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path: root/src/script/cpp_api/scriptapi.cpp
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/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

extern "C" {
#include "lua.h"
#include "lauxlib.h"
#include "lualib.h"
}


#include "scriptapi.h"
#include "common/c_converter.h"
#include "lua_api/l_base.h"
#include "log.h"
#include "mods.h"

int script_ErrorHandler(lua_State *L) {
	lua_getfield(L, LUA_GLOBALSINDEX, "debug");
	if (!lua_istable(L, -1)) {
		lua_pop(L, 1);
		return 1;
	}
	lua_getfield(L, -1, "traceback");
	if (!lua_isfunction(L, -1)) {
		lua_pop(L, 2);
		return 1;
	}
	lua_pushvalue(L, 1);
	lua_pushinteger(L, 2);
	lua_call(L, 2, 1);
	return 1;
}


bool ScriptApi::getAuth(const std::string &playername,
		std::string *dst_password, std::set<std::string> *dst_privs)
{
	SCRIPTAPI_PRECHECKHEADER

	getAuthHandler();
	lua_getfield(L, -1, "get_auth");
	if(lua_type(L, -1) != LUA_TFUNCTION)
		throw LuaError(L, "Authentication handler missing get_auth");
	lua_pushstring(L, playername.c_str());
	if(lua_pcall(L, 1, 1, 0))
		scriptError("error: %s", lua_tostring(L, -1));

	// nil = login not allowed
	if(lua_isnil(L, -1))
		return false;
	luaL_checktype(L, -1, LUA_TTABLE);

	std::string password;
	bool found = getstringfield(L, -1, "password", password);
	if(!found)
		throw LuaError(L, "Authentication handler didn't return password");
	if(dst_password)
		*dst_password = password;

	lua_getfield(L, -1, "privileges");
	if(!lua_istable(L, -1))
		throw LuaError(L,
				"Authentication handler didn't return privilege table");
	if(dst_privs)
		readPrivileges(-1, *dst_privs);
	lua_pop(L, 1);

	return true;
}

void ScriptApi::getAuthHandler()
{
	lua_State *L = getStack();

	lua_getglobal(L, "minetest");
	lua_getfield(L, -1, "registered_auth_handler");
	if(lua_isnil(L, -1)){
		lua_pop(L, 1);
		lua_getfield(L, -1, "builtin_auth_handler");
	}
	if(lua_type(L, -1) != LUA_TTABLE)
		throw LuaError(L, "Authentication handler table not valid");
}

void ScriptApi::readPrivileges(int index,std::set<std::string> &result)
{
	lua_State *L = getStack();

	result.clear();
	lua_pushnil(L);
	if(index < 0)
		index -= 1;
	while(lua_next(L, index) != 0){
		// key at index -2 and value at index -1
		std::string key = luaL_checkstring(L, -2);
		bool value = lua_toboolean(L, -1);
		if(value)
			result.insert(key);
		// removes value, keeps key for next iteration
		lua_pop(L, 1);
	}
}

void ScriptApi::createAuth(const std::string &playername,
		const std::string &password)
{
	SCRIPTAPI_PRECHECKHEADER

	getAuthHandler();
	lua_getfield(L, -1, "create_auth");
	if(lua_type(L, -1) != LUA_TFUNCTION)
		throw LuaError(L, "Authentication handler missing create_auth");
	lua_pushstring(L, playername.c_str());
	lua_pushstring(L, password.c_str());
	if(lua_pcall(L, 2, 0, 0))
		scriptError("error: %s", lua_tostring(L, -1));
}

bool ScriptApi::setPassword(const std::string &playername,
		const std::string &password)
{
	SCRIPTAPI_PRECHECKHEADER

	getAuthHandler();
	lua_getfield(L, -1, "set_password");
	if(lua_type(L, -1) != LUA_TFUNCTION)
		throw LuaError(L, "Authentication handler missing set_password");
	lua_pushstring(L, playername.c_str());
	lua_pushstring(L, password.c_str());
	if(lua_pcall(L, 2, 1, 0))
		scriptError("error: %s", lua_tostring(L, -1));
	return lua_toboolean(L, -1);
}

bool ScriptApi::on_chat_message(const std::string &name,
		const std::string &message)
{
	SCRIPTAPI_PRECHECKHEADER

