Commented out debug statements again
[oweals/minetest.git] / src / mapnode.h
index 3101a9fc142d752975f5f60aa08dc8173f22d4f8..19dfb28025c199d5e0cb23aa46fff5d6dcb6ce13 100644 (file)
@@ -121,6 +121,7 @@ struct ContentFeatures
        bool light_propagates;
        bool sunlight_propagates;
        u8 solidness; // Used when choosing which face is drawn
+       u8 visual_solidness; // When solidness=0, this tells how it looks like
        // This is used for collision detection.
        // Also for general solidness queries.
        bool walkable;
@@ -153,8 +154,14 @@ 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;
+       // Post effect color, drawn when the camera is inside the node.
+       video::SColor post_effect_color;
        // Special irrlicht material, used sometimes
        video::SMaterial *special_material;
        AtlasPointer *special_atlas;
@@ -177,6 +184,7 @@ struct ContentFeatures
                light_propagates = false;
                sunlight_propagates = false;
                solidness = 2;
+               visual_solidness = 0;
                walkable = true;
                pointable = true;
                diggable = true;
@@ -189,7 +197,9 @@ struct ContentFeatures
                initial_metadata = NULL;
                liquid_alternative_flowing = CONTENT_IGNORE;
                liquid_alternative_source = CONTENT_IGNORE;
+               liquid_viscosity = 0;
                vertex_alpha = 255;
+               post_effect_color = video::SColor(0, 0, 0, 0);
                special_material = NULL;
                special_atlas = NULL;
                light_source = 0;
@@ -424,6 +434,10 @@ 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.
 */