Merge remote-tracking branch 'oblomov/me_cmd'
authorPerttu Ahola <celeron55@gmail.com>
Mon, 22 Aug 2011 11:46:54 +0000 (14:46 +0300)
committerPerttu Ahola <celeron55@gmail.com>
Mon, 22 Aug 2011 11:46:54 +0000 (14:46 +0300)
13 files changed:
data/lava.png [new file with mode: 0644]
src/constants.h
src/content_craft.cpp
src/content_mapblock.cpp
src/content_mapnode.cpp
src/content_mapnode.h
src/environment.cpp
src/environment.h
src/game.cpp
src/map.cpp
src/mapgen.cpp
src/mapnode.cpp
src/mapnode.h

diff --git a/data/lava.png b/data/lava.png
new file mode 100644 (file)
index 0000000..cb02ada
Binary files /dev/null and b/data/lava.png differ
index 21ab2a64c3b0097536b14e2aa2343ddf12b0b69b..1af5f1f1b2a9e55d4cbe5d1806e11cc6e75fd85f 100644 (file)
@@ -30,9 +30,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 #define DEBUGFILE "debug.txt"
 
-#define WATER_ALPHA 160
-//#define WATER_ALPHA 190
-
 // Define for simulating the quirks of sending through internet.
 // Causes the socket class to deliberately drop random packets.
 // This disables unit testing of socket and connection.
index 481ea1a6304d26d328124fc67ab208b1c5dec55f..20ab5f06937b5aa2223d4df0c3d05961ca114209 100644 (file)
@@ -486,6 +486,7 @@ void craft_set_creative_inventory(Player *player)
                CONTENT_CHEST,
                CONTENT_FURNACE,
                CONTENT_SIGN_WALL,
+               CONTENT_LAVASOURCE,
                CONTENT_IGNORE
        };
        
index ed2cd766a032acdca7c640b7b459a162168498b3..c0845ec57d5e52fb7ec6f77287c05bd482702233 100644 (file)
@@ -133,23 +133,12 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
        //bool smooth_lighting = g_settings.getBool("smooth_lighting");
        bool invisible_stone = g_settings.getBool("invisible_stone");
        
-       float node_water_level = 1.0;
+       float node_liquid_level = 1.0;
        if(new_style_water)
-               node_water_level = 0.85;
+               node_liquid_level = 0.85;
        
        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
        video::SMaterial material_leaves1;
        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);
                }
                /*
-                       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));
-                       if(ntop.getContent() == CONTENT_WATER || ntop.getContent() == CONTENT_WATERSOURCE)
-                               top_is_water = true;
+                       content_t c_flowing = content_features(n).liquid_alternative_flowing;
+                       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;
                        // Use the light of the node on top if possible
                        if(content_features(ntop).param_type == CPT_LIGHT)
                                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
                                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
                        core::map<v3s16, f32> neighbor_levels;
                        core::map<v3s16, content_t> neighbor_contents;
                        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(0,0,0),
                                v3s16(0,0,1),
@@ -384,19 +383,20 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                {
                                        content = n2.getContent();
 
-                                       if(n2.getContent() == CONTENT_WATERSOURCE)
-                                               level = (-0.5+node_water_level) * BS;
-                                       else if(n2.getContent() == CONTENT_WATER)
-                                               level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0
-                                                               * node_water_level) * BS;
+                                       if(n2.getContent() == c_source)
+                                               level = (-0.5+node_liquid_level) * BS;
+                                       else if(n2.getContent() == c_flowing)
+                                               level = (-0.5 + ((float)(n2.param2&LIQUID_LEVEL_MASK)
+                                                               + 0.5) / 8.0 * node_liquid_level) * BS;
 
                                        // Check node above neighbor.
                                        // NOTE: This doesn't get executed if neighbor
                                        //       doesn't exist
                                        p2.Y += 1;
                                        n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
-                                       if(n2.getContent() == CONTENT_WATERSOURCE || n2.getContent() == CONTENT_WATER)
-                                               flags |= neighborflag_top_is_water;
+                                       if(n2.getContent() == c_source ||
+                                                       n2.getContent() == c_flowing)
+                                               flags |= neighborflag_top_is_same_liquid;
                                }
                                