	// Get minetest.registered_on_chat_messages
	lua_getglobal(L, "minetest");
	lua_getfield(L, -1, "registered_on_chat_messages");
	// Call callbacks
	lua_pushstring(L, name.c_str());
	lua_pushstring(L, message.c_str());
	runCallbacks(2, RUN_CALLBACKS_MODE_OR_SC);
	bool ate = lua_toboolean(L, -1);
	return ate;
}

void ScriptApi::on_shutdown()
{
	SCRIPTAPI_PRECHECKHEADER

	// Get registered shutdown hooks
	lua_getglobal(L, "minetest");
	lua_getfield(L, -1, "registered_on_shutdown");
	// Call callbacks
	runCallbacks(0, RUN_CALLBACKS_MODE_FIRST);
}

bool ScriptApi::loadMod(const std::string &scriptpath,const std::string &modname)
{
	ModNameStorer modnamestorer(getStack(), modname);

	if(!string_allowed(modname, MODNAME_ALLOWED_CHARS)){
		errorstream<<"Error loading mod \""<<modname
				<<"\": modname does not follow naming conventions: "
				<<"Only chararacters [a-z0-9_] are allowed."<<std::endl;
		return false;
	}

	bool success = false;

	try{
		success = scriptLoad(scriptpath.c_str());
	}
	catch(LuaError &e){
		errorstream<<"Error loading mod \""<<modname
				<<"\": "<<e.what()<<std::endl;
	}

	return success;
}

ScriptApi::ScriptApi() {
	assert("Invalid call to default constructor of scriptapi!" == 0);
}

ScriptApi::ScriptApi(Server* server)
{

	setServer(server);
	setStack(luaL_newstate());
	assert(getStack());

	//TODO add security

	luaL_openlibs(getStack());

	SCRIPTAPI_PRECHECKHEADER

	lua_pushlightuserdata(L, this);
	lua_setfield(L, LUA_REGISTRYINDEX, "scriptapi");

	lua_newtable(L);
	lua_setglobal(L, "minetest");


	for (std::vector<ModApiBase*>::iterator i = m_mod_api_modules->begin();
			i != m_mod_api_modules->end(); i++) {
		//initializers are called within minetest global table!
		lua_getglobal(L, "minetest");
		int top = lua_gettop(L);
		bool ModInitializedSuccessfull = (*i)->Initialize(L,top);
		assert(ModInitializedSuccessfull);
	}

	infostream << "SCRIPTAPI: initialized " << m_mod_api_modules->size()
													<< " modules" << std::endl;

	// Get the main minetest table
	lua_getglobal(L, "minetest");

	// Add tables to minetest
	lua_newtable(L);
	lua_setfield(L, -2, "object_refs");

	lua_newtable(L);
	lua_setfield(L, -2, "luaentities");
}

ScriptApi::~ScriptApi() {
	lua_close(getStack());
}

bool ScriptApi::scriptLoad(const char *path)
{
	lua_State* L = getStack();
	setStack(0);

	verbosestream<<"Loading and running script from "<<path<<std::endl;

	lua_pushcfunction(L, script_ErrorHandler);
	int errorhandler = lua_gettop(L);

	int ret = luaL_loadfile(L, path) || lua_pcall(L, 0, 0, errorhandler);
	if(ret){
		errorstream<<"========== ERROR FROM LUA ==========="<<std::endl;
		errorstream<<"Failed to load and run script from "<<std::endl;
		errorstream<<path<<":"<<std::endl;
		errorstream<<std::endl;
		errorstream<<lua_tostring(L, -1)<<std::endl;
		errorstream<<std::endl;
		errorstream<<"=======END OF ERROR FROM LUA ========"<<std::endl;
		lua_pop(L, 1); // Pop error message from stack
		lua_pop(L, 1); // Pop the error handler from stack
		return false;
	}
	lua_pop(L, 1); // Pop the error handler from stack
	return true;
}

bool ScriptApi::registerModApiModule(ModApiBase* ptr) {
	if (ScriptApi::m_mod_api_modules == 0)
		ScriptApi::m_mod_api_modules = new std::vector<ModApiBase*>();

	assert(ScriptApi::m_mod_api_modules != 0);

