From 976ec31c1faedc3a34935c3aafd6a868e222d1ad Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Sat, 23 Jul 2011 16:46:34 +0300 Subject: [PATCH] switched to old transformLiquids, new one is not ready --- src/map.cpp | 423 +++++++++++++++++++++++++++------------------------- 1 file changed, 216 insertions(+), 207 deletions(-) diff --git a/src/map.cpp b/src/map.cpp index e1769b8ef..ab4acd4d5 100644 --- a/src/map.cpp +++ b/src/map.cpp @@ -1540,17 +1540,6 @@ void Map::PrintInfo(std::ostream &out) #define WATER_DROP_BOOST 4 -enum NeighborType { - NEIGHBOR_UPPER, - NEIGHBOR_SAME_LEVEL, - NEIGHBOR_LOWER -}; -struct NodeNeighbor { - MapNode n; - NeighborType t; - v3s16 p; -}; - void Map::transformLiquids(core::map & modified_blocks) { DSTACK(__FUNCTION_NAME); @@ -1570,220 +1559,240 @@ void Map::transformLiquids(core::map & modified_blocks) v3s16 p0 = m_transforming_liquid.pop_front(); MapNode n0 = getNodeNoEx(p0); - - /* - Collect information about current node - */ - s8 liquid_level = -1; - u8 liquid_kind = CONTENT_IGNORE; - LiquidType liquid_type = content_features(n0.d).liquid_type; - switch (liquid_type) { - case LIQUID_SOURCE: - liquid_level = 8; - liquid_kind = content_features(n0.d).liquid_alternative_flowing; - break; - case LIQUID_FLOWING: - liquid_level = (n0.param2 & LIQUID_LEVEL_MASK); - liquid_kind = n0.d; - break; - case LIQUID_NONE: - // if this is an air node, it *could* be transformed into a liquid. otherwise, - // continue with the next node. - if (n0.d != CONTENT_AIR) - continue; - liquid_kind = CONTENT_AIR; - break; - } - + + // Don't deal with non-liquids + if(content_liquid(n0.d) == false) + continue; + + bool is_source = !content_flowing_liquid(n0.d); + + u8 liquid_level = 8; + if(is_source == false) + liquid_level = n0.param2 & 0x0f; + + // Turn possible source into non-source + u8 nonsource_c = make_liquid_flowing(n0.d); + /* - 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 - }; - NodeNeighbor sources[6]; // surrounding sources - int num_sources = 0; - NodeNeighbor flows[6]; // surrounding flowing liquid nodes - int num_flows = 0; - NodeNeighbor airs[6]; // surrounding air - int num_airs = 0; - NodeNeighbor neutrals[6]; // nodes that are solid or another kind of liquid - int num_neutrals = 0; - bool flowing_down = false; - for (u16 i = 0; i < 6; i++) { - NeighborType nt = NEIGHBOR_SAME_LEVEL; - switch (i) { - case 0: - nt = NEIGHBOR_UPPER; - break; - case 1: - nt = NEIGHBOR_LOWER; - break; - } - v3s16 npos = p0 + dirs[i]; - NodeNeighbor nb = {getNodeNoEx(npos), nt, npos}; - switch (content_features(nb.n.d).liquid_type) { - case LIQUID_NONE: - if (nb.n.d == CONTENT_AIR) { - airs[num_airs++] = nb; - // if the current node happens to be a flowing node, it will start to flow down here. - if (nb.t == NEIGHBOR_LOWER) - flowing_down = true; - } else { - neutrals[num_neutrals++] = nb; + If not source, check that some node flows into this one + and what is the level of liquid in this one + */ + if(is_source == false) + { + s8 new_liquid_level_max = -1; + + v3s16 dirs_from[5] = { + v3s16(0,1,0), // top + v3s16(0,0,1), // back + v3s16(1,0,0), // right + v3s16(0,0,-1), // front + v3s16(-1,0,0), // left + }; + for(u16 i=0; i<5; i++) + { + bool from_top = (i==0); + + v3s16 p2 = p0 + dirs_from[i]; + MapNode n2 = getNodeNoEx(p2); + + if(content_liquid(n2.d)) + { + u8 n2_nonsource_c = make_liquid_flowing(n2.d); + // Check that the liquids are the same type + if(n2_nonsource_c != nonsource_c) + { + dstream<<"WARNING: Not handling: different liquids" + " collide"<= 7 - WATER_DROP_BOOST) + new_liquid_level = 7; + else + new_liquid_level = n2_liquid_level + WATER_DROP_BOOST; } - break; - case LIQUID_FLOWING: - // if this node is not (yet) of a liquid type, choose the first liquid type we encounter - if (liquid_kind == CONTENT_AIR) - liquid_kind = content_features(nb.n.d).liquid_alternative_flowing; - if (content_features(nb.n.d).liquid_alternative_flowing != liquid_kind) { - neutrals[num_neutrals++] = nb; - } else { - flows[num_flows++] = nb; - if (nb.t == NEIGHBOR_LOWER) - flowing_down = true; + else if(n2_liquid_level > 0) + { + new_liquid_level = n2_liquid_level - 1; } - break; - } - } - - /* - decide on the type (and possibly level) of the current node - */ - u8 new_node_content; - s8 new_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 - // it's perfectly safe to use liquid_kind here to determine the new node content. - new_node_content = content_features(liquid_kind).liquid_alternative_source; - } 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; - } 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; - } - 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; - } - break; + + if(new_liquid_level > new_liquid_level_max) + new_liquid_level_max = new_liquid_level; } - } - // 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; + } //for + + /* + If liquid level should be something else, update it and + add all the neighboring water nodes to the transform queue. + */ + if(new_liquid_level_max != liquid_level) + { + if(new_liquid_level_max == -1) + { + // Remove water alltoghether + n0.d = CONTENT_AIR; + n0.param2 = 0; + setNode(p0, n0); + } + else + { + n0.param2 = new_liquid_level_max; + setNode(p0, n0); + } + + // Block has been modified + { + v3s16 blockpos = getNodeBlockPos(p0); + MapBlock *block = getBlockNoCreateNoEx(blockpos); + if(block != NULL) + modified_blocks.insert(blockpos, block); + } + + /* + Add neighboring non-source liquid nodes to transform queue. + */ + v3s16 dirs[6] = { + 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 + }; + for(u16 i=0; i<6; i++) + { + v3s16 p2 = p0 + dirs[i]; + + MapNode n2 = getNodeNoEx(p2); + if(content_flowing_liquid(n2.d)) + { + m_transforming_liquid.push_back(p2); } } - if (!at_wall) - new_node_level -= 1; } - - 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. - */ - 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_FLOW_DOWN_MASK) == LIQUID_FLOW_DOWN_MASK) - == flowing_down))) + + // Get a new one from queue if the node has turned into non-water + if(content_liquid(n0.d) == false) continue; - - - /* - update the current node - */ - bool flow_down_enabled = (flowing_down && ((n0.param2 & LIQUID_FLOW_DOWN_MASK) != LIQUID_FLOW_DOWN_MASK)); - n0.d = new_node_content; - if (content_features(n0.d).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); - } else { - n0.param2 = 0; - } - 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.d).liquid_type) { - case LIQUID_SOURCE: - // make sure source flows into all neighboring nodes - for (u16 i = 0; i < num_flows; i++) - if (flows[i].t != NEIGHBOR_UPPER) - m_transforming_liquid.push_back(flows[i].p); - for (u16 i = 0; i < num_airs; i++) - if (airs[i].t != NEIGHBOR_UPPER) - m_transforming_liquid.push_back(airs[i].p); - break; - case LIQUID_NONE: - // this flow has turned to air; neighboring flows might need to do the same - 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); + Flow water from this node + */ + v3s16 dirs_to[5] = { + v3s16(0,-1,0), // bottom + v3s16(0,0,1), // back + v3s16(1,0,0), // right + v3s16(0,0,-1), // front + v3s16(-1,0,0), // left + }; + for(u16 i=0; i<5; i++) + { + bool to_bottom = (i == 0); + + // If liquid is at lowest possible height, it's not going + // anywhere except down + if(liquid_level == 0 && to_bottom == false) + continue; + + u8 liquid_next_level = 0; + // If going to bottom + if(to_bottom) + { + //liquid_next_level = 7; + if(liquid_level >= 7 - WATER_DROP_BOOST) + liquid_next_level = 7; + else + liquid_next_level = liquid_level + WATER_DROP_BOOST; + } + else + liquid_next_level = liquid_level - 1; + + bool n2_changed = false; + bool flowed = false; + + v3s16 p2 = p0 + dirs_to[i]; + + MapNode n2 = getNodeNoEx(p2); + //dstream<<"[1] n2.param="<<(int)n2.param< 0)) - m_transforming_liquid.push_back(airs[i].p); + + if(n2_is_source) + { + // Just flow into the source, nothing changes. + // n2_changed is not set because destination didn't change + flowed = true; + } + else + { + if(liquid_next_level > liquid_level) + { + n2.param2 = liquid_next_level; + setNode(p2, n2); + + n2_changed = true; + flowed = true; + } } + } + else if(n2.d == CONTENT_AIR) + { + n2.d = nonsource_c; + n2.param2 = liquid_next_level; + setNode(p2, n2); + + n2_changed = true; + flowed = true; + } + + //dstream<<"[2] n2.param="<<(int)n2.param<= 100000) - if(loopcount >= initial_size * 10) { + if(loopcount >= initial_size * 1) break; - } } //dstream<<"Map::transformLiquids(): loopcount="<