                                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);
                        }
 
-                       //float water_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS;
-                       //float water_level = neighbor_levels[v3s16(0,0,0)];
-
-                       // Corner heights (average between four waters)
+                       // Corner heights (average between four liquids)
                        f32 corner_levels[4];
                        
                        v3s16 halfdirs[4] = {
@@ -421,29 +418,46 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                v3s16 cornerdir = halfdirs[i];
                                float cornerlevel = 0;
                                u32 valid_count = 0;
+                               u32 air_count = 0;
                                for(u32 j=0; j<4; j++)
                                {
                                        v3s16 neighbordir = cornerdir - halfdirs[j];
                                        u8 content = neighbor_contents[neighbordir];
-                                       // Special case for source nodes
-                                       if(content == CONTENT_WATERSOURCE)
+                                       // If top is liquid, draw starting from top of node
+                                       if(neighbor_flags[neighbordir] &
+                                                       neighborflag_top_is_same_liquid)
+                                       {
+                                               cornerlevel = 0.5*BS;
+                                               valid_count = 1;
+                                               break;
+                                       }
+                                       // Source is always the same height
+                                       else if(content == c_source)
                                        {
-                                               cornerlevel = (-0.5+node_water_level)*BS;
+                                               cornerlevel = (-0.5+node_liquid_level)*BS;
                                                valid_count = 1;
                                                break;
                                        }
-                                       else if(content == CONTENT_WATER)
+                                       // Flowing liquid has level information
+                                       else if(content == c_flowing)
                                        {
                                                cornerlevel += neighbor_levels[neighbordir];
                                                valid_count++;
                                        }
                                        else if(content == CONTENT_AIR)
+                                       {
+                                               air_count++;
+                                       }
+                                       /*// Air is liquid level 0
+                                       else if(content == CONTENT_AIR)
                                        {
                                                cornerlevel += -0.5*BS;
                                                valid_count++;
-                                       }
+                                       }*/
                                }
-                               if(valid_count > 0)
+                               if(air_count >= 2)
+                                       cornerlevel = -0.5*BS;
+                               else if(valid_count > 0)
                                        cornerlevel /= valid_count;
                                corner_levels[i] = cornerlevel;
                        }
@@ -469,24 +483,24 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                v3s16 dir = side_dirs[i];
 
                                /*
-                                       If our topside is water and neighbor's topside
-                                       is water, don't draw side face
+                                       If our topside is liquid and neighbor's topside
+                                       is liquid, don't draw side face
                                */
-                               if(top_is_water &&
-                                               neighbor_flags[dir] & neighborflag_top_is_water)
+                               if(top_is_same_liquid &&
+                                               neighbor_flags[dir] & neighborflag_top_is_same_liquid)
                                        continue;
 
                                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
-                                               && neighbor_content != CONTENT_WATER)
+                                               && neighbor_content != c_source)
                                        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
-                               if(neighbor_is_water == true && top_is_water == false)
+                               // Don't draw any faces if neighbor is liquid and top is liquid
+                               if(neighbor_is_liquid == true && top_is_same_liquid == false)
                                        continue;
                                
                                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, 0,0),*/
                                        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,
-                                                       pa_water1.x1(), pa_water1.y1()),
+                                                       pa_liquid1.x1(), pa_liquid1.y1()),
                                        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,
-                                                       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
                                */
-                               if(top_is_water)
+                               if(top_is_same_liquid)
                                {
                                        vertices[2].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
-                                       water levels
+                                       If neighbor is liquid, lower border of face is corner
+                                       liquid levels
                                */
-                               if(neighbor_is_water)
+                               if(neighbor_is_liquid)
                                {
                                        vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
                                        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
                                */
                                else
@@ -558,14 +572,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 
                                u16 indices[] = {0,1,2,2,3,0};
                                // 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
                        */
                        
-                       if(top_is_water == false)
+                       if(top_is_same_liquid == false)
                        {
                                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, 0,0),*/
                                        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,
-                                                       pa_water1.x1(), pa_water1.y1()),
+                                                       pa_liquid1.x1(), pa_liquid1.y1()),
                                        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,
-                                                       pa_water1.x0(), pa_water1.y0()),
+                                                       pa_liquid1.x0(), pa_liquid1.y0()),
                                };
                                