	ScriptApi::m_mod_api_modules->push_back(ptr);

	return true;
}

std::vector<ModApiBase*>* ScriptApi::m_mod_api_modules = 0;
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/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "content_mapblock.h"
#include "util/numeric.h"
#include "util/directiontables.h"
#include "mapblock_mesh.h" // For MapBlock_LightColor() and MeshCollector
#include "settings.h"
#include "nodedef.h"
#include "client/tile.h"
#include "mesh.h"
#include <IMeshManipulator.h>
#include "gamedef.h"
#include "log.h"
#include "noise.h"


// Create a cuboid.
//  collector - the MeshCollector for the resulting polygons
//  box       - the position and size of the box
//  tiles     - the tiles (materials) to use (for all 6 faces)
//  tilecount - number of entries in tiles, 1<=tilecount<=6
//  c         - vertex colour - used for all
//  txc       - texture coordinates - this is a list of texture coordinates
//              for the opposite corners of each face - therefore, there
//              should be (2+2)*6=24 values in the list. Alternatively, pass
//              NULL to use the entire texture for each face. The order of
//              the faces in the list is up-down-right-left-back-front
//              (compatible with ContentFeatures). If you specified 0,0,1,1
//              for each face, that would be the same as passing NULL.
void makeCuboid(MeshCollector *collector, const aabb3f &box,
	TileSpec *tiles, int tilecount, video::SColor &c, const f32* txc)
{
	assert(tilecount >= 1 && tilecount <= 6); // pre-condition

	v3f min = box.MinEdge;
	v3f max = box.MaxEdge;



	if(txc == NULL) {
		static const f32 txc_default[24] = {
			0,0,1,1,
			0,0,1,1,
			0,0,1,1,
			0,0,1,1,
			0,0,1,1,
			0,0,1,1
		};
		txc = txc_default;
	}

	video::S3DVertex vertices[24] =
	{
		// up
		video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c, txc[0],txc[1]),
		video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c, txc[2],txc[1]),
		video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c, txc[2],txc[3]),
		video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c, txc[0],txc[3]),
		// down
		video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c, txc[4],txc[5]),
		video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c, txc[6],txc[5]),
		video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c, txc[6],txc[7]),
		video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c, txc[4],txc[7]),
		// right
		video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c, txc[ 8],txc[9]),
		video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c, txc[10],txc[9]),
		video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c, txc[10],txc[11]),
		video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c, txc[ 8],txc[11]),
		// left
		video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c, txc[12],txc[13]),
		video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c, txc[14],txc[13]),
		video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c, txc[14],txc[15]),
		video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c, txc[12],txc[15]),
		// back
		video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c, txc[16],txc[17]),
		video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c, txc[18],txc[17]),
		video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c, txc[18],txc[19]),
		video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c, txc[16],txc[19]),
		// front
		video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c, txc[20],txc[21]),
		video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c, txc[22],txc[21]),
		video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c, txc[22],txc[23]),
		video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]),
	};

	for(int i = 0; i < 6; i++)
				{
				switch (tiles[MYMIN(i, tilecount-1)].rotation)
				{
				case 0:
					break;
				case 1: //R90
					for (int x = 0; x < 4; x++)
						vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
					break;
				case 2: //R180
					for (int x = 0; x < 4; x++)
						vertices[i*4+x].TCoords.rotateBy(180,irr::core::vector2df(0, 0));
					break;
				case 3: //R270
					for (int x = 0; x < 4; x++)
						vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
					break;
				case 4: //FXR90
					for (int x = 0; x < 4; x++){
						vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X;
						vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
					}
					break;
				case 5: //FXR270
					for (int x = 0; x < 4; x++){
						vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X;
						vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
					}
					break;
				case 6: //FYR90
					for (int x = 0; x < 4; x++){
						vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
						vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
					}
					break;
				case 7: //FYR270
					for (int x = 0; x < 4; x++){
						vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
						vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
					}
					break;
				case 8: //FX
					for (int x = 0; x < 4; x++){
						vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X;
					}
					break;
				case 9: //FY
					for (int x = 0; x < 4; x++){
						vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
					}
					break;
				default:
					break;
				}
			}
	u16 indices[] = {0,1,2,2,3,0};
	// Add to mesh collector
	for (s32 j = 0; j < 24; j += 4) {
		int tileindex = MYMIN(j / 4, tilecount - 1);
		collector->append(tiles[tileindex], vertices + j, 4, indices, 6);
	}
}

static inline void getNeighborConnectingFace(v3s16 p, INodeDefManager *nodedef,
		MeshMakeData *data, MapNode n, int v, int *neighbors)
{
	MapNode n2 = data->m_vmanip.getNodeNoEx(p);
	if (nodedef->nodeboxConnects(n, n2, v))
		*neighbors |= v;
}

