removed accidental double flowWater

This commit is contained in:
Perttu Ahola 2010-12-11 18:12:18 +02:00
parent 2a0d1a059e
commit db49f37692
1 changed files with 0 additions and 177 deletions

View File

@ -725,183 +725,6 @@ bool VoxelManipulator::flowWater(v3s16 removed_pos,
flowWater(p, active_nodes, recursion_depth,
debugprint, counter, counterlimit);
find_again:
// Try flowing water to empty positions around removed_pos.
// They are checked in reverse order compared to the previous loop.
for(s32 i=5; i>=0; i--)
{
//v3s16 p = removed_pos + dirs[i];
p = removed_pos + v3s16(s1*dirs[i].X, dirs[i].Y, s2*dirs[i].Z);
u8 f = m_flags[m_area.index(p)];
// Water can't move to inexistent nodes
if(f & VOXELFLAG_INEXISTENT)
continue;
MapNode &n = m_data[m_area.index(p)];
// Water can only move to air
if(n.d != MATERIAL_AIR)
continue;
// Flow water to node
bool moved =
flowWater(p, active_nodes, recursion_depth,
debugprint, counter, counterlimit);
if(moved)
{
// Search again from all neighbors
goto find_again;
}
}
if(counter != NULL)
{
(*counter)++;
if((*counter) % 10 == 0)
dstream<<"flowWater(): moved "<<(*counter)<<" nodes"
<<std::endl;
if(counterlimit != -1 && (*counter) > counterlimit)
{
dstream<<"Counter limit reached; returning"<<std::endl;
throw ProcessingLimitException("flowWater counterlimit reached");
}
}
return true;
}
bool VoxelManipulator::flowWater(v3s16 removed_pos,
core::map<v3s16, u8> &active_nodes,
int recursion_depth, bool debugprint,
int *counter, int counterlimit)
{
v3s16 dirs[6] = {
v3s16(0,1,0), // top
v3s16(-1,0,0), // left
v3s16(1,0,0), // right
v3s16(0,0,-1), // front
v3s16(0,0,1), // back
v3s16(0,-1,0), // bottom
};
recursion_depth++;
v3s16 p;
// Randomize horizontal order
static s32 cs = 0;
if(cs < 3)
cs++;
else
cs = 0;
s16 s1 = (cs & 1) ? 1 : -1;
s16 s2 = (cs & 2) ? 1 : -1;
//dstream<<"s1="<<s1<<", s2="<<s2<<std::endl;
{
TimeTaker timer1("flowWater pre", g_device, &flowwater_pre_time);
// Load neighboring nodes
emerge(VoxelArea(removed_pos - v3s16(1,1,1), removed_pos + v3s16(1,1,1)));
// Ignore incorrect removed_pos
{
u8 f = m_flags[m_area.index(removed_pos)];
// Ignore inexistent or checked node
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)
return false;
}
s32 i;
for(i=0; i<6; i++)
{
p = removed_pos + v3s16(s1*dirs[i].X, dirs[i].Y, s2*dirs[i].Z);
u8 f = m_flags[m_area.index(p)];
// Inexistent or checked nodes can't move
if(f & (VOXELFLAG_INEXISTENT | VOXELFLAG_CHECKED))
continue;
MapNode &n = m_data[m_area.index(p)];
// Only liquid nodes can move
if(material_liquid(n.d) == false)
continue;
// If block is at top, select it always
if(i == 0)
{
break;
}
// If block is at bottom, select it if it has enough pressure
if(i == 5)
{
if(n.pressure >= 3)
break;
continue;
}
// Else block is at some side. Select it if it has enough pressure
if(n.pressure >= 2)
{
break;
}
}
// If there is nothing to move, return
if(i==6)
return false;
// Switch nodes at p and removed_pos
u8 m = m_data[m_area.index(p)].d;
u8 f = m_flags[m_area.index(p)];
m_data[m_area.index(p)].d = m_data[m_area.index(removed_pos)].d;
m_flags[m_area.index(p)] = m_flags[m_area.index(removed_pos)];
m_data[m_area.index(removed_pos)].d = m;
m_flags[m_area.index(removed_pos)] = f;
// Mark removed_pos checked
m_flags[m_area.index(removed_pos)] |= VOXELFLAG_CHECKED;
// If block was dropped from surface, increase pressure
if(i == 0 && m_data[m_area.index(removed_pos)].pressure == 1)
{
m_data[m_area.index(removed_pos)].pressure = 2;
}
/*if(debugprint)
{
dstream<<"VoxelManipulator::flowWater(): Moved bubble:"<<std::endl;
print(dstream, VOXELPRINT_WATERPRESSURE);
}*/
// Update pressure
VoxelArea a;
a.addPoint(p - v3s16(1,1,1));
a.addPoint(p + v3s16(1,1,1));
a.addPoint(removed_pos - v3s16(1,1,1));
a.addPoint(removed_pos + v3s16(1,1,1));
updateAreaWaterPressure(a, active_nodes);
/*if(debugprint)
{
dstream<<"VoxelManipulator::flowWater(): Pressure updated:"<<std::endl;
print(dstream, VOXELPRINT_WATERPRESSURE);
//std::cin.get();
}*/
if(debugprint)
{
dstream<<"VoxelManipulator::flowWater(): step done:"<<std::endl;
print(dstream, VOXELPRINT_WATERPRESSURE);
//std::cin.get();
}
}//timer1
// Flow water to the newly created empty position
flowWater(p, active_nodes, recursion_depth,
debugprint, counter, counterlimit);
find_again:
// Try flowing water to empty positions around removed_pos.
// They are checked in reverse order compared to the previous loop.