From 571fb14f9480a0fd70d7cfeb0484c9513153c33a Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Mon, 13 Dec 2010 03:19:12 +0200 Subject: working nicely --- src/voxel.cpp | 73 +++++++++++++++++++++++++++++++++++++++++++---------------- 1 file changed, 53 insertions(+), 20 deletions(-) (limited to 'src/voxel.cpp') diff --git a/src/voxel.cpp b/src/voxel.cpp index cdd41a14f..3df29dc68 100644 --- a/src/voxel.cpp +++ b/src/voxel.cpp @@ -41,6 +41,7 @@ VoxelManipulator::VoxelManipulator(): m_data(NULL), m_flags(NULL) { + m_disable_water_climb = false; } VoxelManipulator::~VoxelManipulator() @@ -103,13 +104,13 @@ void VoxelManipulator::print(std::ostream &o, VoxelPrintMode mode) } else if(mode == VOXELPRINT_WATERPRESSURE) { - if(m == MATERIAL_WATER) + if(m == CONTENT_WATER) { c = 'w'; if(pr <= 9) c = pr + '0'; } - else if(m == MATERIAL_AIR) + else if(liquid_replaces_content(m)) { c = ' '; } @@ -249,7 +250,7 @@ void VoxelManipulator::interpolate(VoxelArea area) s16 total = 0; s16 airness = 0; - u8 m = MATERIAL_IGNORE; + u8 m = CONTENT_IGNORE; for(s16 i=0; i<8; i++) //for(s16 i=0; i<26; i++) @@ -263,17 +264,17 @@ void VoxelManipulator::interpolate(VoxelArea area) MapNode &n = m_data[m_area.index(p2)]; - airness += (n.d == MATERIAL_AIR) ? 1 : -1; + airness += (n.d == CONTENT_AIR) ? 1 : -1; total++; - if(m == MATERIAL_IGNORE && n.d != MATERIAL_AIR) + if(m == CONTENT_IGNORE && n.d != CONTENT_AIR) m = n.d; } // 1 if air, 0 if not - buf[area.index(p)] = airness > -total/2 ? MATERIAL_AIR : m; - //buf[area.index(p)] = airness > -total ? MATERIAL_AIR : m; - //buf[area.index(p)] = airness >= -7 ? MATERIAL_AIR : m; + buf[area.index(p)] = airness > -total/2 ? CONTENT_AIR : m; + //buf[area.index(p)] = airness > -total ? CONTENT_AIR : m; + //buf[area.index(p)] = airness >= -7 ? CONTENT_AIR : m; } for(s32 z=area.MinEdge.Z; z<=area.MaxEdge.Z; z++) @@ -366,13 +367,14 @@ int VoxelManipulator::getWaterPressure(v3s16 p, s16 &highest_y, int recur_count) continue; MapNode &n = m_data[m_area.index(p2)]; // Ignore non-liquid nodes - if(material_liquid(n.d) == false) + if(content_liquid(n.d) == false) continue; int pr; // If at ocean surface - if(n.pressure == 1 && n.d == MATERIAL_OCEAN) + if(n.pressure == 1 && n.d == CONTENT_OCEAN) + //if(n.pressure == 1) // Causes glitches but is fast { pr = 1; } @@ -463,12 +465,15 @@ void VoxelManipulator::spreadWaterPressure(v3s16 p, int pr, NOTE: Do not remove anything from there. We cannot know here if some other neighbor of it causes flow. */ - if(n.d == MATERIAL_AIR) + if(liquid_replaces_content(n.d)) { bool pressure_causes_flow = false; - // If block is at top + // If empty block is at top if(i == 0) { + if(m_disable_water_climb) + continue; + //if(pr >= PRESERVE_WATER_VOLUME ? 