fixed refactoring issues // slowed down water flow a bit
authorFelix Krause <flyx@isobeef.org>
Sun, 17 Jul 2011 02:01:31 +0000 (04:01 +0200)
committerNils Dagsson Moskopp <nils@dieweltistgarnichtso.net>
Mon, 18 Jul 2011 00:38:32 +0000 (02:38 +0200)
* 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

index 298826e7e1721b12d6fe78e542ec980c89639690..19ed32317a720b527804e4835a577fba4e538fb4 100644 (file)
@@ -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<v3s16, MapBlock*> & 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<v3s16, MapBlock*> & 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<v3s16, MapBlock*> & 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<v3s16, MapBlock*> & 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<v3s16, MapBlock*> & 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