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minecraft-style water done (but no texture animation or sound)
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@ -108,7 +108,7 @@ inline bool sunlight_propagates_content(u8 m)
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inline u8 content_solidness(u8 m)
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{
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// As of now, every pseudo node like torches are added to this
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if(m == CONTENT_AIR || m == CONTENT_TORCH)
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if(m == CONTENT_AIR || m == CONTENT_TORCH || m == CONTENT_WATER)
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return 0;
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if(m == CONTENT_WATER || m == CONTENT_WATERSOURCE)
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return 1;
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@ -121,12 +121,30 @@ inline bool content_walkable(u8 m)
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return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_WATERSOURCE && m != CONTENT_TORCH);
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}
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// A liquid resists fast movement
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inline bool content_liquid(u8 m)
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{
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return (m == CONTENT_WATER || m == CONTENT_WATERSOURCE);
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}
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inline bool content_flowing_liquid(u8 m)
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{
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return (m == CONTENT_WATER);
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}
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inline bool content_liquid_source(u8 m)
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{
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return (m == CONTENT_WATERSOURCE);
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}
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// CONTENT_WATER || CONTENT_WATERSOURCE -> CONTENT_WATER
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// CONTENT_LAVA || CONTENT_LAVASOURCE -> CONTENT_LAVA
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inline u8 make_liquid_flowing(u8 m)
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{
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if(m == CONTENT_WATER || m == CONTENT_WATERSOURCE)
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return CONTENT_WATER;
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assert(0);
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}
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// Pointable contents can be pointed to in the map
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inline bool content_pointable(u8 m)
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{
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@ -349,6 +367,8 @@ struct MapNode
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union
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{
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u8 param2;
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/*
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Pressure for liquids
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*/
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