                                // This fixes a strange bug
@@ -588,7 +602,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 
                                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)];
                                        s32 j = corner_resolve[i];
                                        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};
                                // 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
                */
-               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;
                        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)
                                top_is_air = true;
                        
-                       /*if(top_is_water == true)
-                               continue;*/
                        if(top_is_air == false)
                                continue;
 
                        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] =
                        {
@@ -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, 0,0),*/
                                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,
-                                               pa_water1.x1(), pa_water1.y1()),
+                                               pa_liquid1.x1(), pa_liquid1.y1()),
                                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,
-                                               pa_water1.x0(), pa_water1.y0()),
+                                               pa_liquid1.x0(), pa_liquid1.y0()),
                        };
 
                        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);
                        }
 
                        u16 indices[] = {0,1,2,2,3,0};
                        // 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
index b164033db6e8669a3d2f0f2c2152e2af2695def5..f45853c4a3e0815e008e368ad26f0d31017bb291 100644 (file)
@@ -24,6 +24,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "mapnode.h"
 #include "content_nodemeta.h"
 
+#define WATER_ALPHA 160
+
+#define WATER_VISC 1
+#define LAVA_VISC 7
+
 // TODO: Get rid of these and set up some attributes like toughness,
 //       fluffyness, and a funciton to calculate time and durability loss
 //       (and sound? and whatever else) from them
@@ -372,6 +377,22 @@ void content_mapnode_init()
        f->liquid_type = LIQUID_FLOWING;
        f->liquid_alternative_flowing = CONTENT_WATER;
        f->liquid_alternative_source = CONTENT_WATERSOURCE;
+       f->liquid_viscosity = WATER_VISC;
+       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;
        f = &content_features(i);
@@ -404,6 +425,103 @@ void content_mapnode_init()
        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;
+       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->liquid_viscosity = LAVA_VISC;
+       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->liquid_viscosity = LAVA_VISC;
+       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;
        f = &content_features(i);
index 9643db7463f9f79cf85351f3be0deba6a3f1f548..1f6292ba478db84db98fe0500a86a79c4b184b4f 100644 (file)
@@ -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
index 2349852f28d7c61aa1715e74ab0dc7d3265d5f49..d6ff4d826a7d804d138cd9e6442733e2ab1e6ee1 100644 (file)
@@ -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
        */
@@ -1917,6 +1949,13 @@ 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
index b6767858ad5c49100a188e501e7c7bea05cc68a5..d9248d2adbb7d131b9edffe335be7911c60d5446 100644 (file)
@@ -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
index dd1e58b4b87a1a2e952b27ea1a80d9ff5dc77a7f..7c77996b835275a0086eeb67ae18b5a4ae1d5c08 100644 (file)
@@ -2308,6 +2308,13 @@ void the_game(
                // 0-1ms
                guienv->drawAll();
 
+               /*
+                       Environment post fx
+               */
+               {
+                       client.getEnv()->drawPostFx(driver, camera_position);
+               }
+               
                /*
                        Draw hotbar
                */
@@ -2330,13 +2337,6 @@ void the_game(
                                        NULL);
                }
 
-               /*
-                       Environment post fx
-               */
-               {
-                       client.getEnv()->drawPostFx(driver, camera_position);
-               }
-               
                /*
                        End scene
                */
index dc4459263ac5750988f14d19230a84656865cac0..3c10e27ee7247d9e11b0b19c56677bbf37f47b57 100644 (file)
@@ -1562,15 +1562,26 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
        /*if(initial_size != 0)
                dstream<<"transformLiquids(): initial_size="<<initial_size<<std::endl;*/
 
+       // list of nodes that due to viscosity have not reached their max level height
+       UniqueQueue<v3s16> must_reflow;
+       
+       // List of MapBlocks that will require a lighting update (due to lava)
+       core::map<v3s16, MapBlock*> lighting_modified_blocks;
+
        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
                */
                v3s16 p0 = m_transforming_liquid.pop_front();
 
