lava!
authorPerttu Ahola <celeron55@gmail.com>
Sun, 14 Aug 2011 23:04:56 +0000 (02:04 +0300)
committerPerttu Ahola <celeron55@gmail.com>
Sun, 14 Aug 2011 23:04:56 +0000 (02:04 +0300)
data/lava.png [new file with mode: 0644]
src/constants.h
src/content_mapblock.cpp
src/content_mapnode.cpp
src/content_mapnode.h
src/environment.cpp
src/environment.h
src/game.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 ed2cd766a032acdca7c640b7b459a162168498b3..ab5cc1b54975f6d180d36a5d145505506a99e507 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)
+                                       if(n2.getContent() == c_source)
+                                               level = (-0.5+node_liquid_level) * BS;
+                                       else if(n2.getContent() == c_flowing)
                                                level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0
-                                                               * node_water_level) * BS;
+                                                               * 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 +404,10 @@ 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)];
+                       //float liquid_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS;
+                       //float liquid_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] = {
@@ -426,13 +426,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        v3s16 neighbordir = cornerdir - halfdirs[j];
                                        u8 content = neighbor_contents[neighbordir];
                                        // Special case for source nodes
-                                       if(content == CONTENT_WATERSOURCE)
+                                       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)
+                                       else if(content == c_flowing)
                                        {
                                                cornerlevel += neighbor_levels[neighbordir];
                                                valid_count++;
@@ -469,24 +469,24 @@ 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 +496,20 @@ 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 +524,16 @@ 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 +558,14 @@ 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 +574,13 @@ 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 +588,7 @@ 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 +597,33 @@ 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 +632,24 @@ 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..3c135346785720c76c39dd20e3bdbb56af633179 100644 (file)
@@ -372,6 +372,21 @@ void content_mapnode_init()
        f->liquid_type = LIQUID_FLOWING;
        f->liquid_alternative_flowing = CONTENT_WATER;
        f->liquid_alternative_source = CONTENT_WATERSOURCE;
+       f->vertex_alpha = 160;
+       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);
@@ -389,7 +404,7 @@ void content_mapnode_init()
                if(g_texturesource)
                        t.texture = g_texturesource->getTexture("water.png");
                
-               t.alpha = WATER_ALPHA;
+               t.alpha = 160;
                t.material_type = MATERIAL_ALPHA_VERTEX;
                t.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
                f->setAllTiles(t);
@@ -404,6 +419,98 @@ 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->vertex_alpha = 160;
+       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;
+       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);
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..05efe9eea75e1970b61928b4b1641d3d4c46f718 100644 (file)
@@ -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
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 a3a5f424a376c53b598d2ae6ecd251deaca0a884..c740ed252c2c949ba6abbffd57923dba8b0af215 100644 (file)
@@ -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
                */
index 9effa8ac66203eed0b98bc1008bb4efb816080dc..4285378a09e55c2708f6ac01d2dfe8888613f361 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) <
+                                                       -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);
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..7ac050ef08055145cf60760eaf40c66aa1f5220a 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
@@ -153,6 +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();
        }