]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - builtin/game/falling.lua
Fix falling mesh nodes being half size (#11389)
[dragonfireclient.git] / builtin / game / falling.lua
index 3ab64f67e205f2bde1b7cf04515ddd538899046b..29cb56aae046d5da43f11957026dfd3faa9b6a9d 100644 (file)
 -- Minetest: builtin/item.lua
 
+local builtin_shared = ...
+local SCALE = 0.667
+
+local facedir_to_euler = {
+       {y = 0, x = 0, z = 0},
+       {y = -math.pi/2, x = 0, z = 0},
+       {y = math.pi, x = 0, z = 0},
+       {y = math.pi/2, x = 0, z = 0},
+       {y = math.pi/2, x = -math.pi/2, z = math.pi/2},
+       {y = math.pi/2, x = math.pi, z = math.pi/2},
+       {y = math.pi/2, x = math.pi/2, z = math.pi/2},
+       {y = math.pi/2, x = 0, z = math.pi/2},
+       {y = -math.pi/2, x = math.pi/2, z = math.pi/2},
+       {y = -math.pi/2, x = 0, z = math.pi/2},
+       {y = -math.pi/2, x = -math.pi/2, z = math.pi/2},
+       {y = -math.pi/2, x = math.pi, z = math.pi/2},
+       {y = 0, x = 0, z = math.pi/2},
+       {y = 0, x = -math.pi/2, z = math.pi/2},
+       {y = 0, x = math.pi, z = math.pi/2},
+       {y = 0, x = math.pi/2, z = math.pi/2},
+       {y = math.pi, x = math.pi, z = math.pi/2},
+       {y = math.pi, x = math.pi/2, z = math.pi/2},
+       {y = math.pi, x = 0, z = math.pi/2},
+       {y = math.pi, x = -math.pi/2, z = math.pi/2},
+       {y = math.pi, x = math.pi, z = 0},
+       {y = -math.pi/2, x = math.pi, z = 0},
+       {y = 0, x = math.pi, z = 0},
+       {y = math.pi/2, x = math.pi, z = 0}
+}
+
+local gravity = tonumber(core.settings:get("movement_gravity")) or 9.81
+
 --
 -- Falling stuff
 --
 
 core.register_entity(":__builtin:falling_node", {
        initial_properties = {
-               visual = "wielditem",
-               visual_size = {x = 0.667, y = 0.667},
+               visual = "item",
+               visual_size = vector.new(SCALE, SCALE, SCALE),
                textures = {},
                physical = true,
                is_visible = false,
-               collide_with_objects = false,
+               collide_with_objects = true,
                collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
        },
 
