liquid_alternative_source = "", -- Source version of flowing liquid
liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
liquid_renewable = true, -- Can new liquid source be created by placing
+ liquid_range = 8, -- number of flowing nodes arround source (max. 8)
drowning = true, -- Player will drown in these
two or more sources nearly?
light_source = 0, -- Amount of light emitted by node
l = getInteriorLight(n, 0, data);
video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
+ u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 0, 8);
+
// Neighbor liquid levels (key = relative position)
// Includes current node
std::map<v3s16, f32> neighbor_levels;
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) / (float)LIQUID_LEVEL_SOURCE * node_liquid_level) * BS;
+ else if(n2.getContent() == c_flowing){
+ u8 liquid_level = (n2.param2&LIQUID_LEVEL_MASK) - (LIQUID_LEVEL_MAX+1-range);
+ level = (-0.5 + ((float)liquid_level+ 0.5) / (float)range * node_liquid_level) * BS;
+ }
// Check node above neighbor.
// NOTE: This doesn't get executed if neighbor
} else
new_node_level = max_node_level;
- if (new_node_level >= 0)
+ u8 range = rangelim(nodemgr->get(liquid_kind).liquid_range, 0, LIQUID_LEVEL_MAX+1);
+ if (new_node_level >= (LIQUID_LEVEL_MAX+1-range))
new_node_content = liquid_kind;
else
new_node_content = CONTENT_AIR;
liquid_alternative_source = "";
liquid_viscosity = 0;
liquid_renewable = true;
+ liquid_range = LIQUID_LEVEL_MAX+1;
drowning = true;
light_source = 0;
damage_per_second = 0;
// the protocol version
writeU8(os, drowning);
writeU8(os, leveled);
+ writeU8(os, liquid_range);
}
void ContentFeatures::deSerialize(std::istream &is)
// otherwise changes the protocol version
drowning = readU8(is);
leveled = readU8(is);
+ liquid_range = readU8(is);
}catch(SerializationError &e) {};
}
u8 liquid_viscosity;
// Is liquid renewable (new liquid source will be created between 2 existing)
bool liquid_renewable;
+ // Number of flowing liquids surrounding source
+ u8 liquid_range;
bool drowning;
// Amount of light the node emits
u8 light_source;
// the slowest possible
f.liquid_viscosity = getintfield_default(L, index,
"liquid_viscosity", f.liquid_viscosity);
+ f.liquid_range = getintfield_default(L, index,
+ "liquid_range", f.liquid_range);
f.leveled = getintfield_default(L, index, "leveled", f.leveled);
getboolfield(L, index, "liquid_renewable", f.liquid_renewable);