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
*/
{
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];
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;
}
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);
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;
}
continue;
}
#endif
-
+#if 0
v3s16 blockpos_nodes = block->getPosRelative();
// Block center position
// Total distance
f32 d = blockpos_relative.getLength();
+#endif
#if 1
/*