                MapNode n0 = getNodeNoEx(p0);
-                               
+
                /*
                        Collect information about current node
                 */
@@ -1579,7 +1590,7 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
                LiquidType liquid_type = content_features(n0.getContent()).liquid_type;
                switch (liquid_type) {
                        case LIQUID_SOURCE:
-                               liquid_level = 8;
+                               liquid_level = LIQUID_LEVEL_SOURCE;
                                liquid_kind = content_features(n0.getContent()).liquid_alternative_flowing;
                                break;
                        case LIQUID_FLOWING:
@@ -1594,18 +1605,11 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
                                liquid_kind = CONTENT_AIR;
                                break;
                }
-               
+
                /*
                        Collect information about the environment
                 */
-               v3s16 dirs[6] = {
-                       v3s16( 0, 1, 0), // top
-                       v3s16( 0,-1, 0), // bottom
-                       v3s16( 1, 0, 0), // right
-                       v3s16(-1, 0, 0), // left
-                       v3s16( 0, 0, 1), // back
-                       v3s16( 0, 0,-1), // front
-               };
+               const v3s16 *dirs = g_6dirs;
                NodeNeighbor sources[6]; // surrounding sources
                int num_sources = 0;
                NodeNeighbor flows[6]; // surrounding flowing liquid nodes
@@ -1618,10 +1622,10 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
                for (u16 i = 0; i < 6; i++) {
                        NeighborType nt = NEIGHBOR_SAME_LEVEL;
                        switch (i) {
-                               case 0:
+                               case 1:
                                        nt = NEIGHBOR_UPPER;
                                        break;
-                               case 1:
+                               case 4:
                                        nt = NEIGHBOR_LOWER;
                                        break;
                        }
@@ -1631,9 +1635,15 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
                                case LIQUID_NONE:
                                        if (nb.n.getContent() == CONTENT_AIR) {
                                                airs[num_airs++] = nb;
+                                               // if the current node is a water source the neighbor
+                                               // should be enqueded for transformation regardless of whether the
+                                               // current node changes or not.
+                                               if (nb.t != NEIGHBOR_UPPER && liquid_type != LIQUID_NONE)
+                                                       m_transforming_liquid.push_back(npos);
                                                // if the current node happens to be a flowing node, it will start to flow down here.
-                                               if (nb.t == NEIGHBOR_LOWER)
+                                               if (nb.t == NEIGHBOR_LOWER) {
                                                        flowing_down = true;
+                                               }
                                        } else {
                                                neutrals[num_neutrals++] = nb;
                                        }
@@ -1662,12 +1672,13 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
                                        break;
                        }
                }
-               
+
                /*
                        decide on the type (and possibly level) of the current node
                 */
                content_t new_node_content;
                s8 new_node_level = -1;
+               s8 max_node_level = -1;
                if (num_sources >= 2 || liquid_type == LIQUID_SOURCE) {
                        // liquid_kind will be set to either the flowing alternative of the node (if it's a liquid)
                        // or the flowing alternative of the first of the surrounding sources (if it's air), so
@@ -1676,49 +1687,53 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
                } else if (num_sources == 1 && sources[0].t != NEIGHBOR_LOWER) {
                        // liquid_kind is set properly, see above
                        new_node_content = liquid_kind;
-                       new_node_level = 7;
+                       max_node_level = new_node_level = LIQUID_LEVEL_MAX;
                } else {
                        // no surrounding sources, so get the maximum level that can flow into this node
                        for (u16 i = 0; i < num_flows; i++) {
                                u8 nb_liquid_level = (flows[i].n.param2 & LIQUID_LEVEL_MASK);
                                switch (flows[i].t) {
                                        case NEIGHBOR_UPPER:
-                                               if (nb_liquid_level + WATER_DROP_BOOST > new_node_level) {
-                                                       new_node_level = 7;
-                                                       if (nb_liquid_level + WATER_DROP_BOOST < 7)
-                                                               new_node_level = nb_liquid_level + WATER_DROP_BOOST;
+                                               if (nb_liquid_level + WATER_DROP_BOOST > max_node_level) {
+                                                       max_node_level = LIQUID_LEVEL_MAX;
+                                                       if (nb_liquid_level + WATER_DROP_BOOST < LIQUID_LEVEL_MAX)
+                                                               max_node_level = nb_liquid_level + WATER_DROP_BOOST;
                                                }
                                                break;
                                        case NEIGHBOR_LOWER:
                                                break;
                                        case NEIGHBOR_SAME_LEVEL:
                                                if ((flows[i].n.param2 & LIQUID_FLOW_DOWN_MASK) != LIQUID_FLOW_DOWN_MASK &&
-                                                       nb_liquid_level > 0 && nb_liquid_level - 1 > new_node_level) {
-                                                       new_node_level = nb_liquid_level - 1;
+                                                       nb_liquid_level > 0 && nb_liquid_level - 1 > max_node_level) {
+                                                       max_node_level = nb_liquid_level - 1;