        node = {},
+       meta = {},
+       floats = false,
 
-       set_node = function(self, node)
+       set_node = function(self, node, meta)
+               node.param2 = node.param2 or 0
                self.node = node
-               self.object:set_properties({
-                       is_visible = true,
-                       textures = {node.name},
-               })
+               meta = meta or {}
+               if type(meta.to_table) == "function" then
+                       meta = meta:to_table()
+               end
+               for _, list in pairs(meta.inventory or {}) do
+                       for i, stack in pairs(list) do
+                               if type(stack) == "userdata" then
+                                       list[i] = stack:to_string()
+                               end
+                       end
+               end
+               local def = core.registered_nodes[node.name]
+               if not def then
+                       -- Don't allow unknown nodes to fall
+                       core.log("info",
+                               "Unknown falling node removed at "..
+                               core.pos_to_string(self.object:get_pos()))
+                       self.object:remove()
+                       return
+               end
+               self.meta = meta
+
+               -- Cache whether we're supposed to float on water
+               self.floats = core.get_item_group(node.name, "float") ~= 0
+
+               -- Set entity visuals
+               if def.drawtype == "torchlike" or def.drawtype == "signlike" then
+                       local textures
+                       if def.tiles and def.tiles[1] then
+                               local tile = def.tiles[1]
+                               if type(tile) == "table" then
+                                       tile = tile.name
+                               end
+                               if def.drawtype == "torchlike" then
+                                       textures = { "("..tile..")^[transformFX", tile }
+                               else
+                                       textures = { tile, "("..tile..")^[transformFX" }
+                               end
+                       end
+                       local vsize
+                       if def.visual_scale then
+                               local s = def.visual_scale
+                               vsize = vector.new(s, s, s)
+                       end
+                       self.object:set_properties({
+                               is_visible = true,
+                               visual = "upright_sprite",
+                               visual_size = vsize,
+                               textures = textures,
+                               glow = def.light_source,
+                       })
+               elseif def.drawtype ~= "airlike" then
+                       local itemstring = node.name
+                       if core.is_colored_paramtype(def.paramtype2) then
+                               itemstring = core.itemstring_with_palette(itemstring, node.param2)
+                       end
+                       -- FIXME: solution needed for paramtype2 == "leveled"
+                       -- Calculate size of falling node
+                       local s = {}
+                       s.x = (def.visual_scale or 1) * SCALE
+                       s.y = s.x
+                       s.z = s.x
+                       -- Compensate for wield_scale
+                       if def.wield_scale then
+                               s.x = s.x / def.wield_scale.x
+                               s.y = s.y / def.wield_scale.y
+                               s.z = s.z / def.wield_scale.z
+                       end
+                       self.object:set_properties({
+                               is_visible = true,
+                               wield_item = itemstring,
+                               visual_size = s,
+                               glow = def.light_source,
+                       })
+               end
+
+               -- Set collision box (certain nodeboxes only for now)
+               local nb_types = {fixed=true, leveled=true, connected=true}
+               if def.drawtype == "nodebox" and def.node_box and
+                       nb_types[def.node_box.type] and def.node_box.fixed then
+                       local box = table.copy(def.node_box.fixed)
+                       if type(box[1]) == "table" then
+                               box = #box == 1 and box[1] or nil -- We can only use a single box
+                       end
+                       if box then
+                               if def.paramtype2 == "leveled" and (self.node.level or 0) > 0 then
+                                       box[5] = -0.5 + self.node.level / 64
+                               end
+                               self.object:set_properties({
+                                       collisionbox = box
+                               })
+                       end
