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-rw-r--r--src/map.cpp42
1 files changed, 38 insertions, 4 deletions
diff --git a/src/map.cpp b/src/map.cpp
index d870b5e71..05ec6ff67 100644
--- a/src/map.cpp
+++ b/src/map.cpp
@@ -891,7 +891,7 @@ void Map::updateLighting(core::map<v3s16, MapBlock*> & a_blocks,
/*
*/
void Map::addNodeAndUpdate(v3s16 p, MapNode n,
- core::map<v3s16, MapBlock*> &modified_blocks)
+ core::map<v3s16, MapBlock*> &modified_blocks, std::string &player_name)
{
/*PrintInfo(m_dout);
m_dout<<DTIME<<"Map::addNodeAndUpdate(): p=("
@@ -1015,6 +1015,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
if(meta_proto)
{
NodeMetadata *meta = meta_proto->clone();
+ meta->setOwner(player_name);
setNodeMetadata(p, meta);
}
@@ -1291,7 +1292,8 @@ bool Map::addNodeWithEvent(v3s16 p, MapNode n)
bool succeeded = true;
try{
core::map<v3s16, MapBlock*> modified_blocks;
- addNodeAndUpdate(p, n, modified_blocks);
+ std::string st = std::string("");
+ addNodeAndUpdate(p, n, modified_blocks, st);
// Copy modified_blocks to event
for(core::map<v3s16, MapBlock*>::Iterator
@@ -3605,7 +3607,8 @@ ClientMap::ClientMap(
m_client(client),
m_control(control),
m_camera_position(0,0,0),
- m_camera_direction(0,0,1)
+ m_camera_direction(0,0,1),
+ m_camera_fov(PI)
{
m_camera_mutex.Init();
assert(m_camera_mutex.IsInitialized());
@@ -3714,6 +3717,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
m_camera_mutex.Lock();
v3f camera_position = m_camera_position;
v3f camera_direction = m_camera_direction;
+ f32 camera_fov = m_camera_fov;
m_camera_mutex.Unlock();
/*
@@ -3806,7 +3810,8 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
float d = 0.0;
if(isBlockInSight(block->getPos(), camera_position,
- camera_direction, range, &d) == false)
+ camera_direction, camera_fov,
+ range, &d) == false)
{
continue;
}
@@ -3926,6 +3931,35 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
<<", rendered "<<vertex_count<<" vertices."<<std::endl;*/
}
+void ClientMap::renderPostFx()
+{
+ // Sadly ISceneManager has no "post effects" render pass, in that case we
+ // could just register for that and handle it in renderMap().
+
+ m_camera_mutex.Lock();
+ v3f camera_position = m_camera_position;
+ m_camera_mutex.Unlock();
+
+ MapNode n = getNodeNoEx(floatToInt(camera_position, BS));
+
+ // - If the player is in a solid node, make everything black.
+ // - If the player is in liquid, draw a semi-transparent overlay.
+ ContentFeatures& features = content_features(n);
+ video::SColor post_effect_color = features.post_effect_color;
+ if(features.solidness == 2 && g_settings.getBool("free_move") == false)
+ {
+ post_effect_color = video::SColor(255, 0, 0, 0);
+ }
+ if (post_effect_color.getAlpha() != 0)
+ {
+ // Draw a full-screen rectangle
+ video::IVideoDriver* driver = SceneManager->getVideoDriver();
+ v2u32 ss = driver->getScreenSize();
+ core::rect<s32> rect(0,0, ss.X, ss.Y);
+ driver->draw2DRectangle(post_effect_color, rect);
+ }
+}
+
bool ClientMap::setTempMod(v3s16 p, NodeMod mod,
core::map<v3s16, MapBlock*> *affected_blocks)
{