make water equalization use flags, not tmp2 (fixes EXOT / BUBW)

This commit is contained in:
jacob1
2012-12-18 14:08:53 -05:00
parent e685e30d58
commit 771d71ea46
2 changed files with 11 additions and 7 deletions

View File

@@ -37,9 +37,10 @@
#define PROP_SPARKSETTLE 0x20000 //2^17 Allow Sparks/Embers to settle
#define PROP_NOAMBHEAT 0x40000 //2^18 Don't transfer or receive heat from ambient heat.
#define FLAG_STAGNANT 1
#define FLAG_STAGNANT 0x1
#define FLAG_SKIPMOVE 0x2 // skip movement for one frame, only implemented for PHOT
#define FLAG_MOVABLE 0x4 // if can move
#define FLAG_WATEREQUAL 0x4
#define FLAG_MOVABLE 0x8 // if can move
#define ST_NONE 0
#define ST_SOLID 1

View File

@@ -840,7 +840,10 @@ int Simulation::flood_water(int x, int y, int i, int originaly, int check)
// fill span
for (x=x1; x<=x2; x++)
{
parts[pmap[y][x]>>8].tmp2 = !check;//flag it as checked, maybe shouldn't use .tmp2
if (check)
parts[pmap[y][x]>>8].flags &= ~FLAG_WATEREQUAL;//flag it as checked (different from the original particle's checked flag)
else
parts[pmap[y][x]>>8].flags |= FLAG_WATEREQUAL;
//check above, maybe around other sides too?
if ( ((y-1) > originaly) && !pmap[y-1][x] && eval_move(parts[i].type, x, y-1, NULL))
{
@@ -857,12 +860,12 @@ int Simulation::flood_water(int x, int y, int i, int originaly, int check)
if (y>=CELL+1)
for (x=x1; x<=x2; x++)
if ((elements[(pmap[y-1][x]&0xFF)].Falldown)==2 && parts[pmap[y-1][x]>>8].tmp2 == check)
if ((elements[(pmap[y-1][x]&0xFF)].Falldown)==2 && (parts[pmap[y-1][x]>>8].flags & FLAG_WATEREQUAL) == check)
if (!flood_water(x, y-1, i, originaly, check))
return 0;
if (y<YRES-CELL-1)
for (x=x1; x<=x2; x++)
if ((elements[(pmap[y+1][x]&0xFF)].Falldown)==2 && parts[pmap[y+1][x]>>8].tmp2 == check)
if ((elements[(pmap[y+1][x]&0xFF)].Falldown)==2 && (parts[pmap[y+1][x]>>8].flags & FLAG_WATEREQUAL) == check)
if (!flood_water(x, y+1, i, originaly, check))
return 0;
return 1;
@@ -3693,7 +3696,7 @@ void Simulation::update_particles_i(int start, int inc)
pGravY += gravy[(y/CELL)*(XRES/CELL)+(x/CELL)];
}
//velocity updates for the particle
if (!(parts[i].flags&FLAG_MOVABLE))
if (t != PT_SPNG || !(parts[i].flags&FLAG_MOVABLE))
{
parts[i].vx *= elements[t].Loss;
parts[i].vy *= elements[t].Loss;
@@ -4373,7 +4376,7 @@ killed:
{
if (water_equal_test && elements[t].Falldown == 2 && 1>= rand()%400)//checking stagnant is cool, but then it doesn't update when you change it later.
{
if (!flood_water(x,y,i,y, parts[i].tmp2))
if (!flood_water(x,y,i,y, parts[i].flags&FLAG_WATEREQUAL))
goto movedone;
}
// liquids and powders