+               end
+
+               -- Rotate entity
+               if def.drawtype == "torchlike" then
+                       self.object:set_yaw(math.pi*0.25)
+               elseif ((node.param2 ~= 0 or def.drawtype == "nodebox" or def.drawtype == "mesh")
+                               and (def.wield_image == "" or def.wield_image == nil))
+                               or def.drawtype == "signlike"
+                               or def.drawtype == "mesh"
+                               or def.drawtype == "normal"
+                               or def.drawtype == "nodebox" then
+                       if (def.paramtype2 == "facedir" or def.paramtype2 == "colorfacedir") then
+                               local fdir = node.param2 % 32
+                               -- Get rotation from a precalculated lookup table
+                               local euler = facedir_to_euler[fdir + 1]
+                               if euler then
+                                       self.object:set_rotation(euler)
+                               end
+                       elseif (def.drawtype ~= "plantlike" and def.drawtype ~= "plantlike_rooted" and
+                                       (def.paramtype2 == "wallmounted" or def.paramtype2 == "colorwallmounted" or def.drawtype == "signlike")) then
+                               local rot = node.param2 % 8
+                               if (def.drawtype == "signlike" and def.paramtype2 ~= "wallmounted" and def.paramtype2 ~= "colorwallmounted") then
+                                       -- Change rotation to "floor" by default for non-wallmounted paramtype2
+                                       rot = 1
+                               end
+                               local pitch, yaw, roll = 0, 0, 0
+                               if def.drawtype == "nodebox" or def.drawtype == "mesh" then
+                                       if rot == 0 then
+                                               pitch, yaw = math.pi/2, 0
+                                       elseif rot == 1 then
+                                               pitch, yaw = -math.pi/2, math.pi
+                                       elseif rot == 2 then
+                                               pitch, yaw = 0, math.pi/2
+                                       elseif rot == 3 then
+                                               pitch, yaw = 0, -math.pi/2
+                                       elseif rot == 4 then
+                                               pitch, yaw = 0, math.pi
+                                       end
+                               else
+                                       if rot == 1 then
+                                               pitch, yaw = math.pi, math.pi
+                                       elseif rot == 2 then
+                                               pitch, yaw = math.pi/2, math.pi/2
+                                       elseif rot == 3 then
+                                               pitch, yaw = math.pi/2, -math.pi/2
+                                       elseif rot == 4 then
+                                               pitch, yaw = math.pi/2, math.pi
+                                       elseif rot == 5 then
+                                               pitch, yaw = math.pi/2, 0
+                                       end
+                               end
+                               if def.drawtype == "signlike" then
+                                       pitch = pitch - math.pi/2
+                                       if rot == 0 then
+                                               yaw = yaw + math.pi/2
+                                       elseif rot == 1 then
+                                               yaw = yaw - math.pi/2
+                                       end
+                               elseif def.drawtype == "mesh" or def.drawtype == "normal" or def.drawtype == "nodebox" then
+                                       if rot >= 0 and rot <= 1 then
+                                               roll = roll + math.pi
+                                       else
+                                               yaw = yaw + math.pi
+                                       end
+                               end
+                               self.object:set_rotation({x=pitch, y=yaw, z=roll})
+                       elseif (def.drawtype == "mesh" and def.paramtype2 == "degrotate") then
+                               local p2 = (node.param2 - (def.place_param2 or 0)) % 240
+                               local yaw = (p2 / 240) * (math.pi * 2)
+                               self.object:set_yaw(yaw)
+                       elseif (def.drawtype == "mesh" and def.paramtype2 == "colordegrotate") then
+                               local p2 = (node.param2 % 32 - (def.place_param2 or 0) % 32) % 24
+                               local yaw = (p2 / 24) * (math.pi * 2)
+                               self.object:set_yaw(yaw)
+                       end
+               end
        end,
 