// For use in mapblock_mesh_generate_special
// X,Y,Z of position must be -1,0,1
// This expression is a simplification of
// 3 * 3 * (pos.X + 1) + 3 * (pos.Y + 1) + (pos.Z + 1)
static inline int NeighborToIndex(const v3s16 &pos)
{
	return 9 * pos.X + 3 * pos.Y + pos.Z + 13;
}

/*
	TODO: Fix alpha blending for special nodes
	Currently only the last element rendered is blended correct
*/
void mapblock_mesh_generate_special(MeshMakeData *data,
		MeshCollector &collector)
{
	INodeDefManager *nodedef = data->m_gamedef->ndef();
	scene::ISceneManager* smgr = data->m_gamedef->getSceneManager();
	scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator();

	// 0ms
	//TimeTaker timer("mapblock_mesh_generate_special()");

	/*
		Some settings
	*/
	bool enable_mesh_cache	= g_settings->getBool("enable_mesh_cache");

	v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;

	for(s16 z = 0; z < MAP_BLOCKSIZE; z++)
	for(s16 y = 0; y < MAP_BLOCKSIZE; y++)
	for(s16 x = 0; x < MAP_BLOCKSIZE; x++)
	{
		v3s16 p(x,y,z);

		MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
		const ContentFeatures &f = nodedef->get(n);

		// Only solidness=0 stuff is drawn here
		if(f.solidness != 0)
			continue;

		switch(f.drawtype){
		default:
			infostream << "Got " << f.drawtype << std::endl;
			FATAL_ERROR("Unknown drawtype");
			break;
		case NDT_AIRLIKE:
			break;
		case NDT_LIQUID:
		{
			/*
				Add water sources to mesh if using new style
			*/
			TileSpec tile_liquid = f.special_tiles[0];
			TileSpec tile_liquid_bfculled = getNodeTile(n, p, v3s16(0,0,0), data);

			bool top_is_same_liquid = false;
			MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
			content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing);
			content_t c_source = nodedef->getId(f.liquid_alternative_source);
			if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
				top_is_same_liquid = true;

			u16 l = getInteriorLight(n, 0, nodedef);
			video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source);

			/*
				Generate sides
			 */
			v3s16 side_dirs[4] = {
				v3s16(1,0,0),
				v3s16(-1,0,0),
				v3s16(0,0,1),
				v3s16(0,0,-1),
			};
			for(u32 i=0; i<4; i++)
			{
				v3s16 dir = side_dirs[i];

				MapNode neighbor = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir);
				content_t neighbor_content = neighbor.getContent();
				const ContentFeatures &n_feat = nodedef->get(neighbor_content);
				MapNode n_top = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir+ v3s16(0,1,0));
				content_t n_top_c = n_top.getContent();

				if(neighbor_content == CONTENT_IGNORE)
					continue;

				/*
					If our topside is liquid and neighbor's topside
					is liquid, don't draw side face
				*/
				if(top_is_same_liquid && (n_top_c == c_flowing ||
						n_top_c == c_source || n_top_c == CONTENT_IGNORE))
					continue;

				// Don't draw face if neighbor is blocking the view
				if(n_feat.solidness == 2)
					continue;

				bool neighbor_is_same_liquid = (neighbor_content == c_source
						|| neighbor_content == c_flowing);

				// Don't draw any faces if neighbor same is liquid and top is
				// same liquid
				if(neighbor_is_same_liquid && !top_is_same_liquid)
					continue;

				// Use backface culled material if neighbor doesn't have a
				// solidness of 0
				const TileSpec *current_tile = &tile_liquid;
				if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
					current_tile = &tile_liquid_bfculled;

				video::S3DVertex vertices[4] =
				{
					video::S3DVertex(-BS/2,0,BS/2,0,0,0, c, 0,1),
					video::S3DVertex(BS/2,0,BS/2,0,0,0, c, 1,1),
					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),
				};

