From c4b86adee8966ddef7ebc40acd2741cc35f095d5 Mon Sep 17 00:00:00 2001 From: Felix Krause Date: Sun, 17 Jul 2011 04:01:31 +0200 Subject: [PATCH] fixed refactoring issues // slowed down water flow a bit * liquid flow no longer does random things when transformed * if a flowi ng liquid node doesn't have a solid block as neighbor, its spread distan ce is shortened by 1 --- src/map.cpp | 36 +++++++++++++++++++++++++++++------- 1 file changed, 29 insertions(+), 7 deletions(-) diff --git a/src/map.cpp b/src/map.cpp index 298826e7e..19ed32317 100644 --- a/src/map.cpp +++ b/src/map.cpp @@ -1240,17 +1240,19 @@ void Map::removeNodeAndUpdate(v3s16 p, } /* - Add neighboring liquid nodes to transform queue. + Add neighboring liquid nodes and this node to transform queue. + (it's vital for the node itself to get updated last.) */ - v3s16 dirs[10] = { + v3s16 dirs[7] = { v3s16(0,0,1), // back v3s16(0,1,0), // top v3s16(1,0,0), // right v3s16(0,0,-1), // front v3s16(0,-1,0), // bottom v3s16(-1,0,0), // left + v3s16(0,0,0), // self }; - for(u16 i=0; i<10; i++) + for(u16 i=0; i<7; i++) { try { @@ -1602,7 +1604,7 @@ void Map::transformLiquids(core::map & modified_blocks) v3s16( 1, 0, 0), // right v3s16(-1, 0, 0), // left v3s16( 0, 0, 1), // back - v3s16( 0, 0,-1) // front + v3s16( 0, 0,-1), // front }; NodeNeighbor sources[6]; // surrounding sources int num_sources = 0; @@ -1655,11 +1657,13 @@ void Map::transformLiquids(core::map & modified_blocks) neutrals[num_neutrals++] = nb; } else { // order flowing neighbors by liquid level descending - int insert_at = 0; + u16 insert_at = 0; while (insert_at < num_flows && ((flows[insert_at].n.param2 & LIQUID_LEVEL_MASK) > (nb.n.param2 & LIQUID_LEVEL_MASK))) { insert_at++; } + for (u16 j = insert_at; j < num_flows; j++) + flows[j + 1] = flows[j]; flows[insert_at] = nb; num_flows++; if (nb.t == NEIGHBOR_LOWER) @@ -1705,6 +1709,20 @@ void Map::transformLiquids(core::map & modified_blocks) 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; + } + if (new_node_level >= 0) new_node_content = liquid_kind; else @@ -1715,11 +1733,12 @@ void Map::transformLiquids(core::map & modified_blocks) check if anything has changed. if not, just continue with the next node. */ if (new_node_content == n0.d && (content_features(n0.d).liquid_type != LIQUID_FLOWING || - ((n0.param2 & LIQUID_LEVEL_MASK) == (u8)new_node_level) && + ((n0.param2 & LIQUID_LEVEL_MASK) == (u8)new_node_level && ((n0.param2 & LIQUID_FLOW_DOWN_MASK) == LIQUID_FLOW_DOWN_MASK) - == flowing_down)) + == flowing_down))) continue; + /* update the current node */ @@ -1737,6 +1756,9 @@ void Map::transformLiquids(core::map & modified_blocks) if(block != NULL) modified_blocks.insert(blockpos, block); + /* + enqueue neighbors for update if neccessary + */ switch (content_features(n0.d).liquid_type) { case LIQUID_SOURCE: // make sure source flows into all neighboring nodes