        get_staticdata = function(self)
-               return core.serialize(self.node)
+               local ds = {
+                       node = self.node,
+                       meta = self.meta,
+               }
+               return core.serialize(ds)
        end,
 
        on_activate = function(self, staticdata)
                self.object:set_armor_groups({immortal = 1})
-               
-               local node = core.deserialize(staticdata)
-               if node then
-                       self:set_node(node)
+               self.object:set_acceleration(vector.new(0, -gravity, 0))
+
+               local ds = core.deserialize(staticdata)
+               if ds and ds.node then
+                       self:set_node(ds.node, ds.meta)
+               elseif ds then
+                       self:set_node(ds)
                elseif staticdata ~= "" then
                        self:set_node({name = staticdata})
                end
        end,
 
-       on_step = function(self, dtime)
-                -- Set gravity
-               local acceleration = self.object:getacceleration()
-               if not vector.equals(acceleration, {x = 0, y = -10, z = 0}) then
-                       self.object:setacceleration({x = 0, y = -10, z = 0})
-               end
-               -- Turn to actual sand when collides to ground or just move
-               local pos = self.object:getpos()
-               local bcp = {x = pos.x, y = pos.y - 0.7, z = pos.z} -- Position of bottom center point
-               local bcn = core.get_node(bcp)
+       try_place = function(self, bcp, bcn)
                local bcd = core.registered_nodes[bcn.name]
-               -- Note: walkable is in the node definition, not in item groups
-               if not bcd or
-                               (bcd.walkable or
-                               (core.get_item_group(self.node.name, "float") ~= 0 and
-                               bcd.liquidtype ~= "none")) then
-                       if bcd and bcd.leveled and
-                                       bcn.name == self.node.name then
-                               local addlevel = self.node.level
-                               if not addlevel or addlevel <= 0 then
-                                       addlevel = bcd.leveled
+               -- Add levels if dropped on same leveled node
+               if bcd and bcd.paramtype2 == "leveled" and
+                               bcn.name == self.node.name then
+                       local addlevel = self.node.level
+                       if (addlevel or 0) <= 0 then
+                               addlevel = bcd.leveled
+                       end
+                       if core.add_node_level(bcp, addlevel) < addlevel then
+                               return true
+                       elseif bcd.buildable_to then
+                               -- Node level has already reached max, don't place anything
+                               return true
+                       end
+               end
+
+               -- Decide if we're replacing the node or placing on top
+               local np = vector.new(bcp)
+               if bcd and bcd.buildable_to and
+                               (not self.floats or bcd.liquidtype == "none") then
+                       core.remove_node(bcp)
+               else
+                       np.y = np.y + 1
+               end
+
+               -- Check what's here
+               local n2 = core.get_node(np)
+               local nd = core.registered_nodes[n2.name]
+               -- If it's not air or liquid, remove node and replace it with
+               -- it's drops
+               if n2.name ~= "air" and (not nd or nd.liquidtype == "none") then
+                       if nd and nd.buildable_to == false then
+                               nd.on_dig(np, n2, nil)
+                               -- If it's still there, it might be protected
+                               if core.get_node(np).name == n2.name then
+                                       return false
                                end
-                               if core.add_node_level(bcp, addlevel) == 0 then
+                       else
+                               core.remove_node(np)
+                       end
+               end
+
+               -- Create node
+               local def = core.registered_nodes[self.node.name]
+               if def then
+                       core.add_node(np, self.node)
+                       if self.meta then
+                               core.get_meta(np):from_table(self.meta)
+                       end
+                       if def.sounds and def.sounds.place then
+                               core.sound_play(def.sounds.place, {pos = np}, true)
+                       end
+               end
+               core.check_for_falling(np)
+               return true
+       end,
+
+       on_step = function(self, dtime, moveresult)
+               -- Fallback code since collision detection can't tell us
+               -- about liquids (which do not collide)
+               if self.floats then
+                       local pos = self.object:get_pos()
+
+                       local bcp = pos:offset(0, -0.7, 0):round()
+                       local bcn = core.get_node(bcp)
+
+                       local bcd = core.registered_nodes[bcn.name]
+                       if bcd and bcd.liquidtype ~= "none" then
+                               if self:try_place(bcp, bcn) then
                                        self.object:remove()
                                        return
                                end
-                       elseif bcd and bcd.buildable_to and
