA;
|
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t.alpha = 160;
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t.material_type = MATERIAL_ALPHA_VERTEX;
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t.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
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f->setAllTiles(t);
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@ -404,6 +419,98 @@ void content_mapnode_init()
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f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
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f->liquid_alternative_flowing = CONTENT_WATER;
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f->liquid_alternative_source = CONTENT_WATERSOURCE;
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f->vertex_alpha = 160;
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if(f->special_material == NULL && g_texturesource)
|
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{
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// Flowing water material
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f->special_material = new video::SMaterial;
|
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f->special_material->setFlag(video::EMF_LIGHTING, false);
|
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f->special_material->setFlag(video::EMF_BACK_FACE_CULLING, false);
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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;
|
||||
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_VERTEX_ALPHA;
|
||||
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;
|
||||
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_VERTEX_ALPHA;
|
||||
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;
|
||||
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
|
||||
// 126 and 127 are reserved.
|
||||
// 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_WATER 2
|
||||
#define CONTENT_TORCH 3
|
||||
|
||||
#define CONTENT_WATERSOURCE 9
|
||||
|
||||
#define CONTENT_SIGN_WALL 14
|
||||
#define CONTENT_CHEST 15
|
||||
#define CONTENT_FURNACE 16
|
||||
|
||||
#define CONTENT_FENCE 21
|
||||
|
||||
#define CONTENT_RAIL 30
|
||||
#define CONTENT_LADDER 31
|
||||
#define CONTENT_LAVA 32
|
||||
#define CONTENT_LAVASOURCE 33
|
||||
|
||||
// 0x800...0xfff (2048...4095): higher 4 bytes of param2 are not usable
|
||||
#define CONTENT_GRASS 0x800 //1
|
||||
|
@ -1632,6 +1632,28 @@ void ClientEnvironment::step(float dtime)
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
A quick draft of lava damage
|
||||
*/
|
||||
if(m_lava_hurt_interval.step(dtime, 1.0))
|
||||
{
|
||||
v3f pf = lplayer->getPosition();
|
||||
v3s16 p1 = floatToInt(pf + v3f(0, BS*0.0, 0), BS);
|
||||
MapNode n1 = m_map->getNodeNoEx(p1);
|
||||
v3s16 p2 = floatToInt(pf + v3f(0, BS*1.5, 0), BS);
|
||||
MapNode n2 = m_map->getNodeNoEx(p2);
|
||||
if(n1.getContent() == CONTENT_LAVA ||
|
||||
n1.getContent() == CONTENT_LAVASOURCE ||
|
||||
n2.getContent() == CONTENT_LAVA ||
|
||||
n2.getContent() == CONTENT_LAVASOURCE)
|
||||
{
|
||||
ClientEnvEvent event;
|
||||
event.type = CEE_PLAYER_DAMAGE;
|
||||
event.player_damage.amount = 4*2; // 4 hearts
|
||||
m_client_event_queue.push_back(event);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
Stuff that can be done in an arbitarily large dtime
|
||||
*/
|
||||
@ -1917,6 +1939,13 @@ void ClientEnvironment::drawPostFx(video::IVideoDriver* driver, v3f camera_pos)
|
||||
core::rect<s32> rect(0,0, ss.X, ss.Y);
|
||||
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
|
||||
|
@ -416,6 +416,7 @@ private:
|
||||
core::map<u16, ClientActiveObject*> m_active_objects;
|
||||
Queue<ClientEnvEvent> m_client_event_queue;
|
||||
IntervalLimiter m_active_object_light_update_interval;
|
||||
IntervalLimiter m_lava_hurt_interval;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
14
src/game.cpp
14
src/game.cpp
@ -2315,6 +2315,13 @@ void the_game(
|
||||
// 0-1ms
|
||||
guienv->drawAll();
|
||||
|
||||
/*
|
||||
Environment post fx
|
||||
*/
|
||||
{
|
||||
client.getEnv()->drawPostFx(driver, camera_position);
|
||||
}
|
||||
|
||||
/*
|
||||
Draw hotbar
|
||||
*/
|
||||
@ -2337,13 +2344,6 @@ void the_game(
|
||||
NULL);
|
||||
}
|
||||
|
||||
/*
|
||||
Environment post fx
|
||||
*/
|
||||
{
|
||||
client.getEnv()->drawPostFx(driver, camera_position);
|
||||
}
|
||||
|
||||
/*
|
||||
End scene
|
||||
*/
|
||||
|
@ -1817,6 +1817,16 @@ void make_block(BlockMakeData *data)
|
||||
if(noisebuf_ground_wetness.get(x,y,z) < -0.6)
|
||||
vmanip.m_data[i] = MapNode(CONTENT_GRAVEL);
|
||||
}
|
||||
else if(noisebuf_ground_crumbleness.get(x,y,z) <
|
||||
-2.3 + MYMIN(0.1 * sqrt(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);
|
||||
|
@ -30,8 +30,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
|
||||
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)
|
||||
|
@ -128,8 +128,8 @@ struct ContentFeatures
|
||||
bool pointable;
|
||||
// Player can dig these
|
||||
bool diggable;
|
||||
// Player can climb these
|
||||
bool climbable;
|
||||
// Player can climb these
|
||||
bool climbable;
|
||||
// Player can build on these
|
||||
bool buildable_to;
|
||||
// Whether the node has no liquid, source liquid or flowing liquid
|
||||
@ -153,6 +153,11 @@ struct ContentFeatures
|
||||
content_t liquid_alternative_flowing;
|
||||
// If the content is liquid, this is the source version of the liquid.
|
||||
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
|
||||
u8 light_source;
|
||||
@ -181,6 +186,10 @@ struct ContentFeatures
|
||||
dug_item = "";
|
||||
initial_metadata = NULL;
|
||||
liquid_alternative_flowing = CONTENT_IGNORE;
|
||||
liquid_alternative_source = CONTENT_IGNORE;
|
||||
vertex_alpha = 255;
|
||||
special_material = NULL;
|
||||
special_atlas = NULL;
|
||||
light_source = 0;
|
||||
digging_properties.clear();
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user