Floody fluid simulator now dries up correctly, too.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@964 0a769ca7-a7f5-676a-18bf-c427514a06d6
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5b7de82a79
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@ -10,6 +10,8 @@
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class cBlockFluidHandler :
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public cBlockHandler
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{
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typedef cBlockHandler super;
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public:
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cBlockFluidHandler(BLOCKTYPE a_BlockType)
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: cBlockHandler(a_BlockType)
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@ -23,7 +25,24 @@ public:
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return true;
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}
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// TODO: Implement proper fluid physics here
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virtual void Check(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ) override
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{
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switch (m_BlockType)
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{
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case E_BLOCK_STATIONARY_LAVA:
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{
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a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_LAVA, a_World->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ));
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break;
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}
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case E_BLOCK_STATIONARY_WATER:
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{
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a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_WATER, a_World->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ));
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break;
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}
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}
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super::Check(a_World, a_BlockX, a_BlockY, a_BlockZ);
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}
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} ;
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@ -387,3 +387,25 @@ bool cBlockHandler::DoesDropOnUnsuitable(void)
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void cBlockHandler::Check(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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if (!CanBeAt(a_World, a_BlockX, a_BlockY, a_BlockZ))
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{
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if (DoesDropOnUnsuitable())
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{
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DropBlock(a_World, a_BlockX, a_BlockY, a_BlockZ);
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}
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a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
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}
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else
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{
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// Wake up the simulators:
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a_World->GetSimulatorManager()->WakeUp(a_BlockX, a_BlockY, a_BlockZ);
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}
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}
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@ -91,6 +91,12 @@ public:
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/// Does this block drop if it gets destroyed by an unsuitable situation? Default: true
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virtual bool DoesDropOnUnsuitable(void);
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/** Called when one of the neighbors gets set; equivalent to MC block update.
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By default drops if position no more suitable (CanBeAt(), DoesDropOnUnsuitable(), Drop()),
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and wakes up all simulators on the block.
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*/
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virtual void Check(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ);
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/// Get the blockhandler for a specific block id
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static cBlockHandler * GetBlockHandler(BLOCKTYPE a_BlockType);
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@ -480,15 +480,7 @@ void cChunk::CheckBlocks(void)
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Vector3i WorldPos = PositionToWorldPosition( BlockPos );
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cBlockHandler * Handler = BlockHandler(GetBlock(index));
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if (!Handler->CanBeAt(m_World, WorldPos.x, WorldPos.y, WorldPos.z))
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{
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if (Handler->DoesDropOnUnsuitable())
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{
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Handler->DropBlock(m_World, WorldPos.x, WorldPos.y, WorldPos.z);
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}
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m_World->SetBlock(WorldPos.x, WorldPos.y, WorldPos.z, E_BLOCK_AIR, 0);
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}
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Handler->Check(m_World, WorldPos.x, WorldPos.y, WorldPos.z);
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} // for itr - ToTickBlocks[]
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}
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@ -918,13 +910,8 @@ void cChunk::SetBlock( int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType
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}
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}
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m_ToTickBlocks.push_back( MakeIndex( a_RelX, a_RelY, a_RelZ ) );
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m_ToTickBlocks.push_back( MakeIndex( a_RelX + 1, a_RelY, a_RelZ ) );
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m_ToTickBlocks.push_back( MakeIndex( a_RelX - 1, a_RelY, a_RelZ ) );
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m_ToTickBlocks.push_back( MakeIndex( a_RelX, a_RelY + 1, a_RelZ ) );
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m_ToTickBlocks.push_back( MakeIndex( a_RelX, a_RelY - 1, a_RelZ ) );
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m_ToTickBlocks.push_back( MakeIndex( a_RelX, a_RelY, a_RelZ + 1 ) );
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m_ToTickBlocks.push_back( MakeIndex( a_RelX, a_RelY, a_RelZ - 1 ) );
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m_ToTickBlocks.push_back(index);
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CheckNeighbors(a_RelX, a_RelY, a_RelZ);
