1
0
mirror of https://github.com/moparisthebest/minetest synced 2024-12-23 16:08:51 -05:00

Merge remote-tracking branch 'oblomov/liquid_fixes'

This commit is contained in:
Perttu Ahola 2011-08-22 12:53:18 +03:00
commit f98eda4d52
3 changed files with 70 additions and 57 deletions

View File

@ -26,6 +26,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#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
@ -374,6 +377,7 @@ void content_mapnode_init()
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)
{
@ -421,6 +425,7 @@ void content_mapnode_init()
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)
{
@ -451,6 +456,7 @@ void content_mapnode_init()
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)
{
@ -499,6 +505,7 @@ void content_mapnode_init()
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)
{

View File

@ -1562,6 +1562,9 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
/*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
@ -1575,7 +1578,7 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
v3s16 p0 = m_transforming_liquid.pop_front();
MapNode n0 = getNodeNoEx(p0);
/*
Collect information about current node
*/
@ -1584,7 +1587,7 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
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:
@ -1599,18 +1602,11 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
liquid_kind = CONTENT_AIR;
break;
}
/*
Collect information about the environment
*/
v3s16 dirs[6] = {
v3s16( 0, 1, 0), // top
v3s16( 0,-1, 0), // bottom
v3s16( 1, 0, 0), // right
v3s16(-1, 0, 0), // left
v3s16( 0, 0, 1), // back
v3s16( 0, 0,-1), // front
};
const v3s16 *dirs = g_6dirs;
NodeNeighbor sources[6]; // surrounding sources
int num_sources = 0;
NodeNeighbor flows[6]; // surrounding flowing liquid nodes
@ -1623,10 +1619,10 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
for (u16 i = 0; i < 6; i++) {
NeighborType nt = NEIGHBOR_SAME_LEVEL;
switch (i) {
case 0:
case 1:
nt = NEIGHBOR_UPPER;
break;
case 1:
case 4:
nt = NEIGHBOR_LOWER;
break;
}
@ -1636,9 +1632,15 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
case LIQUID_NONE:
if (nb.n.getContent() == CONTENT_AIR) {
airs[num_airs++] = nb;
// if the current node is a water source the neighbor
// should be enqueded for transformation regardless of whether the
// current node changes or not.
if (nb.t != NEIGHBOR_UPPER && liquid_type != LIQUID_NONE)
m_transforming_liquid.push_back(npos);
// if the current node happens to be a flowing node, it will start to flow down here.
if (nb.t == NEIGHBOR_LOWER)
if (nb.t == NEIGHBOR_LOWER) {
flowing_down = true;
}
} else {
neutrals[num_neutrals++] = nb;
}
@ -1667,12 +1669,13 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
break;
}
}
/*
decide on the type (and possibly level) of the current node
*/
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
@ -1681,49 +1684,53 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
} 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;
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 = 7;
if (nb_liquid_level + WATER_DROP_BOOST < 7)
new_node_level = nb_liquid_level + WATER_DROP_BOOST;
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)
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;
}
}
// don't flow as far in open terrain - if there isn't at least one adjacent solid block,
// substract another unit from the resulting water level.
if (!flowing_down && new_node_level >= 1) {
bool at_wall = false;
for (u16 i = 0; i < num_neutrals; i++) {
if (neutrals[i].t == NEIGHBOR_SAME_LEVEL) {
at_wall = true;
break;
}
}
if (!at_wall)
new_node_level -= 1;
}
u8 viscosity = content_features(liquid_kind).liquid_viscosity;
if (viscosity > 1 && 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;
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;
}
/*
check if anything has changed. if not, just continue with the next node.
*/
@ -1732,31 +1739,32 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
((n0.param2 & LIQUID_FLOW_DOWN_MASK) == LIQUID_FLOW_DOWN_MASK)
== flowing_down)))
continue;
/*
update the current node
*/
bool flow_down_enabled = (flowing_down && ((n0.param2 & LIQUID_FLOW_DOWN_MASK) != LIQUID_FLOW_DOWN_MASK));
n0.setContent(new_node_content);
if (content_features(n0.getContent()).liquid_type == LIQUID_FLOWING) {
if (content_features(new_node_content).liquid_type == LIQUID_FLOWING) {
// set level to last 3 bits, flowing down bit to 4th bit
n0.param2 |= (flowing_down ? LIQUID_FLOW_DOWN_MASK : 0x00) | (new_node_level & LIQUID_LEVEL_MASK);
n0.param2 = (flowing_down ? LIQUID_FLOW_DOWN_MASK : 0x00) | (new_node_level & LIQUID_LEVEL_MASK);
} else {
// set the liquid level and flow bit to 0
n0.param2 &= ~(LIQUID_LEVEL_MASK | LIQUID_FLOW_DOWN_MASK);
n0.param2 = ~(LIQUID_LEVEL_MASK | LIQUID_FLOW_DOWN_MASK);
}
n0.setContent(new_node_content);
setNode(p0, n0);
v3s16 blockpos = getNodeBlockPos(p0);
MapBlock *block = getBlockNoCreateNoEx(blockpos);
if(block != NULL)
modified_blocks.insert(blockpos, block);
/*
enqueue neighbors for update if neccessary
*/
switch (content_features(n0.getContent()).liquid_type) {
case LIQUID_SOURCE:
case LIQUID_FLOWING:
// make sure source flows into all neighboring nodes
for (u16 i = 0; i < num_flows; i++)
if (flows[i].t != NEIGHBOR_UPPER)
@ -1770,22 +1778,11 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
for (u16 i = 0; i < num_flows; i++)
m_transforming_liquid.push_back(flows[i].p);
break;
case LIQUID_FLOWING:
for (u16 i = 0; i < num_flows; i++) {
u8 flow_level = (flows[i].n.param2 & LIQUID_LEVEL_MASK);
// liquid_level is still the ORIGINAL level of this node.
if (flows[i].t != NEIGHBOR_UPPER && ((flow_level < liquid_level || flow_level < new_node_level) ||
flow_down_enabled))
m_transforming_liquid.push_back(flows[i].p);
}
for (u16 i = 0; i < num_airs; i++) {
if (airs[i].t != NEIGHBOR_UPPER && (airs[i].t == NEIGHBOR_LOWER || new_node_level > 0))
m_transforming_liquid.push_back(airs[i].p);
}
break;
}
}
//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)

View File

@ -153,6 +153,10 @@ 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;
// Special irrlicht material, used sometimes
@ -189,6 +193,7 @@ struct ContentFeatures
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;
@ -424,6 +429,10 @@ 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.
*/