-                                       (core.get_item_group(self.node.name, "float") == 0 or
-                                       bcd.liquidtype == "none") then
-                               core.remove_node(bcp)
-                               return
-                       end
-                       local np = {x = bcp.x, y = bcp.y + 1, z = bcp.z}
-                       -- Check what's here
-                       local n2 = core.get_node(np)
-                       -- If it's not air or liquid, remove node and replace it with
-                       -- it's drops
-                       if n2.name ~= "air" and (not core.registered_nodes[n2.name] or
-                                       core.registered_nodes[n2.name].liquidtype == "none") then
-                               core.remove_node(np)
-                               if core.registered_nodes[n2.name].buildable_to == false then
-                                       -- Add dropped items
-                                       local drops = core.get_node_drops(n2.name, "")
-                                       for _, dropped_item in ipairs(drops) do
-                                               core.add_item(np, dropped_item)
+                       end
+               end
+
+               assert(moveresult)
+               if not moveresult.collides then
+                       return -- Nothing to do :)
+               end
+
+               local bcp, bcn
+               local player_collision
+               if moveresult.touching_ground then
+                       for _, info in ipairs(moveresult.collisions) do
+                               if info.type == "object" then
+                                       if info.axis == "y" and info.object:is_player() then
+                                               player_collision = info
                                        end
-                               end
-                               -- Run script hook
-                               for _, callback in ipairs(core.registered_on_dignodes) do
-                                       callback(np, n2)
+                               elseif info.axis == "y" then
+                                       bcp = info.node_pos
+                                       bcn = core.get_node(bcp)
+                                       break
                                end
                        end
-                       -- Create node and remove entity
-                       if core.registered_nodes[self.node.name] then
-                               core.add_node(np, self.node)
+               end
+
+               if not bcp then
+                       -- We're colliding with something, but not the ground. Irrelevant to us.
+                       if player_collision then
+                               -- Continue falling through players by moving a little into
+                               -- their collision box
+                               -- TODO: this hack could be avoided in the future if objects
+                               --       could choose who to collide with
+                               local vel = self.object:get_velocity()
+                               self.object:set_velocity(vector.new(
+                                       vel.x,
+                                       player_collision.old_velocity.y,
+                                       vel.z
+                               ))
+                               self.object:set_pos(self.object:get_pos():offset(0, -0.5, 0))
                        end
+                       return
+               elseif bcn.name == "ignore" then
+                       -- Delete on contact with ignore at world edges
                        self.object:remove()
-                       nodeupdate(np)
                        return
                end
-               local vel = self.object:getvelocity()
-               if vector.equals(vel, {x = 0, y = 0, z = 0}) then
-                       local npos = self.object:getpos()
-                       self.object:setpos(vector.round(npos))
+
+               local failure = false
+
+               local pos = self.object:get_pos()
+               local distance = vector.apply(vector.subtract(pos, bcp), math.abs)
+               if distance.x >= 1 or distance.z >= 1 then
+                       -- We're colliding with some part of a node that's sticking out
+                       -- Since we don't want to visually teleport, drop as item
+                       failure = true
+               elseif distance.y >= 2 then
+                       -- Doors consist of a hidden top node and a bottom node that is
+                       -- the actual door. Despite the top node being solid, the moveresult
+                       -- almost always indicates collision with the bottom node.
+                       -- Compensate for this by checking the top node
+                       bcp.y = bcp.y + 1
+                       bcn = core.get_node(bcp)
+                       local def = core.registered_nodes[bcn.name]
+                       if not (def and def.walkable) then
+                               failure = true -- This is unexpected, fail
+                       end
+               end
+
+               -- Try to actually place ourselves
+               if not failure then
+                       failure = not self:try_place(bcp, bcn)
+               end
+
+               if failure then
+                       local drops = core.get_node_drops(self.node, "")
+                       for _, item in pairs(drops) do
+                               core.add_item(pos, item)
+                       end
                end
+               self.object:remove()
        end
 })
 