				/*
					If our topside is liquid, set upper border of face
					at upper border of node
				*/
				if (top_is_same_liquid) {
					vertices[2].Pos.Y = 0.5 * BS;
					vertices[3].Pos.Y = 0.5 * BS;
				} else {
				/*
					Otherwise upper position of face is liquid level
				*/
					vertices[2].Pos.Y = 0.5 * BS;
					vertices[3].Pos.Y = 0.5 * BS;
				}
				/*
					If neighbor is liquid, lower border of face is liquid level
				*/
				if (neighbor_is_same_liquid) {
					vertices[0].Pos.Y = 0.5 * BS;
					vertices[1].Pos.Y = 0.5 * BS;
				} else {
				/*
					If neighbor is not liquid, lower border of face is
					lower border of node
				*/
					vertices[0].Pos.Y = -0.5 * BS;
					vertices[1].Pos.Y = -0.5 * BS;
				}

				for(s32 j=0; j<4; j++)
				{
					if(dir == v3s16(0,0,1))
						vertices[j].Pos.rotateXZBy(0);
					if(dir == v3s16(0,0,-1))
						vertices[j].Pos.rotateXZBy(180);
					if(dir == v3s16(-1,0,0))
						vertices[j].Pos.rotateXZBy(90);
					if(dir == v3s16(1,0,-0))
						vertices[j].Pos.rotateXZBy(-90);

					// Do this to not cause glitches when two liquids are
					// side-by-side
					/*if(neighbor_is_same_liquid == false){
						vertices[j].Pos.X *= 0.98;
						vertices[j].Pos.Z *= 0.98;
					}*/

					vertices[j].Pos += intToFloat(p, BS);
				}

				u16 indices[] = {0,1,2,2,3,0};
				// Add to mesh collector
				collector.append(*current_tile, vertices, 4, indices, 6);
			}

			/*
				Generate top
			 */
			if(top_is_same_liquid)
				continue;

			video::S3DVertex vertices[4] =
			{
				video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
				video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
				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),
			};

			v3f offset(p.X * BS, (p.Y + 0.5) * BS, p.Z * BS);
			for(s32 i=0; i<4; i++)
			{
				vertices[i].Pos += offset;
			}

			u16 indices[] = {0,1,2,2,3,0};
			// Add to mesh collector
			collector.append(tile_liquid, vertices, 4, indices, 6);
		break;}
		case NDT_FLOWINGLIQUID:
		{
			/*
				Add flowing liquid to mesh
			*/
			TileSpec tile_liquid = f.special_tiles[0];
			TileSpec tile_liquid_bfculled = f.special_tiles[1];

			bool top_is_same_liquid = false;
			MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
			content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing);
			content_t c_source = nodedef->getId(f.liquid_alternative_source);
			if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
				top_is_same_liquid = true;

			u16 l = 0;
			// If this liquid emits light and doesn't contain light, draw
			// it at what it emits, for an increased effect
			u8 light_source = nodedef->get(n).light_source;
			if(light_source != 0){
				l = decode_light(light_source);
				l = l | (l<<8);
			}
			// Use the light of the node on top if possible
			else if(nodedef->get(ntop).param_type == CPT_LIGHT)
				l = getInteriorLight(ntop, 0, nodedef);
			// Otherwise use the light of this node (the liquid)
			else
				l = getInteriorLight(n, 0, nodedef);
			video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source);

			u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8);

			// Neighbor liquid levels (key = relative position)
			// Includes current node

			struct NeighborData {
				f32 level;
				content_t content;
				u8 flags;
			};
			NeighborData neighbor_data_matrix[27];

			const u8 neighborflag_top_is_same_liquid = 0x01;
			v3s16 neighbor_dirs[9] = {
				v3s16(0,0,0),
				v3s16(0,0,1),
				v3s16(0,0,-1),
				v3s16(1,0,0),
				v3s16(-1,0,0),
				v3s16(1,0,1),
				v3s16(-1,0,-1),
				v3s16(1,0,-1),
				v3s16(-1,0,1),
			};
			for(u32 i=0; i<9; i++)
			{
				content_t content = CONTENT_AIR;
				float level = -0.5 * BS;
				u8 flags = 0;
				// Check neighbor
				v3s16 p2 = p + neighbor_dirs[i];
				MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
				if(n2.getContent() != CONTENT_IGNORE)
				{
					content = n2.getContent();

