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:
} 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;
+ 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++) {
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 = LIQUID_LEVEL_MAX;
+ if (nb_liquid_level + WATER_DROP_BOOST < LIQUID_LEVEL_MAX)
new_node_level = nb_liquid_level + WATER_DROP_BOOST;
}
break;
#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.
*/