3 : 2) if(pr >= 3) pressure_causes_flow = true; @@ -495,7 +500,7 @@ void VoxelManipulator::spreadWaterPressure(v3s16 p, int pr, } // Ignore non-liquid nodes - if(material_liquid(n.d) == false) + if(content_liquid(n.d) == false) continue; int pr2 = pr; @@ -511,6 +516,12 @@ void VoxelManipulator::spreadWaterPressure(v3s16 p, int pr, if(pr2 < 255) pr2++; } + + /*if(m_disable_water_climb) + { + if(pr2 > 3) + pr2 = 3; + }*/ // Ignore if correct pressure is already set and is not on // request_area. @@ -556,7 +567,7 @@ void VoxelManipulator::updateAreaWaterPressure(VoxelArea a, continue; MapNode &n = m_data[m_area.index(p)]; // Ignore non-liquid nodes - if(material_liquid(n.d) == false) + if(content_liquid(n.d) == false) continue; if(checked2_clear == false) @@ -654,14 +665,18 @@ bool VoxelManipulator::flowWater(v3s16 removed_pos, if(f & (VOXELFLAG_INEXISTENT | VOXELFLAG_CHECKED)) return false; MapNode &n = m_data[m_area.index(removed_pos)]; - // Water can move only to air - if(n.d != MATERIAL_AIR) + // Ignore nodes to which the water can't go + if(liquid_replaces_content(n.d) == false) return false; } s32 i; for(i=0; i<6; i++) { + // Don't raise water from bottom + if(m_disable_water_climb && i == 5) + continue; + p = removed_pos + v3s16(s1*dirs[i].X, dirs[i].Y, s2*dirs[i].Z); u8 f = m_flags[m_area.index(p)]; @@ -670,7 +685,7 @@ bool VoxelManipulator::flowWater(v3s16 removed_pos, continue; MapNode &n = m_data[m_area.index(p)]; // Only liquid nodes can move - if(material_liquid(n.d) == false) + if(content_liquid(n.d) == false) continue; // If block is at top, select it always if(i == 0) @@ -704,7 +719,7 @@ bool VoxelManipulator::flowWater(v3s16 removed_pos, u8 m = m_data[m_area.index(p)].d; u8 f = m_flags[m_area.index(p)]; - if(m == MATERIAL_OCEAN) + if(m == CONTENT_OCEAN) from_ocean = true; // Move air bubble if not taking water from ocean @@ -714,9 +729,23 @@ bool VoxelManipulator::flowWater(v3s16 removed_pos, m_flags[m_area.index(p)] = m_flags[m_area.index(removed_pos)]; } + /* + This has to be done to copy the brightness of a light source + correctly. Otherwise unspreadLight will fuck up when water + has replaced a light source. + */ + u8 light = m_data[m_area.index(removed_pos)].getLight(); + m_data[m_area.index(removed_pos)].d = m; m_flags[m_area.index(removed_pos)] = f; + m_data[m_area.index(removed_pos)].setLight(light); + + /*// NOTE: HACK: This has to be set to LIGHT_MAX so that + // unspreadLight will clear all light that came from this node. + // Otherwise there will be weird bugs + m_data[m_area.index(removed_pos)].setLight(LIGHT_MAX);*/ + // Mark removed_pos checked m_flags[m_area.index(removed_pos)] |= VOXELFLAG_CHECKED; @@ -728,7 +757,7 @@ bool VoxelManipulator::flowWater(v3s16 removed_pos, /* NOTE: This does not work as-is - if(m == MATERIAL_OCEAN) + if(m == CONTENT_OCEAN) { // If block was raised to surface, increase pressure of // source node @@ -795,6 +824,10 @@ find_again: // They are checked in reverse order compared to the previous loop. for(s32 i=5; i>=0; i--) { + // Don't try to flow to top + if(m_disable_water_climb && i == 0) + continue; + //v3s16 p = removed_pos + dirs[i]; p = removed_pos + v3s16(s1*dirs[i].X, dirs[i].Y, s2*dirs[i].Z); @@ -804,7 +837,7 @@ find_again: continue; MapNode &n = m_data[m_area.index(p)]; // Water can only move to air - if(n.d != MATERIAL_AIR) + if(liquid_replaces_content(n.d) == false) continue; // Flow water to node -- cgit v1.2.3