					if(n2.getContent() == c_source)
						level = 0.5 * BS;
					else if(n2.getContent() == c_flowing){
						u8 liquid_level = (n2.param2&LIQUID_LEVEL_MASK);
						if (liquid_level <= LIQUID_LEVEL_MAX+1-range)
							liquid_level = 0;
						else
							liquid_level -= (LIQUID_LEVEL_MAX+1-range);
						level = (-0.5 + ((float)liquid_level + 0.5) / (float)range) * 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() == c_source ||
							n2.getContent() == c_flowing)
						flags |= neighborflag_top_is_same_liquid;
				}

				NeighborData &neighbor_data =
					neighbor_data_matrix[NeighborToIndex(neighbor_dirs[i])];

				neighbor_data.level = level;
				neighbor_data.content = content;
				neighbor_data.flags = flags;
			}

			// Corner heights (average between four liquids)
			f32 corner_levels[4];

			v3s16 halfdirs[4] = {
				v3s16(0,0,0),
				v3s16(1,0,0),
				v3s16(1,0,1),
				v3s16(0,0,1),
			};
			for(u32 i=0; i<4; i++)
			{
				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];

					NeighborData &neighbor_data =
						neighbor_data_matrix[NeighborToIndex(neighbordir)];
					content_t content = neighbor_data.content;
					// If top is liquid, draw starting from top of node
					if (neighbor_data.flags & 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 * BS;
						valid_count = 1;
						break;
					}
					// Flowing liquid has level information
					else if(content == c_flowing)
					{
						cornerlevel += neighbor_data.level;
						valid_count++;
					}
					else if(content == CONTENT_AIR)
					{
						air_count++;
					}
				}
				if(air_count >= 2)
					cornerlevel = -0.5*BS+0.2;
				else if(valid_count > 0)
					cornerlevel /= valid_count;
				corner_levels[i] = cornerlevel;
			}

			/*
				Generate sides
			*/

			v3s16 side_dirs[4] = {
				v3s16(1,0,0),
				v3s16(-1,0,0),
				v3s16(0,0,1),
				v3s16(0,0,-1),
			};
			s16 side_corners[4][2] = {
				{1, 2},
				{3, 0},
				{2, 3},
				{0, 1},
			};
			for(u32 i=0; i<4; i++)
			{
				v3s16 dir = side_dirs[i];

				NeighborData& neighbor_data =
					neighbor_data_matrix[NeighborToIndex(dir)];
				/*
					If our topside is liquid and neighbor's topside
					is liquid, don't draw side face
				*/
				if (top_is_same_liquid &&
						neighbor_data.flags & neighborflag_top_is_same_liquid)
					continue;

				content_t neighbor_content = neighbor_data.content;
				const ContentFeatures &n_feat = nodedef->get(neighbor_content);

				// Don't draw face if neighbor is blocking the view
				if(n_feat.solidness == 2)
					continue;

				bool neighbor_is_same_liquid = (neighbor_content == c_source
						|| neighbor_content == c_flowing);

				// Don't draw any faces if neighbor same is liquid and top is
				// same liquid
				if(neighbor_is_same_liquid == true
						&& top_is_same_liquid == false)
					continue;

				// Use backface culled material if neighbor doesn't have a
				// solidness of 0
				const TileSpec *current_tile = &tile_liquid;
				if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
					current_tile = &tile_liquid_bfculled;

				video::S3DVertex vertices[4] =
				{
					video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
					video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
					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),
				};

				/*
					If our topside is liquid, set upper border of face
					at upper border of node
				*/
				if(top_is_same_liquid)
				{
					vertices[2].Pos.Y = 0.5*BS;
					vertices[3].Pos.Y = 0.5*BS;
				}
				/*
					Otherwise upper position of face is corner levels
				*/
				else
				{
					vertices[2].Pos.Y = corner_levels[side_corners[i][0]];
					vertices[3].Pos.Y = corner_levels[side_corners[i][1]];
				}

				/*
					If neighbor is liquid, lower border of face is corner
					liquid levels
				*/
				if(neighbor_is_same_liquid)
				{