                                                }
                                                break;
                                }
                        }
-                       // don't flow as far in open terrain - if there isn't at least one adjacent solid block,
-                       // substract another unit from the resulting water level.
-                       if (!flowing_down && new_node_level >= 1) {
-                               bool at_wall = false;
-                               for (u16 i = 0; i < num_neutrals; i++) {
-                                       if (neutrals[i].t == NEIGHBOR_SAME_LEVEL) {
-                                               at_wall = true;
-                                               break;
-                                       }
-                               }
-                               if (!at_wall)
-                                       new_node_level -= 1;
-                       }
-                       
+
+                       u8 viscosity = content_features(liquid_kind).liquid_viscosity;
+                       if (viscosity > 1 && max_node_level != liquid_level) {
+                               // amount to gain, limited by viscosity
+                               // must be at least 1 in absolute value
+                               s8 level_inc = max_node_level - liquid_level;
+                               if (level_inc < -viscosity || level_inc > viscosity)
+                                       new_node_level = liquid_level + level_inc/viscosity;
+                               else if (level_inc < 0)
+                                       new_node_level = liquid_level - 1;
+                               else if (level_inc > 0)
+                                       new_node_level = liquid_level + 1;
+                               if (new_node_level != max_node_level)
+                                       must_reflow.push_back(p0);
+                       } else
+                               new_node_level = max_node_level;
+
                        if (new_node_level >= 0)
                                new_node_content = liquid_kind;
                        else
                                new_node_content = CONTENT_AIR;
+
                }
-               
+
                /*
                        check if anything has changed. if not, just continue with the next node.
                 */
@@ -1727,31 +1742,36 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
                                                                                 ((n0.param2 & LIQUID_FLOW_DOWN_MASK) == LIQUID_FLOW_DOWN_MASK)
                                                                                 == flowing_down)))
                        continue;
-               
-               
+
+
                /*
                        update the current node
                 */
                bool flow_down_enabled = (flowing_down && ((n0.param2 & LIQUID_FLOW_DOWN_MASK) != LIQUID_FLOW_DOWN_MASK));
-               n0.setContent(new_node_content);
-               if (content_features(n0.getContent()).liquid_type == LIQUID_FLOWING) {
+               if (content_features(new_node_content).liquid_type == LIQUID_FLOWING) {
                        // set level to last 3 bits, flowing down bit to 4th bit
-                       n0.param2 |= (flowing_down ? LIQUID_FLOW_DOWN_MASK : 0x00) | (new_node_level & LIQUID_LEVEL_MASK);
+                       n0.param2 = (flowing_down ? LIQUID_FLOW_DOWN_MASK : 0x00) | (new_node_level & LIQUID_LEVEL_MASK);
                } else {
                        // set the liquid level and flow bit to 0
-                       n0.param2 &= ~(LIQUID_LEVEL_MASK | LIQUID_FLOW_DOWN_MASK);
+                       n0.param2 = ~(LIQUID_LEVEL_MASK | LIQUID_FLOW_DOWN_MASK);
                }
+               n0.setContent(new_node_content);
                setNode(p0, n0);
                v3s16 blockpos = getNodeBlockPos(p0);
                MapBlock *block = getBlockNoCreateNoEx(blockpos);
-               if(block != NULL)
+               if(block != NULL) {
                        modified_blocks.insert(blockpos, block);
-               
+                       // If node emits light, MapBlock requires lighting update
+                       if(content_features(n0).light_source != 0)
+                               lighting_modified_blocks[block->getPos()] = block;
+               }
+
                /*
                        enqueue neighbors for update if neccessary
                 */
                switch (content_features(n0.getContent()).liquid_type) {
                        case LIQUID_SOURCE:
+                       case LIQUID_FLOWING:
                                // make sure source flows into all neighboring nodes
                                for (u16 i = 0; i < num_flows; i++)
                                        if (flows[i].t != NEIGHBOR_UPPER)
@@ -1765,28 +1785,12 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
                                for (u16 i = 0; i < num_flows; i++)
                                        m_transforming_liquid.push_back(flows[i].p);
                                break;
-                       case LIQUID_FLOWING:
-                               for (u16 i = 0; i < num_flows; i++) {
-                                       u8 flow_level = (flows[i].n.param2 & LIQUID_LEVEL_MASK);
-                                       // liquid_level is still the ORIGINAL level of this node.
-                                       if (flows[i].t != NEIGHBOR_UPPER && ((flow_level < liquid_level || flow_level < new_node_level) ||
-                                               flow_down_enabled))
-                                               m_transforming_liquid.push_back(flows[i].p);
-                               }
-                               for (u16 i = 0; i < num_airs; i++) {
-                                       if (airs[i].t != NEIGHBOR_UPPER && (airs[i].t == NEIGHBOR_LOWER || new_node_level > 0))
-                                               m_transforming_liquid.push_back(airs[i].p);
-                               }
-                               break;
-               }
-               
-               loopcount++;
-               //if(loopcount >= 100000)
-               if(loopcount >= initial_size * 10) {
-                       break;
                }
        }
        //dstream<<"Map::transformLiquids(): loopcount="<<loopcount<<std::endl;
+       while (must_reflow.size() > 0)
+               m_transforming_liquid.push_back(must_reflow.pop_front());
+       updateLighting(lighting_modified_blocks, modified_blocks);
 }
 
