#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
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)
{
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)
{
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)
{
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)
{
/*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;
+
while(m_transforming_liquid.size() != 0)
{
// This should be done here so that it is done when continue is used
*/
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
} 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 = LIQUID_LEVEL_MAX;
+ 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 = LIQUID_LEVEL_MAX;
+ 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)
- new_node_level = nb_liquid_level + WATER_DROP_BOOST;
+ 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;
}
}
+ if (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;
+ u8 viscosity = content_features(liquid_kind).liquid_viscosity;
+ 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;
+
}
/*
}
}
//dstream<<"Map::transformLiquids(): loopcount="<<loopcount<<std::endl;
+ while (must_reflow.size() > 0)
+ m_transforming_liquid.push_back(must_reflow.pop_front());
}
NodeMetadata* Map::getNodeMetadata(v3s16 p)
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
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;