diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/constants.h | 3 | ||||
-rw-r--r-- | src/content_craft.cpp | 1 | ||||
-rw-r--r-- | src/content_mapblock.cpp | 176 | ||||
-rw-r--r-- | src/content_mapnode.cpp | 118 | ||||
-rw-r--r-- | src/content_mapnode.h | 8 | ||||
-rw-r--r-- | src/environment.cpp | 39 | ||||
-rw-r--r-- | src/environment.h | 1 | ||||
-rw-r--r-- | src/game.cpp | 14 | ||||
-rw-r--r-- | src/map.cpp | 132 | ||||
-rw-r--r-- | src/mapgen.cpp | 10 | ||||
-rw-r--r-- | src/mapnode.cpp | 5 | ||||
-rw-r--r-- | src/mapnode.h | 25 |
12 files changed, 375 insertions, 157 deletions
diff --git a/src/constants.h b/src/constants.h index 21ab2a64c..1af5f1f1b 100644 --- a/src/constants.h +++ b/src/constants.h @@ -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. diff --git a/src/content_craft.cpp b/src/content_craft.cpp index 481ea1a63..20ab5f069 100644 --- a/src/content_craft.cpp +++ b/src/content_craft.cpp @@ -486,6 +486,7 @@ void craft_set_creative_inventory(Player *player) CONTENT_CHEST, CONTENT_FURNACE, CONTENT_SIGN_WALL, + CONTENT_LAVASOURCE, CONTENT_IGNORE }; diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp index ed2cd766a..c0845ec57 100644 --- a/src/content_mapblock.cpp +++ b/src/content_mapblock.cpp @@ -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 diff --git a/src/content_mapnode.cpp b/src/content_mapnode.cpp index b164033db..f45853c4a 100644 --- a/src/content_mapnode.cpp +++ b/src/content_mapnode.cpp @@ -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); diff --git a/src/content_mapnode.h b/src/content_mapnode.h index 9643db746..1f6292ba4 100644 --- a/src/content_mapnode.h +++ b/src/content_mapnode.h @@ -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 diff --git a/src/environment.cpp b/src/environment.cpp index 2349852f2..d6ff4d826 100644 --- a/src/environment.cpp +++ b/src/environment.cpp @@ -1633,6 +1633,38 @@ 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 */ for(core::list<Player*>::Iterator i = m_players.begin(); @@ -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 diff --git a/src/environment.h b/src/environment.h index b6767858a..d9248d2ad 100644 --- a/src/environment.h +++ b/src/environment.h @@ -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 diff --git a/src/game.cpp b/src/game.cpp index dd1e58b4b..7c77996b8 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -2309,6 +2309,13 @@ void the_game( guienv->drawAll(); /* + Environment post fx + */ + { + client.getEnv()->drawPostFx(driver, camera_position); + } + + /* Draw hotbar */ { @@ -2331,13 +2338,6 @@ void the_game( } /* - Environment post fx - */ - { - client.getEnv()->drawPostFx(driver, camera_position); - } - - /* End scene */ { diff --git a/src/map.cpp b/src/map.cpp index dc4459263..3c10e27ee 100644 --- a/src/map.cpp +++ b/src/map.cpp @@ -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) diff --git a/src/mapgen.cpp b/src/mapgen.cpp index 9effa8ac6..0018b9919 100644 --- a/src/mapgen.cpp +++ b/src/mapgen.cpp @@ -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); diff --git a/src/mapnode.cpp b/src/mapnode.cpp index 9a8a73295..956abe5c7 100644 --- a/src/mapnode.cpp +++ b/src/mapnode.cpp @@ -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) diff --git a/src/mapnode.h b/src/mapnode.h index 389fa1c9c..4c2b92853 100644 --- a/src/mapnode.h +++ b/src/mapnode.h @@ -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. */ |