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https://github.com/moparisthebest/minetest
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Viscous fluids
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@ -26,6 +26,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#define WATER_ALPHA 160
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#define WATER_VISC 1
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#define LAVA_VISC 7
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// TODO: Get rid of these and set up some attributes like toughness,
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// fluffyness, and a funciton to calculate time and durability loss
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// (and sound? and whatever else) from them
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@ -374,6 +377,7 @@ void content_mapnode_init()
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f->liquid_type = LIQUID_FLOWING;
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f->liquid_alternative_flowing = CONTENT_WATER;
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f->liquid_alternative_source = CONTENT_WATERSOURCE;
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f->liquid_viscosity = WATER_VISC;
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f->vertex_alpha = WATER_ALPHA;
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if(f->special_material == NULL && g_texturesource)
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{
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@ -421,6 +425,7 @@ void content_mapnode_init()
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f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
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f->liquid_alternative_flowing = CONTENT_WATER;
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f->liquid_alternative_source = CONTENT_WATERSOURCE;
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f->liquid_viscosity = WATER_VISC;
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f->vertex_alpha = WATER_ALPHA;
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if(f->special_material == NULL && g_texturesource)
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{
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@ -451,6 +456,7 @@ void content_mapnode_init()
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f->liquid_type = LIQUID_FLOWING;
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f->liquid_alternative_flowing = CONTENT_LAVA;
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f->liquid_alternative_source = CONTENT_LAVASOURCE;
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f->liquid_viscosity = LAVA_VISC;
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f->damage_per_second = 4*2;
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if(f->special_material == NULL && g_texturesource)
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{
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@ -499,6 +505,7 @@ void content_mapnode_init()
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f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
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f->liquid_alternative_flowing = CONTENT_LAVA;
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f->liquid_alternative_source = CONTENT_LAVASOURCE;
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f->liquid_viscosity = LAVA_VISC;
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f->damage_per_second = 4*2;
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if(f->special_material == NULL && g_texturesource)
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{
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35
src/map.cpp
35
src/map.cpp
@ -1562,6 +1562,9 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
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/*if(initial_size != 0)
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dstream<<"transformLiquids(): initial_size="<<initial_size<<std::endl;*/
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// list of nodes that due to viscosity have not reached their max level height
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UniqueQueue<v3s16> must_reflow;
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while(m_transforming_liquid.size() != 0)
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{
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// This should be done here so that it is done when continue is used
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@ -1672,6 +1675,7 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
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*/
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content_t new_node_content;
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s8 new_node_level = -1;
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s8 max_node_level = -1;
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if (num_sources >= 2 || liquid_type == LIQUID_SOURCE) {
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// liquid_kind will be set to either the flowing alternative of the node (if it's a liquid)
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// or the flowing alternative of the first of the surrounding sources (if it's air), so
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@ -1680,34 +1684,51 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
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} else if (num_sources == 1 && sources[0].t != NEIGHBOR_LOWER) {
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// liquid_kind is set properly, see above
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new_node_content = liquid_kind;
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new_node_level = LIQUID_LEVEL_MAX;
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max_node_level = new_node_level = LIQUID_LEVEL_MAX;
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} else {
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// no surrounding sources, so get the maximum level that can flow into this node
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for (u16 i = 0; i < num_flows; i++) {
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u8 nb_liquid_level = (flows[i].n.param2 & LIQUID_LEVEL_MASK);
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switch (flows[i].t) {
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case NEIGHBOR_UPPER:
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if (nb_liquid_level + WATER_DROP_BOOST > new_node_level) {
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new_node_level = LIQUID_LEVEL_MAX;
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if (nb_liquid_level + WATER_DROP_BOOST > max_node_level) {
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max_node_level = LIQUID_LEVEL_MAX;
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if (nb_liquid_level + WATER_DROP_BOOST < LIQUID_LEVEL_MAX)
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new_node_level = nb_liquid_level + WATER_DROP_BOOST;
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max_node_level = nb_liquid_level + WATER_DROP_BOOST;
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}
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break;
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case NEIGHBOR_LOWER:
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break;
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case NEIGHBOR_SAME_LEVEL:
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if ((flows[i].n.param2 & LIQUID_FLOW_DOWN_MASK) != LIQUID_FLOW_DOWN_MASK &&
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nb_liquid_level > 0 && nb_liquid_level - 1 > new_node_level) {
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new_node_level = nb_liquid_level - 1;
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nb_liquid_level > 0 && nb_liquid_level - 1 > max_node_level) {
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max_node_level = nb_liquid_level - 1;
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}
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break;
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}
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}
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if (max_node_level != liquid_level) {
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// amount to gain, limited by viscosity
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// must be at least 1 in absolute value
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s8 level_inc = max_node_level - liquid_level;
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u8 viscosity = content_features(liquid_kind).liquid_viscosity;
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if (level_inc < -viscosity || level_inc > viscosity)
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new_node_level = liquid_level + level_inc/viscosity;
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else if (level_inc < 0)
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new_node_level = liquid_level - 1;
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else if (level_inc > 0)
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new_node_level = liquid_level + 1;
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if (new_node_level != max_node_level)
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must_reflow.push_back(p0);
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} else
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new_node_level = max_node_level;
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if (new_node_level >= 0)
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new_node_content = liquid_kind;
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else
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new_node_content = CONTENT_AIR;
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}
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/*
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@ -1760,6 +1781,8 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
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}
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}
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//dstream<<"Map::transformLiquids(): loopcount="<<loopcount<<std::endl;
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while (must_reflow.size() > 0)
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m_transforming_liquid.push_back(must_reflow.pop_front());
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}
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NodeMetadata* Map::getNodeMetadata(v3s16 p)
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@ -153,6 +153,10 @@ struct ContentFeatures
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content_t liquid_alternative_flowing;
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// If the content is liquid, this is the source version of the liquid.
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content_t liquid_alternative_source;
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// Viscosity for fluid flow, ranging from 1 to 7, with
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// 1 giving almost instantaneous propagation and 7 being
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// the slowest possible
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u8 liquid_viscosity;
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// Used currently for flowing liquids
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u8 vertex_alpha;
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// Special irrlicht material, used sometimes
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@ -189,6 +193,7 @@ struct ContentFeatures
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initial_metadata = NULL;
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liquid_alternative_flowing = CONTENT_IGNORE;
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liquid_alternative_source = CONTENT_IGNORE;
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liquid_viscosity = 0;
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vertex_alpha = 255;
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special_material = NULL;
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special_atlas = NULL;
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