all kinds of tweaking and fixing
[oweals/minetest.git] / src / map.cpp
index 9a976614f430ab4b88272a0c49e5469c7aa9a8f0..d03bc0ce2f4e5c7740d38cc5d8b15ab2033f41e4 100644 (file)
@@ -2903,48 +2903,58 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                                v3s16(-1,0,0), // left
                        };
 
-                       // Drop mud on side
-                       
-                       for(u32 di=0; di<4; di++)
+                       // Theck that upper is air or doesn't exist.
+                       // Only drop mud if upper doesn't contain anything that
+                       // would keep the mud in place.
+                       u32 i3 = i;
+                       vmanip.m_area.add_y(em, i3, 1);
+                       if(vmanip.m_area.contains(i3) == false
+                                       || content_walkable(vmanip.m_data[i3].d) == false)
                        {
-                               v3s16 dirp = dirs4[di];
-                               u32 i2 = i;
-                               // Move to side
-                               vmanip.m_area.add_p(em, i2, dirp);
-                               // Fail if out of area
-                               if(vmanip.m_area.contains(i2) == false)
-                                       continue;
-                               // Check that side is air
-                               MapNode *n2 = &vmanip.m_data[i2];
-                               if(content_walkable(n2->d))
-                                       continue;
-                               // Check that under side is air
-                               vmanip.m_area.add_y(em, i2, -1);
-                               // Fail if out of area
-                               if(vmanip.m_area.contains(i2) == false)
-                                       continue;
-                               n2 = &vmanip.m_data[i2];
-                               if(content_walkable(n2->d))
-                                       continue;
-                               // Loop further down until not air
-                               do{
+
+                               // Drop mud on side
+                               
+                               for(u32 di=0; di<4; di++)
+                               {
+                                       v3s16 dirp = dirs4[di];
+                                       u32 i2 = i;
+                                       // Move to side
+                                       vmanip.m_area.add_p(em, i2, dirp);
+                                       // Fail if out of area
+                                       if(vmanip.m_area.contains(i2) == false)
+                                               continue;
+                                       // Check that side is air
+                                       MapNode *n2 = &vmanip.m_data[i2];
+                                       if(content_walkable(n2->d))
+                                               continue;
+                                       // Check that under side is air
                                        vmanip.m_area.add_y(em, i2, -1);
                                        // Fail if out of area
                                        if(vmanip.m_area.contains(i2) == false)
                                                continue;
                                        n2 = &vmanip.m_data[i2];
-                               }while(content_walkable(n2->d) == false);
-                               // Loop one up so that we're in air
-                               vmanip.m_area.add_y(em, i2, 1);
-                               n2 = &vmanip.m_data[i2];
+                                       if(content_walkable(n2->d))
+                                               continue;
+                                       // Loop further down until not air
+                                       do{
+                                               vmanip.m_area.add_y(em, i2, -1);
+                                               // Fail if out of area
+                                               if(vmanip.m_area.contains(i2) == false)
+                                                       continue;
+                                               n2 = &vmanip.m_data[i2];
+                                       }while(content_walkable(n2->d) == false);
+                                       // Loop one up so that we're in air
+                                       vmanip.m_area.add_y(em, i2, 1);
+                                       n2 = &vmanip.m_data[i2];
 
-                               // Move mud to new place
-                               *n2 = *n;
-                               // Set old place to be air
-                               *n = MapNode(CONTENT_AIR);
+                                       // Move mud to new place
+                                       *n2 = *n;
+                                       // Set old place to be air
+                                       *n = MapNode(CONTENT_AIR);
 
-                               // Done
-                               break;
+                                       // Done
+                                       break;
+                               }
                        }
                        
                        // Continue from next y
@@ -2990,18 +3000,19 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                */
                {
                        v3s16 em = vmanip.m_area.getExtent();
-                       s16 y_start = WATER_LEVEL;
                        u8 light = LIGHT_MAX;
+                       // Start at global water surface level
+                       s16 y_start = WATER_LEVEL;
                        u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
                        MapNode *n = &vmanip.m_data[i];
-                       /*
-                               Add first one to transforming liquid queue
-                       */
+
+                       /*// Add first one to transforming liquid queue, if water
                        if(n->d == CONTENT_WATER || n->d == CONTENT_WATERSOURCE)
                        {
                                v3s16 p = v3s16(p2d.X, y_start, p2d.Y);
                                m_transforming_liquid.push_back(p);
-                       }
+                       }*/
+
                        for(s16 y=y_start; y>=y_nodes_min; y--)
                        {
                                n = &vmanip.m_data[i];
@@ -3010,16 +3021,14 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                                if(n->d != CONTENT_AIR && n->d != CONTENT_WATERSOURCE
                                                && n->d != CONTENT_WATER)
                                {
-                                       /*
-                                               Add bottom one to transforming liquid queue
-                                       */
+                                       /*// Add bottom one to transforming liquid queue
                                        vmanip.m_area.add_y(em, i, 1);
                                        n = &vmanip.m_data[i];
                                        if(n->d == CONTENT_WATER || n->d == CONTENT_WATERSOURCE)
                                        {
                                                v3s16 p = v3s16(p2d.X, y, p2d.Y);
                                                m_transforming_liquid.push_back(p);
-                                       }
+                                       }*/
 
                                        break;
                                }
@@ -3027,10 +3036,10 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                                n->d = CONTENT_WATERSOURCE;
                                n->setLight(LIGHTBANK_DAY, light);
 
-                               /*// Add to transforming liquid queue (in case it'd
+                               // Add to transforming liquid queue (in case it'd
                                // start flowing)
                                v3s16 p = v3s16(p2d.X, y, p2d.Y);
-                               m_transforming_liquid.push_back(p);*/
+                               m_transforming_liquid.push_back(p);
                                
                                // Next one
                                vmanip.m_area.add_y(em, i, -1);
@@ -5324,9 +5333,10 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
                        float range = 100000 * BS;
                        if(m_control.range_all == false)
                                range = m_control.wanted_range * BS;
-
+                       
+                       float d = 0.0;
                        if(isBlockInSight(block->getPos(), camera_position,
-                                       camera_direction, range) == false)
+                                       camera_direction, range, &d) == false)
                        {
                                continue;
                        }
@@ -5379,7 +5389,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
                                        continue;
                        }
 #endif                 
-
+#if 0
                        v3s16 blockpos_nodes = block->getPosRelative();
                        
                        // Block center position
@@ -5394,6 +5404,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
 
                        // Total distance
                        f32 d = blockpos_relative.getLength();
+#endif
                        
 #if 1
                        /*