-function spawn_falling_node(p, node)
-       local obj = core.add_entity(p, "__builtin:falling_node")
-       obj:get_luaentity():set_node(node)
+local function convert_to_falling_node(pos, node)
+       local obj = core.add_entity(pos, "__builtin:falling_node")
+       if not obj then
+               return false
+       end
+       -- remember node level, the entities' set_node() uses this
+       node.level = core.get_node_level(pos)
+       local meta = core.get_meta(pos)
+       local metatable = meta and meta:to_table() or {}
+
+       local def = core.registered_nodes[node.name]
+       if def and def.sounds and def.sounds.fall then
+               core.sound_play(def.sounds.fall, {pos = pos}, true)
+       end
+
+       obj:get_luaentity():set_node(node, metatable)
+       core.remove_node(pos)
+       return true, obj
+end
+
+function core.spawn_falling_node(pos)
+       local node = core.get_node(pos)
+       if node.name == "air" or node.name == "ignore" then
+               return false
+       end
+       return convert_to_falling_node(pos, node)
 end
 
-function drop_attached_node(p)
-       local nn = core.get_node(p).name
+local function drop_attached_node(p)
+       local n = core.get_node(p)
+       local drops = core.get_node_drops(n, "")
+       local def = core.registered_items[n.name]
+       if def and def.preserve_metadata then
+               local oldmeta = core.get_meta(p):to_table().fields
+               -- Copy pos and node because the callback can modify them.
+               local pos_copy = vector.new(p)
+               local node_copy = {name=n.name, param1=n.param1, param2=n.param2}
+               local drop_stacks = {}
+               for k, v in pairs(drops) do
+                       drop_stacks[k] = ItemStack(v)
+               end
+               drops = drop_stacks
+               def.preserve_metadata(pos_copy, node_copy, oldmeta, drops)
+       end
+       if def and def.sounds and def.sounds.fall then
+               core.sound_play(def.sounds.fall, {pos = p}, true)
+       end
        core.remove_node(p)
-       for _, item in ipairs(core.get_node_drops(nn, "")) do
+       for _, item in pairs(drops) do
                local pos = {
                        x = p.x + math.random()/2 - 0.25,
                        y = p.y + math.random()/2 - 0.25,
@@ -126,11 +459,16 @@ function drop_attached_node(p)
        end
 end
 
-function check_attached_node(p, n)
+function builtin_shared.check_attached_node(p, n)
        local def = core.registered_nodes[n.name]
-       local d = {x = 0, y = 0, z = 0}
-       if def.paramtype2 == "wallmounted" then
-               d = core.wallmounted_to_dir(n.param2)
+       local d = vector.new()
+       if def.paramtype2 == "wallmounted" or
+                       def.paramtype2 == "colorwallmounted" then
+               -- The fallback vector here is in case 'wallmounted to dir' is nil due
+               -- to voxelmanip placing a wallmounted node without resetting a
+               -- pre-existing param2 value that is out-of-range for wallmounted.
+               -- The fallback vector corresponds to param2 = 0.
+               d = core.wallmounted_to_dir(n.param2) or vector.new(0, 1, 0)
        else
                d.y = -1
        end
@@ -147,49 +485,108 @@ end
 -- Some common functions
 --
 
-function nodeupdate_single(p, delay)
+function core.check_single_for_falling(p)
        local n = core.get_node(p)
        if core.get_item_group(n.name, "falling_node") ~= 0 then
-               local p_bottom = {x = p.x, y = p.y - 1, z = p.z}
-               local n_bottom = core.get_node(p_bottom)
-               -- Note: walkable is in the node definition, not in item groups
-               if core.registered_nodes[n_bottom.name] and
-                               (core.get_item_group(n.name, "float") == 0 or
-                                       core.registered_nodes[n_bottom.name].liquidtype == "none") and
-                               (n.name ~= n_bottom.name or (core.registered_nodes[n_bottom.name].leveled and
-                                       core.get_node_level(p_bottom) < core.get_node_max_level(p_bottom))) and
-                               (not core.registered_nodes[n_bottom.name].walkable or
-                                       core.registered_nodes[n_bottom.name].buildable_to) then
-                       if delay then
-                               core.after(0.1, nodeupdate_single, p, false)
-                       else
-                               n.level = core.get_node_level(p)
-                               core.remove_node(p)
-                               spawn_falling_node(p, n)
-                               nodeupdate(p)
+               local p_bottom = vector.offset(p, 0, -1, 0)
+               -- Only spawn falling node if node below is loaded
+               local n_bottom = core.get_node_or_nil(p_bottom)
+               local d_bottom = n_bottom and core.registered_nodes[n_bottom.name]
+               if d_bottom then
+                       local same = n.name == n_bottom.name
+                       -- Let leveled nodes fall if it can merge with the bottom node
+                       if same and d_bottom.paramtype2 == "leveled" and
+                                       core.get_node_level(p_bottom) <
+                                       core.get_node_max_level(p_bottom) then
+                               convert_to_falling_node(p, n)
+                               return true
+                       end
+                       -- Otherwise only if the bottom node is considered "fall through"
+                       if not same and
+                                       (not d_bottom.walkable or d_bottom.buildable_to) and
+                                       (core.get_item_group(n.name, "float") == 0 or
+                                       d_bottom.liquidtype == "none") then
+                               convert_to_falling_node(p, n)
+                               return true
                        end
                end
        end
 
        if core.get_item_group(n.name, "attached_node") ~= 0 then
-               if not check_attached_node(p, n) then
+               if not builtin_shared.check_attached_node(p, n) then
                        drop_attached_node(p)
-                       nodeupdate(p)
+                       return true
                end
        end
+
+       return false
 end
 