 NodeMetadata* Map::getNodeMetadata(v3s16 p)
index 9effa8ac66203eed0b98bc1008bb4efb816080dc..0018b9919355a065cef2ca5270a96bbc3d075eee 100644 (file)
@@ -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) <
+                                                       -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);
index 9a8a73295b35e2bfdb87c5bc39e868c903b0c46c..956abe5c714b86d36f828f31beb20ae030f42c7e 100644 (file)
@@ -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)
index 389fa1c9c7f73da1587d2e6aa34709c9d4ace4af..4c2b9285336d5d40cd887afaab35ebf1d68dc6f4 100644 (file)
@@ -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
@@ -153,12 +153,23 @@ 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;
+       // Viscosity for fluid flow, ranging from 1 to 7, with
+       // 1 giving almost instantaneous propagation and 7 being
+       // the slowest possible
+       u8 liquid_viscosity;
+       // 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;
        
        // Digging properties for different tools
        DiggingPropertiesList digging_properties;
+
+       u32 damage_per_second;
        
        // NOTE: Move relevant properties to here from elsewhere
 
@@ -181,8 +192,14 @@ struct ContentFeatures
                dug_item = "";
                initial_metadata = NULL;
                liquid_alternative_flowing = CONTENT_IGNORE;
+               liquid_alternative_source = CONTENT_IGNORE;
+               liquid_viscosity = 0;
+               vertex_alpha = 255;
+               special_material = NULL;
+               special_atlas = NULL;
                light_source = 0;
                digging_properties.clear();
+               damage_per_second = 0;
        }
 
        ContentFeatures()
@@ -412,6 +429,10 @@ enum LightBank
 #define LIQUID_LEVEL_MASK 0x07
 #define LIQUID_FLOW_DOWN_MASK 0x08
 
+/* maximum amount of liquid in a block */
+#define LIQUID_LEVEL_MAX LIQUID_LEVEL_MASK
+#define LIQUID_LEVEL_SOURCE (LIQUID_LEVEL_MAX+1)
+
 /*
        This is the stuff what the whole world consists of.
 */