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Vector3i WorldPos = PositionToWorldPosition( a_RelX, a_RelY, a_RelZ );
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cBlockEntity* BlockEntity = GetBlockEntity( WorldPos );
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@ -964,6 +951,75 @@ void cChunk::SetBlock( int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType
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void cChunk::CheckNeighbors(int a_RelX, int a_RelY, int a_RelZ)
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{
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int BlockX = m_PosX * cChunkDef::Width + a_RelX;
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int BlockZ = m_PosZ * cChunkDef::Width + a_RelZ;
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if (a_RelX < cChunkDef::Width)
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{
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m_ToTickBlocks.push_back(MakeIndexNoCheck(a_RelX + 1, a_RelY, a_RelZ));
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}
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else
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{
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m_ChunkMap->CheckBlock(BlockX + 1, a_RelY, BlockZ);
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}
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if (a_RelX > 0)
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{
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m_ToTickBlocks.push_back( MakeIndexNoCheck(a_RelX - 1, a_RelY, a_RelZ));
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}
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else
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{
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m_ChunkMap->CheckBlock(BlockX - 1, a_RelY, BlockZ);
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}
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if (a_RelY < cChunkDef::Height - 1)
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{
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m_ToTickBlocks.push_back(MakeIndexNoCheck(a_RelX, a_RelY + 1, a_RelZ));
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}
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if (a_RelY > 0)
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{
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m_ToTickBlocks.push_back(MakeIndexNoCheck(a_RelX, a_RelY - 1, a_RelZ));
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}
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if (a_RelZ < cChunkDef::Width - 1)
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{
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m_ToTickBlocks.push_back(MakeIndexNoCheck(a_RelX, a_RelY, a_RelZ + 1));
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}
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else
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{
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m_ChunkMap->CheckBlock(BlockX, a_RelY, BlockZ + 1);
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}
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if (a_RelZ > 0)
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{
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m_ToTickBlocks.push_back(MakeIndexNoCheck(a_RelX, a_RelY, a_RelZ - 1));
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}
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else
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{
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m_ChunkMap->CheckBlock(BlockX, a_RelY, BlockZ - 1);
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}
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}
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void cChunk::CheckBlock(int a_RelX, int a_RelY, int a_RelZ)
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{
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if (!IsValid())
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{
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return;
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}
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m_ToTickBlocks.push_back(MakeIndexNoCheck(a_RelX, a_RelY, a_RelZ));
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}
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void cChunk::FastSetBlock( int a_X, int a_Y, int a_Z, BLOCKTYPE a_BlockType, BLOCKTYPE a_BlockMeta)
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{
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ASSERT(!((a_X < 0 || a_X >= Width || a_Y < 0 || a_Y >= Height || a_Z < 0 || a_Z >= Width)));
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@ -130,11 +130,15 @@ public:
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void SetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta );
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// SetBlock() does a lot of work (heightmap, tickblocks, blockentities) so a BlockIdx version doesn't make sense
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void SetBlock( const Vector3i & a_RelBlockPos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta ) { SetBlock( a_RelBlockPos.x, a_RelBlockPos.y, a_RelBlockPos.z, a_BlockType, a_BlockMeta ); }
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void CheckBlock(int a_RelX, int a_RelY, int a_RelZ);
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void FastSetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, BLOCKTYPE a_BlockMeta ); // Doesn't force block updates on neighbors, use for simple changes such as grass growing etc.
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BLOCKTYPE GetBlock( int a_X, int a_Y, int a_Z );
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BLOCKTYPE GetBlock( int a_BlockIdx );
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void GetBlockTypeMeta(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta);
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/// Queues all 6 neighbors of the specified block for checking. If outside the chunk, relays the checking to the neighboring chunk
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void CheckNeighbors(int a_RelX, int a_RelY, int a_RelZ);
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EMCSBiome GetBiomeAt(int a_RelX, int a_RelZ) const {return cChunkDef::GetBiome(m_BiomeMap, a_RelX, a_RelZ); }
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void CollectPickupsByPlayer(cPlayer * a_Player);
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@ -898,18 +898,19 @@ BLOCKTYPE cChunkMap::GetBlockSkyLight(int a_X, int a_Y, int a_Z)
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void cChunkMap::SetBlockMeta(int a_X, int a_Y, int a_Z, NIBBLETYPE a_BlockMeta)
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void cChunkMap::SetBlockMeta(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_BlockMeta)
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{
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int ChunkX, ChunkZ;
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cChunkDef::AbsoluteToRelative( a_X, a_Y, a_Z, ChunkX, ChunkZ );
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cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ);
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// a_BlockXYZ now contains relative coords!