-function nodeupdate(p, delay)
-       -- Round p to prevent falling entities to get stuck
+-- This table is specifically ordered.
+-- We don't walk diagonals, only our direct neighbors, and self.
+-- Down first as likely case, but always before self. The same with sides.
+-- Up must come last, so that things above self will also fall all at once.
+local check_for_falling_neighbors = {
+       vector.new(-1, -1,  0),
+       vector.new( 1, -1,  0),
+       vector.new( 0, -1, -1),
+       vector.new( 0, -1,  1),
+       vector.new( 0, -1,  0),
+       vector.new(-1,  0,  0),
+       vector.new( 1,  0,  0),
+       vector.new( 0,  0,  1),
+       vector.new( 0,  0, -1),
+       vector.new( 0,  0,  0),
+       vector.new( 0,  1,  0),
+}
+
+function core.check_for_falling(p)
+       -- Round p to prevent falling entities to get stuck.
        p = vector.round(p)
 
-       for x = -1, 1 do
-       for y = -1, 1 do
-       for z = -1, 1 do
-               local d = vector.new(x, y, z)
-               nodeupdate_single(vector.add(p, d), delay or not (x == 0 and y == 0 and z == 0))
-       end
-       end
+       -- We make a stack, and manually maintain size for performance.
+       -- Stored in the stack, we will maintain tables with pos, and
+       -- last neighbor visited. This way, when we get back to each
+       -- node, we know which directions we have already walked, and
+       -- which direction is the next to walk.
+       local s = {}
+       local n = 0
+       -- The neighbor order we will visit from our table.
+       local v = 1
+
+       while true do
+               -- Push current pos onto the stack.
+               n = n + 1
+               s[n] = {p = p, v = v}
+               -- Select next node from neighbor list.
+               p = vector.add(p, check_for_falling_neighbors[v])
+               -- Now we check out the node. If it is in need of an update,
+               -- it will let us know in the return value (true = updated).
+               if not core.check_single_for_falling(p) then
+                       -- If we don't need to "recurse" (walk) to it then pop
+                       -- our previous pos off the stack and continue from there,
+                       -- with the v value we were at when we last were at that
+                       -- node
+                       repeat
+                               local pop = s[n]
+                               p = pop.p
+                               v = pop.v
+                               s[n] = nil
+                               n = n - 1
+                               -- If there's nothing left on the stack, and no
+                               -- more sides to walk to, we're done and can exit
+                               if n == 0 and v == 11 then
+                                       return
+                               end
+                       until v < 11
+                       -- The next round walk the next neighbor in list.
+                       v = v + 1
+               else
+                       -- If we did need to walk the neighbor, then
+                       -- start walking it from the walk order start (1),
+                       -- and not the order we just pushed up the stack.
+                       v = 1
+               end
        end
 end
 
@@ -197,12 +594,17 @@ end
 -- Global callbacks
 --
 
-function on_placenode(p, node)
-       nodeupdate(p)
+local function on_placenode(p, node)
+       core.check_for_falling(p)
 end
 core.register_on_placenode(on_placenode)
 
-function on_dignode(p, node)
-       nodeupdate(p)
+local function on_dignode(p, node)
+       core.check_for_falling(p)
 end
 core.register_on_dignode(on_dignode)
+
+local function on_punchnode(p, node)
+       core.check_for_falling(p)
+end
+core.register_on_punchnode(on_punchnode)