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cCSLock Lock(m_CSLayers);
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cChunkPtr Chunk = GetChunk( ChunkX, ZERO_CHUNK_Y, ChunkZ );
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if ((Chunk != NULL) && Chunk->IsValid() )
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cChunkPtr Chunk = GetChunk(ChunkX, ZERO_CHUNK_Y, ChunkZ);
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if ((Chunk != NULL) && Chunk->IsValid())
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{
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Chunk->SetMeta(a_X, a_Y, a_Z, a_BlockMeta);
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Chunk->SetMeta(a_BlockX, a_BlockY, a_BlockZ, a_BlockMeta);
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Chunk->MarkDirty();
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Chunk->SendBlockTo( a_X, a_Y, a_Z, NULL );
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Chunk->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, NULL);
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}
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}
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@ -1657,6 +1658,48 @@ void cChunkMap::SaveAllChunks(void)
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int cChunkMap::GetNumChunks(void)
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{
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cCSLock Lock(m_CSLayers);
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int NumChunks = 0;
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for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
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{
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NumChunks += (*itr)->GetNumChunksLoaded();
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}
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return NumChunks;
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}
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void cChunkMap::ChunkValidated(void)
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{
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m_evtChunkValid.Set();
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}
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void cChunkMap::CheckBlock(int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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int ChunkX, ChunkZ;
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cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ);
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// a_BlockXYZ now contains relative coords!
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cCSLock Lock(m_CSLayers);
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cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ZERO_CHUNK_Y, ChunkZ);
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if (Chunk != NULL)
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{
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Chunk->CheckBlock(a_BlockX, a_BlockY, a_BlockZ);
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}
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}
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////////////////////////////////////////////////////////////////////////////////
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// cChunkMap::cChunkLayer:
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@ -1817,30 +1860,6 @@ void cChunkMap::cChunkLayer::UnloadUnusedChunks(void)
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int cChunkMap::GetNumChunks(void)
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{
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cCSLock Lock(m_CSLayers);
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int NumChunks = 0;
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for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
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{
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NumChunks += (*itr)->GetNumChunksLoaded();
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}
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return NumChunks;
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}
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void cChunkMap::ChunkValidated(void)
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{
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m_evtChunkValid.Set();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cChunkStay:
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@ -245,6 +245,9 @@ public:
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int GetNumChunks(void);
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void ChunkValidated(void); // Called by chunks that have become valid
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/// Schedules the specified block for checking (block update)
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void CheckBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
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private:
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@ -39,6 +39,11 @@ void cFloodyFluidSimulator::SimulateBlock(int a_BlockX, int a_BlockY, int a_Bloc
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int y = (a_BlockY > 0) ? 1 : 0; // Relative y-coord of this block in Area
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NIBBLETYPE MyMeta = Area.GetRelBlockMeta(1, y, 1);
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if (!IsAnyFluidBlock(Area.GetRelBlockType(1, y, 1)))
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{
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// Can happen - if a block is scheduled for simulating and gets replaced in the meantime.
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return;
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}
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if (MyMeta != 0)
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{
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@ -121,6 +126,9 @@ bool cFloodyFluidSimulator::CheckTributaries(int a_BlockX, int a_BlockY, int a_B
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void cFloodyFluidSimulator::SpreadToNeighbor(int a_BlockX, int a_BlockY, int a_BlockZ, const cBlockArea & a_Area, NIBBLETYPE a_NewMeta)
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{
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ASSERT(a_NewMeta <= 8); // Invalid meta values
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ASSERT(a_NewMeta > 0); // Source blocks aren't spread
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BLOCKTYPE Block = a_Area.GetBlockType(a_BlockX, a_BlockY, a_BlockZ);
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if (IsAnyFluidBlock(Block))
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@ -149,8 +157,6 @@ void cFloodyFluidSimulator::SpreadToNeighbor(int a_BlockX, int a_BlockY, int a_B
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}
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// Spread:
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LOGD("Fluid: spreading to block {%d, %d, %d}, meta %d", a_BlockX, a_BlockY, a_BlockZ, a_NewMeta);
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m_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_FluidBlock, a_NewMeta);
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}
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